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occt/src/V3d/V3d_Viewer.hxx

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// Created on: 1992-01-17
// Created by: GG
// Copyright (c) 1992-1999 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 _V3d_Viewer_HeaderFile
#define _V3d_Viewer_HeaderFile
#include <Aspect_Background.hxx>
#include <Aspect_GenId.hxx>
#include <Aspect_GradientBackground.hxx>
#include <Aspect_GradientFillMethod.hxx>
#include <Aspect_GridDrawMode.hxx>
#include <Aspect_GridType.hxx>
#include <gp_Ax3.hxx>
#include <Graphic3d_StructureManager.hxx>
#include <Graphic3d_Vertex.hxx>
#include <Graphic3d_ZLayerSettings.hxx>
#include <TColStd_MapOfInteger.hxx>
#include <TColStd_ListIteratorOfListOfTransient.hxx>
#include <TColStd_SequenceOfInteger.hxx>
#include <TCollection_AsciiString.hxx>
#include <TCollection_ExtendedString.hxx>
#include <V3d_ListOfLight.hxx>
#include <V3d_ListOfView.hxx>
#include <V3d_TypeOfOrientation.hxx>
#include <V3d_TypeOfView.hxx>
#include <Quantity_Color.hxx>
class Aspect_Grid;
class Graphic3d_AspectMarker3d;
class Graphic3d_GraphicDriver;
class Graphic3d_Group;
class Graphic3d_Structure;
class V3d_CircularGrid;
class V3d_RectangularGrid;
class V3d_View;
//! Defines services on Viewer type objects.
//! The methods of this class allow editing and
//! interrogation of the parameters linked to the viewer
//! its friend classes (View,light,plane).
class V3d_Viewer : public Standard_Transient
{
friend class V3d_View;
DEFINE_STANDARD_RTTIEXT(V3d_Viewer, Standard_Transient)
public:
//! Create a Viewer with the given graphic driver and with default parameters:
//! - View orientation: V3d_XposYnegZpos
//! - View background: Quantity_NOC_GRAY30
//! - Shading model: V3d_GOURAUD
Standard_EXPORT V3d_Viewer (const Handle(Graphic3d_GraphicDriver)& theDriver);
//! Returns True if One View more can be defined in this Viewer.
Standard_EXPORT Standard_Boolean IfMoreViews() const;
//! Creates a view in the viewer according to its default parameters.
Standard_EXPORT Handle(V3d_View) CreateView();
//! Activates all of the views of a viewer attached to a window.
Standard_EXPORT void SetViewOn();
//! Activates a particular view in the Viewer.
//! Must be call if the Window attached to the view has been Deiconified.
Standard_EXPORT void SetViewOn (const Handle(V3d_View)& theView);
//! Deactivates all the views of a Viewer
//! attached to a window.
Standard_EXPORT void SetViewOff();
//! Deactivates a particular view in the Viewer.
//! Must be call if the Window attached to the view
//! has been Iconified .
Standard_EXPORT void SetViewOff (const Handle(V3d_View)& theView);
//! Deprecated, Redraw() should be used instead.
void Update() { Redraw(); }
//! Redraws all the views of the Viewer even if no
//! modification has taken place. Must be called if
//! all the views of the Viewer are exposed, as for
//! example in a global DeIconification.
Standard_EXPORT void Redraw() const;
//! Updates layer of immediate presentations.
Standard_EXPORT void RedrawImmediate() const;
//! Invalidates viewer content but does not redraw it.
Standard_EXPORT void Invalidate() const;
//! Suppresses the Viewer.
Standard_EXPORT void Remove();
//! Return Graphic Driver instance.
const Handle(Graphic3d_GraphicDriver)& Driver() const { return myDriver; }
//! Returns the structure manager associated to this viewer.
Handle(Graphic3d_StructureManager) StructureManager() const { return myStructureManager; }
//! Return default Rendering Parameters.
