/*********************************************************************** FONCTION : ---------- Classe V3d_DirectionalLight : HISTORIQUE DES MODIFICATIONS : -------------------------------- 00-09-92 : GG ; Creation. 18-06-96 : FMN ; Ajout MyGraphicStructure1 pour sauvegarder snopick 24-12-97 : FMN ; Remplacement de math par MathGra 31-12-97 : CAL ; Suppression de MathGra 21-01-98 : CAL ; Window de Xw et WNT remplacee par Aspect_Window 23-02-98 : FMN ; Remplacement PI par Standard_PI 30-03-98 : ZOV ; PRO6774 (reconstruction of the class hierarchy and suppressing useless methods) ************************************************************************/ /*----------------------------------------------------------------------*/ /* * Includes */ #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include //-Constructors V3d_DirectionalLight::V3d_DirectionalLight(const Handle(V3d_Viewer)& VM, const V3d_TypeOfOrientation Direction,const Quantity_NameOfColor Name,const Standard_Boolean Headlight):V3d_PositionLight(VM) { Quantity_Color C(Name) ; Graphic3d_Vertex T(0.,0.,0.) ; Graphic3d_Vertex P ; Graphic3d_Vector V = V3d::GetProjAxis(Direction) ; MyType = V3d_DIRECTIONAL ; MyLight = new Visual3d_Light(C,V, Headlight) ; // The initial target is chosen at random MyTarget = T; // Position is found P.SetCoord(-V.X(),-V.Y(),-V.Z()); MyDisplayPosition = P; } V3d_DirectionalLight::V3d_DirectionalLight(const Handle(V3d_Viewer)& VM,const Standard_Real Xt,const Standard_Real Yt,const Standard_Real Zt,const Standard_Real Xp,const Standard_Real Yp,const Standard_Real Zp,const Quantity_NameOfColor Name,const Standard_Boolean Headlight):V3d_PositionLight(VM) { Quantity_Color C(Name) ; Graphic3d_Vertex T(Xt,Yt,Zt) ; Graphic3d_Vertex P(Xp,Yp,Zp) ; Graphic3d_Vector V(P,T); MyType = V3d_DIRECTIONAL ; V.Normalize(); MyLight = new Visual3d_Light(C,V, Headlight) ; MyTarget = T; MyDisplayPosition = P; } //-Methods, in order void V3d_DirectionalLight::SetDirection(const V3d_TypeOfOrientation Direction) { Graphic3d_Vector V = V3d::GetProjAxis(Direction) ; MyLight->SetDirection(V) ; } void V3d_DirectionalLight::SetDirection(const Standard_Real Vx, const Standard_Real Vy, const Standard_Real Vz) { Viewer_BadValue_Raise_if( sqrt( Vx*Vx + Vy*Vy + Vz*Vz ) <= 0.,"V3d_DirectionalLight::SetDirection, null vector" ); Graphic3d_Vector V(Vx,Vy,Vz) ; V.Normalize() ; MyLight->SetDirection(V) ; } void V3d_DirectionalLight::SetDisplayPosition(const Standard_Real X, const Standard_Real Y, const Standard_Real Z) { Standard_Real Xt,Yt,Zt; MyDisplayPosition.SetCoord(X,Y,Z) ; MyTarget.Coord(Xt,Yt,Zt); SetDirection(Xt-X,Yt-Y,Zt-Z); } void V3d_DirectionalLight::SetPosition(const Standard_Real Xp, const Standard_Real Yp, const Standard_Real Zp) { SetDisplayPosition (Xp,Yp,Zp); } void V3d_DirectionalLight::Position(Standard_Real& Xp, Standard_Real& Yp, Standard_Real& Zp)const { DisplayPosition (Xp,Yp,Zp) ; } void V3d_DirectionalLight::DisplayPosition(Standard_Real& Xp, Standard_Real& Yp, Standard_Real& Zp)const { MyDisplayPosition.Coord(Xp,Yp,Zp) ; } void V3d_DirectionalLight::Symbol (const Handle(Graphic3d_Group)& gsymbol, const Handle(V3d_View)& aView) 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 DX,DY,DZ,VX,VY,VZ; Standard_Integer IXP,IYP,j; TColStd_Array2OfReal MatRot(0,2,0,2); Graphic3d_Array1OfVertex