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Replacing french comments by english one
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@@ -2,12 +2,6 @@
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// Created: Fri Dec 20 17:18:37 1996
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// Author: Robert COUBLANC
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// <rob@robox.paris1.matra-dtv.fr>
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// Modified: Christiane ARMAND: 5/05/97: dans le compute on prend en
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// compte le cas des objets infinis
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// ROB : introduction des primitives connectees
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// Pour le calcul des faces sensibles...
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// oct-03-97 ROB : en fonction du type de shapes, on change les coeffs de polygonisation...
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// (correction du Pb des cercles pas assez discretises...)
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#define BUC60577 //GG_191099 Draw correct bounding box and Menage ...
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@@ -241,7 +235,7 @@ void AIS_Shape::Compute(const Handle(PrsMgr_PresentationManager3d)& /*aPresentat
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}
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if (IsInfinite()) aPrs->SetInfiniteState(Standard_True); //pas de prise en compte lors du FITALL
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if (IsInfinite()) aPrs->SetInfiniteState(Standard_True); //not taken in account duting FITALL
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switch (aMode) {
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case 0:{
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try { OCC_CATCH_SIGNALS StdPrs_WFDeflectionShape::Add(aPrs,myshape,myDrawer); }
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@@ -250,7 +244,7 @@ void AIS_Shape::Compute(const Handle(PrsMgr_PresentationManager3d)& /*aPresentat
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cout << "AIS_Shape::Compute() failed"<< endl;
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#endif
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cout << "a Shape should be incorrect : No Compute can be maked on it "<< endl;
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// on calcule une presentation de la boite englobante
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// presentation of the bounding box is calculated
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// Compute(aPresentationManager,aPrs,2);
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}
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break;
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@@ -275,7 +269,7 @@ void AIS_Shape::Compute(const Handle(PrsMgr_PresentationManager3d)& /*aPresentat
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BRepTools::Clean(myshape);
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}
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//shading seulement a partir de face...
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//shading only on face...
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if ((Standard_Integer) myshape.ShapeType()>4)
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StdPrs_WFDeflectionShape::Add(aPrs,myshape,myDrawer);
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else {
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@@ -306,7 +300,7 @@ void AIS_Shape::Compute(const Handle(PrsMgr_PresentationManager3d)& /*aPresentat
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}
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case 2:
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{
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// boite englobante
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// bounding box
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if (IsInfinite()) StdPrs_WFDeflectionShape::Add(aPrs,myshape,myDrawer);
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else DisplayBox(aPrs,BoundingBox(),myDrawer);
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}
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@@ -379,7 +373,7 @@ void AIS_Shape::Compute(const Handle(Prs3d_Projector)& aProjector,
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Aspect_TypeOfDeflection prevdef = defdrawer->TypeOfDeflection();
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defdrawer->SetTypeOfDeflection(Aspect_TOD_RELATIVE);
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// coefficients pour le calcul
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// coefficients for calculation
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Standard_Real prevangle, newangle ,prevcoeff,newcoeff ;
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if (OwnHLRDeviationAngle(newangle,prevangle) || OwnHLRDeviationCoefficient(newcoeff, prevcoeff))
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@@ -486,7 +480,7 @@ void AIS_Shape::ComputeSelection(const Handle(SelectMgr_Selection)& aSelection,
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#else
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TopExp_Explorer anExplor (myshape, TopAbs_VERTEX);
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#endif
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if (!anExplor.More()) // Shape vide -> Assemblage vide.
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if (!anExplor.More()) // empty Shape -> empty Assembly.
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return;
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}
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@@ -500,12 +494,12 @@ void AIS_Shape::ComputeSelection(const Handle(SelectMgr_Selection)& aSelection,
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}
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#endif
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// POP on protege contre un plantage dans les couches basses
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// POP protection against crash in low layers
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Standard_Real aDeflection = myDrawer->MaximalChordialDeviation();
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if (myDrawer->TypeOfDeflection() == Aspect_TOD_RELATIVE)
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{
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// On calcule la fleche en fonction des min max globaux de la piece:
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// Vector is calculated depending on global min max of the part:
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Bnd_Box aBndBox; //= BoundingBox(); ?
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BRepBndLib::Add (shape, aBndBox);
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if (!aBndBox.IsVoid())
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@@ -583,7 +577,7 @@ void AIS_Shape::SetColor(const Quantity_Color &aCol)
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myOwnColor = aCol;
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if(!myDrawer->HasShadingAspect()){
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Handle(Prs3d_ShadingAspect) asp = new Prs3d_ShadingAspect();
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// recuperons le materiau reference...
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// retrieve the reference materials...
