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0021343: EDF 1930 SMESH: Huge memory occupation when assigning an hypothesis to a big model
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@ -17,16 +17,9 @@
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// See http://www.salome-platform.org/ or email : webmaster.salome@opencascade.com
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//
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// SMESH OBJECT : interactive object for SMESH visualization
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// File : SMESH_PreviewActorsCollection.cxx
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// Author :
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// Module : SMESH
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//
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#include "SMESH_PreviewActorsCollection.h"
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#include "utilities.h"
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#include "SALOME_InteractiveObject.hxx"
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#include <utilities.h>
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// OCC includes
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#include <TopoDS.hxx>
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@ -39,14 +32,17 @@
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#include <vtkRenderer.h>
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#include <vtkProperty.h>
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#include "VTKViewer_Actor.h"
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#include <QSet>
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#include "SVTK_DeviceActor.h"
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#include "SALOME_Actor.h"
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// GEOM includes
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#include <GEOM_Actor.h>
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// QT
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#include <QString>
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#include <QColor>
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// GUI includes
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#include <VTKViewer_Actor.h>
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#include <SVTK_DeviceActor.h>
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#include <SALOME_InteractiveObject.hxx>
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#include <SUIT_ResourceMgr.h>
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#include <SUIT_Session.h>
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#ifdef _DEBUG_
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static int MYDEBUG = 0;
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@ -54,38 +50,34 @@ static int MYDEBUG = 0;
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static int MYDEBUG = 0;
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#endif
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using namespace std;
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//vtkStandardNewMacro(SMESH_PreviewActorsCollection);
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SMESH_PreviewActorsCollection
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::SMESH_PreviewActorsCollection()
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SMESH_PreviewActorsCollection::SMESH_PreviewActorsCollection() :
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mySelector( 0 ), myRenderer( 0 ), myCurrentChunk( 0 ), myChunkSize( 0 ), myIsShown( true )
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{
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if(MYDEBUG) MESSAGE("SMESH_PreviewActorsCollection - "<<this);
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}
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SMESH_PreviewActorsCollection
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::~SMESH_PreviewActorsCollection()
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SMESH_PreviewActorsCollection::~SMESH_PreviewActorsCollection()
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{
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if(MYDEBUG) MESSAGE("~SMESH_PreviewActorsCollection - "<<this);
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if (myRenderer)
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RemoveFromRender(myRenderer);
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QMap<int, GEOM_Actor*>::iterator iter = myMapOfActors.begin();
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for ( ; iter != myMapOfActors.end(); ++iter )
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if ( GEOM_Actor* anActor = iter.value() )
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anActor->Delete();
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myMapOfActors.clear();
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clearActors();
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}
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bool SMESH_PreviewActorsCollection::Init( const TopoDS_Shape& theShape, TopAbs_ShapeEnum theType, const QString& theEntry )
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bool SMESH_PreviewActorsCollection::Init( const TopoDS_Shape& theShape,
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TopAbs_ShapeEnum theType,
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const QString& theEntry )
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{
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SUIT_ResourceMgr* mgr = SUIT_Session::session()->resourceMgr();
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myType = theType;
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myEntry = theEntry;
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myMainShape = theShape;
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myMapOfActors.clear();
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myMapOfShapes.Clear();
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myIndices.clear();
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myCurrentChunk = 0;
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myChunkSize = mgr->integerValue( "SMESH", "preview_actor_chunk_size", 100 );
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if ( theShape.IsNull() )
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return false;
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@ -95,65 +87,23 @@ bool SMESH_PreviewActorsCollection::Init( const TopoDS_Shape& theShape, TopAbs_S
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// get indexes of seleted elements
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TopExp::MapShapes( theShape, myMapOfShapes );
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TopExp_Explorer exp( theShape, theType );
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for ( ; exp.More(); exp.Next() ) {
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int index = myMapOfShapes.FindIndex( exp.Current() );
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if ( index && !myMapOfActors.contains( index ) ) {
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// create actor if the index is present
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if ( GEOM_Actor* anActor = createActor( exp.Current().Oriented(TopAbs_FORWARD))) {
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// Create new entry for actor
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QString aString = theEntry;
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aString += QString("_%1").arg( index ); // add index to actor entry
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QSet<int> indices;
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for ( ; exp.More(); exp.Next() )
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indices << myMapOfShapes.FindIndex( exp.Current() );
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myIndices = indices.toList();
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qSort(myIndices);
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// Create interactive object
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Handle( SALOME_InteractiveObject ) anIO = new SALOME_InteractiveObject();
