+// Copyright (c) 1995-1999 Matra Datavision
+// Copyright (c) 1999-2012 OPEN CASCADE SAS
+//
+// The content of this file is subject to the Open CASCADE Technology Public
+// License Version 6.5 (the "License"). You may not use the content of this file
+// except in compliance with the License. Please obtain a copy of the License
+// at http://www.opencascade.org and read it completely before using this file.
+//
+// The Initial Developer of the Original Code is Open CASCADE S.A.S., having its
+// main offices at: 1, place des Freres Montgolfier, 78280 Guyancourt, France.
+//
+// The Original Code and all software distributed under the License is
+// distributed on an "AS IS" basis, without warranty of any kind, and the
+// Initial Developer hereby disclaims all such warranties, including without
+// limitation, any warranties of merchantability, fitness for a particular
+// purpose or non-infringement. Please see the License for the specific terms
+// and conditions governing the rights and limitations under the License.
+
/***********************************************************************
FONCTION :
Classe Visual3d_View.cxx :
- Declaration des variables specifiques aux vues.
+ Declaration of variables specific to views.
- Une vue est definie par :
- - un ViewManager
- - un ContextView
- - un ViewMapping
- - une ViewOrientation
+ A view is defined by :
+ - ViewManager
+ - ContextView
+ - ViewMapping
+ - ViewOrientation
HISTORIQUE DES MODIFICATIONS :
--------------------------------
??-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
- 05-01-98 : CAL ; Ajout de AnimationMode
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
#define BUC60572 //GG_03-08-99 Add protection on Zclipping & Zcueing planes
// positions.
-#define BUC60570 //GG 14-09-99 Don't activates lighting
-// when the view shading model is NONE.
-
#define GER61454 //GG 14-09-99 Activates model clipping planes
-#define IMP140100 //GG14-01-00 Add ViewManager( ) method
-
-#define G003 //EUG 30-09-00 Degeneration management
-// Backfacing management
-
#define RIC120302 //GG Add a NEW SetWindow method which enable
// to connect a graphic widget and context to OGL.
-#define BUC61044 /* 25/10/01 SAV ; added functionality to control gl depth testing
- from higher API */
-#define BUC61045 /* 25/10/01 SAV ; added functionality to control gl lighting
- from higher API */
+//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
-#define OCC1188 //SAV Added methods to set background image
+//OCC1188 SAV Added methods to set background image
/*----------------------------------------------------------------------*/
/*
#include <Graphic3d_DataStructureManager.hxx>
#include <Graphic3d_GraphicDriver.hxx>
-#include <Graphic3d_GraphicDevice.hxx>
#include <Graphic3d_Vector.hxx>
#include <Graphic3d_Vertex.hxx>
#include <Visual3d_HSetOfLight.hxx>
#include <Visual3d_SetIteratorOfSetOfLight.hxx>
-#include <Visual3d_ClipPlane.hxx>
-#include <Visual3d_SetOfClipPlane.hxx>
-#include <Visual3d_HSetOfClipPlane.hxx>
-#include <Visual3d_SetIteratorOfSetOfClipPlane.hxx>
-
#include <Visual3d_SetIteratorOfSetOfView.hxx>
#include <Graphic3d_TextureEnv.hxx>
#include <TColStd_HArray2OfReal.hxx>
-#ifndef WNT
-# include <Xw_Window.hxx>
+#if (defined(_WIN32) || defined(__WIN32__))
+ #include <WNT_Window.hxx>
+#elif (defined(__APPLE__) && !defined(MACOSX_USE_GLX))
+ #include <Cocoa_Window.hxx>
#else
-# include <WNT_Window.hxx>
-#endif // WNT
+ #include <Xw_Window.hxx>
+#endif
#include <float.h>
{
Standard_Integer i, j;
-#ifdef IMP140100
MyPtrViewManager = AManager.operator->();
-#else
- MyPtrViewManager = (void *) AManager.operator->();
-#endif
-
- memset (&MyCView, 0, sizeof(MyCView));
MyCView.ViewId = int (AManager->Identification (this));
MyCView.Active = 0;
MyCView.IsDeleted = 0;
- MyCView.WsId = -1;
- MyCView.DefWindow.IsDefined = 0;
+ MyCView.WsId = -1;
+ MyCView.DefWindow.IsDefined = 0;
- MyCView.Context.NbActiveLight = 0;
- MyCView.Context.NbActivePlane = 0;
-#ifdef GER61454
- MyCView.Context.ActivePlane = NULL;
-#endif
+ MyCView.Context.NbActiveLight = 0;
for (i=0; i<=3; i++)
for (j=0; j<=3; j++)
MyCView.Context.ZBufferActivity = -1;
- MyMatOfMapIsModified = Standard_True;
- MyMatOfOriIsModified = Standard_True;
MyMatOfMapIsEvaluated = Standard_False;
MyMatOfOriIsEvaluated = Standard_False;
- DegenerateModeIsActive = Standard_False;
- AnimationModeIsActive = Standard_False;
-#ifdef G003
- MyCView.IsDegenerates = 0;
- MyCView.IsDegeneratesPrev = 0;
+ IsInitialized = Standard_False;
ComputedModeIsActive = Standard_False;
MyCView.Backfacing = 0;
-#endif // G003
- MyCView.DefBitmap.bitmap = 0;
MyCView.ptrUnderLayer = 0;
MyCView.ptrOverLayer = 0;
MyCView.GContext = 0;
MyCView.GDisplayCB = 0;
MyCView.GClientData = 0;
-Handle(Aspect_GraphicDriver) agd =
- (MyViewManager->GraphicDevice ())->GraphicDriver ();
-
- MyGraphicDriver = *(Handle(Graphic3d_GraphicDriver) *) &agd;
+ MyGraphicDriver = MyViewManager->GraphicDriver();
}
{
Standard_Integer i, j;
-#ifdef IMP140100
MyPtrViewManager = AManager.operator->();
-#else
- MyPtrViewManager = (void *) AManager.operator->();
-#endif
-
MyViewOrientation = VO;
MyViewMapping = VM;
MyContext = CTX;
MyViewOrientationReset = VO;
MyViewMappingReset = VM;
- memset (&MyCView, 0, sizeof(MyCView));
MyCView.ViewId = int (AManager->Identification (this));
MyCView.Active = 0;
MyCView.IsDeleted = 0;
- MyCView.WsId = -1;
- MyCView.DefWindow.IsDefined = 0;
+ MyCView.WsId = -1;
+ MyCView.DefWindow.IsDefined = 0;
- MyCView.Context.NbActiveLight = 0;
- MyCView.Context.NbActivePlane = 0;
-#ifdef GER61454
- MyCView.Context.ActivePlane = NULL;
-#endif
+ MyCView.Context.NbActiveLight = 0;
for (i=0; i<=3; i++)
for (j=0; j<=3; j++)
MyCView.Orientation.IsCustomMatrix = 1;
for ( i = 0; i < 4; i++)
for ( j = 0; j < 4; j++)
- MyCView.Orientation.ModelViewMatrix[i][j] = MyViewOrientation.MyModelViewMatrix->Value(i,j);
+ MyCView.Orientation.ModelViewMatrix[i][j] =
+ (Standard_ShortReal)MyViewOrientation.MyModelViewMatrix->Value(i,j);
}
else {
MyCView.Orientation.IsCustomMatrix = 0;
MyCView.Mapping.IsCustomMatrix = 1;
for ( i = 0; i < 4; i++)
for ( j = 0; j < 4; j++)
- MyCView.Mapping.ProjectionMatrix[i][j] = MyViewMapping.MyProjectionMatrix->Value(i,j);
+ MyCView.Mapping.ProjectionMatrix[i][j] =
+ (Standard_ShortReal)MyViewMapping.MyProjectionMatrix->Value(i,j);
}
else {
MyCView.Mapping.IsCustomMatrix = 0;
MyCView.Context.ZBufferActivity = -1;
- MyMatOfMapIsModified = Standard_True;
- MyMatOfOriIsModified = Standard_True;
MyMatOfMapIsEvaluated = Standard_False;
MyMatOfOriIsEvaluated = Standard_False;
-#ifdef G003
- AnimationModeIsActive = Standard_False;
- MyCView.IsDegenerates = 0;
- MyCView.IsDegeneratesPrev = 0;
+
+ IsInitialized = Standard_False;
ComputedModeIsActive = Standard_False;
-#endif // G003
- MyCView.DefBitmap.bitmap = 0;
MyCView.ptrUnderLayer = 0;
MyCView.ptrOverLayer = 0;
MyCView.GContext = 0;
MyCView.GDisplayCB = 0;
MyCView.GClientData = 0;
-Handle(Aspect_GraphicDriver) agd =
- (MyViewManager->GraphicDevice ())->GraphicDriver ();
-
- MyGraphicDriver = *(Handle(Graphic3d_GraphicDriver) *) &agd;
+ MyGraphicDriver = MyViewManager->GraphicDriver();
}
}
// RIC120302
-void Visual3d_View::SetWindow (const Handle(Aspect_Window)& AWindow) {
+void Visual3d_View::SetWindow (const Handle(Aspect_Window)& theWindow)
+{
if (IsDeleted ()) return;
if (IsDefined ())
Visual3d_ViewDefinitionError::Raise ("Window already defined");
- MyWindow = AWindow;
+ MyWindow = theWindow;
MyCView.WsId = MyCView.ViewId;
MyCView.DefWindow.IsDefined = 1;
-#ifndef WNT
-const Handle(Xw_Window) theWindow = *(Handle(Xw_Window) *) &AWindow;
- MyCView.DefWindow.XWindow = theWindow->XWindow ();
-#ifdef RIC120302
- MyCView.DefWindow.XParentWindow = theWindow->XParentWindow ();
-#endif
-#else
-WNT_WindowData* wd;
-const Handle(WNT_Window) theWindow = *(Handle(WNT_Window) *) &AWindow;
- MyCView.DefWindow.XWindow = ( HWND )(theWindow->HWindow());
-#ifdef RIC120302
- MyCView.DefWindow.XParentWindow = ( HWND )(theWindow->HParentWindow());
-#endif
-#ifndef _WIN64
- wd = ( WNT_WindowData* )GetWindowLong (( HWND )(theWindow->HWindow()), GWL_USERDATA);
+
+#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
- wd = ( WNT_WindowData* )GetWindowLong (( HWND )(theWindow->HWindow()), GWLP_USERDATA);
+ const Handle(Xw_Window) aWin = Handle(Xw_Window)::DownCast (theWindow);
+ MyCView.DefWindow.XWindow = aWin->XWindow();
+ //MyCView.DefWindow.XParentWindow = aWin->XParentWindow();
#endif
- wd -> WNT_WDriver_Ptr = ( void* )this;
- wd -> WNT_VMgr = ( void* )MyPtrViewManager;
-#endif /* WNT */
Standard_Integer Width, Height;
- AWindow->Size (Width, Height);
+ theWindow->Size (Width, Height);
MyCView.DefWindow.dx = float( Width );
MyCView.DefWindow.dy = float( Height );
MyGradientBackground = MyWindow->GradientBackground();
SetGradientBackground(MyGradientBackground,1);
- Standard_Boolean AWait = Standard_False; // => mise a jour immediate
+ 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);
- // Mise a jour des plans de model clipping
+ // Make view manager z layer list consistent with the view's list.
+ MyViewManager->InstallZLayers (this);
+
+ // Update planses of model clipping
UpdatePlanes ();
- // Mise a jour des sources lumineuses
+ // Update light sources
UpdateLights ();
/*
- * Association view-window n'entraine pas le display
- * des structures qui peuvent etre affichees dans la
- * nouvelle vue.
- * En effet, l'association vue-fenetre est faite, mais
- * l'affichage ne sera realise que lorsque la vue sera
- * activee (Activate).
+ * 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 ();
MyCView.IsDeleted = 1;
MyCView.DefWindow.IsDefined = 0;
- MyMatOfMapIsModified = Standard_True;
- MyMatOfOriIsModified = Standard_True;
MyMatOfMapIsEvaluated = Standard_False;
MyMatOfOriIsEvaluated = Standard_False;
+ IsInitialized = Standard_False;
+
MyWindow.Nullify ();
}
MyViewMapping.SetWindowLimit(Umin,Vmin,Umax,Vmax) ;
- // Mise a jour avant le SetViewMapping.
+ // Update before SetViewMapping.
