--- /dev/null
+// SMESH SMESHGUI : GUI for SMESH component\r
+//\r
+// Copyright (C) 2003 OPEN CASCADE, EADS/CCR, LIP6, CEA/DEN,\r
+// CEDRAT, EDF R&D, LEG, PRINCIPIA R&D, BUREAU VERITAS \r
+// \r
+// This library is free software; you can redistribute it and/or \r
+// modify it under the terms of the GNU Lesser General Public \r
+// License as published by the Free Software Foundation; either \r
+// version 2.1 of the License. \r
+// \r
+// This library is distributed in the hope that it will be useful, \r
+// but WITHOUT ANY WARRANTY; without even the implied warranty of \r
+// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU \r
+// Lesser General Public License for more details. \r
+// \r
+// You should have received a copy of the GNU Lesser General Public \r
+// License along with this library; if not, write to the Free Software \r
+// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA \r
+// \r
+// See http://www.opencascade.org/SALOME/ or email : webmaster.salome@opencascade.org \r
+//\r
+//\r
+//\r
+// File : SMESHGUI_MeshPatternDlg.cxx\r
+// Author : Sergey LITONIN\r
+// Module : SMESH\r
+\r
+#include "SMESHGUI_MeshPatternDlg.h"\r
+\r
+#include "QAD_Desktop.h"\r
+#include "QAD_FileDlg.h"\r
+\r
+#include "SMESHGUI_SpinBox.h"\r
+#include "SMESHGUI.h"\r
+#include "SALOME_Selection.h"\r
+#include "SMESH_NumberFilter.hxx"\r
+#include "SMESHGUI_Utils.h"\r
+#include "SMESHGUI_VTKUtils.h"\r
+#include "SMESHGUI_CreatePatternDlg.h"\r
+#include "SMESHGUI_PatternWidget.h"\r
+#include "SMESH_Actor.h"\r
+#include "SALOMEGUI_QtCatchCorbaException.hxx"\r
+#include "VTKViewer_ViewFrame.h"\r
+#include "SMESHGUI_PatternUtils.h"\r
+#include "SMESH_ActorUtils.h"\r
+\r
+#include <TColStd_MapOfInteger.hxx>\r
+\r
+#include <qframe.h>\r
+#include <qlayout.h>\r
+#include <qlineedit.h>\r
+#include <qpushbutton.h>\r
+#include <qgroupbox.h>\r
+#include <qlabel.h>\r
+#include <qradiobutton.h>\r
+#include <qcheckbox.h>\r
+#include <qbuttongroup.h>\r
+#include <qmessagebox.h>\r
+#include <qcstring.h>\r
+\r
+#include <vtkCell.h>\r
+#include <vtkIdList.h>\r
+#include <vtkIntArray.h>\r
+#include <vtkCellArray.h>\r
+#include <vtkUnsignedCharArray.h>\r
+#include <vtkUnstructuredGrid.h>\r
+#include <vtkDataSetMapper.h>\r
+\r
+#define SPACING 5\r
+#define MARGIN 10\r
+\r
+/*\r
+ Class : SMESHGUI_MeshPatternDlg\r
+ Description : Dialog to specify filters for VTK viewer\r
+*/\r
+\r
+//=======================================================================\r
+// name : SMESHGUI_MeshPatternDlg::SMESHGUI_MeshPatternDlg\r
+// Purpose : Constructor\r
+//=======================================================================\r
+SMESHGUI_MeshPatternDlg::SMESHGUI_MeshPatternDlg( QWidget* theParent,\r
+ SALOME_Selection* theSelection,\r
+ const char* theName )\r
+: QDialog( theParent, theName, false,\r
+ WStyle_Customize | WStyle_NormalBorder | WStyle_Title | WStyle_SysMenu )\r
+{\r
+ setCaption( tr( "CAPTION" ) );\r
+\r
+ QVBoxLayout* aDlgLay = new QVBoxLayout( this, MARGIN, SPACING );\r
+\r
+ QFrame* aMainFrame = createMainFrame ( this );\r
+ QFrame* aBtnFrame = createButtonFrame( this );\r
+\r
+\r
+\r
+\r
+ aDlgLay->addWidget( aMainFrame );\r
+ aDlgLay->addWidget( aBtnFrame );\r
+\r
+ aDlgLay->setStretchFactor( aMainFrame, 1 );\r
+\r
+ myCreationDlg = 0;\r
+ Init( theSelection );\r
+}\r
+\r
+//=======================================================================\r
+// name : SMESHGUI_MeshPatternDlg::createMainFrame\r
+// Purpose : Create frame containing dialog's input fields\r
+//=======================================================================\r
+QFrame* SMESHGUI_MeshPatternDlg::createMainFrame( QWidget* theParent )\r
+{\r
+ QPixmap iconSlct( QAD_Desktop::getResourceManager()->loadPixmap( "SMESH", tr( "ICON_SELECT" ) ) );\r
+ QPixmap icon2d ( QAD_Desktop::getResourceManager()->loadPixmap( "SMESH", tr( "ICON_PATTERN_2d" ) ) );\r
+ QPixmap icon3d ( QAD_Desktop::getResourceManager()->loadPixmap( "SMESH", tr( "ICON_PATTERN_3d" ) ) );\r
+ QPixmap iconOpen( QAD_Desktop::getResourceManager()->loadPixmap( "SMESH", tr( "ICON_FILE_OPEN" ) ) );\r
+\r
+ QPixmap iconSample2d( QAD_Desktop::getResourceManager()->loadPixmap( "SMESH", tr( "ICON_PATTERN_SAMPLE_2D" ) ) );\r
+ QPixmap iconSample3d( QAD_Desktop::getResourceManager()->loadPixmap( "SMESH", tr( "ICON_PATTERN_SAMPLE_3D" ) ) );\r
+\r
+ QGroupBox* aMainGrp = new QGroupBox( 1, Qt::Horizontal, theParent );\r
+ aMainGrp->setFrameStyle( QFrame::NoFrame );\r
+ aMainGrp->setInsideMargin( 0 );\r
+\r
+ // Pattern type group\r
+ \r
+ myTypeGrp = new QButtonGroup( 1, Qt::Vertical, tr( "PATTERN_TYPE" ), aMainGrp );\r
+ mySwitch2d = new QRadioButton( myTypeGrp );\r
+ mySwitch3d = new QRadioButton( myTypeGrp );\r
+ mySwitch2d->setPixmap( icon2d );\r
+ mySwitch3d->setPixmap( icon3d );\r
+ myTypeGrp->insert( mySwitch2d, Type_2d );\r
