src/ldObjectMath.cpp

Sun, 04 Oct 2015 02:59:38 +0300

author
Teemu Piippo <crimsondusk64@gmail.com>
date
Sun, 04 Oct 2015 02:59:38 +0300
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parent 968
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child 996
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child 1013
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child 1217
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permissions
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And now it should work again too

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1 /*
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2 * LDForge: LDraw parts authoring CAD
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3 * Copyright (C) 2013 - 2015 Teemu Piippo
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4 *
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5 * This program is free software: you can redistribute it and/or modify
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6 * it under the terms of the GNU General Public License as published by
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7 * the Free Software Foundation, either version 3 of the License, or
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8 * (at your option) any later version.
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9 *
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10 * This program is distributed in the hope that it will be useful,
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11 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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12 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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13 * GNU General Public License for more details.
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14 *
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15 * You should have received a copy of the GNU General Public License
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16 * along with this program. If not, see <http://www.gnu.org/licenses/>.
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17 */
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18
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19 #include "ldObjectMath.h"
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20 #include "ldObject.h"
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21 #include "miscallenous.h"
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22
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23 // =============================================================================
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24 //
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25 static void RotateVertex (Vertex& v, const Vertex& rotpoint, const Matrix& transformer)
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26 {
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27 v -= rotpoint;
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28 v.transform (transformer, Origin);
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29 v += rotpoint;
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30 }
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31
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32 // =============================================================================
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33 //
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34 void RotateObjects (const int l, const int m, const int n, double angle, LDObjectList const& objects)
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35 {
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36 QList<Vertex*> queue;
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37 const Vertex rotpoint = GetRotationPoint (objects);
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38 const double cosangle = cos (angle),
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39 sinangle = sin (angle);
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40
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41 // ref: http://en.wikipedia.org/wiki/Transformation_matrix#Rotation_2
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42 Matrix transform (
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43 {
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44 (l * l * (1 - cosangle)) + cosangle,
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45 (m * l * (1 - cosangle)) - (n * sinangle),
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46 (n * l * (1 - cosangle)) + (m * sinangle),
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47
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48 (l * m * (1 - cosangle)) + (n * sinangle),
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49 (m * m * (1 - cosangle)) + cosangle,
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50 (n * m * (1 - cosangle)) - (l * sinangle),
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51
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52 (l * n * (1 - cosangle)) - (m * sinangle),
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53 (m * n * (1 - cosangle)) + (l * sinangle),
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54 (n * n * (1 - cosangle)) + cosangle
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55 });
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56
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57 // Apply the above matrix to everything
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58 for (LDObject* obj : objects)
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59 {
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60 if (obj->numVertices())
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61 {
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62 for (int i = 0; i < obj->numVertices(); ++i)
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63 {
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64 Vertex v = obj->vertex (i);
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65 RotateVertex (v, rotpoint, transform);
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66 obj->setVertex (i, v);
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67 }
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68 }
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69 else if (obj->hasMatrix())
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70 {
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71 LDMatrixObject* mo = dynamic_cast<LDMatrixObject*> (obj);
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72
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73 // Transform the position
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74 Vertex v = mo->position();
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75 RotateVertex (v, rotpoint, transform);
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76 mo->setPosition (v);
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77
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78 // Transform the matrix
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79 mo->setTransform (transform * mo->transform());
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80 }
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81 }
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82 }

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