0021179: EDF 1654 SMESH GEOM: better look'n'feel

update documentation
This commit is contained in:
vsr 2012-05-04 14:26:45 +00:00
parent 7d94811ab3
commit 8194ac412a
3 changed files with 124 additions and 38 deletions

Binary file not shown.

Before

Width:  |  Height:  |  Size: 38 KiB

After

Width:  |  Height:  |  Size: 33 KiB

View File

@ -6,8 +6,8 @@
<b>Select Color</b> menu accessible by right-clicking on an object and
selecting \b Color in the pop-up menu box.
This functionality is avalible only for Artificial
\ref material "materials" of the selected shape(s).
This functionality is avalible only if \em artificial
\ref material "material model" is assigned to the selected shape.
\n <b>TUI Command:</b> <em>gg.setColor(ID, Short, Short, Short)</em>
@ -16,4 +16,4 @@ This functionality is avalible only for Artificial
Our <b>TUI Scripts</b> provide you with useful examples of
\ref tui_change_color "Changing Display Parameters".
*/
*/

View File

@ -1,59 +1,145 @@
/*!
\page material_page Material
\page material_page Material properties
\n You can change the material properties of the selected shape(s) by
- choosing one of predefined global materials,
- choosing one of predefined user materials,
- creating a new user material and applying it to the selected shape(s)
\tableofcontents
in the following dialog box.
\section material_general_description General description
\note The functionality related to the material properties is
\b experimental one. It might work not as expected. The behaviour might
be changed in the future versions of SALOME Geometry module.
\n You can change the material properties of the selected shape(s) in
the dedicated dialog box. This dialog box can be invoked from the
context popup menu using "Material properties" item:
\image html material.png
<center><em><b>Set Material Properties</b> dialog</em></center>
In this dialog box you can:
- modify the properties of the material model currenly assigned to the
shape presentation
- assign one of predefined global materials to the shape
- create custom material model and apply it to the shape
With help of <b>Set Material Properties</b> dialog it is possible to set
materials of the selected shape(s).
\note This functionality is available in both OCC and VTK 3D
viewers. However, note that due to differences between underlying API
of OCC and VTK libraries the behaviour of the functionality related to
the materials is different:
- presentation of the shape in OCC and VTK viewers is not fully identical
- some material attributes can affect presentation in a different way
This functionality is available in OCC and VTK viewers.
\section material_opengl_model OpenGL ligthing model
\anchor material
User can changed the following material properties
The material is specifed by the several attributes of the lighting
model. More details can be found in the documentation related to the
OpenGL programming, for example here: http://www.glprogramming.com/red/chapter05.html.
- ambient color and coefficient
- diffuse color and coefficient
- specular color and coefficient
- emission color and coefficient (available only in OCC viewer), which simulate light originating from an object.
- shininess
- type of material: <b>Physical</b> these materials will not allow modification of color attributes (gold, aluminium, bronze, etc.);
<b>Artificial</b> these materials will allow modification of color attributes (plastic, satin, metall, etc.)
In the OpenGL lighting model, the light in a scene comes from several
light sources; the light sources have an effect only when there are
surfaces that absorb and reflect light. Each surface is assumed to be
composed of a material with various properties. A material might emit
its own light (like headlights on an automobile), it might scatter
some incoming light in all directions, and it might reflect some
portion of the incoming light in a preferential direction like a
mirror or other shiny surface.
\n All currently available materials are shown in the left-side list box
of the <b>Set Material Properties</b> dialog.
The OpenGL lighting model considers the lighting to be divided into
four independent components: emissive, ambient, diffuse, and
specular. All four components are computed independently and then
added together.
- <b>[Current]</b> item in the list corresponds to the material
currently used for the selected shape(s)
- <b>[Default]</b> item in the list corresponds to the front/back material
specified in Geometry module preferences
- <b>Global</b> materials are shown in blue color in the list
- <b>User</b> materials are shown in black color in the list
Ambient illumination is light that's been scattered so much by the
environment that its direction is impossible to determine - it seems
to come from all directions. Backlighting in a room has a large
