2013-07-28 22:08:34 +00:00
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//-----------------------------------------------------------------------------
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// The implementation of our entities in the symbolic algebra system, methods
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// to return a symbolic representation of the entity (line by its endpoints,
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// circle by center and radius, etc.).
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//
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// Copyright 2008-2013 Jonathan Westhues.
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//-----------------------------------------------------------------------------
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2008-04-01 10:48:44 +00:00
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#include "solvespace.h"
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2009-04-19 04:28:21 +00:00
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const hEntity EntityBase::FREE_IN_3D = { 0 };
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const hEntity EntityBase::NO_ENTITY = { 0 };
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2008-06-06 08:14:37 +00:00
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2016-05-21 05:18:00 +00:00
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bool EntityBase::HasVector() const {
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2008-05-09 05:33:23 +00:00
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switch(type) {
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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
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case Type::LINE_SEGMENT:
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case Type::NORMAL_IN_3D:
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case Type::NORMAL_IN_2D:
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case Type::NORMAL_N_COPY:
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case Type::NORMAL_N_ROT:
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case Type::NORMAL_N_ROT_AA:
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2008-05-09 05:33:23 +00:00
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return true;
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default:
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return false;
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}
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}
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2016-05-21 05:18:00 +00:00
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ExprVector EntityBase::VectorGetExprs() const {
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2008-05-09 05:33:23 +00:00
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switch(type) {
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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
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case Type::LINE_SEGMENT:
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2009-04-19 05:53:16 +00:00
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return (SK.GetEntity(point[0])->PointGetExprs()).Minus(
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SK.GetEntity(point[1])->PointGetExprs());
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2008-05-09 05:33:23 +00:00
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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
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case Type::NORMAL_IN_3D:
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case Type::NORMAL_IN_2D:
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case Type::NORMAL_N_COPY:
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case Type::NORMAL_N_ROT:
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case Type::NORMAL_N_ROT_AA:
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2008-05-09 05:33:23 +00:00
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return NormalExprsN();
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2016-05-18 22:51:36 +00:00
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default: ssassert(false, "Unexpected entity type");
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2008-05-09 05:33:23 +00:00
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}
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}
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2016-05-21 05:18:00 +00:00
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Vector EntityBase::VectorGetNum() const {
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2008-05-11 10:40:37 +00:00
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switch(type) {
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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
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case Type::LINE_SEGMENT:
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2009-04-19 05:53:16 +00:00
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return (SK.GetEntity(point[0])->PointGetNum()).Minus(
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SK.GetEntity(point[1])->PointGetNum());
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2008-05-11 10:40:37 +00:00
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|
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
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case Type::NORMAL_IN_3D:
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case Type::NORMAL_IN_2D:
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case Type::NORMAL_N_COPY:
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case Type::NORMAL_N_ROT:
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case Type::NORMAL_N_ROT_AA:
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2008-05-11 10:40:37 +00:00
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return NormalN();
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2016-05-18 22:51:36 +00:00
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default: ssassert(false, "Unexpected entity type");
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2008-05-11 10:40:37 +00:00
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}
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}
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2016-05-21 05:18:00 +00:00
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Vector EntityBase::VectorGetRefPoint() const {
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2008-05-09 05:33:23 +00:00
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switch(type) {
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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
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case Type::LINE_SEGMENT:
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2009-04-19 05:53:16 +00:00
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return ((SK.GetEntity(point[0])->PointGetNum()).Plus(
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SK.GetEntity(point[1])->PointGetNum())).ScaledBy(0.5);
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2008-05-09 05:33:23 +00:00
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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
|
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case Type::NORMAL_IN_3D:
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case Type::NORMAL_IN_2D:
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case Type::NORMAL_N_COPY:
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case Type::NORMAL_N_ROT:
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case Type::NORMAL_N_ROT_AA:
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2009-04-19 05:53:16 +00:00
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return SK.GetEntity(point[0])->PointGetNum();
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2008-05-09 05:33:23 +00:00
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2016-05-18 22:51:36 +00:00
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default: ssassert(false, "Unexpected entity type");
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2008-05-09 05:33:23 +00:00
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}
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}
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2016-05-21 05:18:00 +00:00
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Vector EntityBase::VectorGetStartPoint() const {
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2016-01-06 12:40:17 +00:00
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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
|
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case Type::LINE_SEGMENT:
|
2016-01-06 12:40:17 +00:00
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return SK.GetEntity(point[1])->PointGetNum();
|
|
|
|
|
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::NORMAL_IN_3D:
|
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case Type::NORMAL_IN_2D:
|
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case Type::NORMAL_N_COPY:
|
|
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case Type::NORMAL_N_ROT:
|
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case Type::NORMAL_N_ROT_AA:
|
2016-01-06 12:40:17 +00:00
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return SK.GetEntity(point[0])->PointGetNum();
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2016-05-18 22:51:36 +00:00
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default: ssassert(false, "Unexpected entity type");
|
2016-01-06 12:40:17 +00:00
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}
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}
|
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2016-05-21 05:18:00 +00:00
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bool EntityBase::IsCircle() const {
|
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
|
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|
return (type == Type::CIRCLE) || (type == Type::ARC_OF_CIRCLE);
|
2008-05-08 07:30:30 +00:00
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}
|
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2016-05-21 05:18:00 +00:00
|
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|
Expr *EntityBase::CircleGetRadiusExpr() const {
|
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::CIRCLE) {
|
2009-04-19 05:53:16 +00:00
|
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|
return SK.GetEntity(distance)->DistanceGetExpr();
|
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(type == Type::ARC_OF_CIRCLE) {
|
2008-05-12 10:01:44 +00:00
|
|
|
return Constraint::Distance(workplane, point[0], point[1]);
|
2016-05-18 22:51:36 +00:00
|
|
|
} else ssassert(false, "Unexpected entity type");
|
2008-05-12 10:01:44 +00:00
|
|
|
}
|
|
|
|
|
2016-05-21 05:18:00 +00:00
|
|
|
double EntityBase::CircleGetRadiusNum() const {
|
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::CIRCLE) {
|
2009-04-19 05:53:16 +00:00
|
|
|
return SK.GetEntity(distance)->DistanceGetNum();
|
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(type == Type::ARC_OF_CIRCLE) {
|
2009-04-19 05:53:16 +00:00
|
|
|
Vector c = SK.GetEntity(point[0])->PointGetNum();
|
|
|
|
Vector pa = SK.GetEntity(point[1])->PointGetNum();
|
2008-05-12 10:01:44 +00:00
|
|
|
return (pa.Minus(c)).Magnitude();
|
2016-05-18 22:51:36 +00:00
|
|
|
} else ssassert(false, "Unexpected entity type");
|
2008-05-12 10:01:44 +00:00
|
|
|
}
|
|
|
|
|
2016-05-21 05:18:00 +00:00
|
|
|
void EntityBase::ArcGetAngles(double *thetaa, double *thetab, double *dtheta) const {
|
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
|
|
|
ssassert(type == Type::ARC_OF_CIRCLE, "Unexpected entity type");
|
2008-05-12 10:01:44 +00:00
|
|
|
|
|
|
|
Quaternion q = Normal()->NormalGetNum();
|
|
|
|
Vector u = q.RotationU(), v = q.RotationV();
|
|
|
|
|
2009-04-19 05:53:16 +00:00
|
|
|
Vector c = SK.GetEntity(point[0])->PointGetNum();
|
|
|
|
Vector pa = SK.GetEntity(point[1])->PointGetNum();
|
|
|
|
Vector pb = SK.GetEntity(point[2])->PointGetNum();
|
2008-05-12 10:01:44 +00:00
|
|
|
|
|
|
|
Point2d c2 = c.Project2d(u, v);
|
|
|
|
Point2d pa2 = (pa.Project2d(u, v)).Minus(c2);
|
|
|
|
Point2d pb2 = (pb.Project2d(u, v)).Minus(c2);
|
|
|
|
|
|
|
|
*thetaa = atan2(pa2.y, pa2.x);
|
|
|
|
*thetab = atan2(pb2.y, pb2.x);
|
|
|
|
*dtheta = *thetab - *thetaa;
|
2009-01-03 12:27:33 +00:00
|
|
|
// If the endpoints are coincident, call it a full arc, not a zero arc;
|
|
|
|
// useful concept to have when splitting
|
|
|
|
while(*dtheta < 1e-6) *dtheta += 2*PI;
|
2008-05-12 10:01:44 +00:00
|
|
|
while(*dtheta > (2*PI)) *dtheta -= 2*PI;
|
|
|
|
}
|
|
|
|
|
2016-05-21 05:18:00 +00:00
|
|
|
Vector EntityBase::CubicGetStartNum() const {
|
2009-10-21 04:46:01 +00:00
|
|
|
return SK.GetEntity(point[0])->PointGetNum();
|
|
|
|
}
|
2016-05-21 05:18:00 +00:00
|
|
|
Vector EntityBase::CubicGetFinishNum() const {
|
2009-10-21 04:46:01 +00:00
|
|
|
return SK.GetEntity(point[3+extraPoints])->PointGetNum();
|
|
|
|
}
|
2016-05-21 05:18:00 +00:00
|
|
|
ExprVector EntityBase::CubicGetStartTangentExprs() const {
|
2009-10-21 04:46:01 +00:00
|
|
|
ExprVector pon = SK.GetEntity(point[0])->PointGetExprs(),
|
|
|
|
poff = SK.GetEntity(point[1])->PointGetExprs();
|
|
|
|
