1 // Created on: 1996-12-11
2 // Created by: Robert COUBLANC
3 // Copyright (c) 1996-1999 Matra Datavision
4 // Copyright (c) 1999-2014 OPEN CASCADE SAS
6 // This file is part of Open CASCADE Technology software library.
8 // This library is free software; you can redistribute it and/or modify it under
9 // the terms of the GNU Lesser General Public License version 2.1 as published
10 // by the Free Software Foundation, with special exception defined in the file
11 // OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
12 // distribution for complete text of the license and disclaimer of any warranty.
14 // Alternatively, this file may be used under the terms of Open CASCADE
15 // commercial license or contractual agreement.
17 #ifndef _AIS_InteractiveObject_HeaderFile
18 #define _AIS_InteractiveObject_HeaderFile
20 #include <Standard.hxx>
21 #include <Standard_Type.hxx>
23 #include <AIS_PToContext.hxx>
24 #include <TColStd_ListOfTransient.hxx>
25 #include <Standard_Real.hxx>
26 #include <Quantity_Color.hxx>
27 #include <Graphic3d_NameOfMaterial.hxx>
28 #include <Standard_Integer.hxx>
29 #include <Standard_Boolean.hxx>
30 #include <Aspect_TypeOfFacingModel.hxx>
31 #include <TColStd_ListOfInteger.hxx>
32 #include <SelectMgr_SelectableObject.hxx>
33 #include <PrsMgr_TypeOfPresentation3d.hxx>
34 #include <AIS_KindOfInteractive.hxx>
35 #include <Quantity_NameOfColor.hxx>
36 #include <Standard_ShortReal.hxx>
37 class Standard_Transient;
38 class AIS_InteractiveContext;
40 class Graphic3d_MaterialAspect;
41 class Prs3d_Presentation;
42 class Prs3d_BasicAspect;
46 class AIS_InteractiveObject;
47 DEFINE_STANDARD_HANDLE(AIS_InteractiveObject, SelectMgr_SelectableObject)
50 //! Defines a class of objects with display and selection services.
51 //! Entities which are visualized and selected are
52 //! Interactive Objects. You can make use of classes of
53 //! standard Interactive Objects for which all necessary
54 //! methods have already been programmed, or you can
55 //! implement your own classes of Interactive Objects.
56 //! Specific attributes of entities such as arrow aspect for
57 //! dimensions must be loaded in a Drawer. This Drawer
58 //! is then applied to the Interactive Object in view.
59 //! There are four types of Interactive Object in AIS: the
60 //! construction element or Datum, the Relation, which
61 //! includes both dimensions and constraints, the Object,
62 //! and finally, when the object is of an unknown type, the None type.
63 //! Inside these categories, a signature, or index,
64 //! provides the possibility of additional characterization.
65 //! By default, the Interactive Object has a None type
66 //! and a signature of 0. If you want to give a particular
67 //! type and signature to your interactive object, you must
68 //! redefine the methods, Signature and Type.
70 //! In the case of attribute methods, methods for
71 //! standard attributes are virtual. They must be
72 //! redefined by the inheriting classes. Setcolor for a
73 //! point and Setcolor for a plane, for example, do not
74 //! affect the same attributes in the Drawer.
75 class AIS_InteractiveObject : public SelectMgr_SelectableObject
82 //! Returns the kind of Interactive Object:
87 //! By default, the interactive object has a None type.
88 //! Because specific shapes entail different behavior
89 //! according to their sub-shapes, you may need to
90 //! create a Local Context. This will allow you to
91 //! specify the additional characteristics which you
92 //! need to handle these shapes.
93 Standard_EXPORT virtual AIS_KindOfInteractive Type() const;
95 //! Specifies additional characteristics of Interactive
96 //! Objects. A signature is, in fact, an index with integer
97 //! values assigned different properties.
98 //! This method is frequently used in conjuction with
99 //! Type to give a particular type and signature to an
100 //! Interactive Object. By default, the Interactive Object
101 //! has a None type and a signature of 0. Among the
102 //! datums, this signature is attributed to the shape
103 //! The remaining datums have the following default signatures:
104 //! - Point signature 1
105 //! - Axis signature 2
106 //! - Trihedron signature 3
107 //! - PlaneTrihedron signature 4
108 //! - Line signature 5
109 //! - Circle signature 6
110 //! - Plane signature 7.
