Further doubel suggestions from Jan
Moved Gui/InputVector,Placement,Transform from float to double Moved Sketcher from float to double more suggestions for moving float -> double
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@@ -105,10 +105,10 @@ void LocationWidget::retranslateUi()
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dValue->setCurrentIndex(2);
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// Vector3f declared to use with QVariant see Gui/propertyeditor/PropertyItem.h
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dValue->setItemData(0, QVariant::fromValue<Base::Vector3f>(Base::Vector3f(1,0,0)));
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dValue->setItemData(1, QVariant::fromValue<Base::Vector3f>(Base::Vector3f(0,1,0)));
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dValue->setItemData(2, QVariant::fromValue<Base::Vector3f>(Base::Vector3f(0,0,1)));
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// Vector3d declared to use with QVariant see Gui/propertyeditor/PropertyItem.h
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dValue->setItemData(0, QVariant::fromValue<Base::Vector3d>(Base::Vector3d(1,0,0)));
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dValue->setItemData(1, QVariant::fromValue<Base::Vector3d>(Base::Vector3d(0,1,0)));
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dValue->setItemData(2, QVariant::fromValue<Base::Vector3d>(Base::Vector3d(0,0,1)));
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}
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else {
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dValue->setItemText(0, QApplication::translate("Gui::LocationDialog", "X"));
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@@ -119,21 +119,21 @@ void LocationWidget::retranslateUi()
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}
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}
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Base::Vector3f LocationWidget::getPosition() const
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Base::Vector3d LocationWidget::getPosition() const
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{
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return Base::Vector3f((float)this->xValue->value(),
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(float)this->yValue->value(),
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(float)this->zValue->value());
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return Base::Vector3d(this->xValue->value(),
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this->yValue->value(),
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this->zValue->value());
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}
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void LocationWidget::setPosition(const Base::Vector3f& v)
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void LocationWidget::setPosition(const Base::Vector3d& v)
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{
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this->xValue->setValue(v.x);
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this->yValue->setValue(v.y);
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this->zValue->setValue(v.z);
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}
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void LocationWidget::setDirection(const Base::Vector3f& dir)
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void LocationWidget::setDirection(const Base::Vector3d& dir)
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{
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if (dir.Length() < FLT_EPSILON) {
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return;
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@@ -142,8 +142,8 @@ void LocationWidget::setDirection(const Base::Vector3f& dir)
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// check if the user-defined direction is already there
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for (int i=0; i<dValue->count()-1; i++) {
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QVariant data = dValue->itemData (i);
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if (data.canConvert<Base::Vector3f>()) {
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const Base::Vector3f val = data.value<Base::Vector3f>();
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if (data.canConvert<Base::Vector3d>()) {
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const Base::Vector3d val = data.value<Base::Vector3d>();
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if (val == dir) {
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dValue->setCurrentIndex(i);
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return;
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@@ -157,31 +157,31 @@ void LocationWidget::setDirection(const Base::Vector3f& dir)
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.arg(dir.y)
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.arg(dir.z);
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dValue->insertItem(dValue->count()-1, display,
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QVariant::fromValue<Base::Vector3f>(dir));
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QVariant::fromValue<Base::Vector3d>(dir));
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dValue->setCurrentIndex(dValue->count()-2);
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}
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Base::Vector3f LocationWidget::getDirection() const
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Base::Vector3d LocationWidget::getDirection() const
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{
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QVariant data = dValue->itemData (this->dValue->currentIndex());
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if (data.canConvert<Base::Vector3f>()) {
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return data.value<Base::Vector3f>();
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if (data.canConvert<Base::Vector3d>()) {
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return data.value<Base::Vector3d>();
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}
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else {
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return Base::Vector3f(0,0,1);
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return Base::Vector3d(0,0,1);
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}
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}
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Base::Vector3f LocationWidget::getUserDirection(bool* ok) const
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Base::Vector3d LocationWidget::getUserDirection(bool* ok) const
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{
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Gui::Dialog::Ui_InputVector iv;
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QDialog dlg(const_cast<LocationWidget*>(this));
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iv.setupUi(&dlg);
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Base::Vector3f dir;
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Base::Vector3d dir;
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if (dlg.exec()) {
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dir.x = (float)iv.vectorX->value();
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dir.y = (float)iv.vectorY->value();
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dir.z = (float)iv.vectorZ->value();
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dir.x = iv.vectorX->value();
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dir.y = iv.vectorY->value();
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dir.z = iv.vectorZ->value();
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if (ok) *ok = true;
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}
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else {
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@@ -196,7 +196,7 @@ void LocationWidget::on_direction_activated(int index)
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// last item is selected to define direction by user
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if (index+1 == dValue->count()) {
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bool ok;
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Base::Vector3f dir = this->getUserDirection(&ok);
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Base::Vector3d dir = this->getUserDirection(&ok);
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if (ok) {
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if (dir.Length() < FLT_EPSILON) {
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QMessageBox::critical(this, LocationDialog::tr("Wrong direction"),
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@@ -220,16 +220,16 @@ LocationDialog::~LocationDialog()
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{
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}
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Base::Vector3f LocationDialog::getUserDirection(bool* ok) const
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Base::Vector3d LocationDialog::getUserDirection(bool* ok) const
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{
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Gui::Dialog::Ui_InputVector iv;
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QDialog dlg(const_cast<LocationDialog*>(this));
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iv.setupUi(&dlg);
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Base::Vector3f dir;
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Base::Vector3d dir;
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if (dlg.exec()) {
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dir.x = (float)iv.vectorX->value();
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dir.y = (float)iv.vectorY->value();
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dir.z = (float)iv.vectorZ->value();
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dir.x = iv.vectorX->value();
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dir.y = iv.vectorY->value();
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dir.z = iv.vectorZ->value();
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if (ok) *ok = true;
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}
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else {
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