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mirror of https://git.dev.opencascade.org/repos/occt.git synced 2025-08-14 13:30:48 +03:00

0028789: Visualization, TKV3d - extend API for accessing and assigning BVH builders

Several methods in Selection classes have been moved to header files for better inlining.

BVH_Constants - added new enumeration defining common constant values used with BVH trees.
BVH - replaced NCollection_Handle with Standard_Transient handle
in classes BVH_Properties, BVH_Builder, BVH_Tree, BVH_Object.

Defined global BVH-builders instead of allocating a new one for each object set.
SelectMgr_ViewerSelector - added new method ::SetEntitySetBuilder() defining
default BVH Tree builder for SelectMgr_SensitiveEntitySet.

Added new method SelectMgr_SensitiveEntitySet::SetBuilder()
for overriding default BVH tree builder.
This commit is contained in:
kgv
2017-05-26 10:45:22 +03:00
committed by bugmaster
parent 645f581fbe
commit f5b7241978
54 changed files with 561 additions and 357 deletions

View File

@@ -16,12 +16,13 @@
#ifndef _SelectMgr_SelectableObjectSet_HeaderFile
#define _SelectMgr_SelectableObjectSet_HeaderFile
#include <BVH_PrimitiveSet.hxx>
#include <BVH_Builder.hxx>
#include <BVH_Tree.hxx>
#include <Graphic3d_Mat4d.hxx>
#include <Graphic3d_WorldViewProjState.hxx>
#include <NCollection_Handle.hxx>
#include <NCollection_IndexedMap.hxx>
#include <Select3D_BVHBuilder3d.hxx>
#include <SelectMgr_SelectableObject.hxx>
//! The purpose of this class is to organize all selectable objects into data structure, allowing to build
@@ -174,7 +175,7 @@ public:
}
//! Returns computed BVH for the theSubset given.
const NCollection_Handle<BVH_Tree<Standard_Real, 3> >& BVH(const BVHSubset theSubset) const
const opencascade::handle<BVH_Tree<Standard_Real, 3> >& BVH(const BVHSubset theSubset) const
{
return myBVH[theSubset];
}
@@ -214,8 +215,8 @@ private:
private:
NCollection_IndexedMap<Handle(SelectMgr_SelectableObject)> myObjects[BVHSubsetNb]; //!< Map of objects for each subset
NCollection_Handle<BVH_Tree<Standard_Real, 3> > myBVH[BVHSubsetNb]; //!< BVH tree computed for each subset
NCollection_Handle<BVH_Builder<Standard_Real, 3> > myBuilder[BVHSubsetNb]; //!< Builder allocated for each subset
opencascade::handle<BVH_Tree<Standard_Real, 3> > myBVH[BVHSubsetNb]; //!< BVH tree computed for each subset
Handle(Select3D_BVHBuilder3d) myBuilder[BVHSubsetNb]; //!< Builder allocated for each subset
Standard_Boolean myIsDirty[BVHSubsetNb]; //!< Dirty flag for each subset
Graphic3d_WorldViewProjState myLastViewState; //!< Last view-projection state used for construction of BVH
Standard_Integer myLastWidth; //!< Last viewport's (window's) width used for construction of BVH