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170 lines
5.3 KiB
C++
170 lines
5.3 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_BndBox4f.hxx>
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#include <Graphic3d_Group.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 <InterfaceGraphic_Graphic3d.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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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 associated clip planes
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const 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 Graphic3d_SequenceOfHClipPlane& thePlanes) { myClipPlanes = thePlanes; }
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//! @return bounding box of this presentation
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const Graphic3d_BndBox4f& 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_BndBox4f& 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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//! Set z layer ID to display the structure in specified layer
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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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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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//! Synchronize structure aspects
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virtual void UpdateAspects() = 0;
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//! Synchronize structure transformation
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virtual void UpdateTransformation() = 0;
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//! Highlight entire structure with color
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virtual void HighlightWithColor (const Graphic3d_Vec3& theColor,
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const Standard_Boolean theToCreate) = 0;
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//! Highlight structure using boundary box
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virtual void HighlightWithBndBox (const Handle(Graphic3d_Structure)& theStruct,
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const Standard_Boolean theToCreate) = 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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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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CALL_DEF_CONTEXTLINE ContextLine;
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CALL_DEF_CONTEXTFILLAREA ContextFillArea;
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CALL_DEF_CONTEXTMARKER ContextMarker;
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CALL_DEF_CONTEXTTEXT ContextText;
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CALL_DEF_COLOR HighlightColor;
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Graphic3d_Mat4 Transformation;
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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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Graphic3d_TransformPers TransformPersistence;
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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_BndBox4f myBndBox;
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Graphic3d_SequenceOfHClipPlane myClipPlanes;
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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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