0027987: CellsBuilder algorithm does not find shared common parts of the arguments
[occt.git] / src / SelectMgr / SelectMgr_TriangularFrustum.cxx
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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
18IMPLEMENT_STANDARD_RTTIEXT(SelectMgr_TriangularFrustum,Standard_Transient)
19
20SelectMgr_TriangularFrustum::~SelectMgr_TriangularFrustum()
21{
22 Clear();
23}
24
25namespace
26{
27 void computeFrustumNormals (const gp_Vec* theEdges, gp_Vec* theNormals)
28 {
29 // V0V1
30 theNormals[0] = theEdges[0].Crossed (theEdges[1]);
31 // V1V2
32 theNormals[1] = theEdges[1].Crossed (theEdges[2]);
33 // V0V2
34 theNormals[2] = theEdges[0].Crossed (theEdges[2]);
35 // Near
36 theNormals[3] = theEdges[3].Crossed (theEdges[5]);
37 // Far
38 theNormals[4] = -theNormals[3];
39 }
40}
41
42// =======================================================================
43// function : cacheVertexProjections
44// purpose : Caches projection of frustum's vertices onto its plane directions
45// and {i, j, k}
46// =======================================================================
47void SelectMgr_TriangularFrustum::cacheVertexProjections (SelectMgr_TriangularFrustum* theFrustum) const
48{
49 for (Standard_Integer aPlaneIdx = 0; aPlaneIdx < 5; ++aPlaneIdx)
50 {
51 Standard_Real aMax = -DBL_MAX;
52 Standard_Real aMin = DBL_MAX;
53 const gp_XYZ& aPlane = theFrustum->myPlanes[aPlaneIdx].XYZ();
54 for (Standard_Integer aVertIdx = 0; aVertIdx < 6; ++aVertIdx)
55 {
56 Standard_Real aProjection = aPlane.Dot (theFrustum->myVertices[aVertIdx].XYZ());
57 aMax = Max (aMax, aProjection);
58 aMin = Min (aMin, aProjection);
59 }
60 theFrustum->myMaxVertsProjections[aPlaneIdx] = aMax;
61 theFrustum->myMinVertsProjections[aPlaneIdx] = aMin;
62 }
63
64 for (Standard_Integer aDim = 0; aDim < 3; ++aDim)
65 {
66 Standard_Real aMax = -DBL_MAX;
67 Standard_Real aMin = DBL_MAX;
68 for (Standard_Integer aVertIdx = 0; aVertIdx < 6; ++aVertIdx)
69 {
70 Standard_Real aProjection = theFrustum->myVertices[aVertIdx].XYZ().GetData()[aDim];
71 aMax = Max (aMax, aProjection);
72 aMin = Min (aMin, aProjection);
73 }
74 theFrustum->myMaxOrthoVertsProjections[aDim] = aMax;
75 theFrustum->myMinOrthoVertsProjections[aDim] = aMin;
76 }
77}
78
79//=======================================================================
80// function : SelectMgr_TriangularFrustum
81// purpose : Creates new triangular frustum with bases of triangles with
82// vertices theP1, theP2 and theP3 projections onto near and
83// far view frustum planes
84//=======================================================================
85void SelectMgr_TriangularFrustum::Build (const gp_Pnt2d& theP1,
86 const gp_Pnt2d& theP2,
87 const gp_Pnt2d& theP3)
88{
89 // V0_Near
90 myVertices[0] = myBuilder->ProjectPntOnViewPlane (theP1.X(), theP1.Y(), 0.0);
91 // V1_Near
92 myVertices[1] = myBuilder->ProjectPntOnViewPlane (theP2.X(), theP2.Y(), 0.0);
93 // V2_Near
94 myVertices[2] = myBuilder->ProjectPntOnViewPlane (theP3.X(), theP3.Y(), 0.0);
95 // V0_Far
96 myVertices[3] = myBuilder->ProjectPntOnViewPlane (theP1.X(), theP1.Y(), 1.0);
97 // V1_Far
98 myVertices[4] = myBuilder->ProjectPntOnViewPlane (theP2.X(), theP2.Y(), 1.0);
99 // V2_Far
100 myVertices[5] = myBuilder->ProjectPntOnViewPlane (theP3.X(), theP3.Y(), 1.0);
101
102 // V0_Near - V0_Far
103 myEdgeDirs[0] = myVertices[0].XYZ() - myVertices[3].XYZ();
104 // V1_Near - V1_Far
105 myEdgeDirs[1] = myVertices[1].XYZ() - myVertices[4].XYZ();
106 // V2_Near - V1_Far
107 myEdgeDirs[2] = myVertices[2].XYZ() - myVertices[5].XYZ();
108 // V1_Near - V0_Near
109 myEdgeDirs[3] = myVertices[1].XYZ() - myVertices[0].XYZ();
110 // V2_Near - V1_Near
111 myEdgeDirs[4] = myVertices[2].XYZ() - myVertices[1].XYZ();
112 // V1_Near - V0_Near
113 myEdgeDirs[5] = myVertices[2].XYZ() - myVertices[0].XYZ();
114
115 computeFrustumNormals (myEdgeDirs, myPlanes);
116
117 cacheVertexProjections (this);
118}
119
120//=======================================================================
121// function : ScaleAndTransform
122// purpose : IMPORTANT: Scaling makes sense only for frustum built on a single point!
