// commercial license or contractual agreement.
/***********************************************************************
-
V3d_PositionLight.cxx
Created: 30-03-98 ZOV (ZELENKOV Oleg)
-
************************************************************************/
-#include <V3d.hxx>
-#include <V3d_PositionLight.ixx>
-#include <Graphic3d_Vector.hxx>
-#include <Graphic3d_Vertex.hxx>
-#include <Graphic3d_Structure.hxx>
-#include <Graphic3d_Group.hxx>
-#include <Graphic3d_ArrayOfSegments.hxx>
-#include <Graphic3d_AspectMarker3d.hxx>
-#include <Graphic3d_AspectLine3d.hxx>
-#include <Graphic3d_AspectText3d.hxx>
-#include <V3d_SpotLight.hxx>
-#include <Visual3d_Light.hxx>
-#include <Visual3d_ViewManager.hxx>
-#include <Visual3d_ContextPick.hxx>
-#include <Visual3d_PickDescriptor.hxx>
-#include <Visual3d_HSequenceOfPickPath.hxx>
-#include <Visual3d_PickPath.hxx>
-#include <V3d_BadValue.hxx>
-#include <gp_Dir.hxx>
#include <gp_Ax1.hxx>
-#include <gp_Vec.hxx>
+#include <gp_Dir.hxx>
#include <gp_Pnt.hxx>
#include <gp_Trsf.hxx>
+#include <gp_Vec.hxx>
+#include <Graphic3d_ArrayOfSegments.hxx>
+#include <Graphic3d_AspectLine3d.hxx>
+#include <Graphic3d_AspectMarker3d.hxx>
+#include <Graphic3d_AspectText3d.hxx>
+#include <Graphic3d_Group.hxx>
+#include <Graphic3d_Structure.hxx>
+#include <Graphic3d_Vector.hxx>
+#include <Graphic3d_Vertex.hxx>
+#include <Standard_Type.hxx>
#include <TCollection_AsciiString.hxx>
+#include <V3d.hxx>
+#include <V3d_BadValue.hxx>
+#include <V3d_PositionLight.hxx>
+#include <V3d_SpotLight.hxx>
+#include <V3d_View.hxx>
+#include <V3d_Viewer.hxx>
-V3d_PositionLight::V3d_PositionLight(const Handle(V3d_Viewer)& VM) : V3d_Light(VM) {
-}
+IMPLEMENT_STANDARD_RTTIEXT(V3d_PositionLight,V3d_Light)
-void V3d_PositionLight::SetTarget(const Standard_Real X, const Standard_Real Y, const Standard_Real Z) {
+// =======================================================================
+// function : V3d_PositionLight
+// purpose :
+// =======================================================================
+V3d_PositionLight::V3d_PositionLight (const Handle(V3d_Viewer)& theViewer)
+: V3d_Light(theViewer)
+{
+}
+// =======================================================================
+// function : SetTarget
+// purpose :
+// =======================================================================
+void V3d_PositionLight::SetTarget (const Standard_Real theX, const Standard_Real theY, const Standard_Real theZ)
+{
Standard_Real Xc,Yc,Zc, Xp,Yp,Zp;
// Recalculation of the position
- MyTarget.Coord(Xc,Yc,Zc);
+ myTarget.Coord(Xc,Yc,Zc);
Position (Xp,Yp,Zp) ;
- Xp = Xp + (X - Xc);
- Yp = Yp + (Y - Yc);
- Zp = Zp + (Z - Zc);
+ Xp = Xp + (theX - Xc);
+ Yp = Yp + (theY - Yc);
+ Zp = Zp + (theZ - Zc);
// Affectation
- MyTarget.SetCoord(X,Y,Z);
+ myTarget.SetCoord(theX,theY,theZ);
SetPosition(Xp,Yp,Zp) ;
}
-void V3d_PositionLight::SetRadius(const Standard_Real Radius) {
-
- V3d_BadValue_Raise_if( Radius <= 0. , "V3d_PositionLight::SetRadius, bad radius");
- V3d_BadValue_Raise_if( MyType == V3d_DIRECTIONAL , "V3d_PositionLight::SetRadius, bad light type");
+// =======================================================================
+// function : SetRadius
+// purpose :
+// =======================================================================
+void V3d_PositionLight::SetRadius (const Standard_Real theRadius)
+{
+ V3d_BadValue_Raise_if( theRadius <= 0. , "V3d_PositionLight::SetRadius, bad radius");
+ V3d_BadValue_Raise_if( Type() == V3d_DIRECTIONAL , "V3d_PositionLight::SetRadius, bad light type");
Standard_Real X0,Y0,Z0, Xn,Yn,Zn, Xp,Yp,Zp;
// The target point remains unchanged, only the position of the light is modified
// by preserving the direction.
