// Created on: 2001-07-02 // Created by: Mathias BOSSHARD // Copyright (c) 2001-2014 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 _AIS_TexturedShape_HeaderFile #define _AIS_TexturedShape_HeaderFile #include "AIS_Shape.hxx" #include "gp_Pnt2d.hxx" #include "Graphic3d_NameOfTexture2D.hxx" #include "Image_PixMap.hxx" #include "Standard_Type.hxx" #include "TCollection_AsciiString.hxx" #include "Graphic3d_AspectFillArea3d.hxx" #include "Prs3d_Presentation.hxx" #include "PrsMgr_PresentationManager.hxx" class Graphic3d_AspectFillArea3d; class Graphic3d_Texture2D; //! This class allows to map textures on shapes. //! Presentations modes AIS_WireFrame (0) and AIS_Shaded (1) behave in the same manner as in //! AIS_Shape, whilst new modes 2 (bounding box) and 3 (texture mapping) extends it functionality. //! //! The texture itself is parametrized in (0,1)x(0,1). //! Each face of a shape located in UV space is provided with these parameters: //! - Umin - starting position in U //! - Umax - ending position in U //! - Vmin - starting position in V //! - Vmax - ending position in V //! Each face is triangulated and a texel is assigned to each node. //! Facets are then filled using a linear interpolation of texture between each 'three texels'. //! User can act on: //! - the number of occurrences of the texture on the face //! - the position of the origin of the texture //! - the scale factor of the texture class AIS_TexturedShape : public AIS_Shape { public: //! @name main methods //! Initializes the textured shape. Standard_EXPORT AIS_TexturedShape(const TopoDS_Shape& theShape); //! Sets the texture source. can specify path to texture image or one of the //! standard predefined textures. The accepted file types are those used in Image_AlienPixMap with //! extensions such as rgb, png, jpg and more. To specify the standard predefined texture, the //! should contain integer - the Graphic3d_NameOfTexture2D enumeration index. //! Setting texture source using this method resets the source pixmap (if was set previously). Standard_EXPORT virtual void SetTextureFileName( const TCollection_AsciiString& theTextureFileName); //! Sets the texture source. specifies image data. //! Please note that the data should be in Bottom-Up order, the flag of Image_PixMap::IsTopDown() //! will be ignored by graphic driver. Setting texture source using this method resets the source //! by filename (if was set previously). Standard_EXPORT virtual void SetTexturePixMap(const occ::handle& theTexturePixMap); //! @return flag to control texture mapping (for presentation mode 3) bool TextureMapState() const { return myToMapTexture; } //! Enables texture mapping Standard_EXPORT void SetTextureMapOn(); //! Disables texture mapping Standard_EXPORT void SetTextureMapOff(); //! @return path to the texture file const char* TextureFile() const { return myTextureFile.ToCString(); } //! @return the source pixmap for texture map const occ::handle& TexturePixMap() const { return myTexturePixMap; } public: //! @name methods to alter texture mapping properties //! Use this method to display the textured shape without recomputing the whole presentation. //! Use this method when ONLY the texture content has been changed. //! If other parameters (ie: scale factors, texture origin, texture repeat...) have changed, the //! whole presentation has to be recomputed: //! @code //! if (myShape->DisplayMode() == 3) //! { //! myAISContext->RecomputePrsOnly (myShape); //! } //! else //! { //! myAISContext->SetDisplayMode (myShape, 3, false); //! myAISContext->Display (myShape, true); //! } //! @endcode Standard_EXPORT void UpdateAttributes(); //! Sets the color. Standard_EXPORT void SetColor(const Quantity_Color& theColor) override; //! Removes settings for the color. Standard_EXPORT void UnsetColor() override; //! Sets the material aspect. Standard_EXPORT void SetMaterial(const Graphic3d_MaterialAspect& theAspect) override; //! Removes settings for material aspect. Standard_EXPORT void UnsetMaterial() override; //! Enables texture modulation Standard_EXPORT void EnableTextureModulate(); //! Disables texture modulation Standard_EXPORT void DisableTextureModulate(); //! @return texture repeat flag bool TextureRepeat() const { return myToRepeat; } //! @return texture repeat U value double URepeat() const { return myUVRepeat.X(); } //! @return texture repeat V value double VRepeat() const { return myUVRepeat.Y(); } //! Sets the number of occurrences of the texture on each face. The texture itself is //! parameterized in (0,1) by (0,1). Each face of the shape to be textured is parameterized in UV //! space (Umin,Umax) by (Vmin,Vmax). If RepeatYN is set to false, texture coordinates are clamped //! in the range (0,1)x(0,1) of the face. Standard_EXPORT void SetTextureRepeat(const bool theToRepeat, const double theURepeat = 1.0, const double theVRepeat = 1.0); //! @return true if texture UV origin has been modified bool TextureOrigin() const { return myIsCustomOrigin; } //! @return texture origin U position (0.0 by default) double TextureUOrigin() const { return myUVOrigin.X(); } //! @return texture origin V position (0.0 by default) double TextureVOrigin() const { return myUVOrigin.Y(); } //! Use this method to change the origin of the texture. The texel (0,0) will be mapped to the //! surface (UOrigin,VOrigin) Standard_EXPORT void SetTextureOrigin(const bool theToSetTextureOrigin, const double theUOrigin = 0.0, const double theVOrigin = 0.0); //! @return true if scale factor should be applied to texture mapping bool TextureScale() const { return myToScale; } //! @return scale factor for U coordinate (1.0 by default) double TextureScaleU() const { return myUVScale.X(); } //! @return scale factor for V coordinate (1.0 by default) double TextureScaleV() const { return myUVScale.Y(); } //! Use this method to scale the texture (percent of the face). //! You can specify a scale factor for both U and V. //! Example: if you set ScaleU and ScaleV to 0.5 and you enable texture repeat, //! the texture will appear twice on the face in each direction. Standard_EXPORT void SetTextureScale(const bool theToSetTextureScale, const double theScaleU = 1.0, const double theScaleV = 1.0); //! @return true if displaying of triangles is requested bool ShowTriangles() const { return myToShowTriangles; } //! Use this method to show the triangulation of the shape (for debugging etc.). Standard_EXPORT void ShowTriangles(const bool theToShowTriangles); //! @return true if texture color modulation is turned on bool TextureModulate() const { return myModulate; } //! Return true if specified display mode is supported (extends AIS_Shape with Display Mode 3). bool AcceptDisplayMode(const int theMode) const override { return theMode >= 0 && theMode <= 3; } protected: //! @name overridden methods //! Compute presentation with texture mapping support. Standard_EXPORT void Compute(const occ::handle& thePrsMgr, const occ::handle& thePrs, const int theMode) override; Standard_EXPORT void updateAttributes(const occ::handle& thePrs); protected: //! @name presentation fields occ::handle myTexture; occ::handle myAspect; protected: //! @name texture source fields occ::handle myTexturePixMap; TCollection_AsciiString myTextureFile; Graphic3d_NameOfTexture2D myPredefTexture; protected: //! @name texture mapping properties bool myToMapTexture; bool myModulate; bool myIsCustomOrigin; bool myToRepeat; bool myToScale; bool myToShowTriangles; public: DEFINE_STANDARD_RTTIEXT(AIS_TexturedShape, AIS_Shape) }; #endif // _AIS_TexturedShape_HeaderFile