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// 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 <SelectMgr_TriangularFrustum.hxx>
#include <SelectMgr_FrustumBuilder.hxx>
#include <SelectMgr_ViewClipRange.hxx>
IMPLEMENT_STANDARD_RTTIEXT(SelectMgr_TriangularFrustum, Standard_Transient)
namespace
{
void computeFrustumNormals(const gp_Vec* theEdges, gp_Vec* theNormals)
{
// V0V1
theNormals[0] = theEdges[0].Crossed(theEdges[3]);
// V1V2
theNormals[1] = theEdges[1].Crossed(theEdges[4]);
// V0V2
theNormals[2] = theEdges[0].Crossed(theEdges[5]);
// Near
theNormals[3] = theEdges[3].Crossed(theEdges[4]);
// Far
theNormals[4] = -theNormals[3];
}
} // namespace
//=================================================================================================
SelectMgr_TriangularFrustum::SelectMgr_TriangularFrustum() = default;
//=================================================================================================
SelectMgr_TriangularFrustum::~SelectMgr_TriangularFrustum()
{
Clear();
}
// =======================================================================
// function : cacheVertexProjections
// purpose : Caches projection of frustum's vertices onto its plane directions
// and {i, j, k}
// =======================================================================
void SelectMgr_TriangularFrustum::cacheVertexProjections(
SelectMgr_TriangularFrustum* theFrustum) const
{
for (int aPlaneIdx = 0; aPlaneIdx < 5; ++aPlaneIdx)
{
double aMax = -DBL_MAX;
double aMin = DBL_MAX;
const gp_XYZ& aPlane = theFrustum->myPlanes[aPlaneIdx].XYZ();
for (int aVertIdx = 0; aVertIdx < 6; ++aVertIdx)
{
double aProjection = aPlane.Dot(theFrustum->myVertices[aVertIdx].XYZ());
aMax = std::max(aMax, aProjection);
aMin = std::min(aMin, aProjection);
}
theFrustum->myMaxVertsProjections[aPlaneIdx] = aMax;
theFrustum->myMinVertsProjections[aPlaneIdx] = aMin;
}
for (int aDim = 0; aDim < 3; ++aDim)
{
double aMax = -DBL_MAX;
double aMin = DBL_MAX;
for (int aVertIdx = 0; aVertIdx < 6; ++aVertIdx)
{
double aProjection = theFrustum->myVertices[aVertIdx].XYZ().GetData()[aDim];
aMax = std::max(aMax, aProjection);
aMin = std::min(aMin, aProjection);
}
theFrustum->myMaxOrthoVertsProjections[aDim] = aMax;
theFrustum->myMinOrthoVertsProjections[aDim] = aMin;
}
}
//=================================================================================================
void SelectMgr_TriangularFrustum::Init(const gp_Pnt2d& theP1,
const gp_Pnt2d& theP2,
const gp_Pnt2d& theP3)
{
mySelTriangle.Points[0] = theP1;
mySelTriangle.Points[1] = theP2;
mySelTriangle.Points[2] = theP3;
}
//=================================================================================================
void SelectMgr_TriangularFrustum::Build()
{
// V0_Near
myVertices[0] =
myBuilder->ProjectPntOnViewPlane(mySelTriangle.Points[0].X(), mySelTriangle.Points[0].Y(), 0.0);
// V1_Near
myVertices[1] =
myBuilder->ProjectPntOnViewPlane(mySelTriangle.Points[1].X(), mySelTriangle.Points[1].Y(), 0.0);
// V2_Near
myVertices[2] =
myBuilder->ProjectPntOnViewPlane(mySelTriangle.Points[2].X(), mySelTriangle.Points[2].Y(), 0.0);
// V0_Far
myVertices[3] =
myBuilder->ProjectPntOnViewPlane(mySelTriangle.Points[0].X(), mySelTriangle.Points[0].Y(), 1.0);
// V1_Far
myVertices[4] =
myBuilder->ProjectPntOnViewPlane(mySelTriangle.Points[1].X(), mySelTriangle.Points[1].Y(), 1.0);
// V2_Far
myVertices[5] =
myBuilder->ProjectPntOnViewPlane(mySelTriangle.Points[2].X(), mySelTriangle.Points[2].Y(), 1.0);
// V0_Near - V0_Far
myEdgeDirs[0] = myVertices[0].XYZ() - myVertices[3].XYZ();
// V1_Near - V1_Far
myEdgeDirs[1] = myVertices[1].XYZ() - myVertices[4].XYZ();
// V2_Near - V1_Far
myEdgeDirs[2] = myVertices[2].XYZ() - myVertices[5].XYZ();
// V1_Near - V0_Near
myEdgeDirs[3] = myVertices[1].XYZ() - myVertices[0].XYZ();
// V2_Near - V1_Near
myEdgeDirs[4] = myVertices[2].XYZ() - myVertices[1].XYZ();
// V1_Near - V0_Near
myEdgeDirs[5] = myVertices[2].XYZ() - myVertices[0].XYZ();
computeFrustumNormals(myEdgeDirs, myPlanes);
cacheVertexProjections(this);
}
//=======================================================================
// 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.
