smesh/src/SMESHGUI/SMESHGUI_MeshPatternDlg.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
//
//
//
// File : SMESHGUI_MeshPatternDlg.cxx
// Author : Sergey LITONIN
// Module : SMESH
#include "SMESHGUI_MeshPatternDlg.h"
#include "QAD_Desktop.h"
#include "QAD_FileDlg.h"
#include "SMESHGUI_SpinBox.h"
#include "SMESHGUI.h"
#include "SALOME_Selection.h"
#include "SMESH_NumberFilter.hxx"
#include "SMESHGUI_Utils.h"
#include "SMESHGUI_VTKUtils.h"
#include "SMESHGUI_CreatePatternDlg.h"
#include "SMESHGUI_PatternWidget.h"
#include "SMESH_Actor.h"
#include "SALOMEGUI_QtCatchCorbaException.hxx"
#include "VTKViewer_ViewFrame.h"
#include "SMESHGUI_PatternUtils.h"
#include "SMESH_ActorUtils.h"
#include "SMDS_MeshElement.hxx"
#include "SMDS_Mesh.hxx"
#include "QAD_Config.h"
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#include <TColStd_MapOfInteger.hxx>
#include <qframe.h>
#include <qlayout.h>
#include <qlineedit.h>
#include <qpushbutton.h>
#include <qgroupbox.h>
#include <qlabel.h>
#include <qradiobutton.h>
#include <qcheckbox.h>
#include <qbuttongroup.h>
#include <qmessagebox.h>
#include <qcstring.h>
#include <qspinbox.h>
#include <qvaluelist.h>
#include <vtkCell.h>
#include <vtkIdList.h>
#include <vtkIntArray.h>
#include <vtkCellArray.h>
#include <vtkUnsignedCharArray.h>
#include <vtkUnstructuredGrid.h>
#include <vtkDataSetMapper.h>
#define SPACING 5
#define MARGIN 10
/*
Class : SMESHGUI_MeshPatternDlg
Description : Dialog to specify filters for VTK viewer
*/
//=======================================================================
// name : SMESHGUI_MeshPatternDlg::SMESHGUI_MeshPatternDlg
// Purpose : Constructor
//=======================================================================
SMESHGUI_MeshPatternDlg::SMESHGUI_MeshPatternDlg( QWidget* theParent,
SALOME_Selection* theSelection,
const char* theName )
: QDialog( theParent, theName, false,
WStyle_Customize | WStyle_NormalBorder | WStyle_Title | WStyle_SysMenu ),
myBusy( false )
{
setCaption( tr( "CAPTION" ) );
QVBoxLayout* aDlgLay = new QVBoxLayout( this, MARGIN, SPACING );
QFrame* aMainFrame = createMainFrame ( this );
QFrame* aBtnFrame = createButtonFrame( this );
aDlgLay->addWidget( aMainFrame );
aDlgLay->addWidget( aBtnFrame );
aDlgLay->setStretchFactor( aMainFrame, 1 );
myCreationDlg = 0;
Init( theSelection );
}
//=======================================================================
// name : SMESHGUI_MeshPatternDlg::createMainFrame
// Purpose : Create frame containing dialog's input fields
//=======================================================================
QFrame* SMESHGUI_MeshPatternDlg::createMainFrame( QWidget* theParent )
{
QPixmap iconSlct( QAD_Desktop::getResourceManager()->loadPixmap( "SMESH", tr( "ICON_SELECT" ) ) );
QPixmap icon2d ( QAD_Desktop::getResourceManager()->loadPixmap( "SMESH", tr( "ICON_PATTERN_2d" ) ) );
QPixmap icon3d ( QAD_Desktop::getResourceManager()->loadPixmap( "SMESH", tr( "ICON_PATTERN_3d" ) ) );
QPixmap iconOpen( QAD_Desktop::getResourceManager()->loadPixmap( "SMESH", tr( "ICON_FILE_OPEN" ) ) );
QPixmap iconSample2d( QAD_Desktop::getResourceManager()->loadPixmap( "SMESH", tr( "ICON_PATTERN_SAMPLE_2D" ) ) );
QPixmap iconSample3d( QAD_Desktop::getResourceManager()->loadPixmap( "SMESH", tr( "ICON_PATTERN_SAMPLE_3D" ) ) );
QGroupBox* aMainGrp = new QGroupBox( 1, Qt::Horizontal, theParent );
aMainGrp->setFrameStyle( QFrame::NoFrame );
aMainGrp->setInsideMargin( 0 );
// Pattern type group
myTypeGrp = new QButtonGroup( 1, Qt::Vertical, tr( "PATTERN_TYPE" ), aMainGrp );
mySwitch2d = new QRadioButton( myTypeGrp );
mySwitch3d = new QRadioButton( myTypeGrp );
mySwitch2d->setPixmap( icon2d );
mySwitch3d->setPixmap( icon3d );
myTypeGrp->insert( mySwitch2d, Type_2d );
myTypeGrp->insert( mySwitch3d, Type_3d );
// Mesh group
QGroupBox* aMeshGrp = new QGroupBox( 1, Qt::Vertical, tr( "SMESH_MESH" ), aMainGrp );
new QLabel( tr( "SMESH_MESH" ), aMeshGrp );
mySelBtn[ Mesh ] = new QPushButton( aMeshGrp );
mySelBtn[ Mesh ]->setPixmap( iconSlct );
mySelEdit[ Mesh ] = new QLineEdit( aMeshGrp );
mySelEdit[ Mesh ]->setReadOnly( true );
// Pattern group
QGroupBox* aPatGrp = new QGroupBox( 1, Qt::Horizontal, tr( "PATTERN" ), aMainGrp );
// pattern name
QGroupBox* aNameGrp = new QGroupBox( 1, Qt::Vertical, aPatGrp );
aNameGrp->setFrameStyle( QFrame::NoFrame );
aNameGrp->setInsideMargin( 0 );
new QLabel( tr( "PATTERN" ), aNameGrp );
myName = new QLineEdit( aNameGrp );
myName->setReadOnly( true );
myOpenBtn = new QPushButton( aNameGrp );
myOpenBtn->setPixmap( iconOpen );
myNewBtn = new QPushButton( tr( "NEW" ), aNameGrp );
// Mode selection check box
myRefine = new QCheckBox( tr( "REFINE" ), aPatGrp );
// selection widgets for Apply to geom mode
myGeomGrp = new QGroupBox( 3, Qt::Horizontal, aPatGrp );
myGeomGrp->setFrameStyle( QFrame::NoFrame );
myGeomGrp->setInsideMargin( 0 );
for ( int i = Object; i <= Vertex2; i++ )
{
mySelLbl[ i ] = new QLabel( myGeomGrp );
mySelBtn[ i ] = new QPushButton( myGeomGrp );
mySelBtn[ i ]->setPixmap( iconSlct );
mySelEdit[ i ] = new QLineEdit( myGeomGrp );
mySelEdit[ i ]->setReadOnly( true );
}
// Widgets for refinement of existing mesh elements
myRefineGrp = new QFrame( aPatGrp );
myRefineGrp->setFrameStyle( QFrame::NoFrame );
QGridLayout* aRefGrid = new QGridLayout( myRefineGrp, 3, 3, 0, 5 );
mySelLbl[ Ids ] = new QLabel( myRefineGrp );
mySelBtn[ Ids ] = new QPushButton( myRefineGrp );
mySelBtn[ Ids ]->setPixmap( iconSlct );
mySelEdit[ Ids ] = new QLineEdit( myRefineGrp );
QLabel* aNodeLbl = new QLabel( tr( "NODE_1" ), myRefineGrp );
myNode1 = new QSpinBox( myRefineGrp );
myNode2Lbl = new QLabel( tr( "NODE_2" ), myRefineGrp );
myNode2 = new QSpinBox( myRefineGrp );
aRefGrid->addWidget( mySelLbl [ Ids ], 0, 0 );
aRefGrid->addWidget( mySelBtn [ Ids ], 0, 1 );
aRefGrid->addWidget( mySelEdit[ Ids ], 0, 2 );
aRefGrid->addWidget( aNodeLbl, 1, 0 );
aRefGrid->addMultiCellWidget( myNode1, 1, 1, 1, 2 );
aRefGrid->addWidget( myNode2Lbl, 2, 0 );
aRefGrid->addMultiCellWidget( myNode2, 2, 2, 1, 2 );
// reverse check box
myReverseChk = new QCheckBox( tr( "REVERSE" ), aPatGrp );
// Pictures 2d and 3d
for ( int i = 0; i < 2; i++ )
{
if ( i == 0 )
{
myPicture2d = new SMESHGUI_PatternWidget( aPatGrp ),
myPicture2d->setSizePolicy( QSizePolicy( QSizePolicy::Expanding, QSizePolicy::Expanding ) );
}
else
{
myPicture3d = new QFrame( aPatGrp ),
myPreview3d = new QLabel( myPicture3d );
myPreview3d->setPixmap( iconSample3d );
QGridLayout* aLay = new QGridLayout( myPicture3d, 3, 3, 0, 0 );
QSpacerItem* aSpacerH1 = new QSpacerItem( 0, 0, QSizePolicy::Expanding, QSizePolicy::Minimum );
QSpacerItem* aSpacerH2 = new QSpacerItem( 0, 0, QSizePolicy::Expanding, QSizePolicy::Minimum );
QSpacerItem* aSpacerV1 = new QSpacerItem( 0, 0, QSizePolicy::Minimum, QSizePolicy::Expanding );
QSpacerItem* aSpacerV2 = new QSpacerItem( 0, 0, QSizePolicy::Minimum, QSizePolicy::Expanding );
aLay->addItem( aSpacerH1, 1, 0 );
aLay->addItem( aSpacerH2, 1, 2 );
aLay->addItem( aSpacerV1, 0, 1 );
aLay->addItem( aSpacerV2, 2, 1 );
aLay->addWidget( myPreview3d, 1, 1 );
}
}
myPreviewChk = new QCheckBox( tr( "PREVIEW" ), aPatGrp );
// Connect signals and slots
connect( myTypeGrp, SIGNAL( clicked( int ) ), SLOT( onTypeChanged( int ) ) );
connect( myOpenBtn, SIGNAL( clicked() ), SLOT( onOpen() ) );
connect( myNewBtn, SIGNAL( clicked() ), SLOT( onNew() ) );
connect( myReverseChk, SIGNAL( toggled( bool ) ), SLOT( onReverse( bool ) ) );
connect( myPreviewChk, SIGNAL( toggled( bool ) ), SLOT( onPreview( bool ) ) );
connect( myRefine, SIGNAL( toggled( bool ) ), SLOT( onModeToggled( bool ) ) );
connect( myNode1, SIGNAL( valueChanged( int ) ), SLOT( onNodeChanged( int ) ) );
connect( myNode2, SIGNAL( valueChanged( int ) ), SLOT( onNodeChanged( int ) ) );
connect( mySelEdit[Ids], SIGNAL( textChanged( const QString& ) ), SLOT( onTextChanged( const QString& ) ) );
QMap< int, QPushButton* >::iterator anIter;
for ( anIter = mySelBtn.begin(); anIter != mySelBtn.end(); ++anIter )
connect( *anIter, SIGNAL( clicked() ), SLOT( onSelInputChanged() ) );
return aMainGrp;
}
//=======================================================================
// name : SMESHGUI_MeshPatternDlg::createButtonFrame
// Purpose : Create frame containing buttons
//=======================================================================
QFrame* SMESHGUI_MeshPatternDlg::createButtonFrame( QWidget* theParent )
{
QFrame* aFrame = new QFrame( theParent );
aFrame->setFrameStyle( QFrame::Box | QFrame::Sunken );
myOkBtn = new QPushButton( tr( "SMESH_BUT_OK" ), aFrame );
myApplyBtn = new QPushButton( tr( "SMESH_BUT_APPLY" ), aFrame );
myCloseBtn = new QPushButton( tr( "SMESH_BUT_CLOSE" ), aFrame );
QSpacerItem* aSpacer = new QSpacerItem( 0, 0, QSizePolicy::Expanding, QSizePolicy::Minimum );
QHBoxLayout* aLay = new QHBoxLayout( aFrame, MARGIN, SPACING );
aLay->addWidget( myOkBtn );
aLay->addWidget( myApplyBtn );
aLay->addItem( aSpacer);
aLay->addWidget( myCloseBtn );
connect( myOkBtn, SIGNAL( clicked() ), SLOT( onOk() ) );
connect( myCloseBtn, SIGNAL( clicked() ), SLOT( onClose() ) ) ;
connect( myApplyBtn, SIGNAL( clicked() ), SLOT( onApply() ) );
return aFrame;
}
//=======================================================================
// name : SMESHGUI_MeshPatternDlg::~SMESHGUI_MeshPatternDlg
// Purpose : Destructor
