Wed, 10 Jan 2018 22:54:09 +0200
drop Qt4 support
/* * LDForge: LDraw parts authoring CAD * Copyright (C) 2013 - 2018 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, Vertex {}); 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()); } } }