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Coding - Non-dependency include update #89
Removed or reorganized include that are not a part of the project dependency. The new file for typedef is added because Select is not direct dependency.
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21
src/BVH/BVH_Builder3d.hxx
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21
src/BVH/BVH_Builder3d.hxx
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// Copyright (c) 2024 OPEN CASCADE SAS
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//
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// This file is part of Open CASCADE Technology software library.
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//
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// This library is free software; you can redistribute it and/or modify it under
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// the terms of the GNU Lesser General Public License version 2.1 as published
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// by the Free Software Foundation, with special exception defined in the file
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// OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
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// distribution for complete text of the license and disclaimer of any warranty.
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//
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// Alternatively, this file may be used under the terms of Open CASCADE
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// commercial license or contractual agreement.
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#ifndef _BVH_Builder3d_Header
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#define _BVH_Builder3d_Header
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#include <BVH_Builder.hxx>
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typedef BVH_Builder<Standard_Real, 3> BVH_Builder3d;
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#endif // _BVH_Builder3d_Header
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@ -3,6 +3,7 @@ BVH_BinnedBuilder.hxx
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BVH_Box.hxx
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BVH_BoxSet.hxx
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BVH_Builder.hxx
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BVH_Builder3d.hxx
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BVH_BuildQueue.hxx
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BVH_BuildQueue.cxx
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BVH_BuildThread.hxx
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@ -14,7 +14,6 @@
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#include <DEBRepCascade_Provider.hxx>
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#include <BinTools.hxx>
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#include <BinXCAFDrivers.hxx>
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#include <BRep_Builder.hxx>
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#include <BRepTools.hxx>
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#include <DEBRepCascade_ConfigurationNode.hxx>
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@ -32,7 +32,6 @@
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IMPLEMENT_STANDARD_RTTIEXT(Geom2d_Ellipse,Geom2d_Conic)
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typedef Geom2d_Ellipse Ellipse;
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typedef gp_Ax2d Ax2d;
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typedef gp_Dir2d Dir2d;
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typedef gp_Pnt2d Pnt2d;
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@ -48,7 +47,7 @@ typedef gp_XY XY;
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Handle(Geom2d_Geometry) Geom2d_Ellipse::Copy() const
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{
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Handle(Geom2d_Ellipse) E;
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E = new Ellipse (pos, majorRadius, minorRadius);
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E = new Geom2d_Ellipse (pos, majorRadius, minorRadius);
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return E;
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}
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@ -17,7 +17,6 @@
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//abv 06.01.99 fix of misprint
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//:p6 abv 26.02.99: make ConvertToPeriodic() return Null if nothing done
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#include <BRepTopAdaptor_TopolTool.hxx>
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#include <ElSLib.hxx>
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#include <Geom_RectangularTrimmedSurface.hxx>
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#include <Geom_BezierSurface.hxx>
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@ -21,7 +21,7 @@
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// function : Graphic3d_BvhCStructureSetTrsfPers
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// purpose :
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// =======================================================================
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Graphic3d_BvhCStructureSetTrsfPers::Graphic3d_BvhCStructureSetTrsfPers (const Handle(Select3D_BVHBuilder3d)& theBuilder)
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Graphic3d_BvhCStructureSetTrsfPers::Graphic3d_BvhCStructureSetTrsfPers (const Handle(BVH_Builder3d)& theBuilder)
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: myIsDirty (Standard_False),
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myBVH (new BVH_Tree<Standard_Real, 3>()),
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myBuilder (theBuilder)
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@ -21,7 +21,7 @@
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#include <Graphic3d_WorldViewProjState.hxx>
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#include <NCollection_Shared.hxx>
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#include <NCollection_IndexedMap.hxx>
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#include <Select3D_BVHBuilder3d.hxx>
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#include <BVH_Builder3d.hxx>
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class Graphic3d_Camera;
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class Graphic3d_CStructure;
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@ -39,7 +39,7 @@ private:
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public:
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//! Creates an empty primitive set for BVH clipping.
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Standard_EXPORT Graphic3d_BvhCStructureSetTrsfPers (const Handle(Select3D_BVHBuilder3d)& theBuilder);
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Standard_EXPORT Graphic3d_BvhCStructureSetTrsfPers (const Handle(BVH_Builder3d)& theBuilder);
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//! Returns total number of structures.
