// Copyright (c) 1995-1999 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 _Graphic3d_CStructure_HeaderFile #define _Graphic3d_CStructure_HeaderFile #include #include #include #include #include #include #include #include #include #include #include class Graphic3d_GraphicDriver; class Graphic3d_StructureManager; //! Low-level graphic structure interface class Graphic3d_CStructure : public Standard_Transient { public: //! @return graphic driver created this structure const Handle(Graphic3d_GraphicDriver)& GraphicDriver() const { return myGraphicDriver; } //! @return graphic groups const Graphic3d_SequenceOfGroup& Groups() const { return myGroups; } //! Return transformation. const Handle(Geom_Transformation)& Transformation() const { return myTrsf; } //! Assign transformation. virtual void SetTransformation (const Handle(Geom_Transformation)& theTrsf) { myTrsf = theTrsf; } //! Return transformation persistence. const Handle(Graphic3d_TransformPers)& TransformPersistence() const { return myTrsfPers; } //! Set transformation persistence. virtual void SetTransformPersistence (const Handle(Graphic3d_TransformPers)& theTrsfPers) { myTrsfPers = theTrsfPers; } //! @return associated clip planes const Handle(Graphic3d_SequenceOfHClipPlane)& ClipPlanes() const { return myClipPlanes; } //! Pass clip planes to the associated graphic driver structure void SetClipPlanes (const Handle(Graphic3d_SequenceOfHClipPlane)& thePlanes) { myClipPlanes = thePlanes; } //! @return bounding box of this presentation const Graphic3d_BndBox3d& BoundingBox() const { return myBndBox; } //! @return bounding box of this presentation //! without transformation matrix applied Graphic3d_BndBox3d& ChangeBoundingBox() { return myBndBox; } //! Return structure visibility flag bool IsVisible() const { return visible != 0; } //! Return structure visibility considering both View Affinity and global visibility state. bool IsVisible (const Standard_Integer theViewId) const { return visible != 0 && (ViewAffinity.IsNull() || ViewAffinity->IsVisible (theViewId)); } //! Set z layer ID to display the structure in specified layer virtual void SetZLayer (const Graphic3d_ZLayerId theLayerIndex) { myZLayer = theLayerIndex; } //! Get z layer ID Graphic3d_ZLayerId ZLayer() const { return myZLayer; } //! Returns valid handle to highlight style of the structure in case if //! highlight flag is set to true const Handle(Graphic3d_PresentationAttributes)& HighlightStyle() const { return myHighlightStyle; } public: //! Update structure visibility state virtual void OnVisibilityChanged() = 0; //! Clear graphic data virtual void Clear() = 0; //! Connect other structure to this one virtual void Connect (Graphic3d_CStructure& theStructure) = 0; //! Disconnect other structure to this one virtual void Disconnect (Graphic3d_CStructure& theStructure) = 0; //! Highlights structure with the given style virtual void GraphicHighlight (const Handle(Graphic3d_PresentationAttributes)& theStyle) = 0; //! Unhighlights the structure and invalidates pointer to structure's highlight //! style virtual void GraphicUnhighlight() = 0; //! Create shadow link to this structure virtual Handle(Graphic3d_CStructure) ShadowLink (const Handle(Graphic3d_StructureManager)& theManager) const = 0; //! Create new group within this structure virtual Handle(Graphic3d_Group) NewGroup (const Handle(Graphic3d_Structure)& theStruct) = 0; //! Remove group from this structure virtual void RemoveGroup (const Handle(Graphic3d_Group)& theGroup) = 0; public: int Id; Graphic3d_ZLayerId myZLayer; int Priority; int PreviousPriority; int ContainsFacet; Handle(Graphic3d_ViewAffinity) ViewAffinity; //!< view affinity mask unsigned IsInfinite : 1; unsigned stick : 1; //!< displaying state - should be set when structure has been added to scene graph (but can be in hidden state) unsigned highlight : 1; unsigned visible : 1; //!< visibility flag - can be used to suppress structure while leaving it in the scene graph unsigned HLRValidation : 1; unsigned IsForHighlight : 1; unsigned IsMutable : 1; unsigned Is2dText : 1; protected: //! Create empty structure. Standard_EXPORT Graphic3d_CStructure (const Handle(Graphic3d_StructureManager)& theManager); protected: Handle(Graphic3d_GraphicDriver) myGraphicDriver; Graphic3d_SequenceOfGroup myGroups; Graphic3d_BndBox3d myBndBox; Handle(Geom_Transformation) myTrsf; Handle(Graphic3d_TransformPers) myTrsfPers; Handle(Graphic3d_SequenceOfHClipPlane) myClipPlanes; Handle(Graphic3d_PresentationAttributes) myHighlightStyle; //! Current highlight style; is set only if highlight flag is true public: DEFINE_STANDARD_RTTIEXT(Graphic3d_CStructure,Standard_Transient) // Type definition }; DEFINE_STANDARD_HANDLE (Graphic3d_CStructure, Standard_Transient) #endif // _Graphic3d_CStructure_HeaderFile