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occt/src/SelectMgr/SelectMgr_SortCriterion.hxx
dpasukhi a5a7b3185b Coding - Apply .clang-format formatting #286
Update empty method guards to new style with regex (see PR).
Used clang-format 18.1.8.
New actions to validate code formatting is added.
Update .clang-format with disabling of include sorting.
  It is temporary changes, then include will be sorted.
Apply formatting for /src and /tools folder.
The files with .hxx,.cxx,.lxx,.h,.pxx,.hpp,*.cpp extensions.
2025-01-26 00:43:57 +00:00

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5.1 KiB
C++

// Created on: 1998-03-26
// Created by: Robert COUBLANC
// Copyright (c) 1998-1999 Matra Datavision
// Copyright (c) 1999-2014 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.
#ifndef _SelectMgr_SortCriterion_HeaderFile
#define _SelectMgr_SortCriterion_HeaderFile
#include <Graphic3d_Vec3.hxx>
#include <Precision.hxx>
#include <Select3D_SensitiveEntity.hxx>
//! This class provides data and criterion for sorting candidate
//! entities in the process of interactive selection by mouse click
class SelectMgr_SortCriterion
{
public:
Handle(Select3D_SensitiveEntity) Entity; //!< detected entity
gp_Pnt Point; //!< 3D point
Graphic3d_Vec3 Normal; //!< surface normal or 0 vector if undefined
Standard_Real Depth; //!< distance from the view plane to the entity
// clang-format off
Standard_Real MinDist; //!< distance from the clicked point to the entity on the view plane
Standard_Real Tolerance; //!< tolerance used for selecting candidates
Standard_Integer SelectionPriority; //!< selection priority
Standard_Integer DisplayPriority; //!< display priority
Standard_Integer ZLayerPosition; //!< ZLayer rendering order index, stronger than a depth
Standard_Integer NbOwnerMatches; //!< overall number of entities collected for the same owner
// clang-format on
Standard_Boolean IsPreferPriority; //!< flag to signal comparison to be done over priority
public:
DEFINE_STANDARD_ALLOC
//! Empty constructor.
SelectMgr_SortCriterion()
: Depth(0.0),
MinDist(0.0),
Tolerance(0.0),
SelectionPriority(0),
DisplayPriority(0),
ZLayerPosition(0),
NbOwnerMatches(0),
IsPreferPriority(Standard_False)
{
}
//! Compare with another item by depth, priority and minDist.
bool IsCloserDepth(const SelectMgr_SortCriterion& theOther) const
{
// the object within different ZLayer groups can not be compared by depth
if (ZLayerPosition != theOther.ZLayerPosition)
{
return ZLayerPosition > theOther.ZLayerPosition;
}
// closest object is selected if their depths are not equal within tolerance
if (Abs(Depth - theOther.Depth) > Tolerance + theOther.Tolerance)
{
return Depth < theOther.Depth;
}
Standard_Real aCos = 1.0;
if (Normal.Modulus() > 0 && theOther.Normal.Modulus() > 0)
{
gp_Dir aNormal(Normal.x(), Normal.y(), Normal.z());
gp_Dir anOtherNormal(theOther.Normal.x(), theOther.Normal.y(), theOther.Normal.z());
aCos = Abs(Cos(aNormal.Angle(anOtherNormal)));
}
Standard_Real aDepth = Depth - Tolerance;
Standard_Real anOtherDepth = theOther.Depth - theOther.Tolerance;
// Comparison depths taking into account tolerances occurs when the surfaces are parallel
// or have the same sensitivity and the angle between them is less than 60 degrees.
if (Abs(aDepth - anOtherDepth) > Precision::Confusion())
{
if ((aCos > 0.5 && Abs(Tolerance - theOther.Tolerance) < Precision::Confusion())
|| Abs(aCos - 1.0) < Precision::Confusion())
{
return aDepth < anOtherDepth;
}
}
// if two objects have similar depth, select the one with higher priority
if (SelectionPriority > theOther.SelectionPriority)
{
return true;
}
if (DisplayPriority > theOther.DisplayPriority)
{
return true;
}
// if priorities are equal, one closest to the mouse
return SelectionPriority == theOther.SelectionPriority && MinDist < theOther.MinDist;
}
//! Compare with another item using old logic (OCCT version <= 6.3.1) with priority considered
//! preceding depth.
bool IsHigherPriority(const SelectMgr_SortCriterion& theOther) const
{
// the object within different ZLayer groups can not be compared by depth
if (ZLayerPosition != theOther.ZLayerPosition)
{
return ZLayerPosition > theOther.ZLayerPosition;
}
if (SelectionPriority != theOther.SelectionPriority)
{
return SelectionPriority > theOther.SelectionPriority;
}
if (DisplayPriority != theOther.DisplayPriority)
{
return DisplayPriority > theOther.DisplayPriority;
}
// if (Abs (Depth - theOther.Depth) <= (Tolerance + theOther.Tolerance))
if (Abs(Depth - theOther.Depth) <= Precision::Confusion())
{
return MinDist < theOther.MinDist;
}
return Depth < theOther.Depth;
}
};
#endif // _SelectMgr_SortCriterion_HeaderFile