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- getter for selection frustum computed during last run of selection mechanism was added to SelectMgr_SelectingVolumeManager; - getters for frustum planes were added to SelectMgr_BaseFrustum and its successors; - an API for applications to get frustum planes was added to SelectBasics_SelectingVolumeManager.
242 lines
9.8 KiB
C++
242 lines
9.8 KiB
C++
// Created on: 2014-11-21
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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 <BRepMesh_DataStructureOfDelaun.hxx>
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#include <BRepMesh_Delaun.hxx>
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#include <NCollection_IncAllocator.hxx>
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#include <SelectMgr_TriangularFrustumSet.hxx>
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#include <SelectMgr_TriangularFrustum.hxx>
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#define MEMORY_BLOCK_SIZE 512 * 7
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// =======================================================================
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// function : BuildSelectingVolume
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// purpose : Meshes polygon bounded by polyline. Than organizes a set of
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// triangular frustums, where each triangle's projection onto
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// near and far view frustum planes is considered as a frustum
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// base
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// =======================================================================
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void SelectMgr_TriangularFrustumSet::Build (const TColgp_Array1OfPnt2d& thePoints)
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{
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myFrustums.Clear();
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Handle(NCollection_IncAllocator) anAllocator = new NCollection_IncAllocator (MEMORY_BLOCK_SIZE);
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Handle(BRepMesh_DataStructureOfDelaun) aMeshStructure = new BRepMesh_DataStructureOfDelaun(anAllocator);
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Standard_Integer aPtsLower = thePoints.Lower();
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Standard_Integer aPtsUpper = thePoints.Upper();
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BRepMesh::Array1OfInteger anIndexes (0, thePoints.Length() - 1);
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for (Standard_Integer aPtIdx = aPtsLower; aPtIdx <= aPtsUpper; ++aPtIdx)
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{
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BRepMesh_Vertex aVertex (thePoints.Value (aPtIdx).XY(), aPtIdx, BRepMesh_Frontier);
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anIndexes.ChangeValue (aPtIdx - aPtsLower) = aMeshStructure->AddNode (aVertex);
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}
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Standard_Real aPtSum = 0;
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for (Standard_Integer aIdx = aPtsLower; aIdx <= aPtsUpper; ++aIdx)
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{
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Standard_Integer aNextIdx = (aIdx % thePoints.Length()) + 1;
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aPtSum += (thePoints.Value (aNextIdx).Coord().X() - thePoints.Value (aIdx).Coord().X())
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* (thePoints.Value (aNextIdx).Coord().Y() + thePoints.Value (aIdx).Coord().Y());
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}
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Standard_Boolean isClockwiseOrdered = aPtSum < 0;
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for (Standard_Integer aIdx = 0; aIdx < anIndexes.Length(); ++aIdx)
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{
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Standard_Integer aPtIdx = isClockwiseOrdered ? aIdx : (aIdx + 1) % anIndexes.Length();
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Standard_Integer aNextPtIdx = isClockwiseOrdered ? (aIdx + 1) % anIndexes.Length() : aIdx;
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BRepMesh_Edge anEdge (anIndexes.Value (aPtIdx),
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anIndexes.Value (aNextPtIdx),
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BRepMesh_Frontier);
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aMeshStructure->AddLink (anEdge);
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}
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BRepMesh_Delaun aTriangulation (aMeshStructure, anIndexes);
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const BRepMesh::MapOfInteger& aTriangles = aMeshStructure->ElementsOfDomain();
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if (aTriangles.Extent() < 1)
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return;
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BRepMesh::MapOfInteger::Iterator aTriangleIt (aTriangles);
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for (; aTriangleIt.More(); aTriangleIt.Next())
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{
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const Standard_Integer aTriangleId = aTriangleIt.Key();
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const BRepMesh_Triangle& aCurrentTriangle = aMeshStructure->GetElement (aTriangleId);
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if (aCurrentTriangle.Movability() == BRepMesh_Deleted)
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continue;
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Standard_Integer aTriangleVerts[3];
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aMeshStructure->ElementNodes (aCurrentTriangle, aTriangleVerts);
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gp_Pnt2d aPts[3];
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for (Standard_Integer aVertIdx = 0; aVertIdx < 3; ++aVertIdx)
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{
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const BRepMesh_Vertex& aVertex = aMeshStructure->GetNode (aTriangleVerts[aVertIdx]);
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aPts[aVertIdx] = aVertex.Coord();
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}
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Handle(SelectMgr_TriangularFrustum) aTrFrustum = new SelectMgr_TriangularFrustum();
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aTrFrustum->SetBuilder (myBuilder);
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aTrFrustum->Build (aPts[0], aPts[1], aPts[2]);
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myFrustums.Append (aTrFrustum);
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}
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aMeshStructure.Nullify();
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anAllocator.Nullify();
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}
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// =======================================================================
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// function : ScaleAndTransform
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// purpose : IMPORTANT: Scaling makes sense only for frustum built on a single point!
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// Note that this method does not perform any checks on type of the frustum.
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// Returns a copy of the frustum resized according to the scale factor given
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// and transforms it using the matrix given.
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// There are no default parameters, but in case if:
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// - transformation only is needed: @theScaleFactor must be initialized
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// as any negative value;
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// - scale only is needed: @theTrsf must be set to gp_Identity.
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// =======================================================================
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Handle(SelectMgr_BaseFrustum) SelectMgr_TriangularFrustumSet::ScaleAndTransform (const Standard_Integer theScale,
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const gp_GTrsf& theTrsf) const
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{
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Handle(SelectMgr_TriangularFrustumSet) aRes = new SelectMgr_TriangularFrustumSet();
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for (SelectMgr_TriangFrustumsIter anIter (myFrustums); anIter.More(); anIter.Next())
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{
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aRes->myFrustums.Append (Handle(SelectMgr_TriangularFrustum)::DownCast (anIter.Value()->ScaleAndTransform (theScale, theTrsf)));
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}
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return aRes;
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}
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// =======================================================================
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// function : Overlaps
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// purpose :
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// =======================================================================
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Standard_Boolean SelectMgr_TriangularFrustumSet::Overlaps (const SelectMgr_Vec3& theMinPnt,
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const SelectMgr_Vec3& theMaxPnt,
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Standard_Real& theDepth)
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{
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for (SelectMgr_TriangFrustumsIter anIter (myFrustums); anIter.More(); anIter.Next())
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{
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if (anIter.Value()->Overlaps (theMinPnt, theMaxPnt, theDepth))
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return Standard_True;
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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 :
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// =======================================================================
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Standard_Boolean SelectMgr_TriangularFrustumSet::Overlaps (const SelectMgr_Vec3& theMinPnt,
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const SelectMgr_Vec3& theMaxPnt,
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Standard_Boolean* /*theInside*/)
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{
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for (SelectMgr_TriangFrustumsIter anIter (myFrustums); anIter.More(); anIter.Next())
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{
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if (anIter.Value()->Overlaps (theMinPnt, theMaxPnt, NULL))
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return Standard_True;
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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 :
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// =======================================================================
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Standard_Boolean SelectMgr_TriangularFrustumSet::Overlaps (const gp_Pnt& thePnt,
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Standard_Real& theDepth)
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{
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for (SelectMgr_TriangFrustumsIter anIter (myFrustums); anIter.More(); anIter.Next())
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{
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if (anIter.Value()->Overlaps (thePnt, theDepth))
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return Standard_True;
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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 :
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// =======================================================================
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Standard_Boolean SelectMgr_TriangularFrustumSet::Overlaps (const TColgp_Array1OfPnt& theArrayOfPts,
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Select3D_TypeOfSensitivity theSensType,
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Standard_Real& theDepth)
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{
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for (SelectMgr_TriangFrustumsIter anIter (myFrustums); anIter.More(); anIter.Next())
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{
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if (anIter.Value()->Overlaps (theArrayOfPts, theSensType, theDepth))
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return Standard_True;
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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 :
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// =======================================================================
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Standard_Boolean SelectMgr_TriangularFrustumSet::Overlaps (const gp_Pnt& thePnt1,
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const gp_Pnt& thePnt2,
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Standard_Real& theDepth)
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{
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for (SelectMgr_TriangFrustumsIter anIter (myFrustums); anIter.More(); anIter.Next())
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{
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if (anIter.Value()->Overlaps (thePnt1, thePnt2, theDepth))
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return Standard_True;
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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 :
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// =======================================================================
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Standard_Boolean SelectMgr_TriangularFrustumSet::Overlaps (const gp_Pnt& thePnt1,
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const gp_Pnt& thePnt2,
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const gp_Pnt& thePnt3,
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Select3D_TypeOfSensitivity theSensType,
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Standard_Real& theDepth)
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{
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for (SelectMgr_TriangFrustumsIter anIter (myFrustums); anIter.More(); anIter.Next())
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{
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if (anIter.Value()->Overlaps (thePnt1, thePnt2, thePnt3, theSensType, theDepth))
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return Standard_True;
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}
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return Standard_False;
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}
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// =======================================================================
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// function : GetPlanes
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// purpose :
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// =======================================================================
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void SelectMgr_TriangularFrustumSet::GetPlanes (NCollection_Vector<SelectMgr_Vec4>& thePlaneEquations) const
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{
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thePlaneEquations.Clear();
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for (SelectMgr_TriangFrustumsIter anIter (myFrustums); anIter.More(); anIter.Next())
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{
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anIter.Value()->GetPlanes (thePlaneEquations);
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}
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}
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#undef MEMORY_BLOCK_SIZE
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