//
// This file is part of Open CASCADE Technology software library.
//
-// This library is free software; you can redistribute it and / or modify it
-// under the terms of the GNU Lesser General Public version 2.1 as published
+// This library is free software; you can redistribute it and/or modify it under
+// the terms of the GNU Lesser General Public License version 2.1 as published
// by the Free Software Foundation, with special exception defined in the file
// OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
// distribution for complete text of the license and disclaimer of any warranty.
// Alternatively, this file may be used under the terms of Open CASCADE
// commercial license or contractual agreement.
-/***********************************************************************
-
-FONCTION :
-----------
-Classe V3d_View :
-
-HISTORIQUE DES MODIFICATIONS :
---------------------------------
-00-09-92 : GG ; Creation.
-02-10-96 : FMN ; Suppression appel Redraw sans MustBeResized()
-05-06-97 : FMN ; Correction FitAll()
-30-06-97 : GG ; Correction + Optimisation de Panning(...)
-On fait la translation + le zoom en une seule
-operation au lieu de 2 precedemment qui etait buggee.
-09-07-97 : FMN ; Correction FitAll() sur le Ratio
-16-07-97 : FMN ; Correction FitAll() sur le calcul de la Box
-22-07-97 : FMN ; Ajout mode RetainMode pour le Transient
-15-12-97 : FMN ; Ajout texture mapping
-17-12-97 : FMN ; CTS19129 Correction FitAll() multiple
-18-12-97 : FMN ; Ajout mode Ajout
-24-12-97 : FMN ; Remplacement de math par MathGra
-24-12-97 : CQO ; BUC50037 Xw_Window -> Aspect_Window
-31-12-97 : CAL ; Remplacement de MathGra par Array2OfReal
-07-01-98 : CAL ; Ajout de la methode DoMapping.
-07-01-98 : CAL ; Retrait de tous les "this->" inutiles
-21-01-98 : CAL ; Remplacement des Window->Position () par Window->Size ()
-27-01-98 : FMN ; PERF: OPTIMISATION LOADER (LOPTIM)
-12-02-98 : GG ; Reactivation du Redraw dans MustBeResized()
-23-02-98 : FMN ; Remplacement PI par Standard_PI
-25-02-98 : FMN ; PERF.27: Optimisation of view creation from existing view
-11-03-98 : STT ; S3558
-19-03-98 : FMN ; Probleme dans FitAll car la methode WNT_Window::Size(Real,Real)
-ne marche pas.
-08-04-98 : STT ; suppr. S3558
-10-04-98 : CAL ; Ajout des methodes RefToPix et PixToRef
-13-06-98 : FMN ; Probleme dans FitAll car la methode WNT_Window::Size(Real,Real)
-ne marche pas. Contournement en appelant WNT_Window::Size(Int,Int).
-16-08-98 : CAL ; S3892. Ajout grilles 3d.
-09-09-98 : CAL ; S3892. Generalisation de TrsPoint.
-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.
-
-************************************************************************/
-
-//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 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 <V3d_View.hxx>
-#include <Standard_TypeMismatch.hxx>
-#include <Visual3d_ViewManager.hxx>
-#include <Visual3d_Light.hxx>
-#include <Graphic3d_Structure.hxx>
+#include <Aspect_GradientBackground.hxx>
+#include <Aspect_Grid.hxx>
+#include <Aspect_Window.hxx>
+#include <Bnd_Box.hxx>
+#include <gp_Ax3.hxx>
+#include <gp_Dir.hxx>
+#include <gp_Pln.hxx>
+#include <Graphic3d_AspectMarker3d.hxx>
+#include <Graphic3d_GraphicDriver.hxx>
+#include <Graphic3d_Group.hxx>
#include <Graphic3d_MapIteratorOfMapOfStructure.hxx>
#include <Graphic3d_MapOfStructure.hxx>
+#include <Graphic3d_Structure.hxx>
#include <Graphic3d_TextureEnv.hxx>
+#include <Graphic3d_Vector.hxx>
#include <Image_AlienPixMap.hxx>
-#include <V3d.hxx>
-#include <V3d_View.ixx>
-#include <V3d_BadValue.hxx>
+#include <Message.hxx>
+#include <Message_Messenger.hxx>
+#include <NCollection_Array1.hxx>
+#include <Precision.hxx>
+#include <Quantity_Color.hxx>
+#include <Standard_Assert.hxx>
+#include <Standard_DivideByZero.hxx>
+#include <Standard_ErrorHandler.hxx>
+#include <Standard_MultiplyDefined.hxx>
#include <Standard_ShortReal.hxx>
-#include <gp_Dir.hxx>
+#include <Standard_Type.hxx>
+#include <Standard_TypeMismatch.hxx>
+#include <TColgp_Array1OfPnt.hxx>
#include <TColStd_Array2OfReal.hxx>
-#include <Visual3d_TransientManager.hxx>
-#include <Precision.hxx>
-
-// S3892
-#include <Graphic3d_AspectMarker3d.hxx>
-#include <Graphic3d_GraphicDriver.hxx>
-
-// S3603
-#include <Aspect_GenericColorMap.hxx>
-#include <Aspect_TypeMap.hxx>
-#include <Aspect_WidthMap.hxx>
-#include <Aspect_MarkMap.hxx>
-#include <Aspect_FontMap.hxx>
#include <TColStd_HSequenceOfInteger.hxx>
+#include <V3d.hxx>
+#include <V3d_BadValue.hxx>
+#include <V3d_Light.hxx>
+#include <V3d_StereoDumpOptions.hxx>
+#include <V3d_UnMapped.hxx>
+#include <V3d_Viewer.hxx>
-#define V3d_FLAG_COMPUTATION 0x00000004
-
-// Perspective
-#include <OSD_Environment.hxx>
-
-/*----------------------------------------------------------------------*/
-/*
-* Constant
-*/
+IMPLEMENT_STANDARD_RTTIEXT(V3d_View,Standard_Transient)
-#define Zmargin 1.
#define DEUXPI (2. * M_PI)
-/*----------------------------------------------------------------------*/
-/*
-* Local data definitions
-*/
+namespace
+{
+ static const Standard_Integer THE_NB_BOUND_POINTS = 8;
+}
+//=============================================================================
+//function : Constructor
+//purpose :
+//=============================================================================
+V3d_View::V3d_View (const Handle(V3d_Viewer)& theViewer, const V3d_TypeOfView theType)
+: MyViewer (theViewer.operator->()),
+ SwitchSetFront (Standard_False),
+ myZRotation (Standard_False),
+ myTrihedron (new V3d_Trihedron()),
+ MyTrsf (1, 4, 1, 4)
+{
+ myView = theViewer->Driver()->CreateView (theViewer->StructureManager());
-static Standard_Real MyXwindowCenter ;
-static Standard_Real MyYwindowCenter ;
-static Standard_Real MyWindowWidth ;
-static Standard_Real MyWindowHeight ;
+ myView->SetBackground (theViewer->GetBackgroundColor());
+ myView->SetGradientBackground (theViewer->GetGradientBackground());
-#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()
+ ChangeRenderingParams() = theViewer->DefaultRenderingParams();
-static Graphic3d_Vector& _MyYscreenAxis() {
- static Graphic3d_Vector MyYscreenAxis;
- return MyYscreenAxis;
-}
-#define MyYscreenAxis _MyYscreenAxis()
+ // camera init
+ Handle(Graphic3d_Camera) aCamera = new Graphic3d_Camera();
+ aCamera->SetFOVy (45.0);
+ aCamera->SetIOD (Graphic3d_Camera::IODType_Relative, 0.05);
+ aCamera->SetZFocus (Graphic3d_Camera::FocusType_Relative, 1.0);
+ aCamera->SetProjectionType ((theType == V3d_ORTHOGRAPHIC)
+ ? Graphic3d_Camera::Projection_Orthographic
+ : Graphic3d_Camera::Projection_Perspective);
-static Graphic3d_Vector& _MyZscreenAxis() {
- static Graphic3d_Vector MyZscreenAxis;
- return MyZscreenAxis;
-}
-#define MyZscreenAxis _MyZscreenAxis()
+ myDefaultCamera = new Graphic3d_Camera();
-static Graphic3d_Vector& _MyViewReferencePlane() {
- static Graphic3d_Vector MyViewReferencePlane;
- return MyViewReferencePlane;
+ myImmediateUpdate = Standard_False;
+ SetAutoZFitMode (Standard_True, 1.0);
+ SetBackFacingModel (V3d_TOBM_AUTOMATIC);
+ SetCamera (aCamera);
+ SetAxis (0.,0.,0.,1.,1.,1.);
+ SetVisualization (theViewer->DefaultVisualization());
+ SetShadingModel (theViewer->DefaultShadingModel());
+ SetTwist (0.);
+ SetAt (0.,0.,0.);
+ SetProj (theViewer->DefaultViewProj());
+ SetSize (theViewer->DefaultViewSize());
+ Standard_Real zsize = theViewer->DefaultViewSize();
+ SetZSize (2.*zsize);
+ SetDepth (theViewer->DefaultViewSize() / 2.0);
+ SetViewMappingDefault();
+ SetViewOrientationDefault();
+ theViewer->AddView (this);
+ Init();
+ myImmediateUpdate = Standard_True;
}
-#define MyViewReferencePlane _MyViewReferencePlane()
-static Graphic3d_Vector& _MyViewReferenceUp() {
- static Graphic3d_Vector MyViewReferenceUp;
- return MyViewReferenceUp;
-}
-#define MyViewReferenceUp _MyViewReferenceUp()
+//=============================================================================
+//function : Constructor
+//purpose :
+//=============================================================================
+V3d_View::V3d_View (const Handle(V3d_Viewer)& theViewer, const Handle(V3d_View)& theView)
+: MyViewer (theViewer.operator->()),
+ SwitchSetFront(Standard_False),
+ myZRotation (Standard_False),
+ MyTrsf (1, 4, 1, 4)
+{
+ myView = theViewer->Driver()->CreateView (theViewer->StructureManager());
-static Graphic3d_Vector& _MyViewAxis() {
- static Graphic3d_Vector MyViewAxis;
- return MyViewAxis;
-}
-#define MyViewAxis _MyViewAxis()
+ myView->CopySettings (theView->View());
-static Graphic3d_Vertex& _MyViewReferencePoint() {
- static Graphic3d_Vertex MyViewReferencePoint;
- return MyViewReferencePoint;
-}
-#define MyViewReferencePoint _MyViewReferencePoint()
+ myDefaultCamera = new Graphic3d_Camera();
-static Graphic3d_Vertex& _MyGravityReferencePoint() {
- static Graphic3d_Vertex MyGravityReferencePoint;
- return MyGravityReferencePoint;
+ myImmediateUpdate = Standard_False;
+ SetAutoZFitMode (theView->AutoZFitMode(), theView->AutoZFitScaleFactor());
+ SetAxis (0.0, 0.0, 0.0, 1.0, 1.0, 1.0);
+ SetViewMappingDefault();
+ SetViewOrientationDefault();
+ theViewer->AddView (this);
+ Init();
+ myImmediateUpdate = Standard_True;
}
-#define MyGravityReferencePoint _MyGravityReferencePoint()
-static Graphic3d_Vertex& _MyProjReferencePoint() {
- static Graphic3d_Vertex MyProjReferencePoint;
- return MyProjReferencePoint;
+//=============================================================================
+//function : Destructor
+//purpose :
+//=============================================================================
+V3d_View::~V3d_View()
+{
+ if (!myView->IsRemoved())
+ {
+ myView->Remove();
+ }
}
-#define MyProjReferencePoint _MyProjReferencePoint()
-#endif // LOPTIM
-
-/*----------------------------------------------------------------------*/
-//-Constructors
-V3d_View::V3d_View(const Handle(V3d_Viewer)& VM, const V3d_TypeOfView Type ) :
-MyType ( Type ),
-MyProjModel(V3d_TPM_SCREEN),
-MyViewer(VM.operator->()),
-MyActiveLights(),
-MyViewContext (),
-myActiveLightsIterator(),
-SwitchSetFront(Standard_False),
-MyTrsf (1, 4, 1, 4) // S3892
+//=============================================================================
+//function : SetMagnify
+//purpose :
+//=============================================================================
+void V3d_View::SetMagnify (const Handle(Aspect_Window)& theWindow,
+ const Handle(V3d_View)& thePreviousView,
+ const Standard_Integer theX1,
+ const Standard_Integer theY1,
+ const Standard_Integer theX2,
+ const Standard_Integer theY2)
{
- 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->IsRemoved() && !myView->IsDefined())
+ {
+ Standard_Real aU1, aV1, aU2, aV2;
+ thePreviousView->Convert (theX1, theY1, aU1, aV1);
+ thePreviousView->Convert (theX2, theY2, aU2, aV2);
+ myView->SetWindow (theWindow);
+ FitAll (aU1, aV1, aU2, aV2);
+ MyViewer->SetViewOn (this);
+ MyWindow = theWindow;
+ SetRatio();
+ Redraw();
+ SetViewMappingDefault();
+ }
+}
- if ((MyView->Context ()).DepthCueingIsOn ())
- MyViewContext.SetDepthCueingOn ();
- else
- MyViewContext.SetDepthCueingOff ();
+//=============================================================================
+//function : SetWindow
+//purpose :
+//=============================================================================
+void V3d_View::SetWindow (const Handle(Aspect_Window)& theWindow,
+ const Aspect_RenderingContext theContext)
+{
+ if (myView->IsRemoved())
+ {
+ return;
+ }
- // ZClipping
- MyViewContext.SetZClippingBackPlane
- ((MyView->Context ()).ZClippingBackPlane ());
- MyViewContext.SetZClippingFrontPlane
- ((MyView->Context ()).ZClippingFrontPlane ());
+ // method V3d_View::SetWindow() should assign the field MyWindow before calling Redraw()
+ MyWindow = theWindow;
+ myView->SetWindow (theWindow, theContext);
+ MyViewer->SetViewOn (this);
+ SetRatio();
+ Redraw();
+}
- if ((MyView->Context ()).FrontZClippingIsOn ())
- MyViewContext.SetFrontZClippingOn ();
- else
- MyViewContext.SetFrontZClippingOff ();
+//=============================================================================
+//function : Remove
+//purpose :
+//=============================================================================
+void V3d_View::Remove() const
+{
+ if (!MyGrid.IsNull())
+ {
+ MyGrid->Erase();
+ }
+ if (!myTrihedron.IsNull())
+ {
+ myTrihedron->Erase();
+ }
- 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;
+ MyViewer->DelView (this);
+ myView->Remove();
+ Handle(Aspect_Window)& aWin = const_cast<Handle(Aspect_Window)&> (MyWindow);
+ aWin.Nullify();
+}
- // S3892
-#ifndef IMP240100
-#endif //IMP240100
+//=============================================================================
+//function : Update
+//purpose :
+//=============================================================================
+void V3d_View::Update() const
+{
+ if (!myView->IsDefined()
+ || !myView->IsActive())
+ {
+ return;
+ }
-#ifdef IMP210200
- MyTransparencyFlag = Standard_False;
-#endif
+ myView->Update();
+ myView->Compute();
+ myView->Redraw();
}
-/*----------------------------------------------------------------------*/
-
-V3d_View::V3d_View(const Handle(V3d_Viewer)& VM,const Handle(V3d_View)& V, const V3d_TypeOfView Type ) :
-MyType ( Type ),
-MyProjModel(V3d_TPM_SCREEN),
-MyViewer(VM.operator->()),
-MyActiveLights(),
-MyViewContext (),
-myActiveLightsIterator(),
-SwitchSetFront(Standard_False),
-MyTrsf (1, 4, 1, 4) // S3892
+//=============================================================================
+//function : Redraw
+//purpose :
+//=============================================================================
+void V3d_View::Redraw() const
{
- Handle(Visual3d_View) FromView = V->View() ;
+ if (!myView->IsDefined()
+ || !myView->IsActive())
+ {
+ return;
+ }
- myImmediateUpdate = Standard_False;
- MyView = new Visual3d_View(MyViewer->Viewer());
+ Handle(Graphic3d_StructureManager) aStructureMgr = MyViewer->StructureManager();
+ for (Standard_Integer aRetryIter = 0; aRetryIter < 2; ++aRetryIter)
+ {
+ if (aStructureMgr->IsDeviceLost())
+ {
+ aStructureMgr->RecomputeStructures();
+ }
- for (V->InitActiveLights();V->MoreActiveLights();V->NextActiveLights()){
- MyActiveLights.Append(V->ActiveLight());}
+ AutoZFit();
- MyViewContext = FromView->Context() ;
+ myView->Redraw();
- MyViewMapping = FromView->ViewMapping() ;
- MyViewOrientation = FromView->ViewOrientation() ;
- MyBackground = FromView->Background() ;
- MyGradientBackground = FromView->GradientBackground();
+ if (!aStructureMgr->IsDeviceLost())
+ {
+ return;
+ }
+ }
+}
- MyView->SetContext(MyViewContext) ;
+//=============================================================================
+//function : RedrawImmediate
+//purpose :
+//=============================================================================
+void V3d_View::RedrawImmediate() const
+{
+ if (!myView->IsDefined()
+ || !myView->IsActive())
+ {
+ return;
+ }
- SetAxis(0.,0.,0.,1.,1.,1.) ;
- VM->AddView(this) ;
- Init();
- myImmediateUpdate = Standard_True;
+ myView->RedrawImmediate();
}
-/*----------------------------------------------------------------------*/
-
-//-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();
+//=============================================================================
+//function : Invalidate
+//purpose :
+//=============================================================================
+void V3d_View::Invalidate() const
+{
+ if (!myView->IsDefined())
+ {
+ return;
}
-}
-/*----------------------------------------------------------------------*/
-
-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) ;
- 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
-
-/*----------------------------------------------------------------------*/
+ myView->Invalidate();
+}
-void V3d_View::Remove() const
+//=============================================================================
+//function : IsInvalidated
+//purpose :
+//=============================================================================
+Standard_Boolean V3d_View::IsInvalidated() const
{
- MyViewer->DelView (this);
- MyView->Remove();
- Handle(Aspect_Window)& aWin = const_cast<Handle(Aspect_Window)&> (MyWindow);
- aWin.Nullify();
+ return !myView->IsDefined()
+ || myView->IsInvalidated();
}
-/*----------------------------------------------------------------------*/
-
-void V3d_View::Update() const
+// ========================================================================
+// function : SetAutoZFitMode
+// purpose :
+// ========================================================================
+void V3d_View::SetAutoZFitMode (const Standard_Boolean theIsOn,
+ const Standard_Real theScaleFactor)
{
- if( MyView->IsDefined() ) MyView->Update() ;
+ Standard_ASSERT_RAISE (theScaleFactor > 0.0, "Zero or negative scale factor is not allowed.");
+ myAutoZFitScaleFactor = theScaleFactor;
+ myAutoZFitIsOn = theIsOn;
}
-/*----------------------------------------------------------------------*/
-
-void V3d_View::Redraw() const
+// ========================================================================
+// function : AutoZFitMode
+// purpose :
+// ========================================================================
+Standard_Boolean V3d_View::AutoZFitMode() const
{
- if( MyView->IsDefined() ) MyView->Redraw() ;
+ return myAutoZFitIsOn;
}
-/*----------------------------------------------------------------------*/
+// ========================================================================
+// function : AutoZFitScaleFactor
+// purpose :
+// ========================================================================
+Standard_Real V3d_View::AutoZFitScaleFactor() const
+{
+ return myAutoZFitScaleFactor;
+}
-void V3d_View::Redraw(const Standard_Integer xc,const Standard_Integer yc,
- const Standard_Integer width,const Standard_Integer height) const
+//=============================================================================
+//function : AutoZFit
+//purpose :
+//=============================================================================
+void V3d_View::AutoZFit() const
{
- if( MyView->IsDefined() ) MyView->Redraw(xc,yc,width,height) ;
+ if (!AutoZFitMode())
+ {
+ return;
+ }
+
+ ZFitAll (myAutoZFitScaleFactor);
}
-/*----------------------------------------------------------------------*/
+//=============================================================================
+//function : ZFitAll
+//purpose :
+//=============================================================================
+void V3d_View::ZFitAll (const Standard_Real theScaleFactor) const
+{
+ Bnd_Box aMinMaxBox = myView->MinMaxValues (Standard_False); // applicative min max boundaries
+ Bnd_Box aGraphicBox = myView->MinMaxValues (Standard_True); // real graphical boundaries (not accounting infinite flag).
