Open CASCADE Technology  7.2.0
Public Member Functions | Protected Member Functions

Select3D_SensitivePrimitiveArray Class Reference

Sensitive for triangulation or point set defined by Primitive Array. The primitives can be optionally combined into patches within BVH tree to reduce its building time in expense of extra traverse time. More...

#include <Select3D_SensitivePrimitiveArray.hxx>

Inheritance diagram for Select3D_SensitivePrimitiveArray:
Inheritance graph
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Public Member Functions

 Select3D_SensitivePrimitiveArray (const Handle< SelectBasics_EntityOwner > &theOwnerId)
 Constructs an empty sensitive object. More...
 
Standard_Integer PatchSizeMax () const
 Return patch size limit (1 by default). More...
 
void SetPatchSizeMax (const Standard_Integer thePatchSizeMax)
 Assign patch size limit. Should be set before initialization. More...
 
float PatchDistance () const
 Maximum allowed distance between consequential elements in patch (ShortRealLast() by default). Has no effect on indexed triangulation. More...
 
void SetPatchDistance (const float thePatchDistMax)
 Assign patch distance limit. Should be set before initialization. More...
 
bool InitTriangulation (const Handle< Graphic3d_Buffer > &theVerts, const Handle< Graphic3d_IndexBuffer > &theIndices, const TopLoc_Location &theInitLoc, const Standard_Integer theIndexLower, const Standard_Integer theIndexUpper, const bool theToEvalMinMax=true, const Standard_Integer theNbGroups=1)
 Initialize the sensitive object from triangualtion. The sub-triangulation can be specified by arguments theIndexLower and theIndexUpper (these are for iterating theIndices, not to restrict the actual index values!). More...
 
bool InitTriangulation (const Handle< Graphic3d_Buffer > &theVerts, const Handle< Graphic3d_IndexBuffer > &theIndices, const TopLoc_Location &theInitLoc, const bool theToEvalMinMax=true, const Standard_Integer theNbGroups=1)
 Initialize the sensitive object from triangualtion. More...
 
bool InitPoints (const Handle< Graphic3d_Buffer > &theVerts, const Handle< Graphic3d_IndexBuffer > &theIndices, const TopLoc_Location &theInitLoc, const Standard_Integer theIndexLower, const Standard_Integer theIndexUpper, const bool theToEvalMinMax=true, const Standard_Integer theNbGroups=1)
 Initialize the sensitive object from point set. The sub-set of points can be specified by arguments theIndexLower and theIndexUpper (these are for iterating theIndices, not to restrict the actual index values!). More...
 
bool InitPoints (const Handle< Graphic3d_Buffer > &theVerts, const Handle< Graphic3d_IndexBuffer > &theIndices, const TopLoc_Location &theInitLoc, const bool theToEvalMinMax=true, const Standard_Integer theNbGroups=1)
 Initialize the sensitive object from point set. More...
 
bool InitPoints (const Handle< Graphic3d_Buffer > &theVerts, const TopLoc_Location &theInitLoc, const bool theToEvalMinMax=true, const Standard_Integer theNbGroups=1)
 Initialize the sensitive object from point set. More...
 
void SetMinMax (double theMinX, double theMinY, double theMinZ, double theMaxX, double theMaxY, double theMaxZ)
 Assign new not transformed bounding box. More...
 
bool ToDetectElements () const
 Return flag to keep index of last topmost detected element, TRUE by default. More...
 
void SetDetectElements (bool theToDetect)
 Setup keeping of the index of last topmost detected element (axis picking). More...
 
bool ToDetectElementMap () const
 Return flag to keep index map of last detected elements, FALSE by default (rectangle selection). More...
 
void SetDetectElementMap (bool theToDetect)
 Setup keeping of the index map of last detected elements (rectangle selection). More...
 
bool ToDetectNodes () const
 Return flag to keep index of last topmost detected node, FALSE by default. More...
 
void SetDetectNodes (bool theToDetect)
 Setup keeping of the index of last topmost detected node (for axis picking). More...
 
bool ToDetectNodeMap () const
 Return flag to keep index map of last detected nodes, FALSE by default (rectangle selection). More...
 
void SetDetectNodeMap (bool theToDetect)
 Setup keeping of the index map of last detected nodes (rectangle selection). More...
 
bool ToDetectEdges () const
 Return flag to keep index of last topmost detected edge, FALSE by default. More...
 
void SetDetectEdges (bool theToDetect)
 Setup keeping of the index of last topmost detected edge (axis picking). More...
 
