+ // To avoid that hilight presentation is equal to "normal" object presentation.
+ // Note that hilight presentation is always to be on top ( i.e. in the top Z layer ).
+ myDisplayMode = AIS_Shaded;
+
+ buildShape();
+ updateShape( theToDisplay, theIsUpdateViewer );
+}
+
+void HYDROGUI_Shape::setFaces( const TopoDS_Compound& theWires,
+ const bool theToDisplay,
+ const bool theIsUpdateViewer )
+{
+ TopExp_Explorer anExp( theWires, TopAbs_WIRE );
+ TopoDS_Compound aCompound;
+ BRep_Builder aBuilder;
+ aBuilder.MakeCompound( aCompound );
+
+ for ( ; anExp.More(); anExp.Next() ) {
+ TopoDS_Wire aWire = TopoDS::Wire( anExp.Current() );
+ if ( aWire.IsNull() ) {
+ continue;
+ }
+
+ BRepBuilderAPI_MakeFace aMakeFace( aWire, Standard_True );
+ aMakeFace.Build();
+ if( aMakeFace.IsDone() ) {
+ aBuilder.Add( aCompound, aMakeFace.Face() );
+ }
+ }
+
+ myTopoShape = aCompound;
+ myDisplayMode = AIS_Shaded;