Dimension::Dimension(Vector p1, Vector p2, DimensionType dt/*= DTLinear*/, Object * p/*= NULL*/):
Object(p1, p), endpoint(p2),
dragging(false), draggingHandle1(false), draggingHandle2(false),
- length(p2.Magnitude()), dimensionType(dt), size(0.25), point1(NULL), point2(NULL)
+ length(p2.Magnitude()), dimensionType(dt), size(0.25)//, point1(NULL), point2(NULL)
{
// We set the size to 1/4 base unit. Could be anything.
type = OTDimension;
-}
-
-
-// This is bad, p1 & p2 could be NULL, causing much consternation...
-Dimension::Dimension(Connection p1, Connection p2, DimensionType dt/*= DTLinear*/, Object * p/*= NULL*/):
- dragging(false), draggingHandle1(false), draggingHandle2(false),
- length(0), dimensionType(dt), size(0.25), point1(p1), point2(p2)
-{
- type = OTDimension;
+// dimensionType = DTLinearHorz;
}
/*
-The approach used below creates a hierarchy: Dimension is subservient to Line.
-
-Does this solve our problem of connected objects? Maybe, partially. Let's think this
-through. It only works for endpoints, not points in the middle...
-
-Also: this is bad, depending on the Draw() function to update the internal
- position(s) of the data of the object! (is it though?)
-
How to move: click once moves only the object/point clicked on, all connected
objects deform themselves accordingly. click twice selects ALL connected objects;
all objects move as a unified whole.
/*virtual*/ void Dimension::Draw(Painter * painter)
{
-#if 0
- // If there are valid Vector pointers in here, use them to update the internal
- // positions. Otherwise, we just use the internal positions by default.
- if (point1.object)
- position = point1.object->GetPointAtParameter(point1.t);
-
- if (point2.object)
- endpoint = point2.object->GetPointAtParameter(point2.t);
-#endif
-
painter->SetPen(QPen(Qt::magenta, 2.0, Qt::DotLine));
if ((state == OSSelected) || ((state == OSInactive) && hitPoint1))
if ((state == OSSelected) || ((state == OSInactive) && hitPoint2))
painter->DrawHandle(endpoint);
-#if 1
+
if (state == OSSelected)
painter->SetPen(QPen(Qt::cyan, 1.0 * Painter::zoom * size, Qt::SolidLine));
else
-// painter->SetPen(QPen(Qt::blue, 1.0, Qt::SolidLine));
-#endif
painter->SetPen(QPen(Qt::blue, 1.0 * Painter::zoom * size, Qt::SolidLine));
painter->SetBrush(QBrush(QColor(Qt::blue)));
// Draw an aligned dimension line
- double angle = Vector(endpoint - position).Angle();
- double orthoAngle = angle + (PI / 2.0);
- Vector orthogonal = Vector(cos(orthoAngle), sin(orthoAngle));
- Vector unit = Vector(endpoint - position).Unit();
+ Vector v(position, endpoint);
+ double angle = v.Angle();
+// Vector orthogonal = Vector::Normal(position, endpoint);
+ Vector unit = v.Unit();
+ linePt1 = position, linePt2 = endpoint;
-// Arrowhead:
-// Point p1 = head - (unit * 9.0 * size);
-// Point p2 = p1 + (orthogonal * 3.0 * size);
-// Point p3 = p1 - (orthogonal * 3.0 * size);
+// Horizontally aligned display
+#if 1
+ Vector ortho;
+ double x1, y1, length;
+ if (dimensionType == DTLinearVert)
+ {
+ if ((angle < 0) || (angle > PI))
+ {
+ x1 = (position.x > endpoint.x ? position.x : endpoint.x);
+ y1 = (position.y > endpoint.y ? position.y : endpoint.y);
+ ortho = Vector(1.0, 0);
+ angle = PI3_OVER_2;
+ }
+ else
+ {
+ x1 = (position.x > endpoint.x ? endpoint.x : position.x);
+ y1 = (position.y > endpoint.y ? endpoint.y : position.y);
+ ortho = Vector(-1.0, 0);
+ angle = PI_OVER_2;
+ }
+
+ linePt1.x = linePt2.x = x1;
+ length = fabs(position.y - endpoint.y);
+ }
+ else if (dimensionType == DTLinearHorz)
+ {
+ if ((angle < PI_OVER_2) || (angle > PI3_OVER_2))
+ {
+ x1 = (position.x > endpoint.x ? position.x : endpoint.x);
+ y1 = (position.y > endpoint.y ? position.y : endpoint.y);
+ ortho = Vector(0, 1.0);
+ angle = 0;
+ }
+ else
+ {
+ x1 = (position.x > endpoint.x ? endpoint.x : position.x);
+ y1 = (position.y > endpoint.y ? endpoint.y : position.y);
+ ortho = Vector(0, -1.0);
+ angle = PI;
+ }
+
+ linePt1.y = linePt2.y = y1;
+ length = fabs(position.x - endpoint.x);
+ }
+ else if (dimensionType == DTLinear)
+ {
+ angle = Vector(linePt1, linePt2).Angle();
+ ortho = Vector::Normal(linePt1, linePt2);
+ length = v.Magnitude();
+ }
+
+ unit = Vector(linePt1, linePt2).Unit();
+// angle = Vector(linePt1, linePt2).Angle();
+// ortho = Vector::Normal(linePt1, linePt2);
+
+ Point p1 = linePt1 + (ortho * 10.0 * size);
+ Point p2 = linePt2 + (ortho * 10.0 * size);
+ Point p3 = linePt1 + (ortho * 16.0 * size);
+ Point p4 = linePt2 + (ortho * 16.0 * size);
+ Point p5 = position + (ortho * 4.0 * size);
+ Point p6 = endpoint + (ortho * 4.0 * size);
+#endif
/*
The numbers hardcoded into here, what are they?
