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/***************************************************************************
* Copyright (C) 2004-2005 by David Saxton *
* david@bluehaze.org *
* *
* This program is free software; you can redistribute it and/or modify *
* it under the terms of the GNU General Public License as published by *
* the Free Software Foundation; either version 2 of the License, or *
* (at your option) any later version. *
***************************************************************************/
#ifndef MECHANICSITEM_H
#define MECHANICSITEM_H
#include <item.h>
#include <qvaluelist.h>
class LibraryItem;
class MechanicsItem;
// class MechanicsItemOverlayItem;
class MechanicsDocument;
typedef QValueList<MechanicsItem*> MechanicsItemList;
/**
@short Stores mass, moment of inertia
@author David Saxton
*/
class MechanicsInfo
{
public:
MechanicsInfo();
double mass; // Mass
double momentOfInertia; // Moment of inertia
};
class CombinedMechanicsInfo : public MechanicsInfo
{
public:
CombinedMechanicsInfo();
CombinedMechanicsInfo( const MechanicsInfo &info );
double x; // X coordinate of center of mass
double y; // Y coordinate of center of mass
};
/**
@short Stores a position and orientation
@author David Saxton
*/
class PositionInfo
{
public:
PositionInfo();
/**
* Adds together two positions: for this=PARENT +(CHILD), the new position
* is formed by translating this position by that of the CHILDs
* translation, and then rotating everything about the center of this item
*/
const PositionInfo operator+( const PositionInfo &info );
/**
* Not quite the inverse of operator+. Subtracts the given position info
* as if it was applied before this current info.
*/
const PositionInfo operator-( const PositionInfo &info );
/**
* x position (0 is left)
*/
double x() const { return m_x; }
/**
* y position (0 is top)
*/
double y() const { return m_y; }
/**
* Angle in radians, positive direction is anticlockwise
*/
double angle() const { return m_angle; }
/**
* Sets the x-position
*/
void setX( double x ) { m_x = x; }
/**
* Sets the y-position
*/
void setY( double y ) { m_y = y; }
/**
* Sets the angle
*/
void setAngle( double angle ) { m_angle = angle; }
/**
* Adds (x,y) to the current position
*/
void translate( double dx, const double dy ) { m_x += dx; m_y += dy; }
/**
* Rotates anticlockwise by the given amount (in radians)
*/
void rotate( double angle ) { m_angle += angle; }
/**
* Resets the position to (0,0), and the orientation to 0
*/
void reset();
/**
* Rotates the current position about the given point through the given
* angle in radians anticlockwise. This will change the position and
* orientation.
*/
void rotateAboutPoint( double x, double y, double angle );
protected:
double m_x;
double m_y;
double m_angle;
};
/**
@author David Saxton
*/
class MechanicsItem : public Item
{
Q_OBJECT
public:
MechanicsItem( MechanicsDocument *mechanicsDocument, bool newItem, const QString &id );
virtual ~MechanicsItem();
enum SelectionMode
{
sm_move,
sm_resize,
sm_rotate
};
/**
* Returns the run-time identifier for the MechanicsItem
*/
int rtti() const;
/**
* Sets the selection mode (sm_resize or sm_rotate). Note that setSelected
* also needs to be called to select the item.
*/
void setSelectionMode( SelectionMode sm );
virtual void setSelected( bool yes );
/**
* @returns the selection mode
*/
SelectionMode selectionMode() const { return m_selectionMode; }
/**
* Move the MechanicsItem by the given amount
*/
virtual void moveBy( double dx, double dy );
/**
* Returns the absolute position on the canvas
*/
PositionInfo absolutePosition() const;
/**
* Returns the position relative to the parent item (or the absolute
* position if there is no parent item)
*/
PositionInfo relativePosition() const { return m_relativePosition; }
/**
* Returns the mechanics info for this item (so not taking into account that
* of attached children)
*/
MechanicsInfo *mechanicsInfo() { return &m_mechanicsInfo; }
/**
* Returns the combined mechanics info for this item (which takes into
* account that of attached children).
*/
CombinedMechanicsInfo *mechanicsInfoCombined() { return &m_mechanicsInfoCombined; }
/**
* Returns the rectangle that can legitimately fit inside the given bounding
* rectangle, given this items current rotation. Legitimately means that
* whether this item is allowed to be distorted, inverted, resized, etc.
*/
QRect maxInnerRectangle( const QRect &outerRect ) const;
virtual ItemData itemData() const;
virtual bool mousePressEvent( const EventInfo &eventInfo );
virtual bool mouseReleaseEvent( const EventInfo &eventInfo );
virtual bool mouseDoubleClickEvent ( const EventInfo &eventInfo );
virtual bool mouseMoveEvent( const EventInfo &eventInfo );
virtual bool wheelEvent( const EventInfo &eventInfo );
virtual void enterEvent();
virtual void leaveEvent();
public slots:
/**
* Rotate the item by the given amount (in radians)
*/
void rotateBy( double dtheta );
void parentMoved();
signals:
/**
* Emitted when this item moves (translates or rotates)
*/
void moved();
protected slots:
/**
* Recalculate the combined mechanics info (e.g. when mass is changed, or child added)
*/
void updateMechanicsInfoCombined();
protected:
virtual void reparented( Item *oldItem, Item *newItem );
virtual void childAdded( Item *child );
virtual void childRemoved( Item *child );
/**
* Called when this item is resized, so that sub classes can do whatever
*/
virtual void itemResized() {};
/**
* Sets the correct orientation on the painter
*/
void initPainter( QPainter &p );
/**
* *Must* be called after calling initPainter, if initPainter was called
*/
void deinitPainter( QPainter &p );
virtual void dataChanged();
virtual void itemPointsChanged() { updateCanvasPoints(); }
/**
* Calculates the setPoints required from the current m_itemPoints and the
* current position / angle
*/
void updateCanvasPoints();
MechanicsDocument *p_mechanicsDocument;
PositionInfo m_relativePosition; // Absolution position if not attached to a parent item, or otherwise relative to parent item
MechanicsInfo m_mechanicsInfo;
CombinedMechanicsInfo m_mechanicsInfoCombined;
private:
SelectionMode m_selectionMode;
};
#endif
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