MyCView.DefWindow.dx = float( Dxw );
MyCView.DefWindow.dy = float( Dyw );
SetViewMapping (MyViewMapping);
// SetViewMappingDefault ();
- // FMN+ Mise a jout Ratio pour le MyViewMappingReset
+ // FMN+ Update Ratio for MyViewMappingReset
MyViewMappingReset.WindowLimit(Umin,Vmin,Umax,Vmax) ;
Xc = (Umin + Umax)/2. ; Yc = (Vmin + Vmax)/2. ;
MyViewMappingReset.SetWindowLimit(Umin,Vmin,Umax,Vmax) ;
- // FMN- Mise a jout Ratio pour le MyViewMappingReset
+ // FMN- Update Ratio for MyViewMappingReset
MyGraphicDriver->RatioWindow (MyCView);
}
- // On force a recalculer les 2 matrices.
+ // Force recalculation of 2 matrices.
//
- // La vue courante peut servir a reconstruire une vue copie
- // qui est elle meme. Grace au SetWindow et au SetRatio on
- // impose le recalcul des matrices de cette nouvelle vue.
+ // The current view can help to reconstruct a copied view
+ // that is itself. Owing to SetWindow and SetRatio the
+ // recalculation of matrices of this new view is imposed.
MyMatOfMapIsEvaluated = Standard_False;
MyMatOfOriIsEvaluated = Standard_False;
}
-void Visual3d_View::UpdateLights () {
+void Visual3d_View::UpdateLights()
+{
+ if (IsDeleted()
+ || !IsDefined())
+ {
+ return;
+ }
-Standard_Integer i, j;
-CALL_DEF_LIGHT *lights=NULL;
+ if (MyContext.Model() == Visual3d_TOM_NONE)
+ {
+ // activate only a white ambient light
+ Graphic3d_CLight aCLight;
+ aCLight.Type = Visual3d_TOLS_AMBIENT;
+ aCLight.IsHeadlight = Standard_False;
+ aCLight.Color.r() = aCLight.Color.g() = aCLight.Color.b() = 1.0f;
-#ifdef BUC60570
- if( MyContext.Model() == Visual3d_TOM_NONE ) {
-// Activates only a white ambient light
MyCView.Context.NbActiveLight = 1;
- lights = new CALL_DEF_LIGHT [MyCView.Context.NbActiveLight];
- MyCView.Context.ActiveLight = lights;
-
- lights[0].WsId = MyCView.ViewId;
- lights[0].ViewId = MyCView.ViewId;
- lights[0].LightType = int (Visual3d_TOLS_AMBIENT);
- lights[0].Active = 1;
- lights[0].LightId = 0;
- lights[0].Headlight = 0;
- lights[0].Color.r = lights[0].Color.g = lights[0].Color.b = 1.;
- } else {
-#endif
- i = MyContext.NumberOfActivatedLights ();
- j = MyGraphicDriver->InquireLightLimit ();
- MyCView.Context.NbActiveLight = (i > j ? j : i);
-
- if (MyCView.Context.NbActiveLight > 0) {
-
- // Allocation dynamique
- lights = new CALL_DEF_LIGHT [MyCView.Context.NbActiveLight];
-
- MyCView.Context.ActiveLight = lights;
-
-Standard_Real X, Y, Z;
-
-Standard_Real LightConcentration;
-Standard_Real LightAttenuation1;
-Standard_Real LightAttenuation2;
-Standard_Real LightAngle;
-Quantity_Color LightColor;
-Graphic3d_Vertex LightPosition;
-Graphic3d_Vector LightDirection;
-Visual3d_TypeOfLightSource LightType=Visual3d_TOLS_AMBIENT;
-
- // Parcours des sources lumineuses
- for (j=0; j<MyCView.Context.NbActiveLight; j++) {
- LightType = (MyContext.ActivatedLight (j+1))->LightType ();
-
- lights[j].WsId = MyCView.ViewId;
- lights[j].ViewId = MyCView.ViewId;
-
- lights[j].LightType = int (LightType);
- lights[j].Active = 1;
- lights[j].LightId =
- int ((MyContext.ActivatedLight (j+1))->Identification ());
- lights[j].Headlight = (MyContext.ActivatedLight (j+1))->Headlight ()? 1:0;
-
- switch (LightType) {
-
- case Visual3d_TOLS_AMBIENT :
- (MyContext.ActivatedLight (j+1))->Values (
- LightColor
- );
- break;
-
- case Visual3d_TOLS_POSITIONAL :
- (MyContext.ActivatedLight (j+1))->Values (
- LightColor,
- LightPosition,
- LightAttenuation1,
- LightAttenuation2
- );
- break;
-
- case Visual3d_TOLS_DIRECTIONAL :
- (MyContext.ActivatedLight (j+1))->Values (
- LightColor,
- LightDirection
- );
- break;
-
- case Visual3d_TOLS_SPOT :
- (MyContext.ActivatedLight (j+1))->Values (
- LightColor,
- LightPosition,
- LightDirection,
- LightConcentration,
- LightAttenuation1,
- LightAttenuation2,
- LightAngle
- );
- break;
-
- }
-
- lights[j].Color.r = float (LightColor.Red ());
- lights[j].Color.g = float (LightColor.Green ());
- lights[j].Color.b = float (LightColor.Blue ());
-
- if ( (LightType == Visual3d_TOLS_POSITIONAL) ||
- (LightType == Visual3d_TOLS_SPOT) ) {
- LightPosition.Coord (X, Y, Z);
- lights[j].Position.x = float (X);
- lights[j].Position.y = float (Y);
- lights[j].Position.z = float (Z);
- }
-
- if ( (LightType == Visual3d_TOLS_DIRECTIONAL) ||
- (LightType == Visual3d_TOLS_SPOT) ) {
- LightDirection.Coord (X, Y, Z);
- lights[j].Direction.x = float (X);
- lights[j].Direction.y = float (Y);
- lights[j].Direction.z = float (Z);
- }
-
- if ( (LightType == Visual3d_TOLS_POSITIONAL) ||
- (LightType == Visual3d_TOLS_SPOT) ) {
- lights[j].Attenuation[0] =
- float (LightAttenuation1);
- lights[j].Attenuation[1] =
- float (LightAttenuation2);
- }
-
- if (LightType == Visual3d_TOLS_SPOT) {
- lights[j].Concentration =
- float (LightConcentration);
- lights[j].Angle =
- float (LightAngle);
- }
- }
-
- }
-#ifdef BUC60570
+ MyCView.Context.ActiveLight = &aCLight;
+ MyGraphicDriver->SetLight (MyCView);
+ MyCView.Context.ActiveLight = NULL;
+ return;
}
-#endif
- // gestion des sources lumineuses
- if (! IsDeleted ())
- if (IsDefined ())
- MyGraphicDriver->SetLight (MyCView);
- // Desallocation dynamique
- if (MyCView.Context.NbActiveLight > 0) delete [] lights;
+ MyCView.Context.NbActiveLight = Min (MyContext.NumberOfActivatedLights(),
+ MyGraphicDriver->InquireLightLimit());
+ if (MyCView.Context.NbActiveLight < 1)
+ {
+ MyGraphicDriver->SetLight (MyCView);
+ return;
+ }
+ // parcing of light sources
+ MyCView.Context.ActiveLight = new Graphic3d_CLight[MyCView.Context.NbActiveLight];
+ for (Standard_Integer aLightIter = 0; aLightIter < MyCView.Context.NbActiveLight; ++aLightIter)
+ {
+ MyCView.Context.ActiveLight[aLightIter] = MyContext.ActivatedLight (aLightIter + 1)->CLight();
+ }
+ MyGraphicDriver->SetLight (MyCView);
+ delete[] MyCView.Context.ActiveLight;
+ MyCView.Context.ActiveLight = NULL;
}
-void Visual3d_View::UpdatePlanes () {
-
-Standard_Integer i, j;
-CALL_DEF_PLANE *planes=NULL;
-
- i = MyContext.NumberOfActivatedClipPlanes ();
- j = MyGraphicDriver->InquirePlaneLimit ();
- MyCView.Context.NbActivePlane = (i > j ? j : i);
-
- if (MyCView.Context.NbActivePlane > 0) {
-
- // Allocation dynamique
-#ifdef GER61454 //Keep the plane address for the next Update !
- if( !MyCView.Context.ActivePlane )
- MyCView.Context.ActivePlane = new CALL_DEF_PLANE [j];
- planes = MyCView.Context.ActivePlane;
-#else
- planes = new CALL_DEF_PLANE [MyCView.Context.NbActivePlane];
-
- MyCView.Context.ActivePlane = planes;
-#endif
-Standard_Real A, B, C, D;
-
- // Parcours des plans de clipping
- for (j=0; j<MyCView.Context.NbActivePlane; j++) {
-
- planes[j].WsId = MyCView.ViewId;
- planes[j].ViewId = MyCView.ViewId;
-
- planes[j].Active = 1;
- planes[j].PlaneId =
- int ((MyContext.ActivatedClipPlane (j+1))->Identification ());
-
- (MyContext.ActivatedClipPlane (j+1))->Plane (A, B, C, D);
- planes[j].CoefA = float (A);
- planes[j].CoefB = float (B);
- planes[j].CoefC = float (C);
- planes[j].CoefD = float (D);
- }
-
- }
-
- // gestion des plans de model clipping
- if (! IsDeleted ())
- if (IsDefined ())
- MyGraphicDriver->SetPlane (MyCView);
-
- // Desallocation dynamique
-#ifdef GER61454
- if ( MyCView.Context.ActivePlane && (MyCView.Context.NbActivePlane == 0)
- ) {
- delete [] MyCView.Context.ActivePlane;
- MyCView.Context.ActivePlane = NULL;
- }
-#else
- if (MyCView.Context.NbActivePlane > 0) delete [] planes;
-#endif
+void Visual3d_View::UpdatePlanes()
+{
+ MyCView.Context.ClipPlanes = MyContext.GetClipPlanes();
+
+ if (IsDeleted() || !IsDefined())
+ return;
+ MyGraphicDriver->SetClipPlanes (MyCView);
}
void Visual3d_View::SetBackground (const Aspect_Background& ABack) {
if (! IsDefined ())
Visual3d_ViewDefinitionError::Raise ("Window not defined");
- // A ce niveau, seule la GL peut mettre a jour le background.
- // Il ne faut pas appeler MyWindow->SetBackground (ABack); car
- // cette methode lance une mise a jour du fond de fenetre par X
- // (si le fenetrage est X bien-sur)
+ // 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)
Standard_Real R, G, B;
MyBackground = ABack;
const Aspect_FillMethod FillStyle,
const Standard_Boolean update )
{
-#ifdef OCC1188
if ( IsDeleted() )
return;
if ( !IsDefined() )
Update();
else if ( MyViewManager->UpdateMode() == Aspect_TOU_ASAP )
Update();
-#endif
}
void Visual3d_View::SetBgImageStyle( const Aspect_FillMethod FillStyle,
const Standard_Boolean update )
{
-#ifdef OCC1188
if ( IsDeleted() )
return;
if ( !IsDefined() )
Update();
else if ( MyViewManager->UpdateMode() == Aspect_TOU_ASAP )
Update();
-#endif
}
Aspect_Background Visual3d_View::Background () const {
Standard_Integer i, j;
// Assign the new transformation in an array [0..3][0..3]
- // Evite des problemes si le user a defini sa matrice [1..4][1..4]
+ // Avoid problems if the has defined a matrice [1..4][1..4]
// ou [3..6][-1..2] !!
lr = AMatrix.LowerRow ();
ur = AMatrix.UpperRow ();
SetViewOrientation (NewViewOrientation);
- MyMatOfOriIsModified = Standard_True;
MyMatOfOriIsEvaluated = Standard_False;
}
MyViewOrientation = VO;
-Standard_Real X, Y, Z;
-
- // Tests sur la modification des parametres.
-Standard_Boolean VUPIsModified = Standard_False;
-Standard_Boolean VRPIsModified = Standard_False;
-Standard_Boolean VRUIsModified = Standard_False;
-Standard_Boolean ScaleIsModified = Standard_False;
-Standard_Boolean CustomIsModified = Standard_False;
+ Standard_Real X, Y, Z;
+ // Tests on modification of parameters.
