src/basics.cpp

Sat, 04 Mar 2017 00:54:46 +0200

author
Teemu Piippo <teemu@hecknology.net>
date
Sat, 04 Mar 2017 00:54:46 +0200
changeset 1181
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parent 1177
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child 1305
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permissions
-rw-r--r--

Added polar grid rendering (which is disabled for now).

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1 /*
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2 * LDForge: LDraw parts authoring CAD
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9ce9496427f2 Happy new year 2017!
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3 * Copyright (C) 2013 - 2017 Teemu Piippo
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4 *
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5 * This program is free software: you can redistribute it and/or modify
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6 * it under the terms of the GNU General Public License as published by
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7 * the Free Software Foundation, either version 3 of the License, or
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8 * (at your option) any later version.
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9 *
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10 * This program is distributed in the hope that it will be useful,
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11 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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12 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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13 * GNU General Public License for more details.
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14 *
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15 * You should have received a copy of the GNU General Public License
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16 * along with this program. If not, see <http://www.gnu.org/licenses/>.
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17 */
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18
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19 #include "miscallenous.h"
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20 #include "linetypes/modelobject.h"
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21 #include "lddocument.h"
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22
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23 Vertex::Vertex() :
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24 QVector3D() {}
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25
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26 Vertex::Vertex (const QVector3D& a) :
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27 QVector3D (a) {}
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28
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29 Vertex::Vertex (qreal xpos, qreal ypos, qreal zpos) :
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30 QVector3D(xpos, ypos, zpos) {}
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31
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32
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33 void Vertex::transform (const Matrix& matrix, const Vertex& pos)
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34 {
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35 double x2 = (matrix(0, 0) * x()) + (matrix(0, 1) * y()) + (matrix(0, 2) * z()) + pos.x();
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36 double y2 = (matrix(1, 0) * x()) + (matrix(1, 1) * y()) + (matrix(1, 2) * z()) + pos.y();
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37 double z2 = (matrix(2, 0) * x()) + (matrix(2, 1) * y()) + (matrix(2, 2) * z()) + pos.z();
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38 setX (x2);
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39 setY (y2);
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40 setZ (z2);
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41 }
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42
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43 void Vertex::apply (ApplyFunction func)
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44 {
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45 double newX = x(), newY = y(), newZ = z();
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46 func (X, newX);
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47 func (Y, newY);
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48 func (Z, newZ);
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49 *this = Vertex (newX, newY, newZ);
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50 }
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51
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52 void Vertex::apply (ApplyConstFunction func) const
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53 {
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54 func (X, x());
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55 func (Y, y());
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56 func (Z, z());
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57 }
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58
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59 double Vertex::operator[] (Axis ax) const
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60 {
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61 switch (ax)
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62 {
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63 case X: return x();
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64 case Y: return y();
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65 case Z: return z();
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66 }
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67
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68 return 0.0;
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69 }
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70
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71 void Vertex::setCoordinate (Axis ax, qreal value)
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72 {
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73 switch (ax)
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74 {
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75 case X: setX (value); break;
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76 case Y: setY (value); break;
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77 case Z: setZ (value); break;
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78 }
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79 }
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80
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81 QString Vertex::toString (bool mangled) const
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82 {
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83 if (mangled)
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84 return format ("(%1, %2, %3)", x(), y(), z());
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85
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86 return format ("%1 %2 %3", x(), y(), z());
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87 }
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88
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89 Vertex Vertex::operator* (qreal scalar) const
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90 {
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91 return Vertex (x() * scalar, y() * scalar, z() * scalar);
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92 }
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93
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94 Vertex& Vertex::operator+= (const Vertex& other)
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95 {
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96 setX (x() + other.x());
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97 setY (y() + other.y());
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98 setZ (z() + other.z());
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99 return *this;
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100 }
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101
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102 Vertex Vertex::operator+ (const Vertex& other) const
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103 {
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104 Vertex result (*this);
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105 result += other;
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106 return result;
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107 }
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108
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109 Vertex& Vertex::operator*= (qreal scalar)
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110 {
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111 setX (x() * scalar);
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112 setY (y() * scalar);
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113 setZ (z() * scalar);
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114 return *this;
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115 }
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116
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117 bool Vertex::operator< (const Vertex& other) const
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118 {
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119 if (x() != other.x()) return x() < other.x();
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120 if (y() != other.y()) return y() < other.y();
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121 if (z() != other.z()) return z() < other.z();
