Files
create/src/Base/Tools3D.cpp
2025-10-14 10:00:04 -05:00

272 lines
7.2 KiB
C++

// SPDX-License-Identifier: LGPL-2.1-or-later
/***************************************************************************
* Copyright (c) 2022 Werner Mayer <wmayer[at]users.sourceforge.net> *
* *
* This file is part of the FreeCAD CAx development system. *
* *
* This library is free software; you can redistribute it and/or *
* modify it under the terms of the GNU Library General Public *
* License as published by the Free Software Foundation; either *
* version 2 of the License, or (at your option) any later version. *
* *
* This library 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 Library General Public License for more details. *
* *
* You should have received a copy of the GNU Library General Public *
* License along with this library; see the file COPYING.LIB. If not, *
* write to the Free Software Foundation, Inc., 59 Temple Place, *
* Suite 330, Boston, MA 02111-1307, USA *
* *
***************************************************************************/
#include "BoundBox.h"
#include "Placement.h"
#include "Tools3D.h"
using namespace Base;
template<typename float_type>
Line3<float_type>::Line3(const Vector3<float_type>& p1, const Vector3<float_type>& p2)
: p1(p1)
, p2(p2)
{}
template<typename float_type>
bool Line3<float_type>::operator==(const Line3<float_type>& line) const
{
return (p1 == line.p1 && p2 == line.p2);
}
template<typename float_type>
float_type Line3<float_type>::Length() const
{
return Base::Distance(p1, p2);
}
template<typename float_type>
float_type Line3<float_type>::SqrLength() const
{
return Base::DistanceP2(p1, p2);
}
template<typename float_type>
BoundBox3<float_type> Line3<float_type>::CalcBoundBox() const
{
BoundBox3<float_type> box;
box.Add(p1);
box.Add(p2);
return box;
}
template<typename float_type>
Vector3<float_type> Line3<float_type>::GetBase() const
{
return p1;
}
template<typename float_type>
Vector3<float_type> Line3<float_type>::GetDirection() const
{
return p2 - p1;
}
template<typename float_type>
void Line3<float_type>::Transform(const Base::Matrix4D& mat)
{
mat.multVec(p1, p1);
mat.multVec(p2, p2);
}
template<typename float_type>
void Line3<float_type>::Transform(const Base::Placement& plm)
{
plm.multVec(p1, p1);
plm.multVec(p2, p2);
}
template<typename float_type>
void Line3<float_type>::Transform(const Base::Rotation& rot)
{
rot.multVec(p1, p1);
rot.multVec(p2, p2);
}
template<typename float_type>
Line3<float_type> Line3<float_type>::Transformed(const Base::Matrix4D& mat) const
{
Line3<float_type> line(*this);
line.Transform(mat);
return line;
}
template<typename float_type>
Line3<float_type> Line3<float_type>::Transformed(const Base::Placement& plm) const
{
Line3<float_type> line(*this);
line.Transform(plm);
return line;
}
template<typename float_type>
Line3<float_type> Line3<float_type>::Transformed(const Base::Rotation& rot) const
{
Line3<float_type> line(*this);
line.Transform(rot);
return line;
}
template<typename float_type>
bool Line3<float_type>::Contains(const Vector3<float_type>& pt) const
{
return Contains(pt, Vector3<float_type>::epsilon());
}
template<typename float_type>
bool Line3<float_type>::Contains(const Vector3<float_type>& pt, float_type eps) const
{
Vector3<float_type> v1 = p1 - pt;
Vector3<float_type> v2 = p2 - pt;
Vector3<float_type> v3 = p2 - p1;
float_type dot = v1.Dot(v2);
if (dot > eps) {
return false;
}
return v3.Cross(v1).Length() < eps;
}
template<typename float_type>
Vector3<float_type> Line3<float_type>::FromPos(float_type distance) const
{
Vector3<float_type> dir(p2 - p1);
dir.Normalize();
return p1 + dir * distance;
}
// ----------------------------------------------------------------------------
template<typename float_type>
size_t Polygon3<float_type>::GetSize() const
{
return points.size();
}
template<typename float_type>
void Polygon3<float_type>::Add(const Vector3<float_type>& pnt)
{
points.push_back(pnt);
}
template<typename float_type>
const Vector3<float_type>& Polygon3<float_type>::operator[](size_t pos) const
{
return points[pos];
}
template<typename float_type>
const Vector3<float_type>& Polygon3<float_type>::At(size_t pos) const
{
return points.at(pos);
}
template<typename float_type>
Vector3<float_type>& Polygon3<float_type>::operator[](size_t pos)
{
return points[pos];
}
template<typename float_type>
Vector3<float_type>& Polygon3<float_type>::At(size_t pos)
{
return points.at(pos);
}
template<typename float_type>
bool Polygon3<float_type>::Remove(size_t pos)
{
if (pos < points.size()) {
auto it = points.begin();
std::advance(it, pos);
points.erase(it);
return true;
}
return false;
}
template<typename float_type>
void Polygon3<float_type>::Clear()
{
points.clear();
}
template<typename float_type>
BoundBox3<float_type> Polygon3<float_type>::CalcBoundBox() const
{
BoundBox3<float_type> box;
for (const auto& it : points) {
box.Add(it);
}
return box;
}
template<typename float_type>
void Polygon3<float_type>::Transform(const Base::Matrix4D& mat)
{
for (auto& it : points) {
mat.multVec(it, it);
}
}
template<typename float_type>
void Polygon3<float_type>::Transform(const Base::Placement& plm)
{
for (auto& it : points) {
plm.multVec(it, it);
}
}
template<typename float_type>
void Polygon3<float_type>::Transform(const Base::Rotation& rot)
{
for (auto& it : points) {
rot.multVec(it, it);
}
}
template<typename float_type>
Polygon3<float_type> Polygon3<float_type>::Transformed(const Base::Matrix4D& mat) const
{
Polygon3<float_type> poly(*this);
poly.Transform(mat);
return poly;
}
template<typename float_type>
Polygon3<float_type> Polygon3<float_type>::Transformed(const Base::Placement& plm) const
{
Polygon3<float_type> poly(*this);
poly.Transform(plm);
return poly;
}
template<typename float_type>
Polygon3<float_type> Polygon3<float_type>::Transformed(const Base::Rotation& rot) const
{
Polygon3<float_type> poly(*this);
poly.Transform(rot);
return poly;
}
// explicit template instantiation
namespace Base
{
template class BaseExport Line3<float>;
template class BaseExport Line3<double>;
template class BaseExport Polygon3<float>;
template class BaseExport Polygon3<double>;
} // namespace Base