123// Note that this method does not perform any checks on type of the frustum.
124// Returns a copy of the frustum resized according to the scale factor given
125// and transforms it using the matrix given.
126// There are no default parameters, but in case if:
127// - transformation only is needed: @theScaleFactor must be initialized
128// as any negative value;
129// - scale only is needed: @theTrsf must be set to gp_Identity.
130//=======================================================================
131Handle(SelectMgr_BaseFrustum) SelectMgr_TriangularFrustum::ScaleAndTransform (const Standard_Integer /*theScale*/,
132 const gp_GTrsf& theTrsf) const
133{
134 Handle(SelectMgr_TriangularFrustum) aRes = new SelectMgr_TriangularFrustum();
135
136 for (Standard_Integer anIt = 0; anIt < 6; anIt++)
137 {
138 gp_Pnt aPoint = myVertices[anIt];
139 theTrsf.Transforms (aPoint.ChangeCoord());
140 aRes->myVertices[anIt] = aPoint;
141 }
142
143 aRes->myIsOrthographic = myIsOrthographic;
144
145 // V0_Near - V0_Far
146 aRes->myEdgeDirs[0] = aRes->myVertices[0].XYZ() - aRes->myVertices[3].XYZ();
147 // V1_Near - V1_Far
148 aRes->myEdgeDirs[1] = aRes->myVertices[1].XYZ() - aRes->myVertices[4].XYZ();
149 // V2_Near - V1_Far
150 aRes->myEdgeDirs[2] = aRes->myVertices[2].XYZ() - aRes->myVertices[5].XYZ();
151 // V1_Near - V0_Near
152 aRes->myEdgeDirs[3] = aRes->myVertices[1].XYZ() - aRes->myVertices[0].XYZ();
153 // V2_Near - V1_Near
154 aRes->myEdgeDirs[4] = aRes->myVertices[2].XYZ() - aRes->myVertices[1].XYZ();
155 // V1_Near - V0_Near
156 aRes->myEdgeDirs[5] = aRes->myVertices[2].XYZ() - aRes->myVertices[0].XYZ();
157
158 computeFrustumNormals (aRes->myEdgeDirs, aRes->myPlanes);
159
160 cacheVertexProjections (aRes.get());
161
162 return aRes;
163}
164
165//=======================================================================
166// function : Overlaps
167// purpose : SAT intersection test between defined volume and
168// given axis-aligned box
169//=======================================================================
170Standard_Boolean SelectMgr_TriangularFrustum::Overlaps (const SelectMgr_Vec3& theMinPt,
171 const SelectMgr_Vec3& theMaxPt,
172 Standard_Real& /*theDepth*/)
173{
174 return hasOverlap (theMinPt, theMaxPt);
175}
176
177// =======================================================================
178// function : Overlaps
179// purpose : Returns true if selecting volume is overlapped by
180// axis-aligned bounding box with minimum corner at point
181// theMinPt and maximum at point theMaxPt
182// =======================================================================
183Standard_Boolean SelectMgr_TriangularFrustum::Overlaps (const SelectMgr_Vec3& theMinPt,
184 const SelectMgr_Vec3& theMaxPt,
185 Standard_Boolean* /*theInside*/)
186{
187 return hasOverlap (theMinPt, theMaxPt, NULL);
188}
189
190// =======================================================================
191// function : Overlaps
192// purpose : Intersection test between defined volume and given point
193// =======================================================================
194Standard_Boolean SelectMgr_TriangularFrustum::Overlaps (const gp_Pnt& thePnt,
195 Standard_Real& /*theDepth*/)
196{
197 return hasOverlap (thePnt);
