1 // line.cpp: Line 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 L. Hammons <jlhamm@acm.org>
10 // --- ---------- ------------------------------------------------------------
11 // JLH 03/22/2011 Created this file
12 // JLH 04/11/2011 Fixed attached dimensions to stay at correct length when
13 // "Fixed Length" button is down
19 #include "dimension.h"
21 Line::Line(Vector p1, Vector p2, Object * p/*= NULL*/): Object(p1, p), endpoint(p2),
22 dragging(false), draggingHandle1(false), draggingHandle2(false), //needUpdate(false),
23 length(p2.Magnitude())
31 /*virtual*/ void Line::Draw(QPainter * painter)
33 if (state == OSSelected)
34 painter->setPen(QPen(Qt::red, 2.0, Qt::DotLine));
36 painter->setPen(QPen(Qt::black, 1.0, Qt::SolidLine));
38 // if (draggingHandle1)
39 if (state == OSSelected)
40 painter->drawEllipse(QPointF(position.x, position.y), 4.0, 4.0);
42 // if (draggingHandle2)
43 if (state == OSSelected)
44 painter->drawEllipse(QPointF(endpoint.x, endpoint.y), 4.0, 4.0);
46 if (Object::fixedLength && (draggingHandle1 || draggingHandle2))
48 Vector point1 = (draggingHandle1 ? endpoint : position);
49 Vector point2 = (draggingHandle1 ? position : endpoint);
51 Vector current(point2 - point1);
52 Vector v = current.Unit() * length;
53 Vector v2 = point1 + v;
54 painter->drawLine((int)point1.x, (int)point1.y, (int)v2.x, (int)v2.y);
56 if (current.Magnitude() > length)
58 painter->setPen(QPen(QColor(128, 0, 0), 1.0, Qt::DashLine));
59 painter->drawLine((int)v2.x, (int)v2.y, (int)point2.x, (int)point2.y);
63 painter->drawLine((int)position.x, (int)position.y, (int)endpoint.x, (int)endpoint.y);
66 /*virtual*/ Vector Line::Center(void)
68 // Technically, this is the midpoint but who are we to quibble? :-)
69 Vector v((position.x - endpoint.x) / 2.0, (position.y - endpoint.y) / 2.0);
73 /*virtual*/ bool Line::Collided(Vector point)
75 objectWasDragged = false;
76 Vector lineSegment = endpoint - position;
77 Vector v1 = point - position;
78 Vector v2 = point - endpoint;
79 double parameterizedPoint = lineSegment.Dot(v1) / lineSegment.Magnitude(), distance;
81 // Geometric interpretation:
82 // pp is the paremeterized point on the vector ls where the perpendicular intersects ls.
83 // If pp < 0, then the perpendicular lies beyond the 1st endpoint. If pp > length of ls,
84 // then the perpendicular lies beyond the 2nd endpoint.
86 if (parameterizedPoint < 0.0)
87 distance = v1.Magnitude();
88 else if (parameterizedPoint > lineSegment.Magnitude())
89 distance = v2.Magnitude();
90 else // distance = ?Det?(ls, v1) / |ls|
91 distance = fabs((lineSegment.x * v1.y - v1.x * lineSegment.y) / lineSegment.Magnitude());
93 // If the segment endpoints are s and e, and the point is p, then the test for the perpendicular
94 // intercepting the segment is equivalent to insisting that the two dot products {s-e}.{s-p} and
95 // {e-s}.{e-p} are both non-negative. Perpendicular distance from the point to the segment is
96 // computed by first computing the area of the triangle the three points form, then dividing by the
97 // length of the segment. Distances are done just by the Pythagorean theorem. Twice the area of the
98 // triangle formed by three points is the determinant of the following matrix:
104 // By translating the start point to the origin, this can be rewritten as:
105 // By subtracting row 1 from all rows, you get the following:
106 // [because sx = sy = 0. you could leave out the -sx/y terms below. because we subtracted
107 // row 1 from all rows (including row 1) row 1 turns out to be zero. duh!]
110 // (ex - sx) (ey - sy) 0 ==> ex ey 0
111 // (px - sx) (py - sy) 0 px py 0
113 // which greatly simplifies the calculation of the determinant.
115 if (state == OSInactive)
117 //printf("Line: pp = %lf, length = %lf, distance = %lf\n", parameterizedPoint, lineSegment.Magnitude(), distance);
118 //printf(" v1.Magnitude = %lf, v2.Magnitude = %lf\n", v1.Magnitude(), v2.Magnitude());
119 //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);
121 //How to translate this into pixels from Document space???
122 //Maybe we need to pass a scaling factor in here from the caller? That would make sense, as
123 //the caller knows about the zoom factor and all that good kinda crap
124 if (v1.Magnitude() < 10.0)
128 oldPoint = position; //maybe "position"?
129 draggingHandle1 = true;
132 else if (v2.Magnitude() < 10.0)
136 oldPoint = endpoint; //maybe "position"?
