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// SPDX-License-Identifier: LGPL-2.1-or-later
/***************************************************************************
* Copyright (c) 2024 Shai Seger <shaise at gmail> *
* *
* This file is part of the FreeCAD CAx development system. *
* *
* This library is free software; you can redistribute it and/or *
* modify it under the terms of the GNU Library General Public *
* License as published by the Free Software Foundation; either *
* version 2 of the License, or (at your option) any later version. *
* *
* This library is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU Library General Public License for more details. *
* *
* You should have received a copy of the GNU Library General Public *
* License along with this library; see the file COPYING.LIB. If not, *
* write to the Free Software Foundation, Inc., 59 Temple Place, *
* Suite 330, Boston, MA 02111-1307, USA *
* *
***************************************************************************/
#include "SolidObject.h"
#include "Shader.h"
#include <algorithm>
#define NUM_PROFILE_POINTS 4
using namespace MillSim;
SolidObject::SolidObject()
{
mat4x4_identity(mModelMat);
vec3_set(center, 0, 0, 0);
}
SolidObject::~SolidObject()
{
isValid = false;
shape.FreeResources();
}
void MillSim::SolidObject::SetPosition(vec3 position)
{
mat4x4_translate(mModelMat, position[0], position[1], position[2]);
}
void SolidObject::render()
{
if (!isValid) {
return;
}
// UpdateObjColor(color);
shape.Render(mModelMat, mModelMat); // model is not rotated hence both are identity matrix
}
void SolidObject::GenerateSolid(std::vector<Vertex>& verts, std::vector<GLushort>& indices)
{
shape.SetModelData(verts, indices);
// calculate object's bounding box:
float x = 999999.0f, y = 999999.0f, z = 999999.0f;
float l = -999999.0f, w = -999999.0f, h = -999999.0f;
for (auto& vert : verts) {
x = std::fminf(x, vert.x);
y = std::fminf(y, vert.y);
z = std::fminf(z, vert.z);
l = std::fmaxf(l, vert.x);
w = std::fmaxf(w, vert.y);
h = std::fmaxf(h, vert.z);
}
l -= x;
w -= y;
h -= z;
vec3_set(position, x, y, z);
vec3_set(center, x + l / 2, y + w / 2, z + h / 2);
vec3_set(size, l, w, h);
isValid = true;
}