// Copyright (c) 1999-2012 OPEN CASCADE SAS // // The content of this file is subject to the Open CASCADE Technology Public // License Version 6.5 (the "License"). You may not use the content of this file // except in compliance with the License. Please obtain a copy of the License // at http://www.opencascade.org and read it completely before using this file. // // The Initial Developer of the Original Code is Open CASCADE S.A.S., having its // main offices at: 1, place des Freres Montgolfier, 78280 Guyancourt, France. // // The Original Code and all software distributed under the License is // distributed on an "AS IS" basis, without warranty of any kind, and the // Initial Developer hereby disclaims all such warranties, including without // limitation, any warranties of merchantability, fitness for a particular // purpose or non-infringement. Please see the License for the specific terms // and conditions governing the rights and limitations under the License. /*********************************************************************** FONCTION : ---------- Classe V3d_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. 24-09-98 : CAL ; Ajout d'un parametre a V3d_View::SetPlotter. 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. 13-06-98 : FMN ; PRO14896: Correction sur la gestion de la perspective (cf Programming Guinde) 29-OCT-98 : DCB : Adding ScreenCopy () method. 22-12-98 : FMN ; Rename CSF_WALKTHROW en CSF_WALKTHROUGH 10-11-99 : GG ; PRO19603 Add Redraw( area ) method IMP130100 : GG -> Don't increase too much the ZSize. -> Initialize correctly the Z clipping and D cueing planes. IMP100701 : SZV ; Add ToPixMap() 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. ************************************************************************/ #define GER61351 //GG_15/12/99 Add SetBackgroundColor() // and BackgroundColor() methods #define IMP240100 //GG // -> Remove PixToRef() method ,use // instead the equivalent Convert() method. // -> Rename RefToPix() to Convert() method. // -> Remove the grid computation in Convert() // method. Use instead the NEW ConvertToGrid() methods. // Reason is the Convert() method is call by // StdSelect_ViewSelector3d_Pick() from // AIS_InteractiveContext() and it's not possible // to select an object vertex when the grid is active! // -> Remove grid echo marker definition // (reported in the viewer) // -> Add SetProjModel() methods. #define G003 //EUG 04-10-99 // -> computed mode management // Add SetComputedMode(..) method // -> animation mode management // Add SetAnimationMode() // -> backfacing management // Add SetBackFacingModel() method #define G004 //VKH 15-11-99 // -> Add Dump() methods // -> GG 07/03/00 Use the new MMSize() // method from Aspect_Window class. #define IMP210200 //GG Add Transparency() method #define IMP250200 //GG With SetDepth() method, when the requested // depth is < 0., // move the view ref point and the eye,instead // only the eye. #define IMP020300 //GG Don't use ZFitAll in during Rotation // for perf improvment #define IMP210600 //GG Avoid to have infinite loop when call Rotation() method // without call before StartRotation(). // This problem occurs when CTRL MB3 is maintain press betwwen 2 views. #define IMP250900 //GG Enable rotation around screen Z axis when // rotation begin far the center of the screen. // Thanks to Patrick REGINSTER (SAMTECH) // GG 21/12/00 Due to a regression on the previous specifications // this new functionnality is right now deactivated // by default (see StartRotation(...,zRotationThreshold) // method. #define BUC60952 //GG Enable to rotate around the view axis // and the required view point #define RIC120302 //GG Add a NEW SetWindow method which enable // to connect a graphic widget and context to OGL. #define IMP260302 //GG To avoid conflicting in Window destructor // nullify this handle in Remove method #define OCC280 //SAV fix for FitAll problem in the perspective view. #define OCC1188 //SAV Added methods to set background image /*----------------------------------------------------------------------*/ /* * Includes */ #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include // S3892 #include // S3603 #include #include #include #include #include #include #include #ifdef WNT # include #else # include #endif #ifdef G003 # define V3d_FLAG_ANIMATION 0x00000001 # define V3d_FLAG_DEGENERATION 0x00000002 # define V3d_FLAG_COMPUTATION 0x00000004 #endif // G003 // Tumble #include static OSD_Timer FullTimer; // Perspective #include /*----------------------------------------------------------------------*/ /* * Constant */ #define Zmargin 1. #define DEUXPI (2. * M_PI) // in case of NO_TRACE_ECHO and NO_TRACE_POINTS, in V3d_View_4.cxx and in // V3d_View.cxx, change MyGridEchoStructure and MyGridEchoGroup in cdl #define NO_TRACE_ECHO #define NO_TRACE_POINTS /*----------------------------------------------------------------------*/ /* * Local data definitions */ static Standard_Real MyXwindowCenter ; static Standard_Real MyYwindowCenter ; static Standard_Real MyWindowWidth ; static Standard_Real MyWindowHeight ; #define LOPTIM #ifndef LOPTIM static Graphic3d_Vector MyXscreenAxis ; static Graphic3d_Vector MyYscreenAxis ; static Graphic3d_Vector MyZscreenAxis ; static Graphic3d_Vector MyViewReferencePlane ; static Graphic3d_Vector MyViewReferenceUp ; static Graphic3d_Vector MyViewAxis ; static Graphic3d_Vertex MyViewReferencePoint ; static Graphic3d_Vertex MyGravityReferencePoint ; static Graphic3d_Vertex MyProjReferencePoint ; #else static Graphic3d_Vector& _MyXscreenAxis() { static Graphic3d_Vector MyXscreenAxis; return MyXscreenAxis; } #define MyXscreenAxis _MyXscreenAxis() static Graphic3d_Vector& _MyYscreenAxis() { static Graphic3d_Vector MyYscreenAxis; return MyYscreenAxis; } #define MyYscreenAxis _MyYscreenAxis() static Graphic3d_Vector& _MyZscreenAxis() { static Graphic3d_Vector MyZscreenAxis; return MyZscreenAxis; } #define MyZscreenAxis _MyZscreenAxis() static Graphic3d_Vector& _MyViewReferencePlane() { static Graphic3d_Vector MyViewReferencePlane; return MyViewReferencePlane; } #define MyViewReferencePlane _MyViewReferencePlane() static Graphic3d_Vector& _MyViewReferenceUp() { static Graphic3d_Vector MyViewReferenceUp; return MyViewReferenceUp; } #define MyViewReferenceUp _MyViewReferenceUp() static Graphic3d_Vector& _MyViewAxis() { static Graphic3d_Vector MyViewAxis; return MyViewAxis; } #define MyViewAxis _MyViewAxis() static Graphic3d_Vertex& _MyViewReferencePoint() { static Graphic3d_Vertex MyViewReferencePoint; return MyViewReferencePoint; } #define MyViewReferencePoint _MyViewReferencePoint() static Graphic3d_Vertex& _MyGravityReferencePoint() { static Graphic3d_Vertex MyGravityReferencePoint; return MyGravityReferencePoint; } #define MyGravityReferencePoint _MyGravityReferencePoint() static Graphic3d_Vertex& _MyProjReferencePoint() { static Graphic3d_Vertex MyProjReferencePoint; return MyProjReferencePoint; } #define MyProjReferencePoint _MyProjReferencePoint() #endif // LOPTIM /*----------------------------------------------------------------------*/ //-Constructors V3d_View::V3d_View(const Handle(V3d_Viewer)& VM, const V3d_TypeOfView Type ) : MyType ( Type ), MyViewer(VM.operator->()), MyActiveLights(), MyActivePlanes(), MyViewContext (), myActiveLightsIterator(), myActivePlanesIterator(), SwitchSetFront(Standard_False), MyTrsf (1, 4, 1, 4), // S3892 MyProjModel(V3d_TPM_SCREEN) #if defined(TRACE_POINTS) ,MyGridEchoStructure (new Graphic3d_Structure (VM->Viewer ())), // S3892 MyGridEchoGroup (new Graphic3d_Group (MyGridEchoStructure)) // S3892 #endif { 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 (); // Visualisation 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. MyViewMapping = MyView->ViewMapping() ; MyViewOrientation = MyView->ViewOrientation() ; MyBackground = VM->GetBackgroundColor() ; MyGradientBackground = VM->GetGradientBackground() ; 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+zsize*Zmargin) ; SetZClippingDepth(0.); SetZClippingWidth(zsize); SetZCueingDepth(0.); SetZCueingWidth(zsize); SetDepth(VM->DefaultViewSize()/2.) ; SetCenter(0.,0.) ; SetViewMappingDefault(); VM->AddView(this) ; Init(); myImmediateUpdate = Standard_True; // S3892 #ifndef IMP240100 #if defined(TRACE_POINTS) Handle(Graphic3d_AspectMarker3d) MarkerAttrib = new Graphic3d_AspectMarker3d (); MarkerAttrib->SetColor (Quantity_Color (Quantity_NOC_GRAY90)); MarkerAttrib->SetScale (3.0); MarkerAttrib->SetType (Aspect_TOM_STAR); MyGridEchoStructure->SetPrimitivesAspect (MarkerAttrib); #endif #endif //IMP240100 #ifdef G003 MyAnimationFlags = 0; #endif // G003 #ifdef IMP210200 MyTransparencyFlag = Standard_False; #endif } /*----------------------------------------------------------------------*/ V3d_View::V3d_View(const Handle(V3d_Viewer)& VM,const Handle(V3d_View)& V, const V3d_TypeOfView Type ) : MyType ( Type ), MyViewer(VM.operator->()), MyActiveLights(), MyActivePlanes(), MyViewContext (), myActiveLightsIterator(), myActivePlanesIterator(), SwitchSetFront(Standard_False), MyTrsf (1, 4, 1, 4), // S3892 MyProjModel(V3d_TPM_SCREEN) #if defined(TRACE_POINTS) ,MyGridEchoStructure (new Graphic3d_Structure (VM->Viewer ())), // S3892 MyGridEchoGroup (new Graphic3d_Group (MyGridEchoStructure)) // S3892 #endif { Handle(Visual3d_View) FromView = V->View() ; myImmediateUpdate = Standard_False; MyView = new Visual3d_View(MyViewer->Viewer()); for (V->InitActiveLights();V->MoreActiveLights();V->NextActiveLights()){ MyActiveLights.Append(V->ActiveLight());} for (V->InitActivePlanes();V->MoreActivePlanes();V->NextActivePlanes()){ MyActivePlanes.Append(V->ActivePlane());} MyViewContext = FromView->Context() ; MyViewMapping = FromView->ViewMapping() ; MyViewOrientation = FromView->ViewOrientation() ; MyBackground = FromView->Background() ; MyGradientBackground = FromView->GradientBackground(); MyView->SetContext(MyViewContext) ; SetAxis(0.,0.,0.,1.,1.,1.) ; VM->AddView(this) ; Init(); myImmediateUpdate = Standard_True; // S3892 #ifndef IMP240100 #if defined(TRACE_ECHO) Handle(Graphic3d_AspectMarker3d) MarkerAttrib = new Graphic3d_AspectMarker3d (); MarkerAttrib->SetColor (Quantity_Color (Quantity_NOC_GRAY90)); MarkerAttrib->SetScale (3.0); MarkerAttrib->SetType (Aspect_TOM_STAR); MyGridEchoStructure->SetPrimitivesAspect (MarkerAttrib); #endif #endif //IMP240100 #ifdef G003 MyAnimationFlags = 0; #endif } /*----------------------------------------------------------------------*/ //-Methods, in order 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->SetViewOrientation(MyViewOrientation) ; MyView->SetBackground(MyBackground) ; MyViewer->SetViewOn(this) ; MyWindow = TheWindow; MyView->Redraw() ; SetViewMappingDefault(); } } /*----------------------------------------------------------------------*/ void V3d_View::SetWindow(const Handle(Aspect_Window)& TheWindow) { Standard_MultiplyDefined_Raise_if( MyView->IsDefined(), "V3d_View::SetWindow, window of view already defined"); MyView->SetWindow(TheWindow) ; // AGV: Method V3d_View::SetWindow() should assign the field MyWindow before // calling