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// pybind 11 related includes
#include <pybind11/pybind11.h>
#include <pybind11/stl.h>
namespace py = pybind11;
// Standard Handle
#include <Standard_Handle.hxx>
// user-defined inclusion per module before includes
// includes to resolve forward declarations
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Graphic3d_PBRMaterial.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Graphic3d_CStructure.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Graphic3d_Camera.hxx>
#include <Graphic3d_CStructure.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Graphic3d_GraphicDriver.hxx>
#include <Graphic3d_StructureManager.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Aspect_NeutralWindow.hxx>
#include <Aspect_XRSession.hxx>
#include <Graphic3d_Layer.hxx>
#include <Graphic3d_StructureManager.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Graphic3d_Camera.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Graphic3d_CView.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Graphic3d_CView.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Aspect_DisplayConnection.hxx>
#include <Aspect_Window.hxx>
#include <Graphic3d_CView.hxx>
#include <Graphic3d_Layer.hxx>
#include <Graphic3d_StructureManager.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Aspect_DisplayConnection.hxx>
#include <Graphic3d_GraphicDriver.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Graphic3d_Structure.hxx>
#include <Graphic3d_ArrayOfPrimitives.hxx>
#include <Graphic3d_Text.hxx>
#include <Graphic3d_TransformPers.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Graphic3d_CullingTool.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Graphic3d_Aspects.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Graphic3d_Structure.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Image_PixMap.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Graphic3d_ShaderProgram.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Graphic3d_LightSet.hxx>
#include <Graphic3d_ShaderProgram.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Graphic3d_StructureManager.hxx>
#include <Graphic3d_DataStructureManager.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Graphic3d_GraphicDriver.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Image_CompressedPixMap.hxx>
#include <Image_SupportedFormats.hxx>
#include <Graphic3d_TextureParams.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
#include <Adaptor2d_Curve2d.hxx>
#include <Adaptor3d_Curve.hxx>
#include <Adaptor3d_Surface.hxx>
// module includes
#include <Graphic3d_AlphaMode.hxx>
#include <Graphic3d_ArrayFlags.hxx>
#include <Graphic3d_ArrayOfPoints.hxx>
#include <Graphic3d_ArrayOfPolygons.hxx>
#include <Graphic3d_ArrayOfPolylines.hxx>
#include <Graphic3d_ArrayOfPrimitives.hxx>
#include <Graphic3d_ArrayOfQuadrangles.hxx>
#include <Graphic3d_ArrayOfQuadrangleStrips.hxx>
#include <Graphic3d_ArrayOfSegments.hxx>
#include <Graphic3d_ArrayOfTriangleFans.hxx>
#include <Graphic3d_ArrayOfTriangles.hxx>
#include <Graphic3d_ArrayOfTriangleStrips.hxx>
#include <Graphic3d_AspectFillArea3d.hxx>
#include <Graphic3d_AspectLine3d.hxx>
#include <Graphic3d_AspectMarker3d.hxx>
#include <Graphic3d_Aspects.hxx>
#include <Graphic3d_AspectText3d.hxx>
#include <Graphic3d_AttribBuffer.hxx>
#include <Graphic3d_BndBox3d.hxx>
#include <Graphic3d_BndBox4d.hxx>
#include <Graphic3d_BndBox4f.hxx>
#include <Graphic3d_BoundBuffer.hxx>
#include <Graphic3d_BSDF.hxx>
#include <Graphic3d_Buffer.hxx>
#include <Graphic3d_BufferRange.hxx>
#include <Graphic3d_BufferType.hxx>
#include <Graphic3d_BvhCStructureSet.hxx>
#include <Graphic3d_BvhCStructureSetTrsfPers.hxx>
#include <Graphic3d_Camera.hxx>
#include <Graphic3d_CameraTile.hxx>
#include <Graphic3d_CappingFlags.hxx>
#include <Graphic3d_CLight.hxx>
#include <Graphic3d_ClipPlane.hxx>
#include <Graphic3d_CStructure.hxx>
#include <Graphic3d_CubeMap.hxx>
#include <Graphic3d_CubeMapOrder.hxx>
#include <Graphic3d_CubeMapPacked.hxx>
#include <Graphic3d_CubeMapSeparate.hxx>
#include <Graphic3d_CubeMapSide.hxx>
#include <Graphic3d_CullingTool.hxx>
#include <Graphic3d_CView.hxx>
#include <Graphic3d_DataStructureManager.hxx>
#include <Graphic3d_DiagnosticInfo.hxx>
#include <Graphic3d_DisplayPriority.hxx>
#include <Graphic3d_FrameStats.hxx>
#include <Graphic3d_FrameStatsCounter.hxx>
#include <Graphic3d_FrameStatsData.hxx>
#include <Graphic3d_FrameStatsTimer.hxx>
#include <Graphic3d_GraduatedTrihedron.hxx>
#include <Graphic3d_GraphicDriver.hxx>
#include <Graphic3d_GraphicDriverFactory.hxx>
#include <Graphic3d_Group.hxx>
#include <Graphic3d_GroupAspect.hxx>
#include <Graphic3d_GroupDefinitionError.hxx>
#include <Graphic3d_HatchStyle.hxx>
#include <Graphic3d_HorizontalTextAlignment.hxx>
#include <Graphic3d_IndexBuffer.hxx>
#include <Graphic3d_Layer.hxx>
#include <Graphic3d_LevelOfTextureAnisotropy.hxx>
#include <Graphic3d_LightSet.hxx>
#include <Graphic3d_MapIteratorOfMapOfStructure.hxx>
#include <Graphic3d_MapOfAspectsToAspects.hxx>
#include <Graphic3d_MapOfObject.hxx>
#include <Graphic3d_MapOfStructure.hxx>
#include <Graphic3d_MarkerImage.hxx>
#include <Graphic3d_Mat4.hxx>
#include <Graphic3d_Mat4d.hxx>
#include <Graphic3d_MaterialAspect.hxx>
#include <Graphic3d_MaterialDefinitionError.hxx>
#include <Graphic3d_MediaTexture.hxx>
#include <Graphic3d_MediaTextureSet.hxx>
#include <Graphic3d_MutableIndexBuffer.hxx>
#include <Graphic3d_NameOfMaterial.hxx>
#include <Graphic3d_NameOfTexture1D.hxx>
#include <Graphic3d_NameOfTexture2D.hxx>
#include <Graphic3d_NameOfTextureEnv.hxx>
#include <Graphic3d_NameOfTexturePlane.hxx>
#include <Graphic3d_NMapOfTransient.hxx>
#include <Graphic3d_PBRMaterial.hxx>
#include <Graphic3d_PolygonOffset.hxx>
#include <Graphic3d_PresentationAttributes.hxx>
#include <Graphic3d_PriorityDefinitionError.hxx>
#include <Graphic3d_RenderingMode.hxx>
#include <Graphic3d_RenderingParams.hxx>
#include <Graphic3d_RenderTransparentMethod.hxx>
#include <Graphic3d_SequenceOfGroup.hxx>
#include <Graphic3d_SequenceOfHClipPlane.hxx>
#include <Graphic3d_SequenceOfStructure.hxx>
#include <Graphic3d_ShaderAttribute.hxx>
#include <Graphic3d_ShaderFlags.hxx>
#include <Graphic3d_ShaderManager.hxx>
#include <Graphic3d_ShaderObject.hxx>
#include <Graphic3d_ShaderProgram.hxx>
#include <Graphic3d_ShaderVariable.hxx>
#include <Graphic3d_StereoMode.hxx>
#include <Graphic3d_Structure.hxx>
#include <Graphic3d_StructureDefinitionError.hxx>
#include <Graphic3d_StructureManager.hxx>
#include <Graphic3d_Text.hxx>
#include <Graphic3d_TextPath.hxx>
#include <Graphic3d_Texture1D.hxx>
#include <Graphic3d_Texture1Dmanual.hxx>
#include <Graphic3d_Texture1Dsegment.hxx>
#include <Graphic3d_Texture2D.hxx>
#include <Graphic3d_Texture2Dmanual.hxx>
#include <Graphic3d_Texture2Dplane.hxx>
#include <Graphic3d_Texture3D.hxx>
#include <Graphic3d_TextureEnv.hxx>
#include <Graphic3d_TextureMap.hxx>
#include <Graphic3d_TextureParams.hxx>
#include <Graphic3d_TextureRoot.hxx>
#include <Graphic3d_TextureSet.hxx>
#include <Graphic3d_TextureSetBits.hxx>
#include <Graphic3d_TextureUnit.hxx>
#include <Graphic3d_ToneMappingMethod.hxx>
#include <Graphic3d_TransformPers.hxx>
#include <Graphic3d_TransformPersScaledAbove.hxx>
#include <Graphic3d_TransformUtils.hxx>
#include <Graphic3d_TransModeFlags.hxx>
#include <Graphic3d_TypeOfAnswer.hxx>
#include <Graphic3d_TypeOfBackfacingModel.hxx>
#include <Graphic3d_TypeOfBackground.hxx>
#include <Graphic3d_TypeOfConnection.hxx>
#include <Graphic3d_TypeOfLightSource.hxx>
#include <Graphic3d_TypeOfLimit.hxx>
#include <Graphic3d_TypeOfMaterial.hxx>
#include <Graphic3d_TypeOfPrimitiveArray.hxx>
#include <Graphic3d_TypeOfReflection.hxx>
#include <Graphic3d_TypeOfShaderObject.hxx>
#include <Graphic3d_TypeOfShadingModel.hxx>
#include <Graphic3d_TypeOfStructure.hxx>
#include <Graphic3d_TypeOfTexture.hxx>
#include <Graphic3d_TypeOfTextureFilter.hxx>
#include <Graphic3d_TypeOfTextureMode.hxx>
#include <Graphic3d_TypeOfVisualization.hxx>
#include <Graphic3d_Vec.hxx>
#include <Graphic3d_Vec2.hxx>
#include <Graphic3d_Vec3.hxx>
#include <Graphic3d_Vec4.hxx>
#include <Graphic3d_Vertex.hxx>
#include <Graphic3d_VerticalTextAlignment.hxx>
#include <Graphic3d_ViewAffinity.hxx>
#include <Graphic3d_WorldViewProjState.hxx>
#include <Graphic3d_ZLayerId.hxx>
#include <Graphic3d_ZLayerSettings.hxx>
// template related includes
#include "NCollection_tmpl.hxx"
#include "NCollection_tmpl.hxx"
#include "NCollection_tmpl.hxx"
#include "NCollection_tmpl.hxx"
#include "NCollection_tmpl.hxx"
#include "NCollection_tmpl.hxx"
#include "NCollection_tmpl.hxx"
#include "NCollection_tmpl.hxx"
#include "NCollection_tmpl.hxx"
#include "NCollection_tmpl.hxx"
#include "Graphic3d_tmpl.hxx"
#include "Graphic3d_tmpl.hxx"
#include "Graphic3d_tmpl.hxx"
#include "Graphic3d_tmpl.hxx"
#include "NCollection_tmpl.hxx"
#include "NCollection_tmpl.hxx"
#include "NCollection_tmpl.hxx"
#include "NCollection_tmpl.hxx"
#include "NCollection_tmpl.hxx"
#include "NCollection_tmpl.hxx"
#include "NCollection_tmpl.hxx"
#include "NCollection_tmpl.hxx"
#include "NCollection_tmpl.hxx"
#include "NCollection_tmpl.hxx"
#include "NCollection_tmpl.hxx"
#include "NCollection_tmpl.hxx"
#include "Graphic3d_tmpl.hxx"
#include "Graphic3d_tmpl.hxx"
#include "Graphic3d_tmpl.hxx"
#include "Graphic3d_tmpl.hxx"
// user-defined pre
#include "OCP_specific.inc"
// user-defined inclusion per module
#include <Media_PlayerContext.hxx>
struct NSOpenGLContext {};
// Module definiiton
void register_Graphic3d_enums(py::module &main_module) {
py::module m = main_module.def_submodule("Graphic3d", R"#()#");
// user-defined inclusion per module in the body
// enums
py::enum_<Graphic3d_TypeOfLimit>(m, "Graphic3d_TypeOfLimit",R"#(Type of graphic resource limit.)#")
.value("Graphic3d_TypeOfLimit_MaxNbLights",Graphic3d_TypeOfLimit::Graphic3d_TypeOfLimit_MaxNbLights)
.value("Graphic3d_TypeOfLimit_MaxNbClipPlanes",Graphic3d_TypeOfLimit::Graphic3d_TypeOfLimit_MaxNbClipPlanes)
.value("Graphic3d_TypeOfLimit_MaxNbViews",Graphic3d_TypeOfLimit::Graphic3d_TypeOfLimit_MaxNbViews)
.value("Graphic3d_TypeOfLimit_MaxTextureSize",Graphic3d_TypeOfLimit::Graphic3d_TypeOfLimit_MaxTextureSize)
.value("Graphic3d_TypeOfLimit_MaxViewDumpSizeX",Graphic3d_TypeOfLimit::Graphic3d_TypeOfLimit_MaxViewDumpSizeX)
.value("Graphic3d_TypeOfLimit_MaxViewDumpSizeY",Graphic3d_TypeOfLimit::Graphic3d_TypeOfLimit_MaxViewDumpSizeY)
.value("Graphic3d_TypeOfLimit_MaxCombinedTextureUnits",Graphic3d_TypeOfLimit::Graphic3d_TypeOfLimit_MaxCombinedTextureUnits)
.value("Graphic3d_TypeOfLimit_MaxMsaa",Graphic3d_TypeOfLimit::Graphic3d_TypeOfLimit_MaxMsaa)
.value("Graphic3d_TypeOfLimit_HasPBR",Graphic3d_TypeOfLimit::Graphic3d_TypeOfLimit_HasPBR)
.value("Graphic3d_TypeOfLimit_HasRayTracing",Graphic3d_TypeOfLimit::Graphic3d_TypeOfLimit_HasRayTracing)
.value("Graphic3d_TypeOfLimit_HasRayTracingTextures",Graphic3d_TypeOfLimit::Graphic3d_TypeOfLimit_HasRayTracingTextures)
.value("Graphic3d_TypeOfLimit_HasRayTracingAdaptiveSampling",Graphic3d_TypeOfLimit::Graphic3d_TypeOfLimit_HasRayTracingAdaptiveSampling)
.value("Graphic3d_TypeOfLimit_HasRayTracingAdaptiveSamplingAtomic",Graphic3d_TypeOfLimit::Graphic3d_TypeOfLimit_HasRayTracingAdaptiveSamplingAtomic)
.value("Graphic3d_TypeOfLimit_HasSRGB",Graphic3d_TypeOfLimit::Graphic3d_TypeOfLimit_HasSRGB)
.value("Graphic3d_TypeOfLimit_HasBlendedOit",Graphic3d_TypeOfLimit::Graphic3d_TypeOfLimit_HasBlendedOit)
.value("Graphic3d_TypeOfLimit_HasBlendedOitMsaa",Graphic3d_TypeOfLimit::Graphic3d_TypeOfLimit_HasBlendedOitMsaa)
.value("Graphic3d_TypeOfLimit_HasFlatShading",Graphic3d_TypeOfLimit::Graphic3d_TypeOfLimit_HasFlatShading)
.value("Graphic3d_TypeOfLimit_HasMeshEdges",Graphic3d_TypeOfLimit::Graphic3d_TypeOfLimit_HasMeshEdges)
.value("Graphic3d_TypeOfLimit_IsWorkaroundFBO",Graphic3d_TypeOfLimit::Graphic3d_TypeOfLimit_IsWorkaroundFBO)
.value("Graphic3d_TypeOfLimit_NB",Graphic3d_TypeOfLimit::Graphic3d_TypeOfLimit_NB).export_values();
py::enum_<Graphic3d_VerticalTextAlignment>(m, "Graphic3d_VerticalTextAlignment",R"#(Defines the vertical position of the text relative to its anchor.)#")
.value("Graphic3d_VTA_BOTTOM",Graphic3d_VerticalTextAlignment::Graphic3d_VTA_BOTTOM)
.value("Graphic3d_VTA_CENTER",Graphic3d_VerticalTextAlignment::Graphic3d_VTA_CENTER)
.value("Graphic3d_VTA_TOP",Graphic3d_VerticalTextAlignment::Graphic3d_VTA_TOP)
.value("Graphic3d_VTA_TOPFIRSTLINE",Graphic3d_VerticalTextAlignment::Graphic3d_VTA_TOPFIRSTLINE).export_values();
py::enum_<Graphic3d_CubeMapSide>(m, "Graphic3d_CubeMapSide",R"#(Sides of cubemap in order of OpenGL rules)#")
.value("Graphic3d_CMS_POS_X",Graphic3d_CubeMapSide::Graphic3d_CMS_POS_X)
.value("Graphic3d_CMS_NEG_X",Graphic3d_CubeMapSide::Graphic3d_CMS_NEG_X)
.value("Graphic3d_CMS_POS_Y",Graphic3d_CubeMapSide::Graphic3d_CMS_POS_Y)
.value("Graphic3d_CMS_NEG_Y",Graphic3d_CubeMapSide::Graphic3d_CMS_NEG_Y)
.value("Graphic3d_CMS_POS_Z",Graphic3d_CubeMapSide::Graphic3d_CMS_POS_Z)
.value("Graphic3d_CMS_NEG_Z",Graphic3d_CubeMapSide::Graphic3d_CMS_NEG_Z).export_values();
py::enum_<Graphic3d_TextPath>(m, "Graphic3d_TextPath",R"#(Direction in which text is displayed.)#")
.value("Graphic3d_TP_UP",Graphic3d_TextPath::Graphic3d_TP_UP)
.value("Graphic3d_TP_DOWN",Graphic3d_TextPath::Graphic3d_TP_DOWN)