+ myTypeGrp->insert( mySwitch3d, Type_3d );\r
+\r
+\r
+ // Mesh group\r
+ \r
+ QGroupBox* aMeshGrp = new QGroupBox( 1, Qt::Vertical, tr( "SMESH_MESH" ), aMainGrp );\r
+ new QLabel( tr( "SMESH_MESH" ), aMeshGrp );\r
+ mySelBtn[ Mesh ] = new QPushButton( aMeshGrp );\r
+ mySelBtn[ Mesh ]->setPixmap( iconSlct );\r
+ mySelEdit[ Mesh ] = new QLineEdit( aMeshGrp );\r
+ mySelEdit[ Mesh ]->setReadOnly( true );\r
+\r
+ // Pattern group\r
+ \r
+ QGroupBox* aPatGrp = new QGroupBox( 1, Qt::Horizontal, tr( "PATTERN" ), aMainGrp );\r
+\r
+ // pattern name\r
+ QGroupBox* aNameGrp = new QGroupBox( 1, Qt::Vertical, aPatGrp );\r
+ aNameGrp->setFrameStyle( QFrame::NoFrame );\r
+ aNameGrp->setInsideMargin( 0 );\r
+ new QLabel( tr( "PATTERN" ), aNameGrp );\r
+ myName = new QLineEdit( aNameGrp );\r
+ myName->setReadOnly( true );\r
+ myOpenBtn = new QPushButton( aNameGrp );\r
+ myOpenBtn->setPixmap( iconOpen );\r
+ myNewBtn = new QPushButton( tr( "NEW" ), aNameGrp );\r
+\r
+ // selection widgets\r
+ QGroupBox* aGrp = new QGroupBox( 3, Qt::Horizontal, aPatGrp );\r
+ aGrp->setFrameStyle( QFrame::NoFrame );\r
+ aGrp->setInsideMargin( 0 );\r
+\r
+ for ( int i = Object; i <= Vertex2; i++ )\r
+ {\r
+ mySelLbl[ i ] = new QLabel( aGrp );\r
+ mySelBtn[ i ] = new QPushButton( aGrp );\r
+ mySelBtn[ i ]->setPixmap( iconSlct );\r
+ mySelEdit[ i ] = new QLineEdit( aGrp );\r
+ mySelEdit[ i ]->setReadOnly( true );\r
+ }\r
+\r
+ // reverse check box\r
+ myReverseChk = new QCheckBox( tr( "REVERSE" ), aPatGrp );\r
+\r
+ // Pictures 2d and 3d\r
+ for ( int i = 0; i < 2; i++ )\r
+ {\r
+ QWidget* aPreview, *aPicture;\r
+ if ( i == 0 )\r
+ {\r
+ myPicture2d = new SMESHGUI_PatternWidget( aPatGrp ),\r
+ myPicture2d->setSizePolicy( QSizePolicy( QSizePolicy::Expanding, QSizePolicy::Expanding ) );\r
+ }\r
+ else\r
+ {\r
+ myPicture3d = new QFrame( aPatGrp ),\r
+ myPreview3d = new QLabel( myPicture3d );\r
+ myPreview3d->setPixmap( iconSample3d );\r
+ QGridLayout* aLay = new QGridLayout( myPicture3d, 3, 3, 0, 0 );\r
+ QSpacerItem* aSpacerH1 = new QSpacerItem( 0, 0, QSizePolicy::Expanding, QSizePolicy::Minimum );\r
+ QSpacerItem* aSpacerH2 = new QSpacerItem( 0, 0, QSizePolicy::Expanding, QSizePolicy::Minimum );\r
+ QSpacerItem* aSpacerV1 = new QSpacerItem( 0, 0, QSizePolicy::Minimum, QSizePolicy::Expanding );\r
+ QSpacerItem* aSpacerV2 = new QSpacerItem( 0, 0, QSizePolicy::Minimum, QSizePolicy::Expanding );\r
+ aLay->addItem( aSpacerH1, 1, 0 );\r
+ aLay->addItem( aSpacerH2, 1, 2 );\r
+ aLay->addItem( aSpacerV1, 0, 1 );\r
+ aLay->addItem( aSpacerV2, 2, 1 );\r
+ aLay->addWidget( myPreview3d, 1, 1 );\r
+ }\r
+ }\r
+\r
+ myPreviewChk = new QCheckBox( tr( "PREVIEW" ), aPatGrp );\r
+\r
+ // Connect signals and slots\r
+\r
+ connect( myTypeGrp, SIGNAL( clicked( int ) ), SLOT( onTypeChanged( int ) ) );\r
+ connect( myOpenBtn, SIGNAL( clicked() ), SLOT( onOpen() ) );\r
+ connect( myNewBtn, SIGNAL( clicked() ), SLOT( onNew() ) );\r
+ connect( myReverseChk, SIGNAL( toggled( bool ) ), SLOT( onReverse( bool ) ) );\r
+ connect( myPreviewChk, SIGNAL( toggled( bool ) ), SLOT( onPreview( bool ) ) );\r
+\r
+ QMap< int, QPushButton* >::iterator anIter;\r
+ for ( anIter = mySelBtn.begin(); anIter != mySelBtn.end(); ++anIter )\r
+ connect( *anIter, SIGNAL( clicked() ), SLOT( onSelInputChanged() ) );\r
+\r
+ return aMainGrp;\r
+}\r
+\r
+//=======================================================================\r
+\r
+// name : SMESHGUI_MeshPatternDlg::createButtonFrame\r
+// Purpose : Create frame containing buttons\r
+//=======================================================================\r
+QFrame* SMESHGUI_MeshPatternDlg::createButtonFrame( QWidget* theParent )\r
+{\r
+ QFrame* aFrame = new QFrame( theParent );\r
+ aFrame->setFrameStyle( QFrame::Box | QFrame::Sunken );\r
+\r
+ myOkBtn = new QPushButton( tr( "SMESH_BUT_OK" ), aFrame );\r
+ myApplyBtn = new QPushButton( tr( "SMESH_BUT_APPLY" ), aFrame );\r
+ myCloseBtn = new QPushButton( tr( "SMESH_BUT_CLOSE" ), aFrame );\r
+\r
+ QSpacerItem* aSpacer = new QSpacerItem( 0, 0, QSizePolicy::Expanding, QSizePolicy::Minimum );\r
+\r
+ QHBoxLayout* aLay = new QHBoxLayout( aFrame, MARGIN, SPACING );\r
+\r
+ aLay->addWidget( myOkBtn );\r
+ aLay->addWidget( myApplyBtn );\r
+ aLay->addItem( aSpacer);\r
+ aLay->addWidget( myCloseBtn );\r
+\r
+ connect( myOkBtn, SIGNAL( clicked() ), SLOT( onOk() ) );\r
+ connect( myCloseBtn, SIGNAL( clicked() ), SLOT( onClose() ) ) ;\r
+ connect( myApplyBtn, SIGNAL( clicked() ), SLOT( onApply() ) );\r
+\r
+ return aFrame;\r
+}\r
+\r
+//=======================================================================\r
+// name : SMESHGUI_MeshPatternDlg::~SMESHGUI_MeshPatternDlg\r
+// Purpose : Destructor\r
+//=======================================================================\r
+SMESHGUI_MeshPatternDlg::~SMESHGUI_MeshPatternDlg()\r
+{\r
