#include <Select3D_SensitiveTriangulation.ixx>
#include <gp_Pnt2d.hxx>
+#include <Poly.hxx>
#include <Poly_Connect.hxx>
#include <CSLib_Class2d.hxx>
#include <TColStd_Array1OfInteger.hxx>
for (j = 0; j < 3; j++)
if (t[j] == 0) nFree++;
}
- return nFree;
+ return nFree;
}
static Standard_Boolean S3D_STriangul_NearSegment (const gp_XY& p0, const gp_XY& p1, const gp_XY& TheP,
const Standard_Real aTol, Standard_Real& aDMin)
gp_XY V01(p1);V01-=p0;
gp_XY Vec(TheP);Vec -= p0;
-
+
Standard_Real u = Vec*V01.Normalized();
if(u<-aTol) return Standard_False;
Standard_Real u1 = u-aTol;
// VEdg-= PEdg2.XY();
// VCur-=PCur.XY();
// Standard_Real long1 = VEdg.SquareModulus();
-
+
// if(long1<=TolTol)
// return VCur.SquareModulus();
// Standard_Real Val = VEdg^VCur;
// return Val*Val/long1;
-
+
// }
static Standard_Boolean S3D_IsEdgeIn(const Standard_Integer e1,
//=======================================================================
//function : Select3D_SensitiveTriangulation
-//purpose :
+//purpose :
//=======================================================================
Select3D_SensitiveTriangulation::
Standard_Integer fr = 1;
const Poly_Array1OfTriangle& triangles = myTriangul->Triangles();
- const TColgp_Array1OfPnt& Nodes = myTriangul->Nodes();
+ const TColgp_Array1OfPnt& Nodes = myTriangul->Nodes();
Standard_Integer nbTriangles (myTriangul->NbTriangles());
gp_XYZ cdg(0,0,0);
Standard_Integer n[3];
}
}
-
+
if(nbTriangles!=0) cdg /= nbTriangles;
myCDG3D = gp_Pnt(cdg);
-
+
ComputeTotalTrsf();
if(myTrsf.Form()!=gp_Identity)
//=======================================================================
//function : Select3D_SensitiveTriangulation
-//purpose :
+//purpose :
//=======================================================================
Select3D_SensitiveTriangulation::
Select3D_SensitiveTriangulation(const Handle(SelectBasics_EntityOwner)& OwnerId,
}
//=======================================================================
//function : Project
-//purpose :
+//purpose :
//=======================================================================
-void Select3D_SensitiveTriangulation::Project(const Select3D_Projector& aPrj)
+void Select3D_SensitiveTriangulation::Project(const Handle(Select3D_Projector)& aPrj)
{
Select3D_SensitiveEntity::Project(aPrj); // to set the field last proj...
-
+
mybox2d.SetVoid();
- const TColgp_Array1OfPnt& Nodes = myTriangul->Nodes();
-
+ const TColgp_Array1OfPnt& Nodes = myTriangul->Nodes();
+
gp_Pnt2d ProjPT;
-
+
for(Standard_Integer I=1;I<=myTriangul->NbNodes();I++){
if(myTrsf.Form()!=gp_Identity)
- aPrj.Project(Nodes(I).Transformed(myTrsf),ProjPT);
+ aPrj->Project(Nodes(I).Transformed(myTrsf),ProjPT);
else
- aPrj.Project(Nodes(I),ProjPT);
-
+ aPrj->Project(Nodes(I),ProjPT);
+
myNodes2d.SetValue(I,ProjPT);
mybox2d.Add(ProjPT);
}
-
- aPrj.Project(myCDG3D,myCDG2D);
+
+ aPrj->Project(myCDG3D,myCDG2D);
}
