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occt/src/AIS/AIS_InteractiveObject.cxx
abv 42cf5bc1ca 0024002: Overall code and build procedure refactoring -- automatic
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
2015-07-12 07:42:38 +03:00

679 lines
23 KiB
C++

// Created on: 1996-12-18
// Created by: Robert COUBLANC
// Copyright (c) 1996-1999 Matra Datavision
// Copyright (c) 1999-2014 OPEN CASCADE SAS
//
// This file is part of Open CASCADE Technology software library.
//
// This library is free software; you can redistribute it and/or modify it under
// the terms of the GNU Lesser General Public License version 2.1 as published
// by the Free Software Foundation, with special exception defined in the file
// OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
// distribution for complete text of the license and disclaimer of any warranty.
//
// Alternatively, this file may be used under the terms of Open CASCADE
// commercial license or contractual agreement.
// Modified : 22/03/04 ; SAN : OCC4895 High-level interface for controlling polygon offsets
#include <AIS_GraphicTool.hxx>
#include <AIS_InteractiveContext.hxx>
#include <AIS_InteractiveObject.hxx>
#include <Aspect_PolygonOffsetMode.hxx>
#include <Bnd_Box.hxx>
#include <Graphic3d_AspectFillArea3d.hxx>
#include <Graphic3d_AspectLine3d.hxx>
#include <Graphic3d_AspectMarker3d.hxx>
#include <Graphic3d_AspectText3d.hxx>
#include <Graphic3d_BndBox4f.hxx>
#include <Graphic3d_CStructure.hxx>
#include <Graphic3d_Group.hxx>
#include <Graphic3d_MaterialAspect.hxx>
#include <Graphic3d_Structure.hxx>
#include <Prs3d_BasicAspect.hxx>
#include <Prs3d_LineAspect.hxx>
#include <Prs3d_PointAspect.hxx>
#include <Prs3d_Presentation.hxx>
#include <Prs3d_Root.hxx>
#include <Prs3d_ShadingAspect.hxx>
#include <Prs3d_TextAspect.hxx>
#include <PrsMgr_ModedPresentation.hxx>
#include <PrsMgr_PresentationManager3d.hxx>
#include <Quantity_Color.hxx>
#include <Standard_Transient.hxx>
#include <Standard_Type.hxx>
#include <TColStd_ListIteratorOfListOfInteger.hxx>
//=======================================================================
//function : AIS_InteractiveObject
//purpose :
//=======================================================================
AIS_InteractiveObject::
AIS_InteractiveObject(const PrsMgr_TypeOfPresentation3d aTypeOfPresentation3d):
SelectMgr_SelectableObject(aTypeOfPresentation3d),
myTransparency(0.),
myOwnColor(Quantity_NOC_WHITE),
myOwnMaterial(Graphic3d_NOM_DEFAULT),
myHilightMode(-1),
myOwnWidth(0.0),
myInfiniteState(Standard_False),
hasOwnColor(Standard_False),
hasOwnMaterial(Standard_False),
myCurrentFacingModel(Aspect_TOFM_BOTH_SIDE),
myRecomputeEveryPrs(Standard_True),
myCTXPtr(NULL),
mySelPriority(-1),
myDisplayMode (-1),
mySelectionMode(0),
mystate(0)
{
Handle (AIS_InteractiveContext) Bid;
myCTXPtr = Bid.operator->();
SetCurrentFacingModel();
}
//=======================================================================
//function : Redisplay
//purpose :
//=======================================================================
void AIS_InteractiveObject::Redisplay (const Standard_Boolean AllModes)
{
if (myCTXPtr == NULL)
return;
myCTXPtr->Redisplay (this, Standard_False, AllModes);
}
//=======================================================================
//function : Type
//purpose :
//=======================================================================
AIS_KindOfInteractive AIS_InteractiveObject::Type() const
{return AIS_KOI_None;}
//=======================================================================
//function : Signature
//purpose :
//=======================================================================
Standard_Integer AIS_InteractiveObject::Signature() const
{return -1;}
//=======================================================================
//function : RecomputeEveryPrs
//purpose :
//=======================================================================
Standard_Boolean AIS_InteractiveObject::RecomputeEveryPrs() const
{return myRecomputeEveryPrs;}
//=======================================================================
//function :
//purpose :
//=======================================================================
Standard_Boolean AIS_InteractiveObject::HasInteractiveContext() const
{
Handle (AIS_InteractiveContext) aNull;
return (myCTXPtr != aNull.operator->());
}
//=======================================================================
//function :
//purpose :
//=======================================================================
Handle(AIS_InteractiveContext) AIS_InteractiveObject::GetContext() const
{
return myCTXPtr;
}
//=======================================================================
//function :
//purpose :
//=======================================================================
void AIS_InteractiveObject::SetContext(const Handle(AIS_InteractiveContext)& aCtx)
{
myCTXPtr = aCtx.operator->();
if( aCtx.IsNull())
return;
myDrawer->Link(aCtx->DefaultDrawer());
}
//=======================================================================
//function :
//purpose :
//=======================================================================
Standard_Boolean AIS_InteractiveObject::HasOwner() const
{
return (!myOwner.IsNull());
}
//=======================================================================
//function :
//purpose :
//=======================================================================
void AIS_InteractiveObject::ClearOwner()
{
myOwner.Nullify();
}
//=======================================================================
//function :
//purpose :
//=======================================================================
Standard_Boolean AIS_InteractiveObject::HasUsers() const
{
return (!myUsers.IsEmpty());
}
//=======================================================================
//function :
//purpose :
//=======================================================================
void AIS_InteractiveObject::AddUser(const Handle(Standard_Transient)& aUser)
{
myUsers.Append(aUser);
}
//=======================================================================
//function :
//purpose :
//=======================================================================
void AIS_InteractiveObject::ClearUsers()
{
myUsers.Clear();
}
//=======================================================================
//function :
//purpose :
//=======================================================================
void AIS_InteractiveObject::SetDisplayMode(const Standard_Integer aMode)
{
if( AcceptDisplayMode(aMode) )
myDisplayMode = aMode;
}
//=======================================================================
//function :
//purpose :
//=======================================================================
void AIS_InteractiveObject::SetSelectionMode(const Standard_Integer aMode)
{
mySelectionMode = aMode;
}
//=======================================================================
//function :
//purpose :
//=======================================================================
void AIS_InteractiveObject::SetCurrentFacingModel(const Aspect_TypeOfFacingModel aModel) {
myCurrentFacingModel = aModel;
}
//=======================================================================
//function : CurrentFacingModel
//purpose :
//=======================================================================
Aspect_TypeOfFacingModel AIS_InteractiveObject::CurrentFacingModel() const {
return myCurrentFacingModel;
}
//=======================================================================
//function : SetColor
//purpose :
//=======================================================================
void AIS_InteractiveObject::SetColor(const Quantity_NameOfColor aColor)
{
SetColor(Quantity_Color(aColor));
}
//=======================================================================
//function : SetColor
//purpose :
//=======================================================================
void AIS_InteractiveObject::SetColor(const Quantity_Color &aColor)
{
myOwnColor = aColor;
hasOwnColor = Standard_True;
}
//=======================================================================
//function : UnsetColor
//purpose :
//=======================================================================
void AIS_InteractiveObject::UnsetColor()
{
hasOwnColor = Standard_False;
}
//=======================================================================
//function :
//purpose :
//=======================================================================
void AIS_InteractiveObject::SetWidth(const Standard_Real aValue)
{
myOwnWidth = aValue;
}
//=======================================================================
//function :
//purpose :
//=======================================================================
void AIS_InteractiveObject::UnsetWidth()
{
myOwnWidth = 0.;
}
//=======================================================================
