void SMESH_ActorDef::SetEntityMode(unsigned int theMode)
{
- myEntityState = eAllEntity;
+ myEntityState = eAllEntity; // entities present in my object
if(!myVisualObj->GetNbEntities(SMDSAbs_0DElement)) {
myEntityState &= ~e0DElements;
myBaseActor->myGeomFilter->SetInside(myEntityMode != myEntityState);
- myEntityMode = theMode;
+ myEntityMode = theMode; // entities to show
VTKViewer_ExtractUnstructuredGrid* aFilter = myBaseActor->GetExtractUnstructuredGrid();
aFilter->ClearRegisteredCellsWithType();
SetFacesOriented(myIsFacesOriented);
}
- if(myVisualObj->GetEntitiesFlag()) {
- myEntityMode |= myVisualObj->GetEntitiesState();
- }
+ // if(myVisualObj->GetEntitiesFlag()) { IPAL53915
+ // myEntityMode |= myVisualObj->GetEntitiesState();
+ // }
SetEntityMode(GetEntityMode());
SetVisibility(GetVisibility());
#include "SMDS_Mesh.hxx"
#include "SMDS_MeshCell.hxx"
#include "SMDS_PolyhedralVolumeOfNodes.hxx"
+#include "SMESHDS_Mesh.hxx"
+#include "SMESHDS_Script.hxx"
#include "SMESH_Actor.h"
#include "SMESH_ControlsDef.hxx"
#include <stdexcept>
#include <set>
-#include "utilities.h"
+#include <utilities.h>
using namespace std;
NulData(); // detach from the SMDS grid to allow immediate memory de-allocation in compactMesh()
if ( MYDEBUG ) MESSAGE("*** buildPrs ==> compactMesh!");
GetMesh()->compactMesh();
+ if ( SMESHDS_Mesh* m = dynamic_cast<SMESHDS_Mesh*>( GetMesh() )) // IPAL53915
+ m->GetScript()->SetModified(false); // drop IsModified set in compactMesh()
}
vtkUnstructuredGrid *theGrid = GetMesh()->getGrid();
updateEntitiesFlags();
Handle(SALOME_InteractiveObject) anIO = new SALOME_InteractiveObject
( (*anIter).second->GetID().c_str(), "SMESH", (*anIter).second->GetName().c_str() );
SMESH::Update(anIO, toDisplay);
- if( SVTK_ViewWindow* vtkWnd = SMESH::GetVtkViewWindow(SMESH::GetActiveWindow() ) ) {
- if( vtkWnd->getRenderer() ){
- vtkWnd->getRenderer()->ResetCameraClippingRange();
- }
- }
+
+ if ( SVTK_ViewWindow* vtkWnd = SMESH::GetVtkViewWindow(SMESH::GetActiveWindow() ))
+ if ( vtkWnd->getRenderer() )
+ vtkWnd->getRenderer()->ResetCameraClippingRange();
if ( limitExceeded && !aMesh->_is_nil() )
{