示例#1
0
 /// <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);
 }
示例#2
0
        /// <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);
        }
示例#3
0
 /// <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);
             }
         }
     }
 }
示例#4
0
 /// <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);
 }
示例#5
0
 /// <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);
 }
示例#6
0
 /// <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);
 }