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SelectMgr_SensitiveEntity is now inherited from Standard_Transient; Redundant const type qualifiers were removed from selection classes.
342 lines
14 KiB
C++
342 lines
14 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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#define DOT(A, B) (A.x() * B.x() + A.y() * B.y() + A.z() * B.z())
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#define DOTp(A, B) (A.x() * B.X() + A.y() * B.Y() + A.z() * B.Z())
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#define LENGTH(A) (std::sqrt (A.x() * A.x() + A.y() * A.y() + A.z() * A.z()))
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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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//=======================================================================
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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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// V0V1
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myPlanes[0] = myBuilder->PlaneEquation (myVertices[0],
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myVertices[3],
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myVertices[4],
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myVertices[1]);
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// V1V2
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myPlanes[1] = myBuilder->PlaneEquation (myVertices[1],
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myVertices[4],
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myVertices[5],
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myVertices[2]);
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// V0V2
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myPlanes[2] = myBuilder->PlaneEquation (myVertices[0],
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myVertices[3],
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myVertices[5],
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myVertices[2]);
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// Near
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myPlanes[3] = myBuilder->PlaneEquation (myVertices[0],
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myVertices[1],
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myVertices[2]);
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// Far
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myPlanes[4] = myBuilder->PlaneEquation (myVertices[3],
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myVertices[4],
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myVertices[5]);
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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 SelectMgr_Vec3 aPlane = myPlanes[aPlaneIdx];
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for (Standard_Integer aVertIdx = 0; aVertIdx < 6; ++aVertIdx)
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{
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Standard_Real aProjection = DOT (aPlane, myVertices[aVertIdx]);
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aMax = Max (aMax, aProjection);
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aMin = Min (aMin, aProjection);
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}
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myMaxVertsProjections[aPlaneIdx] = aMax;
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myMinVertsProjections[aPlaneIdx] = aMin;
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}
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SelectMgr_Vec3 aDimensions[3] =
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{
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SelectMgr_Vec3 (1.0, 0.0, 0.0),
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SelectMgr_Vec3 (0.0, 1.0, 0.0),
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SelectMgr_Vec3 (0.0, 0.0, 1.0)
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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 = DOT (aDimensions[aDim], myVertices[aVertIdx]);
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aMax = Max (aMax, aProjection);
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aMin = Min (aMin, aProjection);
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}
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myMaxOrthoVertsProjections[aDim] = aMax;
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myMinOrthoVertsProjections[aDim] = aMin;
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}
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// V0_Near - V0_Far
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myEdgeDirs[0] = myVertices[0] - myVertices[3];
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// V1_Near - V1_Far
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myEdgeDirs[1] = myVertices[1] - myVertices[4];
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// V2_Near - V1_Far
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myEdgeDirs[2] = myVertices[2] - myVertices[5];
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// V1_Near - V0_Near
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myEdgeDirs[3] = myVertices[1] - myVertices[0];
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// V2_Near - V1_Near
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myEdgeDirs[4] = myVertices[2] - myVertices[1];
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// V1_Near - V0_Near
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myEdgeDirs[5] = myVertices[2] - myVertices[0];
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}
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//=======================================================================
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// function : Transform
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// purpose : Returns a copy of the frustum transformed according to the matrix given
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//=======================================================================
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NCollection_Handle<SelectMgr_BaseFrustum> SelectMgr_TriangularFrustum::Transform (const gp_Trsf& theTrsf)
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{
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SelectMgr_TriangularFrustum* aRes = new SelectMgr_TriangularFrustum();
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// V0_Near
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aRes->myVertices[0] = SelectMgr_MatOp::Transform (theTrsf, myVertices[0]);
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// V1_Near
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aRes->myVertices[1] = SelectMgr_MatOp::Transform (theTrsf, myVertices[1]);
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// V2_Near
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aRes->myVertices[2] = SelectMgr_MatOp::Transform (theTrsf, myVertices[2]);
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// V0_Far
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aRes->myVertices[3] = SelectMgr_MatOp::Transform (theTrsf, myVertices[3]);
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// V1_Far
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aRes->myVertices[4] = SelectMgr_MatOp::Transform (theTrsf, myVertices[4]);
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// V2_Far
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aRes->myVertices[5] = SelectMgr_MatOp::Transform (theTrsf, myVertices[5]);
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aRes->myIsOrthographic = myIsOrthographic;
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// V0V1
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aRes->myPlanes[0] = myBuilder->PlaneEquation (aRes->myVertices[0],