.value("Graphic3d_TP_LEFT",Graphic3d_TextPath::Graphic3d_TP_LEFT)
.value("Graphic3d_TP_RIGHT",Graphic3d_TextPath::Graphic3d_TP_RIGHT).export_values();
py::enum_<Graphic3d_GroupAspect>(m, "Graphic3d_GroupAspect",R"#(Identifies primitives aspects defined per group. - ASPECT_LINE: aspect for line primitives; - ASPECT_TEXT: aspect for text primitives; - ASPECT_MARKER: aspect for marker primitives; - ASPECT_FILL_AREA: aspect for face primitives.)#")
.value("Graphic3d_ASPECT_LINE",Graphic3d_GroupAspect::Graphic3d_ASPECT_LINE)
.value("Graphic3d_ASPECT_TEXT",Graphic3d_GroupAspect::Graphic3d_ASPECT_TEXT)
.value("Graphic3d_ASPECT_MARKER",Graphic3d_GroupAspect::Graphic3d_ASPECT_MARKER)
.value("Graphic3d_ASPECT_FILL_AREA",Graphic3d_GroupAspect::Graphic3d_ASPECT_FILL_AREA).export_values();
py::enum_<Graphic3d_CappingFlags>(m, "Graphic3d_CappingFlags",R"#(Enumeration of capping flags.)#")
.value("Graphic3d_CappingFlags_None",Graphic3d_CappingFlags::Graphic3d_CappingFlags_None)
.value("Graphic3d_CappingFlags_ObjectMaterial",Graphic3d_CappingFlags::Graphic3d_CappingFlags_ObjectMaterial)
.value("Graphic3d_CappingFlags_ObjectTexture",Graphic3d_CappingFlags::Graphic3d_CappingFlags_ObjectTexture)
.value("Graphic3d_CappingFlags_ObjectShader",Graphic3d_CappingFlags::Graphic3d_CappingFlags_ObjectShader)
.value("Graphic3d_CappingFlags_ObjectAspect",Graphic3d_CappingFlags::Graphic3d_CappingFlags_ObjectAspect).export_values();
py::enum_<Graphic3d_TypeOfAnswer>(m, "Graphic3d_TypeOfAnswer",R"#(The answer of the method AcceptDisplay AcceptDisplay means is it possible to display the specified structure in the specified view ? TOA_YES yes TOA_NO no TOA_COMPUTE yes but we have to compute the representation)#")
.value("Graphic3d_TOA_YES",Graphic3d_TypeOfAnswer::Graphic3d_TOA_YES)
.value("Graphic3d_TOA_NO",Graphic3d_TypeOfAnswer::Graphic3d_TOA_NO)
.value("Graphic3d_TOA_COMPUTE",Graphic3d_TypeOfAnswer::Graphic3d_TOA_COMPUTE).export_values();
py::enum_<Graphic3d_LevelOfTextureAnisotropy>(m, "Graphic3d_LevelOfTextureAnisotropy",R"#(Level of anisotropy filter. Notice that actual quality depends on hardware capabilities!)#")
.value("Graphic3d_LOTA_OFF",Graphic3d_LevelOfTextureAnisotropy::Graphic3d_LOTA_OFF)
.value("Graphic3d_LOTA_FAST",Graphic3d_LevelOfTextureAnisotropy::Graphic3d_LOTA_FAST)
.value("Graphic3d_LOTA_MIDDLE",Graphic3d_LevelOfTextureAnisotropy::Graphic3d_LOTA_MIDDLE)
.value("Graphic3d_LOTA_QUALITY",Graphic3d_LevelOfTextureAnisotropy::Graphic3d_LOTA_QUALITY).export_values();
m.attr("Graphic3d_ZLayerId_UNKNOWN") = py::cast(int(Graphic3d_ZLayerId_UNKNOWN));
m.attr("Graphic3d_ZLayerId_Default") = py::cast(int(Graphic3d_ZLayerId_Default));
m.attr("Graphic3d_ZLayerId_Top") = py::cast(int(Graphic3d_ZLayerId_Top));
m.attr("Graphic3d_ZLayerId_Topmost") = py::cast(int(Graphic3d_ZLayerId_Topmost));
m.attr("Graphic3d_ZLayerId_TopOSD") = py::cast(int(Graphic3d_ZLayerId_TopOSD));
m.attr("Graphic3d_ZLayerId_BotOSD") = py::cast(int(Graphic3d_ZLayerId_BotOSD));
py::enum_<Graphic3d_TypeOfPrimitiveArray>(m, "Graphic3d_TypeOfPrimitiveArray",R"#(The type of primitive array in a group in a structure.)#")
.value("Graphic3d_TOPA_UNDEFINED",Graphic3d_TypeOfPrimitiveArray::Graphic3d_TOPA_UNDEFINED)
.value("Graphic3d_TOPA_POINTS",Graphic3d_TypeOfPrimitiveArray::Graphic3d_TOPA_POINTS)
.value("Graphic3d_TOPA_SEGMENTS",Graphic3d_TypeOfPrimitiveArray::Graphic3d_TOPA_SEGMENTS)
.value("Graphic3d_TOPA_POLYLINES",Graphic3d_TypeOfPrimitiveArray::Graphic3d_TOPA_POLYLINES)
.value("Graphic3d_TOPA_TRIANGLES",Graphic3d_TypeOfPrimitiveArray::Graphic3d_TOPA_TRIANGLES)
.value("Graphic3d_TOPA_TRIANGLESTRIPS",Graphic3d_TypeOfPrimitiveArray::Graphic3d_TOPA_TRIANGLESTRIPS)
.value("Graphic3d_TOPA_TRIANGLEFANS",Graphic3d_TypeOfPrimitiveArray::Graphic3d_TOPA_TRIANGLEFANS)
.value("Graphic3d_TOPA_LINES_ADJACENCY",Graphic3d_TypeOfPrimitiveArray::Graphic3d_TOPA_LINES_ADJACENCY)
.value("Graphic3d_TOPA_LINE_STRIP_ADJACENCY",Graphic3d_TypeOfPrimitiveArray::Graphic3d_TOPA_LINE_STRIP_ADJACENCY)
.value("Graphic3d_TOPA_TRIANGLES_ADJACENCY",Graphic3d_TypeOfPrimitiveArray::Graphic3d_TOPA_TRIANGLES_ADJACENCY)
.value("Graphic3d_TOPA_TRIANGLE_STRIP_ADJACENCY",Graphic3d_TypeOfPrimitiveArray::Graphic3d_TOPA_TRIANGLE_STRIP_ADJACENCY)
.value("Graphic3d_TOPA_QUADRANGLES",Graphic3d_TypeOfPrimitiveArray::Graphic3d_TOPA_QUADRANGLES)
.value("Graphic3d_TOPA_QUADRANGLESTRIPS",Graphic3d_TypeOfPrimitiveArray::Graphic3d_TOPA_QUADRANGLESTRIPS)
.value("Graphic3d_TOPA_POLYGONS",Graphic3d_TypeOfPrimitiveArray::Graphic3d_TOPA_POLYGONS).export_values();
py::enum_<Graphic3d_TypeOfAttribute>(m, "Graphic3d_TypeOfAttribute",R"#(Type of attribute in Vertex Buffer)#")
.value("Graphic3d_TOA_POS",Graphic3d_TypeOfAttribute::Graphic3d_TOA_POS)
.value("Graphic3d_TOA_NORM",Graphic3d_TypeOfAttribute::Graphic3d_TOA_NORM)
.value("Graphic3d_TOA_UV",Graphic3d_TypeOfAttribute::Graphic3d_TOA_UV)
.value("Graphic3d_TOA_COLOR",Graphic3d_TypeOfAttribute::Graphic3d_TOA_COLOR)
.value("Graphic3d_TOA_CUSTOM",Graphic3d_TypeOfAttribute::Graphic3d_TOA_CUSTOM).export_values();
py::enum_<Graphic3d_TypeOfData>(m, "Graphic3d_TypeOfData",R"#(Type of the element in Vertex or Index Buffer)#")
.value("Graphic3d_TOD_USHORT",Graphic3d_TypeOfData::Graphic3d_TOD_USHORT)
.value("Graphic3d_TOD_UINT",Graphic3d_TypeOfData::Graphic3d_TOD_UINT)
.value("Graphic3d_TOD_VEC2",Graphic3d_TypeOfData::Graphic3d_TOD_VEC2)
.value("Graphic3d_TOD_VEC3",Graphic3d_TypeOfData::Graphic3d_TOD_VEC3)
.value("Graphic3d_TOD_VEC4",Graphic3d_TypeOfData::Graphic3d_TOD_VEC4)
.value("Graphic3d_TOD_VEC4UB",Graphic3d_TypeOfData::Graphic3d_TOD_VEC4UB)
.value("Graphic3d_TOD_FLOAT",Graphic3d_TypeOfData::Graphic3d_TOD_FLOAT).export_values();
py::enum_<Graphic3d_BufferType>(m, "Graphic3d_BufferType",R"#(Define buffers available for dump)#")
.value("Graphic3d_BT_RGB",Graphic3d_BufferType::Graphic3d_BT_RGB)
.value("Graphic3d_BT_RGBA",Graphic3d_BufferType::Graphic3d_BT_RGBA)
.value("Graphic3d_BT_Depth",Graphic3d_BufferType::Graphic3d_BT_Depth)
.value("Graphic3d_BT_RGB_RayTraceHdrLeft",Graphic3d_BufferType::Graphic3d_BT_RGB_RayTraceHdrLeft)
.value("Graphic3d_BT_Red",Graphic3d_BufferType::Graphic3d_BT_Red).export_values();
m.attr("Graphic3d_ArrayFlags_None") = py::cast(int(Graphic3d_ArrayFlags_None));
m.attr("Graphic3d_ArrayFlags_VertexNormal") = py::cast(int(Graphic3d_ArrayFlags_VertexNormal));
m.attr("Graphic3d_ArrayFlags_VertexColor") = py::cast(int(Graphic3d_ArrayFlags_VertexColor));
m.attr("Graphic3d_ArrayFlags_VertexTexel") = py::cast(int(Graphic3d_ArrayFlags_VertexTexel));
m.attr("Graphic3d_ArrayFlags_BoundColor") = py::cast(int(Graphic3d_ArrayFlags_BoundColor));
m.attr("Graphic3d_ArrayFlags_AttribsMutable") = py::cast(int(Graphic3d_ArrayFlags_AttribsMutable));
m.attr("Graphic3d_ArrayFlags_AttribsDeinterleaved") = py::cast(int(Graphic3d_ArrayFlags_AttribsDeinterleaved));
m.attr("Graphic3d_ArrayFlags_IndexesMutable") = py::cast(int(Graphic3d_ArrayFlags_IndexesMutable));
py::enum_<Graphic3d_TypeOfReflection>(m, "Graphic3d_TypeOfReflection",R"#(Nature of the reflection of a material.)#")
.value("Graphic3d_TOR_AMBIENT",Graphic3d_TypeOfReflection::Graphic3d_TOR_AMBIENT)
.value("Graphic3d_TOR_DIFFUSE",Graphic3d_TypeOfReflection::Graphic3d_TOR_DIFFUSE)
.value("Graphic3d_TOR_SPECULAR",Graphic3d_TypeOfReflection::Graphic3d_TOR_SPECULAR)
.value("Graphic3d_TOR_EMISSION",Graphic3d_TypeOfReflection::Graphic3d_TOR_EMISSION).export_values();
m.attr("Graphic3d_TypeOfReflection_NB") = py::cast(int(Graphic3d_TypeOfReflection_NB));
py::enum_<Graphic3d_TypeOfShaderObject>(m, "Graphic3d_TypeOfShaderObject",R"#(Type of the shader object.)#")
.value("Graphic3d_TOS_VERTEX",Graphic3d_TypeOfShaderObject::Graphic3d_TOS_VERTEX)
.value("Graphic3d_TOS_TESS_CONTROL",Graphic3d_TypeOfShaderObject::Graphic3d_TOS_TESS_CONTROL)
.value("Graphic3d_TOS_TESS_EVALUATION",Graphic3d_TypeOfShaderObject::Graphic3d_TOS_TESS_EVALUATION)
.value("Graphic3d_TOS_GEOMETRY",Graphic3d_TypeOfShaderObject::Graphic3d_TOS_GEOMETRY)
.value("Graphic3d_TOS_FRAGMENT",Graphic3d_TypeOfShaderObject::Graphic3d_TOS_FRAGMENT)
.value("Graphic3d_TOS_COMPUTE",Graphic3d_TypeOfShaderObject::Graphic3d_TOS_COMPUTE).export_values();
py::enum_<Graphic3d_RenderingMode>(m, "Graphic3d_RenderingMode",R"#(Describes rendering modes. - RM_RASTERIZATION: enables OpenGL rasterization mode; - RM_RAYTRACING: enables GPU ray-tracing mode.)#")
.value("Graphic3d_RM_RASTERIZATION",Graphic3d_RenderingMode::Graphic3d_RM_RASTERIZATION)
.value("Graphic3d_RM_RAYTRACING",Graphic3d_RenderingMode::Graphic3d_RM_RAYTRACING).export_values();
py::enum_<Graphic3d_AlphaMode>(m, "Graphic3d_AlphaMode",R"#(Defines how alpha value of base color / texture should be treated.)#")
.value("Graphic3d_AlphaMode_Opaque",Graphic3d_AlphaMode::Graphic3d_AlphaMode_Opaque)
.value("Graphic3d_AlphaMode_Mask",Graphic3d_AlphaMode::Graphic3d_AlphaMode_Mask)
.value("Graphic3d_AlphaMode_Blend",Graphic3d_AlphaMode::Graphic3d_AlphaMode_Blend)
.value("Graphic3d_AlphaMode_MaskBlend",Graphic3d_AlphaMode::Graphic3d_AlphaMode_MaskBlend)
.value("Graphic3d_AlphaMode_BlendAuto",Graphic3d_AlphaMode::Graphic3d_AlphaMode_BlendAuto).export_values();
py::enum_<Graphic3d_TypeOfTexture>(m, "Graphic3d_TypeOfTexture",R"#(Type of the texture file format.)#")
.value("Graphic3d_TypeOfTexture_1D",Graphic3d_TypeOfTexture::Graphic3d_TypeOfTexture_1D)
.value("Graphic3d_TypeOfTexture_2D",Graphic3d_TypeOfTexture::Graphic3d_TypeOfTexture_2D)
.value("Graphic3d_TypeOfTexture_3D",Graphic3d_TypeOfTexture::Graphic3d_TypeOfTexture_3D)
.value("Graphic3d_TypeOfTexture_CUBEMAP",Graphic3d_TypeOfTexture::Graphic3d_TypeOfTexture_CUBEMAP)
.value("Graphic3d_TOT_2D_MIPMAP",Graphic3d_TypeOfTexture::Graphic3d_TOT_2D_MIPMAP)
.value("Graphic3d_TOT_1D",Graphic3d_TypeOfTexture::Graphic3d_TOT_1D)
.value("Graphic3d_TOT_2D",Graphic3d_TypeOfTexture::Graphic3d_TOT_2D)
.value("Graphic3d_TOT_CUBEMAP",Graphic3d_TypeOfTexture::Graphic3d_TOT_CUBEMAP).export_values();
py::enum_<Graphic3d_StereoMode>(m, "Graphic3d_StereoMode",R"#(This enumeration defines the list of stereoscopic output modes.)#")
.value("Graphic3d_StereoMode_QuadBuffer",Graphic3d_StereoMode::Graphic3d_StereoMode_QuadBuffer)
.value("Graphic3d_StereoMode_Anaglyph",Graphic3d_StereoMode::Graphic3d_StereoMode_Anaglyph)
.value("Graphic3d_StereoMode_RowInterlaced",Graphic3d_StereoMode::Graphic3d_StereoMode_RowInterlaced)
.value("Graphic3d_StereoMode_ColumnInterlaced",Graphic3d_StereoMode::Graphic3d_StereoMode_ColumnInterlaced)
.value("Graphic3d_StereoMode_ChessBoard",Graphic3d_StereoMode::Graphic3d_StereoMode_ChessBoard)
.value("Graphic3d_StereoMode_SideBySide",Graphic3d_StereoMode::Graphic3d_StereoMode_SideBySide)
.value("Graphic3d_StereoMode_OverUnder",Graphic3d_StereoMode::Graphic3d_StereoMode_OverUnder)
.value("Graphic3d_StereoMode_SoftPageFlip",Graphic3d_StereoMode::Graphic3d_StereoMode_SoftPageFlip)
.value("Graphic3d_StereoMode_OpenVR",Graphic3d_StereoMode::Graphic3d_StereoMode_OpenVR).export_values();
m.attr("Graphic3d_StereoMode_NB") = py::cast(int(Graphic3d_StereoMode_NB));
py::enum_<Graphic3d_FresnelModel>(m, "Graphic3d_FresnelModel",R"#(Type of the Fresnel model.)#")
.value("Graphic3d_FM_SCHLICK",Graphic3d_FresnelModel::Graphic3d_FM_SCHLICK)
.value("Graphic3d_FM_CONSTANT",Graphic3d_FresnelModel::Graphic3d_FM_CONSTANT)
.value("Graphic3d_FM_CONDUCTOR",Graphic3d_FresnelModel::Graphic3d_FM_CONDUCTOR)
.value("Graphic3d_FM_DIELECTRIC",Graphic3d_FresnelModel::Graphic3d_FM_DIELECTRIC).export_values();
py::enum_<Graphic3d_GlslExtension>(m, "Graphic3d_GlslExtension",R"#(GLSL syntax extensions.)#")
.value("Graphic3d_GlslExtension_GL_OES_standard_derivatives",Graphic3d_GlslExtension::Graphic3d_GlslExtension_GL_OES_standard_derivatives)
.value("Graphic3d_GlslExtension_GL_EXT_shader_texture_lod",Graphic3d_GlslExtension::Graphic3d_GlslExtension_GL_EXT_shader_texture_lod)
.value("Graphic3d_GlslExtension_GL_EXT_frag_depth",Graphic3d_GlslExtension::Graphic3d_GlslExtension_GL_EXT_frag_depth)
.value("Graphic3d_GlslExtension_GL_EXT_gpu_shader4",Graphic3d_GlslExtension::Graphic3d_GlslExtension_GL_EXT_gpu_shader4).export_values();
m.attr("Graphic3d_GlslExtension_NB") = py::cast(int(Graphic3d_GlslExtension_NB));
py::enum_<Graphic3d_TextureUnit>(m, "Graphic3d_TextureUnit",R"#(Texture unit.)#")
.value("Graphic3d_TextureUnit_0",Graphic3d_TextureUnit::Graphic3d_TextureUnit_0)
.value("Graphic3d_TextureUnit_1",Graphic3d_TextureUnit::Graphic3d_TextureUnit_1)
.value("Graphic3d_TextureUnit_2",Graphic3d_TextureUnit::Graphic3d_TextureUnit_2)
.value("Graphic3d_TextureUnit_3",Graphic3d_TextureUnit::Graphic3d_TextureUnit_3)
.value("Graphic3d_TextureUnit_4",Graphic3d_TextureUnit::Graphic3d_TextureUnit_4)
.value("Graphic3d_TextureUnit_5",Graphic3d_TextureUnit::Graphic3d_TextureUnit_5)
.value("Graphic3d_TextureUnit_6",Graphic3d_TextureUnit::Graphic3d_TextureUnit_6)
.value("Graphic3d_TextureUnit_7",Graphic3d_TextureUnit::Graphic3d_TextureUnit_7)
.value("Graphic3d_TextureUnit_8",Graphic3d_TextureUnit::Graphic3d_TextureUnit_8)
.value("Graphic3d_TextureUnit_9",Graphic3d_TextureUnit::Graphic3d_TextureUnit_9)
.value("Graphic3d_TextureUnit_10",Graphic3d_TextureUnit::Graphic3d_TextureUnit_10)
.value("Graphic3d_TextureUnit_11",Graphic3d_TextureUnit::Graphic3d_TextureUnit_11)
.value("Graphic3d_TextureUnit_12",Graphic3d_TextureUnit::Graphic3d_TextureUnit_12)
