#include <V3d_PositionalLight.hxx>
-#include <Graphic3d_ArrayOfSegments.hxx>
-#include <Graphic3d_AspectLine3d.hxx>
-#include <Graphic3d_Group.hxx>
-#include <Graphic3d_Structure.hxx>
-#include <TCollection_AsciiString.hxx>
-#include <TColStd_Array2OfReal.hxx>
-#include <V3d.hxx>
-#include <V3d_BadValue.hxx>
-#include <V3d_View.hxx>
-#include <V3d_Viewer.hxx>
-
IMPLEMENT_STANDARD_RTTIEXT(V3d_PositionalLight,V3d_PositionLight)
// =======================================================================
// function : V3d_PositionalLight
// purpose :
// =======================================================================
-V3d_PositionalLight::V3d_PositionalLight (const Handle(V3d_Viewer)& theViewer,
- const Standard_Real theX,
- const Standard_Real theY,
- const Standard_Real theZ,
- const Quantity_Color& theColor,
- const Standard_Real theConstAttenuation,
- const Standard_Real theLinearAttenuation)
-: V3d_PositionLight (theViewer)
+V3d_PositionalLight::V3d_PositionalLight (const gp_Pnt& thePos,
+ const Quantity_Color& theColor)
+: V3d_PositionLight (Graphic3d_TOLS_POSITIONAL, Handle(V3d_Viewer)())
{
- SetType (V3d_POSITIONAL);
SetColor (theColor);
- SetTarget (0., 0., 0.);
- SetPosition (theX, theY, theZ);
- SetAttenuation (theConstAttenuation, theLinearAttenuation);
+ SetPosition (thePos);
}
// =======================================================================
// purpose :
// =======================================================================
V3d_PositionalLight::V3d_PositionalLight (const Handle(V3d_Viewer)& theViewer,
- const Standard_Real theXt,
- const Standard_Real theYt,
- const Standard_Real theZt,
- const Standard_Real theXp,
- const Standard_Real theYp,
- const Standard_Real theZp,
+ const Standard_Real theX,
+ const Standard_Real theY,
+ const Standard_Real theZ,
const Quantity_Color& theColor,
const Standard_Real theConstAttenuation,
const Standard_Real theLinearAttenuation)
-: V3d_PositionLight (theViewer)
+: V3d_PositionLight (Graphic3d_TOLS_POSITIONAL, theViewer)
{
- SetType (V3d_POSITIONAL);
SetColor (theColor);
- SetTarget (theXt, theYt, theZt);
- SetPosition (theXp, theYp, theZp);
- SetAttenuation (theConstAttenuation, theLinearAttenuation);
-}
-
-// =======================================================================
-// function : SetSmoothRadius
-// purpose :
-// =======================================================================
-void V3d_PositionalLight::SetSmoothRadius (const Standard_Real theValue)
-{
- V3d_BadValue_Raise_if (theValue < 0.0,
- "V3d_PositionalLight::SetSmoothRadius,"
- "Bad value for smoothing radius");
-
- myLight.Smoothness = static_cast<Standard_ShortReal> (theValue);
-}
-
-// =======================================================================
-// function : SetAttenuation
-// purpose :
-// =======================================================================
-void V3d_PositionalLight::SetAttenuation (const Standard_Real theConstAttenuation,
- const Standard_Real theLinearAttenuation)
-{
- V3d_BadValue_Raise_if (theConstAttenuation < 0.
- || theConstAttenuation > 1.
- || theLinearAttenuation < 0.
- || theLinearAttenuation > 1.,
- "V3d_PositionalLight::SetAttenuation, bad coefficients");
-
- myLight.ChangeConstAttenuation() = static_cast<Standard_ShortReal> (theConstAttenuation);
- myLight.ChangeLinearAttenuation() = static_cast<Standard_ShortReal> (theLinearAttenuation);
-}
-
-// =======================================================================
-// function : Symbol
-// purpose :
-// =======================================================================
-void V3d_PositionalLight::Symbol (const Handle(Graphic3d_Group)& theSymbol, const Handle(V3d_View)& theView) const
-{
- Standard_Real Xi,Yi,Zi,Xf,Yf,Zf,Rayon,PXT,PYT,X,Y,Z,XT,YT,ZT;
- Standard_Real A,B,C,Dist,Beta,CosBeta,SinBeta,Coef,X1,Y1,Z1;
- Standard_Real VX,VY,VZ;
- Standard_Integer IXP,IYP,j;
- TColStd_Array2OfReal MatRot(0,2,0,2);
-
- theView->Proj(VX,VY,VZ);
- this->Position(Xi,Yi,Zi);
- Rayon = this->Radius();
- theView->Project(Xi,Yi,Zi,PXT,PYT);
- theView->Convert(PXT,PYT,IXP,IYP);
-// 3D Coordinate in the plane of projection of the source.