//! By default these parameters are set in a new V3d_View.
const Graphic3d_RenderingParams& DefaultRenderingParams() const { return myDefaultRenderingParams; }
//! Set default Rendering Parameters.
void SetDefaultRenderingParams (const Graphic3d_RenderingParams& theParams) { myDefaultRenderingParams = theParams; }
//! Defines the default background colour of views
//! attached to the viewer by supplying the color object
void SetDefaultBackgroundColor (const Quantity_Color& theColor) { myBackground.SetColor (theColor); }
//! Returns the gradient background of the view.
const Aspect_GradientBackground& GetGradientBackground() const { return myGradientBackground; }
//! Defines the default gradient background colours of views
//! attached to the viewer by supplying the colour objects
void SetDefaultBgGradientColors (const Quantity_Color& theColor1,
const Quantity_Color& theColor2,
const Aspect_GradientFillMethod theFillStyle = Aspect_GradientFillMethod_Horizontal)
{
myGradientBackground.SetColors (theColor1, theColor2, theFillStyle);
}
//! Returns the default size of the view.
Standard_Real DefaultViewSize() const { return myViewSize; }
//! Gives a default size for the creation of views of the viewer.
Standard_EXPORT void SetDefaultViewSize (const Standard_Real theSize);
//! Returns the default Projection.
V3d_TypeOfOrientation DefaultViewProj() const { return myViewProj; }
//! Sets the default projection for creating views in the viewer.
void SetDefaultViewProj (const V3d_TypeOfOrientation theOrientation) { myViewProj = theOrientation; }
//! Returns the default type of Shading; Graphic3d_TypeOfShadingModel_Phong by default.
Graphic3d_TypeOfShadingModel DefaultShadingModel() const { return myDefaultRenderingParams.ShadingModel; }
//! Gives the default type of SHADING.
void SetDefaultShadingModel (const Graphic3d_TypeOfShadingModel theType) { myDefaultRenderingParams.ShadingModel = theType; }
//! Returns the default type of View (orthographic or perspective projection) to be returned by CreateView() method.
V3d_TypeOfView DefaultTypeOfView() const { return myDefaultTypeOfView; }
//! Set the default type of View (orthographic or perspective projection) to be returned by CreateView() method.
void SetDefaultTypeOfView (const V3d_TypeOfView theType) { myDefaultTypeOfView = theType; }
//! Returns the default background colour object.
Quantity_Color DefaultBackgroundColor() const { return myBackground.Color(); }
//! Returns the gradient background colour objects of the view.
void DefaultBgGradientColors (Quantity_Color& theColor1, Quantity_Color& theColor2) const { myGradientBackground.Colors (theColor1, theColor2); }
//! Return all Z layer ids in sequence ordered by overlay level from lowest layer to highest ( foreground ).
//! The first layer ID in sequence is the default layer that can't be removed.
Standard_EXPORT void GetAllZLayers (TColStd_SequenceOfInteger& theLayerSeq) const;
//! Add a new top-level Z layer to all managed views and get its ID as <theLayerId> value.
//! The Z layers are controlled entirely by viewer, it is not possible to add a layer to a particular view.
//! Custom layers will be inserted before Graphic3d_ZLayerId_Top (e.g. between Graphic3d_ZLayerId_Default and before Graphic3d_ZLayerId_Top).
//! @param theLayerId [out] id of created layer
//! @param theSettings [in] new layer settings
//! @return FALSE if the layer can not be created
Standard_Boolean AddZLayer (Graphic3d_ZLayerId& theLayerId,
const Graphic3d_ZLayerSettings& theSettings = Graphic3d_ZLayerSettings())
{
return InsertLayerBefore (theLayerId, theSettings, Graphic3d_ZLayerId_Top);
}
//! Add a new top-level Z layer to all managed views and get its ID as <theLayerId> value.
//! The Z layers are controlled entirely by viewer, it is not possible to add a layer to a particular view.
//! Layer rendering order is defined by its position in list (altered by theLayerAfter)
//! and IsImmediate() flag (all layers with IsImmediate() flag are drawn afterwards);
//! @param theNewLayerId [out] id of created layer; layer id is arbitrary and does not depend on layer position in the list
//! @param theSettings [in] new layer settings
//! @param theLayerAfter [in] id of layer to append new layer before
//! @return FALSE if the layer can not be created
Standard_EXPORT Standard_Boolean InsertLayerBefore (Graphic3d_ZLayerId& theNewLayerId,
const Graphic3d_ZLayerSettings& theSettings,
const Graphic3d_ZLayerId theLayerAfter);
//! Add a new top-level Z layer to all managed views and get its ID as <theLayerId> value.
//! The Z layers are controlled entirely by viewer, it is not possible to add a layer to a particular view.
//! Layer rendering order is defined by its position in list (altered by theLayerAfter)
//! and IsImmediate() flag (all layers with IsImmediate() flag are drawn afterwards);
//! @param theNewLayerId [out] id of created layer; layer id is arbitrary and does not depend on layer position in the list
//! @param theSettings [in] new layer settings
//! @param theLayerBefore [in] id of layer to append new layer after
//! @return FALSE if the layer can not be created
Standard_EXPORT Standard_Boolean InsertLayerAfter (Graphic3d_ZLayerId& theNewLayerId,
const Graphic3d_ZLayerSettings& theSettings,
const Graphic3d_ZLayerId theLayerBefore);
//! Remove Z layer with ID <theLayerId>.
//! Method returns Standard_False if the layer can not be removed or doesn't exists.
//! By default, there are always default bottom-level layer that can't be removed.
Standard_EXPORT Standard_Boolean RemoveZLayer (const Graphic3d_ZLayerId theLayerId);
//! Returns the settings of a single Z layer.
Standard_EXPORT const Graphic3d_ZLayerSettings& ZLayerSettings (const Graphic3d_ZLayerId theLayerId) const;
//! Sets the settings for a single Z layer.
Standard_EXPORT void SetZLayerSettings (const Graphic3d_ZLayerId theLayerId, const Graphic3d_ZLayerSettings& theSettings);
public:
//! Return a list of active views.
const V3d_ListOfView& ActiveViews() const { return myActiveViews; }
//! Return an iterator for active views.
V3d_ListOfViewIterator ActiveViewIterator() const { return V3d_ListOfViewIterator (myActiveViews); }
//! returns true if there is only one active view.
Standard_Boolean LastActiveView() const { return myActiveViews.Extent() == 1; }
public:
//! Return a list of defined views.
const V3d_ListOfView& DefinedViews() const { return myDefinedViews; }
//! Return an iterator for defined views.
V3d_ListOfViewIterator DefinedViewIterator() const { return V3d_ListOfViewIterator (myDefinedViews); }
public: //! @name lights management
//! Defines default lights:
//! positional-light 0.3 0. 0.
//! directional-light V3d_XnegYposZpos
//! directional-light V3d_XnegYneg
//! ambient-light
Standard_EXPORT void SetDefaultLights();
//! Activates MyLight in the viewer.
Standard_EXPORT void SetLightOn (const Handle(V3d_Light)& theLight);
//! Activates all the lights defined in this viewer.
Standard_EXPORT void SetLightOn();
//! Deactivates MyLight in this viewer.
Standard_EXPORT void SetLightOff (const Handle(V3d_Light)& theLight);
//! Deactivate all the Lights defined in this viewer.
Standard_EXPORT void SetLightOff();
//! Adds Light in Sequence Of Lights.
Standard_EXPORT void AddLight (const Handle(V3d_Light)& theLight);
//! Delete Light in Sequence Of Lights.
Standard_EXPORT void DelLight (const Handle(V3d_Light)& theLight);
//! Updates the lights of all the views of a viewer.
Standard_EXPORT void UpdateLights();
Standard_EXPORT Standard_Boolean IsGlobalLight (const Handle(V3d_Light)& TheLight) const;
//! Return a list of active lights.
const V3d_ListOfLight& ActiveLights() const { return myActiveLights; }
//! Return an iterator for defined lights.
V3d_ListOfLightIterator ActiveLightIterator() const { return V3d_ListOfLightIterator (myActiveLights); }
public:
//! Return a list of defined lights.
const V3d_ListOfLight& DefinedLights() const { return myDefinedLights; }
//! Return an iterator for defined lights.
