smesh/src/SMESHGUI/SMESHGUI_AddNodeOnFaceDlg.cxx
2022-05-05 16:51:14 +03:00

787 lines
26 KiB
C++

// Copyright (C) 2007-2022 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
//
// File : SMESHGUI_AddNodeOnFaceDlg.cxx
// Author : Edward AGAPOV, Open CASCADE S.A.S.
//
#include "SMESHGUI_AddNodeOnFaceDlg.h"
#include "SMESHGUI.h"
#include "SMESHGUI_Filter.h"
#include "SMESHGUI_IdValidator.h"
#include "SMESHGUI_MeshEditPreview.h"
#include "SMESHGUI_MeshUtils.h"
#include "SMESHGUI_SpinBox.h"
#include "SMESHGUI_VTKUtils.h"
#include <SMDS_Mesh.hxx>
#include <SMESH_Actor.h>
#include <SMESH_ActorUtils.h>
#include <SMESH_TypeDefs.hxx>
#include <SMESH_MeshAlgos.hxx>
// SALOME GUI includes
#include <LightApp_SelectionMgr.h>
#include <SALOME_ListIO.hxx>
#include <SUIT_Desktop.h>
#include <SVTK_ViewModel.h>
#include <SVTK_ViewWindow.h>
#include <SalomeApp_Tools.h>
#include <SalomeApp_TypeFilter.h>
#include <SUIT_ResourceMgr.h>
#include <SUIT_OverrideCursor.h>
#include <SUIT_MessageBox.h>
#include <SVTK_RenderWindowInteractor.h>
#include <SVTK_Renderer.h>
#include <SVTK_Event.h>
// Qt includes
#include <QApplication>
#include <QGroupBox>
#include <QGridLayout>
#include <QHBoxLayout>
#include <QVBoxLayout>
#include <QLineEdit>
#include <QPushButton>
#include <QLabel>
#include <QRadioButton>
#include <QCheckBox>
#include <QButtonGroup>
// VTK includes
#include <vtkProperty.h>
#include <vtkCellPicker.h>
#include <vtkInteractorStyle.h>
#include <vtkGenericRenderWindowInteractor.h>
#include <vtkInteractorObserver.h>
// IDL includes
#include <SALOMEconfig.h>
#include CORBA_SERVER_HEADER(SMESH_Mesh)
#include CORBA_SERVER_HEADER(SMESH_MeshEditor)
#define SPACING 6
#define MARGIN 11
#define TOLERANCE 1e-3
//=======================================================================
/*!
* \brief Dialog to publish a sub-shape of the mesh main shape
* by selecting mesh elements
*/
//=======================================================================
SMESHGUI_AddNodeOnFaceDlg::SMESHGUI_AddNodeOnFaceDlg()
: SMESHGUI_Dialog( 0, false, true )
{
setWindowTitle(tr("CAPTION"));
QVBoxLayout* aDlgLay = new QVBoxLayout (mainFrame());
aDlgLay->setMargin(0);
aDlgLay->setSpacing(SPACING);
myMainFrame = createMainFrame(mainFrame());
aDlgLay->addWidget(myMainFrame);
aDlgLay->setStretchFactor(myMainFrame, 1);
}
//=======================================================================
// function : createMainFrame()
// purpose : Create frame containing dialog's input fields
//=======================================================================
QWidget* SMESHGUI_AddNodeOnFaceDlg::createMainFrame (QWidget* theParent)
{
QWidget* aFrame = new QWidget(theParent);
SUIT_ResourceMgr* rm = SMESH::GetResourceMgr( SMESHGUI::GetSMESHGUI() );
