#include "SMESH_ActorDef.h"
#include "SMESH_ActorUtils.h"
#include "SMESH_DeviceActor.h"
+#include "SMESH_ObjectDef.h"
#include "SMESH_ControlsDef.hxx"
#include "VTKViewer_ExtractUnstructuredGrid.h"
+#include "VTKViewer_FramedTextActor.h"
#include "SALOME_InteractiveObject.hxx"
#include "SUIT_Session.h"
// Clipping planes
myImplicitBoolean = vtkImplicitBoolean::New();
myImplicitBoolean->SetOperationTypeToIntersection();
+
+ // Set color of the name actor
+ SMESH::GetColor( "SMESH", "fill_color", anRGB[0], anRGB[1], anRGB[2], QColor( 0, 170, 255 ) );
+ myNameActor->SetBackgroundColor(anRGB[0], anRGB[1], anRGB[2]);
}
SetShrink();
}
+ if( dynamic_cast<SMESH_GroupObj*>( myVisualObj.get() ) )
+ SetIsDisplayNameActor( true );
+
myTimeStamp->Modified();
Modified();
return true;
void SMESH_ActorDef::SetSufaceColor(vtkFloatingPointType r,vtkFloatingPointType g,vtkFloatingPointType b){
mySurfaceProp->SetColor(r,g,b);
+ myNameActor->SetBackgroundColor(r,g,b);
Modified();
}
{
SMESHGUI::GetSMESHGen()->SetName(obj->GetIOR().c_str(), newName.toLatin1().data());
+ // update name of group object and its actor
+ SMESH::SMESH_GroupBase_var aGroupObject = SMESH::IObjectToInterface<SMESH::SMESH_GroupBase>(IObject);
+ if( !aGroupObject->_is_nil() )
+ {
+ aGroupObject->SetName( newName.toLatin1().data() );
+ if ( SMESH_Actor *anActor = SMESH::FindActorByEntry( IObject->getEntry() ) )
+ anActor->setName( newName.toLatin1().data() );
+ }
+
updateObjBrowser();
}
}
_PTR(SObject) aMeshGroupSO = SMESH::FindSObject(myGroup);
if(SMESH_Actor *anActor = SMESH::FindActorByEntry(aMeshGroupSO->GetID().c_str())) {
+ anActor->setName(myName->text().toLatin1().data());
switch ( myTypeId ) {
case 0: anActor->SetNodeColor( aColor.R, aColor.G, aColor.B ); break;
case 1: anActor->SetEdgeColor( aColor.R, aColor.G, aColor.B ); break;
_PTR(SObject) aMeshGroupSO = SMESH::FindSObject(myGroupOnGeom);
if(SMESH_Actor *anActor = SMESH::FindActorByEntry(aMeshGroupSO->GetID().c_str())) {
+ anActor->setName(myName->text().toLatin1().data());
switch ( myTypeId ) {
case 0: anActor->SetNodeColor( aColor.R, aColor.G, aColor.B ); break;
case 1: anActor->SetEdgeColor( aColor.R, aColor.G, aColor.B ); break;