This file is indexed.

/usr/include/oce/V3d_View.hxx is in liboce-visualization-dev 0.15-5.

This file is owned by root:root, with mode 0o644.

The actual contents of the file can be viewed below.

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// This file is generated by WOK (CPPExt).
// 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 _V3d_View_HeaderFile
#define _V3d_View_HeaderFile

#ifndef _Standard_HeaderFile
#include <Standard.hxx>
#endif
#ifndef _Standard_DefineHandle_HeaderFile
#include <Standard_DefineHandle.hxx>
#endif
#ifndef _Handle_V3d_View_HeaderFile
#include <Handle_V3d_View.hxx>
#endif

#ifndef _V3d_TypeOfView_HeaderFile
#include <V3d_TypeOfView.hxx>
#endif
#ifndef _V3d_ViewerPointer_HeaderFile
#include <V3d_ViewerPointer.hxx>
#endif
#ifndef _V3d_ListOfTransient_HeaderFile
#include <V3d_ListOfTransient.hxx>
#endif
#ifndef _Handle_Visual3d_View_HeaderFile
#include <Handle_Visual3d_View.hxx>
#endif
#ifndef _Visual3d_ViewMapping_HeaderFile
#include <Visual3d_ViewMapping.hxx>
#endif
#ifndef _Visual3d_ViewOrientation_HeaderFile
#include <Visual3d_ViewOrientation.hxx>
#endif
#ifndef _Visual3d_ContextView_HeaderFile
#include <Visual3d_ContextView.hxx>
#endif
#ifndef _Aspect_Background_HeaderFile
#include <Aspect_Background.hxx>
#endif
#ifndef _Aspect_GradientBackground_HeaderFile
#include <Aspect_GradientBackground.hxx>
#endif
#ifndef _Graphic3d_Vector_HeaderFile
#include <Graphic3d_Vector.hxx>
#endif
#ifndef _Graphic3d_Vertex_HeaderFile
#include <Graphic3d_Vertex.hxx>
#endif
#ifndef _Handle_Aspect_Window_HeaderFile
#include <Handle_Aspect_Window.hxx>
#endif
#ifndef _Handle_Graphic3d_Plotter_HeaderFile
#include <Handle_Graphic3d_Plotter.hxx>
#endif
#ifndef _TColStd_ListIteratorOfListOfTransient_HeaderFile
#include <TColStd_ListIteratorOfListOfTransient.hxx>
#endif
#ifndef _Standard_Integer_HeaderFile
#include <Standard_Integer.hxx>
#endif
#ifndef _Standard_Real_HeaderFile
#include <Standard_Real.hxx>
#endif
#ifndef _Standard_Boolean_HeaderFile
#include <Standard_Boolean.hxx>
#endif
#ifndef _Handle_Aspect_Grid_HeaderFile
#include <Handle_Aspect_Grid.hxx>
#endif
#ifndef _gp_Ax3_HeaderFile
#include <gp_Ax3.hxx>
#endif
#ifndef _Handle_V3d_LayerMgr_HeaderFile
#include <Handle_V3d_LayerMgr.hxx>
#endif
#ifndef _V3d_TypeOfProjectionModel_HeaderFile
#include <V3d_TypeOfProjectionModel.hxx>
#endif
#ifndef _TColStd_Array2OfReal_HeaderFile
#include <TColStd_Array2OfReal.hxx>
#endif
#ifndef _Handle_Graphic3d_Structure_HeaderFile
#include <Handle_Graphic3d_Structure.hxx>
#endif
#ifndef _Handle_Graphic3d_Group_HeaderFile
#include <Handle_Graphic3d_Group.hxx>
#endif
#ifndef _MMgt_TShared_HeaderFile
#include <MMgt_TShared.hxx>
#endif
#ifndef _V3d_Viewer_HeaderFile
#include <V3d_Viewer.hxx>
#endif
#ifndef _Handle_V3d_View_HeaderFile
#include <Handle_V3d_View.hxx>
#endif
#ifndef _Handle_V3d_Viewer_HeaderFile
#include <Handle_V3d_Viewer.hxx>
#endif
#ifndef _Aspect_RenderingContext_HeaderFile
#include <Aspect_RenderingContext.hxx>
#endif
#ifndef _Aspect_GraphicCallbackProc_HeaderFile
#include <Aspect_GraphicCallbackProc.hxx>
#endif
#ifndef _Standard_Address_HeaderFile
#include <Standard_Address.hxx>
#endif
#ifndef _Quantity_TypeOfColor_HeaderFile
#include <Quantity_TypeOfColor.hxx>
#endif
#ifndef _Quantity_Parameter_HeaderFile
#include <Quantity_Parameter.hxx>
#endif
#ifndef _Quantity_NameOfColor_HeaderFile
#include <Quantity_NameOfColor.hxx>
#endif
#ifndef _Aspect_GradientFillMethod_HeaderFile
#include <Aspect_GradientFillMethod.hxx>
#endif
#ifndef _Standard_CString_HeaderFile
#include <Standard_CString.hxx>
#endif
#ifndef _Aspect_FillMethod_HeaderFile
#include <Aspect_FillMethod.hxx>
#endif
#ifndef _V3d_Coordinate_HeaderFile
#include <V3d_Coordinate.hxx>
#endif
#ifndef _V3d_TypeOfShadingModel_HeaderFile
#include <V3d_TypeOfShadingModel.hxx>
#endif
#ifndef _V3d_TypeOfSurfaceDetail_HeaderFile
#include <V3d_TypeOfSurfaceDetail.hxx>
#endif
#ifndef _Handle_Graphic3d_TextureEnv_HeaderFile
#include <Handle_Graphic3d_TextureEnv.hxx>
#endif
#ifndef _V3d_TypeOfVisualization_HeaderFile
#include <V3d_TypeOfVisualization.hxx>
#endif
#ifndef _Quantity_Length_HeaderFile
#include <Quantity_Length.hxx>
#endif
#ifndef _V3d_TypeOfZclipping_HeaderFile
#include <V3d_TypeOfZclipping.hxx>
#endif
#ifndef _Handle_V3d_Light_HeaderFile
#include <Handle_V3d_Light.hxx>
#endif
#ifndef _Aspect_TypeOfTriedronPosition_HeaderFile
#include <Aspect_TypeOfTriedronPosition.hxx>
#endif
#ifndef _Aspect_TypeOfTriedronEcho_HeaderFile
#include <Aspect_TypeOfTriedronEcho.hxx>
#endif
#ifndef _Font_FontAspect_HeaderFile
#include <Font_FontAspect.hxx>
#endif
#ifndef _TCollection_ExtendedString_HeaderFile
#include <TCollection_ExtendedString.hxx>
#endif
#ifndef _Quantity_Color_HeaderFile
#include <Quantity_Color.hxx>
#endif
#ifndef _TCollection_AsciiString_HeaderFile
#include <TCollection_AsciiString.hxx>
#endif
#ifndef _Handle_Aspect_ColorScale_HeaderFile
#include <Handle_Aspect_ColorScale.hxx>
#endif
#ifndef _Quantity_PlaneAngle_HeaderFile
#include <Quantity_PlaneAngle.hxx>
#endif
#ifndef _V3d_TypeOfAxe_HeaderFile
#include <V3d_TypeOfAxe.hxx>
#endif
#ifndef _Quantity_Factor_HeaderFile
#include <Quantity_Factor.hxx>
#endif
#ifndef _V3d_TypeOfOrientation_HeaderFile
#include <V3d_TypeOfOrientation.hxx>
#endif
#ifndef _Quantity_Coefficient_HeaderFile
#include <Quantity_Coefficient.hxx>
#endif
#ifndef _Quantity_Ratio_HeaderFile
#include <Quantity_Ratio.hxx>
#endif
#ifndef _Graphic3d_BufferType_HeaderFile
#include <Graphic3d_BufferType.hxx>
#endif
#ifndef _Aspect_Handle_HeaderFile
#include <Aspect_Handle.hxx>
#endif
#ifndef _Aspect_PrintAlgo_HeaderFile
#include <Aspect_PrintAlgo.hxx>
#endif
#ifndef _Image_PixMap_HeaderFile
#include <Image_PixMap.hxx>
#endif
#ifndef _V3d_TypeOfBackfacingModel_HeaderFile
#include <V3d_TypeOfBackfacingModel.hxx>
#endif
#ifndef _Graphic3d_ClipPlane_Handle_HeaderFile
#include <Graphic3d_ClipPlane_Handle.hxx>
#endif
#ifndef _Graphic3d_SequenceOfHClipPlane_HeaderFile
#include <Graphic3d_SequenceOfHClipPlane.hxx>
#endif
class Visual3d_View;
class Aspect_Window;
class Graphic3d_Plotter;
class Aspect_Grid;
class V3d_LayerMgr;
class Graphic3d_Structure;
class Graphic3d_Group;
class V3d_BadValue;
class Standard_TypeMismatch;
class Standard_MultiplyDefined;
class V3d_UnMapped;
class V3d_Viewer;
class Quantity_Color;
class Graphic3d_TextureEnv;
class V3d_Light;
class TCollection_ExtendedString;
class TCollection_AsciiString;
class Aspect_ColorScale;
class Visual3d_ViewOrientation;
class Visual3d_ViewMapping;
class Aspect_GradientBackground;
class Graphic3d_Vector;
class TColStd_Array2OfReal;
class gp_Ax3;