.value("Graphic3d_TextureUnit_13",Graphic3d_TextureUnit::Graphic3d_TextureUnit_13)
.value("Graphic3d_TextureUnit_14",Graphic3d_TextureUnit::Graphic3d_TextureUnit_14)
.value("Graphic3d_TextureUnit_15",Graphic3d_TextureUnit::Graphic3d_TextureUnit_15)
.value("Graphic3d_TextureUnit_BaseColor",Graphic3d_TextureUnit::Graphic3d_TextureUnit_BaseColor)
.value("Graphic3d_TextureUnit_Emissive",Graphic3d_TextureUnit::Graphic3d_TextureUnit_Emissive)
.value("Graphic3d_TextureUnit_Occlusion",Graphic3d_TextureUnit::Graphic3d_TextureUnit_Occlusion)
.value("Graphic3d_TextureUnit_Normal",Graphic3d_TextureUnit::Graphic3d_TextureUnit_Normal)
.value("Graphic3d_TextureUnit_MetallicRoughness",Graphic3d_TextureUnit::Graphic3d_TextureUnit_MetallicRoughness)
.value("Graphic3d_TextureUnit_EnvMap",Graphic3d_TextureUnit::Graphic3d_TextureUnit_EnvMap)
.value("Graphic3d_TextureUnit_PointSprite",Graphic3d_TextureUnit::Graphic3d_TextureUnit_PointSprite)
.value("Graphic3d_TextureUnit_DepthPeelingDepth",Graphic3d_TextureUnit::Graphic3d_TextureUnit_DepthPeelingDepth)
.value("Graphic3d_TextureUnit_DepthPeelingFrontColor",Graphic3d_TextureUnit::Graphic3d_TextureUnit_DepthPeelingFrontColor)
.value("Graphic3d_TextureUnit_ShadowMap",Graphic3d_TextureUnit::Graphic3d_TextureUnit_ShadowMap)
.value("Graphic3d_TextureUnit_PbrEnvironmentLUT",Graphic3d_TextureUnit::Graphic3d_TextureUnit_PbrEnvironmentLUT)
.value("Graphic3d_TextureUnit_PbrIblDiffuseSH",Graphic3d_TextureUnit::Graphic3d_TextureUnit_PbrIblDiffuseSH)
.value("Graphic3d_TextureUnit_PbrIblSpecular",Graphic3d_TextureUnit::Graphic3d_TextureUnit_PbrIblSpecular).export_values();
m.attr("Graphic3d_TextureUnit_NB") = py::cast(int(Graphic3d_TextureUnit_NB));
py::enum_<Graphic3d_ShaderFlags>(m, "Graphic3d_ShaderFlags",R"#(Standard GLSL program combination bits.)#")
.value("Graphic3d_ShaderFlags_VertColor",Graphic3d_ShaderFlags::Graphic3d_ShaderFlags_VertColor)
.value("Graphic3d_ShaderFlags_TextureRGB",Graphic3d_ShaderFlags::Graphic3d_ShaderFlags_TextureRGB)
.value("Graphic3d_ShaderFlags_TextureEnv",Graphic3d_ShaderFlags::Graphic3d_ShaderFlags_TextureEnv)
.value("Graphic3d_ShaderFlags_TextureNormal",Graphic3d_ShaderFlags::Graphic3d_ShaderFlags_TextureNormal)
.value("Graphic3d_ShaderFlags_PointSimple",Graphic3d_ShaderFlags::Graphic3d_ShaderFlags_PointSimple)
.value("Graphic3d_ShaderFlags_PointSprite",Graphic3d_ShaderFlags::Graphic3d_ShaderFlags_PointSprite)
.value("Graphic3d_ShaderFlags_PointSpriteA",Graphic3d_ShaderFlags::Graphic3d_ShaderFlags_PointSpriteA)
.value("Graphic3d_ShaderFlags_StippleLine",Graphic3d_ShaderFlags::Graphic3d_ShaderFlags_StippleLine)
.value("Graphic3d_ShaderFlags_ClipPlanes1",Graphic3d_ShaderFlags::Graphic3d_ShaderFlags_ClipPlanes1)
.value("Graphic3d_ShaderFlags_ClipPlanes2",Graphic3d_ShaderFlags::Graphic3d_ShaderFlags_ClipPlanes2)
.value("Graphic3d_ShaderFlags_ClipPlanesN",Graphic3d_ShaderFlags::Graphic3d_ShaderFlags_ClipPlanesN)
.value("Graphic3d_ShaderFlags_ClipChains",Graphic3d_ShaderFlags::Graphic3d_ShaderFlags_ClipChains)
.value("Graphic3d_ShaderFlags_MeshEdges",Graphic3d_ShaderFlags::Graphic3d_ShaderFlags_MeshEdges)
.value("Graphic3d_ShaderFlags_AlphaTest",Graphic3d_ShaderFlags::Graphic3d_ShaderFlags_AlphaTest)
.value("Graphic3d_ShaderFlags_WriteOit",Graphic3d_ShaderFlags::Graphic3d_ShaderFlags_WriteOit)
.value("Graphic3d_ShaderFlags_OitDepthPeeling",Graphic3d_ShaderFlags::Graphic3d_ShaderFlags_OitDepthPeeling)
.value("Graphic3d_ShaderFlags_NB",Graphic3d_ShaderFlags::Graphic3d_ShaderFlags_NB)
.value("Graphic3d_ShaderFlags_IsPoint",Graphic3d_ShaderFlags::Graphic3d_ShaderFlags_IsPoint)
.value("Graphic3d_ShaderFlags_HasTextures",Graphic3d_ShaderFlags::Graphic3d_ShaderFlags_HasTextures)
.value("Graphic3d_ShaderFlags_NeedsGeomShader",Graphic3d_ShaderFlags::Graphic3d_ShaderFlags_NeedsGeomShader).export_values();
py::enum_<Graphic3d_TypeOfMaterial>(m, "Graphic3d_TypeOfMaterial",R"#(Types of materials specifies if a material can change color.)#")
.value("Graphic3d_MATERIAL_ASPECT",Graphic3d_TypeOfMaterial::Graphic3d_MATERIAL_ASPECT)
.value("Graphic3d_MATERIAL_PHYSIC",Graphic3d_TypeOfMaterial::Graphic3d_MATERIAL_PHYSIC).export_values();
py::enum_<Graphic3d_FrameStatsTimer>(m, "Graphic3d_FrameStatsTimer",R"#(Timers for collecting frame performance statistics.)#")
.value("Graphic3d_FrameStatsTimer_ElapsedFrame",Graphic3d_FrameStatsTimer::Graphic3d_FrameStatsTimer_ElapsedFrame)
.value("Graphic3d_FrameStatsTimer_CpuFrame",Graphic3d_FrameStatsTimer::Graphic3d_FrameStatsTimer_CpuFrame)
.value("Graphic3d_FrameStatsTimer_CpuCulling",Graphic3d_FrameStatsTimer::Graphic3d_FrameStatsTimer_CpuCulling)
.value("Graphic3d_FrameStatsTimer_CpuPicking",Graphic3d_FrameStatsTimer::Graphic3d_FrameStatsTimer_CpuPicking)
.value("Graphic3d_FrameStatsTimer_CpuDynamics",Graphic3d_FrameStatsTimer::Graphic3d_FrameStatsTimer_CpuDynamics).export_values();
m.attr("Graphic3d_FrameStatsTimer_NB") = py::cast(int(Graphic3d_FrameStatsTimer_NB));
py::enum_<Graphic3d_NameOfMaterial>(m, "Graphic3d_NameOfMaterial",R"#(List of named materials (predefined presets). Each preset defines either physical (having natural color) or generic (mutable color) material ()#")
.value("Graphic3d_NameOfMaterial_Brass",Graphic3d_NameOfMaterial::Graphic3d_NameOfMaterial_Brass)
.value("Graphic3d_NameOfMaterial_Bronze",Graphic3d_NameOfMaterial::Graphic3d_NameOfMaterial_Bronze)
.value("Graphic3d_NameOfMaterial_Copper",Graphic3d_NameOfMaterial::Graphic3d_NameOfMaterial_Copper)
.value("Graphic3d_NameOfMaterial_Gold",Graphic3d_NameOfMaterial::Graphic3d_NameOfMaterial_Gold)
.value("Graphic3d_NameOfMaterial_Pewter",Graphic3d_NameOfMaterial::Graphic3d_NameOfMaterial_Pewter)
.value("Graphic3d_NameOfMaterial_Plastered",Graphic3d_NameOfMaterial::Graphic3d_NameOfMaterial_Plastered)
.value("Graphic3d_NameOfMaterial_Plastified",Graphic3d_NameOfMaterial::Graphic3d_NameOfMaterial_Plastified)
.value("Graphic3d_NameOfMaterial_Silver",Graphic3d_NameOfMaterial::Graphic3d_NameOfMaterial_Silver)
.value("Graphic3d_NameOfMaterial_Steel",Graphic3d_NameOfMaterial::Graphic3d_NameOfMaterial_Steel)
.value("Graphic3d_NameOfMaterial_Stone",Graphic3d_NameOfMaterial::Graphic3d_NameOfMaterial_Stone)
.value("Graphic3d_NameOfMaterial_ShinyPlastified",Graphic3d_NameOfMaterial::Graphic3d_NameOfMaterial_ShinyPlastified)
.value("Graphic3d_NameOfMaterial_Satin",Graphic3d_NameOfMaterial::Graphic3d_NameOfMaterial_Satin)
.value("Graphic3d_NameOfMaterial_Metalized",Graphic3d_NameOfMaterial::Graphic3d_NameOfMaterial_Metalized)
.value("Graphic3d_NameOfMaterial_Ionized",Graphic3d_NameOfMaterial::Graphic3d_NameOfMaterial_Ionized)
.value("Graphic3d_NameOfMaterial_Chrome",Graphic3d_NameOfMaterial::Graphic3d_NameOfMaterial_Chrome)
.value("Graphic3d_NameOfMaterial_Aluminum",Graphic3d_NameOfMaterial::Graphic3d_NameOfMaterial_Aluminum)
.value("Graphic3d_NameOfMaterial_Obsidian",Graphic3d_NameOfMaterial::Graphic3d_NameOfMaterial_Obsidian)
.value("Graphic3d_NameOfMaterial_Neon",Graphic3d_NameOfMaterial::Graphic3d_NameOfMaterial_Neon)
.value("Graphic3d_NameOfMaterial_Jade",Graphic3d_NameOfMaterial::Graphic3d_NameOfMaterial_Jade)
.value("Graphic3d_NameOfMaterial_Charcoal",Graphic3d_NameOfMaterial::Graphic3d_NameOfMaterial_Charcoal)
.value("Graphic3d_NameOfMaterial_Water",Graphic3d_NameOfMaterial::Graphic3d_NameOfMaterial_Water)
.value("Graphic3d_NameOfMaterial_Glass",Graphic3d_NameOfMaterial::Graphic3d_NameOfMaterial_Glass)
.value("Graphic3d_NameOfMaterial_Diamond",Graphic3d_NameOfMaterial::Graphic3d_NameOfMaterial_Diamond)
.value("Graphic3d_NameOfMaterial_Transparent",Graphic3d_NameOfMaterial::Graphic3d_NameOfMaterial_Transparent)
.value("Graphic3d_NameOfMaterial_DEFAULT",Graphic3d_NameOfMaterial::Graphic3d_NameOfMaterial_DEFAULT)
.value("Graphic3d_NameOfMaterial_UserDefined",Graphic3d_NameOfMaterial::Graphic3d_NameOfMaterial_UserDefined)
.value("Graphic3d_NOM_BRASS",Graphic3d_NameOfMaterial::Graphic3d_NOM_BRASS)
.value("Graphic3d_NOM_BRONZE",Graphic3d_NameOfMaterial::Graphic3d_NOM_BRONZE)
.value("Graphic3d_NOM_COPPER",Graphic3d_NameOfMaterial::Graphic3d_NOM_COPPER)
.value("Graphic3d_NOM_GOLD",Graphic3d_NameOfMaterial::Graphic3d_NOM_GOLD)
.value("Graphic3d_NOM_PEWTER",Graphic3d_NameOfMaterial::Graphic3d_NOM_PEWTER)
.value("Graphic3d_NOM_PLASTER",Graphic3d_NameOfMaterial::Graphic3d_NOM_PLASTER)
.value("Graphic3d_NOM_PLASTIC",Graphic3d_NameOfMaterial::Graphic3d_NOM_PLASTIC)
.value("Graphic3d_NOM_SILVER",Graphic3d_NameOfMaterial::Graphic3d_NOM_SILVER)
.value("Graphic3d_NOM_STEEL",Graphic3d_NameOfMaterial::Graphic3d_NOM_STEEL)
.value("Graphic3d_NOM_STONE",Graphic3d_NameOfMaterial::Graphic3d_NOM_STONE)
.value("Graphic3d_NOM_SHINY_PLASTIC",Graphic3d_NameOfMaterial::Graphic3d_NOM_SHINY_PLASTIC)
.value("Graphic3d_NOM_SATIN",Graphic3d_NameOfMaterial::Graphic3d_NOM_SATIN)
.value("Graphic3d_NOM_METALIZED",Graphic3d_NameOfMaterial::Graphic3d_NOM_METALIZED)
.value("Graphic3d_NOM_NEON_GNC",Graphic3d_NameOfMaterial::Graphic3d_NOM_NEON_GNC)
.value("Graphic3d_NOM_CHROME",Graphic3d_NameOfMaterial::Graphic3d_NOM_CHROME)
.value("Graphic3d_NOM_ALUMINIUM",Graphic3d_NameOfMaterial::Graphic3d_NOM_ALUMINIUM)
.value("Graphic3d_NOM_OBSIDIAN",Graphic3d_NameOfMaterial::Graphic3d_NOM_OBSIDIAN)
.value("Graphic3d_NOM_NEON_PHC",Graphic3d_NameOfMaterial::Graphic3d_NOM_NEON_PHC)
.value("Graphic3d_NOM_JADE",Graphic3d_NameOfMaterial::Graphic3d_NOM_JADE)
.value("Graphic3d_NOM_CHARCOAL",Graphic3d_NameOfMaterial::Graphic3d_NOM_CHARCOAL)
.value("Graphic3d_NOM_WATER",Graphic3d_NameOfMaterial::Graphic3d_NOM_WATER)
.value("Graphic3d_NOM_GLASS",Graphic3d_NameOfMaterial::Graphic3d_NOM_GLASS)
.value("Graphic3d_NOM_DIAMOND",Graphic3d_NameOfMaterial::Graphic3d_NOM_DIAMOND)
.value("Graphic3d_NOM_TRANSPARENT",Graphic3d_NameOfMaterial::Graphic3d_NOM_TRANSPARENT)
.value("Graphic3d_NOM_DEFAULT",Graphic3d_NameOfMaterial::Graphic3d_NOM_DEFAULT)
.value("Graphic3d_NOM_UserDefined",Graphic3d_NameOfMaterial::Graphic3d_NOM_UserDefined).export_values();
py::enum_<Graphic3d_RenderTransparentMethod>(m, "Graphic3d_RenderTransparentMethod",R"#(Enumerates transparency rendering methods supported by rasterization mode.)#")
.value("Graphic3d_RTM_BLEND_UNORDERED",Graphic3d_RenderTransparentMethod::Graphic3d_RTM_BLEND_UNORDERED)
.value("Graphic3d_RTM_BLEND_OIT",Graphic3d_RenderTransparentMethod::Graphic3d_RTM_BLEND_OIT)
.value("Graphic3d_RTM_DEPTH_PEELING_OIT",Graphic3d_RenderTransparentMethod::Graphic3d_RTM_DEPTH_PEELING_OIT).export_values();
py::enum_<Graphic3d_DiagnosticInfo>(m, "Graphic3d_DiagnosticInfo",R"#(Diagnostic info categories bit flags.)#")
.value("Graphic3d_DiagnosticInfo_Device",Graphic3d_DiagnosticInfo::Graphic3d_DiagnosticInfo_Device)
.value("Graphic3d_DiagnosticInfo_FrameBuffer",Graphic3d_DiagnosticInfo::Graphic3d_DiagnosticInfo_FrameBuffer)
.value("Graphic3d_DiagnosticInfo_Limits",Graphic3d_DiagnosticInfo::Graphic3d_DiagnosticInfo_Limits)
.value("Graphic3d_DiagnosticInfo_Memory",Graphic3d_DiagnosticInfo::Graphic3d_DiagnosticInfo_Memory)
.value("Graphic3d_DiagnosticInfo_NativePlatform",Graphic3d_DiagnosticInfo::Graphic3d_DiagnosticInfo_NativePlatform)
.value("Graphic3d_DiagnosticInfo_Extensions",Graphic3d_DiagnosticInfo::Graphic3d_DiagnosticInfo_Extensions)
.value("Graphic3d_DiagnosticInfo_Short",Graphic3d_DiagnosticInfo::Graphic3d_DiagnosticInfo_Short)
.value("Graphic3d_DiagnosticInfo_Basic",Graphic3d_DiagnosticInfo::Graphic3d_DiagnosticInfo_Basic)
.value("Graphic3d_DiagnosticInfo_Complete",Graphic3d_DiagnosticInfo::Graphic3d_DiagnosticInfo_Complete).export_values();
py::enum_<Graphic3d_FrameStatsCounter>(m, "Graphic3d_FrameStatsCounter",R"#(Stats counter.)#")
.value("Graphic3d_FrameStatsCounter_NbLayers",Graphic3d_FrameStatsCounter::Graphic3d_FrameStatsCounter_NbLayers)
.value("Graphic3d_FrameStatsCounter_NbStructs",Graphic3d_FrameStatsCounter::Graphic3d_FrameStatsCounter_NbStructs)
.value("Graphic3d_FrameStatsCounter_EstimatedBytesGeom",Graphic3d_FrameStatsCounter::Graphic3d_FrameStatsCounter_EstimatedBytesGeom)
.value("Graphic3d_FrameStatsCounter_EstimatedBytesFbos",Graphic3d_FrameStatsCounter::Graphic3d_FrameStatsCounter_EstimatedBytesFbos)
.value("Graphic3d_FrameStatsCounter_EstimatedBytesTextures",Graphic3d_FrameStatsCounter::Graphic3d_FrameStatsCounter_EstimatedBytesTextures)
.value("Graphic3d_FrameStatsCounter_NbLayersNotCulled",Graphic3d_FrameStatsCounter::Graphic3d_FrameStatsCounter_NbLayersNotCulled)
.value("Graphic3d_FrameStatsCounter_NbStructsNotCulled",Graphic3d_FrameStatsCounter::Graphic3d_FrameStatsCounter_NbStructsNotCulled)
.value("Graphic3d_FrameStatsCounter_NbGroupsNotCulled",Graphic3d_FrameStatsCounter::Graphic3d_FrameStatsCounter_NbGroupsNotCulled)
.value("Graphic3d_FrameStatsCounter_NbElemsNotCulled",Graphic3d_FrameStatsCounter::Graphic3d_FrameStatsCounter_NbElemsNotCulled)
.value("Graphic3d_FrameStatsCounter_NbElemsFillNotCulled",Graphic3d_FrameStatsCounter::Graphic3d_FrameStatsCounter_NbElemsFillNotCulled)
.value("Graphic3d_FrameStatsCounter_NbElemsLineNotCulled",Graphic3d_FrameStatsCounter::Graphic3d_FrameStatsCounter_NbElemsLineNotCulled)
.value("Graphic3d_FrameStatsCounter_NbElemsPointNotCulled",Graphic3d_FrameStatsCounter::Graphic3d_FrameStatsCounter_NbElemsPointNotCulled)
.value("Graphic3d_FrameStatsCounter_NbElemsTextNotCulled",Graphic3d_FrameStatsCounter::Graphic3d_FrameStatsCounter_NbElemsTextNotCulled)
