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Select3D_SensitiveSet::Matches() has been improved to check if BVH node is fully included by selection volume and pass this information to overlapsElement()/elementIsInside() interfaces to avoid expensive partial overlapping checks for individual elements. Select3D_SensitivePrimitiveArray implements this new interface to improve partial overlapping performance. Select3D_SensitivePrimitiveArray::Matches() now handles rectangle selection for sub-elements when Elements map is defined. Added missing const to SelectMgr_BaseFrustum::Overlaps() methods. AIS_PointCloud has been extended with new selection mode for collecting selected nodes Draw Harness command vdrawparray has been extended with an option -shape allowing to create a triangulation from tessellated shape.
254 lines
11 KiB
C++
254 lines
11 KiB
C++
// Created on: 2014-05-22
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// Created by: Varvara POSKONINA
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// Copyright (c) 2005-2014 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 <SelectMgr_BaseFrustum.hxx>
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IMPLEMENT_STANDARD_RTTIEXT(SelectMgr_BaseFrustum,Standard_Transient)
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//=======================================================================
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// function : SelectMgr_SelectingVolume
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// purpose : Creates new selecting volume with pixel toletance set to 2,
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// orthographic camera and empty frustum builder
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//=======================================================================
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SelectMgr_BaseFrustum::SelectMgr_BaseFrustum()
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: myPixelTolerance (2),
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myIsOrthographic (Standard_True)
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{
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myBuilder = new SelectMgr_FrustumBuilder();
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}
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//=======================================================================
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// function : SetCamera
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// purpose : Passes camera projection and orientation matrices to builder
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//=======================================================================
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void SelectMgr_BaseFrustum::SetCamera (const Handle(Graphic3d_Camera)& theCamera)
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{
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myCamera = theCamera;
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myBuilder->SetWorldViewMatrix (theCamera->OrientationMatrix());
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myBuilder->SetProjectionMatrix (theCamera->ProjectionMatrix());
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myBuilder->SetWorldViewProjState (theCamera->WorldViewProjState());
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myIsOrthographic = theCamera->IsOrthographic();
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myBuilder->InvalidateViewport();
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}
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//=======================================================================
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// function : SetCamera
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// purpose : Passes camera projection and orientation matrices to builder
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//=======================================================================
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void SelectMgr_BaseFrustum::SetCamera (const Graphic3d_Mat4d& theProjection,
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const Graphic3d_Mat4d& theWorldView,
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const Standard_Boolean theIsOrthographic,
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const Graphic3d_WorldViewProjState& theWVPState)
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{
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myCamera.Nullify();
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myBuilder->SetWorldViewMatrix (theWorldView);
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myBuilder->SetProjectionMatrix (theProjection);
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myBuilder->SetWorldViewProjState (theWVPState);
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myIsOrthographic = theIsOrthographic;
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}
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//=======================================================================
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// function : ProjectionMatrix
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// purpose : Returns current camera projection transformation common for
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// all selecting volumes
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//=======================================================================
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const Graphic3d_Mat4d& SelectMgr_BaseFrustum::ProjectionMatrix() const
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{
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return myBuilder->ProjectionMatrix();
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}
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//=======================================================================
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// function : WorldViewMatrix
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// purpose : Returns current camera world view transformation common for
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// all selecting volumes
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//=======================================================================
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const Graphic3d_Mat4d& SelectMgr_BaseFrustum::WorldViewMatrix() const
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{
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return myBuilder->WorldViewMatrix();
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}
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//=======================================================================
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// function : WorldViewProjState
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// purpose : Returns current camera world view projection transformation
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// state
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//=======================================================================
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const Graphic3d_WorldViewProjState& SelectMgr_BaseFrustum::WorldViewProjState() const
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{
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return myBuilder->WorldViewProjState();
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}
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//=======================================================================
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// function : SetViewport
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// purpose : Passes viewport parameters to builder
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//=======================================================================
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void SelectMgr_BaseFrustum::SetViewport (const Standard_Real theX,
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const Standard_Real theY,
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const Standard_Real theWidth,
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const Standard_Real theHeight)
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{
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myBuilder->SetViewport (theX, theY, theWidth, theHeight);
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}
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//=======================================================================
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// function : SetPixelTolerance
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// purpose :
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//=======================================================================
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void SelectMgr_BaseFrustum::SetPixelTolerance (const Standard_Integer theTol)
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{
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myPixelTolerance = theTol;
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}
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//=======================================================================
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// function : SetWindowSize
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// purpose :
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//=======================================================================
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void SelectMgr_BaseFrustum::SetWindowSize (const Standard_Integer theWidth, const Standard_Integer theHeight)
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{
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myBuilder->SetWindowSize (theWidth, theHeight);
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}
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//=======================================================================
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// function : WindowSize
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// purpose :
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//=======================================================================
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void SelectMgr_BaseFrustum::WindowSize (Standard_Integer& theWidth,
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Standard_Integer& theHeight) const
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{