Redraw(). Otherwise it is impossible to call certain methods of // V3d_View like Convert() inside the context of Redraw(), // particularly in class NIS_View. MyWindow = TheWindow; // SetWindow carries out SetRatio and modifies // ViewMapping and ViewMappingDefault of MyView. MyViewMapping = MyView->ViewMapping() ; MyView->SetContext(MyViewContext) ; MyView->SetViewMapping(MyViewMapping) ; MyView->SetViewOrientation(MyViewOrientation) ; MyView->SetBackground(MyBackground) ; MyViewer->SetViewOn(this) ; #ifdef TRACE_POINTS MyGridEchoStructure->SetInfiniteState (Standard_True); // S3892 MyGridEchoStructure->Display (); // S3892 #endif MyView->Redraw() ; } // RIC120302 /*----------------------------------------------------------------------*/ void V3d_View::SetWindow(const Handle(Aspect_Window)& aWindow, const Aspect_RenderingContext aContext, const Aspect_GraphicCallbackProc& aDisplayCB, const Standard_Address aClientData) { Standard_MultiplyDefined_Raise_if( MyView->IsDefined(), "V3d_View::SetWindow, " "window of view already defined"); // AGV: Method V3d_View::SetWindow() should assign the field MyWindow before // calling Redraw(). Otherwise it is impossible to call certain methods of // V3d_View like Convert() inside the context of Redraw(), // particularly in class NIS_View. MyWindow = aWindow; MyView->SetWindow(aWindow, aContext, aDisplayCB, aClientData) ; MyViewMapping = MyView->ViewMapping() ; MyView->SetContext(MyViewContext) ; MyView->SetViewMapping(MyViewMapping) ; MyView->SetViewOrientation(MyViewOrientation) ; MyView->SetBackground(MyBackground) ; MyViewer->SetViewOn(this) ; MyView->Redraw() ; } // RIC120302 /*----------------------------------------------------------------------*/ void V3d_View::Remove() const { MyViewer->DelView(this) ; MyView->Remove() ; #ifdef IMP260303 MyWindow.Nullify(); #endif } /*----------------------------------------------------------------------*/ void V3d_View::Update() const { if( MyView->IsDefined() ) MyView->Update() ; } /*----------------------------------------------------------------------*/ void V3d_View::Redraw() const { if( MyView->IsDefined() ) MyView->Redraw() ; } /*----------------------------------------------------------------------*/ 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) ; } /*----------------------------------------------------------------------*/ 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) ; } /*----------------------------------------------------------------------*/ void V3d_View::UpdateLights() const { MyView->SetContext(MyViewContext); Update(); } /*----------------------------------------------------------------------*/ void V3d_View::DoMapping() { if( MyView->IsDefined() ) { (MyView->Window())->DoMapping() ; } } /*----------------------------------------------------------------------*/ void V3d_View::MustBeResized() { if ( !MyLayerMgr.IsNull() ) MyLayerMgr->Resized(); if( MyView->IsDefined() ) { MyView->Resized() ; MyViewMapping = MyView->ViewMapping(); MyView->Redraw(); } } /*----------------------------------------------------------------------*/ 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 ); #ifdef GER61351 SetBackgroundColor( C ); #else MyBackground.SetColor( C ); if ( MyView->IsDefined() ) MyView->SetBackground( MyBackground ); if ( !MyLayerMgr.IsNull() ) MyLayerMgr->Resized(); #endif } #ifdef GER61351 /*----------------------------------------------------------------------*/ void V3d_View::SetBackgroundColor(const Quantity_Color &Color) { MyBackground.SetColor( Color ); if ( MyView->IsDefined() ) MyView->SetBackground( MyBackground ); //szv: Why? if ( !MyLayerMgr.IsNull() ) MyLayerMgr->Resized(); } #endif /*----------------------------------------------------------------------*/ void V3d_View::SetBackgroundColor(const Quantity_NameOfColor Name) { Quantity_Color C( Name ); #ifdef GER61351 SetBackgroundColor( C ); #else MyBackground.SetColor( C ); if ( MyView->IsDefined() ) MyView->SetBackground( MyBackground ); if ( !MyColorScale.IsNull() ) MyColorScale->Resized(); #endif } /*----------------------------------------------------------------------*/ 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 ); } /*----------------------------------------------------------------------*/ 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 ); } /*----------------------------------------------------------------------*/ 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 ) ; } /*----------------------------------------------------------------------*/ void V3d_View::SetBackgroundImage( const Standard_CString FileName, const Aspect_FillMethod FillStyle, const Standard_Boolean update ) { #ifdef OCC1188 if( MyView->IsDefined() ) MyView->SetBackgroundImage( FileName, FillStyle, update ) ; #endif } /*----------------------------------------------------------------------*/ void V3d_View::SetBgImageStyle( const Aspect_FillMethod FillStyle, const Standard_Boolean update ) { #ifdef OCC1188 if( MyView->IsDefined() ) MyView->SetBgImageStyle( FillStyle, update ) ; #endif } /*----------------------------------------------------------------------*/ 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 ) ; Viewer_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) ; MyDefaultViewAxis.Normalize() ; } /*----------------------------------------------------------------------*/ void V3d_View::SetShadingModel(const V3d_TypeOfShadingModel Model) { MyViewContext.SetModel((Visual3d_TypeOfModel) Model) ; MyView->SetContext(MyViewContext) ; } /*----------------------------------------------------------------------*/ void V3d_View::SetSurfaceDetail(const V3d_TypeOfSurfaceDetail Model) { MyViewContext.SetSurfaceDetail((Visual3d_TypeOfSurfaceDetail) Model) ; MyView->SetContext(MyViewContext) ; } /*----------------------------------------------------------------------*/ void V3d_View::SetTextureEnv(const Handle(Graphic3d_TextureEnv)& ATexture) { MyViewContext.SetTextureEnv(ATexture) ; MyView->SetContext(MyViewContext) ; } /*----------------------------------------------------------------------*/ void V3d_View::SetVisualization(const V3d_TypeOfVisualization Mode) { MyViewContext.SetVisualization((Visual3d_TypeOfVisualization) Mode); MyView->SetContext(MyViewContext) ; } /*----------------------------------------------------------------------*/ 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); if(SwitchSetFront) MyViewOrientation.SetViewReferencePlane(Graphic3d_Vector(-vx,-vy,-vz)); else MyViewOrientation.SetViewReferencePlane(Graphic3d_Vector(vx,vy,vz)); SwitchSetFront = !SwitchSetFront; MyViewOrientation.SetViewReferenceUp(Graphic3d_Vector(xu,yu,zu)); MyViewOrientation.SetViewReferencePoint(Graphic3d_Vertex(xo,yo,zo)); MyView->SetViewOrientation(MyViewOrientation) ; ImmediateUpdate(); } /*----------------------------------------------------------------------*/ 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 ; Graphic3d_Vector Vpn,Vup ; TColStd_Array2OfReal Matrix(0,3,0,3) ; TColStd_Array2OfReal Rmatrix(0,3,0,3) ; 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 ) { MyViewReferencePoint = MyViewOrientation.ViewReferencePoint() ; MyViewReferencePlane = MyViewOrientation.ViewReferencePlane() ; MyViewReferenceUp = MyViewOrientation.ViewReferenceUp() ; if (!ScreenAxis(MyViewReferencePlane,MyViewReferenceUp, MyXscreenAxis,MyYscreenAxis,MyZscreenAxis)) Viewer_BadValue::Raise ("V3d_View::Rotate, alignment of Eye,At,Up"); } InitMatrix(Matrix) ; if( Ax != 0. ) RotAxis(MyViewReferencePoint,MyYscreenAxis,-Ax,Matrix); if( Ay != 0. ) { RotAxis(MyViewReferencePoint,MyXscreenAxis,Ay,Rmatrix) ; Multiply(Matrix, Rmatrix, Matrix); } if( Az != 0. ) { RotAxis(MyViewReferencePoint,MyZscreenAxis,Az,Rmatrix) ; Multiply(Matrix, Rmatrix, Matrix); } Vpn = TrsPoint(MyViewReferencePlane,Matrix) ; MyViewOrientation.SetViewReferencePlane(Vpn) ; Vup = TrsPoint(MyViewReferenceUp,Matrix) ; MyViewOrientation.SetViewReferenceUp(Vup) ; MyView->SetViewOrientation(MyViewOrientation) ; #ifdef IMP020300 SetZSize(0.) ; #endif ImmediateUpdate(); } /*----------------------------------------------------------------------*/ 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 ; Graphic3d_Vector Vpn,Vup ; Graphic3d_Vertex Vrp ; TColStd_Array2OfReal Matrix(0,3,0,3) ; TColStd_Array2OfReal Rmatrix(0,3,0,3) ; 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) ; MyViewReferencePoint = MyViewOrientation.ViewReferencePoint() ; MyViewReferencePlane = MyViewOrientation.ViewReferencePlane() ; MyViewReferenceUp = MyViewOrientation.ViewReferenceUp() ; if (!ScreenAxis(MyViewReferencePlane,MyViewReferenceUp, MyXscreenAxis,MyYscreenAxis,MyZscreenAxis)) Viewer_BadValue::Raise ("V3d_View::Rotate, alignment of Eye,At,Up"); } InitMatrix(Matrix) ; if( Ax != 0. ) RotAxis(MyGravityReferencePoint,MyYscreenAxis,-Ax,Matrix); if( Ay != 0. ) { RotAxis(MyGravityReferencePoint,MyXscreenAxis,Ay,Rmatrix) ; Multiply(Matrix, Rmatrix, Matrix); } if( Az != 0. ) { RotAxis(MyGravityReferencePoint,MyZscreenAxis,Az,Rmatrix) ; Multiply(Matrix, Rmatrix, Matrix); } Vrp = TrsPoint(MyViewReferencePoint,Matrix) ; MyViewOrientation.SetViewReferencePoint(Vrp) ; Vpn = TrsPoint(MyViewReferencePlane,Matrix) ; MyViewOrientation.SetViewReferencePlane(Vpn) ; Vup = TrsPoint(MyViewReferenceUp,Matrix) ; MyViewOrientation.SetViewReferenceUp(Vup) ; MyView->SetViewOrientation(MyViewOrientation) ; #ifdef IMP020300 SetZSize(0.) ; #endif ImmediateUpdate(); } /*----------------------------------------------------------------------*/ 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 ; } } /*----------------------------------------------------------------------*/ 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 ; Graphic3d_Vector Vpn,Vup ; Graphic3d_Vertex Vrp ; TColStd_Array2OfReal Matrix(0,3,0,3) ; if( Angle > 0. ) while ( Angle > DEUXPI ) Angle -= DEUXPI ; else if( Angle < 0. ) while ( Angle < -DEUXPI ) Angle += DEUXPI ; if( Start ) { MyGravityReferencePoint.SetCoord(X,Y,Z) ; MyViewReferencePoint = MyViewOrientation.ViewReferencePoint() ; MyViewReferencePlane = MyViewOrientation.ViewReferencePlane() ; MyViewReferenceUp = MyViewOrientation.ViewReferenceUp() ; 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 ; } } RotAxis(MyGravityReferencePoint,MyViewAxis,Angle,Matrix) ; Vrp = TrsPoint(MyViewReferencePoint,Matrix) ; MyViewOrientation.SetViewReferencePoint(Vrp) ; Vpn = TrsPoint(MyViewReferencePlane,Matrix) ; MyViewOrientation.SetViewReferencePlane(Vpn) ; Vup = TrsPoint(MyViewReferenceUp,Matrix) ; MyViewOrientation.SetViewReferenceUp(Vup) ; MyView->SetViewOrientation(MyViewOrientation) ; #ifdef IMP020300 SetZSize(0.) ; #endif ImmediateUpdate(); } /*----------------------------------------------------------------------*/ void V3d_View::Rotate(const Standard_Real angle, const Standard_Boolean Start) { Standard_Real Angle = angle ; Graphic3d_Vector Vpn,Vup ; TColStd_Array2OfReal Matrix(0,3,0,3) ; if( Angle > 0. ) while ( Angle > DEUXPI ) Angle -= DEUXPI ; else if( Angle < 0. ) while ( Angle < -DEUXPI ) Angle += DEUXPI ; if( Start ) { MyViewReferencePoint = MyViewOrientation.ViewReferencePoint() ; MyViewReferencePlane = MyViewOrientation.ViewReferencePlane() ; MyViewReferenceUp = MyViewOrientation.ViewReferenceUp() ; } RotAxis(MyDefaultViewPoint,MyDefaultViewAxis,Angle,Matrix) ; #ifdef BUC60952 Graphic3d_Vertex Vrp ; Vrp = TrsPoint(MyViewReferencePoint,Matrix) ; MyViewOrientation.SetViewReferencePoint(Vrp) ; #endif Vpn = TrsPoint(MyViewReferencePlane,Matrix) ; MyViewOrientation.SetViewReferencePlane(Vpn) ; Vup = TrsPoint(MyViewReferenceUp,Matrix) ; MyViewOrientation.SetViewReferenceUp(Vup) ; MyView->SetViewOrientation(MyViewOrientation) ; #ifdef IMP020300 SetZSize(0.) ; #endif ImmediateUpdate(); } /*----------------------------------------------------------------------*/ 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 ; Graphic3d_Vertex Vrp,Eye ; Graphic3d_Vector Vpn,Vup ; Standard_Real Xrp,Yrp,Zrp,Xpn,Ypn,Zpn,Xat,Yat,Zat,Xeye,Yeye,Zeye ; TColStd_Array2OfReal Matrix(0,3,0,3) ; TColStd_Array2OfReal Rmatrix(0,3,0,3) ; 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 ) { MyProjReferencePoint = MyViewMapping.ProjectionReferencePoint(); MyViewReferencePoint = MyViewOrientation.ViewReferencePoint() ; MyViewReferencePlane = MyViewOrientation.ViewReferencePlane() ; MyViewReferenceUp = MyViewOrientation.ViewReferenceUp() ; if (!ScreenAxis(MyViewReferencePlane,MyViewReferenceUp, MyXscreenAxis,MyYscreenAxis,MyZscreenAxis)) Viewer_BadValue::Raise ("V3d_View::Turn, alignment of Eye,At,Up"); } InitMatrix(Matrix) ; MyProjReferencePoint.Coord(Xrp,Yrp,Zrp) ; MyViewReferencePoint.Coord(Xat,Yat,Zat) ; MyViewReferencePlane.Coord(Xpn,Ypn,Zpn) ; Xeye = Zrp*Xpn + Xat ; Yeye = Zrp*Ypn + Yat ; Zeye = Zrp*Zpn + Zat ; Eye.SetCoord(Xeye,Yeye,Zeye) ; if( Ax != 0. ) RotAxis(Eye,MyYscreenAxis,-Ax,Matrix) ; if( Ay != 0. ) { RotAxis(Eye,MyXscreenAxis,Ay,Rmatrix) ; Multiply(Matrix, Rmatrix, Matrix); } if( Az != 0. ) { RotAxis(Eye,MyZscreenAxis,Az,Rmatrix) ; Multiply(Matrix, Rmatrix, Matrix); } Vrp = TrsPoint(MyViewReferencePoint,Matrix) ; MyViewOrientation.SetViewReferencePoint(Vrp) ; Vpn = TrsPoint(MyViewReferencePlane,Matrix) ; MyViewOrientation.SetViewReferenceUp(Vpn) ; Vup = TrsPoint(MyViewReferenceUp,Matrix) ; MyViewOrientation.SetViewReferenceUp(Vup) ; MyView->SetViewOrientation(MyViewOrientation) ; #ifdef IMP020300 SetZSize(0.) ; #else // Check ZClipping planes Standard_Real Zmax ; Vrp.Coord(Xat,Yat,Zat) ; Zmax = Sqrt( Xat*Xat + Yat*Yat + Zat*Zat) ; if( Zmax > MyViewMapping.FrontPlaneDistance() && MyProjModel == V3d_TPM_SCREEN ) { SetZSize(2.*Zmax+Zmax*Zmargin) ; } #endif ImmediateUpdate(); } /*----------------------------------------------------------------------*/ 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 ; } } void V3d_View::Turn(const Standard_Real angle, const Standard_Boolean Start) { Standard_Real Angle = angle ; Graphic3d_Vertex Vrp,Eye ; Graphic3d_Vector Vpn,Vup ; Standard_Real Xrp,Yrp,Zrp,Xpn,Ypn,Zpn,Xat,Yat,Zat,Xeye,Yeye,Zeye ; TColStd_Array2OfReal Matrix(0,3,0,3) ; if( Angle > 0. ) while ( Angle > DEUXPI ) Angle -= DEUXPI ; else if( Angle < 0. ) while ( Angle < -DEUXPI ) Angle += DEUXPI ; if( Start ) { MyProjReferencePoint = MyViewMapping.ProjectionReferencePoint(); MyViewReferencePoint = MyViewOrientation.ViewReferencePoint() ; MyViewReferencePlane = MyViewOrientation.ViewReferencePlane() ; MyViewReferenceUp = MyViewOrientation.ViewReferenceUp() ; } MyProjReferencePoint.Coord(Xrp,Yrp,Zrp) ; MyViewReferencePoint.Coord(Xat,Yat,Zat) ; MyViewReferencePlane.Coord(Xpn,Ypn,Zpn) ; Xeye = Zrp*Xpn + Xat ; Yeye = Zrp*Ypn + Yat ; Zeye = Zrp*Zpn + Zat ; Eye.SetCoord(Xeye,Yeye,Zeye) ; RotAxis(Eye,MyDefaultViewAxis,Angle,Matrix) ; Vrp = TrsPoint(MyViewReferencePoint,Matrix) ; MyViewOrientation.SetViewReferencePoint(Vrp) ; Vpn = TrsPoint(MyViewReferencePlane,Matrix) ; MyViewOrientation.SetViewReferencePlane(Vpn) ; Vup = TrsPoint(MyViewReferenceUp,Matrix) ; MyViewOrientation.SetViewReferenceUp(Vup) ; MyView->SetViewOrientation(MyViewOrientation) ; #ifdef IMP020300 SetZSize(0.) ; #else // Check ZClipping planes Standard_Real Zmax ; Vrp.Coord(Xat,Yat,Zat) ; Zmax = Sqrt( Xat*Xat + Yat*Yat + Zat*Zat ) ; if( Zmax > MyViewMapping.FrontPlaneDistance() && MyProjModel == V3d_TPM_SCREEN ) { SetZSize(2.*Zmax+Zmax*Zmargin) ; } #endif ImmediateUpdate(); } void V3d_View::SetTwist(const Standard_Real angle) { Standard_Real Angle = angle ; TColStd_Array2OfReal Matrix(0,3,0,3) ; Standard_Boolean TheStatus ; if( Angle > 0. ) while ( Angle > DEUXPI ) Angle -= DEUXPI ; else if( Angle < 0. ) while ( Angle < -DEUXPI ) Angle += DEUXPI ; MyViewReferencePlane = MyViewOrientation.ViewReferencePlane() ; MyViewReferenceUp.SetCoord(0.,0.,1.) ; TheStatus = ScreenAxis(MyViewReferencePlane,MyViewReferenceUp, MyXscreenAxis,MyYscreenAxis,MyZscreenAxis) ; if( !TheStatus ) { MyViewReferenceUp.SetCoord(0.,1.,0.) ; TheStatus = ScreenAxis(MyViewReferencePlane,MyViewReferenceUp, MyXscreenAxis,MyYscreenAxis,MyZscreenAxis) ; } if( !TheStatus ) { MyViewReferenceUp.SetCoord(1.,0.,0.) ; TheStatus = ScreenAxis(MyViewReferencePlane,MyViewReferenceUp, MyXscreenAxis,MyYscreenAxis,MyZscreenAxis) ; } Viewer_BadValue_Raise_if( !TheStatus,"V3d_ViewSetTwist, alignment of Eye,At,Up,"); MyViewReferencePoint = MyViewOrientation.ViewReferencePoint() ; RotAxis(MyViewReferencePoint,MyZscreenAxis,Angle,Matrix) ; MyViewReferenceUp = TrsPoint(MyYscreenAxis,Matrix) ; MyViewOrientation.SetViewReferenceUp(MyViewReferenceUp) ; MyView->SetViewOrientation(MyViewOrientation) ; ImmediateUpdate(); } #ifdef IMP240100 void V3d_View::SetProjModel( const V3d_TypeOfProjectionModel aModel ) { MyProjModel = aModel; } V3d_TypeOfProjectionModel V3d_View::ProjModel() const { return MyProjModel; } #endif void V3d_View::SetEye(const Standard_Real X,const Standard_Real Y,const Standard_Real Z) { Standard_Real Angle,Xat,Yat,Zat,Xrp,Yrp,Zrp,Xpn,Ypn,Zpn ; Angle = Twist() ; MyProjReferencePoint = MyViewMapping.ProjectionReferencePoint() ; MyProjReferencePoint.Coord(Xrp,Yrp,Zrp) ; MyViewReferencePoint = MyViewOrientation.ViewReferencePoint() ; MyViewReferencePoint.Coord(Xat,Yat,Zat) ; MyViewReferenceUp = MyViewOrientation.ViewReferenceUp() ; Xpn = X - Xat ; Ypn = Y - Yat ; Zpn = Z - Zat ; Zrp = Sqrt(Xpn*Xpn + Ypn*Ypn + Zpn*Zpn) ; Viewer_BadValue_Raise_if( Zrp <= 0. , "V3d_View::SetEye:: Eye,At are Confused"); Xpn /= Zrp ; Ypn /= Zrp ; Zpn /= Zrp ; MyViewReferencePlane.SetCoord(Xpn,Ypn,Zpn) ; MyViewOrientation.SetViewReferencePlane(MyViewReferencePlane) ; MyProjReferencePoint.SetCoord(Xrp,Yrp,Zrp) ; MyViewMapping.SetProjectionReferencePoint(MyProjReferencePoint); Standard_Boolean update = myImmediateUpdate; myImmediateUpdate = Standard_False; if( MyProjModel == V3d_TPM_WALKTHROUGH ) { //FMN desactivation temp SetTwist(Angle) ; // Set infos. MyView->SetViewOrientation(MyViewOrientation) ; MyView->SetViewMapping(MyViewMapping) ; } else { SetTwist(Angle) ; } #ifdef IMP020300 SetZSize(0.) ; #else // Check ZClipping planes Standard_Real Zmax = Sqrt( X*X + Y*Y + Z*Z ) ; if( Zmax > MyViewMapping.FrontPlaneDistance() && MyProjModel == V3d_TPM_SCREEN ) { SetZSize(2.*Zmax+Zmax*Zmargin) ; } else { if( MyType == V3d_PERSPECTIVE ) SetFocale(focale) ; MyView->SetViewMapping(MyViewMapping); } #endif myImmediateUpdate = update; ImmediateUpdate(); } void V3d_View::SetDepth(const Standard_Real Depth) { Standard_Real Xrp,Yrp,Zrp ; #ifdef IMP250200 Viewer_BadValue_Raise_if( Depth == 0. ,"V3d_View::SetDepth, bad depth"); #else Viewer_BadValue_Raise_if( Depth <= 0. ,"V3d_View::SetDepth, bad depth"); #endif #ifdef DEB Standard_Real twist = #endif Twist(); MyViewReferencePoint = MyViewOrientation.ViewReferencePoint() ; MyViewReferencePlane = MyViewOrientation.ViewReferencePlane() ; MyProjReferencePoint = MyViewMapping.ProjectionReferencePoint() ; MyProjReferencePoint.Coord(Xrp,Yrp,Zrp) ; #ifdef IMP250200 if( Depth > 0. ) #endif { Zrp = Depth; MyProjReferencePoint.SetCoord(Xrp,Yrp,Zrp) ; MyViewMapping.SetProjectionReferencePoint(MyProjReferencePoint); } // Check ZClipping planes Standard_Real Xat,Yat,Zat,Xpn,Ypn,Zpn,Xeye,Yeye,Zeye ; MyViewReferencePoint.Coord(Xat,Yat,Zat) ; MyViewReferencePlane.Coord(Xpn,Ypn,Zpn) ; #ifdef IMP250200 if( Depth < 0. ) { // Move the view ref point instead of the eye. Xeye = Xpn*Zrp + Xat ; Yeye = Ypn*Zrp + Yat ; Zeye = Zpn*Zrp + Zat ; Zrp = Abs(Depth) ; Xat = Xeye - Xpn*Zrp ; Yat = Yeye - Ypn*Zrp ; Zat = Zeye - Zpn*Zrp; MyViewReferencePoint.SetCoord(Xat,Yat,Zat) ; MyProjReferencePoint.SetCoord(Xrp,Yrp,Zrp) ; MyViewOrientation.SetViewReferencePoint(MyViewReferencePoint) ; MyView->SetViewOrientation(MyViewOrientation); } #endif #ifdef IMP020300 MyView->SetViewMapping(MyViewMapping) ; SetZSize(0.) ; #else Xeye = Xpn*Zrp + Xat ; Yeye = Ypn*Zrp + Yat ; Zeye = Zpn*Zrp + Zat ; Standard_Real Zmax = Sqrt( Xeye*Xeye + Yeye*Yeye + Zeye*Zeye ); if( Zmax > MyViewMapping.FrontPlaneDistance() && MyProjModel == V3d_TPM_SCREEN ) { SetZSize(2.*Zmax+Zmax*Zmargin) ; } else { if( MyType == V3d_PERSPECTIVE ) SetFocale(focale) ; #ifdef IMP250200 if( Depth > 0. ) #endif MyView->SetViewMapping(MyViewMapping) ; } #endif ImmediateUpdate(); } void V3d_View::SetProj( const Standard_Real Vx,const Standard_Real Vy, const Standard_Real Vz ) { Standard_Real Angle ; Viewer_BadValue_Raise_if( Sqrt(Vx*Vx + Vy*Vy + Vz*Vz) <= 0., "V3d_View::SetProj, null projection vector"); Angle = Twist() ; MyViewReferencePlane.SetCoord(Vx,Vy,Vz) ; MyViewReferencePlane.Normalize() ; MyViewOrientation.SetViewReferencePlane(MyViewReferencePlane) ; Standard_Boolean update = myImmediateUpdate; myImmediateUpdate = Standard_False; if( MyProjModel == V3d_TPM_SCREEN ) SetTwist(Angle) ; #ifdef IMP020300 SetZSize(0.) ; #endif myImmediateUpdate = update; ImmediateUpdate(); } void V3d_View::SetProj( const V3d_TypeOfOrientation Orientation ) { MyViewReferencePlane = V3d::GetProjAxis(Orientation) ; MyViewOrientation.SetViewReferencePlane(MyViewReferencePlane) ; // MSV 14.03.2007: reset ViewReferencePoint to debug LH3D14955 MyViewOrientation.SetViewReferencePoint(Graphic3d_Vertex(0,0,0)); 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.; } SetUp(Xpn,Ypn,Zpn); #ifdef IMP020300 SetZSize(0.) ; #endif ImmediateUpdate(); } void V3d_View::SetAt(const Standard_Real X,const Standard_Real Y,const Standard_Real Z) { Standard_Real Angle,Xrp,Yrp,Zrp,Xpn,Ypn,Zpn,Xat,Yat,Zat ; Standard_Real Xeye,Yeye,Zeye ; Angle = Twist() ; MyProjReferencePoint = MyViewMapping.ProjectionReferencePoint() ; MyProjReferencePoint.Coord(Xrp,Yrp,Zrp) ; MyViewReferencePlane = MyViewOrientation.ViewReferencePlane() ; MyViewReferencePlane.Coord(Xpn,Ypn,Zpn) ; MyViewReferencePoint = MyViewOrientation.ViewReferencePoint() ; MyViewReferencePoint.Coord(Xat,Yat,Zat) ; Xeye = Zrp*Xpn + Xat ; Yeye = Zrp*Ypn + Yat ; Zeye = Zrp*Zpn + Zat ; Xpn = Xeye - X ; Ypn = Yeye - Y ; Zpn = Zeye - Z ; Zrp = Sqrt(Xpn*Xpn + Ypn*Ypn + Zpn*Zpn) ; Viewer_BadValue_Raise_if( Zrp <= 0., "V3d_View::SetAt, Eye,At are Confused"); Xpn /= Zrp ; Ypn /= Zrp ; Zpn /= Zrp ; MyViewReferencePoint.SetCoord(X,Y,Z) ; MyViewOrientation.SetViewReferencePoint(MyViewReferencePoint) ; MyViewReferencePlane.SetCoord(Xpn,Ypn,Zpn) ; MyViewOrientation.SetViewReferencePlane(MyViewReferencePlane) ; MyProjReferencePoint.SetCoord(Xrp,Yrp,Zrp) ; MyViewMapping.SetProjectionReferencePoint(MyProjReferencePoint); Standard_Boolean update = myImmediateUpdate; myImmediateUpdate = Standard_False; if( MyProjModel == V3d_TPM_WALKTHROUGH ) { //FMN desactivation temp SetTwist(Angle) ; // Set infos. MyView->SetViewOrientation(MyViewOrientation) ; MyView->SetViewMapping(MyViewMapping) ; } else { SetTwist(Angle) ; } #ifdef IMP020300 MyView->SetViewMapping(MyViewMapping); SetZSize(0.) ; #else ImmediateUpdate(); // Check ZClipping planes Standard_Real Zmax = Sqrt( X*X + Y*Y + Z*Z ) ; if( Zmax > MyViewMapping.FrontPlaneDistance() && MyProjModel == V3d_TPM_SCREEN ) { SetZSize(2.