return (pon.Minus(poff));
|
|
|
|
}
|
2016-05-21 05:18:00 +00:00
|
|
|
ExprVector EntityBase::CubicGetFinishTangentExprs() const {
|
2009-10-21 04:46:01 +00:00
|
|
|
ExprVector pon = SK.GetEntity(point[3+extraPoints])->PointGetExprs(),
|
|
|
|
poff = SK.GetEntity(point[2+extraPoints])->PointGetExprs();
|
|
|
|
return (pon.Minus(poff));
|
|
|
|
}
|
2016-05-21 05:18:00 +00:00
|
|
|
Vector EntityBase::CubicGetStartTangentNum() const {
|
2010-05-10 04:14:06 +00:00
|
|
|
Vector pon = SK.GetEntity(point[0])->PointGetNum(),
|
|
|
|
poff = SK.GetEntity(point[1])->PointGetNum();
|
|
|
|
return (pon.Minus(poff));
|
|
|
|
}
|
2016-05-21 05:18:00 +00:00
|
|
|
Vector EntityBase::CubicGetFinishTangentNum() const {
|
2010-05-10 04:14:06 +00:00
|
|
|
Vector pon = SK.GetEntity(point[3+extraPoints])->PointGetNum(),
|
|
|
|
poff = SK.GetEntity(point[2+extraPoints])->PointGetNum();
|
|
|
|
return (pon.Minus(poff));
|
|
|
|
}
|
2009-10-21 04:46:01 +00:00
|
|
|
|
2016-05-21 05:18:00 +00:00
|
|
|
bool EntityBase::IsWorkplane() const {
|
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
|
|
|
return (type == Type::WORKPLANE);
|
2008-04-20 11:35:10 +00:00
|
|
|
}
|
|
|
|
|
2016-05-21 05:18:00 +00:00
|
|
|
ExprVector EntityBase::WorkplaneGetOffsetExprs() const {
|
2009-04-19 05:53:16 +00:00
|
|
|
return SK.GetEntity(point[0])->PointGetExprs();
|
2008-04-23 07:29:19 +00:00
|
|
|
}
|
|
|
|
|
2016-05-21 05:18:00 +00:00
|
|
|
Vector EntityBase::WorkplaneGetOffset() const {
|
2009-04-19 05:53:16 +00:00
|
|
|
return SK.GetEntity(point[0])->PointGetNum();
|
2008-04-21 08:16:38 +00:00
|
|
|
}
|
|
|
|
|
2016-05-21 05:18:00 +00:00
|
|
|
void EntityBase::WorkplaneGetPlaneExprs(ExprVector *n, Expr **dn) const {
|
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::WORKPLANE) {
|
2008-05-05 11:17:00 +00:00
|
|
|
*n = Normal()->NormalExprsN();
|
2008-04-22 13:14:15 +00:00
|
|
|
|
2009-04-19 05:53:16 +00:00
|
|
|
ExprVector p0 = SK.GetEntity(point[0])->PointGetExprs();
|
2008-04-22 13:14:15 +00:00
|
|
|
// The plane is n dot (p - p0) = 0, or
|
|
|
|
// n dot p - n dot p0 = 0
|
|
|
|
// so dn = n dot p0
|
|
|
|
*dn = p0.Dot(*n);
|
2016-05-18 22:51:36 +00:00
|
|
|
} else ssassert(false, "Unexpected entity type");
|
2008-04-21 08:16:38 +00:00
|
|
|
}
|
|
|
|
|
2016-05-21 05:18:00 +00:00
|
|
|
bool EntityBase::IsDistance() const {
|
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
|
|
|
return (type == Type::DISTANCE) ||
|
|
|
|
(type == Type::DISTANCE_N_COPY);
|
2009-11-03 18:54:49 +00:00
|
|
|
}
|
2016-05-21 05:18:00 +00:00
|
|
|
double EntityBase::DistanceGetNum() const {
|
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::DISTANCE) {
|
2009-04-19 05:53:16 +00:00
|
|
|
return SK.GetParam(param[0])->val;
|
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(type == Type::DISTANCE_N_COPY) {
|
2008-05-07 08:19:37 +00:00
|
|
|
return numDistance;
|
2016-05-18 22:51:36 +00:00
|
|
|
} else ssassert(false, "Unexpected entity type");
|
2008-05-07 08:19:37 +00:00
|
|
|
}
|
2016-05-21 05:18:00 +00:00
|
|
|
Expr *EntityBase::DistanceGetExpr() const {
|
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::DISTANCE) {
|
2008-06-01 08:45:11 +00:00
|
|
|
return Expr::From(param[0]);
|
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(type == Type::DISTANCE_N_COPY) {
|
2008-06-01 08:45:11 +00:00
|
|
|
return Expr::From(numDistance);
|
2016-05-18 22:51:36 +00:00
|
|
|
} else ssassert(false, "Unexpected entity type");
|
2008-05-07 08:19:37 +00:00
|
|
|
}
|
2009-04-19 04:28:21 +00:00
|
|
|
void EntityBase::DistanceForceTo(double v) {
|
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::DISTANCE) {
|
2009-04-19 05:53:16 +00:00
|
|
|
(SK.GetParam(param[0]))->val = v;
|
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(type == Type::DISTANCE_N_COPY) {
|
2008-05-07 08:19:37 +00:00
|
|
|
// do nothing, it's locked
|
2016-05-18 22:51:36 +00:00
|
|
|
} else ssassert(false, "Unexpected entity type");
|
2008-05-07 08:19:37 +00:00
|
|
|
}
|
|
|
|
|
2016-05-21 05:18:00 +00:00
|
|
|
EntityBase *EntityBase::Normal() const {
|
2009-04-19 05:53:16 +00:00
|
|
|
return SK.GetEntity(normal);
|
2008-05-05 11:17:00 +00:00
|
|
|
}
|
|
|
|
|
2016-05-21 05:18:00 +00:00
|
|
|
bool EntityBase::IsPoint() const {
|
2008-04-19 11:09:47 +00:00
|
|
|
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::POINT_IN_3D:
|
|
|
|
case Type::POINT_IN_2D:
|
|
|
|
case Type::POINT_N_COPY:
|
|
|
|
case Type::POINT_N_TRANS:
|
|
|
|
case Type::POINT_N_ROT_TRANS:
|
|
|
|
case Type::POINT_N_ROT_AA:
|
2008-05-11 06:09:46 +00:00
|
|
|
return true;
|
2008-04-19 11:09:47 +00:00
|
|
|
|
2008-05-11 06:09:46 +00:00
|
|
|
default:
|
|
|
|
return false;
|
2008-05-05 06:18:01 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2016-05-21 05:18:00 +00:00
|
|
|
bool EntityBase::IsNormal() const {
|
2008-05-05 06:18:01 +00:00
|
|
|
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::NORMAL_IN_3D:
|
|
|
|
case Type::NORMAL_IN_2D:
|
|
|
|
case Type::NORMAL_N_COPY:
|
|
|
|
case Type::NORMAL_N_ROT:
|
|
|
|
case Type::NORMAL_N_ROT_AA:
|
2008-05-11 06:09:46 +00:00
|
|
|
return true;
|
2008-05-05 06:18:01 +00:00
|
|
|
|
|
|
|
default: return false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2016-05-21 05:18:00 +00:00
|
|
|
Quaternion EntityBase::NormalGetNum() const {
|
2008-05-05 06:18:01 +00:00
|
|
|
Quaternion q;
|
|
|
|
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::NORMAL_IN_3D:
|
2008-06-02 03:37:58 +00:00
|
|
|
q = Quaternion::From(param[0], param[1], param[2], param[3]);
|
2008-05-05 06:18:01 +00:00
|
|
|
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::NORMAL_IN_2D: {
|
2009-04-20 07:30:09 +00:00
|
|
|
EntityBase *wrkpl = SK.GetEntity(workplane);
|
|
|
|
EntityBase *norm = SK.GetEntity(wrkpl->normal);
|
2008-05-05 06:18:01 +00:00
|
|
|
q = norm->NormalGetNum();
|
|
|
|
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::NORMAL_N_COPY:
|
2008-05-05 06:18:01 +00:00
|
|
|
q = numNormal;
|
|
|
|
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::NORMAL_N_ROT:
|
2008-06-02 03:37:58 +00:00
|
|
|
q = Quaternion::From(param[0], param[1], param[2], param[3]);
|
2008-05-11 06:09:46 +00:00
|
|
|
q = q.Times(numNormal);
|
|
|
|
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::NORMAL_N_ROT_AA: {
|
2008-06-21 22:49:57 +00:00
|
|
|
q = GetAxisAngleQuaternion(0);
|
2008-06-01 08:29:59 +00:00
|
|
|
q = q.Times(numNormal);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
2016-05-18 22:51:36 +00:00
|
|
|
default: ssassert(false, "Unexpected entity type");
|
2008-05-05 06:18:01 +00:00
|
|
|
}
|
|
|
|
return q;
|
|
|
|
}
|
|
|
|
|
2009-04-19 04:28:21 +00:00
|
|
|
void EntityBase::NormalForceTo(Quaternion q) {
|
2008-05-05 06:18:01 +00:00
|
|
|
