solvespace/src/constrainteq.cpp

796 lines
30 KiB
C++
Raw Normal View History

//-----------------------------------------------------------------------------
// Given a constraint, generate one or more equations in our symbolic algebra
// system to represent that constraint; also various geometric helper
// functions for that.
//
// Copyright 2008-2013 Jonathan Westhues.
//-----------------------------------------------------------------------------
#include "solvespace.h"
const hConstraint ConstraintBase::NO_CONSTRAINT = { 0 };
bool ConstraintBase::HasLabel() const {
switch(type) {
Convert all enumerations to use `enum class`. Specifically, take the old code that looks like this: class Foo { enum { X = 1, Y = 2 }; int kind; } ... foo.kind = Foo::X; ... and convert it to this: class Foo { enum class Kind : uint32_t { X = 1, Y = 2 }; Kind kind; } ... foo.kind = Foo::Kind::X; (In some cases the enumeration would not be in the class namespace, such as when it is generally useful.) The benefits are as follows: * The type of the field gives a clear indication of intent, both to humans and tools (such as binding generators). * The compiler is able to automatically warn when a switch is not exhaustive; but this is currently suppressed by the default: ssassert(false, ...) idiom. * Integers and plain enums are weakly type checked: they implicitly convert into each other. This can hide bugs where type conversion is performed but not intended. Enum classes are strongly type checked. * Plain enums pollute parent namespaces; enum classes do not. Almost every defined enum we have already has a kind of ad-hoc namespacing via `NAMESPACE_`, which is now explicit. * Plain enums do not have a well-defined ABI size, which is important for bindings. Enum classes can have it, if specified. We specify the base type for all enums as uint32_t, which is a safe choice and allows us to not change the numeric values of any variants. This commit introduces absolutely no functional change to the code, just renaming and change of types. It handles almost all cases, except GraphicsWindow::pending.operation, which needs minor functional change.
2016-05-20 08:31:20 +00:00
case Type::PT_LINE_DISTANCE:
case Type::PT_PLANE_DISTANCE:
case Type::PT_FACE_DISTANCE:
case Type::PT_PT_DISTANCE:
case Type::PROJ_PT_DISTANCE:
case Type::DIAMETER:
case Type::LENGTH_RATIO:
case Type::LENGTH_DIFFERENCE:
case Type::ANGLE:
case Type::COMMENT:
return true;
default:
return false;
}
}
Expr *ConstraintBase::VectorsParallel(int eq, ExprVector a, ExprVector b) {
ExprVector r = a.Cross(b);
// Hairy ball theorem screws me here. There's no clean solution that I
// know, so let's pivot on the initial numerical guess. Our caller
// has ensured that if one of our input vectors is already known (e.g.
// it's from a previous group), then that one's in a; so that one's
// not going to move, and we should pivot on that one.
double mx = fabs((a.x)->Eval());
double my = fabs((a.y)->Eval());
double mz = fabs((a.z)->Eval());
// The basis vector in which the vectors have the LEAST energy is the
// one that we should look at most (e.g. if both vectors lie in the xy
// plane, then the z component of the cross product is most important).
// So find the strongest component of a and b, and that's the component
// of the cross product to ignore.
Expr *e0, *e1;
if(mx > my && mx > mz) {
e0 = r.y; e1 = r.z;
} else if(my > mz) {
e0 = r.z; e1 = r.x;
} else {
e0 = r.x; e1 = r.y;
}
if(eq == 0) return e0;
if(eq == 1) return e1;
ssassert(false, "Unexpected index of equation");
}
Expr *ConstraintBase::PointLineDistance(hEntity wrkpl, hEntity hpt, hEntity hln)
{
EntityBase *ln = SK.GetEntity(hln);
EntityBase *a = SK.GetEntity(ln->point[0]);
EntityBase *b = SK.GetEntity(ln->point[1]);
EntityBase *p = SK.GetEntity(hpt);
if(wrkpl.v == EntityBase::FREE_IN_3D.v) {
ExprVector ep = p->PointGetExprs();
ExprVector ea = a->PointGetExprs();
ExprVector eb = b->PointGetExprs();
ExprVector eab = ea.Minus(eb);
Expr *m = eab.Magnitude();
return ((eab.Cross(ea.Minus(ep))).Magnitude())->Div(m);
} else {
Expr *ua, *va, *ub, *vb;
a->PointGetExprsInWorkplane(wrkpl, &ua, &va);
b->PointGetExprsInWorkplane(wrkpl, &ub, &vb);
Expr *du = ua->Minus(ub);
Expr *dv = va->Minus(vb);
Expr *u, *v;
p->PointGetExprsInWorkplane(wrkpl, &u, &v);
Expr *m = ((du->Square())->Plus(dv->Square()))->Sqrt();
Expr *proj = (dv->Times(ua->Minus(u)))->Minus(
(du->Times(va->Minus(v))));
return proj->Div(m);
}
}
Expr *ConstraintBase::PointPlaneDistance(ExprVector p, hEntity hpl) {
ExprVector n;
Expr *d;
SK.GetEntity(hpl)->WorkplaneGetPlaneExprs(&n, &d);
return (p.Dot(n))->Minus(d);
}
Expr *ConstraintBase::Distance(hEntity wrkpl, hEntity hpa, hEntity hpb) {
EntityBase *pa = SK.GetEntity(hpa);
EntityBase *pb = SK.GetEntity(hpb);
ssassert(pa->IsPoint() && pb->IsPoint(),
"Expected two points to measure projected distance between");
if(wrkpl.v == EntityBase::FREE_IN_3D.v) {
// This is true distance
ExprVector ea, eb, eab;
ea = pa->PointGetExprs();
eb = pb->PointGetExprs();
eab = ea.Minus(eb);
return eab.Magnitude();
} else {
// This is projected distance, in the given workplane.
Expr *au, *av, *bu, *bv;
pa->PointGetExprsInWorkplane(wrkpl, &au, &av);
pb->PointGetExprsInWorkplane(wrkpl, &bu, &bv);
Expr *du = au->Minus(bu);
Expr *dv = av->Minus(bv);
return ((du->Square())->Plus(dv->Square()))->Sqrt();
}
}
//-----------------------------------------------------------------------------
// Return the cosine of the angle between two vectors. If a workplane is
// specified, then it's the cosine of their projections into that workplane.
//-----------------------------------------------------------------------------
Expr *ConstraintBase::DirectionCosine(hEntity wrkpl,
ExprVector ae, ExprVector be)
{
if(wrkpl.v == EntityBase::FREE_IN_3D.v) {
Expr *mags = (ae.Magnitude())->Times(be.Magnitude());
return (ae.Dot(be))->Div(mags);
} else {
EntityBase *w = SK.GetEntity(wrkpl);
ExprVector u = w->Normal()->NormalExprsU();
ExprVector v = w->Normal()->NormalExprsV();
Expr *ua = u.Dot(ae);
Expr *va = v.Dot(ae);
Expr *ub = u.Dot(be);
Expr *vb = v.Dot(be);
Expr *maga = (ua->Square()->Plus(va->Square()))->Sqrt();
Expr *magb = (ub->Square()->Plus(vb->Square()))->Sqrt();
Expr *dot = (ua->Times(ub))->Plus(va->Times(vb));
return dot->Div(maga->Times(magb));
}
}
ExprVector ConstraintBase::PointInThreeSpace(hEntity workplane,
Expr *u, Expr *v)
{
EntityBase *w = SK.GetEntity(workplane);
ExprVector ub = w->Normal()->NormalExprsU();
ExprVector vb = w->Normal()->NormalExprsV();
ExprVector ob = w->WorkplaneGetOffsetExprs();
return (ub.ScaledBy(u)).Plus(vb.ScaledBy(v)).Plus(ob);
}
void ConstraintBase::ModifyToSatisfy() {
Convert all enumerations to use `enum class`. Specifically, take the old code that looks like this: class Foo { enum { X = 1, Y = 2 }; int kind; } ... foo.kind = Foo::X; ... and convert it to this: class Foo { enum class Kind : uint32_t { X = 1, Y = 2 }; Kind kind; } ... foo.kind = Foo::Kind::X; (In some cases the enumeration would not be in the class namespace, such as when it is generally useful.) The benefits are as follows: * The type of the field gives a clear indication of intent, both to humans and tools (such as binding generators). * The compiler is able to automatically warn when a switch is not exhaustive; but this is currently suppressed by the default: ssassert(false, ...) idiom. * Integers and plain enums are weakly type checked: they implicitly convert into each other. This can hide bugs where type conversion is performed but not intended. Enum classes are strongly type checked. * Plain enums pollute parent namespaces; enum classes do not. Almost every defined enum we have already has a kind of ad-hoc namespacing via `NAMESPACE_`, which is now explicit. * Plain enums do not have a well-defined ABI size, which is important for bindings. Enum classes can have it, if specified. We specify the base type for all enums as uint32_t, which is a safe choice and allows us to not change the numeric values of any variants. This commit introduces absolutely no functional change to the code, just renaming and change of types. It handles almost all cases, except GraphicsWindow::pending.operation, which needs minor functional change.
2016-05-20 08:31:20 +00:00
if(type == Type::ANGLE) {
Vector a = SK.GetEntity(entityA)->VectorGetNum();
Vector b = SK.GetEntity(entityB)->VectorGetNum();
if(other) a = a.ScaledBy(-1);
if(workplane.v != EntityBase::FREE_IN_3D.v) {
a = a.ProjectVectorInto(workplane);
b = b.ProjectVectorInto(workplane);
}
double c = (a.Dot(b))/(a.Magnitude() * b.Magnitude());
valA = acos(c)*180/PI;
} else {
// We'll fix these ones up by looking at their symbolic equation;
// that means no extra work.
