-// SMESHGUI_Filter : Filters for VTK viewer
+// SMESHGUI_PredicateFilter : Filters for VTK viewer
//
// 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
-//
+// 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
//
//
// Module : SMESH
#include "SMESHGUI_Filter.h"
+#include "SMESHGUI_Utils.h"
+#include "SMDS_Mesh.hxx"
+#include "SMDS_MeshElement.hxx"
+#include "SMDSAbs_ElementType.hxx"
#include <vtkCell.h>
IMPLEMENT_STANDARD_HANDLE(SMESHGUI_Filter, VTKViewer_Filter)
IMPLEMENT_STANDARD_RTTIEXT(SMESHGUI_Filter, VTKViewer_Filter)
+IMPLEMENT_STANDARD_HANDLE(SMESHGUI_PredicateFilter, SMESHGUI_Filter)
+IMPLEMENT_STANDARD_RTTIEXT(SMESHGUI_PredicateFilter, SMESHGUI_Filter)
+
+IMPLEMENT_STANDARD_HANDLE(SMESHGUI_QuadrangleFilter, SMESHGUI_Filter)
+IMPLEMENT_STANDARD_RTTIEXT(SMESHGUI_QuadrangleFilter, SMESHGUI_Filter)
+
+IMPLEMENT_STANDARD_HANDLE(SMESHGUI_TriangleFilter, SMESHGUI_Filter)
+IMPLEMENT_STANDARD_RTTIEXT(SMESHGUI_TriangleFilter, SMESHGUI_Filter)
+
/*
- Class : SMESHGUI_Filter
+ Class : SMESHGUI_PredicateFilter
Description : Selection filter for VTK viewer. This class aggregate object
- of SMESH_Filter class and uses it for verification of criterion
+ of SMESH_Predicate class and uses it for verification of criterion
*/
//=======================================================================
-// name : SMESHGUI_Filter::SMESHGUI_Filter
+// name : SMESHGUI_PredicateFilter::SMESHGUI_PredicateFilter
// Purpose : Constructor
//=======================================================================
-SMESHGUI_Filter::SMESHGUI_Filter()
+SMESHGUI_PredicateFilter::SMESHGUI_PredicateFilter()
{
- myActor = 0;
}
-SMESHGUI_Filter::~SMESHGUI_Filter()
+SMESHGUI_PredicateFilter::~SMESHGUI_PredicateFilter()
{
}
//=======================================================================
-// name : SMESHGUI_Filter::IsValid
+// name : SMESHGUI_PredicateFilter::IsValid
// Purpose : Verify whether entry id satisfies to criterion of the filter
//=======================================================================
-bool SMESHGUI_Filter::IsValid( const int theCellId ) const
+bool SMESHGUI_PredicateFilter::IsValid( const int theCellId ) const
{
if ( myActor == 0 || myPred->_is_nil() )
return false;
SMESH_Actor* anActor = ( SMESH_Actor* )myActor;
+ if ( anActor->GetObject() == 0 )
+ return false;
+
+ SMDS_Mesh* aMesh = anActor->GetObject()->GetMesh();
+ SMESH::ElementType anElemType = myPred->GetElementType();
+ int aMeshId = anElemType == SMESH::NODE ? anActor->GetNodeObjId( theCellId )
+ : anActor->GetElemObjId( theCellId );
- int aMeshId = anActor->GetElemObjId( theCellId );
-
+ // if type of element != type of predicate return true because
+ // this predicate is not intended for filtering sush elements
+ const SMDS_MeshElement* anElem = anElemType == SMESH::NODE ? aMesh->FindNode( aMeshId )
+ : aMesh->FindElement( aMeshId );
+ if ( anElem != 0 && anElem->GetType() != (SMDSAbs_ElementType)myPred->GetElementType() )
+ return true;
+
return myPred->IsSatisfy( aMeshId );
}
//=======================================================================
-// name : SMESHGUI_Filter::SetPredicate
-// Purpose : Set new pridicate to the filter
+// name : SMESHGUI_PredicateFilter::IsValid
+// Purpose : Verify whether entry id satisfies to criterion of the filter
//=======================================================================
-void SMESHGUI_Filter::SetPredicate( SMESH::Predicate_ptr thePred )
+bool SMESHGUI_PredicateFilter::IsObjValid( const int theObjId ) const
{
- myPred = thePred;
+ if ( myActor == 0 || myPred->_is_nil() )
+ return false;
+
+ SMESH_Actor* anActor = ( SMESH_Actor* )myActor;
+ if ( anActor->GetObject() == 0 )
+ return false;
+
+ SMDS_Mesh* aMesh = anActor->GetObject()->GetMesh();
+ SMESH::ElementType anElemType = myPred->GetElementType();
+
+ // if type of element != type of predicate return true because
+ // this predicate is not intended for filtering sush elements
+ const SMDS_MeshElement* anElem = anElemType == SMESH::NODE ? aMesh->FindNode( theObjId )
+ : aMesh->FindElement( theObjId );
