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+// SPDX-License-Identifier: GPL-2.0-or-later
+/*
+ * Generic auxiliary routines for 3D axes
+ *
+ * Authors:
+ * Maximilian Albert <Anhalter42@gmx.de>
+ *
+ * Copyright (C) 2007 authors
+ *
+ * Released under GNU GPL v2+, read the file 'COPYING' for more information.
+ */
+
+#ifndef SEEN_AXIS_MANIP_H
+#define SEEN_AXIS_MANIP_H
+
+#include <cassert>
+#include <string>
+#include <utility>
+#include <glibmm/ustring.h>
+
+namespace Proj {
+
+enum VPState {
+ VP_FINITE = 0,
+ VP_INFINITE
+};
+
+// The X-/Y-/Z-axis corresponds to the first/second/third digit
+// in binary representation, respectively.
+enum Axis {
+ X = 0,
+ Y = 1,
+ Z = 2,
+ W = 3,
+ NONE
+};
+
+extern Axis axes[4];
+
+inline char const*
+string_from_axis(Proj::Axis axis) {
+ switch (axis) {
+ case X: return "X"; break;
+ case Y: return "Y"; break;
+ case Z: return "Z"; break;
+ case W: return "W"; break;
+ case NONE: return "NONE"; break;
+ }
+ return "";
+}
+
+} // namespace Proj
+
+namespace Box3D {
+
+const double epsilon = 1e-6;
+
+// The X-/Y-/Z-axis corresponds to the first/second/third digit
+// in binary representation, respectively.
+enum Axis {
+ X = 1,
+ Y = 2,
+ Z = 4,
+ XY = 3,
+ XZ = 5,
+ YZ = 6,
+ XYZ = 7,
+ NONE = 0
+};
+
+// We use the fourth bit in binary representation
+// to indicate whether a face is front or rear.
+enum FrontOrRear { // find a better name
+ FRONT = 0,
+ REAR = 8
+};
+
+// converts X, Y, Z respectively to 0, 1, 2 (for use as array indices, e.g)
+inline int axis_to_int(Box3D::Axis axis) {
+ switch (axis) {
+ case Box3D::X:
+ return 0;
+ case Box3D::Y:
+ return 1;
+ case Box3D::Z:
+ return 2;
+ case Box3D::NONE:
+ return -1;
+ default:
+ assert(false);
+ return -1; // help compiler's flow analysis (-Werror=return-value)
+ }
+}
+
+inline Proj::Axis toProj(Box3D::Axis axis) {
+ switch (axis) {
+ case Box3D::X:
+ return Proj::X;
+ case Box3D::Y:
+ return Proj::Y;
+ case Box3D::Z:
+ return Proj::Z;
+ case Box3D::NONE:
+ return Proj::NONE;
+ default:
+ assert(false);
+ return Proj::NONE; // help compiler's flow analysis (-Werror=return-value)
+ }
+}
+
+extern Axis axes[3];
+extern Axis planes[3];
+extern FrontOrRear face_positions [2];
+
+} // namespace Box3D
+
+namespace Proj {
+
+inline Box3D::Axis toAffine(Proj::Axis axis) {
+ switch (axis) {
+ case Proj::X:
+ return Box3D::X;
+ case Proj::Y:
+ return Box3D::Y;
+ case Proj::Z:
+ return Box3D::Z;
+ case Proj::NONE:
+ return Box3D::NONE;
+ default:
+ assert(false);
+ return Box3D::NONE; // help compiler's flow analysis (-Werror=return-value)
+ }
+}
+
+} // namespace Proj
+
+namespace Box3D {
+
+/*
+ * Identify the axes X, Y, Z with the numbers 0, 1, 2.
+ * A box's face is identified by the axis perpendicular to it.
+ * For a rear face, add 3.
+ */
+// Given a bit sequence that unambiguously specifies the face of a 3D box,
+// return a number between 0 and 5 corresponding to that particular face
+// (which is normally used to index an array). Return -1 if the bit sequence
+// does not specify a face. A face can either be given by its plane (e.g, XY)
+// or by the axis that is orthogonal to it (e.g., Z).
