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https://github.com/Open-Cascade-SAS/OCCT.git
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- picked or selected objects are now highlighted via owners instead of interactive objects; - support methods for owners were added to AIS_InteractiveContext; - dynamically highlighted owners are now displayed in immediate mode; - selection without opening of local context is enabled by default; - added "-local" key to vselmode command to enable selection in local context; - selection filters are now completely supported in AIS_InteractiveContext; - the idea of differencing of selected items onto current (in interactive context) and selected (local selection) was eliminated; - all calls to "current" were replaced by calls to "selected" in terms of future local context removal; - AIS_InteractiveObject::mySelectionMode was removed; - now each selectable object can define own selection mode for "global" selection of the whole object; - whole object selection mode is 0 by default for all standard interactive objects; - immediate structures are now added to topmost and top layer lists; - added support of drawing immediate structures in different layers; - unused code for immediate mode was removed; - vfeedback and vexport commands now produce correct output for raytrace mode.
245 lines
6.9 KiB
C++
245 lines
6.9 KiB
C++
// Created on: 1995-03-08
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// Created by: Mister rmi
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// Copyright (c) 1995-1999 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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#include <Graphic3d_StructureManager.hxx>
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#include <Prs3d_Drawer.hxx>
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#include <PrsMgr_PresentationManager.hxx>
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#include <SelectBasics_EntityOwner.hxx>
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#include <SelectMgr_SelectableObject.hxx>
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#include <Standard_Type.hxx>
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#include <StdSelect_BRepOwner.hxx>
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#include <StdSelect_Shape.hxx>
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#include <TopLoc_Location.hxx>
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#include <TopoDS_Shape.hxx>
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//==================================================
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// Function:
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// Purpose :
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//==================================================
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StdSelect_BRepOwner::StdSelect_BRepOwner(const Standard_Integer aPriority):
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SelectMgr_EntityOwner(aPriority),
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myFromDecomposition(Standard_False),
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myCurMode(0)
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{
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}
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StdSelect_BRepOwner::StdSelect_BRepOwner(const TopoDS_Shape& aShape,
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const Standard_Integer aPriority,
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const Standard_Boolean ComesFromDecomposition):
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SelectMgr_EntityOwner(aPriority),
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myFromDecomposition(ComesFromDecomposition),
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myShape(aShape),
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myCurMode(0)
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{
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}
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StdSelect_BRepOwner::StdSelect_BRepOwner(const TopoDS_Shape& aShape,
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const Handle (SelectMgr_SelectableObject)& theOrigin,
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const Standard_Integer aPriority,
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const Standard_Boolean ComesFromDecomposition):
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SelectMgr_EntityOwner(theOrigin,aPriority),
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myFromDecomposition(ComesFromDecomposition),
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myShape(aShape),
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myCurMode(0)
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{
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}
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//=======================================================================
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//function : IsHilighted
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//purpose :
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//=======================================================================
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Standard_Boolean StdSelect_BRepOwner::
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IsHilighted(const Handle(PrsMgr_PresentationManager)& PM,
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const Standard_Integer aMode) const
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{
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Standard_Integer M = (aMode < 0) ? myCurMode : aMode;
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if(myPrsSh.IsNull())
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return PM->IsHighlighted(Selectable(),M);
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return PM->IsHighlighted(myPrsSh,M);
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}
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//=======================================================================
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//function : Hilight/Unhilight Methods...
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//purpose :
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//=======================================================================
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void StdSelect_BRepOwner::Hilight(const Handle(PrsMgr_PresentationManager)& PM,
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const Standard_Integer aMode)
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{
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Standard_Integer M = (aMode < 0) ? myCurMode : aMode;
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Handle(SelectMgr_SelectableObject) aSel = Selectable();
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if (myFromDecomposition)
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{
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// do the update flag check
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if (!myPrsSh.IsNull())
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{
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TColStd_ListOfInteger aModesList;
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myPrsSh->ToBeUpdated (aModesList);
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if (!aModesList.IsEmpty())
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myPrsSh.Nullify();
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}
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Handle(Prs3d_Drawer) aDrawer;
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if (!aSel.IsNull())
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{
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aDrawer = aSel->HilightAttributes();
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}
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else
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{
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aDrawer = new Prs3d_Drawer();
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SelectMgr_SelectableObject::InitDefaultHilightAttributes (aDrawer);
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}
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// generate new presentable shape
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if (myPrsSh.IsNull())
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{
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myPrsSh = new StdSelect_Shape (myShape, aDrawer);
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}
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if (!aSel.IsNull())
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{
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myPrsSh->SetZLayer (aSel->ZLayer());
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}
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// highlight and set layer
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PM->Highlight (myPrsSh, M);
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}
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else
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{
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if(myPrsSh.IsNull())
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PM->Highlight(aSel,M);
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else
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PM->Highlight(myPrsSh,M);
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}
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}
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void StdSelect_BRepOwner::Hilight()
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{}
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void StdSelect_BRepOwner::HilightWithColor(const Handle(PrsMgr_PresentationManager3d)& PM,
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const Quantity_NameOfColor aCol,
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const Standard_Integer aMode)
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{
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Standard_Integer M = (aMode < 0) ? myCurMode : aMode;
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Graphic3d_ZLayerId aHiLayer = this == Selectable()->GlobalSelOwner().get() ?