//function :
//purpose :
//=======================================================================
void AIS_InteractiveObject::SetMaterial(const Graphic3d_NameOfMaterial aName)
{
if( HasColor() || IsTransparent() || HasMaterial() )
{
myDrawer->ShadingAspect()->SetMaterial(aName);
}
else
{
myDrawer->SetShadingAspect(new Prs3d_ShadingAspect());
myDrawer->ShadingAspect()->SetMaterial(aName);
}
myOwnMaterial = aName;
hasOwnMaterial = Standard_True;
}
//=======================================================================
//function : SetMaterial
//purpose :
//=======================================================================
void AIS_InteractiveObject::SetMaterial (const Graphic3d_MaterialAspect& theMaterial)
{
if (!HasColor() && !IsTransparent() && !HasMaterial())
{
myDrawer->SetShadingAspect (new Prs3d_ShadingAspect);
}
myDrawer->ShadingAspect()->SetMaterial (theMaterial);
hasOwnMaterial = Standard_True;
}
//=======================================================================
//function : UnsetMaterial
//purpose :
//=======================================================================
void AIS_InteractiveObject::UnsetMaterial()
{
if (!HasMaterial())
{
return;
}
if (HasColor() || IsTransparent())
{
if(myDrawer->HasLink())
{
myDrawer->ShadingAspect()->SetMaterial (AIS_GraphicTool::GetMaterial (myDrawer->Link()));
}
if (HasColor())
{
SetColor (myOwnColor);
}
if (IsTransparent())
{
SetTransparency (myTransparency);
}
}
else
{
Handle(Prs3d_ShadingAspect) anAspect;
myDrawer->SetShadingAspect (anAspect);
}
hasOwnMaterial = Standard_False;
}
//=======================================================================
//function : SetTransparency
//purpose :
//=======================================================================
void AIS_InteractiveObject::SetTransparency(const Standard_Real aValue)
{
if(!HasColor() && !IsTransparent() && !HasMaterial())
{
myDrawer->SetShadingAspect(new Prs3d_ShadingAspect());
if(myDrawer->HasLink())
myDrawer->ShadingAspect()->SetMaterial(AIS_GraphicTool::GetMaterial(myDrawer->Link()));
}
Graphic3d_MaterialAspect FMat = myDrawer->ShadingAspect()->Aspect()->FrontMaterial();
Graphic3d_MaterialAspect BMat = myDrawer->ShadingAspect()->Aspect()->BackMaterial();
FMat.SetTransparency(aValue); BMat.SetTransparency(aValue);
myDrawer->ShadingAspect()->Aspect()->SetFrontMaterial(FMat);
myDrawer->ShadingAspect()->Aspect()->SetBackMaterial(BMat);
myTransparency = aValue;
}
//=======================================================================
//function : UnsetTransparency
//purpose :
//=======================================================================
void AIS_InteractiveObject::UnsetTransparency()
{
if(HasColor() || HasMaterial() )
{
Graphic3d_MaterialAspect FMat = myDrawer->ShadingAspect()->Aspect()->FrontMaterial();
Graphic3d_MaterialAspect BMat = myDrawer->ShadingAspect()->Aspect()->BackMaterial();
FMat.SetTransparency(0.); BMat.SetTransparency(0.);
myDrawer->ShadingAspect()->Aspect()->SetFrontMaterial(FMat);
myDrawer->ShadingAspect()->Aspect()->SetBackMaterial(BMat);
}
else{
Handle (Prs3d_ShadingAspect) SA;
myDrawer->SetShadingAspect(SA);
}
myTransparency =0.0;
}
//=======================================================================
//function : Transparency
//purpose :
//=======================================================================
Standard_Real AIS_InteractiveObject::Transparency() const
{
return (myTransparency<=0.05 ? 0 : myTransparency);
// Graphic3d_MaterialAspect Mat = myDrawer->ShadingAspect()->Aspect()->FrontMaterial();
// return Mat.Transparency();
}
//=======================================================================
//function : UnsetAttributes
//purpose :
//=======================================================================
void AIS_InteractiveObject::UnsetAttributes()
{
SelectMgr_SelectableObject::UnsetAttributes();
hasOwnColor = Standard_False;
hasOwnMaterial = Standard_False;
myOwnWidth = 0.0;
myTransparency = 0.0;
}
//=======================================================================
//function :
//purpose :
//=======================================================================
void AIS_InteractiveObject::MustRecomputePrs(const Standard_Integer ) const
{}
//=======================================================================
//function :
//purpose :
//=======================================================================