//=======================================================================
SMESHGUI_MeshPatternDlg::~SMESHGUI_MeshPatternDlg()
{
}
//=======================================================================
// name : SMESHGUI_MeshPatternDlg::Init
// Purpose : Init dialog fields, connect signals and slots, show dialog
//=======================================================================
void SMESHGUI_MeshPatternDlg::Init( SALOME_Selection* theSelection )
{
myPattern = SMESH::GetPattern();
myPreviewActor = 0;
myIsCreateDlgOpen = false;
mySelInput = Mesh;
myType = -1;
myNbPoints = -1;
mySelection = theSelection;
SMESHGUI* aSMESHGUI = SMESHGUI::GetSMESHGUI();
aSMESHGUI->SetActiveDialogBox( ( QDialog* )this );
myMesh = SMESH::SMESH_Mesh::_nil();
myMeshShape = GEOM::GEOM_Object::_nil();
myGeomObj[ Object ] = GEOM::GEOM_Object::_nil();
myGeomObj[ Vertex1 ] = GEOM::GEOM_Object::_nil();
myGeomObj[ Vertex2 ] = GEOM::GEOM_Object::_nil();
// selection and SMESHGUI
connect( mySelection, SIGNAL( currentSelectionChanged() ), SLOT( onSelectionDone() ) );
connect( aSMESHGUI, SIGNAL( SignalDeactivateActiveDialog() ), SLOT( onDeactivate() ) );
connect( aSMESHGUI, SIGNAL( SignalCloseAllDialogs() ), SLOT( onClose() ) );
myTypeGrp->setButton( Type_2d );
onTypeChanged( Type_2d );
onModeToggled( isRefine() );
updateGeometry();
resize( minimumSize() );
activateSelection();
onSelectionDone();
int x, y ;
aSMESHGUI->DefineDlgPosition( this, x, y );
this->move( x, y );
this->show();
}
//=======================================================================
// name : SMESHGUI_MeshPatternDlg::isValid
// Purpose : Verify validity of entry data
//=======================================================================
bool SMESHGUI_MeshPatternDlg::isValid( const bool theMess )
{
QValueList<int> ids;
if ( ( isRefine() && ( myMesh->_is_nil() || !getIds( ids ) || getNode( false ) < 0 || myType == Type_3d && ( getNode( true ) < 0 || getNode( false ) == getNode( true ) ) ) )
|| ( !isRefine() && ( myMesh->_is_nil() || myMeshShape->_is_nil() || myGeomObj[ Object ]->_is_nil() ||
myGeomObj[ Vertex1 ]->_is_nil() || myType == Type_3d && myGeomObj[ Vertex2 ]->_is_nil() ) ) )
{
if ( theMess )
QMessageBox::information( SMESHGUI::GetSMESHGUI()->GetDesktop(),
tr( "SMESH_INSUFFICIENT_DATA" ), tr( "SMESHGUI_INVALID_PARAMETERS" ), QMessageBox::Ok );
return false;
}
else
return true;
}
//=======================================================================
// name : SMESHGUI_MeshPatternDlg::onApply
// Purpose : SLOT called when "Apply" button pressed.
//=======================================================================
bool SMESHGUI_MeshPatternDlg::onApply()
{
try
{
if ( !isValid() )
return false;
erasePreview();
if ( isRefine() ) { // Refining existing mesh elements
QValueList<int> ids;
getIds( ids );
SMESH::long_array_var varIds = new SMESH::long_array();
varIds->length( ids.count() );
int i = 0;
for ( QValueList<int>::iterator it = ids.begin(); it != ids.end(); ++it )
varIds[i++] = *it;
myType == Type_2d
? myPattern->ApplyToMeshFaces ( myMesh, varIds, getNode( false ), myReverseChk->isChecked() )
: myPattern->ApplyToHexahedrons( myMesh, varIds, getNode( false ), getNode( true ) );
}
else { // Applying a pattern to geometrical object
if ( myType == Type_2d )
myPattern->ApplyToFace(
myGeomObj[ Object ], myGeomObj[ Vertex1 ], myReverseChk->isChecked() );
else
myPattern->ApplyTo3DBlock(
myGeomObj[ Object ], myGeomObj[ Vertex1 ], myGeomObj[ Vertex2 ] );
}
if ( myPattern->MakeMesh( myMesh ) )
{
mySelection->ClearIObjects();
SMESHGUI* aCompGUI = SMESHGUI::GetSMESHGUI();
if ( !isRefine() && !QAD_CONFIG->getSetting( "SMESH:AutomaticUpdate" ).compare( "true" ) ) {
SALOMEDS::SObject_var aSO = SMESH::FindSObject( myMesh.in() );
SMESH_Actor* anActor = SMESH::FindActorByEntry( aSO->GetID() );
if(!anActor){
anActor = SMESH::CreateActor( aSO->GetStudy(), aSO->GetID() );
if(anActor){
SMESH::DisplayActor( aCompGUI->GetActiveStudy()->getActiveStudyFrame(), anActor );
SMESH::FitAll();
}
}
}
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SMESH::UpdateView();
aCompGUI->GetActiveStudy()->updateObjBrowser( true );
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return true;
}
else
{
QMessageBox::information( SMESHGUI::GetSMESHGUI()->GetDesktop(),
tr( "SMESH_ERROR" ), tr( "SMESH_OPERATION_FAILED" ), QMessageBox::Ok );
return false;
}
}
catch( const SALOME::SALOME_Exception& S_ex )
{
QtCatchCorbaException( S_ex );
}
catch( ... )
{
}
return false;
}
//=======================================================================
// name : SMESHGUI_MeshPatternDlg::onOk
// Purpose : SLOT called when "Ok" button pressed.
