smesh/src/SMESHGUI/SMESHGUI_MoveNodesDlg.cxx

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// SMESH SMESHGUI : GUI for SMESH component
//
// Copyright (C) 2003 OPEN CASCADE, EADS/CCR, LIP6, CEA/DEN,
// CEDRAT, EDF R&D, LEG, PRINCIPIA R&D, BUREAU VERITAS
//
// This library is free software; you can redistribute it and/or
// modify it under the terms of the GNU Lesser General Public
// License as published by the Free Software Foundation; either
// version 2.1 of the License.
//
// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public
// License along with this library; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
//
// See http://www.opencascade.org/SALOME/ or email : webmaster.salome@opencascade.org
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//
//
//
// File : SMESHGUI_MoveNodesDlg.cxx
// Author : Nicolas REJNERI
// Module : SMESH
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// $Header$
#include "SMESHGUI_MoveNodesDlg.h"
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#include "SMESHGUI.h"
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#include "SMESHGUI_SpinBox.h"
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#include "SMESHGUI_IdValidator.h"
#include "SMESHGUI_Utils.h"
#include "SMESHGUI_VTKUtils.h"
#include "SMESHGUI_MeshUtils.h"
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#include "SMESH_Actor.h"
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#include "SMDS_Mesh.hxx"
#include "SMDS_MeshNode.hxx"
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#include "LightApp_SelectionMgr.h"
#include "SUIT_ResourceMgr.h"
#include "SUIT_Desktop.h"
#include "SVTK_Selector.h"
#include "SVTK_ViewModel.h"
#include "SVTK_ViewWindow.h"
#include "SALOME_ListIO.hxx"
#include "SVTK_ViewWindow.h"
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#include "utilities.h"
// OCCT includes
#include <TColStd_MapOfInteger.hxx>
// VTK includes
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#include <vtkCell.h>
#include <vtkIdList.h>
#include <vtkIntArray.h>
#include <vtkCellArray.h>
#include <vtkUnsignedCharArray.h>
#include <vtkUnstructuredGrid.h>
#include <vtkDataSetMapper.h>
#include <vtkProperty.h>
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// QT includes
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#include <qgroupbox.h>
#include <qlabel.h>
#include <qlineedit.h>
#include <qpushbutton.h>
#include <qradiobutton.h>
#include <qlayout.h>
#include <qpixmap.h>
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#include <qmessagebox.h>
#include <qbuttongroup.h>
// IDL Headers
#include <SALOMEconfig.h>
#include CORBA_SERVER_HEADER(SMESH_Mesh)
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#define MARGIN 10
#define SPACING 5
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//=================================================================================
// name : SMESHGUI_MoveNodesDlg::SMESHGUI_MoveNodesDlg
// Purpose :
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//=================================================================================
SMESHGUI_MoveNodesDlg::SMESHGUI_MoveNodesDlg (SMESHGUI* theModule,
const char* theName):
QDialog(SMESH::GetDesktop(theModule),
theName,
false,
WStyle_Customize | WStyle_NormalBorder | WStyle_Title | WStyle_SysMenu),
mySelectionMgr(SMESH::GetSelectionMgr(theModule)),
mySMESHGUI(theModule)
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{
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myPreviewActor = 0;
myBusy = false;
setCaption(tr("CAPTION"));
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QVBoxLayout* aDlgLay = new QVBoxLayout (this, MARGIN, SPACING);
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QFrame* aMainFrame = createMainFrame (this);
QFrame* aBtnFrame = createButtonFrame(this);
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aDlgLay->addWidget(aMainFrame);
aDlgLay->addWidget(aBtnFrame);
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aDlgLay->setStretchFactor(aMainFrame, 1);
mySelector = (SMESH::GetViewWindow( mySMESHGUI ))->GetSelector();
Init();
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}
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//=======================================================================