const TColStd_ListOfInteger& AIS_InteractiveObject::ListOfRecomputeModes() const
{return myToRecomputeModes;}
//=======================================================================
//function :
//purpose :
//=======================================================================
void AIS_InteractiveObject::SetRecomputeOk()
{myToRecomputeModes.Clear();}
//=======================================================================
//function : AcceptDisplayMode
//purpose :
//=======================================================================
Standard_Boolean AIS_InteractiveObject::AcceptDisplayMode(const Standard_Integer ) const
{return Standard_True;}
//=======================================================================
//function : DefaultDisplayMode
//purpose :
//=======================================================================
Standard_Integer AIS_InteractiveObject::DefaultDisplayMode() const
{return 0;}
//=======================================================================
//function : SetInfiniteState
//purpose :
//=======================================================================
void AIS_InteractiveObject::SetInfiniteState(const Standard_Boolean aFlag)
{
myInfiniteState = aFlag;
Handle(Prs3d_Presentation) P;
for(Standard_Integer i =1; i<=myPresentations.Length();i++)
{
P = myPresentations(i).Presentation()->Presentation();
if(!P.IsNull())
P->SetInfiniteState(myInfiniteState);
}
}
//=======================================================================
//function : HasPresentation
//purpose :
//=======================================================================
Standard_Boolean AIS_InteractiveObject::HasPresentation() const
{
return !GetContext().IsNull()
&& GetContext()->MainPrsMgr()->HasPresentation (this, myDisplayMode);
}
//=======================================================================
//function : Presentation
//purpose :
//=======================================================================
Handle(Prs3d_Presentation) AIS_InteractiveObject::Presentation() const
{
return HasPresentation()
? GetContext()->MainPrsMgr()->Presentation (this, myDisplayMode)->Presentation()
: Handle(Prs3d_Presentation)();
}
//=======================================================================
//function : SetAspect
//purpose :
//=======================================================================
void AIS_InteractiveObject::SetAspect(const Handle(Prs3d_BasicAspect)& anAspect,
const Standard_Boolean globalChange) {
if( HasPresentation() ) {
Handle(Prs3d_Presentation) prs = Presentation();
{ Handle(Prs3d_ShadingAspect) aspect =
Handle(Prs3d_ShadingAspect)::DownCast(anAspect);
if( !aspect.IsNull() ) {
if( globalChange ) prs->SetPrimitivesAspect(aspect->Aspect());
Prs3d_Root::CurrentGroup(prs)->SetGroupPrimitivesAspect(aspect->Aspect());
return;
}
}
{ Handle(Prs3d_LineAspect) aspect =
Handle(Prs3d_LineAspect)::DownCast(anAspect);
if( !aspect.IsNull() ) {
if( globalChange ) prs->SetPrimitivesAspect(aspect->Aspect());
Prs3d_Root::CurrentGroup(prs)->SetGroupPrimitivesAspect(aspect->Aspect());
return;
}
}
{ Handle(Prs3d_PointAspect) aspect =
Handle(Prs3d_PointAspect)::DownCast(anAspect);
if( !aspect.IsNull() ) {
if( globalChange ) prs->SetPrimitivesAspect(aspect->Aspect());
Prs3d_Root::CurrentGroup(prs)->SetGroupPrimitivesAspect(aspect->Aspect());
return;
}
}
{ Handle(Prs3d_TextAspect) aspect =
Handle(Prs3d_TextAspect)::DownCast(anAspect);
if( !aspect.IsNull() ) {
if( globalChange ) prs->SetPrimitivesAspect(aspect->Aspect());
Prs3d_Root::CurrentGroup(prs)->SetGroupPrimitivesAspect(aspect->Aspect());
return;
}
}
}
}
//=======================================================================
//function : SetPolygonOffsets
//purpose :
//=======================================================================
void AIS_InteractiveObject::SetPolygonOffsets(const Standard_Integer aMode,
const Standard_ShortReal aFactor,
const Standard_ShortReal aUnits)
{
if ( !HasPolygonOffsets() )
myDrawer->SetShadingAspect(new Prs3d_ShadingAspect());
myDrawer->ShadingAspect()->Aspect()->SetPolygonOffsets( aMode, aFactor, aUnits );
// Modify existing presentations
for (Standard_Integer aPrsIter = 1, n = myPresentations.Length(); aPrsIter <= n; ++aPrsIter)
{
const Handle(PrsMgr_Presentation)& aPrs3d = myPresentations (aPrsIter).Presentation();
if ( !aPrs3d.IsNull() ) {
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;
}
}
}
}