Files
create/src/Mod/Surface/App/Blending/BlendPoint.cpp
wmayer c2b9eceec1 Surface: several improvements
* fix crash because of incomplete inheritance of BlendPoint and BlendCurve -> do not inherit from BaseClass
  as consequebce make destructor non-virtual and remove getPyObject
* pass std::vector by const reference
* remove unneeded includes
* use more suitable Python exception types
* when returning with null from Python handler then set an exception
* harmonize file guards
* several optimizations or simplifications
* use modern C++
* harmonize command name
* fix copyright note
2022-08-23 16:51:55 +02:00

71 lines
2.5 KiB
C++

/***************************************************************************
* Copyright (c) 2022 Matteo Grellier <matteogrellier@gmail.com> *
* *
* *
* 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 "PreCompiled.h"
#ifndef _PreComp_
#include <Precision.hxx>
#include <Standard_Real.hxx>
#endif
#include "Blending/BlendPoint.h"
#include "Blending/BlendPointPy.h"
using namespace Surface;
BlendPoint::BlendPoint(const std::vector<Base::Vector3d>& vectorList)
: vectors{vectorList}
{
}
BlendPoint::BlendPoint()
{
vectors.emplace_back(Base::Vector3d(0, 0, 0));
}
void BlendPoint::multiply(double f)
{
for (int i = 0; i < nbVectors(); i++) {
vectors[i] *= Pow(f, i);
}
}
void BlendPoint::setSize(double f)
{
if (nbVectors() > 1) {
double il = vectors[1].Length();
if (il > Precision::Confusion()) {
multiply(f / il);
}
}
}
int BlendPoint::getContinuity()
{
return vectors.size() - 1;
}
int BlendPoint::nbVectors()
{
return vectors.size();
}