Standard_Integer LastDetectedElement () const
 Return last topmost detected element or -1 if undefined (axis picking). More...
 
const Handle< TColStd_HPackedMapOfInteger > & LastDetectedElementMap () const
 Return the index map of last detected elements (rectangle selection). More...
 
Standard_Integer LastDetectedNode () const
 Return last topmost detected node or -1 if undefined (axis picking). More...
 
const Handle< TColStd_HPackedMapOfInteger > & LastDetectedNodeMap () const
 Return the index map of last detected nodes (rectangle selection). More...
 
Standard_Integer LastDetectedEdgeNode1 () const
 Return the first node of last topmost detected edge or -1 if undefined (axis picking). More...
 
Standard_Integer LastDetectedEdgeNode2 () const
 Return the second node of last topmost detected edge or -1 if undefined (axis picking). More...
 
virtual Standard_Boolean Matches (SelectBasics_SelectingVolumeManager &theMgr, SelectBasics_PickResult &thePickResult) override
 Checks whether the sensitive entity is overlapped by current selecting volume. More...
 
virtual Handle< Select3D_SensitiveEntityGetConnected () override
 Originally this method intended to return sensitive entity with new location aLocation, but currently sensitive entities do not hold a location, instead HasLocation() and Location() methods call corresponding entity owner's methods. Thus all entities returned by GetConnected() share the same location propagated from corresponding selectable object. You must redefine this function for any type of sensitive entity which can accept another connected sensitive entity.//can be connected to another sensitive entity. More...
 
virtual Standard_Integer Size () const override
 Returns the length of array of triangles or edges. More...
 
virtual Standard_Integer NbSubElements () override
 Returns the amount of nodes in triangulation. More...
 
virtual Select3D_BndBox3d Box (const Standard_Integer theIdx) const override
 Returns bounding box of triangle/edge with index theIdx. More...
 
virtual Standard_Real Center (const Standard_Integer theIdx, const Standard_Integer theAxis) const override
 Returns geometry center of triangle/edge with index theIdx in array along the given axis theAxis. More...
 
virtual void Swap (const Standard_Integer theIdx1, const Standard_Integer theIdx2) override
 Swaps items with indexes theIdx1 and theIdx2 in array. More...
 
virtual Select3D_BndBox3d BoundingBox () override
 Returns bounding box of the triangulation. If location transformation is set, it will be applied. More...
 
virtual gp_Pnt CenterOfGeometry () const override
 Returns center of triangulation. If location transformation is set, it will be applied. More...
 
virtual Standard_Boolean HasInitLocation () const override
 Returns true if the shape corresponding to the entity has init location. More...
 
virtual gp_GTrsf InvInitLocation () const override
 Returns inversed location transformation matrix if the shape corresponding to this entity has init location set. Otherwise, returns identity matrix. More...
 
virtual void Set (const Handle< SelectBasics_EntityOwner > &theOwnerId) override
 Sets the owner for all entities in group. More...
 
virtual void BVH () override
 Builds BVH tree for sensitive set. More...
 
- Public Member Functions inherited from Select3D_SensitiveSet
 Select3D_SensitiveSet (const Handle< SelectBasics_EntityOwner > &theOwnerId)
 Creates new empty sensitive set and its content. More...
 
void SetBuilder (const Handle< Select3D_BVHBuilder3d > &theBuilder)
 Sets the method (builder) used to construct BVH. More...
 
void MarkDirty ()
 Marks BVH tree of the set as outdated. It will be rebuild at the next call of BVH() More...
 
virtual void Clear () override
 Destroys cross-reference to avoid memory leak. More...
 
Standard_Integer GetLeafNodeSize () const
 Returns a number of nodes in 1 BVH leaf. More...
 