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122 return false;
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123 }
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124
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125 /*
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127 */
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128 Vertex Vertex::transformed(const GLRotationMatrix& matrix) const
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129 {
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130 return {
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131 matrix(0, 0) * x() + matrix(0, 1) * y() + matrix(0, 2) * z(),
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132 matrix(1, 0) * x() + matrix(1, 1) * y() + matrix(1, 2) * z(),
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133 matrix(2, 0) * x() + matrix(2, 1) * y() + matrix(2, 2) * z(),
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134 };
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135 }
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136
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137 // =============================================================================
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138 //
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139 BoundingBox::BoundingBox()
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140 {
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141 reset();
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142 }
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143
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144 // =============================================================================
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145 //
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146 BoundingBox& BoundingBox::operator<< (const Vertex& v)
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147 {
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148 calcVertex (v);
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149 return *this;
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150 }
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151
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152 // =============================================================================
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153 //
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154 void BoundingBox::calcVertex (const Vertex& vertex)
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155 {
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156 m_vertex0.setX (qMin (vertex.x(), m_vertex0.x()));
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157 m_vertex0.setY (qMin (vertex.y(), m_vertex0.y()));
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158 m_vertex0.setZ (qMin (vertex.z(), m_vertex0.z()));
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159 m_vertex1.setX (qMax (vertex.x(), m_vertex1.x()));
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160 m_vertex1.setY (qMax (vertex.y(), m_vertex1.y()));
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161 m_vertex1.setZ (qMax (vertex.z(), m_vertex1.z()));
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162 m_isEmpty = false;
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163 }
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164
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165 // =============================================================================
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166 //
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167 // Clears the bounding box
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168 //
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169 void BoundingBox::reset()
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170 {
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171 m_vertex0 = Vertex (10000.0, 10000.0, 10000.0);
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172 m_vertex1 = Vertex (-10000.0, -10000.0, -10000.0);
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173 m_isEmpty = true;
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174 }
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175
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176 // =============================================================================
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177 //
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178 // Returns the length of the bounding box on the longest measure.
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179 //
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180 double BoundingBox::longestMeasurement() const
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181 {
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182 double xscale = (m_vertex0.x() - m_vertex1.x());
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183 double yscale = (m_vertex0.y() - m_vertex1.y());
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184 double zscale = (m_vertex0.z() - m_vertex1.z());
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185 double size = zscale;
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186
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187 if (xscale > yscale)
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188 {
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189 if (xscale > zscale)
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190 size = xscale;
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191 }
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192 else if (yscale > zscale)
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193 size = yscale;
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194
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195 if (qAbs (size) >= 2.0)
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196 return qAbs (size / 2);
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197
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198 return 1.0;
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199 }
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200
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201 // =============================================================================
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202 //
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203 // Yields the center of the bounding box.
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204 //
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205 Vertex BoundingBox::center() const
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206 {
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207 return Vertex (
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208 (m_vertex0.x() + m_vertex1.x()) / 2,
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209 (m_vertex0.y() + m_vertex1.y()) / 2,
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210 (m_vertex0.z() + m_vertex1.z()) / 2);
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211 }
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212
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213 bool BoundingBox::isEmpty() const
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214 {
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215 return m_isEmpty;
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216 }
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217
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218 const Vertex& BoundingBox::vertex0() const
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219 {
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220 return m_vertex0;
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221 }
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222
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223 const Vertex& BoundingBox::vertex1() const
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224 {
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225 return m_vertex1;
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226 }
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227
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228 // http://stackoverflow.com/a/18204188/3629665
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229 template<typename T>
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230 inline int rotl10(T x)
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231 {
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232 return (((x) << 10) | (((x) >> 22) & 0x000000ff));
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233 }
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234
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235 template<typename T>
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236 inline int rotl20(T x)
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237 {
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238 return (((x) << 20) | (((x) >> 12) & 0x000000ff));
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239 }
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240
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241 uint qHash(const Vertex& key)
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242 {
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243 return qHash(key.x()) ^ rotl10(qHash(key.y())) ^ rotl20(qHash(key.z()));
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244 }
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245
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246 /*
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247 * getRadialPoint
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248 *
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249 * Gets an ordinate of a point in circle.