//=======================================================================
occ::handle<SelectMgr_BaseIntersector> SelectMgr_TriangularFrustum::ScaleAndTransform(
const int,
const gp_GTrsf& theTrsf,
const occ::handle<SelectMgr_FrustumBuilder>&) const
{
occ::handle<SelectMgr_TriangularFrustum> aRes = new SelectMgr_TriangularFrustum();
aRes->SetCamera(myCamera);
for (int anIt = 0; anIt < 6; anIt++)
{
gp_Pnt aPoint = myVertices[anIt];
theTrsf.Transforms(aPoint.ChangeCoord());
aRes->myVertices[anIt] = aPoint;
}
// V0_Near - V0_Far
aRes->myEdgeDirs[0] = aRes->myVertices[0].XYZ() - aRes->myVertices[3].XYZ();
// V1_Near - V1_Far
aRes->myEdgeDirs[1] = aRes->myVertices[1].XYZ() - aRes->myVertices[4].XYZ();
// V2_Near - V1_Far
aRes->myEdgeDirs[2] = aRes->myVertices[2].XYZ() - aRes->myVertices[5].XYZ();
// V1_Near - V0_Near
aRes->myEdgeDirs[3] = aRes->myVertices[1].XYZ() - aRes->myVertices[0].XYZ();
// V2_Near - V1_Near
aRes->myEdgeDirs[4] = aRes->myVertices[2].XYZ() - aRes->myVertices[1].XYZ();
// V1_Near - V0_Near
aRes->myEdgeDirs[5] = aRes->myVertices[2].XYZ() - aRes->myVertices[0].XYZ();
computeFrustumNormals(aRes->myEdgeDirs, aRes->myPlanes);
cacheVertexProjections(aRes.get());
aRes->mySelTriangle = mySelTriangle;
return aRes;
}
//=======================================================================
// function : CopyWithBuilder
// purpose : Returns a copy of the frustum using the given frustum builder configuration.
// Returned frustum should be re-constructed before being used.
