#include "line.h"
#include <QtGui>
+#include "container.h"
#include "dimension.h"
+#include "mathconstants.h"
#include "painter.h"
else
// painter->DrawLine((int)position.x, (int)position.y, (int)endpoint.x, (int)endpoint.y);
painter->DrawLine(position, endpoint);
+
+ // If we're rotating or setting the span, draw an information panel
+ // showing both absolute and relative angles being set.
+ if (draggingHandle1 || draggingHandle2)
+ {
+ double absAngle = (Vector(endpoint - position).Angle()) * RADIANS_TO_DEGREES;
+// double relAngle = (startAngle >= oldAngle ? startAngle - oldAngle :
+// startAngle - oldAngle + (2.0 * PI)) * RADIANS_TO_DEGREES;
+ double absLength = Vector(position - endpoint).Magnitude();
+
+ QString text;
+
+ text = QObject::tr("Length: %1 in.\n") + QChar(0x2221) + QObject::tr(": %2");
+ text = text.arg(absLength).arg(absAngle);
+
+ QPen pen = QPen(QColor(0x00, 0xFF, 0x00), 1.0, Qt::SolidLine);
+ painter->SetPen(pen);
+ painter->SetBrush(QBrush(QColor(0x40, 0xFF, 0x40, 0x9F)));
+ QRectF textRect(10.0, 10.0, 270.0, 70.0); // x, y, w, h
+ painter->DrawRoundedRect(textRect, 7.0, 7.0);
+
+ textRect.setLeft(textRect.left() + 14);
+ painter->SetFont(*Object::font);
+// pen = QPen(QColor(0xDF, 0x5F, 0x00), 1.0, Qt::SolidLine);
+ pen = QPen(QColor(0x00, 0x5F, 0xDF));
+ painter->SetPen(pen);
+ painter->DrawText(textRect, Qt::AlignVCenter, text);
+// painter->SetPen(QPen(QColor(0xDF, 0x5F, 0x00)));
+ }
}
/*virtual*/ Vector Line::Center(void)
{
// We can assume this, since this is a mouse down event here.
objectWasDragged = false;
+ SaveState();
HitTest(point);
+// return StateChanged();
+
+// this is shite. this should be checked for in the Container, not here!
+ // If we're part of a non-top-level container, send this signal to it
+ if (parent->type == OTContainer && !((Container *)parent)->isTopLevelContainer
+ && (hitLine || hitPoint1 || hitPoint2))
+ {
+ parent->state = OSSelected;
+ return true;
+ }
/*
There's a small problem here with the implementation: You can have a dimension tied
/*virtual*/ void Line::PointerMoved(Vector point)
{
- // Hit test tells us what we hit (if anything) through boolean variables. It
- // also tells us whether or not the state changed.
- needUpdate = HitTest(point);
+ if (selectionInProgress)
+ {
+ // Check for whether or not the rect contains this line
+#if 0
+ if (selection.normalized().contains(Extents()))
+#else
+// if (selection.normalized().contains(position.x, position.y)
+// && selection.normalized().contains(endpoint.x, endpoint.y))
+ if (selection.contains(position.x, position.y)
+ && selection.contains(endpoint.x, endpoint.y))
+#endif
+ state = OSSelected;
+ else
+ state = OSInactive;
+
+ return;
+ }
+
+ // 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)
+ SaveState();
+ HitTest(point);
+ needUpdate = StateChanged();
objectWasDragged = (draggingLine | draggingHandle1 | draggingHandle2);
oldPoint = point;
needUpdate = true;
+
+//doesn't work QMainWindow::statusBar()->setText("You are manipulating a line");
}
/*
More elegant ways:
- Pass the point in a notification function (how?)
- - Pass the point as a reference to the class instance object (&endpoint). This way, the line
- doesn't have to care about keeping track of Dimensions connected to it. But still have to
- care about other connected entities (other Lines, Circles, Arcs, Splines, Texts, etc). I
- think I'd be OK with this.
- Since the Dimension has a pointer to our object, all we have to do is update our coordinates
- and the Dimension object will adjust itself on the next repaint. Problem solved, and we don't
- have to know anything about how many Dimensions are connected to us, or where! \o/
+ - Pass the point as a reference to the class instance object (&endpoint). This
+ way, the line doesn't have to care about keeping track of Dimensions
+ connected to it. But still have to care about other connected entities
+ (other Lines, Circles, Arcs, Splines, Texts, etc). I think I'd be OK with
+ this. Since the Dimension has a pointer to our object, all we have to do is
+ update our coordinates and the Dimension object will adjust itself on the
+ next repaint. Problem solved, and we don't have to know anything about how
+ many Dimensions are connected to us, or where! \o/
The question then becomes, how do we do this kind of coupling???