+ myView->Camera()->ZFitAll (theScaleFactor, aMinMaxBox, aGraphicBox);
+}
+
+//=============================================================================
+//function : IsEmpty
+//purpose :
+//=============================================================================
Standard_Boolean V3d_View::IsEmpty() const
{
Standard_Boolean TheStatus = Standard_True ;
- if( MyView->IsDefined() ) {
- Standard_Integer Nstruct = MyView->NumberOfDisplayedStructures() ;
+ if( myView->IsDefined() ) {
+ Standard_Integer Nstruct = myView->NumberOfDisplayedStructures() ;
if( Nstruct > 0 ) TheStatus = Standard_False ;
}
return (TheStatus) ;
}
-/*----------------------------------------------------------------------*/
-
+//=============================================================================
+//function : UpdateLights
+//purpose :
+//=============================================================================
void V3d_View::UpdateLights() const
{
- MyView->SetContext(MyViewContext);
+ Graphic3d_ListOfCLight aLights;
+ for (V3d_ListOfLight::Iterator anActiveLightIter (myActiveLights); anActiveLightIter.More(); anActiveLightIter.Next())
+ {
+ aLights.Append (anActiveLightIter.Value()->Light());
+ }
+ myView->SetLights (aLights);
Update();
}
-/*----------------------------------------------------------------------*/
-
+//=============================================================================
+//function : DoMapping
+//purpose :
+//=============================================================================
void V3d_View::DoMapping()
{
- if( MyView->IsDefined() ) {
- (MyView->Window())->DoMapping() ;
+ if (!myView->IsDefined())
+ {
+ return;
}
-}
-/*----------------------------------------------------------------------*/
+ myView->Window()->DoMapping();
+}
+//=============================================================================
+//function : MustBeResized
+//purpose :
+//=============================================================================
void V3d_View::MustBeResized()
{
- if ( !MyLayerMgr.IsNull() )
- MyLayerMgr->Resized();
-
- if( MyView->IsDefined() ) {
- MyView->Resized() ;
- MyViewMapping = MyView->ViewMapping();
- MyView->Redraw();
+ if (!myView->IsDefined())
+ {
+ return;
}
-}
-/*----------------------------------------------------------------------*/
+ myView->Resized();
-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 );
+ SetRatio();
- Quantity_Color C( V1, V2, V3, Type );
- SetBackgroundColor( C );
+ Redraw();
}
-/*----------------------------------------------------------------------*/
-
-void V3d_View::SetBackgroundColor(const Quantity_Color &Color)
+//=============================================================================
+//function : SetBackgroundColor
+//purpose :
+//=============================================================================
+void V3d_View::SetBackgroundColor (const Quantity_TypeOfColor theType,
+ const Standard_Real theV1,
+ const Standard_Real theV2,
+ const Standard_Real theV3)
{
- MyBackground.SetColor( Color );
- if ( MyView->IsDefined() )
- MyView->SetBackground( MyBackground );
- //szv: Why?
- if ( !MyLayerMgr.IsNull() )
- MyLayerMgr->Resized();
-}
+ Standard_Real aV1 = Max (Min (theV1, 1.0), 0.0);
+ Standard_Real aV2 = Max (Min (theV2, 1.0), 0.0);
+ Standard_Real aV3 = Max (Min (theV3, 1.0), 0.0);
-/*----------------------------------------------------------------------*/
+ SetBackgroundColor (Quantity_Color (aV1, aV2, aV3, theType));
+}
-void V3d_View::SetBackgroundColor(const Quantity_NameOfColor Name)
+//=============================================================================
+//function : SetBackgroundColor
+//purpose :
+//=============================================================================
+void V3d_View::SetBackgroundColor (const Quantity_Color& theColor)
{
- Quantity_Color C( Name );
- SetBackgroundColor( C );
-}
+ myView->SetBackground (Aspect_Background (theColor));
-/*----------------------------------------------------------------------*/
+ if (myImmediateUpdate)
+ {
+ Redraw();
+ }
+}
-void V3d_View::SetBgGradientColors( const Quantity_Color& Color1,
- const Quantity_Color& Color2,
- const Aspect_GradientFillMethod FillStyle,
- const Standard_Boolean status)
+//=============================================================================
+//function : SetBgGradientColors
+//purpose :
+//=============================================================================
+void V3d_View::SetBgGradientColors (const Quantity_Color& theColor1,
+ const Quantity_Color& theColor2,
+ const Aspect_GradientFillMethod theFillStyle,
+ const Standard_Boolean theToUpdate)
{
- MyGradientBackground.SetColors(Color1, Color2, FillStyle);
- if ( MyView->IsDefined() )
- MyView->SetGradientBackground( MyGradientBackground, status );
-}
+ Aspect_GradientBackground aGradientBg (theColor1, theColor2, theFillStyle);
-/*----------------------------------------------------------------------*/
+ myView->SetGradientBackground (aGradientBg);
-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 );
+ if (myImmediateUpdate || theToUpdate)
+ {
+ Redraw();
+ }
}
-/*----------------------------------------------------------------------*/
-
-void V3d_View::SetBgGradientStyle( const Aspect_GradientFillMethod FillStyle,
- const Standard_Boolean update)
+//=============================================================================
+//function : SetBgGradientStyle
+//purpose :
+//=============================================================================
+void V3d_View::SetBgGradientStyle (const Aspect_GradientFillMethod theFillStyle, const Standard_Boolean theToUpdate)
{
- Quantity_Color Color1, Color2;
- MyGradientBackground.Colors( Color1, Color2 );
- MyGradientBackground.SetColors( Color1, Color2, FillStyle );
- if( MyView->IsDefined() )
- MyView->SetBgGradientStyle( FillStyle, update ) ;
-}
+ Quantity_Color aColor1;
+ Quantity_Color aColor2;
+ GradientBackground().Colors (aColor1, aColor2);
-/*----------------------------------------------------------------------*/
+ SetBgGradientColors (aColor1, aColor2, theFillStyle, theToUpdate);
+}
-void V3d_View::SetBackgroundImage( const Standard_CString FileName,
- const Aspect_FillMethod FillStyle,
- const Standard_Boolean update )
+//=============================================================================
+//function : SetBackgroundImage
+//purpose :
+//=============================================================================
+void V3d_View::SetBackgroundImage (const Standard_CString theFileName,
+ const Aspect_FillMethod theFillStyle,
+ const Standard_Boolean theToUpdate)
{
-#ifdef OCC1188
- if( MyView->IsDefined() )
- MyView->SetBackgroundImage( FileName, FillStyle, update ) ;
-#endif
-}
+ myView->SetBackgroundImage (theFileName);
+ myView->SetBackgroundImageStyle (theFillStyle);
-/*----------------------------------------------------------------------*/
+ if (myImmediateUpdate || theToUpdate)
+ {
+ Redraw();
+ }
+}
-void V3d_View::SetBgImageStyle( const Aspect_FillMethod FillStyle,
- const Standard_Boolean update )
+//=============================================================================
+//function : SetBgImageStyle
+//purpose :
+//=============================================================================
+void V3d_View::SetBgImageStyle (const Aspect_FillMethod theFillStyle, const Standard_Boolean theToUpdate)
{
-#ifdef OCC1188
- if( MyView->IsDefined() )
- MyView->SetBgImageStyle( FillStyle, update ) ;
-#endif
-}
+ myView->SetBackgroundImageStyle (theFillStyle);
-/*----------------------------------------------------------------------*/
+ if (myImmediateUpdate || theToUpdate)
+ {
+ Redraw();
+ }
+}
+//=============================================================================
+//function : SetAxis
+//purpose :
+//=============================================================================
void V3d_View::SetAxis(const Standard_Real X, const Standard_Real Y, const Standard_Real Z, const Standard_Real Vx, const Standard_Real Vy, const Standard_Real Vz)
{
Standard_Real D,Nx = Vx,Ny = Vy,Nz = Vz ;
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)
+//=============================================================================
+//function : SetShadingModel
+//purpose :
+//=============================================================================
+void V3d_View::SetShadingModel (const V3d_TypeOfShadingModel theShadingModel)
{
- MyViewContext.SetModel((Visual3d_TypeOfModel) Model) ;
- MyView->SetContext(MyViewContext) ;
+ myView->SetShadingModel (static_cast<Graphic3d_TypeOfShadingModel> (theShadingModel));
}
-/*----------------------------------------------------------------------*/
-
-void V3d_View::SetSurfaceDetail(const V3d_TypeOfSurfaceDetail Model)
+//=============================================================================
+//function : SetTextureEnv
+//purpose :
+//=============================================================================
+void V3d_View::SetTextureEnv (const Handle(Graphic3d_TextureEnv)& theTexture)
{
- MyViewContext.SetSurfaceDetail((Visual3d_TypeOfSurfaceDetail) Model) ;
- MyView->SetContext(MyViewContext) ;
-}
-
-/*----------------------------------------------------------------------*/
+ myView->SetTextureEnv (theTexture);
-void V3d_View::SetTextureEnv(const Handle(Graphic3d_TextureEnv)& ATexture)
-{
- MyViewContext.SetTextureEnv(ATexture) ;
- MyView->SetContext(MyViewContext) ;
+ if (myImmediateUpdate)
+ {
+ Redraw();
+ }
}
-/*----------------------------------------------------------------------*/
-
-void V3d_View::SetVisualization(const V3d_TypeOfVisualization Mode)
+//=============================================================================
+//function : SetVisualization
+//purpose :
+//=============================================================================
+void V3d_View::SetVisualization (const V3d_TypeOfVisualization theType)
{
- MyViewContext.SetVisualization((Visual3d_TypeOfVisualization) Mode);
- MyView->SetContext(MyViewContext) ;
-}
+ myView->SetVisualizationType (static_cast <Graphic3d_TypeOfVisualization> (theType));
-/*----------------------------------------------------------------------*/
+ if (myImmediateUpdate)
+ {
+ Redraw();
+ }
+}
+//=============================================================================
+//function : SetFront
+//purpose :
+//=============================================================================
void V3d_View::SetFront()
{
gp_Ax3 a = MyViewer->PrivilegedPlane();
- Standard_Real xo,yo,zo,vx,vy,vz,xu,yu,zu;
+ 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);
+ Handle(Graphic3d_Camera) aCamera = Camera();
+
+ aCamera->SetCenter (gp_Pnt (xo, yo, zo));
+
if(SwitchSetFront)
- MyViewOrientation.SetViewReferencePlane(Graphic3d_Vector(-vx,-vy,-vz));
+ {
+ aCamera->SetDirection (gp_Dir (vx, vy, vz));
+ }
else
- MyViewOrientation.SetViewReferencePlane(Graphic3d_Vector(vx,vy,vz));
+ {
+ aCamera->SetDirection (gp_Dir (vx, vy, vz).Reversed());
+ }
- SwitchSetFront = !SwitchSetFront;
+ aCamera->SetUp (gp_Dir (xu, yu, zu));
- MyViewOrientation.SetViewReferenceUp(Graphic3d_Vector(xu,yu,zu));
- MyViewOrientation.SetViewReferencePoint(Graphic3d_Vertex(xo,yo,zo));
+ AutoZFit();
- MyView->SetViewOrientation(MyViewOrientation) ;
+ SwitchSetFront = !SwitchSetFront;
ImmediateUpdate();
}
-/*----------------------------------------------------------------------*/
-
-void V3d_View::Rotate(const Standard_Real ax, const Standard_Real ay, const Standard_Real az, const Standard_Boolean Start)
+//=============================================================================
+//function : Rotate
+//purpose :
+//=============================================================================
+void V3d_View::Rotate (const Standard_Real ax,
+ const Standard_Real ay,
+ const Standard_Real az,
+ const Standard_Boolean Start)
{
- Standard_Real Ax = ax ;
- Standard_Real Ay = ay ;
- Standard_Real Az = az ;
- Graphic3d_Vector Vpn,Vup ;
- TColStd_Array2OfReal Matrix(0,3,0,3) ;
- TColStd_Array2OfReal Rmatrix(0,3,0,3) ;
+ Standard_Real Ax = ax;
+ Standard_Real Ay = ay;
+ Standard_Real Az = az;
- if( Ax > 0. ) while ( Ax > DEUXPI ) Ax -= DEUXPI ;
- else if( Ax < 0. ) while ( Ax < -DEUXPI ) Ax += DEUXPI ;
- if( Ay > 0. ) while ( Ay > DEUXPI ) Ay -= DEUXPI ;
- else if( Ay < 0. ) while ( Ay < -DEUXPI ) Ay += DEUXPI ;
- if( Az > 0. ) while ( Az > DEUXPI ) Az -= DEUXPI ;
- else if( Az < 0. ) while ( Az < -DEUXPI ) Az += DEUXPI ;
+ if( 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;
+
+ Handle(Graphic3d_Camera) aCamera = Camera();
+
+ if (Start)
+ {
+ myCamStartOpUp = aCamera->Up();
+ myCamStartOpEye = aCamera->Eye();
+ myCamStartOpCenter = aCamera->Center();
+ }
+
+ aCamera->SetUp (myCamStartOpUp);
+ aCamera->SetEye (myCamStartOpEye);
+ aCamera->SetCenter (myCamStartOpCenter);
+
+ // rotate camera around 3 initial axes
+ gp_Dir aBackDir (gp_Vec (myCamStartOpCenter, myCamStartOpEye));
+ gp_Dir aXAxis (myCamStartOpUp.Crossed (aBackDir));
+ gp_Dir aYAxis (aBackDir.Crossed (aXAxis));
+ gp_Dir aZAxis (aXAxis.Crossed (aYAxis));
+
+ gp_Trsf aRot[3], aTrsf;
+ aRot[0].SetRotation (gp_Ax1 (myCamStartOpCenter, aYAxis), -Ax);
+ aRot[1].SetRotation (gp_Ax1 (myCamStartOpCenter, aXAxis), Ay);
+ aRot[2].SetRotation (gp_Ax1 (myCamStartOpCenter, aZAxis), Az);
+ aTrsf.Multiply (aRot[0]);
+ aTrsf.Multiply (aRot[1]);
+ aTrsf.Multiply (aRot[2]);
+
+ aCamera->Transform (aTrsf);
+
+ AutoZFit();
- if( Start ) {
- MyViewReferencePoint = MyViewOrientation.ViewReferencePoint() ;
- MyViewReferencePlane = MyViewOrientation.ViewReferencePlane() ;
- MyViewReferenceUp = MyViewOrientation.ViewReferenceUp() ;
- if (!ScreenAxis(MyViewReferencePlane,MyViewReferenceUp,
- MyXscreenAxis,MyYscreenAxis,MyZscreenAxis))
- V3d_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();
}
-/*----------------------------------------------------------------------*/
-
+//=============================================================================
+//function : Rotate
+//purpose :
+//=============================================================================
void V3d_View::Rotate(const Standard_Real ax, const Standard_Real ay, const Standard_Real az,
const Standard_Real X, const Standard_Real Y, const Standard_Real Z, const Standard_Boolean Start)
{
+
Standard_Real Ax = ax ;
Standard_Real Ay = ay ;
Standard_Real Az = az ;
- 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( 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))
- V3d_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
+ Handle(Graphic3d_Camera) aCamera = Camera();
+
+ if (Start)
+ {
+ myGravityReferencePoint.SetCoord (X, Y, Z);
+ myCamStartOpUp = aCamera->Up();
+ myCamStartOpEye = aCamera->Eye();
+ myCamStartOpCenter = aCamera->Center();
+ }
+
+ const Graphic3d_Vertex& aVref = myGravityReferencePoint;
+
+ aCamera->SetUp (myCamStartOpUp);
+ aCamera->SetEye (myCamStartOpEye);
+ aCamera->SetCenter (myCamStartOpCenter);
+
+ // rotate camera around 3 initial axes
+ gp_Pnt aRCenter (aVref.X(), aVref.Y(), aVref.Z());
+
+ gp_Dir aZAxis (aCamera->Direction().Reversed());
+ gp_Dir aYAxis (aCamera->Up());
+ gp_Dir aXAxis (aYAxis.Crossed (aZAxis));
+
+ gp_Trsf aRot[3], aTrsf;
+ aRot[0].SetRotation (gp_Ax1 (aRCenter, aYAxis), -Ax);
+ aRot[1].SetRotation (gp_Ax1 (aRCenter, aXAxis), Ay);
+ aRot[2].SetRotation (gp_Ax1 (aRCenter, aZAxis), Az);
+ aTrsf.Multiply (aRot[0]);
+ aTrsf.Multiply (aRot[1]);
+ aTrsf.Multiply (aRot[2]);
+
+ aCamera->Transform (aTrsf);
+
+ AutoZFit();
+
ImmediateUpdate();
}
-/*----------------------------------------------------------------------*/
-
+//=============================================================================
+//function : Rotate
+//purpose :
+//=============================================================================
void V3d_View::Rotate(const V3d_TypeOfAxe Axe, const Standard_Real angle, const Standard_Boolean Start)
{
switch (Axe) {
}
}
-/*----------------------------------------------------------------------*/
-
+//=============================================================================
+//function : Rotate
+//purpose :
+//=============================================================================
void V3d_View::Rotate(const V3d_TypeOfAxe Axe, const Standard_Real angle,
const Standard_Real X, const Standard_Real Y, const Standard_Real Z, const Standard_Boolean Start)
{
Standard_Real Angle = angle ;
- 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() ;
+ Handle(Graphic3d_Camera) aCamera = Camera();
+
+ if (Start)
+ {
+ myGravityReferencePoint.SetCoord (X, Y, Z);
+ myCamStartOpUp = aCamera->Up();
+ myCamStartOpEye = aCamera->Eye();
+ myCamStartOpCenter = aCamera->Center();
+
switch (Axe) {
case V3d_X :
- MyViewAxis.SetCoord(1.,0.,0.) ;
+ myViewAxis.SetCoord(1.,0.,0.) ;
break ;
case V3d_Y :
- MyViewAxis.SetCoord(0.,1.,0.) ;
+ myViewAxis.SetCoord(0.,1.,0.) ;
break ;
case V3d_Z :
- MyViewAxis.SetCoord(0.,0.,1.) ;
+ myViewAxis.SetCoord(0.,0.,1.) ;
break ;
}
+
+ myCamStartOpUp = aCamera->Up();
+ myCamStartOpEye = aCamera->Eye();
+ myCamStartOpCenter = aCamera->Center();
}
- 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
+ const Graphic3d_Vertex& aVref = myGravityReferencePoint;
+
+ aCamera->SetUp (myCamStartOpUp);
+ aCamera->SetEye (myCamStartOpEye);
+ aCamera->SetCenter (myCamStartOpCenter);
