// Copyright (c) 2015 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 _Graphic3d_CView_HeaderFile #define _Graphic3d_CView_HeaderFile #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include class Aspect_NeutralWindow; class Aspect_XRSession; class Graphic3d_CView; class Graphic3d_Layer; class Graphic3d_StructureManager; DEFINE_STANDARD_HANDLE (Graphic3d_CView, Graphic3d_DataStructureManager) //! Base class of a graphical view that carries out rendering process for a concrete //! implementation of graphical driver. Provides virtual interfaces for redrawing its //! contents, management of displayed structures and render settings. The source code //! of the class itself implements functionality related to management of //! computed (HLR or "view-dependent") structures. class Graphic3d_CView : public Graphic3d_DataStructureManager { friend class Graphic3d_StructureManager; DEFINE_STANDARD_RTTIEXT(Graphic3d_CView, Graphic3d_DataStructureManager) public: //! Constructor. Standard_EXPORT Graphic3d_CView (const Handle(Graphic3d_StructureManager)& theMgr); //! Destructor. Standard_EXPORT virtual ~Graphic3d_CView(); //! Returns the identification number of the view. Standard_Integer Identification() const { return myId; } //! Activates the view. Maps presentations defined within structure manager onto this view. Standard_EXPORT virtual void Activate(); //! Deactivates the view. Unmaps presentations defined within structure manager. //! The view in deactivated state will ignore actions on structures such as Display(). Standard_EXPORT virtual void Deactivate(); //! Returns the activity flag of the view. Standard_Boolean IsActive() const { return myIsActive; } //! Erases the view and removes from graphic driver. //! No more graphic operations are allowed in this view after the call. Standard_EXPORT virtual void Remove(); //! Returns true if the view was removed. Standard_Boolean IsRemoved() const { return myIsRemoved; } //! Returns camera object of the view. virtual const Handle(Graphic3d_Camera)& Camera() const Standard_OVERRIDE { return myCamera; } //! Sets camera used by the view. virtual void SetCamera (const Handle(Graphic3d_Camera)& theCamera) { myCamera = theCamera; } public: //! Returns default Shading Model of the view; Graphic3d_TypeOfShadingModel_Phong by default. Graphic3d_TypeOfShadingModel ShadingModel() const { return myRenderParams.ShadingModel; } //! Sets default Shading Model of the view. //! Will throw an exception on attempt to set Graphic3d_TypeOfShadingModel_DEFAULT. Standard_EXPORT void SetShadingModel (Graphic3d_TypeOfShadingModel theModel); //! Return backfacing model used for the view; Graphic3d_TypeOfBackfacingModel_Auto by default, //! which means that backface culling is defined by each presentation. Graphic3d_TypeOfBackfacingModel BackfacingModel() const { return myBackfacing; } //! Sets backfacing model for the view. void SetBackfacingModel (const Graphic3d_TypeOfBackfacingModel theModel) { myBackfacing = theModel; } //! Returns visualization type of the view. Graphic3d_TypeOfVisualization VisualizationType() const { return myVisualization; } //! Sets visualization type of the view. void SetVisualizationType (const Graphic3d_TypeOfVisualization theType) { myVisualization = theType; } //! Switches computed HLR mode in the view Standard_EXPORT void SetComputedMode (const Standard_Boolean theMode); //! Returns the computed HLR mode state Standard_Boolean ComputedMode() const { return myIsInComputedMode; } //! Computes the new presentation of the structure displayed in this view with the type Graphic3d_TOS_COMPUTED. Standard_EXPORT void ReCompute (const Handle(Graphic3d_Structure)& theStructure); //! Invalidates bounding box of specified ZLayerId. Standard_EXPORT void Update (const Graphic3d_ZLayerId theLayerId = Graphic3d_ZLayerId_UNKNOWN); //! Computes the new presentation of the structures displayed in this view with the type Graphic3d_TOS_COMPUTED. Standard_EXPORT void Compute(); //! Returns the set of structures displayed in this view. Standard_EXPORT