+ if ( anElem != 0 && anElem->GetType() != (SMDSAbs_ElementType)myPred->GetElementType() )
+ return true;
+
+ return myPred->IsSatisfy( theObjId );
}
//=======================================================================
-// name : SMESHGUI_Filter::GetActor
-// Purpose : Get actor of the filter
+// name : SMESHGUI_PredicateFilter::IsNodeFilter
+// Purpose : Returns true if filter is intended for nodes
//=======================================================================
-SALOME_Actor* SMESHGUI_Filter::GetActor() const
+bool SMESHGUI_PredicateFilter::IsNodeFilter() const
{
- return myActor;
+ return GetId() == SMESHGUI_NodeFilter;
}
//=======================================================================
-// name : SMESHGUI_Filter::SetActor
+// name : SMESHGUI_PredicateFilter::SetPredicate
+// Purpose : Set new pridicate to the filter
+//=======================================================================
+void SMESHGUI_PredicateFilter::SetPredicate( SMESH::Predicate_ptr thePred )
+{
+ myPred = SMESH::Predicate::_duplicate( thePred );
+}
+
+//=======================================================================
+// name : SMESHGUI_PredicateFilter::SetActor
// Purpose : Set new actor
//=======================================================================
-void SMESHGUI_Filter::SetActor( SALOME_Actor* theActor )
+void SMESHGUI_PredicateFilter::SetActor( SALOME_Actor* theActor )
{
if ( myActor == theActor )
return;
- VTKViewer_Filter::SetActor( theActor );
+ SMESHGUI_Filter::SetActor( theActor );
if ( myActor != 0 && !myPred->_is_nil() )
{
Handle(SALOME_InteractiveObject) anIO = myActor->getIO();
if ( !anIO.IsNull() )
{
- Standard_Boolean aRes = false;
- SMESH::SMESH_Mesh_ptr aMeshPtr = SMESHGUI::GetSMESHGUI()->ConvertIOinMesh( anIO, aRes );
- if ( aRes )
- myPred->SetMesh( aMeshPtr );
+ SMESH::SMESH_Mesh_var aMesh = SMESH::IObjectToInterface<SMESH::SMESH_Mesh>(anIO);
+ if(!aMesh->_is_nil())
+ myPred->SetMesh(aMesh);
}
}
}
+
+//=======================================================================
+// name : SMESHGUI_PredicateFilter::SetActor
+// Purpose : Get ID of the filter. Must return value from SMESHGUI_FilterType
+// enumeration. All filters must have different ids
+//=======================================================================
+int SMESHGUI_PredicateFilter::GetId() const
+{
+ if ( myPred->GetElementType() == SMESH::NODE ) return SMESHGUI_NodeFilter;
+ else if ( myPred->GetElementType() == SMESH::EDGE ) return SMESHGUI_EdgeFilter;
+ else if ( myPred->GetElementType() == SMESH::FACE ) return SMESHGUI_FaceFilter;
+ else if ( myPred->GetElementType() == SMESH::VOLUME ) return SMESHGUI_VolumeFilter;
+ else if ( myPred->GetElementType() == SMESH::ALL ) return SMESHGUI_AllElementsFilter;
+ else return SMESHGUI_UnknownFilter;
+}
+
+
+/*
+ Class : SMESHGUI_QuadrangleFilter
+ Description : Verify whether selected cell is quadranle
+*/
+
+//=======================================================================
+// name : SMESHGUI_QuadrangleFilter::SMESHGUI_QuadrangleFilter
+// Purpose : Constructor
+//=======================================================================
+SMESHGUI_QuadrangleFilter::SMESHGUI_QuadrangleFilter()
+: SMESHGUI_Filter()
+{
+}
+
+SMESHGUI_QuadrangleFilter::~SMESHGUI_QuadrangleFilter()
+{
+}
+
+//=======================================================================
+// name : SMESHGUI_QuadrangleFilter::IsValid
+// Purpose : Verify whether selected cell is quadranle
+//=======================================================================
+bool SMESHGUI_QuadrangleFilter::IsValid( const int theCellId ) const
+{
+ if ( myActor == 0 )
+ return false;
+
+ SMESH_Actor* anActor = ( SMESH_Actor* )myActor;
+ if ( anActor->GetObject() == 0 )
+ return false;
+
+ SMDS_Mesh* aMesh = anActor->GetObject()->GetMesh();
+ const SMDS_MeshElement* anElem = aMesh->FindElement( anActor->GetElemObjId( theCellId ) );
+
+ return anElem != 0 ? anElem->GetType() != SMDSAbs_Face || anElem->NbNodes() == 4 : false;
+}
+
