"Professional CMake" book suggest the following: "Targets should build successfully with or without compiler support for precompiled headers. It should be considered an optimization, not a requirement. In particular, do not explicitly include a precompile header (e.g. stdafx.h) in the source code, let CMake force-include an automatically generated precompile header on the compiler command line instead. This is more portable across the major compilers and is likely to be easier to maintain. It will also avoid warnings being generated from certain code checking tools like iwyu (include what you use)." Therefore, removed the "#include <PreCompiled.h>" from sources, also there is no need for the "#ifdef _PreComp_" anymore
184 lines
5.6 KiB
C++
184 lines
5.6 KiB
C++
/***************************************************************************
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* Copyright (c) 2014 Werner Mayer <wmayer[at]users.sourceforge.net> *
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* *
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* This file is part of the FreeCAD CAx development system. *
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* *
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* This library is free software; you can redistribute it and/or *
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* modify it under the terms of the GNU Library General Public *
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* License as published by the Free Software Foundation; either *
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* version 2 of the License, or (at your option) any later version. *
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* *
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* This library is distributed in the hope that it will be useful, *
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* but WITHOUT ANY WARRANTY; without even the implied warranty of *
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
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* GNU Library General Public License for more details. *
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* *
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* You should have received a copy of the GNU Library General Public *
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* License along with this library; see the file COPYING.LIB. If not, *
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* write to the Free Software Foundation, Inc., 51 Franklin Street, *
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* Fifth Floor, Boston, MA 02110-1301, USA *
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* *
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***************************************************************************/
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#include "CoordinateSystem.h"
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#include "Exception.h"
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#include "Matrix.h"
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#include "Placement.h"
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#include "Rotation.h"
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using namespace Base;
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CoordinateSystem::CoordinateSystem()
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: axis(Vector3d(), Vector3d(0, 0, 1))
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, xdir(1, 0, 0)
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, ydir(0, 1, 0)
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{}
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void CoordinateSystem::setAxes(const Axis& vec, const Vector3d& xd)
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{
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if (xd.Sqr() < Base::Vector3d::epsilon()) {
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throw Base::ValueError("Direction is null vector");
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}
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Vector3d yd = vec.getDirection() % xd;
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if (yd.Sqr() < Base::Vector3d::epsilon()) {
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throw Base::ValueError("Direction is parallel to Z-direction");
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}
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ydir = yd;
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ydir.Normalize();
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xdir = ydir % vec.getDirection();
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xdir.Normalize();
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axis.setBase(vec.getBase());
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Base::Vector3d zdir = vec.getDirection();
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zdir.Normalize();
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axis.setDirection(zdir);
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}
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void CoordinateSystem::setAxes(const Vector3d& n, const Vector3d& xd)
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{
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if (xd.Sqr() < Base::Vector3d::epsilon()) {
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throw Base::ValueError("Direction is null vector");
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}
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Vector3d yd = n % xd;
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if (yd.Sqr() < Base::Vector3d::epsilon()) {
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throw Base::ValueError("Direction is parallel to Z-direction");
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}
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ydir = yd;
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ydir.Normalize();
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xdir = ydir % n;
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xdir.Normalize();
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Base::Vector3d zdir = n;
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zdir.Normalize();
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axis.setDirection(zdir);
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}
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void CoordinateSystem::setAxis(const Axis& axis)
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{
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setAxes(axis, xdir);
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}
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void CoordinateSystem::setXDirection(const Vector3d& dir)
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{
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Vector3d yd = axis.getDirection() % dir;
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if (yd.Sqr() < Base::Vector3d::epsilon()) {
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throw Base::ValueError("Direction is parallel to Z-direction");
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}
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ydir = yd;
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ydir.Normalize();
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xdir = ydir % axis.getDirection();
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xdir.Normalize();
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}
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void CoordinateSystem::setYDirection(const Vector3d& dir)
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{
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Vector3d xd = dir % axis.getDirection();
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if (xd.Sqr() < Base::Vector3d::epsilon()) {
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throw Base::ValueError("Direction is parallel to Z-direction");
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}
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xdir = xd;
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xdir.Normalize();
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ydir = axis.getDirection() % xdir;
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ydir.Normalize();
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}
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void CoordinateSystem::setZDirection(const Vector3d& dir)
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{
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setAxes(dir, xdir);
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}
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Placement CoordinateSystem::displacement(const CoordinateSystem& cs) const
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{
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// NOLINTBEGIN
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const Base::Vector3d& a = axis.getBase();
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const Base::Vector3d& zdir = axis.getDirection();
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Base::Matrix4D At;
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At[0][0] = xdir.x;
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At[1][0] = ydir.x;
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At[2][0] = zdir.x;
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At[0][1] = xdir.y;
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At[1][1] = ydir.y;
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At[2][1] = zdir.y;
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At[0][2] = xdir.z;
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At[1][2] = ydir.z;
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At[2][2] = zdir.z;
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Base::Vector3d at = At * a;
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At[0][3] = -at.x;
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At[1][3] = -at.y;
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At[2][3] = -at.z;
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const Base::Vector3d& b = cs.axis.getBase();
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const Base::Vector3d& cszdir = cs.axis.getDirection();
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Base::Matrix4D B;
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B[0][0] = cs.xdir.x;
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B[0][1] = cs.ydir.x;
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B[0][2] = cszdir.x;
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B[0][3] = b.x;
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B[1][0] = cs.xdir.y;
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B[1][1] = cs.ydir.y;
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B[1][2] = cszdir.y;
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B[1][3] = b.y;
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B[2][0] = cs.xdir.z;
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B[2][1] = cs.ydir.z;
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B[2][2] = cszdir.z;
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B[2][3] = b.z;
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Placement PAt(At);
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Placement PB(B);
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Placement C = PB * PAt;
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return C;
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// NOLINTEND
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}
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void CoordinateSystem::transformTo(Vector3d& pnt)
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{
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return pnt.TransformToCoordinateSystem(axis.getBase(), xdir, ydir);
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}
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void CoordinateSystem::transform(const Placement& plm)
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{
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axis *= plm;
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plm.getRotation().multVec(this->xdir, this->xdir);
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plm.getRotation().multVec(this->ydir, this->ydir);
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}
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void CoordinateSystem::transform(const Rotation& rot)
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{
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Vector3d zdir = axis.getDirection();
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rot.multVec(zdir, zdir);
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axis.setDirection(zdir);
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rot.multVec(this->xdir, this->xdir);
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rot.multVec(this->ydir, this->ydir);
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}
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void CoordinateSystem::setPlacement(const Placement& plm)
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{
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Vector3d zdir(0, 0, 1);
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plm.getRotation().multVec(zdir, zdir);
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axis.setBase(plm.getPosition());
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axis.setDirection(zdir);
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plm.getRotation().multVec(Vector3d(1, 0, 0), this->xdir);
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plm.getRotation().multVec(Vector3d(0, 1, 0), this->ydir);
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}
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