//=======================================================================
void SMESHGUI_MeshPatternDlg::onOk()
{
if ( onApply() )
onClose();
}
//=======================================================================
// name : SMESHGUI_MeshPatternDlg::onClose
// Purpose : SLOT called when "Close" button pressed. Close dialog
//=======================================================================
void SMESHGUI_MeshPatternDlg::onClose()
{
mySelection->ClearFilters();
SMESH::SetPickable();
QAD_Application::getDesktop()->SetSelectionMode( ActorSelection );
disconnect( mySelection, 0, this, 0 );
disconnect( SMESHGUI::GetSMESHGUI(), 0, this, 0 );
SMESHGUI::GetSMESHGUI()->ResetState();
erasePreview();
reject();
}
//=======================================================================
// name : SMESHGUI_MeshPatternDlg::onSelectionDone
// Purpose : SLOT called when selection changed
//=======================================================================
void SMESHGUI_MeshPatternDlg::onSelectionDone()
{
if ( myBusy )
return;
try
{
if ( mySelInput == Mesh )
{
if ( mySelection->IObjectCount() != 1 )
return;
// Retrieve mesh from selection
Handle(SALOME_InteractiveObject) anIO = mySelection->firstIObject();
SMESH::SMESH_Mesh_var aMesh = SMESH::IObjectToInterface<SMESH::SMESH_Mesh>( anIO );
if ( aMesh->_is_nil() )
return;
// Get geom object corresponding to the mesh
SALOMEDS::Study_var aStudy =
SMESHGUI::GetSMESHGUI()->GetActiveStudy()->getStudyDocument();
SALOMEDS::SObject_var aSO = SMESH::FindSObject( aMesh.in() );
if ( aSO->_is_nil() )
return;
bool isFound = false;
SALOMEDS::ChildIterator_var anIter = aStudy->NewChildIterator( aSO );
for( ; anIter->More(); anIter->Next() )
{
SALOMEDS::SObject_var aSO = anIter->Value();
SALOMEDS::SObject_var aRefSO;
GEOM::GEOM_Object_var aMeshShape = GEOM::GEOM_Object::_narrow(
aSO->ReferencedObject( aRefSO )? aRefSO->GetObject() : aSO->GetObject() );
if ( !aMeshShape->_is_nil() )
{
isFound = true;
myMeshShape = aMeshShape;
break;
}
}
if ( !isFound )
myMeshShape = GEOM::GEOM_Object::_nil();
// Clear fields of geom objects if mesh was changed
if ( myMesh != aMesh )
{
for ( int i = Object; i <= Ids; i++ )
{
myGeomObj[ i ] = GEOM::GEOM_Object::_nil();
mySelEdit[ i ]->setText( "" );
}
}
myMesh = aMesh;
// Set name of mesh in line edit
QString aName;
SMESH::GetNameOfSelectedIObjects( mySelection, aName );
mySelEdit[ Mesh ]->setText( aName );
}
else if ( mySelInput == Ids ) {
QString anIds;
if ( !SMESH::GetNameOfSelectedElements( mySelection, anIds ) )
anIds = "";
myBusy = true;
mySelEdit[ Ids ]->setText( anIds );
myBusy = false;
}
else
{
if ( mySelection->IObjectCount() != 1 )
return;
// Get geom object from selection
Handle(SALOME_InteractiveObject) anIO = mySelection->firstIObject();
GEOM::GEOM_Object_var anObj = SMESH::IObjectToInterface<GEOM::GEOM_Object>( anIO );
if ( anObj->_is_nil() )
return;
// Clear fields of vertexes if face or 3d block was changed
if ( anObj != myGeomObj[ mySelInput ] && mySelInput == Object )
{
for ( int i = Vertex1; i <= Vertex2; i++ )
{
myGeomObj[ i ] = GEOM::GEOM_Object::_nil();
mySelEdit[ i ]->setText( "" );
}
}
myGeomObj[ mySelInput ] = anObj;
// Set name of geom object in line edit
QString aName;
SMESH::GetNameOfSelectedIObjects( mySelection, aName );
mySelEdit[ mySelInput ]->setText( aName );
}
}
catch( const SALOME::SALOME_Exception& S_ex )
{
QtCatchCorbaException( S_ex );
resetSelInput();
}
catch( ... )
{
resetSelInput();
}
updateWgState();
displayPreview();
}
//=======================================================================
// name : SMESHGUI_MeshPatternDlg::resetSelInput
// Purpose : Reset fields corresponding to the current selection input
//=======================================================================
void SMESHGUI_MeshPatternDlg::resetSelInput()
{
if ( mySelInput == Mesh )
{
myMesh = SMESH::SMESH_Mesh::_nil();
myMeshShape = GEOM::GEOM_Object::_nil();
}
else
myGeomObj[ mySelInput ] = GEOM::GEOM_Object::_nil();
mySelEdit[ mySelInput ]->setText( "" );
}
//=======================================================================
// name : SMESHGUI_MeshPatternDlg::onDeactivate
// Purpose : SLOT called when dialog must be deativated
//=======================================================================
void SMESHGUI_MeshPatternDlg::onDeactivate()
{
mySelection->ClearFilters();
//if ( myReverseChk->isChecked() )
// erasePreview();
disconnect( mySelection, 0, this, 0 );
setEnabled( false );
}
//=======================================================================
// name : SMESHGUI_MeshPatternDlg::enterEvent
// Purpose : Event filter
//=======================================================================
void SMESHGUI_MeshPatternDlg::enterEvent( QEvent* )
{
if ( myIsCreateDlgOpen )
return;
if ( myReverseChk->isChecked() )
displayPreview();
SMESHGUI::GetSMESHGUI()->EmitSignalDeactivateDialog() ;
setEnabled( true );
activateSelection();
connect( mySelection, SIGNAL( currentSelectionChanged() ), SLOT( onSelectionDone() ) );
onTextChanged( mySelEdit[Ids]->text() );
}
//=================================================================================
// function : closeEvent()
// purpose :
//=================================================================================
void SMESHGUI_MeshPatternDlg::closeEvent( QCloseEvent* e )
{
onClose() ;
}
//=======================================================================
// name : SMESHGUI_MeshPatternDlg::onSelInputChanged
// Purpose : SLOT. Called when -> button clicked.
// Change current selection input field
//=======================================================================
void SMESHGUI_MeshPatternDlg::onSelInputChanged()
{
const QObject* aSender = sender();
for ( int i = Mesh; i <= Ids; i++ )
if ( aSender == mySelBtn[ i ] )
mySelInput = i;
activateSelection();
onSelectionDone();
}
//=======================================================================
// name : SMESHGUI_MeshPatternDlg::prepareFilters
// Purpose : Prepare filters for dialog
//=======================================================================
QStringList SMESHGUI_MeshPatternDlg::prepareFilters() const
{
static QStringList aList;
if ( aList.isEmpty() )
{
aList.append( tr( "PATTERN_FILT" ) );
//aList.append( tr( "ALL_FILES_FILTER" ) );
}
return aList;
}
//================================================================
// Function : SMESHGUI_MeshPatternDlg::autoExtension
// Purpose : Append extension to the file name
//================================================================
QString SMESHGUI_MeshPatternDlg::autoExtension( const QString& theFileName ) const
{
QString anExt = theFileName.section( '.', -1 );
return anExt != "smp" && anExt != "SMP" ? theFileName + ".smp" : theFileName;
}
//=======================================================================
// name : SMESHGUI_MeshPatternDlg::onOpen
// Purpose : SLOT. Called when "Open" button clicked.
