static void selectionCallback(void * ud, SoEventCallback * cb)
    {
        Gui::View3DInventorViewer* view  = reinterpret_cast<Gui::View3DInventorViewer*>(cb->getUserData());
        view->removeEventCallback(SoMouseButtonEvent::getClassTypeId(), selectionCallback, ud);
        SoNode* root = view->getSceneGraph();
        static_cast<Gui::SoFCUnifiedSelection*>(root)->selectionRole.setValue(true);

        std::vector<SbVec2f> picked = view->getGLPolygon();
        SoCamera* cam = view->getSoRenderManager()->getCamera();
        SbViewVolume vv = cam->getViewVolume();
        Gui::ViewVolumeProjection proj(vv);
        Base::Polygon2d polygon;
        if (picked.size() == 2) {
            SbVec2f pt1 = picked[0];
            SbVec2f pt2 = picked[1];
            polygon.Add(Base::Vector2d(pt1[0], pt1[1]));
            polygon.Add(Base::Vector2d(pt1[0], pt2[1]));
            polygon.Add(Base::Vector2d(pt2[0], pt2[1]));
            polygon.Add(Base::Vector2d(pt2[0], pt1[1]));
        }
        else {
            for (std::vector<SbVec2f>::const_iterator it = picked.begin(); it != picked.end(); ++it)
                polygon.Add(Base::Vector2d((*it)[0],(*it)[1]));
        }

        FaceColors* self = reinterpret_cast<FaceColors*>(ud);
        self->d->view = 0;
        if (self->d->obj && self->d->obj->getTypeId().isDerivedFrom(Part::Feature::getClassTypeId())) {
            cb->setHandled();
            const TopoDS_Shape& shape = static_cast<Part::Feature*>(self->d->obj)->Shape.getValue();
            self->d->addFacesToSelection(view, proj, polygon, shape);
            view->redraw();
        }
    }
void TaskCreateNodeSet::DefineNodesCallback(void * ud, SoEventCallback * n)
{
    // show the wait cursor because this could take quite some time
    Gui::WaitCursor wc;

    TaskCreateNodeSet *taskBox = static_cast<TaskCreateNodeSet *>(ud);


    // When this callback function is invoked we must in either case leave the edit mode
    Gui::View3DInventorViewer* view  = reinterpret_cast<Gui::View3DInventorViewer*>(n->getUserData());
    view->setEditing(false);
    view->removeEventCallback(SoMouseButtonEvent::getClassTypeId(), DefineNodesCallback,ud);
    n->setHandled();

    SbBool clip_inner;
    std::vector<SbVec2f> clPoly = view->getGLPolygon(&clip_inner);
    if (clPoly.size() < 3)
        return;
    if (clPoly.front() != clPoly.back())
        clPoly.push_back(clPoly.front());

    SoCamera* cam = view->getSoRenderManager()->getCamera();
    SbViewVolume vv = cam->getViewVolume();
    Gui::ViewVolumeProjection proj(vv);
    Base::Polygon2D polygon;
    for (std::vector<SbVec2f>::const_iterator it = clPoly.begin(); it != clPoly.end(); ++it)
        polygon.Add(Base::Vector2D((*it)[0],(*it)[1]));

    taskBox->DefineNodes(polygon,proj,clip_inner);

}
예제 #3
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void ViewProviderPoints::clipPointsCallback(void * ud, SoEventCallback * n)
{
    // When this callback function is invoked we must in either case leave the edit mode
    Gui::View3DInventorViewer* view  = reinterpret_cast<Gui::View3DInventorViewer*>(n->getUserData());
    view->setEditing(false);
    view->removeEventCallback(SoMouseButtonEvent::getClassTypeId(), clipPointsCallback);
    n->setHandled();

    std::vector<SbVec2f> clPoly = view->getGLPolygon();
    if (clPoly.size() < 3)
        return;
    if (clPoly.front() != clPoly.back())
        clPoly.push_back(clPoly.front());

