977 lines
24 KiB
C++
977 lines
24 KiB
C++
#include "solvespace.h"
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void MakePathRelative(char *basep, char *pathp)
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{
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int i;
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char *p;
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char base[MAX_PATH], path[MAX_PATH], out[MAX_PATH];
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// Convert everything to lowercase
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p = basep;
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for(i = 0; *p; p++) {
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base[i++] = tolower(*p);
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}
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base[i++] = '\0';
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p = pathp;
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for(i = 0; *p; p++) {
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path[i++] = tolower(*p);
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}
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path[i++] = '\0';
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// Find the length of the common prefix
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int com;
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for(com = 0; base[com] && path[com]; com++) {
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if(base[com] != path[com]) break;
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}
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if(!(base[com] && path[com])) return; // weird, prefix is entire string
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if(com == 0) return; // maybe on different drive letters?
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// Align the common prefix to the nearest slash; otherwise would break
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// on subdirectories or filenames that shared a prefix.
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while(com >= 1 && base[com-1] != '/' && base[com-1] != '\\') {
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com--;
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}
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if(com == 0) return;
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int sections = 0;
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int secLen = 0, secStart = 0;
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for(i = com; base[i]; i++) {
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if(base[i] == '/' || base[i] == '\\') {
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if(secLen == 2 && memcmp(base+secStart, "..", 2)==0) return;
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if(secLen == 1 && memcmp(base+secStart, ".", 1)==0) return;
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sections++;
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secLen = 0;
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secStart = i+1;
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} else {
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secLen++;
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}
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}
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// For every directory in the prefix of the base, we must go down a
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// directory in the relative path name
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strcpy(out, "");
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for(i = 0; i < sections; i++) {
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strcat(out, "../");
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}
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strcat(out, path+com);
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strcpy(pathp, out);
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}
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void MakePathAbsolute(char *basep, char *pathp) {
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char out[MAX_PATH];
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strcpy(out, basep);
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// Chop off the filename
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int i;
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for(i = strlen(out) - 1; i >= 0; i--) {
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if(out[i] == '\\' || out[i] == '/') break;
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}
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if(i < 0) return; // base is not an absolute path, or something?
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out[i+1] = '\0';
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strcat(out, pathp);
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GetAbsoluteFilename(out);
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strcpy(pathp, out);
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}
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bool StringAllPrintable(char *str)
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{
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char *t;
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for(t = str; *t; t++) {
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if(!(isalnum(*t) || *t == '-' || *t == '_')) {
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return false;
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}
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}
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return true;
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}
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bool StringEndsIn(char *str, char *ending)
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{
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int i, ls = strlen(str), le = strlen(ending);
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if(ls < le) return false;
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for(i = 0; i < le; i++) {
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if(tolower(ending[le-i-1]) != tolower(str[ls-i-1])) {
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return false;
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}
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}
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return true;
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}
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void MakeMatrix(double *mat, double a11, double a12, double a13, double a14,
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double a21, double a22, double a23, double a24,
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double a31, double a32, double a33, double a34,
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double a41, double a42, double a43, double a44)
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{
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mat[ 0] = a11;
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mat[ 1] = a21;
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mat[ 2] = a31;
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mat[ 3] = a41;
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mat[ 4] = a12;
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mat[ 5] = a22;
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mat[ 6] = a32;
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mat[ 7] = a42;
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mat[ 8] = a13;
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mat[ 9] = a23;
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mat[10] = a33;
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mat[11] = a43;
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mat[12] = a14;
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mat[13] = a24;
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mat[14] = a34;
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mat[15] = a44;
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}
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//-----------------------------------------------------------------------------
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// Solve a mostly banded matrix. In a given row, there are LEFT_OF_DIAG
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// elements to the left of the diagonal element, and RIGHT_OF_DIAG elements to
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// the right (so that the total band width is LEFT_OF_DIAG + RIGHT_OF_DIAG + 1).
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// There also may be elements in the last two columns of any row. We solve
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// without pivoting.
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//-----------------------------------------------------------------------------
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void BandedMatrix::Solve(void) {
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int i, ip, j, jp;
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double temp;
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// Reduce the matrix to upper triangular form.