IdList<Equation,hEquation> l = {};
// Generate the equations even if this is a reference dimension
GenerateReal(&l);
ssassert(l.n == 1, "Expected constraint to generate a single equation");
// These equations are written in the form f(...) - d = 0, where
// d is the value of the valA.
valA += (l.elem[0].e)->Eval();
l.Clear();
}
}
void ConstraintBase::AddEq(IdList<Equation,hEquation> *l, Expr *expr, int index) const
{
Equation eq;
eq.e = expr;
eq.h = h.equation(index);
l->Add(&eq);
}
void ConstraintBase::Generate(IdList<Equation,hEquation> *l) const {
if(!reference) {
GenerateReal(l);
}
}
void ConstraintBase::GenerateReal(IdList<Equation,hEquation> *l) const {
Expr *exA = Expr::From(valA);
switch(type) {
Convert all enumerations to use `enum class`. Specifically, take the old code that looks like this: class Foo { enum { X = 1, Y = 2 }; int kind; } ... foo.kind = Foo::X; ... and convert it to this: class Foo { enum class Kind : uint32_t { X = 1, Y = 2 }; Kind kind; } ... foo.kind = Foo::Kind::X; (In some cases the enumeration would not be in the class namespace, such as when it is generally useful.) The benefits are as follows: * The type of the field gives a clear indication of intent, both to humans and tools (such as binding generators). * The compiler is able to automatically warn when a switch is not exhaustive; but this is currently suppressed by the default: ssassert(false, ...) idiom. * Integers and plain enums are weakly type checked: they implicitly convert into each other. This can hide bugs where type conversion is performed but not intended. Enum classes are strongly type checked. * Plain enums pollute parent namespaces; enum classes do not. Almost every defined enum we have already has a kind of ad-hoc namespacing via `NAMESPACE_`, which is now explicit. * Plain enums do not have a well-defined ABI size, which is important for bindings. Enum classes can have it, if specified. We specify the base type for all enums as uint32_t, which is a safe choice and allows us to not change the numeric values of any variants. This commit introduces absolutely no functional change to the code, just renaming and change of types. It handles almost all cases, except GraphicsWindow::pending.operation, which needs minor functional change.
2016-05-20 08:31:20 +00:00
case Type::PT_PT_DISTANCE:
AddEq(l, Distance(workplane, ptA, ptB)->Minus(exA), 0);
break;
Convert all enumerations to use `enum class`. Specifically, take the old code that looks like this: class Foo { enum { X = 1, Y = 2 }; int kind; } ... foo.kind = Foo::X; ... and convert it to this: class Foo { enum class Kind : uint32_t { X = 1, Y = 2 }; Kind kind; } ... foo.kind = Foo::Kind::X; (In some cases the enumeration would not be in the class namespace, such as when it is generally useful.) The benefits are as follows: * The type of the field gives a clear indication of intent, both to humans and tools (such as binding generators). * The compiler is able to automatically warn when a switch is not exhaustive; but this is currently suppressed by the default: ssassert(false, ...) idiom. * Integers and plain enums are weakly type checked: they implicitly convert into each other. This can hide bugs where type conversion is performed but not intended. Enum classes are strongly type checked. * Plain enums pollute parent namespaces; enum classes do not. Almost every defined enum we have already has a kind of ad-hoc namespacing via `NAMESPACE_`, which is now explicit. * Plain enums do not have a well-defined ABI size, which is important for bindings. Enum classes can have it, if specified. We specify the base type for all enums as uint32_t, which is a safe choice and allows us to not change the numeric values of any variants. This commit introduces absolutely no functional change to the code, just renaming and change of types. It handles almost all cases, except GraphicsWindow::pending.operation, which needs minor functional change.
2016-05-20 08:31:20 +00:00
case Type::PROJ_PT_DISTANCE: {
ExprVector pA = SK.GetEntity(ptA)->PointGetExprs(),
pB = SK.GetEntity(ptB)->PointGetExprs(),
dp = pB.Minus(pA);
ExprVector pp = SK.GetEntity(entityA)->VectorGetExprs();
pp = pp.WithMagnitude(Expr::From(1.0));
AddEq(l, (dp.Dot(pp))->Minus(exA), 0);
break;
}
Convert all enumerations to use `enum class`. Specifically, take the old code that looks like this: class Foo { enum { X = 1, Y = 2 }; int kind; } ... foo.kind = Foo::X; ... and convert it to this: class Foo { enum class Kind : uint32_t { X = 1, Y = 2 }; Kind kind; } ... foo.kind = Foo::Kind::X; (In some cases the enumeration would not be in the class namespace, such as when it is generally useful.) The benefits are as follows: * The type of the field gives a clear indication of intent, both to humans and tools (such as binding generators). * The compiler is able to automatically warn when a switch is not exhaustive; but this is currently suppressed by the default: ssassert(false, ...) idiom. * Integers and plain enums are weakly type checked: they implicitly convert into each other. This can hide bugs where type conversion is performed but not intended. Enum classes are strongly type checked. * Plain enums pollute parent namespaces; enum classes do not. Almost every defined enum we have already has a kind of ad-hoc namespacing via `NAMESPACE_`, which is now explicit. * Plain enums do not have a well-defined ABI size, which is important for bindings. Enum classes can have it, if specified. We specify the base type for all enums as uint32_t, which is a safe choice and allows us to not change the numeric values of any variants. This commit introduces absolutely no functional change to the code, just renaming and change of types. It handles almost all cases, except GraphicsWindow::pending.operation, which needs minor functional change.
2016-05-20 08:31:20 +00:00
case Type::PT_LINE_DISTANCE:
AddEq(l,
PointLineDistance(workplane, ptA, entityA)->Minus(exA), 0);
break;
Convert all enumerations to use `enum class`. Specifically, take the old code that looks like this: class Foo { enum { X = 1, Y = 2 }; int kind; } ... foo.kind = Foo::X; ... and convert it to this: class Foo { enum class Kind : uint32_t { X = 1, Y = 2 }; Kind kind; } ... foo.kind = Foo::Kind::X; (In some cases the enumeration would not be in the class namespace, such as when it is generally useful.) The benefits are as follows: * The type of the field gives a clear indication of intent, both to humans and tools (such as binding generators). * The compiler is able to automatically warn when a switch is not exhaustive; but this is currently suppressed by the default: ssassert(false, ...) idiom. * Integers and plain enums are weakly type checked: they implicitly convert into each other. This can hide bugs where type conversion is performed but not intended. Enum classes are strongly type checked. * Plain enums pollute parent namespaces; enum classes do not. Almost every defined enum we have already has a kind of ad-hoc namespacing via `NAMESPACE_`, which is now explicit. * Plain enums do not have a well-defined ABI size, which is important for bindings. Enum classes can have it, if specified. We specify the base type for all enums as uint32_t, which is a safe choice and allows us to not change the numeric values of any variants. This commit introduces absolutely no functional change to the code, just renaming and change of types. It handles almost all cases, except GraphicsWindow::pending.operation, which needs minor functional change.
2016-05-20 08:31:20 +00:00
case Type::PT_PLANE_DISTANCE: {
ExprVector pt = SK.GetEntity(ptA)->PointGetExprs();
AddEq(l, (PointPlaneDistance(pt, entityA))->Minus(exA), 0);
break;
}
Convert all enumerations to use `enum class`. Specifically, take the old code that looks like this: class Foo { enum { X = 1, Y = 2 }; int kind; } ... foo.kind = Foo::X; ... and convert it to this: class Foo { enum class Kind : uint32_t { X = 1, Y = 2 }; Kind kind; } ... foo.kind = Foo::Kind::X; (In some cases the enumeration would not be in the class namespace, such as when it is generally useful.) The benefits are as follows: * The type of the field gives a clear indication of intent, both to humans and tools (such as binding generators). * The compiler is able to automatically warn when a switch is not exhaustive; but this is currently suppressed by the default: ssassert(false, ...) idiom. * Integers and plain enums are weakly type checked: they implicitly convert into each other. This can hide bugs where type conversion is performed but not intended. Enum classes are strongly type checked. * Plain enums pollute parent namespaces; enum classes do not. Almost every defined enum we have already has a kind of ad-hoc namespacing via `NAMESPACE_`, which is now explicit. * Plain enums do not have a well-defined ABI size, which is important for bindings. Enum classes can have it, if specified. We specify the base type for all enums as uint32_t, which is a safe choice and allows us to not change the numeric values of any variants. This commit introduces absolutely no functional change to the code, just renaming and change of types. It handles almost all cases, except GraphicsWindow::pending.operation, which needs minor functional change.
2016-05-20 08:31:20 +00:00
case Type::PT_FACE_DISTANCE: {
ExprVector pt = SK.GetEntity(ptA)->PointGetExprs();
EntityBase *f = SK.GetEntity(entityA);
ExprVector p0 = f->FaceGetPointExprs();
ExprVector n = f->FaceGetNormalExprs();
AddEq(l, (pt.Minus(p0)).Dot(n)->Minus(exA), 0);
break;
}
Convert all enumerations to use `enum class`. Specifically, take the old code that looks like this: class Foo { enum { X = 1, Y = 2 }; int kind; } ... foo.kind = Foo::X; ... and convert it to this: class Foo { enum class Kind : uint32_t { X = 1, Y = 2 }; Kind kind; } ... foo.kind = Foo::Kind::X; (In some cases the enumeration would not be in the class namespace, such as when it is generally useful.) The benefits are as follows: * The type of the field gives a clear indication of intent, both to humans and tools (such as binding generators). * The compiler is able to automatically warn when a switch is not exhaustive; but this is currently suppressed by the default: ssassert(false, ...) idiom. * Integers and plain enums are weakly type checked: they implicitly convert into each other. This can hide bugs where type conversion is performed but not intended. Enum classes are strongly type checked. * Plain enums pollute parent namespaces; enum classes do not. Almost every defined enum we have already has a kind of ad-hoc namespacing via `NAMESPACE_`, which is now explicit. * Plain enums do not have a well-defined ABI size, which is important for bindings. Enum classes can have it, if specified. We specify the base type for all enums as uint32_t, which is a safe choice and allows us to not change the numeric values of any variants. This commit introduces absolutely no functional change to the code, just renaming and change of types. It handles almost all cases, except GraphicsWindow::pending.operation, which needs minor functional change.
2016-05-20 08:31:20 +00:00
case Type::EQUAL_LENGTH_LINES: {
EntityBase *a = SK.GetEntity(entityA);
EntityBase *b = SK.GetEntity(entityB);
AddEq(l, Distance(workplane, a->point[0], a->point[1])->Minus(
Distance(workplane, b->point[0], b->point[1])), 0);
break;
}
// These work on distance squared, since the pt-line distances are
// signed, and we want the absolute value.