- theView->Convert(IXP,IYP,XT,YT,ZT);
- theView->Convert(PXT,PYT+Rayon,IXP,IYP);
- theView->Convert(IXP,IYP,X,Y,Z);
- X = X+Xi-XT; Y = Y+Yi-YT; Z = Z+Zi-ZT;
- Dist = Sqrt( Square(X-Xi) + Square(Y-Yi) + Square(Z-Zi) );
-// Axis of rotation.
- A = (X-Xi)/Dist;
- B = (Y-Yi)/Dist;
- C = (Z-Zi)/Dist;
-
-// A sphere is drawn
- V3d::CircleInPlane(theSymbol,Xi,Yi,Zi,VX,VY,VZ,Rayon/40.);
- for( j=1 ; j<=3 ; j++ ) {
- Beta = j * M_PI / 4.;
- CosBeta = Cos(Beta);
- SinBeta = Sin(Beta);
- Coef = 1. - CosBeta;
- MatRot(0,0) = A * A + (1. - A * A) * CosBeta;
- MatRot(0,1) = -C * SinBeta + Coef * A * B;
- MatRot(0,2) = B * SinBeta + Coef * A * C;
- MatRot(1,0) = C * SinBeta + Coef * A * B;
- MatRot(1,1) = B * B + (1. - B * B) * CosBeta;
- MatRot(1,2) = -A * SinBeta + Coef * B * C;
- MatRot(2,0) = -B * SinBeta + Coef * A * C;
- MatRot(2,1) = A * SinBeta + Coef * B * C;
- MatRot(2,2) = C * C + (1. - C * C) * CosBeta;
- Xf = Xi * MatRot(0,0) + Yi * MatRot(0,1) + Zi * MatRot(0,2);
- Yf = Xi * MatRot(1,0) + Yi * MatRot(1,1) + Zi * MatRot(1,2);
- Zf = Xi * MatRot(2,0) + Yi * MatRot(2,1) + Zi * MatRot(2,2);
-// Rotation of the normal
- X1 = VX * MatRot(0,0) + VY * MatRot(0,1) + VZ * MatRot(0,2);
- Y1 = VX * MatRot(1,0) + VY * MatRot(1,1) + VZ * MatRot(1,2);
- Z1 = VX * MatRot(2,0) + VY * MatRot(2,1) + VZ * MatRot(2,2);
- VX = X1 + Xi - Xf ; VY = Y1 + Yi - Yf ; VZ = Z1 + Zi - Zf;
- V3d::CircleInPlane(theSymbol,Xi,Yi,Zi,VX,VY,VZ,Rayon/40.);
- }
-}
-
-// =======================================================================
-// function : Display
-// purpose :
-// =======================================================================
-void V3d_PositionalLight::Display (const Handle(V3d_View)& theView,
- const V3d_TypeOfRepresentation theRepresentation)
-{
- Standard_Real X,Y,Z,Rayon;
- Standard_Real X0,Y0,Z0,VX,VY,VZ;
- Standard_Real X1,Y1,Z1;
- Standard_Real DXRef,DYRef,DZRef,DXini,DYini,DZini;
- V3d_TypeOfRepresentation Pres;
-
-// Creation of a structure slight of markable elements (position of the
-// light, and the domain of lighting represented by a circle)
-// Creation of a structure snopick of non-markable elements (target, meridian and
-// parallel).
-
- Pres = theRepresentation;
- Handle(V3d_Viewer) TheViewer = theView->Viewer();
- if (!myGraphicStructure.IsNull()) {
- myGraphicStructure->Disconnect(myGraphicStructure1);
- myGraphicStructure->Clear();
- myGraphicStructure1->Clear();
- if (Pres == V3d_SAMELAST) Pres = myTypeOfRepresentation;
- }
- else {
- if (Pres == V3d_SAMELAST) Pres = V3d_SIMPLE;
- Handle(Graphic3d_Structure) slight = new Graphic3d_Structure(TheViewer->StructureManager());
- myGraphicStructure = slight;
- Handle(Graphic3d_Structure) snopick = new Graphic3d_Structure(TheViewer->StructureManager());
- myGraphicStructure1 = snopick;
- }
-
- Handle(Graphic3d_Group) gradius, gExtArrow, gIntArrow;
- if (Pres == V3d_COMPLETE)
- {
- gradius = myGraphicStructure->NewGroup();
- gExtArrow = myGraphicStructure->NewGroup();
- gIntArrow = myGraphicStructure->NewGroup();
- }
- Handle(Graphic3d_Group) glight = myGraphicStructure->NewGroup();
- Handle(Graphic3d_Group) gsphere;
- if (Pres == V3d_COMPLETE
- || Pres == V3d_PARTIAL)
- {
- gsphere = myGraphicStructure->NewGroup();
- }
-
- Handle(Graphic3d_Group) gnopick = myGraphicStructure1->NewGroup();
-
- X0 = myTarget.X();
- Y0 = myTarget.Y();
- Z0 = myTarget.Z();
-
-// Display of the position of the light.