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for(i = 0; i < n; i++) {
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for(ip = i+1; ip < n && ip <= (i + LEFT_OF_DIAG); ip++) {
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temp = A[ip][i]/A[i][i];
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for(jp = i; jp < (n - 2) && jp <= (i + RIGHT_OF_DIAG); jp++) {
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A[ip][jp] -= temp*(A[i][jp]);
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}
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A[ip][n-2] -= temp*(A[i][n-2]);
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A[ip][n-1] -= temp*(A[i][n-1]);
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B[ip] -= temp*B[i];
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}
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}
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// And back-substitute.
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for(i = n - 1; i >= 0; i--) {
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temp = B[i];
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if(i < n-1) temp -= X[n-1]*A[i][n-1];
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if(i < n-2) temp -= X[n-2]*A[i][n-2];
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for(j = min(n - 3, i + RIGHT_OF_DIAG); j > i; j--) {
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temp -= X[j]*A[i][j];
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}
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X[i] = temp / A[i][i];
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}
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}
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const Quaternion Quaternion::IDENTITY = { 1, 0, 0, 0 };
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Quaternion Quaternion::From(double w, double vx, double vy, double vz) {
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Quaternion q;
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q.w = w;
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q.vx = vx;
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q.vy = vy;
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q.vz = vz;
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return q;
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}
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Quaternion Quaternion::From(hParam w, hParam vx, hParam vy, hParam vz) {
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Quaternion q;
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q.w = SK.GetParam(w )->val;
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q.vx = SK.GetParam(vx)->val;
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q.vy = SK.GetParam(vy)->val;
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q.vz = SK.GetParam(vz)->val;
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return q;
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}
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Quaternion Quaternion::From(Vector axis, double dtheta) {
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Quaternion q;
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double c = cos(dtheta / 2), s = sin(dtheta / 2);
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axis = axis.WithMagnitude(s);
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q.w = c;
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q.vx = axis.x;
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q.vy = axis.y;
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q.vz = axis.z;
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return q;
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}
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Quaternion Quaternion::From(Vector u, Vector v)
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{
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Vector n = u.Cross(v);
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Quaternion q;
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double s, tr = 1 + u.x + v.y + n.z;
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if(tr > 1e-4) {
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s = 2*sqrt(tr);
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q.w = s/4;
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q.vx = (v.z - n.y)/s;
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q.vy = (n.x - u.z)/s;
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q.vz = (u.y - v.x)/s;
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} else {
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if(u.x > v.y && u.x > n.z) {
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s = 2*sqrt(1 + u.x - v.y - n.z);
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q.w = (v.z - n.y)/s;
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q.vx = s/4;
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q.vy = (u.y + v.x)/s;
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q.vz = (n.x + u.z)/s;
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} else if(v.y > n.z) {
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s = 2*sqrt(1 - u.x + v.y - n.z);
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q.w = (n.x - u.z)/s;
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q.vx = (u.y + v.x)/s;
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q.vy = s/4;
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q.vz = (v.z + n.y)/s;
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} else {
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s = 2*sqrt(1 - u.x - v.y + n.z);
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q.w = (u.y - v.x)/s;
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q.vx = (n.x + u.z)/s;
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q.vy = (v.z + n.y)/s;
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q.vz = s/4;
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}
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}
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return q.WithMagnitude(1);
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}
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Quaternion Quaternion::Plus(Quaternion b) {
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Quaternion q;
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q.w = w + b.w;
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q.vx = vx + b.vx;
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q.vy = vy + b.vy;
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q.vz = vz + b.vz;
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return q;
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}
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Quaternion Quaternion::Minus(Quaternion b) {
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Quaternion q;
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q.w = w - b.w;
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q.vx = vx - b.vx;
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q.vy = vy - b.vy;
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q.vz = vz - b.vz;
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return q;
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}
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Quaternion Quaternion::ScaledBy(double s) {
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Quaternion q;
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q.w = w*s;
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q.vx = vx*s;
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q.vy = vy*s;
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q.vz = vz*s;
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return q;
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}
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double Quaternion::Magnitude(void) {
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return sqrt(w*w + vx*vx + vy*vy + vz*vz);
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}
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Quaternion Quaternion::WithMagnitude(double s) {
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return ScaledBy(s/Magnitude());
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}
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Vector Quaternion::RotationU(void) {
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Vector v;
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v.x = w*w + vx*vx - vy*vy - vz*vz;
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v.y = 2*w *vz + 2*vx*vy;
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v.z = 2*vx*vz - 2*w *vy;
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return v;
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}
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Vector Quaternion::RotationV(void) {
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Vector v;
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v.x = 2*vx*vy - 2*w*vz;
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v.y = w*w - vx*vx + vy*vy - vz*vz;
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v.z = 2*w*vx + 2*vy*vz;
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return v;
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}
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Vector Quaternion::RotationN(void) {
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Vector v;
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v.x = 2*w*vy + 2*vx*vz;
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v.y = 2*vy*vz - 2*w*vx;
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v.z = w*w - vx*vx - vy*vy + vz*vz;
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return v;
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}
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Vector Quaternion::Rotate(Vector p) {
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// Express the point in the new basis
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return (RotationU().ScaledBy(p.x)).Plus(
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RotationV().ScaledBy(p.y)).Plus(
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RotationN().ScaledBy(p.z));
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}
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Quaternion Quaternion::Inverse(void) {
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Quaternion r;
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r.w = w;
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r.vx = -vx;
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r.vy = -vy;
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r.vz = -vz;
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return r.WithMagnitude(1); // not that the normalize should be reqd
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}
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Quaternion Quaternion::ToThe(double p) {
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// Avoid division by zero, or arccos of something not in its domain
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if(w >= (1 - 1e-6)) {
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return From(1, 0, 0, 0);
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} else if(w <= (-1 + 1e-6)) {
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return From(-1, 0, 0, 0);
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}
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Quaternion r;
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Vector axis = Vector::From(vx, vy, vz);
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double theta = acos(w); // okay, since magnitude is 1, so -1 <= w <= 1
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theta *= p;
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r.w = cos(theta);
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axis = axis.WithMagnitude(sin(theta));
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r.vx = axis.x;
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r.vy = axis.y;
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r.vz = axis.z;
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return r;
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}
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Quaternion Quaternion::Times(Quaternion b) {
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double sa = w, sb = b.w;
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Vector va = { vx, vy, vz };
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Vector vb = { b.vx, b.vy, b.vz };
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Quaternion r;
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r.w = sa*sb - va.Dot(vb);
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Vector vr = vb.ScaledBy(sa).Plus(
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va.ScaledBy(sb).Plus(
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va.Cross(vb)));
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r.vx = vr.x;
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r.vy = vr.y;
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r.vz = vr.z;
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return r;
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}
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Quaternion Quaternion::Mirror(void) {
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Vector u = RotationU(),
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v = RotationV();
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u = u.ScaledBy(-1);
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v = v.ScaledBy(-1);
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return Quaternion::From(u, v);
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}
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Vector Vector::From(double x, double y, double z) {
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Vector v;
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v.x = x; v.y = y; v.z = z;
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return v;
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}
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Vector Vector::From(hParam x, hParam y, hParam z) {
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Vector v;
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v.x = SK.GetParam(x)->val;
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v.y = SK.GetParam(y)->val;
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v.z = SK.GetParam(z)->val;
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return v;
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}
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double Vector::Element(int i) {
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switch(i) {
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case 0: return x;
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case 1: return y;
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case 2: return z;
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default: oops();
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}
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}
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bool Vector::Equals(Vector v, double tol) {
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// Quick axis-aligned tests before going further
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double dx = v.x - x; if(dx < -tol || dx > tol) return false;
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double dy = v.y - y; if(dy < -tol || dy > tol) return false;
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double dz = v.z - z; if(dz < -tol || dz > tol) return false;
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return (this->Minus(v)).MagSquared() < tol*tol;
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}
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bool Vector::EqualsExactly(Vector v) {
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return (x == v.x) &&
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(y == v.y) &&
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(z == v.z);
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}
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Vector Vector::Plus(Vector b) {
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Vector r;
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r.x = x + b.x;
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r.y = y + b.y;
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r.z = z + b.z;
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return r;
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}
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Vector Vector::Minus(Vector b) {
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Vector r;
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r.x = x - b.x;
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r.y = y - b.y;
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r.z = z - b.z;
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return r;
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}
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Vector Vector::Negated(void) {
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Vector r;
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r.x = -x;
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r.y = -y;
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r.z = -z;
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return r;
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}
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Vector Vector::Cross(Vector b) {
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Vector r;
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r.x = -(z*b.y) + (y*b.z);
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r.y = (z*b.x) - (x*b.z);
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r.z = -(y*b.x) + (x*b.y);
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return r;
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}
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double Vector::Dot(Vector b) {
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return (x*b.x + y*b.y + z*b.z);
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}
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double Vector::DirectionCosineWith(Vector b) {
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Vector a = this->WithMagnitude(1);
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b = b.WithMagnitude(1);
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return a.Dot(b);
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}
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Vector Vector::Normal(int which) {
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Vector n;
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// Arbitrarily choose one vector that's normal to us, pivoting
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// appropriately.