Position (Xp,Yp,Zp);
- Graphic3d_Vector D(MyTarget, Graphic3d_Vertex(Xp, Yp, Zp));
+ Graphic3d_Vector D(myTarget, Graphic3d_Vertex(Xp, Yp, Zp));
D.Normalize();
D.Coord(Xn,Yn,Zn);
- MyTarget.Coord(X0,Y0,Z0);
- Xn = X0 + Radius*Xn;
- Yn = Y0 + Radius*Yn;
- Zn = Z0 + Radius*Zn;
+ myTarget.Coord(X0,Y0,Z0);
+ Xn = X0 + theRadius*Xn;
+ Yn = Y0 + theRadius*Yn;
+ Zn = Z0 + theRadius*Zn;
SetPosition(Xn,Yn,Zn) ;
}
-void V3d_PositionLight::OnHideFace(const Handle(V3d_View)& aView) {
-
+// =======================================================================
+// function : OnHideFace
+// purpose :
+// =======================================================================
+void V3d_PositionLight::OnHideFace (const Handle(V3d_View)& theView)
+{
Standard_Real Xp,Yp,Zp, X,Y,Z, VX,VY,VZ;
Position (Xp,Yp,Zp);
- V3d_Light::SymetricPointOnSphere (aView,
- MyTarget, Graphic3d_Vertex(Xp,Yp,Yp), Radius(), X,Y,Z, VX,VY,VZ);
+ V3d_Light::SymetricPointOnSphere (theView,
+ myTarget, Graphic3d_Vertex(Xp,Yp,Yp), Radius(), X,Y,Z, VX,VY,VZ);
// This is a visible point
if ((VX*(X-Xp) < 0.) && (VY*(Y-Yp) < 0.) && (VZ*(Z-Zp) < 0.))
SetPosition (X,Y,Z);
}
-void V3d_PositionLight::OnSeeFace(const Handle(V3d_View)& aView) {
-
+// =======================================================================
+// function : OnSeeFace
+// purpose :
+// =======================================================================
+void V3d_PositionLight::OnSeeFace (const Handle(V3d_View)& theView)
+{
Standard_Real Xp,Yp,Zp, X,Y,Z, VX,VY,VZ;
Position (Xp,Yp,Zp);
- V3d_Light::SymetricPointOnSphere (aView,
- MyTarget, Graphic3d_Vertex(Xp,Yp,Yp), Radius(), X,Y,Z, VX,VY,VZ);
+ V3d_Light::SymetricPointOnSphere (theView,
+ myTarget, Graphic3d_Vertex(Xp,Yp,Yp), Radius(), X,Y,Z, VX,VY,VZ);
// This is a hidden point
if ((VX*(X-Xp) > 0.) && (VY*(Y-Yp) > 0.) && (VZ*(Z-Zp) > 0.))
