if ( !smSObj ) continue;
SMESH::SMESH_IDSource_var aSubMeshObj =
SMESH::SObjectToInterface<SMESH::SMESH_IDSource>( smSObj );
- aListToUpdate.append( TListOf_IDSrc_SObj::value_type( aSubMeshObj, smSObj ));
+ SMESH_Actor *anActor = SMESH::FindActorByObject( aSubMeshObj );
+ if ( anActor && anActor->GetVisibility() )
+ aListToUpdate.append( TListOf_IDSrc_SObj::value_type( aSubMeshObj, smSObj ));
}
// put Groups into list
SMESH::ListOfGroups_var aGroups = myMesh->GetGroups();
if ( !aGroupSO ) continue;
SMESH::SMESH_IDSource_var aGroupObj =
SMESH::SObjectToInterface<SMESH::SMESH_IDSource>( aGroupSO );
- aListToUpdate.append( TListOf_IDSrc_SObj::value_type( aGroupObj, aGroupSO ));
+ SMESH_Actor *anActor = SMESH::FindActorByObject( aGroupObj );
+ if ( anActor && anActor->GetVisibility() )
+ aListToUpdate.append( TListOf_IDSrc_SObj::value_type( aGroupObj, aGroupSO ));
}
// update mesh, sub-mesh and groups, if it's possible