//=======================================================================
occ::handle<SelectMgr_BaseIntersector> SelectMgr_TriangularFrustum::CopyWithBuilder(
const occ::handle<SelectMgr_FrustumBuilder>& theBuilder) const
{
occ::handle<SelectMgr_TriangularFrustum> aRes = new SelectMgr_TriangularFrustum();
aRes->mySelTriangle = mySelTriangle;
aRes->SetBuilder(theBuilder);
return aRes;
}
//=======================================================================
// function : OverlapsBox
// purpose : SAT intersection test between defined volume and
// given axis-aligned box
//=======================================================================
bool SelectMgr_TriangularFrustum::OverlapsBox(const NCollection_Vec3<double>& theMinPt,
const NCollection_Vec3<double>& theMaxPt,
const SelectMgr_ViewClipRange& /*theClipRange*/,
SelectBasics_PickResult& /*thePickResult*/) const
{
return hasBoxOverlap(theMinPt, theMaxPt);
}
// =======================================================================
// function : OverlapsBox
// purpose : Returns true if selecting volume is overlapped by
// axis-aligned bounding box with minimum corner at point
// theMinPt and maximum at point theMaxPt
// =======================================================================
bool SelectMgr_TriangularFrustum::OverlapsBox(const NCollection_Vec3<double>& theMinPt,
const NCollection_Vec3<double>& theMaxPt,
bool* /*theInside*/) const
{
return hasBoxOverlap(theMinPt, theMaxPt, nullptr);
}
// =======================================================================
// function : OverlapsPoint
// purpose : Intersection test between defined volume and given point
// =======================================================================
bool SelectMgr_TriangularFrustum::OverlapsPoint(const gp_Pnt& thePnt,
const SelectMgr_ViewClipRange& /*theClipRange*/,
SelectBasics_PickResult& /*thePickResult*/) const
{
return hasPointOverlap(thePnt);
}
// =======================================================================
// function : OverlapsPolygon
// purpose : SAT intersection test between defined volume and given
// ordered set of points, representing line segments. The test
// may be considered of interior part or boundary line defined
// by segments depending on given sensitivity type
// =======================================================================
bool SelectMgr_TriangularFrustum::OverlapsPolygon(const NCollection_Array1<gp_Pnt>& theArrayOfPnts,
Select3D_TypeOfSensitivity theSensType,
const SelectMgr_ViewClipRange& /*theClipRange*/,
SelectBasics_PickResult& /*thePickResult*/) const
{
if (theSensType == Select3D_TOS_BOUNDARY)
{
const int aLower = theArrayOfPnts.Lower();
const int anUpper = theArrayOfPnts.Upper();
for (int aPtIdx = aLower; aPtIdx <= anUpper; ++aPtIdx)
{
const gp_Pnt& aStartPt = theArrayOfPnts.Value(aPtIdx);
const gp_Pnt& aEndPt = theArrayOfPnts.Value(aPtIdx == anUpper ? aLower : (aPtIdx + 1));
if (!hasSegmentOverlap(aStartPt, aEndPt))
{
return false;
}
}
}
else if (theSensType == Select3D_TOS_INTERIOR)
{
gp_Vec aNorm(gp_XYZ(RealLast(), RealLast(), RealLast()));
return hasPolygonOverlap(theArrayOfPnts, aNorm);
}
return false;
}
// =======================================================================
// function : OverlapsSegment
// purpose : Checks if line segment overlaps selecting frustum
// =======================================================================
bool SelectMgr_TriangularFrustum::OverlapsSegment(const gp_Pnt& thePnt1,
const gp_Pnt& thePnt2,
const SelectMgr_ViewClipRange& /*theClipRange*/,
SelectBasics_PickResult& /*thePickResult*/) const
{
return hasSegmentOverlap(thePnt1, thePnt2);
}
// =======================================================================
// function : OverlapsTriangle
// purpose : SAT intersection test between defined volume and given
// triangle. The test may be considered of interior part or
// boundary line defined by triangle vertices depending on
// given sensitivity type
// =======================================================================
bool SelectMgr_TriangularFrustum::OverlapsTriangle(const gp_Pnt& thePnt1,
const gp_Pnt& thePnt2,
const gp_Pnt& thePnt3,
Select3D_TypeOfSensitivity theSensType,
const SelectMgr_ViewClipRange& theClipRange,
