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mirror of https://git.dev.opencascade.org/repos/occt.git synced 2025-06-15 11:44:07 +03:00
occt/src/SelectMgr/SelectMgr_BaseIntersector.cxx
mzernova 7aaed2ce3b 0032547: Visualization, Select3D_SensitiveCylinder - implement picking of a hollow cylinder
Select3D_SensitiveCircle now inherits directly from Select3D_SensitiveEntity.
The sensitive circle sector is created using the Select3D_SensitivePoly class directly.

Added appropriate methods for selecting sensitive circles.
Added parameter myIsHollow to Select3D_SensitiveCylinder class.
It allows you to search for intersections with cylinders without covers.

The Draw vcircle command has been extended with UStart and UEnd parameters
to create a sector of a circle.

Added tests: vselect/cone_cylinder/circle_sector
             vselect/cone_cylinder/circle_wire
             vselect/cone_cylinder/filled_circle
             vselect/cone_cylinder/transformed
             vselect/cone_cylinder/hollow_cone_cyl
2022-08-26 17:38:19 +03:00

352 lines
14 KiB
C++

// Copyright (c) 2021 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 <SelectMgr_BaseIntersector.hxx>
#include <Graphic3d_Camera.hxx>
#include <gp_Ax3.hxx>
#include <algorithm>
IMPLEMENT_STANDARD_RTTIEXT(SelectMgr_BaseIntersector, Standard_Transient)
//=======================================================================
// function : SelectMgr_BaseIntersector
// purpose :
//=======================================================================
SelectMgr_BaseIntersector::SelectMgr_BaseIntersector()
: mySelectionType (SelectMgr_SelectionType_Unknown)
{
//
}
//=======================================================================
// function : ~SelectMgr_BaseIntersector
// purpose :
//=======================================================================
SelectMgr_BaseIntersector::~SelectMgr_BaseIntersector()
{
//
}
//=======================================================================
// function : SetCamera
// purpose :
//=======================================================================
void SelectMgr_BaseIntersector::SetCamera (const Handle(Graphic3d_Camera)& theCamera)
{
myCamera = theCamera;
}
//=======================================================================
// function : SetPixelTolerance
// purpose :
//=======================================================================
void SelectMgr_BaseIntersector::SetPixelTolerance (const Standard_Integer)
{
}
//=======================================================================
// function : WindowSize
// purpose :
//=======================================================================
void SelectMgr_BaseIntersector::WindowSize (Standard_Integer&,
Standard_Integer&) const
{
}
//=======================================================================
// function : SetWindowSize
// purpose :
//=======================================================================
void SelectMgr_BaseIntersector::SetWindowSize (const Standard_Integer,
const Standard_Integer)
{
}
//=======================================================================
// function : SetViewport
// purpose :
//=======================================================================
void SelectMgr_BaseIntersector::SetViewport (const Standard_Real,
const Standard_Real,
const Standard_Real,
const Standard_Real)
{
}
//=======================================================================
// function : GetNearPnt
// purpose :
//=======================================================================
const gp_Pnt& SelectMgr_BaseIntersector::GetNearPnt() const
{
static const gp_Pnt anEmptyPnt;
return anEmptyPnt;
}
//=======================================================================
// function : GetFarPnt
// purpose :
//=======================================================================
const gp_Pnt& SelectMgr_BaseIntersector::GetFarPnt() const
{
static const gp_Pnt anEmptyPnt(RealLast(), RealLast(), RealLast());
return anEmptyPnt;
}
//=======================================================================
// function : GetViewRayDirection
// purpose :
//=======================================================================
const gp_Dir& SelectMgr_BaseIntersector::GetViewRayDirection() const
