+++ /dev/null
-//
-// object.cpp: Base class for all CAD objects
-//
-// Part of the Architektonas Project
-// (C) 2011 Underground Software
-// See the README and GPLv3 files for licensing and warranty information
-//
-// JLH = James Hammons <jlhamm@acm.org>
-//
-// WHO WHEN WHAT
-// --- ---------- ------------------------------------------------------------
-// JLH 03/22/2011 Created this file
-// JLH 04/01/2011 Added constructor to allow derived objects to have empty
-// constructor bodies, added state querying
-// JLH 04/02/2001 Added static methods for global states (fixed angle, etc)
-//
-
-#include "object.h"
-#include <stdlib.h>
-#include <math.h>
-
-// Initialize static variables
-bool Object::fixedAngle = false;
-bool Object::fixedLength = false;
-QFont * Object::font = 0;
-int Object::viewportHeight = 0;
-bool Object::deleteActive = false;
-bool Object::dimensionActive = false;
-bool Object::snapToGrid = true;
-//snapToPoints all well here?
-bool Object::ignoreClicks = false;
-bool Object::dontMove = false;
-bool Object::selectionInProgress = false;
-QRectF Object::selection;
-double Object::gridSpacing;
-int Object::currentLayer = 0;
-Point Object::snapPoint;
-bool Object::snapPointIsValid = false;
-
-
-Object::Object(): position(Vector(0, 0)), parent(0), type(OTObject),
- state(OSInactive), layer(0), oldState(OSInactive), needUpdate(false)
- //, attachedDimension(0)
-{
-}
-
-
-Object::Object(Vector v, Object * passedInParent/*= 0*/): position(v),
- parent(passedInParent), state(OSInactive), layer(0), oldState(OSInactive),
- needUpdate(false)//, attachedDimension(0)
-{
-}
-
-
-Object::~Object()
-{
-printf("Object: Destroyed!\n");
- for(uint i=0; i<connected.size(); i++)
- connected[i].object->DisconnectAll(this);
-}
-
-
-/*virtual*/ void Object::Draw(Painter *)
-{
-}
-
-
-/*virtual*/ Vector Object::Center(void)
-{
- return Vector();
-}
-
-
-/*virtual*/ bool Object::Collided(Vector)
-{
- return false;
-}
-
-
-/*virtual*/ bool Object::PointerMoved(Vector)
-{
- return false;
-}
-
-
-/*virtual*/ void Object::PointerReleased(void)
-{
-}
-
-
-/*virtual*/ bool Object::NeedsUpdate(void)
-{
- return needUpdate;
-}
-
-
-/*virtual*/ bool Object::HitTest(Point)
-{
- return false;
-}
-
-
-// This is intended to be overridden by the Container class, for object morphing
-/*virtual*/ void Object::Transmute(Object *, Object *)
-{
-}
-
-
-/*virtual*/ Object * Object::GetParent(void)
-{
- return parent;
-}
-
-
-/*virtual*/ void Object::Add(Object *)
-{
-}
-
-
-// This returns a pointer to the point passed in, if it coincides. Otherwise returns NULL.
-/*virtual*/ Vector * Object::GetPointAt(Vector)
-{
- return 0;
-}
-
-
-// This is meant for writing object data to a file.
-/*virtual*/ void Object::Enumerate(FILE *)
-{
-}
-
-
-/*virtual*/ Object * Object::Copy(void)
-{
- return new Object(position, parent);
-}
-
-
-// This returns a point on the object at 'parameter', which is between 0 and 1.
-// Default is to return the object's position.
-/*virtual*/ Vector Object::GetPointAtParameter(double)
-{
- return position;
-}
-
-
-// Since these functions are pretty much non-object specific, we can implement
-// them here. :-)
-/*virtual*/ void Object::Connect(Object * obj, double parameter)
-{
- // Check to see if this connection is already in our list...
- Connection c(obj, parameter);
- std::vector<Connection>::iterator i;
-
- for(i=connected.begin(); i!=connected.end(); i++)
- {
- // Bail out if this connection is already present...
- if (*i == c)
- return;
- }
-
- // Connection is a new one, add it in...
- connected.push_back(c);
-}
-
-
-/*virtual*/ void Object::Disconnect(Object * obj, double parameter)
-{
- std::vector<Connection>::iterator i;
-
- for(i=connected.begin(); i!=connected.end(); i++)
- {
- if (((*i).object == obj) && ((*i).t == parameter))
- {
- connected.erase(i);
- return;
- }
- }
-}
-
-
-/*virtual*/ void Object::DisconnectAll(Object * obj)
-{
- std::vector<Connection>::iterator i;
-
- for(i=connected.begin(); i!=connected.end(); )
- {
- if ((*i).object == obj)
- connected.erase(i);
- else
- i++;
- }
-}
-
-
-/*virtual*/ QRectF Object::Extents(void)
-{
- // Generic object returns an empty rect...
- return QRectF();
-}
-
-
-#if 0
-/*virtual*/ ObjectType Object::Type(void)
-{
- return OTObject;
-}
-#endif
-
-
-/*virtual*/ void Object::Translate(Vector amount)
-{
- position += amount;
-}
-
-
-/*virtual*/ void Object::Rotate(Point, double)
-{
-}
-
-
-/*virtual*/ void Object::Scale(Point, double)
-{
-}
-
-
-/*virtual*/ void Object::Mirror(Point, Point)
-{
-}
-
-
-/*virtual*/ void Object::Save(void)
-{
- oldPosition = position;
-}
-
-
-/*virtual*/ void Object::Restore(void)
-{
- position = oldPosition;
-}
-
-
-ObjectState Object::GetState(void)
-{
- return state;
-}
-
-
-void Object::Reparent(Object * newParent)
-{
- parent = newParent;
-}
-
-
-/*Dimension * Object::GetAttachedDimension(void)
-{
- return attachedDimension;
-}*/
-
-
-// Class methods...
-
-void Object::SetFixedAngle(bool state/*= true*/)
-{
- fixedAngle = state;
-}
-
-
-void Object::SetFixedLength(bool state/*= true*/)
-{
- fixedLength = state;
-}
-
-
-void Object::SetFont(QFont * f)
-{
- font = f;
-}
-
-
-void Object::SetViewportHeight(int height)
-{
- viewportHeight = height;
-}
-
-
-void Object::SetDeleteActive(bool state/*= true*/)
-{
- deleteActive = state;
-}
-
-
-void Object::SetDimensionActive(bool state/*= true*/)
-{
- dimensionActive = state;
-}
-
-
-void Object::SetSnapMode(bool state/*= true*/)
-{
- snapToGrid = state;
-}
-
-
-//
-// This looks strange, but it's really quite simple: We want a point that's
-// more than half-way to the next grid point to snap there while conversely we
-// want a point that's less than half-way to to the next grid point then snap
-// to the one before it. So we add half of the grid spacing to the point, then
-// divide by it so that we can remove the fractional part, then multiply it
-// back to get back to the correct answer.
-//
-Vector Object::SnapPointToGrid(Vector point)
-{
- point += gridSpacing / 2.0; // *This* adds to Z!!!
- point /= gridSpacing;
- point.x = floor(point.x);//need to fix this for negative numbers...
- point.y = floor(point.y);
- point.z = 0; // Make *sure* Z doesn't go anywhere!!!
- point *= gridSpacing;
- return point;
-}
-
-