-// GEOM OBJECT : interactive object for Geometry entities visualization
+// Copyright (C) 2007-2012 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
//
-// Copyright (C) 2003 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.
-//
-// 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.opencascade.org/SALOME/ or email : webmaster.salome@opencascade.org
+// 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.
//
+// 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
+//
+
+// GEOM OBJECT : interactive object for Geometry entities visualization
// File : GEOM_Actor.cxx
// Author : Christophe ATTANASIO
// Module : GEOM
// $Header$
-
+//
/*!
\class GEOM_Actor GEOM_Actor.h
\brief This class allows to display an OpenCASCADE CAD model in a VTK viewer.
*/
-
-#include "GEOM_Actor.h"
-
-#include <vtkObjectFactory.h>
-#include <vtkPolyData.h>
-#include <vtkPolyDataMapper.h>
-#include <vtkPolyDataNormals.h>
-
+#include "GEOM_Actor.h"
+
+#include "GEOM_DeviceActor.h"
+#include "GEOM_VertexSource.h"
+#include "GEOM_EdgeSource.h"
+#include "GEOM_WireframeFace.h"
+#include "GEOM_ShadingFace.h"
+#include "GEOM_PainterPolyDataMapper.h"
+#include "SVTK_Actor.h"
+
+#include <OCC2VTK_Tools.h>
+
+#include <vtkObjectFactory.h>
+#include <vtkRenderer.h>
+#include <vtkProperty.h>
+#include <vtkPointPicker.h>
+#include <vtkCellPicker.h>
+
+#include <TopAbs_ShapeEnum.hxx>
+#include <TopExp_Explorer.hxx>
+#include <TopoDS.hxx>
+#include <BRep_Tool.hxx>
+#include <TopExp.hxx>
+
+#include <vtkPolyDataWriter.h>
+
+#include <vtkAppendPolyData.h>
+#include <vtkPolyDataMapper.h>
+#include <vtkPolyData.h>
#include <vtkTransform.h>
#include <vtkMatrix4x4.h>
#include <vtkMath.h>
-
-#include <vtkRenderer.h>
#include <vtkCamera.h>
-// OpenCASCADE Includes
-#include "GEOM_OCCReader.h"
-#include <BRep_Tool.hxx>
+#include "utilities.h"
+
+#include "SALOME_InteractiveObject.hxx"
-using namespace std;
+//vtkStandardNewMacro(GEOM_Actor);
-//-------------------------------------------------------------
-// Main methods
-//-------------------------------------------------------------
+#ifndef MYDEBUG
+//#define MYDEBUG
+#endif
+GEOM_Actor::GEOM_Actor():
+ isOnlyVertex(false),
-GEOM_Actor* GEOM_Actor::New()
+ myDeflection(-1),
+ myIsForced(false),
+
+ // myDisplayMode(eWireframe),
+ myIsSelected(false),
+ myVectorMode(false),
+
+ myVertexActor(GEOM_DeviceActor::New(),true),
+ myVertexSource(GEOM_VertexSource::New(),true),
+
+ myIsolatedEdgeActor(GEOM_DeviceActor::New(),true),
+ myIsolatedEdgeSource(GEOM_EdgeSource::New(),true),
+
+ myOneFaceEdgeActor(GEOM_DeviceActor::New(),true),
+ myOneFaceEdgeSource(GEOM_EdgeSource::New(),true),
+
+ mySharedEdgeActor(GEOM_DeviceActor::New(),true),
+ mySharedEdgeSource(GEOM_EdgeSource::New(),true),
+
+ myWireframeFaceActor(GEOM_DeviceActor::New(),true),
+ myWireframeFaceSource(GEOM_WireframeFace::New(),true),
+
+ myShadingFaceActor(GEOM_DeviceActor::New(),true),
+ myShadingFaceSource(GEOM_ShadingFace::New(),true),
+
+ myHighlightActor(GEOM_DeviceActor::New(),true),
+ myAppendFilter(vtkAppendPolyData::New(),true),
+ // Use mapper as an instance of GEOM_PainterPolyDataMapper class
+ // to prevent drawing of mappers' content (due to an empty definition
+ // of GEOM_PainterPolyDataMapper::RenderPiece(...)).
+ // !!! Presentation of GEOM_Actor is drawing only with help of actors
+ // defined in this class !!!
