Fix regression (SIGSEGV) caused by improvement 0022099

This commit is contained in:
vsr 2013-05-27 14:50:33 +00:00
parent a541c7e70e
commit 2cbc0e004d
4 changed files with 16 additions and 8 deletions

View File

@ -525,8 +525,10 @@ bool SMESHGUI_RotationDlg::ClickOnApply()
} catch (...) {
}
for ( int i = 0; i < myMeshes.count(); i++ )
SMESH::Update( (SMESH::FindActorByObject( myMeshes[i] ))->getIO(), true );
for ( int i = 0; i < myObjects.count(); i++ ) {
SMESH_Actor* actor = SMESH::FindActorByObject( myObjects[i] );
if ( actor ) SMESH::Update( actor->getIO(), true );
}
if ( ( MakeGroupsCheck->isEnabled() && MakeGroupsCheck->isChecked() ) ||
actionButton == MAKE_MESH_BUTTON ) {

View File

@ -564,8 +564,10 @@ bool SMESHGUI_ScaleDlg::ClickOnApply()
} catch (...) {
}
for ( int i = 0; i < myMeshes.count(); i++ )
SMESH::Update( (SMESH::FindActorByObject( myMeshes[i] ))->getIO(), true );
for ( int i = 0; i < myObjects.count(); i++ ) {
SMESH_Actor* actor = SMESH::FindActorByObject( myObjects[i] );
if ( actor ) SMESH::Update( actor->getIO(), true );
}
if ( ( MakeGroupsCheck->isEnabled() && MakeGroupsCheck->isChecked() ) ||
actionButton == MAKE_MESH_BUTTON ) {

View File

@ -583,8 +583,10 @@ bool SMESHGUI_SymmetryDlg::ClickOnApply()
} catch (...) {
}
for ( int i = 0; i < myMeshes.count(); i++ )
SMESH::Update( (SMESH::FindActorByObject( myMeshes[i] ))->getIO(), true );
for ( int i = 0; i < myObjects.count(); i++ ) {
SMESH_Actor* actor = SMESH::FindActorByObject( myObjects[i] );
if ( actor ) SMESH::Update( actor->getIO(), true );
}
if ( ( MakeGroupsCheck->isEnabled() && MakeGroupsCheck->isChecked() ) ||
actionButton == MAKE_MESH_BUTTON ) {

View File

@ -592,8 +592,10 @@ bool SMESHGUI_TranslationDlg::ClickOnApply()
} catch (...) {
}
for ( int i = 0; i < myMeshes.count(); i++ )
SMESH::Update( (SMESH::FindActorByObject( myMeshes[i] ))->getIO(), true );
for ( int i = 0; i < myObjects.count(); i++ ) {
SMESH_Actor* actor = SMESH::FindActorByObject( myObjects[i] );
if ( actor ) SMESH::Update( actor->getIO(), true );
}
if ( ( MakeGroupsCheck->isEnabled() && MakeGroupsCheck->isChecked() ) ||
actionButton == MAKE_MESH_BUTTON ) {