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Bnd_Box now keeps calculating of finite part of bounding box after specifying it to be Open in some direction. The finite part can be retrieved using new method Bnd_Box::FinitePart(). Prs3d::GetDeflection() now uses Bnd_Box::FinitePart() when applying relative deflection. Draw Harness command bounding has been extended with option -finite returing a finite part of AABB.
148 lines
5.2 KiB
C++
148 lines
5.2 KiB
C++
// Created on: 1993-08-27
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// Created by: Jean-Louis FRENKEL
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// Copyright (c) 1993-1999 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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#include <Prs3d.hxx>
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#include <Bnd_Box.hxx>
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#include <BRepBndLib.hxx>
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#include <gp_Pnt.hxx>
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#include <Graphic3d_Group.hxx>
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#include <Prs3d_Drawer.hxx>
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#include <Prs3d_LineAspect.hxx>
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#include <Prs3d_Root.hxx>
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#include <TopoDS_Shape.hxx>
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#include <Graphic3d_ArrayOfSegments.hxx>
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//=======================================================================
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//function : MatchSegment
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//purpose :
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//=======================================================================
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Standard_Boolean Prs3d::MatchSegment
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(const Standard_Real X,
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const Standard_Real Y,
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const Standard_Real Z,
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const Standard_Real aDistance,
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const gp_Pnt& P1,
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const gp_Pnt& P2,
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Standard_Real& dist)
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{
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Standard_Real X1,Y1,Z1,X2,Y2,Z2;
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P1.Coord(X1,Y1,Z1); P2.Coord(X2,Y2,Z2);
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Standard_Real DX = X2-X1;
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Standard_Real DY = Y2-Y1;
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Standard_Real DZ = Z2-Z1;
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Standard_Real Dist = DX*DX + DY*DY + DZ*DZ;
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if (Dist == 0.) return Standard_False;
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Standard_Real Lambda = ((X-X1)*DX + (Y-Y1)*DY + (Z-Z1)*DZ)/Dist;
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if ( Lambda < 0. || Lambda > 1. ) return Standard_False;
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dist = Abs(X-X1-Lambda*DX) +
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Abs(Y-Y1-Lambda*DY) +
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Abs(Z-Z1-Lambda*DZ);
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return (dist < aDistance);
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}
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//=======================================================================
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//function : GetDeflection
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//purpose :
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//=======================================================================
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Standard_Real Prs3d::GetDeflection (const TopoDS_Shape& theShape,
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const Handle(Prs3d_Drawer)& theDrawer)
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{
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if (theDrawer->TypeOfDeflection() != Aspect_TOD_RELATIVE)
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{
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return theDrawer->MaximalChordialDeviation();
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}
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Bnd_Box aBndBox;
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BRepBndLib::Add (theShape, aBndBox, Standard_False);
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if (aBndBox.IsVoid())
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{
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return theDrawer->MaximalChordialDeviation();
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}
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else if (aBndBox.IsOpen())
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{
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if (!aBndBox.HasFinitePart())
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{
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return theDrawer->MaximalChordialDeviation();
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}
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aBndBox = aBndBox.FinitePart();
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}
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Graphic3d_Vec3d aVecMin, aVecMax;
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aBndBox.Get (aVecMin.x(), aVecMin.y(), aVecMin.z(), aVecMax.x(), aVecMax.y(), aVecMax.z());
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const Graphic3d_Vec3d aDiag = aVecMax - aVecMin;
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const Standard_Real aDeflection = aDiag.maxComp() * theDrawer->DeviationCoefficient() * 4.0;
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// we store computed relative deflection of shape as absolute deviation coefficient
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// in case relative type to use it later on for sub-shapes.
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theDrawer->SetMaximalChordialDeviation (aDeflection);
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return aDeflection;
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}
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//==================================================================
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// function: PrimitivesFromPolylines
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// purpose:
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//==================================================================
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Handle(Graphic3d_ArrayOfPrimitives) Prs3d::PrimitivesFromPolylines (const Prs3d_NListOfSequenceOfPnt& thePoints)
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{
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if (thePoints.IsEmpty())
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{
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return Handle(Graphic3d_ArrayOfPrimitives)();
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}
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Standard_Integer aNbVertices = 0;
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for (Prs3d_NListOfSequenceOfPnt::Iterator anIt (thePoints); anIt.More(); anIt.Next())
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{
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aNbVertices += anIt.Value()->Length();
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}
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const Standard_Integer aSegmentEdgeNb = (aNbVertices - thePoints.Size()) * 2;
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Handle(Graphic3d_ArrayOfSegments) aSegments = new Graphic3d_ArrayOfSegments (aNbVertices, aSegmentEdgeNb);
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for (Prs3d_NListOfSequenceOfPnt::Iterator anIt (thePoints); anIt.More(); anIt.Next())
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{
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const Handle(TColgp_HSequenceOfPnt)& aPoints = anIt.Value();
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Standard_Integer aSegmentEdge = aSegments->VertexNumber() + 1;
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aSegments->AddVertex (aPoints->First());
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for (Standard_Integer aPntIter = aPoints->Lower() + 1; aPntIter <= aPoints->Upper(); ++aPntIter)
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{
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aSegments->AddVertex (aPoints->Value (aPntIter));
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aSegments->AddEdge ( aSegmentEdge);
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aSegments->AddEdge (++aSegmentEdge);
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}
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}
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return aSegments;
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}
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//==================================================================
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// function: AddPrimitivesGroup
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// purpose:
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//==================================================================
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void Prs3d::AddPrimitivesGroup (const Handle(Prs3d_Presentation)& thePrs,
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const Handle(Prs3d_LineAspect)& theAspect,
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Prs3d_NListOfSequenceOfPnt& thePolylines)
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{
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Handle(Graphic3d_ArrayOfPrimitives) aPrims = Prs3d::PrimitivesFromPolylines (thePolylines);
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thePolylines.Clear();
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if (!aPrims.IsNull())
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{
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Handle(Graphic3d_Group) aGroup = Prs3d_Root::NewGroup (thePrs);
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aGroup->SetPrimitivesAspect (theAspect->Aspect());
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aGroup->AddPrimitiveArray (aPrims);
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}
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}
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