// Copyright (c) 1999-2012 OPEN CASCADE SAS // // The content of this file is subject to the Open CASCADE Technology Public // License Version 6.5 (the "License"). You may not use the content of this file // except in compliance with the License. Please obtain a copy of the License // at http://www.opencascade.org and read it completely before using this file. // // The Initial Developer of the Original Code is Open CASCADE S.A.S., having its // main offices at: 1, place des Freres Montgolfier, 78280 Guyancourt, France. // // The Original Code and all software distributed under the License is // distributed on an "AS IS" basis, without warranty of any kind, and the // Initial Developer hereby disclaims all such warranties, including without // limitation, any warranties of merchantability, fitness for a particular // purpose or non-infringement. Please see the License for the specific terms // and conditions governing the rights and limitations under the License. /*********************************************************************** 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 #include #include #include V3d_PositionLight::V3d_PositionLight(const Handle(V3d_Viewer)& VM) : V3d_Light(VM) { } void V3d_PositionLight::SetTarget(const Standard_Real X, const Standard_Real Y, const Standard_Real Z) { Standard_Real Xc,Yc,Zc, Xp,Yp,Zp; // Recalculation of the position MyTarget.Coord(Xc,Yc,Zc); Position (Xp,Yp,Zp) ; Xp = Xp + (X - Xc); Yp = Yp + (Y - Yc); Zp = Zp + (Z - Zc); // Affectation MyTarget.SetCoord(X,Y,Z); SetPosition(Xp,Yp,Zp) ; } void V3d_PositionLight::SetRadius(const Standard_Real Radius) { V3d_BadValue_Raise_if( Radius <= 0. , "V3d_PositionLight::SetRadius, bad radius"); V3d_BadValue_Raise_if( MyType == 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 + Radius*Xn; Yn = Y0 + Radius*Yn; Zn = Z0 + Radius*Zn; SetPosition(Xn,Yn,Zn) ; } void V3d_PositionLight::OnHideFace(const Handle(V3d_View)& aView) { Standard_Real Xp,Yp,Zp, X,Y,Z, VX,VY,VZ; Position (Xp,Yp,Zp); V3d_Light::SymetricPointOnSphere (aView, 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); } void V3d_PositionLight::OnSeeFace(const Handle(V3d_View)& aView) { Standard_Real Xp,Yp,Zp, X,Y,Z, VX,VY,VZ; Position (Xp,Yp,Zp); V3d_Light::SymetricPointOnSphere (aView, 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); } Standard_Boolean V3d_PositionLight::SeeOrHide(const Handle(V3d_View)& aView) const { Standard_Real Xp,Yp,Zp, X,Y,Z, VX,VY,VZ; Position (Xp,Yp,Zp); V3d_Light::SymetricPointOnSphere (aView, 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; } void V3d_PositionLight::Target(Standard_Real& Xp, Standard_Real& Yp, Standard_Real& Zp)const { MyTarget.Coord(Xp,Yp,Zp) ; } void V3d_PositionLight::Display( const Handle(V3d_View)& aView, const V3d_TypeOfRepresentation TPres ) { 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 = TPres; Handle(V3d_Viewer) TheViewer = aView->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->Viewer()); MyGraphicStructure = slight; Handle(Graphic3d_Structure) snopick = new Graphic3d_Structure(TheViewer->Viewer()); MyGraphicStructure1 = snopick; } Handle(Graphic3d_Group) gradius; Handle(Graphic3d_Group) gExtArrow; Handle(Graphic3d_Group) gIntArrow; if (MyType != V3d_DIRECTIONAL) { if (Pres == V3d_COMPLETE) { gradius = new Graphic3d_Group(MyGraphicStructure); gExtArrow = new Graphic3d_Group(MyGraphicStructure); gIntArrow = new Graphic3d_Group(MyGraphicStructure); } } Handle(Graphic3d_Group) glight = new Graphic3d_Group(MyGraphicStructure); Handle(Graphic3d_Group) gsphere; if (Pres == V3d_COMPLETE || Pres == V3d_PARTIAL) gsphere = new Graphic3d_Group(MyGraphicStructure); Handle(Graphic3d_Group) gnopick = new Graphic3d_Group(MyGraphicStructure1); MyGraphicStructure1->SetPick(Standard_False); 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,aView); // Display of the marking sphere (limit at the circle). if (Pres == V3d_COMPLETE || Pres == V3d_PARTIAL) { Rayon = this->Radius(); aView->Proj(VX,VY,VZ); V3d::CircleInPlane(gsphere,X0,Y0,Z0,VX,VY,VZ,Rayon); if (MyType != 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 aView->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 aView->Proj(VX,VY,VZ); aView->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); } void V3d_PositionLight::Tracking( const Handle(V3d_View)& aView, const V3d_TypeOfPickLight WhatPick, const Standard_Integer Xpix, const Standard_Integer Ypix) { // 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; aView->Convert(Xpix,Ypix,XPp,YPp); X0 = MyTarget.X(); Y0 = MyTarget.Y(); Z0 = MyTarget.Z(); aView->Project(X0,Y0,Z0,PXT,PYT); aView->Convert(PXT,PYT,IPX,IPY); // Coord 3d in the plane of projection of the target. aView->Convert(IPX,IPY,XT,YT,ZT); switch (WhatPick) { 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) { aView->ProjReferenceAxe(Xpix,Ypix,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 (MyType == V3d_SPOT) ((V3d_SpotLight*)this)->SetDirection(X0-X,Y0-Y,Z0-Z); Display(aView,MyTypeOfRepresentation); (aView->Viewer())->UpdateLights(); } } } break; case V3d_SPACELIGHT : aView->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. aView->Convert(IPX+Xpix,IPY+Ypix,X,Y,Z); X = X+X0-XT; Y = Y+Y0-YT; Z = Z+Z0-ZT; SetTarget(X,Y,Z); Display(aView,MyTypeOfRepresentation); (aView->Viewer())->UpdateLights(); break; case V3d_ExtRADIUSLIGHT : if (MyType == 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); aView->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(aView,MyTypeOfRepresentation); (aView->Viewer())->UpdateLights(); } break; case V3d_IntRADIUSLIGHT : if (MyType == 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); aView->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(aView,MyTypeOfRepresentation); (aView->Viewer())->UpdateLights(); } break; case V3d_RADIUSTEXTLIGHT : break; case V3d_NOTHING : break; } } 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)); } void V3d_PositionLight::Erase() { if (!MyGraphicStructure.IsNull()) MyGraphicStructure->Erase(); if (!MyGraphicStructure1.IsNull()) MyGraphicStructure1->Erase(); }