//=======================================================================
//function : Areas
-//purpose :
+//purpose :
//=======================================================================
-void Select3D_SensitiveTriangulation::Areas(SelectBasics_ListOfBox2d& boxes)
+void Select3D_SensitiveTriangulation::Areas(SelectBasics_ListOfBox2d& boxes)
{
boxes.Append(mybox2d);
}
-//=======================================================================
-//function : getUV
-//purpose : compute parameters of the picked point on triangle in 2d
-// Note: parameters of point P on triangle (P1, P2, P3) are defined
-// as U and V such that P = P1 + U * (P2 - P1) + V * (P3 - P1);
-// Range: U >= 0, V >= 0, U + V <= 1
-//=======================================================================
-
-static gp_XY getUV (const gp_XY& aP2d1, const gp_XY& aP2d2, const gp_XY& aP2d3,
- const gp_XY& aPick)
-{
- gp_XY aDU = aP2d2 - aP2d1;
- gp_XY aDV = aP2d3 - aP2d1;
- Standard_Real aDet = aDU ^ aDV;
-
- // case of non-degenerated triangle
- gp_XY aDP = aPick - aP2d1;
- if ( Abs (aDet) > gp::Resolution() )
- {
- Standard_Real aU = (aDP ^ aDV) / aDet;
- Standard_Real aV = -(aDP ^ aDU) / aDet;
- if ( aU < 0. ) aU = 0.;
- if ( aV < 0. ) aV = 0.;
- if ( aU + aV > 1. ) { Standard_Real aD = aU + aV; aU /= aD; aV /= aD; }
- return gp_XY (aU, aV);
- }
-
- // degenerated case (in 2d projection)
- Standard_Real aL2U = aDU.SquareModulus();
- Standard_Real aL2V = aDV.SquareModulus();
- if ( aL2U < gp::Resolution() ) // side 1-2 is degenerated
- {
- if ( aL2V < gp::Resolution() ) // whole triangle is degenerated to point
- return gp_XY (0., 0.);
- else
- return gp_XY (0., (aDP * aDV) / aL2V);
- }
- else if ( aL2V < gp::Resolution() ) // side 1-3 is degenerated
- return gp_XY ((aDP * aDU) / aL2U, 0.);
- else // sides 1-2 and 1-3 are collinear
- {
- // select parameter on one of sides so as to have points closer to picked
- Standard_Real aU = Min (1., Max (0., (aDP * aDU) / aL2U));
- Standard_Real aV = Min (1., Max (0., (aDP * aDV) / aL2V));
- gp_XY aP2dU = aP2d1 + aU * aDU;
- gp_XY aP2dV = aP2d1 + aV * aDV;
- if ( (aPick - aP2dU).SquareModulus() < (aPick - aP2dV).SquareModulus() )
- return gp_XY ((aDP * aDU) / aL2U, 0.);
- else
- return gp_XY (0., (aDP * aDV) / aL2V);
- }
-}
-
//=======================================================================
//function : Matches
-//purpose :
+//purpose :
//=======================================================================
Standard_Boolean Select3D_SensitiveTriangulation::Matches(const Standard_Real X,
const Standard_Real Y,
const Standard_Real aTol,
- Standard_Real& DMin)
+ Standard_Real& DMin)
{
// get view direction (necessary for calculation of depth) from field mylastprj of the base class
- if ( ! mylastprj )
+ if (mylastprj.IsNull())
return Standard_False;
DMin = Precision::Infinite();
// it is checked if we are inside the triangle 2d.