*Zmax+Zmax*Zmargin) ; } else { if( MyType == V3d_PERSPECTIVE ) SetFocale(focale) ; MyView->SetViewMapping(MyViewMapping); } #endif myImmediateUpdate = update; ImmediateUpdate(); } void V3d_View::SetUp(const Standard_Real Vx,const Standard_Real Vy,const Standard_Real Vz) { Standard_Boolean TheStatus ; Viewer_BadValue_Raise_if( Sqrt(Vx*Vx + Vy*Vy + Vz*Vz) <= 0. , "V3d_View::SetUp, nullUp vector"); MyViewReferencePlane = MyViewOrientation.ViewReferencePlane() ; MyViewReferenceUp.SetCoord(Vx,Vy,Vz) ; MyViewReferenceUp.Normalize() ; TheStatus = ScreenAxis(MyViewReferencePlane,MyViewReferenceUp, MyXscreenAxis,MyYscreenAxis,MyZscreenAxis) ; if( !TheStatus ) { MyViewReferenceUp.SetCoord(0.,0.,1.) ; TheStatus = ScreenAxis(MyViewReferencePlane,MyViewReferenceUp, MyXscreenAxis,MyYscreenAxis,MyZscreenAxis) ; } if( !TheStatus ) { MyViewReferenceUp.SetCoord(0.,1.,0.) ; TheStatus = ScreenAxis(MyViewReferencePlane,MyViewReferenceUp, MyXscreenAxis,MyYscreenAxis,MyZscreenAxis) ; } if( !TheStatus ) { MyViewReferenceUp.SetCoord(1.,0.,0.) ; TheStatus = ScreenAxis(MyViewReferencePlane,MyViewReferenceUp, MyXscreenAxis,MyYscreenAxis,MyZscreenAxis) ; } Viewer_BadValue_Raise_if( !TheStatus,"V3d_View::Setup, alignment of Eye,At,Up"); MyViewReferenceUp = MyYscreenAxis ; MyViewOrientation.SetViewReferenceUp(MyViewReferenceUp) ; MyView->SetViewOrientation(MyViewOrientation) ; ImmediateUpdate(); } void V3d_View::SetUp( const V3d_TypeOfOrientation Orientation ) { Standard_Boolean TheStatus ; MyViewReferenceUp = V3d::GetProjAxis(Orientation) ; MyViewReferencePlane = MyViewOrientation.ViewReferencePlane() ; TheStatus = ScreenAxis(MyViewReferencePlane,MyViewReferenceUp, MyXscreenAxis,MyYscreenAxis,MyZscreenAxis) ; if( !TheStatus ) { MyViewReferenceUp.SetCoord(0.,0.,1.) ; TheStatus = ScreenAxis(MyViewReferencePlane,MyViewReferenceUp, MyXscreenAxis,MyYscreenAxis,MyZscreenAxis) ; } if( !TheStatus ) { MyViewReferenceUp.SetCoord(0.,1.,0.) ; TheStatus = ScreenAxis(MyViewReferencePlane,MyViewReferenceUp, MyXscreenAxis,MyYscreenAxis,MyZscreenAxis) ; } if( !TheStatus ) { MyViewReferenceUp.SetCoord(1.,0.,0.) ; TheStatus = ScreenAxis(MyViewReferencePlane,MyViewReferenceUp, MyXscreenAxis,MyYscreenAxis,MyZscreenAxis) ; } Viewer_BadValue_Raise_if( !TheStatus, "V3d_View::SetUp, alignment of Eye,At,Up"); MyViewReferenceUp = MyYscreenAxis ; MyViewOrientation.SetViewReferenceUp(MyViewReferenceUp) ; MyView->SetViewOrientation(MyViewOrientation) ; ImmediateUpdate(); } void V3d_View::SetViewOrientation(const Visual3d_ViewOrientation& VO) { MyViewOrientation = VO; MyView->SetViewOrientation(MyViewOrientation) ; ImmediateUpdate(); } void V3d_View::SetViewOrientationDefault() { MyView->SetViewOrientation(MyViewOrientation) ; MyView->SetViewOrientationDefault() ; ImmediateUpdate(); } void V3d_View::ResetViewOrientation() { MyView->ViewOrientationReset() ; MyViewOrientation = MyView->ViewOrientation() ; ImmediateUpdate(); } void V3d_View::Reset( const Standard_Boolean update ) { MyView->ViewOrientationReset() ; MyViewOrientation = MyView->ViewOrientation() ; MyView->ViewMappingReset(); MyViewMapping = MyView->ViewMapping() ; ZFitAll (Zmargin); SwitchSetFront = Standard_False; #ifdef IMP020300 if( !myImmediateUpdate && update ) Update(); #else ImmediateUpdate(); #endif } void V3d_View::Panning(const Standard_Real Dx, const Standard_Real Dy, const Quantity_Factor aZoomFactor, const Standard_Boolean Start) { Standard_Real Umin,Vmin,Umax,Vmax,Xrp,Yrp,Zrp,Dxv,Dyv ; Viewer_BadValue_Raise_if( aZoomFactor <= 0.,"V3d_View::Panning, bad zoom factor"); if( Start ) { MyProjReferencePoint = MyViewMapping.ProjectionReferencePoint() ; MyViewMapping.WindowLimit(Umin,Vmin,Umax,Vmax) ; MyXwindowCenter = (Umin + Umax)/2. ; MyYwindowCenter = (Vmin + Vmax)/2. ; MyWindowWidth = Abs(Umax - Umin) ; MyWindowHeight = Abs(Vmax - Vmin) ; Viewer_BadValue_Raise_if( MyWindowWidth <= 0. || MyWindowHeight <= 0. , "V3d_View::Panning, Window Size is NULL"); } MyProjReferencePoint.Coord(Xrp,Yrp,Zrp) ; Xrp = MyXwindowCenter - Dx ; Yrp = MyYwindowCenter - Dy ; Dxv = MyWindowWidth/aZoomFactor ; Dyv = MyWindowHeight/aZoomFactor ; Umin = Xrp - Dxv/2. ; Umax = Xrp + Dxv/2. ; Vmin = Yrp - Dyv/2. ; Vmax = Yrp + Dyv/2. ; MyViewMapping.SetWindowLimit(Umin,Vmin,Umax,Vmax) ; if( MyType != V3d_PERSPECTIVE ) { MyProjReferencePoint.SetCoord(Xrp,Yrp,Zrp) ; MyViewMapping.SetProjectionReferencePoint(MyProjReferencePoint) ; } MyView->SetViewMapping(MyViewMapping) ; ImmediateUpdate(); } void V3d_View::SetCenter(const Standard_Integer X, const Standard_Integer Y) { Standard_Real x,y; Convert(X,Y,x,y); SetCenter(x,y); } void V3d_View::SetCenter(const Standard_Real Xc, const Standard_Real Yc){ Standard_Real Umin,Vmin,Umax,Vmax,Xrp,Yrp,Zrp ; MyProjReferencePoint = MyViewMapping.ProjectionReferencePoint() ; MyProjReferencePoint.Coord(Xrp,Yrp,Zrp) ; MyXwindowCenter = Xrp = Xc ; MyYwindowCenter = Yrp = Yc ; MyViewMapping.WindowLimit(Umin,Vmin,Umax,Vmax) ; MyWindowWidth = Abs(Umax - Umin) ; MyWindowHeight = Abs(Vmax - Vmin) ; Viewer_BadValue_Raise_if( MyWindowWidth <= 0. || MyWindowHeight <= 0. , "V3d_View::SetCenter, Window Size is NULL"); Umin = Xc - MyWindowWidth/2. ; Vmin = Yc - MyWindowHeight/2. ; Umax = Xc + MyWindowWidth/2. ; Vmax = Yc + MyWindowHeight/2. ; MyViewMapping.SetWindowLimit(Umin,Vmin,Umax,Vmax) ; if( MyType != V3d_PERSPECTIVE ) { MyProjReferencePoint.SetCoord(Xrp,Yrp,Zrp) ; MyViewMapping.SetProjectionReferencePoint(MyProjReferencePoint) ; } MyView->SetViewMapping(MyViewMapping) ; ImmediateUpdate(); } void V3d_View::SetSize(const Standard_Real Size) { Standard_Real Umin,Vmin,Umax,Vmax,Rap ; Viewer_BadValue_Raise_if( Size <= 0., "V3d_View::SetSize, Window Size is NULL"); MyViewMapping.WindowLimit(Umin,Vmin,Umax,Vmax) ; MyWindowWidth = Abs(Umax - Umin) ; MyWindowHeight = Abs(Vmax - Vmin) ; MyXwindowCenter = (Umin + Umax)/2. ; MyYwindowCenter = (Vmin + Vmax)/2. ; Rap = MyWindowWidth/MyWindowHeight ; if( MyWindowWidth >= MyWindowHeight ) { MyWindowWidth = Size ; MyWindowHeight = Size/Rap ; } else { MyWindowHeight = Size ; MyWindowWidth = Size*Rap ; } Umin = MyXwindowCenter - MyWindowWidth/2. ; Vmin = MyYwindowCenter - MyWindowHeight/2. ; Umax = MyXwindowCenter + MyWindowWidth/2. ; Vmax = MyYwindowCenter + MyWindowHeight/2. ; MyViewMapping.SetWindowLimit(Umin,Vmin,Umax,Vmax) ; MyView->SetViewMapping(MyViewMapping) ; ImmediateUpdate(); } void V3d_View::SetZSize(const Standard_Real Size) { Standard_Real Zmax = Size/2.; #ifdef IMP020300 if( Size <= 0. ) { Standard_Real Xat,Yat,Zat,Xpn,Ypn,Zpn,Xrp,Yrp,Zrp,Xeye,Yeye,Zeye; MyViewReferencePoint.Coord(Xat,Yat,Zat) ; MyProjReferencePoint.Coord(Xrp,Yrp,Zrp) ; MyViewReferencePlane.Coord(Xpn,Ypn,Zpn) ; Xeye = Zrp*Xpn + Xat ; Yeye = Zrp*Ypn + Yat ; Zeye = Zrp*Zpn + Zat; Zmax = Sqrt( Xeye*Xeye + Yeye*Yeye + Zeye*Zeye ); if( Zmax <= MyViewMapping.FrontPlaneDistance() ) return; } #else Viewer_BadValue_Raise_if( Size <= 0., "V3d_View::SetZSize, Window ZSize is NULL"); #endif Standard_Real Front = MyViewContext.ZClippingFrontPlane() ; Standard_Real Back = MyViewContext.ZClippingBackPlane() ; Standard_Real focale= Focale(); MyViewMapping.SetFrontPlaneDistance(Zmax) ; MyViewMapping.SetBackPlaneDistance(-Zmax) ; // OCC18942 if( MyProjModel != V3d_TPM_WALKTHROUGH ) { MyViewMapping.SetViewPlaneDistance(MyType == V3d_PERSPECTIVE ? 0. : Zmax) ; } MyView->SetViewMapping(MyViewMapping) ; if( MyViewContext.FrontZClippingIsOn() || MyViewContext.BackZClippingIsOn() ) { MyViewContext.SetZClippingFrontPlane(Front) ; MyViewContext.SetZClippingBackPlane(Back) ; MyView->SetContext(MyViewContext) ; } } void V3d_View::SetZoom(const Standard_Real Coef,const Standard_Boolean Start) { Standard_Real Umin,Vmin,Umax,Vmax,Dxv,Dyv ; Viewer_BadValue_Raise_if( Coef <= 0.,"V3d_View::SetZoom, bad coefficient"); if( Start ) { MyViewMapping.WindowLimit(Umin,Vmin,Umax,Vmax) ; MyXwindowCenter = (Umin + Umax)/2. ; MyYwindowCenter = (Vmin + Vmax)/2. ; MyWindowWidth = Abs(Umax - Umin) ; MyWindowHeight = Abs(Vmax - Vmin) ; } // ensure that zoom will not be too small or too big Standard_Real coef = Coef; if ( MyWindowWidth < coef * Precision::Confusion() ) coef = MyWindowWidth / Precision::Confusion(); else if ( MyWindowWidth > coef * 1e12 ) coef = MyWindowWidth / 1e12; if ( MyWindowHeight < coef * Precision::Confusion() ) coef = MyWindowHeight / Precision::Confusion(); else if ( MyWindowHeight > coef * 1e12 ) coef = MyWindowHeight / 1e12; Dxv = MyWindowWidth/coef; Dyv = MyWindowHeight/coef; Umin = MyXwindowCenter - Dxv/2. ; Umax = MyXwindowCenter + Dxv/2. ; Vmin = MyYwindowCenter - Dyv/2. ; Vmax = MyYwindowCenter + Dyv/2. ; MyViewMapping.SetWindowLimit(Umin,Vmin,Umax,Vmax) ; MyView->SetViewMapping(MyViewMapping) ; ImmediateUpdate(); } void V3d_View::SetScale( const Standard_Real Coef ) { Standard_Real Umin,Vmin,Umax,Vmax,Xrp,Yrp,Dxv,Dyv ; Visual3d_ViewMapping VMD = MyView->ViewMappingDefault() ; Viewer_BadValue_Raise_if( Coef <= 0. ,"V3d_View::SetScale, bad coefficient"); VMD.WindowLimit(Umin,Vmin,Umax,Vmax) ; Dxv = Abs(Umax - Umin) ; Dyv = Abs(Vmax - Vmin) ; Dxv /= Coef ; Dyv /= Coef ; MyViewMapping.WindowLimit(Umin,Vmin,Umax,Vmax) ; Xrp = (Umin + Umax)/2. ; Yrp = (Vmin + Vmax)/2. ; Umin = Xrp - Dxv/2. ; Umax = Xrp + Dxv/2. ; Vmin = Yrp - Dyv/2. ; Vmax = Yrp + Dyv/2. ; MyViewMapping.SetWindowLimit(Umin,Vmin,Umax,Vmax) ; MyView->SetViewMapping(MyViewMapping) ; ImmediateUpdate(); } void V3d_View::SetAxialScale( const Standard_Real Sx, const Standard_Real Sy, const Standard_Real Sz ) { Standard_Real Xmin,Ymin,Zmin,Xmax,Ymax,Zmax,U,V,W ; Standard_Real Umin,Vmin,Wmin,Umax,Vmax,Wmax ; Viewer_BadValue_Raise_if( Sx <= 0. || Sy <= 0. || Sz <= 0.,"V3d_View::SetAxialScale, bad coefficient"); MyViewOrientation.SetAxialScale( Sx, Sy, Sz ); Aspect_TypeOfUpdate updateMode = MyView->ViewManager()->UpdateMode(); MyView->ViewManager()->SetUpdateMode(Aspect_TOU_ASAP); MyView->SetViewOrientation(MyViewOrientation); MyView->ViewManager()->SetUpdateMode(updateMode); MyView->MinMaxValues(Xmin,Ymin,Zmin,Xmax,Ymax,Zmax) ; Standard_Real LIM = ShortRealLast() -1.; if (Abs(Xmin) > LIM || Abs(Ymin) > LIM || Abs(Zmin) > LIM || Abs(Xmax) > LIM || Abs(Ymax) > LIM || Abs(Zmax) > LIM ) { return; } MyView->Projects(Xmin,Ymin,Zmin,Umin,Vmin,Wmin) ; MyView->Projects(Xmax,Ymax,Zmax,Umax,Vmax,Wmax) ; Umax = Max(Umin,Umax) ; Vmax = Max(Vmin,Vmax) ; MyView->Projects(Xmin,Ymin,Zmax,U,V,W) ; Umax = Max(Umax,U) ; Vmax = Max(Vmax,V) ; Wmin = Min(W,Wmin) ; Wmax = Max(W,Wmax) ; MyView->Projects(Xmax,Ymin,Zmax,U,V,W) ; Umax = Max(Umax,U) ; Vmax = Max(Vmax,V) ; Wmin = Min(W,Wmin) ; Wmax = Max(W,Wmax) ; MyView->Projects(Xmax,Ymin,Zmin,U,V,W) ; Umax = Max(Umax,U) ; Vmax = Max(Vmax,V) ; Wmin = Min(W,Wmin) ; Wmax = Max(W,Wmax) ; MyView->Projects(Xmax,Ymax,Zmin,U,V,W) ; Umax = Max(Umax,U) ; Vmax = Max(Vmax,V) ; Wmin = Min(W,Wmin) ; Wmax = Max(W,Wmax) ; MyView->Projects(Xmin,Ymax,Zmax,U,V,W) ; Umax = Max(Umax,U) ; Vmax = Max(Vmax,V) ; Wmin = Min(W,Wmin) ; Wmax = Max(W,Wmax) ; MyView->Projects(Xmin,Ymax,Zmin,U,V,W) ; Umax = Max(Umax,U) ; Vmax = Max(Vmax,V) ; Umax = Max(Umax,Vmax) ; Wmin = Min(W,Wmin) ; Wmax = Max(W,Wmax) ; Wmax = Max(Abs(Wmin),Abs(Wmax)) ; Wmax = Max(Abs(Umax),Abs(Wmax)) ; if( Wmax > 0. ) { SetZSize(2.