Tue, 15 Jul 2014 02:54:23 +0300
- split the rectangle ability out of the draw mode into its own edit mode
/* * LDForge: LDraw parts authoring CAD * Copyright (C) 2013, 2014 Santeri Piippo * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program 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 General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see <http://www.gnu.org/licenses/>. */ #include <QPainter> #include <QMouseEvent> #include "rectangleMode.h" #include "../ldObject.h" #include "../glRenderer.h" RectangleMode::RectangleMode (GLRenderer* renderer) : Super (renderer), _rectangleVerts (QVector<Vertex>(4)) {} EditModeType RectangleMode::type() const { return EditModeType::Rectangle; } void RectangleMode::render (QPainter& painter) const { renderPolygon (painter, (_drawedVerts.size() > 0) ? _rectangleVerts : QVector<Vertex> ({renderer()->position3D()}), false); } bool RectangleMode::mouseReleased (MouseEventData const& data) { if (Super::mouseReleased (data)) return true; if (data.releasedButtons & Qt::LeftButton) { if (_drawedVerts.size() == 2) { LDQuadPtr quad (spawn<LDQuad>()); updateRectVerts(); for (int i = 0; i < quad->numVertices(); ++i) quad->setVertex (i, _rectangleVerts[i]); quad->setColor (maincolor()); finishDraw (LDObjectList ({quad})); return true; } addDrawnVertex (renderer()->position3D()); return true; } return false; } // // Update rect vertices when the mouse moves since the 3d position likely has changed // bool RectangleMode::mouseMoved (QMouseEvent*) { updateRectVerts(); return false; } void RectangleMode::updateRectVerts() { if (_drawedVerts.isEmpty()) { for (int i = 0; i < 4; ++i) _rectangleVerts[i] = renderer()->position3D(); return; } Vertex v0 = _drawedVerts[0], v1 = (_drawedVerts.size() >= 2) ? _drawedVerts[1] : renderer()->position3D(); const Axis localx = renderer()->getCameraAxis (false), localy = renderer()->getCameraAxis (true), localz = (Axis) (3 - localx - localy); for (int i = 0; i < 4; ++i) _rectangleVerts[i].setCoordinate (localz, renderer()->getDepthValue()); _rectangleVerts[0].setCoordinate (localx, v0[localx]); _rectangleVerts[0].setCoordinate (localy, v0[localy]); _rectangleVerts[1].setCoordinate (localx, v1[localx]); _rectangleVerts[1].setCoordinate (localy, v0[localy]); _rectangleVerts[2].setCoordinate (localx, v1[localx]); _rectangleVerts[2].setCoordinate (localy, v1[localy]); _rectangleVerts[3].setCoordinate (localx, v0[localx]); _rectangleVerts[3].setCoordinate (localy, v1[localy]); }