Tue, 07 Jun 2022 20:44:19 +0300
Replaced the tab widget with an MDI area
55 | 1 | #pragma once |
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2 | #include <QPolygonF> |
55 | 3 | #include "basics.h" |
4 | ||
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5 | struct Plane |
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6 | { |
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7 | glm::vec3 normal; |
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8 | glm::vec3 anchor; |
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9 | }; |
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10 | |
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11 | template<int N, typename T = float, glm::qualifier Q = glm::defaultp> |
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12 | struct Line |
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13 | { |
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14 | glm::vec<N, T, Q> direction; |
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15 | glm::vec<N, T, Q> anchor; |
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16 | }; |
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17 | |
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18 | template<int N, typename T = float, glm::qualifier Q = glm::defaultp> |
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19 | struct Ray |
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20 | { |
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21 | glm::vec<N, T, Q> direction; |
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22 | glm::vec<N, T, Q> anchor; |
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23 | }; |
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24 | |
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25 | inline const glm::vec3 origin = {0, 0, 0}; |
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26 | inline const Plane XY = {{0, 0, 1}, origin}; |
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27 | inline const Plane XZ = {{0, 1, 0}, origin}; |
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28 | inline const Plane YZ = {{1, 0, 0}, origin}; |
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29 | |
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30 | struct LineSegment |
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31 | { |
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32 | glm::vec3 p1, p2; |
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33 | }; |
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34 | struct Triangle |
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35 | { |
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36 | glm::vec3 p1, p2, p3; |
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37 | }; |
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38 | struct Quadrilateral |
55 | 39 | { |
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40 | glm::vec3 p1, p2, p3, p4; |
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41 | }; |
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42 | struct ConditionalEdge |
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43 | { |
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44 | glm::vec3 p1, p2; |
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45 | glm::vec3 c1, c2; |
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46 | }; |
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47 | struct LineSegment2D |
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48 | { |
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49 | glm::vec2 p1, p2; |
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50 | }; |
55 | 51 | |
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52 | // get polygon type from amount of points |
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53 | template<int N> |
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54 | struct PolygonType {}; |
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55 | template<> |
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56 | struct PolygonType<2> { using type = LineSegment; }; |
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57 | template<> |
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58 | struct PolygonType<3> { using type = Triangle; }; |
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59 | template<> |
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60 | struct PolygonType<4> { using type = Quadrilateral; }; |
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61 | template<int N> |
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62 | using Polygon = typename PolygonType<N>::type; |
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63 | |
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64 | /** |
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65 | * @brief Computes a line from two points |
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66 | * @param point_1 |
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67 | * @param point_2 |
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68 | * @return line |
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69 | */ |
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70 | template<int N, typename T, glm::qualifier Q> |
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71 | Line<N, T, Q> lineFromPoints(const glm::vec<N, T, Q>& point_1, const glm::vec<N, T, Q>& point_2) |
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72 | { |
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73 | return {point_2 - point_1, point_1}; |
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74 | } |
71
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75 | |
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76 | template<int N, typename T, glm::qualifier Q> |
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77 | Ray<N, T, Q> rayFromPoints(const glm::vec<N, T, Q>& point_1, const glm::vec<N, T, Q>& point_2) |
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78 | { |
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79 | return {point_2 - point_1, point_1}; |
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80 | } |
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81 | |
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82 | template<int N, typename T, glm::qualifier Q> |
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83 | Line<N, T, Q> rayToLine(const Ray<N, T, Q>& ray) |
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84 | { |
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85 | return {ray.direction, ray.anchor}; |
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86 | } |
55 | 87 | |
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88 | enum class RectangleSide |
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89 | { |
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90 | Top, |
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91 | Left, |
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92 | Bottom, |
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93 | Right |
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94 | }; |
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95 | |
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96 | struct PointOnRectagle |
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97 | { |
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98 | glm::vec2 position; |
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99 | RectangleSide side; |
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100 | }; |
200 | 101 | |
201
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102 | std::optional<glm::vec2> lineLineIntersection(const Line<2>& line_1, const Line<2>& line_2); |
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103 | std::optional<glm::vec2> rayLineSegmentIntersection(const Ray<2>& ray, const LineSegment2D& line); |
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104 | std::optional<PointOnRectagle> rayRectangleIntersection(const Ray<2>& ray, const QRectF& rectangle); |
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105 | Plane planeFromTriangle(const Triangle& triangle); |
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106 | glm::vec3 normalVector(const Triangle& triangle); |
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107 | std::optional<glm::vec3> linePlaneIntersection( |
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108 | const Line<3>& line, |
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109 | const Plane& plane, const float epsilon = 1e-6f); |
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110 | glm::vec3 scalingVector(const glm::mat4 matrix); |
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111 | LineSegment2D top(const QRectF& rectangle); |
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112 | LineSegment2D bottom(const QRectF& rectangle); |
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113 | LineSegment2D left(const QRectF& rectangle); |
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114 | LineSegment2D right(const QRectF& rectangle); |
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115 | bool isConvex(const std::vector<glm::vec3>& polygon); |
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116 | Winding winding(const QPolygonF& polygon); |
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117 | struct ScalingExtract |
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118 | { |
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119 | glm::vec3 scaling; |
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120 | glm::mat4 unscaled; |
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121 | }; |
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122 | ScalingExtract extractScaling(const glm::mat4& matrix); |
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123 | |
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124 | struct NPolygon |
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125 | { |
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126 | std::vector<glm::vec3> points; |
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127 | }; |
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128 | |
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129 | inline constexpr bool isclose(const glm::vec3& a, const glm::vec3& b) |
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130 | { |
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131 | return qFuzzyCompare(a.x, b.x) |
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132 | and qFuzzyCompare(a.y, b.y) |
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133 | and qFuzzyCompare(a.z, b.z); |
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134 | } |
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135 | |
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136 | struct CircleF |
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137 | { |
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138 | QPointF center; |
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139 | qreal radius; |
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140 | }; |
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141 | |
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142 | /** |
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143 | * @brief Inscribes a circle |
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144 | * @param circle |
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145 | * @return a QRectF that inscribes the specified circle |
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146 | */ |
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147 | inline constexpr QRectF inscribe(const CircleF& circle) |
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148 | { |
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149 | return { |
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150 | circle.center.x() - circle.radius, |
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151 | circle.center.y() - circle.radius, |
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152 | circle.radius * 2, |
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153 | circle.radius * 2 |
200 | 154 | }; |
201
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155 | } |
55 | 156 | |
201
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157 | struct BezierCurve |
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158 | { |
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159 | glm::vec3 points[4]; |
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160 | const glm::vec3& operator[](int x) const |
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161 | { |
201
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162 | Q_ASSERT(x >= 0 and x < 4); |
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163 | return this->points[x]; |
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164 | } |
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165 | glm::vec3& operator[](int x) |
106 | 166 | { |
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167 | Q_ASSERT(x >= 0 and x < 4); |
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168 | return this->points[x]; |
106 | 169 | } |
201
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170 | }; |
108 | 171 | |
201
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172 | glm::vec3 pointOnCurve(const BezierCurve& curve, float t); |
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173 | glm::vec3 derivativeOnCurve(const BezierCurve& curve, float t); |