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occt/src/Graphic3d/Graphic3d_Vector.cxx
bugmster 973c2be1e1 0024428: Implementation of LGPL license
The copying permission statements at the beginning of source files updated to refer to LGPL.
Copyright dates extended till 2014 in advance.
2013-12-17 12:42:41 +04:00

198 lines
4.9 KiB
C++

// Created by: NW,JPB,CAL
// Copyright (c) 1991-1999 Matra Datavision
// Copyright (c) 1999-2014 OPEN CASCADE SAS
//
// This file is part of Open CASCADE Technology software library.
//
// This library is free software; you can redistribute it and / or modify it
// under the terms of the GNU Lesser General Public version 2.1 as published
// by the Free Software Foundation, with special exception defined in the file
// OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
// distribution for complete text of the license and disclaimer of any warranty.
//
// Alternatively, this file may be used under the terms of Open CASCADE
// commercial license or contractual agreement.
// Modified 27/12/98 : FMN ; PERF: OPTIMISATION LOADER (LOPTIM)
//-Version
//-Design Declaration des variables specifiques aux vecteurs
//-Warning Un vecteur est defini par ses composantes ou par
// deux points
// Il peut etre normalise
//-References
//-Language C++ 2.0
//-Declarations
// for the class
#include <Graphic3d_Vector.ixx>
#include <Standard_Boolean.hxx>
//-Aliases
//-Global data definitions
#define Graphic3d_Vector_MyEpsilon 0.000001
// -- les coordonnees du vecteur
// MyX : Standard_ShortReal;
// MyY : Standard_ShortReal;
// MyZ : Standard_ShortReal;
// -- la norme du vecteur
// MyNorme : Standard_ShortReal;
//-Constructors
Graphic3d_Vector::Graphic3d_Vector ():
MyX (Standard_ShortReal (1.0)),
MyY (Standard_ShortReal (1.0)),
MyZ (Standard_ShortReal (1.0)),
MyNorme (Standard_ShortReal (1.0)) {
}
Graphic3d_Vector::Graphic3d_Vector (const Standard_Real AX, const Standard_Real AY, const Standard_Real AZ):
MyX (Standard_ShortReal (AX)),
MyY (Standard_ShortReal (AY)),
MyZ (Standard_ShortReal (AZ)),
MyNorme (Standard_ShortReal (Graphic3d_Vector::NormeOf (AX, AY, AZ))) {
}
Graphic3d_Vector::Graphic3d_Vector (const Graphic3d_Vertex& APoint1, const Graphic3d_Vertex& APoint2) {
MyX = APoint2.X() - APoint1.X();
MyY = APoint2.Y() - APoint1.Y();
MyZ = APoint2.Z() - APoint1.Z();
MyNorme = Standard_ShortReal (Graphic3d_Vector::NormeOf (MyX, MyY, MyZ));
}
//-Destructors
//-Methods, in order
void Graphic3d_Vector::Coord (Standard_Real& AX, Standard_Real& AY, Standard_Real& AZ) const {
AX = Standard_Real (MyX);
AY = Standard_Real (MyY);
AZ = Standard_Real (MyZ);
}
Standard_Real Graphic3d_Vector::X () const {
return Standard_Real (MyX);
}
Standard_Real Graphic3d_Vector::Y () const {
return Standard_Real (MyY);
}
Standard_Real Graphic3d_Vector::Z () const {
return Standard_Real (MyZ);
}
void Graphic3d_Vector::Normalize () {
if (Abs (MyNorme) <= RealEpsilon ())
Graphic3d_VectorError::Raise ("The norm is null");
if (!IsNormalized()) // CQO CTS40181
{
MyX = MyX / MyNorme;
MyY = MyY / MyNorme;
MyZ = MyZ / MyNorme;
}
MyNorme = Standard_ShortReal (1.0);
}
void Graphic3d_Vector::SetCoord (const Standard_Real Xnew, const Standard_Real Ynew, const Standard_Real Znew) {
MyX = Standard_ShortReal (Xnew);
MyY = Standard_ShortReal (Ynew);
MyZ = Standard_ShortReal (Znew);
MyNorme = Standard_ShortReal (Graphic3d_Vector::NormeOf (Standard_Real (MyX), Standard_Real (MyY), Standard_Real (MyZ)));
}
void Graphic3d_Vector::SetXCoord (const Standard_Real Xnew) {
MyX = Standard_ShortReal (Xnew);
MyNorme = Standard_ShortReal (Graphic3d_Vector::NormeOf (Standard_Real (MyX), Standard_Real (MyY), Standard_Real (MyZ)));
}
void Graphic3d_Vector::SetYCoord (const Standard_Real Ynew) {
MyY = Standard_ShortReal (Ynew);
MyNorme = Standard_ShortReal (Graphic3d_Vector::NormeOf (Standard_Real (MyX), Standard_Real (MyY), Standard_Real (MyZ)));
}
void Graphic3d_Vector::SetZCoord (const Standard_Real Znew) {
MyZ = Standard_ShortReal (Znew);
MyNorme = Standard_ShortReal (Graphic3d_Vector::NormeOf (Standard_Real (MyX), Standard_Real (MyY), Standard_Real (MyZ)));
}
Standard_Boolean Graphic3d_Vector::LengthZero () const {
return (Abs (Standard_Real (MyNorme)) <= RealEpsilon ());
}
Standard_Boolean Graphic3d_Vector::IsNormalized () const {
return (Abs (Standard_Real (MyNorme) - 1.0) <=
Graphic3d_Vector_MyEpsilon);
}
Standard_Boolean Graphic3d_Vector::IsParallel (const Graphic3d_Vector& AV1, const Graphic3d_Vector& AV2) {
Standard_Real aDif1 = 0, aDif2 = 0, aDif3 = 0;
aDif1 = AV1.X () * AV2.Y () - AV1.Y () * AV2.X ();
aDif2 = AV1.X () * AV2.Z () - AV1.Z () * AV2.X ();
aDif3 = AV1.Y () * AV2.Z () - AV1.Z () * AV2.Y ();
return ( (Abs (aDif1) <= Graphic3d_Vector_MyEpsilon) &&
(Abs (aDif2) <= Graphic3d_Vector_MyEpsilon) &&
(Abs (aDif3) <= Graphic3d_Vector_MyEpsilon) );
}
Standard_Real Graphic3d_Vector::NormeOf (const Standard_Real AX, const Standard_Real AY, const Standard_Real AZ) {
return (Sqrt (AX*AX+AY*AY+AZ*AZ));
}
Standard_Real Graphic3d_Vector::NormeOf (const Graphic3d_Vector& AVector) {
Standard_Real X, Y, Z;
AVector.Coord(X, Y, Z);
return (Graphic3d_Vector::NormeOf (X, Y, Z));
}