0021343: EDF 1930 SMESH: Huge memory occupation when assigning an hypothesis to a big model

This commit is contained in:
vsr 2011-08-09 07:46:44 +00:00
parent d867e9b08b
commit 38b9ea6198
2 changed files with 156 additions and 99 deletions

View File

@ -17,16 +17,9 @@
// See http://www.salome-platform.org/ or email : webmaster.salome@opencascade.com
//
// SMESH OBJECT : interactive object for SMESH visualization
// File : SMESH_PreviewActorsCollection.cxx
// Author :
// Module : SMESH
//
#include "SMESH_PreviewActorsCollection.h"
#include "utilities.h"
#include "SALOME_InteractiveObject.hxx"
#include <utilities.h>
// OCC includes
#include <TopoDS.hxx>
@ -39,14 +32,17 @@
#include <vtkRenderer.h>
#include <vtkProperty.h>
#include "VTKViewer_Actor.h"
#include <QSet>
#include "SVTK_DeviceActor.h"
#include "SALOME_Actor.h"
// GEOM includes
#include <GEOM_Actor.h>
// QT
#include <QString>
#include <QColor>
// GUI includes
#include <VTKViewer_Actor.h>
#include <SVTK_DeviceActor.h>
#include <SALOME_InteractiveObject.hxx>
#include <SUIT_ResourceMgr.h>
#include <SUIT_Session.h>
#ifdef _DEBUG_
static int MYDEBUG = 0;
@ -54,38 +50,34 @@ static int MYDEBUG = 0;
static int MYDEBUG = 0;
#endif
using namespace std;
//vtkStandardNewMacro(SMESH_PreviewActorsCollection);
SMESH_PreviewActorsCollection
::SMESH_PreviewActorsCollection()
SMESH_PreviewActorsCollection::SMESH_PreviewActorsCollection() :
mySelector( 0 ), myRenderer( 0 ), myCurrentChunk( 0 ), myChunkSize( 0 ), myIsShown( true )
{
if(MYDEBUG) MESSAGE("SMESH_PreviewActorsCollection - "<<this);
}
SMESH_PreviewActorsCollection
::~SMESH_PreviewActorsCollection()
SMESH_PreviewActorsCollection::~SMESH_PreviewActorsCollection()
{
if(MYDEBUG) MESSAGE("~SMESH_PreviewActorsCollection - "<<this);
if (myRenderer)
RemoveFromRender(myRenderer);
QMap<int, GEOM_Actor*>::iterator iter = myMapOfActors.begin();
for ( ; iter != myMapOfActors.end(); ++iter )
if ( GEOM_Actor* anActor = iter.value() )
anActor->Delete();
myMapOfActors.clear();
clearActors();
}
bool SMESH_PreviewActorsCollection::Init( const TopoDS_Shape& theShape, TopAbs_ShapeEnum theType, const QString& theEntry )
bool SMESH_PreviewActorsCollection::Init( const TopoDS_Shape& theShape,
TopAbs_ShapeEnum theType,
const QString& theEntry )
{
SUIT_ResourceMgr* mgr = SUIT_Session::session()->resourceMgr();
myType = theType;
myEntry = theEntry;
myMainShape = theShape;
myMapOfActors.clear();
myMapOfShapes.Clear();
myIndices.clear();
myCurrentChunk = 0;
myChunkSize = mgr->integerValue( "SMESH", "preview_actor_chunk_size", 100 );
if ( theShape.IsNull() )
return false;
@ -94,72 +86,30 @@ bool SMESH_PreviewActorsCollection::Init( const TopoDS_Shape& theShape, TopAbs_S
anIO->setEntry( theEntry.toLatin1().constData() );
// get indexes of seleted elements
TopExp::MapShapes(theShape, myMapOfShapes);
TopExp::MapShapes( theShape, myMapOfShapes );
TopExp_Explorer exp( theShape, theType );
for ( ; exp.More(); exp.Next() ) {
int index = myMapOfShapes.FindIndex( exp.Current() );
if ( index && !myMapOfActors.contains( index ) ) {
// create actor if the index is present
if ( GEOM_Actor* anActor = createActor( exp.Current().Oriented(TopAbs_FORWARD))) {
// Create new entry for actor
QString aString = theEntry;
aString += QString("_%1").arg( index ); // add index to actor entry
QSet<int> indices;
for ( ; exp.More(); exp.Next() )
indices << myMapOfShapes.FindIndex( exp.Current() );
myIndices = indices.toList();
qSort(myIndices);
// Create interactive object
Handle( SALOME_InteractiveObject ) anIO = new SALOME_InteractiveObject();
anIO->setEntry( aString.toLatin1().constData() );
// show current chunk
showCurrentChunk();
// Init Actor
anActor->SetVectorMode( theType==TopAbs_EDGE );
anActor->setIO( anIO );
anActor->SetSelector( mySelector );
anActor->SetPickable( true );
anActor->SetResolveCoincidentTopology( true );
// Add Actor to the Actors Map
myMapOfActors.insert(index, anActor);
}
}
}
mySelector->ClearIObjects();
return true;
return count() > 0;
}
GEOM_Actor* SMESH_PreviewActorsCollection::createActor(const TopoDS_Shape& shape)
{
GEOM_Actor* actor = GEOM_Actor::New();
actor->SetShape(shape,0,0);
//Color Properties
/*
vtkProperty* aProp = vtkProperty::New();
vtkProperty* aHLProp = vtkProperty::New();
vtkProperty* aPHLProp = vtkProperty::New();
aProp->SetColor( 255, 0, 0);
