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occt/src/Graphic3d/Graphic3d_BvhCStructureSetTrsfPers.cxx
kgv d325cb7f57 0030635: Visualization - move OpenGl_Layer to Graphic3d_Layer
Renamed classes (moved from TKOpenGl to TKV3d):
- OpenGl_Layer -> Graphic3d_Layer;
- OpenGl_BVHClipPrimitiveSet -> Graphic3d_BvhCStructureSet;
- OpenGl_BVHClipPrimitiveTrsfPersSet -> Graphic3d_BvhCStructureSetTrsfPers;
- OpenGl_BVHTreeSelector -> Graphic3d_CullingTool.

Method OpenGl_Layer::Render() has been moved to OpenGl_LayerList::renderLayer().

Standard Z-layers list definition has been moved
from OpenGl_GraphicDriver to base class Graphic3d_GraphicDriver.
2019-04-09 14:16:33 +03:00

174 lines
6.3 KiB
C++

// Created on: 2015-06-30
// Created by: Anton POLETAEV
// Copyright (c) 2015 OPEN CASCADE SAS
//
// This file is part of Open CASCADE Technology software library.
//
// This library is free software; you can redistribute it and/or modify it under
// the terms of the GNU Lesser General Public License version 2.1 as published
// by the Free Software Foundation, with special exception defined in the file
// OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
// distribution for complete text of the license and disclaimer of any warranty.
//
// Alternatively, this file may be used under the terms of Open CASCADE
// commercial license or contractual agreement.
#include <Graphic3d_BvhCStructureSetTrsfPers.hxx>
#include <Graphic3d_CStructure.hxx>
// =======================================================================
// function : Graphic3d_BvhCStructureSetTrsfPers
// purpose :
// =======================================================================
Graphic3d_BvhCStructureSetTrsfPers::Graphic3d_BvhCStructureSetTrsfPers (const Handle(Select3D_BVHBuilder3d)& theBuilder)
: myIsDirty (Standard_False),
myBVH (new BVH_Tree<Standard_Real, 3>()),
myBuilder (theBuilder)
{
//
}
// =======================================================================
// function : Size
// purpose :
// =======================================================================
Standard_Integer Graphic3d_BvhCStructureSetTrsfPers::Size() const
{
return myStructs.Size();
}
// =======================================================================
// function : Box
// purpose :
// =======================================================================
Graphic3d_BndBox3d Graphic3d_BvhCStructureSetTrsfPers::Box (const Standard_Integer theIdx) const
{
return *myStructBoxes (theIdx + 1);
}
// =======================================================================
// function : Center
// purpose :
// =======================================================================
Standard_Real Graphic3d_BvhCStructureSetTrsfPers::Center (const Standard_Integer theIdx,
const Standard_Integer theAxis) const
{
const Graphic3d_BndBox3d& aBndBox = *myStructBoxes (theIdx + 1);
return (aBndBox.CornerMin()[theAxis] + aBndBox.CornerMax()[theAxis]) * 0.5;
}
// =======================================================================
// function : Swap
// purpose :
// =======================================================================
void Graphic3d_BvhCStructureSetTrsfPers::Swap (const Standard_Integer theIdx1,
const Standard_Integer theIdx2)
{
const Standard_Integer aStructIdx1 = theIdx1 + 1;
const Standard_Integer aStructIdx2 = theIdx2 + 1;
myStructs .Swap (aStructIdx1, aStructIdx2);
myStructBoxes.Swap (aStructIdx1, aStructIdx2);
}
// =======================================================================
// function : Add
// purpose :
// =======================================================================
Standard_Boolean Graphic3d_BvhCStructureSetTrsfPers::Add (const Graphic3d_CStructure* theStruct)
{
const Standard_Integer aSize = myStructs.Size();
if (myStructs.Add (theStruct) > aSize) // new structure?
{
MarkDirty();
return Standard_True;
}
return Standard_False;
}
// =======================================================================
// function : Remove
// purpose :
// =======================================================================
Standard_Boolean Graphic3d_BvhCStructureSetTrsfPers::Remove (const Graphic3d_CStructure* theStruct)
{
const Standard_Integer anIndex = myStructs.FindIndex (theStruct);
if (anIndex != 0)
{
myStructs.Swap (Size(), anIndex);
myStructs.RemoveLast();
MarkDirty();
return Standard_True;
}
return Standard_False;
}
// =======================================================================
// function : Clear
// purpose :
// =======================================================================
void Graphic3d_BvhCStructureSetTrsfPers::Clear()
{
myStructs.Clear();
MarkDirty();
}
// =======================================================================
// function : GetStructureById
// purpose :
// =======================================================================
const Graphic3d_CStructure* Graphic3d_BvhCStructureSetTrsfPers::GetStructureById (Standard_Integer theId)
{
return myStructs.FindKey (theId + 1);
}
//=======================================================================
// function : BVH
// purpose :
//=======================================================================
const opencascade::handle<BVH_Tree<Standard_Real, 3> >& Graphic3d_BvhCStructureSetTrsfPers::BVH (const Handle(Graphic3d_Camera)& theCamera,
const Graphic3d_Mat4d& theProjectionMatrix,
const Graphic3d_Mat4d& theWorldViewMatrix,
const Standard_Integer theViewportWidth,
const Standard_Integer theViewportHeight,
const Graphic3d_WorldViewProjState& theWVPState)
{
if (!myIsDirty
&& (myStructBoxesState.IsValid()
&& !myStructBoxesState.IsChanged (theWVPState)))
{
return myBVH;
}
myStructBoxes.ReSize (myStructs.Size());
for (Standard_Integer aStructIdx = 1; aStructIdx <= myStructs.Size(); ++aStructIdx)
{
const Graphic3d_CStructure* aStructure = myStructs (aStructIdx);
Handle(HBndBox3d) aBoundingBox = new HBndBox3d();
*aBoundingBox = aStructure->BoundingBox();
if (!aStructure->TransformPersistence().IsNull())
{
aStructure->TransformPersistence()->Apply (theCamera, theProjectionMatrix, theWorldViewMatrix, theViewportWidth, theViewportHeight, *aBoundingBox);
}
myStructBoxes.Add (aBoundingBox);
}
myBuilder->Build (this, myBVH.operator->(), BVH_Set<Standard_Real, 3>::Box());
myStructBoxesState = theWVPState;
myStructBoxes.Clear();
myIsDirty = Standard_False;
return myBVH;
}