I believe they are pixels.
*/
-
+#if 0
// Get our line parallel to our points
Point p1 = position + (orthogonal * 10.0 * size);
Point p2 = endpoint + (orthogonal * 10.0 * size);
Point p4 = endpoint + (orthogonal * 16.0 * size);
Point p5 = position + (orthogonal * 4.0 * size);
Point p6 = endpoint + (orthogonal * 4.0 * size);
-
- // Draw extension lines
+#endif
+ // Draw extension lines (if certain type)
painter->DrawLine(p3, p5);
painter->DrawLine(p4, p6);
// Calculate whether or not the arrowheads are too crowded to put inside
// the extension lines. 9.0 is the length of the arrowhead.
-// double t = Vector::Parameter(position, endpoint, endpoint - (unit * 9.0 * size));
- double t = Geometry::ParameterOfLineAndPoint(position, endpoint, endpoint - (unit * 9.0 * size));
+// double t = Geometry::ParameterOfLineAndPoint(position, endpoint, endpoint - (unit * 9.0 * size));
+// double t = Geometry::ParameterOfLineAndPoint(pos, endp, endp - (unit * 9.0 * size));
+ double t = Geometry::ParameterOfLineAndPoint(linePt1, linePt2, linePt2 - (unit * 9.0 * size));
//printf("Dimension::Draw(): t = %lf\n", t);
// On the screen, it's acting like this is actually 58%...
// Draw length of dimension line...
painter->SetFont(QFont("Arial", 8.0 * Painter::zoom * size));
- Vector v1((p1.x - p2.x) / 2.0, (p1.y - p2.y) / 2.0);
- Point ctr = p2 + v1;
+ Point ctr = p2 + (Vector(p2, p1) / 2.0);
#if 0
QString dimText = QString("%1\"").arg(Vector(endpoint - position).Magnitude());
#else
QString dimText;
- double length = Vector(endpoint - position).Magnitude();
if (length < 12.0)
dimText = QString("%1\"").arg(length);
#endif
painter->DrawAngledText(ctr, angle, dimText, size);
+
+ if (hitLine)
+ {
+ Point hp1 = (p1 + p2) / 2.0;
+ Point hp2 = (p1 + hp1) / 2.0;
+ Point hp3 = (hp1 + p2) / 2.0;
+
+ if (hitFlipSwitch)
+ {
+ painter->SetPen(QPen(Qt::magenta, 1.0, Qt::SolidLine));
+ painter->SetBrush(QBrush(QColor(Qt::magenta)));
+ painter->DrawArrowHandle(hp1, ortho.Angle() + PI);
+ painter->SetPen(QPen(Qt::magenta, 2.0, Qt::DotLine));
+ }
+
+ painter->DrawHandle(hp1);
+ painter->SetPen(QPen(Qt::blue, 1.0 * Painter::zoom * size, Qt::SolidLine));
+
+ if (hitChangeSwitch1)
+ {
+ painter->SetPen(QPen(Qt::magenta, 1.0, Qt::SolidLine));
+ painter->SetBrush(QBrush(QColor(Qt::magenta)));
+ painter->DrawArrowToLineHandle(hp2, (dimensionType == DTLinearVert ? v.Angle() - PI_OVER_2 : (v.Angle() < PI ? PI : 0)));
+ painter->SetPen(QPen(Qt::magenta, 2.0, Qt::DotLine));
+ }
+
+ painter->DrawHandle(hp2);
+ painter->SetPen(QPen(Qt::blue, 1.0 * Painter::zoom * size, Qt::SolidLine));
+
+ if (hitChangeSwitch2)
+ {
+ painter->SetPen(QPen(Qt::magenta, 1.0, Qt::SolidLine));
+ painter->SetBrush(QBrush(QColor(Qt::magenta)));
+ painter->DrawArrowToLineHandle(hp3, (dimensionType == DTLinearHorz ? v.Angle() - PI_OVER_2 : (v.Angle() > PI_OVER_2 && v.Angle() < PI3_OVER_2 ? PI3_OVER_2 : PI_OVER_2)));
+ painter->SetPen(QPen(Qt::magenta, 2.0, Qt::DotLine));
+ }
+
+ painter->DrawHandle(hp3);
+ }
}
if (snapToGrid)
point = SnapPointToGrid(point);
+ if (snapPointIsValid)
+ point = snapPoint;
+
if (hitPoint1)
{
oldState = state;
draggingHandle2 = true;
return true;
}
+ else if (hitFlipSwitch)
+ {
+ FlipSides();
+ hitFlipSwitch = hitLine = false;
+// state = OSInactive;
+// return true;
+ }
+ else if (hitChangeSwitch1)
+ {
+ // There are three cases here: aligned, horizontal, & vertical. Aligned
+ // and horizontal do the same thing, vertical goes back to linear.
