Removed or reorganized include that are not a part of the project dependency.
The new file for typedef is added because Select is not direct dependency.
--- /dev/null
+// Copyright (c) 2024 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 _BVH_Builder3d_Header
+#define _BVH_Builder3d_Header
+
+#include <BVH_Builder.hxx>
+
+typedef BVH_Builder<Standard_Real, 3> BVH_Builder3d;
+
+#endif // _BVH_Builder3d_Header
\ No newline at end of file
BVH_Box.hxx
BVH_BoxSet.hxx
BVH_Builder.hxx
+BVH_Builder3d.hxx
BVH_BuildQueue.hxx
BVH_BuildQueue.cxx
BVH_BuildThread.hxx
#include <DEBRepCascade_Provider.hxx>
#include <BinTools.hxx>
-#include <BinXCAFDrivers.hxx>
#include <BRep_Builder.hxx>
#include <BRepTools.hxx>
#include <DEBRepCascade_ConfigurationNode.hxx>
IMPLEMENT_STANDARD_RTTIEXT(Geom2d_Ellipse,Geom2d_Conic)
-typedef Geom2d_Ellipse Ellipse;
typedef gp_Ax2d Ax2d;
typedef gp_Dir2d Dir2d;
typedef gp_Pnt2d Pnt2d;
Handle(Geom2d_Geometry) Geom2d_Ellipse::Copy() const
{
Handle(Geom2d_Ellipse) E;
- E = new Ellipse (pos, majorRadius, minorRadius);
+ E = new Geom2d_Ellipse (pos, majorRadius, minorRadius);
return E;
}
//abv 06.01.99 fix of misprint
//:p6 abv 26.02.99: make ConvertToPeriodic() return Null if nothing done
-#include <BRepTopAdaptor_TopolTool.hxx>
#include <ElSLib.hxx>
#include <Geom_RectangularTrimmedSurface.hxx>
#include <Geom_BezierSurface.hxx>
// function : Graphic3d_BvhCStructureSetTrsfPers
// purpose :
// =======================================================================
-Graphic3d_BvhCStructureSetTrsfPers::Graphic3d_BvhCStructureSetTrsfPers (const Handle(Select3D_BVHBuilder3d)& theBuilder)
+Graphic3d_BvhCStructureSetTrsfPers::Graphic3d_BvhCStructureSetTrsfPers (const Handle(BVH_Builder3d)& theBuilder)
: myIsDirty (Standard_False),
myBVH (new BVH_Tree<Standard_Real, 3>()),
myBuilder (theBuilder)
#include <Graphic3d_WorldViewProjState.hxx>
#include <NCollection_Shared.hxx>
#include <NCollection_IndexedMap.hxx>
-#include <Select3D_BVHBuilder3d.hxx>
+#include <BVH_Builder3d.hxx>
class Graphic3d_Camera;
class Graphic3d_CStructure;
public:
//! Creates an empty primitive set for BVH clipping.
- Standard_EXPORT Graphic3d_BvhCStructureSetTrsfPers (const Handle(Select3D_BVHBuilder3d)& theBuilder);
+ Standard_EXPORT Graphic3d_BvhCStructureSetTrsfPers (const Handle(BVH_Builder3d)& theBuilder);
//! Returns total number of structures.
Standard_EXPORT virtual Standard_Integer Size() const Standard_OVERRIDE;
const Graphic3d_WorldViewProjState& theWVPState);
//! Returns builder for bottom-level BVH.
- const Handle(Select3D_BVHBuilder3d)& Builder() const { return myBuilder; }
+ const Handle(BVH_Builder3d)& Builder() const { return myBuilder; }
//! Assigns builder for bottom-level BVH.
- void SetBuilder (const Handle(Select3D_BVHBuilder3d)& theBuilder) { myBuilder = theBuilder; }
+ void SetBuilder (const Handle(BVH_Builder3d)& theBuilder) { myBuilder = theBuilder; }
private:
opencascade::handle<BVH_Tree<Standard_Real, 3> > myBVH;
//! Builder for bottom-level BVH.
- Handle(Select3D_BVHBuilder3d) myBuilder;
+ Handle(BVH_Builder3d) myBuilder;
//! Indexed map of structures.