+ Standard_Boolean VUPIsModified = Standard_False;
+ Standard_Boolean VRPIsModified = Standard_False;
+ Standard_Boolean VRUIsModified = Standard_False;
+ Standard_Boolean ScaleIsModified = Standard_False;
+ Standard_Boolean CustomIsModified = Standard_False;
(MyViewOrientation.ViewReferencePoint ()).Coord (X, Y, Z);
VUPIsModified =
- MyCView.Orientation.ViewReferencePoint.x != float (X)
- || MyCView.Orientation.ViewReferencePoint.y != float (Y)
- || MyCView.Orientation.ViewReferencePoint.z != float (Z);
+ MyCView.Orientation.ViewReferencePoint.x != float (X)
+ || MyCView.Orientation.ViewReferencePoint.y != float (Y)
+ || MyCView.Orientation.ViewReferencePoint.z != float (Z);
MyCView.Orientation.ViewReferencePoint.x = float (X);
MyCView.Orientation.ViewReferencePoint.y = float (Y);
MyCView.Orientation.ViewReferencePoint.z = float (Z);
(MyViewOrientation.ViewReferencePlane ()).Coord (X, Y, Z);
VRPIsModified =
- MyCView.Orientation.ViewReferencePlane.x != float (X)
- || MyCView.Orientation.ViewReferencePlane.y != float (Y)
- || MyCView.Orientation.ViewReferencePlane.z != float (Z);
+ MyCView.Orientation.ViewReferencePlane.x != float (X)
+ || MyCView.Orientation.ViewReferencePlane.y != float (Y)
+ || MyCView.Orientation.ViewReferencePlane.z != float (Z);
MyCView.Orientation.ViewReferencePlane.x = float (X);
MyCView.Orientation.ViewReferencePlane.y = float (Y);
MyCView.Orientation.ViewReferencePlane.z = float (Z);
(MyViewOrientation.ViewReferenceUp ()).Coord (X, Y, Z);
VRUIsModified =
- MyCView.Orientation.ViewReferenceUp.x != float (X)
- || MyCView.Orientation.ViewReferenceUp.y != float (Y)
- || MyCView.Orientation.ViewReferenceUp.z != float (Z);
+ MyCView.Orientation.ViewReferenceUp.x != float (X)
+ || MyCView.Orientation.ViewReferenceUp.y != float (Y)
+ || MyCView.Orientation.ViewReferenceUp.z != float (Z);
MyCView.Orientation.ViewReferenceUp.x = float (X);
MyCView.Orientation.ViewReferenceUp.y = float (Y);
MyCView.Orientation.ViewReferenceUp.z = float (Z);
-Standard_Real Sx, Sy, Sz;
-
- MyViewOrientation.AxialScale(Sx, Sy, Sz);
- ScaleIsModified =
- MyCView.Orientation.ViewScaleX != float (X)
- || MyCView.Orientation.ViewScaleY != float (Y)
- || MyCView.Orientation.ViewScaleZ != float (Z);
- MyCView.Orientation.ViewScaleX = float (Sx);
- MyCView.Orientation.ViewScaleY = float (Sy);
- MyCView.Orientation.ViewScaleZ = float (Sz);
+ MyViewOrientation.AxialScale(X, Y, Z);
+ ScaleIsModified =
+ MyCView.Orientation.ViewScaleX != float (X)
+ || MyCView.Orientation.ViewScaleY != float (Y)
+ || MyCView.Orientation.ViewScaleZ != float (Z);
+ MyCView.Orientation.ViewScaleX = float (X);
+ MyCView.Orientation.ViewScaleY = float (Y);
+ MyCView.Orientation.ViewScaleZ = float (Z);
CustomIsModified =
- MyCView.Orientation.IsCustomMatrix != MyViewOrientation.IsCustomMatrix();
+ (MyCView.Orientation.IsCustomMatrix != MyViewOrientation.IsCustomMatrix());
MyCView.Orientation.IsCustomMatrix = MyViewOrientation.IsCustomMatrix();
if ( MyViewOrientation.IsCustomMatrix() ) {
Standard_Integer i, j;
for (i = 0; i < 4; i++)
for (j = 0; j < 4; j++) {
- if (!CustomIsModified) CustomIsModified =
- MyCView.Orientation.ModelViewMatrix[i][j] != MyViewOrientation.MyModelViewMatrix->Value(i,j);
- MyCView.Orientation.ModelViewMatrix[i][j] = MyViewOrientation.MyModelViewMatrix->Value(i,j);
+ if (!CustomIsModified) CustomIsModified =
+ MyCView.Orientation.ModelViewMatrix[i][j] != MyViewOrientation.MyModelViewMatrix->Value(i,j);
}
}
#ifdef TRACE_TRSF
-cout << "Visual3d_View::SetViewOrientation\n";
- if (VUPIsModified || VRPIsModified || VRUIsModified || CustomIsModified)
- cout << "VUPIsModified : " << VUPIsModified
- << ", VRPIsModified : " << VRPIsModified
- << ", VRUIsModified : " << VRUIsModified
- << ", CustomIsModified : " << CustomIsModified << "\n" << flush;
+ cout << "Visual3d_View::SetViewOrientation\n";
+ if (VUPIsModified || VRPIsModified || VRUIsModified || ScaleIsModified || CustomIsModified)
+ cout << "VUPIsModified : " << VUPIsModified
+ << ", VRPIsModified : " << VRPIsModified
+ << ", VRUIsModified : " << VRUIsModified
+ << ", CustomIsModified : " << CustomIsModified
+ << ", ScaleIsModified : " << ScaleIsModified << "\n" << flush;
else
- cout << "no modification\n" << flush;
+ cout << "no modification\n" << flush;
#endif
- // Mise en route que si l'un des parametres est modifie
- if (VUPIsModified || VRPIsModified || VRUIsModified || ScaleIsModified || CustomIsModified) {
+ // restart if one of parameters is modified
+ if (!IsInitialized || VUPIsModified || VRPIsModified
+ || VRUIsModified || ScaleIsModified || CustomIsModified) {
- if (VUPIsModified || VRPIsModified || VRUIsModified || CustomIsModified) {
- MyMatOfOriIsModified = Standard_True;
- MyMatOfOriIsEvaluated = Standard_False;
- }
+ MyMatOfOriIsEvaluated = !VUPIsModified && !VRPIsModified
+ && !VRUIsModified && !ScaleIsModified;
- if (! IsDefined ()) return;
-
-Standard_Boolean AWait = Standard_False; // => mise a jour immediate
- MyGraphicDriver->ViewOrientation (MyCView, AWait);
+ if (! IsDefined ()) return;
- Compute ();
+ Standard_Boolean AWait = Standard_False; // => immediate update
+ MyGraphicDriver->ViewOrientation (MyCView, AWait);
+ IsInitialized = Standard_True;
+ Compute ();
- if (MyViewManager->UpdateMode () == Aspect_TOU_ASAP) Update ();
+ if (MyViewManager->UpdateMode () == Aspect_TOU_ASAP) Update ();
}
}
MyViewOrientation = MyViewOrientationReset;
-Standard_Real X, Y, Z;
+ Standard_Real X, Y, Z;
- // Tests sur la modification des parametres.
-Standard_Boolean VUPIsModified = Standard_False;
-Standard_Boolean VRPIsModified = Standard_False;
-Standard_Boolean VRUIsModified = Standard_False;
-Standard_Boolean ScaleIsModified = Standard_False;
-Standard_Boolean CustomIsModified = Standard_False;
+ // Tests on modification of parameters.
+ Standard_Boolean VUPIsModified = Standard_False;
+ Standard_Boolean VRPIsModified = Standard_False;
+ Standard_Boolean VRUIsModified = Standard_False;
+ Standard_Boolean ScaleIsModified = Standard_False;
+ Standard_Boolean CustomIsModified = Standard_False;
(MyViewOrientation.ViewReferencePoint ()).Coord (X, Y, Z);
VUPIsModified =
- MyCView.Orientation.ViewReferencePoint.x != float (X)
- || MyCView.Orientation.ViewReferencePoint.y != float (Y)
- || MyCView.Orientation.ViewReferencePoint.y != float (Y);
+ MyCView.Orientation.ViewReferencePoint.x != float (X)
+ || MyCView.Orientation.ViewReferencePoint.y != float (Y)
+ || MyCView.Orientation.ViewReferencePoint.z != float (Z);
MyCView.Orientation.ViewReferencePoint.x = float (X);
MyCView.Orientation.ViewReferencePoint.y = float (Y);
MyCView.Orientation.ViewReferencePoint.z = float (Z);
(MyViewOrientation.ViewReferencePlane ()).Coord (X, Y, Z);
VRPIsModified =
- MyCView.Orientation.ViewReferencePlane.x != float (X)
- || MyCView.Orientation.ViewReferencePlane.y != float (Y)
- || MyCView.Orientation.ViewReferencePlane.y != float (Y);
+ MyCView.Orientation.ViewReferencePlane.x != float (X)
+ || MyCView.Orientation.ViewReferencePlane.y != float (Y)
+ || MyCView.Orientation.ViewReferencePlane.z != float (Z);
MyCView.Orientation.ViewReferencePlane.x = float (X);
MyCView.Orientation.ViewReferencePlane.y = float (Y);
MyCView.Orientation.ViewReferencePlane.z = float (Z);
(MyViewOrientation.ViewReferenceUp ()).Coord (X, Y, Z);
VRUIsModified =
- MyCView.Orientation.ViewReferenceUp.x != float (X)
- || MyCView.Orientation.ViewReferenceUp.y != float (Y)
- || MyCView.Orientation.ViewReferenceUp.y != float (Y);
+ MyCView.Orientation.ViewReferenceUp.x != float (X)
+ || MyCView.Orientation.ViewReferenceUp.y != float (Y)
+ || MyCView.Orientation.ViewReferenceUp.z != float (Z);
MyCView.Orientation.ViewReferenceUp.x = float (X);
MyCView.Orientation.ViewReferenceUp.y = float (Y);
MyCView.Orientation.ViewReferenceUp.z = float (Z);
-Standard_Real Sx, Sy, Sz;
-
- MyViewOrientation.AxialScale(Sx, Sy, Sz);
- ScaleIsModified =
- MyCView.Orientation.ViewScaleX != float (X)
- || MyCView.Orientation.ViewScaleY != float (Y)
- || MyCView.Orientation.ViewScaleZ != float (Z);
- MyCView.Orientation.ViewScaleX = float (Sx);
- MyCView.Orientation.ViewScaleY = float (Sy);
- MyCView.Orientation.ViewScaleZ = float (Sz);
+ MyViewOrientation.AxialScale(X, Y, Z);
+ ScaleIsModified =
+ MyCView.Orientation.ViewScaleX != float (X)
+ || MyCView.Orientation.ViewScaleY != float (Y)
+ || MyCView.Orientation.ViewScaleZ != float (Z);
+ MyCView.Orientation.ViewScaleX = float (X);
+ MyCView.Orientation.ViewScaleY = float (Y);
+ MyCView.Orientation.ViewScaleZ = float (Z);
CustomIsModified =
- MyCView.Orientation.IsCustomMatrix != MyViewOrientation.IsCustomMatrix();
+ MyCView.Orientation.IsCustomMatrix != MyViewOrientation.IsCustomMatrix();
MyCView.Orientation.IsCustomMatrix = MyViewOrientation.IsCustomMatrix();
if ( MyViewOrientation.IsCustomMatrix() ) {
Standard_Integer i, j;
for (i = 0; i < 4; i++)
for (j = 0; j < 4; j++) {
- if (!CustomIsModified) CustomIsModified =
- MyCView.Orientation.ModelViewMatrix[i][j] != MyViewOrientation.MyModelViewMatrix->Value(i,j);
- MyCView.Orientation.ModelViewMatrix[i][j] = MyViewOrientation.MyModelViewMatrix->Value(i,j);
+ if (!CustomIsModified) CustomIsModified =
+ MyCView.Orientation.ModelViewMatrix[i][j] != MyViewOrientation.MyModelViewMatrix->Value(i,j);
}
}
+
#ifdef TRACE_TRSF
-cout << "Visual3d_View::ViewOrientationReset\n";
-if (VUPIsModified || VRPIsModified || VRUIsModified || CustomIsModified)
-cout << "VUPIsModified : " << VUPIsModified
- << ", VRPIsModified : " << VRPIsModified
- << ", VRUIsModified : " << VRUIsModified
- << ", CustomIsModified : " << CustomIsModified << "\n" << flush;
-else
-cout << "no modification\n" << flush;
+ cout << "Visual3d_View::ViewOrientationReset\n";
+ if (VUPIsModified || VRPIsModified || VRUIsModified || ScaleIsModified || CustomIsModified)
+ cout << "VUPIsModified : " << VUPIsModified
+ << ", VRPIsModified : " << VRPIsModified
+ << ", VRUIsModified : " << VRUIsModified
+ << ", CustomIsModified : " << CustomIsModified
+ << ", ScaleIsModified : " << ScaleIsModified << "\n" << flush;
+ else
+ cout << "no modification\n" << flush;
#endif
- // Mise en route que si l'un des parametres est modifie
- if (VUPIsModified || VRPIsModified || VRUIsModified || CustomIsModified) {
-
- if (VUPIsModified || VRPIsModified || VRUIsModified || CustomIsModified) {
- MyMatOfOriIsModified = Standard_True;
- MyMatOfOriIsEvaluated = Standard_False;
- }
+ // Restart if one of parameters is modified
+ if (!IsInitialized || VUPIsModified || VRPIsModified
+ || VRUIsModified || ScaleIsModified || CustomIsModified) {
- if (! IsDefined ()) return;
+ MyMatOfOriIsEvaluated = !VUPIsModified && !VRPIsModified
+ && !VRUIsModified && !ScaleIsModified;
-Standard_Boolean AWait = Standard_False; // => mise a jour immediate
- MyGraphicDriver->ViewOrientation (MyCView, AWait);
+ if (! IsDefined ()) return;
- Compute ();
+ Standard_Boolean AWait = Standard_False; // => immediate update
+ MyGraphicDriver->ViewOrientation (MyCView, AWait);
+ IsInitialized = Standard_True;
+ Compute ();
- if (MyViewManager->UpdateMode () == Aspect_TOU_ASAP) Update ();
+ if (MyViewManager->UpdateMode () == Aspect_TOU_ASAP) Update ();
}
-
}
void Visual3d_View::SetViewMapping (const Visual3d_ViewMapping& VM) {
for (i = 0; i < 4; i++)
for (j = 0; j < 4; j++)
MyCView.Mapping.ProjectionMatrix[i][j] =
- MyViewMapping.MyProjectionMatrix->Value(i,j);
+ (Standard_ShortReal)MyViewMapping.MyProjectionMatrix->Value(i,j);
}
- MyMatOfMapIsModified = Standard_True;
MyMatOfMapIsEvaluated = Standard_False;
if (! IsDefined ()) return;
-Standard_Boolean AWait = Standard_False; // => mise a jour immediate
+Standard_Boolean AWait = Standard_False; // => immediate update
MyGraphicDriver->ViewMapping (MyCView, AWait);
// Passage Parallele/Perspective
for (i = 0; i < 4; i++)
for (j = 0; j < 4; j++)
MyCView.Mapping.ProjectionMatrix[i][j] =
- MyViewMapping.MyProjectionMatrix->Value(i,j);
+ (Standard_ShortReal)MyViewMapping.MyProjectionMatrix->Value(i,j);
}
- MyMatOfMapIsModified = Standard_True;
MyMatOfMapIsEvaluated = Standard_False;
if (! IsDefined ()) return;
-Standard_Boolean AWait = Standard_False; // => mise a jour immediate
+Standard_Boolean AWait = Standard_False; // => immediate update
MyGraphicDriver->ViewMapping (MyCView, AWait);
if (MyViewManager->UpdateMode () == Aspect_TOU_ASAP) Update ();
Visual3d_TypeOfVisualization OldVisualMode;
Visual3d_TypeOfVisualization NewVisualMode;
- // Pour gerer l'affichage uniquement en cas de
- // changement de mode de visualisation.
