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occt/src/Graphic3d/Graphic3d_CullingTool.hxx
dpasukhi 604c3b890c Documentation - Update parameter annotations for consistency
Reorganized style for param to the next templates:
 - "@param theParameter description ..."
 - "@param[in] theParameter description ..."
 - "@param[out] theParameter description ..."
 - "@param[in][out] theParameter description ..."
 The replacement was with keeping spacing, no removing of extra spaces.
In some files '/' was used instead of '@', that was not updated yet.
2024-11-17 20:22:51 +00:00

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// Created on: 2013-12-25
// Created by: Varvara POSKONINA
// 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 _Graphic3d_CullingTool_HeaderFile
#define _Graphic3d_CullingTool_HeaderFile
#include <Graphic3d_Camera.hxx>
#include <Graphic3d_Vec4.hxx>
#include <Graphic3d_WorldViewProjState.hxx>
//! Graphic3d_CullingTool class provides a possibility to store parameters of view volume,
//! such as its vertices and equations, and contains methods detecting if given AABB overlaps view volume.
class Graphic3d_CullingTool
{
public:
//! Auxiliary structure holding non-persistent culling options.
struct CullingContext
{
Standard_Real DistCull; //!< culling distance
Standard_Real SizeCull2; //!< squared culling size
//! Empty constructor.
CullingContext() : DistCull (-1.0), SizeCull2 (-1.0) {}
};
//! Auxiliary structure representing 3D plane.
struct Plane
{
//! Creates default plane.
Plane()
: Origin (0.0, 0.0, 0.0),
Normal (0.0, 0.0, 1.0) {}
//! Creates plane with specific parameters.
Plane (const Graphic3d_Vec3d& theOrigin,
const Graphic3d_Vec3d& theNormal)
: Origin (theOrigin),
Normal (theNormal) {}
Graphic3d_Vec3d Origin;
Graphic3d_Vec3d Normal;
};
public:
//! Creates an empty selector object with parallel projection type by default.
Standard_EXPORT Graphic3d_CullingTool();
//! Retrieves view volume's planes equations and its vertices from projection and world-view matrices.
//! @param[in] theCamera camera definition
//! @param[in] theModelWorld optional object transformation for computing frustum in object local coordinate system
Standard_EXPORT void SetViewVolume (const Handle(Graphic3d_Camera)& theCamera,
const Graphic3d_Mat4d& theModelWorld = Graphic3d_Mat4d());
Standard_EXPORT void SetViewportSize (Standard_Integer theViewportWidth,
Standard_Integer theViewportHeight,
Standard_Real theResolutionRatio);
//! Setup distance culling.
Standard_EXPORT void SetCullingDistance (CullingContext& theCtx,
Standard_Real theDistance) const;
//! Setup size culling.
Standard_EXPORT void SetCullingSize (CullingContext& theCtx,
Standard_Real theSize) const;
//! Caches view volume's vertices projections along its normals and AABBs dimensions.
//! Must be called at the beginning of each BVH tree traverse loop.
Standard_EXPORT void CacheClipPtsProjections();
//! Checks whether given AABB should be entirely culled or not.
//! @param[in] theCtx culling properties
//! @param[in] theMinPnt maximum point of AABB
//! @param[in] theMaxPnt minimum point of AABB
//! @param[out] theIsInside flag indicating if AABB is fully inside; initial value should be set to TRUE
//! @return TRUE if AABB is completely outside of view frustum or culled by size/distance;
//! FALSE in case of partial or complete overlap (use theIsInside to distinguish)
bool IsCulled (const CullingContext& theCtx,
const Graphic3d_Vec3d& theMinPnt,
const Graphic3d_Vec3d& theMaxPnt,
Standard_Boolean* theIsInside = NULL) const
{
return IsOutFrustum(theMinPnt, theMaxPnt, theIsInside)
|| IsTooDistant(theCtx, theMinPnt, theMaxPnt, theIsInside)
|| IsTooSmall (theCtx, theMinPnt, theMaxPnt);
}
//! Return the camera definition.
const Handle(Graphic3d_Camera)& Camera() const { return myCamera; }
//! Returns current projection matrix.
const Graphic3d_Mat4d& ProjectionMatrix() const
{
return myProjectionMat;
}
//! Returns current world view transformation matrix.
const Graphic3d_Mat4d& WorldViewMatrix() const
{
return myWorldViewMat;
}
Standard_Integer ViewportWidth() const
{
return myViewportWidth;
}
Standard_Integer ViewportHeight() const
{
return myViewportHeight;
}
//! Returns state of current world view projection transformation matrices.
const Graphic3d_WorldViewProjState& WorldViewProjState() const
{
return myWorldViewProjState;
}
//! Returns camera eye position.
const Graphic3d_Vec3d& CameraEye() const { return myCamEye; }
//! Returns camera direction.
const Graphic3d_Vec3d& CameraDirection() const { return myCamDir; }
public:
//! Calculates signed distance from plane to point.