QPixmap iconSelect( rm->loadPixmap("SMESH", tr("ICON_SELECT")));
// Face to split
QGroupBox* faceGrp = new QGroupBox(tr("FACE_GROUP"), aFrame);
faceGrp->setSizePolicy( QSizePolicy( QSizePolicy::Expanding, QSizePolicy::Fixed ) );
QLabel* idLabel = new QLabel(tr("FACE_ID"), faceGrp);
myIdBtn = new QPushButton(faceGrp);
myIdBtn->setIcon(iconSelect);
myIdBtn->setCheckable(true);
myId = new QLineEdit(faceGrp);
myId->setValidator(new SMESHGUI_IdValidator(this, 1));
QGridLayout* faceGrpLayout = new QGridLayout(faceGrp);
faceGrpLayout->setSpacing(SPACING);
faceGrpLayout->setMargin(MARGIN);
faceGrpLayout->addWidget( idLabel, 0, 0 );
faceGrpLayout->addWidget( myIdBtn, 0, 1 );
faceGrpLayout->addWidget( myId, 0, 2 );
// Node location
QGroupBox* xyzGrp = new QGroupBox(tr("XYZ_GROUP"), aFrame);
xyzGrp->setSizePolicy( QSizePolicy( QSizePolicy::Expanding, QSizePolicy::Fixed ) );
myDestBtn = new QPushButton(xyzGrp);
myDestBtn->setIcon(iconSelect);
myDestBtn->setCheckable(true);
QLabel* locationXLabel = new QLabel(tr("SMESH_X"), xyzGrp);
myDestinationX = new SMESHGUI_SpinBox(xyzGrp);
QLabel* locationYLabel = new QLabel(tr("SMESH_Y"), xyzGrp);
myDestinationY = new SMESHGUI_SpinBox(xyzGrp);
QLabel* locationZLabel = new QLabel(tr("SMESH_Z"), xyzGrp);
myDestinationZ = new SMESHGUI_SpinBox(xyzGrp);
myDestinationX->RangeStepAndValidator(COORD_MIN, COORD_MAX, 10.0, "length_precision");
myDestinationY->RangeStepAndValidator(COORD_MIN, COORD_MAX, 10.0, "length_precision");
myDestinationZ->RangeStepAndValidator(COORD_MIN, COORD_MAX, 10.0, "length_precision");
myPointOnFace = new QCheckBox(tr("XYZ_NODE_ON_FACE"), xyzGrp);
QGridLayout* aDestLayout = new QGridLayout(xyzGrp);
aDestLayout->setMargin(MARGIN);
aDestLayout->setSpacing(SPACING);
aDestLayout->addWidget(myDestBtn, 0, 0);
aDestLayout->addWidget(locationXLabel, 0, 1);
aDestLayout->addWidget(myDestinationX, 0, 2);
aDestLayout->addWidget(locationYLabel, 0, 3);
aDestLayout->addWidget(myDestinationY, 0, 4);
aDestLayout->addWidget(locationZLabel, 0, 5);
aDestLayout->addWidget(myDestinationZ, 0, 6);
aDestLayout->setColumnStretch(2, 1);
aDestLayout->setColumnStretch(4, 1);
aDestLayout->setColumnStretch(6, 1);
aDestLayout->addWidget(myPointOnFace, 1, 0, 1, 6);
// Preview
myPreviewChkBox = new QCheckBox( tr("PREVIEW"), aFrame);
myPreviewChkBox->setChecked( true );
QVBoxLayout* aLay = new QVBoxLayout(aFrame);
aLay->addWidget(faceGrp);
aLay->addWidget(xyzGrp);
aLay->addWidget(myPreviewChkBox);
connect(myDestBtn, SIGNAL (toggled(bool)), this, SLOT(ButtonToggled(bool)));
connect(myIdBtn, SIGNAL (toggled(bool)), this, SLOT(ButtonToggled(bool)));
myIdBtn->setChecked(true);
return aFrame;
}
//================================================================================
/*!
