//! Marks geometry as outdated.
virtual void MarkDirty();
+ //! Returns AABB of the given object.
+ using BVH_ObjectSet<T, N>::Box;
+
//! Returns AABB of the whole geometry.
virtual BVH_Box<T, N> Box() const;
//! Return total number of objects.
virtual Standard_Integer Size() const;
+ //! Returns AABB of entire set of objects.
+ using BVH_Set<T, N>::Box;
+
//! Returns AABB of the given object.
virtual BVH_Box<T, N> Box (const Standard_Integer theIndex) const;
//! Returns total number of triangles.
virtual Standard_Integer Size() const;
+ //! Returns AABB of entire set of objects.
+ using BVH_PrimitiveSet<T, N>::Box;
+
//! Returns AABB of the given triangle.
virtual BVH_Box<T, N> Box (const Standard_Integer theIndex) const;
void SetMaterialIndex (Standard_Integer theMatID)
{
for (Standard_Size anIdx = 0; anIdx < Elements.size(); ++anIdx)
+ Elements[anIdx].w() = aMatID;
+ }
+
+ //! Returns AABB of the given object.
+ using BVH_Triangulation<Standard_ShortReal, 4>::Box;
+
+ //! Returns AABB of primitive set.
+ BVH_BoxNt Box() const
+ {
+ const BVH_Transform<Standard_ShortReal, 4>* aTransform =
+ dynamic_cast<const BVH_Transform<Standard_ShortReal, 4>* > (Properties().operator->());
+
+ BVH_BoxNt aBox = BVH_PrimitiveSet<Standard_ShortReal, 4>::Box();
+
+ if (aTransform)
{
Elements[anIdx].w() = theMatID;
}