// Alternatively, this file may be used under the terms of Open CASCADE
// commercial license or contractual agreement.
-/***********************************************************************
-
- FONCTION :
- ----------
- Classe Visual3d_View.cxx :
-
-
- Declaration of variables specific to views.
-
- A view is defined by :
- - ViewManager
- - ContextView
-
- HISTORIQUE DES MODIFICATIONS :
- --------------------------------
- Mars 1992 : NW,JPB,CAL ; Creation.
- 04-02-97 : FMN ; Suppression de PSOutput, XWDOutput ...
- 22-04-97 : CAL ; Ajout du Plot.
- 03-06-97 : FMN ; Correction calcul SetRatio
- 06-05-97 : CAL ; Ajout du Clear sur les TOS_COMPUTED.
- 28-07-97 : PCT ; Ajout lumiere frontale headlight.
- 19-09-97 : CAL ; Remplacement de Window->Position par Window->Size;
- 17-10-97 : CAL ; Le Projects nouveau est arrive. (NewProjects)
- 24-10-97 : CAL ; Retrait de DownCast.
- 24-10-97 : CAL ; Retrait des DataStructure (Vieille maquette inutilisee).
- 17-11-97 : FMN ; Ajout DoResize dans Resized()
- 20-11-97 : CAL ; Disparition de la dependance avec math
- ??-11-97 : CAL ; Retrait de la dependance avec math. Calcul developpe.
- ??-11-97 : CAL ; Ajout de NumberOfDisplayedStructures
- 07-08-97 : PCT ; ajout support texture mapping
- 15-01-98 : FMN ; FRA60019 calcul Ratio pour MyViewMappingReset
- 15-01-98 : CAL ; Ajout de la transformation d'une TOS_COMPUTED
- 26-01-98 : CAL ; Ajout de la methode HaveTheSameOwner
- 06-02-98 : FMN ; CTS19079: TOP TEN: Probleme de highlight dans EDesigner.
- 05-03-98 : CAL ; GraphicTransform que si Trsf non invalidante
- 27-03-98 : CAL ; Ajout de TheStructure = devant Compute (...) !!!!
- 16-04-98 : CAL ; Remise a ID de la Trsf sur la COMPUTED
- 20-05-98 : CAL ; Perfs. Connection entre structures COMPUTED.
- 24-06-98 : CAL ; PRO14526 SetTransparency sur une vue non active.
- 17-07-98 : CAL ; PRO14872 test sur aTrsf dans ::SetTransform.
- 16-09-98 : BGN ; Points d'entree du Triedre (S3819, Phase 1)
- 22-09-98 : BGN ; S3989 (anciennement S3819)
- TypeOfTriedron* from Aspect (pas Visual3d)
- 06-10-98 : CAL ; Ajout d'un TIMER si CSF_GraphicTimer est definie.
- 16-10-98 : CAL ; Ajout d'un TIMER si CSF_GraphicTimer est definie.
- 02-11-98 : CAL ; Retrait de OSD::SetSignal.
- 18-11-98 : FMN ; Correction sur la gestion de la perspective
- 02-12-98 : CAL ; S4062. Ajout des layers.
- 13-09-99 : GG ; GER61454 Adds LightLimit() and PlaneLimit() methods
- 10-11-99 : GG ; PRO19603 Add Redraw( area ) method
- 14-01-00 : GG ; IMP140100 Add ViewManager( ) method
- 22-10-01 : SAV ; Added EnableDepthTest() method.
- 30-04-02 : JMB ; MyDisplayStructure : use a Map instead of a Set (very bad performance
- in data access when a lot of objects are used)
- Will improve performance of selection mechanisms
-
-************************************************************************/
-
-#define BUC60572 //GG_03-08-99 Add protection on Zclipping & Zcueing planes
-// positions.
-
-#define GER61454 //GG 14-09-99 Activates model clipping planes
-
-#define RIC120302 //GG Add a NEW SetWindow method which enable
-// to connect a graphic widget and context to OGL.
-
-//BUC61044 25/10/01 SAV ; added functionality to control gl depth testing from higher API
-//BUC61045 25/10/01 SAV ; added functionality to control gl lighting from higher API
-
-//OCC1188 SAV Added methods to set background image
-
-/*----------------------------------------------------------------------*/
-/*
- * Constantes
- */
-
-#define NO_DEBUG
-#define NO_DESTROY
-#define NO_TRACE
-#define NO_TRACE_ACCEPT
-#define NO_TRACE_CLEAR
-#define NO_TRACE_CONNECT
-#define NO_TRACE_HIGH
-#define NO_TRACE_COMP
-#define NO_TRACE_TRSF
-#define NO_TRACE_DISPLAY
-#define NO_TRACE_ISCOMP
-#define NO_TRACE_LENGTH
-#define NO_TRACE_LAYER
-
-/*----------------------------------------------------------------------*/
-/*
- * Includes
- */
-
-#ifdef WNT
-#include <windows.h>
+#ifdef _WIN32
+ #include <windows.h>
#endif
-// for the class
#include <Visual3d_View.ixx>
-#include <Visual3d_View.pxx>
-#include <Visual3d_DepthCueingDefinitionError.hxx>
-#include <Visual3d_ZClippingDefinitionError.hxx>
-
-#ifdef OLD_METHOD
-#include <math_Vector.hxx>
-#endif /* OLD_METHOD */
-
-#include <OSD.hxx>
-#include <Graphic3d_Structure.hxx>
-#include <Graphic3d_MapOfStructure.hxx>
-#include <Graphic3d_MapIteratorOfMapOfStructure.hxx>
#include <Graphic3d_DataStructureManager.hxx>
-
#include <Graphic3d_GraphicDriver.hxx>
-
+#include <Graphic3d_MapOfStructure.hxx>
+#include <Graphic3d_MapIteratorOfMapOfStructure.hxx>
+#include <Graphic3d_Structure.hxx>
+#include <Graphic3d_TextureEnv.hxx>
#include <Graphic3d_Vector.hxx>
#include <Graphic3d_Vertex.hxx>
-
+#include <Visual3d_DepthCueingDefinitionError.hxx>
#include <Visual3d_Light.hxx>
-#include <Visual3d_SetOfLight.hxx>
-#include <Visual3d_HSetOfLight.hxx>
-#include <Visual3d_SetIteratorOfSetOfLight.hxx>
-
-#include <Visual3d_SetIteratorOfSetOfView.hxx>
-
-#include <Graphic3d_TextureEnv.hxx>
-
+#include <Visual3d_HSequenceOfView.hxx>
+#include <Visual3d_ZClippingDefinitionError.hxx>
+#include <OSD.hxx>
#include <TColStd_HArray2OfReal.hxx>
-#if (defined(_WIN32) || defined(__WIN32__))
+#if defined(_WIN32)
#include <WNT_Window.hxx>
#elif (defined(__APPLE__) && !defined(MACOSX_USE_GLX))
#include <Cocoa_Window.hxx>
#include <float.h>
-//-Aliases
-
-//-Global data definitions
-
-//-Constructors
-
-Visual3d_View::Visual3d_View (const Handle(Visual3d_ViewManager)& AManager):
-MyContext (),
-MyTOCOMPUTESequence (),
-MyCOMPUTEDSequence (),
-MyDisplayedStructure ()
+// =======================================================================
+// function : Visual3d_View
+// purpose :
+// =======================================================================
+Visual3d_View::Visual3d_View (const Handle(Visual3d_ViewManager)& theMgr)
+: myViewManager (theMgr.operator->()),
+ myIsInComputedMode (Standard_False),
+ myAutoZFitIsOn (Standard_True),
+ myAutoZFitScaleFactor (1.0),
+ myStructuresUpdated (Standard_True)
{
+ MyCView.ViewId = theMgr->Identification (this);
+ MyCView.Active = 0;
+ MyCView.IsDeleted = 0;
+ MyCView.WsId = -1;
+ MyCView.DefWindow.IsDefined = 0;
+ MyCView.Context.NbActiveLight = 0;
+ MyCView.Context.ZBufferActivity = -1;
- MyPtrViewManager = AManager.operator->();
- MyCView.ViewId = int (AManager->Identification (this));
- MyCView.Active = 0;
- MyCView.IsDeleted = 0;
-
- MyCView.WsId = -1;
- MyCView.DefWindow.IsDefined = 0;
-
- MyCView.Context.NbActiveLight = 0;
-
- MyCView.Context.ZBufferActivity = -1;
-
- IsInitialized = Standard_False;
- ComputedModeIsActive = Standard_False;
- MyCView.Backfacing = 0;
-
- MyCView.ptrUnderLayer = 0;
- MyCView.ptrOverLayer = 0;
- MyCView.GContext = 0;
- MyCView.GDisplayCB = 0;
- MyCView.GClientData = 0;
-
- MyGraphicDriver = MyViewManager->GraphicDriver();
+ MyCView.Backfacing = 0;
+ MyCView.ptrUnderLayer = 0;
+ MyCView.ptrOverLayer = 0;
+ MyCView.GContext = 0;
+ MyCView.GDisplayCB = 0;
+ MyCView.GClientData = 0;
+ myGraphicDriver = myViewManager->GraphicDriver();
}
-//-Methods, in order
-// RIC120302
-void Visual3d_View::SetWindow (const Handle(Aspect_Window)& AWindow,
- const Aspect_RenderingContext AContext,
- const Aspect_GraphicCallbackProc& ADisplayCB,
- const Standard_Address AClientData)
+// =======================================================================
+// function : SetWindow
+// purpose :
+// =======================================================================
+void Visual3d_View::SetWindow (const Handle(Aspect_Window)& theWindow,
+ const Aspect_RenderingContext theContext,
+ const Aspect_GraphicCallbackProc& theDisplayCB,
+ const Standard_Address theClientData)
{
- if (IsDeleted ()) return;
-
- if (IsDefined ())
+ if (IsDeleted())
+ {
+ return;
+ }
+ else if (IsDefined())
+ {
Visual3d_ViewDefinitionError::Raise ("Window already defined");
+ }
- MyCView.GContext = AContext;
- MyCView.GDisplayCB = ADisplayCB;
- MyCView.GClientData = AClientData;
- SetWindow(AWindow);
+ MyCView.GContext = theContext;
+ MyCView.GDisplayCB = theDisplayCB;
+ MyCView.GClientData = theClientData;
+ SetWindow (theWindow);
}
-// RIC120302
+// =======================================================================
+// function : SetWindow
+// purpose :
+// =======================================================================
void Visual3d_View::SetWindow (const Handle(Aspect_Window)& theWindow)
{
- if (IsDeleted ()) return;
-
- if (IsDefined ())
+ if (IsDeleted())
+ {
+ return;
+ }
+ else if (IsDefined())
{
Visual3d_ViewDefinitionError::Raise ("Window already defined");
}
MyWindow = theWindow;
MyCView.WsId = MyCView.ViewId;
MyCView.DefWindow.IsDefined = 1;
-#if (defined(_WIN32) || defined(__WIN32__))
- const Handle(WNT_Window) aWin = Handle(WNT_Window)::DownCast (theWindow);
- MyCView.DefWindow.XWindow = (HWND )(aWin->HWindow());
- MyCView.DefWindow.XParentWindow = (HWND )(aWin->HParentWindow());
- WNT_WindowData* aWinData = (WNT_WindowData* )GetWindowLongPtr ((HWND )(aWin->HWindow()), GWLP_USERDATA);
- aWinData->WNT_WDriver_Ptr = (void* )this;
- aWinData->WNT_VMgr = (void* )MyPtrViewManager;
-#elif (defined(__APPLE__) && !defined(MACOSX_USE_GLX))
- const Handle(Cocoa_Window) aWin = Handle(Cocoa_Window)::DownCast (theWindow);
- MyCView.DefWindow.XWindow = (Aspect_Drawable )aWin->HView();
- MyCView.DefWindow.XParentWindow = NULL;
- //MyCView.DefWindow.XParentWindow = aWin->HParentWindow();
-#else
- const Handle(Xw_Window) aWin = Handle(Xw_Window)::DownCast (theWindow);
- MyCView.DefWindow.XWindow = aWin->XWindow();
- //MyCView.DefWindow.XParentWindow = aWin->XParentWindow();
-#endif
-
- Standard_Integer Width, Height;
- theWindow->Size (Width, Height);
-
- MyCView.DefWindow.dx = float( Width );
- MyCView.DefWindow.dy = float( Height );
-
- Standard_Real R, G, B;
- MyBackground = MyWindow->Background ();
- (MyBackground.Color ()).Values (R, G, B, Quantity_TOC_RGB);
- MyCView.DefWindow.Background.r = float (R);
- MyCView.DefWindow.Background.g = float (G);
- MyCView.DefWindow.Background.b = float (B);
-
- UpdateView ();
- if (! MyGraphicDriver->View (MyCView))
- Visual3d_ViewDefinitionError::Raise ("Association failed");
-
- MyGradientBackground = MyWindow->GradientBackground();
- SetGradientBackground(MyGradientBackground,1);
-
- Standard_Boolean AWait = Standard_False; // => immediate update
- MyGraphicDriver->SetVisualisation (MyCView);
- MyGraphicDriver->AntiAliasing (MyCView, MyContext.AliasingIsOn ());
- MyGraphicDriver->DepthCueing (MyCView, MyContext.DepthCueingIsOn ());
- MyGraphicDriver->ClipLimit (MyCView, AWait);
- MyGraphicDriver->Environment(MyCView);
+ MyCView.DefWindow.XWindow = theWindow->NativeHandle();
+ MyCView.DefWindow.XParentWindow = theWindow->NativeParentHandle();
+
+ Standard_Integer Width, Height;
+ theWindow->Size (Width, Height);
+ MyCView.DefWindow.dx = float(Width);
+ MyCView.DefWindow.dy = float(Height);
+
+ Standard_Real R, G, B;
+ MyBackground = MyWindow->Background ();
+ MyBackground.Color().Values (R, G, B, Quantity_TOC_RGB);
+ MyCView.DefWindow.Background.r = float (R);
+ MyCView.DefWindow.Background.g = float (G);
+ MyCView.DefWindow.Background.b = float (B);
+
+ UpdateView();
+ if (!myGraphicDriver->View (MyCView))
+ {
+ Visual3d_ViewDefinitionError::Raise ("Association failed");
+ }
- // Make view manager z layer list consistent with the view's list.
- MyViewManager->InstallZLayers (this);
+ MyGradientBackground = MyWindow->GradientBackground();
+ SetGradientBackground(MyGradientBackground,1);
- // Update planses of model clipping
- UpdatePlanes ();
+ Standard_Boolean AWait = Standard_False; // => immediate update
+ myGraphicDriver->SetVisualisation (MyCView);
+ myGraphicDriver->AntiAliasing (MyCView, MyContext.AliasingIsOn());
+ myGraphicDriver->DepthCueing (MyCView, MyContext.DepthCueingIsOn());
+ myGraphicDriver->ClipLimit (MyCView, AWait);
+ myGraphicDriver->Environment (MyCView);
- // Update light sources
- UpdateLights ();
+ // Make view manager z layer list consistent with the view's list.
+ myViewManager->InstallZLayers (this);
- /*
- * Association view-window does not cause the display
- * of structures that can be displayed in the new view.
- * In fact, association view-window is done, but the
- * display is produced only if the view is activated (Activate).
- */
+ // Update planses of model clipping
+ UpdatePlanes();
- SetRatio ();
+ // Update light sources
+ UpdateLights();
+ // Association view-window does not cause the display
+ // of structures that can be displayed in the new view.
+ // In fact, association view-window is done, but the
+ // display is produced only if the view is activated (Activate).
+ SetRatio();
}
-Handle(Aspect_Window) Visual3d_View::Window () const {
-
- if (! IsDefined ())
- Visual3d_ViewDefinitionError::Raise ("Window not defined");
-
- return (MyWindow);
-
+// =======================================================================
+// function : Window
+// purpose :
+// =======================================================================
+Handle(Aspect_Window) Visual3d_View::Window() const
+{
+ if (!IsDefined())
+ {
+ Visual3d_ViewDefinitionError::Raise ("Window not defined");
+ }
+ return MyWindow;
}
-Standard_Boolean Visual3d_View::IsDefined () const {
-
- if (MyCView.DefWindow.IsDefined)
- return (Standard_True);
- else
- return (Standard_False);
-
+// =======================================================================
+// function : IsDefined
+// purpose :
+// =======================================================================
+Standard_Boolean Visual3d_View::IsDefined() const
+{
+ return MyCView.DefWindow.IsDefined != 0;
}
-Standard_Boolean Visual3d_View::IsDeleted () const {
-
- if (MyCView.IsDeleted)
- return (Standard_True);
- else
- return (Standard_False);
-
+// =======================================================================
+// function : IsDeleted
+// purpose :
+// =======================================================================
+Standard_Boolean Visual3d_View::IsDeleted() const
+{
+ return MyCView.IsDeleted != 0;
}
-void Visual3d_View::Destroy () {
-
-#ifdef DESTROY
- cout << "Visual3d_View::Destroy (" << Identification () << ")\n";
-#endif
-
- // Since MyPtrViewManager can be already distroyed,
- // avoid attempts to access it in SetBackground()
- MyPtrViewManager = 0;
- Remove ();
-
+// =======================================================================
+// function : Destroy
+// purpose :
+// =======================================================================
+void Visual3d_View::Destroy()
+{
+ // Since myViewManager can be already destroyed,
+ // avoid attempts to access it in SetBackground()
+ myViewManager = NULL;
+ Remove();
}
-void Visual3d_View::Remove () {
-
-#ifdef DESTROY
- cout << "Visual3d_View::Remove (" << Identification () << ")" << endl;
-#endif
-
- if (IsDeleted ()) return;
- if (! IsDefined ()) return;
-
- MyTOCOMPUTESequence.Clear ();
- MyCOMPUTEDSequence.Clear ();
- MyDisplayedStructure.Clear ();
-
- Quantity_Color BlackColor (0.0, 0.0, 0.0, Quantity_TOC_RGB);
- Aspect_Background BlackBackground (BlackColor);
- SetBackground (BlackBackground);
-
- Aspect_GradientBackground BlackGradBackground;
- SetGradientBackground (BlackGradBackground,0);
+// =======================================================================
+// function : Remove
+// purpose :
+// =======================================================================
+void Visual3d_View::Remove()
+{
+ if (IsDeleted()
+ || !IsDefined())
+ {
+ return;
+ }
- if (MyPtrViewManager)
- MyPtrViewManager->UnIdentification( MyCView.ViewId );
+ myStructsToCompute.Clear();
+ myStructsComputed .Clear();
+ myStructsDisplayed.Clear();
- MyGraphicDriver->RemoveView (MyCView);
+ Aspect_GradientBackground aBlackGrad;
+ SetBackground (Aspect_Background (Quantity_NOC_BLACK));
+ SetGradientBackground (aBlackGrad, Standard_False);
- MyCView.WsId = -1;
- MyCView.IsDeleted = 1;
- MyCView.DefWindow.IsDefined = 0;
+ if (myViewManager != NULL)
+ {
+ myViewManager->UnIdentification (MyCView.ViewId);
+ }
- IsInitialized = Standard_False;
+ myGraphicDriver->RemoveView (MyCView);
- MyWindow.Nullify ();
+ MyCView.WsId = -1;
+ MyCView.IsDeleted = 1;
+ MyCView.DefWindow.IsDefined = 0;
+ MyWindow.Nullify();
}
-void Visual3d_View::Resized () {
-
- if (IsDeleted ()) return;
-
- if (! IsDefined ())
- Visual3d_ViewDefinitionError::Raise ("Window not defined");
- MyWindow->DoResize() ;
- SetRatio ();
-
+// =======================================================================
+// function : Resized
+// purpose :
+// =======================================================================
+void Visual3d_View::Resized()
+{
+ if (IsDeleted())
+ {
+ return;
+ }
+ else if (!IsDefined())
+ {
+ Visual3d_ViewDefinitionError::Raise ("Window not defined");
+ }
+ MyWindow->DoResize();
+ SetRatio();
}
+// =======================================================================
+// function : SetRatio
+// purpose :
+// =======================================================================
void Visual3d_View::SetRatio()
{
if (IsDeleted())
return;
}
- Aspect_TypeOfUpdate UpdateMode = MyViewManager->UpdateMode();
-
- MyViewManager->SetUpdateMode (Aspect_TOU_WAIT);
+ const Aspect_TypeOfUpdate anUpdateMode = myViewManager->UpdateMode();
+ myViewManager->SetUpdateMode (Aspect_TOU_WAIT);
Standard_Integer aWidth, aHeight;
-
MyWindow->Size (aWidth, aHeight);
-
- if( aWidth > 0 && aHeight > 0 )
+ if (aWidth > 0 && aHeight > 0)
{
Standard_Real aRatio = (Standard_Real)aWidth / (Standard_Real)aHeight;
MyCView.DefWindow.dx = Standard_ShortReal (aWidth);
MyCView.DefWindow.dy = Standard_ShortReal (aHeight);
- MyGraphicDriver->RatioWindow (MyCView);
+ myGraphicDriver->RatioWindow (MyCView);
// Update camera aspect
- Handle(Graphic3d_Camera) aCamera = MyCView.Context.Camera;
-
+ const Handle(Graphic3d_Camera)& aCamera = MyCView.Context.Camera;
if (!aCamera.IsNull())
{
aCamera->SetAspect (aRatio);
}
}
- MyViewManager->SetUpdateMode (UpdateMode);
- if (UpdateMode == Aspect_TOU_ASAP)
- Update();
+ myViewManager->SetUpdateMode (anUpdateMode);
+ Update (anUpdateMode);
}
+// =======================================================================
+// function : UpdateLights
+// purpose :
+// =======================================================================
void Visual3d_View::UpdateLights()
{
if (IsDeleted()
MyCView.Context.NbActiveLight = 1;
MyCView.Context.ActiveLight = &aCLight;
- MyGraphicDriver->SetLight (MyCView);
+ myGraphicDriver->SetLight (MyCView);
MyCView.Context.ActiveLight = NULL;
return;
}
MyCView.Context.NbActiveLight = Min (MyContext.NumberOfActivatedLights(),
- MyGraphicDriver->InquireLightLimit());
+ myGraphicDriver->InquireLightLimit());
if (MyCView.Context.NbActiveLight < 1)
{
- MyGraphicDriver->SetLight (MyCView);
+ myGraphicDriver->SetLight (MyCView);
return;
}
{
MyCView.Context.ActiveLight[aLightIter] = MyContext.ActivatedLight (aLightIter + 1)->CLight();
}
- MyGraphicDriver->SetLight (MyCView);
+ myGraphicDriver->SetLight (MyCView);
delete[] MyCView.Context.ActiveLight;
MyCView.Context.ActiveLight = NULL;
}
+// =======================================================================
+// function : UpdatePlanes
+// purpose :
+// =======================================================================
void Visual3d_View::UpdatePlanes()
{
MyCView.Context.ClipPlanes = MyContext.ClipPlanes();
return;
}
- MyGraphicDriver->SetClipPlanes (MyCView);
+ myGraphicDriver->SetClipPlanes (MyCView);
}
-void Visual3d_View::SetBackground (const Aspect_Background& ABack) {
-
- if (IsDeleted ()) return;
-
- if (! IsDefined ())
- Visual3d_ViewDefinitionError::Raise ("Window not defined");
-
- // At this level, only GL can update the background.
