/usr/include/opencascade/gp_Ax2.lxx is in libopencascade-foundation-dev 6.5.0.dfsg-2build1.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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#include <gp.hxx>
#include <gp_Ax1.hxx>
#include <Precision.hxx>
inline gp_Ax2::gp_Ax2() : vydir(0.,1.,0.), vxdir(1.,0.,0.)
{ }
inline gp_Ax2::gp_Ax2(const gp_Pnt& P,
const gp_Dir& N,
const gp_Dir& Vx) : axis(P, N), vydir(N), vxdir(N)
{
vxdir.CrossCross(Vx, N);
vydir.Cross(vxdir);
}
inline void gp_Ax2::SetAxis (const gp_Ax1& A1)
{
Standard_Real a = A1.Direction() * vxdir;
if(Abs(Abs(a) - 1.) <= Precision::Angular()) {
if(a > 0.) {
vxdir = vydir;
vydir = axis.Direction();
axis = A1;
}
else {
vxdir = axis.Direction();
axis = A1;
}
}
else {
axis = A1;
vxdir = axis.Direction().CrossCrossed (vxdir, axis.Direction());
vydir = axis.Direction().Crossed (vxdir);
}
}
inline void gp_Ax2::SetDirection (const gp_Dir& V)
{
Standard_Real a = V * vxdir;
if(Abs(Abs(a) - 1.) <= Precision::Angular()) {
if(a > 0.) {
vxdir = vydir;
vydir = axis.Direction();
axis.SetDirection (V);
}
else {
vxdir = axis.Direction();
axis.SetDirection (V);
}
}
else {
axis.SetDirection (V);
vxdir = V.CrossCrossed (vxdir, V);
vydir = V.Crossed (vxdir);
}
}
inline void gp_Ax2::SetLocation (const gp_Pnt& P)
{ axis.SetLocation(P); }
inline void gp_Ax2::SetXDirection (const gp_Dir& Vx)
{
vxdir = axis.Direction().CrossCrossed (Vx, axis.Direction());
vydir = axis.Direction().Crossed (vxdir);
}
inline void gp_Ax2::SetYDirection (const gp_Dir& Vy)
{
vxdir = Vy.Crossed (axis.Direction());
vydir = (axis.Direction()).Crossed (vxdir);
}
inline Standard_Real gp_Ax2::Angle (const gp_Ax2& Other) const
{ return axis.Angle (Other.axis); }
inline const gp_Ax1& gp_Ax2::Axis () const
{ return axis; }
inline const gp_Dir& gp_Ax2::Direction () const
{ return axis.Direction(); }
inline const gp_Pnt& gp_Ax2::Location () const
{ return axis.Location(); }
inline const gp_Dir& gp_Ax2::XDirection () const
{ return vxdir; }
inline const gp_Dir& gp_Ax2::YDirection () const
{ return vydir; }
inline Standard_Boolean gp_Ax2::IsCoplanar
(const gp_Ax2& Other,
const Standard_Real LinearTolerance,
const Standard_Real AngularTolerance) const
{
const gp_Dir& DD = axis.Direction();
const gp_Pnt& PP = axis.Location ();
const gp_Pnt& OP = Other.axis.Location ();
Standard_Real D1 = (DD.X() * (OP.X() - PP.X()) +
DD.Y() * (OP.Y() - PP.Y()) +
DD.Z() * (OP.Z() - PP.Z()));
if (D1 < 0 ) D1 = - D1;
return (D1 <= LinearTolerance &&
axis.IsParallel (Other.axis, AngularTolerance));
}
inline Standard_Boolean gp_Ax2::IsCoplanar
(const gp_Ax1& A,
const Standard_Real LinearTolerance,
const Standard_Real AngularTolerance) const
{
const gp_Dir& DD = axis.Direction();
const gp_Pnt& PP = axis.Location ();
const gp_Pnt& AP = A .Location ();
Standard_Real D1 = (DD.X() * (AP.X() - PP.X()) +
DD.Y() * (AP.Y() - PP.Y()) +
DD.Z() * (AP.Z() - PP.Z()));
if (D1 < 0) D1 = - D1;
return (D1 <= LinearTolerance &&
axis.IsNormal (A, AngularTolerance));
}
inline void gp_Ax2::Rotate(const gp_Ax1& A1, const Standard_Real Ang)
{
gp_Pnt Temp = axis.Location();
Temp.Rotate (A1, Ang);
axis.SetLocation (Temp);
vxdir.Rotate (A1, Ang);
vydir.Rotate (A1, Ang);
axis.SetDirection (vxdir.Crossed (vydir));
}
inline gp_Ax2 gp_Ax2::Rotated(const gp_Ax1& A1,
const Standard_Real Ang) const
{
gp_Ax2 Temp = *this;
Temp.Rotate (A1, Ang);
return Temp;
}
inline void gp_Ax2::Scale (const gp_Pnt& P, const Standard_Real S)
{
gp_Pnt Temp = axis.Location();
Temp.Scale (P, S);
axis.SetLocation (Temp);
if (S < 0.0) {
vxdir.Reverse ();
vydir.Reverse ();
}
}
inline gp_Ax2 gp_Ax2::Scaled(const gp_Pnt& P,
const Standard_Real S) const
{
gp_Ax2 Temp = *this;
Temp.Scale (P, S);
return Temp;
}
inline void gp_Ax2::Transform (const gp_Trsf& T)
{
gp_Pnt Temp = axis.Location();
Temp.Transform (T);
axis.SetLocation (Temp);
vxdir.Transform (T);
vydir.Transform (T);
axis.SetDirection (vxdir.Crossed (vydir));
}
inline gp_Ax2 gp_Ax2::Transformed(const gp_Trsf& T) const
{
gp_Ax2 Temp = *this;
Temp.Transform (T);
return Temp;
}
inline void gp_Ax2::Translate (const gp_Vec& V)
{ axis.Translate (V); }
inline gp_Ax2 gp_Ax2::Translated(const gp_Vec& V) const
{
gp_Ax2 Temp = *this;
Temp.Translate (V);
return Temp;
}
inline void gp_Ax2::Translate (const gp_Pnt& P1, const gp_Pnt& P2)
{ axis.Translate (P1, P2); }
inline gp_Ax2 gp_Ax2::Translated (const gp_Pnt& P1,
const gp_Pnt& P2) const
{
gp_Ax2 Temp = *this;
Temp.Translate (P1, P2);
return Temp;
}
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