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occt/src/AIS/AIS_InteractiveObject.cxx

817 lines
27 KiB
C++
Executable File

// Created on: 1996-12-18
// Created by: Robert COUBLANC
// Copyright (c) 1996-1999 Matra Datavision
// Copyright (c) 1999-2012 OPEN CASCADE SAS
//
// The content of this file is subject to the Open CASCADE Technology Public
// License Version 6.5 (the "License"). You may not use the content of this file
// except in compliance with the License. Please obtain a copy of the License
// at http://www.opencascade.org and read it completely before using this file.
//
// The Initial Developer of the Original Code is Open CASCADE S.A.S., having its
// main offices at: 1, place des Freres Montgolfier, 78280 Guyancourt, France.
//
// The Original Code and all software distributed under the License is
// distributed on an "AS IS" basis, without warranty of any kind, and the
// Initial Developer hereby disclaims all such warranties, including without
// limitation, any warranties of merchantability, fitness for a particular
// purpose or non-infringement. Please see the License for the specific terms
// and conditions governing the rights and limitations under the License.
// Modified : 22/03/04 ; SAN : OCC4895 High-level interface for controlling polygon offsets
#define BUC60577 //GG_101099 Enable to compute correctly
// transparency with more than one object in the view.
#define GER61351 //GG_171199 Enable to set an object RGB color
// instead a restricted object NameOfColor.
// Add SetCurrentFacingModel() method
#define G003 //EUG/GG 260100 DEgenerate mode support
// Add SetDegenerateModel() methods
#define IMP020200 //GG Add SetTransformation() method
#define IMP140200 //GG Add HasPresentation() and Presentation() methods
// Add SetAspect() method.
#define BUC60632 //GG 15/03/00 Add protection on SetDisplayMode()
// method, compute only authorized presentation.
#define IMP220501 //GG CADPAK_V2 Update selection properly
#define OCC708 //SAV unsetting transformation correctly
#include <AIS_InteractiveObject.ixx>
#include <Aspect_PolygonOffsetMode.hxx>
#include <Prs3d_ShadingAspect.hxx>
#include <Prs3d_LineAspect.hxx>
#include <Prs3d_PointAspect.hxx>
#include <Prs3d_TextAspect.hxx>
#include <Prs3d_Presentation.hxx>
#include <Prs3d_Root.hxx>
#include <PrsMgr_ModedPresentation.hxx>
#include <PrsMgr_PresentationManager3d.hxx>
#include <TColStd_ListIteratorOfListOfInteger.hxx>
#include <AIS_GraphicTool.hxx>
#include <Graphic3d_AspectFillArea3d.hxx>
#include <Graphic3d_AspectLine3d.hxx>
#include <Graphic3d_AspectMarker3d.hxx>
#include <Graphic3d_AspectText3d.hxx>
#include <Graphic3d_Group.hxx>
#include <Graphic3d_Structure.hxx>
//=======================================================================
//function : AIS_InteractiveObject
//purpose :
//=======================================================================
AIS_InteractiveObject::
AIS_InteractiveObject(const PrsMgr_TypeOfPresentation3d aTypeOfPresentation3d):
SelectMgr_SelectableObject(aTypeOfPresentation3d),
myDrawer(new AIS_Drawer()),
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),
myHasTransformation(Standard_False)
{
Handle (AIS_InteractiveContext) Bid;
myCTXPtr = Bid.operator->();
#ifdef GER61351
SetCurrentFacingModel();
#endif
}
//=======================================================================
//function : Redisplay
//purpose :
//=======================================================================
void AIS_InteractiveObject::Redisplay(const Standard_Boolean AllModes)
{
Update(AllModes);
UpdateSelection();
}
//=======================================================================
//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 (myDrawer.IsNull()) {
myDrawer = new AIS_Drawer;
#ifdef DEB
cout << "AIS_InteractiveObject::SetContext DRAWER NUL!" << endl;
#endif
}
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)
{
#ifdef BUC60632