// name : SMESHGUI_MoveNodesDlg::createButtonFrame
// Purpose : Create frame containing buttons
//=======================================================================
QFrame* SMESHGUI_MoveNodesDlg::createButtonFrame (QWidget* theParent)
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{
QFrame* aFrame = new QFrame(theParent);
aFrame->setFrameStyle(QFrame::Box | QFrame::Sunken);
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myOkBtn = new QPushButton(tr("SMESH_BUT_OK" ), aFrame);
myApplyBtn = new QPushButton(tr("SMESH_BUT_APPLY"), aFrame);
myCloseBtn = new QPushButton(tr("SMESH_BUT_CLOSE"), aFrame);
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QSpacerItem* aSpacer = new QSpacerItem(0, 0, QSizePolicy::Expanding, QSizePolicy::Minimum);
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QHBoxLayout* aLay = new QHBoxLayout(aFrame, MARGIN, SPACING);
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aLay->addWidget(myOkBtn);
aLay->addWidget(myApplyBtn);
aLay->addItem(aSpacer);
aLay->addWidget(myCloseBtn);
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connect(myOkBtn, SIGNAL(clicked()), SLOT(onOk()));
connect(myCloseBtn, SIGNAL(clicked()), SLOT(onClose()));
connect(myApplyBtn, SIGNAL(clicked()), SLOT(onApply()));
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return aFrame;
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}
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//=======================================================================
// name : SMESHGUI_MoveNodesDlg::createMainFrame
// Purpose : Create frame containing dialog's input fields
//=======================================================================
QFrame* SMESHGUI_MoveNodesDlg::createMainFrame (QWidget* theParent)
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{
QFrame* aFrame = new QFrame(theParent);
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QPixmap iconMoveNode (SMESH::GetResourceMgr( mySMESHGUI )->loadPixmap("SMESH", tr("ICON_DLG_MOVE_NODE")));
QPixmap iconSelect (SMESH::GetResourceMgr( mySMESHGUI )->loadPixmap("SMESH", tr("ICON_SELECT")));
QButtonGroup* aPixGrp = new QButtonGroup(1, Qt::Vertical, tr("MESH_NODE"), aFrame);
aPixGrp->setExclusive(TRUE);
QRadioButton* aRBut = new QRadioButton(aPixGrp);
aRBut->setPixmap(iconMoveNode);
aRBut->setChecked(TRUE);
QGroupBox* anIdGrp = new QGroupBox(1, Qt::Vertical, tr("SMESH_MOVE"), aFrame);
new QLabel(tr("NODE_ID"), anIdGrp);
(new QPushButton(anIdGrp))->setPixmap(iconSelect);
myId = new QLineEdit(anIdGrp);
myId->setValidator(new SMESHGUI_IdValidator(this, "validator", 1));
QGroupBox* aCoordGrp = new QGroupBox(1, Qt::Vertical, tr("SMESH_COORDINATES"), aFrame);
new QLabel(tr("SMESH_X"), aCoordGrp);
myX = new SMESHGUI_SpinBox(aCoordGrp);
new QLabel(tr("SMESH_Y"), aCoordGrp);
myY = new SMESHGUI_SpinBox(aCoordGrp);
new QLabel(tr("SMESH_Z"), aCoordGrp);
myZ = new SMESHGUI_SpinBox(aCoordGrp);
myX->RangeStepAndValidator(-999999.999, +999999.999, 25.0, 3);
myY->RangeStepAndValidator(-999999.999, +999999.999, 25.0, 3);
myZ->RangeStepAndValidator(-999999.999, +999999.999, 25.0, 3);
QVBoxLayout* aLay = new QVBoxLayout(aFrame);
aLay->addWidget(aPixGrp);
aLay->addWidget(anIdGrp);
aLay->addWidget(aCoordGrp);
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// connect signale and slots
connect(myX, SIGNAL (valueChanged(double)), this, SLOT(redisplayPreview()));
connect(myY, SIGNAL (valueChanged(double)), this, SLOT(redisplayPreview()));
connect(myZ, SIGNAL (valueChanged(double)), this, SLOT(redisplayPreview()));
connect(myId, SIGNAL(textChanged(const QString&)), SLOT(onTextChange(const QString&)));
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return aFrame;
}
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//=======================================================================
// name : SMESHGUI_MoveNodesDlg::~SMESHGUI_MoveNodesDlg
// Purpose :
//=======================================================================
SMESHGUI_MoveNodesDlg::~SMESHGUI_MoveNodesDlg()
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{
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erasePreview();
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}
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//=======================================================================
