1 // dimension.cpp: Dimension object
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 04/04/2011 Created this file, basic rendering
14 #include "dimension.h"
17 #include "mathconstants.h"
21 Dimension::Dimension(Vector p1, Vector p2, DimensionType dt/*= DTLinear*/ ,Object * p/*= NULL*/):
22 Object(p1, p), endpoint(p2),
23 dragging(false), draggingHandle1(false), draggingHandle2(false),
24 length(p2.Magnitude()), type(dt), point1(NULL), point2(NULL)
28 // This is bad, p1 & p2 could be NULL, causing much consternation...
29 Dimension::Dimension(Vector * p1, Vector * p2, DimensionType dt/*= DTLinear*/ , Object * p/*= NULL*/):
30 Object(*p1, p), endpoint(*p2),
31 dragging(false), draggingHandle1(false), draggingHandle2(false),
32 length(p2->Magnitude()), type(dt), point1(p1), point2(p2)
36 Dimension::~Dimension()
40 /*virtual*/ void Dimension::Draw(Painter * painter)
42 // If there are valid Vector pointers in here, use them to update the internal
43 // positions. Otherwise, we just use the internal positions by default.
50 if (state == OSSelected)
51 painter->SetPen(QPen(Qt::red, 2.0, Qt::DotLine));
53 painter->SetPen(QPen(Qt::blue, 1.0, Qt::SolidLine));
55 // Draw an aligned dimension line
56 double angle = Vector(endpoint - position).Angle();
57 double orthoAngle = angle + (PI / 2.0);
58 Vector orthogonal = Vector(cos(orthoAngle), sin(orthoAngle));
59 Vector unit = Vector(endpoint - position).Unit();
61 //NOTE: SCREEN_ZOOM is our kludge factor... We need to figure out a better
62 // way of doing this...
63 // Get our line parallel to our points
64 Point p1 = position + (orthogonal * 10.0 * SCREEN_ZOOM);
65 Point p2 = endpoint + (orthogonal * 10.0 * SCREEN_ZOOM);
67 // Draw main dimension line
68 painter->DrawLine(p1, p2);
70 Point p3 = position + (orthogonal * 16.0 * SCREEN_ZOOM);
71 Point p4 = endpoint + (orthogonal * 16.0 * SCREEN_ZOOM);
72 Point p5 = position + (orthogonal * 4.0 * SCREEN_ZOOM);
73 Point p6 = endpoint + (orthogonal * 4.0 * SCREEN_ZOOM);
75 // Draw extension lines
76 painter->DrawLine(p3, p5);
77 painter->DrawLine(p4, p6);
79 painter->SetBrush(QBrush(QColor(Qt::blue)));
80 painter->DrawArrowhead(p1, p2);
81 painter->DrawArrowhead(p2, p1);
83 // Draw length of dimension line...
84 painter->SetFont(QFont("Arial", 10.0 * Painter::zoom * SCREEN_ZOOM));
85 Vector v1((p1.x - p2.x) / 2.0, (p1.y - p2.y) / 2.0);
87 // This is in pixels, which isn't even remotely correct... !!! FIX !!!
88 QString dimText = QString("%1\"").arg(Vector(endpoint - position).Magnitude());
89 // int textWidth = QFontMetrics(painter->font()).width(dimText);
90 // int textHeight = QFontMetrics(painter->font()).height();
92 //We have to do transformation voodoo to make the text come out readable and in correct orientation...
93 //Some things to note here: if angle > 90 degrees, then we need to take the negative of the angle
96 painter->translate(ctr.x, ctr.y);
98 //16 : printf("textHeight: %d\n", textHeight);
100 //Fix text so it isn't upside down...
101 if ((angle > PI * 0.5) && (angle < PI * 1.5))
107 painter->rotate(angle * RADIANS_TO_DEGREES);
108 painter->scale(1.0, -1.0);
109 //painter->translate(-textWidth / 2, -24);
110 // painter->drawText(0, 0, textWidth, 20, Qt::AlignCenter, dimText);
111 // This version draws the y-coord from the baseline of the font
112 painter->DrawText(-textWidth / 2, yOffset, dimText);
113 //painter->setPen(QPen(QColor(0xFF, 0x20, 0x20), 1.0, Qt::SolidLine));
114 //painter->drawLine(20, 0, -20, 0);
115 //painter->drawLine(0, 20, 0, -20);
118 // painter->DrawText(QRectF(QPointF(ctr.x, ctr.y), QPointF(ctr.x + textWidth, ctr.y + textHeight)), Qt::AlignVCenter, dimText);
119 // Now that we've taken our own good advice, maybe we should have the painter class
120 // do a nice abstracted text draw routine? :-)
121 painter->DrawAngledText(ctr, angle, dimText);
125 All of the preceeding makes me think that rather than try to compensate for Qt's unbelieveably
126 AWFUL decision to go with a wrong-handed graphics subsystem, it may be better to just stuff
127 all of that crap into some kind of subclass that handles all the nastiness behind the scenes.