//! @param[in] theNormal the plane's normal.
//! @param[in] thePnt
Standard_EXPORT Standard_Real SignedPlanePointDistance (const Graphic3d_Vec4d& theNormal,
const Graphic3d_Vec4d& thePnt);
//! Detects if AABB overlaps view volume using separating axis theorem (SAT).
//! @param[in] theMinPnt maximum point of AABB
//! @param[in] theMaxPnt minimum point of AABB
//! @param[out] theIsInside flag indicating if AABB is fully inside; initial value should be set to TRUE
//! @return TRUE if AABB is completely outside of view frustum;
//! FALSE in case of partial or complete overlap (use theIsInside to distinguish)
//! @sa SelectMgr_Frustum::hasOverlap()
bool IsOutFrustum (const Graphic3d_Vec3d& theMinPnt,
const Graphic3d_Vec3d& theMaxPnt,
Standard_Boolean* theIsInside = NULL) const
{
// E1
// |_ E0
// /
// E2
if (theMinPnt[0] > myMaxOrthoProjectionPts[0] // E0 test (x axis)
|| theMaxPnt[0] < myMinOrthoProjectionPts[0]
|| theMinPnt[1] > myMaxOrthoProjectionPts[1] // E1 test (y axis)
|| theMaxPnt[1] < myMinOrthoProjectionPts[1]
|| theMinPnt[2] > myMaxOrthoProjectionPts[2] // E2 test (z axis)
|| theMaxPnt[2] < myMinOrthoProjectionPts[2])
{
return true;
}
if (theIsInside != NULL
&& *theIsInside)
{
*theIsInside = theMinPnt[0] >= myMinOrthoProjectionPts[0] // E0 test (x axis)
&& theMaxPnt[0] <= myMaxOrthoProjectionPts[0]
&& theMinPnt[1] >= myMinOrthoProjectionPts[1] // E1 test (y axis)
&& theMaxPnt[1] <= myMaxOrthoProjectionPts[1]
&& theMinPnt[1] >= myMinOrthoProjectionPts[2] // E2 test (z axis)
&& theMaxPnt[1] <= myMaxOrthoProjectionPts[2];
}
const Standard_Integer anIncFactor = myIsProjectionParallel ? 2 : 1;
for (Standard_Integer aPlaneIter = 0; aPlaneIter < PlanesNB - 1; aPlaneIter += anIncFactor)
{
// frustum normals
const Graphic3d_Vec3d& anAxis = myClipPlanes[aPlaneIter].Normal;
const Graphic3d_Vec3d aPVertex (anAxis.x() > 0.0 ? theMaxPnt.x() : theMinPnt.x(),
anAxis.y() > 0.0 ? theMaxPnt.y() : theMinPnt.y(),
anAxis.z() > 0.0 ? theMaxPnt.z() : theMinPnt.z());
const Standard_Real aPnt0 = aPVertex.Dot (anAxis);
if (theIsInside == NULL
&& aPnt0 >= myMinClipProjectionPts[aPlaneIter]
&& aPnt0 <= myMaxClipProjectionPts[aPlaneIter])
{
continue;
}
const Graphic3d_Vec3d aNVertex (anAxis.x() > 0.0 ? theMinPnt.x() : theMaxPnt.x(),
anAxis.y() > 0.0 ? theMinPnt.y() : theMaxPnt.y(),
anAxis.z() > 0.0 ? theMinPnt.z() : theMaxPnt.z());
const Standard_Real aPnt1 = aNVertex.Dot (anAxis);
const Standard_Real aBoxProjMin = aPnt0 < aPnt1 ? aPnt0 : aPnt1;
const Standard_Real aBoxProjMax = aPnt0 > aPnt1 ? aPnt0 : aPnt1;
if (aBoxProjMin > myMaxClipProjectionPts[aPlaneIter]
|| aBoxProjMax < myMinClipProjectionPts[aPlaneIter])
{
return true;
}
if (theIsInside != NULL
&& *theIsInside)
{
*theIsInside = aBoxProjMin >= myMinClipProjectionPts[aPlaneIter]
&& aBoxProjMax <= myMaxClipProjectionPts[aPlaneIter];
}
}
return false;
}
//! Returns TRUE if given AABB should be discarded by distance culling criterion.
