// 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.
-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 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 <Standard_TypeMismatch.hxx>
-#include <Standard_ShortReal.hxx>
-#include <Standard_Assert.hxx>
-#include <Standard_ErrorHandler.hxx>
-#include <Standard_DivideByZero.hxx>
-
-#include <Visual3d_TransientManager.hxx>
-#include <Visual3d_ViewManager.hxx>
-#include <Visual3d_Light.hxx>
-#include <Visual3d_Layer.hxx>
-
-#include <V3d.hxx>
-#include <V3d_View.ixx>
-#include <V3d_BadValue.hxx>
-#include <V3d_StereoDumpOptions.hxx>
-
-#include <Image_AlienPixMap.hxx>
+#include <V3d_View.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 <TColStd_Array2OfReal.hxx>
-#include <TColStd_HSequenceOfInteger.hxx>
-
-#include <Bnd_Box.hxx>
-
-#include <Precision.hxx>
-
-#include <Graphic3d_Structure.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_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 <Aspect.hxx>
-
-#define V3d_FLAG_COMPUTATION 0x00000004
-
-// Perspective
-#include <OSD_Environment.hxx>
+#include <Image_AlienPixMap.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 <Standard_Type.hxx>
+#include <Standard_TypeMismatch.hxx>
+#include <TColgp_Array1OfPnt.hxx>
+#include <TColStd_Array2OfReal.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>
-/*----------------------------------------------------------------------*/
-/*
-* Constant
-*/
+IMPLEMENT_STANDARD_RTTIEXT(V3d_View,Standard_Transient)
#define DEUXPI (2. * M_PI)
+namespace
+{
+ static const Standard_Integer THE_NB_BOUND_POINTS = 8;
+}
+
//=============================================================================
//function : Constructor
//purpose :
//=============================================================================
-V3d_View::V3d_View(const Handle(V3d_Viewer)& VM, const V3d_TypeOfView Type ) :
- MyProjModel(V3d_TPM_SCREEN),
- MyViewer(VM.operator->()),
- MyActiveLights(),
- MyViewContext (),
- myActiveLightsIterator(),
- SwitchSetFront(Standard_False),
- MyTrsf (1, 4, 1, 4),
- myAutoZFitIsOn (Standard_True),
- myAutoZFitScaleFactor (1.0)
+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)
{
- myImmediateUpdate = Standard_False;
- MyView = new Visual3d_View(MyViewer->Viewer());
-
- // { Begin to retrieve the definition from ViewContext.
- // Step MyViewContext = MyView->Context() ;
- // to permit MyView->SetContext to compare
- // the old and the new context.
- // No problem for MyViewMapping, MyViewOrientation
- // as MyView->SetViewMapping and MyView->SetViewOrientation
- // don't try to optimize the modifications introduced to
- // viewmapping and vieworientation.
-
- // Aliasing
- if ((MyView->Context ()).AliasingIsOn ())
- MyViewContext.SetAliasingOn ();
- else
- MyViewContext.SetAliasingOff ();
-
- // DepthCueing
- MyViewContext.SetDepthCueingBackPlane
- ((MyView->Context ()).DepthCueingBackPlane ());
- MyViewContext.SetDepthCueingFrontPlane
- ((MyView->Context ()).DepthCueingFrontPlane ());
-
- if ((MyView->Context ()).DepthCueingIsOn ())
- MyViewContext.SetDepthCueingOn ();
- else
- MyViewContext.SetDepthCueingOff ();
+ myView = theViewer->Driver()->CreateView (theViewer->StructureManager());
- // ZClipping
- MyViewContext.SetZClippingBackPlane
- ((MyView->Context ()).ZClippingBackPlane ());
- MyViewContext.SetZClippingFrontPlane
- ((MyView->Context ()).ZClippingFrontPlane ());
-
- if ((MyView->Context ()).FrontZClippingIsOn ())
- MyViewContext.SetFrontZClippingOn ();
- else
- MyViewContext.SetFrontZClippingOff ();
-
- if ((MyView->Context ()).BackZClippingIsOn ())
- MyViewContext.SetBackZClippingOn ();
- else
- MyViewContext.SetBackZClippingOff ();
+ myView->SetBackground (theViewer->GetBackgroundColor());
+ myView->SetGradientBackground (theViewer->GetGradientBackground());
- // Visualization and Shading Model
- MyViewContext.SetModel ((MyView->Context ()).Model ());
- MyViewContext.SetVisualization ((MyView->Context ()).Visualization ());
-
- // Texture Mapping
- MyViewContext.SetSurfaceDetail (MyView->Context ().SurfaceDetail ());
- MyViewContext.SetTextureEnv (MyView->Context ().TextureEnv ());
- // } End of retrieval of the definition of ViewContext.
-
- MyBackground = VM->GetBackgroundColor() ;
- MyGradientBackground = VM->GetGradientBackground() ;
+ ChangeRenderingParams() = theViewer->DefaultRenderingParams();
// camera init
Handle(Graphic3d_Camera) aCamera = new Graphic3d_Camera();
aCamera->SetFOVy (45.0);
aCamera->SetIOD (Graphic3d_Camera::IODType_Relative, 0.05);
aCamera->SetZFocus (Graphic3d_Camera::FocusType_Relative, 1.0);
- SetCamera (aCamera);
+ aCamera->SetProjectionType ((theType == V3d_ORTHOGRAPHIC)
+ ? Graphic3d_Camera::Projection_Orthographic
+ : Graphic3d_Camera::Projection_Perspective);
+
+ myDefaultCamera = new Graphic3d_Camera();
+ myImmediateUpdate = Standard_False;
+ SetAutoZFitMode (Standard_True, 1.0);
+ SetBackFacingModel (V3d_TOBM_AUTOMATIC);
+ SetCamera (aCamera);
SetAxis (0.,0.,0.,1.,1.,1.);
- SetVisualization (VM->DefaultVisualization());
- SetShadingModel (VM->DefaultShadingModel());
- SetSurfaceDetail (VM->DefaultSurfaceDetail());
+ SetVisualization (theViewer->DefaultVisualization());
+ SetShadingModel (theViewer->DefaultShadingModel());
SetTwist (0.);
SetAt (0.,0.,0.);
- SetProj (VM->DefaultViewProj());
- SetSize (VM->DefaultViewSize());
- Standard_Real zsize = VM->DefaultViewSize();
+ SetProj (theViewer->DefaultViewProj());
+ SetSize (theViewer->DefaultViewSize());
+ Standard_Real zsize = theViewer->DefaultViewSize();
SetZSize (2.*zsize);
- SetZClippingDepth (0.);
- SetZClippingWidth (zsize);
- SetZCueingDepth (0.);
- SetZCueingWidth (zsize);
- SetDepth (VM->DefaultViewSize()/2.0);
+ SetDepth (theViewer->DefaultViewSize() / 2.0);
SetViewMappingDefault();
- VM->AddView (this);
+ SetViewOrientationDefault();
+ theViewer->AddView (this);
Init();
myImmediateUpdate = Standard_True;
-
- aCamera->SetProjectionType ((Type == V3d_ORTHOGRAPHIC)
- ? Graphic3d_Camera::Projection_Orthographic
- : Graphic3d_Camera::Projection_Perspective);
-
- MyTransparencyFlag = Standard_False;
}
//=============================================================================
//function : Constructor
//purpose :
//=============================================================================
-V3d_View::V3d_View(const Handle(V3d_Viewer)& theVM,const Handle(V3d_View)& theView) :
- MyProjModel(V3d_TPM_SCREEN),
- MyViewer(theVM.operator->()),
- MyActiveLights(),
- MyViewContext (),
- myActiveLightsIterator(),
+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)
{
- Handle(Visual3d_View) aFromView = theView->View();
-
- myImmediateUpdate = Standard_False;
- MyView = new Visual3d_View (MyViewer->Viewer());
-
- for (theView->InitActiveLights(); theView->MoreActiveLights(); theView->NextActiveLights())
- {
- MyActiveLights.Append (theView->ActiveLight());
- }
-
- MyViewContext = aFromView->Context() ;
-
- SetCamera (new Graphic3d_Camera (theView->Camera()));
- myAutoZFitIsOn = theView->AutoZFitMode();
- myAutoZFitScaleFactor = theView->AutoZFitScaleFactor();
+ myView = theViewer->Driver()->CreateView (theViewer->StructureManager());
- MyBackground = aFromView->Background() ;
- MyGradientBackground = aFromView->GradientBackground();
+ myView->CopySettings (theView->View());
+ myDefaultViewPoint = theView->myDefaultViewPoint;
+ myDefaultViewAxis = theView->myDefaultViewAxis;
- MyView->SetContext (MyViewContext) ;
-
- SetAxis (0.0, 0.0, 0.0, 1.0, 1.0, 1.0);
-
- theVM->AddView (this);
+ myDefaultCamera = new Graphic3d_Camera (theView->DefaultCamera());
+ myImmediateUpdate = Standard_False;
+ SetAutoZFitMode (theView->AutoZFitMode(), theView->AutoZFitScaleFactor());
+ theViewer->AddView (this);
Init();
-
myImmediateUpdate = Standard_True;
}
//=============================================================================
-//function : SetMagnify
+//function : Destructor
//purpose :
//=============================================================================
-void V3d_View::SetMagnify(const Handle(Aspect_Window)& TheWindow,
- const Handle(V3d_View)& aPreviousView,
- const Standard_Integer x1,
- const Standard_Integer y1,
- const Standard_Integer x2,
- const Standard_Integer y2)
-{
- if( !MyView->IsDefined() ) {
- Standard_Real a,b,c,d;
- aPreviousView->Convert(x1,y1,a,b);
- aPreviousView->Convert(x2,y2,c,d);
- MyView->SetWindow(TheWindow) ;
- FitAll(TheWindow,a,b,c,d);
- MyView->SetContext(MyViewContext) ;
- MyView->SetBackground(MyBackground) ;
- MyViewer->SetViewOn(this) ;
- MyWindow = TheWindow;
- MyView->Redraw() ;
- SetViewMappingDefault();
+V3d_View::~V3d_View()
+{
+ if (!myView->IsRemoved())
+ {
+ myView->Remove();
}
}
//=============================================================================
-//function : SetWindow
+//function : SetMagnify
//purpose :
//=============================================================================
-void V3d_View::SetWindow(const Handle(Aspect_Window)& TheWindow)
+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)
{
- 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
- MyView->SetContext(MyViewContext) ;
- MyView->SetBackground(MyBackground) ;
- MyViewer->SetViewOn(this) ;
- MyView->Redraw() ;
+ 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();
+ }
}
//=============================================================================
//function : SetWindow
//purpose :
//=============================================================================
-void V3d_View::SetWindow(const Handle(Aspect_Window)& aWindow,
- const Aspect_RenderingContext aContext,
- const Aspect_GraphicCallbackProc& aDisplayCB,
- const Standard_Address aClientData)
+void V3d_View::SetWindow (const Handle(Aspect_Window)& theWindow,
+ const Aspect_RenderingContext theContext)
{
- 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) ;
- MyView->SetContext(MyViewContext) ;
- MyView->SetBackground(MyBackground) ;
- MyViewer->SetViewOn(this) ;
- MyView->Redraw() ;
+ if (myView->IsRemoved())
+ {
+ return;
+ }
+
+ // method V3d_View::SetWindow() should assign the field MyWindow before calling Redraw()
+ MyWindow = theWindow;
+ myView->SetWindow (theWindow, theContext);
+ MyViewer->SetViewOn (this);
+ SetRatio();
+ if (myImmediateUpdate)
+ {
+ Redraw();
+ }
}
//=============================================================================
//=============================================================================
void V3d_View::Remove() const
{
+ if (!MyGrid.IsNull())
+ {
+ MyGrid->Erase();
+ }
+ if (!myTrihedron.IsNull())
+ {
+ myTrihedron->Erase();
+ }
+
MyViewer->DelView (this);
- MyView->Remove();
+ myView->Remove();
Handle(Aspect_Window)& aWin = const_cast<Handle(Aspect_Window)&> (MyWindow);
aWin.Nullify();
}
//=============================================================================
void V3d_View::Update() const
{
- if( MyView->IsDefined() ) MyView->Update() ;
+ if (!myView->IsDefined()
+ || !myView->IsActive())
+ {
+ return;
+ }
+
+ myView->Update();
+ myView->Compute();
+ myView->Redraw();
}
//=============================================================================
//=============================================================================
void V3d_View::Redraw() const
{
- if( MyView->IsDefined() ) MyView->Redraw() ;
+ if (!myView->IsDefined()
+ || !myView->IsActive())
+ {
+ return;
+ }
+
+ Handle(Graphic3d_StructureManager) aStructureMgr = MyViewer->StructureManager();
+ for (Standard_Integer aRetryIter = 0; aRetryIter < 2; ++aRetryIter)
+ {
+ if (aStructureMgr->IsDeviceLost())
+ {
+ aStructureMgr->RecomputeStructures();
+ }
+
+ AutoZFit();
+
+ myView->Redraw();
+
+ if (!aStructureMgr->IsDeviceLost())
+ {
+ return;
+ }
+ }
}
//=============================================================================
-//function : Redraw
+//function : RedrawImmediate
//purpose :
//=============================================================================
-void V3d_View::Redraw(const Standard_Integer xc,const Standard_Integer yc,
- const Standard_Integer width,const Standard_Integer height) const
+void V3d_View::RedrawImmediate() const
{
- if( MyView->IsDefined() ) MyView->Redraw(xc,yc,width,height) ;
+ if (!myView->IsDefined()
+ || !myView->IsActive())
+ {
+ return;
+ }
+
+ myView->RedrawImmediate();
+}
+
+//=============================================================================
+//function : Invalidate
+//purpose :
+//=============================================================================
+void V3d_View::Invalidate() const
+{
+ if (!myView->IsDefined())
+ {
+ return;
+ }
+
+ myView->Invalidate();
+}
+
+//=============================================================================
+//function : IsInvalidated
+//purpose :
+//=============================================================================
+Standard_Boolean V3d_View::IsInvalidated() const
+{
+ return !myView->IsDefined()
+ || myView->IsInvalidated();
+}
+
+// ========================================================================
+// function : SetAutoZFitMode
+// purpose :
+// ========================================================================
+void V3d_View::SetAutoZFitMode (const Standard_Boolean theIsOn,
+ const Standard_Real theScaleFactor)
+{
+ Standard_ASSERT_RAISE (theScaleFactor > 0.0, "Zero or negative scale factor is not allowed.");
+ myAutoZFitScaleFactor = theScaleFactor;
+ myAutoZFitIsOn = theIsOn;
+}
+
+//=============================================================================
+//function : AutoZFit
+//purpose :
+//=============================================================================
+void V3d_View::AutoZFit() const
+{
+ 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);
}
//=============================================================================
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) ;
//=============================================================================
void V3d_View::UpdateLights() const
{
- MyView->SetContext(MyViewContext);
- Update();
+ Handle(Graphic3d_LightSet) aLights = new Graphic3d_LightSet();
+ for (V3d_ListOfLight::Iterator anActiveLightIter (myActiveLights); anActiveLightIter.More(); anActiveLightIter.Next())
+ {
+ aLights->Add (anActiveLightIter.Value());
+ }
+ myView->SetLights (aLights);
}
//=============================================================================
//=============================================================================
void V3d_View::DoMapping()
{
- if( MyView->IsDefined() ) {
- (MyView->Window())->DoMapping() ;
+ if (!myView->IsDefined())
+ {
+ return;
}
+
+ myView->Window()->DoMapping();
}
//=============================================================================
//=============================================================================
void V3d_View::MustBeResized()
{
- if ( !MyLayerMgr.IsNull() )
- MyLayerMgr->Resized();
+ if (!myView->IsDefined())
+ {
+ return;
+ }
+
+ myView->Resized();
- if( MyView->IsDefined() ) {
- MyView->Resized() ;
- MyView->Redraw();
+ SetRatio();
+ if (myImmediateUpdate)
+ {
+ Redraw();
}
}
//function : SetBackgroundColor
//purpose :
//=============================================================================
-void V3d_View::SetBackgroundColor(const Quantity_TypeOfColor Type, const Standard_Real v1, const Standard_Real v2, const Standard_Real v3)
+void V3d_View::SetBackgroundColor (const Quantity_TypeOfColor theType,
+ const Standard_Real theV1,
+ const Standard_Real theV2,
+ const Standard_Real theV3)
{
- 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 );
+ 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);
- Quantity_Color C( V1, V2, V3, Type );
- SetBackgroundColor( C );
+ SetBackgroundColor (Quantity_Color (aV1, aV2, aV3, theType));
}
//=============================================================================
//function : SetBackgroundColor
//purpose :
//=============================================================================
-void V3d_View::SetBackgroundColor(const Quantity_Color &Color)
+void V3d_View::SetBackgroundColor (const Quantity_Color& theColor)
{
- MyBackground.SetColor( Color );
- if ( MyView->IsDefined() )
- MyView->SetBackground( MyBackground );
- //szv: Why?
- if ( !MyLayerMgr.IsNull() )
- MyLayerMgr->Resized();
-}
+ myView->SetBackground (Aspect_Background (theColor));
-//=============================================================================
-//function : SetBackgroundColor
-//purpose :
-//=============================================================================
-void V3d_View::SetBackgroundColor(const Quantity_NameOfColor Name)
-{
- Quantity_Color C( Name );
- SetBackgroundColor( C );
+ if (myImmediateUpdate)
+ {
+ Redraw();
+ }
}
//=============================================================================
//function : SetBgGradientColors
//purpose :
//=============================================================================
-void V3d_View::SetBgGradientColors( const Quantity_Color& Color1,
- const Quantity_Color& Color2,
- const Aspect_GradientFillMethod FillStyle,
- const Standard_Boolean status)
+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);
-//=============================================================================
-//function : SetBgGradientColors
-//purpose :
-//=============================================================================
-void V3d_View::SetBgGradientColors( const Quantity_NameOfColor Color1,
- const Quantity_NameOfColor Color2,
- const Aspect_GradientFillMethod FillStyle,
- const Standard_Boolean status )
-{
- Quantity_Color C1( Color1 );
- Quantity_Color C2( Color2 );
- MyGradientBackground.SetColors( C1, C2, FillStyle );
- if ( MyView->IsDefined() )
- MyView->SetGradientBackground( MyGradientBackground, status );
+ myView->SetGradientBackground (aGradientBg);
+
+ if (myImmediateUpdate || theToUpdate)
+ {
+ Redraw();
+ }
}
//=============================================================================
//function : SetBgGradientStyle
//purpose :
//=============================================================================
-void V3d_View::SetBgGradientStyle( const Aspect_GradientFillMethod FillStyle,
- const Standard_Boolean update)
+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);
}
//=============================================================================
//function : SetBackgroundImage
//purpose :
//=============================================================================
-void V3d_View::SetBackgroundImage( const Standard_CString FileName,
- const Aspect_FillMethod FillStyle,
- const Standard_Boolean update )
+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();
+ }
}
//=============================================================================
//function : SetBgImageStyle
//purpose :
//=============================================================================
-void V3d_View::SetBgImageStyle( const Aspect_FillMethod FillStyle,
- const Standard_Boolean update )
+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)
+void V3d_View::SetAxis (const Standard_Real theX, const Standard_Real theY, const Standard_Real theZ,
+ const Standard_Real theVx, const Standard_Real theVy, const Standard_Real theVz)
{
- Standard_Real D,Nx = Vx,Ny = Vy,Nz = Vz ;
-
- D = Sqrt( Vx*Vx + Vy*Vy + Vz*Vz ) ;
- V3d_BadValue_Raise_if ( D <= 0. , "V3d_View::SetAxis, bad axis");
- Nx /= D ; Ny /= D ; Nz /= D ;
- MyDefaultViewPoint.SetCoord(X,Y,Z) ;
- MyDefaultViewAxis.SetCoord(Nx,Ny,Nz) ;
+ myDefaultViewPoint.SetCoord (theX, theY, theZ);
+ myDefaultViewAxis.SetCoord (theVx, theVy, theVz);
}
//=============================================================================
//function : SetShadingModel
//purpose :
//=============================================================================
-void V3d_View::SetShadingModel(const V3d_TypeOfShadingModel Model)
-{
- MyViewContext.SetModel((Visual3d_TypeOfModel) Model) ;
- MyView->SetContext(MyViewContext) ;
-}
-
-//=============================================================================
-//function : SetSurfaceDetail
-//purpose :
-//=============================================================================
-void V3d_View::SetSurfaceDetail(const V3d_TypeOfSurfaceDetail Model)
+void V3d_View::SetShadingModel (const Graphic3d_TypeOfShadingModel theShadingModel)
{
- MyViewContext.SetSurfaceDetail((Visual3d_TypeOfSurfaceDetail) Model) ;
- MyView->SetContext(MyViewContext) ;
+ myView->SetShadingModel (theShadingModel);
}
//=============================================================================
//function : SetTextureEnv
//purpose :
//=============================================================================
-void V3d_View::SetTextureEnv(const Handle(Graphic3d_TextureEnv)& ATexture)
+void V3d_View::SetTextureEnv (const Handle(Graphic3d_TextureEnv)& theTexture)
{
- MyViewContext.SetTextureEnv(ATexture) ;
- MyView->SetContext(MyViewContext) ;
+ myView->SetTextureEnv (theTexture);
+
+ if (myImmediateUpdate)
+ {
+ Redraw();
+ }
}
//=============================================================================
//function : SetVisualization
//purpose :
//=============================================================================
-void V3d_View::SetVisualization(const V3d_TypeOfVisualization Mode)
+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();
+ }
}
//=============================================================================
a.YDirection().Coord(xu,yu,zu);
a.Location().Coord(xo,yo,zo);
- myCamera->SetCenter (gp_Pnt (xo, yo, zo));
+ Handle(Graphic3d_Camera) aCamera = Camera();
+
+ aCamera->SetCenter (gp_Pnt (xo, yo, zo));
+
if(SwitchSetFront)
- myCamera->SetDirection (gp_Dir (vx, vy, vz));
+ {
+ aCamera->SetDirection (gp_Dir (vx, vy, vz));
+ }
else
- myCamera->SetDirection (gp_Dir (vx, vy, vz).Reversed());
- myCamera->SetUp (gp_Dir (xu, yu, zu));
+ {
+ aCamera->SetDirection (gp_Dir (vx, vy, vz).Reversed());
+ }
+
+ aCamera->SetUp (gp_Dir (xu, yu, zu));
AutoZFit();
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 = myCamera->Up();
- myCamStartOpEye = myCamera->Eye();
- myCamStartOpCenter = myCamera->Center();
+ myCamStartOpUp = aCamera->Up();
+ myCamStartOpEye = aCamera->Eye();
+ myCamStartOpCenter = aCamera->Center();
}
- myCamera->SetUp (myCamStartOpUp);
- myCamera->SetEye (myCamStartOpEye);
- myCamera->SetCenter (myCamStartOpCenter);
+ aCamera->SetUp (myCamStartOpUp);
+ aCamera->SetEye (myCamStartOpEye);
+ aCamera->SetCenter (myCamStartOpCenter);
// rotate camera around 3 initial axes
gp_Dir aBackDir (gp_Vec (myCamStartOpCenter, myCamStartOpEye));
aTrsf.Multiply (aRot[1]);
aTrsf.Multiply (aRot[2]);
- myCamera->Transform (aTrsf);
+ aCamera->Transform (aTrsf);
AutoZFit();
if( Az > 0. ) while ( Az > DEUXPI ) Az -= DEUXPI ;
else if( Az < 0. ) while ( Az < -DEUXPI ) Az += DEUXPI ;
+ Handle(Graphic3d_Camera) aCamera = Camera();
+
if (Start)
{
myGravityReferencePoint.SetCoord (X, Y, Z);
- myCamStartOpUp = myCamera->Up();
- myCamStartOpEye = myCamera->Eye();
- myCamStartOpCenter = myCamera->Center();
+ myCamStartOpUp = aCamera->Up();
+ myCamStartOpEye = aCamera->Eye();
+ myCamStartOpCenter = aCamera->Center();
}
const Graphic3d_Vertex& aVref = myGravityReferencePoint;
- myCamera->SetUp (myCamStartOpUp);
- myCamera->SetEye (myCamStartOpEye);
- myCamera->SetCenter (myCamStartOpCenter);
+ 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 (myCamera->Direction().Reversed());
- gp_Dir aYAxis (myCamera->Up());
+ gp_Dir aZAxis (aCamera->Direction().Reversed());
+ gp_Dir aYAxis (aCamera->Up());
gp_Dir aXAxis (aYAxis.Crossed (aZAxis));
gp_Trsf aRot[3], aTrsf;
aTrsf.Multiply (aRot[1]);
aTrsf.Multiply (aRot[2]);
- myCamera->Transform (aTrsf);
+ aCamera->Transform (aTrsf);
AutoZFit();
//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)
+void V3d_View::Rotate (const V3d_TypeOfAxe theAxe, const Standard_Real theAngle,
+ const Standard_Real theX, const Standard_Real theY, const Standard_Real theZ, const Standard_Boolean theStart)
{
- Standard_Real Angle = angle ;
+ Standard_Real anAngle = theAngle;
- if( Angle > 0. ) while ( Angle > DEUXPI ) Angle -= DEUXPI ;
- else if( Angle < 0. ) while ( Angle < -DEUXPI ) Angle += DEUXPI ;
+ if (anAngle > 0.0) while (anAngle > DEUXPI) anAngle -= DEUXPI;
+ else if (anAngle < 0.0) while (anAngle < -DEUXPI) anAngle += DEUXPI;
- if (Start)
+ Handle(Graphic3d_Camera) aCamera = Camera();
+
+ if (theStart)
{
- myGravityReferencePoint.SetCoord (X, Y, Z);
- myCamStartOpUp = myCamera->Up();
- myCamStartOpEye = myCamera->Eye();
- myCamStartOpCenter = myCamera->Center();
-
- switch (Axe) {
- case V3d_X :
- myViewAxis.SetCoord(1.,0.,0.) ;
- break ;
- case V3d_Y :
- myViewAxis.SetCoord(0.,1.,0.) ;
- break ;
- case V3d_Z :
- myViewAxis.SetCoord(0.,0.,1.) ;
- break ;
+ myGravityReferencePoint.SetCoord (theX, theY, theZ);
+ myCamStartOpUp = aCamera->Up();
+ myCamStartOpEye = aCamera->Eye();
+ myCamStartOpCenter = aCamera->Center();
+
+ switch (theAxe)
+ {
+ case V3d_X: myViewAxis = gp::DX(); break;
+ case V3d_Y: myViewAxis = gp::DY(); break;
+ case V3d_Z: myViewAxis = gp::DZ(); break;
}
- myCamStartOpUp = myCamera->Up();
- myCamStartOpEye = myCamera->Eye();
- myCamStartOpCenter = myCamera->Center();
+ myCamStartOpUp = aCamera->Up();
+ myCamStartOpEye = aCamera->Eye();
+ myCamStartOpCenter = aCamera->Center();
}
const Graphic3d_Vertex& aVref = myGravityReferencePoint;
- myCamera->SetUp (myCamStartOpUp);
- myCamera->SetEye (myCamStartOpEye);
- myCamera->SetCenter (myCamStartOpCenter);
+ 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);
+ gp_Dir aRAxis ((theAxe == V3d_X) ? 1.0 : 0.0,
+ (theAxe == V3d_Y) ? 1.0 : 0.0,
+ (theAxe == V3d_Z) ? 1.0 : 0.0);
- aRotation.SetRotation (gp_Ax1 (aRCenter, aRAxis), Angle);
- myCamera->Transform (aRotation);
+ aRotation.SetRotation (gp_Ax1 (aRCenter, aRAxis), anAngle);
+
+ aCamera->Transform (aRotation);
AutoZFit();
if( Angle > 0. ) while ( Angle > DEUXPI ) Angle -= DEUXPI ;
else if( Angle < 0. ) while ( Angle < -DEUXPI ) Angle += DEUXPI ;
+ Handle(Graphic3d_Camera) aCamera = Camera();
+
if( Start ) {
- myCamStartOpUp = myCamera->Up();
- myCamStartOpEye = myCamera->Eye();
- myCamStartOpCenter = myCamera->Center();
+ myCamStartOpUp = aCamera->Up();
+ myCamStartOpEye = aCamera->Eye();
+ myCamStartOpCenter = aCamera->Center();
}
- const Graphic3d_Vertex& aPnt = MyDefaultViewPoint;
- const Graphic3d_Vector& anAxis = MyDefaultViewAxis;
-
- myCamera->SetUp (myCamStartOpUp);
- myCamera->SetEye (myCamStartOpEye);
- myCamera->SetCenter (myCamStartOpCenter);
+ 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());
+ gp_Pnt aRCenter (myDefaultViewPoint);
+ gp_Dir aRAxis (myDefaultViewAxis);
aRotation.SetRotation (gp_Ax1 (aRCenter, aRAxis), Angle);
- myCamera->Transform (aRotation);
+
+ aCamera->Transform (aRotation);
AutoZFit();
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 = myCamera->Up();
- myCamStartOpEye = myCamera->Eye();
- myCamStartOpCenter = myCamera->Center();
+ myCamStartOpUp = aCamera->Up();
+ myCamStartOpEye = aCamera->Eye();
+ myCamStartOpCenter = aCamera->Center();
}
- myCamera->SetUp (myCamStartOpUp);
- myCamera->SetEye (myCamStartOpEye);
- myCamera->SetCenter (myCamStartOpCenter);
+ aCamera->SetUp (myCamStartOpUp);
+ aCamera->SetEye (myCamStartOpEye);
+ aCamera->SetCenter (myCamStartOpCenter);
// rotate camera around 3 initial axes
- gp_Pnt aRCenter = myCamera->Eye();
- gp_Dir aZAxis (myCamera->Direction().Reversed());
- gp_Dir aYAxis (myCamera->Up());
+ gp_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;
aTrsf.Multiply (aRot[1]);
aTrsf.Multiply (aRot[2]);
- myCamera->Transform (aTrsf);
+ aCamera->Transform (aTrsf);
AutoZFit();
if( Angle > 0. ) while ( Angle > DEUXPI ) Angle -= DEUXPI ;
else if( Angle < 0. ) while ( Angle < -DEUXPI ) Angle += DEUXPI ;
+ Handle(Graphic3d_Camera) aCamera = Camera();
+
if( Start ) {
- myCamStartOpUp = myCamera->Up();
- myCamStartOpEye = myCamera->Eye();
- myCamStartOpCenter = myCamera->Center();
+ myCamStartOpUp = aCamera->Up();
+ myCamStartOpEye = aCamera->Eye();
+ myCamStartOpCenter = aCamera->Center();
}
- myCamera->SetUp (myCamStartOpUp);
- myCamera->SetEye (myCamStartOpEye);
- myCamera->SetCenter (myCamStartOpCenter);
-
- const Graphic3d_Vector& anAxis = MyDefaultViewAxis;
+ aCamera->SetUp (myCamStartOpUp);
+ aCamera->SetEye (myCamStartOpEye);
+ aCamera->SetCenter (myCamStartOpCenter);
gp_Trsf aRotation;
- gp_Pnt aRCenter = myCamera->Eye();
- gp_Dir aRAxis (anAxis.X(), anAxis.Y(), anAxis.Z());
+ gp_Pnt aRCenter = aCamera->Eye();
+ gp_Dir aRAxis (myDefaultViewAxis);
aRotation.SetRotation (gp_Ax1 (aRCenter, aRAxis), Angle);
- myCamera->Transform (aRotation);
+
+ aCamera->Transform (aRotation);
AutoZFit();
void V3d_View::SetTwist(const Standard_Real angle)
{
Standard_Real Angle = angle ;
- Standard_Boolean TheStatus;
if( Angle > 0. ) while ( Angle > DEUXPI ) Angle -= DEUXPI ;
else if( Angle < 0. ) while ( Angle < -DEUXPI ) Angle += DEUXPI ;
- gp_Dir aReferencePlane (myCamera->Direction().Reversed());
- gp_Dir anUp;
+ Handle(Graphic3d_Camera) aCamera = Camera();
- anUp = gp_Dir (0.0, 0.0, 1.0);
-
- TheStatus = ScreenAxis(aReferencePlane, anUp,
- myXscreenAxis,myYscreenAxis,myZscreenAxis) ;
- if( !TheStatus ) {
- anUp = gp_Dir (0.0, 1.0, 0.0);
- TheStatus = ScreenAxis(aReferencePlane, anUp,
- myXscreenAxis,myYscreenAxis,myZscreenAxis) ;
- }
- if( !TheStatus ) {
- anUp = gp_Dir (1.0, 0.0, 0.0);
- TheStatus = ScreenAxis(aReferencePlane, anUp,
- myXscreenAxis,myYscreenAxis,myZscreenAxis) ;
+ const gp_Dir aReferencePlane (aCamera->Direction().Reversed());
+ if (!screenAxis (aReferencePlane, gp::DZ(), myXscreenAxis, myYscreenAxis, myZscreenAxis)
+ && !screenAxis (aReferencePlane, gp::DY(), myXscreenAxis, myYscreenAxis, myZscreenAxis)
+ && !screenAxis (aReferencePlane, gp::DZ(), myXscreenAxis, myYscreenAxis, myZscreenAxis))
+ {
+ throw V3d_BadValue ("V3d_ViewSetTwist, alignment of Eye,At,Up,");
}
-
- V3d_BadValue_Raise_if( !TheStatus,"V3d_ViewSetTwist, alignment of Eye,At,Up,");
- gp_Pnt aRCenter = myCamera->Center();
- gp_Dir aZAxis (myCamera->Direction().Reversed());
+ gp_Pnt aRCenter = aCamera->Center();
+ gp_Dir aZAxis (aCamera->Direction().Reversed());
gp_Trsf aTrsf;
aTrsf.SetRotation (gp_Ax1 (aRCenter, aZAxis), Angle);
- Standard_Real myYscreenAxisX, myYscreenAxisY, myYscreenAxisZ;
- myYscreenAxis.Coord (myYscreenAxisX, myYscreenAxisY, myYscreenAxisZ);
-
- myCamera->SetUp (gp_Dir (myYscreenAxisX, myYscreenAxisY, myYscreenAxisZ));
- myCamera->Transform (aTrsf);
+ aCamera->SetUp (gp_Dir (myYscreenAxis));
+ aCamera->Transform (aTrsf);
AutoZFit();
ImmediateUpdate();
}
-//=============================================================================
-//function : SetAutoZFitMode
-//purpose :
-//=============================================================================
-void V3d_View::SetAutoZFitMode (const Standard_Boolean theIsOn, const Standard_Real theScaleFactor)
-{
- Standard_ASSERT_RAISE (theScaleFactor > 0.0, "Zero or negative scale factor is not allowed.");
- myAutoZFitScaleFactor = theScaleFactor;
- myAutoZFitIsOn = theIsOn;
-}
-
-//=============================================================================
-//function : AutoZFitMode
-//purpose :
-//=============================================================================
-Standard_Boolean V3d_View::AutoZFitMode() const
-{
- return myAutoZFitIsOn;
-}
-
-//=============================================================================
-//function : AutoZFitScaleFactor
-//purpose :
-//=============================================================================
-Standard_Real V3d_View::AutoZFitScaleFactor () const
-{
- return myAutoZFitScaleFactor;
-}
-
//=============================================================================
//function : SetEye
//purpose :
Standard_Boolean wasUpdateEnabled = SetImmediateUpdate (Standard_False);
- myCamera->SetEye (gp_Pnt (X, Y, Z));
+ Handle(Graphic3d_Camera) aCamera = Camera();
+
+ aCamera->SetEye (gp_Pnt (X, Y, Z));
+
SetTwist (aTwistBefore);
AutoZFit();
{
V3d_BadValue_Raise_if (Depth == 0. ,"V3d_View::SetDepth, bad depth");
+ Handle(Graphic3d_Camera) aCamera = Camera();
+
if( Depth > 0. )
{
// Move eye using center (target) as anchor.
- myCamera->SetDistance (Depth);
+ aCamera->SetDistance (Depth);
}
else
{
// Move the view ref point instead of the eye.
- gp_Vec aDir (myCamera->Direction());
- gp_Pnt aCameraEye = myCamera->Eye();
+ gp_Vec aDir (aCamera->Direction());
+ gp_Pnt aCameraEye = aCamera->Eye();
gp_Pnt aCameraCenter = aCameraEye.Translated (aDir.Multiplied (Abs (Depth)));
- myCamera->SetCenter (aCameraCenter);
+ aCamera->SetCenter (aCameraCenter);
}
AutoZFit();
Standard_Boolean wasUpdateEnabled = SetImmediateUpdate (Standard_False);
- myCamera->SetDirection (gp_Dir (Vx, Vy, Vz).Reversed());
+ Camera()->SetDirection (gp_Dir (Vx, Vy, Vz).Reversed());
- if (MyProjModel == V3d_TPM_SCREEN)
- {
- SetTwist(aTwistBefore);
- }
+ SetTwist(aTwistBefore);
AutoZFit();
Zpn = 1.;
}
- const Graphic3d_Vector& aBck = V3d::GetProjAxis (Orientation);
+ const gp_Dir aBck = V3d::GetProjAxis (Orientation);
// retain camera panning from origin when switching projection
- gp_Pnt anOriginVCS = myCamera->ConvertWorld2View (gp::Origin());
+ Handle(Graphic3d_Camera) aCamera = Camera();
+
+ gp_Pnt anOriginVCS = aCamera->ConvertWorld2View (gp::Origin());
Standard_Real aPanX = anOriginVCS.X();
Standard_Real aPanY = anOriginVCS.Y();
- myCamera->SetCenter (gp_Pnt (0, 0, 0));
- myCamera->SetDirection (gp_Dir (aBck.X(), aBck.Y(), aBck.Z()).Reversed());
- myCamera->SetUp (gp_Dir (Xpn, Ypn, Zpn));
- myCamera->OrthogonalizeUp();
+ 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);
Standard_Boolean wasUpdateEnabled = SetImmediateUpdate (Standard_False);
- myCamera->SetCenter (gp_Pnt (X, Y, Z));
+ Camera()->SetCenter (gp_Pnt (X, Y, Z));
SetTwist (aTwistBefore);
//function : SetUp
//purpose :
//=============================================================================
-void V3d_View::SetUp(const Standard_Real Vx,const Standard_Real Vy,const Standard_Real Vz)
+void V3d_View::SetUp (const Standard_Real theVx, const Standard_Real theVy, const Standard_Real theVz)
{
- Standard_Boolean TheStatus ;
- V3d_BadValue_Raise_if( Sqrt(Vx*Vx + Vy*Vy + Vz*Vz) <= 0. ,
- "V3d_View::SetUp, nullUp vector");
-
- gp_Dir aReferencePlane (myCamera->Direction().Reversed());
- gp_Dir anUp (Vx, Vy, Vz);
+ Handle(Graphic3d_Camera) aCamera = Camera();
- TheStatus = ScreenAxis(aReferencePlane,anUp,
- myXscreenAxis,myYscreenAxis,myZscreenAxis) ;
- if( !TheStatus ) {
- anUp = gp_Dir (0.0, 0.0, 1.0);
- TheStatus = ScreenAxis(aReferencePlane,anUp,
- myXscreenAxis,myYscreenAxis,myZscreenAxis) ;
- }
- if( !TheStatus ) {
- anUp = gp_Dir (0.0, 1.0, 0.0);
- TheStatus = ScreenAxis(aReferencePlane,anUp,
- myXscreenAxis,myYscreenAxis,myZscreenAxis) ;
- }
- if( !TheStatus ) {
- anUp = gp_Dir (1.0, 0.0, 0.0);
- TheStatus = ScreenAxis(aReferencePlane,anUp,
- myXscreenAxis,myYscreenAxis,myZscreenAxis) ;
+ const gp_Dir aReferencePlane (aCamera->Direction().Reversed());
+ const gp_Dir anUp (theVx, theVy, theVz);
+ if (!screenAxis (aReferencePlane, anUp, myXscreenAxis, myYscreenAxis, myZscreenAxis)
+ && !screenAxis (aReferencePlane, gp::DZ(), myXscreenAxis, myYscreenAxis, myZscreenAxis)
+ && !screenAxis (aReferencePlane, gp::DY(), myXscreenAxis, myYscreenAxis, myZscreenAxis)
+ && !screenAxis (aReferencePlane, gp::DX(), myXscreenAxis, myYscreenAxis, myZscreenAxis))
+ {
+ throw V3d_BadValue ("V3d_View::Setup, alignment of Eye,At,Up");
}
- V3d_BadValue_Raise_if( !TheStatus,"V3d_View::Setup, alignment of Eye,At,Up");
- Standard_Real myYscreenAxisX, myYscreenAxisY, myYscreenAxisZ;
- myYscreenAxis.Coord (myYscreenAxisX, myYscreenAxisY, myYscreenAxisZ);
-
- myCamera->SetUp (gp_Dir (myYscreenAxisX, myYscreenAxisY, myYscreenAxisZ));
+ aCamera->SetUp (gp_Dir (myYscreenAxis));
AutoZFit();
//function : SetUp
//purpose :
//=============================================================================
-void V3d_View::SetUp( const V3d_TypeOfOrientation Orientation )
+void V3d_View::SetUp (const V3d_TypeOfOrientation theOrientation)
{
- Standard_Boolean TheStatus ;
-
- gp_Dir aReferencePlane (myCamera->Direction().Reversed());
- gp_Dir anUp;
+ Handle(Graphic3d_Camera) aCamera = Camera();
- const Graphic3d_Vector& aViewReferenceUp = V3d::GetProjAxis(Orientation) ;
- anUp = gp_Dir (aViewReferenceUp.X(), aViewReferenceUp.Y(), aViewReferenceUp.Z());
-
- TheStatus = ScreenAxis(aReferencePlane,anUp,
- myXscreenAxis,myYscreenAxis,myZscreenAxis) ;
- if( !TheStatus ) {
- anUp = gp_Dir (0.,0.,1.);
- TheStatus = ScreenAxis(aReferencePlane,anUp,
- myXscreenAxis,myYscreenAxis,myZscreenAxis) ;
- }
- if( !TheStatus ) {
- anUp = gp_Dir (0.,1.,0.);
- TheStatus = ScreenAxis(aReferencePlane,anUp,
- myXscreenAxis,myYscreenAxis,myZscreenAxis) ;
- }
- if( !TheStatus ) {
- anUp = gp_Dir (1.,0.,0.);
- TheStatus = ScreenAxis(aReferencePlane,anUp,
- myXscreenAxis,myYscreenAxis,myZscreenAxis) ;
+ const gp_Dir aReferencePlane (aCamera->Direction().Reversed());
+ const gp_Dir anUp = V3d::GetProjAxis (theOrientation);
+ if (!screenAxis (aReferencePlane, anUp, myXscreenAxis, myYscreenAxis, myZscreenAxis)
+ && !screenAxis (aReferencePlane, gp::DZ(), myXscreenAxis, myYscreenAxis, myZscreenAxis)
+ && !screenAxis (aReferencePlane, gp::DY(), myXscreenAxis, myYscreenAxis, myZscreenAxis)
+ && !screenAxis (aReferencePlane, gp::DX(), myXscreenAxis, myYscreenAxis, myZscreenAxis))
+ {
+ throw V3d_BadValue ("V3d_View::SetUp, alignment of Eye,At,Up");
}
- V3d_BadValue_Raise_if( !TheStatus, "V3d_View::SetUp, alignment of Eye,At,Up");
- Standard_Real myYscreenAxisX, myYscreenAxisY, myYscreenAxisZ;
- myYscreenAxis.Coord (myYscreenAxisX, myYscreenAxisY, myYscreenAxisZ);
-
- myCamera->SetUp (gp_Dir (myYscreenAxisX, myYscreenAxisY, myYscreenAxisZ));
+ aCamera->SetUp (gp_Dir (myYscreenAxis));
AutoZFit();
//=============================================================================
void V3d_View::SetViewOrientationDefault()
{
- MyView->SetViewOrientationDefault() ;
+ myDefaultCamera->CopyOrientationData (Camera());
+}
- ImmediateUpdate();
+//=======================================================================
+//function : SetViewMappingDefault
+//purpose :
+//=======================================================================
+void V3d_View::SetViewMappingDefault()
+{
+ myDefaultCamera->CopyMappingData (Camera());
}
//=============================================================================
//=============================================================================
void V3d_View::ResetViewOrientation()
{
- MyView->ViewOrientationReset() ;
+ Camera()->CopyOrientationData (myDefaultCamera);
+
+ AutoZFit();
+
+ ImmediateUpdate();
+}
+
+//=======================================================================
+//function : ResetViewMapping
+//purpose :
+//=======================================================================
+void V3d_View::ResetViewMapping()
+{
+ Camera()->CopyMappingData (myDefaultCamera);
+
+ AutoZFit();
ImmediateUpdate();
}
//function : Reset
//purpose :
//=============================================================================
-void V3d_View::Reset( const Standard_Boolean update )
+void V3d_View::Reset (const Standard_Boolean theToUpdate)
{
- Handle(Graphic3d_Camera) aDefaultCamera = MyView->DefaultCamera();
-
- if (!aDefaultCamera.IsNull())
- {
- myCamera->CopyMappingData (aDefaultCamera);
- myCamera->CopyOrientationData (aDefaultCamera);
+ Camera()->Copy (myDefaultCamera);
- AutoZFit();
- }
+ AutoZFit();
SwitchSetFront = Standard_False;
- if( !myImmediateUpdate && update ) Update();
+ if (myImmediateUpdate || theToUpdate)
+ {
+ Update();
+ }
}
//=======================================================================
{
Standard_Real aXv, aYv;
Convert (theXp, theYp, aXv, aYv);
- Translate (myCamera, aXv, aYv);
+ Translate (Camera(), aXv, aYv);
ImmediateUpdate();
}
//function : SetSize
//purpose :
//=============================================================================
-void V3d_View::SetSize(const Standard_Real Size)
+void V3d_View::SetSize (const Standard_Real theSize)
{
- V3d_BadValue_Raise_if( Size <= 0.,
- "V3d_View::SetSize, Window Size is NULL");
+ V3d_BadValue_Raise_if (theSize <= 0.0, "V3d_View::SetSize, Window Size is NULL");
+
+ Handle(Graphic3d_Camera) aCamera = Camera();
- myCamera->SetScale (Size);
+ aCamera->SetScale (aCamera->Aspect() >= 1.0 ? theSize / aCamera->Aspect() : theSize);
AutoZFit();
//function : SetZSize
//purpose :
//=============================================================================
-void V3d_View::SetZSize(const Standard_Real Size)
+void V3d_View::SetZSize (const Standard_Real theSize)
{
- Standard_Real Zmax = Size/2.;
+ Handle(Graphic3d_Camera) aCamera = Camera();
- Standard_Real aDistance = myCamera->Distance();
+ Standard_Real Zmax = theSize / 2.;
- if( Size <= 0. ) {
+ Standard_Real aDistance = aCamera->Distance();
+
+ if (theSize <= 0.)
+ {
Zmax = aDistance;
}
- Standard_Real Front = MyViewContext.ZClippingFrontPlane();
- Standard_Real Back = MyViewContext.ZClippingBackPlane();
-
// ShortReal precision factor used to add meaningful tolerance to
// ZNear, ZFar values in order to avoid equality after type conversion
// to ShortReal matrices type.
aZNear -= Abs (aZNear) * aPrecision;
aZFar += Abs (aZFar) * aPrecision;
- if (!myCamera->IsOrthographic())
+ if (!aCamera->IsOrthographic())
{
if (aZFar < aPrecision)
{
aZFar = aZNear + Abs (aZFar) * aPrecision;
}
- myCamera->SetZRange (aZNear, aZFar);
+ aCamera->SetZRange (aZNear, aZFar);
- if (MyViewContext.FrontZClippingIsOn() ||
- MyViewContext.BackZClippingIsOn())
+ if (myImmediateUpdate)
{
- MyViewContext.SetZClippingFrontPlane (Front);
- MyViewContext.SetZClippingBackPlane (Back);
- MyView->SetContext (MyViewContext);
+ Redraw();
}
}
//function : SetZoom
//purpose :
//=============================================================================
-void V3d_View::SetZoom(const Standard_Real Coef,const Standard_Boolean Start)
+void V3d_View::SetZoom (const Standard_Real theCoef,const Standard_Boolean theToStart)
{
- V3d_BadValue_Raise_if( Coef <= 0.,"V3d_View::SetZoom, bad coefficient");
+ V3d_BadValue_Raise_if (theCoef <= 0., "V3d_View::SetZoom, bad coefficient");
- if (Start)
+ Handle(Graphic3d_Camera) aCamera = Camera();
+
+ if (theToStart)
{
- myCamStartOpEye = myCamera->Eye();
- myCamStartOpCenter = myCamera->Center();
+ myCamStartOpEye = aCamera->Eye();
+ myCamStartOpCenter = aCamera->Center();
}
- Standard_Real aViewWidth = myCamera->ViewDimensions().X();
- Standard_Real aViewHeight = myCamera->ViewDimensions().Y();
+ 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 coef = Coef;
- if (aViewWidth < coef * Precision::Confusion())
+ Standard_Real aCoef = theCoef;
+ if (aViewWidth < aCoef * Precision::Confusion())
{
- coef = aViewWidth / Precision::Confusion();
+ aCoef = aViewWidth / Precision::Confusion();
}
- else if (aViewWidth > coef * 1e12)
+ else if (aViewWidth > aCoef * 1e12)
{
- coef = aViewWidth / 1e12;
+ aCoef = aViewWidth / 1e12;
}
- if (aViewHeight < coef * Precision::Confusion())
+ if (aViewHeight < aCoef * Precision::Confusion())
{
- coef = aViewHeight / Precision::Confusion();
+ aCoef = aViewHeight / Precision::Confusion();
}
- else if (aViewHeight > coef * 1e12)
+ else if (aViewHeight > aCoef * 1e12)
{
- coef = aViewHeight / 1e12;
+ aCoef = aViewHeight / 1e12;
}
- myCamera->SetEye (myCamStartOpEye);
- myCamera->SetCenter (myCamStartOpCenter);
- myCamera->SetScale (myCamera->Scale() / Coef);
+ aCamera->SetEye (myCamStartOpEye);
+ aCamera->SetCenter (myCamStartOpCenter);
+ aCamera->SetScale (aCamera->Scale() / aCoef);
+
AutoZFit();
ImmediateUpdate();
{
V3d_BadValue_Raise_if( Coef <= 0. ,"V3d_View::SetScale, bad coefficient");
- Handle(Graphic3d_Camera) aDefaultCamera = MyView->DefaultCamera();
+ Handle(Graphic3d_Camera) aCamera = Camera();
- // Strange behavior for the sake of compatibility.
- if (!aDefaultCamera.IsNull())
- {
- myCamera->SetAspect (aDefaultCamera->Aspect());
- Standard_Real aDefaultScale = aDefaultCamera->Scale();
- myCamera->SetScale (aDefaultScale / Coef);
- }
- else
- {
- myCamera->SetScale (myCamera->Scale() / Coef);
- }
+ Standard_Real aDefaultScale = myDefaultCamera->Scale();
+ aCamera->SetAspect (myDefaultCamera->Aspect());
+ aCamera->SetScale (aDefaultScale / Coef);
AutoZFit();
{
V3d_BadValue_Raise_if( Sx <= 0. || Sy <= 0. || Sz <= 0.,"V3d_View::SetAxialScale, bad coefficient");
- myCamera->SetAxialScale (gp_XYZ (Sx, Sy, Sz));
+ Camera()->SetAxialScale (gp_XYZ (Sx, Sy, Sz));
+
AutoZFit();
}
//=============================================================================
-//function : FitAll
+//function : SetRatio
//purpose :
//=============================================================================
-void V3d_View::FitAll (const Standard_Real theMargin, const Standard_Boolean theToUpdate)
+void V3d_View::SetRatio()
{
- Standard_ASSERT_RAISE (theMargin >= 0.0 && theMargin < 1.0, "Invalid margin coefficient");
-
- if (MyView->NumberOfDisplayedStructures() == 0)
+ if (MyWindow.IsNull())
{
return;
}
- Standard_Real aXmin, aYmin, aZmin, aXmax, aYmax, aZmax;
- MyView->MinMaxValues (aXmin, aYmin, aZmin, aXmax, aYmax, aZmax);
- gp_XYZ aMin (aXmin, aYmin, aZmin);
- gp_XYZ aMax (aXmax, aYmax, aZmax);
-
- if (!FitMinMax (myCamera, aMin, aMax, theMargin, 10.0 * Precision::Confusion()))
+ Standard_Integer aWidth = 0;
+ Standard_Integer aHeight = 0;
+ MyWindow->Size (aWidth, aHeight);
+ if (aWidth > 0 && aHeight > 0)
{
- return;
- }
+ Standard_Real aRatio = static_cast<Standard_Real> (aWidth) /
+ static_cast<Standard_Real> (aHeight);
- AutoZFit();
-
- if (myImmediateUpdate || theToUpdate)
- {
- Update();
+ Camera() ->SetAspect (aRatio);
+ myDefaultCamera->SetAspect (aRatio);
}
}
//=============================================================================
-//function : AutoZFit
+//function : FitAll
//purpose :
//=============================================================================
-void V3d_View::AutoZFit()
+void V3d_View::FitAll (const Standard_Real theMargin, const Standard_Boolean theToUpdate)
{
- if (!AutoZFitMode())
- {
- return;
- }
-
- ZFitAll (myAutoZFitScaleFactor);
+ FitAll (myView->MinMaxValues(), theMargin, theToUpdate);
}
//=============================================================================
-//function : ZFitAll
+//function : FitAll
//purpose :
//=============================================================================
-void V3d_View::ZFitAll (const Standard_Real theScaleFactor)
+void V3d_View::FitAll (const Bnd_Box& theBox, const Standard_Real theMargin, const Standard_Boolean theToUpdate)
{
- Standard_ASSERT_RAISE (theScaleFactor > 0.0, "Zero or negative scale factor is not allowed.");
+ Standard_ASSERT_RAISE(theMargin >= 0.0 && theMargin < 1.0, "Invalid margin coefficient");
- // Method changes ZNear and ZFar planes of camera so as to fit the graphical structures
- // by their real boundaries (computed ignoring infinite flag) into the viewing volume.
- // In addition to the graphical boundaries, the usual min max used for fitting perspective
- // camera. To avoid numeric errors for perspective camera the negative ZNear values are
- // fixed using tolerance distance, relative to boundaries size. The tolerance distance
- // should be computed using information on boundaries of primary application actors,
- // (e.g. representing the displayed model) - to ensure that they are not unreasonably clipped.
-
- Standard_Real aMinMax[6]; // applicative min max boundaries
- View()->MinMaxValues (aMinMax[0], aMinMax[1], aMinMax[2],
- aMinMax[3], aMinMax[4], aMinMax[5],
- Standard_False);
-
- Standard_Real aGraphicBB[6]; // real graphical boundaries (not accounting infinite flag).
- View()->MinMaxValues (aGraphicBB[0], aGraphicBB[1], aGraphicBB[2],
- aGraphicBB[3], aGraphicBB[4], aGraphicBB[5],
- Standard_True);
-
- // Check if anything can be adjusted
- Standard_Real aLim = (ShortRealLast() - 1.0);
- if (Abs (aGraphicBB[0]) > aLim || Abs (aGraphicBB[1]) > aLim || Abs (aGraphicBB[2]) > aLim ||
- Abs (aGraphicBB[3]) > aLim || Abs (aGraphicBB[4]) > aLim || Abs (aGraphicBB[5]) > aLim)
- {
- SetZSize (0.0);
- ImmediateUpdate();
+ if (myView->NumberOfDisplayedStructures() == 0)
+ {
return;
}
- // Measure depth of boundary points from camera eye
- gp_Pnt aPntsToMeasure[16] =
+ if (!FitMinMax (Camera(), theBox, theMargin, 10.0 * Precision::Confusion()))
{
- gp_Pnt (aMinMax[0], aMinMax[1], aMinMax[2]),
- gp_Pnt (aMinMax[0], aMinMax[1], aMinMax[5]),
- gp_Pnt (aMinMax[0], aMinMax[4], aMinMax[2]),
- gp_Pnt (aMinMax[0], aMinMax[4], aMinMax[5]),
- gp_Pnt (aMinMax[3], aMinMax[1], aMinMax[2]),
- gp_Pnt (aMinMax[3], aMinMax[1], aMinMax[5]),
- gp_Pnt (aMinMax[3], aMinMax[4], aMinMax[2]),
- gp_Pnt (aMinMax[3], aMinMax[4], aMinMax[5]),
-
- gp_Pnt (aGraphicBB[0], aGraphicBB[1], aGraphicBB[2]),
- gp_Pnt (aGraphicBB[0], aGraphicBB[1], aGraphicBB[5]),
- gp_Pnt (aGraphicBB[0], aGraphicBB[4], aGraphicBB[2]),
- gp_Pnt (aGraphicBB[0], aGraphicBB[4], aGraphicBB[5]),
- gp_Pnt (aGraphicBB[3], aGraphicBB[1], aGraphicBB[2]),
- gp_Pnt (aGraphicBB[3], aGraphicBB[1], aGraphicBB[5]),
- gp_Pnt (aGraphicBB[3], aGraphicBB[4], aGraphicBB[2]),
- gp_Pnt (aGraphicBB[3], aGraphicBB[4], aGraphicBB[5])
- };
-
- // Camera eye plane
- gp_Dir aCamDir = myCamera->Direction();
- gp_Pnt aCamEye = myCamera->Eye();
- gp_Pln aCamPln (aCamEye, aCamDir);
-
- Standard_Real aModelMinDist = RealLast();
- Standard_Real aModelMaxDist = RealFirst();
- Standard_Real aGraphicMinDist = RealLast();
- Standard_Real aGraphicMaxDist = RealFirst();
-
- const gp_XYZ& anAxialScale = myCamera->AxialScale();
-
- // Get minimum and maximum distances to the eye plane
- for (Standard_Integer aPntIt = 0; aPntIt < 16; ++aPntIt)
- {
- gp_Pnt aMeasurePnt = aPntsToMeasure[aPntIt];
-
- if (Abs (aMeasurePnt.X()) > aLim || Abs (aMeasurePnt.Y()) > aLim || Abs (aMeasurePnt.Z()) > aLim)
- {
- continue;
- }
-
- aMeasurePnt = gp_Pnt (aMeasurePnt.X() * anAxialScale.X(),
- aMeasurePnt.Y() * anAxialScale.Y(),
- aMeasurePnt.Z() * anAxialScale.Z());
-
- Standard_Real aDistance = aCamPln.Distance (aMeasurePnt);
-
- // Check if the camera is intruded into the scene
- if (aCamDir.IsOpposite (gp_Vec (aCamEye, aMeasurePnt), M_PI * 0.5))
- {
- aDistance *= -1;
- }
-
- Standard_Real& aChangeMinDist = aPntIt >= 8 ? aGraphicMinDist : aModelMinDist;
- Standard_Real& aChangeMaxDist = aPntIt >= 8 ? aGraphicMaxDist : aModelMaxDist;
- aChangeMinDist = Min (aDistance, aChangeMinDist);
- aChangeMaxDist = Max (aDistance, aChangeMaxDist);
+ return;
}
- // Compute depth of bounding box center
- Standard_Real aMidDepth = (aGraphicMinDist + aGraphicMaxDist) * 0.5;
- Standard_Real aHalfDepth = (aGraphicMaxDist - aGraphicMinDist) * 0.5;
-
- // 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);
-
- // Compute enlarged or shrank near and far z ranges
- Standard_Real aZNear = aMidDepth - aHalfDepth * theScaleFactor;
- Standard_Real aZFar = aMidDepth + aHalfDepth * theScaleFactor;
- aZNear -= Abs (aZNear) * aPrecision;
- aZFar += Abs (aZFar) * aPrecision;
-
- if (!myCamera->IsOrthographic())
- {
- if (aZFar >= aPrecision)
- {
- // To avoid numeric errors... (See comments in the beginning of the method).
- // Choose between model distance and graphical distance, as the model boundaries
- // might be infinite if all structures have infinite flag.
- const Standard_Real aGraphicDepth = aGraphicMaxDist >= aGraphicMinDist
- ? aGraphicMaxDist - aGraphicMinDist : RealLast();
-
- const Standard_Real aModelDepth = aModelMaxDist >= aModelMinDist
- ? aModelMaxDist - aModelMinDist : RealLast();
-
- const Standard_Real aMinDepth = Min (aModelDepth, aGraphicDepth);
- const Standard_Real aZTolerance =
- Max (Abs (aMinDepth) * aPrecision, aPrecision);
-
- if (aZNear < aZTolerance)
- {
- aZNear = aZTolerance;
- }
- }
- else // aZFar < aPrecision - Invalid case when both ZNear and ZFar are negative
- {
- aZNear = aPrecision;
- aZFar = aPrecision * 2.0;
- }
- }
+ AutoZFit();
- // If range is too small
- if (aZFar < (aZNear + Abs (aZFar) * aPrecision))
+ if (myImmediateUpdate || theToUpdate)
{
- aZFar = aZNear + Abs (aZFar) * aPrecision;
+ Update();
}
-
- myCamera->SetZRange (aZNear, aZFar);
-
- ImmediateUpdate();
}
//=============================================================================
//function : DepthFitAll
//purpose :
//=============================================================================
-void V3d_View::DepthFitAll(const Quantity_Coefficient Aspect,
- const Quantity_Coefficient Margin)
+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 Dx,Dy,Dz,Size;
- Standard_Integer Nstruct = MyView->NumberOfDisplayedStructures() ;
+ Standard_Integer Nstruct = myView->NumberOfDisplayedStructures() ;
if((Nstruct <= 0) || (Aspect < 0.) || (Margin < 0.) || (Margin > 1.)) {
ImmediateUpdate();
return ;
}
- MyView->MinMaxValues(Xmin,Ymin,Zmin,Xmax,Ymax,Zmax) ;
-
- Standard_Real LIM = ShortRealLast() -1.;
- if (Abs(Xmin) > LIM || Abs(Ymin) > LIM || Abs(Zmin) > LIM
- || Abs(Xmax) > LIM || Abs(Ymax) > LIM || Abs(Zmax) > LIM ) {
- ImmediateUpdate();
- return ;
- }
-
- 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();
}
-//=============================================================================
-//function : FitAll
-//purpose :
-//=============================================================================
-void V3d_View::FitAll(const Standard_Real theMinXv,
- const Standard_Real theMinYv,
- const Standard_Real theMaxXv,
- const Standard_Real theMaxYv)
-{
- FitAll (MyWindow, theMinXv, theMinYv, theMaxXv, theMaxYv);
-}
-
-//=============================================================================
-//function : WindowFitAll
-//purpose :
-//=============================================================================
-void V3d_View::WindowFitAll(const Standard_Integer Xmin,
- const Standard_Integer Ymin,
- const Standard_Integer Xmax,
- const Standard_Integer Ymax)
-{
- WindowFit(Xmin,Ymin,Xmax,Ymax);
-}
-
//=======================================================================
//function : WindowFit
//purpose :
{
Standard_Boolean wasUpdateEnabled = SetImmediateUpdate (Standard_False);
- if (!myCamera->IsOrthographic())
+ Handle(Graphic3d_Camera) aCamera = Camera();
+
+ if (!aCamera->IsOrthographic())
{
- // normalize view coordiantes
+ // normalize view coordinates
Standard_Integer aWinWidth, aWinHeight;
MyWindow->Size (aWinWidth, aWinHeight);
// z coordinate of camera center
- Standard_Real aDepth = myCamera->Project (myCamera->Center()).Z();
+ 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;
// compute camera panning
gp_Pnt aScreenCenter (0.0, 0.0, aDepth);
gp_Pnt aFitCenter ((aUMin + aUMax) * 0.5, (aVMin + aVMax) * 0.5, aDepth);
- gp_Pnt aPanTo = myCamera->ConvertProj2View (aFitCenter);
- gp_Pnt aPanFrom = myCamera->ConvertProj2View (aScreenCenter);
+ gp_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 = myCamera->ConvertProj2View (aFitBotLeft);
- gp_Pnt aViewTopRight = myCamera->ConvertProj2View (aFitTopRight);
+ 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 (myCamera, aPanVec.X(), -aPanVec.Y());
- Scale (myCamera, aUSize, aVSize);
+ Translate (aCamera, aPanVec.X(), -aPanVec.Y());
+ Scale (aCamera, aUSize, aVSize);
AutoZFit();
}
else
ImmediateUpdate();
}
-//=======================================================================
-//function : SetViewMappingDefault
-//purpose :
-//=======================================================================
-void V3d_View::SetViewMappingDefault()
-{
- MyView->SetViewMappingDefault();
-
- ImmediateUpdate();
-}
-
-//=======================================================================
-//function : ResetViewMapping
-//purpose :
-//=======================================================================
-void V3d_View::ResetViewMapping()
-{
- MyView->ViewMappingReset();
-
- Update();
-}
-
//=======================================================================
//function : ConvertToGrid
//purpose :
{
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;
- gp_Pnt aViewDims = myCamera->ViewDimensions();
+ gp_Pnt aViewDims = Camera()->ViewDimensions();
aValue = aViewDims.X() * (Standard_Real)Vp / (Standard_Real)aDxw;
return aValue;
{
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);
gp_Pnt aPoint (Xp * 2.0 / aDxw - 1.0, (aDyw - Yp) * 2.0 / aDyw - 1.0, 0.0);
- aPoint = myCamera->ConvertProj2View (aPoint);
+ aPoint = Camera()->ConvertProj2View (aPoint);
Xv = aPoint.X();
Yv = aPoint.Y();
//=======================================================================
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 aDxw, aDyw;
MyWindow->Size (aDxw, aDyw);
- gp_Pnt aViewDims = myCamera->ViewDimensions();
+ gp_Pnt aViewDims = Camera()->ViewDimensions();
Standard_Integer aValue = RealToInt (aDxw * Vv / (aViewDims.X()));
return aValue;
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 aDxw, aDyw;
MyWindow->Size (aDxw, aDyw);
gp_Pnt aPoint (Xv, Yv, 0.0);
- aPoint = myCamera->ConvertView2Proj (aPoint);
+ aPoint = Camera()->ConvertView2Proj (aPoint);
aPoint = gp_Pnt ((aPoint.X() + 1.0) * aDxw / 2.0, aDyw - (aPoint.Y() + 1.0) * aDyw / 2.0, 0.0);
Xp = RealToInt (aPoint.X());
Standard_Real& Y,
Standard_Real& Z) const
{
- V3d_UnMapped_Raise_if (!MyView->IsDefined(), "view has no window");
+ V3d_UnMapped_Raise_if (!myView->IsDefined(), "view has no window");
Standard_Integer aHeight, aWidth;
MyWindow->Size (aWidth, aHeight);
Standard_Real anY = 2.0 * (aHeight - 1 - Yp) / aHeight - 1.0;
Standard_Real aZ = 2.0 * 0.0 - 1.0;
- gp_Pnt aResult = myCamera->UnProject (gp_Pnt (anX, anY, aZ));
+ gp_Pnt aResult = Camera()->UnProject (gp_Pnt (anX, anY, aZ));
X = aResult.X();
Y = aResult.Y();
Z = aResult.Z();
-
- Graphic3d_Vertex aVrp;
- aVrp.SetCoord (X, Y, Z);
-
- if( MyViewer->Grid()->IsActive() ) {
- Graphic3d_Vertex aNewVrp = Compute (aVrp) ;
- aNewVrp.Coord (X, Y, Z) ;
- }
}
//=======================================================================
//function : ConvertWithProj
//purpose :
//=======================================================================
-void V3d_View::ConvertWithProj(const Standard_Integer Xp,
- const Standard_Integer Yp,
- Standard_Real& X,
- Standard_Real& Y,
- Standard_Real& Z,
- Standard_Real& Dx,
- Standard_Real& Dy,
- Standard_Real& Dz) const
-{
- V3d_UnMapped_Raise_if( !MyView->IsDefined(), "view has no window");
- Standard_Integer aHeight, aWidth;
+void V3d_View::ConvertWithProj(const Standard_Integer theXp,
+ const Standard_Integer theYp,
+ Standard_Real& theX,
+ Standard_Real& theY,
+ Standard_Real& theZ,
+ Standard_Real& theDx,
+ Standard_Real& theDy,
+ Standard_Real& theDz) const
+{
+ V3d_UnMapped_Raise_if (!myView->IsDefined(), "view has no window");
+ Standard_Integer aHeight = 0, aWidth = 0;
MyWindow->Size (aWidth, aHeight);
- Standard_Real anX = 2.0 * Xp / aWidth - 1.0;
- Standard_Real anY = 2.0 * (aHeight - 1 - Yp) / aHeight - 1.0;
- Standard_Real aZ = 2.0 * 0.0 - 1.0;
-
- gp_Pnt aResult = myCamera->UnProject (gp_Pnt (anX, anY, aZ));
+ const Standard_Real anX = 2.0 * theXp / aWidth - 1.0;
+ const Standard_Real anY = 2.0 * (aHeight - 1 - theYp) / aHeight - 1.0;
+ const Standard_Real aZ = 2.0 * 0.0 - 1.0;
- X = aResult.X();
- Y = aResult.Y();
- Z = aResult.Z();
-
- Graphic3d_Vertex aVrp;
- aVrp.SetCoord (X, Y, Z);
-
- aResult = myCamera->UnProject (gp_Pnt (anX, anY, aZ - 10.0));
+ const Handle(Graphic3d_Camera)& aCamera = Camera();
+ const gp_Pnt aResult1 = aCamera->UnProject (gp_Pnt (anX, anY, aZ));
+ const gp_Pnt aResult2 = aCamera->UnProject (gp_Pnt (anX, anY, aZ - 10.0));
- Dx = X - aResult.X();
- Dy = Y - aResult.Y();
- Dz = Z - aResult.Z();
+ theX = aResult1.X();
+ theY = aResult1.Y();
+ theZ = aResult1.Z();
+ Graphic3d_Vec3d aNormDir (theX - aResult2.X(),
+ theY - aResult2.Y(),
+ theZ - aResult2.Z());
+ aNormDir.Normalize();
- if( MyViewer->Grid()->IsActive() ) {
- Graphic3d_Vertex aNewVrp = Compute (aVrp) ;
- aNewVrp.Coord (X, Y, Z) ;
- }
+ theDx = aNormDir.x();
+ theDy = aNormDir.y();
+ theDz = aNormDir.z();
}
//=======================================================================
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 aHeight, aWidth;
MyWindow->Size (aWidth, aHeight);
- gp_Pnt aPoint = myCamera->Project (gp_Pnt (X, Y, Z));
+ gp_Pnt aPoint = Camera()->Project (gp_Pnt (X, Y, Z));
Xp = RealToInt ((aPoint.X() + 1) * 0.5 * aWidth);
- Yp = RealToInt ((aPoint.Y() + 1) * 0.5 * aHeight);
+ Yp = RealToInt (aHeight - 1 - (aPoint.Y() + 1) * 0.5 * aHeight);
}
//=======================================================================
//function : Project
//purpose :
//=======================================================================
-void V3d_View::Project(const Standard_Real X,
- const Standard_Real Y,
- const Standard_Real Z,
- Standard_Real &Xp,
- Standard_Real &Yp) const
+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 Zp;
- MyView->Projects (X, Y, Z, Xp, Yp, Zp);
+ 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;
}
//=======================================================================
//=======================================================================
Quantity_Color V3d_View::BackgroundColor() const
{
- return MyBackground.Color() ;
+ return myView->Background().Color() ;
}
//=======================================================================
//function : GradientBackgroundColors
//purpose :
//=======================================================================
-void V3d_View::GradientBackgroundColors(Quantity_Color& Color1,Quantity_Color& Color2) const
+void V3d_View::GradientBackgroundColors (Quantity_Color& theColor1, Quantity_Color& theColor2) const
{
- MyGradientBackground.Colors(Color1, Color2);
+ myView->GradientBackground().Colors (theColor1, theColor2);
}
//=======================================================================
//=======================================================================
Aspect_GradientBackground V3d_View::GradientBackground() const
{
- return MyGradientBackground;
+ return myView->GradientBackground();
}
//=======================================================================
//=======================================================================
Standard_Real V3d_View::Scale() const
{
- Handle(Graphic3d_Camera) aDefaultCamera = MyView->DefaultCamera();
-
- Standard_Real aCameraScale;
-
- // Strange behavior for the sake of compatibility.
- if (!aDefaultCamera.IsNull())
- {
- Standard_Real aDefaultScale = aDefaultCamera->Scale();
- aCameraScale = aDefaultScale / myCamera->Scale();
- }
- else
- {
- aCameraScale = myCamera->Scale();
- }
-
- return aCameraScale;
+ return myDefaultCamera->Scale() / Camera()->Scale();
}
//=======================================================================
//=======================================================================
void V3d_View::AxialScale(Standard_Real& Sx, Standard_Real& Sy, Standard_Real& Sz) const
{
- gp_Pnt anAxialScale = myCamera->AxialScale();
+ gp_Pnt anAxialScale = Camera()->AxialScale();
Sx = anAxialScale.X();
Sy = anAxialScale.Y();
Sz = anAxialScale.Z();
//=======================================================================
void V3d_View::Size(Standard_Real& Width, Standard_Real& Height) const
{
- gp_Pnt aViewDims = myCamera->ViewDimensions();
+ gp_Pnt aViewDims = Camera()->ViewDimensions();
Width = aViewDims.X();
Height = aViewDims.Y();
//=======================================================================
Standard_Real V3d_View::ZSize() const
{
- gp_Pnt aViewDims = myCamera->ViewDimensions();
+ gp_Pnt aViewDims = Camera()->ViewDimensions();
return aViewDims.Z();
}
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) ;
{
// 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 ;
}
//function : Gravity
//purpose :
//=======================================================================
-Standard_Integer V3d_View::Gravity(Standard_Real& X, Standard_Real& Y, Standard_Real& Z) const
+void V3d_View::Gravity (Standard_Real& theX,
+ Standard_Real& theY,
+ Standard_Real& theZ) const
{
- Standard_Real Xmin,Ymin,Zmin,Xmax,Ymax,Zmax;
- Standard_Integer Nstruct,Npoint ;
- Graphic3d_MapOfStructure MySetOfStructures;
+ 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;
+ }
- MyView->DisplayedStructures (MySetOfStructures);
- Nstruct = MySetOfStructures.Extent() ;
+ const Graphic3d_BndBox3d& aBox = aStruct->CStructure()->BoundingBox();
+ if (!aBox.IsValid())
+ {
+ continue;
+ }
- Graphic3d_MapIteratorOfMapOfStructure MyIterator(MySetOfStructures) ;
+ // skip transformation-persistent objects
+ if (!aStruct->TransformPersistence().IsNull())
+ {
+ continue;
+ }
- Npoint = 0 ; X = Y = Z = 0. ;
- for (; MyIterator.More(); MyIterator.Next())
- {
- const Handle(Graphic3d_Structure)& aStruct = MyIterator.Key();
- if (!aStruct->IsEmpty())
+ // 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] =
{
- aStruct->MinMaxValues (Xmin, Ymin, Zmin, Xmax, Ymax, Zmax);
+ 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)
+ };
- // Check bounding box for validness
- Standard_Real aLim = (ShortRealLast() - 1.0);
- if (Abs (Xmin) > aLim || Abs (Ymin) > aLim || Abs (Zmin) > aLim ||
- Abs (Xmax) > aLim || Abs (Ymax) > aLim || Abs (Zmax) > aLim)
+ 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)
{
- continue;
+ aResult += aBndPnt.XYZ();
+ ++aNbPoints;
}
+ }
+ }
- // use camera projection to find gravity point
- gp_Pnt aPnts[8] = {
+ 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) };
+ gp_Pnt (Xmax, Ymax, Zmin), gp_Pnt (Xmax, Ymax, Zmax)
+ };
- for (Standard_Integer aPntIt = 0; aPntIt < 8; ++aPntIt)
+ for (Standard_Integer aPntIt = 0; aPntIt < THE_NB_BOUND_POINTS; ++aPntIt)
{
const gp_Pnt& aBndPnt = aPnts[aPntIt];
-
- gp_Pnt aProjected = myCamera->Project (aBndPnt);
- const Standard_Real& U = aProjected.X();
- const Standard_Real& V = aProjected.Y();
- if (Abs(U) <= 1.0 && Abs(V) <= 1.0)
- {
- Npoint++;
- X += aBndPnt.X();
- Y += aBndPnt.Y();
- Z += aBndPnt.Z();
- }
+ aResult += aBndPnt.XYZ();
+ ++aNbPoints;
}
}
}
- if( Npoint > 0 ) {
- X /= Npoint ; Y /= Npoint ; Z /= Npoint ;
- }
- return Nstruct ;
+ if (aNbPoints > 0)
+ {
+ aResult /= aNbPoints;
+ }
+ theX = aResult.X();
+ theY = aResult.Y();
+ theZ = aResult.Z();
}
//=======================================================================
//=======================================================================
void V3d_View::Eye(Standard_Real& X, Standard_Real& Y, Standard_Real& Z) const
{
- gp_Pnt aCameraEye = myCamera->Eye();
+ 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
-{
- Eye (X,Y,Z);
-}
-
//=============================================================================
//function : ProjReferenceAxe
//purpose :
//=============================================================================
Standard_Real V3d_View::Depth() const
{
- return myCamera->Distance();
+ return Camera()->Distance();
}
//=============================================================================
//=============================================================================
void V3d_View::Proj(Standard_Real& Dx, Standard_Real& Dy, Standard_Real& Dz) const
{
- gp_Dir aCameraDir = myCamera->Direction().Reversed();
+ gp_Dir aCameraDir = Camera()->Direction().Reversed();
Dx = aCameraDir.X();
Dy = aCameraDir.Y();
Dz = aCameraDir.Z();
//=============================================================================
void V3d_View::At(Standard_Real& X, Standard_Real& Y, Standard_Real& Z) const
{
- gp_Pnt aCameraCenter = myCamera->Center();
+ gp_Pnt aCameraCenter = Camera()->Center();
X = aCameraCenter.X();
Y = aCameraCenter.Y();
Z = aCameraCenter.Z();
//=============================================================================
void V3d_View::Up(Standard_Real& Vx, Standard_Real& Vy, Standard_Real& Vz) const
{
- gp_Dir aCameraUp = myCamera->Up();
+ gp_Dir aCameraUp = Camera()->Up();
Vx = aCameraUp.X();
Vy = aCameraUp.Y();
Vz = aCameraUp.Z();
//=============================================================================
Standard_Real V3d_View::Twist() const
{
- Standard_Real Xup,Yup,Zup,Xpn,Ypn,Zpn,X0,Y0,Z0 ;
- Standard_Real pvx,pvy,pvz,pvn,sca,angle ;
- Graphic3d_Vector Xaxis,Yaxis,Zaxis ;
- Standard_Boolean TheStatus ;
+ gp_Vec Xaxis, Yaxis, Zaxis;
+ const gp_Dir aReferencePlane (Camera()->Direction().Reversed());
+ if (!screenAxis (aReferencePlane, gp::DZ(), Xaxis, Yaxis, Zaxis)
+ && !screenAxis (aReferencePlane, gp::DY(), Xaxis, Yaxis, Zaxis)
+ && !screenAxis (aReferencePlane, gp::DX(), Xaxis, Yaxis, Zaxis))
+ {
+ //
+ }
- gp_Dir aReferencePlane (myCamera->Direction().Reversed());
- gp_Dir anUp;
+ // Compute Cross Vector From Up & Origin
+ const gp_Dir aCameraUp = Camera()->Up();
+ const gp_XYZ aP = Yaxis.XYZ().Crossed (aCameraUp.XYZ());
- Proj(Xpn,Ypn,Zpn);
- anUp = gp_Dir (0.,0.,1.) ;
- TheStatus = ScreenAxis (aReferencePlane, anUp,Xaxis,Yaxis,Zaxis) ;
- if( !TheStatus ) {
- anUp = gp_Dir (0.,1.,0.) ;
- TheStatus = ScreenAxis (aReferencePlane, anUp,Xaxis,Yaxis,Zaxis) ;
- }
- if( !TheStatus ) {
- anUp = gp_Dir (1.,0.,0.) ;
- TheStatus = ScreenAxis (aReferencePlane, anUp,Xaxis,Yaxis,Zaxis) ;
+ // compute Angle
+ Standard_Real anAngle = ASin (Max (Min (aP.Modulus(), 1.0), -1.0));
+ if (Yaxis.Dot (aCameraUp.XYZ()) < 0.0)
+ {
+ anAngle = M_PI - anAngle;
}
- Yaxis.Coord(X0,Y0,Z0) ;
-
- Up(Xup,Yup,Zup) ;
- /* Compute Cross Vector From Up & Origin */
- pvx = Y0*Zup - Z0*Yup ;
- pvy = Z0*Xup - X0*Zup ;
- pvz = X0*Yup - Y0*Xup ;
- pvn = pvx*pvx + pvy*pvy + pvz*pvz ;
- sca = X0*Xup + Y0*Yup + Z0*Zup ;
- /* Compute Angle */
- angle = Sqrt(pvn) ;
- if( angle > 1. ) angle = 1. ;
- else if( angle < -1. ) angle = -1. ;
- angle = asin(angle) ;
- if( sca < 0. ) angle = M_PI - angle ;
- if( angle > 0. && angle < M_PI ) {
- sca = pvx*Xpn + pvy*Ypn + pvz*Zpn ;
- if( sca < 0. ) angle = DEUXPI - angle ;
+ if (anAngle > 0.0
+ && anAngle < M_PI)
+ {
+ const gp_Dir aProjDir = Camera()->Direction().Reversed();
+ if (aP.Dot (aProjDir.XYZ()) < 0.0)
+ {
+ anAngle = DEUXPI - anAngle;
+ }
}
- return angle ;
+ return anAngle;
}
//=============================================================================
//function : ShadingModel
//purpose :
//=============================================================================
-V3d_TypeOfShadingModel V3d_View::ShadingModel() const
-{
- V3d_TypeOfShadingModel SM = (V3d_TypeOfShadingModel)MyViewContext.Model() ;
- return SM ;
-}
-
-//=============================================================================
-//function : SurfaceDetail
-//purpose :
-//=============================================================================
-V3d_TypeOfSurfaceDetail V3d_View::SurfaceDetail() const
+Graphic3d_TypeOfShadingModel V3d_View::ShadingModel() const
{
- V3d_TypeOfSurfaceDetail SM = (V3d_TypeOfSurfaceDetail)MyViewContext.SurfaceDetail() ;
- return SM ;
+ return myView->ShadingModel();
}
//=============================================================================
//function : TextureEnv
//purpose :
//=============================================================================
-Handle_Graphic3d_TextureEnv V3d_View::TextureEnv() const
+Handle(Graphic3d_TextureEnv) V3d_View::TextureEnv() const
{
- Handle(Graphic3d_TextureEnv) SM = MyViewContext.TextureEnv() ;
- return SM ;
+ return myView->TextureEnv();
}
//=============================================================================
//=============================================================================
V3d_TypeOfVisualization V3d_View::Visualization() const
{
- V3d_TypeOfVisualization V =
- (V3d_TypeOfVisualization)MyViewContext.Visualization() ;
- return V ;
-}
-
-//=============================================================================
-//function : Antialiasing
-//purpose :
-//=============================================================================
-Standard_Boolean V3d_View::Antialiasing() const
-{
- Standard_Boolean A = MyViewContext.AliasingIsOn() ;
- return A ;
-}
-
-//=============================================================================
-//function : Viewer
-//purpose :
-//=============================================================================
-Handle(V3d_Viewer) V3d_View::Viewer() const
-{
- return MyViewer ;
+ return static_cast<V3d_TypeOfVisualization> (myView->VisualizationType());
}
//=============================================================================
//=============================================================================
Standard_Boolean V3d_View::IfWindow() const
{
- Standard_Boolean TheStatus = MyView->IsDefined() ;
- return TheStatus ;
-}
-
-//=============================================================================
-//function : Window
-//purpose :
-//=============================================================================
-Handle(Aspect_Window) V3d_View::Window() const
-{
- return MyWindow;
+ return myView->IsDefined();
}
//=============================================================================
//=============================================================================
V3d_TypeOfView V3d_View::Type() const
{
- return myCamera->IsOrthographic() ? V3d_ORTHOGRAPHIC : V3d_PERSPECTIVE;
+ return Camera()->IsOrthographic() ? V3d_ORTHOGRAPHIC : V3d_PERSPECTIVE;
}
//=============================================================================
//=============================================================================
void V3d_View::SetFocale( const Standard_Real focale )
{
- if (myCamera->IsOrthographic())
+ Handle(Graphic3d_Camera) aCamera = Camera();
+
+ if (aCamera->IsOrthographic())
{
return;
}
- Standard_Real aFOVyRad = ATan (focale / (myCamera->Distance() * 2.0));
+ Standard_Real aFOVyRad = ATan (focale / (aCamera->Distance() * 2.0));
- myCamera->SetFOVy (aFOVyRad * (360 / M_PI));
+ aCamera->SetFOVy (aFOVyRad * (360 / M_PI));
ImmediateUpdate();
}
//=============================================================================
Standard_Real V3d_View::Focale() const
{
- if (myCamera->IsOrthographic())
+ Handle(Graphic3d_Camera) aCamera = Camera();
+
+ if (aCamera->IsOrthographic())
{
return 0.0;
}
- return myCamera->Distance() * 2.0 * Tan(myCamera->FOVy() * M_PI / 360.0);
-}
-
-//=============================================================================
-//function : View
-//purpose :
-//=============================================================================
-Handle(Visual3d_View) V3d_View::View() const
-{
- return MyView ;
+ return aCamera->Distance() * 2.0 * Tan (aCamera->FOVy() * M_PI / 360.0);
}
//=============================================================================
-//function : ScreenAxis
+//function : screenAxis
//purpose :
//=============================================================================
-Standard_Boolean V3d_View::ScreenAxis( const gp_Dir &Vpn, const gp_Dir &Vup, Graphic3d_Vector &Xaxe, Graphic3d_Vector &Yaxe, Graphic3d_Vector &Zaxe)
+Standard_Boolean V3d_View::screenAxis (const gp_Dir& theVpn, const gp_Dir& theVup,
+ gp_Vec& theXaxe, gp_Vec& theYaxe, gp_Vec& theZaxe)
{
- Standard_Real Xpn, Ypn, Zpn, Xup, Yup, Zup;
- Standard_Real dx1, dy1, dz1, xx, yy, zz;
+ theXaxe = theVup.XYZ().Crossed (theVpn.XYZ());
+ if (theXaxe.Magnitude() <= gp::Resolution())
+ {
+ return Standard_False;
+ }
+ theXaxe.Normalize();
- 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();
+ theYaxe = theVpn.XYZ().Crossed (theXaxe.XYZ());
+ if (theYaxe.Magnitude() <= gp::Resolution())
+ {
+ return Standard_False;
+ }
+ theYaxe.Normalize();
- Zaxe.SetCoord (Xpn, Ypn, Zpn);
- Zaxe.Normalize();
+ theZaxe = theVpn.XYZ();
+ theZaxe.Normalize();
return Standard_True;
}
//function : TrsPoint
//purpose :
//=============================================================================
-Graphic3d_Vertex V3d_View::TrsPoint( const Graphic3d_Vertex &P, const TColStd_Array2OfReal &Matrix )
+gp_XYZ V3d_View::TrsPoint (const Graphic3d_Vertex& thePnt, const TColStd_Array2OfReal& theMat)
{
- 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 ;
+ 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());
}
- P.Coord(X,Y,Z) ;
- XX = (Matrix(lr,lc+3) + X*Matrix(lr,lc) + Y*Matrix(lr,lc+1)+
- Z*Matrix(lr,lc+2))/Matrix(lr+3,lc+3) ;
-
- YY = (Matrix(lr+1,lc+3) + X*Matrix(lr+1,lc) + Y*Matrix(lr+1,lc+1) +
- Z*Matrix(lr+1,lc+2))/Matrix(lr+3,lc+3) ;
- ZZ = (Matrix(lr+2,lc+3) + X*Matrix(lr+2,lc) + Y*Matrix(lr+2,lc+1) +
- Z*Matrix(lr+2,lc+2))/Matrix(lr+3,lc+3) ;
- PP.SetCoord(XX,YY,ZZ) ;
- return PP ;
+ 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::Pan (const Standard_Integer theDXp,
const Standard_Integer theDYp,
- const Quantity_Factor theZoomFactor,
+ const Standard_Real theZoomFactor,
const Standard_Boolean theToStart)
{
Panning (Convert (theDXp), Convert (theDYp), theZoomFactor, theToStart);
//=======================================================================
void V3d_View::Panning (const Standard_Real theDXv,
const Standard_Real theDYv,
- const Quantity_Factor theZoomFactor,
+ const Standard_Real theZoomFactor,
const Standard_Boolean theToStart)
{
Standard_ASSERT_RAISE (theZoomFactor > 0.0, "Bad zoom factor");
+ Handle(Graphic3d_Camera) aCamera = Camera();
+
if (theToStart)
{
- myCamStartOpEye = myCamera->Eye();
- myCamStartOpCenter = myCamera->Center();
+ myCamStartOpEye = aCamera->Eye();
+ myCamStartOpCenter = aCamera->Center();
}
Standard_Boolean wasUpdateEnabled = SetImmediateUpdate (Standard_False);
- gp_Pnt aViewDims = myCamera->ViewDimensions();
+ gp_Pnt aViewDims = aCamera->ViewDimensions();
- myCamera->SetEye (myCamStartOpEye);
- myCamera->SetCenter (myCamStartOpCenter);
- Translate (myCamera, -theDXv, -theDYv);
- Scale (myCamera, aViewDims.X() / theZoomFactor, aViewDims.Y() / theZoomFactor);
+ aCamera->SetEye (myCamStartOpEye);
+ aCamera->SetCenter (myCamStartOpCenter);
+ Translate (aCamera, -theDXv, -theDYv);
+ Scale (aCamera, aViewDims.X() / theZoomFactor, aViewDims.Y() / theZoomFactor);
SetImmediateUpdate (wasUpdateEnabled);
V3d_BadValue_Raise_if (aDZoom <= 0.0, "V3d_View::ZoomAtPoint, bad coefficient");
- Standard_Real aViewWidth = myCamera->ViewDimensions().X();
- Standard_Real aViewHeight = myCamera->ViewDimensions().Y();
+ Handle(Graphic3d_Camera) aCamera = Camera();
+
+ 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 = aDZoom;
Standard_Real aZoomAtPointYv = 0.0;
Convert (MyZoomAtPointX, MyZoomAtPointY, aZoomAtPointXv, aZoomAtPointYv);
- V3d_Coordinate aDxv = aZoomAtPointXv / aCoef;
- V3d_Coordinate aDyv = aZoomAtPointYv / aCoef;
+ Standard_Real aDxv = aZoomAtPointXv / aCoef;
+ Standard_Real aDyv = aZoomAtPointYv / aCoef;
- myCamera->SetScale (myCamera->Scale() / aCoef);
- Translate (myCamera, aZoomAtPointXv - aDxv, aZoomAtPointYv - aDyv);
+ aCamera->SetScale (aCamera->Scale() / aCoef);
+ Translate (aCamera, aZoomAtPointXv - aDxv, aZoomAtPointYv - aDyv);
AutoZFit();
//function : FitAll
//purpose :
//=============================================================================
-void V3d_View::FitAll(const Handle(Aspect_Window)& aWindow,
- const Standard_Real Xmin,
- const Standard_Real Ymin,
- const Standard_Real Xmax,
- const Standard_Real Ymax)
+void V3d_View::FitAll(const Standard_Real theXmin,
+ const Standard_Real theYmin,
+ const Standard_Real theXmax,
+ const Standard_Real theYmax)
{
- Standard_Integer aWinWidth, aWinHeight;
- aWindow->Size (aWinWidth, aWinHeight);
+ Handle(Graphic3d_Camera) aCamera = Camera();
+ Standard_Real anAspect = aCamera->Aspect();
- Standard_Real aWinAspect = (Standard_Real)aWinWidth / aWinHeight;
- Standard_Real aFitSizeU = Abs (Xmax - Xmin);
- Standard_Real aFitSizeV = Abs (Ymax - Ymin);
+ Standard_Real aFitSizeU = Abs (theXmax - theXmin);
+ Standard_Real aFitSizeV = Abs (theYmax - theYmin);
Standard_Real aFitAspect = aFitSizeU / aFitSizeV;
- if (aFitAspect >= aWinAspect)
+ if (aFitAspect >= anAspect)
{
- aFitSizeV = aFitSizeU / aWinAspect;
+ aFitSizeV = aFitSizeU / anAspect;
}
else
{
- aFitSizeU = aFitSizeV * aWinAspect;
+ aFitSizeU = aFitSizeV * anAspect;
}
- myCamera->SetAspect (aWinAspect);
- Translate (myCamera, (Xmin + Xmax) * 0.5, (Ymin + Ymax) * 0.5);
- Scale (myCamera, aFitSizeU, aFitSizeV);
+ Translate (aCamera, (theXmin + theXmax) * 0.5, (theYmin + theYmax) * 0.5);
+ Scale (aCamera, aFitSizeU, aFitSizeV);
+
AutoZFit();
ImmediateUpdate();
//function : StartRotation
//purpose :
//=============================================================================
-#ifdef IMP250900
-static Standard_Boolean zRotation = Standard_False;
-#endif
void V3d_View::StartRotation(const Standard_Integer X,
const Standard_Integer Y,
- const Quantity_Ratio zRotationThreshold)
+ const Standard_Real zRotationThreshold)
{
sx = X; sy = Y;
Standard_Real 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
}
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
}
//=============================================================================
//function : SetComputedMode
//purpose :
//=============================================================================
-void V3d_View::SetComputedMode (const Standard_Boolean aMode)
+void V3d_View::SetComputedMode (const Standard_Boolean theMode)
{
- if (aMode)
+ if (theMode)
{
if (myComputedMode)
{
- MyView->SetComputedMode (Standard_True);
- Update();
+ myView->SetComputedMode (Standard_True);
}
- }
- else
+ }
+ else
{
- MyView->SetComputedMode (Standard_False);
- Update();
+ myView->SetComputedMode (Standard_False);
}
}
//=============================================================================
Standard_Boolean V3d_View::ComputedMode() const
{
- return MyView->ComputedMode();
+ return myView->ComputedMode();
}
//=============================================================================
//function : SetBackFacingModel
//purpose :
//=============================================================================
-void V3d_View::SetBackFacingModel (const V3d_TypeOfBackfacingModel aModel)
+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
{
- return V3d_TypeOfBackfacingModel(MyView -> BackFacingModel ());
-}
-
-//=============================================================================
-//function : TransientManagerBeginDraw
-//purpose :
-//=============================================================================
-Standard_Boolean V3d_View::TransientManagerBeginDraw(const Standard_Boolean DoubleBuffer,const Standard_Boolean RetainMode) const
-{
- return Visual3d_TransientManager::BeginDraw(MyView,DoubleBuffer,RetainMode);
-}
-
-//=============================================================================
-//function : TransientManagerClearDraw
-//purpose :
-//=============================================================================
-void V3d_View::TransientManagerClearDraw() const
-{
- Visual3d_TransientManager::ClearDraw(MyView);
-}
-
-//=============================================================================
-//function : TransientManagerBeginAddDraw
-//purpose :
-//=============================================================================
-Standard_Boolean V3d_View::TransientManagerBeginAddDraw() const
-{
- return Visual3d_TransientManager::BeginAddDraw(MyView);
+ return static_cast<V3d_TypeOfBackfacingModel> (myView->BackfacingModel());
}
//=============================================================================
void V3d_View::Init()
{
myComputedMode = MyViewer->ComputedMode();
- if( !myComputedMode || !MyViewer->DefaultComputedMode() ) {
- SetComputedMode(Standard_False);
+ if (!myComputedMode || !MyViewer->DefaultComputedMode())
+ {
+ SetComputedMode (Standard_False);
}
}
-//=============================================================================
-//function : SetPlotter
-//purpose :
-//=============================================================================
-void V3d_View::SetPlotter(const Handle(Graphic3d_Plotter)& aPlotter)
-{
- MyPlotter = aPlotter;
-}
-
-//=============================================================================
-//function : Plot
-//purpose :
-//=============================================================================
-void V3d_View::Plot()
-{
- V3d_BadValue_Raise_if( !MyPlotter.IsNull(), "view has no plotter");
- MyView->Plot(MyPlotter);
-}
-
//=============================================================================
//function : Dump
//purpose :
//purpose :
//=============================================================================
Standard_Boolean V3d_View::ToPixMap (Image_PixMap& theImage,
- const Standard_Integer theWidth,
- const Standard_Integer theHeight,
- const Graphic3d_BufferType& theBufferType,
- const Standard_Boolean theToKeepAspect,
- const V3d_StereoDumpOptions theStereoOptions)
-{
- Graphic3d_CView* cView = (Graphic3d_CView* )MyView->CView();
-
- // always prefer hardware accelerated offscreen buffer
- Graphic3d_PtrFrameBuffer aFBOPtr = NULL;
- Graphic3d_PtrFrameBuffer aPrevFBOPtr = (Graphic3d_PtrFrameBuffer )cView->ptrFBO;
- Standard_Integer aFBOVPSizeX (theWidth), aFBOVPSizeY (theHeight), aFBOSizeXMax (0), aFBOSizeYMax (0);
- Standard_Integer aPrevFBOVPSizeX (0), aPrevFBOVPSizeY (0), aPrevFBOSizeXMax (0), aPrevFBOSizeYMax (0);
- if (aPrevFBOPtr != NULL)
- {
- MyView->FBOGetDimensions (aPrevFBOPtr,
- aPrevFBOVPSizeX, aPrevFBOVPSizeY,
- aPrevFBOSizeXMax, aPrevFBOSizeYMax);
- if (aFBOVPSizeX <= aPrevFBOSizeXMax && aFBOVPSizeY <= aPrevFBOSizeYMax)
+ 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);
+ Graphic3d_Vec2i aPrevFBOSizeMax;
+ myView->FBOGetDimensions (aPrevFBOPtr,
+ aPrevFBOVPSize.x(), aPrevFBOVPSize.y(),
+ aPrevFBOSizeMax.x(), aPrevFBOSizeMax.y());
+ if (aFBOVPSize.x() <= aPrevFBOSizeMax.x()
+ && aFBOVPSize.y() <= aPrevFBOSizeMax.y())
+ {
+ aFBOPtr = aPrevFBOPtr;
+ }
+ }
- // technically we can reduce existing viewport...
- // but currently allow only dumping the window itself
- if (aFBOVPSizeX != aWinWidth || aFBOVPSizeY != aWinHeight)
+ if (aFBOPtr.IsNull())
+ {
+ Standard_Integer aMaxTexSizeX = MyViewer->Driver()->InquireLimit (Graphic3d_TypeOfLimit_MaxViewDumpSizeX);
+ Standard_Integer aMaxTexSizeY = MyViewer->Driver()->InquireLimit (Graphic3d_TypeOfLimit_MaxViewDumpSizeY);
+ if (theParams.TileSize > aMaxTexSizeX
+ || theParams.TileSize > aMaxTexSizeY)
{
+ Message::DefaultMessenger()->Send (TCollection_AsciiString ("Image dump can not be performed - specified tile size (")
+ + theParams.TileSize + ") exceeds hardware limits (" + aMaxTexSizeX + "x" + aMaxTexSizeY + ")", Message_Fail);
return Standard_False;
}
+
+ if (aFBOVPSize.x() > aMaxTexSizeX
+ || aFBOVPSize.y() > aMaxTexSizeY)
+ {
+ if (MyViewer->Driver()->InquireLimit (Graphic3d_TypeOfLimit_IsWorkaroundFBO))
+ {
+ Message::DefaultMessenger ()->Send (TCollection_AsciiString ("Warning, workaround for Intel driver problem with empty FBO for images with big width is applyed."), Message_Warning);
+ }
+ Message::DefaultMessenger()->Send (TCollection_AsciiString ("Info, tiling image dump is used, image size (")
+ + aFBOVPSize.x() + "x" + aFBOVPSize.y() + ") exceeds hardware limits (" + aMaxTexSizeX + "x" + aMaxTexSizeY + ")", Message_Info);
+ aFBOVPSize.x() = Min (aFBOVPSize.x(), aMaxTexSizeX);
+ aFBOVPSize.y() = Min (aFBOVPSize.y(), aMaxTexSizeY);
+ isTiling = true;
+ }
+
+ // Try to create hardware accelerated buffer
+ aFBOPtr = myView->FBOCreate (aFBOVPSize.x(), aFBOVPSize.y());
}
+ myView->SetFBO (aFBOPtr);
- Handle(Graphic3d_Camera) aStoreMapping = new Graphic3d_Camera();
+ if (aFBOPtr.IsNull())
+ {
+ // 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;
- aStoreMapping->Copy (myCamera);
+ Message::DefaultMessenger()->Send (TCollection_AsciiString ("Warning, on screen buffer is used for image dump - content might be invalid"), Message_Warning);
+ }
- if (myCamera->IsStereo())
+ // backup camera parameters
+ Handle(Graphic3d_Camera) aStoreMapping = new Graphic3d_Camera();
+ Handle(Graphic3d_Camera) aCamera = Camera();
+ aStoreMapping->Copy (aCamera);
+ if (aCamera->IsStereo())
{
- switch (theStereoOptions)
+ switch (theParams.StereoOptions)
{
- case V3d_SDO_MONO :
- myCamera->SetProjectionType (Graphic3d_Camera::Projection_Perspective);
+ case V3d_SDO_MONO:
+ {
+ aCamera->SetProjectionType (Graphic3d_Camera::Projection_Perspective);
break;
-
- case V3d_SDO_LEFT_EYE :
- myCamera->SetProjectionType (Graphic3d_Camera::Projection_MonoLeftEye);
+ }
+ case V3d_SDO_LEFT_EYE:
+ {
+ aCamera->SetProjectionType (Graphic3d_Camera::Projection_MonoLeftEye);
break;
-
- case V3d_SDO_RIGHT_EYE :
- myCamera->SetProjectionType (Graphic3d_Camera::Projection_MonoRightEye);
+ }
+ case V3d_SDO_RIGHT_EYE:
+ {
+ aCamera->SetProjectionType (Graphic3d_Camera::Projection_MonoRightEye);
break;
+ }
+ case V3d_SDO_BLENDED:
+ {
+ break; // dump as is
+ }
}
}
-
- AutoZFit();
-
- if (theToKeepAspect)
- {
- myCamera->SetAspect ((Standard_Real) aFBOVPSizeX / aFBOSizeYMax);
- }
-
- //workaround for rendering list of Over and Under Layers
- if (!MyLayerMgr.IsNull())
+ if (theParams.ToAdjustAspect)
{
- MyLayerMgr->Compute();
+ aCamera->SetAspect (Standard_Real(aTargetSize.x()) / Standard_Real(aTargetSize.y()));
}
+ AutoZFit();
// 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);
- Redraw();
+ const Standard_Boolean aPrevImmediateMode = myView->SetImmediateModeDrawToFront (Standard_False);
- if (!aDriver.IsNull())
+ Standard_Boolean isSuccess = Standard_True;
+ if (!isTiling)
{
- aDriver->SetImmediateModeDrawToFront (*cView, aPrevImmediateMode);
+ if (!aFBOPtr.IsNull())
+ {
+ myView->FBOChangeViewport (aFBOPtr, aTargetSize.x(), aTargetSize.y());
+ }
+ Redraw();
+ isSuccess = isSuccess && myView->BufferDump (theImage, theParams.BufferType);
}
+ else
+ {
+ Image_PixMap aTilePixMap;
+ aTilePixMap.SetTopDown (theImage.IsTopDown());
- myCamera->Copy (aStoreMapping);
+ 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 aTileUncropped;
+ aTileUncropped.Offset = anOffset;
+ aTileUncropped.TotalSize = aTargetSize;
+ aTileUncropped.TileSize = aFBOVPSize;
+ const Graphic3d_CameraTile aTile = aTileUncropped.Cropped();
+ if (aTile.TileSize.x() < 1
+ || aTile.TileSize.y() < 1)
+ {
+ continue;
+ }
- Standard_Boolean isSuccess = Standard_True;
+ 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());
- // allocate image buffer for dumping
- if (theImage.IsEmpty()
- || (Standard_Size )aFBOVPSizeX != theImage.SizeX()
- || (Standard_Size )aFBOVPSizeY != theImage.SizeY())
- {
- bool isBigEndian = Image_PixMap::IsBigEndianHost();
- Image_PixMap::ImgFormat aFormat = Image_PixMap::ImgUNKNOWN;
- switch (theBufferType)
- {
- case Graphic3d_BT_RGB: aFormat = isBigEndian ? Image_PixMap::ImgRGB : Image_PixMap::ImgBGR; break;
- case Graphic3d_BT_RGBA: aFormat = isBigEndian ? Image_PixMap::ImgRGBA : Image_PixMap::ImgBGRA; break;
- case Graphic3d_BT_Depth: aFormat = Image_PixMap::ImgGrayF; break;
+ if (!aFBOPtr.IsNull())
+ {
+ aCamera->SetTile (aTile);
+ myView->FBOChangeViewport (aFBOPtr, aTile.TileSize.x(), aTile.TileSize.y());
+ }
+ else
+ {
+ // no API to resize viewport of on-screen buffer - render uncropped
+ aCamera->SetTile (aTileUncropped);
+ }
+ Redraw();
+ isSuccess = isSuccess && myView->BufferDump (aTilePixMap, theParams.BufferType);
+ if (!isSuccess)
+ {
+ break;
+ }
+ }
+ if (!isSuccess)
+ {
+ break;
+ }
}
-
- isSuccess = isSuccess && theImage.InitZero (aFormat, aFBOVPSizeX, aFBOVPSizeY);
}
- 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;
// =======================================================================
void V3d_View::SetCamera (const Handle(Graphic3d_Camera)& theCamera)
{
- Standard_ASSERT_RAISE (!theCamera.IsNull(), "Void camera is not allowed");
-
- myCamera = theCamera;
+ myView->SetCamera (theCamera);
- MyView->SetCamera (theCamera);
+ ImmediateUpdate();
}
// =======================================================================
// =======================================================================
const Handle(Graphic3d_Camera)& V3d_View::Camera() const
{
- return myCamera;
+ return myView->Camera();
}
// =======================================================================
// purpose : Internal
// =======================================================================
Standard_Boolean V3d_View::FitMinMax (const Handle(Graphic3d_Camera)& theCamera,
- const gp_XYZ& theMinCorner,
- const gp_XYZ& theMaxCorner,
+ const Bnd_Box& theBox,
const Standard_Real theMargin,
const Standard_Real theResolution,
const Standard_Boolean theToEnlargeIfLine) const
{
// Check bounding box for validness
- Standard_Real aLim = (ShortRealLast() - 1.0);
- if (Abs (theMinCorner.X()) > aLim || Abs (theMinCorner.Y()) > aLim || Abs (theMinCorner.Z()) > aLim ||
- Abs (theMaxCorner.X()) > aLim || Abs (theMaxCorner.Y()) > aLim || Abs (theMaxCorner.Z()) > aLim)
+ if (theBox.IsVoid())
{
return Standard_False; // bounding box is out of bounds...
}
// 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.
- Standard_Real aXmin = theMinCorner.X() * theCamera->AxialScale().X();
- Standard_Real aXmax = theMaxCorner.X() * theCamera->AxialScale().X();
- Standard_Real aYmin = theMinCorner.Y() * theCamera->AxialScale().Y();
- Standard_Real aYmax = theMaxCorner.Y() * theCamera->AxialScale().Y();
- Standard_Real aZmin = theMinCorner.Z() * theCamera->AxialScale().Z();
- Standard_Real aZmax = theMaxCorner.Z() * theCamera->AxialScale().Z();
+ gp_Pnt aBndMin = theBox.CornerMin().XYZ().Multiplied (theCamera->AxialScale());
+ gp_Pnt aBndMax = theBox.CornerMax().XYZ().Multiplied (theCamera->AxialScale());
- Bnd_Box aBBox;
- aBBox.Update (aXmin, aYmin, aZmin, aXmax, aYmax, aZmax);
- if (aBBox.IsThin (RealEpsilon()))
+ if (aBndMax.IsEqual (aBndMin, RealEpsilon()))
{
return Standard_False; // nothing to fit all
}
- gp_Pnt aBBCenter ((aXmin + aXmax) * 0.5, (aYmin + aYmax) * 0.5, (aZmin + aZmax) * 0.5);
-
- gp_Pln aFrustumLeft;
- gp_Pln aFrustumRight;
- gp_Pln aFrustumBottom;
- gp_Pln aFrustumTop;
- gp_Pln aFrustumNear;
- gp_Pln aFrustumFar;
- theCamera->Frustum (aFrustumLeft, aFrustumRight, aFrustumBottom, aFrustumTop, aFrustumNear, aFrustumFar);
+ // 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
// 3) Determine new camera projection vector using the normalized asymmetry.
// 4) Determine new zooming in view space.
- // Determine normalized projection asymmetry (if any).
-
- Standard_Real anAssymX = Tan ( aCamSide.Angle (aFrustumLeft.Axis().Direction()))
- - Tan (-aCamSide.Angle (aFrustumRight.Axis().Direction()));
- Standard_Real anAssymY = Tan ( aCamUp.Angle (aFrustumBottom.Axis().Direction()))
- - Tan (-aCamUp.Angle (aFrustumTop.Axis().Direction()));
-
- // Determine how far should be the frustum planes placed from center
- // of bounding box, in order to match the bounding box closely.
- gp_Pln aMatchSide[6] = {aFrustumLeft, aFrustumRight, aFrustumBottom, aFrustumTop, aFrustumNear, aFrustumFar};
- Standard_Real aMatchDistance[6] = {0.0, 0.0, 0.0, 0.0, 0.0, 0.0};
- for (Standard_Integer anIt = 0; anIt < 6; ++anIt)
+ // 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)
{
- const gp_Dir& aPlaneN = aMatchSide[anIt].Axis().Direction();
+ // Measure distances from center of bounding box to its corners towards the frustum plane.
+ const gp_Dir& aPlaneN = aFrustumPlane.ChangeValue (anI).Axis().Direction();
- gp_Trsf aPlaneTrsf;
- aPlaneTrsf.SetTransformation (gp_Ax3(), gp_Ax3 (aBBCenter, aPlaneN));
- Bnd_Box aRelativeBBox = aBBox.Transformed (aPlaneTrsf);
+ Standard_Real& aFitDist = aFitDistance.ChangeValue (anI);
- Standard_Real aDummy = 0.0;
- Standard_Real aZmin = 0.0;
- Standard_Real aZmax = 0.0;
- aRelativeBBox.Get (aDummy, aDummy, aZmin, aDummy, aDummy, aZmax);
- aMatchDistance[anIt] = -aZmin;
+ 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.
// \//
// //
// (frustum plane)
-
- aMatchDistance[0] *= Sqrt(1 + Pow (Tan ( aCamSide.Angle (aFrustumLeft.Axis().Direction())), 2.0));
- aMatchDistance[1] *= Sqrt(1 + Pow (Tan (-aCamSide.Angle (aFrustumRight.Axis().Direction())), 2.0));
- aMatchDistance[2] *= Sqrt(1 + Pow (Tan ( aCamUp.Angle (aFrustumBottom.Axis().Direction())), 2.0));
- aMatchDistance[3] *= Sqrt(1 + Pow (Tan (-aCamUp.Angle (aFrustumTop.Axis().Direction())), 2.0));
- aMatchDistance[4] *= Sqrt(1 + Pow (Tan ( aCamDir.Angle (aFrustumNear.Axis().Direction())), 2.0));
- aMatchDistance[5] *= Sqrt(1 + Pow (Tan (-aCamDir.Angle (aFrustumFar.Axis().Direction())), 2.0));
-
- Standard_Real aViewSizeXv = aMatchDistance[0] + aMatchDistance[1];
- Standard_Real aViewSizeYv = aMatchDistance[2] + aMatchDistance[3];
- Standard_Real aViewSizeZv = aMatchDistance[4] + aMatchDistance[5];
-
- // Place center of camera on the same line with center of bounding
- // box applying corresponding projection asymmetry (if any).
+ 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 = (aMatchDistance[1] - aMatchDistance[0]) * 0.5 + anAssymXv;
- Standard_Real anOffsetYv = (aMatchDistance[3] - aMatchDistance[2]) * 0.5 + anAssymYv;
+ 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 aNewCenter = aBBCenter.Translated (aTranslateSide).Translated (aTranslateUp);
+ gp_Pnt aCamNewCenter = aBndCenter.Translated (aTranslateSide).Translated (aTranslateUp);
gp_Trsf aCenterTrsf;
- aCenterTrsf.SetTranslation (theCamera->Center(), aNewCenter);
+ aCenterTrsf.SetTranslation (theCamera->Center(), aCamNewCenter);
theCamera->Transform (aCenterTrsf);
- theCamera->SetDistance (Max (aMatchDistance[5] + aMatchDistance[4], Precision::Confusion()));
+ 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)
aViewSizeYv = aViewSizeZv;
}
- Scale (theCamera, aViewSizeXv * (1.0 + theMargin), aViewSizeYv * (1.0 + theMargin));
+ 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;
}
const Standard_Real theSizeYv) const
{
Standard_Real anAspect = theCamera->Aspect();
- Standard_Real aMaxSize = Max (theSizeXv / anAspect, theSizeYv);
- theCamera->SetScale (aMaxSize);
+ if (anAspect > 1.0)
+ {
+ theCamera->SetScale (Max (theSizeXv / anAspect, theSizeYv));
+ }
+ else
+ {
+ theCamera->SetScale (Max (theSizeXv, theSizeYv * anAspect));
+ }
}
// =======================================================================
theCamera->Transform (aPanTrsf);
}
+
+// =======================================================================
+// function : DiagnosticInformation
+// purpose :
+// =======================================================================
+void V3d_View::DiagnosticInformation (TColStd_IndexedDataMapOfStringString& theDict,
+ Graphic3d_DiagnosticInfo theFlags) const
+{
+ myView->DiagnosticInformation (theDict, theFlags);
+}
+
+//=======================================================================
+//function : StatisticInformation
+//purpose :
+//=======================================================================
+void V3d_View::StatisticInformation (TColStd_IndexedDataMapOfStringString& theDict) const
+{
+ myView->StatisticInformation (theDict);
+}
+
+// =======================================================================
+// function : StatisticInformation
+// purpose :
+// =======================================================================
+TCollection_AsciiString V3d_View::StatisticInformation() const
+{
+ return myView->StatisticInformation();
+}
+
+//=============================================================================
+//function : RenderingParams
+//purpose :
+//=============================================================================
+const Graphic3d_RenderingParams& V3d_View::RenderingParams() const
+{
+ return myView->RenderingParams();
+}
+
+//=============================================================================
+//function : ChangeRenderingParams
+//purpose :
+//=============================================================================
+Graphic3d_RenderingParams& V3d_View::ChangeRenderingParams()
+{
+ return myView->ChangeRenderingParams();
+}