#include <Graphic3d_TransformPers.hxx>
#include <Graphic3d_Vec3.hxx>
#include <Graphic3d_ZLayerId.hxx>
+#include <Geom_Transformation.hxx>
class Graphic3d_GraphicDriver;
class Graphic3d_StructureManager;
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; }
//! Disconnect other structure to this one
virtual void Disconnect (Graphic3d_CStructure& theStructure) = 0;
- //! Synchronize structure transformation
- virtual void UpdateTransformation() = 0;
-
//! Highlight entire structure with color
virtual void HighlightWithColor (const Graphic3d_Vec3& theColor,
const Standard_Boolean theToCreate) = 0;
Quantity_Color HighlightColor;
- Graphic3d_Mat4 Transformation;
-
int ContainsFacet;
Handle(Graphic3d_ViewAffinity) ViewAffinity; //!< view affinity mask
Handle(Graphic3d_GraphicDriver) myGraphicDriver;
Graphic3d_SequenceOfGroup myGroups;
Graphic3d_BndBox4f myBndBox;
+ Handle(Geom_Transformation) myTrsf;
Handle(Graphic3d_TransformPers) myTrsfPers;
Handle(Graphic3d_SequenceOfHClipPlane) myClipPlanes;