// 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. #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include void V3d_Viewer::InitActiveViews() { myActiveViewsIterator.Initialize(MyActiveViews); } Standard_Boolean V3d_Viewer::MoreActiveViews () const { return myActiveViewsIterator.More(); } void V3d_Viewer::NextActiveViews () { if(!MyActiveViews.IsEmpty())myActiveViewsIterator.Next(); } Handle(V3d_View) V3d_Viewer::ActiveView() const { return (Handle(V3d_View)&)(myActiveViewsIterator.Value());} Standard_Boolean V3d_Viewer::LastActiveView() const { return MyActiveViews.Extent() == 1;} Standard_Boolean V3d_Viewer::IsActive(const Handle(V3d_View)& aView) const { return MyActiveViews.Contains(aView); } void V3d_Viewer::InitDefinedViews() { myDefinedViewsIterator.Initialize(MyDefinedViews); } Standard_Boolean V3d_Viewer::MoreDefinedViews () const { return myDefinedViewsIterator.More(); } void V3d_Viewer::NextDefinedViews () { if(!MyDefinedViews.IsEmpty())myDefinedViewsIterator.Next(); } Handle(V3d_View) V3d_Viewer::DefinedView() const { return (Handle(V3d_View)&)(myDefinedViewsIterator.Value());} void V3d_Viewer::InitActiveLights() { myActiveLightsIterator.Initialize(MyActiveLights); } Standard_Boolean V3d_Viewer::MoreActiveLights () const { return myActiveLightsIterator.More(); } void V3d_Viewer::NextActiveLights () { myActiveLightsIterator.Next(); } Handle(V3d_Light) V3d_Viewer::ActiveLight() const { return (Handle(V3d_Light)&)(myActiveLightsIterator.Value());} void V3d_Viewer::InitDefinedLights() { myDefinedLightsIterator.Initialize(MyDefinedLights); } Standard_Boolean V3d_Viewer::MoreDefinedLights () const { return myDefinedLightsIterator.More(); } void V3d_Viewer::NextDefinedLights () { if(!MyDefinedLights.IsEmpty())myDefinedLightsIterator.Next(); } Handle(V3d_Light) V3d_Viewer::DefinedLight() const { return (Handle(V3d_Light)&)(myDefinedLightsIterator.Value());}