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New class Select3D_SensitivePrimitiveArray can be initialized directly from presentation data structures Graphic3d_Buffer defining triangulation or point set. This class also can combine several elements into patches to reduce BVH initialization time in at the expense of slower detection time. AIS_PointCloud::ComputeSelection() - selection is now computed on point set using Select3D_SensitivePrimitiveArray by default. PrsMgr_PresentableObject::Compute() - redundant default argument value has been dropped. BVH - store BVH_Set size in local variable to simplify debugging.
101 lines
3.0 KiB
C++
101 lines
3.0 KiB
C++
// Created on: 2016-02-25
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// Created by: Kirill Gavrilov
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// Copyright (c) 2016 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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#ifndef _Select3D_BVHIndexBuffer_Header
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#define _Select3D_BVHIndexBuffer_Header
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#include <Graphic3d_Buffer.hxx>
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#include <Graphic3d_IndexBuffer.hxx>
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#include <Select3D_SensitiveSet.hxx>
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#include <TColStd_HArray1OfInteger.hxx>
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//! Index buffer for BVH tree.
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class Select3D_BVHIndexBuffer : public Graphic3d_Buffer
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{
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public:
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//! Empty constructor.
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Select3D_BVHIndexBuffer (const Handle(NCollection_BaseAllocator)& theAlloc)
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: Graphic3d_Buffer (theAlloc), myHasPatches (false) {}
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bool HasPatches() const { return myHasPatches; }
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//! Allocates new empty index array
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bool Init (const Standard_Integer theNbElems,
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const bool theHasPatches)
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{
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release();
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Stride = sizeof(unsigned int);
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myHasPatches = theHasPatches;
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if (theHasPatches)
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{
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Stride += sizeof(unsigned int);
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}
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NbElements = theNbElems;
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NbAttributes = 0;
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if (NbElements != 0
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&& !Allocate (size_t(Stride) * size_t(NbElements)))
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{
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release();
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return false;
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}
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return true;
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}
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//! Access index at specified position
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Standard_Integer Index (const Standard_Integer theIndex) const
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{
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return Standard_Integer(*reinterpret_cast<const unsigned int* >(value (theIndex)));
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}
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//! Access index at specified position
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Standard_Integer PatchSize (const Standard_Integer theIndex) const
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{
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return myHasPatches
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? Standard_Integer(*reinterpret_cast<const unsigned int* >(value (theIndex) + sizeof(unsigned int)))
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: 1;
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}
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//! Change index at specified position
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void SetIndex (const Standard_Integer theIndex,
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const Standard_Integer theValue)
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{
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*reinterpret_cast<unsigned int* >(changeValue (theIndex)) = (unsigned int )theValue;
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}
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//! Change index at specified position
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void SetIndex (const Standard_Integer theIndex,
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const Standard_Integer theValue,
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const Standard_Integer thePatchSize)
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{
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*reinterpret_cast<unsigned int* >(changeValue (theIndex)) = (unsigned int )theValue;
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*reinterpret_cast<unsigned int* >(changeValue (theIndex) + sizeof(unsigned int)) = (unsigned int )thePatchSize;
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}
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private:
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bool myHasPatches;
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public:
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DEFINE_STANDARD_RTTI_INLINE(Select3D_BVHIndexBuffer,Graphic3d_Buffer)
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};
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DEFINE_STANDARD_HANDLE(Select3D_BVHIndexBuffer, Graphic3d_Buffer)
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#endif // _Select3D_BVHIndexBuffer_Header
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