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Graphic3d_ZLayerId_Top : Graphic3d_ZLayerId_Topmost;
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Handle(SelectMgr_SelectableObject) aSel = Selectable();
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if (myFromDecomposition)
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{
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// do the update flag check
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if (!myPrsSh.IsNull())
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{
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TColStd_ListOfInteger aModesList;
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myPrsSh->ToBeUpdated (aModesList);
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if (!aModesList.IsEmpty())
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myPrsSh.Nullify();
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}
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Handle(Prs3d_Drawer) aDrawer;
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if (!aSel.IsNull())
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{
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aDrawer = aSel->HilightAttributes();
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}
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else
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{
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aDrawer = new Prs3d_Drawer();
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SelectMgr_SelectableObject::InitDefaultHilightAttributes (aDrawer);
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}
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// generate new presentable shape
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if(myPrsSh.IsNull())
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{
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if(HasLocation())
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{
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TopLoc_Location lbid = Location() * myShape.Location();
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TopoDS_Shape ShBis = myShape.Located(lbid);
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myPrsSh = new StdSelect_Shape(ShBis, aDrawer);
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}
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else
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myPrsSh = new StdSelect_Shape(myShape, aDrawer);
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}
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if (!aSel.IsNull())
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{
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myPrsSh->SetZLayer (aSel->ZLayer());
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}
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// highlight with color and set layer
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PM->Color (myPrsSh, aCol, M, aSel, aHiLayer);
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}
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else
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{
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if (!myPrsSh.IsNull())
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{
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PM->Color (myPrsSh, aCol, M, aSel, aHiLayer);
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}
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else
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{
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PM->Color (aSel, aCol, M, NULL, aHiLayer);
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}
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}
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}
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void StdSelect_BRepOwner::Unhilight(const Handle(PrsMgr_PresentationManager)& PM,
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const Standard_Integer aMode)
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{
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Standard_Integer M = (aMode < 0) ? myCurMode : aMode;
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if(myPrsSh.IsNull() || !myFromDecomposition)
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PM->Unhighlight(Selectable(),M);
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else
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PM->Unhighlight(myPrsSh,M);
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}
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void StdSelect_BRepOwner::Clear(const Handle(PrsMgr_PresentationManager)& PM,
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const Standard_Integer aMode)
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{
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Standard_Integer M = (aMode < 0) ? myCurMode : aMode;
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if (!myPrsSh.IsNull())
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PM->Clear(myPrsSh,M);
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myPrsSh.Nullify();
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}
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void StdSelect_BRepOwner::SetLocation(const TopLoc_Location& aLoc)
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{
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SelectMgr_EntityOwner::SetLocation(aLoc);
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// we must not nullify the myPrsSh here, because unhilight method
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// will be working with wrong entity in this case, the best is to
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// set the update flag and then recompute myPrsSh on hilighting
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if (!myPrsSh.IsNull())
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myPrsSh->SetToUpdate();
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}
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void StdSelect_BRepOwner::ResetLocation()
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{
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SelectMgr_EntityOwner::ResetLocation();
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// we must not nullify the myPrsSh here, because unhilight method
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// will be working with wrong entity in this case, the best is to
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// set the update flag and then recompute myPrsSh on hilighting
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if (!myPrsSh.IsNull())
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myPrsSh->SetToUpdate();
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}
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//=======================================================================
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//function : SetZLayer
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//purpose :
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//=======================================================================
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void StdSelect_BRepOwner::SetZLayer (const Graphic3d_ZLayerId theLayerId)
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{
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if (!myPrsSh.IsNull())
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{
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myPrsSh->SetZLayer (theLayerId);
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}
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}
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