* \brief SLOT called when any button is toggled
* \param bool - on or off
*/
//================================================================================
void SMESHGUI_AddNodeOnFaceDlg::ButtonToggled (bool on)
{
const QObject* aSender = sender();
if ( on ) {
if ( aSender == myDestBtn ) // button to set coord by node selection
{
if ( myIdBtn->isEnabled() )
myIdBtn->setChecked( !on );
}
else if ( aSender == myIdBtn ) // button to select a node to move
{
myDestBtn->setChecked( !on );
}
}
emit selTypeChanged();
}
//================================================================================
/*!
* \brief Constructor
*/
//================================================================================
SMESHGUI_AddNodeOnFaceOp::SMESHGUI_AddNodeOnFaceOp() :
SMESHGUI_InteractiveOp()
{
mySimulation = 0;
mySMESHGUI = 0;
myDlg = new SMESHGUI_AddNodeOnFaceDlg;
myHelpFileName = "add_node_on_face.html";
myNoPreview = false;
myUpdateDestination = false;
// connect signals and slots
connect(myDlg->myDestinationX, SIGNAL (valueChanged(double)), this, SLOT(onDestCoordChanged()));
connect(myDlg->myDestinationY, SIGNAL (valueChanged(double)), this, SLOT(onDestCoordChanged()));
connect(myDlg->myDestinationZ, SIGNAL (valueChanged(double)), this, SLOT(onDestCoordChanged()));
connect(myDlg->myId, SIGNAL (textChanged(const QString&)),SLOT(redisplayPreview()));
connect(myDlg->myPreviewChkBox, SIGNAL (toggled(bool)), SLOT(redisplayPreview()));
connect(myDlg, SIGNAL (selTypeChanged() ), SLOT(onSelTypeChange()));
connect(myDlg->myId, SIGNAL (textChanged(const QString&)),SLOT(onTextChange(const QString&)));
connect(myDlg->myPointOnFace, SIGNAL(toggled(bool)), SLOT(pointLocationChanged(bool)));
myFacePicker = vtkCellPicker::New();
myFacePicker->SetTolerance(0.005);
myFacePicker->PickFromListOn();
}
//================================================================================
/*!
* \brief SLOT. Called upon change of selection type
*/
//================================================================================
void SMESHGUI_AddNodeOnFaceOp::onSelTypeChange()
{
if ( myDlg->myIdBtn->isChecked() )
{
setSelectionMode( FaceSelection );
}
else if ( myDlg->myDestBtn->isChecked() )
{
QString msg;
if (isValid(msg)) {
//Disconnect selectionChanged to keep selected element
disconnect(selectionMgr(), SIGNAL(selectionChanged()), this, SLOT(onSelectionDone()));
// Set selection mode to ActorSelection to avoid element's prehighlight during interactive selection
setSelectionMode(ActorSelection);
connect(selectionMgr(), SIGNAL(selectionChanged()), SLOT(onSelectionDone()));
}
}
else
{
setSelectionMode( ActorSelection );
}
}
//=======================================================================
// function : startOperation()
// purpose : Init dialog fields, connect signals and slots, show dialog
//=======================================================================
void SMESHGUI_AddNodeOnFaceOp::startOperation()
{
myNoPreview = false;
myMeshActor = 0;
// init simulation with a current View
if ( mySimulation ) delete mySimulation;
mySMESHGUI = getSMESHGUI();
mySimulation = new SMESHGUI_MeshEditPreview(SMESH::GetViewWindow( mySMESHGUI ) );
connect(mySMESHGUI, SIGNAL (SignalActivatedViewManager()), this, SLOT(onOpenView()));
connect(mySMESHGUI, SIGNAL (SignalCloseView()), this, SLOT(onCloseView()));
vtkProperty* aProp = vtkProperty::New();
aProp->SetRepresentationToWireframe();
aProp->SetColor(250, 0, 250);
aProp->SetPointSize(5);
aProp->SetLineWidth( SMESH::GetFloat("SMESH:element_width",1) + 1);
mySimulation->GetActor()->SetProperty(aProp);
aProp->Delete();
SMESHGUI_SelectionOp::startOperation();
SMESHGUI_InteractiveOp::startOperation();
myDlg->myId->setText("");
myUpdateDestination = true;
myDlg->myDestinationX->SetValue(0);
myDlg->myDestinationY->SetValue(0);
myDlg->myDestinationZ->SetValue(0);
myUpdateDestination = false;
addObserver();
myDlg->show();
onSelectionDone(); // init myMeshActor
}
//================================================================================
/*!