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double xa = fabs(x), ya = fabs(y), za = fabs(z);
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if(this->Equals(Vector::From(0, 0, 1))) {
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// Make DXFs exported in the XY plane work nicely...
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n = Vector::From(1, 0, 0);
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} else if(xa < ya && xa < za) {
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n.x = 0;
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n.y = z;
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n.z = -y;
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} else if(ya < za) {
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n.x = -z;
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n.y = 0;
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n.z = x;
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} else {
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n.x = y;
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n.y = -x;
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n.z = 0;
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}
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if(which == 0) {
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// That's the vector we return.
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} else if(which == 1) {
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n = this->Cross(n);
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} else oops();
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n = n.WithMagnitude(1);
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return n;
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}
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Vector Vector::RotatedAbout(Vector orig, Vector axis, double theta) {
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Vector r = this->Minus(orig);
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r = r.RotatedAbout(axis, theta);
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return r.Plus(orig);
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}
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Vector Vector::RotatedAbout(Vector axis, double theta) {
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double c = cos(theta);
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double s = sin(theta);
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axis = axis.WithMagnitude(1);
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Vector r;
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r.x = (x)*(c + (1 - c)*(axis.x)*(axis.x)) +
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(y)*((1 - c)*(axis.x)*(axis.y) - s*(axis.z)) +
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(z)*((1 - c)*(axis.x)*(axis.z) + s*(axis.y));
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r.y = (x)*((1 - c)*(axis.y)*(axis.x) + s*(axis.z)) +
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(y)*(c + (1 - c)*(axis.y)*(axis.y)) +
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(z)*((1 - c)*(axis.y)*(axis.z) - s*(axis.x));
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r.z = (x)*((1 - c)*(axis.z)*(axis.x) - s*(axis.y)) +
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(y)*((1 - c)*(axis.z)*(axis.y) + s*(axis.x)) +
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(z)*(c + (1 - c)*(axis.z)*(axis.z));
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return r;