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anIO->setEntry( aString.toLatin1().constData() );
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// show current chunk
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showCurrentChunk();
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// Init Actor
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anActor->SetVectorMode( theType==TopAbs_EDGE );
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anActor->setIO( anIO );
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anActor->SetSelector( mySelector );
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anActor->SetPickable( true );
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anActor->SetResolveCoincidentTopology( true );
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// Add Actor to the Actors Map
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myMapOfActors.insert(index, anActor);
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}
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}
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}
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mySelector->ClearIObjects();
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return true;
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return count() > 0;
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}
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GEOM_Actor* SMESH_PreviewActorsCollection::createActor(const TopoDS_Shape& shape)
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{
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GEOM_Actor* actor = GEOM_Actor::New();
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actor->SetShape( shape, 0, 0 );
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//Color Properties
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/*
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vtkProperty* aProp = vtkProperty::New();
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vtkProperty* aHLProp = vtkProperty::New();
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vtkProperty* aPHLProp = vtkProperty::New();
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aProp->SetColor( 255, 0, 0);
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actor->SetProperty(aProp);
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aHLProp->SetColor( 255, 255, 255);
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actor->SetHighlightProperty(aHLProp);
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aPHLProp->SetColor( 155, 155, 155);
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aPHLProp->SetLineWidth ( 3 );
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aPHLProp->SetOpacity ( 0.75 );
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actor->SetPreHighlightProperty(aPHLProp);
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aProp->Delete();
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aHLProp->Delete();
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aPHLProp->Delete();
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*/
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return actor;
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}
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@ -172,11 +122,14 @@ void SMESH_PreviewActorsCollection::AddToRender(vtkRenderer* theRenderer)
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myRenderer = theRenderer;
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QMap<int, GEOM_Actor*>::iterator iter = myMapOfActors.begin();
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for ( ; iter != myMapOfActors.end(); ++iter )
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for ( ; iter != myMapOfActors.end(); ++iter ) {
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iter.value()->SetVisibility( myIsShown );
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iter.value()->AddToRender( theRenderer );
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}
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}
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void SMESH_PreviewActorsCollection::RemoveFromRender(vtkRenderer* theRenderer){
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void SMESH_PreviewActorsCollection::RemoveFromRender(vtkRenderer* theRenderer)
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{
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QMap<int, GEOM_Actor*>::iterator iter = myMapOfActors.begin();
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for ( ; iter != myMapOfActors.end(); ++iter )
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iter.value()->RemoveFromRender( theRenderer );
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@ -187,20 +140,108 @@ void SMESH_PreviewActorsCollection::SetSelector(SVTK_Selector* theSelector)
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mySelector = theSelector;
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}
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void SMESH_PreviewActorsCollection::HighlightAll( bool theHighlight ){
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void SMESH_PreviewActorsCollection::HighlightAll( bool theHighlight )
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{
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QMap<int, GEOM_Actor*>::iterator iter = myMapOfActors.begin();
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for ( ; iter != myMapOfActors.end(); ++iter )
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iter.value()->Highlight( theHighlight );
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}
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void SMESH_PreviewActorsCollection::HighlightID( int index ){
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void SMESH_PreviewActorsCollection::HighlightID( int index )
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{
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GEOM_Actor* anActor = GetActorByIndex( index );
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if ( anActor && !anActor->isHighlighted() )
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anActor->Highlight( true );
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}
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void SMESH_PreviewActorsCollection::SetShown( bool shown ){
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void SMESH_PreviewActorsCollection::SetShown( bool shown )
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{
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myIsShown = shown;
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QMap<int, GEOM_Actor*>::iterator iter = myMapOfActors.begin();
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for ( ; iter != myMapOfActors.end(); ++iter )
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iter.value()->SetVisibility( shown );
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}
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int SMESH_PreviewActorsCollection::count() const
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{
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return myIndices.count();
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}
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int SMESH_PreviewActorsCollection::chunkSize() const
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{
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return myChunkSize;
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}
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int SMESH_PreviewActorsCollection::currentChunk() const
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{
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return myCurrentChunk;
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}
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bool SMESH_PreviewActorsCollection::hasPrevious() const
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{
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return chunkSize() > 0 && currentChunk() > 0;
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}
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bool SMESH_PreviewActorsCollection::hasNext() const
