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229 lines
8.2 KiB
C++
229 lines
8.2 KiB
C++
// Created on: 2014-10-20
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// Created by: Denis BOGOLEPOV
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// Copyright (c) 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 <BRepExtrema_TriangleSet.hxx>
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#include <BRep_Tool.hxx>
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#include <BRepAdaptor_Surface.hxx>
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#include <BVH_LinearBuilder.hxx>
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#include <Poly_Triangulation.hxx>
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#include <TColgp_Array1OfPnt2d.hxx>
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//=======================================================================
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//function : BRepExtrema_TriangleSet
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//purpose : Creates empty triangle set
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//=======================================================================
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BRepExtrema_TriangleSet::BRepExtrema_TriangleSet()
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: BVH_PrimitiveSet<Standard_Real, 3>()
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{
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// Set default builder - linear BVH (LBVH)
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myBuilder = new BVH_LinearBuilder<Standard_Real, 3> (5, 32);
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}
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//=======================================================================
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//function : BRepExtrema_TriangleSet
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//purpose : Creates triangle set from the given face
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//=======================================================================
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BRepExtrema_TriangleSet::BRepExtrema_TriangleSet (const BRepExtrema_ShapeList& theFaces)
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: BVH_PrimitiveSet<Standard_Real, 3>()
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{
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// Set default builder - linear BVH (LBVH)
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myBuilder = new BVH_LinearBuilder<Standard_Real, 3> (5, 32);
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Init (theFaces);
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}
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//=======================================================================
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//function : ~BRepExtrema_TriangleSet
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//purpose : Releases resources of triangle set
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//=======================================================================
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BRepExtrema_TriangleSet::~BRepExtrema_TriangleSet()
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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 : Returns total number of triangles
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//=======================================================================
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Standard_Integer BRepExtrema_TriangleSet::Size() const
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{
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return static_cast<Standard_Integer> (myTriangles.size());
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}
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//=======================================================================
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//function : Box
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//purpose : Returns AABB of the given triangle
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//=======================================================================
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BVH_Box<Standard_Real, 3> BRepExtrema_TriangleSet::Box (const Standard_Integer theIndex) const
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{
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const BVH_Vec4i& aTriangle = myTriangles[theIndex];
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BVH_Vec3d aMinPnt = myVertexArray[aTriangle.x()].cwiseMin (
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myVertexArray[aTriangle.y()].cwiseMin (myVertexArray[aTriangle.z()]));
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BVH_Vec3d aMaxPnt = myVertexArray[aTriangle.x()].cwiseMax (
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myVertexArray[aTriangle.y()].cwiseMax (myVertexArray[aTriangle.z()]));
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return BVH_Box<Standard_Real, 3> (aMinPnt, aMaxPnt);
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}
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//=======================================================================
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//function : Center
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//purpose : Returns centroid position along specified axis
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//=======================================================================
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Standard_Real BRepExtrema_TriangleSet::Center (const Standard_Integer theIndex, const Standard_Integer theAxis) const
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{
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const BVH_Vec4i& aTriangle = myTriangles[theIndex];
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if (theAxis == 0)
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{
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return (1.0 / 3.0) * (myVertexArray[aTriangle.x()].x() +
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myVertexArray[aTriangle.y()].x() +
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myVertexArray[aTriangle.z()].x());
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}
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else if (theAxis == 1)
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{
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return (1.0 / 3.0) * (myVertexArray[aTriangle.x()].y() +
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myVertexArray[aTriangle.y()].y() +
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myVertexArray[aTriangle.z()].y());
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}
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else
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{
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return (1.0 / 3.0) * (myVertexArray[aTriangle.x()].z() +
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myVertexArray[aTriangle.y()].z() +
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myVertexArray[aTriangle.z()].z());
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}
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}
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//=======================================================================
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//function : Swap
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//purpose : Swaps indices of two specified triangles
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//=======================================================================
