/usr/include/oce/AIS_InteractiveObject.hxx is in liboce-visualization-dev 0.18.2-2build1.
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// Please do not edit this file; modify original file instead.
// The copyright and license terms as defined for the original file apply to
// this header file considered to be the "object code" form of the original source.
#ifndef _AIS_InteractiveObject_HeaderFile
#define _AIS_InteractiveObject_HeaderFile
#include <Standard.hxx>
#include <Standard_DefineHandle.hxx>
#include <Handle_AIS_InteractiveObject.hxx>
#include <AIS_PToContext.hxx>
#include <Handle_Standard_Transient.hxx>
#include <TColStd_ListOfTransient.hxx>
#include <Standard_Real.hxx>
#include <Quantity_Color.hxx>
#include <Graphic3d_NameOfMaterial.hxx>
#include <Standard_Integer.hxx>
#include <Standard_Boolean.hxx>
#include <Aspect_TypeOfFacingModel.hxx>
#include <TColStd_ListOfInteger.hxx>
#include <SelectMgr_SelectableObject.hxx>
#include <PrsMgr_TypeOfPresentation3d.hxx>
#include <AIS_KindOfInteractive.hxx>
#include <Quantity_NameOfColor.hxx>
#include <Handle_AIS_InteractiveContext.hxx>
#include <Handle_Prs3d_Presentation.hxx>
#include <Handle_Prs3d_BasicAspect.hxx>
#include <Standard_ShortReal.hxx>
class Standard_Transient;
class AIS_InteractiveContext;
class Quantity_Color;
class TColStd_ListOfTransient;
class Graphic3d_MaterialAspect;
class TColStd_ListOfInteger;
class Prs3d_Presentation;
class Prs3d_BasicAspect;
class Bnd_Box;
//! Defines a class of objects with display and selection services.
//! Entities which are visualized and selected are
//! Interactive Objects. You can make use of classes of
//! standard Interactive Objects for which all necessary
//! methods have already been programmed, or you can
//! implement your own classes of Interactive Objects.
//! Specific attributes of entities such as arrow aspect for
//! dimensions must be loaded in a Drawer. This Drawer
//! is then applied to the Interactive Object in view.
//! There are four types of Interactive Object in AIS: the
//! construction element or Datum, the Relation, which
//! includes both dimensions and constraints, the Object,
//! and finally, when the object is of an unknown type, the None type.
//! Inside these categories, a signature, or index,
//! provides the possibility of additional characterization.
//! By default, the Interactive Object has a None type
//! and a signature of 0. If you want to give a particular
//! type and signature to your interactive object, you must
//! redefine the methods, Signature and Type.
//! Warning
//! In the case of attribute methods, methods for
//! standard attributes are virtual. They must be
//! redefined by the inheriting classes. Setcolor for a
//! point and Setcolor for a plane, for example, do not
//! affect the same attributes in the Drawer.
class AIS_InteractiveObject : public SelectMgr_SelectableObject
{
public:
//! Returns the kind of Interactive Object:
//! - None
//! - Datum
//! - Relation
//! - Object
//! By default, the interactive object has a None type.
//! Because specific shapes entail different behavior
//! according to their sub-shapes, you may need to
//! create a Local Context. This will allow you to
//! specify the additional characteristics which you
//! need to handle these shapes.
Standard_EXPORT virtual AIS_KindOfInteractive Type() const;
//! Specifies additional characteristics of Interactive
//! Objects. A signature is, in fact, an index with integer
//! values assigned different properties.
//! This method is frequently used in conjuction with
//! Type to give a particular type and signature to an
//! Interactive Object. By default, the Interactive Object
//! has a None type and a signature of 0. Among the
//! datums, this signature is attributed to the shape
//! The remaining datums have the following default signatures:
//! - Point signature 1
//! - Axis signature 2
//! - Trihedron signature 3
//! - PlaneTrihedron signature 4
//! - Line signature 5
//! - Circle signature 6
//! - Plane signature 7.
Standard_EXPORT virtual Standard_Integer Signature() const;
//! Informs the graphic context that the interactive Object
//! may be decomposed into sub-shapes for dynamic selection.
//! The most used Interactive Object is AIS_Shape.
//! Activation methods for standard selection modes are
//! proposed in the Interactive Context. These include
//! selection by vertex or by edges. For datums with the
//! same behavior as AIS_Shape, such as vetices and
//! edges, we must redefine the virtual method so that
//! AcceptShapeDecomposition returns false.