111 Standard_EXPORT virtual Standard_Integer Signature() const;
113 //! Informs the graphic context that the interactive Object
114 //! may be decomposed into sub-shapes for dynamic selection.
115 //! The most used Interactive Object is AIS_Shape.
116 //! Activation methods for standard selection modes are
117 //! proposed in the Interactive Context. These include
118 //! selection by vertex or by edges. For datums with the
119 //! same behavior as AIS_Shape, such as vetices and
120 //! edges, we must redefine the virtual method so that
121 //! AcceptShapeDecomposition returns false.
122 //! Rule for selection :
123 //! Mode 0 : Selection of the interactive Object itself
124 //! Mode 1 : Selection of vertices
125 //! Mode 2 : Selection Of Edges
126 //! Mode 3 : Selection Of Wires
127 //! Mode 4 : Selection Of Faces ...
128 virtual Standard_Boolean AcceptShapeDecomposition() const;
130 //! change the current facing model apply on polygons for
131 //! SetColor(), SetTransparency(), SetMaterial() methods
132 //! default facing model is Aspect_TOFM_TWO_SIDE. This mean that attributes is
133 //! applying both on the front and back face.
134 Standard_EXPORT void SetCurrentFacingModel (const Aspect_TypeOfFacingModel aModel = Aspect_TOFM_BOTH_SIDE);
136 //! Returns the current facing model which is in effect.
137 Standard_EXPORT Aspect_TypeOfFacingModel CurrentFacingModel() const;
139 Standard_EXPORT virtual void SetColor (const Quantity_Color& aColor);
141 //! only the interactive obj knowns which Drawer attribute
142 //! is affected by the color (ex: for a wire, it's the
143 //! wireaspect field of the drawer, but for a vertex, only
144 //! the point aspect field is affected by the color)
145 //! WARNING : Do not forget to set the corresponding fields
146 //! here (hasOwnColor and myOwnColor)
147 Standard_EXPORT virtual void SetColor (const Quantity_NameOfColor aColor);
149 //! Removes color settings. Only the Interactive Object
150 //! knows which Drawer attribute is affected by the color
151 //! setting. For a wire, for example, wire aspect is the
152 //! attribute affected. For a vertex, however, only point
153 //! aspect is affected by the color setting.
154 Standard_EXPORT virtual void UnsetColor();
156 //! Allows you to provide the setting aValue for width.
157 //! Only the Interactive Object knows which Drawer
158 //! attribute is affected by the width setting.
159 Standard_EXPORT virtual void SetWidth (const Standard_Real aValue);
161 Standard_EXPORT virtual void UnsetWidth();
163 //! Returns true if the class of objects accepts the display mode aMode.
164 //! The interactive context can have a default mode of
165 //! representation for the set of Interactive Objects. This
166 //! mode may not be accepted by a given class of
167 //! objects. Consequently, this virtual method allowing us
168 //! to get information about the class in question must be implemented.
169 Standard_EXPORT virtual Standard_Boolean AcceptDisplayMode (const Standard_Integer aMode) const;
171 //! Returns the default display mode. This method is to
172 //! be implemented when the main mode is not mode 0.
173 Standard_EXPORT virtual Standard_Integer DefaultDisplayMode() const;
175 //! Updates the active presentation; if <AllModes> = Standard_True
176 //! all the presentations inside are recomputed.
177 //! IMPORTANT: It is preferable to call Redisplay method of
178 //! corresponding AIS_InteractiveContext instance for cases when it
179 //! is accessible. This method just redirects call to myCTXPtr,
180 //! so this class field must be up to date for proper result.
181 Standard_EXPORT void Redisplay (const Standard_Boolean AllModes = Standard_False);
183 //! Sets the infinite state flag aFlage.
184 //! if <aFlag> = True , the interactiveObject is
185 //! considered as infinite, i.e. its graphic presentations
186 //! are not taken in account for View FitAll...
187 Standard_EXPORT void SetInfiniteState (const Standard_Boolean aFlag = Standard_True);
190 //! Returns true if the interactive object is infinite. In this
191 //! case, its graphic presentations are not taken into
192 //! account in the fit-all view.
193 Standard_Boolean IsInfinite() const;
195 //! Indicates whether the Interactive Object has a pointer
196 //! to an interactive context.
197 Standard_EXPORT Standard_Boolean HasInteractiveContext() const;
199 //! Returns the context pointer to the interactive context.
200 Standard_EXPORT Handle(AIS_InteractiveContext) GetContext() const;
202 //! Sets the interactive context aCtx and provides a link
203 //! to the default drawing tool or "Drawer" if there is none.
204 Standard_EXPORT virtual void SetContext (const Handle(AIS_InteractiveContext)& aCtx);
206 //! Returns true if the object has an owner attributed to it.
207 //! The owner can be a shape for a set of sub-shapes or
208 //! a sub-shape for sub-shapes which it is composed of,
209 //! and takes the form of a transient.
210 Standard_EXPORT Standard_Boolean HasOwner() const;
212 //! Returns the owner of the Interactive Object.
213 //! The owner can be a shape for a set of sub-shapes or
214 //! a sub-shape for sub-shapes which it is composed of,
215 //! and takes the form of a transient.
216 //! There are two types of owners:
217 //! - Direct owners, decomposition shapes such as
218 //! edges, wires, and faces.
219 //! - Users, presentable objects connecting to sensitive
220 //! primitives, or a shape which has been decomposed.
221 const Handle(Standard_Transient)& GetOwner() const;
223 //! Allows you to attribute the owner ApplicativeEntity to
224 //! an Interactive Object. This can be a shape for a set of
225 //! sub-shapes or a sub-shape for sub-shapes which it
226 //! is composed of. The owner takes the form of a transient.
227 void SetOwner (const Handle(Standard_Transient)& ApplicativeEntity);
229 //! Each Interactive Object has methods which allow us
230 //! to attribute an Owner to it in the form of a Transient.
231 //! This method removes the owner from the graphic entity.
232 Standard_EXPORT void ClearOwner();
234 Standard_EXPORT Standard_Boolean HasUsers() const;
236 const TColStd_ListOfTransient& Users() const;
238 Standard_EXPORT void AddUser (const Handle(Standard_Transient)& aUser);
240 Standard_EXPORT void ClearUsers();
243 //! Returns true if the Interactive Object has a display
244 //! mode setting. Otherwise, it is displayed in Neutral Point.
245 Standard_Boolean HasDisplayMode() const;
247 //! Sets the display mode aMode for the interactive object.
248 //! An object can have its own temporary display mode,
249 //! which is different from that proposed by the interactive context.
250 //! The range of possibilities currently proposed is the following:
253 //! This range can, however, be extended through the creation of new display modes.
254 Standard_EXPORT void SetDisplayMode (const Standard_Integer aMode);
256 //! Removes display mode settings from the interactive object.
257 void UnsetDisplayMode();
259 //! Returns the display mode setting of the Interactive Object.
260 //! The range of possibilities is the following:
263 //! This range can, however, be extended through the
264 //! creation of new display modes.
265 Standard_Integer DisplayMode() const;
267 //! Returns the selection priority setting. -1 indicates that there is none.
268 //! You can modify the selection priority of an owner to
269 //! make one entity more selectionable than another one.
270 //! The default selection priority for an owner is 5, for
271 //! example. To increase selection priority, choose a
272 //! setting between 5 and 10. An entity with priority 7 will
273 //! take priority over one with a setting of 6 if both
274 //! objects are selected at the same time.
275 //! You could give vertices priority 8, edges priority 7,
276 //! faces priority 6, and shapes priority 5. If a vertex, an
277 //! edge and a face are simultaneously detected during
278 //! selection, only the vertex will then be highlighted.
279 //! For trihedra, for example, the default priorities are the following four:
280 //! - priority 1 - a trihedron
281 //! - priority 5 - its origin
282 //! - priority 3 - its axes
283 //! - priority 2 - its planes
284 Standard_Integer SelectionPriority() const;
286 //! Allows you to provide a setting aPriority for selection priority.
287 //! You can modify selection priority of an owner to make
288 //! one entity more selectionable than another one. The
289 //! default selection priority for an owner is 5, for
290 //! example. To increase selection priority, choose a
291 //! setting between 5 and 10. An entity with priority 7 will
292 //! take priority over one with a setting of 6.
293 void SetSelectionPriority (const Standard_Integer aPriority);
295 //! Removes the setting for selection priority. SelectionPriority then returns -1.
296 void UnsetSelectionPriority();
298 //! Returns true if there is a setting for selection priority.
299 //! You can modify selection priority of an owner to make
300 //! one entity more selectionable than another one. The
301 //! default selection priority for an owner is 5, for
302 //! example. To increase selection priority, choose a
303 //! setting between 5 and 10. An entity with priority 7 will
304 //! take priority over one with a setting of 6.
