Notes:
A feature as been asked : being able to choose the range of your
colorbar. This feature implies that we add a range relative to each
attribute/colorbar, that the user could modify, and reset to the
common Range, which is the actual real range we used to use.
This new version is also way faster, optimizing the number of times
the multiple rendering are called.
Changes:
- A structure as been created, colorBarStruct, to replace the
colorPointList. This ColorBar contains a colorPointList and a
range, that we will load like we used to do with the
colorpoints.Now the range does not automatically adapt to the
selected meshes.
- deleted removeArrow() in gradientWidget
- added the bool variable m_updateOnPositionChanged in
ShapePopulationQT to avoid unecessary updates when a color arrow is
moved
- the bool variable m_updateOnAttributeChanged helps not calling
the spinBox_Attribute_indexChanged() when adding every attribute
during the createWidget() function
- setting the scrollArea (Display Area) visibility to false when
creating widgets, then setting it to true at the end (after placing
and resizing) will only render everything at the end.
- added the bool variable m_renderAllSelection in
ShapePopulationBase to avoid calling RenderSelection() for nothing.
To allow the renderselection when interacting with the mouse, we
created two observers on BeginInteraction and EndInteraction on the
Interactor, which will respectively set m_renderAllselection to
true and false.
- Changed loadVTKfileCLP into loadVTKfilesCLP, so that using CLP or
Drag&Drop, createWidgets is only called once all the files are
added to the list
- in createWidgets, anytime new vtk are added, the synchronization
is set to Delayed, to avoid frozing the software if there are too
much points to process.
- when loading on drag&drop, does not apply to all attributes
anymore but only the active one (workaround to not change the
chosenRange to all the attributes ranges).
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