void DisplayedStructures (Graphic3d_MapOfStructure& theStructures) const; //! Returns number of displayed structures in the view. virtual Standard_Integer NumberOfDisplayedStructures() const { return myStructsDisplayed.Extent(); } //! Returns Standard_True in case if the structure with the given is //! in list of structures to be computed and stores computed struct to . Standard_EXPORT Standard_Boolean IsComputed (const Standard_Integer theStructId, Handle(Graphic3d_Structure)& theComputedStruct) const; //! Returns the bounding box of all structures displayed in the view. //! If theToIncludeAuxiliary is TRUE, then the boundary box also includes minimum and maximum limits //! of graphical elements forming parts of infinite and other auxiliary structures. //! @param theToIncludeAuxiliary consider also auxiliary presentations (with infinite flag or with trihedron transformation persistence) //! @return computed bounding box Standard_EXPORT virtual Bnd_Box MinMaxValues (const Standard_Boolean theToIncludeAuxiliary = Standard_False) const; //! Returns the coordinates of the boundary box of all structures in the set . //! If is TRUE, then the boundary box //! also includes minimum and maximum limits of graphical elements //! forming parts of infinite structures. Standard_EXPORT Bnd_Box MinMaxValues (const Graphic3d_MapOfStructure& theSet, const Standard_Boolean theToIncludeAuxiliary = Standard_False) const; //! Returns the structure manager handle which manage structures associated with this view. const Handle(Graphic3d_StructureManager)& StructureManager() const { return myStructureManager; } private: //! Is it possible to display the structure in the view? Standard_EXPORT Graphic3d_TypeOfAnswer acceptDisplay (const Graphic3d_TypeOfStructure theStructType) const; //! Clears the structure in this view. Standard_EXPORT void Clear (Graphic3d_Structure* theStructure, const Standard_Boolean theWithDestruction); //! Connects the structures. Standard_EXPORT void Connect (const Graphic3d_Structure* theMother, const Graphic3d_Structure* theDaughter); //! Disconnects the structures. Standard_EXPORT void Disconnect (const Graphic3d_Structure* theMother, const Graphic3d_Structure* theDaughter); //! Displays the structure in the view. Standard_EXPORT void Display (const Handle(Graphic3d_Structure)& theStructure); //! Erases the structure from the view. Standard_EXPORT void Erase (const Handle(Graphic3d_Structure)& theStructure); //! Highlights the structure in the view. Standard_EXPORT void Highlight (const Handle(Graphic3d_Structure)& theStructure); //! Transforms the structure in the view. Standard_EXPORT void SetTransform (const Handle(Graphic3d_Structure)& theStructure, const Handle(TopLoc_Datum3D)& theTrsf); //! Suppress the highlighting on the structure //! in the view . Standard_EXPORT void UnHighlight (const Handle(Graphic3d_Structure)& theStructure); //! Returns an index != 0 if the structure have another structure computed for the view . Standard_EXPORT Standard_Integer IsComputed (const Graphic3d_Structure* theStructure) const; Standard_Integer IsComputed (const Handle(Graphic3d_Structure)& theStructure) const { return IsComputed (theStructure.get()); } //! Returns true if the structure is displayed in the view. Standard_EXPORT Standard_Boolean IsDisplayed (const Handle(Graphic3d_Structure)& theStructure) const; //! Changes the display priority of the structure. Standard_EXPORT void ChangePriority (const Handle(Graphic3d_Structure)& theStructure, const Graphic3d_DisplayPriority theOldPriority, const Graphic3d_DisplayPriority theNewPriority); //! Change Z layer of already displayed structure in the view. Standard_EXPORT void ChangeZLayer (const Handle(Graphic3d_Structure)& theStructure, const Graphic3d_ZLayerId theLayerId); //! Returns an index != 0 if the structure have the same owner than another structure //! in the sequence of the computed structures. Standard_EXPORT Standard_Integer HaveTheSameOwner (const Handle(Graphic3d_Structure)& theStructure) const; public: //! Redraw content of the view. virtual void Redraw() = 0; //! Redraw immediate content of the view. virtual void RedrawImmediate() = 0; //! Invalidates content of the view but does not redraw it. virtual void Invalidate() = 0; //! Return true if view content cache has been invalidated. virtual Standard_Boolean IsInvalidated() = 0; //! Handle changing size of the rendering window. Standard_EXPORT virtual void Resized() = 0; //! @param theDrawToFrontBuffer Advanced option to modify rendering mode: //! 