// 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. /*********************************************************************** FONCTION : ---------- Classe V3d_View : HISTORIQUE DES MODIFICATIONS : -------------------------------- 00-09-92 : GG ; Creation. 02-10-96 : FMN ; Suppression appel Redraw sans MustBeResized() 05-06-97 : FMN ; Correction FitAll() 30-06-97 : GG ; Correction + Optimisation de Panning(...) On fait la translation + le zoom en une seule operation au lieu de 2 precedemment qui etait buggee. 09-07-97 : FMN ; Correction FitAll() sur le Ratio 16-07-97 : FMN ; Correction FitAll() sur le calcul de la Box 22-07-97 : FMN ; Ajout mode RetainMode pour le Transient 15-12-97 : FMN ; Ajout texture mapping 17-12-97 : FMN ; CTS19129 Correction FitAll() multiple 18-12-97 : FMN ; Ajout mode Ajout 24-12-97 : FMN ; Remplacement de math par MathGra 24-12-97 : CQO ; BUC50037 Xw_Window -> Aspect_Window 31-12-97 : CAL ; Remplacement de MathGra par Array2OfReal 07-01-98 : CAL ; Ajout de la methode DoMapping. 07-01-98 : CAL ; Retrait de tous les "this->" inutiles 21-01-98 : CAL ; Remplacement des Window->Position () par Window->Size () 27-01-98 : FMN ; PERF: OPTIMISATION LOADER (LOPTIM) 12-02-98 : GG ; Reactivation du Redraw dans MustBeResized() 23-02-98 : FMN ; Remplacement PI par Standard_PI 25-02-98 : FMN ; PERF.27: Optimisation of view creation from existing view 11-03-98 : STT ; S3558 19-03-98 : FMN ; Probleme dans FitAll car la methode WNT_Window::Size(Real,Real) ne marche pas. 08-04-98 : STT ; suppr. S3558 10-04-98 : CAL ; Ajout des methodes RefToPix et PixToRef 13-06-98 : FMN ; Probleme dans FitAll car la methode WNT_Window::Size(Real,Real) ne marche pas. Contournement en appelant WNT_Window::Size(Int,Int). 16-08-98 : CAL ; S3892. Ajout grilles 3d. 09-09-98 : CAL ; S3892. Generalisation de TrsPoint. 06-10-98 : CAL ; Ajout d'un TIMER si CSF_GraphicTimer est definie. 16-10-98 : CAL ; Retrait d'un TIMER si CSF_GraphicTimer est definie. 06-11-98 : CAL ; PRO ?????. Probleme dans ZFitAll si un point dans la vue. 29-OCT-98 : DCB : Adding ScreenCopy () method. REMARQUES : ----------- About FitAll() multiple. This probleme is caused by missing precision of transformation matrices. If it is supposed that projection is made in the plane (U,V), there is a difference after several Zoom - compared to the exact value (cf ZoomX). Don't forget that the matrices work in float and not in double. To solve the problem (for lack of a better solution) I make 2 passes. ************************************************************************/ /*----------------------------------------------------------------------*/ /* * Includes */ #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #define V3d_FLAG_COMPUTATION 0x00000004 // Perspective #include /*----------------------------------------------------------------------*/ /* * Constant */ #define DEUXPI (2. * M_PI) namespace { static const Standard_Integer THE_NB_BOUND_POINTS = 8; } //============================================================================= //function : Constructor //purpose : //============================================================================= V3d_View::V3d_View(const Handle(V3d_Viewer)& VM, const V3d_TypeOfView Type ) : MyViewer(VM.operator->()), MyActiveLights(), MyViewContext (), myActiveLightsIterator(), SwitchSetFront(Standard_False), MyTrsf (1, 4, 1, 4) { myImmediateUpdate = Standard_False; MyView = new Visual3d_View(MyViewer->Viewer()); // { Begin to retrieve the definition from ViewContext. // Step MyViewContext = MyView->Context() ; // to permit MyView->SetContext to compare // the old and the new context. // No problem for MyViewMapping, MyViewOrientation // as MyView->SetViewMapping and MyView->SetViewOrientation // don't try to optimize the modifications introduced to // viewmapping and vieworientation. // Aliasing if ((MyView->Context ()).AliasingIsOn ()) MyViewContext.SetAliasingOn (); else MyViewContext.SetAliasingOff (); // DepthCueing MyViewContext.SetDepthCueingBackPlane ((MyView->Context ()).DepthCueingBackPlane ()); MyViewContext.SetDepthCueingFrontPlane ((MyView->Context ()).DepthCueingFrontPlane ()); if ((MyView->Context ()).DepthCueingIsOn ()) MyViewContext.SetDepthCueingOn (); else MyViewContext.SetDepthCueingOff (); // ZClipping MyViewContext.SetZClippingBackPlane ((MyView->Context ()).ZClippingBackPlane ()); MyViewContext.SetZClippingFrontPlane ((MyView->Context ()).ZClippingFrontPlane ()); if ((MyView->Context ()).FrontZClippingIsOn ()) MyViewContext.SetFrontZClippingOn (); else MyViewContext.SetFrontZClippingOff (); if ((MyView->Context ()).BackZClippingIsOn ()) MyViewContext.SetBackZClippingOn (); else MyViewContext.SetBackZClippingOff (); // Visualization and Shading Model MyViewContext.SetModel ((MyView->Context ()).Model ()); MyViewContext.SetVisualization ((MyView->Context ()).Visualization ()); // Texture Mapping MyViewContext.SetSurfaceDetail (MyView->Context ().SurfaceDetail ()); MyViewContext.SetTextureEnv (MyView->Context ().TextureEnv ()); // } End of retrieval of the definition of ViewContext. MyBackground = VM->GetBackgroundColor() ; MyGradientBackground = VM->GetGradientBackground() ; // camera init Handle(Graphic3d_Camera) aCamera = new Graphic3d_Camera(); aCamera->SetFOVy (45.0); aCamera->SetIOD (Graphic3d_Camera::IODType_Relative, 0.05); aCamera->SetZFocus (Graphic3d_Camera::FocusType_Relative, 1.0); SetCamera (aCamera); SetAxis (0.,0.,0.,1.,1.,1.); SetVisualization (VM->DefaultVisualization()); SetShadingModel (VM->DefaultShadingModel()); SetSurfaceDetail (VM->DefaultSurfaceDetail()); SetTwist (0.); SetAt (0.,0.,0.); SetProj (VM->DefaultViewProj()); SetSize (VM->DefaultViewSize()); Standard_Real zsize = VM->DefaultViewSize(); SetZSize (2.*zsize); SetZClippingDepth (0.); SetZClippingWidth (zsize); SetZCueingDepth (0.); SetZCueingWidth (zsize); SetDepth (VM->DefaultViewSize()/2.0); SetViewMappingDefault(); SetViewOrientationDefault(); VM->AddView (this); Init(); myImmediateUpdate = Standard_True; aCamera->SetProjectionType ((Type == V3d_ORTHOGRAPHIC) ? Graphic3d_Camera::Projection_Orthographic : Graphic3d_Camera::Projection_Perspective); } //============================================================================= //function : Constructor //purpose : //============================================================================= V3d_View::V3d_View(const Handle(V3d_Viewer)& theVM,const Handle(V3d_View)& theView) : MyViewer(theVM.operator->()), MyActiveLights(), MyViewContext (), myActiveLightsIterator(), SwitchSetFront(Standard_False), MyTrsf (1, 4, 1, 4) { Handle(Visual3d_View) aFromView = theView->View(); myImmediateUpdate = Standard_False; MyView = new Visual3d_View (MyViewer->Viewer()); for (theView->InitActiveLights(); theView->MoreActiveLights(); theView->NextActiveLights()) { MyActiveLights.Append (theView->ActiveLight()); } MyViewContext = aFromView->Context() ; SetCamera (new Graphic3d_Camera (theView->Camera())); View()->SetAutoZFitMode (theView->View()->AutoZFitMode(), theView->View()->AutoZFitScaleFactor()); MyBackground = aFromView->Background() ; MyGradientBackground = aFromView->GradientBackground(); MyView->SetContext (MyViewContext) ; SetAxis (0.0, 0.0, 0.0, 1.0, 1.0, 1.0); SetViewMappingDefault(); SetViewOrientationDefault(); theVM->AddView (this); Init(); myImmediateUpdate = Standard_True; } //============================================================================= //function : SetMagnify //purpose : //============================================================================= void V3d_View::SetMagnify(const Handle(Aspect_Window)& TheWindow, const Handle(V3d_View)& aPreviousView, const Standard_Integer x1, const Standard_Integer y1, const Standard_Integer x2, const Standard_Integer y2) { if( !MyView->IsDefined() ) { Standard_Real a,b,c,d; aPreviousView->Convert(x1,y1,a,b); aPreviousView->Convert(x2,y2,c,d); MyView->SetWindow(TheWindow) ; FitAll(TheWindow,a,b,c,d); MyView->SetContext(MyViewContext) ; MyView->SetBackground(MyBackground) ; MyViewer->SetViewOn(this) ; MyWindow = TheWindow; MyView->Redraw() ; SetViewMappingDefault(); } } //============================================================================= //function : SetWindow //purpose : //============================================================================= void V3d_View::SetWindow(const Handle(Aspect_Window)& TheWindow) { MyView->SetWindow(TheWindow) ; // method V3d_View::SetWindow() should assign the field MyWindow before calling Redraw() MyWindow = TheWindow; // SetWindow carries out SetRatio and modifies MyView->SetContext(MyViewContext) ; MyView->SetBackground(MyBackground) ; MyView->SetGradientBackground (MyGradientBackground, Standard_False); MyViewer->SetViewOn(this) ; MyView->Redraw() ; } //============================================================================= //function : SetWindow //purpose : //============================================================================= void V3d_View::SetWindow(const Handle(Aspect_Window)& aWindow, const Aspect_RenderingContext aContext, const Aspect_GraphicCallbackProc& aDisplayCB, const Standard_Address aClientData) { // method V3d_View::SetWindow() should assign the field MyWindow before calling Redraw() MyWindow = aWindow; MyView->SetWindow(aWindow, aContext, aDisplayCB, aClientData) ; MyView->SetContext(MyViewContext) ; MyView->SetBackground(MyBackground) ; MyViewer->SetViewOn(this) ; MyView->Redraw() ; } //============================================================================= //function : Remove //purpose : //============================================================================= void V3d_View::Remove() const { MyViewer->DelView (this); MyView->Remove(); Handle(Aspect_Window)& aWin = const_cast (MyWindow); aWin.Nullify(); } //============================================================================= //function : Update //purpose : //============================================================================= void V3d_View::Update() const { if( MyView->IsDefined() ) MyView->Update (Aspect_TOU_ASAP) ; } //============================================================================= //function : Redraw //purpose : //============================================================================= void V3d_View::Redraw() const { if( MyView->IsDefined() ) MyView->Redraw() ; } //============================================================================= //function : RedrawImmediate //purpose : //============================================================================= void V3d_View::RedrawImmediate() const { if (MyView->IsDefined()) { MyView->RedrawImmediate(); } } //============================================================================= //function : Invalidate //purpose : //============================================================================= void V3d_View::Invalidate() const { if (MyView->IsDefined()) { MyView->Invalidate(); } } //============================================================================= //function : IsInvalidated //purpose : //============================================================================= Standard_Boolean V3d_View::IsInvalidated() const { return !MyView->IsDefined() || MyView->IsInvalidated(); } //============================================================================= //function : AutoZFit //purpose : //============================================================================= void V3d_View::AutoZFit() { View()->AutoZFit(); } //============================================================================= //function : ZFitAll //purpose : //============================================================================= void V3d_View::ZFitAll (const Standard_Real theScaleFactor) { View()->ZFitAll (theScaleFactor); } //============================================================================= //function : Redraw //purpose : //============================================================================= void V3d_View::Redraw(const Standard_Integer xc,const Standard_Integer yc, const Standard_Integer width,const Standard_Integer height) const { if( MyView->IsDefined() ) MyView->Redraw(xc,yc,width,height) ; } //============================================================================= //function : IsEmpty //purpose : //============================================================================= Standard_Boolean V3d_View::IsEmpty() const { Standard_Boolean TheStatus = Standard_True ; if( MyView->IsDefined() ) { Standard_Integer Nstruct = MyView->NumberOfDisplayedStructures() ; if( Nstruct > 0 ) TheStatus = Standard_False ; } return (TheStatus) ; } //============================================================================= //function : UpdateLights //purpose : //============================================================================= void V3d_View::UpdateLights() const { MyView->SetContext(MyViewContext); Update(); } //============================================================================= //function : DoMapping //purpose : //============================================================================= void V3d_View::DoMapping() { if( MyView->IsDefined() ) { (MyView->Window())->DoMapping() ; } } //============================================================================= //function : MustBeResized //purpose : //============================================================================= void V3d_View::MustBeResized() { if ( !MyLayerMgr.IsNull() ) MyLayerMgr->Resized(); if( MyView->IsDefined() ) { MyView->Resized() ; MyView->Redraw(); } } //============================================================================= //function : SetBackgroundColor //purpose : //============================================================================= void V3d_View::SetBackgroundColor(const Quantity_TypeOfColor Type, const Standard_Real v1, const Standard_Real v2, const Standard_Real v3) { Standard_Real V1 = Max( Min( v1, 1.0 ), 0.0 ); Standard_Real V2 = Max( Min( v2, 1.0 ), 0.0 ); Standard_Real V3 = Max( Min( v3, 1.0 ), 0.0 ); Quantity_Color C( V1, V2, V3, Type ); SetBackgroundColor( C ); } //============================================================================= //function : SetBackgroundColor //purpose : //============================================================================= void V3d_View::SetBackgroundColor(const Quantity_Color &Color) { MyBackground.SetColor( Color ); if ( MyView->IsDefined() ) MyView->SetBackground( MyBackground ); //szv: Why? if ( !MyLayerMgr.IsNull() ) MyLayerMgr->Resized(); } //============================================================================= //function : SetBackgroundColor //purpose : //============================================================================= void V3d_View::SetBackgroundColor(const Quantity_NameOfColor Name) { Quantity_Color C( Name ); SetBackgroundColor( C ); } //============================================================================= //function : SetBgGradientColors //purpose : //============================================================================= void V3d_View::SetBgGradientColors( const Quantity_Color& Color1, const Quantity_Color& Color2, const Aspect_GradientFillMethod FillStyle, const Standard_Boolean status) { MyGradientBackground.SetColors(Color1, Color2, FillStyle); if ( MyView->IsDefined() ) MyView->SetGradientBackground( MyGradientBackground, status ); } //============================================================================= //function : SetBgGradientColors //purpose : //============================================================================= void V3d_View::SetBgGradientColors( const Quantity_NameOfColor Color1, const Quantity_NameOfColor Color2, const Aspect_GradientFillMethod FillStyle, const Standard_Boolean status ) { Quantity_Color C1( Color1 ); Quantity_Color C2( Color2 ); MyGradientBackground.SetColors( C1, C2, FillStyle ); if ( MyView->IsDefined() ) MyView->SetGradientBackground( MyGradientBackground, status ); } //============================================================================= //function : SetBgGradientStyle //purpose : //============================================================================= void V3d_View::SetBgGradientStyle( const Aspect_GradientFillMethod FillStyle, const Standard_Boolean update) { Quantity_Color Color1, Color2; MyGradientBackground.Colors( Color1, Color2 ); MyGradientBackground.SetColors( Color1, Color2, FillStyle ); if( MyView->IsDefined() ) MyView->SetBgGradientStyle( FillStyle, update ) ; } //============================================================================= //function : SetBackgroundImage //purpose : //============================================================================= void V3d_View::SetBackgroundImage( const Standard_CString FileName, const Aspect_FillMethod FillStyle, const Standard_Boolean update ) { if( MyView->IsDefined() ) MyView->SetBackgroundImage( FileName, FillStyle, update ) ; } //============================================================================= //function : SetBgImageStyle //purpose : //============================================================================= void V3d_View::SetBgImageStyle( const Aspect_FillMethod FillStyle, const Standard_Boolean update ) { if( MyView->IsDefined() ) MyView->SetBgImageStyle( FillStyle, update ) ; } //============================================================================= //function : SetAxis //purpose : //============================================================================= void V3d_View::SetAxis(const Standard_Real X, const Standard_Real Y, const Standard_Real Z, const Standard_Real Vx, const Standard_Real Vy, const Standard_Real Vz) { Standard_Real D,Nx = Vx,Ny = Vy,Nz = Vz ; D = Sqrt( Vx*Vx + Vy*Vy + Vz*Vz ) ; V3d_BadValue_Raise_if ( D <= 0. , "V3d_View::SetAxis, bad axis"); Nx /= D ; Ny /= D ; Nz /= D ; MyDefaultViewPoint.SetCoord(X,Y,Z) ; MyDefaultViewAxis.SetCoord(Nx,Ny,Nz) ; } //============================================================================= //function : SetShadingModel //purpose : //============================================================================= void V3d_View::SetShadingModel(const V3d_TypeOfShadingModel Model) { MyViewContext.SetModel((Visual3d_TypeOfModel) Model) ; MyView->SetContext(MyViewContext) ; } //============================================================================= //function : SetSurfaceDetail //purpose : //============================================================================= void V3d_View::SetSurfaceDetail(const V3d_TypeOfSurfaceDetail Model) { MyViewContext.SetSurfaceDetail((Visual3d_TypeOfSurfaceDetail) Model) ; MyView->SetContext(MyViewContext) ; } //============================================================================= //function : SetTextureEnv //purpose : //============================================================================= void V3d_View::SetTextureEnv(const Handle(Graphic3d_TextureEnv)& ATexture) { MyViewContext.SetTextureEnv(ATexture) ; MyView->SetContext(MyViewContext) ; } //============================================================================= //function : SetVisualization //purpose : //============================================================================= void V3d_View::SetVisualization(const V3d_TypeOfVisualization Mode) { MyViewContext.SetVisualization((Visual3d_TypeOfVisualization) Mode); MyView->SetContext(MyViewContext) ; } //============================================================================= //function : SetFront //purpose : //============================================================================= void V3d_View::SetFront() { gp_Ax3 a = MyViewer->PrivilegedPlane(); Standard_Real xo, yo, zo, vx, vy, vz, xu, yu, zu; a.Direction().Coord(vx,vy,vz); a.YDirection().Coord(xu,yu,zu); a.Location().Coord(xo,yo,zo); myCamera->SetCenter (gp_Pnt (xo, yo, zo)); if(SwitchSetFront) myCamera->SetDirection (gp_Dir (vx, vy, vz)); else myCamera->SetDirection (gp_Dir (vx, vy, vz).Reversed()); myCamera->SetUp (gp_Dir (xu, yu, zu)); View()->AutoZFit(); SwitchSetFront = !SwitchSetFront; ImmediateUpdate(); } //============================================================================= //function : Rotate //purpose : //============================================================================= void V3d_View::Rotate (const Standard_Real ax, const Standard_Real ay, const Standard_Real az, const Standard_Boolean Start) { Standard_Real Ax = ax; Standard_Real Ay = ay; Standard_Real Az = az; if( Ax > 0. ) while ( Ax > DEUXPI ) Ax -= DEUXPI; else if( Ax < 0. ) while ( Ax < -DEUXPI ) Ax += DEUXPI; if( Ay > 0. ) while ( Ay > DEUXPI ) Ay -= DEUXPI; else if( Ay < 0. ) while ( Ay < -DEUXPI ) Ay += DEUXPI; if( Az > 0. ) while ( Az > DEUXPI ) Az -= DEUXPI; else if( Az < 0. ) while ( Az < -DEUXPI ) Az += DEUXPI; if (Start) { myCamStartOpUp = myCamera->Up(); myCamStartOpEye = myCamera->Eye(); myCamStartOpCenter = myCamera->Center(); } myCamera->SetUp (myCamStartOpUp); myCamera->SetEye (myCamStartOpEye); myCamera->SetCenter (myCamStartOpCenter); // rotate camera around 3 initial axes gp_Dir aBackDir (gp_Vec (myCamStartOpCenter, myCamStartOpEye)); gp_Dir aXAxis (myCamStartOpUp.Crossed (aBackDir)); gp_Dir aYAxis (aBackDir.Crossed (aXAxis)); gp_Dir aZAxis (aXAxis.Crossed (aYAxis)); gp_Trsf aRot[3], aTrsf; aRot[0].SetRotation (gp_Ax1 (myCamStartOpCenter, aYAxis), -Ax); aRot[1].SetRotation (gp_Ax1 (myCamStartOpCenter, aXAxis), Ay); aRot[2].SetRotation (gp_Ax1 (myCamStartOpCenter, aZAxis), Az); aTrsf.Multiply (aRot[0]); aTrsf.Multiply (aRot[1]); aTrsf.Multiply (aRot[2]); myCamera->Transform (aTrsf); View()->AutoZFit(); ImmediateUpdate(); } //============================================================================= //function : Rotate //purpose : //============================================================================= void V3d_View::Rotate(const Standard_Real ax, const Standard_Real ay, const Standard_Real az, const Standard_Real X, const Standard_Real Y, const Standard_Real Z, const Standard_Boolean Start) { Standard_Real Ax = ax ; Standard_Real Ay = ay ; Standard_Real Az = az ; if( Ax > 0. ) while ( Ax > DEUXPI ) Ax -= DEUXPI ; else if( Ax < 0. ) while ( Ax < -DEUXPI ) Ax += DEUXPI ; if( Ay > 0. ) while ( Ay > DEUXPI ) Ay -= DEUXPI ; else if( Ay < 0. ) while ( Ay < -DEUXPI ) Ay += DEUXPI ; if( Az > 0. ) while ( Az > DEUXPI ) Az -= DEUXPI ; else if( Az < 0. ) while ( Az < -DEUXPI ) Az += DEUXPI ; if (Start) { myGravityReferencePoint.SetCoord (X, Y, Z); myCamStartOpUp = myCamera->Up(); myCamStartOpEye = myCamera->Eye(); myCamStartOpCenter = myCamera->Center(); } const Graphic3d_Vertex& aVref = myGravityReferencePoint; myCamera->SetUp (myCamStartOpUp); myCamera->SetEye (myCamStartOpEye); myCamera->SetCenter (myCamStartOpCenter); // rotate camera around 3 initial axes gp_Pnt aRCenter (aVref.X(), aVref.Y(), aVref.Z()); gp_Dir aZAxis (myCamera->Direction().Reversed()); gp_Dir aYAxis (myCamera->Up()); gp_Dir aXAxis (aYAxis.Crossed (aZAxis)); gp_Trsf aRot[3], aTrsf; aRot[0].SetRotation (gp_Ax1 (aRCenter, aYAxis), -Ax); aRot[1].SetRotation (gp_Ax1 (aRCenter, aXAxis), Ay); aRot[2].SetRotation (gp_Ax1 (aRCenter, aZAxis), Az); aTrsf.Multiply (aRot[0]); aTrsf.Multiply (aRot[1]); aTrsf.Multiply (aRot[2]); myCamera->Transform (aTrsf); View()->AutoZFit(); ImmediateUpdate(); } //============================================================================= //function : Rotate //purpose : //============================================================================= void V3d_View::Rotate(const V3d_TypeOfAxe Axe, const Standard_Real angle, const Standard_Boolean Start) { switch (Axe) { case V3d_X : Rotate(angle,0.,0.,Start); break ; case V3d_Y : Rotate(0.,angle,0.,Start); break ; case V3d_Z : Rotate(0.,0.,angle,Start); break ; } } //============================================================================= //function : Rotate //purpose : //============================================================================= void V3d_View::Rotate(const V3d_TypeOfAxe Axe, const Standard_Real angle, const Standard_Real X, const Standard_Real Y, const Standard_Real Z, const Standard_Boolean Start) { Standard_Real Angle = angle ; if( Angle > 0. ) while ( Angle > DEUXPI ) Angle -= DEUXPI ; else if( Angle < 0. ) while ( Angle < -DEUXPI ) Angle += DEUXPI ; if (Start) { myGravityReferencePoint.SetCoord (X, Y, Z); myCamStartOpUp = myCamera->Up(); myCamStartOpEye = myCamera->Eye(); myCamStartOpCenter = myCamera->Center(); switch (Axe) { case V3d_X : myViewAxis.SetCoord(1.,0.,0.) ; break ; case V3d_Y : myViewAxis.SetCoord(0.,1.,0.) ; break ; case V3d_Z : myViewAxis.SetCoord(0.,0.,1.) ; break ; } myCamStartOpUp = myCamera->Up(); myCamStartOpEye = myCamera->Eye(); myCamStartOpCenter = myCamera->Center(); } const Graphic3d_Vertex& aVref = myGravityReferencePoint; myCamera->SetUp (myCamStartOpUp); myCamera->SetEye (myCamStartOpEye); myCamera->SetCenter (myCamStartOpCenter); // rotate camera around passed axis gp_Trsf aRotation; gp_Pnt aRCenter (aVref.X(), aVref.Y(), aVref.Z()); gp_Dir aRAxis ((Axe == V3d_X) ? 