3 // Part of the Architektonas Project
4 // (C) 2011 Underground Software
5 // See the README and GPLv3 files for licensing and warranty information
7 // JLH = James Hammons <jlhamm@acm.org>
10 // --- ---------- ------------------------------------------------------------
11 // JLH 03/30/2011 Created this file
12 // JLH 04/03/2011 Added information panel (angles) rendering
18 #include "mathconstants.h"
22 Arc::Arc(Vector p1, double r, double a1, double a2, Object * p/*= NULL*/): Object(p1, p),
23 radius(r), startAngle(a1), angleSpan(a2)
33 /*virtual*/ void Arc::Draw(Painter * painter)
37 if (state == OSSelected)
39 Point p1(cos(startAngle), sin(startAngle));
40 Point p2(cos(startAngle + angleSpan), sin(startAngle + angleSpan));
41 Vector handle2 = (p1 * radius) + position;
42 Vector handle3 = (p2 * radius) + position;
44 if ((hitHandle2 || hitHandle3) && objectWasDragged)
48 // If we rotating, we draw a guideline showing the angle we're
50 Point p3(cos(oldAngle), sin(oldAngle));
51 Vector oldLine = (p3 * (radius * 1.25)) + position;
52 pen = QPen(QColor(0x80, 0x80, 0x80), 1.0, Qt::DashLine);
54 painter->DrawLine((int)position.x, (int)position.y, (int)oldLine.x, (int)oldLine.y);
57 // In rotating and setting the span, we draw a line showing where
58 // we angle/span is that we're setting.
59 pen = QPen(QColor(0x00, 0xC0, 0x80), 1.0, Qt::DashLine);
61 painter->DrawLine((int)position.x, (int)position.y, (int)oldPoint.x, (int)oldPoint.y);
64 // Draw the center point of the arc
65 painter->SetPen(QPen(Qt::red, 2.0, Qt::DotLine));
66 painter->DrawHandle(position);
68 // Draw the rotation & span setting handles
69 painter->DrawHandle(handle2);
70 painter->DrawHandle(handle3);
72 // If we're rotating or setting the span, draw an information panel
73 // showing both absolute and relative angles being set.
74 if ((hitHandle2 || hitHandle3 || hitHandle4) && objectWasDragged)
76 double absAngle = (Vector(oldPoint - position).Angle()) * RADIANS_TO_DEGREES;
77 double relAngle = (startAngle >= oldAngle ? startAngle - oldAngle :
78 startAngle - oldAngle + (2.0 * PI)) * RADIANS_TO_DEGREES;
84 text = QObject::tr("Abs ") + QChar(0x2221) + ": %1" + QChar(0x00B0)
85 + QObject::tr("\nRel ") + QChar(0x2221) + ": %2" + QChar(0x00B0);
86 text = text.arg(absAngle, 0, 'd', 4).arg(relAngle, 0, 'd', 4);
90 text = QObject::tr("Abs ") + QChar(0x2221) + ": %1" + QChar(0x00B0)
91 + QObject::tr("\nSpan: %2") + QChar(0x00B0);
92 text = text.arg(absAngle, 0, 'd', 4).arg(angleSpan * RADIANS_TO_DEGREES, 0, 'd', 4);
96 text = QObject::tr("Radius: %1\nScale: %2%");
97 text = text.arg(radius, 0, 'd', 4).arg(radius / oldRadius * 100.0, 0, 'd', 0);
100 pen = QPen(QColor(0x00, 0xFF, 0x00), 1.0, Qt::SolidLine);
101 painter->SetPen(pen);
102 painter->SetBrush(QBrush(QColor(0x40, 0xFF, 0x40, 0x9F)));
103 QRectF textRect(10.0, 10.0, 260.0, 60.0); // x, y, w, h
104 painter->DrawRoundedRect(textRect, 7.0, 7.0);
106 textRect.setLeft(textRect.left() + 14);
107 painter->SetFont(*Object::font);
108 pen = QPen(QColor(0xDF, 0x5F, 0x00), 1.0, Qt::SolidLine);
109 painter->SetPen(pen);
110 painter->DrawText(textRect, Qt::AlignVCenter, text);
115 pen = QPen(Qt::black, 1.0, Qt::SolidLine);
116 painter->SetPen(pen);
119 painter->DrawArc(position, radius, startAngle, angleSpan);
123 /*virtual*/ Vector Arc::Center(void)
130 We need at least *four* handles for this object:
134 - one for setting the span of the arc
136 We need to think about the intuitive way (if there is any) to grab and
137 manipulate a complex object like this... Need to think, "What should happen when
138 I click here and drag there?"
140 Also: should put the snap logic into the Object base class (as a static method)...
143 /*virtual*/ bool Arc::Collided(Vector point)
145 objectWasDragged = false;
146 Vector v1 = point - position; // Head minus tail (vector points at "point")
148 // Check for collision with various things...
