0024623: Visualization - improve selection mechanism
[occt.git] / src / SelectMgr / SelectMgr_TriangularFrustum.cxx
CommitLineData
f751596e 1// Created on: 2014-11-21
2// Created by: Varvara POSKONINA
3// Copyright (c) 2005-2014 OPEN CASCADE SAS
4//
5// This file is part of Open CASCADE Technology software library.
6//
7// This library is free software; you can redistribute it and/or modify it under
8// the terms of the GNU Lesser General Public License version 2.1 as published
9// by the Free Software Foundation, with special exception defined in the file
10// OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
11// distribution for complete text of the license and disclaimer of any warranty.
12//
13// Alternatively, this file may be used under the terms of Open CASCADE
14// commercial license or contractual agreement.
15
16#include <SelectMgr_TriangularFrustum.hxx>
17
18#define DOT(A, B) (A.x() * B.x() + A.y() * B.y() + A.z() * B.z())
19#define DOTp(A, B) (A.x() * B.X() + A.y() * B.Y() + A.z() * B.Z())
20#define LENGTH(A) (std::sqrt (A.x() * A.x() + A.y() * A.y() + A.z() * A.z()))
21
22SelectMgr_TriangularFrustum::~SelectMgr_TriangularFrustum()
23{
24 Clear();
25}
26
27//=======================================================================
28// function : SelectMgr_TriangularFrustum
29// purpose : Creates new triangular frustum with bases of triangles with
30// vertices theP1, theP2 and theP3 projections onto near and
31// far view frustum planes
32//=======================================================================
33void SelectMgr_TriangularFrustum::Build (const gp_Pnt2d& theP1,
34 const gp_Pnt2d& theP2,
35 const gp_Pnt2d& theP3)
36{
37 // V0_Near
38 myVertices[0] = myBuilder->ProjectPntOnViewPlane (theP1.X(), theP1.Y(), 0.0);
39 // V1_Near
40 myVertices[1] = myBuilder->ProjectPntOnViewPlane (theP2.X(), theP2.Y(), 0.0);
41 // V2_Near
42 myVertices[2] = myBuilder->ProjectPntOnViewPlane (theP3.X(), theP3.Y(), 0.0);
43 // V0_Far
44 myVertices[3] = myBuilder->ProjectPntOnViewPlane (theP1.X(), theP1.Y(), 1.0);
45 // V1_Far
46 myVertices[4] = myBuilder->ProjectPntOnViewPlane (theP2.X(), theP2.Y(), 1.0);
47 // V2_Far
48 myVertices[5] = myBuilder->ProjectPntOnViewPlane (theP3.X(), theP3.Y(), 1.0);
49
50 // V0V1
51 myPlanes[0] = myBuilder->PlaneEquation (myVertices[0],
52 myVertices[3],
53 myVertices[4],
54 myVertices[1]);
55 // V1V2
56 myPlanes[1] = myBuilder->PlaneEquation (myVertices[1],
57 myVertices[4],
58 myVertices[5],
59 myVertices[2]);
60 // V0V2
61 myPlanes[2] = myBuilder->PlaneEquation (myVertices[0],
62 myVertices[3],
63 myVertices[5],
64 myVertices[2]);
65 // Near
66 myPlanes[3] = myBuilder->PlaneEquation (myVertices[0],
67 myVertices[1],
68 myVertices[2]);
69 // Far
70 myPlanes[4] = myBuilder->PlaneEquation (myVertices[3],
71 myVertices[4],
72 myVertices[5]);
73
74 for (Standard_Integer aPlaneIdx = 0; aPlaneIdx < 5; ++aPlaneIdx)
75 {
76 Standard_Real aMax = -DBL_MAX;
77 Standard_Real aMin = DBL_MAX;
78 const SelectMgr_Vec3 aPlane = myPlanes[aPlaneIdx];
79 for (Standard_Integer aVertIdx = 0; aVertIdx < 6; ++aVertIdx)
80 {
81 Standard_Real aProjection = DOT (aPlane, myVertices[aVertIdx]);
82 aMax = Max (aMax, aProjection);