+ // To manage display only in case of
+ // change of visualisation mode.
OldVisualMode = MyContext.Visualization ();
NewVisualMode = CTX.Visualization ();
Visual3d_TypeOfModel OldModel;
Visual3d_TypeOfModel NewModel;
- // Pour gerer le changement de visualisation uniquement
- // en cas de changement de mode de visualisation ou de
- // type de shading.
+ // 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 ();
Standard_Boolean OldAliasingMode;
Standard_Boolean NewAliasingMode;
- // Pour gerer l'antialiasing uniquement en cas de changement.
+ // To manage antialiasing only in case of change.
OldAliasingMode = MyContext.AliasingIsOn ();
NewAliasingMode = CTX.AliasingIsOn ();
Standard_Real OldDepthCueingBackPlane;
Standard_Real NewDepthCueingBackPlane;
- // Pour gerer le depth cueing uniquement en cas de changement.
+ // To manage the depth cueing only in case of change.
OldDepthCueingMode = MyContext.DepthCueingIsOn ();
NewDepthCueingMode = CTX.DepthCueingIsOn ();
Standard_Real OldZClippingBackPlane;
Standard_Real NewZClippingBackPlane;
- // Pour gerer le Zclipping uniquement en cas de changement.
+ // To manage the Zclipping only in case of change.
OldFrontZClippingMode = MyContext.FrontZClippingIsOn ();
NewFrontZClippingMode = CTX.FrontZClippingIsOn ();
OldBackZClippingMode = MyContext.BackZClippingIsOn ();
OldZClippingBackPlane = MyContext.ZClippingBackPlane ();
NewZClippingBackPlane = CTX.ZClippingBackPlane ();
-Standard_Integer OldTexEnvId;
-Standard_Integer NewTexEnvId;
-Visual3d_TypeOfSurfaceDetail OldSurfaceDetail;
-Visual3d_TypeOfSurfaceDetail NewSurfaceDetail;
-
- Handle(Graphic3d_TextureEnv) TempTextureEnv1 = MyContext.TextureEnv();
- if (! TempTextureEnv1.IsNull()) OldTexEnvId = TempTextureEnv1->TextureId();
- else OldTexEnvId = -1;
-
- Handle(Graphic3d_TextureEnv) TempTextureEnv2 = CTX.TextureEnv();
+ Handle(Graphic3d_TextureEnv) aTexEnvOld = MyContext.TextureEnv();
+ Handle(Graphic3d_TextureEnv) aTexEnvNew = CTX.TextureEnv();
- if (! TempTextureEnv2.IsNull()) NewTexEnvId = TempTextureEnv2->TextureId();
- else NewTexEnvId = -1;
-
- OldSurfaceDetail = MyContext.SurfaceDetail();
- NewSurfaceDetail = CTX.SurfaceDetail();
+ Visual3d_TypeOfSurfaceDetail OldSurfaceDetail = MyContext.SurfaceDetail();
+ Visual3d_TypeOfSurfaceDetail NewSurfaceDetail = CTX.SurfaceDetail();
MyContext = CTX;
UpdateView ();
-Standard_Boolean AWait = Standard_False; // => mise a jour immediate
+Standard_Boolean AWait = Standard_False; // => immediate update
if (IsDefined ()) {
- // gestion des modes de visualisation et des types de shading.
+ // management of visualization modes and types of shading.
if ((OldVisualMode != NewVisualMode) || (OldModel != NewModel))
MyGraphicDriver->SetVisualisation (MyCView);
- // gestion de l'antialiasing.
+ // management of antialiasing.
if (OldAliasingMode != NewAliasingMode)
MyGraphicDriver->AntiAliasing (MyCView, NewAliasingMode);
- // gestion du depth_cueing.
+ // management of depth_cueing.
if ((OldDepthCueingMode != NewDepthCueingMode) ||
(OldDepthCueingFrontPlane != NewDepthCueingFrontPlane) ||
(OldDepthCueingBackPlane != NewDepthCueingBackPlane)) {
(MyCView, NewDepthCueingMode);
}
- // gestion du Zclipping
+ // management of Zclipping
if ((OldFrontZClippingMode != NewFrontZClippingMode) ||
(OldBackZClippingMode != NewBackZClippingMode) ||
(OldZClippingFrontPlane != NewZClippingFrontPlane) ||
MyGraphicDriver->ClipLimit (MyCView, AWait);
}
- // gestion des textures
- if ( (OldTexEnvId != NewTexEnvId) ||
- (OldSurfaceDetail != NewSurfaceDetail) )
+ // management of textures
+ if ((aTexEnvOld != aTexEnvNew) || (OldSurfaceDetail != NewSurfaceDetail))
+ {
MyGraphicDriver->Environment(MyCView);
+ }
- // Mise a jour des plans de model clipping
+ // Update of planes of model clipping
UpdatePlanes ();
- // Mise a jour des sources lumineuses
+ // Update of light sources
UpdateLights ();
}
if (OldVisualMode != NewVisualMode) {
/*
- * Changement de contexte =>
- * Erase des structures qui ne peuvent pas etre affichees
- * avec le nouveau mode de visualisation.
- * On ne doit pas prevenir le ViewManager car
- * cette structure ne doit pas disparaitre de la
- * liste des structures affichees chez celui-ci.
+ * 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;
while (S1Iterator.More ()) {
Answer = AcceptDisplay (S1Iterator.Key ());
- // Si la structure n'est plus affichable dans le
- // nouveau contexte de la vue, on l'efface.
+ // 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 () se positionne sur la
- // prochaine structure
+ // S1Iterator.Next () is located on the next structure
S1Iterator.Next ();
}
Standard_Integer Length = FooSequence.Length ();
- // On efface les structures stockees
+ // The stored structures are removed
for (i=1; i<=Length; i++)
Erase (FooSequence.Value (i), Aspect_TOU_WAIT);
if (Length != 0) FooSequence.Clear ();
/*
- * Changement de contexte =>
- * Display des structures qui peuvent etre affichees
- * avec le nouveau mode de visualisation.
- * On recupere toutes les structures ayant le statut
- * Displayed dans le ViewManager et on l'affiche dans
- * la vue directement, si la structure n'est pas deja
- * affichee et si la vue l'accepte dans son contexte.
+ * 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 ();
Handle(Graphic3d_Structure) SG = it.Key();
if (! IsDisplayed (SG)) {
Answer = AcceptDisplay(SG);
- // Si la structure est affichable dans le
- // nouveau contexte de la vue, on l'affiche.
+ // 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),
}
Length = FooSequence.Length ();
- // On affiche les structures stockees
+ // The stored structures are displayed
for (i=1; i<=Length; i++)
Display (FooSequence.Value (i), Aspect_TOU_WAIT);
if (Length != 0) FooSequence.Clear ();
while (Iterator.More ()) {
SG.Add (Iterator.Key ());
- // Iterator.Next () se positionne sur la
- // prochaine structure
+ // Iterator.Next () is located on the next structure
Iterator.Next ();
}
MyCView.Active = 1;
/*
- * Activation d'une nouvelle vue =>
- * Display des structures qui peuvent etre affichees
- * dans cette nouvelle vue.
- * On recupere toutes les structures ayant le statut
- * Displayed dans le ViewManager et on l'affiche dans
- * la vue directement, si la structure n'est pas deja
- * affichee et si la vue l'accepte dans son contexte.
+ * 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;
Handle(Graphic3d_Structure) SG = it.Key();
if (! IsDisplayed (SG)) {
Answer = AcceptDisplay(SG);
- // Si la structure est affichable dans le
- // nouveau contexte de la vue, on l'affiche.
+ // 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);
}
- // Si l'activation/desactivation du ZBuffer doit etre automatique
- // en fonction de la presence de facettes ou pas
+ // 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 ();
- // Si la vue contient des facettes
- // et si le ZBuffer n'est pas actif
+ // If the view contains facets
+ // and if ZBuffer is not active
if (BContainsFacet && ! BZBuffer)
SetZBufferActivity (1);
- // Si la vue ne contient pas des facettes
- // et si le ZBuffer est actif
+ // If the view does not contain facets
+ // and if ZBuffer is active
if (! BContainsFacet && BZBuffer)
SetZBufferActivity (0);
}
MyGraphicDriver->DeactivateView (MyCView);
/*
- * Deactivation d'une vue =>
- * Effacement des structures qui sont affichees
- * dans cette vue.
- * On recupere toute structure ayant le statut
- * Displayed dans le ViewManager et on l'efface dans
- * la vue directement, si la structure n'est pas deja
- * effacee et si la vue l'accepte dans son contexte.
- */
+ * 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;
Handle(Graphic3d_Structure) SG = it.Key();
if (! IsDisplayed (SG)) {
Answer = AcceptDisplay(SG);
- // Si la structure etait affichable, on l'efface.
