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1 | // Copyright (c) 1999-2014 OPEN CASCADE SAS |
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2 | // |
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3 | // This file is part of Open CASCADE Technology software library. |
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4 | // |
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5 | // This library is free software; you can redistribute it and/or modify it under |
6 | // the terms of the GNU Lesser General Public License version 2.1 as published |
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7 | // by the Free Software Foundation, with special exception defined in the file |
8 | // OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT |
9 | // distribution for complete text of the license and disclaimer of any warranty. |
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10 | // |
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11 | // Alternatively, this file may be used under the terms of Open CASCADE |
12 | // commercial license or contractual agreement. |
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13 | |
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14 | #include <AIS_DisplayMode.hxx> |
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15 | #include <AIS_Triangulation.hxx> |
16 | #include <AIS_InteractiveObject.hxx> |
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17 | #include <Standard_Type.hxx> |
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18 | #include <Poly_Array1OfTriangle.hxx> |
19 | #include <Poly_Triangulation.hxx> |
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20 | #include <Prs3d_Drawer.hxx> |
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21 | #include <Prs3d_Root.hxx> |
22 | #include <Prs3d_ShadingAspect.hxx> |
23 | #include <TShort_Array1OfShortReal.hxx> |
24 | #include <TColgp_Array1OfPnt.hxx> |
25 | #include <TColStd_HArray1OfInteger.hxx> |
26 | #include <TShort_HArray1OfShortReal.hxx> |
27 | #include <Graphic3d_Group.hxx> |
28 | #include <Graphic3d_AspectFillArea3d.hxx> |
29 | #include <Graphic3d_ArrayOfTriangles.hxx> |
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30 | |
31 | |
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32 | IMPLEMENT_STANDARD_RTTIEXT(AIS_Triangulation,AIS_InteractiveObject) |
33 | |
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34 | AIS_Triangulation::AIS_Triangulation(const Handle(Poly_Triangulation)& Triangulation) |
35 | { |
36 | myTriangulation = Triangulation; |
37 | myNbNodes = Triangulation->NbNodes(); |
38 | myNbTriangles = Triangulation->NbTriangles(); |
39 | myFlagColor = 0; |
40 | } |
41 | |
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42 | //======================================================================= |
43 | //function : SetTransparency |
44 | //purpose : |
45 | //======================================================================= |
46 | void AIS_Triangulation::SetTransparency (const Standard_Real theValue) |
47 | { |
48 | if (!myDrawer->HasOwnShadingAspect()) |
49 | { |
50 | myDrawer->SetShadingAspect (new Prs3d_ShadingAspect()); |
51 | if (myDrawer->HasLink()) |
52 | { |
53 | *myDrawer->ShadingAspect()->Aspect() = *myDrawer->Link()->ShadingAspect()->Aspect(); |
54 | } |
55 | } |
56 | |
57 | // override transparency |
58 | myDrawer->ShadingAspect()->SetTransparency (theValue, myCurrentFacingModel); |
59 | myTransparency = theValue; |
60 | |
61 | updatePresentation(); |
62 | } |
63 | |
64 | //======================================================================= |
65 | //function : UnsetTransparency |
66 | //purpose : |
67 | //======================================================================= |
68 | void AIS_Triangulation::UnsetTransparency() |
69 | { |
70 | myTransparency = 0.0; |
71 | if (!myDrawer->HasOwnShadingAspect()) |
72 | { |
73 | return; |
74 | } |
75 | else if (HasColor() || HasMaterial()) |
76 | { |
77 | myDrawer->ShadingAspect()->SetTransparency (0.0, myCurrentFacingModel); |
78 | } |
79 | |
80 | updatePresentation(); |
81 | } |
82 | |
83 | //======================================================================= |
84 | //function : updatePresentation |
85 | //purpose : |
86 | //======================================================================= |
87 | void AIS_Triangulation::updatePresentation() |
88 | { |
89 | if (HasVertexColors()) |
90 | { |
91 | SetToUpdate (AIS_WireFrame); |
92 | } |
93 | else |
94 | { |
95 | // modify shading presentation without re-computation |
96 | const PrsMgr_Presentations& aPrsList = Presentations(); |