128 I mean, really, all this crap just to get some proplerly rendered text on the screen? How
129 retarded is that? :-/
133 /*virtual*/ Vector Dimension::Center(void)
135 // Technically, this is the midpoint but who are we to quibble? :-)
136 Vector v((position.x - endpoint.x) / 2.0, (position.y - endpoint.y) / 2.0);
140 /*virtual*/ bool Dimension::Collided(Vector /*point*/)
143 objectWasDragged = false;
144 Vector lineSegment = endpoint - position;
145 Vector v1 = point - position;
146 Vector v2 = point - endpoint;
147 double parameterizedPoint = lineSegment.Dot(v1) / lineSegment.Magnitude(), distance;
149 // Geometric interpretation:
150 // pp is the paremeterized point on the vector ls where the perpendicular intersects ls.
151 // If pp < 0, then the perpendicular lies beyond the 1st endpoint. If pp > length of ls,
152 // then the perpendicular lies beyond the 2nd endpoint.
154 if (parameterizedPoint < 0.0)
155 distance = v1.Magnitude();
156 else if (parameterizedPoint > lineSegment.Magnitude())
157 distance = v2.Magnitude();
158 else // distance = ?Det?(ls, v1) / |ls|
159 distance = fabs((lineSegment.x * v1.y - v1.x * lineSegment.y) / lineSegment.Magnitude());
161 // If the segment endpoints are s and e, and the point is p, then the test for the perpendicular
162 // intercepting the segment is equivalent to insisting that the two dot products {s-e}.{s-p} and
163 // {e-s}.{e-p} are both non-negative. Perpendicular distance from the point to the segment is
164 // computed by first computing the area of the triangle the three points form, then dividing by the
165 // length of the segment. Distances are done just by the Pythagorean theorem. Twice the area of the
166 // triangle formed by three points is the determinant of the following matrix:
172 // By translating the start point to the origin, this can be rewritten as:
173 // By subtracting row 1 from all rows, you get the following:
174 // [because sx = sy = 0. you could leave out the -sx/y terms below. because we subtracted
175 // row 1 from all rows (including row 1) row 1 turns out to be zero. duh!]
178 // (ex - sx) (ey - sy) 0 ==> ex ey 0
179 // (px - sx) (py - sy) 0 px py 0
181 // which greatly simplifies the calculation of the determinant.
183 if (state == OSInactive)
185 //printf("Line: pp = %lf, length = %lf, distance = %lf\n", parameterizedPoint, lineSegment.Magnitude(), distance);
186 //printf(" v1.Magnitude = %lf, v2.Magnitude = %lf\n", v1.Magnitude(), v2.Magnitude());
187 //printf(" point = %lf,%lf,%lf; p1 = %lf,%lf,%lf; p2 = %lf,%lf,%lf\n", point.x, point.y, point.z, position.x, position.y, position.z, endpoint.x, endpoint.y, endpoint.z);
189 //How to translate this into pixels from Document space???
190 //Maybe we need to pass a scaling factor in here from the caller? That would make sense, as
191 //the caller knows about the zoom factor and all that good kinda crap
192 if (v1.Magnitude() < 10.0)
196 oldPoint = position; //maybe "position"?
197 draggingHandle1 = true;
200 else if (v2.Magnitude() < 10.0)
204 oldPoint = endpoint; //maybe "position"?
205 draggingHandle2 = true;
208 else if (distance < 2.0)
217 else if (state == OSSelected)
219 // Here we test for collision with handles as well! (SOON!)
222 if (v1.Magnitude() < 2.0) // Handle #1
223 else if (v2.Magnitude() < 2.0) // Handle #2
228 // state = OSInactive;
240 /*virtual*/ void Dimension::PointerMoved(Vector point)
242 // We know this is true because mouse move messages don't come here unless
243 // the object was actually clicked on--therefore we *know* we're being
245 objectWasDragged = true;
249 // Here we need to check whether or not we're dragging a handle or the object itself...
250 Vector delta = point - oldPoint;
258 else if (draggingHandle1)
260 Vector delta = point - oldPoint;
267 else if (draggingHandle2)
269 Vector delta = point - oldPoint;
280 /*virtual*/ void Dimension::PointerReleased(void)
282 if (draggingHandle1 || draggingHandle2)
284 // Set the length (in case the global state was set to fixed (or not))
285 if (Object::fixedLength)
288 if (draggingHandle1) // startpoint
290 Vector v = Vector(position - endpoint).Unit() * length;
291 position = endpoint + v;
295 // Vector v1 = endpoint - position;
296 Vector v = Vector(endpoint - position).Unit() * length;
297 endpoint = position + v;
302 // Otherwise, we calculate the new length, just in case on the next move
303 // it turns out to have a fixed length. :-)
304 length = Vector(endpoint - position).Magnitude();
309 draggingHandle1 = false;
310 draggingHandle2 = false;
312 // Here we check for just a click: If object was clicked and dragged, then
313 // revert to the old state (OSInactive). Otherwise, keep the new state that
315 /*Maybe it would be better to just check for "object was dragged" state and not have to worry
316 about keeping track of old states...
318 if (objectWasDragged)
322 void Dimension::SetPoint1(Vector * v)
328 void Dimension::SetPoint2(Vector * v)
334 Vector Dimension::GetPoint1(void)
339 Vector Dimension::GetPoint2(void)
344 void Dimension::FlipSides(void)
347 Vector tmp = position;
351 Vector * tmp = point1;