本文整理汇总了C++中base::Vector3d::Length方法的典型用法代码示例。如果您正苦于以下问题:C++ Vector3d::Length方法的具体用法?C++ Vector3d::Length怎么用?C++ Vector3d::Length使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类base::Vector3d
的用法示例。
在下文中一共展示了Vector3d::Length方法的10个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: computeFinalParameters
Extrusion::ExtrusionParameters Extrusion::computeFinalParameters()
{
Extrusion::ExtrusionParameters result;
Base::Vector3d dir;
switch(this->DirMode.getValue()){
case dmCustom:
dir = this->Dir.getValue();
break;
case dmEdge:{
bool fetched;
Base::Vector3d base;
fetched = fetchAxisLink(this->DirLink, base, dir);
if (! fetched)
throw Base::Exception("DirMode is set to use edge, but no edge is linked.");
this->Dir.setValue(dir);
}break;
case dmNormal:
dir = calculateShapeNormal(this->Base);
this->Dir.setValue(dir);
break;
default:
throw Base::ValueError("Unexpected enum value");
}
if(dir.Length() < Precision::Confusion())
throw Base::ValueError("Direction is zero-length");
result.dir = gp_Dir(dir.x, dir.y, dir.z);
if (this->Reversed.getValue())
result.dir.Reverse();
result.lengthFwd = this->LengthFwd.getValue();
result.lengthRev = this->LengthRev.getValue();
if(fabs(result.lengthFwd) < Precision::Confusion()
&& fabs(result.lengthRev) < Precision::Confusion() ){
result.lengthFwd = dir.Length();
}
if (this->Symmetric.getValue()){
result.lengthRev = result.lengthFwd * 0.5;
result.lengthFwd = result.lengthFwd * 0.5;
}
if (fabs(result.lengthFwd + result.lengthRev) < Precision::Confusion())
throw Base::ValueError("Total length of extrusion is zero.");
result.solid = this->Solid.getValue();
result.taperAngleFwd = this->TaperAngle.getValue() * M_PI / 180.0;
if (fabs(result.taperAngleFwd) > M_PI * 0.5 - Precision::Angular() )
throw Base::ValueError("Magnitude of taper angle matches or exceeds 90 degrees. That is too much.");
result.taperAngleRev = this->TaperAngleRev.getValue() * M_PI / 180.0;
if (fabs(result.taperAngleRev) > M_PI * 0.5 - Precision::Angular() )
throw Base::ValueError("Magnitude of taper angle matches or exceeds 90 degrees. That is too much.");
result.faceMakerClass = this->FaceMakerClass.getValue();
return result;
}
示例2: setDirection
void LocationWidget::setDirection(const Base::Vector3d& dir)
{
if (dir.Length() < Base::Vector3d::epsilon()) {
return;
}
// check if the user-defined direction is already there
for (int i=0; i<dValue->count()-1; i++) {
QVariant data = dValue->itemData (i);
if (data.canConvert<Base::Vector3d>()) {
const Base::Vector3d val = data.value<Base::Vector3d>();
if (val == dir) {
dValue->setCurrentIndex(i);
return;
}
}
}
// add a new item before the very last item
QString display = QString::fromLatin1("(%1,%2,%3)")
.arg(dir.x)
.arg(dir.y)
.arg(dir.z);
dValue->insertItem(dValue->count()-1, display,
QVariant::fromValue<Base::Vector3d>(dir));
dValue->setCurrentIndex(dValue->count()-2);
}
示例3: on_direction_activated
void LocationWidget::on_direction_activated(int index)
{
// last item is selected to define direction by user
if (index+1 == dValue->count()) {
bool ok;
Base::Vector3d dir = this->getUserDirection(&ok);
if (ok) {
if (dir.Length() < Base::Vector3d::epsilon()) {
QMessageBox::critical(this, LocationDialog::tr("Wrong direction"),
LocationDialog::tr("Direction must not be the null vector"));
return;
}
setDirection(dir);
}
}
}
示例4: onChanged
void ConstraintForce::onChanged(const App::Property* prop)
{
// Note: If we call this at the end, then the arrows are not oriented correctly initially
// because the NormalDirection has not been calculated yet
Constraint::onChanged(prop);
if (prop == &References) {
std::vector<Base::Vector3d> points;
std::vector<Base::Vector3d> normals;
if (getPoints(points, normals)) {
Points.setValues(points); // We don't use the normals because all arrows should have the same direction
}
} else if (prop == &Direction) {
Base::Vector3d direction = getDirection(Direction);
if (direction.Length() < Precision::Confusion())
return;
naturalDirectionVector = direction;
if (Reversed.getValue())
direction = -direction;
DirectionVector.setValue(direction);
} else if (prop == &Reversed) {
// if the direction is invalid try to compute it again
if (naturalDirectionVector.Length() < Precision::Confusion()) {
naturalDirectionVector = getDirection(Direction);
}
if (naturalDirectionVector.Length() >= Precision::Confusion()) {
if (Reversed.getValue() && (DirectionVector.getValue() == naturalDirectionVector)) {
DirectionVector.setValue(-naturalDirectionVector);
} else if (!Reversed.getValue() && (DirectionVector.getValue() != naturalDirectionVector)) {
DirectionVector.setValue(naturalDirectionVector);
}
}
} else if (prop == &NormalDirection) {
// Set a default direction if no direction reference has been given
if (Direction.getValue() == NULL) {
Base::Vector3d direction = NormalDirection.getValue();
if (Reversed.getValue())
direction = -direction;
DirectionVector.setValue(direction);
naturalDirectionVector = direction;
}
}
}
示例5: onChanged
void ConstraintGear::onChanged(const App::Property* prop)
{
ConstraintBearing::onChanged(prop);
if (prop == &Direction) {
Base::Vector3d direction = getDirection(Direction);
if (direction.Length() < Precision::Confusion())
return;
naturalDirectionVector = direction;
if (Reversed.getValue())
direction = -direction;
DirectionVector.setValue(direction);
DirectionVector.touch();
} else if (prop == &Reversed) {
if (Reversed.getValue() && (DirectionVector.getValue() == naturalDirectionVector)) {
DirectionVector.setValue(-naturalDirectionVector);
DirectionVector.touch();
} else if (!Reversed.getValue() && (DirectionVector.getValue() != naturalDirectionVector)) {
DirectionVector.setValue(naturalDirectionVector);
DirectionVector.touch();
}
}
// The computation for the force angle is simpler in the ViewProvider directly
}
示例6: seekAutoConstraint
int DrawSketchHandler::seekAutoConstraint(std::vector<AutoConstraint> &suggestedConstraints,
const Base::Vector2D& Pos, const Base::Vector2D& Dir,
AutoConstraint::TargetType type)
{
suggestedConstraints.clear();
if (!sketchgui->Autoconstraints.getValue())
return 0; // If Autoconstraints property is not set quit
Base::Vector3d hitShapeDir = Base::Vector3d(0,0,0); // direction of hit shape (if it is a line, the direction of the line)
// Get Preselection
int preSelPnt = sketchgui->getPreselectPoint();
int preSelCrv = sketchgui->getPreselectCurve();
int preSelCrs = sketchgui->getPreselectCross();
int GeoId = Constraint::GeoUndef;
Sketcher::PointPos PosId = Sketcher::none;
if (preSelPnt != -1)
sketchgui->getSketchObject()->getGeoVertexIndex(preSelPnt, GeoId, PosId);
else if (preSelCrv != -1){
GeoId = preSelCrv;
const Part::Geometry *geom = sketchgui->getSketchObject()->getGeometry(GeoId);
if(geom->getTypeId() == Part::GeomLineSegment::getClassTypeId()){
const Part::GeomLineSegment *line = static_cast<const Part::GeomLineSegment *>(geom);
hitShapeDir= line->getEndPoint()-line->getStartPoint();
}
}
else if (preSelCrs == 0) { // root point
GeoId = -1;
PosId = Sketcher::start;
}
else if (preSelCrs == 1){ // x axis
GeoId = -1;
hitShapeDir = Base::Vector3d(1,0,0);
}
else if (preSelCrs == 2){ // y axis
GeoId = -2;
hitShapeDir = Base::Vector3d(0,1,0);
}
if (GeoId != Constraint::GeoUndef) {
// Currently only considers objects in current Sketcher
AutoConstraint constr;
constr.Type = Sketcher::None;
constr.GeoId = GeoId;
constr.PosId = PosId;
if (type == AutoConstraint::VERTEX && PosId != Sketcher::none)
constr.Type = Sketcher::Coincident;
else if (type == AutoConstraint::CURVE && PosId != Sketcher::none)
constr.Type = Sketcher::PointOnObject;
else if (type == AutoConstraint::VERTEX && PosId == Sketcher::none)
constr.Type = Sketcher::PointOnObject;
else if (type == AutoConstraint::CURVE && PosId == Sketcher::none)
constr.Type = Sketcher::Tangent;
if(constr.Type == Sketcher::Tangent && Dir.Length() > 1e-8 && hitShapeDir.Length() > 1e-8) { // We are hitting a line and have hitting vector information