97 | Handle(Graphic3d_AspectFillArea3d) anAreaAsp = myDrawer->ShadingAspect()->Aspect(); |
98 | for (Standard_Integer aPrsIt = 1; aPrsIt <= aPrsList.Length(); ++aPrsIt) |
99 | { |
100 | const PrsMgr_ModedPresentation& aPrsModed = aPrsList.Value (aPrsIt); |
101 | if (aPrsModed.Mode() != AIS_WireFrame) |
102 | { |
103 | continue; |
104 | } |
105 | |
106 | const Handle(Prs3d_Presentation)& aPrs = aPrsModed.Presentation()->Presentation(); |
107 | |
108 | if (IsTransparent()) |
109 | { |
110 | aPrs->SetDisplayPriority (10); // force highest priority for translucent objects |
111 | } |
112 | |
113 | for (Graphic3d_SequenceOfGroup::Iterator aGroupIt (aPrs->Groups()); aGroupIt.More(); aGroupIt.Next()) |
114 | { |
115 | const Handle(Graphic3d_Group)& aGroup = aGroupIt.Value(); |
116 | if (aGroup->IsGroupPrimitivesAspectSet (Graphic3d_ASPECT_FILL_AREA)) |
117 | { |
118 | aGroup->SetGroupPrimitivesAspect (anAreaAsp); |
119 | } |
120 | } |
121 | |
122 | if (!IsTransparent()) |
123 | { |
124 | aPrs->ResetDisplayPriority(); |
125 | } |
126 | } |
127 | |
128 | myRecomputeEveryPrs = Standard_False; // no mode to recalculate - only viewer update |
129 | myToRecomputeModes.Clear(); |
130 | } |
131 | } |
132 | |
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133 | //======================================================================= |
134 | //function : Compute |
135 | //purpose : |
136 | //======================================================================= |
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137 | void AIS_Triangulation::Compute(const Handle(PrsMgr_PresentationManager3d)& /*aPresentationManager*/, |
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138 | const Handle(Prs3d_Presentation)& aPresentation, |
139 | const Standard_Integer aMode) |
140 | { |
141 | switch (aMode) |
142 | { |
143 | case 0: |
144 | const TColgp_Array1OfPnt& nodes = myTriangulation->Nodes(); //Nodes |
145 | const Poly_Array1OfTriangle& triangles = myTriangulation->Triangles(); //Triangle |
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146 | |
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147 | Standard_Boolean hasVNormals = myTriangulation->HasNormals(); |
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148 | Standard_Boolean hasVColors = HasVertexColors(); |
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149 | |
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150 | Handle(Graphic3d_ArrayOfTriangles) anArray = new Graphic3d_ArrayOfTriangles (myNbNodes, myNbTriangles * 3, |
151 | hasVNormals, hasVColors, Standard_False); |
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152 | Handle(Graphic3d_Group) TheGroup = Prs3d_Root::CurrentGroup(aPresentation); |
153 | Handle(Graphic3d_AspectFillArea3d) aspect = myDrawer->ShadingAspect()->Aspect(); |
154 | |
155 | Standard_Integer i; |
156 | Standard_Integer j; |
157 | |
158 | Standard_Real ambient = aspect->FrontMaterial().Ambient(); |
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159 | if (hasVNormals) |
160 | { |
161 | const TShort_Array1OfShortReal& normals = myTriangulation->Normals(); |
162 | if (hasVColors) |
163 | { |
164 | const TColStd_Array1OfInteger& colors = myColor->Array1(); |
165 | for ( i = nodes.Lower(); i <= nodes.Upper(); i++ ) |
166 | { |
167 | j = (i - nodes.Lower()) * 3; |
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168 | anArray->AddVertex(nodes(i), attenuateColor(colors(i), ambient)); |
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169 | anArray->SetVertexNormal(i, normals(j+1), normals(j+2), normals(j+3)); |
170 | } |
171 | } |
172 | else // !hasVColors |
173 | { |
174 | for ( i = nodes.Lower(); i <= nodes.Upper(); i++ ) |
175 | { |
176 | j = (i - nodes.Lower()) * 3; |
177 | anArray->AddVertex(nodes(i)); |
178 | anArray->SetVertexNormal(i, normals(j+1), normals(j+2), normals(j+3)); |
179 | } |
180 | } |
181 | } |
182 | else // !hasVNormals |
183 | { |
184 | if (hasVColors) |
185 | { |
186 | const TColStd_Array1OfInteger& colors = myColor->Array1(); |
187 | for ( i = nodes.Lower(); i <= nodes.Upper(); i++ ) |
188 | { |
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189 | anArray->AddVertex(nodes(i), attenuateColor(colors(i), ambient)); |
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190 | } |
191 | } |
192 | else // !hasVColors |
193 | { |
194 | for ( i = nodes.Lower(); i <= nodes.Upper(); i++ ) |
195 | { |
196 | anArray->AddVertex(nodes(i)); |
197 | } |
198 | } |
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199 | } |
200 | |
201 | Standard_Integer indexTriangle[3] = {0,0,0}; |
202 | for ( i = triangles.Lower(); i<= triangles.Upper(); i++ ) { |
