#include <SVTK_ViewModel.h>
#include <SVTK_ViewWindow.h>
+#include <VTKViewer_Algorithm.h>
+
#include <LightApp_SelectionMgr.h>
#include <SalomeApp_Application.h>
#include <SalomeApp_Study.h>
for ( int iV = 0; iV < views.count(); ++iV ) {
if(SVTK_ViewWindow* vtkWnd = GetVtkViewWindow(views[iV])) {
vtkRenderer *aRenderer = vtkWnd->getRenderer();
- vtkActorCollection *actors = aRenderer->GetActors();
+ VTK::ActorCollectionCopy aCopy(aRenderer->GetActors());
+ vtkActorCollection *actors = aCopy.GetActors();
for (int i = 0; i < actors->GetNumberOfItems(); ++i ) {
// size of actors changes inside the loop
while (SMESH_Actor *actor = dynamic_cast<SMESH_Actor*>(actors->GetItemAsObject(i)))
for ( int iV = 0; iV < views.count(); ++iV ) {
if(SVTK_ViewWindow* vtkWnd = GetVtkViewWindow(views[iV])) {
vtkRenderer *aRenderer = vtkWnd->getRenderer();
- vtkActorCollection *actors = aRenderer->GetActors();
+ VTK::ActorCollectionCopy aCopy(aRenderer->GetActors());
+ vtkActorCollection *actors = aCopy.GetActors();
for (int i = 0; i < actors->GetNumberOfItems(); ++i ) {
// size of actors changes inside the loop
- while(SMESH_Actor *actor = dynamic_cast<SMESH_Actor*>(actors->GetItemAsObject(i)))
+ if(SMESH_Actor *actor = dynamic_cast<SMESH_Actor*>(actors->GetItemAsObject(i)))
{
vtkWnd->RemoveActor(actor);
actor->Delete();
{
if(SVTK_ViewWindow* aViewWindow = GetVtkViewWindow(theWindow)){
vtkRenderer *aRenderer = aViewWindow->getRenderer();
- vtkActorCollection *aCollection = aRenderer->GetActors();
+ VTK::ActorCollectionCopy aCopy(aRenderer->GetActors());
+ vtkActorCollection *aCollection = aCopy.GetActors();
aCollection->InitTraversal();
while(vtkActor *anAct = aCollection->GetNextActor()){
if(SMESH_Actor *anActor = dynamic_cast<SMESH_Actor*>(anAct)){
{
if(SVTK_ViewWindow* aViewWindow = GetVtkViewWindow(theWnd)) {
vtkRenderer *aRenderer = aViewWindow->getRenderer();
- vtkActorCollection *aCollection = aRenderer->GetActors();
+ VTK::ActorCollectionCopy aCopy(aRenderer->GetActors());
+ vtkActorCollection *aCollection = aCopy.GetActors();
aCollection->InitTraversal();
while(vtkActor *anAct = aCollection->GetNextActor())
if(dynamic_cast<SMESH_Actor*>(anAct))
{
OK = true;
vtkRenderer *aRenderer = aViewWnd->getRenderer();
- vtkActorCollection *aCollection = aRenderer->GetActors();
+ VTK::ActorCollectionCopy aCopy(aRenderer->GetActors());
+ vtkActorCollection *aCollection = aCopy.GetActors();
aCollection->InitTraversal();
switch (theAction) {
if( selected.Extent() == 0){
vtkRenderer* aRenderer = aWnd->getRenderer();
- vtkActorCollection *aCollection = aRenderer->GetActors();
+ VTK::ActorCollectionCopy aCopy(aRenderer->GetActors());
+ vtkActorCollection *aCollection = aCopy.GetActors();
aCollection->InitTraversal();
while(vtkActor *anAct = aCollection->GetNextActor()){
if(SMESH_Actor *anActor = dynamic_cast<SMESH_Actor*>(anAct)){
int SW = mgr->integerValue( "SMESH", "selection_width", 5 ),
PW = mgr->integerValue( "SMESH", "highlight_width", 5 );
+ // adjust highlight_width to the width of mesh entities
+ int aPointSize = mgr->integerValue("SMESH", "node_size", 3);
+ int aElem0DSize = mgr->integerValue("SMESH", "elem0d_size", 5);
+ int aLineWidth = mgr->integerValue("SMESH", "element_width", 1);
+ int maxSize = aPointSize;
+ if (aElem0DSize > maxSize) maxSize = aElem0DSize;
+ if (aLineWidth > maxSize) maxSize = aLineWidth;
+ if (PW < maxSize + 2) PW = maxSize + 2;
+
double SP1 = mgr->doubleValue( "SMESH", "selection_precision_node", 0.025 ),
SP2 = mgr->doubleValue( "SMESH", "selection_precision_element", 0.001 ),
SP3 = mgr->doubleValue( "SMESH", "selection_precision_object", 0.025 );
PW);
// update actors
vtkRenderer* aRenderer = aVtkView->getRenderer();
- vtkActorCollection *aCollection = aRenderer->GetActors();
+ VTK::ActorCollectionCopy aCopy(aRenderer->GetActors());
+ vtkActorCollection *aCollection = aCopy.GetActors();
aCollection->InitTraversal();
while(vtkActor *anAct = aCollection->GetNextActor()){
if(SMESH_Actor *anActor = dynamic_cast<SMESH_Actor*>(anAct)){
void SetPointRepresentation(bool theIsVisible){
if(SVTK_ViewWindow* aViewWindow = GetCurrentVtkView()){
vtkRenderer *aRenderer = aViewWindow->getRenderer();
- vtkActorCollection *aCollection = aRenderer->GetActors();
+ VTK::ActorCollectionCopy aCopy(aRenderer->GetActors());
+ vtkActorCollection *aCollection = aCopy.GetActors();
aCollection->InitTraversal();
while(vtkActor *anAct = aCollection->GetNextActor()){
if(SMESH_Actor *anActor = dynamic_cast<SMESH_Actor*>(anAct)){
if(SVTK_ViewWindow* aWnd = GetCurrentVtkView()){
int anIsAllPickable = (theActor == NULL);
vtkRenderer *aRenderer = aWnd->getRenderer();
- vtkActorCollection *aCollection = aRenderer->GetActors();
+ VTK::ActorCollectionCopy aCopy(aRenderer->GetActors());
+ vtkActorCollection *aCollection = aCopy.GetActors();
aCollection->InitTraversal();
while(vtkActor *anAct = aCollection->GetNextActor()){
if(SALOME_Actor *anActor = dynamic_cast<SALOME_Actor*>(anAct)){
if( SVTK_ViewWindow* aWnd = SMESH::GetCurrentVtkView() )
{
vtkRenderer *aRenderer = aWnd->getRenderer();
- vtkActorCollection *aCollection = aRenderer->GetActors();
+ VTK::ActorCollectionCopy aCopy(aRenderer->GetActors());
+ vtkActorCollection *aCollection = aCopy.GetActors();
aCollection->InitTraversal();
while ( vtkActor *anAct = aCollection->GetNextActor())