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#include <AIS_Drawer.hxx>
#include <AIS_Triangulation.hxx>
#include <AIS_InteractiveObject.hxx>
#include <Standard_DefineHandle.hxx>
#include <Poly_Array1OfTriangle.hxx>
#include <Poly_Triangulation.hxx>
#include <Prs3d_Root.hxx>
#include <Prs3d_ShadingAspect.hxx>
#include <TShort_Array1OfShortReal.hxx>
#include <TColgp_Array1OfPnt.hxx>
#include <TColStd_HArray1OfInteger.hxx>
#include <TShort_HArray1OfShortReal.hxx>
#include <Graphic3d_Group.hxx>
#include <Graphic3d_AspectFillArea3d.hxx>
#include <Graphic3d_ArrayOfTriangles.hxx>
#include <Graphic3d_ArrayOfPrimitives.hxx>
IMPLEMENT_STANDARD_HANDLE(AIS_Triangulation, AIS_InteractiveObject)
IMPLEMENT_STANDARD_RTTIEXT(AIS_Triangulation, AIS_InteractiveObject)
AIS_Triangulation::AIS_Triangulation(const Handle(Poly_Triangulation)& Triangulation)
{
myTriangulation = Triangulation;
myNbNodes = Triangulation->NbNodes();
myNbTriangles = Triangulation->NbTriangles();
myFlagColor = 0;
}
//=======================================================================
//function : Compute
//purpose :
//=======================================================================
void AIS_Triangulation::Compute(const Handle(PrsMgr_PresentationManager3d)& aPresentationManager,
const Handle(Prs3d_Presentation)& aPresentation,
const Standard_Integer aMode)
{
switch (aMode)
{
case 0:
const TColgp_Array1OfPnt& nodes = myTriangulation->Nodes(); //Nodes
const Poly_Array1OfTriangle& triangles = myTriangulation->Triangles(); //Triangle
const TShort_Array1OfShortReal& normals = myTriangulation->Normals(); //Normal
Standard_Boolean hasVNormals = Standard_False;
Standard_Boolean hasVColors = Standard_False;
if( normals.Length() > 0 )
hasVNormals = Standard_True;
if( myFlagColor == 1 )
hasVColors = Standard_True;
Handle(Graphic3d_ArrayOfTriangles) array =
new Graphic3d_ArrayOfTriangles ( myNbNodes, //maxVertexs
myNbTriangles * 3,//maxEdges
hasVNormals, //hasVNormals
hasVColors, //hasVColors
Standard_False, //hasTexels
Standard_True //hasEdgeInfos
);
Handle(Graphic3d_Group) TheGroup = Prs3d_Root::CurrentGroup(aPresentation);
Handle(Graphic3d_AspectFillArea3d) aspect = myDrawer->ShadingAspect()->Aspect();
Standard_Integer i;
Standard_Integer j;
Standard_Real ambient = aspect->FrontMaterial().Ambient();
for ( i = nodes.Lower(); i<= nodes.Upper(); i++ ){
if( myFlagColor == 1 )
array->AddVertex( nodes(i), AttenuateColor(myColor->Value(i),ambient));
if( myFlagColor == 0 )
array->AddVertex( nodes(i) );
j = (i - nodes.Lower()) * 3;
array->SetVertexNormal(i, normals(j+1), normals(j+2), normals(j+3));
}
Standard_Integer indexTriangle[3] = {0,0,0};
for ( i = triangles.Lower(); i<= triangles.Upper(); i++ ) {
triangles(i).Get(indexTriangle[0], indexTriangle[1], indexTriangle[2]);
array->AddEdge(indexTriangle[0]);
array->AddEdge(indexTriangle[1]);
array->AddEdge(indexTriangle[2]);
}
TheGroup->SetPrimitivesAspect(aspect);
TheGroup->BeginPrimitives();
TheGroup->AddPrimitiveArray(array);
TheGroup->EndPrimitives();
break;
}
}
//=======================================================================
//function : ComputeSelection
//purpose :
//=======================================================================
void AIS_Triangulation::ComputeSelection(const Handle(SelectMgr_Selection)& aSelection,
const Standard_Integer /*aMode*/)
{
}
//=======================================================================
//function : SetColor
//purpose : Set the color for each node.
// Each 32-bit color is Alpha << 24 + Blue << 16 + Green << 8 + Red
// Order of color components is essential for further usage by OpenGL
//=======================================================================
void AIS_Triangulation::SetColors(const Handle(TColStd_HArray1OfInteger)& aColor)
{
myFlagColor = 1;
myColor = aColor;
}
//=======================================================================
//function : GetColor
//purpose : Get the color for each node.
// Each 32-bit color is Alpha << 24 + Blue << 16 + Green << 8 + Red
// Order of color components is essential for further usage by OpenGL
//=======================================================================
Handle(TColStd_HArray1OfInteger) AIS_Triangulation::GetColors() const
{
return myColor;
}
//=======================================================================
//function : SetTriangulation
//purpose :
//=======================================================================
void AIS_Triangulation::SetTriangulation(const Handle(Poly_Triangulation)& aTriangulation)
{
myTriangulation = aTriangulation;
}
//=======================================================================
//function : GetTriangulation
//purpose :
//=======================================================================
Handle(Poly_Triangulation) AIS_Triangulation::GetTriangulation() const{
return myTriangulation;
}
//=======================================================================
//function : AttenuateColor
//purpose : Attenuates 32-bit color by a given attenuation factor (0...1):
// aColor = Alpha << 24 + Blue << 16 + Green << 8 + Red
// All color components are multiplied by aComponent, the result is then packed again as 32-bit integer.
// Color attenuation is applied to the vertex colors in order to have correct visual result
// after glColorMaterial(GL_AMBIENT_AND_DIFFUSE). Without it, colors look unnatural and flat.
//=======================================================================
Standard_Integer AIS_Triangulation::AttenuateColor( const Standard_Integer aColor,
const Standard_Real aComposition)
{
Standard_Integer red,
green,
blue,
alpha;
alpha = aColor&0xff000000;
alpha >>= 24;
blue = aColor&0x00ff0000;
blue >>= 16;
green = aColor&0x0000ff00;
green >>= 8;
red = aColor&0x000000ff;
red >>= 0;
red = (Standard_Integer)(aComposition * red);
green = (Standard_Integer)(aComposition * green);
blue = (Standard_Integer)(aComposition * blue);
Standard_Integer color;
color = red;
color += green << 8;
color += blue << 16;
color += alpha << 24;
return color;
}
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