.value("Graphic3d_FrameStatsCounter_NbTrianglesNotCulled",Graphic3d_FrameStatsCounter::Graphic3d_FrameStatsCounter_NbTrianglesNotCulled)
.value("Graphic3d_FrameStatsCounter_NbLinesNotCulled",Graphic3d_FrameStatsCounter::Graphic3d_FrameStatsCounter_NbLinesNotCulled)
.value("Graphic3d_FrameStatsCounter_NbPointsNotCulled",Graphic3d_FrameStatsCounter::Graphic3d_FrameStatsCounter_NbPointsNotCulled)
.value("Graphic3d_FrameStatsCounter_NbLayersImmediate",Graphic3d_FrameStatsCounter::Graphic3d_FrameStatsCounter_NbLayersImmediate)
.value("Graphic3d_FrameStatsCounter_NbStructsImmediate",Graphic3d_FrameStatsCounter::Graphic3d_FrameStatsCounter_NbStructsImmediate)
.value("Graphic3d_FrameStatsCounter_NbGroupsImmediate",Graphic3d_FrameStatsCounter::Graphic3d_FrameStatsCounter_NbGroupsImmediate)
.value("Graphic3d_FrameStatsCounter_NbElemsImmediate",Graphic3d_FrameStatsCounter::Graphic3d_FrameStatsCounter_NbElemsImmediate)
.value("Graphic3d_FrameStatsCounter_NbElemsFillImmediate",Graphic3d_FrameStatsCounter::Graphic3d_FrameStatsCounter_NbElemsFillImmediate)
.value("Graphic3d_FrameStatsCounter_NbElemsLineImmediate",Graphic3d_FrameStatsCounter::Graphic3d_FrameStatsCounter_NbElemsLineImmediate)
.value("Graphic3d_FrameStatsCounter_NbElemsPointImmediate",Graphic3d_FrameStatsCounter::Graphic3d_FrameStatsCounter_NbElemsPointImmediate)
.value("Graphic3d_FrameStatsCounter_NbElemsTextImmediate",Graphic3d_FrameStatsCounter::Graphic3d_FrameStatsCounter_NbElemsTextImmediate)
.value("Graphic3d_FrameStatsCounter_NbTrianglesImmediate",Graphic3d_FrameStatsCounter::Graphic3d_FrameStatsCounter_NbTrianglesImmediate)
.value("Graphic3d_FrameStatsCounter_NbLinesImmediate",Graphic3d_FrameStatsCounter::Graphic3d_FrameStatsCounter_NbLinesImmediate)
.value("Graphic3d_FrameStatsCounter_NbPointsImmediate",Graphic3d_FrameStatsCounter::Graphic3d_FrameStatsCounter_NbPointsImmediate).export_values();
m.attr("Graphic3d_FrameStatsCounter_NB") = py::cast(int(Graphic3d_FrameStatsCounter_NB));
m.attr("Graphic3d_FrameStatsCounter_SCENE_LOWER") = py::cast(int(Graphic3d_FrameStatsCounter_SCENE_LOWER));
m.attr("Graphic3d_FrameStatsCounter_SCENE_UPPER") = py::cast(int(Graphic3d_FrameStatsCounter_SCENE_UPPER));
m.attr("Graphic3d_FrameStatsCounter_RENDERED_LOWER") = py::cast(int(Graphic3d_FrameStatsCounter_RENDERED_LOWER));
m.attr("Graphic3d_FrameStatsCounter_RENDERED_UPPER") = py::cast(int(Graphic3d_FrameStatsCounter_RENDERED_UPPER));
m.attr("Graphic3d_FrameStatsCounter_IMMEDIATE_LOWER") = py::cast(int(Graphic3d_FrameStatsCounter_IMMEDIATE_LOWER));
m.attr("Graphic3d_FrameStatsCounter_IMMEDIATE_UPPER") = py::cast(int(Graphic3d_FrameStatsCounter_IMMEDIATE_UPPER));
py::enum_<Graphic3d_NameOfTexture2D>(m, "Graphic3d_NameOfTexture2D",R"#(Types of standard textures.)#")
.value("Graphic3d_NOT_2D_MATRA",Graphic3d_NameOfTexture2D::Graphic3d_NOT_2D_MATRA)
.value("Graphic3d_NOT_2D_ALIENSKIN",Graphic3d_NameOfTexture2D::Graphic3d_NOT_2D_ALIENSKIN)
.value("Graphic3d_NOT_2D_BLUE_ROCK",Graphic3d_NameOfTexture2D::Graphic3d_NOT_2D_BLUE_ROCK)
.value("Graphic3d_NOT_2D_BLUEWHITE_PAPER",Graphic3d_NameOfTexture2D::Graphic3d_NOT_2D_BLUEWHITE_PAPER)
.value("Graphic3d_NOT_2D_BRUSHED",Graphic3d_NameOfTexture2D::Graphic3d_NOT_2D_BRUSHED)
.value("Graphic3d_NOT_2D_BUBBLES",Graphic3d_NameOfTexture2D::Graphic3d_NOT_2D_BUBBLES)
.value("Graphic3d_NOT_2D_BUMP",Graphic3d_NameOfTexture2D::Graphic3d_NOT_2D_BUMP)
.value("Graphic3d_NOT_2D_CAST",Graphic3d_NameOfTexture2D::Graphic3d_NOT_2D_CAST)
.value("Graphic3d_NOT_2D_CHIPBD",Graphic3d_NameOfTexture2D::Graphic3d_NOT_2D_CHIPBD)
.value("Graphic3d_NOT_2D_CLOUDS",Graphic3d_NameOfTexture2D::Graphic3d_NOT_2D_CLOUDS)
.value("Graphic3d_NOT_2D_FLESH",Graphic3d_NameOfTexture2D::Graphic3d_NOT_2D_FLESH)
.value("Graphic3d_NOT_2D_FLOOR",Graphic3d_NameOfTexture2D::Graphic3d_NOT_2D_FLOOR)
.value("Graphic3d_NOT_2D_GALVNISD",Graphic3d_NameOfTexture2D::Graphic3d_NOT_2D_GALVNISD)
.value("Graphic3d_NOT_2D_GRASS",Graphic3d_NameOfTexture2D::Graphic3d_NOT_2D_GRASS)
.value("Graphic3d_NOT_2D_ALUMINUM",Graphic3d_NameOfTexture2D::Graphic3d_NOT_2D_ALUMINUM)
.value("Graphic3d_NOT_2D_ROCK",Graphic3d_NameOfTexture2D::Graphic3d_NOT_2D_ROCK)
.value("Graphic3d_NOT_2D_KNURL",Graphic3d_NameOfTexture2D::Graphic3d_NOT_2D_KNURL)
.value("Graphic3d_NOT_2D_MAPLE",Graphic3d_NameOfTexture2D::Graphic3d_NOT_2D_MAPLE)
.value("Graphic3d_NOT_2D_MARBLE",Graphic3d_NameOfTexture2D::Graphic3d_NOT_2D_MARBLE)
.value("Graphic3d_NOT_2D_MOTTLED",Graphic3d_NameOfTexture2D::Graphic3d_NOT_2D_MOTTLED)
.value("Graphic3d_NOT_2D_RAIN",Graphic3d_NameOfTexture2D::Graphic3d_NOT_2D_RAIN)
.value("Graphic3d_NOT_2D_CHESS",Graphic3d_NameOfTexture2D::Graphic3d_NOT_2D_CHESS)
.value("Graphic3d_NOT_2D_UNKNOWN",Graphic3d_NameOfTexture2D::Graphic3d_NOT_2D_UNKNOWN).export_values();
py::enum_<Graphic3d_DisplayPriority>(m, "Graphic3d_DisplayPriority",R"#(Structure priority - range (do not change this range!). Values are between 0 and 10, with 5 used by default. A structure of priority 10 is displayed the last and appears over the others (considering depth test).)#")
.value("Graphic3d_DisplayPriority_INVALID",Graphic3d_DisplayPriority::Graphic3d_DisplayPriority_INVALID)
.value("Graphic3d_DisplayPriority_Bottom",Graphic3d_DisplayPriority::Graphic3d_DisplayPriority_Bottom)
.value("Graphic3d_DisplayPriority_AlmostBottom",Graphic3d_DisplayPriority::Graphic3d_DisplayPriority_AlmostBottom)
.value("Graphic3d_DisplayPriority_Below2",Graphic3d_DisplayPriority::Graphic3d_DisplayPriority_Below2)
.value("Graphic3d_DisplayPriority_Below1",Graphic3d_DisplayPriority::Graphic3d_DisplayPriority_Below1)
.value("Graphic3d_DisplayPriority_Below",Graphic3d_DisplayPriority::Graphic3d_DisplayPriority_Below)
.value("Graphic3d_DisplayPriority_Normal",Graphic3d_DisplayPriority::Graphic3d_DisplayPriority_Normal)
.value("Graphic3d_DisplayPriority_Above",Graphic3d_DisplayPriority::Graphic3d_DisplayPriority_Above)
.value("Graphic3d_DisplayPriority_Above1",Graphic3d_DisplayPriority::Graphic3d_DisplayPriority_Above1)
.value("Graphic3d_DisplayPriority_Above2",Graphic3d_DisplayPriority::Graphic3d_DisplayPriority_Above2)
.value("Graphic3d_DisplayPriority_Highlight",Graphic3d_DisplayPriority::Graphic3d_DisplayPriority_Highlight)
.value("Graphic3d_DisplayPriority_Topmost",Graphic3d_DisplayPriority::Graphic3d_DisplayPriority_Topmost).export_values();
m.attr("Graphic3d_DisplayPriority_NB") = py::cast(int(Graphic3d_DisplayPriority_NB));
py::enum_<Graphic3d_TypeOfVisualization>(m, "Graphic3d_TypeOfVisualization",R"#(Modes of visualisation of objects in a view)#")
.value("Graphic3d_TOV_WIREFRAME",Graphic3d_TypeOfVisualization::Graphic3d_TOV_WIREFRAME)
.value("Graphic3d_TOV_SHADING",Graphic3d_TypeOfVisualization::Graphic3d_TOV_SHADING).export_values();
py::enum_<Graphic3d_ClipState>(m, "Graphic3d_ClipState",R"#(Clipping state.)#")
.value("Graphic3d_ClipState_Out",Graphic3d_ClipState::Graphic3d_ClipState_Out)
.value("Graphic3d_ClipState_In",Graphic3d_ClipState::Graphic3d_ClipState_In)
.value("Graphic3d_ClipState_On",Graphic3d_ClipState::Graphic3d_ClipState_On).export_values();
py::enum_<Graphic3d_TransModeFlags>(m, "Graphic3d_TransModeFlags",R"#(Transform Persistence Mode defining whether to lock in object position, rotation and / or zooming relative to camera position.)#")
.value("Graphic3d_TMF_None",Graphic3d_TransModeFlags::Graphic3d_TMF_None)
.value("Graphic3d_TMF_ZoomPers",Graphic3d_TransModeFlags::Graphic3d_TMF_ZoomPers)
.value("Graphic3d_TMF_RotatePers",Graphic3d_TransModeFlags::Graphic3d_TMF_RotatePers)
.value("Graphic3d_TMF_TriedronPers",Graphic3d_TransModeFlags::Graphic3d_TMF_TriedronPers)
.value("Graphic3d_TMF_2d",Graphic3d_TransModeFlags::Graphic3d_TMF_2d)
.value("Graphic3d_TMF_CameraPers",Graphic3d_TransModeFlags::Graphic3d_TMF_CameraPers)
.value("Graphic3d_TMF_ZoomRotatePers",Graphic3d_TransModeFlags::Graphic3d_TMF_ZoomRotatePers).export_values();
py::enum_<Graphic3d_TypeOfShadingModel>(m, "Graphic3d_TypeOfShadingModel",R"#(Definition of the color shading model.)#")
.value("Graphic3d_TypeOfShadingModel_DEFAULT",Graphic3d_TypeOfShadingModel::Graphic3d_TypeOfShadingModel_DEFAULT)
.value("Graphic3d_TypeOfShadingModel_Unlit",Graphic3d_TypeOfShadingModel::Graphic3d_TypeOfShadingModel_Unlit)
.value("Graphic3d_TypeOfShadingModel_PhongFacet",Graphic3d_TypeOfShadingModel::Graphic3d_TypeOfShadingModel_PhongFacet)
.value("Graphic3d_TypeOfShadingModel_Gouraud",Graphic3d_TypeOfShadingModel::Graphic3d_TypeOfShadingModel_Gouraud)
.value("Graphic3d_TypeOfShadingModel_Phong",Graphic3d_TypeOfShadingModel::Graphic3d_TypeOfShadingModel_Phong)
.value("Graphic3d_TypeOfShadingModel_Pbr",Graphic3d_TypeOfShadingModel::Graphic3d_TypeOfShadingModel_Pbr)
.value("Graphic3d_TypeOfShadingModel_PbrFacet",Graphic3d_TypeOfShadingModel::Graphic3d_TypeOfShadingModel_PbrFacet)
.value("Graphic3d_TOSM_DEFAULT",Graphic3d_TypeOfShadingModel::Graphic3d_TOSM_DEFAULT)
.value("Graphic3d_TOSM_UNLIT",Graphic3d_TypeOfShadingModel::Graphic3d_TOSM_UNLIT)
.value("Graphic3d_TOSM_FACET",Graphic3d_TypeOfShadingModel::Graphic3d_TOSM_FACET)
.value("Graphic3d_TOSM_VERTEX",Graphic3d_TypeOfShadingModel::Graphic3d_TOSM_VERTEX)
.value("Graphic3d_TOSM_FRAGMENT",Graphic3d_TypeOfShadingModel::Graphic3d_TOSM_FRAGMENT)
.value("Graphic3d_TOSM_PBR",Graphic3d_TypeOfShadingModel::Graphic3d_TOSM_PBR)
.value("Graphic3d_TOSM_PBR_FACET",Graphic3d_TypeOfShadingModel::Graphic3d_TOSM_PBR_FACET)
.value("Graphic3d_TOSM_NONE",Graphic3d_TypeOfShadingModel::Graphic3d_TOSM_NONE)
.value("V3d_COLOR",Graphic3d_TypeOfShadingModel::V3d_COLOR)
.value("V3d_FLAT",Graphic3d_TypeOfShadingModel::V3d_FLAT)
.value("V3d_GOURAUD",Graphic3d_TypeOfShadingModel::V3d_GOURAUD)
.value("V3d_PHONG",Graphic3d_TypeOfShadingModel::V3d_PHONG).export_values();
m.attr("Graphic3d_TypeOfShadingModel_NB") = py::cast(int(Graphic3d_TypeOfShadingModel_NB));
py::enum_<Graphic3d_NameOfTexture1D>(m, "Graphic3d_NameOfTexture1D",R"#(Types of standard textures.)#")
.value("Graphic3d_NOT_1D_ELEVATION",Graphic3d_NameOfTexture1D::Graphic3d_NOT_1D_ELEVATION)
.value("Graphic3d_NOT_1D_UNKNOWN",Graphic3d_NameOfTexture1D::Graphic3d_NOT_1D_UNKNOWN).export_values();
py::enum_<Graphic3d_TypeOfConnection>(m, "Graphic3d_TypeOfConnection",R"#(To manage the connections between the structures.)#")
.value("Graphic3d_TOC_ANCESTOR",Graphic3d_TypeOfConnection::Graphic3d_TOC_ANCESTOR)
.value("Graphic3d_TOC_DESCENDANT",Graphic3d_TypeOfConnection::Graphic3d_TOC_DESCENDANT).export_values();
py::enum_<Graphic3d_TextureSetBits>(m, "Graphic3d_TextureSetBits",R"#(Standard texture units combination bits.)#")
.value("Graphic3d_TextureSetBits_NONE",Graphic3d_TextureSetBits::Graphic3d_TextureSetBits_NONE)
.value("Graphic3d_TextureSetBits_BaseColor",Graphic3d_TextureSetBits::Graphic3d_TextureSetBits_BaseColor)
.value("Graphic3d_TextureSetBits_Emissive",Graphic3d_TextureSetBits::Graphic3d_TextureSetBits_Emissive)
.value("Graphic3d_TextureSetBits_Occlusion",Graphic3d_TextureSetBits::Graphic3d_TextureSetBits_Occlusion)
.value("Graphic3d_TextureSetBits_Normal",Graphic3d_TextureSetBits::Graphic3d_TextureSetBits_Normal)
.value("Graphic3d_TextureSetBits_MetallicRoughness",Graphic3d_TextureSetBits::Graphic3d_TextureSetBits_MetallicRoughness).export_values();
py::enum_<Graphic3d_HorizontalTextAlignment>(m, "Graphic3d_HorizontalTextAlignment",R"#(Defines the horizontal position of the text relative to its anchor.)#")
.value("Graphic3d_HTA_LEFT",Graphic3d_HorizontalTextAlignment::Graphic3d_HTA_LEFT)
.value("Graphic3d_HTA_CENTER",Graphic3d_HorizontalTextAlignment::Graphic3d_HTA_CENTER)
.value("Graphic3d_HTA_RIGHT",Graphic3d_HorizontalTextAlignment::Graphic3d_HTA_RIGHT).export_values();
py::enum_<Graphic3d_TypeOfTextureFilter>(m, "Graphic3d_TypeOfTextureFilter",R"#(Type of the texture filter. Notice that for textures without mipmaps linear interpolation will be used instead of TOTF_BILINEAR and TOTF_TRILINEAR.)#")
.value("Graphic3d_TOTF_NEAREST",Graphic3d_TypeOfTextureFilter::Graphic3d_TOTF_NEAREST)
.value("Graphic3d_TOTF_BILINEAR",Graphic3d_TypeOfTextureFilter::Graphic3d_TOTF_BILINEAR)
.value("Graphic3d_TOTF_TRILINEAR",Graphic3d_TypeOfTextureFilter::Graphic3d_TOTF_TRILINEAR).export_values();
py::enum_<Graphic3d_NameOfTexturePlane>(m, "Graphic3d_NameOfTexturePlane",R"#(Type of the texture projection plane for both S and T texture coordinate.)#")
.value("Graphic3d_NOTP_XY",Graphic3d_NameOfTexturePlane::Graphic3d_NOTP_XY)
.value("Graphic3d_NOTP_YZ",Graphic3d_NameOfTexturePlane::Graphic3d_NOTP_YZ)
.value("Graphic3d_NOTP_ZX",Graphic3d_NameOfTexturePlane::Graphic3d_NOTP_ZX)
.value("Graphic3d_NOTP_UNKNOWN",Graphic3d_NameOfTexturePlane::Graphic3d_NOTP_UNKNOWN).export_values();
py::enum_<Graphic3d_NameOfTextureEnv>(m, "Graphic3d_NameOfTextureEnv",R"#(Types of standard textures.)#")
.value("Graphic3d_NOT_ENV_CLOUDS",Graphic3d_NameOfTextureEnv::Graphic3d_NOT_ENV_CLOUDS)
.value("Graphic3d_NOT_ENV_CV",Graphic3d_NameOfTextureEnv::Graphic3d_NOT_ENV_CV)
.value("Graphic3d_NOT_ENV_MEDIT",Graphic3d_NameOfTextureEnv::Graphic3d_NOT_ENV_MEDIT)
.value("Graphic3d_NOT_ENV_PEARL",Graphic3d_NameOfTextureEnv::Graphic3d_NOT_ENV_PEARL)
.value("Graphic3d_NOT_ENV_SKY1",Graphic3d_NameOfTextureEnv::Graphic3d_NOT_ENV_SKY1)
.value("Graphic3d_NOT_ENV_SKY2",Graphic3d_NameOfTextureEnv::Graphic3d_NOT_ENV_SKY2)
.value("Graphic3d_NOT_ENV_LINES",Graphic3d_NameOfTextureEnv::Graphic3d_NOT_ENV_LINES)