+
+ // rotate camera around passed axis
+ gp_Trsf aRotation;
+ gp_Pnt aRCenter (aVref.X(), aVref.Y(), aVref.Z());
+ gp_Dir aRAxis ((Axe == V3d_X) ? 1.0 : 0.0,
+ (Axe == V3d_Y) ? 1.0 : 0.0,
+ (Axe == V3d_Z) ? 1.0 : 0.0);
+
+ aRotation.SetRotation (gp_Ax1 (aRCenter, aRAxis), Angle);
+
+ aCamera->Transform (aRotation);
+
+ AutoZFit();
+
ImmediateUpdate();
}
-/*----------------------------------------------------------------------*/
-
+//=============================================================================
+//function : Rotate
+//purpose :
+//=============================================================================
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) ;
+ Standard_Real Angle = angle;
if( Angle > 0. ) while ( Angle > DEUXPI ) Angle -= DEUXPI ;
else if( Angle < 0. ) while ( Angle < -DEUXPI ) Angle += DEUXPI ;
+ Handle(Graphic3d_Camera) aCamera = Camera();
+
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
+ myCamStartOpUp = aCamera->Up();
+ myCamStartOpEye = aCamera->Eye();
+ myCamStartOpCenter = aCamera->Center();
+ }
+
+ const Graphic3d_Vertex& aPnt = MyDefaultViewPoint;
+ const Graphic3d_Vector& anAxis = MyDefaultViewAxis;
+
+ aCamera->SetUp (myCamStartOpUp);
+ aCamera->SetEye (myCamStartOpEye);
+ aCamera->SetCenter (myCamStartOpCenter);
+
+ gp_Trsf aRotation;
+ gp_Pnt aRCenter (aPnt.X(), aPnt.Y(), aPnt.Z());
+ gp_Dir aRAxis (anAxis.X(), anAxis.Y(), anAxis.Z());
+ aRotation.SetRotation (gp_Ax1 (aRCenter, aRAxis), Angle);
+
+ aCamera->Transform (aRotation);
+
+ AutoZFit();
+
ImmediateUpdate();
}
-/*----------------------------------------------------------------------*/
-
+//=============================================================================
+//function : Turn
+//purpose :
+//=============================================================================
void V3d_View::Turn(const Standard_Real ax, const Standard_Real ay, const Standard_Real az, const Standard_Boolean Start)
{
- Standard_Real Ax = ax ;
- Standard_Real Ay = ay ;
- Standard_Real Az = az ;
- 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) ;
+ Standard_Real Ax = ax;
+ Standard_Real Ay = ay;
+ Standard_Real Az = az;
if( Ax > 0. ) while ( Ax > DEUXPI ) Ax -= DEUXPI ;
else if( Ax < 0. ) while ( Ax < -DEUXPI ) Ax += DEUXPI ;
if( Az > 0. ) while ( Az > DEUXPI ) Az -= DEUXPI ;
else if( Az < 0. ) while ( Az < -DEUXPI ) Az += DEUXPI ;
+ Handle(Graphic3d_Camera) aCamera = Camera();
+
if( Start ) {
- MyProjReferencePoint = MyViewMapping.ProjectionReferencePoint();
- MyViewReferencePoint = MyViewOrientation.ViewReferencePoint() ;
- MyViewReferencePlane = MyViewOrientation.ViewReferencePlane() ;
- MyViewReferenceUp = MyViewOrientation.ViewReferenceUp() ;
- if (!ScreenAxis(MyViewReferencePlane,MyViewReferenceUp,
- MyXscreenAxis,MyYscreenAxis,MyZscreenAxis))
- V3d_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();
-}
+ myCamStartOpUp = aCamera->Up();
+ myCamStartOpEye = aCamera->Eye();
+ myCamStartOpCenter = aCamera->Center();
+ }
+
+ aCamera->SetUp (myCamStartOpUp);
+ aCamera->SetEye (myCamStartOpEye);
+ aCamera->SetCenter (myCamStartOpCenter);
+
+ // rotate camera around 3 initial axes
+ gp_Pnt aRCenter = aCamera->Eye();
+ gp_Dir aZAxis (aCamera->Direction().Reversed());
+ gp_Dir aYAxis (aCamera->Up());
+ gp_Dir aXAxis (aYAxis.Crossed (aZAxis));
-/*----------------------------------------------------------------------*/
+ gp_Trsf aRot[3], aTrsf;
+ aRot[0].SetRotation (gp_Ax1 (aRCenter, aYAxis), -Ax);
+ aRot[1].SetRotation (gp_Ax1 (aRCenter, aXAxis), Ay);
+ aRot[2].SetRotation (gp_Ax1 (aRCenter, aZAxis), Az);
+ aTrsf.Multiply (aRot[0]);
+ aTrsf.Multiply (aRot[1]);
+ aTrsf.Multiply (aRot[2]);
+ aCamera->Transform (aTrsf);
+
+ AutoZFit();
+
+ ImmediateUpdate();
+}
+
+//=============================================================================
+//function : Turn
+//purpose :
+//=============================================================================
void V3d_View::Turn(const V3d_TypeOfAxe Axe, const Standard_Real angle, const Standard_Boolean Start)
{
switch (Axe) {
}
}
+//=============================================================================
+//function : Turn
+//purpose :
+//=============================================================================
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 ;
+ Handle(Graphic3d_Camera) aCamera = Camera();
+
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();
+ myCamStartOpUp = aCamera->Up();
+ myCamStartOpEye = aCamera->Eye();
+ myCamStartOpCenter = aCamera->Center();
+ }
+
+ aCamera->SetUp (myCamStartOpUp);
+ aCamera->SetEye (myCamStartOpEye);
+ aCamera->SetCenter (myCamStartOpCenter);
+
+ const Graphic3d_Vector& anAxis = MyDefaultViewAxis;
+
+ gp_Trsf aRotation;
+ gp_Pnt aRCenter = aCamera->Eye();
+ gp_Dir aRAxis (anAxis.X(), anAxis.Y(), anAxis.Z());
+ aRotation.SetRotation (gp_Ax1 (aRCenter, aRAxis), Angle);
+
+ aCamera->Transform (aRotation);
+
+ AutoZFit();
+
+ ImmediateUpdate();
}
+//=============================================================================
+//function : SetTwist
+//purpose :
+//=============================================================================
void V3d_View::SetTwist(const Standard_Real angle)
{
Standard_Real Angle = angle ;
- TColStd_Array2OfReal Matrix(0,3,0,3) ;
- Standard_Boolean TheStatus ;
+ 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) ;
+ Handle(Graphic3d_Camera) aCamera = Camera();
+
+ gp_Dir aReferencePlane (aCamera->Direction().Reversed());
+ gp_Dir anUp;
+
+ anUp = gp_Dir (0.0, 0.0, 1.0);
+
+ TheStatus = ScreenAxis(aReferencePlane, anUp,
+ myXscreenAxis,myYscreenAxis,myZscreenAxis) ;
if( !TheStatus ) {
- MyViewReferenceUp.SetCoord(0.,1.,0.) ;
- TheStatus = ScreenAxis(MyViewReferencePlane,MyViewReferenceUp,
- MyXscreenAxis,MyYscreenAxis,MyZscreenAxis) ;
+ anUp = gp_Dir (0.0, 1.0, 0.0);
+ TheStatus = ScreenAxis(aReferencePlane, anUp,
+ myXscreenAxis,myYscreenAxis,myZscreenAxis) ;
}
if( !TheStatus ) {
- MyViewReferenceUp.SetCoord(1.,0.,0.) ;
- TheStatus = ScreenAxis(MyViewReferencePlane,MyViewReferenceUp,
- MyXscreenAxis,MyYscreenAxis,MyZscreenAxis) ;
+ anUp = gp_Dir (1.0, 0.0, 0.0);
+ TheStatus = ScreenAxis(aReferencePlane, anUp,
+ myXscreenAxis,myYscreenAxis,myZscreenAxis) ;
}
V3d_BadValue_Raise_if( !TheStatus,"V3d_ViewSetTwist, alignment of Eye,At,Up,");
+
+ gp_Pnt aRCenter = aCamera->Center();
+ gp_Dir aZAxis (aCamera->Direction().Reversed());
- MyViewReferencePoint = MyViewOrientation.ViewReferencePoint() ;
- RotAxis(MyViewReferencePoint,MyZscreenAxis,Angle,Matrix) ;
- MyViewReferenceUp = TrsPoint(MyYscreenAxis,Matrix) ;
- MyViewOrientation.SetViewReferenceUp(MyViewReferenceUp) ;
- MyView->SetViewOrientation(MyViewOrientation) ;
- ImmediateUpdate();
-}
+ gp_Trsf aTrsf;
+ aTrsf.SetRotation (gp_Ax1 (aRCenter, aZAxis), Angle);
-#ifdef IMP240100
-void V3d_View::SetProjModel( const V3d_TypeOfProjectionModel aModel )
-{
- MyProjModel = aModel;
-}
+ Standard_Real myYscreenAxisX, myYscreenAxisY, myYscreenAxisZ;
+ myYscreenAxis.Coord (myYscreenAxisX, myYscreenAxisY, myYscreenAxisZ);
-V3d_TypeOfProjectionModel V3d_View::ProjModel() const
-{
- return MyProjModel;
+ aCamera->SetUp (gp_Dir (myYscreenAxisX, myYscreenAxisY, myYscreenAxisZ));
+ aCamera->Transform (aTrsf);
+
+ AutoZFit();
+
+ ImmediateUpdate();
}
-#endif
+//=============================================================================
+//function : SetEye
+//purpose :
+//=============================================================================
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) ;
- V3d_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();
+ Standard_Real aTwistBefore = Twist();
+
+ Standard_Boolean wasUpdateEnabled = SetImmediateUpdate (Standard_False);
+
+ Handle(Graphic3d_Camera) aCamera = Camera();
+
+ aCamera->SetEye (gp_Pnt (X, Y, Z));
+
+ SetTwist (aTwistBefore);
+
+ AutoZFit();
+
+ SetImmediateUpdate (wasUpdateEnabled);
+
+ ImmediateUpdate();
}
+//=============================================================================
+//function : SetDepth
+//purpose :
+//=============================================================================
void V3d_View::SetDepth(const Standard_Real Depth)
{
- Standard_Real Xrp,Yrp,Zrp ;
-#ifdef IMP250200
- V3d_BadValue_Raise_if( Depth == 0. ,"V3d_View::SetDepth, bad depth");
-#else
- V3d_BadValue_Raise_if( Depth <= 0. ,"V3d_View::SetDepth, bad depth");
-#endif
-
- MyViewReferencePoint = MyViewOrientation.ViewReferencePoint() ;
- MyViewReferencePlane = MyViewOrientation.ViewReferencePlane() ;
- MyProjReferencePoint = MyViewMapping.ProjectionReferencePoint() ;
- MyProjReferencePoint.Coord(Xrp,Yrp,Zrp) ;
-#ifdef IMP250200
+ V3d_BadValue_Raise_if (Depth == 0. ,"V3d_View::SetDepth, bad depth");
+
+ Handle(Graphic3d_Camera) aCamera = Camera();
+
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
+ {
+ // Move eye using center (target) as anchor.
+ aCamera->SetDistance (Depth);
+ }
+ else
+ {
+ // Move the view ref point instead of the eye.
+ gp_Vec aDir (aCamera->Direction());
+ gp_Pnt aCameraEye = aCamera->Eye();
+ gp_Pnt aCameraCenter = aCameraEye.Translated (aDir.Multiplied (Abs (Depth)));
- ImmediateUpdate();
-}
+ aCamera->SetCenter (aCameraCenter);
+ }
+ AutoZFit();
+ ImmediateUpdate();
+}
+
+//=============================================================================
+//function : SetProj
+//purpose :
+//=============================================================================
void V3d_View::SetProj( const Standard_Real Vx,const Standard_Real Vy, const Standard_Real Vz )
{
- Standard_Real Angle ;
-
V3d_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;
+ Standard_Real aTwistBefore = Twist();
+
+ Standard_Boolean wasUpdateEnabled = SetImmediateUpdate (Standard_False);
+
+ Camera()->SetDirection (gp_Dir (Vx, Vy, Vz).Reversed());
+
+ SetTwist(aTwistBefore);
+
+ AutoZFit();
+
+ SetImmediateUpdate (wasUpdateEnabled);
+
ImmediateUpdate();
}
+//=============================================================================
+//function : SetProj
+//purpose :
+//=============================================================================
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 (0.0f, 0.0f, 0.0f));
Standard_Real Xpn=0;
Standard_Real Ypn=0;
Standard_Real Zpn=0;
switch (Orientation) {
case V3d_Zpos :
- Ypn = 1. ;
- break ;
+ Ypn = 1.;
+ break;
case V3d_Zneg :
- Ypn = -1. ;
- break ;
+ Ypn = -1.;
+ break;
default:
Zpn = 1.;
}
- SetUp(Xpn,Ypn,Zpn);
-#ifdef IMP020300
- SetZSize(0.) ;
-#endif
+
+ const Graphic3d_Vector& aBck = V3d::GetProjAxis (Orientation);
+
+ // retain camera panning from origin when switching projection
+ Handle(Graphic3d_Camera) aCamera = Camera();
+
+ gp_Pnt anOriginVCS = aCamera->ConvertWorld2View (gp::Origin());
+ Standard_Real aPanX = anOriginVCS.X();
+ Standard_Real aPanY = anOriginVCS.Y();
+
+ aCamera->SetCenter (gp_Pnt (0, 0, 0));
+ aCamera->SetDirection (gp_Dir (aBck.X(), aBck.Y(), aBck.Z()).Reversed());
+ aCamera->SetUp (gp_Dir (Xpn, Ypn, Zpn));
+ aCamera->OrthogonalizeUp();
+
+ Panning (aPanX, aPanY);
+
+ AutoZFit();
+
ImmediateUpdate();
}
+//=============================================================================
+//function : SetAt
+//purpose :
+//=============================================================================
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) ;
- V3d_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
+ Standard_Real aTwistBefore = Twist();
+
+ Standard_Boolean wasUpdateEnabled = SetImmediateUpdate (Standard_False);
+
+ Camera()->SetCenter (gp_Pnt (X, Y, Z));
+
+ SetTwist (aTwistBefore);
+
+ AutoZFit();
+
+ SetImmediateUpdate (wasUpdateEnabled);
+
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();
}
+//=============================================================================
+//function : SetUp
+//purpose :
+//=============================================================================
void V3d_View::SetUp(const Standard_Real Vx,const Standard_Real Vy,const Standard_Real Vz)
{
Standard_Boolean TheStatus ;
V3d_BadValue_Raise_if( Sqrt(Vx*Vx + Vy*Vy + Vz*Vz) <= 0. ,
"V3d_View::SetUp, nullUp vector");
- MyViewReferencePlane = MyViewOrientation.ViewReferencePlane() ;
- MyViewReferenceUp.SetCoord(Vx,Vy,Vz) ;
- MyViewReferenceUp.Normalize() ;
- TheStatus = ScreenAxis(MyViewReferencePlane,MyViewReferenceUp,
- MyXscreenAxis,MyYscreenAxis,MyZscreenAxis) ;
+ Handle(Graphic3d_Camera) aCamera = Camera();
+
+ gp_Dir aReferencePlane (aCamera->Direction().Reversed());
+ gp_Dir anUp (Vx, Vy, Vz);
+
+ TheStatus = ScreenAxis(aReferencePlane,anUp,
+ myXscreenAxis,myYscreenAxis,myZscreenAxis) ;
if( !TheStatus ) {
- MyViewReferenceUp.SetCoord(0.,0.,1.) ;
- TheStatus = ScreenAxis(MyViewReferencePlane,MyViewReferenceUp,
- MyXscreenAxis,MyYscreenAxis,MyZscreenAxis) ;
+ anUp = gp_Dir (0.0, 0.0, 1.0);
+ TheStatus = ScreenAxis(aReferencePlane,anUp,
+ myXscreenAxis,myYscreenAxis,myZscreenAxis) ;
}
if( !TheStatus ) {
- MyViewReferenceUp.SetCoord(0.,1.,0.) ;
- TheStatus = ScreenAxis(MyViewReferencePlane,MyViewReferenceUp,
- MyXscreenAxis,MyYscreenAxis,MyZscreenAxis) ;
+ anUp = gp_Dir (0.0, 1.0, 0.0);
+ TheStatus = ScreenAxis(aReferencePlane,anUp,
+ myXscreenAxis,myYscreenAxis,myZscreenAxis) ;
}
if( !TheStatus ) {
- MyViewReferenceUp.SetCoord(1.,0.,0.) ;
- TheStatus = ScreenAxis(MyViewReferencePlane,MyViewReferenceUp,
- MyXscreenAxis,MyYscreenAxis,MyZscreenAxis) ;
+ anUp = gp_Dir (1.0, 0.0, 0.0);
+ TheStatus = ScreenAxis(aReferencePlane,anUp,
+ myXscreenAxis,myYscreenAxis,myZscreenAxis) ;
}
V3d_BadValue_Raise_if( !TheStatus,"V3d_View::Setup, alignment of Eye,At,Up");
- MyViewReferenceUp = MyYscreenAxis ;
- MyViewOrientation.SetViewReferenceUp(MyViewReferenceUp) ;
- MyView->SetViewOrientation(MyViewOrientation) ;
+ Standard_Real myYscreenAxisX, myYscreenAxisY, myYscreenAxisZ;
+ myYscreenAxis.Coord (myYscreenAxisX, myYscreenAxisY, myYscreenAxisZ);
+
+ aCamera->SetUp (gp_Dir (myYscreenAxisX, myYscreenAxisY, myYscreenAxisZ));
+
+ AutoZFit();
+
ImmediateUpdate();
}
+//=============================================================================
+//function : SetUp
+//purpose :
+//=============================================================================
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) ;
+ Handle(Graphic3d_Camera) aCamera = Camera();
+
+ gp_Dir aReferencePlane (aCamera->Direction().Reversed());
+ gp_Dir anUp;
+
+ const Graphic3d_Vector& aViewReferenceUp = V3d::GetProjAxis(Orientation) ;
+ anUp = gp_Dir (aViewReferenceUp.X(), aViewReferenceUp.Y(), aViewReferenceUp.Z());
+
+ TheStatus = ScreenAxis(aReferencePlane,anUp,
+ myXscreenAxis,myYscreenAxis,myZscreenAxis) ;
if( !TheStatus ) {
- MyViewReferenceUp.SetCoord(0.,0.,1.) ;
- TheStatus = ScreenAxis(MyViewReferencePlane,MyViewReferenceUp,
- MyXscreenAxis,MyYscreenAxis,MyZscreenAxis) ;
+ anUp = gp_Dir (0.,0.,1.);
+ TheStatus = ScreenAxis(aReferencePlane,anUp,
+ myXscreenAxis,myYscreenAxis,myZscreenAxis) ;
}
if( !TheStatus ) {
- MyViewReferenceUp.SetCoord(0.,1.,0.) ;
- TheStatus = ScreenAxis(MyViewReferencePlane,MyViewReferenceUp,
- MyXscreenAxis,MyYscreenAxis,MyZscreenAxis) ;
+ anUp = gp_Dir (0.,1.,0.);
+ TheStatus = ScreenAxis(aReferencePlane,anUp,
+ myXscreenAxis,myYscreenAxis,myZscreenAxis) ;
}
if( !TheStatus ) {
- MyViewReferenceUp.SetCoord(1.,0.,0.) ;
- TheStatus = ScreenAxis(MyViewReferencePlane,MyViewReferenceUp,
- MyXscreenAxis,MyYscreenAxis,MyZscreenAxis) ;
+ anUp = gp_Dir (1.,0.,0.);
+ TheStatus = ScreenAxis(aReferencePlane,anUp,
+ myXscreenAxis,myYscreenAxis,myZscreenAxis) ;
}
V3d_BadValue_Raise_if( !TheStatus, "V3d_View::SetUp, alignment of Eye,At,Up");
- MyViewReferenceUp = MyYscreenAxis ;
- MyViewOrientation.SetViewReferenceUp(MyViewReferenceUp) ;
- MyView->SetViewOrientation(MyViewOrientation) ;
- ImmediateUpdate();
-}
+ Standard_Real myYscreenAxisX, myYscreenAxisY, myYscreenAxisZ;
+ myYscreenAxis.Coord (myYscreenAxisX, myYscreenAxisY, myYscreenAxisZ);
-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();
-}
+ aCamera->SetUp (gp_Dir (myYscreenAxisX, myYscreenAxisY, myYscreenAxisZ));
-void V3d_View::Reset( const Standard_Boolean update )
-{
- MyView->ViewOrientationReset() ;
- MyViewOrientation = MyView->ViewOrientation() ;
- MyView->ViewMappingReset();
- MyViewMapping = MyView->ViewMapping() ;
+ AutoZFit();
- 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)
+//=============================================================================
+//function : SetViewOrientationDefault
+//purpose :
+//=============================================================================
+void V3d_View::SetViewOrientationDefault()
{
- Standard_Real Umin,Vmin,Umax,Vmax,Xrp,Yrp,Zrp,Dxv,Dyv ;
- V3d_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) ;
- V3d_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();
+ myDefaultCamera->CopyOrientationData (Camera());
}
-void V3d_View::SetCenter(const Standard_Integer X, const Standard_Integer Y)
+//=======================================================================
+//function : SetViewMappingDefault
+//purpose :
+//=======================================================================
+void V3d_View::SetViewMappingDefault()
{
- Standard_Real x,y;
- Convert(X,Y,x,y);
- SetCenter(x,y);
+ myDefaultCamera->CopyMappingData (Camera());
}
-void V3d_View::SetCenter(const Standard_Real Xc, const Standard_Real Yc)
