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DeviceLost flag has been moved from Graphic3d_GraphicDriver to Graphic3d_StructureManager, so that all Viewers sharing the same Driver instance are properly invalidated. Fixed clearing of objects by vclear command in case of multiple Viewers.
185 lines
7.9 KiB
C++
185 lines
7.9 KiB
C++
// Created on: 1991-09-05
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// Created by: NW,JPB,CAL
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// Copyright (c) 1991-1999 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_StructureManager_HeaderFile
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#define _Graphic3d_StructureManager_HeaderFile
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#include <Aspect_GenId.hxx>
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#include <Aspect_TypeOfHighlightMethod.hxx>
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#include <Graphic3d_CView.hxx>
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#include <Graphic3d_MapOfObject.hxx>
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#include <Graphic3d_MapOfStructure.hxx>
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#include <Graphic3d_ViewAffinity.hxx>
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#include <Graphic3d_ZLayerId.hxx>
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#include <Graphic3d_ZLayerSettings.hxx>
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#include <Standard_Transient.hxx>
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#include <NCollection_IndexedMap.hxx>
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#include <Standard.hxx>
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#include <Standard_Boolean.hxx>
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#include <Standard_Integer.hxx>
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#include <Standard_Type.hxx>
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#include <TColStd_Array2OfReal.hxx>
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typedef NCollection_IndexedMap<Graphic3d_CView*> Graphic3d_IndexedMapOfView;
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class Graphic3d_GraphicDriver;
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class Graphic3d_Structure;
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class Graphic3d_DataStructureManager;
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//! This class allows the definition of a manager to
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//! which the graphic objects are associated.
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//! It allows them to be globally manipulated.
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//! It defines the global attributes.
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//! Keywords: Structure, Structure Manager, Update Mode,
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//! Destroy, Highlight, Visible
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class Graphic3d_StructureManager : public Standard_Transient
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{
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friend class Graphic3d_Structure;
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DEFINE_STANDARD_RTTIEXT(Graphic3d_StructureManager, Standard_Transient)
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public:
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//! Initializes the ViewManager.
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//! Currently creating of more than 100 viewer instances
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//! is not supported and leads to InitializationError and
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//! initialization failure.
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//! This limitation might be addressed in some future OCCT releases.
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//! Warning: Raises InitialisationError if the initialization
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//! of the ViewManager failed.
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Standard_EXPORT Graphic3d_StructureManager (const Handle(Graphic3d_GraphicDriver)& theDriver);
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//! Deletes the manager <me>.
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Standard_EXPORT ~Graphic3d_StructureManager();
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//! Invalidates bounding box of specified ZLayerId.
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Standard_EXPORT virtual void Update (const Graphic3d_ZLayerId theLayerId = Graphic3d_ZLayerId_UNKNOWN) const;
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//! Deletes and erases the 3D structure manager.
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Standard_EXPORT virtual void Remove();
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//! Erases all the structures.
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Standard_EXPORT virtual void Erase();
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//! Returns the set of structures displayed in
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//! visualiser <me>.
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Standard_EXPORT void DisplayedStructures (Graphic3d_MapOfStructure& SG) const;
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//! Returns the set of highlighted structures
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//! in a visualiser <me>.
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Standard_EXPORT void HighlightedStructures (Graphic3d_MapOfStructure& SG) const;
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//! Forces a new construction of the structure.
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//! if <theStructure> is displayed and TOS_COMPUTED.
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Standard_EXPORT virtual void ReCompute (const Handle(Graphic3d_Structure)& theStructure);
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//! Forces a new construction of the structure.
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//! if <theStructure> is displayed in <theProjector> and TOS_COMPUTED.
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Standard_EXPORT virtual void ReCompute (const Handle(Graphic3d_Structure)& theStructure, const Handle(Graphic3d_DataStructureManager)& theProjector);
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//! Clears the structure.
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Standard_EXPORT virtual void Clear (const Handle(Graphic3d_Structure)& theStructure, const Standard_Boolean theWithDestruction);
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//! Connects the structures.
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Standard_EXPORT virtual void Connect (const Handle(Graphic3d_Structure)& theMother, const Handle(Graphic3d_Structure)& theDaughter);
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//! Disconnects the structures.