1.0 : 0.0, (Axe == V3d_Y) ? 1.0 : 0.0, (Axe == V3d_Z) ? 1.0 : 0.0); aRotation.SetRotation (gp_Ax1 (aRCenter, aRAxis), Angle); myCamera->Transform (aRotation); View()->AutoZFit(); ImmediateUpdate(); } //============================================================================= //function : Rotate //purpose : //============================================================================= void V3d_View::Rotate(const Standard_Real angle, const Standard_Boolean Start) { Standard_Real Angle = angle; if( Angle > 0. ) while ( Angle > DEUXPI ) Angle -= DEUXPI ; else if( Angle < 0. ) while ( Angle < -DEUXPI ) Angle += DEUXPI ; if( Start ) { myCamStartOpUp = myCamera->Up(); myCamStartOpEye = myCamera->Eye(); myCamStartOpCenter = myCamera->Center(); } const Graphic3d_Vertex& aPnt = MyDefaultViewPoint; const Graphic3d_Vector& anAxis = MyDefaultViewAxis; myCamera->SetUp (myCamStartOpUp); myCamera->SetEye (myCamStartOpEye); myCamera->SetCenter (myCamStartOpCenter); gp_Trsf aRotation; gp_Pnt aRCenter (aPnt.X(), aPnt.Y(), aPnt.Z()); gp_Dir aRAxis (anAxis.X(), anAxis.Y(), anAxis.Z()); aRotation.SetRotation (gp_Ax1 (aRCenter, aRAxis), Angle); myCamera->Transform (aRotation); View()->AutoZFit(); ImmediateUpdate(); } //============================================================================= //function : Turn //purpose : //============================================================================= void V3d_View::Turn(const Standard_Real ax, const Standard_Real ay, const Standard_Real az, const Standard_Boolean Start) { Standard_Real Ax = ax; Standard_Real Ay = ay; Standard_Real Az = az; if( Ax > 0. ) while ( Ax > DEUXPI ) Ax -= DEUXPI ; else if( Ax < 0. ) while ( Ax < -DEUXPI ) Ax += DEUXPI ; if( Ay > 0. ) while ( Ay > DEUXPI ) Ay -= DEUXPI ; else if( Ay < 0. ) while ( Ay < -DEUXPI ) Ay += DEUXPI ; if( Az > 0. ) while ( Az > DEUXPI ) Az -= DEUXPI ; else if( Az < 0. ) while ( Az < -DEUXPI ) Az += DEUXPI ; if( Start ) { myCamStartOpUp = myCamera->Up(); myCamStartOpEye = myCamera->Eye(); myCamStartOpCenter = myCamera->Center(); } myCamera->SetUp (myCamStartOpUp); myCamera->SetEye (myCamStartOpEye); myCamera->SetCenter (myCamStartOpCenter); // rotate camera around 3 initial axes gp_Pnt aRCenter = myCamera->Eye(); gp_Dir aZAxis (myCamera->Direction().Reversed()); gp_Dir aYAxis (myCamera->Up()); gp_Dir aXAxis (aYAxis.Crossed (aZAxis)); gp_Trsf aRot[3], aTrsf; aRot[0].SetRotation (gp_Ax1 (aRCenter, aYAxis), -Ax); aRot[1].SetRotation (gp_Ax1 (aRCenter, aXAxis), Ay); aRot[2].SetRotation (gp_Ax1 (aRCenter, aZAxis), Az); aTrsf.Multiply (aRot[0]); aTrsf.Multiply (aRot[1]); aTrsf.Multiply (aRot[2]); myCamera->Transform (aTrsf); View()->AutoZFit(); ImmediateUpdate(); } //============================================================================= //function : Turn //purpose : //============================================================================= void V3d_View::Turn(const V3d_TypeOfAxe Axe, const Standard_Real angle, const Standard_Boolean Start) { switch (Axe) { case V3d_X : Turn(angle,0.,0.,Start); break ; case V3d_Y : Turn(0.,angle,0.,Start); break ; case V3d_Z : Turn(0.,0.,angle,Start); break ; } } //============================================================================= //function : Turn //purpose : //============================================================================= void V3d_View::Turn(const Standard_Real angle, const Standard_Boolean Start) { Standard_Real Angle = angle ; if( Angle > 0. ) while ( Angle > DEUXPI ) Angle -= DEUXPI ; else if( Angle < 0. ) while ( Angle < -DEUXPI ) Angle += DEUXPI ; if( Start ) { myCamStartOpUp = myCamera->Up(); myCamStartOpEye = myCamera->Eye(); myCamStartOpCenter = myCamera->Center(); } myCamera->SetUp (myCamStartOpUp); myCamera->SetEye (myCamStartOpEye); myCamera->SetCenter (myCamStartOpCenter); const Graphic3d_Vector& anAxis = MyDefaultViewAxis; gp_Trsf aRotation; gp_Pnt aRCenter = myCamera->Eye(); gp_Dir aRAxis (anAxis.X(), anAxis.Y(), anAxis.Z()); aRotation.SetRotation (gp_Ax1 (aRCenter, aRAxis), Angle); myCamera->Transform (aRotation); View()->AutoZFit(); ImmediateUpdate(); } //============================================================================= //function : SetTwist //purpose : //============================================================================= void V3d_View::SetTwist(const Standard_Real angle) { Standard_Real Angle = angle ; Standard_Boolean TheStatus; if( Angle > 0. ) while ( Angle > DEUXPI ) Angle -= DEUXPI ; else if( Angle < 0. ) while ( Angle < -DEUXPI ) Angle += DEUXPI ; gp_Dir aReferencePlane (myCamera->Direction().Reversed()); gp_Dir anUp; anUp = gp_Dir (0.0, 0.0, 1.0); TheStatus = ScreenAxis(aReferencePlane, anUp, myXscreenAxis,myYscreenAxis,myZscreenAxis) ; if( !TheStatus ) { anUp = gp_Dir (0.0, 1.0, 0.0); TheStatus = ScreenAxis(aReferencePlane, anUp, myXscreenAxis,myYscreenAxis,myZscreenAxis) ; } if( !TheStatus ) { anUp = gp_Dir (1.0, 0.0, 0.0); TheStatus = ScreenAxis(aReferencePlane, anUp, myXscreenAxis,myYscreenAxis,myZscreenAxis) ; } V3d_BadValue_Raise_if( !TheStatus,"V3d_ViewSetTwist, alignment of Eye,At,Up,"); gp_Pnt aRCenter = myCamera->Center(); gp_Dir aZAxis (myCamera->Direction().Reversed()); gp_Trsf aTrsf; aTrsf.SetRotation (gp_Ax1 (aRCenter, aZAxis), Angle); Standard_Real myYscreenAxisX, myYscreenAxisY, myYscreenAxisZ; myYscreenAxis.Coord (myYscreenAxisX, myYscreenAxisY, myYscreenAxisZ); myCamera->SetUp (gp_Dir (myYscreenAxisX, myYscreenAxisY, myYscreenAxisZ)); myCamera->Transform (aTrsf); View()->AutoZFit(); ImmediateUpdate(); } //============================================================================= //function : SetEye //purpose : //============================================================================= void V3d_View::SetEye(const Standard_Real X,const Standard_Real Y,const Standard_Real Z) { Standard_Real aTwistBefore = Twist(); Standard_Boolean wasUpdateEnabled = SetImmediateUpdate (Standard_False); myCamera->SetEye (gp_Pnt (X, Y, Z)); SetTwist (aTwistBefore); View()->AutoZFit(); SetImmediateUpdate (wasUpdateEnabled); ImmediateUpdate(); } //============================================================================= //function : SetDepth //purpose : //============================================================================= void V3d_View::SetDepth(const Standard_Real Depth) { V3d_BadValue_Raise_if (Depth == 0. ,"V3d_View::SetDepth, bad depth"); if( Depth > 0. ) { // Move eye using center (target) as anchor. myCamera->SetDistance (Depth); } else { // Move the view ref point instead of the eye. gp_Vec aDir (myCamera->Direction()); gp_Pnt aCameraEye = myCamera->Eye(); gp_Pnt aCameraCenter = aCameraEye.Translated (aDir.Multiplied (Abs (Depth))); myCamera->SetCenter (aCameraCenter); } View()->AutoZFit(); ImmediateUpdate(); } //============================================================================= //function : SetProj //purpose : //============================================================================= void V3d_View::SetProj( const Standard_Real Vx,const Standard_Real Vy, const Standard_Real Vz ) { V3d_BadValue_Raise_if( Sqrt(Vx*Vx + Vy*Vy + Vz*Vz) <= 0., "V3d_View::SetProj, null projection vector"); Standard_Real aTwistBefore = Twist(); Standard_Boolean wasUpdateEnabled = SetImmediateUpdate (Standard_False); myCamera->SetDirection (gp_Dir (Vx, Vy, Vz).Reversed()); SetTwist(aTwistBefore); View()->AutoZFit(); SetImmediateUpdate (wasUpdateEnabled); ImmediateUpdate(); } //============================================================================= //function : SetProj //purpose : //============================================================================= void V3d_View::SetProj( const V3d_TypeOfOrientation Orientation ) { Standard_Real Xpn=0; Standard_Real Ypn=0; Standard_Real Zpn=0; switch (Orientation) { case V3d_Zpos : Ypn = 1.; break; case V3d_Zneg : Ypn = -1.; break; default: Zpn = 1.; } const Graphic3d_Vector& aBck = V3d::GetProjAxis (Orientation); // retain camera panning from origin when switching projection gp_Pnt anOriginVCS = myCamera->ConvertWorld2View (gp::Origin()); Standard_Real aPanX = anOriginVCS.X(); Standard_Real aPanY = anOriginVCS.Y(); myCamera->SetCenter (gp_Pnt (0, 0, 0)); myCamera->SetDirection (gp_Dir (aBck.X(), aBck.Y(), aBck.Z()).Reversed()); myCamera->SetUp (gp_Dir (Xpn, Ypn, Zpn)); myCamera->OrthogonalizeUp(); Panning (aPanX, aPanY); View()->AutoZFit(); ImmediateUpdate(); } //============================================================================= //function : SetAt //purpose : //============================================================================= void V3d_View::SetAt(const Standard_Real X,const Standard_Real Y,const Standard_Real Z) { Standard_Real aTwistBefore = Twist(); Standard_Boolean wasUpdateEnabled = SetImmediateUpdate (Standard_False); myCamera->SetCenter (gp_Pnt (X, Y, Z)); SetTwist (aTwistBefore); View()->AutoZFit(); SetImmediateUpdate (wasUpdateEnabled); ImmediateUpdate(); } //============================================================================= //function : SetUp //purpose : //============================================================================= void V3d_View::SetUp(const Standard_Real Vx,const Standard_Real Vy,const Standard_Real Vz) { Standard_Boolean TheStatus ; V3d_BadValue_Raise_if( Sqrt(Vx*Vx + Vy*Vy + Vz*Vz) <= 0. , "V3d_View::SetUp, nullUp vector"); gp_Dir aReferencePlane (myCamera->Direction().Reversed()); gp_Dir anUp (Vx, Vy, Vz); TheStatus = ScreenAxis(aReferencePlane,anUp, myXscreenAxis,myYscreenAxis,myZscreenAxis) ; if( !TheStatus ) { anUp = gp_Dir (0.0, 0.0, 1.0); TheStatus = ScreenAxis(aReferencePlane,anUp, myXscreenAxis,myYscreenAxis,myZscreenAxis) ; } if( !TheStatus ) { anUp = gp_Dir (0.0, 1.0, 0.0); TheStatus = ScreenAxis(aReferencePlane,anUp, myXscreenAxis,myYscreenAxis,myZscreenAxis) ; } if( !TheStatus ) { anUp = gp_Dir (1.0, 0.0, 0.0); TheStatus = ScreenAxis(aReferencePlane,anUp, myXscreenAxis,myYscreenAxis,myZscreenAxis) ; } V3d_BadValue_Raise_if( !TheStatus,"V3d_View::Setup, alignment of Eye,At,Up"); Standard_Real myYscreenAxisX, myYscreenAxisY, myYscreenAxisZ; myYscreenAxis.Coord (myYscreenAxisX, myYscreenAxisY, myYscreenAxisZ); myCamera->SetUp (gp_Dir (myYscreenAxisX, myYscreenAxisY, myYscreenAxisZ)); View()->AutoZFit(); ImmediateUpdate(); } //============================================================================= //function : SetUp //purpose : //============================================================================= void V3d_View::SetUp( const V3d_TypeOfOrientation Orientation ) { Standard_Boolean TheStatus ; gp_Dir aReferencePlane (myCamera->Direction().Reversed()); gp_Dir anUp; const Graphic3d_Vector& aViewReferenceUp = V3d::GetProjAxis(Orientation) ; anUp = gp_Dir (aViewReferenceUp.X(), aViewReferenceUp.Y(), aViewReferenceUp.Z()); TheStatus = ScreenAxis(aReferencePlane,anUp, myXscreenAxis,myYscreenAxis,myZscreenAxis) ; if( !TheStatus ) { anUp = gp_Dir (0.,0.,1.); TheStatus = ScreenAxis(aReferencePlane,anUp, myXscreenAxis,myYscreenAxis,myZscreenAxis) ; } if( !TheStatus ) { anUp = gp_Dir (0.,1.,0.); TheStatus = ScreenAxis(aReferencePlane,anUp, myXscreenAxis,myYscreenAxis,myZscreenAxis) ; } if( !TheStatus ) { anUp = gp_Dir (1.,0.,0.); TheStatus = ScreenAxis(aReferencePlane,anUp, myXscreenAxis,myYscreenAxis,myZscreenAxis) ; } V3d_BadValue_Raise_if( !TheStatus, "V3d_View::SetUp, alignment