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// File: MeshVS_Tool.cxx
// Created: Wed Dec 17 2003
// Author: Alexander SOLOVYOV
// Copyright: Open CASCADE 2003
#include <MeshVS_Tool.ixx>
#include <MeshVS_DrawerAttribute.hxx>
#include <Precision.hxx>
#include <Graphic3d_NameOfFont.hxx>
//================================================================
// Function : CreateAspectFillArea3d
// Purpose :
//================================================================
Handle( Graphic3d_AspectFillArea3d ) MeshVS_Tool::CreateAspectFillArea3d
( const Handle(MeshVS_Drawer)& theDr,
const Graphic3d_MaterialAspect& Mat,
const Standard_Boolean UseDefaults )
{
Handle( Graphic3d_AspectFillArea3d ) anAsp;
if ( theDr.IsNull() )
return anAsp;
Aspect_InteriorStyle anIntStyle = Aspect_IS_EMPTY;
Quantity_Color anIntColor = Quantity_NOC_CYAN1,
anEdgeColor = Quantity_NOC_WHITE;
Aspect_TypeOfLine anEdgeType = Aspect_TOL_SOLID;
Standard_Real anEdgeWidth = 1.0;
Aspect_HatchStyle aHStyle = Aspect_HS_HORIZONTAL;
Graphic3d_MaterialAspect aFrMat = Mat,
aBackMat = Mat;
Standard_Integer anIntStyleI = (Standard_Integer)Aspect_IS_EMPTY;
Standard_Integer anEdgeTypeI = (Standard_Integer)Aspect_TOL_SOLID;
Standard_Integer aHStyleI = (Standard_Integer)Aspect_HS_HORIZONTAL;
if ( !theDr->GetColor ( MeshVS_DA_InteriorColor, anIntColor ) && !UseDefaults )
return anAsp;
Quantity_Color aBackIntColor = anIntColor;
if ( !theDr->GetColor ( MeshVS_DA_BackInteriorColor, aBackIntColor ) && !UseDefaults )
return anAsp;
if ( !theDr->GetColor ( MeshVS_DA_EdgeColor, anEdgeColor ) && !UseDefaults )
return anAsp;
if ( !theDr->GetDouble ( MeshVS_DA_EdgeWidth, anEdgeWidth ) && !UseDefaults )
return anAsp;
if ( !theDr->GetInteger ( MeshVS_DA_InteriorStyle, anIntStyleI ) && !UseDefaults )
return anAsp;
else
anIntStyle = (Aspect_InteriorStyle) anIntStyleI;
if ( !theDr->GetInteger ( MeshVS_DA_EdgeType, anEdgeTypeI ) && !UseDefaults )
return anAsp;
else
anEdgeType = (Aspect_TypeOfLine) anEdgeTypeI;
if ( !theDr->GetInteger ( MeshVS_DA_HatchStyle, aHStyleI ) && !UseDefaults )
return anAsp;
else
aHStyle = (Aspect_HatchStyle) aHStyleI;
anAsp = new Graphic3d_AspectFillArea3d ( anIntStyle, anIntColor, anEdgeColor, anEdgeType,
anEdgeWidth, aFrMat, aBackMat );
anAsp->SetBackInteriorColor ( aBackIntColor );
anAsp->SetHatchStyle ( aHStyle );
return anAsp;
}
//================================================================
// Function : CreateAspectFillArea3d
// Purpose :
//================================================================
Handle( Graphic3d_AspectFillArea3d ) MeshVS_Tool::CreateAspectFillArea3d
( const Handle(MeshVS_Drawer)& theDr,
const Standard_Boolean UseDefaults )
{
Graphic3d_MaterialAspect aFrMat = Graphic3d_NOM_BRASS;
Graphic3d_MaterialAspect aBackMat = Graphic3d_NOM_BRASS;
