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- Provide DumpJson for geometrical, ocaf and visualization classes; - Change depth parameter of DumpJson (constant is not obligate here) - Introduce a new macro for transient objects to be called as the first row in DumpJson: OCCT_DUMP_TRANSIENT_CLASS_BEGIN. We need not put the class name in the macro, using get_type_name of Standard_Transient for it. - change implementation of OCCT_DUMP_CLASS_BEGIN and OCCT_DUMP_TRANSIENT_CLASS_BEGIN. It is not an sentry more and it does not create a new hierarchy level. It appends a new row into the output stream: "className": <className> - OCCT_DUMP_* does not require semicolon - class header is included first in source files of TDataStd, TDocStd, TCAFDoc
77 lines
3.2 KiB
C++
77 lines
3.2 KiB
C++
// Created on: 1993-04-26
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// Created by: Jean-Louis Frenkel
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// Copyright (c) 1993-1999 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 _Prs3d_ShadingAspect_HeaderFile
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#define _Prs3d_ShadingAspect_HeaderFile
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#include <Aspect_TypeOfFacingModel.hxx>
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#include <Graphic3d_AspectFillArea3d.hxx>
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#include <Graphic3d_MaterialAspect.hxx>
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#include <Prs3d_BasicAspect.hxx>
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//! A framework to define the display of shading.
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//! The attributes which make up this definition include:
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//! - fill aspect
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//! - color, and
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//! - material
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class Prs3d_ShadingAspect : public Prs3d_BasicAspect
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{
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DEFINE_STANDARD_RTTIEXT(Prs3d_ShadingAspect, Prs3d_BasicAspect)
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public:
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//! Constructs an empty framework to display shading.
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Standard_EXPORT Prs3d_ShadingAspect();
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//! Constructor with initialization.
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Prs3d_ShadingAspect (const Handle(Graphic3d_AspectFillArea3d)& theAspect) : myAspect (theAspect) {}
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//! Change the polygons interior color and material ambient color.
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Standard_EXPORT void SetColor (const Quantity_Color& aColor, const Aspect_TypeOfFacingModel aModel = Aspect_TOFM_BOTH_SIDE);
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//! Change the polygons material aspect.
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Standard_EXPORT void SetMaterial (const Graphic3d_MaterialAspect& aMaterial, const Aspect_TypeOfFacingModel aModel = Aspect_TOFM_BOTH_SIDE);
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//! Change the polygons transparency value.
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//! Warning : aValue must be in the range 0,1. 0 is the default (NO transparent)
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Standard_EXPORT void SetTransparency (const Standard_Real aValue, const Aspect_TypeOfFacingModel aModel = Aspect_TOFM_BOTH_SIDE);
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//! Returns the polygons color.
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Standard_EXPORT const Quantity_Color& Color (const Aspect_TypeOfFacingModel aModel = Aspect_TOFM_FRONT_SIDE) const;
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//! Returns the polygons material aspect.
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Standard_EXPORT const Graphic3d_MaterialAspect& Material (const Aspect_TypeOfFacingModel aModel = Aspect_TOFM_FRONT_SIDE) const;
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//! Returns the polygons transparency value.
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Standard_EXPORT Standard_Real Transparency (const Aspect_TypeOfFacingModel aModel = Aspect_TOFM_FRONT_SIDE) const;
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//! Returns the polygons aspect properties.
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const Handle(Graphic3d_AspectFillArea3d)& Aspect() const { return myAspect; }
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void SetAspect (const Handle(Graphic3d_AspectFillArea3d)& theAspect) { myAspect = theAspect; }
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//! Dumps the content of me into the stream
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Standard_EXPORT virtual void DumpJson (Standard_OStream& theOStream, Standard_Integer theDepth = -1) const Standard_OVERRIDE;
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protected:
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Handle(Graphic3d_AspectFillArea3d) myAspect;
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};
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DEFINE_STANDARD_HANDLE(Prs3d_ShadingAspect, Prs3d_BasicAspect)
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#endif // _Prs3d_ShadingAspect_HeaderFile
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