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Clipping range has been moved from SelectMgr_RectangularFrustum to SelectMgr_SelectingVolumeManager and passed to frustum as an argument to Overlap() methods. This fixes an issue when Clipping is customized per-object within SelectMgr_ViewerSelector::traverseObject() in case when shallow copy of SelectMgr_SelectingVolumeManager is created (frustums are copied from global frustum manager by Handle).
305 lines
13 KiB
C++
305 lines
13 KiB
C++
// Created on: 2014-11-21
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// Created by: Varvara POSKONINA
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// Copyright (c) 2005-2014 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 <SelectMgr_TriangularFrustum.hxx>
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IMPLEMENT_STANDARD_RTTIEXT(SelectMgr_TriangularFrustum,Standard_Transient)
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SelectMgr_TriangularFrustum::~SelectMgr_TriangularFrustum()
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{
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Clear();
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}
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namespace
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{
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void computeFrustumNormals (const gp_Vec* theEdges, gp_Vec* theNormals)
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{
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// V0V1
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theNormals[0] = theEdges[0].Crossed (theEdges[3]);
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// V1V2
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theNormals[1] = theEdges[1].Crossed (theEdges[4]);
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// V0V2
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theNormals[2] = theEdges[0].Crossed (theEdges[5]);
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// Near
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theNormals[3] = theEdges[3].Crossed (theEdges[4]);
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// Far
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theNormals[4] = -theNormals[3];
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}
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}
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// =======================================================================
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// function : cacheVertexProjections
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// purpose : Caches projection of frustum's vertices onto its plane directions
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// and {i, j, k}
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// =======================================================================
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void SelectMgr_TriangularFrustum::cacheVertexProjections (SelectMgr_TriangularFrustum* theFrustum) const
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{
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for (Standard_Integer aPlaneIdx = 0; aPlaneIdx < 5; ++aPlaneIdx)
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{
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Standard_Real aMax = -DBL_MAX;
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Standard_Real aMin = DBL_MAX;
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const gp_XYZ& aPlane = theFrustum->myPlanes[aPlaneIdx].XYZ();
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for (Standard_Integer aVertIdx = 0; aVertIdx < 6; ++aVertIdx)
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{
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Standard_Real aProjection = aPlane.Dot (theFrustum->myVertices[aVertIdx].XYZ());
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aMax = Max (aMax, aProjection);
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aMin = Min (aMin, aProjection);
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}
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theFrustum->myMaxVertsProjections[aPlaneIdx] = aMax;
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theFrustum->myMinVertsProjections[aPlaneIdx] = aMin;
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}
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for (Standard_Integer aDim = 0; aDim < 3; ++aDim)
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{
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Standard_Real aMax = -DBL_MAX;
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Standard_Real aMin = DBL_MAX;
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for (Standard_Integer aVertIdx = 0; aVertIdx < 6; ++aVertIdx)
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{
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Standard_Real aProjection = theFrustum->myVertices[aVertIdx].XYZ().GetData()[aDim];
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aMax = Max (aMax, aProjection);
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aMin = Min (aMin, aProjection);
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}
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theFrustum->myMaxOrthoVertsProjections[aDim] = aMax;
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theFrustum->myMinOrthoVertsProjections[aDim] = aMin;
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}
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}
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//=======================================================================
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// function : SelectMgr_TriangularFrustum
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// purpose : Creates new triangular frustum with bases of triangles with
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// vertices theP1, theP2 and theP3 projections onto near and
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// far view frustum planes
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//=======================================================================
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void SelectMgr_TriangularFrustum::Build (const gp_Pnt2d& theP1,
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const gp_Pnt2d& theP2,
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const gp_Pnt2d& theP3)
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{
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// V0_Near
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myVertices[0] = myBuilder->ProjectPntOnViewPlane (theP1.X(), theP1.Y(), 0.0);
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// V1_Near
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myVertices[1] = myBuilder->ProjectPntOnViewPlane (theP2.X(), theP2.Y(), 0.0);
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// V2_Near
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myVertices[2] = myBuilder->ProjectPntOnViewPlane (theP3.X(), theP3.Y(), 0.0);
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// V0_Far
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myVertices[3] = myBuilder->ProjectPntOnViewPlane (theP1.X(), theP1.Y(), 1.0);
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// V1_Far
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myVertices[4] = myBuilder->ProjectPntOnViewPlane (theP2.X(), theP2.Y(), 1.0);
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// V2_Far
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myVertices[5] = myBuilder->ProjectPntOnViewPlane (theP3.X(), theP3.Y(), 1.0);
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// V0_Near - V0_Far
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myEdgeDirs[0] = myVertices[0].XYZ() - myVertices[3].XYZ();
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// V1_Near - V1_Far
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myEdgeDirs[1] = myVertices[1].XYZ() - myVertices[4].XYZ();
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// V2_Near - V1_Far
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myEdgeDirs[2] = myVertices[2].XYZ() - myVertices[5].XYZ();
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// V1_Near - V0_Near
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myEdgeDirs[3] = myVertices[1].XYZ() - myVertices[0].XYZ();
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// V2_Near - V1_Near
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myEdgeDirs[4] = myVertices[2].XYZ() - myVertices[1].XYZ();
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// V1_Near - V0_Near
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myEdgeDirs[5] = myVertices[2].XYZ() - myVertices[0].XYZ();
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computeFrustumNormals (myEdgeDirs, myPlanes);
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cacheVertexProjections (this);
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}
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//=======================================================================
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// function : ScaleAndTransform
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// purpose : IMPORTANT: Scaling makes sense only for frustum built on a single point!