+ myPolyDataMapper(GEOM_PainterPolyDataMapper::New(),true),
+
+ myHighlightProp(vtkProperty::New()),
+ myPreHighlightProp(vtkProperty::New()),
+ myShadingFaceProp(vtkProperty::New())
+{
+#ifdef MYDEBUG
+ MESSAGE (this<< " GEOM_Actor::GEOM_Actor");
+#endif
+
+ myPolyDataMapper->SetInput(myAppendFilter->GetOutput());
+ vtkProperty* aProperty;
+
+ myHighlightProp->SetAmbient(0.5);
+ myHighlightProp->SetDiffuse(0.3);
+ myHighlightProp->SetSpecular(0.2);
+ myHighlightProp->SetRepresentationToSurface();
+ myHighlightProp->SetAmbientColor(1, 1, 1);
+ myHighlightProp->SetDiffuseColor(1, 1, 1);
+ myHighlightProp->SetSpecularColor(0.5, 0.5, 0.5);
+ myHighlightProp->SetPointSize(SALOME_POINT_SIZE);
+ myHighlightActor->SetProperty(myHighlightProp.GetPointer());
+
+ this->myHighlightActor->SetInput(myAppendFilter->GetOutput(),false);
+
+ myPreHighlightProp->SetColor(0,1,1);
+ myPreHighlightProp->SetPointSize(SALOME_POINT_SIZE+2);
+ myPreHighlightProp->SetLineWidth(SALOME_LINE_WIDTH+1);
+ myPreHighlightProp->SetRepresentationToWireframe();
+
+ myAppendFilter->AddInput(myVertexSource->GetOutput());
+ myVertexActor->SetInput(myVertexSource->GetOutput(),false);
+ aProperty = myVertexActor->GetProperty();
+ aProperty->SetRepresentation(VTK_POINTS);
+ aProperty->SetPointSize(3);
+ aProperty->SetColor(1, 1, 0);
+
+ myAppendFilter->AddInput(myIsolatedEdgeSource->GetOutput());
+ myIsolatedEdgeActor->SetInput(myIsolatedEdgeSource->GetOutput(),false);
+ aProperty = myIsolatedEdgeActor->GetProperty();
+ aProperty->SetRepresentation(VTK_WIREFRAME);
+ aProperty->SetColor(1, 0, 0);
+
+ myAppendFilter->AddInput(myOneFaceEdgeSource->GetOutput());
+ myOneFaceEdgeActor->SetInput(myOneFaceEdgeSource->GetOutput(),false);
+ aProperty = myOneFaceEdgeActor->GetProperty();
+ aProperty->SetRepresentation(VTK_WIREFRAME);
+ aProperty->SetColor(0, 1, 0);
+
+ myAppendFilter->AddInput(mySharedEdgeSource->GetOutput());
+ mySharedEdgeActor->SetInput(mySharedEdgeSource->GetOutput(),false);
+ aProperty = mySharedEdgeActor->GetProperty();
+ aProperty->SetRepresentation(VTK_WIREFRAME);
+ aProperty->SetColor(1, 1, 0);
+
+ myAppendFilter->AddInput(myWireframeFaceSource->GetOutput());
+ myWireframeFaceActor->SetInput(myWireframeFaceSource->GetOutput(),false);
+ aProperty = myWireframeFaceActor->GetProperty();
+ aProperty->SetRepresentation(VTK_WIREFRAME);
+ aProperty->SetColor(0.5, 0.5, 0.5);
+
+ myShadingFaceActor->SetInput(myShadingFaceSource->GetOutput(),true);
+
+ myShadingFaceProp->SetRepresentation(VTKViewer::Representation::Surface);
+ myShadingFaceProp->SetInterpolationToGouraud();
+ myShadingFaceProp->SetAmbient(1.0);
+ myShadingFaceProp->SetDiffuse(1.0);
+ myShadingFaceProp->SetSpecular(0.4);
+ myShadingFaceProp->SetAmbientColor(0.329412, 0.223529, 0.027451);
+ myShadingFaceProp->SetDiffuseColor(0.780392, 0.568627, 0.113725);
+ myShadingFaceProp->SetSpecularColor(0.992157, 0.941176, 0.807843);
+
+ myShadingFaceActor->SetProperty(myShadingFaceProp.GetPointer());
+
+ StoreBoundaryColors();
+
+ myNbIsos[0] = -1;
+ myNbIsos[1] = -1;
+
+ // Toggle display mode
+ setDisplayMode(0); // WIRE FRAME
+ SetVectorMode(0); //
+}
+
+
+GEOM_Actor::~GEOM_Actor()
+{
+#ifdef MYDEBUG
+ MESSAGE (this<< " ~GEOM_Actor::GEOM_Actor");
+#endif
+ myHighlightProp->Delete();
+ myPreHighlightProp->Delete();
+ myShadingFaceProp->Delete();
+}
+
+GEOM_Actor*
+GEOM_Actor::
+New()
+{
+ GEOM_Actor* anObject = new GEOM_Actor();
+ anObject->SetMapper(anObject->myPolyDataMapper.Get());
+ return anObject;
+}
+
+
+void Write(vtkPolyData* theDataSet, const char* theFileName){
+ vtkPolyDataWriter* aWriter = vtkPolyDataWriter::New();
+ MESSAGE ("Write - "<<theFileName<<"' : "<<theDataSet->GetNumberOfPoints()<<"; "<<theDataSet->GetNumberOfCells());
+ aWriter->SetInput(theDataSet);
+ aWriter->SetFileName(theFileName);
+ //aWriter->Write();
+ aWriter->Delete();
+}
+
+void
+GEOM_Actor::
+SetModified()
+{
+ this->myVertexSource->Modified();
+ this->myIsolatedEdgeSource->Modified();
+ this->myOneFaceEdgeSource->Modified();
+ this->mySharedEdgeSource->Modified();
+ this->myWireframeFaceSource->Modified();
+ this->myShadingFaceSource->Modified();
+}
+
+void
+GEOM_Actor::
+SetMapper(vtkMapper* theMapper)
+{
+ SALOME_Actor::SetMapper(theMapper);
+}
+
+void
+GEOM_Actor::
+AddToRender(vtkRenderer* theRenderer)
{
- // First try to create the object from the vtkObjectFactory
- vtkObject* ret = vtkObjectFactory::CreateInstance("GEOM_Actor");
- if(ret)
- {
- return (GEOM_Actor*)ret;
- }
- // If the factory was unable to create the object, then create it here.
