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)
29 // This is bad, p1 & p2 could be NULL, causing much consternation...
30 Dimension::Dimension(Vector * p1, Vector * p2, DimensionType dt/*= DTLinear*/ , Object * p/*= NULL*/):
31 Object(*p1, p), endpoint(*p2),
32 dragging(false), draggingHandle1(false), draggingHandle2(false),
33 length(p2->Magnitude()), type(dt), point1(p1), point2(p2)
38 Dimension::~Dimension()
43 /*virtual*/ void Dimension::Draw(Painter * painter)
45 // If there are valid Vector pointers in here, use them to update the internal
46 // positions. Otherwise, we just use the internal positions by default.
53 if (state == OSSelected)
54 painter->SetPen(QPen(Qt::red, 2.0, Qt::DotLine));
56 painter->SetPen(QPen(Qt::blue, 1.0, Qt::SolidLine));
58 // Draw an aligned dimension line
59 double angle = Vector(endpoint - position).Angle();
60 double orthoAngle = angle + (PI / 2.0);
61 Vector orthogonal = Vector(cos(orthoAngle), sin(orthoAngle));
62 Vector unit = Vector(endpoint - position).Unit();
64 //NOTE: SCREEN_ZOOM is our kludge factor... We need to figure out a better
65 // way of doing this...
66 // Get our line parallel to our points
67 Point p1 = position + (orthogonal * 10.0 * SCREEN_ZOOM);
68 Point p2 = endpoint + (orthogonal * 10.0 * SCREEN_ZOOM);
70 // Draw main dimension line
71 painter->DrawLine(p1, p2);
73 Point p3 = position + (orthogonal * 16.0 * SCREEN_ZOOM);
74 Point p4 = endpoint + (orthogonal * 16.0 * SCREEN_ZOOM);
75 Point p5 = position + (orthogonal * 4.0 * SCREEN_ZOOM);
76 Point p6 = endpoint + (orthogonal * 4.0 * SCREEN_ZOOM);
78 // Draw extension lines
79 painter->DrawLine(p3, p5);
80 painter->DrawLine(p4, p6);
82 painter->SetBrush(QBrush(QColor(Qt::blue)));
83 painter->DrawArrowhead(p1, p2);
84 painter->DrawArrowhead(p2, p1);
86 // Draw length of dimension line...
87 painter->SetFont(QFont("Arial", 10.0 * Painter::zoom * SCREEN_ZOOM));
88 Vector v1((p1.x - p2.x) / 2.0, (p1.y - p2.y) / 2.0);
90 // This is in pixels, which isn't even remotely correct... !!! FIX !!!
91 QString dimText = QString("%1\"").arg(Vector(endpoint - position).Magnitude());
92 // int textWidth = QFontMetrics(painter->font()).width(dimText);
93 // int textHeight = QFontMetrics(painter->font()).height();
95 //We have to do transformation voodoo to make the text come out readable and in correct orientation...
96 //Some things to note here: if angle > 90 degrees, then we need to take the negative of the angle
99 painter->translate(ctr.x, ctr.y);
101 //16 : printf("textHeight: %d\n", textHeight);
103 //Fix text so it isn't upside down...
104 if ((angle > PI * 0.5) && (angle < PI * 1.5))
110 painter->rotate(angle * RADIANS_TO_DEGREES);
111 painter->scale(1.0, -1.0);
112 //painter->translate(-textWidth / 2, -24);
113 // painter->drawText(0, 0, textWidth, 20, Qt::AlignCenter, dimText);
114 // This version draws the y-coord from the baseline of the font
115 painter->DrawText(-textWidth / 2, yOffset, dimText);
116 //painter->setPen(QPen(QColor(0xFF, 0x20, 0x20), 1.0, Qt::SolidLine));
117 //painter->drawLine(20, 0, -20, 0);
118 //painter->drawLine(0, 20, 0, -20);
121 // painter->DrawText(QRectF(QPointF(ctr.x, ctr.y), QPointF(ctr.x + textWidth, ctr.y + textHeight)), Qt::AlignVCenter, dimText);
122 // Now that we've taken our own good advice, maybe we should have the painter class
123 // do a nice abstracted text draw routine? :-)
124 painter->DrawAngledText(ctr, angle, dimText);
128 All of the preceeding makes me think that rather than try to compensate for Qt's unbelieveably
129 AWFUL decision to go with a wrong-handed graphics subsystem, it may be better to just stuff
130 all of that crap into some kind of subclass that handles all the nastiness behind the scenes.
131 I mean, really, all this crap just to get some proplerly rendered text on the screen? How
132 retarded is that? :-/
137 /*virtual*/ Vector Dimension::Center(void)
139 // Technically, this is the midpoint but who are we to quibble? :-)
140 Vector v((position.x - endpoint.x) / 2.0, (position.y - endpoint.y) / 2.0);
145 /*virtual*/ bool Dimension::Collided(Vector /*point*/)
148 objectWasDragged = false;
149 Vector lineSegment = endpoint - position;
150 Vector v1 = point - position;
151 Vector v2 = point - endpoint;
152 double parameterizedPoint = lineSegment.Dot(v1) / lineSegment.Magnitude(), distance;
154 // Geometric interpretation:
155 // pp is the paremeterized point on the vector ls where the perpendicular intersects ls.
