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Several methods in Selection classes have been moved to header files for better inlining. BVH_Constants - added new enumeration defining common constant values used with BVH trees. BVH - replaced NCollection_Handle with Standard_Transient handle in classes BVH_Properties, BVH_Builder, BVH_Tree, BVH_Object. Defined global BVH-builders instead of allocating a new one for each object set. SelectMgr_ViewerSelector - added new method ::SetEntitySetBuilder() defining default BVH Tree builder for SelectMgr_SensitiveEntitySet. Added new method SelectMgr_SensitiveEntitySet::SetBuilder() for overriding default BVH tree builder.
173 lines
6.0 KiB
C++
173 lines
6.0 KiB
C++
// Created on: 2015-06-30
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// Created by: Anton POLETAEV
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// Copyright (c) 2015 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 <OpenGl_BVHClipPrimitiveTrsfPersSet.hxx>
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// =======================================================================
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// function : OpenGl_BVHClipPrimitiveTrsfPersSet
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// purpose :
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// =======================================================================
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OpenGl_BVHClipPrimitiveTrsfPersSet::OpenGl_BVHClipPrimitiveTrsfPersSet (const Handle(Select3D_BVHBuilder3d)& theBuilder)
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: myIsDirty (Standard_False),
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myBVH (new BVH_Tree<Standard_Real, 3>()),
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myBuilder (theBuilder)
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{
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//
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}
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// =======================================================================
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// function : Size
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// purpose :
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// =======================================================================
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Standard_Integer OpenGl_BVHClipPrimitiveTrsfPersSet::Size() const
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{
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return myStructs.Size();
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}
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// =======================================================================
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// function : Box
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// purpose :
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// =======================================================================
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Graphic3d_BndBox3d OpenGl_BVHClipPrimitiveTrsfPersSet::Box (const Standard_Integer theIdx) const
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{
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return *myStructBoxes (theIdx + 1);
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}
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// =======================================================================
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// function : Center
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// purpose :
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// =======================================================================
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Standard_Real OpenGl_BVHClipPrimitiveTrsfPersSet::Center (const Standard_Integer theIdx,
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const Standard_Integer theAxis) const
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{
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const Graphic3d_BndBox3d& aBndBox = *myStructBoxes (theIdx + 1);
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return (aBndBox.CornerMin()[theAxis] + aBndBox.CornerMax()[theAxis]) * 0.5;
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}
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// =======================================================================
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// function : Swap
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// purpose :
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// =======================================================================
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void OpenGl_BVHClipPrimitiveTrsfPersSet::Swap (const Standard_Integer theIdx1,
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const Standard_Integer theIdx2)
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{
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const Standard_Integer aStructIdx1 = theIdx1 + 1;
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const Standard_Integer aStructIdx2 = theIdx2 + 1;
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myStructs .Swap (aStructIdx1, aStructIdx2);
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myStructBoxes.Swap (aStructIdx1, aStructIdx2);
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}
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// =======================================================================
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// function : Add
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// purpose :
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// =======================================================================
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Standard_Boolean OpenGl_BVHClipPrimitiveTrsfPersSet::Add (const OpenGl_Structure* theStruct)
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{
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const Standard_Integer aSize = myStructs.Size();
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if (myStructs.Add (theStruct) > aSize) // new structure?
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{
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MarkDirty();
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return Standard_True;
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}
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return Standard_False;
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}
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// =======================================================================
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// function : Remove
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// purpose :
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// =======================================================================
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Standard_Boolean OpenGl_BVHClipPrimitiveTrsfPersSet::Remove (const OpenGl_Structure* theStruct)
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{
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const Standard_Integer anIndex = myStructs.FindIndex (theStruct);
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if (anIndex != 0)
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{
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myStructs.Swap (Size(), anIndex);
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myStructs.RemoveLast();
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MarkDirty();
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return Standard_True;
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}
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return Standard_False;
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}
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// =======================================================================
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// function : Clear
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// purpose :
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// =======================================================================
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void OpenGl_BVHClipPrimitiveTrsfPersSet::Clear()
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{
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myStructs.Clear();
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MarkDirty();
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}
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// =======================================================================
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// function : GetStructureById
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// purpose :
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// =======================================================================
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const OpenGl_Structure* OpenGl_BVHClipPrimitiveTrsfPersSet::GetStructureById (Standard_Integer theId)
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{
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return myStructs.FindKey (theId + 1);
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}
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//=======================================================================
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// function : BVH
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// purpose :
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//=======================================================================
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const opencascade::handle<BVH_Tree<Standard_Real, 3> >&
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OpenGl_BVHClipPrimitiveTrsfPersSet::BVH (const Handle(Graphic3d_Camera)& theCamera,
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const OpenGl_Mat4d& theProjectionMatrix,
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const OpenGl_Mat4d& theWorldViewMatrix,
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const Standard_Integer theViewportWidth,
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const Standard_Integer theViewportHeight,
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const Graphic3d_WorldViewProjState& theWVPState)
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{
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if (!myIsDirty
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&& (myStructBoxesState.IsValid()
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&& !myStructBoxesState.IsChanged (theWVPState)))
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{
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return myBVH;
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}
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myStructBoxes.ReSize (myStructs.Size());
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for (Standard_Integer aStructIdx = 1; aStructIdx <= myStructs.Size(); ++aStructIdx)
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{
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const OpenGl_Structure* aStructure = myStructs (aStructIdx);
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Handle(HBndBox3d) aBoundingBox = new HBndBox3d();
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*aBoundingBox = aStructure->BoundingBox();
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if (!aStructure->TransformPersistence().IsNull())
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{
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aStructure->TransformPersistence()->Apply (theCamera, theProjectionMatrix, theWorldViewMatrix, theViewportWidth, theViewportHeight, *aBoundingBox);
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}
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myStructBoxes.Add (aBoundingBox);
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}
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myBuilder->Build (this, myBVH.operator->(), BVH_Set<Standard_Real, 3>::Box());
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myStructBoxesState = theWVPState;
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myStructBoxes.Clear();
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myIsDirty = Standard_False;
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return myBVH;
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}
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