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
13 // JLH 08/16/2013 Added continuous user feedack like for Line and Circle
20 #include "mathconstants.h"
24 Arc::Arc(Vector p1, double r, double a1, double a2, Object * p/*= NULL*/):
25 Object(p1, p), /*type(OTArc),*/ radius(r), startAngle(a1), angleSpan(a2),
26 draggingCenter(false), draggingEdge(false), draggingRotate(false),
28 hitCenter(false), hitArc(false), hitRotate(false), hitSpan(false)
30 // This is in the base class, why can't we use the contructor to fill it???
41 /*virtual*/ void Arc::Draw(Painter * painter)
44 painter->SetPen(QPen(Qt::red, 2.0, Qt::DotLine));
46 Point p1(cos(startAngle), sin(startAngle));
47 Point p2(cos(startAngle + angleSpan), sin(startAngle + angleSpan));
48 Vector handle2 = (p1 * radius) + position;
49 Vector handle3 = (p2 * radius) + position;
51 if ((state == OSSelected) || ((state == OSInactive) && hitRotate))
52 painter->DrawHandle(handle2);
54 if ((state == OSSelected) || ((state == OSInactive) && hitSpan))
55 painter->DrawHandle(handle3);
57 if ((state == OSSelected) || ((state == OSInactive) && hitCenter))
58 painter->DrawHandle(position);
60 if ((state == OSInactive) && !hitArc)
61 painter->SetPen(QPen(Qt::black, 1.0, Qt::SolidLine));
63 painter->DrawArc(position, radius, startAngle, angleSpan);
65 if (draggingRotate || draggingSpan)
69 // If we rotating, we draw a guideline showing the angle we're
71 Point p3(cos(oldAngle), sin(oldAngle));
72 Vector oldLine = (p3 * (radius * 1.25)) + position;
73 pen = QPen(QColor(0x80, 0x80, 0x80), 1.0, Qt::DashLine);
75 // painter->DrawLine((int)position.x, (int)position.y, (int)oldLine.x, (int)oldLine.y);
76 painter->DrawLine(position, oldLine);
79 // In rotating and setting the span, we draw a line showing where
80 // we angle/span is that we're setting.
81 pen = QPen(QColor(0x00, 0xC0, 0x80), 1.0, Qt::DashLine);
83 painter->DrawLine((int)position.x, (int)position.y, (int)oldPoint.x, (int)oldPoint.y);
86 // If we're rotating or setting the span, draw an information panel
87 // showing both absolute and relative angles being set.
88 if (draggingRotate || draggingSpan || draggingEdge)
90 double absAngle = (Vector(oldPoint - position).Angle()) * RADIANS_TO_DEGREES;
91 double relAngle = (startAngle >= oldAngle ? startAngle - oldAngle :
92 startAngle - oldAngle + (2.0 * PI)) * RADIANS_TO_DEGREES;
98 text = QObject::tr("Abs ") + QChar(0x2221) + ": %1" + QChar(0x00B0)
99 + QObject::tr("\nRel ") + QChar(0x2221) + ": %2" + QChar(0x00B0);
100 text = text.arg(absAngle, 0, 'd', 4).arg(relAngle, 0, 'd', 4);
102 else if (draggingSpan)
104 text = QObject::tr("Abs ") + QChar(0x2221) + ": %1" + QChar(0x00B0)
105 + QObject::tr("\nSpan: %2") + QChar(0x00B0);
106 text = text.arg(absAngle, 0, 'd', 4).arg(angleSpan * RADIANS_TO_DEGREES, 0, 'd', 4);
108 else if (draggingEdge)
110 text = QObject::tr("Radius: %1\nScale: %2%");
111 text = text.arg(radius, 0, 'd', 4).arg(radius / oldRadius * 100.0, 0, 'd', 0);
115 pen = QPen(QColor(0x00, 0xFF, 0x00), 1.0, Qt::SolidLine);
116 painter->SetPen(pen);
117 painter->SetBrush(QBrush(QColor(0x40, 0xFF, 0x40, 0x9F)));
118 QRectF textRect(10.0, 10.0, 270.0, 70.0); // x, y, w, h
119 painter->DrawRoundedRect(textRect, 7.0, 7.0);
121 textRect.setLeft(textRect.left() + 14);
122 painter->SetFont(*Object::font);
123 pen = QPen(QColor(0x00, 0x5F, 0xDF));
124 painter->SetPen(pen);
125 painter->DrawText(textRect, Qt::AlignVCenter, text);
127 painter->DrawInformativeText(text);
133 /*virtual*/ Vector Arc::Center(void)
140 We need at least *four* handles for this object:
144 - one for setting the span of the arc
146 We need to think about the intuitive way (if there is any) to grab and
147 manipulate a complex object like this... Need to think, "What should happen when
