// 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_MeshPatternDlg.cxx // Author : Sergey LITONIN // Module : SMESH #include "SMESHGUI_MeshPatternDlg.h" #include "QAD_Desktop.h" #include "QAD_FileDlg.h" #include "SMESHGUI_SpinBox.h" #include "SMESHGUI.h" #include "SALOME_Selection.h" #include "SMESH_NumberFilter.hxx" #include "SMESHGUI_Utils.h" #include "SMESHGUI_VTKUtils.h" #include "SMESHGUI_CreatePatternDlg.h" #include "SMESHGUI_PatternWidget.h" #include "SMESH_Actor.h" #include "SALOMEGUI_QtCatchCorbaException.hxx" #include "VTKViewer_ViewFrame.h" #include "SMESHGUI_PatternUtils.h" #include "SMESH_ActorUtils.h" #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #include #define SPACING 5 #define MARGIN 10 /* Class : SMESHGUI_MeshPatternDlg Description : Dialog to specify filters for VTK viewer */ //======================================================================= // name : SMESHGUI_MeshPatternDlg::SMESHGUI_MeshPatternDlg // Purpose : Constructor //======================================================================= SMESHGUI_MeshPatternDlg::SMESHGUI_MeshPatternDlg( QWidget* theParent, SALOME_Selection* theSelection, const char* theName ) : QDialog( theParent, theName, false, WStyle_Customize | WStyle_NormalBorder | WStyle_Title | WStyle_SysMenu ) { 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 ); myCreationDlg = 0; Init( theSelection ); } //======================================================================= // name : SMESHGUI_MeshPatternDlg::createMainFrame // Purpose : Create frame containing dialog's input fields //======================================================================= QFrame* SMESHGUI_MeshPatternDlg::createMainFrame( QWidget* theParent ) { QPixmap iconSlct( QAD_Desktop::getResourceManager()->loadPixmap( "SMESH", tr( "ICON_SELECT" ) ) ); QPixmap icon2d ( QAD_Desktop::getResourceManager()->loadPixmap( "SMESH", tr( "ICON_PATTERN_2d" ) ) ); QPixmap icon3d ( QAD_Desktop::getResourceManager()->loadPixmap( "SMESH", tr( "ICON_PATTERN_3d" ) ) ); QPixmap iconOpen( QAD_Desktop::getResourceManager()->loadPixmap( "SMESH", tr( "ICON_FILE_OPEN" ) ) ); QPixmap iconSample2d( QAD_Desktop::getResourceManager()->loadPixmap( "SMESH", tr( "ICON_PATTERN_SAMPLE_2D" ) ) ); QPixmap iconSample3d( QAD_Desktop::getResourceManager()->loadPixmap( "SMESH", tr( "ICON_PATTERN_SAMPLE_3D" ) ) ); QGroupBox* aMainGrp = new QGroupBox( 1, Qt::Horizontal, theParent ); aMainGrp->setFrameStyle( QFrame::NoFrame ); aMainGrp->setInsideMargin( 0 ); // Pattern type group myTypeGrp = new QButtonGroup( 1, Qt::Vertical, tr( "PATTERN_TYPE" ), aMainGrp ); mySwitch2d = new QRadioButton( myTypeGrp ); mySwitch3d = new QRadioButton( myTypeGrp ); mySwitch2d->setPixmap( icon2d ); mySwitch3d->setPixmap( icon3d ); myTypeGrp->insert( mySwitch2d, Type_2d ); myTypeGrp->insert( mySwitch3d, Type_3d ); // Mesh group QGroupBox* aMeshGrp = new QGroupBox( 1, Qt::Vertical, tr( "SMESH_MESH" ), aMainGrp ); new QLabel( tr( "SMESH_MESH" ), aMeshGrp ); mySelBtn[ Mesh ] = new QPushButton( aMeshGrp ); mySelBtn[ Mesh ]->setPixmap( iconSlct ); mySelEdit[ Mesh ] = new QLineEdit( aMeshGrp ); mySelEdit[ Mesh ]->setReadOnly( true ); // Pattern group QGroupBox* aPatGrp = new QGroupBox( 1, Qt::Horizontal, tr( "PATTERN" ), aMainGrp ); // pattern name QGroupBox* aNameGrp = new QGroupBox( 1, Qt::Vertical, aPatGrp ); aNameGrp->setFrameStyle( QFrame::NoFrame ); aNameGrp->setInsideMargin( 0 ); new QLabel( tr( "PATTERN" ), aNameGrp ); myName = new QLineEdit( aNameGrp ); myName->setReadOnly( true ); myOpenBtn = new QPushButton( aNameGrp ); myOpenBtn->setPixmap( iconOpen ); myNewBtn = new QPushButton( tr( "NEW" ), aNameGrp ); // selection widgets QGroupBox* aGrp = new QGroupBox( 3, Qt::Horizontal, aPatGrp ); aGrp->setFrameStyle( QFrame::NoFrame ); aGrp->setInsideMargin( 0 ); for ( int i = Object; i <= Vertex2; i++ ) { mySelLbl[ i ] = new QLabel( aGrp ); mySelBtn[ i ] = new QPushButton( aGrp ); mySelBtn[ i ]->setPixmap( iconSlct ); mySelEdit[ i ] = new QLineEdit( aGrp ); mySelEdit[ i ]->setReadOnly( true ); } // reverse check box myReverseChk = new QCheckBox( tr( "REVERSE" ), aPatGrp ); // Pictures 2d and 3d for ( int i = 0; i < 2; i++ ) { QWidget* aPreview, *aPicture; if ( i == 0 ) { myPicture2d = new SMESHGUI_PatternWidget( aPatGrp ), myPicture2d->setSizePolicy( QSizePolicy( QSizePolicy::Expanding, QSizePolicy::Expanding ) ); } else { myPicture3d = new QFrame( aPatGrp ), myPreview3d = new QLabel( myPicture3d ); myPreview3d->setPixmap( iconSample3d ); QGridLayout* aLay = new QGridLayout( myPicture3d, 3, 3, 0, 0 ); QSpacerItem* aSpacerH1 = new QSpacerItem( 0, 0, QSizePolicy::Expanding, QSizePolicy::Minimum ); QSpacerItem* aSpacerH2 = new QSpacerItem( 0, 0, QSizePolicy::Expanding, QSizePolicy::Minimum ); QSpacerItem* aSpacerV1 = new QSpacerItem( 0, 0, QSizePolicy::Minimum, QSizePolicy::Expanding ); QSpacerItem* aSpacerV2 = new QSpacerItem( 0, 0, QSizePolicy::Minimum, QSizePolicy::Expanding ); aLay->addItem( aSpacerH1, 1, 0 ); aLay->addItem( aSpacerH2, 1, 2 ); aLay->addItem( aSpacerV1, 0, 1 ); aLay->addItem( aSpacerV2, 2, 1 ); aLay->addWidget( myPreview3d, 1, 1 ); } } myPreviewChk = new QCheckBox( tr( "PREVIEW" ), aPatGrp ); // Connect signals and slots connect( myTypeGrp, SIGNAL( clicked( int ) ), SLOT( onTypeChanged( int ) ) ); connect( myOpenBtn, SIGNAL( clicked() ), SLOT( onOpen() ) ); connect( myNewBtn, SIGNAL( clicked() ), SLOT( onNew() ) ); connect( myReverseChk, SIGNAL( toggled( bool ) ), SLOT( onReverse( bool ) ) ); connect( myPreviewChk, SIGNAL( toggled( bool ) ), SLOT( onPreview( bool ) ) ); QMap< int, QPushButton* >::iterator anIter; for ( anIter = mySelBtn.begin(); anIter != mySelBtn.end(); ++anIter ) connect( *anIter, SIGNAL( clicked() ), SLOT( onSelInputChanged() ) ); return aMainGrp; } //======================================================================= // name : SMESHGUI_MeshPatternDlg::createButtonFrame // Purpose : Create frame containing buttons //======================================================================= QFrame* SMESHGUI_MeshPatternDlg::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_MeshPatternDlg::~SMESHGUI_MeshPatternDlg // Purpose : Destructor //======================================================================= SMESHGUI_MeshPatternDlg::~SMESHGUI_MeshPatternDlg() { } //======================================================================= // name : SMESHGUI_MeshPatternDlg::Init // Purpose : Init dialog fields, connect signals and slots, show dialog //======================================================================= void SMESHGUI_MeshPatternDlg::Init( SALOME_Selection* theSelection ) { myPattern = SMESH::GetPattern(); myPreviewActor = 0; myIsCreateDlgOpen = false; mySelInput = Mesh; myType = -1; myNbPoints = -1; mySelection = theSelection; SMESHGUI* aSMESHGUI = SMESHGUI::GetSMESHGUI(); aSMESHGUI->SetActiveDialogBox( ( QDialog* )this ); myMesh = SMESH::SMESH_Mesh::_nil(); myMeshShape = GEOM::GEOM_Object::_nil(); myGeomObj[ Object ] = GEOM::GEOM_Object::_nil(); myGeomObj[ Vertex1 ] = GEOM::GEOM_Object::_nil(); myGeomObj[ Vertex2 ] = GEOM::GEOM_Object::_nil(); // selection and SMESHGUI connect( mySelection, SIGNAL( currentSelectionChanged() ), SLOT( onSelectionDone() ) ); connect( aSMESHGUI, SIGNAL( SignalDeactivateActiveDialog() ), SLOT( onDeactivate() ) ); connect( aSMESHGUI, SIGNAL( SignalCloseAllDialogs() ), SLOT( onClose() ) ); myTypeGrp->setButton( Type_2d ); onTypeChanged( Type_2d ); updateGeometry(); resize( minimumSize() ); activateSelection(); onSelectionDone(); int x, y ; aSMESHGUI->DefineDlgPosition( this, x, y ); this->move( x, y ); this->show(); } //======================================================================= // name : SMESHGUI_MeshPatternDlg::isValid // Purpose : Verify validity of entry data //======================================================================= bool SMESHGUI_MeshPatternDlg::isValid( const