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occt/src/SelectMgr/SelectMgr_TriangularFrustumSet.cxx
sshutina a516227511 0031354: Visualization - Dump improvement for V3d, Graphic3d, Aspect
- do not dump light in view as it's dumped in the viewer
2020-09-04 18:14:24 +03:00

441 lines
17 KiB
C++

// Created on: 2014-11-21
// Created by: Varvara POSKONINA
// Copyright (c) 2005-2014 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 <BRepMesh_DataStructureOfDelaun.hxx>
#include <BRepMesh_Delaun.hxx>
#include <NCollection_IncAllocator.hxx>
#include <SelectMgr_TriangularFrustumSet.hxx>
#include <SelectMgr_TriangularFrustum.hxx>
#define MEMORY_BLOCK_SIZE 512 * 7
// =======================================================================
// function : SelectMgr_TriangularFrustumSet
// purpose :
// =======================================================================
SelectMgr_TriangularFrustumSet::SelectMgr_TriangularFrustumSet()
: myToAllowOverlap (Standard_False)
{}
// =======================================================================
// function : BuildSelectingVolume
// purpose : Meshes polygon bounded by polyline. Than organizes a set of
// triangular frustums, where each triangle's projection onto
// near and far view frustum planes is considered as a frustum
// base
// =======================================================================
void SelectMgr_TriangularFrustumSet::Build (const TColgp_Array1OfPnt2d& thePoints)
{
myFrustums.Clear();
Handle(NCollection_IncAllocator) anAllocator = new NCollection_IncAllocator (MEMORY_BLOCK_SIZE);
Handle(BRepMesh_DataStructureOfDelaun) aMeshStructure = new BRepMesh_DataStructureOfDelaun (anAllocator);
Standard_Integer aPtsLower = thePoints.Lower();
Standard_Integer aPtsUpper = thePoints.Upper();
IMeshData::VectorOfInteger anIndexes (thePoints.Size(), anAllocator);
myBoundaryPoints.Resize (aPtsLower, aPtsLower + 2 * (thePoints.Size()) - 1, Standard_False);
for (Standard_Integer aPtIdx = aPtsLower; aPtIdx <= aPtsUpper; ++aPtIdx)
{
BRepMesh_Vertex aVertex (thePoints.Value (aPtIdx).XY(), aPtIdx, BRepMesh_Frontier);
anIndexes.Append (aMeshStructure->AddNode (aVertex));
const gp_Pnt aNearPnt = myBuilder->ProjectPntOnViewPlane (aVertex.Coord().X(), aVertex.Coord().Y(), 0.0);
const gp_Pnt aFarPnt = myBuilder->ProjectPntOnViewPlane (aVertex.Coord().X(), aVertex.Coord().Y(), 1.0);
myBoundaryPoints.SetValue (aPtIdx, aNearPnt);
myBoundaryPoints.SetValue (aPtIdx + thePoints.Size(), aFarPnt);
}
Standard_Real aPtSum = 0;
for (Standard_Integer aIdx = aPtsLower; aIdx <= aPtsUpper; ++aIdx)
{
Standard_Integer aNextIdx = (aIdx % thePoints.Length()) + 1;
aPtSum += (thePoints.Value (aNextIdx).Coord().X() - thePoints.Value (aIdx).Coord().X())
* (thePoints.Value (aNextIdx).Coord().Y() + thePoints.Value (aIdx).Coord().Y());
}
Standard_Boolean isClockwiseOrdered = aPtSum < 0;
for (Standard_Integer aIdx = 0; aIdx < anIndexes.Length(); ++aIdx)
{
Standard_Integer aPtIdx = isClockwiseOrdered ? aIdx : (aIdx + 1) % anIndexes.Length();
Standard_Integer aNextPtIdx = isClockwiseOrdered ? (aIdx + 1) % anIndexes.Length() : aIdx;
BRepMesh_Edge anEdge (anIndexes.Value (aPtIdx),
anIndexes.Value (aNextPtIdx),
BRepMesh_Frontier);
aMeshStructure->AddLink (anEdge);
}
BRepMesh_Delaun aTriangulation (aMeshStructure, anIndexes);
const IMeshData::MapOfInteger& aTriangles = aMeshStructure->ElementsOfDomain();
if (aTriangles.Extent() < 1)
return;
IMeshData::IteratorOfMapOfInteger aTriangleIt (aTriangles);
for (; aTriangleIt.More(); aTriangleIt.Next())
{
const Standard_Integer aTriangleId = aTriangleIt.Key();
const BRepMesh_Triangle& aCurrentTriangle = aMeshStructure->GetElement (aTriangleId);
if (aCurrentTriangle.Movability() == BRepMesh_Deleted)
continue;
Standard_Integer aTriangleVerts[3];
aMeshStructure->ElementNodes (aCurrentTriangle, aTriangleVerts);
gp_Pnt2d aPts[3];
for (Standard_Integer aVertIdx = 0; aVertIdx < 3; ++aVertIdx)
{
const BRepMesh_Vertex& aVertex = aMeshStructure->GetNode (aTriangleVerts[aVertIdx]);
aPts[aVertIdx] = aVertex.Coord();
}
Handle(SelectMgr_TriangularFrustum) aTrFrustum = new SelectMgr_TriangularFrustum();
aTrFrustum->SetBuilder (myBuilder);
aTrFrustum->Build (aPts[0], aPts[1], aPts[2]);
myFrustums.Append (aTrFrustum);
}
aMeshStructure.Nullify();
anAllocator.Nullify();
}
// =======================================================================
// function : ScaleAndTransform
// purpose : IMPORTANT: Scaling makes sense only for frustum built on a single point!
