/usr/include/oce/NIS_InteractiveObject.hxx is in liboce-visualization-dev 0.17.2-2.
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// Created by: Alexander GRIGORIEV
// Copyright (c) 2007-2014 OPEN CASCADE SAS
//
// This file is part of Open CASCADE Technology software library.
//
// This library is free software; you can redistribute it and/or modify it under
// the terms of the GNU Lesser General Public License version 2.1 as published
// by the Free Software Foundation, with special exception defined in the file
// OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
// distribution for complete text of the license and disclaimer of any warranty.
//
// Alternatively, this file may be used under the terms of Open CASCADE
// commercial license or contractual agreement.
#ifndef NIS_InteractiveObject_HeaderFile
#define NIS_InteractiveObject_HeaderFile
#include <NIS_Drawer.hxx>
#include <Bnd_B3f.hxx>
/**
* Abstract base type for presentable and selectable object in NIS architecture.
* @section InteractiveObject_class
* An InteractiveObject has the attributes:
* <ul>
* <li>Integer ID that is unique within the Interactive Context that hosts
* this Object. This ID is 0 if the Object is not yet attached to an
* InteractiveContext</li>
* <li>3D Bounding box</li>
* <li>Presentable state of the Object: Normal, Hilighted or Transparent.</li>
* <li>Visibility state (shown/hidden)</li>
* <li>Selectability (selectable/non-selectable)</li>
* <li>Transparency level (0 to 1 in 1/1000 steps) - for transparent state</li>
* </ul>
* Because the class is abstract, it does not define any color, material and
* other visual aspect - all relevant aspects should be defined in derived
* classes and their Drawers.
*
* @section nis_interactiveobject_drawer Drawers for NIS_InteractiveObject
* Every InteractiveObject type should have an associated NIS_Drawer type; a
* new instance of this associated drawer must be returned by the virtual method
* DefaultDrawer(). The drawer is responsible for the correct calculation of
* the presentation in every possible state (normal, hilighted, etc.); usually
* the associated drawer instance contains all relevant visual aspects.
* <p>
* Association with a Drawer instance is performed by method SetDrawer(). This
* method should not be called by any custom code, it is used internally by
* NIS algorithms (in NIS_InteractiveContext::Display() for instance). If you
* develop your own InteractiveObject type, you will need to call SetDrawer
* whenever you change the visual aspect, for example:
* @code
* void MyIOClass::SetColor (const Quantity_Color& theColor);
* {
* const Handle(MyIOClassDrawer) aDrawer =
* static_cast<MyIOClassDrawer*>(DefaultDrawer(0L));
* // copy the current visual aspects and other attributes to the new Drawer
* aDrawer->Assign (GetDrawer());
* // replace the Drawer
* aDrawer->myColor = theColor;
* SetDrawer (aDrawer);
* }
* @endcode
* Please keep in mind that with this scheme you should not store the color in
* MyIOClass type, because it is already stored in its Drawer.
*
* @section nis_interactiveobject_selection Interactive selection
* Interactive selection is made in class NIS_InteractiveContext, methods
* selectObjects(). These methods call the virtual API of interactive object,
* that consists of 3 methods:
* <ul>
* <li>Intersect (theAxis, theOver) : find the intersection point with a 3D ray,
* the method returns the coordinate of intersection point on the ray.
* Parameter theOver provides the tolerance for intersection of thin
* geometries (lines, vertices)</li>
* <li>Intersect (theBox, theTrsf, isFullIn) : check if the interactive object
* intersects with a 3D box. Transformation 'theTrf' is the <b>inverse</b>
* box transformation, so it is applied to the interactive object rather
* than to the 3D box (3D box stays axis-aligned during intersection
* test). Parameter IsFullIn defines the condition for the result: if
* True then the whole interactive object must be contained inside the box,
* otherwise it is sufficient if only a portion (e.g., a point) is inside.
* This method is used for interactive rectangle selection.</li>
* <li>Intersect (thePolygon, theTrsf, isFullIn) : similar to the previous
* method, but using a polygonal prism instead of box, for selection by
* closed curve or polygon.</li>
* </ul>
*
* @section nis_interactiveobject_memory Memory management
* All data used in the scope of NIS_InteractiveObject subtype should be either
* its explicit fields or pointers to memory managed by a special NIS_Allocator
* instance that belongs to NIS_InteractiveContext. This is strictly required
* because NIS_InteractiveContext should completely manage all its objects,
* meaning that it destroys/reallocates them automatically. To support that,
* the virtual method Clone() should be correctly defined for every interactive
* object subtype. Supposing that MyIOClass inherits MyBaseIOBase :
* @code
* void MyIOCalss::Clone (const Handle(NCollection_BaseAllocator)& theAlloc,
* Handle(NIS_InteractiveObject)& theDest) const
* {
* Handle(MyIOClass) aNewObj;
* if (theDest.IsNull()) {
* aNewObj = new MyIOClass();
* theDest = aNewObj;
* } else {
* aNewObj = reinterpret_cast<MyIOClass*> (theDest.operator->());
* aNewObj->myAlloc = theAlloc;
* }
* MyIOBase::Clone(theAlloc, theDest);
* aNewObj->myDataField = myDataField;
* memcpy(myNewObj->myDataArray, myDataArray, nBytes);
* ...
