+
+/*virtual*/ void Line::Enumerate(FILE * file)
+{
+ fprintf(file, "LINE %i (%lf,%lf) (%lf,%lf)\n", layer, position.x, position.y, endpoint.x, endpoint.y);
+}
+
+
+/*virtual*/ Object * Line::Copy(void)
+{
+#warning "!!! This doesn't take care of attached Dimensions !!!"
+/*
+This is a real problem. While having a pointer in the Dimension to this line's points
+is fast & easy, it creates a huge problem when trying to replicate an object like this.
+
+Maybe a way to fix that then, is to have reference numbers instead of pointers. That
+way, if you copy them, ... you might still have problems. Because you can't be sure if
+a copy will be persistant or not, you then *definitely* do not want them to have the
+same reference number.
+*/
+ return new Line(position, endpoint, parent);
+}
+
+
+/*virtual*/ Vector Line::GetPointAtParameter(double parameter)
+{
+// Is there any real reason to clamp this to the endpoints?
+// (hey, whaddya know? this was masking a bug!)
+#if 0
+ if (parameter <= 0)
+ return position;
+ else if (parameter >= 1.0)
+ return endpoint;
+#endif
+
+ // The parameter is a percentage of the length of the vector, so all we
+ // have to do is scale the vector by it to find the point.
+ return position + (Vector(position, endpoint) * parameter);
+}
+
+
+/*virtual*/ void Line::MovePointAtParameter(double parameter, Vector v)
+{
+ if (parameter == 0)
+ position += v;
+ else if (parameter == 1.0)
+ endpoint += v;
+ else
+ {} // Not sure how to handle this case :-P
+}
+
+
+/*virtual*/ QRectF Line::Extents(void)
+{
+ QRectF rect(QPointF(position.x, position.y), QPointF(endpoint.x, endpoint.y));
+ return rect.normalized();
+}
+
+
+/*virtual*/ void Line::Translate(Vector amount)
+{
+ position += amount;
+ endpoint += amount;
+}
+
+
+/*virtual*/ void Line::Rotate(Point point, double angle)
+{
+ Point l1 = Geometry::RotatePointAroundPoint(position, point, angle);
+ Point l2 = Geometry::RotatePointAroundPoint(endpoint, point, angle);
+ position = l1;
+ endpoint = l2;
+}
+
+
+/*virtual*/ void Line::Scale(Point point, double amount)
+{
+}
+
+
+/*virtual*/ void Line::Mirror(Point p1, Point p2)
+{
+ Point l1 = Geometry::MirrorPointAroundLine(position, p1, p2);
+ Point l2 = Geometry::MirrorPointAroundLine(endpoint, p1, p2);
+ position = l1;
+ endpoint = l2;
+}
+
+
+/*virtual*/ void Line::Save(void)
+{
+ Object::Save();
+ oldEndpoint = endpoint;
+}
+
+
+/*virtual*/ void Line::Restore(void)
+{
+ Object::Restore();
+ endpoint = oldEndpoint;
+}
+
+
+void Line::SetDimensionOnLine(Dimension * dimension/*= NULL*/)
+{
+ // If they don't pass one in, create it for the caller.
+ // But ONLY if this line has a parent container!
+ // This is really bad to do here, it should be done in the parent container, always!
+#warning "!!! Parent container should be creating Dimension object !!!"
+ if ((dimension == NULL) && (parent != NULL))
+ {
+//printf("Line::SetDimensionOnLine(): Creating new dimension...\n");
+ dimension = new Dimension(position, endpoint, DTLinear, parent);
+// dimension = new Dimension(Connection(this, 0), Connection(this, 1.0), DTLinear, this);
+
+ // THIS IS SERIOUS!!! WITHOUT A PARENT, THIS OBJECT IS IN LIMBO!!!
+// if (parent)
+//{
+//printf("Line::SetDimensionOnLine(): Adding to parent...\n");
+ parent->Add(dimension);
+//}
+ }
+
+ dimension->Connect(this, 0);
+ dimension->Connect(this, 1.0);
+
+ // Make sure the Dimension is connected to us...
+ Connect(dimension, 0);
+ Connect(dimension, 1.0);
+
+ dimension->position = position;
+ dimension->endpoint = endpoint;
+}
+
+
+Object * Line::FindAttachedDimension(void)
+{
+ // Is there anything connected to this line? If not, return NULL
+ if (connected.size() < 2)
+ return NULL;
+
+ // Otherwise, we have to search our objects to see if there's a likely
+ // candidate. In this case, we're looking for a pointer to the same object
+ // with a parameter of 0 and 1 respectively. This is O((n^2)/2).
+ for(uint i=0; i<connected.size(); i++)
+ {
+ for(uint j=i+1; j<connected.size(); j++)
+ {
+//printf("Line: connected[i]=%X, connected[j]=%X, connected[i].t=%lf, connected[j].t=%lf\n", connected[i].object, connected[j].object, connected[i].t, connected[j].t);
+ if ((connected[i].object == connected[j].object)
+ && ((connected[i].t == 0 && connected[j].t == 1.0)
+ || (connected[i].t == 1.0 && connected[j].t == 0)))
+ return connected[i].object;
+ }
+ }
+
+ // Didn't find anything, so return NULL
+ return NULL;
+}
+
+
+void Line::SaveHitState(void)