+//=============================================================================
+//function : ResetViewOrientation
+//purpose :
+//=============================================================================
+void V3d_View::ResetViewOrientation()
{
- Standard_Real Umin,Vmin,Umax,Vmax,Xrp,Yrp,Zrp ;
+ Camera()->CopyOrientationData (myDefaultCamera);
- 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) ;
- V3d_BadValue_Raise_if( MyWindowWidth <= 0. || MyWindowHeight <= 0. ,
- "V3d_View::SetCenter, Window Size is NULL");
+ AutoZFit();
- 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)
+//=======================================================================
+//function : ResetViewMapping
+//purpose :
+//=======================================================================
+void V3d_View::ResetViewMapping()
{
- Standard_Real Umin,Vmin,Umax,Vmax,Rap ;
-
- V3d_BadValue_Raise_if( Size <= 0.,
- "V3d_View::SetSize, Window Size is NULL");
+ Camera()->CopyMappingData (myDefaultCamera);
+ AutoZFit();
- 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)
+//=============================================================================
+//function : Reset
+//purpose :
+//=============================================================================
+void V3d_View::Reset (const Standard_Boolean theToUpdate)
{
- 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
- V3d_BadValue_Raise_if( Size <= 0.,
- "V3d_View::SetZSize, Window ZSize is NULL");
-#endif
-
- Standard_Real Front = MyViewContext.ZClippingFrontPlane() ;
- Standard_Real Back = MyViewContext.ZClippingBackPlane() ;
+ Camera()->Copy (myDefaultCamera);
- MyViewMapping.SetFrontPlaneDistance(Zmax) ;
- MyViewMapping.SetBackPlaneDistance(-Zmax) ;
+ AutoZFit();
- // OCC18942
- if( MyProjModel != V3d_TPM_WALKTHROUGH ) {
- MyViewMapping.SetViewPlaneDistance(MyType == V3d_PERSPECTIVE ? 0. : Zmax) ;
- }
+ SwitchSetFront = Standard_False;
- MyView->SetViewMapping(MyViewMapping) ;
- if( MyViewContext.FrontZClippingIsOn() ||
- MyViewContext.BackZClippingIsOn() )
+ if (myImmediateUpdate || theToUpdate)
{
- MyViewContext.SetZClippingFrontPlane(Front) ;
- MyViewContext.SetZClippingBackPlane(Back) ;
- MyView->SetContext(MyViewContext) ;
+ Update();
}
}
-void V3d_View::SetZoom(const Standard_Real Coef,const Standard_Boolean Start)
+//=======================================================================
+//function : SetCenter
+//purpose :
+//=======================================================================
+void V3d_View::SetCenter (const Standard_Integer theXp,
+ const Standard_Integer theYp)
{
- Standard_Real Umin,Vmin,Umax,Vmax,Dxv,Dyv ;
- V3d_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) ;
- }
+ Standard_Real aXv, aYv;
+ Convert (theXp, theYp, aXv, aYv);
+ Translate (Camera(), aXv, aYv);
- // 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 )
+//=============================================================================
+//function : SetSize
+//purpose :
+//=============================================================================
+void V3d_View::SetSize (const Standard_Real theSize)
{
- Standard_Real Umin,Vmin,Umax,Vmax,Xrp,Yrp,Dxv,Dyv ;
- Visual3d_ViewMapping VMD = MyView->ViewMappingDefault() ;
+ V3d_BadValue_Raise_if (theSize <= 0.0, "V3d_View::SetSize, Window Size is NULL");
- V3d_BadValue_Raise_if( Coef <= 0. ,"V3d_View::SetScale, bad coefficient");
+ Handle(Graphic3d_Camera) aCamera = Camera();
+
+ aCamera->SetScale (aCamera->Aspect() >= 1.0 ? theSize / aCamera->Aspect() : theSize);
+
+ AutoZFit();
- 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 )
+//=============================================================================
+//function : SetZSize
+//purpose :
+//=============================================================================
+void V3d_View::SetZSize (const Standard_Real theSize)
{
- Standard_Real Xmin,Ymin,Zmin,Xmax,Ymax,Zmax,U,V,W ;
- Standard_Real Umin,Vmin,Wmin,Umax,Vmax,Wmax ;
- V3d_BadValue_Raise_if( Sx <= 0. || Sy <= 0. || Sz <= 0.,"V3d_View::SetAxialScale, bad coefficient");
+ Handle(Graphic3d_Camera) aCamera = Camera();
- MyViewOrientation.SetAxialScale( Sx, Sy, Sz );
- Aspect_TypeOfUpdate updateMode = MyView->ViewManager()->UpdateMode();
- MyView->ViewManager()->SetUpdateMode(Aspect_TOU_ASAP);
- MyView->SetViewOrientation(MyViewOrientation);
- MyView->ViewManager()->SetUpdateMode(updateMode);
+ Standard_Real Zmax = theSize / 2.;
- 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;
- }
+ Standard_Real aDistance = aCamera->Distance();
- 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 (theSize <= 0.)
+ {
+ Zmax = aDistance;
+ }
- if( Wmax > 0. ) {
- SetZSize(2.*Wmax + Wmax) ;
- }
-}
+ // ShortReal precision factor used to add meaningful tolerance to
+ // ZNear, ZFar values in order to avoid equality after type conversion
+ // to ShortReal matrices type.
+ const Standard_Real aPrecision = 1.0 / Pow (10.0, ShortRealDigits() - 1);
-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();
+ Standard_Real aZFar = Zmax + aDistance * 2.0;
+ Standard_Real aZNear = -Zmax + aDistance;
+ aZNear -= Abs (aZNear) * aPrecision;
+ aZFar += Abs (aZFar) * aPrecision;
- if ((Nstruct <= 0) || (Coef < 0.0) || (Coef > 1.0))
+ if (!aCamera->IsOrthographic())
{
-#ifndef IMP020300
- ImmediateUpdate();
-#endif
- return;
+ if (aZFar < aPrecision)
+ {
+ // Invalid case when both values are negative
+ aZNear = aPrecision;
+ aZFar = aPrecision * 2.0;
+ }
+ else if (aZNear < Abs (aZFar) * aPrecision)
+ {
+ // Z is less than 0.0, try to fix it using any appropriate z-scale
+ aZNear = Abs (aZFar) * aPrecision;
+ }
}
- MyProjReferencePoint = MyViewMapping.ProjectionReferencePoint();
- MyProjReferencePoint.Coord (Xrp, Yrp, Zrp);
- if (MyView->IsDefined())
+ // If range is too small
+ if (aZFar < (aZNear + Abs (aZFar) * aPrecision))
{
- Standard_Integer Xpixel, Ypixel;
- MyWindow->Size (Xpixel, Ypixel);
- DxvOld = Xpixel;
- DyvOld = Ypixel;
+ aZFar = aZNear + Abs (aZFar) * aPrecision;
}
- else
- {
- MyViewMapping.WindowLimit (Umin, Vmin, Umax, Vmax);
- DxvOld = Abs (Umax - Umin);
- DyvOld = Abs (Vmax - Vmin);
- }
- if ((DxvOld == 0.0) || (DyvOld == 0.0))
+
+ aCamera->SetZRange (aZNear, aZFar);
+
+ if (myImmediateUpdate)
{
- return;
+ Redraw();
}
+}
- Standard_Real aWinRatio = DxvOld / DyvOld;
+//=============================================================================
+//function : SetZoom
+//purpose :
+//=============================================================================
+void V3d_View::SetZoom (const Standard_Real theCoef,const Standard_Boolean theToStart)
+{
+ V3d_BadValue_Raise_if (theCoef <= 0., "V3d_View::SetZoom, bad coefficient");
- // retrieve min / max values for current displayed objects
- MyView->MinMaxValues (Xmin, Ymin, Zmin,
- Xmax, Ymax, Zmax);
+ Handle(Graphic3d_Camera) aCamera = Camera();
- 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)
+ if (theToStart)
{
-#ifndef IMP020300
- ImmediateUpdate();
-#endif
- return;
+ myCamStartOpEye = aCamera->Eye();
+ myCamStartOpCenter = aCamera->Center();
}
- // eliminate fluctuations between sequential FitAll() calls
- MyViewMapping.SetWindowLimit (-1.0 * aWinRatio, -1.0, 1.0 * aWinRatio, 1.0);
- if (MyType != V3d_PERSPECTIVE)
+ Standard_Real aViewWidth = aCamera->ViewDimensions().X();
+ Standard_Real aViewHeight = aCamera->ViewDimensions().Y();
+
+ // ensure that zoom will not be too small or too big
+ Standard_Real aCoef = theCoef;
+ if (aViewWidth < aCoef * Precision::Confusion())
{
- MyProjReferencePoint.SetCoord (0.0, 0.0, Zrp);
- MyViewMapping.SetProjectionReferencePoint (MyProjReferencePoint);
+ aCoef = aViewWidth / Precision::Confusion();
}
- 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)
+ else if (aViewWidth > aCoef * 1e12)
+ {
+ aCoef = aViewWidth / 1e12;
+ }
+ if (aViewHeight < aCoef * Precision::Confusion())
+ {
+ aCoef = aViewHeight / Precision::Confusion();
+ }
+ else if (aViewHeight > aCoef * 1e12)
{
- 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);
+ aCoef = aViewHeight / 1e12;
+ }
- MyView->Projects (Xmin, Ymin, Zmax, U, V, W);
- Umin = Min (U, Umin); Umax = Max (U, Umax);
- Vmin = Min (V, Vmin); Vmax = Max (V, Vmax);
+ aCamera->SetEye (myCamStartOpEye);
+ aCamera->SetCenter (myCamStartOpCenter);
+ aCamera->SetScale (aCamera->Scale() / aCoef);
- MyView->Projects (Xmax, Ymin, Zmax, U, V, W);
- Umin = Min (U, Umin); Umax = Max (U, Umax);
- Vmin = Min (V, Vmin); Vmax = Max (V, Vmax);
+ AutoZFit();
- MyView->Projects (Xmax, Ymin, Zmin, U, V, W);
- Umin = Min (U, Umin); Umax = Max (U, Umax);
- Vmin = Min (V, Vmin); Vmax = Max (V, Vmax);
+ ImmediateUpdate();
+}
- MyView->Projects (Xmax, Ymax, Zmin, U, V, W);
- Umin = Min (U, Umin); Umax = Max (U, Umax);
- Vmin = Min (V, Vmin); Vmax = Max (V, Vmax);
+//=============================================================================
+//function : SetScale
+//purpose :
+//=============================================================================
+void V3d_View::SetScale( const Standard_Real Coef )
+{
+ V3d_BadValue_Raise_if( Coef <= 0. ,"V3d_View::SetScale, bad coefficient");
- MyView->Projects (Xmin, Ymax, Zmax, U, V, W);
- Umin = Min (U, Umin); Umax = Max (U, Umax);
- Vmin = Min (V, Vmin); Vmax = Max (V, Vmax);
+ Handle(Graphic3d_Camera) aCamera = Camera();
- MyView->Projects (Xmin, Ymax, Zmin, U, V, W);
- Umin = Min (U, Umin); Umax = Max (U, Umax);
- Vmin = Min (V, Vmin); Vmax = Max (V, Vmax);
+ Standard_Real aDefaultScale = myDefaultCamera->Scale();
+ aCamera->SetAspect (myDefaultCamera->Aspect());
+ aCamera->SetScale (aDefaultScale / Coef);
- DxvNew = Abs (Umax - Umin);
- DyvNew = Abs (Vmax - Vmin);
+ AutoZFit();
- 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;
- }
- }
+ ImmediateUpdate();
+}
- // new scene center
- Xrp = 0.5 * (Umin + Umax);
- Yrp = 0.5 * (Vmin + Vmax);
+//=============================================================================
+//function : SetAxialScale
+//purpose :
+//=============================================================================
+void V3d_View::SetAxialScale( const Standard_Real Sx, const Standard_Real Sy, const Standard_Real Sz )
+{
+ V3d_BadValue_Raise_if( Sx <= 0. || Sy <= 0. || Sz <= 0.,"V3d_View::SetAxialScale, bad coefficient");
- // 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);
+ Camera()->SetAxialScale (gp_XYZ (Sx, Sy, Sz));
- if (MyType != V3d_PERSPECTIVE)
- {
- // center the view
- MyProjReferencePoint.SetCoord (Xrp, Yrp, Zrp);
- MyViewMapping.SetProjectionReferencePoint (MyProjReferencePoint);
- }
- MyView->SetViewMapping (MyViewMapping);
- }
+ AutoZFit();
+}
- if (FitZ)
- {
- ZFitAll (Zmargin);
-#ifdef IMP020300
- }
- else
+//=============================================================================
+//function : SetRatio
+//purpose :
+//=============================================================================
+void V3d_View::SetRatio()
+{
+ if (MyWindow.IsNull())
{
- ImmediateUpdate();
-#endif
+ return;
}
-#ifdef IMP020300
- if (!myImmediateUpdate && update)
+
+ Standard_Integer aWidth = 0;
+ Standard_Integer aHeight = 0;
+ MyWindow->Size (aWidth, aHeight);
+ if (aWidth > 0 && aHeight > 0)
{
- Update();
+ Standard_Real aRatio = static_cast<Standard_Real> (aWidth) /
+ static_cast<Standard_Real> (aHeight);
+
+ Camera() ->SetAspect (aRatio);
+ myDefaultCamera->SetAspect (aRatio);
}
-#endif
}
-void V3d_View::ZFitAll(const Standard_Real Coef)
+//=============================================================================
+//function : FitAll
+//purpose :
+//=============================================================================
+void V3d_View::FitAll (const Standard_Real theMargin, const Standard_Boolean theToUpdate)
{
- 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() ;
+ FitAll (myView->MinMaxValues(), theMargin, theToUpdate);
+}
- if( MyType == V3d_PERSPECTIVE ) {
- ImmediateUpdate();
- return ;
- }
+//=============================================================================
+//function : FitAll
+//purpose :
+//=============================================================================
+void V3d_View::FitAll (const Bnd_Box& theBox, const Standard_Real theMargin, const Standard_Boolean theToUpdate)
+{
+ Standard_ASSERT_RAISE(theMargin >= 0.0 && theMargin < 1.0, "Invalid margin coefficient");
- if( (Nstruct <= 0) || (Coef < 0.) ) {
- ImmediateUpdate();
- return ;
+ if (myView->NumberOfDisplayedStructures() == 0)
+ {
+ return;
}
- MyView->MinMaxValues(Xmin,Ymin,Zmin,Xmax,Ymax,Zmax) ;
+ if (!FitMinMax (Camera(), theBox, theMargin, 10.0 * Precision::Confusion()))
+ {
+ return;
+ }
- 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 ;
- }
+ AutoZFit();
- // 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();
+ if (myImmediateUpdate || theToUpdate)
+ {
+ Update();
+ }
}
-void V3d_View::DepthFitAll(const Quantity_Coefficient Aspect,
- const Quantity_Coefficient Margin)
+//=============================================================================
+//function : DepthFitAll
+//purpose :
+//=============================================================================
+void V3d_View::DepthFitAll(const Standard_Real Aspect,
+ const Standard_Real 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_Real Dx,Dy,Dz,Size;
- Standard_Integer Nstruct = MyView->NumberOfDisplayedStructures() ;
+ Standard_Integer Nstruct = myView->NumberOfDisplayedStructures() ;
- if( (Nstruct <= 0) || (Aspect < 0.) || (Margin < 0.) || (Margin > 1.)) {
+ 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) ;
+ Bnd_Box aBox = myView->MinMaxValues();
+ if (aBox.IsVoid())
+ {
+ ImmediateUpdate();
+ return ;
+ }
+ aBox.Get (Xmin,Ymin,Zmin,Xmax,Ymax,Zmax);
+ Project (Xmin,Ymin,Zmin,U,V,W) ;
+ Project (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) ;
+ Project (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) ;
+ Project (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) ;
+ Project (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) ;
+ Project (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) ;
+ Project (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) ;
+ Project (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) ;
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)
+//=============================================================================
+//function : WindowFitAll
+//purpose :
+//=============================================================================
+void V3d_View::WindowFitAll(const Standard_Integer Xmin,
+ const Standard_Integer Ymin,
+ const Standard_Integer Xmax,
+ const Standard_Integer Ymax)
{
WindowFit(Xmin,Ymin,Xmax,Ymax);
}
-void V3d_View::WindowFit(const Standard_Integer Xmin, const Standard_Integer Ymin, const Standard_Integer Xmax, const Standard_Integer Ymax)
+//=======================================================================
+//function : WindowFit
+//purpose :
+//=======================================================================
+void V3d_View::WindowFit (const Standard_Integer theMinXp,
+ const Standard_Integer theMinYp,
+ const Standard_Integer theMaxXp,
+ const Standard_Integer theMaxYp)
{
- Standard_Real x1,y1,x2,y2;
- Convert(Xmin,Ymin,x1,y1);
- Convert(Xmax,Ymax,x2,y2);
- FitAll(x1,y1,x2,y2);
-}
+ Standard_Boolean wasUpdateEnabled = SetImmediateUpdate (Standard_False);
-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;
+ Handle(Graphic3d_Camera) aCamera = Camera();
+
+ if (!aCamera->IsOrthographic())
+ {
+ // normalize view coordinates
+ Standard_Integer aWinWidth, aWinHeight;
+ MyWindow->Size (aWinWidth, aWinHeight);
+
+ // z coordinate of camera center
+ Standard_Real aDepth = aCamera->Project (aCamera->Center()).Z();
+
+ // camera projection coordinate are in NDC which are normalized [-1, 1]
+ Standard_Real aUMin = (2.0 / aWinWidth) * theMinXp - 1.0;
+ Standard_Real aUMax = (2.0 / aWinWidth) * theMaxXp - 1.0;
+ Standard_Real aVMin = (2.0 / aWinHeight) * theMinYp - 1.0;
+ Standard_Real aVMax = (2.0 / aWinHeight) * theMaxYp - 1.0;
+
+ // compute camera panning
+ gp_Pnt aScreenCenter (0.0, 0.0, aDepth);
+ gp_Pnt aFitCenter ((aUMin + aUMax) * 0.5, (aVMin + aVMax) * 0.5, aDepth);
+ gp_Pnt aPanTo = aCamera->ConvertProj2View (aFitCenter);
+ gp_Pnt aPanFrom = aCamera->ConvertProj2View (aScreenCenter);
+ gp_Vec aPanVec (aPanFrom, aPanTo);
+
+ // compute section size
+ gp_Pnt aFitTopRight (aUMax, aVMax, aDepth);
+ gp_Pnt aFitBotLeft (aUMin, aVMin, aDepth);
+ gp_Pnt aViewBotLeft = aCamera->ConvertProj2View (aFitBotLeft);
+ gp_Pnt aViewTopRight = aCamera->ConvertProj2View (aFitTopRight);
+
+ Standard_Real aUSize = aViewTopRight.X() - aViewBotLeft.X();
+ Standard_Real aVSize = aViewTopRight.Y() - aViewBotLeft.Y();
+
+ Translate (aCamera, aPanVec.X(), -aPanVec.Y());
+ Scale (aCamera, aUSize, aVSize);
+ AutoZFit();
+ }
+ else
+ {
+ Standard_Real aX1, aY1, aX2, aY2;
+ Convert (theMinXp, theMinYp, aX1, aY1);
+ Convert (theMaxXp, theMaxYp, aX2, aY2);
+ FitAll (aX1, aY1, aX2, aY2);
+ }
+
+ SetImmediateUpdate (wasUpdateEnabled);
- MyView->SetViewMapping(MyViewMapping) ;
ImmediateUpdate();
}
-void V3d_View::SetViewMappingDefault()
+//=======================================================================
+//function : ConvertToGrid
+//purpose :
+//=======================================================================
