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#include <V3d_Viewer.jxx>
#include <Visual3d_Light.hxx>
#include <V3d_DirectionalLight.hxx>
#include <V3d_PositionalLight.hxx>
#include <V3d_AmbientLight.hxx>
#include <Viewer_BadValue.hxx>
#include <V3d.hxx>
void V3d_Viewer::UpdateLights() {
for (InitActiveViews();MoreActiveViews();NextActiveViews()){
ActiveView()->UpdateLights();
}
}
void V3d_Viewer::SetLightOn( const Handle(V3d_Light)& TheLight ) {
if(!MyActiveLights.Contains(TheLight)) {
// Viewer_BadValue_Raise_if( MyActiveLights.Extent() >= Visual3d_Light::Limit(),
// "too many lights");
MyActiveLights.Append(TheLight) ;
}
for (InitActiveViews();MoreActiveViews();NextActiveViews()){
ActiveView()->SetLightOn(TheLight);}
}
void V3d_Viewer::SetLightOff( const Handle(V3d_Light)& TheLight ) {
MyActiveLights.Remove(TheLight);
for (InitActiveViews();MoreActiveViews();NextActiveViews()) {
ActiveView()->SetLightOff(TheLight);}
}
void V3d_Viewer::SetLightOn() {
for (InitDefinedLights();MoreDefinedLights();NextDefinedLights()) {
if(!MyActiveLights.Contains(DefinedLight())) {
// Viewer_BadValue_Raise_if( MyActiveLights.Extent() >= Visual3d_Light::Limit(),
// "too many lights");
MyActiveLights.Append(DefinedLight());
for (InitActiveViews();MoreActiveViews();NextActiveViews()) {
ActiveView()->SetLightOn(DefinedLight());}
}
}
}
void V3d_Viewer::SetLightOff() {
for (InitActiveLights();MoreActiveLights();NextActiveLights()) {
for(InitActiveViews();MoreActiveViews();NextActiveViews()){
ActiveView()->SetLightOff(ActiveLight());}
}
MyActiveLights.Clear();
}
void V3d_Viewer::SetCurrentSelectedLight(const Handle(V3d_Light)& TheLight) {
MyCurrentSelectedLight = TheLight;
}
void V3d_Viewer::ClearCurrentSelectedLight() {
MyCurrentSelectedLight = NULL;
}
Handle(V3d_Light) V3d_Viewer::CurrentSelectedLight() const {
return MyCurrentSelectedLight;
}
Standard_Boolean V3d_Viewer::IsGlobalLight(const Handle(V3d_Light)& TheLight)
const {
return MyActiveLights.Contains(TheLight);
}
void V3d_Viewer::AddLight( const Handle(V3d_Light)& TheLight ) {
MyDefinedLights.Append(TheLight);
}
void V3d_Viewer::DelLight( const Handle(V3d_Light)& TheLight ) {
SetLightOff(TheLight);
MyDefinedLights.Remove(TheLight);
}
void V3d_Viewer::SetDefaultLights () {
// SetLightOn ( new V3d_DirectionalLight(this,V3d_XposYpos));
// SetLightOn ( new V3d_DirectionalLight(this,V3d_Zpos));
// SetLightOn ( new V3d_DirectionalLight(this,V3d_XnegYneg));
// SetLightOn ( new V3d_DirectionalLight(this,V3d_Zneg));
SetLightOn( new V3d_DirectionalLight(this, V3d_Zneg, Quantity_NOC_WHITE, Standard_True) );
SetLightOn ( new V3d_AmbientLight(this));
}
void V3d_Viewer::Init() {
MyDefaultPerspectiveView = new V3d_PerspectiveView(this);
MyDefaultOrthographicView = new V3d_OrthographicView(this);
SetDefaultLights();
}
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