* }
* @endcode
*
* @section nis_interactiveobject_attribute Attribute
* An instance of this class can have an associated value (Attribute) that is
* stored as a pointer. It can accommodate an integer/float/boolean value or
* a pointer to some structure. This attribute is NOT automatically destroyed
* with the InteractiveObject.
*/
class NIS_InteractiveObject : public Standard_Transient
{
public:
// ---------- PUBLIC METHODS ----------
/**
* Empty constructor. Creates an object that is not attached to drawer.
*/
inline NIS_InteractiveObject ()
: myID (0),
myDrawType (NIS_Drawer::Draw_Normal),
myBaseType (NIS_Drawer::Draw_Normal),
myIsHidden (Standard_True),
myIsDynHilighted (Standard_False),
myIsUpdateBox (Standard_True),
myTransparency (0),
myAttributePtr (0L)
{}
/**
* Destructor.
*/
Standard_EXPORT virtual ~NIS_InteractiveObject ();
/**
* Query the ID of the Object in its Context.
*/
inline Standard_Integer ID () const
{ return Standard_Integer (myID); }
/**
* Query the type of presentation.
*/
inline NIS_Drawer::DrawType
DrawType () const
{ return myDrawType; }
/**
* Replace the drawer. This method must not be called for Object that
* has not yet been added to a Context (thus has empty drawer).
* It is possible to have unassigned myDrawer or a DefaultDrawer as the
* parameter value (but not both). The Context where we work is taken
* from theDrawer first, then (if NULL) -- from myDrawer.
* This method matches theDrawer with the available Drawers in the Context
* and adds if no match is found.
* @return
* Reference to the finally stored or found Drawer instance inside
* the Context.
*/
Standard_EXPORT const Handle(NIS_Drawer)&
SetDrawer (const Handle(NIS_Drawer)& theDrawer,
const Standard_Boolean setUpdated
= Standard_True);
/**
* Query the current drawer.
*/
inline const Handle(NIS_Drawer)&
GetDrawer () const
{ return myDrawer; }
/**
* Create a default drawer instance. In the upper-level call (in subclass)
* it is always called with NULL parameter. Then it should call the same
* method of the superclass (except for NIS_InteractiveObject superclass type)
* with the created Drawer instance as parameter.
* @see NIS_Triangulated as example.
*/
Standard_EXPORT virtual NIS_Drawer *
DefaultDrawer (NIS_Drawer * theDrv) const = 0;
/**
* Query a 3D bounding box of the object.
*/
Standard_EXPORT const Bnd_B3f&
GetBox ();
/**
* Query the Transparent state.
*/
inline Standard_Boolean IsTransparent () const
{ return myTransparency > 0; }
/**
* Query the Hidden state
*/
inline Standard_Boolean IsHidden () const
{ return myIsHidden; }
/**
* Query the Displayed state - opposite to IsHidden().
*/
inline Standard_Boolean IsDisplayed () const
{ return !myIsHidden; }
/**
* Query the Dynamic Hilight state
*/
inline Standard_Boolean IsDynHilighted() const
{ return myIsDynHilighted; }
/**
* Query if the Object is selectable.
*/
Standard_EXPORT virtual Standard_Boolean
IsSelectable () const;
/**
* Set or change the selectable state of the Object.
* @param isSel
* True (default) - the Object will be selectable, False - it will be
* ignored by selection/hilighting algorithms.
*/
Standard_EXPORT virtual void
SetSelectable (const Standard_Boolean isSel
= Standard_True) const;
/**
* Query the Transparency factor.
*/
inline Standard_ShortReal Transparency () const
{ return static_cast<Standard_ShortReal>(myTransparency) / MaxTransparency; }
/**
* Set the Transparency factor.
*/
Standard_EXPORT void SetTransparency (const Standard_Real theValue = 0.6);
/**
* Present the Object as opaque (Normal draw type).
*/
inline void UnsetTransparency ()
{ SetTransparency (0.); }
/**
* Create a copy of theObject except its ID.
* @param theAll
* Allocator where the Dest should store its private data.
* @param theDest
* <tt>[in-out]</tt> The target object where the data are copied.
*/
Standard_EXPORT virtual void
Clone (const Handle(NCollection_BaseAllocator)& theAll,
Handle(NIS_InteractiveObject)& theDest) const;
/**
* The same as Clone() but also copies the ID.