bool theMess ) { if ( myMesh->_is_nil() || myMeshShape->_is_nil() || myGeomObj[ Object ]->_is_nil() || myGeomObj[ Vertex1 ]->_is_nil() || myType == Type_3d && myGeomObj[ Vertex2 ]->_is_nil() ) { if ( theMess ) QMessageBox::information( SMESHGUI::GetSMESHGUI()->GetDesktop(), tr( "SMESH_INSUFFICIENT_DATA" ), tr( "SMESHGUI_INVALID_PARAMETERS" ), QMessageBox::Ok ); return false; } else return true; } //======================================================================= // name : SMESHGUI_MeshPatternDlg::onApply // Purpose : SLOT called when "Apply" button pressed. //======================================================================= bool SMESHGUI_MeshPatternDlg::onApply() { try { if ( !isValid() ) return false; if ( myType == Type_2d ) myPattern->ApplyToFace( myGeomObj[ Object ], myGeomObj[ Vertex1 ], myReverseChk->isChecked() ); else myPattern->ApplyTo3DBlock( myGeomObj[ Object ], myGeomObj[ Vertex1 ], myGeomObj[ Vertex2 ] ); if ( myPattern->MakeMesh( myMesh ) ) { mySelection->ClearIObjects(); SMESH::UpdateView(); SMESHGUI::GetSMESHGUI()->GetActiveStudy()->updateObjBrowser( true ); return true; } else { QMessageBox::information( SMESHGUI::GetSMESHGUI()->GetDesktop(), tr( "SMESH_ERROR" ), tr( "SMESH_OPERATION_FAILED" ), QMessageBox::Ok ); return false; } } catch( const SALOME::SALOME_Exception& S_ex ) { QtCatchCorbaException( S_ex ); } catch( ... ) { } return false; } //======================================================================= // name : SMESHGUI_MeshPatternDlg::onOk // Purpose : SLOT called when "Ok" button pressed. //======================================================================= void SMESHGUI_MeshPatternDlg::onOk() { if ( onApply() ) onClose(); } //======================================================================= // name : SMESHGUI_MeshPatternDlg::onClose // Purpose : SLOT called when "Close" button pressed. Close dialog //======================================================================= void SMESHGUI_MeshPatternDlg::onClose() { mySelection->ClearFilters(); QAD_Application::getDesktop()->SetSelectionMode( ActorSelection ); disconnect( mySelection, 0, this, 0 ); disconnect( SMESHGUI::GetSMESHGUI(), 0, this, 0 ); SMESHGUI::GetSMESHGUI()->ResetState(); erasePreview(); reject(); } //======================================================================= // name : SMESHGUI_MeshPatternDlg::onSelectionDone // Purpose : SLOT called when selection changed //======================================================================= void SMESHGUI_MeshPatternDlg::onSelectionDone() { try { if ( mySelection->IObjectCount() != 1 ) return; if ( mySelInput == Mesh ) { // Retrieve mesh from selection Handle(SALOME_InteractiveObject) anIO = mySelection->firstIObject(); SMESH::SMESH_Mesh_var aMesh = SMESH::IObjectToInterface( anIO ); if ( aMesh->_is_nil() ) return; // Get geom object corresponding to the mesh SALOMEDS::Study_var aStudy = SMESHGUI::GetSMESHGUI()->GetActiveStudy()->getStudyDocument(); SALOMEDS::SObject_var aSO = SMESH::FindSObject( aMesh.in() ); if ( aSO->_is_nil() ) return; bool isFound = false; SALOMEDS::ChildIterator_var anIter = aStudy->NewChildIterator( aSO ); for( ; anIter->More(); anIter->Next() ) { SALOMEDS::SObject_var aSO = anIter->Value(); SALOMEDS::SObject_var aRefSO; GEOM::GEOM_Object_var aMeshShape = GEOM::GEOM_Object::_narrow( aSO->ReferencedObject( aRefSO )? aRefSO->GetObject() : aSO->GetObject() ); if ( !aMeshShape->_is_nil() ) { isFound = true; myMeshShape = aMeshShape; break; } } if ( !isFound ) return; // Clear fields of geom objects if mesh was changed if ( myMesh != aMesh ) { for ( int i = Object; i <= Vertex2; i++ ) { myGeomObj[ i ] = GEOM::GEOM_Object::_nil(); mySelEdit[ i ]->setText( "" ); } } myMesh = aMesh; // Set name of mesh in line edit QString aName; SMESH::GetNameOfSelectedIObjects( mySelection, aName ); mySelEdit[ Mesh ]->setText( aName ); } else { // Get geom object from selection