1. TRUE. Drawing immediate mode structures directly to the front buffer over the scene image. //! Fast, so preferred for interactive work (used by default). //! However these extra drawings will be missed in image dump since it is performed from back buffer. //! Notice that since no pre-buffering used the V-Sync will be ignored and rendering could be seen //! in run-time (in case of slow hardware) and/or tearing may appear. //! So this is strongly recommended to draw only simple (fast) structures. //! 2. FALSE. Drawing immediate mode structures to the back buffer. //! The complete scene is redrawn first, so this mode is slower if scene contains complex data and/or V-Sync //! is turned on. But it works in any case and is especially useful for view dump because the dump image is read //! from the back buffer. //! @return previous mode. virtual Standard_Boolean SetImmediateModeDrawToFront (const Standard_Boolean theDrawToFrontBuffer) = 0; //! Creates and maps rendering window to the view. //! @param[in] theParentVIew parent view or NULL //! @param[in] theWindow the window //! @param[in] theContext the rendering context; if NULL the context will be created internally virtual void SetWindow (const Handle(Graphic3d_CView)& theParentVIew, const Handle(Aspect_Window)& theWindow, const Aspect_RenderingContext theContext) = 0; //! Returns the window associated to the view. virtual Handle(Aspect_Window) Window() const = 0; //! Returns True if the window associated to the view is defined. virtual Standard_Boolean IsDefined() const = 0; //! Dump active rendering buffer into specified memory buffer. virtual Standard_Boolean BufferDump (Image_PixMap& theImage, const Graphic3d_BufferType& theBufferType) = 0; //! Marks BVH tree and the set of BVH primitives of correspondent priority list with id theLayerId as outdated. virtual void InvalidateBVHData (const Graphic3d_ZLayerId theLayerId) = 0; //! Add a layer to the view. //! @param theNewLayerId [in] id of new layer, should be > 0 (negative values are reserved for default layers). //! @param theSettings [in] new layer settings //! @param theLayerAfter [in] id of layer to append new layer before virtual void InsertLayerBefore (const Graphic3d_ZLayerId theNewLayerId, const Graphic3d_ZLayerSettings& theSettings, const Graphic3d_ZLayerId theLayerAfter) = 0; //! Add a layer to the view. //! @param theNewLayerId [in] id of new layer, should be > 0 (negative values are reserved for default layers). //! @param theSettings [in] new layer settings //! @param theLayerBefore [in] id of layer to append new layer after virtual void InsertLayerAfter (const Graphic3d_ZLayerId theNewLayerId, const Graphic3d_ZLayerSettings& theSettings, const Graphic3d_ZLayerId theLayerBefore) = 0; //! Returns the maximum Z layer ID. //! First layer ID is Graphic3d_ZLayerId_Default, last ID is ZLayerMax(). virtual Standard_Integer ZLayerMax() const = 0; //! Returns the list of layers. virtual const NCollection_List& Layers() const = 0; //! Returns layer with given ID or NULL if undefined. virtual Handle(Graphic3d_Layer) Layer (const Graphic3d_ZLayerId theLayerId) const = 0; //! Returns the bounding box of all structures displayed in the Z layer. Standard_EXPORT virtual void InvalidateZLayerBoundingBox (const Graphic3d_ZLayerId theLayerId); //! Remove Z layer from the specified view. All structures //! displayed at the moment in layer will be displayed in default layer //! ( the bottom-level z layer ). To unset layer ID from associated //! structures use method UnsetZLayer (...). virtual void RemoveZLayer (const