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V3d_View.cxx

/***********************************************************************
 
     FONCTION :
     ----------
        Classe V3d_View :
 
     HISTORIQUE DES MODIFICATIONS   :
     --------------------------------
      00-09-92 : GG  ; Creation.
      02-10-96 : FMN ; Suppression appel Redraw sans MustBeResized()
      05-06-97 : FMN ; Correction FitAll()
      30-06-97 : GG ; Correction + Optimisation de Panning(...)
                      On fait la translation + le zoom en une seule
                      operation au lieu de 2 precedemment qui etait buggee.
      09-07-97 : FMN ; Correction FitAll() sur le Ratio
      16-07-97 : FMN ; Correction FitAll() sur le calcul de la Box
      22-07-97 : FMN ; Ajout mode RetainMode pour le Transient
      15-12-97 : FMN ; Ajout texture mapping
      17-12-97 : FMN ; CTS19129 Correction FitAll() multiple
      18-12-97 : FMN ; Ajout mode Ajout
      24-12-97 : FMN ; Remplacement de math par MathGra
      24-12-97 : CQO ; BUC50037 Xw_Window -> Aspect_Window
      31-12-97 : CAL ; Remplacement de MathGra par Array2OfReal
      07-01-98 : CAL ; Ajout de la methode DoMapping.
      07-01-98 : CAL ; Retrait de tous les "this->" inutiles
      21-01-98 : CAL ; Remplacement des Window->Position () par Window->Size ()
      27-01-98 : FMN ; PERF: OPTIMISATION LOADER (LOPTIM)
      12-02-98 : GG  ; Reactivation du Redraw dans MustBeResized()
      23-02-98 : FMN ; Remplacement PI par Standard_PI
      25-02-98 : FMN ; PERF.27: Optimisation de la création d'une vue à
                        partir d'une vue existante
      11-03-98 : STT ; S3558
      19-03-98 : FMN ; Probleme dans FitAll car la methode WNT_Window::Size(Real,Real)
                       ne marche pas.
      08-04-98 : STT ; suppr. S3558
      10-04-98 : CAL ; Ajout des methodes RefToPix et PixToRef
      13-06-98 : FMN ; Probleme dans FitAll car la methode WNT_Window::Size(Real,Real)
                       ne marche pas. Contournement en appelant WNT_Window::Size(Int,Int).
      16-08-98 : CAL ; S3892. Ajout grilles 3d.
      09-09-98 : CAL ; S3892. Generalisation de TrsPoint.
      24-09-98 : CAL ; Ajout d'un parametre a V3d_View::SetPlotter.
      06-10-98 : CAL ; Ajout d'un TIMER si CSF_GraphicTimer est definie.
      16-10-98 : CAL ; Retrait d'un TIMER si CSF_GraphicTimer est definie.
      06-11-98 : CAL ; PRO ?????. Probleme dans ZFitAll si un point dans la vue.
      13-06-98 : FMN ; PRO14896: Correction sur la gestion de la perspective (cf Programming Guinde)
      29-OCT-98 : DCB : Adding ScreenCopy () method.
      22-12-98 : FMN ; Rename CSF_WALKTHROW en CSF_WALKTHROUGH
      10-11-99 : GG ; PRO19603 Add Redraw( area ) method
      IMP130100   : GG 
                  -> Don't increase too much the ZSize.
                  -> Initialize correctly the Z clipping and D cueing
                    planes.
      IMP100701 : SZV ; Add ToPixMap() method

     REMARQUES :
     -----------
      A propos du FitAll() multiple. Ce probleme est du a un manque de 
      precision des matrices de transformations. Si on prend un carre que 
      l'on projette dans le plan (U,V), il existe rapidement une difference
      apres quelques Zoom- par rapport au valeur exacte (cf ZoomX). Il ne faut 
      pas oublier que les matrices travaillent en float et non en double. 
      Pour resoudre le probleme (faute de mieux) je fais 2 passes. 

************************************************************************/

#define GER61351  //GG_15/12/99 Add SetBackgroundColor()
//                            and BackgroundColor() methods


#define IMP240100 //GG
//                -> Remove PixToRef() method ,use
//                  instead the equivalent Convert() method.
//                -> Rename RefToPix() to Convert() method.
//                  -> Remove the grid computation in Convert()
//                  method. Use instead the NEW ConvertToGrid() methods.
//                  Reason is the Convert() method is call by 
//                  StdSelect_ViewSelector3d_Pick() from
//                  AIS_InteractiveContext() and it's not possible
//                  to select an object vertex when the grid is active!
//                -> Remove grid echo marker definition 
//                  (reported in the viewer)
//                -> Add SetProjModel() methods.

#define G003            //EUG 04-10-99
//                -> computed mode management
//                   Add SetComputedMode(..) method
//                -> animation mode management
//                   Add SetAnimationMode()
//                -> backfacing management
//                   Add SetBackFacingModel() method

#define G004            //VKH 15-11-99
//                -> Add Dump() methods
//                -> GG 07/03/00 Use the new MMSize()
//                   method from Aspect_Window class.

#define IMP210200       //GG Add Transparency() method

#define IMP250200 //GG With SetDepth() method, when the requested 
//                depth is < 0.,
//                move the view ref point and the eye,instead
//                only the eye.

#define IMP020300 //GG Don't use ZFitAll in during Rotation
//                for perf improvment

#define IMP210600 //GG Avoid to have infinite loop when call Rotation() method 
//                without call before StartRotation().
//                This problem occurs when CTRL MB3 is maintain press betwwen 2 views.

#define IMP250900 //GG Enable rotation around screen Z axis when
//                rotation begin far the center of the screen.
//                Thanks to Patrick REGINSTER (SAMTECH)
//                GG 21/12/00 Due to a regression on the previous specifications
//                this new functionnality is right now deactivated
//                by default (see StartRotation(...,zRotationThreshold)
//                method.     

#define BUC60952  //GG Enable to rotate around the view axis
//                and the required view point

#define RIC120302 //GG Add a NEW SetWindow method which enable
//                to connect a graphic widget and context to OGL.

#define IMP260302 //GG To avoid conflicting in Window destructor
//                nullify this handle in Remove method

#define OCC280          //SAV fix for FitAll problem in the perspective view.

#define OCC1188         //SAV Added methods to set background image

/*----------------------------------------------------------------------*/
/*
 * Includes
 */

#include <Standard_TypeMismatch.hxx>
#include <Visual3d_ViewManager.hxx>
#include <Visual3d_Light.hxx>
#include <Visual3d_ClipPlane.hxx>
#include <Graphic3d_Structure.hxx>
#include <Graphic3d_MapIteratorOfMapOfStructure.hxx>
#include <Graphic3d_MapOfStructure.hxx>
#include <Graphic3d_TextureEnv.hxx>
#include <V3d.hxx>
#include <V3d_View.ixx>
#include <Viewer_BadValue.hxx>
#include <Standard_ShortReal.hxx>
#include <gp_Dir.hxx>
#include <TColStd_Array2OfReal.hxx>
#include <Visual3d_TransientManager.hxx>
#include <Precision.hxx>

// S3892
#include <Graphic3d_AspectMarker3d.hxx>

// S3603
#include <Aspect_GenericColorMap.hxx>
#include <Aspect_TypeMap.hxx>
#include <Aspect_WidthMap.hxx>
#include <Aspect_MarkMap.hxx>
#include <Aspect_FontMap.hxx>
#include <PlotMgt_ImageDriver.hxx>
#include <TColStd_HSequenceOfInteger.hxx>
#ifdef WNT
# include <WNT_WDriver.hxx>
#else
# include <Xw_Driver.hxx>
#endif

#ifdef G003
# define V3d_FLAG_ANIMATION         0x00000001
# define V3d_FLAG_DEGENERATION      0x00000002
# define V3d_FLAG_COMPUTATION       0x00000004
#endif  // G003

// Tumble
#include <OSD_Timer.hxx>
static OSD_Timer FullTimer;

// Perspective
#include <OSD_Environment.hxx>

/*----------------------------------------------------------------------*/
/*
 * Constant
 */

#define Zmargin 1.
#define DEUXPI (2.*Standard_PI)

// en cas NO_TRACE_ECHO et de NO_TRACE_POINTS, dans V3d_View_4.cxx ET dans
// V3d_View.cxx, virer MyGridEchoStructure et MyGridEchoGroup dans le cdl
#define NO_TRACE_ECHO 
#define NO_TRACE_POINTS

/*----------------------------------------------------------------------*/
/*
 * Local data definitions
 */


static Standard_Real MyXwindowCenter ;
static Standard_Real MyYwindowCenter ;
static Standard_Real MyWindowWidth ;
static Standard_Real MyWindowHeight ;

#define LOPTIM
#ifndef LOPTIM
static Graphic3d_Vector MyXscreenAxis ;
static Graphic3d_Vector MyYscreenAxis ;
static Graphic3d_Vector MyZscreenAxis ;
static Graphic3d_Vector MyViewReferencePlane ;
static Graphic3d_Vector MyViewReferenceUp ;
static Graphic3d_Vector MyViewAxis ;
static Graphic3d_Vertex MyViewReferencePoint ;
static Graphic3d_Vertex MyGravityReferencePoint ;
static Graphic3d_Vertex MyProjReferencePoint ;
#else 
static Graphic3d_Vector& _MyXscreenAxis() {
    static Graphic3d_Vector MyXscreenAxis;
return MyXscreenAxis;
}
#define MyXscreenAxis _MyXscreenAxis()

static Graphic3d_Vector& _MyYscreenAxis() {
    static Graphic3d_Vector MyYscreenAxis;
return MyYscreenAxis;
}
#define MyYscreenAxis _MyYscreenAxis()

static Graphic3d_Vector& _MyZscreenAxis() {
    static Graphic3d_Vector MyZscreenAxis;
return MyZscreenAxis;
}
#define MyZscreenAxis _MyZscreenAxis()

static Graphic3d_Vector& _MyViewReferencePlane() {
    static Graphic3d_Vector MyViewReferencePlane;
return MyViewReferencePlane;
}
#define MyViewReferencePlane _MyViewReferencePlane()

static Graphic3d_Vector& _MyViewReferenceUp() {
    static Graphic3d_Vector MyViewReferenceUp;
return MyViewReferenceUp;
}
#define MyViewReferenceUp _MyViewReferenceUp()

static Graphic3d_Vector& _MyViewAxis() {
    static Graphic3d_Vector MyViewAxis;
return MyViewAxis;
}
#define MyViewAxis _MyViewAxis()

static Graphic3d_Vertex& _MyViewReferencePoint() {
    static Graphic3d_Vertex MyViewReferencePoint;
return MyViewReferencePoint;
}
#define MyViewReferencePoint _MyViewReferencePoint()

static Graphic3d_Vertex& _MyGravityReferencePoint() {
    static Graphic3d_Vertex MyGravityReferencePoint;
return MyGravityReferencePoint;
}
#define MyGravityReferencePoint _MyGravityReferencePoint()

static Graphic3d_Vertex& _MyProjReferencePoint() {
    static Graphic3d_Vertex MyProjReferencePoint;
return MyProjReferencePoint;
}
#define MyProjReferencePoint _MyProjReferencePoint()
#endif // LOPTIM

/*----------------------------------------------------------------------*/
//-Constructors

00278 V3d_View::V3d_View(const Handle(V3d_Viewer)& VM, const V3d_TypeOfView Type ) :
MyType ( Type ),
MyViewer(VM.operator->()),
MyActiveLights(),
MyActivePlanes(),
MyViewContext (),
myActiveLightsIterator(),
myActivePlanesIterator(),
SwitchSetFront(Standard_False),
MyTrsf (1, 4, 1, 4),                                    // S3892
MyProjModel(V3d_TPM_SCREEN)
#if defined(TRACE_POINTS)
,MyGridEchoStructure (new Graphic3d_Structure (VM->Viewer ())),  // S3892
MyGridEchoGroup (new Graphic3d_Group (MyGridEchoStructure))            // S3892
#endif
{

  myImmediateUpdate = Standard_False;
  MyView = new Visual3d_View(MyViewer->Viewer());
  
  // { Debut de recuperation de la definition du ViewContext.
  // Pas de MyViewContext = MyView->Context() ;
  // pour permettre a MyView->SetContext de comparer
  // l'ancien contexte et le nouveau.
  // Pas de probleme pour MyViewMapping, MyViewOrientation
  // car MyView->SetViewMapping et MyView->SetViewOrientation
  // ne cherchent pas a optimiser les modifications apportees
  // au viewmapping et au vieworientation.
  
  // Aliasing
  if ((MyView->Context ()).AliasingIsOn ())
    MyViewContext.SetAliasingOn ();
  else
    MyViewContext.SetAliasingOff ();
  
  // DepthCueing
  MyViewContext.SetDepthCueingBackPlane
    ((MyView->Context ()).DepthCueingBackPlane ());
  MyViewContext.SetDepthCueingFrontPlane
    ((MyView->Context ()).DepthCueingFrontPlane ());
  
  if ((MyView->Context ()).DepthCueingIsOn ())
    MyViewContext.SetDepthCueingOn ();
  else
    MyViewContext.SetDepthCueingOff ();
  
  // ZClipping
  MyViewContext.SetZClippingBackPlane
    ((MyView->Context ()).ZClippingBackPlane ());
  MyViewContext.SetZClippingFrontPlane
    ((MyView->Context ()).ZClippingFrontPlane ());
  
  if ((MyView->Context ()).FrontZClippingIsOn ())
    MyViewContext.SetFrontZClippingOn ();
  else
    MyViewContext.SetFrontZClippingOff ();
  
  if ((MyView->Context ()).BackZClippingIsOn ())
    MyViewContext.SetBackZClippingOn ();
  else
    MyViewContext.SetBackZClippingOff ();
  
  // Visualisation et Shading Model
  MyViewContext.SetModel ((MyView->Context ()).Model ());
  MyViewContext.SetVisualization ((MyView->Context ()).Visualization ());
  
  // Texture Mapping
  MyViewContext.SetSurfaceDetail (MyView->Context ().SurfaceDetail ());
  MyViewContext.SetTextureEnv (MyView->Context ().TextureEnv ());
  // } Fin de recuperation de la definition du ViewContext.
  
  MyViewMapping = MyView->ViewMapping() ;
  MyViewOrientation = MyView->ViewOrientation() ;
  MyBackground = VM->GetBackgroundColor() ;
  
  SetAxis(0.,0.,0.,1.,1.,1.) ;
  SetVisualization(VM->DefaultVisualization()) ;
  SetShadingModel(VM->DefaultShadingModel()) ;
  SetSurfaceDetail(VM->DefaultSurfaceDetail()) ;
  SetTwist(0.) ;
  SetAt(0.,0.,0.) ;
  SetProj(VM->DefaultViewProj()) ;
  SetSize(VM->DefaultViewSize()) ;
  Standard_Real zsize = VM->DefaultViewSize();
  SetZSize(2.*zsize+zsize*Zmargin) ;
  SetZClippingDepth(0.);
  SetZClippingWidth(zsize);
  SetZCueingDepth(0.);
  SetZCueingWidth(zsize);
  SetDepth(VM->DefaultViewSize()/2.) ;
  SetCenter(0.,0.) ;
  SetViewMappingDefault();
  VM->AddView(this) ;
  Init();
  myImmediateUpdate = Standard_True;

  // S3892
#ifndef IMP240100
#if defined(TRACE_POINTS)
Handle(Graphic3d_AspectMarker3d) MarkerAttrib = new Graphic3d_AspectMarker3d ();
  MarkerAttrib->SetColor (Quantity_Color (Quantity_NOC_GRAY90));
  MarkerAttrib->SetScale (3.0);
  MarkerAttrib->SetType (Aspect_TOM_STAR);
  MyGridEchoStructure->SetPrimitivesAspect (MarkerAttrib);
#endif
#endif      //IMP240100

#ifdef G003
  MyAnimationFlags = 0;
#endif  // G003

#ifdef IMP210200
  MyTransparencyFlag = Standard_False;
#endif
}

/*----------------------------------------------------------------------*/

00396 V3d_View::V3d_View(const Handle(V3d_Viewer)& VM,const Handle(V3d_View)& V, const V3d_TypeOfView Type ) :
MyType ( Type ),
MyViewer(VM.operator->()),
MyActiveLights(),
MyActivePlanes(),
MyViewContext (),
myActiveLightsIterator(),
myActivePlanesIterator(),
SwitchSetFront(Standard_False),
MyTrsf (1, 4, 1, 4),                                    // S3892
MyProjModel(V3d_TPM_SCREEN)
#if defined(TRACE_POINTS)
,MyGridEchoStructure (new Graphic3d_Structure (VM->Viewer ())),  // S3892
MyGridEchoGroup (new Graphic3d_Group (MyGridEchoStructure))             // S3892
#endif
{

  Handle(Visual3d_View) FromView = V->View() ;
  
  myImmediateUpdate = Standard_False;
  MyView = new Visual3d_View(MyViewer->Viewer());
  
  for (V->InitActiveLights();V->MoreActiveLights();V->NextActiveLights()){
    MyActiveLights.Append(V->ActiveLight());}
  for (V->InitActivePlanes();V->MoreActivePlanes();V->NextActivePlanes()){
    MyActivePlanes.Append(V->ActivePlane());}
  
  MyViewContext = FromView->Context() ;
  
  MyViewMapping = FromView->ViewMapping() ;
  MyViewOrientation = FromView->ViewOrientation() ;
  MyBackground = FromView->Background() ;
  MyView->SetContext(MyViewContext) ;
  
  SetAxis(0.,0.,0.,1.,1.,1.) ;
  VM->AddView(this) ;
  Init();
  myImmediateUpdate = Standard_True;

  // S3892
#ifndef IMP240100
#if defined(TRACE_ECHO)
Handle(Graphic3d_AspectMarker3d) MarkerAttrib = new Graphic3d_AspectMarker3d ();
  MarkerAttrib->SetColor (Quantity_Color (Quantity_NOC_GRAY90));
  MarkerAttrib->SetScale (3.0);
  MarkerAttrib->SetType (Aspect_TOM_STAR);
  MyGridEchoStructure->SetPrimitivesAspect (MarkerAttrib);
#endif
#endif      //IMP240100

#ifdef G003
  MyAnimationFlags = 0;
#endif
}

/*----------------------------------------------------------------------*/

//-Methods, in order

void V3d_View::SetMagnify(const Handle(Aspect_Window)& TheWindow,
                          const Handle(V3d_View)& aPreviousView,
                          const Standard_Integer x1,
                          const Standard_Integer y1,
                          const Standard_Integer x2,
                          const Standard_Integer y2) {
  
  if( !MyView->IsDefined() ) {
    Standard_Real a,b,c,d;
    aPreviousView->Convert(x1,y1,a,b);
    aPreviousView->Convert(x2,y2,c,d);
    MyView->SetWindow(TheWindow) ;
    FitAll(TheWindow,a,b,c,d);
    MyView->SetContext(MyViewContext) ;
    MyView->SetViewOrientation(MyViewOrientation) ;
    MyView->SetBackground(MyBackground) ;
    MyViewer->SetViewOn(this) ;            
    MyWindow = TheWindow;
    MyView->Redraw() ;
    SetViewMappingDefault();
  }
}

