#include "line.h"
#include <QtGui>
+#include "container.h"
#include "dimension.h"
+#include "geometry.h"
+#include "mathconstants.h"
#include "painter.h"
-Line::Line(Vector p1, Vector p2, Object * p/*= NULL*/): Object(p1, p), endpoint(p2),
+Line::Line(Vector p1, Vector p2, Object * p/*= NULL*/): Object(p1, p),
+ /*type(OTLine),*/ endpoint(p2),
draggingLine(false), draggingHandle1(false), draggingHandle2(false), //needUpdate(false),
length(Vector::Magnitude(p2, p1)), angle(Vector(endpoint - position).Unit()),
hitPoint1(false), hitPoint2(false), hitLine(false)
{
+ type = OTLine;
}
+
Line::~Line()
{
+// Taking care of connections should be done by the Container, as we don't know
+// anything about any other object connected to this one.
+#if 0
// If there are any attached Dimensions, we must set the attachment points
// to NULL since they will no longer be valid.
if (attachedDimension)
// IT WOULD BE NICE to have any object points attached to this line automagically
// connect to this dimension object at this point, instead of just becoming
// detached.
+#endif
}
+
/*virtual*/ void Line::Draw(Painter * painter)
{
painter->SetPen(QPen(Qt::red, 2.0, Qt::DotLine));
Vector current(point2 - point1);
Vector v = current.Unit() * length;
Vector v2 = point1 + v;
-// painter->DrawLine((int)point1.x, (int)point1.y, (int)v2.x, (int)v2.y);
painter->DrawLine(point1, v2);
if (current.Magnitude() > length)
{
painter->SetPen(QPen(QColor(128, 0, 0), 1.0, Qt::DashLine));
-// painter->DrawLine((int)v2.x, (int)v2.y, (int)point2.x, (int)point2.y);
painter->DrawLine(v2, point2);
}
}
-// Problem: when drawing at large zoom levels, this throws away precision thus
-// causing the line to rendered too short. !!! FIX !!! [DONE]
else
-// painter->DrawLine((int)position.x, (int)position.y, (int)endpoint.x, (int)endpoint.y);
painter->DrawLine(position, endpoint);
+
+ // If we're dragging an endpoint, draw an information panel showing both
+ // the length and angle being set.
+ if (draggingHandle1 || draggingHandle2)
+ {
+ double absAngle = (Vector(endpoint - position).Angle()) * RADIANS_TO_DEGREES;
+ double absLength = Vector(position - endpoint).Magnitude();
+
+ QString text = QObject::tr("Length: %1 in.\n") + QChar(0x2221) + QObject::tr(": %2");
+ text = text.arg(absLength).arg(absAngle);
+#if 0
+ 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 (in Qt coords)
+ painter->DrawRoundedRect(textRect, 7.0, 7.0);
+
+ textRect.setLeft(textRect.left() + 14);
+ painter->SetFont(*Object::font);
+ pen = QPen(QColor(0x00, 0x5F, 0xDF));
+ painter->SetPen(pen);
+ painter->DrawText(textRect, Qt::AlignVCenter, text);
+#else
+ painter->DrawInformativeText(text);
+#endif
+ }
}
/*virtual*/ Vector Line::Center(void)
/*virtual*/ bool Line::Collided(Vector point)
{
+/*
+what we can do here is set ignoreClicks to true to keep other objects that are
+selected from deselecting themselves. Will that fuck up something else? Not sure
+yet... :-/
+*/
+ // 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;
HitTest(point);
+ // Now that we've done our hit testing on the non-snapped point, snap it if
+ // necessary...
+ if (snapToGrid)
+ point = SnapPointToGrid(point);
+
+// this is shite. this should be checked for in the Container, not here!
+#warning "!!! This should be checked for in 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
to only one point while at the same time you can have a dimension sitting on this line.
// (Priorities are taken care of in HitTest()...)
if (hitLine)
{
+#if 0
if (attachedDimension == NULL)
{
// How to get this object into the top level container???
But we can fix that by making this object call any attached object's (like
a dimension only) Draw() function... :-/
*/
- attachedDimension = new Dimension(&position, &endpoint, this);
+ attachedDimension = new Dimension(&position, &endpoint, DTLinear, this);
if (parent != NULL)
parent->Add(attachedDimension);
// If there's one already there, tell it to flip sides...
attachedDimension->FlipSides();
}
+#else
+ // New approach here: We look for connected objects.
+ Object * attachedDimension = FindAttachedDimension();
+
+ if (attachedDimension)
+ {
+ // If there's an attached Dimension, tell it to switch sides...