+void V3d_View::ConvertToGrid(const Standard_Integer Xp,
+ const Standard_Integer Yp,
+ Standard_Real& Xg,
+ Standard_Real& Yg,
+ Standard_Real& Zg) const
{
- MyView->SetViewMapping(MyViewMapping) ;
- MyView->SetViewMappingDefault();
- ImmediateUpdate();
+ Graphic3d_Vertex aVrp;
+ Standard_Real anX, anY, aZ;
+ Convert (Xp, Yp, anX, anY, aZ);
+ aVrp.SetCoord (anX, anY, aZ);
+
+ if( MyViewer->Grid()->IsActive() ) {
+ Graphic3d_Vertex aNewVrp = Compute (aVrp) ;
+ aNewVrp.Coord (Xg,Yg,Zg) ;
+ } else
+ aVrp.Coord (Xg,Yg,Zg) ;
}
-void V3d_View::ResetViewMapping()
+//=======================================================================
+//function : ConvertToGrid
+//purpose :
+//=======================================================================
+void V3d_View::ConvertToGrid(const Standard_Real X,
+ const Standard_Real Y,
+ const Standard_Real Z,
+ Standard_Real& Xg,
+ Standard_Real& Yg,
+ Standard_Real& Zg) const
{
- MyView->ViewMappingReset();
- MyViewMapping = MyView->ViewMapping() ;
-#ifdef IMP020300
- ZFitAll (Zmargin);
- Update();
-#else
- ImmediateUpdate();
-#endif
+ if( MyViewer->Grid()->IsActive() ) {
+ Graphic3d_Vertex aVrp (X,Y,Z) ;
+ Graphic3d_Vertex aNewVrp = Compute (aVrp) ;
+ aNewVrp.Coord(Xg,Yg,Zg) ;
+ } else {
+ Xg = X; Yg = Y; Zg = Z;
+ }
}
+//=======================================================================
+//function : Convert
+//purpose :
+//=======================================================================
Standard_Real V3d_View::Convert(const Standard_Integer Vp) const
{
- Standard_Real Umin,Umax,Vmin,Vmax,Dxv,Vv ;
- Standard_Integer Dxw,Dyw ;
+ Standard_Integer aDxw, aDyw ;
+
+ V3d_UnMapped_Raise_if (!myView->IsDefined(), "view has no window");
- V3d_UnMapped_Raise_if( !MyView->IsDefined(), "view has no window");
+ MyWindow->Size (aDxw, aDyw);
+ Standard_Real aValue;
- MyWindow->Size(Dxw,Dyw);
- MyViewMapping.WindowLimit(Umin,Vmin,Umax,Vmax) ;
- Dxv = Umax - Umin ;
- Vv = Dxv*(Standard_Real)Vp/(Standard_Real)Dxw ;
+ gp_Pnt aViewDims = Camera()->ViewDimensions();
+ aValue = aViewDims.X() * (Standard_Real)Vp / (Standard_Real)aDxw;
- return Vv ;
+ return aValue;
}
-void V3d_View::Convert(const Standard_Integer Xp, const Standard_Integer Yp, Standard_Real& Xv, Standard_Real& Yv) const
+//=======================================================================
+//function : Convert
+//purpose :
+//=======================================================================
+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 ;
+ Standard_Integer aDxw, aDyw;
- V3d_UnMapped_Raise_if( !MyView->IsDefined(), "view has no window");
+ 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 ;
+ MyWindow->Size (aDxw, aDyw);
+
+ gp_Pnt aPoint (Xp * 2.0 / aDxw - 1.0, (aDyw - Yp) * 2.0 / aDyw - 1.0, 0.0);
+ aPoint = Camera()->ConvertProj2View (aPoint);
+
+ Xv = aPoint.X();
+ Yv = aPoint.Y();
}
+//=======================================================================
+//function : Convert
+//purpose :
+//=======================================================================
Standard_Integer V3d_View::Convert(const Standard_Real Vv) const
{
- V3d_UnMapped_Raise_if( !MyView->IsDefined(), "view has no window");
+ V3d_UnMapped_Raise_if (!myView->IsDefined(), "view has no window");
- Standard_Integer Dxw, Dyw;
- MyWindow->Size(Dxw,Dyw);
+ Standard_Integer aDxw, aDyw;
+ MyWindow->Size (aDxw, aDyw);
- Standard_Real Umin,Umax,Vmin,Vmax;
- MyViewMapping.WindowLimit(Umin,Vmin,Umax,Vmax) ;
- Standard_Real Dxv = Umax - Umin;
- return RealToInt ( Dxw * Vv / Dxv );
+ gp_Pnt aViewDims = Camera()->ViewDimensions();
+ Standard_Integer aValue = RealToInt (aDxw * Vv / (aViewDims.X()));
+
+ return aValue;
}
-void V3d_View::Convert(const Standard_Real Xv, const Standard_Real Yv, Standard_Integer& Xp, Standard_Integer& Yp) const
+//=======================================================================
+//function : Convert
+//purpose :
+//=======================================================================
+void V3d_View::Convert(const Standard_Real Xv,
+ const Standard_Real Yv,
+ Standard_Integer& Xp,
+ Standard_Integer& Yp) const
{
- V3d_UnMapped_Raise_if( !MyView->IsDefined(), "view has no window");
+ V3d_UnMapped_Raise_if (!myView->IsDefined(), "view has no window");
- Standard_Integer Dxw, Dyw;
- MyWindow->Size(Dxw,Dyw);
+ Standard_Integer aDxw, aDyw;
+ MyWindow->Size (aDxw, aDyw);
- Standard_Real Umin,Umax,Vmin,Vmax;
- MyViewMapping.WindowLimit(Umin,Vmin,Umax,Vmax) ;
- Standard_Real Dxv = Umax - Umin;
- Standard_Real Dyv = Vmax - Vmin;
+ gp_Pnt aPoint (Xv, Yv, 0.0);
+ aPoint = Camera()->ConvertView2Proj (aPoint);
+ aPoint = gp_Pnt ((aPoint.X() + 1.0) * aDxw / 2.0, aDyw - (aPoint.Y() + 1.0) * aDyw / 2.0, 0.0);
- // 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);
+ Xp = RealToInt (aPoint.X());
+ Yp = RealToInt (aPoint.Y());
}
-void V3d_View::Convert(const Standard_Integer Xp, const Standard_Integer Yp, Standard_Real& X, Standard_Real& Y, Standard_Real& Z) const
+//=======================================================================
+//function : Convert
+//purpose :
+//=======================================================================
+void V3d_View::Convert(const Standard_Integer Xp,
+ const Standard_Integer Yp,
+ Standard_Real& X,
+ Standard_Real& Y,
+ Standard_Real& Z) const
{
- 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
-}
+ V3d_UnMapped_Raise_if (!myView->IsDefined(), "view has no window");
+ Standard_Integer aHeight, aWidth;
+ MyWindow->Size (aWidth, aHeight);
-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
-}
+ Standard_Real anX = 2.0 * Xp / aWidth - 1.0;
+ Standard_Real anY = 2.0 * (aHeight - 1 - Yp) / aHeight - 1.0;
+ Standard_Real aZ = 2.0 * 0.0 - 1.0;
-#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) ;
-}
+ gp_Pnt aResult = Camera()->UnProject (gp_Pnt (anX, anY, aZ));
-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;
- }
+ X = aResult.X();
+ Y = aResult.Y();
+ Z = aResult.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
+//=======================================================================
+//function : ConvertWithProj
+//purpose :
+//=======================================================================
+void V3d_View::ConvertWithProj(const Standard_Integer Xp,
+ const Standard_Integer Yp,
+ Standard_Real& X,
+ Standard_Real& Y,
+ Standard_Real& Z,
+ Standard_Real& Dx,
+ Standard_Real& Dy,
+ Standard_Real& Dz) const
{
- 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
+ V3d_UnMapped_Raise_if (!myView->IsDefined(), "view has no window");
+ Standard_Integer aHeight, aWidth;
+ MyWindow->Size (aWidth, aHeight);
-#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) ;
+ Standard_Real anX = 2.0 * Xp / aWidth - 1.0;
+ Standard_Real anY = 2.0 * (aHeight - 1 - Yp) / aHeight - 1.0;
+ Standard_Real aZ = 2.0 * 0.0 - 1.0;
+
+ Handle(Graphic3d_Camera) aCamera = Camera();
+
+ gp_Pnt aResult = aCamera->UnProject (gp_Pnt (anX, anY, aZ));
+
+ X = aResult.X();
+ Y = aResult.Y();
+ Z = aResult.Z();
+
+ Graphic3d_Vertex aVrp;
+ aVrp.SetCoord (X, Y, Z);
+
+ aResult = aCamera->UnProject (gp_Pnt (anX, anY, aZ - 10.0));
+
+ Graphic3d_Vec3d aNormDir;
+ aNormDir.x() = X - aResult.X();
+ aNormDir.y() = Y - aResult.Y();
+ aNormDir.z() = Z - aResult.Z();
+ aNormDir.Normalize();
+
+ Dx = aNormDir.x();
+ Dy = aNormDir.y();
+ Dz = aNormDir.z();
}
-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);
- }
+//=======================================================================
+//function : Convert
+//purpose :
+//=======================================================================
+void V3d_View::Convert(const Standard_Real X,
+ const Standard_Real Y,
+ const Standard_Real Z,
+ Standard_Integer& Xp,
+ Standard_Integer& Yp) const
+{
+ V3d_UnMapped_Raise_if (!myView->IsDefined(), "view has no window");
+ Standard_Integer aHeight, aWidth;
+ MyWindow->Size (aWidth, aHeight);
+
+ gp_Pnt aPoint = Camera()->Project (gp_Pnt (X, Y, Z));
+
+ Xp = RealToInt ((aPoint.X() + 1) * 0.5 * aWidth);
+ Yp = RealToInt (aHeight - 1 - (aPoint.Y() + 1) * 0.5 * aHeight);
}
-void V3d_View::BackgroundColor(const Quantity_TypeOfColor Type,Standard_Real& V1, Standard_Real& V2, Standard_Real& V3) const
+//=======================================================================
+//function : Project
+//purpose :
+//=======================================================================
+void V3d_View::Project (const Standard_Real theX,
+ const Standard_Real theY,
+ const Standard_Real theZ,
+ Standard_Real& theXp,
+ Standard_Real& theYp) const
+{
+ Standard_Real aZp;
+ Project (theX, theY, theZ, theXp, theYp, aZp);
+}
+
+//=======================================================================
+//function : Project
+//purpose :
+//=======================================================================
+void V3d_View::Project (const Standard_Real theX,
+ const Standard_Real theY,
+ const Standard_Real theZ,
+ Standard_Real& theXp,
+ Standard_Real& theYp,
+ Standard_Real& theZp) const
+{
+ Handle(Graphic3d_Camera) aCamera = Camera();
+
+ gp_XYZ aViewSpaceDimensions = aCamera->ViewDimensions();
+ Standard_Real aXSize = aViewSpaceDimensions.X();
+ Standard_Real aYSize = aViewSpaceDimensions.Y();
+ Standard_Real aZSize = aViewSpaceDimensions.Z();
+
+ gp_Pnt aPoint = aCamera->Project (gp_Pnt (theX, theY, theZ));
+
+ // NDC [-1, 1] --> PROJ [ -size / 2, +size / 2 ]
+ theXp = aPoint.X() * aXSize * 0.5;
+ theYp = aPoint.Y() * aYSize * 0.5;
+ theZp = aPoint.Z() * aZSize * 0.5;
+}
+
+//=======================================================================
+//function : BackgroundColor
+//purpose :
+//=======================================================================
+void V3d_View::BackgroundColor(const Quantity_TypeOfColor Type,
+ Standard_Real& V1,
+ Standard_Real& V2,
+ Standard_Real& V3) const
{
Quantity_Color C = BackgroundColor() ;
C.Values(V1,V2,V3,Type) ;
}
+//=======================================================================
+//function : BackgroundColor
+//purpose :
+//=======================================================================
Quantity_Color V3d_View::BackgroundColor() const
{
- return MyBackground.Color() ;
+ return myView->Background().Color() ;
}
-void V3d_View::GradientBackgroundColors(Quantity_Color& Color1,Quantity_Color& Color2) const
+//=======================================================================
+//function : GradientBackgroundColors
+//purpose :
+//=======================================================================
+void V3d_View::GradientBackgroundColors (Quantity_Color& theColor1, Quantity_Color& theColor2) const
{
- MyGradientBackground.Colors(Color1, Color2);
+ myView->GradientBackground().Colors (theColor1, theColor2);
}
+//=======================================================================
+//function : GradientBackground
+//purpose :
+//=======================================================================
Aspect_GradientBackground V3d_View::GradientBackground() const
{
- return MyGradientBackground;
+ return myView->GradientBackground();
}
+//=======================================================================
+//function : Scale
+//purpose :
+//=======================================================================
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 ;
+ return myDefaultCamera->Scale() / Camera()->Scale();
}
+//=======================================================================
+//function : AxialScale
+//purpose :
+//=======================================================================
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. ;
+ gp_Pnt anAxialScale = Camera()->AxialScale();
+ Sx = anAxialScale.X();
+ Sy = anAxialScale.Y();
+ Sz = anAxialScale.Z();
}
+//=======================================================================
+//function : Size
+//purpose :
+//=======================================================================
void V3d_View::Size(Standard_Real& Width, Standard_Real& Height) const
{
- Standard_Real Umin,Vmin,Umax,Vmax ;
+ gp_Pnt aViewDims = Camera()->ViewDimensions();
- MyViewMapping.WindowLimit(Umin,Vmin,Umax,Vmax) ;
- Width = Umax - Umin ;
- Height = Vmax - Vmin ;
+ Width = aViewDims.X();
+ Height = aViewDims.Y();
}
+//=======================================================================
+//function : ZSize
+//purpose :
+//=======================================================================
Standard_Real V3d_View::ZSize() const
{
- Standard_Real Wmin,Wmax,Depth ;
+ gp_Pnt aViewDims = Camera()->ViewDimensions();
- Wmax = MyViewMapping.FrontPlaneDistance() ;
- Wmin = MyViewMapping.BackPlaneDistance() ;
- Depth = 2. * Max(Wmin,Wmax) ;
- return (Depth) ;
+ return aViewDims.Z();
}
-Standard_Integer V3d_View::MinMax(Standard_Real& Umin, Standard_Real& Vmin, Standard_Real& Umax, Standard_Real& Vmax) const
+//=======================================================================
+//function : MinMax
+//purpose :
+//=======================================================================
+Standard_Integer V3d_View::MinMax(Standard_Real& Umin,
+ Standard_Real& Vmin,
+ Standard_Real& Umax,
+ Standard_Real& Vmax) const
{
Standard_Real Wmin,Wmax,U,V,W ;
Standard_Real Xmin,Ymin,Zmin,Xmax,Ymax,Zmax ;
// CAL 6/11/98
- Standard_Integer Nstruct = MyView->NumberOfDisplayedStructures() ;
+ 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) ;
+ Bnd_Box aBox = myView->MinMaxValues();
+ aBox.Get (Xmin,Ymin,Zmin,Xmax,Ymax,Zmax);
+ Project (Xmin,Ymin,Zmin,Umin,Vmin,Wmin) ;
+ Project (Xmax,Ymax,Zmax,Umax,Vmax,Wmax) ;
+ Project (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) ;
+ Project (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) ;
+ Project (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) ;
+ Project (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) ;
+ Project (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) ;
+ Project (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
+//=======================================================================
+//function : MinMax
+//purpose :
+//=======================================================================
+Standard_Integer V3d_View::MinMax(Standard_Real& Xmin,
+ Standard_Real& Ymin,
+ Standard_Real& Zmin,
+ Standard_Real& Xmax,
+ Standard_Real& Ymax,
+ Standard_Real& Zmax) const
{
// CAL 6/11/98
// Standard_Integer Nstruct = (MyView->DisplayedStructures())->Extent() ;
- Standard_Integer Nstruct = MyView->NumberOfDisplayedStructures() ;
+ Standard_Integer Nstruct = myView->NumberOfDisplayedStructures() ;
if( Nstruct ) {
- MyView->MinMaxValues(Xmin,Ymin,Zmin,Xmax,Ymax,Zmax) ;
+ Bnd_Box aBox = myView->MinMaxValues();
+ aBox.Get (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 ;
- }
- }
+//=======================================================================
+//function : Gravity
+//purpose :
+//=======================================================================
+void V3d_View::Gravity (Standard_Real& theX,
+ Standard_Real& theY,
+ Standard_Real& theZ) const
+{
+ Graphic3d_MapOfStructure aSetOfStructures;
+ myView->DisplayedStructures (aSetOfStructures);
+
+ Standard_Boolean hasSelection = Standard_False;
+ for (Graphic3d_MapIteratorOfMapOfStructure aStructIter (aSetOfStructures);
+ aStructIter.More(); aStructIter.Next())
+ {
+ if (aStructIter.Key()->IsHighlighted()
+ && aStructIter.Key()->IsVisible())
+ {
+ hasSelection = Standard_True;
+ break;
+ }
+ }
+
+ Standard_Real Xmin, Ymin, Zmin, Xmax, Ymax, Zmax;
+ Standard_Integer aNbPoints = 0;
+ gp_XYZ aResult (0.0, 0.0, 0.0);
+ for (Graphic3d_MapIteratorOfMapOfStructure aStructIter (aSetOfStructures);
+ aStructIter.More(); aStructIter.Next())
+ {
+ const Handle(Graphic3d_Structure)& aStruct = aStructIter.Key();
+ if (!aStruct->IsVisible()
+ || aStruct->IsInfinite()
+ || (hasSelection && !aStruct->IsHighlighted()))
+ {
+ continue;
+ }
+
+ const Graphic3d_BndBox3d& aBox = aStruct->CStructure()->BoundingBox();
+ if (!aBox.IsValid())
+ {
+ continue;
+ }
+
+ // skip transformation-persistent objects
+ if (!aStruct->TransformPersistence().IsNull())
+ {
+ continue;
+ }
+
+ // use camera projection to find gravity point
+ Xmin = aBox.CornerMin().x();
+ Ymin = aBox.CornerMin().y();
+ Zmin = aBox.CornerMin().z();
+ Xmax = aBox.CornerMax().x();
+ Ymax = aBox.CornerMax().y();
+ Zmax = aBox.CornerMax().z();
+ gp_Pnt aPnts[THE_NB_BOUND_POINTS] =
+ {
+ gp_Pnt (Xmin, Ymin, Zmin), gp_Pnt (Xmin, Ymin, Zmax),
+ gp_Pnt (Xmin, Ymax, Zmin), gp_Pnt (Xmin, Ymax, Zmax),
+ gp_Pnt (Xmax, Ymin, Zmin), gp_Pnt (Xmax, Ymin, Zmax),
+ gp_Pnt (Xmax, Ymax, Zmin), gp_Pnt (Xmax, Ymax, Zmax)
+ };
+
+ for (Standard_Integer aPntIt = 0; aPntIt < THE_NB_BOUND_POINTS; ++aPntIt)
+ {
+ const gp_Pnt& aBndPnt = aPnts[aPntIt];
+ const gp_Pnt aProjected = Camera()->Project (aBndPnt);
+ if (Abs (aProjected.X()) <= 1.0
+ && Abs (aProjected.Y()) <= 1.0)
+ {
+ aResult += aBndPnt.XYZ();
+ ++aNbPoints;
+ }
}
}
- if( Npoint > 0 ) {
- X /= Npoint ; Y /= Npoint ; Z /= Npoint ;
+
+ if (aNbPoints == 0)
+ {
+ // fallback - just use bounding box of entire scene
+ Bnd_Box aBox = myView->MinMaxValues();
+ if (!aBox.IsVoid())
+ {
+ aBox.Get (Xmin, Ymin, Zmin,
+ Xmax, Ymax, Zmax);
+ gp_Pnt aPnts[THE_NB_BOUND_POINTS] =
+ {
+ gp_Pnt (Xmin, Ymin, Zmin), gp_Pnt (Xmin, Ymin, Zmax),
+ gp_Pnt (Xmin, Ymax, Zmin), gp_Pnt (Xmin, Ymax, Zmax),
