Open CASCADE Technology  6.8.0
Public Member Functions | Protected Attributes
OpenGl_LayerList Class Reference

#include <OpenGl_LayerList.hxx>

Public Member Functions

 OpenGl_LayerList (const Standard_Integer theNbPriorities=11)
 Constructor. More...
 
virtual ~OpenGl_LayerList ()
 Destructor. More...
 
Standard_Integer NbPriorities () const
 Method returns the number of available priorities. More...
 
Standard_Integer NbStructures () const
 Number of displayed structures. More...
 
void AddLayer (const Standard_Integer theLayerId)
 Insert a new layer with id. More...
 
Standard_Boolean HasLayer (const Standard_Integer theLayerId) const
 Check whether the layer with given id is already created. More...
 
void RemoveLayer (const Standard_Integer theLayerId)
 Remove layer by its id. More...
 
void AddStructure (const OpenGl_Structure *theStructure, const Standard_Integer theLayerId, const Standard_Integer thePriority, Standard_Boolean isForChangePriority=Standard_False)
 Add structure to list with given priority. The structure will be inserted to specified layer. If the layer isn't found, the structure will be put to default bottom-level layer. More...
 
void RemoveStructure (const OpenGl_Structure *theStructure, const Standard_Integer theZLayerId)
 Remove structure from structure list and return its previous priority. More...
 
void ChangeLayer (const OpenGl_Structure *theStructure, const Standard_Integer theOldLayerId, const Standard_Integer theNewLayerId)
 Change structure z layer If the new layer is not presented, the structure will be displayed in default z layer. More...
 
void ChangePriority (const OpenGl_Structure *theStructure, const Standard_Integer theLayerId, const Standard_Integer theNewPriority)
 Changes structure priority within its ZLayer. More...
 
OpenGl_LayerLayer (const Standard_Integer theLayerId)
 Returns reference to the layer with given ID. More...
 
const OpenGl_LayerLayer (const Standard_Integer theLayerId) const
 Returns reference to the layer with given ID. More...
 
void Render (const Handle< OpenGl_Workspace > &theWorkspace) const
 Render this element. More...
 
const OpenGl_SequenceOfLayersLayers () const
 Returns the set of OpenGL Z-layers. More...
 
void InvalidateBVHData (const Standard_Integer theLayerId)
 Marks BVH tree for given priority list as dirty and marks primitive set for rebuild. More...
 
Standard_Size ModificationState () const
 Returns structure modification state (for ray-tracing). More...
 

Protected Attributes

OpenGl_SequenceOfLayers myLayers
 
OpenGl_LayerSeqIds myLayerIds
 
Standard_Integer myNbPriorities
 
Standard_Integer myNbStructures
 
Standard_Size myModificationState
 

Constructor & Destructor Documentation

OpenGl_LayerList::OpenGl_LayerList ( const Standard_Integer  theNbPriorities = 11)

Constructor.

virtual OpenGl_LayerList::~OpenGl_LayerList ( )
virtual

Destructor.

Member Function Documentation

void OpenGl_LayerList::AddLayer ( const Standard_Integer  theLayerId)

Insert a new layer with id.

void OpenGl_LayerList::AddStructure ( const OpenGl_Structure theStructure,
const Standard_Integer  theLayerId,
const Standard_Integer  thePriority,
Standard_Boolean  isForChangePriority = Standard_False 
)

Add structure to list with given priority. The structure will be inserted to specified layer. If the layer isn't found, the structure will be put to default bottom-level layer.

void OpenGl_LayerList::ChangeLayer ( const OpenGl_Structure theStructure,
const Standard_Integer  theOldLayerId,
const Standard_Integer  theNewLayerId 
)

Change structure z layer If the new layer is not presented, the structure will be displayed in default z layer.

void OpenGl_LayerList::ChangePriority ( const OpenGl_Structure theStructure,
const Standard_Integer  theLayerId,
const Standard_Integer  theNewPriority 
)

Changes structure priority within its ZLayer.

Standard_Boolean OpenGl_LayerList::HasLayer ( const Standard_Integer  theLayerId) const

Check whether the layer with given id is already created.

void OpenGl_LayerList::InvalidateBVHData ( const Standard_Integer  theLayerId)

Marks BVH tree for given priority list as dirty and marks primitive set for rebuild.

OpenGl_Layer& OpenGl_LayerList::Layer ( const Standard_Integer  theLayerId)

Returns reference to the layer with given ID.

const OpenGl_Layer& OpenGl_LayerList::Layer ( const Standard_Integer  theLayerId) const

Returns reference to the layer with given ID.

const OpenGl_SequenceOfLayers& OpenGl_LayerList::Layers ( ) const
inline

Returns the set of OpenGL Z-layers.

Standard_Size OpenGl_LayerList::ModificationState ( ) const
inline

Returns structure modification state (for ray-tracing).

Standard_Integer OpenGl_LayerList::NbPriorities ( ) const

Method returns the number of available priorities.

Standard_Integer OpenGl_LayerList::NbStructures ( ) const

Number of displayed structures.

void OpenGl_LayerList::RemoveLayer ( const Standard_Integer  theLayerId)

Remove layer by its id.

void OpenGl_LayerList::RemoveStructure ( const OpenGl_Structure theStructure,
const Standard_Integer  theZLayerId 
)

Remove structure from structure list and return its previous priority.

void OpenGl_LayerList::Render ( const Handle< OpenGl_Workspace > &  theWorkspace) const

Render this element.

Field Documentation

OpenGl_LayerSeqIds OpenGl_LayerList::myLayerIds
protected
OpenGl_SequenceOfLayers OpenGl_LayerList::myLayers
protected
Standard_Size OpenGl_LayerList::myModificationState
mutableprotected
Standard_Integer OpenGl_LayerList::myNbPriorities
protected
Standard_Integer OpenGl_LayerList::myNbStructures
protected

The documentation for this class was generated from the following file: