mirror of
https://git.salome-platform.org/gitpub/modules/smesh.git
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406 lines
13 KiB
C++
406 lines
13 KiB
C++
// Copyright (C) 2007-2014 CEA/DEN, EDF R&D, OPEN CASCADE
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//
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// Copyright (C) 2003-2007 OPEN CASCADE, EADS/CCR, LIP6, CEA/DEN,
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// CEDRAT, EDF R&D, LEG, PRINCIPIA R&D, BUREAU VERITAS
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//
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// This library is free software; you can redistribute it and/or
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// modify it under the terms of the GNU Lesser General Public
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// License as published by the Free Software Foundation; either
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// version 2.1 of the License, or (at your option) any later version.
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//
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// This library is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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// Lesser General Public License for more details.
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//
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// You should have received a copy of the GNU Lesser General Public
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// License along with this library; if not, write to the Free Software
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// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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//
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// See http://www.salome-platform.org/ or email : webmaster.salome@opencascade.com
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//
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// SMESH SMESHGUI : GUI for SMESH component
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// File : SMESHGUI_MeshEditPreview.cxx
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// Author : Open CASCADE S.A.S.
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// SMESH includes
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//
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#include "SMESHGUI_MeshEditPreview.h"
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#include "SMESHGUI_VTKUtils.h"
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#include "SMESH_Actor.h"
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#include "SMESH_ActorUtils.h"
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// SALOME GUI includes
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#include <SVTK_Renderer.h>
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#include <SVTK_ViewWindow.h>
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#include <VTKViewer_CellLocationsArray.h>
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// VTK includes
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#include <vtkCellArray.h>
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#include <vtkCoordinate.h>
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#include <vtkDataSetMapper.h>
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#include <vtkIdList.h>
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#include <vtkPoints.h>
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#include <vtkProperty.h>
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#include <vtkRenderer.h>
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#include <vtkTextActor.h>
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#include <vtkTextMapper.h>
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#include <vtkUnsignedCharArray.h>
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#include <vtkUnstructuredGrid.h>
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// Qt includes
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#include <QColor>
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// IDL includes
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#include <SALOMEconfig.h>
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#include CORBA_SERVER_HEADER(SMESH_MeshEditor)
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#include <gp_Ax3.hxx>
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//================================================================================
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/*!
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* \brief Constructor
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*/
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//================================================================================
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SMESHGUI_MeshEditPreview::SMESHGUI_MeshEditPreview(SVTK_ViewWindow* theViewWindow):
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myViewWindow(theViewWindow)
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{
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myGrid = vtkUnstructuredGrid::New();
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// Create and display actor
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vtkDataSetMapper* aMapper = vtkDataSetMapper::New();
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aMapper->SetInputData( myGrid );
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myPreviewActor = SALOME_Actor::New();
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myPreviewActor->SetInfinitive(true);
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myPreviewActor->VisibilityOn();
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myPreviewActor->PickableOff();
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double aFactor,aUnits;
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myPreviewActor->SetResolveCoincidentTopology(true);
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myPreviewActor->GetPolygonOffsetParameters(aFactor,aUnits);
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myPreviewActor->SetPolygonOffsetParameters(aFactor,0.2*aUnits);
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double anRGB[3];
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SMESH::GetColor( "SMESH", "selection_element_color", anRGB[0], anRGB[1], anRGB[2], QColor( 0, 170, 255 ) );
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SetColor( anRGB[0], anRGB[1], anRGB[2] );
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myPreviewActor->SetMapper( aMapper );
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aMapper->Delete();
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myViewWindow->AddActor(myPreviewActor);
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}
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//================================================================================
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/*!
