Files
create/src/Base/Tools3D.cpp
Markus Reitböck f0eca551b3 Base: use CMake to generate precompiled headers on all platforms
"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
2025-09-14 09:47:01 +02:00

270 lines
7.2 KiB
C++

/***************************************************************************
* 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