+//================================================================================
+/*!
+ * \brief SLOT. Is called when Ok is pressed in SMESHGUI_ShapeByMeshDlg
+ */
+//================================================================================
+
+void SMESHGUI_GroupDlg::onPublishShapeByMeshDlg(SUIT_Operation* op)
+{
+ if ( myShapeByMeshOp == op ) {
+ mySMESHGUI->getApp()->updateObjectBrowser();
+ show();
+ // Select a found geometry object
+ GEOM::GEOM_Object_var aGeomVar = myShapeByMeshOp->GetShape();
+ if ( !aGeomVar->_is_nil() )
+ {
+ QString ID = aGeomVar->GetStudyEntry();
+ _PTR(Study) aStudy = SMESH::GetActiveStudyDocument();
+ if ( _PTR(SObject) aGeomSO = aStudy->FindObjectID( ID.toLatin1().data() )) {
+ SALOME_ListIO anIOList;
+ Handle(SALOME_InteractiveObject) anIO = new SALOME_InteractiveObject
+ ( aGeomSO->GetID().c_str(), "SMESH", aGeomSO->GetName().c_str() );
+ anIOList.Append( anIO );
+ mySelectionMgr->setSelectedObjects( anIOList, false );
+ onObjectSelectionChanged();
+ }
+ }
+ }
+}
+
+//================================================================================
+/*!
+ * \brief SLOT. Is called when Close is pressed in SMESHGUI_ShapeByMeshDlg
+ */
+//================================================================================
+
+void SMESHGUI_GroupDlg::onCloseShapeByMeshDlg(SUIT_Operation* op)
+{
+ if ( myShapeByMeshOp == op )
+ {
+ show();
+ setSelectionMode(grpGeomSelection);
+ }
+}
+
+//=================================================================================
+// function : setGroupColor()
+// purpose :
+//=================================================================================
+void SMESHGUI_GroupDlg::setGroupColor( const SALOMEDS::Color& theColor )
+{
+ QColor aQColor( (int)( theColor.R * 255.0 ),
+ (int)( theColor.G * 255.0 ),
+ (int)( theColor.B * 255.0 ) );
+ setGroupQColor( aQColor );
+}
+
+//=================================================================================
+// function : getGroupColor()
+// purpose :
+//=================================================================================
+SALOMEDS::Color SMESHGUI_GroupDlg::getGroupColor() const
+{
+ QColor aQColor = getGroupQColor();
+
+ SALOMEDS::Color aColor;
+ aColor.R = (float)aQColor.red() / 255.0;
+ aColor.G = (float)aQColor.green() / 255.0;
+ aColor.B = (float)aQColor.blue() / 255.0;
+
+ return aColor;
+}
+
+//=================================================================================
+// function : setGroupQColor()
+// purpose :
+//=================================================================================
+void SMESHGUI_GroupDlg::setGroupQColor( const QColor& theColor )
+{
+ if( theColor.isValid() )
+ myColorBtn->setColor( theColor );
+}
+
+//=================================================================================
+// function : getGroupQColor()
+// purpose :
+//=================================================================================
+QColor SMESHGUI_GroupDlg::getGroupQColor() const
+{
+ return myColorBtn->color();
+}
+
+//=================================================================================
+// function : setDefaultGroupColor()
+// purpose :
+//=================================================================================
+void SMESHGUI_GroupDlg::setDefaultGroupColor()
+{
+ if( myMesh->_is_nil() )
+ return;
+
+ bool isAutoColor = myMesh->GetAutoColor();
+
+ QColor aQColor = myColorBtn->color();
+ if( !isAutoColor )
+ {
+ if ( !aQColor.isValid() ) {
+ int r = 0, g = 0, b = 0;
+ SMESH::GetColor( "SMESH", "default_grp_color", r, g, b, QColor( 255, 170, 0 ) );
+ aQColor.setRgb( r, g, b );
+ }
+ }
+ else
+ {
+#ifdef SIMPLE_AUTOCOLOR // simplified algorithm for auto-colors
+ SALOMEDS::Color aColor = SMESHGUI::getPredefinedUniqueColor();
+#else // old algorithm for auto-colors
+ SMESH::ListOfGroups aListOfGroups = *myMesh->GetGroups();
+
+ QList<SALOMEDS::Color> aReservedColors;
+ for( int i = 0, n = aListOfGroups.length(); i < n; i++ )
+ {
+ SMESH::SMESH_GroupBase_var aGroupObject = aListOfGroups[i];
+ SALOMEDS::Color aReservedColor = aGroupObject->GetColor();
+ aReservedColors.append( aReservedColor );
+ }
+
+ SALOMEDS::Color aColor = SMESHGUI::getUniqueColor( aReservedColors );
+#endif // SIMPLE_AUTOCOLOR
+
+ aQColor.setRgb( (int)( aColor.R * 255.0 ),
+ (int)( aColor.G * 255.0 ),
+ (int)( aColor.B * 255.0 ) );
+
+ }
+
+ setGroupQColor( aQColor );
+}
+
+//=================================================================================
+// function : SetAppropriateActor()
+// purpose : Find more appropriate of visible actors, set it to myActor, allow picking
+// NPAL19389: create a group with a selection in another group.
+// if mesh actor is not visible - find any first visible group or submesh
+//=================================================================================
+bool SMESHGUI_GroupDlg::SetAppropriateActor()
+{
+ bool isActor = false;
+ myActorsList.clear();
+
+ if (myMesh->_is_nil()) return false;
+
+ SVTK_ViewWindow* aViewWindow = SMESH::GetCurrentVtkView();
+
+ if (myGeomGroupBtn->isChecked()) { // try current group on geometry actor
+ if (!isActor) {
+ if (!myGroupOnGeom->_is_nil()) {
+ SMESH_Actor* anActor = SMESH::FindActorByObject(myGroupOnGeom);
+ if (anActor && anActor->hasIO())
+ {
+ isActor = true;
+ if (aViewWindow && !aViewWindow->isVisible(anActor->getIO()))
+ isActor = false;
+ else
+ myActorsList.append(anActor);
+ }
+ }
+ }
+ } else {
+ // try mesh actor
+ SMESH_Actor* anActor = SMESH::FindActorByObject(myMesh);
+ if (anActor && anActor->hasIO()) {
+ isActor = true;
+ if (aViewWindow && !aViewWindow->isVisible(anActor->getIO()))
+ isActor = false;
+ else
+ myActorsList.append(anActor);
+ }
+
+ // try group actor
+ if (!isActor && !myGroup->_is_nil()) {
+ SMESH_Actor* anActor = SMESH::FindActorByObject(myGroup);
+ if (anActor && anActor->hasIO())
+ myActorsList.append(anActor);
+ }
+
+ // try any visible actor of group or submesh of current mesh
+ if (aViewWindow) {
+ // mesh entry
+ _PTR(SObject) aSObject = SMESH::FindSObject(myMesh);
+ if (aSObject) {
+ CORBA::String_var meshEntry = aSObject->GetID().c_str();
+ int len = strlen(meshEntry);
+
+ // iterate on all actors in current view window, search for
+ // any visible actor, that belongs to group or submesh of current mesh
+ VTK::ActorCollectionCopy aCopy(aViewWindow->getRenderer()->GetActors());
+ vtkActorCollection *aCollection = aCopy.GetActors();
+ int nbItems = aCollection->GetNumberOfItems();
+ for (int i=0; i<nbItems && !isActor; i++)
+ {
+ SMESH_Actor *anActor = dynamic_cast<SMESH_Actor*>(aCollection->GetItemAsObject(i));
+ if (anActor && anActor->hasIO()) {
+ Handle(SALOME_InteractiveObject) anIO = anActor->getIO();
+ if (aViewWindow->isVisible(anIO)) {
+ if (anIO->hasEntry() && strncmp(anIO->getEntry(), meshEntry, len) == 0 && !myActorsList.contains(anActor) )
+ myActorsList.append(anActor);
+ }
+ }
+ }
+ }
+ }