Sat, 21 Feb 2015 18:51:33 +0200
- bump copyright year
/* * LDForge: LDraw parts authoring CAD * Copyright (C) 2013, 2014 Teemu 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 "ldObjectMath.h" #include "ldObject.h" #include "miscallenous.h" // ============================================================================= // static void RotateVertex (Vertex& v, const Vertex& rotpoint, const Matrix& transformer) { v -= rotpoint; v.transform (transformer, Origin); v += rotpoint; } // ============================================================================= // void RotateObjects (const int l, const int m, const int n, double angle, LDObjectList const& objects) { QList<Vertex*> queue; const Vertex rotpoint = GetRotationPoint (objects); const double cosangle = cos (angle), sinangle = sin (angle); // ref: http://en.wikipedia.org/wiki/Transformation_matrix#Rotation_2 Matrix transform ( { (l* l * (1 - cosangle)) + cosangle, (m* l * (1 - cosangle)) - (n* sinangle), (n* l * (1 - cosangle)) + (m* sinangle), (l* m * (1 - cosangle)) + (n* sinangle), (m* m * (1 - cosangle)) + cosangle, (n* m * (1 - cosangle)) - (l* sinangle), (l* n * (1 - cosangle)) - (m* sinangle), (m* n * (1 - cosangle)) + (l* sinangle), (n* n * (1 - cosangle)) + cosangle }); // Apply the above matrix to everything for (LDObjectPtr obj : objects) { if (obj->numVertices()) { for (int i = 0; i < obj->numVertices(); ++i) { Vertex v = obj->vertex (i); RotateVertex (v, rotpoint, transform); obj->setVertex (i, v); } } elif (obj->hasMatrix()) { LDMatrixObjectPtr mo = obj.dynamicCast<LDMatrixObject>(); // Transform the position Vertex v = mo->position(); RotateVertex (v, rotpoint, transform); mo->setPosition (v); // Transform the matrix mo->setTransform (transform * mo->transform()); } elif (obj->type() == OBJ_Vertex) { LDVertexPtr vert = obj.staticCast<LDVertex>(); Vertex v = vert->pos; RotateVertex (v, rotpoint, transform); vert->pos = v; } } }