- return new GEOM_Actor;
+ //SALOME_Actor::AddToRender(theRenderer);
+
+ theRenderer->AddActor(this);
+
+ this->myHighlightActor->AddToRender(theRenderer);
+
+
+ myShadingFaceActor->AddToRender(theRenderer);
+ myWireframeFaceActor->AddToRender(theRenderer);
+
+ mySharedEdgeActor->AddToRender(theRenderer);
+ myOneFaceEdgeActor->AddToRender(theRenderer);
+ myIsolatedEdgeActor->AddToRender(theRenderer);
+
+ myVertexActor->AddToRender(theRenderer);
}
+
+void
+GEOM_Actor::
+RemoveFromRender(vtkRenderer* theRenderer)
+{
+ //SALOME_Actor::RemoveFromRender(theRenderer);
+
+ theRenderer->RemoveActor(this);
-GEOM_Actor::GEOM_Actor()
-{
- this->Device = vtkActor::New();
+ myHighlightActor->RemoveFromRender(theRenderer);
+ myShadingFaceActor->RemoveFromRender(theRenderer);
+ myWireframeFaceActor->RemoveFromRender(theRenderer);
+
+ mySharedEdgeActor->RemoveFromRender(theRenderer);
+ myOneFaceEdgeActor->RemoveFromRender(theRenderer);
+ myIsolatedEdgeActor->RemoveFromRender(theRenderer);
+
+ myVertexActor->RemoveFromRender(theRenderer);
- this->WireframeMapper = NULL;
- this->ShadingMapper = NULL;
+
+ SetSelected(false);
+ SetVisibility(false);
+}
- this->ShadingProperty = NULL;
- this->WireframeProperty = NULL;
+void
+GEOM_Actor::
+setDisplayMode(int theMode)
+{
+#ifdef MYDEBUG
+ MESSAGE ( "GEOM_Actor::setDisplayMode = "<<theMode );
+#endif
+
+ if ( theMode == (int)eWireframe ) {
+ RestoreIsoNumbers();
+ // Restore wireframe edges colors
+ RestoreBoundaryColors();
+ }
+ else if ( theMode == (int)eShading || theMode == (int)eShadingWithEdges ) {
+ // Temporary store number of iso lines in order to recover its later
+ // when display mode is achnged to 'Wirefame' or 'Shading'.
+ // Iso lines are not displayed in 'Shading with edges' mode.
+ StoreIsoNumbers();
+
+ // Reset number of iso lines to 0
+ ResetIsoNumbers();
+
+ if ( theMode == (int)eShadingWithEdges ) {
+ // Store wireframe edges colors
+ StoreBoundaryColors();
+
+ // Coloring edges
+ myIsolatedEdgeActor->GetProperty()->SetColor(myEdgesInShadingColor[0],
+ myEdgesInShadingColor[1],
+ myEdgesInShadingColor[2]);
+ myOneFaceEdgeActor->GetProperty()->SetColor(myEdgesInShadingColor[0],
+ myEdgesInShadingColor[1],
+ myEdgesInShadingColor[2]);
+ mySharedEdgeActor->GetProperty()->SetColor(myEdgesInShadingColor[0],
+ myEdgesInShadingColor[1],
+ myEdgesInShadingColor[2]);
+ //SetModified();
+ } else {
+ myIsolatedEdgeActor->GetProperty()->SetColor(myEdgesInWireframeColor[0],
+ myEdgesInWireframeColor[1],
+ myEdgesInWireframeColor[2]);
+ }
+ }
- this->deflection = 0;
- myDisplayMode = 0;
+ VTKViewer_Actor::setDisplayMode(theMode);
+ SetVisibility(GetVisibility());
+}
+
+void
+GEOM_Actor::
+SetSelected(bool theIsSelected)
+{
+#ifdef MYDEBUG
+ MESSAGE ( "GEOM_Actor::SetSelected = "<<theIsSelected );
+#endif
+
+ myIsSelected = theIsSelected;
+ SetVisibility(GetVisibility());
+}
+
+void
+GEOM_Actor::
+SetVisibility(int theVisibility)
+{
+#ifdef MYDEBUG
+ MESSAGE ( "GEOM_Actor::SetVisibility = "<<theVisibility <<" myIsSelected="<< myIsSelected
+ << " theVisibility="<<theVisibility<<" myIsPreselected="<<myIsPreselected );
+#endif
+
+ SALOME_Actor::SetVisibility(theVisibility);
+
+ this->myHighlightActor->SetVisibility(theVisibility && (myIsSelected || myIsPreselected));
+
+ myShadingFaceActor->SetVisibility(theVisibility && (myDisplayMode == (int)eShading || myDisplayMode == (int)eShadingWithEdges) && (!myIsSelected || !myIsPreselected));
+ myWireframeFaceActor->SetVisibility(theVisibility && (myDisplayMode == (int)eWireframe) && !myIsSelected);
- this->myIO = NULL;
- this->myName = "";
+ mySharedEdgeActor->SetVisibility(theVisibility && (myDisplayMode == (int)eWireframe || myDisplayMode == (int)eShadingWithEdges) && !myIsSelected);
+ myOneFaceEdgeActor->SetVisibility(theVisibility && (myDisplayMode == (int)eWireframe || myDisplayMode == (int)eShadingWithEdges) && !myIsSelected);
+ myIsolatedEdgeActor->SetVisibility(theVisibility && !myIsSelected);
- this->HighlightProperty = NULL;
- this->myIsHighlighted = false;