- Public Member Functions inherited from SelectBasics_SensitiveEntity
const Handle< SelectBasics_EntityOwner > & OwnerId () const
 Returns pointer to owner of the entity. More...
 
Standard_Integer SensitivityFactor () const
 allows a better sensitivity for a specific entity in selection algorithms useful for small sized entities. More...
 
void SetSensitivityFactor (const Standard_Integer theNewSens)
 Allows to manage sensitivity of a particular sensitive entity. More...
 
- Public Member Functions inherited from Standard_Transient
 Standard_Transient ()
 Empty constructor. More...
 
 Standard_Transient (const Standard_Transient &)
 Copy constructor – does nothing. More...
 
Standard_Transientoperator= (const Standard_Transient &)
 Assignment operator, needed to avoid copying reference counter. More...
 
virtual ~Standard_Transient ()
 Destructor must be virtual. More...
 
virtual void Delete () const
 Memory deallocator for transient classes. More...
 
virtual const opencascade::handle< Standard_Type > & DynamicType () const
 Returns a type descriptor about this object. More...
 
Standard_Boolean IsInstance (const opencascade::handle< Standard_Type > &theType) const
 Returns a true value if this is an instance of Type. More...
 
Standard_Boolean IsInstance (const Standard_CString theTypeName) const
 Returns a true value if this is an instance of TypeName. More...
 
Standard_Boolean IsKind (const opencascade::handle< Standard_Type > &theType) const
 Returns true if this is an instance of Type or an instance of any class that inherits from Type. Note that multiple inheritance is not supported by OCCT RTTI mechanism. More...
 
Standard_Boolean IsKind (const Standard_CString theTypeName) const
 Returns true if this is an instance of TypeName or an instance of any class that inherits from TypeName. Note that multiple inheritance is not supported by OCCT RTTI mechanism. More...
 
Standard_TransientThis () const
 Returns non-const pointer to this object (like const_cast). For protection against creating handle to objects allocated in stack or call from constructor, it will raise exception Standard_ProgramError if reference counter is zero. More...
 
Standard_Integer GetRefCount () const
 Get the reference counter of this object. More...
 
void IncrementRefCounter () const
 Increments the reference counter of this object. More...
 
Standard_Integer DecrementRefCounter () const
 Decrements the reference counter of this object; returns the decremented value. More...
 

Protected Member Functions

void computeBoundingBox ()
 Compute bounding box. More...
 
Select3D_BndBox3d applyTransformation ()
 Inner function for transformation application to bounding box of the triangulation. More...
 
const Graphic3d_Vec3getPosVec3 (const Standard_Integer theIndex) const
 Auxiliary getter. More...
 
const Graphic3d_Vec2getPosVec2 (const Standard_Integer theIndex) const
 Auxiliary getter. More...
 
virtual Standard_Boolean overlapsElement (SelectBasics_SelectingVolumeManager &theMgr, Standard_Integer theElemIdx, Standard_Real &theMatchDepth) override
 Checks whether the element with index theIdx overlaps the current selecting volume. More...
 
virtual Standard_Real distanceToCOG (SelectBasics_SelectingVolumeManager &theMgr) override
 Calculates distance from the 3d projection of used-picked screen point to center of the geometry. More...
 
virtual Standard_Boolean elementIsInside (SelectBasics_SelectingVolumeManager &theMgr, const Standard_Integer theElemIdx) override
 Checks whether the entity with index theIdx is inside the current selecting volume. More...
 
- Protected Member Functions inherited from Select3D_SensitiveEntity
 Select3D_SensitiveEntity (const Handle< SelectBasics_EntityOwner > &theOwnerId)
 
- Protected Member Functions inherited from SelectBasics_SensitiveEntity
 SelectBasics_SensitiveEntity (const Handle< SelectBasics_EntityOwner > &theOwnerId)
 

Additional Inherited Members

- Public Types inherited from Standard_Transient
typedef void base_type
 Returns a type descriptor about this object. More...
 
