#include <vtkImplicitBoolean.h>
#include <vtkImplicitFunctionCollection.h>
+#include <vtkThreshold.h>
+#include <vtkPassThrough.h>
+
#include "utilities.h"
my3DActor->GetMapper()->SetScalarVisibility(false);
myBallActor->GetMapper()->SetScalarVisibility(false);
myScalarBarActor->SetVisibility(false);
+ ClipThreshold(false);
+ SetWireframeOff(false);
bool anIsScalarVisible = theMode > eNone;
case SMESH_DeviceActor::eSurface:
case SMESH_DeviceActor::eWireframe:
{
+ anIsVisible = !IsWireframeOff();
+
if(myIsHighlighted) {
myHighlitableActor->SetProperty(myHighlightProp);
}else if(myIsPreselected){
}
+// Hides the cells beyond threshold if isThresholdOn == true.
+void SMESH_ActorDef::ClipThreshold(bool isThresholdOn, double min /*= 0.0*/, double max /*= 0.0*/)
+{
+ myIsClipThresholdOn = isThresholdOn;
+
+ if (isThresholdOn)
+ {
+ // Initialize the filter
+ vtkSmartPointer<vtkThreshold> threshold = vtkSmartPointer<vtkThreshold>::New();
+
+ // We have set scalar data with SMESH_DeviceActor::SetControlMode() call as vtkDataSetAttributes::SCALARS.
+ // So, we don't need to pass an array name in SetInputArrayToProcess().
+ threshold->SetInputConnection(myControlActor->myMergeFilter->GetOutputPort());
+ threshold->SetInputArrayToProcess(0, 0, 0, vtkDataObject::FIELD_ASSOCIATION_CELLS, vtkDataSetAttributes::SCALARS);
+
+ // Set range
+ threshold->SetThresholdFunction(vtkThreshold::THRESHOLD_BETWEEN);
+ threshold->SetLowerThreshold(min);
+ threshold->SetUpperThreshold(max);
+
+ // Debug output
+ threshold->Update();
+ SCRUTE(threshold->GetOutput()->GetNumberOfCells());
+
+ // Add to the filters' chain
+ vtkAlgorithmOutput* port = threshold->GetOutputPort();
+ myControlActor->myPassFilter[0]->SetInputConnection(port);
+ }
+ else
+ {
+ // Restore the filters' chain
+ myControlActor->SetImplicitFunctionUsed(myControlActor->myIsImplicitFunctionUsed);
+ }
+}
+
+// Hides the wireframe if isWireframeOff == true.
+void SMESH_ActorDef::SetWireframeOff(bool isWireframeOff)
+{
+ myIsWireframeOff = isWireframeOff;
+
+ UpdateHighlight();
+}
+
void SMESH_ActorDef::UpdateDistribution()
{
if(SMESH::Controls::NumericalFunctor* fun =