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Automatic upgrade of OCCT code by command "occt_upgrade . -nocdl": - WOK-generated header files from inc and sources from drv are moved to src - CDL files removed - All packages are converted to nocdlpack
679 lines
23 KiB
C++
679 lines
23 KiB
C++
// Created on: 1996-12-18
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// Created by: Robert COUBLANC
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// Copyright (c) 1996-1999 Matra Datavision
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// Copyright (c) 1999-2014 OPEN CASCADE SAS
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//
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// This file is part of Open CASCADE Technology software library.
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//
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// This library is free software; you can redistribute it and/or modify it under
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// the terms of the GNU Lesser General Public License version 2.1 as published
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// by the Free Software Foundation, with special exception defined in the file
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// OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
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// distribution for complete text of the license and disclaimer of any warranty.
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//
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// Alternatively, this file may be used under the terms of Open CASCADE
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// commercial license or contractual agreement.
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// Modified : 22/03/04 ; SAN : OCC4895 High-level interface for controlling polygon offsets
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#include <AIS_GraphicTool.hxx>
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#include <AIS_InteractiveContext.hxx>
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#include <AIS_InteractiveObject.hxx>
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#include <Aspect_PolygonOffsetMode.hxx>
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#include <Bnd_Box.hxx>
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#include <Graphic3d_AspectFillArea3d.hxx>
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#include <Graphic3d_AspectLine3d.hxx>
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#include <Graphic3d_AspectMarker3d.hxx>
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#include <Graphic3d_AspectText3d.hxx>
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#include <Graphic3d_BndBox4f.hxx>
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#include <Graphic3d_CStructure.hxx>
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#include <Graphic3d_Group.hxx>
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#include <Graphic3d_MaterialAspect.hxx>
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#include <Graphic3d_Structure.hxx>
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#include <Prs3d_BasicAspect.hxx>
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#include <Prs3d_LineAspect.hxx>
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#include <Prs3d_PointAspect.hxx>
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#include <Prs3d_Presentation.hxx>
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#include <Prs3d_Root.hxx>
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#include <Prs3d_ShadingAspect.hxx>
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#include <Prs3d_TextAspect.hxx>
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#include <PrsMgr_ModedPresentation.hxx>
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#include <PrsMgr_PresentationManager3d.hxx>
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#include <Quantity_Color.hxx>
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#include <Standard_Transient.hxx>
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#include <Standard_Type.hxx>
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#include <TColStd_ListIteratorOfListOfInteger.hxx>
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//=======================================================================
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//function : AIS_InteractiveObject
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//purpose :
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//=======================================================================
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AIS_InteractiveObject::
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AIS_InteractiveObject(const PrsMgr_TypeOfPresentation3d aTypeOfPresentation3d):
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SelectMgr_SelectableObject(aTypeOfPresentation3d),
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myTransparency(0.),
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myOwnColor(Quantity_NOC_WHITE),
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myOwnMaterial(Graphic3d_NOM_DEFAULT),
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myHilightMode(-1),
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myOwnWidth(0.0),
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myInfiniteState(Standard_False),
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hasOwnColor(Standard_False),
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hasOwnMaterial(Standard_False),
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myCurrentFacingModel(Aspect_TOFM_BOTH_SIDE),
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myRecomputeEveryPrs(Standard_True),
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myCTXPtr(NULL),
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mySelPriority(-1),
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myDisplayMode (-1),
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mySelectionMode(0),
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mystate(0)
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{
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Handle (AIS_InteractiveContext) Bid;
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myCTXPtr = Bid.operator->();
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SetCurrentFacingModel();
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}
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//=======================================================================
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//function : Redisplay
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//purpose :
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//=======================================================================
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void AIS_InteractiveObject::Redisplay (const Standard_Boolean AllModes)
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{
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if (myCTXPtr == NULL)
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return;
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myCTXPtr->Redisplay (this, Standard_False, AllModes);
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}
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//=======================================================================
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//function : Type
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//purpose :
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//=======================================================================
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AIS_KindOfInteractive AIS_InteractiveObject::Type() const
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{return AIS_KOI_None;}