Base::Vector3d dir3d = Base::Vector3d(Dir.fX,Dir.fY,0);
double cosangle=dir3d.Normalize()*hitShapeDir.Normalize();
// the angle between the line and the hitting direction are over around 6 degrees (it is substantially parallel)
// or if it is an sketch axis (that can not move to accomodate to the shape), then only if it is around 6 degrees with the normal (around 84 degrees)
if (fabs(cosangle) < 0.995f || ((GeoId==-1 || GeoId==-2) && fabs(cosangle) < 0.1))
suggestedConstraints.push_back(constr);
return suggestedConstraints.size();
}
if (constr.Type != Sketcher::None)
suggestedConstraints.push_back(constr);
}
if (Dir.Length() < 1e-8 || type == AutoConstraint::CURVE)
// Direction not set so return;
return suggestedConstraints.size();
// Suggest vertical and horizontal constraints
// Number of Degree of deviation from horizontal or vertical lines
const double angleDev = 2;
const double angleDevRad = angleDev * M_PI / 180.;
AutoConstraint constr;
constr.Type = Sketcher::None;
constr.GeoId = Constraint::GeoUndef;
constr.PosId = Sketcher::none;
double angle = std::abs(atan2(Dir.fY, Dir.fX));
if (angle < angleDevRad || (M_PI - angle) < angleDevRad )
// Suggest horizontal constraint
constr.Type = Sketcher::Horizontal;
else if (std::abs(angle - M_PI_2) < angleDevRad)
// Suggest vertical constraint
constr.Type = Sketcher::Vertical;
if (constr.Type != Sketcher::None)
suggestedConstraints.push_back(constr);
//.........这里部分代码省略.........
示例7: updateData
void ViewProviderFemConstraintForce::updateData(const App::Property* prop)
{
// Gets called whenever a property of the attached object changes
Fem::ConstraintForce* pcConstraint = static_cast<Fem::ConstraintForce*>(this->getObject());
/*
// This has a HUGE performance penalty as opposed to separate nodes for every symbol
// The problem seems to be SoCone
if (pShapeSep->getNumChildren() == 0) {
// Set up the nodes
SoMultipleCopy* cp = new SoMultipleCopy();
cp->ref();
cp->matrix.setNum(0);
cp->addChild((SoNode*)createArrow(ARROWLENGTH, ARROWHEADRADIUS));
pShapeSep->addChild(cp);
}
*/
if (strcmp(prop->getName(),"Points") == 0) {
// Redraw all arrows
pShapeSep->removeAllChildren();
// This should always point outside of the solid
Base::Vector3d normal = pcConstraint->NormalDirection.getValue();
// Get default direction (on first call to method)
Base::Vector3d forceDirection = pcConstraint->DirectionVector.getValue();
if (forceDirection.Length() < Precision::Confusion())
forceDirection = normal;
SbVec3f dir(forceDirection.x, forceDirection.y, forceDirection.z);
SbRotation rot(SbVec3f(0,1,0), dir);
const std::vector<Base::Vector3d>& points = pcConstraint->Points.getValues();
/*
SoMultipleCopy* cp = static_cast<SoMultipleCopy*>(pShapeSep->getChild(0));
cp->matrix.setNum(points.size());
int idx = 0;*/
for (std::vector<Base::Vector3d>::const_iterator p = points.begin(); p != points.end(); p++) {
SbVec3f base(p->x, p->y, p->z);
if (forceDirection.GetAngle(normal) < M_PI_2) // Move arrow so it doesn't disappear inside the solid
base = base + dir * ARROWLENGTH;
/*
SbMatrix m;
m.setTransform(base, rot, SbVec3f(1,1,1));
cp->matrix.set1Value(idx, m);
idx++;
*/
SoSeparator* sep = new SoSeparator();
createPlacement(sep, base, rot);
createArrow(sep, ARROWLENGTH, ARROWHEADRADIUS);
pShapeSep->addChild(sep);
}
} else if (strcmp(prop->getName(),"DirectionVector") == 0) { // Note: "Reversed" also triggers "DirectionVector"
// Re-orient all arrows
Base::Vector3d normal = pcConstraint->NormalDirection.getValue();
Base::Vector3d forceDirection = pcConstraint->DirectionVector.getValue();
if (forceDirection.Length() < Precision::Confusion())
forceDirection = normal;
SbVec3f dir(forceDirection.x, forceDirection.y, forceDirection.z);
SbRotation rot(SbVec3f(0,1,0), dir);
const std::vector<Base::Vector3d>& points = pcConstraint->Points.getValues();
/*
SoMultipleCopy* cp = static_cast<SoMultipleCopy*>(pShapeSep->getChild(0));
