Mon, 22 Apr 2013 14:14:25 +0300
Make grid actions regular actions rather than auto-generated, this way they can have keyboard shortcuts
/* * LDForge: LDraw parts authoring CAD * Copyright (C) 2013 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 "common.h" #include "bbox.h" #include "ldtypes.h" #include "file.h" #define CHECK_DIMENSION(V,X) \ if (V.X < v0.X) v0.X = V.X; \ if (V.X > v1.X) v1.X = V.X; // ============================================================================= // * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * // ============================================================================= bbox::bbox () { reset (); } // ============================================================================= // * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * // ============================================================================= void bbox::calculate () { reset (); if (!g_CurrentFile) return; for (LDObject* obj : g_CurrentFile->objects) calcObject (obj); } // ============================================================================= // * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * // ============================================================================= void bbox::calcObject (LDObject* obj) { switch (obj->getType ()) { case OBJ_Line: { LDLine* line = static_cast<LDLine*> (obj); for (short i = 0; i < 2; ++i) calcVertex (line->vaCoords[i]); } break; case OBJ_Triangle: { LDTriangle* tri = static_cast<LDTriangle*> (obj); for (short i = 0; i < 3; ++i) calcVertex (tri->vaCoords[i]); } break; case OBJ_Quad: { LDQuad* quad = static_cast<LDQuad*> (obj); for (short i = 0; i < 4; ++i) calcVertex (quad->vaCoords[i]); } break; case OBJ_CondLine: { LDCondLine* line = static_cast<LDCondLine*> (obj); for (short i = 0; i < 4; ++i) calcVertex (line->vaCoords[i]); } break; case OBJ_Subfile: { LDSubfile* ref = static_cast<LDSubfile*> (obj); vector<LDObject*> objs = ref->inlineContents (true, true); for (LDObject* obj : objs) { calcObject (obj); delete obj; } } break; case OBJ_Radial: { LDRadial* rad = static_cast<LDRadial*> (obj); vector<LDObject*> objs = rad->decompose (true); for (LDObject* obj : objs) { calcObject (obj); delete obj; } } break; default: break; } } // ============================================================================= // * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * // ============================================================================= void bbox::calcVertex (vertex v) { CHECK_DIMENSION (v, x) CHECK_DIMENSION (v, y) CHECK_DIMENSION (v, z) } // ============================================================================= // * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * // ============================================================================= void bbox::reset () { v0.x = v0.y = v0.z = +0x7FFFFFFF; v1.x = v1.y = v1.z = -0x7FFFFFFF; } // ============================================================================= // * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * // ============================================================================= double bbox::size () const { double fXScale = (v0.x - v1.x); double fYScale = (v0.y - v1.y); double fZScale = (v0.z - v1.z); double fSize = fZScale; if (fXScale > fYScale) { if (fXScale > fZScale) fSize = fXScale; } else if (fYScale > fZScale) fSize = fYScale; if (abs (fSize) >= 2.0f) return abs (fSize / 2); return 1.0f; } // ============================================================================= vertex bbox::center () const { return vertex ( (v0.x + v1.x) / 2, (v0.y + v1.y) / 2, (v0.z + v1.z) / 2); }