.value("Graphic3d_NOT_ENV_ROAD",Graphic3d_NameOfTextureEnv::Graphic3d_NOT_ENV_ROAD)
.value("Graphic3d_NOT_ENV_UNKNOWN",Graphic3d_NameOfTextureEnv::Graphic3d_NOT_ENV_UNKNOWN).export_values();
py::enum_<Graphic3d_TypeOfTextureMode>(m, "Graphic3d_TypeOfTextureMode",R"#(Type of the texture projection.)#")
.value("Graphic3d_TOTM_OBJECT",Graphic3d_TypeOfTextureMode::Graphic3d_TOTM_OBJECT)
.value("Graphic3d_TOTM_SPHERE",Graphic3d_TypeOfTextureMode::Graphic3d_TOTM_SPHERE)
.value("Graphic3d_TOTM_EYE",Graphic3d_TypeOfTextureMode::Graphic3d_TOTM_EYE)
.value("Graphic3d_TOTM_MANUAL",Graphic3d_TypeOfTextureMode::Graphic3d_TOTM_MANUAL)
.value("Graphic3d_TOTM_SPRITE",Graphic3d_TypeOfTextureMode::Graphic3d_TOTM_SPRITE).export_values();
py::enum_<Graphic3d_TypeOfStructure>(m, "Graphic3d_TypeOfStructure",R"#(Structural attribute indicating if it can be displayed in wireframe, shadow mode, or both.)#")
.value("Graphic3d_TOS_WIREFRAME",Graphic3d_TypeOfStructure::Graphic3d_TOS_WIREFRAME)
.value("Graphic3d_TOS_SHADING",Graphic3d_TypeOfStructure::Graphic3d_TOS_SHADING)
.value("Graphic3d_TOS_COMPUTED",Graphic3d_TypeOfStructure::Graphic3d_TOS_COMPUTED)
.value("Graphic3d_TOS_ALL",Graphic3d_TypeOfStructure::Graphic3d_TOS_ALL).export_values();
py::enum_<Graphic3d_TypeOfLightSource>(m, "Graphic3d_TypeOfLightSource",R"#(Definition of all the type of light source.)#")
.value("Graphic3d_TypeOfLightSource_Ambient",Graphic3d_TypeOfLightSource::Graphic3d_TypeOfLightSource_Ambient)
.value("Graphic3d_TypeOfLightSource_Directional",Graphic3d_TypeOfLightSource::Graphic3d_TypeOfLightSource_Directional)
.value("Graphic3d_TypeOfLightSource_Positional",Graphic3d_TypeOfLightSource::Graphic3d_TypeOfLightSource_Positional)
.value("Graphic3d_TypeOfLightSource_Spot",Graphic3d_TypeOfLightSource::Graphic3d_TypeOfLightSource_Spot)
.value("Graphic3d_TOLS_AMBIENT",Graphic3d_TypeOfLightSource::Graphic3d_TOLS_AMBIENT)
.value("Graphic3d_TOLS_DIRECTIONAL",Graphic3d_TypeOfLightSource::Graphic3d_TOLS_DIRECTIONAL)
.value("Graphic3d_TOLS_POSITIONAL",Graphic3d_TypeOfLightSource::Graphic3d_TOLS_POSITIONAL)
.value("Graphic3d_TOLS_SPOT",Graphic3d_TypeOfLightSource::Graphic3d_TOLS_SPOT)
.value("V3d_AMBIENT",Graphic3d_TypeOfLightSource::V3d_AMBIENT)
.value("V3d_DIRECTIONAL",Graphic3d_TypeOfLightSource::V3d_DIRECTIONAL)
.value("V3d_POSITIONAL",Graphic3d_TypeOfLightSource::V3d_POSITIONAL)
.value("V3d_SPOT",Graphic3d_TypeOfLightSource::V3d_SPOT).export_values();
m.attr("Graphic3d_TypeOfLightSource_NB") = py::cast(int(Graphic3d_TypeOfLightSource_NB));
py::enum_<Graphic3d_ToneMappingMethod>(m, "Graphic3d_ToneMappingMethod",R"#(Enumerates tone mapping methods.)#")
.value("Graphic3d_ToneMappingMethod_Disabled",Graphic3d_ToneMappingMethod::Graphic3d_ToneMappingMethod_Disabled)
.value("Graphic3d_ToneMappingMethod_Filmic",Graphic3d_ToneMappingMethod::Graphic3d_ToneMappingMethod_Filmic).export_values();
py::enum_<Graphic3d_TypeOfBackfacingModel>(m, "Graphic3d_TypeOfBackfacingModel",R"#(Modes of display of back faces in the view.)#")
.value("Graphic3d_TypeOfBackfacingModel_Auto",Graphic3d_TypeOfBackfacingModel::Graphic3d_TypeOfBackfacingModel_Auto)
.value("Graphic3d_TypeOfBackfacingModel_DoubleSided",Graphic3d_TypeOfBackfacingModel::Graphic3d_TypeOfBackfacingModel_DoubleSided)
.value("Graphic3d_TypeOfBackfacingModel_BackCulled",Graphic3d_TypeOfBackfacingModel::Graphic3d_TypeOfBackfacingModel_BackCulled)
.value("Graphic3d_TypeOfBackfacingModel_FrontCulled",Graphic3d_TypeOfBackfacingModel::Graphic3d_TypeOfBackfacingModel_FrontCulled)
.value("Graphic3d_TOBM_AUTOMATIC",Graphic3d_TypeOfBackfacingModel::Graphic3d_TOBM_AUTOMATIC)
.value("Graphic3d_TOBM_FORCE",Graphic3d_TypeOfBackfacingModel::Graphic3d_TOBM_FORCE)
.value("Graphic3d_TOBM_DISABLE",Graphic3d_TypeOfBackfacingModel::Graphic3d_TOBM_DISABLE)
.value("V3d_TOBM_AUTOMATIC",Graphic3d_TypeOfBackfacingModel::V3d_TOBM_AUTOMATIC)
.value("V3d_TOBM_ALWAYS_DISPLAYED",Graphic3d_TypeOfBackfacingModel::V3d_TOBM_ALWAYS_DISPLAYED)
.value("V3d_TOBM_NEVER_DISPLAYED",Graphic3d_TypeOfBackfacingModel::V3d_TOBM_NEVER_DISPLAYED).export_values();
py::enum_<Graphic3d_TypeOfBackground>(m, "Graphic3d_TypeOfBackground",R"#(Describes type of view background.)#")
.value("Graphic3d_TOB_NONE",Graphic3d_TypeOfBackground::Graphic3d_TOB_NONE)
.value("Graphic3d_TOB_GRADIENT",Graphic3d_TypeOfBackground::Graphic3d_TOB_GRADIENT)
.value("Graphic3d_TOB_TEXTURE",Graphic3d_TypeOfBackground::Graphic3d_TOB_TEXTURE)
.value("Graphic3d_TOB_CUBEMAP",Graphic3d_TypeOfBackground::Graphic3d_TOB_CUBEMAP).export_values();
m.attr("Graphic3d_TypeOfBackground_NB") = py::cast(int(Graphic3d_TypeOfBackground_NB));
//Python trampoline classes
class Py_Graphic3d_CStructure : public Graphic3d_CStructure{
public:
using Graphic3d_CStructure::Graphic3d_CStructure;
// public pure virtual
void OnVisibilityChanged() override { PYBIND11_OVERLOAD_PURE(void,Graphic3d_CStructure,OnVisibilityChanged,) };
void Clear() override { PYBIND11_OVERLOAD_PURE(void,Graphic3d_CStructure,Clear,) };
void Connect(Graphic3d_CStructure & theStructure) override { PYBIND11_OVERLOAD_PURE(void,Graphic3d_CStructure,Connect,theStructure) };
void Disconnect(Graphic3d_CStructure & theStructure) override { PYBIND11_OVERLOAD_PURE(void,Graphic3d_CStructure,Disconnect,theStructure) };
void GraphicHighlight(const opencascade::handle<Graphic3d_PresentationAttributes> & theStyle) override { PYBIND11_OVERLOAD_PURE(void,Graphic3d_CStructure,GraphicHighlight,theStyle) };
void GraphicUnhighlight() override { PYBIND11_OVERLOAD_PURE(void,Graphic3d_CStructure,GraphicUnhighlight,) };
opencascade::handle<Graphic3d_CStructure> ShadowLink(const opencascade::handle<Graphic3d_StructureManager> & theManager) const override { PYBIND11_OVERLOAD_PURE(opencascade::handle<Graphic3d_CStructure>,Graphic3d_CStructure,ShadowLink,theManager) };
opencascade::handle<Graphic3d_Group> NewGroup(const opencascade::handle<Graphic3d_Structure> & theStruct) override { PYBIND11_OVERLOAD_PURE(opencascade::handle<Graphic3d_Group>,Graphic3d_CStructure,NewGroup,theStruct) };
void RemoveGroup(const opencascade::handle<Graphic3d_Group> & theGroup) override { PYBIND11_OVERLOAD_PURE(void,Graphic3d_CStructure,RemoveGroup,theGroup) };
// protected pure virtual
// private pure virtual
};
class Py_Graphic3d_DataStructureManager : public Graphic3d_DataStructureManager{
public:
using Graphic3d_DataStructureManager::Graphic3d_DataStructureManager;
// public pure virtual
// protected pure virtual
const opencascade::handle<Graphic3d_Camera> & Camera() const override { PYBIND11_OVERLOAD_PURE(const opencascade::handle<Graphic3d_Camera> &,Graphic3d_DataStructureManager,Camera,) };
// private pure virtual
};
class Py_Graphic3d_FrameStats : public Graphic3d_FrameStats{
public:
using Graphic3d_FrameStats::Graphic3d_FrameStats;
// public pure virtual
// protected pure virtual
void updateStatistics(const opencascade::handle<Graphic3d_CView> & theView,bool theIsImmediateOnly) override { PYBIND11_OVERLOAD_PURE(void,Graphic3d_FrameStats,updateStatistics,theView,theIsImmediateOnly) };
// private pure virtual
};
class Py_Graphic3d_GraphicDriver : public Graphic3d_GraphicDriver{
public:
using Graphic3d_GraphicDriver::Graphic3d_GraphicDriver;
// public pure virtual
Standard_Integer InquireLimit(const Graphic3d_TypeOfLimit theType) const override { PYBIND11_OVERLOAD_PURE(Standard_Integer,Graphic3d_GraphicDriver,InquireLimit,theType) };
opencascade::handle<Graphic3d_CStructure> CreateStructure(const opencascade::handle<Graphic3d_StructureManager> & theManager) override { PYBIND11_OVERLOAD_PURE(opencascade::handle<Graphic3d_CStructure>,Graphic3d_GraphicDriver,CreateStructure,theManager) };
opencascade::handle<Graphic3d_CView> CreateView(const opencascade::handle<Graphic3d_StructureManager> & theMgr) override { PYBIND11_OVERLOAD_PURE(opencascade::handle<Graphic3d_CView>,Graphic3d_GraphicDriver,CreateView,theMgr) };
void RemoveView(const opencascade::handle<Graphic3d_CView> & theView) override { PYBIND11_OVERLOAD_PURE(void,Graphic3d_GraphicDriver,RemoveView,theView) };
void EnableVBO(const Standard_Boolean status) override { PYBIND11_OVERLOAD_PURE(void,Graphic3d_GraphicDriver,EnableVBO,status) };
bool IsVerticalSync() const override { PYBIND11_OVERLOAD_PURE(bool,Graphic3d_GraphicDriver,IsVerticalSync,) };
void SetVerticalSync(bool theToEnable) override { PYBIND11_OVERLOAD_PURE(void,Graphic3d_GraphicDriver,SetVerticalSync,theToEnable) };
Standard_Boolean MemoryInfo(Standard_Size & theFreeBytes,TCollection_AsciiString & theInfo) const override { PYBIND11_OVERLOAD_PURE(Standard_Boolean,Graphic3d_GraphicDriver,MemoryInfo,theFreeBytes,theInfo) };
Standard_ShortReal DefaultTextHeight() const override { PYBIND11_OVERLOAD_PURE(Standard_ShortReal,Graphic3d_GraphicDriver,DefaultTextHeight,) };
void TextSize(const opencascade::handle<Graphic3d_CView> & theView,const Standard_CString theText,const Standard_ShortReal theHeight,Standard_ShortReal & theWidth,Standard_ShortReal & theAscent,Standard_ShortReal & theDescent) const override { PYBIND11_OVERLOAD_PURE(void,Graphic3d_GraphicDriver,TextSize,theView,theText,theHeight,theWidth,theAscent,theDescent) };
void InsertLayerBefore(const Graphic3d_ZLayerId theNewLayerId,const Graphic3d_ZLayerSettings & theSettings,const Graphic3d_ZLayerId theLayerAfter) override { PYBIND11_OVERLOAD_PURE(void,Graphic3d_GraphicDriver,InsertLayerBefore,theNewLayerId,theSettings,theLayerAfter) };
void InsertLayerAfter(const Graphic3d_ZLayerId theNewLayerId,const Graphic3d_ZLayerSettings & theSettings,const Graphic3d_ZLayerId theLayerBefore) override { PYBIND11_OVERLOAD_PURE(void,Graphic3d_GraphicDriver,InsertLayerAfter,theNewLayerId,theSettings,theLayerBefore) };
void RemoveZLayer(const Graphic3d_ZLayerId theLayerId) override { PYBIND11_OVERLOAD_PURE(void,Graphic3d_GraphicDriver,RemoveZLayer,theLayerId) };
void SetZLayerSettings(const Graphic3d_ZLayerId theLayerId,const Graphic3d_ZLayerSettings & theSettings) override { PYBIND11_OVERLOAD_PURE(void,Graphic3d_GraphicDriver,SetZLayerSettings,theLayerId,theSettings) };
Standard_Boolean ViewExists(const opencascade::handle<Aspect_Window> & theWindow,opencascade::handle<Graphic3d_CView> & theView) override { PYBIND11_OVERLOAD_PURE(Standard_Boolean,Graphic3d_GraphicDriver,ViewExists,theWindow,theView) };
void RemoveStructure(opencascade::handle<Graphic3d_CStructure> & theCStructure) override { PYBIND11_OVERLOAD_PURE(void,Graphic3d_GraphicDriver,RemoveStructure,theCStructure) };
// protected pure virtual
// private pure virtual
};
class Py_Graphic3d_GraphicDriverFactory : public Graphic3d_GraphicDriverFactory{
public:
using Graphic3d_GraphicDriverFactory::Graphic3d_GraphicDriverFactory;
// public pure virtual
opencascade::handle<Graphic3d_GraphicDriver> CreateDriver(const opencascade::handle<Aspect_DisplayConnection> & theDisp) override { PYBIND11_OVERLOAD_PURE(opencascade::handle<Graphic3d_GraphicDriver>,Graphic3d_GraphicDriverFactory,CreateDriver,theDisp) };
// protected pure virtual
// private pure virtual
};
class Py_Graphic3d_Group : public Graphic3d_Group{
public:
using Graphic3d_Group::Graphic3d_Group;
// public pure virtual
opencascade::handle<Graphic3d_Aspects> Aspects() const override { PYBIND11_OVERLOAD_PURE(opencascade::handle<Graphic3d_Aspects>,Graphic3d_Group,Aspects,) };
void SetGroupPrimitivesAspect(const opencascade::handle<Graphic3d_Aspects> & theAspect) override { PYBIND11_OVERLOAD_PURE(void,Graphic3d_Group,SetGroupPrimitivesAspect,theAspect) };
void SetPrimitivesAspect(const opencascade::handle<Graphic3d_Aspects> & theAspect) override { PYBIND11_OVERLOAD_PURE(void,Graphic3d_Group,SetPrimitivesAspect,theAspect) };
void SynchronizeAspects() override { PYBIND11_OVERLOAD_PURE(void,Graphic3d_Group,SynchronizeAspects,) };
void ReplaceAspects( const NCollection_DataMap<opencascade::handle<Graphic3d_Aspects>, opencascade::handle<Graphic3d_Aspects>> & theMap) override { PYBIND11_OVERLOAD_PURE(void,Graphic3d_Group,ReplaceAspects,theMap) };
void SetStencilTestOptions(const Standard_Boolean theIsEnabled) override { PYBIND11_OVERLOAD_PURE(void,Graphic3d_Group,SetStencilTestOptions,theIsEnabled) };
void SetFlippingOptions(const Standard_Boolean theIsEnabled,const gp_Ax2 & theRefPlane) override { PYBIND11_OVERLOAD_PURE(void,Graphic3d_Group,SetFlippingOptions,theIsEnabled,theRefPlane) };
// protected pure virtual
// private pure virtual
};
class Py_Graphic3d_ValueInterface : public Graphic3d_ValueInterface{
public:
using Graphic3d_ValueInterface::Graphic3d_ValueInterface;
// public pure virtual
Standard_Size TypeID() const override { PYBIND11_OVERLOAD_PURE(Standard_Size,Graphic3d_ValueInterface,TypeID,) };
// protected pure virtual
// private pure virtual
};
class Py_Graphic3d_CView : public Graphic3d_CView{
public:
using Graphic3d_CView::Graphic3d_CView;
// public pure virtual
void Redraw() override { PYBIND11_OVERLOAD_PURE(void,Graphic3d_CView,Redraw,) };
void RedrawImmediate() override { PYBIND11_OVERLOAD_PURE(void,Graphic3d_CView,RedrawImmediate,) };
void Invalidate() override { PYBIND11_OVERLOAD_PURE(void,Graphic3d_CView,Invalidate,) };
Standard_Boolean IsInvalidated() override { PYBIND11_OVERLOAD_PURE(Standard_Boolean,Graphic3d_CView,IsInvalidated,) };
void Resized() override { PYBIND11_OVERLOAD_PURE(void,Graphic3d_CView,Resized,) };