Convert all enumerations to use `enum class`. Specifically, take the old code that looks like this: class Foo { enum { X = 1, Y = 2 }; int kind; } ... foo.kind = Foo::X; ... and convert it to this: class Foo { enum class Kind : uint32_t { X = 1, Y = 2 }; Kind kind; } ... foo.kind = Foo::Kind::X; (In some cases the enumeration would not be in the class namespace, such as when it is generally useful.) The benefits are as follows: * The type of the field gives a clear indication of intent, both to humans and tools (such as binding generators). * The compiler is able to automatically warn when a switch is not exhaustive; but this is currently suppressed by the default: ssassert(false, ...) idiom. * Integers and plain enums are weakly type checked: they implicitly convert into each other. This can hide bugs where type conversion is performed but not intended. Enum classes are strongly type checked. * Plain enums pollute parent namespaces; enum classes do not. Almost every defined enum we have already has a kind of ad-hoc namespacing via `NAMESPACE_`, which is now explicit. * Plain enums do not have a well-defined ABI size, which is important for bindings. Enum classes can have it, if specified. We specify the base type for all enums as uint32_t, which is a safe choice and allows us to not change the numeric values of any variants. This commit introduces absolutely no functional change to the code, just renaming and change of types. It handles almost all cases, except GraphicsWindow::pending.operation, which needs minor functional change.
2016-05-20 08:31:20 +00:00
case Type::EQ_LEN_PT_LINE_D: {
EntityBase *forLen = SK.GetEntity(entityA);
Expr *d1 = Distance(workplane, forLen->point[0], forLen->point[1]);
Expr *d2 = PointLineDistance(workplane, ptA, entityB);
AddEq(l, (d1->Square())->Minus(d2->Square()), 0);
break;
}
Convert all enumerations to use `enum class`. Specifically, take the old code that looks like this: class Foo { enum { X = 1, Y = 2 }; int kind; } ... foo.kind = Foo::X; ... and convert it to this: class Foo { enum class Kind : uint32_t { X = 1, Y = 2 }; Kind kind; } ... foo.kind = Foo::Kind::X; (In some cases the enumeration would not be in the class namespace, such as when it is generally useful.) The benefits are as follows: * The type of the field gives a clear indication of intent, both to humans and tools (such as binding generators). * The compiler is able to automatically warn when a switch is not exhaustive; but this is currently suppressed by the default: ssassert(false, ...) idiom. * Integers and plain enums are weakly type checked: they implicitly convert into each other. This can hide bugs where type conversion is performed but not intended. Enum classes are strongly type checked. * Plain enums pollute parent namespaces; enum classes do not. Almost every defined enum we have already has a kind of ad-hoc namespacing via `NAMESPACE_`, which is now explicit. * Plain enums do not have a well-defined ABI size, which is important for bindings. Enum classes can have it, if specified. We specify the base type for all enums as uint32_t, which is a safe choice and allows us to not change the numeric values of any variants. This commit introduces absolutely no functional change to the code, just renaming and change of types. It handles almost all cases, except GraphicsWindow::pending.operation, which needs minor functional change.
2016-05-20 08:31:20 +00:00
case Type::EQ_PT_LN_DISTANCES: {
Expr *d1 = PointLineDistance(workplane, ptA, entityA);
Expr *d2 = PointLineDistance(workplane, ptB, entityB);
AddEq(l, (d1->Square())->Minus(d2->Square()), 0);
break;
}
Convert all enumerations to use `enum class`. Specifically, take the old code that looks like this: class Foo { enum { X = 1, Y = 2 }; int kind; } ... foo.kind = Foo::X; ... and convert it to this: class Foo { enum class Kind : uint32_t { X = 1, Y = 2 }; Kind kind; } ... foo.kind = Foo::Kind::X; (In some cases the enumeration would not be in the class namespace, such as when it is generally useful.) The benefits are as follows: * The type of the field gives a clear indication of intent, both to humans and tools (such as binding generators). * The compiler is able to automatically warn when a switch is not exhaustive; but this is currently suppressed by the default: ssassert(false, ...) idiom. * Integers and plain enums are weakly type checked: they implicitly convert into each other. This can hide bugs where type conversion is performed but not intended. Enum classes are strongly type checked. * Plain enums pollute parent namespaces; enum classes do not. Almost every defined enum we have already has a kind of ad-hoc namespacing via `NAMESPACE_`, which is now explicit. * Plain enums do not have a well-defined ABI size, which is important for bindings. Enum classes can have it, if specified. We specify the base type for all enums as uint32_t, which is a safe choice and allows us to not change the numeric values of any variants. This commit introduces absolutely no functional change to the code, just renaming and change of types. It handles almost all cases, except GraphicsWindow::pending.operation, which needs minor functional change.
2016-05-20 08:31:20 +00:00
case Type::LENGTH_RATIO: {
EntityBase *a = SK.GetEntity(entityA);
EntityBase *b = SK.GetEntity(entityB);
Expr *la = Distance(workplane, a->point[0], a->point[1]);
Expr *lb = Distance(workplane, b->point[0], b->point[1]);
AddEq(l, (la->Div(lb))->Minus(exA), 0);
break;
}
Convert all enumerations to use `enum class`. Specifically, take the old code that looks like this: class Foo { enum { X = 1, Y = 2 }; int kind; } ... foo.kind = Foo::X; ... and convert it to this: class Foo { enum class Kind : uint32_t { X = 1, Y = 2 }; Kind kind; } ... foo.kind = Foo::Kind::X; (In some cases the enumeration would not be in the class namespace, such as when it is generally useful.) The benefits are as follows: * The type of the field gives a clear indication of intent, both to humans and tools (such as binding generators). * The compiler is able to automatically warn when a switch is not exhaustive; but this is currently suppressed by the default: ssassert(false, ...) idiom. * Integers and plain enums are weakly type checked: they implicitly convert into each other. This can hide bugs where type conversion is performed but not intended. Enum classes are strongly type checked. * Plain enums pollute parent namespaces; enum classes do not. Almost every defined enum we have already has a kind of ad-hoc namespacing via `NAMESPACE_`, which is now explicit. * Plain enums do not have a well-defined ABI size, which is important for bindings. Enum classes can have it, if specified. We specify the base type for all enums as uint32_t, which is a safe choice and allows us to not change the numeric values of any variants. This commit introduces absolutely no functional change to the code, just renaming and change of types. It handles almost all cases, except GraphicsWindow::pending.operation, which needs minor functional change.
2016-05-20 08:31:20 +00:00
case Type::LENGTH_DIFFERENCE: {
EntityBase *a = SK.GetEntity(entityA);
EntityBase *b = SK.GetEntity(entityB);
Expr *la = Distance(workplane, a->point[0], a->point[1]);
Expr *lb = Distance(workplane, b->point[0], b->point[1]);
AddEq(l, (la->Minus(lb))->Minus(exA), 0);
break;
}
Convert all enumerations to use `enum class`. Specifically, take the old code that looks like this: class Foo { enum { X = 1, Y = 2 }; int kind; } ... foo.kind = Foo::X; ... and convert it to this: class Foo { enum class Kind : uint32_t { X = 1, Y = 2 }; Kind kind; } ... foo.kind = Foo::Kind::X; (In some cases the enumeration would not be in the class namespace, such as when it is generally useful.) The benefits are as follows: * The type of the field gives a clear indication of intent, both to humans and tools (such as binding generators). * The compiler is able to automatically warn when a switch is not exhaustive; but this is currently suppressed by the default: ssassert(false, ...) idiom. * Integers and plain enums are weakly type checked: they implicitly convert into each other. This can hide bugs where type conversion is performed but not intended. Enum classes are strongly type checked. * Plain enums pollute parent namespaces; enum classes do not. Almost every defined enum we have already has a kind of ad-hoc namespacing via `NAMESPACE_`, which is now explicit. * Plain enums do not have a well-defined ABI size, which is important for bindings. Enum classes can have it, if specified. We specify the base type for all enums as uint32_t, which is a safe choice and allows us to not change the numeric values of any variants. This commit introduces absolutely no functional change to the code, just renaming and change of types. It handles almost all cases, except GraphicsWindow::pending.operation, which needs minor functional change.
2016-05-20 08:31:20 +00:00
case Type::DIAMETER: {
EntityBase *circle = SK.GetEntity(entityA);
Expr *r = circle->CircleGetRadiusExpr();
AddEq(l, (r->Times(Expr::From(2)))->Minus(exA), 0);
break;
}
Convert all enumerations to use `enum class`. Specifically, take the old code that looks like this: class Foo { enum { X = 1, Y = 2 }; int kind; } ... foo.kind = Foo::X; ... and convert it to this: class Foo { enum class Kind : uint32_t { X = 1, Y = 2 }; Kind kind; } ... foo.kind = Foo::Kind::X; (In some cases the enumeration would not be in the class namespace, such as when it is generally useful.) The benefits are as follows: * The type of the field gives a clear indication of intent, both to humans and tools (such as binding generators). * The compiler is able to automatically warn when a switch is not exhaustive; but this is currently suppressed by the default: ssassert(false, ...) idiom. * Integers and plain enums are weakly type checked: they implicitly convert into each other. This can hide bugs where type conversion is performed but not intended. Enum classes are strongly type checked. * Plain enums pollute parent namespaces; enum classes do not. Almost every defined enum we have already has a kind of ad-hoc namespacing via `NAMESPACE_`, which is now explicit. * Plain enums do not have a well-defined ABI size, which is important for bindings. Enum classes can have it, if specified. We specify the base type for all enums as uint32_t, which is a safe choice and allows us to not change the numeric values of any variants. This commit introduces absolutely no functional change to the code, just renaming and change of types. It handles almost all cases, except GraphicsWindow::pending.operation, which needs minor functional change.
2016-05-20 08:31:20 +00:00
case Type::EQUAL_RADIUS: {
EntityBase *c1 = SK.GetEntity(entityA);
EntityBase *c2 = SK.GetEntity(entityB);
AddEq(l, (c1->CircleGetRadiusExpr())->Minus(
c2->CircleGetRadiusExpr()), 0);
break;
}
Convert all enumerations to use `enum class`. Specifically, take the old code that looks like this: class Foo { enum { X = 1, Y = 2 }; int kind; } ... foo.kind = Foo::X; ... and convert it to this: class Foo { enum class Kind : uint32_t { X = 1, Y = 2 }; Kind kind; } ... foo.kind = Foo::Kind::X; (In some cases the enumeration would not be in the class namespace, such as when it is generally useful.) The benefits are as follows: * The type of the field gives a clear indication of intent, both to humans and tools (such as binding generators). * The compiler is able to automatically warn when a switch is not exhaustive; but this is currently suppressed by the default: ssassert(false, ...) idiom. * Integers and plain enums are weakly type checked: they implicitly convert into each other. This can hide bugs where type conversion is performed but not intended. Enum classes are strongly type checked. * Plain enums pollute parent namespaces; enum classes do not. Almost every defined enum we have already has a kind of ad-hoc namespacing via `NAMESPACE_`, which is now explicit. * Plain enums do not have a well-defined ABI size, which is important for bindings. Enum classes can have it, if specified. We specify the base type for all enums as uint32_t, which is a safe choice and allows us to not change the numeric values of any variants. This commit introduces absolutely no functional change to the code, just renaming and change of types. It handles almost all cases, except GraphicsWindow::pending.operation, which needs minor functional change.
