//
// This library is free software; you can redistribute it and/or
// modify it under the terms of the GNU Lesser General Public
//
// This library is free software; you can redistribute it and/or
// modify it under the terms of the GNU Lesser General Public
/// may only be needed to be called in case if mesh objects are
/// created when no active study is set to %SMESH component.
/// In this case, mentioned functions can be used to forcibly
/// may only be needed to be called in case if mesh objects are
/// created when no active study is set to %SMESH component.
/// In this case, mentioned functions can be used to forcibly
actor->GetEdgeColor( props.edgeColor.r,
props.edgeColor.g,
props.edgeColor.b );
props.edgeWidth = qMax( (int)actor->GetLineWidth(), 1 );
actor->GetEdgeColor( props.edgeColor.r,
props.edgeColor.g,
props.edgeColor.b );
props.edgeWidth = qMax( (int)actor->GetLineWidth(), 1 );
actor->GetSufaceColor( props.surfaceColor.r,
props.surfaceColor.g,
props.surfaceColor.b,
props.surfaceColor.delta );
actor->GetSufaceColor( props.surfaceColor.r,
props.surfaceColor.g,
props.surfaceColor.b,
props.surfaceColor.delta );
actor->GetVolumeColor( props.volumeColor.r,
props.volumeColor.g,
props.volumeColor.b,
props.volumeColor.delta );
actor->GetVolumeColor( props.volumeColor.r,
props.volumeColor.g,
props.volumeColor.b,
props.volumeColor.delta );
actor->Get0DColor( props.elem0dColor.r,
props.elem0dColor.g,
props.elem0dColor.b );
props.elem0dSize = qMax( (int)actor->Get0DSize(), 1 );
actor->Get0DColor( props.elem0dColor.r,
props.elem0dColor.g,
props.elem0dColor.b );
props.elem0dSize = qMax( (int)actor->Get0DSize(), 1 );
actor->GetBallColor( props.ballColor.r,
props.ballColor.g,
props.ballColor.b );
props.ballScale = qMax( actor->GetBallScale(), 1e-2 );
actor->GetBallColor( props.ballColor.r,
props.ballColor.g,
props.ballColor.b );
props.ballScale = qMax( actor->GetBallScale(), 1e-2 );
actor->GetOutlineColor( props.outlineColor.r,
props.outlineColor.g,
props.outlineColor.b );
props.outlineWidth = qMax( (int)actor->GetOutlineWidth(), 1 );
actor->GetOutlineColor( props.outlineColor.r,
props.outlineColor.g,
props.outlineColor.b );
props.outlineWidth = qMax( (int)actor->GetOutlineWidth(), 1 );
actor->GetFacesOrientationColor( props.orientationColor.r,
props.orientationColor.g,
props.orientationColor.b );
props.orientationScale = actor->GetFacesOrientationScale();
props.orientation3d = actor->GetFacesOrientation3DVectors();
actor->GetFacesOrientationColor( props.orientationColor.r,
props.orientationColor.g,
props.orientationColor.b );
props.orientationScale = actor->GetFacesOrientationScale();
props.orientation3d = actor->GetFacesOrientation3DVectors();
props.nodeColor.b );
if ( props.markerType != VTK::MT_USER )
actor->SetMarkerStd( props.markerType, props.markerScale );
props.nodeColor.b );
if ( props.markerType != VTK::MT_USER )
actor->SetMarkerStd( props.markerType, props.markerScale );
actor->SetEdgeColor( props.edgeColor.r,
props.edgeColor.g,
props.edgeColor.b );
actor->SetLineWidth( qMax( (double)props.edgeWidth, 1. ) );
actor->SetEdgeColor( props.edgeColor.r,
props.edgeColor.g,
props.edgeColor.b );
actor->SetLineWidth( qMax( (double)props.edgeWidth, 1. ) );
actor->SetSufaceColor( props.surfaceColor.r,
props.surfaceColor.g,
props.surfaceColor.b,
props.surfaceColor.delta );
actor->SetSufaceColor( props.surfaceColor.r,
props.surfaceColor.g,
props.surfaceColor.b,
props.surfaceColor.delta );
actor->SetVolumeColor( props.volumeColor.r,
props.volumeColor.g,
props.volumeColor.b,
props.volumeColor.delta );
actor->SetVolumeColor( props.volumeColor.r,
props.volumeColor.g,
props.volumeColor.b,
props.volumeColor.delta );
actor->Set0DColor( props.elem0dColor.r,
props.elem0dColor.g,
props.elem0dColor.b );
actor->Set0DSize( qMax( (double)props.elem0dSize, 1. ) );
actor->Set0DColor( props.elem0dColor.r,
props.elem0dColor.g,
props.elem0dColor.b );
actor->Set0DSize( qMax( (double)props.elem0dSize, 1. ) );
actor->SetBallColor( props.ballColor.r,
props.ballColor.g,
props.ballColor.b );
actor->SetBallScale( qMax( props.ballScale, 1e-2 ) );
actor->SetBallColor( props.ballColor.r,
props.ballColor.g,
props.ballColor.b );
actor->SetBallScale( qMax( props.ballScale, 1e-2 ) );
actor->SetOutlineColor( props.outlineColor.r,
props.outlineColor.g,
props.outlineColor.b );
actor->SetOutlineWidth( qMax( (double)props.outlineWidth, 1. ) );
actor->SetOutlineColor( props.outlineColor.r,
props.outlineColor.g,
props.outlineColor.b );
actor->SetOutlineWidth( qMax( (double)props.outlineWidth, 1. ) );
actor->SetFacesOrientationColor( props.orientationColor.r,
props.orientationColor.g,
props.orientationColor.b );
actor->SetFacesOrientationScale( props.orientationScale );
actor->SetFacesOrientation3DVectors( props.orientation3d );
actor->SetFacesOrientationColor( props.orientationColor.r,
props.orientationColor.g,
props.orientationColor.b );
actor->SetFacesOrientationScale( props.orientationScale );
actor->SetFacesOrientation3DVectors( props.orientation3d );
new SALOME_InteractiveObject( myUid, "SMESH", "" );
SMESH::Update( io, true );
}
new SALOME_InteractiveObject( myUid, "SMESH", "" );
SMESH::Update( io, true );
}
/////////////////////////////////////////////////////////////////
/// \deprecated Publishing is done automatically.
/////////////////////////////////////////////////////////////////
/// \deprecated Publishing is done automatically.
/// \param ior IOR of the algorithm.
/// \param name Name of the algorithm (optional).
/// \return UID of the data object.
/// \param ior IOR of the algorithm.
/// \param name Name of the algorithm (optional).
/// \return UID of the data object.
TColStd_MapOfInteger idMap;
std::vector<int>::const_iterator it;
for ( it = myIds.begin(); it != myIds.end(); ++it )
TColStd_MapOfInteger idMap;
std::vector<int>::const_iterator it;
for ( it = myIds.begin(); it != myIds.end(); ++it )
/////////////////////////////////////////////////////////////////
/// \brief Select element of the mesh, sub-mesh or group.
/// \param uid Mesh object's study UID or IOR.
/////////////////////////////////////////////////////////////////
/// \brief Select element of the mesh, sub-mesh or group.
/// \param uid Mesh object's study UID or IOR.
SVTK_IndexedMapOfIds idMap;
std::vector<std::pair<int, int> >::const_iterator it;
for ( it = myIds.begin(); it != myIds.end(); ++it )
SVTK_IndexedMapOfIds idMap;
std::vector<std::pair<int, int> >::const_iterator it;
for ( it = myIds.begin(); it != myIds.end(); ++it )