Tue, 16 Feb 2016 01:51:00 +0200
Reformatted primitives.cpp
Added license headers to generateprimitivedialog.cpp and .h
/* * LDForge: LDraw parts authoring CAD * Copyright (C) 2013 - 2016 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()); } } }