// name : SMESHGUI_MoveNodesDlg::Init
// Purpose : Init dialog fields
//=======================================================================
void SMESHGUI_MoveNodesDlg::Init()
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{
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myPreviewActor = 0;
myMeshActor = 0;
myBusy = false;
mySMESHGUI->SetActiveDialogBox((QDialog*)this);
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// selection and SMESHGUI
connect(mySelectionMgr, SIGNAL(currentSelectionChanged()), SLOT(onSelectionDone()));
connect(mySMESHGUI, SIGNAL(SignalDeactivateActiveDialog()), SLOT(onDeactivate()));
connect(mySMESHGUI, SIGNAL(SignalCloseAllDialogs()), SLOT(onClose()));
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reset();
setEnabled(true);
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this->show();
// set selection mode
SMESH::SetPointRepresentation(true);
if ( SVTK_ViewWindow* aViewWindow = SMESH::GetViewWindow( mySMESHGUI ))
aViewWindow->SetSelectionMode(NodeSelection);
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onSelectionDone();
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}
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//=======================================================================
// name : SMESHGUI_MoveNodesDlg::isValid
// Purpose : Verify validity of entry information
//=======================================================================
bool SMESHGUI_MoveNodesDlg::isValid (const bool theMess) const
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{
if (myId->text().isEmpty()) {
if (theMess)
QMessageBox::information(SMESHGUI::desktop(), tr("SMESH_WARNING"),
tr("NODE_ID_IS_NOT_DEFINED"), QMessageBox::Ok);
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return false;
}
return true;
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}
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//=======================================================================
// name : SMESHGUI_MoveNodesDlg::reset
// Purpose : Reset the dialog state
//=======================================================================
void SMESHGUI_MoveNodesDlg::reset()
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{
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myId->clear();
myX->SetValue(0);
myY->SetValue(0);
myZ->SetValue(0);
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redisplayPreview();
updateButtons();
}
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//=======================================================================
// name : SMESHGUI_MoveNodesDlg::onApply
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// Purpose : SLOT called when "Apply" button pressed.
//=======================================================================
bool SMESHGUI_MoveNodesDlg::onApply()
{
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if (mySMESHGUI->isActiveStudyLocked())
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return false;
if (!isValid(true))
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return false;
SMESH::SMESH_Mesh_var aMesh = SMESH::GetMeshByIO(myMeshActor->getIO());
if (aMesh->_is_nil()) {
QMessageBox::information(SMESHGUI::desktop(), tr("SMESH_ERROR"),
tr("SMESHG_NO_MESH"), QMessageBox::Ok);
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return false;
}
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SMESH::SMESH_MeshEditor_var aMeshEditor = aMesh->GetMeshEditor();
if (aMeshEditor->_is_nil())
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return false;
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int anId = myId->text().toInt();
bool aResult = false;
try {
aResult = aMeshEditor->MoveNode(anId, myX->GetValue(), myY->GetValue(), myZ->GetValue());
} catch (...) {
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}
if (aResult) {
SALOME_ListIO aList;
aList.Append(myMeshActor->getIO());
mySelectionMgr->setSelectedObjects(aList,false);
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SMESH::UpdateView();
reset();
}
return aResult;
}
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//=======================================================================
// name : SMESHGUI_MoveNodesDlg::onOk
// Purpose : SLOT called when "Ok" button pressed.
