コード例 #1
0
void VoxCad::SetupBCWindow(void)
{
	BCDockWidget = new QDockWidget(this);
	BCDockWidget->setAllowedAreas(Qt::LeftDockWidgetArea | Qt::RightDockWidgetArea);
	BCsDlg = new Dlg_BCs(&MainEnv, BCDockWidget);
	BCDockWidget->setWidget(BCsDlg);
    BCDockWidget->setWindowTitle("BCs");
	BCDockWidget->setVisible(false);

	connect(BCDockWidget->toggleViewAction(), SIGNAL(triggered(bool)), this, SLOT(BCsMode(bool)));
	connect(BCsDlg, SIGNAL(RequestUpdateGL()), this, SLOT(ReqGLUpdateAll()));
	connect(BCsDlg, SIGNAL(RequestGLSelect(int)), this, SLOT(SetGLSelected(int)));
	connect(BCsDlg, SIGNAL(DoneEditing()), this, SLOT(ViewMode(void))); 
	
	connect(&MainEnv, SIGNAL(BCsChanged()), BCsDlg, SLOT(UpdateBCLists(void))); //when we load BC's update the dlg!
	connect(&MainSim, SIGNAL(BCsChanged()), BCsDlg, SLOT(UpdateBCLists(void))); //when we load BC's update the dlg!

	addDockWidget(Qt::RightDockWidgetArea, BCDockWidget);

}
コード例 #2
0
ファイル: Dlg_BCs.cpp プロジェクト: atsmsmr/VoxFab
Dlg_BCs::Dlg_BCs(QVX_Environment* pEnvIn, QWidget *parent)
	: QWidget(parent)
{
	CurRegion = NULL;
	CurBcIndex = -1;

	pEnv = pEnvIn;	

	ui.setupUi(this);
	SetupPrimTab();


	ui.BCPresetsCombo->addItem("None"); //should be in same order as BCPresetType enum
	ui.BCPresetsCombo->addItem("X Cantilever"); //should be in same order as BCPresetType enum
	ui.BCPresetsCombo->addItem("Y Cantilever");
	ui.BCPresetsCombo->addItem("X Axial");
	ui.BCPresetsCombo->addItem("Y Axial");
	ui.BCPresetsCombo->addItem("Z Axial");
	ui.BCPresetsCombo->addItem("X Symmetry");
	ui.BCPresetsCombo->addItem("Y Symmetry");
	ui.BCPresetsCombo->addItem("Z Symmetry");


	const QValidator* DEval = new QDoubleValidator(this);
	ui.XForceEdit->setValidator(DEval);
	ui.YForceEdit->setValidator(DEval);
	ui.ZForceEdit->setValidator(DEval);
	ui.XDispEdit->setValidator(DEval);
	ui.YDispEdit->setValidator(DEval);
	ui.ZDispEdit->setValidator(DEval);
	ui.TXTorqueEdit->setValidator(DEval);
	ui.TYTorqueEdit->setValidator(DEval);
	ui.TZTorqueEdit->setValidator(DEval);
	ui.TXDispEdit->setValidator(DEval);
	ui.TYDispEdit->setValidator(DEval);
	ui.TZDispEdit->setValidator(DEval);

	ApplyPreset(BC_XCANT);

	connect(ui.BCPresetsCombo, SIGNAL(currentIndexChanged(int)), this, SLOT(ApplyPreset(int)));
	//connect(ui.BCList, SIGNAL(currentRowChanged (int)), this, SLOT(BCrowChanged(int))); //itemClicked ?
	connect(ui.BCList, SIGNAL(itemClicked(QListWidgetItem*)), this, SLOT(BCRowClicked())); //itemClicked ?

