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Animation sample has been updated to: - use reuse AIS_ViewController for general viewer manipulations; - update animation using elapsed time; - do not block camera manipilations; - get rid of redundant controls.
68 lines
1.8 KiB
C++
Executable File
68 lines
1.8 KiB
C++
Executable File
// Animation.h : interface of the CAnimationDoc class
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//
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/////////////////////////////////////////////////////////////////////////////
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#if !defined(AFX_ANIMATIONDOC_H__79840E86_1001_11D2_B8C1_0000F87A77C1__INCLUDED_)
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#define AFX_ANIMATIONDOC_H__79840E86_1001_11D2_B8C1_0000F87A77C1__INCLUDED_
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#if _MSC_VER >= 1000
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#pragma once
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#endif // _MSC_VER >= 1000
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#include "OCC_BaseDoc.h"
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#include "AIS_ConnectedInteractive.hxx"
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#include "Geom_Transformation.hxx"
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class CAnimationDoc : public OCC_BaseDoc
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{
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public:
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void Popup (const Standard_Integer x,
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const Standard_Integer y,
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const Handle(V3d_View)& aView);
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protected: // create from serialization only
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CAnimationDoc();
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DECLARE_DYNCREATE(CAnimationDoc)
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// Implementation
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public:
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virtual ~CAnimationDoc();
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#ifdef _DEBUG
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virtual void AssertValid() const;
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virtual void Dump(CDumpContext& dc) const;
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#endif
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// Generated message map functions
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protected:
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//{{AFX_MSG(CAnimationDoc)
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afx_msg void OnShading();
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afx_msg void OnThread();
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afx_msg void OnFileLoadgrid();
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afx_msg void OnUpdateWalkWalkthru(CCmdUI* pCmdUI);
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//}}AFX_MSG
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DECLARE_MESSAGE_MAP()
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private:
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Handle(AIS_Shape) myAisCrankArm ;
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Handle(AIS_Shape) myAisCylinderHead ;
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Handle(AIS_Shape) myAisPropeller ;
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Handle(AIS_Shape) myAisPiston ;
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Handle(AIS_Shape) myAisEngineBlock ;
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Standard_Real myDeviation;
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public:
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void OnMyTimer (double theTimeSec);
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Standard_Integer thread;
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double m_Xmin, m_Ymin, m_Zmin, m_Xmax, m_Ymax, m_Zmax;
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BOOL m_bIsGridLoaded;
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};
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/////////////////////////////////////////////////////////////////////////////
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//{{AFX_INSERT_LOCATION}}
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// Microsoft Developer Studio will insert additional declarations immediately before the previous line.
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#endif // !defined(AFX_ANIMATIONDOC_H__79840E86_1001_11D2_B8C1_0000F87A77C1__INCLUDED_)
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