//! Defines the application object VIEW for the <br>
//!          VIEWER application. <br>
//!          The methods of this class allow the editing <br>
//!          and inquiring the parameters linked to the view. <br>
//!          (Projection,Mapping,Zclipping,DepthCueing,AntiAliasing <br>
//!           et Conversions) . <br>
//!  Warning: The default parameters are defined by the class <br>
//!          Viewer (Example : SetDefaultViewSize()). <br>
//!          Certain methods are mouse oriented, and it is <br>
//!          necessary to know the difference between the start and <br>
//!          the continuation of this gesture in putting the method <br>
//!          into operation. <br>
//!          Example : Shifting the eye-view along the screen axes. <br>
//! <br>
//!              View->Move(10.,20.,0.,True)     (Starting motion) <br>
//!              View->Move(15.,-5.,0.,False)    (Next motion) <br>
class V3d_View : public MMgt_TShared {

public:

  //! Initialises the view. <br>
  Standard_EXPORT   V3d_View(const Handle(V3d_Viewer)& VM,const V3d_TypeOfView Type = V3d_ORTHOGRAPHIC);
  //! Initialises the view by copying. <br>
  Standard_EXPORT   V3d_View(const Handle(V3d_Viewer)& VM,const Handle(V3d_View)& V,const V3d_TypeOfView Type = V3d_ORTHOGRAPHIC);
  //! Activates the view in the window specified and Map the <br>
//!          Window to the screen. <br>//!  Warning! raises MultiplyDefined from Standard <br>
//!      if the view is already activated in a window. <br>
//!  Warning: The view is centered and resized to preserve <br>
//!          the height/width ratio of the window. <br>
  Standard_EXPORT     void SetWindow(const Handle(Aspect_Window)& IdWin) ;
  //! Activates the view in the specified Window <br>
//!      If <aContext> is not NULL the graphic context is used <br>
//!          to draw something in this view. <br>
//!      Otherwise an internal graphic context is created. <br>
//!      If <aDisplayCB> is not NULL then a user display CB is <br>
//!      call at the end of the OCC graphic traversal and just <br>
//!      before the swap of buffers. The <aClientData> is pass <br>
//!      to this call back. <br>//!  Warning! raises MultiplyDefined from Standard <br>
//!      if the view is already activated in a window. <br>
//!  Warning: The view is centered and resized to preserve <br>
//!          the height/width ratio of the window. <br>
  Standard_EXPORT     void SetWindow(const Handle(Aspect_Window)& aWindow,const Aspect_RenderingContext aContext,const Aspect_GraphicCallbackProc& aDisplayCB,const Standard_Address aClientData) ;
  