/*----------------------------------------------------------------------*/

00480 void V3d_View::SetWindow(const Handle(Aspect_Window)& TheWindow) {

  Standard_MultiplyDefined_Raise_if( MyView->IsDefined(),
                                    "V3d_View::SetWindow, window of view already defined");

  MyView->SetWindow(TheWindow) ;
  // SetWindow effectue un SetRatio et modifie le
  // ViewMapping et ViewMappingDefault de MyView.
  MyViewMapping = MyView->ViewMapping() ;
  MyView->SetContext(MyViewContext) ;
  MyView->SetViewMapping(MyViewMapping) ;
  MyView->SetViewOrientation(MyViewOrientation) ;
  MyView->SetBackground(MyBackground) ;
  MyViewer->SetViewOn(this) ;            
  //MyView->SetViewMappingDefault();            
#ifdef TRACE_POINTS
  MyGridEchoStructure->SetInfiniteState (Standard_True);        // S3892
  MyGridEchoStructure->Display ();                              // S3892
#endif
  MyView->Redraw() ;
  MyWindow = TheWindow;
}

// RIC120302
/*----------------------------------------------------------------------*/

00506 void V3d_View::SetWindow(const Handle(Aspect_Window)&      aWindow,
                   const Aspect_RenderingContext     aContext,
                   const Aspect_GraphicCallbackProc& aDisplayCB,
                   const Standard_Address            aClientData)
{
  Standard_MultiplyDefined_Raise_if( MyView->IsDefined(),
                                    "V3d_View::SetWindow, "
                                     "window of view already defined");
  MyView->SetWindow(aWindow, aContext, aDisplayCB, aClientData) ;
  MyViewMapping = MyView->ViewMapping() ;
  MyView->SetContext(MyViewContext) ;
  MyView->SetViewMapping(MyViewMapping) ;
  MyView->SetViewOrientation(MyViewOrientation) ;
  MyView->SetBackground(MyBackground) ;
  MyViewer->SetViewOn(this) ;            
  MyView->Redraw() ;
  MyWindow = aWindow;
}
// RIC120302

/*----------------------------------------------------------------------*/

00528 void V3d_View::Remove() const  {
  MyViewer->DelView(this) ;
  MyView->Remove() ;
#ifdef IMP260303
  MyWindow.Nullify();
#endif
}

/*----------------------------------------------------------------------*/

00538 void V3d_View::Update()  const {
  if( MyView->IsDefined() )  MyView->Update() ;
}

/*----------------------------------------------------------------------*/

00544 void V3d_View::Redraw() const {
  if( MyView->IsDefined() ) MyView->Redraw() ;
}
/*----------------------------------------------------------------------*/

00549 void V3d_View::Redraw(const Standard_Integer xc,const Standard_Integer yc,
                  const Standard_Integer width,const Standard_Integer height) const {
  if( MyView->IsDefined() ) MyView->Redraw(xc,yc,width,height) ;
}

/*----------------------------------------------------------------------*/

00556 Standard_Boolean V3d_View::IsEmpty() const {
  Standard_Boolean TheStatus = Standard_True ;
  
  if( MyView->IsDefined() ) {
    // CAL 6/11/98
    // Standard_Integer Nstruct = (MyView->DisplayedStructures())->Extent() ;
    Standard_Integer Nstruct = MyView->NumberOfDisplayedStructures() ;
    if( Nstruct > 0 ) TheStatus = Standard_False ;
  }
  return (TheStatus) ;
}

/*----------------------------------------------------------------------*/

00570 void V3d_View::UpdateLights() const {
  MyView->SetContext(MyViewContext);
  Update();
}

/*----------------------------------------------------------------------*/

00577 void V3d_View::DoMapping() {
  if( MyView->IsDefined() ) {
    (MyView->Window())->DoMapping() ;
  }
}

/*----------------------------------------------------------------------*/

00585 void V3d_View::MustBeResized() {
  if ( !MyLayerMgr.IsNull() )
    MyLayerMgr->Resized();

  if( MyView->IsDefined() ) {
    MyView->Resized() ;
    MyViewMapping = MyView->ViewMapping();
    // MyView->SetViewMappingDefault();
    MyView->Redraw();
  }
}

/*----------------------------------------------------------------------*/

void V3d_View::SetBackgroundColor(const Quantity_TypeOfColor Type, const Standard_Real v1, const Standard_Real v2, const Standard_Real v3)
{
  Standard_Real V1 = Max( Min( v1, 1.0 ), 0.0 );
  Standard_Real V2 = Max( Min( v2, 1.0 ), 0.0 );
  Standard_Real V3 = Max( Min( v3, 1.0 ), 0.0 );
  
  Quantity_Color C( V1, V2, V3, Type );
#ifdef GER61351
  SetBackgroundColor( C );  
#else
  MyBackground.SetColor( C );
  if ( MyView->IsDefined() )
    MyView->SetBackground( MyBackground );
  if ( !MyLayerMgr.IsNull() )
    MyLayerMgr->Resized();
#endif
}

#ifdef GER61351
/*----------------------------------------------------------------------*/

00620 void V3d_View::SetBackgroundColor(const Quantity_Color &Color)
{
  MyBackground.SetColor( Color );
  if ( MyView->IsDefined() )
    MyView->SetBackground( MyBackground );
  //szv: Why?
  if ( !MyLayerMgr.IsNull() )
    MyLayerMgr->Resized();
}
#endif

/*----------------------------------------------------------------------*/

00633 void V3d_View::SetBackgroundColor(const Quantity_NameOfColor Name)
{
  Quantity_Color C( Name );
#ifdef GER61351
  SetBackgroundColor( C );
#else
  MyBackground.SetColor( C );
  if ( MyView->IsDefined() )
    MyView->SetBackground( MyBackground );
  if ( !MyColorScale.IsNull() )
    MyColorScale->Resized();
#endif
}

/*----------------------------------------------------------------------*/

void V3d_View::SetBackgroundImage( const Standard_CString FileName, 
                           const Aspect_FillMethod FillStyle,
                                   const Standard_Boolean update )
{
#ifdef OCC1188
  if( MyView->IsDefined() ) 
    MyView->SetBackgroundImage( FileName, FillStyle, update ) ;
#endif
}

/*----------------------------------------------------------------------*/

void V3d_View::SetBgImageStyle( const Aspect_FillMethod FillStyle, 
                          const Standard_Boolean update )
{
#ifdef OCC1188
  if( MyView->IsDefined() ) 
      MyView->SetBgImageStyle( FillStyle, update ) ;
#endif
}

/*----------------------------------------------------------------------*/

void V3d_View::SetAxis(const Standard_Real X, const Standard_Real Y, const Standard_Real Z, const Standard_Real Vx, const Standard_Real Vy, const Standard_Real Vz) {

  Standard_Real D,Nx = Vx,Ny = Vy,Nz = Vz ; 

  D = Sqrt( Vx*Vx + Vy*Vy + Vz*Vz ) ;
  Viewer_BadValue_Raise_if ( D <= 0. , "V3d_View::SetAxis, bad axis");
  Nx /= D ; Ny /= D ; Nz /= D ;
  MyDefaultViewPoint.SetCoord(X,Y,Z) ;
  MyDefaultViewAxis.SetCoord(Nx,Ny,Nz) ;
  MyDefaultViewAxis.Normalize() ;
}

/*----------------------------------------------------------------------*/

00686 void V3d_View::SetShadingModel(const V3d_TypeOfShadingModel Model) {

  MyViewContext.SetModel((Visual3d_TypeOfModel) Model) ;
  MyView->SetContext(MyViewContext) ;
}

/*----------------------------------------------------------------------*/

00694 void V3d_View::SetSurfaceDetail(const V3d_TypeOfSurfaceDetail Model) {

  MyViewContext.SetSurfaceDetail((Visual3d_TypeOfSurfaceDetail) Model) ;
  MyView->SetContext(MyViewContext) ;
}

/*----------------------------------------------------------------------*/

00702 void V3d_View::SetTextureEnv(const Handle(Graphic3d_TextureEnv)& ATexture) {

  MyViewContext.SetTextureEnv(ATexture) ;
  MyView->SetContext(MyViewContext) ;
}

/*----------------------------------------------------------------------*/

00710 void V3d_View::SetVisualization(const V3d_TypeOfVisualization Mode) {
  MyViewContext.SetVisualization((Visual3d_TypeOfVisualization) Mode);
  MyView->SetContext(MyViewContext) ;
}

/*----------------------------------------------------------------------*/

00717 void V3d_View::SetFront() {
  gp_Ax3 a = MyViewer->PrivilegedPlane();
  Standard_Real xo,yo,zo,vx,vy,vz,xu,yu,zu;

  a.Direction().Coord(vx,vy,vz);
  a.YDirection().Coord(xu,yu,zu);
  a.Location().Coord(xo,yo,zo);

  if(SwitchSetFront)
    MyViewOrientation.SetViewReferencePlane(Graphic3d_Vector(-vx,-vy,-vz));
  else 
    MyViewOrientation.SetViewReferencePlane(Graphic3d_Vector(vx,vy,vz));

  SwitchSetFront = !SwitchSetFront;

  MyViewOrientation.SetViewReferenceUp(Graphic3d_Vector(xu,yu,zu));
  MyViewOrientation.SetViewReferencePoint(Graphic3d_Vertex(xo,yo,zo));
  
  MyView->SetViewOrientation(MyViewOrientation) ; 

  ImmediateUpdate();
}

/*----------------------------------------------------------------------*/

void V3d_View::Rotate(const Standard_Real ax, const Standard_Real ay, const Standard_Real az, const Standard_Boolean Start) {
  Standard_Real Ax = ax ;
  Standard_Real Ay = ay ;
  Standard_Real Az = az ;
  Graphic3d_Vector Vpn,Vup ;
  TColStd_Array2OfReal Matrix(0,3,0,3) ;
  TColStd_Array2OfReal Rmatrix(0,3,0,3) ;
  
  if( Ax > 0. ) while ( Ax > DEUXPI ) Ax -= DEUXPI ;
  else if( Ax < 0. ) while ( Ax < -DEUXPI ) Ax += DEUXPI ;
  if( Ay > 0. ) while ( Ay > DEUXPI ) Ay -= DEUXPI ;
  else if( Ay < 0. ) while ( Ay < -DEUXPI ) Ay += DEUXPI ;
  if( Az > 0. ) while ( Az > DEUXPI ) Az -= DEUXPI ;
  else if( Az < 0. ) while ( Az < -DEUXPI ) Az += DEUXPI ;
  
  if( Start ) {
    MyViewReferencePoint = MyViewOrientation.ViewReferencePoint() ;
    MyViewReferencePlane = MyViewOrientation.ViewReferencePlane() ;
    MyViewReferenceUp = MyViewOrientation.ViewReferenceUp() ;
    if (!ScreenAxis(MyViewReferencePlane,MyViewReferenceUp,
                MyXscreenAxis,MyYscreenAxis,MyZscreenAxis))
        Viewer_BadValue::Raise ("V3d_View::Rotate, alignment of Eye,At,Up");
  }
  
  InitMatrix(Matrix) ;
  
  if( Ax != 0. ) RotAxis(MyViewReferencePoint,MyYscreenAxis,-Ax,Matrix);
  if( Ay != 0. ) {
    RotAxis(MyViewReferencePoint,MyXscreenAxis,Ay,Rmatrix) ;
    Multiply(Matrix, Rmatrix, Matrix);
  }
  if( Az != 0. ) {
    RotAxis(MyViewReferencePoint,MyZscreenAxis,Az,Rmatrix) ;
    Multiply(Matrix, Rmatrix, Matrix);
  }
  Vpn = TrsPoint(MyViewReferencePlane,Matrix) ;
  MyViewOrientation.SetViewReferencePlane(Vpn) ;
  Vup = TrsPoint(MyViewReferenceUp,Matrix) ;
  MyViewOrientation.SetViewReferenceUp(Vup) ;
  MyView->SetViewOrientation(MyViewOrientation) ; 
#ifdef IMP020300
  SetZSize(0.) ;
#endif
  ImmediateUpdate();
}

/*----------------------------------------------------------------------*/

void V3d_View::Rotate(const Standard_Real ax, const Standard_Real ay, const Standard_Real az,
        const Standard_Real X, const Standard_Real Y, const Standard_Real Z, const Standard_Boolean Start) {

  Standard_Real Ax = ax ;
  Standard_Real Ay = ay ;
  Standard_Real Az = az ;
  Graphic3d_Vector Vpn,Vup ;
  Graphic3d_Vertex Vrp ;
  TColStd_Array2OfReal Matrix(0,3,0,3) ;
  TColStd_Array2OfReal Rmatrix(0,3,0,3) ;
  
  if( Ax > 0. ) while ( Ax > DEUXPI ) Ax -= DEUXPI ;
  else if( Ax < 0. ) while ( Ax < -DEUXPI ) Ax += DEUXPI ;
  if( Ay > 0. ) while ( Ay > DEUXPI ) Ay -= DEUXPI ;
  else if( Ay < 0. ) while ( Ay < -DEUXPI ) Ay += DEUXPI ;
  if( Az > 0. ) while ( Az > DEUXPI ) Az -= DEUXPI ;
  else if( Az < 0. ) while ( Az < -DEUXPI ) Az += DEUXPI ;
  
  if( Start ) {
    MyGravityReferencePoint.SetCoord(X,Y,Z) ;
    MyViewReferencePoint = MyViewOrientation.ViewReferencePoint() ;
    MyViewReferencePlane = MyViewOrientation.ViewReferencePlane() ;
    MyViewReferenceUp = MyViewOrientation.ViewReferenceUp() ;
    if (!ScreenAxis(MyViewReferencePlane,MyViewReferenceUp,
                MyXscreenAxis,MyYscreenAxis,MyZscreenAxis))
        Viewer_BadValue::Raise ("V3d_View::Rotate, alignment of Eye,At,Up");
  }
  
  InitMatrix(Matrix) ;
  
  if( Ax != 0. ) RotAxis(MyGravityReferencePoint,MyYscreenAxis,-Ax,Matrix);
  if( Ay != 0. ) {
    RotAxis(MyGravityReferencePoint,MyXscreenAxis,Ay,Rmatrix) ;
    Multiply(Matrix, Rmatrix, Matrix);
  }
  if( Az != 0. ) {
    RotAxis(MyGravityReferencePoint,MyZscreenAxis,Az,Rmatrix) ;
    Multiply(Matrix, Rmatrix, Matrix);
  }
  Vrp = TrsPoint(MyViewReferencePoint,Matrix) ;
  MyViewOrientation.SetViewReferencePoint(Vrp) ;
  Vpn = TrsPoint(MyViewReferencePlane,Matrix) ;
  MyViewOrientation.SetViewReferencePlane(Vpn) ;
  Vup = TrsPoint(MyViewReferenceUp,Matrix) ;
  MyViewOrientation.SetViewReferenceUp(Vup) ;
  MyView->SetViewOrientation(MyViewOrientation) ; 
#ifdef IMP020300
  SetZSize(0.) ;
#endif
  ImmediateUpdate();
}

/*----------------------------------------------------------------------*/

void V3d_View::Rotate(const V3d_TypeOfAxe Axe, const Standard_Real angle, const Standard_Boolean Start) {

  switch (Axe) {
  case V3d_X :
    Rotate(angle,0.,0.,Start);
    break ;
  case V3d_Y :
    Rotate(0.,angle,0.,Start);
    break ;
  case V3d_Z :
    Rotate(0.,0.,angle,Start);
    break ;
  }
}

/*----------------------------------------------------------------------*/

void V3d_View::Rotate(const V3d_TypeOfAxe Axe, const Standard_Real angle,
        const Standard_Real X, const Standard_Real Y, const Standard_Real Z, const Standard_Boolean Start) {

  Standard_Real Angle = angle ;
  Graphic3d_Vector Vpn,Vup ;
  Graphic3d_Vertex Vrp ;
  TColStd_Array2OfReal Matrix(0,3,0,3) ;
  
  if( Angle > 0. ) while ( Angle > DEUXPI ) Angle -= DEUXPI ;
  else if( Angle < 0. ) while ( Angle < -DEUXPI ) Angle += DEUXPI ;
  
  if( Start ) {
    MyGravityReferencePoint.SetCoord(X,Y,Z) ;
    MyViewReferencePoint = MyViewOrientation.ViewReferencePoint() ;
    MyViewReferencePlane = MyViewOrientation.ViewReferencePlane() ;
    MyViewReferenceUp = MyViewOrientation.ViewReferenceUp() ;
    switch (Axe) {
    case V3d_X :
      MyViewAxis.SetCoord(1.,0.,0.) ;
      break ;
    case V3d_Y :
      MyViewAxis.SetCoord(0.,1.,0.) ;
      break ;
    case V3d_Z :
      MyViewAxis.SetCoord(0.,0.,1.) ;
      break ;
    }
  }
  
  RotAxis(MyGravityReferencePoint,MyViewAxis,Angle,Matrix) ;
  Vrp = TrsPoint(MyViewReferencePoint,Matrix) ;
  MyViewOrientation.SetViewReferencePoint(Vrp) ;
  Vpn = TrsPoint(MyViewReferencePlane,Matrix) ;
  MyViewOrientation.SetViewReferencePlane(Vpn) ;
  Vup = TrsPoint(MyViewReferenceUp,Matrix) ;
  MyViewOrientation.SetViewReferenceUp(Vup) ;
  MyView->SetViewOrientation(MyViewOrientation) ; 
#ifdef IMP020300
  SetZSize(0.) ;
#endif
  ImmediateUpdate();
}

/*----------------------------------------------------------------------*/

void V3d_View::Rotate(const Standard_Real angle, const Standard_Boolean Start) {

  Standard_Real Angle = angle ;
//  Graphic3d_Vertex Vrp ;
  Graphic3d_Vector Vpn,Vup ;
  TColStd_Array2OfReal Matrix(0,3,0,3) ;
  
  if( Angle > 0. ) while ( Angle > DEUXPI ) Angle -= DEUXPI ;
  else if( Angle < 0. ) while ( Angle < -DEUXPI ) Angle += DEUXPI ;

  if( Start ) {
    MyViewReferencePoint = MyViewOrientation.ViewReferencePoint() ;
    MyViewReferencePlane = MyViewOrientation.ViewReferencePlane() ;
    MyViewReferenceUp = MyViewOrientation.ViewReferenceUp() ;
  }
  
  RotAxis(MyDefaultViewPoint,MyDefaultViewAxis,Angle,Matrix) ;
#ifdef BUC60952
  Graphic3d_Vertex Vrp ;
  Vrp = TrsPoint(MyViewReferencePoint,Matrix) ;
  MyViewOrientation.SetViewReferencePoint(Vrp) ;
#endif
  Vpn = TrsPoint(MyViewReferencePlane,Matrix) ;
  MyViewOrientation.SetViewReferencePlane(Vpn) ;
  Vup = TrsPoint(MyViewReferenceUp,Matrix) ;
  MyViewOrientation.SetViewReferenceUp(Vup) ;
  MyView->SetViewOrientation(MyViewOrientation) ; 
#ifdef IMP020300
  SetZSize(0.) ;
#endif
  ImmediateUpdate();
}