-
- const Quantity_Color Col1 = this->Color();
- Handle(Graphic3d_AspectLine3d) Asp1 = new Graphic3d_AspectLine3d();
- Asp1->SetColor(Col1);
- glight->SetPrimitivesAspect(Asp1);
- this->Symbol(glight,theView);
-
-// Display of the markable sphere (limit at the cercle).
-
- if (Pres == V3d_COMPLETE || Pres == V3d_PARTIAL) {
-
- Rayon = this->Radius();
- theView->Proj(VX,VY,VZ);
- V3d::CircleInPlane(gsphere,X0,Y0,Z0,VX,VY,VZ,Rayon);
-
-// Display of the radius of the sphere (line + text)
-
- if (Pres == V3d_COMPLETE) {
- this->Position(X,Y,Z);
- Handle(Graphic3d_ArrayOfSegments) aPrims = new Graphic3d_ArrayOfSegments(2);
- aPrims->AddVertex(X0,Y0,Z0);
- aPrims->AddVertex(X,Y,Z);
- gnopick->AddPrimitiveArray(aPrims);
- V3d::ArrowOfRadius(gExtArrow,X-.1*(X-X0),Y-.1*(Y-Y0),Z-.1*(Z-Z0),X-X0,Y-Y0,Z-Z0,M_PI/15.,Rayon/20.);
- V3d::ArrowOfRadius(gIntArrow, X0, Y0, Z0, X0-X, Y0-Y, Z0-Z, M_PI / 15., Rayon / 20.);
- TCollection_AsciiString ValOfRadius(Rayon);
- Graphic3d_Vertex PText (0.5*(X0+X), 0.5*(Y0+Y), 0.5*(Z0+Z));
- gradius->Text(ValOfRadius.ToCString(),PText,0.01);
- }
-
-// Display of the meridian
-
- Quantity_Color Col2(Quantity_NOC_GREEN);
- Handle(Graphic3d_AspectLine3d) Asp2 = new Graphic3d_AspectLine3d(Col2,Aspect_TOL_SOLID,1.);
- gnopick->SetPrimitivesAspect(Asp2);
-
-// Definition of the axis of circle
- theView->Up(DXRef,DYRef,DZRef);
- this->Position(X,Y,Z);
- DXini = X-X0; DYini = Y-Y0; DZini = Z-Z0;
- VX = DYRef*DZini - DZRef*DYini;
- VY = DZRef*DXini - DXRef*DZini;
- VZ = DXRef*DYini - DYRef*DXini;
-
- V3d::CircleInPlane(gnopick,X0,Y0,Z0,VX,VY,VZ,Rayon);
-
-// Display of the parallel
-
-// Definition of the axis of circle
- theView->Proj(VX,VY,VZ);
- theView->Up(X1,Y1,Z1);
- DXRef = VY * Z1 - VZ * Y1;
- DYRef = VZ * X1 - VX * Z1;
- DZRef = VX * Y1 - VY * X1;
- this->Position(X,Y,Z);
- DXini = X-X0; DYini = Y-Y0; DZini = Z-Z0;
- VX = DYRef*DZini - DZRef*DYini;
- VY = DZRef*DXini - DXRef*DZini;
- VZ = DXRef*DYini - DYRef*DXini;
-
- V3d::CircleInPlane(gnopick,X0,Y0,Z0,VX,VY,VZ,Rayon);
- }
-
- myGraphicStructure->Connect(myGraphicStructure1,Graphic3d_TOC_DESCENDANT);
- myTypeOfRepresentation = Pres;
- myGraphicStructure->Display();
+ SetPosition (theX, theY, theZ);
+ SetAttenuation ((float )theConstAttenuation, (float )theLinearAttenuation);
}