Beispiel #1
0
void HRuler::glCommands(bool select, bool marked, bool no_color)
{
	double m[16];
	extract_transposed(m_trsf, m);
	glPushMatrix();
	glMultMatrixd(m);

	if(m_gl_list)
	{
		glCallList(m_gl_list);
	}
	else{
		m_gl_list = glGenLists(1);
		glNewList(m_gl_list, GL_COMPILE_AND_EXECUTE);

		// draw a filled white rectangle
		glDisable(GL_POLYGON_OFFSET_FILL);
		glPolygonOffset(1.0, 0.0);
		glColor4ub(255, 255, 255, 120); // white
		wxGetApp().EnableBlend();
		glDepthMask(0);
		gp_Pnt point[4];
		GetFourCorners(point);
		glBegin(GL_TRIANGLES);
		glVertex3d(point[0].X(), point[0].Y(), point[0].Z());
		glVertex3d(point[1].X(), point[1].Y(), point[1].Z());
		glVertex3d(point[2].X(), point[2].Y(), point[2].Z());
		glVertex3d(point[0].X(), point[0].Y(), point[0].Z());
		glVertex3d(point[2].X(), point[2].Y(), point[2].Z());
		glVertex3d(point[3].X(), point[3].Y(), point[3].Z());
		glEnd();
		wxGetApp().DisableBlend();
		glDepthMask(1);

		// draw a black rectangle border
		glColor4ub(0, 0, 0, 255); // black

		glBegin(GL_LINE_STRIP);
		glVertex3d(point[0].X(), point[0].Y(), point[0].Z());
		glVertex3d(point[1].X(), point[1].Y(), point[1].Z());
		glVertex3d(point[2].X(), point[2].Y(), point[2].Z());
		glVertex3d(point[3].X(), point[3].Y(), point[3].Z());
		glVertex3d(point[0].X(), point[0].Y(), point[0].Z());
		glEnd();

		// draw the marks ( with their numbers )
		std::list<RulerMark> marks;
		CalculateMarks(marks);
		for(std::list<RulerMark>::iterator It = marks.begin(); It != marks.end(); It++)
		{
			RulerMark& mark = *It;
			mark.glCommands(GetUnits());
		}
		glEnable(GL_POLYGON_OFFSET_FILL);

		glEndList();
	}

	glPopMatrix();
}
Beispiel #2
0
void HDimension::RenderText(const wxString &text, const gp_Pnt& p, const gp_Dir& xdir, const gp_Dir& ydir, double scale)
{
	float width, height;
	if(!wxGetApp().get_text_size(text, &width, &height))return;

	// make a matrix at top left of text
	gp_Pnt text_top_left( p.XYZ() + ydir.XYZ() * (scale * height) );
	gp_Trsf text_matrix = make_matrix(text_top_left, xdir, ydir);

	glPushMatrix();
	double m[16];
	extract_transposed(text_matrix, m);
	glMultMatrixd(m);

	if(DrawFlat)
	{
		//Try and draw this ortho.  must find the origin point in screen coordinates
		double x, y, z;

		// arrays to hold matrix information

		double model_view[16];
		glGetDoublev(GL_MODELVIEW_MATRIX, model_view);

		double projection[16];
		glGetDoublev(GL_PROJECTION_MATRIX, projection);

		int viewport[4];
		glGetIntegerv(GL_VIEWPORT, viewport);

		// get 3D coordinates based on window coordinates

		gluProject(0,0,0,
			model_view, projection, viewport,
			&x, &y, &z);

		wxGetApp().render_screen_text_at(text, scale*8,x,y,atan2(xdir.Y(),xdir.X()) * 180 / M_PI);
	}
	else
	{
		wxGetApp().render_text(text);
	}

	glPopMatrix();

}
Beispiel #3
0
void CEdge::glCommands(bool select, bool marked, bool no_color){
	if(!no_color){
		wxGetApp().glColorEnsuringContrast(HeeksColor(0, 0, 0));
	}

	if(m_owner && m_owner->m_owner && m_owner->m_owner->GetType() == SolidType)
	{
		// triangulate a face on the edge first
		if(this->m_faces.size() > 0)
		{
			TopLoc_Location fL;
			Handle_Poly_Triangulation facing = BRep_Tool::Triangulation(m_faces.front()->Face(),fL);

			if(!facing.IsNull())
			{
				// Get polygon
				Handle_Poly_PolygonOnTriangulation polygon = BRep_Tool::PolygonOnTriangulation(m_topods_edge, facing, fL);
				gp_Trsf tr = fL;
				double m[16];
				extract_transposed(tr, m);
				glPushMatrix();
				glMultMatrixd(m);

				if (!polygon.IsNull())
				{
					glBegin(GL_LINE_STRIP);
					const TColStd_Array1OfInteger& Nodes = polygon->Nodes();
					const TColgp_Array1OfPnt& FNodes = facing->Nodes();
					int nnn = polygon->NbNodes();
					for (int nn = 1; nn <= nnn; nn++)
					{
						gp_Pnt v = FNodes(Nodes(nn));
						glVertex3d(v.X(), v.Y(), v.Z());
					}
					glEnd();
				}

				glPopMatrix();
			}
		}
	}
	else
	{
		bool glwidth_done = false;
		GLfloat save_depth_range[2];
		if(m_owner == NULL || m_owner->m_owner == NULL || m_owner->m_owner->GetType() != WireType)
		{
			BRepTools::Clean(m_topods_edge);
			double pixels_per_mm = wxGetApp().GetPixelScale();
			BRepMesh_IncrementalMesh(m_topods_edge, 1/pixels_per_mm);
			if(marked){
				glGetFloatv(GL_DEPTH_RANGE, save_depth_range);
				glDepthRange(0, 0);
				glLineWidth(2);
				glwidth_done = true;
			}
		}

		TopLoc_Location L;
		Handle(Poly_Polygon3D) Polyg = BRep_Tool::Polygon3D(m_topods_edge, L);
		if (!Polyg.IsNull()) {
			const TColgp_Array1OfPnt& Points = Polyg->Nodes();
			Standard_Integer po;
			glBegin(GL_LINE_STRIP);
			for (po = Points.Lower(); po <= Points.Upper(); po++) {
				gp_Pnt p = (Points.Value(po)).Transformed(L);
				glVertex3d(p.X(), p.Y(), p.Z());
			}
			glEnd();
		}

		if(glwidth_done)
		{
			glLineWidth(1);
			glDepthRange(save_depth_range[0], save_depth_range[1]);
		}
	}
}