	//add or delete boundary conditions
	connect(ui.AddBCButton, SIGNAL(clicked(bool)), this, SLOT(AddBC()));
	connect(ui.DelBCButton, SIGNAL(clicked(bool)), this, SLOT(DelCurBC()));

	//Load or Save Boundary Conditions
	connect(ui.LoadBCButton, SIGNAL(clicked()), this, SLOT(LoadBCs()));
	connect(ui.SaveBCButton, SIGNAL(clicked()), this, SLOT(SaveBCs()));

	connect(ui.FixAllButton, SIGNAL(clicked()), this, SLOT(ClickedFixAll()));
	connect(ui.FixNoneButton, SIGNAL(clicked()), this, SLOT(ClickedFixNone()));

	//Translation
	connect(ui.XFixed, SIGNAL(clicked(bool)), this, SLOT(ChangedXFixed(bool)));
	connect(ui.YFixed, SIGNAL(clicked(bool)), this, SLOT(ChangedYFixed(bool)));
	connect(ui.ZFixed, SIGNAL(clicked(bool)), this, SLOT(ChangedZFixed(bool)));

	connect(ui.XForceEdit, SIGNAL(editingFinished()), this, SLOT(EditedXForce()));
	connect(ui.YForceEdit, SIGNAL(editingFinished()), this, SLOT(EditedYForce()));
	connect(ui.ZForceEdit, SIGNAL(editingFinished()), this, SLOT(EditedZForce()));

	connect(ui.XDispEdit, SIGNAL(editingFinished()), this, SLOT(EditedXDisp()));
	connect(ui.YDispEdit, SIGNAL(editingFinished()), this, SLOT(EditedYDisp()));
	connect(ui.ZDispEdit, SIGNAL(editingFinished()), this, SLOT(EditedZDisp()));

	//Rotation
	connect(ui.TXFixed, SIGNAL(clicked(bool)), this, SLOT(ChangedTXFixed(bool)));
	connect(ui.TYFixed, SIGNAL(clicked(bool)), this, SLOT(ChangedTYFixed(bool)));
	connect(ui.TZFixed, SIGNAL(clicked(bool)), this, SLOT(ChangedTZFixed(bool)));

	connect(ui.TXTorqueEdit, SIGNAL(editingFinished()), this, SLOT(EditedTXTorque()));
	connect(ui.TYTorqueEdit, SIGNAL(editingFinished()), this, SLOT(EditedTYTorque()));
	connect(ui.TZTorqueEdit, SIGNAL(editingFinished()), this, SLOT(EditedTZTorque()));

	connect(ui.TXDispEdit, SIGNAL(editingFinished()), this, SLOT(EditedTXDisp()));
	connect(ui.TXDispEdit, SIGNAL(textChanged(QString)), this, SLOT(ChangedTDisp(QString)));
	connect(ui.TYDispEdit, SIGNAL(editingFinished()), this, SLOT(EditedTYDisp()));
	connect(ui.TYDispEdit, SIGNAL(textChanged(QString)), this, SLOT(ChangedTDisp(QString)));
	connect(ui.TZDispEdit, SIGNAL(editingFinished()), this, SLOT(EditedTZDisp()));
	connect(ui.TZDispEdit, SIGNAL(textChanged(QString)), this, SLOT(ChangedTDisp(QString)));

	connect(ui.BCDonePushButton, SIGNAL(clicked()), this, SIGNAL(DoneEditing()));

}
コード例 #3
0
Dlg_Palette::Dlg_Palette(QVX_Object* pObjIn, QWidget *parent)
	: QWidget(parent)
{
	pObj = pObjIn;
	ui.setupUi(this);

	Palette_Model = new CPalModel(pObj, this);
//	Palette_Model.pObj = pObj; //connect our model to our object
	ui.MaterialList->setModel(Palette_Model);
	selectionModel = ui.MaterialList->selectionModel();
	SetCurMat(0);

	const QValidator* DEval = new QDoubleValidator(this);
	ui.StiffEdit->setValidator(DEval);
	ui.PoissoEdit->setValidator(DEval);
	ui.DensityEdit->setValidator(DEval);

	//Change selection
	connect(selectionModel, SIGNAL(selectionChanged(const QItemSelection&, const QItemSelection&)), this, SLOT(UpdateFields()));

	//add/delete materials
	connect(ui.AddMatButton, SIGNAL(clicked(bool)), this, SLOT(AddMaterial()));
	connect(ui.DelMatButton, SIGNAL(clicked(bool)), this, SLOT(DeleteCurMaterial()));