if( AcceptDisplayMode(aMode) )
#endif
myDisplayMode = aMode;
}
//=======================================================================
//function :
//purpose :
//=======================================================================
void AIS_InteractiveObject::SetSelectionMode(const Standard_Integer aMode)
{
mySelectionMode = aMode;
}
//=======================================================================
//function :
//purpose :
//=======================================================================
#ifdef GER61351
void AIS_InteractiveObject::SetCurrentFacingModel(const Aspect_TypeOfFacingModel aModel) {
myCurrentFacingModel = aModel;
}
//=======================================================================
//function : CurrentFacingModel
//purpose :
//=======================================================================
Aspect_TypeOfFacingModel AIS_InteractiveObject::CurrentFacingModel() const {
return myCurrentFacingModel;
}
#endif
//=======================================================================
//function : SetColor
//purpose :
//=======================================================================
void AIS_InteractiveObject::SetColor(const Quantity_NameOfColor aColor)
#ifdef GER61351
{
SetColor(Quantity_Color(aColor));
}
//=======================================================================
//function : SetColor
//purpose :
//=======================================================================
void AIS_InteractiveObject::SetColor(const Quantity_Color &aColor)
#endif
{
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 :
//=======================================================================
//POP pour K4L
void AIS_InteractiveObject::SetMaterial(const Graphic3d_NameOfMaterial aName)
//void AIS_InteractiveObject::SetMaterial(const Graphic3d_NameOfPhysicalMaterial aName)
{
if( HasColor() || IsTransparent() || HasMaterial() )
{
myDrawer->ShadingAspect()->SetMaterial(aName);
}
else
{
myDrawer->SetShadingAspect(new Prs3d_ShadingAspect());
myDrawer->ShadingAspect()->SetMaterial(aName);
#ifndef BUC60577 //???
myDrawer->ShadingAspect()->SetColor(AIS_GraphicTool::GetInteriorColor(myDrawer->Link()));
#endif
}
myOwnMaterial = aName;
hasOwnMaterial = Standard_True;
}
//=======================================================================
//function : SetMaterial
//purpose :
//=======================================================================
void AIS_InteractiveObject::SetMaterial(const Graphic3d_MaterialAspect& aMat)
{
#ifdef BUC60577
if( HasColor() || IsTransparent() || HasMaterial() )
#else
if(hasOwnColor ||(myTransparency==0.0) || hasOwnMaterial )
#endif
{
myDrawer->ShadingAspect()->SetMaterial(aMat);
}
else
{
myDrawer->SetShadingAspect(new Prs3d_ShadingAspect());
myDrawer->ShadingAspect()->SetMaterial(aMat);
}
hasOwnMaterial = Standard_True;
}
//=======================================================================
//function :
//purpose :
//=======================================================================
void AIS_InteractiveObject::UnsetMaterial()
{
#ifdef BUC60577
if( !HasMaterial() ) return;
if( HasColor() || IsTransparent()) {
myDrawer->ShadingAspect()->SetMaterial(
AIS_GraphicTool::GetMaterial(myDrawer->Link()));
if( HasColor() ) SetColor(myOwnColor);
if( IsTransparent() ) SetTransparency(myTransparency);
}
#else
if(!hasOwnMaterial) return;
if(hasOwnColor ||(myTransparency==0.0))
{
myDrawer->ShadingAspect()->SetMaterial(AIS_GraphicTool::GetMaterial(myDrawer->Link()));
}
#endif
else{
Handle(Prs3d_ShadingAspect) SA;
myDrawer->SetShadingAspect(SA);
}
hasOwnMaterial = Standard_False;
}
//=======================================================================
//function : SetTransparency
//purpose :
//=======================================================================
void AIS_InteractiveObject::SetTransparency(const Standard_Real aValue)
{
#ifdef BUC60577 // Back & Front material can be different !