+ if (dimensionType == DTLinearVert)
+ dimensionType = DTLinear;
+ else
+ dimensionType = DTLinearVert;
+
+ hitFlipSwitch = hitLine = false;
+ }
+ else if (hitChangeSwitch2)
+ {
+ // There are three cases here: aligned, horizontal, & vertical. Aligned
+ // and vertical do the same thing, horizontal goes back to linear.
+ if (dimensionType == DTLinearHorz)
+ dimensionType = DTLinear;
+ else
+ dimensionType = DTLinearHorz;
+
+ hitFlipSwitch = hitLine = false;
+ }
state = OSInactive;
return false;
}
-/*virtual*/ void Dimension::PointerMoved(Vector point)
+/*virtual*/ bool Dimension::PointerMoved(Vector point)
{
if (selectionInProgress)
{
else
state = OSInactive;
- return;
+ return false;
}
// Hit test tells us what we hit (if anything) through boolean variables. (It
// also tells us whether or not the state changed. --not any more)
SaveHitState();
- HitTest(point);
+ bool hovered = HitTest(point);
needUpdate = HitStateChanged();
+ if (snapToGrid)
+ point = SnapPointToGrid(point);
+
+ if (snapPointIsValid)
+ point = snapPoint;
+
objectWasDragged = (/*draggingLine |*/ draggingHandle1 | draggingHandle2);
if (objectWasDragged)
oldPoint = point;
needUpdate = true;
}
+
+ return hovered;
}
/*virtual*/ bool Dimension::HitTest(Point point)
{
- hitPoint1 = hitPoint2 = false;
-// Vector lineSegment(position, endpoint);
+// Vector orthogonal = Vector::Normal(position, endpoint);
+ Vector orthogonal = Vector::Normal(linePt1, linePt2);
+ // Get our line parallel to our points
+#if 0
+ Point p1 = position + (orthogonal * 10.0 * size);
+ Point p2 = endpoint + (orthogonal * 10.0 * size);
+#else
+ Point p1 = linePt1 + (orthogonal * 10.0 * size);
+ Point p2 = linePt2 + (orthogonal * 10.0 * size);
+#endif
+ Point p3(p1, point);
+
+ hitPoint1 = hitPoint2 = hitLine = hitFlipSwitch = hitChangeSwitch1
+ = hitChangeSwitch2 = false;
Vector v1(position, point);
Vector v2(endpoint, point);
+// Vector lineSegment(position, endpoint);
+ Vector lineSegment(p1, p2);
// double t = Geometry::ParameterOfLineAndPoint(position, endpoint, point);
-// double distance;
-
-// if (t < 0.0)
-// distance = v1.Magnitude();
-// else if (t > 1.0)
-// distance = v2.Magnitude();
-// else
+ double t = Geometry::ParameterOfLineAndPoint(p1, p2, point);
+ double distance;
+ Point midpoint = (p1 + p2) / 2.0;
+ Point hFSPoint = Point(midpoint, point);
+ Point hCS1Point = Point((p1 + midpoint) / 2.0, point);
+ Point hCS2Point = Point((midpoint + p2) / 2.0, point);
+
+ if (t < 0.0)
+ distance = v1.Magnitude();
+ else if (t > 1.0)
+ distance = v2.Magnitude();
+ else
// distance = ?Det?(ls, v1) / |ls|
// distance = fabs((lineSegment.x * v1.y - v1.x * lineSegment.y)
-// / lineSegment.Magnitude());
+ distance = fabs((lineSegment.x * p3.y - p3.x * lineSegment.y)
+ / lineSegment.Magnitude());
if ((v1.Magnitude() * Painter::zoom) < 8.0)
hitPoint1 = true;
else if ((v2.Magnitude() * Painter::zoom) < 8.0)
hitPoint2 = true;
+ else if ((distance * Painter::zoom) < 5.0)
+ hitLine = true;
- return (hitPoint1 || hitPoint2 ? true : false);