  Standard_EXPORT     void SetMagnify(const Handle(Aspect_Window)& IdWin,const Handle(V3d_View)& aPreviousView,const Standard_Integer x1,const Standard_Integer y1,const Standard_Integer x2,const Standard_Integer y2) ;
  //! Destroys the view. <br>
  Standard_EXPORT     void Remove() const;
  //! Deprecated, Redraw() should be used instead. <br>
  Standard_EXPORT     void Update() const;
  //! Redisplays the view even if there has not <br>
//!          been any modification. <br>
//!          Must be called if the view is shown. <br>
//!          (Ex: DeIconification ) . <br>
  Standard_EXPORT     void Redraw() const;
  //! Redisplays the view area after esxposure. <br>
//! [x,y] define the min xy area position <br>
//! [width,height] the size of the area in pixel unit. <br>
  Standard_EXPORT     void Redraw(const Standard_Integer x,const Standard_Integer y,const Standard_Integer width,const Standard_Integer height) const;
  //! Must be called when the window supporting the <br>
//!          view changes size. <br>//!      if the view is not mapped on a window. <br>
//!  Warning: The view is centered and resized to preserve <br>
//!          the height/width ratio of the window. <br>
  Standard_EXPORT     void MustBeResized() ;
  //! Must be called when the window supporting the <br>
//!          view is mapped or unmapped. <br>
  Standard_EXPORT     void DoMapping() ;
  //! Returns the status of the view regarding <br>
//!          the displayed structures inside <br>
//!          Returns True is The View is empty <br>
  Standard_EXPORT     Standard_Boolean IsEmpty() const;
  //! Updates the lights of the view. The view is redrawn. <br>
  Standard_EXPORT     void UpdateLights() const;
  //! Defines the background colour of the view <br>
//!          by supplying : <br>
//!          the colour definition type, <br>
//!          and the three corresponding values. <br>
  Standard_EXPORT     void SetBackgroundColor(const Quantity_TypeOfColor Type,const Quantity_Parameter V1,const Quantity_Parameter V2,const Quantity_Parameter V3) ;
  //! Defines the background colour of the view <br>
//!          by supplying : <br>
//!          the colour object. <br>
  Standard_EXPORT     void SetBackgroundColor(const Quantity_Color& Color) ;
  //! Defines the background colour of the view <br>
//!          by supplying : <br>
//!          the colour name in the form Quantity_NOC_xxxx . <br>
  Standard_EXPORT     void SetBackgroundColor(const Quantity_NameOfColor Name) ;
  //! Defines the gradient background colours of the view <br>
//!          by supplying : <br>
//!          two colour objects, <br>
//!          and fill method (horizontal by default) <br>
  Standard_EXPORT     void SetBgGradientColors(const Quantity_Color& Color1,const Quantity_Color& Color2,const Aspect_GradientFillMethod FillStyle = Aspect_GFM_HOR,const Standard_Boolean update = Standard_False) ;
  //! Defines the gradient background colours of the view <br>
//!          by supplying : <br>
//!          two colour names in the form Quantity_NOC_xxxx, <br>
//!          and fill method (horizontal by default) <br>
  Standard_EXPORT     void SetBgGradientColors(const Quantity_NameOfColor Color1,const Quantity_NameOfColor Color2,const Aspect_GradientFillMethod FillStyle = Aspect_GFM_HOR,const Standard_Boolean update = Standard_False) ;
  //! Defines the gradient background fill method of the view <br>
  Standard_EXPORT     void SetBgGradientStyle(const Aspect_GradientFillMethod AMethod = Aspect_GFM_HOR,const Standard_Boolean update = Standard_False) ;
  //! Defines the background texture of the view <br>
//!         by supplying : <br>
//!         texture image file name, <br>
//!         and fill method (centered by default) <br>
  Standard_EXPORT     void SetBackgroundImage(const Standard_CString FileName,const Aspect_FillMethod FillStyle = Aspect_FM_CENTERED,const Standard_Boolean update = Standard_False) ;
  //! Defines the textured background fill method of the view <br>
  Standard_EXPORT     void SetBgImageStyle(const Aspect_FillMethod FillStyle,const Standard_Boolean update = Standard_False) ;
  //! Definition of an axis from its origin and <br>
//!          its orientation . <br>
//!          This will be the current axis for rotations and movements. <br>//!  Warning! raises BadValue from V3d if the vector normal is NULL. . <br>
  Standard_EXPORT     void SetAxis(const V3d_Coordinate X,const V3d_Coordinate Y,const V3d_Coordinate Z,const Quantity_Parameter Vx,const Quantity_Parameter Vy,const Quantity_Parameter Vz) ;
  //! Defines the shading model for the <br>
//!          visualisation ZBUFFER mode. <br>
//!          Various models are available. <br>
  Standard_EXPORT     void SetShadingModel(const V3d_TypeOfShadingModel Model) ;
  //! select the kind of rendering for texture mapping <br>
//!          no texture mapping by default <br>
  Standard_EXPORT     void SetSurfaceDetail(const V3d_TypeOfSurfaceDetail SurfaceDetail) ;
  //! set the environment texture to use <br>
//!          no environment texture by default <br>
  Standard_EXPORT     void SetTextureEnv(const Handle(Graphic3d_TextureEnv)& ATexture) ;
  //! Defines the visualisation mode in the view. <br>
  Standard_EXPORT     void SetVisualization(const V3d_TypeOfVisualization Mode) ;
  //! Activates antialiasing in the view. <br>
  Standard_EXPORT     void SetAntialiasingOn() ;
  //! Desactivates antialiasing in the view. <br>
  Standard_EXPORT     void SetAntialiasingOff() ;
  //! Defines the depth of the medium clipping plane. <br>
  Standard_EXPORT     void SetZClippingDepth(const Quantity_Length Depth) ;
  //! Defines the thicknes around the medium clippling plane.   . <br>
  Standard_EXPORT     void SetZClippingWidth(const Quantity_Length Width) ;
  //! Defines the type of ZClipping. <br>
  Standard_EXPORT     void SetZClippingType(const V3d_TypeOfZclipping Type) ;
  //! Defines the depth of the medium plane. <br>
  Standard_EXPORT     void SetZCueingDepth(const Quantity_Length Depth) ;
  //! Defines the thickness around the medium plane. <br>
  Standard_EXPORT     void SetZCueingWidth(const Quantity_Length Width) ;
  //! Activates ZCueing in the view. <br>
  Standard_EXPORT     void SetZCueingOn() ;
  //! Desactivates ZCueing in the view. <br>
  Standard_EXPORT     void SetZCueingOff() ;
  //! Activates MyLight in the view. <br>
  Standard_EXPORT     void SetLightOn(const Handle(V3d_Light)& MyLight) ;
  //! Activates all the lights defined in this view. <br>
  Standard_EXPORT     void SetLightOn() ;
  //! Desactivate MyLight in this view. <br>
  Standard_EXPORT     void SetLightOff(const Handle(V3d_Light)& MyLight) ;
  //! Deactivate all the Lights defined in this view. <br>
  Standard_EXPORT     void SetLightOff() ;
  //! Returns TRUE when the light is active in this view. <br>
  Standard_EXPORT     Standard_Boolean IsActiveLight(const Handle(V3d_Light)& aLight) const;
  //! Activate/Deactivate the transparency in this view. <br>
  Standard_EXPORT     void SetTransparency(const Standard_Boolean AnActivity = Standard_False) ;
  //! sets the immediate update mode and returns the previous one. <br>
  Standard_EXPORT     Standard_Boolean SetImmediateUpdate(const Standard_Boolean theImmediateUpdate) ;
  //! Customization of the ZBUFFER Triedron. <br>
//!         XColor,YColor,ZColor - colors of axis <br>
//!         SizeRatio - ratio of decreasing of the trihedron size when its phisical <br>
//!                     position comes out of the view <br>
//!         AxisDiametr - diameter relatively to axis length <br>
//!         NbFacettes - number of facettes of cylinders and cones <br>
  Standard_EXPORT     void ZBufferTriedronSetup(const Quantity_NameOfColor XColor = Quantity_NOC_RED,const Quantity_NameOfColor YColor = Quantity_NOC_GREEN,const Quantity_NameOfColor ZColor = Quantity_NOC_BLUE1,const Standard_Real SizeRatio = 0.8,const Standard_Real AxisDiametr = 0.05,const Standard_Integer NbFacettes = 12) ;
  //! Display of the Triedron. <br>
//!         Initialize position, color and length of Triedron axes. <br>
//!         The scale is a percent of the window width. <br>
  Standard_EXPORT     void TriedronDisplay(const Aspect_TypeOfTriedronPosition APosition = Aspect_TOTP_CENTER,const Quantity_NameOfColor AColor = Quantity_NOC_WHITE,const Standard_Real AScale = 0.02,const V3d_TypeOfVisualization AMode = V3d_WIREFRAME) ;
  //! Erases the Triedron. <br>
  Standard_EXPORT     void TriedronErase() ;
  //! Highlights the echo zone of the Triedron. <br>
  Standard_EXPORT     void TriedronEcho(const Aspect_TypeOfTriedronEcho AType = Aspect_TOTE_NONE) ;
  //! Returns data of a graduated trihedron. <br>
  Standard_EXPORT     void GetGraduatedTrihedron(TCollection_ExtendedString& xname,TCollection_ExtendedString& yname,TCollection_ExtendedString& zname,Standard_Boolean& xdrawname,Standard_Boolean& ydrawname,Standard_Boolean& zdrawname,Standard_Boolean& xdrawvalues,Standard_Boolean& ydrawvalues,Standard_Boolean& zdrawvalues,Standard_Boolean& drawgrid,Standard_Boolean& drawaxes,Standard_Integer& nbx,Standard_Integer& nby,Standard_Integer& nbz,Standard_Integer& xoffset,Standard_Integer& yoffset,Standard_Integer& zoffset,Standard_Integer& xaxisoffset,Standard_Integer& yaxisoffset,Standard_Integer& zaxisoffset,Standard_Boolean& xdrawtickmarks,Standard_Boolean& ydrawtickmarks,Standard_Boolean& zdrawtickmarks,Standard_Integer& xtickmarklength,Standard_Integer& ytickmarklength,Standard_Integer& ztickmarklength,Quantity_Color& gridcolor,Quantity_Color& xnamecolor,Quantity_Color& ynamecolor,Quantity_Color& znamecolor,Quantity_Color& xcolor,Quantity_Color& ycolor,Quantity_Color& zcolor,TCollection_AsciiString& fontOfNames,Font_FontAspect& styleOfNames,Standard_Integer& sizeOfNames,TCollection_AsciiString& fontOfValues,Font_FontAspect& styleOfValues,Standard_Integer& sizeOfValues) const;
  //! Displays a graduated trihedron. <br>
  Standard_EXPORT     void GraduatedTrihedronDisplay(const TCollection_ExtendedString& xname = "X",const TCollection_ExtendedString& yname = "Y",const TCollection_ExtendedString& zname = "Z",const Standard_Boolean xdrawname = Standard_True,const Standard_Boolean ydrawname = Standard_True,const Standard_Boolean zdrawname = Standard_True,const Standard_Boolean xdrawvalues = Standard_True,const Standard_Boolean ydrawvalues = Standard_True,const Standard_Boolean zdrawvalues = Standard_True,const Standard_Boolean drawgrid = Standard_True,const Standard_Boolean drawaxes = Standard_True,const Standard_Integer nbx = 3,const Standard_Integer nby = 3,const Standard_Integer nbz = 3,const Standard_Integer xoffset = 10,const Standard_Integer yoffset = 10,const Standard_Integer zoffset = 10,const Standard_Integer xaxisoffset = 30,const Standard_Integer yaxisoffset = 30,const Standard_Integer zaxisoffset = 30,const Standard_Boolean xdrawtickmarks = Standard_True,const Standard_Boolean ydrawtickmarks = Standard_True,const Standard_Boolean zdrawtickmarks = Standard_True,const Standard_Integer xtickmarklength = 10,const Standard_Integer ytickmarklength = 10,const Standard_Integer ztickmarklength = 10,const Quantity_Color& gridcolor = Quantity_NOC_WHITE,const Quantity_Color& xnamecolor = Quantity_NOC_RED,const Quantity_Color& ynamecolor = Quantity_NOC_GREEN,const Quantity_Color& znamecolor = Quantity_NOC_BLUE1,const Quantity_Color& xcolor = Quantity_NOC_RED,const Quantity_Color& ycolor = Quantity_NOC_GREEN,const Quantity_Color& zcolor = Quantity_NOC_BLUE1,const TCollection_AsciiString& fontOfNames = "Arial",const Font_FontAspect styleOfNames = Font_FA_Bold,const Standard_Integer sizeOfNames = 12,const TCollection_AsciiString& fontOfValues = "Arial",const Font_FontAspect styleOfValues = Font_FA_Regular,const Standard_Integer sizeOfValues = 12) ;
  //! Erases a graduated trihedron from the view. <br>
  Standard_EXPORT     void GraduatedTrihedronErase() ;
  
  Standard_EXPORT     void SetLayerMgr(const Handle(V3d_LayerMgr)& aMgr) ;
  
  Standard_EXPORT     void ColorScaleDisplay() ;
  
  Standard_EXPORT     void ColorScaleErase() ;
  
  Standard_EXPORT     Standard_Boolean ColorScaleIsDisplayed() const;
  