NCollection_IndexedMap<const Graphic3d_CStructure*> myStructs;
aSettings.SetEnableDepthWrite (Standard_False);
aSettings.SetClearDepth (Standard_False);
aSettings.SetPolygonOffset (Graphic3d_PolygonOffset());
- Handle(Graphic3d_Layer) aLayer = new Graphic3d_Layer (Graphic3d_ZLayerId_BotOSD, Handle(Select3D_BVHBuilder3d)());
+ Handle(Graphic3d_Layer) aLayer = new Graphic3d_Layer (Graphic3d_ZLayerId_BotOSD, Handle(BVH_Builder3d)());
aLayer->SetLayerSettings (aSettings);
myLayers.Append (aLayer);
myLayerIds.Bind (aLayer->LayerId(), aLayer);
aSettings.SetEnableDepthWrite (Standard_True);
aSettings.SetClearDepth (Standard_False);
aSettings.SetPolygonOffset (Graphic3d_PolygonOffset());
- Handle(Graphic3d_Layer) aLayer = new Graphic3d_Layer (Graphic3d_ZLayerId_Default, Handle(Select3D_BVHBuilder3d)());
+ Handle(Graphic3d_Layer) aLayer = new Graphic3d_Layer (Graphic3d_ZLayerId_Default, Handle(BVH_Builder3d)());
aLayer->SetLayerSettings (aSettings);
myLayers.Append (aLayer);
myLayerIds.Bind (aLayer->LayerId(), aLayer);
aSettings.SetEnableDepthWrite (Standard_True);
aSettings.SetClearDepth (Standard_False);
aSettings.SetPolygonOffset (Graphic3d_PolygonOffset());
- Handle(Graphic3d_Layer) aLayer = new Graphic3d_Layer (Graphic3d_ZLayerId_Top, Handle(Select3D_BVHBuilder3d)());
+ Handle(Graphic3d_Layer) aLayer = new Graphic3d_Layer (Graphic3d_ZLayerId_Top, Handle(BVH_Builder3d)());
aLayer->SetLayerSettings (aSettings);
myLayers.Append (aLayer);
myLayerIds.Bind (aLayer->LayerId(), aLayer);
aSettings.SetEnableDepthWrite (Standard_True);
aSettings.SetClearDepth (Standard_True);
aSettings.SetPolygonOffset (Graphic3d_PolygonOffset());
- Handle(Graphic3d_Layer) aLayer = new Graphic3d_Layer (Graphic3d_ZLayerId_Topmost, Handle(Select3D_BVHBuilder3d)());
+ Handle(Graphic3d_Layer) aLayer = new Graphic3d_Layer (Graphic3d_ZLayerId_Topmost, Handle(BVH_Builder3d)());
aLayer->SetLayerSettings (aSettings);
myLayers.Append (aLayer);
myLayerIds.Bind (aLayer->LayerId(), aLayer);
aSettings.SetEnableDepthWrite (Standard_False);
aSettings.SetClearDepth (Standard_False);
aSettings.SetPolygonOffset (Graphic3d_PolygonOffset());
- Handle(Graphic3d_Layer) aLayer = new Graphic3d_Layer (Graphic3d_ZLayerId_TopOSD, Handle(Select3D_BVHBuilder3d)());
+ Handle(Graphic3d_Layer) aLayer = new Graphic3d_Layer (Graphic3d_ZLayerId_TopOSD, Handle(BVH_Builder3d)());
aLayer->SetLayerSettings (aSettings);
myLayers.Append (aLayer);
myLayerIds.Bind (aLayer->LayerId(), aLayer);
Standard_ASSERT_RAISE (!myLayerIds.IsBound (theNewLayerId),
"Graphic3d_GraphicDriver::InsertLayerBefore, Layer with theLayerId already exists");
- Handle(Graphic3d_Layer) aNewLayer = new Graphic3d_Layer (theNewLayerId, Handle(Select3D_BVHBuilder3d)());
+ Handle(Graphic3d_Layer) aNewLayer = new Graphic3d_Layer (theNewLayerId, Handle(BVH_Builder3d)());
aNewLayer->SetLayerSettings (theSettings);
Handle(Graphic3d_Layer) anOtherLayer;
Standard_ASSERT_RAISE (!myLayerIds.IsBound (theNewLayerId),
"Graphic3d_GraphicDriver::InsertLayerAfter, Layer with theLayerId already exists");
- Handle(Graphic3d_Layer) aNewLayer = new Graphic3d_Layer (theNewLayerId, Handle(Select3D_BVHBuilder3d)());
+ Handle(Graphic3d_Layer) aNewLayer = new Graphic3d_Layer (theNewLayerId, Handle(BVH_Builder3d)());
aNewLayer->SetLayerSettings (theSettings);
Handle(Graphic3d_Layer) anOtherLayer;
// purpose :
// =======================================================================
Graphic3d_Layer::Graphic3d_Layer (Graphic3d_ZLayerId theId,
- const Handle(Select3D_BVHBuilder3d)& theBuilder)
+ const Handle(BVH_Builder3d)& theBuilder)
: myNbStructures (0),
myNbStructuresNotCulled (0),
myLayerId (theId),
//! Initializes associated priority list and layer properties
Standard_EXPORT Graphic3d_Layer (Graphic3d_ZLayerId theId,
- const Handle(Select3D_BVHBuilder3d)& theBuilder);
+ const Handle(BVH_Builder3d)& theBuilder);
//! Destructor.