+ gp_Pnt (Xmax, Ymin, Zmin), gp_Pnt (Xmax, Ymin, Zmax),
+ gp_Pnt (Xmax, Ymax, Zmin), gp_Pnt (Xmax, Ymax, Zmax)
+ };
+
+ for (Standard_Integer aPntIt = 0; aPntIt < THE_NB_BOUND_POINTS; ++aPntIt)
+ {
+ const gp_Pnt& aBndPnt = aPnts[aPntIt];
+ aResult += aBndPnt.XYZ();
+ ++aNbPoints;
+ }
+ }
}
- return Nstruct ;
+ if (aNbPoints > 0)
+ {
+ aResult /= aNbPoints;
+ }
+ theX = aResult.X();
+ theY = aResult.Y();
+ theZ = aResult.Z();
}
+//=======================================================================
+//function : Eye
+//purpose :
+//=======================================================================
void V3d_View::Eye(Standard_Real& X, Standard_Real& Y, Standard_Real& Z) const
{
- 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;
+ gp_Pnt aCameraEye = Camera()->Eye();
+ X = aCameraEye.X();
+ Y = aCameraEye.Y();
+ Z = aCameraEye.Z();
}
+//=============================================================================
+//function : FocalReferencePoint
+//purpose :
+//=============================================================================
void V3d_View::FocalReferencePoint(Standard_Real& X, Standard_Real& Y,Standard_Real& Z) const
{
- 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);
+ 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
+//=============================================================================
+//function : ProjReferenceAxe
+//purpose :
+//=============================================================================
+void V3d_View::ProjReferenceAxe(const Standard_Integer Xpix,
+ const Standard_Integer Ypix,
+ Standard_Real& XP,
+ Standard_Real& YP,
+ Standard_Real& ZP,
+ Standard_Real& VX,
+ Standard_Real& VY,
+ Standard_Real& VZ) const
{
Standard_Real Xo,Yo,Zo;
- Convert(Xpix,Ypix,XP,YP,ZP);
- if ( MyType == V3d_PERSPECTIVE ) {
- FocalReferencePoint(Xo,Yo,Zo);
+ Convert (Xpix, Ypix, XP, YP, ZP);
+ if ( Type() == V3d_PERSPECTIVE )
+ {
+ FocalReferencePoint (Xo,Yo,Zo);
VX = Xo - XP;
VY = Yo - YP;
VZ = Zo - ZP;
}
- else {
- Proj(VX,VY,VZ);
+ else
+ {
+ Proj (VX,VY,VZ);
}
}
+//=============================================================================
+//function : Depth
+//purpose :
+//=============================================================================
Standard_Real V3d_View::Depth() const
{
- Graphic3d_Vertex Prp ;
- Standard_Real Xrp,Yrp,Zrp ;
-
- Prp = MyViewMapping.ProjectionReferencePoint() ;
- Prp.Coord(Xrp,Yrp,Zrp) ;
- return Zrp ;
+ return Camera()->Distance();
}
+//=============================================================================
+//function : Proj
+//purpose :
+//=============================================================================
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) ;
+ gp_Dir aCameraDir = Camera()->Direction().Reversed();
+ Dx = aCameraDir.X();
+ Dy = aCameraDir.Y();
+ Dz = aCameraDir.Z();
}
+//=============================================================================
+//function : At
+//purpose :
+//=============================================================================
void V3d_View::At(Standard_Real& X, Standard_Real& Y, Standard_Real& Z) const
{
- Graphic3d_Vertex Vrp ;
-
- Vrp = MyViewOrientation.ViewReferencePoint() ;
- Vrp.Coord(X,Y,Z) ;
+ gp_Pnt aCameraCenter = Camera()->Center();
+ X = aCameraCenter.X();
+ Y = aCameraCenter.Y();
+ Z = aCameraCenter.Z();
}
+//=============================================================================
+//function : Up
+//purpose :
+//=============================================================================
void V3d_View::Up(Standard_Real& Vx, Standard_Real& Vy, Standard_Real& Vz) const
{
- Graphic3d_Vector Vup ;
-
- Vup = MyViewOrientation.ViewReferenceUp() ;
- Vup.Coord(Vx,Vy,Vz) ;
+ gp_Dir aCameraUp = Camera()->Up();
+ Vx = aCameraUp.X();
+ Vy = aCameraUp.Y();
+ Vz = aCameraUp.Z();
}
+//=============================================================================
+//function : Twist
+//purpose :
+//=============================================================================
Standard_Real V3d_View::Twist() const
{
Standard_Real Xup,Yup,Zup,Xpn,Ypn,Zpn,X0,Y0,Z0 ;
Standard_Real pvx,pvy,pvz,pvn,sca,angle ;
- Graphic3d_Vector Vpn,Vup,Xaxis,Yaxis,Zaxis ;
+ Graphic3d_Vector 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) ;
+ gp_Dir aReferencePlane (Camera()->Direction().Reversed());
+ gp_Dir anUp;
+
+ Proj(Xpn,Ypn,Zpn);
+ anUp = gp_Dir (0.,0.,1.) ;
+ TheStatus = ScreenAxis (aReferencePlane, anUp,Xaxis,Yaxis,Zaxis) ;
if( !TheStatus ) {
- Vup.SetCoord(0.,1.,0.) ;
- TheStatus = ScreenAxis(Vpn,Vup,Xaxis,Yaxis,Zaxis) ;
+ anUp = gp_Dir (0.,1.,0.) ;
+ TheStatus = ScreenAxis (aReferencePlane, anUp,Xaxis,Yaxis,Zaxis) ;
}
if( !TheStatus ) {
- Vup.SetCoord(1.,0.,0.) ;
- TheStatus = ScreenAxis(Vpn,Vup,Xaxis,Yaxis,Zaxis) ;
+ anUp = gp_Dir (1.,0.,0.) ;
+ TheStatus = ScreenAxis (aReferencePlane, anUp,Xaxis,Yaxis,Zaxis) ;
}
Yaxis.Coord(X0,Y0,Z0) ;
- Vup = MyViewOrientation.ViewReferenceUp() ;
- Vup.Coord(Xup,Yup,Zup) ;
+
+ Up(Xup,Yup,Zup) ;
/* Compute Cross Vector From Up & Origin */
pvx = Y0*Zup - Z0*Yup ;
pvy = Z0*Xup - X0*Zup ;
return angle ;
}
+//=============================================================================
+//function : ShadingModel
+//purpose :
+//=============================================================================
V3d_TypeOfShadingModel V3d_View::ShadingModel() const
{
- V3d_TypeOfShadingModel SM = (V3d_TypeOfShadingModel)MyViewContext.Model() ;
- return SM ;
+ return static_cast<V3d_TypeOfShadingModel> (myView->ShadingModel());
}
-V3d_TypeOfSurfaceDetail V3d_View::SurfaceDetail() const
+//=============================================================================
+//function : TextureEnv
+//purpose :
+//=============================================================================
+Handle(Graphic3d_TextureEnv) V3d_View::TextureEnv() 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 ;
+ return myView->TextureEnv();
}
+//=============================================================================
+//function : Visualization
+//purpose :
+//=============================================================================
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 ;
+ return static_cast<V3d_TypeOfVisualization> (myView->VisualizationType());
}
+//=============================================================================
+//function : Viewer
+//purpose :
+//=============================================================================
Handle(V3d_Viewer) V3d_View::Viewer() const
{
- return MyViewer ;
+ return MyViewer;
}
+//=============================================================================
+//function : IfWindow
+//purpose :
+//=============================================================================
Standard_Boolean V3d_View::IfWindow() const
{
- Standard_Boolean TheStatus = MyView->IsDefined() ;
- return TheStatus ;
+ return myView->IsDefined();
}
+//=============================================================================
+//function : Window
+//purpose :
+//=============================================================================
Handle(Aspect_Window) V3d_View::Window() const
{
return MyWindow;
}
+//=============================================================================
+//function : Type
+//purpose :
+//=============================================================================
V3d_TypeOfView V3d_View::Type() const
{
- return (MyType) ;
+ return Camera()->IsOrthographic() ? V3d_ORTHOGRAPHIC : V3d_PERSPECTIVE;
}
+//=============================================================================
+//function : SetFocale
+//purpose :
+//=============================================================================
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 ;
+ Handle(Graphic3d_Camera) aCamera = Camera();
+
+ if (aCamera->IsOrthographic())
+ {
+ return;
}
- MyViewMapping.SetViewPlaneDistance(ViewPlane) ;
- MyView->SetViewMapping(MyViewMapping) ;
- ImmediateUpdate();
-}
+ Standard_Real aFOVyRad = ATan (focale / (aCamera->Distance() * 2.0));
-Standard_Real V3d_View::Focale( ) const
-{
- Standard_Real Xrp,Yrp,Zrp,ViewPlane,FrontPlane ;
- Standard_Real focale = 0.0 ;
- Graphic3d_Vertex Prp ;
+ aCamera->SetFOVy (aFOVyRad * (360 / M_PI));
- 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) ;
+ ImmediateUpdate();
}
-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)
+//=============================================================================
+//function : Focale
+//purpose :
+//=============================================================================
+Standard_Real V3d_View::Focale() const
{
- Standard_Real Umin,Vmin,Umax,Vmax,Xrp,Yrp,Zrp;
-
- V3d_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);
+ Handle(Graphic3d_Camera) aCamera = Camera();
- // 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. ;
+ if (aCamera->IsOrthographic())
+ {
+ return 0.0;
}
- MyProjReferencePoint.SetCoord(Xrp,Yrp,Zrp) ;
- MyViewMapping.SetProjectionReferencePoint(MyProjReferencePoint);
- MyView->SetViewMapping(MyViewMapping) ;
- // SetZSize(0.);
- ImmediateUpdate();
+ return aCamera->Distance() * 2.0 * Tan (aCamera->FOVy() * M_PI / 360.0);
}
-Handle(Visual3d_View) V3d_View::View() const
+//=============================================================================
+//function : View
+//purpose :
+//=============================================================================
+Handle(Graphic3d_CView) V3d_View::View() const
{
- return MyView ;
+ return myView;
}
-Visual3d_ViewMapping V3d_View::ViewMapping() const
+//=============================================================================
+//function : ScreenAxis
+//purpose :
+//=============================================================================
+Standard_Boolean V3d_View::ScreenAxis( const gp_Dir &Vpn, const gp_Dir &Vup, Graphic3d_Vector &Xaxe, Graphic3d_Vector &Yaxe, Graphic3d_Vector &Zaxe)
{
- return MyViewMapping;
-}
+ Standard_Real Xpn, Ypn, Zpn, Xup, Yup, Zup;
+ Standard_Real dx1, dy1, dz1, xx, yy, zz;
-Visual3d_ViewOrientation V3d_View::ViewOrientation() const
-{
- return MyViewOrientation;
+ Xpn = Vpn.X(); Ypn = Vpn.Y(); Zpn = Vpn.Z();
+ Xup = Vup.X(); Yup = Vup.Y(); Zup = Vup.Z();
+ xx = Yup*Zpn - Zup*Ypn;
+ yy = Zup*Xpn - Xup*Zpn;
+ zz = Xup*Ypn - Yup*Xpn;
+ Xaxe.SetCoord (xx, yy, zz);
+ if (Xaxe.LengthZero()) return Standard_False;
+ Xaxe.Normalize();
+ Xaxe.Coord(dx1, dy1, dz1);
+ xx = Ypn*dz1 - Zpn*dy1;
+ yy = Zpn*dx1 - Xpn*dz1;
+ zz = Xpn*dy1 - Ypn*dx1;
+ Yaxe.SetCoord (xx, yy, zz) ;
+ if (Yaxe.LengthZero()) return Standard_False;
+ Yaxe.Normalize();
+
+ Zaxe.SetCoord (Xpn, Ypn, Zpn);
+ Zaxe.Normalize();
+ return Standard_True;
}
-Standard_Boolean V3d_View::ScreenAxis( const Graphic3d_Vector &Vpn, const Graphic3d_Vector &Vup, Graphic3d_Vector &Xaxe, Graphic3d_Vector &Yaxe, Graphic3d_Vector &Zaxe)
+//=============================================================================
+//function : TrsPoint
+//purpose :
+//=============================================================================
+gp_XYZ V3d_View::TrsPoint (const Graphic3d_Vertex& thePnt, const TColStd_Array2OfReal& theMat)
{
- Standard_Real Xpn,Ypn,Zpn,Xup,Yup,Zup ;
- Standard_Real dx1,dy1,dz1,dx2,dy2,dz2,xx,yy,zz ;
+ // CAL. S3892
+ const Standard_Integer lr = theMat.LowerRow();
+ const Standard_Integer ur = theMat.UpperRow();
+ const Standard_Integer lc = theMat.LowerCol();
+ const Standard_Integer uc = theMat.UpperCol();
+ if ((ur - lr + 1 != 4) || (uc - lc + 1 != 4))
+ {
+ return gp_XYZ (thePnt.X(), thePnt.Y(), thePnt.Z());
+ }
- 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 ;
+ Standard_Real X, Y, Z;
+ thePnt.Coord (X,Y,Z);
+ const Standard_Real XX = (theMat(lr,lc+3) + X*theMat(lr,lc) + Y*theMat(lr,lc+1) + Z*theMat(lr,lc+2)) / theMat(lr+3,lc+3);
+ const Standard_Real YY = (theMat(lr+1,lc+3) + X*theMat(lr+1,lc) + Y*theMat(lr+1,lc+1) + Z*theMat(lr+1,lc+2))/theMat(lr+3,lc+3);
+ const Standard_Real ZZ = (theMat(lr+2,lc+3) + X*theMat(lr+2,lc) + Y*theMat(lr+2,lc+1) + Z*theMat(lr+2,lc+2))/theMat(lr+3,lc+3);
+ return gp_XYZ (XX, YY, ZZ);
}
-void V3d_View::InitMatrix( TColStd_Array2OfReal& Matrix )
+//=======================================================================
+//function : Pan
+//purpose :
+//=======================================================================
+void V3d_View::Pan (const Standard_Integer theDXp,
+ const Standard_Integer theDYp,
+ const Standard_Real theZoomFactor,
+ const Standard_Boolean theToStart)
{
- 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. ;
+ Panning (Convert (theDXp), Convert (theDYp), theZoomFactor, theToStart);
}
-Standard_Boolean V3d_View::Multiply (const TColStd_Array2OfReal& Left, const TColStd_Array2OfReal& Right, TColStd_Array2OfReal& Matrix)
+//=======================================================================
+//function : Panning
+//purpose :
+//=======================================================================
+void V3d_View::Panning (const Standard_Real theDXv,
+ const Standard_Real theDYv,
+ const Standard_Real theZoomFactor,
+ const Standard_Boolean theToStart)
{
- 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 ();
+ Standard_ASSERT_RAISE (theZoomFactor > 0.0, "Bad zoom factor");
- TColStd_Array2OfReal Result (mlr, mur, mlc, muc);
+ Handle(Graphic3d_Camera) aCamera = Camera();
- 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 ;
+ if (theToStart)
+ {
+ myCamStartOpEye = aCamera->Eye();
+ myCamStartOpCenter = aCamera->Center();
}
- 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) ;
+ Standard_Boolean wasUpdateEnabled = SetImmediateUpdate (Standard_False);
- 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 ;
-}
+ gp_Pnt aViewDims = aCamera->ViewDimensions();
-Graphic3d_Vector V3d_View::TrsPoint( const Graphic3d_Vector& V, const TColStd_Array2OfReal& Matrix )
-{
- Graphic3d_Vector VV ;
- Standard_Real X,Y,Z,XX,YY,ZZ ;
+ aCamera->SetEye (myCamStartOpEye);
+ aCamera->SetCenter (myCamStartOpCenter);
+ Translate (aCamera, -theDXv, -theDYv);
+ Scale (aCamera, aViewDims.X() / theZoomFactor, aViewDims.Y() / theZoomFactor);
- // 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 ;
-}
+ SetImmediateUpdate (wasUpdateEnabled);
-void V3d_View::Pan(const Standard_Integer Dx, const Standard_Integer Dy,const Quantity_Factor aZoomFactor)
-{
- Panning(Convert(Dx),Convert(Dy),aZoomFactor,Standard_True);
+ ImmediateUpdate();
}
-void V3d_View::Zoom (const Standard_Integer X1,
- const Standard_Integer Y1,
- const Standard_Integer X2,
- const Standard_Integer Y2)
+//=======================================================================
+//function : Zoom
+//purpose :
+//=======================================================================
+void V3d_View::Zoom (const Standard_Integer theXp1,
+ const Standard_Integer theYp1,
+ const Standard_Integer theXp2,
+ const Standard_Integer theYp2)
{
-
- 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);
+ Standard_Integer aDx = theXp2 - theXp1;
+ Standard_Integer aDy = theYp2 - theYp1;
+ if (aDx != 0 || aDy != 0)
+ {
+ Standard_Real aCoeff = Sqrt( (Standard_Real)(aDx * aDx + aDy * aDy) ) / 100.0 + 1.0;
+ aCoeff = (aDx > 0) ? aCoeff : 1.0 / aCoeff;
+ SetZoom (aCoeff, Standard_True);
}
}
-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)
+//=======================================================================
+//function : StartZoomAtPoint
+//purpose :
+//=======================================================================
+void V3d_View::StartZoomAtPoint (const Standard_Integer theXp,
+ const Standard_Integer theYp)
{
- MyZoomAtPointX = xpix;
- MyZoomAtPointY = ypix;
+ MyZoomAtPointX = theXp;
+ MyZoomAtPointY = theYp;
}
-// 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)
+//=======================================================================
+//function : ZoomAtPoint
+//purpose :
+//=======================================================================
+void V3d_View::ZoomAtPoint (const Standard_Integer theMouseStartX,
+ const Standard_Integer theMouseStartY,
+ const Standard_Integer theMouseEndX,
+ const Standard_Integer theMouseEndY)
{
- Standard_Boolean 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;
- V3d_BadValue_Raise_if( dzoom <= 0.,"V3d_View::ZoomAtPoint, bad coefficient");
+ Standard_Boolean wasUpdateEnabled = SetImmediateUpdate (Standard_False);
- Standard_Real Umin,Vmin,Umax,Vmax;
- MyViewMapping.WindowLimit(Umin,Vmin,Umax,Vmax);
+ // zoom
+ Standard_Real aDxy = Standard_Real ((theMouseEndX + theMouseEndY) - (theMouseStartX + theMouseStartY));
+ Standard_Real aDZoom = Abs (aDxy) / 100.0 + 1.0;
+ aDZoom = (aDxy > 0.0) ? aDZoom : 1.0 / aDZoom;
- MyXwindowCenter = (Umin + Umax) / 2.0;
- MyYwindowCenter = (Vmin + Vmax) / 2.0;
- MyWindowWidth = Abs(Umax - Umin);
- MyWindowHeight = Abs(Vmax - Vmin);
+ V3d_BadValue_Raise_if (aDZoom <= 0.0, "V3d_View::ZoomAtPoint, bad coefficient");
- // 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;
+ Handle(Graphic3d_Camera) aCamera = Camera();
- Standard_Real Dxv = MyWindowWidth / coef;
- Standard_Real Dyv = MyWindowHeight / coef;
+ Standard_Real aViewWidth = aCamera->ViewDimensions().X();
+ Standard_Real aViewHeight = aCamera->ViewDimensions().Y();
- 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;
+ // ensure that zoom will not be too small or too big.
+ Standard_Real aCoef = aDZoom;
+ if (aViewWidth < aCoef * Precision::Confusion())
+ {
+ aCoef = aViewWidth / Precision::Confusion();
+ }
+ else if (aViewWidth > aCoef * 1e12)
+ {
+ aCoef = aViewWidth / 1e12;
+ }
+ if (aViewHeight < aCoef * Precision::Confusion())
+ {
+ aCoef = aViewHeight / Precision::Confusion();
+ }
+ else if (aViewHeight > aCoef * 1e12)
+ {
+ aCoef = aViewHeight / 1e12;
+ }
- MyXwindowCenter = (Umin + Umax) / 2.0;
- MyYwindowCenter = (Vmin + Vmax) / 2.0;
- MyWindowWidth = Abs(Umax - Umin);
- MyWindowHeight = Abs(Vmax - Vmin);
+ Standard_Real aZoomAtPointXv = 0.0;
+ Standard_Real aZoomAtPointYv = 0.0;
+ Convert (MyZoomAtPointX, MyZoomAtPointY, aZoomAtPointXv, aZoomAtPointYv);
- Standard_Real Xrp,Yrp,Zrp;
- MyProjReferencePoint = MyViewMapping.ProjectionReferencePoint();
- MyProjReferencePoint.Coord(Xrp,Yrp,Zrp);
+ Standard_Real aDxv = aZoomAtPointXv / aCoef;
+ Standard_Real aDyv = aZoomAtPointYv / aCoef;
- Xrp = MyXwindowCenter - Dxv;
- Yrp = MyYwindowCenter - Dyv;
+ aCamera->SetScale (aCamera->Scale() / aCoef);
+ Translate (aCamera, aZoomAtPointXv - aDxv, aZoomAtPointYv - aDyv);
- Umin = Xrp - MyWindowWidth / 2.0; Umax = Xrp + MyWindowWidth / 2.0;
- Vmin = Yrp - MyWindowHeight / 2.0; Vmax = Yrp + MyWindowHeight / 2.0;
+ AutoZFit();
- // 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);
+ SetImmediateUpdate (wasUpdateEnabled);
- // Update the view.
- SetImmediateUpdate(update);
- ImmediateUpdate();
+ ImmediateUpdate();
}
+//=============================================================================
+//function : AxialScale
+//purpose :
+//=============================================================================
void V3d_View::AxialScale (const Standard_Integer Dx,
const Standard_Integer Dy,
const V3d_TypeOfAxe Axis)
}
}
-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)
+//=============================================================================
+//function : FitAll
+//purpose :
+//=============================================================================
+void V3d_View::FitAll(const Standard_Real theXmin,
+ const Standard_Real theYmin,
+ const Standard_Real theXmax,
+ const Standard_Real theYmax)
{
+ Handle(Graphic3d_Camera) aCamera = Camera();
+ Standard_Real anAspect = aCamera->Aspect();
- 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 ;
+ Standard_Real aFitSizeU = Abs (theXmax - theXmin);
+ Standard_Real aFitSizeV = Abs (theYmax - theYmin);
+ Standard_Real aFitAspect = aFitSizeU / aFitSizeV;
+ if (aFitAspect >= anAspect)
+ {
+ aFitSizeV = aFitSizeU / anAspect;
+ }
+ else
+ {
+ aFitSizeU = aFitSizeV * anAspect;
+ }
- V3d_BadValue_Raise_if( (Xmin == Xmax) || (Ymin == Ymax) ,
- "V3d_View::FitAll, Window Size is NULL");
+ Translate (aCamera, (theXmin + theXmax) * 0.5, (theYmin + theYmax) * 0.5);
+ Scale (aCamera, aFitSizeU, aFitSizeV);
- MyProjReferencePoint = MyViewMapping.ProjectionReferencePoint() ;
- MyProjReferencePoint.Coord(Xrp,Yrp,Zrp) ;
- aWindow->Size(Xpixel,Ypixel);
- DxvOld = Xpixel; DyvOld = Ypixel;
+ AutoZFit();
- 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
+//=============================================================================
+//function : StartRotation
+//purpose :
+//=============================================================================
void V3d_View::StartRotation(const Standard_Integer X,
const Standard_Integer Y,
- const Quantity_Ratio zRotationThreshold)
+ const Standard_Real zRotationThreshold)
{
-
sx = X; sy = Y;
Standard_Real x,y;
Size(x,y);
ry = Standard_Real(Convert(y));
Gravity(gx,gy,gz);
Rotate(0.,0.,0.,gx,gy,gz,Standard_True);
-#ifdef IMP250900
- zRotation = Standard_False;
+ myZRotation = 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;
+ // if( dx > rx/3. || dy > ry/3. ) myZRotation = Standard_True;
Standard_Real dd = zRotationThreshold * (rx + ry)/2.;
- if( dx > dd || dy > dd ) zRotation = Standard_True;
+ if( dx > dd || dy > dd ) myZRotation = Standard_True;
}
-#endif
}
+//=============================================================================
+//function : Rotation
+//purpose :
+//=============================================================================
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 ) {
+ if( myZRotation ) {
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 :: SetComputedMode ( const Standard_Boolean aMode )
+//=============================================================================
+//function : SetComputedMode
+//purpose :
+//=============================================================================
+void V3d_View::SetComputedMode (const Standard_Boolean theMode)
{
- if( aMode ) {
- if( myComputedMode ) {
- MyView -> SetComputedMode ( Standard_True );
- Update ();
+ if (theMode)
+ {
+ if (myComputedMode)
+ {
+ myView->SetComputedMode (Standard_True);
}
- } else {
- MyView -> SetComputedMode ( Standard_False );
- Update ();
+ }
+ else
+ {
+ myView->SetComputedMode (Standard_False);
}
}
-Standard_Boolean V3d_View :: ComputedMode () const
+//=============================================================================
+//function : ComputedMode
+//purpose :
+//=============================================================================
+Standard_Boolean V3d_View::ComputedMode() const
{
- return MyView -> ComputedMode ();
+ return myView->ComputedMode();
}
-void V3d_View :: SetBackFacingModel (const V3d_TypeOfBackfacingModel aModel)
+//=============================================================================
+//function : SetBackFacingModel
+//purpose :
+//=============================================================================
+void V3d_View::SetBackFacingModel (const V3d_TypeOfBackfacingModel theModel)
{
- MyView -> SetBackFacingModel ( Visual3d_TypeOfBackfacingModel(aModel) );
+ myView->SetBackfacingModel (static_cast<Graphic3d_TypeOfBackfacingModel> (theModel));
Redraw();
}
-V3d_TypeOfBackfacingModel V3d_View :: BackFacingModel () const
+//=============================================================================
+//function : BackFacingModel
+//purpose :
+//=============================================================================
+V3d_TypeOfBackfacingModel V3d_View::BackFacingModel() const
{
- return V3d_TypeOfBackfacingModel(MyView -> BackFacingModel ());
-}
-
-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);
+ return static_cast<V3d_TypeOfBackfacingModel> (myView->BackfacingModel());
}
+//=============================================================================
+//function : Init
+//purpose :
+//=============================================================================
void V3d_View::Init()
{
myComputedMode = MyViewer->ComputedMode();
- if( !myComputedMode || !MyViewer->DefaultComputedMode() ) {
- SetComputedMode(Standard_False);
+ if (!myComputedMode || !MyViewer->DefaultComputedMode())
+ {
+ SetComputedMode (Standard_False);
}
-
-#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()
+//=============================================================================
+//function : Export
+//purpose :
+//=============================================================================
+Standard_Boolean V3d_View::Export (const Standard_CString theFileName,
+ const Graphic3d_ExportFormat theFormat,
+ const Graphic3d_SortType theSortType)
{
- V3d_BadValue_Raise_if( !MyPlotter.IsNull(), "view has no plotter");
- MyView->Plot(MyPlotter);
+ return myView->Export (theFileName, theFormat, theSortType);
}
-#include <Aspect.hxx>
-#include <Visual3d_Layer.hxx>
-
-////////////////////////////////////////////////////////////////
+//=============================================================================
+//function : Dump
+//purpose :
+//=============================================================================
Standard_Boolean V3d_View::Dump (const Standard_CString theFile,
const Graphic3d_BufferType& theBufferType)
{
Standard_Integer aWinWidth, aWinHeight;
MyWindow->Size (aWinWidth, aWinHeight);
Image_AlienPixMap anImage;
+
return ToPixMap (anImage, aWinWidth, aWinHeight, theBufferType) && anImage.Save (theFile);
}
-////////////////////////////////////////////////////////////////
+//=============================================================================
+//function : ToPixMap
+//purpose :
+//=============================================================================
Standard_Boolean V3d_View::ToPixMap (Image_PixMap& theImage,
- const Standard_Integer theWidth,
- const Standard_Integer theHeight,
- const Graphic3d_BufferType& theBufferType,
- const Standard_Boolean theIsForceCentred)
-{
- Graphic3d_CView* cView = (Graphic3d_CView* )MyView->CView();
-
- // always prefer hardware accelerated offscreen buffer
- Graphic3d_PtrFrameBuffer aFBOPtr = NULL;
- Graphic3d_PtrFrameBuffer aPrevFBOPtr = (Graphic3d_PtrFrameBuffer )cView->ptrFBO;
- Standard_Integer aFBOVPSizeX (theWidth), aFBOVPSizeY (theHeight), aFBOSizeXMax (0), aFBOSizeYMax (0);
- Standard_Integer aPrevFBOVPSizeX (0), aPrevFBOVPSizeY (0), aPrevFBOSizeXMax (0), aPrevFBOSizeYMax (0);
- if (aPrevFBOPtr != NULL)
- {
- MyView->FBOGetDimensions (aPrevFBOPtr,
- aPrevFBOVPSizeX, aPrevFBOVPSizeY,
- aPrevFBOSizeXMax, aPrevFBOSizeYMax);
- if (aFBOVPSizeX <= aPrevFBOSizeXMax && aFBOVPSizeY <= aPrevFBOSizeYMax)
+ const V3d_ImageDumpOptions& theParams)
+{
+ Graphic3d_Vec2i aTargetSize (theParams.Width, theParams.Height);
+ if (aTargetSize.x() != 0
+ && aTargetSize.y() != 0)
+ {
+ // allocate image buffer for dumping
+ if (theImage.IsEmpty()
+ || theImage.SizeX() != Standard_Size(aTargetSize.x())
+ || theImage.SizeY() != Standard_Size(aTargetSize.y()))
{
- MyView->FBOChangeViewport (aPrevFBOPtr, aFBOVPSizeX, aFBOVPSizeY);
- aFBOPtr = aPrevFBOPtr;
+ Image_Format aFormat = Image_Format_UNKNOWN;
+ switch (theParams.BufferType)
+ {
+ case Graphic3d_BT_RGB: aFormat = Image_Format_RGB; break;
+ case Graphic3d_BT_RGBA: aFormat = Image_Format_RGBA; break;
+ case Graphic3d_BT_Depth: aFormat = Image_Format_GrayF; break;
+ case Graphic3d_BT_RGB_RayTraceHdrLeft: aFormat = Image_Format_RGBF; break;
+ }
+
+ if (!theImage.InitZero (aFormat, Standard_Size(aTargetSize.x()), Standard_Size(aTargetSize.y())))
+ {
+ Message::DefaultMessenger()->Send (TCollection_AsciiString ("Fail to allocate an image ") + aTargetSize.x() + "x" + aTargetSize.y()
+ + " for view dump", Message_Fail);
+ return Standard_False;
+ }
}
}
+ if (theImage.IsEmpty())
+ {
+ Message::DefaultMessenger()->Send (TCollection_AsciiString ("V3d_View::ToPixMap() has been called without image dimensions"), Message_Fail);
+ return Standard_False;
+ }
+ aTargetSize.x() = (Standard_Integer )theImage.SizeX();
+ aTargetSize.y() = (Standard_Integer )theImage.SizeY();
+
+ Handle(Standard_Transient) aFBOPtr;
+ Handle(Standard_Transient) aPrevFBOPtr = myView->FBO();
+ Graphic3d_Vec2i aFBOVPSize = aTargetSize;
- if (aFBOPtr == NULL)
+ bool isTiling = false;
+ if (theParams.TileSize > 0)
{
- // Try to create hardware accelerated buffer
- aFBOPtr = MyView->FBOCreate (aFBOVPSizeX, aFBOVPSizeY);
- if (aFBOPtr != NULL)
+ if (aFBOVPSize.x() > theParams.TileSize
+ || aFBOVPSize.y() > theParams.TileSize)
{
- 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);
+ aFBOVPSize.x() = Min (aFBOVPSize.x(), theParams.TileSize);
+ aFBOVPSize.y() = Min (aFBOVPSize.y(), theParams.TileSize);
+ isTiling = true;
}
}
- cView->ptrFBO = aFBOPtr;
- // If hardware accelerated buffer - try to use onscreen buffer
- // Results may be bad!
- if (aFBOPtr == NULL)
+ Graphic3d_Vec2i aPrevFBOVPSize;
+ if (!aPrevFBOPtr.IsNull())
{
- // 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)
+ Graphic3d_Vec2i aPrevFBOSizeMax;
+ myView->FBOGetDimensions (aPrevFBOPtr,
+ aPrevFBOVPSize.x(), aPrevFBOVPSize.y(),
+ aPrevFBOSizeMax.x(), aPrevFBOSizeMax.y());
+ if (aFBOVPSize.x() <= aPrevFBOSizeMax.x()
+ && aFBOVPSize.y() <= aPrevFBOSizeMax.y())
{
- return Standard_False;
+ aFBOPtr = aPrevFBOPtr;
}
}
- //szv: save mapping
- Visual3d_ViewMapping prevMapping = MyView->ViewMapping();
- Standard_Real Umin, Vmin, Umax, Vmax;
-
- if (theIsForceCentred)
+ if (aFBOPtr.IsNull())
{
- //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_Integer aMaxTexSize = MyViewer->Driver()->InquireLimit (Graphic3d_TypeOfLimit_MaxTextureSize);
+ if (theParams.TileSize > aMaxTexSize)
{
- Standard_Real newHeight = (oldWidth * aFBOVPSizeY) / aFBOVPSizeX;
- // Expand height
- Standard_Real delta = 0.5 * (newHeight - oldHeight);
- Vmin = PVmin - delta;
- Vmax = PVmax + delta;
+ Message::DefaultMessenger()->Send (TCollection_AsciiString ("Image dump can not be performed - specified tile size (")
+ + theParams.TileSize + ") exceeds hardware limits (" + aMaxTexSize + ")", Message_Fail);
+ return Standard_False;
}
- else
+
+ if (aFBOVPSize.x() > aMaxTexSize
+ || aFBOVPSize.y() > aMaxTexSize)
{
- // Expand width
- Standard_Real delta = 0.5 * (newWidth - oldWidth);
- Umin = PUmin - delta;
- Umax = PUmax + delta;
+ aFBOVPSize.x() = Min (aFBOVPSize.x(), aMaxTexSize);
+ aFBOVPSize.y() = Min (aFBOVPSize.y(), aMaxTexSize);
+ isTiling = true;
}
- //szv: apply expanded mapping
- MyViewMapping.SetWindowLimit (Umin, Vmin, Umax, Vmax);
- MyView->SetViewMapping (MyViewMapping);
+ // Try to create hardware accelerated buffer
+ aFBOPtr = myView->FBOCreate (aFBOVPSize.x(), aFBOVPSize.y());
}
+ myView->SetFBO (aFBOPtr);
- //workround for rendering list of Over and Under Layers
- if (!MyLayerMgr.IsNull())
+ if (aFBOPtr.IsNull())
{
- MyLayerMgr->Compute();
- }
-
- // render immediate structures into back buffer rather than front
- Handle(Graphic3d_GraphicDriver) aDriver = Handle(Graphic3d_GraphicDriver)::DownCast (MyView->GraphicDriver());
- const Standard_Boolean aPrevImmediateMode = aDriver.IsNull() ? Standard_True : aDriver->SetImmediateModeDrawToFront (*cView, Standard_False);
+ // try to use on-screen buffer
+ Graphic3d_Vec2i aWinSize;
+ MyWindow->Size (aWinSize.x(), aWinSize.y());
+ if (aFBOVPSize.x() != aWinSize.x()
+ || aFBOVPSize.y() != aWinSize.y())
+ {
+ isTiling = true;
+ }
+ aFBOVPSize = aWinSize;
- Redraw();
+ Message::DefaultMessenger()->Send (TCollection_AsciiString ("Warning, on screen buffer is used for image dump - content might be invalid"), Message_Warning);
+ }
- if (!aDriver.IsNull())
+ // backup camera parameters
+ Handle(Graphic3d_Camera) aStoreMapping = new Graphic3d_Camera();
+ Handle(Graphic3d_Camera) aCamera = Camera();
+ aStoreMapping->Copy (aCamera);
+ if (aCamera->IsStereo())
+ {
+ switch (theParams.StereoOptions)
+ {
+ case V3d_SDO_MONO:
+ {
+ aCamera->SetProjectionType (Graphic3d_Camera::Projection_Perspective);
+ break;
+ }
+ case V3d_SDO_LEFT_EYE:
+ {
+ aCamera->SetProjectionType (Graphic3d_Camera::Projection_MonoLeftEye);
+ break;
+ }
+ case V3d_SDO_RIGHT_EYE:
+ {
+ aCamera->SetProjectionType (Graphic3d_Camera::Projection_MonoRightEye);
+ break;
+ }
+ case V3d_SDO_BLENDED:
+ {
+ break; // dump as is
+ }
+ }
+ }
+ if (theParams.ToAdjustAspect)
{
- aDriver->SetImmediateModeDrawToFront (*cView, aPrevImmediateMode);
+ aCamera->SetAspect (Standard_Real(aTargetSize.x()) / Standard_Real(aTargetSize.y()));
}
+ AutoZFit();
- //szv: restore mapping
- MyViewMapping = prevMapping;
- MyView->SetViewMapping (prevMapping);
+ // render immediate structures into back buffer rather than front
+ const Standard_Boolean aPrevImmediateMode = myView->SetImmediateModeDrawToFront (Standard_False);
Standard_Boolean isSuccess = Standard_True;
-
- // allocate image buffer for dumping
- if (theImage.IsEmpty()
- || (Standard_Size )aFBOVPSizeX != theImage.SizeX()
- || (Standard_Size )aFBOVPSizeY != theImage.SizeY())
+ if (!isTiling)
{
- bool isBigEndian = Image_PixMap::IsBigEndianHost();
- Image_PixMap::ImgFormat aFormat = Image_PixMap::ImgUNKNOWN;
- switch (theBufferType)
+ if (!aFBOPtr.IsNull())
{
- case Graphic3d_BT_RGB: aFormat = isBigEndian ? Image_PixMap::ImgRGB : Image_PixMap::ImgBGR; break;
- case Graphic3d_BT_RGBA: aFormat = isBigEndian ? Image_PixMap::ImgRGBA : Image_PixMap::ImgBGRA; break;
- case Graphic3d_BT_Depth: aFormat = Image_PixMap::ImgGrayF; break;
+ myView->FBOChangeViewport (aFBOPtr, aTargetSize.x(), aTargetSize.y());
}
+ Redraw();
+ isSuccess = isSuccess && myView->BufferDump (theImage, theParams.BufferType);
+ }
+ else
+ {
+ Image_PixMap aTilePixMap;
+ aTilePixMap.SetTopDown (theImage.IsTopDown());
+
+ Graphic3d_Vec2i anOffset (0, 0);
+ for (; anOffset.y() < aTargetSize.y(); anOffset.y() += aFBOVPSize.y())
+ {
+ anOffset.x() = 0;
+ for (; anOffset.x() < aTargetSize.x(); anOffset.x() += aFBOVPSize.x())
+ {
+ Graphic3d_CameraTile aTile;
+ aTile.Offset = anOffset;
+ aTile.TotalSize = aTargetSize;
+ aTile.TileSize = aFBOVPSize;
+ if (!aFBOPtr.IsNull())
+ {
+ // crop corners in case of FBO
+ // (no API to resize viewport of on-screen buffer - keep uncropped in this case)
+ aTile = aTile.Cropped();
+ }
+ if (aTile.TileSize.x() < 1
+ || aTile.TileSize.y() < 1)
+ {
+ continue;
+ }
+
+ const Standard_Integer aLeft = aTile.Offset.x();
+ Standard_Integer aBottom = aTile.Offset.y();
+ if (theImage.IsTopDown())
+ {
+ const Standard_Integer aTop = aTile.Offset.y() + aTile.TileSize.y();
+ aBottom = aTargetSize.y() - aTop;
+ }
+ aTilePixMap.InitWrapper (theImage.Format(), theImage.ChangeData()
+ + theImage.SizeRowBytes() * aBottom + theImage.SizePixelBytes() * aLeft,
+ aTile.TileSize.x(), aTile.TileSize.y(),
+ theImage.SizeRowBytes());
- isSuccess = isSuccess && theImage.InitZero (aFormat, aFBOVPSizeX, aFBOVPSizeY);
+ aCamera->SetTile (aTile);
+ if (!aFBOPtr.IsNull())
+ {
+ myView->FBOChangeViewport (aFBOPtr, aTile.TileSize.x(), aTile.TileSize.y());
+ }
+ Redraw();
+ isSuccess = isSuccess && myView->BufferDump (aTilePixMap, theParams.BufferType);
+ if (!isSuccess)
+ {
+ break;
+ }
+ }
+ if (!isSuccess)
+ {
+ break;
+ }
+ }
}
- isSuccess = isSuccess && MyView->BufferDump (theImage, theBufferType);
- // FBO now useless, free resources
+ // restore state
+ myView->SetImmediateModeDrawToFront (aPrevImmediateMode);
+ aCamera->Copy (aStoreMapping);
if (aFBOPtr != aPrevFBOPtr)
{
- MyView->FBORelease (aFBOPtr);
+ myView->FBORelease (aFBOPtr);
}
- else if (aPrevFBOPtr != NULL)
+ else if (!aPrevFBOPtr.IsNull())
{
- MyView->FBOChangeViewport (aPrevFBOPtr, aPrevFBOVPSizeX, aPrevFBOVPSizeY);
+ myView->FBOChangeViewport (aPrevFBOPtr, aPrevFBOVPSize.x(), aPrevFBOVPSize.y());
}
- cView->ptrFBO = aPrevFBOPtr;
+ myView->SetFBO (aPrevFBOPtr);
return isSuccess;
}
+//=============================================================================
+//function : ImmediateUpdate
+//purpose :
+//=============================================================================
void V3d_View::ImmediateUpdate() const
{
- if (myImmediateUpdate) Update();
+ if (myImmediateUpdate)
+ {
+ Update();
+ }
}
+//=============================================================================
+//function : SetImmediateUpdate
+//purpose :
+//=============================================================================
Standard_Boolean V3d_View::SetImmediateUpdate (const Standard_Boolean theImmediateUpdate)
{
Standard_Boolean aPreviousMode = myImmediateUpdate;
myImmediateUpdate = theImmediateUpdate;
return aPreviousMode;
}
+
+// =======================================================================
+// function : SetCamera
+// purpose :
+// =======================================================================
+void V3d_View::SetCamera (const Handle(Graphic3d_Camera)& theCamera)
+{
+ myView->SetCamera (theCamera);
+
+ ImmediateUpdate();
+}
+
+// =======================================================================
+// function : GetCamera
+// purpose :
+// =======================================================================
+const Handle(Graphic3d_Camera)& V3d_View::Camera() const
+{
+ return myView->Camera();
+}
+
+// =======================================================================
+// function : FitMinMax
+// purpose : Internal
+// =======================================================================
+Standard_Boolean V3d_View::FitMinMax (const Handle(Graphic3d_Camera)& theCamera,
+ const Bnd_Box& theBox,
+ const Standard_Real theMargin,
+ const Standard_Real theResolution,
+ const Standard_Boolean theToEnlargeIfLine) const
+{
+ // Check bounding box for validness
+ if (theBox.IsVoid())
+ {
+ return Standard_False; // bounding box is out of bounds...
+ }
+
+ // Apply "axial scaling" to the bounding points.
+ // It is not the best approach to make this scaling as a part of fit all operation,
+ // but the axial scale is integrated into camera orientation matrix and the other
+ // option is to perform frustum plane adjustment algorithm in view camera space,
+ // which will lead to a number of additional world-view space conversions and
+ // loosing precision as well.
+ gp_Pnt aBndMin = theBox.CornerMin().XYZ().Multiplied (theCamera->AxialScale());
+ gp_Pnt aBndMax = theBox.CornerMax().XYZ().Multiplied (theCamera->AxialScale());
+
+ if (aBndMax.IsEqual (aBndMin, RealEpsilon()))
+ {
+ return Standard_False; // nothing to fit all
+ }
+
+ // Prepare camera frustum planes.
+ NCollection_Array1<gp_Pln> aFrustumPlane (1, 6);
+ theCamera->Frustum (aFrustumPlane.ChangeValue (1),
+ aFrustumPlane.ChangeValue (2),
+ aFrustumPlane.ChangeValue (3),
+ aFrustumPlane.ChangeValue (4),
+ aFrustumPlane.ChangeValue (5),
+ aFrustumPlane.ChangeValue (6));
+
+ // Prepare camera up, side, direction vectors.
+ gp_Dir aCamUp = theCamera->OrthogonalizedUp();
+ gp_Dir aCamDir = theCamera->Direction();
+ gp_Dir aCamSide = aCamDir ^ aCamUp;
+
+ // Prepare scene bounding box parameters.
+ gp_Pnt aBndCenter = (aBndMin.XYZ() + aBndMax.XYZ()) / 2.0;
+
+ NCollection_Array1<gp_Pnt> aBndCorner (1, 8);
+ aBndCorner.ChangeValue (1) = gp_Pnt (aBndMin.X(), aBndMin.Y(), aBndMin.Z());
+ aBndCorner.ChangeValue (2) = gp_Pnt (aBndMin.X(), aBndMin.Y(), aBndMax.Z());
+ aBndCorner.ChangeValue (3) = gp_Pnt (aBndMin.X(), aBndMax.Y(), aBndMin.Z());
+ aBndCorner.ChangeValue (4) = gp_Pnt (aBndMin.X(), aBndMax.Y(), aBndMax.Z());
+ aBndCorner.ChangeValue (5) = gp_Pnt (aBndMax.X(), aBndMin.Y(), aBndMin.Z());
+ aBndCorner.ChangeValue (6) = gp_Pnt (aBndMax.X(), aBndMin.Y(), aBndMax.Z());
+ aBndCorner.ChangeValue (7) = gp_Pnt (aBndMax.X(), aBndMax.Y(), aBndMin.Z());
+ aBndCorner.ChangeValue (8) = gp_Pnt (aBndMax.X(), aBndMax.Y(), aBndMax.Z());
+
+ // Perspective-correct camera projection vector, matching the bounding box is determined geometrically.
+ // Knowing the initial shape of a frustum it is possible to match it to a bounding box.
+ // Then, knowing the relation of camera projection vector to the frustum shape it is possible to
+ // set up perspective-correct camera projection matching the bounding box.
+ // These steps support non-asymmetric transformations of view-projection space provided by camera.
+ // The zooming can be done by calculating view plane size matching the bounding box at center of
+ // the bounding box. The only limitation here is that the scale of camera should define size of
+ // its view plane passing through the camera center, and the center of camera should be on the
+ // same line with the center of bounding box.
+
+ // The following method is applied:
+ // 1) Determine normalized asymmetry of camera projection vector by frustum planes.
+ // 2) Determine new location of frustum planes, "matching" the bounding box.
+ // 3) Determine new camera projection vector using the normalized asymmetry.
+ // 4) Determine new zooming in view space.
+
+ // 1. Determine normalized projection asymmetry (if any).
+ Standard_Real anAssymX = Tan (( aCamSide).Angle (aFrustumPlane (1).Axis().Direction()))
+ - Tan ((-aCamSide).Angle (aFrustumPlane (2).Axis().Direction()));
+ Standard_Real anAssymY = Tan (( aCamUp) .Angle (aFrustumPlane (3).Axis().Direction()))
+ - Tan ((-aCamUp) .Angle (aFrustumPlane (4).Axis().Direction()));
+
+ // 2. Determine how far should be the frustum planes placed from center
+ // of bounding box, in order to match the bounding box closely.
+ NCollection_Array1<Standard_Real> aFitDistance (1, 6);
+ aFitDistance.ChangeValue (1) = 0.0;
+ aFitDistance.ChangeValue (2) = 0.0;
+ aFitDistance.ChangeValue (3) = 0.0;
+ aFitDistance.ChangeValue (4) = 0.0;
+ aFitDistance.ChangeValue (5) = 0.0;
+ aFitDistance.ChangeValue (6) = 0.0;
+
+ for (Standard_Integer anI = aFrustumPlane.Lower(); anI <= aFrustumPlane.Upper(); ++anI)
+ {
+ // Measure distances from center of bounding box to its corners towards the frustum plane.
+ const gp_Dir& aPlaneN = aFrustumPlane.ChangeValue (anI).Axis().Direction();
+
+ Standard_Real& aFitDist = aFitDistance.ChangeValue (anI);
+
+ for (Standard_Integer aJ = aBndCorner.Lower(); aJ <= aBndCorner.Upper(); ++aJ)
+ {
+ aFitDist = Max (aFitDist, gp_Vec (aBndCenter, aBndCorner (aJ)).Dot (aPlaneN));
+ }
+ }
+ // The center of camera is placed on the same line with center of bounding box.
+ // The view plane section crosses the bounding box at its center.
+ // To compute view plane size, evaluate coefficients converting "point -> plane distance"
+ // into view section size between the point and the frustum plane.
+ // proj
+ // /|\ right half of frame //
+ // | //
+ // point o<-- distance * coeff -->//---- (view plane section)
+ // \ //
+ // (distance) //
+ // ~ //
+ // (distance) //
+ // \/\//
+ // \//
+ // //
+ // (frustum plane)
+ aFitDistance.ChangeValue (1) *= Sqrt(1 + Pow (Tan ( aCamSide .Angle (aFrustumPlane (1).Axis().Direction())), 2.0));
+ aFitDistance.ChangeValue (2) *= Sqrt(1 + Pow (Tan ((-aCamSide).Angle (aFrustumPlane (2).Axis().Direction())), 2.0));
+ aFitDistance.ChangeValue (3) *= Sqrt(1 + Pow (Tan ( aCamUp .Angle (aFrustumPlane (3).Axis().Direction())), 2.0));
+ aFitDistance.ChangeValue (4) *= Sqrt(1 + Pow (Tan ((-aCamUp) .Angle (aFrustumPlane (4).Axis().Direction())), 2.0));
+ aFitDistance.ChangeValue (5) *= Sqrt(1 + Pow (Tan ( aCamDir .Angle (aFrustumPlane (5).Axis().Direction())), 2.0));
+ aFitDistance.ChangeValue (6) *= Sqrt(1 + Pow (Tan ((-aCamDir) .Angle (aFrustumPlane (6).Axis().Direction())), 2.0));
+
+ Standard_Real aViewSizeXv = aFitDistance (1) + aFitDistance (2);
+ Standard_Real aViewSizeYv = aFitDistance (3) + aFitDistance (4);
+ Standard_Real aViewSizeZv = aFitDistance (5) + aFitDistance (6);
+
+ // 3. Place center of camera on the same line with center of bounding
+ // box applying corresponding projection asymmetry (if any).
+ Standard_Real anAssymXv = anAssymX * aViewSizeXv * 0.5;
+ Standard_Real anAssymYv = anAssymY * aViewSizeYv * 0.5;
+ Standard_Real anOffsetXv = (aFitDistance (2) - aFitDistance (1)) * 0.5 + anAssymXv;
+ Standard_Real anOffsetYv = (aFitDistance (4) - aFitDistance (3)) * 0.5 + anAssymYv;
+ gp_Vec aTranslateSide = gp_Vec (aCamSide) * anOffsetXv;
+ gp_Vec aTranslateUp = gp_Vec (aCamUp) * anOffsetYv;
+ gp_Pnt aCamNewCenter = aBndCenter.Translated (aTranslateSide).Translated (aTranslateUp);
+
+ gp_Trsf aCenterTrsf;
+ aCenterTrsf.SetTranslation (theCamera->Center(), aCamNewCenter);
+ theCamera->Transform (aCenterTrsf);
+ theCamera->SetDistance (aFitDistance (6) + aFitDistance (5));
+
+ // Bounding box collapses to a point or thin line going in depth of the screen
+ if (aViewSizeXv < theResolution && aViewSizeYv < theResolution)
+ {
+ if (aViewSizeXv < theResolution || !theToEnlargeIfLine)
+ {
+ return Standard_True; // This is just one point or line and zooming has no effect.
+ }
+
+ // Looking along line and "theToEnlargeIfLine" is requested.
+ // Fit view to see whole scene on rotation.
+ aViewSizeXv = aViewSizeZv;
+ aViewSizeYv = aViewSizeZv;
+ }
+
+ Scale (theCamera, aViewSizeXv, aViewSizeYv);
+
+ const Standard_Real aZoomCoef = myView->ConsiderZoomPersistenceObjects();
+
+ Scale (theCamera, theCamera->ViewDimensions().X() * (aZoomCoef + theMargin), theCamera->ViewDimensions().Y() * (aZoomCoef + theMargin));
+
+ return Standard_True;
+}
+
+// =======================================================================
+// function : Scale
+// purpose : Internal
+// =======================================================================
+void V3d_View::Scale (const Handle(Graphic3d_Camera)& theCamera,
+ const Standard_Real theSizeXv,
+ const Standard_Real theSizeYv) const
+{
+ Standard_Real anAspect = theCamera->Aspect();
+ if (anAspect > 1.0)
+ {
+ theCamera->SetScale (Max (theSizeXv / anAspect, theSizeYv));
+ }
+ else
+ {
+ theCamera->SetScale (Max (theSizeXv, theSizeYv * anAspect));
+ }
+}
+
+// =======================================================================
+// function : Translate
+// purpose : Internal
+// =======================================================================
+void V3d_View::Translate (const Handle(Graphic3d_Camera)& theCamera,
+ const Standard_Real theDXv,
+ const Standard_Real theDYv) const
+{
+ const gp_Pnt& aCenter = theCamera->Center();
+ const gp_Dir& aDir = theCamera->Direction();
+ const gp_Dir& anUp = theCamera->Up();
+ gp_Ax3 aCameraCS (aCenter, aDir.Reversed(), aDir ^ anUp);
+
+ gp_Vec aCameraPanXv = gp_Vec (aCameraCS.XDirection()) * theDXv;
+ gp_Vec aCameraPanYv = gp_Vec (aCameraCS.YDirection()) * theDYv;
+ gp_Vec aCameraPan = aCameraPanXv + aCameraPanYv;
+ gp_Trsf aPanTrsf;
+ aPanTrsf.SetTranslation (aCameraPan);
+
+ theCamera->Transform (aPanTrsf);
+}
+
+// =======================================================================
+// function : IsCullingEnabled
+// purpose :
+// =======================================================================
+Standard_Boolean V3d_View::IsCullingEnabled() const
+{
+ return myView->IsCullingEnabled();
+}
+
+// =======================================================================
+// function : SetFrustumCulling
+// purpose :
+// =======================================================================
+void V3d_View::SetFrustumCulling (const Standard_Boolean theToClip)
+{
+ myView->SetCullingEnabled (theToClip);
+}
+
+// =======================================================================
+// function : DiagnosticInformation
+// purpose :
+// =======================================================================
+void V3d_View::DiagnosticInformation (TColStd_IndexedDataMapOfStringString& theDict,
+ Graphic3d_DiagnosticInfo theFlags) const
+{
+ myView->DiagnosticInformation (theDict, theFlags);
+}
+
+//=============================================================================
+//function : RenderingParams
+//purpose :
+//=============================================================================
+const Graphic3d_RenderingParams& V3d_View::RenderingParams() const
+{
+ return myView->RenderingParams();
+}
+
+//=============================================================================
+//function : ChangeRenderingParams
+//purpose :
+//=============================================================================
+Graphic3d_RenderingParams& V3d_View::ChangeRenderingParams()
+{
+ return myView->ChangeRenderingParams();
+}