203 | triangles(i).Get(indexTriangle[0], indexTriangle[1], indexTriangle[2]); |
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204 | anArray->AddEdge(indexTriangle[0]); |
205 | anArray->AddEdge(indexTriangle[1]); |
206 | anArray->AddEdge(indexTriangle[2]); |
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207 | } |
208 | TheGroup->SetPrimitivesAspect(aspect); |
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209 | TheGroup->AddPrimitiveArray(anArray); |
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210 | break; |
211 | } |
212 | } |
213 | |
214 | //======================================================================= |
215 | //function : ComputeSelection |
216 | //purpose : |
217 | //======================================================================= |
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218 | void AIS_Triangulation::ComputeSelection(const Handle(SelectMgr_Selection)& /*aSelection*/, |
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219 | const Standard_Integer /*aMode*/) |
220 | { |
221 | |
222 | } |
223 | |
224 | //======================================================================= |
225 | //function : SetColor |
226 | //purpose : Set the color for each node. |
227 | // Each 32-bit color is Alpha << 24 + Blue << 16 + Green << 8 + Red |
228 | // Order of color components is essential for further usage by OpenGL |
229 | //======================================================================= |
230 | void AIS_Triangulation::SetColors(const Handle(TColStd_HArray1OfInteger)& aColor) |
231 | { |
232 | myFlagColor = 1; |
233 | myColor = aColor; |
234 | } |
235 | |
236 | //======================================================================= |
237 | //function : GetColor |
238 | //purpose : Get the color for each node. |
239 | // Each 32-bit color is Alpha << 24 + Blue << 16 + Green << 8 + Red |
240 | // Order of color components is essential for further usage by OpenGL |
241 | //======================================================================= |
242 | |
243 | Handle(TColStd_HArray1OfInteger) AIS_Triangulation::GetColors() const |
244 | { |
245 | return myColor; |
246 | } |
247 | |
248 | |
249 | //======================================================================= |
250 | //function : SetTriangulation |
251 | //purpose : |
252 | //======================================================================= |
253 | void AIS_Triangulation::SetTriangulation(const Handle(Poly_Triangulation)& aTriangulation) |
254 | { |
255 | myTriangulation = aTriangulation; |
256 | } |
257 | |
258 | //======================================================================= |
259 | //function : GetTriangulation |
260 | //purpose : |
261 | //======================================================================= |
262 | Handle(Poly_Triangulation) AIS_Triangulation::GetTriangulation() const{ |
263 | return myTriangulation; |
264 | } |
265 | |
266 | //======================================================================= |
267 | //function : AttenuateColor |
268 | //purpose : Attenuates 32-bit color by a given attenuation factor (0...1): |
269 | // aColor = Alpha << 24 + Blue << 16 + Green << 8 + Red |
270 | // All color components are multiplied by aComponent, the result is then packed again as 32-bit integer. |
271 | // Color attenuation is applied to the vertex colors in order to have correct visual result |
272 | // after glColorMaterial(GL_AMBIENT_AND_DIFFUSE). Without it, colors look unnatural and flat. |
273 | //======================================================================= |
274 | |
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275 | Graphic3d_Vec4ub AIS_Triangulation::attenuateColor (const Standard_Integer theColor, |
276 | const Standard_Real theComposition) |
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277 | { |
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278 | |
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279 | const Graphic3d_Vec4ub& aColor = *reinterpret_cast<const Graphic3d_Vec4ub*> (&theColor); |
280 | // If IsTranparent() is false alpha value will be ignored anyway. |
281 | Standard_Byte anAlpha = IsTransparent() ? static_cast<Standard_Byte> (255.0 - myDrawer->ShadingAspect()->Aspect()->FrontMaterial().Transparency() * 255.0) |
282 | : 255; |
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283 | |
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284 | return Graphic3d_Vec4ub ((Standard_Byte)(theComposition * aColor.r()), |
285 | (Standard_Byte)(theComposition * aColor.g()), |
286 | (Standard_Byte)(theComposition * aColor.b()), |
287 | anAlpha); |
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288 | } |
289 | |