// Displays file open dialog
//=======================================================================
void SMESHGUI_MeshPatternDlg::onOpen()
{
QAD_FileDlg* aDlg = new QAD_FileDlg( this, true );
aDlg->setCaption( tr( "LOAD_PATTERN" ) );
aDlg->setMode( QFileDialogP::ExistingFile );
aDlg->setFilters( prepareFilters() );
if ( myName->text() != "" )
aDlg->setSelection( myName->text() + ".smp" );
QPushButton* anOkBtn = ( QPushButton* )aDlg->child( "OK", "QPushButton" );
if ( anOkBtn != 0 )
anOkBtn->setText( tr( "SMESH_BUT_OK" ) );
if ( aDlg->exec() != Accepted )
return;
QString fName = aDlg->selectedFile();
if ( fName.isEmpty() )
return;
if ( QFileInfo( fName ).extension().isEmpty() )
fName = autoExtension( fName );
fName = QDir::convertSeparators( fName );
QString prev = QDir::convertSeparators( myName->text() );
if ( prev == fName )
return;
// Read string from file
QFile aFile( fName );
if ( !aFile.open( IO_ReadOnly ) )
{
QMessageBox::information( SMESHGUI::GetSMESHGUI()->GetDesktop(),
tr( "SMESH_ERROR" ), tr( "ERROR_OF_OPENING" ), QMessageBox::Ok );
return;
}
QByteArray aDataArray = aFile.readAll();
const char* aData = aDataArray.data();
if ( aData == 0 )
{
QMessageBox::information( SMESHGUI::GetSMESHGUI()->GetDesktop(),
tr( "SMESH_ERROR" ), tr( "ERROR_OF_READING" ), QMessageBox::Ok );
return;
}
if ( loadFromFile( aData ) )
myName->setText( QFileInfo( fName ).baseName() );
updateWgState();
displayPreview();
}
//=======================================================================
// name : SMESHGUI_MeshPatternDlg::onCloseCreationDlg
// Purpose : SLOT. Called when "Pattern creation" dialog closed with "Close"
//=======================================================================
void SMESHGUI_MeshPatternDlg::onCloseCreationDlg()
{
setEnabled( true );
myIsCreateDlgOpen = false;
}
//=======================================================================
// name : SMESHGUI_MeshPatternDlg::onOkCreationDlg
// Purpose : SLOT. Called when "Pattern creation" dialog closed with OK
// or SAVE buttons. Initialize myPattern field. Redisplay preview
//=======================================================================
void SMESHGUI_MeshPatternDlg::onOkCreationDlg()
{
myPattern = SMESH::SMESH_Pattern::_duplicate( myCreationDlg->GetPattern() );
myName->setText( myCreationDlg->GetPatternName() );
displayPreview();
setEnabled( true );
myIsCreateDlgOpen = false;
}
//=======================================================================
// name : SMESHGUI_MeshPatternDlg::onNew
// Purpose : SLOT. Called when "New..." button clicked. Create new pattern
//=======================================================================
void SMESHGUI_MeshPatternDlg::onNew()
{
setEnabled( false );
myIsCreateDlgOpen = true;
if ( myCreationDlg == 0 )
{
myCreationDlg = new SMESHGUI_CreatePatternDlg( this, mySelection, myType );
connect( myCreationDlg, SIGNAL( NewPattern() ), SLOT( onOkCreationDlg() ) );
connect( myCreationDlg, SIGNAL( Close() ), SLOT( onCloseCreationDlg() ) );
}
else
myCreationDlg->Init( mySelection, myType );
myCreationDlg->SetMesh( myMesh );
myCreationDlg->show();
}
//=======================================================================
// name : SMESHGUI_MeshPatternDlg::onReverse
// Purpose : SLOT. Called when state of "Reverse order..." checkbox chaged
// Calculate new points of the mesh to be created. Redisplay preview
//=======================================================================
void SMESHGUI_MeshPatternDlg::onReverse( bool )
{
displayPreview();
}
//=======================================================================
// name : SMESHGUI_MeshPatternDlg::onPreview
// Purpose : SLOT. Called when state of "Preview" checkbox changed
// Display/Erase preview
//=======================================================================
void SMESHGUI_MeshPatternDlg::onPreview( bool )
{
displayPreview();
}
//=======================================================================
// name : SMESHGUI_MeshPatternDlg::displayPreview
// Purpose : Display preview
//=======================================================================
void SMESHGUI_MeshPatternDlg::displayPreview()
{
try
{
// Redisplay preview in dialog
SMESH::point_array_var pnts = myPattern->GetPoints();
SMESH::long_array_var keyPoints = myPattern->GetKeyPoints();
SMESH::array_of_long_array_var elemPoints = myPattern->GetElementPoints(false);
2005-01-20 11:25:54 +05:00
if ( pnts->length() == 0 ||
keyPoints->length() == 0 ||
elemPoints->length() == 0 )
{
erasePreview();
return;
}
else
{
PointVector aPoints( pnts->length() );
QValueVector<int> aKeyPoints( keyPoints->length() );
ConnectivityVector anElemPoints( elemPoints->length() );
for ( int i = 0, n = pnts->length(); i < n; i++ )
aPoints[ i ] = pnts[ i ];
for ( int i2 = 0, n2 = keyPoints->length(); i2 < n2; i2++ )
aKeyPoints[ i2 ] = keyPoints[ i2 ];
for ( int i3 = 0, n3 = elemPoints->length(); i3 < n3; i3++ )
{
QValueVector<int> aVec( elemPoints[ i3 ].length() );
for ( int i4 = 0, n4 = elemPoints[ i3 ].length(); i4 < n4; i4++ )
aVec[ i4 ] = elemPoints[ i3 ][ i4 ];
anElemPoints[ i3 ] = aVec;
}
myPicture2d->SetPoints( aPoints, aKeyPoints, anElemPoints );
}
// Redisplay preview in 3D viewer
if ( myPreviewActor != 0 )
{
if ( VTKViewer_ViewFrame* vf = SMESH::GetCurrentVtkView() )
{
vf->RemoveActor(myPreviewActor);
vf->Repaint();
}
myPreviewActor->Delete();
myPreviewActor = 0;
}
if ( !myPreviewChk->isChecked() || !isValid( false ) )
return;
vtkUnstructuredGrid* aGrid = getGrid();
if ( aGrid == 0 )
return;
// Create and display actor
vtkDataSetMapper* aMapper = vtkDataSetMapper::New();
aMapper->SetInput( aGrid );
myPreviewActor = SALOME_Actor::New();
myPreviewActor->PickableOff();
myPreviewActor->SetMapper( aMapper );
vtkProperty* aProp = vtkProperty::New();
aProp->SetRepresentationToWireframe();
aProp->SetColor( 250, 0, 250 );
if ( SMESH::FindActorByObject( myMesh ) )
aProp->SetLineWidth( SMESH::GetFloat( "SMESH:SettingsWidth", 1 ) +1 );
else
aProp->SetLineWidth( 1 );
myPreviewActor->SetProperty( aProp );
myPreviewActor->SetRepresentation( 3 );
SMESH::GetCurrentVtkView()->AddActor( myPreviewActor );
SMESH::GetCurrentVtkView()->Repaint();
aProp->Delete();
aGrid->Delete();
}
catch( const SALOME::SALOME_Exception& S_ex )
{
QtCatchCorbaException( S_ex );
erasePreview();
}
catch( ... )
{
erasePreview();
}
}
//=======================================================================
// name : SMESHGUI_MeshPatternDlg::erasePreview
// Purpose : Erase preview
//=======================================================================
void SMESHGUI_MeshPatternDlg::erasePreview()
{
// Erase preview in 2D viewer
myPicture2d->SetPoints( PointVector(), QValueVector<int>(), ConnectivityVector() );
// Erase preview in 3D viewer
if ( myPreviewActor == 0 )
return;
if ( VTKViewer_ViewFrame* vf = SMESH::GetCurrentVtkView() )
{
vf->RemoveActor(myPreviewActor);
vf->Repaint();
}
myPreviewActor->Delete();
myPreviewActor = 0;
}
//=======================================================================
// name : SMESHGUI_MeshPatternDlg::updateWgState
// Purpose : Enable/disable selection widgets
//=======================================================================
void SMESHGUI_MeshPatternDlg::updateWgState()
{
if ( myMesh->_is_nil() )
{
for ( int i = Object; i <= Ids; i++ )
{
mySelBtn [ i ]->setEnabled( false );
mySelEdit[ i ]->setEnabled( false );
mySelEdit[ i ]->setText( "" );
}
myNode1->setEnabled( false );
myNode2->setEnabled( false );
myNode1->setRange( 0, 0 );
myNode2->setRange( 0, 0 );
}
else
{
mySelBtn [ Object ]->setEnabled( true );
mySelEdit[ Object ]->setEnabled( true );
mySelBtn [ Ids ] ->setEnabled( true );
mySelEdit[ Ids ] ->setEnabled( true );
if ( myGeomObj[ Object ]->_is_nil() )
{
for ( int i = Vertex1; i <= Vertex2; i++ )
{
mySelBtn [ i ]->setEnabled( false );
mySelEdit[ i ]->setEnabled( false );
mySelEdit[ i ]->setText( "" );
}
}
else
{
for ( int i = Object; i <= Vertex2; i++ )
{
mySelBtn [ i ]->setEnabled( true );
mySelEdit[ i ]->setEnabled( true );
}
}
QValueList<int> ids;
if ( !CORBA::is_nil( myPattern ) && getIds( ids ) ) {
SMESH::long_array_var keyPoints = myPattern->GetKeyPoints();
if ( keyPoints->length() ) {
myNode1->setEnabled( true );
myNode2->setEnabled( true );
myNode1->setRange( 1, keyPoints->length() );
myNode2->setRange( 1, keyPoints->length() );
return;
}
}
myNode1->setEnabled( false );
myNode2->setEnabled( false );
myNode1->setRange( 0, 0 );
myNode2->setRange( 0, 0 );
}
}
//=======================================================================
// name : SMESHGUI_MeshPatternDlg::activateSelection
// Purpose : Activate selection in accordance with current selection input
//=======================================================================
void SMESHGUI_MeshPatternDlg::activateSelection()
{
mySelection->ClearFilters();
if ( mySelInput == Ids ) {
SMESH_Actor* anActor = SMESH::FindActorByObject( myMesh );
if ( anActor )
SMESH::SetPickable(anActor);
if ( myType == Type_2d )
QAD_Application::getDesktop()->SetSelectionMode( FaceSelection, true );
else
QAD_Application::getDesktop()->SetSelectionMode( CellSelection, true );
}
else {
SMESH::SetPickable();
QAD_Application::getDesktop()->SetSelectionMode( ActorSelection );
}
if ( mySelInput == Object && !myMeshShape->_is_nil() )
{
if ( myType == Type_2d )
{
if ( myNbPoints > 0 )
mySelection->AddFilter( new SMESH_NumberFilter(
"GEOM", TopAbs_VERTEX, myNbPoints, TopAbs_FACE, myMeshShape ) );
else
mySelection->AddFilter( new SMESH_NumberFilter(
"GEOM", TopAbs_SHAPE, myNbPoints, TopAbs_FACE, myMeshShape ) );
}
else
{
TColStd_MapOfInteger aTypes;
aTypes.Add( TopAbs_SHELL );
aTypes.Add( TopAbs_SOLID );
mySelection->AddFilter( new SMESH_NumberFilter(
"GEOM", TopAbs_FACE, 6, aTypes, myMeshShape, true ) );
}
}
else if ( ( mySelInput == Vertex1 || mySelInput == Vertex2 ) && !myGeomObj[ Object ]->_is_nil() )
{
mySelection->AddFilter( new SMESH_NumberFilter(
"GEOM", TopAbs_SHAPE, 1, TopAbs_VERTEX, myGeomObj[ Object ] ) );
}
}
//=======================================================================
// name : SMESHGUI_MeshPatternDlg::loadFromFile
// Purpose : Load pattern from file
//=======================================================================
bool SMESHGUI_MeshPatternDlg::loadFromFile( const QString& theName )
{
try
{
SMESH::SMESH_Pattern_var aPattern = SMESH::GetPattern();
if ( !aPattern->LoadFromFile( theName.latin1() ) ||
myType == Type_2d && !aPattern->Is2D())
{
SMESH::SMESH_Pattern::ErrorCode aCode = aPattern->GetErrorCode();
QString aMess;
if ( aCode == SMESH::SMESH_Pattern::ERR_READ_NB_POINTS ) aMess = tr( "ERR_READ_NB_POINTS" );
else if ( aCode == SMESH::SMESH_Pattern::ERR_READ_POINT_COORDS ) aMess = tr( "ERR_READ_POINT_COORDS" );
else if ( aCode == SMESH::SMESH_Pattern::ERR_READ_TOO_FEW_POINTS ) aMess = tr( "ERR_READ_TOO_FEW_POINTS" );
else if ( aCode == SMESH::SMESH_Pattern::ERR_READ_3D_COORD ) aMess = tr( "ERR_READ_3D_COORD" );
else if ( aCode == SMESH::SMESH_Pattern::ERR_READ_NO_KEYPOINT ) aMess = tr( "ERR_READ_NO_KEYPOINT" );
else if ( aCode == SMESH::SMESH_Pattern::ERR_READ_BAD_INDEX ) aMess = tr( "ERR_READ_BAD_INDEX" );
else if ( aCode == SMESH::SMESH_Pattern::ERR_READ_ELEM_POINTS ) aMess = tr( "ERR_READ_ELEM_POINTS" );
else if ( aCode == SMESH::SMESH_Pattern::ERR_READ_NO_ELEMS ) aMess = tr( "ERR_READ_NO_ELEMS" );
else if ( aCode == SMESH::SMESH_Pattern::ERR_READ_BAD_KEY_POINT ) aMess = tr( "ERR_READ_BAD_KEY_POINT" );
else aMess = tr( "ERROR_OF_LOADING" );
QMessageBox::information( SMESHGUI::GetSMESHGUI()->GetDesktop(),
tr( "SMESH_ERROR" ), aMess, QMessageBox::Ok );
return false;
}
else
{
myPattern = aPattern;
return true;
}
}
catch( const SALOME::SALOME_Exception& S_ex )
{
QtCatchCorbaException( S_ex );
QMessageBox::information( SMESHGUI::GetSMESHGUI()->GetDesktop(),
tr( "SMESH_ERROR" ), tr( "ERROR_OF_LOADING" ), QMessageBox::Ok );
return false;
}
}
//=======================================================================
// name : SMESHGUI_MeshPatternDlg::onTypeChanged
// Purpose : SLOT. Called when pattern type changed.
// Change dialog's look and feel
//=======================================================================
void SMESHGUI_MeshPatternDlg::onTypeChanged( int theType )
{
if ( myType == theType )
return;
myType = theType;
myNbPoints = -1;
myGeomObj[ Object ] = GEOM::GEOM_Object::_nil();
myGeomObj[ Vertex1 ] = GEOM::GEOM_Object::_nil();
myGeomObj[ Vertex2 ] = GEOM::GEOM_Object::_nil();
myPattern = SMESH::GetPattern();
myName->setText( "" );
mySelEdit[ Object ]->setText( "" );
mySelEdit[ Vertex1 ]->setText( "" );
mySelEdit[ Vertex2 ]->setText( "" );
mySelEdit[ Ids ] ->setText( "" );
if ( theType == Type_2d )
{
// Geom widgets
mySelLbl [ Vertex2 ]->hide();
mySelBtn [ Vertex2 ]->hide();
mySelEdit[ Vertex2 ]->hide();
myReverseChk->show();
myPicture2d->show();
myPicture3d->hide();
mySelLbl[ Object ]->setText( tr( "FACE" ) );
mySelLbl[ Vertex1 ]->setText( tr( "VERTEX" ) );
// Refine widgets
mySelLbl[ Ids ]->setText( tr( "MESH_FACES" ) );
myNode2Lbl->hide();
myNode2 ->hide();
}
else
{
// Geom widgets
mySelLbl [ Vertex2 ]->show();
mySelBtn [ Vertex2 ]->show();
mySelEdit[ Vertex2 ]->show();
myReverseChk->hide();
myPicture2d->hide();
myPicture3d->show();
mySelLbl[ Object ]->setText( tr( "3D_BLOCK" ) );
mySelLbl[ Vertex1 ]->setText( tr( "VERTEX1" ) );
mySelLbl[ Vertex2 ]->setText( tr( "VERTEX2" ) );
// Refine widgets
mySelLbl[ Ids ]->setText( tr( "MESH_VOLUMES" ) );
myNode2Lbl->show();
myNode2 ->show();
}
mySelInput = Mesh;
activateSelection();
updateWgState();
displayPreview();
}
//=======================================================================
// name : SMESHGUI_MeshPatternDlg::getGrid
// Purpose : Get unstructured grid for pattern
//=======================================================================
vtkUnstructuredGrid* SMESHGUI_MeshPatternDlg::getGrid()
{
try
{
// Get points from pattern
SMESH::point_array_var pnts;
QValueList<int> ids;
if ( isRefine() && getIds( ids ) ) {
SMESH::long_array_var varIds = new SMESH::long_array();
varIds->length( ids.count() );
int i = 0;
for ( QValueList<int>::iterator it = ids.begin(); it != ids.end(); ++it )
varIds[i++] = *it;
pnts = myType == Type_2d
? myPattern->ApplyToMeshFaces ( myMesh, varIds, getNode( false ), myReverseChk->isChecked() )
: myPattern->ApplyToHexahedrons( myMesh, varIds, getNode( false ), getNode( true ) );
}
else {
pnts = myType == Type_2d
? myPattern->ApplyToFace ( myGeomObj[ Object ], myGeomObj[ Vertex1 ], myReverseChk->isChecked() )
: myPattern->ApplyTo3DBlock( myGeomObj[ Object ], myGeomObj[ Vertex1 ], myGeomObj[ Vertex2 ] );
}
SMESH::array_of_long_array_var elemPoints = myPattern->GetElementPoints(true);
2005-01-20 11:25:54 +05:00
if ( pnts->length() == 0 || elemPoints->length() == 0 )
return 0;
// to do : to be removed /////////////////////////////////////////////
#ifdef DEB_SLN
for ( int i1 = 0, n1 = pnts->length(); i1 < n1; i1++ )
printf( "%d: %g %g %g\n", i1, pnts[ i1 ].x, pnts[ i1 ].y, pnts[ i1 ].z );
printf( "\nELEMENTS : \n" );
for ( int i2 = 0, n2 = elemPoints->length(); i2 < n2; i2++ )
{
printf( "%d: ", i2 );
for ( int i3 = 0, n3 = elemPoints[ i2 ].length(); i3 < n3; i3++ )
printf( "%d ", elemPoints[ i2 ][ i3 ] );
printf( "\n" );
}
#endif
//////////////////////////////////////////////////////////////////////
// Calculate number of points used for cell
vtkIdType aNbCells = elemPoints->length();
vtkIdType aCellsSize = 0;
for ( int i = 0, n = elemPoints->length(); i < n; i++ )
aCellsSize += elemPoints[ i ].length();
// Create unstructured grid and other usefull arrays
vtkUnstructuredGrid* aGrid = vtkUnstructuredGrid::New();
