/*virtual*/ bool Line::Collided(Vector point)
{
+/*
+what we can do here is set ignoreClicks to true to keep other objects that are
+selected from deselecting themselves. Will that fuck up something else? Not sure
+yet... :-/
+*/
// Someone told us to fuck off, so we'll fuck off. :-)
if (ignoreClicks)
return false;
TODO: Make Dimension preview with modifier keys for showing on other side
*/
+/*
+
+N.B.: This no longer works, as the DrawDimension object takes precedence over this code.
+ THIS DOES NOTHING ANYMORE!!!
+
+*/
+#if 0
// Is the dimension tool active? Let's use it:
if (dimensionActive)
{
return true;
}
}
+#endif
if (state == OSInactive)
{
needUpdate = true;
//doesn't work QMainWindow::statusBar()->setText("You are manipulating a line");
+
+ // Tell connected objects to move themselves...
+ if (draggingLine)
+ {
+ std::vector<Connection>::iterator i;
+
+ for(i=connected.begin(); i!=connected.end(); i++)
+ {
+ if ((*i).object->type == OTLine)
+ ((Line *)((*i).object))->MovePointAtParameter((*i).t, delta);
+ }
+ }
}
/*
/*virtual*/ bool Line::HitTest(Point point)
{
-// SaveHitState();
-
hitPoint1 = hitPoint2 = hitLine = false;
Vector lineSegment = endpoint - position;
Vector v1 = point - position;
Vector v2 = point - endpoint;
-// double t = Vector::Parameter(position, endpoint, point);
double t = Geometry::ParameterOfLineAndPoint(position, endpoint, point);
double distance;
- // Geometric interpretation:
- // The parameter "t" on the vector lineSegment is where the normal of
- // lineSegment coincides with point. If t < 0, the normal lies beyond the
- // 1st endpoint. If t > 1, then the normal lies beyond the 2nd endpoint. We
- // only calculate the length of the normal between the point and the
- // lineSegment when the parameter is between 0 and 1.
-
// Geometric interpretation of "distance = ?Det?(ls, v1) / |ls|":
// If the segment endpoints are s and e, and the point is p, then the test
// for the perpendicular intercepting the segment is equivalent to insisting
hitLine = true;
return (hitPoint1 || hitPoint2 || hitLine ? true : false);
-// return HitStateChanged();
}
/*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
- // Our parameter lies between zero and one, so calculate it!
- Vector v(endpoint, position);
- double length = v.Magnitude();
- // We scale the magnitude of v so that it lies between 0 and 1...
- // By multiplying the parameter by the magnitude, we obtain the point we
- // want. No scaling necessary as it's inherent in the approach!
- double spotOnLength = length * parameter;
-
- // To get our point, we use the initial point of the line and add in our
- // scaled point.
- Vector result = position + (v * spotOnLength);
- return result;
+ // 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*/ void Line::Rotate(Vector point, double angle)
+/*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(Vector point, double amount)
+/*virtual*/ void Line::Scale(Point point, double amount)
{
}
-/*virtual*/ Object * Line::Mirror(Vector p1, Vector p2)
+/*virtual*/ void Line::Mirror(Point p1, Point p2)
{
-#if 1
Point l1 = Geometry::MirrorPointAroundLine(position, p1, p2);
Point l2 = Geometry::MirrorPointAroundLine(endpoint, p1, p2);
- return new Line(l1, l2);
-#else
- Vector normal = Vector::Normal(p1, p2);
- Vector p4 = position + normal;
-
- // Find the intersection of the line and position + normal to the line
- double px = (((p1.x * p2.y) - (p1.y * p2.x)) * (position.x - p4.x))
- - ((p1.x - p2.x) * ((position.x * p4.y) - (position.y * p4.x)));
- double py = (((p1.x * p2.y) - (p1.y * p2.x)) * (position.y - p4.y))
- - ((p1.y - p2.y) * ((position.x * p4.y) - (position.y * p4.x)));
- double d = ((p1.x - p2.x) * (position.y - p4.y))
- - ((p1.y - p2.y) * (position.x - p4.x));
-
- // px = (x1y2 - y1x2)(x3 - x4) - (x1 - x2)(x3y4 - y3x4)
- // py = (x1y2 - y1x2)(y3 - y4) - (y1 - y2)(x3y4 - y3x4)
- // d = (x1 - x2)(y3 - y4) - (y1 - y2)(x3 - x4) = 0 if lines are parallel
- // Intersection is (px / d, py / d)
-
- Vector v1(px / d, py / d);
-
-// Vector normal = Vector::Normal(p1, p2);
- p4 = endpoint + normal;
+ position = l1;
+ endpoint = l2;
+}
- // Find the intersection of the line and endpoint + normal to the line
- px = (((p1.x * p2.y) - (p1.y * p2.x)) * (endpoint.x - p4.x))
- - ((p1.x - p2.x) * ((endpoint.x * p4.y) - (endpoint.y * p4.x)));
- py = (((p1.x * p2.y) - (p1.y * p2.x)) * (endpoint.y - p4.y))
- - ((p1.y - p2.y) * ((endpoint.x * p4.y) - (endpoint.y * p4.x)));
- d = ((p1.x - p2.x) * (endpoint.y - p4.y))
- - ((p1.y - p2.y) * (endpoint.x - p4.x));
- Vector v2(px / d, py / d);
+/*virtual*/ void Line::Save(void)
+{
+ Object::Save();
+ oldEndpoint = endpoint;
+}
-#if 0
- Vector v3 = position - v1;
- Vector v4 = endpoint - v2;
- Vector v5 = v1 + -v3;
- Vector v6 = v2 + -v4;
-#else
- Vector v5 = v1 + v1 - position;
- Vector v6 = v2 + v2 - endpoint;
-#endif
-
- return new Line(v5, v6);
-#endif
+/*virtual*/ void Line::Restore(void)
+{
+ Object::Restore();
+ endpoint = oldEndpoint;
}
-void Line::SetDimensionOnLine(Dimension * dimension/*=NULL*/)
+void Line::SetDimensionOnLine(Dimension * dimension/*= NULL*/)
{
// If they don't pass one in, create it for the caller.
if (dimension == NULL)