// Copyright (c) 1995-1999 Matra Datavision
-// Copyright (c) 1999-2012 OPEN CASCADE SAS
+// Copyright (c) 1999-2014 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.
+// This file is part of Open CASCADE Technology software library.
//
-// 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.
+// This library is free software; you can redistribute it and/or modify it under
+// the terms of the GNU Lesser General Public License version 2.1 as published
+// by the Free Software Foundation, with special exception defined in the file
+// OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
+// distribution for complete text of the license and disclaimer of any warranty.
//
-// 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.
-
-/*============================================================================*/
-/*==== Titre: Graphic3d_CStructure.hxx */
-/*==== Role : The header file of primitive type "CStructure" from Graphic3d */
-/*==== */
-/*==== Implementation: This is a primitive type implemented with typedef */
-/*============================================================================*/
+// Alternatively, this file may be used under the terms of Open CASCADE
+// commercial license or contractual agreement.
#ifndef _Graphic3d_CStructure_HeaderFile
#define _Graphic3d_CStructure_HeaderFile
-#include <InterfaceGraphic_Graphic3d.hxx>
-typedef CALL_DEF_STRUCTURE Graphic3d_CStructure;
+#include <Graphic3d_BndBox3d.hxx>
+#include <Graphic3d_Group.hxx>
+#include <Graphic3d_PresentationAttributes.hxx>
+#include <Graphic3d_SequenceOfGroup.hxx>
+#include <Graphic3d_SequenceOfHClipPlane.hxx>
+#include <Graphic3d_ViewAffinity.hxx>
+#include <Graphic3d_TransformPers.hxx>
+#include <Graphic3d_Vec3.hxx>
+#include <Graphic3d_ZLayerId.hxx>
+#include <TopLoc_Datum3D.hxx>
+#include <NCollection_IndexedMap.hxx>
-#if defined(__cplusplus) || defined(c_plusplus)
-/*==== Definition de Type ====================================================*/
+class Graphic3d_GraphicDriver;
+class Graphic3d_StructureManager;
-#include <Standard_Type.hxx>
-const Handle(Standard_Type)& TYPE(Graphic3d_CStructure) ;
-/*============================================================================*/
+//! Low-level graphic structure interface
+class Graphic3d_CStructure : public Standard_Transient
+{
+ DEFINE_STANDARD_RTTIEXT(Graphic3d_CStructure, Standard_Transient)
+protected:
-#endif
-#endif /*Graphic3d_CStructure_HeaderFile*/
+ //! Auxiliary wrapper to iterate through structure list.
+ template<class Struct_t>
+ class SubclassStructIterator
+ {
+ public:
+ SubclassStructIterator (const NCollection_IndexedMap<const Graphic3d_CStructure*>& theStructs) : myIter (theStructs) {}
+ Standard_Boolean More() const { return myIter.More(); }
+ void Next() { myIter.Next(); }
+ const Struct_t* Value() const { return (const Struct_t* )(myIter.Value()); }
+ Struct_t* ChangeValue() { return (Struct_t* )(myIter.Value()); }
+ private:
+ NCollection_IndexedMap<const Graphic3d_CStructure*>::Iterator myIter;
+ };
+
+ //! Auxiliary wrapper to iterate through group sequence.
+ template<class Group_t>
+ class SubclassGroupIterator
+ {
+ public:
+ SubclassGroupIterator (const Graphic3d_SequenceOfGroup& theGroups) : myIter (theGroups) {}
+ Standard_Boolean More() const { return myIter.More(); }
+ void Next() { myIter.Next(); }
+ const Group_t* Value() const { return (const Group_t* )(myIter.Value().get()); }
+ Group_t* ChangeValue() { return (Group_t* )(myIter.ChangeValue().get()); }
+ private:
+ Graphic3d_SequenceOfGroup::Iterator myIter;
+ };
+
+public:
+
+ //! @return graphic driver created this structure
+ const Handle(Graphic3d_GraphicDriver)& GraphicDriver() const
+ {
+ return myGraphicDriver;
+ }
+
+ //! @return graphic groups
+ const Graphic3d_SequenceOfGroup& Groups() const
+ {
+ return myGroups;
+ }
+
+ //! Return transformation.