cp->matrix.setNum(points.size());
*/
int idx = 0;
for (std::vector<Base::Vector3d>::const_iterator p = points.begin(); p != points.end(); p++) {
SbVec3f base(p->x, p->y, p->z);
if (forceDirection.GetAngle(normal) < M_PI_2)
base = base + dir * ARROWLENGTH;
/*
SbMatrix m;
m.setTransform(base, rot, SbVec3f(1,1,1));
cp->matrix.set1Value(idx, m);*/
SoSeparator* sep = static_cast<SoSeparator*>(pShapeSep->getChild(idx));
updatePlacement(sep, 0, base, rot);
updateArrow(sep, 2, ARROWLENGTH, ARROWHEADRADIUS);
idx++;
}
}
ViewProviderFemConstraint::updateData(prop);
}
示例8: updateData
void ViewProviderFemConstraintFluidBoundary::updateData(const App::Property* prop)
{
// Gets called whenever a property of the attached object changes
Fem::ConstraintFluidBoundary* pcConstraint = static_cast<Fem::ConstraintFluidBoundary*>(this->getObject());
float scaledwidth = WIDTH * pcConstraint->Scale.getValue(); //OvG: Calculate scaled values once only
float scaledheight = HEIGHT * pcConstraint->Scale.getValue();
float scaledheadradius = ARROWHEADRADIUS * pcConstraint->Scale.getValue(); //OvG: Calculate scaled values once only
float scaledlength = ARROWLENGTH * pcConstraint->Scale.getValue();
std::string boundaryType = pcConstraint->BoundaryType.getValueAsString();
if (strcmp(prop->getName(),"BoundaryType") == 0)
{
if (boundaryType == "wall")
{
FaceColor.setValue(0.0,1.0,1.0);
}
else if (boundaryType == "interface")
{
FaceColor.setValue(0.0,1.0,0.0);
}
else if (boundaryType == "freestream")
{
FaceColor.setValue(1.0,1.0,0.0);
}
else if(boundaryType == "inlet")
{
FaceColor.setValue(1.0,0.0,0.0);
}
else //(boundaryType == "outlet")
{
FaceColor.setValue(0.0,0.0,1.0);
}
}
if (boundaryType == "inlet" || boundaryType == "outlet"){
#ifdef USE_MULTIPLE_COPY
//OvG: need access to cp for scaling
SoMultipleCopy* cp = new SoMultipleCopy();
if (pShapeSep->getNumChildren() == 0) {
// Set up the nodes
cp->matrix.setNum(0);
cp->addChild((SoNode*)createArrow(scaledlength , scaledheadradius)); //OvG: Scaling
pShapeSep->addChild(cp);
}
#endif
if (strcmp(prop->getName(),"Points") == 0) {
const std::vector<Base::Vector3d>& points = pcConstraint->Points.getValues();
#ifdef USE_MULTIPLE_COPY
cp = static_cast<SoMultipleCopy*>(pShapeSep->getChild(0));
cp->matrix.setNum(points.size());
SbMatrix* matrices = cp->matrix.startEditing();
int idx = 0;
#else
// Redraw all arrows
pShapeSep->removeAllChildren();
#endif
// This should always point outside of the solid
Base::Vector3d normal = pcConstraint->NormalDirection.getValue();
// Get default direction (on first call to method)
Base::Vector3d forceDirection = pcConstraint->DirectionVector.getValue();
if (forceDirection.Length() < Precision::Confusion())
forceDirection = normal;
SbVec3f dir(forceDirection.x, forceDirection.y, forceDirection.z);
SbRotation rot(SbVec3f(0,1,0), dir);
for (std::vector<Base::Vector3d>::const_iterator p = points.begin(); p != points.end(); p++) {
SbVec3f base(p->x, p->y, p->z);
if (forceDirection.GetAngle(normal) < M_PI_2) // Move arrow so it doesn't disappear inside the solid
base = base + dir * scaledlength; //OvG: Scaling
#ifdef USE_MULTIPLE_COPY
SbMatrix m;
m.setTransform(base, rot, SbVec3f(1,1,1));
matrices[idx] = m;
idx++;
#else
SoSeparator* sep = new SoSeparator();
createPlacement(sep, base, rot);
createArrow(sep, scaledlength, scaledheadradius); //OvG: Scaling
pShapeSep->addChild(sep);
#endif
}
#ifdef USE_MULTIPLE_COPY
cp->matrix.finishEditing();
#endif
}
else if (strcmp(prop->getName(),"DirectionVector") == 0) { // Note: "Reversed" also triggers "DirectionVector"
// Re-orient all arrows
Base::Vector3d normal = pcConstraint->NormalDirection.getValue();
Base::Vector3d forceDirection = pcConstraint->DirectionVector.getValue();
if (forceDirection.Length() < Precision::Confusion())
forceDirection = normal;
SbVec3f dir(forceDirection.x, forceDirection.y, forceDirection.z);
SbRotation rot(SbVec3f(0,1,0), dir);
//.........这里部分代码省略.........