*Wmax + Wmax) ; } } void V3d_View::FitAll(const Standard_Real Coef, const Standard_Boolean FitZ, const Standard_Boolean update) { Standard_Real Umin, Umax, Vmin, Vmax, Xrp, Yrp, Zrp, U, V, W, U1, V1, W1; Standard_Real Xmin, Ymin, Zmin, Xmax, Ymax, Zmax; Standard_Real DxvOld, DyvOld, DxvNew, DyvNew; Standard_Integer Nstruct = MyView->NumberOfDisplayedStructures(); if ((Nstruct <= 0) || (Coef < 0.0) || (Coef > 1.0)) { #ifndef IMP020300 ImmediateUpdate(); #endif return; } MyProjReferencePoint = MyViewMapping.ProjectionReferencePoint(); MyProjReferencePoint.Coord (Xrp, Yrp, Zrp); if (MyView->IsDefined()) { Standard_Integer Xpixel, Ypixel; MyWindow->Size (Xpixel, Ypixel); DxvOld = Xpixel; DyvOld = Ypixel; } else { MyViewMapping.WindowLimit (Umin, Vmin, Umax, Vmax); DxvOld = Abs (Umax - Umin); DyvOld = Abs (Vmax - Vmin); } if ((DxvOld == 0.0) || (DyvOld == 0.0)) { return; } Standard_Real aWinRatio = DxvOld / DyvOld; // retrieve min / max values for current displayed objects MyView->MinMaxValues (Xmin, Ymin, Zmin, Xmax, Ymax, Zmax); Standard_Real LIM = ShortRealLast() - 1.0; if (Abs(Xmin) > LIM || Abs(Ymin) > LIM || Abs(Zmin) > LIM || Abs(Xmax) > LIM || Abs(Ymax) > LIM || Abs(Zmax) > LIM) { #ifndef IMP020300 ImmediateUpdate(); #endif return; } // eliminate fluctuations between sequential FitAll() calls MyViewMapping.SetWindowLimit (-1.0 * aWinRatio, -1.0, 1.0 * aWinRatio, 1.0); if (MyType != V3d_PERSPECTIVE) { MyProjReferencePoint.SetCoord (0.0, 0.0, Zrp); MyViewMapping.SetProjectionReferencePoint (MyProjReferencePoint); } MyView->SetViewMapping (MyViewMapping); // iterate 2 times to find optimal view plane size // (use view plane values computed on previous iteration) for (Standard_Integer aIteration = 2; aIteration > 0; --aIteration) { 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); MyView->Projects (Xmin, Ymin, Zmax, U, V, W); Umin = Min (U, Umin); Umax = Max (U, Umax); Vmin = Min (V, Vmin); Vmax = Max (V, Vmax); MyView->Projects (Xmax, Ymin, Zmax, U, V, W); Umin = Min (U, Umin); Umax = Max (U, Umax); Vmin = Min (V, Vmin); Vmax = Max (V, Vmax); MyView->Projects (Xmax, Ymin, Zmin, U, V, W); Umin = Min (U, Umin); Umax = Max (U, Umax); Vmin = Min (V, Vmin); Vmax = Max (V, Vmax); MyView->Projects (Xmax, Ymax, Zmin, U, V, W); Umin = Min (U, Umin); Umax = Max (U, Umax); Vmin = Min (V, Vmin); Vmax = Max (V, Vmax); MyView->Projects (Xmin, Ymax, Zmax, U, V, W); Umin = Min (U, Umin); Umax = Max (U, Umax); Vmin = Min (V, Vmin); Vmax = Max (V, Vmax); MyView->Projects (Xmin, Ymax, Zmin, U, V, W); Umin = Min (U, Umin); Umax = Max (U, Umax); Vmin = Min (V, Vmin); Vmax = Max (V, Vmax); DxvNew = Abs (Umax - Umin); DyvNew = Abs (Vmax - Vmin); if (DyvNew < 10.0 * Precision::Confusion()) { if (DxvNew < 10.0 * Precision::Confusion()) { // whole scene projected to point DxvNew = Max (Abs (Zmax - Zmin), (Max (Abs (Xmax - Xmin), Abs (Ymax - Ymin)))); if (DxvNew < 10.0 * Precision::Confusion()) { // this is really just one (!) point and zooming has no any effect // just center the view DyvNew = DyvOld; DxvNew = DxvOld; } else { // we look along some line // fit view like that to see whole scene on rotation DxvNew += Coef * DxvNew; DyvNew = DxvNew / aWinRatio; } } else { // whole scene projected to horizontal line DxvNew += Coef * DxvNew; DyvNew = DxvNew / aWinRatio; } } else { // general case (or DxvNew == 0.0 - vertical line) // safe original ratio Standard_Real aFitRatio = DxvNew / DyvNew; if (aFitRatio >= aWinRatio) { DxvNew += Coef * DxvNew; DyvNew = DxvNew / aWinRatio; } else { DyvNew += Coef * DyvNew; DxvNew = DyvNew * aWinRatio; } } // new scene center Xrp = 0.5 * (Umin + Umax); Yrp = 0.5 * (Vmin + Vmax); // new window limits Umin = Xrp - 0.5 * DxvNew; Umax = Xrp + 0.5 * DxvNew; Vmin = Yrp - 0.5 * DyvNew; Vmax = Yrp + 0.5 * DyvNew; MyViewMapping.SetWindowLimit (Umin, Vmin, Umax, Vmax); if (MyType != V3d_PERSPECTIVE) { // center the view MyProjReferencePoint.SetCoord (Xrp, Yrp, Zrp); MyViewMapping.SetProjectionReferencePoint (MyProjReferencePoint); } MyView->SetViewMapping (MyViewMapping); } if (FitZ) { ZFitAll (Zmargin); #ifdef IMP020300 } else { ImmediateUpdate(); #endif } #ifdef IMP020300 if (!myImmediateUpdate && update) { Update(); } #endif } void V3d_View::ZFitAll(const Standard_Real Coef) { Standard_Real Xmin,Ymin,Zmin,Xmax,Ymax,Zmax,U,V,W ; Standard_Real Umin,Vmin,Wmin,Umax,Vmax,Wmax ; // CAL 6/11/98 Standard_Integer Nstruct = MyView->NumberOfDisplayedStructures() ; if( MyType == V3d_PERSPECTIVE ) { ImmediateUpdate(); return ; } if( (Nstruct <= 0) || (Coef < 0.) ) { ImmediateUpdate(); return ; } MyView->MinMaxValues(Xmin,Ymin,Zmin,Xmax,Ymax,Zmax) ; Standard_Real LIM = ShortRealLast() -1.; if (Abs(Xmin) > LIM || Abs(Ymin) > LIM || Abs(Zmin) > LIM || Abs(Xmax) > LIM || Abs(Ymax) > LIM || Abs(Zmax) > LIM ) { ImmediateUpdate(); return ; } // CAL 6/11/98 // Case when view contains only a point if (Xmin == Xmax && Ymin == Ymax && Zmin == Zmax) { ImmediateUpdate(); return ; } MyView->Projects(Xmin,Ymin,Zmin,Umin,Vmin,Wmin) ; MyView->Projects(Xmax,Ymax,Zmax,Umax,Vmax,Wmax) ; MyView->Projects(Xmin,Ymin,Zmax,U,V,W) ; Wmin = Min(W,Wmin) ; Wmax = Max(W,Wmax) ; MyView->Projects(Xmax,Ymin,Zmax,U,V,W) ; Wmin = Min(W,Wmin) ; Wmax = Max(W,Wmax) ; MyView->Projects(Xmax,Ymin,Zmin,U,V,W) ; Wmin = Min(W,Wmin) ; Wmax = Max(W,Wmax) ; MyView->Projects(Xmax,Ymax,Zmin,U,V,W) ; Wmin = Min(W,Wmin) ; Wmax = Max(W,Wmax) ; MyView->Projects(Xmin,Ymax,Zmax,U,V,W) ; Wmin = Min(W,Wmin) ; Wmax = Max(W,Wmax) ; MyView->Projects(Xmin,Ymax,Zmin,U,V,W) ; Wmin = Min(W,Wmin) ; Wmax = Max(W,Wmax) ; Wmax = Max(Abs(Wmin),Abs(Wmax)) ; if( Wmax > 0. ) { SetZSize(2.*Wmax + Coef * Wmax) ; } ImmediateUpdate(); } 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 Xrp,Yrp,Zrp,Dx,Dy,Dz,Size; Standard_Integer Nstruct = MyView->NumberOfDisplayedStructures() ; if( (Nstruct <= 0) || (Aspect < 0.) || (Margin < 0.) || (Margin > 1.)) { ImmediateUpdate(); return ; } MyProjReferencePoint = MyViewMapping.ProjectionReferencePoint() ; MyProjReferencePoint.Coord(Xrp,Yrp,Zrp) ; MyView->MinMaxValues(Xmin,Ymin,Zmin,Xmax,Ymax,Zmax) ; Standard_Real LIM = ShortRealLast() -1.; if (Abs(Xmin) > LIM || Abs(Ymin) > LIM || Abs(Zmin) > LIM || Abs(Xmax) > LIM || Abs(Ymax) > LIM || Abs(Zmax) > LIM ) { ImmediateUpdate(); return ; } if (Xmin == Xmax && Ymin == Ymax && Zmin == Zmax) { ImmediateUpdate(); return ; } 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(); } void V3d_View::FitAll(const Standard_Real Xmin, const Standard_Real Ymin, const Standard_Real Xmax, const Standard_Real Ymax) { FitAll(MyWindow,Xmin,Ymin,Xmax,Ymax); #ifndef IMP020300 ImmediateUpdate(); #endif } 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); } void V3d_View::WindowFit(const Standard_Integer Xmin, const Standard_Integer Ymin, const Standard_Integer Xmax, const Standard_Integer Ymax) { Standard_Real x1,y1,x2,y2; Convert(Xmin,Ymin,x1,y1); Convert(Xmax,Ymax,x2,y2); FitAll(x1,y1,x2,y2); } void V3d_View::SetViewMapping(const Visual3d_ViewMapping& VM) { MyViewMapping = VM; // ajust view type according to mapping projection // NOTE: Might be dangerous, potentially conflicts with the C++ view class // (orthographic or perspective)! Use with care! if ( VM.Projection() == Visual3d_TOP_PERSPECTIVE ) MyType = V3d_PERSPECTIVE; else MyType = V3d_ORTHOGRAPHIC; MyView->SetViewMapping(MyViewMapping) ; ImmediateUpdate(); } void V3d_View::SetViewMappingDefault() { MyView->SetViewMapping(MyViewMapping) ; MyView->SetViewMappingDefault(); ImmediateUpdate(); } void V3d_View::ResetViewMapping() { MyView->ViewMappingReset(); MyViewMapping = MyView->ViewMapping() ; #ifdef IMP020300 ZFitAll (Zmargin); Update(); #else ImmediateUpdate(); #endif } Standard_Real V3d_View::Convert(const Standard_Integer Vp) const { Standard_Real Umin,Umax,Vmin,Vmax,Dxv,Vv ; Standard_Integer Dxw,Dyw ; V3d_UnMapped_Raise_if( !MyView->IsDefined(), "view has no window"); MyWindow->Size(Dxw,Dyw); MyViewMapping.WindowLimit(Umin,Vmin,Umax,Vmax) ; Dxv = Umax - Umin ; Vv = Dxv*(Standard_Real)Vp/(Standard_Real)Dxw ; return Vv ; } void V3d_View::Convert(const Standard_Integer Xp, const Standard_Integer Yp, Standard_Real& Xv, Standard_Real& Yv) const { Standard_Real Umin,Umax,Vmin,Vmax,Dxv,Dyv ; Standard_Integer Dxw,Dyw ; V3d_UnMapped_Raise_if( !MyView->IsDefined(), "view has no window"); MyWindow->Size(Dxw,Dyw); MyViewMapping.WindowLimit(Umin,Vmin,Umax,Vmax) ; Dxv = Umax - Umin ; Dyv = Vmax - Vmin ; Xv = Umin + Dxv*(Standard_Real)Xp/(Standard_Real)Dxw ; Yv = Vmin + Dyv*(Standard_Real)(Dyw-Yp)/(Standard_Real)Dyw ; } Standard_Integer V3d_View::Convert(const Standard_Real Vv) const { V3d_UnMapped_Raise_if( !MyView->IsDefined(), "view has no window"); Standard_Integer Dxw, Dyw; MyWindow->Size(Dxw,Dyw); Standard_Real Umin,Umax,Vmin,Vmax; MyViewMapping.WindowLimit(Umin,Vmin,Umax,Vmax) ; Standard_Real Dxv = Umax - Umin; return RealToInt ( Dxw * Vv / Dxv ); } 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 Dxw, Dyw; MyWindow->Size(Dxw,Dyw); Standard_Real Umin,Umax,Vmin,Vmax; MyViewMapping.WindowLimit(Umin,Vmin,Umax,Vmax) ; Standard_Real Dxv = Umax - Umin; Standard_Real Dyv = Vmax - Vmin; // CAL 15/12/93 warning: double assigned to int Xp = RealToInt (Dxw*(Xv - Umin)/Dxv); // CAL 15/12/93 warning: double assigned to int Yp = Dyw - RealToInt (Dyw*(Yv - Vmin)/Dyv); } void V3d_View::Convert(const Standard_Integer Xp, const Standard_Integer Yp, Standard_Real& X, Standard_Real& Y, Standard_Real& Z) const { Graphic3d_Vertex Vrp ; Vrp = (MyViewer->Viewer())->ConvertCoord(MyWindow,Xp,Yp) ; Vrp.Coord(X,Y,Z) ; #ifndef IMP240100 if( MyViewer->Grid()->IsActive() ) { Graphic3d_Vertex NewVrp = Compute(Vrp) ; NewVrp.Coord(X,Y,Z) ; } #endif } 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 { Graphic3d_Vertex Vrp ; Graphic3d_Vector Proj ; (MyViewer->Viewer())->ConvertCoordWithProj(MyWindow,Xp,Yp, Vrp, Proj) ; Vrp.Coord(X,Y,Z) ; Proj.Coord(Dx,Dy,Dz) ; #ifndef IMP240100 if( MyViewer->Grid()->IsActive() ) { Graphic3d_Vertex NewVrp = Compute(Vrp) ; NewVrp.Coord(X,Y,Z) ; } #endif } #ifdef IMP240100 void V3d_View::ConvertToGrid(const Standard_Integer Xp, const Standard_Integer Yp, Standard_Real& Xg, Standard_Real& Yg, Standard_Real& Zg) const { Graphic3d_Vertex Vrp ; Vrp = (MyViewer->Viewer())->ConvertCoord(MyWindow,Xp,Yp) ; if( MyViewer->Grid()->IsActive() ) { Graphic3d_Vertex NewVrp = Compute(Vrp) ; NewVrp.Coord(Xg,Yg,Zg) ; } else Vrp.Coord(Xg,Yg,Zg) ; } 