Graphic3d_ZLayerId theLayerId) = 0; //! Sets the settings for a single Z layer of specified view. virtual void SetZLayerSettings (const Graphic3d_ZLayerId theLayerId, const Graphic3d_ZLayerSettings& theSettings) = 0; //! Returns zoom-scale factor. Standard_EXPORT Standard_Real ConsiderZoomPersistenceObjects(); //! Returns pointer to an assigned framebuffer object. virtual Handle(Standard_Transient) FBO() const = 0; //! Sets framebuffer object for offscreen rendering. virtual void SetFBO (const Handle(Standard_Transient)& theFbo) = 0; //! Generate offscreen FBO in the graphic library. //! If not supported on hardware returns NULL. virtual Handle(Standard_Transient) FBOCreate (const Standard_Integer theWidth, const Standard_Integer theHeight) = 0; //! Remove offscreen FBO from the graphic library virtual void FBORelease (Handle(Standard_Transient)& theFbo) = 0; //! Read offscreen FBO configuration. virtual void FBOGetDimensions (const Handle(Standard_Transient)& theFbo, Standard_Integer& theWidth, Standard_Integer& theHeight, Standard_Integer& theWidthMax, Standard_Integer& theHeightMax) = 0; //! Change offscreen FBO viewport. virtual void FBOChangeViewport (const Handle(Standard_Transient)& theFbo, const Standard_Integer theWidth, const Standard_Integer theHeight) = 0; public: //! Copy visualization settings from another view. //! Method is used for cloning views in viewer when its required to create view //! with same view properties. Standard_EXPORT virtual void CopySettings (const Handle(Graphic3d_CView)& theOther); //! Returns current rendering parameters and effect settings. const Graphic3d_RenderingParams& RenderingParams() const { return myRenderParams; } //! Returns reference to current rendering parameters and effect settings. Graphic3d_RenderingParams& ChangeRenderingParams() { return myRenderParams; } public: //! Returns background fill color. virtual Aspect_Background Background() const { return Aspect_Background (myBgColor.GetRGB()); } //! Sets background fill color. virtual void SetBackground (const Aspect_Background& theBackground) { myBgColor.SetRGB (theBackground.Color()); } //! Returns gradient background fill colors. virtual Aspect_GradientBackground GradientBackground() const = 0; //! Sets gradient background fill colors. virtual void SetGradientBackground (const Aspect_GradientBackground& theBackground) = 0; //! Returns background image texture map. const Handle(Graphic3d_TextureMap)& BackgroundImage() { return myBackgroundImage; } //! Returns cubemap being set last time on background. const Handle(Graphic3d_CubeMap)& BackgroundCubeMap() const { return myCubeMapBackground; } //! Returns cubemap being set last time on background. const Handle(Graphic3d_CubeMap)& IBLCubeMap() const { return myCubeMapIBL; } //! Sets image texture or environment cubemap as background. //! @param theTextureMap [in] source to set a background; //! should be either Graphic3d_Texture2D or Graphic3d_CubeMap //! @param theToUpdatePBREnv [in] defines whether IBL maps will be generated or not //! (see GeneratePBREnvironment()) virtual void SetBackgroundImage (const Handle(Graphic3d_TextureMap)& theTextureMap, Standard_Boolean theToUpdatePBREnv = Standard_True) = 0; //! Returns background image fill style. virtual Aspect_FillMethod BackgroundImageStyle() const = 0; //! Sets background image fill style. virtual void SetBackgroundImageStyle (const Aspect_FillMethod theFillStyle) = 0; //! Returns background type. Graphic3d_TypeOfBackground BackgroundType() const { return myBackgroundType; } //! Sets background type. void SetBackgroundType (Graphic3d_TypeOfBackground theType) { myBackgroundType = theType; } //! Returns skydome aspect; const Aspect_SkydomeBackground& BackgroundSkydome() const { return mySkydomeAspect; } //! Sets skydome aspect Standard_EXPORT void SetBackgroundSkydome (const Aspect_SkydomeBackground& theAspect, Standard_Boolean theToUpdatePBREnv = Standard_True); //! Enables or disables IBL (Image Based Lighting) from background cubemap. //! Has no effect if PBR is not