// Copyright (C) 2007-2016 CEA/DEN, EDF R&D, OPEN CASCADE // // Copyright (C) 2003-2007 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, or (at your option) any later version. // // 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.salome-platform.org/ or email : webmaster.salome@opencascade.com // // SMESH SMESHGUI : GUI for SMESH component // File : SMESHGUI_MeshEditPreview.cxx // Author : Open CASCADE S.A.S. // SMESH includes // #include "SMESHGUI_MeshEditPreview.h" #include "SMESHGUI_VTKUtils.h" #include "SMESH_Actor.h" #include "SMESH_ActorUtils.h" // SALOME GUI includes #include #include #include // VTK includes #include #include #include #include #include #include #include #include #include #include #include // Qt includes #include // IDL includes #include #include CORBA_SERVER_HEADER(SMESH_MeshEditor) #include //================================================================================ /*! * \brief Constructor */ //================================================================================ SMESHGUI_MeshEditPreview::SMESHGUI_MeshEditPreview(SVTK_ViewWindow* theViewWindow): myViewWindow(theViewWindow) { myGrid = vtkUnstructuredGrid::New(); // Create and display actor vtkDataSetMapper* aMapper = vtkDataSetMapper::New(); aMapper->SetInputData( myGrid ); myPreviewActor = SALOME_Actor::New(); myPreviewActor->SetInfinitive(true); myPreviewActor->VisibilityOn(); myPreviewActor->PickableOff(); double aFactor,aUnits; myPreviewActor->SetResolveCoincidentTopology(true); myPreviewActor->GetPolygonOffsetParameters(aFactor,aUnits); myPreviewActor->SetPolygonOffsetParameters(aFactor,0.2*aUnits); double anRGB[3]; SMESH::GetColor( "SMESH", "selection_element_color", anRGB[0], anRGB[1], anRGB[2], QColor( 0, 170, 255 ) ); SetColor( anRGB[0], anRGB[1], anRGB[2] ); myPreviewActor->SetMapper( aMapper ); aMapper->Delete(); myViewWindow->AddActor(myPreviewActor); } //================================================================================ /*! * \brief Destroy */ //================================================================================ SMESHGUI_MeshEditPreview::~SMESHGUI_MeshEditPreview() { myGrid->Delete(); for ( size_t iA = 0; iA < myLabelActors.size(); ++iA ) if ( myLabelActors[iA] ) { myPreviewActor->GetRenderer()->RemoveActor( myLabelActors[iA] ); myLabelActors[iA]->Delete(); } myViewWindow->RemoveActor(myPreviewActor); myPreviewActor->Delete(); } //================================================================================ /*! * \brief Returns vtk cell type */ //================================================================================ vtkIdType getCellType( const SMDSAbs_ElementType theType, const bool thePoly, const int theNbNodes ) { switch( theType ) { case SMDSAbs_Ball: return VTK_VERTEX; case SMDSAbs_Node: return VTK_VERTEX; case SMDSAbs_Edge: if( theNbNodes == 2 ) return VTK_LINE; else if ( theNbNodes == 3 ) return VTK_QUADRATIC_EDGE; else return VTK_EMPTY_CELL; case SMDSAbs_Face : if (thePoly && theNbNodes>2 ) return VTK_POLYGON; else if ( theNbNodes == 3 ) return VTK_TRIANGLE; else if ( theNbNodes == 4 ) return VTK_QUAD; else if ( theNbNodes == 6 ) return VTK_QUADRATIC_TRIANGLE; else if ( theNbNodes == 7 ) return VTK_BIQUADRATIC_TRIANGLE; else if ( theNbNodes == 8 ) return VTK_QUADRATIC_QUAD; else if ( theNbNodes == 9 ) return VTK_BIQUADRATIC_QUAD; else return VTK_EMPTY_CELL; case SMDSAbs_Volume: if (thePoly && theNbNodes>3 ) return VTK_CONVEX_POINT_SET; else if ( theNbNodes == 4 ) return VTK_TETRA; else if ( theNbNodes == 5 ) return VTK_PYRAMID; else if ( theNbNodes == 6 ) return VTK_WEDGE; else if ( theNbNodes == 8 ) return VTK_HEXAHEDRON; else if ( theNbNodes == 10 ) return VTK_QUADRATIC_TETRA; else if ( theNbNodes == 20 ) return VTK_QUADRATIC_HEXAHEDRON; else if ( theNbNodes == 27 ) return VTK_TRIQUADRATIC_HEXAHEDRON; else if ( theNbNodes == 15 ) return VTK_QUADRATIC_WEDGE; else if ( theNbNodes == 18 ) return VTK_BIQUADRATIC_QUADRATIC_WEDGE; else if ( theNbNodes == 13 ) return VTK_QUADRATIC_PYRAMID;//VTK_CONVEX_POINT_SET; else return VTK_EMPTY_CELL; default: return VTK_EMPTY_CELL; } } //================================================================================ /*! * \brief Set preview data */ //================================================================================ void SMESHGUI_MeshEditPreview::SetData (const SMESH::MeshPreviewStruct& previewData) { // Create points const SMESH::nodes_array& aNodesXYZ = previewData.nodesXYZ; vtkPoints* aPoints = vtkPoints::New(); aPoints->SetNumberOfPoints(aNodesXYZ.length()); for ( size_t i = 0; i < aNodesXYZ.length(); i++ ) { aPoints->SetPoint( i, aNodesXYZ[i].x, aNodesXYZ[i].y, aNodesXYZ[i].z ); } myGrid->SetPoints(aPoints); aPoints->Delete(); // Create cells const SMESH::long_array& anElemConnectivity = previewData.elementConnectivities; const SMESH::types_array& anElemTypes = previewData.elementTypes; vtkIdType aCellsSize = anElemConnectivity.length() + anElemTypes.length(); vtkIdType aNbCells = anElemTypes.length(); vtkCellArray* aConnectivity = vtkCellArray::New(); aConnectivity->Allocate( aCellsSize, 0 ); vtkUnsignedCharArray* aCellTypesArray = vtkUnsignedCharArray::New(); aCellTypesArray->SetNumberOfComponents( 1 ); aCellTypesArray->Allocate( aNbCells * aCellTypesArray->GetNumberOfComponents() ); vtkIdList *anIdList = vtkIdList::New(); int aNodePos = 0; for ( size_t i = 0; i < anElemTypes.length(); i++ ) { const SMESH::ElementSubType& anElementSubType = anElemTypes[i]; SMDSAbs_ElementType aType = SMDSAbs_ElementType(anElementSubType.SMDS_ElementType); vtkIdType aNbNodes = anElementSubType.nbNodesInElement; anIdList->SetNumberOfIds( aNbNodes ); for ( vtkIdType aNodeId = 0; aNodeId < aNbNodes; aNodeId++ ){ anIdList->SetId( aNodeId, anElemConnectivity[aNodePos] ); aNodePos++; } aConnectivity->InsertNextCell( anIdList ); aCellTypesArray->InsertNextValue( getCellType( aType, anElemTypes[i].isPoly, aNbNodes ) ); } anIdList->Delete(); // Insert cells in grid VTKViewer_CellLocationsArray* aCellLocationsArray = VTKViewer_CellLocationsArray::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 ) ); myGrid->SetCells( aCellTypesArray, aCellLocationsArray, aConnectivity ); myPreviewActor->GetMapper()->Update(); aCellTypesArray->Delete(); aCellLocationsArray->Delete(); aConnectivity->Delete(); SetVisibility(true); } //================================================================================ /*! * \brief Set shape of an arrow of a unit length and nb of arrows */ //================================================================================ void SMESHGUI_MeshEditPreview::SetArrowShapeAndNb( int nbArrows, double headLength, double headRadius, double start, const char* labels) { const int theNbPoints = 10; // in one arrow myUnitArrowPnts.reserve( theNbPoints ); myUnitArrowPnts.clear(); // unit arrow || OZ for ( int i = 0; i < theNbPoints - 2; ++i ) { double angle = i * 2 * M_PI / ( theNbPoints - 2 ); myUnitArrowPnts.push_back( gp_Pnt( headRadius * Cos( angle ), headRadius * Sin( angle ), 1. - headLength )); } myUnitArrowPnts.push_back( gp_Pnt( 0, 0, start )); myUnitArrowPnts.push_back( gp_Pnt( 0, 0, 1 )); // nodes of all arrows vtkPoints* aPoints = vtkPoints::New(); aPoints->SetNumberOfPoints( theNbPoints * nbArrows ); for ( int iP = 0, iA = 0; iA < nbArrows; ++iA ) for ( int i = 0; i < theNbPoints; ++i, ++iP ) aPoints->SetPoint( iP, myUnitArrowPnts[i].X(), myUnitArrowPnts[i].Y(), myUnitArrowPnts[i].Z() ); myGrid->SetPoints(aPoints); aPoints->Delete(); // connectivity of all arrows const int theNbCells = ( theNbPoints - 1 ); // in one arrow