+ myVertexActor->SetVisibility(theVisibility && myDisplayMode == (int)eWireframe && !myIsSelected);// must be added new mode points
+}
+
- this->subshape = false;
- this->myIsInfinite = false;
+void
+GEOM_Actor
+::SetNbIsos(const int theNb[2])
+{
+ myWireframeFaceSource->SetNbIso(theNb);
}
-GEOM_Actor::~GEOM_Actor()
+void
+GEOM_Actor
+::GetNbIsos(int &theNbU,int &theNbV)
{
- if (WireframeMapper != NULL)
- WireframeMapper->Delete();
- if (ShadingMapper != NULL)
- ShadingMapper->Delete();
- if (ShadingProperty != NULL)
- ShadingProperty->Delete();
- if (WireframeProperty != NULL)
- WireframeProperty->Delete();
- if (HighlightProperty != NULL)
- HighlightProperty->Delete();
+ myWireframeFaceSource->GetNbIso(theNbU, theNbV);
}
+void
+GEOM_Actor
+::SetVectorMode(bool theMode)
+{
+ myVectorMode = theMode;
+ myIsolatedEdgeSource->SetVectorMode(theMode);
+ myOneFaceEdgeSource->SetVectorMode(theMode);
+ mySharedEdgeSource->SetVectorMode(theMode);
+ SetModified();
+}
-void GEOM_Actor::ShallowCopy(vtkProp *prop)
+bool
+GEOM_Actor
+::GetVectorMode()
{
- GEOM_Actor *f = GEOM_Actor::SafeDownCast(prop);
- if ( f != NULL )
- {
- this->setInputShape(f->getTopo(),f->getDeflection(),f->getDisplayMode());
- this->setName( f->getName() );
- if ( f->hasIO() )
- this->setIO( f->getIO() );
- this->ShadingMapper = NULL;
- this->WireframeMapper = NULL;
- } else {
- this->myIO = NULL;
- this->myName = "";
- this->ShadingMapper = NULL;
- this->WireframeMapper = NULL;
- }
+ return myVectorMode;
+}
- // Now do superclass
- this->SALOME_Actor::ShallowCopy(prop);
+void
+GEOM_Actor::
+SetDeflection(float theDeflection)
+{
+ if( myDeflection == theDeflection )
+ return;
+
+ myDeflection = theDeflection;
+
+ GEOM::MeshShape(myShape,myDeflection);
+
+ SetModified();
}
-//-------------------------------------------------------------
-// Set parameters
-//-------------------------------------------------------------
+void GEOM_Actor::SetShape (const TopoDS_Shape& theShape,
+ float theDeflection,
+ bool theIsVector)
+{
+ myShape = theShape;
+
+ myVertexSource->Clear();
+ myIsolatedEdgeSource->Clear();
+ myOneFaceEdgeSource->Clear();
+ mySharedEdgeSource->Clear();
+ myWireframeFaceSource->Clear();
+ myShadingFaceSource->Clear();
+
+ TopExp_Explorer aVertexExp (theShape,TopAbs_VERTEX);
+ for (; aVertexExp.More(); aVertexExp.Next())
+ {
+ const TopoDS_Vertex& aVertex = TopoDS::Vertex(aVertexExp.Current());
+ myVertexSource->AddVertex(aVertex);
+ }
+
+ SetDeflection(theDeflection);
+ // look if edges are free or shared
+ TopTools_IndexedDataMapOfShapeListOfShape anEdgeMap;
+ TopExp::MapShapesAndAncestors(theShape,TopAbs_EDGE,TopAbs_FACE,anEdgeMap);
+
+ GEOM::SetShape(theShape,anEdgeMap,theIsVector,
+ myIsolatedEdgeSource.Get(),
+ myOneFaceEdgeSource.Get(),
+ mySharedEdgeSource.Get(),
+ myWireframeFaceSource.Get(),
+ myShadingFaceSource.Get());
+ isOnlyVertex =
+ myIsolatedEdgeSource->IsEmpty() &&
+ myOneFaceEdgeSource->IsEmpty() &&
+ mySharedEdgeSource->IsEmpty() &&
+ myWireframeFaceSource->IsEmpty() &&
+ myShadingFaceSource->IsEmpty();
-void GEOM_Actor::setDisplayMode(int thenewmode) {
- myDisplayMode = thenewmode;
- if ( thenewmode >=1 ) {
- if ((myShape.ShapeType() == TopAbs_WIRE) ||
- (myShape.ShapeType() == TopAbs_EDGE) ||
- (myShape.ShapeType() == TopAbs_VERTEX)) {
- if ( !subshape )
- CreateWireframeMapper();
- else
- return;
- } else
- CreateShadingMapper();
- } else
- CreateWireframeMapper();
+
+ if((bool)myShape.Infinite() || isOnlyVertex ){
+ myVertexActor->GetDeviceActor()->SetInfinitive(true);
+ myHighlightActor->GetDeviceActor()->SetInfinitive(true);
+ }
}
+// OLD METHODS
void GEOM_Actor::setDeflection(double adef) {
- deflection = adef;
+#ifdef MYDEBUG
+ MESSAGE ( "GEOM_Actor::setDeflection" );
+#endif
+ SetDeflection((float)adef);
}
-void GEOM_Actor::setInputShape(const TopoDS_Shape& aShape,double adef,int imode) {
- myShape = aShape;
- deflection = adef;
- setDisplayMode(imode);
-}
-//-------------------------------------------------------------
-// Get parameters
-//-------------------------------------------------------------
+// warning! must be checked!