used. //! @param[in] theToEnableIBL enable or disable IBL from background cubemap virtual void SetImageBasedLighting (Standard_Boolean theToEnableIBL) = 0; //! Returns environment texture set for the view. const Handle(Graphic3d_TextureEnv)& TextureEnv() const { return myTextureEnvData; } //! Sets environment texture for the view. virtual void SetTextureEnv (const Handle(Graphic3d_TextureEnv)& theTextureEnv) = 0; public: //! Returns list of lights of the view. virtual const Handle(Graphic3d_LightSet)& Lights() const = 0; //! Sets list of lights for the view. virtual void SetLights (const Handle(Graphic3d_LightSet)& theLights) = 0; //! Returns list of clip planes set for the view. virtual const Handle(Graphic3d_SequenceOfHClipPlane)& ClipPlanes() const = 0; //! Sets list of clip planes for the view. virtual void SetClipPlanes (const Handle(Graphic3d_SequenceOfHClipPlane)& thePlanes) = 0; //! Fill in the dictionary with diagnostic info. //! Should be called within rendering thread. //! //! This API should be used only for user output or for creating automated reports. //! The format of returned information (e.g. key-value layout) //! is NOT part of this API and can be changed at any time. //! Thus application should not parse returned information to weed out specific parameters. Standard_EXPORT virtual void DiagnosticInformation (TColStd_IndexedDataMapOfStringString& theDict, Graphic3d_DiagnosticInfo theFlags) const = 0; //! Returns string with statistic performance info. virtual TCollection_AsciiString StatisticInformation() const = 0; //! Fills in the dictionary with statistic performance info. virtual void StatisticInformation (TColStd_IndexedDataMapOfStringString& theDict) const = 0; public: //! Return unit scale factor defined as scale factor for m (meters); 1.0 by default. //! Normally, view definition is unitless, however some operations like VR input requires proper units mapping. Standard_Real UnitFactor() const { return myUnitFactor; } //! Set unit scale factor. Standard_EXPORT void SetUnitFactor (Standard_Real theFactor); //! Return XR session. const Handle(Aspect_XRSession)& XRSession() const { return myXRSession; } //! Set XR session. void SetXRSession (const Handle(Aspect_XRSession)& theSession) { myXRSession = theSession; } //! Return TRUE if there is active XR session. Standard_EXPORT bool IsActiveXR() const; //! Initialize XR session. Standard_EXPORT virtual bool InitXR(); //! Release XR session. Standard_EXPORT virtual void ReleaseXR(); //! Process input. Standard_EXPORT virtual void ProcessXRInput(); //! Compute PosedXRCamera() based on current XR head pose and make it active. Standard_EXPORT void SetupXRPosedCamera(); //! Set current camera back to BaseXRCamera() and copy temporary modifications of PosedXRCamera(). //! Calls SynchronizeXRPosedToBaseCamera() beforehand. Standard_EXPORT void UnsetXRPosedCamera(); //! Returns transient XR camera position with tracked head orientation applied. const Handle(Graphic3d_Camera)& PosedXRCamera() const { return myPosedXRCamera; } //! Sets transient XR camera position with tracked head orientation applied. void SetPosedXRCamera (const Handle(Graphic3d_Camera)& theCamera) { myPosedXRCamera = theCamera; } //! Returns anchor camera definition (without tracked head orientation). const Handle(Graphic3d_Camera)& BaseXRCamera() const { return myBaseXRCamera; } //! Sets anchor camera definition. void SetBaseXRCamera (const Handle(Graphic3d_Camera)& theCamera) { myBaseXRCamera = theCamera; } //! Convert XR pose to world space. //! @param thePoseXR [in] transformation defined in VR local coordinate system, //! oriented as Y-up, X-right and -Z-forward //! @return transformation defining orientation of XR pose in world space gp_Trsf PoseXRToWorld (const gp_Trsf& thePoseXR) const { const Handle(Graphic3d_Camera)& anOrigin = myBaseXRCamera; const gp_Ax3 anAxVr (gp::Origin(), gp::DZ(), gp::DX()); const gp_Ax3 aCameraCS (anOrigin->Eye().XYZ(), -anOrigin->Direction(), -anOrigin->SideRight()); gp_Trsf aTrsfCS; aTrsfCS.SetTransformation (aCameraCS, anAxVr); return