305 Standard_Boolean HasSelectionPriority() const;
307 //! Returns true if the Interactive Object is in highlight mode.
308 Standard_Boolean HasHilightMode() const;
310 //! Returns the setting for highlight mode.
311 //! At dynamic detection, the presentation echoed by the
312 //! Interactive Context, is by default the presentation
313 //! already on the screen. You can specify a Highlight
314 //! presentation mode which is valid no matter what the
315 //! active representation of the object. It makes no
316 //! difference whether this choice is temporary or
317 //! definitive. To do this, we use the following functions:
319 //! - UnSetHilightMode
320 //! In the case of a shape, whether it is visualized in
321 //! wireframe presentation or with shading, we want to
322 //! systematically highlight the wireframe presentation.
323 //! Consequently, we set the highlight mode to 0.
324 Standard_Integer HilightMode() const;
326 //! Sets the highlight mode anIndex for the interactive object.
327 //! If, for example, you want to systematically highlight
328 //! the wireframe presentation of a shape - whether
329 //! visualized in wireframe presentation or with shading -
330 //! you set the highlight mode to 0.
331 void SetHilightMode (const Standard_Integer anIndex);
333 //! Allows the user to take a given Prs for hilight
334 //! ex : for a shape which would be displayed in shading mode
335 //! the hilight Prs is the wireframe mode.
336 //! if No specific hilight mode is defined, the displayed Prs
337 //! will be the hilighted one.
338 void UnsetHilightMode();
340 //! Returns true if the Interactive Object has color.
341 Standard_Boolean HasColor() const;
343 //! Returns the color setting of the Interactive Object.
344 virtual Quantity_NameOfColor Color() const;
346 virtual void Color (Quantity_Color& aColor) const;
348 //! Returns true if the Interactive Object has width.
349 Standard_Boolean HasWidth() const;
351 //! Returns the width setting of the Interactive Object.
352 Standard_Real Width() const;
354 //! Returns true if the Interactive Object has a setting for material.
355 Standard_Boolean HasMaterial() const;
357 //! Returns the current material setting.
358 //! This will be on of the following materials:
365 virtual Graphic3d_NameOfMaterial Material() const;
367 //! Sets the name aName for material defining this
368 //! display attribute for the interactive object.
369 //! Material aspect determines shading aspect, color and
370 //! transparency of visible entities.
371 Standard_EXPORT virtual void SetMaterial (const Graphic3d_NameOfMaterial aName);
373 //! Sets the material aMat defining this display attribute
374 //! for the interactive object.
375 //! Material aspect determines shading aspect, color and
376 //! transparency of visible entities.
377 Standard_EXPORT virtual void SetMaterial (const Graphic3d_MaterialAspect& aName);
379 //! Removes the setting for material.
380 Standard_EXPORT virtual void UnsetMaterial();
382 //! Attributes a setting aValue for transparency.
383 //! The transparency value should be between 0.0 and 1.0.
384 //! At 0.0 an object will be totally opaque, and at 1.0, fully transparent.
385 //! Warning At a value of 1.0, there may be nothing visible.
386 Standard_EXPORT virtual void SetTransparency (const Standard_Real aValue = 0.6);
388 //! Returns true if there is a transparency setting.
389 Standard_Boolean IsTransparent() const;
391 //! Returns the transparency setting.
392 //! This will be between 0.0 and 1.0.
393 //! At 0.0 an object will be totally opaque, and at 1.0, fully transparent.
394 Standard_EXPORT virtual Standard_Real Transparency() const;
396 //! Removes the transparency setting. The object is opaque by default.
397 Standard_EXPORT virtual void UnsetTransparency();
399 //! Clears settings provided by the drawing tool aDrawer.
400 Standard_EXPORT virtual void UnsetAttributes() Standard_OVERRIDE;
402 void State (const Standard_Integer theState);
404 Standard_Integer State() const;
406 //! Returns TRUE when this object has a presentation
407 //! in the current DisplayMode()
408 Standard_EXPORT Standard_Boolean HasPresentation() const;
410 //! Returns the current presentation of this object
411 //! according to the current DisplayMode()
412 Standard_EXPORT Handle(Prs3d_Presentation) Presentation() const;
414 //! Sets the graphic basic aspect to the current presentation.