SetPosition (X,Y,Z);
}
-Standard_Boolean V3d_PositionLight::SeeOrHide(const Handle(V3d_View)& aView) const {
-
+// =======================================================================
+// function : SeeOrHide
+// purpose :
+// =======================================================================
+Standard_Boolean V3d_PositionLight::SeeOrHide (const Handle(V3d_View)& theView) const
+{
Standard_Real Xp,Yp,Zp, X,Y,Z, VX,VY,VZ;
Position (Xp,Yp,Zp);
- V3d_Light::SymetricPointOnSphere (aView,
- MyTarget, Graphic3d_Vertex(Xp,Yp,Yp), Radius(), X,Y,Z, VX,VY,VZ);
+ V3d_Light::SymetricPointOnSphere (theView,
+ myTarget, Graphic3d_Vertex(Xp,Yp,Yp), Radius(), X,Y,Z, VX,VY,VZ);
// Is it a visible or a hidden point
return ( (VX*(X-Xp) > 0.) || (VY*(Y-Yp) > 0.) || (VZ*(Z-Zp) > 0.) )?
Standard_True;
}
-void V3d_PositionLight::Target(Standard_Real& Xp, Standard_Real& Yp, Standard_Real& Zp)const {
-
- MyTarget.Coord(Xp,Yp,Zp) ;
+// =======================================================================
+// function : Target
+// purpose :
+// =======================================================================
+void V3d_PositionLight::Target (Standard_Real& theXp, Standard_Real& theYp, Standard_Real& theZp) const
+{
+ myTarget.Coord (theXp, theYp, theZp);
}
-void V3d_PositionLight::Display( const Handle(V3d_View)& aView,
- const V3d_TypeOfRepresentation TPres )
+// =======================================================================
+// function : Display
+// purpose :
+// =======================================================================
+void V3d_PositionLight::Display (const Handle(V3d_View)& theView, const V3d_TypeOfRepresentation theTPres)
{
Graphic3d_Vertex PText ;
Standard_Real X,Y,Z,Rayon;
Standard_Real X0,Y0,Z0,VX,VY,VZ;
Standard_Real X1,Y1,Z1;
Standard_Real DXRef,DYRef,DZRef,DXini,DYini,DZini;
- Standard_Real R1,G1,B1;
V3d_TypeOfRepresentation Pres;
- V3d_TypeOfUpdate UpdSov;
// Creation of a structure of markable elements (position of the
// light, and the domain of lighting represented by a circle)
// Creation of a structure snopick of non-markable elements (target, meridian and
// parallel).
- Pres = TPres;
- Handle(V3d_Viewer) TheViewer = aView->Viewer();
- UpdSov = TheViewer->UpdateMode();
- TheViewer->SetUpdateMode(V3d_WAIT);
- if (!MyGraphicStructure.IsNull()) {
- MyGraphicStructure->Disconnect(MyGraphicStructure1);
- MyGraphicStructure->Clear();
- MyGraphicStructure1->Clear();
- if (Pres == V3d_SAMELAST) Pres = MyTypeOfRepresentation;
+ Pres = theTPres;
+ Handle(V3d_Viewer) TheViewer = theView->Viewer();
+ if (!myGraphicStructure.IsNull()) {
+ myGraphicStructure->Disconnect(myGraphicStructure1);
+ myGraphicStructure->Clear();
+ myGraphicStructure1->Clear();
+ if (Pres == V3d_SAMELAST) Pres = myTypeOfRepresentation;
}
else {
