// 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. /*********************************************************************** V3d_PositionLight.cxx Created: 30-03-98 ZOV (ZELENKOV Oleg) ************************************************************************/ #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include IMPLEMENT_STANDARD_RTTIEXT(V3d_PositionLight,V3d_Light) // ======================================================================= // function : V3d_PositionLight // purpose : // ======================================================================= V3d_PositionLight::V3d_PositionLight (const Handle(V3d_Viewer)& theViewer) : V3d_Light(theViewer) { } // ======================================================================= // function : SetTarget // purpose : // ======================================================================= void V3d_PositionLight::SetTarget (const Standard_Real theX, const Standard_Real theY, const Standard_Real theZ) { Standard_Real Xc,Yc,Zc, Xp,Yp,Zp; // Recalculation of the position myTarget.Coord(Xc,Yc,Zc); Position (Xp,Yp,Zp) ; Xp = Xp + (theX - Xc); Yp = Yp + (theY - Yc); Zp = Zp + (theZ - Zc); // Affectation myTarget.SetCoord(theX,theY,theZ); SetPosition(Xp,Yp,Zp) ; } // ======================================================================= // function : SetRadius // purpose : // ======================================================================= void V3d_PositionLight::SetRadius (const Standard_Real theRadius) { V3d_BadValue_Raise_if( theRadius <= 0. , "V3d_PositionLight::SetRadius, bad radius"); V3d_BadValue_Raise_if( Type() == V3d_DIRECTIONAL , "V3d_PositionLight::SetRadius, bad light type"); Standard_Real X0,Y0,Z0, Xn,Yn,Zn, Xp,Yp,Zp; // The target point remains unchanged, only the position of the light is modified // by preserving the direction. Position (Xp,Yp,Zp); Graphic3d_Vector D(myTarget, Graphic3d_Vertex(Xp, Yp, Zp)); D.Normalize(); D.Coord(Xn,Yn,Zn); myTarget.Coord(X0,Y0,Z0); Xn = X0 + theRadius*Xn; Yn = Y0 + theRadius*Yn; Zn = Z0 + theRadius*Zn; SetPosition(Xn,Yn,Zn) ; } // ======================================================================= // function : OnHideFace // purpose : // ======================================================================= void V3d_PositionLight::OnHideFace (const Handle(V3d_View)& theView) { Standard_Real Xp,Yp,Zp, X,Y,Z, VX,VY,VZ; Position (Xp,Yp,Zp); V3d_Light::SymetricPointOnSphere (theView, myTarget, Graphic3d_Vertex(Xp,Yp,Yp), Radius(), X,Y,Z, VX,VY,VZ); // This is a visible point if ((VX*(X-Xp) < 0.) && (VY*(Y-Yp) < 0.) && (VZ*(Z-Zp) < 0.)) SetPosition (X,Y,Z); } // ======================================================================= // function : OnSeeFace // purpose : // ======================================================================= void V3d_PositionLight::OnSeeFace (const Handle(V3d_View)& theView) { Standard_Real Xp,Yp,Zp, X,Y,Z, VX,VY,VZ; Position (Xp,Yp,Zp); V3d_Light::SymetricPointOnSphere (theView, myTarget, Graphic3d_Vertex(Xp,Yp,Yp), Radius(), X,Y,Z, VX,VY,VZ); // This is a hidden point if ((VX*(X-Xp) > 0.) && (VY*(Y-Yp) > 0.) && (VZ*(Z-Zp) > 0.)) SetPosition (X,Y,Z); } // ======================================================================= // function : SeeOrHide // purpose : // ======================================================================= Standard_Boolean V3d_PositionLight::SeeOrHide (const