// Created by: Peter KURNEV // Copyright (c) 2010-2014 OPEN CASCADE SAS // Copyright (c) 2007-2010 CEA/DEN, EDF R&D, OPEN CASCADE // Copyright (c) 2003-2007 OPEN CASCADE, EADS/CCR, LIP6, CEA/DEN, CEDRAT, // EDF R&D, LEG, PRINCIPIA R&D, BUREAU VERITAS // // 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 //======================================================================= //function : //purpose : //======================================================================= BOPCol_BoxBndTreeSelector::BOPCol_BoxBndTreeSelector() { } //======================================================================= //function : ~ //purpose : //======================================================================= BOPCol_BoxBndTreeSelector::~BOPCol_BoxBndTreeSelector() { } //======================================================================= //function : Reject //purpose : //======================================================================= Standard_Boolean BOPCol_BoxBndTreeSelector::Reject (const Bnd_Box& aBox) const { return myBox.IsOut(aBox); } //======================================================================= //function : Accept //purpose : //======================================================================= Standard_Boolean BOPCol_BoxBndTreeSelector::Accept (const Standard_Integer& aIndex) { Standard_Boolean bRet=Standard_False; // myIndices.Append(aIndex); bRet=!bRet; return bRet; } //======================================================================= //function : SetBox //purpose : //======================================================================= void BOPCol_BoxBndTreeSelector::SetBox(const Bnd_Box& aBox) { myBox=aBox; } //======================================================================= //function : Clear //purpose : //======================================================================= void BOPCol_BoxBndTreeSelector::Clear() { myIndices.Clear(); } //======================================================================= //function : Indices //purpose : //======================================================================= const BOPCol_ListOfInteger& BOPCol_BoxBndTreeSelector::Indices() const { return myIndices; }