Line(0,1); aView->Proj(VX,VY,VZ); this->DisplayPosition(Xi,Yi,Zi); Rayon = this->Radius(); aView->Project(Xi,Yi,Zi,PXT,PYT); aView->Convert(PXT,PYT,IXP,IYP); // Coordinated 3d in the plane of projection of the source. aView->Convert(IXP,IYP,XT,YT,ZT); aView->Convert(PXT,PYT+Rayon,IXP,IYP); aView->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(gsymbol,Xi,Yi,Zi,VX,VY,VZ,Rayon/40.); for( j=1 ; j<=3 ; j++ ) { Beta = j * Standard_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(gsymbol,Xi,Yi,Zi,VX,VY,VZ,Rayon/40.); } // The arrow is drawn Rayon = this->Radius(); this->Direction(DX,DY,DZ); X = Xi + DX*Rayon/10.; Y = Yi + DY*Rayon/10.; Z = Zi + DZ*Rayon/10.; Line(0).SetCoord(Xi,Yi,Zi); Line(1).SetCoord(X,Y,Z); gsymbol->Polyline(Line); V3d::ArrowOfRadius(gsymbol,X,Y,Z,DX,DY,DZ,Standard_PI/15.,Rayon/20.); } void V3d_DirectionalLight::Display( const Handle(V3d_View)& aView, const V3d_TypeOfRepresentation TPres) { 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; Standard_Real R1,G1,B1; V3d_TypeOfRepresentation Pres; V3d_TypeOfUpdate UpdSov; // Creation of a structure of markable elements (position of the // light, and the domain of lighting represented by a circle) // Creation of a structure of non-markable elements (target, meridian and // parallel). Pres = TPres; Handle(V3d_Viewer) TheViewer = aView->Viewer(); UpdSov = TheViewer->UpdateMode(); TheViewer->SetUpdateMode(V3d_WAIT); 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->Viewer()); MyGraphicStructure = slight; Handle(Graphic3d_Structure) snopick = new Graphic3d_Structure(TheViewer->Viewer()); MyGraphicStructure1 = snopick; } Handle(Graphic3d_Group) glight = new Graphic3d_Group(MyGraphicStructure); Handle(Graphic3d_Group) gsphere; if (Pres == V3d_COMPLETE || Pres == V3d_PARTIAL) gsphere = new Graphic3d_Group(MyGraphicStructure); Handle(Graphic3d_Group) gnopick = new Graphic3d_Group(MyGraphicStructure1); MyGraphicStructure1->SetPick(Standard_False); X0 = MyTarget.X(); Y0 = MyTarget.Y(); Z0 = MyTarget.Z(); //Display of the position of the light. glight->SetPickId(1); this->Color(Quantity_TOC_RGB,R1,G1,B1); Quantity_Color Col1(R1,G1,B1,Quantity_TOC_RGB); Handle(Graphic3d_AspectLine3d) Asp1 = new Graphic3d_AspectLine3d(); Asp1->SetColor(Col1); glight->SetPrimitivesAspect(Asp1); this->Symbol(glight,aView); // Display of the markable sphere (limit at the circle). if (Pres == V3d_COMPLETE || Pres == V3d_PARTIAL) { Rayon = this->Radius(); aView->Proj(VX,VY,VZ); gsphere->SetPickId(2); V3d::CircleInPlane(gsphere,X0,Y0,Z0,VX,VY,VZ,Rayon); //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 aView->Up(DXRef,DYRef,DZRef); this->DisplayPosition(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 aView->Proj(VX,VY,VZ); aView->Up(X1,Y1,Z1); DXRef = VY * Z1 - VZ * Y1; DYRef = VZ * X1 - VX * Z1; DZRef = VX * Y1 - VY * X1; this->DisplayPosition(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); // cout << "MyGraphicStructure exploration \n" << flush; MyGraphicStructure->Exploration(); MyTypeOfRepresentation = Pres; MyGraphicStructure->Display(); TheViewer->SetUpdateMode(UpdSov); } void V3d_DirectionalLight::Direction(Standard_Real& Vx, Standard_Real& Vy, Standard_Real& Vz)const { Quantity_Color C ; Graphic3d_Vector V ; MyLight->Values(C,V) ; V.Coord(Vx,Vy,Vz) ; }