Standard_Integer aFrMatI = (Standard_Integer)Graphic3d_NOM_BRASS;
Standard_Integer aBackMatI = (Standard_Integer)Graphic3d_NOM_BRASS;
if ( !theDr->GetInteger ( MeshVS_DA_FrontMaterial, aFrMatI ) && !UseDefaults )
return 0;
else
aFrMat = (Graphic3d_MaterialAspect)(Graphic3d_NameOfMaterial)aFrMatI;
if ( !theDr->GetInteger ( MeshVS_DA_BackMaterial, aBackMatI ) && !UseDefaults )
return 0;
else
aBackMat = (Graphic3d_MaterialAspect)(Graphic3d_NameOfMaterial)aBackMatI;
Handle( Graphic3d_AspectFillArea3d ) aFill =
CreateAspectFillArea3d ( theDr, aFrMat, UseDefaults );
aFill->SetBackMaterial ( aBackMat );
return aFill;
}
//================================================================
// Function : CreateAspectLine3d
// Purpose :
//================================================================
Handle( Graphic3d_AspectLine3d ) MeshVS_Tool::CreateAspectLine3d
( const Handle(MeshVS_Drawer)& theDr,
const Standard_Boolean UseDefaults )
{
Handle( Graphic3d_AspectLine3d ) anAsp;
if ( theDr.IsNull() )
return anAsp;
Quantity_Color aBeamColor = Quantity_NOC_YELLOW;
Aspect_TypeOfLine aBeamType = Aspect_TOL_SOLID;
Standard_Real aBeamWidth = 1.0;
Standard_Integer aBeamTypeI = (Standard_Integer)Aspect_TOL_SOLID;
if ( !theDr->GetColor ( MeshVS_DA_BeamColor, aBeamColor ) && !UseDefaults )
return anAsp;
if ( !theDr->GetDouble ( MeshVS_DA_BeamWidth, aBeamWidth ) && !UseDefaults )
return anAsp;
if ( !theDr->GetInteger ( MeshVS_DA_BeamType, aBeamTypeI ) && !UseDefaults )
return anAsp;
else
aBeamType = (Aspect_TypeOfLine) aBeamTypeI;
anAsp = new Graphic3d_AspectLine3d ( aBeamColor, aBeamType, aBeamWidth );
return anAsp;
}
//================================================================
// Function : CreateAspectMarker3d
// Purpose :
//================================================================
Handle( Graphic3d_AspectMarker3d ) MeshVS_Tool::CreateAspectMarker3d
( const Handle(MeshVS_Drawer)& theDr,
const Standard_Boolean UseDefaults )
{
Handle( Graphic3d_AspectMarker3d ) anAsp;
if ( theDr.IsNull() )
return anAsp;
Quantity_Color aMColor = Quantity_NOC_YELLOW;
Aspect_TypeOfMarker aMType = Aspect_TOM_X;
Standard_Real aMScale = 1.0;
Standard_Integer aMTypeI = (Standard_Integer)Aspect_TOM_X;
if ( !theDr->GetColor ( MeshVS_DA_MarkerColor, aMColor ) && !UseDefaults )
return anAsp;
if ( !theDr->GetDouble ( MeshVS_DA_MarkerScale, aMScale ) && !UseDefaults )
return anAsp;
if ( !theDr->GetInteger ( MeshVS_DA_MarkerType, aMTypeI ) && !UseDefaults )
return anAsp;
else
aMType = (Aspect_TypeOfMarker) aMTypeI;
anAsp = new Graphic3d_AspectMarker3d ( aMType, aMColor, aMScale );
return anAsp;
}
//================================================================
// Function : CreateAspectText3d
// Purpose :
//================================================================
