-// Copyright (C) 2007-2012 CEA/DEN, EDF R&D, OPEN CASCADE
+// Copyright (C) 2007-2015 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
// 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.
+// version 2.1 of the License, or (at your option) any later version.
//
// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
#include "SMESHGUI_MeshEditPreview.h"
#include "SMESHGUI_VTKUtils.h"
-
-#include <SMESH_Actor.h>
-#include <SMESH_ActorUtils.h>
+#include "SMESH_Actor.h"
+#include "SMESH_ActorUtils.h"
// SALOME GUI includes
-#include <VTKViewer_CellLocationsArray.h>
+#include <SVTK_Renderer.h>
#include <SVTK_ViewWindow.h>
+#include <VTKViewer_CellLocationsArray.h>
// VTK includes
-#include <vtkPoints.h>
-#include <vtkIdList.h>
#include <vtkCellArray.h>
-#include <vtkUnsignedCharArray.h>
-#include <vtkUnstructuredGrid.h>
-#include <vtkUnstructuredGridWriter.h>
+#include <vtkCoordinate.h>
#include <vtkDataSetMapper.h>
+#include <vtkIdList.h>
+#include <vtkPoints.h>
#include <vtkProperty.h>
+#include <vtkRenderer.h>
+#include <vtkTextActor.h>
+#include <vtkTextMapper.h>
+#include <vtkUnsignedCharArray.h>
+#include <vtkUnstructuredGrid.h>
// Qt includes
#include <QColor>
#include <SALOMEconfig.h>
#include CORBA_SERVER_HEADER(SMESH_MeshEditor)
+#include <gp_Ax3.hxx>
+
//================================================================================
/*!
* \brief Constructor
aMapper->Delete();
myViewWindow->AddActor(myPreviewActor);
-
}
//================================================================================
{
myGrid->Delete();
+ for ( size_t iA = 0; iA < myLabelActors.size(); ++iA )
+ if ( myLabelActors[iA] )
+ {
+ myPreviewActor->GetRenderer()->RemoveActor( myLabelActors[iA] );
+ myLabelActors[iA]->Delete();
+ }
+
myViewWindow->RemoveActor(myPreviewActor);
myPreviewActor->Delete();
-
}
//================================================================================
//================================================================================
vtkIdType getCellType( const SMDSAbs_ElementType theType,
- const bool thePoly,
- const int theNbNodes )
+ const bool thePoly,
+ const int theNbNodes )
{
switch( theType )
{
+ case SMDSAbs_Ball: return VTK_VERTEX;
case SMDSAbs_Node: return VTK_VERTEX;
- case SMDSAbs_Edge:
+ case SMDSAbs_Edge:
if( theNbNodes == 2 ) return VTK_LINE;
else if ( theNbNodes == 3 ) return VTK_QUADRATIC_EDGE;
else return VTK_EMPTY_CELL;
else if ( theNbNodes == 3 ) return VTK_TRIANGLE;
else if ( theNbNodes == 4 ) return VTK_QUAD;
else if ( theNbNodes == 6 ) return VTK_QUADRATIC_TRIANGLE;
+ else if ( theNbNodes == 7 ) return VTK_BIQUADRATIC_TRIANGLE;
else if ( theNbNodes == 8 ) return VTK_QUADRATIC_QUAD;
else if ( theNbNodes == 9 ) return VTK_BIQUADRATIC_QUAD;
else return VTK_EMPTY_CELL;
SetVisibility(true);
}
+//================================================================================
+/*!
+ * \brief Set shape of an arrow of a unit length and nb of arrows
+ */
+//================================================================================
+
+void SMESHGUI_MeshEditPreview::SetArrowShapeAndNb( int nbArrows,
+ double headLength,
+ double headRadius,
+ double start,
+ const char* labels)
+{
+ const int theNbPoints = 10; // in one arrow
+ myUnitArrowPnts.reserve( theNbPoints );
+ myUnitArrowPnts.clear();
+
+ // unit arrow || OZ
+
+ for ( int i = 0; i < theNbPoints - 2; ++i )
+ {
+ double angle = i * 2 * M_PI / ( theNbPoints - 2 );
+ myUnitArrowPnts.push_back( gp_Pnt( headRadius * Cos( angle ),
+ headRadius * Sin( angle ),
+ 1. - headLength ));
+ }
+ myUnitArrowPnts.push_back( gp_Pnt( 0, 0, start ));
+ myUnitArrowPnts.push_back( gp_Pnt( 0, 0, 1 ));
+
+
+ // nodes of all arrows
+
+ vtkPoints* aPoints = vtkPoints::New();
+ aPoints->SetNumberOfPoints( theNbPoints * nbArrows );
+ for ( int iP = 0, iA = 0; iA < nbArrows; ++iA )
+ for ( int i = 0; i < theNbPoints; ++i, ++iP )
+ aPoints->SetPoint( iP,
+ myUnitArrowPnts[i].X(),
+ myUnitArrowPnts[i].Y(),
+ myUnitArrowPnts[i].Z() );
+ myGrid->SetPoints(aPoints);
+ aPoints->Delete();
+
+ // connectivity of all arrows
+
+ const int theNbCells = ( theNbPoints - 1 ); // in one arrow
+ myGrid->Allocate( theNbCells * nbArrows );
+ for ( int nP = 0, iA = 0; iA < nbArrows; ++iA, nP += theNbPoints )
+ {
+ vtkIdType conn[3] = { theNbPoints - 1 + nP, // arrow end
+ theNbPoints - 3 + nP, // point on a circle
+ nP }; // point on a circle
+ for ( int i = 0; i < theNbCells-1; ++i )
+ {
+ myGrid->InsertNextCell( VTK_TRIANGLE, 3, conn );
+ conn[1] = conn[2];
+ conn[2] = conn[2] + 1;
+ }
+ conn[1] = theNbPoints - 2 + nP;
+ myGrid->InsertNextCell( VTK_LINE, 2, conn );
+ }
+
+ myLabelActors.resize( nbArrows, ( vtkTextActor*) NULL );
+ char label[] = "X";
+ if ( labels )
+ for ( int iP = 0, iA = 0; iA < nbArrows; ++iA )
+ {
+ label[0] = labels[iA];
+ vtkTextMapper* text = vtkTextMapper::New();
+ text->SetInput( label );
+ vtkCoordinate* coord = vtkCoordinate::New();
+
+ myLabelActors[iA] = vtkTextActor::New();
+ //myLabelActors[iA]->SetMapper( text );
+ myLabelActors[iA]->SetInput( label );
+ myLabelActors[iA]->SetTextScaleModeToNone();
+ myLabelActors[iA]->PickableOff();
+ myLabelActors[iA]->GetPositionCoordinate()->SetReferenceCoordinate( coord );
+
+ text->Delete();
+ coord->Delete();
+
+ myPreviewActor->GetRenderer()->AddActor(myLabelActors[iA]);
+ }
+}
+
+//================================================================================
+/*!
+ * \brief Set data to show moved/rotated/scaled arrows
+ * \param [in] axes - location and direction of the arrows
+ * \param [in] length - length of arrows
+ */
+//================================================================================
+
+void SMESHGUI_MeshEditPreview::SetArrows( const gp_Ax1* axes,
+ double length )
+{
+ vtkPoints* aPoints = myGrid->GetPoints();
+
+ for ( int iP = 0, iA = 0; iA < myLabelActors.size(); ++iA )
+ {
+ gp_Trsf trsf;
+ trsf.SetTransformation( gp_Ax3( axes[iA].Location(), axes[iA].Direction() ), gp::XOY() );
+
+ for ( size_t i = 0; i < myUnitArrowPnts.size(); ++i, ++iP )
+ {
+ gp_Pnt p = myUnitArrowPnts[i].Scaled( gp::Origin(), length );
+ p.Transform( trsf );
+ aPoints->SetPoint( iP, p.X(), p.Y(), p.Z() );
+ }
+ if ( myLabelActors[iA] )
+ if ( vtkCoordinate* aCoord =
+ myLabelActors[iA]->GetPositionCoordinate()->GetReferenceCoordinate() )
+ {
+ double p[3];
+ aPoints->GetPoint( iP-1, p );
+ aCoord->SetValue( p );
+ }
+ }
+
+ myGrid->Modified();
+}
+
//================================================================================
/*!
* \brief Set visibility
void SMESHGUI_MeshEditPreview::SetVisibility (bool theVisibility)
{
myPreviewActor->SetVisibility(theVisibility);
+ for ( size_t iA = 0; iA < myLabelActors.size(); ++iA )
+ if ( myLabelActors[iA] )
+ myLabelActors[iA]->SetVisibility(theVisibility);
SMESH::RepaintCurrentView();
}
* \brief Get preview actor
*/
//================================================================================
+
SALOME_Actor* SMESHGUI_MeshEditPreview::GetActor() const
{
return myPreviewActor;
}
+
+//================================================================================
+/*!
+ * \brief Returns the priewed vtkUnstructuredGrid
+ */
+//================================================================================
+
+vtkUnstructuredGrid* SMESHGUI_MeshEditPreview::GetGrid() const
+{
+ return myGrid;
+}