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::NORMAL_IN_3D:
|
2009-04-19 05:53:16 +00:00
|
|
|
SK.GetParam(param[0])->val = q.w;
|
|
|
|
SK.GetParam(param[1])->val = q.vx;
|
|
|
|
SK.GetParam(param[2])->val = q.vy;
|
|
|
|
SK.GetParam(param[3])->val = q.vz;
|
2008-05-05 06:18:01 +00:00
|
|
|
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::NORMAL_IN_2D:
|
|
|
|
case Type::NORMAL_N_COPY:
|
2008-05-05 06:18:01 +00:00
|
|
|
// There's absolutely nothing to do; these are locked.
|
|
|
|
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::NORMAL_N_ROT: {
|
2008-05-29 10:10:12 +00:00
|
|
|
Quaternion qp = q.Times(numNormal.Inverse());
|
2015-03-29 00:30:52 +00:00
|
|
|
|
2009-04-19 05:53:16 +00:00
|
|
|
SK.GetParam(param[0])->val = qp.w;
|
|
|
|
SK.GetParam(param[1])->val = qp.vx;
|
|
|
|
SK.GetParam(param[2])->val = qp.vy;
|
|
|
|
SK.GetParam(param[3])->val = qp.vz;
|
2008-05-11 06:09:46 +00:00
|
|
|
break;
|
2008-05-29 10:10:12 +00:00
|
|
|
}
|
2008-05-11 06:09:46 +00:00
|
|
|
|
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::NORMAL_N_ROT_AA:
|
2008-06-01 08:29:59 +00:00
|
|
|
// Not sure if I'll bother implementing this one
|
|
|
|
break;
|
|
|
|
|
2016-05-18 22:51:36 +00:00
|
|
|
default: ssassert(false, "Unexpected entity type");
|
2008-05-05 06:18:01 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2016-05-21 05:18:00 +00:00
|
|
|
Vector EntityBase::NormalU() const {
|
2008-05-05 11:17:00 +00:00
|
|
|
return NormalGetNum().RotationU();
|
|
|
|
}
|
2016-05-21 05:18:00 +00:00
|
|
|
Vector EntityBase::NormalV() const {
|
2008-05-05 11:17:00 +00:00
|
|
|
return NormalGetNum().RotationV();
|
|
|
|
}
|
2016-05-21 05:18:00 +00:00
|
|
|
Vector EntityBase::NormalN() const {
|
2008-05-05 11:17:00 +00:00
|
|
|
return NormalGetNum().RotationN();
|
|
|
|
}
|
|
|
|
|
2016-05-21 05:18:00 +00:00
|
|
|
ExprVector EntityBase::NormalExprsU() const {
|
2008-05-05 11:17:00 +00:00
|
|
|
return NormalGetExprs().RotationU();
|
|
|
|
}
|
2016-05-21 05:18:00 +00:00
|
|
|
ExprVector EntityBase::NormalExprsV() const {
|
2008-05-05 11:17:00 +00:00
|
|
|
return NormalGetExprs().RotationV();
|
|
|
|
}
|
2016-05-21 05:18:00 +00:00
|
|
|
ExprVector EntityBase::NormalExprsN() const {
|
2008-05-05 11:17:00 +00:00
|
|
|
return NormalGetExprs().RotationN();
|
|
|
|
}
|
|
|
|
|
2016-05-21 05:18:00 +00:00
|
|
|
ExprQuaternion EntityBase::NormalGetExprs() const {
|
2008-05-05 06:18:01 +00:00
|
|
|
ExprQuaternion q;
|
|
|
|
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::NORMAL_IN_3D:
|
2008-06-01 08:57:16 +00:00
|
|
|
q = ExprQuaternion::From(param[0], param[1], param[2], param[3]);
|
2008-05-05 06:18:01 +00:00
|
|
|
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::NORMAL_IN_2D: {
|
2009-04-20 07:30:09 +00:00
|
|
|
EntityBase *wrkpl = SK.GetEntity(workplane);
|
|
|
|
EntityBase *norm = SK.GetEntity(wrkpl->normal);
|
2008-05-05 06:18:01 +00:00
|
|
|
q = norm->NormalGetExprs();
|
|
|
|
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::NORMAL_N_COPY:
|
2008-06-01 08:45:11 +00:00
|
|
|
q = ExprQuaternion::From(numNormal);
|
2008-05-05 06:18:01 +00:00
|
|
|
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::NORMAL_N_ROT: {
|
2008-06-01 08:45:11 +00:00
|
|
|
ExprQuaternion orig = ExprQuaternion::From(numNormal);
|
2008-06-01 08:57:16 +00:00
|
|
|
q = ExprQuaternion::From(param[0], param[1], param[2], param[3]);
|
2008-05-11 06:09:46 +00:00
|
|
|
|
|
|
|
q = q.Times(orig);
|
|
|
|
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::NORMAL_N_ROT_AA: {
|
2008-06-01 08:45:11 +00:00
|
|
|
ExprQuaternion orig = ExprQuaternion::From(numNormal);
|
2008-06-21 22:49:57 +00:00
|
|
|
q = GetAxisAngleQuaternionExprs(0);
|
2008-06-01 08:29:59 +00:00
|
|
|
q = q.Times(orig);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
2016-05-18 22:51:36 +00:00
|
|
|
default: ssassert(false, "Unexpected entity type");
|
2008-04-22 13:14:15 +00:00
|
|
|
}
|
2008-05-05 06:18:01 +00:00
|
|
|
return q;
|
2008-04-22 13:14:15 +00:00
|
|
|
}
|
|
|
|
|
2016-10-11 01:58:04 +00:00
|
|
|
void EntityBase::PointForceParamTo(Vector p) {
|
|
|
|
switch(type) {
|
|
|
|
case Type::POINT_IN_3D:
|
|
|
|
SK.GetParam(param[0])->val = p.x;
|
|
|
|
SK.GetParam(param[1])->val = p.y;
|
|
|
|
SK.GetParam(param[2])->val = p.z;
|
|
|
|
break;
|
|
|
|
|
|
|
|
case Type::POINT_IN_2D:
|
|
|
|
SK.GetParam(param[0])->val = p.x;
|
|
|
|
SK.GetParam(param[1])->val = p.y;
|
|
|
|
break;
|
|
|
|
|
|
|
|
default: ssassert(false, "Unexpected entity type");
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2009-04-19 04:28:21 +00:00
|
|
|
void EntityBase::PointForceTo(Vector p) {
|
2008-04-19 11:09:47 +00:00
|
|
|
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::POINT_IN_3D:
|
2009-04-19 05:53:16 +00:00
|
|
|
SK.GetParam(param[0])->val = p.x;
|
|
|
|
SK.GetParam(param[1])->val = p.y;
|
|
|
|
SK.GetParam(param[2])->val = p.z;
|
2008-04-19 11:09:47 +00:00
|
|
|
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::POINT_IN_2D: {
|
2009-04-20 07:30:09 +00:00
|
|
|
EntityBase *c = SK.GetEntity(workplane);
|
2008-05-05 11:17:00 +00:00
|
|
|
p = p.Minus(c->WorkplaneGetOffset());
|
2009-04-19 05:53:16 +00:00
|
|
|
SK.GetParam(param[0])->val = p.Dot(c->Normal()->NormalU());
|
|
|
|
SK.GetParam(param[1])->val = p.Dot(c->Normal()->NormalV());
|
2008-04-19 11:09:47 +00:00
|
|
|
break;
|
|
|
|
}
|
2008-04-27 09:03:01 +00:00
|
|
|
|
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::POINT_N_TRANS: {
|
2008-05-27 06:36:59 +00:00
|
|
|
if(timesApplied == 0) break;
|
2008-05-17 08:02:39 +00:00
|
|
|
Vector trans = (p.Minus(numPoint)).ScaledBy(1.0/timesApplied);
|
2009-04-19 05:53:16 +00:00
|
|
|
SK.GetParam(param[0])->val = trans.x;
|
|
|
|
SK.GetParam(param[1])->val = trans.y;
|
|
|
|
SK.GetParam(param[2])->val = trans.z;
|
2008-04-27 09:03:01 +00:00
|
|
|
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::POINT_N_ROT_TRANS: {
|
2008-05-11 06:09:46 +00:00
|
|
|
// Force only the translation; leave the rotation unchanged. But
|
|
|
|
// remember that we're working with respect to the rotated
|
|
|
|
// point.
|
|
|
|
Vector trans = p.Minus(PointGetQuaternion().Rotate(numPoint));
|
2009-04-19 05:53:16 +00:00
|
|
|
SK.GetParam(param[0])->val = trans.x;
|
|
|
|
SK.GetParam(param[1])->val = trans.y;
|
|
|
|
SK.GetParam(param[2])->val = trans.z;
|
2008-05-11 06:09:46 +00:00
|
|
|
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::POINT_N_ROT_AA: {
|
2008-06-01 08:29:59 +00:00
|
|
|
// Force only the angle; the axis and center of rotation stay
|
2008-06-01 08:45:11 +00:00
|
|
|
Vector offset = Vector::From(param[0], param[1], param[2]);
|
|
|
|
Vector normal = Vector::From(param[4], param[5], param[6]);
|
2008-06-01 08:29:59 +00:00
|
|
|
Vector u = normal.Normal(0), v = normal.Normal(1);