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myBuilder->WindowSize (theWidth, theHeight);
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}
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//=======================================================================
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// function : SetBuilder
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// purpose :
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//=======================================================================
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void SelectMgr_BaseFrustum::SetBuilder (const Handle(SelectMgr_FrustumBuilder)& theBuilder)
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{
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myBuilder.Nullify();
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myBuilder = theBuilder;
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}
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//=======================================================================
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// function : Overlaps
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// purpose : SAT intersection test between defined volume and
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// given axis-aligned box
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//=======================================================================
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Standard_Boolean SelectMgr_BaseFrustum::Overlaps (const SelectMgr_Vec3& /*theBoxMin*/,
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const SelectMgr_Vec3& /*theBoxMax*/,
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SelectBasics_PickResult& /*thePickResult*/) const
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{
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return Standard_False;
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}
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//=======================================================================
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// function : Overlaps
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// purpose : Intersection test between defined volume and given point
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//=======================================================================
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Standard_Boolean SelectMgr_BaseFrustum::Overlaps (const SelectMgr_Vec3& /*theBoxMin*/,
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const SelectMgr_Vec3& /*theBoxMax*/,
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Standard_Boolean* /*theInside*/) const
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{
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return Standard_False;
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}
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//=======================================================================
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// function : Overlaps
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// purpose : Intersection test between defined volume and given point
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//=======================================================================
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Standard_Boolean SelectMgr_BaseFrustum::Overlaps (const gp_Pnt& /*thePnt*/,
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SelectBasics_PickResult& ) const
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{
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return Standard_False;
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}
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//=======================================================================
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// function : Overlaps
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// purpose : Intersection test between defined volume and given point
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//=======================================================================
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Standard_Boolean SelectMgr_BaseFrustum::Overlaps (const gp_Pnt& /*thePnt*/) const
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{
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return Standard_False;
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}
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//=======================================================================
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// function : Overlaps
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// purpose : SAT intersection test between defined volume and given
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// ordered set of points, representing line segments. The test
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// may be considered of interior part or boundary line defined
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// by segments depending on given sensitivity type
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//=======================================================================
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Standard_Boolean SelectMgr_BaseFrustum::Overlaps (const TColgp_Array1OfPnt& /*theArrayOfPnts*/,
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Select3D_TypeOfSensitivity /*theSensType*/,
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SelectBasics_PickResult& ) const
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{
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return Standard_False;
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}
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//=======================================================================
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// function : Overlaps
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// purpose : SAT intersection test between defined volume and given
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// triangle. The test may be considered of interior part or
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// boundary line defined by triangle vertices depending on
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// given sensitivity type
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//=======================================================================
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Standard_Boolean SelectMgr_BaseFrustum::Overlaps (const gp_Pnt& /*thePt1*/,
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const gp_Pnt& /*thePt2*/,
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const gp_Pnt& /*thePt3*/,
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Select3D_TypeOfSensitivity /*theSensType*/,
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SelectBasics_PickResult& ) const
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{
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return Standard_False;
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}
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//=======================================================================
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// function : Overlaps
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// purpose : Checks if line segment overlaps selecting volume
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//=======================================================================
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Standard_Boolean SelectMgr_BaseFrustum::Overlaps (const gp_Pnt& /*thePnt1*/,
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const gp_Pnt& /*thePnt2*/,
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SelectBasics_PickResult& ) const
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{
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return Standard_False;
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}
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//=======================================================================
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// function : DistToGeometryCenter
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// purpose : Measures distance between 3d projection of user-picked
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// screen point and given point theCOG
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//=======================================================================
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Standard_Real SelectMgr_BaseFrustum::DistToGeometryCenter (const gp_Pnt& /*theCOG*/) const
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{
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return DBL_MAX;
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}
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//=======================================================================
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// function : DetectedPoint
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// purpose :
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//=======================================================================
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gp_Pnt SelectMgr_BaseFrustum::DetectedPoint (const Standard_Real /*theDepth*/) const
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{
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return gp_Pnt (RealLast(), RealLast(), RealLast());
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}
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//=======================================================================
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// function : IsClipped
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// purpose : Checks if the point of sensitive in which selection was
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// detected belongs to the region defined by clipping planes
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//=======================================================================
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Standard_Boolean SelectMgr_BaseFrustum::IsClipped (const Graphic3d_SequenceOfHClipPlane& /*thePlanes*/,
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const Standard_Real /*theDepth*/) const
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{
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return Standard_True;
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}
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