148 I click here and drag there?"
150 Also: should put the snap logic into the Object base class (as a static method)...
153 /*virtual*/ bool Arc::Collided(Vector point)
155 // Someone told us to fuck off, so we'll fuck off. :-)
159 objectWasDragged = false;
160 bool hitSomething = HitTest(point);
161 draggingCenter = hitCenter;
162 draggingEdge = hitArc;
163 draggingRotate = hitRotate;
164 draggingSpan = hitSpan;
166 // Now that we've done our hit testing on the non-snapped point, snap it if
169 point = SnapPointToGrid(point);
173 We want the arc to go into OSSelected mode if we click on it but don't drag.
174 If we don't click anywhere on the arc, then we want it to go into OSInactive mode.
175 Otherwise, we hit a handle and we want to modify the object whether it's in
176 OSSelected mode or not.
178 If I, go to S. Can drag, but only handles 2, 3, & 4 (since the center is not highlighted
180 However, if dragging, revert to I once finished.
182 If S, stay in S. Can drag all.
184 So, we know this. If wasDragged is true, then there's a chance we need to revert to I.
187 So. We have a matrix that looks like this:
201 so let's do like this:
209 oldAngle = startAngle;
219 /*virtual*/ void Arc::PointerMoved(Vector point)
221 // one other thing to check here for is if a modifier key is being held as well,
222 // to allow for multi-selection
223 if (selectionInProgress)
225 // Check for whether or not the rect contains this circle
226 // if (selection.normalized().contains(Extents()))
227 if (selection.contains(Extents()))
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;
240 // needUpdate = false;
243 needUpdate = HitStateChanged();
244 objectWasDragged = (draggingCenter | draggingEdge | draggingRotate | draggingSpan);
246 if (objectWasDragged)
248 // if (!(hitHandle1 || hitHandle2 || hitHandle3 || hitHandle4))
251 // Vector delta = point - oldPoint;
255 else if (draggingEdge)
256 radius = Vector::Magnitude(point, position);
257 else if (draggingRotate)
259 startAngle = Vector(point - position).Angle();
261 else if (draggingSpan)
263 double angle = Vector(point - position).Angle();
265 if (angle < startAngle)
268 angleSpan = angle - startAngle;
271 // Why save this? For rendering code?
273 // needUpdate = true;
277 /*virtual*/ void Arc::PointerReleased(void)
279 // Mouse went up, so our dragging is done (if any *was* done, that is)
280 // hitHandle1 = hitHandle2 = hitHandle3 = hitHandle4 = false;
281 draggingCenter = draggingEdge = draggingRotate = draggingSpan = false;
282 hitCenter = hitArc = hitRotate = hitSpan = false;
284 // If the object was dragged, then revert to the old state.
285 // Otherwise, we were probably just clicked, and want to stay in the selected state.
286 if (objectWasDragged)
291 /*virtual*/ bool Arc::HitTest(Point point)
293 hitCenter = hitArc = hitRotate = hitSpan = false;
297 the center of the arc
300 The point on a unit circle given an angle a is x = cos(a), y = sin(a)
301 This vector is already unitized, so all we need to do to get our point is to
302 multiply it by radius (to get the length correct) and add it to the center
303 point (to get the correct position).
305 Vector v1(point, position); // Head minus tail (vector points at "point")
306 Point p1(cos(startAngle), sin(startAngle));
307 Point p2(cos(startAngle + angleSpan), sin(startAngle + angleSpan));
308 Vector handle2 = (p1 * radius) + position;
309 Vector handle3 = (p2 * radius) + position;
310 double pointerAngle = v1.Angle();
311 double length = v1.Magnitude();
314 if (v1.Magnitude() < 10.0)
316 else if (Vector(handle3 - point).Magnitude() < 10.0)
318 else if (Vector(handle2 - point).Magnitude() < 10.0)
320 else if ((v1.Magnitude() < radius + 3.0) && (v1.Magnitude() > radius - 3.0)
321 && AngleInArcSpan(pointerAngle))
324 if ((length * Painter::zoom) < 8.0)
326 else if (((fabs(length - radius) * Painter::zoom) < 2.0)
327 && AngleInArcSpan(pointerAngle))
329 else if ((Vector::Magnitude(handle2, point) * Painter::zoom) < 8.0)
331 else if ((Vector::Magnitude(handle3, point) * Painter::zoom) < 8.0)
335 return (hitCenter || hitArc || hitRotate || hitSpan ? true : false);
339 /*virtual*/ QRectF Arc::Extents(void)
341 double start = startAngle;
342 double end = start + angleSpan;
343 QPointF p1(cos(start), sin(start));
344 QPointF p2(cos(end), sin(end));
345 QRectF bounds(p1, p2);
347 // Swap X/Y coordinates if they're backwards...
