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occt/src/Graphic3d/Graphic3d_CStructure.hxx
2019-11-11 14:06:04 +03:00

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8.9 KiB
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// Copyright (c) 1995-1999 Matra Datavision
// Copyright (c) 1999-2014 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_CStructure_HeaderFile
#define _Graphic3d_CStructure_HeaderFile
#include <Graphic3d_BndBox3d.hxx>
#include <Graphic3d_Group.hxx>
#include <Graphic3d_PresentationAttributes.hxx>
#include <Graphic3d_SequenceOfGroup.hxx>
#include <Graphic3d_SequenceOfHClipPlane.hxx>
#include <Graphic3d_TypeOfComposition.hxx>
#include <Graphic3d_ViewAffinity.hxx>
#include <Graphic3d_TransformPers.hxx>
#include <Graphic3d_Vec3.hxx>
#include <Graphic3d_ZLayerId.hxx>
#include <Geom_Transformation.hxx>
#include <NCollection_IndexedMap.hxx>
class Graphic3d_GraphicDriver;
class Graphic3d_StructureManager;
//! Low-level graphic structure interface
class Graphic3d_CStructure : public Standard_Transient
{
protected:
//! Auxiliary wrapper to iterate through structure list.
template<class Struct_t>
class SubclassStructIterator
{
public:
SubclassStructIterator (const NCollection_IndexedMap<const Graphic3d_CStructure*>& theStructs) : myIter (theStructs) {}
Standard_Boolean More() const { return myIter.More(); }
void Next() { myIter.Next(); }
const Struct_t* Value() const { return (const Struct_t* )(myIter.Value()); }
Struct_t* ChangeValue() { return (Struct_t* )(myIter.Value()); }
private:
NCollection_IndexedMap<const Graphic3d_CStructure*>::Iterator myIter;
};
//! Auxiliary wrapper to iterate through group sequence.
template<class Group_t>
class SubclassGroupIterator
{
public:
SubclassGroupIterator (const Graphic3d_SequenceOfGroup& theGroups) : myIter (theGroups) {}
Standard_Boolean More() const { return myIter.More(); }
void Next() { myIter.Next(); }
const Group_t* Value() const { return (const Group_t* )(myIter.Value().get()); }
Group_t* ChangeValue() { return (Group_t* )(myIter.ChangeValue().get()); }
private:
Graphic3d_SequenceOfGroup::Iterator myIter;
};
public:
//! @return graphic driver created this structure
const Handle(Graphic3d_GraphicDriver)& GraphicDriver() const
{
return myGraphicDriver;
}
//! @return graphic groups
const Graphic3d_SequenceOfGroup& Groups() const
{
return myGroups;
}
//! Return transformation.
const Handle(Geom_Transformation)& Transformation() const { return myTrsf; }
//! Assign transformation.
virtual void SetTransformation (const Handle(Geom_Transformation)& theTrsf) { myTrsf = theTrsf; }
//! Return transformation persistence.
const Handle(Graphic3d_TransformPers)& TransformPersistence() const { return myTrsfPers; }
//! Set transformation persistence.
virtual void SetTransformPersistence (const Handle(Graphic3d_TransformPers)& theTrsfPers) { myTrsfPers = theTrsfPers; }
//! @return associated clip planes
const Handle(Graphic3d_SequenceOfHClipPlane)& ClipPlanes() const
{
return myClipPlanes;
}
//! Pass clip planes to the associated graphic driver structure
void SetClipPlanes (const Handle(Graphic3d_SequenceOfHClipPlane)& thePlanes) { myClipPlanes = thePlanes; }
//! @return bounding box of this presentation
const Graphic3d_BndBox3d& BoundingBox() const
{
return myBndBox;
}
//! @return bounding box of this presentation
//! without transformation matrix applied
Graphic3d_BndBox3d& ChangeBoundingBox()
{
return myBndBox;
}
//! Return structure visibility flag
bool IsVisible() const { return visible != 0; }
//! Return structure visibility considering both View Affinity and global visibility state.
bool IsVisible (const Standard_Integer theViewId) const
{
return visible != 0
&& (ViewAffinity.IsNull()
|| ViewAffinity->IsVisible (theViewId));
}
//! Set z layer ID to display the structure in specified layer
virtual void SetZLayer (const Graphic3d_ZLayerId theLayerIndex) { myZLayer = theLayerIndex; }
//! Get z layer ID
Graphic3d_ZLayerId ZLayer() const { return myZLayer; }
//! Returns valid handle to highlight style of the structure in case if
//! highlight flag is set to true
const Handle(Graphic3d_PresentationAttributes)& HighlightStyle() const { return myHighlightStyle; }
//! Returns true if the structure is clipped with set planes
virtual Standard_Boolean IsClipped (const Handle(Graphic3d_SequenceOfHClipPlane)& theClipPlane) const = 0;
public:
//! Returns FALSE if the structure hits the current view volume, otherwise returns TRUE.
