1 /* |
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2 * LDForge: LDraw parts authoring CAD |
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3 * Copyright (C) 2013 - 2018 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 "mathfunctions.h" |
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20 #include "linetypes/modelobject.h" |
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21 #include "types/boundingbox.h" |
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22 |
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23 MathFunctions::MathFunctions(QObject* parent) : |
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24 HierarchyElement(parent) {} |
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25 |
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26 |
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27 void MathFunctions::rotateVertex(Vertex& vertex, const Vertex& rotationPoint, const Matrix& transformationMatrix) const |
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28 { |
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29 vertex -= rotationPoint.toVector(); |
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30 vertex.transform (transformationMatrix, {0, 0, 0}); |
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31 vertex += rotationPoint.toVector(); |
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32 } |
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33 |
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34 |
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35 void MathFunctions::rotateObjects(int l, int m, int n, double angle, const QVector<LDObject*>& objects) const |
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36 { |
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37 Vertex rotationPoint = getRotationPoint (objects); |
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38 double cosAngle = cos(angle); |
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39 double 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 transformationMatrix ( |
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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, rotationPoint, transformationMatrix); |
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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, rotationPoint, transformationMatrix); |
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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->setTransformationMatrix(transformationMatrix * mo->transformationMatrix()); |
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80 } |
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81 } |
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82 } |
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83 |
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84 |
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85 Vertex MathFunctions::getRotationPoint(const QVector<LDObject*>& objs) const |
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86 { |
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87 switch (RotationPoint (config::rotationPointType())) |
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88 { |
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89 case ObjectOrigin: |
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90 { |
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91 BoundingBox box; |
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92 |
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93 // Calculate center vertex |
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94 for (LDObject* obj : objs) |
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95 { |
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96 if (obj->hasMatrix()) |
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97 { |
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98 box << static_cast<LDMatrixObject*> (obj)->position(); |
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99 } |
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100 else |
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101 { |
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102 for (int i = 0; i < obj->numVertices(); ++i) |
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103 box << obj->vertex(i); |
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104 } |
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105 } |
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106 |
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107 return box.center(); |
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108 } |
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109 |
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110 case WorldOrigin: |
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111 return Vertex(); |
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112 |
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113 case CustomPoint: |
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114 return config::customRotationPoint(); |
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115 } |
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116 |
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117 return Vertex(); |
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118 } |
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