smesh/src/OBJECT/SMESH_PreviewActorsCollection.cxx
2015-04-17 20:07:21 +03:00

280 lines
7.6 KiB
C++

// Copyright (C) 2007-2015 CEA/DEN, EDF R&D, OPEN CASCADE
//
// 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
//
#include "SMESH_PreviewActorsCollection.h"
#include <utilities.h>
// OCC includes
#include <TopoDS.hxx>
#include <TopExp.hxx>
#include <TopExp_Explorer.hxx>
// VTK includes
#include <vtkUnstructuredGrid.h>
#include <vtkPlane.h>
#include <vtkRenderer.h>
#include <vtkProperty.h>
#include <QSet>
// GEOM includes
#include <GEOM_Actor.h>
// GUI includes
#include <VTKViewer_Actor.h>
#include <SVTK_DeviceActor.h>
#include <SALOME_InteractiveObject.hxx>
#include <SUIT_ResourceMgr.h>
#include <SUIT_Session.h>
#ifdef _DEBUG_
static int MYDEBUG = 0;
#else
static int MYDEBUG = 0;
#endif
SMESH_PreviewActorsCollection::SMESH_PreviewActorsCollection() :
mySelector( 0 ), myRenderer( 0 ), myCurrentChunk( 0 ), myChunkSize( 0 ), myIsShown( true )
{
if(MYDEBUG) MESSAGE("SMESH_PreviewActorsCollection - "<<this);
}
SMESH_PreviewActorsCollection::~SMESH_PreviewActorsCollection()
{
if(MYDEBUG) MESSAGE("~SMESH_PreviewActorsCollection - "<<this);
clearActors();
}
bool SMESH_PreviewActorsCollection::Init( const TopoDS_Shape& theShape,
const TopoDS_Shape& theMainShape,
TopAbs_ShapeEnum theType,
const QString& theEntry )
{
SUIT_ResourceMgr* mgr = SUIT_Session::session()->resourceMgr();
myType = theType;
myEntry = theEntry;
myMainShape = theShape;
myMapOfActors.clear();
myMapOfShapes.Clear();
myIndices.clear();
myCurrentChunk = 0;
myChunkSize = qMax(1, mgr->integerValue( "SMESH", "preview_actor_chunk_size", 100 ) );
if ( theShape.IsNull() )
return false;
// Handle( SALOME_InteractiveObject ) anIO = new SALOME_InteractiveObject();
// anIO->setEntry( theEntry.toLatin1().constData() );
// get indexes of seleted elements
TopExp::MapShapes( theMainShape, myMapOfShapes );
TopExp_Explorer exp( theShape, theType );
QSet<int> indices;
for ( ; exp.More(); exp.Next() )
indices << myMapOfShapes.FindIndex( exp.Current() );
myIndices = indices.toList();
//qSort(myIndices);
// show current chunk
showCurrentChunk();
return count() > 0;
}
GEOM_Actor* SMESH_PreviewActorsCollection::createActor(const TopoDS_Shape& shape)
{
GEOM_Actor* actor = GEOM_Actor::New();
actor->SetShape( shape, 0, 0 );
return actor;
}
GEOM_Actor* SMESH_PreviewActorsCollection::GetActorByIndex(int index)
{
return myMapOfActors.value( index );
}
bool SMESH_PreviewActorsCollection::IsValidIndex( int index )
{
return 0 < index && index <= myMapOfShapes.Extent();
}
int SMESH_PreviewActorsCollection::GetIndexByShape( const TopoDS_Shape& theShape )
{
return myMapOfShapes.FindIndex( theShape );
}
TopoDS_Shape SMESH_PreviewActorsCollection::GetShapeByIndex( int index )
{
return IsValidIndex( index ) ? myMapOfShapes.FindKey( index ) : TopoDS_Shape();
}
int SMESH_PreviewActorsCollection::NbShapesOfType( TopAbs_ShapeEnum type )
{
if ( type == TopAbs_SHAPE ) return myMapOfShapes.Extent();
int nb = 0;
for ( int i = 1; i <= myMapOfShapes.Extent(); ++i )
nb += ( myMapOfShapes(i).ShapeType() == type );
return nb;
}
void SMESH_PreviewActorsCollection::SetIndices( const QList<int>& indices)
{
if ( myIndices != indices )
{
myIndices = indices;
showCurrentChunk();
}
}
void SMESH_PreviewActorsCollection::AddToRender(vtkRenderer* theRenderer)
