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0021179: EDF 1654 SMESH GEOM: better look'n'feel
update documentation
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@ -6,8 +6,8 @@
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<b>Select Color</b> menu accessible by right-clicking on an object and
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selecting \b Color in the pop-up menu box.
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This functionality is avalible only for Artificial
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\ref material "materials" of the selected shape(s).
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This functionality is avalible only if \em artificial
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\ref material "material model" is assigned to the selected shape.
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\n <b>TUI Command:</b> <em>gg.setColor(ID, Short, Short, Short)</em>
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@ -16,4 +16,4 @@ This functionality is avalible only for Artificial
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Our <b>TUI Scripts</b> provide you with useful examples of
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\ref tui_change_color "Changing Display Parameters".
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*/
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*/
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/*!
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\page material_page Material
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\page material_page Material properties
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\n You can change the material properties of the selected shape(s) by
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- choosing one of predefined global materials,
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- choosing one of predefined user materials,
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- creating a new user material and applying it to the selected shape(s)
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\tableofcontents
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in the following dialog box.
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\section material_general_description General description
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\note The functionality related to the material properties is
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\b experimental one. It might work not as expected. The behaviour might
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be changed in the future versions of SALOME Geometry module.
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\n You can change the material properties of the selected shape(s) in
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the dedicated dialog box. This dialog box can be invoked from the
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context popup menu using "Material properties" item:
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\image html material.png
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<center><em><b>Set Material Properties</b> dialog</em></center>
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In this dialog box you can:
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- modify the properties of the material model currenly assigned to the
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shape presentation
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- assign one of predefined global materials to the shape
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- create custom material model and apply it to the shape
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With help of <b>Set Material Properties</b> dialog it is possible to set
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materials of the selected shape(s).
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\note This functionality is available in both OCC and VTK 3D
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viewers. However, note that due to differences between underlying API
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of OCC and VTK libraries the behaviour of the functionality related to
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the materials is different:
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- presentation of the shape in OCC and VTK viewers is not fully identical
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- some material attributes can affect presentation in a different way
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This functionality is available in OCC and VTK viewers.
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\section material_opengl_model OpenGL ligthing model
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\anchor material
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User can changed the following material properties
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The material is specifed by the several attributes of the lighting
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model. More details can be found in the documentation related to the
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OpenGL programming, for example here: http://www.glprogramming.com/red/chapter05.html.
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- ambient color and coefficient
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- diffuse color and coefficient
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- specular color and coefficient
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- emission color and coefficient (available only in OCC viewer), which simulate light originating from an object.
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- shininess
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- type of material: <b>Physical</b> these materials will not allow modification of color attributes (gold, aluminium, bronze, etc.);
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<b>Artificial</b> these materials will allow modification of color attributes (plastic, satin, metall, etc.)
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In the OpenGL lighting model, the light in a scene comes from several
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light sources; the light sources have an effect only when there are
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surfaces that absorb and reflect light. Each surface is assumed to be
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composed of a material with various properties. A material might emit
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its own light (like headlights on an automobile), it might scatter
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some incoming light in all directions, and it might reflect some
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portion of the incoming light in a preferential direction like a
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mirror or other shiny surface.
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\n All currently available materials are shown in the left-side list box
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of the <b>Set Material Properties</b> dialog.
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The OpenGL lighting model considers the lighting to be divided into
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four independent components: emissive, ambient, diffuse, and
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specular. All four components are computed independently and then
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added together.
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- <b>[Current]</b> item in the list corresponds to the material
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currently used for the selected shape(s)
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- <b>[Default]</b> item in the list corresponds to the front/back material
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specified in Geometry module preferences
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- <b>Global</b> materials are shown in blue color in the list
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- <b>User</b> materials are shown in black color in the list
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Ambient illumination is light that's been scattered so much by the
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environment that its direction is impossible to determine - it seems
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to come from all directions. Backlighting in a room has a large
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ambient component, since most of the light that reaches your eye has
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first bounced off many surfaces. A spotlight outdoors has a tiny
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ambient component; most of the light travels in the same direction,
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and since you're outdoors, very little of the light reaches your eye
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after bouncing off other objects. When ambient light strikes a
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surface, it's scattered equally in all directions.