{
static const gp_Dir anEmptyDir;
return anEmptyDir;
}
//=======================================================================
// function : GetMousePosition
// purpose :
//=======================================================================
const gp_Pnt2d& SelectMgr_BaseIntersector::GetMousePosition() const
{
static const gp_Pnt2d aPnt(RealLast(), RealLast());
return aPnt;
}
//=======================================================================
// function : RaySphereIntersection
// purpose :
//=======================================================================
Standard_Boolean SelectMgr_BaseIntersector::RaySphereIntersection (const gp_Pnt& theCenter,
const Standard_Real theRadius,
const gp_Pnt& theLoc,
const gp_Dir& theRayDir,
Standard_Real& theTimeEnter,
Standard_Real& theTimeLeave) const
{
// to find the intersection of the ray (theLoc, theRayDir) and sphere with theCenter(x0, y0, z0) and theRadius(R), you need to solve the equation
// (x' - x0)^2 + (y' - y0)^2 + (z' - z0)^2 = R^2, where P(x',y',z') = theLoc(x,y,z) + theRayDir(vx,vy,vz) * T
// at the end of solving, you receive a square equation with respect to T
// T^2 * (vx^2 + vy^2 + vz^2) + 2 * T * (vx*(x - x0) + vy*(y - y0) + vz*(z - z0)) + ((x-x0)^2 + (y-y0)^2 + (z-z0)^2 -R^2) = 0 (= A*T^2 + K*T + C)
// and find T by discriminant D = K^2 - A*C
const Standard_Real anA = theRayDir.Dot (theRayDir);
const Standard_Real aK = theRayDir.X() * (theLoc.X() - theCenter.X())
+ theRayDir.Y() * (theLoc.Y() - theCenter.Y())
+ theRayDir.Z() * (theLoc.Z() - theCenter.Z());
const Standard_Real aC = theLoc.Distance (theCenter) * theLoc.Distance (theCenter) - theRadius * theRadius;
const Standard_Real aDiscr = aK * aK - anA * aC;
if (aDiscr < 0)
{
return Standard_False;
}
const Standard_Real aTime1 = (-aK - Sqrt (aDiscr)) / anA;
const Standard_Real aTime2 = (-aK + Sqrt (aDiscr)) / anA;
if (Abs (aTime1) < Abs (aTime2))
{
theTimeEnter = aTime1;
theTimeLeave = aTime2;
}
else
{
theTimeEnter = aTime2;
theTimeLeave = aTime1;
}
return Standard_True;
}
//=======================================================================
// function : RayCylinderIntersection
// purpose :
//=======================================================================
Standard_Boolean SelectMgr_BaseIntersector::RayCylinderIntersection (const Standard_Real theBottomRadius,
const Standard_Real theTopRadius,
const Standard_Real theHeight,
const gp_Pnt& theLoc,
const gp_Dir& theRayDir,
const Standard_Boolean theIsHollow,
Standard_Real& theTimeEnter,
Standard_Real& theTimeLeave) const
{
Standard_Integer aNbIntersections = 0;
Standard_Real anIntersections[4] = { RealLast(), RealLast(), RealLast(), RealLast() };
// Check intersections with end faces
// point of intersection theRayDir and z = 0
if (!theIsHollow && theRayDir.Z() != 0)
{
const Standard_Real aTime1 = (0 - theLoc.Z()) / theRayDir.Z();
const Standard_Real aX1 = theLoc.X() + theRayDir.X() * aTime1;
const Standard_Real anY1 = theLoc.Y() + theRayDir.Y() * aTime1;
if (aX1 * aX1 + anY1 * anY1 <= theBottomRadius * theBottomRadius)
{
anIntersections[aNbIntersections++] = aTime1;
}
// point of intersection theRayDir and z = theHeight
const Standard_Real aTime2 = (theHeight - theLoc.Z()) / theRayDir.Z();
const Standard_Real aX2 = theLoc.X() + theRayDir.X() * aTime2;
const Standard_Real anY2 = theLoc.Y() + theRayDir.Y() * aTime2;
if (aX2 * aX2 + anY2 * anY2 <= theTopRadius * theTopRadius)
{
anIntersections[aNbIntersections++] = aTime2;
}
}
// ray intersection with cone / truncated cone
if (theTopRadius != theBottomRadius)
{
const Standard_Real aTriangleHeight = Min (theBottomRadius, theTopRadius) * theHeight /
(Abs (theBottomRadius - theTopRadius));
gp_Ax3 aSystem;
if (theBottomRadius > theTopRadius)
{
aSystem.SetLocation (gp_Pnt (0, 0, theHeight + aTriangleHeight));
aSystem.SetDirection (-gp::DZ());
}
else
{
aSystem.SetLocation (gp_Pnt (0, 0, -aTriangleHeight));
aSystem.SetDirection (gp::DZ());
}
gp_Trsf aTrsfCone;
aTrsfCone.SetTransformation (gp_Ax3(), aSystem);
const gp_Pnt aPnt (theLoc.Transformed (aTrsfCone));
const gp_Dir aDir (theRayDir.Transformed (aTrsfCone));
const Standard_Real aMaxRad = Max (theBottomRadius, theTopRadius);
const Standard_Real aConeHeight = theHeight + aTriangleHeight;