83 aMin = Min (aMin, aProjection);
84 }
85 myMaxVertsProjections[aPlaneIdx] = aMax;
86 myMinVertsProjections[aPlaneIdx] = aMin;
87 }
88
89 SelectMgr_Vec3 aDimensions[3] =
90 {
91 SelectMgr_Vec3 (1.0, 0.0, 0.0),
92 SelectMgr_Vec3 (0.0, 1.0, 0.0),
93 SelectMgr_Vec3 (0.0, 0.0, 1.0)
94 };
95
96 for (Standard_Integer aDim = 0; aDim < 3; ++aDim)
97 {
98 Standard_Real aMax = -DBL_MAX;
99 Standard_Real aMin = DBL_MAX;
100 for (Standard_Integer aVertIdx = 0; aVertIdx < 6; ++aVertIdx)
101 {
102 Standard_Real aProjection = DOT (aDimensions[aDim], myVertices[aVertIdx]);
103 aMax = Max (aMax, aProjection);
104 aMin = Min (aMin, aProjection);
105 }
106 myMaxOrthoVertsProjections[aDim] = aMax;
107 myMinOrthoVertsProjections[aDim] = aMin;
108 }
109
110 // V0_Near - V0_Far
111 myEdgeDirs[0] = myVertices[0] - myVertices[3];
112 // V1_Near - V1_Far
113 myEdgeDirs[1] = myVertices[1] - myVertices[4];
114 // V2_Near - V1_Far
115 myEdgeDirs[2] = myVertices[2] - myVertices[5];
116 // V1_Near - V0_Near
117 myEdgeDirs[3] = myVertices[1] - myVertices[0];
118 // V2_Near - V1_Near
119 myEdgeDirs[4] = myVertices[2] - myVertices[1];
120 // V1_Near - V0_Near
121 myEdgeDirs[5] = myVertices[2] - myVertices[0];
122}
123
124//=======================================================================
125// function : Transform
126// purpose : Returns a copy of the frustum transformed according to the matrix given
127//=======================================================================
128NCollection_Handle<SelectMgr_BaseFrustum> SelectMgr_TriangularFrustum::Transform (const gp_Trsf& theTrsf)
129{
130 SelectMgr_TriangularFrustum* aRes = new SelectMgr_TriangularFrustum();
131
132 // V0_Near
133 aRes->myVertices[0] = SelectMgr_MatOp::Transform (theTrsf, myVertices[0]);
134 // V1_Near
135 aRes->myVertices[1] = SelectMgr_MatOp::Transform (theTrsf, myVertices[1]);
136 // V2_Near
137 aRes->myVertices[2] = SelectMgr_MatOp::Transform (theTrsf, myVertices[2]);
138 // V0_Far
139 aRes->myVertices[3] = SelectMgr_MatOp::Transform (theTrsf, myVertices[3]);
140 // V1_Far
141 aRes->myVertices[4] = SelectMgr_MatOp::Transform (theTrsf, myVertices[4]);
142 // V2_Far
143 aRes->myVertices[5] = SelectMgr_MatOp::Transform (theTrsf, myVertices[5]);
144
145 aRes->myIsOrthographic = myIsOrthographic;
146
147 // V0V1
148 aRes->myPlanes[0] = myBuilder->PlaneEquation (aRes->myVertices[0],
149 aRes->myVertices[3],
150 aRes->myVertices[4],
151 aRes->myVertices[1]);
152 // V1V2
153 aRes->myPlanes[1] = myBuilder->PlaneEquation (aRes->myVertices[1],
154 aRes->myVertices[4],
155 aRes->myVertices[5],
156 aRes->myVertices[2]);
157 // V0V2
158 aRes->myPlanes[2] = myBuilder->PlaneEquation (aRes->myVertices[0],
159 aRes->myVertices[3],
160 aRes->myVertices[5],
161 aRes->myVertices[2]);
162 // Near
163 aRes->myPlanes[3] = myBuilder->PlaneEquation (aRes->myVertices[0],
164 aRes->myVertices[1],
165 aRes->myVertices[2]);
166 // Far
167 aRes->myPlanes[4] = myBuilder->PlaneEquation (aRes->myVertices[3],
168 aRes->myVertices[4],
169 aRes->myVertices[5]);
170
171 for (Standard_Integer aPlaneIdx = 0; aPlaneIdx < 5; ++aPlaneIdx)
172 {
173 Standard_Real aMax = -DBL_MAX;
174 Standard_Real aMin = DBL_MAX;