2016-05-20 08:31:20 +00:00
case Type::EQUAL_LINE_ARC_LEN: {
EntityBase *line = SK.GetEntity(entityA),
*arc = SK.GetEntity(entityB);
// Get the line length
ExprVector l0 = SK.GetEntity(line->point[0])->PointGetExprs(),
l1 = SK.GetEntity(line->point[1])->PointGetExprs();
Expr *ll = (l1.Minus(l0)).Magnitude();
// And get the arc radius, and the cosine of its angle
EntityBase *ao = SK.GetEntity(arc->point[0]),
*as = SK.GetEntity(arc->point[1]),
*af = SK.GetEntity(arc->point[2]);
ExprVector aos = (as->PointGetExprs()).Minus(ao->PointGetExprs()),
aof = (af->PointGetExprs()).Minus(ao->PointGetExprs());
Expr *r = aof.Magnitude();
ExprVector n = arc->Normal()->NormalExprsN();
ExprVector u = aos.WithMagnitude(Expr::From(1.0));
ExprVector v = n.Cross(u);
// so in our new csys, we start at (1, 0, 0)
Expr *costheta = aof.Dot(u)->Div(r);
Expr *sintheta = aof.Dot(v)->Div(r);
double thetas, thetaf, dtheta;
arc->ArcGetAngles(&thetas, &thetaf, &dtheta);
Expr *theta;
if(dtheta < 3*PI/4) {
theta = costheta->ACos();
} else if(dtheta < 5*PI/4) {
// As the angle crosses pi, cos theta is not invertible;
// so use the sine to stop blowing up
theta = Expr::From(PI)->Minus(sintheta->ASin());
} else {
theta = (Expr::From(2*PI))->Minus(costheta->ACos());
}
// And write the equation; r*theta = L
AddEq(l, (r->Times(theta))->Minus(ll), 0);
break;
}
Convert all enumerations to use `enum class`. Specifically, take the old code that looks like this: class Foo { enum { X = 1, Y = 2 }; int kind; } ... foo.kind = Foo::X; ... and convert it to this: class Foo { enum class Kind : uint32_t { X = 1, Y = 2 }; Kind kind; } ... foo.kind = Foo::Kind::X; (In some cases the enumeration would not be in the class namespace, such as when it is generally useful.) The benefits are as follows: * The type of the field gives a clear indication of intent, both to humans and tools (such as binding generators). * The compiler is able to automatically warn when a switch is not exhaustive; but this is currently suppressed by the default: ssassert(false, ...) idiom. * Integers and plain enums are weakly type checked: they implicitly convert into each other. This can hide bugs where type conversion is performed but not intended. Enum classes are strongly type checked. * Plain enums pollute parent namespaces; enum classes do not. Almost every defined enum we have already has a kind of ad-hoc namespacing via `NAMESPACE_`, which is now explicit. * Plain enums do not have a well-defined ABI size, which is important for bindings. Enum classes can have it, if specified. We specify the base type for all enums as uint32_t, which is a safe choice and allows us to not change the numeric values of any variants. This commit introduces absolutely no functional change to the code, just renaming and change of types. It handles almost all cases, except GraphicsWindow::pending.operation, which needs minor functional change.
2016-05-20 08:31:20 +00:00
case Type::POINTS_COINCIDENT: {
EntityBase *a = SK.GetEntity(ptA);
EntityBase *b = SK.GetEntity(ptB);
if(workplane.v == EntityBase::FREE_IN_3D.v) {
ExprVector pa = a->PointGetExprs();
ExprVector pb = b->PointGetExprs();
AddEq(l, pa.x->Minus(pb.x), 0);
AddEq(l, pa.y->Minus(pb.y), 1);
AddEq(l, pa.z->Minus(pb.z), 2);
} else {
Expr *au, *av;
Expr *bu, *bv;
a->PointGetExprsInWorkplane(workplane, &au, &av);
b->PointGetExprsInWorkplane(workplane, &bu, &bv);
AddEq(l, au->Minus(bu), 0);
AddEq(l, av->Minus(bv), 1);
}
break;
}
Convert all enumerations to use `enum class`. Specifically, take the old code that looks like this: class Foo { enum { X = 1, Y = 2 }; int kind; } ... foo.kind = Foo::X; ... and convert it to this: class Foo { enum class Kind : uint32_t { X = 1, Y = 2 }; Kind kind; } ... foo.kind = Foo::Kind::X; (In some cases the enumeration would not be in the class namespace, such as when it is generally useful.) The benefits are as follows: * The type of the field gives a clear indication of intent, both to humans and tools (such as binding generators). * The compiler is able to automatically warn when a switch is not exhaustive; but this is currently suppressed by the default: ssassert(false, ...) idiom. * Integers and plain enums are weakly type checked: they implicitly convert into each other. This can hide bugs where type conversion is performed but not intended. Enum classes are strongly type checked. * Plain enums pollute parent namespaces; enum classes do not. Almost every defined enum we have already has a kind of ad-hoc namespacing via `NAMESPACE_`, which is now explicit. * Plain enums do not have a well-defined ABI size, which is important for bindings. Enum classes can have it, if specified. We specify the base type for all enums as uint32_t, which is a safe choice and allows us to not change the numeric values of any variants. This commit introduces absolutely no functional change to the code, just renaming and change of types. It handles almost all cases, except GraphicsWindow::pending.operation, which needs minor functional change.
2016-05-20 08:31:20 +00:00
case Type::PT_IN_PLANE:
// This one works the same, whether projected or not.
AddEq(l, PointPlaneDistance(
SK.GetEntity(ptA)->PointGetExprs(), entityA), 0);
break;
Convert all enumerations to use `enum class`. Specifically, take the old code that looks like this: class Foo { enum { X = 1, Y = 2 }; int kind; } ... foo.kind = Foo::X; ... and convert it to this: class Foo { enum class Kind : uint32_t { X = 1, Y = 2 }; Kind kind; } ... foo.kind = Foo::Kind::X; (In some cases the enumeration would not be in the class namespace, such as when it is generally useful.) The benefits are as follows: * The type of the field gives a clear indication of intent, both to humans and tools (such as binding generators). * The compiler is able to automatically warn when a switch is not exhaustive; but this is currently suppressed by the default: ssassert(false, ...) idiom. * Integers and plain enums are weakly type checked: they implicitly convert into each other. This can hide bugs where type conversion is performed but not intended. Enum classes are strongly type checked. * Plain enums pollute parent namespaces; enum classes do not. Almost every defined enum we have already has a kind of ad-hoc namespacing via `NAMESPACE_`, which is now explicit. * Plain enums do not have a well-defined ABI size, which is important for bindings. Enum classes can have it, if specified. We specify the base type for all enums as uint32_t, which is a safe choice and allows us to not change the numeric values of any variants. This commit introduces absolutely no functional change to the code, just renaming and change of types. It handles almost all cases, except GraphicsWindow::pending.operation, which needs minor functional change.
2016-05-20 08:31:20 +00:00
case Type::PT_ON_FACE: {
// a plane, n dot (p - p0) = 0
ExprVector p = SK.GetEntity(ptA)->PointGetExprs();
EntityBase *f = SK.GetEntity(entityA);
ExprVector p0 = f->FaceGetPointExprs();
ExprVector n = f->FaceGetNormalExprs();
AddEq(l, (p.Minus(p0)).Dot(n), 0);
break;
}
Convert all enumerations to use `enum class`. Specifically, take the old code that looks like this: class Foo { enum { X = 1, Y = 2 }; int kind; } ... foo.kind = Foo::X; ... and convert it to this: class Foo { enum class Kind : uint32_t { X = 1, Y = 2 }; Kind kind; } ... foo.kind = Foo::Kind::X; (In some cases the enumeration would not be in the class namespace, such as when it is generally useful.) The benefits are as follows: * The type of the field gives a clear indication of intent, both to humans and tools (such as binding generators). * The compiler is able to automatically warn when a switch is not exhaustive; but this is currently suppressed by the default: ssassert(false, ...) idiom. * Integers and plain enums are weakly type checked: they implicitly convert into each other. This can hide bugs where type conversion is performed but not intended. Enum classes are strongly type checked. * Plain enums pollute parent namespaces; enum classes do not. Almost every defined enum we have already has a kind of ad-hoc namespacing via `NAMESPACE_`, which is now explicit. * Plain enums do not have a well-defined ABI size, which is important for bindings. Enum classes can have it, if specified. We specify the base type for all enums as uint32_t, which is a safe choice and allows us to not change the numeric values of any variants. This commit introduces absolutely no functional change to the code, just renaming and change of types. It handles almost all cases, except GraphicsWindow::pending.operation, which needs minor functional change.
2016-05-20 08:31:20 +00:00
case Type::PT_ON_LINE:
if(workplane.v == EntityBase::FREE_IN_3D.v) {
EntityBase *ln = SK.GetEntity(entityA);
EntityBase *a = SK.GetEntity(ln->point[0]);
EntityBase *b = SK.GetEntity(ln->point[1]);
EntityBase *p = SK.GetEntity(ptA);
ExprVector ep = p->PointGetExprs();
ExprVector ea = a->PointGetExprs();
ExprVector eb = b->PointGetExprs();
ExprVector eab = ea.Minus(eb);
// Construct a vector from the point to either endpoint of
// the line segment, and choose the longer of these.