- // It is not necessary to call MyWindow->SetBackground (ABack); as
- // this method starts update of window background by X
- // (if the windowing is X)
+// =======================================================================
+// function : SetBackground
+// purpose :
+// =======================================================================
+void Visual3d_View::SetBackground (const Aspect_Background& theBack)
+{
+ if (IsDeleted())
+ {
+ return;
+ }
+ else if (!IsDefined())
+ {
+ Visual3d_ViewDefinitionError::Raise ("Window not defined");
+ }
- Standard_Real R, G, B;
- MyBackground = ABack;
- (MyBackground.Color ()).Values (R, G, B, Quantity_TOC_RGB);
- MyCView.DefWindow.Background.r = float (R);
- MyCView.DefWindow.Background.g = float (G);
- MyCView.DefWindow.Background.b = float (B);
+ // At this level, only GL can update the background.
+ // It is not necessary to call MyWindow->SetBackground (ABack); as
+ // this method starts update of window background by X
+ // (if the windowing is X)
- MyGraphicDriver->Background (MyCView);
+ Standard_Real R, G, B;
+ MyBackground = theBack;
+ MyBackground.Color().Values (R, G, B, Quantity_TOC_RGB);
+ MyCView.DefWindow.Background.r = float (R);
+ MyCView.DefWindow.Background.g = float (G);
+ MyCView.DefWindow.Background.b = float (B);
- if (MyPtrViewManager && MyViewManager->UpdateMode () == Aspect_TOU_ASAP)
- Update ();
+ myGraphicDriver->Background (MyCView);
+ if (myViewManager != NULL)
+ {
+ Update (myViewManager->UpdateMode());
+ }
}
-void Visual3d_View::SetGradientBackground(const Aspect_GradientBackground& ABack, const Standard_Boolean update)
+// =======================================================================
+// function : SetGradientBackground
+// purpose :
+// =======================================================================
+void Visual3d_View::SetGradientBackground (const Aspect_GradientBackground& theBack,
+ const Standard_Boolean theToUpdate)
{
-
- if (IsDeleted ()) return;
-
- if (! IsDefined ())
+ if (IsDeleted())
+ {
+ return;
+ }
+ else if (!IsDefined())
+ {
Visual3d_ViewDefinitionError::Raise ("Window not defined");
+ }
- MyGradientBackground = ABack;
- Quantity_Color aCol1,aCol2;
- MyGradientBackground.Colors(aCol1,aCol2);
- MyGraphicDriver->GradientBackground(MyCView, aCol1, aCol2, MyGradientBackground.BgGradientFillMethod());
+ MyGradientBackground = theBack;
+ Quantity_Color aCol1, aCol2;
+ MyGradientBackground.Colors (aCol1, aCol2);
+ myGraphicDriver->GradientBackground (MyCView, aCol1, aCol2, MyGradientBackground.BgGradientFillMethod());
- if ( update )
- Update ();
- else if (MyPtrViewManager && MyViewManager->UpdateMode () == Aspect_TOU_ASAP)
- Update();
+ if (theToUpdate)
+ {
+ Update (Aspect_TOU_ASAP);
+ }
+ else if (myViewManager != NULL)
+ {
+ Update (myViewManager->UpdateMode());
+ }
}
-void Visual3d_View::SetBackgroundImage( const Standard_CString FileName,
- const Aspect_FillMethod FillStyle,
- const Standard_Boolean update )
+// =======================================================================
+// function : SetBackgroundImage
+// purpose :
+// =======================================================================
+void Visual3d_View::SetBackgroundImage (const Standard_CString theFileName,
+ const Aspect_FillMethod theFillStyle,
+ const Standard_Boolean theToUpdate)
{
- if ( IsDeleted() )
+ if (IsDeleted())
+ {
return;
- if ( !IsDefined() )
+ }
+ if (!IsDefined())
+ {
Visual3d_ViewDefinitionError::Raise ("Window not defined");
+ }
- MyGraphicDriver->BackgroundImage( FileName, MyCView, FillStyle );
+ myGraphicDriver->BackgroundImage (theFileName, MyCView, theFillStyle);
- if ( update )
- Update();
- else if ( MyViewManager->UpdateMode() == Aspect_TOU_ASAP )
- Update();
+ Update (theToUpdate ? Aspect_TOU_ASAP : myViewManager->UpdateMode());
}
-void Visual3d_View::SetBgImageStyle( const Aspect_FillMethod FillStyle,
- const Standard_Boolean update )
+// =======================================================================
+// function : SetBgImageStyle
+// purpose :
+// =======================================================================
+void Visual3d_View::SetBgImageStyle (const Aspect_FillMethod theFillStyle,
+ const Standard_Boolean theToUpdate)
{
- if ( IsDeleted() )
+ if (IsDeleted())
+ {
return;
- if ( !IsDefined() )
+ }
+ if (!IsDefined())
+ {
Visual3d_ViewDefinitionError::Raise ("Window not defined");
+ }
- MyGraphicDriver->SetBgImageStyle( MyCView, FillStyle );
+ myGraphicDriver->SetBgImageStyle (MyCView, theFillStyle);
- if ( update )
- Update();
- else if ( MyViewManager->UpdateMode() == Aspect_TOU_ASAP )
- Update();
+ Update (theToUpdate ? Aspect_TOU_ASAP : myViewManager->UpdateMode());
}
-Aspect_Background Visual3d_View::Background () const {
-
- return (MyBackground);
-
+// =======================================================================
+// function : Background
+// purpose :
+// =======================================================================
+Aspect_Background Visual3d_View::Background() const
+{
+ return MyBackground;
}
-void Visual3d_View::SetBgGradientStyle( const Aspect_GradientFillMethod FillStyle,
- const Standard_Boolean update )
+// =======================================================================
+// function : SetBgGradientStyle
+// purpose :
+// =======================================================================
+void Visual3d_View::SetBgGradientStyle (const Aspect_GradientFillMethod theFillStyle,
+ const Standard_Boolean theToUpdate)
{
- if ( IsDeleted() )
+ if (IsDeleted())
+ {
return;
- if ( !IsDefined() )
+ }
+ else if (!IsDefined())
+ {
Visual3d_ViewDefinitionError::Raise ("Window not defined");
+ }
- MyGraphicDriver->SetBgGradientStyle( MyCView, FillStyle );
-
- if ( update )
- Update();
- else if ( MyViewManager->UpdateMode() == Aspect_TOU_ASAP )
- Update();
+ myGraphicDriver->SetBgGradientStyle (MyCView, theFillStyle);
+ Update (theToUpdate ? Aspect_TOU_ASAP : myViewManager->UpdateMode());
}
-Aspect_GradientBackground Visual3d_View::GradientBackground () const {
-
- return MyGradientBackground;
-
+// =======================================================================
+// function : GradientBackground
+// purpose :
+// =======================================================================
+Aspect_GradientBackground Visual3d_View::GradientBackground() const
+{
+ return MyGradientBackground;
}
// =======================================================================
// function : Camera
// purpose :
// =======================================================================
-const Handle(Graphic3d_Camera)& Visual3d_View::Camera() const{ return MyCView.Context.Camera;}
+const Handle(Graphic3d_Camera)& Visual3d_View::Camera() const
+{
+ return MyCView.Context.Camera;
+}
// =======================================================================
// function : SetCamera
{
MyCView.Context.Camera = theCamera;
- MyGraphicDriver->SetCamera (MyCView);
+ myGraphicDriver->SetCamera (MyCView);
- if (MyViewManager->UpdateMode() == Aspect_TOU_ASAP)
- {
- Update();
- }
+ Update (myViewManager->UpdateMode());
}
// =======================================================================
// function : SetViewOrientationDefault
// purpose :
// =======================================================================
-void Visual3d_View::SetViewOrientationDefault ()
+void Visual3d_View::SetViewOrientationDefault()
{
if (myDefaultCamera.IsNull())
{
// function : ViewOrientationReset
// purpose :
// =======================================================================
-void Visual3d_View::ViewOrientationReset ()
+void Visual3d_View::ViewOrientationReset()
{
if (IsDeleted())
{
MyCView.Context.Camera->CopyOrientationData (myDefaultCamera);
}
- if (MyViewManager->UpdateMode() == Aspect_TOU_ASAP)
- {
- Update();
- }
+ Update (myViewManager->UpdateMode());
}
// =======================================================================
// function : ViewMappingReset
// purpose :
// =======================================================================
-void Visual3d_View::ViewMappingReset ()
+void Visual3d_View::ViewMappingReset()
{
- if (IsDeleted ())
+ if (IsDeleted())
{
return;
}
MyCView.Context.Camera->CopyMappingData (myDefaultCamera);
}
- if (MyViewManager->UpdateMode() == Aspect_TOU_ASAP)
- {
- Update();
- }
+ Update (myViewManager->UpdateMode());
}
-void Visual3d_View::SetContext (const Visual3d_ContextView& CTX) {
-
- if (IsDeleted ()) return;
+// =======================================================================
+// function : SetContext
+// purpose :
+// =======================================================================
+void Visual3d_View::SetContext (const Visual3d_ContextView& theViewCtx)
+{
+ if (IsDeleted())
+ {
+ return;
+ }
-Visual3d_TypeOfVisualization OldVisualMode;
-Visual3d_TypeOfVisualization NewVisualMode;
+ // To manage display only in case of change of visualisation mode
+ const bool isVisModeChanged = theViewCtx.Visualization() != MyContext.Visualization();
+ const bool isModelChanged = theViewCtx.Model() != MyContext.Model();
- // To manage display only in case of
- // change of visualisation mode.
- OldVisualMode = MyContext.Visualization ();
- NewVisualMode = CTX.Visualization ();
+ // To manage antialiasing only in case of change
+ const Standard_Boolean anAliasingModeOld = MyContext.AliasingIsOn();
+ const Standard_Boolean anAliasingModeNew = theViewCtx.AliasingIsOn();
-Visual3d_TypeOfModel OldModel;
-Visual3d_TypeOfModel NewModel;
+ // To manage the depth cueing only in case of change
+ const Standard_Boolean aDepthCueingModeOld = MyContext.DepthCueingIsOn();
+ const Standard_Boolean aDepthCueingModeNew = theViewCtx.DepthCueingIsOn();
- // To manage change of visualisation only in case
- // of change of mode of visualisation or of type of shading.
- OldModel = MyContext.Model ();
- NewModel = CTX.Model ();
+ const Standard_Real aDepthCueingFrontPlaneOld = MyContext.DepthCueingFrontPlane();
+ const Standard_Real aDepthCueingFrontPlaneNew = theViewCtx.DepthCueingFrontPlane();
+ const Standard_Real aDepthCueingBackPlaneOld = MyContext.DepthCueingBackPlane();
+ const Standard_Real aDepthCueingBackPlaneNew = theViewCtx.DepthCueingBackPlane();
-Standard_Boolean OldAliasingMode;
-Standard_Boolean NewAliasingMode;
+ // To manage the Zclipping only in case of change
+ const Standard_Boolean aFrontZClippingModeOld = MyContext.FrontZClippingIsOn();
+ const Standard_Boolean aFrontZClippingModeNew = theViewCtx.FrontZClippingIsOn();
+ const Standard_Boolean aBackZClippingModeOld = MyContext.BackZClippingIsOn();
+ const Standard_Boolean aBackZClippingModeNew = theViewCtx.BackZClippingIsOn();
- // To manage antialiasing only in case of change.
- OldAliasingMode = MyContext.AliasingIsOn ();
- NewAliasingMode = CTX.AliasingIsOn ();
+ const Standard_Real aZClippingFrontPlaneOld = MyContext.ZClippingFrontPlane();
+ const Standard_Real aZClippingFrontPlaneNew = theViewCtx.ZClippingFrontPlane();
+ const Standard_Real aZClippingBackPlaneOld = MyContext.ZClippingBackPlane();
+ const Standard_Real aZClippingBackPlaneNew = theViewCtx.ZClippingBackPlane();
-Standard_Boolean OldDepthCueingMode;
-Standard_Boolean NewDepthCueingMode;
+ const bool isTextEnvChanged = theViewCtx.TextureEnv() != MyContext.TextureEnv();
+ const bool isSurfDetailChanged = theViewCtx.SurfaceDetail() != MyContext.SurfaceDetail();
-Standard_Real OldDepthCueingFrontPlane;
-Standard_Real NewDepthCueingFrontPlane;
-Standard_Real OldDepthCueingBackPlane;
-Standard_Real NewDepthCueingBackPlane;
+ MyContext = theViewCtx;
- // To manage the depth cueing only in case of change.
- OldDepthCueingMode = MyContext.DepthCueingIsOn ();
- NewDepthCueingMode = CTX.DepthCueingIsOn ();
+ UpdateView();
- OldDepthCueingFrontPlane = MyContext.DepthCueingFrontPlane ();
- NewDepthCueingFrontPlane = CTX.DepthCueingFrontPlane ();
- OldDepthCueingBackPlane = MyContext.DepthCueingBackPlane ();
- NewDepthCueingBackPlane = CTX.DepthCueingBackPlane ();
+ Standard_Boolean toWait = Standard_False; // => immediate update
+ if (IsDefined())
+ {
+ // management of visualization modes and types of shading.
+ if (isVisModeChanged
+ || isModelChanged)
+ {
+ myGraphicDriver->SetVisualisation (MyCView);
+ }
-Standard_Boolean OldFrontZClippingMode;
-Standard_Boolean NewFrontZClippingMode;
-Standard_Boolean OldBackZClippingMode;
-Standard_Boolean NewBackZClippingMode;
+ // management of antialiasing
+ if (anAliasingModeOld != anAliasingModeNew)
+ {
+ myGraphicDriver->AntiAliasing (MyCView, anAliasingModeNew);
+ }
-Standard_Real OldZClippingFrontPlane;
-Standard_Real NewZClippingFrontPlane;
-Standard_Real OldZClippingBackPlane;
-Standard_Real NewZClippingBackPlane;
+ // management of depth_cueing
+ if (aDepthCueingModeOld != aDepthCueingModeNew
+ || aDepthCueingFrontPlaneOld != aDepthCueingFrontPlaneNew
+ || aDepthCueingBackPlaneOld != aDepthCueingBackPlaneNew)
+ {
+ if (aDepthCueingModeNew
+ && aDepthCueingBackPlaneNew >= aDepthCueingFrontPlaneNew)
+ {
+ Visual3d_DepthCueingDefinitionError::Raise ("Bad value for DepthCueingPlanes position");
+ }
+ myGraphicDriver->DepthCueing (MyCView, aDepthCueingModeNew);
+ }
- // To manage the Zclipping only in case of change.
- OldFrontZClippingMode = MyContext.FrontZClippingIsOn ();
- NewFrontZClippingMode = CTX.FrontZClippingIsOn ();
- OldBackZClippingMode = MyContext.BackZClippingIsOn ();
- NewBackZClippingMode = CTX.BackZClippingIsOn ();
+ // management of Zclipping
+ if (aFrontZClippingModeOld != aFrontZClippingModeNew
+ || aBackZClippingModeOld != aBackZClippingModeNew
+ || aZClippingFrontPlaneOld != aZClippingFrontPlaneNew
+ || aZClippingBackPlaneOld != aZClippingBackPlaneNew)
+ {
+ if (aBackZClippingModeNew
+ && aFrontZClippingModeNew
+ && aZClippingBackPlaneNew >= aZClippingFrontPlaneNew)
+ {
+ Visual3d_ZClippingDefinitionError::Raise ("Bad value for ZClippingPlanes position");
+ }
- OldZClippingFrontPlane = MyContext.ZClippingFrontPlane ();
- NewZClippingFrontPlane = CTX.ZClippingFrontPlane ();
- OldZClippingBackPlane = MyContext.ZClippingBackPlane ();
- NewZClippingBackPlane = CTX.ZClippingBackPlane ();
+ myGraphicDriver->ClipLimit (MyCView, toWait);
+ }
- Handle(Graphic3d_TextureEnv) aTexEnvOld = MyContext.TextureEnv();
- Handle(Graphic3d_TextureEnv) aTexEnvNew = CTX.TextureEnv();
+ // management of textures
+ if (isTextEnvChanged
+ || isSurfDetailChanged)
+ {
+ myGraphicDriver->Environment (MyCView);
+ }
- Visual3d_TypeOfSurfaceDetail OldSurfaceDetail = MyContext.SurfaceDetail();
- Visual3d_TypeOfSurfaceDetail NewSurfaceDetail = CTX.SurfaceDetail();
+ UpdatePlanes(); // Update of planes of model clipping
+ UpdateLights(); // Update of light sources
+ }
- MyContext = CTX;
+ if (isVisModeChanged)
+ {
+ // Change of context =>
+ // Remove structures that cannot be displayed in the new visualisation mode.
+ // It is not necessary to warn ViewManager as this structure should not disappear from
+ // the list of structures displayed in it.
+ NCollection_Sequence<Handle(Graphic3d_Structure)> aStructs;
+ for (Graphic3d_MapIteratorOfMapOfStructure aStructIter (myStructsDisplayed); aStructIter.More(); aStructIter.Next())
+ {
+ const Handle(Graphic3d_Structure)& aStruct = aStructIter.Key();
+ const Visual3d_TypeOfAnswer anAnswer = AcceptDisplay (aStruct);
+ if (anAnswer == Visual3d_TOA_NO
+ || anAnswer == Visual3d_TOA_COMPUTE)
+ {
+ aStructs.Append (aStruct);
+ }
+ }
+ for (NCollection_Sequence<Handle(Graphic3d_Structure)>::Iterator aStructIter (aStructs); aStructIter.More(); aStructIter.Next())
+ {
+ Erase (aStructIter.ChangeValue(), Aspect_TOU_WAIT);
+ }
+ aStructs.Clear();
+
+ // Change of context =>
+ // Display structures that can be displayed with the new visualisation mode.
+ // All structures with status Displayed are removed from the ViewManager
+ // and displayed in the view directly, if the structure is not already
+ // displayed and if the view accepts it in its context.
+ Graphic3d_MapOfStructure aMapDisplayed;
+ myViewManager->DisplayedStructures (aMapDisplayed);
+ for (Graphic3d_MapIteratorOfMapOfStructure aStructIter (aMapDisplayed); aStructIter.More(); aStructIter.Next())
+ {
+ const Handle(Graphic3d_Structure)& aStruct = aStructIter.Key();
+ if (IsDisplayed (aStruct))
+ {
+ continue;
+ }
- UpdateView ();
+ const Visual3d_TypeOfAnswer anAnswer = AcceptDisplay (aStruct);
+ if (anAnswer == Visual3d_TOA_YES
+ || anAnswer == Visual3d_TOA_COMPUTE)
+ {
+ aStructs.Append (aStruct);
+ }
+ }
-Standard_Boolean AWait = Standard_False; // => immediate update
- if (IsDefined ()) {
- // management of visualization modes and types of shading.
- if ((OldVisualMode != NewVisualMode) || (OldModel != NewModel))
- MyGraphicDriver->SetVisualisation (MyCView);
+ for (NCollection_Sequence<Handle(Graphic3d_Structure)>::Iterator aStructIter (aStructs); aStructIter.More(); aStructIter.Next())
+ {
+ Display (aStructIter.ChangeValue(), Aspect_TOU_WAIT);
+ }
+ }
- // management of antialiasing.
- if (OldAliasingMode != NewAliasingMode)
- MyGraphicDriver->AntiAliasing (MyCView, NewAliasingMode);
-
- // management of depth_cueing.
- if ((OldDepthCueingMode != NewDepthCueingMode) ||
- (OldDepthCueingFrontPlane != NewDepthCueingFrontPlane) ||
- (OldDepthCueingBackPlane != NewDepthCueingBackPlane)) {
-#ifdef BUC60572
- if( NewDepthCueingMode &&
- (NewDepthCueingBackPlane >= NewDepthCueingFrontPlane) )
- Visual3d_DepthCueingDefinitionError::Raise
- ("Bad value for DepthCueingPlanes position");
-#endif
- MyGraphicDriver->DepthCueing
- (MyCView, NewDepthCueingMode);
- }
-
- // management of Zclipping
- if ((OldFrontZClippingMode != NewFrontZClippingMode) ||
- (OldBackZClippingMode != NewBackZClippingMode) ||
- (OldZClippingFrontPlane != NewZClippingFrontPlane) ||
- (OldZClippingBackPlane != NewZClippingBackPlane)) {
-#ifdef BUC60572
- if( NewBackZClippingMode && NewFrontZClippingMode &&
- (NewZClippingBackPlane >= NewZClippingFrontPlane) )
- Visual3d_ZClippingDefinitionError::Raise
- ("Bad value for ZClippingPlanes position");
-#endif
- MyGraphicDriver->ClipLimit (MyCView, AWait);
- }
-
- // management of textures
- if ((aTexEnvOld != aTexEnvNew) || (OldSurfaceDetail != NewSurfaceDetail))
- {
- MyGraphicDriver->Environment(MyCView);
- }
-
- // Update of planes of model clipping
- UpdatePlanes ();
-
- // Update of light sources
- UpdateLights ();
- }
-
- if (OldVisualMode != NewVisualMode) {
-
- /*
- * Change of context =>
- * Remove structures that cannot be displayed
- * in the new visualisation mode.
- * It is not necessary to warn ViewManager as
- * this structure should not disappear from
- * the list of structures displayed in it.
- */
-Graphic3d_MapIteratorOfMapOfStructure S1Iterator (MyDisplayedStructure);
-Visual3d_TypeOfAnswer Answer;
-
- Standard_Integer i = MyDisplayedStructure.Extent ();
-
-Graphic3d_SequenceOfStructure FooSequence;
-
- while (S1Iterator.More ()) {
- Answer = AcceptDisplay (S1Iterator.Key ());
- // If the structure can't be displayed in the
- // new context of the view, it is removed.
- if ((Answer == Visual3d_TOA_NO) ||
- (Answer == Visual3d_TOA_COMPUTE))
- //Erase (S1Iterator.Key (), Aspect_TOU_WAIT);
- FooSequence.Append (S1Iterator.Key ());
-
- // S1Iterator.Next () is located on the next structure
- S1Iterator.Next ();
- }
-
-Standard_Integer Length = FooSequence.Length ();
- // The stored structures are removed
- for (i=1; i<=Length; i++)
- Erase (FooSequence.Value (i), Aspect_TOU_WAIT);
- if (Length != 0) FooSequence.Clear ();
-
- /*
- * Change of context =>
- * Display structures that can be displayed
- * with the new visualisation mode.
- * All structures with status Displayed are removed from the ViewManager
- * and displayed in the view directly, if the structure is not already
- * displayed and if the view accepts it in its context.