* \brief Stops operation
*/
//================================================================================
void SMESHGUI_AddNodeOnFaceOp::stopOperation()
{
myNoPreview = true;
if ( mySimulation )
{
mySimulation->SetVisibility(false);
delete mySimulation;
mySimulation = 0;
}
if ( myMeshActor ) {
myMeshActor = 0;
}
// SMESH::SetPointRepresentation( false );
// SMESH::RepaintCurrentView();
disconnect(mySMESHGUI, SIGNAL (SignalActivatedViewManager()), this, SLOT(onOpenView()));
disconnect(mySMESHGUI, SIGNAL (SignalCloseView()), this, SLOT(onCloseView()));
SMESHGUI_SelectionOp::stopOperation();
removeObserver();
}
//================================================================================
/*!
* \brief perform it's intention action: split a face
*/
//================================================================================
bool SMESHGUI_AddNodeOnFaceOp::onApply()
{
if( SMESHGUI::isStudyLocked() )
return false;
if ( !myMeshActor ) {
SUIT_MessageBox::warning( dlg(), tr( "SMESH_WRN_WARNING" ), tr("INVALID_MESH") );
dlg()->show();
return false;
}
QString msg;
if ( !isValid( msg ) ) { // node id is invalid
if( !msg.isEmpty() )
SUIT_MessageBox::warning( dlg(), tr( "SMESH_WRN_WARNING" ), tr("INVALID_ID") );
dlg()->show();
return false;
}
QStringList aParameters;
aParameters << myDlg->myDestinationX->text();
aParameters << myDlg->myDestinationY->text();
aParameters << myDlg->myDestinationZ->text();
try {
SMESH::SMESH_Mesh_var aMesh = SMESH::GetMeshByIO(myMeshActor->getIO());
if (aMesh->_is_nil()) {
SUIT_MessageBox::information(SMESHGUI::desktop(), tr("SMESH_ERROR"), tr("SMESHG_NO_MESH") );
return true;
}
SMESH::SMESH_MeshEditor_var aMeshEditor = aMesh->GetMeshEditor();
if (aMeshEditor->_is_nil())
return true;
aMesh->SetParameters( aParameters.join(":").toUtf8().constData() );
bool ok;
SMESH::smIdType anId = myDlg->myId->text().toLong( &ok );
aMeshEditor->AddNodeOnFace( anId,
myDlg->myDestinationX->GetValue(),
myDlg->myDestinationY->GetValue(),
myDlg->myDestinationZ->GetValue() );
SALOME_ListIO aList;
selectionMgr()->setSelectedObjects(aList,false);
aList.Append(myMeshActor->getIO());
selectionMgr()->setSelectedObjects(aList,false);
onSelectionDone();
SMESH::UpdateView();
SMESHGUI::Modified();
}
catch (const SALOME::SALOME_Exception& S_ex) {
SalomeApp_Tools::QtCatchCorbaException(S_ex);
}
catch (...) {
}
return true;
}
//================================================================================
/*!