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 Vrp(X,Y,Z) ; Graphic3d_Vertex NewVrp = Compute(Vrp) ; NewVrp.Coord(Xg,Yg,Zg) ; } else { Xg = X; Yg = Y; Zg = Z; } } #endif #ifndef IMP240100 void V3d_View::PixToRef(const Standard_Integer Xp, const Standard_Integer Yp, Standard_Real& X, Standard_Real& Y, Standard_Real& Z) const { Graphic3d_Vertex Vrp ; Vrp = (MyViewer->Viewer())->ConvertCoord(MyWindow,Xp,Yp) ; Vrp.Coord(X,Y,Z) ; if( MyViewer->Grid()->IsActive() ) { Graphic3d_Vertex NewVrp = Compute(Vrp) ; NewVrp.Coord(X,Y,Z) ; } } #endif #ifdef IMP240100 void V3d_View::Convert(const Standard_Real X, const Standard_Real Y, const Standard_Real Z, Standard_Integer& Xp, Standard_Integer& Yp) const { #else void V3d_View::RefToPix(const Standard_Real X, const Standard_Real Y, const Standard_Real Z, Standard_Integer& Xp, Standard_Integer& Yp) const { #endif Graphic3d_Vertex Vrp(X,Y,Z) ; (MyViewer->Viewer())->ConvertCoord(MyWindow,Vrp,Xp,Yp) ; } void V3d_View::Project(const Standard_Real X, const Standard_Real Y, const Standard_Real Z, Standard_Real &Xp, Standard_Real &Yp) const { if ( MyType != V3d_PERSPECTIVE ) { // use old implementation Standard_Real Zp; MyView->Projects( X, Y, Z, Xp, Yp, Zp ); } else { // NKV - Using raster projection Standard_Integer Xpx, Ypx; Convert(X, Y, Z, Xpx, Ypx); Convert(Xpx, Ypx, Xp, Yp); } } void V3d_View::BackgroundColor(const Quantity_TypeOfColor Type,Standard_Real& V1, Standard_Real& V2, Standard_Real& V3)const { #ifdef GER61351 Quantity_Color C = BackgroundColor() ; #else Quantity_Color C ; C = MyBackground.Color() ; #endif C.Values(V1,V2,V3,Type) ; } #ifdef GER61351 Quantity_Color V3d_View::BackgroundColor() const { return MyBackground.Color() ; } #endif void V3d_View::GradientBackgroundColors(Quantity_Color& Color1,Quantity_Color& Color2) const{ MyGradientBackground.Colors(Color1, Color2); } Aspect_GradientBackground V3d_View::GradientBackground() const { return MyGradientBackground; } Standard_Real V3d_View::Scale()const { Standard_Real Umin,Vmin,Umax,Vmax,Dxv ; Visual3d_ViewMapping VMD = MyView->ViewMappingDefault() ; Standard_Real S = 0. ; VMD.WindowLimit(Umin,Vmin,Umax,Vmax) ; Dxv = Umax - Umin ; MyViewMapping.WindowLimit(Umin,Vmin,Umax,Vmax) ; if( Umax > Umin && Vmax > Vmin ) S = Dxv/(Umax - Umin) ; return S ; } void V3d_View::AxialScale(Standard_Real& Sx, Standard_Real& Sy, Standard_Real& Sz)const { MyViewOrientation.AxialScale( Sx, Sy, Sz ); } void V3d_View::Center(Standard_Real& Xc, Standard_Real& Yc) const { Standard_Real Umin,Vmin,Umax,Vmax ; MyViewMapping.WindowLimit(Umin,Vmin,Umax,Vmax) ; Xc = (Umin + Umax)/2. ; Yc = (Vmin + Vmax)/2. ; } void V3d_View::Size(Standard_Real& Width, Standard_Real& Height) const { Standard_Real Umin,Vmin,Umax,Vmax ; MyViewMapping.WindowLimit(Umin,Vmin,Umax,Vmax) ; Width = Umax - Umin ; Height = Vmax - Vmin ; } Standard_Real V3d_View::ZSize() const { Standard_Real Wmin,Wmax,Depth ; Wmax = MyViewMapping.FrontPlaneDistance() ; Wmin = MyViewMapping.BackPlaneDistance() ; Depth = 2. * Max(Wmin,Wmax) ; return (Depth) ; } 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 ) { MyView->MinMaxValues(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 ; } 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 ) { MyView->MinMaxValues(Xmin,Ymin,Zmin,Xmax,Ymax,Zmax) ; } return Nstruct ; } Standard_Integer V3d_View::Gravity(Standard_Real& X, Standard_Real& Y, Standard_Real& Z) const { Standard_Real Xmin,Ymin,Zmin,Xmax,Ymax,Zmax,U,V,W ; Standard_Real Umin,Vmin,Umax,Vmax ; Standard_Integer Nstruct,Npoint ; Graphic3d_MapOfStructure MySetOfStructures; MyView->DisplayedStructures (MySetOfStructures); Nstruct = MySetOfStructures.Extent() ; Graphic3d_MapIteratorOfMapOfStructure MyIterator(MySetOfStructures) ; MyViewMapping.WindowLimit(Umin,Vmin,Umax,Vmax) ; Npoint = 0 ; X = Y = Z = 0. ; for( ; MyIterator.More(); MyIterator.Next()) { if (!(MyIterator.Key())->IsEmpty()) { (MyIterator.Key())->MinMaxValues(Xmin,Ymin,Zmin, Xmax,Ymax,Zmax) ; Standard_Real LIM = ShortRealLast() -1.; if (! (Abs(Xmin) > LIM || Abs(Ymin) > LIM || Abs(Zmin) > LIM || Abs(Xmax) > LIM || Abs(Ymax) > LIM || Abs(Zmax) > LIM )) { MyView->Projects(Xmin,Ymin,Zmin,U,V,W) ; if( U >= Umin && U <= Umax && V >= Vmin && V <= Vmax ) { Npoint++ ; X += Xmin ; Y += Ymin ; Z += Zmin ; } MyView->Projects(Xmax,Ymin,Zmin,U,V,W) ; if( U >= Umin && U <= Umax && V >= Vmin && V <= Vmax ) { Npoint++ ; X += Xmax ; Y += Ymin ; Z += Zmin ; } MyView->Projects(Xmin,Ymax,Zmin,U,V,W) ; if( U >= Umin && U <= Umax && V >= Vmin && V <= Vmax ) { Npoint++ ; X += Xmin ; Y += Ymax ; Z += Zmin ; } MyView->Projects(Xmax,Ymax,Zmin,U,V,W) ; if( U >= Umin && U <= Umax && V >= Vmin && V <= Vmax ) { Npoint++ ; X += Xmax ; Y += Ymax ; Z += Zmin ; } MyView->Projects(Xmin,Ymin,Zmax,U,V,W) ; if( U >= Umin && U <= Umax && V >= Vmin && V <= Vmax ) { Npoint++ ; X += Xmin ; Y += Ymin ; Z += Zmax ; } MyView->Projects(Xmax,Ymin,Zmax,U,V,W) ; if( U >= Umin && U <= Umax && V >= Vmin && V <= Vmax ) { Npoint++ ; X += Xmax ; Y += Ymin ; Z += Zmax ; } MyView->Projects(Xmin,Ymax,Zmax,U,V,W) ; if( U >= Umin && U <= Umax && V >= Vmin && V <= Vmax ) { Npoint++ ; X += Xmin ; Y += Ymax ; Z += Zmax ; } MyView->Projects(Xmax,Ymax,Zmax,U,V,W) ; if( U >= Umin && U <= Umax && V >= Vmin && V <= Vmax ) { Npoint++ ; X += Xmax ; Y += Ymax ; Z += Zmax ; } } } } if( Npoint > 0 ) { X /= Npoint ; Y /= Npoint ; Z /= Npoint ; } return Nstruct ; } void V3d_View::Eye(Standard_Real& X, Standard_Real& Y, Standard_Real& Z) const { Graphic3d_Vertex Prp ; Graphic3d_Vector Vpn ; Standard_Real Xrp,Yrp,Zrp,Xpn,Ypn,Zpn,Xat,Yat,Zat ; MyViewReferencePoint = MyViewOrientation.ViewReferencePoint() ; MyViewReferencePoint.Coord(Xat,Yat,Zat) ; Prp = MyViewMapping.ProjectionReferencePoint() ; Prp.Coord(Xrp,Yrp,Zrp) ; Vpn = MyViewOrientation.ViewReferencePlane() ; Vpn.Coord(Xpn,Ypn,Zpn) ; X = Zrp*Xpn + Xat; Y = Zrp*Ypn + Yat; Z = Zrp*Zpn + Zat; } void V3d_View::FocalReferencePoint(Standard_Real& X, Standard_Real& Y,Standard_Real& Z) const { Graphic3d_Vertex PRP,VRPoint; Graphic3d_Vector VRPlane; Standard_Real FPD,Xprp,Yprp,Zprp; Standard_Real Xvrp,Yvrp,Zvrp,DXvrp,DYvrp,DZvrp; if ( MyType == V3d_PERSPECTIVE ) { PRP = MyViewMapping.ProjectionReferencePoint() ; FPD = MyViewMapping.FrontPlaneDistance(); PRP.Coord(Xprp,Yprp,Zprp); VRPoint = MyViewOrientation.ViewReferencePoint(); VRPoint.Coord(Xvrp,Yvrp,Zvrp); VRPlane = MyViewOrientation.ViewReferencePlane(); VRPlane.Coord(DXvrp,DYvrp,DZvrp); X = (FPD + Zprp) * DXvrp + Xvrp; Y = (FPD + Zprp) * DYvrp + Yvrp; Z = (FPD + Zprp) * DZvrp + Zvrp; } else Eye(X,Y,Z); } 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 ( MyType == V3d_PERSPECTIVE ) { FocalReferencePoint(Xo,Yo,Zo); VX = Xo - XP; VY = Yo - YP; VZ = Zo - ZP; } else { Proj(VX,VY,VZ); } } Standard_Real V3d_View::Depth() const { Graphic3d_Vertex Prp ; Standard_Real Xrp,Yrp,Zrp ; Prp = MyViewMapping.ProjectionReferencePoint() ; Prp.Coord(Xrp,Yrp,Zrp) ; return Zrp ; } void V3d_View::Proj(Standard_Real& Dx, Standard_Real& Dy, Standard_Real& Dz) const { Graphic3d_Vector Vpn ; Vpn = MyViewOrientation.ViewReferencePlane() ; Vpn.Coord(Dx,Dy,Dz) ; } void V3d_View::At(Standard_Real& X, Standard_Real& Y, Standard_Real& Z) const { Graphic3d_Vertex Vrp ; Vrp = MyViewOrientation.ViewReferencePoint() ; Vrp.Coord(X,Y,Z) ; } void V3d_View::Up(Standard_Real& Vx, Standard_Real& Vy, Standard_Real& Vz) const { Graphic3d_Vector Vup ; Vup = MyViewOrientation.ViewReferenceUp() ; Vup.Coord(Vx,Vy,Vz) ; } 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 Vpn,Vup,Xaxis,Yaxis,Zaxis ; Standard_Boolean TheStatus ; Vpn = MyViewOrientation.ViewReferencePlane() ; Vpn.Coord(Xpn,Ypn,Zpn) ; Vup.SetCoord(0.,0.,1.) ; TheStatus = ScreenAxis(Vpn,Vup,Xaxis,Yaxis,Zaxis) ; if( !TheStatus ) { Vup.SetCoord(0.,1.,0.) ; TheStatus = ScreenAxis(Vpn,Vup,Xaxis,Yaxis,Zaxis) ; } if( !TheStatus ) { Vup.SetCoord(1.,0.,0.) ; TheStatus = ScreenAxis(Vpn,Vup,Xaxis,Yaxis,Zaxis) ; } Yaxis.Coord(X0,Y0,Z0) ; Vup = MyViewOrientation.ViewReferenceUp() ; Vup.Coord(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 ; } V3d_TypeOfShadingModel V3d_View::ShadingModel()const { V3d_TypeOfShadingModel SM = (V3d_TypeOfShadingModel)MyViewContext.Model() ; return SM ; } V3d_TypeOfSurfaceDetail V3d_View::SurfaceDetail()const { V3d_TypeOfSurfaceDetail SM = (V3d_TypeOfSurfaceDetail)MyViewContext.SurfaceDetail() ; return SM ; } Handle_Graphic3d_TextureEnv V3d_View::TextureEnv() const { Handle(Graphic3d_TextureEnv) SM = MyViewContext.TextureEnv() ; return SM ; } V3d_TypeOfVisualization V3d_View::Visualization()const { V3d_TypeOfVisualization V = (V3d_TypeOfVisualization)MyViewContext.Visualization() ; return V ; } Standard_Boolean V3d_View::Antialiasing()const { Standard_Boolean A = MyViewContext.AliasingIsOn() ; return A ; } Handle(V3d_Viewer) V3d_View::Viewer() const { return MyViewer ; } Standard_Boolean V3d_View::IfWindow() const { Standard_Boolean TheStatus = MyView->IsDefined() ; return TheStatus ; } Handle(Aspect_Window) V3d_View::Window() const { return MyWindow; } V3d_TypeOfView V3d_View::Type() const { return (MyType) ; } void V3d_View::SetFocale( const Standard_Real focale ) { Standard_TypeMismatch_Raise_if (MyType != V3d_PERSPECTIVE, "the view is not a perspective view"); Standard_Real Xrp,Yrp,Zrp,ViewPlane,FrontPlane ; Graphic3d_Vertex Prp ; Prp = MyViewMapping.ProjectionReferencePoint() ; Prp.Coord(Xrp,Yrp,Zrp) ; if( MyProjModel == V3d_TPM_WALKTHROUGH ) { ViewPlane = Zrp - focale ; } else { FrontPlane = MyViewMapping.FrontPlaneDistance() ; ViewPlane = FrontPlane + Zrp - focale ; } MyViewMapping.SetViewPlaneDistance(ViewPlane) ; MyView->SetViewMapping(MyViewMapping) ; ImmediateUpdate(); } Standard_Real V3d_View::Focale( ) const { Standard_Real Xrp,Yrp,Zrp,ViewPlane,FrontPlane ; Standard_Real focale = 0.0 ; Graphic3d_Vertex Prp ; if( MyType == V3d_PERSPECTIVE ) { Prp = MyViewMapping.ProjectionReferencePoint() ; Prp.Coord(Xrp,Yrp,Zrp) ; ViewPlane = MyViewMapping.ViewPlaneDistance() ; if( MyProjModel == V3d_TPM_WALKTHROUGH ) { focale = Zrp - ViewPlane ; } else { FrontPlane = MyViewMapping.FrontPlaneDistance() ; focale = FrontPlane + Zrp - ViewPlane ; } } return (focale) ; } void V3d_View::SetViewingVolume(const Standard_Real Left, const Standard_Real Right, const Standard_Real Bottom, const Standard_Real Top, const Standard_Real ZNear, const Standard_Real ZFar) { Standard_Real Umin,Vmin,Umax,Vmax,Xrp,Yrp,Zrp; Viewer_BadValue_Raise_if ( ZNear <= 0. || ZFar <= 0. || ZNear >= ZFar, "V3d_View::SetVolume, bad distances"); MyProjReferencePoint = MyViewMapping.ProjectionReferencePoint() ; MyProjReferencePoint.Coord(Xrp,Yrp,Zrp) ; Zrp = ZNear; Standard_Real size = (ZFar - ZNear) / 2.; MyViewMapping.SetFrontPlaneDistance(size); MyViewMapping.SetBackPlaneDistance(-size); // keep view plane at front plane distance MyViewMapping.SetViewPlaneDistance(MyType == V3d_PERSPECTIVE ? 