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\n If user tries to change a global material, it
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creates a new user material basing on selected one in the left-side list box.
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User materials allow changes without creating a new one.
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Hot keys for the User materials:
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- "Delete" key delete the selected material from list box
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- "F2" key allow to rename selected material
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The diffuse component is the light that comes from one direction, so
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it's brighter if it comes squarely down on a surface than if it barely
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glances off the surface. Once it hits a surface, however, it's
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scattered equally in all directions, so it appears equally bright, no
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matter where the eye is located. Any light coming from a particular
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position or direction probably has a diffuse component.
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Finally, specular light comes from a particular direction, and it
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tends to bounce off the surface in a preferred direction. A
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well-collimated laser beam bouncing off a high-quality mirror produces
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almost 100 percent specular reflection. Shiny metal or plastic has a
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high specular component, and chalk or carpet has almost none. You can
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think of specularity as shininess.
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Although a light source delivers a single distribution of frequencies,
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the ambient, diffuse, and specular components might be different. For
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example, if you have a white light in a room with red walls, the
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scattered light tends to be red, although the light directly striking
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objects is white. OpenGL allows you to set the red, green, and blue
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values for each component of light independently.
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\section material Material properties dialog box
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The dialog box consists of two parts:
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- The list box at the left shows all available material models, both
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predefined by the application and custom one specified by the user.
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- The widgets in the right part of the dialog box allows modifyng of
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different properties of the material model.
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The following properties of the material model can be specified:
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- \b Ambient color and coefficient (floating point value between 0 and 1)
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- \b Diffuse color and coefficient (floating point value between 0 and 1)
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- \b Specular color and coefficient (floating point value between 0 and 1)
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- \b Emissive color and coefficient (floating point value between 0
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and 1). Note: this attribute is applicable only for the OCC viewer;
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it simulates light originating from an object.
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- \b Shininess
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- \b Type of material model: \em physical or \em artificial.
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If material model is specified as \em physical one (like \em Gold,
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for instance), this means that the color of the shape (more precisely
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its \em ambient color) can not be modified. If you assign physical
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material model to the shape, the "Color" menu item will not be
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available in the popup menu.
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If model is non-physical (\em artificial), the color can be changed
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to any appopriate one, only other attributes will be constant. In the
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dialog box you will be able to modify the color of the shape via the
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"Color" button. "Ambient color" button becomes disabled to signalize
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that this attribute of the model is ignored. Also, it will be possible
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to modify the color of the shape via the
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\ref color_page "corresponding popup menu command".
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All available predefined material models are shown in the list box of
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the <b>Color and Material Properties</b> dialog:
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- <b>[Current]</b> item in the list corresponds to the material model
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currently assigned to the selected shape(s). This model can be
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freely modified by the user.
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- <b>Global</b> material models are shown in blue color in the list;
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these are the models predefined by the SALOME Geometry module. User
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is not allowed to modify the global models.
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- <b>User</b> materials are shown in black color in the list. These
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models are specified by the user and can be modified at any moment.
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The buttons "Add material" and "Remove material" in the lower part of
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the dialog box can be used to create or remove custom material
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models. The same commands are also available via the popup menu that
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is shown if user presses right mouse button in the materials list
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box. An additional "Rename material" command, available in popup menu,
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can be used to change the material model's name.
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<b>Examples:</b>
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\image html material_OCC.png
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<center><em>Different materials in OCC viewer</em></center>
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<em>Different materials in OCC viewer</em>
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\image html material_VTK.png
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<center><em>Different materials in VTK viewer</em></center>
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<em>Different materials in VTK viewer</em>
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Default material model is specified via the preferences of Geometry
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module.
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*/
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