198}
199
200// =======================================================================
201// function : Overlaps
202// purpose : SAT intersection test between defined volume and given
203// ordered set of points, representing line segments. The test
204// may be considered of interior part or boundary line defined
205// by segments depending on given sensitivity type
206// =======================================================================
207Standard_Boolean SelectMgr_TriangularFrustum::Overlaps (const TColgp_Array1OfPnt& theArrayOfPnts,
208 Select3D_TypeOfSensitivity theSensType,
209 Standard_Real& /*theDepth*/)
210{
211 if (theSensType == Select3D_TOS_BOUNDARY)
212 {
213 const Standard_Integer aLower = theArrayOfPnts.Lower();
214 const Standard_Integer anUpper = theArrayOfPnts.Upper();
215 for (Standard_Integer aPtIdx = aLower; aPtIdx <= anUpper; ++aPtIdx)
216 {
217 const gp_Pnt& aStartPt = theArrayOfPnts.Value (aPtIdx);
218 const gp_Pnt& aEndPt = theArrayOfPnts.Value (aPtIdx == anUpper ? aLower : (aPtIdx + 1));
219 if (!hasOverlap (aStartPt, aEndPt))
220 {
221 return Standard_False;
222 }
223 }
224 }
225 else if (theSensType == Select3D_TOS_INTERIOR)
226 {
227 gp_Vec aNorm (gp_XYZ (RealLast(), RealLast(), RealLast()));
228 return hasOverlap (theArrayOfPnts, aNorm);
229 }
230
231 return Standard_False;
232}
233
234// =======================================================================
235// function : Overlaps
236// purpose : Checks if line segment overlaps selecting frustum
237// =======================================================================
238Standard_Boolean SelectMgr_TriangularFrustum::Overlaps (const gp_Pnt& thePnt1,
239 const gp_Pnt& thePnt2,
240 Standard_Real& /*theDepth*/)
241{
242 return hasOverlap (thePnt1, thePnt2);
243}
244
245// =======================================================================
246// function : Overlaps
247// purpose : SAT intersection test between defined volume and given
248// triangle. The test may be considered of interior part or
249// boundary line defined by triangle vertices depending on
250// given sensitivity type
251// =======================================================================
252Standard_Boolean SelectMgr_TriangularFrustum::Overlaps (const gp_Pnt& thePnt1,
253 const gp_Pnt& thePnt2,
254 const gp_Pnt& thePnt3,
255 Select3D_TypeOfSensitivity theSensType,
256 Standard_Real& theDepth)
257{
258 if (theSensType == Select3D_TOS_BOUNDARY)
259 {
260 const gp_Pnt aPntsArrayBuf[3] = { thePnt1, thePnt2, thePnt3 };
261 const TColgp_Array1OfPnt aPntsArray (aPntsArrayBuf[0], 1, 3);
262 return Overlaps (aPntsArray, Select3D_TOS_BOUNDARY, theDepth);
263 }
264 else if (theSensType == Select3D_TOS_INTERIOR)
265 {
266 gp_Vec aNorm (gp_XYZ (RealLast(), RealLast(), RealLast()));
267 return hasOverlap (thePnt1, thePnt2, thePnt3, aNorm);
268 }
269
270 return Standard_True;
271}
272
273// =======================================================================
274// function : Clear
275// purpose : Nullifies the handle for corresponding builder instance to prevent
276// memory leaks
277// =======================================================================
278void SelectMgr_TriangularFrustum::Clear()
279{
280 myBuilder.Nullify();
281}