//! Rule for selection :
//! Mode 0 : Selection of the interactive Object itself
//! Mode 1 : Selection of vertices
//! Mode 2 : Selection Of Edges
//! Mode 3 : Selection Of Wires
//! Mode 4 : Selection Of Faces ...
virtual Standard_Boolean AcceptShapeDecomposition() const;
//! change the current facing model apply on polygons for
//! SetColor(), SetTransparency(), SetMaterial() methods
//! default facing model is Aspect_TOFM_TWO_SIDE. This mean that attributes is
//! applying both on the front and back face.
Standard_EXPORT void SetCurrentFacingModel (const Aspect_TypeOfFacingModel aModel = Aspect_TOFM_BOTH_SIDE) ;
//! Returns the current facing model which is in effect.
Standard_EXPORT Aspect_TypeOfFacingModel CurrentFacingModel() const;
Standard_EXPORT virtual void SetColor (const Quantity_Color& aColor) ;
//! only the interactive obj knowns which Drawer attribute
//! is affected by the color (ex: for a wire, it's the
//! wireaspect field of the drawer, but for a vertex, only
//! the point aspect field is affected by the color)
//! WARNING : Do not forget to set the corresponding fields
//! here (hasOwnColor and myOwnColor)
Standard_EXPORT virtual void SetColor (const Quantity_NameOfColor aColor) ;
//! Removes color settings. Only the Interactive Object
//! knows which Drawer attribute is affected by the color
//! setting. For a wire, for example, wire aspect is the
//! attribute affected. For a vertex, however, only point
//! aspect is affected by the color setting.
Standard_EXPORT virtual void UnsetColor() ;
//! Allows you to provide the setting aValue for width.
//! Only the Interactive Object knows which Drawer
//! attribute is affected by the width setting.
Standard_EXPORT virtual void SetWidth (const Standard_Real aValue) ;
Standard_EXPORT virtual void UnsetWidth() ;
//! Returns true if the class of objects accepts the display mode aMode.
//! The interactive context can have a default mode of
//! representation for the set of Interactive Objects. This
//! mode may not be accepted by a given class of
//! objects. Consequently, this virtual method allowing us
//! to get information about the class in question must be implemented.
Standard_EXPORT virtual Standard_Boolean AcceptDisplayMode (const Standard_Integer aMode) const;
//! Returns the default display mode. This method is to
//! be implemented when the main mode is not mode 0.
Standard_EXPORT virtual Standard_Integer DefaultDisplayMode() const;
//! Updates the active presentation; if <AllModes> = Standard_True
//! all the presentations inside are recomputed.
//! IMPORTANT: It is preferable to call Redisplay method of
//! corresponding AIS_InteractiveContext instance for cases when it
//! is accessible. This method just redirects call to myCTXPtr,
//! so this class field must be up to date for proper result.
Standard_EXPORT void Redisplay (const Standard_Boolean AllModes = Standard_False) ;
//! Sets the infinite state flag aFlage.
//! if <aFlag> = True , the interactiveObject is
//! considered as infinite, i.e. its graphic presentations
//! are not taken in account for View FitAll...
Standard_EXPORT void SetInfiniteState (const Standard_Boolean aFlag = Standard_True) ;
//! Returns true if the interactive object is infinite. In this
//! case, its graphic presentations are not taken into
//! account in the fit-all view.
Standard_Boolean IsInfinite() const;
//! Indicates whether the Interactive Object has a pointer
//! to an interactive context.
Standard_EXPORT Standard_Boolean HasInteractiveContext() const;
//! Returns the context pointer to the interactive context.
Standard_EXPORT Handle(AIS_InteractiveContext) GetContext() const;
//! Sets the interactive context aCtx and provides a link
//! to the default drawing tool or "Drawer" if there is none.
Standard_EXPORT virtual void SetContext (const Handle(AIS_InteractiveContext)& aCtx) ;
//! Returns true if the object has an owner attributed to it.
//! The owner can be a shape for a set of sub-shapes or
//! a sub-shape for sub-shapes which it is composed of,
//! and takes the form of a transient.
Standard_EXPORT Standard_Boolean HasOwner() const;
//! Returns the owner of the Interactive Object.
//! The owner can be a shape for a set of sub-shapes or
//! a sub-shape for sub-shapes which it is composed of,
//! and takes the form of a transient.
//! There are two types of owners:
//! - Direct owners, decomposition shapes such as
//! edges, wires, and faces.
//! - Users, presentable objects connecting to sensitive
//! primitives, or a shape which has been decomposed.
const Handle(Standard_Transient)& GetOwner() const;
//! Allows you to attribute the owner ApplicativeEntity to
//! an Interactive Object. This can be a shape for a set of
//! sub-shapes or a sub-shape for sub-shapes which it
//! is composed of. The owner takes the form of a transient.
void SetOwner (const Handle(Standard_Transient)& ApplicativeEntity) ;
//! Each Interactive Object has methods which allow us
//! to attribute an Owner to it in the form of a Transient.
//! This method removes the owner from the graphic entity.
Standard_EXPORT void ClearOwner() ;
Standard_EXPORT Standard_Boolean HasUsers() const;
const TColStd_ListOfTransient& Users() const;
Standard_EXPORT void AddUser (const Handle(Standard_Transient)& aUser) ;
Standard_EXPORT void ClearUsers() ;
//! Returns true if the Interactive Object has a display
//! mode setting. Otherwise, it is displayed in Neutral Point.
Standard_Boolean HasDisplayMode() const;
//! Sets the display mode aMode for the interactive object.
//! An object can have its own temporary display mode,
//! which is different from that proposed by the interactive context.
//! The range of possibilities currently proposed is the following:
//! - AIS_WireFrame
//! - AIS_Shaded
//! This range can, however, be extended through the creation of new display modes.
Standard_EXPORT void SetDisplayMode (const Standard_Integer aMode) ;
//! Removes display mode settings from the interactive object.
void UnsetDisplayMode() ;
//! Returns the display mode setting of the Interactive Object.
//! The range of possibilities is the following:
//! - AIS_WireFrame
//! - AIS_Shaded
//! This range can, however, be extended through the
//! creation of new display modes.
Standard_Integer DisplayMode() const;
//! Allows you to change the selection mode of an
//! Interactive Object.
//! The default selection mode setting is 0.
//! For shapes, for example, the selection modes are as follows:
//! - mode 0 - selection of the shape itself
//! - mode 1 - selection of vertices
//! - mode 2 - selection of edges
//! - mode 3 - selection of wires
//! - mode 4 - selection of faces
//! - mode 5 - selection of shells
//! - mode 6 - selection of solids
//! - mode 7 - selection of compounds
//! For trihedra, on the other hand, the selection modes are the following four:
//! - mode 0 - selection of a trihedron
//! - mode 1 - selection of its origin
//! - mode 2 - selection of its axes
//! - mode 3 - selection of its planes
Standard_EXPORT Standard_Boolean HasSelectionMode() const;
//! Returns the selection mode of the interactive object.
Standard_EXPORT Standard_Integer SelectionMode() const;
//! You can change the default selection mode index
//! aMode of an Interactive Object.
//! This is only of interest if you decide that mode 0
//! adopted by convention will not do.
Standard_EXPORT void SetSelectionMode (const Standard_Integer aMode) ;
//! You can change the default selection mode index of
//! an Interactive Object.
//! This is only of interest if you decide that the 0 mode
//! adopted by convention will not do.
void UnsetSelectionMode() ;
//! Returns the selection priority setting. -1 indicates that there is none.
//! You can modify the selection priority of an owner to
//! make one entity more selectionable than another one.
//! The default selection priority for an owner is 5, for
//! example. To increase selection priority, choose a
//! setting between 5 and 10. An entity with priority 7 will
//! take priority over one with a setting of 6 if both
//! objects are selected at the same time.
//! You could give vertices priority 8, edges priority 7,
//! faces priority 6, and shapes priority 5. If a vertex, an
//! edge and a face are simultaneously detected during
//! selection, only the vertex will then be highlighted.
//! For trihedra, for example, the default priorities are the following four:
//! - priority 1 - a trihedron
//! - priority 5 - its origin
//! - priority 3 - its axes
//! - priority 2 - its planes
Standard_Integer SelectionPriority() const;
//! Allows you to provide a setting aPriority for selection priority.
