geom/OBJECT/GEOM_AssemblyBuilder.cxx

422 lines
12 KiB
C++
Raw Normal View History

2003-07-09 13:30:56 +06:00
// GEOM OBJECT : interactive object for Geometry entities visualization
//
// Copyright (C) 2003 OPEN CASCADE, EADS/CCR, LIP6, CEA/DEN,
// CEDRAT, EDF R&D, LEG, PRINCIPIA R&D, BUREAU VERITAS
//
// This library is free software; you can redistribute it and/or
// modify it under the terms of the GNU Lesser General Public
// License as published by the Free Software Foundation; either
// version 2.1 of the License.
//
// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
//
// See http://www.opencascade.org/SALOME/ or email : webmaster.salome@opencascade.org
//
//
//
// File : GEOM_AssemblyBuilder.cxx
// Author : Christophe ATTANASIO
// Module : GEOM
// $Header$
using namespace std;
/*!
\class GEOM_AssemblyBuilder GEOM_AssemblyBuilder.h
\brief ....
*/
#include "GEOM_AssemblyBuilder.h"
#include "GEOM_Actor.h"
#include "utilities.h"
// Open CASCADE Includes
#include <TopExp_Explorer.hxx>
#include <Bnd_Box.hxx>
#include <BRepMesh_IncrementalMesh.hxx>
#include <Poly_Triangulation.hxx>
#include <BRepBndLib.hxx>
#include <BRep_Tool.hxx>
#include <TopTools_IndexedDataMapOfShapeListOfShape.hxx>
#include <TopExp.hxx>
#include <TopTools_ListOfShape.hxx>
#include <TopoDS_Iterator.hxx>
// SALOME
#define MAX2(X, Y) ( Abs(X) > Abs(Y)? Abs(X) : Abs(Y) )
#define MAX3(X, Y, Z) ( MAX2 ( MAX2(X,Y) , Z) )
void GEOM_AssemblyBuilder::InitProperties(vtkProperty* IsoProp,
vtkProperty* FaceProp,
vtkProperty* EdgeFProp,
vtkProperty* EdgeSProp,
vtkProperty* EdgeIProp,
vtkProperty* VertexProp,
vtkProperty* IsoPVProp,
vtkProperty* EdgePVProp,
vtkProperty* VertexPVProp)
{
// Shading like default OCC material
FaceProp->SetRepresentationToSurface();
FaceProp->SetInterpolation(1);
FaceProp->SetAmbient(1.0);
FaceProp->SetDiffuse(1.0);
FaceProp->SetSpecular(0.4);
FaceProp->SetAmbientColor(0.329412, 0.223529, 0.027451);
FaceProp->SetDiffuseColor(0.780392, 0.568627, 0.113725);
FaceProp->SetSpecularColor(0.992157, 0.941176, 0.807843);
// Wireframe for iso
IsoProp->SetRepresentationToWireframe();
IsoProp->SetAmbientColor(0.5, 0.5, 0.5);
IsoProp->SetDiffuseColor(0.5, 0.5, 0.5);
IsoProp->SetSpecularColor(0.5, 0.5, 0.5);
// Wireframe for iso
IsoPVProp->SetRepresentationToWireframe();
IsoPVProp->SetAmbientColor(0, 1, 1);
IsoPVProp->SetDiffuseColor(0, 1, 1);
IsoPVProp->SetSpecularColor(0, 1, 1);
// Wireframe for shared edge
EdgeSProp->SetRepresentationToWireframe();
EdgeSProp->SetAmbientColor(1, 1, 0);
EdgeSProp->SetDiffuseColor(1, 1, 0);
EdgeSProp->SetSpecularColor(1, 1, 0);
// Wireframe for free edge
EdgeFProp->SetRepresentationToWireframe();
EdgeFProp->SetAmbientColor(0, 1, 0);
EdgeFProp->SetDiffuseColor(0, 1, 0);
EdgeFProp->SetSpecularColor(0, 1, 0);
// Wireframe for isolated edge
EdgeIProp->SetRepresentationToWireframe();