149 hitHandle1 = false; // Moving
150 hitHandle2 = false; // Rotation
151 hitHandle3 = false; // Setting span of the arc
152 hitHandle4 = false; // Resizing
155 the center of the arc
158 The point on a unit circle given an angle a is x = cos(a), y = sin(a)
159 This vector is already unitized, so all we need to do to get our point is to multiply it by
160 radius (to get the length correct) and add it to the center point (to get the correct position).
162 Point p1(cos(startAngle), sin(startAngle));
163 Point p2(cos(startAngle + angleSpan), sin(startAngle + angleSpan));
164 Vector handle2 = (p1 * radius) + position;
165 Vector handle3 = (p2 * radius) + position;
166 double pointerAngle = v1.Angle();
170 if (v1.Magnitude() < 10.0)
173 else if (Vector(handle3 - point).Magnitude() < 10.0)
176 else if (Vector(handle2 - point).Magnitude() < 10.0)
178 // Resize handle (the arc itself)
179 else if ((v1.Magnitude() < radius + 3.0) && (v1.Magnitude() > radius - 3.0)
180 && AngleInArcSpan(pointerAngle))
186 We want the arc to go into OSSelected mode if we click on it but don't drag.
187 If we don't click anywhere on the arc, then we want it to go into OSInactive mode.
188 Otherwise, we hit a handle and we want to modify the object whether it's in
189 OSSelected mode or not.
191 If I, go to S. Can drag, but only handles 2, 3, & 4 (since the center is not highlighted
193 However, if dragging, revert to I once finished.
195 If S, stay in S. Can drag all.
197 So, we know this. If wasDragged is true, then there's a chance we need to revert to I.
200 So. We have a matrix that looks like this:
214 so let's do like this:
216 if (hitHandle1 || hitHandle2 || hitHandle3 || hitHandle4)
222 oldAngle = startAngle;
233 /*virtual*/ void Arc::PointerMoved(Vector point)
235 // The TLC will send these messages if the object is selected but not clicked on.
236 // So we have to be careful with our assumptions here.
237 // This is actually untrue in that case, we need to come up with something better
239 objectWasDragged = true;
242 if (!(hitHandle1 || hitHandle2 || hitHandle3 || hitHandle4))
245 Vector delta = point - oldPoint;
247 if (hitHandle1) // Move arc
251 else if (hitHandle2) // Rotate arc
253 startAngle = Vector(point - position).Angle();
255 else if (hitHandle3) // Set arc span
257 double angle = Vector(point - position).Angle();
259 if (angle < startAngle)
262 angleSpan = angle - startAngle;
264 else if (hitHandle4) // Resize the radius of the arc
266 radius = Vector(point - position).Magnitude();
274 /*virtual*/ void Arc::PointerReleased(void)
276 hitHandle1 = hitHandle2 = hitHandle3 = hitHandle4 = false;
277 // Here we check for just a click: If object was clicked and dragged, then
278 // revert to the old state (OSInactive). Otherwise, keep the new state that
280 /*Maybe it would be better to just check for "object was dragged" state and not have to worry
281 about keeping track of old states...
282 Well, we can't know if it was dragged from Inactive or not, that's the problem. We could make
283 a variable called "needToRevertToInactive" instead
285 I mean, we could write like:
286 if (objectWasDragged && oldState == OSInactive)
289 but this is actually more compact and cleaner.
291 if (objectWasDragged)
296 /*virtual*/ bool Arc::NeedsUpdate(void)
304 start = 350, span = 20, end = 10, angle = 5
305 angle < start, so angle = 365
307 bool Arc::AngleInArcSpan(double angle)
309 // This should be simple except for a small complication: The start angle plus
310 // the angle span can end up being less than the start angle! So, to check
311 // for this possibility, we check to see if the angle passed in is less than
312 // the start angle and if so, add 2PI to the angle passed in. Then we take the
313 // difference between our start angle and this adjusted angle and see if it
314 // falls within our span.
315 if (angle < startAngle)
318 double passedInSpan = angle - startAngle;
320 return (passedInSpan <= angleSpan ? true : false);
324 /*virtual*/ void Arc::Enumerate(FILE * file)
326 fprintf(file, "ARC (%lf,%lf) %lf, %lf, %lf\n", position.x, position.y, radius, startAngle, angleSpan);