+// SetHighlightProperty
+// SetWireframeProperty
+// SetShadingProperty
-const TopoDS_Shape& GEOM_Actor::getTopo() {
- return myShape;
-}
-
-double GEOM_Actor::getDeflection() {
- return deflection;
-}
-
-void GEOM_Actor::SetWireframeProperty(vtkProperty* Prop) {
- this->WireframeProperty = Prop;
+void GEOM_Actor::SetHighlightProperty(vtkProperty* Prop)
+{
+#ifdef MYDEBUG
+ MESSAGE ( "GEOM_Actor::SetHighlightProperty" );
+#endif
+ this->myHighlightActor->GetProperty()->DeepCopy(Prop);
+
}
-void GEOM_Actor::SetShadingProperty(vtkProperty* Prop) {
- this->ShadingProperty = Prop;
+void GEOM_Actor::SetWireframeProperty(vtkProperty* Prop)
+{
+#ifdef MYDEBUG
+ MESSAGE ( this << " GEOM_Actor::SetWireframeProperty" );
+#endif
+ // must be filled
+ myWireframeFaceActor->SetProperty(Prop);
}
-//-------------------------------------------------------------
-// Mapper creating function
-//-------------------------------------------------------------
-void GEOM_Actor::CreateMapper(int theMode) {
- this->myIsInfinite = (bool)myShape.Infinite();
- if(myShape.ShapeType() == TopAbs_VERTEX) {
- gp_Pnt aPnt = BRep_Tool::Pnt(TopoDS::Vertex(myShape));
- this->SetPosition(aPnt.X(),aPnt.Y(),aPnt.Z());
- }
- GEOM_OCCReader* aread = GEOM_OCCReader::New();
- aread->setTopo(myShape);
- aread->setDisplayMode(theMode);
- aread->GetOutput()->ReleaseDataFlagOn();
-
- vtkPolyDataMapper* aMapper = vtkPolyDataMapper::New();
- if (theMode == 0) {
- aMapper->SetInput(aread->GetOutput());
- } else {
- vtkPolyDataNormals *normals = vtkPolyDataNormals::New();
- normals->SetInput(aread->GetOutput());
- aMapper->SetInput(normals->GetOutput());
- }
- aread->Delete();
- this->SetMapper(theMode == 0? WireframeMapper = aMapper : ShadingMapper = aMapper);
+vtkProperty* GEOM_Actor::GetWireframeProperty()
+{
+ return myWireframeFaceActor->GetProperty();
}
-void GEOM_Actor::CreateShadingMapper() {
- CreateMapper(1);
+void GEOM_Actor::SetShadingProperty(vtkProperty* Prop)
+{
+#ifdef MYDEBUG
+ MESSAGE ( "GEOM_Actor::SetShadingProperty" );
+#endif
+ myShadingFaceProp->DeepCopy(Prop);
}
-void GEOM_Actor::CreateWireframeMapper() {
- CreateMapper(0);
+vtkProperty* GEOM_Actor::GetShadingProperty()
+{
+ return myShadingFaceProp;
}
-//-------------------------------------------------------------
-// Render function
-//-------------------------------------------------------------
-void GEOM_Actor::Render(vtkRenderer *ren, vtkMapper *Mapper)
+void GEOM_Actor::Render(vtkRenderer *ren, vtkMapper *theMapper)
{
+#ifdef MYDEBUG
+ MESSAGE ( "GEOM_Actor::Render" );
+#endif
+
+ if(!GetVisibility())
+ return;
+
/* render the property */
if (!this->Property) {
// force creation of a property
this->Property->SetSpecularColor(0.99,0.98,0.83);
}
- if(!myIsHighlighted) {
- if ( myIsPreselected )
- this->Property = PreviewProperty;
- else if(myDisplayMode >= 1) {
- // SHADING
- this->Property = ShadingProperty;
- }
- else {
- this->Property = WireframeProperty;
- }
+ switch(myDisplayMode){
+ case eWireframe://wireframe
+ myPreHighlightProp->SetRepresentationToWireframe();
+ myHighlightProp->SetRepresentationToWireframe();
+ break;
+ case eShading://shading
+ case eShadingWithEdges://shading with edges
+ myPreHighlightProp->SetRepresentationToSurface();
+ myHighlightProp->SetRepresentationToSurface();
+ myShadingFaceProp->SetRepresentationToSurface();
+ break;
+ }
+ if(!myIsSelected){
+ if(myIsPreselected){
+ this->myHighlightActor->SetProperty(myPreHighlightProp.GetPointer());
+ myShadingFaceActor->SetProperty(myPreHighlightProp.GetPointer());
+ } else {
+ this->myHighlightActor->SetProperty(myShadingFaceProp.GetPointer());
+ myShadingFaceActor->SetProperty(myShadingFaceProp.GetPointer());
+ }
+ }
+ else{
+ this->myHighlightActor->SetProperty(myHighlightProp.GetPointer());
+ myShadingFaceActor->SetProperty(myHighlightProp.GetPointer());
}
this->Property->Render(this, ren);
this->Device->SetBackfaceProperty(this->BackfaceProperty);
}
this->Device->SetProperty(this->Property);
- // Store information on time it takes to render.
- // We might want to estimate time from the number of polygons in mapper.