ExprVector eap = ea.Minus(ep);
ExprVector ebp = eb.Minus(ep);
2015-03-29 00:30:52 +00:00
ExprVector elp =
(ebp.Magnitude()->Eval() > eap.Magnitude()->Eval()) ?
ebp : eap;
if(p->group.v == group.v) {
AddEq(l, VectorsParallel(0, eab, elp), 0);
AddEq(l, VectorsParallel(1, eab, elp), 1);
} else {
AddEq(l, VectorsParallel(0, elp, eab), 0);
AddEq(l, VectorsParallel(1, elp, eab), 1);
}
} else {
AddEq(l, PointLineDistance(workplane, ptA, entityA), 0);
}
break;
Convert all enumerations to use `enum class`. Specifically, take the old code that looks like this: class Foo { enum { X = 1, Y = 2 }; int kind; } ... foo.kind = Foo::X; ... and convert it to this: class Foo { enum class Kind : uint32_t { X = 1, Y = 2 }; Kind kind; } ... foo.kind = Foo::Kind::X; (In some cases the enumeration would not be in the class namespace, such as when it is generally useful.) The benefits are as follows: * The type of the field gives a clear indication of intent, both to humans and tools (such as binding generators). * The compiler is able to automatically warn when a switch is not exhaustive; but this is currently suppressed by the default: ssassert(false, ...) idiom. * Integers and plain enums are weakly type checked: they implicitly convert into each other. This can hide bugs where type conversion is performed but not intended. Enum classes are strongly type checked. * Plain enums pollute parent namespaces; enum classes do not. Almost every defined enum we have already has a kind of ad-hoc namespacing via `NAMESPACE_`, which is now explicit. * Plain enums do not have a well-defined ABI size, which is important for bindings. Enum classes can have it, if specified. We specify the base type for all enums as uint32_t, which is a safe choice and allows us to not change the numeric values of any variants. This commit introduces absolutely no functional change to the code, just renaming and change of types. It handles almost all cases, except GraphicsWindow::pending.operation, which needs minor functional change.
2016-05-20 08:31:20 +00:00
case Type::PT_ON_CIRCLE: {
// This actually constrains the point to lie on the cylinder.
EntityBase *circle = SK.GetEntity(entityA);
ExprVector center = SK.GetEntity(circle->point[0])->PointGetExprs();
ExprVector pt = SK.GetEntity(ptA)->PointGetExprs();
EntityBase *normal = SK.GetEntity(circle->normal);
ExprVector u = normal->NormalExprsU(),
v = normal->NormalExprsV();
2015-03-29 00:30:52 +00:00
Expr *du = (center.Minus(pt)).Dot(u),
*dv = (center.Minus(pt)).Dot(v);
Expr *r = circle->CircleGetRadiusExpr();
AddEq(l,
((du->Square())->Plus(dv->Square()))->Minus(r->Square()), 0);
break;
}
Convert all enumerations to use `enum class`. Specifically, take the old code that looks like this: class Foo { enum { X = 1, Y = 2 }; int kind; } ... foo.kind = Foo::X; ... and convert it to this: class Foo { enum class Kind : uint32_t { X = 1, Y = 2 }; Kind kind; } ... foo.kind = Foo::Kind::X; (In some cases the enumeration would not be in the class namespace, such as when it is generally useful.) The benefits are as follows: * The type of the field gives a clear indication of intent, both to humans and tools (such as binding generators). * The compiler is able to automatically warn when a switch is not exhaustive; but this is currently suppressed by the default: ssassert(false, ...) idiom. * Integers and plain enums are weakly type checked: they implicitly convert into each other. This can hide bugs where type conversion is performed but not intended. Enum classes are strongly type checked. * Plain enums pollute parent namespaces; enum classes do not. Almost every defined enum we have already has a kind of ad-hoc namespacing via `NAMESPACE_`, which is now explicit. * Plain enums do not have a well-defined ABI size, which is important for bindings. Enum classes can have it, if specified. We specify the base type for all enums as uint32_t, which is a safe choice and allows us to not change the numeric values of any variants. This commit introduces absolutely no functional change to the code, just renaming and change of types. It handles almost all cases, except GraphicsWindow::pending.operation, which needs minor functional change.
2016-05-20 08:31:20 +00:00
case Type::AT_MIDPOINT:
if(workplane.v == EntityBase::FREE_IN_3D.v) {
EntityBase *ln = SK.GetEntity(entityA);
ExprVector a = SK.GetEntity(ln->point[0])->PointGetExprs();
ExprVector b = SK.GetEntity(ln->point[1])->PointGetExprs();
ExprVector m = (a.Plus(b)).ScaledBy(Expr::From(0.5));
if(ptA.v) {
ExprVector p = SK.GetEntity(ptA)->PointGetExprs();
AddEq(l, (m.x)->Minus(p.x), 0);
AddEq(l, (m.y)->Minus(p.y), 1);
AddEq(l, (m.z)->Minus(p.z), 2);
} else {
AddEq(l, PointPlaneDistance(m, entityB), 0);
}
} else {
EntityBase *ln = SK.GetEntity(entityA);
EntityBase *a = SK.GetEntity(ln->point[0]);
EntityBase *b = SK.GetEntity(ln->point[1]);
2015-03-29 00:30:52 +00:00
Expr *au, *av, *bu, *bv;
a->PointGetExprsInWorkplane(workplane, &au, &av);
b->PointGetExprsInWorkplane(workplane, &bu, &bv);
Expr *mu = Expr::From(0.5)->Times(au->Plus(bu));
Expr *mv = Expr::From(0.5)->Times(av->Plus(bv));
if(ptA.v) {
EntityBase *p = SK.GetEntity(ptA);
Expr *pu, *pv;
p->PointGetExprsInWorkplane(workplane, &pu, &pv);
AddEq(l, pu->Minus(mu), 0);
AddEq(l, pv->Minus(mv), 1);
} else {
ExprVector m = PointInThreeSpace(workplane, mu, mv);
AddEq(l, PointPlaneDistance(m, entityB), 0);
}
}
break;
Convert all enumerations to use `enum class`. Specifically, take the old code that looks like this: class Foo { enum { X = 1, Y = 2 }; int kind; } ... foo.kind = Foo::X; ... and convert it to this: class Foo { enum class Kind : uint32_t { X = 1, Y = 2 }; Kind kind; } ... foo.kind = Foo::Kind::X; (In some cases the enumeration would not be in the class namespace, such as when it is generally useful.) The benefits are as follows: * The type of the field gives a clear indication of intent, both to humans and tools (such as binding generators). * The compiler is able to automatically warn when a switch is not exhaustive; but this is currently suppressed by the default: ssassert(false, ...) idiom. * Integers and plain enums are weakly type checked: they implicitly convert into each other. This can hide bugs where type conversion is performed but not intended. Enum classes are strongly type checked. * Plain enums pollute parent namespaces; enum classes do not. Almost every defined enum we have already has a kind of ad-hoc namespacing via `NAMESPACE_`, which is now explicit. * Plain enums do not have a well-defined ABI size, which is important for bindings. Enum classes can have it, if specified. We specify the base type for all enums as uint32_t, which is a safe choice and allows us to not change the numeric values of any variants. This commit introduces absolutely no functional change to the code, just renaming and change of types. It handles almost all cases, except GraphicsWindow::pending.operation, which needs minor functional change.
2016-05-20 08:31:20 +00:00
case Type::SYMMETRIC:
if(workplane.v == EntityBase::FREE_IN_3D.v) {
EntityBase *plane = SK.GetEntity(entityA);
EntityBase *ea = SK.GetEntity(ptA);
EntityBase *eb = SK.GetEntity(ptB);
ExprVector a = ea->PointGetExprs();
ExprVector b = eb->PointGetExprs();
// The midpoint of the line connecting the symmetric points
// lies on the plane of the symmetry.
ExprVector m = (a.Plus(b)).ScaledBy(Expr::From(0.5));
AddEq(l, PointPlaneDistance(m, plane->h), 0);
// And projected into the plane of symmetry, the points are
// coincident.
Expr *au, *av, *bu, *bv;
ea->PointGetExprsInWorkplane(plane->h, &au, &av);
eb->PointGetExprsInWorkplane(plane->h, &bu, &bv);
AddEq(l, au->Minus(bu), 1);
AddEq(l, av->Minus(bv), 2);
} else {
EntityBase *plane = SK.GetEntity(entityA);
EntityBase *a = SK.GetEntity(ptA);
EntityBase *b = SK.GetEntity(ptB);
Expr *au, *av, *bu, *bv;
a->PointGetExprsInWorkplane(workplane, &au, &av);
b->PointGetExprsInWorkplane(workplane, &bu, &bv);
Expr *mu = Expr::From(0.5)->Times(au->Plus(bu));
Expr *mv = Expr::From(0.5)->Times(av->Plus(bv));
ExprVector m = PointInThreeSpace(workplane, mu, mv);
AddEq(l, PointPlaneDistance(m, plane->h), 0);
// Construct a vector within the workplane that is normal
// to the symmetry pane's normal (i.e., that lies in the
// plane of symmetry). The line connecting the points is
// perpendicular to that constructed vector.
EntityBase *w = SK.GetEntity(workplane);
ExprVector u = w->Normal()->NormalExprsU();
ExprVector v = w->Normal()->NormalExprsV();
ExprVector pa = a->PointGetExprs();
ExprVector pb = b->PointGetExprs();
ExprVector n;
Expr *d;
plane->WorkplaneGetPlaneExprs(&n, &d);
AddEq(l, (n.Cross(u.Cross(v))).Dot(pa.Minus(pb)), 1);
}
break;
Convert all enumerations to use `enum class`. Specifically, take the old code that looks like this: class Foo { enum { X = 1, Y = 2 }; int kind; } ... foo.kind = Foo::X; ... and convert it to this: class Foo { enum class Kind : uint32_t { X = 1, Y = 2 }; Kind kind; } ... foo.kind = Foo::Kind::X; (In some cases the enumeration would not be in the class namespace, such as when it is generally useful.) The benefits are as follows: * The type of the field gives a clear indication of intent, both to humans and tools (such as binding generators). * The compiler is able to automatically warn when a switch is not exhaustive; but this is currently suppressed by the default: ssassert(false, ...) idiom. * Integers and plain enums are weakly type checked: they implicitly convert into each other. This can hide bugs where type conversion is performed but not intended. Enum classes are strongly type checked. * Plain enums pollute parent namespaces; enum classes do not. Almost every defined enum we have already has a kind of ad-hoc namespacing via `NAMESPACE_`, which is now explicit. * Plain enums do not have a well-defined ABI size, which is important for bindings. Enum classes can have it, if specified. We specify the base type for all enums as uint32_t, which is a safe choice and allows us to not change the numeric values of any variants. This commit introduces absolutely no functional change to the code, just renaming and change of types. It handles almost all cases, except GraphicsWindow::pending.operation, which needs minor functional change.