- */
-
- i = MyViewManager->NumberOfDisplayedStructures ();
- Graphic3d_MapOfStructure Map;
- MyViewManager->DisplayedStructures(Map);
- Graphic3d_MapIteratorOfMapOfStructure it(Map);
-
- for (; it.More(); it.Next()) {
- Handle(Graphic3d_Structure) SG = it.Key();
- if (! IsDisplayed (SG)) {
- Answer = AcceptDisplay(SG);
- // If the structure can be displayed in the
- // new context of the view, it is displayed.
- if ((Answer == Visual3d_TOA_YES) ||
- (Answer == Visual3d_TOA_COMPUTE))
- //Display (MyViewManager->DisplayedStructure (j),
- //Aspect_TOU_WAIT);
- FooSequence.Append (SG);
- }
- }
-
- Length = FooSequence.Length ();
- // The stored structures are displayed
- for (i=1; i<=Length; i++)
- Display (FooSequence.Value (i), Aspect_TOU_WAIT);
- if (Length != 0) FooSequence.Clear ();
- }
-
- if (MyViewManager->UpdateMode () == Aspect_TOU_ASAP) Update ();
+ Update (myViewManager->UpdateMode());
+}
+// =======================================================================
+// function : Context
+// purpose :
+// =======================================================================
+const Visual3d_ContextView& Visual3d_View::Context() const
+{
+ return MyContext;
}
-const Visual3d_ContextView& Visual3d_View::Context () const {
-
- return (MyContext);
+// =======================================================================
+// function : DisplayedStructures
+// purpose :
+// =======================================================================
+void Visual3d_View::DisplayedStructures (Graphic3d_MapOfStructure& theStructures) const
+{
+ if (IsDeleted())
+ {
+ return;
+ }
+ for (Graphic3d_MapIteratorOfMapOfStructure aStructIter (myStructsDisplayed); aStructIter.More(); aStructIter.Next())
+ {
+ theStructures.Add (aStructIter.Key());
+ }
}
-void Visual3d_View::DisplayedStructures (Graphic3d_MapOfStructure& SG) const
+// =======================================================================
+// function : Activate
+// purpose :
+// =======================================================================
+void Visual3d_View::Activate()
{
+ if (IsDeleted())
+ {
+ return;
+ }
+ else if (!IsDefined())
+ {
+ Visual3d_ViewDefinitionError::Raise ("Window not defined");
+ }
- if (IsDeleted ()) return;
-
- Graphic3d_MapIteratorOfMapOfStructure Iterator (MyDisplayedStructure);
+ if (!IsActive())
+ {
+ myGraphicDriver->ActivateView (MyCView);
+ myGraphicDriver->Background (MyCView);
+ myGraphicDriver->Transparency (MyCView, myViewManager->Transparency());
+
+ MyCView.Active = 1;
+
+ // Activation of a new view =>
+ // Display structures that can be displayed in this new view.
+ // All structures with status
+ // Displayed in ViewManager are returned and displayed in
+ // the view directly, if the structure is not already
+ // displayed and if the view accepts it in its context.
+ Graphic3d_MapOfStructure aDisplayedStructs;
+ myViewManager->DisplayedStructures (aDisplayedStructs);
+ for (Graphic3d_MapIteratorOfMapOfStructure aStructIter (aDisplayedStructs); aStructIter.More(); aStructIter.Next())
+ {
+ const Handle(Graphic3d_Structure)& aStruct = aStructIter.Key();
+ if (IsDisplayed (aStruct))
+ {
+ continue;
+ }
- while (Iterator.More ()) {
- SG.Add (Iterator.Key ());
+ // If the structure can be displayed in the new context of the view, it is displayed.
+ const Visual3d_TypeOfAnswer anAnswer = AcceptDisplay (aStruct);
+ if (anAnswer == Visual3d_TOA_YES
+ || anAnswer == Visual3d_TOA_COMPUTE)
+ {
+ Display (aStruct, Aspect_TOU_WAIT);
+ }
+ }
+ }
- // Iterator.Next () is located on the next structure
- Iterator.Next ();
+ // If the activation/desactivation of ZBuffer should be automatic
+ // depending on the presence or absence of facets.
+ if (myViewManager->ZBufferAuto())
+ {
+ const Standard_Boolean containsFacet = ContainsFacet();
+ const Standard_Boolean hasZBuffer = ZBufferIsActivated();
+ if (containsFacet && !hasZBuffer)
+ {
+ SetZBufferActivity (1); // If the view contains facets and if ZBuffer is not active
+ }
+ else if (!containsFacet && hasZBuffer)
+ {
+ SetZBufferActivity (0); // If the view does not contain facets and if ZBuffer is active
+ }
}
+ Update (myViewManager->UpdateMode());
}
-void Visual3d_View::Activate () {
-
- if (IsDeleted ()) return;
-
- if (! IsDefined ())
- Visual3d_ViewDefinitionError::Raise ("Window not defined");
-
- if (! IsActive ()) {
-
- MyGraphicDriver->ActivateView (MyCView);
- MyGraphicDriver->Background (MyCView);
- MyGraphicDriver->Transparency
- (MyCView, MyViewManager->Transparency ());
-
- MyCView.Active = 1;
-
- /*
- * Activation of a new view =>
- * Display structures that can be displayed in this new view.
- * All structures with status
- * Displayed in ViewManager are returned and displayed in
- * the view directly, if the structure is not already
- * displayed and if the view accepts it in its context.
- */
-
- Visual3d_TypeOfAnswer Answer;
- Graphic3d_MapOfStructure Map;
- MyViewManager->DisplayedStructures(Map);
- Graphic3d_MapIteratorOfMapOfStructure it(Map);
-
- for (; it.More(); it.Next()) {
- Handle(Graphic3d_Structure) SG = it.Key();
- if (! IsDisplayed (SG)) {
- Answer = AcceptDisplay(SG);
- // If the structure can be displayed in the
- // new context of the view, it is displayed.
- if ((Answer == Visual3d_TOA_YES) ||
- (Answer == Visual3d_TOA_COMPUTE))
- Display (SG,Aspect_TOU_WAIT);
- }
- }
-
- }
-
- // If the activation/desactivation of ZBuffer should be automatic
- // depending on the presence or absence of facets.
- if (MyViewManager->ZBufferAuto ()) {
-Standard_Boolean BContainsFacet = ContainsFacet ();
-Standard_Boolean BZBuffer = ZBufferIsActivated ();
- // If the view contains facets
- // and if ZBuffer is not active
- if (BContainsFacet && ! BZBuffer)
- SetZBufferActivity (1);
- // If the view does not contain facets
- // and if ZBuffer is active
- if (! BContainsFacet && BZBuffer)
- SetZBufferActivity (0);
- }
-
- if (MyViewManager->UpdateMode () == Aspect_TOU_ASAP) Update ();
-
+// =======================================================================
+// function : IsActive
+// purpose :
+// =======================================================================
+Standard_Boolean Visual3d_View::IsActive() const
+{
+ return !IsDeleted()
+ && MyCView.Active;
}
-Standard_Boolean Visual3d_View::IsActive () const {
+// =======================================================================
+// function : Deactivate
+// purpose :
+// =======================================================================
+void Visual3d_View::Deactivate()
+{
+ if (IsDeleted())
+ {
+ return;
+ }
+ else if (!IsDefined())
+ {
+ Visual3d_ViewDefinitionError::Raise ("Window not defined");
+ }
- if (IsDeleted ()) return (Standard_False);
+ if (IsActive())
+ {
+ myGraphicDriver->DeactivateView (MyCView);
+
+ // Deactivation of a view =>
+ // Removal of structures displayed in this view.
+ // All structures with status
+ // Displayed in ViewManager are returned and removed from
+ // the view directly, if the structure is not already
+ // displayed and if the view accepts it in its context.
+ Graphic3d_MapOfStructure aDisplayedStructs;
+ myViewManager->DisplayedStructures (aDisplayedStructs);
+ for (Graphic3d_MapIteratorOfMapOfStructure aStructIter (aDisplayedStructs); aStructIter.More(); aStructIter.Next())
+ {
+ const Handle(Graphic3d_Structure)& aStruct = aStructIter.Key();
+ if (IsDisplayed (aStruct))
+ {
+ continue;
+ }
- if (MyCView.Active)
- return (Standard_True);
- else
- return (Standard_False);
+ const Visual3d_TypeOfAnswer anAnswer = AcceptDisplay (aStruct);
+ if (anAnswer == Visual3d_TOA_YES
+ || anAnswer == Visual3d_TOA_COMPUTE)
+ {
+ Erase (aStruct, Aspect_TOU_WAIT);
+ }
+ }
+ Update (myViewManager->UpdateMode());
+ MyCView.Active = 0; // No action currently possible in the view
+ }
}
-void Visual3d_View::Deactivate () {
-
- if (IsDeleted ()) return;
-
- if (! IsDefined ())
- Visual3d_ViewDefinitionError::Raise ("Window not defined");
-
- if (IsActive ()) {
-
- MyGraphicDriver->DeactivateView (MyCView);
-
- /*
- * Deactivation of a view =>
- * Removal of structures displayed in this view.
- * All structures with status
- * Displayed in ViewManager are returned and removed from
- * the view directly, if the structure is not already
- * displayed and if the view accepts it in its context.
- */
-
- Visual3d_TypeOfAnswer Answer;
- Graphic3d_MapOfStructure Map;
- MyViewManager->DisplayedStructures(Map);
- Graphic3d_MapIteratorOfMapOfStructure it(Map);
-
- for (; it.More(); it.Next()) {
- Handle(Graphic3d_Structure) SG = it.Key();
- if (! IsDisplayed (SG)) {
- Answer = AcceptDisplay(SG);
- // If the structure was displayed it is removed.
- if ((Answer == Visual3d_TOA_YES) ||
- (Answer == Visual3d_TOA_COMPUTE))
- Erase (SG,Aspect_TOU_WAIT);
- }
- }
-
- if (MyViewManager->UpdateMode () == Aspect_TOU_ASAP) Update ();
-
- // No action currently possible in the view
- MyCView.Active = 0;
- }
-
+// =======================================================================
+// function : Redraw
+// purpose :
+// =======================================================================
+void Visual3d_View::Redraw()
+{
+ Redraw (myViewManager->UnderLayer(), myViewManager->OverLayer(), 0, 0, 0, 0);
}
-void Visual3d_View::Redraw () {
-
- Redraw (MyViewManager->UnderLayer (), MyViewManager->OverLayer ());
-
+// =======================================================================
+// function : Redraw
+// purpose :
+// =======================================================================
+void Visual3d_View::Redraw (const Standard_Integer theX,
+ const Standard_Integer theY,
+ const Standard_Integer theWidth,
+ const Standard_Integer theHeight)
+{
+ Redraw (myViewManager->UnderLayer(), myViewManager->OverLayer(),
+ theX, theY, theWidth, theHeight);
}
-void Visual3d_View::Redraw (const Standard_Integer x, const Standard_Integer y, const Standard_Integer width, const Standard_Integer height) {
-
- Redraw (MyViewManager->UnderLayer (), MyViewManager->OverLayer (), x, y, width, height);
+// =======================================================================
+// function : Redraw
+// purpose :
+// =======================================================================
+void Visual3d_View::Redraw (const Handle(Visual3d_Layer)& theUnderLayer,
+ const Handle(Visual3d_Layer)& theOverLayer)
+{
+ Redraw (theUnderLayer, theOverLayer, 0, 0, 0, 0);
}
-void Visual3d_View::Redraw (const Handle(Visual3d_Layer)& AnUnderLayer, const Handle(Visual3d_Layer)& AnOverLayer) {
-
- if (IsDeleted ()) return;
+// =======================================================================
+// function : Redraw
+// purpose :
+// =======================================================================
+void Visual3d_View::Redraw (const Handle(Visual3d_Layer)& theUnderLayer,
+ const Handle(Visual3d_Layer)& theOverLayer,
+ const Standard_Integer theX,
+ const Standard_Integer theY,
+ const Standard_Integer theWidth,
+ const Standard_Integer theHeight)
+{
+ if (IsDeleted()
+ || !IsDefined()
+ || !IsActive()
+ || !MyWindow->IsMapped())
+ {
+ return;
+ }
- if ((! IsDefined ()) || (! IsActive ())) return;
+ Aspect_CLayer2d anOverCLayer, anUnderCLayer;
+ anOverCLayer.ptrLayer = anUnderCLayer.ptrLayer = NULL;
+ if (!theOverLayer .IsNull()) anOverCLayer = theOverLayer ->CLayer();
+ if (!theUnderLayer.IsNull()) anUnderCLayer = theUnderLayer->CLayer();
- if (! MyWindow->IsMapped ()) return;
+ for (Standard_Integer aRetryIter = 0; aRetryIter < 2; ++aRetryIter)
+ {
+ if (myGraphicDriver->IsDeviceLost())
+ {
+ myViewManager->RecomputeStructures();
+ myViewManager->RecomputeStructures (myImmediateStructures);
+ myGraphicDriver->ResetDeviceLostFlag();
+ }
- // san - 14/04/2004 - set up Z buffer state before redrawing
- // If the activation/desactivation of ZBuffer should be automatic
- // depending on the presence or absence of facets.
- if (MyViewManager->ZBufferAuto ()) {
- Standard_Boolean BContainsFacet = ContainsFacet ();
- Standard_Boolean BZBuffer = ZBufferIsActivated ();
- // If the view contains facets
- // and if ZBuffer is not active
- if (BContainsFacet && ! BZBuffer)
- SetZBufferActivity (1);
- // If the view contains only facets
- // and if ZBuffer is active
- if (! BContainsFacet && BZBuffer)
- SetZBufferActivity (0);
- }
+ // set up Z buffer state before redrawing
+ if (myViewManager->ZBufferAuto())
+ {
+ const Standard_Boolean hasFacet = ContainsFacet();
+ const Standard_Boolean hasZBuffer = ZBufferIsActivated();
+ // if the view contains facets and if ZBuffer is not active
+ if (hasFacet && !hasZBuffer)
+ {
+ SetZBufferActivity (1);
+ }
+ // if the view contains only facets and if ZBuffer is active
+ if (!hasFacet && hasZBuffer)
+ {
+ SetZBufferActivity (0);
+ }
+ }
- Aspect_CLayer2d OverCLayer;
- Aspect_CLayer2d UnderCLayer;
- OverCLayer.ptrLayer = UnderCLayer.ptrLayer = NULL;
- if (! AnOverLayer.IsNull ()) OverCLayer = AnOverLayer->CLayer ();
- if (! AnUnderLayer.IsNull ()) UnderCLayer = AnUnderLayer->CLayer ();
- MyGraphicDriver->Redraw (MyCView, UnderCLayer, OverCLayer);
+ if (myStructuresUpdated)
+ {
+ AutoZFit();
+ myStructuresUpdated = Standard_False;
+ }
+ myGraphicDriver->Redraw (MyCView, anUnderCLayer, anOverCLayer, theX, theY, theWidth, theHeight);
+ if (!myGraphicDriver->IsDeviceLost())
+ {
+ return;
+ }
+ }
}
-void Visual3d_View::Redraw (const Handle(Visual3d_Layer)& AnUnderLayer, const Handle(Visual3d_Layer)& AnOverLayer, const Standard_Integer x, const Standard_Integer y, const Standard_Integer width, const Standard_Integer height) {
-
- if (IsDeleted ()) return;
-
- if ((! IsDefined ()) || (! IsActive ())) return;
-
- if (! MyWindow->IsMapped ()) return;
-
- // san - 14/04/2004 - set up Z buffer state before redrawing
- // If activation/desactivation of ZBuffer should be automatic
- // depending on the presence or absence of facets.
- if (MyViewManager->ZBufferAuto ()) {
- Standard_Boolean BContainsFacet = ContainsFacet ();
- Standard_Boolean BZBuffer = ZBufferIsActivated ();
- // If the view contains facets
- // and if ZBuffer is not active
- if (BContainsFacet && ! BZBuffer)
- SetZBufferActivity (1);
- // If the view contains only facets
- // and if ZBuffer is active
- if (! BContainsFacet && BZBuffer)
- SetZBufferActivity (0);
- }
-
- Aspect_CLayer2d OverCLayer;
- Aspect_CLayer2d UnderCLayer;
- OverCLayer.ptrLayer = UnderCLayer.ptrLayer = NULL;
- if (! AnOverLayer.IsNull ()) OverCLayer = AnOverLayer->CLayer ();
- if (! AnUnderLayer.IsNull ()) UnderCLayer = AnUnderLayer->CLayer ();
- MyGraphicDriver->Redraw (MyCView, UnderCLayer, OverCLayer, x, y, width, height);
-
+// =======================================================================
+// function : RedrawImmediate
+// purpose :
+// =======================================================================
+void Visual3d_View::RedrawImmediate()
+{
+ RedrawImmediate (myViewManager->UnderLayer(), myViewManager->OverLayer());
}
-void Visual3d_View::Update ()
+// =======================================================================
+// function : RedrawImmediate
+// purpose :
+// =======================================================================
+void Visual3d_View::RedrawImmediate (const Handle(Visual3d_Layer)& theUnderLayer,
+ const Handle(Visual3d_Layer)& theOverLayer)
{
- IsInitialized = Standard_True;
-
- Compute ();
+ if (IsDeleted()
+ || !IsDefined()
+ || !IsActive()
+ || !MyWindow->IsMapped())
+ {
+ return;
+ }
- Update (MyViewManager->UnderLayer (), MyViewManager->OverLayer ());
+ Aspect_CLayer2d anOverCLayer, anUnderCLayer;
+ anOverCLayer.ptrLayer = anUnderCLayer.ptrLayer = NULL;
+ if (!theOverLayer .IsNull()) anOverCLayer = theOverLayer ->CLayer();
+ if (!theUnderLayer.IsNull()) anUnderCLayer = theUnderLayer->CLayer();
+ myGraphicDriver->RedrawImmediate (MyCView, anUnderCLayer, anOverCLayer);
}
-void Visual3d_View::Update (const Handle(Visual3d_Layer)& AnUnderLayer, const Handle(Visual3d_Layer)& AnOverLayer) {
-
- if (IsDeleted ()) return;
-
- if ((! IsDefined ()) || (! IsActive ())) return;
-
- if (! MyWindow->IsMapped ()) return;
-
- if (MyGraphicDriver->IsDeviceLost())
- {
- MyViewManager->RecomputeStructures();
- MyGraphicDriver->ResetDeviceLostFlag();
- }
-
- // If activation/desactivation of ZBuffer should be automatic
- // depending on the presence or absence of facets.