myGrid->Allocate( theNbCells * nbArrows ); for ( int nP = 0, iA = 0; iA < nbArrows; ++iA, nP += theNbPoints ) { vtkIdType conn[3] = { theNbPoints - 1 + nP, // arrow end theNbPoints - 3 + nP, // point on a circle nP }; // point on a circle for ( int i = 0; i < theNbCells-1; ++i ) { myGrid->InsertNextCell( VTK_TRIANGLE, 3, conn ); conn[1] = conn[2]; conn[2] = conn[2] + 1; } conn[1] = theNbPoints - 2 + nP; myGrid->InsertNextCell( VTK_LINE, 2, conn ); } myLabelActors.resize( nbArrows, ( vtkTextActor*) NULL ); char label[] = "X"; if ( labels ) for ( int iA = 0; iA < nbArrows; ++iA ) { label[0] = labels[iA]; vtkTextMapper* text = vtkTextMapper::New(); text->SetInput( label ); vtkCoordinate* coord = vtkCoordinate::New(); myLabelActors[iA] = vtkTextActor::New(); //myLabelActors[iA]->SetMapper( text ); myLabelActors[iA]->SetInput( label ); myLabelActors[iA]->SetTextScaleModeToNone(); myLabelActors[iA]->PickableOff(); myLabelActors[iA]->GetPositionCoordinate()->SetReferenceCoordinate( coord ); text->Delete(); coord->Delete(); myPreviewActor->GetRenderer()->AddActor(myLabelActors[iA]); } } //================================================================================ /*! * \brief Set data to show moved/rotated/scaled arrows * \param [in] axes - location and direction of the arrows * \param [in] length - length of arrows */ //================================================================================ void SMESHGUI_MeshEditPreview::SetArrows( const gp_Ax1* axes, double length ) { vtkPoints* aPoints = myGrid->GetPoints(); for ( int iP = 0, iA = 0; iA < (int) myLabelActors.size(); ++iA ) { gp_Trsf trsf; trsf.SetTransformation( gp_Ax3( axes[iA].Location(), axes[iA].Direction() ), gp::XOY() ); for ( size_t i = 0; i < myUnitArrowPnts.size(); ++i, ++iP ) { gp_Pnt p = myUnitArrowPnts[i].Scaled( gp::Origin(), length ); p.Transform( trsf ); aPoints->SetPoint( iP, p.X(), p.Y(), p.Z() ); } if ( myLabelActors[iA] ) if ( vtkCoordinate* aCoord = myLabelActors[iA]->GetPositionCoordinate()->GetReferenceCoordinate() ) { double p[3]; aPoints->GetPoint( iP-1, p ); aCoord->SetValue( p ); } } myGrid->Modified(); } //================================================================================ /*! * \brief Set visibility */ //================================================================================ void SMESHGUI_MeshEditPreview::SetVisibility (bool theVisibility) { myPreviewActor->SetVisibility(theVisibility); for ( size_t iA = 0; iA < myLabelActors.size(); ++iA ) if ( myLabelActors[iA] ) myLabelActors[iA]->SetVisibility(theVisibility); SMESH::RepaintCurrentView(); } //================================================================================ /*! * \brief Set preview color */ //================================================================================ void SMESHGUI_MeshEditPreview::SetColor(double R, double G, double B) { myPreviewActor->SetColor( R, G, B ); } //================================================================================ /*! * \brief Get preview actor */ //================================================================================ SALOME_Actor* SMESHGUI_MeshEditPreview::GetActor() const { return myPreviewActor; } //================================================================================ /*! * \brief Returns the priewed vtkUnstructuredGrid */ //================================================================================ vtkUnstructuredGrid* SMESHGUI_MeshEditPreview::GetGrid() const { return myGrid; } //================================================================================ /*! * \brief Returns myViewWindow */ //================================================================================ SVTK_ViewWindow* SMESHGUI_MeshEditPreview::GetViewWindow() const { return myViewWindow; }