-We need to know about connected entities so that we can have them either move in expected ways
-or constrain the movement of this Line object. This is how we will be a cut above all other CAD
-software currently out there: the GUI will try to do the right thing, most of the time. :-)
+We need to know about connected entities so that we can have them either move
+in expected ways or constrain the movement of this Line object. This is how we
+will be a cut above all other CAD software currently out there: the GUI will
+try to do the right thing, most of the time. :-)
*/
if (needUpdate)
{
Vector point1 = (draggingHandle1 ? endpoint : position);
Vector point2 = (draggingHandle1 ? position : endpoint);
-#if 0
- Vector current(point2, point1);
- Vector v = current.Unit() * length;
- Vector v2 = point1 + v;
-
- //bleh
- if (!Object::fixedLength)
- v2 = point2;
-#endif
-
if (Object::fixedAngle)
{
// Here we calculate the component of the current vector along the fixed angle.
}
else // endpoint
{
-// Vector v1 = endpoint - position;
Vector v = Vector(endpoint - position).Unit() * length;
endpoint = position + v;
}
}
else
{
- // Otherwise, we calculate the new length, just in case on the next move
- // it turns out to have a fixed length. :-)
+ // 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();
}
if (!Object::fixedAngle)
{
- // Calculate the new angle, just in case on the next move it turns out to
- // be fixed. :-)
+ // Calculate the new angle, just in case on the next move it turns
+ // out to be fixed. :-)
angle = Vector(endpoint - position).Unit();
}
}
draggingHandle1 = false;
draggingHandle2 = false;
-// hitPoint1 = hitPoint2 = hitLine = false;
-
- // Here we check for just a click: If object was clicked and dragged, then
- // revert to the old state (OSInactive). Otherwise, keep the new state that
- // we set.
-/*Maybe it would be better to just check for "object was dragged" state and not have to worry
-about keeping track of old states...
-*/
if (objectWasDragged)
state = oldState;
}
+/*virtual*/ bool Line::HitTest(Point point)
+{
+// SaveState();
+
+ hitPoint1 = hitPoint2 = hitLine = false;
+ Vector lineSegment = endpoint - position;
+ Vector v1 = point - position;
+ Vector v2 = point - endpoint;
+ double t = Vector::Parameter(position, endpoint, point);
+ double distance;
+
+ // Geometric interpretation:
+ // The parameter "t" on the vector lineSegment is where the normal of
+ // lineSegment coincides with point. If t < 0, the normal lies beyond the
+ // 1st endpoint. If t > 1, then the normal lies beyond the 2nd endpoint. We
+ // only calculate the length of the normal between the point and the
+ // lineSegment when the parameter is between 0 and 1.
+
+ // Geometric interpretation of "distance = ?Det?(ls, v1) / |ls|":
+ // 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 0 0 1 0 0 0
+ // ex ey 1 ==> ex ey 1 ==> ex ey 0
+ // px py 1 px py 1 px py 0
+ //
+ // By translating the start point to the origin, and subtracting row 1 from
+ // all other rows, we end up with the matrix on the right which greatly
+ // simplifies the calculation of the determinant.
+
+ 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;
+ else if ((distance * Painter::zoom) < 5.0)
+ hitLine = true;
+
+ return (hitPoint1 | hitPoint2 | hitLine ? true : false);
+// return StateChanged();
+}
+
+
// Check to see if the point passed in coincides with any we have. If so, return a
// pointer to it; otherwise, return NULL.
/*virtual*/ Vector * Line::GetPointAt(Vector v)
}
-#if 0
-/*virtual*/ ObjectType Line::Type(void)
+/*virtual*/ void Line::Translate(Vector amount)
+{
+ position += amount;
+ endpoint += amount;
+}
+
+
+/*virtual*/ void Line::Rotate(Vector point, double angle)
+{
+}
+
+
+/*virtual*/ void Line::Scale(Vector point, double amount)
{
- return OTLine;
}
-#endif
void Line::SetDimensionOnLine(Dimension * dimension/*=NULL*/)
}
-bool Line::HitTest(Point point)
-{
- SaveState();
-
- hitPoint1 = hitPoint2 = hitLine = false;
- Vector lineSegment = endpoint - position;
- Vector v1 = point - position;
- Vector v2 = point - endpoint;
- double parameterizedPoint = lineSegment.Dot(v1) / lineSegment.Magnitude(), distance;
-
- // Geometric interpretation:
- // The parameterized point on the vector lineSegment is where the perpendicular
- // intersects lineSegment. 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());
-
- // Geometric interpretation of the above:
- // 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 0 0 1 0 0 0
- // ex ey 1 ==> ex ey 1 ==> ex ey 0
- // px py 1 px py 1 px py 0
- //
- // By translating the start point to the origin, and subtracting row 1 from
- // all other rows, we end up with the matrix on the right which greatly
- // simplifies the calculation of the determinant.
-
-//How do we determine distance here? Especially if zoomed in or out???
-//#warning "!!! Distances tested for may not be valid if zoomed in or out !!!"
-// [FIXED]
- 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 StateChanged();
-}
-
void Line::SaveState(void)
{
oldHitPoint1 = hitPoint1;
oldHitLine = hitLine;
}
+
bool Line::StateChanged(void)
{
if ((hitPoint1 != oldHitPoint1) || (hitPoint2 != oldHitPoint2) || (hitLine != oldHitLine))
return false;
}
+
/*
Intersection of two lines: