Open CASCADE Technology
6.9.0
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#include <Standard.hxx>
#include <Standard_DefineHandle.hxx>
#include <Handle_Visual3d_View.hxx>
#include <Visual3d_ViewManagerPtr.hxx>
#include <Graphic3d_CView.hxx>
#include <Visual3d_ContextView.hxx>
#include <Handle_Aspect_Window.hxx>
#include <Graphic3d_SequenceOfStructure.hxx>
#include <Standard_Boolean.hxx>
#include <Handle_Graphic3d_GraphicDriver.hxx>
#include <Aspect_Background.hxx>
#include <Aspect_GradientBackground.hxx>
#include <Graphic3d_MapOfStructure.hxx>
#include <Graphic3d_GraduatedTrihedron.hxx>
#include <Graphic3d_Camera.hxx>
#include <Standard_Real.hxx>
#include <Graphic3d_NMapOfTransient.hxx>
#include <Graphic3d_DataStructureManager.hxx>
#include <Handle_Visual3d_ViewManager.hxx>
#include <Standard_Integer.hxx>
#include <Handle_Visual3d_Layer.hxx>
#include <Standard_CString.hxx>
#include <Aspect_FillMethod.hxx>
#include <Aspect_GradientFillMethod.hxx>
#include <Visual3d_TypeOfBackfacingModel.hxx>
#include <Aspect_RenderingContext.hxx>
#include <Aspect_GraphicCallbackProc.hxx>
#include <Standard_Address.hxx>
#include <Aspect_TypeOfUpdate.hxx>
#include <Quantity_NameOfColor.hxx>
#include <Aspect_TypeOfTriedronPosition.hxx>
#include <Aspect_TypeOfTriedronEcho.hxx>
#include <Visual3d_TypeOfAnswer.hxx>
#include <Graphic3d_TypeOfStructure.hxx>
#include <Handle_Graphic3d_Structure.hxx>
#include <Graphic3d_ZLayerId.hxx>
#include <Graphic3d_ZLayerSettings.hxx>
#include <Aspect_TypeOfHighlightMethod.hxx>
#include <Aspect_Handle.hxx>
#include <Aspect_PrintAlgo.hxx>
#include <Graphic3d_PtrFrameBuffer.hxx>
#include <Image_PixMap.hxx>
#include <Graphic3d_BufferType.hxx>
#include <Graphic3d_ExportFormat.hxx>
#include <Graphic3d_SortType.hxx>
Data Structures | |
class | Visual3d_View |
Creation and edition of a view in a 3D visualiser. A 3D view is composed of an "orientation" part defined by the position of the observer, the direction of view, and a "mapping" part defined by the type of projection (parallel or perspective) and by the window-viewport couple which allows passage from the projected coordinate space into the screen space. Summary of 3D Viewing To define a view, you must define: More... | |