#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*/):
+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;
+// dimensionType = DTLinearHorz;
}
-// 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)
+Dimension::~Dimension()
{
- type = OTDimension;
}
-Dimension::~Dimension()
-{
-}
+/*
+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
- // positions. Otherwise, we just use the internal positions by default.
- if (point1.object)
- position = point1.object->GetPointAtParameter(point1.t);
+ painter->SetPen(QPen(Qt::magenta, 2.0, Qt::DotLine));
+
+ if ((state == OSSelected) || ((state == OSInactive) && hitPoint1))
+ painter->DrawHandle(position);
- if (point2.object)
- endpoint = point2.object->GetPointAtParameter(point2.t);
+ if ((state == OSSelected) || ((state == OSInactive) && hitPoint2))
+ painter->DrawHandle(endpoint);
if (state == OSSelected)
- painter->SetPen(QPen(Qt::red, 2.0, Qt::DotLine));
+ painter->SetPen(QPen(Qt::cyan, 1.0 * Painter::zoom * size, Qt::SolidLine));
else
-// 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();
- 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;
+
+// Horizontally aligned display
+#if 1
+ Vector ortho;
+ double x1, y1, length;
+
+ if (dimensionType == DTLinearVert)
+ {
+ if ((angle < 0) || (angle > PI))
+ // 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(1.0, 0);
+ // ortho = Vector(0, 1.0);
+ angle = PI3_OVER_2;
+ // angle = 0;
+ }
+ else
+ {
+ x1 = (position.x > endpoint.x ? endpoint.x : position.x);
+ y1 = (position.y > endpoint.y ? endpoint.y : position.y);
+ ortho = Vector(-1.0, 0);
+ // ortho = Vector(0, -1.0);
+ angle = PI_OVER_2;
+ // angle = PI;
+ }
-// Arrowhead:
-// Point p1 = head - (unit * 9.0 * size);
-// Point p2 = p1 + (orthogonal * 3.0 * size);
-// Point p3 = p1 - (orthogonal * 3.0 * size);
+ 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 = Vector::Parameter(position, endpoint, position + (unit * 9.0 * size));
- double t = Vector::Parameter(endpoint, position, position + (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 ? ortho.Angle() : 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, PI_OVER_2);
+ painter->SetPen(QPen(Qt::magenta, 2.0, Qt::DotLine));
+ }
+
+ painter->DrawHandle(hp3);
+ }
}
}
-/*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;
+ HitTest(point);
- // 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.
+ // Now that we've done our hit testing on the non-snapped point, snap it if
+ // necessary...
+ if (snapToGrid)
+ point = SnapPointToGrid(point);
- 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)
+ 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;
+ }
+ 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;
}
-#endif
state = OSInactive;
return false;
}
-/*virtual*/ void Dimension::PointerMoved(Vector point)
+/*virtual*/ bool Dimension::PointerMoved(Vector point)
{
- // We know this is true because mouse move messages don't come here unless
- // the object was actually clicked on--therefore we *know* we're being
- // dragged...
- objectWasDragged = true;
-
- if (dragging)
+ if (selectionInProgress)
{
- // Here we need to check whether or not we're dragging a handle or the object itself...
- Vector delta = point - oldPoint;
-
- position += delta;
- endpoint += delta;
+ // Check for whether or not the rect contains this line
+ if (selection.contains(position.x, position.y)
+ && selection.contains(endpoint.x, endpoint.y))
+ state = OSSelected;
+ else
+ state = OSInactive;
- oldPoint = point;
- needUpdate = true;
+ return false;
}
- else if (draggingHandle1)
- {
- Vector delta = point - oldPoint;
- position += delta;
+ // 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();
+ bool hovered = HitTest(point);
+ needUpdate = HitStateChanged();
- oldPoint = point;
- needUpdate = true;
- }
- else if (draggingHandle2)
+ objectWasDragged = (/*draggingLine |*/ draggingHandle1 | draggingHandle2);
+
+ if (objectWasDragged)
{
Vector delta = point - oldPoint;
- endpoint += delta;
+ if (draggingHandle1)// || draggingLine)
+ position += delta;
+
+ if (draggingHandle2)// || draggingLine)
+ endpoint += delta;
oldPoint = point;
needUpdate = true;
}
- else
- needUpdate = false;
+
+ return hovered;
}
/*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)
+{
+// 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 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)
+ 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;
+
+ 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);
+}
+
+
+void Dimension::SaveHitState(void)
+{
+ oldHitPoint1 = hitPoint1;
+ oldHitPoint2 = hitPoint2;
+ oldHitLine = hitLine;
+ oldHitFlipSwitch = hitFlipSwitch;
+ oldHitChangeSwitch1 = hitChangeSwitch1;
+ oldHitChangeSwitch2 = hitChangeSwitch2;
+}
+
+
+bool Dimension::HitStateChanged(void)
+{
+ if ((hitPoint1 != oldHitPoint1) || (hitPoint2 != oldHitPoint2)
+ || (hitLine != oldHitLine) || (hitFlipSwitch != oldHitFlipSwitch)
+ || (hitChangeSwitch1 != oldHitChangeSwitch1)
+ || (hitChangeSwitch2 != oldHitChangeSwitch2))
+ return true;
+
+ return false;
+}
+
+
/*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);
}
+/*virtual*/ void Dimension::MovePointAtParameter(double parameter, Vector v)
+{
+ if (parameter == 0)
+ position += v;
+ else if (parameter == 1.0)
+ endpoint += v;
+ else
+ {} // 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;