415 //! When <globalChange> is TRUE , the full object presentation
417 //! When <globalChange> is FALSE , only the current group
418 //! of the object presentation is changed.
419 Standard_EXPORT void SetAspect (const Handle(Prs3d_BasicAspect)& anAspect, const Standard_Boolean globalChange = Standard_True);
421 //! Sets up polygon offsets for this object.
422 //! It modifies all existing presentations of <anObj> (if any),
423 //! so it is reasonable to call this method after <anObj> has been displayed.
424 //! Otherwise, Compute() method should pass Graphic3d_AspectFillArea3d
425 //! aspect from <myDrawer> to Graphic3d_Group to make polygon offsets work.
427 //! <aMode> parameter can contain various combinations of
428 //! Aspect_PolygonOffsetMode enumeration elements (Aspect_POM_None means
429 //! that polygon offsets are not changed).
430 //! If <aMode> is different from Aspect_POM_Off and Aspect_POM_None, then <aFactor> and <aUnits>
431 //! arguments are used by graphic renderer to calculate a depth offset value:
433 //! offset = <aFactor> * m + <aUnits> * r, where
434 //! m - maximum depth slope for the polygon currently being displayed,
435 //! r - minimum window coordinates depth resolution (implementation-specific).
437 //! Deafult settings for OCC 3D viewer: mode = Aspect_POM_Fill, factor = 1., units = 0.
439 //! Negative offset values move polygons closer to the viewport,
440 //! while positive values shift polygons away.
441 //! Consult OpenGL reference for details (glPolygonOffset function description).
443 //! NOTE: This method has a side effect - it creates own shading aspect
444 //! if not yet created, so it is better to set up object material,
445 //! color, etc. first.
446 Standard_EXPORT virtual void SetPolygonOffsets (const Standard_Integer aMode, const Standard_ShortReal aFactor = 1.0, const Standard_ShortReal aUnits = 0.0);
448 //! Returns Standard_True if <myDrawer> has non-null shading aspect
449 Standard_EXPORT virtual Standard_Boolean HasPolygonOffsets() const;
451 //! Retrieves current polygon offsets settings from <myDrawer>.
452 Standard_EXPORT virtual void PolygonOffsets (Standard_Integer& aMode, Standard_ShortReal& aFactor, Standard_ShortReal& aUnits) const;
454 //! Returns bounding box of object correspondingly to its current display mode.
455 Standard_EXPORT virtual void BoundingBox (Bnd_Box& theBndBox) Standard_OVERRIDE;
457 //! Enables or disables on-triangulation build of isolines according to the flag given.
458 Standard_EXPORT void SetIsoOnTriangulation (const Standard_Boolean theIsEnabled);
460 friend class AIS_InteractiveContext;
463 DEFINE_STANDARD_RTTIEXT(AIS_InteractiveObject,SelectMgr_SelectableObject)
468 //! The TypeOfPresention3d means that the interactive object
469 //! may have a presentation dependant of the view of Display.
470 Standard_EXPORT AIS_InteractiveObject(const PrsMgr_TypeOfPresentation3d aTypeOfPresentation3d = PrsMgr_TOP_AllView);
472 Standard_Real myTransparency;
473 Quantity_Color myOwnColor;
474 Graphic3d_NameOfMaterial myOwnMaterial;
475 Standard_Integer myHilightMode;
476 Standard_Real myOwnWidth;
477 Standard_Boolean myInfiniteState;
478 Standard_Boolean hasOwnColor;
479 Standard_Boolean hasOwnMaterial;
480 Aspect_TypeOfFacingModel myCurrentFacingModel;
481 Standard_Boolean myRecomputeEveryPrs;
482 TColStd_ListOfInteger myToRecomputeModes;
488 Standard_EXPORT virtual Standard_Boolean RecomputeEveryPrs() const;
490 Standard_EXPORT void MustRecomputePrs (const Standard_Integer aMode) const;
492 Standard_EXPORT const TColStd_ListOfInteger& ListOfRecomputeModes() const;
494 Standard_EXPORT void SetRecomputeOk();
496 AIS_PToContext myCTXPtr;
497 Handle(Standard_Transient) myOwner;
498 TColStd_ListOfTransient myUsers;
499 Standard_Integer mySelPriority;
500 Standard_Integer myDisplayMode;
501 Standard_Integer mystate;
507 #include <AIS_InteractiveObject.lxx>
513 #endif // _AIS_InteractiveObject_HeaderFile