if (Pres == V3d_SAMELAST) Pres = V3d_SIMPLE;
- Handle(Graphic3d_Structure) slight = new Graphic3d_Structure(TheViewer->Viewer());
- MyGraphicStructure = slight;
- Handle(Graphic3d_Structure) snopick = new Graphic3d_Structure(TheViewer->Viewer());
- MyGraphicStructure1 = snopick;
+ Handle(Graphic3d_Structure) slight = new Graphic3d_Structure(TheViewer->StructureManager());
+ myGraphicStructure = slight;
+ Handle(Graphic3d_Structure) snopick = new Graphic3d_Structure(TheViewer->StructureManager());
+ myGraphicStructure1 = snopick;
}
- Handle(Graphic3d_Group) gradius;
- Handle(Graphic3d_Group) gExtArrow;
- Handle(Graphic3d_Group) gIntArrow;
-
- if (MyType != V3d_DIRECTIONAL) {
- if (Pres == V3d_COMPLETE) {
- gradius = new Graphic3d_Group(MyGraphicStructure);
- gExtArrow = new Graphic3d_Group(MyGraphicStructure);
- gIntArrow = new Graphic3d_Group(MyGraphicStructure);
- }
+ Handle(Graphic3d_Group) gradius, gExtArrow, gIntArrow;
+ if (Type() != V3d_DIRECTIONAL
+ && Pres == V3d_COMPLETE)
+ {
+ gradius = myGraphicStructure->NewGroup();
+ gExtArrow = myGraphicStructure->NewGroup();
+ gIntArrow = myGraphicStructure->NewGroup();
}
- Handle(Graphic3d_Group) glight = new Graphic3d_Group(MyGraphicStructure);
+ Handle(Graphic3d_Group) glight = myGraphicStructure->NewGroup();
Handle(Graphic3d_Group) gsphere;
- if (Pres == V3d_COMPLETE || Pres == V3d_PARTIAL) gsphere = new Graphic3d_Group(MyGraphicStructure);
+ if (Pres == V3d_COMPLETE
+ || Pres == V3d_PARTIAL)
+ {
+ gsphere = myGraphicStructure->NewGroup();
+ }
- Handle(Graphic3d_Group) gnopick = new Graphic3d_Group(MyGraphicStructure1);
- MyGraphicStructure1->SetPick(Standard_False);
+ Handle(Graphic3d_Group) gnopick = myGraphicStructure1->NewGroup();
- X0 = MyTarget.X();
- Y0 = MyTarget.Y();
- Z0 = MyTarget.Z();
+ X0 = myTarget.X();
+ Y0 = myTarget.Y();
+ Z0 = myTarget.Z();
// Display of the light position.
- this->Color(Quantity_TOC_RGB,R1,G1,B1);
- Quantity_Color Col1(R1,G1,B1,Quantity_TOC_RGB);
+ const Quantity_Color Col1 = this->Color();
Handle(Graphic3d_AspectLine3d) Asp1 = new Graphic3d_AspectLine3d();
Asp1->SetColor(Col1);
glight->SetPrimitivesAspect(Asp1);
- this->Symbol(glight,aView);
+ this->Symbol(glight,theView);
// Display of the marking sphere (limit at the circle).
if (Pres == V3d_COMPLETE || Pres == V3d_PARTIAL) {
Rayon = this->Radius();
- aView->Proj(VX,VY,VZ);
+ theView->Proj(VX,VY,VZ);
V3d::CircleInPlane(gsphere,X0,Y0,Z0,VX,VY,VZ,Rayon);
- if (MyType != V3d_DIRECTIONAL) {
+ if (Type() != V3d_DIRECTIONAL) {
//Display of the radius of the sphere (line + text)
gnopick->SetPrimitivesAspect(Asp2);
// Definition of the axis of circle
- aView->Up(DXRef,DYRef,DZRef);
+ theView->Up(DXRef,DYRef,DZRef);
this->Position(X,Y,Z);
DXini = X-X0; DYini = Y-Y0; DZini = Z-Z0;
VX = DYRef*DZini - DZRef*DYini;