*/
Standard_EXPORT void CloneWithID (const Handle(NCollection_BaseAllocator)&,
Handle(NIS_InteractiveObject)&);
/**
* Intersect the InteractiveObject geometry with a line/ray.
* @param theAxis
* The line or ray in 3D space.
* @param theOver
* Half-thickness of the selecting line.
* @return
* If the return value is more than 0.1*RealLast() then no intersection is
* detected. Otherwise returns the coordinate of thePnt on the ray. May be
* negative.
*/
Standard_EXPORT virtual Standard_Real
Intersect (const gp_Ax1& theAxis,
const Standard_Real theOver)const = 0;
/**
* Intersect the InteractiveObject geometry with an oriented box.
* The default implementation (in this abstract class) always returns True,
* signalling that every object pre-selected by its bounding box is
* automatically selected. The specializations should define a more correct behaviour.
* The algorithm should transform the InteractiveObject geometry using the
* parameter theTrf and then reject it with box theBox, like:
* @code
* gp_Pnt aPnt = ..... // aPnt is part of our geometry.
* if (!theBox.IsOut (aPnt.Transformed(theTrf)))
* return Standard_True;
* @endcode
* @param theBox
* 3D box of selection
* @param theTrf
* Position/Orientation of the box. It coincides with theTrfInv that is
* passed to NIS_InteractiveObject::selectObjects().
* @param isFull
* True if full inclusion is required (full inside the tested box) for
* the positive result, False - if only partial inclusion give a result.
* @return
* True if the InteractiveObject geometry intersects the box or is inside it
*/
Standard_EXPORT virtual Standard_Boolean
Intersect (const Bnd_B3f& theBox,
const gp_Trsf& theTrf,
const Standard_Boolean isFull) const;
/**
* Intersect the InteractiveObject geometry with a selection polygon.
* The default implementation (in this abstract class) always returns True,
* signalling that every object pre-selected by its bounding box is
* automatically selected. The specializations should define a more correct behaviour.
* The algorithm should transform the InteractiveObject geometry using the
* parameter theTrf and then reject it with polygon.
* @param thePolygon
* the list of vertices of a free-form closed polygon without
* self-intersections. The last point should not coincide with the first
* point of the list. Any two neighbor points should not be confused.
* @param theTrf
* Position/Orientation of the polygon. It coincides with theTrfInv that is
* passed to NIS_InteractiveContext::selectObjects().
* @param isFull
* True if full inclusion is required (full inside the tested box) for
* the positive result, False - if only partial inclusion give a result.
* @return
* True if the InteractiveObject geometry intersects the polygon or is inside it
*/
Standard_EXPORT virtual Standard_Boolean
Intersect (const NCollection_List<gp_XY> &thePolygon,
const gp_Trsf &theTrf,
const Standard_Boolean isFull) const;
/**
* Set the pointer to custom (arbitrary) data associated with the Object.
*/
inline void SetAttribute (void * theAttributePtr)
{ myAttributePtr = theAttributePtr; }
/**
* Query the associated custom (arbitrary) attribute pointer.
*/
inline void * GetAttribute () const
{ return myAttributePtr; }
protected:
// ---------- PROTECTED METHODS ----------
inline void setDrawerUpdate () const
{ myDrawer->SetUpdated (myDrawType); }
/**
* Create a 3D bounding box of the object.
*/
Standard_EXPORT virtual void
computeBox () = 0;
inline Standard_Boolean isUpdateBox () const
{ return myIsUpdateBox; }
inline void setIsUpdateBox (const Standard_Boolean isUpdate)
{ myIsUpdateBox = isUpdate; }
private:
// ---------- PRIVATE (PROHIBITED) METHODS ----------
NIS_InteractiveObject (const NIS_InteractiveObject& theOther);
NIS_InteractiveObject& operator = (const NIS_InteractiveObject& theOther);
private:
// ---------- PRIVATE FIELDS ----------
Handle(NIS_Drawer) myDrawer;
Standard_Integer myID;
NIS_Drawer::DrawType myDrawType : 3;
NIS_Drawer::DrawType myBaseType : 3;
Standard_Boolean myIsHidden : 1;
Standard_Boolean myIsDynHilighted: 1;
Standard_Boolean myIsUpdateBox : 1;
unsigned int myTransparency : 10;
static const unsigned int MaxTransparency = 1000;
protected:
Bnd_B3f myBox;
void * myAttributePtr;
friend class NIS_InteractiveContext;
friend class NIS_Drawer;
public:
// Declaration of CASCADE RTTI
DEFINE_STANDARD_RTTI (NIS_InteractiveObject)
};
#include <Handle_NIS_InteractiveObject.hxx>
#endif
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