Tue, 19 Jun 2018 21:57:39 +0300
fixed chord triangle count formula
/* * LDForge: LDraw parts authoring CAD * Copyright (C) 2013 - 2018 Teemu Piippo * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ #include "geometry.h" #include "../linetypes/modelobject.h" #include "../types/boundingbox.h" /* * LDraw uses 4 points of precision for sin and cos values. Primitives must be generated * accordingly. */ double ldrawsin(double angle) { return roundToDecimals(sin(angle), 4); } double ldrawcos(double angle) { return roundToDecimals(cos(angle), 4); } /* * Returns a point on a circumference. LDraw precision is used. */ QPointF pointOnLDrawCircumference(int segment, int divisions) { double angle = (segment * 2 * pi) / divisions; return {ldrawcos(angle), ldrawsin(angle)}; } /* * makeCircle * * Creates a possibly partial circle rim. * Divisions is how many segments the circle makes if up if it's full. * Segments is now many segments are added. * Radius is the radius of the circle. * * If divisions == segments, this yields a full circle rim. * The rendered circle is returned as a vector of lines. */ QVector<QLineF> makeCircle(int segments, int divisions, double radius) { QVector<QLineF> lines; for (int i = 0; i < segments; i += 1) { QPointF p0 = radius * ::pointOnLDrawCircumference(i, divisions); QPointF p1 = radius * ::pointOnLDrawCircumference(i + 1, divisions); lines.append({p0, p1}); } return lines; } void rotateObjects(float l, float m, float n, double angle, const QVector<LDObject*>& objects) { QVector3D rotationPoint = getRotationPoint (objects).toVector(); QQuaternion orientation = QQuaternion::fromAxisAndAngle({l, m, n}, angle); // Apply the above matrix to everything for (LDObject* obj : objects) { if (obj->numVertices()) { for (int i = 0; i < obj->numVertices(); ++i) { Vertex v = obj->vertex (i); v += rotationPoint; v.rotate(orientation); v -= rotationPoint; obj->setVertex (i, v); } } else if (obj->hasMatrix()) { LDMatrixObject* mo = dynamic_cast<LDMatrixObject*> (obj); QMatrix4x4 matrix = mo->transformationMatrix(); matrix.translate(rotationPoint); matrix.rotate(orientation); matrix.translate(-rotationPoint); mo->setTransformationMatrix(matrix); } } } Vertex getRotationPoint(const QVector<LDObject*>& objs) { switch (static_cast<RotationPoint>(config::rotationPointType())) { case ObjectOrigin: { BoundingBox box; // Calculate center vertex for (LDObject* obj : objs) { for (int i = 0; i < obj->numVertices(); ++i) box << obj->vertex(i); } return box.center(); } case WorldOrigin: return Vertex(); case CustomPoint: return config::customRotationPoint(); } return Vertex(); } /* * Computes the shortest distance from a point to a rectangle. * * The code originates from the Unity3D wiki, and was translated from C# to Qt by me (Teemu Piippo): * * Original code: * http://wiki.unity3d.com/index.php/Distance_from_a_point_to_a_rectangle * * Copyright 2013 Philip Peterson. * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to * deal in the Software without restriction, including without limitation the * rights to use, copy, modify, merge, publish, distribute, sublicense, and/or * sell copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING * FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS * IN THE SOFTWARE. */ qreal distanceFromPointToRectangle(const QPointF& point, const QRectF& rectangle) { // Calculate a distance between a point and a rectangle. // The area around/in the rectangle is defined in terms of // several regions: // // O--x // | // y // // // I | II | III // ======+==========+====== --yMin // VIII | IX (in) | IV // ======+==========+====== --yMax // VII | VI | V // // // Note that the +y direction is down because of Unity's GUI coordinates. // - I don't care which way is +y in this function because I want a distance --TP if (point.x() < rectangle.left()) { // Region I, VIII, or VII if (point.y() < rectangle.top()) // I return QLineF {point, rectangle.topLeft()}.length(); else if (point.y() > rectangle.bottom()) // VII return QLineF {point, rectangle.bottomLeft()}.length(); else // VIII return rectangle.left() - point.x(); } else if (point.x() > rectangle.right()) { // Region III, IV, or V if (point.y() < rectangle.top()) // III return QLineF {point, rectangle.topRight()}.length(); else if (point.y() > rectangle.bottom()) // V return QLineF {point, rectangle.bottomRight()}.length(); else // IV return point.x() - rectangle.right(); } else { // Region II, IX, or VI if (point.y() < rectangle.top()) // II return rectangle.top() - point.y(); else if (point.y() > rectangle.bottom()) // VI return point.y() - rectangle.bottom(); else // IX return 0; } }