// Copyright (c) 1999-2014 OPEN CASCADE SAS // // This file is part of Open CASCADE Technology software library. // // This library is free software; you can redistribute it and/or modify it under // the terms of the GNU Lesser General Public License version 2.1 as published // by the Free Software Foundation, with special exception defined in the file // OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT // distribution for complete text of the license and disclaimer of any warranty. // // Alternatively, this file may be used under the terms of Open CASCADE // commercial license or contractual agreement. #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include AIS_Triangulation::AIS_Triangulation(const Handle(Poly_Triangulation)& Triangulation) { myTriangulation = Triangulation; myNbNodes = Triangulation->NbNodes(); myNbTriangles = Triangulation->NbTriangles(); myFlagColor = 0; } //======================================================================= //function : Compute //purpose : //======================================================================= void AIS_Triangulation::Compute(const Handle(PrsMgr_PresentationManager3d)& /*aPresentationManager*/, const Handle(Prs3d_Presentation)& aPresentation, const Standard_Integer aMode) { switch (aMode) { case 0: const TColgp_Array1OfPnt& nodes = myTriangulation->Nodes(); //Nodes const Poly_Array1OfTriangle& triangles = myTriangulation->Triangles(); //Triangle Standard_Boolean hasVNormals = myTriangulation->HasNormals(); Standard_Boolean hasVColors = (myFlagColor == 1); Handle(Graphic3d_ArrayOfTriangles) anArray = new Graphic3d_ArrayOfTriangles (myNbNodes, myNbTriangles * 3, hasVNormals, hasVColors, Standard_False); Handle(Graphic3d_Group) TheGroup = Prs3d_Root::CurrentGroup(aPresentation); Handle(Graphic3d_AspectFillArea3d) aspect = myDrawer->ShadingAspect()->Aspect(); Standard_Integer i; Standard_Integer j; Standard_Real ambient = aspect->FrontMaterial().Ambient(); if (hasVNormals) { const TShort_Array1OfShortReal& normals = myTriangulation->Normals(); if (hasVColors) { const TColStd_Array1OfInteger& colors = myColor->Array1(); for ( i = nodes.Lower(); i <= nodes.Upper(); i++ ) { j = (i - nodes.Lower()) * 3; anArray->AddVertex(nodes(i), AttenuateColor(colors(i), ambient)); anArray->SetVertexNormal(i, normals(j+1), normals(j+2), normals(j+3)); } } else // !hasVColors { for ( i = nodes.Lower(); i <= nodes.Upper(); i++ ) { j = (i - nodes.Lower()) * 3; anArray->AddVertex(nodes(i)); anArray->SetVertexNormal(i, normals(j+1), normals(j+2), normals(j+3)); } } } else // !hasVNormals { if (hasVColors) { const TColStd_Array1OfInteger& colors = myColor->Array1(); for ( i = nodes.Lower(); i <= nodes.Upper(); i++ ) { anArray->AddVertex(nodes(i), AttenuateColor(colors(i), ambient)); } } else // !hasVColors { for ( i = nodes.Lower(); i <= nodes.Upper(); i++ ) { anArray->AddVertex(nodes(i)); } } } Standard_Integer indexTriangle[3] = {0,0,0}; for ( i = triangles.Lower(); i<= triangles.Upper(); i++ ) { triangles(i).Get(indexTriangle[0], indexTriangle[1], indexTriangle[2]); anArray->AddEdge(indexTriangle[0]); anArray->AddEdge(indexTriangle[1]); anArray->AddEdge(indexTriangle[2]); } TheGroup->SetPrimitivesAspect(aspect); TheGroup->AddPrimitiveArray(anArray); break; } } //======================================================================= //function : ComputeSelection //purpose : //======================================================================= void AIS_Triangulation::ComputeSelection(const Handle(SelectMgr_Selection)& /*aSelection*/, const Standard_Integer /*aMode*/) { } //======================================================================= //function : SetColor //purpose : Set the color for each node. // Each 32-bit color is Alpha << 24 + Blue << 16 + Green << 8 + Red // Order of color components is essential for further usage by OpenGL //======================================================================= void AIS_Triangulation::SetColors(const Handle(TColStd_HArray1OfInteger)& aColor) { myFlagColor = 1; myColor = aColor; } //======================================================================= //function : GetColor //purpose : Get the color for each node. // Each 32-bit color is Alpha << 24 + Blue << 16 + Green << 8 + Red // Order of color components is essential for further usage by OpenGL //======================================================================= Handle(TColStd_HArray1OfInteger) AIS_Triangulation::GetColors() const { return myColor; } //======================================================================= //function : SetTriangulation //purpose : //======================================================================= void AIS_Triangulation::SetTriangulation(const Handle(Poly_Triangulation)& aTriangulation) { myTriangulation = aTriangulation; } //======================================================================= //function : GetTriangulation //purpose : //======================================================================= Handle(Poly_Triangulation) AIS_Triangulation::GetTriangulation() const{ return myTriangulation; } //======================================================================= //function : AttenuateColor //purpose : Attenuates 32-bit color by a given attenuation factor (0...1): // aColor = Alpha << 24 + Blue << 16 + Green << 8 + Red // All color components are multiplied by aComponent, the result is then packed again as 32-bit integer. // Color attenuation is applied to the vertex colors in order to have correct visual result // after glColorMaterial(GL_AMBIENT_AND_DIFFUSE). Without it, colors look unnatural and flat. //======================================================================= Standard_Integer AIS_Triangulation::AttenuateColor( const Standard_Integer aColor, const Standard_Real aComposition) { Standard_Integer red, green, blue, alpha; alpha = aColor&0xff000000; alpha >>= 24; blue = aColor&0x00ff0000; blue >>= 16; green = aColor&0x0000ff00; green >>= 8; red = aColor&0x000000ff; red >>= 0; red = (Standard_Integer)(aComposition * red); green = (Standard_Integer)(aComposition * green); blue = (Standard_Integer)(aComposition * blue); Standard_Integer color; color = red; color += green << 8; color += blue << 16; color += alpha << 24; return color; }