
Also animateNodes is now applyDisplacementToNodes. The funcions are not doing animation, but are responsible for deforming mesh. Signed-off-by: Przemo Firszt <przemo@firszt.eu>
169 lines
6.3 KiB
C++
Executable File
169 lines
6.3 KiB
C++
Executable File
/***************************************************************************
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* Copyright (c) 2013 Jürgen Riegel (FreeCAD@juergen-riegel.net) *
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* *
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* This file is part of the FreeCAD CAx development system. *
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* *
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* This library is free software; you can redistribute it and/or *
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* modify it under the terms of the GNU Library General Public *
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* License as published by the Free Software Foundation; either *
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* version 2 of the License, or (at your option) any later version. *
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* *
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* This library is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU Library General Public License for more details. *
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* *
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* You should have received a copy of the GNU Library General Public *
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* License along with this library; see the file COPYING.LIB. If not, *
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* write to the Free Software Foundation, Inc., 59 Temple Place, *
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* Suite 330, Boston, MA 02111-1307, USA *
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* *
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***************************************************************************/
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#ifndef FEM_VIEWPROVIDERFEMMESH_H
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#define FEM_VIEWPROVIDERFEMMESH_H
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#include <Gui/ViewProviderGeometryObject.h>
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#include <Gui/ViewProviderBuilder.h>
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#include <CXX/Objects.hxx>
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class SoCoordinate3;
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class SoDrawStyle;
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class SoIndexedFaceSet;
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class SoIndexedLineSet;
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class SoShapeHints;
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class SoMaterialBinding;
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namespace FemGui
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{
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class ViewProviderFEMMeshBuilder : public Gui::ViewProviderBuilder
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{
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public:
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ViewProviderFEMMeshBuilder(){}
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~ViewProviderFEMMeshBuilder(){}
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virtual void buildNodes(const App::Property*, std::vector<SoNode*>&) const;
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void createMesh(const App::Property*,
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SoCoordinate3*,
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SoIndexedFaceSet*,
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SoIndexedLineSet*,
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std::vector<unsigned long>&,
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std::vector<unsigned long>&,
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bool &edgeOnly,
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bool ShowInner
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) const;
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};
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class FemGuiExport ViewProviderFemMesh : public Gui::ViewProviderGeometryObject
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{
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PROPERTY_HEADER(FemGui::ViewProviderFemMesh);
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public:
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/// constructor.
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ViewProviderFemMesh();
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/// destructor.
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~ViewProviderFemMesh();
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// Display properties
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App::PropertyColor PointColor;
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App::PropertyFloatConstraint PointSize;
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App::PropertyFloatConstraint LineWidth;
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App::PropertyBool BackfaceCulling;
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App::PropertyBool ShowInner;
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void attach(App::DocumentObject *pcObject);
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void setDisplayMode(const char* ModeName);
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std::vector<std::string> getDisplayModes() const;
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void updateData(const App::Property*);
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/** @name Selection handling
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* This group of methodes do the selection handling.
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* Here you can define how the selection for your ViewProvider
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* works.
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*/
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//@{
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/// indicates if the ViewProvider use the new Selection model
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virtual bool useNewSelectionModel(void) const {return true;}
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/// return a hit element to the selection path or 0
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virtual std::string getElement(const SoDetail*) const;
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virtual SoDetail* getDetail(const char*) const;
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/// return the higlight lines for a given element or the whole shape
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virtual std::vector<Base::Vector3d> getSelectionShape(const char* Element) const;
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//@}
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// interface methodes
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void setHighlightNodes(const std::set<long>&);
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void resetHighlightNodes(void);
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/** @name Postprocessing
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* this interfaces apply post processing stuff to the View-
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* Provider. They can override the positioning and the color
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* color or certain elements.
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*/
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//@{
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/// set the color for each node
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void setColorByNodeId(const std::map<long,App::Color> &NodeColorMap);
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void setColorByNodeId(const std::vector<long> &NodeIds,const std::vector<App::Color> &NodeColors);
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/// reset the view of the node colors
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void resetColorByNodeId(void);
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/// set the displacement for each node
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void setDisplacementByNodeId(const std::map<long,Base::Vector3d> &NodeDispMap);
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void setDisplacementByNodeId(const std::vector<long> &NodeIds,const std::vector<Base::Vector3d> &NodeDisps);
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/// reset the view of the node displacement
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void resetDisplacementByNodeId(void);
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/// reaply the node displacement with a certain factor and do a redraw
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void applyDisplacementToNodes(double factor);
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/// set the color for each element
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void setColorByElementId(const std::map<long,App::Color> &ElementColorMap);
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/// reset the view of the element colors
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void resetColorByElementId(void);
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//@}
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const std::vector<unsigned long> &getVisibleElementFaces(void)const{return vFaceElementIdx;}
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PyObject *getPyObject();
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private:
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static App::PropertyFloatConstraint::Constraints floatRange;
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Py::Object PythonObject;
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protected:
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/// get called by the container whenever a property has been changed
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virtual void onChanged(const App::Property* prop);
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void setColorByNodeIdHelper(const std::vector<App::Color> &);
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void setDisplacementByNodeIdHelper(const std::vector<Base::Vector3d>& DispVector,long startId);
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/// index of elements to their triangles
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std::vector<unsigned long> vFaceElementIdx;
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std::vector<unsigned long> vNodeElementIdx;
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std::vector<Base::Vector3d> DisplacementVector;
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double DisplacementFactor;
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SoMaterial * pcPointMaterial;
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SoDrawStyle * pcPointStyle;
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SoDrawStyle * pcDrawStyle;
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SoShapeHints * pShapeHints;
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SoMaterialBinding * pcMatBinding;
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SoCoordinate3 * pcCoords;
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SoCoordinate3 * pcAnoCoords;
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SoIndexedFaceSet * pcFaces;
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SoIndexedLineSet * pcLines;
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bool onlyEdges;
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};
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} //namespace FemGui
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#endif // FEM_VIEWPROVIDERFEMMESH_H
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