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void BRepExtrema_TriangleSet::Swap (const Standard_Integer theIndex1, const Standard_Integer theIndex2)
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{
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std::swap (myTriangles[theIndex1],
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myTriangles[theIndex2]);
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}
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//=======================================================================
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//function : GetFaceID
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//purpose : Returns face ID of the given triangle
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//=======================================================================
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Standard_Integer BRepExtrema_TriangleSet::GetFaceID (const Standard_Integer theIndex) const
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{
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return myTriangles[theIndex].w();
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}
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//=======================================================================
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//function : GetVertices
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//purpose : Returns vertices of the given triangle
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//=======================================================================
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void BRepExtrema_TriangleSet::GetVertices (const Standard_Integer theIndex,
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BVH_Vec3d& theVertex1,
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BVH_Vec3d& theVertex2,
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BVH_Vec3d& theVertex3) const
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{
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BVH_Vec4i aTriangle = myTriangles[theIndex];
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theVertex1 = myVertexArray[aTriangle.x()];
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theVertex2 = myVertexArray[aTriangle.y()];
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theVertex3 = myVertexArray[aTriangle.z()];
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}
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//=======================================================================
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//function : Clear
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//purpose : Clears triangle set data
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//=======================================================================
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void BRepExtrema_TriangleSet::Clear()
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{
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BVH_Array4i anEmptyTriangles;
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myTriangles.swap (anEmptyTriangles);
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BVH_Array2d anEmptyVertUVArray;
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myVertUVArray.swap (anEmptyVertUVArray);
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BVH_Array3d anEmptyVertexArray;
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myVertexArray.swap (anEmptyVertexArray);
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}
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//=======================================================================
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//function : Init
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//purpose : Initializes triangle set
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//=======================================================================
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Standard_Boolean BRepExtrema_TriangleSet::Init (const BRepExtrema_ShapeList& theFaces)
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{
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Clear();
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for (Standard_Integer aFaceIdx = 0; aFaceIdx < theFaces.Size(); ++aFaceIdx)
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{
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TopLoc_Location aLocation;
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Handle(Poly_Triangulation) aTriangulation =
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BRep_Tool::Triangulation (theFaces (aFaceIdx), aLocation);
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if (aTriangulation.IsNull())
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{
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return Standard_False;
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}
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BRepAdaptor_Surface aFaceAdaptor (theFaces (aFaceIdx), Standard_False);
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const Standard_Integer aVertOffset =
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static_cast<Standard_Integer> (myVertexArray.size()) - 1;
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for (Standard_Integer aVertIdx = 1; aVertIdx <= aTriangulation->NbNodes(); ++aVertIdx)
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{
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gp_Pnt aVertex = aTriangulation->Nodes().Value (aVertIdx);
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aVertex.Transform (aLocation.Transformation());
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myVertexArray.push_back (BVH_Vec3d (aVertex.X(),
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aVertex.Y(),
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aVertex.Z()));
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const Standard_Real aU = aTriangulation->UVNodes().Value (aVertIdx).X();
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const Standard_Real aV = aTriangulation->UVNodes().Value (aVertIdx).Y();
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myVertUVArray.push_back (BVH_Vec2d (aU, aV));
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}
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for (Standard_Integer aTriIdx = 1; aTriIdx <= aTriangulation->NbTriangles(); ++aTriIdx)
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{
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Standard_Integer aVertex1;
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Standard_Integer aVertex2;
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Standard_Integer aVertex3;
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aTriangulation->Triangles().Value (aTriIdx).Get (aVertex1,
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aVertex2,
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aVertex3);
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myTriangles.push_back (BVH_Vec4i (aVertex1 + aVertOffset,
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aVertex2 + aVertOffset,
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aVertex3 + aVertOffset,
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aFaceIdx));
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}
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}
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MarkDirty(); // needs BVH rebuilding
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Standard_ASSERT_RETURN (!BVH().IsNull(),
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"Error: Failed to build BVH for primitive set", Standard_False);
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return Standard_True;
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}
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