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formheadland.h
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formheadland.h
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#ifndef FORMHEADLAND_H
#define FORMHEADLAND_H
#include <QObject>
#include <QVector>
#include "vec3.h"
#include "interfaceproperty.h"
#include <QTimer>
class CBoundary;
class CHeadLine;
class CTool;
class CVehicle;
class QOpenGLFunctions;
class HeadlandDesigner;
class FormHeadland : public QObject
{
Q_OBJECT
protected:
//InterfaceProperty<HeadlandDesigner,double> maxFieldDistance = InterfaceProperty<HeadlandDesigner,double>("maxFieldDistance");
//InterfaceProperty<HeadlandDesigner,double> fieldCenterX = InterfaceProperty<HeadlandDesigner,double>("fieldCenterX");
//InterfaceProperty<HeadlandDesigner,double> fieldCenterY = InterfaceProperty<HeadlandDesigner,double>("fieldCenterY");
double maxFieldDistance = 0;
double fieldCenterX = 0;
double fieldCenterY = 0;
InterfaceProperty<HeadlandDesigner,bool> showa = InterfaceProperty<HeadlandDesigner,bool>("showa");
InterfaceProperty<HeadlandDesigner,bool> showb = InterfaceProperty<HeadlandDesigner,bool>("showb");
InterfaceProperty<HeadlandDesigner,QPoint> apoint = InterfaceProperty<HeadlandDesigner,QPoint>("apoint");
InterfaceProperty<HeadlandDesigner,QPoint> bpoint = InterfaceProperty<HeadlandDesigner,QPoint>("bpoint");
InterfaceProperty<HeadlandDesigner,QPoint> vehiclePoint = InterfaceProperty<HeadlandDesigner,QPoint>("vehiclePoint");
InterfaceProperty<AOGInterface,bool> isBtnAutoSteerOn = InterfaceProperty<AOGInterface,bool>("isBtnAutoSteerOn");
InterfaceProperty<AOGInterface,bool> isYouTurnBtnOn = InterfaceProperty<AOGInterface,bool>("isYouTurnBtnOn");
int fixX, fixY;
//InterfaceProperty<HeadlandDesigner,bool> isA = InterfaceProperty<HeadlandDesigner,bool>("isA");
bool isA = false;
bool draw = false;
int start = 99999, end = 99999;
int bndSelect = 0, mode;
QVector<Vec3> sliceArr;
QVector<Vec3> backupList;
InterfaceProperty<HeadlandDesigner,int> sliceCount = InterfaceProperty<HeadlandDesigner,int>("sliceCount");
InterfaceProperty<HeadlandDesigner,int> backupCount = InterfaceProperty<HeadlandDesigner,int>("backupCount");
InterfaceProperty<HeadlandDesigner,bool> curveLine = InterfaceProperty<HeadlandDesigner,bool>("curveLine");
InterfaceProperty<HeadlandDesigner,double> lineDistance = InterfaceProperty<HeadlandDesigner,double>("lineDistance");
bool zoomToggle;
InterfaceProperty<HeadlandDesigner,double> zoom = InterfaceProperty<HeadlandDesigner,double>("zoom");
InterfaceProperty<HeadlandDesigner,double> sX = InterfaceProperty<HeadlandDesigner,double>("sX");
InterfaceProperty<HeadlandDesigner,double> sY = InterfaceProperty<HeadlandDesigner,double>("sY");
Vec3 pint = Vec3(0,1,0);
QTimer updateVehiclePositionTimer;
void SetLineDistance();
QVector3D mouseClickToField(int mouseX, int mouseY);
void setup_matrices(QMatrix4x4 &modelview, QMatrix4x4 &projection);
public:
double iE = 0, iN = 0;
QVector<int> crossings;
CBoundary *bnd;
CHeadLine *hdl;
CTool *tool;
CVehicle *vehicle = NULL;
QObject *headland_designer_instance;
explicit FormHeadland(QObject *parent = nullptr);
//this class is pretty closely coupled to the QML file
//of necessity
void connect_ui(QObject *headland_designer_instance);
public slots:
void setFieldInfo(double maxFieldDistance,
double fieldCenterX,
double fieldCenterY);
void load_headline();
void update_lines(); //update the boundary lines in GUI
void update_headland(); //update headland line
void update_slice(); //update slice and A B points in GUI
void FormHeadLine_FormClosing();
void clicked(int mouseX, int mouseY);
void btn_Exit_Click();
void isSectionControlled(bool wellIsIt);
void btnBndLoop_Click();
void btnSlice_Click();
void btnDeletePoints_Click();
void btnUndo_Click();
void btnALength_Click();
void btnBLength_Click();
void btnBShrink_Click();
void btnAShrink_Click();
void btnHeadlandOff_Click();
void updateVehiclePosition();
signals:
void timedMessageBox(int, QString, QString);
void saveHeadland();
};
#endif // FORMHEADLAND_H