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, Object * p/*= NULL*/): Object(p1, p), endpoint(p2),
22 dragging(false), draggingHandle1(false), draggingHandle2(false),
23 length(p2.Magnitude()), point1(NULL), point2(NULL)
27 // This is bad, p1 & p2 could be NULL, causing much consternation...
28 Dimension::Dimension(Vector * p1, Vector * p2, Object * p/*= NULL*/): Object(*p1, p), endpoint(*p2),
29 dragging(false), draggingHandle1(false), draggingHandle2(false),
30 length(p2->Magnitude()), point1(p1), point2(p2)
34 Dimension::~Dimension()
38 /*virtual*/ void Dimension::Draw(Painter * painter)
40 // If there are valid Vector pointers in here, use them to update the internal
41 // positions. Otherwise, we just use the internal positions by default.
48 if (state == OSSelected)
49 painter->SetPen(QPen(Qt::red, 2.0, Qt::DotLine));
51 painter->SetPen(QPen(Qt::blue, 1.0, Qt::SolidLine));
53 // Draw an aligned dimension line
54 double angle = Vector(endpoint - position).Angle();
55 double orthoAngle = angle + (PI / 2.0);
56 Vector orthogonal = Vector(cos(orthoAngle), sin(orthoAngle));
57 Vector unit = Vector(endpoint - position).Unit();
59 //NOTE: SCREEN_ZOOM is our kludge factor... We need to figure out a better
60 // way of doing this...
61 // Get our line parallel to our points
62 Point p1 = position + (orthogonal * 10.0 * SCREEN_ZOOM);
63 Point p2 = endpoint + (orthogonal * 10.0 * SCREEN_ZOOM);
65 // Draw main dimension line
66 painter->DrawLine(p1, p2);
68 Point p3 = position + (orthogonal * 16.0 * SCREEN_ZOOM);
69 Point p4 = endpoint + (orthogonal * 16.0 * SCREEN_ZOOM);
70 Point p5 = position + (orthogonal * 4.0 * SCREEN_ZOOM);
71 Point p6 = endpoint + (orthogonal * 4.0 * SCREEN_ZOOM);
73 // Draw extension lines
74 painter->DrawLine(p3, p5);
75 painter->DrawLine(p4, p6);
77 painter->SetBrush(QBrush(QColor(Qt::blue)));
78 painter->DrawArrowhead(p1, p2);
79 painter->DrawArrowhead(p2, p1);
81 // Draw length of dimension line...
82 painter->SetFont(QFont("Arial", 10.0 * Painter::zoom * SCREEN_ZOOM));
83 Vector v1((p1.x - p2.x) / 2.0, (p1.y - p2.y) / 2.0);
85 // This is in pixels, which isn't even remotely correct... !!! FIX !!!
86 QString dimText = QString("%1\"").arg(Vector(endpoint - position).Magnitude());
87 // int textWidth = QFontMetrics(painter->font()).width(dimText);
88 // int textHeight = QFontMetrics(painter->font()).height();
90 //We have to do transformation voodoo to make the text come out readable and in correct orientation...
91 //Some things to note here: if angle > 90 degrees, then we need to take the negative of the angle
94 painter->translate(ctr.x, ctr.y);
96 //16 : printf("textHeight: %d\n", textHeight);
98 //Fix text so it isn't upside down...
99 if ((angle > PI * 0.5) && (angle < PI * 1.5))
105 painter->rotate(angle * RADIANS_TO_DEGREES);
106 painter->scale(1.0, -1.0);
107 //painter->translate(-textWidth / 2, -24);
108 // painter->drawText(0, 0, textWidth, 20, Qt::AlignCenter, dimText);
109 // This version draws the y-coord from the baseline of the font
110 painter->DrawText(-textWidth / 2, yOffset, dimText);
111 //painter->setPen(QPen(QColor(0xFF, 0x20, 0x20), 1.0, Qt::SolidLine));
112 //painter->drawLine(20, 0, -20, 0);
113 //painter->drawLine(0, 20, 0, -20);
116 // painter->DrawText(QRectF(QPointF(ctr.x, ctr.y), QPointF(ctr.x + textWidth, ctr.y + textHeight)), Qt::AlignVCenter, dimText);
117 // Now that we've taken our own good advice, maybe we should have the painter class
118 // do a nice abstracted text draw routine? :-)
119 painter->DrawAngledText(ctr, angle, dimText);
123 All of the preceeding makes me think that rather than try to compensate for Qt's unbelieveably
124 AWFUL decision to go with a wrong-handed graphics subsystem, it may be better to just stuff
125 all of that crap into some kind of subclass that handles all the nastiness behind the scenes.