if(myIntFlag)
{
- gp_Lin EyeLine = (*((Select3D_Projector*)mylastprj)).Shoot(X,Y);
+ gp_Lin EyeLine = mylastprj->Shoot(X,Y);
if ( myTrsf.Form()!=gp_Identity )
EyeLine.Transform (myTrsf.Inverted());
Standard_Real aMinDepth = Precision::Infinite();
- const TColgp_Array1OfPnt& Nodes = myTriangul->Nodes();
+ const TColgp_Array1OfPnt& Nodes = myTriangul->Nodes();
for (Standard_Integer itr=1; itr<=myTriangul->NbTriangles(); itr++)
{
Standard_Integer n1,n2,n3;
const gp_XY& aPnt2d1 = myNodes2d(n1).XY();
const gp_XY& aPnt2d2 = myNodes2d(n2).XY();
const gp_XY& aPnt2d3 = myNodes2d(n3).XY();
- Standard_Real DD = 0.;
- if (Status (BidPoint, aPnt2d1, aPnt2d2, aPnt2d3, aTol, DD) == 2)
+ gp_XY aUV;
+ Standard_Real aDistSquare = Poly::PointOnTriangle (aPnt2d1, aPnt2d2, aPnt2d3, BidPoint, aUV);
+ if ( aDistSquare > aTol * aTol )
continue;
// compute depth on this triangle
- gp_XY aUV = getUV (aPnt2d1, aPnt2d2, aPnt2d3, BidPoint);
Standard_Real aDepth1 = ElCLib::Parameter (EyeLine, Nodes(n1));
Standard_Real aDepth2 = ElCLib::Parameter (EyeLine, Nodes(n2));
Standard_Real aDepth3 = ElCLib::Parameter (EyeLine, Nodes(n3));
- Standard_Real aDepth = aDepth1 + aUV.X() * (aDepth2 - aDepth1) +
+ Standard_Real aDepth = aDepth1 + aUV.X() * (aDepth2 - aDepth1) +
aUV.Y() * (aDepth3 - aDepth1);
- // take triangle with lowest depth
- if ( aDepth < aMinDepth )
+ // take triangle with lowest depth and within defined depth interval
+ if (aDepth < aMinDepth &&
+ aDepth > mylastprj->DepthMin() &&
+ aDepth < mylastprj->DepthMax())
{
aMinDepth = aDepth;
myDetectedTr = itr;
- DMin = DD;
+ DMin = Sqrt (aDistSquare);
}
}
}
Standard_Integer nn = FreeE.Length(), Node1,Node2;
//Standard_Real LEdg;
//Standard_Real DMinDMin,TolTol = aTol*aTol;
-
+
for (Standard_Integer ifri =1; ifri <= nn && myDetectedTr < 0; ifri+=2)
{
Node1 = FreeE(ifri);
myNodes2d(Node2).XY(),
BidPoint, aTol, DMin) )
{
- for(Standard_Integer itr=1; itr <= myTriangul->NbTriangles(); itr++)
+ for(Standard_Integer itr=1; itr <= myTriangul->NbTriangles(); itr++)
{
Standard_Integer n1,n2,n3;
- triangles(itr).Get(n1,n2,n3);
- if(S3D_IsEdgeIn(Node1,Node2,n1,n2,n3))
+ triangles(itr).Get(n1,n2,n3);
+ if(S3D_IsEdgeIn(Node1,Node2,n1,n2,n3))
{
- myDetectedTr = itr;
+ myDetectedTr = itr;
break; // return first found; selection of closest is not implemented yet
}
- }
+ }
}
}
- }
+ }
if ( myDetectedTr <= 0 )
return Standard_False;
- Select3D_SensitiveEntity::Matches(X,Y,aTol,DMin);
- return Standard_True;
+
+ // compute and validate the depth (::Depth()) along the eyeline
+ return Select3D_SensitiveEntity::Matches(X,Y,aTol,DMin);
}
//=======================================================================
//function : Matches
-//purpose :
+//purpose :
//=======================================================================
Standard_Boolean Select3D_SensitiveTriangulation::Matches(const Standard_Real XMin,
const Standard_Real YMin,
const Standard_Real XMax,
const Standard_Real YMax,
- const Standard_Real aTol)
+ const Standard_Real aTol)
{
Bnd_Box2d B;
B.Update(Min(XMin,XMax)-aTol,
Min(YMin,YMax)-aTol,
Max(XMin,XMax)+aTol,
Max(YMin,YMax)+aTol);
-
+
for(Standard_Integer i=myNodes2d.Lower();i<=myNodes2d.Upper();i++){
if(B.IsOut(myNodes2d(i)))
return Standard_False;
//=======================================================================