if(!HasColor() && !IsTransparent() && !HasMaterial() ) {
myDrawer->SetShadingAspect(new Prs3d_ShadingAspect());
if(!myDrawer->Link().IsNull())
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);
#else
if(aValue<0.0 || aValue>1.0) return;
if(aValue<=0.05)
{
UnsetTransparency();
return;
}
if(hasOwnColor || hasOwnMaterial || myTransparency> 0.0)
{
Graphic3d_MaterialAspect Mat = myDrawer->ShadingAspect()->Aspect()->FrontMaterial();
Mat.SetTransparency(aValue);
myDrawer->ShadingAspect()->Aspect()->SetFrontMaterial(Mat);
myDrawer->ShadingAspect()->Aspect()->SetBackMaterial(Mat);
}
else
{
myDrawer->SetShadingAspect(new Prs3d_ShadingAspect());
if(!myDrawer->Link().IsNull())
myDrawer->ShadingAspect()->SetMaterial(AIS_GraphicTool::GetMaterial(myDrawer->Link()));
Graphic3d_MaterialAspect Mat = myDrawer->ShadingAspect()->Aspect()->FrontMaterial();
Mat.SetTransparency(aValue);
myDrawer->ShadingAspect()->Aspect()->SetFrontMaterial(Mat);
myDrawer->ShadingAspect()->Aspect()->SetBackMaterial(Mat);
}
#endif
myTransparency = aValue;
}
//=======================================================================
//function : UnsetTransparency
//purpose :
//=======================================================================
void AIS_InteractiveObject::UnsetTransparency()
{
#ifdef BUC60577 // Back & Front material can be different !
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
if(hasOwnColor || hasOwnMaterial )
{
Graphic3d_MaterialAspect Mat = myDrawer->ShadingAspect()->Aspect()->FrontMaterial();
Mat.SetTransparency(0.0);
// myDrawer->ShadingAspect()->Aspect()->SetFrontMaterial(Mat);
// myDrawer->ShadingAspect()->Aspect()->SetBackMaterial(Mat);
myDrawer->ShadingAspect()->SetMaterial(Mat);
}
#endif
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 : SetAttributes
//purpose :
//=======================================================================
void AIS_InteractiveObject::SetAttributes(const Handle(AIS_Drawer)& aDrawer)
{myDrawer = aDrawer;}
//=======================================================================
//function : UnsetAttributes
//purpose :
//=======================================================================
void AIS_InteractiveObject::UnsetAttributes()
{
Handle(AIS_Drawer) dr = new AIS_Drawer();
if(myDrawer->HasLink())
dr->Link(myDrawer->Link());
myDrawer = dr;
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 = Handle(Prs3d_Presentation)::DownCast(myPresentations(i).Presentation());
if(!P.IsNull())
P->SetInfiniteState(myInfiniteState);}
}
#ifdef G003
//=======================================================================
//function : SetDegenerateModel
//purpose :
//=======================================================================
void AIS_InteractiveObject::SetDegenerateModel(
const Aspect_TypeOfDegenerateModel aModel,
const Quantity_Ratio aRatio ) {
if( !HasColor() && !IsTransparent() && !HasMaterial() ) {
myDrawer->SetShadingAspect(new Prs3d_ShadingAspect());
}
myDrawer->ShadingAspect()->Aspect()->SetDegenerateModel(aModel,aRatio);
if(!GetContext().IsNull()){
if( GetContext()->MainPrsMgr()->HasPresentation(this,1)){
Handle(Prs3d_Presentation) P =
GetContext()->MainPrsMgr()->CastPresentation(this,1)->Presentation();
Handle(Graphic3d_AspectFillArea3d) a4bis =
myDrawer->ShadingAspect()->Aspect();
P->SetPrimitivesAspect(a4bis);
}
}
}
//=======================================================================
//function : DegenerateModel
//purpose :
//=======================================================================
Aspect_TypeOfDegenerateModel AIS_InteractiveObject::DegenerateModel(
Quantity_Ratio& aRatio) const
{
return myDrawer->ShadingAspect()->Aspect()->DegenerateModel(aRatio);
}
#endif
#ifdef IMP020200
//=======================================================================
//function : SetTransformation
//purpose :
//=======================================================================
void AIS_InteractiveObject::SetTransformation(const Handle(Geom_Transformation)& aTrsf, const Standard_Boolean postConcatenate, const Standard_Boolean updateSelection) {
if(!GetContext().IsNull()){
const PrsMgr_Presentations& prs = Presentations();
Handle(Prs3d_Presentation) P;
Standard_Integer mode;
myHasTransformation = Standard_True;