+ const Handle(TopLoc_Datum3D)& Transformation() const { return myTrsf; }
+
+ //! Assign transformation.
+ virtual void SetTransformation (const Handle(TopLoc_Datum3D)& theTrsf) { myTrsf = theTrsf; }
+
+ //! Return transformation persistence.
+ const Handle(Graphic3d_TransformPers)& TransformPersistence() const { return myTrsfPers; }
+
+ //! Set transformation persistence.
+ virtual void SetTransformPersistence (const Handle(Graphic3d_TransformPers)& theTrsfPers) { myTrsfPers = theTrsfPers; }
+
+ //! Return TRUE if some groups might have transform persistence; FALSE by default.
+ bool HasGroupTransformPersistence() const { return myHasGroupTrsf; }
+
+ //! Set if some groups might have transform persistence.
+ void SetGroupTransformPersistence (bool theValue) { myHasGroupTrsf = theValue; }
+
+ //! @return associated clip planes
+ const Handle(Graphic3d_SequenceOfHClipPlane)& ClipPlanes() const
+ {
+ return myClipPlanes;
+ }
+
+ //! Pass clip planes to the associated graphic driver structure
+ void SetClipPlanes (const Handle(Graphic3d_SequenceOfHClipPlane)& thePlanes) { myClipPlanes = thePlanes; }
+
+ //! @return bounding box of this presentation
+ const Graphic3d_BndBox3d& BoundingBox() const
+ {
+ return myBndBox;
+ }
+
+ //! @return bounding box of this presentation
+ //! without transformation matrix applied
+ Graphic3d_BndBox3d& ChangeBoundingBox()
+ {
+ return myBndBox;
+ }
+
+ //! Return structure visibility flag
+ bool IsVisible() const { return visible != 0; }
+
+ //! Return structure visibility considering both View Affinity and global visibility state.
+ bool IsVisible (const Standard_Integer theViewId) const
+ {
+ return visible != 0
+ && (ViewAffinity.IsNull()
+ || ViewAffinity->IsVisible (theViewId));
+ }
+
+ //! Set z layer ID to display the structure in specified layer
+ virtual void SetZLayer (const Graphic3d_ZLayerId theLayerIndex) { myZLayer = theLayerIndex; }
+
+ //! Get z layer ID
+ Graphic3d_ZLayerId ZLayer() const { return myZLayer; }
+
+ //! Returns valid handle to highlight style of the structure in case if
+ //! highlight flag is set to true
+ const Handle(Graphic3d_PresentationAttributes)& HighlightStyle() const { return myHighlightStyle; }
+
+public:
+
+ //! Returns FALSE if the structure hits the current view volume, otherwise returns TRUE.
+ Standard_Boolean IsCulled() const { return myIsCulled; }
+
+ //! Marks structure as culled/not culled - note that IsAlwaysRendered() is ignored here!
+ void SetCulled (Standard_Boolean theIsCulled) const { myIsCulled = theIsCulled; }
+
+ //! Marks structure as overlapping the current view volume one.
+ //! The method is called during traverse of BVH tree.
+ void MarkAsNotCulled() const { myIsCulled = Standard_False; }
+
+ //! Returns whether check of object's bounding box clipping is enabled before drawing of object; TRUE by default.
+ Standard_Boolean BndBoxClipCheck() const { return myBndBoxClipCheck; }
+
+ //! Enable/disable check of object's bounding box clipping before drawing of object.
+ void SetBndBoxClipCheck(Standard_Boolean theBndBoxClipCheck) { myBndBoxClipCheck = theBndBoxClipCheck; }
+
+ //! Checks if the structure should be included into BVH tree or not.
