// 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 #endif #ifndef _Standard_DefineHandle_HeaderFile #include #endif #ifndef _Handle_Visual3d_ViewManager_HeaderFile #include #endif #ifndef _Visual3d_SetOfView_HeaderFile #include #endif #ifndef _Handle_Visual3d_Layer_HeaderFile #include #endif #ifndef _Aspect_GenId_HeaderFile #include #endif #ifndef _Handle_Graphic3d_GraphicDriver_HeaderFile #include #endif #ifndef _Standard_Boolean_HeaderFile #include #endif #ifndef _Graphic3d_StructureManager_HeaderFile #include #endif #ifndef _Handle_Aspect_GraphicDevice_HeaderFile #include #endif #ifndef _Handle_Visual3d_HSetOfView_HeaderFile #include #endif #ifndef _Handle_Aspect_Window_HeaderFile #include #endif #ifndef _Standard_Integer_HeaderFile #include #endif #ifndef _Handle_Visual3d_View_HeaderFile #include #endif #ifndef _Handle_Graphic3d_Structure_HeaderFile #include #endif #ifndef _Aspect_TypeOfHighlightMethod_HeaderFile #include #endif #ifndef _Graphic3d_CView_HeaderFile #include #endif #ifndef _Handle_Graphic3d_DataStructureManager_HeaderFile #include #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
//! which the views are associated.
//! It allows them to be globally manipulated.
//! It activates the pick.
class Visual3d_ViewManager : public Graphic3d_StructureManager { public: //! Creates a 3D visualizer.
Standard_EXPORT Visual3d_ViewManager(const Handle(Aspect_GraphicDevice)& aDevice); //! Activates all the views of the manager .
Standard_EXPORT void Activate() ; //! Deactivates all the views of the manager .
Standard_EXPORT void Deactivate() ; //! Deletes and erases the 3D visualiser .
Standard_EXPORT virtual void Destroy() ; ~Visual3d_ViewManager() { Destroy(); } //! Erases all of the structures displayed in the
//! visualiser .
Standard_EXPORT void Erase() ; //! Redraws all the displayed structures.
Standard_EXPORT void Redraw() const; //! Deletes and erases the 3D visualiser .
Standard_EXPORT void Remove() ; //! Updates screen in function of modifications of
//! the structures.
//! Category: Methods to modify the class definition
//! Warning: Not necessary if the update mode is TOU_ASAP.
Standard_EXPORT void Update() const; //! Returns the group of views activated in the visualiser .
Standard_EXPORT Handle_Visual3d_HSetOfView ActivatedView() const; //! Applies the view orientation transformation, the
//! view mapping transformation and view clip, the
//! display transformation to the vertex .
//! Returns the pixel coordinates , .
//! Warning: Returns = = IntegerLast () if the
//! evaluation is impossible.
//! -- Bad Window, Numeric error...
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
//! inverse of the view mapping transformation and view clip,
//! the inverse of the view orientation transformation to
//! the pixel coordinates , .
//! Returns the world coordinates .
//! Warning: Returns AVertex (X, Y, Z) with X = Y = Z = RealLast ()
//! if the evaluation is impossible.
//! -- Bad Window, Numeric error...
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
//! inverse of the view mapping transformation and view clip,
//! the inverse of the view orientation transformation to
//! the pixel coordinates , .
//! Returns the world coordinates and projection ray .
//! Warning: Returns AVertex (X, Y, Z) with X = Y = Z = RealLast () and
//! AVector (VX, VY, VZ) with VX = VY = VZ = 0.
//! if the evaluation is impossible.
//! -- Bad Window, Numeric error...
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 .
Standard_EXPORT Handle_Visual3d_HSetOfView DefinedView() const; //! Returns the theoretical maximum number of
//! definable views in the view manager .
//! Warning: It's not possible to accept an infinite
//! number of definable views because each
//! view must have an identification and we
//! have different view managers.
Standard_EXPORT Standard_Integer MaxNumOfViews() const; //! Returns :
//! a new identification number for a new view
//! in the visualiser.
Standard_EXPORT Standard_Integer Identification(const Handle(Visual3d_View)& AView) ; //! Release a unique ID of the view reserved for the view on its creation.
Standard_EXPORT void UnIdentification(const Standard_Integer aViewId) ; //! Returns a graphic pick with the pick context
//! at the coordinates , in the window .
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 .
Standard_EXPORT Handle_Graphic3d_Structure Identification(const Standard_Integer AId) const; //! Returns the identification number of the visualiser.
Standard_EXPORT Standard_Integer Identification() const; //! Changes the display priority of the structure .
Standard_EXPORT void ChangeDisplayPriority(const Handle(Graphic3d_Structure)& AStructure,const Standard_Integer OldPriority,const Standard_Integer NewPriority) ; //! Clears the structure .
Standard_EXPORT void Clear(const Handle(Graphic3d_Structure)& AStructure,const Standard_Boolean WithDestruction) ; //! Connects the structures and .
Standard_EXPORT void Connect(const Handle(Graphic3d_Structure)& AMother,const Handle(Graphic3d_Structure)& ADaughter) ; //! Disconnects the structures and .
Standard_EXPORT void Disconnect(const Handle(Graphic3d_Structure)& AMother,const Handle(Graphic3d_Structure)& ADaughter) ; //! Display of the structure .
Standard_EXPORT void Display(const Handle(Graphic3d_Structure)& AStructure) ; //! Erases the structure .
Standard_EXPORT void Erase(const Handle(Graphic3d_Structure)& AStructure) ; //! Highlights the structure .
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.
Standard_EXPORT void UnHighlight() ; //! Suppress the highlighting on the structure .
Standard_EXPORT void UnHighlight(const Handle(Graphic3d_Structure)& AStructure) ; //! Returns Standard_True if the view associated to the
//! window exists and is activated.
//! contains the internal identification of
//! the associated view.
Standard_EXPORT Standard_Boolean ViewExists(const Handle(Aspect_Window)& AWindow,Graphic3d_CView& TheCView) const; //! Returns the underlay of the viewer .
Standard_EXPORT const Handle_Visual3d_Layer& UnderLayer() const; //! Returns the underlay of the viewer .
Standard_EXPORT const Handle_Visual3d_Layer& OverLayer() const; //! Forces a new construction of the structure
//! if is displayed and TOS_COMPUTED.
Standard_EXPORT void ReCompute(const Handle(Graphic3d_Structure)& AStructure) ; //! Forces a new construction of the structure
//! if is displayed in and TOS_COMPUTED.
Standard_EXPORT void ReCompute(const Handle(Graphic3d_Structure)& AStructure,const Handle(Graphic3d_DataStructureManager)& AProjector) ; //! Returns Standard_True if the transparency
//! is activated in all activated views.
//! Default Standard_False
Standard_EXPORT Standard_Boolean Transparency() const; //! if is Standard_True then the transparency
//! is managed.
//! Default Standard_False
Standard_EXPORT void SetTransparency(const Standard_Boolean AFlag) ; //! Returns Standard_True if the zbuffer activity
//! is managed automatically.
//! Default Standard_False
Standard_EXPORT Standard_Boolean ZBufferAuto() const; //! if is Standard_True then the zbuffer activity
//! is managed automatically.
//! Default Standard_False
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 .
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