EdgeIProp->SetAmbientColor(1, 0, 0);
EdgeIProp->SetDiffuseColor(1, 0, 0);
EdgeIProp->SetSpecularColor(1, 0, 0);
// Wireframe for Preview edge
EdgePVProp->SetRepresentationToWireframe();
EdgePVProp->SetAmbientColor(0, 1, 1);
EdgePVProp->SetDiffuseColor(0, 1, 1);
EdgePVProp->SetSpecularColor(0, 1, 1);
// Wireframe for vertex
VertexProp->SetRepresentationToWireframe();
VertexProp->SetAmbientColor(1, 1, 0);
VertexProp->SetDiffuseColor(1, 1, 0);
VertexProp->SetSpecularColor(1, 1, 0);
// Wireframe for vertex
VertexPVProp->SetRepresentationToWireframe();
VertexPVProp->SetAmbientColor(0, 1, 1);
VertexPVProp->SetDiffuseColor(0, 1, 1);
VertexPVProp->SetSpecularColor(0, 1, 1);
}
void GEOM_AssemblyBuilder::MeshShape(const TopoDS_Shape myShape,
Standard_Real deflection,
Standard_Boolean forced)
{
// Mesh the shape if necessary
Standard_Boolean alreadymesh = Standard_True;
TopExp_Explorer ex;
TopLoc_Location aLoc;
for (ex.Init(myShape, TopAbs_FACE); ex.More(); ex.Next()) {
const TopoDS_Face& aFace = TopoDS::Face(ex.Current());
Handle(Poly_Triangulation) aPoly = BRep_Tool::Triangulation(aFace,aLoc);
if(aPoly.IsNull()) { alreadymesh = Standard_False; break; }
}
if(!alreadymesh || forced) {
if(deflection<=0) {
// Compute default deflection
Bnd_Box B;
BRepBndLib::Add(myShape, B);
Standard_Real aXmin, aYmin, aZmin, aXmax, aYmax, aZmax;
B.Get(aXmin, aYmin, aZmin, aXmax, aYmax, aZmax);
deflection = MAX3( aXmax-aXmin , aYmax-aYmin , aZmax-aZmin) * 0.001 *4;
}
BRepMesh_IncrementalMesh MESH(myShape,deflection);
}
}
vtkActorCollection* GEOM_AssemblyBuilder::BuildActors(const TopoDS_Shape& myShape,
Standard_Real deflection,
Standard_Integer mode,
Standard_Boolean forced) {
vtkActorCollection* AISActors = vtkActorCollection::New();
if(myShape.ShapeType() == TopAbs_COMPOUND) {
TopoDS_Iterator anItr(myShape);
for(; anItr.More(); anItr.Next()) {
vtkActorCollection* theActors = GEOM_AssemblyBuilder::BuildActors(anItr.Value(), deflection, mode, forced);
theActors->InitTraversal();
vtkActor* anActor = (vtkActor*)theActors->GetNextActor();
while(!(anActor==NULL)) {
AISActors->AddItem(anActor);
anActor = (vtkActor*)theActors->GetNextActor();
}
}
}
// Create graphics properties
vtkProperty* IsoProp = vtkProperty::New();
vtkProperty* FaceProp = vtkProperty::New();
vtkProperty* EdgeFProp = vtkProperty::New();
vtkProperty* EdgeSProp = vtkProperty::New();
vtkProperty* EdgeIProp = vtkProperty::New();
vtkProperty* VertexProp = vtkProperty::New();
vtkProperty* IsoPVProp = vtkProperty::New();
vtkProperty* EdgePVProp = vtkProperty::New();
vtkProperty* VertexPVProp = vtkProperty::New();
InitProperties(IsoProp,FaceProp,EdgeFProp,EdgeSProp,EdgeIProp,VertexProp,IsoPVProp,EdgePVProp,VertexPVProp);
MeshShape(myShape,deflection,forced);
if ( myShape.ShapeType() <= 4 && myShape.ShapeType() != TopAbs_COMPOUND) {