+}\r
+\r
+//=======================================================================\r
+// name : SMESHGUI_MeshPatternDlg::Init\r
+// Purpose : Init dialog fields, connect signals and slots, show dialog\r
+//=======================================================================\r
+void SMESHGUI_MeshPatternDlg::Init( SALOME_Selection* theSelection )\r
+{\r
+ myPattern = SMESH::GetPattern();\r
+ myPreviewActor = 0;\r
+ myIsCreateDlgOpen = false;\r
+ mySelInput = Mesh;\r
+ myType = -1;\r
+ myNbPoints = -1;\r
+ mySelection = theSelection;\r
+ SMESHGUI* aSMESHGUI = SMESHGUI::GetSMESHGUI();\r
+ aSMESHGUI->SetActiveDialogBox( ( QDialog* )this );\r
+ myMesh = SMESH::SMESH_Mesh::_nil();\r
+\r
+ myMeshShape = GEOM::GEOM_Object::_nil();\r
+ myGeomObj[ Object ] = GEOM::GEOM_Object::_nil();\r
+ myGeomObj[ Vertex1 ] = GEOM::GEOM_Object::_nil();\r
+ myGeomObj[ Vertex2 ] = GEOM::GEOM_Object::_nil();\r
+\r
+ // selection and SMESHGUI\r
+ connect( mySelection, SIGNAL( currentSelectionChanged() ), SLOT( onSelectionDone() ) );\r
+ connect( aSMESHGUI, SIGNAL( SignalDeactivateActiveDialog() ), SLOT( onDeactivate() ) );\r
+ connect( aSMESHGUI, SIGNAL( SignalCloseAllDialogs() ), SLOT( onClose() ) );\r
+\r
+ myTypeGrp->setButton( Type_2d );\r
+ onTypeChanged( Type_2d );\r
+\r
+ updateGeometry();\r
+\r
+ resize( minimumSize() );\r
+\r
+ activateSelection();\r
+ onSelectionDone();\r
+\r
+ int x, y ;\r
+ aSMESHGUI->DefineDlgPosition( this, x, y );\r
+ this->move( x, y );\r
+ this->show();\r
+}\r
+\r
+//=======================================================================\r
+// name : SMESHGUI_MeshPatternDlg::isValid\r
+// Purpose : Verify validity of entry data\r
+//=======================================================================\r
+bool SMESHGUI_MeshPatternDlg::isValid( const bool theMess )\r
+{\r
+ if ( myMesh->_is_nil() || myMeshShape->_is_nil() || myGeomObj[ Object ]->_is_nil() ||\r
+ myGeomObj[ Vertex1 ]->_is_nil() || myType == Type_3d && myGeomObj[ Vertex2 ]->_is_nil() )\r
+ {\r
+ if ( theMess )\r
+ QMessageBox::information( SMESHGUI::GetSMESHGUI()->GetDesktop(),\r
+ tr( "SMESH_INSUFFICIENT_DATA" ), tr( "SMESHGUI_INVALID_PARAMETERS" ), QMessageBox::Ok );\r
+ return false;\r
+ }\r
+ else\r
+ return true;\r
+}\r
+\r
+//=======================================================================\r
+// name : SMESHGUI_MeshPatternDlg::onApply\r
+// Purpose : SLOT called when "Apply" button pressed.\r
+//=======================================================================\r
+bool SMESHGUI_MeshPatternDlg::onApply()\r
+{\r
+ try\r
+ {\r
+ if ( !isValid() )\r
+ return false;\r
+\r
+ if ( myType == Type_2d )\r
+ myPattern->ApplyToFace(\r
+ myGeomObj[ Object ], myGeomObj[ Vertex1 ], myReverseChk->isChecked() );\r
+ else\r
+ myPattern->ApplyTo3DBlock(\r
+ myGeomObj[ Object ], myGeomObj[ Vertex1 ], myGeomObj[ Vertex2 ] );\r
+\r
+ if ( myPattern->MakeMesh( myMesh ) )\r
+ {\r
+ mySelection->ClearIObjects();\r
+ SMESH::UpdateView();\r
+ SMESHGUI::GetSMESHGUI()->GetActiveStudy()->updateObjBrowser( true );\r
+ return true;\r
+ }\r
+ else\r
+ {\r
+ QMessageBox::information( SMESHGUI::GetSMESHGUI()->GetDesktop(),\r
+ tr( "SMESH_ERROR" ), tr( "SMESH_OPERATION_FAILED" ), QMessageBox::Ok );\r
+ return false;\r
+ }\r
+ }\r
+ catch( const SALOME::SALOME_Exception& S_ex )\r
+ {\r
+ QtCatchCorbaException( S_ex ); \r
+ }\r
+ catch( ... )\r
+ {\r
+ }\r
+\r
+ return false;\r
+}\r
+\r
+//=======================================================================\r
+// name : SMESHGUI_MeshPatternDlg::onOk\r
+// Purpose : SLOT called when "Ok" button pressed.\r
+//=======================================================================\r
+void SMESHGUI_MeshPatternDlg::onOk()\r
+{\r
+ if ( onApply() )\r
+ onClose();\r
+}\r
+\r
+//=======================================================================\r
+// name : SMESHGUI_MeshPatternDlg::onClose\r
+// Purpose : SLOT called when "Close" button pressed. Close dialog\r
+//=======================================================================\r
+void SMESHGUI_MeshPatternDlg::onClose()\r
+{\r
+ mySelection->ClearFilters();\r
+ QAD_Application::getDesktop()->SetSelectionMode( ActorSelection );\r
+ disconnect( mySelection, 0, this, 0 );\r
+ disconnect( SMESHGUI::GetSMESHGUI(), 0, this, 0 );\r
+ SMESHGUI::GetSMESHGUI()->ResetState();\r
+ erasePreview();\r
+ reject();\r
+}\r
+\r
+\r
+\r
+//=======================================================================\r
+// name : SMESHGUI_MeshPatternDlg::onSelectionDone\r
+// Purpose : SLOT called when selection changed\r
+//=======================================================================\r
+void SMESHGUI_MeshPatternDlg::onSelectionDone()\r
+{\r
+ try\r
+ {\r
+ if ( mySelection->IObjectCount() != 1 )\r
+ return;\r
+\r
+ if ( mySelInput == Mesh )\r
+ {\r
+ // Retrieve mesh from selection\r