    std::vector<Gui::ViewProvider*> views = view->getViewProvidersOfType(ViewProviderPoints::getClassTypeId());
    for (std::vector<Gui::ViewProvider*>::iterator it = views.begin(); it != views.end(); ++it) {
        ViewProviderPoints* that = static_cast<ViewProviderPoints*>(*it);
        if (that->getEditingMode() > -1) {
            that->finishEditing();
            that->cut(clPoly, *view);
        }
    }

    view->redraw();
}
예제 #4
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void DefineNodesCallback(void * ud, SoEventCallback * n)
{
    Fem::FemAnalysis        *Analysis;

    if(getConstraintPrerequisits(&Analysis))
        return;

    // show the wait cursor because this could take quite some time
    Gui::WaitCursor wc;

    // When this callback function is invoked we must in either case leave the edit mode
    Gui::View3DInventorViewer* view  = reinterpret_cast<Gui::View3DInventorViewer*>(n->getUserData());
    view->setEditing(false);
    view->removeEventCallback(SoMouseButtonEvent::getClassTypeId(), DefineNodesCallback,ud);
    n->setHandled();

    SbBool clip_inner;
    std::vector<SbVec2f> clPoly = view->getGLPolygon(&clip_inner);
    if (clPoly.size() < 3)
        return;
    if (clPoly.front() != clPoly.back())
        clPoly.push_back(clPoly.front());

    SoCamera* cam = view->getCamera();
    SbViewVolume vv = cam->getViewVolume();
    Gui::ViewVolumeProjection proj(vv);
    Base::Polygon2D polygon;
    for (std::vector<SbVec2f>::const_iterator it = clPoly.begin(); it != clPoly.end(); ++it)
        polygon.Add(Base::Vector2D((*it)[0],(*it)[1]));


    std::vector<App::DocumentObject*> docObj = Gui::Selection().getObjectsOfType(Fem::FemMeshObject::getClassTypeId());
    if(docObj.size() !=1)
        return;

    const SMESHDS_Mesh* data = const_cast<SMESH_Mesh*>(dynamic_cast<Fem::FemMeshObject*>(docObj[0])->FemMesh.getValue().getSMesh())->GetMeshDS();

    SMDS_NodeIteratorPtr aNodeIter = data->nodesIterator();
    Base::Vector3f pt2d;
    std::set<int> IntSet;

    for (int i=0;aNodeIter->more();) {
        const SMDS_MeshNode* aNode = aNodeIter->next();
        Base::Vector3f vec(aNode->X(),aNode->Y(),aNode->Z());
        pt2d = proj(vec);
        if (polygon.Contains(Base::Vector2D(pt2d.x, pt2d.y)) == true) 
            IntSet.insert(aNode->GetID());
    }
    
    std::stringstream  set;

    set << "[";
    for(std::set<int>::const_iterator it=IntSet.begin();it!=IntSet.end();++it)
        if(it==IntSet.begin())
            set << *it ;
        else
            set << "," << *it ;
    set << "]";

    
    Gui::Command::openCommand("Place robot");
    Gui::Command::doCommand(Gui::Command::Doc,"App.ActiveDocument.addObject('Fem::FemSetNodesObject','NodeSet')");
    Gui::Command::doCommand(Gui::Command::Doc,"App.ActiveDocument.ActiveObject.Nodes = %s",set.str().c_str());
    Gui::Command::doCommand(Gui::Command::Doc,"App.activeDocument().%s.Member = App.activeDocument().%s.Member + [App.activeDocument().NodeSet]",Analysis->getNameInDocument(),Analysis->getNameInDocument());
    ////Gui::Command::updateActive();
    Gui::Command::commitCommand();