V3d_ListOfLightIterator DefinedLightIterator() const { return V3d_ListOfLightIterator (myDefinedLights); }
public: //! @name objects management
//! Erase all Objects in All the views.
Standard_EXPORT void Erase() const;
//! UnHighlight all Objects in All the views.
Standard_EXPORT void UnHighlight() const;
public:
//! returns true if the computed mode can be used.
Standard_Boolean ComputedMode() const { return myComputedMode; }
//! Set if the computed mode can be used.
void SetComputedMode (const Standard_Boolean theMode) { myComputedMode = theMode; }
//! returns true if by default the computed mode must be used.
Standard_Boolean DefaultComputedMode() const { return myDefaultComputedMode; }
//! Set if by default the computed mode must be used.
void SetDefaultComputedMode (const Standard_Boolean theMode) { myDefaultComputedMode = theMode; }
public: //! @name privileged plane management
const gp_Ax3& PrivilegedPlane() const { return myPrivilegedPlane; }
Standard_EXPORT void SetPrivilegedPlane (const gp_Ax3& thePlane);
Standard_EXPORT void DisplayPrivilegedPlane (const Standard_Boolean theOnOff, const Standard_Real theSize = 1);
public: //! @name grid management
//! Activates the grid in all views of <me>.
Standard_EXPORT void ActivateGrid (const Aspect_GridType aGridType, const Aspect_GridDrawMode aGridDrawMode);
//! Deactivates the grid in all views of <me>.
Standard_EXPORT void DeactivateGrid();
//! Show/Don't show grid echo to the hit point.
//! If TRUE,the grid echo will be shown at ConvertToGrid() time.
Standard_EXPORT void SetGridEcho (const Standard_Boolean showGrid = Standard_True);
//! Show grid echo <aMarker> to the hit point.
//! Warning: When the grid echo marker is not set,
//! a default marker is build with the attributes:
//! marker type : Aspect_TOM_STAR
//! marker color : Quantity_NOC_GRAY90
//! marker size : 3.0
Standard_EXPORT void SetGridEcho (const Handle(Graphic3d_AspectMarker3d)& aMarker);
//! Returns TRUE when grid echo must be displayed at hit point.
Standard_Boolean GridEcho() const { return myGridEcho; }
//! Returns Standard_True if a grid is activated in <me>.
Standard_EXPORT Standard_Boolean IsGridActive();
//! Returns the defined grid in <me>.
Handle(Aspect_Grid) Grid (bool theToCreate = true) { return Grid (myGridType, theToCreate); }
//! Returns the defined grid in <me>.
Standard_EXPORT Handle(Aspect_Grid) Grid (Aspect_GridType theGridType, bool theToCreate = true);
//! Returns the current grid type defined in <me>.
Aspect_GridType GridType() const { return myGridType; }
//! Returns the current grid draw mode defined in <me>.
Standard_EXPORT Aspect_GridDrawMode GridDrawMode();
//! Returns the definition of the rectangular grid.
Standard_EXPORT void RectangularGridValues (Standard_Real& theXOrigin, Standard_Real& theYOrigin,
Standard_Real& theXStep, Standard_Real& theYStep,
Standard_Real& theRotationAngle);
//! Sets the definition of the rectangular grid.
//! <XOrigin>, <YOrigin> defines the origin of the grid.
//! <XStep> defines the interval between 2 vertical lines.
//! <YStep> defines the interval between 2 horizontal lines.
//! <RotationAngle> defines the rotation angle of the grid.
Standard_EXPORT void SetRectangularGridValues (const Standard_Real XOrigin, const Standard_Real YOrigin, const Standard_Real XStep, const Standard_Real YStep, const Standard_Real RotationAngle);
//! Returns the definition of the circular grid.
Standard_EXPORT void CircularGridValues (Standard_Real& theXOrigin, Standard_Real& theYOrigin,
Standard_Real& theRadiusStep,
Standard_Integer& theDivisionNumber,
Standard_Real& theRotationAngle);
//! Sets the definition of the circular grid.
