solvespace/dsc.h
Jonathan Westhues cc03fe40aa Big structural change; eliminate the Point type in SolveSpace. The
points are now entities like any others; so a line segment request
will generate three entities, the line segment and its endpoints. I
think that's cleaner.

When I do step and repeats (and imports, and other similar), I'll
need a consistent way to assign those entity ids. That assignment
must not change if the sketch is edited. I don't have a clean way
to do that; best thought right now is to keep a record of what maps
have been used previously, and not pick a new map as long as it's
possible to use one that was used previously.

This all means that more crap gets pushed in to the Entity
structure, so that they can keep track of what solver variables
define them. Still seems better, though. I'm closer to ready
to start solving.

[git-p4: depot-paths = "//depot/solvespace/": change = 1673]
2008-04-19 03:09:47 -08:00

168 lines
3.5 KiB
C++

#ifndef __DSC_H
#define __DSC_H
typedef unsigned long DWORD;
typedef unsigned char BYTE;
class Vector;
class Quaternion {
public:
// a + bi + cj + dk
double a, b, c, d;
static Quaternion MakeFrom(double a, double b, double c, double d);
static Quaternion MakeFrom(Vector u, Vector v);
Quaternion Plus(Quaternion y);
Quaternion Minus(Quaternion y);
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);
};
class Vector {
public:
double x, y, z;
static Vector MakeFrom(double x, double y, double z);
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 axis, double theta);
double Magnitude(void);
Vector WithMagnitude(double s);
Vector ScaledBy(double s);
};
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);
};
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]));
if(!elem) oops();
}
elem[n] = *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 i;
for(i = 0; i < n; i++) {
if(elem[i].h.v == h.v) {
return &(elem[i]);
}
}
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 MoveSelfInto(IdList<T,H> *l) {
memcpy(l, this, sizeof(*this));
elemsAllocated = n = 0;
elem = NULL;
}
void Clear(void) {
elemsAllocated = n = 0;
if(elem) free(elem);
elem = NULL;
}
};
class NameStr {
public:
char str[20];
inline void strcpy(char *in) {
memcpy(str, in, min(strlen(in)+1, sizeof(str)));
str[sizeof(str)-1] = '\0';
}
};
#endif