/*----------------------------------------------------------------------*/

void V3d_View::Turn(const Standard_Real ax, const Standard_Real ay, const Standard_Real az, const Standard_Boolean Start) {
  Standard_Real Ax = ax ;
  Standard_Real Ay = ay ;
  Standard_Real Az = az ;
  Graphic3d_Vertex Vrp,Eye ;
  Graphic3d_Vector Vpn,Vup ;
  Standard_Real Xrp,Yrp,Zrp,Xpn,Ypn,Zpn,Xat,Yat,Zat,Xeye,Yeye,Zeye ;
  TColStd_Array2OfReal Matrix(0,3,0,3) ;
  TColStd_Array2OfReal Rmatrix(0,3,0,3) ;
  
  if( Ax > 0. ) while ( Ax > DEUXPI ) Ax -= DEUXPI ;
  else if( Ax < 0. ) while ( Ax < -DEUXPI ) Ax += DEUXPI ;
  if( Ay > 0. ) while ( Ay > DEUXPI ) Ay -= DEUXPI ;
  else if( Ay < 0. ) while ( Ay < -DEUXPI ) Ay += DEUXPI ;
  if( Az > 0. ) while ( Az > DEUXPI ) Az -= DEUXPI ;
  else if( Az < 0. ) while ( Az < -DEUXPI ) Az += DEUXPI ;

  if( Start ) {
    MyProjReferencePoint = MyViewMapping.ProjectionReferencePoint();
    MyViewReferencePoint = MyViewOrientation.ViewReferencePoint() ;
    MyViewReferencePlane = MyViewOrientation.ViewReferencePlane() ;
    MyViewReferenceUp = MyViewOrientation.ViewReferenceUp() ;
    if (!ScreenAxis(MyViewReferencePlane,MyViewReferenceUp,
                MyXscreenAxis,MyYscreenAxis,MyZscreenAxis))
        Viewer_BadValue::Raise ("V3d_View::Turn, alignment of Eye,At,Up");
  }
  
  InitMatrix(Matrix) ;
  MyProjReferencePoint.Coord(Xrp,Yrp,Zrp) ;
  MyViewReferencePoint.Coord(Xat,Yat,Zat) ;
  MyViewReferencePlane.Coord(Xpn,Ypn,Zpn) ;
  Xeye = Zrp*Xpn + Xat ; Yeye = Zrp*Ypn + Yat ; Zeye = Zrp*Zpn + Zat ;
  Eye.SetCoord(Xeye,Yeye,Zeye) ;
  if( Ax != 0. ) RotAxis(Eye,MyYscreenAxis,-Ax,Matrix) ;
  if( Ay != 0. ) {
    RotAxis(Eye,MyXscreenAxis,Ay,Rmatrix) ;
    Multiply(Matrix, Rmatrix, Matrix);
  }
  if( Az != 0. ) {
    RotAxis(Eye,MyZscreenAxis,Az,Rmatrix) ;
    Multiply(Matrix, Rmatrix, Matrix);
  }
  Vrp = TrsPoint(MyViewReferencePoint,Matrix) ;
  MyViewOrientation.SetViewReferencePoint(Vrp) ;
  Vpn = TrsPoint(MyViewReferencePlane,Matrix) ;
  MyViewOrientation.SetViewReferenceUp(Vpn) ;
  Vup = TrsPoint(MyViewReferenceUp,Matrix) ;
  MyViewOrientation.SetViewReferenceUp(Vup) ;
  MyView->SetViewOrientation(MyViewOrientation) ; 
#ifdef IMP020300
  SetZSize(0.) ;
#else
  // Check ZClipping planes
  Standard_Real Zmax ;
  Vrp.Coord(Xat,Yat,Zat) ;
  Zmax = Sqrt( Xat*Xat + Yat*Yat + Zat*Zat) ;
  if( Zmax > MyViewMapping.FrontPlaneDistance() &&
      MyProjModel == V3d_TPM_SCREEN ) {
    SetZSize(2.*Zmax+Zmax*Zmargin) ;
  }
#endif
  ImmediateUpdate();
}

/*----------------------------------------------------------------------*/

void V3d_View::Turn(const V3d_TypeOfAxe Axe, const Standard_Real angle, const Standard_Boolean Start) {

  switch (Axe) {
  case V3d_X :
    Turn(angle,0.,0.,Start);
    break ;
  case V3d_Y :
    Turn(0.,angle,0.,Start);
    break ;
  case V3d_Z :
    Turn(0.,0.,angle,Start);
    break ;
  }
}

void V3d_View::Turn(const Standard_Real angle, const Standard_Boolean Start) {
  Standard_Real Angle = angle ;
  Graphic3d_Vertex Vrp,Eye ;
  Graphic3d_Vector Vpn,Vup ;
  Standard_Real Xrp,Yrp,Zrp,Xpn,Ypn,Zpn,Xat,Yat,Zat,Xeye,Yeye,Zeye ;
  TColStd_Array2OfReal Matrix(0,3,0,3) ;
  
  if( Angle > 0. ) while ( Angle > DEUXPI ) Angle -= DEUXPI ;
  else if( Angle < 0. ) while ( Angle < -DEUXPI ) Angle += DEUXPI ;
  
  if( Start ) {
    MyProjReferencePoint = MyViewMapping.ProjectionReferencePoint();
    MyViewReferencePoint = MyViewOrientation.ViewReferencePoint() ;
    MyViewReferencePlane = MyViewOrientation.ViewReferencePlane() ;
    MyViewReferenceUp = MyViewOrientation.ViewReferenceUp() ;
  }
  MyProjReferencePoint.Coord(Xrp,Yrp,Zrp) ;
  MyViewReferencePoint.Coord(Xat,Yat,Zat) ;
  MyViewReferencePlane.Coord(Xpn,Ypn,Zpn) ;
  Xeye = Zrp*Xpn + Xat ; Yeye = Zrp*Ypn + Yat ; Zeye = Zrp*Zpn + Zat ;
  Eye.SetCoord(Xeye,Yeye,Zeye) ;
  RotAxis(Eye,MyDefaultViewAxis,Angle,Matrix) ;
  Vrp = TrsPoint(MyViewReferencePoint,Matrix) ;
  MyViewOrientation.SetViewReferencePoint(Vrp) ;
  Vpn = TrsPoint(MyViewReferencePlane,Matrix) ;
  MyViewOrientation.SetViewReferencePlane(Vpn) ;
  Vup = TrsPoint(MyViewReferenceUp,Matrix) ;
  MyViewOrientation.SetViewReferenceUp(Vup) ;
  MyView->SetViewOrientation(MyViewOrientation) ; 
#ifdef IMP020300
  SetZSize(0.) ;
#else
  // Check ZClipping planes
  Standard_Real Zmax ;
  Vrp.Coord(Xat,Yat,Zat) ;
  Zmax = Sqrt( Xat*Xat + Yat*Yat + Zat*Zat ) ;
  if( Zmax > MyViewMapping.FrontPlaneDistance() &&
      MyProjModel == V3d_TPM_SCREEN ) {
    SetZSize(2.*Zmax+Zmax*Zmargin) ;
  }
#endif
  ImmediateUpdate();
}

void V3d_View::SetTwist(const Standard_Real angle) {
  Standard_Real Angle = angle ;
  TColStd_Array2OfReal Matrix(0,3,0,3) ;
  Standard_Boolean TheStatus ;
  
  if( Angle > 0. ) while ( Angle > DEUXPI ) Angle -= DEUXPI ;
  else if( Angle < 0. ) while ( Angle < -DEUXPI ) Angle += DEUXPI ;

  MyViewReferencePlane = MyViewOrientation.ViewReferencePlane() ;
  MyViewReferenceUp.SetCoord(0.,0.,1.) ; 
  TheStatus = ScreenAxis(MyViewReferencePlane,MyViewReferenceUp,
                         MyXscreenAxis,MyYscreenAxis,MyZscreenAxis) ;
  if( !TheStatus ) {
    MyViewReferenceUp.SetCoord(0.,1.,0.) ; 
    TheStatus = ScreenAxis(MyViewReferencePlane,MyViewReferenceUp,
                           MyXscreenAxis,MyYscreenAxis,MyZscreenAxis) ;
  }
  if( !TheStatus ) {
    MyViewReferenceUp.SetCoord(1.,0.,0.) ; 
    TheStatus = ScreenAxis(MyViewReferencePlane,MyViewReferenceUp,
                           MyXscreenAxis,MyYscreenAxis,MyZscreenAxis) ;
  }

  Viewer_BadValue_Raise_if( !TheStatus,"V3d_ViewSetTwist, alignment of Eye,At,Up,");

  MyViewReferencePoint = MyViewOrientation.ViewReferencePoint() ;
  RotAxis(MyViewReferencePoint,MyZscreenAxis,Angle,Matrix) ;
  MyViewReferenceUp = TrsPoint(MyYscreenAxis,Matrix) ;
  MyViewOrientation.SetViewReferenceUp(MyViewReferenceUp) ;
  MyView->SetViewOrientation(MyViewOrientation) ; 
  ImmediateUpdate();
}

#ifdef IMP240100
01100 void V3d_View::SetProjModel( const V3d_TypeOfProjectionModel aModel ) {

  MyProjModel = aModel;
}

01105 V3d_TypeOfProjectionModel V3d_View::ProjModel() const {

  return MyProjModel;
}
#endif

void V3d_View::SetEye(const Standard_Real X,const Standard_Real Y,const Standard_Real Z) {
  Standard_Real Angle,Xat,Yat,Zat,Xrp,Yrp,Zrp,Xpn,Ypn,Zpn ;
  Angle = Twist() ;
  MyProjReferencePoint = MyViewMapping.ProjectionReferencePoint() ;
  MyProjReferencePoint.Coord(Xrp,Yrp,Zrp) ;
  MyViewReferencePoint = MyViewOrientation.ViewReferencePoint() ;
  MyViewReferencePoint.Coord(Xat,Yat,Zat) ;
  MyViewReferenceUp = MyViewOrientation.ViewReferenceUp() ;
  Xpn = X - Xat ; Ypn = Y - Yat ; Zpn = Z - Zat ;
  Zrp = Sqrt(Xpn*Xpn + Ypn*Ypn + Zpn*Zpn) ;
  Viewer_BadValue_Raise_if( Zrp <= 0. , "V3d_View::SetEye:: Eye,At are Confused");

  Xpn /= Zrp ; Ypn /= Zrp ; Zpn /= Zrp ;
  MyViewReferencePlane.SetCoord(Xpn,Ypn,Zpn) ;
  MyViewOrientation.SetViewReferencePlane(MyViewReferencePlane) ;
  MyProjReferencePoint.SetCoord(Xrp,Yrp,Zrp) ;
  MyViewMapping.SetProjectionReferencePoint(MyProjReferencePoint);

  Standard_Boolean update = myImmediateUpdate;
  myImmediateUpdate = Standard_False;
  if( MyProjModel == V3d_TPM_WALKTHROUGH ) {
      //FMN desactivation temp SetTwist(Angle) ;
      // Set des infos.
      MyView->SetViewOrientation(MyViewOrientation) ; 
      MyView->SetViewMapping(MyViewMapping) ; 
  } else {
    SetTwist(Angle) ;
  }
#ifdef IMP020300
  SetZSize(0.) ;
#else
    // Check ZClipping planes
  Standard_Real Zmax = Sqrt( X*X + Y*Y + Z*Z ) ;
  if( Zmax > MyViewMapping.FrontPlaneDistance() &&
      MyProjModel == V3d_TPM_SCREEN ) {
    SetZSize(2.*Zmax+Zmax*Zmargin) ;
  } else {
    if( MyType == V3d_PERSPECTIVE ) SetFocale(focale) ;
    MyView->SetViewMapping(MyViewMapping);
  }
#endif
  myImmediateUpdate = update;
  ImmediateUpdate();
}

void V3d_View::SetDepth(const Standard_Real Depth) {
  Standard_Real Xrp,Yrp,Zrp ;
#ifdef IMP250200
  Viewer_BadValue_Raise_if( Depth == 0. ,"V3d_View::SetDepth, bad depth");
#else
  Viewer_BadValue_Raise_if( Depth <= 0. ,"V3d_View::SetDepth, bad depth");
#endif

#ifdef DEB
  Standard_Real twist = 
#endif
    Twist();
  MyViewReferencePoint = MyViewOrientation.ViewReferencePoint() ;
  MyViewReferencePlane = MyViewOrientation.ViewReferencePlane() ;
  MyProjReferencePoint = MyViewMapping.ProjectionReferencePoint() ;
  MyProjReferencePoint.Coord(Xrp,Yrp,Zrp) ;
#ifdef IMP250200
  if( Depth > 0. )
#endif
  {
    Zrp = Depth;
    MyProjReferencePoint.SetCoord(Xrp,Yrp,Zrp) ;
    MyViewMapping.SetProjectionReferencePoint(MyProjReferencePoint);
  }
  
  // Check ZClipping planes
  Standard_Real Xat,Yat,Zat,Xpn,Ypn,Zpn,Xeye,Yeye,Zeye ;
  MyViewReferencePoint.Coord(Xat,Yat,Zat) ;
  MyViewReferencePlane.Coord(Xpn,Ypn,Zpn) ;
#ifdef IMP250200
  if( Depth < 0. ) {    // Move the view ref point instead the eye.
    Xeye = Xpn*Zrp + Xat ; Yeye = Ypn*Zrp + Yat ; Zeye = Zpn*Zrp + Zat ;
    Zrp = Abs(Depth) ;
    Xat = Xeye - Xpn*Zrp ; Yat = Yeye - Ypn*Zrp ; Zat = Zeye - Zpn*Zrp;
    MyViewReferencePoint.SetCoord(Xat,Yat,Zat) ;
    MyProjReferencePoint.SetCoord(Xrp,Yrp,Zrp) ;
    MyViewOrientation.SetViewReferencePoint(MyViewReferencePoint) ;
    MyView->SetViewOrientation(MyViewOrientation);
  }
#endif
#ifdef IMP020300
  MyView->SetViewMapping(MyViewMapping) ;
  SetZSize(0.) ;
#else
  Xeye = Xpn*Zrp + Xat ; Yeye = Ypn*Zrp + Yat ; Zeye = Zpn*Zrp + Zat ;
  Standard_Real Zmax = Sqrt( Xeye*Xeye + Yeye*Yeye + Zeye*Zeye );

  if( Zmax > MyViewMapping.FrontPlaneDistance() &&
      MyProjModel == V3d_TPM_SCREEN ) {
    SetZSize(2.*Zmax+Zmax*Zmargin) ;
  } else {
    if( MyType == V3d_PERSPECTIVE ) SetFocale(focale) ;
#ifdef IMP250200
    if( Depth > 0. )
#endif
      MyView->SetViewMapping(MyViewMapping) ; 
  }
#endif

  ImmediateUpdate();
}


void V3d_View::SetProj( const Standard_Real Vx,const Standard_Real Vy, const Standard_Real Vz ) {
  Standard_Real Angle ;
 
 Viewer_BadValue_Raise_if( Sqrt(Vx*Vx + Vy*Vy + Vz*Vz) <= 0.,
                       "V3d_View::SetProj, null projection vector");

  Angle = Twist() ;
  MyViewReferencePlane.SetCoord(Vx,Vy,Vz) ; 
  MyViewReferencePlane.Normalize() ;
  MyViewOrientation.SetViewReferencePlane(MyViewReferencePlane) ;
  Standard_Boolean update = myImmediateUpdate;
  myImmediateUpdate = Standard_False;
  if( MyProjModel == V3d_TPM_SCREEN ) SetTwist(Angle) ;  
#ifdef IMP020300
  SetZSize(0.) ;
#endif
  myImmediateUpdate = update;
  ImmediateUpdate();
}

01239 void V3d_View::SetProj( const V3d_TypeOfOrientation Orientation ) {

  MyViewReferencePlane = V3d::GetProjAxis(Orientation) ; 
  MyViewOrientation.SetViewReferencePlane(MyViewReferencePlane) ;
  // MSV 14.03.2007: reset ViewReferencePoint to debug LH3D14955
  MyViewOrientation.SetViewReferencePoint(Graphic3d_Vertex(0,0,0));
  Standard_Real Xpn=0;
  Standard_Real Ypn=0;
  Standard_Real Zpn=0;

  switch (Orientation) {
  case V3d_Zpos :
    Ypn = 1. ; 
    break ;
  case V3d_Zneg :
    Ypn = -1. ;
    break ;
  default:
    Zpn = 1.;
  }
  SetUp(Xpn,Ypn,Zpn);
#ifdef IMP020300
  SetZSize(0.) ;
#endif
  ImmediateUpdate();
}

void V3d_View::SetAt(const Standard_Real X,const Standard_Real Y,const Standard_Real Z) {
  Standard_Real Angle,Xrp,Yrp,Zrp,Xpn,Ypn,Zpn,Xat,Yat,Zat ;
  Standard_Real Xeye,Yeye,Zeye ;

  Angle = Twist() ;
  MyProjReferencePoint = MyViewMapping.ProjectionReferencePoint() ;
  MyProjReferencePoint.Coord(Xrp,Yrp,Zrp) ;
  MyViewReferencePlane = MyViewOrientation.ViewReferencePlane() ;
  MyViewReferencePlane.Coord(Xpn,Ypn,Zpn) ;
  MyViewReferencePoint = MyViewOrientation.ViewReferencePoint() ;
  MyViewReferencePoint.Coord(Xat,Yat,Zat) ;
  Xeye = Zrp*Xpn + Xat ; Yeye = Zrp*Ypn + Yat ; Zeye = Zrp*Zpn + Zat ;
  Xpn = Xeye - X ; Ypn = Yeye - Y ; Zpn = Zeye - Z ;
  Zrp = Sqrt(Xpn*Xpn + Ypn*Ypn + Zpn*Zpn) ;
  Viewer_BadValue_Raise_if( Zrp <= 0.,
                        "V3d_View::SetAt, Eye,At are Confused");

  Xpn /= Zrp ; Ypn /= Zrp ; Zpn /= Zrp ;
  MyViewReferencePoint.SetCoord(X,Y,Z) ;
  MyViewOrientation.SetViewReferencePoint(MyViewReferencePoint) ;
  MyViewReferencePlane.SetCoord(Xpn,Ypn,Zpn) ;
  MyViewOrientation.SetViewReferencePlane(MyViewReferencePlane) ;
  MyProjReferencePoint.SetCoord(Xrp,Yrp,Zrp) ;
  MyViewMapping.SetProjectionReferencePoint(MyProjReferencePoint);
  Standard_Boolean update = myImmediateUpdate;
  myImmediateUpdate = Standard_False;
  if( MyProjModel == V3d_TPM_WALKTHROUGH ) {
  //FMN desactivation temp SetTwist(Angle) ;  
  // Set des infos.
    MyView->SetViewOrientation(MyViewOrientation) ; 
    MyView->SetViewMapping(MyViewMapping) ; 
  } else {
    SetTwist(Angle) ;
  }
#ifdef IMP020300
  MyView->SetViewMapping(MyViewMapping);
  SetZSize(0.) ;
#else
  ImmediateUpdate();
    // Check ZClipping planes
  Standard_Real Zmax = Sqrt( X*X + Y*Y + Z*Z ) ;
  if( Zmax > MyViewMapping.FrontPlaneDistance() &&
      MyProjModel == V3d_TPM_SCREEN ) {
    SetZSize(2.*Zmax+Zmax*Zmargin) ;
  } else {
    if( MyType == V3d_PERSPECTIVE ) SetFocale(focale) ;
    MyView->SetViewMapping(MyViewMapping);
  }
#endif
  myImmediateUpdate = update;
  ImmediateUpdate();
}

void V3d_View::SetUp(const Standard_Real Vx,const Standard_Real Vy,const Standard_Real Vz) {
  Standard_Boolean TheStatus ;
  Viewer_BadValue_Raise_if( Sqrt(Vx*Vx + Vy*Vy + Vz*Vz) <= 0. ,
                        "V3d_View::SetUp, nullUp vector");