175 const SelectMgr_Vec3 aPlane = aRes->myPlanes[aPlaneIdx];
176 for (Standard_Integer aVertIdx = 0; aVertIdx < 6; ++aVertIdx)
177 {
178 Standard_Real aProjection = DOT (aPlane, aRes->myVertices[aVertIdx]);
179 aMax = Max (aMax, aProjection);
180 aMin = Min (aMin, aProjection);
181 }
182 aRes->myMaxVertsProjections[aPlaneIdx] = aMax;
183 aRes->myMinVertsProjections[aPlaneIdx] = aMin;
184 }
185
186 SelectMgr_Vec3 aDimensions[3] =
187 {
188 SelectMgr_Vec3 (1.0, 0.0, 0.0),
189 SelectMgr_Vec3 (0.0, 1.0, 0.0),
190 SelectMgr_Vec3 (0.0, 0.0, 1.0)
191 };
192
193 for (Standard_Integer aDim = 0; aDim < 3; ++aDim)
194 {
195 Standard_Real aMax = -DBL_MAX;
196 Standard_Real aMin = DBL_MAX;
197 for (Standard_Integer aVertIdx = 0; aVertIdx < 6; ++aVertIdx)
198 {
199 Standard_Real aProjection = DOT (aDimensions[aDim], aRes->myVertices[aVertIdx]);
200 aMax = Max (aMax, aProjection);
201 aMin = Min (aMin, aProjection);
202 }
203 aRes->myMaxOrthoVertsProjections[aDim] = aMax;
204 aRes->myMinOrthoVertsProjections[aDim] = aMin;
205 }
206
207 // V0_Near - V0_Far
208 aRes->myEdgeDirs[0] = aRes->myVertices[0] - aRes->myVertices[3];
209 // V1_Near - V1_Far
210 aRes->myEdgeDirs[1] = aRes->myVertices[1] - aRes->myVertices[4];
211 // V2_Near - V1_Far
212 aRes->myEdgeDirs[2] = aRes->myVertices[2] - aRes->myVertices[5];
213 // V1_Near - V0_Near
214 aRes->myEdgeDirs[3] = aRes->myVertices[1] - aRes->myVertices[0];
215 // V2_Near - V1_Near
216 aRes->myEdgeDirs[4] = aRes->myVertices[2] - aRes->myVertices[1];
217 // V1_Near - V0_Near
218 aRes->myEdgeDirs[5] = aRes->myVertices[2] - aRes->myVertices[0];
219
220 return NCollection_Handle<SelectMgr_BaseFrustum> (aRes);
221}
222
223//=======================================================================
224// function : Overlaps
225// purpose : SAT intersection test between defined volume and
226// given axis-aligned box
227//=======================================================================
228const Standard_Boolean SelectMgr_TriangularFrustum::Overlaps (const BVH_Box<Standard_Real, 3>& theBox,
229 Standard_Real& /*theDepth*/)
230{
231 return hasOverlap (theBox.CornerMin(), theBox.CornerMax());
232}
233
234// =======================================================================
235// function : Overlaps
236// purpose : Returns true if selecting volume is overlapped by
237// axis-aligned bounding box with minimum corner at point
238// theMinPt and maximum at point theMaxPt
239// =======================================================================
240const Standard_Boolean SelectMgr_TriangularFrustum::Overlaps (const SelectMgr_Vec3& theMinPt,
241 const SelectMgr_Vec3& theMaxPt)
242{
243 return hasOverlap (theMinPt, theMaxPt);
244}
245
246// =======================================================================
247// function : Overlaps
248// purpose : Intersection test between defined volume and given point
249// =======================================================================
250const Standard_Boolean SelectMgr_TriangularFrustum::Overlaps (const gp_Pnt& thePnt,
251 Standard_Real& /*theDepth*/)
252{
253 return hasOverlap (thePnt);
254}
255
256// =======================================================================
257// function : Overlaps
258// purpose : SAT intersection test between defined volume and given
259// ordered set of points, representing line segments. The test
260// may be considered of interior part or boundary line defined
261// by segments depending on given sensitivity type
262// =======================================================================
263const Standard_Boolean SelectMgr_TriangularFrustum::Overlaps (const Handle(TColgp_HArray1OfPnt)& theArrayOfPnts,
264 Select3D_TypeOfSensitivity theSensType,
265 Standard_Real& /*theDepth*/)
266{
267 if (theSensType == Select3D_TOS_BOUNDARY)
268 {
269 Standard_Integer aLower = theArrayOfPnts->Lower();
270 Standard_Integer anUpper = theArrayOfPnts->Upper();
271
272 for (Standard_Integer aPtIdx = aLower; aPtIdx <= anUpper; ++aPtIdx)
273 {
274 const gp_Pnt& aStartPt = theArrayOfPnts->Value (aPtIdx);
275 const gp_Pnt& aEndPt = aPtIdx == anUpper ? theArrayOfPnts->Value (aLower) : theArrayOfPnts->Value (aPtIdx + 1);
276
277 if (!hasOverlap (aStartPt, aEndPt))
278 {
279 return Standard_False;
280 }
281 }
282 }
283 else if (theSensType == Select3D_TOS_INTERIOR)
284 {
285 SelectMgr_Vec3 aNorm (RealLast());
286 return hasOverlap (theArrayOfPnts, aNorm);
287 }
288
289 return Standard_False;
290}
291
292// =======================================================================
293// function : Overlaps
294// purpose : Checks if line segment overlaps selecting frustum
295// =======================================================================
296const Standard_Boolean SelectMgr_TriangularFrustum::Overlaps (const gp_Pnt& thePnt1,
297 const gp_Pnt& thePnt2,
298 Standard_Real& /*theDepth*/)
299{
300 return hasOverlap (thePnt1, thePnt2);
301}
302
303// =======================================================================
304// function : Overlaps
305// purpose : SAT intersection test between defined volume and given
306// triangle. The test may be considered of interior part or
307// boundary line defined by triangle vertices depending on
308// given sensitivity type
309// =======================================================================
310const Standard_Boolean SelectMgr_TriangularFrustum::Overlaps (const gp_Pnt& thePnt1,
311 const gp_Pnt& thePnt2,
312 const gp_Pnt& thePnt3,
313 Select3D_TypeOfSensitivity theSensType,
314 Standard_Real& theDepth)
315{
316 if (theSensType == Select3D_TOS_BOUNDARY)
317 {
318 Handle(TColgp_HArray1OfPnt) aPtsArray = new TColgp_HArray1OfPnt(1, 4);
319 aPtsArray->SetValue (1, thePnt1);
320 aPtsArray->SetValue (2, thePnt2);
321 aPtsArray->SetValue (3, thePnt3);
322 return Overlaps (aPtsArray, Select3D_TOS_BOUNDARY, theDepth);
323 }
324 else if (theSensType == Select3D_TOS_INTERIOR)
325 {
326 SelectMgr_Vec3 aNorm (RealLast());
327 return hasOverlap (thePnt1, thePnt2, thePnt3, aNorm);
328 }
329
330 return Standard_True;
331}
332
333// =======================================================================
334// function : Clear
335// purpose : Nullifies the handle for corresponding builder instance to prevent
336// memory leaks
337// =======================================================================
338void SelectMgr_TriangularFrustum::Clear()
339{
340 myBuilder.Nullify();
341}