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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.
141 lines
5.1 KiB
C++
141 lines
5.1 KiB
C++
// Created on: 1998-03-26
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// Created by: Robert COUBLANC
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// Copyright (c) 1998-1999 Matra Datavision
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// Copyright (c) 1999-2014 OPEN CASCADE SAS
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//
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// This file is part of Open CASCADE Technology software library.
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//
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// This library is free software; you can redistribute it and/or modify it under
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// the terms of the GNU Lesser General Public License version 2.1 as published
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// by the Free Software Foundation, with special exception defined in the file
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// OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
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// distribution for complete text of the license and disclaimer of any warranty.
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//
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// Alternatively, this file may be used under the terms of Open CASCADE
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// commercial license or contractual agreement.
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#ifndef _SelectMgr_SortCriterion_HeaderFile
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#define _SelectMgr_SortCriterion_HeaderFile
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#include <Graphic3d_Vec3.hxx>
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#include <Precision.hxx>
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#include <Select3D_SensitiveEntity.hxx>
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//! This class provides data and criterion for sorting candidate
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//! entities in the process of interactive selection by mouse click
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class SelectMgr_SortCriterion
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{
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public:
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Handle(Select3D_SensitiveEntity) Entity; //!< detected entity
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gp_Pnt Point; //!< 3D point
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Graphic3d_Vec3 Normal; //!< surface normal or 0 vector if undefined
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Standard_Real Depth; //!< distance from the view plane to the entity
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// clang-format off
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Standard_Real MinDist; //!< distance from the clicked point to the entity on the view plane
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Standard_Real Tolerance; //!< tolerance used for selecting candidates
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Standard_Integer SelectionPriority; //!< selection priority
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Standard_Integer DisplayPriority; //!< display priority
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Standard_Integer ZLayerPosition; //!< ZLayer rendering order index, stronger than a depth
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Standard_Integer NbOwnerMatches; //!< overall number of entities collected for the same owner
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// clang-format on
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Standard_Boolean IsPreferPriority; //!< flag to signal comparison to be done over priority
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public:
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DEFINE_STANDARD_ALLOC
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//! Empty constructor.
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SelectMgr_SortCriterion()
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: Depth(0.0),
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MinDist(0.0),
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Tolerance(0.0),
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SelectionPriority(0),
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DisplayPriority(0),
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ZLayerPosition(0),
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NbOwnerMatches(0),
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IsPreferPriority(Standard_False)
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{
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}
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//! Compare with another item by depth, priority and minDist.
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bool IsCloserDepth(const SelectMgr_SortCriterion& theOther) const
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{
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// the object within different ZLayer groups can not be compared by depth
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if (ZLayerPosition != theOther.ZLayerPosition)
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{
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return ZLayerPosition > theOther.ZLayerPosition;
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}
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// closest object is selected if their depths are not equal within tolerance
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if (Abs(Depth - theOther.Depth) > Tolerance + theOther.Tolerance)
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{
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return Depth < theOther.Depth;
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}
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Standard_Real aCos = 1.0;
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if (Normal.Modulus() > 0 && theOther.Normal.Modulus() > 0)
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{
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gp_Dir aNormal(Normal.x(), Normal.y(), Normal.z());
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gp_Dir anOtherNormal(theOther.Normal.x(), theOther.Normal.y(), theOther.Normal.z());
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aCos = Abs(Cos(aNormal.Angle(anOtherNormal)));
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}
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Standard_Real aDepth = Depth - Tolerance;
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Standard_Real anOtherDepth = theOther.Depth - theOther.Tolerance;
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// Comparison depths taking into account tolerances occurs when the surfaces are parallel
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// or have the same sensitivity and the angle between them is less than 60 degrees.
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if (Abs(aDepth - anOtherDepth) > Precision::Confusion())
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{
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if ((aCos > 0.5 && Abs(Tolerance - theOther.Tolerance) < Precision::Confusion())
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|| Abs(aCos - 1.0) < Precision::Confusion())
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{
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return aDepth < anOtherDepth;
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}
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}
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// if two objects have similar depth, select the one with higher priority
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if (SelectionPriority > theOther.SelectionPriority)
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{
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return true;
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}
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if (DisplayPriority > theOther.DisplayPriority)
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{
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return true;
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}
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// if priorities are equal, one closest to the mouse
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return SelectionPriority == theOther.SelectionPriority && MinDist < theOther.MinDist;
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}
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//! Compare with another item using old logic (OCCT version <= 6.3.1) with priority considered
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//! preceding depth.
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bool IsHigherPriority(const SelectMgr_SortCriterion& theOther) const
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{
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// the object within different ZLayer groups can not be compared by depth
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if (ZLayerPosition != theOther.ZLayerPosition)
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{
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return ZLayerPosition > theOther.ZLayerPosition;
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}
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if (SelectionPriority != theOther.SelectionPriority)
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{
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return SelectionPriority > theOther.SelectionPriority;
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}
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if (DisplayPriority != theOther.DisplayPriority)
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{
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return DisplayPriority > theOther.DisplayPriority;
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}
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// if (Abs (Depth - theOther.Depth) <= (Tolerance + theOther.Tolerance))
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if (Abs(Depth - theOther.Depth) <= Precision::Confusion())
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{
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return MinDist < theOther.MinDist;
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}
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return Depth < theOther.Depth;
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}
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};
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#endif // _SelectMgr_SortCriterion_HeaderFile
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