Handle(V3d_View)& theView) const { Standard_Real Xp,Yp,Zp, X,Y,Z, VX,VY,VZ; Position (Xp,Yp,Zp); V3d_Light::SymetricPointOnSphere (theView, myTarget, Graphic3d_Vertex(Xp,Yp,Yp), Radius(), X,Y,Z, VX,VY,VZ); // Is it a visible or a hidden point return ( (VX*(X-Xp) > 0.) || (VY*(Y-Yp) > 0.) || (VZ*(Z-Zp) > 0.) )? // the source is on the hidden face Standard_False: // the source is on the visible face. Standard_True; } // ======================================================================= // function : Target // purpose : // ======================================================================= void V3d_PositionLight::Target (Standard_Real& theXp, Standard_Real& theYp, Standard_Real& theZp) const { myTarget.Coord (theXp, theYp, theZp); } // ======================================================================= // function : Display // purpose : // ======================================================================= void V3d_PositionLight::Display (const Handle(V3d_View)& theView, const V3d_TypeOfRepresentation theTPres) { Graphic3d_Vertex PText ; Standard_Real X,Y,Z,Rayon; Standard_Real X0,Y0,Z0,VX,VY,VZ; Standard_Real X1,Y1,Z1; Standard_Real DXRef,DYRef,DZRef,DXini,DYini,DZini; Standard_Real R1,G1,B1; V3d_TypeOfRepresentation Pres; V3d_TypeOfUpdate UpdSov; // Creation of a structure of markable elements (position of the // light, and the domain of lighting represented by a circle) // Creation of a structure snopick of non-markable elements (target, meridian and // parallel). Pres = theTPres; Handle(V3d_Viewer) TheViewer = theView->Viewer(); UpdSov = TheViewer->UpdateMode(); TheViewer->SetUpdateMode(V3d_WAIT); if (!myGraphicStructure.IsNull()) { myGraphicStructure->Disconnect(myGraphicStructure1); myGraphicStructure->Clear(); myGraphicStructure1->Clear(); if (Pres == V3d_SAMELAST) Pres = myTypeOfRepresentation; } else { if (Pres == V3d_SAMELAST) Pres = V3d_SIMPLE; Handle(Graphic3d_Structure) slight = new Graphic3d_Structure(TheViewer->StructureManager()); myGraphicStructure = slight; Handle(Graphic3d_Structure) snopick = new Graphic3d_Structure(TheViewer->StructureManager()); myGraphicStructure1 = snopick; } Handle(Graphic3d_Group) gradius, gExtArrow, gIntArrow; if (Type() != V3d_DIRECTIONAL && Pres == V3d_COMPLETE) { gradius = myGraphicStructure->NewGroup(); gExtArrow = myGraphicStructure->NewGroup(); gIntArrow = myGraphicStructure->NewGroup(); } Handle(Graphic3d_Group) glight = myGraphicStructure->NewGroup(); Handle(Graphic3d_Group) gsphere; if (Pres == V3d_COMPLETE || Pres == V3d_PARTIAL) { gsphere = myGraphicStructure->NewGroup(); } Handle(Graphic3d_Group) gnopick = myGraphicStructure1->NewGroup(); X0 = myTarget.X(); Y0 = myTarget.Y(); Z0 = myTarget.Z(); // Display of the light position. this->Color(Quantity_TOC_RGB,R1,G1,B1); Quantity_Color Col1(R1,G1,B1,Quantity_TOC_RGB); Handle(Graphic3d_AspectLine3d) Asp1 = new Graphic3d_AspectLine3d(); Asp1->SetColor(Col1); glight->SetPrimitivesAspect(Asp1); this->Symbol(glight,theView); // Display of the marking sphere (limit at the circle). if (Pres == V3d_COMPLETE || Pres == V3d_PARTIAL) { Rayon = this->Radius(); theView->Proj(VX,VY,VZ); V3d::CircleInPlane(gsphere,X0,Y0,Z0,VX,VY,VZ,Rayon); if (Type() != V3d_DIRECTIONAL) { //Display of the radius of the sphere (line + text) if (Pres == V3d_COMPLETE) { this->Position(X,Y,Z); Handle(Graphic3d_ArrayOfSegments) aPrims = new