#include <algorithm>
#include <cmath>
#include <GL/gl.h>
+#include <msp/strings/formatter.h>
#include "3d/layout.h"
#include "libmarklin/tracktype.h"
#include "designer.h"
using namespace Marklin;
using namespace Msp;
-#include <iostream>
-
Manipulator::Manipulator(Designer &d):
designer(d),
selection(0),
{
float dz = (y-elev_origin)/1000.;
- ostringstream ss;
- ss.precision(3);
- ss<<"Elevation: "<<dz*1000<<"mm ("<<(center.z+dz)*1000<<"mm)";
- signal_status.emit(ss.str());
+ signal_status.emit(format("Elevation: %+.0fmm (%.0fmm)", dz*1000, (center.z+dz)*1000));
wrap_pos.z = center.z+dz;
for(vector<MTrack>::iterator i=tracks.begin(); i!=tracks.end(); ++i)
wrap.clear();
float min_x = 0, max_x = 0;
float min_y = 0, max_y = 0;
+ float min_z = 0;
for(vector<MTrack>::iterator i=tracks.begin(); i!=tracks.end(); ++i)
{
Track3D &t3d = designer.get_layout_3d()->get_track(*i->track);
float s = sin(a);
float x = (minp.x+maxp.x)/2;
float y = (minp.y+maxp.y)/2;
- tw.pos = Point(c*x-s*y, s*x+c*y, (minp.z+maxp.z)/2);
+ tw.pos = Point(c*x-s*y, s*x+c*y, minp.z);
tw.rot = a;
tw.width = maxp.x-minp.x+0.01;
tw.height = maxp.y-minp.y+0.01;
{
min_x = max_x = tw.pos.x;
min_y = max_y = tw.pos.y;
+ min_z = tw.pos.z;
}
else
{
max_x = max(max_x, tw.pos.x);
min_y = min(min_y, tw.pos.y);
max_y = max(max_y, tw.pos.y);
+ min_z = min(min_z, tw.pos.z);
}
wrap.push_back(tw);
}
- center = Point((min_x+max_x)/2, (min_y+max_y)/2, 0);
+ center = Point((min_x+max_x)/2, (min_y+max_y)/2, min_z);
wrap_pos = center;
wrap_rot = 0;
for(vector<MTrack>::iterator i=tracks.begin(); i!=tracks.end(); ++i)
{
const Point &tp = i->track->get_position();
- i->pos = Point(tp.x-center.x, tp.y-center.y, tp.z);
+ i->pos = Point(tp.x-center.x, tp.y-center.y, tp.z-center.z);
}
for(list<TrackWrap>::iterator i=wrap.begin(); i!=wrap.end(); ++i)
{
i->pos.x -= center.x;
i->pos.y -= center.y;
+ i->pos.z -= center.z;
}
}