src/ldObjectMath.cpp

Tue, 09 Sep 2014 02:36:14 +0300

author
Teemu Piippo <crimsondusk64@gmail.com>
date
Tue, 09 Sep 2014 02:36:14 +0300
branch
experimental
changeset 892
49afb6b98253
parent 869
7184f3bae695
child 928
0fef7bb7b7a2
child 944
1a6f1997fcbe
permissions
-rw-r--r--

- rewritten updateSelection() core loop, a new algorithm there makes selection updating a ton lot faster than before

/*
 *  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;
		}
	}
}

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