+ // 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 ();
- // Plus d'action possible sur la vue maintenant
+ // No action currently possible in the view
MyCView.Active = 0;
}
if (! MyWindow->IsMapped ()) return;
// san - 14/04/2004 - set up Z buffer state before redrawing
- // Si l'activation/desactivation du ZBuffer doit etre automatique
- // en fonction de la presence de facettes ou pas
+ // 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 ();
- // Si la vue contient des facettes
- // et si le ZBuffer n'est pas actif
+ // If the view contains facets
+ // and if ZBuffer is not active
if (BContainsFacet && ! BZBuffer)
SetZBufferActivity (1);
- // Si la vue ne contient pas des facettes
- // et si le ZBuffer est actif
+ // If the view contains only facets
+ // and if ZBuffer is active
if (! BContainsFacet && BZBuffer)
SetZBufferActivity (0);
}
if (! MyWindow->IsMapped ()) return;
// san - 14/04/2004 - set up Z buffer state before redrawing
- // Si l'activation/desactivation du ZBuffer doit etre automatique
- // en fonction de la presence de facettes ou pas
+ // 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 ();
- // Si la vue contient des facettes
- // et si le ZBuffer n'est pas actif
+ // If the view contains facets
+ // and if ZBuffer is not active
if (BContainsFacet && ! BZBuffer)
SetZBufferActivity (1);
- // Si la vue ne contient pas des facettes
- // et si le ZBuffer est actif
+ // If the view contains only facets
+ // and if ZBuffer is active
if (! BContainsFacet && BZBuffer)
SetZBufferActivity (0);
}
if (! MyWindow->IsMapped ()) return;
- // Si l'activation/desactivation du ZBuffer doit etre automatique
- // en fonction de la presence de facettes ou pas
+ 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 ();
- // Si la vue contient des facettes
- // et si le ZBuffer n'est pas actif
- if (BContainsFacet && ! BZBuffer)
+ // If the view contains facets
+ // and if ZBuffer is not active
+ if (BContainsFacet && ! BZBuffer)
SetZBufferActivity (1);
- // Si la vue ne contient pas des facettes
- // et si le ZBuffer est actif
+ // If the view does not contain facets
+ // and if ZBuffer is active
if (! BContainsFacet && BZBuffer)
SetZBufferActivity (0);
}
MyGraphicDriver->Update (MyCView, UnderCLayer, OverCLayer);
//OSD::SetSignal (Standard_True);
- MyMatOfMapIsModified = Standard_False;
- MyMatOfOriIsModified = Standard_False;
-
}
Visual3d_TypeOfAnswer Visual3d_View::AcceptDisplay (const Handle(Graphic3d_Structure)& AStructure) const {
-// Recuperation type de visualisation de la vue
+// Return type of visualization of the view
Visual3d_TypeOfVisualization ViewType = MyContext.Visualization ();
-// Recuperation type de visualisation de la structure
+// Return type of visualization of the structure
Graphic3d_TypeOfStructure StructType = AStructure->Visual ();
Visual3d_TypeOfAnswer Result = Visual3d_TOA_NO;
if (StructType == Graphic3d_TOS_ALL)
- // La structure accepte tout type de vue
+ // The structure accepts any type of view
Result = Visual3d_TOA_YES;
else {
if ((StructType == Graphic3d_TOS_SHADING)
}
-void Visual3d_View::ChangeDisplayPriority (const Handle(Graphic3d_Structure)& AStructure, const Standard_Integer OldPriority, const Standard_Integer NewPriority) {
+void Visual3d_View::ChangeDisplayPriority (const Handle(Graphic3d_Structure)& AStructure, const Standard_Integer /*OldPriority*/, const Standard_Integer NewPriority) {
if (IsDeleted ()) return;
if (! IsDefined ()) return;
if (! IsDisplayed (AStructure)) return;
Standard_Integer Index = IsComputed (AStructure);
-#ifdef G003
- if ( Index != 0 && ComputedMode () && !DegenerateModeIsOn () )
-#else
- if ((Index != 0) && (! DegenerateModeIsOn ()))
-#endif // G003
+ if (Index != 0 && ComputedMode())
{
#ifdef TRACE
Standard_Integer StructId = MyCOMPUTEDSequence.Value (Index)->Identification ();
Standard_Integer Index = IsComputed (AStructure);
if (Index != 0) {
#ifdef TRACE_CLEAR
- cout << "La structure " << AStructure->Identification ()
- << " calculee, dans la view "
- << Identification () << ", par la structure "
+ cout << "Structure " << AStructure->Identification ()
+ << " calculated in the view "
+ << Identification () << ", by structure "
<< MyCOMPUTEDSequence.Value (Index)->Identification ()
- << " est videe.\n";
+ << " is emptied.\n";
cout << flush;
#endif
MyCOMPUTEDSequence.Value (Index)->GraphicClear (WithDestruction);
if (IndexM != 0 && IndexD != 0) {
#ifdef TRACE_CONNECT
- cout << "La structure " << AMother->Identification ()
- << " est connectee a la structure "
+ cout << "Structure " << AMother->Identification ()
+ << " is connected to structure "
<< ADaughter->Identification () << endl;
- cout << "Ces structures sont calculees.\n";
- cout << "Dans la view " << Identification ()
- << "La structure "
+ cout << "These structures are calculated.\n";
+ cout << "In the view " << Identification ()
+ << "Structure "
<< MyCOMPUTEDSequence.Value (IndexM)->Identification ()
- << " est connectee a la structure "
+ << " is connected to the structure "
<< MyCOMPUTEDSequence.Value (IndexD)->Identification ()
<< endl;
#endif
if (IndexM != 0 && IndexD != 0) {
#ifdef TRACE_CONNECT
- cout << "La structure " << AMother->Identification ()
- << " est disconnectee de la structure "
+ cout << "Structure " << AMother->Identification ()
+ << " is disconnected from the structure "
<< ADaughter->Identification () << endl;
- cout << "Ces structures sont calculees.\n";
- cout << "Dans la view " << Identification ()
- << "La structure "
+ cout << "These structures are calculated.\n";
+ cout << "In the view " << Identification ()
+ << "Structure "
<< MyCOMPUTEDSequence.Value (IndexM)->Identification ()
- << " est disconnectee de la structure "
+ << " is disconnected from the structure "
<< MyCOMPUTEDSequence.Value (IndexD)->Identification ()
<< endl;
#endif
if (! IsDefined ()) return;
if (! IsActive ()) return;
- // Si Display sur une structure qui est dans la liste
- // des structures calculees alors qu'elle n'est pas
- // ou plus, du type calcule =>
- // On l'enleve ainsi que l'ancienne compute associee
- // Ceci arrive lorsque la hlhsr redevient du type
- // non computed apres un SetVisual.
+ // 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)) {
-
-#ifdef TRACE_LENGTH
- if (MyTOCOMPUTESequence.Length () != MyCOMPUTEDSequence.Length ()) {
- cout << "In Visual3d_View::Display, ";
- cout << "TOCOMPUTE " << MyTOCOMPUTESequence.Length ()
- << " != COMPUTED " << MyCOMPUTEDSequence.Length ()
- << "\n" << flush;
- }
-#endif
MyTOCOMPUTESequence.Remove (Index);
MyCOMPUTEDSequence.Remove (Index);
-
-#ifdef TRACE_LENGTH
- if (MyTOCOMPUTESequence.Length () != MyCOMPUTEDSequence.Length ())
- cout << "\tTOCOMPUTE " << MyTOCOMPUTESequence.Length ()
- << " != COMPUTED " << MyCOMPUTEDSequence.Length ()
- << "\n" << flush;
-#endif
Index = 0;
}
Visual3d_TypeOfAnswer Answer = AcceptDisplay (AStructure);
-#ifdef TRACE_DISPLAY
- Standard_Integer StructId = AStructure->Identification ();
- cout << "Visual3d_View" << MyCView.ViewId << "::Display ("
- << StructId << ");\n";
- cout << flush;
-#endif
-
if (Answer == Visual3d_TOA_NO) {
-#ifdef TRACE_DISPLAY
- cout << "Answer : Visual3d_TOA_NO\n";
- cout << flush;
-#endif
return;
}
- // Mode degenere actif
-#ifdef G003
- if ( !ComputedMode () || DegenerateModeIsOn () )
- Answer = Visual3d_TOA_YES;
-#else
- if (DegenerateModeIsOn ()) Answer = Visual3d_TOA_YES;
-;
-#endif // G003
+ if (!ComputedMode())
+ {
+ Answer = Visual3d_TOA_YES;
+ }
if (Answer == Visual3d_TOA_YES ) {
-#ifdef TRACE_DISPLAY
- cout << "Answer : Visual3d_TOA_YES\n";
- cout << flush;
-#endif
if (IsDisplayed (AStructure)) return;
MyGraphicDriver->DisplayStructure (
MyCView,
}
if (Answer == Visual3d_TOA_COMPUTE) {
-#ifdef TRACE_DISPLAY
- cout << "Answer : Visual3d_TOA_COMPUTE\n";
- cout << "Index : " << Index << "\n" << flush;
-#endif
if (Index != 0) {
- // Deja calculee, mais la COMPUTED est-elle encore valide ?
-#ifdef TRACE_DISPLAY
- if (MyCOMPUTEDSequence.Value (Index)->HLRValidation ()) {
- cout << "La structure "
- << MyTOCOMPUTESequence.Value (Index)->Identification ()
- << " deja calculee, dans la view "
- << Identification () << ", par la structure "
- << MyCOMPUTEDSequence.Value (Index)->Identification ()
- << "\n n'a pas a etre recalculee car HLR est valide\n";
- cout << flush;
- }
- else {
- cout << "La structure "
- << MyTOCOMPUTESequence.Value (Index)->Identification ()
- << " deja calculee, dans la view "
- << Identification () << ", par la structure "
- << MyCOMPUTEDSequence.Value (Index)->Identification ()
- << "\n doit etre recalculee car HLR est invalide\n";
- cout << flush;
- }
-#endif
+ // Already computed, is COMPUTED still valid?
Standard_Integer OldStructId =
MyCOMPUTEDSequence.Value (Index)->Identification ();
- // Cas COMPUTED valide
+ // Case COMPUTED valide
if (MyCOMPUTEDSequence.Value (Index)->HLRValidation ()) {
- // a afficher
+ // to be displayed
if (! IsDisplayed (AStructure)) {
MyDisplayedStructure.Add (AStructure);
MyGraphicDriver->DisplayStructure (
return;
}
- // Cas COMPUTED invalide
+ // Case COMPUTED invalid
else {
- // Existe-t-il une autre representation valide ?
- // Recherche dans la sequence des structures deja calculees
- // 1/ D'une structure ayant le meme Owner que <AStructure>
- // 2/ Qui ne soit pas <AStructure>
- // 3/ Dont la COMPUTED soit valide
+ // 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);
- // Cas COMPUTED invalide, AVEC une valide de remplacement
+ // Case of COMPUTED invalid, WITH a valid of replacement
if (NewIndex != 0) {
- // a afficher
+ // to be displayed
if (! IsDisplayed (AStructure)) {
MyCOMPUTEDSequence.SetValue
(Index, MyCOMPUTEDSequence.Value (NewIndex));
return;
}
- // Cas COMPUTED invalide, SANS une valide de remplacement
+ // Cas COMPUTED invalid, WITHOUT a valid of replacement
else {
- // On efface la COMPUTED si affichee
+ // COMPUTED is removed if displayed
if (IsDisplayed (AStructure))
MyGraphicDriver->EraseStructure (
MyCView,
#endif
TheStructure->SetHLRValidation (Standard_True);
-#ifdef TRACE_LENGTH
- if (MyTOCOMPUTESequence.Length () != MyCOMPUTEDSequence.Length ())
- cout << "\tTOCOMPUTE " << MyTOCOMPUTESequence.Length ()
- << " != COMPUTED " << MyCOMPUTEDSequence.Length ()
- << "\n" << flush;
-#endif
-
- // On ajoute la TOCOMPUTE et la COMPUTED associee aux sequences
+ // TOCOMPUTE and COMPUTED associated to sequences are added
MyTOCOMPUTESequence.Append (AStructure);
MyCOMPUTEDSequence.Append (TheStructure);
-#ifdef TRACE_LENGTH
- if (MyTOCOMPUTESequence.Length () != MyCOMPUTEDSequence.Length ())
- cout << "\tTOCOMPUTE " << MyTOCOMPUTESequence.Length ()
- << " != COMPUTED " << MyCOMPUTEDSequence.Length ()
- << "\n" << flush;
-#endif
-
- // On enleve, si necessaire, les anciennes
+ // The previous are removed if necessary
if (Index != 0) {
MyTOCOMPUTESequence.Remove (Index);
MyCOMPUTEDSequence.Remove (Index);
}
-#ifdef TRACE_LENGTH
- if (MyTOCOMPUTESequence.Length () != MyCOMPUTEDSequence.Length ())
- cout << "\tTOCOMPUTE " << MyTOCOMPUTESequence.Length ()
- << " != COMPUTED " << MyCOMPUTEDSequence.Length ()
- << "\n" << flush;
-#endif
-
-// Recuperation type de visualisation de la vue
+// Return type of visualisation of the view
Visual3d_TypeOfVisualization ViewType = MyContext.Visualization ();
-// De quel type sera la computed ?
+// Of which type will be the computed ?
Standard_Boolean ComputeWireframe = ((ViewType == Visual3d_TOV_WIREFRAME) &&
(AStructure->ComputeVisual () != Graphic3d_TOS_SHADING));
TheStructure->GraphicHighlight (Aspect_TOHM_COLOR);
}
-#ifdef TRACE_DISPLAY
- cout << "La structure " << StructId
- << " dans la view " << Identification ()
- << " est calculee par la structure "
- << TheStructure->Identification ();
- if (Answer == Visual3d_TOA_YES)
- cout << " et affichee\n";
- else
- cout << " mais pas affichee\n";
- cout << flush;
-#endif
-
- // On ne l'affiche que si la structure calculee
- // est du bon type par rapport a celui de la vue.
+ // 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);
if (IsDeleted ()) return;
- // Pas de test sur window car la structure est affichee que
- // si la window existe, donc un seul test suffit.
+ // 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);
- // Mode degenere actif
-#ifdef G003
- if ( !ComputedMode () || DegenerateModeIsOn () )
- Answer = Visual3d_TOA_YES;
-#else
- if (DegenerateModeIsOn ()) Answer = Visual3d_TOA_YES;
-#endif // G003
+ if (!ComputedMode())
+ {
+ Answer = Visual3d_TOA_YES;
+ }
if (Answer != Visual3d_TOA_COMPUTE) {
MyGraphicDriver->EraseStructure (
cout << "Index : " << Index << "\n";
cout << flush;
#endif
-#ifdef G003
- if ( Index != 0 && ComputedMode () &&
- !DegenerateModeIsOn () )
-#else
- if ((Index != 0) && (! DegenerateModeIsOn ()))
-#endif // G003
+
+ if (Index != 0 && ComputedMode())
{
StructId =
MyCOMPUTEDSequence.Value (Index)->Identification ();
#ifdef TRACE_COMP
cout << "Structure " << AStructure->Identification ()
- << " calculee, dans la view "
- << Identification () << ", par la structure "
- << StructId << " est effacee. \n";
+ << " calculated, in the view "
+ << Identification () << ", by the structure "
+ << StructId << " is removed. \n";
cout << flush;
#endif
MyGraphicDriver->EraseStructure
(MyCView, *(Graphic3d_CStructure *)MyCOMPUTEDSequence.Value (Index)->CStructure ());
}
- // Le else est impossible
+ // else is impossible
}
MyDisplayedStructure.Remove (AStructure);
if (AnUpdateMode == Aspect_TOU_ASAP) Update ();
Standard_Integer Index = IsComputed (AStructure);
if (Index != 0) {
#ifdef TRACE_HIGH
- cout << "La structure " << AStructure->Identification ()
- << " calculee, dans la view "
- << Identification () << ", par la structure "
+ cout << "Structure " << AStructure->Identification ()
+ << " calculated, in the view "
+ << Identification () << ", by the structure "
<< MyCOMPUTEDSequence.Value (Index)->Identification ()
- << " passe en mode highlight.\n";
+ << " passes in highlight mode.\n";
cout << flush;
#endif
(MyCOMPUTEDSequence.Value (Index))->SetHighlightColor
Standard_Integer Index = IsComputed (AStructure);
if (Index != 0) {
#ifdef TRACE_TRSF
- cout << "La structure " << AStructure->Identification ()
- << " calculee, dans la view "
- << Identification () << ", par la structure "
+ cout << "The structure " << AStructure->Identification ()
+ << " calculated, in the view "
+ << Identification () << ", by the structure "
<< MyCOMPUTEDSequence.Value (Index)->Identification ()
- << " est transformee.\n";
+ << " is transformed.\n";
cout << flush;
#endif
- // Test un peu leger !
- // On ne transmet la trsf que si c'est :
- // une translation
- // un scale
+ // 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.)
Standard_Integer Index = IsComputed (AStructure);
if (Index != 0) {
#ifdef TRACE_HIGH
- cout << "La structure " << AStructure->Identification ()
- << " calculee, dans la view "
- << Identification () << ", par la structure "
+ cout << "Structure " << AStructure->Identification ()
+ << " calculated, in the view "
+ << Identification () << ", by the structure "
<< MyCOMPUTEDSequence.Value (Index)->Identification ()
- << " passe en mode unhighlight.\n";
+ << " passes in unhighlight mode.\n";
cout << flush;
#endif
MyCOMPUTEDSequence.Value (Index)->GraphicUnHighlight ();
if ((MyTOCOMPUTESequence.Value (i))->Identification ()
== StrId) Result = i;
#ifdef TRACE_ISCOMP
- cout << "\nDans la vue " << Identification () << " la structure ";
+ cout << "\n In the view " << Identification () << " the structure ";
if (Result != 0)
- cout << StrId << " est calculee par "
+ cout << StrId << " is calculated by "
<< MyCOMPUTEDSequence.Value (Result)->Identification ()
<< "\n" << flush;
else
- cout << StrId << " n'est pas calculee\n" << flush;
+ cout << StrId << " is not calculated\n" << flush;
#endif
#ifdef TRACE_LENGTH
Standard_Integer i = MyDisplayedStructure.Extent ();
- // On s'arrette a la premiere structure qui est du type TOS_COMPUTED
+ // Stop at the first structure of type TOS_COMPUTED
while (! Result && Iterator.More ()) {
Result =
(((Iterator.Key ())->Visual ()) == Graphic3d_TOS_COMPUTED);
- // Iterator.Next () se positionne sur la
- // prochaine structure
+ // Iterator.Next () is located on the
+ // next structure
Iterator.Next ();
}
Graphic3d_MapIteratorOfMapOfStructure Iterator (ASet);
- // On s'arrette a la premiere structure qui contient une facette
+ // Stop at the first structure containing a facet
for ( Iterator.Initialize (ASet);
Iterator.More () && ! Result;
Iterator.Next ())
Iterator.More ();
Iterator.Next ()) {
+ if (!Iterator.Key()->IsVisible())
+ {
+ continue;
+ }
+
if ( (Iterator.Key ())->IsInfinite ()){
//XMin, YMin .... ZMax are initialized by means of infinite line data
(Iterator.Key ())->MinMaxValues (Xm, Ym, Zm, XM, YM, ZM);
if ( ZM != RealLast() && ZM > ZMax )
ZMax = ZM ;
}
- // Seules les structures non vides et non infinies
- // sont prises en compte pour le calcul des MinMax
+ // Only non-empty and non-infinite structures
+ // are taken into account for calculation of MinMax
if (! (Iterator.Key ())->IsInfinite () &&
! (Iterator.Key ())->IsEmpty ()) {
(Iterator.Key ())->MinMaxValues(Xm, Ym, Zm, XM, YM, ZM);
}
}
- // Les cas suivants ne sont pas debiles
- // Par exemple si toutes les structures sont vides ou infinies
+ // The following cases are relevant
+ // For exemple if all structures are empty or infinite
if (XMax < XMin) { Xm = XMin; XMin = XMax; XMax = Xm; }
if (YMax < YMin) { Ym = YMin; YMin = YMax; YMax = Ym; }
if (ZMax < ZMin) { Zm = ZMin; ZMin = ZMax; ZMax = Zm; }
math_Vector PtDC (0,3), PtWC (0,3);
// RLE method:
-// Sinon utiliser un new sur une Visual3d_View (constructeur+destructeur)
-// car Projects est une const methode or MatrixOfOrientation et
-// MatrixOfMapping ne le sont pas.
+// Otherwise use new on Visual3d_View (constructor+destructor)
+// as Projects is a const method or MatrixOfOrientation and
+// MatrixOfMapping is not.
Visual3d_View * const newthis = (Visual3d_View * const) this;
newthis->MatrixOfOrientation ();
newthis->MatrixOfMapping ();
Standard_Real bpd = MyViewMapping.BackPlaneDistance ();
/*
- * Les coordonnees de PtNPC sont decrites dans l'espace
+ * Coordinates of PtNPC are described in the space
* [0-1]x[0-1]x[0-1].
- * Il faut transformer x et y dans le window space.
- * Il faut transformer z dans l'espace du back et front
- * plane, en pensant aux plans de clipping.
- * Ces plans de z clipping sont definis entre 0 et 1.
+ * It is necessary to transform x and y in the window space.
+ * It is necessary to transform z in the space of back and front
+ * plane, taking into account clipping planes.
+ * Z clipping planes are defined between 0 and 1.
*/
APX = PtNPC (0) * (uM - um) + um;
APX /= Ratio;
/*
- * Les coordonnees de APX, APY, APZ sont decrites dans
- * l'espace [0-1]x[0-1]x[0-1].
- * Il faut transformer x et y dans le window space.
- * Il faut transformer z dans l'espace du back et front
- * plane, en pensant aux plans de clipping.
- * Ces plans de z clipping sont definis entre 0 et 1.
- */
+ * Coordinates of APX, APY, APZ are described in the space
+ * [0-1]x[0-1]x[0-1].
+ * It is necessary to transform x and y in the window space.
+ * It is necessary to transform z in the space of back and front
+ * plane, taking into account clipping planes.
+ * Z clipping planes are defined between 0 and 1.
+ */
APX = APX * (uM - um) + um;
APY = APY * (vM - vm) + vm;
}
}
-void Visual3d_View::Exploration () const {
-
- if (IsDeleted ()) return;
-
- MyGraphicDriver->DumpView (MyCView);
-
-}
Standard_Boolean Visual3d_View::ZBufferIsActivated () const {
if ((! IsDefined ()) || (! IsActive ())) return (Standard_False);
-// -1 => non force par le programmeur => depend du type de visualisation
-// 0 ou 1 => force par le programmeur
+// -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)
MyCView.Context.Model = int (MyContext.Model ());
MyCView.Context.Visualization = int (MyContext.Visualization ());
- Handle(Graphic3d_TextureEnv) TempTextureEnv = MyContext.TextureEnv();
- if (! TempTextureEnv.IsNull()) MyCView.Context.TexEnvId = TempTextureEnv->TextureId();
- else MyCView.Context.TexEnvId = -1;
+ MyCView.Context.TextureEnv = MyContext.TextureEnv();
MyCView.Context.SurfaceDetail = MyContext.SurfaceDetail();
}
for (i=1; i<=Length; i++)
(MyCOMPUTEDSequence.Value (i))->SetHLRValidation (Standard_False);
- // Si le mode degenere est actif, on ne recalcule rien
-#ifdef G003
- if ( DegenerateModeIsOn () || !ComputedMode () ) return;
-#else
- if (DegenerateModeIsOn ()) return;
-#endif // G003
+ if (!ComputedMode())
+ {
+ return;
+ }
/*
- * Forcer le HLRValidation a False sur toutes les structures
- * calculees dans la vue.
+ * Force HLRValidation to False on all structures
+ * calculated in the view.
*/
#ifdef TRACE_LENGTH
if (MyTOCOMPUTESequence.Length () != MyCOMPUTEDSequence.Length ()) {
#endif
/*
- * Changement d'orientation ou de type de projection =>
- * Erase des structures qui ont ete calculees pour
- * l'orientation precedente.
- * Recalcul des nouvelles structures.
- * Passage du mode degenere ON a OFF =>
- * Erase des structures qui ont ete calculees avant que
- * le mode degenere passe a ON.
- * Recalcul des nouvelles structures.
+ * 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;
while (S1Iterator.More ()) {
Answer = AcceptDisplay (S1Iterator.Key ());
- // Si la structure etait calculee, on la recalcule.