137 draggingHandle2 = true;
140 else if (distance < 2.0)
149 else if (state == OSSelected)
151 // Here we test for collision with handles as well! (SOON!)
154 if (v1.Magnitude() < 2.0) // Handle #1
155 else if (v2.Magnitude() < 2.0) // Handle #2
160 // state = OSInactive;
171 /*virtual*/ void Line::PointerMoved(Vector point)
173 // We know this is true because mouse move messages don't come here unless
174 // the object was actually clicked on--therefore we *know* we're being
176 objectWasDragged = true;
180 // Here we need to check whether or not we're dragging a handle or the object itself...
181 Vector delta = point - oldPoint;
189 else if (draggingHandle1)
191 Vector delta = point - oldPoint;
198 else if (draggingHandle2)
200 Vector delta = point - oldPoint;
212 // should only do this if "Fixed Length" is set... !!! FIX !!!
213 Vector point1 = (draggingHandle1 ? endpoint : position);
214 Vector point2 = (draggingHandle1 ? position : endpoint);
216 Vector current(point2 - point1);
217 Vector v = current.Unit() * length;
218 Vector v2 = point1 + v;
221 dimPoint1->SetPoint1(draggingHandle1 ? v2 : position);
224 dimPoint2->SetPoint2(draggingHandle2 ? v2 : endpoint);
228 /*virtual*/ void Line::PointerReleased(void)
230 if (draggingHandle1 || draggingHandle2)
232 // Set the length (in case the global state was set to fixed (or not))
233 if (Object::fixedLength)
236 if (draggingHandle1) // startpoint
238 Vector v = Vector(position - endpoint).Unit() * length;
239 position = endpoint + v;
243 // Vector v1 = endpoint - position;
244 Vector v = Vector(endpoint - position).Unit() * length;
245 endpoint = position + v;
250 // Otherwise, we calculate the new length, just in case on the next move
251 // it turns out to have a fixed length. :-)
252 length = Vector(endpoint - position).Magnitude();
257 draggingHandle1 = false;
258 draggingHandle2 = false;
260 // Here we check for just a click: If object was clicked and dragged, then
261 // revert to the old state (OSInactive). Otherwise, keep the new state that
263 /*Maybe it would be better to just check for "object was dragged" state and not have to worry
264 about keeping track of old states...
266 if (objectWasDragged)
270 void Line::SetDimensionOnPoint1(Dimension * dimension)
272 dimPoint1 = dimension;
275 dimension->SetPoint1(position);
278 void Line::SetDimensionOnPoint2(Dimension * dimension)
280 dimPoint2 = dimension;
283 dimension->SetPoint2(endpoint);
287 Intersection of two lines:
289 Find where the lines with equations r = i + j + t (3i - j) and r = -i + s (j) intersect.
291 When they intersect, we can set the equations equal to one another:
293 i + j + t (3i - j) = -i + s (j)
295 Equating coefficients:
296 1 + 3t = -1 and 1 - t = s
297 So t = -2/3 and s = 5/3
299 The position vector of the intersection point is therefore given by putting t = -2/3 or s = 5/3 into one of the above equations. This gives -i +5j/3 .
302 so, let's say we have two lines, l1 and l2. Points are v0(p0x, p0y), v1(p1x, p1y) for l1
303 and v2(p2x, p2y), v3(p3x, p3y) for l2.
305 d1 = v1 - v0, d2 = v3 - v2
307 Our parametric equations for the line then are:
312 Set r1 = r2, thus we have:
314 v0 + t(d1) = v2 + s(d2)
316 Taking coefficients, we have:
318 p0x + t(d1x) = p2x + s(d2x)
319 p0y + t(d1y) = p2y + s(d2y)
323 t(d1x) - s(d2x) = p2x - p0x
324 t(d1y) - s(d2y) = p2y - p0y
326 Determinant D is ad - bc where the matrix look like:
331 so D = (d1x)(d2y) - (d2x)(d1y)
332 if D = 0, the lines are parallel.
333 Dx = (p2x - p0x)(d2y) - (d2x)(p2y - p0y)
334 Dy = (d1x)(p2y - p0y) - (p2x - p0x)(d1y)
337 We only need to calculate t, as we can then multiply it by d1 to get the intersection point.
339 ---------------------------------------------------------------------------------------------------
341 The first and most preferred method for intersection calculation is the perp-product calculation. There are two vectors, v1 and v2. Create a third vector vector between the starting points of these vectors, and calculate the perp product of v2 and the two other vectors. These two scalars have to be divided to get the mulitplication ratio of v1 to reach intersection point. So:
347 Perp product is equal with dot product of normal of first vector and the second vector, so we need normals:
354 dp1 = n3.v2 = -by3*bx2 + bx3*by2;
355 dp2 = n1.v2 = -by1*bx2 + bx1*by2;
358 crossing vector = v1*rat;