Standard_Boolean IsCulled() const { return myIsCulled; }
//! Marks structure as culled/not culled - note that IsAlwaysRendered() is ignored here!
void SetCulled (Standard_Boolean theIsCulled) const { myIsCulled = theIsCulled; }
//! Marks structure as overlapping the current view volume one.
//! The method is called during traverse of BVH tree.
void MarkAsNotCulled() const { myIsCulled = Standard_False; }
//! Returns whether check of object's bounding box clipping is enabled before drawing of object; TRUE by default.
Standard_Boolean BndBoxClipCheck() const { return myBndBoxClipCheck; }
//! Enable/disable check of object's bounding box clipping before drawing of object.
void SetBndBoxClipCheck(Standard_Boolean theBndBoxClipCheck) { myBndBoxClipCheck = theBndBoxClipCheck; }
//! Checks if the structure should be included into BVH tree or not.
Standard_Boolean IsAlwaysRendered() const
{
return IsInfinite
|| IsForHighlight
|| IsMutable
|| Is2dText
|| (!myTrsfPers.IsNull() && myTrsfPers->IsTrihedronOr2d());
}
public:
//! Update structure visibility state
virtual void OnVisibilityChanged() = 0;
//! Clear graphic data
virtual void Clear() = 0;
//! Connect other structure to this one
virtual void Connect (Graphic3d_CStructure& theStructure) = 0;
//! Disconnect other structure to this one
virtual void Disconnect (Graphic3d_CStructure& theStructure) = 0;
//! Highlights structure with the given style
virtual void GraphicHighlight (const Handle(Graphic3d_PresentationAttributes)& theStyle) = 0;
//! Unhighlights the structure and invalidates pointer to structure's highlight
//! style
virtual void GraphicUnhighlight() = 0;
//! Create shadow link to this structure
virtual Handle(Graphic3d_CStructure) ShadowLink (const Handle(Graphic3d_StructureManager)& theManager) const = 0;
//! Create new group within this structure
virtual Handle(Graphic3d_Group) NewGroup (const Handle(Graphic3d_Structure)& theStruct) = 0;
//! Remove group from this structure
virtual void RemoveGroup (const Handle(Graphic3d_Group)& theGroup) = 0;
//! Update render transformation matrix.
virtual void updateLayerTransformation() {}
public:
int Id;
Graphic3d_ZLayerId myZLayer;
int Priority;
int PreviousPriority;
int ContainsFacet;
Handle(Graphic3d_ViewAffinity) ViewAffinity; //!< view affinity mask
unsigned IsInfinite : 1;
unsigned stick : 1; //!< displaying state - should be set when structure has been added to scene graph (but can be in hidden state)
unsigned highlight : 1;
unsigned visible : 1; //!< visibility flag - can be used to suppress structure while leaving it in the scene graph
unsigned HLRValidation : 1;
unsigned IsForHighlight : 1;
unsigned IsMutable : 1;
unsigned Is2dText : 1;
protected:
//! Create empty structure.
Standard_EXPORT Graphic3d_CStructure (const Handle(Graphic3d_StructureManager)& theManager);
protected:
Handle(Graphic3d_GraphicDriver) myGraphicDriver;
Graphic3d_SequenceOfGroup myGroups;
Graphic3d_BndBox3d myBndBox;
Handle(Geom_Transformation) myTrsf;
Handle(Graphic3d_TransformPers) myTrsfPers;
Handle(Graphic3d_SequenceOfHClipPlane) myClipPlanes;
Handle(Graphic3d_PresentationAttributes) myHighlightStyle; //! Current highlight style; is set only if highlight flag is true
mutable Standard_Boolean myIsCulled; //!< A status specifying is structure needs to be rendered after BVH tree traverse
Standard_Boolean myBndBoxClipCheck; //!< Flag responsible for checking of bounding box clipping before drawing of object
public:
DEFINE_STANDARD_RTTIEXT(Graphic3d_CStructure,Standard_Transient) // Type definition
};
DEFINE_STANDARD_HANDLE (Graphic3d_CStructure, Standard_Transient)
#endif // _Graphic3d_CStructure_HeaderFile