smesh/src/OBJECT/SMESH_SVTKActor.h

87 lines
2.4 KiB
C++

// Copyright (C) 2007-2015 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 OBJECT : interactive object for SMESH visualization
// File : SMESH_SVTKActor.h
// Author : Roman NIKOLAEV
// Module : SMESH
//
#ifndef SMESH_SVTKACTOR_H
#define SMESH_SVTKACTOR_H
#include "SMESH_Object.h"
#include <SVTK_Actor.h>
class SVTK_Actor;
class vtkUnstructureGrid;
class vtkDataSetMapper;
class SMESHOBJECT_EXPORT SMESH_SVTKActor : public SVTK_Actor {
public:
static SMESH_SVTKActor* New();
vtkTypeMacro(SMESH_SVTKActor, SVTK_Actor);
void SetBallScale(double theSize);
void SetBallSize(float theSize);
void Set0DSize(float theSize);
//! To publish the actor an all its internal devices
virtual
void
AddToRender(vtkRenderer* theRendere);
virtual void SetVisibility( int theVisibility );
//! Initialiaze the instance completely
virtual void
Initialize();
//! Allow to recostruct selected cells from source SALOME_Actor and map of subindexes
virtual void
MapCells(SALOME_Actor* theMapActor,
const TColStd_IndexedMapOfInteger& theMapIndex);
//! To remove the actor an all its internal devices
virtual
void
RemoveFromRender(vtkRenderer* theRendere);
void SetVisualObject(TVisualObjPtr theVisualObj);
protected:
SVTK_DeviceActor* my0DActor;
SVTK_DeviceActor* myBallActor;
vtkUnstructuredGrid* my0DGrid;
vtkUnstructuredGrid* myBallGrid;
TVisualObjPtr myVisualObj;
SMESH_SVTKActor();
virtual ~SMESH_SVTKActor();
};
#endif