// Display of the parallel
// Definition of the axis of circle
- aView->Proj(VX,VY,VZ);
- aView->Up(X1,Y1,Z1);
+ theView->Proj(VX,VY,VZ);
+ theView->Up(X1,Y1,Z1);
DXRef = VY * Z1 - VZ * Y1;
DYRef = VZ * X1 - VX * Z1;
DZRef = VX * Y1 - VY * X1;
V3d::CircleInPlane(gnopick,X0,Y0,Z0,VX,VY,VZ,Rayon);
}
- MyGraphicStructure->Connect(MyGraphicStructure1,Graphic3d_TOC_DESCENDANT);
- MyTypeOfRepresentation = Pres;
- MyGraphicStructure->Display();
- TheViewer->SetUpdateMode(UpdSov);
+ myGraphicStructure->Connect(myGraphicStructure1,Graphic3d_TOC_DESCENDANT);
+ myTypeOfRepresentation = Pres;
+ myGraphicStructure->Display();
}
-
-void V3d_PositionLight::Tracking( const Handle(V3d_View)& aView,
- const V3d_TypeOfPickLight WhatPick,
- const Standard_Integer Xpix,
- const Standard_Integer Ypix) {
-
+// =======================================================================
+// function : Display
+// purpose :
+// =======================================================================
+void V3d_PositionLight::Tracking (const Handle(V3d_View)& theView,
+ const V3d_TypeOfPickLight theWhatPick,
+ const Standard_Integer theXpix,
+ const Standard_Integer theYpix)
+{
// Quantity_Color Col ;
Standard_Real xPos, yPos, zPos;
Standard_Real XPp,YPp,PXT,PYT,X,Y,Z,Rayon,Ylim;
Standard_Real Xi,Yi,Zi,DeltaX,DeltaY,DeltaZ,Lambda;
Standard_Integer IPX,IPY;
- aView->Convert(Xpix,Ypix,XPp,YPp);
- X0 = MyTarget.X();
- Y0 = MyTarget.Y();
- Z0 = MyTarget.Z();
- aView->Project(X0,Y0,Z0,PXT,PYT);
- aView->Convert(PXT,PYT,IPX,IPY);
+ theView->Convert(theXpix,theYpix,XPp,YPp);
+ X0 = myTarget.X();
+ Y0 = myTarget.Y();
+ Z0 = myTarget.Z();
+ theView->Project(X0,Y0,Z0,PXT,PYT);
+ theView->Convert(PXT,PYT,IPX,IPY);
// Coord 3d in the plane of projection of the target.
- aView->Convert(IPX,IPY,XT,YT,ZT);
- switch (WhatPick) {
+ theView->Convert(IPX,IPY,XT,YT,ZT);
+ switch (theWhatPick) {
case V3d_POSITIONLIGHT :
// The Coordinates should remain inside of the sphere
Rayon = Radius();
YMaxTrack = PYT + Ylim;
if (XPp >= XMinTrack && XPp <= XMaxTrack) {
if (YPp >= YMinTrack && YPp <= YMaxTrack) {
- aView->ProjReferenceAxe(Xpix,Ypix,XP,YP,ZP,VX,VY,VZ);
+ theView->ProjReferenceAxe(theXpix,theYpix,XP,YP,ZP,VX,VY,VZ);
DeltaX = X0 - XP;
DeltaY = Y0 - YP;
DeltaZ = Z0 - ZP;
Z = ZP + Lambda*VZ;
SetPosition(X,Y,Z);
- if (MyType == V3d_SPOT)
+ if (Type() == V3d_SPOT)
((V3d_SpotLight*)this)->SetDirection(X0-X,Y0-Y,Z0-Z);
- Display(aView,MyTypeOfRepresentation);
- (aView->Viewer())->UpdateLights();
+ Display(theView,myTypeOfRepresentation);
+ (theView->Viewer())->UpdateLights();
}
}
}
break;
case V3d_SPACELIGHT :
- aView->Convert(PXT,PYT,IPX,IPY);
+ theView->Convert(PXT,PYT,IPX,IPY);
// In this case Xpix,Ypix correspond to a distance, relative
// to the translation that is planned to be performed on the sphere.
- aView->Convert(IPX+Xpix,IPY+Ypix,X,Y,Z);
+ theView->Convert(IPX+theXpix,IPY+theYpix,X,Y,Z);
X = X+X0-XT;
Y = Y+Y0-YT;
Z = Z+Z0-ZT;
SetTarget(X,Y,Z);
- Display(aView,MyTypeOfRepresentation);
- (aView->Viewer())->UpdateLights();
+ Display(theView,myTypeOfRepresentation);
+ (theView->Viewer())->UpdateLights();
break;
case V3d_ExtRADIUSLIGHT :
- if (MyType == V3d_DIRECTIONAL)
+ if (Type() == V3d_DIRECTIONAL)
break;
// it is attempted to preserve the target direction position of the
// source ==> the point is projected on the target source direction.
this->Position(Xi,Yi,Zi);
- aView->Project(Xi,Yi,Zi,PXP,PYP);
+ theView->Project(Xi,Yi,Zi,PXP,PYP);
DX = PXP - PXT;
DY = PYP - PYT;
A1 = DY/DX ; B1 = PYT - A1*PXT;
Rayon = Radius();
Rayon = Rayon * Rap;
SetRadius(Rayon);
- Display(aView,MyTypeOfRepresentation);
- (aView->Viewer())->UpdateLights();
+ Display(theView,myTypeOfRepresentation);
+ (theView->Viewer())->UpdateLights();
}
break;
case V3d_IntRADIUSLIGHT :
- if (MyType == V3d_DIRECTIONAL)
+ if (Type() == V3d_DIRECTIONAL)
break;
// it is attempted to preserve the target direction position of the
// source ==> the point is projected on the target source direction.
Position(Xi,Yi,Zi);
- aView->Project(Xi,Yi,Zi,PXP,PYP);
+ theView->Project(Xi,Yi,Zi,PXP,PYP);
DX = PXP - PXT;
DY = PYP - PYT;
A1 = DY/DX ; B1 = PYT - A1*PXT;
// the source should remain at a fixed position,
// only the target is modified.
Position (xPos, yPos, zPos);
- Graphic3d_Vector Dir(Graphic3d_Vertex(xPos,yPos,zPos), MyTarget);
+ Graphic3d_Vector Dir(Graphic3d_Vertex(xPos,yPos,zPos), myTarget);
Dir.Normalize();
Dir.Coord(X,Y,Z);
X = Xi + Rayon*X;
Z = Zi + Rayon*Z;
// the source should remain at a fixed position,
// only the target is modified.
- MyTarget.SetCoord(X,Y,Z);
- Display(aView,MyTypeOfRepresentation);
- (aView->Viewer())->UpdateLights();
+ myTarget.SetCoord(X,Y,Z);
+ Display(theView,myTypeOfRepresentation);
+ (theView->Viewer())->UpdateLights();
}
break;
}
}
-Standard_Real V3d_PositionLight::Radius() const {
-
+// =======================================================================
+// function : Radius
+// purpose :
+// =======================================================================
+Standard_Real V3d_PositionLight::Radius() const
+{
Standard_Real Xp,Yp,Zp, Xc,Yc,Zc;
Position (Xp,Yp,Zp);
- MyTarget.Coord(Xc,Yc,Zc);
+ myTarget.Coord(Xc,Yc,Zc);
return Sqrt (Square(Xc - Xp) + Square(Yc - Yp) + Square(Zc - Zp));
}
-void V3d_PositionLight::Erase() {
-
- if (!MyGraphicStructure.IsNull()) MyGraphicStructure->Erase();
- if (!MyGraphicStructure1.IsNull()) MyGraphicStructure1->Erase();
+// =======================================================================
+// function : Radius
+// purpose :
+// =======================================================================
+void V3d_PositionLight::Erase()
+{
+ if (!myGraphicStructure.IsNull()) myGraphicStructure->Erase();
+ if (!myGraphicStructure1.IsNull()) myGraphicStructure1->Erase();
}