- Static Public Member Functions inherited from Select3D_SensitiveSet
static const Handle< Select3D_BVHBuilder3d > & DefaultBVHBuilder ()
 Return global instance to default BVH builder. More...
 
static void SetDefaultBVHBuilder (const Handle< Select3D_BVHBuilder3d > &theBuilder)
 Assign new BVH builder to be used by default for new sensitive sets (assigning is NOT thread-safe!). More...
 
- Static Public Member Functions inherited from Standard_Transient
static const char * get_type_name ()
 Returns a type descriptor about this object. More...
 
static const opencascade::handle< Standard_Type > & get_type_descriptor ()
 Returns type descriptor of Standard_Transient class. More...
 
- Protected Attributes inherited from Select3D_SensitiveSet
BvhPrimitiveSet myContent
 A link between sensitive entity and BVH_PrimitiveSet. More...
 
Standard_Integer myDetectedIdx
 Index of detected primitive in BVH sorted primitive array. More...
 
- Protected Attributes inherited from SelectBasics_SensitiveEntity
Handle< SelectBasics_EntityOwnermyOwnerId
 
Standard_Integer mySFactor
 

Detailed Description

Sensitive for triangulation or point set defined by Primitive Array. The primitives can be optionally combined into patches within BVH tree to reduce its building time in expense of extra traverse time.

Constructor & Destructor Documentation

◆ Select3D_SensitivePrimitiveArray()

Select3D_SensitivePrimitiveArray::Select3D_SensitivePrimitiveArray ( const Handle< SelectBasics_EntityOwner > &  theOwnerId)

Constructs an empty sensitive object.

Member Function Documentation

◆ applyTransformation()

Select3D_BndBox3d Select3D_SensitivePrimitiveArray::applyTransformation ( )
protected

Inner function for transformation application to bounding box of the triangulation.

◆ BoundingBox()

virtual Select3D_BndBox3d Select3D_SensitivePrimitiveArray::BoundingBox ( )
overridevirtual

Returns bounding box of the triangulation. If location transformation is set, it will be applied.

Reimplemented from Select3D_SensitiveSet.

◆ Box()

virtual Select3D_BndBox3d Select3D_SensitivePrimitiveArray::Box ( const Standard_Integer  theIdx) const
overridevirtual

Returns bounding box of triangle/edge with index theIdx.

Implements Select3D_SensitiveSet.

◆ BVH()

virtual void Select3D_SensitivePrimitiveArray::BVH ( )
overridevirtual

Builds BVH tree for sensitive set.

Reimplemented from Select3D_SensitiveSet.

◆ Center()

virtual Standard_Real Select3D_SensitivePrimitiveArray::Center ( const Standard_Integer  theIdx,
const Standard_Integer  theAxis 
) const
overridevirtual

Returns geometry center of triangle/edge with index theIdx in array along the given axis theAxis.

Implements Select3D_SensitiveSet.

◆ CenterOfGeometry()

virtual gp_Pnt Select3D_SensitivePrimitiveArray::CenterOfGeometry ( ) const
inlineoverridevirtual

Returns center of triangulation. If location transformation is set, it will be applied.

Reimplemented from Select3D_SensitiveSet.

◆ computeBoundingBox()

void Select3D_SensitivePrimitiveArray::computeBoundingBox ( )
protected

Compute bounding box.

◆ distanceToCOG()

virtual Standard_Real Select3D_SensitivePrimitiveArray::distanceToCOG ( SelectBasics_SelectingVolumeManager theMgr)
overrideprotectedvirtual

Calculates distance from the 3d projection of used-picked screen point to center of the geometry.

Implements Select3D_SensitiveSet.

◆ elementIsInside()

virtual Standard_Boolean Select3D_SensitivePrimitiveArray::elementIsInside ( SelectBasics_SelectingVolumeManager theMgr,
const Standard_Integer  theElemIdx 
)
overrideprotectedvirtual

Checks whether the entity with index theIdx is inside the current selecting volume.

Implements Select3D_SensitiveSet.