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if(myDrawer->HasLink()){
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const Handle(Prs3d_Drawer)& refdr = myDrawer->Link();
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Graphic3d_MaterialAspect theRefMat =
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@@ -611,7 +605,7 @@ void AIS_Shape::SetColor(const Quantity_Color &aCol)
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myDrawer->SetUnFreeBoundaryAspect(new Prs3d_LineAspect(aCol,Aspect_TOL_SOLID,WW));
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myDrawer->SetSeenLineAspect(new Prs3d_LineAspect(aCol,Aspect_TOL_SOLID,WW));
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// modif du shading rapide...
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// fast shading modification...
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if(!GetContext().IsNull()){
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if( GetContext()->MainPrsMgr()->HasPresentation(this,1)){
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Handle(Prs3d_Presentation) P = GetContext()->MainPrsMgr()->CastPresentation(this,1)->Presentation();
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@@ -623,13 +617,6 @@ void AIS_Shape::SetColor(const Quantity_Color &aCol)
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#else
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a4bis->SetInteriorColor(Quantity_Color(aCol)); // Already done above in SetColor(...)
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//***test rob : pour avoir la vraie couleur demandee en shading ***
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// mais du coup, le shading est "plat" ...****
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// Graphic3d_MaterialAspect FMAT = a4bis->FrontMaterial();
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// FMAT.SetColor(Quantity_Color(aCol));
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// a4bis->SetFrontMaterial(FMAT);
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//******
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P->SetPrimitivesAspect(myDrawer->ShadingAspect()->Aspect());
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G->SetGroupPrimitivesAspect(myDrawer->ShadingAspect()->Aspect());
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#endif
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@@ -646,7 +633,6 @@ void AIS_Shape::SetColor(const Quantity_Color &aCol)
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void AIS_Shape::UnsetColor()
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{
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// Evitons les stupidites...
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if(!HasColor() ){ myToRecomputeModes.Clear();
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return;}
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@@ -757,8 +743,8 @@ void AIS_Shape::SetWidth(const Standard_Real W)
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#endif
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}
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myOwnWidth = W;
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LoadRecomputable(0); // signifier qu'il faut recalculer uniquement le wireframe....
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LoadRecomputable(2); // et la boite englobante...
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LoadRecomputable(0); // means that it is necessary to recompute only the wireframe....
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LoadRecomputable(2); // and the bounding box...
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}
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@@ -817,7 +803,7 @@ void AIS_Shape::SetMaterial(const Graphic3d_NameOfMaterial aMat)
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G->SetGroupPrimitivesAspect(a4bis);
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}
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}
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myRecomputeEveryPrs =Standard_False; // aucun mode a recalculer :uniquement update viewer
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myRecomputeEveryPrs =Standard_False; // no mode to recalculate :only viewer update
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myToRecomputeModes.Clear();
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}
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//=======================================================================
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@@ -845,7 +831,7 @@ void AIS_Shape::SetMaterial(const Graphic3d_MaterialAspect& aMat)
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G->SetGroupPrimitivesAspect(a4bis);
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}
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}
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myRecomputeEveryPrs =Standard_False; // aucun mode a recalculer :uniquement update viewer
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myRecomputeEveryPrs =Standard_False; // no mode to recalculate :only viewer update
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myToRecomputeModes.Clear();
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}
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@@ -887,7 +873,7 @@ void AIS_Shape::UnsetMaterial()
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G->SetGroupPrimitivesAspect(a4bis);
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}
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}
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myRecomputeEveryPrs =Standard_False; // aucun mode a recalculer :uniquement update viewer
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myRecomputeEveryPrs =Standard_False; // no mode to recalculate :only viewer update
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myToRecomputeModes.Clear();
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}
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@@ -920,7 +906,7 @@ void AIS_Shape::SetTransparency(const Standard_Real AValue)
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G->SetGroupPrimitivesAspect(a4bis);
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}
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}
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myRecomputeEveryPrs =Standard_False; // aucun mode a recalculer :uniquement update viewer
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myRecomputeEveryPrs =Standard_False; // no mode to recalculate :only viewer update
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myToRecomputeModes.Clear();
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}
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@@ -956,7 +942,7 @@ void AIS_Shape::UnsetTransparency()
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#endif
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}
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}
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myRecomputeEveryPrs =Standard_False; // aucun mode a recalculer :uniquement update viewer
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myRecomputeEveryPrs =Standard_False; // no mode to recalculate :only viewer update
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myToRecomputeModes.Clear();
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}
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@@ -983,7 +969,7 @@ const Bnd_Box& AIS_Shape::BoundingBox()
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#else
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TopExp_Explorer anExplor (myshape, TopAbs_VERTEX);
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#endif
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if (!anExplor.More()) { // Shape vide -> Assemblage vide.
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if (!anExplor.More()) { // empty Shape -> empty Assembly.
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myBB.SetVoid();
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return myBB;
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}
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