Handle( Graphic3d_AspectText3d ) MeshVS_Tool::CreateAspectText3d
( const Handle(MeshVS_Drawer)& theDr,
const Standard_Boolean UseDefaults )
{
Handle( Graphic3d_AspectText3d ) anAsp;
if ( theDr.IsNull() )
return anAsp;
Quantity_Color aTColor = Quantity_NOC_YELLOW;
Standard_Real anExpFactor = 1.0,
aSpace = 0.0;
Standard_CString aFont = Graphic3d_NOF_ASCII_MONO;
Aspect_TypeOfStyleText aStyle = Aspect_TOST_NORMAL;
Aspect_TypeOfDisplayText aDispText = Aspect_TODT_NORMAL;
TCollection_AsciiString aFontString = Graphic3d_NOF_ASCII_MONO;
OSD_FontAspect aFontAspect = OSD_FA_Regular;
Standard_Integer aStyleI = (Standard_Integer)Aspect_TOST_NORMAL;
Standard_Integer aDispTextI = (Standard_Integer)Aspect_TODT_NORMAL;
// Bold font is used by default for better text readability
Standard_Integer aFontAspectI = (Standard_Integer)OSD_FA_Bold;
if ( !theDr->GetColor ( MeshVS_DA_TextColor, aTColor ) && !UseDefaults )
return anAsp;
if ( !theDr->GetDouble ( MeshVS_DA_TextExpansionFactor, anExpFactor ) && !UseDefaults )
return anAsp;
if ( !theDr->GetDouble ( MeshVS_DA_TextSpace, aSpace ) && !UseDefaults )
return anAsp;
if ( !theDr->GetAsciiString ( MeshVS_DA_TextFont, aFontString ) && !UseDefaults )
return anAsp;
else
aFont = aFontString.ToCString();
if ( !theDr->GetInteger ( MeshVS_DA_TextStyle, aStyleI ) && !UseDefaults )
return anAsp;
else
aStyle = (Aspect_TypeOfStyleText) aStyleI;
if ( !theDr->GetInteger ( MeshVS_DA_TextDisplayType, aDispTextI ) && !UseDefaults )
return anAsp;
else
aDispText = (Aspect_TypeOfDisplayText) aDispTextI;
if ( !theDr->GetInteger ( MeshVS_DA_TextFontAspect, aFontAspectI ) && !UseDefaults )
return anAsp;
else
aFontAspect = (OSD_FontAspect) aFontAspectI;
anAsp = new Graphic3d_AspectText3d ( aTColor, aFont, anExpFactor, aSpace, aStyle, aDispText );
anAsp->SetTextFontAspect( aFontAspect );
return anAsp;
}
//================================================================
// Function : GetNormal
// Purpose :
//================================================================
Standard_Boolean MeshVS_Tool::GetNormal( const TColStd_Array1OfReal& Nodes,
gp_Vec& Norm )
{
Standard_Integer first = Nodes.Lower(),
last = Nodes.Upper(),
count = (last-first+1)/3, i, j;
if( first==0 )
{
first = 1;
count = Standard_Integer( Nodes.Value( 0 ) );
}
if( count<3 )
return Standard_False;
Standard_Boolean res = Standard_True;
Standard_Real normal[3], first_vec[3], cur_vec[3], xx, yy, zz,
conf = Precision::Confusion();
for( i=0; i<3; i++ )
{
normal[i] = 0.0;
first_vec[i] = Nodes.Value( first+3+i ) - Nodes.Value( first+i );
}
for( i=2; i<count; i++ )
{
for( j=0; j<3; j++ )
cur_vec[j] = Nodes.Value( first+3*i+j ) - Nodes.Value( first+j );
xx = first_vec[1] * cur_vec[2] - first_vec[2] * cur_vec[1];
yy = first_vec[2] * cur_vec[0] - first_vec[0] * cur_vec[2];
