// 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. /*********************************************************************** FONCTION : ---------- Classe V3d_SpotLight : HISTORIQUE DES MODIFICATIONS : -------------------------------- 00-09-92 : GG ; Creation. 18-06-96 : FMN ; Ajout MyGraphicStructure1 pour sauvegarder snopick 30-03-98 : ZOV ; PRO6774 (reconstruction of the class hierarchy and suppressing useless methods) 02.15.100 : JR : Clutter ************************************************************************/ /*----------------------------------------------------------------------*/ /* * Includes */ #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include V3d_SpotLight::V3d_SpotLight(const Handle(V3d_Viewer)& VM, const Standard_Real X, const Standard_Real Y, const Standard_Real Z, const V3d_TypeOfOrientation Direction, const Quantity_NameOfColor Name, const Standard_Real A1, const Standard_Real A2, const Standard_Real CN, const Standard_Real AN):V3d_PositionLight(VM) { V3d_BadValue_Raise_if( A1 < 0 || A1 > 1. || A2 < 0 || A2 > 1 || AN < 0. || AN > M_PI, "V3d_SpotLight, bad coefficient or angle"); Quantity_Color C(Name) ; Graphic3d_Vector D = V3d::GetProjAxis(Direction) ; Graphic3d_Vertex P(X,Y,Z) ; Graphic3d_Vertex T; MyType = V3d_SPOT ; MyLight = new Visual3d_Light(C,P,D,CN,A1,A2,AN) ; // The target is fixed, starting from the light position and the direction. T.SetCoord(X + D.X(), Y + D.Y(), Z + D.Z()); MyTarget = T; } V3d_SpotLight::V3d_SpotLight(const Handle(V3d_Viewer)& VM, const Standard_Real Xt, const Standard_Real Yt, const Standard_Real Zt, const Standard_Real Xp, const Standard_Real Yp, const Standard_Real Zp, const Quantity_NameOfColor Name, const Standard_Real A1, const Standard_Real A2, const Standard_Real CN, const Standard_Real AN):V3d_PositionLight(VM) { V3d_BadValue_Raise_if( A1 < 0 || A1 > 1. || A2 < 0 || A2 > 1 || AN < 0. || AN > M_PI, "V3d_SpotLight, bad coefficient or angle"); Quantity_Color C(Name) ; Graphic3d_Vertex T(Xt,Yt,Zt) ; Graphic3d_Vertex P(Xp,Yp,Zp) ; Graphic3d_Vector D(P,T); MyType = V3d_SPOT ; D.Normalize(); MyLight = new Visual3d_Light(C,P,D,CN,A1,A2,AN) ; MyTarget = T; // La Structure graphique sera initialisee lors de l'affichage. } //-Methods, in order void V3d_SpotLight::SetPosition(const Standard_Real Xp, const Standard_Real Yp, const Standard_Real Zp) { MyLight->SetPosition (Graphic3d_Vertex (Xp,Yp,Zp)); } void V3d_SpotLight::SetDirection(const Standard_Real Vx, const Standard_Real Vy, const Standard_Real Vz) { Graphic3d_Vector D ; D.SetCoord(Vx,Vy,Vz) ; D.Normalize() ; MyLight->SetDirection(D) ; } void V3d_SpotLight::SetDirection(const V3d_TypeOfOrientation Direction) { Graphic3d_Vector D = V3d::GetProjAxis(Direction) ; MyLight->SetDirection(D) ; } void V3d_SpotLight::SetAttenuation(const Standard_Real A1, const Standard_Real A2) { V3d_BadValue_Raise_if( A1 < 0 || A1 > 1. || A2 < 0 || A2 > 1 , "V3d_SpotLight::SetAttenuation, bad coefficients"); MyLight->SetAttenuation1(A1) ; MyLight->SetAttenuation2(A2) ; } void V3d_SpotLight::SetConcentration(const Standard_Real C) { V3d_BadValue_Raise_if( C < 0 || C > 1., "V3d_SpotLight::SetConcentration, bad coefficient"); MyLight->SetConcentration(C) ; } void V3d_SpotLight::SetAngle(const Standard_Real Angle) { V3d_BadValue_Raise_if( Angle <= 0. || Angle >= M_PI, "V3d_SpotLight::SetAngle, bad angle"); MyLight->SetAngle(Angle) ; } void V3d_SpotLight::Direction(Standard_Real& Vx, Standard_Real& Vy, Standard_Real& Vz)const { Quantity_Color C ; Graphic3d_Vector D ; Graphic3d_Vertex P ; Standard_Real CN,A1,A2,AN ; MyLight->Values(C,P,D,CN,A1,A2,AN) ; D.Coord(Vx,Vy,Vz) ; } void V3d_SpotLight::Position(Standard_Real& Xp, Standard_Real& Yp, Standard_Real& Zp)const { Quantity_Color C ; Graphic3d_Vector D ; Graphic3d_Vertex P ; Standard_Real CN,A1,A2,AN ; MyLight->Values(C,P,D,CN,A1,A2,AN) ; P.Coord(Xp,Yp,Zp) ; } void V3d_SpotLight::Attenuation(Standard_Real& A1, Standard_Real& A2) const { Quantity_Color C ; Graphic3d_Vector D ; Graphic3d_Vertex P ; Standard_Real CN,AN ; MyLight->Values(C,P,D,CN,A1,A2,AN) ; } Standard_Real V3d_SpotLight::Concentration()const { Quantity_Color C ; Graphic3d_Vector D ; Graphic3d_Vertex P ; Standard_Real AN,A1,A2,CN ; MyLight->Values(C,P,D,CN,A1,A2,AN) ; return CN ; } Standard_Real V3d_SpotLight::Angle()const { Quantity_Color C ; Graphic3d_Vector D ; Graphic3d_Vertex P ; Standard_Real CN,A1,A2,AN ; MyLight->Values(C,P,D,CN,A1,A2,AN) ; return AN ; } void V3d_SpotLight::Symbol (const Handle(Graphic3d_Group)& gsymbol, const Handle(V3d_View)& ) const { Standard_Real X,Y,Z; Standard_Real DX,DY,DZ; this->Position(X,Y,Z); this->Direction(DX,DY,DZ); V3d::ArrowOfRadius(gsymbol,X,Y,Z,-DX,-DY,-DZ,M_PI/8.,this->Radius()/15.); } void V3d_SpotLight::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 slight 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 (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 position of the light. 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 reference sphere (limited by 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); // 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 the 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 the 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); }