|
|
|
|
Vector po = p.Minus(offset), numo = numPoint.Minus(offset);
|
|
|
|
double thetap = atan2(v.Dot(po), u.Dot(po));
|
|
|
|
double thetan = atan2(v.Dot(numo), u.Dot(numo));
|
|
|
|
double thetaf = (thetap - thetan);
|
2009-04-19 05:53:16 +00:00
|
|
|
double thetai = (SK.GetParam(param[3])->val)*timesApplied*2;
|
2008-06-01 08:29:59 +00:00
|
|
|
double dtheta = thetaf - thetai;
|
|
|
|
// Take the smallest possible change in the actual step angle,
|
|
|
|
// in order to avoid jumps when you cross from +pi to -pi
|
|
|
|
while(dtheta < -PI) dtheta += 2*PI;
|
|
|
|
while(dtheta > PI) dtheta -= 2*PI;
|
2009-04-19 05:53:16 +00:00
|
|
|
SK.GetParam(param[3])->val = (thetai + dtheta)/(timesApplied*2);
|
2008-06-01 08:29:59 +00:00
|
|
|
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::POINT_N_COPY:
|
2008-05-11 10:40:37 +00:00
|
|
|
// Nothing to do; it's a static copy
|
|
|
|
break;
|
|
|
|
|
2016-05-18 22:51:36 +00:00
|
|
|
default: ssassert(false, "Unexpected entity type");
|
2008-04-19 11:09:47 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2016-05-21 05:18:00 +00:00
|
|
|
Vector EntityBase::PointGetNum() const {
|
2008-04-19 11:09:47 +00:00
|
|
|
Vector p;
|
|
|
|
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::POINT_IN_3D:
|
2008-06-02 03:37:58 +00:00
|
|
|
p = Vector::From(param[0], param[1], param[2]);
|
2008-04-19 11:09:47 +00:00
|
|
|
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::POINT_IN_2D: {
|
2009-04-20 07:30:09 +00:00
|
|
|
EntityBase *c = SK.GetEntity(workplane);
|
2008-05-05 11:17:00 +00:00
|
|
|
Vector u = c->Normal()->NormalU();
|
|
|
|
Vector v = c->Normal()->NormalV();
|
2009-04-19 05:53:16 +00:00
|
|
|
p = u.ScaledBy(SK.GetParam(param[0])->val);
|
|
|
|
p = p.Plus(v.ScaledBy(SK.GetParam(param[1])->val));
|
2008-05-05 11:17:00 +00:00
|
|
|
p = p.Plus(c->WorkplaneGetOffset());
|
2008-04-19 11:09:47 +00:00
|
|
|
break;
|
|
|
|
}
|
2008-04-27 09:03:01 +00:00
|
|
|
|
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::POINT_N_TRANS: {
|
2008-06-02 03:37:58 +00:00
|
|
|
Vector trans = Vector::From(param[0], param[1], param[2]);
|
|
|
|
p = numPoint.Plus(trans.ScaledBy(timesApplied));
|
2008-04-27 09:03:01 +00:00
|
|
|
break;
|
|
|
|
}
|
2008-05-11 06:09:46 +00:00
|
|
|
|
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::POINT_N_ROT_TRANS: {
|
2008-06-02 03:37:58 +00:00
|
|
|
Vector offset = Vector::From(param[0], param[1], param[2]);
|
2008-05-11 06:09:46 +00:00
|
|
|
Quaternion q = PointGetQuaternion();
|
|
|
|
p = q.Rotate(numPoint);
|
|
|
|
p = p.Plus(offset);
|
|
|
|
break;
|
|
|
|
}
|
2008-05-11 10:40:37 +00:00
|
|
|
|
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::POINT_N_ROT_AA: {
|
2008-06-02 03:37:58 +00:00
|
|
|
Vector offset = Vector::From(param[0], param[1], param[2]);
|
2008-06-01 08:29:59 +00:00
|
|
|
Quaternion q = PointGetQuaternion();
|
|
|
|
p = numPoint.Minus(offset);
|
|
|
|
p = q.Rotate(p);
|
|
|
|
p = p.Plus(offset);
|
|
|
|
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::POINT_N_COPY:
|
2008-05-11 10:40:37 +00:00
|
|
|
p = numPoint;
|
|
|
|
break;
|
|
|
|
|
2016-05-18 22:51:36 +00:00
|
|
|
default: ssassert(false, "Unexpected entity type");
|
2008-04-19 11:09:47 +00:00
|
|
|
}
|
|
|
|
return p;
|
|
|
|
}
|
|
|
|
|
2016-05-21 05:18:00 +00:00
|
|
|
ExprVector EntityBase::PointGetExprs() const {
|
2008-04-22 13:14:15 +00:00
|
|
|
ExprVector r;
|
2008-04-20 11:35:10 +00:00
|
|
|
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::POINT_IN_3D:
|
2008-06-02 03:37:58 +00:00
|
|
|
r = ExprVector::From(param[0], param[1], param[2]);
|
2008-04-20 11:35:10 +00:00
|
|
|
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::POINT_IN_2D: {
|
2009-04-20 07:30:09 +00:00
|
|
|
EntityBase *c = SK.GetEntity(workplane);
|
2008-05-05 11:17:00 +00:00
|
|
|
ExprVector u = c->Normal()->NormalExprsU();
|
|
|
|
ExprVector v = c->Normal()->NormalExprsV();
|
|
|
|
r = c->WorkplaneGetOffsetExprs();
|
2008-06-01 08:45:11 +00:00
|
|
|
r = r.Plus(u.ScaledBy(Expr::From(param[0])));
|
|
|
|
r = r.Plus(v.ScaledBy(Expr::From(param[1])));
|
2008-04-20 11:35:10 +00:00
|
|
|
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::POINT_N_TRANS: {
|
2008-06-01 08:57:16 +00:00
|
|
|
ExprVector orig = ExprVector::From(numPoint);
|
|
|
|
ExprVector trans = ExprVector::From(param[0], param[1], param[2]);
|
2008-06-01 08:45:11 +00:00
|
|
|
r = orig.Plus(trans.ScaledBy(Expr::From(timesApplied)));
|
2008-04-27 09:03:01 +00:00
|
|
|
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::POINT_N_ROT_TRANS: {
|
2008-06-01 08:45:11 +00:00
|
|
|
ExprVector orig = ExprVector::From(numPoint);
|
2008-06-01 08:57:16 +00:00
|
|
|
ExprVector trans = ExprVector::From(param[0], param[1], param[2]);
|
|
|
|
ExprQuaternion q =
|
|
|
|
ExprQuaternion::From(param[3], param[4], param[5], param[6]);
|
2008-05-11 06:09:46 +00:00
|
|
|
orig = q.Rotate(orig);
|
|
|
|
r = orig.Plus(trans);
|
|
|
|
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::POINT_N_ROT_AA: {
|
2008-06-01 08:45:11 +00:00
|
|
|
ExprVector orig = ExprVector::From(numPoint);
|
|
|
|
ExprVector trans = ExprVector::From(param[0], param[1], param[2]);
|
2008-06-21 22:49:57 +00:00
|
|
|
ExprQuaternion q = GetAxisAngleQuaternionExprs(3);
|
2008-06-01 08:29:59 +00:00
|
|
|
orig = orig.Minus(trans);
|
|
|
|
orig = q.Rotate(orig);
|
|
|
|
r = orig.Plus(trans);
|
|
|
|
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::POINT_N_COPY:
|
2008-06-01 08:45:11 +00:00
|
|
|
r = ExprVector::From(numPoint);
|
2008-05-11 10:40:37 +00:00
|
|
|
break;
|
|
|
|
|
2016-05-18 22:51:36 +00:00
|
|
|
default: ssassert(false, "Unexpected entity type");
|
2008-04-20 11:35:10 +00:00
|
|
|
}
|
2008-04-22 13:14:15 +00:00
|
|
|
return r;
|
2008-04-20 11:35:10 +00:00
|
|
|
}
|
|
|
|
|
2016-05-21 05:18:00 +00:00
|
|
|
void EntityBase::PointGetExprsInWorkplane(hEntity wrkpl, Expr **u, Expr **v) const {
|
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::POINT_IN_2D && workplane.v == wrkpl.v) {
|
2008-04-27 05:00:12 +00:00
|
|
|
// They want our coordinates in the form that we've written them,
|
|
|
|
// very nice.
|
2008-06-01 08:45:11 +00:00
|
|
|
*u = Expr::From(param[0]);
|
|
|
|
*v = Expr::From(param[1]);
|
2008-04-27 05:00:12 +00:00
|
|
|
} else {
|
|
|
|
// Get the offset and basis vectors for this weird exotic csys.
|
2009-04-20 07:30:09 +00:00
|
|
|
EntityBase *w = SK.GetEntity(wrkpl);
|
2008-04-27 05:00:12 +00:00
|
|
|
ExprVector wp = w->WorkplaneGetOffsetExprs();
|
2008-05-05 11:17:00 +00:00
|
|
|
ExprVector wu = w->Normal()->NormalExprsU();
|
|
|
|
ExprVector wv = w->Normal()->NormalExprsV();
|
2008-04-27 05:00:12 +00:00
|
|
|
|
|
|
|
// Get our coordinates in three-space, and project them into that
|
|
|
|
// coordinate system.