2016-05-20 08:31:20 +00:00
case Type::SYMMETRIC_HORIZ:
case Type::SYMMETRIC_VERT: {
EntityBase *a = SK.GetEntity(ptA);
EntityBase *b = SK.GetEntity(ptB);
Expr *au, *av, *bu, *bv;
a->PointGetExprsInWorkplane(workplane, &au, &av);
b->PointGetExprsInWorkplane(workplane, &bu, &bv);
Convert all enumerations to use `enum class`. Specifically, take the old code that looks like this: class Foo { enum { X = 1, Y = 2 }; int kind; } ... foo.kind = Foo::X; ... and convert it to this: class Foo { enum class Kind : uint32_t { X = 1, Y = 2 }; Kind kind; } ... foo.kind = Foo::Kind::X; (In some cases the enumeration would not be in the class namespace, such as when it is generally useful.) The benefits are as follows: * The type of the field gives a clear indication of intent, both to humans and tools (such as binding generators). * The compiler is able to automatically warn when a switch is not exhaustive; but this is currently suppressed by the default: ssassert(false, ...) idiom. * Integers and plain enums are weakly type checked: they implicitly convert into each other. This can hide bugs where type conversion is performed but not intended. Enum classes are strongly type checked. * Plain enums pollute parent namespaces; enum classes do not. Almost every defined enum we have already has a kind of ad-hoc namespacing via `NAMESPACE_`, which is now explicit. * Plain enums do not have a well-defined ABI size, which is important for bindings. Enum classes can have it, if specified. We specify the base type for all enums as uint32_t, which is a safe choice and allows us to not change the numeric values of any variants. This commit introduces absolutely no functional change to the code, just renaming and change of types. It handles almost all cases, except GraphicsWindow::pending.operation, which needs minor functional change.
2016-05-20 08:31:20 +00:00
if(type == Type::SYMMETRIC_HORIZ) {
AddEq(l, av->Minus(bv), 0);
AddEq(l, au->Plus(bu), 1);
} else {
AddEq(l, au->Minus(bu), 0);
AddEq(l, av->Plus(bv), 1);
}
break;
}
Convert all enumerations to use `enum class`. Specifically, take the old code that looks like this: class Foo { enum { X = 1, Y = 2 }; int kind; } ... foo.kind = Foo::X; ... and convert it to this: class Foo { enum class Kind : uint32_t { X = 1, Y = 2 }; Kind kind; } ... foo.kind = Foo::Kind::X; (In some cases the enumeration would not be in the class namespace, such as when it is generally useful.) The benefits are as follows: * The type of the field gives a clear indication of intent, both to humans and tools (such as binding generators). * The compiler is able to automatically warn when a switch is not exhaustive; but this is currently suppressed by the default: ssassert(false, ...) idiom. * Integers and plain enums are weakly type checked: they implicitly convert into each other. This can hide bugs where type conversion is performed but not intended. Enum classes are strongly type checked. * Plain enums pollute parent namespaces; enum classes do not. Almost every defined enum we have already has a kind of ad-hoc namespacing via `NAMESPACE_`, which is now explicit. * Plain enums do not have a well-defined ABI size, which is important for bindings. Enum classes can have it, if specified. We specify the base type for all enums as uint32_t, which is a safe choice and allows us to not change the numeric values of any variants. This commit introduces absolutely no functional change to the code, just renaming and change of types. It handles almost all cases, except GraphicsWindow::pending.operation, which needs minor functional change.
2016-05-20 08:31:20 +00:00
case Type::SYMMETRIC_LINE: {
EntityBase *pa = SK.GetEntity(ptA);
EntityBase *pb = SK.GetEntity(ptB);
Expr *pau, *pav, *pbu, *pbv;
pa->PointGetExprsInWorkplane(workplane, &pau, &pav);
pb->PointGetExprsInWorkplane(workplane, &pbu, &pbv);
EntityBase *ln = SK.GetEntity(entityA);
EntityBase *la = SK.GetEntity(ln->point[0]);
EntityBase *lb = SK.GetEntity(ln->point[1]);
Expr *lau, *lav, *lbu, *lbv;
la->PointGetExprsInWorkplane(workplane, &lau, &lav);
lb->PointGetExprsInWorkplane(workplane, &lbu, &lbv);
Expr *dpu = pbu->Minus(pau), *dpv = pbv->Minus(pav);
Expr *dlu = lbu->Minus(lau), *dlv = lbv->Minus(lav);
// The line through the points is perpendicular to the line
// of symmetry.
AddEq(l, (dlu->Times(dpu))->Plus(dlv->Times(dpv)), 0);
// And the signed distances of the points to the line are
// equal in magnitude and opposite in sign, so sum to zero
Expr *dista = (dlv->Times(lau->Minus(pau)))->Minus(
(dlu->Times(lav->Minus(pav))));
Expr *distb = (dlv->Times(lau->Minus(pbu)))->Minus(
(dlu->Times(lav->Minus(pbv))));
AddEq(l, dista->Plus(distb), 1);
break;
}
Convert all enumerations to use `enum class`. Specifically, take the old code that looks like this: class Foo { enum { X = 1, Y = 2 }; int kind; } ... foo.kind = Foo::X; ... and convert it to this: class Foo { enum class Kind : uint32_t { X = 1, Y = 2 }; Kind kind; } ... foo.kind = Foo::Kind::X; (In some cases the enumeration would not be in the class namespace, such as when it is generally useful.) The benefits are as follows: * The type of the field gives a clear indication of intent, both to humans and tools (such as binding generators). * The compiler is able to automatically warn when a switch is not exhaustive; but this is currently suppressed by the default: ssassert(false, ...) idiom. * Integers and plain enums are weakly type checked: they implicitly convert into each other. This can hide bugs where type conversion is performed but not intended. Enum classes are strongly type checked. * Plain enums pollute parent namespaces; enum classes do not. Almost every defined enum we have already has a kind of ad-hoc namespacing via `NAMESPACE_`, which is now explicit. * Plain enums do not have a well-defined ABI size, which is important for bindings. Enum classes can have it, if specified. We specify the base type for all enums as uint32_t, which is a safe choice and allows us to not change the numeric values of any variants. This commit introduces absolutely no functional change to the code, just renaming and change of types. It handles almost all cases, except GraphicsWindow::pending.operation, which needs minor functional change.
2016-05-20 08:31:20 +00:00
case Type::HORIZONTAL:
case Type::VERTICAL: {
hEntity ha, hb;
if(entityA.v) {
EntityBase *e = SK.GetEntity(entityA);
ha = e->point[0];
hb = e->point[1];
} else {
ha = ptA;
hb = ptB;
}
EntityBase *a = SK.GetEntity(ha);
EntityBase *b = SK.GetEntity(hb);
Expr *au, *av, *bu, *bv;
a->PointGetExprsInWorkplane(workplane, &au, &av);
b->PointGetExprsInWorkplane(workplane, &bu, &bv);
Convert all enumerations to use `enum class`. Specifically, take the old code that looks like this: class Foo { enum { X = 1, Y = 2 }; int kind; } ... foo.kind = Foo::X; ... and convert it to this: class Foo { enum class Kind : uint32_t { X = 1, Y = 2 }; Kind kind; } ... foo.kind = Foo::Kind::X; (In some cases the enumeration would not be in the class namespace, such as when it is generally useful.) The benefits are as follows: * The type of the field gives a clear indication of intent, both to humans and tools (such as binding generators). * The compiler is able to automatically warn when a switch is not exhaustive; but this is currently suppressed by the default: ssassert(false, ...) idiom. * Integers and plain enums are weakly type checked: they implicitly convert into each other. This can hide bugs where type conversion is performed but not intended. Enum classes are strongly type checked. * Plain enums pollute parent namespaces; enum classes do not. Almost every defined enum we have already has a kind of ad-hoc namespacing via `NAMESPACE_`, which is now explicit. * Plain enums do not have a well-defined ABI size, which is important for bindings. Enum classes can have it, if specified. We specify the base type for all enums as uint32_t, which is a safe choice and allows us to not change the numeric values of any variants. This commit introduces absolutely no functional change to the code, just renaming and change of types. It handles almost all cases, except GraphicsWindow::pending.operation, which needs minor functional change.
2016-05-20 08:31:20 +00:00
AddEq(l, (type == Type::HORIZONTAL) ? av->Minus(bv) : au->Minus(bu), 0);
break;
}
Convert all enumerations to use `enum class`. Specifically, take the old code that looks like this: class Foo { enum { X = 1, Y = 2 }; int kind; } ... foo.kind = Foo::X; ... and convert it to this: class Foo { enum class Kind : uint32_t { X = 1, Y = 2 }; Kind kind; } ... foo.kind = Foo::Kind::X; (In some cases the enumeration would not be in the class namespace, such as when it is generally useful.) The benefits are as follows: * The type of the field gives a clear indication of intent, both to humans and tools (such as binding generators). * The compiler is able to automatically warn when a switch is not exhaustive; but this is currently suppressed by the default: ssassert(false, ...) idiom. * Integers and plain enums are weakly type checked: they implicitly convert into each other. This can hide bugs where type conversion is performed but not intended. Enum classes are strongly type checked. * Plain enums pollute parent namespaces; enum classes do not. Almost every defined enum we have already has a kind of ad-hoc namespacing via `NAMESPACE_`, which is now explicit. * Plain enums do not have a well-defined ABI size, which is important for bindings. Enum classes can have it, if specified. We specify the base type for all enums as uint32_t, which is a safe choice and allows us to not change the numeric values of any variants. This commit introduces absolutely no functional change to the code, just renaming and change of types. It handles almost all cases, except GraphicsWindow::pending.operation, which needs minor functional change.