* \brief Check selected face id validity
*/
//================================================================================
bool SMESHGUI_AddNodeOnFaceOp::isValid( QString& msg )
{
bool ok = false;
if ( myMeshActor )
{
SMESH::smIdType id = myDlg->myId->text().toLong();
if ( id > 0 )
if (SMDS_Mesh* aMesh = myMeshActor->GetObject()->GetMesh())
if ( const SMDS_MeshElement* face = aMesh->FindElement( id ))
{
if ( face->GetType() == SMDSAbs_Face )
ok = true;
else
msg += tr("NOT_FACE") + "\n";
}
if ( !ok )
msg += tr("INVALID_ID") + "\n";
}
ok = myDlg->myDestinationX->isValid( msg, !myNoPreview ) && ok;
ok = myDlg->myDestinationY->isValid( msg, !myNoPreview ) && ok;
ok = myDlg->myDestinationZ->isValid( msg, !myNoPreview ) && ok;
return ok;
}
//================================================================================
/*!
* \brief SLOT called when selection changed
*/
//================================================================================
void SMESHGUI_AddNodeOnFaceOp::onSelectionDone()
{
if ( !myDlg->isVisible() || !myDlg->isEnabled() )
return;
myNoPreview = true;
QString idStr;
try {
SALOME_ListIO aList;
selectionMgr()->selectedObjects(aList, SVTK_Viewer::Type());
if (aList.Extent() != 1)
return;
Handle(SALOME_InteractiveObject) anIO = aList.First();
myMeshActor = SMESH::FindActorByEntry(anIO->getEntry());
myFacePicker->InitializePickList();
myFacePicker->AddPickList(myMeshActor);
QString aString;
int nbElems = SMESH::GetNameOfSelectedElements(selector(),anIO, aString);
if (nbElems == 1)
if ( SMDS_Mesh* aMesh = myMeshActor->GetObject()->GetMesh())
if ( const SMDS_MeshElement* face = aMesh->FindElement( aString.toLong() ))
{
idStr = aString;
// set coordinates to face gravity center
gp_XYZ faceGC( 0,0,0 );
for ( int i = 0; i < face->NbCornerNodes(); ++i )
faceGC += SMESH_NodeXYZ( face->GetNode( i ));
faceGC /= face->NbCornerNodes();
myUpdateDestination = true;
myDlg->myDestinationX->SetValue(faceGC.X());
myDlg->myDestinationY->SetValue(faceGC.Y());
myDlg->myDestinationZ->SetValue(faceGC.Z());
myUpdateDestination = false;
}
} catch (...) {
}
myDlg->myId->setText( idStr );
myNoPreview = false;
redisplayPreview();
}
//================================================================================
/*!
* \brief update preview
*/
//================================================================================
void SMESHGUI_AddNodeOnFaceOp::redisplayPreview()
{
if ( myNoPreview )
return;
myNoPreview = true;
SMESH::MeshPreviewStruct_var aMeshPreviewStruct;
if ( myMeshActor && myDlg->myPreviewChkBox->isChecked() )
{
QString msg;
if ( isValid( msg ))
{
try {
SMESH::SMESH_Mesh_var aMesh = SMESH::GetMeshByIO(myMeshActor->getIO());
if (!aMesh->_is_nil()) {
SMESH::SMESH_MeshEditor_var aPreviewer = aMesh->GetMeshEditPreviewer();
if (!aPreviewer->_is_nil())
{
SUIT_OverrideCursor aWaitCursor;
SMESH::smIdType anId = myDlg->myId->text().toLong();
aPreviewer->AddNodeOnFace(anId,
myDlg->myDestinationX->GetValue(),
myDlg->myDestinationY->GetValue(),
myDlg->myDestinationZ->GetValue());
aMeshPreviewStruct = aPreviewer->GetPreviewData();
}
}
}
catch (...) {
}
}
}
if (!mySimulation)
mySimulation = new SMESHGUI_MeshEditPreview(SMESH::GetViewWindow( mySMESHGUI ));
// display data
if ( & aMeshPreviewStruct.in() )
{
mySimulation->SetData( aMeshPreviewStruct.in() );
}
else
{
mySimulation->SetVisibility(false);
}
myNoPreview = false;
}
//=================================================================================
/*!