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aRes->myVertices[3],
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aRes->myVertices[4],
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aRes->myVertices[1]);
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// V1V2
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aRes->myPlanes[1] = myBuilder->PlaneEquation (aRes->myVertices[1],
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aRes->myVertices[4],
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aRes->myVertices[5],
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aRes->myVertices[2]);
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// V0V2
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aRes->myPlanes[2] = myBuilder->PlaneEquation (aRes->myVertices[0],
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aRes->myVertices[3],
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aRes->myVertices[5],
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aRes->myVertices[2]);
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// Near
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aRes->myPlanes[3] = myBuilder->PlaneEquation (aRes->myVertices[0],
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aRes->myVertices[1],
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aRes->myVertices[2]);
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// Far
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aRes->myPlanes[4] = myBuilder->PlaneEquation (aRes->myVertices[3],
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aRes->myVertices[4],
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aRes->myVertices[5]);
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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 SelectMgr_Vec3 aPlane = aRes->myPlanes[aPlaneIdx];
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for (Standard_Integer aVertIdx = 0; aVertIdx < 6; ++aVertIdx)
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{
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Standard_Real aProjection = DOT (aPlane, aRes->myVertices[aVertIdx]);
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aMax = Max (aMax, aProjection);
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aMin = Min (aMin, aProjection);
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}
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aRes->myMaxVertsProjections[aPlaneIdx] = aMax;
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aRes->myMinVertsProjections[aPlaneIdx] = aMin;
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}
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SelectMgr_Vec3 aDimensions[3] =
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{
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SelectMgr_Vec3 (1.0, 0.0, 0.0),
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SelectMgr_Vec3 (0.0, 1.0, 0.0),
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SelectMgr_Vec3 (0.0, 0.0, 1.0)
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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 = DOT (aDimensions[aDim], aRes->myVertices[aVertIdx]);
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aMax = Max (aMax, aProjection);
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aMin = Min (aMin, aProjection);
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}
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aRes->myMaxOrthoVertsProjections[aDim] = aMax;
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aRes->myMinOrthoVertsProjections[aDim] = aMin;
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}
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// V0_Near - V0_Far
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aRes->myEdgeDirs[0] = aRes->myVertices[0] - aRes->myVertices[3];
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// V1_Near - V1_Far
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aRes->myEdgeDirs[1] = aRes->myVertices[1] - aRes->myVertices[4];
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// V2_Near - V1_Far
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aRes->myEdgeDirs[2] = aRes->myVertices[2] - aRes->myVertices[5];
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// V1_Near - V0_Near
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aRes->myEdgeDirs[3] = aRes->myVertices[1] - aRes->myVertices[0];
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// V2_Near - V1_Near
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aRes->myEdgeDirs[4] = aRes->myVertices[2] - aRes->myVertices[1];
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// V1_Near - V0_Near
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aRes->myEdgeDirs[5] = aRes->myVertices[2] - aRes->myVertices[0];
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return NCollection_Handle<SelectMgr_BaseFrustum> (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 BVH_Box<Standard_Real, 3>& theBox,
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Standard_Real& /*theDepth*/)
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{
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return hasOverlap (theBox.CornerMin(), theBox.CornerMax());
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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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{
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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 : 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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Standard_Real& /*theDepth*/)
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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 Handle(TColgp_HArray1OfPnt)& theArrayOfPnts,
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Select3D_TypeOfSensitivity theSensType,
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Standard_Real& /*theDepth*/)
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{
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if (theSensType == Select3D_TOS_BOUNDARY)
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{
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Standard_Integer aLower = theArrayOfPnts->Lower();
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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 = aPtIdx == anUpper ? theArrayOfPnts->Value (aLower) : theArrayOfPnts->Value (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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SelectMgr_Vec3 aNorm (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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Standard_Real& /*theDepth*/)
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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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Standard_Real& theDepth)
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{
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if (theSensType == Select3D_TOS_BOUNDARY)
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{
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Handle(TColgp_HArray1OfPnt) aPtsArray = new TColgp_HArray1OfPnt(1, 4);
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aPtsArray->SetValue (1, thePnt1);
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aPtsArray->SetValue (2, thePnt2);
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aPtsArray->SetValue (3, thePnt3);
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return Overlaps (aPtsArray, Select3D_TOS_BOUNDARY, theDepth);
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}
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else if (theSensType == Select3D_TOS_INTERIOR)
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{
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SelectMgr_Vec3 aNorm (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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