+ ((Dimension *)attachedDimension)->FlipSides();
+ }
+ else
+ {
+ // Otherwise, we make a new one and attach it here.
+ attachedDimension = new Dimension(Connection(this, 0), Connection(this, 1.0), DTLinear, this);
+ connected.push_back(Connection(attachedDimension, 0));
+ connected.push_back(Connection(attachedDimension, 1.0));
+
+ if (parent != NULL)
+ parent->Add(attachedDimension);
+ }
+#endif
return true;
}
}
-
if (state == OSInactive)
{
-//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
-//I think what's needed is an Object class variable/method that can be changed by the TLC and
-//called in derived classes to properly scale the location to the current zoom level. That *should* work.
-
-// ALSO: Need to code a global (read: Object class) variable that tells use whether a modifier
-// key was pressed in addition to the mouse click, so we can do stuff like, say, hold
-// down CTRL and be able to do multiple selecting of objects (in that case, we would
-// keep the Object state from changing).
+//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
+//I think what's needed is an Object class variable/method that can be changed
+//by the TLC and called in derived classes to properly scale the location to
+//the current zoom level. That *should* work.
+
+// ALSO: Need to code a global (read: Object class) variable that tells use
+// whether a modifier key was pressed in addition to the mouse click, so
+// we can do stuff like, say, hold down CTRL and be able to do multiple
+// selecting of objects (in that case, we would keep the Object state
+// from changing).
if (hitPoint1)
{
oldState = state;
state = OSSelected;
- oldPoint = position; //maybe "position"?
+ oldPoint = position;
draggingHandle1 = true;
return true;
}
{
oldState = state;
state = OSSelected;
- oldPoint = endpoint; //maybe "position"?
+ oldPoint = endpoint;
draggingHandle2 = true;
return true;
}
}
else if (state == OSSelected)
{
- // Here we test for collision with handles as well! (SOON!) [I think it works...NOPE]
-/*
-Like so:
- if (v1.Magnitude() < 2.0) // Handle #1
- else if (v2.Magnitude() < 2.0) // Handle #2
-*/
if (hitLine)
{
oldState = state;
// state = OSInactive;
oldPoint = point;
draggingLine = true;
+
+ // Toggle selected state if CTRL held
+ if (qApp->keyboardModifiers() == Qt::ControlModifier)
+ state = OSInactive;
+
return true;
}
}
+ // If CTRL is held, then we bypass the "turn off" code. Still didn't hit
+ // *this* object though. :-)
+ if (qApp->keyboardModifiers() == Qt::ControlModifier)
+ return false;
+
// If we got here, we clicked on nothing, so set the object to inactive.
// (Once we can read key modifiers, we can override this to allow multiple selection.)
state = OSInactive;
return false;
}
+
/*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)
+ SaveHitState();
+ HitTest(point);
+ needUpdate = HitStateChanged();
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.
}
}
+
/*virtual*/ void Line::PointerReleased(void)
{
if (draggingHandle1 || draggingHandle2)
}
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;
}
-#if 0
-void Line::SetDimensionOnPoint1(Dimension * dimension)
-{
- dimPoint1 = dimension;
-
- if (dimension)
- dimension->SetPoint1(position);
-}
-
-void Line::SetDimensionOnPoint2(Dimension * dimension)
-{
- dimPoint2 = dimension;
- if (dimension)
- dimension->SetPoint2(endpoint);
-}
-#else
-void Line::SetDimensionOnLine(Dimension * dimension/*=NULL*/)
+/*virtual*/ bool Line::HitTest(Point point)
{
- // If they don't pass one in, create it for the caller.
- if (dimension == NULL)
- {
- dimension = new Dimension(&position, &endpoint, this);
-
- if (parent)
- parent->Add(dimension);
- }
-
- attachedDimension = dimension;
-
- // After we set the points here, we don't have to care about them anymore.
- if (dimension)
- {
- dimension->SetPoint1(&position);
- dimension->SetPoint2(&endpoint);
- }
-}
-#endif
-
-bool Line::HitTest(Point point)
-{
- SaveState();
+// SaveHitState();
hitPoint1 = hitPoint2 = hitLine = false;
Vector lineSegment = endpoint - position;
Vector v1 = point - position;
Vector v2 = point - endpoint;
- double parameterizedPoint = lineSegment.Dot(v1) / lineSegment.Magnitude(), distance;
+// double t = Vector::Parameter(position, endpoint, point);
+ double t = Geometry::ParameterOfLineAndPoint(position, endpoint, point);
+ double 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.
+ // 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.
- 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:
+ // 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.