- if (MyViewManager->ZBufferAuto ()) {
-Standard_Boolean BContainsFacet = ContainsFacet ();
-Standard_Boolean BZBuffer = ZBufferIsActivated ();
- // If the view contains facets
- // and if ZBuffer is not active
- if (BContainsFacet && ! BZBuffer)
- SetZBufferActivity (1);
- // If the view does not contain facets
- // and if ZBuffer is active
- if (! BContainsFacet && BZBuffer)
- SetZBufferActivity (0);
- }
-
-Aspect_CLayer2d OverCLayer;
-Aspect_CLayer2d UnderCLayer;
- OverCLayer.ptrLayer = UnderCLayer.ptrLayer = NULL;
- if (! AnUnderLayer.IsNull ()) UnderCLayer = AnUnderLayer->CLayer ();
- if (! AnOverLayer.IsNull ()) OverCLayer = AnOverLayer->CLayer ();
- //OSD::SetSignal (Standard_False);
- MyGraphicDriver->Update (MyCView, UnderCLayer, OverCLayer);
- //OSD::SetSignal (Standard_True);
-
-}
-
-Visual3d_TypeOfAnswer Visual3d_View::AcceptDisplay (const Handle(Graphic3d_Structure)& AStructure) const {
-
-// Return type of visualization of the view
-Visual3d_TypeOfVisualization ViewType = MyContext.Visualization ();
-
-// Return type of visualization of the structure
-Graphic3d_TypeOfStructure StructType = AStructure->Visual ();
-
-Visual3d_TypeOfAnswer Result = Visual3d_TOA_NO;
-
- if (StructType == Graphic3d_TOS_ALL)
- // The structure accepts any type of view
- Result = Visual3d_TOA_YES;
- else {
- if ((StructType == Graphic3d_TOS_SHADING)
- && (ViewType == Visual3d_TOV_SHADING))
- Result = Visual3d_TOA_YES;
- if ((StructType == Graphic3d_TOS_WIREFRAME)
- && (ViewType == Visual3d_TOV_WIREFRAME))
- Result = Visual3d_TOA_YES;
- if ((StructType == Graphic3d_TOS_COMPUTED)
- && (ViewType == Visual3d_TOV_WIREFRAME))
- Result = Visual3d_TOA_COMPUTE;
- if ((StructType == Graphic3d_TOS_COMPUTED)
- && (ViewType == Visual3d_TOV_SHADING))
- Result = Visual3d_TOA_COMPUTE;
- }
-
-#ifdef TRACE_ACCEPT
- if (Result == Visual3d_TOA_YES)
- cout << "YES = Visual3d_View" << MyCView.ViewId
- << "::AcceptDisplay (" << AStructure->Identification () << ")\n";
- if (Result == Visual3d_TOA_NO)
- cout << "NO = Visual3d_View" << MyCView.ViewId
- << "::AcceptDisplay (" << AStructure->Identification () << ")\n";
- if (Result == Visual3d_TOA_COMPUTE)
- cout << "COMPUTE = Visual3d_View" << MyCView.ViewId
- << "::AcceptDisplay (" << AStructure->Identification () << ")\n";
- cout << flush;
-#endif
-
- return (Result);
-
+// =======================================================================
+// function : Invalidate
+// purpose :
+// =======================================================================
+void Visual3d_View::Invalidate()
+{
+ myGraphicDriver->Invalidate (MyCView);
}
-void Visual3d_View::ChangeDisplayPriority (const Handle(Graphic3d_Structure)& AStructure, const Standard_Integer /*OldPriority*/, const Standard_Integer NewPriority) {
-
- if (IsDeleted ()) return;
- if (! IsDefined ()) return;
- if (! IsActive ()) return;
- if (! IsDisplayed (AStructure)) return;
-
-Standard_Integer Index = IsComputed (AStructure);
- if (Index != 0 && ComputedMode())
- {
-#ifdef TRACE
- Standard_Integer StructId = MyCOMPUTEDSequence.Value (Index)->Identification ();
- cout << "Visual3d_View" << MyCView.ViewId << "::ChangeDisplayPriority ("
- << AStructure->Identification () << "/" << StructId
- << ", " << OldPriority << ", " << NewPriority << ")\n";
- cout << flush;
-#endif
- MyGraphicDriver->EraseStructure (MyCView, *(MyCOMPUTEDSequence.Value (Index)->CStructure()));
- MyGraphicDriver->DisplayStructure (MyCView, *(MyCOMPUTEDSequence.Value (Index)->CStructure()), NewPriority);
- }
- else
- {
-#ifdef TRACE
- Standard_Integer StructId = AStructure->Identification ();
- cout << "Visual3d_View" << MyCView.ViewId << "::ChangeDisplayPriority ("
- << AStructure->Identification () << "/" << StructId
- << ", " << OldPriority << ", " << NewPriority << ")\n";
- cout << flush;
-#endif
- MyGraphicDriver->EraseStructure (MyCView, *(AStructure->CStructure()));
- MyGraphicDriver->DisplayStructure (MyCView, *(AStructure->CStructure()), NewPriority);
- }
-
+// =======================================================================
+// function : Update
+// purpose :
+// =======================================================================
+void Visual3d_View::Update (Aspect_TypeOfUpdate theUpdateMode)
+{
+ myStructuresUpdated = Standard_True;
+ if (theUpdateMode == Aspect_TOU_ASAP)
+ {
+ Compute();
+ Redraw (myViewManager->UnderLayer(), myViewManager->OverLayer(), 0, 0, 0, 0);
+ }
}
-void Visual3d_View::Clear (const Handle(Graphic3d_Structure)& AStructure, const Standard_Boolean WithDestruction) {
-
-#ifdef TRACE_CLEAR
- cout << "Visual3d_View" << MyCView.ViewId << "::Clear ("
- << AStructure->Identification () << ")\n";
- cout << flush;
-#endif
-
-Standard_Integer Index = IsComputed (AStructure);
- if (Index != 0) {
-#ifdef TRACE_CLEAR
- cout << "Structure " << AStructure->Identification ()
- << " calculated in the view "
- << Identification () << ", by structure "
- << MyCOMPUTEDSequence.Value (Index)->Identification ()
- << " is emptied.\n";
- cout << flush;
-#endif
- MyCOMPUTEDSequence.Value (Index)->GraphicClear (WithDestruction);
- MyCOMPUTEDSequence.Value (Index)->SetHLRValidation (Standard_False);
- }
-
+// =======================================================================
+// function : Update
+// purpose :
+// =======================================================================
+void Visual3d_View::Update (const Handle(Visual3d_Layer)& theUnderLayer,
+ const Handle(Visual3d_Layer)& theOverLayer)
+{
+ Compute();
+ myStructuresUpdated = Standard_True;
+ Redraw (theUnderLayer, theOverLayer, 0, 0, 0, 0);
}
-void Visual3d_View::Connect (const Handle(Graphic3d_Structure)& AMother, const Handle(Graphic3d_Structure)& ADaughter) {
-
-#ifdef TRACE_CONNECT
- cout << "Visual3d_View" << MyCView.ViewId << "::Connect ("
- << AMother->Identification ()
- << ADaughter->Identification () << ")\n";
- cout << flush;
-#endif
-
-Standard_Integer IndexM = IsComputed (AMother);
-Standard_Integer IndexD = IsComputed (ADaughter);
-
- if (IndexM != 0 && IndexD != 0) {
-#ifdef TRACE_CONNECT
- cout << "Structure " << AMother->Identification ()
- << " is connected to structure "
- << ADaughter->Identification () << endl;
- cout << "These structures are calculated.\n";
- cout << "In the view " << Identification ()
- << "Structure "
- << MyCOMPUTEDSequence.Value (IndexM)->Identification ()
- << " is connected to the structure "
- << MyCOMPUTEDSequence.Value (IndexD)->Identification ()
- << endl;
-#endif
- MyCOMPUTEDSequence.Value (IndexM)->GraphicConnect (MyCOMPUTEDSequence.Value (IndexD));
- }
-
+// ========================================================================
+// function : SetAutoZFitMode
+// purpose :
+// ========================================================================
+void Visual3d_View::SetAutoZFitMode (const Standard_Boolean theIsOn,
+ const Standard_Real theScaleFactor)
+{
+ Standard_ASSERT_RAISE (theScaleFactor > 0.0, "Zero or negative scale factor is not allowed.");
+ myAutoZFitScaleFactor = theScaleFactor;
+ myAutoZFitIsOn = theIsOn;
}
-void Visual3d_View::Disconnect (const Handle(Graphic3d_Structure)& AMother, const Handle(Graphic3d_Structure)& ADaughter) {
-
-#ifdef TRACE_CONNECT
- cout << "Visual3d_View" << MyCView.ViewId << "::Disconnect ("
- << AMother->Identification ()
- << ADaughter->Identification () << ")\n";
- cout << flush;
-#endif
-
-Standard_Integer IndexM = IsComputed (AMother);
-Standard_Integer IndexD = IsComputed (ADaughter);
-
- if (IndexM != 0 && IndexD != 0) {
-#ifdef TRACE_CONNECT
- cout << "Structure " << AMother->Identification ()
- << " is disconnected from the structure "
- << ADaughter->Identification () << endl;
- cout << "These structures are calculated.\n";
- cout << "In the view " << Identification ()
- << "Structure "
- << MyCOMPUTEDSequence.Value (IndexM)->Identification ()
- << " is disconnected from the structure "
- << MyCOMPUTEDSequence.Value (IndexD)->Identification ()
- << endl;
-#endif
- MyCOMPUTEDSequence.Value (IndexM)->GraphicDisconnect (MyCOMPUTEDSequence.Value (IndexD));
- }
-
+// ========================================================================
+// function : AutoZFitMode
+// purpose :
+// ========================================================================
+Standard_Boolean Visual3d_View::AutoZFitMode() const
+{
+ return myAutoZFitIsOn;
}
-void Visual3d_View::Display (const Handle(Graphic3d_Structure)& AStructure) {
-
- Display (AStructure, MyViewManager->UpdateMode ());
-
+// ========================================================================
+// function : AutoZFitScaleFactor
+// purpose :
+// ========================================================================
+Standard_Real Visual3d_View::AutoZFitScaleFactor() const
+{
+ return myAutoZFitScaleFactor;
}
-void Visual3d_View::Display (const Handle(Graphic3d_Structure)& AStructure, const Aspect_TypeOfUpdate AnUpdateMode) {
-
- if (IsDeleted ()) return;
- if (! IsDefined ()) return;
- if (! IsActive ()) return;
-
- // If Display on a structure present in the list
- // of calculated structures while it is not
- // or more, of calculated type =>
- // - removes it as well as the associated old computed
- // THis happens when hlhsr becomes again of type e
- // non computed after SetVisual.
-Standard_Integer Index = IsComputed (AStructure);
-
- if ((Index != 0) && (AStructure->Visual () != Graphic3d_TOS_COMPUTED)) {
- MyTOCOMPUTESequence.Remove (Index);
- MyCOMPUTEDSequence.Remove (Index);
- Index = 0;
- }
-
- Visual3d_TypeOfAnswer Answer = AcceptDisplay (AStructure);
-
- if (Answer == Visual3d_TOA_NO) {
- return;
- }
-
- if (!ComputedMode())
- {
- Answer = Visual3d_TOA_YES;
- }
-
- if (Answer == Visual3d_TOA_YES ) {
- if (IsDisplayed (AStructure)) return;
- MyGraphicDriver->DisplayStructure (MyCView, *(AStructure->CStructure()), AStructure->DisplayPriority());
- MyDisplayedStructure.Add (AStructure);
- if (AnUpdateMode == Aspect_TOU_ASAP) Update ();
- }
-
- if (Answer == Visual3d_TOA_COMPUTE) {
- if (Index != 0) {
- // Already computed, is COMPUTED still valid?
-Standard_Integer OldStructId =
- MyCOMPUTEDSequence.Value (Index)->Identification ();
-
- // Case COMPUTED valide
- if (MyCOMPUTEDSequence.Value (Index)->HLRValidation ()) {
- // to be displayed
- if (! IsDisplayed (AStructure)) {
- MyDisplayedStructure.Add (AStructure);
- MyGraphicDriver->DisplayStructure (MyCView, *(MyCOMPUTEDSequence.Value (Index)->CStructure()), AStructure->DisplayPriority ());
- if (AnUpdateMode == Aspect_TOU_ASAP) Update ();
- }
- return;
- }
-
- // Case COMPUTED invalid
- else {
- // Is there another valid representation ?
- // Find in the sequence of already calculated structures
- // 1/ Structure having the same Owner as <AStructure>
- // 2/ That is not <AStructure>
- // 3/ The COMPUTED which of is valid
- Standard_Integer NewIndex = HaveTheSameOwner (AStructure);
-
- // Case of COMPUTED invalid, WITH a valid of replacement
- if (NewIndex != 0) {
- // to be displayed
- if (! IsDisplayed (AStructure)) {
- MyCOMPUTEDSequence.SetValue
- (Index, MyCOMPUTEDSequence.Value (NewIndex));
- OldStructId = MyCOMPUTEDSequence.Value (NewIndex)->
- Identification ();
- MyDisplayedStructure.Add (AStructure);
- MyGraphicDriver->DisplayStructure (MyCView, *(MyCOMPUTEDSequence.Value (NewIndex)->CStructure()), AStructure->DisplayPriority ());
- if (AnUpdateMode == Aspect_TOU_ASAP) Update ();
- }
- return;
- }
-
- // Cas COMPUTED invalid, WITHOUT a valid of replacement
- else {
- // COMPUTED is removed if displayed
- if (IsDisplayed (AStructure))
- MyGraphicDriver->EraseStructure (MyCView, *(MyCOMPUTEDSequence.Value (Index)->CStructure()));
- }
- }
- } // if (Index != 0)
-
- // Compute + Validation
-#ifdef OLD
-Handle(Graphic3d_Structure) TheStructure = AStructure->Compute (this);
-#else
-Handle(Graphic3d_Structure) TheStructure;
-TColStd_Array2OfReal ATrsf (0, 3, 0, 3);
- AStructure->Transform (ATrsf);
- if (Index != 0) {
-TColStd_Array2OfReal Ident (0, 3, 0, 3);
-Standard_Integer ii, jj;
- for (ii=0; ii<=3; ii++)
- for (jj=0; jj<=3; jj++)
- Ident (ii, jj) = (ii == jj ? 1.0 : 0.0);
- TheStructure = MyCOMPUTEDSequence.Value (Index);
- TheStructure->SetTransform (Ident, Graphic3d_TOC_REPLACE);
- if (AStructure->IsTransformed ()) {
- AStructure->Compute (this, ATrsf, TheStructure);
- }
- else {
- AStructure->Compute (this, TheStructure);
- }
- }
- else {
- if (AStructure->IsTransformed ()) {
- TheStructure = AStructure->Compute (this, ATrsf);
- }
- else {
- TheStructure = AStructure->Compute (this);
- }
- }
-#endif
- TheStructure->SetHLRValidation (Standard_True);
-
- // TOCOMPUTE and COMPUTED associated to sequences are added
- MyTOCOMPUTESequence.Append (AStructure);
- MyCOMPUTEDSequence.Append (TheStructure);
-
- // The previous are removed if necessary
- if (Index != 0) {
- MyTOCOMPUTESequence.Remove (Index);
- MyCOMPUTEDSequence.Remove (Index);
- }
+// ========================================================================
+// function : AutoZFit
+// purpose :
+// ========================================================================
+void Visual3d_View::AutoZFit()
+{
+ if (!AutoZFitMode())
+ {
+ return;
+ }
-// Return type of visualisation of the view
-Visual3d_TypeOfVisualization ViewType = MyContext.Visualization ();
+ ZFitAll (myAutoZFitScaleFactor);
+}
-// Of which type will be the computed ?
-Standard_Boolean ComputeWireframe = ((ViewType == Visual3d_TOV_WIREFRAME) &&
- (AStructure->ComputeVisual () != Graphic3d_TOS_SHADING));
+// ========================================================================
+// function : ZFitAll
+// purpose :
+// ========================================================================
+void Visual3d_View::ZFitAll (const Standard_Real theScaleFactor)
+{
+ Standard_Real aMinMax[6]; // applicative min max boundaries
+ MinMaxValues (aMinMax[0], aMinMax[1], aMinMax[2],
+ aMinMax[3], aMinMax[4], aMinMax[5],
+ Standard_False);
-Standard_Boolean ComputeShading = ((ViewType == Visual3d_TOV_SHADING) &&
- (AStructure->ComputeVisual () != Graphic3d_TOS_WIREFRAME));
+ Standard_Real aGraphicBB[6]; // real graphical boundaries (not accounting infinite flag).
+ MinMaxValues (aGraphicBB[0], aGraphicBB[1], aGraphicBB[2],
+ aGraphicBB[3], aGraphicBB[4], aGraphicBB[5],
+ Standard_True);
- if (ComputeWireframe)
- TheStructure->SetVisual (Graphic3d_TOS_WIREFRAME);
- if (ComputeShading)
- TheStructure->SetVisual (Graphic3d_TOS_SHADING);
+ Bnd_Box aMinMaxBox;
+ Bnd_Box aGraphicBox;
- if (! ComputeShading && ! ComputeWireframe)
- Answer = Visual3d_TOA_NO;
- else
- Answer = AcceptDisplay (TheStructure);
+ aMinMaxBox.Update (aMinMax[0], aMinMax[1], aMinMax[2],
+ aMinMax[3], aMinMax[4], aMinMax[5]);
- if (AStructure->IsHighlighted()) {
- TheStructure->SetHighlightColor (AStructure->HighlightColor ());
- TheStructure->GraphicHighlight (Aspect_TOHM_COLOR);
- }
+ aGraphicBox.Update (aGraphicBB[0], aGraphicBB[1], aGraphicBB[2],
+ aGraphicBB[3], aGraphicBB[4], aGraphicBB[5]);
- // It is displayed only if the calculated structure
- // has a proper type corresponding to the one of the view.
- if (Answer != Visual3d_TOA_NO) {
- if (! IsDisplayed (AStructure))
- MyDisplayedStructure.Add (AStructure);
- MyGraphicDriver->DisplayStructure (MyCView, *(TheStructure->CStructure()), AStructure->DisplayPriority ());
- if (AnUpdateMode == Aspect_TOU_ASAP) Update ();
- }
- } // Visual3d_TOA_COMPUTE
+ const Handle(Graphic3d_Camera)& aCamera = MyCView.Context.Camera;
+ aCamera->ZFitAll (theScaleFactor, aMinMaxBox, aGraphicBox);
}
-void Visual3d_View::Erase (const Handle(Graphic3d_Structure)& AStructure) {
-
- if (IsDeleted ()) return;
-
- Erase (AStructure, MyViewManager->UpdateMode ());
-
+// ========================================================================
+// function : AcceptDisplay
+// purpose :
+// ========================================================================
+Visual3d_TypeOfAnswer Visual3d_View::AcceptDisplay (const Handle(Graphic3d_Structure)& theStruct) const
+{
+ const Visual3d_TypeOfVisualization ViewType = MyContext.Visualization();
+ switch (theStruct->Visual())
+ {
+ case Graphic3d_TOS_ALL:
+ {
+ return Visual3d_TOA_YES; // The structure accepts any type of view
+ }
+ case Graphic3d_TOS_SHADING:
+ {
+ return ViewType == Visual3d_TOV_SHADING
+ ? Visual3d_TOA_YES
+ : Visual3d_TOA_NO;
+ }
+ case Graphic3d_TOS_WIREFRAME:
+ {
+ return ViewType == Visual3d_TOV_WIREFRAME
+ ? Visual3d_TOA_YES
+ : Visual3d_TOA_NO;
+ }
+ case Graphic3d_TOS_COMPUTED:
+ {
+ return (ViewType == Visual3d_TOV_SHADING || ViewType == Visual3d_TOV_WIREFRAME)
+ ? Visual3d_TOA_COMPUTE
+ : Visual3d_TOA_NO;
+ }
+ }
+ return Visual3d_TOA_NO;
}
-void Visual3d_View::Erase (const Handle(Graphic3d_Structure)& AStructure, const Aspect_TypeOfUpdate AnUpdateMode) {
-
-Standard_Integer StructId;
-
- if (IsDeleted ()) return;
-
- // No test on window as the structure is displayed only if
- // the window exists, so only one test is enough.
- if (IsDisplayed (AStructure)) {
-Visual3d_TypeOfAnswer Answer = AcceptDisplay (AStructure);
+// ========================================================================
+// function : ChangeDisplayPriority
+// purpose :
+// ========================================================================
+void Visual3d_View::ChangeDisplayPriority (const Handle(Graphic3d_Structure)& theStruct,
+ const Standard_Integer /*theOldPriority*/,
+ const Standard_Integer theNewPriority)
+{
+ if (IsDeleted()
+ || !IsDefined()
+ || !IsActive()
+ || !IsDisplayed (theStruct))
+ {
+ return;
+ }
- if (!ComputedMode())
- {
- Answer = Visual3d_TOA_YES;
- }
+ if (!myIsInComputedMode)
+ {
+ myGraphicDriver->ChangePriority (*theStruct->CStructure(), MyCView, theNewPriority);
+ return;
+ }
- if (Answer != Visual3d_TOA_COMPUTE) {
- MyGraphicDriver->EraseStructure (MyCView, *(AStructure->CStructure()));
- }
+ const Standard_Integer anIndex = IsComputed (theStruct);
+ const Graphic3d_CStructure& aCStruct = anIndex != 0
+ ? *(myStructsComputed.Value (anIndex)->CStructure())
+ : *theStruct->CStructure();
+ myGraphicDriver->ChangePriority (aCStruct, MyCView, theNewPriority);
+}
- if (Answer == Visual3d_TOA_COMPUTE) {
-Standard_Integer Index = IsComputed (AStructure);
-#ifdef TRACE_COMP
- cout << "Visual3d_View" << MyCView.ViewId << "::Erase ("
- << AStructure->Identification () << ");\n";
- cout << "Index : " << Index << "\n";
- cout << flush;
-#endif
+// ========================================================================
+// function : Clear
+// purpose :
+// ========================================================================
+void Visual3d_View::Clear (const Handle(Graphic3d_Structure)& theStruct,
+ const Standard_Boolean theWithDestruction)
+{
+ const Standard_Integer anIndex = IsComputed (theStruct);
+ if (anIndex != 0)
+ {
+ const Handle(Graphic3d_Structure)& aCompStruct = myStructsComputed.Value (anIndex);
+ aCompStruct->GraphicClear (theWithDestruction);
+ aCompStruct->SetHLRValidation (Standard_False);
+ }
+}
- if (Index != 0 && ComputedMode())
- {
- StructId =
- MyCOMPUTEDSequence.Value (Index)->Identification ();
-#ifdef TRACE_COMP
- cout << "Structure " << AStructure->Identification ()
- << " calculated, in the view "
- << Identification () << ", by the structure "
- << StructId << " is removed. \n";
- cout << flush;
-#endif
- MyGraphicDriver->EraseStructure (MyCView, *(MyCOMPUTEDSequence.Value (Index)->CStructure()));
- }
- // else is impossible
- }
- MyDisplayedStructure.Remove (AStructure);
- if (AnUpdateMode == Aspect_TOU_ASAP) Update ();
- }
+// ========================================================================
+// function : Connect
+// purpose :
+// ========================================================================
+void Visual3d_View::Connect (const Handle(Graphic3d_Structure)& theMother,
+ const Handle(Graphic3d_Structure)& theDaughter)
+{
+ Standard_Integer anIndexM = IsComputed (theMother);
+ Standard_Integer anIndexD = IsComputed (theDaughter);
+ if (anIndexM != 0
+ && anIndexD != 0)
+ {
+ const Handle(Graphic3d_Structure)& aStructM = myStructsComputed.Value (anIndexM);
+ const Handle(Graphic3d_Structure)& aStructD = myStructsComputed.Value (anIndexD);
+ aStructM->GraphicConnect (aStructD);
+ }
+}
+// ========================================================================
+// function : Disconnect
+// purpose :
+// ========================================================================
+void Visual3d_View::Disconnect (const Handle(Graphic3d_Structure)& theMother,
+ const Handle(Graphic3d_Structure)& theDaughter)
+{
+ Standard_Integer anIndexM = IsComputed (theMother);
+ Standard_Integer anIndexD = IsComputed (theDaughter);
+ if (anIndexM != 0
+ && anIndexD != 0)
+ {
+ const Handle(Graphic3d_Structure)& aStructM = myStructsComputed.Value (anIndexM);
+ const Handle(Graphic3d_Structure)& aStructD = myStructsComputed.Value (anIndexD);
+ aStructM->GraphicDisconnect (aStructD);
+ }
}
-void Visual3d_View::Highlight (const Handle(Graphic3d_Structure)& AStructure, const Aspect_TypeOfHighlightMethod AMethod) {
+// ========================================================================
+// function : DisplayImmediate
+// purpose :
+// ========================================================================
+Standard_Boolean Visual3d_View::DisplayImmediate (const Handle(Graphic3d_Structure)& theStructure,
+ const Standard_Boolean theIsSingleView)
+{
+ if (!myImmediateStructures.Add (theStructure))
+ {
+ return Standard_False;
+ }
-#ifdef TRACE_HIGH
- cout << "Visual3d_View" << MyCView.ViewId << "::Highlight ("
- << AStructure->Identification () << ")\n";
- cout << flush;
-#endif
+ if (theIsSingleView)
+ {
+ Handle(Visual3d_HSequenceOfView) aViews = myViewManager->DefinedView();
-Standard_Integer Index = IsComputed (AStructure);
- if (Index != 0) {
-#ifdef TRACE_HIGH
- cout << "Structure " << AStructure->Identification ()
- << " calculated, in the view "
- << Identification () << ", by the structure "
- << MyCOMPUTEDSequence.Value (Index)->Identification ()
- << " passes in highlight mode.\n";
- cout << flush;
-#endif
- (MyCOMPUTEDSequence.Value (Index))->SetHighlightColor
- (AStructure->HighlightColor ());
- (MyCOMPUTEDSequence.Value (Index))->GraphicHighlight (AMethod);
- }
+ for (int i=1;i<=aViews->Length();i++)
+ {
+ if (aViews->Value(i).Access() != this)
+ {
+ aViews->Value(i)->EraseImmediate (theStructure);
+ }
+ }
+ }
+ myGraphicDriver->DisplayImmediateStructure (MyCView, *theStructure->CStructure());
+ return Standard_True;
}
-void Visual3d_View::SetTransform (const Handle(Graphic3d_Structure)& AStructure, const TColStd_Array2OfReal& ATrsf) {
-
-#ifdef TRACE_TRSF
- cout << "Visual3d_View" << MyCView.ViewId << "::Transform ("
- << AStructure->Identification () << ")\n";
- cout << flush;
-#endif
-
-Standard_Integer Index = IsComputed (AStructure);
- if (Index != 0) {
-#ifdef TRACE_TRSF
- cout << "The structure " << AStructure->Identification ()
- << " calculated, in the view "
- << Identification () << ", by the structure "
- << MyCOMPUTEDSequence.Value (Index)->Identification ()
- << " is transformed.\n";
- cout << flush;
-#endif
- // Test is somewhat light !
- // trsf is transferred only if it is :
- // a translation
- // a scale
- if (ATrsf (0, 1) != 0. || ATrsf (0, 2) != 0.
