Sun, 10 Jun 2018 23:07:24 +0300
fixed bugs regarding circular primitives
/* * 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 "quadrilateral.h" LDQuadrilateral::LDQuadrilateral(const Vertex& v1, const Vertex& v2, const Vertex& v3, const Vertex& v4) { setVertex(0, v1); setVertex(1, v2); setVertex(2, v3); setVertex(3, v4); } int LDQuadrilateral::numVertices() const { return 4; } QString LDQuadrilateral::typeName() const { return "quad"; } QString LDQuadrilateral::asText() const { QString result = format("4 %1", color()); for (int i = 0; i < 4; ++i) result += format(" %1", vertex(i)); return result; } int LDQuadrilateral::triangleCount(DocumentManager*) const { return 2; } LDObjectType LDQuadrilateral::type() const { return LDObjectType::Quadrilateral; } /* * Returns whether or not this quadrilateral is co-planar. */ bool LDQuadrilateral::isCoPlanar() const { return planeAngle() < 0.001745329; } /* * Returns the angle between the two planes in this quadrilateral. */ qreal LDQuadrilateral::planeAngle() const { QVector3D vec_1 = QVector3D::crossProduct(vertex(2) - vertex(1), vertex(0) - vertex(1)); QVector3D vec_2 = QVector3D::crossProduct(vertex(0) - vertex(3), vertex(2) - vertex(3)); return vectorAngle(vec_1, vec_2); }