int VISU::Mesh_i::IsPossible(Result_i* theResult, const char* theMeshName, Entity theEntity, const char* theFamilyName){
try{
- INFOS("Mesh_i::IsPossible - theMeshName = '"<<theMeshName<<"'; theEntity = "<<theEntity<<"; theFamilyName = '"<<theFamilyName<<"'");
+ MESSAGE("Mesh_i::IsPossible - theMeshName = '"<<theMeshName<<"'; theEntity = "<<theEntity<<"; theFamilyName = '"<<theFamilyName<<"'");
float aSize = INCMEMORY*
theResult->GetInput()->GetMeshOnEntitySize(theMeshName,(VISU::TEntity)theEntity,theFamilyName);
bool aResult = VISU_PipeLine::CheckAvailableMemory(aSize);
- INFOS("Mesh_i::IsPossible - CheckAvailableMemory = "<<float(aSize)<<"; aResult = "<<aResult);
+ MESSAGE("Mesh_i::IsPossible - CheckAvailableMemory = "<<float(aSize)<<"; aResult = "<<aResult);
return aResult;
}catch(std::runtime_error& exc){
INFOS("Follow exception was accured :\n"<<exc.what());
int VISU::Mesh_i::IsPossible(Result_i* theResult, const char* theMeshName, const char* theGroupName){
try{
- INFOS("Mesh_i::IsPossible - theMeshName = '"<<theMeshName<<"'; theGroupName = '"<<theGroupName<<"'");
+ MESSAGE("Mesh_i::IsPossible - theMeshName = '"<<theMeshName<<"'; theGroupName = '"<<theGroupName<<"'");
float aSize = INCMEMORY*
theResult->GetInput()->GetMeshOnGroupSize(theMeshName,theGroupName);
bool aResult = VISU_PipeLine::CheckAvailableMemory(aSize);
VISU::Storable* VISU::Mesh_i::Restore(const Storable::TRestoringMap& theMap)
- throw(std::logic_error&)
{
Prs3d_i::Restore(theMap);
VISU_Actor* VISU::Mesh_i::CreateActor(const Handle(SALOME_InteractiveObject)& theIO)
- throw (std::runtime_error&)
{
VISU_MeshAct* anActor = VISU_MeshAct::New();
try{
VISU::Prs3d_i::CreateActor(anActor,theIO);
UpdateActor(anActor);
- }catch(std::runtime_error& exc){
+ }catch (...) {
anActor->Delete();
- throw exc;
+ throw ;
}
return anActor;
}
-void VISU::Mesh_i::UpdateActor(VISU_Actor* theActor) throw(std::runtime_error&){
+void VISU::Mesh_i::UpdateActor(VISU_Actor* theActor) {
if(VISU_MeshAct* anActor = dynamic_cast<VISU_MeshAct*>(theActor)){
if(MYDEBUG) MESSAGE("Mesh_i::UpdateActor");
VISU::Prs3d_i::UpdateActor(anActor);
anActor->SetRepresentation(myPresentType);
- anActor->GetProperty()->SetColor(myCellColor.R, myCellColor.G, myCellColor.B);
+ anActor->GetSurfaceProperty()->SetColor(myCellColor.R, myCellColor.G, myCellColor.B);
anActor->GetEdgeProperty()->SetColor(myLinkColor.R, myLinkColor.G, myLinkColor.B);
anActor->GetNodeProperty()->SetColor(myNodeColor.R, myNodeColor.G, myNodeColor.B);
}