目录
1、修改代码
在文章《Open CASCADE学习|显示模型》基础上,增加部分代码,实现对文本显示的支持,具体如下:
Viewer.h:
//-----------------------------------------------------------------------------
// Created on: 24 August 2017
//-----------------------------------------------------------------------------
// Copyright (c) 2017, Sergey Slyadnev ([email protected])
// All rights reserved.
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are met:
//
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of the copyright holder(s) nor the
// names of all contributors may be used to endorse or promote products
// derived from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
// ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
// WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
// DISCLAIMED. IN NO EVENT SHALL THE AUTHORS OR CONTRIBUTORS BE LIABLE FOR ANY
// DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
// (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
// LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
// ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
// SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//-----------------------------------------------------------------------------
#pragma once
#ifdef _WIN32
#include <Windows.h>
#endif
// Local includes
#include "ViewerInteractor.h"
// OpenCascade includes
#include <TopoDS_Shape.hxx>
#include <AIS_TextLabel.hxx>
#include <WNT_Window.hxx>
// Standard includes
#include <vector>
class V3d_Viewer;
class V3d_View;
class AIS_InteractiveContext;
class AIS_ViewController;
//-----------------------------------------------------------------------------
//! Simple 3D viewer.
class Viewer
{
public:
Viewer(const int left,
const int top,
const int width,
const int height);
public:
Viewer& operator<<(const TopoDS_Shape& shape)
{
this->AddShape(shape);
return *this;
}
Viewer& operator<<(const Handle(AIS_TextLabel)& label)
{
this->AddLabel(label);
return *this;
}
void AddShape(const TopoDS_Shape& shape);
void AddLabel(const Handle(AIS_TextLabel)& label);
void StartMessageLoop();
void StartMessageLoop2();
private:
static LRESULT WINAPI
wndProcProxy(HWND hwnd,
UINT message,
WPARAM wparam,
LPARAM lparam);
LRESULT CALLBACK
wndProc(HWND hwnd,
UINT message,
WPARAM wparam,
LPARAM lparam);
void init(const HANDLE& windowHandle);
/* API-related things */
private:
std::vector<TopoDS_Shape> m_shapes; //!< Shapes to visualize.
std::vector<Handle(AIS_TextLabel)> m_labels; //!< Shapes to visualize.
/* OpenCascade's things */
private:
Handle(V3d_Viewer) m_viewer;
Handle(V3d_View) m_view;
Handle(AIS_InteractiveContext) m_context;
Handle(WNT_Window) m_wntWindow;
Handle(ViewerInteractor) m_evtMgr;
/* Lower-level things */
private:
HINSTANCE m_hInstance; //!< Handle to the instance of the module.
HWND m_hWnd; //!< Handle to the instance of the window.
bool m_bQuit; //!< Indicates whether user want to quit from window.
};
Viewer.cpp:
//-----------------------------------------------------------------------------
// Created on: 24 August 2017
//-----------------------------------------------------------------------------
// Copyright (c) 2017, Sergey Slyadnev ([email protected])
// All rights reserved.
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are met:
//
// * Redistributions of source code must retain the above copyright
// notice, this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright
// notice, this list of conditions and the following disclaimer in the
// documentation and/or other materials provided with the distribution.
// * Neither the name of the copyright holder(s) nor the
// names of all contributors may be used to endorse or promote products
// derived from this software without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
// ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
// WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
// DISCLAIMED. IN NO EVENT SHALL THE AUTHORS OR CONTRIBUTORS BE LIABLE FOR ANY
// DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
// (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
// LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
// ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
// (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
// SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
//-----------------------------------------------------------------------------
// Own include
#include "Viewer.h"
// OpenCascade includes
#include <AIS_InteractiveContext.hxx>
#include <AIS_Shape.hxx>
#include <Aspect_DisplayConnection.hxx>
#include <Aspect_Handle.hxx>
#include <OpenGl_GraphicDriver.hxx>
#include <V3d_AmbientLight.hxx>
#include <V3d_DirectionalLight.hxx>
#include <V3d_View.hxx>
#include <V3d_Viewer.hxx>
namespace {
//! Adjust the style of local selection.
//! \param[in] context the AIS context.
void AdjustSelectionStyle(const Handle(AIS_InteractiveContext)& context)
{
// Initialize style for sub-shape selection.
