// License along with this library; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
//
-// See http://www.opencascade.org/SALOME/ or email : webmaster.salome@opencascade.org
+// See http://www.salome-platform.org/ or email : webmaster.salome@opencascade.com
//
//
//
// Module : GEOM
// $Header$
-using namespace std;
/*!
\class GEOM_Actor GEOM_Actor.h
\brief This class allows to display an OpenCASCADE CAD model in a VTK viewer.
#include "GEOM_Actor.h"
+#include <vtkObjectFactory.h>
+#include <vtkPolyData.h>
+#include <vtkPolyDataMapper.h>
+#include <vtkPolyDataNormals.h>
+
+#include <vtkTransform.h>
+#include <vtkMatrix4x4.h>
+#include <vtkMath.h>
+
+#include <vtkProperty.h>
+#include <vtkRenderer.h>
+#include <vtkCamera.h>
+
// OpenCASCADE Includes
#include "GEOM_OCCReader.h"
#include <BRep_Tool.hxx>
+using namespace std;
+
//-------------------------------------------------------------
// Main methods
//-------------------------------------------------------------
this->myName = "";
this->HighlightProperty = NULL;
- this->ishighlighted = false;
+ this->myIsHighlighted = false;
this->subshape = false;
+ this->myIsInfinite = false;
}
GEOM_Actor::~GEOM_Actor()
GEOM_Actor *f = GEOM_Actor::SafeDownCast(prop);
if ( f != NULL )
{
- this->setInputShape(f->getTopo(),f->getDeflection(),f->getDisplayMode());
+ this->setInputShape(f->getTopo(),f->getDeflection(),f->getDisplayMode(),f->isVector());
this->setName( f->getName() );
if ( f->hasIO() )
this->setIO( f->getIO() );
deflection = adef;
}
-void GEOM_Actor::setInputShape(const TopoDS_Shape& aShape,double adef,int imode) {
+void GEOM_Actor::setInputShape(const TopoDS_Shape& aShape, double adef,
+ int imode, bool isVector)
+{
myShape = aShape;
deflection = adef;
+ myIsVector = isVector;
setDisplayMode(imode);
}
// Mapper creating function
//-------------------------------------------------------------
void GEOM_Actor::CreateMapper(int theMode) {
+ this->myIsInfinite = (bool)myShape.Infinite();
if(myShape.ShapeType() == TopAbs_VERTEX) {
gp_Pnt aPnt = BRep_Tool::Pnt(TopoDS::Vertex(myShape));
this->SetPosition(aPnt.X(),aPnt.Y(),aPnt.Z());
}
GEOM_OCCReader* aread = GEOM_OCCReader::New();
- aread->setTopo(myShape);
+ aread->setTopo(myShape, myIsVector);
aread->setDisplayMode(theMode);
aread->GetOutput()->ReleaseDataFlagOn();
-
+
vtkPolyDataMapper* aMapper = vtkPolyDataMapper::New();
if (theMode == 0) {
aMapper->SetInput(aread->GetOutput());
this->Property->SetSpecularColor(0.99,0.98,0.83);
}
- if(!ishighlighted) {
- if(myDisplayMode >= 1) {
+ if(!myIsHighlighted) {
+ if ( myIsPreselected )
+ this->Property = PreviewProperty;
+ else if(myDisplayMode >= 1) {
// SHADING
this->Property = ShadingProperty;
}
this->Property = WireframeProperty;
}
- if ( ispreselected )
- this->Property = PreviewProperty;
}
this->Property->Render(this, ren);
if(myShape.ShapeType() == TopAbs_VERTEX) {
if(ren){
//The parameter determine size of vertex actor relate to diagonal of RendererWindow
- static float delta = 0.01;
- float X1 = -1, Y1 = -1, Z1 = 0;
+ static vtkFloatingPointType delta = 0.01;
+ vtkFloatingPointType X1 = -1, Y1 = -1, Z1 = 0;
ren->ViewToWorld(X1,Y1,Z1);
- float X2 = +1, Y2 = +1, Z2 = 0;
+ vtkFloatingPointType X2 = +1, Y2 = +1, Z2 = 0;
ren->ViewToWorld(X2,Y2,Z2);
Z2 = sqrt((X2-X1)*(X2-X1) + (Y2-Y1)*(Y2-Y1) + (Z2-Z1)*(Z2-Z1));
this->SetScale(Z2*delta);
aMatrix->Delete();
} else
this->Device->Render(ren, this->Mapper);
- this->EstimatedRenderTime = WireframeMapper->GetTimeToDraw();
+ if(WireframeMapper!=NULL) this->EstimatedRenderTime = WireframeMapper->GetTimeToDraw();
+ else if(ShadingMapper!=NULL) this->EstimatedRenderTime = ShadingMapper->GetTimeToDraw();
}
// SubShape
// Opacity methods
//-------------------------------------------------------------
-void GEOM_Actor::SetOpacity(float opa)
+void GEOM_Actor::SetOpacity(vtkFloatingPointType opa)
{
//HighlightProperty->SetOpacity(opa);
SALOME_Actor::SetOpacity(opa);
ShadingProperty->SetOpacity(opa);
}
-float GEOM_Actor::GetOpacity() {
+vtkFloatingPointType GEOM_Actor::GetOpacity() {
return ShadingProperty->GetOpacity();
}
//-------------------------------------------------------------
// Color methods
//-------------------------------------------------------------
-void GEOM_Actor::SetColor(float r,float g,float b) {
+void GEOM_Actor::SetColor(vtkFloatingPointType r,vtkFloatingPointType g,vtkFloatingPointType b) {
ShadingProperty->SetColor(r,g,b);
}
-void GEOM_Actor::GetColor(float& r,float& g,float& b) {
- float color[3];
- ShadingProperty->GetColor(color);
- r = color[0];
- g = color[1];
- b = color[2];
+void GEOM_Actor::GetColor(vtkFloatingPointType& r,vtkFloatingPointType& g,vtkFloatingPointType& b) {
+ vtkFloatingPointType color[3];
+ ShadingProperty->GetColor(color);
+ r = color[0];
+ g = color[1];
+ b = color[2];
}
//-------------------------------------------------------------
// Highlight methods
//-------------------------------------------------------------
-void GEOM_Actor::highlight(Standard_Boolean highlight) {
+void GEOM_Actor::highlight(bool highlight) {
- if(highlight && !ishighlighted) {
- ishighlighted=true;
+ if(highlight && !myIsHighlighted) {
+ myIsHighlighted=true;
// build highlight property is necessary
if(HighlightProperty==NULL) {
HighlightProperty = vtkProperty::New();
}
else if (!highlight) {
- if(ishighlighted) {
- ishighlighted=false;
+ if(myIsHighlighted) {
+ myIsHighlighted=false;
if(myDisplayMode==1) {
//unhilight in shading
this->Property = ShadingProperty;
}
}
-bool GEOM_Actor::hasHighlight()
-{
- return true;
-}
-
void GEOM_Actor::SetHighlightProperty(vtkProperty* Prop) {
this->HighlightProperty = Prop;
}