//=======================================================================
void SMESHGUI_MoveNodesDlg::onOk()
{
if (onApply())
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onClose();
}
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//=======================================================================
// name : SMESHGUI_MoveNodesDlg::onClose
// Purpose : SLOT called when "Close" button pressed. Close dialog
//=======================================================================
void SMESHGUI_MoveNodesDlg::onClose()
{
//mySelectionMgr->clearSelected();
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SMESH::SetPointRepresentation(false);
if ( SVTK_ViewWindow* aViewWindow = SMESH::GetViewWindow( mySMESHGUI ))
aViewWindow->SetSelectionMode(ActorSelection);
disconnect(mySelectionMgr, 0, this, 0);
disconnect(mySMESHGUI, 0, this, 0);
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erasePreview();
mySMESHGUI->ResetState();
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reject();
}
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//=======================================================================
// name : SMESHGUI_MoveNodesDlg::onTextChange
// Purpose :
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//=======================================================================
void SMESHGUI_MoveNodesDlg::onTextChange (const QString& theNewText)
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{
if (myBusy) return;
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myOkBtn->setEnabled(false);
myApplyBtn->setEnabled(false);
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erasePreview();
// select entered node
if(myMeshActor){
if(SMDS_Mesh* aMesh = myMeshActor->GetObject()->GetMesh()){
myBusy = true;
Handle(SALOME_InteractiveObject) anIO = myMeshActor->getIO();
SALOME_ListIO aList;
aList.Append(anIO);
mySelectionMgr->setSelectedObjects(aList,false);
myBusy = false;
if(const SMDS_MeshElement *anElem = aMesh->FindElement(theNewText.toInt())) {
TColStd_MapOfInteger aListInd;
aListInd.Add(anElem->GetID());
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mySelector->AddOrRemoveIndex(anIO,aListInd, false);
if ( SVTK_ViewWindow* aViewWindow = SMESH::GetViewWindow( mySMESHGUI ))
aViewWindow->highlight(anIO,true,true);
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onSelectionDone();
}
}
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}
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}
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//=======================================================================
// name : SMESHGUI_MoveNodesDlg::onSelectionDone
// Purpose : SLOT called when selection changed
//=======================================================================
void SMESHGUI_MoveNodesDlg::onSelectionDone()
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{
if (myBusy) return;
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myMeshActor = 0;
SALOME_ListIO aList;
mySelectionMgr->selectedObjects(aList,SVTK_Viewer::Type());
if (aList.Extent() == 1) {
Handle(SALOME_InteractiveObject) anIO = aList.First();
myMeshActor = SMESH::FindActorByEntry(anIO->getEntry());
if(myMeshActor){
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QString aText;
if (SMESH::GetNameOfSelectedNodes(mySelector,anIO,aText) == 1) {
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if(SMDS_Mesh* aMesh = myMeshActor->GetObject()->GetMesh()) {
if(const SMDS_MeshNode* aNode = aMesh->FindNode(aText.toInt())) {
myBusy = true;
myId->setText(aText);
myX->SetValue(aNode->X());
myY->SetValue(aNode->Y());
myZ->SetValue(aNode->Z());
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myBusy = false;
erasePreview(); // avoid overlapping of a selection and a preview
updateButtons();
return;
}
}
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}
}
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}
reset();
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}
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//=======================================================================
// name : SMESHGUI_MoveNodesDlg::onDeactivate
// Purpose : SLOT called when dialog must be deativated
//=======================================================================
void SMESHGUI_MoveNodesDlg::onDeactivate()
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{
setEnabled(false);
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erasePreview();
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}
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//=======================================================================
// name : SMESHGUI_MoveNodesDlg::enterEvent
// Purpose : Event filter
//=======================================================================
void SMESHGUI_MoveNodesDlg::enterEvent (QEvent*)
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{
if (!isEnabled()) {
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mySMESHGUI->EmitSignalDeactivateDialog();
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// set selection mode
SMESH::SetPointRepresentation(true);
if ( SVTK_ViewWindow* aViewWindow = SMESH::GetViewWindow( mySMESHGUI ))
aViewWindow->SetSelectionMode(NodeSelection);
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redisplayPreview();
setEnabled(true);
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}
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}
//=======================================================================
// name : SMESHGUI_MoveNodesDlg::closeEvent
// Purpose :
//=======================================================================
void SMESHGUI_MoveNodesDlg::closeEvent (QCloseEvent*)
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{
onClose();
if ( SVTK_ViewWindow* aViewWindow = SMESH::GetViewWindow( mySMESHGUI ))
aViewWindow->Repaint();
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}
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//=======================================================================
// name : SMESHGUI_MoveNodesDlg::hideEvent
// Purpose : may be caused by ESC key
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//=======================================================================
void SMESHGUI_MoveNodesDlg::hideEvent (QHideEvent*)
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{
if (!isMinimized())
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onClose();
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}
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//=======================================================================
// name : SMESHGUI_MoveNodesDlg::updateButtons
// Purpose : Update buttons state
//=======================================================================
void SMESHGUI_MoveNodesDlg::updateButtons()
{
bool isEnabled = isValid(false);
myOkBtn->setEnabled(isEnabled);
myApplyBtn->setEnabled(isEnabled);
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}
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//=======================================================================
// name : SMESHGUI_MoveNodesDlg::erasePreview
// Purpose : Erase preview
//=======================================================================
void SMESHGUI_MoveNodesDlg::erasePreview()
{
if (myPreviewActor == 0)
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return;
SVTK_ViewWindow* aViewWindow = SMESH::GetViewWindow( mySMESHGUI );
if (aViewWindow)
aViewWindow->RemoveActor(myPreviewActor);
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myPreviewActor->Delete();
myPreviewActor = 0;
if (aViewWindow)
aViewWindow->Repaint();
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}
//=======================================================================
// name : SMESHGUI_MoveNodesDlg::redisplayPreview
// Purpose : Redisplay preview
//=======================================================================
void SMESHGUI_MoveNodesDlg::redisplayPreview()
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{
if (myBusy)
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return;
if (myPreviewActor != 0)
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erasePreview();
if (!isValid(false))
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return;
vtkUnstructuredGrid* aGrid = vtkUnstructuredGrid::New();
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vtkPoints* aPoints = vtkPoints::New();
aPoints->SetNumberOfPoints(1);
aPoints->SetPoint(0, myX->GetValue(), myY->GetValue(), myZ->GetValue());
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// Create cells
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vtkIdList *anIdList = vtkIdList::New();
anIdList->SetNumberOfIds(1);
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vtkCellArray *aCells = vtkCellArray::New();
aCells->Allocate(2, 0);
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vtkUnsignedCharArray* aCellTypesArray = vtkUnsignedCharArray::New();
aCellTypesArray->SetNumberOfComponents(1);
aCellTypesArray->Allocate(1);
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anIdList->SetId(0, 0);
aCells->InsertNextCell(anIdList);
aCellTypesArray->InsertNextValue(VTK_VERTEX);
anIdList->Delete();
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vtkIntArray* aCellLocationsArray = vtkIntArray::New();
aCellLocationsArray->SetNumberOfComponents(1);
aCellLocationsArray->SetNumberOfTuples(1);
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aCells->InitTraversal();
vtkIdType npts;
aCellLocationsArray->SetValue(0, aCells->GetTraversalLocation(npts));
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aGrid->SetPoints(aPoints);
aPoints->Delete();
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aGrid->SetCells(aCellTypesArray,aCellLocationsArray,aCells);
aCellLocationsArray->Delete();
aCellTypesArray->Delete();
aCells->Delete();
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// Create and display actor
vtkDataSetMapper* aMapper = vtkDataSetMapper::New();
aMapper->SetInput(aGrid);
aGrid->Delete();
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myPreviewActor = SALOME_Actor::New();
myPreviewActor->PickableOff();
myPreviewActor->SetMapper(aMapper);
aMapper->Delete();
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vtkProperty* aProp = vtkProperty::New();
aProp->SetRepresentationToWireframe();
aProp->SetColor(250, 0, 250);
aProp->SetPointSize(5);
myPreviewActor->SetProperty(aProp);
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aProp->Delete();
if ( SVTK_ViewWindow* aViewWindow = SMESH::GetViewWindow( mySMESHGUI ))
{
aViewWindow->AddActor(myPreviewActor);
aViewWindow->Repaint();
}
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}