geom/src/OBJECT/GEOM_Actor.h

233 lines
6.2 KiB
C++

// Copyright (C) 2007-2008 CEA/DEN, EDF R&D, OPEN CASCADE
//
// Copyright (C) 2003-2007 OPEN CASCADE, EADS/CCR, LIP6, CEA/DEN,
// CEDRAT, EDF R&D, LEG, PRINCIPIA R&D, BUREAU VERITAS
//
// This library is free software; you can redistribute it and/or
// modify it under the terms of the GNU Lesser General Public
// License as published by the Free Software Foundation; either
// version 2.1 of the License.
//
// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
//
// See http://www.salome-platform.org/ or email : webmaster.salome@opencascade.com
//
// GEOM OBJECT : interactive object for Geometry entities visualization
// File : GEOM_Actor.h
// Author : Christophe ATTANASIO
// Module : GEOM
// $Header$
//
#ifndef GEOM_ACTOR_H
#define GEOM_ACTOR_H
#include "GEOM_OBJECT_defs.hxx"
#include "GEOM_SmartPtr.h"
#include <SALOME_Actor.h>
#include <TopoDS_Shape.hxx>
#include <vtkSmartPointer.h>
class vtkCamera;
class GEOM_VertexSource;
typedef GEOM_SmartPtr<GEOM_VertexSource> PVertexSource;
class GEOM_EdgeSource;
typedef GEOM_SmartPtr<GEOM_EdgeSource> PEdgeSource;
class GEOM_WireframeFace;
typedef GEOM_SmartPtr<GEOM_WireframeFace> PWFaceSource;
class GEOM_ShadingFace;
typedef GEOM_SmartPtr<GEOM_ShadingFace> PSFaceSource;
#include <TopTools_IndexedDataMapOfShapeListOfShape.hxx>
class vtkRenderer;
class vtkAppendPolyData;
typedef GEOM_SmartPtr<vtkAppendPolyData> PAppendFilter;
class GEOM_OBJECT_EXPORT GEOM_Actor: public SALOME_Actor
{
public:
vtkTypeMacro(GEOM_Actor,SALOME_Actor);
static GEOM_Actor* New();
void SetShape(const TopoDS_Shape& theShape,
float theDeflection,
bool theIsRelative,
bool theIsVector = false);
void SetDeflection(float theDeflection, bool theIsRelative);
float GetDeflection() const{ return myDeflection;}
bool GetIsRelative() const{ return myIsRelative;}
void AddToRender(vtkRenderer* theRenderer);
void RemoveFromRender(vtkRenderer* theRenderer);
enum EDisplayMode{ eWireframe, eShading};
/* void SetDisplayMode(EDisplayMode theMode); */
/* EDisplayMode GetDisplayMode() const { return myDisplayMode;} */
void SetSelected(bool theIsSelected);
bool IsSelected() const { return myIsSelected;}
// OLD METHODS
// Properties
void SetHighlightProperty(vtkProperty* Prop);
void SetWireframeProperty(vtkProperty* Prop);
void SetShadingProperty(vtkProperty* Prop);
void setDeflection(double adef);
virtual void setDisplayMode(int thenewmode);
// Description:
// This causes the actor to be rendered. It, in turn, will render the actor's
// property and then mapper.
virtual void Render(vtkRenderer *, vtkMapper *);
// Description:
// Release any graphics resources that are being consumed by this actor.
// The parameter window could be used to determine which graphic
// resources to release.
void ReleaseGraphicsResources(vtkWindow *);
const TopoDS_Shape& getTopo();
void setInputShape(const TopoDS_Shape& ashape, double adef1,
int imode, bool isVector = false);
double getDeflection();
double isVector();
// SubShape
void SubShapeOn();
void SubShapeOff();
// Highlight
virtual void highlight(bool theHighlight);
virtual bool hasHighlight() { return true; }
void ShallowCopy(vtkProp *prop);
// Opacity
void SetOpacity(vtkFloatingPointType opa);
vtkFloatingPointType GetOpacity();
// Color
void SetColor(vtkFloatingPointType r,vtkFloatingPointType g,vtkFloatingPointType b);
void GetColor(vtkFloatingPointType& r,vtkFloatingPointType& g,vtkFloatingPointType& b);
virtual bool IsInfinitive();
// overloaded functions
//! To map current selection to VTK representation
virtual
void
Highlight(bool theHighlight);
//----------------------------------------------------------------------------
//! To process prehighlight (called from #SVTK_InteractorStyle)
virtual
bool
PreHighlight(vtkInteractorStyle* theInteractorStyle,
SVTK_SelectionEvent* theSelectionEvent,
bool theIsHighlight);
//! To process highlight (called from #SVTK_InteractorStyle)
virtual
bool
Highlight(vtkInteractorStyle* theInteractorStyle,
SVTK_SelectionEvent* theSelectionEvent,
bool theIsHighlight);
//! Visibility management
virtual
void
SetVisibility( int );
//! IsoLines management
// theNb[0] - number of U lines
// theNb[1] - number of V lines
virtual
void
SetNbIsos(const int theNb[2]);
virtual
void
GetNbIsos(int &theNbU,int &theNbV);
//! Vector mode management
virtual
void
SetVectorMode(const bool theMode);
virtual
bool
GetVectorMode();
protected:
void SetShape(const TopoDS_Shape& theShape,
const TopTools_IndexedDataMapOfShapeListOfShape& theEdgeMap,
bool theIsVector = false);
void SetModified();
void GetMatrix(vtkCamera* theCam, vtkMatrix4x4 *result);
GEOM_Actor();
~GEOM_Actor();
private:
TopoDS_Shape myShape;
int myNbIsos[2];
bool isOnlyVertex;
float myDeflection;
bool myIsRelative;
bool myIsForced;
// EDisplayMode myDisplayMode;
bool myIsSelected;
bool myVectorMode;
PDeviceActor myVertexActor;
PVertexSource myVertexSource;
PDeviceActor myIsolatedEdgeActor;
PEdgeSource myIsolatedEdgeSource;
PDeviceActor myOneFaceEdgeActor;
PEdgeSource myOneFaceEdgeSource;
PDeviceActor mySharedEdgeActor;
PEdgeSource mySharedEdgeSource;
PDeviceActor myWireframeFaceActor;
PWFaceSource myWireframeFaceSource;
PDeviceActor myShadingFaceActor;
PSFaceSource myShadingFaceSource;
PDeviceActor myHighlightActor;
vtkSmartPointer<vtkProperty> myHighlightProp;
vtkSmartPointer<vtkProperty> myPreHighlightProp;
vtkSmartPointer<vtkProperty> myShadingFaceProp;
PAppendFilter myAppendFilter;
PPolyDataMapper myPolyDataMapper;
virtual void SetMapper(vtkMapper*);
GEOM_Actor(const GEOM_Actor&);
void operator=(const GEOM_Actor&);
};
#endif //GEOM_ACTOR_H