171 lines
6.4 KiB
C++
171 lines
6.4 KiB
C++
/***************************************************************************
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* Copyright (c) Jürgen Riegel (juergen.riegel@web.de) 2002 *
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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., 59 Temple Place, *
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* Suite 330, Boston, MA 02111-1307, USA *
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* *
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***************************************************************************/
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#ifndef _AppComplexGeoData_h_
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#define _AppComplexGeoData_h_
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#include <Base/Placement.h>
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#include <Base/Persistence.h>
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#include <Base/Handle.h>
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#include <Base/Matrix.h>
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#include <Base/BoundBox.h>
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#include <Base/Rotation.h>
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#ifdef __GNUC__
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# include <stdint.h>
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#endif
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namespace Data
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{
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/** Segments
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* Subelement type of the ComplexGeoData type
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* It is used to split an object in further sub-parts.
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*/
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class AppExport Segment: public Base::BaseClass
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{
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TYPESYSTEM_HEADER();
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public:
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virtual ~Segment(){}
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virtual std::string getName() const=0;
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};
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/** ComplexGeoData Object
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*/
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class AppExport ComplexGeoData: public Base::Persistence, public Base::Handled
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{
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TYPESYSTEM_HEADER();
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public:
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struct Line {uint32_t I1; uint32_t I2;};
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struct Facet {uint32_t I1; uint32_t I2; uint32_t I3;};
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/// Constructor
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ComplexGeoData(void);
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/// Destructor
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virtual ~ComplexGeoData();
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/** @name Subelement management */
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//@{
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/** Sub type list
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* List of different subelement types
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* its NOT a list of the subelements itself
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*/
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virtual std::vector<const char*> getElementTypes(void) const=0;
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virtual unsigned long countSubElements(const char* Type) const=0;
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/// get the subelement by type and number
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virtual Segment* getSubElement(const char* Type, unsigned long) const=0;
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/// get subelement by combined name
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virtual Segment* getSubElementByName(const char* Name) const;
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/** Get lines from segment */
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virtual void getLinesFromSubelement(
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const Segment*,
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std::vector<Base::Vector3d> &Points,
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std::vector<Line> &lines) const;
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/** Get faces from segment */
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virtual void getFacesFromSubelement(
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const Segment*,
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std::vector<Base::Vector3d> &Points,
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std::vector<Base::Vector3d> &PointNormals,
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std::vector<Facet> &faces) const;
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//@}
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/** @name Placement control */
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//@{
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/** Applies an additional transformation to the current transformation. */
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void applyTransform(const Base::Matrix4D& rclTrf);
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/** Applies an additional translation to the current transformation. */
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void applyTranslation(const Base::Vector3d&);
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/** Applies an additional rotation to the current transformation. */
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void applyRotation(const Base::Rotation&);
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/** Override the current transformation with a placement
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* using the setTransform() method.
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*/
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void setPlacement(const Base::Placement& rclPlacement);
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/** Return the current transformation as placement using
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* getTransform().
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*/
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Base::Placement getPlacement() const;
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/** Override the current transformation with the new one.
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* This method has to be handled by the child classes.
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* the actual placement and matrix is not part of this class.
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*/
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virtual void setTransform(const Base::Matrix4D& rclTrf)=0;
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/** Return the current matrix
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* This method has to be handled by the child classes.
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* the actual placement and matrix is not part of this class.
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*/
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virtual Base::Matrix4D getTransform(void) const = 0;
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//@}
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/** @name Modification */
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//@{
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/// Applies a transformation on the real geometric data type
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virtual void transformGeometry(const Base::Matrix4D &rclMat) = 0;
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//@}
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/** @name Getting basic geometric entities */
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//@{
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/// Get the bound box
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virtual Base::BoundBox3d getBoundBox(void)const=0;
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/** Get point from line object intersection */
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virtual Base::Vector3d getPointFromLineIntersection(
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const Base::Vector3f& base,
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const Base::Vector3f& dir) const;
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/** Get points from object with given accuracy */
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virtual void getPoints(std::vector<Base::Vector3d> &Points,
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std::vector<Base::Vector3d> &Normals,
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float Accuracy, uint16_t flags=0) const;
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/** Get lines from object with given accuracy */
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virtual void getLines(std::vector<Base::Vector3d> &Points,std::vector<Line> &lines,
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float Accuracy, uint16_t flags=0) const;
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/** Get faces from object with given accuracy */
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virtual void getFaces(std::vector<Base::Vector3d> &Points,std::vector<Facet> &faces,
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float Accuracy, uint16_t flags=0) const;
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//@}
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protected:
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/// from local to outside
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inline Base::Vector3d transformToOutside(const Base::Vector3f& vec) const
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{
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return getTransform() * Base::Vector3d(vec.x,vec.y,vec.z);
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}
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/// from local to inside
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inline Base::Vector3f transformToInside(const Base::Vector3d& vec) const
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{
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Base::Matrix4D tmpM(getTransform());
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tmpM.inverse();
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Base::Vector3d tmp = tmpM * vec;
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return Base::Vector3f((float)tmp.x,(float)tmp.y,(float)tmp.z);
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}
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};
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} //namespace App
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#endif
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