Handle(Prs3d_Drawer) selDrawer = new Prs3d_Drawer;
//
selDrawer->SetLink(context->DefaultDrawer());
selDrawer->SetFaceBoundaryDraw(true);
selDrawer->SetDisplayMode(1); // Shaded
selDrawer->SetTransparency(0.5f);
selDrawer->SetZLayer(Graphic3d_ZLayerId_Topmost);
selDrawer->SetColor(Quantity_NOC_GOLD);
selDrawer->SetBasicFillAreaAspect(new Graphic3d_AspectFillArea3d());
// Adjust fill area aspect.
const Handle(Graphic3d_AspectFillArea3d)&
fillArea = selDrawer->BasicFillAreaAspect();
//
fillArea->SetInteriorColor(Quantity_NOC_GOLD);
fillArea->SetBackInteriorColor(Quantity_NOC_GOLD);
//
fillArea->ChangeFrontMaterial().SetMaterialName(Graphic3d_NOM_NEON_GNC);
fillArea->ChangeFrontMaterial().SetTransparency(0.4f);
fillArea->ChangeBackMaterial().SetMaterialName(Graphic3d_NOM_NEON_GNC);
fillArea->ChangeBackMaterial().SetTransparency(0.4f);
selDrawer->UnFreeBoundaryAspect()->SetWidth(1.0);
// Update AIS context.
context->SetHighlightStyle(Prs3d_TypeOfHighlight_LocalSelected, selDrawer);
}
}
//-----------------------------------------------------------------------------
Viewer::Viewer(const int left,
const int top,
const int width,
const int height)
: m_hWnd(NULL),
m_bQuit(false)
{
// Register the window class once
static HINSTANCE APP_INSTANCE = NULL;
if (APP_INSTANCE == NULL)
{
APP_INSTANCE = GetModuleHandleW(NULL);
m_hInstance = APP_INSTANCE;
WNDCLASSW WC;
WC.cbClsExtra = 0;
WC.cbWndExtra = 0;
WC.hbrBackground = (HBRUSH)GetStockObject(BLACK_BRUSH);
WC.hCursor = LoadCursor(NULL, IDC_ARROW);
WC.hIcon = LoadIcon(NULL, IDI_APPLICATION);
WC.hInstance = APP_INSTANCE;
WC.lpfnWndProc = (WNDPROC)wndProcProxy;
WC.lpszClassName = L"OpenGLClass";
WC.lpszMenuName = 0;
WC.style = CS_HREDRAW | CS_VREDRAW | CS_OWNDC;
if (!RegisterClassW(&WC))
{
return;
}
}
// Set coordinates for window's area rectangle.
RECT Rect;
SetRect(&Rect,
left, top,
left + width, top + height);
// Adjust window rectangle.
AdjustWindowRect(&Rect, WS_OVERLAPPEDWINDOW, false);
// Create window.
m_hWnd = CreateWindow(L"OpenGLClass",
L"Quaoar >>> 3D",
WS_OVERLAPPEDWINDOW,
Rect.left, Rect.top, // Adjusted x, y positions
Rect.right - Rect.left, Rect.bottom - Rect.top, // Adjusted width and height
NULL, NULL,
m_hInstance,
this);
// Check if window has been created successfully.
if (m_hWnd == NULL)
{
return;
}
// Show window finally.
ShowWindow(m_hWnd, TRUE);
HANDLE windowHandle = (HANDLE)m_hWnd;
this->init(windowHandle);
}
//-----------------------------------------------------------------------------
void Viewer::AddShape(const TopoDS_Shape& shape)
{
m_shapes.push_back(shape);
}
void Viewer::AddLabel(const Handle(AIS_TextLabel)& label)
{
m_labels.push_back(label);
}
//-----------------------------------------------------------------------------
//! Starts message loop.
void Viewer::StartMessageLoop()
{
for (auto sh : m_shapes)
{
Handle(AIS_Shape) shape = new AIS_Shape(sh);
m_context->Display(shape, true);
m_context->SetDisplayMode(shape, AIS_Shaded, true);
// Adjust selection style.