+//=======================================================================
+// name : SMESHGUI_QuadrangleFilter::IsValid
+// Purpose : Verify whether selected cell is quadranle
+//=======================================================================
+bool SMESHGUI_QuadrangleFilter::IsObjValid( const int theObjId ) const
+{
+ if ( myActor == 0 )
+ return false;
+
+ SMESH_Actor* anActor = ( SMESH_Actor* )myActor;
+ if ( anActor->GetObject() == 0 )
+ return false;
+
+ SMDS_Mesh* aMesh = anActor->GetObject()->GetMesh();
+ const SMDS_MeshElement* anElem = aMesh->FindElement( theObjId );
+
+ return anElem != 0 ? anElem->GetType() != SMDSAbs_Face || anElem->NbNodes() == 4 : false;
+}
+
+//=======================================================================
+// name : SMESHGUI_QuadrangleFilter::SetActor
+// Purpose : Get ID of the filter. Must return value from SMESHGUI_FilterType
+// enumeration. All filters must have different ids
+//=======================================================================
+int SMESHGUI_QuadrangleFilter::GetId() const
+{
+ return SMESHGUI_QuadFilter;
+}
+
+//=======================================================================
+// name : SMESHGUI_QuadrangleFilter::IsNodeFilter
+// Purpose : Returns true if filter is intended for nodes
+//=======================================================================
+bool SMESHGUI_QuadrangleFilter::IsNodeFilter() const
+{
+ return false;
+}
+
+
+/*
+ Class : SMESHGUI_TriangleFilter
+ Description : Verify whether selected cell is triangle
+*/
+
+
+//=======================================================================
+// name : SMESHGUI_TriangleFilter::SMESHGUI_TriangleFilter
+// Purpose : Constructor
+//=======================================================================
+SMESHGUI_TriangleFilter::SMESHGUI_TriangleFilter()
+: SMESHGUI_Filter()
+{
+}
+
+SMESHGUI_TriangleFilter::~SMESHGUI_TriangleFilter()
+{
+}
+
+//=======================================================================
+// name : SMESHGUI_TriangleFilter::IsValid
+// Purpose : Verify whether selected cell is triangle
+//=======================================================================
+bool SMESHGUI_TriangleFilter::IsValid( const int theCellId ) const
+{
+ if ( myActor == 0 )
+ return false;
+
+ SMESH_Actor* anActor = ( SMESH_Actor* )myActor;
+ if ( anActor->GetObject() == 0 )
+ return false;
+
+ SMDS_Mesh* aMesh = anActor->GetObject()->GetMesh();
+ const SMDS_MeshElement* anElem = aMesh->FindElement( anActor->GetElemObjId( theCellId ) );
+
+ return anElem != 0 ? anElem->GetType() != SMDSAbs_Face || anElem->NbNodes() == 3 : false;
+}
+
+//=======================================================================
+// name : SMESHGUI_TriangleFilter::IsValid
+// Purpose : Verify whether selected cell is triangle
+//=======================================================================
+bool SMESHGUI_TriangleFilter::IsObjValid( const int theObjId ) const
+{
+ if ( myActor == 0 )
+ return false;
+
+ SMESH_Actor* anActor = ( SMESH_Actor* )myActor;
+ if ( anActor->GetObject() == 0 )
+ return false;
+
+ SMDS_Mesh* aMesh = anActor->GetObject()->GetMesh();
+ const SMDS_MeshElement* anElem = aMesh->FindElement( theObjId );
+
+ return anElem != 0 ? anElem->GetType() != SMDSAbs_Face || anElem->NbNodes() == 3 : false;
+}
+
+//=======================================================================
+// name : SMESHGUI_TriangleFilter::SetActor
+// Purpose : Get ID of the filter. Must return value from SMESHGUI_FilterType
+// enumeration. All filters must have different ids
+//=======================================================================
+int SMESHGUI_TriangleFilter::GetId() const
+{
+ return SMESHGUI_TriaFilter;
+}
+
+//=======================================================================
+// name : SMESHGUI_TriangleFilter::IsNodeFilter
+// Purpose : Returns true if filter is intended for nodes
+//=======================================================================
+bool SMESHGUI_TriangleFilter::IsNodeFilter() const
+{
+ return false;
+}
+
+
+
+
+
+
+
+
+
+
+