// 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_MoveNodesDlg.cxx // Author : Nicolas REJNERI // Module : SMESH // $Header$ #include "SMESHGUI_MoveNodesDlg.h" #include "SMESHGUI.h" #include "SMESHGUI_SpinBox.h" #include "SMESHGUI_IdValidator.h" #include "SMESHGUI_Utils.h" #include "SMESHGUI_VTKUtils.h" #include "SMESHGUI_MeshUtils.h" #include "SMESH_Actor.h" #include "SMDS_Mesh.hxx" #include "SMDS_MeshNode.hxx" #include "SalomeApp_SelectionMgr.h" #include "SUIT_ResourceMgr.h" #include "SUIT_Desktop.h" #include "SVTK_Selector.h" #include "SVTK_ViewModel.h" #include "SVTK_ViewWindow.h" #include "SALOME_ListIO.hxx" #include "SVTK_ViewWindow.h" #include "utilities.h" // OCCT includes #include // VTK includes #include #include #include #include #include #include #include // QT includes #include #include #include #include #include #include #include #include #include // IDL Headers #include #include CORBA_SERVER_HEADER(SMESH_Mesh) #define MARGIN 10 #define SPACING 5 //================================================================================= // name : SMESHGUI_MoveNodesDlg::SMESHGUI_MoveNodesDlg // Purpose : //================================================================================= SMESHGUI_MoveNodesDlg::SMESHGUI_MoveNodesDlg (SMESHGUI* theModule, const char* theName): QDialog(SMESH::GetDesktop(theModule), theName, false, WStyle_Customize | WStyle_NormalBorder | WStyle_Title | WStyle_SysMenu), mySelector(SMESH::GetViewWindow(theModule)->GetSelector()), mySelectionMgr(SMESH::GetSelectionMgr(theModule)), myViewWindow(SMESH::GetViewWindow(theModule)), mySMESHGUI(theModule) { myPreviewActor = 0; 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); Init(); } //======================================================================= // name : SMESHGUI_MoveNodesDlg::createButtonFrame // Purpose : Create frame containing buttons //======================================================================= QFrame* SMESHGUI_MoveNodesDlg::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_MoveNodesDlg::createMainFrame // Purpose : Create frame containing dialog's input fields //======================================================================= QFrame* SMESHGUI_MoveNodesDlg::createMainFrame (QWidget* theParent) { QFrame* aFrame = new QFrame(theParent); QPixmap iconMoveNode (SMESH::GetResourceMgr( mySMESHGUI )->loadPixmap("SMESH", tr("ICON_DLG_MOVE_NODE"))); QPixmap iconSelect (SMESH::GetResourceMgr( mySMESHGUI )->loadPixmap("SMESH", tr("ICON_SELECT"))); QButtonGroup* aPixGrp = new QButtonGroup(1, Qt::Vertical, tr("MESH_NODE"), aFrame); aPixGrp->setExclusive(TRUE); QRadioButton* aRBut = new QRadioButton(aPixGrp); aRBut->setPixmap(iconMoveNode); aRBut->setChecked(TRUE); QGroupBox* anIdGrp = new QGroupBox(1, Qt::Vertical, tr("SMESH_MOVE"), aFrame); new QLabel(tr("NODE_ID"), anIdGrp); (new QPushButton(anIdGrp))->setPixmap(iconSelect); myId = new QLineEdit(anIdGrp); myId->setValidator(new SMESHGUI_IdValidator(this, "validator", 1)); QGroupBox* aCoordGrp = new QGroupBox(1, Qt::Vertical, tr("SMESH_COORDINATES"), aFrame); new QLabel(tr("SMESH_X"), aCoordGrp); myX = new SMESHGUI_SpinBox(aCoordGrp); new QLabel(tr("SMESH_Y"), aCoordGrp); myY = new SMESHGUI_SpinBox(aCoordGrp); new QLabel(tr("SMESH_Z"), aCoordGrp); myZ = new SMESHGUI_SpinBox(aCoordGrp); myX->RangeStepAndValidator(-999999.999, +999999.999, 25.0, 3); myY->RangeStepAndValidator(-999999.999, +999999.999, 25.0, 3); myZ->RangeStepAndValidator(-999999.999, +999999.999, 25.0, 3); QVBoxLayout* aLay = new QVBoxLayout(aFrame); aLay->addWidget(aPixGrp); aLay->addWidget(anIdGrp); aLay->addWidget(aCoordGrp); // connect signale and slots connect(myX, SIGNAL (valueChanged(double)), this, SLOT(redisplayPreview())); connect(myY, SIGNAL (valueChanged(double)), this, SLOT(redisplayPreview())); connect(myZ, SIGNAL (valueChanged(double)), this, SLOT(redisplayPreview())); connect(myId, SIGNAL(textChanged(const QString&)), SLOT(onTextChange(const QString&))); return aFrame; } //======================================================================= // name : SMESHGUI_MoveNodesDlg::~SMESHGUI_MoveNodesDlg // Purpose : //======================================================================= SMESHGUI_MoveNodesDlg::~SMESHGUI_MoveNodesDlg() { erasePreview(); } //======================================================================= // name : SMESHGUI_MoveNodesDlg::Init // Purpose : Init dialog fields //======================================================================= void SMESHGUI_MoveNodesDlg::Init() { myPreviewActor = 0; myMeshActor = 0; myBusy = false; mySMESHGUI->SetActiveDialogBox((QDialog*)this); // selection