src/linetypes/quadrilateral.cpp

Sun, 10 Jun 2018 23:25:08 +0300

author
Teemu Piippo <teemu@hecknology.net>
date
Sun, 10 Jun 2018 23:25:08 +0300
changeset 1402
8bbf2af8c3f5
parent 1390
3eace926af7f
permissions
-rw-r--r--

some rework in description

/*
 *  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::iconName() 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);
}

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