Files
OCCT/src/SelectMgr/SelectMgr_TriangularFrustumSet.cxx
kgv d7fa57a7a3 0030906: Visualization, SelectMgr_ViewerSelector - Object clipping planes overrides View clipping plane for next objects
Clipping range has been moved from SelectMgr_RectangularFrustum to SelectMgr_SelectingVolumeManager
and passed to frustum as an argument to Overlap() methods.
This fixes an issue when Clipping is customized per-object within SelectMgr_ViewerSelector::traverseObject()
in case when shallow copy of SelectMgr_SelectingVolumeManager is created
(frustums are copied from global frustum manager by Handle).
2019-08-23 16:56:37 +03:00

247 lines
10 KiB
C++

// Created on: 2014-11-21
// Created by: Varvara POSKONINA
// Copyright (c) 2005-2014 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 <BRepMesh_DataStructureOfDelaun.hxx>
#include <BRepMesh_Delaun.hxx>
#include <NCollection_IncAllocator.hxx>
#include <SelectMgr_TriangularFrustumSet.hxx>
#include <SelectMgr_TriangularFrustum.hxx>
#define MEMORY_BLOCK_SIZE 512 * 7
// =======================================================================
// function : BuildSelectingVolume
// purpose : Meshes polygon bounded by polyline. Than organizes a set of
// triangular frustums, where each triangle's projection onto
// near and far view frustum planes is considered as a frustum
// base
// =======================================================================
void SelectMgr_TriangularFrustumSet::Build (const TColgp_Array1OfPnt2d& thePoints)
{
myFrustums.Clear();
Handle(NCollection_IncAllocator) anAllocator = new NCollection_IncAllocator (MEMORY_BLOCK_SIZE);
Handle(BRepMesh_DataStructureOfDelaun) aMeshStructure = new BRepMesh_DataStructureOfDelaun(anAllocator);
Standard_Integer aPtsLower = thePoints.Lower();
Standard_Integer aPtsUpper = thePoints.Upper();
IMeshData::VectorOfInteger anIndexes(aPtsUpper - aPtsLower, anAllocator);
for (Standard_Integer aPtIdx = aPtsLower; aPtIdx <= aPtsUpper; ++aPtIdx)
{
BRepMesh_Vertex aVertex(thePoints.Value(aPtIdx).XY(), aPtIdx, BRepMesh_Frontier);
anIndexes.Append(aMeshStructure->AddNode(aVertex));
}
Standard_Real aPtSum = 0;
for (Standard_Integer aIdx = aPtsLower; aIdx <= aPtsUpper; ++aIdx)
{
Standard_Integer aNextIdx = (aIdx % thePoints.Length()) + 1;
aPtSum += (thePoints.Value (aNextIdx).Coord().X() - thePoints.Value (aIdx).Coord().X())
* (thePoints.Value (aNextIdx).Coord().Y() + thePoints.Value (aIdx).Coord().Y());
}
Standard_Boolean isClockwiseOrdered = aPtSum < 0;
for (Standard_Integer aIdx = 0; aIdx < anIndexes.Length(); ++aIdx)
{
Standard_Integer aPtIdx = isClockwiseOrdered ? aIdx : (aIdx + 1) % anIndexes.Length();
Standard_Integer aNextPtIdx = isClockwiseOrdered ? (aIdx + 1) % anIndexes.Length() : aIdx;
BRepMesh_Edge anEdge (anIndexes.Value (aPtIdx),
anIndexes.Value (aNextPtIdx),
BRepMesh_Frontier);
aMeshStructure->AddLink (anEdge);
}
BRepMesh_Delaun aTriangulation (aMeshStructure, anIndexes);
const IMeshData::MapOfInteger& aTriangles = aMeshStructure->ElementsOfDomain();
if (aTriangles.Extent() < 1)
return;
IMeshData::IteratorOfMapOfInteger aTriangleIt (aTriangles);
for (; aTriangleIt.More(); aTriangleIt.Next())
{
const Standard_Integer aTriangleId = aTriangleIt.Key();
const BRepMesh_Triangle& aCurrentTriangle = aMeshStructure->GetElement (aTriangleId);
if (aCurrentTriangle.Movability() == BRepMesh_Deleted)
continue;
Standard_Integer aTriangleVerts[3];
aMeshStructure->ElementNodes (aCurrentTriangle, aTriangleVerts);
gp_Pnt2d aPts[3];
for (Standard_Integer aVertIdx = 0; aVertIdx < 3; ++aVertIdx)
{
const BRepMesh_Vertex& aVertex = aMeshStructure->GetNode (aTriangleVerts[aVertIdx]);
aPts[aVertIdx] = aVertex.Coord();
}
Handle(SelectMgr_TriangularFrustum) aTrFrustum = new SelectMgr_TriangularFrustum();
aTrFrustum->SetBuilder (myBuilder);
aTrFrustum->Build (aPts[0], aPts[1], aPts[2]);
myFrustums.Append (aTrFrustum);
}
aMeshStructure.Nullify();
anAllocator.Nullify();
}
// =======================================================================
// function : ScaleAndTransform
// purpose : IMPORTANT: Scaling makes sense only for frustum built on a single point!
// Note that this method does not perform any checks on type of the frustum.