// Note that this method does not perform any checks on type of the frustum.
// Returns a copy of the frustum resized according to the scale factor given
// and transforms it using the matrix given.
// There are no default parameters, but in case if:
// - transformation only is needed: @theScaleFactor must be initialized
// as any negative value;
// - scale only is needed: @theTrsf must be set to gp_Identity.
// =======================================================================
Handle(SelectMgr_BaseFrustum) SelectMgr_TriangularFrustumSet::ScaleAndTransform (const Standard_Integer theScale,
const gp_GTrsf& theTrsf) const
{
Handle(SelectMgr_TriangularFrustumSet) aRes = new SelectMgr_TriangularFrustumSet();
for (SelectMgr_TriangFrustumsIter anIter (myFrustums); anIter.More(); anIter.Next())
{
aRes->myFrustums.Append (Handle(SelectMgr_TriangularFrustum)::DownCast (anIter.Value()->ScaleAndTransform (theScale, theTrsf)));
}
aRes->myBoundaryPoints.Resize (myBoundaryPoints.Lower(), myBoundaryPoints.Upper(), Standard_False);
for (Standard_Integer anIdx = myBoundaryPoints.Lower(); anIdx <= myBoundaryPoints.Upper(); anIdx++)
{
gp_Pnt aPoint = myBoundaryPoints.Value (anIdx);
theTrsf.Transforms (aPoint.ChangeCoord());
aRes->myBoundaryPoints.SetValue (anIdx, aPoint);
}
return aRes;
}
// =======================================================================
// function : Overlaps
// purpose :
// =======================================================================
Standard_Boolean SelectMgr_TriangularFrustumSet::Overlaps (const SelectMgr_Vec3& theMinPnt,
const SelectMgr_Vec3& theMaxPnt,
const SelectMgr_ViewClipRange& theClipRange,
SelectBasics_PickResult& thePickResult) const
{
for (SelectMgr_TriangFrustumsIter anIter (myFrustums); anIter.More(); anIter.Next())
{
if (anIter.Value()->Overlaps (theMinPnt, theMaxPnt, theClipRange, thePickResult))
return Standard_True;
}
return Standard_False;
}
// =======================================================================
// function : Overlaps
// purpose :
// =======================================================================
Standard_Boolean SelectMgr_TriangularFrustumSet::Overlaps (const SelectMgr_Vec3& theMinPnt,
const SelectMgr_Vec3& theMaxPnt,
Standard_Boolean* theInside) const
{
for (SelectMgr_TriangFrustumsIter anIter (myFrustums); anIter.More(); anIter.Next())
{
if (anIter.Value()->Overlaps (theMinPnt, theMaxPnt, NULL))
{
if (myToAllowOverlap || theInside == NULL)
{
return Standard_True;
}
else
{
gp_Pnt aMinMaxPnts[2] = { gp_Pnt (theMinPnt.x(), theMinPnt.y(), theMinPnt.z()),
gp_Pnt (theMaxPnt.x(), theMaxPnt.y(), theMaxPnt.z())};
gp_Pnt anOffset[3] = { gp_Pnt (aMinMaxPnts[1].X() - aMinMaxPnts[0].X(), 0.0, 0.0),
gp_Pnt (0.0, aMinMaxPnts[1].Y() - aMinMaxPnts[0].Y(), 0.0),
gp_Pnt (0.0, 0.0, aMinMaxPnts[1].Z() - aMinMaxPnts[0].Z()) };
Standard_Integer aSign = 1;
for (Standard_Integer aPntsIdx = 0; aPntsIdx < 2; aPntsIdx++)
{
for (Standard_Integer aCoordIdx = 0; aCoordIdx < 3; aCoordIdx++)
{
gp_Pnt anOffsetPnt = aMinMaxPnts [aPntsIdx].XYZ() + aSign * anOffset [aCoordIdx].XYZ();
if (isIntersectBoundary (aMinMaxPnts [aPntsIdx], anOffsetPnt)
|| isIntersectBoundary (anOffsetPnt, anOffsetPnt.XYZ() + aSign * anOffset [(aCoordIdx + 1) % 3].XYZ()))
{
*theInside &= Standard_False;
return Standard_True;
}
}
aSign = -aSign;
}
return Standard_True;
}
}
}
return Standard_False;
}
