Sun, 29 Jan 2017 15:05:14 +0200
Major overhaul of object→document relationship: added the Model class which models the object buffer. Each object is to be included in a model (an invariant that currently does not hold). A document is a subclass of a model. The LDObject is also now agnostic about selection, and the selection is now a set. A lot of things are probably broken now but it's a major step forward.
The LDObject::destroy method is also now gone. The model decides when objects are destroyed and calls the destructor directly. The end result removes a lot of cruft and adds structure to LDObject relations.
Notes:
- Inlining does not currently work (nothing simply gets inlined in)
- More work is required to ensure that each object actually goes into a model
/* * 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 <QPainter> #include <QMouseEvent> #include "rectangleMode.h" #include "../ldObject.h" #include "../glRenderer.h" RectangleMode::RectangleMode (GLRenderer* renderer) : Super (renderer), m_rectangleVerts (QVector<Vertex>(4)) {} EditModeType RectangleMode::type() const { return EditModeType::Rectangle; } void RectangleMode::render (QPainter& painter) const { renderPolygon (painter, (countof(m_drawedVerts) > 0) ? m_rectangleVerts : QVector<Vertex> ({renderer()->position3D()}), true, false); } void RectangleMode::endDraw() { if (countof(m_drawedVerts) == 2) { LDQuad* quad = LDSpawn<LDQuad>(); updateRectVerts(); for (int i = 0; i < quad->numVertices(); ++i) quad->setVertex (i, m_rectangleVerts[i]); quad->setColor (MainColor); finishDraw (LDObjectList ({quad})); } } // // Update rect vertices when the mouse moves since the 3d position likely has changed // bool RectangleMode::mouseMoved (QMouseEvent*) { updateRectVerts(); return false; } void RectangleMode::updateRectVerts() { if (m_drawedVerts.isEmpty()) { for (int i = 0; i < 4; ++i) m_rectangleVerts[i] = renderer()->position3D(); return; } Vertex v0 = m_drawedVerts[0], v1 = (countof(m_drawedVerts) >= 2) ? m_drawedVerts[1] : renderer()->position3D(); const Axis localx = renderer()->getCameraAxis (false), localy = renderer()->getCameraAxis (true), localz = (Axis) (3 - localx - localy); for (int i = 0; i < 4; ++i) m_rectangleVerts[i].setCoordinate (localz, renderer()->getDepthValue()); m_rectangleVerts[0].setCoordinate (localx, v0[localx]); m_rectangleVerts[0].setCoordinate (localy, v0[localy]); m_rectangleVerts[1].setCoordinate (localx, v1[localx]); m_rectangleVerts[1].setCoordinate (localy, v0[localy]); m_rectangleVerts[2].setCoordinate (localx, v1[localx]); m_rectangleVerts[2].setCoordinate (localy, v1[localy]); m_rectangleVerts[3].setCoordinate (localx, v0[localx]); m_rectangleVerts[3].setCoordinate (localy, v1[localy]); }