#include "dimension.h"
#include <QtGui>
+#include "geometry.h"
#include "mathconstants.h"
#include "painter.h"
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), 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), point1(p1), point2(p2)
+ length(0), dimensionType(dt), size(0.25), point1(p1), point2(p2)
{
type = OTDimension;
}
}
+/*
+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 there are valid Vector pointers in here, use them to update the internal
if (state == OSSelected)
painter->SetPen(QPen(Qt::red, 2.0, Qt::DotLine));
else
- painter->SetPen(QPen(Qt::blue, 1.0, Qt::SolidLine));
+// painter->SetPen(QPen(Qt::blue, 1.0, Qt::SolidLine));
+ 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();
Vector orthogonal = Vector(cos(orthoAngle), sin(orthoAngle));
Vector unit = Vector(endpoint - position).Unit();
-//NOTE: SCREEN_ZOOM is our kludge factor... We need to figure out a better
-// way of doing this...
- // Get our line parallel to our points
- Point p1 = position + (orthogonal * 10.0 * SCREEN_ZOOM);
- Point p2 = endpoint + (orthogonal * 10.0 * SCREEN_ZOOM);
+// Arrowhead:
+// Point p1 = head - (unit * 9.0 * size);
+// Point p2 = p1 + (orthogonal * 3.0 * size);
+// Point p3 = p1 - (orthogonal * 3.0 * size);
+
+/*
+The numbers hardcoded into here, what are they?
+I believe they are pixels.
+*/
- // Draw main dimension line
- painter->DrawLine(p1, p2);
+ // Get our line parallel to our points
+ Point p1 = position + (orthogonal * 10.0 * size);
+ Point p2 = endpoint + (orthogonal * 10.0 * size);
- Point p3 = position + (orthogonal * 16.0 * SCREEN_ZOOM);
- Point p4 = endpoint + (orthogonal * 16.0 * SCREEN_ZOOM);
- Point p5 = position + (orthogonal * 4.0 * SCREEN_ZOOM);
- Point p6 = endpoint + (orthogonal * 4.0 * SCREEN_ZOOM);
+ Point p3 = position + (orthogonal * 16.0 * 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
painter->DrawLine(p3, p5);
painter->DrawLine(p4, p6);
- painter->SetBrush(QBrush(QColor(Qt::blue)));
- painter->DrawArrowhead(p1, p2);
- painter->DrawArrowhead(p2, p1);
+ // 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));
+//printf("Dimension::Draw(): t = %lf\n", t);
+
+// On the screen, it's acting like this is actually 58%...
+// This is correct, we want it to happen at > 50%
+ if (t > 0.58)
+ {
+ // Draw main dimension line + arrowheads
+ painter->DrawLine(p1, p2);
+ painter->DrawArrowhead(p1, p2, size);
+ painter->DrawArrowhead(p2, p1, size);
+ }
+ else
+ {
+ // Draw outside arrowheads
+ Point p7 = p1 - (unit * 9.0 * size);
+ Point p8 = p2 + (unit * 9.0 * size);
+ painter->DrawArrowhead(p1, p7, size);
+ painter->DrawArrowhead(p2, p8, size);
+ painter->DrawLine(p1, p1 - (unit * 14.0 * size));
+ painter->DrawLine(p2, p2 + (unit * 14.0 * size));
+ }
// Draw length of dimension line...
- painter->SetFont(QFont("Arial", 10.0 * Painter::zoom * SCREEN_ZOOM));
+ 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;
+
+#if 0
QString dimText = QString("%1\"").arg(Vector(endpoint - position).Magnitude());
- painter->DrawAngledText(ctr, angle, dimText);
+#else
+ QString dimText;
+ double length = Vector(endpoint - position).Magnitude();
+
+ if (length < 12.0)
+ dimText = QString("%1\"").arg(length);
+ else
+ {
+ double feet = (double)((int)length / 12);
+ double inches = length - (feet * 12.0);
+
+ if (inches == 0)
+ dimText = QString("%1'").arg(feet);
+ else
+ dimText = QString("%1' %2\"").arg(feet).arg(inches);
+ }
+#endif
+
+ painter->DrawAngledText(ctr, angle, dimText, size);
}
}
-/*virtual*/ bool Dimension::Collided(Vector /*point*/)
+/*virtual*/ bool Dimension::Collided(Vector point)
{
-#if 0
+ // Someone told us to fuck off, so we'll fuck off. :-)
+ if (ignoreClicks)
+ return false;
+
+ // We can assume this, since this is a mouse down event here.
objectWasDragged = false;
- Vector lineSegment = endpoint - position;
- Vector v1 = point - position;
- Vector v2 = point - endpoint;
- double parameterizedPoint = lineSegment.Dot(v1) / lineSegment.Magnitude(), distance;
-
- // Geometric interpretation:
- // pp is the paremeterized point on the vector ls where the perpendicular intersects ls.
- // If pp < 0, then the perpendicular lies beyond the 1st endpoint. If pp > length of ls,
- // then the perpendicular lies beyond the 2nd endpoint.
-
- if (parameterizedPoint < 0.0)
- distance = v1.Magnitude();
- else if (parameterizedPoint > lineSegment.Magnitude())
- distance = v2.Magnitude();
- else // distance = ?Det?(ls, v1) / |ls|
- distance = fabs((lineSegment.x * v1.y - v1.x * lineSegment.y) / lineSegment.Magnitude());
-
- // If the segment endpoints are s and e, and the point is p, then the test for the perpendicular
- // intercepting the segment is equivalent to insisting that the two dot products {s-e}.{s-p} and
- // {e-s}.{e-p} are both non-negative. Perpendicular distance from the point to the segment is
- // computed by first computing the area of the triangle the three points form, then dividing by the
- // length of the segment. Distances are done just by the Pythagorean theorem. Twice the area of the
- // triangle formed by three points is the determinant of the following matrix:
- //
- // sx sy 1
- // ex ey 1
- // px py 1
- //
- // By translating the start point to the origin, this can be rewritten as:
- // By subtracting row 1 from all rows, you get the following:
- // [because sx = sy = 0. you could leave out the -sx/y terms below. because we subtracted
- // row 1 from all rows (including row 1) row 1 turns out to be zero. duh!]