- || ATrsf (1, 0) != 0. || ATrsf (1, 2) != 0.
- || ATrsf (2, 0) != 0. || ATrsf (2, 1) != 0.)
- ReCompute (AStructure);
- else
- MyCOMPUTEDSequence.Value (Index)->GraphicTransform (ATrsf);
- }
+// ========================================================================
+// function : EraseImmediate
+// purpose :
+// ========================================================================
+Standard_Boolean Visual3d_View::EraseImmediate (const Handle(Graphic3d_Structure)& theStructure)
+{
+ const Standard_Boolean isErased = myImmediateStructures.Remove (theStructure);
+ if (isErased)
+ {
+ myGraphicDriver->EraseImmediateStructure (MyCView, *theStructure->CStructure());
+ }
+ return isErased;
}
-void Visual3d_View::UnHighlight (const Handle(Graphic3d_Structure)& AStructure) {
+// ========================================================================
+// function : ClearImmediate
+// purpose :
+// ========================================================================
+Standard_Boolean Visual3d_View::ClearImmediate()
+{
+ if (myImmediateStructures.IsEmpty())
+ {
+ return Standard_False;
+ }
-#ifdef TRACE_HIGH
- cout << "Visual3d_View" << MyCView.ViewId << "::UnHighlight ("
- << AStructure->Identification () << ")\n";
- cout << flush;
-#endif
+ for (Graphic3d_MapIteratorOfMapOfStructure anIter (myImmediateStructures); anIter.More(); anIter.Next())
+ {
+ myGraphicDriver->EraseImmediateStructure (MyCView, *anIter.Key()->CStructure());
+ }
+ myImmediateStructures.Clear();
+ return Standard_True;
+}
-Standard_Integer Index = IsComputed (AStructure);
- if (Index != 0) {
-#ifdef TRACE_HIGH
- cout << "Structure " << AStructure->Identification ()
- << " calculated, in the view "
- << Identification () << ", by the structure "
- << MyCOMPUTEDSequence.Value (Index)->Identification ()
- << " passes in unhighlight mode.\n";
- cout << flush;
-#endif
- MyCOMPUTEDSequence.Value (Index)->GraphicUnHighlight ();
- }
+// ========================================================================
+// function : Display
+// purpose :
+// ========================================================================
+void Visual3d_View::Display (const Handle(Graphic3d_Structure)& theStruct)
+{
+ Display (theStruct, myViewManager->UpdateMode());
+}
+// ========================================================================
+// function : Display
+// purpose :
+// ========================================================================
+void Visual3d_View::Display (const Handle(Graphic3d_Structure)& theStruct,
+ const Aspect_TypeOfUpdate theUpdateMode)
+{
+ if (IsDeleted()
+ || !IsDefined()
+ || !IsActive())
+ {
+ return;
+ }
-}
+ // If Display on a structure present in the list of calculated structures while it is not
+ // or more, of calculated type =>
+ // - removes it as well as the associated old computed
+ // THis happens when hlhsr becomes again of type e non computed after SetVisual.
+ Standard_Integer anIndex = IsComputed (theStruct);
+ if (anIndex != 0
+ && theStruct->Visual() != Graphic3d_TOS_COMPUTED)
+ {
+ myStructsToCompute.Remove (anIndex);
+ myStructsComputed .Remove (anIndex);
+ anIndex = 0;
+ }
-Standard_Integer Visual3d_View::IsComputed (const Handle(Graphic3d_Structure)& AStructure) const {
+ Visual3d_TypeOfAnswer anAnswer = AcceptDisplay (theStruct);
+ if (anAnswer == Visual3d_TOA_NO)
+ {
+ return;
+ }
-Standard_Integer StrId = AStructure->Identification ();
+ if (!ComputedMode())
+ {
+ anAnswer = Visual3d_TOA_YES;
+ }
-Standard_Integer Result = 0;
-Standard_Integer Length = MyTOCOMPUTESequence.Length ();
+ if (anAnswer == Visual3d_TOA_YES)
+ {
+ if (IsDisplayed (theStruct))
+ {
+ return;
+ }
- // Recherche de la structure <AStructure> dans la
- // sequence des structures deja calculees
- for (Standard_Integer i=1; i<=Length && Result==0; i++)
- if ((MyTOCOMPUTESequence.Value (i))->Identification ()
- == StrId) Result = i;
-#ifdef TRACE_ISCOMP
- cout << "\n In the view " << Identification () << " the structure ";
- if (Result != 0)
- cout << StrId << " is calculated by "
- << MyCOMPUTEDSequence.Value (Result)->Identification ()
- << "\n" << flush;
- else
- cout << StrId << " is not calculated\n" << flush;
-#endif
+ theStruct->CalculateBoundBox();
+ myGraphicDriver->DisplayStructure (MyCView, *theStruct->CStructure(), theStruct->DisplayPriority());
+ myStructsDisplayed.Add (theStruct);
+ Update (theUpdateMode);
+ return;
+ }
+ else if (anAnswer != Visual3d_TOA_COMPUTE)
+ {
+ return;
+ }
-#ifdef TRACE_LENGTH
- if (MyTOCOMPUTESequence.Length () != MyCOMPUTEDSequence.Length ()) {
- cout << "In Visual3d_View::IsComputed, ";
- cout << "TOCOMPUTE " << MyTOCOMPUTESequence.Length ()
- << " != COMPUTED " << MyCOMPUTEDSequence.Length ()
- << "\n" << flush;
+ if (anIndex != 0)
+ {
+ // Already computed, is COMPUTED still valid?
+ const Handle(Graphic3d_Structure)& anOldStruct = myStructsComputed.Value (anIndex);
+ if (anOldStruct->HLRValidation())
+ {
+ // Case COMPUTED valid
+ // to be displayed
+ if (!IsDisplayed (theStruct))
+ {
+ myStructsDisplayed.Add (theStruct);
+ myGraphicDriver->DisplayStructure (MyCView, *anOldStruct->CStructure(), theStruct->DisplayPriority());
+ Update (theUpdateMode);
+ }
+ return;
+ }
+ else
+ {
+ // Case COMPUTED invalid
+ // Is there another valid representation?
+ // Find in the sequence of already calculated structures
+ // 1/ Structure having the same Owner as <AStructure>
+ // 2/ That is not <AStructure>
+ // 3/ The COMPUTED which of is valid
+ const Standard_Integer aNewIndex = HaveTheSameOwner (theStruct);
+ if (aNewIndex != 0)
+ {
+ // Case of COMPUTED invalid, WITH a valid of replacement
+ // to be displayed
+ if (!IsDisplayed (theStruct))
+ {
+ const Handle(Graphic3d_Structure)& aNewStruct = myStructsComputed.Value (aNewIndex);
+ myStructsComputed.SetValue (anIndex, aNewStruct);
+ myStructsDisplayed.Add (theStruct);
+ myGraphicDriver->DisplayStructure (MyCView, *aNewStruct->CStructure(), theStruct->DisplayPriority());
+ Update (theUpdateMode);
}
-#endif
+ return;
+ }
+ else
+ {
+ // Case COMPUTED invalid, WITHOUT a valid of replacement
+ // COMPUTED is removed if displayed
+ if (IsDisplayed (theStruct))
+ {
+ myGraphicDriver->EraseStructure (MyCView, *anOldStruct->CStructure());
+ }
+ }
+ }
+ }
- return (Result);
+ // Compute + Validation
+ Handle(Graphic3d_Structure) aStruct;
+ TColStd_Array2OfReal aTrsf (0, 3, 0, 3);
+ theStruct->Transform (aTrsf);
+ if (anIndex != 0)
+ {
+ TColStd_Array2OfReal anIdent (0, 3, 0, 3);
+ for (Standard_Integer ii = 0; ii <= 3; ++ii)
+ {
+ for (Standard_Integer jj = 0; jj <= 3; ++jj)
+ {
+ anIdent (ii, jj) = (ii == jj ? 1.0 : 0.0);
+ }
+ }
-}
+ aStruct = myStructsComputed.Value (anIndex);
+ aStruct->SetTransform (anIdent, Graphic3d_TOC_REPLACE);
+ if (theStruct->IsTransformed())
+ {
+ theStruct->Compute (this, aTrsf, aStruct);
+ }
+ else
+ {
+ theStruct->Compute (this, aStruct);
+ }
+ }
+ else
+ {
+ aStruct = theStruct->IsTransformed()
+ ? theStruct->Compute (this, aTrsf)
+ : theStruct->Compute (this);
+ }
-Standard_Boolean Visual3d_View::IsDisplayed (const Handle(Graphic3d_Structure)& AStructure) const {
+ aStruct->SetHLRValidation (Standard_True);
-Standard_Boolean Result = Standard_False;
+ // TOCOMPUTE and COMPUTED associated to sequences are added
+ myStructsToCompute.Append (theStruct);
+ myStructsComputed .Append (aStruct);
- if (IsDeleted ()) return Result;
+ // The previous are removed if necessary
+ if (anIndex != 0)
+ {
+ myStructsToCompute.Remove (anIndex);
+ myStructsComputed .Remove (anIndex);
+ }
- Result = MyDisplayedStructure.Contains (AStructure);
+ // Of which type will be the computed?
+ const Visual3d_TypeOfVisualization aViewType = MyContext.Visualization();
+ const Standard_Boolean toComputeWireframe = aViewType == Visual3d_TOV_WIREFRAME
+ && theStruct->ComputeVisual() != Graphic3d_TOS_SHADING;
+ const Standard_Boolean toComputeShading = aViewType == Visual3d_TOV_SHADING
+ && theStruct->ComputeVisual() != Graphic3d_TOS_WIREFRAME;
+ if (!toComputeShading && !toComputeWireframe)
+ {
+ anAnswer = Visual3d_TOA_NO;
+ }
+ else
+ {
+ aStruct->SetVisual (toComputeWireframe ? Graphic3d_TOS_WIREFRAME : Graphic3d_TOS_SHADING);
+ anAnswer = AcceptDisplay (aStruct);
+ }
- return Result;
+ if (theStruct->IsHighlighted())
+ {
+ aStruct->SetHighlightColor (theStruct->HighlightColor());
+ aStruct->GraphicHighlight (Aspect_TOHM_COLOR);
+ }
+ // It is displayed only if the calculated structure
+ // has a proper type corresponding to the one of the view.
+ if (anAnswer != Visual3d_TOA_NO)
+ {
+ if (!IsDisplayed (theStruct))
+ {
+ myStructsDisplayed.Add (theStruct);
+ }
+ myGraphicDriver->DisplayStructure (MyCView, *aStruct->CStructure(), theStruct->DisplayPriority());
+ Update (theUpdateMode);
+ }
}
-#ifdef IMPLEMENTED
-Standard_Boolean Visual3d_View::ContainsComputedStructure () const {
-
-Standard_Boolean Result = Standard_False;
-
- if (MyDisplayedStructure.IsEmpty ()) return Result;
-
-Graphic3d_MapIteratorOfMapOfStructure Iterator (MyDisplayedStructure);
-
- Standard_Integer i = MyDisplayedStructure.Extent ();
-
- // Stop at the first structure of type TOS_COMPUTED
- while (! Result && Iterator.More ()) {
- Result =
- (((Iterator.Key ())->Visual ()) == Graphic3d_TOS_COMPUTED);
+// ========================================================================
+// function : Erase
+// purpose :
+// ========================================================================
+void Visual3d_View::Erase (const Handle(Graphic3d_Structure)& theStruct)
+{
+ if (!IsDeleted())
+ {
+ Erase (theStruct, myViewManager->UpdateMode());
+ }
+}
- // Iterator.Next () is located on the
- // next structure
- Iterator.Next ();
- }
+// ========================================================================
+// function : Erase
+// purpose :
+// ========================================================================
+void Visual3d_View::Erase (const Handle(Graphic3d_Structure)& theStruct,
+ const Aspect_TypeOfUpdate theUpdateMode)
+{
+ if (IsDeleted()
+ || !IsDisplayed (theStruct))
+ {
+ return;
+ }
- return Result;
+ Visual3d_TypeOfAnswer anAnswer = AcceptDisplay (theStruct);
+ if (!ComputedMode())
+ {
+ anAnswer = Visual3d_TOA_YES;
+ }
+ if (anAnswer != Visual3d_TOA_COMPUTE)
+ {
+ myGraphicDriver->EraseStructure (MyCView, *theStruct->CStructure());
+ }
+ else if (anAnswer == Visual3d_TOA_COMPUTE
+ && myIsInComputedMode)
+ {
+ const Standard_Integer anIndex = IsComputed (theStruct);
+ if (anIndex != 0)
+ {
+ const Handle(Graphic3d_Structure)& aCompStruct = myStructsComputed.ChangeValue (anIndex);
+ myGraphicDriver->EraseStructure (MyCView, *aCompStruct->CStructure());
+ }
+ }
+ myStructsDisplayed.Remove (theStruct);
+ Update (theUpdateMode);
}
-#endif
-
-Standard_Boolean Visual3d_View::ContainsFacet () const {
-
- return ContainsFacet (MyDisplayedStructure);
+// ========================================================================
+// function : Highlight
+// purpose :
+// ========================================================================
+void Visual3d_View::Highlight (const Handle(Graphic3d_Structure)& theStruct,
+ const Aspect_TypeOfHighlightMethod theMethod)
+{
+ const Standard_Integer anIndex = IsComputed (theStruct);
+ if (anIndex != 0)
+ {
+ const Handle(Graphic3d_Structure)& aCompStruct = myStructsComputed.ChangeValue (anIndex);
+ aCompStruct->SetHighlightColor (theStruct->HighlightColor());
+ aCompStruct->GraphicHighlight (theMethod);
+ }
}
-Standard_Boolean Visual3d_View::ContainsFacet (const Graphic3d_MapOfStructure& ASet) const {
+// ========================================================================
+// function : SetTransform
+// purpose :
+// ========================================================================
+void Visual3d_View::SetTransform (const Handle(Graphic3d_Structure)& theStruct,
+ const TColStd_Array2OfReal& theTrsf)
+{
+ const Standard_Integer anIndex = IsComputed (theStruct);
+ if (anIndex != 0)
+ {
+ // Test is somewhat light !
+ // trsf is transferred only if it is :
+ // a translation
+ // a scale
+ if (theTrsf (0, 1) != 0.0 || theTrsf (0, 2) != 0.0
+ || theTrsf (1, 0) != 0.0 || theTrsf (1, 2) != 0.0
+ || theTrsf (2, 0) != 0.0 || theTrsf (2, 1) != 0.0)
+ {
+ ReCompute (theStruct);
+ }
+ else
+ {
+ const Handle(Graphic3d_Structure)& aCompStruct = myStructsComputed.ChangeValue (anIndex);
+ aCompStruct->GraphicTransform (theTrsf);
+ }
+ }
-Standard_Boolean Result = Standard_False;
+ theStruct->CalculateBoundBox();
+ if (!theStruct->IsMutable()
+ && !theStruct->CStructure()->IsForHighlight
+ && !theStruct->CStructure()->IsInfinite)
+ {
+ const Standard_Integer aLayerId = theStruct->GetZLayer();
+ myGraphicDriver->InvalidateBVHData (MyCView, aLayerId);
+ }
+}
- if (ASet.IsEmpty ()) return Result;
+// ========================================================================
+// function : UnHighlight
+// purpose :
+// ========================================================================
+void Visual3d_View::UnHighlight (const Handle(Graphic3d_Structure)& theStruct)
+{
+ Standard_Integer anIndex = IsComputed (theStruct);
+ if (anIndex != 0)
+ {
+ const Handle(Graphic3d_Structure)& aCompStruct = myStructsComputed.ChangeValue (anIndex);
+ aCompStruct->GraphicUnHighlight();
+ }
+}
-Graphic3d_MapIteratorOfMapOfStructure Iterator (ASet);
+// ========================================================================
+// function : IsComputed
+// purpose :
+// ========================================================================
+Standard_Integer Visual3d_View::IsComputed (const Handle(Graphic3d_Structure)& theStruct) const
+{
+ const Standard_Integer aStructId = theStruct->Identification();
+ const Standard_Integer aNbStructs = myStructsToCompute.Length();
+ for (Standard_Integer aStructIter = 1; aStructIter <= aNbStructs; ++aStructIter)
+ {
+ const Handle(Graphic3d_Structure)& aStruct = myStructsToCompute.Value (aStructIter);
+ if (aStruct->Identification() == aStructId)
+ {
+ return aStructIter;
+ }
+ }
+ return 0;
+}
- // Stop at the first structure containing a facet
- for ( Iterator.Initialize (ASet);
- Iterator.More () && ! Result;
- Iterator.Next ())
- Result = (Iterator.Key ())->ContainsFacet ();
+// ========================================================================
+// function : IsDisplayed
+// purpose :
+// ========================================================================
+Standard_Boolean Visual3d_View::IsDisplayed (const Handle(Graphic3d_Structure)& theStruct) const
+{
+ return !IsDeleted()
+ && myStructsDisplayed.Contains (theStruct);
+}
- return Result;
+// ========================================================================
+// function : ContainsFacet
+// purpose :
+// ========================================================================
+Standard_Boolean Visual3d_View::ContainsFacet() const
+{
+ return ContainsFacet (myStructsDisplayed);
+}
+// ========================================================================
+// function : ContainsFacet
+// purpose :
+// ========================================================================
+Standard_Boolean Visual3d_View::ContainsFacet (const Graphic3d_MapOfStructure& theSet) const
+{
+ for (Graphic3d_MapIteratorOfMapOfStructure aStructIter (theSet); aStructIter.More(); aStructIter.Next())
+ {
+ if (aStructIter.Key()->ContainsFacet())
+ {
+ return Standard_True;
+ }
+ }
+ return Standard_False;
}
-//=============================================================================
-//function : MinMaxValues
-//purpose :
-//=============================================================================
+// ========================================================================
+// function : MinMaxValues
+// purpose :
+// ========================================================================
void Visual3d_View::MinMaxValues (Standard_Real& theXMin,
Standard_Real& theYMin,
Standard_Real& theZMin,
Standard_Real& theZMax,
const Standard_Boolean theToIgnoreInfiniteFlag) const
{
- MinMaxValues (MyDisplayedStructure,
+ MinMaxValues (myStructsDisplayed,
theXMin, theYMin, theZMin,
theXMax, theYMax, theZMax,
theToIgnoreInfiniteFlag);
}
-//=============================================================================
-//function : MinMaxValues
-//purpose :
-//=============================================================================
+// ========================================================================
+// function : MinMaxValues
+// purpose :
+// ========================================================================
void Visual3d_View::MinMaxValues (const Graphic3d_MapOfStructure& theSet,
Standard_Real& theXMin,
Standard_Real& theYMin,
{
const Handle(Graphic3d_Structure)& aStructure = anIterator.Key();
+ if (!aStructure->IsVisible())
+ continue;
+
if (aStructure->IsInfinite() && !theToIgnoreInfiniteFlag)
{
//XMin, YMin .... ZMax are initialized by means of infinite line data
}
}
-//=============================================================================
-//function : MinMaxValues
-//purpose :
-//=============================================================================
+// ========================================================================
+// function : MinMaxValues
+// purpose :
+// ========================================================================
void Visual3d_View::MinMaxValues (Standard_Real& theXMin,
Standard_Real& theYMin,
Standard_Real& theXMax,
Standard_Real& theYMax,
const Standard_Boolean theToIgnoreInfiniteFlag) const
{
- MinMaxValues (MyDisplayedStructure,
+ MinMaxValues (myStructsDisplayed,
theXMin, theYMin,
theXMax, theYMax,
theToIgnoreInfiniteFlag);
}
-//=============================================================================
-//function : MinMaxValues
-//purpose :
-//=============================================================================
+// ========================================================================
+// function : MinMaxValues
+// purpose :
+// ========================================================================
void Visual3d_View::MinMaxValues (const Graphic3d_MapOfStructure& theSet,
Standard_Real& theXMin,
Standard_Real& theYMin,
if (theYMax < theYMin) { aYp = theYMax; theYMax = theYMin; theYMin = aYp; }
}
-Standard_Integer Visual3d_View::NumberOfDisplayedStructures () const {
-
-Standard_Integer Result = MyDisplayedStructure.Extent ();
-
- return (Result);
-
+// =======================================================================
+// function : NumberOfDisplayedStructures
+// purpose :
+// =======================================================================
+Standard_Integer Visual3d_View::NumberOfDisplayedStructures() const
+{
+ return myStructsDisplayed.Extent();
}
-//=======================================================================
-//function : Projects
-//purpose :
-//=======================================================================
+// =======================================================================
+// function : Projects
+// purpose :
+// =======================================================================
void Visual3d_View::Projects (const Standard_Real theX,
const Standard_Real theY,
const Standard_Real theZ,
thePZ = aPoint.Z() * aZSize * 0.5;
}
-Standard_Integer Visual3d_View::Identification () const {
-
- return (Standard_Integer (MyCView.ViewId));
-
+// =======================================================================
+// function : Identification
+// purpose :
+// =======================================================================
+Standard_Integer Visual3d_View::Identification() const
+{
+ return MyCView.ViewId;
}
+// =======================================================================
+// function : ZBufferIsActivated
+// purpose :
+// =======================================================================
+Standard_Boolean Visual3d_View::ZBufferIsActivated() const
+{
+ if (IsDeleted()
+ || !IsDefined()
+ || !IsActive())
+ {
+ return Standard_False;
+ }
-Standard_Boolean Visual3d_View::ZBufferIsActivated () const {
-
- if (IsDeleted ()) return (Standard_False);
-
- if ((! IsDefined ()) || (! IsActive ())) return (Standard_False);
-
-// -1 => not forced by the programmer => depends on the type of visualisation
-// 0 ou 1 => forced by the programmer
-
- if (MyCView.Context.ZBufferActivity == -1)
- if (MyContext.Visualization () == Visual3d_TOV_SHADING)
- return (Standard_True);
- else
- return (Standard_False);
- else
- if (MyCView.Context.ZBufferActivity)
- return (Standard_True);
- else
- return (Standard_False);
-
+ if (MyCView.Context.ZBufferActivity == -1)
+ {
+ // not forced by the programmer => depends on the type of visualisation
+ return MyContext.Visualization () == Visual3d_TOV_SHADING;
+ }
+ return MyCView.Context.ZBufferActivity != 0; // 0 or 1 => forced by the programmer
}
-void Visual3d_View::SetTransparency (const Standard_Boolean AnActivity) {
-
- if (IsDeleted ()) return;
-
- if ((! IsDefined ()) || (! IsActive ())) return;
-
- MyGraphicDriver->Transparency (MyCView, AnActivity);
+// =======================================================================
+// function : SetTransparency
+// purpose :
+// =======================================================================
+void Visual3d_View::SetTransparency (const Standard_Boolean theActivity)
+{
+ if (IsDeleted()
+ || !IsDefined()
+ || !IsActive())
+ {
+ return;
+ }
+ myGraphicDriver->Transparency (MyCView, theActivity);
}
-void Visual3d_View::SetZBufferActivity (const Standard_Integer AnActivity) {
-
- if (MyCView.Context.ZBufferActivity == AnActivity) return;
-
- if (IsDeleted ()) return;
-
- if ((! IsDefined ()) || (! IsActive ())) return;
-
- MyCView.Context.ZBufferActivity = AnActivity;
- MyGraphicDriver->SetVisualisation (MyCView);
+// =======================================================================
+// function : SetZBufferActivity
+// purpose :
+// =======================================================================
+void Visual3d_View::SetZBufferActivity (const Standard_Integer theActivity)
+{
+ if (IsDeleted()
+ || MyCView.Context.ZBufferActivity == theActivity
+ || !IsDefined()
+ || !IsActive())
+ {
+ return;
+ }
+ MyCView.Context.ZBufferActivity = theActivity;
+ myGraphicDriver->SetVisualisation (MyCView);
}
-void Visual3d_View::UpdateView () {
-
- MyCView.Context.Aliasing = (MyContext.AliasingIsOn () ? 1:0);
- MyCView.Context.BackZClipping =
- (MyContext.BackZClippingIsOn () ? 1:0);
- MyCView.Context.FrontZClipping =
- (MyContext.FrontZClippingIsOn() ? 1:0);
- MyCView.Context.DepthCueing =
- (MyContext.DepthCueingIsOn () ? 1:0);
-
- MyCView.Context.ZClipFrontPlane =
- float (MyContext.ZClippingFrontPlane ());
- MyCView.Context.ZClipBackPlane =
- float (MyContext.ZClippingBackPlane ());
- MyCView.Context.DepthFrontPlane =
- float (MyContext.DepthCueingFrontPlane ());
- MyCView.Context.DepthBackPlane =
- float (MyContext.DepthCueingBackPlane ());
+// =======================================================================
+// function : UpdateView
+// purpose :
+// =======================================================================
+void Visual3d_View::UpdateView()
+{
+ MyCView.Context.Aliasing = MyContext.AliasingIsOn();
+ MyCView.Context.BackZClipping = MyContext.BackZClippingIsOn();
+ MyCView.Context.FrontZClipping = MyContext.FrontZClippingIsOn();
+ MyCView.Context.DepthCueing = MyContext.DepthCueingIsOn();
- MyCView.Context.Model = int (MyContext.Model ());
- MyCView.Context.Visualization = int (MyContext.Visualization ());
+ MyCView.Context.ZClipFrontPlane = float (MyContext.ZClippingFrontPlane());
+ MyCView.Context.ZClipBackPlane = float (MyContext.ZClippingBackPlane());
+ MyCView.Context.DepthFrontPlane = float (MyContext.DepthCueingFrontPlane());
+ MyCView.Context.DepthBackPlane = float (MyContext.DepthCueingBackPlane());
- MyCView.Context.TextureEnv = MyContext.TextureEnv();
- MyCView.Context.SurfaceDetail = MyContext.SurfaceDetail();
+ MyCView.Context.Model = MyContext.Model();
+ MyCView.Context.Visualization = MyContext.Visualization();
+ MyCView.Context.TextureEnv = MyContext.TextureEnv();
+ MyCView.Context.SurfaceDetail = MyContext.SurfaceDetail();
}
-void Visual3d_View::Compute () {
-
-Standard_Integer i;
-Standard_Integer Length = MyCOMPUTEDSequence.Length ();
- for (i=1; i<=Length; i++)
- (MyCOMPUTEDSequence.Value (i))->SetHLRValidation (Standard_False);
-
- if (!ComputedMode())
- {
- return;
- }
-
- /*
- * Force HLRValidation to False on all structures
- * calculated in the view.