//! <XOrigin>, <YOrigin> defines the origin of the grid.
//! <RadiusStep> defines the interval between 2 circles.
//! <DivisionNumber> defines the section number of one half circle.
//! <RotationAngle> defines the rotation angle of the grid.
Standard_EXPORT void SetCircularGridValues (const Standard_Real XOrigin, const Standard_Real YOrigin, const Standard_Real RadiusStep, const Standard_Integer DivisionNumber, const Standard_Real RotationAngle);
//! Returns the location and the size of the grid.
Standard_EXPORT void CircularGridGraphicValues (Standard_Real& theRadius,
Standard_Real& theOffSet);
//! Sets the location and the size of the grid.
//! <XSize> defines the width of the grid.
//! <YSize> defines the height of the grid.
//! <OffSet> defines the displacement along the plane normal.
Standard_EXPORT void SetCircularGridGraphicValues (const Standard_Real Radius, const Standard_Real OffSet);
//! Returns the location and the size of the grid.
Standard_EXPORT void RectangularGridGraphicValues (Standard_Real& theXSize, Standard_Real& theYSize,
Standard_Real& theOffSet);
//! Sets the location and the size of the grid.
//! <XSize> defines the width of the grid.
//! <YSize> defines the height of the grid.
//! <OffSet> defines the displacement along the plane normal.
Standard_EXPORT void SetRectangularGridGraphicValues (const Standard_Real XSize, const Standard_Real YSize, const Standard_Real OffSet);
//! Display grid echo at requested point in the view.
Standard_EXPORT void ShowGridEcho (const Handle(V3d_View)& theView, const Graphic3d_Vertex& thePoint);
//! Temporarly hide grid echo.
Standard_EXPORT void HideGridEcho (const Handle(V3d_View)& theView);
public: //! @name deprecated methods
//! Returns Standard_True if a grid is activated in <me>.
Standard_DEPRECATED ("Deprecated method - IsGridActive() should be used instead")
Standard_Boolean IsActive() { return IsGridActive(); }
//! Initializes an internal iterator on the active views.
Standard_DEPRECATED ("Deprecated method - ActiveViews() should be used instead")
void InitActiveViews() { myActiveViewsIterator.Initialize (myActiveViews); }
//! Returns true if there are more active view(s) to return.
Standard_DEPRECATED ("Deprecated method - ActiveViews() should be used instead")
Standard_Boolean MoreActiveViews() const { return myActiveViewsIterator.More(); }
//! Go to the next active view (if there is not, ActiveView will raise an exception)
Standard_DEPRECATED ("Deprecated method - ActiveViews() should be used instead")
void NextActiveViews() { if (!myActiveViews.IsEmpty()) myActiveViewsIterator.Next(); }
Standard_DEPRECATED ("Deprecated method - ActiveViews() should be used instead")
const Handle(V3d_View)& ActiveView() const { return myActiveViewsIterator.Value(); }
//! Initializes an internal iterator on the Defined views.
Standard_DEPRECATED ("Deprecated method - DefinedViews() should be used instead")
void InitDefinedViews() { myDefinedViewsIterator.Initialize (myDefinedViews); }
//! returns true if there are more Defined view(s) to return.
Standard_DEPRECATED ("Deprecated method - DefinedViews() should be used instead")
Standard_Boolean MoreDefinedViews() const { return myDefinedViewsIterator.More(); }
//! Go to the next Defined view (if there is not, DefinedView will raise an exception)
Standard_DEPRECATED ("Deprecated method - DefinedViews() should be used instead")
void NextDefinedViews() { if (!myDefinedViews.IsEmpty()) myDefinedViewsIterator.Next(); }
Standard_DEPRECATED ("Deprecated method - DefinedViews() should be used instead")
const Handle(V3d_View)& DefinedView() const { return myDefinedViewsIterator.Value(); }
//! Initializes an internal iteratator on the active Lights.