::AdjustSelectionStyle(m_context);
// Activate selection modes.
m_context->Activate(4, true); // faces
m_context->Activate(2, true); // edges
}
MSG Msg;
while (!m_bQuit)
{
switch (::MsgWaitForMultipleObjectsEx(0, NULL, 12, QS_ALLINPUT, 0))
{
case WAIT_OBJECT_0:
{
while (::PeekMessage(&Msg, NULL, 0, 0, PM_REMOVE))
{
if (Msg.message == WM_QUIT)
m_bQuit = true;// return;
::TranslateMessage(&Msg);
::DispatchMessage(&Msg);
}
}
}
}
}
//! Starts message loop.
void Viewer::StartMessageLoop2()
{
for (auto sh : m_labels)
{
//Handle(AIS_Shape) shape = new AIS_Shape(sh);
m_context->Display(sh,0);
//m_context->SetDisplayMode(shape, AIS_Shaded, true);
// Adjust selection style.
::AdjustSelectionStyle(m_context);
// Activate selection modes.
m_context->Activate(4, true); // faces
m_context->Activate(2, true); // edges
}
MSG Msg;
while (!m_bQuit)
{
switch (::MsgWaitForMultipleObjectsEx(0, NULL, 12, QS_ALLINPUT, 0))
{
case WAIT_OBJECT_0:
{
while (::PeekMessage(&Msg, NULL, 0, 0, PM_REMOVE))
{
if (Msg.message == WM_QUIT)
m_bQuit = true;// return;
::TranslateMessage(&Msg);
::DispatchMessage(&Msg);
}
}
}
}
}
//-----------------------------------------------------------------------------
void Viewer::init(const HANDLE& windowHandle)
{
static Handle(Aspect_DisplayConnection) displayConnection;
//
if (displayConnection.IsNull())
displayConnection = new Aspect_DisplayConnection();
HWND winHandle = (HWND)windowHandle;
//
if (winHandle == NULL)
return;
// Create OCCT viewer.
Handle(OpenGl_GraphicDriver)
graphicDriver = new OpenGl_GraphicDriver(displayConnection, false);
m_viewer = new V3d_Viewer(graphicDriver);
// Lightning.
Handle(V3d_DirectionalLight) LightDir = new V3d_DirectionalLight(V3d_Zneg, Quantity_Color(Quantity_NOC_GRAY97), 1);
Handle(V3d_AmbientLight) LightAmb = new V3d_AmbientLight();
//
LightDir->SetDirection(1.0, -2.0, -10.0);
//
m_viewer->AddLight(LightDir);
m_viewer->AddLight(LightAmb);
m_viewer->SetLightOn(LightDir);
m_viewer->SetLightOn(LightAmb);
// AIS context.
m_context = new AIS_InteractiveContext(m_viewer);
// Configure some global props.
const Handle(Prs3d_Drawer)& contextDrawer = m_context->DefaultDrawer();
//
if (!contextDrawer.IsNull())
{
const Handle(Prs3d_ShadingAspect)& SA = contextDrawer->ShadingAspect();
const Handle(Graphic3d_AspectFillArea3d)& FA = SA->Aspect();
contextDrawer->SetFaceBoundaryDraw(true); // Draw edges.
FA->SetEdgeOff();
// Fix for inifinite lines has been reduced to 1000 from its default value 500000.
contextDrawer->SetMaximalParameterValue(1000);
}
// Main view creation.
m_view = m_viewer->CreateView();
m_view->SetImmediateUpdate(false);
// Event manager is constructed when both contex and view become available.
m_evtMgr = new ViewerInteractor(m_view, m_context);
// Aspect window creation
m_wntWindow = new WNT_Window(winHandle);
m_view->SetWindow(m_wntWindow, nullptr);
//
if (!m_wntWindow->IsMapped())
{
m_wntWindow->Map();
}
m_view->MustBeResized();
// View settings.
m_view->SetShadingModel(V3d_PHONG);
// Configure rendering parameters
Graphic3d_RenderingParams& RenderParams = m_view->ChangeRenderingParams();
RenderParams.IsAntialiasingEnabled = true;
RenderParams.NbMsaaSamples = 8; // Anti-aliasing by multi-sampling
RenderParams.IsShadowEnabled = false;
RenderParams.CollectedStats = Graphic3d_RenderingParams::PerfCounters_NONE;
}
//-----------------------------------------------------------------------------
LRESULT WINAPI Viewer::wndProcProxy(HWND hwnd,
UINT message,
WPARAM wparam,
LPARAM lparam)
{
if (message == WM_CREATE)
{
// Save pointer to our class instance (sent on window create) to window storage.
