smesh/src/SMESHGUI/SMESHGUI_MeshEditPreview.cxx
2014-02-20 16:25:37 +04:00

406 lines
13 KiB
C++

// Copyright (C) 2007-2014 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 <SVTK_Renderer.h>
#include <SVTK_ViewWindow.h>
#include <VTKViewer_CellLocationsArray.h>
// VTK includes
#include <vtkCellArray.h>
#include <vtkCoordinate.h>
#include <vtkDataSetMapper.h>
#include <vtkIdList.h>
#include <vtkPoints.h>
#include <vtkProperty.h>
#include <vtkRenderer.h>
#include <vtkTextActor.h>
#include <vtkTextMapper.h>
#include <vtkUnsignedCharArray.h>
#include <vtkUnstructuredGrid.h>
// Qt includes
#include <QColor>
// IDL includes
#include <SALOMEconfig.h>
#include CORBA_SERVER_HEADER(SMESH_MeshEditor)
#include <gp_Ax3.hxx>
//================================================================================
/*!
* \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_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 == 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 ( int 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 ( int 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 iP = 0, 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 < 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;
}