Handle(SALOME_InteractiveObject) anIO = mySelection->firstIObject(); GEOM::GEOM_Object_var anObj = SMESH::IObjectToInterface( anIO ); if ( anObj->_is_nil() ) return; // Clear fields of vertexes if face or 3d block was changed if ( anObj != myGeomObj[ mySelInput ] && mySelInput == Object ) { for ( int i = Vertex1; i <= Vertex2; i++ ) { myGeomObj[ i ] = GEOM::GEOM_Object::_nil(); mySelEdit[ i ]->setText( "" ); } } myGeomObj[ mySelInput ] = anObj; // Set name of geom object in line edit QString aName; SMESH::GetNameOfSelectedIObjects( mySelection, aName ); mySelEdit[ mySelInput ]->setText( aName ); } } catch( const SALOME::SALOME_Exception& S_ex ) { QtCatchCorbaException( S_ex ); resetSelInput(); } catch( ... ) { resetSelInput(); } updateWgState(); displayPreview(); } //======================================================================= // name : SMESHGUI_MeshPatternDlg::resetSelInput // Purpose : Reset fields corresponding to the current selection input //======================================================================= void SMESHGUI_MeshPatternDlg::resetSelInput() { if ( mySelInput == Mesh ) { myMesh = SMESH::SMESH_Mesh::_nil(); myMeshShape = GEOM::GEOM_Object::_nil(); } else myGeomObj[ mySelInput ] = GEOM::GEOM_Object::_nil(); mySelEdit[ mySelInput ]->setText( "" ); } //======================================================================= // name : SMESHGUI_MeshPatternDlg::onDeactivate // Purpose : SLOT called when dialog must be deativated //======================================================================= void SMESHGUI_MeshPatternDlg::onDeactivate() { mySelection->ClearFilters(); //if ( myReverseChk->isChecked() ) // erasePreview(); disconnect( mySelection, 0, this, 0 ); setEnabled( false ); } //======================================================================= // name : SMESHGUI_MeshPatternDlg::enterEvent // Purpose : Event filter //======================================================================= void SMESHGUI_MeshPatternDlg::enterEvent( QEvent* ) { if ( myIsCreateDlgOpen ) return; if ( myReverseChk->isChecked() ) displayPreview(); SMESHGUI::GetSMESHGUI()->EmitSignalDeactivateDialog() ; setEnabled( true ); activateSelection(); connect( mySelection, SIGNAL( currentSelectionChanged() ), SLOT( onSelectionDone() ) ); } //================================================================================= // function : closeEvent() // purpose : //================================================================================= void SMESHGUI_MeshPatternDlg::closeEvent( QCloseEvent* e ) { onClose() ; } //======================================================================= // name : SMESHGUI_MeshPatternDlg::onSelInputChanged // Purpose : SLOT. Called when -> button clicked. // Change current selection input field //======================================================================= void SMESHGUI_MeshPatternDlg::onSelInputChanged() { const QObject* aSender = sender(); for ( int i = Mesh; i <= Vertex2; i++ ) if ( aSender == mySelBtn[ i ] ) mySelInput = i; activateSelection(); onSelectionDone(); } //======================================================================= // name : SMESHGUI_MeshPatternDlg::prepareFilters // Purpose : Prepare filters for dialog //======================================================================= QStringList SMESHGUI_MeshPatternDlg::prepareFilters() const { static QStringList aList; if ( aList.isEmpty() ) { aList.append( tr( "PATTERN_FILT" ) ); //aList.append( tr( "ALL_FILES_FILTER" ) ); } return aList; } //================================================================ // Function : SMESHGUI_MeshPatternDlg::autoExtension // Purpose : Append extension to the file name //================================================================ QString SMESHGUI_MeshPatternDlg::autoExtension( const QString& theFileName ) const { QString anExt = theFileName.section( '.', -1 ); return anExt != "smp" && anExt != "SMP" ? theFileName + ".smp" : theFileName; } //======================================================================= // name : SMESHGUI_MeshPatternDlg::onOpen // Purpose : SLOT. Called when "Open" button clicked. // Displays file open dialog //======================================================================= void SMESHGUI_MeshPatternDlg::onOpen() { QAD_FileDlg* aDlg = new QAD_FileDlg( this, true ); aDlg->setCaption( tr( "LOAD_PATTERN" ) ); aDlg->setMode( QFileDialogP::ExistingFile ); aDlg->setFilters( prepareFilters() ); if ( myName->text() != "" ) aDlg->setSelection( myName->text() + ".smp" ); QPushButton* anOkBtn = ( QPushButton* )aDlg->child( "OK", "QPushButton" ); if ( anOkBtn != 0 ) anOkBtn->setText( tr( "SMESH_BUT_OK" ) ); if ( aDlg->exec() != Accepted ) return; QString fName = aDlg->selectedFile(); if ( fName.isEmpty() ) return; if ( QFileInfo( fName ).extension().isEmpty() ) fName = autoExtension( fName ); fName = QDir::convertSeparators( fName ); QString prev = QDir::convertSeparators( myName->text() ); if ( prev == fName ) return; // Read string from file QFile aFile( fName ); if ( !aFile.open( IO_ReadOnly ) ) { QMessageBox::information( SMESHGUI::GetSMESHGUI()->GetDesktop(), tr( "SMESH_ERROR" ), tr( "ERROR_OF_OPENING" ), QMessageBox::Ok ); return; } QByteArray aDataArray = aFile.readAll(); const char* aData = aDataArray.data(); if ( aData == 0 ) { QMessageBox::information( SMESHGUI::GetSMESHGUI()->GetDesktop(), tr( "SMESH_ERROR" ), tr( "ERROR_OF_READING" ), QMessageBox::Ok ); return; } if ( loadFromFile( aData ) ) myName->setText( QFileInfo( fName ).baseName() ); updateWgState(); displayPreview(); } //======================================================================= // name : SMESHGUI_MeshPatternDlg::onCloseCreationDlg // Purpose : SLOT. Called when "Pattern creation" dialog closed with "Close" //======================================================================= void SMESHGUI_MeshPatternDlg::onCloseCreationDlg() { setEnabled( true ); myIsCreateDlgOpen = false; } //======================================================================= // name : SMESHGUI_MeshPatternDlg::onOkCreationDlg // Purpose : SLOT. Called when "Pattern creation" dialog closed with OK // or SAVE buttons. Initialize myPattern field. Redisplay preview //======================================================================= void SMESHGUI_MeshPatternDlg::onOkCreationDlg() { myPattern = SMESH::SMESH_Pattern::_duplicate( myCreationDlg->GetPattern() ); myName->setText( myCreationDlg->GetPatternName() ); displayPreview(); setEnabled( true ); myIsCreateDlgOpen = false; } //======================================================================= // name : SMESHGUI_MeshPatternDlg::onNew // Purpose : SLOT. Called when "New..." button clicked. Create new pattern //======================================================================= void SMESHGUI_MeshPatternDlg::onNew() { setEnabled( false ); myIsCreateDlgOpen = true; if ( myCreationDlg == 0 ) { myCreationDlg = new SMESHGUI_CreatePatternDlg( this, mySelection, myType ); connect( myCreationDlg, SIGNAL( NewPattern() ), SLOT( onOkCreationDlg() ) ); connect( myCreationDlg, SIGNAL( Close() ), SLOT( onCloseCreationDlg() ) ); } else myCreationDlg->Init( mySelection, myType ); myCreationDlg->SetMesh( myMesh ); myCreationDlg->show(); } //======================================================================= // name : SMESHGUI_MeshPatternDlg::onReverse // Purpose : SLOT. Called when state of "Reverse order..." checkbox chaged // Calculate new points of the mesh to be created. Redisplay preview //======================================================================= void SMESHGUI_MeshPatternDlg::onReverse( bool ) { displayPreview(); } //======================================================================= // name : SMESHGUI_MeshPatternDlg::onPreview // Purpose : SLOT. Called when state of "Preview" checkbox changed // Display/Erase preview //======================================================================= void SMESHGUI_MeshPatternDlg::onPreview( bool ) { displayPreview(); } //======================================================================= // name : SMESHGUI_MeshPatternDlg::displayPreview // Purpose : Display preview //======================================================================= void SMESHGUI_MeshPatternDlg::displayPreview() { try { // Redisplay preview in dialog SMESH::point_array_var pnts = myPattern->GetPoints(); SMESH::long_array_var keyPoints = myPattern->GetKeyPoints(); SMESH::array_of_long_array_var elemPoints = myPattern->GetElementPoints(); if ( pnts->length() == 0 || keyPoints->length() == 0 || elemPoints->length() == 0 ) { erasePreview(); return; } else { PointVector aPoints( pnts->length() ); QValueVector aKeyPoints( keyPoints->length() ); ConnectivityVector anElemPoints( elemPoints->length() ); for ( int i = 0, n = pnts->length(); i < n; i++ ) aPoints[ i ] = pnts[ i ]; for ( int i2 = 0, n2 = keyPoints->length(); i2 < n2; i2++ ) aKeyPoints[ i2 ] = keyPoints[ i2 ]; for ( int i3 = 0, n3 = elemPoints->length(); i3 < n3; i3++ ) { QValueVector aVec( elemPoints[ i3 ].length() ); for ( int i4 = 0, n4 = elemPoints[ i3 ].length(); i4 < n4; i4++ ) aVec[ i4 ] = elemPoints[ i3 ][ i4 ]; anElemPoints[ i3 ] = aVec; } myPicture2d->SetPoints( aPoints, aKeyPoints, anElemPoints ); } // Redisplay preview in 3D viewer if ( myPreviewActor != 0 ) { if ( VTKViewer_ViewFrame* vf = SMESH::GetCurrentVtkView() ) { vf->RemoveActor(myPreviewActor); vf->Repaint(); } myPreviewActor->Delete(); myPreviewActor = 0; } if ( !myPreviewChk->isChecked() || !isValid( false ) ) return; vtkUnstructuredGrid* aGrid = getGrid(); if ( aGrid == 0 ) return; // Create and display actor vtkDataSetMapper* aMapper = vtkDataSetMapper::New(); aMapper->SetInput( aGrid ); myPreviewActor = SALOME_Actor::New(); myPreviewActor->PickableOff(); myPreviewActor->SetMapper( aMapper ); vtkProperty* aProp = vtkProperty::New(); aProp->SetRepresentationToWireframe(); aProp->SetColor( 250, 0, 250 ); if ( SMESH_Actor* anActor = SMESH::FindActorByObject( myMesh ) ) aProp->SetLineWidth( SMESH::GetFloat( "SMESH:SettingsWidth", 1 ) +1 ); else aProp->SetLineWidth( 1 ); myPreviewActor->SetProperty( aProp ); myPreviewActor->SetRepresentation( 3 ); SMESH::GetCurrentVtkView()->AddActor( myPreviewActor ); SMESH::GetCurrentVtkView()->Repaint(); aProp->Delete(); aGrid->Delete(); } catch( const SALOME::SALOME_Exception& S_ex ) { QtCatchCorbaException( S_ex ); erasePreview(); } catch( ... ) { erasePreview(); } } //======================================================================= // name : SMESHGUI_MeshPatternDlg::erasePreview // Purpose : Erase preview //======================================================================= void SMESHGUI_MeshPatternDlg::erasePreview() { // Erase preview in 2D viewer myPicture2d->SetPoints( PointVector(), QValueVector(), ConnectivityVector() ); // Erase preview in 3D viewer if ( myPreviewActor == 0 ) return; if ( VTKViewer_ViewFrame* vf = SMESH::GetCurrentVtkView() ) { vf->RemoveActor(myPreviewActor); vf->Repaint(); } myPreviewActor->Delete(); myPreviewActor = 0; } //======================================================================= // name : SMESHGUI_MeshPatternDlg::updateWgState // Purpose : Enable/disable selection widgets //======================================================================= void SMESHGUI_MeshPatternDlg::updateWgState() { if ( myMesh->_is_nil() ) { for ( int i = Object; i <= Vertex2; i++ ) { mySelBtn [ i ]->setEnabled( false ); mySelEdit[ i ]->setEnabled( false ); mySelEdit[ i ]->setText( "" ); } } else { mySelBtn [ Object ]->setEnabled( true ); mySelEdit[ Object ]->setEnabled( true ); if ( myGeomObj[ Object ]->_is_nil() ) { for ( int i = Vertex1; i <= Vertex2; i++ ) { mySelBtn [ i ]->setEnabled( false ); mySelEdit[ i ]->setEnabled( false ); mySelEdit[ i ]->setText( "" ); } } else { for ( int