◆ GetConnected()

virtual Handle< Select3D_SensitiveEntity > Select3D_SensitivePrimitiveArray::GetConnected ( )
overridevirtual

Originally this method intended to return sensitive entity with new location aLocation, but currently sensitive entities do not hold a location, instead HasLocation() and Location() methods call corresponding entity owner's methods. Thus all entities returned by GetConnected() share the same location propagated from corresponding selectable object. You must redefine this function for any type of sensitive entity which can accept another connected sensitive entity.//can be connected to another sensitive entity.

Reimplemented from Select3D_SensitiveEntity.

◆ getPosVec2()

const Graphic3d_Vec2& Select3D_SensitivePrimitiveArray::getPosVec2 ( const Standard_Integer  theIndex) const
inlineprotected

Auxiliary getter.

◆ getPosVec3()

const Graphic3d_Vec3& Select3D_SensitivePrimitiveArray::getPosVec3 ( const Standard_Integer  theIndex) const
inlineprotected

Auxiliary getter.

◆ HasInitLocation()

virtual Standard_Boolean Select3D_SensitivePrimitiveArray::HasInitLocation ( ) const
inlineoverridevirtual

Returns true if the shape corresponding to the entity has init location.

Reimplemented from Select3D_SensitiveEntity.

◆ InitPoints() [1/3]

bool Select3D_SensitivePrimitiveArray::InitPoints ( const Handle< Graphic3d_Buffer > &  theVerts,
const Handle< Graphic3d_IndexBuffer > &  theIndices,
const TopLoc_Location theInitLoc,
const Standard_Integer  theIndexLower,
const Standard_Integer  theIndexUpper,
const bool  theToEvalMinMax = true,
const Standard_Integer  theNbGroups = 1 
)

Initialize the sensitive object from point set. The sub-set of points can be specified by arguments theIndexLower and theIndexUpper (these are for iterating theIndices, not to restrict the actual index values!).

Parameters
theVertsattributes array containing Graphic3d_TOA_POS with type Graphic3d_TOD_VEC3 or Graphic3d_TOD_VEC2
theIndicesindex array defining points
theInitLoclocation
theIndexLowerthe theIndices range - first value (inclusive), starting from 0
theIndexUpperthe theIndices range - last value (inclusive), upto theIndices->NbElements-1
theToEvalMinMaxcompute bounding box within initialization
theNbGroupsnumber of groups to split the vertex array into several parts

◆ InitPoints() [2/3]

bool Select3D_SensitivePrimitiveArray::InitPoints ( const Handle< Graphic3d_Buffer > &  theVerts,
const Handle< Graphic3d_IndexBuffer > &  theIndices,
const TopLoc_Location theInitLoc,
const bool  theToEvalMinMax = true,
const Standard_Integer  theNbGroups = 1 
)
inline

Initialize the sensitive object from point set.

Parameters
theVertsattributes array containing Graphic3d_TOA_POS with type Graphic3d_TOD_VEC3 or Graphic3d_TOD_VEC2
theIndicesindex array to define subset of points
theInitLoclocation
theToEvalMinMaxcompute bounding box within initialization
theNbGroupsnumber of groups to split the vertex array into several parts

◆ InitPoints() [3/3]

bool Select3D_SensitivePrimitiveArray::InitPoints ( const Handle< Graphic3d_Buffer > &  theVerts,
const TopLoc_Location theInitLoc,
const bool  theToEvalMinMax = true,
const Standard_Integer  theNbGroups = 1 
)
inline

Initialize the sensitive object from point set.

Parameters
theVertsattributes array containing Graphic3d_TOA_POS with type Graphic3d_TOD_VEC3 or Graphic3d_TOD_VEC2
theInitLoclocation
theToEvalMinMaxcompute bounding box within initialization
theNbGroupsnumber of groups to split the vertex array into several parts

◆ InitTriangulation() [1/2]

bool Select3D_SensitivePrimitiveArray::InitTriangulation ( const Handle< Graphic3d_Buffer > &  theVerts,
const Handle< Graphic3d_IndexBuffer > &  theIndices,
const TopLoc_Location theInitLoc,
const Standard_Integer  theIndexLower,
const Standard_Integer  theIndexUpper,
const bool  theToEvalMinMax = true,
const Standard_Integer  theNbGroups = 1 
)

Initialize the sensitive object from triangualtion. The sub-triangulation can be specified by arguments theIndexLower and theIndexUpper (these are for iterating theIndices, not to restrict the actual index values!).