actor->SetProperty(aProp);
aHLProp->SetColor( 255, 255, 255);
actor->SetHighlightProperty(aHLProp);
aPHLProp->SetColor( 155, 155, 155);
aPHLProp->SetLineWidth ( 3 );
aPHLProp->SetOpacity ( 0.75 );
actor->SetPreHighlightProperty(aPHLProp);
aProp->Delete();
aHLProp->Delete();
aPHLProp->Delete();
*/
actor->SetShape( shape, 0, 0 );
return actor;
}
GEOM_Actor* SMESH_PreviewActorsCollection::GetActorByIndex(int index)
{
return myMapOfActors.value(index);
return myMapOfActors.value( index );
}
int SMESH_PreviewActorsCollection::GetIndexByShape( const TopoDS_Shape& theShape )
@ -172,11 +122,14 @@ void SMESH_PreviewActorsCollection::AddToRender(vtkRenderer* theRenderer)
myRenderer = theRenderer;
QMap<int, GEOM_Actor*>::iterator iter = myMapOfActors.begin();
for ( ; iter != myMapOfActors.end(); ++iter )
for ( ; iter != myMapOfActors.end(); ++iter ) {
iter.value()->SetVisibility( myIsShown );
iter.value()->AddToRender( theRenderer );
}
}
void SMESH_PreviewActorsCollection::RemoveFromRender(vtkRenderer* theRenderer){
void SMESH_PreviewActorsCollection::RemoveFromRender(vtkRenderer* theRenderer)
{
QMap<int, GEOM_Actor*>::iterator iter = myMapOfActors.begin();
for ( ; iter != myMapOfActors.end(); ++iter )
iter.value()->RemoveFromRender( theRenderer );
@ -187,20 +140,108 @@ void SMESH_PreviewActorsCollection::SetSelector(SVTK_Selector* theSelector)
mySelector = theSelector;
}
void SMESH_PreviewActorsCollection::HighlightAll( bool theHighlight ){
void SMESH_PreviewActorsCollection::HighlightAll( bool theHighlight )
{
QMap<int, GEOM_Actor*>::iterator iter = myMapOfActors.begin();
for ( ; iter != myMapOfActors.end(); ++iter )
iter.value()->Highlight( theHighlight );
}
void SMESH_PreviewActorsCollection::HighlightID( int index ){
void SMESH_PreviewActorsCollection::HighlightID( int index )
{
GEOM_Actor* anActor = GetActorByIndex( index );
if ( anActor && !anActor->isHighlighted() )
anActor->Highlight( true );
}
void SMESH_PreviewActorsCollection::SetShown( bool shown ){
void SMESH_PreviewActorsCollection::SetShown( bool shown )
{
myIsShown = shown;
QMap<int, GEOM_Actor*>::iterator iter = myMapOfActors.begin();
for ( ; iter != myMapOfActors.end(); ++iter )
iter.value()->SetVisibility( shown );
}
int SMESH_PreviewActorsCollection::count() const
{
return myIndices.count();
}
int SMESH_PreviewActorsCollection::chunkSize() const
{
return myChunkSize;
}
int SMESH_PreviewActorsCollection::currentChunk() const
{
return myCurrentChunk;
}
bool SMESH_PreviewActorsCollection::hasPrevious() const
{
return chunkSize() > 0 && currentChunk() > 0;
}
bool SMESH_PreviewActorsCollection::hasNext() const
{
return chunkSize() > 0 && (currentChunk()+1)*chunkSize() < count();
}
void SMESH_PreviewActorsCollection::previous()
{
if ( !hasPrevious() ) return;
myCurrentChunk--;
showCurrentChunk();
}
void SMESH_PreviewActorsCollection::next()
{
if ( !hasNext() ) return;
myCurrentChunk++;
showCurrentChunk();
}
void SMESH_PreviewActorsCollection::showCurrentChunk()
{
clearActors();
int imin = currentChunk() * chunkSize();
int imax = std::min( (currentChunk()+1) * chunkSize(), count() );
for ( int i = imin; i < imax; i++ ) {
int index = myIndices[i];
if ( !index || myMapOfActors.contains( index ) ) continue;
TopoDS_Shape s = myMapOfShapes.FindKey( index );
if ( s.IsNull() ) continue;
// create actor if the index is present
if ( GEOM_Actor* anActor = createActor( s.Oriented(TopAbs_FORWARD))) {
// Create new entry for actor
QString entry = QString( "%1_%2" ).arg( myEntry ).arg( index );
// Create interactive object
Handle( SALOME_InteractiveObject ) anIO = new SALOME_InteractiveObject();
anIO->setEntry( entry.toLatin1().constData() );
// Init Actor
anActor->SetVectorMode( myType==TopAbs_EDGE );
anActor->setIO( anIO );
anActor->SetSelector( mySelector );
anActor->SetPickable( true );
anActor->SetResolveCoincidentTopology( true );
// Add Actor to the Actors Map
myMapOfActors.insert(index, anActor);
}
}
mySelector->ClearIObjects();
if ( myRenderer )
AddToRender( myRenderer );
}
void SMESH_PreviewActorsCollection::clearActors()
{
if (myRenderer)
RemoveFromRender(myRenderer);
QMap<int, GEOM_Actor*>::iterator iter = myMapOfActors.begin();
for ( ; iter != myMapOfActors.end(); ++iter )
if ( GEOM_Actor* anActor = iter.value() )
anActor->Delete();
myMapOfActors.clear();
}

