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occt/src/Graphic3d/Graphic3d_CStructure.hxx
abv 92efcf78a6 0026936: Drawbacks of inlining in new type system in OCCT 7.0 -- automatic
Automatic restore of IMPLEMENT_STANDARD_RTTIEXT macro (upgrade -rtti)
2015-12-04 14:15:06 +03:00

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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_BndBox4f.hxx>
#include <Graphic3d_Group.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 <InterfaceGraphic_Graphic3d.hxx>
class Graphic3d_GraphicDriver;
class Graphic3d_StructureManager;
//! Low-level graphic structure interface
class Graphic3d_CStructure : public Standard_Transient
{
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 associated clip planes
const Graphic3d_SequenceOfHClipPlane& ClipPlanes() const
{
return myClipPlanes;
}
//! Pass clip planes to the associated graphic driver structure
void SetClipPlanes (const Graphic3d_SequenceOfHClipPlane& thePlanes) { myClipPlanes = thePlanes; }
//! @return bounding box of this presentation
const Graphic3d_BndBox4f& BoundingBox() const
{
return myBndBox;
}
//! @return bounding box of this presentation
//! without transformation matrix applied
Graphic3d_BndBox4f& ChangeBoundingBox()
{
return myBndBox;
}
//! Return structure visibility flag
bool IsVisible() const { return visible != 0; }
//! Set z layer ID to display the structure in specified layer
void SetZLayer (const Graphic3d_ZLayerId theLayerIndex) { myZLayer = theLayerIndex; }
//! Get z layer ID
Graphic3d_ZLayerId ZLayer() const { return myZLayer; }
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;
//! Synchronize structure aspects
virtual void UpdateAspects() = 0;
//! Synchronize structure transformation
virtual void UpdateTransformation() = 0;
//! Highlight entire structure with color
virtual void HighlightWithColor (const Graphic3d_Vec3& theColor,
const Standard_Boolean theToCreate) = 0;
//! Highlight structure using boundary box
virtual void HighlightWithBndBox (const Handle(Graphic3d_Structure)& theStruct,
const Standard_Boolean theToCreate) = 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;
public:
int Id;
Graphic3d_ZLayerId myZLayer;
int Priority;
int PreviousPriority;
CALL_DEF_CONTEXTLINE ContextLine;
CALL_DEF_CONTEXTFILLAREA ContextFillArea;
CALL_DEF_CONTEXTMARKER ContextMarker;
CALL_DEF_CONTEXTTEXT ContextText;
CALL_DEF_COLOR HighlightColor;
Graphic3d_Mat4 Transformation;
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;
Graphic3d_TransformPers TransformPersistence;
protected:
//! Create empty structure.
Standard_EXPORT Graphic3d_CStructure (const Handle(Graphic3d_StructureManager)& theManager);
protected:
Handle(Graphic3d_GraphicDriver) myGraphicDriver;
Graphic3d_SequenceOfGroup myGroups;
Graphic3d_BndBox4f myBndBox;
Graphic3d_SequenceOfHClipPlane myClipPlanes;
public:
DEFINE_STANDARD_RTTIEXT(Graphic3d_CStructure,Standard_Transient) // Type definition
};
DEFINE_STANDARD_HANDLE (Graphic3d_CStructure, Standard_Transient)
#endif // _Graphic3d_CStructure_HeaderFile