- if(myDisplayMode >= 1) {
- if((myShape.ShapeType() == TopAbs_WIRE) ||
- (myShape.ShapeType() == TopAbs_EDGE) ||
- (myShape.ShapeType() == TopAbs_VERTEX)) {
- if ( !subshape ) {
- if(WireframeMapper==NULL) CreateWireframeMapper();
- } else
- return;
- }
- else {
- if(ShadingMapper==NULL) CreateShadingMapper();
- }
- }
- else {
- if(WireframeMapper==NULL) CreateWireframeMapper();
- }
- if(myShape.ShapeType() == TopAbs_VERTEX) {
+ /* if(myShape.ShapeType() == TopAbs_VERTEX) {
if(ren){
//The parameter determine size of vertex actor relate to diagonal of RendererWindow
- static float delta = 0.01;
- float X1 = -1, Y1 = -1, Z1 = 0;
+ static vtkFloatingPointType delta = 0.01;
+ vtkFloatingPointType X1 = -1, Y1 = -1, Z1 = 0;
ren->ViewToWorld(X1,Y1,Z1);
- float X2 = +1, Y2 = +1, Z2 = 0;
+ vtkFloatingPointType X2 = +1, Y2 = +1, Z2 = 0;
ren->ViewToWorld(X2,Y2,Z2);
Z2 = sqrt((X2-X1)*(X2-X1) + (Y2-Y1)*(Y2-Y1) + (Z2-Z1)*(Z2-Z1));
this->SetScale(Z2*delta);
vtkMatrix4x4 *aMatrix = vtkMatrix4x4::New();
this->GetMatrix(ren->GetActiveCamera(), aMatrix);
this->Device->SetUserMatrix(aMatrix);
- this->Device->Render(ren,this->Mapper);
+ this->Device->Render(ren,theMapper);
aMatrix->Delete();
- } else
- this->Device->Render(ren, this->Mapper);
- if(WireframeMapper!=NULL) this->EstimatedRenderTime = WireframeMapper->GetTimeToDraw();
- else if(ShadingMapper!=NULL) this->EstimatedRenderTime = ShadingMapper->GetTimeToDraw();
+ } else*/
+ this->Device->Render(ren, theMapper);
+}
+
+void GEOM_Actor::ReleaseGraphicsResources(vtkWindow *)
+{
+#ifdef MYDEBUG
+ MESSAGE ( "GEOM_Actor::ReleaseGraphicsResources" );
+#endif
+}
+
+
+
+void GEOM_Actor::ShallowCopy(vtkProp *prop)
+{
+#ifdef MYDEBUG
+ MESSAGE ( "GEOM_Actor::ShallowCopy" );
+#endif
+ GEOM_Actor *f = GEOM_Actor::SafeDownCast(prop);
+ if ( f != NULL )
+ {
+ this->SetShape(f->getTopo(),f->GetDeflection());
+ }
+
+ // Now do superclass
+ this->SALOME_Actor::ShallowCopy(prop);
+}
+
+const TopoDS_Shape& GEOM_Actor::getTopo() {
+#ifdef MYDEBUG
+ MESSAGE ( "GEOM_Actor::getTopo" );
+#endif
+ return myShape;
+}
+
+void GEOM_Actor::setInputShape(const TopoDS_Shape& ashape, double adef1,
+ int imode, bool isVector)
+{
+#ifdef MYDEBUG
+ MESSAGE ( "GEOM_Actor::setInputShape" );
+#endif
+}
+
+double GEOM_Actor::getDeflection()
+{
+#ifdef MYDEBUG
+ MESSAGE ( "GEOM_Actor::getDeflection" );
+#endif
+ return (double) GetDeflection();
+}
+
+
+double GEOM_Actor::isVector()
+{
+#ifdef MYDEBUG
+ MESSAGE ( "GEOM_Actor::isVector" );
+#endif
+ return 0;
}
-// SubShape
void GEOM_Actor::SubShapeOn()
{
- subshape = true;
+#ifdef MYDEBUG
+ MESSAGE ( "GEOM_Actor::SubShapeOn" );
+#endif
}
+
void GEOM_Actor::SubShapeOff()
{
- subshape = false;
+#ifdef MYDEBUG
+ MESSAGE ( "GEOM_Actor::SubShapeOff" );
+#endif
}
-//-------------------------------------------------------------
-// Opacity methods
-//-------------------------------------------------------------
+void GEOM_Actor::highlight(bool highlight)
+{
+#ifdef MYDEBUG
+ MESSAGE ( this << " GEOM_Actor::highlight highlight="<<highlight );
+#endif
+ SALOME_Actor::highlight(highlight);
+}
+
+void GEOM_Actor::SetOpacity(vtkFloatingPointType opa)
+{
+ // enk:tested OK
+ myShadingFaceProp->SetOpacity(opa);
+ myHighlightProp->SetOpacity(opa);
+ myPreHighlightProp->SetOpacity(opa);
+ myVertexActor->GetProperty()->SetOpacity(opa);
+}
-void GEOM_Actor::SetOpacity(float opa)
+vtkFloatingPointType GEOM_Actor::GetOpacity()
{
- //HighlightProperty->SetOpacity(opa);
- SALOME_Actor::SetOpacity(opa);
- ShadingProperty->SetOpacity(opa);
+ // enk:tested OK
+ return myShadingFaceProp->GetOpacity();
}
-float GEOM_Actor::GetOpacity() {
- return ShadingProperty->GetOpacity();
+void GEOM_Actor::SetColor(vtkFloatingPointType r,vtkFloatingPointType g,vtkFloatingPointType b)
+{
+ // enk:tested OK
+ myShadingFaceProp->SetColor(r,g,b); // shading color (Shading)
+ myVertexActor->GetProperty()->SetColor(r,g,b); // vertex actor (Shading/Wireframe)
+ if ( myDisplayMode != (int)eShadingWithEdges ) {
+ myIsolatedEdgeActor->GetProperty()->SetColor(r,g,b); // standalone edge color (Wireframe)