Standard_Boolean SetImmediateModeDrawToFront(const Standard_Boolean theDrawToFrontBuffer) override { PYBIND11_OVERLOAD_PURE(Standard_Boolean,Graphic3d_CView,SetImmediateModeDrawToFront,theDrawToFrontBuffer) };
void SetWindow(const opencascade::handle<Graphic3d_CView> & theParentVIew,const opencascade::handle<Aspect_Window> & theWindow,const Aspect_RenderingContext theContext) override { PYBIND11_OVERLOAD_PURE(void,Graphic3d_CView,SetWindow,theParentVIew,theWindow,theContext) };
opencascade::handle<Aspect_Window> Window() const override { PYBIND11_OVERLOAD_PURE(opencascade::handle<Aspect_Window>,Graphic3d_CView,Window,) };
Standard_Boolean IsDefined() const override { PYBIND11_OVERLOAD_PURE(Standard_Boolean,Graphic3d_CView,IsDefined,) };
Standard_Boolean BufferDump(Image_PixMap & theImage,const Graphic3d_BufferType & theBufferType) override { PYBIND11_OVERLOAD_PURE(Standard_Boolean,Graphic3d_CView,BufferDump,theImage,theBufferType) };
void InvalidateBVHData(const Graphic3d_ZLayerId theLayerId) override { PYBIND11_OVERLOAD_PURE(void,Graphic3d_CView,InvalidateBVHData,theLayerId) };
void InsertLayerBefore(const Graphic3d_ZLayerId theNewLayerId,const Graphic3d_ZLayerSettings & theSettings,const Graphic3d_ZLayerId theLayerAfter) override { PYBIND11_OVERLOAD_PURE(void,Graphic3d_CView,InsertLayerBefore,theNewLayerId,theSettings,theLayerAfter) };
void InsertLayerAfter(const Graphic3d_ZLayerId theNewLayerId,const Graphic3d_ZLayerSettings & theSettings,const Graphic3d_ZLayerId theLayerBefore) override { PYBIND11_OVERLOAD_PURE(void,Graphic3d_CView,InsertLayerAfter,theNewLayerId,theSettings,theLayerBefore) };
Standard_Integer ZLayerMax() const override { PYBIND11_OVERLOAD_PURE(Standard_Integer,Graphic3d_CView,ZLayerMax,) };
const NCollection_List<opencascade::handle<Graphic3d_Layer>> & Layers() const override { PYBIND11_OVERLOAD_PURE(const NCollection_List<opencascade::handle<Graphic3d_Layer>> &,Graphic3d_CView,Layers,) };
opencascade::handle<Graphic3d_Layer> Layer(const Graphic3d_ZLayerId theLayerId) const override { PYBIND11_OVERLOAD_PURE(opencascade::handle<Graphic3d_Layer>,Graphic3d_CView,Layer,theLayerId) };
void RemoveZLayer(const Graphic3d_ZLayerId theLayerId) override { PYBIND11_OVERLOAD_PURE(void,Graphic3d_CView,RemoveZLayer,theLayerId) };
void SetZLayerSettings(const Graphic3d_ZLayerId theLayerId,const Graphic3d_ZLayerSettings & theSettings) override { PYBIND11_OVERLOAD_PURE(void,Graphic3d_CView,SetZLayerSettings,theLayerId,theSettings) };
opencascade::handle<Standard_Transient> FBO() const override { PYBIND11_OVERLOAD_PURE(opencascade::handle<Standard_Transient>,Graphic3d_CView,FBO,) };
void SetFBO(const opencascade::handle<Standard_Transient> & theFbo) override { PYBIND11_OVERLOAD_PURE(void,Graphic3d_CView,SetFBO,theFbo) };
opencascade::handle<Standard_Transient> FBOCreate(const Standard_Integer theWidth,const Standard_Integer theHeight) override { PYBIND11_OVERLOAD_PURE(opencascade::handle<Standard_Transient>,Graphic3d_CView,FBOCreate,theWidth,theHeight) };
void FBOChangeViewport(const opencascade::handle<Standard_Transient> & theFbo,const Standard_Integer theWidth,const Standard_Integer theHeight) override { PYBIND11_OVERLOAD_PURE(void,Graphic3d_CView,FBOChangeViewport,theFbo,theWidth,theHeight) };
Aspect_GradientBackground GradientBackground() const override { PYBIND11_OVERLOAD_PURE(Aspect_GradientBackground,Graphic3d_CView,GradientBackground,) };
void SetGradientBackground(const Aspect_GradientBackground & theBackground) override { PYBIND11_OVERLOAD_PURE(void,Graphic3d_CView,SetGradientBackground,theBackground) };
void SetBackgroundImage(const opencascade::handle<Graphic3d_TextureMap> & theTextureMap,Standard_Boolean theToUpdatePBREnv) override { PYBIND11_OVERLOAD_PURE(void,Graphic3d_CView,SetBackgroundImage,theTextureMap,theToUpdatePBREnv) };
Aspect_FillMethod BackgroundImageStyle() const override { PYBIND11_OVERLOAD_PURE(Aspect_FillMethod,Graphic3d_CView,BackgroundImageStyle,) };
void SetBackgroundImageStyle(const Aspect_FillMethod theFillStyle) override { PYBIND11_OVERLOAD_PURE(void,Graphic3d_CView,SetBackgroundImageStyle,theFillStyle) };
void SetImageBasedLighting(Standard_Boolean theToEnableIBL) override { PYBIND11_OVERLOAD_PURE(void,Graphic3d_CView,SetImageBasedLighting,theToEnableIBL) };
void SetTextureEnv(const opencascade::handle<Graphic3d_TextureEnv> & theTextureEnv) override { PYBIND11_OVERLOAD_PURE(void,Graphic3d_CView,SetTextureEnv,theTextureEnv) };
const opencascade::handle<Graphic3d_LightSet> & Lights() const override { PYBIND11_OVERLOAD_PURE(const opencascade::handle<Graphic3d_LightSet> &,Graphic3d_CView,Lights,) };
void SetLights(const opencascade::handle<Graphic3d_LightSet> & theLights) override { PYBIND11_OVERLOAD_PURE(void,Graphic3d_CView,SetLights,theLights) };
const opencascade::handle<Graphic3d_SequenceOfHClipPlane> & ClipPlanes() const override { PYBIND11_OVERLOAD_PURE(const opencascade::handle<Graphic3d_SequenceOfHClipPlane> &,Graphic3d_CView,ClipPlanes,) };
void SetClipPlanes(const opencascade::handle<Graphic3d_SequenceOfHClipPlane> & thePlanes) override { PYBIND11_OVERLOAD_PURE(void,Graphic3d_CView,SetClipPlanes,thePlanes) };
void DiagnosticInformation(NCollection_IndexedDataMap<TCollection_AsciiString, TCollection_AsciiString> & theDict,Graphic3d_DiagnosticInfo theFlags) const override { PYBIND11_OVERLOAD_PURE(void,Graphic3d_CView,DiagnosticInformation,theDict,theFlags) };
TCollection_AsciiString StatisticInformation() const override { PYBIND11_OVERLOAD_PURE(TCollection_AsciiString,Graphic3d_CView,StatisticInformation,) };
void StatisticInformation(NCollection_IndexedDataMap<TCollection_AsciiString, TCollection_AsciiString> & theDict) const override { PYBIND11_OVERLOAD_PURE(void,Graphic3d_CView,StatisticInformation,theDict) };
void FBORelease(opencascade::handle<Standard_Transient> & theFbo) override { PYBIND11_OVERLOAD_PURE(void,Graphic3d_CView,FBORelease,theFbo) };
void FBOGetDimensions(const opencascade::handle<Standard_Transient> & theFbo,Standard_Integer & theWidth,Standard_Integer & theHeight,Standard_Integer & theWidthMax,Standard_Integer & theHeightMax) override { PYBIND11_OVERLOAD_PURE(void,Graphic3d_CView,FBOGetDimensions,theFbo,theWidth,theHeight,theWidthMax,theHeightMax) };
// protected pure virtual
const opencascade::handle<Graphic3d_Camera> & Camera() const override { PYBIND11_OVERLOAD_PURE(const opencascade::handle<Graphic3d_Camera> &,Graphic3d_DataStructureManager,Camera,) };
// private pure virtual
void displayStructure(const opencascade::handle<Graphic3d_CStructure> & theStructure,const Graphic3d_DisplayPriority thePriority) override { PYBIND11_OVERLOAD_PURE(void,Graphic3d_CView,displayStructure,theStructure,thePriority) };
void eraseStructure(const opencascade::handle<Graphic3d_CStructure> & theStructure) override { PYBIND11_OVERLOAD_PURE(void,Graphic3d_CView,eraseStructure,theStructure) };
void changeZLayer(const opencascade::handle<Graphic3d_CStructure> & theCStructure,const Graphic3d_ZLayerId theNewLayerId) override { PYBIND11_OVERLOAD_PURE(void,Graphic3d_CView,changeZLayer,theCStructure,theNewLayerId) };
void changePriority(const opencascade::handle<Graphic3d_CStructure> & theCStructure,const Graphic3d_DisplayPriority theNewPriority) override { PYBIND11_OVERLOAD_PURE(void,Graphic3d_CView,changePriority,theCStructure,theNewPriority) };
};
class Py_Graphic3d_CubeMap : public Graphic3d_CubeMap{
public:
using Graphic3d_CubeMap::Graphic3d_CubeMap;
// public pure virtual
opencascade::handle<Image_CompressedPixMap> CompressedValue(const opencascade::handle<Image_SupportedFormats> & theSupported) override { PYBIND11_OVERLOAD_PURE(opencascade::handle<Image_CompressedPixMap>,Graphic3d_CubeMap,CompressedValue,theSupported) };
opencascade::handle<Image_PixMap> Value(const opencascade::handle<Image_SupportedFormats> & theSupported) override { PYBIND11_OVERLOAD_PURE(opencascade::handle<Image_PixMap>,Graphic3d_CubeMap,Value,theSupported) };
// protected pure virtual
// private pure virtual
};
// pre-register typdefs+classes (topologically sorted)
py::class_<Graphic3d_Attribute , shared_ptr<Graphic3d_Attribute> >(m,"Graphic3d_Attribute",R"#(Vertex attribute definition.)#");
py::class_<Graphic3d_BSDF , shared_ptr<Graphic3d_BSDF> >(m,"Graphic3d_BSDF",R"#(Describes material's BSDF (Bidirectional Scattering Distribution Function) used for physically-based rendering (in path tracing engine). BSDF is represented as weighted mixture of basic BRDFs/BTDFs (Bidirectional Reflectance (Transmittance) Distribution Functions).)#");
py::class_<Graphic3d_BufferRange , shared_ptr<Graphic3d_BufferRange> >(m,"Graphic3d_BufferRange",R"#(Range of values defined as Start + Length pair.)#");
py::class_<Graphic3d_CameraTile , shared_ptr<Graphic3d_CameraTile> >(m,"Graphic3d_CameraTile",R"#(Class defines the area (Tile) inside a view.)#");
py::class_<Graphic3d_CubeMapOrder , shared_ptr<Graphic3d_CubeMapOrder> >(m,"Graphic3d_CubeMapOrder",R"#(Graphic3d_CubeMapOrder maps sides of cubemap on tiles in packed cubemap image to support different tiles order in such images. Also it can be considered as permutation of numbers from 0 to 5. It stores permutation in one integer as convolution.)#");
py::class_<Graphic3d_CullingTool , shared_ptr<Graphic3d_CullingTool> >(m,"Graphic3d_CullingTool",R"#(Graphic3d_CullingTool class provides a possibility to store parameters of view volume, such as its vertices and equations, and contains methods detecting if given AABB overlaps view volume.)#");
py::class_<Graphic3d_FrameStatsData , shared_ptr<Graphic3d_FrameStatsData> >(m,"Graphic3d_FrameStatsData",R"#(Data frame definition.)#");
py::class_<Graphic3d_Fresnel , shared_ptr<Graphic3d_Fresnel> >(m,"Graphic3d_Fresnel",R"#(Describes Fresnel reflectance parameters.)#");
py::class_<Graphic3d_GraduatedTrihedron , shared_ptr<Graphic3d_GraduatedTrihedron> >(m,"Graphic3d_GraduatedTrihedron",R"#(Defines the class of a graduated trihedron. It contains main style parameters for implementation of graduated trihedron)#");
py::class_<Graphic3d_MaterialAspect , shared_ptr<Graphic3d_MaterialAspect> >(m,"Graphic3d_MaterialAspect",R"#(This class allows the definition of the type of a surface. Aspect attributes of a 3d face. Keywords: Material, FillArea, Shininess, Ambient, Color, Diffuse, Specular, Transparency, Emissive, ReflectionMode, BackFace, FrontFace, Reflection, Absorption)#");
py::class_<Graphic3d_PBRMaterial , shared_ptr<Graphic3d_PBRMaterial> >(m,"Graphic3d_PBRMaterial",R"#(Class implementing Metallic-Roughness physically based material definition)#");
py::class_<Graphic3d_PolygonOffset , shared_ptr<Graphic3d_PolygonOffset> >(m,"Graphic3d_PolygonOffset",R"#(Polygon offset parameters.)#");
py::class_<Graphic3d_RenderingParams , shared_ptr<Graphic3d_RenderingParams> >(m,"Graphic3d_RenderingParams",R"#(Helper class to store rendering parameters.)#");
py::class_<Graphic3d_UniformValueTypeID<Graphic3d_Vec2> , shared_ptr<Graphic3d_UniformValueTypeID<Graphic3d_Vec2>> >(m,"Graphic3d_UniformValueTypeID_Graphic3d_Vec2",R"#(None)#");
py::class_<Graphic3d_UniformValueTypeID<Graphic3d_Vec2i> , shared_ptr<Graphic3d_UniformValueTypeID<Graphic3d_Vec2i>> >(m,"Graphic3d_UniformValueTypeID_Graphic3d_Vec2i",R"#(None)#");
py::class_<Graphic3d_UniformValueTypeID<Graphic3d_Vec3> , shared_ptr<Graphic3d_UniformValueTypeID<Graphic3d_Vec3>> >(m,"Graphic3d_UniformValueTypeID_Graphic3d_Vec3",R"#(None)#");
py::class_<Graphic3d_UniformValueTypeID<Graphic3d_Vec3i> , shared_ptr<Graphic3d_UniformValueTypeID<Graphic3d_Vec3i>> >(m,"Graphic3d_UniformValueTypeID_Graphic3d_Vec3i",R"#(None)#");
py::class_<Graphic3d_UniformValueTypeID<Graphic3d_Vec4> , shared_ptr<Graphic3d_UniformValueTypeID<Graphic3d_Vec4>> >(m,"Graphic3d_UniformValueTypeID_Graphic3d_Vec4",R"#(None)#");
py::class_<Graphic3d_UniformValueTypeID<Graphic3d_Vec4i> , shared_ptr<Graphic3d_UniformValueTypeID<Graphic3d_Vec4i>> >(m,"Graphic3d_UniformValueTypeID_Graphic3d_Vec4i",R"#(None)#");
py::class_<Graphic3d_UniformValueTypeID<Standard_Integer> , shared_ptr<Graphic3d_UniformValueTypeID<Standard_Integer>> >(m,"Graphic3d_UniformValueTypeID_Standard_Integer",R"#(None)#");
py::class_<Graphic3d_UniformValueTypeID<Standard_ShortReal> , shared_ptr<Graphic3d_UniformValueTypeID<Standard_ShortReal>> >(m,"Graphic3d_UniformValueTypeID_Standard_ShortReal",R"#(None)#");
py::class_<Graphic3d_ValidatedCubeMapOrder , shared_ptr<Graphic3d_ValidatedCubeMapOrder> >(m,"Graphic3d_ValidatedCubeMapOrder",R"#(Graphic3d_ValidatedCubeMapOrder contains completely valid order object. The only way to create this class except copy constructor is 'Validated' method of Graphic3d_CubeMapOrder. This class can initialize Graphic3d_CubeMapOrder. It is supposed to be used in case of necessity of completely valid order (in function argument as example). It helps to automate order's valid checks.Graphic3d_ValidatedCubeMapOrder contains completely valid order object. The only way to create this class except copy constructor is 'Validated' method of Graphic3d_CubeMapOrder. This class can initialize Graphic3d_CubeMapOrder. It is supposed to be used in case of necessity of completely valid order (in function argument as example). It helps to automate order's valid checks.)#");