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* \brief Destroy
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*/
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//================================================================================
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SMESHGUI_MeshEditPreview::~SMESHGUI_MeshEditPreview()
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{
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myGrid->Delete();
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for ( size_t iA = 0; iA < myLabelActors.size(); ++iA )
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if ( myLabelActors[iA] )
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{
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myPreviewActor->GetRenderer()->RemoveActor( myLabelActors[iA] );
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myLabelActors[iA]->Delete();
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}
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myViewWindow->RemoveActor(myPreviewActor);
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myPreviewActor->Delete();
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}
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//================================================================================
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/*!
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* \brief Returns vtk cell type
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*/
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//================================================================================
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vtkIdType getCellType( const SMDSAbs_ElementType theType,
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const bool thePoly,
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const int theNbNodes )
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{
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switch( theType )
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{
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case SMDSAbs_Node: return VTK_VERTEX;
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case SMDSAbs_Edge:
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if( theNbNodes == 2 ) return VTK_LINE;
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else if ( theNbNodes == 3 ) return VTK_QUADRATIC_EDGE;
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else return VTK_EMPTY_CELL;
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case SMDSAbs_Face :
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if (thePoly && theNbNodes>2 ) return VTK_POLYGON;
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else if ( theNbNodes == 3 ) return VTK_TRIANGLE;
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else if ( theNbNodes == 4 ) return VTK_QUAD;
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else if ( theNbNodes == 6 ) return VTK_QUADRATIC_TRIANGLE;
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else if ( theNbNodes == 7 ) return VTK_BIQUADRATIC_TRIANGLE;
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else if ( theNbNodes == 8 ) return VTK_QUADRATIC_QUAD;
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else if ( theNbNodes == 9 ) return VTK_BIQUADRATIC_QUAD;
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else return VTK_EMPTY_CELL;
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case SMDSAbs_Volume:
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if (thePoly && theNbNodes>3 ) return VTK_CONVEX_POINT_SET;
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else if ( theNbNodes == 4 ) return VTK_TETRA;
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else if ( theNbNodes == 5 ) return VTK_PYRAMID;
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else if ( theNbNodes == 6 ) return VTK_WEDGE;
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else if ( theNbNodes == 8 ) return VTK_HEXAHEDRON;
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else if ( theNbNodes == 10 ) return VTK_QUADRATIC_TETRA;
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else if ( theNbNodes == 20 ) return VTK_QUADRATIC_HEXAHEDRON;
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else if ( theNbNodes == 27 ) return VTK_TRIQUADRATIC_HEXAHEDRON;
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else if ( theNbNodes == 15 ) return VTK_QUADRATIC_WEDGE;
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else if ( theNbNodes == 13 ) return VTK_QUADRATIC_PYRAMID;//VTK_CONVEX_POINT_SET;
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else return VTK_EMPTY_CELL;
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default: return VTK_EMPTY_CELL;
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}
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}
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//================================================================================
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/*!
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* \brief Set preview data
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*/
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//================================================================================
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void SMESHGUI_MeshEditPreview::SetData (const SMESH::MeshPreviewStruct* previewData)
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{
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// Create points
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const SMESH::nodes_array& aNodesXYZ = previewData->nodesXYZ;
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vtkPoints* aPoints = vtkPoints::New();
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aPoints->SetNumberOfPoints(aNodesXYZ.length());
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for ( int i = 0; i < aNodesXYZ.length(); i++ ) {
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aPoints->SetPoint( i, aNodesXYZ[i].x, aNodesXYZ[i].y, aNodesXYZ[i].z );
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}
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myGrid->SetPoints(aPoints);
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aPoints->Delete();
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// Create cells
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const SMESH::long_array& anElemConnectivity = previewData->elementConnectivities;
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const SMESH::types_array& anElemTypes = previewData->elementTypes;
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vtkIdType aCellsSize = anElemConnectivity.length() + anElemTypes.length();
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vtkIdType aNbCells = anElemTypes.length();
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vtkCellArray* aConnectivity = vtkCellArray::New();
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aConnectivity->Allocate( aCellsSize, 0 );
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vtkUnsignedCharArray* aCellTypesArray = vtkUnsignedCharArray::New();
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aCellTypesArray->SetNumberOfComponents( 1 );
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aCellTypesArray->Allocate( aNbCells * aCellTypesArray->GetNumberOfComponents() );
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vtkIdList *anIdList = vtkIdList::New();