// =======================================================================
// function : Overlaps
// purpose :
// =======================================================================
Standard_Boolean SelectMgr_TriangularFrustumSet::Overlaps (const gp_Pnt& thePnt,
const SelectMgr_ViewClipRange& theClipRange,
SelectBasics_PickResult& thePickResult) const
{
for (SelectMgr_TriangFrustumsIter anIter (myFrustums); anIter.More(); anIter.Next())
{
if (anIter.Value()->Overlaps (thePnt, theClipRange, thePickResult))
return Standard_True;
}
return Standard_False;
}
// =======================================================================
// function : Overlaps
// purpose :
// =======================================================================
Standard_Boolean SelectMgr_TriangularFrustumSet::Overlaps (const TColgp_Array1OfPnt& theArrayOfPts,
Select3D_TypeOfSensitivity theSensType,
const SelectMgr_ViewClipRange& theClipRange,
SelectBasics_PickResult& thePickResult) const
{
for (SelectMgr_TriangFrustumsIter anIter (myFrustums); anIter.More(); anIter.Next())
{
if (anIter.Value()->Overlaps (theArrayOfPts, theSensType, theClipRange, thePickResult))
{
if (myToAllowOverlap)
{
return Standard_True;
}
else
{
Standard_Integer aPtsLower = theArrayOfPts.Lower();
Standard_Integer aPtsUpper = theArrayOfPts.Upper();
for (Standard_Integer anIdx = aPtsLower; anIdx <= aPtsUpper; anIdx++)
{
if (isIntersectBoundary (theArrayOfPts.Value (anIdx), theArrayOfPts.Value (anIdx < aPtsUpper ? anIdx + 1 : aPtsLower)))
{
return Standard_False;
}
}
return Standard_True;
}
}
}
return Standard_False;
}
// =======================================================================
// function : Overlaps
// purpose :
// =======================================================================
Standard_Boolean SelectMgr_TriangularFrustumSet::Overlaps (const gp_Pnt& thePnt1,
const gp_Pnt& thePnt2,
const SelectMgr_ViewClipRange& theClipRange,
SelectBasics_PickResult& thePickResult) const
{
for (SelectMgr_TriangFrustumsIter anIter (myFrustums); anIter.More(); anIter.Next())
{
if (anIter.Value()->Overlaps (thePnt1, thePnt2, theClipRange, thePickResult))
{
if (myToAllowOverlap)
{
return Standard_True;
}
else
{
if (isIntersectBoundary (thePnt1, thePnt2))
{
return Standard_False;
}
return Standard_True;
}
}
}
return Standard_False;
}
// =======================================================================
// function : Overlaps
// purpose :
// =======================================================================
Standard_Boolean SelectMgr_TriangularFrustumSet::Overlaps (const gp_Pnt& thePnt1,
const gp_Pnt& thePnt2,
const gp_Pnt& thePnt3,
Select3D_TypeOfSensitivity theSensType,
const SelectMgr_ViewClipRange& theClipRange,
SelectBasics_PickResult& thePickResult) const
{
for (SelectMgr_TriangFrustumsIter anIter (myFrustums); anIter.More(); anIter.Next())
{
if (anIter.Value()->Overlaps (thePnt1, thePnt2, thePnt3, theSensType, theClipRange, thePickResult))
{
if (myToAllowOverlap)
{
return Standard_True;
}
else
{
if (isIntersectBoundary (thePnt1, thePnt2)
|| isIntersectBoundary (thePnt2, thePnt3)
|| isIntersectBoundary (thePnt3, thePnt1))
{
return Standard_False;
}
return Standard_True;
}
}
}
return Standard_False;
}
// =======================================================================
// function : GetPlanes
// purpose :
// =======================================================================
