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// This file is generated by WOK (CPPExt).
// Please do not edit this file; modify original file instead.
// The copyright and license terms as defined for the original file apply to
// this header file considered to be the "object code" form of the original source.
#ifndef _Visual3d_ViewManager_HeaderFile
#define _Visual3d_ViewManager_HeaderFile
#ifndef _Standard_HeaderFile
#include <Standard.hxx>
#endif
#ifndef _Standard_DefineHandle_HeaderFile
#include <Standard_DefineHandle.hxx>
#endif
#ifndef _Handle_Visual3d_ViewManager_HeaderFile
#include <Handle_Visual3d_ViewManager.hxx>
#endif
#ifndef _Visual3d_SetOfView_HeaderFile
#include <Visual3d_SetOfView.hxx>
#endif
#ifndef _Handle_Visual3d_Layer_HeaderFile
#include <Handle_Visual3d_Layer.hxx>
#endif
#ifndef _Aspect_GenId_HeaderFile
#include <Aspect_GenId.hxx>
#endif
#ifndef _Handle_Graphic3d_GraphicDriver_HeaderFile
#include <Handle_Graphic3d_GraphicDriver.hxx>
#endif
#ifndef _Standard_Boolean_HeaderFile
#include <Standard_Boolean.hxx>
#endif
#ifndef _Graphic3d_StructureManager_HeaderFile
#include <Graphic3d_StructureManager.hxx>
#endif
#ifndef _Handle_Aspect_GraphicDevice_HeaderFile
#include <Handle_Aspect_GraphicDevice.hxx>
#endif
#ifndef _Handle_Visual3d_HSetOfView_HeaderFile
#include <Handle_Visual3d_HSetOfView.hxx>
#endif
#ifndef _Handle_Aspect_Window_HeaderFile
#include <Handle_Aspect_Window.hxx>
#endif
#ifndef _Standard_Integer_HeaderFile
#include <Standard_Integer.hxx>
#endif
#ifndef _Handle_Visual3d_View_HeaderFile
#include <Handle_Visual3d_View.hxx>
#endif
#ifndef _Handle_Graphic3d_Structure_HeaderFile
#include <Handle_Graphic3d_Structure.hxx>
#endif
#ifndef _Aspect_TypeOfHighlightMethod_HeaderFile
#include <Aspect_TypeOfHighlightMethod.hxx>
#endif
#ifndef _Graphic3d_CView_HeaderFile
#include <Graphic3d_CView.hxx>
#endif
#ifndef _Handle_Graphic3d_DataStructureManager_HeaderFile
#include <Handle_Graphic3d_DataStructureManager.hxx>
#endif
class Visual3d_Layer;
class Graphic3d_GraphicDriver;
class Visual3d_View;
class Aspect_GraphicDevice;
class Visual3d_HSetOfView;
class Aspect_Window;
class Graphic3d_Vertex;
class Graphic3d_Vector;
class Visual3d_PickDescriptor;
class Visual3d_ContextPick;
class Graphic3d_Structure;
class TColStd_Array2OfReal;
class Graphic3d_DataStructureManager;
//! This class allows the definition of a manager to <br>
//! which the views are associated. <br>
//! It allows them to be globally manipulated. <br>
//! It activates the pick. <br>
class Visual3d_ViewManager : public Graphic3d_StructureManager {
public:
//! Creates a 3D visualizer. <br>
Standard_EXPORT Visual3d_ViewManager(const Handle(Aspect_GraphicDevice)& aDevice);
//! Activates all the views of the manager <me>. <br>
Standard_EXPORT void Activate() ;
//! Deactivates all the views of the manager <me>. <br>
Standard_EXPORT void Deactivate() ;
//! Deletes and erases the 3D visualiser <me>. <br>
Standard_EXPORT virtual void Destroy() ;
~Visual3d_ViewManager()
{
Destroy();
}
//! Erases all of the structures displayed in the <br>
//! visualiser <me>. <br>
Standard_EXPORT void Erase() ;
//! Redraws all the displayed structures. <br>
Standard_EXPORT void Redraw() const;
//! Deletes and erases the 3D visualiser <me>. <br>
Standard_EXPORT void Remove() ;
//! Updates screen in function of modifications of <br>
//! the structures. <br>
//! Category: Methods to modify the class definition <br>
//! Warning: Not necessary if the update mode is TOU_ASAP. <br>
Standard_EXPORT void Update() const;
//! Returns the group of views activated in the visualiser <me>. <br>