i = Object; i <= Vertex2; i++ ) { mySelBtn [ i ]->setEnabled( true ); mySelEdit[ i ]->setEnabled( true ); } } } } //======================================================================= // name : SMESHGUI_MeshPatternDlg::activateSelection // Purpose : Activate selection in accordance with current selection input //======================================================================= void SMESHGUI_MeshPatternDlg::activateSelection() { mySelection->ClearFilters(); QAD_Application::getDesktop()->SetSelectionMode( ActorSelection ); if ( mySelInput == Object && !myMeshShape->_is_nil() ) { if ( myType == Type_2d ) { if ( myNbPoints > 0 ) mySelection->AddFilter( new SMESH_NumberFilter( "GEOM", TopAbs_VERTEX, myNbPoints, TopAbs_FACE, myMeshShape ) ); else mySelection->AddFilter( new SMESH_NumberFilter( "GEOM", TopAbs_SHAPE, myNbPoints, TopAbs_FACE, myMeshShape ) ); } else { TColStd_MapOfInteger aTypes; aTypes.Add( TopAbs_SHELL ); aTypes.Add( TopAbs_SOLID ); mySelection->AddFilter( new SMESH_NumberFilter( "GEOM", TopAbs_FACE, 6, aTypes, myMeshShape, true ) ); } } else if ( ( mySelInput == Vertex1 || mySelInput == Vertex2 ) && !myGeomObj[ Object ]->_is_nil() ) { mySelection->AddFilter( new SMESH_NumberFilter( "GEOM", TopAbs_SHAPE, 1, TopAbs_VERTEX, myGeomObj[ Object ] ) ); } } //======================================================================= // name : SMESHGUI_MeshPatternDlg::loadFromFile // Purpose : Load pattern from file //======================================================================= bool SMESHGUI_MeshPatternDlg::loadFromFile( const QString& theName ) { try { SMESH::SMESH_Pattern_var aPattern = SMESH::GetPattern(); if ( !aPattern->LoadFromFile( theName.latin1() ) || myType == Type_2d && !aPattern->Is2D()) { SMESH::SMESH_Pattern::ErrorCode aCode = aPattern->GetErrorCode(); QString aMess; if ( aCode == SMESH::SMESH_Pattern::ERR_READ_NB_POINTS ) aMess = tr( "ERR_READ_NB_POINTS" ); else if ( aCode == SMESH::SMESH_Pattern::ERR_READ_POINT_COORDS ) aMess = tr( "ERR_READ_POINT_COORDS" ); else if ( aCode == SMESH::SMESH_Pattern::ERR_READ_TOO_FEW_POINTS ) aMess = tr( "ERR_READ_TOO_FEW_POINTS" ); else if ( aCode == SMESH::SMESH_Pattern::ERR_READ_3D_COORD ) aMess = tr( "ERR_READ_3D_COORD" ); else if ( aCode == SMESH::SMESH_Pattern::ERR_READ_NO_KEYPOINT ) aMess = tr( "ERR_READ_NO_KEYPOINT" ); else if ( aCode == SMESH::SMESH_Pattern::ERR_READ_BAD_INDEX ) aMess = tr( "ERR_READ_BAD_INDEX" ); else if ( aCode == SMESH::SMESH_Pattern::ERR_READ_ELEM_POINTS ) aMess = tr( "ERR_READ_ELEM_POINTS" ); else if ( aCode == SMESH::SMESH_Pattern::ERR_READ_NO_ELEMS ) aMess = tr( "ERR_READ_NO_ELEMS" ); else if ( aCode == SMESH::SMESH_Pattern::ERR_READ_BAD_KEY_POINT ) aMess = tr( "ERR_READ_BAD_KEY_POINT" ); else aMess = tr( "ERROR_OF_LOADING" ); QMessageBox::information( SMESHGUI::GetSMESHGUI()->GetDesktop(), tr( "SMESH_ERROR" ), aMess, QMessageBox::Ok ); return false; } else { myPattern = aPattern; return true; } } catch( const SALOME::SALOME_Exception& S_ex ) { QtCatchCorbaException( S_ex ); QMessageBox::information( SMESHGUI::GetSMESHGUI()->GetDesktop(), tr( "SMESH_ERROR" ), tr( "ERROR_OF_LOADING" ), QMessageBox::Ok ); return false; } } //======================================================================= // name : SMESHGUI_MeshPatternDlg::onTypeChanged // Purpose : SLOT. Called when pattern type changed. // Change dialog's look and feel //======================================================================= void SMESHGUI_MeshPatternDlg::onTypeChanged( int theType ) { if ( myType == theType ) return; myType = theType; myNbPoints = -1; myGeomObj[ Object ] = GEOM::GEOM_Object::_nil(); myGeomObj[ Vertex1 ] = GEOM::GEOM_Object::_nil(); myGeomObj[ Vertex2 ] = GEOM::GEOM_Object::_nil(); myPattern = SMESH::GetPattern(); myName->setText( "" ); mySelEdit[ Object ]->setText( "" ); mySelEdit[ Vertex1 ]->setText( "" ); mySelEdit[ Vertex2 ]->setText( "" ); if ( theType == Type_2d ) { mySelLbl [ Vertex2 ]->hide(); mySelBtn [ Vertex2 ]->hide(); mySelEdit[ Vertex2 ]->hide(); myReverseChk->show(); myPicture2d->show(); myPicture3d->hide(); mySelLbl[ Object ]->setText( tr( "FACE" ) ); mySelLbl[ Vertex1 ]->setText( tr( "VERTEX" ) ); } else { mySelLbl [ Vertex2 ]->show(); mySelBtn [ Vertex2 ]->show(); mySelEdit[ Vertex2 ]->show(); myReverseChk->hide(); myPicture2d->hide(); myPicture3d->show(); mySelLbl[ Object ]->setText( tr( "3D_BLOCK" ) ); mySelLbl[ Vertex1 ]->setText( tr( "VERTEX1" ) ); mySelLbl[ Vertex2 ]->setText( tr( "VERTEX2" ) ); } mySelInput = Mesh; activateSelection(); updateWgState(); displayPreview(); } //======================================================================= // name : SMESHGUI_MeshPatternDlg::getGrid // Purpose : Get unstructured grid for pattern //======================================================================= vtkUnstructuredGrid* SMESHGUI_MeshPatternDlg::getGrid() { try { // Get points from pattern SMESH::point_array_var pnts = myType == Type_2d ? myPattern->ApplyToFace( myGeomObj[ Object ], myGeomObj[ Vertex1 ], myReverseChk->isChecked() ) : myPattern->ApplyTo3DBlock( myGeomObj[ Object ], myGeomObj[ Vertex1 ], myGeomObj[ Vertex2 ] ); SMESH::array_of_long_array_var elemPoints = myPattern->GetElementPoints(); if ( pnts->length() == 0 || elemPoints->length() == 0 ) return 0; // to do : to be removed ///////////////////////////////////////////// #ifdef DEB_SLN for ( int i1 = 0, n1 = pnts->length(); i1 < n1; i1++ ) printf( "%d: %g %g %g\n", i1, pnts[ i1 ].x, pnts[ i1 ].y, pnts[ i1 ].z ); printf( "\nELEMENTS : \n" ); for ( int i2 = 0, n2 = elemPoints->length(); i2 < n2; i2++ ) { printf( "%d: ", i2 ); for ( int i3 = 0, n3 = elemPoints[ i2 ].length(); i3 < n3; i3++ ) printf( "%d ", elemPoints[ i2 ][ i3 ] ); printf( "\n" ); } #endif ////////////////////////////////////////////////////////////////////// // Calculate number of points used for cell vtkIdType aNbCells = elemPoints->length(); vtkIdType aCellsSize = 0; for ( int i = 0, n = elemPoints->length(); i < n; i++ ) aCellsSize += elemPoints[ i ].length(); // Create unstructured grid and other usefull arrays vtkUnstructuredGrid* aGrid = vtkUnstructuredGrid::New(); vtkCellArray* aConnectivity = vtkCellArray::New(); aConnectivity->Allocate( aCellsSize, 0 ); vtkPoints* aPoints = vtkPoints::New(); aPoints->SetNumberOfPoints( pnts->length() ); vtkUnsignedCharArray* aCellTypesArray = vtkUnsignedCharArray::New(); aCellTypesArray->SetNumberOfComponents( 1 ); aCellTypesArray->Allocate( aNbCells * aCellTypesArray->GetNumberOfComponents() ); vtkIdList *anIdList = vtkIdList::New(); // Fill array of points for ( int p = 0, nbPnt = pnts->length(); p < nbPnt; p++ ) aPoints->SetPoint( p, pnts[ p ].x, pnts[ p ].y, pnts[ p ].z ); for ( int e = 0, nbElem = elemPoints->length(); e < nbElem; e++ ) { int nbPoints = elemPoints[ e ].length(); anIdList->SetNumberOfIds( nbPoints ); for ( int i = 0; i < nbPoints; i++ ) anIdList->SetId( i, elemPoints[ e ][ i ] ); aConnectivity->InsertNextCell( anIdList ); if ( nbPoints == 3 ) aCellTypesArray->InsertNextValue( VTK_TRIANGLE ); else if ( nbPoints == 5 ) aCellTypesArray->InsertNextValue( VTK_PYRAMID ); else if ( nbPoints == 6 ) aCellTypesArray->InsertNextValue( VTK_WEDGE ); else if ( nbPoints == 8 ) aCellTypesArray->InsertNextValue( VTK_HEXAHEDRON ); else if ( nbPoints == 4 && myType == Type_2d ) aCellTypesArray->InsertNextValue( VTK_QUAD ); else if ( nbPoints == 4 && myType == Type_3d ) aCellTypesArray->InsertNextValue( VTK_TETRA ); else aCellTypesArray->InsertNextValue( VTK_EMPTY_CELL ); } vtkIntArray* aCellLocationsArray = vtkIntArray::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 ) ); aGrid->SetPoints( aPoints ); aGrid->SetCells( aCellTypesArray, aCellLocationsArray,aConnectivity ); aConnectivity->Delete(); aPoints->Delete(); aCellTypesArray->Delete(); anIdList->Delete(); aCellLocationsArray->Delete(); return aGrid; } catch( ... ) { return 0; } }