+ myOneFaceEdgeActor->GetProperty()->SetColor(r,g,b); // standalone face edge color (Wireframe)
+ mySharedEdgeActor->GetProperty()->SetColor(r,g,b); // share edge color (Wireframe)
+ }
+
+ StoreBoundaryColors();
}
-//-------------------------------------------------------------
-// Color methods
-//-------------------------------------------------------------
-void GEOM_Actor::SetColor(float r,float g,float b) {
- ShadingProperty->SetColor(r,g,b);
+void GEOM_Actor::GetColor(vtkFloatingPointType& r,vtkFloatingPointType& g,vtkFloatingPointType& b)
+{
+ // enk:tested OK
+ vtkFloatingPointType aRGB[3];
+ myShadingFaceProp->GetColor(aRGB);
+ r = aRGB[0];
+ g = aRGB[1];
+ b = aRGB[2];
}
-void GEOM_Actor::GetColor(float& r,float& g,float& b) {
- float color[3];
- ShadingProperty->GetColor(color);
- r = color[0];
- g = color[1];
- b = color[2];
+void GEOM_Actor::SetMaterial(std::vector<vtkProperty*> theProps)
+{
+ // we set material properties as back and front material
+ double aCoefnt;
+
+ // Set reflection coefficients
+ aCoefnt = theProps[0]->GetAmbient();
+ myShadingFaceProp->SetAmbient(aCoefnt);
+ myVertexActor->GetProperty()->SetAmbient(aCoefnt);
+
+ // Set diffuse coefficients
+ aCoefnt = theProps[0]->GetDiffuse();
+ myShadingFaceProp->SetDiffuse(aCoefnt);
+ myVertexActor->GetProperty()->SetDiffuse(aCoefnt);
+
+ // Set specular coefficients
+ aCoefnt = theProps[0]->GetSpecular();
+ myShadingFaceProp->SetSpecular(aCoefnt);
+ myVertexActor->GetProperty()->SetSpecular(aCoefnt);
+
+ double* aColor;
+
+ // Set reflection colors
+ aColor = theProps[0]->GetAmbientColor();
+ myShadingFaceProp->SetAmbientColor(aColor[0], aColor[1], aColor[2]);
+ myVertexActor->GetProperty()->SetAmbientColor(aColor[0], aColor[1], aColor[2]);
+
+ // Set diffuse colors
+ aColor = theProps[0]->GetDiffuseColor();
+ myShadingFaceProp->SetDiffuseColor(aColor[0], aColor[1], aColor[2]);
+ myVertexActor->GetProperty()->SetDiffuseColor(aColor[0], aColor[1], aColor[2]);
+
+ // Set specular colors
+ aColor = theProps[0]->GetSpecularColor();
+ myShadingFaceProp->SetSpecularColor(aColor[0], aColor[1], aColor[2]);
+ myVertexActor->GetProperty()->SetSpecularColor(aColor[0], aColor[1], aColor[2]);
+
+ // Set shininess
+ aCoefnt = theProps[0]->GetSpecularPower();
+ myShadingFaceProp->SetSpecularPower(aCoefnt);
+ myVertexActor->GetProperty()->SetSpecularPower(aCoefnt);
}
-//-------------------------------------------------------------
-// Highlight methods
-//-------------------------------------------------------------
+vtkProperty* GEOM_Actor::GetMaterial()
+{
+ return myShadingFaceProp;
+}
-void GEOM_Actor::highlight(bool highlight) {
+bool GEOM_Actor::IsInfinitive()
+{
+ return ((bool)myShape.Infinite() || isOnlyVertex);
+}
- if(highlight && !myIsHighlighted) {
- myIsHighlighted=true;
- // build highlight property is necessary
- if(HighlightProperty==NULL) {
- HighlightProperty = vtkProperty::New();
- HighlightProperty->SetAmbient(0.5);
- HighlightProperty->SetDiffuse(0.3);
- HighlightProperty->SetSpecular(0.2);
- HighlightProperty->SetRepresentationToSurface();
- HighlightProperty->SetAmbientColor(1, 1, 1);
- HighlightProperty->SetDiffuseColor(1, 1, 1);
- HighlightProperty->SetSpecularColor(0.5, 0.5, 0.5);
- }
-
- this->Property = HighlightProperty;
-
+/*!
+ To map current selection to VTK representation
+*/
+void
+GEOM_Actor
+::Highlight(bool theIsHighlight)
+{
+ myIsSelected = theIsHighlight;
+#ifdef MYDEBUG
+ MESSAGE ( this << " GEOM_Actor::Highlight myIsSelected="<<myIsSelected );
+#endif
+
+ if ( myDisplayMode == (int)eShading || myDisplayMode == (int)eShadingWithEdges ) {
+ if ( theIsHighlight )
+ RestoreIsoNumbers();
+ else
+ // Reset number of iso lines to 0
+ ResetIsoNumbers();
}
- else if (!highlight) {
- if(myIsHighlighted) {
- myIsHighlighted=false;
- if(myDisplayMode==1) {
- //unhilight in shading
- this->Property = ShadingProperty;
- }
- else {
- //unhilight in wireframe
- this->Property = WireframeProperty;
+
+ SALOME_Actor::Highlight(theIsHighlight); // this method call ::highlight(theIsHighlight) in the end
+ SetVisibility(GetVisibility());
+}
+
+/*!