aTrsfCS * thePoseXR; } //! Returns view direction in the world space based on XR pose. //! @param thePoseXR [in] transformation defined in VR local coordinate system, //! oriented as Y-up, X-right and -Z-forward gp_Ax1 ViewAxisInWorld (const gp_Trsf& thePoseXR) const { return gp_Ax1 (gp::Origin(), -gp::DZ()).Transformed (PoseXRToWorld (thePoseXR)); } //! Recomputes PosedXRCamera() based on BaseXRCamera() and head orientation. Standard_EXPORT void SynchronizeXRBaseToPosedCamera(); //! Checks if PosedXRCamera() has been modified since SetupXRPosedCamera() //! and copies these modifications to BaseXRCamera(). Standard_EXPORT void SynchronizeXRPosedToBaseCamera(); //! Compute camera position based on XR pose. Standard_EXPORT void ComputeXRPosedCameraFromBase (Graphic3d_Camera& theCam, const gp_Trsf& theXRTrsf) const; //! Update based camera from posed camera by applying reversed transformation. Standard_EXPORT void ComputeXRBaseCameraFromPosed (const Graphic3d_Camera& theCamPosed, const gp_Trsf& thePoseTrsf); //! Turn XR camera direction using current (head) eye position as anchor. Standard_EXPORT void TurnViewXRCamera (const gp_Trsf& theTrsfTurn); public: //! @name obsolete Graduated Trihedron functionality //! Returns data of a graduated trihedron virtual const Graphic3d_GraduatedTrihedron& GetGraduatedTrihedron() { return myGTrihedronData; } //! Displays Graduated Trihedron. virtual void GraduatedTrihedronDisplay (const Graphic3d_GraduatedTrihedron& theTrihedronData) { (void )theTrihedronData; } //! Erases Graduated Trihedron. virtual void GraduatedTrihedronErase() {} //! Sets minimum and maximum points of scene bounding box for Graduated Trihedron stored in graphic view object. //! @param theMin [in] the minimum point of scene. //! @param theMax [in] the maximum point of scene. virtual void GraduatedTrihedronMinMaxValues (const Graphic3d_Vec3 theMin, const Graphic3d_Vec3 theMax) { (void )theMin; (void )theMax; } //! Dumps the content of me into the stream Standard_EXPORT virtual void DumpJson (Standard_OStream& theOStream, Standard_Integer theDepth = -1) const Standard_OVERRIDE; public: //! @name subview properties //! Return TRUE if this is a subview of another view. bool IsSubview() const { return myParentView != nullptr; } //! Return parent View or NULL if this is not a subview. Graphic3d_CView* ParentView() { return myParentView; } //! Return TRUE if this is view performs rendering of subviews and nothing else; FALSE by default. //! By default, view with subviews will render main scene and blit subviews on top of it. //! Rendering of main scene might become redundant in case if subviews cover entire window of parent view. //! This flag allows to disable rendering of the main scene in such scenarios //! without creation of a dedicated V3d_Viewer instance just for composing subviews. bool IsSubviewComposer() const { return myIsSubviewComposer; } //! Set if this view should perform composing of subviews and nothing else. void SetSubviewComposer (bool theIsComposer) { myIsSubviewComposer = theIsComposer; } //! Return subview list. const NCollection_Sequence& Subviews() const { return mySubviews; } //! Add subview to the list. Standard_EXPORT void AddSubview (const Handle(Graphic3d_CView)& theView); //! Remove subview from the list. Standard_EXPORT bool RemoveSubview (const Graphic3d_CView* theView); //! Return subview position within parent view; Aspect_TOTP_LEFT_UPPER by default. Aspect_TypeOfTriedronPosition SubviewCorner() const { return mySubviewCorner; } //! Set subview position within parent view. void SetSubviewCorner (Aspect_TypeOfTriedronPosition thePos) { mySubviewCorner = thePos; } //! Return subview top-left position relative to parent view in pixels. const Graphic3d_Vec2i& SubviewTopLeft() const { return mySubviewTopLeft; } //! Return TRUE if subview size is set as proportions relative to parent view. bool IsSubViewRelativeSize() const { return mySubviewSize.x() <= 1.0 && mySubviewSize.y() <= 1.0; } //! Return subview dimensions; (1.0, 1.0) by default. //! Values >= 2 define size in pixels; //! Values <= 1.0 define size as fraction of parent view. const Graphic3d_Vec2d& SubviewSize() const { return mySubviewSize; } //! Set subview size relative to parent view. void SetSubviewSize (const Graphic3d_Vec2d& theSize) { mySubviewSize = theSize; } //! Return corner offset within parent view; (0.0,0.0) by default. //! Values >= 2 define offset in pixels; //! Values <= 1.0 define offset as fraction of parent view dimensions. const Graphic3d_Vec2d& SubviewOffset() const { return mySubviewOffset; } //! Set corner offset within parent view. void SetSubviewOffset (const Graphic3d_Vec2d& theOffset) { mySubviewOffset = theOffset; } //! Return subview margins in pixels; (0,0) by default const Graphic3d_Vec2i& SubviewMargins() const { return mySubviewMargins; } //! Set subview margins in pixels. void SetSubviewMargins (const Graphic3d_Vec2i& theMargins) { mySubviewMargins = theMargins; } //! Update subview position and dimensions. Standard_EXPORT void SubviewResized (const Handle(Aspect_NeutralWindow)& theWindow); private: //! Adds the structure to display lists of the view. virtual void displayStructure (const Handle(Graphic3d_CStructure)& theStructure, const Graphic3d_DisplayPriority thePriority) = 0; //! Erases the structure from display lists of the view. virtual void eraseStructure (const Handle(Graphic3d_CStructure)& theStructure) = 0; //! Change Z layer of a structure already presented in view. virtual void changeZLayer (const Handle(Graphic3d_CStructure)& theCStructure, const Graphic3d_ZLayerId theNewLayerId) = 0; //! Changes the priority of a structure within its Z layer in the specified view. virtual void changePriority (const Handle(Graphic3d_CStructure)& theCStructure, const Graphic3d_DisplayPriority theNewPriority) = 0; protected: Standard_Integer myId; Graphic3d_RenderingParams myRenderParams; NCollection_Sequence mySubviews; //!< list of child views Graphic3d_CView* myParentView; //!< back-pointer to the parent view Standard_Boolean myIsSubviewComposer; //!< flag to skip rendering of viewer contents Aspect_TypeOfTriedronPosition mySubviewCorner; //!< position within parent view Graphic3d_Vec2i mySubviewTopLeft; //!< subview top-left position relative to parent view Graphic3d_Vec2i mySubviewMargins; //!< subview margins in pixels Graphic3d_Vec2d mySubviewSize; //!< subview size Graphic3d_Vec2d mySubviewOffset; //!< subview corner offset within parent view Handle(Graphic3d_StructureManager) myStructureManager; Handle(Graphic3d_Camera) myCamera; Graphic3d_SequenceOfStructure myStructsToCompute; Graphic3d_SequenceOfStructure myStructsComputed; Graphic3d_MapOfStructure myStructsDisplayed; Standard_Boolean myIsInComputedMode; Standard_Boolean myIsActive; Standard_Boolean myIsRemoved; Graphic3d_TypeOfBackfacingModel myBackfacing; Graphic3d_TypeOfVisualization myVisualization; Quantity_ColorRGBA myBgColor; Handle(Graphic3d_TextureMap) myBackgroundImage; Handle(Graphic3d_CubeMap) myCubeMapBackground; //!< Cubemap displayed at background Handle(Graphic3d_CubeMap) myCubeMapIBL; //!< Cubemap used for environment lighting Handle(Graphic3d_TextureEnv) myTextureEnvData; Graphic3d_GraduatedTrihedron myGTrihedronData; Graphic3d_TypeOfBackground myBackgroundType; //!< Current type of background Aspect_SkydomeBackground mySkydomeAspect; Standard_Boolean myToUpdateSkydome; Handle(Aspect_XRSession) myXRSession; Handle(Graphic3d_Camera) myBackXRCamera; //!< camera projection parameters to restore after closing XR session (FOV, aspect and similar) Handle(Graphic3d_Camera) myBaseXRCamera; //!< neutral camera orientation defining coordinate system in which head tracking is defined Handle(Graphic3d_Camera) myPosedXRCamera; //!< transient XR camera orientation with tracked head orientation applied (based on myBaseXRCamera) Handle(Graphic3d_Camera) myPosedXRCameraCopy; //!< neutral camera orientation copy at the beginning of processing input Standard_Real myUnitFactor; //!< unit scale factor defined as scale factor for m (meters) }; #endif // _Graphic3d_CView_HeaderFile