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//=======================================================================
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//function : Signature
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//purpose :
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//=======================================================================
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Standard_Integer AIS_InteractiveObject::Signature() const
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{return -1;}
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//=======================================================================
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//function : RecomputeEveryPrs
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//purpose :
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//=======================================================================
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Standard_Boolean AIS_InteractiveObject::RecomputeEveryPrs() const
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{return myRecomputeEveryPrs;}
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//=======================================================================
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//function :
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//purpose :
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//=======================================================================
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Standard_Boolean AIS_InteractiveObject::HasInteractiveContext() const
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{
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Handle (AIS_InteractiveContext) aNull;
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return (myCTXPtr != aNull.operator->());
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}
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//=======================================================================
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//function :
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//purpose :
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//=======================================================================
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Handle(AIS_InteractiveContext) AIS_InteractiveObject::GetContext() const
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{
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return myCTXPtr;
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}
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//=======================================================================
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//function :
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//purpose :
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//=======================================================================
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void AIS_InteractiveObject::SetContext(const Handle(AIS_InteractiveContext)& aCtx)
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{
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myCTXPtr = aCtx.operator->();
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if( aCtx.IsNull())
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return;
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myDrawer->Link(aCtx->DefaultDrawer());
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}
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//=======================================================================
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//function :
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//purpose :
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//=======================================================================
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Standard_Boolean AIS_InteractiveObject::HasOwner() const
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{
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return (!myOwner.IsNull());
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}
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//=======================================================================
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//function :
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//purpose :
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//=======================================================================
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void AIS_InteractiveObject::ClearOwner()
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{
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myOwner.Nullify();
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}
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//=======================================================================
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//function :
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//purpose :
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//=======================================================================
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Standard_Boolean AIS_InteractiveObject::HasUsers() const
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{
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return (!myUsers.IsEmpty());
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}
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//=======================================================================
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//function :
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//purpose :
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//=======================================================================
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void AIS_InteractiveObject::AddUser(const Handle(Standard_Transient)& aUser)
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{
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myUsers.Append(aUser);
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}
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//=======================================================================
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//function :
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//purpose :
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//=======================================================================
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void AIS_InteractiveObject::ClearUsers()
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{
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myUsers.Clear();
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}
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//=======================================================================
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//function :
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//purpose :
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//=======================================================================
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void AIS_InteractiveObject::SetDisplayMode(const Standard_Integer aMode)
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{
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if( AcceptDisplayMode(aMode) )
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myDisplayMode = aMode;
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}
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//=======================================================================
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//function :