+ // If the structure was calculated, it is recalculated.
if (Answer == Visual3d_TOA_COMPUTE) {
#ifdef TRACE
cout << "AcceptDisplay ("
FooSequence.Append (S1Iterator.Key ());
}
- // S1Iterator.Next () se positionne sur la
- // prochaine structure
+ // S1Iterator.Next () is located on the next structure
S1Iterator.Next ();
}
Length = FooSequence.Length ();
- // On affiche les structures stockees
+ // All stored structures are displayed
for (i=1; i<=Length; i++)
Display (FooSequence.Value (i), Aspect_TOU_WAIT);
if (Length != 0) FooSequence.Clear ();
}
void Visual3d_View::ReCompute (const Handle(Graphic3d_Structure)& AStructure) {
-#ifdef G003
- if ( DegenerateModeIsOn () || !ComputedMode () ) return;
-#else
- if (DegenerateModeIsOn()) return;
-#endif // G003
+ if (!ComputedMode()) return;
if (IsDeleted ()) return;
Standard_Integer Index = IsComputed (AStructure);
if (Index == 0) {
#ifdef TRACE_COMP
- cout << "La structure " << AStructure->Identification ()
- << " n'est pas calculee dans la view "
+ cout << "Structure " << AStructure->Identification ()
+ << " is not calculated in the view "
<< Identification () << "\n";
cout << flush;
#endif
MyCOMPUTEDSequence.Value (Index)->Identification ();
#ifdef TRACE_COMP
Standard_Integer StructId = AStructure->Identification ();
- cout << "La structure " << StructId
- << " calculee, dans la view "
- << Identification () << ", par la structure "
- << OldStructId << " est recalculee.\n";
+ cout << "Structure " << StructId
+ << " calculated, in the view "
+ << Identification () << ", by the structure "
+ << OldStructId << " is recalculated.\n";
cout << flush;
#endif
#endif
TheStructure->SetHLRValidation (Standard_True);
-// Recuperation type de visualisation de la vue
+// Return type of visualisation of the view
Visual3d_TypeOfVisualization ViewType = MyContext.Visualization ();
-// De quel type sera la computed ?
+// Of which type will be the computed ?
Standard_Boolean ComputeWireframe = ((ViewType == Visual3d_TOV_WIREFRAME) &&
(AStructure->ComputeVisual () != Graphic3d_TOS_SHADING));
TheStructure->GraphicHighlight (Aspect_TOHM_COLOR);
}
- // On la range
- // Recherche de la structure <AStructure>
- // dans la sequence des structures a calculer
+ // Ot is ranged
+ // Find structure <AStructure>
+ // in the sequence of structures to be calculated.
NewStructId = TheStructure->Identification ();
- // On efface l'ancienne calculee et on affiche la nouvelle
+ // The previous calculation is removed and the new one is dislayed
MyGraphicDriver->EraseStructure (
MyCView,
*(Graphic3d_CStructure *)MyCOMPUTEDSequence.Value (Index)->CStructure ());
}
#endif
- // On ajoute la hlhsr et
- // la nouvelle compute associee
+ // hlhsr and the new associated compute are added
MyTOCOMPUTESequence.Append (AStructure);
MyCOMPUTEDSequence.Append (TheStructure);
<< "\n" << flush;
#endif
- // On enleve la hlhsr et
- // l'ancienne compute associee
+ // hlhsr and the new associated compute are removed
MyTOCOMPUTESequence.Remove (Index);
MyCOMPUTEDSequence.Remove (Index);
}
-void
-#ifdef G003
-Visual3d_View::SetAnimationModeOn ( const Standard_Boolean degenerate ) {
-#else
-Visual3d_View::SetAnimationModeOn () {
-#endif
-
- if (AnimationModeIsOn ()) return;
-
- AnimationModeIsActive = Standard_True;
-#ifdef G003
- if ( degenerate )
- SetDegenerateModeOn ();
- else
- SetDegenerateModeOff ();
-#endif // G003
- MyGraphicDriver->BeginAnimation (MyCView);
-
-}
-
-void Visual3d_View::SetAnimationModeOff () {
-
- if (! AnimationModeIsOn ()) return;
-
- AnimationModeIsActive = Standard_False;
-#ifdef G003
- SetDegenerateModeOff ();
-#endif // G003
- MyGraphicDriver->EndAnimation (MyCView);
-
-}
-
-Standard_Boolean Visual3d_View::AnimationModeIsOn () const {
-
- return AnimationModeIsActive;
-
-}
-
-void Visual3d_View::SetDegenerateModeOn () {
-
-#ifdef TRACE
- cout << "Visual3d_View" << MyCView.ViewId
- << "::SetDegenerateModeOn ();\n";
- cout << flush;
-#endif
-
- // Si le mode degenere est deja actif, on ne recalcule rien
- if (DegenerateModeIsOn ()) return;
- DegenerateModeIsActive = Standard_True;
-
-#ifdef G003
- MyCView.IsDegenerates = 1;
-#else
- /*
- * Changement d'activite du mode degenere
- * Erase des structures qui ont ete calculees
- * et affichees quand le mode etait off.
- * Affichage des structures non calculees.
- */
-Graphic3d_MapIteratorOfMapOfStructure S1Iterator (MyDisplayedStructure);
-Visual3d_TypeOfAnswer Answer;
-Standard_Integer StructId;
-
- while (S1Iterator.More ()) {
-
- Answer = AcceptDisplay (S1Iterator.Key ());
- // Si la structure etait a calculer, on efface la
- // structure calculee et l'on l'affiche
- // (C'est le role du passage en mode degenere)
-
- if (Answer == Visual3d_TOA_COMPUTE) {
-Standard_Integer Index = IsComputed (S1Iterator.Key ());
- if (Index != 0) {
- StructId =
- MyCOMPUTEDSequence.Value (Index)->Identification ();
-#ifdef TRACE_COMP
- cout << "La structure " << S1Iterator.Key ()->Identification ()
- << " calculee, dans la view "
- << Identification () << ", par la structure "
- << StructId << " passe en mode degenere.\n";
- cout << "On efface " << StructId << " puis on affiche "
- << S1Iterator.Key ()->Identification () << "\n";
- cout << flush;
-#endif
- MyGraphicDriver->EraseStructure
- (MyCView, *(Graphic3d_CStructure *)MyCOMPUTEDSequence.Value (Index)->CStructure ());
- MyGraphicDriver->DisplayStructure (
- MyCView,
- *(Graphic3d_CStructure *)S1Iterator.Key ()->CStructure (),
- int (S1Iterator.Key ()->DisplayPriority ())
- );
- }
- else {
- // Le else est impossible (OUI !)
- // Si le mode etait non degenere avant alors la
- // structure calculee associee a S1Iterator.Key ()
- // existe vraiment et donc Index != 0
- }
- }
-
- // S1Iterator.Next () se positionne sur la
- // prochaine structure
- S1Iterator.Next ();
- }
-#endif //G003
-}
-
-void Visual3d_View::SetDegenerateModeOff () {
-
-#ifdef TRACE
- cout << "Visual3d_View" << MyCView.ViewId
- << "::SetDegenerateModeOff ();\n";
- cout << flush;
-#endif
-
- // Si le mode degenere est deja inactif, on ne recalcule rien
- if (! DegenerateModeIsOn ()) return;
-
- DegenerateModeIsActive = Standard_False;
-
-#ifdef G003
- MyCView.IsDegenerates = 0;
-#else
- /*
- * Changement d'activite du mode degenere
- * Erase des structures qui ont ete affichees
- * quand le mode etait on.
- * Calcul des structures.
- */
-Graphic3d_MapIteratorOfMapOfStructure S1Iterator (MyDisplayedStructure);
-Visual3d_TypeOfAnswer Answer;
-Standard_Integer StructId;
-
- Standard_Integer i = MyDisplayedStructure.Extent ();
-
- while (S1Iterator.More ()) {
-
- Answer = AcceptDisplay (S1Iterator.Key ());
- // Si la structure etait a calculer, on l'efface
- // et on affiche la structure calculee
- // (C'est le role du passage en mode non degenere)
-
- if (Answer == Visual3d_TOA_COMPUTE) {
-Standard_Integer Index = IsComputed (S1Iterator.Key ());
- if (Index != 0) {
- StructId =
- MyCOMPUTEDSequence.Value (Index)->Identification ();
-#ifdef TRACE_COMP
- cout << "La structure " << S1Iterator.Key ()->Identification ()
- << " calculee, dans la view "
- << Identification () << ", par la structure "
- << StructId << " passe en mode normal.\n";
- cout << "On efface " << S1Iterator.Key ()->Identification ()
- << " puis on affiche " << StructId << "\n";
- cout << flush;
-#endif
- MyGraphicDriver->EraseStructure
- (MyCView,
- *(Graphic3d_CStructure *)S1Iterator.Key ()->CStructure ());
- MyGraphicDriver->DisplayStructure (
- MyCView,
- *(Graphic3d_CStructure *)MyCOMPUTEDSequence.Value (Index)->CStructure (),
- int (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);
- }
- }
- }
- else {
- // Le else est impossible (NON !)
- // Le mode degenere a ete active avant l'affichage
- // de la structure. La structure a donc ete ensuite
- // affichee dans le mode degenere et donc sans que la
- // structure calculee existe.
- // On la calcule
-
- // Compute + Validation
-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);
- }
- }
-#endif
- TheStructure->SetHLRValidation (Standard_True);
-
-// Recuperation type de visualisation de la vue
-Visual3d_TypeOfVisualization ViewType = MyContext.Visualization ();
-
-// De quel type sera la computed ?