- //
- // 0 0 0 0 0 0
- // (ex - sx) (ey - sy) 0 ==> ex ey 0
- // (px - sx) (py - sy) 0 px py 0
- //
- // which greatly simplifies the calculation of the determinant.
-
- if (state == OSInactive)
+ HitTest(point);
+
+ // Now that we've done our hit testing on the non-snapped point, snap it if
+ // necessary...
+ if (snapToGrid)
+ point = SnapPointToGrid(point);
+
+ if (hitPoint1)
{
-//printf("Line: pp = %lf, length = %lf, distance = %lf\n", parameterizedPoint, lineSegment.Magnitude(), distance);
-//printf(" v1.Magnitude = %lf, v2.Magnitude = %lf\n", v1.Magnitude(), v2.Magnitude());
-//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);
-//printf(" \n", );
-//How to translate this into pixels from Document space???
-//Maybe we need to pass a scaling factor in here from the caller? That would make sense, as
-//the caller knows about the zoom factor and all that good kinda crap
- if (v1.Magnitude() < 10.0)
- {
- oldState = state;
- state = OSSelected;
- oldPoint = position; //maybe "position"?
- draggingHandle1 = true;
- return true;
- }
- else if (v2.Magnitude() < 10.0)
- {
- oldState = state;
- state = OSSelected;
- oldPoint = endpoint; //maybe "position"?
- draggingHandle2 = true;
- return true;
- }
- else if (distance < 2.0)
- {
- oldState = state;
- state = OSSelected;
- oldPoint = point;
- dragging = true;
- return true;
- }
+// oldState = state;
+// state = OSSelected;
+ oldPoint = position;
+ draggingHandle1 = true;
+ return true;
}
- else if (state == OSSelected)
+ else if (hitPoint2)
{
- // Here we test for collision with handles as well! (SOON!)
-/*
-Like so:
- if (v1.Magnitude() < 2.0) // Handle #1
- else if (v2.Magnitude() < 2.0) // Handle #2
-*/
- if (distance < 2.0)
- {
- oldState = state;
-// state = OSInactive;
- oldPoint = point;
- dragging = true;
- return true;
- }
+// oldState = state;
+// state = OSSelected;
+ oldPoint = endpoint;
+ draggingHandle2 = true;
+ return true;
}
-#endif
state = OSInactive;
return false;
// dragged...
objectWasDragged = true;
- if (dragging)
+/* if (dragging)
{
// Here we need to check whether or not we're dragging a handle or the object itself...
Vector delta = point - oldPoint;
oldPoint = point;
needUpdate = true;
}
- else if (draggingHandle1)
+ else*/ if (draggingHandle1)
{
Vector delta = point - oldPoint;
/*virtual*/ void Dimension::PointerReleased(void)
{
- if (draggingHandle1 || draggingHandle2)
+/* if (draggingHandle1 || draggingHandle2)
{
// Set the length (in case the global state was set to fixed (or not))
if (Object::fixedLength)
if (draggingHandle1) // startpoint
{
- Vector v = Vector(position - endpoint).Unit() * length;
+ Vector v = Vector(endpoint, position).Unit() * length;
position = endpoint + v;
}
else // endpoint
{
-// Vector v1 = endpoint - position;
- Vector v = Vector(endpoint - position).Unit() * length;
+ Vector v = Vector(position, endpoint).Unit() * length;
endpoint = position + v;
}
}
- else
+ else*/
{
// Otherwise, we calculate the new length, just in case on the next move
// it turns out to have a fixed length. :-)
length = Vector(endpoint - position).Magnitude();
}
- }
+/* }*/
dragging = false;
draggingHandle1 = false;
}
+/*virtual*/ bool Dimension::HitTest(Point point)
+{
+ hitPoint1 = hitPoint2 = false;
+// Vector lineSegment(position, endpoint);
+ Vector v1(position, point);
+ Vector v2(endpoint, point);
+// 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
+ // distance = ?Det?(ls, v1) / |ls|
+// distance = fabs((lineSegment.x * v1.y - v1.x * lineSegment.y)
+// / lineSegment.Magnitude());
+
+ if ((v1.Magnitude() * Painter::zoom) < 8.0)
+ hitPoint1 = true;
+ else if ((v2.Magnitude() * Painter::zoom) < 8.0)
+ hitPoint2 = true;
+
+ return (hitPoint1 || hitPoint2 ? true : false);
+}
+
+
/*virtual*/ void Dimension::Enumerate(FILE * file)
{
- fprintf(file, "DIMENSION (%lf,%lf) (%lf,%lf) %i\n", 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, type);
+}
+
+
+/*virtual*/ Object * Dimension::Copy(void)
+{
+#warning "!!! This doesn't take care of attached Dimensions !!!"
+/*
+This is a real problem. While having a pointer in the Dimension to this line's points
+is fast & easy, it creates a huge problem when trying to replicate an object like this.
+
+Maybe a way to fix that then, is to have reference numbers instead of pointers. That
+way, if you copy them, ... you might still have problems. Because you can't be sure if
+a copy will be persistant or not, you then *definitely* do not want them to have the
+same reference number.
+*/
+
+ Dimension * d = new Dimension(position, endpoint, dimensionType, parent);
+ d->size = size;
+ return d;
}