Parameters
theVertsattributes array containing Graphic3d_TOA_POS with type Graphic3d_TOD_VEC3 or Graphic3d_TOD_VEC2
theIndicesindex array defining triangulation
theInitLoclocation
theIndexLowerthe theIndices range - first value (inclusive), starting from 0 and multiple by 3
theIndexUpperthe theIndices range - last value (inclusive), upto theIndices->NbElements-1 and multiple by 3
theToEvalMinMaxcompute bounding box within initialization
theNbGroupsnumber of groups to split the vertex array into several parts

◆ InitTriangulation() [2/2]

bool Select3D_SensitivePrimitiveArray::InitTriangulation ( const Handle< Graphic3d_Buffer > &  theVerts,
const Handle< Graphic3d_IndexBuffer > &  theIndices,
const TopLoc_Location theInitLoc,
const bool  theToEvalMinMax = true,
const Standard_Integer  theNbGroups = 1 
)
inline

Initialize the sensitive object from triangualtion.

Parameters
theVertsattributes array containing Graphic3d_TOA_POS with type Graphic3d_TOD_VEC3 or Graphic3d_TOD_VEC2
theIndicesindex array defining triangulation
theInitLoclocation
theToEvalMinMaxcompute bounding box within initialization
theNbGroupsnumber of groups to split the vertex array into several parts

◆ InvInitLocation()

virtual gp_GTrsf Select3D_SensitivePrimitiveArray::InvInitLocation ( ) const
inlineoverridevirtual

Returns inversed location transformation matrix if the shape corresponding to this entity has init location set. Otherwise, returns identity matrix.

Reimplemented from Select3D_SensitiveEntity.

◆ LastDetectedEdgeNode1()

Standard_Integer Select3D_SensitivePrimitiveArray::LastDetectedEdgeNode1 ( ) const
inline

Return the first node of last topmost detected edge or -1 if undefined (axis picking).

◆ LastDetectedEdgeNode2()

Standard_Integer Select3D_SensitivePrimitiveArray::LastDetectedEdgeNode2 ( ) const
inline

Return the second node of last topmost detected edge or -1 if undefined (axis picking).

◆ LastDetectedElement()

Standard_Integer Select3D_SensitivePrimitiveArray::LastDetectedElement ( ) const
inline

Return last topmost detected element or -1 if undefined (axis picking).

◆ LastDetectedElementMap()

const Handle< TColStd_HPackedMapOfInteger >& Select3D_SensitivePrimitiveArray::LastDetectedElementMap ( ) const
inline

Return the index map of last detected elements (rectangle selection).

◆ LastDetectedNode()

Standard_Integer Select3D_SensitivePrimitiveArray::LastDetectedNode ( ) const
inline

Return last topmost detected node or -1 if undefined (axis picking).

◆ LastDetectedNodeMap()

const Handle< TColStd_HPackedMapOfInteger >& Select3D_SensitivePrimitiveArray::LastDetectedNodeMap ( ) const
inline

Return the index map of last detected nodes (rectangle selection).

◆ Matches()

virtual Standard_Boolean Select3D_SensitivePrimitiveArray::Matches ( SelectBasics_SelectingVolumeManager theMgr,
SelectBasics_PickResult thePickResult 
)
overridevirtual

Checks whether the sensitive entity is overlapped by current selecting volume.

Reimplemented from Select3D_SensitiveSet.

◆ NbSubElements()

virtual Standard_Integer Select3D_SensitivePrimitiveArray::NbSubElements ( )
inlineoverridevirtual

Returns the amount of nodes in triangulation.

Implements Select3D_SensitiveEntity.

◆ overlapsElement()

virtual Standard_Boolean Select3D_SensitivePrimitiveArray::overlapsElement ( SelectBasics_SelectingVolumeManager theMgr,
Standard_Integer  theElemIdx,
Standard_Real theMatchDepth 
)
overrideprotectedvirtual

Checks whether the element with index theIdx overlaps the current selecting volume.