|
|
|
|
ExprVector ev = PointGetExprs();
|
|
|
|
ev = ev.Minus(wp);
|
|
|
|
*u = ev.Dot(wu);
|
|
|
|
*v = ev.Dot(wv);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2016-10-11 01:58:04 +00:00
|
|
|
ExprVector EntityBase::PointGetExprsInWorkplane(hEntity wrkpl) const {
|
|
|
|
ExprVector r;
|
|
|
|
PointGetExprsInWorkplane(wrkpl, &r.x, &r.y);
|
|
|
|
r.z = Expr::From(0.0);
|
|
|
|
return r;
|
|
|
|
}
|
|
|
|
|
2009-04-19 04:28:21 +00:00
|
|
|
void EntityBase::PointForceQuaternionTo(Quaternion q) {
|
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
|
|
|
ssassert(type == Type::POINT_N_ROT_TRANS, "Unexpected entity type");
|
2008-05-11 06:09:46 +00:00
|
|
|
|
2009-04-19 05:53:16 +00:00
|
|
|
SK.GetParam(param[3])->val = q.w;
|
|
|
|
SK.GetParam(param[4])->val = q.vx;
|
|
|
|
SK.GetParam(param[5])->val = q.vy;
|
|
|
|
SK.GetParam(param[6])->val = q.vz;
|
2008-05-11 06:09:46 +00:00
|
|
|
}
|
|
|
|
|
2016-05-21 05:18:00 +00:00
|
|
|
Quaternion EntityBase::GetAxisAngleQuaternion(int param0) const {
|
2008-06-21 22:49:57 +00:00
|
|
|
Quaternion q;
|
2009-04-19 05:53:16 +00:00
|
|
|
double theta = timesApplied*SK.GetParam(param[param0+0])->val;
|
2008-06-21 22:49:57 +00:00
|
|
|
double s = sin(theta), c = cos(theta);
|
|
|
|
q.w = c;
|
2009-04-19 05:53:16 +00:00
|
|
|
q.vx = s*SK.GetParam(param[param0+1])->val;
|
|
|
|
q.vy = s*SK.GetParam(param[param0+2])->val;
|
|
|
|
q.vz = s*SK.GetParam(param[param0+3])->val;
|
2008-06-21 22:49:57 +00:00
|
|
|
return q;
|
|
|
|
}
|
|
|
|
|
2016-05-21 05:18:00 +00:00
|
|
|
ExprQuaternion EntityBase::GetAxisAngleQuaternionExprs(int param0) const {
|
2008-06-21 22:49:57 +00:00
|
|
|
ExprQuaternion q;
|
|
|
|
|
|
|
|
Expr *theta = Expr::From(timesApplied)->Times(
|
|
|
|
Expr::From(param[param0+0]));
|
|
|
|
Expr *c = theta->Cos(), *s = theta->Sin();
|
|
|
|
q.w = c;
|
|
|
|
q.vx = s->Times(Expr::From(param[param0+1]));
|
|
|
|
q.vy = s->Times(Expr::From(param[param0+2]));
|
|
|
|
q.vz = s->Times(Expr::From(param[param0+3]));
|
|
|
|
return q;
|
|
|
|
}
|
|
|
|
|
2016-05-21 05:18:00 +00:00
|
|
|
Quaternion EntityBase::PointGetQuaternion() const {
|
2008-05-11 06:09:46 +00:00
|
|
|
Quaternion q;
|
2008-06-01 08:29:59 +00:00
|
|
|
|
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::POINT_N_ROT_AA) {
|
2008-06-21 22:49:57 +00:00
|
|
|
q = GetAxisAngleQuaternion(3);
|
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(type == Type::POINT_N_ROT_TRANS) {
|
2008-06-02 03:37:58 +00:00
|
|
|
q = Quaternion::From(param[3], param[4], param[5], param[6]);
|
2016-05-18 22:51:36 +00:00
|
|
|
} else ssassert(false, "Unexpected entity type");
|
2008-06-01 08:29:59 +00:00
|
|
|
|
2008-05-11 06:09:46 +00:00
|
|
|
return q;
|
|
|
|
}
|
|
|
|
|
2016-05-21 05:18:00 +00:00
|
|
|
bool EntityBase::IsFace() const {
|
2008-06-02 03:31:37 +00:00
|
|
|
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::FACE_NORMAL_PT:
|
|
|
|
case Type::FACE_XPROD:
|
|
|
|
case Type::FACE_N_ROT_TRANS:
|
|
|
|
case Type::FACE_N_TRANS:
|
|
|
|
case Type::FACE_N_ROT_AA:
|
2008-06-02 03:31:37 +00:00
|
|
|
return true;
|
|
|
|
default:
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
2016-05-21 05:18:00 +00:00
|
|
|
ExprVector EntityBase::FaceGetNormalExprs() const {
|
2008-06-02 03:31:37 +00:00
|
|
|
ExprVector r;
|
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::FACE_NORMAL_PT) {
|
2008-06-06 08:46:55 +00:00
|
|
|
Vector v = Vector::From(numNormal.vx, numNormal.vy, numNormal.vz);
|
|
|
|
r = ExprVector::From(v.WithMagnitude(1));
|
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(type == Type::FACE_XPROD) {
|
2008-06-02 03:31:37 +00:00
|
|
|
ExprVector vc = ExprVector::From(param[0], param[1], param[2]);
|
2008-06-13 04:41:27 +00:00
|
|
|
ExprVector vn =
|
|
|
|
ExprVector::From(numNormal.vx, numNormal.vy, numNormal.vz);
|
2008-06-02 03:31:37 +00:00
|
|
|
r = vc.Cross(vn);
|
2008-06-06 08:46:55 +00:00
|
|
|
r = r.WithMagnitude(Expr::From(1.0));
|
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(type == Type::FACE_N_ROT_TRANS) {
|
2008-06-06 08:46:55 +00:00
|
|
|
// The numerical normal vector gets the rotation; the numerical
|
|
|
|
// normal has magnitude one, and the rotation doesn't change that,
|
|
|
|
// so there's no need to fix it up.