CREATESTRUCTW* pCreateStruct = (CREATESTRUCTW*)lparam;
SetWindowLongPtr(hwnd, int(GWLP_USERDATA), (LONG_PTR)pCreateStruct->lpCreateParams);
}
// Get pointer to our class instance.
Viewer* pThis = (Viewer*)GetWindowLongPtr(hwnd, int(GWLP_USERDATA));
return (pThis != NULL) ? pThis->wndProc(hwnd, message, wparam, lparam)
: DefWindowProcW(hwnd, message, wparam, lparam);
}
//-----------------------------------------------------------------------------
//! Window procedure.
LRESULT Viewer::wndProc(HWND hwnd,
UINT message,
WPARAM wparam,
LPARAM lparam)
{
if (m_view.IsNull())
return DefWindowProc(hwnd, message, wparam, lparam);
switch (message)
{
case WM_PAINT:
{
PAINTSTRUCT aPaint;
BeginPaint(m_hWnd, &aPaint);
EndPaint(m_hWnd, &aPaint);
m_evtMgr->ProcessExpose();
break;
}
case WM_SIZE:
{
m_evtMgr->ProcessConfigure();
break;
}
case WM_MOVE:
case WM_MOVING:
case WM_SIZING:
{
switch (m_view->RenderingParams().StereoMode)
{
case Graphic3d_StereoMode_RowInterlaced:
case Graphic3d_StereoMode_ColumnInterlaced:
case Graphic3d_StereoMode_ChessBoard:
{
// track window moves to reverse stereo pair
m_view->MustBeResized();
m_view->Update();
break;
}
default:
break;
}
break;
}
case WM_KEYUP:
case WM_KEYDOWN:
{
const Aspect_VKey vkey = WNT_Window::VirtualKeyFromNative((int)wparam);
//
if (vkey != Aspect_VKey_UNKNOWN)
{
const double timeStamp = m_evtMgr->EventTime();
if (message == WM_KEYDOWN)
{
m_evtMgr->KeyDown(vkey, timeStamp);
}
else
{
m_evtMgr->KeyUp(vkey, timeStamp);
}
}
break;
}
case WM_LBUTTONUP:
case WM_MBUTTONUP:
case WM_RBUTTONUP:
case WM_LBUTTONDOWN:
case WM_MBUTTONDOWN:
case WM_RBUTTONDOWN:
{
const Graphic3d_Vec2i pos(LOWORD(lparam), HIWORD(lparam));
const Aspect_VKeyFlags flags = WNT_Window::MouseKeyFlagsFromEvent(wparam);
Aspect_VKeyMouse button = Aspect_VKeyMouse_NONE;
//
switch (message)
{
case WM_LBUTTONUP:
case WM_LBUTTONDOWN:
button = Aspect_VKeyMouse_LeftButton;
break;
case WM_MBUTTONUP:
case WM_MBUTTONDOWN:
button = Aspect_VKeyMouse_MiddleButton;
break;
case WM_RBUTTONUP:
case WM_RBUTTONDOWN:
button = Aspect_VKeyMouse_RightButton;
break;
}
if (message == WM_LBUTTONDOWN
|| message == WM_MBUTTONDOWN
|| message == WM_RBUTTONDOWN)
{
SetFocus(hwnd);
SetCapture(hwnd);
if (!m_evtMgr.IsNull())
m_evtMgr->PressMouseButton(pos, button, flags, false);
}
else
{
ReleaseCapture();
if (!m_evtMgr.IsNull())
m_evtMgr->ReleaseMouseButton(pos, button, flags, false);
}
m_evtMgr->FlushViewEvents(m_context, m_view, true);
break;
}
case WM_MOUSEWHEEL:
{
const int delta = GET_WHEEL_DELTA_WPARAM(wparam);
const double deltaF = double(delta) / double(WHEEL_DELTA);
//
const Aspect_VKeyFlags flags = WNT_Window::MouseKeyFlagsFromEvent(wparam);
//
Graphic3d_Vec2i pos(int(short(LOWORD(lparam))), int(short(HIWORD(lparam))));
POINT cursorPnt = { pos.x(), pos.y() };
if (ScreenToClient(hwnd, &cursorPnt))
{
pos.SetValues(cursorPnt.x, cursorPnt.y);
}
if (!m_evtMgr.IsNull())
{
