// 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 #include #include #include #include #define MEMORY_BLOCK_SIZE 512 * 7 // ======================================================================= // function : SelectMgr_TriangularFrustumSet // purpose : // ======================================================================= SelectMgr_TriangularFrustumSet::SelectMgr_TriangularFrustumSet() : myToAllowOverlap (Standard_False) {} // ======================================================================= // 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 (thePoints.Size(), anAllocator); myBoundaryPoints.Resize (aPtsLower, aPtsLower + 2 * (thePoints.Size()) - 1, Standard_False); for (Standard_Integer aPtIdx = aPtsLower; aPtIdx <= aPtsUpper; ++aPtIdx) { BRepMesh_Vertex aVertex (thePoints.Value (aPtIdx).XY(), aPtIdx, BRepMesh_Frontier); anIndexes.Append (aMeshStructure->AddNode (aVertex)); const gp_Pnt aNearPnt = myBuilder->ProjectPntOnViewPlane (aVertex.Coord().X(), aVertex.Coord().Y(), 0.0); const gp_Pnt aFarPnt = myBuilder->ProjectPntOnViewPlane (aVertex.Coord().X(), aVertex.Coord().Y(), 1.0); myBoundaryPoints.SetValue (aPtIdx, aNearPnt); myBoundaryPoints.SetValue (aPtIdx + thePoints.Size(), aFarPnt); } 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))); } aRes->myBoundaryPoints.Resize (myBoundaryPoints.Lower(), myBoundaryPoints.Upper(), Standard_False); for (Standard_Integer anIdx = myBoundaryPoints.Lower(); anIdx <= myBoundaryPoints.Upper(); anIdx++) { gp_Pnt aPoint = myBoundaryPoints.Value (anIdx); theTrsf.Transforms (aPoint.ChangeCoord()); aRes->myBoundaryPoints.SetValue (anIdx, aPoint); } 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)) { if (myToAllowOverlap || theInside == NULL) { return Standard_True; } else { gp_Pnt aMinMaxPnts[2] = { gp_Pnt (theMinPnt.x(), theMinPnt.y(), theMinPnt.z()), gp_Pnt (theMaxPnt.x(), theMaxPnt.y(), theMaxPnt.z())}; gp_Pnt anOffset[3] = { gp_Pnt (aMinMaxPnts[1].X() - aMinMaxPnts[0].X(), 0.0, 0.0), gp_Pnt (0.0, aMinMaxPnts[1].Y() - aMinMaxPnts[0].Y(), 0.0), gp_Pnt (0.0, 0.0, aMinMaxPnts[1].Z() - aMinMaxPnts[0].Z()) }; Standard_Integer aSign = 1; for (Standard_Integer aPntsIdx = 0; aPntsIdx < 2; aPntsIdx++) { for (Standard_Integer aCoordIdx = 0; aCoordIdx < 3; aCoordIdx++) { gp_Pnt anOffsetPnt = aMinMaxPnts [aPntsIdx].XYZ() + aSign * anOffset [aCoordIdx].XYZ(); if (isIntersectBoundary (aMinMaxPnts [aPntsIdx], anOffsetPnt) || isIntersectBoundary (anOffsetPnt, anOffsetPnt.XYZ() + aSign * anOffset [(aCoordIdx + 1) % 3].XYZ())) { *theInside &= Standard_False; return Standard_True; } } aSign = -aSign; } 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)) { if (myToAllowOverlap) { return Standard_True; } else { Standard_Integer aPtsLower = theArrayOfPts.Lower(); Standard_Integer aPtsUpper = theArrayOfPts.Upper(); for (Standard_Integer anIdx = aPtsLower; anIdx <= aPtsUpper; anIdx++) { if (isIntersectBoundary (theArrayOfPts.Value (anIdx), theArrayOfPts.Value (anIdx < aPtsUpper ? anIdx + 1 : aPtsLower))) { return Standard_False; } } 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)) { if (myToAllowOverlap) { return Standard_True; } else { if (isIntersectBoundary (thePnt1, thePnt2)) { return Standard_False; } 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)) { if (myToAllowOverlap) { return Standard_True; } else { if (isIntersectBoundary (thePnt1, thePnt2) || isIntersectBoundary (thePnt2, thePnt3) || isIntersectBoundary (thePnt3, thePnt1)) { return Standard_False; } return Standard_True; } } } return Standard_False; } // ======================================================================= // function : GetPlanes // purpose : // ======================================================================= void SelectMgr_TriangularFrustumSet::GetPlanes (NCollection_Vector& thePlaneEquations) const { thePlaneEquations.Clear(); for (SelectMgr_TriangFrustumsIter anIter (myFrustums); anIter.More(); anIter.Next()) { anIter.Value()->GetPlanes (thePlaneEquations); } } //======================================================================= // function : SetAllowOverlapDetection // purpose : //======================================================================= void SelectMgr_TriangularFrustumSet::SetAllowOverlapDetection (const Standard_Boolean theIsToAllow) { myToAllowOverlap = theIsToAllow; } //======================================================================= // function : isIntersectBoundary // purpose : //======================================================================= Standard_Boolean SelectMgr_TriangularFrustumSet::isIntersectBoundary (const gp_Pnt& thePnt1, const gp_Pnt& thePnt2) const { Standard_Integer aFacesNb = myBoundaryPoints.Size() / 2; gp_Vec aDir = thePnt2.XYZ() - thePnt1.XYZ(); gp_Pnt anOrig = thePnt1; for (Standard_Integer anIdx = myBoundaryPoints.Lower(); anIdx < aFacesNb + myBoundaryPoints.Lower(); anIdx++) { gp_Pnt aFace[4] = { myBoundaryPoints.Value (anIdx), myBoundaryPoints.Value (anIdx + aFacesNb), myBoundaryPoints.Value (anIdx % aFacesNb + 1 + aFacesNb), myBoundaryPoints.Value (anIdx % aFacesNb + 1) }; if (segmentTriangleIntersection (anOrig, aDir, aFace[0], aFace[1], aFace[2]) || segmentTriangleIntersection (anOrig, aDir, aFace[0], aFace[2], aFace[3])) { return Standard_True; } } return Standard_False; } //======================================================================= // function : segmentTriangleIntersection // purpose : Moller-Trumbore ray-triangle intersection test //======================================================================= Standard_Boolean SelectMgr_TriangularFrustumSet::segmentTriangleIntersection (const gp_Pnt& theOrig, const gp_Vec& theDir, const gp_Pnt& theV1, const gp_Pnt& theV2, const gp_Pnt& theV3) const { gp_Vec aPVec, aTVec, aQVec; Standard_Real aD, aInvD, anU, aV, aT; gp_Vec anEdge1 = theV2.XYZ() - theV1.XYZ(); gp_Vec anEdge2 = theV3.XYZ() - theV1.XYZ(); aPVec = theDir.Crossed (anEdge2); aD = anEdge1.Dot (aPVec); if (fabs (aD) < gp::Resolution()) { return Standard_False; } aInvD = 1.0 / aD; aTVec = theOrig.XYZ() - theV1.XYZ(); anU = aInvD * aTVec.Dot (aPVec); if (anU < 0.0 || anU > 1.0) { return Standard_False; } aQVec = aTVec.Crossed (anEdge1); aV = aInvD * theDir.Dot (aQVec); if (aV < 0.0 || anU + aV > 1.0) { return Standard_False; } aT = aInvD * anEdge2.Dot (aQVec); if (aT < 0 || aT > 1) { return Standard_False; } return Standard_True; } #undef MEMORY_BLOCK_SIZE