|
2008-06-02 03:31:37 +00:00
|
|
|
r = ExprVector::From(numNormal.vx, numNormal.vy, numNormal.vz);
|
|
|
|
ExprQuaternion q =
|
|
|
|
ExprQuaternion::From(param[3], param[4], param[5], param[6]);
|
|
|
|
r = q.Rotate(r);
|
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(type == Type::FACE_N_TRANS) {
|
2008-06-21 22:49:57 +00:00
|
|
|
r = ExprVector::From(numNormal.vx, numNormal.vy, numNormal.vz);
|
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(type == Type::FACE_N_ROT_AA) {
|
2008-06-21 22:49:57 +00:00
|
|
|
r = ExprVector::From(numNormal.vx, numNormal.vy, numNormal.vz);
|
|
|
|
ExprQuaternion q = GetAxisAngleQuaternionExprs(3);
|
|
|
|
r = q.Rotate(r);
|
2016-05-18 22:51:36 +00:00
|
|
|
} else ssassert(false, "Unexpected entity type");
|
2008-06-02 03:31:37 +00:00
|
|
|
return r;
|
|
|
|
}
|
|
|
|
|
2016-05-21 05:18:00 +00:00
|
|
|
Vector EntityBase::FaceGetNormalNum() const {
|
2008-06-02 03:31:37 +00:00
|
|
|
Vector r;
|
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::FACE_NORMAL_PT) {
|
2008-06-02 03:31:37 +00:00
|
|
|
r = Vector::From(numNormal.vx, numNormal.vy, numNormal.vz);
|
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(type == Type::FACE_XPROD) {
|
2008-06-02 03:31:37 +00:00
|
|
|
Vector vc = Vector::From(param[0], param[1], param[2]);
|
2008-06-13 04:41:27 +00:00
|
|
|
Vector vn = Vector::From(numNormal.vx, numNormal.vy, numNormal.vz);
|
|
|
|
r = vc.Cross(vn);
|
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(type == Type::FACE_N_ROT_TRANS) {
|
2008-06-02 03:31:37 +00:00
|
|
|
// The numerical normal vector gets the rotation
|
|
|
|
r = Vector::From(numNormal.vx, numNormal.vy, numNormal.vz);
|
|
|
|
Quaternion q = Quaternion::From(param[3], param[4], param[5], param[6]);
|
|
|
|
r = q.Rotate(r);
|
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(type == Type::FACE_N_TRANS) {
|
2008-06-21 22:49:57 +00:00
|
|
|
r = Vector::From(numNormal.vx, numNormal.vy, numNormal.vz);
|
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(type == Type::FACE_N_ROT_AA) {
|
2008-06-21 22:49:57 +00:00
|
|
|
r = Vector::From(numNormal.vx, numNormal.vy, numNormal.vz);
|
|
|
|
Quaternion q = GetAxisAngleQuaternion(3);
|
|
|
|
r = q.Rotate(r);
|
2016-05-18 22:51:36 +00:00
|
|
|
} else ssassert(false, "Unexpected entity type");
|
2008-06-06 08:46:55 +00:00
|
|
|
return r.WithMagnitude(1);
|
2008-06-02 03:31:37 +00:00
|
|
|
}
|
|
|
|
|
2016-05-21 05:18:00 +00:00
|
|
|
ExprVector EntityBase::FaceGetPointExprs() const {
|
2008-06-02 03:31:37 +00:00
|
|
|
ExprVector r;
|
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::FACE_NORMAL_PT) {
|
2009-04-19 05:53:16 +00:00
|
|
|
r = SK.GetEntity(point[0])->PointGetExprs();
|
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(type == Type::FACE_XPROD) {
|
2008-06-02 03:31:37 +00:00
|
|
|
r = ExprVector::From(numPoint);
|
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(type == Type::FACE_N_ROT_TRANS) {
|
2008-06-02 03:31:37 +00:00
|
|
|
// The numerical point gets the rotation and translation.
|
|
|
|
ExprVector trans = ExprVector::From(param[0], param[1], param[2]);
|
|
|
|
ExprQuaternion q =
|
|
|
|
ExprQuaternion::From(param[3], param[4], param[5], param[6]);
|
|
|
|
r = ExprVector::From(numPoint);
|
|
|
|
r = q.Rotate(r);
|
|
|
|
r = r.Plus(trans);
|
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(type == Type::FACE_N_TRANS) {
|
2008-06-21 22:49:57 +00:00
|
|
|
ExprVector trans = ExprVector::From(param[0], param[1], param[2]);
|
|
|
|
r = ExprVector::From(numPoint);
|
|
|
|
r = r.Plus(trans.ScaledBy(Expr::From(timesApplied)));
|
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(type == Type::FACE_N_ROT_AA) {
|
2008-06-21 22:49:57 +00:00
|
|
|
ExprVector trans = ExprVector::From(param[0], param[1], param[2]);
|
|
|
|
ExprQuaternion q = GetAxisAngleQuaternionExprs(3);
|
|
|
|
r = ExprVector::From(numPoint);
|
|
|
|
r = r.Minus(trans);
|
|
|
|
r = q.Rotate(r);
|
|
|
|
r = r.Plus(trans);
|
2016-05-18 22:51:36 +00:00
|
|
|
} else ssassert(false, "Unexpected entity type");
|
2008-06-02 03:31:37 +00:00
|
|
|
return r;
|
|
|
|
}
|
|
|
|
|
2016-05-21 05:18:00 +00:00
|
|
|
Vector EntityBase::FaceGetPointNum() const {
|
2008-06-06 08:46:55 +00:00
|
|
|
Vector r;
|
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::FACE_NORMAL_PT) {
|
2009-04-19 05:53:16 +00:00
|
|
|
r = SK.GetEntity(point[0])->PointGetNum();
|
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(type == Type::FACE_XPROD) {
|
2008-06-06 08:46:55 +00:00
|
|
|
r = numPoint;
|
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(type == Type::FACE_N_ROT_TRANS) {
|
2008-06-06 08:46:55 +00:00
|
|
|
// The numerical point gets the rotation and translation.
|
|
|
|
Vector trans = Vector::From(param[0], param[1], param[2]);
|
|
|
|
Quaternion q = Quaternion::From(param[3], param[4], param[5], param[6]);
|
|
|
|
r = q.Rotate(numPoint);
|
|
|
|
r = r.Plus(trans);
|
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(type == Type::FACE_N_TRANS) {
|
2008-06-21 22:49:57 +00:00
|
|
|
Vector trans = Vector::From(param[0], param[1], param[2]);
|
|
|
|
r = numPoint.Plus(trans.ScaledBy(timesApplied));
|
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(type == Type::FACE_N_ROT_AA) {
|
2008-06-21 22:49:57 +00:00
|
|
|
Vector trans = Vector::From(param[0], param[1], param[2]);
|
|
|
|
Quaternion q = GetAxisAngleQuaternion(3);
|
|
|
|
r = numPoint.Minus(trans);
|
|
|
|
r = q.Rotate(r);
|
|
|
|
r = r.Plus(trans);
|
2016-05-18 22:51:36 +00:00
|
|
|
} else ssassert(false, "Unexpected entity type");
|
2008-06-06 08:46:55 +00:00
|
|
|
return r;
|
|
|
|
}
|
|
|
|
|
2016-05-21 05:18:00 +00:00
|
|
|
bool EntityBase::HasEndpoints() const {
|
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
|
|
|
return (type == Type::LINE_SEGMENT) ||
|
|
|
|
(type == Type::CUBIC) ||
|
|
|
|
(type == Type::ARC_OF_CIRCLE);
|
2009-11-03 18:54:49 +00:00
|
|
|
}
|
2016-05-21 05:18:00 +00:00
|
|
|
Vector EntityBase::EndpointStart() const {
|
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::LINE_SEGMENT) {
|
2009-11-03 18:54:49 +00:00
|
|
|
return SK.GetEntity(point[0])->PointGetNum();
|
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(type == Type::CUBIC) {
|
2009-11-03 18:54:49 +00:00
|
|
|
return CubicGetStartNum();
|
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(type == Type::ARC_OF_CIRCLE) {
|
2009-11-03 18:54:49 +00:00
|
|
|
return SK.GetEntity(point[1])->PointGetNum();
|
2016-05-18 22:51:36 +00:00
|
|
|
} else ssassert(false, "Unexpected entity type");
|
2009-11-03 18:54:49 +00:00
|
|
|
}
|
2016-05-21 05:18:00 +00:00
|
|
|
Vector EntityBase::EndpointFinish() const {
|
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::LINE_SEGMENT) {
|
2009-11-03 18:54:49 +00:00
|
|
|
return SK.GetEntity(point[1])->PointGetNum();
|
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(type == Type::CUBIC) {
|
2009-11-03 18:54:49 +00:00
|
|
|
return CubicGetFinishNum();
|
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(type == Type::ARC_OF_CIRCLE) {
|
2009-11-03 18:54:49 +00:00
|
|
|
return SK.GetEntity(point[2])->PointGetNum();
|
2016-05-18 22:51:36 +00:00
|
|
|
} else ssassert(false, "Unexpected entity type");
|
2009-11-03 18:54:49 +00:00
|
|
|
}
|
|
|
|
|
2016-10-11 01:58:04 +00:00
|
|
|
void EntityBase::TtfTextGetPointsExprs(ExprVector *eb, ExprVector *ec) const {
|
|
|
|
EntityBase *a = SK.GetEntity(point[0]);
|
|
|
|
EntityBase *o = SK.GetEntity(point[1]);
|
|
|
|
|
|
|
|
// Write equations for each point in the current workplane.
