Wed, 08 Mar 2017 22:48:43 +0200
Better encapsulated the BaseConfiguration class.
/* * LDForge: LDraw parts authoring CAD * Copyright (C) 2013 - 2017 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 "miscallenous.h" #include "linetypes/modelobject.h" #include "lddocument.h" Vertex::Vertex() : QVector3D() {} Vertex::Vertex (const QVector3D& a) : QVector3D (a) {} Vertex::Vertex (qreal xpos, qreal ypos, qreal zpos) : QVector3D(xpos, ypos, zpos) {} void Vertex::transform (const Matrix& matrix, const Vertex& pos) { double x2 = (matrix(0, 0) * x()) + (matrix(0, 1) * y()) + (matrix(0, 2) * z()) + pos.x(); double y2 = (matrix(1, 0) * x()) + (matrix(1, 1) * y()) + (matrix(1, 2) * z()) + pos.y(); double z2 = (matrix(2, 0) * x()) + (matrix(2, 1) * y()) + (matrix(2, 2) * z()) + pos.z(); setX (x2); setY (y2); setZ (z2); } void Vertex::apply (ApplyFunction func) { double newX = x(), newY = y(), newZ = z(); func (X, newX); func (Y, newY); func (Z, newZ); *this = Vertex (newX, newY, newZ); } void Vertex::apply (ApplyConstFunction func) const { func (X, x()); func (Y, y()); func (Z, z()); } double Vertex::operator[] (Axis ax) const { switch (ax) { case X: return x(); case Y: return y(); case Z: return z(); } return 0.0; } void Vertex::setCoordinate (Axis ax, qreal value) { switch (ax) { case X: setX (value); break; case Y: setY (value); break; case Z: setZ (value); break; } } QString Vertex::toString (bool mangled) const { if (mangled) return format ("(%1, %2, %3)", x(), y(), z()); return format ("%1 %2 %3", x(), y(), z()); } Vertex Vertex::operator* (qreal scalar) const { return Vertex (x() * scalar, y() * scalar, z() * scalar); } Vertex& Vertex::operator+= (const Vertex& other) { setX (x() + other.x()); setY (y() + other.y()); setZ (z() + other.z()); return *this; } Vertex Vertex::operator+ (const Vertex& other) const { Vertex result (*this); result += other; return result; } Vertex& Vertex::operator*= (qreal scalar) { setX (x() * scalar); setY (y() * scalar); setZ (z() * scalar); return *this; } bool Vertex::operator< (const Vertex& other) const { if (x() != other.x()) return x() < other.x(); if (y() != other.y()) return y() < other.y(); if (z() != other.z()) return z() < other.z(); return false; } /* * Transforms this vertex with a tranformation matrix and returns the result. */ Vertex Vertex::transformed(const GLRotationMatrix& matrix) const { return { matrix(0, 0) * x() + matrix(0, 1) * y() + matrix(0, 2) * z(), matrix(1, 0) * x() + matrix(1, 1) * y() + matrix(1, 2) * z(), matrix(2, 0) * x() + matrix(2, 1) * y() + matrix(2, 2) * z(), }; } // ============================================================================= // BoundingBox::BoundingBox() { reset(); } // ============================================================================= // BoundingBox& BoundingBox::operator<< (const Vertex& v) { calcVertex (v); return *this; } // ============================================================================= // void BoundingBox::calcVertex (const Vertex& vertex) { m_vertex0.setX (qMin (vertex.x(), m_vertex0.x())); m_vertex0.setY (qMin (vertex.y(), m_vertex0.y())); m_vertex0.setZ (qMin (vertex.z(), m_vertex0.z())); m_vertex1.setX (qMax (vertex.x(), m_vertex1.x())); m_vertex1.setY (qMax (vertex.y(), m_vertex1.y())); m_vertex1.setZ (qMax (vertex.z(), m_vertex1.z())); m_isEmpty = false; } // ============================================================================= // // Clears the bounding box // void BoundingBox::reset() { m_vertex0 = Vertex (10000.0, 10000.0, 10000.0); m_vertex1 = Vertex (-10000.0, -10000.0, -10000.0); m_isEmpty = true; } // ============================================================================= // // Returns the length of the bounding box on the longest measure. // double BoundingBox::longestMeasurement() const { double xscale = (m_vertex0.x() - m_vertex1.x()); double yscale = (m_vertex0.y() - m_vertex1.y()); double zscale = (m_vertex0.z() - m_vertex1.z()); double size = zscale; if (xscale > yscale) { if (xscale > zscale) size = xscale; } else if (yscale > zscale) size = yscale; if (qAbs (size) >= 2.0) return qAbs (size / 2); return 1.0; } // ============================================================================= // // Yields the center of the bounding box. // Vertex BoundingBox::center() const { return Vertex ( (m_vertex0.x() + m_vertex1.x()) / 2, (m_vertex0.y() + m_vertex1.y()) / 2, (m_vertex0.z() + m_vertex1.z()) / 2); } bool BoundingBox::isEmpty() const { return m_isEmpty; } const Vertex& BoundingBox::vertex0() const { return m_vertex0; } const Vertex& BoundingBox::vertex1() const { return m_vertex1; } // http://stackoverflow.com/a/18204188/3629665 template<typename T> inline int rotl10(T x) { return (((x) << 10) | (((x) >> 22) & 0x000000ff)); } template<typename T> inline int rotl20(T x) { return (((x) << 20) | (((x) >> 12) & 0x000000ff)); } uint qHash(const Vertex& key) { return qHash(key.x()) ^ rotl10(qHash(key.y())) ^ rotl20(qHash(key.z())); } /* * getRadialPoint * * Gets an ordinate of a point in circle. * If func == sin, then this gets the Y co-ordinate, if func == cos, then X co-ordinate. */ double getRadialPoint(int segment, int divisions, double(*func)(double)) { return (*func)((segment * 2 * pi) / divisions); } /* * 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) { double x0 = radius * getRadialPoint(i, divisions, cos); double x1 = radius * getRadialPoint(i + 1, divisions, cos); double z0 = radius * getRadialPoint(i, divisions, sin); double z1 = radius * getRadialPoint(i + 1, divisions, sin); lines.append(QLineF {QPointF {x0, z0}, QPointF {x1, z1}}); } return lines; } /* * 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. 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; } }