#include <AIS_Drawer.hxx>
#include <AIS_TexturedShape.hxx>
+#include <V3d_Viewer.hxx>
+
#include <BRepBuilderAPI_MakeEdge.hxx>
#include <BRepBuilderAPI_MakeWire.hxx>
#include <BRepBuilderAPI_MakeFace.hxx>
myContext->Erase( myShape, theIsUpdateViewer );
}
-void HYDROGUI_Shape::update( const bool theIsUpdateViewer )
+void HYDROGUI_Shape::update( const bool theIsUpdateViewer,
+ const bool theIsDisplayOnTop )
{
setIsToUpdate( false );
int aWidth = anImage.width();
int aHeight = anImage.height();
+ QString anImageError = "";
+
QTransform anInversion = QTransform::fromScale( -1, -1 );
anImage = anImage.transformed( anInversion * aTrsf, Qt::SmoothTransformation );
- // Workaround: Scale the texture image to the nearest width multiple 4 due to the CASCADE bug 23813
- int aTrsfWidth = anImage.width();
- int aDelta = aTrsfWidth % 4;
- if ( aDelta > 0 )
+ if ( anImage.isNull() )
+ anImageError = QObject::tr( "IMAGE_TRANSFORMATION_CAN_NOT_BE_APPLYED" );
+ else
{
- aTrsfWidth += ( 4 - aDelta );
- }
- anImage = anImage.scaledToWidth( aTrsfWidth );
+ // Workaround: Scale the texture image to the nearest width multiple 4 due to the CASCADE bug 23813
+ int aTrsfWidth = anImage.width();
+ int aDelta = aTrsfWidth % 4;
+ if ( aDelta > 0 )
+ {
+ aTrsfWidth += ( 4 - aDelta );
+ }
+ anImage = anImage.scaledToWidth( aTrsfWidth );
- // temporary optimization, to reduce the saved image size (and the texture quality)
- QImage anImageToSave = anImage; //RKV:reduceTexture( anImage, 500 );
+ // temporary optimization, to reduce the saved image size (and the texture quality)
+ QImage anImageToSave = anImage; //RKV:reduceTexture( anImage, 500 );
- bool isSaved = anImageToSave.save( aTextureFileName );
- if ( !isSaved ) {
- QString aTitle = QObject::tr( "FILE_ERROR" );
- QString aMessage = QObject::tr( "FILE_CAN_NOT_BE_CREATED" ).arg( aTextureFileName );
- SUIT_MessageBox::warning( 0, aTitle, aMessage );
+ bool isSaved = anImageToSave.save( aTextureFileName );
+ if ( !isSaved )
+ anImageError = QObject::tr( "FILE_CAN_NOT_BE_CREATED" ).arg( aTextureFileName );
+ }
+
+ if ( !anImageError.isEmpty() )
+ {
+ SUIT_MessageBox::warning( 0, QObject::tr( "SHAPE_IMAGE_ERROR" ),
+ QObject::tr( "IMAGE_CAN_NOT_BE_CREATED" ) + anImageError );
}
QPointF aPoint1( 0, 0 ); // 1: top left
TopTools_SequenceOfShape aShapes;
aShapesGroup->GetShapes( aShapes );
- BRepBuilderAPI_MakeWire aMakeWire;
+ TopoDS_Compound aCompound;
+ BRep_Builder aCompoundBuilder;
+ aCompoundBuilder.MakeCompound( aCompound );
for ( int i = 1, n = aShapes.Length(); i <= n; ++i )
{
- TopoDS_Edge anEdge = TopoDS::Edge( aShapes.Value( i ) );
- aMakeWire.Add( anEdge );
+ const TopoDS_Shape& aShape = aShapes.Value( i );
+ aCompoundBuilder.Add( aCompound, aShape );
}
- aMakeWire.Build();
- TopoDS_Wire aResWire = aMakeWire.Wire();
-
- setWire( aResWire, false, false );
- setBorderColor( Qt::red, false, false );
+ setShape( aCompound, false, false );
}
}
return;
myContext->Display( myShape, theIsUpdateViewer );
+
+ if ( theIsDisplayOnTop ) {
+ // Display the shape on the top Z layer
+ Standard_Integer aNewLayerId = -1;
+ if ( myContext->CurrentViewer() &&
+ myContext->CurrentViewer()->AddZLayer( aNewLayerId ) &&
+ aNewLayerId > 0 ) {
+ myContext->SetZLayer( myShape, aNewLayerId );
+ }
+ }
+
if (isDeactivateSelection)
myContext->Deactivate(myShape);
}
void HYDROGUI_Shape::setVisible( const bool theState,
const bool theIsUpdateViewer )
{
- if ( myIsVisible == theState )
- return;
-
myIsVisible = theState;
if ( myShape.IsNull() )
return;
+ if ( ( myIsVisible && myContext->IsDisplayed( myShape ) ) ||
+ ( !myIsVisible && !myContext->IsDisplayed( myShape ) ) )
+ return;
+
if ( myIsVisible )
myContext->Display( myShape, theIsUpdateViewer );
else
myShape = new AIS_Shape( myTopoShape );
}
+ myShape->SetHLRAngleAndDeviation( 0.001 );
+
if ( !myObject.IsNull() )
myShape->SetOwner( myObject );
Handle(Prs3d_ShadingAspect) aShadingAspect = anAttributes->ShadingAspect();
if ( !aShadingAspect.IsNull() )
{
- Graphic3d_MaterialAspect aMatAspect;
- aMatAspect.SetAmbient( 1 );
- aMatAspect.SetDiffuse( 0 );
+ Graphic3d_MaterialAspect aMatAspect( Graphic3d_NOM_PLASTIC );
+ //aMatAspect.SetAmbient( 1 );
+ //aMatAspect.SetDiffuse( 0 );
aShadingAspect->Aspect()->SetFrontMaterial( aMatAspect );
aShadingAspect->Aspect()->SetBackMaterial( aMatAspect );