* \brief SLOT called when the viewer opened
*/
//=================================================================================
void SMESHGUI_AddNodeOnFaceOp::onOpenView()
{
if ( mySimulation ) {
mySimulation->SetVisibility(false);
SMESH::SetPointRepresentation(false);
}
else {
mySimulation = new SMESHGUI_MeshEditPreview(SMESH::GetViewWindow( mySMESHGUI ));
}
}
//=================================================================================
/*!
* \brief SLOT called when the viewer closed
*/
//=================================================================================
void SMESHGUI_AddNodeOnFaceOp::onCloseView()
{
delete mySimulation;
mySimulation = 0;
}
//================================================================================
/*!
* \brief SLOT called when the face id is manually changed
*/
//================================================================================
void SMESHGUI_AddNodeOnFaceOp::onTextChange( const QString& theText )
{
if( myMeshActor )
{
if( SMDS_Mesh* aMesh = myMeshActor->GetObject()->GetMesh() )
{
Handle(SALOME_InteractiveObject) anIO = myMeshActor->getIO();
SALOME_ListIO aList;
aList.Append( anIO );
selectionMgr()->setSelectedObjects( aList, false );
if( const SMDS_MeshElement* face = aMesh->FindElement( theText.toLong() ) )
{
SVTK_TVtkIDsMap aListInd;
aListInd.Add( FromSmIdType<int>( face->GetID()) );
selector()->AddOrRemoveIndex( anIO, aListInd, false );
if( SVTK_ViewWindow* aViewWindow = SMESH::GetViewWindow( SMESHGUI::GetSMESHGUI() ) )
aViewWindow->highlight( anIO, true, true );
}
}
}
}
//================================================================================
/*!
* \brief Activate selection
*/
//================================================================================
void SMESHGUI_AddNodeOnFaceOp::activateSelection()
{
selectionMgr()->clearFilters();
SMESH::SetPointRepresentation( false );
onSelTypeChange();
}
//================================================================================
/*!
* \brief Destructor
*/
//================================================================================
SMESHGUI_AddNodeOnFaceOp::~SMESHGUI_AddNodeOnFaceOp()
{
if ( myDlg ) delete myDlg;
if ( mySimulation ) delete mySimulation;
myFacePicker->Delete();
}
//================================================================================
/*!
* \brief SLOT called when destination coordinates are changed
*/
//================================================================================
void SMESHGUI_AddNodeOnFaceOp::onDestCoordChanged()
{
if (myUpdateDestination)
return;
pointLocationChanged(myDlg->myPointOnFace->isChecked());
redisplayPreview();
}
//================================================================================
/*!
* \brief SLOT called when 'Node on face' checkbox is changed
*/
//================================================================================
void SMESHGUI_AddNodeOnFaceOp::pointLocationChanged(bool onFace) {
if (onFace) {
QString msg;
if (myMeshActor && isValid(msg)) {
SMESH::smIdType id = myDlg->myId->text().toLong();
if (id > 0) {
if (SMDS_Mesh* aMesh = myMeshActor->GetObject()->GetMesh()) {
if (const SMDS_MeshElement* face = aMesh->FindElement(id))
{
if (face->GetType() == SMDSAbs_Face) {
gp_Pnt point(myDlg->myDestinationX->GetValue(), myDlg->myDestinationY->GetValue(),myDlg->myDestinationZ->GetValue());
gp_XYZ closestPnt;
double dist = SMESH_MeshAlgos::GetDistance( face, point, &closestPnt);
if (dist > TOLERANCE) {
myUpdateDestination = true;
myDlg->myDestinationX->SetValue(closestPnt.X());
myDlg->myDestinationY->SetValue(closestPnt.Y());
myDlg->myDestinationZ->SetValue(closestPnt.Z());
myUpdateDestination = false;
redisplayPreview();
}
}
}
}
}
}
}
}
//================================================================================
/*!