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Standard_EXPORT virtual Standard_Integer Size() const Standard_OVERRIDE;
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@ -87,10 +87,10 @@ public:
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const Graphic3d_WorldViewProjState& theWVPState);
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//! Returns builder for bottom-level BVH.
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const Handle(Select3D_BVHBuilder3d)& Builder() const { return myBuilder; }
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const Handle(BVH_Builder3d)& Builder() const { return myBuilder; }
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//! Assigns builder for bottom-level BVH.
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void SetBuilder (const Handle(Select3D_BVHBuilder3d)& theBuilder) { myBuilder = theBuilder; }
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void SetBuilder (const Handle(BVH_Builder3d)& theBuilder) { myBuilder = theBuilder; }
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private:
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@ -101,7 +101,7 @@ private:
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opencascade::handle<BVH_Tree<Standard_Real, 3> > myBVH;
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//! Builder for bottom-level BVH.
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Handle(Select3D_BVHBuilder3d) myBuilder;
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Handle(BVH_Builder3d) myBuilder;
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//! Indexed map of structures.
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NCollection_IndexedMap<const Graphic3d_CStructure*> myStructs;
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@ -38,7 +38,7 @@ Graphic3d_GraphicDriver::Graphic3d_GraphicDriver (const Handle(Aspect_DisplayCon
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aSettings.SetEnableDepthWrite (Standard_False);
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aSettings.SetClearDepth (Standard_False);
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aSettings.SetPolygonOffset (Graphic3d_PolygonOffset());
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Handle(Graphic3d_Layer) aLayer = new Graphic3d_Layer (Graphic3d_ZLayerId_BotOSD, Handle(Select3D_BVHBuilder3d)());
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Handle(Graphic3d_Layer) aLayer = new Graphic3d_Layer (Graphic3d_ZLayerId_BotOSD, Handle(BVH_Builder3d)());
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aLayer->SetLayerSettings (aSettings);
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myLayers.Append (aLayer);
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myLayerIds.Bind (aLayer->LayerId(), aLayer);
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@ -54,7 +54,7 @@ Graphic3d_GraphicDriver::Graphic3d_GraphicDriver (const Handle(Aspect_DisplayCon
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aSettings.SetEnableDepthWrite (Standard_True);
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aSettings.SetClearDepth (Standard_False);
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aSettings.SetPolygonOffset (Graphic3d_PolygonOffset());
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Handle(Graphic3d_Layer) aLayer = new Graphic3d_Layer (Graphic3d_ZLayerId_Default, Handle(Select3D_BVHBuilder3d)());
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Handle(Graphic3d_Layer) aLayer = new Graphic3d_Layer (Graphic3d_ZLayerId_Default, Handle(BVH_Builder3d)());
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aLayer->SetLayerSettings (aSettings);
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myLayers.Append (aLayer);
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myLayerIds.Bind (aLayer->LayerId(), aLayer);
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@ -70,7 +70,7 @@ Graphic3d_GraphicDriver::Graphic3d_GraphicDriver (const Handle(Aspect_DisplayCon
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aSettings.SetEnableDepthWrite (Standard_True);
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aSettings.SetClearDepth (Standard_False);
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aSettings.SetPolygonOffset (Graphic3d_PolygonOffset());
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Handle(Graphic3d_Layer) aLayer = new Graphic3d_Layer (Graphic3d_ZLayerId_Top, Handle(Select3D_BVHBuilder3d)());
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Handle(Graphic3d_Layer) aLayer = new Graphic3d_Layer (Graphic3d_ZLayerId_Top, Handle(BVH_Builder3d)());
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aLayer->SetLayerSettings (aSettings);
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myLayers.Append (aLayer);
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myLayerIds.Bind (aLayer->LayerId(), aLayer);
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@ -86,7 +86,7 @@ Graphic3d_GraphicDriver::Graphic3d_GraphicDriver (const Handle(Aspect_DisplayCon
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aSettings.SetEnableDepthWrite (Standard_True);
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aSettings.SetClearDepth (Standard_True);
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aSettings.SetPolygonOffset (Graphic3d_PolygonOffset());
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Handle(Graphic3d_Layer) aLayer = new Graphic3d_Layer (Graphic3d_ZLayerId_Topmost, Handle(Select3D_BVHBuilder3d)());
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Handle(Graphic3d_Layer) aLayer = new Graphic3d_Layer (Graphic3d_ZLayerId_Topmost, Handle(BVH_Builder3d)());
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aLayer->SetLayerSettings (aSettings);
