solvespace/dsc.h
Jonathan Westhues 0a56a63417 Add a trim command. I can now do circles (or arcs) against lines,
or lines against lines. The constraints get rather screwed up
afterwards, of course.

So make arcs with the endpoints coincident into circles, instead
of nothings; since the first split of a circle produces that.

And don't warn after deleting just point-coincident or horiz/vert
constraints as a dependency; that's just a nuisance, because it
happens too often.

[git-p4: depot-paths = "//depot/solvespace/": change = 1884]
2009-01-03 04:27:33 -08:00

234 lines
5.8 KiB
C++

#ifndef __DSC_H
#define __DSC_H
typedef unsigned long DWORD;
typedef unsigned char BYTE;
class Vector;
class Point2d;
class hEntity;
class hParam;
class Quaternion {
public:
// a + (vx)*i + (vy)*j + (vz)*k
double w, vx, vy, vz;
static Quaternion From(double w, double vx, double vy, double vz);
static Quaternion From(hParam w, hParam vx, hParam vy, hParam vz);
static Quaternion From(Vector u, Vector v);
Quaternion Plus(Quaternion b);
Quaternion Minus(Quaternion b);
Quaternion ScaledBy(double s);
double Magnitude(void);
Quaternion WithMagnitude(double s);
// Call a rotation matrix [ u' v' n' ]'; this returns the first and
// second rows, where that matrix is generated by this quaternion
Vector RotationU(void);
Vector RotationV(void);
Vector RotationN(void);
Vector Rotate(Vector p);
Quaternion ToThe(double p);
Quaternion Inverse(void);
Quaternion Times(Quaternion b);
};
class Vector {
public:
double x, y, z;
static Vector From(double x, double y, double z);
static Vector From(hParam x, hParam y, hParam z);
static Vector AtIntersectionOfPlanes(Vector n1, double d1,
Vector n2, double d2);
static Vector AtIntersectionOfLines(Vector a0, Vector a1,
Vector b0, Vector b1,
bool *skew);
double Element(int i);
bool Equals(Vector v, double tol=LENGTH_EPS);
bool EqualsExactly(Vector v);
Vector Plus(Vector b);
Vector Minus(Vector b);
Vector Negated(void);
Vector Cross(Vector b);
double Dot(Vector b);
Vector Normal(int which);
Vector RotatedAbout(Vector orig, Vector axis, double theta);
Vector RotatedAbout(Vector axis, double theta);
Vector DotInToCsys(Vector u, Vector v, Vector n);
Vector ScaleOutOfCsys(Vector u, Vector v, Vector n);
double DistanceToLine(Vector p0, Vector dp);
bool OnLineSegment(Vector a, Vector b);
Vector ClosestPointOnLine(Vector p0, Vector dp);
double Magnitude(void);
double MagSquared(void);
Vector WithMagnitude(double s);
Vector ScaledBy(double s);
Vector ProjectInto(hEntity wrkpl);
Vector ProjectVectorInto(hEntity wrkpl);
double DivPivoting(Vector delta);
Vector ClosestOrtho(void);
Point2d Project2d(Vector u, Vector v);
};
class Point2d {
public:
double x, y;
Point2d Plus(Point2d b);
Point2d Minus(Point2d b);
Point2d ScaledBy(double s);
double DistanceTo(Point2d p);
double DistanceToLine(Point2d p0, Point2d dp, bool segment);
double Magnitude(void);
Point2d WithMagnitude(double v);
};
template <class T, class H>
class IdList {
public:
T *elem;
int n;
int elemsAllocated;
H AddAndAssignId(T *t) {
int i;
DWORD id = 0;
for(i = 0; i < n; i++) {
id = max(id, elem[i].h.v);
}
t->h.v = (id + 1);
Add(t);
return t->h;
}
void Add(T *t) {
if(n >= elemsAllocated) {
elemsAllocated = (elemsAllocated + 32)*2;
elem = (T *)MemRealloc(elem, elemsAllocated*sizeof(elem[0]));
}
int first = 0, last = n;
// We know that we must insert within the closed interval [first,last]
while(first != last) {
int mid = (first + last)/2;
H hm = elem[mid].h;
if(hm.v > t->h.v) {
last = mid;
} else if(hm.v < t->h.v) {
first = mid + 1;
} else {
oops();
}
}
int i = first;
memmove(elem+i+1, elem+i, (n-i)*sizeof(elem[0]));
elem[i] = *t;
n++;
}
T *FindById(H h) {
T *t = FindByIdNoOops(h);
if(!t) {
dbp("failed to look up item %08x, searched %d items", h.v, n);
oops();
}
return t;
}
T *FindByIdNoOops(H h) {
int first = 0, last = n-1;
while(first <= last) {
int mid = (first + last)/2;
H hm = elem[mid].h;
if(hm.v > h.v) {
last = mid-1; // and first stays the same
} else if(hm.v < h.v) {
first = mid+1; // and last stays the same
} else {
return &(elem[mid]);
}
}
return NULL;
}
void ClearTags(void) {
int i;
for(i = 0; i < n; i++) {
elem[i].tag = 0;
}
}
void Tag(H h, int tag) {
int i;
for(i = 0; i < n; i++) {
if(elem[i].h.v == h.v) {
elem[i].tag = tag;
}
}
}
void RemoveTagged(void) {
int src, dest;
dest = 0;
for(src = 0; src < n; src++) {
if(elem[src].tag) {
// this item should be deleted
} else {
if(src != dest) {
elem[dest] = elem[src];
}
dest++;
}
}
n = dest;
// and elemsAllocated is untouched, because we didn't resize
}
void RemoveById(H h) {
ClearTags();
FindById(h)->tag = 1;
RemoveTagged();
}
void MoveSelfInto(IdList<T,H> *l) {
memcpy(l, this, sizeof(*this));
elemsAllocated = n = 0;
elem = NULL;
}
void DeepCopyInto(IdList<T,H> *l) {
l->elem = (T *)MemAlloc(elemsAllocated * sizeof(elem[0]));
memcpy(l->elem, elem, elemsAllocated * sizeof(elem[0]));
l->elemsAllocated = elemsAllocated;
l->n = n;
}
void Clear(void) {
elemsAllocated = n = 0;
if(elem) MemFree(elem);
elem = NULL;
}
};
class NameStr {
public:
char str[64];
inline void strcpy(char *in) {
memcpy(str, in, min(strlen(in)+1, sizeof(str)));
str[sizeof(str)-1] = '\0';
}
};
#endif