Wed, 08 Feb 2017 17:07:19 +0200
Simplified GLRenderer::convert3dTo2d. The multiplication with the modelview matrix is not necessary, it's identity all the time... with that, I think the function makes much more sense now.
/* * LDForge: LDraw parts authoring CAD * Copyright (C) 2013 - 2017 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 "mathfunctions.h" #include "ldObject.h" #include "miscallenous.h" MathFunctions::MathFunctions(QObject* parent) : HierarchyElement(parent) {} void MathFunctions::rotateVertex(Vertex& vertex, const Vertex& rotationPoint, const Matrix& transformationMatrix) const { vertex -= rotationPoint; vertex.transform (transformationMatrix, Origin); vertex += rotationPoint; } void MathFunctions::rotateObjects(int l, int m, int n, double angle, const QVector<LDObject*>& objects) const { Vertex rotationPoint = getRotationPoint (objects); double cosAngle = cos(angle); double sinAngle = sin(angle); // ref: http://en.wikipedia.org/wiki/Transformation_matrix#Rotation_2 Matrix transformationMatrix ( { (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, rotationPoint, transformationMatrix); obj->setVertex (i, v); } } else if (obj->hasMatrix()) { LDMatrixObject* mo = dynamic_cast<LDMatrixObject*> (obj); // Transform the position Vertex v = mo->position(); rotateVertex(v, rotationPoint, transformationMatrix); mo->setPosition (v); // Transform the matrix mo->setTransformationMatrix(transformationMatrix * mo->transformationMatrix()); } } } Vertex MathFunctions::getRotationPoint(const QVector<LDObject*>& objs) const { switch (RotationPoint (m_config->rotationPointType())) { case ObjectOrigin: { BoundingBox box; // Calculate center vertex for (LDObject* obj : objs) { if (obj->hasMatrix()) { box << static_cast<LDMatrixObject*> (obj)->position(); } else { for (int i = 0; i < obj->numVertices(); ++i) box << obj->vertex(i); } } return box.center(); } case WorldOrigin: return Vertex(); case CustomPoint: return m_config->customRotationPoint(); } return Vertex(); }