// Created on: 2009-12-10 // Created by: Paul SUPRYATKIN // Copyright (c) 2009-2014 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. #ifndef _AIS_Triangulation_HeaderFile #define _AIS_Triangulation_HeaderFile #include #include #include #include #include #include #include #include class Poly_Triangulation; class Prs3d_Presentation; class AIS_Triangulation; DEFINE_STANDARD_HANDLE(AIS_Triangulation, AIS_InteractiveObject) //! Interactive object that draws data from Poly_Triangulation, optionally with colors associated //! with each triangulation vertex. For maximum efficiency colors are represented as 32-bit integers //! instead of classic Quantity_Color values. //! Interactive selection of triangles and vertices is not yet implemented. class AIS_Triangulation : public AIS_InteractiveObject { public: //! Constructs the Triangulation display object Standard_EXPORT AIS_Triangulation(const Handle(Poly_Triangulation)& aTriangulation); //! 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 Standard_EXPORT void SetColors (const Handle(TColStd_HArray1OfInteger)& aColor); //! Get the color for each node. //! Each 32-bit color is Alpha << 24 + Blue << 16 + Green << 8 + Red Standard_EXPORT Handle(TColStd_HArray1OfInteger) GetColors() const; Standard_EXPORT void SetTriangulation (const Handle(Poly_Triangulation)& aTriangulation); //! Returns Poly_Triangulation . Standard_EXPORT Handle(Poly_Triangulation) GetTriangulation() const; DEFINE_STANDARD_RTTIEXT(AIS_Triangulation,AIS_InteractiveObject) protected: private: Standard_EXPORT virtual void Compute (const Handle(PrsMgr_PresentationManager3d)& aPresentationManager, const Handle(Prs3d_Presentation)& aPresentation, const Standard_Integer aMode = 0) Standard_OVERRIDE; Standard_EXPORT virtual void ComputeSelection (const Handle(SelectMgr_Selection)& aSelection, const Standard_Integer aMode) Standard_OVERRIDE; //! 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_EXPORT Standard_Integer AttenuateColor (const Standard_Integer aColor, const Standard_Real aComponent); Handle(Poly_Triangulation) myTriangulation; Handle(TColStd_HArray1OfInteger) myColor; Standard_Integer myFlagColor; Standard_Integer myNbNodes; Standard_Integer myNbTriangles; }; #endif // _AIS_Triangulation_HeaderFile