  Standard_EXPORT     Handle_Aspect_ColorScale ColorScale() const;
  //! modify the Projection of the view perpendicularly to <br>
//!          the privileged plane of the viewer. <br>
  Standard_EXPORT     void SetFront() ;
  //! Rotates the eye about the coordinate system of <br>
//!          reference of the screen <br>
//!          for which the origin is the view point of the projection, <br>
//!          with a relative angular value in RADIANS with respect to <br>
//!          the initial position expressed by Start = Standard_True <br>//!  Warning! raises BadValue from V3d <br>
//!      If the eye, the view point, or the high point are <br>
//!          aligned or confused. <br>
  Standard_EXPORT     void Rotate(const Quantity_PlaneAngle Ax,const Quantity_PlaneAngle Ay,const Quantity_PlaneAngle Az,const Standard_Boolean Start = Standard_True) ;
  //! Rotates the eye about the coordinate system of <br>
//!          reference of the screen <br>
//!          for which the origin is Gravity point {X,Y,Z}, <br>
//!          with a relative angular value in RADIANS with respect to <br>
//!          the initial position expressed by Start = Standard_True <br>//!      If the eye, the view point, or the high point are <br>
//!          aligned or confused. <br>
  Standard_EXPORT     void Rotate(const Quantity_PlaneAngle Ax,const Quantity_PlaneAngle Ay,const Quantity_PlaneAngle Az,const V3d_Coordinate X,const V3d_Coordinate Y,const V3d_Coordinate Z,const Standard_Boolean Start = Standard_True) ;
  //! Rotates the eye about one of the coordinate axes of <br>
//!          of the view for which the origin is the Gravity point{X,Y,Z} <br>
//!          with an relative angular value in RADIANS with <br>
//!          respect to the initial position expressed by <br>
//!          Start = Standard_True <br>
  Standard_EXPORT     void Rotate(const V3d_TypeOfAxe Axe,const Quantity_PlaneAngle Angle,const V3d_Coordinate X,const V3d_Coordinate Y,const V3d_Coordinate Z,const Standard_Boolean Start = Standard_True) ;
  //! Rotates the eye about one of the coordinate axes of <br>
//!          of the view for which the origin is the view point of the <br>
//!          projection with an relative angular value in RADIANS with <br>
//!          respect to the initial position expressed by <br>
//!          Start = Standard_True <br>
  Standard_EXPORT     void Rotate(const V3d_TypeOfAxe Axe,const Quantity_PlaneAngle Angle,const Standard_Boolean Start = Standard_True) ;
  //! Rotates the eye around the current axis a relative <br>
//!          angular value in RADIANS with respect to the initial <br>
//!          position expressed by Start = Standard_True <br>
  Standard_EXPORT     void Rotate(const Quantity_PlaneAngle Angle,const Standard_Boolean Start = Standard_True) ;
  //! Movement of the eye parallel to the coordinate system <br>
//!          of reference of the screen a distance relative to the <br>
//!          initial position expressed by Start = Standard_True. <br>
  Standard_EXPORT     void Move(const Quantity_Length Dx,const Quantity_Length Dy,const Quantity_Length Dz,const Standard_Boolean Start = Standard_True) ;
  //! Movement of the eye parallel to one of the axes of the <br>
//!          coordinate system of reference of the view a distance <br>
//!          relative to the initial position expressed by <br>
//!          Start = Standard_True. <br>
  Standard_EXPORT     void Move(const V3d_TypeOfAxe Axe,const Quantity_Length Length,const Standard_Boolean Start = Standard_True) ;
  //! Movement of the eye parllel to the current axis <br>
//!          a distance relative to the initial position <br>
//!          expressed by Start = Standard_True <br>
  Standard_EXPORT     void Move(const Quantity_Length Length,const Standard_Boolean Start = Standard_True) ;
  //! Movement of the ye and the view point parallel to the <br>
//!          frame of reference of the screen a distance relative <br>
//!          to the initial position expressed by <br>
//!          Start = Standard_True <br>
  Standard_EXPORT     void Translate(const Quantity_Length Dx,const Quantity_Length Dy,const Quantity_Length Dz,const Standard_Boolean Start = Standard_True) ;
  //! Movement of the eye and the view point parallel to one <br>
//!          of the axes of the fame of reference of the view a <br>
//!          distance relative to the initial position <br>
//!          expressed by Start = Standard_True <br>
  Standard_EXPORT     void Translate(const V3d_TypeOfAxe Axe,const Quantity_Length Length,const Standard_Boolean Start = Standard_True) ;
  //! Movement of the eye and view point parallel to <br>
//!          the current axis a distance relative to the initial <br>
//!          position expressed by Start = Standard_True <br>
  Standard_EXPORT     void Translate(const Quantity_Length Length,const Standard_Boolean Start = Standard_True) ;
  //! places the point of the view corresponding <br>
//!          at the pixel position x,y at the center of the window <br>
//!          and updates the view. <br>
  Standard_EXPORT     void Place(const Standard_Integer x,const Standard_Integer y,const Quantity_Factor aZoomFactor = 1) ;
  //! Rotation of the view point around the frame of reference <br>
//!          of the screen for which the origin is the eye of the <br>
//!          projection with a relative angular value in RADIANS <br>
//!          with respect to the initial position expressed by <br>
//!          Start = Standard_True <br>
  Standard_EXPORT     void Turn(const Quantity_PlaneAngle Ax,const Quantity_PlaneAngle Ay,const Quantity_PlaneAngle Az,const Standard_Boolean Start = Standard_True) ;
  //! Rotation of the view point around one of the axes of the <br>
//!          frame of reference of the view for which the origin is <br>
//!          the eye of the projection with an angular value in <br>
//!          RADIANS relative to the initial position expressed by <br>
//!          Start = Standard_True <br>
  Standard_EXPORT     void Turn(const V3d_TypeOfAxe Axe,const Quantity_PlaneAngle Angle,const Standard_Boolean Start = Standard_True) ;
  //! Rotation of the view point around the current axis an <br>
//!          angular value in RADIANS relative to the initial <br>
//!          position expressed by Start = Standard_True <br>
  Standard_EXPORT     void Turn(const Quantity_PlaneAngle Angle,const Standard_Boolean Start = Standard_True) ;
  //! Defines the angular position of the high point of <br>
//!          the reference frame of the view with respect to the <br>
//!          Y screen axis with an absolute angular value in <br>
//!          RADIANS. <br>
  Standard_EXPORT     void SetTwist(const Quantity_PlaneAngle Angle) ;
  //! Defines the position of the eye.. <br>
  Standard_EXPORT     void SetEye(const V3d_Coordinate X,const V3d_Coordinate Y,const V3d_Coordinate Z) ;
  //! Defines the Depth of the eye from the view point <br>
//!          without update the projection . <br>
  Standard_EXPORT     void SetDepth(const Quantity_Length Depth) ;
  //! Defines the orientation of the projection. <br>
  Standard_EXPORT     void SetProj(const Quantity_Parameter Vx,const Quantity_Parameter Vy,const Quantity_Parameter Vz) ;
  //! Defines the orientation of the projection . <br>
  Standard_EXPORT     void SetProj(const V3d_TypeOfOrientation Orientation) ;
  //! Defines the position of the view point. <br>
  Standard_EXPORT     void SetAt(const V3d_Coordinate X,const V3d_Coordinate Y,const V3d_Coordinate Z) ;
  //! Defines the orientation of the high point. <br>
  Standard_EXPORT     void SetUp(const Quantity_Parameter Vx,const Quantity_Parameter Vy,const Quantity_Parameter Vz) ;
  //! Defines the orientation(SO) of the high point. <br>
  Standard_EXPORT     void SetUp(const V3d_TypeOfOrientation Orientation) ;
  //! Modifies the orientation of the view. <br>
  Standard_EXPORT     void SetViewOrientation(const Visual3d_ViewOrientation& VO) ;
  //! Saves the current state of the orientation of the view <br>
//!          which will be the return state at ResetViewOrientation. <br>
  Standard_EXPORT     void SetViewOrientationDefault() ;
  //! Resets the orientation of the view. <br>
//!          Updates the view <br>
  Standard_EXPORT     void ResetViewOrientation() ;
  //!       translates the center of the view and zooms the view. <br>
//!       Updates the view. <br>
  Standard_EXPORT     void Panning(const Quantity_Length Dx,const Quantity_Length Dy,const Quantity_Factor aZoomFactor = 1,const Standard_Boolean Start = Standard_True) ;
  //! Defines the centre of the view. <br>
//!          Updates the view. <br>
  Standard_EXPORT     void SetCenter(const V3d_Coordinate Xc,const V3d_Coordinate Yc) ;
  //! Defines the centre of the view from a pixel position. <br>
//!          Updates the view. <br>
  Standard_EXPORT     void SetCenter(const Standard_Integer X,const Standard_Integer Y) ;
  //! Defines the size of the view while preserving the <br>
//!          center and height/width ratio of the window supporting <br>
//!          the view. <br>
//!          NOTE than the Depth of the View is NOT modified . <br>
  Standard_EXPORT     void SetSize(const Quantity_Length Size) ;
  //! Defines the Depth size of the view <br>
//!          Front Plane will be set to Size/2. <br>
//!          Back  Plane will be set to -Size/2. <br>
//!          Any Object located Above the Front Plane or <br>
//!                             behind the Back Plane will be Clipped . <br>
//!          NOTE than the XY Size of the View is NOT modified . <br>
  Standard_EXPORT     void SetZSize(const Quantity_Length Size) ;
  //! Zooms the view by a factor relative to the initial <br>
//!          value expressed by Start = Standard_True <br>
//!          Updates the view. <br>
  Standard_EXPORT     void SetZoom(const Quantity_Factor Coef,const Standard_Boolean Start = Standard_True) ;
  //! Zooms the view by a factor relative to the value <br>
//!          initialised by SetViewMappingDefault(). <br>
//!          Updates the view. <br>
  Standard_EXPORT     void SetScale(const Quantity_Factor Coef) ;
  //! Sets  anisotropic (axial)  scale  factors  <Sx>, <Sy>, <Sz>  for  view <me>. <br>
//! Anisotropic  scaling  operation  is  performed  through  multiplying <br>
//! the current view  orientation  matrix  by  a  scaling  matrix: <br>