* \brief Gets dialog of this operation
* \retval LightApp_Dialog* - pointer to dialog of this operation
*/
//================================================================================
LightApp_Dialog* SMESHGUI_AddNodeOnFaceOp::dlg() const
{
return myDlg;
}
//================================================================================
/*
* \brief Process InteractiveSelectionChanged event
*/
//================================================================================
void SMESHGUI_AddNodeOnFaceOp::processStyleEvents(unsigned long theEvent, void* theCallData)
{
(void*)theCallData;
QString msg;
if (isValid(msg)) {
if (theEvent == SVTK::InteractiveSelectionChanged) {
if (myDlg->myPointOnFace->isChecked()) {
// Pick point on a mesh surface
QString msg;
if (myMeshActor && isValid(msg)) {
SMESH::smIdType id = myDlg->myId->text().toLong();
if (id > 0) {
if (SMDS_Mesh* aMesh = myMeshActor->GetObject()->GetMesh()) {
if (const SMDS_MeshElement* face = aMesh->FindElement(id))
{
if (face->GetType() == SMDSAbs_Face) {
int xClick, yClick; // Last event (move or left button bown) position
myRWInteractor->GetDevice()->GetEventPosition(xClick, yClick);
gp_XYZ faceNode(0, 0, 0);
SMDS_Mesh tmp;
double Ni[3];
std::vector<const SMDS_MeshNode*> tmpNodes;
for (int i = 0; i < face->NbCornerNodes(); ++i) {
faceNode = SMESH_NodeXYZ(face->GetNode(i));
vtkInteractorObserver::ComputeWorldToDisplay(myRWInteractor->GetRenderer()->GetDevice(),
faceNode.X(), faceNode.Y(), faceNode.Z(), Ni);
tmpNodes.push_back(tmp.AddNode(Ni[0], Ni[1], 0));
}
SMDS_MeshFace* face2D = tmp.AddPolygonalFace(tmpNodes);
gp_Pnt point(double(xClick), double(yClick), 0);
gp_XYZ closestPnt;
double dist = SMESH_MeshAlgos::GetDistance(face2D, point, &closestPnt);
double xPick = 0, yPick = 0;
if (dist < TOLERANCE) {
xPick = xClick;
yPick = yClick;
}
else {
xPick = closestPnt.X();
yPick = closestPnt.Y();
}
myFacePicker->Pick(xPick, yPick, 0.0, myRWInteractor->GetRenderer()->GetDevice());
double closest[3];
myFacePicker->GetPickPosition(closest);
myUpdateDestination = true;
myDlg->myDestinationX->SetValue(closest[0]);
myDlg->myDestinationY->SetValue(closest[1]);
myDlg->myDestinationZ->SetValue(closest[2]);
myUpdateDestination = false;
redisplayPreview();
}
}
}
}
}
}
else {
double* aCoord = (double*)theCallData;
myUpdateDestination = true;
myDlg->myDestinationX->SetValue(aCoord[0]);
myDlg->myDestinationY->SetValue(aCoord[1]);
myDlg->myDestinationZ->SetValue(aCoord[2]);
myUpdateDestination = false;
redisplayPreview();
}
}
}
}
//================================================================================
/*
* \brief Process LeftButtonPressEvent event: activate interactive selection
*/
//================================================================================
void SMESHGUI_AddNodeOnFaceOp::processInteractorEvents(unsigned long theEvent, void* theCallData)
{
(void*)theCallData;
if (theEvent == vtkCommand::LeftButtonPressEvent && myDlg->myDestBtn->isChecked()) {
bool control = myRWInteractor->GetDevice()->GetControlKey();
bool shift = myRWInteractor->GetDevice()->GetControlKey();
SVTK_ViewWindow* svtkViewWindow = SMESH::GetViewWindow(mySMESHGUI);
if (svtkViewWindow && !shift && !control) {
QString msg;
if (isValid(msg)) {
svtkViewWindow->activateInteractiveSelection();
}
}
}
}