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int aNodePos = 0;
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for ( int i = 0; i < anElemTypes.length(); i++ ) {
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const SMESH::ElementSubType& anElementSubType = anElemTypes[i];
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SMDSAbs_ElementType aType = SMDSAbs_ElementType(anElementSubType.SMDS_ElementType);
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vtkIdType aNbNodes = anElementSubType.nbNodesInElement;
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anIdList->SetNumberOfIds( aNbNodes );
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for ( vtkIdType aNodeId = 0; aNodeId < aNbNodes; aNodeId++ ){
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anIdList->SetId( aNodeId, anElemConnectivity[aNodePos] );
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aNodePos++;
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}
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aConnectivity->InsertNextCell( anIdList );
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aCellTypesArray->InsertNextValue( getCellType( aType,
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anElemTypes[i].isPoly,
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aNbNodes ) );
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}
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anIdList->Delete();
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// Insert cells in grid
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VTKViewer_CellLocationsArray* aCellLocationsArray = VTKViewer_CellLocationsArray::New();
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aCellLocationsArray->SetNumberOfComponents( 1 );
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aCellLocationsArray->SetNumberOfTuples( aNbCells );
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aConnectivity->InitTraversal();
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for( vtkIdType idType = 0, *pts, npts; aConnectivity->GetNextCell( npts, pts ); idType++ )
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aCellLocationsArray->SetValue( idType, aConnectivity->GetTraversalLocation( npts ) );
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myGrid->SetCells( aCellTypesArray, aCellLocationsArray, aConnectivity );
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myPreviewActor->GetMapper()->Update();
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aCellTypesArray->Delete();
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aCellLocationsArray->Delete();
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aConnectivity->Delete();
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SetVisibility(true);
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}
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//================================================================================
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/*!
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* \brief Set shape of an arrow of a unit length and nb of arrows
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*/
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//================================================================================
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void SMESHGUI_MeshEditPreview::SetArrowShapeAndNb( int nbArrows,
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double headLength,
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double headRadius,
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double start,
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const char* labels)
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{
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const int theNbPoints = 10; // in one arrow
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myUnitArrowPnts.reserve( theNbPoints );
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myUnitArrowPnts.clear();
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// unit arrow || OZ
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for ( int i = 0; i < theNbPoints - 2; ++i )
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{
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double angle = i * 2 * M_PI / ( theNbPoints - 2 );
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myUnitArrowPnts.push_back( gp_Pnt( headRadius * Cos( angle ),
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headRadius * Sin( angle ),
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1. - headLength ));
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}
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myUnitArrowPnts.push_back( gp_Pnt( 0, 0, start ));
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myUnitArrowPnts.push_back( gp_Pnt( 0, 0, 1 ));
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// nodes of all arrows
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vtkPoints* aPoints = vtkPoints::New();
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aPoints->SetNumberOfPoints( theNbPoints * nbArrows );
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for ( int iP = 0, iA = 0; iA < nbArrows; ++iA )
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for ( int i = 0; i < theNbPoints; ++i, ++iP )
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aPoints->SetPoint( iP,
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myUnitArrowPnts[i].X(),
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myUnitArrowPnts[i].Y(),
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myUnitArrowPnts[i].Z() );
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myGrid->SetPoints(aPoints);
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aPoints->Delete();
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// connectivity of all arrows
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const int theNbCells = ( theNbPoints - 1 ); // in one arrow
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myGrid->Allocate( theNbCells * nbArrows );
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for ( int nP = 0, iA = 0; iA < nbArrows; ++iA, nP += theNbPoints )
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{
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vtkIdType conn[3] = { theNbPoints - 1 + nP, // arrow end
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theNbPoints - 3 + nP, // point on a circle
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nP }; // point on a circle
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for ( int i = 0; i < theNbCells-1; ++i )
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{
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myGrid->InsertNextCell( VTK_TRIANGLE, 3, conn );
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conn[1] = conn[2];
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conn[2] = conn[2] + 1;
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}
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conn[1] = theNbPoints - 2 + nP;
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myGrid->InsertNextCell( VTK_LINE, 2, conn );
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}
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myLabelActors.resize( nbArrows, ( vtkTextActor*) NULL );
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char label[] = "X";
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if ( labels )
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for ( int iP = 0, iA = 0; iA < nbArrows; ++iA )