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myLayers.Append (aLayer);
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myLayerIds.Bind (aLayer->LayerId(), aLayer);
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@ -102,7 +102,7 @@ Graphic3d_GraphicDriver::Graphic3d_GraphicDriver (const Handle(Aspect_DisplayCon
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aSettings.SetEnableDepthWrite (Standard_False);
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aSettings.SetClearDepth (Standard_False);
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aSettings.SetPolygonOffset (Graphic3d_PolygonOffset());
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Handle(Graphic3d_Layer) aLayer = new Graphic3d_Layer (Graphic3d_ZLayerId_TopOSD, Handle(Select3D_BVHBuilder3d)());
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Handle(Graphic3d_Layer) aLayer = new Graphic3d_Layer (Graphic3d_ZLayerId_TopOSD, Handle(BVH_Builder3d)());
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aLayer->SetLayerSettings (aSettings);
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myLayers.Append (aLayer);
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myLayerIds.Bind (aLayer->LayerId(), aLayer);
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@ -192,7 +192,7 @@ void Graphic3d_GraphicDriver::InsertLayerBefore (const Graphic3d_ZLayerId theNew
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Standard_ASSERT_RAISE (!myLayerIds.IsBound (theNewLayerId),
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"Graphic3d_GraphicDriver::InsertLayerBefore, Layer with theLayerId already exists");
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Handle(Graphic3d_Layer) aNewLayer = new Graphic3d_Layer (theNewLayerId, Handle(Select3D_BVHBuilder3d)());
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Handle(Graphic3d_Layer) aNewLayer = new Graphic3d_Layer (theNewLayerId, Handle(BVH_Builder3d)());
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aNewLayer->SetLayerSettings (theSettings);
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Handle(Graphic3d_Layer) anOtherLayer;
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@ -228,7 +228,7 @@ void Graphic3d_GraphicDriver::InsertLayerAfter (const Graphic3d_ZLayerId theNewL
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Standard_ASSERT_RAISE (!myLayerIds.IsBound (theNewLayerId),
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"Graphic3d_GraphicDriver::InsertLayerAfter, Layer with theLayerId already exists");
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Handle(Graphic3d_Layer) aNewLayer = new Graphic3d_Layer (theNewLayerId, Handle(Select3D_BVHBuilder3d)());
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Handle(Graphic3d_Layer) aNewLayer = new Graphic3d_Layer (theNewLayerId, Handle(BVH_Builder3d)());
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aNewLayer->SetLayerSettings (theSettings);
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Handle(Graphic3d_Layer) anOtherLayer;
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@ -23,7 +23,7 @@ IMPLEMENT_STANDARD_RTTIEXT(Graphic3d_Layer, Standard_Transient)
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// purpose :
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// =======================================================================
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Graphic3d_Layer::Graphic3d_Layer (Graphic3d_ZLayerId theId,
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const Handle(Select3D_BVHBuilder3d)& theBuilder)
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const Handle(BVH_Builder3d)& theBuilder)
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: myNbStructures (0),
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myNbStructuresNotCulled (0),
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myLayerId (theId),
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//! Initializes associated priority list and layer properties
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Standard_EXPORT Graphic3d_Layer (Graphic3d_ZLayerId theId,
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const Handle(Select3D_BVHBuilder3d)& theBuilder);
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const Handle(BVH_Builder3d)& theBuilder);
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//! Destructor.
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Standard_EXPORT virtual ~Graphic3d_Layer();
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@ -50,10 +50,10 @@ public:
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Graphic3d_ZLayerId LayerId() const { return myLayerId; }
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//! Returns BVH tree builder for frustum culling.
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const Handle(Select3D_BVHBuilder3d)& FrustumCullingBVHBuilder() const { return myBVHPrimitivesTrsfPers.Builder(); }
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const Handle(BVH_Builder3d)& FrustumCullingBVHBuilder() const { return myBVHPrimitivesTrsfPers.Builder(); }
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//! Assigns BVH tree builder for frustum culling.
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void SetFrustumCullingBVHBuilder (const Handle(Select3D_BVHBuilder3d)& theBuilder) { myBVHPrimitivesTrsfPers.SetBuilder (theBuilder); }
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void SetFrustumCullingBVHBuilder (const Handle(BVH_Builder3d)& theBuilder) { myBVHPrimitivesTrsfPers.SetBuilder (theBuilder); }
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//! Return true if layer was marked with immediate flag.