- */
-#ifdef TRACE_LENGTH
- if (MyTOCOMPUTESequence.Length () != MyCOMPUTEDSequence.Length ()) {
- cout << "In Visual3d_View::Compute, ";
- cout << "TOCOMPUTE " << MyTOCOMPUTESequence.Length ()
- << " != COMPUTED " << MyCOMPUTEDSequence.Length ()
- << "\n" << flush;
- }
-#endif
-
- /*
- * Change of orientation or of projection type =>
- * Remove structures that were calculated for the
- * previous orientation.
- * Recalculation of new structures.
- */
-Graphic3d_MapIteratorOfMapOfStructure S1Iterator (MyDisplayedStructure);
-Visual3d_TypeOfAnswer Answer;
-
- i = MyDisplayedStructure.Extent ();
-
-Graphic3d_SequenceOfStructure FooSequence;
-
- while (S1Iterator.More ()) {
- Answer = AcceptDisplay (S1Iterator.Key ());
- // If the structure was calculated, it is recalculated.
- if (Answer == Visual3d_TOA_COMPUTE) {
-#ifdef TRACE
- cout << "AcceptDisplay ("
- << (S1Iterator.Key ())->Identification ()
- << ") == Visual3d_TOA_COMPUTE;\n";
- cout << flush;
-#endif
- //Display (S1Iterator.Key (), Aspect_TOU_WAIT);
- FooSequence.Append (S1Iterator.Key ());
- }
+// =======================================================================
+// function : Compute
+// purpose :
+// =======================================================================
+void Visual3d_View::Compute()
+{
+ // force HLRValidation to False on all structures calculated in the view
+ const Standard_Integer aNbCompStructs = myStructsComputed.Length();
+ for (Standard_Integer aStructIter = 1; aStructIter <= aNbCompStructs; ++aStructIter)
+ {
+ myStructsComputed.Value (aStructIter)->SetHLRValidation (Standard_False);
+ }
- // S1Iterator.Next () is located on the next structure
- S1Iterator.Next ();
- }
+ if (!ComputedMode())
+ {
+ return;
+ }
- Length = FooSequence.Length ();
- // All stored structures are displayed
- for (i=1; i<=Length; i++)
- Display (FooSequence.Value (i), Aspect_TOU_WAIT);
- if (Length != 0) FooSequence.Clear ();
+ // Change of orientation or of projection type =>
+ // Remove structures that were calculated for the previous orientation.
+ // Recalculation of new structures.
+ NCollection_Sequence<Handle(Graphic3d_Structure)> aStructsSeq;
+ for (Graphic3d_MapIteratorOfMapOfStructure aStructIter (myStructsDisplayed); aStructIter.More(); aStructIter.Next())
+ {
+ const Visual3d_TypeOfAnswer anAnswer = AcceptDisplay (aStructIter.Key());
+ if (anAnswer == Visual3d_TOA_COMPUTE)
+ {
+ aStructsSeq.Append (aStructIter.Key()); // if the structure was calculated, it is recalculated
+ }
+ }
+ for (NCollection_Sequence<Handle(Graphic3d_Structure)>::Iterator aStructIter (aStructsSeq); aStructIter.More(); aStructIter.Next())
+ {
+ Display (aStructIter.ChangeValue(), Aspect_TOU_WAIT);
+ }
}
-void Visual3d_View::ReCompute (const Handle(Graphic3d_Structure)& AStructure) {
- if (!ComputedMode()) return;
-
- if (IsDeleted ()) return;
-
- if ((! IsDefined ()) || (! IsActive ())) return;
-
- if (! MyWindow->IsMapped ()) return;
-
- if (! AStructure->IsDisplayed ()) return;
-
-Visual3d_TypeOfAnswer Answer;
+// =======================================================================
+// function : ReCompute
+// purpose :
+// =======================================================================
+void Visual3d_View::ReCompute (const Handle(Graphic3d_Structure)& theStruct)
+{
+ theStruct->CalculateBoundBox();
+ if (!theStruct->IsMutable()
+ && !theStruct->CStructure()->IsForHighlight
+ && !theStruct->CStructure()->IsInfinite)
+ {
+ const Standard_Integer aLayerId = theStruct->DisplayPriority();
+ myGraphicDriver->InvalidateBVHData(MyCView, aLayerId);
+ }
- Answer = AcceptDisplay (AStructure);
+ if (!ComputedMode()
+ || IsDeleted()
+ || !IsDefined()
+ || !IsActive()
+ || !MyWindow->IsMapped()
+ || !theStruct->IsDisplayed())
+ {
+ return;
+ }
- if (Answer == Visual3d_TOA_COMPUTE) {
-Standard_Integer Index = IsComputed (AStructure);
- if (Index == 0) {
-#ifdef TRACE_COMP
- cout << "Structure " << AStructure->Identification ()
- << " is not calculated in the view "
- << Identification () << "\n";
- cout << flush;
-#endif
- }
- else {
- Standard_Integer OldStructId, NewStructId;
- OldStructId =
- MyCOMPUTEDSequence.Value (Index)->Identification ();
-#ifdef TRACE_COMP
- Standard_Integer StructId = AStructure->Identification ();
- cout << "Structure " << StructId
- << " calculated, in the view "
- << Identification () << ", by the structure "
- << OldStructId << " is recalculated.\n";
- cout << flush;
-#endif
+ const Visual3d_TypeOfAnswer anAnswer = AcceptDisplay (theStruct);
+ if (anAnswer != Visual3d_TOA_COMPUTE)
+ {
+ return;
+ }
- // Compute + Validation
-#ifdef OLD
-Handle(Graphic3d_Structure) TheStructure = AStructure->Compute (this);
-#else
-Handle(Graphic3d_Structure) TheStructure;
-TColStd_Array2OfReal ATrsf (0, 3, 0, 3);
- AStructure->Transform (ATrsf);
- if (Index != 0) {
-TColStd_Array2OfReal Ident (0, 3, 0, 3);
-Standard_Integer ii, jj;
- for (ii=0; ii<=3; ii++)
- for (jj=0; jj<=3; jj++)
- Ident (ii, jj) = (ii == jj ? 1.0 : 0.0);
- TheStructure = MyCOMPUTEDSequence.Value (Index);
- TheStructure->SetTransform (Ident, Graphic3d_TOC_REPLACE);
- if (AStructure->IsTransformed ()) {
- AStructure->Compute (this, ATrsf, TheStructure);
- }
- else {
- AStructure->Compute (this, TheStructure);
- }
- }
- else {
- if (AStructure->IsTransformed ()) {
- TheStructure = AStructure->Compute (this, ATrsf);
- }
- else {
- TheStructure = AStructure->Compute (this);
- }
- }
-#endif
- TheStructure->SetHLRValidation (Standard_True);
-
-// Return type of visualisation of the view
-Visual3d_TypeOfVisualization ViewType = MyContext.Visualization ();
-
-// Of which type will be the computed ?
-Standard_Boolean ComputeWireframe = ((ViewType == Visual3d_TOV_WIREFRAME) &&
- (AStructure->ComputeVisual () != Graphic3d_TOS_SHADING));
-
-Standard_Boolean ComputeShading = ((ViewType == Visual3d_TOV_SHADING) &&
- (AStructure->ComputeVisual () != Graphic3d_TOS_WIREFRAME));
-
- if (ComputeWireframe)
- TheStructure->SetVisual (Graphic3d_TOS_WIREFRAME);
- if (ComputeShading)
- TheStructure->SetVisual (Graphic3d_TOS_SHADING);
-
- if (AStructure->IsHighlighted ()) {
- TheStructure->SetHighlightColor
- (AStructure->HighlightColor ());
- TheStructure->GraphicHighlight (Aspect_TOHM_COLOR);
- }
-
- // Ot is ranged
- // Find structure <AStructure>
- // in the sequence of structures to be calculated.
- NewStructId = TheStructure->Identification ();
-
- // The previous calculation is removed and the new one is dislayed
- MyGraphicDriver->EraseStructure (MyCView, *(MyCOMPUTEDSequence.Value (Index)->CStructure()));
- MyGraphicDriver->DisplayStructure (MyCView, *(TheStructure->CStructure()), AStructure->DisplayPriority());
-
-#ifdef TRACE_LENGTH
- if (MyTOCOMPUTESequence.Length () != MyCOMPUTEDSequence.Length ()) {
- cout << "In Visual3d_View::ReCompute, ";
- cout << "TOCOMPUTE " << MyTOCOMPUTESequence.Length ()
- << " != COMPUTED " << MyCOMPUTEDSequence.Length ()
- << "\n" << flush;
- }
-#endif
+ const Standard_Integer anIndex = IsComputed (theStruct);
+ if (anIndex == 0)
+ {
+ return;
+ }
- // hlhsr and the new associated compute are added
- MyTOCOMPUTESequence.Append (AStructure);
- MyCOMPUTEDSequence.Append (TheStructure);
+ // compute + validation
+ TColStd_Array2OfReal anIdent (0, 3, 0, 3);
+ for (Standard_Integer aRow = 0; aRow <= 3; ++aRow)
+ {
+ for (Standard_Integer aCol = 0; aCol <= 3; ++aCol)
+ {
+ anIdent (aRow, aCol) = (aRow == aCol ? 1.0 : 0.0);
+ }
+ }
+ TColStd_Array2OfReal aTrsf (0, 3, 0, 3);
+ theStruct->Transform (aTrsf);
+
+ Handle(Graphic3d_Structure) aCompStructOld = myStructsComputed.ChangeValue (anIndex);
+ Handle(Graphic3d_Structure) aCompStruct = aCompStructOld;
+ aCompStruct->SetTransform (anIdent, Graphic3d_TOC_REPLACE);
+ theStruct->IsTransformed() ? theStruct->Compute (this, aTrsf, aCompStruct)
+ : theStruct->Compute (this, aCompStruct);
+ aCompStruct->SetHLRValidation (Standard_True);
+
+ // of which type will be the computed?
+ const Visual3d_TypeOfVisualization aViewType = MyContext.Visualization();
+ const Standard_Boolean toComputeWireframe = aViewType == Visual3d_TOV_WIREFRAME
+ && theStruct->ComputeVisual() != Graphic3d_TOS_SHADING;
+ const Standard_Boolean toComputeShading = aViewType == Visual3d_TOV_SHADING
+ && theStruct->ComputeVisual() != Graphic3d_TOS_WIREFRAME;
+ if (toComputeWireframe)
+ {
+ aCompStruct->SetVisual (Graphic3d_TOS_WIREFRAME);
+ }
+ else if (toComputeShading)
+ {
+ aCompStruct->SetVisual (Graphic3d_TOS_SHADING);
+ }
-#ifdef TRACE_LENGTH
- if (MyTOCOMPUTESequence.Length () != MyCOMPUTEDSequence.Length ())
- cout << "\tTOCOMPUTE " << MyTOCOMPUTESequence.Length ()
- << " != COMPUTED " << MyCOMPUTEDSequence.Length ()
- << "\n" << flush;
-#endif
+ if (theStruct->IsHighlighted())
+ {
+ aCompStruct->SetHighlightColor (theStruct->HighlightColor());
+ aCompStruct->GraphicHighlight (Aspect_TOHM_COLOR);
+ }
- // hlhsr and the new associated compute are removed
+ // The previous calculation is removed and the new one is dislayed
+ myGraphicDriver->EraseStructure (MyCView, *aCompStructOld->CStructure());
+ myGraphicDriver->DisplayStructure (MyCView, *aCompStruct->CStructure(), theStruct->DisplayPriority());
- MyTOCOMPUTESequence.Remove (Index);
- MyCOMPUTEDSequence.Remove (Index);
+ // why not just replace existing items?
+ //myStructsToCompute.ChangeValue (anIndex) = theStruct;
+ //myStructsComputed .ChangeValue (anIndex) = aCompStruct;
-#ifdef TRACE_LENGTH
- if (MyTOCOMPUTESequence.Length () != MyCOMPUTEDSequence.Length ())
- cout << "\tTOCOMPUTE " << MyTOCOMPUTESequence.Length ()
- << " != COMPUTED " << MyCOMPUTEDSequence.Length ()
- << "\n" << flush;
-#endif
- }
- }
+ // hlhsr and the new associated compute are added
+ myStructsToCompute.Append (theStruct);
+ myStructsComputed .Append (aCompStruct);
+ // hlhsr and the new associated compute are removed
+ myStructsToCompute.Remove (anIndex);
+ myStructsComputed .Remove (anIndex);
}
-const Handle(Graphic3d_GraphicDriver)& Visual3d_View::GraphicDriver () const {
-
- return MyGraphicDriver;
-
+// =======================================================================
+// function : GraphicDriver
+// purpose :
+// =======================================================================
+const Handle(Graphic3d_GraphicDriver)& Visual3d_View::GraphicDriver() const
+{
+ return myGraphicDriver;
}
-void Visual3d_View::Plot (const Handle(Graphic3d_Plotter)& thePlotter) const
+// =======================================================================
+// function : HaveTheSameOwner
+// purpose :
+// =======================================================================
+Standard_Integer Visual3d_View::HaveTheSameOwner (const Handle(Graphic3d_Structure)& theStruct) const
{
- for (Graphic3d_MapIteratorOfMapOfStructure S1Iterator (MyDisplayedStructure); S1Iterator.More(); S1Iterator.Next())
+ // Find in the sequence of already calculated structures
+ // 1/ Structure with the same Owner as <AStructure>
+ // 2/ Which is not <AStructure>
+ // 3/ COMPUTED which of is valid
+ const Standard_Integer aNbToCompStructs = myStructsToCompute.Length();
+ for (Standard_Integer aStructIter = 1; aStructIter <= aNbToCompStructs; ++aStructIter)
{
- Standard_Integer Index = IsComputed (S1Iterator.Key ());
- // displayed structure is plotted as if it was not calculated
- if (Index == 0)
- (S1Iterator.Key ())->Plot (thePlotter);
- else
- (MyCOMPUTEDSequence.Value (Index))->Plot (thePlotter);
+ const Handle(Graphic3d_Structure)& aStructToComp = myStructsToCompute.Value (aStructIter);
+ if (aStructToComp->Owner() == theStruct->Owner()
+ && aStructToComp->Identification() != theStruct->Identification())
+ {
+ const Handle(Graphic3d_Structure)& aStructComp = myStructsComputed.Value (aStructIter);
+ if (aStructComp->HLRValidation())
+ {
+ return aStructIter;
+ }
+ }
}
+ return 0;
}
-Standard_Integer Visual3d_View::HaveTheSameOwner (const Handle(Graphic3d_Structure)& AStructure) const {
-
-Standard_Integer Result = 0;
-Standard_Integer Length = MyTOCOMPUTESequence.Length ();
-
- // Find in the sequence of already calculated structures
- // 1/ Structure with the same Owner as <AStructure>
- // 2/ Which is not <AStructure>
- // 3/ COMPUTED which of is valid
- for (Standard_Integer i=1; i<=Length && Result==0; i++)
- if ((MyTOCOMPUTESequence.Value (i)->Owner () == AStructure->Owner ())
- && (MyTOCOMPUTESequence.Value (i)->Identification () !=
- AStructure->Identification ())
- && (MyCOMPUTEDSequence.Value (i)->HLRValidation ())) Result = i;
-
- return (Result);
-
-}
-
-Standard_Address Visual3d_View::CView () const {
-
- return Standard_Address (&MyCView);
-
-}
-
-
-// Triedron methods : the Triedron is a non-zoomable object.