+inline int face_to_int (unsigned int face_id) {
+ switch (face_id) {
+ case 1: return 0;
+ case 2: return 1;
+ case 4: return 2;
+ case 3: return 2;
+ case 5: return 1;
+ case 6: return 0;
+
+ case 9: return 3;
+ case 10: return 4;
+ case 12: return 5;
+ case 11: return 5;
+ case 13: return 4;
+ case 14: return 3;
+
+ default: return -1;
+ }
+}
+
+inline int int_to_face (unsigned id) {
+ switch (id) {
+ case 0: return Box3D::YZ ^ Box3D::FRONT;
+ case 1: return Box3D::XZ ^ Box3D::FRONT;
+ case 2: return Box3D::XY ^ Box3D::FRONT;
+ case 3: return Box3D::YZ ^ Box3D::REAR;
+ case 4: return Box3D::XZ ^ Box3D::REAR;
+ case 5: return Box3D::XY ^ Box3D::REAR;
+ }
+ return Box3D::NONE; // should not be reached
+}
+
+inline bool is_face_id (unsigned int face_id) {
+ return !((face_id & 0x7) == 0x7);
+}
+
+/**
+inline gint opposite_face (guint face_id) {
+ return face_id + (((face_id % 2) == 0) ? 1 : -1);
+}
+**/
+
+inline unsigned int number_of_axis_directions (Box3D::Axis axis) {
+ unsigned int num = 0;
+ if (axis & Box3D::X) num++;
+ if (axis & Box3D::Y) num++;
+ if (axis & Box3D::Z) num++;
+
+ return num;
+}
+
+inline bool is_plane (Box3D::Axis plane) {
+ return (number_of_axis_directions (plane) == 2);
+}
+
+inline bool is_single_axis_direction (Box3D::Axis dir) {
+ // tests whether dir is nonzero and a power of 2
+ return (!(dir & (dir - 1)) && dir);
+}
+
+/**
+ * Given two axis directions out of {X, Y, Z} or the corresponding plane, return the remaining one
+ * We don't check if 'plane' really specifies a plane (i.e., if it consists of precisely two directions).
+ */
+inline Box3D::Axis third_axis_direction (Box3D::Axis dir1, Box3D::Axis dir2) {
+ return (Box3D::Axis) ((dir1 + dir2) ^ 0x7);
+}
+inline Box3D::Axis third_axis_direction (Box3D::Axis plane) {
+ return (Box3D::Axis) (plane ^ 0x7);
+}
+
+/* returns the first/second axis direction occurring in the (possibly compound) expression 'dirs' */
+inline Box3D::Axis extract_first_axis_direction (Box3D::Axis dirs) {
+ if (dirs & Box3D::X) return Box3D::X;
+ if (dirs & Box3D::Y) return Box3D::Y;
+ if (dirs & Box3D::Z) return Box3D::Z;
+ return Box3D::NONE;
+}
+inline Box3D::Axis extract_second_axis_direction (Box3D::Axis dirs) {
+ return extract_first_axis_direction ((Box3D::Axis) (dirs ^ extract_first_axis_direction(dirs)));
+}
+
+inline Box3D::Axis orth_plane_or_axis (Box3D::Axis axis) {
+ return (Box3D::Axis) (Box3D::XYZ ^ axis);
+}
+
+/* returns an axis direction perpendicular to the ones occurring in the (possibly compound) expression 'dirs' */
+inline Box3D::Axis get_perpendicular_axis_direction (Box3D::Axis dirs) {
+ if (!(dirs & Box3D::X)) return Box3D::X;
+ if (!(dirs & Box3D::Y)) return Box3D::Y;
+ if (!(dirs & Box3D::Z)) return Box3D::Z;
+ return Box3D::NONE;
+}
+
+Glib::ustring string_from_axes (Box3D::Axis axis);
+std::pair <Axis, Axis> get_remaining_axes (Axis axis);
+
+} // namespace Box3D
+
+#endif /* !SEEN_AXIS_MANIP_H */
+
+/*
+ Local Variables:
+ mode:c++
+ c-file-style:"stroustrup"
+ c-file-offsets:((innamespace . 0)(inline-open . 0))
+ indent-tabs-mode:nil
+ fill-column:99
+ End:
+*/
+// vim: filetype=cpp:expandtab:shiftwidth=4:tabstop=8:softtabstop=4 :