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//purpose :
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//=======================================================================
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void AIS_InteractiveObject::SetSelectionMode(const Standard_Integer aMode)
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{
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mySelectionMode = aMode;
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}
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//=======================================================================
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//function :
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//purpose :
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//=======================================================================
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void AIS_InteractiveObject::SetCurrentFacingModel(const Aspect_TypeOfFacingModel aModel) {
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myCurrentFacingModel = aModel;
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}
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//=======================================================================
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//function : CurrentFacingModel
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//purpose :
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//=======================================================================
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Aspect_TypeOfFacingModel AIS_InteractiveObject::CurrentFacingModel() const {
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return myCurrentFacingModel;
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}
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//=======================================================================
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//function : SetColor
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//purpose :
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//=======================================================================
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void AIS_InteractiveObject::SetColor(const Quantity_NameOfColor aColor)
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{
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SetColor(Quantity_Color(aColor));
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}
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//=======================================================================
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//function : SetColor
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//purpose :
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//=======================================================================
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void AIS_InteractiveObject::SetColor(const Quantity_Color &aColor)
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{
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myOwnColor = aColor;
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hasOwnColor = Standard_True;
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}
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//=======================================================================
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//function : UnsetColor
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//purpose :
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//=======================================================================
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void AIS_InteractiveObject::UnsetColor()
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{
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hasOwnColor = Standard_False;
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}
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//=======================================================================
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//function :
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//purpose :
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//=======================================================================
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void AIS_InteractiveObject::SetWidth(const Standard_Real aValue)
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{
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myOwnWidth = aValue;
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}
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//=======================================================================
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//function :
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//purpose :
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//=======================================================================
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void AIS_InteractiveObject::UnsetWidth()
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{
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myOwnWidth = 0.;
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}
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//=======================================================================
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//function :
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//purpose :
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//=======================================================================
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void AIS_InteractiveObject::SetMaterial(const Graphic3d_NameOfMaterial aName)
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{
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if( HasColor() || IsTransparent() || HasMaterial() )
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{
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myDrawer->ShadingAspect()->SetMaterial(aName);
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}
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else
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{
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myDrawer->SetShadingAspect(new Prs3d_ShadingAspect());
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myDrawer->ShadingAspect()->SetMaterial(aName);
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}
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myOwnMaterial = aName;
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hasOwnMaterial = Standard_True;
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}
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//=======================================================================
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//function : SetMaterial
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//purpose :
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//=======================================================================
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void AIS_InteractiveObject::SetMaterial (const Graphic3d_MaterialAspect& theMaterial)
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{
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if (!HasColor() && !IsTransparent() && !HasMaterial())
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{
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myDrawer->SetShadingAspect (new Prs3d_ShadingAspect);
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}
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myDrawer->ShadingAspect()->SetMaterial (theMaterial);
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hasOwnMaterial = Standard_True;