{
myRenderer = theRenderer;
QMap<int, GEOM_Actor*>::iterator iter = myMapOfActors.begin();
for ( ; iter != myMapOfActors.end(); ++iter ) {
iter.value()->SetVisibility( myIsShown );
iter.value()->AddToRender( theRenderer );
}
}
void SMESH_PreviewActorsCollection::RemoveFromRender(vtkRenderer* theRenderer)
{
QMap<int, GEOM_Actor*>::iterator iter = myMapOfActors.begin();
for ( ; iter != myMapOfActors.end(); ++iter )
iter.value()->RemoveFromRender( theRenderer );
}
void SMESH_PreviewActorsCollection::SetSelector(SVTK_Selector* theSelector)
{
mySelector = theSelector;
}
void SMESH_PreviewActorsCollection::HighlightAll( bool theHighlight )
{
QMap<int, GEOM_Actor*>::iterator iter = myMapOfActors.begin();
for ( ; iter != myMapOfActors.end(); ++iter )
iter.value()->Highlight( theHighlight );
}
void SMESH_PreviewActorsCollection::HighlightID( int index )
{
GEOM_Actor* anActor = GetActorByIndex( index );
if ( anActor && !anActor->isHighlighted() )
anActor->Highlight( true );
}
void SMESH_PreviewActorsCollection::SetShown( bool shown )
{
myIsShown = shown;
QMap<int, GEOM_Actor*>::iterator iter = myMapOfActors.begin();
for ( ; iter != myMapOfActors.end(); ++iter )
iter.value()->SetVisibility( shown );
}
int SMESH_PreviewActorsCollection::count() const
{
return myIndices.count();
}
int SMESH_PreviewActorsCollection::chunkSize() const
{
return myChunkSize;
}
int SMESH_PreviewActorsCollection::currentChunk() const
{
return myCurrentChunk;
}
bool SMESH_PreviewActorsCollection::hasPrevious() const
{
return chunkSize() > 0 && currentChunk() > 0;
}
bool SMESH_PreviewActorsCollection::hasNext() const
{
return chunkSize() > 0 && (currentChunk()+1)*chunkSize() < count();
}
void SMESH_PreviewActorsCollection::previous()
{
if ( !hasPrevious() ) return;
myCurrentChunk--;
showCurrentChunk();
}
void SMESH_PreviewActorsCollection::next()
{
if ( !hasNext() ) return;
myCurrentChunk++;
showCurrentChunk();
}
void SMESH_PreviewActorsCollection::showCurrentChunk()
{
clearActors();
int imin = currentChunk() * chunkSize();
int imax = std::min( (currentChunk()+1) * chunkSize(), count() );
for ( int i = imin; i < imax; i++ ) {
int index = myIndices[i];
if ( !index || myMapOfActors.contains( index ) ) continue;
TopoDS_Shape s = myMapOfShapes.FindKey( index );
if ( s.IsNull() ) continue;
// create actor if the index is present
if ( GEOM_Actor* anActor = createActor( s.Oriented(TopAbs_FORWARD))) {
// Create new entry for actor
QString entry = QString( "%1_%2" ).arg( myEntry ).arg( index );
// Create interactive object
Handle( SALOME_InteractiveObject ) anIO = new SALOME_InteractiveObject();
anIO->setEntry( entry.toLatin1().constData() );
// Init Actor
anActor->SetVectorMode( myType==TopAbs_EDGE );
anActor->setIO( anIO );
anActor->SetSelector( mySelector );
anActor->SetPickable( true );
anActor->SetResolveCoincidentTopology( true );
// Add Actor to the Actors Map
myMapOfActors.insert(index, anActor);
}
}
if ( mySelector )
mySelector->ClearIObjects();
if ( myRenderer )
AddToRender( myRenderer );
}
void SMESH_PreviewActorsCollection::clearActors()
{
if (myRenderer)
RemoveFromRender(myRenderer);
QMap<int, GEOM_Actor*>::iterator iter = myMapOfActors.begin();
for ( ; iter != myMapOfActors.end(); ++iter )
if ( GEOM_Actor* anActor = iter.value() )
anActor->Delete();
myMapOfActors.clear();
}