/************************************************************** * * Licensed to the Apache Software Foundation (ASF) under one * or more contributor license agreements. See the NOTICE file * distributed with this work for additional information * regarding copyright ownership. The ASF licenses this file * to you under the Apache License, Version 2.0 (the * "License"); you may not use this file except in compliance * with the License. You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, * software distributed under the License is distributed on an * "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY * KIND, either express or implied. See the License for the * specific language governing permissions and limitations * under the License. * *************************************************************/ #ifndef _DXFVEC_HXX #define _DXFVEC_HXX #include #include class DXFLineInfo { public: LineStyle eStyle; double fWidth; sal_Int32 nDashCount; double fDashLen; sal_Int32 nDotCount; double fDotLen; double fDistance; DXFLineInfo() : eStyle(LINE_SOLID), fWidth(0), nDashCount(0), fDashLen(0), nDotCount(0), fDotLen(0), fDistance(0) {} DXFLineInfo(const DXFLineInfo& x) : eStyle(x.eStyle), fWidth(x.fWidth), nDashCount(x.nDashCount), fDashLen(x.fDashLen), nDotCount(x.nDotCount), fDotLen(x.fDotLen), fDistance(x.fDistance) {} }; //------------------------------------------------------------------------------ //---------------------------- DXFVector --------------------------------------- //------------------------------------------------------------------------------ // Allgemeiner 3D-Vektor mit double class DXFVector { public: double fx,fy,fz; // public ! - Warum nicht ? inline DXFVector(double fX=0.0, double fY=0.0, double fZ=0.0); inline DXFVector(const DXFVector & rV); // Addition/Subtraktion: DXFVector & operator += (const DXFVector & rV); DXFVector operator + (const DXFVector & rV) const; DXFVector & operator -= (const DXFVector & rV); DXFVector operator - (const DXFVector & rV) const; // Vektorprodukt DXFVector operator * (const DXFVector & rV) const; // Skalarprodukt: double SProd(const DXFVector & rV) const; // Multiplikation mit Skalar: DXFVector & operator *= (double fs); DXFVector operator * (double fs) const; // Laenge: double Abs() const; // Vektor gleicher Richtung und der Laenge 1: DXFVector Unit() const; // Aequivalenz oder nicht: sal_Bool operator == (const DXFVector & rV) const; sal_Bool operator != (const DXFVector & rV) const; }; //------------------------------------------------------------------------------ //---------------------------- DXFTransform ------------------------------------ //------------------------------------------------------------------------------ // Eine Transformationsmatrix, spezialisiert auf unser Problem class DXFTransform { public: DXFTransform(); // Zielkoordinate = Quellkoordinate DXFTransform(double fScaleX, double fScaleY, double fScaleZ, const DXFVector & rShift); // Zielkoordinate = Verschoben(Skaliert(Quellkoorinate)) DXFTransform(double fScaleX, double fScaleY, double fScaleZ, double fRotAngle, const DXFVector & rShift); // Zielkoordinate = Verschoben(Gedreht(Skaliert(Quellkoorinate))) // Drehung geshieht um die Z-Achse, fRotAngle in Grad. DXFTransform(const DXFVector & rExtrusion); // Transformation "ECS->WCS" per "Entity Extrusion Direction" // und dem "Arbitrary Axis Algorithm" // (Siehe DXF-Docu von AutoDesk) DXFTransform(const DXFVector & rViewDir, const DXFVector & rViewTarget); // Transformation Objektraum->Bildraum anhand von Richtung und // Zielpunkt eines ViewPort. // (siehe DXF-Docu von AutoDesk: VPORT) DXFTransform(const DXFTransform & rT1, const DXFTransform & rT2); // Zielkoordinate = rT2(rT1(Quellkoorinate)) void Transform(const DXFVector & rSrc, DXFVector & rTgt) const; // Transformation DXFVector nach DXFVector void Transform(const DXFVector & rSrc, Point & rTgt) const; // Transformation DXFVector nach SvPoint void TransDir(const DXFVector & rSrc, DXFVector & rTgt) const; // Transformation eines relativen Vektors (also kein Verschiebung) sal_Bool TransCircleToEllipse(double fRadius, double & rEx, double & rEy) const; // Versucht, einen Kreis (in der XY-Ebene) zu transformieren, so dass eine // ausgerichtete Ellipse entsteht. Wenn das nicht geht, weil Ellipse // in belibieger Lage entstehen wuerde, wird sal_False geliefert. // (Der Mittelpunkt wird hiermit nicht transformiert, nehme Transform(..)) sal_uLong TransLineWidth(double fW) const; // Transformiert die Liniendicke (so gut es geht) double CalcRotAngle() const; // Ermittelt den Rotationswinkel um die Z-Achse (in Grad) sal_Bool Mirror() const; // Liefert sal_True, wenn die Matrix ein Linkssystem bildet LineInfo Transform(const DXFLineInfo& aDXFLineInfo) const; // Transform to LineInfo private: DXFVector aMX; DXFVector aMY; DXFVector aMZ; DXFVector aMP; }; //------------------------------------------------------------------------------ //------------------------------- inlines -------------------------------------- //------------------------------------------------------------------------------ inline DXFVector::DXFVector(double fX, double fY, double fZ) { fx=fX; fy=fY; fz=fZ; } inline DXFVector::DXFVector(const DXFVector & rV) { fx=rV.fx; fy=rV.fy; fz=rV.fz; } inline DXFVector & DXFVector::operator += (const DXFVector & rV) { fx+=rV.fx; fy+=rV.fy; fz+=rV.fz; return *this; } inline DXFVector DXFVector::operator + (const DXFVector & rV) const { return DXFVector(fx+rV.fx, fy+rV.fy, fz+rV.fz); } inline DXFVector & DXFVector::operator -= (const DXFVector & rV) { fx-=rV.fx; fy-=rV.fy; fz-=rV.fz; return *this; } inline DXFVector DXFVector::operator - (const DXFVector & rV) const { return DXFVector(fx-rV.fx, fy-rV.fy, fz-rV.fz); } inline DXFVector DXFVector::operator * (const DXFVector & rV) const { return DXFVector( fy * rV.fz - fz * rV.fy, fz * rV.fx - fx * rV.fz, fx * rV.fy - fy * rV.fx ); } inline double DXFVector::SProd(const DXFVector & rV) const { return fx*rV.fx + fy*rV.fy + fz*rV.fz; } inline DXFVector & DXFVector::operator *= (double fs) { fx*=fs; fy*=fs; fz*=fs; return *this; } inline DXFVector DXFVector::operator * (double fs) const { return DXFVector(fx*fs,fy*fs,fz*fs); } inline sal_Bool DXFVector::operator == (const DXFVector & rV) const { if (fx==rV.fx && fy==rV.fy && fz==rV.fz) return sal_True; else return sal_False; } inline sal_Bool DXFVector::operator != (const DXFVector & rV) const { if (fx!=rV.fx || fy!=rV.fy || fz!=rV.fz) return sal_True; else return sal_False; } #endif