+ Handle(SALOME_InteractiveObject) anIO = mySelection->firstIObject();\r
+ SMESH::SMESH_Mesh_var aMesh = SMESH::IObjectToInterface<SMESH::SMESH_Mesh>( anIO );\r
+ if ( aMesh->_is_nil() )\r
+ return;\r
+\r
+ // Get geom object corresponding to the mesh\r
+ SALOMEDS::Study_var aStudy =\r
+ SMESHGUI::GetSMESHGUI()->GetActiveStudy()->getStudyDocument();\r
+\r
+ SALOMEDS::SObject_var aSO = SMESH::FindSObject( aMesh.in() );\r
+ if ( aSO->_is_nil() )\r
+ return;\r
+\r
+ bool isFound = false;\r
+ SALOMEDS::ChildIterator_var anIter = aStudy->NewChildIterator( aSO );\r
+ for( ; anIter->More(); anIter->Next() )\r
+ {\r
+ SALOMEDS::SObject_var aSO = anIter->Value();\r
+ SALOMEDS::SObject_var aRefSO;\r
+\r
+ GEOM::GEOM_Object_var aMeshShape = GEOM::GEOM_Object::_narrow(\r
+ aSO->ReferencedObject( aRefSO )? aRefSO->GetObject() : aSO->GetObject() );\r
+\r
+ if ( !aMeshShape->_is_nil() )\r
+ {\r
+ isFound = true;\r
+ myMeshShape = aMeshShape;\r
+ break;\r
+\r
+ }\r
+ }\r
+\r
+ if ( !isFound )\r
+ return;\r
+\r
+ // Clear fields of geom objects if mesh was changed\r
+ if ( myMesh != aMesh )\r
+ {\r
+ for ( int i = Object; i <= Vertex2; i++ )\r
+ {\r
+ myGeomObj[ i ] = GEOM::GEOM_Object::_nil();\r
+ mySelEdit[ i ]->setText( "" );\r
+ }\r
+ }\r
+\r
+ myMesh = aMesh;\r
+\r
+ // Set name of mesh in line edit\r
+ QString aName;\r
+ SMESH::GetNameOfSelectedIObjects( mySelection, aName );\r
+ mySelEdit[ Mesh ]->setText( aName );\r
+ }\r
+ else\r
+ {\r
+ // Get geom object from selection\r
+ Handle(SALOME_InteractiveObject) anIO = mySelection->firstIObject();\r
+ GEOM::GEOM_Object_var anObj = SMESH::IObjectToInterface<GEOM::GEOM_Object>( anIO );\r
+ if ( anObj->_is_nil() )\r
+ return;\r
+\r
+ // Clear fields of vertexes if face or 3d block was changed\r
+ if ( anObj != myGeomObj[ mySelInput ] && mySelInput == Object )\r
+ {\r
+ for ( int i = Vertex1; i <= Vertex2; i++ )\r
+ {\r
+ myGeomObj[ i ] = GEOM::GEOM_Object::_nil();\r
+ mySelEdit[ i ]->setText( "" );\r
+ }\r
+ }\r
+\r
+ myGeomObj[ mySelInput ] = anObj;\r
+\r
+ // Set name of geom object in line edit\r
+ QString aName;\r
+ SMESH::GetNameOfSelectedIObjects( mySelection, aName );\r
+ mySelEdit[ mySelInput ]->setText( aName );\r
+ }\r
+ }\r
+ catch( const SALOME::SALOME_Exception& S_ex )\r
+ {\r
+ QtCatchCorbaException( S_ex );\r
+ resetSelInput();\r
+ }\r
+ catch( ... )\r
+ {\r
+ resetSelInput();\r
+ }\r
+\r
+ updateWgState();\r
+ displayPreview();\r
+}\r
+\r
+//=======================================================================\r
+// name : SMESHGUI_MeshPatternDlg::resetSelInput\r
+// Purpose : Reset fields corresponding to the current selection input\r
+//=======================================================================\r
+void SMESHGUI_MeshPatternDlg::resetSelInput()\r
+{\r
+ if ( mySelInput == Mesh )\r
+ {\r
+ myMesh = SMESH::SMESH_Mesh::_nil();\r
+ myMeshShape = GEOM::GEOM_Object::_nil();\r
+ }\r
+\r
+ else\r
+ myGeomObj[ mySelInput ] = GEOM::GEOM_Object::_nil();\r
+\r
+ mySelEdit[ mySelInput ]->setText( "" );\r
+}\r
+\r
+//=======================================================================\r
+// name : SMESHGUI_MeshPatternDlg::onDeactivate\r
+// Purpose : SLOT called when dialog must be deativated\r
+//=======================================================================\r
+void SMESHGUI_MeshPatternDlg::onDeactivate()\r
+{\r
+ mySelection->ClearFilters();\r
+ //if ( myReverseChk->isChecked() )\r
+ // erasePreview();\r
+ disconnect( mySelection, 0, this, 0 );\r
+ setEnabled( false );\r
+}\r
+\r
+//=======================================================================\r
+// name : SMESHGUI_MeshPatternDlg::enterEvent\r
+// Purpose : Event filter\r
+//=======================================================================\r
+void SMESHGUI_MeshPatternDlg::enterEvent( QEvent* )\r
+{\r
+ if ( myIsCreateDlgOpen )\r
+ return;\r
+ \r
+ if ( myReverseChk->isChecked() )\r
+ displayPreview();\r
+ SMESHGUI::GetSMESHGUI()->EmitSignalDeactivateDialog() ;\r
+ setEnabled( true );\r
+ activateSelection();\r
+ connect( mySelection, SIGNAL( currentSelectionChanged() ), SLOT( onSelectionDone() ) );\r
+}\r
+\r
+\r
+//=================================================================================\r
+// function : closeEvent()\r
+// purpose :\r
+//=================================================================================\r
+void SMESHGUI_MeshPatternDlg::closeEvent( QCloseEvent* e )\r
+{\r
+ onClose() ;\r
+}\r
+\r
+//=======================================================================\r
+// name : SMESHGUI_MeshPatternDlg::onSelInputChanged\r
+// Purpose : SLOT. Called when -> button clicked.\r
+// Change current selection input field\r
+//=======================================================================\r
+void SMESHGUI_MeshPatternDlg::onSelInputChanged()\r
+{\r
+ const QObject* aSender = sender();\r