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Standard_Boolean IsImmediate() const { return myLayerSettings.IsImmediate(); }
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@ -13,7 +13,6 @@
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#include <IGESCAFControl_Provider.hxx>
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#include <BinXCAFDrivers.hxx>
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#include <IGESCAFControl_ConfigurationNode.hxx>
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#include <IGESCAFControl_Reader.hxx>
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#include <IGESCAFControl_Writer.hxx>
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@ -191,7 +191,7 @@ OpenGl_LayerList::~OpenGl_LayerList()
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//function : SetFrustumCullingBVHBuilder
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//purpose :
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//=======================================================================
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void OpenGl_LayerList::SetFrustumCullingBVHBuilder (const Handle(Select3D_BVHBuilder3d)& theBuilder)
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void OpenGl_LayerList::SetFrustumCullingBVHBuilder (const Handle(BVH_Builder3d)& theBuilder)
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{
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myBVHBuilder = theBuilder;
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for (NCollection_List<Handle(Graphic3d_Layer)>::Iterator aLayerIter (myLayers); aLayerIter.More(); aLayerIter.Next())
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Standard_Size ModificationStateOfRaytracable() const { return myModifStateOfRaytraceable; }
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//! Returns BVH tree builder for frustum culling.
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const Handle(Select3D_BVHBuilder3d)& FrustumCullingBVHBuilder() const { return myBVHBuilder; }
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const Handle(BVH_Builder3d)& FrustumCullingBVHBuilder() const { return myBVHBuilder; }
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//! Assigns BVH tree builder for frustum culling.
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Standard_EXPORT void SetFrustumCullingBVHBuilder (const Handle(Select3D_BVHBuilder3d)& theBuilder);
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Standard_EXPORT void SetFrustumCullingBVHBuilder (const Handle(BVH_Builder3d)& theBuilder);
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//! Dumps the content of me into the stream
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Standard_EXPORT void DumpJson (Standard_OStream& theOStream, Standard_Integer theDepth = -1) const;
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@ -207,7 +207,7 @@ protected:
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NCollection_List<Handle(Graphic3d_Layer)> myLayers;
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NCollection_DataMap<Graphic3d_ZLayerId, Handle(Graphic3d_Layer)> myLayerIds;
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Handle(Select3D_BVHBuilder3d) myBVHBuilder; //!< BVH tree builder for frustum culling
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Handle(BVH_Builder3d) myBVHBuilder; //!< BVH tree builder for frustum culling
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Standard_Integer myNbStructures;
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Standard_Integer myImmediateNbStructures; //!< number of structures within immediate layers
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@ -13,7 +13,6 @@
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#include <RWGltf_Provider.hxx>
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#include <BinXCAFDrivers.hxx>
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#include <Message.hxx>
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#include <RWGltf_CafWriter.hxx>
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#include <TDocStd_Document.hxx>
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@ -13,7 +13,6 @@
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#include <RWObj_Provider.hxx>
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#include <BinXCAFDrivers.hxx>
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#include <BRep_Builder.hxx>
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#include <RWObj_ConfigurationNode.hxx>
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#include <RWObj_CafReader.hxx>
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@ -13,7 +13,6 @@
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#include <RWStl_Provider.hxx>
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#include <BinXCAFDrivers.hxx>
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#include <BRep_Builder.hxx>
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#include <Message.hxx>
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#include <RWStl.hxx>
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@ -13,7 +13,6 @@
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#include <STEPCAFControl_Provider.hxx>
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#include <BinXCAFDrivers.hxx>
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#include <Interface_Static.hxx>
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#include <Message.hxx>
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#include <StepData_StepModel.hxx>
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@ -1 +1,3 @@
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TKernel
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TKMath
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TKBRep
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@ -13,7 +13,6 @@
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#include <Vrml_Provider.hxx>
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#include <BinXCAFDrivers.hxx>
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#include <Message.hxx>
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#include <OSD_Path.hxx>
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#include <TDocStd_Document.hxx>
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@ -112,8 +112,6 @@
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#include <XDEDRAW_GDTs.hxx>
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#include <XDEDRAW_Views.hxx>
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#include <XDEDRAW_Notes.hxx>
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#include <XSDRAWIGES.hxx>
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#include <XSDRAWSTEP.hxx>
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#include <UnitsMethods.hxx>
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#include <BinXCAFDrivers.hxx>
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