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{
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return chunkSize() > 0 && (currentChunk()+1)*chunkSize() < count();
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}
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void SMESH_PreviewActorsCollection::previous()
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{
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if ( !hasPrevious() ) return;
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myCurrentChunk--;
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showCurrentChunk();
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}
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void SMESH_PreviewActorsCollection::next()
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{
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if ( !hasNext() ) return;
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myCurrentChunk++;
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showCurrentChunk();
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}
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void SMESH_PreviewActorsCollection::showCurrentChunk()
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{
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clearActors();
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int imin = currentChunk() * chunkSize();
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int imax = std::min( (currentChunk()+1) * chunkSize(), count() );
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for ( int i = imin; i < imax; i++ ) {
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int index = myIndices[i];
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if ( !index || myMapOfActors.contains( index ) ) continue;
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TopoDS_Shape s = myMapOfShapes.FindKey( index );
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if ( s.IsNull() ) continue;
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// create actor if the index is present
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if ( GEOM_Actor* anActor = createActor( s.Oriented(TopAbs_FORWARD))) {
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// Create new entry for actor
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QString entry = QString( "%1_%2" ).arg( myEntry ).arg( index );
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// Create interactive object
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Handle( SALOME_InteractiveObject ) anIO = new SALOME_InteractiveObject();
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anIO->setEntry( entry.toLatin1().constData() );
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// Init Actor
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anActor->SetVectorMode( myType==TopAbs_EDGE );
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anActor->setIO( anIO );
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anActor->SetSelector( mySelector );
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anActor->SetPickable( true );
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anActor->SetResolveCoincidentTopology( true );
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// Add Actor to the Actors Map
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myMapOfActors.insert(index, anActor);
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}
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}
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mySelector->ClearIObjects();
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if ( myRenderer )
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AddToRender( myRenderer );
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}
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void SMESH_PreviewActorsCollection::clearActors()
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{
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if (myRenderer)
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RemoveFromRender(myRenderer);
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QMap<int, GEOM_Actor*>::iterator iter = myMapOfActors.begin();
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for ( ; iter != myMapOfActors.end(); ++iter )
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if ( GEOM_Actor* anActor = iter.value() )
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anActor->Delete();
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myMapOfActors.clear();
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}
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#ifndef SMESH_PREVIEW_ACTOR_COLLECTION_H
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#define SMESH_PREVIEW_ACTOR_COLLECTION_H
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#include "SMESH_Actor.h"
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#include <GEOM_Actor.h>
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#include "SMESH_Object.h"
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#include <TopoDS_Shape.hxx>
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#include <SMDS_SetIterator.hxx>
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#include <TopAbs_ShapeEnum.hxx>
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#include <TopTools_IndexedMapOfShape.hxx>
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#include <QString>
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#include <QList>
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#include <QMap>
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#include <QString>
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class vtkRenderer;
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class GEOM_Actor;
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class SVTK_Selector;
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class SMESHOBJECT_EXPORT SMESH_PreviewActorsCollection
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{
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@ -61,15 +61,31 @@ class SMESHOBJECT_EXPORT SMESH_PreviewActorsCollection
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void SetShown( bool );
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protected:
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GEOM_Actor* createActor( const TopoDS_Shape& );
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int count() const;
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int chunkSize() const;
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int currentChunk() const;
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bool hasPrevious() const;
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bool hasNext() const;
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void previous();
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void next();
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protected:
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GEOM_Actor* createActor( const TopoDS_Shape& );
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void showCurrentChunk();
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void clearActors();
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protected:
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TopAbs_ShapeEnum myType;
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QString myEntry;
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TopoDS_Shape myMainShape;
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SVTK_Selector* mySelector;
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vtkRenderer* myRenderer;
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TopTools_IndexedMapOfShape myMapOfShapes;
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QMap<int, GEOM_Actor*> myMapOfActors;
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QList<int> myIndices;
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int myCurrentChunk;
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int myChunkSize;
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bool myIsShown;
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};
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