	//Load or Save Palettes
	connect(ui.LoadPalButton, SIGNAL(clicked()), this, SLOT(LoadPalette()));
	connect(ui.SavePalButton, SIGNAL(clicked()), this, SLOT(SavePalette()));

	//Visible
	connect(ui.VisibleCheck, SIGNAL(clicked(bool)), this, SLOT(ChangedVisible(bool)));

	//Material mode Radios
	connect(ui.MTBasicRadio, SIGNAL(toggled(bool)), this, SLOT(ChangedBasic(bool)));
	connect(ui.MTDitherRadio, SIGNAL(toggled(bool)), this, SLOT(ChangedDither(bool)));
	connect(ui.MTStructureRadio, SIGNAL(toggled(bool)), this, SLOT(ChangedStructure(bool)));


	//color sliders
	connect(ui.RedSlider, SIGNAL(valueChanged(int)), this, SLOT(ChangedR(int)));
	connect(ui.GreenSlider, SIGNAL(valueChanged(int)), this, SLOT(ChangedG(int)));
	connect(ui.BlueSlider, SIGNAL(valueChanged(int)), this, SLOT(ChangedB(int)));
	connect(ui.AlphaSlider, SIGNAL(valueChanged(int)), this, SLOT(ChangedA(int)));

	//physical properties
	connect(ui.StiffEdit, SIGNAL(textChanged(QString)), this, SLOT(ChangedStiffness(QString)));
	connect(ui.PoissoEdit, SIGNAL(textChanged(QString)), this, SLOT(ChangedPoisson(QString)));
	connect(ui.DensityEdit, SIGNAL(textChanged(QString)), this, SLOT(ChangedDens(QString)));
	connect(ui.CTEEdit, SIGNAL(textChanged(QString)), this, SLOT(ChangedCTE(QString)));
	connect(ui.UsEdit, SIGNAL(textChanged(QString)), this, SLOT(ChangeduStatic(QString)));
	connect(ui.UdEdit, SIGNAL(textChanged(QString)), this, SLOT(ChangeduDynamic(QString)));


	//Dither
	connect(ui.Mat1SelCombo, SIGNAL(activated(int)), this, SLOT(Mat1IndexChanged(int)));
	connect(ui.Mat2SelCombo, SIGNAL(activated(int)), this, SLOT(Mat2IndexChanged(int)));
	connect(ui.MatPercSlider, SIGNAL(valueChanged(int)), this, SLOT(ChangedPercRand(int)));
	

	//Structure 
	connect(ui.ImportButton, SIGNAL(clicked()), this, SLOT(ClickedImport()));
	connect(ui.ExportButton, SIGNAL(clicked()), this, SLOT(ClickedExport()));
	connect(ui.XDimSpin, SIGNAL(valueChanged(int)), this, SLOT(ChangedXDim(int)));
	connect(ui.YDimSpin, SIGNAL(valueChanged(int)), this, SLOT(ChangedYDim(int)));
	connect(ui.ZDimSpin, SIGNAL(valueChanged(int)), this, SLOT(ChangedZDim(int)));
	connect(ui.XOffSpin, SIGNAL(valueChanged(int)), this, SLOT(ChangedXOff(int)));
	connect(ui.YOffSpin, SIGNAL(valueChanged(int)), this, SLOT(ChangedYOff(int)));
	connect(ui.ZOffSpin, SIGNAL(valueChanged(int)), this, SLOT(ChangedZOff(int)));

	connect(ui.EditStructureButton, SIGNAL(clicked()), this, SLOT(ClickedEditStructure()));

	//set up editor window!!
	TmpEditDlg = new Dlg_StructureEditor(&TmpEdit, NULL); //shouldn't ever casue me leaks...

	TmpEditDlg->setWindowTitle("Structure Editor");
	TmpEditDlg->setWindowModality(Qt::ApplicationModal);
	connect(TmpEditDlg, SIGNAL(DoneEditing()), this, SLOT(DoneEditStructure()));
//	UpdateMaterialWindow(QItemSelection());
}