-
-void Visual3d_View::ZBufferTriedronSetup(const Quantity_NameOfColor XColor,
- const Quantity_NameOfColor YColor,
- const Quantity_NameOfColor ZColor,
- const Standard_Real SizeRatio,
- const Standard_Real AxisDiametr,
- const Standard_Integer NbFacettes) {
- MyGraphicDriver->ZBufferTriedronSetup(XColor, YColor, ZColor,
- SizeRatio, AxisDiametr, NbFacettes);
-}
-
-
-
-void Visual3d_View::TriedronDisplay (const Aspect_TypeOfTriedronPosition APosition,
- const Quantity_NameOfColor AColor, const Standard_Real AScale, const Standard_Boolean AsWireframe ) {
-
- MyGraphicDriver->TriedronDisplay (MyCView,APosition, AColor, AScale, AsWireframe);
-
+// =======================================================================
+// function : CView
+// purpose :
+// =======================================================================
+Standard_Address Visual3d_View::CView() const
+{
+ return Standard_Address (&MyCView);
}
-void Visual3d_View::TriedronErase () {
-
- MyGraphicDriver->TriedronErase (MyCView);
-
+// =======================================================================
+// function : ZBufferTriedronSetup
+// purpose :
+// =======================================================================
+void Visual3d_View::ZBufferTriedronSetup (const Quantity_NameOfColor theXColor,
+ const Quantity_NameOfColor theYColor,
+ const Quantity_NameOfColor theZColor,
+ const Standard_Real theSizeRatio,
+ const Standard_Real theAxisDiametr,
+ const Standard_Integer theNbFacettes)
+{
+ myGraphicDriver->ZBufferTriedronSetup (theXColor, theYColor, theZColor,
+ theSizeRatio, theAxisDiametr, theNbFacettes);
+}
+// =======================================================================
+// function : TriedronDisplay
+// purpose :
+// =======================================================================
+void Visual3d_View::TriedronDisplay (const Aspect_TypeOfTriedronPosition thePosition,
+ const Quantity_NameOfColor theColor,
+ const Standard_Real theScale,
+ const Standard_Boolean theAsWireframe)
+{
+ myGraphicDriver->TriedronDisplay (MyCView, thePosition, theColor, theScale, theAsWireframe);
}
-void Visual3d_View::TriedronEcho (const Aspect_TypeOfTriedronEcho AType ) {
+// =======================================================================
+// function : TriedronErase
+// purpose :
+// =======================================================================
+void Visual3d_View::TriedronErase()
+{
+ myGraphicDriver->TriedronErase (MyCView);
+}
- MyGraphicDriver->TriedronEcho (MyCView,AType);
+// =======================================================================
+// function : TriedronEcho
+// purpose :
+// =======================================================================
+void Visual3d_View::TriedronEcho (const Aspect_TypeOfTriedronEcho theType)
+{
+ myGraphicDriver->TriedronEcho (MyCView, theType);
+}
+static Standard_Boolean checkFloat (const Standard_Real theValue)
+{
+ return theValue > -FLT_MAX
+ && theValue < FLT_MAX;
}
-static Standard_Boolean checkFloat(const Standard_Real value)
+static void SetMinMaxValuesCallback (Visual3d_View* theView)
{
- return value > -FLT_MAX && value < FLT_MAX;
+ Graphic3d_Vec3d aMin, aMax;
+ theView->MinMaxValues (aMin.x(), aMin.y(), aMin.z(),
+ aMax.x(), aMax.y(), aMax.z());
+ if (checkFloat (aMin.x()) && checkFloat (aMin.y()) && checkFloat (aMin.z())
+ && checkFloat (aMax.x()) && checkFloat (aMax.y()) && checkFloat (aMax.z()))
+ {
+ const Handle(Graphic3d_GraphicDriver)& aDriver = theView->GraphicDriver();
+ aDriver->GraduatedTrihedronMinMaxValues ((Standard_ShortReal )aMin.x(), (Standard_ShortReal )aMin.y(), (Standard_ShortReal )aMin.z(),
+ (Standard_ShortReal )aMax.x(), (Standard_ShortReal )aMax.y(), (Standard_ShortReal )aMax.z());
+ }
}
-static void SetMinMaxValuesCallback(Visual3d_View* theView)
+// =======================================================================
+// function : GetGraduatedTrihedron
+// purpose :
+// =======================================================================
+Standard_Boolean Visual3d_View::GetGraduatedTrihedron (TCollection_ExtendedString& theXName,
+ TCollection_ExtendedString& theYName,
+ TCollection_ExtendedString& theZName,
+ Standard_Boolean& theToDrawXName,
+ Standard_Boolean& theToDrawYName,
+ Standard_Boolean& theToDrawZName,
+ Standard_Boolean& theToDrawXValues,
+ Standard_Boolean& theToDrawYValues,
+ Standard_Boolean& theToDrawZValues,
+ Standard_Boolean& theToDrawGrid,
+ Standard_Boolean& theToDrawAxes,
+ Standard_Integer& theNbX,
+ Standard_Integer& theNbY,
+ Standard_Integer& theNbZ,
+ Standard_Integer& theXOffset,
+ Standard_Integer& theYOffset,
+ Standard_Integer& theZOffset,
+ Standard_Integer& theXAxisOffset,
+ Standard_Integer& theYAxisOffset,
+ Standard_Integer& theZAxisOffset,
+ Standard_Boolean& theToDrawXTickMarks,
+ Standard_Boolean& theToDrawYTickMarks,
+ Standard_Boolean& theToDrawZTickMarks,
+ Standard_Integer& theXTickMarkLength,
+ Standard_Integer& theYTickMarkLength,
+ Standard_Integer& theZTickMarkLength,
+ Quantity_Color& theGridColor,
+ Quantity_Color& theXNameColor,
+ Quantity_Color& theYNameColor,
+ Quantity_Color& theZNameColor,
+ Quantity_Color& theXColor,
+ Quantity_Color& theYColor,
+ Quantity_Color& theZColor,
+ TCollection_AsciiString& theFontOfNames,
+ Font_FontAspect& theStyleOfNames,
+ Standard_Integer& theSizeOfNames,
+ TCollection_AsciiString& theFontOfValues,
+ Font_FontAspect& theStyleOfValues,
+ Standard_Integer& theSizeOfValues) const
{
- Standard_Real xmin, ymin, zmin, xmax, ymax, zmax;
- theView->MinMaxValues(xmin, ymin, zmin, xmax, ymax, zmax);
+ if (!MyGTrihedron.ptrVisual3dView)
+ {
+ return Standard_False;
+ }
- if (checkFloat(xmin) && checkFloat(ymin) && checkFloat(zmin) &&
- checkFloat(xmax) && checkFloat(ymax) && checkFloat(zmax))
- {
- Handle(Graphic3d_GraphicDriver) driver = Handle(Graphic3d_GraphicDriver)::DownCast(theView->GraphicDriver());
- driver->GraduatedTrihedronMinMaxValues((Standard_ShortReal)xmin, (Standard_ShortReal)ymin, (Standard_ShortReal)zmin,
- (Standard_ShortReal)xmax, (Standard_ShortReal)ymax, (Standard_ShortReal)zmax);
- }
+ theXName = MyGTrihedron.xname;
+ theYName = MyGTrihedron.yname;
+ theZName = MyGTrihedron.zname;
+ theToDrawXName = MyGTrihedron.xdrawname;
+ theToDrawYName = MyGTrihedron.ydrawname;
+ theToDrawZName = MyGTrihedron.zdrawname;
+ theToDrawXValues = MyGTrihedron.xdrawvalues;
+ theToDrawYValues = MyGTrihedron.ydrawvalues;
+ theToDrawZValues = MyGTrihedron.zdrawvalues;
+ theToDrawGrid = MyGTrihedron.drawgrid;
+ theToDrawAxes = MyGTrihedron.drawaxes;
+ theNbX = MyGTrihedron.nbx;
+ theNbY = MyGTrihedron.nby;
+ theNbZ = MyGTrihedron.nbz;
+ theXOffset = MyGTrihedron.xoffset;
+ theYOffset = MyGTrihedron.yoffset;
+ theZOffset = MyGTrihedron.zoffset;
+ theXAxisOffset = MyGTrihedron.xaxisoffset;
+ theYAxisOffset = MyGTrihedron.yaxisoffset;
+ theZAxisOffset = MyGTrihedron.zaxisoffset;
+ theToDrawXTickMarks = MyGTrihedron.xdrawtickmarks;
+ theToDrawYTickMarks = MyGTrihedron.ydrawtickmarks;
+ theToDrawZTickMarks = MyGTrihedron.zdrawtickmarks;
+ theXTickMarkLength = MyGTrihedron.xtickmarklength;
+ theYTickMarkLength = MyGTrihedron.ytickmarklength;
+ theZTickMarkLength = MyGTrihedron.ztickmarklength;
+ theGridColor = MyGTrihedron.gridcolor;
+ theXNameColor = MyGTrihedron.xnamecolor;
+ theYNameColor = MyGTrihedron.ynamecolor;
+ theZNameColor = MyGTrihedron.znamecolor;
+ theXColor = MyGTrihedron.xcolor;
+ theYColor = MyGTrihedron.ycolor;
+ theZColor = MyGTrihedron.zcolor;
+ theFontOfNames = MyGTrihedron.fontOfNames;
+ theStyleOfNames = MyGTrihedron.styleOfNames;
+ theSizeOfNames = MyGTrihedron.sizeOfNames;
+ theFontOfValues = MyGTrihedron.fontOfValues;
+ theStyleOfValues = MyGTrihedron.styleOfValues;
+ theSizeOfValues = MyGTrihedron.sizeOfValues;
+ return Standard_True;
}
-Standard_Boolean Visual3d_View::GetGraduatedTrihedron
- (/* Names of axes */
- TCollection_ExtendedString& xname,
- TCollection_ExtendedString& yname,
- TCollection_ExtendedString& zname,
- /* Draw names */
- Standard_Boolean& xdrawname,
- Standard_Boolean& ydrawname,
- Standard_Boolean& zdrawname,
- /* Draw values */
- Standard_Boolean& xdrawvalues,
- Standard_Boolean& ydrawvalues,
- Standard_Boolean& zdrawvalues,
- /* Draw grid */
- Standard_Boolean& drawgrid,
- /* Draw axes */
- Standard_Boolean& drawaxes,
- /* Number of splits along axes */
- Standard_Integer& nbx,
- Standard_Integer& nby,
- Standard_Integer& nbz,
- /* Offset for drawing values */
- Standard_Integer& xoffset,
- Standard_Integer& yoffset,
- Standard_Integer& zoffset,
- /* Offset for drawing names of axes */
- Standard_Integer& xaxisoffset,
- Standard_Integer& yaxisoffset,
- Standard_Integer& zaxisoffset,
- /* Draw tickmarks */
- Standard_Boolean& xdrawtickmarks,
- Standard_Boolean& ydrawtickmarks,
- Standard_Boolean& zdrawtickmarks,
- /* Length of tickmarks */
- Standard_Integer& xtickmarklength,
- Standard_Integer& ytickmarklength,
- Standard_Integer& ztickmarklength,
- /* Grid color */
- Quantity_Color& gridcolor,
- /* Colors of axis names */
- Quantity_Color& xnamecolor,
- Quantity_Color& ynamecolor,
- Quantity_Color& znamecolor,
- /* Colors of axis and values */
- Quantity_Color& xcolor,
- Quantity_Color& ycolor,
- Quantity_Color& zcolor,
- /* Name of font for names of axes */
- TCollection_AsciiString& fontOfNames,
- /* Style of names of axes */
- Font_FontAspect& styleOfNames,
- /* Size of names of axes */
- Standard_Integer& sizeOfNames,
- /* Name of font for values */
- TCollection_AsciiString& fontOfValues,
- /* Style of values */
- Font_FontAspect& styleOfValues,
- /* Size of values */
- Standard_Integer& sizeOfValues) const
-{
- if (!MyGTrihedron.ptrVisual3dView)
- return Standard_False;
-
- /* Names of axes */
- xname = MyGTrihedron.xname;
- yname = MyGTrihedron.yname;
- zname = MyGTrihedron.zname;
- /* Draw names */
- xdrawname = MyGTrihedron.xdrawname;
- ydrawname = MyGTrihedron.ydrawname;
- zdrawname = MyGTrihedron.zdrawname;
- /* Draw values */
- xdrawvalues = MyGTrihedron.xdrawvalues;
- ydrawvalues = MyGTrihedron.ydrawvalues;
- zdrawvalues = MyGTrihedron.zdrawvalues;
- /* Draw grid */
- drawgrid = MyGTrihedron.drawgrid;
- /* Draw axes */
- drawaxes = MyGTrihedron.drawaxes;
- /* Number of splits along axes */
- nbx = MyGTrihedron.nbx;
- nby = MyGTrihedron.nby;
- nbz = MyGTrihedron.nbz;
- /* Offset for drawing values */
- xoffset = MyGTrihedron.xoffset;
- yoffset = MyGTrihedron.yoffset;
- zoffset = MyGTrihedron.zoffset;
- /* Offset for drawing names of axes */
- xaxisoffset = MyGTrihedron.xaxisoffset;
- yaxisoffset = MyGTrihedron.yaxisoffset;
- zaxisoffset = MyGTrihedron.zaxisoffset;
- /* Draw tickmarks */
- xdrawtickmarks = MyGTrihedron.xdrawtickmarks;
- ydrawtickmarks = MyGTrihedron.ydrawtickmarks;
- zdrawtickmarks = MyGTrihedron.zdrawtickmarks;
- /* Length of tickmarks */
- xtickmarklength = MyGTrihedron.xtickmarklength;
- ytickmarklength = MyGTrihedron.ytickmarklength;
- ztickmarklength = MyGTrihedron.ztickmarklength;
- /* Grid color */
- gridcolor = MyGTrihedron.gridcolor;
- /* Colors of axis names */
- xnamecolor = MyGTrihedron.xnamecolor;
- ynamecolor = MyGTrihedron.ynamecolor;
- znamecolor = MyGTrihedron.znamecolor;
- /* Colors of axis and values */
- xcolor = MyGTrihedron.xcolor;
- ycolor = MyGTrihedron.ycolor;
- zcolor = MyGTrihedron.zcolor;
- /* Name of font for names of axes */
- fontOfNames = MyGTrihedron.fontOfNames;
- /* Style of names of axes */
- styleOfNames = MyGTrihedron.styleOfNames;
- /* Size of names of axes */
- sizeOfNames = MyGTrihedron.sizeOfNames;
- /* Name of font for values */
- fontOfValues = MyGTrihedron.fontOfValues;
- /* Style of values */
- styleOfValues = MyGTrihedron.styleOfValues;
- /* Size of values */
- sizeOfValues = MyGTrihedron.sizeOfValues;
-
- return Standard_True;
-}
-
-void Visual3d_View::GraduatedTrihedronDisplay
- (/* Names of axes */
- const TCollection_ExtendedString &xname,
- const TCollection_ExtendedString &yname,
- const TCollection_ExtendedString &zname,
- /* Draw names */
- const Standard_Boolean xdrawname,
- const Standard_Boolean ydrawname,
- const Standard_Boolean zdrawname,
- /* Draw values */
- const Standard_Boolean xdrawvalues,
- const Standard_Boolean ydrawvalues,
- const Standard_Boolean zdrawvalues,
- /* Draw grid */
- const Standard_Boolean drawgrid,
- /* Draw axes */
- const Standard_Boolean drawaxes,
- /* Number of splits along axes */
- const Standard_Integer nbx,
- const Standard_Integer nby,
- const Standard_Integer nbz,
- /* Offset for drawing values */
- const Standard_Integer xoffset,
- const Standard_Integer yoffset,
- const Standard_Integer zoffset,
- /* Offset for drawing names of axes */
- const Standard_Integer xaxisoffset,
- const Standard_Integer yaxisoffset,
- const Standard_Integer zaxisoffset,
- /* Draw tickmarks */
- const Standard_Boolean xdrawtickmarks,
- const Standard_Boolean ydrawtickmarks,
- const Standard_Boolean zdrawtickmarks,
- /* Length of tickmarks */
- const Standard_Integer xtickmarklength,
- const Standard_Integer ytickmarklength,
- const Standard_Integer ztickmarklength,
- /* Grid color */
- const Quantity_Color& gridcolor,
- /* Colors of axis names */
- const Quantity_Color& xnamecolor,
- const Quantity_Color& ynamecolor,
- const Quantity_Color& znamecolor,
- /* Colors of axis and values */
- const Quantity_Color& xcolor,
- const Quantity_Color& ycolor,
- const Quantity_Color& zcolor,
- /* Name of font for names of axes */
- const TCollection_AsciiString &fontOfNames,
- /* Style of names of axes */
- const Font_FontAspect styleOfNames,
- /* Size of names of axes */
- const Standard_Integer sizeOfNames,
- /* Name of font for values */
- const TCollection_AsciiString &fontOfValues,
- /* Style of values */
- const Font_FontAspect styleOfValues,
- /* Size of values */
- const Standard_Integer sizeOfValues)
-{
- /* Names of axes */
- MyGTrihedron.xname = xname;
- MyGTrihedron.yname = yname;
- MyGTrihedron.zname = zname;
- /* Draw names */
- MyGTrihedron.xdrawname = xdrawname;
- MyGTrihedron.ydrawname = ydrawname;
- MyGTrihedron.zdrawname = zdrawname;
- /* Draw values */
- MyGTrihedron.xdrawvalues = xdrawvalues;
- MyGTrihedron.ydrawvalues = ydrawvalues;
- MyGTrihedron.zdrawvalues = zdrawvalues;
- /* Draw grid */
- MyGTrihedron.drawgrid = drawgrid;
- /* Draw axes */
- MyGTrihedron.drawaxes = drawaxes;
- /* Number of splits along axes */
- MyGTrihedron.nbx = nbx;
- MyGTrihedron.nby = nby;
- MyGTrihedron.nbz = nbz;
- /* Offset for drawing values */
- MyGTrihedron.xoffset = xoffset;
- MyGTrihedron.yoffset = yoffset;
- MyGTrihedron.zoffset = zoffset;
- /* Offset for drawing names of axes */
- MyGTrihedron.xaxisoffset = xaxisoffset;
- MyGTrihedron.yaxisoffset = yaxisoffset;
- MyGTrihedron.zaxisoffset = zaxisoffset;
- /* Draw tickmarks */
- MyGTrihedron.xdrawtickmarks = xdrawtickmarks;
- MyGTrihedron.ydrawtickmarks = ydrawtickmarks;
- MyGTrihedron.zdrawtickmarks = zdrawtickmarks;
- /* Length of tickmarks */
- MyGTrihedron.xtickmarklength = xtickmarklength;
- MyGTrihedron.ytickmarklength = ytickmarklength;
- MyGTrihedron.ztickmarklength = ztickmarklength;
- /* Grid color */
- MyGTrihedron.gridcolor = gridcolor;
- /* Colors of axis names */
- MyGTrihedron.xnamecolor = xnamecolor;
- MyGTrihedron.ynamecolor = ynamecolor;
- MyGTrihedron.znamecolor = znamecolor;
- /* Colors of axis and values */
- MyGTrihedron.xcolor = xcolor;
- MyGTrihedron.ycolor = ycolor;
- MyGTrihedron.zcolor = zcolor;
- /* Name of font for names of axes */
- MyGTrihedron.fontOfNames = fontOfNames;
- /* Style of names of axes */
- MyGTrihedron.styleOfNames = styleOfNames;
- /* Size of names of axes */
- MyGTrihedron.sizeOfNames = sizeOfNames;
- /* Name of font for values */
- MyGTrihedron.fontOfValues = fontOfValues;
- /* Style of values */
- MyGTrihedron.styleOfValues = styleOfValues;
- /* Size of values */
- MyGTrihedron.sizeOfValues = sizeOfValues;
-
- MyGTrihedron.ptrVisual3dView = this;
- MyGTrihedron.cbCubicAxes = SetMinMaxValuesCallback;
- MyGraphicDriver->GraduatedTrihedronDisplay(MyCView,MyGTrihedron);
+// =======================================================================
+// function : GraduatedTrihedronDisplay
+// purpose :
+// =======================================================================
+void Visual3d_View::GraduatedTrihedronDisplay (const TCollection_ExtendedString& theXName,
+ const TCollection_ExtendedString& theYName,
+ const TCollection_ExtendedString& theZName,
+ const Standard_Boolean theToDrawXName,
+ const Standard_Boolean theToDrawYName,
+ const Standard_Boolean theToDrawZName,
+ const Standard_Boolean theToDrawXValues,
+ const Standard_Boolean theToDrawYValues,
+ const Standard_Boolean theToDrawZValues,
+ const Standard_Boolean theToDrawGrid,
+ const Standard_Boolean theToDrawAxes,
+ const Standard_Integer theNbX,
+ const Standard_Integer theNbY,
+ const Standard_Integer theNbZ,
+ const Standard_Integer theXOffset,
+ const Standard_Integer theYOffset,
+ const Standard_Integer theZOffset,
+ const Standard_Integer theXAxisOffset,
+ const Standard_Integer theYAxisOffset,
+ const Standard_Integer theZAxisOffset,
+ const Standard_Boolean theToDrawXTickMarks,
+ const Standard_Boolean theToDrawYTickMarks,
+ const Standard_Boolean theToDrawZTickMarks,
+ const Standard_Integer theXTickMarkLength,
+ const Standard_Integer theYTickMarkLength,
+ const Standard_Integer theZTickMarkLength,
+ const Quantity_Color& theGridColor,
+ const Quantity_Color& theXNameColor,
+ const Quantity_Color& theYNameColor,
+ const Quantity_Color& theZNameColor,
+ const Quantity_Color& theXColor,
+ const Quantity_Color& theYColor,
+ const Quantity_Color& theZColor,
+ const TCollection_AsciiString& theFontOfNames,
+ const Font_FontAspect theStyleOfNames,
+ const Standard_Integer theSizeOfNames,
+ const TCollection_AsciiString& theFontOfValues,
+ const Font_FontAspect theStyleOfValues,
+ const Standard_Integer theSizeOfValues)
+{
+ MyGTrihedron.xname = theXName;
+ MyGTrihedron.yname = theYName;
+ MyGTrihedron.zname = theZName;
+ MyGTrihedron.xdrawname = theToDrawXName;
+ MyGTrihedron.ydrawname = theToDrawYName;
+ MyGTrihedron.zdrawname = theToDrawZName;
+ MyGTrihedron.xdrawvalues = theToDrawXValues;
+ MyGTrihedron.ydrawvalues = theToDrawYValues;
+ MyGTrihedron.zdrawvalues = theToDrawZValues;
+ MyGTrihedron.drawgrid = theToDrawGrid;
+ MyGTrihedron.drawaxes = theToDrawAxes;
+ MyGTrihedron.nbx = theNbX;
+ MyGTrihedron.nby = theNbY;
+ MyGTrihedron.nbz = theNbZ;
+ MyGTrihedron.xoffset = theXOffset;
+ MyGTrihedron.yoffset = theYOffset;
+ MyGTrihedron.zoffset = theZOffset;
+ MyGTrihedron.xaxisoffset = theXAxisOffset;
+ MyGTrihedron.yaxisoffset = theYAxisOffset;
+ MyGTrihedron.zaxisoffset = theZAxisOffset;
+ MyGTrihedron.xdrawtickmarks = theToDrawXTickMarks;
+ MyGTrihedron.ydrawtickmarks = theToDrawYTickMarks;
+ MyGTrihedron.zdrawtickmarks = theToDrawZTickMarks;
+ MyGTrihedron.xtickmarklength = theXTickMarkLength;
+ MyGTrihedron.ytickmarklength = theYTickMarkLength;
+ MyGTrihedron.ztickmarklength = theZTickMarkLength;
+ MyGTrihedron.gridcolor = theGridColor;
+ MyGTrihedron.xnamecolor = theXNameColor;
+ MyGTrihedron.ynamecolor = theYNameColor;
+ MyGTrihedron.znamecolor = theZNameColor;
+ MyGTrihedron.xcolor = theXColor;
+ MyGTrihedron.ycolor = theYColor;
+ MyGTrihedron.zcolor = theZColor;
+ MyGTrihedron.fontOfNames = theFontOfNames;
+ MyGTrihedron.styleOfNames = theStyleOfNames;
+ MyGTrihedron.sizeOfNames = theSizeOfNames;
+ MyGTrihedron.fontOfValues = theFontOfValues;
+ MyGTrihedron.styleOfValues = theStyleOfValues;
+ MyGTrihedron.sizeOfValues = theSizeOfValues;
+
+ MyGTrihedron.ptrVisual3dView = this;
+ MyGTrihedron.cbCubicAxes = SetMinMaxValuesCallback;
+ myGraphicDriver->GraduatedTrihedronDisplay (MyCView, MyGTrihedron);
}
+// =======================================================================
+// function : GraduatedTrihedronErase
+// purpose :
+// =======================================================================
void Visual3d_View::GraduatedTrihedronErase()
{
- MyGTrihedron.ptrVisual3dView = NULL;
- MyGraphicDriver->GraduatedTrihedronErase(MyCView);
+ MyGTrihedron.ptrVisual3dView = NULL;
+ myGraphicDriver->GraduatedTrihedronErase (MyCView);
}
-const Handle(Visual3d_Layer)& Visual3d_View::UnderLayer () const {
-
- return (MyViewManager->UnderLayer ());
-
+// =======================================================================
+// function : UnderLayer
+// purpose :
+// =======================================================================
+const Handle(Visual3d_Layer)& Visual3d_View::UnderLayer() const
+{
+ return myViewManager->UnderLayer();
}
-const Handle(Visual3d_Layer)& Visual3d_View::OverLayer () const {
-
- return (MyViewManager->OverLayer ());
-
+// =======================================================================
+// function : OverLayer
+// purpose :
+// =======================================================================
+const Handle(Visual3d_Layer)& Visual3d_View::OverLayer() const
+{
+ return myViewManager->OverLayer();
}
-Standard_Integer Visual3d_View::LightLimit() const {
-
- Standard_Integer maxlight = MyGraphicDriver->InquireLightLimit ();
-// printf(" $$$ Visual3d_View::LightLimit() is %d\n",maxlight);
- return maxlight;
+// =======================================================================
+// function : LightLimit
+// purpose :
+// =======================================================================
+Standard_Integer Visual3d_View::LightLimit() const
+{
+ return myGraphicDriver->InquireLightLimit();
}
-Standard_Integer Visual3d_View::PlaneLimit() const {
-
- Standard_Integer maxplane = MyGraphicDriver->InquirePlaneLimit ();
-// printf(" $$$ Visual3d_View::PlaneLimit() is %d\n",maxplane);
- return maxplane;
+// =======================================================================
+// function : PlaneLimit
+// purpose :
+// =======================================================================
+Standard_Integer Visual3d_View::PlaneLimit() const
+{
+ return myGraphicDriver->InquirePlaneLimit();
}
+// =======================================================================
+// function : ViewManager
+// purpose :
+// =======================================================================
Handle(Visual3d_ViewManager) Visual3d_View::ViewManager() const
{
- return MyPtrViewManager;
+ return myViewManager;
}
-void Visual3d_View :: SetComputedMode ( const Standard_Boolean aMode )
+// =======================================================================
+// function : SetComputedMode
+// purpose :
+// =======================================================================
+void Visual3d_View::SetComputedMode (const Standard_Boolean theMode)
{
- if ((aMode && ComputedModeIsActive) ||
- (!aMode && !ComputedModeIsActive))
+ if (( theMode && myIsInComputedMode)
+ || (!theMode && !myIsInComputedMode))
{
return;
}
- Graphic3d_MapIteratorOfMapOfStructure S1Iterator ( MyDisplayedStructure );
- Visual3d_TypeOfAnswer Answer;
- Standard_Integer StructId;
- Standard_Integer i = MyDisplayedStructure.Extent ();
- ComputedModeIsActive = aMode;
- if (!ComputedModeIsActive) {
-
- while ( S1Iterator.More () ) {
-
- Answer = AcceptDisplay ( S1Iterator.Key () );
-
- if ( Answer == Visual3d_TOA_COMPUTE ) {
-
- Standard_Integer Index = IsComputed ( S1Iterator.Key () );
-
- if ( Index != 0 ) {
-
- StructId = MyCOMPUTEDSequence.Value ( Index ) -> Identification ();
-
- MyGraphicDriver->EraseStructure (MyCView, *(MyCOMPUTEDSequence.Value (Index)->CStructure()));
- MyGraphicDriver->DisplayStructure (MyCView, *(S1Iterator.Key()->CStructure()), S1Iterator.Key()->DisplayPriority());
- } // end if ( Index != 0 ) . . .
