#include <QtGui>
#include "container.h"
#include "dimension.h"
+#include "geometry.h"
#include "mathconstants.h"
#include "painter.h"
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 rotating or setting the span, draw an information panel
- // showing both absolute and relative angles being set.
+ // 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 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");
+ 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
+ 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(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)));
+#else
+ painter->DrawInformativeText(text);
+#endif
}
}
/*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))
}
}
-
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;
#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.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
return;
}
- // 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);
+ // 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);
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();
+// 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();
}
/*virtual*/ void Line::Enumerate(FILE * file)
{
- fprintf(file, "LINE (%lf,%lf) (%lf,%lf)\n", position.x, position.y, endpoint.x, endpoint.y);
+ fprintf(file, "LINE %i (%lf,%lf) (%lf,%lf)\n", layer, position.x, position.y, endpoint.x, endpoint.y);
}
{
#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.
+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.
+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*/ 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.
}
-void Line::SaveState(void)
+void Line::SaveHitState(void)
{
oldHitPoint1 = hitPoint1;
oldHitPoint2 = hitPoint2;
}
-bool Line::StateChanged(void)
+bool Line::HitStateChanged(void)
{
if ((hitPoint1 != oldHitPoint1) || (hitPoint2 != oldHitPoint2) || (hitLine != oldHitLine))
return true;