myDeviceLostFlag = Standard_False;
// Go through all unique structures including child (connected) ones and ensure that they are computed.
- Graphic3d_MapOfStructure aStructNetwork;
+ NCollection_Map<Graphic3d_Structure*> aStructNetwork;
for (Graphic3d_MapIteratorOfMapOfStructure anIter(myDisplayedStructure); anIter.More(); anIter.Next())
{
Handle(Graphic3d_Structure) aStructure = anIter.Key();
- anIter.Key()->Network (anIter.Key(), Graphic3d_TOC_DESCENDANT, aStructNetwork);
+ anIter.Key()->Network (anIter.Key().get(), Graphic3d_TOC_DESCENDANT, aStructNetwork);
}
RecomputeStructures (aStructNetwork);
}
-void Graphic3d_StructureManager::RecomputeStructures (const Graphic3d_MapOfStructure& theStructures)
+void Graphic3d_StructureManager::RecomputeStructures (const NCollection_Map<Graphic3d_Structure*>& theStructures)
{
- for (Graphic3d_MapIteratorOfMapOfStructure anIter (theStructures); anIter.More(); anIter.Next())
+ for (NCollection_Map<Graphic3d_Structure*>::Iterator anIter (theStructures); anIter.More(); anIter.Next())
{
- Handle(Graphic3d_Structure) aStruct = anIter.Key();
+ Graphic3d_Structure* aStruct = anIter.Key();
aStruct->Clear();
aStruct->Compute();
}
// function : Clear
// purpose :
// ========================================================================
-void Graphic3d_StructureManager::Clear (const Handle(Graphic3d_Structure)& theStructure,
+void Graphic3d_StructureManager::Clear (Graphic3d_Structure* theStructure,
const Standard_Boolean theWithDestruction)
{
for (Graphic3d_IndexedMapOfView::Iterator aViewIt (myDefinedViews); aViewIt.More(); aViewIt.Next())
// function : Connect
// purpose :
// ========================================================================
-void Graphic3d_StructureManager::Connect (const Handle(Graphic3d_Structure)& theMother,
- const Handle(Graphic3d_Structure)& theDaughter)
+void Graphic3d_StructureManager::Connect (const Graphic3d_Structure* theMother,
+ const Graphic3d_Structure* theDaughter)
{
for (Graphic3d_IndexedMapOfView::Iterator aViewIt (myDefinedViews); aViewIt.More(); aViewIt.Next())
{
// function : Disconnect
// purpose :
// ========================================================================
-void Graphic3d_StructureManager::Disconnect (const Handle(Graphic3d_Structure)& theMother,
- const Handle(Graphic3d_Structure)& theDaughter)
+void Graphic3d_StructureManager::Disconnect (const Graphic3d_Structure* theMother,
+ const Graphic3d_Structure* theDaughter)
{
for (Graphic3d_IndexedMapOfView::Iterator aViewIt (myDefinedViews); aViewIt.More(); aViewIt.Next())
{