// Created on: 2003-11-12 // Created by: Alexander SOLOVYOV // Copyright (c) 2003-2014 OPEN CASCADE SAS // // This file is part of Open CASCADE Technology software library. // // This library is free software; you can redistribute it and/or modify it under // the terms of the GNU Lesser General Public License version 2.1 as published // by the Free Software Foundation, with special exception defined in the file // OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT // distribution for complete text of the license and disclaimer of any warranty. // // Alternatively, this file may be used under the terms of Open CASCADE // commercial license or contractual agreement. #ifndef _MeshVS_NodalColorPrsBuilder_HeaderFile #define _MeshVS_NodalColorPrsBuilder_HeaderFile #include #include #include #include #include #include #include #include #include #include #include class MeshVS_Mesh; class MeshVS_DataSource; class Quantity_Color; class Graphic3d_Texture2D; class Graphic3d_ArrayOfPrimitives; DEFINE_STANDARD_HANDLE(MeshVS_NodalColorPrsBuilder, MeshVS_PrsBuilder) //! This class provides methods to create presentation of nodes with assigned color. //! There are two ways of presentation building //! 1. Without using texture. //! In this case colors of nodes are specified with DataMapOfIntegerColor and presentation //! is built with gradient fill between these nodes (default behaviour) //! 2. Using texture. //! In this case presentation is built with spectrum filling between nodes. For example, if //! one node has blue color and second one has violet color, parameters of this class may be //! set to fill presentation between nodes with solar spectrum. //! Methods: //! UseTexture - activates/deactivates this way //! SetColorMap - sets colors used for generation of texture //! SetColorindices - specifies correspondence between node IDs and indices of colors from color map class MeshVS_NodalColorPrsBuilder : public MeshVS_PrsBuilder { public: Standard_EXPORT MeshVS_NodalColorPrsBuilder(const Handle(MeshVS_Mesh)& Parent, const MeshVS_DisplayModeFlags& Flags = MeshVS_DMF_NodalColorDataPrs, const Handle(MeshVS_DataSource)& DS = 0, const Standard_Integer Id = -1, const MeshVS_BuilderPriority& Priority = MeshVS_BP_NodalColor); //! Builds presentation of nodes with assigned color. Standard_EXPORT virtual void Build (const Handle(Prs3d_Presentation)& Prs, const TColStd_PackedMapOfInteger& IDs, TColStd_PackedMapOfInteger& IDsToExclude, const Standard_Boolean IsElement, const Standard_Integer DisplayMode) const Standard_OVERRIDE; //! Returns map of colors assigned to nodes. Standard_EXPORT const MeshVS_DataMapOfIntegerColor& GetColors() const; //! Sets map of colors assigned to nodes. Standard_EXPORT void SetColors (const MeshVS_DataMapOfIntegerColor& Map); //! Returns true, if map isn't empty Standard_EXPORT Standard_Boolean HasColors() const; //! Returns color assigned to single node Standard_EXPORT Standard_Boolean GetColor (const Standard_Integer ID, Quantity_Color& theColor) const; //! Sets color assigned to single node Standard_EXPORT void SetColor (const Standard_Integer ID, const Quantity_Color& theColor); //! Specify whether texture must be used to build presentation Standard_EXPORT void UseTexture (const Standard_Boolean theToUse); //! Verify whether texture is used to build presentation Standard_EXPORT Standard_Boolean IsUseTexture() const; //! Set colors to be used for texrture presentation //! theColors - colors for valid coordinates (laying in range [0, 1]) Standard_EXPORT void SetColorMap (const Aspect_SequenceOfColor& theColors); //! Return colors used for texrture presentation Standard_EXPORT const Aspect_SequenceOfColor& GetColorMap() const; //! Set color representing invalid texture coordinate //! (laying outside range [0, 1]) Standard_EXPORT void SetInvalidColor (const Quantity_Color& theInvalidColor); //! Return color representing invalid texture coordinate //! (laying outside range [0, 1]) Standard_EXPORT Quantity_Color GetInvalidColor() const; //! Specify correspondence between node IDs and texture coordinates (range [0, 1]) Standard_EXPORT void SetTextureCoords (const TColStd_DataMapOfIntegerReal& theMap); //! Get correspondence between node IDs and texture coordinates (range [0, 1]) Standard_EXPORT const TColStd_DataMapOfIntegerReal& GetTextureCoords() const; //! Specify correspondence between node ID and texture coordinate (range [0, 1]) Standard_EXPORT void SetTextureCoord (const Standard_Integer theID, const Standard_Real theCoord); //! Return correspondence between node IDs and texture coordinate (range [0, 1]) Standard_EXPORT Standard_Real GetTextureCoord (const Standard_Integer theID); //! Add to array polygons or polylines representing volume Standard_EXPORT void AddVolumePrs (const Handle(MeshVS_HArray1OfSequenceOfInteger)& theTopo, const TColStd_Array1OfInteger& theNodes, const TColStd_Array1OfReal& theCoords, const Handle(Graphic3d_ArrayOfPrimitives)& theArray, const Standard_Boolean theIsShaded, const Standard_Integer theNbColors, const Standard_Integer theNbTexColors, const Standard_Real theColorRatio) const; DEFINE_STANDARD_RTTIEXT(MeshVS_NodalColorPrsBuilder,MeshVS_PrsBuilder) protected: private: //! Create texture in accordance with myTextureColorMap Standard_EXPORT Handle(Graphic3d_Texture2D) CreateTexture() const; MeshVS_DataMapOfIntegerColor myNodeColorMap; Standard_Boolean myUseTexture; Aspect_SequenceOfColor myTextureColorMap; TColStd_DataMapOfIntegerReal myTextureCoords; Quantity_Color myInvalidColor; }; #endif // _MeshVS_NodalColorPrsBuilder_HeaderFile