zz = first_vec[0] * cur_vec[1] - first_vec[1] * cur_vec[0];
cur_vec[0] = xx;
cur_vec[1] = yy;
cur_vec[2] = zz;
if( fabs( cur_vec[0] ) > conf ||
fabs( cur_vec[1] ) > conf ||
fabs( cur_vec[2] ) > conf )
{
Standard_Real cur = Sqrt( cur_vec[0]*cur_vec[0] + cur_vec[1]*cur_vec[1] + cur_vec[2]*cur_vec[2] );
for( Standard_Integer k=0; k<3; k++ )
cur_vec[k] /= cur;
}
if( fabs( normal[0] ) <= conf &&
fabs( normal[1] ) <= conf &&
fabs( normal[2] ) <= conf )
for( Standard_Integer k=0; k<3; k++ )
normal[k] = cur_vec[k];
if( fabs( normal[0]-cur_vec[0] ) > conf ||
fabs( normal[1]-cur_vec[1] ) > conf ||
fabs( normal[2]-cur_vec[2] ) > conf )
{
res = Standard_False;
break;
}
}
if( res )
Norm.SetCoord( normal[0], normal[1], normal[2] );
return res;
}
//================================================================
// Function : GetAverageNormal
// Purpose :
//================================================================
Standard_Boolean MeshVS_Tool::GetAverageNormal( const TColStd_Array1OfReal& Nodes,
gp_Vec& Norm )
{
Standard_Integer first = Nodes.Lower(),
last = Nodes.Upper(),
count = (last-first+1)/3, i, j;
if( first==0 )
{
first = 1;
count = Standard_Integer( Nodes.Value( 0 ) );
}
if( count<3 )
return Standard_False;
Standard_Boolean res = Standard_True;
Standard_Real normal[3], first_vec[3], cur_vec[3], xx, yy, zz,
conf = Precision::Confusion();
for( i=0; i<3; i++ )
{
normal[i] = 0.0;
first_vec[i] = Nodes.Value( first+3+i ) - Nodes.Value( first+i );
}
gp_XYZ* norm_vec = new gp_XYZ[count-2];
for ( i = 0; i < count-2; i++ )
norm_vec[i].SetCoord(0, 0, 0);
for( i=2; i<count; i++ )
{
for( j=0; j<3; j++ )
cur_vec[j] = Nodes.Value( first+3*i+j ) - Nodes.Value( first+j );
xx = first_vec[1] * cur_vec[2] - first_vec[2] * cur_vec[1];
yy = first_vec[2] * cur_vec[0] - first_vec[0] * cur_vec[2];
zz = first_vec[0] * cur_vec[1] - first_vec[1] * cur_vec[0];
cur_vec[0] = xx;
cur_vec[1] = yy;
cur_vec[2] = zz;
if( fabs( cur_vec[0] ) > conf ||
fabs( cur_vec[1] ) > conf ||
fabs( cur_vec[2] ) > conf )
{
Standard_Real cur = Sqrt( cur_vec[0]*cur_vec[0] + cur_vec[1]*cur_vec[1] + cur_vec[2]*cur_vec[2] );
for( Standard_Integer k=0; k<3; k++ )
cur_vec[k] /= cur;
}
norm_vec[i-2].SetCoord(cur_vec[0], cur_vec[1], cur_vec[2]);
if( fabs( normal[0] ) <= conf &&
fabs( normal[1] ) <= conf &&
fabs( normal[2] ) <= conf )
for( Standard_Integer k=0; k<3; k++ )
normal[k] = cur_vec[k];
if( fabs( normal[0]-cur_vec[0] ) > conf ||
fabs( normal[1]-cur_vec[1] ) > conf ||
fabs( normal[2]-cur_vec[2] ) > conf )
{
res = Standard_False;
}
}
if( !res ) {
for( j=0; j<3; j++ ) {
normal[j] = 0.0;
for (i = 0; i < count-2; i++)
normal[j] += norm_vec[i].Coord(j+1);
normal[j] /= (count-2);
}
}
delete [] norm_vec;
Norm.SetCoord( normal[0], normal[1], normal[2] );
return res;
}
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