void SelectMgr_TriangularFrustumSet::GetPlanes (NCollection_Vector<SelectMgr_Vec4>& thePlaneEquations) const
{
thePlaneEquations.Clear();
for (SelectMgr_TriangFrustumsIter anIter (myFrustums); anIter.More(); anIter.Next())
{
anIter.Value()->GetPlanes (thePlaneEquations);
}
}
//=======================================================================
// function : SetAllowOverlapDetection
// purpose :
//=======================================================================
void SelectMgr_TriangularFrustumSet::SetAllowOverlapDetection (const Standard_Boolean theIsToAllow)
{
myToAllowOverlap = theIsToAllow;
}
//=======================================================================
// function : isIntersectBoundary
// purpose :
//=======================================================================
Standard_Boolean SelectMgr_TriangularFrustumSet::isIntersectBoundary (const gp_Pnt& thePnt1, const gp_Pnt& thePnt2) const
{
Standard_Integer aFacesNb = myBoundaryPoints.Size() / 2;
gp_Vec aDir = thePnt2.XYZ() - thePnt1.XYZ();
gp_Pnt anOrig = thePnt1;
for (Standard_Integer anIdx = myBoundaryPoints.Lower(); anIdx < aFacesNb + myBoundaryPoints.Lower(); anIdx++)
{
gp_Pnt aFace[4] = { myBoundaryPoints.Value (anIdx),
myBoundaryPoints.Value (anIdx + aFacesNb),
myBoundaryPoints.Value (anIdx % aFacesNb + 1 + aFacesNb),
myBoundaryPoints.Value (anIdx % aFacesNb + 1) };
if (segmentTriangleIntersection (anOrig, aDir, aFace[0], aFace[1], aFace[2])
|| segmentTriangleIntersection (anOrig, aDir, aFace[0], aFace[2], aFace[3]))
{
return Standard_True;
}
}
return Standard_False;
}
//=======================================================================
// function : segmentTriangleIntersection
// purpose : Moller-Trumbore ray-triangle intersection test
//=======================================================================
Standard_Boolean SelectMgr_TriangularFrustumSet::segmentTriangleIntersection (const gp_Pnt& theOrig, const gp_Vec& theDir,
const gp_Pnt& theV1, const gp_Pnt& theV2, const gp_Pnt& theV3) const
{
gp_Vec aPVec, aTVec, aQVec;
Standard_Real aD, aInvD, anU, aV, aT;
gp_Vec anEdge1 = theV2.XYZ() - theV1.XYZ();
gp_Vec anEdge2 = theV3.XYZ() - theV1.XYZ();
aPVec = theDir.Crossed (anEdge2);
aD = anEdge1.Dot (aPVec);
if (fabs (aD) < gp::Resolution())
{
return Standard_False;
}
aInvD = 1.0 / aD;
aTVec = theOrig.XYZ() - theV1.XYZ();
anU = aInvD * aTVec.Dot (aPVec);
if (anU < 0.0 || anU > 1.0)
{
return Standard_False;
}
aQVec = aTVec.Crossed (anEdge1);
aV = aInvD * theDir.Dot (aQVec);
if (aV < 0.0 || anU + aV > 1.0)
{
return Standard_False;
}
aT = aInvD * anEdge2.Dot (aQVec);
if (aT < 0 || aT > 1)
{
return Standard_False;
}
return Standard_True;
}
//=======================================================================
//function : DumpJson
//purpose :
//=======================================================================
void SelectMgr_TriangularFrustumSet::DumpJson (Standard_OStream& theOStream, Standard_Integer theDepth) const
{
OCCT_DUMP_CLASS_BEGIN (theOStream, SelectMgr_TriangularFrustumSet)
OCCT_DUMP_BASE_CLASS (theOStream, theDepth, SelectMgr_BaseFrustum)
for (SelectMgr_TriangFrustumsIter anIter (myFrustums); anIter.More(); anIter.Next())
{
const Handle(SelectMgr_TriangularFrustum)& aFrustum = anIter.Value();
OCCT_DUMP_FIELD_VALUES_DUMPED (theOStream, theDepth, aFrustum.get())
}
}
#undef MEMORY_BLOCK_SIZE