this->myHighlightActor->SetVisibility(theVisibility && (myIsSelected || myIsPreselected));
-// if(myDisplayMode == (int)eShading)
-// this->myHighlightActor->SetInput(myShadingFaceSource->GetOutput(),false);
-// else
-// this->myHighlightActor->SetInput(myAppendFilter->GetOutput(),false);
-
myShadingFaceActor->SetVisibility(theVisibility && (myDisplayMode == (int)eShading) && (!myIsSelected || !myIsPreselected));
myWireframeFaceActor->SetVisibility(theVisibility && (myDisplayMode ==(int)eWireframe) && !myIsSelected);
}
-void GEOM_Actor::Render(vtkRenderer *ren, vtkMapper *Mapper)
+void GEOM_Actor::Render(vtkRenderer *ren, vtkMapper *theMapper)
{
#ifdef MYDEBUG
cout << "GEOM_Actor::Render"<<endl;
if(!GetVisibility())
return;
-
-/* render the property */
+
+ /* render the property */
if (!this->Property) {
// force creation of a property
this->GetProperty();
vtkMatrix4x4 *aMatrix = vtkMatrix4x4::New();
this->GetMatrix(ren->GetActiveCamera(), aMatrix);
this->Device->SetUserMatrix(aMatrix);
- this->Device->Render(ren,this->Mapper);
+ this->Device->Render(ren,theMapper);
aMatrix->Delete();
} else
- this->Device->Render(ren, this->Mapper);
+ this->Device->Render(ren, theMapper);
+
}
void GEOM_Actor::ReleaseGraphicsResources(vtkWindow *)
void GEOM_Actor::highlight(bool highlight)
{
#ifdef MYDEBUG
- cout << "GEOM_Actor::highlight highlight="<<highlight<<endl;
+ cout << this << " GEOM_Actor::highlight highlight="<<highlight<<endl;
#endif
SALOME_Actor::highlight(highlight);
}
{
myIsSelected = theIsHighlight;
#ifdef MYDEBUG
- cout << "GEOM_Actor::Highlight myIsSelected="<<myIsSelected<<endl;
+ cout << this << " GEOM_Actor::Highlight myIsSelected="<<myIsSelected<<endl;
#endif
SALOME_Actor::Highlight(theIsHighlight); // this method call ::highlight(theIsHighlight) in the end
SetVisibility(GetVisibility());
-
}
/*!
bool theIsHighlight)
{
#ifdef MYDEBUG
- cout << "this="<<this<<" GEOM_Actor::PreHighlight (3) theIsHighlight="<<theIsHighlight<<endl;
+ cout << this<<" GEOM_Actor::PreHighlight (3) theIsHighlight="<<theIsHighlight<<endl;
#endif
+
if ( !GetPickable() )
return false;
{
// define the selection of object
#ifdef MYDEBUG
- cout << endl << "GEOM_Actor::Highlight (3) myIsSelected="<<myIsSelected<<endl;
+ cout << endl << this << " GEOM_Actor::Highlight (3) myIsSelected="<<myIsSelected<<endl;
#endif
bool aRet = SALOME_Actor::Highlight(theInteractorStyle,theSelectionEvent,theIsHighlight);
SetSelected(theIsHighlight);
+ if(theIsHighlight)
+ SetPreSelected(false);
+
return aRet;
}