// FACE Actor
// look if edges are free or shared
TopTools_IndexedDataMapOfShapeListOfShape edgemap;
TopExp::MapShapesAndAncestors(myShape,TopAbs_EDGE,TopAbs_FACE,edgemap);
TopExp_Explorer ex;
for (ex.Init(myShape, TopAbs_FACE); ex.More(); ex.Next()) {
GEOM_Actor* FaceActor = GEOM_Actor::New();
FaceActor->SetShadingProperty(FaceProp);
FaceActor->SetWireframeProperty(IsoProp);
FaceActor->SetPreviewProperty(IsoPVProp);
FaceActor->setInputShape(ex.Current(),deflection,mode);
AISActors->AddItem(FaceActor);
TopExp_Explorer ex2;
for (ex2.Init(ex.Current(), TopAbs_EDGE); ex2.More(); ex2.Next()) {
const TopoDS_Edge& aEdge = TopoDS::Edge(ex2.Current());
if (BRep_Tool::Degenerated(aEdge)) {
continue;
}
// compute the number of faces
Standard_Integer nbf = edgemap.FindFromKey(ex2.Current()).Extent();
GEOM_Actor* EdgeActor = GEOM_Actor::New();
EdgeActor->SubShapeOn();
EdgeActor->setInputShape(ex2.Current(),deflection,mode);
switch (nbf) {
case 0 : // isolated edge
{
EdgeActor->SetShadingProperty(EdgeIProp);
EdgeActor->SetWireframeProperty(EdgeIProp);
}
break;
case 1 :// edge in only one face
{
EdgeActor->SetShadingProperty(EdgeFProp);
EdgeActor->SetWireframeProperty(EdgeFProp);
}
break;
default : // edge shared by at least two faces
{
EdgeActor->SetShadingProperty(EdgeSProp);
EdgeActor->SetWireframeProperty(EdgeSProp);
}
}
EdgeActor->SetPreviewProperty(EdgePVProp);
AISActors->AddItem(EdgeActor);
}
}
} else if ( myShape.ShapeType() == TopAbs_WIRE ) { // WIRE Actor
TopExp_Explorer ex;
for (ex.Init(myShape, TopAbs_EDGE); ex.More(); ex.Next()) {
const TopoDS_Edge& aEdge = TopoDS::Edge(ex.Current());
if (BRep_Tool::Degenerated(aEdge)) {
continue;
}
GEOM_Actor* EdgeActor = GEOM_Actor::New();
EdgeActor->setInputShape(ex.Current(),deflection,mode);
EdgeActor->SetShadingProperty(EdgeIProp);
EdgeActor->SetWireframeProperty(EdgeIProp);
EdgeActor->SetPreviewProperty(EdgePVProp);
AISActors->AddItem(EdgeActor);
}
} else if ( myShape.ShapeType() == TopAbs_EDGE ) { // EDGE Actor
GEOM_Actor* EdgeActor = GEOM_Actor::New();
EdgeActor->setInputShape(myShape,deflection,mode);
EdgeActor->SetShadingProperty(EdgeIProp);
EdgeActor->SetWireframeProperty(EdgeIProp);
EdgeActor->SetPreviewProperty(EdgePVProp);
AISActors->AddItem(EdgeActor);
} else if ( myShape.ShapeType() == TopAbs_VERTEX ) { // VERTEX Actor
GEOM_Actor* VertexActor = GEOM_Actor::New();
VertexActor->setInputShape(myShape,deflection,mode);
VertexActor->SetShadingProperty(VertexProp);
VertexActor->SetWireframeProperty(VertexProp);
VertexActor->SetPreviewProperty(VertexPVProp);
AISActors->AddItem(VertexActor);
}
return AISActors;
}
//-------------------------------------------------------------
// BUILD ASSEMBLY
//-------------------------------------------------------------
vtkAssembly* GEOM_AssemblyBuilder::BuildAssembly(const TopoDS_Shape& myShape,
