/// <summary> /// Overrides <see cref="CADability.GeoObject.IGeoObjectImpl.PaintTo3DList (IPaintTo3D, ICategorizedDislayLists)"/> /// </summary> /// <param name="paintTo3D"></param> /// <param name="lists"></param> public override void PaintTo3DList(IPaintTo3D paintTo3D, ICategorizedDislayLists lists) { if (this.compoundShape == null) { return; } if (needsRecalc) { Recalc(); } base.PaintTo3DList(paintTo3D, lists); }
/// <summary> /// Overrides <see cref="CADability.GeoObject.IGeoObjectImpl.PaintTo3DList (IPaintTo3D, ICategorizedDislayLists)"/> /// </summary> /// <param name="paintTo3D"></param> /// <param name="lists"></param> public override void PaintTo3DList(IPaintTo3D paintTo3D, ICategorizedDislayLists lists) { //paintTo3D.PushMultModOp(insertion); //// TODO: hier dem paint3D noch Layer und Color mitgeben für LayerByBlock bzw. ColorByBlock //CategorizedDislayLists tmp = new CategorizedDislayLists(); //idea.PaintTo3DList(paintTo3D, tmp); //paintTo3D.PopModOp(); //tmp.AddToDislayLists(paintTo3D, UniqueId, lists); // jetzt auf flattened zeichnen, da sind alle ModOps schon drin, das ist hier einfacher // eine bessere aber aufwendigere Lösung wäre evtl. in ICategorizedDislayLists die ModOp zu pushen und popen Block blk = Flattened; blk.PaintTo3DList(paintTo3D, lists); }
/// <summary> /// Overrides <see cref="CADability.GeoObject.IGeoObjectImpl.PaintTo3DList (IPaintTo3D, ICategorizedDislayLists)"/> /// </summary> /// <param name="paintTo3D"></param> /// <param name="lists"></param> public override void PaintTo3DList(IPaintTo3D paintTo3D, ICategorizedDislayLists lists) { lock (this) { for (int i = 0; i < containedObjects.Count; ++i) { // die Überprüfung der Sichtbarkeit erfolgt vor dem Aufruf dieser Methode. Deshalb // muss sie auch vor dem Aufruf der enthaltenen Objekte erfolgen. Sonst müsste man bei jedem geoObject // diesen Test machen if (containedObjects[i].IsVisible) { containedObjects[i].PaintTo3DList(paintTo3D, lists); } } } }
/// <summary> /// Overrides <see cref="CADability.GeoObject.IGeoObjectImpl.PaintTo3DList (IPaintTo3D, ICategorizedDislayLists)"/> /// </summary> /// <param name="paintTo3D"></param> /// <param name="lists"></param> public override void PaintTo3DList(IPaintTo3D paintTo3D, ICategorizedDislayLists lists) { lists.Add(Layer, false, false, this); // base.PaintTo3DList(paintTo3D, lists); }
/// <summary> /// Overrides <see cref="CADability.GeoObject.IGeoObjectImpl.PaintTo3DList (IPaintTo3D, ICategorizedDislayLists)"/> /// </summary> /// <param name="paintTo3D"></param> /// <param name="lists"></param> public override void PaintTo3DList(IPaintTo3D paintTo3D, ICategorizedDislayLists lists) { PrePaintTo3D(paintTo3D); lists.Add(this.Layer, true, false, this); }
/// <summary> /// Overrides <see cref="CADability.GeoObject.IGeoObjectImpl.PaintTo3DList (IPaintTo3D, ICategorizedDislayLists)"/> /// </summary> /// <param name="paintTo3D"></param> /// <param name="lists"></param> public override void PaintTo3DList(IPaintTo3D paintTo3D, ICategorizedDislayLists lists) { // zählt zu den linienartigen, damit kommt es etwas nach vorne // in der Basisklasse schon richtig implementiert base.PaintTo3DList(paintTo3D, lists); }