//function : Matches
-//purpose :
+//purpose :
//=======================================================================
Standard_Boolean Select3D_SensitiveTriangulation::
Matches (const TColgp_Array1OfPnt2d& aPoly,
const Bnd_Box2d& aBox,
const Standard_Real aTol)
-{
+{
Standard_Real Umin,Vmin,Umax,Vmax;
aBox.Get(Umin,Vmin,Umax,Vmax);
Standard_Real Tolu,Tolv;
//=======================================================================
//function : IsFree
-//purpose :
+//purpose :
//=======================================================================
Standard_Boolean Select3D_SensitiveTriangulation::IsFree(const Standard_Integer IndexOfTriangle,
TColStd_Array1OfInteger& FreeE = myFreeEdges->ChangeArray1();
for(Standard_Integer I=1;I<=FreeE.Length() && FoundIndex==-1;I+=2){
-
+
if(FreeE(I) == n[0]){
-
+
if(FreeE(I+1)== n[1] || FreeE(I+1)== n[2]) FoundIndex=I;}
else if(FreeE(I) == n[1]){
if(FreeE(I+1)== n[0] || FreeE(I+1)== n[2]) FoundIndex=I;}
else if(FreeE(I) == n[2]){
if(FreeE(I+1)== n[0] || FreeE(I+1)== n[1]) FoundIndex=I;}
}
-
+
return FoundIndex!=-1;
}
//=======================================================================
//function : GetConnected
-//purpose :
+//purpose :
//=======================================================================
Handle(Select3D_SensitiveEntity) Select3D_SensitiveTriangulation::
GetConnected(const TopLoc_Location& aLoc)
{
-
- Handle(Select3D_SensitiveTriangulation) NiouEnt =
+
+ Handle(Select3D_SensitiveTriangulation) NiouEnt =
new Select3D_SensitiveTriangulation(myOwnerId,myTriangul,myiniloc,myFreeEdges,myCDG3D,myIntFlag);
-
+
if(HasLocation()) NiouEnt->SetLocation(Location());
// TopLoc_Location TheLocToApply = HasLocation() ? Location()*aLoc : aLoc;
// if(!TheLocToApply.IsIdentity())
NiouEnt->UpdateLocation(aLoc);
-
+
return NiouEnt;
}
//=======================================================================
//function : ResetLocation
-//purpose :
+//purpose :
//=======================================================================
-void Select3D_SensitiveTriangulation::ResetLocation()
+void Select3D_SensitiveTriangulation::ResetLocation()
{
Select3D_SensitiveEntity::ResetLocation();
ComputeTotalTrsf();
//=======================================================================
//function : Dump
-//purpose :
+//purpose :
//=======================================================================
-void Select3D_SensitiveTriangulation::Dump(Standard_OStream& S,const Standard_Boolean FullDump) const
+void Select3D_SensitiveTriangulation::Dump(Standard_OStream& S,const Standard_Boolean FullDump) const
{
S<<"\tSensitiveTriangulation 3D :"<<endl;
if(myiniloc.IsIdentity())
S<<"\t\tExisting Initial Location"<<endl;
if(HasLocation())
S<<"\t\tExisting Location"<<endl;
-
+
S<<"\t\tNb Triangles : "<<myTriangul->NbTriangles()<<endl;
S<<"\t\tNb Nodes : "<<myTriangul->NbNodes()<<endl;
S<<"\t\tNb Free Edges: "<<myFreeEdges->Length()/2<<endl;
//=======================================================================
//function : ComputeDepth
-//purpose :
+//purpose :
//=======================================================================
Standard_Real Select3D_SensitiveTriangulation::ComputeDepth(const gp_Lin& EyeLine) const
{
if(myDetectedTr==-1) return Precision::Infinite(); // currently not implemented...