0. : size); // set window limits Umin = Left; Umax = Right; Vmin = Bottom; Vmax = Top; MyViewMapping.SetWindowLimit(Left, Bottom, Right, Top); // Update window center if ( MyType == V3d_PERSPECTIVE ) { Xrp = Yrp = 0.0; } else { Xrp = (Umin + Umax)/2. ; Yrp = (Vmin + Vmax)/2. ; } MyProjReferencePoint.SetCoord(Xrp,Yrp,Zrp) ; MyViewMapping.SetProjectionReferencePoint(MyProjReferencePoint); MyView->SetViewMapping(MyViewMapping) ; // SetZSize(0.); ImmediateUpdate(); } Handle(Visual3d_View) V3d_View::View() const { return MyView ; } Visual3d_ViewMapping V3d_View::ViewMapping() const { return MyViewMapping; } Visual3d_ViewOrientation V3d_View::ViewOrientation() const { return MyViewOrientation; } Standard_Boolean V3d_View::ScreenAxis( const Graphic3d_Vector &Vpn, const Graphic3d_Vector &Vup, Graphic3d_Vector &Xaxe, Graphic3d_Vector &Yaxe, Graphic3d_Vector &Zaxe) { Standard_Real Xpn,Ypn,Zpn,Xup,Yup,Zup ; Standard_Real dx1,dy1,dz1,dx2,dy2,dz2,xx,yy,zz ; Vpn.Coord(Xpn,Ypn,Zpn) ; Vup.Coord(Xup,Yup,Zup) ; 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() ; Yaxe.Coord(dx2,dy2,dz2) ; xx = dy1*dz2 - dz1*dy2 ; yy = dz1*dx2 - dx1*dz2 ; zz = dx1*dy2 - dy1*dx2 ; Zaxe.SetCoord(xx,yy,zz) ; if( Zaxe.LengthZero() ) return Standard_False; Zaxe.Normalize() ; return Standard_True ; } void V3d_View::InitMatrix( TColStd_Array2OfReal& Matrix ) { Standard_Integer LR = Matrix.LowerRow() ; Standard_Integer UR = Matrix.UpperRow() ; Standard_Integer LC = Matrix.LowerCol() ; Standard_Integer UC = Matrix.UpperCol() ; Standard_Integer I,J ; for( I=LR ; I<=UR ; I++ ) { for( J=LC ; J<=UC ; J++ ) Matrix(I,J) = 0. ; } for( I=LR,J=LC ; I<=UR ; I++,J++ ) Matrix(I,J) = 1. ; } Standard_Boolean V3d_View::Multiply (const TColStd_Array2OfReal& Left, const TColStd_Array2OfReal& Right, TColStd_Array2OfReal& Matrix) { Standard_Integer llr = Left.LowerRow (); Standard_Integer llc = Left.LowerCol (); Standard_Integer luc = Left.UpperCol (); Standard_Integer rlr = Right.LowerRow (); Standard_Integer rur = Right.UpperRow (); Standard_Integer rlc = Right.LowerCol (); Standard_Integer mlr = Matrix.LowerRow (); Standard_Integer mur = Matrix.UpperRow (); Standard_Integer mlc = Matrix.LowerCol (); Standard_Integer muc = Matrix.UpperCol (); TColStd_Array2OfReal Result (mlr, mur, mlc, muc); InitMatrix (Result); // Left et Right incompatibles if (luc - llc + 1 != rur - rlr + 1) return Standard_False; Standard_Integer i, j, k; Standard_Real Som; Standard_Integer I1 = llr; for (i=mlr; i<=mur; i++) { Standard_Integer J2 = rlc; for (j=mlc; j<=muc; j++) { Som = 0.0; Standard_Integer J1 = llc; Standard_Integer I2 = rlr; for (k=llc; k<=luc; k++) { Som = Som + Left (I1, J1) * Right (I2, J2); J1++; I2++; } Result (i, j) = Som; J2++; } I1++; } for (i=mlr; i<=mur; i++) for (j=mlc; j<=muc; j++) Matrix (i, j) = Result (i, j); return Standard_True; } /*----------------------------------------------------------------------*/ void V3d_View::RotAxis( const Graphic3d_Vertex &Vrp, const Graphic3d_Vector &Axe, const Standard_Real angle, TColStd_Array2OfReal& Matrix ) { Standard_Real Xrp,Yrp,Zrp,Xaxe,Yaxe,Zaxe ; Standard_Real sina,cosa,cos1m,terms1,terms2,terms3 ; Standard_Real termc12,termc13,termc23,vcal ; TColStd_Array2OfReal Tmatrix(0,3,0,3) ; TColStd_Array2OfReal Rmatrix(0,3,0,3) ; InitMatrix(Matrix) ; InitMatrix(Tmatrix) ; Vrp.Coord(Xrp,Yrp,Zrp) ; Axe.Coord(Xaxe,Yaxe,Zaxe) ; /* translation of x,y,z */ Tmatrix(0,3) = Xrp ; Tmatrix(1,3) = Yrp ; Tmatrix(2,3) = Zrp ; /* rotation around an axis */ cosa = cos(angle); sina = sin(angle); cos1m = 1. - cosa ; termc12 = Xaxe * Yaxe * cos1m ; termc13 = Xaxe * Zaxe * cos1m ; termc23 = Yaxe * Zaxe * cos1m ; terms1 = Xaxe * sina ; terms2 = Yaxe * sina ; terms3 = Zaxe * sina ; vcal = Xaxe * Xaxe ; Rmatrix(0,0) = vcal + ( 1. - vcal ) * cosa ; Rmatrix(1,0) = termc12 + terms3 ; Rmatrix(2,0) = termc13 - terms2 ; Rmatrix(3,0) = 0. ; Rmatrix(0,1) = termc12 - terms3 ; vcal = Yaxe * Yaxe ; Rmatrix(1,1) = vcal + ( 1. - vcal ) * cosa ; Rmatrix(2,1) = termc23 + terms1 ; Rmatrix(3,1) = 0. ; Rmatrix(0,2) = termc13 + terms2 ; Rmatrix(1,2) = termc23 - terms1 ; vcal = Zaxe * Zaxe ; Rmatrix(2,2) = vcal + ( 1. - vcal ) * cosa ; Rmatrix(3,2) = 0. ; Rmatrix(0,3) = 0. ; Rmatrix(1,3) = 0. ; Rmatrix(2,3) = 0. ; Rmatrix(3,3) = 1. ; /* produced by two matrices */ Multiply(Tmatrix, Rmatrix, Matrix); /* translation invert */ Tmatrix(0,3) = -Xrp; Tmatrix(1,3) = -Yrp; Tmatrix(2,3) = -Zrp; /* product final */ Multiply(Matrix, Tmatrix, Matrix); } /*----------------------------------------------------------------------*/ 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 ; } Graphic3d_Vector V3d_View::TrsPoint( const Graphic3d_Vector& V, const TColStd_Array2OfReal& Matrix ) { Graphic3d_Vector VV ; 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) ) { V.Coord(X,Y,Z) ; VV.SetCoord(X,Y,Z) ; return VV ; } V.Coord(X,Y,Z) ; XX = X*Matrix(lr,lc)+Y*Matrix(lr,lc+1)+Z*Matrix(lr,lc+2) ; YY = X*Matrix(lr+1,lc)+Y*Matrix(lr+1,lc+1)+Z*Matrix(lr+1,lc+2) ; ZZ = X*Matrix(lr+2,lc)+Y*Matrix(lr+2,lc+1)+Z*Matrix(lr+2,lc+2) ; VV.SetCoord(XX,YY,ZZ) ; VV.Normalize() ; return VV ; } void V3d_View::Pan(const Standard_Integer Dx, const Standard_Integer Dy,const Quantity_Factor aZoomFactor) { Panning(Convert(Dx),Convert(Dy),aZoomFactor,Standard_True); } void V3d_View::Zoom (const Standard_Integer X1, const Standard_Integer Y1, const Standard_Integer X2, const Standard_Integer Y2) { Standard_Real dx = Standard_Real (X2-X1); Standard_Real dy = Standard_Real (Y2-Y1); if ( dx != 0. || dy != 0. ) { Standard_Real dzoom = Sqrt(dx*dx + dy*dy) / 100. + 1; dzoom = (dx > 0) ? dzoom : 1./dzoom; SetZoom(dzoom, Standard_True); } } void V3d_View::Zoom (const Standard_Integer X1, const Standard_Integer Y1) { Standard_Real x,y; Center(x,y); Standard_Integer ix,iy; Convert(x,y,ix,iy); Zoom(ix,iy,X1,Y1); } // Defines the point (pixel) of zooming (for the method ZoomAtPoint()). void V3d_View::StartZoomAtPoint(const Standard_Integer xpix, const Standard_Integer ypix) { MyZoomAtPointX = xpix; MyZoomAtPointY = ypix; } // Zooms the model at a pixel defined by the method StartZoomAtPoint(). void V3d_View::ZoomAtPoint(const Standard_Integer mouseStartX, const Standard_Integer mouseStartY, const Standard_Integer mouseEndX, const Standard_Integer mouseEndY) { Standard_Boolean update; V3d_Coordinate X0, Y0, XS, YS; // Forbid any update. update = SetImmediateUpdate(Standard_False); // Get center point Center(X0, Y0); // Pan the point to the center of window. Convert(MyZoomAtPointX, MyZoomAtPointY, XS, YS); Panning(X0-XS, Y0-YS); // Zoom Standard_Real d = Standard_Real ((mouseEndX + mouseEndY) - (mouseStartX + mouseStartY)); Standard_Real dzoom = fabs(d) / 100.0 + 1.0; dzoom = (d > 0) ? dzoom : 1.0 / dzoom; Viewer_BadValue_Raise_if( dzoom <= 0.,"V3d_View::ZoomAtPoint, bad coefficient"); Standard_Real Umin,Vmin,Umax,Vmax; MyViewMapping.WindowLimit(Umin,Vmin,Umax,Vmax); MyXwindowCenter = (Umin + Umax) / 2.0; MyYwindowCenter = (Vmin + Vmax) / 2.0; MyWindowWidth = Abs(Umax - Umin); MyWindowHeight = Abs(Vmax - Vmin); // Ensure that zoom will not be too small or too big. Standard_Real coef = dzoom; if (MyWindowWidth < coef * Precision::Confusion()) coef = MyWindowWidth / Precision::Confusion(); else if (MyWindowWidth > coef * 1e12) coef = MyWindowWidth / 1e12; if (MyWindowHeight < coef * Precision::Confusion()) coef = MyWindowHeight / Precision::Confusion(); else if (MyWindowHeight > coef * 1e12) coef = MyWindowHeight / 1e12; Standard_Real Dxv = MyWindowWidth / coef; Standard_Real Dyv = MyWindowHeight / coef; Umin = MyXwindowCenter - Dxv/2.0; Umax = MyXwindowCenter + Dxv/2.0; Vmin = MyYwindowCenter - Dyv/2.0; Vmax = MyYwindowCenter + Dyv/2.0; // Pan the point backwards. Dxv = (XS - X0) / coef; Dyv = (YS - Y0) / coef; MyXwindowCenter = (Umin + Umax) / 2.0; MyYwindowCenter = (Vmin + Vmax) / 2.0; MyWindowWidth = Abs(Umax - Umin); MyWindowHeight = Abs(Vmax - Vmin); Standard_Real Xrp,Yrp,Zrp; MyProjReferencePoint = MyViewMapping.ProjectionReferencePoint(); MyProjReferencePoint.Coord(Xrp,Yrp,Zrp); Xrp = MyXwindowCenter - Dxv; Yrp = MyYwindowCenter - Dyv; Umin = Xrp - MyWindowWidth / 2.0; Umax = Xrp + MyWindowWidth / 2.0; Vmin = Yrp - MyWindowHeight / 2.0; Vmax = Yrp + MyWindowHeight / 2.0; // Set new reference plane coordintes of the window. MyViewMapping.SetWindowLimit(Umin,Vmin,Umax,Vmax); if (MyType != V3d_PERSPECTIVE) { MyProjReferencePoint.SetCoord(Xrp,Yrp,Zrp); MyViewMapping.SetProjectionReferencePoint(MyProjReferencePoint); } MyView->SetViewMapping(MyViewMapping); // Update the view. SetImmediateUpdate(update); ImmediateUpdate(); } 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 ); } } 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_Real Umin,Umax,Vmin,Vmax,Xrp,Yrp,Zrp ; Standard_Real DxvOld,DyvOld,DxvNew,DyvNew,RapOld,RapNew ; Standard_Integer Xpixel,Ypixel; //Standard_Integer Xleft,Yup,Xright,Ylow ; Viewer_BadValue_Raise_if( (Xmin == Xmax) || (Ymin == Ymax) , "V3d_View::FitAll, Window Size is NULL"); MyProjReferencePoint = MyViewMapping.ProjectionReferencePoint() ; MyProjReferencePoint.Coord(Xrp,Yrp,Zrp) ; aWindow->Size(Xpixel,Ypixel); DxvOld = Xpixel; DyvOld = Ypixel; if( (DxvOld == 0.) || (DyvOld == 0.) ) return ; RapOld = DxvOld/DyvOld ; DxvNew = Abs(Xmax - Xmin) ; DyvNew = Abs(Ymax - Ymin) ; RapNew = DxvNew/DyvNew ; if( RapNew >= RapOld ) { DyvNew = DxvNew/RapOld ; } else { DxvNew = DyvNew*RapOld ; } Xrp = (Xmin + Xmax)/2. ; Yrp = (Ymin + Ymax)/2. ; Umin = Xrp - DxvNew/2. ; Vmin = Yrp - DyvNew/2. ; Umax = Xrp + DxvNew/2. ; Vmax = Yrp + DyvNew/2. ; MyViewMapping.SetWindowLimit(Umin,Vmin,Umax,Vmax) ; if( MyType != V3d_PERSPECTIVE ) { MyProjReferencePoint.SetCoord(Xrp,Yrp,Zrp) ; MyViewMapping.SetProjectionReferencePoint(MyProjReferencePoint); } MyView->SetViewMapping(MyViewMapping) ; #ifdef IMP020300 Update(); #else ImmediateUpdate(); #endif } #ifdef IMP250900 static Standard_Boolean zRotation = Standard_False; #endif 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); #ifdef IMP250900 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; } #endif } void V3d_View::Rotation(const Standard_Integer X, const Standard_Integer Y) { #ifdef IMP210600 if( rx == 0. || ry == 0. ) { StartRotation(X,Y); return; } #endif #ifdef IMP250900 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); #else Standard_Real dx = (Standard_Real(X - sx)) * M_PI; Standard_Real dy = (Standard_Real(sy - Y)) * M_PI; Rotate(dx/rx, dy/ry, 0., gx, gy, gz, Standard_False); #endif #ifdef IMP020300 if( !myImmediateUpdate ) Update(); #else myImmediateUpdate = Standard_False; Rotate(dx/rx, dy/ry, 0., gx, gy, gz, Standard_False); ZFitAll (Zmargin); //Don't do that, perf improvment myImmediateUpdate = Standard_True; ImmediateUpdate(); #endif } void V3d_View::SetAnimationModeOn () { #ifdef G003 if ( MyAnimationFlags & V3d_FLAG_ANIMATION ) { if( ComputedMode() ) { // Deactivates computed mode during animation MyAnimationFlags |= V3d_FLAG_COMPUTATION; Standard_Boolean immediatUpdate = myImmediateUpdate; myImmediateUpdate = Standard_False; SetComputedMode(Standard_False); myImmediateUpdate = immediatUpdate; } MyView -> SetAnimationModeOn ( MyAnimationFlags & V3d_FLAG_DEGENERATION ); } #else MyView->SetAnimationModeOn(); #endif } void V3d_View::SetAnimationModeOff () { #ifdef G003 if ( MyAnimationFlags & V3d_FLAG_ANIMATION ) { MyView -> SetAnimationModeOff (); if ( MyAnimationFlags & V3d_FLAG_COMPUTATION ) { // Reactivates computed mode after animation MyAnimationFlags &= ~V3d_FLAG_COMPUTATION; SetComputedMode(Standard_True); } else if( MyAnimationFlags & V3d_FLAG_DEGENERATION ) { Update(); } } #else MyView->SetAnimationModeOff(); #endif } Standard_Boolean V3d_View::AnimationModeIsOn () const { return MyView->AnimationModeIsOn(); } #ifdef G003 void V3d_View :: SetAnimationMode ( const Standard_Boolean anAnimationFlag, const Standard_Boolean aDegenerationFlag ) { if ( anAnimationFlag ) MyAnimationFlags |= V3d_FLAG_ANIMATION; else MyAnimationFlags &= ~V3d_FLAG_ANIMATION; if ( aDegenerationFlag ) MyAnimationFlags |= V3d_FLAG_DEGENERATION; else MyAnimationFlags &= ~V3d_FLAG_DEGENERATION; } // end V3d_View :: SetAnimationMode Standard_Boolean V3d_View::AnimationMode( Standard_Boolean& isDegenerate ) const { isDegenerate = MyAnimationFlags & V3d_FLAG_DEGENERATION; return MyAnimationFlags & V3d_FLAG_ANIMATION; } #endif void V3d_View::SetDegenerateModeOn() { #ifdef G003 SetComputedMode(Standard_False); #else MyView->SetDegenerateModeOn(); ImmediateUpdate(); #endif } void V3d_View::SetDegenerateModeOff() { #ifdef G003 SetComputedMode(Standard_True); #else if(myComputedMode) { MyView->SetDegenerateModeOff(); ImmediateUpdate(); } #endif } Standard_Boolean V3d_View::DegenerateModeIsOn() const { #ifdef G003 return !ComputedMode(); #else return MyView->DegenerateModeIsOn(); #endif } #ifdef G003 void V3d_View :: SetComputedMode ( const Standard_Boolean aMode ) { if( aMode ) { if( myComputedMode ) { MyView -> SetComputedMode ( Standard_True ); Update (); } } else { MyView -> SetComputedMode ( Standard_False ); Update (); } } // end V3d_View :: SetComputedMode Standard_Boolean V3d_View :: ComputedMode () const { return MyView -> ComputedMode (); } // end V3d_View :: ComputedMode void V3d_View :: SetBackFacingModel ( const V3d_TypeOfBackfacingModel aModel) { MyView -> SetBackFacingModel ( Visual3d_TypeOfBackfacingModel(aModel) ); Redraw(); } // end V3d_View :: SetBackFacingModel V3d_TypeOfBackfacingModel V3d_View :: BackFacingModel () const { return V3d_TypeOfBackfacingModel(MyView -> BackFacingModel ()); } // end V3d_View :: BackFacingModel #endif Standard_Boolean V3d_View::TransientManagerBeginDraw(const Standard_Boolean DoubleBuffer,const Standard_Boolean RetainMode) const { return Visual3d_TransientManager::BeginDraw(MyView,DoubleBuffer,RetainMode); } void V3d_View::TransientManagerClearDraw() const { Visual3d_TransientManager::ClearDraw(MyView); } Standard_Boolean V3d_View::TransientManagerBeginAddDraw() const { return Visual3d_TransientManager::BeginAddDraw(MyView); } void V3d_View::Init() { myComputedMode = MyViewer->ComputedMode(); #ifdef G003 if( !myComputedMode || !MyViewer->DefaultComputedMode() ) { SetComputedMode(Standard_False); } #else if(!myComputedMode) MyView->SetDegenerateModeOn(); else if(!MyViewer->DefaultComputedMode()) MyView->SetDegenerateModeOn(); #endif #ifdef IMP240100 OSD_Environment env_walkthrow("CSF_WALKTHROUGH"); env_walkthrow.SetName( "CSF_WALKTHROUGH" ); if ( env_walkthrow.Value () != "" ) MyProjModel = V3d_TPM_WALKTHROUGH; else MyProjModel = V3d_TPM_SCREEN; #endif } void V3d_View::SetPlotter(const Handle(Graphic3d_Plotter)& aPlotter) { MyPlotter = aPlotter; } void V3d_View::Plot() { Viewer_BadValue_Raise_if( !MyPlotter.IsNull(), "view has no plotter"); MyView->Plot(MyPlotter); } Standard_Real V3d_View::Tumble (const Standard_Integer NbImages, const Standard_Boolean AnimationMode) { FullTimer.Reset (); FullTimer.Start (); if (AnimationMode) MyView->SetAnimationModeOn(); Standard_Integer i; Standard_Real delta = 0.01; Standard_Real xangle, yangle; xangle = yangle = delta*int(NbImages/3); Rotate (0.0, 0.0, 0.0, 0.0, 0.0, 0.0, Standard_True); for (i=1; i<=int(NbImages/3); i++) Rotate (delta*i, 0.0, 0.0, 0.0, 0.0, 0.0, Standard_False); for (i=1; i<=int(NbImages/3); i++) Rotate (xangle, delta*i, 0.0, 0.0, 0.0, 0.0, Standard_False); for (i=1; i<=int(NbImages/3); i++) Rotate (xangle, yangle, delta*i, 0.0, 0.0, 0.0, Standard_False); if (AnimationMode) MyView->SetAnimationModeOff(); FullTimer.Stop (); cout << "For " << NbImages << " Images : " << endl; FullTimer.Show (cout); cout << flush; Standard_Real Seconds, CPUtime; Standard_Integer Minutes, Hours; FullTimer.Show (Seconds, Minutes, Hours, CPUtime); cout << "Result " << (AnimationMode ? "with " : "without ") << "display list : " << NbImages/CPUtime << " images/Second." << endl; return NbImages/CPUtime; } #define SCREENCOPY_FILENAME "screencopy3d.gif" void V3d_View::ScreenCopy (const Handle(PlotMgt_PlotterDriver)& aPlotterDriver, const Standard_Boolean fWhiteBackground, const Quantity_Factor aPlotScale) { TCollection_AsciiString aFileToDump; Handle(Aspect_WindowDriver) aWindowDriver = #ifdef WNT new WNT_WDriver (Handle(WNT_Window)::DownCast(MyWindow)); #else new Xw_Driver (Handle(Xw_Window)::DownCast(MyWindow)); #endif // WNT Quantity_Factor aScale; Quantity_Length thePixel; Quantity_Parameter theWWidth, theWHeight; Quantity_Parameter thePWidth, thePHeight; aPlotterDriver -> WorkSpace (thePWidth, thePHeight); aWindowDriver -> WorkSpace (theWWidth, theWHeight); thePixel = aWindowDriver -> Convert (1); if (theWWidth * theWHeight != 0.) { if (aPlotScale == 0.) { aScale = Min (thePWidth / theWWidth, thePHeight / theWHeight); } else { // To be changed !!!!!!!!!!!!!!! aScale = Min (thePWidth / theWWidth, thePHeight / theWHeight); } // Set default maps (color, type, etc) for plotter driver aPlotterDriver -> SetColorMap ( new Aspect_GenericColorMap () ); aPlotterDriver -> SetTypeMap ( new Aspect_TypeMap () ); aPlotterDriver -> SetWidthMap ( new Aspect_WidthMap () ); aPlotterDriver -> SetFontMap ( new Aspect_FontMap () ); aPlotterDriver -> SetMarkMap ( new Aspect_MarkMap () ); // Set backgroung to white, unihiglight if any Quantity_Parameter theRed, theGreen, theBlue; Handle(TColStd_HSequenceOfInteger) theFlags; Graphic3d_MapOfStructure theStructures; BackgroundColor (Quantity_TOC_RGB, theRed, theGreen, theBlue); if (fWhiteBackground) SetBackgroundColor (Quantity_NOC_WHITE); MyView -> DisplayedStructures (theStructures); theFlags = new TColStd_HSequenceOfInteger (); Graphic3d_MapIteratorOfMapOfStructure Iterator (theStructures); while (Iterator.More ()) { Handle(Graphic3d_Structure) aStructure = Iterator.Key(); if (aStructure -> IsHighlighted()) { theFlags -> Append (1); aStructure -> UnHighlight (); } else { theFlags -> Append (0); } Iterator.Next (); } Redraw (); // Dump the view if (aPlotterDriver->IsKind(STANDARD_TYPE(PlotMgt_ImageDriver))) { aFileToDump = aPlotterDriver->PlotFileName(); } else { aFileToDump = aPlotterDriver->SpoolDirectory(); aFileToDump += SCREENCOPY_FILENAME; } MyWindow -> Dump (aFileToDump.ToCString()); Standard_Integer theCurStruct = 1; Iterator = Graphic3d_MapIteratorOfMapOfStructure (theStructures); while (Iterator.More ()) { if (theFlags -> Value(theCurStruct)) Iterator.Key() -> Highlight (Aspect_TOHM_COLOR); Iterator.Next (); theCurStruct++; } if (fWhiteBackground) SetBackgroundColor (Quantity_TOC_RGB, theRed, theGreen, theBlue); Redraw (); // Draw imagefile by plotter driver aPlotterDriver -> SetPixelSize (thePixel); aPlotterDriver -> BeginDraw (); aPlotterDriver -> DrawImageFile ( aFileToDump.ToCString(), (float)(thePWidth / 2.), (float)(thePHeight / 2.), aScale); aPlotterDriver -> EndDraw (); } } #undef SCREENCOPY_FILENAME #include #include //////////////////////////////////////////////////////////////// Standard_Boolean V3d_View::Dump (const Standard_CString theFile, const Image_TypeOfImage theBufferType) { Standard_Integer aWinWidth, aWinHeight; MyWindow->Size (aWinWidth, aWinHeight); Handle(Aspect_PixMap) aPixMap = ToPixMap (aWinWidth, aWinHeight, theBufferType); return !aPixMap.IsNull() && aPixMap->Dump (theFile); } //////////////////////////////////////////////////////////////// Standard_Boolean V3d_View::Dump (const Standard_CString theFile, const Aspect_FormatOfSheetPaper theFormat, const Image_TypeOfImage theBufferType) { Standard_Boolean isDone = Standard_False; // convert Aspect_FormatOfSheetPaper size to pixel ... Quantity_Length anSPWidth, anSPHeight; Aspect::ValuesOfFOSP (theFormat, anSPWidth, anSPHeight); // adjusting to the ratio width/height ... Quantity_Length aWinWidth, aWinHeight; MyWindow->MMSize (aWinWidth, aWinHeight); Standard_Integer aPixelWidth, aPixelHeight; MyWindow->Size (aPixelWidth, aPixelHeight); Quantity_Factor aScale = Min (anSPWidth / aWinWidth, anSPHeight / aWinHeight); aPixelWidth = Standard_Integer (aPixelWidth * aScale); aPixelHeight = Standard_Integer (aPixelHeight * aScale); { Handle(Aspect_PixMap) aBitmap = ToPixMap (aPixelWidth, aPixelHeight, theBufferType); Standard_Real aGammaValue = 1.0; OSD_Environment anEnvGamma ("CSF_GAMMA_CORRECTION"); TCollection_AsciiString strGamma (anEnvGamma.Value()); if (!strGamma.IsEmpty()) aGammaValue = strGamma.RealValue(); isDone = !aBitmap.IsNull() && aBitmap->Dump (theFile, aGammaValue); } return isDone; } //////////////////////////////////////////////////////////////// Handle(Image_PixMap) V3d_View::ToPixMap (const Standard_Integer theWidth, const Standard_Integer theHeight, const Image_TypeOfImage theBufferType, const Standard_Boolean theIsForceCentred) { // always prefer hardware accelerated offscreen buffer Graphic3d_CView* cView = (Graphic3d_CView* )MyView->CView(); 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 Handle(Image_PixMap)(); } } //szv: save mapping Visual3d_ViewMapping prevMapping = MyView->ViewMapping(); Standard_Real Umin, Vmin, Umax, Vmax; if (theIsForceCentred) { //szv: get mapping frame Standard_Real PUmin, PVmin, PUmax, PVmax; prevMapping.WindowLimit (PUmin, PVmin, PUmax, PVmax); //szv: calculate expansion Umin = PUmin; Vmin = PVmin; Umax = PUmax; Vmax = PVmax; Standard_Real oldWidth = (PUmax - PUmin), oldHeight = (PVmax - PVmin); Standard_Real newWidth = (oldHeight * aFBOVPSizeX) / aFBOVPSizeY; if (newWidth < oldWidth) { Standard_Real newHeight = (oldWidth * aFBOVPSizeY) / aFBOVPSizeX; // Expand height Standard_Real delta = 0.5 * (newHeight - oldHeight); Vmin = PVmin - delta; Vmax = PVmax + delta; } else { // Expand width Standard_Real delta = 0.5 * (newWidth - oldWidth); Umin = PUmin - delta; Umax = PUmax + delta; } //szv: apply expanded mapping MyViewMapping.SetWindowLimit (Umin, Vmin, Umax, Vmax); MyView->SetViewMapping (MyViewMapping); } //workround for rendering list of Over and Under Layers if (!MyLayerMgr.IsNull()) { MyLayerMgr->Compute(); } Redraw(); //szv: restore mapping MyViewMapping = prevMapping; MyView->SetViewMapping (prevMapping); // allocate image buffer for dumping Image_CRawBufferData aRawBuffer; Handle(Image_PixMap) anImageBitmap = new Image_PixMap (aFBOVPSizeX, aFBOVPSizeY, theBufferType); anImageBitmap->AccessBuffer (aRawBuffer); if (!MyView->BufferDump (aRawBuffer)) { // dump is failed! anImageBitmap = Handle(Image_PixMap)(); } // FBO now useless, free resources if (aFBOPtr != aPrevFBOPtr) { MyView->FBORelease (aFBOPtr); } else if (aPrevFBOPtr != NULL) { MyView->FBOChangeViewport (aPrevFBOPtr, aPrevFBOVPSizeX, aPrevFBOVPSizeY); } cView->ptrFBO = aPrevFBOPtr; return anImageBitmap; }