+ for ( int i = Mesh; i <= Vertex2; i++ )\r
+ if ( aSender == mySelBtn[ i ] )\r
+ mySelInput = i;\r
+\r
+ activateSelection();\r
+ onSelectionDone();\r
+}\r
+\r
+//=======================================================================\r
+// name : SMESHGUI_MeshPatternDlg::prepareFilters\r
+// Purpose : Prepare filters for dialog\r
+//=======================================================================\r
+\r
+QStringList SMESHGUI_MeshPatternDlg::prepareFilters() const\r
+{\r
+ static QStringList aList;\r
+ if ( aList.isEmpty() )\r
+ {\r
+ aList.append( tr( "PATTERN_FILT" ) );\r
+ //aList.append( tr( "ALL_FILES_FILTER" ) );\r
+ }\r
+\r
+ return aList;\r
+}\r
+\r
+//================================================================\r
+\r
+// Function : SMESHGUI_MeshPatternDlg::autoExtension\r
+// Purpose : Append extension to the file name\r
+//================================================================\r
+QString SMESHGUI_MeshPatternDlg::autoExtension( const QString& theFileName ) const\r
+{\r
+ QString anExt = theFileName.section( '.', -1 );\r
+ return anExt != "smp" && anExt != "SMP" ? theFileName + ".smp" : theFileName;\r
+}\r
+\r
+//=======================================================================\r
+// name : SMESHGUI_MeshPatternDlg::onOpen\r
+// Purpose : SLOT. Called when "Open" button clicked.\r
+// Displays file open dialog\r
+//=======================================================================\r
+void SMESHGUI_MeshPatternDlg::onOpen()\r
+{\r
+ QAD_FileDlg* aDlg = new QAD_FileDlg( this, true );\r
+ aDlg->setCaption( tr( "LOAD_PATTERN" ) );\r
+ aDlg->setMode( QFileDialogP::ExistingFile );\r
+ aDlg->setFilters( prepareFilters() );\r
+ if ( myName->text() != "" )\r
+ aDlg->setSelection( myName->text() + ".smp" );\r
+ QPushButton* anOkBtn = ( QPushButton* )aDlg->child( "OK", "QPushButton" );\r
+ if ( anOkBtn != 0 )\r
+ anOkBtn->setText( tr( "SMESH_BUT_OK" ) );\r
+\r
+ if ( aDlg->exec() != Accepted )\r
+ return;\r
+\r
+ QString fName = aDlg->selectedFile();\r
+ if ( fName.isEmpty() )\r
+ return;\r
+\r
+ if ( QFileInfo( fName ).extension().isEmpty() )\r
+ fName = autoExtension( fName );\r
+\r
+ fName = QDir::convertSeparators( fName );\r
+ \r
+ QString prev = QDir::convertSeparators( myName->text() );\r
+ if ( prev == fName )\r
+ return;\r
+\r
+ // Read string from file\r
+ QFile aFile( fName );\r
+ if ( !aFile.open( IO_ReadOnly ) )\r
+ {\r
+ QMessageBox::information( SMESHGUI::GetSMESHGUI()->GetDesktop(),\r
+ tr( "SMESH_ERROR" ), tr( "ERROR_OF_OPENING" ), QMessageBox::Ok );\r
+ return;\r
+ }\r
+ \r
+ QByteArray aDataArray = aFile.readAll();\r
+ const char* aData = aDataArray.data();\r
+ if ( aData == 0 )\r
+ {\r
+ QMessageBox::information( SMESHGUI::GetSMESHGUI()->GetDesktop(),\r
+ tr( "SMESH_ERROR" ), tr( "ERROR_OF_READING" ), QMessageBox::Ok );\r
+ return;\r
+ }\r
+ \r
+ if ( loadFromFile( aData ) )\r
+ myName->setText( QFileInfo( fName ).baseName() );\r
+ \r
+ updateWgState();\r
+ displayPreview();\r
+}\r
+\r
+//=======================================================================\r
+// name : SMESHGUI_MeshPatternDlg::onCloseCreationDlg\r
+// Purpose : SLOT. Called when "Pattern creation" dialog closed with "Close"\r
+//=======================================================================\r
+void SMESHGUI_MeshPatternDlg::onCloseCreationDlg()\r
+{\r
+ setEnabled( true );\r
+ myIsCreateDlgOpen = false;\r
+}\r
+\r
+\r
+//=======================================================================\r
+// name : SMESHGUI_MeshPatternDlg::onOkCreationDlg\r
+// Purpose : SLOT. Called when "Pattern creation" dialog closed with OK\r
+// or SAVE buttons. Initialize myPattern field. Redisplay preview\r
+//=======================================================================\r
+void SMESHGUI_MeshPatternDlg::onOkCreationDlg()\r
+{\r
+ myPattern = SMESH::SMESH_Pattern::_duplicate( myCreationDlg->GetPattern() );\r
+ myName->setText( myCreationDlg->GetPatternName() );\r
+ displayPreview();\r
+ setEnabled( true );\r
+ myIsCreateDlgOpen = false;\r
+}\r
+\r
+\r
+//=======================================================================\r
+// name : SMESHGUI_MeshPatternDlg::onNew\r
+// Purpose : SLOT. Called when "New..." button clicked. Create new pattern\r
+//=======================================================================\r
+void SMESHGUI_MeshPatternDlg::onNew()\r
+{\r
+ setEnabled( false );\r
+ myIsCreateDlgOpen = true;\r
+ if ( myCreationDlg == 0 )\r
+ {\r
+ myCreationDlg = new SMESHGUI_CreatePatternDlg( this, mySelection, myType );\r
+ connect( myCreationDlg, SIGNAL( NewPattern() ), SLOT( onOkCreationDlg() ) );\r
+ connect( myCreationDlg, SIGNAL( Close() ), SLOT( onCloseCreationDlg() ) );\r
+ }\r
+ else\r
+ myCreationDlg->Init( mySelection, myType );\r
+\r
+ myCreationDlg->SetMesh( myMesh );\r
+ myCreationDlg->show();\r