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}
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//=======================================================================
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//function : UnsetMaterial
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//purpose :
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//=======================================================================
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void AIS_InteractiveObject::UnsetMaterial()
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{
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if (!HasMaterial())
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{
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return;
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}
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if (HasColor() || IsTransparent())
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{
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if(myDrawer->HasLink())
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{
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myDrawer->ShadingAspect()->SetMaterial (AIS_GraphicTool::GetMaterial (myDrawer->Link()));
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}
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if (HasColor())
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{
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SetColor (myOwnColor);
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}
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if (IsTransparent())
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{
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SetTransparency (myTransparency);
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}
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}
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else
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{
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Handle(Prs3d_ShadingAspect) anAspect;
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myDrawer->SetShadingAspect (anAspect);
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}
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hasOwnMaterial = Standard_False;
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}
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//=======================================================================
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//function : SetTransparency
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//purpose :
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//=======================================================================
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void AIS_InteractiveObject::SetTransparency(const Standard_Real aValue)
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{
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if(!HasColor() && !IsTransparent() && !HasMaterial())
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{
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myDrawer->SetShadingAspect(new Prs3d_ShadingAspect());
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if(myDrawer->HasLink())
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myDrawer->ShadingAspect()->SetMaterial(AIS_GraphicTool::GetMaterial(myDrawer->Link()));
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}
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Graphic3d_MaterialAspect FMat = myDrawer->ShadingAspect()->Aspect()->FrontMaterial();
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Graphic3d_MaterialAspect BMat = myDrawer->ShadingAspect()->Aspect()->BackMaterial();
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FMat.SetTransparency(aValue); BMat.SetTransparency(aValue);
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myDrawer->ShadingAspect()->Aspect()->SetFrontMaterial(FMat);
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myDrawer->ShadingAspect()->Aspect()->SetBackMaterial(BMat);
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myTransparency = aValue;
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}
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//=======================================================================
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//function : UnsetTransparency
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//purpose :
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//=======================================================================
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void AIS_InteractiveObject::UnsetTransparency()
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{
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if(HasColor() || HasMaterial() )
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{
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Graphic3d_MaterialAspect FMat = myDrawer->ShadingAspect()->Aspect()->FrontMaterial();
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Graphic3d_MaterialAspect BMat = myDrawer->ShadingAspect()->Aspect()->BackMaterial();
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FMat.SetTransparency(0.); BMat.SetTransparency(0.);
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myDrawer->ShadingAspect()->Aspect()->SetFrontMaterial(FMat);
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myDrawer->ShadingAspect()->Aspect()->SetBackMaterial(BMat);
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}
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else{
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Handle (Prs3d_ShadingAspect) SA;
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myDrawer->SetShadingAspect(SA);
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}
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myTransparency =0.0;
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}
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//=======================================================================
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//function : Transparency
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//purpose :
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//=======================================================================
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Standard_Real AIS_InteractiveObject::Transparency() const
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{
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return (myTransparency<=0.05 ? 0 : myTransparency);
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// Graphic3d_MaterialAspect Mat = myDrawer->ShadingAspect()->Aspect()->FrontMaterial();
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// return Mat.Transparency();
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}
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//=======================================================================
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//function : UnsetAttributes
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//purpose :
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//=======================================================================
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void AIS_InteractiveObject::UnsetAttributes()
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{
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SelectMgr_SelectableObject::UnsetAttributes();
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hasOwnColor = Standard_False;
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hasOwnMaterial = Standard_False;
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myOwnWidth = 0.0;
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myTransparency = 0.0;
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}