and SMESHGUI connect(mySelectionMgr, SIGNAL(currentSelectionChanged()), SLOT(onSelectionDone())); connect(mySMESHGUI, SIGNAL(SignalDeactivateActiveDialog()), SLOT(onDeactivate())); connect(mySMESHGUI, SIGNAL(SignalCloseAllDialogs()), SLOT(onClose())); reset(); setEnabled(true); int x, y; mySMESHGUI->DefineDlgPosition(this, x, y); this->move(x, y); this->show(); // set selection mode SMESH::SetPointRepresentation(true); myViewWindow->SetSelectionMode(NodeSelection); onSelectionDone(); } //======================================================================= // name : SMESHGUI_MoveNodesDlg::isValid // Purpose : Verify validity of entry information //======================================================================= bool SMESHGUI_MoveNodesDlg::isValid (const bool theMess) const { if (myId->text().isEmpty()) { if (theMess) QMessageBox::information(SMESHGUI::desktop(), tr("SMESH_WARNING"), tr("NODE_ID_IS_NOT_DEFINED"), QMessageBox::Ok); return false; } return true; } //======================================================================= // name : SMESHGUI_MoveNodesDlg::reset // Purpose : Reset the dialog state //======================================================================= void SMESHGUI_MoveNodesDlg::reset() { myId->clear(); myX->SetValue(0); myY->SetValue(0); myZ->SetValue(0); redisplayPreview(); updateButtons(); } //======================================================================= // name : SMESHGUI_MoveNodesDlg::onApply // Purpose : SLOT called when "Apply" button pressed. //======================================================================= bool SMESHGUI_MoveNodesDlg::onApply() { if (mySMESHGUI->isActiveStudyLocked()) return false; if (!isValid(true)) return false; SMESH::SMESH_Mesh_var aMesh = SMESH::GetMeshByIO(myMeshActor->getIO()); if (aMesh->_is_nil()) { QMessageBox::information(SMESHGUI::desktop(), tr("SMESH_ERROR"), tr("SMESHG_NO_MESH"), QMessageBox::Ok); return false; } SMESH::SMESH_MeshEditor_var aMeshEditor = aMesh->GetMeshEditor(); if (aMeshEditor->_is_nil()) return false; int anId = myId->text().toInt(); bool aResult = false; try { aResult = aMeshEditor->MoveNode(anId, myX->GetValue(), myY->GetValue(), myZ->GetValue()); } catch (...) { } if (aResult) { SALOME_ListIO aList; aList.Append(myMeshActor->getIO()); mySelectionMgr->setSelectedObjects(aList,false); SMESH::UpdateView(); reset(); } return aResult; } //======================================================================= // name : SMESHGUI_MoveNodesDlg::onOk // Purpose : SLOT called when "Ok" button pressed. //======================================================================= void SMESHGUI_MoveNodesDlg::onOk() { if (onApply()) onClose(); } //======================================================================= // name : SMESHGUI_MoveNodesDlg::onClose // Purpose : SLOT called when "Close" button pressed. Close dialog //======================================================================= void SMESHGUI_MoveNodesDlg::onClose() { mySelectionMgr->clearSelected(); SMESH::SetPointRepresentation(false); myViewWindow->SetSelectionMode(ActorSelection); disconnect(mySelectionMgr, 0, this, 0); disconnect(mySMESHGUI, 0, this, 0); mySMESHGUI->ResetState(); reject(); } //======================================================================= // name : SMESHGUI_MoveNodesDlg::onTextChange // Purpose : //======================================================================= void SMESHGUI_MoveNodesDlg::onTextChange (const QString& theNewText) { if (myBusy) return; myOkBtn->setEnabled(false); myApplyBtn->setEnabled(false); erasePreview(); // select entered node if(myMeshActor){ if(SMDS_Mesh* aMesh = myMeshActor->GetObject()->GetMesh()){ myBusy = true; Handle(SALOME_InteractiveObject) anIO = myMeshActor->getIO(); SALOME_ListIO aList; aList.Append(anIO); mySelectionMgr->setSelectedObjects(aList,false); myBusy = false; if(const SMDS_MeshElement *anElem = aMesh->FindElement(theNewText.toInt())) { TColStd_MapOfInteger aListInd; aListInd.Add(anElem->GetID()); mySelector->AddOrRemoveIndex(anIO,aListInd, true); myViewWindow->highlight(anIO,true,true); } } } } //======================================================================= // name : SMESHGUI_MoveNodesDlg::onSelectionDone // Purpose : SLOT called when selection changed //======================================================================= void SMESHGUI_MoveNodesDlg::onSelectionDone() { if (myBusy) return; myMeshActor = 0; SALOME_ListIO aList; mySelectionMgr->selectedObjects(aList,SVTK_Viewer::Type()); if (aList.Extent() == 1) { Handle(SALOME_InteractiveObject) anIO = aList.First(); myMeshActor = SMESH::FindActorByEntry(anIO->getEntry()); if(myMeshActor){ QString aText; if (SMESH::GetNameOfSelectedNodes(mySelector,anIO,aText) == 1) { if(SMDS_Mesh* aMesh = myMeshActor->GetObject()->GetMesh()) { if(const SMDS_MeshNode* aNode = aMesh->FindNode(aText.toInt())) { myBusy = true; myId->setText(aText); myX->SetValue(aNode->X()); myY->SetValue(aNode->Y()); myZ->SetValue(aNode->Z()); myBusy = false; erasePreview(); // avoid overlapping of a selection and a preview updateButtons(); return; } } } } } reset(); } //======================================================================= // name : SMESHGUI_MoveNodesDlg::onDeactivate // Purpose : SLOT called when dialog must be deativated //======================================================================= void SMESHGUI_MoveNodesDlg::onDeactivate() { setEnabled(false); erasePreview(); } //======================================================================= // name : SMESHGUI_MoveNodesDlg::enterEvent // Purpose : Event filter //======================================================================= void SMESHGUI_MoveNodesDlg::enterEvent (QEvent*) { if (!isEnabled()) { mySMESHGUI->EmitSignalDeactivateDialog(); // set selection mode SMESH::SetPointRepresentation(true); myViewWindow->SetSelectionMode(NodeSelection); redisplayPreview(); setEnabled(true); } } //======================================================================= // name : SMESHGUI_MoveNodesDlg::closeEvent // Purpose : //======================================================================= void SMESHGUI_MoveNodesDlg::closeEvent (QCloseEvent*) { onClose(); myViewWindow->Repaint(); } //======================================================================= // name : SMESHGUI_MoveNodesDlg::hideEvent // Purpose : may be caused by ESC key //======================================================================= void SMESHGUI_MoveNodesDlg::hideEvent (QHideEvent*) { if (!isMinimized()) onClose(); } //======================================================================= // name : SMESHGUI_MoveNodesDlg::updateButtons // Purpose : Update buttons state //======================================================================= void SMESHGUI_MoveNodesDlg::updateButtons() { bool isEnabled = isValid(false); myOkBtn->setEnabled(isEnabled); myApplyBtn->setEnabled(isEnabled); } //======================================================================= // name : SMESHGUI_MoveNodesDlg::erasePreview // Purpose : Erase preview //======================================================================= void SMESHGUI_MoveNodesDlg::erasePreview() { if (myPreviewActor == 0) return; myViewWindow->RemoveActor(myPreviewActor); myPreviewActor->Delete(); myPreviewActor = 0; myViewWindow->Repaint(); } //======================================================================= // name : SMESHGUI_MoveNodesDlg::redisplayPreview // Purpose : Redisplay preview //======================================================================= void SMESHGUI_MoveNodesDlg::redisplayPreview() { if (myBusy) return; if (myPreviewActor != 0) erasePreview(); if (!isValid(false)) return; vtkUnstructuredGrid* aGrid = vtkUnstructuredGrid::New(); vtkPoints* aPoints = vtkPoints::New(); aPoints->SetNumberOfPoints(1); aPoints->SetPoint(0, myX->GetValue(), myY->GetValue(), myZ->GetValue()); // Create cells vtkIdList *anIdList = vtkIdList::New(); anIdList->SetNumberOfIds(1); vtkCellArray *aCells = vtkCellArray::New(); aCells->Allocate(2, 0); vtkUnsignedCharArray* aCellTypesArray = vtkUnsignedCharArray::New(); aCellTypesArray->SetNumberOfComponents(1); aCellTypesArray->Allocate(1); anIdList->SetId(0, 0); aCells->InsertNextCell(anIdList); aCellTypesArray->InsertNextValue(VTK_VERTEX); anIdList->Delete(); vtkIntArray* aCellLocationsArray = vtkIntArray::New(); aCellLocationsArray->SetNumberOfComponents(1); aCellLocationsArray->SetNumberOfTuples(1); aCells->InitTraversal(); vtkIdType npts; aCellLocationsArray->SetValue(0, aCells->GetTraversalLocation(npts)); aGrid->SetPoints(aPoints); aPoints->Delete(); aGrid->SetCells(aCellTypesArray,aCellLocationsArray,aCells); aCellLocationsArray->Delete(); aCellTypesArray->Delete(); aCells->Delete(); // Create and display actor vtkDataSetMapper* aMapper = vtkDataSetMapper::New(); aMapper->SetInput(aGrid); aGrid->Delete(); myPreviewActor = SALOME_Actor::New(); myPreviewActor->PickableOff(); myPreviewActor->SetMapper(aMapper); aMapper->Delete(); vtkProperty* aProp = vtkProperty::New(); aProp->SetRepresentationToWireframe(); aProp->SetColor(250, 0, 250); aProp->SetPointSize(5); myPreviewActor->SetProperty(aProp); aProp->Delete(); myViewWindow->AddActor(myPreviewActor); myViewWindow->Repaint(); }