Standard_DEPRECATED ("Deprecated method - ActiveLights() should be used instead")
void InitActiveLights() { myActiveLightsIterator.Initialize (myActiveLights); }
//! returns true if there are more active Light(s) to return.
Standard_DEPRECATED ("Deprecated method - ActiveLights() should be used instead")
Standard_Boolean MoreActiveLights() const { return myActiveLightsIterator.More(); }
//! Go to the next active Light (if there is not, ActiveLight() will raise an exception)
Standard_DEPRECATED ("Deprecated method - ActiveLights() should be used instead")
void NextActiveLights() { myActiveLightsIterator.Next(); }
Standard_DEPRECATED ("Deprecated method - ActiveLights() should be used instead")
const Handle(V3d_Light)& ActiveLight() const { return myActiveLightsIterator.Value(); }
//! Initializes an internal iterattor on the Defined Lights.
Standard_DEPRECATED ("Deprecated method - DefinedLights() should be used instead")
void InitDefinedLights() { myDefinedLightsIterator.Initialize (myDefinedLights); }
//! Returns true if there are more Defined Light(s) to return.
Standard_DEPRECATED ("Deprecated method - DefinedLights() should be used instead")
Standard_Boolean MoreDefinedLights() const { return myDefinedLightsIterator.More(); }
//! Go to the next Defined Light (if there is not, DefinedLight() will raise an exception)
Standard_DEPRECATED ("Deprecated method - DefinedLights() should be used instead")
void NextDefinedLights() { if (!myDefinedLights.IsEmpty()) myDefinedLightsIterator.Next(); }
Standard_DEPRECATED ("Deprecated method - DefinedLights() should be used instead")
const Handle(V3d_Light)& DefinedLight() const { return myDefinedLightsIterator.Value(); }
//! Dumps the content of me into the stream
Standard_EXPORT void DumpJson (Standard_OStream& theOStream, Standard_Integer theDepth = -1) const;
private:
//! Returns the default background colour.
const Aspect_Background& GetBackgroundColor() const { return myBackground; }
//! Adds View in Sequence Of Views.
Standard_EXPORT void AddView (const Handle(V3d_View)& theView);
//! Delete View in Sequence Of Views.
Standard_EXPORT void DelView (const Handle(V3d_View)& theView);
private:
Handle(Graphic3d_GraphicDriver) myDriver;
Handle(Graphic3d_StructureManager) myStructureManager;
TColStd_MapOfInteger myLayerIds;
Aspect_GenId myZLayerGenId;
V3d_ListOfView myDefinedViews;
V3d_ListOfView myActiveViews;
V3d_ListOfLight myDefinedLights;
V3d_ListOfLight myActiveLights;
Aspect_Background myBackground;
Aspect_GradientBackground myGradientBackground;
Standard_Real myViewSize;
V3d_TypeOfOrientation myViewProj;
V3d_TypeOfView myDefaultTypeOfView;
Graphic3d_RenderingParams myDefaultRenderingParams;
V3d_ListOfView::Iterator myActiveViewsIterator;
V3d_ListOfView::Iterator myDefinedViewsIterator;
V3d_ListOfLight::Iterator myActiveLightsIterator;
V3d_ListOfLight::Iterator myDefinedLightsIterator;
Standard_Boolean myComputedMode;
Standard_Boolean myDefaultComputedMode;
gp_Ax3 myPrivilegedPlane;
Handle(Graphic3d_Structure) myPlaneStructure;
Standard_Boolean myDisplayPlane;
Standard_Real myDisplayPlaneLength;
Handle(V3d_RectangularGrid) myRGrid;
Handle(V3d_CircularGrid) myCGrid;
Aspect_GridType myGridType;
Standard_Boolean myGridEcho;
Handle(Graphic3d_Structure) myGridEchoStructure;
Handle(Graphic3d_Group) myGridEchoGroup;
Handle(Graphic3d_AspectMarker3d) myGridEchoAspect;
Graphic3d_Vertex myGridEchoLastVert;
};
DEFINE_STANDARD_HANDLE(V3d_Viewer, Standard_Transient)
#endif // _V3d_Viewer_HeaderFile