#include <QtGui>
#include "container.h"
#include "dimension.h"
+#include "geometry.h"
#include "mathconstants.h"
#include "painter.h"
double absAngle = (Vector(endpoint - position).Angle()) * RADIANS_TO_DEGREES;
double absLength = Vector(position - endpoint).Magnitude();
- QString text;
-
- text = QObject::tr("Length: %1 in.\n") + QChar(0x2221) + QObject::tr(": %2");
+ QString text = QObject::tr("Length: %1 in.\n") + QChar(0x2221) + QObject::tr(": %2");
text = text.arg(absLength).arg(absAngle);
-
+#if 0
QPen pen = QPen(QColor(0x00, 0xFF, 0x00), 1.0, Qt::SolidLine);
painter->SetPen(pen);
painter->SetBrush(QBrush(QColor(0x40, 0xFF, 0x40, 0x9F)));
pen = QPen(QColor(0x00, 0x5F, 0xDF));
painter->SetPen(pen);
painter->DrawText(textRect, Qt::AlignVCenter, text);
+#else
+ painter->DrawInformativeText(text);
+#endif
}
}
/*virtual*/ bool Line::Collided(Vector point)
{
+ // Someone told us to fuck off, so we'll fuck off. :-)
+ if (ignoreClicks)
+ return false;
+
// We can assume this, since this is a mouse down event here.
objectWasDragged = false;
HitTest(point);
Vector lineSegment = endpoint - position;
Vector v1 = point - position;
Vector v2 = point - endpoint;
- double t = Vector::Parameter(position, endpoint, point);
+// double t = Vector::Parameter(position, endpoint, point);
+ double t = Geometry::ParameterOfLineAndPoint(position, endpoint, point);
double distance;
// Geometric interpretation:
/*virtual*/ void Line::Enumerate(FILE * file)
{
- fprintf(file, "LINE (%lf,%lf) (%lf,%lf)\n", position.x, position.y, endpoint.x, endpoint.y);
+ fprintf(file, "LINE %i (%lf,%lf) (%lf,%lf)\n", layer, position.x, position.y, endpoint.x, endpoint.y);
}
}
+/*virtual*/ Object * Line::Mirror(Vector p1, Vector 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;
+
+ // 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);
+
+#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
+}
+
+
void Line::SetDimensionOnLine(Dimension * dimension/*=NULL*/)
{
// If they don't pass one in, create it for the caller.