m_evtMgr->UpdateMouseScroll(Aspect_ScrollDelta(pos, deltaF, flags));
m_evtMgr->FlushViewEvents(m_context, m_view, true);
}
break;
}
case WM_MOUSEMOVE:
{
Graphic3d_Vec2i pos(LOWORD(lparam), HIWORD(lparam));
Aspect_VKeyMouse buttons = WNT_Window::MouseButtonsFromEvent(wparam);
Aspect_VKeyFlags flags = WNT_Window::MouseKeyFlagsFromEvent(wparam);
// don't make a slide-show from input events - fetch the actual mouse cursor position
CURSORINFO cursor;
cursor.cbSize = sizeof(cursor);
if (::GetCursorInfo(&cursor) != FALSE)
{
POINT cursorPnt = { cursor.ptScreenPos.x, cursor.ptScreenPos.y };
if (ScreenToClient(hwnd, &cursorPnt))
{
// as we override mouse position, we need overriding also mouse state
pos.SetValues(cursorPnt.x, cursorPnt.y);
buttons = WNT_Window::MouseButtonsAsync();
flags = WNT_Window::MouseKeyFlagsAsync();
}
}
if (m_wntWindow.IsNull() || (HWND)m_wntWindow->HWindow() != hwnd)
{
// mouse move events come also for inactive windows
break;
}
if (!m_evtMgr.IsNull())
{
m_evtMgr->UpdateMousePosition(pos, buttons, flags, false);
m_evtMgr->FlushViewEvents(m_context, m_view, true);
}
break;
}
default:
{
break;
}
case WM_DESTROY:
m_bQuit = true;
}
return DefWindowProc(hwnd, message, wparam, lparam);
}
2、显示文本
OpenCasCade 你好啊
#include "TCollection_ExtendedString.hxx"
#include "Resource_Unicode.hxx"
#include "AIS_TextLabel.hxx"
#include "AIS_InteractiveContext.hxx"
#include"Viewer.h"
int main() {
TCollection_ExtendedString tostr;
Standard_CString str = "OpenCasCade 你好啊";
Resource_Unicode::ConvertGBToUnicode(str, tostr);
Handle(AIS_TextLabel) aLabel = new AIS_TextLabel();
aLabel->SetText(tostr);
aLabel->SetColor(Quantity_NOC_RED);
aLabel->SetFont("SimHei");
Viewer vout(50, 50, 500, 500);
vout << aLabel;
vout.StartMessageLoop2();
return 0;
}
霜吹花落
标签:case,include,const,Viewer,WM,CASCADE,context,文本,Open From: https://blog.csdn.net/T20151470/article/details/136989851#include "TCollection_ExtendedString.hxx"
#include "Resource_Unicode.hxx"
#include "AIS_TextLabel.hxx"
#include "AIS_InteractiveContext.hxx"
#include"Viewer.h"
int main() {
TCollection_ExtendedString tostr;
Standard_CString str = "霜吹花落";
Resource_Unicode::ConvertGBToUnicode(str, tostr);
Handle(AIS_TextLabel) aLabel = new AIS_TextLabel();
aLabel->SetPosition(gp_Pnt(0, 0, 0));
aLabel->SetText(tostr);
aLabel->SetHJustification(Graphic3d_HTA_CENTER);
aLabel->SetVJustification(Graphic3d_VTA_CENTER);
aLabel->SetHeight(50);
aLabel->SetZoomable(false);//如果允许缩放,你会发现放大后字太难看了
aLabel->SetAngle(0);
aLabel->SetColor(Quantity_NOC_YELLOW);
aLabel->SetFont("SimHei");//一定要设置合适的字体,不然不能实现功能
//如果有一天你需要鼠标选中文本时,下面代码有用,高亮文本
Handle(Prs3d_Drawer) aStyle = new Prs3d_Drawer(); // 获取高亮风格
aLabel->SetHilightAttributes(aStyle);
aStyle->SetMethod(Aspect_TOHM_COLOR);
aStyle->SetColor(Quantity_NOC_RED); // 设置高亮颜色
aStyle->SetDisplayMode(1); // 整体高亮
aLabel->SetDynamicHilightAttributes(aStyle);
Viewer vout(50, 50, 500, 500);
vout << aLabel;
vout.StartMessageLoop2();
return 0;
}