2016-05-20 08:31:20 +00:00
case Type::SAME_ORIENTATION: {
EntityBase *a = SK.GetEntity(entityA);
EntityBase *b = SK.GetEntity(entityB);
if(b->group.v != group.v) {
swap(a, b);
}
ExprVector au = a->NormalExprsU(),
an = a->NormalExprsN();
ExprVector bu = b->NormalExprsU(),
bv = b->NormalExprsV(),
bn = b->NormalExprsN();
2015-03-29 00:30:52 +00:00
AddEq(l, VectorsParallel(0, an, bn), 0);
AddEq(l, VectorsParallel(1, an, bn), 1);
Expr *d1 = au.Dot(bv);
Expr *d2 = au.Dot(bu);
// Allow either orientation for the coordinate system, depending
// on how it was drawn.
if(fabs(d1->Eval()) < fabs(d2->Eval())) {
AddEq(l, d1, 2);
} else {
AddEq(l, d2, 2);
}
break;
}
Convert all enumerations to use `enum class`. Specifically, take the old code that looks like this: class Foo { enum { X = 1, Y = 2 }; int kind; } ... foo.kind = Foo::X; ... and convert it to this: class Foo { enum class Kind : uint32_t { X = 1, Y = 2 }; Kind kind; } ... foo.kind = Foo::Kind::X; (In some cases the enumeration would not be in the class namespace, such as when it is generally useful.) The benefits are as follows: * The type of the field gives a clear indication of intent, both to humans and tools (such as binding generators). * The compiler is able to automatically warn when a switch is not exhaustive; but this is currently suppressed by the default: ssassert(false, ...) idiom. * Integers and plain enums are weakly type checked: they implicitly convert into each other. This can hide bugs where type conversion is performed but not intended. Enum classes are strongly type checked. * Plain enums pollute parent namespaces; enum classes do not. Almost every defined enum we have already has a kind of ad-hoc namespacing via `NAMESPACE_`, which is now explicit. * Plain enums do not have a well-defined ABI size, which is important for bindings. Enum classes can have it, if specified. We specify the base type for all enums as uint32_t, which is a safe choice and allows us to not change the numeric values of any variants. This commit introduces absolutely no functional change to the code, just renaming and change of types. It handles almost all cases, except GraphicsWindow::pending.operation, which needs minor functional change.
2016-05-20 08:31:20 +00:00
case Type::PERPENDICULAR:
case Type::ANGLE: {
EntityBase *a = SK.GetEntity(entityA);
EntityBase *b = SK.GetEntity(entityB);
ExprVector ae = a->VectorGetExprs();
ExprVector be = b->VectorGetExprs();
if(other) ae = ae.ScaledBy(Expr::From(-1));
Expr *c = DirectionCosine(workplane, ae, be);
Convert all enumerations to use `enum class`. Specifically, take the old code that looks like this: class Foo { enum { X = 1, Y = 2 }; int kind; } ... foo.kind = Foo::X; ... and convert it to this: class Foo { enum class Kind : uint32_t { X = 1, Y = 2 }; Kind kind; } ... foo.kind = Foo::Kind::X; (In some cases the enumeration would not be in the class namespace, such as when it is generally useful.) The benefits are as follows: * The type of the field gives a clear indication of intent, both to humans and tools (such as binding generators). * The compiler is able to automatically warn when a switch is not exhaustive; but this is currently suppressed by the default: ssassert(false, ...) idiom. * Integers and plain enums are weakly type checked: they implicitly convert into each other. This can hide bugs where type conversion is performed but not intended. Enum classes are strongly type checked. * Plain enums pollute parent namespaces; enum classes do not. Almost every defined enum we have already has a kind of ad-hoc namespacing via `NAMESPACE_`, which is now explicit. * Plain enums do not have a well-defined ABI size, which is important for bindings. Enum classes can have it, if specified. We specify the base type for all enums as uint32_t, which is a safe choice and allows us to not change the numeric values of any variants. This commit introduces absolutely no functional change to the code, just renaming and change of types. It handles almost all cases, except GraphicsWindow::pending.operation, which needs minor functional change.
2016-05-20 08:31:20 +00:00
if(type == Type::ANGLE) {
// The direction cosine is equal to the cosine of the
// specified angle
Expr *rads = exA->Times(Expr::From(PI/180)),
*rc = rads->Cos();
double arc = fabs(rc->Eval());
// avoid false detection of inconsistent systems by gaining
// up as the difference in dot products gets small at small
// angles; doubles still have plenty of precision, only
// problem is that rank test
Expr *mult = Expr::From(arc > 0.99 ? 0.01/(1.00001 - arc) : 1);
AddEq(l, (c->Minus(rc))->Times(mult), 0);
} else {
// The dot product (and therefore the direction cosine)
// is equal to zero, perpendicular.
AddEq(l, c, 0);
}
break;
}
Convert all enumerations to use `enum class`. Specifically, take the old code that looks like this: class Foo { enum { X = 1, Y = 2 }; int kind; } ... foo.kind = Foo::X; ... and convert it to this: class Foo { enum class Kind : uint32_t { X = 1, Y = 2 }; Kind kind; } ... foo.kind = Foo::Kind::X; (In some cases the enumeration would not be in the class namespace, such as when it is generally useful.) The benefits are as follows: * The type of the field gives a clear indication of intent, both to humans and tools (such as binding generators). * The compiler is able to automatically warn when a switch is not exhaustive; but this is currently suppressed by the default: ssassert(false, ...) idiom. * Integers and plain enums are weakly type checked: they implicitly convert into each other. This can hide bugs where type conversion is performed but not intended. Enum classes are strongly type checked. * Plain enums pollute parent namespaces; enum classes do not. Almost every defined enum we have already has a kind of ad-hoc namespacing via `NAMESPACE_`, which is now explicit. * Plain enums do not have a well-defined ABI size, which is important for bindings. Enum classes can have it, if specified. We specify the base type for all enums as uint32_t, which is a safe choice and allows us to not change the numeric values of any variants. This commit introduces absolutely no functional change to the code, just renaming and change of types. It handles almost all cases, except GraphicsWindow::pending.operation, which needs minor functional change.
2016-05-20 08:31:20 +00:00
case Type::EQUAL_ANGLE: {
EntityBase *a = SK.GetEntity(entityA);
EntityBase *b = SK.GetEntity(entityB);
EntityBase *c = SK.GetEntity(entityC);
EntityBase *d = SK.GetEntity(entityD);
ExprVector ae = a->VectorGetExprs();
ExprVector be = b->VectorGetExprs();
ExprVector ce = c->VectorGetExprs();
ExprVector de = d->VectorGetExprs();
if(other) ae = ae.ScaledBy(Expr::From(-1));
Expr *cab = DirectionCosine(workplane, ae, be);
Expr *ccd = DirectionCosine(workplane, ce, de);
AddEq(l, cab->Minus(ccd), 0);
break;
}
Convert all enumerations to use `enum class`. Specifically, take the old code that looks like this: class Foo { enum { X = 1, Y = 2 }; int kind; } ... foo.kind = Foo::X; ... and convert it to this: class Foo { enum class Kind : uint32_t { X = 1, Y = 2 }; Kind kind; } ... foo.kind = Foo::Kind::X; (In some cases the enumeration would not be in the class namespace, such as when it is generally useful.) The benefits are as follows: * The type of the field gives a clear indication of intent, both to humans and tools (such as binding generators). * The compiler is able to automatically warn when a switch is not exhaustive; but this is currently suppressed by the default: ssassert(false, ...) idiom. * Integers and plain enums are weakly type checked: they implicitly convert into each other. This can hide bugs where type conversion is performed but not intended. Enum classes are strongly type checked. * Plain enums pollute parent namespaces; enum classes do not. Almost every defined enum we have already has a kind of ad-hoc namespacing via `NAMESPACE_`, which is now explicit. * Plain enums do not have a well-defined ABI size, which is important for bindings. Enum classes can have it, if specified. We specify the base type for all enums as uint32_t, which is a safe choice and allows us to not change the numeric values of any variants. This commit introduces absolutely no functional change to the code, just renaming and change of types. It handles almost all cases, except GraphicsWindow::pending.operation, which needs minor functional change.
2016-05-20 08:31:20 +00:00
case Type::ARC_LINE_TANGENT: {
EntityBase *arc = SK.GetEntity(entityA);
EntityBase *line = SK.GetEntity(entityB);
ExprVector ac = SK.GetEntity(arc->point[0])->PointGetExprs();
2015-03-29 00:30:52 +00:00
ExprVector ap =
SK.GetEntity(arc->point[other ? 2 : 1])->PointGetExprs();
ExprVector ld = line->VectorGetExprs();
// The line is perpendicular to the radius
AddEq(l, ld.Dot(ac.Minus(ap)), 0);
break;
}
Convert all enumerations to use `enum class`. Specifically, take the old code that looks like this: class Foo { enum { X = 1, Y = 2 }; int kind; } ... foo.kind = Foo::X; ... and convert it to this: class Foo { enum class Kind : uint32_t { X = 1, Y = 2 }; Kind kind; } ... foo.kind = Foo::Kind::X; (In some cases the enumeration would not be in the class namespace, such as when it is generally useful.) The benefits are as follows: * The type of the field gives a clear indication of intent, both to humans and tools (such as binding generators). * The compiler is able to automatically warn when a switch is not exhaustive; but this is currently suppressed by the default: ssassert(false, ...) idiom. * Integers and plain enums are weakly type checked: they implicitly convert into each other. This can hide bugs where type conversion is performed but not intended. Enum classes are strongly type checked. * Plain enums pollute parent namespaces; enum classes do not. Almost every defined enum we have already has a kind of ad-hoc namespacing via `NAMESPACE_`, which is now explicit. * Plain enums do not have a well-defined ABI size, which is important for bindings. Enum classes can have it, if specified. We specify the base type for all enums as uint32_t, which is a safe choice and allows us to not change the numeric values of any variants. This commit introduces absolutely no functional change to the code, just renaming and change of types. It handles almost all cases, except GraphicsWindow::pending.operation, which needs minor functional change.
2016-05-20 08:31:20 +00:00
case Type::CUBIC_LINE_TANGENT: {
EntityBase *cubic = SK.GetEntity(entityA);
EntityBase *line = SK.GetEntity(entityB);
2015-03-29 00:30:52 +00:00
ExprVector a;
if(other) {
a = cubic->CubicGetFinishTangentExprs();
} else {
a = cubic->CubicGetStartTangentExprs();
}
ExprVector b = line->VectorGetExprs();
if(workplane.v == EntityBase::FREE_IN_3D.v) {
AddEq(l, VectorsParallel(0, a, b), 0);
AddEq(l, VectorsParallel(1, a, b), 1);
} else {
EntityBase *w = SK.GetEntity(workplane);
ExprVector wn = w->Normal()->NormalExprsN();
AddEq(l, (a.Cross(b)).Dot(wn), 0);
}
break;
}
Convert all enumerations to use `enum class`. Specifically, take the old code that looks like this: class Foo { enum { X = 1, Y = 2 }; int kind; } ... foo.kind = Foo::X; ... and convert it to this: class Foo { enum class Kind : uint32_t { X = 1, Y = 2 }; Kind kind; } ... foo.kind = Foo::Kind::X; (In some cases the enumeration would not be in the class namespace, such as when it is generally useful.) The benefits are as follows: * The type of the field gives a clear indication of intent, both to humans and tools (such as binding generators). * The compiler is able to automatically warn when a switch is not exhaustive; but this is currently suppressed by the default: ssassert(false, ...) idiom. * Integers and plain enums are weakly type checked: they implicitly convert into each other. This can hide bugs where type conversion is performed but not intended. Enum classes are strongly type checked. * Plain enums pollute parent namespaces; enum classes do not. Almost every defined enum we have already has a kind of ad-hoc namespacing via `NAMESPACE_`, which is now explicit. * Plain enums do not have a well-defined ABI size, which is important for bindings. Enum classes can have it, if specified. We specify the base type for all enums as uint32_t, which is a safe choice and allows us to not change the numeric values of any variants. This commit introduces absolutely no functional change to the code, just renaming and change of types. It handles almost all cases, except GraphicsWindow::pending.operation, which needs minor functional change.