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}
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Vector Vector::DotInToCsys(Vector u, Vector v, Vector n) {
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Vector r = {
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this->Dot(u),
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this->Dot(v),
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this->Dot(n)
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};
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return r;
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}
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Vector Vector::ScaleOutOfCsys(Vector u, Vector v, Vector n) {
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Vector r = u.ScaledBy(x).Plus(
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v.ScaledBy(y).Plus(
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n.ScaledBy(z)));
|
|
return r;
|
|
}
|
|
|
|
Vector Vector::InPerspective(Vector u, Vector v, Vector n,
|
|
Vector origin, double cameraTan)
|
|
{
|
|
Vector r = this->Minus(origin);
|
|
r = r.DotInToCsys(u, v, n);
|
|
// yes, minus; we are assuming a csys where u cross v equals n, backwards
|
|
// from the display stuff
|
|
double w = (1 - r.z*cameraTan);
|
|
r = r.ScaledBy(1/w);
|
|
|
|
return r;
|
|
}
|
|
|
|
double Vector::DistanceToLine(Vector p0, Vector dp) {
|
|
double m = dp.Magnitude();
|
|
return ((this->Minus(p0)).Cross(dp)).Magnitude() / m;
|
|
}
|
|
|
|
bool Vector::OnLineSegment(Vector a, Vector b, double tol) {
|
|
if(this->Equals(a, tol) || this->Equals(b, tol)) return true;
|
|
|
|
Vector d = b.Minus(a);
|
|
|
|
double m = d.MagSquared();
|
|
double distsq = ((this->Minus(a)).Cross(d)).MagSquared() / m;
|
|
|
|
if(distsq >= tol*tol) return false;
|
|
|
|
double t = (this->Minus(a)).DivPivoting(d);
|
|
// On-endpoint already tested
|
|
if(t < 0 || t > 1) return false;
|
|
return true;
|
|
}
|
|
|
|
Vector Vector::ClosestPointOnLine(Vector p0, Vector dp) {
|
|
dp = dp.WithMagnitude(1);
|
|
// this, p0, and (p0+dp) define a plane; the min distance is in
|
|
// that plane, so calculate its normal
|
|
Vector pn = (this->Minus(p0)).Cross(dp);
|
|
// The minimum distance line is in that plane, perpendicular
|
|
// to the line
|
|
Vector n = pn.Cross(dp);
|
|
|
|
// Calculate the actual distance
|
|
double d = (dp.Cross(p0.Minus(*this))).Magnitude();
|
|
return this->Plus(n.WithMagnitude(d));
|
|
}
|
|
|
|
double Vector::MagSquared(void) {
|
|
return x*x + y*y + z*z;
|
|
}
|
|
|
|
double Vector::Magnitude(void) {
|
|
return sqrt(x*x + y*y + z*z);
|
|
}
|
|
|
|
Vector Vector::ScaledBy(double v) {
|
|
Vector r;
|
|
|
|
r.x = x * v;
|
|
r.y = y * v;
|
|
r.z = z * v;
|
|
|
|
return r;
|
|
}
|
|
|
|
Vector Vector::WithMagnitude(double v) {
|
|
double m = Magnitude();
|
|
if(m == 0) {
|
|
// We can do a zero vector with zero magnitude, but not any other cases.
|
|
if(fabs(v) > 1e-100) {
|
|
dbp("Vector::WithMagnitude(%g) of zero vector!", v);
|
|
}
|
|
return From(0, 0, 0);
|
|
} else {
|
|
return ScaledBy(v/m);
|
|
}
|
|
}
|
|
|
|
Vector Vector::ProjectVectorInto(hEntity wrkpl) {
|
|
EntityBase *w = SK.GetEntity(wrkpl);
|
|
Vector u = w->Normal()->NormalU();
|
|
Vector v = w->Normal()->NormalV();
|
|
|
|
double up = this->Dot(u);
|
|
double vp = this->Dot(v);
|
|
|
|
return (u.ScaledBy(up)).Plus(v.ScaledBy(vp));
|
|
}
|
|
|
|
Vector Vector::ProjectInto(hEntity wrkpl) {
|
|
EntityBase *w = SK.GetEntity(wrkpl);
|
|
Vector p0 = w->WorkplaneGetOffset();