Standard_EXPORT Handle_Visual3d_HSetOfView ActivatedView() const;
//! Applies the view orientation transformation, the <br>
//! view mapping transformation and view clip, the <br>
//! display transformation to the vertex <AVertex>. <br>
//! Returns the pixel coordinates <AU>, <AV>. <br>
//! Warning: Returns <AU> = <AV> = IntegerLast () if the <br>
//! evaluation is impossible. <br>
//! -- Bad Window, Numeric error... <br>
Standard_EXPORT void ConvertCoord(const Handle(Aspect_Window)& AWindow,const Graphic3d_Vertex& AVertex,Standard_Integer& AU,Standard_Integer& AV) const;
//! Applies the inverse of the display transformation, the <br>
//! inverse of the view mapping transformation and view clip, <br>
//! the inverse of the view orientation transformation to <br>
//! the pixel coordinates <AU>, <AV>. <br>
//! Returns the world coordinates <AVertex>. <br>
//! Warning: Returns AVertex (X, Y, Z) with X = Y = Z = RealLast () <br>
//! if the evaluation is impossible. <br>
//! -- Bad Window, Numeric error... <br>
Standard_EXPORT Graphic3d_Vertex ConvertCoord(const Handle(Aspect_Window)& AWindow,const Standard_Integer AU,const Standard_Integer AV) const;
//! Applies the inverse of the display transformation, the <br>
//! inverse of the view mapping transformation and view clip, <br>
//! the inverse of the view orientation transformation to <br>
//! the pixel coordinates <AU>, <AV>. <br>
//! Returns the world coordinates <AVertex> and projection ray <AVector>. <br>
//! Warning: Returns AVertex (X, Y, Z) with X = Y = Z = RealLast () and <br>
//! AVector (VX, VY, VZ) with VX = VY = VZ = 0. <br>
//! if the evaluation is impossible. <br>
//! -- Bad Window, Numeric error... <br>
Standard_EXPORT void ConvertCoordWithProj(const Handle(Aspect_Window)& AWindow,const Standard_Integer AU,const Standard_Integer AV,Graphic3d_Vertex& Point,Graphic3d_Vector& Proj) const;
//! Returns the group of views defined in the visualiser <me>. <br>
Standard_EXPORT Handle_Visual3d_HSetOfView DefinedView() const;
//! Returns the theoretical maximum number of <br>
//! definable views in the view manager <me>. <br>
//! Warning: It's not possible to accept an infinite <br>
//! number of definable views because each <br>
//! view must have an identification and we <br>
//! have different view managers. <br>
Standard_EXPORT Standard_Integer MaxNumOfViews() const;
//! Returns : <br>
//! a new identification number for a new view <br>
//! in the visualiser. <br>
Standard_EXPORT Standard_Integer Identification(const Handle(Visual3d_View)& AView) ;
//! Release a unique ID of the view reserved for the view on its creation. <br>
Standard_EXPORT void UnIdentification(const Standard_Integer aViewId) ;
//! Returns a graphic pick with the pick context <CTX> <br>
//! at the coordinates <AX>, <AY> in the window <AWindow>. <br>
Standard_EXPORT Visual3d_PickDescriptor Pick(const Visual3d_ContextPick& CTX,const Handle(Aspect_Window)& AWindow,const Standard_Integer AX,const Standard_Integer AY) ;
//! Returns the structure with the identification number <AId>. <br>
Standard_EXPORT Handle_Graphic3d_Structure Identification(const Standard_Integer AId) const;
//! Returns the identification number of the visualiser. <br>
Standard_EXPORT Standard_Integer Identification() const;
//! Changes the display priority of the structure <AStructure>. <br>
Standard_EXPORT void ChangeDisplayPriority(const Handle(Graphic3d_Structure)& AStructure,const Standard_Integer OldPriority,const Standard_Integer NewPriority) ;
//! Clears the structure <AStructure>. <br>