ambient component, since most of the light that reaches your eye has
first bounced off many surfaces. A spotlight outdoors has a tiny
ambient component; most of the light travels in the same direction,
and since you're outdoors, very little of the light reaches your eye
after bouncing off other objects. When ambient light strikes a
surface, it's scattered equally in all directions.
\n If user tries to change a global material, it
creates a new user material basing on selected one in the left-side list box.
User materials allow changes without creating a new one.
Hot keys for the User materials:
- "Delete" key delete the selected material from list box
- "F2" key allow to rename selected material
The diffuse component is the light that comes from one direction, so
it's brighter if it comes squarely down on a surface than if it barely
glances off the surface. Once it hits a surface, however, it's
scattered equally in all directions, so it appears equally bright, no
matter where the eye is located. Any light coming from a particular
position or direction probably has a diffuse component.
Finally, specular light comes from a particular direction, and it
tends to bounce off the surface in a preferred direction. A
well-collimated laser beam bouncing off a high-quality mirror produces
almost 100 percent specular reflection. Shiny metal or plastic has a
high specular component, and chalk or carpet has almost none. You can
think of specularity as shininess.
Although a light source delivers a single distribution of frequencies,
the ambient, diffuse, and specular components might be different. For
example, if you have a white light in a room with red walls, the
scattered light tends to be red, although the light directly striking
objects is white. OpenGL allows you to set the red, green, and blue
values for each component of light independently.
\section material Material properties dialog box
The dialog box consists of two parts:
- The list box at the left shows all available material models, both
predefined by the application and custom one specified by the user.
- The widgets in the right part of the dialog box allows modifyng of
different properties of the material model.
The following properties of the material model can be specified:
- \b Ambient color and coefficient (floating point value between 0 and 1)
- \b Diffuse color and coefficient (floating point value between 0 and 1)
- \b Specular color and coefficient (floating point value between 0 and 1)
- \b Emissive color and coefficient (floating point value between 0
and 1). Note: this attribute is applicable only for the OCC viewer;
it simulates light originating from an object.
- \b Shininess
- \b Type of material model: \em physical or \em artificial.
If material model is specified as \em physical one (like \em Gold,
for instance), this means that the color of the shape (more precisely
its \em ambient color) can not be modified. If you assign physical
material model to the shape, the "Color" menu item will not be
available in the popup menu.
If model is non-physical (\em artificial), the color can be changed
to any appopriate one, only other attributes will be constant. In the
dialog box you will be able to modify the color of the shape via the
"Color" button. "Ambient color" button becomes disabled to signalize
that this attribute of the model is ignored. Also, it will be possible
to modify the color of the shape via the
\ref color_page "corresponding popup menu command".
All available predefined material models are shown in the list box of
the <b>Color and Material Properties</b> dialog:
- <b>[Current]</b> item in the list corresponds to the material model
currently assigned to the selected shape(s). This model can be
freely modified by the user.
- <b>Global</b> material models are shown in blue color in the list;
these are the models predefined by the SALOME Geometry module. User
is not allowed to modify the global models.
- <b>User</b> materials are shown in black color in the list. These
models are specified by the user and can be modified at any moment.
The buttons "Add material" and "Remove material" in the lower part of
the dialog box can be used to create or remove custom material
models. The same commands are also available via the popup menu that
is shown if user presses right mouse button in the materials list
box. An additional "Rename material" command, available in popup menu,
can be used to change the material model's name.
<b>Examples:</b>
\image html material_OCC.png
<center><em>Different materials in OCC viewer</em></center>
<em>Different materials in OCC viewer</em>
\image html material_VTK.png
<center><em>Different materials in VTK viewer</em></center>
<em>Different materials in VTK viewer</em>
Default material model is specified via the preferences of Geometry
module.
*/