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occt/src/BOP/BOP_SolidClassifier.cxx
bugmaster b311480ed5 0023024: Update headers of OCCT files
Added appropriate copyright and license information in source files
2012-03-21 19:43:04 +04:00

198 lines
5.6 KiB
C++
Executable File

// Copyright (c) 1999-2012 OPEN CASCADE SAS
//
// The content of this file is subject to the Open CASCADE Technology Public
// License Version 6.5 (the "License"). You may not use the content of this file
// except in compliance with the License. Please obtain a copy of the License
// at http://www.opencascade.org and read it completely before using this file.
//
// The Initial Developer of the Original Code is Open CASCADE S.A.S., having its
// main offices at: 1, place des Freres Montgolfier, 78280 Guyancourt, France.
//
// The Original Code and all software distributed under the License is
// distributed on an "AS IS" basis, without warranty of any kind, and the
// Initial Developer hereby disclaims all such warranties, including without
// limitation, any warranties of merchantability, fitness for a particular
// purpose or non-infringement. Please see the License for the specific terms
// and conditions governing the rights and limitations under the License.
// NIZNHY-PKV Thu Apr 11 10:42:14 2002
#include <BOP_SolidClassifier.ixx>
#include <BRepClass3d_SolidClassifier.hxx>
//=======================================================================
//function :
//purpose :
//=======================================================================
BOP_SolidClassifier::BOP_SolidClassifier()
{
Clear();
}
//=======================================================================
//function : Clear
//purpose :
//=======================================================================
void BOP_SolidClassifier::Clear()
{
myPClassifier = NULL;
myClassifierMap.Clear();
myState = TopAbs_UNKNOWN;
myShell.Nullify();
mySolid.Nullify();
}
//=======================================================================
//function : LoadSolid
//purpose :
//=======================================================================
void BOP_SolidClassifier::LoadSolid(const TopoDS_Solid& SOL)
{
Standard_Boolean found;
found = myClassifierMap.Contains(SOL);
if ( !found ) {
myPClassifier = new BRepClass3d_SolidClassifier(SOL);
myClassifierMap.Add(SOL, myPClassifier);
}
else {
myPClassifier = myClassifierMap.ChangeFromKey(SOL);
}
}
//=======================================================================
//function : Classify
//purpose :
//=======================================================================
TopAbs_State BOP_SolidClassifier::Classify (const TopoDS_Solid& SOL,
const gp_Pnt& P,
const Standard_Real Tol)
{
myPClassifier = NULL;
myState = TopAbs_UNKNOWN;
LoadSolid(SOL);
if (myPClassifier == NULL) {
return myState;
}
myPClassifier->Perform(P,Tol);
myState = myPClassifier->State();
const TopoDS_Shape& fres = myPClassifier->Face();
if (fres.IsNull()) {
// NYI : in case of removal of EXTERNAL and INTERNAL faces by the
// classifier BRepClass3d_SolidClassifier, process these faces
// to generate state ON/Solid when the point is IN/face INTERNAL or EXTERNAL
return myState;
}
TopAbs_Orientation ofres;
ofres = fres.Orientation();
if ( ofres == TopAbs_EXTERNAL ) {
if ( myState == TopAbs_IN ) {
myState = TopAbs_OUT;
}
else if ( myState == TopAbs_OUT ){
myState = TopAbs_OUT;
}
else if ( myState == TopAbs_ON ){
myState = TopAbs_ON;
}
else if ( myState == TopAbs_UNKNOWN ){
myState = TopAbs_OUT;
}
}
else if ( ofres == TopAbs_INTERNAL ) {
if ( myState == TopAbs_IN ) {
myState = TopAbs_IN;
}
else if ( myState == TopAbs_OUT) {
myState = TopAbs_IN;
}
else if ( myState == TopAbs_ON ) {
myState = TopAbs_ON;
}
else if ( myState == TopAbs_UNKNOWN ) {
myState = TopAbs_IN;
}
}
return myState;
}
//=======================================================================
//function : LoadShell
//purpose :
//=======================================================================
void BOP_SolidClassifier::LoadShell(const TopoDS_Shell& SHE)
{
Standard_Boolean found;
found = myClassifierMap.Contains (SHE);
if ( !found ) {
myBuilder.MakeSolid(mySolid);
myBuilder.Add(mySolid,SHE);
TopoDS_Shell* pshe = (TopoDS_Shell*)&SHE;
(*pshe).Free(Standard_True);
myPClassifier = new BRepClass3d_SolidClassifier(mySolid);
myClassifierMap.Add(SHE, myPClassifier);
}
else {
myPClassifier = myClassifierMap.ChangeFromKey(SHE);
}
}
//=======================================================================
//function : Classify
//purpose :
//=======================================================================
TopAbs_State BOP_SolidClassifier::Classify (const TopoDS_Shell& SHE,
const gp_Pnt& P,
const Standard_Real Tol)
{
myPClassifier = NULL;
myState = TopAbs_UNKNOWN;
LoadShell(SHE);
//
if (myPClassifier == NULL) {
return myState;
}
myPClassifier->Perform(P,Tol);
myState = myPClassifier->State();
return myState;
}
//=======================================================================
//function : State
//purpose :
//=======================================================================
TopAbs_State BOP_SolidClassifier::State() const
{
return myState;
}
//=======================================================================
//function : Destroy
//purpose :
//=======================================================================
void BOP_SolidClassifier::Destroy()
{
Standard_Integer i, aNb;
aNb=myClassifierMap.Extent();
for (i=1; i<=aNb; ++i) {
BRepClass3d_SolidClassifier* pC=myClassifierMap(i);
delete pC;
}
myClassifierMap.Clear();
}