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// File gp_Pln.lxx , JCV 03/06/90
// JCV 30/08/90 Modif passage version C++ 2.0 sur Sun

#include <gp_Lin.hxx>

inline gp_Pln::gp_Pln()
{ }

inline gp_Pln::gp_Pln(const gp_Ax3& A3) : pos(A3)
{ }

inline void gp_Pln::Coefficients (Standard_Real& A,
				  Standard_Real& B,
				  Standard_Real& C,
				  Standard_Real& D) const
{
  const gp_Dir& dir = pos.Direction();
  if (pos.Direct()) {
    A = dir.X();
    B = dir.Y();
    C = dir.Z();
  }
  else {
    A = -dir.X();
    B = -dir.Y();
    C = -dir.Z();
  }
  const gp_Pnt& P = pos.Location();
  D = -(A * P.X() + B * P.Y() + C * P.Z());
}

inline void gp_Pln::SetAxis (const gp_Ax1& A1)
{ pos.SetAxis (A1); }

inline void gp_Pln::SetLocation (const gp_Pnt& Loc)
{ pos.SetLocation (Loc); }

inline void gp_Pln::SetPosition (const gp_Ax3& A3)
{ pos = A3; }

inline void gp_Pln::UReverse ()
{ pos.XReverse(); }

inline void gp_Pln::VReverse ()
{ pos.YReverse(); }

inline Standard_Boolean gp_Pln::Direct()const
{ return pos.Direct(); }

inline const gp_Ax1& gp_Pln::Axis() const
{ return pos.Axis(); }

inline const gp_Pnt& gp_Pln::Location() const
{ return pos.Location(); }

inline   const gp_Ax3& gp_Pln::Position() const
{ return pos; }

inline Standard_Real gp_Pln::Distance(const gp_Pnt& P) const
{
  const gp_Pnt& loc = pos.Location ();
  const gp_Dir& dir = pos.Direction();
  Standard_Real D = (dir.X() * (P.X() - loc.X()) +
		     dir.Y() * (P.Y() - loc.Y()) +
		     dir.Z() * (P.Z() - loc.Z()));
  if (D < 0) D = - D;
  return D;
}

inline Standard_Real gp_Pln::Distance (const gp_Lin& L)  const
{
  Standard_Real D = 0.0;
  if ((pos.Direction()).IsNormal (L.Direction(), gp::Resolution())) {
    const gp_Pnt& P   = L  .Location ();
    const gp_Pnt& loc = pos.Location ();
    const gp_Dir& dir = pos.Direction();
    D = (dir.X() * (P.X() - loc.X()) +
	 dir.Y() * (P.Y() - loc.Y()) +
	 dir.Z() * (P.Z() - loc.Z()));
    if (D < 0) D = - D;
  }
  return D;
}

inline Standard_Real gp_Pln::Distance(const gp_Pln& Other) const
{
  Standard_Real D = 0.0;
  if ((pos.Direction()).IsParallel(Other.pos.Direction(), gp::Resolution())){
    const gp_Pnt& P = Other.pos.Location();
    const gp_Pnt& loc = pos.Location ();
    const gp_Dir& dir = pos.Direction();
    D = (dir.X() * (P.X() - loc.X()) +
	 dir.Y() * (P.Y() - loc.Y()) +
	 dir.Z() * (P.Z() - loc.Z()));
    if (D < 0) D = - D;
  }
  return D;
}

inline Standard_Real gp_Pln::SquareDistance (const gp_Pnt& P) const
{ Standard_Real D = Distance(P);   return D * D; }

inline Standard_Real gp_Pln::SquareDistance (const gp_Lin& L) const
{ Standard_Real D = Distance(L);   return D * D; }

inline Standard_Real gp_Pln::SquareDistance (const gp_Pln& Other) const
{ Standard_Real D = Distance(Other);   return D * D; }

inline gp_Ax1 gp_Pln::XAxis () const
{ return gp_Ax1 (pos.Location(), pos.XDirection()); }

inline gp_Ax1 gp_Pln::YAxis () const
{ return gp_Ax1 (pos.Location(), pos.YDirection()); }

inline Standard_Boolean gp_Pln::Contains
(const gp_Pnt& P,
 const Standard_Real LinearTolerance) const
{ return Distance(P) <= LinearTolerance; }

inline Standard_Boolean gp_Pln::Contains
(const gp_Lin& L,
 const Standard_Real LinearTolerance,
 const Standard_Real AngularTolerance) const
{ return Contains(L.Location(), LinearTolerance) && 
    pos.Direction().IsNormal(L.Direction(), AngularTolerance);
}

inline void gp_Pln::Rotate (const gp_Ax1& A1, const Standard_Real Ang)
{ pos.Rotate(A1, Ang); }

inline gp_Pln gp_Pln::Rotated (const gp_Ax1& A1,
			       const Standard_Real Ang) const
{
  gp_Pln Pl = *this;
  Pl.pos.Rotate(A1, Ang);
  return Pl;
} 

inline void gp_Pln::Scale (const gp_Pnt& P, const Standard_Real S)
{ pos.Scale(P, S); }

inline gp_Pln gp_Pln::Scaled (const gp_Pnt& P,
			      const Standard_Real S) const
{
  gp_Pln Pl = *this;
  Pl.pos.Scale(P, S);
  return Pl;
}

inline void gp_Pln::Transform (const gp_Trsf& T)
{ pos.Transform(T); }

inline gp_Pln gp_Pln::Transformed (const gp_Trsf& T) const
{
  gp_Pln Pl = *this;
  Pl.pos.Transform(T);            
  return Pl;
}

inline void gp_Pln::Translate (const gp_Vec& V)
{ pos.Translate(V); }

inline gp_Pln gp_Pln::Translated (const gp_Vec& V) const
{
  gp_Pln Pl = *this;
  Pl.pos.Translate(V);
  return Pl;
}

inline void gp_Pln::Translate (const gp_Pnt& P1, const gp_Pnt& P2)
{ pos.Translate(P1,P2); }

inline gp_Pln gp_Pln::Translated (const gp_Pnt& P1,
				  const gp_Pnt& P2) const
{
  gp_Pln Pl = *this;
  Pl.pos.Translate(P1, P2);
  return Pl;
}