const Poly_Array1OfTriangle& triangles = myTriangul->Triangles();
- const TColgp_Array1OfPnt& Nodes = myTriangul->Nodes();
-
+ const TColgp_Array1OfPnt& Nodes = myTriangul->Nodes();
+
Standard_Integer n1,n2,n3;
triangles(myDetectedTr).Get(n1,n2,n3);
gp_Pnt P[3]={Nodes(n1),Nodes(n2),Nodes(n3)};
gp_Pnt Oye = EyeLine.Location(); // origin of the target line eye/point...
gp_Dir Dir = EyeLine.Direction();
- gp_Vec Vtr[3];
+ gp_Vec Vtr[3];
for(Standard_Integer i=0;i<=2;i++)
Vtr[i] = gp_Vec(P[i%3],P[(i+1)%3]);
Vtr[2] = -Vtr[2];
prof= ElCLib::Parameter(EyeLine,P[0]);
return prof;
}
-
+
if(SingularCase!=0)
Vtr[0].Normalize();
if(SingularCase!=1 &&
prof = VSM.Z()/Det.Z();
}
else{
-
+
Standard_Real val1 = OPo.DotCross(Vtr[0],Vtr[2]);
Standard_Real val2 = Dir.DotCross(Vtr[0],Vtr[2]);
-
+
if(Abs(val2)>Precision::Confusion())
prof =val1/val2;
- }
+ }
if (prof==Precision::Infinite()){
prof= ElCLib::Parameter(EyeLine,P[0]);
prof = Min (prof, ElCLib::Parameter(EyeLine,P[1]));
prof = Min (prof, ElCLib::Parameter(EyeLine,P[2]));
}
-
+
return prof;
}
//=======================================================================
//function : DetectedTriangle
-//purpose :
+//purpose :
//=======================================================================
Standard_Boolean Select3D_SensitiveTriangulation::DetectedTriangle(gp_Pnt& P1,
gp_Pnt& P2,
{
if(myDetectedTr==-1) return Standard_False; // currently not implemented...
const Poly_Array1OfTriangle& triangles = myTriangul->Triangles();
- const TColgp_Array1OfPnt& Nodes = myTriangul->Nodes();
+ const TColgp_Array1OfPnt& Nodes = myTriangul->Nodes();
Standard_Integer n1,n2,n3;
triangles(myDetectedTr).Get(n1,n2,n3);
-
+
P1 = Nodes(n1);
P2 = Nodes(n2);
P3 = Nodes(n3);
P2.Transform(myTrsf);
P3.Transform(myTrsf);
}
-
+
return Standard_True;
}
//=============================================================================
// Function : DetectedTriangle2d
-// Purpose :
+// Purpose :
//=============================================================================
-Standard_Boolean Select3D_SensitiveTriangulation::DetectedTriangle2d(
+Standard_Boolean Select3D_SensitiveTriangulation::DetectedTriangle2d(
gp_Pnt2d& P1, gp_Pnt2d& P2, gp_Pnt2d& P3) const
{
if(myDetectedTr==-1)
return Standard_False; // currently not implemented...
const Poly_Array1OfTriangle& triangles = myTriangul->Triangles();
- const TColgp_Array1OfPnt& Nodes = myTriangul->Nodes();
+ const TColgp_Array1OfPnt& Nodes = myTriangul->Nodes();
Standard_Integer n1,n2,n3;
triangles( myDetectedTr ).Get(n1,n2,n3);
int aLower = myNodes2d.Lower();
int anUpper = myNodes2d.Upper();
- if ( n1 >= aLower && n1 <= anUpper &&
+ if ( n1 >= aLower && n1 <= anUpper &&
n2 >= aLower && n2 <= anUpper &&
n3 >= aLower && n3 <= anUpper )
{
P3 = myNodes2d.Value( n3 );
return Standard_True;
}
- else
+ else
return Standard_False;
-
+
}
-void Select3D_SensitiveTriangulation::ComputeTotalTrsf()
+void Select3D_SensitiveTriangulation::ComputeTotalTrsf()
{
Standard_Boolean hasloc = (HasLocation() || !myiniloc.IsIdentity());
-
+
if(hasloc){
if(myiniloc.IsIdentity())
myTrsf = Location().Transformation();