// Returns a copy of the frustum resized according to the scale factor given
// and transforms it using the matrix given.
// There are no default parameters, but in case if:
// - transformation only is needed: @theScaleFactor must be initialized
// as any negative value;
// - scale only is needed: @theTrsf must be set to gp_Identity.
// =======================================================================
Handle(SelectMgr_BaseFrustum) SelectMgr_TriangularFrustumSet::ScaleAndTransform (const Standard_Integer theScale,
const gp_GTrsf& theTrsf) const
{
Handle(SelectMgr_TriangularFrustumSet) aRes = new SelectMgr_TriangularFrustumSet();
for (SelectMgr_TriangFrustumsIter anIter (myFrustums); anIter.More(); anIter.Next())
{
aRes->myFrustums.Append (Handle(SelectMgr_TriangularFrustum)::DownCast (anIter.Value()->ScaleAndTransform (theScale, theTrsf)));
}
return aRes;
}
// =======================================================================
// function : Overlaps
// purpose :
// =======================================================================
Standard_Boolean SelectMgr_TriangularFrustumSet::Overlaps (const SelectMgr_Vec3& theMinPnt,
const SelectMgr_Vec3& theMaxPnt,
const SelectMgr_ViewClipRange& theClipRange,
SelectBasics_PickResult& thePickResult) const
{
for (SelectMgr_TriangFrustumsIter anIter (myFrustums); anIter.More(); anIter.Next())
{
if (anIter.Value()->Overlaps (theMinPnt, theMaxPnt, theClipRange, thePickResult))
return Standard_True;
}
return Standard_False;
}
// =======================================================================
// function : Overlaps
// purpose :
// =======================================================================
Standard_Boolean SelectMgr_TriangularFrustumSet::Overlaps (const SelectMgr_Vec3& theMinPnt,
const SelectMgr_Vec3& theMaxPnt,
Standard_Boolean* /*theInside*/) const
{
for (SelectMgr_TriangFrustumsIter anIter (myFrustums); anIter.More(); anIter.Next())
{
if (anIter.Value()->Overlaps (theMinPnt, theMaxPnt, NULL))
return Standard_True;
}
return Standard_False;
}
// =======================================================================
// function : Overlaps
// purpose :
// =======================================================================
Standard_Boolean SelectMgr_TriangularFrustumSet::Overlaps (const gp_Pnt& thePnt,
const SelectMgr_ViewClipRange& theClipRange,
SelectBasics_PickResult& thePickResult) const
{
for (SelectMgr_TriangFrustumsIter anIter (myFrustums); anIter.More(); anIter.Next())
{
if (anIter.Value()->Overlaps (thePnt, theClipRange, thePickResult))
return Standard_True;
}
return Standard_False;
}
// =======================================================================
// function : Overlaps
// purpose :
// =======================================================================
Standard_Boolean SelectMgr_TriangularFrustumSet::Overlaps (const TColgp_Array1OfPnt& theArrayOfPts,
Select3D_TypeOfSensitivity theSensType,
const SelectMgr_ViewClipRange& theClipRange,
SelectBasics_PickResult& thePickResult) const
{
for (SelectMgr_TriangFrustumsIter anIter (myFrustums); anIter.More(); anIter.Next())
{
if (anIter.Value()->Overlaps (theArrayOfPts, theSensType, theClipRange, thePickResult))
return Standard_True;
}
return Standard_False;
}
// =======================================================================
// function : Overlaps
// purpose :
// =======================================================================
Standard_Boolean SelectMgr_TriangularFrustumSet::Overlaps (const gp_Pnt& thePnt1,
const gp_Pnt& thePnt2,
const SelectMgr_ViewClipRange& theClipRange,
SelectBasics_PickResult& thePickResult) const
{
for (SelectMgr_TriangFrustumsIter anIter (myFrustums); anIter.More(); anIter.Next())
{
if (anIter.Value()->Overlaps (thePnt1, thePnt2, theClipRange, thePickResult))
return Standard_True;
}
return Standard_False;
}
// =======================================================================
// function : Overlaps
// purpose :
// =======================================================================
Standard_Boolean SelectMgr_TriangularFrustumSet::Overlaps (const gp_Pnt& thePnt1,
const gp_Pnt& thePnt2,
const gp_Pnt& thePnt3,
Select3D_TypeOfSensitivity theSensType,
const SelectMgr_ViewClipRange& theClipRange,
SelectBasics_PickResult& thePickResult) const
{
for (SelectMgr_TriangFrustumsIter anIter (myFrustums); anIter.More(); anIter.Next())
{
if (anIter.Value()->Overlaps (thePnt1, thePnt2, thePnt3, theSensType, theClipRange, thePickResult))
return Standard_True;
}
return Standard_False;
}
// =======================================================================
// function : GetPlanes
// purpose :
// =======================================================================
void SelectMgr_TriangularFrustumSet::GetPlanes (NCollection_Vector<SelectMgr_Vec4>& thePlaneEquations) const
{
thePlaneEquations.Clear();
for (SelectMgr_TriangFrustumsIter anIter (myFrustums); anIter.More(); anIter.Next())
{
anIter.Value()->GetPlanes (thePlaneEquations);
}
}
#undef MEMORY_BLOCK_SIZE