+}\r
+\r
+//=======================================================================\r
+// name : SMESHGUI_MeshPatternDlg::onReverse\r
+// Purpose : SLOT. Called when state of "Reverse order..." checkbox chaged\r
+// Calculate new points of the mesh to be created. Redisplay preview\r
+//=======================================================================\r
+void SMESHGUI_MeshPatternDlg::onReverse( bool )\r
+{\r
+ displayPreview();\r
+}\r
+\r
+//=======================================================================\r
+\r
+// name : SMESHGUI_MeshPatternDlg::onPreview\r
+// Purpose : SLOT. Called when state of "Preview" checkbox changed\r
+// Display/Erase preview\r
+//=======================================================================\r
+void SMESHGUI_MeshPatternDlg::onPreview( bool )\r
+{\r
+ displayPreview();\r
+}\r
+\r
+//=======================================================================\r
+// name : SMESHGUI_MeshPatternDlg::displayPreview\r
+// Purpose : Display preview\r
+//=======================================================================\r
+void SMESHGUI_MeshPatternDlg::displayPreview()\r
+{\r
+ try\r
+ {\r
+ // Redisplay preview in dialog\r
+\r
+ SMESH::point_array_var pnts = myPattern->GetPoints();\r
+ SMESH::long_array_var keyPoints = myPattern->GetKeyPoints();\r
+ SMESH::array_of_long_array_var elemPoints = myPattern->GetElementPoints();\r
+\r
+ if ( pnts->length() == 0 ||\r
+ keyPoints->length() == 0 ||\r
+ elemPoints->length() == 0 )\r
+ {\r
+ erasePreview();\r
+ return;\r
+ }\r
+\r
+ else\r
+ {\r
+ PointVector aPoints( pnts->length() );\r
+ QValueVector<int> aKeyPoints( keyPoints->length() );\r
+ ConnectivityVector anElemPoints( elemPoints->length() );\r
+\r
+ for ( int i = 0, n = pnts->length(); i < n; i++ )\r
+ aPoints[ i ] = pnts[ i ];\r
+\r
+ for ( int i2 = 0, n2 = keyPoints->length(); i2 < n2; i2++ )\r
+ aKeyPoints[ i2 ] = keyPoints[ i2 ];\r
+\r
+ for ( int i3 = 0, n3 = elemPoints->length(); i3 < n3; i3++ )\r
+ {\r
+ QValueVector<int> aVec( elemPoints[ i3 ].length() );\r
+ for ( int i4 = 0, n4 = elemPoints[ i3 ].length(); i4 < n4; i4++ )\r
+ aVec[ i4 ] = elemPoints[ i3 ][ i4 ];\r
+\r
+ anElemPoints[ i3 ] = aVec;\r
+ }\r
+\r
+ myPicture2d->SetPoints( aPoints, aKeyPoints, anElemPoints );\r
+ }\r
+\r
+\r
+ // Redisplay preview in 3D viewer\r
+\r
+ if ( myPreviewActor != 0 )\r
+ {\r
+ if ( VTKViewer_ViewFrame* vf = SMESH::GetCurrentVtkView() )\r
+ {\r
+ vf->RemoveActor(myPreviewActor);\r
+ vf->Repaint();\r
+ }\r
+ myPreviewActor->Delete();\r
+ myPreviewActor = 0;\r
+ }\r
+\r
+ if ( !myPreviewChk->isChecked() || !isValid( false ) )\r
+ return;\r
+\r
+ vtkUnstructuredGrid* aGrid = getGrid();\r
+ if ( aGrid == 0 )\r
+ return;\r
+\r
+ // Create and display actor\r
+ vtkDataSetMapper* aMapper = vtkDataSetMapper::New();\r
+ aMapper->SetInput( aGrid );\r
+\r
+ myPreviewActor = SALOME_Actor::New();\r
+ myPreviewActor->PickableOff();\r
+ myPreviewActor->SetMapper( aMapper );\r
+\r
+ vtkProperty* aProp = vtkProperty::New();\r
+ aProp->SetRepresentationToWireframe();\r
+ aProp->SetColor( 250, 0, 250 );\r
+ if ( SMESH_Actor* anActor = SMESH::FindActorByObject( myMesh ) )\r
+ aProp->SetLineWidth( SMESH::GetFloat( "SMESH:SettingsWidth", 1 ) +1 );\r
+ else\r
+ aProp->SetLineWidth( 1 );\r
+ myPreviewActor->SetProperty( aProp );\r
+\r
+ myPreviewActor->SetRepresentation( 3 );\r
+\r
+ SMESH::GetCurrentVtkView()->AddActor( myPreviewActor );\r
+ SMESH::GetCurrentVtkView()->Repaint();\r
+\r
+ aProp->Delete();\r
+ aGrid->Delete();\r
+ }\r
+ catch( const SALOME::SALOME_Exception& S_ex )\r
+ {\r
+ QtCatchCorbaException( S_ex );\r
+ erasePreview();\r
+ }\r
+ catch( ... )\r
+ {\r
+ erasePreview();\r
+ }\r
+}\r
+\r
+//=======================================================================\r
+// name : SMESHGUI_MeshPatternDlg::erasePreview\r
+// Purpose : Erase preview\r
+//=======================================================================\r
+void SMESHGUI_MeshPatternDlg::erasePreview()\r
+{\r
+ // Erase preview in 2D viewer\r
+ myPicture2d->SetPoints( PointVector(), QValueVector<int>(), ConnectivityVector() );\r
+\r
+ // Erase preview in 3D viewer\r
+ if ( myPreviewActor == 0 )\r
+ return;\r
+\r
+\r
+ if ( VTKViewer_ViewFrame* vf = SMESH::GetCurrentVtkView() )\r
+ {\r
+ vf->RemoveActor(myPreviewActor);\r
+ vf->Repaint();\r
+ }\r
+ myPreviewActor->Delete();\r
+ myPreviewActor = 0;\r
+}\r
+\r
+//=======================================================================\r
+// name : SMESHGUI_MeshPatternDlg::updateWgState\r
+// Purpose : Enable/disable selection widgets\r
+//=======================================================================\r
+void SMESHGUI_MeshPatternDlg::updateWgState()\r
+{\r
+ if ( myMesh->_is_nil() )\r
+ {\r
+ for ( int i = Object; i <= Vertex2; i++ )\r
+ {\r
+ mySelBtn [ i ]->setEnabled( false );\r