+ To process prehighlight (called from SVTK_InteractorStyle)
+*/
+bool
+GEOM_Actor
+::PreHighlight(vtkInteractorStyle *theInteractorStyle,
+ SVTK_SelectionEvent* theSelectionEvent,
+ bool theIsHighlight)
+{
+#ifdef MYDEBUG
+ MESSAGE ( this<<" GEOM_Actor::PreHighlight (3) theIsHighlight="<<theIsHighlight );
+#endif
+
+ if ( !GetPickable() )
+ return false;
+
+ if ( myDisplayMode == (int)eShading || myDisplayMode == (int)eShadingWithEdges ) {
+ if ( theIsHighlight )
+ RestoreIsoNumbers();
+ else
+ // Reset number of iso lines to 0
+ ResetIsoNumbers();
+ }
+
+ myPreHighlightActor->SetVisibility( false );
+ bool anIsPreselected = myIsPreselected;
+
+ Selection_Mode aSelectionMode = theSelectionEvent->mySelectionMode;
+ bool anIsChanged = (mySelectionMode != aSelectionMode);
+
+ if( !theIsHighlight ) {
+ SetPreSelected( false );
+ }else{
+ switch(aSelectionMode){
+ case ActorSelection :
+ {
+// cout << "=============== " << myIO->getEntry() << endl;
+// int nbio = mySelector->IObjectCount();
+// cout << " nbio = " << nbio << endl;
+
+ if( !mySelector->IsSelected( myIO ) ) {
+ // printf ("!!!!!!!!!!!!!!!!\n");
+ SetPreSelected( true );
}
}
+ default:
+ break;
+ }
}
-}
-void GEOM_Actor::SetHighlightProperty(vtkProperty* Prop) {
- this->HighlightProperty = Prop;
-}
+ mySelectionMode = aSelectionMode;
+ anIsChanged |= (anIsPreselected != myIsPreselected);
+ SetVisibility(GetVisibility());
+ return anIsChanged;
+}
-void GEOM_Actor::ReleaseGraphicsResources(vtkWindow *renWin)
+/*!
+ To process highlight (called from SVTK_InteractorStyle)
+*/
+bool
+GEOM_Actor
+::Highlight(vtkInteractorStyle *theInteractorStyle,
+ SVTK_SelectionEvent* theSelectionEvent,
+ bool theIsHighlight)
{
- vtkActor::ReleaseGraphicsResources(renWin);
+ // define the selection of object
+#ifdef MYDEBUG
+ MESSAGE ( std::endl << this << " GEOM_Actor::Highlight (3) myIsSelected="<<myIsSelected );
+#endif
+ bool aRet = SALOME_Actor::Highlight(theInteractorStyle,theSelectionEvent,theIsHighlight);
+ SetSelected(theIsHighlight);
+ if(theIsHighlight)
+ SetPreSelected(false);
- // broadcast the message down to the individual LOD mappers
-
- if(WireframeMapper) this->WireframeMapper->ReleaseGraphicsResources(renWin);
- if(ShadingMapper) this->ShadingMapper->ReleaseGraphicsResources(renWin);
+
+ return aRet;
}
-
// Copy the follower's composite 4x4 matrix into the matrix provided.
void GEOM_Actor::GetMatrix(vtkCamera* theCam, vtkMatrix4x4 *result)
{
else
{
distance = sqrt(
- (pos[0] - this->Position[0])*(pos[0] - this->Position[0]) +
+ (pos[0] - this->Position[0])*(pos[0] - this->Position[0]) +
(pos[1] - this->Position[1])*(pos[1] - this->Position[1]) +
(pos[2] - this->Position[2])*(pos[2] - this->Position[2]));
for (i = 0; i < 3; i++)
- {
+ {
Rz[i] = (pos[i] - this->Position[i])/distance;
- }
+ }
}
vtkMath::Cross(vup,Rz,Rx);
matrix->Delete();
this->Transform->Pop();
}
+
+void GEOM_Actor::SetEdgesInShadingColor(vtkFloatingPointType r,vtkFloatingPointType g,vtkFloatingPointType b)
+{
+ myEdgesInShadingColor[0] = r;
+ myEdgesInShadingColor[1] = g;
+ myEdgesInShadingColor[2] = b;
+}
+
+void GEOM_Actor::StoreIsoNumbers()
+{
+ myWireframeFaceSource->GetNbIso(myNbIsos[0], myNbIsos[1]);
+}
+
+void GEOM_Actor::SetIsosWidth(const int width) {
+ myWireframeFaceActor->GetProperty()->SetLineWidth(width);
+}
+
+int GEOM_Actor::GetIsosWidth() const {
+ return (int)myWireframeFaceActor->GetProperty()->GetLineWidth();
+}
+
+void GEOM_Actor::SetWidth(const int width) {
+ myIsolatedEdgeActor->GetProperty()->SetLineWidth(width);
+ myOneFaceEdgeActor->GetProperty()->SetLineWidth(width);
+ mySharedEdgeActor->GetProperty()->SetLineWidth(width);
+ myHighlightProp->SetLineWidth(width);
+ myPreHighlightProp->SetLineWidth(width+1);
+
+}
+
+int GEOM_Actor::GetWidth() const {
+ return (int)myIsolatedEdgeActor->GetProperty()->GetLineWidth();
+}
+
+void GEOM_Actor::RestoreIsoNumbers()
+{
+ if ( myNbIsos[0] > 0 || myNbIsos[1] > 0 )
+ // Restore number of U and (or) V iso lines
+ myWireframeFaceSource->SetNbIso(myNbIsos);
+}
+
+void GEOM_Actor::ResetIsoNumbers()
+{
+ int aNb[2] = {0, 0};
+ myWireframeFaceSource->SetNbIso(aNb);
+}
+
+void GEOM_Actor::StoreBoundaryColors()
+{
+ myShadingFaceProp->GetColor(myEdgesInWireframeColor);
+
+}
+
+void GEOM_Actor::RestoreBoundaryColors()
+{
+ myIsolatedEdgeActor->GetProperty()->SetColor(myEdgesInWireframeColor[0],
+ myEdgesInWireframeColor[1],
+ myEdgesInWireframeColor[2]);
+ myOneFaceEdgeActor->GetProperty()->SetColor(myEdgesInWireframeColor[0],
+ myEdgesInWireframeColor[1],
+ myEdgesInWireframeColor[2]);
+ mySharedEdgeActor->GetProperty()->SetColor(myEdgesInWireframeColor[0],
+ myEdgesInWireframeColor[1],
+ myEdgesInWireframeColor[2]);
+}