|
|
|
|
Vector f = this->Minus(p0);
|
|
|
|
return p0.Plus(f.ProjectVectorInto(wrkpl));
|
|
}
|
|
|
|
Point2d Vector::Project2d(Vector u, Vector v) {
|
|
Point2d p;
|
|
p.x = this->Dot(u);
|
|
p.y = this->Dot(v);
|
|
return p;
|
|
}
|
|
|
|
Point2d Vector::ProjectXy(void) {
|
|
Point2d p;
|
|
p.x = x;
|
|
p.y = y;
|
|
return p;
|
|
}
|
|
|
|
Vector4 Vector::Project4d(void) {
|
|
return Vector4::From(1, x, y, z);
|
|
}
|
|
|
|
double Vector::DivPivoting(Vector delta) {
|
|
double mx = fabs(delta.x), my = fabs(delta.y), mz = fabs(delta.z);
|
|
|
|
if(mx > my && mx > mz) {
|
|
return x/delta.x;
|
|
} else if(my > mz) {
|
|
return y/delta.y;
|
|
} else {
|
|
return z/delta.z;
|
|
}
|
|
}
|
|
|
|
Vector Vector::ClosestOrtho(void) {
|
|
double mx = fabs(x), my = fabs(y), mz = fabs(z);
|
|
|
|
if(mx > my && mx > mz) {
|
|
return From((x > 0) ? 1 : -1, 0, 0);
|
|
} else if(my > mz) {
|
|
return From(0, (y > 0) ? 1 : -1, 0);
|
|
} else {
|
|
return From(0, 0, (z > 0) ? 1 : -1);
|
|
}
|
|
}
|
|
|
|
void Vector::MakeMaxMin(Vector *maxv, Vector *minv) {
|
|
maxv->x = max(maxv->x, x);
|
|
maxv->y = max(maxv->y, y);
|
|
maxv->z = max(maxv->z, z);
|
|
|
|
minv->x = min(minv->x, x);
|
|
minv->y = min(minv->y, y);
|
|
minv->z = min(minv->z, z);
|
|
}
|
|
|
|
bool Vector::OutsideAndNotOn(Vector maxv, Vector minv) {
|
|
return (x > maxv.x + LENGTH_EPS) || (x < minv.x - LENGTH_EPS) ||
|
|
(y > maxv.y + LENGTH_EPS) || (y < minv.y - LENGTH_EPS) ||
|
|
(z > maxv.z + LENGTH_EPS) || (z < minv.z - LENGTH_EPS);
|
|
}
|
|
|
|
bool Vector::BoundingBoxesDisjoint(Vector amax, Vector amin,
|
|
Vector bmax, Vector bmin)
|
|
{
|
|
int i;
|
|
for(i = 0; i < 3; i++) {
|
|
if(amax.Element(i) < bmin.Element(i) - LENGTH_EPS) return true;
|
|
if(amin.Element(i) > bmax.Element(i) + LENGTH_EPS) return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
bool Vector::BoundingBoxIntersectsLine(Vector amax, Vector amin,
|
|
Vector p0, Vector p1, bool segment)
|
|
{
|
|
Vector dp = p1.Minus(p0);
|
|
double lp = dp.Magnitude();
|
|
dp = dp.ScaledBy(1.0/lp);
|
|
|
|
int i, a;
|
|
for(i = 0; i < 3; i++) {
|
|
int j = WRAP(i+1, 3), k = WRAP(i+2, 3);
|
|
if(lp*fabs(dp.Element(i)) < LENGTH_EPS) continue; // parallel to plane
|
|
|
|
for(a = 0; a < 2; a++) {
|
|
double d = (a == 0) ? amax.Element(i) : amin.Element(i);
|
|
// n dot (p0 + t*dp) = d
|
|
// (n dot p0) + t * (n dot dp) = d
|
|
double t = (d - p0.Element(i)) / dp.Element(i);
|
|
Vector p = p0.Plus(dp.ScaledBy(t));
|
|
|
|
if(segment && (t < -LENGTH_EPS || t > (lp+LENGTH_EPS))) continue;
|
|
|
|
if(p.Element(j) > amax.Element(j) + LENGTH_EPS) continue;
|
|
if(p.Element(k) > amax.Element(k) + LENGTH_EPS) continue;
|
|
|
|
if(p.Element(j) < amin.Element(j) - LENGTH_EPS) continue;
|
|
if(p.Element(k) < amin.Element(k) - LENGTH_EPS) continue;
|
|
|
|
return true;
|
|
}
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
Vector Vector::AtIntersectionOfPlanes(Vector n1, double d1,
|
|
Vector n2, double d2)
|
|
{
|
|
double det = (n1.Dot(n1))*(n2.Dot(n2)) -
|
|
(n1.Dot(n2))*(n1.Dot(n2));
|
|
double c1 = (d1*n2.Dot(n2) - d2*n1.Dot(n2))/det;
|
|
double c2 = (d2*n1.Dot(n1) - d1*n1.Dot(n2))/det;
|
|
|
|
return (n1.ScaledBy(c1)).Plus(n2.ScaledBy(c2));
|
|
}
|
|
|
|
void Vector::ClosestPointBetweenLines(Vector a0, Vector da,
|
|
Vector b0, Vector db,
|
|
double *ta, double *tb)
|
|
{
|
|
Vector a1 = a0.Plus(da),
|
|
b1 = a1.Plus(db);
|
|
|
|
// Make a semi-orthogonal coordinate system from those directions;
|
|
// note that dna and dnb need not be perpendicular.
|
|
Vector dn = da.Cross(db); // normal to both
|
|
Vector dna = dn.Cross(da); // normal to da
|
|
Vector dnb = dn.Cross(db); // normal to db
|
|
|
|
// At the intersection of the lines
|
|
// a0 + pa*da = b0 + pb*db (where pa, pb are scalar params)
|
|
// So dot this equation against dna and dnb to get two equations
|
|
// to solve for da and db
|
|
*tb = ((a0.Minus(b0)).Dot(dna))/(db.Dot(dna));
|
|
*ta = -((a0.Minus(b0)).Dot(dnb))/(da.Dot(dnb));
|
|
}
|
|
|
|
Vector Vector::AtIntersectionOfLines(Vector a0, Vector a1,
|
|
Vector b0, Vector b1,
|
|
bool *skew,
|
|
double *parama, double *paramb)
|
|
{
|
|
Vector da = a1.Minus(a0), db = b1.Minus(b0);
|
|
|
|
double pa, pb;
|
|
Vector::ClosestPointBetweenLines(a0, da, b0, db, &pa, &pb);
|
|
|
|
if(parama) *parama = pa;
|
|
if(paramb) *paramb = pb;
|
|
|
|
// And from either of those, we get the intersection point.
|
|
Vector pi = a0.Plus(da.ScaledBy(pa));
|
|
|
|
if(skew) {
|
|
// Check if the intersection points on each line are actually
|
|
// coincident...
|
|
if(pi.Equals(b0.Plus(db.ScaledBy(pb)))) {
|
|
*skew = false;
|
|
} else {
|
|
*skew = true;
|
|
}
|
|
}
|
|
return pi;
|
|
}
|
|
|
|
Vector Vector::AtIntersectionOfPlaneAndLine(Vector n, double d,
|
|
Vector p0, Vector p1,
|
|
bool *parallel)
|
|
{
|
|
Vector dp = p1.Minus(p0);
|
|
|
|
if(fabs(n.Dot(dp)) < LENGTH_EPS) {
|
|
if(parallel) *parallel = true;
|
|
return Vector::From(0, 0, 0);
|
|
}
|
|
|
|
if(parallel) *parallel = false;
|
|
|
|
// n dot (p0 + t*dp) = d
|
|
// (n dot p0) + t * (n dot dp) = d
|
|
double t = (d - n.Dot(p0)) / (n.Dot(dp));
|
|
|
|
return p0.Plus(dp.ScaledBy(t));
|
|
}
|
|
|
|
static double det2(double a1, double b1,
|
|
double a2, double b2)
|
|
{
|
|
return (a1*b2) - (b1*a2);
|
|
}
|
|
static double det3(double a1, double b1, double c1,
|
|
double a2, double b2, double c2,
|
|
double a3, double b3, double c3)
|
|
{
|
|
return a1*det2(b2, c2, b3, c3) -
|
|
b1*det2(a2, c2, a3, c3) +
|
|
c1*det2(a2, b2, a3, b3);
|
|
}
|
|
Vector Vector::AtIntersectionOfPlanes(Vector na, double da,
|
|
Vector nb, double db,
|
|
Vector nc, double dc,
|
|
bool *parallel)
|
|
{
|
|
double det = det3(na.x, na.y, na.z,
|
|
nb.x, nb.y, nb.z,
|
|
nc.x, nc.y, nc.z);
|
|
if(fabs(det) < 1e-10) { // arbitrary tolerance, not so good
|
|
*parallel = true;
|
|
return Vector::From(0, 0, 0);
|
|
}
|
|
*parallel = false;
|
|
|
|
double detx = det3(da, na.y, na.z,
|
|
db, nb.y, nb.z,
|
|
dc, nc.y, nc.z);
|
|
|
|
double dety = det3(na.x, da, na.z,
|
|
nb.x, db, nb.z,
|
|
nc.x, dc, nc.z);
|
|
|
|
double detz = det3(na.x, na.y, da,
|
|
nb.x, nb.y, db,
|
|
nc.x, nc.y, dc );
|
|
|
|
return Vector::From(detx/det, dety/det, detz/det);
|
|
}
|
|
|
|
Vector4 Vector4::From(double w, double x, double y, double z) {
|
|
Vector4 ret;
|
|
ret.w = w;
|
|
ret.x = x;
|
|
ret.y = y;
|
|
ret.z = z;
|
|
return ret;