Implements Select3D_SensitiveSet.

◆ PatchDistance()

float Select3D_SensitivePrimitiveArray::PatchDistance ( ) const
inline

Maximum allowed distance between consequential elements in patch (ShortRealLast() by default). Has no effect on indexed triangulation.

◆ PatchSizeMax()

Standard_Integer Select3D_SensitivePrimitiveArray::PatchSizeMax ( ) const
inline

Return patch size limit (1 by default).

◆ Set()

virtual void Select3D_SensitivePrimitiveArray::Set ( const Handle< SelectBasics_EntityOwner > &  theOwnerId)
overridevirtual

Sets the owner for all entities in group.

Reimplemented from SelectBasics_SensitiveEntity.

◆ SetDetectEdges()

void Select3D_SensitivePrimitiveArray::SetDetectEdges ( bool  theToDetect)
inline

Setup keeping of the index of last topmost detected edge (axis picking).

◆ SetDetectElementMap()

void Select3D_SensitivePrimitiveArray::SetDetectElementMap ( bool  theToDetect)

Setup keeping of the index map of last detected elements (rectangle selection).

◆ SetDetectElements()

void Select3D_SensitivePrimitiveArray::SetDetectElements ( bool  theToDetect)
inline

Setup keeping of the index of last topmost detected element (axis picking).

◆ SetDetectNodeMap()

void Select3D_SensitivePrimitiveArray::SetDetectNodeMap ( bool  theToDetect)

Setup keeping of the index map of last detected nodes (rectangle selection).

◆ SetDetectNodes()

void Select3D_SensitivePrimitiveArray::SetDetectNodes ( bool  theToDetect)
inline

Setup keeping of the index of last topmost detected node (for axis picking).

◆ SetMinMax()

void Select3D_SensitivePrimitiveArray::SetMinMax ( double  theMinX,
double  theMinY,
double  theMinZ,
double  theMaxX,
double  theMaxY,
double  theMaxZ 
)
inline

Assign new not transformed bounding box.

◆ SetPatchDistance()

void Select3D_SensitivePrimitiveArray::SetPatchDistance ( const float  thePatchDistMax)
inline

Assign patch distance limit. Should be set before initialization.

◆ SetPatchSizeMax()

void Select3D_SensitivePrimitiveArray::SetPatchSizeMax ( const Standard_Integer  thePatchSizeMax)
inline

Assign patch size limit. Should be set before initialization.

◆ Size()

virtual Standard_Integer Select3D_SensitivePrimitiveArray::Size ( ) const
overridevirtual

Returns the length of array of triangles or edges.

Implements Select3D_SensitiveSet.

◆ Swap()

virtual void Select3D_SensitivePrimitiveArray::Swap ( const Standard_Integer  theIdx1,
const Standard_Integer  theIdx2 
)
overridevirtual

Swaps items with indexes theIdx1 and theIdx2 in array.

Implements Select3D_SensitiveSet.

◆ ToDetectEdges()

bool Select3D_SensitivePrimitiveArray::ToDetectEdges ( ) const
inline

Return flag to keep index of last topmost detected edge, FALSE by default.

◆ ToDetectElementMap()

bool Select3D_SensitivePrimitiveArray::ToDetectElementMap ( ) const
inline

Return flag to keep index map of last detected elements, FALSE by default (rectangle selection).

◆ ToDetectElements()

bool Select3D_SensitivePrimitiveArray::ToDetectElements ( ) const
inline

Return flag to keep index of last topmost detected element, TRUE by default.

◆ ToDetectNodeMap()

bool Select3D_SensitivePrimitiveArray::ToDetectNodeMap ( ) const
inline

Return flag to keep index map of last detected nodes, FALSE by default (rectangle selection).

◆ ToDetectNodes()

bool Select3D_SensitivePrimitiveArray::ToDetectNodes ( ) const
inline

Return flag to keep index of last topmost detected node, FALSE by default.


The documentation for this class was generated from the following file: