0023749: Tests cases boolean bsection M9 N4 work incorrect with new Boolean Operation...
[occt.git] / src / AIS / AIS_Triangulation.cxx
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b311480e 1// Copyright (c) 1999-2012 OPEN CASCADE SAS
2//
3// The content of this file is subject to the Open CASCADE Technology Public
4// License Version 6.5 (the "License"). You may not use the content of this file
5// except in compliance with the License. Please obtain a copy of the License
6// at http://www.opencascade.org and read it completely before using this file.
7//
8// The Initial Developer of the Original Code is Open CASCADE S.A.S., having its
9// main offices at: 1, place des Freres Montgolfier, 78280 Guyancourt, France.
10//
11// The Original Code and all software distributed under the License is
12// distributed on an "AS IS" basis, without warranty of any kind, and the
13// Initial Developer hereby disclaims all such warranties, including without
14// limitation, any warranties of merchantability, fitness for a particular
15// purpose or non-infringement. Please see the License for the specific terms
16// and conditions governing the rights and limitations under the License.
17
7fd59977 18#include <AIS_Drawer.hxx>
19#include <AIS_Triangulation.hxx>
20#include <AIS_InteractiveObject.hxx>
21#include <Standard_DefineHandle.hxx>
22#include <Poly_Array1OfTriangle.hxx>
23#include <Poly_Triangulation.hxx>
24#include <Prs3d_Root.hxx>
25#include <Prs3d_ShadingAspect.hxx>
26#include <TShort_Array1OfShortReal.hxx>
27#include <TColgp_Array1OfPnt.hxx>
28#include <TColStd_HArray1OfInteger.hxx>
29#include <TShort_HArray1OfShortReal.hxx>
30#include <Graphic3d_Group.hxx>
31#include <Graphic3d_AspectFillArea3d.hxx>
32#include <Graphic3d_ArrayOfTriangles.hxx>
7fd59977 33
34
35IMPLEMENT_STANDARD_HANDLE(AIS_Triangulation, AIS_InteractiveObject)
36IMPLEMENT_STANDARD_RTTIEXT(AIS_Triangulation, AIS_InteractiveObject)
37
38AIS_Triangulation::AIS_Triangulation(const Handle(Poly_Triangulation)& Triangulation)
39{
40 myTriangulation = Triangulation;
41 myNbNodes = Triangulation->NbNodes();
42 myNbTriangles = Triangulation->NbTriangles();
43 myFlagColor = 0;
44}
45
46//=======================================================================
47//function : Compute
48//purpose :
49//=======================================================================
50void AIS_Triangulation::Compute(const Handle(PrsMgr_PresentationManager3d)& aPresentationManager,
51 const Handle(Prs3d_Presentation)& aPresentation,
52 const Standard_Integer aMode)
53{
54 switch (aMode)
55 {
56 case 0:
57 const TColgp_Array1OfPnt& nodes = myTriangulation->Nodes(); //Nodes
58 const Poly_Array1OfTriangle& triangles = myTriangulation->Triangles(); //Triangle
59 const TShort_Array1OfShortReal& normals = myTriangulation->Normals(); //Normal
60
61 Standard_Boolean hasVNormals = Standard_False;
62 Standard_Boolean hasVColors = Standard_False;
63 if( normals.Length() > 0 )
64 hasVNormals = Standard_True;
65 if( myFlagColor == 1 )
66 hasVColors = Standard_True;
67
b8ddfc2f 68 Handle(Graphic3d_ArrayOfTriangles) anArray =
7fd59977 69 new Graphic3d_ArrayOfTriangles ( myNbNodes, //maxVertexs
70 myNbTriangles * 3,//maxEdges
71 hasVNormals, //hasVNormals
72 hasVColors, //hasVColors
73 Standard_False, //hasTexels
74 Standard_True //hasEdgeInfos
75 );
76 Handle(Graphic3d_Group) TheGroup = Prs3d_Root::CurrentGroup(aPresentation);
77 Handle(Graphic3d_AspectFillArea3d) aspect = myDrawer->ShadingAspect()->Aspect();
78
79 Standard_Integer i;
80 Standard_Integer j;
81
82 Standard_Real ambient = aspect->FrontMaterial().Ambient();
83 for ( i = nodes.Lower(); i<= nodes.Upper(); i++ ){
84 if( myFlagColor == 1 )
b8ddfc2f 85 anArray->AddVertex( nodes(i), AttenuateColor(myColor->Value(i),ambient));
7fd59977 86 if( myFlagColor == 0 )
b8ddfc2f 87 anArray->AddVertex( nodes(i) );
7fd59977 88 j = (i - nodes.Lower()) * 3;
b8ddfc2f 89 anArray->SetVertexNormal(i, normals(j+1), normals(j+2), normals(j+3));
7fd59977 90 }
91
92 Standard_Integer indexTriangle[3] = {0,0,0};
93 for ( i = triangles.Lower(); i<= triangles.Upper(); i++ ) {
94 triangles(i).Get(indexTriangle[0], indexTriangle[1], indexTriangle[2]);
b8ddfc2f 95 anArray->AddEdge(indexTriangle[0]);
96 anArray->AddEdge(indexTriangle[1]);
97 anArray->AddEdge(indexTriangle[2]);
7fd59977 98 }
99 TheGroup->SetPrimitivesAspect(aspect);
b8ddfc2f 100 TheGroup->AddPrimitiveArray(anArray);
7fd59977 101 break;
102 }
103}
104
105//=======================================================================
106//function : ComputeSelection
107//purpose :
108//=======================================================================
109void AIS_Triangulation::ComputeSelection(const Handle(SelectMgr_Selection)& aSelection,
110 const Standard_Integer /*aMode*/)
111{
112
113}
114
115//=======================================================================
116//function : SetColor
117//purpose : Set the color for each node.
118// Each 32-bit color is Alpha << 24 + Blue << 16 + Green << 8 + Red
119// Order of color components is essential for further usage by OpenGL
120//=======================================================================
121void AIS_Triangulation::SetColors(const Handle(TColStd_HArray1OfInteger)& aColor)
122{
123 myFlagColor = 1;
124 myColor = aColor;
125}
126
127//=======================================================================
128//function : GetColor
129//purpose : Get the color for each node.
130// Each 32-bit color is Alpha << 24 + Blue << 16 + Green << 8 + Red
131// Order of color components is essential for further usage by OpenGL
132//=======================================================================
133
134Handle(TColStd_HArray1OfInteger) AIS_Triangulation::GetColors() const
135{
136 return myColor;
137}
138
139
140//=======================================================================
141//function : SetTriangulation
142//purpose :
143//=======================================================================
144void AIS_Triangulation::SetTriangulation(const Handle(Poly_Triangulation)& aTriangulation)
145{
146 myTriangulation = aTriangulation;
147}
148
149//=======================================================================
150//function : GetTriangulation
151//purpose :
152//=======================================================================
153Handle(Poly_Triangulation) AIS_Triangulation::GetTriangulation() const{
154 return myTriangulation;
155}
156
157//=======================================================================
158//function : AttenuateColor
159//purpose : Attenuates 32-bit color by a given attenuation factor (0...1):
160// aColor = Alpha << 24 + Blue << 16 + Green << 8 + Red
161// All color components are multiplied by aComponent, the result is then packed again as 32-bit integer.
162// Color attenuation is applied to the vertex colors in order to have correct visual result
163// after glColorMaterial(GL_AMBIENT_AND_DIFFUSE). Without it, colors look unnatural and flat.
164//=======================================================================
165
166Standard_Integer AIS_Triangulation::AttenuateColor( const Standard_Integer aColor,
167 const Standard_Real aComposition)
168{
169 Standard_Integer red,
170 green,
171 blue,
172 alpha;
173
174 alpha = aColor&0xff000000;
175 alpha >>= 24;
176
177 blue = aColor&0x00ff0000;
178 blue >>= 16;
179
180 green = aColor&0x0000ff00;
181 green >>= 8;
182
183 red = aColor&0x000000ff;
184 red >>= 0;
185
186 red = (Standard_Integer)(aComposition * red);
187 green = (Standard_Integer)(aComposition * green);
188 blue = (Standard_Integer)(aComposition * blue);
189
190 Standard_Integer color;
191 color = red;
192 color += green << 8;
193 color += blue << 16;
194 color += alpha << 24;
195 return color;
196}
197