-
- } // end if ( Answer . . . )
-
- S1Iterator.Next ();
-
- } // end while
-
- } else {
-
- while ( S1Iterator.More () ) {
-
- Answer = AcceptDisplay ( S1Iterator.Key () );
-
- if ( Answer == Visual3d_TOA_COMPUTE ) {
-
- Standard_Integer Index = IsComputed ( S1Iterator.Key () );
-
- if ( Index != 0 ) {
-
- StructId = MyCOMPUTEDSequence.Value ( Index ) -> Identification ();
-
- MyGraphicDriver->EraseStructure (MyCView, *(S1Iterator.Key()->CStructure()));
- MyGraphicDriver->DisplayStructure (MyCView, *(MyCOMPUTEDSequence.Value (Index)->CStructure()), S1Iterator.Key()->DisplayPriority());
-
- Display ( S1Iterator.Key (), Aspect_TOU_WAIT );
-
- if ( S1Iterator.Key () -> IsHighlighted () ) {
-
- if ( !MyCOMPUTEDSequence.Value ( Index ) -> IsHighlighted () ) {
-
- MyCOMPUTEDSequence.Value ( Index ) -> SetHighlightColor (
- S1Iterator.Key () ->
- HighlightColor ()
- );
- MyCOMPUTEDSequence.Value ( Index ) -> GraphicHighlight (
- Aspect_TOHM_COLOR
- );
- } // end if
-
- } // end if
-
- } else {
-
- Handle( Graphic3d_Structure ) AStructure = S1Iterator.Key ();
-#ifdef OLD
- Handle( Graphic3d_Structure ) TheStructure = AStructure -> Compute ( this );
-#else
- Handle( Graphic3d_Structure ) TheStructure;
- TColStd_Array2OfReal ATrsf ( 0, 3, 0, 3 );
-
- AStructure -> Transform ( ATrsf );
-
- if ( Index != 0 ) {
-
- TColStd_Array2OfReal Ident ( 0, 3, 0, 3 );
- Standard_Integer ii, jj;
-
- for ( ii = 0; ii <= 3; ++ii )
-
- for ( jj = 0; jj <= 3; ++jj )
-
- Ident ( ii, jj ) = ( ii == jj ? 1.0 : 0.0 );
-
- TheStructure = MyCOMPUTEDSequence.Value ( Index );
-
- TheStructure -> SetTransform ( Ident, Graphic3d_TOC_REPLACE );
-
- if ( AStructure->IsTransformed () )
-
- AStructure -> Compute ( this, ATrsf, TheStructure );
-
- else
-
- AStructure -> Compute ( this, TheStructure );
-
- } else {
-
- if ( AStructure -> IsTransformed () )
-
- TheStructure = AStructure -> Compute ( this, ATrsf );
-
- else
-
- TheStructure = AStructure -> Compute ( this );
-
- } // end else
-#endif // OLD
- TheStructure -> SetHLRValidation ( Standard_True );
-
- Visual3d_TypeOfVisualization ViewType = MyContext.Visualization ();
-
- Standard_Boolean ComputeWireframe =
- ( ( ViewType == Visual3d_TOV_WIREFRAME ) &&
- ( S1Iterator.Key () -> ComputeVisual () != Graphic3d_TOS_SHADING )
- );
-
- Standard_Boolean ComputeShading =
- ( ( ViewType == Visual3d_TOV_SHADING ) &&
- ( S1Iterator.Key () -> ComputeVisual () != Graphic3d_TOS_WIREFRAME )
- );
-
- if ( ComputeWireframe ) TheStructure -> SetVisual ( Graphic3d_TOS_WIREFRAME );
- if ( ComputeShading ) TheStructure -> SetVisual ( Graphic3d_TOS_SHADING );
-
- if ( S1Iterator.Key () -> IsHighlighted () ) {
-
- TheStructure -> SetHighlightColor (
- S1Iterator.Key () -> HighlightColor ()
- );
- TheStructure -> GraphicHighlight ( Aspect_TOHM_COLOR );
-
- } // end if
-
- Standard_Integer Result = 0;
- Standard_Integer Length = MyTOCOMPUTESequence.Length ();
- StructId = S1Iterator.Key () -> Identification ();
-
- for ( i = 1; i <= Length && Result == 0; ++i )
-
- if ( MyTOCOMPUTESequence.Value ( i ) -> Identification () == StructId )
-
- Result = i;
-
- if ( Result )
-
- MyCOMPUTEDSequence.ChangeValue ( Result ) = TheStructure;
-
- else {
-
- MyTOCOMPUTESequence.Append ( S1Iterator.Key () );
- MyCOMPUTEDSequence.Append ( TheStructure );
-
- } // end else
-
- MyGraphicDriver->EraseStructure (MyCView, *(S1Iterator.Key()->CStructure()));
- MyGraphicDriver->DisplayStructure (MyCView, *(TheStructure->CStructure()), S1Iterator.Key()->DisplayPriority());
- } // end else
-
- } // end if
-
- S1Iterator.Next ();
-
- } // end while
-
- if ( MyViewManager -> UpdateMode () == Aspect_TOU_ASAP ) Update ();
-
- } // end else
-
-} // end Visual3d_View :: SetComputedMode
-
-Standard_Boolean Visual3d_View :: ComputedMode () const {
-
- return ComputedModeIsActive;
-
-} // end Visual3d_View :: ComputedMode
-
-void Visual3d_View :: SetBackFacingModel (
- const Visual3d_TypeOfBackfacingModel aModel
- ) {
- switch ( aModel ) {
-
- default:
- case Visual3d_TOBM_AUTOMATIC:
- MyCView.Backfacing = 0;
- break;
-
- case Visual3d_TOBM_FORCE:
- MyCView.Backfacing = 1;
- break;
-
- case Visual3d_TOBM_DISABLE:
- MyCView.Backfacing = -1;
- break;
+ myIsInComputedMode = theMode;
+ if (!myIsInComputedMode)
+ {
+ for (Graphic3d_MapIteratorOfMapOfStructure aStructIter (myStructsDisplayed); aStructIter.More(); aStructIter.Next())
+ {
+ const Handle(Graphic3d_Structure)& aStruct = aStructIter.Key();
+ const Visual3d_TypeOfAnswer anAnswer = AcceptDisplay (aStruct);
+ if (anAnswer != Visual3d_TOA_COMPUTE)
+ {
+ continue;
+ }
- } // end switch
+ const Standard_Integer anIndex = IsComputed (aStruct);
+ if (anIndex != 0)
+ {
+ const Handle(Graphic3d_Structure)& aStructComp = myStructsComputed.Value (anIndex);
+ myGraphicDriver->EraseStructure (MyCView, *aStructComp->CStructure());
+ myGraphicDriver->DisplayStructure (MyCView, *aStruct->CStructure(), aStruct->DisplayPriority());
+ }
+ }
+ return;
+ }
- MyGraphicDriver -> SetBackFacingModel ( MyCView );
+ for (Graphic3d_MapIteratorOfMapOfStructure aDispStructIter (myStructsDisplayed); aDispStructIter.More(); aDispStructIter.Next())
+ {
+ Handle(Graphic3d_Structure) aStruct = aDispStructIter.Key();
+ const Visual3d_TypeOfAnswer anAnswer = AcceptDisplay (aStruct);
+ if (anAnswer != Visual3d_TOA_COMPUTE)
+ {
+ continue;
+ }
-} // end Visual3d_View :: SetBackFacingModel
+ const Standard_Integer anIndex = IsComputed (aStruct);
+ if (anIndex != 0)
+ {
+ myGraphicDriver->EraseStructure (MyCView, *aStruct->CStructure());
+ myGraphicDriver->DisplayStructure (MyCView, *(myStructsComputed.Value (anIndex)->CStructure()), aStruct->DisplayPriority());
-Visual3d_TypeOfBackfacingModel Visual3d_View :: BackFacingModel () const {
+ Display (aStruct, Aspect_TOU_WAIT);
+ if (aStruct->IsHighlighted())
+ {
+ const Handle(Graphic3d_Structure)& aCompStruct = myStructsComputed.Value (anIndex);
+ if (!aCompStruct->IsHighlighted())
+ {
+ aCompStruct->SetHighlightColor (aStruct->HighlightColor());
+ aCompStruct->GraphicHighlight (Aspect_TOHM_COLOR);
+ }
+ }
+ }
+ else
+ {
+ TColStd_Array2OfReal aTrsf (0, 3, 0, 3);
+ aStruct->Transform (aTrsf);
+ Handle(Graphic3d_Structure) aCompStruct = aStruct->IsTransformed() ? aStruct->Compute (this, aTrsf) : aStruct->Compute (this);
+ aCompStruct->SetHLRValidation (Standard_True);
+
+ const Visual3d_TypeOfVisualization aViewType = MyContext.Visualization();
+ const Standard_Boolean toComputeWireframe = aViewType == Visual3d_TOV_WIREFRAME
+ && aStruct->ComputeVisual() != Graphic3d_TOS_SHADING;
+ const Standard_Boolean toComputeShading = aViewType == Visual3d_TOV_SHADING
+ && aStruct->ComputeVisual() != Graphic3d_TOS_WIREFRAME;
+ if (toComputeWireframe) aCompStruct->SetVisual (Graphic3d_TOS_WIREFRAME);
+ if (toComputeShading ) aCompStruct->SetVisual (Graphic3d_TOS_SHADING);
+
+ if (aStruct->IsHighlighted())
+ {
+ aCompStruct->SetHighlightColor (aStruct->HighlightColor());
+ aCompStruct->GraphicHighlight (Aspect_TOHM_COLOR);
+ }
- switch ( MyCView.Backfacing ) {
+ Standard_Boolean hasResult = Standard_False;
+ const Standard_Integer aNbToCompute = myStructsToCompute.Length();
+ const Standard_Integer aStructId = aStruct->Identification();
+ for (Standard_Integer aToCompStructIter = 1; aToCompStructIter <= aNbToCompute; ++aToCompStructIter)
+ {
+ if (myStructsToCompute.Value (aToCompStructIter)->Identification() == aStructId)
+ {
+ hasResult = Standard_True;
+ myStructsComputed.ChangeValue (aToCompStructIter) = aCompStruct;
+ break;
+ }
+ }
- case 0:
- return Visual3d_TOBM_AUTOMATIC;
+ if (!hasResult)
+ {
+ myStructsToCompute.Append (aStruct);
+ myStructsComputed .Append (aCompStruct);
+ }
- case 1:
- return Visual3d_TOBM_FORCE;
+ myGraphicDriver->EraseStructure (MyCView, *aStruct->CStructure());
+ myGraphicDriver->DisplayStructure (MyCView, *aCompStruct->CStructure(), aStruct->DisplayPriority());
+ }
+ }
+ Update (myViewManager->UpdateMode());
+}
- } // end switch
+// =======================================================================
+// function : ComputedMode
+// purpose :
+// =======================================================================
+Standard_Boolean Visual3d_View::ComputedMode() const
+{
+ return myIsInComputedMode;
+}
- return Visual3d_TOBM_DISABLE;
+// =======================================================================
+// function : SetBackFacingModel
+// purpose :
+// =======================================================================
+void Visual3d_View::SetBackFacingModel (const Visual3d_TypeOfBackfacingModel theModel)
+{
+ switch (theModel)
+ {
+ default:
+ case Visual3d_TOBM_AUTOMATIC:
+ MyCView.Backfacing = 0;
+ break;
+ case Visual3d_TOBM_FORCE:
+ MyCView.Backfacing = 1;
+ break;
+ case Visual3d_TOBM_DISABLE:
+ MyCView.Backfacing = -1;
+ break;
+ }
+ myGraphicDriver->SetBackFacingModel (MyCView);
+}
-} // end Visual3d_View :: BackFacingModel
+// =======================================================================
+// function : BackFacingModel
+// purpose :
+// =======================================================================
+Visual3d_TypeOfBackfacingModel Visual3d_View::BackFacingModel() const
+{
+ switch (MyCView.Backfacing)
+ {
+ case 0: return Visual3d_TOBM_AUTOMATIC;
+ case 1: return Visual3d_TOBM_FORCE;
+ }
+ return Visual3d_TOBM_DISABLE;
+}
-void Visual3d_View::EnableDepthTest( const Standard_Boolean enable ) const
+// =======================================================================
+// function : EnableDepthTest
+// purpose :
+// =======================================================================
+void Visual3d_View::EnableDepthTest (const Standard_Boolean theToEnable) const
{
- MyGraphicDriver->SetDepthTestEnabled( MyCView, enable );
+ myGraphicDriver->SetDepthTestEnabled (MyCView, theToEnable);
}
+// =======================================================================
+// function : IsDepthTestEnabled
+// purpose :
+// =======================================================================
Standard_Boolean Visual3d_View::IsDepthTestEnabled() const
{
- return MyGraphicDriver->IsDepthTestEnabled( MyCView );
+ return myGraphicDriver->IsDepthTestEnabled (MyCView);
}
-void Visual3d_View::ReadDepths(const Standard_Integer x,
- const Standard_Integer y,
- const Standard_Integer width,
- const Standard_Integer height,
- const Standard_Address buffer) const
+// =======================================================================
+// function : ReadDepths
+// purpose :
+// =======================================================================
+void Visual3d_View::ReadDepths (const Standard_Integer theX,
+ const Standard_Integer theY,
+ const Standard_Integer theWidth,
+ const Standard_Integer theHeight,
+ const Standard_Address theBuffer) const
{
- MyGraphicDriver->ReadDepths( MyCView, x, y, width, height, buffer );
+ myGraphicDriver->ReadDepths (MyCView, theX, theY, theWidth, theHeight, theBuffer);
}
+// =======================================================================
+// function : FBOCreate
+// purpose :
+// =======================================================================
Graphic3d_PtrFrameBuffer Visual3d_View::FBOCreate(const Standard_Integer theWidth,
const Standard_Integer theHeight)
{
- return MyGraphicDriver->FBOCreate( MyCView, theWidth, theHeight );
+ return myGraphicDriver->FBOCreate( MyCView, theWidth, theHeight );
}
+// =======================================================================
+// function : FBORelease
+// purpose :
+// =======================================================================
void Visual3d_View::FBORelease(Graphic3d_PtrFrameBuffer& theFBOPtr)
{
- MyGraphicDriver->FBORelease( MyCView, theFBOPtr );
+ myGraphicDriver->FBORelease( MyCView, theFBOPtr );
}
+// =======================================================================
+// function : FBOGetDimensions
+// purpose :
+// =======================================================================
void Visual3d_View::FBOGetDimensions(const Graphic3d_PtrFrameBuffer theFBOPtr,
Standard_Integer& theWidth, Standard_Integer& theHeight,
Standard_Integer& theWidthMax, Standard_Integer& theHeightMax)
{
- MyGraphicDriver->FBOGetDimensions( MyCView, theFBOPtr,
+ myGraphicDriver->FBOGetDimensions( MyCView, theFBOPtr,
theWidth, theHeight,
theWidthMax, theHeightMax );
}
+// =======================================================================
+// function : FBOChangeViewport
+// purpose :
+// =======================================================================
void Visual3d_View::FBOChangeViewport(Graphic3d_PtrFrameBuffer& theFBOPtr,
const Standard_Integer theWidth, const Standard_Integer theHeight)
{
- MyGraphicDriver->FBOChangeViewport( MyCView, theFBOPtr,
+ myGraphicDriver->FBOChangeViewport( MyCView, theFBOPtr,
theWidth, theHeight );
}
+// =======================================================================
+// function : BufferDump
+// purpose :
+// =======================================================================
Standard_Boolean Visual3d_View::BufferDump (Image_PixMap& theImage,
const Graphic3d_BufferType& theBufferType)
{
- return MyGraphicDriver->BufferDump (MyCView, theImage, theBufferType);
+ return myGraphicDriver->BufferDump (MyCView, theImage, theBufferType);
}
+// =======================================================================
+// function : EnableGLLight
+// purpose :
+// =======================================================================
void Visual3d_View::EnableGLLight( const Standard_Boolean enable ) const
{
- MyGraphicDriver->SetGLLightEnabled( MyCView, enable );
+ myGraphicDriver->SetGLLightEnabled( MyCView, enable );
}
-
+// =======================================================================
+// function : IsGLLightEnabled
+// purpose :
+// =======================================================================
Standard_Boolean Visual3d_View::IsGLLightEnabled() const
{
- return MyGraphicDriver->IsGLLightEnabled( MyCView );
+ return myGraphicDriver->IsGLLightEnabled( MyCView );
}
+// =======================================================================
+// function : Export
+// purpose :
+// =======================================================================
Standard_Boolean Visual3d_View::Export (const Standard_CString theFileName,
const Graphic3d_ExportFormat theFormat,
const Graphic3d_SortType theSortType,
const Standard_Address theProgressBarFunc,
const Standard_Address theProgressObject) const
{
- Handle(Visual3d_Layer) anUnderLayer = MyViewManager->UnderLayer();
- Handle(Visual3d_Layer) anOverLayer = MyViewManager->OverLayer();
+ Handle(Visual3d_Layer) anUnderLayer = myViewManager->UnderLayer();
+ Handle(Visual3d_Layer) anOverLayer = myViewManager->OverLayer();
Aspect_CLayer2d anOverCLayer;
Aspect_CLayer2d anUnderCLayer;
Standard_Integer aWidth, aHeight;
Window()->Size (aWidth, aHeight);
- return MyGraphicDriver->Export (theFileName, theFormat, theSortType,
+ return myGraphicDriver->Export (theFileName, theFormat, theSortType,
aWidth, aHeight, MyCView, anUnderCLayer, anOverCLayer,
thePrecision, theProgressBarFunc, theProgressObject);
}
-//=======================================================================
-//function : AddZLayer
-//purpose :
-//=======================================================================
+// =======================================================================
+// function : SetZLayerSettings
+// purpose :
+// =======================================================================
+void Visual3d_View::SetZLayerSettings (const Standard_Integer theLayerId,
+ const Graphic3d_ZLayerSettings& theSettings)
+{
+ myGraphicDriver->SetZLayerSettings (MyCView, theLayerId, theSettings);
+}
+// =======================================================================
+// function : AddZLayer
+// purpose :
+// =======================================================================
void Visual3d_View::AddZLayer (const Standard_Integer theLayerId)
{
- MyGraphicDriver->AddZLayer (MyCView, theLayerId);
+ myGraphicDriver->AddZLayer (MyCView, theLayerId);
}
-//=======================================================================
-//function : RemoveZLayer
-//purpose :
-//=======================================================================
-
+// =======================================================================
+// function : RemoveZLayer
+// purpose :
+// =======================================================================
void Visual3d_View::RemoveZLayer (const Standard_Integer theLayerId)
{
- MyGraphicDriver->RemoveZLayer (MyCView, theLayerId);
+ myGraphicDriver->RemoveZLayer (MyCView, theLayerId);
}
-//=======================================================================
-//function : ChangeZLayer
-//purpose :
-//=======================================================================
-
+// =======================================================================
+// function : ChangeZLayer
+// purpose :
+// =======================================================================
void Visual3d_View::ChangeZLayer (const Handle(Graphic3d_Structure)& theStructure,
const Standard_Integer theLayerId)
{
- MyGraphicDriver->ChangeZLayer (*(theStructure->CStructure()), MyCView, theLayerId);
+ myGraphicDriver->ChangeZLayer (*(theStructure->CStructure()), MyCView, theLayerId);
+}
+
+// =======================================================================
+// function : Print
+// purpose :
+// =======================================================================
+Standard_Boolean Visual3d_View::Print (const Aspect_Handle thePrintDC,
+ const Standard_Boolean theToShowBackground,
+ const Standard_CString theFilename,
+ const Aspect_PrintAlgo thePrintAlgorithm,
+ const Standard_Real theScaleFactor) const
+{
+ return Print (myViewManager->UnderLayer(),
+ myViewManager->OverLayer(),
+ thePrintDC, theToShowBackground,
+ theFilename, thePrintAlgorithm,
+ theScaleFactor);
+}
+
+// =======================================================================
+// function : Print
+// purpose :
+// =======================================================================
+Standard_Boolean Visual3d_View::Print (const Handle(Visual3d_Layer)& theUnderLayer,
+ const Handle(Visual3d_Layer)& theOverLayer,
+ const Aspect_Handle thePrintDC,
+ const Standard_Boolean theToShowBackground,
+ const Standard_CString theFilename,
+ const Aspect_PrintAlgo thePrintAlgorithm,
+ const Standard_Real theScaleFactor) const
+{
+ if (IsDeleted()
+ || !IsDefined()
+ || !IsActive()
+ || !MyWindow->IsMapped())
+ {
+ return Standard_False;
+ }
+
+ Aspect_CLayer2d anOverCLayer;
+ Aspect_CLayer2d anUnderCLayer;
+ anOverCLayer.ptrLayer = anUnderCLayer.ptrLayer = NULL;
+ if (!theOverLayer.IsNull()) anOverCLayer = theOverLayer->CLayer();
+ if (!theUnderLayer.IsNull()) anUnderCLayer = theUnderLayer->CLayer();
+ return myGraphicDriver->Print (MyCView, anUnderCLayer, anOverCLayer,
+ thePrintDC, theToShowBackground, theFilename,
+ thePrintAlgorithm, theScaleFactor);
}