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{
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label[0] = labels[iA];
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vtkTextMapper* text = vtkTextMapper::New();
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text->SetInput( label );
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vtkCoordinate* coord = vtkCoordinate::New();
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myLabelActors[iA] = vtkTextActor::New();
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//myLabelActors[iA]->SetMapper( text );
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myLabelActors[iA]->SetInput( label );
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myLabelActors[iA]->SetTextScaleModeToNone();
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myLabelActors[iA]->PickableOff();
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myLabelActors[iA]->GetPositionCoordinate()->SetReferenceCoordinate( coord );
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text->Delete();
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coord->Delete();
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myPreviewActor->GetRenderer()->AddActor(myLabelActors[iA]);
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}
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}
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//================================================================================
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/*!
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* \brief Set data to show moved/rotated/scaled arrows
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* \param [in] axes - location and direction of the arrows
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* \param [in] length - length of arrows
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*/
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//================================================================================
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void SMESHGUI_MeshEditPreview::SetArrows( const gp_Ax1* axes,
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double length )
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{
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vtkPoints* aPoints = myGrid->GetPoints();
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for ( int iP = 0, iA = 0; iA < myLabelActors.size(); ++iA )
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{
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gp_Trsf trsf;
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trsf.SetTransformation( gp_Ax3( axes[iA].Location(), axes[iA].Direction() ), gp::XOY() );
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for ( size_t i = 0; i < myUnitArrowPnts.size(); ++i, ++iP )
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{
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gp_Pnt p = myUnitArrowPnts[i].Scaled( gp::Origin(), length );
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p.Transform( trsf );
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aPoints->SetPoint( iP, p.X(), p.Y(), p.Z() );
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}
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if ( myLabelActors[iA] )
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if ( vtkCoordinate* aCoord =
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myLabelActors[iA]->GetPositionCoordinate()->GetReferenceCoordinate() )
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{
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double p[3];
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aPoints->GetPoint( iP-1, p );
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aCoord->SetValue( p );
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}
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}
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myGrid->Modified();
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}
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//================================================================================
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/*!
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* \brief Set visibility
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*/
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//================================================================================
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void SMESHGUI_MeshEditPreview::SetVisibility (bool theVisibility)
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{
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myPreviewActor->SetVisibility(theVisibility);
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for ( size_t iA = 0; iA < myLabelActors.size(); ++iA )
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if ( myLabelActors[iA] )
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myLabelActors[iA]->SetVisibility(theVisibility);
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SMESH::RepaintCurrentView();
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}
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//================================================================================
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/*!
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* \brief Set preview color
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*/
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//================================================================================
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void SMESHGUI_MeshEditPreview::SetColor(double R, double G, double B)
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{
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myPreviewActor->SetColor( R, G, B );
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}
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//================================================================================
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/*!
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* \brief Get preview actor
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*/
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//================================================================================
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SALOME_Actor* SMESHGUI_MeshEditPreview::GetActor() const
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{
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return myPreviewActor;
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}
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//================================================================================
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/*!
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* \brief Returns the priewed vtkUnstructuredGrid
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*/
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//================================================================================
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vtkUnstructuredGrid* SMESHGUI_MeshEditPreview::GetGrid() const
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{
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return myGrid;
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}
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