126 I mean, really, all this crap just to get some proplerly rendered text on the screen? How
127 retarded is that? :-/
131 /*virtual*/ Vector Dimension::Center(void)
133 // Technically, this is the midpoint but who are we to quibble? :-)
134 Vector v((position.x - endpoint.x) / 2.0, (position.y - endpoint.y) / 2.0);
138 /*virtual*/ bool Dimension::Collided(Vector /*point*/)
141 objectWasDragged = false;
142 Vector lineSegment = endpoint - position;
143 Vector v1 = point - position;
144 Vector v2 = point - endpoint;
145 double parameterizedPoint = lineSegment.Dot(v1) / lineSegment.Magnitude(), distance;
147 // Geometric interpretation:
148 // pp is the paremeterized point on the vector ls where the perpendicular intersects ls.
149 // If pp < 0, then the perpendicular lies beyond the 1st endpoint. If pp > length of ls,
150 // then the perpendicular lies beyond the 2nd endpoint.
152 if (parameterizedPoint < 0.0)
153 distance = v1.Magnitude();
154 else if (parameterizedPoint > lineSegment.Magnitude())
155 distance = v2.Magnitude();
156 else // distance = ?Det?(ls, v1) / |ls|
157 distance = fabs((lineSegment.x * v1.y - v1.x * lineSegment.y) / lineSegment.Magnitude());
159 // If the segment endpoints are s and e, and the point is p, then the test for the perpendicular
160 // intercepting the segment is equivalent to insisting that the two dot products {s-e}.{s-p} and
161 // {e-s}.{e-p} are both non-negative. Perpendicular distance from the point to the segment is
162 // computed by first computing the area of the triangle the three points form, then dividing by the
163 // length of the segment. Distances are done just by the Pythagorean theorem. Twice the area of the
164 // triangle formed by three points is the determinant of the following matrix:
170 // By translating the start point to the origin, this can be rewritten as:
171 // By subtracting row 1 from all rows, you get the following:
172 // [because sx = sy = 0. you could leave out the -sx/y terms below. because we subtracted
173 // row 1 from all rows (including row 1) row 1 turns out to be zero. duh!]
176 // (ex - sx) (ey - sy) 0 ==> ex ey 0
177 // (px - sx) (py - sy) 0 px py 0
179 // which greatly simplifies the calculation of the determinant.
181 if (state == OSInactive)
183 //printf("Line: pp = %lf, length = %lf, distance = %lf\n", parameterizedPoint, lineSegment.Magnitude(), distance);
184 //printf(" v1.Magnitude = %lf, v2.Magnitude = %lf\n", v1.Magnitude(), v2.Magnitude());
185 //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);
187 //How to translate this into pixels from Document space???
188 //Maybe we need to pass a scaling factor in here from the caller? That would make sense, as
189 //the caller knows about the zoom factor and all that good kinda crap
190 if (v1.Magnitude() < 10.0)
194 oldPoint = position; //maybe "position"?
195 draggingHandle1 = true;
198 else if (v2.Magnitude() < 10.0)
202 oldPoint = endpoint; //maybe "position"?
203 draggingHandle2 = true;
206 else if (distance < 2.0)
215 else if (state == OSSelected)
217 // Here we test for collision with handles as well! (SOON!)
220 if (v1.Magnitude() < 2.0) // Handle #1
221 else if (v2.Magnitude() < 2.0) // Handle #2
226 // state = OSInactive;
238 /*virtual*/ void Dimension::PointerMoved(Vector point)
240 // We know this is true because mouse move messages don't come here unless
241 // the object was actually clicked on--therefore we *know* we're being
243 objectWasDragged = true;
247 // Here we need to check whether or not we're dragging a handle or the object itself...
248 Vector delta = point - oldPoint;
256 else if (draggingHandle1)
258 Vector delta = point - oldPoint;
265 else if (draggingHandle2)
267 Vector delta = point - oldPoint;
278 /*virtual*/ void Dimension::PointerReleased(void)
280 if (draggingHandle1 || draggingHandle2)
282 // Set the length (in case the global state was set to fixed (or not))
283 if (Object::fixedLength)
286 if (draggingHandle1) // startpoint
288 Vector v = Vector(position - endpoint).Unit() * length;
289 position = endpoint + v;
293 // Vector v1 = endpoint - position;
294 Vector v = Vector(endpoint - position).Unit() * length;
295 endpoint = position + v;
300 // Otherwise, we calculate the new length, just in case on the next move
301 // it turns out to have a fixed length. :-)
302 length = Vector(endpoint - position).Magnitude();
307 draggingHandle1 = false;
308 draggingHandle2 = false;
310 // Here we check for just a click: If object was clicked and dragged, then
311 // revert to the old state (OSInactive). Otherwise, keep the new state that
313 /*Maybe it would be better to just check for "object was dragged" state and not have to worry
314 about keeping track of old states...
316 if (objectWasDragged)
320 void Dimension::SetPoint1(Vector * v)
326 void Dimension::SetPoint2(Vector * v)
332 void Dimension::FlipSides(void)
335 Vector tmp = position;
339 Vector * tmp = point1;