View File

@ -26,22 +26,22 @@
#ifndef SMESH_PREVIEW_ACTOR_COLLECTION_H
#define SMESH_PREVIEW_ACTOR_COLLECTION_H
#include "SMESH_Actor.h"
#include <GEOM_Actor.h>
#include "SMESH_Object.h"
#include <TopoDS_Shape.hxx>
#include <SMDS_SetIterator.hxx>
#include <TopAbs_ShapeEnum.hxx>
#include <TopTools_IndexedMapOfShape.hxx>
#include <QString>
#include <QList>
#include <QMap>
#include <QString>
class vtkRenderer;
class GEOM_Actor;
class SVTK_Selector;
class SMESHOBJECT_EXPORT SMESH_PreviewActorsCollection
{
public:
public:
SMESH_PreviewActorsCollection();
~SMESH_PreviewActorsCollection();
@ -61,15 +61,31 @@ class SMESHOBJECT_EXPORT SMESH_PreviewActorsCollection
void SetShown( bool );
protected:
GEOM_Actor* createActor( const TopoDS_Shape& );
int count() const;
int chunkSize() const;
int currentChunk() const;
bool hasPrevious() const;
bool hasNext() const;
void previous();
void next();
protected:
protected:
GEOM_Actor* createActor( const TopoDS_Shape& );
void showCurrentChunk();
void clearActors();
protected:
TopAbs_ShapeEnum myType;
QString myEntry;
TopoDS_Shape myMainShape;
SVTK_Selector* mySelector;
vtkRenderer* myRenderer;
TopTools_IndexedMapOfShape myMapOfShapes;
QMap<int, GEOM_Actor*> myMapOfActors;
QList<int> myIndices;
int myCurrentChunk;
int myChunkSize;
bool myIsShown;
};