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250 * If func == sin, then this gets the Y co-ordinate, if func == cos, then X co-ordinate.
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251 */
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252 double getRadialPoint(int segment, int divisions, double(*func)(double))
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253 {
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254 return (*func)((segment * 2 * pi) / divisions);
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255 }
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256
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257 /*
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258 * makeCircle
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259 *
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260 * Creates a possibly partial circle rim.
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261 * Divisions is how many segments the circle makes if up if it's full.
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262 * Segments is now many segments are added.
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263 * Radius is the radius of the circle.
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264 *
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265 * If divisions == segments, this yields a full circle rim.
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266 * The rendered circle is returned as a vector of lines.
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267 */
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268 QVector<QLineF> makeCircle(int segments, int divisions, double radius)
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269 {
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270 QVector<QLineF> lines;
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271
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272 for (int i = 0; i < segments; ++i)
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273 {
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274 double x0 = radius * getRadialPoint(i, divisions, cos);
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275 double x1 = radius * getRadialPoint(i + 1, divisions, cos);
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276 double z0 = radius * getRadialPoint(i, divisions, sin);
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277 double z1 = radius * getRadialPoint(i + 1, divisions, sin);
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278 lines.append(QLineF {QPointF {x0, z0}, QPointF {x1, z1}});
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279 }
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280
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281 return lines;
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282 }
1181
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283
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284 /*
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285 * Computes the shortest distance from a point to a rectangle.
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286 *
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287 * The code originates from the Unity3D wiki, and was translated from C# to Qt by me (Teemu Piippo):
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288 *
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289 * Original code:
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290 * http://wiki.unity3d.com/index.php/Distance_from_a_point_to_a_rectangle
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291 *
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292 * Copyright 2013 Philip Peterson.
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293 *
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294 * Permission is hereby granted, free of charge, to any person obtaining a copy
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295 * of this software and associated documentation files (the "Software"), to
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296 * deal in the Software without restriction, including without limitation the
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297 * rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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298 * sell copies of the Software, and to permit persons to whom the Software is
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299 * furnished to do so, subject to the following conditions:
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300 *
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301 * The above copyright notice and this permission notice shall be included in
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302 * all copies or substantial portions of the Software.
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303 *
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304 * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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305 * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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306 * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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307 * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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308 * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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309 * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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310 * IN THE SOFTWARE.
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311 */
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312 qreal distanceFromPointToRectangle(const QPointF& point, const QRectF& rectangle)
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313 {
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314 // Calculate a distance between a point and a rectangle.
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315 // The area around/in the rectangle is defined in terms of
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316 // several regions:
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317 //
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318 // O--x
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319 // |
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320 // y
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321 //
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322 //
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323 // I | II | III
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324 // ======+==========+====== --yMin
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325 // VIII | IX (in) | IV
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326 // ======+==========+====== --yMax
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327 // VII | VI | V
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328 //
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329 //
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330 // Note that the +y direction is down because of Unity's GUI coordinates.
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331
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332 if (point.x() < rectangle.left())
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333 {
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334 // Region I, VIII, or VII
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335 if (point.y() < rectangle.top()) // I
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336 return QLineF {point, rectangle.topLeft()}.length();
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337 else if (point.y() > rectangle.bottom()) // VII
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338 return QLineF {point, rectangle.bottomLeft()}.length();
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339 else // VIII
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340 return rectangle.left() - point.x();
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341 }
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342 else if (point.x() > rectangle.right())
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343 {
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344 // Region III, IV, or V
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345 if (point.y() < rectangle.top()) // III
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346 return QLineF {point, rectangle.topRight()}.length();
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347 else if (point.y() > rectangle.bottom()) // V
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348 return QLineF {point, rectangle.bottomRight()}.length();
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349 else // IV
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350 return point.x() - rectangle.right();
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351 }
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352 else
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353 {
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354 // Region II, IX, or VI
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355 if (point.y() < rectangle.top()) // II
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356 return rectangle.top() - point.y();
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357 else if (point.y() > rectangle.bottom()) // VI
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358 return point.y() - rectangle.bottom();
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359 else // IX
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360 return 0;
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361 }
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362 }

mercurial