//! || Sx  0   0   0 || <br>
//! || 0   Sy  0   0 || <br>
//! || 0   0   Sz  0 || <br>
//! || 0   0   0   1 || <br>
//! Updates the view. <br>
  Standard_EXPORT     void SetAxialScale(const Standard_Real Sx,const Standard_Real Sy,const Standard_Real Sz) ;
  //! Automatic zoom/panning. Objects in the view are visualised <br>
//!          so as to occupy the maximum space while respecting the <br>
//!          margin coefficient and the initial height /width ratio. <br>
//!          NOTE than the original Z size of the view is NOT modified . <br>
  Standard_EXPORT     void FitAll(const Quantity_Coefficient Coef = 0.01,const Standard_Boolean FitZ = Standard_False,const Standard_Boolean update = Standard_True) ;
  //! Automatic Depth Panning. Objects visible in the view are <br>
//!          visualised so as to occupy the maximum Z amount of space <br>
//!          while respecting the margin coefficient . <br>
//!          NOTE than the original XY size of the view is NOT modified . <br>
  Standard_EXPORT     void ZFitAll(const Quantity_Coefficient Coef = 1.0) ;
  //! Adjusts the viewing volume so as not to clip the displayed objects by front and back <br>
//!          and back clipping planes. Also sets depth value automatically depending on the <br>
//!          calculated Z size and Aspect parameter. <br>
//!          NOTE than the original XY size of the view is NOT modified . <br>
  Standard_EXPORT     void DepthFitAll(const Quantity_Coefficient Aspect = 0.01,const Quantity_Coefficient Margin = 0.01) ;
  //! Centres the defined projection window so that it occupies <br>
//!          the maximum space while respecting the initial <br>
//!          height/width ratio. <br>
//!          NOTE than the original Z size of the view is NOT modified . <br>
  Standard_EXPORT     void FitAll(const V3d_Coordinate Umin,const V3d_Coordinate Vmin,const V3d_Coordinate Umax,const V3d_Coordinate Vmax) ;
  //! Centres the defined PIXEL window so that it occupies <br>
//!          the maximum space while respecting the initial <br>
//!          height/width ratio. <br>
//!          NOTE than the original Z size of the view is NOT modified . <br>
  Standard_EXPORT     void WindowFit(const Standard_Integer Xmin,const Standard_Integer Ymin,const Standard_Integer Xmax,const Standard_Integer Ymax) ;
  //! Sets Z and XY size of the view according to given values <br>
//!          with respecting the initial view depth (eye position). <br>
//!          Width/heigth aspect ratio should be preserved by the caller <br>
//!          of this method similarly to SetSize() to avoid unexpected <br>
//!          visual results like non-uniform scaling of objects in the view. <br>
  Standard_EXPORT     void SetViewingVolume(const Standard_Real Left,const Standard_Real Right,const Standard_Real Bottom,const Standard_Real Top,const Standard_Real ZNear,const Standard_Real ZFar) ;
  //! Modifies the mapping of the view. <br>
  Standard_EXPORT     void SetViewMapping(const Visual3d_ViewMapping& VM) ;
  //! Saves the current view mapping. This will be the <br>
//!          state returned from ResetViewmapping. <br>
  Standard_EXPORT     void SetViewMappingDefault() ;
  //! Resets the centring of the view. <br>
//!          Updates the view <br>
  Standard_EXPORT     void ResetViewMapping() ;
  //! Resets the centring and the orientation of the view <br>
//!          Updates the view <br>
//! <br>
  Standard_EXPORT     void Reset(const Standard_Boolean update = Standard_True) ;
  //! Converts the PIXEL value <br>
//!           to a value in the projection plane. <br>
  Standard_EXPORT     Quantity_Length Convert(const Standard_Integer Vp) const;
  //! Converts the point PIXEL into a point projected <br>
//!           in the reference frame of the projection plane. <br>
  Standard_EXPORT     void Convert(const Standard_Integer Xp,const Standard_Integer Yp,V3d_Coordinate& Xv,V3d_Coordinate& Yv) const;
  //! Converts tha value of the projection plane into <br>
//!           a PIXEL value. <br>
  Standard_EXPORT     Standard_Integer Convert(const Quantity_Length Vv) const;
  //! Converts the point defined in the reference frame <br>
//!           of the projection plane into a point PIXEL. <br>
  Standard_EXPORT     void Convert(const V3d_Coordinate Xv,const V3d_Coordinate Yv,Standard_Integer& Xp,Standard_Integer& Yp) const;
  //! Converts the projected point into a point <br>
//!           in the reference frame of the view corresponding <br>
//!           to the intersection with the projection plane <br>
//!           of the eye/view point vector. <br>
  Standard_EXPORT     void Convert(const Standard_Integer Xp,const Standard_Integer Yp,V3d_Coordinate& X,V3d_Coordinate& Y,V3d_Coordinate& Z) const;
  //! Converts the projected point into a point <br>
//!           in the reference frame of the view corresponding <br>
//!           to the intersection with the projection plane <br>
//!           of the eye/view point vector and returns the <br>
//!           projection ray for further computations. <br>
  Standard_EXPORT     void ConvertWithProj(const Standard_Integer Xp,const Standard_Integer Yp,V3d_Coordinate& X,V3d_Coordinate& Y,V3d_Coordinate& Z,Quantity_Parameter& Vx,Quantity_Parameter& Vy,Quantity_Parameter& Vz) const;
  //! Converts the projected point into the nearest grid point <br>
//!           in the reference frame of the view corresponding <br>
//!           to the intersection with the projection plane <br>
//!           of the eye/view point vector and display the grid marker. <br>
//!  Warning: When the grid is not active the result is identical <br>
//!     to the above Convert() method. <br>
//! How to use : <br>
//! 1) Enable the grid echo display <br>
//!    myViewer->SetGridEcho(Standard_True); <br>
//! 2) When application receive a move event : <br>
//!   2.1) Check if any object is detected <br>
//!     if( myInteractiveContext->MoveTo(x,y) == AIS_SOD_Nothing ) { <br>
//!   2.2) Check if the grid is active <br>
//!     if( myViewer->Grid()->IsActive() ) { <br>
//!   2.3) Display the grid echo and gets the grid point <br>
//!       myView->ConvertToGrid(x,y,X,Y,Z); <br>
//!   2.4) Else this is the standard case <br>
//!     } else myView->Convert(x,y,X,Y,Z); <br>
  Standard_EXPORT     void ConvertToGrid(const Standard_Integer Xp,const Standard_Integer Yp,V3d_Coordinate& Xg,V3d_Coordinate& Yg,V3d_Coordinate& Zg) const;
  //! Converts the point into the nearest grid point <br>
//!           and display the grid marker. <br>
  Standard_EXPORT     void ConvertToGrid(const V3d_Coordinate X,const V3d_Coordinate Y,const V3d_Coordinate Z,V3d_Coordinate& Xg,V3d_Coordinate& Yg,V3d_Coordinate& Zg) const;
  //! Projects the point defined in the reference frame of <br>
//!           the view into the projected point in the associated window. <br>
  Standard_EXPORT     void Convert(const V3d_Coordinate X,const V3d_Coordinate Y,const V3d_Coordinate Z,Standard_Integer& Xp,Standard_Integer& Yp) const;
  //! Converts the point defined in the user space of <br>
//!           the view to the projected view plane point at z 0. <br>
  Standard_EXPORT     void Project(const V3d_Coordinate X,const V3d_Coordinate Y,const V3d_Coordinate Z,V3d_Coordinate& Xp,V3d_Coordinate& Yp) const;
  //! Returns the Background color values of the view <br>
//!          depending of the color Type. <br>
  Standard_EXPORT     void BackgroundColor(const Quantity_TypeOfColor Type,Quantity_Parameter& V1,Quantity_Parameter& V2,Quantity_Parameter& V3) const;
  //! Returns the Background color object of the view. <br>
  Standard_EXPORT     Quantity_Color BackgroundColor() const;
  //! Returns the gradient background colour objects of the view. <br>
  Standard_EXPORT     void GradientBackgroundColors(Quantity_Color& Color1,Quantity_Color& Color2) const;
  //! Returns the gradient background of the view. <br>
  Standard_EXPORT     Aspect_GradientBackground GradientBackground() const;
  //! Returns the current value of the zoom expressed with <br>
//!          respect to SetViewMappingDefault(). <br>
  Standard_EXPORT     Quantity_Factor Scale() const;
  //! Returns the current values of the anisotropic (axial) scale factors. <br>
  Standard_EXPORT     void AxialScale(Standard_Real& Sx,Standard_Real& Sy,Standard_Real& Sz) const;
  //! Returns the centre of the view. <br>
  Standard_EXPORT     void Center(V3d_Coordinate& Xc,V3d_Coordinate& Yc) const;
  //! Returns the height and width of the view. <br>
  Standard_EXPORT     void Size(Quantity_Length& Width,Quantity_Length& Height) const;
  //! Returns the Depth of the view . <br>
  Standard_EXPORT     Standard_Real ZSize() const;
  //! Returns the position of the eye. <br>
  Standard_EXPORT     void Eye(V3d_Coordinate& X,V3d_Coordinate& Y,V3d_Coordinate& Z) const;
  //! Returns the position of point which emanating the <br>
//!          projections. <br>
  Standard_EXPORT     void FocalReferencePoint(V3d_Coordinate& X,V3d_Coordinate& Y,V3d_Coordinate& Z) const;
  //! Returns the coordinate of the point (Xpix,Ypix) <br>
//!          in the view (XP,YP,ZP), and the projection vector of the <br>
//!          view passing by the point (for PerspectiveView). <br>
  Standard_EXPORT     void ProjReferenceAxe(const Standard_Integer Xpix,const Standard_Integer Ypix,V3d_Coordinate& XP,V3d_Coordinate& YP,V3d_Coordinate& ZP,V3d_Coordinate& VX,V3d_Coordinate& VY,V3d_Coordinate& VZ) const;
  //! Returns the Distance between the Eye and View Point. <br>
  Standard_EXPORT     Quantity_Length Depth() const;
  //! Returns the projection vector. <br>
  Standard_EXPORT     void Proj(Quantity_Parameter& Vx,Quantity_Parameter& Vy,Quantity_Parameter& Vz) const;
  //! Returns the position of the view point. <br>
  Standard_EXPORT     void At(V3d_Coordinate& X,V3d_Coordinate& Y,V3d_Coordinate& Z) const;
  //! Returns the vector giving the position of the high point. <br>
  Standard_EXPORT     void Up(Quantity_Parameter& Vx,Quantity_Parameter& Vy,Quantity_Parameter& Vz) const;
  //! Returns in RADIANS the orientation of the view around <br>
//!          the visual axis measured from the Y axis of the screen. <br>
  Standard_EXPORT     Quantity_PlaneAngle Twist() const;
  //! Returns the current shading model. <br>
  Standard_EXPORT     V3d_TypeOfShadingModel ShadingModel() const;
  
  Standard_EXPORT     V3d_TypeOfSurfaceDetail SurfaceDetail() const;
  
  Standard_EXPORT     Handle_Graphic3d_TextureEnv TextureEnv() const;
  //! Returns the transparency activity. <br>
  Standard_EXPORT     Standard_Boolean Transparency() const;
  //! Returns the current visualisation mode. <br>
  Standard_EXPORT     V3d_TypeOfVisualization Visualization() const;
  //! Indicates if the antialiasing is active (True) or <br>
//!          inactive (False). <br>
  Standard_EXPORT     Standard_Boolean Antialiasing() const;
  //! Returns activity and information on the Zcueing. <br>
//!          <Depth> : Depth of plane. <br>
//!          <Width> : Thickness around the plane. <br>
  Standard_EXPORT     Standard_Boolean ZCueing(Quantity_Length& Depth,Quantity_Length& Width) const;
  //! Returns current information on the ZClipping. <br>
//!          <Depth> : Depth of plane. <br>
//!          <Width> : Thickness around the plane. <br>
//!          <TypeOfZclipping>  :        "BACK" <br>
//!                                      "FRONT" <br>
//!                                      "SLICE" <br>
//!                                      "OFF" <br>
  Standard_EXPORT     V3d_TypeOfZclipping ZClipping(Quantity_Length& Depth,Quantity_Length& Width) const;
  //! Returns True if One light more can be <br>
//!          activated in this View. <br>
  Standard_EXPORT     Standard_Boolean IfMoreLights() const;
  //! initializes an iteration on the active Lights. <br>
  Standard_EXPORT     void InitActiveLights() ;
  //! returns true if there are more active Light(s) to return. <br>
  Standard_EXPORT     Standard_Boolean MoreActiveLights() const;
  //! Go to the next active Light <br>
//!           (if there is not, ActiveLight will raise an exception) <br>
  Standard_EXPORT     void NextActiveLights() ;
  
  Standard_EXPORT     Handle_V3d_Light ActiveLight() const;
  //! Returns the viewer in which the view has been created. <br>
  Standard_EXPORT     Handle_V3d_Viewer Viewer() const;
  //! Returns True if MyView is associated with a window . <br>
  Standard_EXPORT     Standard_Boolean IfWindow() const;
  //! Returns the Aspect Window associated with the view. <br>
  Standard_EXPORT     Handle_Aspect_Window Window() const;
  //! Returns the Type of the View <br>
  Standard_EXPORT     V3d_TypeOfView Type() const;
  //! translates the center of the view and zooms the view. <br>
//!       and updates the view. <br>
  Standard_EXPORT     void Pan(const Standard_Integer Dx,const Standard_Integer Dy,const Quantity_Factor aZoomFactor = 1) ;
  //! Zoom the view according to a zoom factor computed <br>
//! from the distance between the 2 mouse position <X1,Y1>,<X2,Y2> <br>
  Standard_EXPORT     void Zoom(const Standard_Integer X1,const Standard_Integer Y1,const Standard_Integer X2,const Standard_Integer Y2) ;
  //! Zoom the view according to a zoom factor computed <br>
//! from the distance between the last and new mouse position <X,Y> <br>
  Standard_EXPORT     void Zoom(const Standard_Integer X,const Standard_Integer Y) ;
  //! Defines the point (pixel) of zooming (for the method ZoomAtPoint()). <br>
  Standard_EXPORT     void StartZoomAtPoint(const Standard_Integer xpix,const Standard_Integer ypix) ;
  //! Zooms the model at a pixel defined by the method StartZoomAtPoint(). <br>
  Standard_EXPORT     void ZoomAtPoint(const Standard_Integer mouseStartX,const Standard_Integer mouseStartY,const Standard_Integer mouseEndX,const Standard_Integer mouseEndY) ;
  //! Performs  anisotropic scaling  of  <me>  view  along  the  given  <Axis>. <br>
//! The  scale  factor  is  calculated on a basis of <br>
//! the mouse pointer displacement <Dx,Dy>. <br>
//! The  calculated  scale  factor  is  then  passed  to  SetAxialScale(Sx,  Sy,  Sz)  method. <br>
  Standard_EXPORT     void AxialScale(const Standard_Integer Dx,const Standard_Integer Dy,const V3d_TypeOfAxe Axis) ;
  //! Begin the rotation of the view arround the screen axis <br>
//! according to the mouse position <X,Y>. <br>
//!  Warning: Enable rotation around the Z screen axis when <zRotationThreshold> <br>
//! factor is > 0 soon the distance from the start point and the center <br>
//! of the view is > (medium viewSize * <zRotationThreshold> ). <br>
//! Generally a value of 0.4 is usable to rotate around XY screen axis <br>
//! inside the circular treshold area and to rotate around Z screen axis <br>
//! outside this area. <br>
  Standard_EXPORT     void StartRotation(const Standard_Integer X,const Standard_Integer Y,const Quantity_Ratio zRotationThreshold = 0.0) ;
  //! Continues the rotation of the view <br>
//! with an angle computed from the last and new mouse position <X,Y>. <br>
  Standard_EXPORT     void Rotation(const Standard_Integer X,const Standard_Integer Y) ;
  //! Change View Plane Distance for Perspective Views <br>//!  Warning! raises TypeMismatch from Standard if the view <br>
//!          is not a perspective view. <br>
  Standard_EXPORT     void SetFocale(const Quantity_Length Focale) ;
  //! Returns the View Plane Distance for Perspective Views <br>
  Standard_EXPORT     Quantity_Length Focale() const;
  //! Returns the associated Visual3d view. <br>
  Standard_EXPORT     Handle_Visual3d_View View() const;
  //! Returns the current mapping of the view. <br>
  Standard_EXPORT     Visual3d_ViewMapping ViewMapping() const;
  //! Returns the current orientation of the view. <br>
  Standard_EXPORT     Visual3d_ViewOrientation ViewOrientation() const;
  //! Begins any graphics in the view <aView> <br>
//!          Redraw any structured graphics in the back buffer before <br>
//!          if <DoubleBuffer> is TRUE. <br>
//!          Restore the front buffer from the back before <br>
//!          if <DoubleBuffer> is FALSE. <br>
//!          if <RetainMode> is TRUE. <br>
//!          the graphic managed itself exposure,resizing ... <br>
//!          if <RetainMode> is FALSE. <br>
//!          the application must managed itself exposure,resizing ... <br>
//! <br>
  Standard_EXPORT     Standard_Boolean TransientManagerBeginDraw(const Standard_Boolean DoubleBuffer = Standard_False,const Standard_Boolean RetainMode = Standard_False) const;
  //! Clear all transient graphics in the view <aView> <br>
  Standard_EXPORT     void TransientManagerClearDraw() const;
  //! Begins any add graphics in the view <aView> <br>
//!          Redraw any structured graphics in the back buffer before <br>
//!          the application must managed itself exposure,resizing ... <br>
//!  Warning: Returns TRUE if transient drawing is enabled in <br>
//!         the associated view. <br>
//!          Returns FALSE ,if nothing works because something <br>
//!         is wrong for the transient principle : <br>
//! <br>
  Standard_EXPORT     Standard_Boolean TransientManagerBeginAddDraw() const;
  //! Switches computed HLR mode in the view <br>
  Standard_EXPORT     void SetComputedMode(const Standard_Boolean aMode) ;
  //! Returns the computed HLR mode state <br>
  Standard_EXPORT     Standard_Boolean ComputedMode() const;
  //! idem than WindowFit <br>
  Standard_EXPORT     void WindowFitAll(const Standard_Integer Xmin,const Standard_Integer Ymin,const Standard_Integer Xmax,const Standard_Integer Ymax) ;
  //! Set a plotter for plotting the contents of the view <br>
//!          field MyPlotter <br>
  Standard_EXPORT   virtual  void SetPlotter(const Handle(Graphic3d_Plotter)& aPlotter) ;
  //! Create a 2D View for plotting the contents of the view <br>
  Standard_EXPORT     void Plot() ;
  //! Defines or Updates the definition of the <br>
//!          grid in <me> <br>
  Standard_EXPORT     void SetGrid(const gp_Ax3& aPlane,const Handle(Aspect_Grid)& aGrid) ;
  //! Defines or Updates the graphic definition of the <br>
//!          grid in <me> <br>
  Standard_EXPORT     void SetGridGraphicValues(const Handle(Aspect_Grid)& aGrid) ;
  //! Defines or Updates the activity of the <br>
//!          grid in <me> <br>
  Standard_EXPORT     void SetGridActivity(const Standard_Boolean aFlag) ;
  //! dump the full contents of the view at the same <br>
//!          scale in the file <theFile>. The file name <br>
//!          extension must be one of ".png",".bmp",".jpg",".gif". <br>
//!          Returns FALSE when the dump has failed <br>
  Standard_EXPORT     Standard_Boolean Dump(const Standard_CString theFile,const Graphic3d_BufferType& theBufferType = Graphic3d_BT_RGB) ;
  //! print the contents of the view to printer with preview. <br>
//! <hPrnDC> : If you have already an PrinterDeviceContext (HDC), <br>
//! then you can pass it to the print routines. <br>
//! If you don't have an PrinterDeviceContext, then this parameter should <br>
//! be NULL. <br>
//! <showDialog> : If hPrnDC == NULL, then you can force the print routines to <br>
//! open a Print Dialog box. <br>
//! If you want to do this, then set showDialog to TRUE <br>
//! If you don't want to see a dialog (only possible, if you have a hPrnDC <br>
//! or the dialog box was opened once before) then set <showDialog> to FALSE. <br>
//! <showBackground> : When set to FALSE then print the view without background color <br>
//! (background is white) <br>
//! else set to TRUE for printing with current background color. <br>
//! <filename>: If != NULL, then the view will be printed to a file. <br>
//! <printAlgorithm>: If you want to select the print algorithm, then you can <br>
//! specify one of existing algorithms: Aspect_PA_STRETCH, Aspect_PA_TILE. <br>
//! Returns Standard_True if the data is passed to the printer, otherwise <br>
//! Standard_False if the print operation failed. This might be related to <br>
//! insufficient memory or some internal errors. All this errors are <br>
//! indicated by the message boxes (on level of OpenGl_GraphicDriver). <br>
//!  Warning: This function can reuse FBO assigned to the <br>
//!  view on level of OpenGl_GraphicDriver; Please take it into account if <br>
//!  you use it for your purposes; <br>
//!  Warning: Works only under Windows. <br>
  Standard_EXPORT     Standard_Boolean Print(const Aspect_Handle hPrnDC = OCE_NULL_Aspect_Handle,const Standard_Boolean showDialog = Standard_True,const Standard_Boolean showBackground = Standard_True,const Standard_CString filename = NULL,const Aspect_PrintAlgo printAlgorithm = Aspect_PA_STRETCH) const;
  //! dump the full contents of the view <br>
//!        to a pixmap of pixel size <theWidth>*<theHeight> and <br>
//!        buffer type <theBufferType>. If <theForceCentered> is true <br>
//!        view scene will be centered. <br>
//!       Pixmap will be automatically (re)allocated when needed. <br>
  Standard_EXPORT     Standard_Boolean ToPixMap(Image_PixMap& theImage,const Standard_Integer theWidth,const Standard_Integer theHeight,const Graphic3d_BufferType& theBufferType = Graphic3d_BT_RGB,const Standard_Boolean theForceCentered = Standard_True) ;
  //! Manages projection model <br>
  Standard_EXPORT     void SetProjModel(const V3d_TypeOfProjectionModel amOdel = V3d_TPM_SCREEN) ;
  //! Returns the current projection model <br>
  Standard_EXPORT     V3d_TypeOfProjectionModel ProjModel() const;
  //! Manages display of the back faces <br>
//! When <aModel> is TOBM_AUTOMATIC the object backfaces <br>
//! are displayed only for surface objects and <br>
//! never displayed for solid objects. <br>
//! this was the previous mode. <br>
//!      <aModel> is TOBM_ALWAYS_DISPLAYED the object backfaces <br>
//!       are always displayed both for surfaces or solids. <br>
//!      <aModel> is TOBM_NEVER_DISPLAYED the object backfaces <br>
//!       are never displayed. <br>
  Standard_EXPORT     void SetBackFacingModel(const V3d_TypeOfBackfacingModel aModel = V3d_TOBM_AUTOMATIC) ;
  //! Returns current state of the back faces display <br>
  Standard_EXPORT     V3d_TypeOfBackfacingModel BackFacingModel() const;
  //! turns on/off opengl depth testing <br>
  Standard_EXPORT     void EnableDepthTest(const Standard_Boolean enable = Standard_True) const;
  //! returns the current state of the depth testing <br>
  Standard_EXPORT     Standard_Boolean IsDepthTestEnabled() const;
  //! turns on/off opengl lighting, currently used in triedron displaying <br>
  Standard_EXPORT     void EnableGLLight(const Standard_Boolean enable = Standard_True) const;
  //! returns the current state of the gl lighting <br>
//!          currently used in triedron displaying <br>
  Standard_EXPORT     Standard_Boolean IsGLLightEnabled() const;
  //! Adds clip plane to the view. The composition of clip planes truncates the <br>
//! rendering space to convex volume. Number of supported clip planes can be consulted <br>
//! by PlaneLimit method of associated Visual3d_View. Please be aware that the planes <br>
//! which exceed the limit are igonred during rendering. <br>
//! @param thePlane [in] the clip plane to be added to view. <br>
  Standard_EXPORT   virtual  void AddClipPlane(const Graphic3d_ClipPlane_Handle& thePlane) ;
  //! Removes clip plane from the view. <br>
//! @param thePlane [in] the clip plane to be removed from view. <br>
  Standard_EXPORT   virtual  void RemoveClipPlane(const Graphic3d_ClipPlane_Handle& thePlane) ;
  //! Sets sequence of clip planes to the view. The planes that have been set <br>
//! before are removed from the view. The composition of clip planes <br>
//! truncates the rendering space to convex volume. Number of supported <br>
//! clip planes can be consulted by PlaneLimit method of associated <br>
//! Visual3d_View. Please be aware that the planes which exceed the limit <br>
//! are igonred during rendering. <br>
//! @param thePlanes [in] the clip planes to set. <br>
  Standard_EXPORT     void SetClipPlanes(const Graphic3d_SequenceOfHClipPlane& thePlanes) ;
  //! Get clip planes. <br>
//! @return sequence clip planes that have been set for the view <br>
  Standard_EXPORT    const Graphic3d_SequenceOfHClipPlane& GetClipPlanes() const;
  //! enables OpenCL-based ray-tracing mode <br>
  Standard_EXPORT     void SetRaytracingMode() ;
  //! enables OpenGL-based rasterization mode <br>
  Standard_EXPORT     void SetRasterizationMode() ;
  //! enables sharp shadows in OpenCL-based ray-tracing mode <br>
  Standard_EXPORT     void EnableRaytracedShadows() ;
  //! enables specular reflections in OpenCL-based ray-tracing mode <br>
  Standard_EXPORT     void EnableRaytracedReflections() ;
  //! enables antialiasing in OpenCL-based ray-tracing mode <br>
  Standard_EXPORT     void EnableRaytracedAntialiasing() ;
  //! disables sharp shadows in OpenCL-based ray-tracing mode <br>
  Standard_EXPORT     void DisableRaytracedShadows() ;
  //! disables specular reflections in OpenCL-based ray-tracing mode <br>
  Standard_EXPORT     void DisableRaytracedReflections() ;
  //! disables antialiasing in OpenCL-based ray-tracing mode <br>
  Standard_EXPORT     void DisableRaytracedAntialiasing() ;