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//=======================================================================
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//function :
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//purpose :
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//=======================================================================
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void AIS_InteractiveObject::MustRecomputePrs(const Standard_Integer ) const
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{}
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//=======================================================================
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//function :
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//purpose :
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//=======================================================================
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const TColStd_ListOfInteger& AIS_InteractiveObject::ListOfRecomputeModes() const
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{return myToRecomputeModes;}
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//=======================================================================
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//function :
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//purpose :
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//=======================================================================
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void AIS_InteractiveObject::SetRecomputeOk()
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{myToRecomputeModes.Clear();}
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//=======================================================================
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//function : AcceptDisplayMode
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//purpose :
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//=======================================================================
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Standard_Boolean AIS_InteractiveObject::AcceptDisplayMode(const Standard_Integer ) const
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{return Standard_True;}
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//=======================================================================
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//function : DefaultDisplayMode
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//purpose :
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//=======================================================================
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Standard_Integer AIS_InteractiveObject::DefaultDisplayMode() const
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{return 0;}
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//=======================================================================
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//function : SetInfiniteState
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//purpose :
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//=======================================================================
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void AIS_InteractiveObject::SetInfiniteState(const Standard_Boolean aFlag)
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{
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myInfiniteState = aFlag;
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Handle(Prs3d_Presentation) P;
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for(Standard_Integer i =1; i<=myPresentations.Length();i++)
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{
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P = myPresentations(i).Presentation()->Presentation();
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if(!P.IsNull())
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P->SetInfiniteState(myInfiniteState);
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}
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}
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//=======================================================================
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//function : HasPresentation
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//purpose :
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//=======================================================================
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Standard_Boolean AIS_InteractiveObject::HasPresentation() const
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{
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return !GetContext().IsNull()
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&& GetContext()->MainPrsMgr()->HasPresentation (this, myDisplayMode);
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}
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//=======================================================================
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//function : Presentation
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//purpose :
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//=======================================================================
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Handle(Prs3d_Presentation) AIS_InteractiveObject::Presentation() const
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{
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return HasPresentation()
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? GetContext()->MainPrsMgr()->Presentation (this, myDisplayMode)->Presentation()
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: Handle(Prs3d_Presentation)();
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}
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//=======================================================================
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//function : SetAspect
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//purpose :
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//=======================================================================
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void AIS_InteractiveObject::SetAspect(const Handle(Prs3d_BasicAspect)& anAspect,
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const Standard_Boolean globalChange) {
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if( HasPresentation() ) {
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Handle(Prs3d_Presentation) prs = Presentation();
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{ Handle(Prs3d_ShadingAspect) aspect =
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Handle(Prs3d_ShadingAspect)::DownCast(anAspect);
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if( !aspect.IsNull() ) {
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if( globalChange ) prs->SetPrimitivesAspect(aspect->Aspect());
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Prs3d_Root::CurrentGroup(prs)->SetGroupPrimitivesAspect(aspect->Aspect());
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return;
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}
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}
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{ Handle(Prs3d_LineAspect) aspect =
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Handle(Prs3d_LineAspect)::DownCast(anAspect);
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if( !aspect.IsNull() ) {
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if( globalChange ) prs->SetPrimitivesAspect(aspect->Aspect());
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Prs3d_Root::CurrentGroup(prs)->SetGroupPrimitivesAspect(aspect->Aspect());