2016-05-20 08:31:20 +00:00
case Type::CURVE_CURVE_TANGENT: {
bool parallel = true;
int i;
ExprVector dir[2];
for(i = 0; i < 2; i++) {
EntityBase *e = SK.GetEntity((i == 0) ? entityA : entityB);
bool oth = (i == 0) ? other : other2;
Convert all enumerations to use `enum class`. Specifically, take the old code that looks like this: class Foo { enum { X = 1, Y = 2 }; int kind; } ... foo.kind = Foo::X; ... and convert it to this: class Foo { enum class Kind : uint32_t { X = 1, Y = 2 }; Kind kind; } ... foo.kind = Foo::Kind::X; (In some cases the enumeration would not be in the class namespace, such as when it is generally useful.) The benefits are as follows: * The type of the field gives a clear indication of intent, both to humans and tools (such as binding generators). * The compiler is able to automatically warn when a switch is not exhaustive; but this is currently suppressed by the default: ssassert(false, ...) idiom. * Integers and plain enums are weakly type checked: they implicitly convert into each other. This can hide bugs where type conversion is performed but not intended. Enum classes are strongly type checked. * Plain enums pollute parent namespaces; enum classes do not. Almost every defined enum we have already has a kind of ad-hoc namespacing via `NAMESPACE_`, which is now explicit. * Plain enums do not have a well-defined ABI size, which is important for bindings. Enum classes can have it, if specified. We specify the base type for all enums as uint32_t, which is a safe choice and allows us to not change the numeric values of any variants. This commit introduces absolutely no functional change to the code, just renaming and change of types. It handles almost all cases, except GraphicsWindow::pending.operation, which needs minor functional change.
2016-05-20 08:31:20 +00:00
if(e->type == Entity::Type::ARC_OF_CIRCLE) {
ExprVector center, endpoint;
center = SK.GetEntity(e->point[0])->PointGetExprs();
endpoint =
SK.GetEntity(e->point[oth ? 2 : 1])->PointGetExprs();
dir[i] = endpoint.Minus(center);
// We're using the vector from the center of the arc to
// an endpoint; so that's normal to the tangent, not
// parallel.
parallel = !parallel;
Convert all enumerations to use `enum class`. Specifically, take the old code that looks like this: class Foo { enum { X = 1, Y = 2 }; int kind; } ... foo.kind = Foo::X; ... and convert it to this: class Foo { enum class Kind : uint32_t { X = 1, Y = 2 }; Kind kind; } ... foo.kind = Foo::Kind::X; (In some cases the enumeration would not be in the class namespace, such as when it is generally useful.) The benefits are as follows: * The type of the field gives a clear indication of intent, both to humans and tools (such as binding generators). * The compiler is able to automatically warn when a switch is not exhaustive; but this is currently suppressed by the default: ssassert(false, ...) idiom. * Integers and plain enums are weakly type checked: they implicitly convert into each other. This can hide bugs where type conversion is performed but not intended. Enum classes are strongly type checked. * Plain enums pollute parent namespaces; enum classes do not. Almost every defined enum we have already has a kind of ad-hoc namespacing via `NAMESPACE_`, which is now explicit. * Plain enums do not have a well-defined ABI size, which is important for bindings. Enum classes can have it, if specified. We specify the base type for all enums as uint32_t, which is a safe choice and allows us to not change the numeric values of any variants. This commit introduces absolutely no functional change to the code, just renaming and change of types. It handles almost all cases, except GraphicsWindow::pending.operation, which needs minor functional change.
2016-05-20 08:31:20 +00:00
} else if(e->type == Entity::Type::CUBIC) {
if(oth) {
dir[i] = e->CubicGetFinishTangentExprs();
} else {
dir[i] = e->CubicGetStartTangentExprs();
}
} else {
ssassert(false, "Unexpected entity types for CURVE_CURVE_TANGENT");
}
}
if(parallel) {
EntityBase *w = SK.GetEntity(workplane);
ExprVector wn = w->Normal()->NormalExprsN();
AddEq(l, ((dir[0]).Cross(dir[1])).Dot(wn), 0);
} else {
AddEq(l, (dir[0]).Dot(dir[1]), 0);
}
break;
}
Convert all enumerations to use `enum class`. Specifically, take the old code that looks like this: class Foo { enum { X = 1, Y = 2 }; int kind; } ... foo.kind = Foo::X; ... and convert it to this: class Foo { enum class Kind : uint32_t { X = 1, Y = 2 }; Kind kind; } ... foo.kind = Foo::Kind::X; (In some cases the enumeration would not be in the class namespace, such as when it is generally useful.) The benefits are as follows: * The type of the field gives a clear indication of intent, both to humans and tools (such as binding generators). * The compiler is able to automatically warn when a switch is not exhaustive; but this is currently suppressed by the default: ssassert(false, ...) idiom. * Integers and plain enums are weakly type checked: they implicitly convert into each other. This can hide bugs where type conversion is performed but not intended. Enum classes are strongly type checked. * Plain enums pollute parent namespaces; enum classes do not. Almost every defined enum we have already has a kind of ad-hoc namespacing via `NAMESPACE_`, which is now explicit. * Plain enums do not have a well-defined ABI size, which is important for bindings. Enum classes can have it, if specified. We specify the base type for all enums as uint32_t, which is a safe choice and allows us to not change the numeric values of any variants. This commit introduces absolutely no functional change to the code, just renaming and change of types. It handles almost all cases, except GraphicsWindow::pending.operation, which needs minor functional change.
2016-05-20 08:31:20 +00:00
case Type::PARALLEL: {
EntityBase *ea = SK.GetEntity(entityA), *eb = SK.GetEntity(entityB);
if(eb->group.v != group.v) {
swap(ea, eb);
}
ExprVector a = ea->VectorGetExprs();
ExprVector b = eb->VectorGetExprs();
if(workplane.v == EntityBase::FREE_IN_3D.v) {
AddEq(l, VectorsParallel(0, a, b), 0);
AddEq(l, VectorsParallel(1, a, b), 1);
} else {
EntityBase *w = SK.GetEntity(workplane);
ExprVector wn = w->Normal()->NormalExprsN();
AddEq(l, (a.Cross(b)).Dot(wn), 0);
}
break;
}
Convert all enumerations to use `enum class`. Specifically, take the old code that looks like this: class Foo { enum { X = 1, Y = 2 }; int kind; } ... foo.kind = Foo::X; ... and convert it to this: class Foo { enum class Kind : uint32_t { X = 1, Y = 2 }; Kind kind; } ... foo.kind = Foo::Kind::X; (In some cases the enumeration would not be in the class namespace, such as when it is generally useful.) The benefits are as follows: * The type of the field gives a clear indication of intent, both to humans and tools (such as binding generators). * The compiler is able to automatically warn when a switch is not exhaustive; but this is currently suppressed by the default: ssassert(false, ...) idiom. * Integers and plain enums are weakly type checked: they implicitly convert into each other. This can hide bugs where type conversion is performed but not intended. Enum classes are strongly type checked. * Plain enums pollute parent namespaces; enum classes do not. Almost every defined enum we have already has a kind of ad-hoc namespacing via `NAMESPACE_`, which is now explicit. * Plain enums do not have a well-defined ABI size, which is important for bindings. Enum classes can have it, if specified. We specify the base type for all enums as uint32_t, which is a safe choice and allows us to not change the numeric values of any variants. This commit introduces absolutely no functional change to the code, just renaming and change of types. It handles almost all cases, except GraphicsWindow::pending.operation, which needs minor functional change.
2016-05-20 08:31:20 +00:00
case Type::WHERE_DRAGGED: {
EntityBase *ep = SK.GetEntity(ptA);
if(workplane.v == EntityBase::FREE_IN_3D.v) {
ExprVector ev = ep->PointGetExprs();
Vector v = ep->PointGetNum();
AddEq(l, ev.x->Minus(Expr::From(v.x)), 0);
AddEq(l, ev.y->Minus(Expr::From(v.y)), 1);
AddEq(l, ev.z->Minus(Expr::From(v.z)), 2);
} else {
Expr *u, *v;
ep->PointGetExprsInWorkplane(workplane, &u, &v);
AddEq(l, u->Minus(Expr::From(u->Eval())), 0);
AddEq(l, v->Minus(Expr::From(v->Eval())), 1);
}
break;
}
Convert all enumerations to use `enum class`. Specifically, take the old code that looks like this: class Foo { enum { X = 1, Y = 2 }; int kind; } ... foo.kind = Foo::X; ... and convert it to this: class Foo { enum class Kind : uint32_t { X = 1, Y = 2 }; Kind kind; } ... foo.kind = Foo::Kind::X; (In some cases the enumeration would not be in the class namespace, such as when it is generally useful.) The benefits are as follows: * The type of the field gives a clear indication of intent, both to humans and tools (such as binding generators). * The compiler is able to automatically warn when a switch is not exhaustive; but this is currently suppressed by the default: ssassert(false, ...) idiom. * Integers and plain enums are weakly type checked: they implicitly convert into each other. This can hide bugs where type conversion is performed but not intended. Enum classes are strongly type checked. * Plain enums pollute parent namespaces; enum classes do not. Almost every defined enum we have already has a kind of ad-hoc namespacing via `NAMESPACE_`, which is now explicit. * Plain enums do not have a well-defined ABI size, which is important for bindings. Enum classes can have it, if specified. We specify the base type for all enums as uint32_t, which is a safe choice and allows us to not change the numeric values of any variants. This commit introduces absolutely no functional change to the code, just renaming and change of types. It handles almost all cases, except GraphicsWindow::pending.operation, which needs minor functional change.
2016-05-20 08:31:20 +00:00
case Type::COMMENT:
break;
default: ssassert(false, "Unexpected constraint ID");
}
}