Graphic3d_ArrayOfSegments(2); aPrims->AddVertex(X0,Y0,Z0); aPrims->AddVertex(X,Y,Z); gnopick->AddPrimitiveArray(aPrims); V3d::ArrowOfRadius(gExtArrow,X-.1*(X-X0),Y-.1*(Y-Y0),Z-.1*(Z-Z0),X-X0,Y-Y0,Z-Z0,M_PI/15.,Rayon/20.); V3d::ArrowOfRadius(gIntArrow,X0,Y0,Z0,X0-X,Y0-Y,Z0-Z,M_PI/15.,Rayon/20.); TCollection_AsciiString ValOfRadius(Rayon); PText.SetCoord( .5*(X0+X), .5*(Y0+Y), .5*(Z0+Z) ); gradius->Text(ValOfRadius.ToCString(),PText,0.01); } } // Display of the meridian Quantity_Color Col2(Quantity_NOC_GREEN); Handle(Graphic3d_AspectLine3d) Asp2 = new Graphic3d_AspectLine3d(Col2,Aspect_TOL_SOLID,1.); gnopick->SetPrimitivesAspect(Asp2); // Definition of the axis of circle theView->Up(DXRef,DYRef,DZRef); this->Position(X,Y,Z); DXini = X-X0; DYini = Y-Y0; DZini = Z-Z0; VX = DYRef*DZini - DZRef*DYini; VY = DZRef*DXini - DXRef*DZini; VZ = DXRef*DYini - DYRef*DXini; V3d::CircleInPlane(gnopick,X0,Y0,Z0,VX,VY,VZ,Rayon); // Display of the parallel // Definition of the axis of circle theView->Proj(VX,VY,VZ); theView->Up(X1,Y1,Z1); DXRef = VY * Z1 - VZ * Y1; DYRef = VZ * X1 - VX * Z1; DZRef = VX * Y1 - VY * X1; this->Position(X,Y,Z); DXini = X-X0; DYini = Y-Y0; DZini = Z-Z0; VX = DYRef*DZini - DZRef*DYini; VY = DZRef*DXini - DXRef*DZini; VZ = DXRef*DYini - DYRef*DXini; V3d::CircleInPlane(gnopick,X0,Y0,Z0,VX,VY,VZ,Rayon); } myGraphicStructure->Connect(myGraphicStructure1,Graphic3d_TOC_DESCENDANT); myTypeOfRepresentation = Pres; myGraphicStructure->Display(); TheViewer->SetUpdateMode(UpdSov); } // ======================================================================= // function : Display // purpose : // ======================================================================= void V3d_PositionLight::Tracking (const Handle(V3d_View)& theView, const V3d_TypeOfPickLight theWhatPick, const Standard_Integer theXpix, const Standard_Integer theYpix) { // Quantity_Color Col ; Standard_Real xPos, yPos, zPos; Standard_Real XPp,YPp,PXT,PYT,X,Y,Z,Rayon,Ylim; Standard_Real XMinTrack,XMaxTrack,YMinTrack,YMaxTrack; Standard_Real XT,YT,ZT,X0,Y0,Z0,XP,YP,ZP,VX,VY,VZ,A,B,C,Delta; Standard_Real DX,DY,PXP,PYP,Xproj,Yproj; Standard_Real A1,A2,B1,B2,Rap,OldRprj,NewRprj; Standard_Real Xi,Yi,Zi,DeltaX,DeltaY,DeltaZ,Lambda; Standard_Integer IPX,IPY; theView->Convert(theXpix,theYpix,XPp,YPp); X0 = myTarget.X(); Y0 = myTarget.Y(); Z0 = myTarget.Z(); theView->Project(X0,Y0,Z0,PXT,PYT); theView->Convert(PXT,PYT,IPX,IPY); // Coord 3d in the plane of projection of the target. theView->Convert(IPX,IPY,XT,YT,ZT); switch (theWhatPick) { case V3d_POSITIONLIGHT : // The Coordinates should remain inside of the sphere Rayon = Radius(); XMinTrack = PXT - Rayon; XMaxTrack = PXT + Rayon; Ylim = Sqrt( Square(Rayon) - Square(XPp - PXT) ); YMinTrack = PYT - Ylim; YMaxTrack = PYT + Ylim; if (XPp >= XMinTrack && XPp <= XMaxTrack) { if (YPp >= YMinTrack && YPp <= YMaxTrack) { theView->ProjReferenceAxe(theXpix,theYpix,XP,YP,ZP,VX,VY,VZ); DeltaX = X0 - XP; DeltaY = Y0 - YP; DeltaZ = Z0 - ZP; // The point of intersection of straight lines defined by : // - Straight line passing by the point of projection and the eye // if this is a perspective, parralel to the normal of the view // if this is an axonometric view. // position in the view is parallel to the normal of the view // - The distance position of the target camera is equal to the radius. A = VX*VX + VY*VY + VZ*VZ ; B = -2. * (VX*DeltaX + VY*DeltaY + VZ*DeltaZ); C = DeltaX*DeltaX + DeltaY*DeltaY + DeltaZ*DeltaZ - Rayon*Rayon ; Delta = B*B - 4.*A*C; if ( Delta >= 0 ) { Lambda = (-B + Sqrt(Delta))/(2.*A); X = XP + Lambda*VX; Y = YP + Lambda*VY; Z = ZP + Lambda*VZ; SetPosition(X,Y,Z); if (Type() == V3d_SPOT) ((V3d_SpotLight*)this)->SetDirection(X0-X,Y0-Y,Z0-Z); Display(theView,myTypeOfRepresentation); (theView->Viewer())->UpdateLights(); } } } break; case V3d_SPACELIGHT : theView->Convert(PXT,PYT,IPX,IPY); // In this case Xpix,Ypix correspond to a distance, relative // to the translation that is planned to be performed on the sphere. theView->Convert(IPX+theXpix,IPY+theYpix,X,Y,Z); X = X+X0-XT; Y = Y+Y0-YT; Z = Z+Z0-ZT; SetTarget(X,Y,Z); Display(theView,myTypeOfRepresentation); (theView->Viewer())->UpdateLights(); break; case V3d_ExtRADIUSLIGHT : if (Type() == V3d_DIRECTIONAL) break; // it is attempted to preserve the target direction position of the // source ==> the point is projected on the target source direction. this->Position(Xi,Yi,Zi); theView->Project(Xi,Yi,Zi,PXP,PYP); DX = PXP - PXT; DY = PYP - PYT; A1 = DY/DX ; B1 = PYT - A1*PXT; A2 = -DX/DY; B2 = YPp - A2*XPp; Xproj = (B2 - B1) / (A1 - A2); Yproj = A1*Xproj + B1; if ( (DX*(Xproj-PXT) > 0.) && (DY*(Yproj-PYT) > 0.) ) { OldRprj = Sqrt ( Square (PXP-PXT) + Square (PYP-PYT) ); NewRprj = Sqrt ( Square (Xproj-PXT) + Square (Yproj-PYT) ); Rap = NewRprj/OldRprj; Rayon = Radius(); Rayon = Rayon * Rap; SetRadius(Rayon); Display(theView,myTypeOfRepresentation); (theView->Viewer())->UpdateLights(); } break; case V3d_IntRADIUSLIGHT : if (Type() == V3d_DIRECTIONAL) break; // it is attempted to preserve the target direction position of the // source ==> the point is projected on the target source direction. Position(Xi,Yi,Zi); theView->Project(Xi,Yi,Zi,PXP,PYP); DX = PXP - PXT; DY = PYP - PYT; A1 = DY/DX ; B1 = PYT - A1*PXT; A2 = -DX/DY; B2 = YPp - A2*XPp; Xproj = (B2 - B1) / (A1 - A2); Yproj = A1*Xproj + B1; if ( (DX*(Xproj-PXP) < 0.) && (DY*(Yproj-PYP) < 0.) ) { OldRprj = Sqrt ( Square (PXP-PXT) + Square (PYP-PYT) ); NewRprj = Sqrt ( Square (Xproj-PXP) + Square (Yproj-PYP) ); Rap = NewRprj/OldRprj; Rayon = Radius(); Rayon = Rayon * Rap; // the source should remain at a fixed position, // only the target is modified. Position (xPos, yPos, zPos); Graphic3d_Vector Dir(Graphic3d_Vertex(xPos,yPos,zPos), myTarget); Dir.Normalize(); Dir.Coord(X,Y,Z); X = Xi + Rayon*X; Y = Yi + Rayon*Y; Z = Zi + Rayon*Z; // the source should remain at a fixed position, // only the target is modified. myTarget.SetCoord(X,Y,Z); Display(theView,myTypeOfRepresentation); (theView->Viewer())->UpdateLights(); } break; case V3d_RADIUSTEXTLIGHT : break; case V3d_NOTHING : break; } } // ======================================================================= // function : Radius // purpose : // ======================================================================= Standard_Real V3d_PositionLight::Radius() const { Standard_Real Xp,Yp,Zp, Xc,Yc,Zc; Position (Xp,Yp,Zp); myTarget.Coord(Xc,Yc,Zc); return Sqrt (Square(Xc - Xp) + Square(Yc - Yp) + Square(Zc - Zp)); } // ======================================================================= // function : Radius // purpose : // ======================================================================= void V3d_PositionLight::Erase() { if (!myGraphicStructure.IsNull()) myGraphicStructure->Erase(); if (!myGraphicStructure1.IsNull()) myGraphicStructure1->Erase(); }