of Eye,At,Up"); Standard_Real myYscreenAxisX, myYscreenAxisY, myYscreenAxisZ; myYscreenAxis.Coord (myYscreenAxisX, myYscreenAxisY, myYscreenAxisZ); myCamera->SetUp (gp_Dir (myYscreenAxisX, myYscreenAxisY, myYscreenAxisZ)); View()->AutoZFit(); ImmediateUpdate(); } //============================================================================= //function : SetViewOrientationDefault //purpose : //============================================================================= void V3d_View::SetViewOrientationDefault() { MyView->SetViewOrientationDefault() ; ImmediateUpdate(); } //============================================================================= //function : ResetViewOrientation //purpose : //============================================================================= void V3d_View::ResetViewOrientation() { MyView->ViewOrientationReset() ; ImmediateUpdate(); } //============================================================================= //function : Reset //purpose : //============================================================================= void V3d_View::Reset( const Standard_Boolean update ) { Handle(Graphic3d_Camera) aDefaultCamera = MyView->DefaultCamera(); if (!aDefaultCamera.IsNull()) { myCamera->CopyMappingData (aDefaultCamera); myCamera->CopyOrientationData (aDefaultCamera); View()->AutoZFit(); } SwitchSetFront = Standard_False; if( myImmediateUpdate || update ) Update(); } //======================================================================= //function : SetCenter //purpose : //======================================================================= void V3d_View::SetCenter (const Standard_Integer theXp, const Standard_Integer theYp) { Standard_Real aXv, aYv; Convert (theXp, theYp, aXv, aYv); Translate (myCamera, aXv, aYv); ImmediateUpdate(); } //============================================================================= //function : SetSize //purpose : //============================================================================= void V3d_View::SetSize (const Standard_Real theSize) { V3d_BadValue_Raise_if (theSize <= 0.0, "V3d_View::SetSize, Window Size is NULL"); myCamera->SetScale (myCamera->Aspect() >= 1.0 ? theSize / myCamera->Aspect() : theSize); View()->AutoZFit(); ImmediateUpdate(); } //============================================================================= //function : SetZSize //purpose : //============================================================================= void V3d_View::SetZSize(const Standard_Real Size) { Standard_Real Zmax = Size/2.; Standard_Real aDistance = myCamera->Distance(); if( Size <= 0. ) { Zmax = aDistance; } Standard_Real Front = MyViewContext.ZClippingFrontPlane(); Standard_Real Back = MyViewContext.ZClippingBackPlane(); // ShortReal precision factor used to add meaningful tolerance to // ZNear, ZFar values in order to avoid equality after type conversion // to ShortReal matrices type. const Standard_Real aPrecision = 1.0 / Pow (10.0, ShortRealDigits() - 1); Standard_Real aZFar = Zmax + aDistance * 2.0; Standard_Real aZNear = -Zmax + aDistance; aZNear -= Abs (aZNear) * aPrecision; aZFar += Abs (aZFar) * aPrecision; if (!myCamera->IsOrthographic()) { if (aZFar < aPrecision) { // Invalid case when both values are negative aZNear = aPrecision; aZFar = aPrecision * 2.0; } else if (aZNear < Abs (aZFar) * aPrecision) { // Z is less than 0.0, try to fix it using any appropriate z-scale aZNear = Abs (aZFar) * aPrecision; } } // If range is too small if (aZFar < (aZNear + Abs (aZFar) * aPrecision)) { aZFar = aZNear + Abs (aZFar) * aPrecision; } myCamera->SetZRange (aZNear, aZFar); if (MyViewContext.FrontZClippingIsOn() || MyViewContext.BackZClippingIsOn()) { MyViewContext.SetZClippingFrontPlane (Front); MyViewContext.SetZClippingBackPlane (Back); MyView->SetContext (MyViewContext); } } //============================================================================= //function : SetZoom //purpose : //============================================================================= void V3d_View::SetZoom(const Standard_Real Coef,const Standard_Boolean Start) { V3d_BadValue_Raise_if( Coef <= 0.,"V3d_View::SetZoom, bad coefficient"); if (Start) { myCamStartOpEye = myCamera->Eye(); myCamStartOpCenter = myCamera->Center(); } Standard_Real aViewWidth = myCamera->ViewDimensions().X(); Standard_Real aViewHeight = myCamera->ViewDimensions().Y(); // ensure that zoom will not be too small or too big Standard_Real coef = Coef; if (aViewWidth < coef * Precision::Confusion()) { coef = aViewWidth / Precision::Confusion(); } else if (aViewWidth > coef * 1e12) { coef = aViewWidth / 1e12; } if (aViewHeight < coef * Precision::Confusion()) { coef = aViewHeight / Precision::Confusion(); } else if (aViewHeight > coef * 1e12) { coef = aViewHeight / 1e12; } myCamera->SetEye (myCamStartOpEye); myCamera->SetCenter (myCamStartOpCenter); myCamera->SetScale (myCamera->Scale() / Coef); View()->AutoZFit(); ImmediateUpdate(); } //============================================================================= //function : SetScale //purpose : //============================================================================= void V3d_View::SetScale( const Standard_Real Coef ) { V3d_BadValue_Raise_if( Coef <= 0. ,"V3d_View::SetScale, bad coefficient"); Handle(Graphic3d_Camera) aDefaultCamera = MyView->DefaultCamera(); // Strange behavior for the sake of compatibility. if (!aDefaultCamera.IsNull()) { myCamera->SetAspect (aDefaultCamera->Aspect()); Standard_Real aDefaultScale = aDefaultCamera->Scale(); myCamera->SetScale (aDefaultScale / Coef); } else { myCamera->SetScale (myCamera->Scale() / Coef); } View()->AutoZFit(); ImmediateUpdate(); } //============================================================================= //function : SetAxialScale //purpose : //============================================================================= void V3d_View::SetAxialScale( const Standard_Real Sx, const Standard_Real Sy, const Standard_Real Sz ) { V3d_BadValue_Raise_if( Sx <= 0. || Sy <= 0. || Sz <= 0.,"V3d_View::SetAxialScale, bad coefficient"); myCamera->SetAxialScale (gp_XYZ (Sx, Sy, Sz)); View()->AutoZFit(); } //============================================================================= //function : FitAll //purpose : //============================================================================= void V3d_View::FitAll (const Quantity_Coefficient theMargin, const Standard_Boolean theToUpdate) { FitAll (MyView->MinMaxValues(), theMargin, theToUpdate); } //============================================================================= //function : FitAll //purpose : //============================================================================= void V3d_View::FitAll (const Bnd_Box& theBox, const Quantity_Coefficient theMargin, const Standard_Boolean theToUpdate) { Standard_ASSERT_RAISE(theMargin >= 0.0 && theMargin < 1.0, "Invalid margin coefficient"); if (MyView->NumberOfDisplayedStructures() == 0) { return; } if (!FitMinMax (myCamera, theBox, theMargin, 10.0 * Precision::Confusion())) { return; } View()->AutoZFit(); if (myImmediateUpdate || theToUpdate) { Update(); } } //============================================================================= //function : DepthFitAll //purpose : //============================================================================= void V3d_View::DepthFitAll(const Quantity_Coefficient Aspect, const Quantity_Coefficient Margin) { Standard_Real Xmin,Ymin,Zmin,Xmax,Ymax,Zmax,U,V,W,U1,V1,W1 ; Standard_Real Umin,Vmin,Wmin,Umax,Vmax,Wmax ; Standard_Real Dx,Dy,Dz,Size; Standard_Integer Nstruct = MyView->NumberOfDisplayedStructures() ; if((Nstruct <= 0) || (Aspect < 0.) || (Margin < 0.) || (Margin > 1.)) { ImmediateUpdate(); return ; } Bnd_Box aBox = MyView->MinMaxValues(); if (aBox.IsVoid()) { ImmediateUpdate(); return ; } aBox.Get (Xmin,Ymin,Zmin,Xmax,Ymax,Zmax); MyView->Projects(Xmin,Ymin,Zmin,U,V,W) ; MyView->Projects(Xmax,Ymax,Zmax,U1,V1,W1) ; Umin = Min(U,U1) ; Umax = Max(U,U1) ; Vmin = Min(V,V1) ; Vmax = Max(V,V1) ; Wmin = Min(W,W1) ; Wmax = Max(W,W1) ; MyView->Projects(Xmin,Ymin,Zmax,U,V,W) ; Umin = Min(U,Umin) ; Umax = Max(U,Umax) ; Vmin = Min(V,Vmin) ; Vmax = Max(V,Vmax) ; Wmin = Min(W,Wmin) ; Wmax = Max(W,Wmax) ; MyView->Projects(Xmax,Ymin,Zmax,U,V,W) ; Umin = Min(U,Umin) ; Umax = Max(U,Umax) ; Vmin = Min(V,Vmin) ; Vmax = Max(V,Vmax) ; Wmin = Min(W,Wmin) ; Wmax = Max(W,Wmax) ; MyView->Projects(Xmax,Ymin,Zmin,U,V,W) ; Umin = Min(U,Umin) ; Umax = Max(U,Umax) ; Vmin = Min(V,Vmin) ; Vmax = Max(V,Vmax) ; Wmin = Min(W,Wmin) ; Wmax = Max(W,Wmax) ; MyView->Projects(Xmax,Ymax,Zmin,U,V,W) ; Umin = Min(U,Umin) ; Umax = Max(U,Umax) ; Vmin = Min(V,Vmin) ; Vmax = Max(V,Vmax) ; Wmin = Min(W,Wmin) ; Wmax = Max(W,Wmax) ; MyView->Projects(Xmin,Ymax,Zmax,U,V,W) ; Umin = Min(U,Umin) ; Umax = Max(U,Umax) ; Vmin = Min(V,Vmin) ; Vmax = Max(V,Vmax) ; Wmin = Min(W,Wmin) ; Wmax = Max(W,Wmax) ; MyView->Projects(Xmin,Ymax,Zmin,U,V,W) ; Umin = Min(U,Umin) ; Umax = Max(U,Umax) ; Vmin = Min(V,Vmin) ; Vmax = Max(V,Vmax) ; Wmin = Min(W,Wmin) ; Wmax = Max(W,Wmax) ; // Adjust Z size Wmax = Max(Abs(Wmin),Abs(Wmax)) ; Dz = 2.*Wmax + Margin * Wmax; // Compute depth value Dx = Abs(Umax - Umin) ; Dy = Abs(Vmax - Vmin) ; // Dz = Abs(Wmax - Wmin); Dx += Margin * Dx; Dy += Margin * Dy; Size = Sqrt(Dx*Dx + Dy*Dy + Dz*Dz); if( Size > 0. ) { SetZSize(Size) ; SetDepth( Aspect * Size / 2.); } ImmediateUpdate(); } //============================================================================= //function : FitAll //purpose : //============================================================================= void V3d_View::FitAll(const Standard_Real theMinXv, const Standard_Real theMinYv, const Standard_Real theMaxXv, const Standard_Real theMaxYv) { FitAll (MyWindow, theMinXv, theMinYv, theMaxXv, theMaxYv); } //============================================================================= //function : WindowFitAll //purpose : //============================================================================= void V3d_View::WindowFitAll(const Standard_Integer Xmin, const Standard_Integer Ymin, const Standard_Integer Xmax, const Standard_Integer Ymax) { WindowFit(Xmin,Ymin,Xmax,Ymax); } //======================================================================= //function : WindowFit //purpose : //======================================================================= void V3d_View::WindowFit (const Standard_Integer theMinXp, const Standard_Integer theMinYp, const Standard_Integer theMaxXp, const Standard_Integer theMaxYp) { Standard_Boolean wasUpdateEnabled = SetImmediateUpdate (Standard_False); if (!myCamera->IsOrthographic()) { // normalize view coordinates Standard_Integer aWinWidth, aWinHeight; MyWindow->Size (aWinWidth, aWinHeight); // z coordinate of camera center Standard_Real aDepth = myCamera->Project (myCamera->Center()).Z(); // camera projection coordinate are in NDC which are normalized [-1, 1] Standard_Real aUMin = (2.0 / aWinWidth) * theMinXp - 1.0; Standard_Real aUMax = (2.0 / aWinWidth) * theMaxXp - 1.0; Standard_Real aVMin = (2.0 / aWinHeight) * theMinYp - 1.0; Standard_Real aVMax = (2.0 / aWinHeight) * theMaxYp - 1.0; // compute camera panning gp_Pnt aScreenCenter (0.0, 0.0, aDepth); gp_Pnt aFitCenter ((aUMin + aUMax) * 0.5, (aVMin + aVMax) * 0.5, aDepth); gp_Pnt aPanTo = myCamera->ConvertProj2View (aFitCenter); gp_Pnt aPanFrom = myCamera->ConvertProj2View (aScreenCenter); gp_Vec aPanVec (aPanFrom, aPanTo); // compute section size gp_Pnt aFitTopRight (aUMax, aVMax, aDepth); gp_Pnt aFitBotLeft (aUMin, aVMin, aDepth); gp_Pnt aViewBotLeft = myCamera->ConvertProj2View (aFitBotLeft); gp_Pnt aViewTopRight = myCamera->ConvertProj2View (aFitTopRight); Standard_Real aUSize = aViewTopRight.X() - aViewBotLeft.X(); Standard_Real aVSize = aViewTopRight.Y() - aViewBotLeft.Y(); Translate (myCamera, aPanVec.X(), -aPanVec.Y()); Scale (myCamera, aUSize, aVSize); View()->AutoZFit(); } else { Standard_Real aX1, aY1, aX2, aY2; Convert (theMinXp, theMinYp, aX1, aY1); Convert (theMaxXp, theMaxYp, aX2, aY2); FitAll (aX1, aY1, aX2, aY2); } SetImmediateUpdate (wasUpdateEnabled); ImmediateUpdate(); } //======================================================================= //function : SetViewMappingDefault //purpose : //======================================================================= void V3d_View::SetViewMappingDefault() { MyView->SetViewMappingDefault(); ImmediateUpdate(); } //======================================================================= //function : ResetViewMapping //purpose : //======================================================================= void V3d_View::ResetViewMapping() { MyView->ViewMappingReset(); Update(); } //======================================================================= //function : ConvertToGrid //purpose : //======================================================================= void V3d_View::ConvertToGrid(const Standard_Integer Xp, const Standard_Integer Yp, Standard_Real& Xg, Standard_Real& Yg, Standard_Real& Zg) const { Graphic3d_Vertex aVrp; Standard_Real anX, anY, aZ; Convert (Xp, Yp, anX, anY, aZ); aVrp.SetCoord (anX, anY, aZ); if( MyViewer->Grid()->IsActive() ) { Graphic3d_Vertex aNewVrp = Compute (aVrp) ; aNewVrp.Coord (Xg,Yg,Zg) ; } else aVrp.Coord (Xg,Yg,Zg) ; } //======================================================================= //function : ConvertToGrid //purpose : //======================================================================= void V3d_View::ConvertToGrid(const Standard_Real X, const Standard_Real Y, const Standard_Real Z, Standard_Real& Xg, Standard_Real& Yg, Standard_Real& Zg) const { if( MyViewer->Grid()->IsActive() ) { Graphic3d_Vertex aVrp (X,Y,Z) ; Graphic3d_Vertex aNewVrp = Compute (aVrp) ; aNewVrp.Coord(Xg,Yg,Zg) ; } else { Xg = X; Yg = Y; Zg = Z; } } //======================================================================= //function : Convert //purpose : //======================================================================= Standard_Real V3d_View::Convert(const Standard_Integer Vp) const { Standard_Integer aDxw, aDyw ; V3d_UnMapped_Raise_if (!MyView->IsDefined(), "view has no window"); MyWindow->Size (aDxw, aDyw); Standard_Real aValue; gp_Pnt aViewDims = myCamera->ViewDimensions(); aValue = aViewDims.X() * (Standard_Real)Vp / (Standard_Real)aDxw; return aValue; } //======================================================================= //function : Convert //purpose : //======================================================================= void V3d_View::Convert(const Standard_Integer Xp, const Standard_Integer Yp, Standard_Real& Xv, Standard_Real& Yv) const { Standard_Integer aDxw, aDyw; V3d_UnMapped_Raise_if (!MyView->IsDefined(), "view has no window"); MyWindow->Size (aDxw, aDyw); gp_Pnt aPoint (Xp * 2.0 / aDxw - 1.0, (aDyw - Yp) * 2.0 / aDyw - 1.0, 0.0); aPoint = myCamera->ConvertProj2View (aPoint); Xv = aPoint.X(); Yv = aPoint.Y(); } //======================================================================= //function : Convert //purpose : //======================================================================= Standard_Integer V3d_View::Convert(const Standard_Real Vv) const { V3d_UnMapped_Raise_if (!MyView->IsDefined(), "view has no window"); Standard_Integer aDxw, aDyw; MyWindow->Size (aDxw, aDyw); gp_Pnt aViewDims = myCamera->ViewDimensions(); Standard_Integer aValue = RealToInt (aDxw * Vv / (aViewDims.X())); return aValue; } //======================================================================= //function : Convert //purpose : //======================================================================= void V3d_View::Convert(const Standard_Real Xv, const Standard_Real Yv, Standard_Integer& Xp, Standard_Integer& Yp) const { V3d_UnMapped_Raise_if (!MyView->IsDefined(), "view has no window"); Standard_Integer aDxw, aDyw; MyWindow->Size (aDxw, aDyw); gp_Pnt aPoint (Xv, Yv, 0.0); aPoint = myCamera->ConvertView2Proj (aPoint); aPoint = gp_Pnt ((aPoint.X() + 1.0) * aDxw / 2.0, aDyw - (aPoint.Y() + 1.0) * aDyw / 2.0, 0.0); Xp = RealToInt (aPoint.X()); Yp = RealToInt (aPoint.Y()); } //======================================================================= //function : Convert //purpose : //======================================================================= void V3d_View::Convert(const Standard_Integer Xp, const Standard_Integer Yp, Standard_Real& X, Standard_Real& Y, Standard_Real& Z) const { V3d_UnMapped_Raise_if (!MyView->IsDefined(), "view has no window"); Standard_Integer aHeight, aWidth; MyWindow->Size (aWidth, aHeight); Standard_Real anX = 2.0 * Xp / aWidth - 1.0; Standard_Real anY = 2.0 * (aHeight - 1 - Yp) / aHeight - 1.0; Standard_Real aZ = 2.0 * 0.0 - 1.0; gp_Pnt aResult = myCamera->UnProject (gp_Pnt (anX, anY, aZ)); X = aResult.X(); Y = aResult.Y(); Z = aResult.Z(); } //======================================================================= //function : ConvertWithProj //purpose : //======================================================================= void V3d_View::ConvertWithProj(const Standard_Integer Xp, const Standard_Integer Yp, Standard_Real& X, Standard_Real& Y, Standard_Real& Z, Standard_Real& Dx, Standard_Real& Dy, Standard_Real& Dz) const { V3d_UnMapped_Raise_if( !MyView->IsDefined(), "view has no window"); Standard_Integer aHeight, aWidth; MyWindow->Size (aWidth, aHeight); Standard_Real anX = 2.0 * Xp / aWidth - 1.0; Standard_Real anY = 2.0 * (aHeight - 1 - Yp) / aHeight - 1.0; Standard_Real aZ = 2.0 * 0.0 - 1.0; gp_Pnt aResult = myCamera->UnProject (gp_Pnt (anX, anY, aZ)); X = aResult.X(); Y = aResult.Y(); Z = aResult.Z(); Graphic3d_Vertex aVrp; aVrp.SetCoord (X, Y, Z); aResult = myCamera->UnProject (gp_Pnt (anX, anY, aZ - 10.0)); Graphic3d_Vec3d aNormDir; aNormDir.x() = X - aResult.X(); aNormDir.y() = Y - aResult.Y(); aNormDir.z() = Z - aResult.Z(); aNormDir.Normalize(); Dx = aNormDir.x(); Dy = aNormDir.y(); Dz = aNormDir.z(); } //======================================================================= //function : Convert //purpose : //======================================================================= void V3d_View::Convert(const Standard_Real X, const Standard_Real Y, const Standard_Real Z, Standard_Integer& Xp, Standard_Integer& Yp) const { V3d_UnMapped_Raise_if( !MyView->IsDefined(), "view has no window"); Standard_Integer aHeight, aWidth; MyWindow->Size (aWidth, aHeight); gp_Pnt aPoint = myCamera->Project (gp_Pnt (X, Y, Z)); Xp = RealToInt ((aPoint.X() + 1) * 0.5 * aWidth); Yp = RealToInt (aHeight - 1 - (aPoint.Y() + 1) * 0.5 * aHeight); } //======================================================================= //function : Project //purpose : //======================================================================= void V3d_View::Project(const Standard_Real X, const Standard_Real Y, const Standard_Real Z, Standard_Real &Xp, Standard_Real &Yp) const { Standard_Real Zp; MyView->Projects (X, Y, Z, Xp, Yp, Zp); } //======================================================================= //function : BackgroundColor //purpose : //======================================================================= void V3d_View::BackgroundColor(const Quantity_TypeOfColor Type, Standard_Real& V1, Standard_Real& V2, Standard_Real& V3) const { Quantity_Color C = BackgroundColor() ; C.Values(V1,V2,V3,Type) ; } //======================================================================= //function : BackgroundColor //purpose : //======================================================================= Quantity_Color V3d_View::BackgroundColor() const { return MyBackground.Color() ; } //======================================================================= //function : GradientBackgroundColors //purpose : //======================================================================= void V3d_View::GradientBackgroundColors(Quantity_Color& Color1,Quantity_Color& Color2) const { MyGradientBackground.Colors(Color1, Color2); } //======================================================================= //function : GradientBackground //purpose : //======================================================================= Aspect_GradientBackground V3d_View::GradientBackground() const { return MyGradientBackground; } //======================================================================= //function : Scale //purpose : //======================================================================= Standard_Real V3d_View::Scale() const { Handle(Graphic3d_Camera) aDefaultCamera = MyView->DefaultCamera(); Standard_Real aCameraScale; // Strange behavior for the sake of compatibility. if (!aDefaultCamera.IsNull()) { Standard_Real aDefaultScale = aDefaultCamera->Scale(); aCameraScale = aDefaultScale / myCamera->Scale(); } else { aCameraScale = myCamera->Scale(); } return aCameraScale; } //======================================================================= //function : AxialScale //purpose : //======================================================================= void V3d_View::AxialScale(Standard_Real& Sx, Standard_Real& Sy, Standard_Real& Sz) const { gp_Pnt anAxialScale = myCamera->AxialScale(); Sx = anAxialScale.X(); Sy = anAxialScale.Y(); Sz = anAxialScale.Z(); } //======================================================================= //function : Size //purpose : //======================================================================= void V3d_View::Size(Standard_Real& Width, Standard_Real& Height) const { gp_Pnt aViewDims = myCamera->ViewDimensions(); Width = aViewDims.X(); Height = aViewDims.Y(); } //======================================================================= //function : ZSize //purpose : //======================================================================= Standard_Real V3d_View::ZSize() const { gp_Pnt aViewDims = myCamera->ViewDimensions(); return aViewDims.Z(); } //======================================================================= //function : MinMax //purpose : //======================================================================= Standard_Integer V3d_View::MinMax(Standard_Real& Umin, Standard_Real& Vmin, Standard_Real& Umax, Standard_Real& Vmax) const { Standard_Real Wmin,Wmax,U,V,W ; Standard_Real Xmin,Ymin,Zmin,Xmax,Ymax,Zmax ; // CAL 6/11/98 Standard_Integer Nstruct = MyView->NumberOfDisplayedStructures() ; if( Nstruct ) { Bnd_Box aBox = MyView->MinMaxValues(); aBox.Get (Xmin,Ymin,Zmin,Xmax,Ymax,Zmax); MyView->Projects(Xmin,Ymin,Zmin,Umin,Vmin,Wmin) ; MyView->Projects(Xmax,Ymax,Zmax,Umax,Vmax,Wmax) ; MyView->Projects(Xmin,Ymin,Zmax,U,V,W) ; Umin = Min(U,Umin) ; Umax = Max(U,Umax) ; Vmin = Min(V,Vmin) ; Vmax = Max(V,Vmax) ; Wmin = Min(W,Wmin) ; Wmax = Max(W,Wmax) ; MyView->Projects(Xmax,Ymin,Zmax,U,V,W) ; Umin = Min(U,Umin) ; Umax = Max(U,Umax) ; Vmin = Min(V,Vmin) ; Vmax = Max(V,Vmax) ; Wmin = Min(W,Wmin) ; Wmax = Max(W,Wmax) ; MyView->Projects(Xmax,Ymin,Zmin,U,V,W) ; Umin = Min(U,Umin) ; Umax = Max(U,Umax) ; Vmin = Min(V,Vmin) ; Vmax = Max(V,Vmax) ; Wmin = Min(W,Wmin) ; Wmax = Max(W,Wmax) ; MyView->Projects(Xmax,Ymax,Zmin,U,V,W) ; Umin = Min(U,Umin) ; Umax = Max(U,Umax) ; Vmin = Min(V,Vmin) ; Vmax = Max(V,Vmax) ; Wmin = Min(W,Wmin) ; Wmax = Max(W,Wmax) ; MyView->Projects(Xmin,Ymax,Zmax,U,V,W) ; Umin = Min(U,Umin) ; Umax = Max(U,Umax) ; Vmin = Min(V,Vmin) ; Vmax = Max(V,Vmax) ; Wmin = Min(W,Wmin) ; Wmax = Max(W,Wmax) ; MyView->Projects(Xmin,Ymax,Zmin,U,V,W) ; Umin = Min(U,Umin) ; Umax = Max(U,Umax) ; Vmin = Min(V,Vmin) ; Vmax = Max(V,Vmax) ; Wmin = Min(W,Wmin) ; Wmax = Max(W,Wmax) ; } return Nstruct ; } //======================================================================= //function : MinMax //purpose : //======================================================================= Standard_Integer V3d_View::MinMax(Standard_Real& Xmin, Standard_Real& Ymin, Standard_Real& Zmin, Standard_Real& Xmax, Standard_Real& Ymax, Standard_Real& Zmax) const { // CAL 6/11/98 // Standard_Integer Nstruct = (MyView->DisplayedStructures())->Extent() ; Standard_Integer Nstruct = MyView->NumberOfDisplayedStructures() ; if( Nstruct ) { Bnd_Box aBox = MyView->MinMaxValues(); aBox.Get (Xmin,Ymin,Zmin,Xmax,Ymax,Zmax); } return Nstruct ; } //======================================================================= //function : Gravity //purpose : //======================================================================= void V3d_View::Gravity (Standard_Real& theX, Standard_Real& theY, Standard_Real& theZ) const { Graphic3d_MapOfStructure aSetOfStructures; MyView->DisplayedStructures (aSetOfStructures); Standard_Boolean hasSelection = Standard_False; for (Graphic3d_MapIteratorOfMapOfStructure aStructIter (aSetOfStructures); aStructIter.More(); aStructIter.Next()) { if (aStructIter.Key()->IsHighlighted() && aStructIter.Key()->IsVisible()) { hasSelection = Standard_True; break; } } Standard_Real Xmin, Ymin, Zmin, Xmax, Ymax, Zmax; Standard_Integer aNbPoints = 0; gp_XYZ aResult (0.0, 0.0, 0.0); for (Graphic3d_MapIteratorOfMapOfStructure aStructIter (aSetOfStructures); aStructIter.More(); aStructIter.Next()) { const Handle(Graphic3d_Structure)& aStruct = aStructIter.Key(); if (!aStruct->IsVisible() || (hasSelection && !aStruct->IsHighlighted()) || aStruct->IsEmpty()) { continue; } Bnd_Box aBox = aStruct->MinMaxValues(); if (aBox.IsVoid() || aStruct->IsInfinite()) { continue; } // use camera projection to find gravity point aBox.Get (Xmin, Ymin, Zmin, Xmax, Ymax, Zmax); gp_Pnt aPnts[THE_NB_BOUND_POINTS] = { gp_Pnt (Xmin, Ymin, Zmin), gp_Pnt (Xmin, Ymin, Zmax), gp_Pnt (Xmin, Ymax, Zmin), gp_Pnt (Xmin, Ymax, Zmax), gp_Pnt (Xmax, Ymin, Zmin), gp_Pnt (Xmax, Ymin, Zmax), gp_Pnt (Xmax, Ymax, Zmin), gp_Pnt (Xmax, Ymax, Zmax) }; for (Standard_Integer aPntIt = 0; aPntIt < THE_NB_BOUND_POINTS; ++aPntIt) { const gp_Pnt& aBndPnt = aPnts[aPntIt]; const gp_Pnt aProjected = myCamera->Project (aBndPnt); if (Abs (aProjected.X()) <= 1.0 && Abs (aProjected.Y()) <= 1.0) { aResult += aBndPnt.XYZ(); ++aNbPoints; } } } if (aNbPoints == 0) { for (Graphic3d_MapIteratorOfMapOfStructure aStructIter (aSetOfStructures); aStructIter.More(); aStructIter.Next()) { const Handle(Graphic3d_Structure)& aStruct = aStructIter.Key(); if (aStruct->IsEmpty()) { continue; } Bnd_Box aBox = aStruct->MinMaxValues(); if (aBox.IsVoid() || aStruct->IsInfinite()) { continue; } aBox.Get (Xmin, Ymin, Zmin, Xmax, Ymax, Zmax); gp_Pnt aPnts[THE_NB_BOUND_POINTS] = { gp_Pnt (Xmin, Ymin, Zmin), gp_Pnt (Xmin, Ymin, Zmax), gp_Pnt (Xmin, Ymax, Zmin), gp_Pnt (Xmin, Ymax, Zmax), gp_Pnt (Xmax, Ymin, Zmin), gp_Pnt (Xmax, Ymin, Zmax), gp_Pnt (Xmax, Ymax, Zmin), gp_Pnt (Xmax, Ymax, Zmax) }; for (Standard_Integer aPntIt = 0; aPntIt < THE_NB_BOUND_POINTS; ++aPntIt) { const gp_Pnt& aBndPnt = aPnts[aPntIt]; aResult += aBndPnt.XYZ(); ++aNbPoints; } } } if (aNbPoints > 0) { aResult /= aNbPoints; } theX = aResult.X(); theY = aResult.Y(); theZ = aResult.Z(); } //======================================================================= //function : Eye //purpose : //======================================================================= void V3d_View::Eye(Standard_Real& X, Standard_Real& Y, Standard_Real& Z) const { gp_Pnt aCameraEye = myCamera->Eye(); X = aCameraEye.X(); Y = aCameraEye.Y(); Z = aCameraEye.Z(); } //============================================================================= //function : FocalReferencePoint //purpose : //============================================================================= void V3d_View::FocalReferencePoint(Standard_Real& X, Standard_Real& Y,Standard_Real& Z) const { Eye (X,Y,Z); } //============================================================================= //function : ProjReferenceAxe //purpose : //============================================================================= void V3d_View::ProjReferenceAxe(const Standard_Integer Xpix, const Standard_Integer Ypix, Standard_Real& XP, Standard_Real& YP, Standard_Real& ZP, Standard_Real& VX, Standard_Real& VY, Standard_Real& VZ) const { Standard_Real Xo,Yo,Zo; Convert (Xpix, Ypix, XP, YP, ZP); if ( Type() == V3d_PERSPECTIVE ) { FocalReferencePoint (Xo,Yo,Zo); VX = Xo - XP; VY = Yo - YP; VZ = Zo - ZP; } else { Proj (VX,VY,VZ); } } //============================================================================= //function : Depth //purpose : //============================================================================= Standard_Real V3d_View::Depth() const { return myCamera->Distance(); } //============================================================================= //function : Proj //purpose : //============================================================================= void V3d_View::Proj(Standard_Real& Dx, Standard_Real& Dy, Standard_Real& Dz) const { gp_Dir aCameraDir = myCamera->Direction().Reversed(); Dx = aCameraDir.X(); Dy = aCameraDir.Y(); Dz = aCameraDir.Z(); } //============================================================================= //function : At //purpose : //============================================================================= void V3d_View::At(Standard_Real& X, Standard_Real& Y, Standard_Real& Z) const { gp_Pnt aCameraCenter = myCamera->Center(); X = aCameraCenter.X(); Y = aCameraCenter.Y(); Z = aCameraCenter.Z(); } //============================================================================= //function : Up //purpose : //============================================================================= void V3d_View::Up(Standard_Real& Vx, Standard_Real& Vy, Standard_Real& Vz) const { gp_Dir aCameraUp = myCamera->Up(); Vx = aCameraUp.X(); Vy = aCameraUp.Y(); Vz = aCameraUp.Z(); } //============================================================================= //function : Twist //purpose : //============================================================================= Standard_Real V3d_View::Twist() const { Standard_Real Xup,Yup,Zup,Xpn,Ypn,Zpn,X0,Y0,Z0 ; Standard_Real pvx,pvy,pvz,pvn,sca,angle ; Graphic3d_Vector Xaxis,Yaxis,Zaxis ; Standard_Boolean TheStatus ; gp_Dir aReferencePlane (myCamera->Direction().Reversed()); gp_Dir anUp; Proj(Xpn,Ypn,Zpn); anUp = gp_Dir (0.,0.,1.) ; TheStatus = ScreenAxis (aReferencePlane, anUp,Xaxis,Yaxis,Zaxis) ; if( !TheStatus ) { anUp = gp_Dir (0.,1.,0.) ; TheStatus = ScreenAxis (aReferencePlane, anUp,Xaxis,Yaxis,Zaxis) ; } if( !TheStatus ) { anUp = gp_Dir (1.,0.,0.) ; TheStatus = ScreenAxis (aReferencePlane, anUp,Xaxis,Yaxis,Zaxis) ; } Yaxis.Coord(X0,Y0,Z0) ; Up(Xup,Yup,Zup) ; /* Compute Cross Vector From Up & Origin */ pvx = Y0*Zup - Z0*Yup ; pvy = Z0*Xup - X0*Zup ; pvz = X0*Yup - Y0*Xup ; pvn = pvx*pvx + pvy*pvy + pvz*pvz ; sca = X0*Xup + Y0*Yup + Z0*Zup ; /* Compute Angle */ angle = Sqrt(pvn) ; if( angle > 1. ) angle = 1. ; else if( angle < -1. ) angle = -1. ; angle = asin(angle) ; if( sca < 0. ) angle = M_PI - angle ; if( angle > 0. && angle < M_PI ) { sca = pvx*Xpn + pvy*Ypn + pvz*Zpn ; if( sca < 0. ) angle = DEUXPI - angle ; } return angle ; } //============================================================================= //function : ShadingModel //purpose : //============================================================================= V3d_TypeOfShadingModel V3d_View::ShadingModel() const { V3d_TypeOfShadingModel SM = (V3d_TypeOfShadingModel)MyViewContext.Model() ; return SM ; } //============================================================================= //function : SurfaceDetail //purpose : //============================================================================= V3d_TypeOfSurfaceDetail V3d_View::SurfaceDetail() const { V3d_TypeOfSurfaceDetail SM = (V3d_TypeOfSurfaceDetail)MyViewContext.SurfaceDetail() ; return SM ; } //============================================================================= //function : TextureEnv //purpose : //============================================================================= Handle(Graphic3d_TextureEnv) V3d_View::TextureEnv() const { Handle(Graphic3d_TextureEnv) SM = MyViewContext.TextureEnv() ; return SM ; } //============================================================================= //function : Visualization //purpose : //============================================================================= V3d_TypeOfVisualization V3d_View::Visualization() const { V3d_TypeOfVisualization V = (V3d_TypeOfVisualization)MyViewContext.Visualization() ; return V ; } //============================================================================= //function : Antialiasing //purpose : //============================================================================= Standard_Boolean V3d_View::Antialiasing() const { Standard_Boolean A = MyViewContext.AliasingIsOn() ; return A ; } //============================================================================= //function : Viewer //purpose : //============================================================================= Handle(V3d_Viewer) V3d_View::Viewer() const { return MyViewer ; } //============================================================================= //function : IfWindow //purpose : //============================================================================= Standard_Boolean V3d_View::IfWindow() const { Standard_Boolean TheStatus = MyView->IsDefined() ; return TheStatus ; } //============================================================================= //function : Window //purpose : //============================================================================= Handle(Aspect_Window) V3d_View::Window() const { return MyWindow; } //============================================================================= //function : Type //purpose : //============================================================================= V3d_TypeOfView V3d_View::Type() const { return myCamera->IsOrthographic() ? V3d_ORTHOGRAPHIC : V3d_PERSPECTIVE; } //============================================================================= //function : SetFocale //purpose : //============================================================================= void V3d_View::SetFocale( const Standard_Real focale ) { if (myCamera->IsOrthographic()) { return; } Standard_Real aFOVyRad = ATan (focale / (myCamera->Distance() * 2.0)); myCamera->SetFOVy (aFOVyRad * (360 / M_PI)); ImmediateUpdate(); } //============================================================================= //function : Focale //purpose : //============================================================================= Standard_Real V3d_View::Focale() const { if (myCamera->IsOrthographic()) { return 0.0; } return myCamera->Distance() * 2.0 * Tan(myCamera->FOVy() * M_PI / 360.0); } //============================================================================= //function : View //purpose : //============================================================================= Handle(Visual3d_View) V3d_View::View() const { return MyView ; } //============================================================================= //function : ScreenAxis //purpose : //============================================================================= Standard_Boolean V3d_View::ScreenAxis( const gp_Dir &Vpn, const gp_Dir &Vup, Graphic3d_Vector &Xaxe, Graphic3d_Vector &Yaxe, Graphic3d_Vector &Zaxe) { Standard_Real Xpn, Ypn, Zpn, Xup, Yup, Zup; Standard_Real dx1, dy1, dz1, xx, yy, zz; Xpn = Vpn.X(); Ypn = Vpn.Y(); Zpn = Vpn.Z(); Xup = Vup.X(); Yup = Vup.Y(); Zup = Vup.Z(); xx = Yup*Zpn - Zup*Ypn; yy = Zup*Xpn - Xup*Zpn; zz = Xup*Ypn - Yup*Xpn; Xaxe.SetCoord (xx, yy, zz); if (Xaxe.LengthZero()) return Standard_False; Xaxe.Normalize(); Xaxe.Coord(dx1, dy1, dz1); xx = Ypn*dz1 - Zpn*dy1; yy = Zpn*dx1 - Xpn*dz1; zz = Xpn*dy1 - Ypn*dx1; Yaxe.SetCoord (xx, yy, zz) ; if (Yaxe.LengthZero()) return Standard_False; Yaxe.Normalize(); Zaxe.SetCoord (Xpn, Ypn, Zpn); Zaxe.Normalize(); return Standard_True; } //============================================================================= //function : TrsPoint //purpose : //============================================================================= Graphic3d_Vertex V3d_View::TrsPoint( const Graphic3d_Vertex &P, const TColStd_Array2OfReal &Matrix ) { Graphic3d_Vertex PP ; Standard_Real X,Y,Z,XX,YY,ZZ ; // CAL. S3892 Standard_Integer lr, ur, lc, uc; lr = Matrix.LowerRow (); ur = Matrix.UpperRow (); lc = Matrix.LowerCol (); uc = Matrix.UpperCol (); if ((ur - lr + 1 != 4) || (uc - lc + 1 != 4) ) { P.Coord(X,Y,Z) ; PP.SetCoord(X,Y,Z) ; return PP ; } P.Coord(X,Y,Z) ; XX = (Matrix(lr,lc+3) + X*Matrix(lr,lc) + Y*Matrix(lr,lc+1)+ Z*Matrix(lr,lc+2))/Matrix(lr+3,lc+3) ; YY = (Matrix(lr+1,lc+3) + X*Matrix(lr+1,lc) + Y*Matrix(lr+1,lc+1) + Z*Matrix(lr+1,lc+2))/Matrix(lr+3,lc+3) ; ZZ = (Matrix(lr+2,lc+3) + X*Matrix(lr+2,lc) + Y*Matrix(lr+2,lc+1) + Z*Matrix(lr+2,lc+2))/Matrix(lr+3,lc+3) ; PP.SetCoord(XX,YY,ZZ) ; return PP ; } //======================================================================= //function : Pan //purpose : //======================================================================= void V3d_View::Pan (const Standard_Integer theDXp, const Standard_Integer theDYp, const Quantity_Factor theZoomFactor, const Standard_Boolean theToStart) { Panning (Convert (theDXp), Convert (theDYp), theZoomFactor, theToStart); } //======================================================================= //function : Panning //purpose : //======================================================================= void V3d_View::Panning (const Standard_Real theDXv, const Standard_Real theDYv, const Quantity_Factor theZoomFactor, const Standard_Boolean theToStart) { Standard_ASSERT_RAISE (theZoomFactor > 0.0, "Bad zoom factor"); if (theToStart) { myCamStartOpEye = myCamera->Eye(); myCamStartOpCenter = myCamera->Center(); } Standard_Boolean wasUpdateEnabled = SetImmediateUpdate (Standard_False); gp_Pnt aViewDims = myCamera->ViewDimensions(); myCamera->SetEye (myCamStartOpEye); myCamera->SetCenter (myCamStartOpCenter); Translate (myCamera, -theDXv, -theDYv); Scale (myCamera, aViewDims.X() / theZoomFactor, aViewDims.Y() / theZoomFactor); SetImmediateUpdate (wasUpdateEnabled); ImmediateUpdate(); } //======================================================================= //function : Zoom //purpose : //======================================================================= void V3d_View::Zoom (const Standard_Integer theXp1, const Standard_Integer theYp1, const Standard_Integer theXp2, const Standard_Integer theYp2) { Standard_Integer aDx = theXp2 - theXp1; Standard_Integer aDy = theYp2 - theYp1; if (aDx != 0 || aDy != 0) { Standard_Real aCoeff = Sqrt( (Standard_Real)(aDx * aDx + aDy * aDy) ) / 100.0 + 1.0; aCoeff = (aDx > 0) ? aCoeff : 1.0 / aCoeff; SetZoom (aCoeff, Standard_True); } } //======================================================================= //function : StartZoomAtPoint //purpose : //======================================================================= void V3d_View::StartZoomAtPoint (const Standard_Integer theXp, const Standard_Integer theYp) { MyZoomAtPointX = theXp; MyZoomAtPointY = theYp; } //======================================================================= //function : ZoomAtPoint //purpose : //======================================================================= void V3d_View::ZoomAtPoint (const Standard_Integer theMouseStartX, const Standard_Integer theMouseStartY, const Standard_Integer theMouseEndX, const Standard_Integer theMouseEndY) { Standard_Boolean wasUpdateEnabled = SetImmediateUpdate (Standard_False); // zoom Standard_Real aDxy = Standard_Real ((theMouseEndX + theMouseEndY) - (theMouseStartX + theMouseStartY)); Standard_Real aDZoom = Abs (aDxy) / 100.0 + 1.0; aDZoom = (aDxy > 0.0) ? aDZoom : 1.0 / aDZoom; V3d_BadValue_Raise_if (aDZoom <= 0.0, "V3d_View::ZoomAtPoint, bad coefficient"); Standard_Real aViewWidth = myCamera->ViewDimensions().X(); Standard_Real aViewHeight = myCamera->ViewDimensions().Y(); // ensure that zoom will not be too small or too big. Standard_Real aCoef = aDZoom; if (aViewWidth < aCoef * Precision::Confusion()) { aCoef = aViewWidth / Precision::Confusion(); } else if (aViewWidth > aCoef * 1e12) { aCoef = aViewWidth / 1e12; } if (aViewHeight < aCoef * Precision::Confusion()) { aCoef = aViewHeight / Precision::Confusion(); } else if (aViewHeight > aCoef * 1e12) { aCoef = aViewHeight / 1e12; } Standard_Real aZoomAtPointXv = 0.0; Standard_Real aZoomAtPointYv = 0.0; Convert (MyZoomAtPointX, MyZoomAtPointY, aZoomAtPointXv, aZoomAtPointYv); V3d_Coordinate aDxv = aZoomAtPointXv / aCoef; V3d_Coordinate aDyv = aZoomAtPointYv / aCoef; myCamera->SetScale (myCamera->Scale() / aCoef); Translate (myCamera, aZoomAtPointXv - aDxv, aZoomAtPointYv - aDyv); View()->AutoZFit(); SetImmediateUpdate (wasUpdateEnabled); ImmediateUpdate(); } //============================================================================= //function : AxialScale //purpose : //============================================================================= void V3d_View::AxialScale (const Standard_Integer Dx, const Standard_Integer Dy, const V3d_TypeOfAxe Axis) { if( Dx != 0. || Dy != 0. ) { Standard_Real Sx, Sy, Sz; AxialScale( Sx, Sy, Sz ); Standard_Real dscale = Sqrt(Dx*Dx + Dy*Dy) / 100. + 1; dscale = (Dx > 0) ? dscale : 1./dscale; if( Axis == V3d_X ) Sx = dscale; if( Axis == V3d_Y ) Sy = dscale; if( Axis == V3d_Z ) Sz = dscale; SetAxialScale( Sx, Sy, Sz ); } } //============================================================================= //function : FitAll //purpose : //============================================================================= void V3d_View::FitAll(const Handle(Aspect_Window)& aWindow, const Standard_Real Xmin, const Standard_Real Ymin, const Standard_Real Xmax, const Standard_Real Ymax) { Standard_Integer aWinWidth, aWinHeight; aWindow->Size (aWinWidth, aWinHeight); Standard_Real aWinAspect = (Standard_Real)aWinWidth / aWinHeight; Standard_Real aFitSizeU = Abs (Xmax - Xmin); Standard_Real aFitSizeV = Abs (Ymax - Ymin); Standard_Real aFitAspect = aFitSizeU / aFitSizeV; if (aFitAspect >= aWinAspect) { aFitSizeV = aFitSizeU / aWinAspect; } else { aFitSizeU = aFitSizeV * aWinAspect; } myCamera->SetAspect (aWinAspect); Translate (myCamera, (Xmin + Xmax) * 0.5, (Ymin + Ymax) * 0.5); Scale (myCamera, aFitSizeU, aFitSizeV); View()->AutoZFit(); ImmediateUpdate(); } //============================================================================= //function : StartRotation //purpose : //============================================================================= static Standard_Boolean zRotation = Standard_False; void V3d_View::StartRotation(const Standard_Integer X, const Standard_Integer Y, const Quantity_Ratio zRotationThreshold) { sx = X; sy = Y; Standard_Real x,y; Size(x,y); rx = Standard_Real(Convert(x)); ry = Standard_Real(Convert(y)); Gravity(gx,gy,gz); Rotate(0.,0.,0.,gx,gy,gz,Standard_True); zRotation = Standard_False; if( zRotationThreshold > 0. ) { Standard_Real dx = Abs(sx - rx/2.); Standard_Real dy = Abs(sy - ry/2.); // if( dx > rx/3. || dy > ry/3. ) zRotation = Standard_True; Standard_Real dd = zRotationThreshold * (rx + ry)/2.; if( dx > dd || dy > dd ) zRotation = Standard_True; } } //============================================================================= //function : Rotation //purpose : //============================================================================= void V3d_View::Rotation(const Standard_Integer X, const Standard_Integer Y) { if( rx == 0. || ry == 0. ) { StartRotation(X,Y); return; } Standard_Real dx=0.,dy=0.,dz=0.; if( zRotation ) { dz = atan2(Standard_Real(X)-rx/2., ry/2.-Standard_Real(Y)) - atan2(sx-rx/2.,ry/2.-sy); } else { dx = (Standard_Real(X) - sx) * M_PI / rx; dy = (sy - Standard_Real(Y)) * M_PI / ry; } Rotate(dx, dy, dz, gx, gy, gz, Standard_False); } //============================================================================= //function : SetComputedMode //purpose : //============================================================================= void V3d_View::SetComputedMode (const Standard_Boolean aMode) { if (aMode) { if (myComputedMode) { MyView->SetComputedMode (Standard_True); Update(); } } else { MyView->SetComputedMode (Standard_False); Update(); } } //============================================================================= //function : ComputedMode //purpose : //============================================================================= Standard_Boolean V3d_View::ComputedMode() const { return MyView->ComputedMode(); } //============================================================================= //function : SetBackFacingModel //purpose : //============================================================================= void V3d_View::SetBackFacingModel (const V3d_TypeOfBackfacingModel aModel) { MyView->SetBackFacingModel (Visual3d_TypeOfBackfacingModel(aModel)); Redraw(); } //============================================================================= //function : BackFacingModel //purpose : //============================================================================= V3d_TypeOfBackfacingModel V3d_View::BackFacingModel() const { return V3d_TypeOfBackfacingModel(MyView -> BackFacingModel ()); } void V3d_View::Init() { myComputedMode = MyViewer->ComputedMode(); if( !myComputedMode || !MyViewer->DefaultComputedMode() ) { SetComputedMode(Standard_False); } } //============================================================================= //function : Dump //purpose : //============================================================================= Standard_Boolean V3d_View::Dump (const Standard_CString theFile, const Graphic3d_BufferType& theBufferType) { Standard_Integer aWinWidth, aWinHeight; MyWindow->Size (aWinWidth, aWinHeight); Image_AlienPixMap anImage; return ToPixMap (anImage, aWinWidth, aWinHeight, theBufferType) && anImage.Save (theFile); } //============================================================================= //function : ToPixMap //purpose : //============================================================================= Standard_Boolean V3d_View::ToPixMap (Image_PixMap& theImage, const Standard_Integer theWidth, const Standard_Integer theHeight, const Graphic3d_BufferType& theBufferType, const Standard_Boolean theToKeepAspect, const V3d_StereoDumpOptions theStereoOptions) { Graphic3d_CView* cView = (Graphic3d_CView* )MyView->CView(); // always prefer hardware accelerated offscreen buffer Graphic3d_PtrFrameBuffer aFBOPtr = NULL; Graphic3d_PtrFrameBuffer aPrevFBOPtr = (Graphic3d_PtrFrameBuffer )cView->ptrFBO; Standard_Integer aFBOVPSizeX (theWidth), aFBOVPSizeY (theHeight), aFBOSizeXMax (0), aFBOSizeYMax (0); Standard_Integer aPrevFBOVPSizeX (0), aPrevFBOVPSizeY (0), aPrevFBOSizeXMax (0), aPrevFBOSizeYMax (0); if (aPrevFBOPtr != NULL) { MyView->FBOGetDimensions (aPrevFBOPtr, aPrevFBOVPSizeX, aPrevFBOVPSizeY, aPrevFBOSizeXMax, aPrevFBOSizeYMax); if (aFBOVPSizeX <= aPrevFBOSizeXMax && aFBOVPSizeY <= aPrevFBOSizeYMax) { MyView->FBOChangeViewport (aPrevFBOPtr, aFBOVPSizeX, aFBOVPSizeY); aFBOPtr = aPrevFBOPtr; } } if (aFBOPtr == NULL) { // Try to create hardware accelerated buffer aFBOPtr = MyView->FBOCreate (aFBOVPSizeX, aFBOVPSizeY); if (aFBOPtr != NULL) { MyView->FBOGetDimensions (aFBOPtr, aFBOVPSizeX, aFBOVPSizeY, aFBOSizeXMax, aFBOSizeYMax); // reduce viewport in case of hardware limits if (aFBOVPSizeX > aFBOSizeXMax) aFBOVPSizeX = aFBOSizeXMax; if (aFBOVPSizeY > aFBOSizeYMax) aFBOVPSizeY = aFBOSizeYMax; MyView->FBOChangeViewport (aFBOPtr, aFBOVPSizeX, aFBOVPSizeY); } } cView->ptrFBO = aFBOPtr; // If hardware accelerated buffer - try to use onscreen buffer // Results may be bad! if (aFBOPtr == NULL) { // retrieve window sizes Standard_Integer aWinWidth, aWinHeight; MyWindow->Size (aWinWidth, aWinHeight); // technically we can reduce existing viewport... // but currently allow only dumping the window itself if (aFBOVPSizeX != aWinWidth || aFBOVPSizeY != aWinHeight) { return Standard_False; } } Handle(Graphic3d_Camera) aStoreMapping = new Graphic3d_Camera(); aStoreMapping->Copy (myCamera); if (myCamera->IsStereo()) { switch (theStereoOptions) { case V3d_SDO_MONO: { myCamera->SetProjectionType (Graphic3d_Camera::Projection_Perspective); break; } case V3d_SDO_LEFT_EYE: { myCamera->SetProjectionType (Graphic3d_Camera::Projection_MonoLeftEye); break; } case V3d_SDO_RIGHT_EYE: { myCamera->SetProjectionType (Graphic3d_Camera::Projection_MonoRightEye); break; } case V3d_SDO_BLENDED: { break; // dump as is } } } // render immediate structures into back buffer rather than front Handle(Graphic3d_GraphicDriver) aDriver = Handle(Graphic3d_GraphicDriver)::DownCast (MyView->GraphicDriver()); const Standard_Boolean aPrevImmediateMode = aDriver.IsNull() ? Standard_True : aDriver->SetImmediateModeDrawToFront (*cView, Standard_False); const Standard_Boolean toAutoUpdate = myImmediateUpdate; myImmediateUpdate = Standard_False; View()->AutoZFit(); myImmediateUpdate = toAutoUpdate; if (theToKeepAspect) { myCamera->SetAspect ((Standard_Real) aFBOVPSizeX / aFBOVPSizeY); } //workaround for rendering list of Over and Under Layers if (!MyLayerMgr.IsNull()) { MyLayerMgr->Compute(); } Redraw(); if (!aDriver.IsNull()) { aDriver->SetImmediateModeDrawToFront (*cView, aPrevImmediateMode); } myCamera->Copy (aStoreMapping); Standard_Boolean isSuccess = Standard_True; // allocate image buffer for dumping if (theImage.IsEmpty() || (Standard_Size )aFBOVPSizeX != theImage.SizeX() || (Standard_Size )aFBOVPSizeY != theImage.SizeY()) { bool isBigEndian = Image_PixMap::IsBigEndianHost(); Image_PixMap::ImgFormat aFormat = Image_PixMap::ImgUNKNOWN; switch (theBufferType) { case Graphic3d_BT_RGB: aFormat = isBigEndian ? Image_PixMap::ImgRGB : Image_PixMap::ImgBGR; break; case Graphic3d_BT_RGBA: aFormat = isBigEndian ? Image_PixMap::ImgRGBA : Image_PixMap::ImgBGRA; break; case Graphic3d_BT_Depth: aFormat = Image_PixMap::ImgGrayF; break; } isSuccess = isSuccess && theImage.InitZero (aFormat, aFBOVPSizeX, aFBOVPSizeY); } isSuccess = isSuccess && MyView->BufferDump (theImage, theBufferType); // FBO now useless, free resources if (aFBOPtr != aPrevFBOPtr) { MyView->FBORelease (aFBOPtr); } else if (aPrevFBOPtr != NULL) { MyView->FBOChangeViewport (aPrevFBOPtr, aPrevFBOVPSizeX, aPrevFBOVPSizeY); } cView->ptrFBO = aPrevFBOPtr; return isSuccess; } void V3d_View::ImmediateUpdate() const { if (myImmediateUpdate) Update(); } Standard_Boolean V3d_View::SetImmediateUpdate (const Standard_Boolean theImmediateUpdate) { Standard_Boolean aPreviousMode = myImmediateUpdate; myImmediateUpdate = theImmediateUpdate; return aPreviousMode; } // ======================================================================= // function : SetCamera // purpose : // ======================================================================= void V3d_View::SetCamera (const Handle(Graphic3d_Camera)& theCamera) { Standard_ASSERT_RAISE (!theCamera.IsNull(), "Void camera is not allowed"); myCamera = theCamera; MyView->SetCamera (theCamera); } // ======================================================================= // function : GetCamera // purpose : // ======================================================================= const Handle(Graphic3d_Camera)& V3d_View::Camera() const { return myCamera; } // ======================================================================= // function : FitMinMax // purpose : Internal // ======================================================================= Standard_Boolean V3d_View::FitMinMax (const Handle(Graphic3d_Camera)& theCamera, const Bnd_Box& theBox, const Standard_Real theMargin, const Standard_Real theResolution, const Standard_Boolean theToEnlargeIfLine) const { // Check bounding box for validness if (theBox.IsVoid()) { return Standard_False; // bounding box is out of bounds... } // Apply "axial scaling" to the bounding points. // It is not the best approach to make this scaling as a part of fit all operation, // but the axial scale is integrated into camera orientation matrix and the other // option is to perform frustum plane adjustment algorithm in view camera space, // which will lead to a number of additional world-view space conversions and // loosing precision as well. gp_Pnt aBndMin = theBox.CornerMin().XYZ().Multiplied (theCamera->AxialScale()); gp_Pnt aBndMax = theBox.CornerMax().XYZ().Multiplied (theCamera->AxialScale()); if (aBndMax.IsEqual (aBndMin, RealEpsilon())) { return Standard_False; // nothing to fit all } // Prepare camera frustum planes. NCollection_Array1 aFrustumPlane (1, 6); theCamera->Frustum (aFrustumPlane.ChangeValue (1), aFrustumPlane.ChangeValue (2), aFrustumPlane.ChangeValue (3), aFrustumPlane.ChangeValue (4), aFrustumPlane.ChangeValue (5), aFrustumPlane.ChangeValue (6)); // Prepare camera up, side, direction vectors. gp_Dir aCamUp = theCamera->OrthogonalizedUp(); gp_Dir aCamDir = theCamera->Direction(); gp_Dir aCamSide = aCamDir ^ aCamUp; // Prepare scene bounding box parameters. gp_Pnt aBndCenter = (aBndMin.XYZ() + aBndMax.XYZ()) / 2.0; NCollection_Array1 aBndCorner (1, 8); aBndCorner.ChangeValue (1) = gp_Pnt (aBndMin.X(), aBndMin.Y(), aBndMin.Z()); aBndCorner.ChangeValue (2) = gp_Pnt (aBndMin.X(), aBndMin.Y(), aBndMax.Z()); aBndCorner.ChangeValue (3) = gp_Pnt (aBndMin.X(), aBndMax.Y(), aBndMin.Z()); aBndCorner.ChangeValue (4) = gp_Pnt (aBndMin.X(), aBndMax.Y(), aBndMax.Z()); aBndCorner.ChangeValue (5) = gp_Pnt (aBndMax.X(), aBndMin.Y(), aBndMin.Z()); aBndCorner.ChangeValue (6) = gp_Pnt (aBndMax.X(), aBndMin.Y(), aBndMax.Z()); aBndCorner.ChangeValue (7) = gp_Pnt (aBndMax.X(), aBndMax.Y(), aBndMin.Z()); aBndCorner.ChangeValue (8) = gp_Pnt (aBndMax.X(), aBndMax.Y(), aBndMax.Z()); // Perspective-correct camera projection vector, matching the bounding box is determined geometrically. // Knowing the initial shape of a frustum it is possible to match it to a bounding box. // Then, knowing the relation of camera projection vector to the frustum shape it is possible to // set up perspective-correct camera projection matching the bounding box. // These steps support non-asymmetric transformations of view-projection space provided by camera. // The zooming can be done by calculating view plane size matching the bounding box at center of // the bounding box. The only limitation here is that the scale of camera should define size of // its view plane passing through the camera center, and the center of camera should be on the // same line with the center of bounding box. // The following method is applied: // 1) Determine normalized asymmetry of camera projection vector by frustum planes. // 2) Determine new location of frustum planes, "matching" the bounding box. // 3) Determine new camera projection vector using the normalized asymmetry. // 4) Determine new zooming in view space. // 1. Determine normalized projection asymmetry (if any). Standard_Real anAssymX = Tan ( aCamSide.Angle (aFrustumPlane (1).Axis().Direction())) - Tan (-aCamSide.Angle (aFrustumPlane (2).Axis().Direction())); Standard_Real anAssymY = Tan ( aCamUp.Angle (aFrustumPlane (3).Axis().Direction())) - Tan (-aCamUp.Angle (aFrustumPlane (4).Axis().Direction())); // 2. Determine how far should be the frustum planes placed from center // of bounding box, in order to match the bounding box closely. NCollection_Array1 aFitDistance (1, 6); aFitDistance.ChangeValue (1) = 0.0; aFitDistance.ChangeValue (2) = 0.0; aFitDistance.ChangeValue (3) = 0.0; aFitDistance.ChangeValue (4) = 0.0; aFitDistance.ChangeValue (5) = 0.0; aFitDistance.ChangeValue (6) = 0.0; for (Standard_Integer anI = aFrustumPlane.Lower(); anI <= aFrustumPlane.Upper(); ++anI) { // Measure distances from center of bounding box to its corners towards the frustum plane. const gp_Dir& aPlaneN = aFrustumPlane.ChangeValue (anI).Axis().Direction(); Standard_Real& aFitDist = aFitDistance.ChangeValue (anI); for (Standard_Integer aJ = aBndCorner.Lower(); aJ <= aBndCorner.Upper(); ++aJ) { aFitDist = Max (aFitDist, gp_Vec (aBndCenter, aBndCorner (aJ)).Dot (aPlaneN)); } } // The center of camera is placed on the same line with center of bounding box. // The view plane section crosses the bounding box at its center. // To compute view plane size, evaluate coefficients converting "point -> plane distance" // into view section size between the point and the frustum plane. // proj // /|\ right half of frame // // | // // point o<-- distance * coeff -->//---- (view plane section) // \ // // (distance) // // ~ // // (distance) // // \/\// // \// // // // (frustum plane) aFitDistance.ChangeValue (1) *= Sqrt(1 + Pow (Tan ( aCamSide.Angle (aFrustumPlane (1).Axis().Direction())), 2.0)); aFitDistance.ChangeValue (2) *= Sqrt(1 + Pow (Tan (-aCamSide.Angle (aFrustumPlane (2).Axis().Direction())), 2.0)); aFitDistance.ChangeValue (3) *= Sqrt(1 + Pow (Tan ( aCamUp.Angle (aFrustumPlane (3).Axis().Direction())), 2.0)); aFitDistance.ChangeValue (4) *= Sqrt(1 + Pow (Tan (-aCamUp.Angle (aFrustumPlane (4).Axis().Direction())), 2.0)); aFitDistance.ChangeValue (5) *= Sqrt(1 + Pow (Tan ( aCamDir.Angle (aFrustumPlane (5).Axis().Direction())), 2.0)); aFitDistance.ChangeValue (6) *= Sqrt(1 + Pow (Tan (-aCamDir.Angle (aFrustumPlane (6).Axis().Direction())), 2.0)); Standard_Real aViewSizeXv = aFitDistance (1) + aFitDistance (2); Standard_Real aViewSizeYv = aFitDistance (3) + aFitDistance (4); Standard_Real aViewSizeZv = aFitDistance (5) + aFitDistance (6); // 3. Place center of camera on the same line with center of bounding // box applying corresponding projection asymmetry (if any). Standard_Real anAssymXv = anAssymX * aViewSizeXv * 0.5; Standard_Real anAssymYv = anAssymY * aViewSizeYv * 0.5; Standard_Real anOffsetXv = (aFitDistance (2) - aFitDistance (1)) * 0.5 + anAssymXv; Standard_Real anOffsetYv = (aFitDistance (4) - aFitDistance (3)) * 0.5 + anAssymYv; gp_Vec aTranslateSide = gp_Vec (aCamSide) * anOffsetXv; gp_Vec aTranslateUp = gp_Vec (aCamUp) * anOffsetYv; gp_Pnt aCamNewCenter = aBndCenter.Translated (aTranslateSide).Translated (aTranslateUp); gp_Trsf aCenterTrsf; aCenterTrsf.SetTranslation (theCamera->Center(), aCamNewCenter); theCamera->Transform (aCenterTrsf); theCamera->SetDistance (aFitDistance (6) + aFitDistance (5)); // Bounding box collapses to a point or thin line going in depth of the screen if (aViewSizeXv < theResolution && aViewSizeYv < theResolution) { if (aViewSizeXv < theResolution || !theToEnlargeIfLine) { return Standard_True; // This is just one point or line and zooming has no effect. } // Looking along line and "theToEnlargeIfLine" is requested. // Fit view to see whole scene on rotation. aViewSizeXv = aViewSizeZv; aViewSizeYv = aViewSizeZv; } Scale (theCamera, aViewSizeXv * (1.0 + theMargin), aViewSizeYv * (1.0 + theMargin)); return Standard_True; } // ======================================================================= // function : Scale // purpose : Internal // ======================================================================= void V3d_View::Scale (const Handle(Graphic3d_Camera)& theCamera, const Standard_Real theSizeXv, const Standard_Real theSizeYv) const { Standard_Real anAspect = theCamera->Aspect(); if (anAspect > 1.0) { theCamera->SetScale (Max (theSizeXv / anAspect, theSizeYv)); } else { theCamera->SetScale (Max (theSizeXv, theSizeYv * anAspect)); } } // ======================================================================= // function : Translate // purpose : Internal // ======================================================================= void V3d_View::Translate (const Handle(Graphic3d_Camera)& theCamera, const Standard_Real theDXv, const Standard_Real theDYv) const { const gp_Pnt& aCenter = theCamera->Center(); const gp_Dir& aDir = theCamera->Direction(); const gp_Dir& anUp = theCamera->Up(); gp_Ax3 aCameraCS (aCenter, aDir.Reversed(), aDir ^ anUp); gp_Vec aCameraPanXv = gp_Vec (aCameraCS.XDirection()) * theDXv; gp_Vec aCameraPanYv = gp_Vec (aCameraCS.YDirection()) * theDYv; gp_Vec aCameraPan = aCameraPanXv + aCameraPanYv; gp_Trsf aPanTrsf; aPanTrsf.SetTranslation (aCameraPan); theCamera->Transform (aPanTrsf); } // ======================================================================= // function : IsCullingEnabled // purpose : // ======================================================================= Standard_Boolean V3d_View::IsCullingEnabled() const { Graphic3d_CView* aView = (Graphic3d_CView* )MyView->CView(); return aView->IsCullingEnabled; } // ======================================================================= // function : SetFrustumCulling // purpose : // ======================================================================= void V3d_View::SetFrustumCulling (const Standard_Boolean theToClip) { Graphic3d_CView* aView = (Graphic3d_CView* )MyView->CView(); aView->IsCullingEnabled = theToClip; }