+ mySelEdit[ i ]->setEnabled( false );\r
+ mySelEdit[ i ]->setText( "" );\r
+ }\r
+ }\r
+ else\r
+ {\r
+ mySelBtn [ Object ]->setEnabled( true );\r
+ mySelEdit[ Object ]->setEnabled( true );\r
+ \r
+ if ( myGeomObj[ Object ]->_is_nil() )\r
+ {\r
+ for ( int i = Vertex1; i <= Vertex2; i++ )\r
+ {\r
+ mySelBtn [ i ]->setEnabled( false );\r
+ mySelEdit[ i ]->setEnabled( false );\r
+ mySelEdit[ i ]->setText( "" );\r
+ }\r
+ }\r
+ else\r
+ {\r
+ for ( int i = Object; i <= Vertex2; i++ )\r
+ {\r
+ mySelBtn [ i ]->setEnabled( true );\r
+ mySelEdit[ i ]->setEnabled( true );\r
+ }\r
+ }\r
+ }\r
+}\r
+\r
+//=======================================================================\r
+// name : SMESHGUI_MeshPatternDlg::activateSelection\r
+// Purpose : Activate selection in accordance with current selection input\r
+//=======================================================================\r
+void SMESHGUI_MeshPatternDlg::activateSelection()\r
+{\r
+ mySelection->ClearFilters();\r
+ QAD_Application::getDesktop()->SetSelectionMode( ActorSelection );\r
+ \r
+ if ( mySelInput == Object && !myMeshShape->_is_nil() )\r
+ {\r
+ if ( myType == Type_2d )\r
+ {\r
+ if ( myNbPoints > 0 )\r
+ mySelection->AddFilter( new SMESH_NumberFilter( \r
+\r
+ "GEOM", TopAbs_VERTEX, myNbPoints, TopAbs_FACE, myMeshShape ) );\r
+ else\r
+ mySelection->AddFilter( new SMESH_NumberFilter(\r
+ "GEOM", TopAbs_SHAPE, myNbPoints, TopAbs_FACE, myMeshShape ) );\r
+ }\r
+ else\r
+ {\r
+ TColStd_MapOfInteger aTypes;\r
+ aTypes.Add( TopAbs_SHELL );\r
+ aTypes.Add( TopAbs_SOLID );\r
+ mySelection->AddFilter( new SMESH_NumberFilter(\r
+ "GEOM", TopAbs_FACE, 6, aTypes, myMeshShape, true ) );\r
+ }\r
+ }\r
+ else if ( ( mySelInput == Vertex1 || mySelInput == Vertex2 ) && !myGeomObj[ Object ]->_is_nil() )\r
+ {\r
+ mySelection->AddFilter( new SMESH_NumberFilter(\r
+ "GEOM", TopAbs_SHAPE, 1, TopAbs_VERTEX, myGeomObj[ Object ] ) );\r
+ }\r
+}\r
+\r
+//=======================================================================\r
+// name : SMESHGUI_MeshPatternDlg::loadFromFile\r
+// Purpose : Load pattern from file\r
+//=======================================================================\r
+bool SMESHGUI_MeshPatternDlg::loadFromFile( const QString& theName )\r
+{\r
+ try\r
+ {\r
+ SMESH::SMESH_Pattern_var aPattern = SMESH::GetPattern();\r
+\r
+ if ( !aPattern->LoadFromFile( theName.latin1() ) ||\r
+ myType == Type_2d && !aPattern->Is2D())\r
+ {\r
+ SMESH::SMESH_Pattern::ErrorCode aCode = aPattern->GetErrorCode();\r
+ QString aMess;\r
+ if ( aCode == SMESH::SMESH_Pattern::ERR_READ_NB_POINTS ) aMess = tr( "ERR_READ_NB_POINTS" );\r
+ else if ( aCode == SMESH::SMESH_Pattern::ERR_READ_POINT_COORDS ) aMess = tr( "ERR_READ_POINT_COORDS" );\r
+ else if ( aCode == SMESH::SMESH_Pattern::ERR_READ_TOO_FEW_POINTS ) aMess = tr( "ERR_READ_TOO_FEW_POINTS" );\r
+ else if ( aCode == SMESH::SMESH_Pattern::ERR_READ_3D_COORD ) aMess = tr( "ERR_READ_3D_COORD" );\r
+ else if ( aCode == SMESH::SMESH_Pattern::ERR_READ_NO_KEYPOINT ) aMess = tr( "ERR_READ_NO_KEYPOINT" );\r
+ else if ( aCode == SMESH::SMESH_Pattern::ERR_READ_BAD_INDEX ) aMess = tr( "ERR_READ_BAD_INDEX" );\r
+ else if ( aCode == SMESH::SMESH_Pattern::ERR_READ_ELEM_POINTS ) aMess = tr( "ERR_READ_ELEM_POINTS" );\r
+ else if ( aCode == SMESH::SMESH_Pattern::ERR_READ_NO_ELEMS ) aMess = tr( "ERR_READ_NO_ELEMS" );\r
+ else if ( aCode == SMESH::SMESH_Pattern::ERR_READ_BAD_KEY_POINT ) aMess = tr( "ERR_READ_BAD_KEY_POINT" );\r
+ else aMess = tr( "ERROR_OF_LOADING" );\r
+\r
+ QMessageBox::information( SMESHGUI::GetSMESHGUI()->GetDesktop(),\r
+ tr( "SMESH_ERROR" ), aMess, QMessageBox::Ok );\r
+ return false;\r
+ }\r
+ else\r
+ {\r
+ myPattern = aPattern;\r
+ return true;\r
+ }\r
+ }\r
+ catch( const SALOME::SALOME_Exception& S_ex )\r
+ {\r
+ QtCatchCorbaException( S_ex );\r
+ QMessageBox::information( SMESHGUI::GetSMESHGUI()->GetDesktop(),\r
+ tr( "SMESH_ERROR" ), tr( "ERROR_OF_LOADING" ), QMessageBox::Ok );\r
+ return false;\r
+ }\r
+}\r
+\r
+//=======================================================================\r
+// name : SMESHGUI_MeshPatternDlg::onTypeChanged\r
+\r
+// Purpose : SLOT. Called when pattern type changed.\r
+// Change dialog's look and feel\r
+//=======================================================================\r
+void SMESHGUI_MeshPatternDlg::onTypeChanged( int theType )\r
+{\r
+ if ( myType == theType )\r
+ return;\r
+\r
+ myType = theType;\r
+\r
+ myNbPoints = -1;\r
+ myGeomObj[ Object ] = GEOM::GEOM_Object::_nil();\r
+ myGeomObj[ Vertex1 ] = GEOM::GEOM_Object::_nil();\r
+ myGeomObj[ Vertex2 ] = GEOM::GEOM_Object::_nil();\r
+ myPattern = SMESH::GetPattern();\r
+\r
+ myName->setText( "" );\r
+ mySelEdit[ Object ]->setText( "" );\r
+ mySelEdit[ Vertex1 ]->setText( "" );\r
+ mySelEdit[ Vertex2 ]->setText( "" );\r
+\r
+ if ( theType == Type_2d )\r
