//
#include "object.h"
+#include <stdlib.h>
+#include <math.h>
// Initialize static variables
bool Object::fixedAngle = false;
bool Object::deleteActive = false;
bool Object::dimensionActive = false;
bool Object::snapToGrid = true;
-
-
-Object::Object(): position(Vector(0, 0)), parent(0), state(OSInactive), oldState(OSInactive),
- needUpdate(false), attachedDimension(0)
+//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;
+
+
+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), 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*/ 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 *)
{
}
+// 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)
+{
+ connected.push_back(Connection(obj, parameter));
+}
+
+
+/*virtual*/ void Object::Disconnect(Object * obj, double parameter)
+{
+#if 0
+ for(uint i=0; i<connected.size(); i++)
+ {
+ if (connected[i].object == obj && connected[i].t == parameter)
+ {
+ connected.erase(connected.begin() + i);
+ return;
+ }
+ }
+#else
+ std::vector<Connection>::iterator i;
+
+ for(i=connected.begin(); i!=connected.end(); i++)
+ {
+ if (((*i).object == obj) && ((*i).t == parameter))
+ {
+ connected.erase(i);
+ return;
+ }
+ }
+#endif
+}
+
+
+/*virtual*/ void Object::DisconnectAll(Object * obj)
+{
+#if 0
+ // According the std::vector docs, only items at position i and beyond are
+ // invalidated, everything before i is still valid. So we use that here.
+ for(uint i=0; i<connected.size();)
+ {
+ // If we found our object, erase it from the vector but don't advance
+ // the iterator. Otherwise, advance the iterator. :-)
+ if (connected[i].object == obj)
+ connected.erase(connected.begin() + i);
+ else
+ i++;
+ }
+#else
+ std::vector<Connection>::iterator i;
+
+ for(i=connected.begin(); i!=connected.end(); )
+ {
+ if ((*i).object == obj)
+ connected.erase(i);
+ else
+ i++;
+ }
+#endif
+}
+
+
+/*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(Vector, double)
+{
+}
+
+
+/*virtual*/ void Object::Scale(Vector, 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;
}
-Dimension * Object::GetAttachedDimension(void)
+/*Dimension * Object::GetAttachedDimension(void)
{
return attachedDimension;
-}
+}*/
// Class methods...
{
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;
+}
+
+