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Standard_EXPORT virtual void Disconnect (const Handle(Graphic3d_Structure)& theMother, const Handle(Graphic3d_Structure)& theDaughter);
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//! Display the structure.
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Standard_EXPORT virtual void Display (const Handle(Graphic3d_Structure)& theStructure);
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//! Erases the structure.
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Standard_EXPORT virtual void Erase (const Handle(Graphic3d_Structure)& theStructure);
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//! Highlights the structure.
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Standard_EXPORT virtual void Highlight (const Handle(Graphic3d_Structure)& theStructure);
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//! Transforms the structure.
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Standard_EXPORT virtual void SetTransform (const Handle(Graphic3d_Structure)& theStructure, const Handle(Geom_Transformation)& theTrsf);
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//! Changes the display priority of the structure <AStructure>.
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Standard_EXPORT virtual void ChangeDisplayPriority (const Handle(Graphic3d_Structure)& theStructure, const Standard_Integer theOldPriority, const Standard_Integer theNewPriority);
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//! Change Z layer for structure. The Z layer mechanism allows to display structures in higher
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//! layers in overlay of structures in lower layers.
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Standard_EXPORT virtual void ChangeZLayer (const Handle(Graphic3d_Structure)& theStructure, const Graphic3d_ZLayerId theLayerId);
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//! Returns the graphic driver of <me>.
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Standard_EXPORT const Handle(Graphic3d_GraphicDriver)& GraphicDriver() const;
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//! Attaches the view to this structure manager and sets its identification number within the manager.
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Standard_EXPORT Standard_Integer Identification (Graphic3d_CView* theView);
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//! Detach the view from this structure manager and release its identification.
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Standard_EXPORT void UnIdentification (Graphic3d_CView* theView);
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//! Returns the group of views defined in the structure manager.
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Standard_EXPORT const Graphic3d_IndexedMapOfView& DefinedViews() const;
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//! Returns the theoretical maximum number of definable views in the manager.
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//! Warning: It's not possible to accept an infinite number of definable views because each
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//! view must have an identification and we have different managers.
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Standard_EXPORT Standard_Integer MaxNumOfViews() const;
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//! Returns the structure with the identification number <AId>.
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Standard_EXPORT virtual Handle(Graphic3d_Structure) Identification (const Standard_Integer AId) const;
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//! Suppress the highlighting on the structure <AStructure>.
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Standard_EXPORT virtual void UnHighlight (const Handle(Graphic3d_Structure)& AStructure);
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//! Suppresses the highlighting on all the structures in <me>.
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Standard_EXPORT virtual void UnHighlight();
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//! Recomputes all structures in the manager.
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//! Resets Device Lost flag.
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Standard_EXPORT void RecomputeStructures();
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//! Recomputes all structures from theStructures.
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Standard_EXPORT void RecomputeStructures (const Graphic3d_MapOfStructure& theStructures);
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Standard_EXPORT Handle(Graphic3d_ViewAffinity) RegisterObject (const Handle(Standard_Transient)& theObject);
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Standard_EXPORT void UnregisterObject (const Handle(Standard_Transient)& theObject);
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Standard_EXPORT Handle(Graphic3d_ViewAffinity) ObjectAffinity (const Handle(Standard_Transient)& theObject) const;
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//! Returns TRUE if Device Lost flag has been set and presentation data should be reuploaded onto graphics driver.
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Standard_Boolean IsDeviceLost() const { return myDeviceLostFlag; }
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//! Sets Device Lost flag.
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void SetDeviceLost() { myDeviceLostFlag = Standard_True; }
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protected:
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//! Returns the number of structures displayed in
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//! visualizer <me>.
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//! Returns the structure displayed in visualizer <me>.
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Standard_EXPORT Standard_Integer NumberOfDisplayedStructures() const;
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protected:
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Aspect_GenId myViewGenId;
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Graphic3d_MapOfStructure myDisplayedStructure;
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Graphic3d_MapOfStructure myHighlightedStructure;
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Graphic3d_MapOfObject myRegisteredObjects;
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Handle(Graphic3d_GraphicDriver) myGraphicDriver;
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Graphic3d_IndexedMapOfView myDefinedViews;
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Standard_Boolean myDeviceLostFlag;
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};
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DEFINE_STANDARD_HANDLE(Graphic3d_StructureManager, Standard_Transient)
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#endif // _Graphic3d_StructureManager_HeaderFile
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