//! You can modify selection priority of an owner to make
//! one entity more selectionable than another one. The
//! default selection priority for an owner is 5, for
//! example. To increase selection priority, choose a
//! setting between 5 and 10. An entity with priority 7 will
//! take priority over one with a setting of 6.
void SetSelectionPriority (const Standard_Integer aPriority) ;
//! Removes the setting for selection priority. SelectionPriority then returns -1.
void UnsetSelectionPriority() ;
//! Returns true if there is a setting for selection priority.
//! You can modify selection priority of an owner to make
//! one entity more selectionable than another one. The
//! default selection priority for an owner is 5, for
//! example. To increase selection priority, choose a
//! setting between 5 and 10. An entity with priority 7 will
//! take priority over one with a setting of 6.
Standard_Boolean HasSelectionPriority() const;
//! Returns true if the Interactive Object is in highlight mode.
Standard_Boolean HasHilightMode() const;
//! Returns the setting for highlight mode.
//! At dynamic detection, the presentation echoed by the
//! Interactive Context, is by default the presentation
//! already on the screen. You can specify a Highlight
//! presentation mode which is valid no matter what the
//! active representation of the object. It makes no
//! difference whether this choice is temporary or
//! definitive. To do this, we use the following functions:
//! - SetHilightMode
//! - UnSetHilightMode
//! In the case of a shape, whether it is visualized in
//! wireframe presentation or with shading, we want to
//! systematically highlight the wireframe presentation.
//! Consequently, we set the highlight mode to 0.
Standard_Integer HilightMode() const;
//! Sets the highlight mode anIndex for the interactive object.
//! If, for example, you want to systematically highlight
//! the wireframe presentation of a shape - whether
//! visualized in wireframe presentation or with shading -
//! you set the highlight mode to 0.
void SetHilightMode (const Standard_Integer anIndex) ;
//! Allows the user to take a given Prs for hilight
//! ex : for a shape which would be displayed in shading mode
//! the hilight Prs is the wireframe mode.
//! if No specific hilight mode is defined, the displayed Prs
//! will be the hilighted one.
void UnsetHilightMode() ;
//! Returns true if the Interactive Object has color.
Standard_Boolean HasColor() const;
//! Returns the color setting of the Interactive Object.
virtual Quantity_NameOfColor Color() const;
virtual void Color (Quantity_Color& aColor) const;
//! Returns true if the Interactive Object has width.
Standard_Boolean HasWidth() const;
//! Returns the width setting of the Interactive Object.
Standard_EXPORT Standard_Real Width() const;
//! Returns true if the Interactive Object has a setting for material.
Standard_EXPORT Standard_Boolean HasMaterial() const;
//! Returns the current material setting.
//! This will be on of the following materials:
//! - Brass
//! - Bronze
//! - Gold
//! - Pewter
//! - Silver
//! - Stone.
Standard_EXPORT virtual Graphic3d_NameOfMaterial Material() const;
//! Sets the name aName for material defining this
//! display attribute for the interactive object.
//! Material aspect determines shading aspect, color and
//! transparency of visible entities.
Standard_EXPORT virtual void SetMaterial (const Graphic3d_NameOfMaterial aName) ;
//! Sets the material aMat defining this display attribute
//! for the interactive object.
//! Material aspect determines shading aspect, color and
//! transparency of visible entities.
Standard_EXPORT virtual void SetMaterial (const Graphic3d_MaterialAspect& aName) ;
//! Removes the setting for material.
Standard_EXPORT virtual void UnsetMaterial() ;
//! Attributes a setting aValue for transparency.
//! The transparency value should be between 0.0 and 1.0.
//! At 0.0 an object will be totally opaque, and at 1.0, fully transparent.
//! Warning At a value of 1.0, there may be nothing visible.
Standard_EXPORT virtual void SetTransparency (const Standard_Real aValue = 0.6) ;
//! Returns true if there is a transparency setting.
Standard_Boolean IsTransparent() const;
//! Returns the transparency setting.
//! This will be between 0.0 and 1.0.
//! At 0.0 an object will be totally opaque, and at 1.0, fully transparent.
Standard_EXPORT virtual Standard_Real Transparency() const;
//! Removes the transparency setting. The object is opaque by default.
Standard_EXPORT virtual void UnsetTransparency() ;
//! Clears settings provided by the drawing tool aDrawer.