  MyViewReferencePlane = MyViewOrientation.ViewReferencePlane() ;
  MyViewReferenceUp.SetCoord(Vx,Vy,Vz) ; 
  MyViewReferenceUp.Normalize() ; 
  TheStatus = ScreenAxis(MyViewReferencePlane,MyViewReferenceUp,
                         MyXscreenAxis,MyYscreenAxis,MyZscreenAxis) ;
  if( !TheStatus ) {
    MyViewReferenceUp.SetCoord(0.,0.,1.) ; 
    TheStatus = ScreenAxis(MyViewReferencePlane,MyViewReferenceUp,
                           MyXscreenAxis,MyYscreenAxis,MyZscreenAxis) ;
  }
  if( !TheStatus ) {
    MyViewReferenceUp.SetCoord(0.,1.,0.) ; 
    TheStatus = ScreenAxis(MyViewReferencePlane,MyViewReferenceUp,
                           MyXscreenAxis,MyYscreenAxis,MyZscreenAxis) ;
  }
  if( !TheStatus ) {
    MyViewReferenceUp.SetCoord(1.,0.,0.) ; 
    TheStatus = ScreenAxis(MyViewReferencePlane,MyViewReferenceUp,
                           MyXscreenAxis,MyYscreenAxis,MyZscreenAxis) ;
  }
  Viewer_BadValue_Raise_if( !TheStatus,"V3d_View::Setup, alignment of Eye,At,Up");

  MyViewReferenceUp = MyYscreenAxis ; 
  MyViewOrientation.SetViewReferenceUp(MyViewReferenceUp) ;
  MyView->SetViewOrientation(MyViewOrientation) ; 
  ImmediateUpdate();
}

01352 void V3d_View::SetUp( const V3d_TypeOfOrientation Orientation ) {
  Standard_Boolean TheStatus ;
  
  MyViewReferenceUp = V3d::GetProjAxis(Orientation) ; 
  MyViewReferencePlane = MyViewOrientation.ViewReferencePlane() ;
  TheStatus = ScreenAxis(MyViewReferencePlane,MyViewReferenceUp,
                         MyXscreenAxis,MyYscreenAxis,MyZscreenAxis) ;
  if( !TheStatus ) {
    MyViewReferenceUp.SetCoord(0.,0.,1.) ; 
    TheStatus = ScreenAxis(MyViewReferencePlane,MyViewReferenceUp,
                           MyXscreenAxis,MyYscreenAxis,MyZscreenAxis) ;
  }
  if( !TheStatus ) {
    MyViewReferenceUp.SetCoord(0.,1.,0.) ; 
    TheStatus = ScreenAxis(MyViewReferencePlane,MyViewReferenceUp,
                           MyXscreenAxis,MyYscreenAxis,MyZscreenAxis) ;
  }
  if( !TheStatus ) {
    MyViewReferenceUp.SetCoord(1.,0.,0.) ; 
    TheStatus = ScreenAxis(MyViewReferencePlane,MyViewReferenceUp,
                           MyXscreenAxis,MyYscreenAxis,MyZscreenAxis) ;
  }
  Viewer_BadValue_Raise_if( !TheStatus, "V3d_View::SetUp, alignment of Eye,At,Up");

  MyViewReferenceUp = MyYscreenAxis ; 
  MyViewOrientation.SetViewReferenceUp(MyViewReferenceUp) ;
  MyView->SetViewOrientation(MyViewOrientation) ; 
  ImmediateUpdate();
}

01382 void V3d_View::SetViewOrientation(const Visual3d_ViewOrientation& VO) 
{
  MyViewOrientation = VO;
  MyView->SetViewOrientation(MyViewOrientation) ;
  ImmediateUpdate();
}

01389 void V3d_View::SetViewOrientationDefault() {

  MyView->SetViewOrientation(MyViewOrientation) ;
  MyView->SetViewOrientationDefault() ;
  ImmediateUpdate();
}

01396 void V3d_View::ResetViewOrientation() {

  MyView->ViewOrientationReset() ;
  MyViewOrientation = MyView->ViewOrientation() ;
//OCC4844
//#ifdef IMP020300
//  Update();
//#else
  ImmediateUpdate();
//#endif
//OCC4844
}

01409 void V3d_View::Reset( const Standard_Boolean update ) {
  MyView->ViewOrientationReset() ;
  MyViewOrientation = MyView->ViewOrientation() ;
  MyView->ViewMappingReset();            
  MyViewMapping = MyView->ViewMapping() ;

  ZFitAll (Zmargin);
  SwitchSetFront = Standard_False;
#ifdef IMP020300
  if( !myImmediateUpdate && update ) Update();
#else
  ImmediateUpdate();
#endif
}

void V3d_View::Panning(const Standard_Real Dx, const Standard_Real Dy, const Quantity_Factor aZoomFactor, const Standard_Boolean Start) {
  Standard_Real Umin,Vmin,Umax,Vmax,Xrp,Yrp,Zrp,Dxv,Dyv ;
  Viewer_BadValue_Raise_if( aZoomFactor <= 0.,"V3d_View::Panning, bad zoom factor");
  
  if( Start ) {
    MyProjReferencePoint = MyViewMapping.ProjectionReferencePoint() ;
    MyViewMapping.WindowLimit(Umin,Vmin,Umax,Vmax) ;
    MyXwindowCenter = (Umin + Umax)/2. ;
    MyYwindowCenter = (Vmin + Vmax)/2. ;
    MyWindowWidth = Abs(Umax - Umin) ;
    MyWindowHeight = Abs(Vmax - Vmin) ;
    Viewer_BadValue_Raise_if( MyWindowWidth <= 0. || MyWindowHeight <= 0. ,
                          "V3d_View::Panning, Window Size is NULL");
  }
  MyProjReferencePoint.Coord(Xrp,Yrp,Zrp) ;
  Xrp = MyXwindowCenter - Dx ;
  Yrp = MyYwindowCenter - Dy ;
  Dxv = MyWindowWidth/aZoomFactor ; Dyv = MyWindowHeight/aZoomFactor ;
  Umin = Xrp - Dxv/2. ; Umax = Xrp + Dxv/2. ;
  Vmin = Yrp - Dyv/2. ; Vmax = Yrp + Dyv/2. ;
  MyViewMapping.SetWindowLimit(Umin,Vmin,Umax,Vmax) ;
  if( MyType != V3d_PERSPECTIVE ) {
    MyProjReferencePoint.SetCoord(Xrp,Yrp,Zrp) ;
    MyViewMapping.SetProjectionReferencePoint(MyProjReferencePoint) ;
  }
  MyView->SetViewMapping(MyViewMapping) ;
  ImmediateUpdate();
}
01452 void V3d_View::SetCenter(const Standard_Integer X, const Standard_Integer Y) {
  Standard_Real x,y;
  Convert(X,Y,x,y);
  SetCenter(x,y);
}

void V3d_View::SetCenter(const Standard_Real Xc, const Standard_Real Yc){
  Standard_Real Umin,Vmin,Umax,Vmax,Xrp,Yrp,Zrp ;

  MyProjReferencePoint = MyViewMapping.ProjectionReferencePoint() ;
  MyProjReferencePoint.Coord(Xrp,Yrp,Zrp) ;
  MyXwindowCenter = Xrp = Xc ; MyYwindowCenter = Yrp = Yc ;
  MyViewMapping.WindowLimit(Umin,Vmin,Umax,Vmax) ;
  MyWindowWidth = Abs(Umax - Umin) ; MyWindowHeight = Abs(Vmax - Vmin) ;
  Viewer_BadValue_Raise_if( MyWindowWidth <= 0. || MyWindowHeight <= 0. ,
                        "V3d_View::SetCenter, Window Size is NULL");

  Umin = Xc - MyWindowWidth/2. ; Vmin = Yc - MyWindowHeight/2. ;
  Umax = Xc + MyWindowWidth/2. ; Vmax = Yc + MyWindowHeight/2. ;
  MyViewMapping.SetWindowLimit(Umin,Vmin,Umax,Vmax) ;
  if( MyType != V3d_PERSPECTIVE ) {
    MyProjReferencePoint.SetCoord(Xrp,Yrp,Zrp) ;
    MyViewMapping.SetProjectionReferencePoint(MyProjReferencePoint) ;
  }
  MyView->SetViewMapping(MyViewMapping) ;
  ImmediateUpdate();
}

void V3d_View::SetSize(const Standard_Real Size){
  Standard_Real Umin,Vmin,Umax,Vmax,Rap ;

  Viewer_BadValue_Raise_if(  Size  <= 0., 
                        "V3d_View::SetSize, Window Size is NULL");


  MyViewMapping.WindowLimit(Umin,Vmin,Umax,Vmax) ;
  MyWindowWidth = Abs(Umax - Umin) ;
  MyWindowHeight = Abs(Vmax - Vmin) ;
  MyXwindowCenter = (Umin + Umax)/2. ;
  MyYwindowCenter = (Vmin + Vmax)/2. ;
  Rap = MyWindowWidth/MyWindowHeight ;
  if( MyWindowWidth >= MyWindowHeight ) {
    MyWindowWidth = Size ; MyWindowHeight = Size/Rap ;
  } else {
    MyWindowHeight = Size ; MyWindowWidth = Size*Rap ;
  }
  Umin = MyXwindowCenter - MyWindowWidth/2. ;
  Vmin = MyYwindowCenter - MyWindowHeight/2. ;
  Umax = MyXwindowCenter + MyWindowWidth/2. ; 
  Vmax = MyYwindowCenter + MyWindowHeight/2. ;
  MyViewMapping.SetWindowLimit(Umin,Vmin,Umax,Vmax) ;
  MyView->SetViewMapping(MyViewMapping) ;
  ImmediateUpdate();
}

void V3d_View::SetZSize(const Standard_Real Size){
Standard_Real Zmax = Size/2.;

#ifdef IMP020300
  if( Size <= 0. ) {
    Standard_Real Xat,Yat,Zat,Xpn,Ypn,Zpn,Xrp,Yrp,Zrp,Xeye,Yeye,Zeye;
    MyViewReferencePoint.Coord(Xat,Yat,Zat) ;
    MyProjReferencePoint.Coord(Xrp,Yrp,Zrp) ;
    MyViewReferencePlane.Coord(Xpn,Ypn,Zpn) ;
    Xeye = Zrp*Xpn + Xat ; Yeye = Zrp*Ypn + Yat ; Zeye = Zrp*Zpn + Zat;
    Zmax = Sqrt( Xeye*Xeye + Yeye*Yeye + Zeye*Zeye );
    if( Zmax <= MyViewMapping.FrontPlaneDistance() ) return;
  }
#else
  Viewer_BadValue_Raise_if(  Size  <= 0., 
                        "V3d_View::SetZSize, Window ZSize is NULL");
#endif

  Standard_Real Front = MyViewContext.ZClippingFrontPlane() ;
  Standard_Real Back  = MyViewContext.ZClippingBackPlane() ;
  Standard_Real focale= Focale();

  MyViewMapping.SetFrontPlaneDistance(Zmax) ;
  MyViewMapping.SetBackPlaneDistance(-Zmax) ;

  // OCC18942
  if( MyProjModel != V3d_TPM_WALKTHROUGH ) {
    MyViewMapping.SetViewPlaneDistance(MyType == V3d_PERSPECTIVE ? 0. : Zmax) ;
  }

  MyView->SetViewMapping(MyViewMapping) ;
  if( MyViewContext.FrontZClippingIsOn()  || 
     MyViewContext.BackZClippingIsOn() ) {
    MyViewContext.SetZClippingFrontPlane(Front) ;
    MyViewContext.SetZClippingBackPlane(Back) ;
    MyView->SetContext(MyViewContext) ;
  }
//printf(" *** SetZSize(%f)\n",Zmax);
}

void V3d_View::SetZoom(const Standard_Real Coef,const Standard_Boolean Start) {

  Standard_Real Umin,Vmin,Umax,Vmax,Dxv,Dyv ;
  Viewer_BadValue_Raise_if( Coef <= 0.,"V3d_View::SetZoom, bad coefficient");
  
  if( Start ) {
    MyViewMapping.WindowLimit(Umin,Vmin,Umax,Vmax) ;
    MyXwindowCenter = (Umin + Umax)/2. ;
    MyYwindowCenter = (Vmin + Vmax)/2. ;
    MyWindowWidth = Abs(Umax - Umin) ;
    MyWindowHeight = Abs(Vmax - Vmin) ;
  }

  // ensure that zoom will not be too small or too big
  Standard_Real coef = Coef;
  if ( MyWindowWidth < coef * Precision::Confusion() )
    coef = MyWindowWidth / Precision::Confusion();
  else if ( MyWindowWidth > coef * 1e12 )
    coef = MyWindowWidth / 1e12;
  if ( MyWindowHeight < coef * Precision::Confusion() )
    coef = MyWindowHeight / Precision::Confusion();
  else if ( MyWindowHeight > coef * 1e12 )
    coef = MyWindowHeight / 1e12;

  Dxv = MyWindowWidth/coef; 
  Dyv = MyWindowHeight/coef;
  Umin = MyXwindowCenter - Dxv/2. ; Umax = MyXwindowCenter + Dxv/2. ;
  Vmin = MyYwindowCenter - Dyv/2. ; Vmax = MyYwindowCenter + Dyv/2. ;
  MyViewMapping.SetWindowLimit(Umin,Vmin,Umax,Vmax) ;
  MyView->SetViewMapping(MyViewMapping) ;
  ImmediateUpdate();
}

void V3d_View::SetScale( const Standard_Real Coef ) {
  Standard_Real Umin,Vmin,Umax,Vmax,Xrp,Yrp,Dxv,Dyv ;
  Visual3d_ViewMapping VMD = MyView->ViewMappingDefault() ; 

  Viewer_BadValue_Raise_if( Coef <= 0. ,"V3d_View::SetScale, bad coefficient");
  
  VMD.WindowLimit(Umin,Vmin,Umax,Vmax) ;
  Dxv = Abs(Umax - Umin) ; Dyv = Abs(Vmax - Vmin) ;
  Dxv /= Coef ; Dyv /= Coef ;
  MyViewMapping.WindowLimit(Umin,Vmin,Umax,Vmax) ;
  Xrp = (Umin + Umax)/2. ; Yrp = (Vmin + Vmax)/2. ;
  Umin = Xrp - Dxv/2. ; Umax = Xrp + Dxv/2. ;
  Vmin = Yrp - Dyv/2. ; Vmax = Yrp + Dyv/2. ;
  MyViewMapping.SetWindowLimit(Umin,Vmin,Umax,Vmax) ;
  MyView->SetViewMapping(MyViewMapping) ;
  ImmediateUpdate();
}

01598 void V3d_View::SetAxialScale( const Standard_Real Sx, const Standard_Real Sy, const Standard_Real Sz ) {
  Standard_Real Xmin,Ymin,Zmin,Xmax,Ymax,Zmax,U,V,W ;
  Standard_Real Umin,Vmin,Wmin,Umax,Vmax,Wmax ;
  Viewer_BadValue_Raise_if( Sx <= 0. || Sy <= 0. || Sz <= 0.,"V3d_View::SetAxialScale, bad coefficient");

  MyViewOrientation.SetAxialScale( Sx, Sy, Sz );
  Aspect_TypeOfUpdate updateMode = MyView->ViewManager()->UpdateMode();
  MyView->ViewManager()->SetUpdateMode(Aspect_TOU_ASAP);
  MyView->SetViewOrientation(MyViewOrientation);
  MyView->ViewManager()->SetUpdateMode(updateMode);

  MyView->MinMaxValues(Xmin,Ymin,Zmin,Xmax,Ymax,Zmax) ;

  Standard_Real LIM = ShortRealLast() -1.;
  if     (Abs(Xmin) > LIM || Abs(Ymin) > LIM || Abs(Zmin) > LIM 
      ||  Abs(Xmax) > LIM || Abs(Ymax) > LIM || Abs(Zmax) > LIM ) {
    return;
  }
  
  MyView->Projects(Xmin,Ymin,Zmin,Umin,Vmin,Wmin) ;
  MyView->Projects(Xmax,Ymax,Zmax,Umax,Vmax,Wmax) ;
  Umax = Max(Umin,Umax) ; Vmax = Max(Vmin,Vmax) ;
  MyView->Projects(Xmin,Ymin,Zmax,U,V,W) ;
  Umax = Max(Umax,U) ; Vmax = Max(Vmax,V) ;
  Wmin = Min(W,Wmin) ; Wmax = Max(W,Wmax) ;
  MyView->Projects(Xmax,Ymin,Zmax,U,V,W) ;
  Umax = Max(Umax,U) ; Vmax = Max(Vmax,V) ;
  Wmin = Min(W,Wmin) ; Wmax = Max(W,Wmax) ;
  MyView->Projects(Xmax,Ymin,Zmin,U,V,W) ;
  Umax = Max(Umax,U) ; Vmax = Max(Vmax,V) ;
  Wmin = Min(W,Wmin) ; Wmax = Max(W,Wmax) ;
  MyView->Projects(Xmax,Ymax,Zmin,U,V,W) ;
  Umax = Max(Umax,U) ; Vmax = Max(Vmax,V) ;
  Wmin = Min(W,Wmin) ; Wmax = Max(W,Wmax) ;
  MyView->Projects(Xmin,Ymax,Zmax,U,V,W) ;
  Umax = Max(Umax,U) ; Vmax = Max(Vmax,V) ;
  Wmin = Min(W,Wmin) ; Wmax = Max(W,Wmax) ;
  MyView->Projects(Xmin,Ymax,Zmin,U,V,W) ;
  Umax = Max(Umax,U) ; Vmax = Max(Vmax,V) ;
  Umax = Max(Umax,Vmax) ;
  Wmin = Min(W,Wmin) ; Wmax = Max(W,Wmax) ;
  Wmax = Max(Abs(Wmin),Abs(Wmax)) ;
  Wmax = Max(Abs(Umax),Abs(Wmax)) ;
 
  if( Wmax > 0. ) {
    SetZSize(2.*Wmax + Wmax) ;
  } 
}

void V3d_View::FitAll(const Standard_Real Coef, const Standard_Boolean FitZ, 
                      const Standard_Boolean update) {
  Standard_Real Umin,Umax,Vmin,Vmax,Xrp,Yrp,Zrp,U,V,W,U1,V1,W1 ;
  Standard_Real Xmin,Ymin,Zmin,Xmax,Ymax,Zmax ;
  Standard_Real DxvOld,DyvOld,DxvNew,DyvNew,RapOld,RapNew ;
  Standard_Integer Xpixel,Ypixel;
  // CAL 6/11/98
  // Standard_Integer Nstruct = (MyView->DisplayedStructures())->Extent() ;
  Standard_Integer Nstruct = MyView->NumberOfDisplayedStructures() ;
  //Standard_Integer Xleft,Yup,Xright,Ylow ;
  Standard_Integer nbPasse = 2;

  if( (Nstruct <= 0) || (Coef < 0.) || (Coef > 1.) ) {
#ifndef IMP020300
    ImmediateUpdate();
#endif
    return ;
  }
  //    Update() ;
  MyProjReferencePoint = MyViewMapping.ProjectionReferencePoint() ;
  MyProjReferencePoint.Coord(Xrp,Yrp,Zrp) ;
  if( MyView->IsDefined() ) {
    //MyWindow->Position(Xleft,Yup,Xright,Ylow) ;
    //DxvOld = Abs(Xright - Xleft) ; DyvOld = Abs(Yup - Ylow) ;
    MyWindow->Size(Xpixel,Ypixel);
    DxvOld = Xpixel; DyvOld = Ypixel;
  } else {
    MyViewMapping.WindowLimit(Umin,Vmin,Umax,Vmax) ;
    DxvOld = Abs(Umax - Umin) ; DyvOld = Abs(Vmax - Vmin) ;
  }
  if( (DxvOld == 0.) || (DyvOld == 0.) ) return ;
  RapOld = DxvOld/DyvOld ;

  MyView->MinMaxValues(Xmin,Ymin,Zmin,Xmax,Ymax,Zmax) ;

  Standard_Real LIM = ShortRealLast() -1.;
  if     (Abs(Xmin) > LIM || Abs(Ymin) > LIM || Abs(Zmin) > LIM 
      ||  Abs(Xmax) > LIM || Abs(Ymax) > LIM || Abs(Zmax) > LIM ) {
#ifndef IMP020300
    ImmediateUpdate();
#endif
    return ;
  }
   
  while (nbPasse != 0)
  {         
  MyView->Projects(Xmin,Ymin,Zmin,U,V,W) ;
  MyView->Projects(Xmax,Ymax,Zmax,U1,V1,W1) ;
  Umin = Min(U,U1) ; Umax = Max(U,U1) ;
  Vmin = Min(V,V1) ; Vmax = Max(V,V1) ;
  MyView->Projects(Xmin,Ymin,Zmax,U,V,W) ;
  Umin = Min(U,Umin) ; Umax = Max(U,Umax) ;
  Vmin = Min(V,Vmin) ; Vmax = Max(V,Vmax) ;
  MyView->Projects(Xmax,Ymin,Zmax,U,V,W) ;
  Umin = Min(U,Umin) ; Umax = Max(U,Umax) ;
  Vmin = Min(V,Vmin) ; Vmax = Max(V,Vmax) ;
  MyView->Projects(Xmax,Ymin,Zmin,U,V,W) ;
  Umin = Min(U,Umin) ; Umax = Max(U,Umax) ;
  Vmin = Min(V,Vmin) ; Vmax = Max(V,Vmax) ;
  MyView->Projects(Xmax,Ymax,Zmin,U,V,W) ;
  Umin = Min(U,Umin) ; Umax = Max(U,Umax) ;
  Vmin = Min(V,Vmin) ; Vmax = Max(V,Vmax) ;
  MyView->Projects(Xmin,Ymax,Zmax,U,V,W) ;
  Umin = Min(U,Umin) ; Umax = Max(U,Umax) ;
  Vmin = Min(V,Vmin) ; Vmax = Max(V,Vmax) ;
  MyView->Projects(Xmin,Ymax,Zmin,U,V,W) ;
  Umin = Min(U,Umin) ; Umax = Max(U,Umax) ;
  Vmin = Min(V,Vmin) ; Vmax = Max(V,Vmax) ;
  if( (Umax > Umin) && (Vmax > Vmin) ) {
    DxvNew = Abs(Umax - Umin) ; DyvNew = Abs(Vmax - Vmin) ; 

    RapNew = DxvNew/DyvNew ;
    if( RapNew >= RapOld ) {
      DxvNew += Coef*DxvNew ;
      DyvNew = DxvNew/RapOld ;
    } else {
      DyvNew += Coef*DyvNew ;
      DxvNew = DyvNew*RapOld ;
    }

    Xrp = (Umin + Umax)/2. ; Yrp = (Vmin + Vmax)/2. ;
    Umin = Xrp - DxvNew/2. ; Umax = Xrp + DxvNew/2. ;
    Vmin = Yrp - DyvNew/2. ; Vmax = Yrp + DyvNew/2. ;
    MyViewMapping.SetWindowLimit(Umin,Vmin,Umax,Vmax) ;

#ifdef OCC280
    if( MyType != V3d_PERSPECTIVE ) { 
      MyProjReferencePoint.SetCoord(Xrp,Yrp,Zrp) ;
      MyViewMapping.SetProjectionReferencePoint(MyProjReferencePoint);
    }
#else
    MyProjReferencePoint.SetCoord(Xrp,Yrp,Zrp) ;
    MyViewMapping.SetProjectionReferencePoint(MyProjReferencePoint);
#endif
    MyView->SetViewMapping(MyViewMapping) ;
  } 
      
    nbPasse--;    
  } // while
  
  if(FitZ) {
    ZFitAll(Zmargin);
#ifdef IMP020300
  } else {
    ImmediateUpdate();
#endif
  }
#ifdef IMP020300
  if( !myImmediateUpdate && update ) Update();
#endif 
}

void V3d_View::ZFitAll(const Standard_Real Coef) {

  Standard_Real Xmin,Ymin,Zmin,Xmax,Ymax,Zmax,U,V,W ;
  Standard_Real Umin,Vmin,Wmin,Umax,Vmax,Wmax ;
  // CAL 6/11/98
  // Standard_Integer Nstruct = (MyView->DisplayedStructures())->Extent() ;
  Standard_Integer Nstruct = MyView->NumberOfDisplayedStructures() ;

  if( MyType == V3d_PERSPECTIVE ) {
    ImmediateUpdate();
    return ;
  }

  if( (Nstruct <= 0) || (Coef < 0.) ) {
    ImmediateUpdate();
    return ;
  }

  MyView->MinMaxValues(Xmin,Ymin,Zmin,Xmax,Ymax,Zmax) ;

  Standard_Real LIM = ShortRealLast() -1.;
  if     (Abs(Xmin) > LIM || Abs(Ymin) > LIM || Abs(Zmin) > LIM 
      ||  Abs(Xmax) > LIM || Abs(Ymax) > LIM || Abs(Zmax) > LIM ) {
    ImmediateUpdate();
    return ;
  }
  // CAL 6/11/98
  // Cas ou la vue ne contient qu'un point
  if (Xmin == Xmax && Ymin == Ymax && Zmin == Zmax) {
    ImmediateUpdate();
    return ;
  }
  MyView->Projects(Xmin,Ymin,Zmin,Umin,Vmin,Wmin) ;
  MyView->Projects(Xmax,Ymax,Zmax,Umax,Vmax,Wmax) ;
  MyView->Projects(Xmin,Ymin,Zmax,U,V,W) ;
  Wmin = Min(W,Wmin) ; Wmax = Max(W,Wmax) ;
  MyView->Projects(Xmax,Ymin,Zmax,U,V,W) ;
  Wmin = Min(W,Wmin) ; Wmax = Max(W,Wmax) ;
  MyView->Projects(Xmax,Ymin,Zmin,U,V,W) ;
  Wmin = Min(W,Wmin) ; Wmax = Max(W,Wmax) ;
  MyView->Projects(Xmax,Ymax,Zmin,U,V,W) ;
  Wmin = Min(W,Wmin) ; Wmax = Max(W,Wmax) ;
  MyView->Projects(Xmin,Ymax,Zmax,U,V,W) ;
  Wmin = Min(W,Wmin) ; Wmax = Max(W,Wmax) ;
  MyView->Projects(Xmin,Ymax,Zmin,U,V,W) ;
  Wmin = Min(W,Wmin) ; Wmax = Max(W,Wmax) ;
  Wmax = Max(Abs(Wmin),Abs(Wmax)) ;
  if( Wmax > 0. ) {
    SetZSize(2.*Wmax + Coef * Wmax) ;
  } 
  ImmediateUpdate();
}

01812 void V3d_View::DepthFitAll(const Quantity_Coefficient Aspect,
                           const Quantity_Coefficient Margin)
{
  Standard_Real Xmin,Ymin,Zmin,Xmax,Ymax,Zmax,U,V,W,U1,V1,W1 ;
  Standard_Real Umin,Vmin,Wmin,Umax,Vmax,Wmax ;
  Standard_Real Xrp,Yrp,Zrp,Dx,Dy,Dz,Size;

  Standard_Integer Nstruct = MyView->NumberOfDisplayedStructures() ;

  if( (Nstruct <= 0) || (Aspect < 0.) || (Margin < 0.) || (Margin > 1.)) {
    ImmediateUpdate();
    return ;
  }

  MyProjReferencePoint = MyViewMapping.ProjectionReferencePoint() ;
  MyProjReferencePoint.Coord(Xrp,Yrp,Zrp) ;

  MyView->MinMaxValues(Xmin,Ymin,Zmin,Xmax,Ymax,Zmax) ;

  Standard_Real LIM = ShortRealLast() -1.;
  if     (Abs(Xmin) > LIM || Abs(Ymin) > LIM || Abs(Zmin) > LIM 
      ||  Abs(Xmax) > LIM || Abs(Ymax) > LIM || Abs(Zmax) > LIM ) {
    ImmediateUpdate();
    return ;
  }

  if (Xmin == Xmax && Ymin == Ymax && Zmin == Zmax) {
    ImmediateUpdate();
    return ;
  }
  MyView->Projects(Xmin,Ymin,Zmin,U,V,W) ;
  MyView->Projects(Xmax,Ymax,Zmax,U1,V1,W1) ;
  Umin = Min(U,U1) ; Umax = Max(U,U1) ;
  Vmin = Min(V,V1) ; Vmax = Max(V,V1) ;
  Wmin = Min(W,W1) ; Wmax = Max(W,W1) ;
  MyView->Projects(Xmin,Ymin,Zmax,U,V,W) ;
  Umin = Min(U,Umin) ; Umax = Max(U,Umax) ;
  Vmin = Min(V,Vmin) ; Vmax = Max(V,Vmax) ;
  Wmin = Min(W,Wmin) ; Wmax = Max(W,Wmax) ;
  MyView->Projects(Xmax,Ymin,Zmax,U,V,W) ;
  Umin = Min(U,Umin) ; Umax = Max(U,Umax) ;
  Vmin = Min(V,Vmin) ; Vmax = Max(V,Vmax) ;
  Wmin = Min(W,Wmin) ; Wmax = Max(W,Wmax) ;
  MyView->Projects(Xmax,Ymin,Zmin,U,V,W) ;
  Umin = Min(U,Umin) ; Umax = Max(U,Umax) ;
  Vmin = Min(V,Vmin) ; Vmax = Max(V,Vmax) ;
  Wmin = Min(W,Wmin) ; Wmax = Max(W,Wmax) ;
  MyView->Projects(Xmax,Ymax,Zmin,U,V,W) ;
  Umin = Min(U,Umin) ; Umax = Max(U,Umax) ;
  Vmin = Min(V,Vmin) ; Vmax = Max(V,Vmax) ;
  Wmin = Min(W,Wmin) ; Wmax = Max(W,Wmax) ;
  MyView->Projects(Xmin,Ymax,Zmax,U,V,W) ;
  Umin = Min(U,Umin) ; Umax = Max(U,Umax) ;
  Vmin = Min(V,Vmin) ; Vmax = Max(V,Vmax) ;
  Wmin = Min(W,Wmin) ; Wmax = Max(W,Wmax) ;
  MyView->Projects(Xmin,Ymax,Zmin,U,V,W) ;
  Umin = Min(U,Umin) ; Umax = Max(U,Umax) ;
  Vmin = Min(V,Vmin) ; Vmax = Max(V,Vmax) ;
  Wmin = Min(W,Wmin) ; Wmax = Max(W,Wmax) ;
  
  // Adjust Z size
  Wmax = Max(Abs(Wmin),Abs(Wmax)) ;
  Dz = 2.*Wmax + Margin * Wmax;

  // Compute depth value
  Dx = Abs(Umax - Umin) ; Dy = Abs(Vmax - Vmin) ; // Dz = Abs(Wmax - Wmin);
  Dx += Margin * Dx; Dy += Margin * Dy;
  Size = Sqrt(Dx*Dx + Dy*Dy + Dz*Dz);
  if( Size > 0. ) {
    SetZSize(Size) ;
    SetDepth( Aspect * Size / 2.);
  } 

  ImmediateUpdate();
}

void V3d_View::FitAll(const Standard_Real Xmin, const Standard_Real Ymin, const Standard_Real Xmax, const Standard_Real Ymax) {
  FitAll(MyWindow,Xmin,Ymin,Xmax,Ymax);
#ifndef IMP020300
  ImmediateUpdate();
#endif
}

01895 void V3d_View::WindowFitAll(const Standard_Integer Xmin, const Standard_Integer Ymin, const Standard_Integer Xmax, const Standard_Integer Ymax) {
  WindowFit(Xmin,Ymin,Xmax,Ymax);

}
01899 void V3d_View::WindowFit(const Standard_Integer Xmin, const Standard_Integer Ymin, const Standard_Integer Xmax, const Standard_Integer Ymax) {
  Standard_Real x1,y1,x2,y2;
   Convert(Xmin,Ymin,x1,y1);
   Convert(Xmax,Ymax,x2,y2);
   FitAll(x1,y1,x2,y2);
}

01906 void V3d_View::SetViewMapping(const Visual3d_ViewMapping& VM)
{
  MyViewMapping = VM;
  // ajust view type according to mapping projection
  // NOTE: Might be dangerous, potentially conflicts with the C++ view class
  // (orthographic or perspective)! Use with care!
  if ( VM.Projection() == Visual3d_TOP_PERSPECTIVE )
    MyType = V3d_PERSPECTIVE;
  else MyType = V3d_ORTHOGRAPHIC;

  MyView->SetViewMapping(MyViewMapping) ;
  ImmediateUpdate();
}

01920 void V3d_View::SetViewMappingDefault() {
  MyView->SetViewMapping(MyViewMapping) ;
  MyView->SetViewMappingDefault();            
  ImmediateUpdate();
}

01926 void V3d_View::ResetViewMapping() {

  MyView->ViewMappingReset();            
  MyViewMapping = MyView->ViewMapping() ;
#ifdef IMP020300
  ZFitAll (Zmargin);
  Update();
#else
  ImmediateUpdate();
#endif
}

01938 Standard_Real V3d_View::Convert(const Standard_Integer Vp) const {
  Standard_Real Umin,Umax,Vmin,Vmax,Dxv,Vv ;
  Standard_Integer Dxw,Dyw ;
  
  V3d_UnMapped_Raise_if( !MyView->IsDefined(), "view has no window");

  MyWindow->Size(Dxw,Dyw);
  MyViewMapping.WindowLimit(Umin,Vmin,Umax,Vmax) ;
  Dxv = Umax - Umin ;
  Vv = Dxv*(Standard_Real)Vp/(Standard_Real)Dxw ;

  return Vv ;
}

void V3d_View::Convert(const Standard_Integer Xp, const Standard_Integer Yp, Standard_Real& Xv, Standard_Real& Yv) const {
  Standard_Real Umin,Umax,Vmin,Vmax,Dxv,Dyv ;
  Standard_Integer Dxw,Dyw ;
  
  V3d_UnMapped_Raise_if( !MyView->IsDefined(), "view has no window");

  MyWindow->Size(Dxw,Dyw);
  MyViewMapping.WindowLimit(Umin,Vmin,Umax,Vmax) ;
  Dxv = Umax - Umin ; Dyv = Vmax - Vmin ;
  Xv = Umin + Dxv*(Standard_Real)Xp/(Standard_Real)Dxw ;
  Yv = Vmin + Dyv*(Standard_Real)(Dyw-Yp)/(Standard_Real)Dyw ;
}

Standard_Integer V3d_View::Convert(const Standard_Real Vv) const 
{
  V3d_UnMapped_Raise_if( !MyView->IsDefined(), "view has no window");

  Standard_Integer Dxw, Dyw;
  MyWindow->Size(Dxw,Dyw);

  Standard_Real Umin,Umax,Vmin,Vmax;
  MyViewMapping.WindowLimit(Umin,Vmin,Umax,Vmax) ;
  Standard_Real Dxv = Umax - Umin;
  return RealToInt ( Dxw * Vv / Dxv );
}

void V3d_View::Convert(const Standard_Real Xv, const Standard_Real Yv, Standard_Integer& Xp, Standard_Integer& Yp) const 
{
  V3d_UnMapped_Raise_if( !MyView->IsDefined(), "view has no window");

  Standard_Integer Dxw, Dyw;
  MyWindow->Size(Dxw,Dyw);

  Standard_Real Umin,Umax,Vmin,Vmax;
  MyViewMapping.WindowLimit(Umin,Vmin,Umax,Vmax) ;
  Standard_Real Dxv = Umax - Umin; 
  Standard_Real Dyv = Vmax - Vmin;

  // CAL 15/12/93 warning:  double  assigned to  int
  Xp = RealToInt (Dxw*(Xv - Umin)/Dxv);
  // CAL 15/12/93 warning:  double  assigned to  int
  Yp = Dyw - RealToInt (Dyw*(Yv - Vmin)/Dyv);
}

void V3d_View::Convert(const Standard_Integer Xp, const Standard_Integer Yp, Standard_Real& X, Standard_Real& Y, Standard_Real& Z) const {

  Graphic3d_Vertex Vrp ;
  Vrp = (MyViewer->Viewer())->ConvertCoord(MyWindow,Xp,Yp) ;
  Vrp.Coord(X,Y,Z) ;
#ifndef IMP240100
  if( MyViewer->Grid()->IsActive() ) {
    Graphic3d_Vertex NewVrp = Compute(Vrp) ;
    NewVrp.Coord(X,Y,Z) ;
  }
#endif
}

void V3d_View::ConvertWithProj(const Standard_Integer Xp, const Standard_Integer Yp, Standard_Real& X, Standard_Real& Y, Standard_Real& Z, Standard_Real& Dx, Standard_Real& Dy, Standard_Real& Dz) const 
{
  Graphic3d_Vertex Vrp ;
  Graphic3d_Vector Proj ;
  (MyViewer->Viewer())->ConvertCoordWithProj(MyWindow,Xp,Yp, Vrp, Proj) ;
  Vrp.Coord(X,Y,Z) ;
  Proj.Coord(Dx,Dy,Dz) ;
#ifndef IMP240100
  if( MyViewer->Grid()->IsActive() ) {
    Graphic3d_Vertex NewVrp = Compute(Vrp) ;
    NewVrp.Coord(X,Y,Z) ;
  }
#endif
}

#ifdef IMP240100
void V3d_View::ConvertToGrid(const Standard_Integer Xp, const Standard_Integer Yp, Standard_Real& Xg, Standard_Real& Yg, Standard_Real& Zg) const {

  Graphic3d_Vertex Vrp ;
  Vrp = (MyViewer->Viewer())->ConvertCoord(MyWindow,Xp,Yp) ;
  if( MyViewer->Grid()->IsActive() ) {
    Graphic3d_Vertex NewVrp = Compute(Vrp) ;
    NewVrp.Coord(Xg,Yg,Zg) ;
  } else
    Vrp.Coord(Xg,Yg,Zg) ;
}

void V3d_View::ConvertToGrid(const Standard_Real X, const Standard_Real Y, const Standard_Real Z, Standard_Real& Xg, Standard_Real& Yg, Standard_Real& Zg) const {

  if( MyViewer->Grid()->IsActive() ) {
    Graphic3d_Vertex Vrp(X,Y,Z) ;
    Graphic3d_Vertex NewVrp = Compute(Vrp) ;
    NewVrp.Coord(Xg,Yg,Zg) ;
  } else {
    Xg = X; Yg = Y; Zg = Z;
  }
}
#endif

#ifndef IMP240100
void V3d_View::PixToRef(const Standard_Integer Xp, const Standard_Integer Yp, Standard_Real& X, Standard_Real& Y, Standard_Real& Z) const {

  Graphic3d_Vertex Vrp ;
  Vrp = (MyViewer->Viewer())->ConvertCoord(MyWindow,Xp,Yp) ;
  Vrp.Coord(X,Y,Z) ;
  if( MyViewer->Grid()->IsActive() ) {
    Graphic3d_Vertex NewVrp = Compute(Vrp) ;
    NewVrp.Coord(X,Y,Z) ;
  }
}
#endif

#ifdef IMP240100
void V3d_View::Convert(const Standard_Real X, const Standard_Real Y, const Standard_Real Z, Standard_Integer& Xp, Standard_Integer& Yp) const {
#else
void V3d_View::RefToPix(const Standard_Real X, const Standard_Real Y, const Standard_Real Z, Standard_Integer& Xp, Standard_Integer& Yp) const {
#endif

  Graphic3d_Vertex Vrp(X,Y,Z) ;
  (MyViewer->Viewer())->ConvertCoord(MyWindow,Vrp,Xp,Yp) ;
}

void V3d_View::Project(const Standard_Real X, const Standard_Real Y, const Standard_Real Z, Standard_Real &Xp, Standard_Real &Yp) const
{
  if ( MyType != V3d_PERSPECTIVE )
  {
    // use old implementation
    Standard_Real Zp;
    MyView->Projects( X, Y, Z, Xp, Yp, Zp );
  }
  else
  {
    // NKV - Using raster projection
    Standard_Integer Xpx, Ypx;
    Convert(X, Y, Z, Xpx, Ypx);
    Convert(Xpx, Ypx, Xp, Yp);
  }
} 

void V3d_View::BackgroundColor(const Quantity_TypeOfColor Type,Standard_Real& V1, Standard_Real& V2, Standard_Real& V3)const  {
 
#ifdef GER61351
  Quantity_Color C = BackgroundColor() ;
#else 
  Quantity_Color C ;
  C = MyBackground.Color() ;
#endif
  C.Values(V1,V2,V3,Type) ;
}

#ifdef GER61351
02100 Quantity_Color V3d_View::BackgroundColor() const  {
  
  return MyBackground.Color() ;
}
#endif

02106 Standard_Real V3d_View::Scale()const  {
  Standard_Real Umin,Vmin,Umax,Vmax,Dxv ;
  Visual3d_ViewMapping VMD = MyView->ViewMappingDefault() ; 
  Standard_Real S = 0. ;

  VMD.WindowLimit(Umin,Vmin,Umax,Vmax) ;
  Dxv = Umax - Umin ;
  MyViewMapping.WindowLimit(Umin,Vmin,Umax,Vmax) ;
  if( Umax > Umin && Vmax > Vmin ) S = Dxv/(Umax - Umin) ;
  return S ;
}

02118 void V3d_View::AxialScale(Standard_Real& Sx, Standard_Real& Sy, Standard_Real& Sz)const  {
  MyViewOrientation.AxialScale( Sx, Sy, Sz );
}

void V3d_View::Center(Standard_Real& Xc, Standard_Real& Yc) const {

  Standard_Real Umin,Vmin,Umax,Vmax ;

  MyViewMapping.WindowLimit(Umin,Vmin,Umax,Vmax) ;
  Xc = (Umin + Umax)/2. ;
  Yc = (Vmin + Vmax)/2. ;
}

void V3d_View::Size(Standard_Real& Width, Standard_Real& Height) const {
  
  Standard_Real Umin,Vmin,Umax,Vmax ;

  MyViewMapping.WindowLimit(Umin,Vmin,Umax,Vmax) ;
  Width = Umax - Umin ;     
  Height = Vmax - Vmin ;     
}

02140 Standard_Real V3d_View::ZSize() const {

  Standard_Real Wmin,Wmax,Depth ;
  
  Wmax = MyViewMapping.FrontPlaneDistance() ;
  Wmin = MyViewMapping.BackPlaneDistance() ;
  Depth = 2. * Max(Wmin,Wmax) ;
  return (Depth) ;
}

Standard_Integer V3d_View::MinMax(Standard_Real& Umin, Standard_Real& Vmin, Standard_Real& Umax, Standard_Real& Vmax) const {

  Standard_Real Wmin,Wmax,U,V,W ;
  Standard_Real Xmin,Ymin,Zmin,Xmax,Ymax,Zmax ;
  // CAL 6/11/98
  // Standard_Integer Nstruct = (MyView->DisplayedStructures())->Extent() ;
  Standard_Integer Nstruct = MyView->NumberOfDisplayedStructures() ;

  if( Nstruct ) {
    MyView->MinMaxValues(Xmin,Ymin,Zmin,Xmax,Ymax,Zmax) ;
    MyView->Projects(Xmin,Ymin,Zmin,Umin,Vmin,Wmin) ;
    MyView->Projects(Xmax,Ymax,Zmax,Umax,Vmax,Wmax) ;
    MyView->Projects(Xmin,Ymin,Zmax,U,V,W) ;
    Umin = Min(U,Umin) ; Umax = Max(U,Umax) ;
    Vmin = Min(V,Vmin) ; Vmax = Max(V,Vmax) ;
    Wmin = Min(W,Wmin) ; Wmax = Max(W,Wmax) ;
    MyView->Projects(Xmax,Ymin,Zmax,U,V,W) ;
    Umin = Min(U,Umin) ; Umax = Max(U,Umax) ;
    Vmin = Min(V,Vmin) ; Vmax = Max(V,Vmax) ;
    Wmin = Min(W,Wmin) ; Wmax = Max(W,Wmax) ;
    MyView->Projects(Xmax,Ymin,Zmin,U,V,W) ;
    Umin = Min(U,Umin) ; Umax = Max(U,Umax) ;
    Vmin = Min(V,Vmin) ; Vmax = Max(V,Vmax) ;
    Wmin = Min(W,Wmin) ; Wmax = Max(W,Wmax) ;
    MyView->Projects(Xmax,Ymax,Zmin,U,V,W) ;
    Umin = Min(U,Umin) ; Umax = Max(U,Umax) ;
    Vmin = Min(V,Vmin) ; Vmax = Max(V,Vmax) ;
    Wmin = Min(W,Wmin) ; Wmax = Max(W,Wmax) ;
    MyView->Projects(Xmin,Ymax,Zmax,U,V,W) ;
    Umin = Min(U,Umin) ; Umax = Max(U,Umax) ;
    Vmin = Min(V,Vmin) ; Vmax = Max(V,Vmax) ;
    Wmin = Min(W,Wmin) ; Wmax = Max(W,Wmax) ;
    MyView->Projects(Xmin,Ymax,Zmin,U,V,W) ;
    Umin = Min(U,Umin) ; Umax = Max(U,Umax) ;
    Vmin = Min(V,Vmin) ; Vmax = Max(V,Vmax) ;
    Wmin = Min(W,Wmin) ; Wmax = Max(W,Wmax) ;
  }
  return Nstruct ;
}

Standard_Integer V3d_View::MinMax(Standard_Real& Xmin, Standard_Real& Ymin, Standard_Real& Zmin, Standard_Real& Xmax, Standard_Real& Ymax, Standard_Real& Zmax) const {
  // CAL 6/11/98
  // Standard_Integer Nstruct = (MyView->DisplayedStructures())->Extent() ;
  Standard_Integer Nstruct = MyView->NumberOfDisplayedStructures() ;

  if( Nstruct ) {
    MyView->MinMaxValues(Xmin,Ymin,Zmin,Xmax,Ymax,Zmax) ;
  }
  return Nstruct ;
}

Standard_Integer V3d_View::Gravity(Standard_Real& X, Standard_Real& Y, Standard_Real& Z) const {

  Standard_Real Xmin,Ymin,Zmin,Xmax,Ymax,Zmax,U,V,W ;
  Standard_Real Umin,Vmin,Umax,Vmax ;
  Standard_Integer Nstruct,Npoint ;
  Graphic3d_MapOfStructure MySetOfStructures;
  
  MyView->DisplayedStructures (MySetOfStructures);
  //JMB  MySetOfStructures.Clear ();
  //JMBMySetOfStructures.Union (()->Set ());
  Nstruct = MySetOfStructures.Extent() ;
  
  Graphic3d_MapIteratorOfMapOfStructure MyIterator(MySetOfStructures) ;
  
  MyViewMapping.WindowLimit(Umin,Vmin,Umax,Vmax) ;
  Npoint = 0 ; X = Y = Z = 0. ;
  for( ; MyIterator.More(); MyIterator.Next()) {
    if (!(MyIterator.Key())->IsEmpty()) {
      (MyIterator.Key())->MinMaxValues(Xmin,Ymin,Zmin,
                                         Xmax,Ymax,Zmax) ;
    
      Standard_Real LIM = ShortRealLast() -1.;
      if (!    (Abs(Xmin) > LIM || Abs(Ymin) > LIM || Abs(Zmin) > LIM 
                ||  Abs(Xmax) > LIM || Abs(Ymax) > LIM || Abs(Zmax) > LIM )) {
        
        MyView->Projects(Xmin,Ymin,Zmin,U,V,W) ;
        if( U >= Umin && U <= Umax && V >= Vmin && V <= Vmax ) {
          Npoint++ ; X += Xmin ; Y += Ymin ; Z += Zmin ;
        }
        MyView->Projects(Xmax,Ymin,Zmin,U,V,W) ;
        if( U >= Umin && U <= Umax && V >= Vmin && V <= Vmax ) {
          Npoint++ ; X += Xmax ; Y += Ymin ; Z += Zmin ;
        }
        MyView->Projects(Xmin,Ymax,Zmin,U,V,W) ;
        if( U >= Umin && U <= Umax && V >= Vmin && V <= Vmax ) {
          Npoint++ ; X += Xmin ; Y += Ymax ; Z += Zmin ;
        }
        MyView->Projects(Xmax,Ymax,Zmin,U,V,W) ;
        if( U >= Umin && U <= Umax && V >= Vmin && V <= Vmax ) {
          Npoint++ ; X += Xmax ; Y += Ymax ; Z += Zmin ;
        }
        MyView->Projects(Xmin,Ymin,Zmax,U,V,W) ;
        if( U >= Umin && U <= Umax && V >= Vmin && V <= Vmax ) {
          Npoint++ ; X += Xmin ; Y += Ymin ; Z += Zmax ;
        }
        MyView->Projects(Xmax,Ymin,Zmax,U,V,W) ;
        if( U >= Umin && U <= Umax && V >= Vmin && V <= Vmax ) {
          Npoint++ ; X += Xmax ; Y += Ymin ; Z += Zmax ;
        }
        MyView->Projects(Xmin,Ymax,Zmax,U,V,W) ;
        if( U >= Umin && U <= Umax && V >= Vmin && V <= Vmax ) {
          Npoint++ ; X += Xmin ; Y += Ymax ; Z += Zmax ;
        }
        MyView->Projects(Xmax,Ymax,Zmax,U,V,W) ;
        if( U >= Umin && U <= Umax && V >= Vmin && V <= Vmax ) {
          Npoint++ ; X += Xmax ; Y += Ymax ; Z += Zmax ;
        }
      }
    }
  }
  if( Npoint > 0 ) {
    X /= Npoint ; Y /= Npoint ; Z /= Npoint ;
  }

  return Nstruct ;
}

void V3d_View::Eye(Standard_Real& X, Standard_Real& Y, Standard_Real& Z) const {
  Graphic3d_Vertex Prp ;
  Graphic3d_Vector Vpn ;
  Standard_Real Xrp,Yrp,Zrp,Xpn,Ypn,Zpn,Xat,Yat,Zat ;

  MyViewReferencePoint = MyViewOrientation.ViewReferencePoint() ;
  MyViewReferencePoint.Coord(Xat,Yat,Zat) ;
  Prp = MyViewMapping.ProjectionReferencePoint() ;
  Prp.Coord(Xrp,Yrp,Zrp) ;
  Vpn = MyViewOrientation.ViewReferencePlane() ;
  Vpn.Coord(Xpn,Ypn,Zpn) ;
  X = Zrp*Xpn + Xat; Y = Zrp*Ypn + Yat; Z = Zrp*Zpn + Zat;
}

void V3d_View::FocalReferencePoint(Standard_Real& X, Standard_Real& Y,Standard_Real& Z) const {

  Graphic3d_Vertex PRP,VRPoint;
  Graphic3d_Vector VRPlane;
  Standard_Real FPD,Xprp,Yprp,Zprp;
  Standard_Real Xvrp,Yvrp,Zvrp,DXvrp,DYvrp,DZvrp;
  
  if ( MyType == V3d_PERSPECTIVE ) {
    PRP = MyViewMapping.ProjectionReferencePoint() ;
    FPD = MyViewMapping.FrontPlaneDistance();
    PRP.Coord(Xprp,Yprp,Zprp);
    VRPoint = MyViewOrientation.ViewReferencePoint();
    VRPoint.Coord(Xvrp,Yvrp,Zvrp);
    VRPlane = MyViewOrientation.ViewReferencePlane();
    VRPlane.Coord(DXvrp,DYvrp,DZvrp);
    X = (FPD + Zprp) * DXvrp + Xvrp;
    Y = (FPD + Zprp) * DYvrp + Yvrp;
    Z = (FPD + Zprp) * DZvrp + Zvrp;
  }
  else Eye(X,Y,Z);
}

void V3d_View::ProjReferenceAxe(const Standard_Integer Xpix, const Standard_Integer Ypix, Standard_Real& XP, Standard_Real& YP, Standard_Real& ZP, Standard_Real& VX, Standard_Real& VY, Standard_Real& VZ) const {

  Standard_Real Xo,Yo,Zo;

  Convert(Xpix,Ypix,XP,YP,ZP);
  if ( MyType == V3d_PERSPECTIVE ) {
    FocalReferencePoint(Xo,Yo,Zo);
    VX = Xo - XP;
    VY = Yo - YP;
    VZ = Zo - ZP;         
  }
  else {
    Proj(VX,VY,VZ);
  }
}


02321 Standard_Real V3d_View::Depth() const {
  Graphic3d_Vertex Prp ;
  Standard_Real Xrp,Yrp,Zrp ;

  Prp = MyViewMapping.ProjectionReferencePoint() ;
  Prp.Coord(Xrp,Yrp,Zrp) ;
  return Zrp ;
}

void V3d_View::Proj(Standard_Real& Dx, Standard_Real& Dy, Standard_Real& Dz) const {
  Graphic3d_Vector Vpn ;

  Vpn = MyViewOrientation.ViewReferencePlane() ;
  Vpn.Coord(Dx,Dy,Dz) ;
}

void V3d_View::At(Standard_Real& X, Standard_Real& Y, Standard_Real& Z) const {
  Graphic3d_Vertex Vrp ;

  Vrp = MyViewOrientation.ViewReferencePoint() ;
  Vrp.Coord(X,Y,Z) ;
}

void V3d_View::Up(Standard_Real& Vx, Standard_Real& Vy, Standard_Real& Vz) const {
  Graphic3d_Vector Vup ;

  Vup = MyViewOrientation.ViewReferenceUp() ;
  Vup.Coord(Vx,Vy,Vz) ;
}

02351 Standard_Real V3d_View::Twist()const  {
  Standard_Real Xup,Yup,Zup,Xpn,Ypn,Zpn,X0,Y0,Z0 ;
  Standard_Real pvx,pvy,pvz,pvn,sca,angle ;
  Graphic3d_Vector Vpn,Vup,Xaxis,Yaxis,Zaxis ;
  Standard_Boolean TheStatus ;

  Vpn = MyViewOrientation.ViewReferencePlane() ;
  Vpn.Coord(Xpn,Ypn,Zpn) ;
  Vup.SetCoord(0.,0.,1.) ; 
  TheStatus = ScreenAxis(Vpn,Vup,Xaxis,Yaxis,Zaxis) ;
  if( !TheStatus ) {
    Vup.SetCoord(0.,1.,0.) ; 
    TheStatus = ScreenAxis(Vpn,Vup,Xaxis,Yaxis,Zaxis) ;
  }
  if( !TheStatus ) {
    Vup.SetCoord(1.,0.,0.) ; 
    TheStatus = ScreenAxis(Vpn,Vup,Xaxis,Yaxis,Zaxis) ;
  }
  Yaxis.Coord(X0,Y0,Z0) ;       
  Vup = MyViewOrientation.ViewReferenceUp() ;
  Vup.Coord(Xup,Yup,Zup) ;      
                                /* Compute Cross Vector From Up & Origin */
  pvx = Y0*Zup - Z0*Yup ;
  pvy = Z0*Xup - X0*Zup ;
  pvz = X0*Yup - Y0*Xup ;
  pvn = pvx*pvx + pvy*pvy + pvz*pvz ;
  sca = X0*Xup + Y0*Yup + Z0*Zup ;
  /* Compute Angle */
  angle = Sqrt(pvn) ;
  if( angle > 1. ) angle = 1. ;
  else if( angle < -1. ) angle = -1. ;
  angle = asin(angle) ;
  if( sca < 0. ) angle = Standard_PI - angle ;
  if( angle > 0. && angle < Standard_PI ) {
    sca = pvx*Xpn + pvy*Ypn + pvz*Zpn ;
    if( sca < 0. ) angle = DEUXPI - angle ;
  }
  return angle ;
}

02391 V3d_TypeOfShadingModel V3d_View::ShadingModel()const  {
  V3d_TypeOfShadingModel SM = (V3d_TypeOfShadingModel)MyViewContext.Model() ;
  return SM ;
}

V3d_TypeOfSurfaceDetail V3d_View::SurfaceDetail()const  {
  V3d_TypeOfSurfaceDetail SM = (V3d_TypeOfSurfaceDetail)MyViewContext.SurfaceDetail() ;
  return SM ;
}


Handle_Graphic3d_TextureEnv V3d_View::TextureEnv() const {
  Handle(Graphic3d_TextureEnv) SM = MyViewContext.TextureEnv() ;
  return SM ;
}