vtkCellArray* aConnectivity = vtkCellArray::New();
aConnectivity->Allocate( aCellsSize, 0 );
vtkPoints* aPoints = vtkPoints::New();
aPoints->SetNumberOfPoints( pnts->length() );
vtkUnsignedCharArray* aCellTypesArray = vtkUnsignedCharArray::New();
aCellTypesArray->SetNumberOfComponents( 1 );
aCellTypesArray->Allocate( aNbCells * aCellTypesArray->GetNumberOfComponents() );
vtkIdList *anIdList = vtkIdList::New();
// Fill array of points
for ( int p = 0, nbPnt = pnts->length(); p < nbPnt; p++ )
aPoints->SetPoint( p, pnts[ p ].x, pnts[ p ].y, pnts[ p ].z );
for ( int e = 0, nbElem = elemPoints->length(); e < nbElem; e++ )
{
int nbPoints = elemPoints[ e ].length();
anIdList->SetNumberOfIds( nbPoints );
for ( int i = 0; i < nbPoints; i++ )
anIdList->SetId( i, elemPoints[ e ][ i ] );
aConnectivity->InsertNextCell( anIdList );
if ( nbPoints == 3 ) aCellTypesArray->InsertNextValue( VTK_TRIANGLE );
else if ( nbPoints == 5 ) aCellTypesArray->InsertNextValue( VTK_PYRAMID );
else if ( nbPoints == 6 ) aCellTypesArray->InsertNextValue( VTK_WEDGE );
else if ( nbPoints == 8 ) aCellTypesArray->InsertNextValue( VTK_HEXAHEDRON );
else if ( nbPoints == 4 && myType == Type_2d ) aCellTypesArray->InsertNextValue( VTK_QUAD );
else if ( nbPoints == 4 && myType == Type_3d ) aCellTypesArray->InsertNextValue( VTK_TETRA );
else aCellTypesArray->InsertNextValue( VTK_EMPTY_CELL );
}
vtkIntArray* aCellLocationsArray = vtkIntArray::New();
aCellLocationsArray->SetNumberOfComponents( 1 );
aCellLocationsArray->SetNumberOfTuples( aNbCells );
aConnectivity->InitTraversal();
for( vtkIdType idType = 0, *pts, npts; aConnectivity->GetNextCell( npts, pts ); idType++ )
aCellLocationsArray->SetValue( idType, aConnectivity->GetTraversalLocation( npts ) );
aGrid->SetPoints( aPoints );
aGrid->SetCells( aCellTypesArray, aCellLocationsArray,aConnectivity );
aConnectivity->Delete();
aPoints->Delete();
aCellTypesArray->Delete();
anIdList->Delete();
aCellLocationsArray->Delete();
return aGrid;
}
catch( ... )
{
return 0;
}
}
//=======================================================================
// name : onModeToggled
// Purpose :
//=======================================================================
void SMESHGUI_MeshPatternDlg::onModeToggled( bool on )
{
on ? myRefineGrp->show() : myRefineGrp->hide();
on ? myGeomGrp->hide() : myGeomGrp->show();
displayPreview();
2005-01-20 11:25:54 +05:00
}
//=======================================================================
// name : isRefine
// Purpose :
//=======================================================================
bool SMESHGUI_MeshPatternDlg::isRefine() const
{
return myRefine->isChecked();
}
//=======================================================================
//function : onTextChanged
//purpose :
//=======================================================================
void SMESHGUI_MeshPatternDlg::onTextChanged(const QString& theNewText)
{
if ( myBusy || !isRefine() )
return;
myBusy = true;
if ( mySelInput != Ids ) {
mySelInput = Ids;
activateSelection();
}
// hilight entered elements/nodes
SMDS_Mesh* aMesh = 0;
SMESH_Actor* anActor = SMESH::FindActorByObject( myMesh );
if ( anActor )
aMesh = anActor->GetObject()->GetMesh();
if ( aMesh ) {
mySelection->ClearIObjects();
mySelection->AddIObject( anActor->getIO() );
QStringList aListId = QStringList::split( " ", theNewText, false);
for ( int i = 0; i < aListId.count(); i++ ) {
const SMDS_MeshElement * e = aMesh->FindElement( aListId[ i ].toInt() );
if ( e && e->GetType() == ( myType == Type_2d ? SMDSAbs_Face : SMDSAbs_Volume ) ) {
if ( !mySelection->IsIndexSelected( anActor->getIO(), e->GetID() ) )
mySelection->AddOrRemoveIndex( anActor->getIO(), e->GetID(), true );
}
}
}
myBusy = false;
}
//=======================================================================
//function : onNodeChanged
//purpose :
//=======================================================================
void SMESHGUI_MeshPatternDlg::onNodeChanged( int value )
{
if ( myType == Type_3d ) {
QSpinBox* first = (QSpinBox*)sender();
QSpinBox* second = first == myNode1 ? myNode2 : myNode1;
int secondVal = second->value();
if ( secondVal == value ) {
secondVal = value == second->maxValue() ? second->minValue() : value + 1;
bool blocked = second->signalsBlocked();
second->blockSignals( true );
second->setValue( secondVal );
second->blockSignals( blocked );
}
}
displayPreview();
}
//=======================================================================
//function : getIds
//purpose :
//=======================================================================
bool SMESHGUI_MeshPatternDlg::getIds( QValueList<int>& ids ) const
{
ids.clear();
QStringList strIds = QStringList::split( " ", mySelEdit[Ids]->text() );
bool isOk;
int val;
for ( QStringList::iterator it = strIds.begin(); it != strIds.end(); ++it ) {
val = (*it).toInt( &isOk );
if ( isOk )
ids.append( val );
}
return ids.count();
}
//=======================================================================
//function : getNode1
//purpose :
//=======================================================================
int SMESHGUI_MeshPatternDlg::getNode( bool second ) const
{
return second ? myNode2->value() - 1 : myNode1->value() - 1;
}