for( Standard_Integer i=1 ; i<=prs.Length() ; i++ ) {
mode = prs(i).Mode();
P = GetContext()->MainPrsMgr()->CastPresentation(this,mode)->Presentation();
if( postConcatenate ) P->Multiply(aTrsf);
else P->Transform(aTrsf);
if( updateSelection ) {
#ifdef IMP220501
myCTXPtr->ClearSelected(Standard_True);
myCTXPtr->RecomputeSelectionOnly(this);
#else
if( HasSelection(mode) ) {
UpdateSelection(mode);
}
#endif
}
}
}
}
//=======================================================================
//function : SetTransformation
//purpose :
//=======================================================================
void AIS_InteractiveObject::UnsetTransformation() {
#ifdef OCC708
static Handle(Geom_Transformation) trsf = new Geom_Transformation( gp_Trsf() );
#else
Handle(Geom_Transformation) trsf;
#endif
SetTransformation(trsf); // Set identity transformation
myHasTransformation = Standard_False;
}
//=======================================================================
//function : Transformation
//purpose :
//=======================================================================
Handle(Geom_Transformation) AIS_InteractiveObject::Transformation() {
Handle(Geom_Transformation) trsf;
if(!GetContext().IsNull() ) {
const PrsMgr_Presentations& prs = Presentations();
if( prs.Length() > 0 ) {
Handle(Prs3d_Presentation) P =
GetContext()->MainPrsMgr()->CastPresentation(this,1)->Presentation();
trsf = P->Transformation();
}
}
return trsf;
}
//=======================================================================
//function : HasTransformation
//purpose :
//=======================================================================
Standard_Boolean AIS_InteractiveObject::HasTransformation() const {
return myHasTransformation;
}
#endif
#ifdef IMP140200
//=======================================================================
//function : HasPresentation
//purpose :
//=======================================================================
Standard_Boolean AIS_InteractiveObject::HasPresentation() const {
if( !GetContext().IsNull() &&
GetContext()->MainPrsMgr()->HasPresentation(this,myDisplayMode) ) {
return Standard_True;
}
return Standard_False;
}
//=======================================================================
//function : Presentation
//purpose :
//=======================================================================
Handle(Prs3d_Presentation) AIS_InteractiveObject::Presentation() const {
Handle(Prs3d_Presentation) prs;
if( HasPresentation() ) {
prs = GetContext()->MainPrsMgr()->
CastPresentation(this,myDisplayMode)->Presentation();
}
return prs;
}
//=======================================================================
//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;
}
}
}
}
#endif
// OCC4895 SAN 22/03/04 High-level interface for controlling polygon offsets
//=======================================================================
//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
Handle(Graphic3d_Structure) aStruct;
for( Standard_Integer i = 1, n = myPresentations.Length(); i <= n; i++ ) {
Handle(PrsMgr_Presentation3d) aPrs3d =
Handle(PrsMgr_Presentation3d)::DownCast( myPresentations(i).Presentation() );
if ( !aPrs3d.IsNull() ) {
aStruct = Handle(Graphic3d_Structure)::DownCast( 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();
Standard_Integer aGroupIndex = 1, aGroupNb = aGroups.Length();
for ( ; aGroupIndex <= aGroupNb; aGroupIndex++ ) {
Handle(Graphic3d_Group) aGrp = aGroups.Value(aGroupIndex);
if ( !aGrp.IsNull() && aGrp->IsGroupPrimitivesAspectSet(Graphic3d_ASPECT_FILL_AREA) ) {
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);
// TODO: Issue 23118 - This line kills texture data in the group...
aGrp->SetGroupPrimitivesAspect(aFaceAsp);
}
}
}
}
}
}
//=======================================================================
//function : HasPolygonOffsets
//purpose :
//=======================================================================
Standard_Boolean AIS_InteractiveObject::HasPolygonOffsets() const
{
return !( myDrawer->ShadingAspect().IsNull() ||
( !myDrawer->Link().IsNull() &&
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 );
}
// OCC4895 SAN 22/03/04 High-level interface for controlling polygon offsets