Standard_EXPORT virtual void UnsetAttributes() ;
void State (const Standard_Integer theState) ;
Standard_Integer State() const;
//! Returns TRUE when this object has a presentation
//! in the current DisplayMode()
Standard_EXPORT Standard_Boolean HasPresentation() const;
//! Returns the current presentation of this object
//! according to the current DisplayMode()
Standard_EXPORT Handle(Prs3d_Presentation) Presentation() const;
//! Sets the graphic basic aspect to the current presentation.
//! When <globalChange> is TRUE , the full object presentation
//! is changed.
//! When <globalChange> is FALSE , only the current group
//! of the object presentation is changed.
Standard_EXPORT void SetAspect (const Handle(Prs3d_BasicAspect)& anAspect, const Standard_Boolean globalChange = Standard_True) ;
//! Sets up polygon offsets for this object.
//! It modifies all existing presentations of <anObj> (if any),
//! so it is reasonable to call this method after <anObj> has been displayed.
//! Otherwise, Compute() method should pass Graphic3d_AspectFillArea3d
//! aspect from <myDrawer> to Graphic3d_Group to make polygon offsets work.
//!
//! <aMode> parameter can contain various combinations of
//! Aspect_PolygonOffsetMode enumeration elements (Aspect_POM_None means
//! that polygon offsets are not changed).
//! If <aMode> is different from Aspect_POM_Off and Aspect_POM_None, then <aFactor> and <aUnits>
//! arguments are used by graphic renderer to calculate a depth offset value:
//!
//! offset = <aFactor> * m + <aUnits> * r, where
//! m - maximum depth slope for the polygon currently being displayed,
//! r - minimum window coordinates depth resolution (implementation-specific).
//!
//! Deafult settings for OCC 3D viewer: mode = Aspect_POM_Fill, factor = 1., units = 0.
//!
//! Negative offset values move polygons closer to the viewport,
//! while positive values shift polygons away.
//! Consult OpenGL reference for details (glPolygonOffset function description).
//!
//! NOTE: This method has a side effect - it creates own shading aspect
//! if not yet created, so it is better to set up object material,
//! color, etc. first.
Standard_EXPORT virtual void SetPolygonOffsets (const Standard_Integer aMode, const Standard_ShortReal aFactor = 1.0, const Standard_ShortReal aUnits = 0.0) ;
//! Returns Standard_True if <myDrawer> has non-null shading aspect
Standard_EXPORT virtual Standard_Boolean HasPolygonOffsets() const;
//! Retrieves current polygon offsets settings from <myDrawer>.
Standard_EXPORT virtual void PolygonOffsets (Standard_Integer& aMode, Standard_ShortReal& aFactor, Standard_ShortReal& aUnits) const;
//! Returns bounding box of object correspondingly to its current display mode.
Standard_EXPORT virtual void BoundingBox (Bnd_Box& theBndBox) ;
friend class AIS_InteractiveContext;
DEFINE_STANDARD_RTTI(AIS_InteractiveObject)
protected:
//! The TypeOfPresention3d means that the interactive object
//! may have a presentation dependant of the view of Display
Standard_EXPORT AIS_InteractiveObject(const PrsMgr_TypeOfPresentation3d aTypeOfPresentation3d = PrsMgr_TOP_AllView);
Standard_Real myTransparency;
Quantity_Color myOwnColor;
Graphic3d_NameOfMaterial myOwnMaterial;
Standard_Integer myHilightMode;
Standard_Real myOwnWidth;
Standard_Boolean myInfiniteState;
Standard_Boolean hasOwnColor;
Standard_Boolean hasOwnMaterial;
Aspect_TypeOfFacingModel myCurrentFacingModel;
Standard_Boolean myRecomputeEveryPrs;
TColStd_ListOfInteger myToRecomputeModes;
private:
Standard_EXPORT virtual Standard_Boolean RecomputeEveryPrs() const;
Standard_EXPORT void MustRecomputePrs (const Standard_Integer aMode) const;
Standard_EXPORT const TColStd_ListOfInteger& ListOfRecomputeModes() const;
Standard_EXPORT void SetRecomputeOk() ;
AIS_PToContext myCTXPtr;
Handle(Standard_Transient) myOwner;
TColStd_ListOfTransient myUsers;
Standard_Integer mySelPriority;
Standard_Integer myDisplayMode;
Standard_Integer mySelectionMode;
Standard_Integer mystate;
};
#include <AIS_InteractiveObject.lxx>
#endif // _AIS_InteractiveObject_HeaderFile
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