Standard_EXPORT void Clear(const Handle(Graphic3d_Structure)& AStructure,const Standard_Boolean WithDestruction) ;
//! Connects the structures <AMother> and <ADaughter>. <br>
Standard_EXPORT void Connect(const Handle(Graphic3d_Structure)& AMother,const Handle(Graphic3d_Structure)& ADaughter) ;
//! Disconnects the structures <AMother> and <ADaughter>. <br>
Standard_EXPORT void Disconnect(const Handle(Graphic3d_Structure)& AMother,const Handle(Graphic3d_Structure)& ADaughter) ;
//! Display of the structure <AStructure>. <br>
Standard_EXPORT void Display(const Handle(Graphic3d_Structure)& AStructure) ;
//! Erases the structure <AStructure>. <br>
Standard_EXPORT void Erase(const Handle(Graphic3d_Structure)& AStructure) ;
//! Highlights the structure <AStructure>. <br>
Standard_EXPORT void Highlight(const Handle(Graphic3d_Structure)& AStructure,const Aspect_TypeOfHighlightMethod AMethod) ;
Standard_EXPORT void SetTransform(const Handle(Graphic3d_Structure)& AStructure,const TColStd_Array2OfReal& ATrsf) ;
//! Suppress the highlighting on all the structures. <br>
Standard_EXPORT void UnHighlight() ;
//! Suppress the highlighting on the structure <AStructure>. <br>
Standard_EXPORT void UnHighlight(const Handle(Graphic3d_Structure)& AStructure) ;
//! Returns Standard_True if the view associated to the <br>
//! window <AWindow> exists and is activated. <br>
//! <TheViewId> contains the internal identification of <br>
//! the associated view. <br>
Standard_EXPORT Standard_Boolean ViewExists(const Handle(Aspect_Window)& AWindow,Graphic3d_CView& TheCView) const;
//! Returns the underlay of the viewer <me>. <br>
Standard_EXPORT const Handle_Visual3d_Layer& UnderLayer() const;
//! Returns the underlay of the viewer <me>. <br>
Standard_EXPORT const Handle_Visual3d_Layer& OverLayer() const;
//! Forces a new construction of the structure <AStructure> <br>
//! if <AStructure> is displayed and TOS_COMPUTED. <br>
Standard_EXPORT void ReCompute(const Handle(Graphic3d_Structure)& AStructure) ;
//! Forces a new construction of the structure <AStructure> <br>
//! if <AStructure> is displayed in <AProjector> and TOS_COMPUTED. <br>
Standard_EXPORT void ReCompute(const Handle(Graphic3d_Structure)& AStructure,const Handle(Graphic3d_DataStructureManager)& AProjector) ;
//! Returns Standard_True if the transparency <br>
//! is activated in all activated views. <br>
//! Default Standard_False <br>
Standard_EXPORT Standard_Boolean Transparency() const;
//! if <AFlag> is Standard_True then the transparency <br>
//! is managed. <br>
//! Default Standard_False <br>
Standard_EXPORT void SetTransparency(const Standard_Boolean AFlag) ;
//! Returns Standard_True if the zbuffer activity <br>
//! is managed automatically. <br>
//! Default Standard_False <br>
Standard_EXPORT Standard_Boolean ZBufferAuto() const;
//! if <AFlag> is Standard_True then the zbuffer activity <br>
//! is managed automatically. <br>
//! Default Standard_False <br>
Standard_EXPORT void SetZBufferAuto(const Standard_Boolean AFlag) ;
friend class Visual3d_View;
friend class Visual3d_Layer;
DEFINE_STANDARD_RTTI(Visual3d_ViewManager)
protected:
private:
//! Adds a new layer in all the views of <me>. <br>
Standard_EXPORT void SetLayer(const Handle(Visual3d_Layer)& ALayer) ;
Visual3d_SetOfView MyDefinedView;
Handle_Visual3d_Layer MyUnderLayer;
Handle_Visual3d_Layer MyOverLayer;
Aspect_GenId MyViewGenId;
Handle_Graphic3d_GraphicDriver MyGraphicDriver;
Standard_Boolean MyZBufferAuto;
Standard_Boolean MyTransparency;
};
// other Inline functions and methods (like "C++: function call" methods)
#endif
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