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