+ if ((hFSPoint.Magnitude() * Painter::zoom) < 8.0)
+ hitFlipSwitch = true;
+ else if ((hCS1Point.Magnitude() * Painter::zoom) < 8.0)
+ hitChangeSwitch1 = true;
+ else if ((hCS2Point.Magnitude() * Painter::zoom) < 8.0)
+ hitChangeSwitch2 = true;
+
+ return (hitPoint1 || hitPoint2 || hitLine || hitFlipSwitch || hitChangeSwitch1 || hitChangeSwitch2 ? true : false);
}
{
oldHitPoint1 = hitPoint1;
oldHitPoint2 = hitPoint2;
-// oldHitLine = hitLine;
+ oldHitLine = hitLine;
+ oldHitFlipSwitch = hitFlipSwitch;
+ oldHitChangeSwitch1 = hitChangeSwitch1;
+ oldHitChangeSwitch2 = hitChangeSwitch2;
}
bool Dimension::HitStateChanged(void)
{
- if ((hitPoint1 != oldHitPoint1) || (hitPoint2 != oldHitPoint2))
+ if ((hitPoint1 != oldHitPoint1) || (hitPoint2 != oldHitPoint2)
+ || (hitLine != oldHitLine) || (hitFlipSwitch != oldHitFlipSwitch)
+ || (hitChangeSwitch1 != oldHitChangeSwitch1)
+ || (hitChangeSwitch2 != oldHitChangeSwitch2))
return true;
return false;
}
+/*virtual*/ void Dimension::Translate(Vector amount)
+{
+ position += amount;
+ endpoint += amount;
+}
+
+
+/*virtual*/ void Dimension::Rotate(Point point, double angle)
+{
+ Point l1 = Geometry::RotatePointAroundPoint(position, point, angle);
+ Point l2 = Geometry::RotatePointAroundPoint(endpoint, point, angle);
+ position = l1;
+ endpoint = l2;
+}
+
+
+/*virtual*/ void Dimension::Mirror(Point p1, Point p2)
+{
+ Point l1 = Geometry::MirrorPointAroundLine(position, p1, p2);
+ Point l2 = Geometry::MirrorPointAroundLine(endpoint, p1, p2);
+ position = l1;
+ endpoint = l2;
+}
+
+
+/*virtual*/ void Dimension::Save(void)
+{
+ Object::Save();
+ oldEndpoint = endpoint;
+}
+
+
+/*virtual*/ void Dimension::Restore(void)
+{
+ Object::Restore();
+ endpoint = oldEndpoint;
+}
+
+
/*virtual*/ void Dimension::Enumerate(FILE * file)
{
- fprintf(file, "DIMENSION %i (%lf,%lf) (%lf,%lf) %i\n", layer, position.x, position.y, endpoint.x, endpoint.y, type);
+ fprintf(file, "DIMENSION %i (%lf,%lf) (%lf,%lf) %i\n", layer, position.x, position.y, endpoint.x, endpoint.y, dimensionType);
}
{} // Not sure how to handle this case :-P
}
-
+#if 0
/*virtual*/ void Dimension::Connect(Object * obj, double param)
{
// There are four possibilities here...
if (point2.object == obj)
point2.object = NULL;
}
-
+#endif
/*virtual*/ QRectF Dimension::Extents(void)
{
Point p1 = position;
Point p2 = endpoint;
- if (point1.object)
- p1 = point1.object->GetPointAtParameter(point1.t);
-
- if (point2.object)
- p2 = point2.object->GetPointAtParameter(point2.t);
+// if (point1.object)
+// p1 = point1.object->GetPointAtParameter(point1.t);
+//
+// if (point2.object)
+// p2 = point2.object->GetPointAtParameter(point2.t);
return QRectF(QPointF(p1.x, p1.y), QPointF(p2.x, p2.y));
}
void Dimension::FlipSides(void)
{
-#if 0
+#if 1
Vector tmp = position;
position = endpoint;
endpoint = tmp;
+//Not sure this matters...
+//#warning "!!! May need to swap parameter values on connected objects !!!"
#else
Connection tmp = point1;
point1 = point2;