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// Note that this method does not perform any checks on type of the frustum.
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// Returns a copy of the frustum resized according to the scale factor given
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// and transforms it using the matrix given.
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// There are no default parameters, but in case if:
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// - transformation only is needed: @theScaleFactor must be initialized
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// as any negative value;
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// - scale only is needed: @theTrsf must be set to gp_Identity.
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//=======================================================================
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Handle(SelectMgr_BaseFrustum) SelectMgr_TriangularFrustum::ScaleAndTransform (const Standard_Integer /*theScale*/,
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const gp_GTrsf& theTrsf) const
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{
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Handle(SelectMgr_TriangularFrustum) aRes = new SelectMgr_TriangularFrustum();
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for (Standard_Integer anIt = 0; anIt < 6; anIt++)
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{
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gp_Pnt aPoint = myVertices[anIt];
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theTrsf.Transforms (aPoint.ChangeCoord());
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aRes->myVertices[anIt] = aPoint;
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}
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aRes->myIsOrthographic = myIsOrthographic;
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// V0_Near - V0_Far
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aRes->myEdgeDirs[0] = aRes->myVertices[0].XYZ() - aRes->myVertices[3].XYZ();
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// V1_Near - V1_Far
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aRes->myEdgeDirs[1] = aRes->myVertices[1].XYZ() - aRes->myVertices[4].XYZ();
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// V2_Near - V1_Far
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aRes->myEdgeDirs[2] = aRes->myVertices[2].XYZ() - aRes->myVertices[5].XYZ();
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// V1_Near - V0_Near
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aRes->myEdgeDirs[3] = aRes->myVertices[1].XYZ() - aRes->myVertices[0].XYZ();
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// V2_Near - V1_Near
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aRes->myEdgeDirs[4] = aRes->myVertices[2].XYZ() - aRes->myVertices[1].XYZ();
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// V1_Near - V0_Near
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aRes->myEdgeDirs[5] = aRes->myVertices[2].XYZ() - aRes->myVertices[0].XYZ();
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computeFrustumNormals (aRes->myEdgeDirs, aRes->myPlanes);
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cacheVertexProjections (aRes.get());
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return aRes;
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}
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//=======================================================================
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// function : Overlaps
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// purpose : SAT intersection test between defined volume and
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// given axis-aligned box
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//=======================================================================
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Standard_Boolean SelectMgr_TriangularFrustum::Overlaps (const SelectMgr_Vec3& theMinPt,
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const SelectMgr_Vec3& theMaxPt,
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const SelectMgr_ViewClipRange& /*theClipRange*/,
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SelectBasics_PickResult& /*thePickResult*/) const
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{
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return hasOverlap (theMinPt, theMaxPt);
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}
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// =======================================================================
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// function : Overlaps
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// purpose : Returns true if selecting volume is overlapped by
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// axis-aligned bounding box with minimum corner at point
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// theMinPt and maximum at point theMaxPt
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// =======================================================================
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Standard_Boolean SelectMgr_TriangularFrustum::Overlaps (const SelectMgr_Vec3& theMinPt,
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const SelectMgr_Vec3& theMaxPt,
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Standard_Boolean* /*theInside*/) const
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{
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return hasOverlap (theMinPt, theMaxPt, NULL);
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}
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// =======================================================================
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// function : Overlaps
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// purpose : Intersection test between defined volume and given point
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// =======================================================================
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Standard_Boolean SelectMgr_TriangularFrustum::Overlaps (const gp_Pnt& thePnt,
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const SelectMgr_ViewClipRange& /*theClipRange*/,
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SelectBasics_PickResult& /*thePickResult*/) const
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{
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return hasOverlap (thePnt);
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}
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// =======================================================================
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// function : Overlaps
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// purpose : SAT intersection test between defined volume and given
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// ordered set of points, representing line segments. The test
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// may be considered of interior part or boundary line defined
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// by segments depending on given sensitivity type
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// =======================================================================
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Standard_Boolean SelectMgr_TriangularFrustum::Overlaps (const TColgp_Array1OfPnt& theArrayOfPnts,
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Select3D_TypeOfSensitivity theSensType,
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const SelectMgr_ViewClipRange& /*theClipRange*/,