// solving quadratic equation anA * T^2 + 2 * aK * T + aC = 0
const Standard_Real anA = aDir.X() * aDir.X() / (aMaxRad * aMaxRad)
+ aDir.Y() * aDir.Y() / (aMaxRad * aMaxRad)
- aDir.Z() * aDir.Z() / (aConeHeight * aConeHeight);
const Standard_Real aK = aDir.X() * aPnt.X() / (aMaxRad * aMaxRad)
+ aDir.Y() * aPnt.Y() / (aMaxRad * aMaxRad)
- aDir.Z() * aPnt.Z() / (aConeHeight * aConeHeight);
const Standard_Real aC = aPnt.X() * aPnt.X() / (aMaxRad * aMaxRad)
+ aPnt.Y() * aPnt.Y() / (aMaxRad * aMaxRad)
- aPnt.Z() * aPnt.Z() / (aConeHeight * aConeHeight);
Standard_Real aDiscr = aK * aK - anA * aC;
if (aDiscr > 0)
{
const Standard_Real aTimeEnterCone = (-aK - Sqrt (aDiscr)) / anA;
const Standard_Real aTimeLeaveCone = (-aK + Sqrt (aDiscr)) / anA;
const Standard_Real aZFromRoot1 = aPnt.Z() + aTimeEnterCone * aDir.Z();
const Standard_Real aZFromRoot2 = aPnt.Z() + aTimeLeaveCone * aDir.Z();
if (aZFromRoot1 > aTriangleHeight && aZFromRoot1 < aConeHeight)
{
anIntersections[aNbIntersections++] = aTimeEnterCone;
}
if (aZFromRoot2 > aTriangleHeight && aZFromRoot2 < aConeHeight)
{
anIntersections[aNbIntersections++] = aTimeLeaveCone;
}
}
}
else // ray intersection with cylinder
{
const gp_Pnt2d aLoc2d (theLoc.X(), theLoc.Y());
const gp_Vec2d aRayDir2d (theRayDir.X(), theRayDir.Y());
// solving quadratic equation anA * T^2 + 2 * aK * T + aC = 0
const Standard_Real anA = aRayDir2d.Dot (aRayDir2d);
const Standard_Real aK = aLoc2d.XY().Dot (aRayDir2d.XY());
const Standard_Real aC = aLoc2d.XY().Dot (aLoc2d.XY()) - theTopRadius * theTopRadius;
const Standard_Real aDiscr = aK * aK - anA * aC;
if (aDiscr > 0)
{
const Standard_Real aRoot1 = (-aK + Sqrt (aDiscr)) / anA;
const Standard_Real aRoot2 = (-aK - Sqrt (aDiscr)) / anA;
const Standard_Real aZFromRoot1 = theLoc.Z() + aRoot1 * theRayDir.Z();
const Standard_Real aZFromRoot2 = theLoc.Z() + aRoot2 * theRayDir.Z();
if (aZFromRoot1 > 0 && aZFromRoot1 < theHeight)
{
anIntersections[aNbIntersections++] = aRoot1;
}
if (aZFromRoot2 > 0 && aZFromRoot2 < theHeight)
{
anIntersections[aNbIntersections++] = aRoot2;
}
}
}
if (aNbIntersections == 0)
{
return false;
}
std::sort (anIntersections, anIntersections + aNbIntersections);
theTimeEnter = anIntersections[0];
if (aNbIntersections > 1)
{
theTimeLeave = anIntersections[1];
}
return true;
}
//=======================================================================
// function : RayCircleIntersection
// purpose :
//=======================================================================
Standard_Boolean SelectMgr_BaseIntersector::RayCircleIntersection (const Standard_Real theRadius,
const gp_Pnt& theLoc,
const gp_Dir& theRayDir,
const Standard_Boolean theIsFilled,
Standard_Real& theTime) const
{
if (theRayDir.Z() != 0)
{
const Standard_Real aTime = (0 - theLoc.Z()) / theRayDir.Z();
const Standard_Real aX1 = theLoc.X() + theRayDir.X() * aTime;
const Standard_Real anY1 = theLoc.Y() + theRayDir.Y() * aTime;
const Standard_Real aK = aX1 * aX1 + anY1 * anY1;
if ((theIsFilled && aK <= theRadius * theRadius)
|| (!theIsFilled && Abs (sqrt (aK) - theRadius) <= Precision::Confusion()))
{
theTime = aTime;
return true;
}
}
return false;
}
//=======================================================================
// function : DistToGeometryCenter
// purpose :
//=======================================================================
Standard_Real SelectMgr_BaseIntersector::DistToGeometryCenter (const gp_Pnt&) const
{
return RealLast();
}
//=======================================================================
// function : DetectedPoint
// purpose :
//=======================================================================
gp_Pnt SelectMgr_BaseIntersector::DetectedPoint (const Standard_Real) const
{
return gp_Pnt(RealLast(), RealLast(), RealLast());
}
//=======================================================================
//function : DumpJson
//purpose :
//=======================================================================
void SelectMgr_BaseIntersector::DumpJson (Standard_OStream& theOStream, Standard_Integer) const
{
OCCT_DUMP_TRANSIENT_CLASS_BEGIN (theOStream)
OCCT_DUMP_FIELD_VALUE_NUMERICAL (theOStream, mySelectionType)
OCCT_DUMP_FIELD_VALUE_POINTER (theOStream, myCamera)
}