156 // If pp < 0, then the perpendicular lies beyond the 1st endpoint. If pp > length of ls,
157 // then the perpendicular lies beyond the 2nd endpoint.
159 if (parameterizedPoint < 0.0)
160 distance = v1.Magnitude();
161 else if (parameterizedPoint > lineSegment.Magnitude())
162 distance = v2.Magnitude();
163 else // distance = ?Det?(ls, v1) / |ls|
164 distance = fabs((lineSegment.x * v1.y - v1.x * lineSegment.y) / lineSegment.Magnitude());
166 // If the segment endpoints are s and e, and the point is p, then the test for the perpendicular
167 // intercepting the segment is equivalent to insisting that the two dot products {s-e}.{s-p} and
168 // {e-s}.{e-p} are both non-negative. Perpendicular distance from the point to the segment is
169 // computed by first computing the area of the triangle the three points form, then dividing by the
170 // length of the segment. Distances are done just by the Pythagorean theorem. Twice the area of the
171 // triangle formed by three points is the determinant of the following matrix:
177 // By translating the start point to the origin, this can be rewritten as:
178 // By subtracting row 1 from all rows, you get the following:
179 // [because sx = sy = 0. you could leave out the -sx/y terms below. because we subtracted
180 // row 1 from all rows (including row 1) row 1 turns out to be zero. duh!]
183 // (ex - sx) (ey - sy) 0 ==> ex ey 0
184 // (px - sx) (py - sy) 0 px py 0
186 // which greatly simplifies the calculation of the determinant.
188 if (state == OSInactive)
190 //printf("Line: pp = %lf, length = %lf, distance = %lf\n", parameterizedPoint, lineSegment.Magnitude(), distance);
191 //printf(" v1.Magnitude = %lf, v2.Magnitude = %lf\n", v1.Magnitude(), v2.Magnitude());
192 //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);
194 //How to translate this into pixels from Document space???
195 //Maybe we need to pass a scaling factor in here from the caller? That would make sense, as
196 //the caller knows about the zoom factor and all that good kinda crap
197 if (v1.Magnitude() < 10.0)
201 oldPoint = position; //maybe "position"?
202 draggingHandle1 = true;
205 else if (v2.Magnitude() < 10.0)
209 oldPoint = endpoint; //maybe "position"?
210 draggingHandle2 = true;
213 else if (distance < 2.0)
222 else if (state == OSSelected)
224 // Here we test for collision with handles as well! (SOON!)
227 if (v1.Magnitude() < 2.0) // Handle #1
228 else if (v2.Magnitude() < 2.0) // Handle #2
233 // state = OSInactive;
246 /*virtual*/ void Dimension::PointerMoved(Vector point)
248 // We know this is true because mouse move messages don't come here unless
249 // the object was actually clicked on--therefore we *know* we're being
251 objectWasDragged = true;
255 // Here we need to check whether or not we're dragging a handle or the object itself...
256 Vector delta = point - oldPoint;
264 else if (draggingHandle1)
266 Vector delta = point - oldPoint;
273 else if (draggingHandle2)
275 Vector delta = point - oldPoint;
287 /*virtual*/ void Dimension::PointerReleased(void)
289 if (draggingHandle1 || draggingHandle2)
291 // Set the length (in case the global state was set to fixed (or not))
292 if (Object::fixedLength)
295 if (draggingHandle1) // startpoint
297 Vector v = Vector(position - endpoint).Unit() * length;
298 position = endpoint + v;
302 // Vector v1 = endpoint - position;
303 Vector v = Vector(endpoint - position).Unit() * length;
304 endpoint = position + v;
309 // Otherwise, we calculate the new length, just in case on the next move
310 // it turns out to have a fixed length. :-)
311 length = Vector(endpoint - position).Magnitude();
316 draggingHandle1 = false;
317 draggingHandle2 = false;
319 // Here we check for just a click: If object was clicked and dragged, then
320 // revert to the old state (OSInactive). Otherwise, keep the new state that
322 /*Maybe it would be better to just check for "object was dragged" state and not have to worry
323 about keeping track of old states...
325 if (objectWasDragged)
330 void Dimension::SetPoint1(Vector * v)
337 void Dimension::SetPoint2(Vector * v)
344 Vector Dimension::GetPoint1(void)
350 Vector Dimension::GetPoint2(void)
356 void Dimension::FlipSides(void)
359 Vector tmp = position;
363 Vector * tmp = point1;
371 /*virtual*/ void Dimension::Enumerate(FILE * file)
373 fprintf(file, "DIMENSION (%lf,%lf) (%lf,%lf) %i\n", position.x, position.y, endpoint.x, endpoint.y, type);