// Created on: 2014-10-20 // Created by: Denis BOGOLEPOV // Copyright (c) 2014 OPEN CASCADE SAS // // This file is part of Open CASCADE Technology software library. // // This library is free software; you can redistribute it and/or modify it under // the terms of the GNU Lesser General Public License version 2.1 as published // by the Free Software Foundation, with special exception defined in the file // OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT // distribution for complete text of the license and disclaimer of any warranty. // // Alternatively, this file may be used under the terms of Open CASCADE // commercial license or contractual agreement. #include #include #include #include #include #include //======================================================================= //function : BRepExtrema_TriangleSet //purpose : Creates empty triangle set //======================================================================= BRepExtrema_TriangleSet::BRepExtrema_TriangleSet() : BVH_PrimitiveSet() { // Set default builder - linear BVH (LBVH) myBuilder = new BVH_LinearBuilder (5, 32); } //======================================================================= //function : BRepExtrema_TriangleSet //purpose : Creates triangle set from the given face //======================================================================= BRepExtrema_TriangleSet::BRepExtrema_TriangleSet (const BRepExtrema_ShapeList& theFaces) : BVH_PrimitiveSet() { // Set default builder - linear BVH (LBVH) myBuilder = new BVH_LinearBuilder (5, 32); Init (theFaces); } //======================================================================= //function : ~BRepExtrema_TriangleSet //purpose : Releases resources of triangle set //======================================================================= BRepExtrema_TriangleSet::~BRepExtrema_TriangleSet() { // } //======================================================================= //function : Size //purpose : Returns total number of triangles //======================================================================= Standard_Integer BRepExtrema_TriangleSet::Size() const { return static_cast (myTriangles.size()); } //======================================================================= //function : Box //purpose : Returns AABB of the given triangle //======================================================================= BVH_Box BRepExtrema_TriangleSet::Box (const Standard_Integer theIndex) const { const BVH_Vec4i& aTriangle = myTriangles[theIndex]; BVH_Vec3d aMinPnt = myVertexArray[aTriangle.x()].cwiseMin ( myVertexArray[aTriangle.y()].cwiseMin (myVertexArray[aTriangle.z()])); BVH_Vec3d aMaxPnt = myVertexArray[aTriangle.x()].cwiseMax ( myVertexArray[aTriangle.y()].cwiseMax (myVertexArray[aTriangle.z()])); return BVH_Box (aMinPnt, aMaxPnt); } //======================================================================= //function : Center //purpose : Returns centroid position along specified axis //======================================================================= Standard_Real BRepExtrema_TriangleSet::Center (const Standard_Integer theIndex, const Standard_Integer theAxis) const { const BVH_Vec4i& aTriangle = myTriangles[theIndex]; if (theAxis == 0) { return (1.0 / 3.0) * (myVertexArray[aTriangle.x()].x() + myVertexArray[aTriangle.y()].x() + myVertexArray[aTriangle.z()].x()); } else if (theAxis == 1) { return (1.0 / 3.0) * (myVertexArray[aTriangle.x()].y() + myVertexArray[aTriangle.y()].y() + myVertexArray[aTriangle.z()].y()); } else { return (1.0 / 3.0) * (myVertexArray[aTriangle.x()].z() + myVertexArray[aTriangle.y()].z() + myVertexArray[aTriangle.z()].z()); } } //======================================================================= //function : Swap //purpose : Swaps indices of two specified triangles //======================================================================= void BRepExtrema_TriangleSet::Swap (const Standard_Integer theIndex1, const Standard_Integer theIndex2) { std::swap (myTriangles[theIndex1], myTriangles[theIndex2]); } //======================================================================= //function : GetFaceID //purpose : Returns face ID of the given triangle //======================================================================= Standard_Integer BRepExtrema_TriangleSet::GetFaceID (const Standard_Integer theIndex) const { return myTriangles[theIndex].w(); } //======================================================================= //function : GetVertices //purpose : Returns vertices of the given triangle //======================================================================= void BRepExtrema_TriangleSet::GetVertices (const Standard_Integer theIndex, BVH_Vec3d& theVertex1, BVH_Vec3d& theVertex2, BVH_Vec3d& theVertex3) const { BVH_Vec4i aTriangle = myTriangles[theIndex]; theVertex1 = myVertexArray[aTriangle.x()]; theVertex2 = myVertexArray[aTriangle.y()]; theVertex3 = myVertexArray[aTriangle.z()]; } //======================================================================= //function : Clear //purpose : Clears triangle set data //======================================================================= void BRepExtrema_TriangleSet::Clear() { BVH_Array4i anEmptyTriangles; myTriangles.swap (anEmptyTriangles); BVH_Array2d anEmptyVertUVArray; myVertUVArray.swap (anEmptyVertUVArray); BVH_Array3d anEmptyVertexArray; myVertexArray.swap (anEmptyVertexArray); } //======================================================================= //function : Init //purpose : Initializes triangle set //======================================================================= Standard_Boolean BRepExtrema_TriangleSet::Init (const BRepExtrema_ShapeList& theFaces) { Clear(); for (Standard_Integer aFaceIdx = 0; aFaceIdx < theFaces.Size(); ++aFaceIdx) { TopLoc_Location aLocation; Handle(Poly_Triangulation) aTriangulation = BRep_Tool::Triangulation (theFaces (aFaceIdx), aLocation); if (aTriangulation.IsNull()) { return Standard_False; } BRepAdaptor_Surface aFaceAdaptor (theFaces (aFaceIdx), Standard_False); const Standard_Integer aVertOffset = static_cast (myVertexArray.size()) - 1; for (Standard_Integer aVertIdx = 1; aVertIdx <= aTriangulation->NbNodes(); ++aVertIdx) { gp_Pnt aVertex = aTriangulation->Nodes().Value (aVertIdx); aVertex.Transform (aLocation.Transformation()); myVertexArray.push_back (BVH_Vec3d (aVertex.X(), aVertex.Y(), aVertex.Z())); const Standard_Real aU = aTriangulation->UVNodes().Value (aVertIdx).X(); const Standard_Real aV = aTriangulation->UVNodes().Value (aVertIdx).Y(); myVertUVArray.push_back (BVH_Vec2d (aU, aV)); } for (Standard_Integer aTriIdx = 1; aTriIdx <= aTriangulation->NbTriangles(); ++aTriIdx) { Standard_Integer aVertex1; Standard_Integer aVertex2; Standard_Integer aVertex3; aTriangulation->Triangles().Value (aTriIdx).Get (aVertex1, aVertex2, aVertex3); myTriangles.push_back (BVH_Vec4i (aVertex1 + aVertOffset, aVertex2 + aVertOffset, aVertex3 + aVertOffset, aFaceIdx)); } } MarkDirty(); // needs BVH rebuilding Standard_ASSERT_RETURN (!BVH().IsNull(), "Error: Failed to build BVH for primitive set", Standard_False); return Standard_True; }