Standard_EXPORT virtual ~Graphic3d_Layer();
Graphic3d_ZLayerId LayerId() const { return myLayerId; }
//! Returns BVH tree builder for frustum culling.
- const Handle(Select3D_BVHBuilder3d)& FrustumCullingBVHBuilder() const { return myBVHPrimitivesTrsfPers.Builder(); }
+ const Handle(BVH_Builder3d)& FrustumCullingBVHBuilder() const { return myBVHPrimitivesTrsfPers.Builder(); }
//! Assigns BVH tree builder for frustum culling.
- void SetFrustumCullingBVHBuilder (const Handle(Select3D_BVHBuilder3d)& theBuilder) { myBVHPrimitivesTrsfPers.SetBuilder (theBuilder); }
+ void SetFrustumCullingBVHBuilder (const Handle(BVH_Builder3d)& theBuilder) { myBVHPrimitivesTrsfPers.SetBuilder (theBuilder); }
//! Return true if layer was marked with immediate flag.
Standard_Boolean IsImmediate() const { return myLayerSettings.IsImmediate(); }
#include <IGESCAFControl_Provider.hxx>
-#include <BinXCAFDrivers.hxx>
#include <IGESCAFControl_ConfigurationNode.hxx>
#include <IGESCAFControl_Reader.hxx>
#include <IGESCAFControl_Writer.hxx>
//function : SetFrustumCullingBVHBuilder
//purpose :
//=======================================================================
-void OpenGl_LayerList::SetFrustumCullingBVHBuilder (const Handle(Select3D_BVHBuilder3d)& theBuilder)
+void OpenGl_LayerList::SetFrustumCullingBVHBuilder (const Handle(BVH_Builder3d)& theBuilder)
{
myBVHBuilder = theBuilder;
for (NCollection_List<Handle(Graphic3d_Layer)>::Iterator aLayerIter (myLayers); aLayerIter.More(); aLayerIter.Next())
Standard_Size ModificationStateOfRaytracable() const { return myModifStateOfRaytraceable; }
//! Returns BVH tree builder for frustum culling.
- const Handle(Select3D_BVHBuilder3d)& FrustumCullingBVHBuilder() const { return myBVHBuilder; }
+ const Handle(BVH_Builder3d)& FrustumCullingBVHBuilder() const { return myBVHBuilder; }
//! Assigns BVH tree builder for frustum culling.
- Standard_EXPORT void SetFrustumCullingBVHBuilder (const Handle(Select3D_BVHBuilder3d)& theBuilder);
+ Standard_EXPORT void SetFrustumCullingBVHBuilder (const Handle(BVH_Builder3d)& theBuilder);
//! Dumps the content of me into the stream
Standard_EXPORT void DumpJson (Standard_OStream& theOStream, Standard_Integer theDepth = -1) const;
NCollection_List<Handle(Graphic3d_Layer)> myLayers;
NCollection_DataMap<Graphic3d_ZLayerId, Handle(Graphic3d_Layer)> myLayerIds;
- Handle(Select3D_BVHBuilder3d) myBVHBuilder; //!< BVH tree builder for frustum culling
+ Handle(BVH_Builder3d) myBVHBuilder; //!< BVH tree builder for frustum culling
Standard_Integer myNbStructures;
Standard_Integer myImmediateNbStructures; //!< number of structures within immediate layers
#include <RWGltf_Provider.hxx>
-#include <BinXCAFDrivers.hxx>
#include <Message.hxx>
#include <RWGltf_CafWriter.hxx>
#include <TDocStd_Document.hxx>
#include <RWObj_Provider.hxx>
-#include <BinXCAFDrivers.hxx>
#include <BRep_Builder.hxx>
#include <RWObj_ConfigurationNode.hxx>
#include <RWObj_CafReader.hxx>
#include <RWStl_Provider.hxx>
-#include <BinXCAFDrivers.hxx>
#include <BRep_Builder.hxx>
#include <Message.hxx>
#include <RWStl.hxx>
#include <STEPCAFControl_Provider.hxx>
-#include <BinXCAFDrivers.hxx>
#include <Interface_Static.hxx>
#include <Message.hxx>
#include <StepData_StepModel.hxx>
#include <Vrml_Provider.hxx>
-#include <BinXCAFDrivers.hxx>
#include <Message.hxx>
#include <OSD_Path.hxx>
#include <TDocStd_Document.hxx>
#include <XDEDRAW_GDTs.hxx>
#include <XDEDRAW_Views.hxx>
#include <XDEDRAW_Notes.hxx>
-#include <XSDRAWIGES.hxx>
-#include <XSDRAWSTEP.hxx>
#include <UnitsMethods.hxx>
#include <BinXCAFDrivers.hxx>