py::class_<Graphic3d_ValueInterface , shared_ptr<Graphic3d_ValueInterface> ,Py_Graphic3d_ValueInterface >(m,"Graphic3d_ValueInterface",R"#(Interface for generic variable value.)#");
py::class_<Graphic3d_Vertex , shared_ptr<Graphic3d_Vertex> >(m,"Graphic3d_Vertex",R"#(This class represents a graphical 3D point.)#");
py::class_<Graphic3d_WorldViewProjState , shared_ptr<Graphic3d_WorldViewProjState> >(m,"Graphic3d_WorldViewProjState",R"#(Helper class for keeping reference on world-view-projection state. Helpful for synchronizing state of WVP dependent data structures.)#");
py::class_<Graphic3d_ZLayerSettings , shared_ptr<Graphic3d_ZLayerSettings> >(m,"Graphic3d_ZLayerSettings",R"#(Structure defines list of ZLayer properties.)#");
preregister_template_NCollection_Array1<Graphic3d_Attribute>(m,"Graphic3d_Array1OfAttribute");
py::class_<Graphic3d_ArrayOfPrimitives ,opencascade::handle<Graphic3d_ArrayOfPrimitives> , Standard_Transient >(m,"Graphic3d_ArrayOfPrimitives",R"#(This class furnish services to defined and fill an array of primitives which can be passed directly to graphics rendering API.This class furnish services to defined and fill an array of primitives which can be passed directly to graphics rendering API.This class furnish services to defined and fill an array of primitives which can be passed directly to graphics rendering API.)#");
py::class_<Graphic3d_Aspects ,opencascade::handle<Graphic3d_Aspects> , Standard_Transient >(m,"Graphic3d_Aspects",R"#(This class defines graphic attributes.This class defines graphic attributes.)#");
py::class_<Graphic3d_BoundBuffer ,opencascade::handle<Graphic3d_BoundBuffer> , NCollection_Buffer >(m,"Graphic3d_BoundBuffer",R"#(Bounds buffer.Bounds buffer.)#");
py::class_<Graphic3d_Buffer ,opencascade::handle<Graphic3d_Buffer> , NCollection_Buffer >(m,"Graphic3d_Buffer",R"#(Buffer of vertex attributes.Buffer of vertex attributes.)#");
py::class_<Graphic3d_CLight ,opencascade::handle<Graphic3d_CLight> , Standard_Transient >(m,"Graphic3d_CLight",R"#(Generic light source definition. This class defines arbitrary light source - see Graphic3d_TypeOfLightSource enumeration. Some parameters are applicable only to particular light type; calling methods unrelated to current type will throw an exception.Generic light source definition. This class defines arbitrary light source - see Graphic3d_TypeOfLightSource enumeration. Some parameters are applicable only to particular light type; calling methods unrelated to current type will throw an exception.)#");
py::class_<Graphic3d_CStructure ,opencascade::handle<Graphic3d_CStructure> ,Py_Graphic3d_CStructure , Standard_Transient >(m,"Graphic3d_CStructure",R"#(Low-level graphic structure interfaceLow-level graphic structure interface)#");
py::class_<Graphic3d_Camera ,opencascade::handle<Graphic3d_Camera> , Standard_Transient >(m,"Graphic3d_Camera",R"#(Camera class provides object-oriented approach to setting up projection and orientation properties of 3D view.Camera class provides object-oriented approach to setting up projection and orientation properties of 3D view.)#");
preregister_template_NCollection_Lerp<opencascade::handle<Graphic3d_Camera>>(m,"Graphic3d_CameraLerp");
py::class_<Graphic3d_ClipPlane ,opencascade::handle<Graphic3d_ClipPlane> , Standard_Transient >(m,"Graphic3d_ClipPlane",R"#(Container for properties describing either a Clipping halfspace (single Clipping Plane), or a chain of Clipping Planes defining logical AND (conjunction) operation. The plane equation is specified in "world" coordinate system.Container for properties describing either a Clipping halfspace (single Clipping Plane), or a chain of Clipping Planes defining logical AND (conjunction) operation. The plane equation is specified in "world" coordinate system.)#");
py::class_<Graphic3d_DataStructureManager ,opencascade::handle<Graphic3d_DataStructureManager> ,Py_Graphic3d_DataStructureManager , Standard_Transient >(m,"Graphic3d_DataStructureManager",R"#(This class allows the definition of a manager to which the graphic objects are associated. It allows them to be globally manipulated. It defines the global attributes.This class allows the definition of a manager to which the graphic objects are associated. It allows them to be globally manipulated. It defines the global attributes.This class allows the definition of a manager to which the graphic objects are associated. It allows them to be globally manipulated. It defines the global attributes.)#");
py::class_<Graphic3d_FrameStats ,opencascade::handle<Graphic3d_FrameStats> ,Py_Graphic3d_FrameStats , Standard_Transient >(m,"Graphic3d_FrameStats",R"#(Class storing the frame statistics.)#");
py::class_<Graphic3d_FrameStatsDataTmp , shared_ptr<Graphic3d_FrameStatsDataTmp> , Graphic3d_FrameStatsData >(m,"Graphic3d_FrameStatsDataTmp",R"#(Temporary data frame definition.)#");
py::class_<Graphic3d_GraphicDriver ,opencascade::handle<Graphic3d_GraphicDriver> ,Py_Graphic3d_GraphicDriver , Standard_Transient >(m,"Graphic3d_GraphicDriver",R"#(This class allows the definition of a graphic driver for 3d interface (currently only OpenGl driver is used).This class allows the definition of a graphic driver for 3d interface (currently only OpenGl driver is used).)#");
py::class_<Graphic3d_GraphicDriverFactory ,opencascade::handle<Graphic3d_GraphicDriverFactory> ,Py_Graphic3d_GraphicDriverFactory , Standard_Transient >(m,"Graphic3d_GraphicDriverFactory",R"#(This class for creation of Graphic3d_GraphicDriver.This class for creation of Graphic3d_GraphicDriver.)#");
preregister_template_NCollection_List<opencascade::handle<Graphic3d_GraphicDriverFactory>>(m,"Graphic3d_GraphicDriverFactoryList");
py::class_<Graphic3d_Group ,opencascade::handle<Graphic3d_Group> ,Py_Graphic3d_Group , Standard_Transient >(m,"Graphic3d_Group",R"#(This class allows the definition of groups of primitives inside of graphic objects (presentations). A group contains the primitives and attributes for which the range is limited to this group. The primitives of a group can be globally suppressed.This class allows the definition of groups of primitives inside of graphic objects (presentations). A group contains the primitives and attributes for which the range is limited to this group. The primitives of a group can be globally suppressed.)#");
py::class_<Graphic3d_HatchStyle ,opencascade::handle<Graphic3d_HatchStyle> , Standard_Transient >(m,"Graphic3d_HatchStyle",R"#(A class that provides an API to use standard OCCT hatch styles defined in Aspect_HatchStyle enum or to create custom styles from a user-defined bitmapA class that provides an API to use standard OCCT hatch styles defined in Aspect_HatchStyle enum or to create custom styles from a user-defined bitmap)#");
py::class_<Graphic3d_Layer ,opencascade::handle<Graphic3d_Layer> , Standard_Transient >(m,"Graphic3d_Layer",R"#(Presentations list sorted within priorities.)#");
py::class_<Graphic3d_LightSet ,opencascade::handle<Graphic3d_LightSet> , Standard_Transient >(m,"Graphic3d_LightSet",R"#(Class defining the set of light sources.Class defining the set of light sources.)#");
py::class_<Graphic3d_MarkerImage ,opencascade::handle<Graphic3d_MarkerImage> , Standard_Transient >(m,"Graphic3d_MarkerImage",R"#(This class is used to store bitmaps and images for markers rendering. It can convert bitmap texture stored in TColStd_HArray1OfByte to Image_PixMap and vice versa.This class is used to store bitmaps and images for markers rendering. It can convert bitmap texture stored in TColStd_HArray1OfByte to Image_PixMap and vice versa.)#");
preregister_template_NCollection_Mat4<Standard_ShortReal>(m,"Graphic3d_Mat4");
preregister_template_NCollection_Mat4<Standard_Real>(m,"Graphic3d_Mat4d");
py::class_<Graphic3d_PresentationAttributes ,opencascade::handle<Graphic3d_PresentationAttributes> , Standard_Transient >(m,"Graphic3d_PresentationAttributes",R"#(Class defines presentation properties.Class defines presentation properties.)#");
preregister_template_NCollection_Sequence<opencascade::handle<Graphic3d_Group>>(m,"Graphic3d_SequenceOfGroup");
py::class_<Graphic3d_SequenceOfHClipPlane ,opencascade::handle<Graphic3d_SequenceOfHClipPlane> , Standard_Transient >(m,"Graphic3d_SequenceOfHClipPlane",R"#(Class defines a Clipping Volume as a logical OR (disjunction) operation between Graphic3d_ClipPlane in sequence. Each Graphic3d_ClipPlane represents either a single Plane clipping a halfspace (direction is specified by normal), or a sub-chain of planes defining a logical AND (conjunction) operation. Therefore, this collection allows defining a Clipping Volume through the limited set of Boolean operations between clipping Planes.Class defines a Clipping Volume as a logical OR (disjunction) operation between Graphic3d_ClipPlane in sequence. Each Graphic3d_ClipPlane represents either a single Plane clipping a halfspace (direction is specified by normal), or a sub-chain of planes defining a logical AND (conjunction) operation. Therefore, this collection allows defining a Clipping Volume through the limited set of Boolean operations between clipping Planes.)#");
preregister_template_NCollection_Sequence<opencascade::handle<Graphic3d_Structure>>(m,"Graphic3d_SequenceOfStructure");
py::class_<Graphic3d_ShaderAttribute ,opencascade::handle<Graphic3d_ShaderAttribute> , Standard_Transient >(m,"Graphic3d_ShaderAttribute",R"#(Describes custom vertex shader attribute.Describes custom vertex shader attribute.)#");
preregister_template_NCollection_Sequence<opencascade::handle<Graphic3d_ShaderAttribute>>(m,"Graphic3d_ShaderAttributeList");
py::class_<Graphic3d_ShaderManager ,opencascade::handle<Graphic3d_ShaderManager> , Standard_Transient >(m,"Graphic3d_ShaderManager",R"#(This class is responsible for generation of shader programs.)#");
py::class_<Graphic3d_ShaderObject ,opencascade::handle<Graphic3d_ShaderObject> , Standard_Transient >(m,"Graphic3d_ShaderObject",R"#(This class is responsible for managing shader objects.This class is responsible for managing shader objects.)#");
preregister_template_NCollection_Sequence<opencascade::handle<Graphic3d_ShaderObject>>(m,"Graphic3d_ShaderObjectList");
py::class_<Graphic3d_ShaderProgram ,opencascade::handle<Graphic3d_ShaderProgram> , Standard_Transient >(m,"Graphic3d_ShaderProgram",R"#(This class is responsible for managing shader programs.This class is responsible for managing shader programs.)#");
py::class_<Graphic3d_ShaderVariable ,opencascade::handle<Graphic3d_ShaderVariable> , Standard_Transient >(m,"Graphic3d_ShaderVariable",R"#(Describes custom uniform shader variable.Describes custom uniform shader variable.)#");
preregister_template_NCollection_Sequence<opencascade::handle<Graphic3d_ShaderVariable>>(m,"Graphic3d_ShaderVariableList");
py::class_<Graphic3d_Structure ,opencascade::handle<Graphic3d_Structure> , Standard_Transient >(m,"Graphic3d_Structure",R"#(This class allows the definition a graphic object. This graphic structure can be displayed, erased, or highlighted. This graphic structure can be connected with another graphic structure.This class allows the definition a graphic object. This graphic structure can be displayed, erased, or highlighted. This graphic structure can be connected with another graphic structure.)#");
py::class_<Graphic3d_StructureManager ,opencascade::handle<Graphic3d_StructureManager> , Standard_Transient >(m,"Graphic3d_StructureManager",R"#(This class allows the definition of a manager to which the graphic objects are associated. It allows them to be globally manipulated. It defines the global attributes. Keywords: Structure, Structure Manager, Update Mode, Destroy, Highlight, VisibleThis class allows the definition of a manager to which the graphic objects are associated. It allows them to be globally manipulated. It defines the global attributes. Keywords: Structure, Structure Manager, Update Mode, Destroy, Highlight, Visible)#");
py::class_<Graphic3d_Text ,opencascade::handle<Graphic3d_Text> , Standard_Transient >(m,"Graphic3d_Text",R"#(This class allows the definition of a text object for display. The text might be defined in one of ways, using: - text value and position, - text value, orientation and the state whether the text uses position as point of attach. - text formatter. Formatter contains text, height and alignment parameter.This class allows the definition of a text object for display. The text might be defined in one of ways, using: - text value and position, - text value, orientation and the state whether the text uses position as point of attach. - text formatter. Formatter contains text, height and alignment parameter.)#");
py::class_<Graphic3d_TextureParams ,opencascade::handle<Graphic3d_TextureParams> , Standard_Transient >(m,"Graphic3d_TextureParams",R"#(This class describes texture parameters.This class describes texture parameters.)#");
py::class_<Graphic3d_TextureRoot ,opencascade::handle<Graphic3d_TextureRoot> , Standard_Transient >(m,"Graphic3d_TextureRoot",R"#(This is the texture root class enable the dialog with the GraphicDriver allows the loading of texture.This is the texture root class enable the dialog with the GraphicDriver allows the loading of texture.)#");