+ Standard_Boolean IsAlwaysRendered() const
+ {
+ return IsInfinite
+ || IsForHighlight
+ || IsMutable
+ || Is2dText
+ || (!myTrsfPers.IsNull() && myTrsfPers->IsTrihedronOr2d());
+ }
+
+public:
+
+ //! Update structure visibility state
+ virtual void OnVisibilityChanged() = 0;
+
+ //! Clear graphic data
+ virtual void Clear() = 0;
+
+ //! Connect other structure to this one
+ virtual void Connect (Graphic3d_CStructure& theStructure) = 0;
+
+ //! Disconnect other structure to this one
+ virtual void Disconnect (Graphic3d_CStructure& theStructure) = 0;
+
+ //! Highlights structure with the given style
+ virtual void GraphicHighlight (const Handle(Graphic3d_PresentationAttributes)& theStyle) = 0;
+
+ //! Unhighlights the structure and invalidates pointer to structure's highlight
+ //! style
+ virtual void GraphicUnhighlight() = 0;
+
+ //! Create shadow link to this structure
+ virtual Handle(Graphic3d_CStructure) ShadowLink (const Handle(Graphic3d_StructureManager)& theManager) const = 0;
+
+ //! Create new group within this structure
+ virtual Handle(Graphic3d_Group) NewGroup (const Handle(Graphic3d_Structure)& theStruct) = 0;
+
+ //! Remove group from this structure
+ virtual void RemoveGroup (const Handle(Graphic3d_Group)& theGroup) = 0;
+
+ //! Update render transformation matrix.
+ virtual void updateLayerTransformation() {}
+
+ //! Dumps the content of me into the stream
+ Standard_EXPORT virtual void DumpJson (Standard_OStream& theOStream, Standard_Integer theDepth = -1) const;
+
+public:
+
+ Handle(Graphic3d_ViewAffinity) ViewAffinity; //!< view affinity mask
+
+ Standard_Integer Id;
+ Standard_Integer Priority;
+ Standard_Integer PreviousPriority;
+
+ Standard_Integer ContainsFacet;
+
+protected:
+
+ //! Create empty structure.
+ Standard_EXPORT Graphic3d_CStructure (const Handle(Graphic3d_StructureManager)& theManager);
+
+protected:
+
+ Handle(Graphic3d_GraphicDriver) myGraphicDriver;
+ Graphic3d_SequenceOfGroup myGroups;
+ Graphic3d_BndBox3d myBndBox;
+ Handle(TopLoc_Datum3D) myTrsf;
+ Handle(Graphic3d_TransformPers) myTrsfPers;
+ Handle(Graphic3d_SequenceOfHClipPlane) myClipPlanes;
+ Handle(Graphic3d_PresentationAttributes) myHighlightStyle; //! Current highlight style; is set only if highlight flag is true
+
+ Graphic3d_ZLayerId myZLayer;
+
+ mutable Standard_Boolean myIsCulled; //!< A status specifying is structure needs to be rendered after BVH tree traverse
+ Standard_Boolean myBndBoxClipCheck; //!< Flag responsible for checking of bounding box clipping before drawing of object
+
+ Standard_Boolean myHasGroupTrsf; //!< flag specifying that some groups might have transform persistence
+
+public:
+
+ unsigned IsInfinite : 1;
+ unsigned stick : 1; //!< displaying state - should be set when structure has been added to scene graph (but can be in hidden state)
+ unsigned highlight : 1;
+ unsigned visible : 1; //!< visibility flag - can be used to suppress structure while leaving it in the scene graph
+ unsigned HLRValidation : 1;
+ unsigned IsForHighlight : 1;
+ unsigned IsMutable : 1;
+ unsigned Is2dText : 1;
+
+};
+
+DEFINE_STANDARD_HANDLE (Graphic3d_CStructure, Standard_Transient)
+
+#endif // _Graphic3d_CStructure_HeaderFile