// 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 (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)
else if ((distance * Painter::zoom) < 5.0)
hitLine = true;
- return StateChanged();
+ return (hitPoint1 || hitPoint2 || hitLine ? true : false);
+// return HitStateChanged();
+}
+
+
+// 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 (v == position)
+ return &position;
+ else if (v == endpoint)
+ return &endpoint;
+
+ return 0;
+}
+
+
+/*virtual*/ void Line::Enumerate(FILE * file)
+{
+ fprintf(file, "LINE %i (%lf,%lf) (%lf,%lf)\n", layer, position.x, position.y, endpoint.x, endpoint.y);
+}
+
+
+/*virtual*/ Object * Line::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.
+*/
+ return new Line(position, endpoint, parent);
+}
+
+
+/*virtual*/ Vector Line::GetPointAtParameter(double parameter)
+{
+ if (parameter <= 0)
+ return position;
+ else if (parameter >= 1.0)
+ return endpoint;
+
+ // Our parameter lies between zero and one, so calculate it!
+ Vector v(endpoint, position);
+ double length = v.Magnitude();
+ // We scale the magnitude of v so that it lies between 0 and 1...
+ // By multiplying the parameter by the magnitude, we obtain the point we
+ // want. No scaling necessary as it's inherent in the approach!
+ double spotOnLength = length * parameter;
+
+ // To get our point, we use the initial point of the line and add in our
+ // scaled point.
+ Vector result = position + (v * spotOnLength);
+ return result;
+}
+
+
+/*virtual*/ QRectF Line::Extents(void)
+{
+ QRectF rect(QPointF(position.x, position.y), QPointF(endpoint.x, endpoint.y));
+ return rect.normalized();
+}
+
+
+/*virtual*/ void Line::Translate(Vector amount)
+{
+ position += amount;
+ endpoint += amount;
+}
+
+
+/*virtual*/ void Line::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 Line::Scale(Point point, double amount)
+{
+}
+
+
+/*virtual*/ void Line::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 Line::Save(void)
+{
+ Object::Save();
+ oldEndpoint = endpoint;
+}
+
+
+/*virtual*/ void Line::Restore(void)
+{
+ Object::Restore();
+ endpoint = oldEndpoint;
+}
+
+
+void Line::SetDimensionOnLine(Dimension * dimension/*=NULL*/)
+{
+ // If they don't pass one in, create it for the caller.
+ if (dimension == NULL)
+ {
+//printf("Line::SetDimensionOnLine(): Creating new dimension...\n");
+// dimension = new Dimension(position, endpoint, DTLinear, this);
+ dimension = new Dimension(Connection(this, 0), Connection(this, 1.0), DTLinear, this);
+
+ if (parent)
+//{
+//printf("Line::SetDimensionOnLine(): Adding to parent...\n");
+ parent->Add(dimension);
+//}
+ }
+ else
+ {
+ dimension->Connect(this, 0);
+ dimension->Connect(this, 1.0);
+ }
+
+ // Make sure the Dimension is connected to us...
+ Connect(dimension, 0);
+ Connect(dimension, 1.0);
}
-void Line::SaveState(void)
+
+Object * Line::FindAttachedDimension(void)
+{
+ // Is there anything connected to this line? If not, return NULL
+ if (connected.size() < 2)
+ return NULL;
+
+ // Otherwise, we have to search our objects to see if there's a likely
+ // candidate. In this case, we're looking for a pointer to the same object
+ // with a parameter of 0 and 1 respectively. This is O((n^2)/2).
+ for(uint i=0; i<connected.size(); i++)
+ {
+ for(uint j=i+1; j<connected.size(); j++)
+ {
+//printf("Line: connected[i]=%X, connected[j]=%X, connected[i].t=%lf, connected[j].t=%lf\n", connected[i].object, connected[j].object, connected[i].t, connected[j].t);
+ if ((connected[i].object == connected[j].object)
+ && ((connected[i].t == 0 && connected[j].t == 1.0)
+ || (connected[i].t == 1.0 && connected[j].t == 0)))
+ return connected[i].object;
+ }
+ }
+
+ // Didn't find anything, so return NULL
+ return NULL;
+}
+
+
+void Line::SaveHitState(void)
{
oldHitPoint1 = hitPoint1;
oldHitPoint2 = hitPoint2;
oldHitLine = hitLine;
}
-bool Line::StateChanged(void)
+
+bool Line::HitStateChanged(void)
{
if ((hitPoint1 != oldHitPoint1) || (hitPoint2 != oldHitPoint2) || (hitLine != oldHitLine))
return true;
return false;
}
+
/*
Intersection of two lines: