myCurrentMode (AIS_MM_None),
myIsActivationOnDetection (Standard_False),
myIsZoomPersistentMode (Standard_True),
+ mySkinMode (ManipulatorSkin_Shaded),
myHasStartedTransformation (Standard_False),
myStartPosition (gp::XOY()),
myStartPick (0.0, 0.0, 0.0),
myCurrentMode (AIS_MM_None),
myIsActivationOnDetection (Standard_False),
myIsZoomPersistentMode (Standard_True),
+ mySkinMode (ManipulatorSkin_Shaded),
myHasStartedTransformation (Standard_False),
myStartPosition (gp::XOY()),
myStartPick (0.0, 0.0, 0.0),
gp_Dir aCurrentAxis = gce_MakeDir (aPosLoc, aNewPosition);
Standard_Real anAngle = aStartAxis.AngleWithRef (aCurrentAxis, aCurrAxis.Direction());
- // Change value of an angle if it should have different sign.
- if (anAngle * myPrevState < 0 && Abs (anAngle) < M_PI_2)
+ if (Abs (anAngle) < Precision::Confusion())
{
- Standard_Real aSign = myPrevState > 0 ? -1.0 : 1.0;
- anAngle = aSign * (M_PI * 2 - anAngle);
+ return Standard_False;
}
- if (Abs (anAngle) < Precision::Confusion())
+ // Draw a sector indicating the rotation angle
+ if (mySkinMode == ManipulatorSkin_Flat)
{
- return Standard_False;
+ const gp_Ax1& anAxis = myAxes[myCurrentIndex].ReferenceAxis();
+ const gp_Dir aRotationStart = anAxis.Direction().Z() > 0 ? myStartPosition.YDirection() : myStartPosition.Direction();
+ Standard_Real aRotationAngle = aRotationStart.AngleWithRef (aCurrentAxis, aCurrAxis.Direction());
+ aRotationAngle -= (anAngle > 0) ? anAngle * 2.0 : anAngle;
+ if (anAxis.Direction().Z() > 0) { aRotationAngle += M_PI_2; }
+
+ gp_Trsf aTrsf;
+ aTrsf.SetRotation (anAxis, aRotationAngle);
+
+ Handle(Prs3d_ShadingAspect) anAspect = new Prs3d_ShadingAspect();
+ anAspect->SetMaterial (myDrawer->ShadingAspect()->Material());
+ anAspect->SetTransparency (0.5);
+ anAspect->SetColor (myAxes[myCurrentIndex].Color());
+
+ mySector.Init (0.0f, myAxes[myCurrentIndex].InnerRadius(), anAxis, Abs (anAngle));
+ mySectorGroup->Clear();
+ mySectorGroup->SetPrimitivesAspect (anAspect->Aspect());
+ mySectorGroup->AddPrimitiveArray (mySector.Array());
+ mySectorGroup->SetTransformation (aTrsf);
}
gp_Trsf aNewTrsf;
return Standard_True;
}
case AIS_DragAction_Stop:
+ {
+ if (mySkinMode == ManipulatorSkin_Flat) { mySectorGroup->Clear(); }
break;
+ }
}
return Standard_False;
}
SetPosition (myStartPosition);
}
+//=======================================================================
+//function : RecomputeTransformation
+//purpose :
+//=======================================================================
+void AIS_Manipulator::RecomputeTransformation (const Handle(Graphic3d_Camera)& theCamera)
+{
+ if (mySkinMode == ManipulatorSkin_Shaded)
+ {
+ return;
+ }
+
+ Standard_Boolean isRecomputedTranslation = Standard_False;
+ Standard_Boolean isRecomputedRotation = Standard_False;
+ Standard_Boolean isRecomputedDragging = Standard_False;
+ Standard_Boolean isRecomputedScaling = Standard_False;
+
+ // Remove transformation from dragger group
+ for (Standard_Integer anIt = 0; anIt < 3; ++anIt)
+ {
+ if (myAxes[anIt].HasDragging())
+ {
+ myAxes[anIt].DraggerGroup()->SetTransformation (gp_Trsf());
+ isRecomputedDragging = Standard_True;
+ }
+ }
+
+ const gp_Dir& aCameraDir = theCamera->Direction();
+ for (Standard_Integer anIt = 0; anIt < 3; ++anIt)
+ {
+ const gp_Ax1& anAxis = myAxes[anIt].ReferenceAxis();
+ gp_Dir anAxisDir, aNormal;
+
+ if (anAxis.Direction().X() > 0)
+ {
+ aNormal = myPosition.YDirection().Reversed();
+ anAxisDir = myPosition.XDirection();
+ }
+ else if (anAxis.Direction().Y() > 0)
+ {
+ aNormal = myPosition.XDirection().Crossed (myPosition.YDirection()).Reversed();
+ anAxisDir = myPosition.YDirection();
+ }
+ else
+ {
+ aNormal = myPosition.XDirection().Reversed();
+ anAxisDir = myPosition.XDirection().Crossed (myPosition.YDirection());
+ }
+
+ const gp_Dir aCameraProj = Abs (Abs (anAxisDir.Dot (aCameraDir)) - 1.0) <= gp::Resolution()
+ ? aCameraDir
+ : anAxisDir.Crossed (aCameraDir).Crossed (anAxisDir);
+ const Standard_Boolean isReversed = anAxisDir.Dot (aCameraDir) > 0;
+ Standard_Real anAngle = aNormal.AngleWithRef (aCameraProj, anAxisDir);
+ if (anAxis.Direction().X() > 0) anAngle -= M_PI_2;
+
+ if (myAxes[anIt].HasTranslation())
+ {
+ Handle(Prs3d_ShadingAspect) anAspect = new Prs3d_ShadingAspect();
+
+ Graphic3d_MaterialAspect& aMat = anAspect->Aspect()->ChangeFrontMaterial();
+ Quantity_Color aColor = isReversed
+ ? Quantity_Color (myAxes[anIt].Color().Rgb() * 0.05f)
+ : myAxes[anIt].Color();
+ aMat.SetAmbientColor (aColor);
+ aMat.SetDiffuseColor (aColor);
+ aMat.SetSpecularColor (aColor);
+ aMat.SetEmissiveColor (aColor);
+
+ gp_Trsf aTranslatorTrsf;
+ aTranslatorTrsf.SetRotation (anAxis, anAngle);
+ if (isReversed)
+ {
+ const Standard_Real aLength = myAxes[anIt].AxisLength() + myAxes[anIt].Indent() * 4.0f;
+ aTranslatorTrsf.SetTranslationPart (anAxis.Direction().XYZ().Reversed() * aLength);
+ }
+
+ myAxes[anIt].TranslatorGroup()->SetGroupPrimitivesAspect (anAspect->Aspect());
+ myAxes[anIt].TranslatorGroup()->SetTransformation (aTranslatorTrsf);
+ myAxes[anIt].TranslatorHighlightPrs()->CurrentGroup()->SetTransformation (aTranslatorTrsf);
+ isRecomputedTranslation = Standard_True;
+ }
+
+ if (myAxes[anIt].HasRotation())
+ {
+ gp_Trsf aRotatorTrsf;
+ aRotatorTrsf.SetRotation (anAxis, anAngle - M_PI_2);
+ myAxes[anIt].RotatorGroup()->SetTransformation (aRotatorTrsf);
+ myAxes[anIt].RotatorHighlightPrs()->CurrentGroup()->SetTransformation (aRotatorTrsf);
+ isRecomputedRotation = Standard_True;
+ }
+
+ if (myAxes[anIt].HasDragging() && isReversed)
+ {
+ for (Standard_Integer anIndexIter = 0; anIndexIter < 3; ++anIndexIter)
+ {
+ const Handle(Graphic3d_Group)& aDraggerGroup = myAxes[anIndexIter].DraggerGroup();
+ gp_Vec aTranslation = (anIndexIter == anIt)
+ ? anAxis.Direction().XYZ() * myAxes[anIndexIter].AxisRadius() * 2.0f
+ : anAxis.Direction().XYZ().Reversed() * myAxes[anIndexIter].AxisLength();
+ gp_Trsf aDraggerTrsf;
+ aDraggerTrsf.SetTranslation (aTranslation);
+ aDraggerTrsf *= aDraggerGroup->Transformation();
+ aDraggerGroup->SetTransformation (aDraggerTrsf);
+ }
+ }
+
+ if (myAxes[anIt].HasScaling())
+ {
+ gp_Trsf aScalerTrsf;
+ if (anAxis.Direction().X() > 0) { anAngle += M_PI_2; }
+ aScalerTrsf.SetRotation (anAxis, anAngle);
+ if (isReversed)
+ {
+ Standard_ShortReal aLength = myAxes[anIt].AxisLength() * 2.0f + myAxes[anIt].BoxSize() + myAxes[anIt].Indent() * 4.0f;
+ aScalerTrsf.SetTranslationPart (gp_Vec (anAxis.Direction().XYZ().Reversed() * aLength));
+ }
+ myAxes[anIt].ScalerGroup()->SetTransformation (aScalerTrsf);
+ myAxes[anIt].ScalerHighlightPrs()->CurrentGroup()->SetTransformation (aScalerTrsf);
+ isRecomputedScaling = Standard_True;
+ }
+ }
+
+ if (isRecomputedRotation)
+ {
+ const gp_Dir aXDir = gp::DX();
+ const gp_Dir anYDir = gp::DY();
+ const gp_Dir aZDir = gp::DZ();
+
+ const gp_Dir aCameraProjection = Abs (aXDir.Dot (aCameraDir)) <= gp::Resolution() || Abs (anYDir.Dot (aCameraDir)) <= gp::Resolution()
+ ? aCameraDir
+ : aXDir.XYZ() * (aXDir.Dot (aCameraDir)) + anYDir.XYZ() * (anYDir.Dot (aCameraDir));
+ const Standard_Boolean isReversed = aZDir.Dot (aCameraDir) > 0;
+
+ const Standard_Real anAngle = M_PI_2 - aCameraDir.Angle (aCameraProjection);
+ gp_Dir aRotAxis = Abs (Abs (aCameraProjection.Dot (aZDir)) - 1.0) <= gp::Resolution()
+ ? aZDir
+ : aCameraProjection.Crossed (aZDir);
+ if (isReversed) { aRotAxis.Reverse(); }
+
+ gp_Trsf aRotationTrsf;
+ aRotationTrsf.SetRotation (gp_Ax1 (gp::Origin(), aRotAxis), anAngle);
+
+ gp_Ax3 aToSystem (gp::Origin(), myPosition.XDirection().Crossed (myPosition.YDirection()), myPosition.XDirection());
+ gp_Ax3 aFromSystem (gp::XOY());
+ aFromSystem.Transform (aRotationTrsf);
+
+ gp_Trsf aTrsf;
+ aTrsf.SetTransformation (aFromSystem, aToSystem);
+ myCircleGroup->SetTransformation (aTrsf);
+ }
+
+ if (isRecomputedDragging)
+ {
+ for (Standard_Integer anIt = 0; anIt < 3; ++anIt)
+ {
+ myAxes[anIt].DraggerHighlightPrs()->CurrentGroup()->SetTransformation (myAxes[anIt].DraggerGroup()->Transformation());
+ }
+ }
+
+ if (isRecomputedTranslation) { RecomputeSelection (AIS_MM_Translation); };
+ if (isRecomputedRotation) { RecomputeSelection (AIS_MM_Rotation); };
+ if (isRecomputedDragging) { RecomputeSelection (AIS_MM_TranslationPlane); };
+ if (isRecomputedScaling) { RecomputeSelection (AIS_MM_Scaling); };
+
+ Object()->GetContext()->RecomputeSelectionOnly (this);
+}
+
//=======================================================================
//function : Transform
//purpose :
updateTransformation();
}
+//=======================================================================
+//function : SetSkinMode
+//purpose :
+//=======================================================================
+void AIS_Manipulator::SetSkinMode (const ManipulatorSkin theSkinMode)
+{
+ if (mySkinMode != theSkinMode)
+ {
+ SetToUpdate();
+ }
+ mySkinMode = theSkinMode;
+}
+
//=======================================================================
//function : SetTransformPersistence
//purpose :
anAspect->SetTransparency (myDrawer->ShadingAspect()->Transparency());
// Display center
- myCenter.Init (myAxes[0].AxisRadius() * 2.0f, gp::Origin());
+ myCenter.Init (myAxes[0].AxisRadius() * 2.0f, gp::Origin(), mySkinMode);
aGroup = thePrs->NewGroup ();
aGroup->SetPrimitivesAspect (myDrawer->ShadingAspect()->Aspect());
aGroup->AddPrimitiveArray (myCenter.Array());
+ // Display outer circle
+ if (mySkinMode == ManipulatorSkin_Flat
+ && (myAxes[0].HasRotation() || myAxes[1].HasRotation() || myAxes[2].HasRotation()))
+ {
+ myCircle.Init (myAxes[0].InnerRadius(), myAxes[0].Size(),
+ gp_Ax1 (gp::Origin(), gp::DZ()),
+ 2.0f * M_PI, myAxes[0].FacettesNumber() * 4);
+ myCircleGroup = thePrs->NewGroup ();
+ myCircleGroup->SetPrimitivesAspect (myDrawer->ShadingAspect()->Aspect());
+ myCircleGroup->AddPrimitiveArray (myCircle.Array());
+
+ mySectorGroup = thePrs->NewGroup ();
+ mySectorGroup->SetGroupPrimitivesAspect (anAspect->Aspect());
+ }
+
for (Standard_Integer anIt = 0; anIt < 3; ++anIt)
{
// Display axes
Handle(Prs3d_ShadingAspect) anAspectAx = new Prs3d_ShadingAspect (new Graphic3d_AspectFillArea3d(*anAspect->Aspect()));
anAspectAx->SetColor (myAxes[anIt].Color());
aGroup->SetGroupPrimitivesAspect (anAspectAx->Aspect());
- myAxes[anIt].Compute (thePrsMgr, thePrs, anAspectAx);
+ myAxes[anIt].Compute (thePrsMgr, thePrs, anAspectAx, mySkinMode);
myAxes[anIt].SetTransformPersistence (TransformPersistence());
}
return;
}
- if (anOwner->Mode() == AIS_MM_TranslationPlane)
+ if (anOwner->Mode() == AIS_MM_TranslationPlane && mySkinMode == ManipulatorSkin_Shaded)
{
myDraggerHighlight->SetColor(myAxes[anOwner->Index()].Color());
aGroup->SetGroupPrimitivesAspect(myDraggerHighlight->Aspect());
aPresentation->CStructure()->ViewAffinity = thePM->StructureManager()->ObjectAffinity (Handle(Standard_Transient) (this));
- if (anOwner->Mode() == AIS_MM_TranslationPlane)
+ if (anOwner->Mode() == AIS_MM_TranslationPlane && mySkinMode == ManipulatorSkin_Shaded)
{
Handle(Prs3d_Drawer) aStyle = new Prs3d_Drawer();
aStyle->SetColor (myAxes[anOwner->Index()].Color());
}
}
+//=======================================================================
+//function : RecomputeSelection
+//purpose :
+//=======================================================================
+void AIS_Manipulator::RecomputeSelection (const AIS_ManipulatorMode theMode)
+{
+ if (theMode == AIS_MM_None)
+ {
+ return;
+ }
+
+ const Handle(SelectMgr_Selection)& aSelection = Object()->Selection (theMode);
+ if (!aSelection.IsNull())
+ {
+ aSelection->Clear();
+ ComputeSelection (aSelection, theMode);
+ }
+}
+
//=======================================================================
//function : ComputeSelection
//purpose :
{
return;
}
- Handle(SelectMgr_EntityOwner) anOwner;
- if (aMode == AIS_MM_None)
- {
- anOwner = new SelectMgr_EntityOwner (this, 5);
- }
- if (aMode == AIS_MM_Translation || aMode == AIS_MM_None)
+ Handle(SelectMgr_EntityOwner) anOwner;
+ if (aMode == AIS_MM_Translation)
{
for (Standard_Integer anIt = 0; anIt < 3; ++anIt)
{
continue;
}
const Axis& anAxis = myAxes[anIt];
- if (aMode != AIS_MM_None)
+ anOwner = new AIS_ManipulatorOwner (this, anIt, AIS_MM_Translation, 9);
+
+ if (mySkinMode == ManipulatorSkin_Shaded)
{
- anOwner = new AIS_ManipulatorOwner (this, anIt, AIS_MM_Translation, 9);
+ // define sensitivity by line
+ Handle(Select3D_SensitiveSegment) aLine = new Select3D_SensitiveSegment (anOwner, gp::Origin(), anAxis.TranslatorTipPosition());
+ aLine->SetSensitivityFactor (15);
+ theSelection->Add (aLine);
}
- // define sensitivity by line
- Handle(Select3D_SensitiveSegment) aLine = new Select3D_SensitiveSegment (anOwner, gp::Origin(), anAxis.TranslatorTipPosition());
- aLine->SetSensitivityFactor (15);
- theSelection->Add (aLine);
// enlarge sensitivity by triangulation
Handle(Select3D_SensitivePrimitiveArray) aTri = new Select3D_SensitivePrimitiveArray (anOwner);
- aTri->InitTriangulation (anAxis.TriangleArray()->Attributes(), anAxis.TriangleArray()->Indices(), TopLoc_Location());
+ TopLoc_Location aTrsf = !myAxes[anIt].TranslatorGroup().IsNull()
+ ? TopLoc_Location (myAxes[anIt].TranslatorGroup()->Transformation())
+ : TopLoc_Location();
+ aTri->InitTriangulation (anAxis.TriangleArray()->Attributes(), anAxis.TriangleArray()->Indices(), aTrsf);
theSelection->Add (aTri);
}
}
- if (aMode == AIS_MM_Rotation || aMode == AIS_MM_None)
+ if (aMode == AIS_MM_Rotation)
{
for (Standard_Integer anIt = 0; anIt < 3; ++anIt)
{
continue;
}
const Axis& anAxis = myAxes[anIt];
- if (aMode != AIS_MM_None)
+ anOwner = new AIS_ManipulatorOwner (this, anIt, AIS_MM_Rotation, 9);
+
+ if (mySkinMode == ManipulatorSkin_Shaded)
{
- anOwner = new AIS_ManipulatorOwner (this, anIt, AIS_MM_Rotation, 9);
+ // define sensitivity by circle
+ const gp_Circ aGeomCircle (gp_Ax2 (gp::Origin(), anAxis.ReferenceAxis().Direction()), anAxis.RotatorDiskRadius());
+ Handle(Select3D_SensitiveCircle) aCircle = new ManipSensCircle (anOwner, aGeomCircle, anAxis.FacettesNumber());
+ aCircle->SetSensitivityFactor (15);
+ theSelection->Add (aCircle);
}
- // define sensitivity by circle
- const gp_Circ aGeomCircle (gp_Ax2 (gp::Origin(), anAxis.ReferenceAxis().Direction()), anAxis.RotatorDiskRadius());
- Handle(Select3D_SensitiveCircle) aCircle = new ManipSensCircle (anOwner, aGeomCircle, anAxis.FacettesNumber());
- aCircle->SetSensitivityFactor (15);
- theSelection->Add (aCircle);
// enlarge sensitivity by triangulation
- Handle(Select3D_SensitiveTriangulation) aTri = new ManipSensTriangulation (anOwner, myAxes[anIt].RotatorDisk().Triangulation(), anAxis.ReferenceAxis().Direction());
+ Handle(Select3D_SensitivePrimitiveArray) aTri = new Select3D_SensitivePrimitiveArray (anOwner);
+ const Handle(Graphic3d_Group)& aGroup = myAxes[anIt].RotatorGroup();
+ TopLoc_Location aTrsf = !aGroup.IsNull()
+ ? TopLoc_Location (aGroup->Transformation())
+ : TopLoc_Location();
+ aTri->InitTriangulation (myAxes[anIt].RotatorDisk().Array()->Attributes(), myAxes[anIt].RotatorDisk().Array()->Indices(), aTrsf);
theSelection->Add (aTri);
}
}
- if (aMode == AIS_MM_Scaling || aMode == AIS_MM_None)
+ if (aMode == AIS_MM_Scaling)
{
for (Standard_Integer anIt = 0; anIt < 3; ++anIt)
{
{
continue;
}
- if (aMode != AIS_MM_None)
+ anOwner = new AIS_ManipulatorOwner (this, anIt, AIS_MM_Scaling, 9);
+
+ if (mySkinMode == ManipulatorSkin_Shaded)
{
- anOwner = new AIS_ManipulatorOwner (this, anIt, AIS_MM_Scaling, 9);
+ // define sensitivity by point
+ Handle(Select3D_SensitivePoint) aPnt = new Select3D_SensitivePoint (anOwner, myAxes[anIt].ScalerCubePosition());
+ aPnt->SetSensitivityFactor (15);
+ theSelection->Add (aPnt);
}
- // define sensitivity by point
- Handle(Select3D_SensitivePoint) aPnt = new Select3D_SensitivePoint (anOwner, myAxes[anIt].ScalerCubePosition());
- aPnt->SetSensitivityFactor (15);
- theSelection->Add (aPnt);
// enlarge sensitivity by triangulation
- Handle(Select3D_SensitiveTriangulation) aTri = new Select3D_SensitiveTriangulation (anOwner, myAxes[anIt].ScalerCube().Triangulation(), TopLoc_Location(), Standard_True);
+ Handle(Select3D_SensitivePrimitiveArray) aTri = new Select3D_SensitivePrimitiveArray (anOwner);
+ const Handle(Graphic3d_Group)& aGroup = myAxes[anIt].ScalerGroup();
+ TopLoc_Location aTrsf = !aGroup.IsNull()
+ ? TopLoc_Location (aGroup->Transformation())
+ : TopLoc_Location();
+ aTri->InitTriangulation (myAxes[anIt].ScalerCube().Array()->Attributes(), myAxes[anIt].ScalerCube().Array()->Indices(), aTrsf);
theSelection->Add (aTri);
}
}
- if (aMode == AIS_MM_TranslationPlane || aMode == AIS_MM_None)
+ if (aMode == AIS_MM_TranslationPlane)
{
for (Standard_Integer anIt = 0; anIt < 3; ++anIt)
{
{
continue;
}
- if (aMode != AIS_MM_None)
+ anOwner = new AIS_ManipulatorOwner(this, anIt, AIS_MM_TranslationPlane, 9);
+
+ if (mySkinMode == ManipulatorSkin_Shaded)
{
- anOwner = new AIS_ManipulatorOwner(this, anIt, AIS_MM_TranslationPlane, 9);
+ // define sensitivity by two crossed lines
+ gp_Pnt aP1, aP2;
+ aP1 = myAxes[((anIt + 1) % 3)].TranslatorTipPosition();
+ aP2 = myAxes[((anIt + 2) % 3)].TranslatorTipPosition();
+ gp_XYZ aMidP = (aP1.XYZ() + aP2.XYZ()) / 2.0;
+
+ Handle(Select3D_SensitiveSegment) aLine1 = new Select3D_SensitiveSegment(anOwner, aP1, aP2);
+ aLine1->SetSensitivityFactor(10);
+ theSelection->Add(aLine1);
+ Handle(Select3D_SensitiveSegment) aLine2 = new Select3D_SensitiveSegment(anOwner, gp::Origin(), aMidP);
+ aLine2->SetSensitivityFactor(10);
+ theSelection->Add(aLine2);
}
- // define sensitivity by two crossed lines
- gp_Pnt aP1, aP2;
- aP1 = myAxes[((anIt + 1) % 3)].TranslatorTipPosition();
- aP2 = myAxes[((anIt + 2) % 3)].TranslatorTipPosition();
- gp_XYZ aMidP = (aP1.XYZ() + aP2.XYZ()) / 2.0;
-
- Handle(Select3D_SensitiveSegment) aLine1 = new Select3D_SensitiveSegment(anOwner, aP1, aP2);
- aLine1->SetSensitivityFactor(10);
- theSelection->Add(aLine1);
- Handle(Select3D_SensitiveSegment) aLine2 = new Select3D_SensitiveSegment(anOwner, gp::Origin(), aMidP);
- aLine2->SetSensitivityFactor(10);
- theSelection->Add(aLine2);
-
// enlarge sensitivity by triangulation
- Handle(Select3D_SensitiveTriangulation) aTri = new Select3D_SensitiveTriangulation(anOwner, myAxes[anIt].DraggerSector().Triangulation(), TopLoc_Location(), Standard_True);
- theSelection->Add(aTri);
+ Handle(Select3D_SensitivePrimitiveArray) aTri = new Select3D_SensitivePrimitiveArray (anOwner);
+ const Handle(Graphic3d_Group)& aGroup = myAxes[anIt].DraggerGroup();
+ TopLoc_Location aTrsf = !aGroup.IsNull()
+ ? TopLoc_Location (aGroup->Transformation())
+ : TopLoc_Location();
+ aTri->InitTriangulation (myAxes[anIt].DraggerSector().Array()->Attributes(), myAxes[anIt].DraggerSector().Array()->Indices(), aTrsf);
+ theSelection->Add (aTri);
}
}
}
//=======================================================================
void AIS_Manipulator::Disk::Init (const Standard_ShortReal theInnerRadius,
const Standard_ShortReal theOuterRadius,
- const gp_Ax1& thePosition,
- const Standard_Integer theSlicesNb,
- const Standard_Integer theStacksNb)
+ const gp_Ax1& thePosition,
+ const Standard_Real theAngle,
+ const Standard_Integer theSlicesNb,
+ const Standard_Integer theStacksNb)
{
myPosition = thePosition;
myInnerRad = theInnerRadius;
myOuterRad = theOuterRadius;
Prs3d_ToolDisk aTool (theInnerRadius, theOuterRadius, theSlicesNb, theStacksNb);
+ aTool.SetAngleRange (0, theAngle);
gp_Ax3 aSystem (myPosition.Location(), myPosition.Direction());
gp_Trsf aTrsf;
aTrsf.SetTransformation (aSystem, gp_Ax3());
//=======================================================================
void AIS_Manipulator::Sphere::Init (const Standard_ShortReal theRadius,
const gp_Pnt& thePosition,
+ const ManipulatorSkin theSkinMode,
const Standard_Integer theSlicesNb,
const Standard_Integer theStacksNb)
{
myPosition = thePosition;
myRadius = theRadius;
- Prs3d_ToolSphere aTool (theRadius, theSlicesNb, theStacksNb);
gp_Trsf aTrsf;
aTrsf.SetTranslation (gp_Vec(gp::Origin(), thePosition));
+
+ const Standard_Real aRadius = theSkinMode == ManipulatorSkin_Flat ? theRadius * 0.5 : theRadius;
+ Prs3d_ToolSphere aTool (aRadius, theSlicesNb, theStacksNb);
myArray = aTool.CreateTriangulation (aTrsf);
myTriangulation = aTool.CreatePolyTriangulation (aTrsf);
}
//function : Init
//purpose :
//=======================================================================
-void AIS_Manipulator::Cube::Init (const gp_Ax1& thePosition, const Standard_ShortReal theSize)
+void AIS_Manipulator::Cube::Init (const gp_Ax1& thePosition,
+ const Standard_ShortReal theSize,
+ const ManipulatorSkin theSkinMode)
{
- myArray = new Graphic3d_ArrayOfTriangles (12 * 3, 0, Standard_True);
-
- Poly_Array1OfTriangle aPolyTriangles (1, 12);
- TColgp_Array1OfPnt aPoints (1, 36);
- NCollection_Array1<gp_Dir> aNormals (1, 12);
- myTriangulation = new Poly_Triangulation (aPoints, aPolyTriangles);
-
- gp_Ax2 aPln (thePosition.Location(), thePosition.Direction());
- gp_Pnt aBottomLeft = thePosition.Location().XYZ() - aPln.XDirection().XYZ() * theSize * 0.5 - aPln.YDirection().XYZ() * theSize * 0.5;
- gp_Pnt aV2 = aBottomLeft.XYZ() + aPln.YDirection().XYZ() * theSize;
- gp_Pnt aV3 = aBottomLeft.XYZ() + aPln.YDirection().XYZ() * theSize + aPln.XDirection().XYZ() * theSize;
- gp_Pnt aV4 = aBottomLeft.XYZ() + aPln.XDirection().XYZ() * theSize;
- gp_Pnt aTopRight = thePosition.Location().XYZ() + thePosition.Direction().XYZ() * theSize
- + aPln.XDirection().XYZ() * theSize * 0.5 + aPln.YDirection().XYZ() * theSize * 0.5;
- gp_Pnt aV5 = aTopRight.XYZ() - aPln.YDirection().XYZ() * theSize;
- gp_Pnt aV6 = aTopRight.XYZ() - aPln.YDirection().XYZ() * theSize - aPln.XDirection().XYZ() * theSize;
- gp_Pnt aV7 = aTopRight.XYZ() - aPln.XDirection().XYZ() * theSize;
-
- gp_Dir aRight ((gp_Vec(aTopRight, aV7) ^ gp_Vec(aTopRight, aV2)).XYZ());
- gp_Dir aFront ((gp_Vec(aV3, aV4) ^ gp_Vec(aV3, aV5)).XYZ());
-
- // Bottom
- addTriangle (0, aBottomLeft, aV2, aV3, -thePosition.Direction());
- addTriangle (1, aBottomLeft, aV3, aV4, -thePosition.Direction());
-
- // Front
- addTriangle (2, aV3, aV5, aV4, -aFront);
- addTriangle (3, aV3, aTopRight, aV5, -aFront);
-
- // Back
- addTriangle (4, aBottomLeft, aV7, aV2, aFront);
- addTriangle (5, aBottomLeft, aV6, aV7, aFront);
-
- // aTop
- addTriangle (6, aV7, aV6, aV5, thePosition.Direction());
- addTriangle (7, aTopRight, aV7, aV5, thePosition.Direction());
-
- // Left
- addTriangle (8, aV6, aV4, aV5, aRight);
- addTriangle (9, aBottomLeft, aV4, aV6, aRight);
-
- // Right
- addTriangle (10, aV3, aV7, aTopRight, -aRight);
- addTriangle (11, aV3, aV2, aV7, -aRight);
+ if (theSkinMode == ManipulatorSkin_Flat)
+ {
+ gp_Dir aXDirection;
+ if (thePosition.Direction().X() > 0)
+ aXDirection = gp::DY();
+ else if (thePosition.Direction().Y() > 0)
+ aXDirection = gp::DZ();
+ else
+ aXDirection = gp::DX();
+
+ gp_Pnt aLocation = thePosition.Location().Translated (gp_Vec (thePosition.Direction().XYZ() * theSize));
+ gp_Ax3 aSystem (aLocation, aXDirection, thePosition.Direction());
+ gp_Trsf aTrsf;
+ aTrsf.SetTransformation (aSystem, gp_Ax3());
+
+ Prs3d_ToolDisk aTool (0.0, theSize, 40, 40);
+ myArray = aTool.CreateTriangulation (aTrsf);
+ myTriangulation = aTool.CreatePolyTriangulation (aTrsf);
+ }
+ else
+ {
+ myArray = new Graphic3d_ArrayOfTriangles (12 * 3, 0, Standard_True);
+
+ Poly_Array1OfTriangle aPolyTriangles (1, 12);
+ TColgp_Array1OfPnt aPoints (1, 36);
+ myTriangulation = new Poly_Triangulation (aPoints, aPolyTriangles);
+
+ gp_Ax2 aPln (thePosition.Location(), thePosition.Direction());
+ gp_Pnt aBottomLeft = thePosition.Location().XYZ() - aPln.XDirection().XYZ() * theSize * 0.5 - aPln.YDirection().XYZ() * theSize * 0.5;
+ gp_Pnt aV2 = aBottomLeft.XYZ() + aPln.YDirection().XYZ() * theSize;
+ gp_Pnt aV3 = aBottomLeft.XYZ() + aPln.YDirection().XYZ() * theSize + aPln.XDirection().XYZ() * theSize;
+ gp_Pnt aV4 = aBottomLeft.XYZ() + aPln.XDirection().XYZ() * theSize;
+ gp_Pnt aTopRight = thePosition.Location().XYZ() + thePosition.Direction().XYZ() * theSize
+ + aPln.XDirection().XYZ() * theSize * 0.5 + aPln.YDirection().XYZ() * theSize * 0.5;
+ gp_Pnt aV5 = aTopRight.XYZ() - aPln.YDirection().XYZ() * theSize;
+ gp_Pnt aV6 = aTopRight.XYZ() - aPln.YDirection().XYZ() * theSize - aPln.XDirection().XYZ() * theSize;
+ gp_Pnt aV7 = aTopRight.XYZ() - aPln.XDirection().XYZ() * theSize;
+
+ gp_Dir aRight ((gp_Vec(aTopRight, aV7) ^ gp_Vec(aTopRight, aV2)).XYZ());
+ gp_Dir aFront ((gp_Vec(aV3, aV4) ^ gp_Vec(aV3, aV5)).XYZ());
+
+ // Bottom
+ addTriangle (0, aBottomLeft, aV2, aV3, -thePosition.Direction());
+ addTriangle (1, aBottomLeft, aV3, aV4, -thePosition.Direction());
+
+ // Front
+ addTriangle (2, aV3, aV5, aV4, -aFront);
+ addTriangle (3, aV3, aTopRight, aV5, -aFront);
+
+ // Back
+ addTriangle (4, aBottomLeft, aV7, aV2, aFront);
+ addTriangle (5, aBottomLeft, aV6, aV7, aFront);
+
+ // aTop
+ addTriangle (6, aV7, aV6, aV5, thePosition.Direction());
+ addTriangle (7, aTopRight, aV7, aV5, thePosition.Direction());
+
+ // Left
+ addTriangle (8, aV6, aV4, aV5, aRight);
+ addTriangle (9, aBottomLeft, aV4, aV6, aRight);
+
+ // Right
+ addTriangle (10, aV3, aV7, aTopRight, -aRight);
+ addTriangle (11, aV3, aV2, aV7, -aRight);
+ }
}
//=======================================================================
void AIS_Manipulator::Sector::Init (const Standard_ShortReal theRadius,
const gp_Ax1& thePosition,
const gp_Dir& theXDirection,
+ const ManipulatorSkin theSkinMode,
const Standard_Integer theSlicesNb,
const Standard_Integer theStacksNb)
{
- Prs3d_ToolSector aTool(theRadius, theSlicesNb, theStacksNb);
- gp_Ax3 aSystem(thePosition.Location(), thePosition.Direction(), theXDirection);
+ gp_Ax3 aSystem (thePosition.Location(), thePosition.Direction(), theXDirection);
gp_Trsf aTrsf;
- aTrsf.SetTransformation(aSystem, gp_Ax3());
- myArray = aTool.CreateTriangulation (aTrsf);
- myTriangulation = aTool.CreatePolyTriangulation (aTrsf);
+ aTrsf.SetTransformation (aSystem, gp_Ax3());
+
+ if (theSkinMode == ManipulatorSkin_Flat)
+ {
+ myArray = new Graphic3d_ArrayOfTriangles (4, 6, Graphic3d_ArrayFlags_VertexNormal);
+ myTriangulation = new Poly_Triangulation (4, 2, Standard_False);
+ TColgp_Array1OfPnt& aNodes = myTriangulation->ChangeNodes();
+ Poly_Array1OfTriangle& aTriangles = myTriangulation->ChangeTriangles();
+
+ gp_Dir aNormal = gp_Dir (0.0, 0.0, -1.0).Transformed (aTrsf);
+
+ const Standard_Real anIndent = theRadius / 3.0;
+ gp_Pnt aV1 = gp_Pnt (anIndent, anIndent, 0.0).Transformed (aTrsf);
+ gp_Pnt aV2 = gp_Pnt (anIndent, anIndent * 2.0, 0.0).Transformed (aTrsf);
+ gp_Pnt aV3 = gp_Pnt (anIndent * 2.0, anIndent * 2.0, 0.0).Transformed (aTrsf);
+ gp_Pnt aV4 = gp_Pnt (anIndent * 2.0, anIndent, 0.0).Transformed (aTrsf);
+
+ myArray->AddVertex (aV1, aNormal);
+ myArray->AddVertex (aV2, aNormal);
+ myArray->AddVertex (aV3, aNormal);
+ myArray->AddVertex (aV4, aNormal);
+ myArray->AddTriangleEdges (3, 1, 2);
+ myArray->AddTriangleEdges (1, 3, 4);
+
+ aNodes.SetValue (1, aV1);
+ aNodes.SetValue (2, aV2);
+ aNodes.SetValue (3, aV3);
+ aNodes.SetValue (4, aV4);
+ aTriangles.SetValue (1, Poly_Triangle (3, 1, 2));
+ aTriangles.SetValue (2, Poly_Triangle (1, 3, 4));
+ }
+ else
+ {
+ Prs3d_ToolSector aTool(theRadius, theSlicesNb, theStacksNb);
+ myArray = aTool.CreateTriangulation (aTrsf);
+ myTriangulation = aTool.CreatePolyTriangulation (aTrsf);
+ }
}
//=======================================================================
void AIS_Manipulator::Axis::Compute (const Handle(PrsMgr_PresentationManager)& thePrsMgr,
const Handle(Prs3d_Presentation)& thePrs,
- const Handle(Prs3d_ShadingAspect)& theAspect)
+ const Handle(Prs3d_ShadingAspect)& theAspect,
+ const ManipulatorSkin theSkinMode)
{
if (myHasTranslation)
{
const Standard_Real aCylinderLength = myLength - anArrowLength;
myArrowTipPos = gp_Pnt (0.0, 0.0, 0.0).Translated (myReferenceAxis.Direction().XYZ() * aCylinderLength);
- myTriangleArray = Prs3d_Arrow::DrawShaded (gp_Ax1(gp::Origin(), myReferenceAxis.Direction()),
- myAxisRadius,
- myLength,
- myAxisRadius * 1.5,
- anArrowLength,
- myFacettesNumber);
myTranslatorGroup = thePrs->NewGroup();
- myTranslatorGroup->SetClosed (true);
+ myTranslatorGroup->SetClosed (theSkinMode == ManipulatorSkin_Shaded);
myTranslatorGroup->SetGroupPrimitivesAspect (theAspect->Aspect());
- myTranslatorGroup->AddPrimitiveArray (myTriangleArray);
+
+ if (theSkinMode == ManipulatorSkin_Flat)
+ {
+ const Standard_Integer aStripsNb = 14;
+
+ myTriangleArray = new Graphic3d_ArrayOfTriangles (aStripsNb * 4, aStripsNb * 6, Graphic3d_ArrayFlags_VertexNormal);
+ Handle(Graphic3d_ArrayOfTriangles) aColorlessArr = new Graphic3d_ArrayOfTriangles (aStripsNb * 2, aStripsNb * 3, Graphic3d_ArrayFlags_VertexNormal);
+ Handle(Graphic3d_ArrayOfTriangles) aColoredArr = new Graphic3d_ArrayOfTriangles (aStripsNb * 2, aStripsNb * 3,
+ Graphic3d_ArrayFlags_VertexNormal | Graphic3d_ArrayFlags_VertexColor);
+
+ gp_Ax3 aSystem (gp::Origin(), myReferenceAxis.Direction());
+ gp_Trsf aTrsf;
+ aTrsf.SetTransformation (aSystem, gp_Ax3());
+
+ gp_Dir aNormal = gp_Dir (1.0, 0.0, 0.0).Transformed (aTrsf);
+ Standard_Real aLength = myLength + myIndent * 4.0f;
+
+ const Standard_Real aStepV = 1.0f / aStripsNb;
+ for (Standard_Integer aU = 0; aU <= 1; ++aU)
+ {
+ for (Standard_Integer aV = 0; aV <= aStripsNb; ++aV)
+ {
+ gp_Pnt aVertex = gp_Pnt (0.0, myAxisRadius * (1.5f * aU - 0.75f), aLength * aV * aStepV).Transformed (aTrsf);
+ myTriangleArray->AddVertex (aVertex, aNormal);
+
+ if (aV != 0) { aColorlessArr->AddVertex (aVertex, aNormal); }
+ if (aV != aStripsNb) { aColoredArr->AddVertex (aVertex, aNormal, myColor); }
+
+ if (aU != 0 && aV != 0)
+ {
+ int aVertId = myTriangleArray->VertexNumber();
+ myTriangleArray->AddTriangleEdges (aVertId, aVertId - aStripsNb - 2, aVertId - 1);
+ myTriangleArray->AddTriangleEdges (aVertId - aStripsNb - 2, aVertId, aVertId - aStripsNb - 1);
+
+ Handle(Graphic3d_ArrayOfTriangles) aSquares = aV % 2 == 0
+ ? aColorlessArr
+ : aColoredArr;
+
+ aVertId = aSquares->VertexNumber();
+ aSquares->AddTriangleEdges (aVertId, aVertId - aStripsNb - 1, aVertId - 1);
+ aSquares->AddTriangleEdges (aVertId - aStripsNb - 1, aVertId, aVertId - aStripsNb);
+ }
+ }
+ }
+ myTranslatorGroup->AddPrimitiveArray (aColoredArr);
+ myTranslatorGroup->AddPrimitiveArray (aColorlessArr);
+ }
+ else
+ {
+ myTriangleArray = Prs3d_Arrow::DrawShaded (gp_Ax1(gp::Origin(), myReferenceAxis.Direction()),
+ myAxisRadius,
+ myLength,
+ myAxisRadius * 1.5,
+ anArrowLength,
+ myFacettesNumber);
+ myTranslatorGroup->AddPrimitiveArray (myTriangleArray);
+ }
if (myHighlightTranslator.IsNull())
{
if (myHasScaling)
{
myCubePos = myReferenceAxis.Direction().XYZ() * (myLength + myIndent);
- myCube.Init (gp_Ax1 (myCubePos, myReferenceAxis.Direction()), myBoxSize);
+ const Standard_ShortReal aBoxSize = theSkinMode == ManipulatorSkin_Shaded ? myBoxSize : myBoxSize * 0.5f + myIndent;
+ myCube.Init (gp_Ax1 (myCubePos, myReferenceAxis.Direction()), aBoxSize, theSkinMode);
myScalerGroup = thePrs->NewGroup();
- myScalerGroup->SetClosed (true);
+ myScalerGroup->SetClosed (theSkinMode == ManipulatorSkin_Shaded);
myScalerGroup->SetGroupPrimitivesAspect (theAspect->Aspect());
myScalerGroup->AddPrimitiveArray (myCube.Array());
if (myHasRotation)
{
- myCircleRadius = myInnerRadius + myIndent * 2 + myDiskThickness * 0.5f;
- myCircle.Init (myInnerRadius + myIndent * 2, myInnerRadius + myDiskThickness + myIndent * 2, gp_Ax1(gp::Origin(), myReferenceAxis.Direction()), myFacettesNumber * 2);
+ myCircleRadius = myInnerRadius + myIndent * 2.0f + myDiskThickness * 0.5f;
+ const Standard_Real anAngle = theSkinMode == ManipulatorSkin_Shaded ? M_PI * 2.0f : M_PI;
+ myCircle.Init (myInnerRadius + myIndent * 2.0f, Size(),
+ gp_Ax1 (gp::Origin(), myReferenceAxis.Direction()),
+ anAngle, myFacettesNumber * 2);
myRotatorGroup = thePrs->NewGroup ();
myRotatorGroup->SetGroupPrimitivesAspect (theAspect->Aspect());
myRotatorGroup->AddPrimitiveArray (myCircle.Array());
else
aXDirection = gp::DX();
- mySector.Init(myInnerRadius + myIndent * 2, gp_Ax1(gp::Origin(), myReferenceAxis.Direction()), aXDirection, myFacettesNumber * 2);
+ gp_Pnt aPosition = theSkinMode == ManipulatorSkin_Flat
+ ? gp_Pnt (myReferenceAxis.Direction().Reversed().XYZ() * (myAxisRadius))
+ : gp::Origin();
+ Standard_ShortReal aRadius = theSkinMode == ManipulatorSkin_Flat ? myLength : myInnerRadius + myIndent * 2;
+ mySector.Init (aRadius, gp_Ax1 (aPosition, myReferenceAxis.Direction()), aXDirection, theSkinMode, myFacettesNumber * 2);
myDraggerGroup = thePrs->NewGroup();
- Handle(Graphic3d_AspectFillArea3d) aFillArea = new Graphic3d_AspectFillArea3d();
+ Handle(Graphic3d_AspectFillArea3d) aFillArea = theSkinMode == ManipulatorSkin_Flat
+ ? theAspect->Aspect()
+ : new Graphic3d_AspectFillArea3d();
+
myDraggerGroup->SetGroupPrimitivesAspect(aFillArea);
myDraggerGroup->AddPrimitiveArray(mySector.Array());
}
{
Handle(Graphic3d_Group) aGroup = myHighlightDragger->CurrentGroup();
- aGroup->SetGroupPrimitivesAspect(aFillArea);
- aGroup->AddPrimitiveArray(mySector.Array());
+ aGroup->SetGroupPrimitivesAspect (aFillArea);
+ aGroup->AddPrimitiveArray (mySector.Array());
}
}
}