SelectBasics_PickResult& thePickResult) const
{
if (theSensType == Select3D_TOS_BOUNDARY)
{
const gp_Pnt aPntsArrayBuf[3] = {thePnt1, thePnt2, thePnt3};
const NCollection_Array1<gp_Pnt> aPntsArray(aPntsArrayBuf[0], 1, 3);
return OverlapsPolygon(aPntsArray, Select3D_TOS_BOUNDARY, theClipRange, thePickResult);
}
else if (theSensType == Select3D_TOS_INTERIOR)
{
gp_Vec aNorm(gp_XYZ(RealLast(), RealLast(), RealLast()));
return hasTriangleOverlap(thePnt1, thePnt2, thePnt3, aNorm);
}
return true;
}
//=================================================================================================
bool SelectMgr_TriangularFrustum::OverlapsSphere(const gp_Pnt& theCenter,
const double theRadius,
bool* theInside) const
{
(void)theInside;
return hasBoxOverlap(NCollection_Vec3<double>(theCenter.X() - theRadius,
theCenter.Y() - theRadius,
theCenter.Z() - theRadius),
NCollection_Vec3<double>(theCenter.X() + theRadius,
theCenter.Y() + theRadius,
theCenter.Z() + theRadius),
nullptr);
}
//=================================================================================================
bool SelectMgr_TriangularFrustum::OverlapsSphere(const gp_Pnt& theCenter,
const double theRadius,
const SelectMgr_ViewClipRange& theClipRange,
SelectBasics_PickResult& thePickResult) const
{
(void)theClipRange;
(void)thePickResult;
return hasSphereOverlap(theCenter, theRadius);
}
//=================================================================================================
bool SelectMgr_TriangularFrustum::OverlapsCylinder(const double theBottomRad,
const double theTopRad,
const double theHeight,
const gp_Trsf& theTrsf,
const bool theIsHollow,
const SelectMgr_ViewClipRange& theClipRange,
SelectBasics_PickResult& thePickResult) const
{
(void)theClipRange;
(void)thePickResult;
return hasCylinderOverlap(theBottomRad, theTopRad, theHeight, theTrsf, theIsHollow);
}
//=================================================================================================
bool SelectMgr_TriangularFrustum::OverlapsCylinder(const double theBottomRad,
const double theTopRad,
const double theHeight,
const gp_Trsf& theTrsf,
const bool theIsHollow,
bool* theInside) const
{
(void)theInside;
return hasCylinderOverlap(theBottomRad, theTopRad, theHeight, theTrsf, theIsHollow);
}
//=================================================================================================
bool SelectMgr_TriangularFrustum::OverlapsCircle(const double theRadius,
const gp_Trsf& theTrsf,
const bool theIsFilled,
const SelectMgr_ViewClipRange& theClipRange,
SelectBasics_PickResult& thePickResult) const
{
(void)theClipRange;
(void)thePickResult;
return hasCircleOverlap(theRadius, theTrsf, theIsFilled);
}
//=================================================================================================
bool SelectMgr_TriangularFrustum::OverlapsCircle(const double theRadius,
const gp_Trsf& theTrsf,
const bool theIsFilled,
bool* theInside) const
{
(void)theInside;
return hasCircleOverlap(theRadius, theTrsf, theIsFilled);
}
// =======================================================================
// function : Clear
// purpose : Nullifies the handle for corresponding builder instance to prevent
// memory leaks
// =======================================================================
void SelectMgr_TriangularFrustum::Clear()
{
myBuilder.Nullify();
}
//=================================================================================================
void SelectMgr_TriangularFrustum::GetPlanes(
NCollection_DynamicArray<NCollection_Vec4<double>>& thePlaneEquations) const
{
NCollection_Vec4<double> aPlaneEquation;
for (int aPlaneIdx = 0; aPlaneIdx < 5; ++aPlaneIdx)
{
const gp_Vec& aNorm = myPlanes[aPlaneIdx];
aPlaneEquation.x() = aNorm.X();
aPlaneEquation.y() = aNorm.Y();
aPlaneEquation.z() = aNorm.Z();
aPlaneEquation.w() = -(aNorm.XYZ().Dot(myVertices[aPlaneIdx % 2 == 0 ? aPlaneIdx : 1].XYZ()));
thePlaneEquations.Append(aPlaneEquation);
}
}
//=================================================================================================
void SelectMgr_TriangularFrustum::DumpJson(Standard_OStream& theOStream, int theDepth) const
{
OCCT_DUMP_CLASS_BEGIN(theOStream, SelectMgr_TriangularFrustum)
OCCT_DUMP_BASE_CLASS(theOStream, theDepth, SelectMgr_Frustum)
}