void D_PAD::Rotate( const wxPoint& aRotCentre, double aAngle ) { RotatePoint( &m_Pos, aRotCentre, aAngle ); m_Orient += aAngle; NORMALIZE_ANGLE_360( m_Orient ); SetLocalCoord(); }
void TEXTE_MODULE::Rotate( const wxPoint& aRotCentre, double aAngle ) { // Used in footprint edition // Note also in module editor, m_Pos0 = m_Pos RotatePoint( &m_Pos, aRotCentre, aAngle ); SetOrientation( GetOrientation() + aAngle ); SetLocalCoord(); }
void D_PAD::Rotate( const wxPoint& aRotCentre, double aAngle ) { RotatePoint( &m_Pos, aRotCentre, aAngle ); m_Orient = NormalizeAngle360Min( m_Orient + aAngle ); SetLocalCoord(); }
void EDGE_MODULE::Rotate( const wxPoint& aRotCentre, double aAngle ) { // do the base class rotation DRAWSEGMENT::Rotate( aRotCentre, aAngle ); // and now work out the new offset SetLocalCoord(); }
void TEXTE_MODULE::Flip( const wxPoint& aCentre ) { // flipping the footprint is relative to the X axis MIRROR( m_Pos.y, aCentre.y ); NEGATE_AND_NORMALIZE_ANGLE_POS( m_Orient ); SetLayer( FlipLayer( GetLayer() ) ); m_Mirror = IsBackLayer( GetLayer() ); SetLocalCoord(); }
void TEXTE_MODULE::Flip( const wxPoint& aCentre ) { // flipping the footprint is relative to the X axis SetTextY( ::Mirror( GetTextPos().y, aCentre.y ) ); SetTextAngle( -GetTextAngle() ); SetLayer( FlipLayer( GetLayer() ) ); SetMirrored( IsBackLayer( GetLayer() ) ); SetLocalCoord(); }
void EDGE_MODULE::Rotate( const wxPoint& aRotCentre, double aAngle ) { // We should rotate the relative coordinates, but to avoid duplicate code, // do the base class rotation of draw coordinates, which is acceptable // because in module editor, m_Pos0 = m_Pos DRAWSEGMENT::Rotate( aRotCentre, aAngle ); // and now update the relative coordinates, which are // the reference in most transforms. SetLocalCoord(); }
void TEXTE_MODULE::Mirror( const wxPoint& aCentre, bool aMirrorAroundXAxis ) { // Used in modedit, to transform the footprint // the mirror is around the Y axis or X axis if aMirrorAroundXAxis = true // the position is mirrored, but the text itself is not mirrored if( aMirrorAroundXAxis ) SetTextY( ::Mirror( GetTextPos().y, aCentre.y ) ); else SetTextX( ::Mirror( GetTextPos().x, aCentre.x ) ); SetLocalCoord(); }
void TEXTE_MODULE::Rotate( const wxPoint& aRotCentre, double aAngle ) { // Used in footprint edition // Note also in module editor, m_Pos0 = m_Pos wxPoint pt = GetTextPos(); RotatePoint( &pt, aRotCentre, aAngle ); SetTextPos( pt ); SetTextAngle( GetTextAngle() + aAngle ); SetLocalCoord(); }
void TEXTE_MODULE::Mirror( const wxPoint& aCentre, bool aMirrorAroundXAxis ) { // Used in modedit, to transform the footprint // the mirror is around the Y axis or X axis if aMirrorAroundXAxis = true // the position is mirrored, but the text itself is not mirrored if( aMirrorAroundXAxis ) MIRROR( m_Pos.y, aCentre.y ); else MIRROR( m_Pos.x, aCentre.x ); NEGATE_AND_NORMALIZE_ANGLE_POS( m_Orient ); SetLocalCoord(); }
void TEXTE_MODULE::Move( const wxPoint& aMoveVector ) { Offset( aMoveVector ); SetLocalCoord(); }
void TEXTE_MODULE::Move( const wxPoint& aMoveVector ) { m_Pos += aMoveVector; SetLocalCoord(); }