#include <Graphic3d_GraduatedTrihedron.hxx>
#include <Graphic3d_RenderingParams.hxx>
#include <Graphic3d_SequenceOfHClipPlane.hxx>
-#include <Graphic3d_Vector.hxx>
#include <Graphic3d_Vertex.hxx>
#include <Image_PixMap.hxx>
class Aspect_Grid;
class Aspect_Window;
-class Bnd_Box;
class Graphic3d_Group;
class Graphic3d_Structure;
class Graphic3d_TextureEnv;
-class Graphic3d_Vector;
-class Quantity_Color;
class Standard_MultiplyDefined;
class Standard_TypeMismatch;
class V3d_BadValue;
//! Determines the screen axes in the reference
//! framework of the view.
- Standard_EXPORT static Standard_Boolean ScreenAxis (const gp_Dir& Vpn, const gp_Dir& Vup, Graphic3d_Vector& Xaxe, Graphic3d_Vector& Yaxe, Graphic3d_Vector& Zaxe);
+ Standard_EXPORT static Standard_Boolean screenAxis (const gp_Dir& theVpn, const gp_Dir& theVup,
+ gp_Vec& theXaxe, gp_Vec& theYaxe, gp_Vec& theZaxe);
//! Transforms the Vertex V according to the matrice Matrix .
Standard_EXPORT static gp_XYZ TrsPoint (const Graphic3d_Vertex& V, const TColStd_Array2OfReal& Matrix);
V3d_ViewerPointer MyViewer;
V3d_ListOfLight myActiveLights;
- Graphic3d_Vector MyDefaultViewAxis;
- Graphic3d_Vertex MyDefaultViewPoint;
+ gp_Dir myDefaultViewAxis;
+ gp_Pnt myDefaultViewPoint;
Handle(Aspect_Window) MyWindow;
V3d_ListOfLight::Iterator myActiveLightsIterator;
Standard_Integer sx;
TColStd_Array2OfReal MyTrsf;
Handle(Graphic3d_Structure) MyGridEchoStructure;
Handle(Graphic3d_Group) MyGridEchoGroup;
- Graphic3d_Vector myXscreenAxis;
- Graphic3d_Vector myYscreenAxis;
- Graphic3d_Vector myZscreenAxis;
- Graphic3d_Vector myViewAxis;
+ gp_Vec myXscreenAxis;
+ gp_Vec myYscreenAxis;
+ gp_Vec myZscreenAxis;
+ gp_Dir myViewAxis;
Graphic3d_Vertex myGravityReferencePoint;
Standard_Boolean myAutoZFitIsOn;
Standard_Real myAutoZFitScaleFactor;