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// Created on: 2011-11-29
// Created by: ANNA MASALSKAYA
// Copyright (c) 2011-2014 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.
#ifndef BRepBuilderAPI_BndBoxTreeSelector_HeaderFile
#define BRepBuilderAPI_BndBoxTreeSelector_HeaderFile
#include <Standard_Integer.hxx>
#include <NCollection_List.hxx>
#include <Bnd_Box.hxx>
#include <NCollection_UBTree.hxx>
//=======================================================================
//! Class BRepBuilderAPI_BndBoxTreeSelector
//! derived from UBTree::Selector
//! This class is used to select overlapping boxes, stored in
//! NCollection::UBTree; contains methods to maintain the selection
//! condition and to retrieve selected objects after search.
//=======================================================================
class BRepBuilderAPI_BndBoxTreeSelector : public NCollection_UBTree<int, Bnd_Box>::Selector
{
public:
//! Constructor; calls the base class constructor
BRepBuilderAPI_BndBoxTreeSelector()
= default;
//! Implementation of rejection method
//! @return
//! True if the bounding box does not intersect with the current
bool Reject(const Bnd_Box& theBox) const override { return (myBox.IsOut(theBox)); }
//! Implementation of acceptance method
//! This method is called when the bounding box intersect with the current.
//! It stores the object - the index of box in the list of accepted objects.
//! @return
//! True, because the object is accepted
bool Accept(const int& theObj) override
{
myResInd.Append(theObj);
return true;
}
//! Clear the list of intersecting boxes
void ClearResList() { myResInd.Clear(); }
//! Set current box to search for overlapping with him
void SetCurrent(const Bnd_Box& theBox) { myBox = theBox; }
//! Get list of indexes of boxes intersecting with the current box
const NCollection_List<int>& ResInd() { return myResInd; }
private:
NCollection_List<int> myResInd;
Bnd_Box myBox;
};
#endif