Possibility to build OCCT using Visual Studio 2008 (VC9) is restored.
For that:
- template functions and classes from namespace std or tr1 (for VC9) are imported to namespace opencascade which is then used instead of std in relevant places
- templates not provided by compiler (VC9) but required for OCCT are defined in this namespace (in Standard_Handle.hxx)
- methods implementing move semantics are excluded for VC9 compiler (which does not support && syntax)
- support of vc9 compiler is restored in build procedures and environment scripts
- check of type of the current class in macros DEFINE_STANDARD_RTTI* is refactored
VS 2008 is restored in the list of supported platforms on Overview / System Requirements.
Select3D_SensitiveGroup - added option to force overlap check for all entities in the group.
Added interface for accessing last detected entity in the group.
Select3D_SensitivePrimitiveArray - added option to keep index map of detected elements
and option to split array into groups for faster initialization of extra-large arrays.
BVH_Geometry, BVH_Object - added missing accessor ::IsDirty() for checking BVH tree state.
Several methods in Selection classes have been moved to header files for better inlining.
BVH_Constants - added new enumeration defining common constant values used with BVH trees.
BVH - replaced NCollection_Handle with Standard_Transient handle
in classes BVH_Properties, BVH_Builder, BVH_Tree, BVH_Object.
Defined global BVH-builders instead of allocating a new one for each object set.
SelectMgr_ViewerSelector - added new method ::SetEntitySetBuilder() defining
default BVH Tree builder for SelectMgr_SensitiveEntitySet.
Added new method SelectMgr_SensitiveEntitySet::SetBuilder()
for overriding default BVH tree builder.
Added const for method BVH_Builder::Build().
Added missing Standard_OVERRIDE to overridden methods.
Merged code from .lxx in BVH package directly into .hxx headers.
In frames of this issue binary BVH tree produced by building algorithms was collapsed into 4-ary BVH (QBVH).
The BVH traversal code in GLSL was modified to process such trees correctly.
This allows to implore thread coherence, decrease BVH memory consumption (~2 times), and use traversal stack of the half size.
As a result, ray tracing scalability is improved, as well as rendering performance. For various setups, speedup is 12-18%.
In frames of this issue, radix sort functionality from BVH_LinearBuilder was generalized and implemented as separate classes in BVH package. The basic API of sorting class is given in BVH_Sorter class, while BVH_QuickSorter and BVH_RadixSorter provide quck sroting and radix sorting algorithms respectivly.
New class Select3D_SensitivePrimitiveArray can be initialized directly from
presentation data structures Graphic3d_Buffer defining triangulation or point set.
This class also can combine several elements into patches
to reduce BVH initialization time in at the expense of slower detection time.
AIS_PointCloud::ComputeSelection() - selection is now computed on point set using Select3D_SensitivePrimitiveArray by default.
PrsMgr_PresentableObject::Compute() - redundant default argument value has been dropped.
BVH - store BVH_Set size in local variable to simplify debugging.
Add missing code for z-fit support for zoom, rotate persistent object.
Fixed wrong statement that should enable frustum culling optimization for zoom, rotate persistent object.
Fixed BVH_LinearBuilder.lxx to correctly control number of items in leaf node for a case of items with equal bounding boxes.
Added non-regression test case for z-clipping of transform persistent objects.
Replace 64-bit handles of bindless textures by uvec2 type in GLSL code for compatibility with AMD drivers.
OpenGl_View::initProgram() - fix NULL-dereference.
Automatic upgrade of OCCT code by command "occt_upgrade . -nocdl":
- WOK-generated header files from inc and sources from drv are moved to src
- CDL files removed
- All packages are converted to nocdlpack
Missing headers added; includes of headers "Handle_...hxx" removed.
Misuses of macro Handle() and its use in typedefs corrected.
Alias classes Profile and Option are removed from IFSelect; ones defined in MoniTool are used directly.
Removed header files defining only Handle classes (except Image_PixMap_Handle.hxx)
Classes SelectMgr_BaseFrustum and now inherit Standard_Transient and can be manipulated by Handle (not NCollection_Handle)
Fixed reference-type local variable pointing to temporary object
Use of handle in conditional expressions and comparisons to NULL are replaced by call to method IsNull()
Redesign of selection mechanism:
- implemented 3-level BVH tree for selection;
- selection now calculates in 3D space;
- intersection tests were moved to SelectMgr_BaseFrustum descendants;
- removed .cdl files in Select3D and .cdl related to selection in MeshVS;
- SelectMgr_ViewerSelectors are now shared between local and global contexts;
- transformations of sensitive entities are now stored in SelectMgr_SelectableObject only. Sensitive entities are independent from transformations, it is applied to SelectMgr_SelectingVolumeManager instance only;
- connected and multiple connected interactive objects are now represented by their child objects only for SelectMgr_SelectionManager;
- if interactive object has child objects, they will be stored as separate objects in SelectMgr_SelectionManager now.
- test cases bugs/vis/bug24623_1, bug24623_2, bug24623_3, bug24623_4 to test performance and memory issues.
A distance field is a representation where, at each point within the field, the distance from that point to the closest point on the object is specified.
In addition to distance, other properties may be derived from the distance field, such as the direction to the surface, and when the distance field is signed, we may also determine if the point is internal or external to objects within the domain.
The distance field has been found to be a useful construction within the areas of computer vision, physics, and computer graphics. In particular, distance fields can be used for generating realistic visual effects and collision detection.
Fix compilation warning when using GCC.
Performs fast BVH construction using LBVH building approach. Algorithm uses spatial Morton codes to reduce the BVH construction problem to a sorting problem (radix sort -- O(N) complexity). This Linear Bounding Volume Hierarchy (LBVH) builder produces BVH trees of lower quality compared to SAH-based BVH builders but it is over an order of magnitude faster (up to 4M triangles per second).
BVH binned builder is used for different rendering aspects, such as view frustum culling, ray-tracing, and (in future) for selection. It is desirable to improve builder performance. This simple patch decreases BVH building time for 30-35%.
Implement SAT intersection tests and frustum culling algorithm using BVH trees.
New Draw command vfrustumculling to manage frustum culling.
Add test cases bugs/vis/bug24307_1 and bugs/vis/bug24307_2.
Remove CALL_DEF_BOUNDBOX and CALL_DEF_BOUNDS.
License statement text corrected; compiler warnings caused by Bison 2.41 disabled for MSVC; a few other compiler warnings on 54-bit Windows eliminated by appropriate type cast
Wrong license statements corrected in several files.
Copyright and license statements added in XSD and GLSL files.
Copyright year updated in some files.
Obsolete documentation files removed from DrawResources.