//! @param[in] theMinPnt maximum point of AABB
//! @param[in] theMaxPnt minimum point of AABB
//! @param[out] theIsInside flag indicating if AABB is fully inside; initial value should be set to TRUE
//! @return TRUE if AABB is completely behind culling distance;
//! FALSE in case of partial or complete overlap (use theIsInside to distinguish)
bool IsTooDistant (const CullingContext& theCtx,
const Graphic3d_Vec3d& theMinPnt,
const Graphic3d_Vec3d& theMaxPnt,
Standard_Boolean* theIsInside = NULL) const
{
if (theCtx.DistCull <= 0.0)
{
return false;
}
// check distance to the bounding sphere as fast approximation
const Graphic3d_Vec3d aSphereCenter = (theMinPnt + theMaxPnt) * 0.5;
const Standard_Real aSphereRadius = (theMaxPnt - theMinPnt).maxComp() * 0.5;
const Standard_Real aDistToCenter = (aSphereCenter - myCamEye).Modulus();
if ((aDistToCenter - aSphereRadius) > theCtx.DistCull)
{
// clip if closest point is behind culling distance
return true;
}
if (theIsInside != NULL
&& *theIsInside)
{
// check if farthest point is before culling distance
*theIsInside = (aDistToCenter + aSphereRadius) <= theCtx.DistCull;
}
return false;
}
//! Returns TRUE if given AABB should be discarded by size culling criterion.
bool IsTooSmall (const CullingContext& theCtx,
const Graphic3d_Vec3d& theMinPnt,
const Graphic3d_Vec3d& theMaxPnt) const
{
if (theCtx.SizeCull2 <= 0.0)
{
return false;
}
const Standard_Real aBoxDiag2 = (theMaxPnt - theMinPnt).SquareModulus();
if (myIsProjectionParallel)
{
return aBoxDiag2 < theCtx.SizeCull2;
}
// note that distances behind the Eye (aBndDist < 0) are not scaled correctly here,
// but majority of such objects should be culled by frustum
const Graphic3d_Vec3d aBndCenter = (theMinPnt + theMaxPnt) * 0.5;
const Standard_Real aBndDist = (aBndCenter - myCamEye).Dot (myCamDir);
return aBoxDiag2 < theCtx.SizeCull2 * aBndDist * aBndDist;
}
protected:
//! Enumerates planes of view volume.
enum
{
Plane_Left,
Plane_Right,
Plane_Bottom,
Plane_Top,
Plane_Near,
Plane_Far,
PlanesNB
};
protected:
Plane myClipPlanes[PlanesNB]; //!< Planes
NCollection_Array1<Graphic3d_Vec3d> myClipVerts; //!< Vertices
Handle(Graphic3d_Camera) myCamera; //!< camera definition
// for caching clip points projections onto viewing area normals once per traverse
// ORDER: LEFT, RIGHT, BOTTOM, TOP, NEAR, FAR
Standard_Real myMaxClipProjectionPts[PlanesNB]; //!< Max view volume's vertices projections onto its normals
Standard_Real myMinClipProjectionPts[PlanesNB]; //!< Min view volume's vertices projections onto its normals
// for caching clip points projections onto AABB normals once per traverse
// ORDER: E0, E1, E2
Standard_Real myMaxOrthoProjectionPts[3]; //!< Max view volume's vertices projections onto normalized dimensions of AABB
Standard_Real myMinOrthoProjectionPts[3]; //!< Min view volume's vertices projections onto normalized dimensions of AABB
Standard_Boolean myIsProjectionParallel;
Graphic3d_Mat4d myProjectionMat;
Graphic3d_Mat4d myWorldViewMat;
Standard_Integer myViewportWidth;
Standard_Integer myViewportHeight;
Graphic3d_WorldViewProjState myWorldViewProjState; //!< State of world view projection matrices.
Graphic3d_Vec3d myCamEye; //!< camera eye position for distance culling
Graphic3d_Vec3d myCamDir; //!< camera direction for size culling
Standard_Real myCamScale; //!< camera scale for size culling
Standard_Real myPixelSize; //!< pixel size for size culling
};
#endif // _Graphic3d_CullingTool_HeaderFile