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SelectBasics_PickResult& /*thePickResult*/) const
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{
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if (theSensType == Select3D_TOS_BOUNDARY)
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{
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const Standard_Integer aLower = theArrayOfPnts.Lower();
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const Standard_Integer anUpper = theArrayOfPnts.Upper();
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for (Standard_Integer aPtIdx = aLower; aPtIdx <= anUpper; ++aPtIdx)
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{
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const gp_Pnt& aStartPt = theArrayOfPnts.Value (aPtIdx);
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const gp_Pnt& aEndPt = theArrayOfPnts.Value (aPtIdx == anUpper ? aLower : (aPtIdx + 1));
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if (!hasOverlap (aStartPt, aEndPt))
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{
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return Standard_False;
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}
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}
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}
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else if (theSensType == Select3D_TOS_INTERIOR)
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{
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gp_Vec aNorm (gp_XYZ (RealLast(), RealLast(), RealLast()));
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return hasOverlap (theArrayOfPnts, aNorm);
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}
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return Standard_False;
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}
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// =======================================================================
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// function : Overlaps
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// purpose : Checks if line segment overlaps selecting frustum
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// =======================================================================
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Standard_Boolean SelectMgr_TriangularFrustum::Overlaps (const gp_Pnt& thePnt1,
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const gp_Pnt& thePnt2,
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const SelectMgr_ViewClipRange& /*theClipRange*/,
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SelectBasics_PickResult& /*thePickResult*/) const
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{
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return hasOverlap (thePnt1, thePnt2);
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}
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// =======================================================================
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// function : Overlaps
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// purpose : SAT intersection test between defined volume and given
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// triangle. The test may be considered of interior part or
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// boundary line defined by triangle vertices depending on
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// given sensitivity type
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// =======================================================================
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Standard_Boolean SelectMgr_TriangularFrustum::Overlaps (const gp_Pnt& thePnt1,
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const gp_Pnt& thePnt2,
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const gp_Pnt& thePnt3,
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Select3D_TypeOfSensitivity theSensType,
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const SelectMgr_ViewClipRange& theClipRange,
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SelectBasics_PickResult& thePickResult) const
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{
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if (theSensType == Select3D_TOS_BOUNDARY)
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{
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const gp_Pnt aPntsArrayBuf[3] = { thePnt1, thePnt2, thePnt3 };
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const TColgp_Array1OfPnt aPntsArray (aPntsArrayBuf[0], 1, 3);
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return Overlaps (aPntsArray, Select3D_TOS_BOUNDARY, theClipRange, thePickResult);
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}
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else if (theSensType == Select3D_TOS_INTERIOR)
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{
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gp_Vec aNorm (gp_XYZ (RealLast(), RealLast(), RealLast()));
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return hasOverlap (thePnt1, thePnt2, thePnt3, aNorm);
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}
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return Standard_True;
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}
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// =======================================================================
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// function : Clear
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// purpose : Nullifies the handle for corresponding builder instance to prevent
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// memory leaks
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// =======================================================================
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void SelectMgr_TriangularFrustum::Clear()
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{
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myBuilder.Nullify();
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}
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// =======================================================================
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// function : GetPlanes
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// purpose :
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// =======================================================================
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void SelectMgr_TriangularFrustum::GetPlanes (NCollection_Vector<SelectMgr_Vec4>& thePlaneEquations) const
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{
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SelectMgr_Vec4 aPlaneEquation;
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for (Standard_Integer aPlaneIdx = 0; aPlaneIdx < 5; ++aPlaneIdx)
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{
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const gp_Vec& aNorm = myPlanes[aPlaneIdx];
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aPlaneEquation.x() = aNorm.X();
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aPlaneEquation.y() = aNorm.Y();
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aPlaneEquation.z() = aNorm.Z();
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aPlaneEquation.w() = - (aNorm.XYZ().Dot (myVertices[aPlaneIdx % 2 == 0 ? aPlaneIdx : 1].XYZ()));
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thePlaneEquations.Append (aPlaneEquation);
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}
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}
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