348 if (bounds.left() > bounds.right())
350 double temp = bounds.left();
351 bounds.setLeft(bounds.right());
352 bounds.setRight(temp);
355 if (bounds.bottom() > bounds.top())
357 double temp = bounds.bottom();
358 bounds.setBottom(bounds.top());
362 // If the end of the arc is before the beginning, add 360 degrees to it
366 // Adjust the bounds depending on which axes are crossed
367 if ((start < PI_OVER_2) && (end > PI_OVER_2))
370 if ((start < PI) && (end > PI))
371 bounds.setLeft(-1.0);
373 if ((start < (PI + PI_OVER_2)) && (end > (PI + PI_OVER_2)))
374 bounds.setBottom(-1.0);
376 if ((start < (2.0 * PI)) && (end > (2.0 * PI)))
377 bounds.setRight(1.0);
379 if ((start < ((2.0 * PI) + PI_OVER_2)) && (end > ((2.0 * PI) + PI_OVER_2)))
382 if ((start < (3.0 * PI)) && (end > (3.0 * PI)))
383 bounds.setLeft(-1.0);
385 if ((start < ((3.0 * PI) + PI_OVER_2)) && (end > ((3.0 * PI) + PI_OVER_2)))
386 bounds.setBottom(-1.0);
388 bounds.setTopLeft(QPointF(bounds.left() * radius, bounds.top() * radius));
389 bounds.setBottomRight(QPointF(bounds.right() * radius, bounds.bottom() * radius));
390 bounds.translate(position.x, position.y);
396 start = 350, span = 20, end = 10, angle = 5
397 angle < start, so angle = 365
399 bool Arc::AngleInArcSpan(double angle)
401 // This should be simple except for a small complication: The start angle plus
402 // the angle span can end up being less than the start angle! So, to check
403 // for this possibility, we check to see if the angle passed in is less than
404 // the start angle and if so, add 2PI to the angle passed in. Then we take the
405 // difference between our start angle and this adjusted angle and see if it
406 // falls within our span.
407 if (angle < startAngle)
410 double passedInSpan = angle - startAngle;
412 return (passedInSpan <= angleSpan ? true : false);
416 void Arc::SaveHitState(void)
418 oldHitCenter = hitCenter;
420 oldHitRotate = hitRotate;
421 oldHitSpan = hitSpan;
425 bool Arc::HitStateChanged(void)
427 if ((hitCenter != oldHitCenter)
428 || (hitArc != oldHitArc)
429 || (hitRotate != oldHitRotate)
430 || (hitSpan != oldHitSpan))
437 /*virtual*/ void Arc::Enumerate(FILE * file)
439 fprintf(file, "ARC %i (%lf,%lf) %lf, %lf, %lf\n", layer, position.x, position.y, radius, startAngle, angleSpan);
443 /*virtual*/ Object * Arc::Copy(void)
445 #warning "!!! This doesn't take care of attached Dimensions !!!"
447 This is a real problem. While having a pointer in the Dimension to this line's points
448 is fast & easy, it creates a huge problem when trying to replicate an object like this.
450 Maybe a way to fix that then, is to have reference numbers instead of pointers. That
451 way, if you copy them, ... you might still have problems. Because you can't be sure if
452 a copy will be persistant or not, you then *definitely* do not want them to have the
453 same reference number.
455 return new Arc(position, radius, startAngle, angleSpan, parent);
459 /*virtual*/ void Arc::Rotate(Point point, double angle)
461 Point c1 = Geometry::RotatePointAroundPoint(position, point, angle);
462 Point ap1(cos(startAngle), sin(startAngle));
463 Point angleStartPoint = (ap1 * radius) + position;
464 Point c2 = Geometry::RotatePointAroundPoint(angleStartPoint, point, angle);
467 startAngle = Vector(c2, c1).Angle();
471 /*virtual*/ void Arc::Mirror(Point p1, Point p2)
473 Point c1 = Geometry::MirrorPointAroundLine(position, p1, p2);
474 Point ap1(cos(startAngle + angleSpan), sin(startAngle + angleSpan));
475 Point angleEndPoint = (ap1 * radius) + position;
476 Point c2 = Geometry::MirrorPointAroundLine(angleEndPoint, p1, p2);
479 startAngle = Vector(c2, c1).Angle();
483 /*virtual*/ void Arc::Save(void)
487 oldStartAngle = startAngle;
488 oldAngleSpan = angleSpan;
492 /*virtual*/ void Arc::Restore(void)
496 startAngle = oldStartAngle;
497 angleSpan = oldAngleSpan;