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0028417: Using PRECOMPILED HEADER to speed up compilation time
Use of Cotire tool is introduced for acceleration of CMake builds, by usage of precompiled headers. CMake option BUILD_USE_PCH is added to enable / disable use of precompiled headers When precompiled headers are used, additional compiler macros are defined globally in the build system to avoid problems due to different order of included files: - NOMINMAX is defined on Windows to prevent defining "min" and "max" as macros by windows.h - STRSAFE_NO_DEPRECATE and _SCL_SECURE_NO_WARNINGS are defined on Windows to prevent declaring functions of standard C library as deprecated by #pragma, and other warnings in system headers - GL_GLEXT_LEGACY and GLX_GLEXT_LEGACY are defined to ensure that only OCCT's own glext.h is used - __STDC_FORMAT_MACROS is defined to have standard C print format macros always defined Code is corrected to avoid conflicts with system headers and in case of compiling together as unity builds (partially): - Some locally defined variables in TKV3d, TKHLR are renamed to be unique - Duplicated definitions of macros and global functions are eliminated in TKSTEP - Useless header WNT_UInt.hxx is removed - Usage of local variables conflicting with X11 macro is avoided in Draw_Viewer.cxx - Local variables in AIS_ConcentricRelation.cxx are renamed to avoid conflict with macros defined in windows.h - HXX files containing code are renamed to PXX or merged with corresponding CXX files. IVtkTools classes are corrected to avoid compiler warnings disabled in non-PCH builds by inclusion of VTK headers. Useless pragmas disabling warnings on MSVC are removed
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@@ -197,7 +197,7 @@ namespace
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NCollection_IndexedMap<Handle(Select3D_HBndBox3d)> myBoundings;
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};
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static const Graphic3d_Mat4d THE_IDENTITY_MAT;
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static const Graphic3d_Mat4d SelectMgr_SelectableObjectSet_THE_IDENTITY_MAT;
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}
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//=============================================================================
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@@ -360,7 +360,7 @@ void SelectMgr_SelectableObjectSet::UpdateBVH (const Handle(Graphic3d_Camera)& t
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{
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// construct adaptor over private fields to provide direct access for the BVH builder
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BVHBuilderAdaptorPersistent anAdaptor (myObjects[BVHSubset_2dPersistent],
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theCamera, theProjectionMat, THE_IDENTITY_MAT, theViewportWidth, theViewportHeight);
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theCamera, theProjectionMat, SelectMgr_SelectableObjectSet_THE_IDENTITY_MAT, theViewportWidth, theViewportHeight);
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// update corresponding BVH tree data structure
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myBuilder[BVHSubset_2dPersistent]->Build (&anAdaptor, myBVH[BVHSubset_2dPersistent].get(), anAdaptor.Box());
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@@ -81,7 +81,7 @@ namespace {
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}
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}
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static const Graphic3d_Mat4d THE_IDENTITY_MAT;
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static const Graphic3d_Mat4d SelectMgr_ViewerSelector_THE_IDENTITY_MAT;
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}
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//==================================================
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@@ -476,7 +476,7 @@ void SelectMgr_ViewerSelector::TraverseSensitives()
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// define corresponding frustum builder parameters
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Handle(SelectMgr_FrustumBuilder) aBuilder = new SelectMgr_FrustumBuilder();
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aBuilder->SetProjectionMatrix (mySelectingVolumeMgr.ProjectionMatrix());
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aBuilder->SetWorldViewMatrix (THE_IDENTITY_MAT);
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aBuilder->SetWorldViewMatrix (SelectMgr_ViewerSelector_THE_IDENTITY_MAT);
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aBuilder->SetWindowSize (aWidth, aHeight);
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aMgr = mySelectingVolumeMgr.ScaleAndTransform (1, aTFrustum, aBuilder);
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}
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@@ -489,7 +489,7 @@ void SelectMgr_ViewerSelector::TraverseSensitives()
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const Graphic3d_Mat4d& aProjectionMat = mySelectingVolumeMgr.ProjectionMatrix();
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const Graphic3d_Mat4d& aWorldViewMat = aBVHSubset != SelectMgr_SelectableObjectSet::BVHSubset_2dPersistent
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? mySelectingVolumeMgr.WorldViewMatrix()
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: THE_IDENTITY_MAT;
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: SelectMgr_ViewerSelector_THE_IDENTITY_MAT;
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const opencascade::handle<BVH_Tree<Standard_Real, 3> >& aBVHTree = mySelectableObjects.BVH (aBVHSubset);
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