// To avoid numeric errors... (See comments in the beginning of the method).
// Choose between model distance and graphical distance, as the model boundaries
// might be infinite if all structures have infinite flag.
- const Standard_Real aGraphicDepth = aGraphicMaxDist >= aGraphicMinDist
- ? aGraphicMaxDist - aGraphicMinDist : RealLast();
+ const Standard_Real aGraphicDepth = aGraphMaxDist >= aGraphMinDist
+ ? aGraphMaxDist - aGraphMinDist : RealLast();
const Standard_Real aModelDepth = aModelMaxDist >= aModelMinDist
? aModelMaxDist - aModelMinDist : RealLast();
#include <Graphic3d_IndexBuffer.hxx>
#include <Graphic3d_Buffer.hxx>
#include <Graphic3d_BoundBuffer.hxx>
+#include <Graphic3d_Volume.hxx>
#include <Standard_Address.hxx>
#include <Graphic3d_GroupAspect.hxx>
//! Return true if primitive arrays within this graphic group form closed volume (do no contain open shells).
Standard_EXPORT Standard_Boolean IsClosed() const;
+ //! Adds a volume.
+ Standard_EXPORT void AddVolume (const Handle(Graphic3d_Volume)& theVolume,
+ const Standard_Boolean theToEvalMinMax = Standard_False);
+
friend class Graphic3d_Structure;
// commercial license or contractual agreement.
#include <Graphic3d_TransferFunction.hxx>
+#include <Standard_DefineHandle.hxx>
IMPLEMENT_STANDARD_HANDLE (Graphic3d_TransferFunction, Standard_Transient)
-IMPLEMENT_STANDARD_RTTIEXT(Graphic3d_TransferFunction, Standard_Transient)
+IMPLEMENT_STANDARD_RTTIEXT (Graphic3d_TransferFunction, Standard_Transient)
public:
- DEFINE_STANDARD_RTTI (Graphic3d_TransferFunction)
+ DEFINE_STANDARD_RTTI (Graphic3d_TransferFunction, Standard_Transient)
};
#include <Graphic3d_Volume.hxx>
#include <Graphic3d_ShaderObject.hxx>
+#include <Standard_DefineHandle.hxx>
IMPLEMENT_STANDARD_HANDLE (Graphic3d_Volume, Standard_Transient)
-IMPLEMENT_STANDARD_RTTIEXT(Graphic3d_Volume, Standard_Transient)
+IMPLEMENT_STANDARD_RTTIEXT (Graphic3d_Volume)
//=================================================
//function : Graphic3d_Volume
public:
- DEFINE_STANDARD_RTTI (Graphic3d_Volume)
+ DEFINE_STANDARD_RTTI (Graphic3d_Volume, Standard_Transient)
};
// commercial license or contractual agreement.
#include <Graphic3d_VolumeData.hxx>
+#include <Standard_DefineHandle.hxx>
IMPLEMENT_STANDARD_HANDLE (Graphic3d_VolumeData, Standard_Transient)
-IMPLEMENT_STANDARD_RTTIEXT(Graphic3d_VolumeData, Standard_Transient)
+IMPLEMENT_STANDARD_RTTIEXT (Graphic3d_VolumeData)
//========================================================================
//function : Graphic3d_VolumeData
public:
- DEFINE_STANDARD_RTTI (Graphic3d_VolumeData)
+ DEFINE_STANDARD_RTTI (Graphic3d_VolumeData, Standard_Transient)
};
OpenGl_BVHClipPrimitiveSet.cxx
OpenGl_BVHClipPrimitiveSet.hxx
OpenGl_ArbTexBindless.hxx
-Handle_OpenGl_Sampler.hxx
OpenGl_Sampler.hxx
OpenGl_Sampler.cxx
-OpenGl_Utils.hxx
OpenGl_Quadric.hxx
OpenGl_Quadric.cxx
OpenGl_Cylinder.hxx
OpenGl_BackgroundArray.cxx
OpenGl_Volume.hxx
OpenGl_Volume.cxx
+OpenGl_TextBuilder.hxx
+OpenGl_TextBuilder.cxx
#include <Standard.hxx>
#include <Standard_DefineHandle.hxx>
-#include <Handle_AIS_InteractiveObject.hxx>
+#include <AIS_InteractiveObject.hxx>
class Standard_Transient;
-class Handle(Standard_Type);
-class Handle(AIS_InteractiveObject);
class Voxel_Prs;
DEFINE_STANDARD_HANDLE(Voxel_Prs, AIS_InteractiveObject)
#include <Voxel_Prs.hxx>
#include <Graphic3d_AspectFillArea3d.hxx>
#include <Graphic3d_Group.hxx>
+#include <Prs3d_Root.hxx>
+#include <Standard_DefineHandle.hxx>
IMPLEMENT_STANDARD_HANDLE (Voxel_Prs, AIS_InteractiveObject)
IMPLEMENT_STANDARD_RTTIEXT(Voxel_Prs, AIS_InteractiveObject)
#include <PrsMgr_PresentationManager3d.hxx>
#include <Prs3d_Presentation.hxx>
#include <SelectMgr_Selection.hxx>
+#include <Graphic3d_Volume.hxx>
#include <Graphic3d_VolumeData.hxx>
#include <Graphic3d_TransferFunction.hxx>
//! Sets 3D volume object.
void SetVolume (const Handle(Graphic3d_Volume)& theVolume)
{
- myVolume = theVolume;
+ myVolume = theVolume;
}
protected:
public:
- DEFINE_STANDARD_RTTI (Voxel_Prs)
+ DEFINE_STANDARD_RTTI (Voxel_Prs, AIS_InteractiveObject)
};
#endif // _Voxel_Prs_HeaderFile