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mirror of https://git.dev.opencascade.org/repos/occt.git synced 2025-04-10 18:51:21 +03:00
occt/src/AIS/AIS_InteractiveObject.cxx
mnv eaac086605 0030153: Visualization, TKOpenGl - AIS_ColoredShape::SynchronizeAspects() doesn't update all aspects
AIS_InteractiveObject::SynchronizeAspects() now propagates event
to OpenGl_Group::SynchronizeAspects() which properly handles
all aspects defined within the group.
2018-09-26 12:19:07 +03:00

625 lines
20 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.
#include <AIS_InteractiveObject.hxx>
#include <AIS_GraphicTool.hxx>
#include <AIS_InteractiveContext.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>
IMPLEMENT_STANDARD_RTTIEXT(AIS_InteractiveObject,SelectMgr_SelectableObject)
//=======================================================================
//function : AIS_InteractiveObject
//purpose :
//=======================================================================
AIS_InteractiveObject::AIS_InteractiveObject (const PrsMgr_TypeOfPresentation3d aTypeOfPresentation3d)
: SelectMgr_SelectableObject (aTypeOfPresentation3d),
myCTXPtr (NULL),
myOwnWidth (0.0),
myCurrentFacingModel (Aspect_TOFM_BOTH_SIDE),
myInfiniteState (Standard_False),
hasOwnColor (Standard_False),
hasOwnMaterial (Standard_False),
myRecomputeEveryPrs (Standard_True)
{
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 :
//=======================================================================
Handle(AIS_InteractiveContext) AIS_InteractiveObject::GetContext() const
{
return myCTXPtr;
}
//=======================================================================
//function : SetContext
//purpose :
//=======================================================================
void AIS_InteractiveObject::SetContext (const Handle(AIS_InteractiveContext)& theCtx)
{
if (myCTXPtr == theCtx.get())
{
return;
}
myCTXPtr = theCtx.get();
if (!theCtx.IsNull())
{
myDrawer->Link (theCtx->DefaultDrawer());
}
}
//=======================================================================
//function :
//purpose :
//=======================================================================
Standard_Boolean AIS_InteractiveObject::HasOwner() const
{
return (!myOwner.IsNull());
}
//=======================================================================
//function :
//purpose :
//=======================================================================
void AIS_InteractiveObject::ClearOwner()
{
myOwner.Nullify();
}
//=======================================================================
//function : SetDisplayMode
//purpose :
//=======================================================================
void AIS_InteractiveObject::SetDisplayMode (const Standard_Integer theMode)
{
if (AcceptDisplayMode (theMode))
{
myDrawer->SetDisplayMode (theMode);
}
}
//=======================================================================
//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_Color& theColor)
{
myDrawer->SetColor (theColor);
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 : Material
//purpose :
//=======================================================================
Graphic3d_NameOfMaterial AIS_InteractiveObject::Material() const
{
return myDrawer->ShadingAspect()->Material().Name();
}
//=======================================================================
//function : SetMaterial
//purpose :
//=======================================================================
void AIS_InteractiveObject::SetMaterial (const Graphic3d_MaterialAspect& theMaterial)
{
if (!myDrawer->HasOwnShadingAspect())
{
myDrawer->SetShadingAspect (new Prs3d_ShadingAspect());
if (myDrawer->HasLink())
{
*myDrawer->ShadingAspect()->Aspect() = *myDrawer->Link()->ShadingAspect()->Aspect();
}
}
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 (myDrawer->Color());
}
if (IsTransparent())
{
SetTransparency (myDrawer->Transparency());
}
}
else
{
Handle(Prs3d_ShadingAspect) anAspect;
myDrawer->SetShadingAspect (anAspect);
}
hasOwnMaterial = Standard_False;
}
//=======================================================================
//function : SetTransparency
//purpose :
//=======================================================================
void AIS_InteractiveObject::SetTransparency (const Standard_Real theValue)
{
if (!myDrawer->HasOwnShadingAspect())
{
myDrawer->SetShadingAspect(new Prs3d_ShadingAspect());
if(myDrawer->HasLink())
myDrawer->ShadingAspect()->SetMaterial(AIS_GraphicTool::GetMaterial(myDrawer->Link()));
}
myDrawer->ShadingAspect()->Aspect()->ChangeFrontMaterial().SetTransparency (Standard_ShortReal(theValue));
myDrawer->ShadingAspect()->Aspect()->ChangeBackMaterial() .SetTransparency (Standard_ShortReal(theValue));
myDrawer->SetTransparency (Standard_ShortReal(theValue));
}
//=======================================================================
//function : UnsetTransparency
//purpose :
//=======================================================================
void AIS_InteractiveObject::UnsetTransparency()
{
if(HasColor() || HasMaterial() )
{
myDrawer->ShadingAspect()->Aspect()->ChangeFrontMaterial().SetTransparency (0.0f);
myDrawer->ShadingAspect()->Aspect()->ChangeBackMaterial() .SetTransparency (0.0f);
}
else{
Handle (Prs3d_ShadingAspect) SA;
myDrawer->SetShadingAspect(SA);
}
myDrawer->SetTransparency (0.0f);
}
//=======================================================================
//function : Transparency
//purpose :
//=======================================================================
Standard_Real AIS_InteractiveObject::Transparency() const
{
return (myDrawer->Transparency() <= 0.005f ? 0.0 : myDrawer->Transparency());
// 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;
myDrawer->SetTransparency (0.0f);
}
//=======================================================================
//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 HasInteractiveContext()
&& myCTXPtr->MainPrsMgr()->HasPresentation (this, myDrawer->DisplayMode());
}
//=======================================================================
//function : Presentation
//purpose :
//=======================================================================
Handle(Prs3d_Presentation) AIS_InteractiveObject::Presentation() const
{
if (!HasInteractiveContext())
{
return Handle(Prs3d_Presentation)();
}
Handle(PrsMgr_Presentation) aPrs = myCTXPtr->MainPrsMgr()->Presentation (this, myDrawer->DisplayMode(), false);
return !aPrs.IsNull()
? aPrs->Presentation()
: Handle(Prs3d_Presentation)();
}
//=======================================================================
//function : SetAspect
//purpose :
//=======================================================================
void AIS_InteractiveObject::SetAspect(const Handle(Prs3d_BasicAspect)& anAspect)
{
if( HasPresentation() ) {
Handle(Prs3d_Presentation) prs = Presentation();
{ Handle(Prs3d_ShadingAspect) aspect =
Handle(Prs3d_ShadingAspect)::DownCast(anAspect);
if( !aspect.IsNull() ) {
Prs3d_Root::CurrentGroup(prs)->SetGroupPrimitivesAspect(aspect->Aspect());
return;
}
}
{ Handle(Prs3d_LineAspect) aspect =
Handle(Prs3d_LineAspect)::DownCast(anAspect);
if( !aspect.IsNull() ) {
Prs3d_Root::CurrentGroup(prs)->SetGroupPrimitivesAspect(aspect->Aspect());
return;
}
}
{ Handle(Prs3d_PointAspect) aspect =
Handle(Prs3d_PointAspect)::DownCast(anAspect);
if( !aspect.IsNull() ) {
Prs3d_Root::CurrentGroup(prs)->SetGroupPrimitivesAspect(aspect->Aspect());
return;
}
}
{ Handle(Prs3d_TextAspect) aspect =
Handle(Prs3d_TextAspect)::DownCast(anAspect);
if( !aspect.IsNull() ) {
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() ) {
// 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 = aGrp->FillAreaAspect();
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 (myDrawer->DisplayMode() == -1)
{
if (!myPresentations.IsEmpty())
{
const Handle(PrsMgr_Presentation)& aPrs3d = myPresentations.First().Presentation();
const Handle(Graphic3d_Structure)& aStruct = aPrs3d->Presentation();
const Graphic3d_BndBox3d& aBndBox = aStruct->CStructure()->BoundingBox();
if (!aBndBox.IsValid())
{
theBndBox.SetVoid();
return;
}
theBndBox.Update (aBndBox.CornerMin().x(), aBndBox.CornerMin().y(), aBndBox.CornerMin().z(),
aBndBox.CornerMax().x(), aBndBox.CornerMax().y(), 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() == myDrawer->DisplayMode())
{
const Handle(PrsMgr_Presentation)& aPrs3d = myPresentations (aPrsIter).Presentation();
const Handle(Graphic3d_Structure)& aStruct = aPrs3d->Presentation();
const Graphic3d_BndBox3d& aBndBox = aStruct->CStructure()->BoundingBox();
if (!aBndBox.IsValid())
{
theBndBox.SetVoid();
return;
}
theBndBox.Update (aBndBox.CornerMin().x(), aBndBox.CornerMin().y(), aBndBox.CornerMin().z(),
aBndBox.CornerMax().x(), aBndBox.CornerMax().y(), aBndBox.CornerMax().z());
return;
}
}
}
}
//=======================================================================
//function : SetIsoOnTriangulation
//purpose : Enables or disables isoline on triangulation building
//=======================================================================
void AIS_InteractiveObject::SetIsoOnTriangulation (const Standard_Boolean theIsEnabled)
{
myDrawer->SetIsoOnTriangulation (theIsEnabled);
}
//=======================================================================
//function : SynchronizeAspects
//purpose :
//=======================================================================
void AIS_InteractiveObject::SynchronizeAspects()
{
for (PrsMgr_Presentations::Iterator aPrsIter (myPresentations); aPrsIter.More(); aPrsIter.Next())
{
const Handle(PrsMgr_Presentation)& aPrs3d = aPrsIter.ChangeValue().Presentation();
if (aPrs3d.IsNull()
|| aPrs3d->Presentation().IsNull())
{
continue;
}
for (Graphic3d_SequenceOfGroup::Iterator aGroupIter (aPrs3d->Presentation()->Groups()); aGroupIter.More(); aGroupIter.Next())
{
if (!aGroupIter.Value().IsNull())
{
aGroupIter.ChangeValue()->SynchronizeAspects();
}
}
}
}