示例9: makeFilletArc
Py::Object makeFilletArc(const Py::Tuple& args)
{
PyObject *pM1;
PyObject *pP;
PyObject *pQ;
PyObject *pN;
double r2;
int ccw;
if (!PyArg_ParseTuple(args.ptr(), "O!O!O!O!di",
&(Base::VectorPy::Type), &pM1,
&(Base::VectorPy::Type), &pP,
&(Base::VectorPy::Type), &pQ,
&(Base::VectorPy::Type), &pN,
&r2, &ccw))
throw Py::Exception();
Base::Vector3d M1 = Py::Vector(pM1, false).toVector();
Base::Vector3d P = Py::Vector(pP, false).toVector();
Base::Vector3d Q = Py::Vector(pQ, false).toVector();
Base::Vector3d N = Py::Vector(pN, false).toVector();
Base::Vector3d u = Q - P;
Base::Vector3d v = P - M1;
Base::Vector3d b;
if (ccw)
b = u % N;
else
b = N % u;
b.Normalize();
double uu = u * u;
double uv = u * v;
double r1 = v.Length();
// distinguish between internal and external fillets
r2 *= Base::sgn(uv);
double cc = 2.0 * r2 * (b * v - r1);
double d = uv * uv - uu * cc;
if (d < 0) {
throw Py::RuntimeError("Unable to calculate intersection points");
}
double t;
double t1 = (-uv + sqrt(d)) / uu;
double t2 = (-uv - sqrt(d)) / uu;
if (fabs(t1) < fabs(t2))
t = t1;
else
t = t2;
Base::Vector3d M2 = P + (u*t) + (b*r2);
Base::Vector3d S1 = (r2 * M1 + r1 * M2)/(r1+r2);
Base::Vector3d S2 = M2 - (b*r2);
Py::Tuple tuple(3);
tuple.setItem(0, Py::Vector(S1));
tuple.setItem(1, Py::Vector(S2));
tuple.setItem(2, Py::Vector(M2));
return tuple;
}
示例10: length
// Methods for distances (edge length, two points, edge and a point
double Measurement::length() const
{
int numRefs = References3D.getSize();
if(!numRefs || measureType == Invalid) {
throw Base::Exception("Measurement - length - Invalid References3D Provided");
}
double result = 0.0;
const std::vector<App::DocumentObject*> &objects = References3D.getValues();
const std::vector<std::string> &subElements = References3D.getSubValues();
if(measureType == Points ||
measureType == PointToEdge ||
measureType == PointToSurface) {
Base::Vector3d diff = this->delta();
//return diff.Length();
result = diff.Length();
} else if(measureType == Edges) {
double length = 0.f;
// Iterate through edges and calculate each length
std::vector<App::DocumentObject*>::const_iterator obj = objects.begin();
std::vector<std::string>::const_iterator subEl = subElements.begin();
for (;obj != objects.end(); ++obj, ++subEl) {
//const Part::Feature *refObj = static_cast<const Part::Feature*>((*obj));
//const Part::TopoShape& refShape = refObj->Shape.getShape();
// Get the length of one edge
TopoDS_Shape shape = getShape(*obj, (*subEl).c_str());
const TopoDS_Edge& edge = TopoDS::Edge(shape);
BRepAdaptor_Curve curve(edge);
switch(curve.GetType()) {
case GeomAbs_Line : {
gp_Pnt P1 = curve.Value(curve.FirstParameter());
gp_Pnt P2 = curve.Value(curve.LastParameter());
gp_XYZ diff = P2.XYZ() - P1.XYZ();
length += diff.Modulus();
} break;
case GeomAbs_Circle : {
double u = curve.FirstParameter();
double v = curve.LastParameter();
double radius = curve.Circle().Radius();
if (u > v) // if arc is reversed
std::swap(u, v);
double range = v-u;
length += radius * range;
} break;
case GeomAbs_Ellipse:
case GeomAbs_BSplineCurve:
case GeomAbs_Hyperbola:
case GeomAbs_BezierCurve: {
length += GCPnts_AbscissaPoint::Length(curve);
} break;
default: {
throw Base::Exception("Measurement - length - Curve type not currently handled");
}
}
}
result = length;
//return length;
}
return result;
}