02407 V3d_TypeOfVisualization V3d_View::Visualization()const  {
  V3d_TypeOfVisualization V = 
                (V3d_TypeOfVisualization)MyViewContext.Visualization() ;
  return V ;
}

02413 Standard_Boolean V3d_View::Antialiasing()const  {
  Standard_Boolean A = MyViewContext.AliasingIsOn() ;
  return A ;
}

Handle(V3d_Viewer) V3d_View::Viewer() const {
  return MyViewer ;
}

02422 Standard_Boolean V3d_View::IfWindow() const {
  Standard_Boolean TheStatus = MyView->IsDefined() ;
  return TheStatus ;
}

Handle(Aspect_Window) V3d_View::Window() const {
  return MyWindow;
}

02431 V3d_TypeOfView V3d_View::Type() const {

  return (MyType) ;
}

void V3d_View::SetFocale( const Standard_Real focale ) {

  Standard_TypeMismatch_Raise_if (MyType != V3d_PERSPECTIVE, 
                                   "the view is not a perspective view");
  Standard_Real Xrp,Yrp,Zrp,ViewPlane,FrontPlane ;
  Graphic3d_Vertex Prp ;
  Prp = MyViewMapping.ProjectionReferencePoint() ;
  Prp.Coord(Xrp,Yrp,Zrp) ;
  if( MyProjModel == V3d_TPM_WALKTHROUGH ) {
    ViewPlane = Zrp - focale ;
  } else {
    FrontPlane = MyViewMapping.FrontPlaneDistance() ;
    ViewPlane = FrontPlane + Zrp - focale ;
  }
  MyViewMapping.SetViewPlaneDistance(ViewPlane) ;
  MyView->SetViewMapping(MyViewMapping) ;

  ImmediateUpdate();
}

02456 Standard_Real V3d_View::Focale( ) const {
  Standard_Real Xrp,Yrp,Zrp,ViewPlane,FrontPlane ;
  Standard_Real focale = 0.0 ;
  Graphic3d_Vertex Prp ;

  if( MyType == V3d_PERSPECTIVE ) {
    Prp = MyViewMapping.ProjectionReferencePoint() ;
    Prp.Coord(Xrp,Yrp,Zrp) ;
    ViewPlane = MyViewMapping.ViewPlaneDistance() ;
    if( MyProjModel == V3d_TPM_WALKTHROUGH ) {
      focale = Zrp - ViewPlane ;
    } else {
      FrontPlane = MyViewMapping.FrontPlaneDistance() ;
      focale = FrontPlane + Zrp - ViewPlane ;
    }
  } 
  return (focale) ;
}

02475 void V3d_View::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)
{
  Standard_Real Umin,Vmin,Umax,Vmax,Xrp,Yrp,Zrp;

  Viewer_BadValue_Raise_if ( ZNear <= 0. || ZFar <= 0. || ZNear >= ZFar, "V3d_View::SetVolume, bad distances");

  MyProjReferencePoint = MyViewMapping.ProjectionReferencePoint() ;
  MyProjReferencePoint.Coord(Xrp,Yrp,Zrp) ;
  Zrp = ZNear;

  Standard_Real size = (ZFar - ZNear) / 2.;

  MyViewMapping.SetFrontPlaneDistance(size);
  MyViewMapping.SetBackPlaneDistance(-size);

  // keep view plane at front plane distance
  MyViewMapping.SetViewPlaneDistance(MyType == V3d_PERSPECTIVE ? 0. : size);

  // set window limits
  Umin = Left; Umax = Right;
  Vmin = Bottom; Vmax = Top;
  MyViewMapping.SetWindowLimit(Left, Bottom, Right, Top);

  // Update window center
  if ( MyType == V3d_PERSPECTIVE ) {
    Xrp = Yrp = 0.0;
  }
  else {
    Xrp = (Umin + Umax)/2. ; Yrp = (Vmin + Vmax)/2. ;
  }
  MyProjReferencePoint.SetCoord(Xrp,Yrp,Zrp) ;
  MyViewMapping.SetProjectionReferencePoint(MyProjReferencePoint);

  MyView->SetViewMapping(MyViewMapping) ;
//  SetZSize(0.);
  ImmediateUpdate();
}

Handle(Visual3d_View) V3d_View::View() const {

  return MyView ;
}

02520 Visual3d_ViewMapping V3d_View::ViewMapping() const
{
  return MyViewMapping;
}

02525 Visual3d_ViewOrientation V3d_View::ViewOrientation() const
{
  return MyViewOrientation;
}

02530 Standard_Boolean V3d_View::ScreenAxis( const Graphic3d_Vector &Vpn, const Graphic3d_Vector &Vup, Graphic3d_Vector &Xaxe, Graphic3d_Vector &Yaxe, Graphic3d_Vector &Zaxe) {
  Standard_Real Xpn,Ypn,Zpn,Xup,Yup,Zup ;
  Standard_Real dx1,dy1,dz1,dx2,dy2,dz2,xx,yy,zz ;

  Vpn.Coord(Xpn,Ypn,Zpn) ;      
  Vup.Coord(Xup,Yup,Zup) ;      
  xx = Yup*Zpn - Zup*Ypn ;
  yy = Zup*Xpn - Xup*Zpn ;
  zz = Xup*Ypn - Yup*Xpn ;
  Xaxe.SetCoord(xx,yy,zz) ;
  if( Xaxe.LengthZero() ) return Standard_False;
  Xaxe.Normalize() ; Xaxe.Coord(dx1,dy1,dz1) ;
  xx = Ypn*dz1 - Zpn*dy1 ;
  yy = Zpn*dx1 - Xpn*dz1 ;
  zz = Xpn*dy1 - Ypn*dx1 ;
  Yaxe.SetCoord(xx,yy,zz) ;
  if( Yaxe.LengthZero() ) return Standard_False;
  Yaxe.Normalize() ; Yaxe.Coord(dx2,dy2,dz2) ;
  xx = dy1*dz2 - dz1*dy2 ;
  yy = dz1*dx2 - dx1*dz2 ;
  zz = dx1*dy2 - dy1*dx2 ;
  Zaxe.SetCoord(xx,yy,zz) ;
  if( Zaxe.LengthZero() ) return Standard_False;
  Zaxe.Normalize() ; 
  return Standard_True ;
}

void V3d_View::InitMatrix( TColStd_Array2OfReal& Matrix ) {
  Standard_Integer LR = Matrix.LowerRow() ;
  Standard_Integer UR = Matrix.UpperRow() ;
  Standard_Integer LC = Matrix.LowerCol() ;
  Standard_Integer UC = Matrix.UpperCol() ;
  Standard_Integer I,J ;

  for( I=LR ; I<=UR ; I++ ) {
    for( J=LC ; J<=UC ; J++ ) Matrix(I,J) = 0. ;
  }
  for( I=LR,J=LC ; I<=UR ; I++,J++ ) Matrix(I,J) = 1. ;
}

Standard_Boolean V3d_View::Multiply (const TColStd_Array2OfReal& Left, const TColStd_Array2OfReal& Right, TColStd_Array2OfReal& Matrix) {

Standard_Integer llr = Left.LowerRow ();
//Standard_Integer lur = Left.UpperRow ();
Standard_Integer llc = Left.LowerCol ();
Standard_Integer luc = Left.UpperCol ();

Standard_Integer rlr = Right.LowerRow ();
Standard_Integer rur = Right.UpperRow ();
Standard_Integer rlc = Right.LowerCol ();
//Standard_Integer ruc = Right.UpperCol ();

Standard_Integer mlr = Matrix.LowerRow ();
Standard_Integer mur = Matrix.UpperRow ();
Standard_Integer mlc = Matrix.LowerCol ();
Standard_Integer muc = Matrix.UpperCol ();

TColStd_Array2OfReal Result (mlr, mur, mlc, muc);

        InitMatrix (Result);

        // Left et Right incompatibles
        if (luc - llc + 1 != rur - rlr + 1)
                return Standard_False;

Standard_Integer i, j, k;
 
Standard_Real Som;
Standard_Integer I1 = llr;

        for (i=mlr; i<=mur; i++) {
            Standard_Integer J2 = rlc;
            for (j=mlc; j<=muc; j++) {
                Som = 0.0;
                Standard_Integer J1 = llc;
                Standard_Integer I2 = rlr;
                for (k=llc; k<=luc; k++) {
                    Som = Som + Left (I1, J1) * Right (I2, J2);
                    J1++;
                    I2++;
                }
                Result (i, j) = Som;
                J2++;
            }
            I1++;
        }

        for (i=mlr; i<=mur; i++)
            for (j=mlc; j<=muc; j++)
                Matrix (i, j) = Result (i, j);

        return Standard_True;
}

/*----------------------------------------------------------------------*/

void V3d_View::RotAxis( const Graphic3d_Vertex &Vrp, const Graphic3d_Vector &Axe, const Standard_Real angle, TColStd_Array2OfReal& Matrix ) {
  Standard_Real Xrp,Yrp,Zrp,Xaxe,Yaxe,Zaxe ;
  Standard_Real sina,cosa,cos1m,terms1,terms2,terms3 ;
  Standard_Real termc12,termc13,termc23,vcal ;
  TColStd_Array2OfReal Tmatrix(0,3,0,3) ;
  TColStd_Array2OfReal Rmatrix(0,3,0,3) ;
  
  InitMatrix(Matrix) ;
  InitMatrix(Tmatrix) ;
  
  Vrp.Coord(Xrp,Yrp,Zrp) ;      
  Axe.Coord(Xaxe,Yaxe,Zaxe) ;
  /* translation de x,y,z */
  Tmatrix(0,3) = Xrp ; Tmatrix(1,3) = Yrp ; Tmatrix(2,3) = Zrp ;
  /* constitution de la rotation autour d'un axe quelconque */
  cosa = cos(angle); sina = sin(angle); cos1m = 1. - cosa ;
  termc12 = Xaxe * Yaxe * cos1m ;
  termc13 = Xaxe * Zaxe * cos1m ;
  termc23 = Yaxe * Zaxe * cos1m ;
  terms1 =  Xaxe * sina ;
  terms2 =  Yaxe * sina ;
  terms3 =  Zaxe * sina ;
  
  vcal =  Xaxe * Xaxe ;
  Rmatrix(0,0) = vcal + ( 1. - vcal ) * cosa ;
  Rmatrix(1,0) = termc12 + terms3 ;
  Rmatrix(2,0) = termc13 - terms2 ;
  Rmatrix(3,0) = 0. ;
  Rmatrix(0,1) = termc12 - terms3 ;
  vcal =  Yaxe * Yaxe ;
  Rmatrix(1,1) = vcal + ( 1. - vcal ) * cosa ;
  Rmatrix(2,1) = termc23 + terms1 ;
  Rmatrix(3,1) = 0. ;
  Rmatrix(0,2) = termc13 + terms2 ;
  Rmatrix(1,2) = termc23 - terms1 ;
  vcal =  Zaxe * Zaxe ;
  Rmatrix(2,2) = vcal + ( 1. - vcal ) * cosa ;
  Rmatrix(3,2) = 0. ;
  Rmatrix(0,3) = 0. ;
  Rmatrix(1,3) = 0. ;
  Rmatrix(2,3) = 0. ;
  Rmatrix(3,3) = 1. ;
  /* produit des deux matrices */
  Multiply(Tmatrix, Rmatrix, Matrix);
  /* translation inverse */
  Tmatrix(0,3) = -Xrp;
  Tmatrix(1,3) = -Yrp;
  Tmatrix(2,3) = -Zrp;
  /* produit final */
  Multiply(Matrix, Tmatrix, Matrix);
}

/*----------------------------------------------------------------------*/

02680 Graphic3d_Vertex V3d_View::TrsPoint( const Graphic3d_Vertex &P, const TColStd_Array2OfReal &Matrix ) {
  Graphic3d_Vertex PP ;
  Standard_Real X,Y,Z,XX,YY,ZZ ;

  // CAL. S3892
Standard_Integer lr, ur, lc, uc;
  lr    = Matrix.LowerRow ();
  ur    = Matrix.UpperRow ();
  lc    = Matrix.LowerCol ();
  uc    = Matrix.UpperCol ();
  if ( (ur - lr + 1 != 4) || (uc - lc + 1 != 4) ) {
        P.Coord(X,Y,Z) ;
        PP.SetCoord(X,Y,Z) ;
        return PP ;
  }
  P.Coord(X,Y,Z) ;
  XX = (Matrix(lr,lc+3) + X*Matrix(lr,lc) + Y*Matrix(lr,lc+1)+
        Z*Matrix(lr,lc+2))/Matrix(lr+3,lc+3) ;

  YY = (Matrix(lr+1,lc+3) + X*Matrix(lr+1,lc) + Y*Matrix(lr+1,lc+1) +
        Z*Matrix(lr+1,lc+2))/Matrix(lr+3,lc+3) ;
  
  ZZ = (Matrix(lr+2,lc+3) + X*Matrix(lr+2,lc) + Y*Matrix(lr+2,lc+1) +
        Z*Matrix(lr+2,lc+2))/Matrix(lr+3,lc+3) ;
  PP.SetCoord(XX,YY,ZZ) ;
  return PP ;
}

02708 Graphic3d_Vector V3d_View::TrsPoint( const Graphic3d_Vector& V, const TColStd_Array2OfReal& Matrix ) {
  Graphic3d_Vector VV ;
  Standard_Real X,Y,Z,XX,YY,ZZ ;

  // CAL. S3892
Standard_Integer lr, ur, lc, uc;
  lr    = Matrix.LowerRow ();
  ur    = Matrix.UpperRow ();
  lc    = Matrix.LowerCol ();
  uc    = Matrix.UpperCol ();
  if ( (ur - lr + 1 != 4) || (uc - lc + 1 != 4) ) {
        V.Coord(X,Y,Z) ;
        VV.SetCoord(X,Y,Z) ;
        return VV ;
  }
  V.Coord(X,Y,Z) ;
  XX = X*Matrix(lr,lc)+Y*Matrix(lr,lc+1)+Z*Matrix(lr,lc+2) ;
  YY = X*Matrix(lr+1,lc)+Y*Matrix(lr+1,lc+1)+Z*Matrix(lr+1,lc+2) ;
  ZZ = X*Matrix(lr+2,lc)+Y*Matrix(lr+2,lc+1)+Z*Matrix(lr+2,lc+2) ;
  VV.SetCoord(XX,YY,ZZ) ; VV.Normalize() ;
  return VV ;
}


02732 void V3d_View::Pan(const Standard_Integer Dx, const Standard_Integer Dy,const Quantity_Factor aZoomFactor) {

  Panning(Convert(Dx),Convert(Dy),aZoomFactor,Standard_True);

}

02738 void V3d_View::Zoom (const Standard_Integer X1,
                     const Standard_Integer Y1,
                     const Standard_Integer X2,
                     const Standard_Integer Y2) {

  Standard_Real dx = Standard_Real (X2-X1);
  Standard_Real dy = Standard_Real (Y2-Y1);
  if ( dx != 0. || dy != 0. ) {
    Standard_Real dzoom = Sqrt(dx*dx + dy*dy) / 100. + 1;
    dzoom = (dx > 0) ?  dzoom : 1./dzoom;
    SetZoom(dzoom, Standard_True);
  }  
}

02752 void V3d_View::Zoom (const Standard_Integer X1,
                     const Standard_Integer Y1) {
  Standard_Real x,y;
  Center(x,y);
  Standard_Integer ix,iy;
  Convert(x,y,ix,iy);
  Zoom(ix,iy,X1,Y1);
}

02761 void V3d_View::AxialScale (const Standard_Integer Dx,
                     const Standard_Integer Dy,
                     const V3d_TypeOfAxe Axis) {
  if( Dx != 0. || Dy != 0. ) {
    Standard_Real Sx, Sy, Sz;
    AxialScale( Sx, Sy, Sz );
    Standard_Real dscale = Sqrt(Dx*Dx + Dy*Dy) / 100. + 1;
    dscale = (Dx > 0) ?  dscale : 1./dscale;
    if( Axis == V3d_X ) Sx = dscale;
    if( Axis == V3d_Y ) Sy = dscale;
    if( Axis == V3d_Z ) Sz = dscale;
    SetAxialScale( Sx, Sy, Sz );
  }
}

void V3d_View::FitAll(const Handle(Aspect_Window)& aWindow,
                      const Standard_Real Xmin, 
                      const Standard_Real Ymin, 
                      const Standard_Real Xmax, 
                      const Standard_Real Ymax) {

  Standard_Real Umin,Umax,Vmin,Vmax,Xrp,Yrp,Zrp ;
  Standard_Real DxvOld,DyvOld,DxvNew,DyvNew,RapOld,RapNew ;
  Standard_Integer Xpixel,Ypixel;
  //Standard_Integer Xleft,Yup,Xright,Ylow ;
  
  Viewer_BadValue_Raise_if( (Xmin == Xmax) || (Ymin == Ymax) ,
                          "V3d_View::FitAll, Window Size is NULL");
                        
  MyProjReferencePoint = MyViewMapping.ProjectionReferencePoint() ;
  MyProjReferencePoint.Coord(Xrp,Yrp,Zrp) ;
  //aWindow->Position(Xleft,Yup,Xright,Ylow) ;
  //DxvOld = Abs(Xright - Xleft) ; DyvOld = Abs(Yup - Ylow) ;
  aWindow->Size(Xpixel,Ypixel);
  DxvOld = Xpixel; DyvOld = Ypixel;

  if( (DxvOld == 0.) || (DyvOld == 0.) ) return ;
  RapOld = DxvOld/DyvOld ;
  DxvNew = Abs(Xmax - Xmin) ; DyvNew = Abs(Ymax - Ymin) ;
  RapNew = DxvNew/DyvNew ;
  if( RapNew >= RapOld ) {
    DyvNew = DxvNew/RapOld ;
  } else {
    DxvNew = DyvNew*RapOld ;
  }
  Xrp = (Xmin + Xmax)/2. ; Yrp = (Ymin + Ymax)/2. ;
  Umin = Xrp - DxvNew/2. ; Vmin = Yrp - DyvNew/2. ;
  Umax = Xrp + DxvNew/2. ; Vmax = Yrp + DyvNew/2. ;
  MyViewMapping.SetWindowLimit(Umin,Vmin,Umax,Vmax) ;
  if( MyType != V3d_PERSPECTIVE ) {
    MyProjReferencePoint.SetCoord(Xrp,Yrp,Zrp) ;
    MyViewMapping.SetProjectionReferencePoint(MyProjReferencePoint);
  }
  MyView->SetViewMapping(MyViewMapping) ;
#ifdef IMP020300
  Update();
#else
  ImmediateUpdate();
#endif
}

