Sun, 04 Oct 2015 16:45:30 +0300
Fixed circle, rectangle and line path modes not working anymore. Add blip coordinates to curve and line path modes. Circle mode for now only can show the coordinates of the initial blip
/* * LDForge: LDraw parts authoring CAD * Copyright (C) 2013 - 2015 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 (LDObject* 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); } } else if (obj->hasMatrix()) { LDMatrixObject* mo = dynamic_cast<LDMatrixObject*> (obj); // Transform the position Vertex v = mo->position(); RotateVertex (v, rotpoint, transform); mo->setPosition (v); // Transform the matrix mo->setTransform (transform * mo->transform()); } } }