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return;
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}
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}
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{ Handle(Prs3d_PointAspect) aspect =
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Handle(Prs3d_PointAspect)::DownCast(anAspect);
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if( !aspect.IsNull() ) {
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if( globalChange ) prs->SetPrimitivesAspect(aspect->Aspect());
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Prs3d_Root::CurrentGroup(prs)->SetGroupPrimitivesAspect(aspect->Aspect());
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return;
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}
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}
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{ Handle(Prs3d_TextAspect) aspect =
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Handle(Prs3d_TextAspect)::DownCast(anAspect);
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if( !aspect.IsNull() ) {
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if( globalChange ) prs->SetPrimitivesAspect(aspect->Aspect());
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Prs3d_Root::CurrentGroup(prs)->SetGroupPrimitivesAspect(aspect->Aspect());
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return;
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}
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}
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}
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}
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//=======================================================================
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//function : SetPolygonOffsets
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//purpose :
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//=======================================================================
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void AIS_InteractiveObject::SetPolygonOffsets(const Standard_Integer aMode,
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const Standard_ShortReal aFactor,
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const Standard_ShortReal aUnits)
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{
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if ( !HasPolygonOffsets() )
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myDrawer->SetShadingAspect(new Prs3d_ShadingAspect());
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myDrawer->ShadingAspect()->Aspect()->SetPolygonOffsets( aMode, aFactor, aUnits );
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// Modify existing presentations
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for (Standard_Integer aPrsIter = 1, n = myPresentations.Length(); aPrsIter <= n; ++aPrsIter)
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{
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const Handle(PrsMgr_Presentation)& aPrs3d = myPresentations (aPrsIter).Presentation();
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if ( !aPrs3d.IsNull() ) {
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const Handle(Graphic3d_Structure)& aStruct = aPrs3d->Presentation();
|
|
if( !aStruct.IsNull() ) {
|
|
aStruct->SetPrimitivesAspect( myDrawer->ShadingAspect()->Aspect() );
|
|
// Workaround for issue 23115: Need to update also groups, because their
|
|
// face aspect ALWAYS overrides the structure's.
|
|
const Graphic3d_SequenceOfGroup& aGroups = aStruct->Groups();
|
|
for (Graphic3d_SequenceOfGroup::Iterator aGroupIter (aGroups); aGroupIter.More(); aGroupIter.Next())
|
|
{
|
|
Handle(Graphic3d_Group)& aGrp = aGroupIter.ChangeValue();
|
|
if (aGrp.IsNull()
|
|
|| !aGrp->IsGroupPrimitivesAspectSet (Graphic3d_ASPECT_FILL_AREA))
|
|
{
|
|
continue;
|
|
}
|
|
|
|
Handle(Graphic3d_AspectFillArea3d) aFaceAsp = new Graphic3d_AspectFillArea3d();
|
|
Handle(Graphic3d_AspectLine3d) aLineAsp = new Graphic3d_AspectLine3d();
|
|
Handle(Graphic3d_AspectMarker3d) aPntAsp = new Graphic3d_AspectMarker3d();
|
|
Handle(Graphic3d_AspectText3d) aTextAsp = new Graphic3d_AspectText3d();
|
|
// TODO: Add methods for retrieving individual aspects from Graphic3d_Group
|
|
aGrp->GroupPrimitivesAspect(aLineAsp, aTextAsp, aPntAsp, aFaceAsp);
|
|
aFaceAsp->SetPolygonOffsets(aMode, aFactor, aUnits);
|
|
aGrp->SetGroupPrimitivesAspect(aFaceAsp);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
//=======================================================================
|
|
//function : HasPolygonOffsets
|
|
//purpose :
|
|
//=======================================================================
|
|
Standard_Boolean AIS_InteractiveObject::HasPolygonOffsets() const
|
|
{
|
|
return !( myDrawer->ShadingAspect().IsNull() ||
|
|
( myDrawer->HasLink() &&
|
|
myDrawer->ShadingAspect() == myDrawer->Link()->ShadingAspect() ) );
|
|
}
|
|
|
|
//=======================================================================
|
|
//function : PolygonOffsets
|
|
//purpose :
|
|
//=======================================================================
|
|
void AIS_InteractiveObject::PolygonOffsets(Standard_Integer& aMode,
|
|
Standard_ShortReal& aFactor,
|
|
Standard_ShortReal& aUnits) const
|
|
{
|
|
if( HasPolygonOffsets() )
|
|
myDrawer->ShadingAspect()->Aspect()->PolygonOffsets( aMode, aFactor, aUnits );
|
|
}
|
|
|
|
//=======================================================================
|
|
//function : BoundingBox
|
|
//purpose : Returns bounding box of object correspondingly to its
|
|
// current display mode
|
|
//=======================================================================
|
|
void AIS_InteractiveObject::BoundingBox (Bnd_Box& theBndBox)
|
|
{
|
|
if (myDisplayMode == -1)
|
|
{
|
|
if (!myPresentations.IsEmpty())
|
|
{
|
|
const Handle(PrsMgr_Presentation)& aPrs3d = myPresentations.First().Presentation();
|
|
const Handle(Graphic3d_Structure)& aStruct = aPrs3d->Presentation();
|
|
const Graphic3d_BndBox4f& aBndBox = aStruct->CStructure()->BoundingBox();
|
|
|
|
if (!aBndBox.IsValid())
|
|
{
|
|
theBndBox.SetVoid();
|
|
return;
|
|
}
|
|
|
|
theBndBox.Update (static_cast<Standard_Real> (aBndBox.CornerMin().x()),
|
|
static_cast<Standard_Real> (aBndBox.CornerMin().y()),
|
|
static_cast<Standard_Real> (aBndBox.CornerMin().z()),
|
|
static_cast<Standard_Real> (aBndBox.CornerMax().x()),
|
|
static_cast<Standard_Real> (aBndBox.CornerMax().y()),
|
|
static_cast<Standard_Real> (aBndBox.CornerMax().z()));
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
for (PrsMgr_ListOfPresentableObjectsIter aPrsIter (Children()); aPrsIter.More(); aPrsIter.Next())
|
|
{
|
|
Handle(AIS_InteractiveObject) aChild (Handle(AIS_InteractiveObject)::DownCast (aPrsIter.Value()));
|
|
if (aChild.IsNull())
|
|
{
|
|
continue;
|
|
}
|
|
Bnd_Box aBox;
|
|
aChild->BoundingBox (aBox);
|
|
theBndBox.Add (aBox);
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for (Standard_Integer aPrsIter = 1; aPrsIter <= myPresentations.Length(); ++aPrsIter)
|
|
{
|
|
if (myPresentations (aPrsIter).Mode() == myDisplayMode)
|
|
{
|
|
const Handle(PrsMgr_Presentation)& aPrs3d = myPresentations (aPrsIter).Presentation();
|
|
const Handle(Graphic3d_Structure)& aStruct = aPrs3d->Presentation();
|
|
const Graphic3d_BndBox4f& aBndBox = aStruct->CStructure()->BoundingBox();
|
|
|
|
if (!aBndBox.IsValid())
|
|
{
|
|
theBndBox.SetVoid();
|
|
return;
|
|
}
|
|
|
|
theBndBox.Update (static_cast<Standard_Real> (aBndBox.CornerMin().x()),
|
|
static_cast<Standard_Real> (aBndBox.CornerMin().y()),
|
|
static_cast<Standard_Real> (aBndBox.CornerMin().z()),
|
|
static_cast<Standard_Real> (aBndBox.CornerMax().x()),
|
|
static_cast<Standard_Real> (aBndBox.CornerMax().y()),
|
|
static_cast<Standard_Real> (aBndBox.CornerMax().z()));
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
}
|