Standard_Real deflection,
Standard_Integer mode,
Standard_Boolean forced)
{
// Create a new vtkAssembly
vtkAssembly* myVTKShape = vtkAssembly::New();
// Create graphics properties
vtkProperty* IsoProp = vtkProperty::New();
vtkProperty* FaceProp = vtkProperty::New();
vtkProperty* EdgeFProp = vtkProperty::New();
vtkProperty* EdgeSProp = vtkProperty::New();
vtkProperty* EdgeIProp = vtkProperty::New();
vtkProperty* VertexProp = vtkProperty::New();
vtkProperty* EdgePVProp = vtkProperty::New();
vtkProperty* VertexPVProp = vtkProperty::New();
vtkProperty* IsoPVProp = vtkProperty::New();
InitProperties(IsoProp,FaceProp,EdgeFProp,EdgeSProp,EdgeIProp,VertexProp,IsoPVProp,EdgePVProp,VertexPVProp);
MeshShape(myShape,deflection,forced);
// FACE Actor
// look if edges are free or shared
TopTools_IndexedDataMapOfShapeListOfShape edgemap;
TopExp::MapShapesAndAncestors(myShape,TopAbs_EDGE,TopAbs_FACE,edgemap);
TopExp_Explorer ex;
for (ex.Init(myShape, TopAbs_FACE); ex.More(); ex.Next()) {
//const TopoDS_Face& aFace = TopoDS::Face(ex.Current());
GEOM_Actor* FaceActor = GEOM_Actor::New();
FaceActor->SetShadingProperty(FaceProp);
FaceActor->SetWireframeProperty(IsoProp);
vtkAssembly* myFaceAssembly = vtkAssembly::New();
FaceActor->setInputShape(ex.Current(),deflection,mode);
myFaceAssembly->AddPart(FaceActor);
TopExp_Explorer ex2;
for (ex2.Init(ex.Current(), TopAbs_EDGE); ex2.More(); ex2.Next()) {
const TopoDS_Edge& aEdge = TopoDS::Edge(ex2.Current());
if (BRep_Tool::Degenerated(aEdge)) {
continue;
}
// compute the number of faces
Standard_Integer nbf = edgemap.FindFromKey(ex2.Current()).Extent();
GEOM_Actor* EdgeActor = GEOM_Actor::New();
switch (nbf) {
case 0 : // isolated edge
{
EdgeActor->SetShadingProperty(EdgeIProp);
EdgeActor->SetWireframeProperty(EdgeIProp);
}
break;
case 1 :// edge in only one face
{
EdgeActor->SetShadingProperty(EdgeFProp);
EdgeActor->SetWireframeProperty(EdgeFProp);
}
break;
default : // edge shared by at least two faces
{
EdgeActor->SetShadingProperty(EdgeSProp);
EdgeActor->SetWireframeProperty(EdgeSProp);
}
}
EdgeActor->setInputShape(ex2.Current(),deflection,mode);
myFaceAssembly->AddPart(EdgeActor);
}
myVTKShape->AddPart(myFaceAssembly);
}
return myVTKShape;
}
//-------------------------------------------------------------
// CHANGE SPECIFIC DISPLAY MODE
//-------------------------------------------------------------
void GEOM_AssemblyBuilder::SwitchDisplayMode(vtkAssembly* aOCCAssembly)
{
}
void GEOM_AssemblyBuilder::SwitchDisplayMode(vtkActorCollection* aOCCAssembly)
{
}
//-------------------------------------------------------------
// DISPLAY/ERASE
//-------------------------------------------------------------
void GEOM_AssemblyBuilder::DisplayErase(vtkAssembly* mySALOMEAssembly)
{
}
void GEOM_AssemblyBuilder::DisplayErase(vtkActorCollection* mySALOMEActors)
{
}