py::class_<Graphic3d_TextureSet ,opencascade::handle<Graphic3d_TextureSet> , Standard_Transient >(m,"Graphic3d_TextureSet",R"#(Class holding array of textures to be mapped as a set. Textures should be defined in ascending order of texture units within the set.)#");
py::class_<Graphic3d_TransformPers ,opencascade::handle<Graphic3d_TransformPers> , Standard_Transient >(m,"Graphic3d_TransformPers",R"#(Transformation Persistence definition.Transformation Persistence definition.)#");
preregister_template_Graphic3d_UniformValue<Standard_ShortReal>(m,"Graphic3d_UniformFloat");
preregister_template_Graphic3d_UniformValue<Standard_Integer>(m,"Graphic3d_UniformInt");
preregister_template_Graphic3d_UniformValue<Graphic3d_Vec2>(m,"Graphic3d_UniformVec2");
preregister_template_Graphic3d_UniformValue<Graphic3d_Vec3>(m,"Graphic3d_UniformVec3");
preregister_template_NCollection_Vec2<Standard_Character>(m,"Graphic3d_Vec2b");
preregister_template_NCollection_Vec2<Standard_Real>(m,"Graphic3d_Vec2d");
preregister_template_NCollection_Vec2<Standard_Integer>(m,"Graphic3d_Vec2i");
preregister_template_NCollection_Vec2<Standard_Byte>(m,"Graphic3d_Vec2ub");
preregister_template_NCollection_Vec3<Standard_Character>(m,"Graphic3d_Vec3b");
preregister_template_NCollection_Vec3<Standard_Integer>(m,"Graphic3d_Vec3i");
preregister_template_NCollection_Vec3<Standard_Byte>(m,"Graphic3d_Vec3ub");
preregister_template_NCollection_Vec4<Standard_ShortReal>(m,"Graphic3d_Vec4");
preregister_template_NCollection_Vec4<Standard_Character>(m,"Graphic3d_Vec4b");
preregister_template_NCollection_Vec4<Standard_Real>(m,"Graphic3d_Vec4d");
preregister_template_NCollection_Vec4<Standard_Integer>(m,"Graphic3d_Vec4i");
preregister_template_NCollection_Vec4<Standard_Byte>(m,"Graphic3d_Vec4ub");
py::class_<Graphic3d_ViewAffinity ,opencascade::handle<Graphic3d_ViewAffinity> , Standard_Transient >(m,"Graphic3d_ViewAffinity",R"#(Structure display state.Structure display state.)#");
py::class_<Graphic3d_ArrayOfPoints ,opencascade::handle<Graphic3d_ArrayOfPoints> , Graphic3d_ArrayOfPrimitives >(m,"Graphic3d_ArrayOfPoints",R"#(Contains points array definition.Contains points array definition.)#");
py::class_<Graphic3d_ArrayOfPolygons ,opencascade::handle<Graphic3d_ArrayOfPolygons> , Graphic3d_ArrayOfPrimitives >(m,"Graphic3d_ArrayOfPolygons",R"#(Contains polygons array definition. WARNING! Polygon primitives might be unsupported by graphics library. Triangulation should be used instead of quads for better compatibility.Contains polygons array definition. WARNING! Polygon primitives might be unsupported by graphics library. Triangulation should be used instead of quads for better compatibility.)#");
py::class_<Graphic3d_ArrayOfPolylines ,opencascade::handle<Graphic3d_ArrayOfPolylines> , Graphic3d_ArrayOfPrimitives >(m,"Graphic3d_ArrayOfPolylines",R"#(Contains polylines array definition.Contains polylines array definition.)#");
py::class_<Graphic3d_ArrayOfQuadrangleStrips ,opencascade::handle<Graphic3d_ArrayOfQuadrangleStrips> , Graphic3d_ArrayOfPrimitives >(m,"Graphic3d_ArrayOfQuadrangleStrips",R"#(Contains quadrangles strip array definition. WARNING! Quadrangle primitives might be unsupported by graphics library. Triangulation should be used instead of quads for better compatibility.Contains quadrangles strip array definition. WARNING! Quadrangle primitives might be unsupported by graphics library. Triangulation should be used instead of quads for better compatibility.)#");
py::class_<Graphic3d_ArrayOfQuadrangles ,opencascade::handle<Graphic3d_ArrayOfQuadrangles> , Graphic3d_ArrayOfPrimitives >(m,"Graphic3d_ArrayOfQuadrangles",R"#(Contains quadrangles array definition. WARNING! Quadrangle primitives might be unsupported by graphics library. Triangulation should be used instead of quads for better compatibility.Contains quadrangles array definition. WARNING! Quadrangle primitives might be unsupported by graphics library. Triangulation should be used instead of quads for better compatibility.)#");
py::class_<Graphic3d_ArrayOfSegments ,opencascade::handle<Graphic3d_ArrayOfSegments> , Graphic3d_ArrayOfPrimitives >(m,"Graphic3d_ArrayOfSegments",R"#(Contains segments array definition.Contains segments array definition.)#");
py::class_<Graphic3d_ArrayOfTriangleFans ,opencascade::handle<Graphic3d_ArrayOfTriangleFans> , Graphic3d_ArrayOfPrimitives >(m,"Graphic3d_ArrayOfTriangleFans",R"#(Contains triangles fan array definitionContains triangles fan array definition)#");
py::class_<Graphic3d_ArrayOfTriangleStrips ,opencascade::handle<Graphic3d_ArrayOfTriangleStrips> , Graphic3d_ArrayOfPrimitives >(m,"Graphic3d_ArrayOfTriangleStrips",R"#(Contains triangles strip array definition.Contains triangles strip array definition.)#");
py::class_<Graphic3d_ArrayOfTriangles ,opencascade::handle<Graphic3d_ArrayOfTriangles> , Graphic3d_ArrayOfPrimitives >(m,"Graphic3d_ArrayOfTriangles",R"#(Contains triangles array definitionContains triangles array definition)#");
py::class_<Graphic3d_AspectFillArea3d ,opencascade::handle<Graphic3d_AspectFillArea3d> , Graphic3d_Aspects >(m,"Graphic3d_AspectFillArea3d",R"#(This class defines graphic attributes for opaque 3d primitives (polygons, triangles, quadrilaterals).This class defines graphic attributes for opaque 3d primitives (polygons, triangles, quadrilaterals).)#");
py::class_<Graphic3d_AspectLine3d ,opencascade::handle<Graphic3d_AspectLine3d> , Graphic3d_Aspects >(m,"Graphic3d_AspectLine3d",R"#(Creates and updates a group of attributes for 3d line primitives. This group contains the color, the type of line, and its thickness.Creates and updates a group of attributes for 3d line primitives. This group contains the color, the type of line, and its thickness.)#");
py::class_<Graphic3d_AspectMarker3d ,opencascade::handle<Graphic3d_AspectMarker3d> , Graphic3d_Aspects >(m,"Graphic3d_AspectMarker3d",R"#(Creates and updates an attribute group for marker type primitives. This group contains the type of marker, its color, and its scale factor.Creates and updates an attribute group for marker type primitives. This group contains the type of marker, its color, and its scale factor.)#");
py::class_<Graphic3d_AspectText3d ,opencascade::handle<Graphic3d_AspectText3d> , Graphic3d_Aspects >(m,"Graphic3d_AspectText3d",R"#(Creates and updates a group of attributes for text primitives.Creates and updates a group of attributes for text primitives.)#");
py::class_<Graphic3d_AttribBuffer ,opencascade::handle<Graphic3d_AttribBuffer> , Graphic3d_Buffer >(m,"Graphic3d_AttribBuffer",R"#(Buffer of vertex attributes. This class is intended for advanced usage allowing invalidation of entire buffer content or its sub-part.)#");
py::class_<Graphic3d_CView ,opencascade::handle<Graphic3d_CView> ,Py_Graphic3d_CView , Graphic3d_DataStructureManager >(m,"Graphic3d_CView",R"#(Base class of a graphical view that carries out rendering process for a concrete implementation of graphical driver. Provides virtual interfaces for redrawing its contents, management of displayed structures and render settings. The source code of the class itself implements functionality related to management of computed (HLR or "view-dependent") structures.Base class of a graphical view that carries out rendering process for a concrete implementation of graphical driver. Provides virtual interfaces for redrawing its contents, management of displayed structures and render settings. The source code of the class itself implements functionality related to management of computed (HLR or "view-dependent") structures.Base class of a graphical view that carries out rendering process for a concrete implementation of graphical driver. Provides virtual interfaces for redrawing its contents, management of displayed structures and render settings. The source code of the class itself implements functionality related to management of computed (HLR or "view-dependent") structures.)#");
py::class_<Graphic3d_IndexBuffer ,opencascade::handle<Graphic3d_IndexBuffer> , Graphic3d_Buffer >(m,"Graphic3d_IndexBuffer",R"#(Index buffer.Index buffer.)#");
py::class_<Graphic3d_MediaTextureSet ,opencascade::handle<Graphic3d_MediaTextureSet> , Graphic3d_TextureSet >(m,"Graphic3d_MediaTextureSet",R"#(Texture adapter for Media_Frame.)#");
py::class_<Graphic3d_TextureEnv ,opencascade::handle<Graphic3d_TextureEnv> , Graphic3d_TextureRoot >(m,"Graphic3d_TextureEnv",R"#(This class provides environment texture.This class provides environment texture.This class provides environment texture.)#");
py::class_<Graphic3d_TextureMap ,opencascade::handle<Graphic3d_TextureMap> , Graphic3d_TextureRoot >(m,"Graphic3d_TextureMap",R"#(This is an abstract class for managing texture applyable on polygons.This is an abstract class for managing texture applyable on polygons.)#");
py::class_<Graphic3d_TransformPersScaledAbove ,opencascade::handle<Graphic3d_TransformPersScaledAbove> , Graphic3d_TransformPers >(m,"Graphic3d_TransformPersScaledAbove",R"#(Transformation Zoom persistence with the above boundary of scale. This persistence works only when the camera scale value is below the scale value of this persistence. Otherwise, no persistence is applied.Transformation Zoom persistence with the above boundary of scale. This persistence works only when the camera scale value is below the scale value of this persistence. Otherwise, no persistence is applied.)#");
preregister_template_Graphic3d_UniformValue<Graphic3d_Vec2i>(m,"Graphic3d_UniformVec2i");
preregister_template_Graphic3d_UniformValue<Graphic3d_Vec3i>(m,"Graphic3d_UniformVec3i");
preregister_template_Graphic3d_UniformValue<Graphic3d_Vec4>(m,"Graphic3d_UniformVec4");
preregister_template_Graphic3d_UniformValue<Graphic3d_Vec4i>(m,"Graphic3d_UniformVec4i");
py::class_<Graphic3d_CubeMap ,opencascade::handle<Graphic3d_CubeMap> ,Py_Graphic3d_CubeMap , Graphic3d_TextureMap >(m,"Graphic3d_CubeMap",R"#(Base class for cubemaps. It is iterator over cubemap sides.Base class for cubemaps. It is iterator over cubemap sides.)#");
py::class_<Graphic3d_MutableIndexBuffer ,opencascade::handle<Graphic3d_MutableIndexBuffer> , Graphic3d_IndexBuffer >(m,"Graphic3d_MutableIndexBuffer",R"#(Mutable index buffer.)#");
py::class_<Graphic3d_Texture1D ,opencascade::handle<Graphic3d_Texture1D> , Graphic3d_TextureMap >(m,"Graphic3d_Texture1D",R"#(This is an abstract class for managing 1D textures.This is an abstract class for managing 1D textures.This is an abstract class for managing 1D textures.)#");
py::class_<Graphic3d_Texture2D ,opencascade::handle<Graphic3d_Texture2D> , Graphic3d_TextureMap >(m,"Graphic3d_Texture2D",R"#(This abstract class for managing 2D texturesThis abstract class for managing 2D textures)#");
py::class_<Graphic3d_Texture3D ,opencascade::handle<Graphic3d_Texture3D> , Graphic3d_TextureMap >(m,"Graphic3d_Texture3D",R"#(This abstract class for managing 3D textures.)#");
py::class_<Graphic3d_CubeMapPacked ,opencascade::handle<Graphic3d_CubeMapPacked> , Graphic3d_CubeMap >(m,"Graphic3d_CubeMapPacked",R"#(Class is intended to process cubemap packed into single image plane.Class is intended to process cubemap packed into single image plane.)#");
py::class_<Graphic3d_CubeMapSeparate ,opencascade::handle<Graphic3d_CubeMapSeparate> , Graphic3d_CubeMap >(m,"Graphic3d_CubeMapSeparate",R"#(Class to manage cubemap located in six different images.Class to manage cubemap located in six different images.)#");
py::class_<Graphic3d_MediaTexture ,opencascade::handle<Graphic3d_MediaTexture> , Graphic3d_Texture2D >(m,"Graphic3d_MediaTexture",R"#(Texture adapter for Media_Frame.)#");
py::class_<Graphic3d_Texture1Dmanual ,opencascade::handle<Graphic3d_Texture1Dmanual> , Graphic3d_Texture1D >(m,"Graphic3d_Texture1Dmanual",R"#(This class provides the implementation of a manual 1D texture. you MUST provide texture coordinates on your facets if you want to see your texture.This class provides the implementation of a manual 1D texture. you MUST provide texture coordinates on your facets if you want to see your texture.)#");
py::class_<Graphic3d_Texture1Dsegment ,opencascade::handle<Graphic3d_Texture1Dsegment> , Graphic3d_Texture1D >(m,"Graphic3d_Texture1Dsegment",R"#(This class provides the implementation of a 1D texture applyable along a segment. You might use the SetSegment() method to set the way the texture is "stretched" on facets.This class provides the implementation of a 1D texture applyable along a segment. You might use the SetSegment() method to set the way the texture is "stretched" on facets.This class provides the implementation of a 1D texture applyable along a segment. You might use the SetSegment() method to set the way the texture is "stretched" on facets.)#");
py::class_<Graphic3d_Texture2Dplane ,opencascade::handle<Graphic3d_Texture2Dplane> , Graphic3d_Texture2D >(m,"Graphic3d_Texture2Dplane",R"#(This class allows the management of a 2D texture defined from a plane equation Use the SetXXX() methods for positioning the texture as you want.This class allows the management of a 2D texture defined from a plane equation Use the SetXXX() methods for positioning the texture as you want.This class allows the management of a 2D texture defined from a plane equation Use the SetXXX() methods for positioning the texture as you want.)#");
};
// user-defined post-inclusion per module
// user-defined post
|