-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);
- }
-
- // On la range
-Standard_Integer Result = 0;
-Standard_Integer Length = MyTOCOMPUTESequence.Length ();
- // Recherche de la structure <S1Iterator.Key ()>
- // dans la sequence des structures a calculer
- StructId = (S1Iterator.Key ())->Identification ();
- for (i=1; i<=Length && Result==0; i++)
- if ((MyTOCOMPUTESequence.Value (i))->Identification () ==
- StructId) Result = i;
- if (Result != 0)
- MyCOMPUTEDSequence.ChangeValue (Result) = TheStructure;
- else {
- // On ajoute la hlhsr et la nouvelle compute associee
-#ifdef TRACE_LENGTH
- if (MyTOCOMPUTESequence.Length () != MyCOMPUTEDSequence.Length ()) {
- cout << "In Visual3d_View::SetDegenerateModeOff, ";
- cout << "TOCOMPUTE " << MyTOCOMPUTESequence.Length ()
- << " != COMPUTED " << MyCOMPUTEDSequence.Length ()
- << "\n" << flush;
- }
-#endif
- MyTOCOMPUTESequence.Append (S1Iterator.Key ());
- MyCOMPUTEDSequence.Append (TheStructure);
-#ifdef TRACE_LENGTH
- if (MyTOCOMPUTESequence.Length () != MyCOMPUTEDSequence.Length ())
- cout << "\tTOCOMPUTE " << MyTOCOMPUTESequence.Length ()
- << " != COMPUTED " << MyCOMPUTEDSequence.Length ()
- << "\n" << flush;
-#endif
- }
-
- // On efface la degeneree et on affiche la calculee
- MyGraphicDriver->EraseStructure
- (MyCView,
- *(Graphic3d_CStructure *)(S1Iterator.Key ()->CStructure ()));
- MyGraphicDriver->DisplayStructure (
- MyCView,
- *(Graphic3d_CStructure *)TheStructure->CStructure (),
- int (S1Iterator.Key ()->DisplayPriority ())
- );
- }
- }
-
- // S1Iterator.Next () se positionne sur la
- // prochaine structure
- S1Iterator.Next ();
- }
-
- if (MyViewManager->UpdateMode () == Aspect_TOU_ASAP) Update ();
-#endif //G003
-}
-
-Standard_Boolean Visual3d_View::DegenerateModeIsOn () const {
-
- return DegenerateModeIsActive;
-
-}
-
-Handle(Aspect_GraphicDriver) Visual3d_View::GraphicDriver () const {
+const Handle(Graphic3d_GraphicDriver)& Visual3d_View::GraphicDriver () const {
return MyGraphicDriver;
}
-void Visual3d_View::Plot (const Handle(Graphic3d_Plotter)& APlotter) const {
-
-Graphic3d_MapIteratorOfMapOfStructure S1Iterator (MyDisplayedStructure);
-
- while (S1Iterator.More ()) {
-
- if (DegenerateModeIsOn ())
- // Le mode etant degenere on plotte la structure
- // affichee sans s'occuper si elle est calculee
- (S1Iterator.Key ())->Plot (APlotter);
- else {
-Standard_Integer Index = IsComputed (S1Iterator.Key ());
- // Le mode n'etant pas degenere on plotte la structure
- // affichee si elle n'est pas calculee sinon
- // on plotte la structure calculee associee
- if (Index == 0)
- (S1Iterator.Key ())->Plot (APlotter);
- else
- (MyCOMPUTEDSequence.Value (Index))->Plot (APlotter);
- }
-
- // S1Iterator.Next () se positionne sur la
- // prochaine structure
- S1Iterator.Next ();
- }
-
+void Visual3d_View::Plot (const Handle(Graphic3d_Plotter)& thePlotter) const
+{
+ for (Graphic3d_MapIteratorOfMapOfStructure S1Iterator (MyDisplayedStructure); S1Iterator.More(); S1Iterator.Next())
+ {
+ 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);
+ }
}
Standard_Integer Visual3d_View::HaveTheSameOwner (const Handle(Graphic3d_Structure)& AStructure) const {
Standard_Integer Result = 0;
Standard_Integer Length = MyTOCOMPUTESequence.Length ();
- // Recherche dans la sequence des structures deja calculees
- // 1/ D'une structure ayant le meme Owner que <AStructure>
- // 2/ Qui ne soit pas <AStructure>
- // 3/ Dont la COMPUTED soit valide
+ // 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 () !=
}
}
-void Visual3d_View::GetGraduatedTrihedron(/* Names of axes */
- Standard_CString& xname,
- Standard_CString& yname,
- Standard_CString& 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,
- /* X name color */
- Quantity_Color& xnamecolor,
- /* Y name color */
- Quantity_Color& ynamecolor,
- /* Z name color */
- Quantity_Color& znamecolor,
- /* X color of axis and values */
- Quantity_Color& xcolor,
- /* Y color of axis and values */
- Quantity_Color& ycolor,
- /* Z color of axis and values */
- Quantity_Color& zcolor,
- /* Name of font for names of axes */
- Standard_CString& fontOfNames,
- /* Style of names of axes */
- OSD_FontAspect& styleOfNames,
- /* Size of names of axes */
- Standard_Integer& sizeOfNames,
- /* Name of font for values */
- Standard_CString& fontOfValues,
- /* Style of values */
- OSD_FontAspect& styleOfValues,
- /* Size of values */
- Standard_Integer& sizeOfValues) const
+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
{
- MyGraphicDriver->GetGraduatedTrihedron(MyCView,
- /* Names of axes */
- xname,
- yname,
- zname,
- /* Draw names */
- xdrawname,
- ydrawname,
- zdrawname,
- /* Draw values */
- xdrawvalues,
- ydrawvalues,
- zdrawvalues,
- /* Draw grid */
- drawgrid,
- /* Draw axes */
- drawaxes,
- /* Number of splits along axes */
- nbx,
- nby,
- nbz,
- /* Offset for drawing values */
- xoffset,
- yoffset,
- zoffset,
- /* Offset for drawing names of axes */
- xaxisoffset,
- yaxisoffset,
- zaxisoffset,
- /* Draw tickmarks */
- xdrawtickmarks,
- ydrawtickmarks,
- zdrawtickmarks,
- /* Length of tickmarks */
- xtickmarklength,
- ytickmarklength,
- ztickmarklength,
- /* Grid color */
- gridcolor,
- /* X name color */
- xnamecolor,
- /* Y name color */
- ynamecolor,
- /* Z name color */
- znamecolor,
- /* X color of axis and values */
- xcolor,
- /* Y color of axis and values */
- ycolor,
- /* Z color of axis and values */
- zcolor,
- /* Name of font for names of axes */
- fontOfNames,
- /* Style of names of axes */
- styleOfNames,
- /* Size of names of axes */
- sizeOfNames,
- /* Name of font for values */
- fontOfValues,
- /* Style of values */
- styleOfValues,
- /* Size of values */
- sizeOfValues);
-}
-
-void Visual3d_View::GraduatedTrihedronDisplay(/* Names of axes */
- const Standard_CString xname,
- const Standard_CString yname,
- const Standard_CString 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,
- /* X name color */
- const Quantity_Color& xnamecolor,
- /* Y name color */
- const Quantity_Color& ynamecolor,
- /* Z name color */
- const Quantity_Color& znamecolor,
- /* X color of axis and values */
- const Quantity_Color& xcolor,
- /* Y color of axis and values */
- const Quantity_Color& ycolor,
- /* Z color of axis and values */
- const Quantity_Color& zcolor,
- /* Name of font for names of axes */
- const Standard_CString fontOfNames,
- /* Style of names of axes */
- const OSD_FontAspect styleOfNames,
- /* Size of names of axes */
- const Standard_Integer sizeOfNames,
- /* Name of font for values */
- const Standard_CString fontOfValues,
- /* Style of values */
- const OSD_FontAspect styleOfValues,
- /* Size of values */
- const Standard_Integer sizeOfValues)
+ 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)
{
- CALL_DEF_GRADUATEDTRIHEDRON cubic;
- cubic.ptrVisual3dView = this;
- cubic.cbCubicAxes = SetMinMaxValuesCallback;
- MyGraphicDriver->GraduatedTrihedronDisplay(MyCView,
- cubic,
- /* Names of axes */
- xname,
- yname,
- zname,
- /* Draw names */
- xdrawname,
- ydrawname,
- zdrawname,
- /* Draw values */
- xdrawvalues,
- ydrawvalues,
- zdrawvalues,
- /* Draw grid */
- drawgrid,
- /* Draw axes */
- drawaxes,
- /* Number of splits along axes */
- nbx,
- nby,
- nbz,
- /* Offset for drawing values */
- xoffset,
- yoffset,
- zoffset,
- /* Offset for drawing names of axes */
- xaxisoffset,
- yaxisoffset,
- zaxisoffset,
- /* Draw tickmarks */
- xdrawtickmarks,
- ydrawtickmarks,
- zdrawtickmarks,
- /* Length of tickmarks */
- xtickmarklength,
- ytickmarklength,
- ztickmarklength,
- /* Grid color */
- gridcolor,
- /* X name color */
- xnamecolor,
- /* Y name color */
- ynamecolor,
- /* Z name color */
- znamecolor,
- /* X color of axis and values */
- xcolor,
- /* Y color of axis and values */
- ycolor,
- /* Z color of axis and values */
- zcolor,
- /* Name of font for names of axes */
- fontOfNames,
- /* Style of names of axes */
- styleOfNames,
- /* Size of names of axes */
- sizeOfNames,
- /* Name of font for values */
- fontOfValues,
- /* Style of values */
- styleOfValues,
- /* Size of values */
- 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);
}
void Visual3d_View::GraduatedTrihedronErase()
{
+ MyGTrihedron.ptrVisual3dView = NULL;
MyGraphicDriver->GraduatedTrihedronErase(MyCView);
}
return maxplane;
}
-#ifdef IMP140100
-Handle(Visual3d_ViewManager) Visual3d_View::ViewManager() const {
-
- return MyPtrViewManager;
+Handle(Visual3d_ViewManager) Visual3d_View::ViewManager() const
+{
+ return MyPtrViewManager;
}
-#endif
-#ifdef G003
-void Visual3d_View :: SetComputedMode ( const Standard_Boolean aMode ) {
-
- if ( ( (aMode && ComputedModeIsActive) ||
- (!aMode && !ComputedModeIsActive)
- ) || DegenerateModeIsOn ()
- ) return;
+void Visual3d_View :: SetComputedMode ( const Standard_Boolean aMode )
+{
+ if ((aMode && ComputedModeIsActive) ||
+ (!aMode && !ComputedModeIsActive))
+ {
+ return;
+ }
Graphic3d_MapIteratorOfMapOfStructure S1Iterator ( MyDisplayedStructure );
Visual3d_TypeOfAnswer Answer;
Standard_Integer StructId;
Standard_Integer i = MyDisplayedStructure.Extent ();
-
- if ( !( ComputedModeIsActive = aMode ) ) {
+ ComputedModeIsActive = aMode;
+ if (!ComputedModeIsActive) {
while ( S1Iterator.More () ) {
return Visual3d_TOBM_DISABLE;
} // end Visual3d_View :: BackFacingModel
-#endif // G003
void Visual3d_View::EnableDepthTest( const Standard_Boolean enable ) const
{
-#ifdef BUC61044
MyGraphicDriver->SetDepthTestEnabled( MyCView, enable );
-#endif
}
Standard_Boolean Visual3d_View::IsDepthTestEnabled() const
{
-#ifdef BUC61044
return MyGraphicDriver->IsDepthTestEnabled( MyCView );
-#else
- return Standard_True;
-#endif
}
void Visual3d_View::ReadDepths(const Standard_Integer x,
theWidth, theHeight );
}
-Standard_Boolean Visual3d_View::BufferDump (Image_CRawBufferData& theBuffer)
+Standard_Boolean Visual3d_View::BufferDump (Image_PixMap& theImage,
+ const Graphic3d_BufferType& theBufferType)
{
- return MyGraphicDriver->BufferDump( MyCView, theBuffer);
+ return MyGraphicDriver->BufferDump (MyCView, theImage, theBufferType);
}
void Visual3d_View::EnableGLLight( const Standard_Boolean enable ) const
{
-#ifdef BUC61045
MyGraphicDriver->SetGLLightEnabled( MyCView, enable );
-#endif
}
Standard_Boolean Visual3d_View::IsGLLightEnabled() const
{
-#ifdef BUC61045
return MyGraphicDriver->IsGLLightEnabled( MyCView );
-#else
- return Standard_True;
-#endif
}
-void Visual3d_View::Export( const Standard_CString FileName,
- const Graphic3d_ExportFormat Format,
- const Graphic3d_SortType aSortType,
- const Standard_Real Precision,
- const Standard_Address ProgressBarFunc,
- const Standard_Address ProgressObject ) const
+Standard_Boolean Visual3d_View::Export (const Standard_CString theFileName,
+ const Graphic3d_ExportFormat theFormat,
+ const Graphic3d_SortType theSortType,
+ const Standard_Real thePrecision,
+ const Standard_Address theProgressBarFunc,
+ const Standard_Address theProgressObject) const
{
- Handle( Visual3d_Layer ) AnUnderLayer = MyViewManager->UnderLayer(),
- AnOverLayer = MyViewManager->OverLayer();
+ Handle(Visual3d_Layer) anUnderLayer = MyViewManager->UnderLayer();
+ Handle(Visual3d_Layer) anOverLayer = MyViewManager->OverLayer();
- Aspect_CLayer2d OverCLayer;
- Aspect_CLayer2d UnderCLayer;
- OverCLayer.ptrLayer = UnderCLayer.ptrLayer = NULL;
+ Aspect_CLayer2d anOverCLayer;
+ Aspect_CLayer2d anUnderCLayer;
+ anOverCLayer.ptrLayer = anUnderCLayer.ptrLayer = NULL;
- if( !AnOverLayer.IsNull() )
- OverCLayer = AnOverLayer->CLayer();
- if( !AnUnderLayer.IsNull() )
- UnderCLayer = AnUnderLayer->CLayer();
+ if (!anOverLayer.IsNull())
+ anOverCLayer = anOverLayer->CLayer();
+ if (!anUnderLayer.IsNull())
+ anUnderCLayer = anUnderLayer->CLayer();
- Standard_Integer W, H;
- Window()->Size( W, H );
+ Standard_Integer aWidth, aHeight;
+ Window()->Size (aWidth, aHeight);
- MyGraphicDriver->Export( FileName, Format, aSortType, W, H, MyCView, UnderCLayer, OverCLayer,
- Precision, ProgressBarFunc, ProgressObject );
+ return MyGraphicDriver->Export (theFileName, theFormat, theSortType,
+ aWidth, aHeight, MyCView, anUnderCLayer, anOverCLayer,
+ thePrecision, theProgressBarFunc, theProgressObject);
+}
+
+//=======================================================================
+//function : AddZLayer
+//purpose :
+//=======================================================================
+
+void Visual3d_View::AddZLayer (const Standard_Integer theLayerId)
+{
+ MyGraphicDriver->AddZLayer (MyCView, theLayerId);
+}
+
+//=======================================================================
+//function : RemoveZLayer
+//purpose :
+//=======================================================================
+
+void Visual3d_View::RemoveZLayer (const Standard_Integer theLayerId)
+{
+ MyGraphicDriver->RemoveZLayer (MyCView, theLayerId);
+}
+
+//=======================================================================
+//function : ChangeZLayer
+//purpose :
+//=======================================================================
+
+void Visual3d_View::ChangeZLayer (const Handle(Graphic3d_Structure)& theStructure,
+ const Standard_Integer theLayerId)
+{
+ MyGraphicDriver->ChangeZLayer (
+ (*(Graphic3d_CStructure*)theStructure->CStructure()), MyCView, theLayerId);
}