    //std::vector<Gui::ViewProvider*> views = view->getViewProvidersOfType(ViewProviderMesh::getClassTypeId());
    //if (!views.empty()) {
    //    Gui::Application::Instance->activeDocument()->openCommand("Cut");
    //    for (std::vector<Gui::ViewProvider*>::iterator it = views.begin(); it != views.end(); ++it) {
    //        ViewProviderMesh* that = static_cast<ViewProviderMesh*>(*it);
    //        if (that->getEditingMode() > -1) {
    //            that->finishEditing();
    //            that->cutMesh(clPoly, *view, clip_inner);
    //        }
    //    }

    //    Gui::Application::Instance->activeDocument()->commitCommand();

    //    view->render();
    //}
}
예제 #5
0
void MeshSelection::selectGLCallback(void * ud, SoEventCallback * n)
{
    // When this callback function is invoked we must leave the edit mode
    Gui::View3DInventorViewer* view  = reinterpret_cast<Gui::View3DInventorViewer*>(n->getUserData());
    MeshSelection* self = reinterpret_cast<MeshSelection*>(ud);
    self->stopInteractiveCallback(view);
    n->setHandled();
    std::vector<SbVec2f> polygon = view->getGLPolygon();
    if (polygon.size() < 3)
        return;
    if (polygon.front() != polygon.back())
        polygon.push_back(polygon.front());

    SbVec3f pnt, dir;
    view->getNearPlane(pnt, dir);
    Base::Vector3f point (pnt[0],pnt[1],pnt[2]);
    Base::Vector3f normal(dir[0],dir[1],dir[2]);

    std::list<ViewProviderMesh*> views = self->getViewProviders();
    for (std::list<ViewProviderMesh*>::iterator it = views.begin(); it != views.end(); ++it) {
        ViewProviderMesh* vp = static_cast<ViewProviderMesh*>(*it);

        std::vector<unsigned long> faces;
        const Mesh::MeshObject& mesh = static_cast<Mesh::Feature*>((*it)->getObject())->Mesh.getValue();
        const MeshCore::MeshKernel& kernel = mesh.getKernel();

        // simply get all triangles under the polygon
        SoCamera* cam = view->getSoRenderManager()->getCamera();
        SbViewVolume vv = cam->getViewVolume();
        Gui::ViewVolumeProjection proj(vv);
        vp->getFacetsFromPolygon(polygon, proj, true, faces);
        if (self->onlyVisibleTriangles) {
            const SbVec2s& sz = view->getSoRenderManager()->getViewportRegion().getWindowSize();
            short width,height; sz.getValue(width,height);
            std::vector<SbVec2s> pixelPoly = view->getPolygon();
            SbBox2s rect;
            for (std::vector<SbVec2s>::iterator it = pixelPoly.begin(); it != pixelPoly.end(); ++it) {
                const SbVec2s& p = *it;
                rect.extendBy(SbVec2s(p[0],height-p[1]));
            }
            std::vector<unsigned long> rf; rf.swap(faces);
            std::vector<unsigned long> vf = vp->getVisibleFacetsAfterZoom
                (rect, view->getSoRenderManager()->getViewportRegion(), view->getSoRenderManager()->getCamera());

            // get common facets of the viewport and the visible one
            std::sort(vf.begin(), vf.end());
            std::sort(rf.begin(), rf.end());
            std::back_insert_iterator<std::vector<unsigned long> > biit(faces);
            std::set_intersection(vf.begin(), vf.end(), rf.begin(), rf.end(), biit);
        }

        // if set filter out all triangles which do not point into user direction
        if (self->onlyPointToUserTriangles) {
            std::vector<unsigned long> screen;
            screen.reserve(faces.size());
            MeshCore::MeshFacetIterator it_f(kernel);
            for (std::vector<unsigned long>::iterator it = faces.begin(); it != faces.end(); ++it) {
                it_f.Set(*it);
                if (it_f->GetNormal() * normal > 0.0f) {
                    screen.push_back(*it);
                }
            }

            faces.swap(screen);
        }

        if (self->addToSelection)
            vp->addSelection(faces);
        else
            vp->removeSelection(faces);
    }

    view->redraw();
}