friend   //! Activates all of the views of a viewer attached <br>
//!            to a window. <br>
  Standard_EXPORT   void V3d_Viewer::SetViewOn() ;
friend   //! Activates a particular view in the Viewer . <br>
//!            Must be call if the Window attached to the view <br>
//!            has been Deiconified . <br>
  Standard_EXPORT   void V3d_Viewer::SetViewOn(const Handle(V3d_View)& View) ;
friend   //! Deactivates all the views of a Viewer <br>
//!            attached to a window. <br>
  Standard_EXPORT   void V3d_Viewer::SetViewOff() ;
friend   //! Deactivates a particular view in the Viewer. <br>
//!            Must be call if the Window attached to the view <br>
//!            has been Iconified . <br>
  Standard_EXPORT   void V3d_Viewer::SetViewOff(const Handle(V3d_View)& View) ;


  DEFINE_STANDARD_RTTI(V3d_View)

protected:

  
  Standard_EXPORT     void ImmediateUpdate() const;

V3d_TypeOfView MyType;
Handle_Visual3d_View MyView;
Visual3d_ViewMapping MyViewMapping;
V3d_TypeOfProjectionModel MyProjModel;
Standard_Boolean myImmediateUpdate;


private: 

  //! Change the scale factor and position of the view <br>
//! such as the bounding box <Umin, Vmin, Umax, Vmax> is contains <br>
//! in the view. <br>
  Standard_EXPORT     void FitAll(const Handle(Aspect_Window)& aWindow,const V3d_Coordinate Umin,const V3d_Coordinate Vmin,const V3d_Coordinate Umax,const V3d_Coordinate Vmax) ;
  //! Determines the screen axes in the reference <br>
//!          framework of the view. <br>
  Standard_EXPORT   static  Standard_Boolean ScreenAxis(const Graphic3d_Vector& Vpn,const Graphic3d_Vector& Vup,Graphic3d_Vector& Xaxe,Graphic3d_Vector& Yaxe,Graphic3d_Vector& Zaxe) ;
  
  Standard_EXPORT   static  void InitMatrix(TColStd_Array2OfReal& Matrix) ;
  
  Standard_EXPORT   static  Standard_Boolean Multiply(const TColStd_Array2OfReal& Left,const TColStd_Array2OfReal& Right,TColStd_Array2OfReal& Matrix) ;
  //! Determines the rotation matrice around an axis <br>
//!          for a given angle. <br>
  Standard_EXPORT   static  void RotAxis(const Graphic3d_Vertex& Vrp,const Graphic3d_Vector& Axe,const Quantity_PlaneAngle Angle,TColStd_Array2OfReal& Matrix) ;
  //! Transforms the point P according to the matrice Matrix . <br>
  Standard_EXPORT   static  Graphic3d_Vertex TrsPoint(const Graphic3d_Vertex& P,const TColStd_Array2OfReal& Matrix) ;
  //! Transforms the vector V according to the matrice Matrix . <br>
  Standard_EXPORT   static  Graphic3d_Vector TrsPoint(const Graphic3d_Vector& V,const TColStd_Array2OfReal& Matrix) ;
  //! Returns the objects number and the projection window <br>
//!          of the objects contained in the view. <br>
  Standard_EXPORT     Standard_Integer MinMax(V3d_Coordinate& Umin,V3d_Coordinate& Vmin,V3d_Coordinate& Umax,V3d_Coordinate& Vmax) const;
  //! Returns the objects number and the box encompassing <br>
//!          the objects contained in the view <br>
  Standard_EXPORT     Standard_Integer MinMax(V3d_Coordinate& Xmin,V3d_Coordinate& Ymin,V3d_Coordinate& Zmin,V3d_Coordinate& Xmax,V3d_Coordinate& Ymax,V3d_Coordinate& Zmax) const;
  //! Returns the Objects number and the gravity center <br>
//!          of ALL viewable points in the view <br>
  Standard_EXPORT     Standard_Integer Gravity(V3d_Coordinate& X,V3d_Coordinate& Y,V3d_Coordinate& Z) const;
  
  Standard_EXPORT     void Init() ;
  //! Returns a new vertex when the grid is activated. <br>
  Standard_EXPORT     Graphic3d_Vertex Compute(const Graphic3d_Vertex& AVertex) const;

V3d_ViewerPointer MyViewer;
V3d_ListOfTransient MyActiveLights;
Visual3d_ViewOrientation MyViewOrientation;
Visual3d_ContextView MyViewContext;
Aspect_Background MyBackground;
Aspect_GradientBackground MyGradientBackground;
Graphic3d_Vector MyDefaultViewAxis;
Graphic3d_Vertex MyDefaultViewPoint;
Handle_Aspect_Window MyWindow;
Handle_Graphic3d_Plotter MyPlotter;
TColStd_ListIteratorOfListOfTransient myActiveLightsIterator;
Standard_Integer sx;
Standard_Integer sy;
Standard_Real rx;
Standard_Real ry;
Standard_Real gx;
Standard_Real gy;
Standard_Real gz;
Standard_Boolean myComputedMode;
Standard_Boolean SwitchSetFront;
Standard_Integer MyZoomAtPointX;
Standard_Integer MyZoomAtPointY;
Handle_Aspect_Grid MyGrid;
gp_Ax3 MyPlane;
Handle_V3d_LayerMgr MyLayerMgr;
TColStd_Array2OfReal MyTrsf;
Handle_Graphic3d_Structure MyGridEchoStructure;
Handle_Graphic3d_Group MyGridEchoGroup;
Standard_Boolean MyTransparencyFlag;


};





// other Inline functions and methods (like "C++: function call" methods)


#endif