#ifndef _Graphic3d_CStructure_HeaderFile
#define _Graphic3d_CStructure_HeaderFile
-#include <Graphic3d_CStructure_Handle.hxx>
+#include <Graphic3d_BndBox3d.hxx>
#include <Graphic3d_Group.hxx>
+#include <Graphic3d_PresentationAttributes.hxx>
#include <Graphic3d_SequenceOfGroup.hxx>
#include <Graphic3d_SequenceOfHClipPlane.hxx>
-#include <Graphic3d_TypeOfComposition.hxx>
+#include <Graphic3d_ViewAffinity.hxx>
+#include <Graphic3d_TransformPers.hxx>
#include <Graphic3d_Vec3.hxx>
-#include <Standard_Transient.hxx>
-#include <Handle_Graphic3d_GraphicDriver.hxx>
+#include <Graphic3d_ZLayerId.hxx>
+#include <TopLoc_Datum3D.hxx>
+#include <NCollection_IndexedMap.hxx>
-class Handle(Graphic3d_StructureManager);
+class Graphic3d_GraphicDriver;
+class Graphic3d_StructureManager;
//! Low-level graphic structure interface
class Graphic3d_CStructure : public Standard_Transient
{
+ DEFINE_STANDARD_RTTIEXT(Graphic3d_CStructure, Standard_Transient)
+protected:
+
+ //! 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 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 Graphic3d_SequenceOfHClipPlane& ClipPlanes() const
+ const Handle(Graphic3d_SequenceOfHClipPlane)& ClipPlanes() const
{
return myClipPlanes;
}
//! Pass clip planes to the associated graphic driver structure
- void SetClipPlanes (const Graphic3d_SequenceOfHClipPlane& thePlanes) { myClipPlanes = thePlanes; }
+ 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 UpdateNamedStatus() = 0;
+ virtual void OnVisibilityChanged() = 0;
//! Clear graphic data
virtual void Clear() = 0;
//! Disconnect other structure to this one
virtual void Disconnect (Graphic3d_CStructure& theStructure) = 0;
- //! Synchronize structure aspects
- virtual void UpdateAspects() = 0;
+ //! Highlights structure with the given style
+ virtual void GraphicHighlight (const Handle(Graphic3d_PresentationAttributes)& theStyle) = 0;
- //! Synchronize structure transformation
- virtual void UpdateTransformation() = 0;
-
- //! Highlight entire structure with color
- virtual void HighlightWithColor (const Graphic3d_Vec3& theColor,
- const Standard_Boolean theToCreate) = 0;
-
- //! Highlight structure using boundary box
- virtual void HighlightWithBndBox (const Handle(Graphic3d_Structure)& theStruct,
- const Standard_Boolean theToCreate) = 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;
//! Remove group from this structure
virtual void RemoveGroup (const Handle(Graphic3d_Group)& theGroup) = 0;
-public:
-
- int Id;
- int Priority;
- int PreviousPriority;
-
- CALL_DEF_CONTEXTLINE ContextLine;
- CALL_DEF_CONTEXTFILLAREA ContextFillArea;
- CALL_DEF_CONTEXTMARKER ContextMarker;
- CALL_DEF_CONTEXTTEXT ContextText;
+ //! Update render transformation matrix.
+ virtual void updateLayerTransformation() {}
- CALL_DEF_BOUNDBOX BoundBox;
+ //! Dumps the content of me into the stream
+ Standard_EXPORT virtual void DumpJson (Standard_OStream& theOStream, Standard_Integer theDepth = -1) const;
- float Transformation[4][4];
- Graphic3d_TypeOfComposition Composition;
+public:
- int ContainsFacet;
+ Handle(Graphic3d_ViewAffinity) ViewAffinity; //!< view affinity mask
- unsigned IsInfinite : 1;
- unsigned stick : 1;
- unsigned highlight : 1;
- unsigned visible : 1;
- unsigned pick : 1;
- unsigned HLRValidation : 1;
+ Standard_Integer Id;
+ Standard_Integer Priority;
+ Standard_Integer PreviousPriority;
- CALL_DEF_TRANSFORM_PERSISTENCE TransformPersistence;
+ Standard_Integer ContainsFacet;
protected:
Handle(Graphic3d_GraphicDriver) myGraphicDriver;
Graphic3d_SequenceOfGroup myGroups;
- Graphic3d_SequenceOfHClipPlane myClipPlanes;
+ 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:
- DEFINE_STANDARD_RTTI(Graphic3d_CStructure) // Type definition
+ 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