+ {\r
+ mySelLbl [ Vertex2 ]->hide();\r
+ mySelBtn [ Vertex2 ]->hide();\r
+ mySelEdit[ Vertex2 ]->hide();\r
+ myReverseChk->show();\r
+ myPicture2d->show();\r
+ myPicture3d->hide();\r
+ mySelLbl[ Object ]->setText( tr( "FACE" ) );\r
+ mySelLbl[ Vertex1 ]->setText( tr( "VERTEX" ) );\r
+ }\r
+ else\r
+ {\r
+ mySelLbl [ Vertex2 ]->show();\r
+ mySelBtn [ Vertex2 ]->show();\r
+ mySelEdit[ Vertex2 ]->show();\r
+ myReverseChk->hide();\r
+ myPicture2d->hide();\r
+ myPicture3d->show();\r
+ mySelLbl[ Object ]->setText( tr( "3D_BLOCK" ) );\r
+ mySelLbl[ Vertex1 ]->setText( tr( "VERTEX1" ) );\r
+ mySelLbl[ Vertex2 ]->setText( tr( "VERTEX2" ) );\r
+ }\r
+\r
+ mySelInput = Mesh;\r
+ activateSelection();\r
+ updateWgState();\r
+ displayPreview();\r
+}\r
+\r
+//=======================================================================\r
+// name : SMESHGUI_MeshPatternDlg::getGrid\r
+// Purpose : Get unstructured grid for pattern\r
+//=======================================================================\r
+vtkUnstructuredGrid* SMESHGUI_MeshPatternDlg::getGrid()\r
+{\r
+ try\r
+ {\r
+ // Get points from pattern\r
+ SMESH::point_array_var pnts = myType == Type_2d\r
+ ? myPattern->ApplyToFace( myGeomObj[ Object ], myGeomObj[ Vertex1 ], myReverseChk->isChecked() )\r
+ : myPattern->ApplyTo3DBlock( myGeomObj[ Object ], myGeomObj[ Vertex1 ], myGeomObj[ Vertex2 ] );\r
+\r
+ SMESH::array_of_long_array_var elemPoints = myPattern->GetElementPoints();\r
+\r
+ if ( pnts->length() == 0 || elemPoints->length() == 0 )\r
+ return 0;\r
+\r
+ \r
+\r
+ // to do : to be removed /////////////////////////////////////////////\r
+\r
+#ifdef DEB_SLN\r
+ for ( int i1 = 0, n1 = pnts->length(); i1 < n1; i1++ )\r
+ printf( "%d: %g %g %g\n", i1, pnts[ i1 ].x, pnts[ i1 ].y, pnts[ i1 ].z );\r
+\r
+ printf( "\nELEMENTS : \n" );\r
+ for ( int i2 = 0, n2 = elemPoints->length(); i2 < n2; i2++ )\r
+ {\r
+\r
+ printf( "%d: ", i2 );\r
+ for ( int i3 = 0, n3 = elemPoints[ i2 ].length(); i3 < n3; i3++ )\r
+ printf( "%d ", elemPoints[ i2 ][ i3 ] );\r
+\r
+ printf( "\n" );\r
+\r
+ }\r
+#endif\r
+ //////////////////////////////////////////////////////////////////////\r
+\r
+ // Calculate number of points used for cell\r
+ vtkIdType aNbCells = elemPoints->length();\r
+ vtkIdType aCellsSize = 0;\r
+ for ( int i = 0, n = elemPoints->length(); i < n; i++ )\r
+ aCellsSize += elemPoints[ i ].length();\r
+\r
+ // Create unstructured grid and other usefull arrays\r
+ vtkUnstructuredGrid* aGrid = vtkUnstructuredGrid::New();\r
+\r
+ vtkCellArray* aConnectivity = vtkCellArray::New();\r
+ aConnectivity->Allocate( aCellsSize, 0 );\r
+\r
+ vtkPoints* aPoints = vtkPoints::New();\r
+ aPoints->SetNumberOfPoints( pnts->length() );\r
+\r
+ vtkUnsignedCharArray* aCellTypesArray = vtkUnsignedCharArray::New();\r
+ aCellTypesArray->SetNumberOfComponents( 1 );\r
+ aCellTypesArray->Allocate( aNbCells * aCellTypesArray->GetNumberOfComponents() );\r
+\r
+ vtkIdList *anIdList = vtkIdList::New();\r
+\r
+ // Fill array of points\r
+ for ( int p = 0, nbPnt = pnts->length(); p < nbPnt; p++ )\r
+ aPoints->SetPoint( p, pnts[ p ].x, pnts[ p ].y, pnts[ p ].z );\r
+\r
+ for ( int e = 0, nbElem = elemPoints->length(); e < nbElem; e++ )\r
+ {\r
+ int nbPoints = elemPoints[ e ].length();\r
+ anIdList->SetNumberOfIds( nbPoints );\r
+ for ( int i = 0; i < nbPoints; i++ )\r
+ anIdList->SetId( i, elemPoints[ e ][ i ] );\r
+\r
+ aConnectivity->InsertNextCell( anIdList );\r
+\r
+ if ( nbPoints == 3 ) aCellTypesArray->InsertNextValue( VTK_TRIANGLE );\r
+ else if ( nbPoints == 5 ) aCellTypesArray->InsertNextValue( VTK_PYRAMID );\r
+ else if ( nbPoints == 6 ) aCellTypesArray->InsertNextValue( VTK_WEDGE );\r
+ else if ( nbPoints == 8 ) aCellTypesArray->InsertNextValue( VTK_HEXAHEDRON );\r
+ else if ( nbPoints == 4 && myType == Type_2d ) aCellTypesArray->InsertNextValue( VTK_QUAD );\r
+ else if ( nbPoints == 4 && myType == Type_3d ) aCellTypesArray->InsertNextValue( VTK_TETRA );\r
+ else aCellTypesArray->InsertNextValue( VTK_EMPTY_CELL );\r
+ }\r
+\r
+ vtkIntArray* aCellLocationsArray = vtkIntArray::New();\r
+ aCellLocationsArray->SetNumberOfComponents( 1 );\r
+ aCellLocationsArray->SetNumberOfTuples( aNbCells );\r
+\r
+ aConnectivity->InitTraversal();\r
+ for( vtkIdType idType = 0, *pts, npts; aConnectivity->GetNextCell( npts, pts ); idType++ )\r
+ aCellLocationsArray->SetValue( idType, aConnectivity->GetTraversalLocation( npts ) );\r
+\r
+ aGrid->SetPoints( aPoints );\r
+ aGrid->SetCells( aCellTypesArray, aCellLocationsArray,aConnectivity );\r
+\r
+ aConnectivity->Delete();\r
+ aPoints->Delete();\r
+ aCellTypesArray->Delete();\r
+ anIdList->Delete();\r
+ aCellLocationsArray->Delete();\r
+\r
+ return aGrid;\r
+ }\r
+ catch( ... )\r
+ {\r
+ return 0;\r
+ }\r
+}\r
+\r
+\r
+\r
+\r
+\r
+\r
+\r
+\r
+\r
+\r
+\r
+\r
+\r
+\r
+\r
+\r
+\r
+\r
+\r
+\r