|
|
}
|
|
|
|
Vector4 Vector4::From(double w, Vector v) {
|
|
return Vector4::From(w, w*v.x, w*v.y, w*v.z);
|
|
}
|
|
|
|
Vector4 Vector4::Blend(Vector4 a, Vector4 b, double t) {
|
|
return (a.ScaledBy(1 - t)).Plus(b.ScaledBy(t));
|
|
}
|
|
|
|
Vector4 Vector4::Plus(Vector4 b) {
|
|
return Vector4::From(w + b.w, x + b.x, y + b.y, z + b.z);
|
|
}
|
|
|
|
Vector4 Vector4::Minus(Vector4 b) {
|
|
return Vector4::From(w - b.w, x - b.x, y - b.y, z - b.z);
|
|
}
|
|
|
|
Vector4 Vector4::ScaledBy(double s) {
|
|
return Vector4::From(w*s, x*s, y*s, z*s);
|
|
}
|
|
|
|
Vector Vector4::PerspectiveProject(void) {
|
|
return Vector::From(x / w, y / w, z / w);
|
|
}
|
|
|
|
Point2d Point2d::From(double x, double y) {
|
|
Point2d r;
|
|
r.x = x; r.y = y;
|
|
return r;
|
|
}
|
|
|
|
Point2d Point2d::Plus(Point2d b) {
|
|
Point2d r;
|
|
r.x = x + b.x;
|
|
r.y = y + b.y;
|
|
return r;
|
|
}
|
|
|
|
Point2d Point2d::Minus(Point2d b) {
|
|
Point2d r;
|
|
r.x = x - b.x;
|
|
r.y = y - b.y;
|
|
return r;
|
|
}
|
|
|
|
Point2d Point2d::ScaledBy(double s) {
|
|
Point2d r;
|
|
r.x = x*s;
|
|
r.y = y*s;
|
|
return r;
|
|
}
|
|
|
|
double Point2d::DivPivoting(Point2d delta) {
|
|
if(fabs(delta.x) > fabs(delta.y)) {
|
|
return x/delta.x;
|
|
} else {
|
|
return y/delta.y;
|
|
}
|
|
}
|
|
|
|
double Point2d::MagSquared(void) {
|
|
return x*x + y*y;
|
|
}
|
|
|
|
double Point2d::Magnitude(void) {
|
|
return sqrt(x*x + y*y);
|
|
}
|
|
|
|
Point2d Point2d::WithMagnitude(double v) {
|
|
double m = Magnitude();
|
|
if(m < 1e-20) {
|
|
dbp("!!! WithMagnitude() of zero vector");
|
|
Point2d r = { v, 0 };
|
|
return r;
|
|
} else {
|
|
return ScaledBy(v/m);
|
|
}
|
|
}
|
|
|
|
double Point2d::DistanceTo(Point2d p) {
|
|
double dx = x - p.x;
|
|
double dy = y - p.y;
|
|
return sqrt(dx*dx + dy*dy);
|
|
}
|
|
|
|
double Point2d::Dot(Point2d p) {
|
|
return x*p.x + y*p.y;
|
|
}
|
|
|
|
double Point2d::DistanceToLine(Point2d p0, Point2d dp, bool segment) {
|
|
double m = dp.x*dp.x + dp.y*dp.y;
|
|
if(m < LENGTH_EPS*LENGTH_EPS) return VERY_POSITIVE;
|
|
|
|
// Let our line be p = p0 + t*dp, for a scalar t from 0 to 1
|
|
double t = (dp.x*(x - p0.x) + dp.y*(y - p0.y))/m;
|
|
|
|
if((t < 0 || t > 1) && segment) {
|
|
// The closest point is one of the endpoints; determine which.
|
|
double d0 = DistanceTo(p0);
|
|
double d1 = DistanceTo(p0.Plus(dp));
|
|
|
|
return min(d1, d0);
|
|
} else {
|
|
Point2d closest = p0.Plus(dp.ScaledBy(t));
|
|
return DistanceTo(closest);
|
|
}
|
|
}
|
|
|
|
Point2d Point2d::Normal(void) {
|
|
Point2d ret;
|
|
ret.x = y;
|
|
ret.y = -x;
|
|
return ret;
|
|
}
|
|
|
|
bool Point2d::Equals(Point2d v, double tol) {
|
|
double dx = v.x - x; if(dx < -tol || dx > tol) return false;
|
|
double dy = v.y - y; if(dy < -tol || dy > tol) return false;
|
|
|
|
return (this->Minus(v)).MagSquared() < tol*tol;
|
|
}
|
|
|