|
|
|
|
// This reduces the complexity of resulting equations.
|
|
|
|
ExprVector ea = a->PointGetExprsInWorkplane(workplane);
|
|
|
|
ExprVector eo = o->PointGetExprsInWorkplane(workplane);
|
|
|
|
|
|
|
|
// Take perpendicular vector and scale it by aspect ratio.
|
|
|
|
ExprVector eu = ea.Minus(eo);
|
|
|
|
ExprVector ev = ExprVector::From(eu.y, eu.x->Negate(), eu.z).ScaledBy(Expr::From(aspectRatio));
|
|
|
|
|
|
|
|
*eb = eo.Plus(ev);
|
|
|
|
*ec = eo.Plus(eu).Plus(ev);
|
|
|
|
}
|
|
|
|
|
2016-05-21 05:18:00 +00:00
|
|
|
void EntityBase::AddEq(IdList<Equation,hEquation> *l, Expr *expr, int index) const {
|
2008-05-08 07:30:30 +00:00
|
|
|
Equation eq;
|
|
|
|
eq.e = expr;
|
|
|
|
eq.h = h.equation(index);
|
|
|
|
l->Add(&eq);
|
|
|
|
}
|
|
|
|
|
2016-05-21 05:18:00 +00:00
|
|
|
void EntityBase::GenerateEquations(IdList<Equation,hEquation> *l) const {
|
2008-05-08 07:30:30 +00:00
|
|
|
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::NORMAL_IN_3D: {
|
2008-05-08 07:30:30 +00:00
|
|
|
ExprQuaternion q = NormalGetExprs();
|
2008-06-01 08:45:11 +00:00
|
|
|
AddEq(l, (q.Magnitude())->Minus(Expr::From(1)), 0);
|
2008-05-08 07:30:30 +00:00
|
|
|
break;
|
|
|
|
}
|
2016-10-11 01:58:04 +00:00
|
|
|
|
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_OF_CIRCLE: {
|
2008-05-12 10:01:44 +00:00
|
|
|
// If this is a copied entity, with its point already fixed
|
|
|
|
// with respect to each other, then we don't want to generate
|
|
|
|
// the distance constraint!
|
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(SK.GetEntity(point[0])->type != Type::POINT_IN_2D) break;
|
2009-07-07 08:21:59 +00:00
|
|
|
|
|
|
|
// If the two endpoints of the arc are constrained coincident
|
|
|
|
// (to make a complete circle), then our distance constraint
|
|
|
|
// would be redundant and therefore overconstrain things.
|
2009-08-21 04:58:28 +00:00
|
|
|
int i;
|
|
|
|
for(i = 0; i < SK.constraint.n; i++) {
|
|
|
|
ConstraintBase *c = &(SK.constraint.elem[i]);
|
2009-07-07 08:21:59 +00:00
|
|
|
if(c->group.v != group.v) continue;
|
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(c->type != Constraint::Type::POINTS_COINCIDENT) continue;
|
2015-03-29 00:30:52 +00:00
|
|
|
|
|
|
|
if((c->ptA.v == point[1].v && c->ptB.v == point[2].v) ||
|
2009-07-07 08:21:59 +00:00
|
|
|
(c->ptA.v == point[2].v && c->ptB.v == point[1].v))
|
|
|
|
{
|
|
|
|
break;
|
|
|
|
}
|
2008-05-12 10:01:44 +00:00
|
|
|
}
|
2009-08-21 04:58:28 +00:00
|
|
|
if(i < SK.constraint.n) break;
|
2009-07-07 08:21:59 +00:00
|
|
|
|
|
|
|
Expr *ra = Constraint::Distance(workplane, point[0], point[1]);
|
|
|
|
Expr *rb = Constraint::Distance(workplane, point[0], point[2]);
|
|
|
|
AddEq(l, ra->Minus(rb), 0);
|
2008-05-12 10:01:44 +00:00
|
|
|
break;
|
|
|
|
}
|
2016-10-11 01:58:04 +00:00
|
|
|
|
|
|
|
case Type::TTF_TEXT: {
|
|
|
|
EntityBase *b = SK.GetEntity(point[2]);
|
|
|
|
EntityBase *c = SK.GetEntity(point[3]);
|
|
|
|
ExprVector eb = b->PointGetExprsInWorkplane(workplane);
|
|
|
|
ExprVector ec = c->PointGetExprsInWorkplane(workplane);
|
|
|
|
|
|
|
|
ExprVector ebp, ecp;
|
|
|
|
TtfTextGetPointsExprs(&ebp, &ecp);
|
|
|
|
|
|
|
|
ExprVector beq = eb.Minus(ebp);
|
|
|
|
AddEq(l, beq.x, 0);
|
|
|
|
AddEq(l, beq.y, 1);
|
|
|
|
ExprVector ceq = ec.Minus(ecp);
|
|
|
|
AddEq(l, ceq.x, 2);
|
|
|
|
AddEq(l, ceq.y, 3);
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
Enable exhaustive switch coverage warnings as an error, and use them.
Specifically, this enables -Wswitch=error on GCC/Clang and its MSVC
equivalent; the exact way it is handled varies slightly, but what
they all have in common is that in a switch statement over an
enumeration, any enumerand that is not explicitly (via case:) or
implicitly (via default:) handled in the switch triggers an error.
Moreover, we also change the switch statements in three ways:
* Switch statements that ought to be extended every time a new
enumerand is added (e.g. Entity::DrawOrGetDistance(), are changed
to explicitly list every single enumerand, and not have a
default: branch.
Note that the assertions are kept because it is legal for
a enumeration to have a value unlike any of its defined
enumerands, and we can e.g. read garbage from a file, or
an uninitialized variable. This requires some rearranging if
a default: branch is undesired.
* Switch statements that ought to only ever see a few select
enumerands, are changed to always assert in the default: branch.
* Switch statements that do something meaningful for a few
enumerands, and ignore everything else, are changed to do nothing
in a default: branch, under the assumption that changing them
every time an enumerand is added or removed would just result
in noise and catch no bugs.
This commit also removes the {Request,Entity,Constraint}::UNKNOWN and
Entity::DATUM_POINT enumerands, as those were just fancy names for
zeroes. They mess up switch exhaustiveness checks and most of the time
were not the best way to implement what they did anyway.
2016-05-25 06:55:50 +00:00
|
|
|
default: // Most entities do not generate equations.
|
|
|
|
break;
|
2008-05-08 07:30:30 +00:00
|
|
|
}
|
|
|
|
}
|