#ifdef IMP250900
static Standard_Boolean zRotation = Standard_False;
#endif
02825 void V3d_View::StartRotation(const Standard_Integer X,
                             const Standard_Integer Y,
                       const Quantity_Ratio zRotationThreshold) {

  sx = X; sy = Y;
  Standard_Real x,y; 
  Size(x,y);
  rx = Standard_Real(Convert(x)); 
  ry = Standard_Real(Convert(y)); 
  Gravity(gx,gy,gz);
  Rotate(0.,0.,0.,gx,gy,gz,Standard_True);
#ifdef IMP250900
  zRotation = Standard_False;
  if( zRotationThreshold > 0. ) {
    Standard_Real dx = Abs(sx - rx/2.);
    Standard_Real dy = Abs(sy - ry/2.);
//  if( dx > rx/3. || dy > ry/3. ) zRotation = Standard_True;
    Standard_Real dd = zRotationThreshold * (rx + ry)/2.;
    if( dx > dd || dy > dd ) zRotation = Standard_True;
  }
#endif 

}

02849 void V3d_View::Rotation(const Standard_Integer X,
                             const Standard_Integer Y) {

#ifdef IMP210600
  if( rx == 0. || ry == 0. ) {
    StartRotation(X,Y);
    return;
  }
#endif
#ifdef IMP250900
  Standard_Real dx=0.,dy=0.,dz=0.;
  if( zRotation ) {
    dz = atan2(Standard_Real(X)-rx/2., ry/2.-Standard_Real(Y)) - 
                  atan2(sx-rx/2.,ry/2.-sy);
  } else {
    dx = (Standard_Real(X) - sx) * Standard_PI/rx;
    dy = (sy - Standard_Real(Y)) * Standard_PI/ry;
  }
  Rotate(dx, dy, dz, gx, gy, gz, Standard_False);
#else
  Standard_Real dx = (Standard_Real(X - sx)) * Standard_PI;
  Standard_Real dy = (Standard_Real(sy - Y)) * Standard_PI;
  Rotate(dx/rx, dy/ry, 0., gx, gy, gz, Standard_False);
#endif
#ifdef IMP020300
  if( !myImmediateUpdate ) Update();
#else
  myImmediateUpdate = Standard_False;
  Rotate(dx/rx, dy/ry, 0., gx, gy, gz, Standard_False);
  ZFitAll (Zmargin);          //Don't do that, perf improvment
  myImmediateUpdate = Standard_True;
  ImmediateUpdate();
#endif
}

02884 void V3d_View::SetAnimationModeOn () {
#ifdef G003
  if ( MyAnimationFlags & V3d_FLAG_ANIMATION ) {
    if( ComputedMode() ) {    // Deactivates computed mode during animation
      MyAnimationFlags |= V3d_FLAG_COMPUTATION;
      Standard_Boolean immediatUpdate = myImmediateUpdate;
      myImmediateUpdate = Standard_False;
      SetComputedMode(Standard_False);
      myImmediateUpdate = immediatUpdate;
    }
    MyView -> SetAnimationModeOn ( MyAnimationFlags & V3d_FLAG_DEGENERATION );
  }
#else
  MyView->SetAnimationModeOn();
#endif
}

02901 void V3d_View::SetAnimationModeOff () {
#ifdef G003
 if ( MyAnimationFlags & V3d_FLAG_ANIMATION ) {
   MyView -> SetAnimationModeOff ();
   if ( MyAnimationFlags & V3d_FLAG_COMPUTATION ) {
                        // Reactivates computed mode after animation
     MyAnimationFlags &= ~V3d_FLAG_COMPUTATION;
     SetComputedMode(Standard_True);
   } else if( MyAnimationFlags & V3d_FLAG_DEGENERATION ) {
     Update();
   }
 }
#else
  MyView->SetAnimationModeOff();
#endif
}

02918 Standard_Boolean V3d_View::AnimationModeIsOn () const {
  return MyView->AnimationModeIsOn();
}

#ifdef G003
02923 void V3d_View :: SetAnimationMode (
                  const Standard_Boolean anAnimationFlag,
                  const Standard_Boolean aDegenerationFlag
                 ) {

 if ( anAnimationFlag )
  MyAnimationFlags |= V3d_FLAG_ANIMATION;
 else
  MyAnimationFlags &= ~V3d_FLAG_ANIMATION;

 if ( aDegenerationFlag )
  MyAnimationFlags |= V3d_FLAG_DEGENERATION;
 else
  MyAnimationFlags &= ~V3d_FLAG_DEGENERATION;

}  // end V3d_View :: SetAnimationMode

02940 Standard_Boolean V3d_View::AnimationMode( Standard_Boolean& isDegenerate ) const {

  isDegenerate = MyAnimationFlags & V3d_FLAG_DEGENERATION; 
  return MyAnimationFlags & V3d_FLAG_ANIMATION;
}
#endif
  
02947 void V3d_View::SetDegenerateModeOn() {
#ifdef G003
  SetComputedMode(Standard_False);
#else
  MyView->SetDegenerateModeOn();
  ImmediateUpdate();
#endif 
}

02956 void V3d_View::SetDegenerateModeOff() {
#ifdef G003
  SetComputedMode(Standard_True);
#else
  if(myComputedMode) {
    MyView->SetDegenerateModeOff();
      ImmediateUpdate();
  }
#endif
}

02967 Standard_Boolean V3d_View::DegenerateModeIsOn() const {
#ifdef G003
  return !ComputedMode();
#else
  return MyView->DegenerateModeIsOn();
#endif
}

#ifdef G003
02976 void V3d_View :: SetComputedMode ( const Standard_Boolean aMode ) {

  if( aMode ) { 
    if( myComputedMode ) {
      MyView -> SetComputedMode ( Standard_True );
      Update ();
    }
  } else {
    MyView -> SetComputedMode ( Standard_False );
    Update ();
  }

}  // end V3d_View :: SetComputedMode

02990 Standard_Boolean V3d_View :: ComputedMode () const {

 return MyView -> ComputedMode ();

}  // end V3d_View :: ComputedMode

02996 void V3d_View :: SetBackFacingModel (
                  const V3d_TypeOfBackfacingModel aModel
                 ) {

 MyView -> SetBackFacingModel ( Visual3d_TypeOfBackfacingModel(aModel) );
 Redraw();
}  // end V3d_View :: SetBackFacingModel

03004 V3d_TypeOfBackfacingModel V3d_View :: BackFacingModel () const {

 return V3d_TypeOfBackfacingModel(MyView -> BackFacingModel ());

}  // end V3d_View :: BackFacingModel
#endif

03011 Standard_Boolean V3d_View::TransientManagerBeginDraw(const Standard_Boolean DoubleBuffer,const Standard_Boolean RetainMode) const {
  return Visual3d_TransientManager::BeginDraw(MyView,DoubleBuffer,RetainMode);
}

03015 void V3d_View::TransientManagerClearDraw() const {
  Visual3d_TransientManager::ClearDraw(MyView);
}

03019 Standard_Boolean V3d_View::TransientManagerBeginAddDraw() const {
  return Visual3d_TransientManager::BeginAddDraw(MyView);
}

void V3d_View::Init() {
  myComputedMode = MyViewer->ComputedMode();
#ifdef G003
  if( !myComputedMode || !MyViewer->DefaultComputedMode() ) {
    SetComputedMode(Standard_False);
  }
#else
  if(!myComputedMode) 
    MyView->SetDegenerateModeOn();
  else
    if(!MyViewer->DefaultComputedMode()) MyView->SetDegenerateModeOn();
#endif

#ifdef IMP240100
  OSD_Environment env_walkthrow("CSF_WALKTHROUGH");
  env_walkthrow.SetName( "CSF_WALKTHROUGH" );
  if ( env_walkthrow.Value () != "" ) MyProjModel = V3d_TPM_WALKTHROUGH;
  else MyProjModel = V3d_TPM_SCREEN;
#endif
  
}

03045 void V3d_View::SetPlotter(const Handle(Graphic3d_Plotter)& aPlotter) {
  MyPlotter = aPlotter;
}

03049 void V3d_View::Plot() {
//  cout << "Appel a Plot de Visual3d_View" << endl;
  
  Viewer_BadValue_Raise_if( !MyPlotter.IsNull(), "view has no plotter");

  MyView->Plot(MyPlotter);            
}

03057 Standard_Real V3d_View::Tumble (const Standard_Integer NbImages, const Standard_Boolean AnimationMode) {

        FullTimer.Reset ();
        FullTimer.Start ();

        if (AnimationMode) MyView->SetAnimationModeOn();
        Standard_Integer i;
        Standard_Real delta = 0.01;
        Standard_Real xangle, yangle;
        xangle = yangle = delta*int(NbImages/3);

        Rotate (0.0, 0.0, 0.0, 0.0, 0.0, 0.0, Standard_True);
        for (i=1; i<=int(NbImages/3); i++)
                Rotate (delta*i, 0.0, 0.0, 0.0, 0.0, 0.0, Standard_False);
        for (i=1; i<=int(NbImages/3); i++)
                Rotate (xangle, delta*i, 0.0, 0.0, 0.0, 0.0, Standard_False);
        for (i=1; i<=int(NbImages/3); i++)
                Rotate (xangle, yangle, delta*i, 0.0, 0.0, 0.0, Standard_False);
        if (AnimationMode) MyView->SetAnimationModeOff();

        FullTimer.Stop ();
        cout << "For " << NbImages << " Images : " << endl;
        FullTimer.Show (cout);
        cout << flush;

Standard_Real Seconds, CPUtime;
Standard_Integer Minutes, Hours;

        FullTimer.Show (Seconds, Minutes, Hours, CPUtime);
        cout << "Result " << (AnimationMode ? "with " : "without ")
             << "display list : " << NbImages/CPUtime << " images/Second."
             << endl;

        return NbImages/CPUtime;

}

#define SCREENCOPY_FILENAME "screencopy3d.gif"
03095 void V3d_View::ScreenCopy (const Handle(PlotMgt_PlotterDriver)& aPlotterDriver,
                           const Standard_Boolean fWhiteBackground,
                           const Quantity_Factor aPlotScale)
{
  TCollection_AsciiString aFileToDump;
  Handle(Aspect_WindowDriver) aWindowDriver =
#ifdef WNT
    new WNT_WDriver (Handle(WNT_Window)::DownCast(MyWindow));
#else
    new Xw_Driver (Handle(Xw_Window)::DownCast(MyWindow));
#endif // WNT
  Quantity_Factor    aScale;
  Quantity_Length    thePixel;
  Quantity_Parameter theWWidth, theWHeight;
  Quantity_Parameter thePWidth, thePHeight;
  aPlotterDriver -> WorkSpace (thePWidth, thePHeight);
  aWindowDriver  -> WorkSpace (theWWidth, theWHeight);
  thePixel = aWindowDriver -> Convert (1);

  if (theWWidth * theWHeight != 0.) {
    if (aPlotScale == 0.) {
      aScale = Min (thePWidth / theWWidth, thePHeight / theWHeight);
    } else {
      // To be changed !!!!!!!!!!!!!!!
      aScale = Min (thePWidth / theWWidth, thePHeight / theWHeight);
    }

    // Set default maps (color, type, etc) for plotter driver
    aPlotterDriver -> SetColorMap ( new Aspect_GenericColorMap () );
    aPlotterDriver -> SetTypeMap  ( new Aspect_TypeMap         () );
    aPlotterDriver -> SetWidthMap ( new Aspect_WidthMap        () );
    aPlotterDriver -> SetFontMap  ( new Aspect_FontMap         () );
    aPlotterDriver -> SetMarkMap  ( new Aspect_MarkMap         () );

    // Set backgroung to white, unihiglight if any
    Quantity_Parameter theRed, theGreen, theBlue;
    Handle(TColStd_HSequenceOfInteger) theFlags;
    Graphic3d_MapOfStructure  theStructures;
    BackgroundColor (Quantity_TOC_RGB, theRed, theGreen, theBlue);
    if (fWhiteBackground)
      SetBackgroundColor (Quantity_NOC_WHITE);
    MyView -> DisplayedStructures (theStructures);
    theFlags      = new TColStd_HSequenceOfInteger ();
    Graphic3d_MapIteratorOfMapOfStructure Iterator (theStructures);
    while (Iterator.More ()) {
      Handle(Graphic3d_Structure) aStructure = Iterator.Key();
      if (aStructure -> IsHighlighted()) {
        theFlags -> Append (1);
        aStructure -> UnHighlight ();
      } else {
        theFlags -> Append (0);
      }
      Iterator.Next ();
    }
    Redraw ();

    // Dump the view
    if (aPlotterDriver->IsKind(STANDARD_TYPE(PlotMgt_ImageDriver))) {
      aFileToDump  = aPlotterDriver->PlotFileName();
    } else {
      aFileToDump  = aPlotterDriver->SpoolDirectory();
      aFileToDump += SCREENCOPY_FILENAME;
    }
    MyWindow -> Dump (aFileToDump.ToCString());

    Standard_Integer theCurStruct = 1;
    Iterator = Graphic3d_MapIteratorOfMapOfStructure (theStructures);
    while (Iterator.More ()) {
      if (theFlags -> Value(theCurStruct))
        Iterator.Key() -> Highlight (Aspect_TOHM_COLOR);
      Iterator.Next ();
      theCurStruct++;
    }
    if (fWhiteBackground)
      SetBackgroundColor (Quantity_TOC_RGB, theRed, theGreen, theBlue);
    Redraw ();

    // Draw imagefile by plotter driver
    aPlotterDriver -> SetPixelSize (thePixel);
    aPlotterDriver -> BeginDraw ();
    aPlotterDriver -> DrawImageFile (
      aFileToDump.ToCString(), (float)(thePWidth / 2.), (float)(thePHeight / 2.), aScale);
    aPlotterDriver -> EndDraw ();
  }
}
#undef SCREENCOPY_FILENAME

#ifdef G004
#include <Aspect.hxx>
#ifdef WNT
# include <WNT_PixMap.hxx>
#else
# include <Xw_PixMap.hxx>
#endif
#include <Graphic3d_GraphicDriver.hxx>
#include <Visual3d_Layer.hxx>

////////////////////////////////////////////////////////////////
03193 Standard_Boolean V3d_View::Dump ( const Standard_CString aFile )
{
Standard_Boolean isDone;
#ifdef G004
  Standard_Real gammaValue = 1.0; 
  OSD_Environment envGamma("CSF_GAMMA_CORRECTION");
  TCollection_AsciiString strGamma(envGamma.Value());
  if( !strGamma.IsEmpty() ) gammaValue = strGamma.RealValue();
  isDone = MyWindow->Dump ( aFile , gammaValue );
#else
  isDone = MyWindow->Dump ( aFile );
#endif
  return isDone;
}

////////////////////////////////////////////////////////////////
03209 Standard_Boolean V3d_View::Dump ( const Standard_CString aFile,
                      const Aspect_FormatOfSheetPaper aFormat)
{
Standard_Boolean isDone = Standard_False;
  // convert Aspect_FormatOfSheetPaper size to pixel ...
  Quantity_Length theSPWidth, theSPHeight;
  Aspect::ValuesOfFOSP ( aFormat, theSPWidth, theSPHeight );

  // adjusting to the ratio width/height ...
  Quantity_Length theWinWidth, theWinHeight;
  MyWindow->MMSize ( theWinWidth, theWinHeight );
  Standard_Integer thePixelWidth, thePixelHeight;
  MyWindow->Size ( thePixelWidth, thePixelHeight );

  Quantity_Factor theScale = Min ( theSPWidth/theWinWidth, theSPHeight/theWinHeight );
  thePixelWidth = Standard_Integer (thePixelWidth * theScale);
  thePixelHeight = Standard_Integer (thePixelHeight * theScale);
  {
#ifdef IMP100701
    Handle(Aspect_PixMap) aBitmap = 
            ToPixMap (thePixelWidth, thePixelHeight, 0);
#else
    Graphic3d_CView* cView = (Graphic3d_CView*)MyView->CView();

#ifdef WNT
    WNT_PixMap aBitmap ( MyWindow, thePixelWidth, thePixelHeight );
#else
    Xw_PixMap aBitmap ( MyWindow, thePixelWidth, thePixelHeight );
#endif

    // add bitmap ID and size to the MyCView structure ...
    cView->DefBitmap.bitmap = aBitmap.PixmapID();
    cView->DefBitmap.width  = thePixelWidth;
    cView->DefBitmap.height = thePixelHeight;

    Redraw ();

    // deactivate the bitmap ID in the MyCView structure ...
    cView->DefBitmap.bitmap = Aspect_Handle(NULL);
    cView->DefBitmap.width  = 0;
    cView->DefBitmap.height = 0;
#endif // IMP100701

    Standard_Real gammaValue = 1.0; 
    OSD_Environment envGamma("CSF_GAMMA_CORRECTION");
    TCollection_AsciiString strGamma(envGamma.Value());
    if( !strGamma.IsEmpty() ) gammaValue = strGamma.RealValue();
    isDone = aBitmap->Dump ( aFile , gammaValue );

  }
  return isDone;
}
#endif      //G004

////////////////////////////////////////////////////////////////
Handle(Aspect_PixMap) V3d_View::ToPixMap (const Standard_Integer aWidth,
                                          const Standard_Integer aHeight,
                                          const Standard_Integer aCDepth)
{
  Handle(Aspect_PixMap) theBitmap;
  {
#ifdef WNT
    theBitmap = new WNT_PixMap ( MyWindow, aWidth, aHeight, aCDepth );
#else
    theBitmap = new Xw_PixMap ( MyWindow, aWidth, aHeight, aCDepth );
#endif

    //szv: save mapping
    Visual3d_ViewMapping prevMapping = MyView->ViewMapping();

    //szv: get mapping frame
    Standard_Real PUmin, PVmin, PUmax, PVmax;
    prevMapping.WindowLimit(PUmin,PVmin,PUmax,PVmax);

    //szv: calculate expansion
    Standard_Real Umin = PUmin, Vmin = PVmin, Umax = PUmax, Vmax = PVmax;
    Standard_Real oldWidth = (PUmax - PUmin), oldHeight = (PVmax - PVmin);
    Standard_Real newWidth = (oldHeight * aWidth) / aHeight;
    if (newWidth < oldWidth) {
      Standard_Real newHeight = (oldWidth * aHeight) / aWidth;
      // Expand height
      Standard_Real delta = 0.5 * (newHeight - oldHeight);
      Vmin = PVmin - delta;
      Vmax = PVmax + delta;
    }
    else {
      // Expand width
      Standard_Real delta = 0.5 * (newWidth - oldWidth);
      Umin = PUmin - delta;
      Umax = PUmax + delta;
    }

    Graphic3d_CView* cView = (Graphic3d_CView*)MyView->CView();

    // add bitmap ID and size to the MyCView structure ...
    Standard_Integer aWi, anHe;
    theBitmap->Size ( aWi, anHe );
    cView->DefBitmap.bitmap = theBitmap->PixmapID();
    cView->DefBitmap.width  = aWi;
    cView->DefBitmap.height = anHe;
    cView->DefBitmap.depth = theBitmap->Depth();

    //szv: apply expanded mapping
    MyViewMapping.SetWindowLimit(Umin,Vmin,Umax,Vmax);
    MyView->SetViewMapping(MyViewMapping);

    Redraw ( );

    //szv: restore mapping
    MyViewMapping = prevMapping;
    MyView->SetViewMapping(prevMapping);

    // deactivate the bitmap ID in the MyCView structure ...
    cView->DefBitmap.bitmap  = Aspect_Handle(NULL);
    cView->DefBitmap.width  = 0;
    cView->DefBitmap.height = 0;
  }

  return theBitmap;
}

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