// (C) 2011 Underground Software
// See the README and GPLv3 files for licensing and warranty information
//
-// JLH = James L. Hammons <jlhamm@acm.org>
+// JLH = James Hammons <jlhamm@acm.org>
//
// WHO WHEN WHAT
// --- ---------- ------------------------------------------------------------
// JLH 03/22/2011 Created this file
// JLH 04/11/2011 Fixed attached dimensions to stay at correct length when
// "Fixed Length" button is down
+// JLH 04/27/2011 Fixed attached dimension to stay a correct length when
+// "Fixed Length" button is *not* down ;-)
+// JLH 05/29/2011 Added (some) mouseover hints
//
#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),
- dragging(false), draggingHandle1(false), draggingHandle2(false), //needUpdate(false),
- length(p2.Magnitude())
+
+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)
+ {
+ attachedDimension->SetPoint1(NULL);
+ attachedDimension->SetPoint2(NULL);
+ }
+ // 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(QPainter * painter)
+
+/*virtual*/ void Line::Draw(Painter * painter)
{
- if (state == OSSelected)
- painter->setPen(QPen(Qt::red, 2.0, Qt::DotLine));
- else
- painter->setPen(QPen(Qt::black, 1.0, Qt::SolidLine));
+ painter->SetPen(QPen(Qt::red, 2.0, Qt::DotLine));
-// if (draggingHandle1)
- if (state == OSSelected)
- painter->drawEllipse(QPointF(position.x, position.y), 4.0, 4.0);
+ if ((state == OSSelected) || ((state == OSInactive) && hitPoint1))
+ painter->DrawHandle(position);
-// if (draggingHandle2)
- if (state == OSSelected)
- painter->drawEllipse(QPointF(endpoint.x, endpoint.y), 4.0, 4.0);
+ if ((state == OSSelected) || ((state == OSInactive) && hitPoint2))
+ painter->DrawHandle(endpoint);
+
+ if ((state == OSInactive) && !hitLine)
+ painter->SetPen(QPen(Qt::black, 1.0, Qt::SolidLine));
if (Object::fixedLength && (draggingHandle1 || draggingHandle2))
{
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->SetPen(QPen(QColor(128, 0, 0), 1.0, Qt::DashLine));
+ painter->DrawLine(v2, point2);
}
}
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;
- Vector lineSegment = endpoint - position;
- Vector v1 = point - position;
- Vector v2 = point - endpoint;
- double parameterizedPoint = lineSegment.Dot(v1) / lineSegment.Magnitude(), distance;
+ 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;
+ }
- // 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.
+/*
+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.
+Since there's only *one* dimPoint for each point, this can be problematic...
- 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.
+We solve this by allowing only *one* Dimension object to be attached to the Line,
+Arc, etc. and by giving the Dimension object a pointer to our endpoints.
+
+Problem still arises when we delete this object; The attached Dimension object will
+then have bad pointers! What it *should* do is delete the object if and only if this
+line is not attached to any other object. If it is, then one of those attachment
+points should be sent to the dimension object (done for position & endpoint).
+
+NOTE: The STL vector<T> *does not* take ownership of pointers, therefore is suitable
+ for our purposes
+
+Also: It would be nice to have a preview of the dimension being drawn, with a modifier
+key to make it draw/show on the other side...
+
+TODO: Make Dimension preview with modifier keys for showing on other side
+*/
+ // Is the dimension tool active? Let's use it:
+ if (dimensionActive)
+ {
+ // User clicked on the line itself (endpoint checks should preceed this one):
+ // (Priorities are taken care of in HitTest()...)
+ if (hitLine)
+ {
+#if 0
+ if (attachedDimension == NULL)
+ {
+ // How to get this object into the top level container???
+/*
+The real question is do we care. I think so, because if this isn't in the top
+level container, it won't get drawn...
+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, DTLinear, this);
+
+ if (parent != NULL)
+ parent->Add(attachedDimension);
+ }
+ else
+ {
+ // 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
- if (v1.Magnitude() < 10.0)
+//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;
}
- else if (v2.Magnitude() < 10.0)
+ else if (hitPoint2)
{
oldState = state;
state = OSSelected;
- oldPoint = endpoint; //maybe "position"?
+ oldPoint = endpoint;
draggingHandle2 = true;
return true;
}
- else if (distance < 2.0)
+ else if (hitLine)
{
oldState = state;
state = OSSelected;
oldPoint = point;
- dragging = true;
+ draggingLine = true;
return true;
}
}
else if (state == OSSelected)
{
- // 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)
+ if (hitLine)
{
oldState = state;
// state = OSInactive;
oldPoint = point;
- dragging = true;
+ 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)
{
- // 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 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;
- oldPoint = point;
- needUpdate = true;
+ return;
}
- 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();
+ 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;
+
+//doesn't work QMainWindow::statusBar()->setText("You are manipulating a line");
}
- else
- needUpdate = false;
+/*
+We can't count on any coupling between the dimension object and us, so how do we do this???
+Also, there may be more than one Dimension object connected to a single endpoint!
+
+Ugly ways to do it:
+ - Keep track of the state of the connected dimension
+ - Pass the Dimension the point that's being changed and the delta
+
+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/
+ 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. :-)
+*/
if (needUpdate)
{
-// should only do this if "Fixed Length" is set... !!! FIX !!!
+// should only do this if "Fixed Length" is set... !!! FIX !!! [DONE]
Vector point1 = (draggingHandle1 ? endpoint : position);
Vector point2 = (draggingHandle1 ? position : endpoint);
- Vector current(point2 - point1);
- Vector v = current.Unit() * length;
- Vector v2 = point1 + v;
+ if (Object::fixedAngle)
+ {
+ // Here we calculate the component of the current vector along the fixed angle.
+ // A_compB = (A . Bu) * Bu
+ double magnitudeAlongB = Vector::Dot(Vector(point2 - point1), angle);
+/*
+Actually, this isn't quite right. What we want to do is look for the intersection along either
+the horizontal line or vertical line that intersects from the current mouse position.
+*/
+
+ if (draggingHandle1)
+ position = endpoint + (angle * magnitudeAlongB);
+ if (draggingHandle2)
+ endpoint = position + (angle * magnitudeAlongB);
+ }
+// else
+// v2 = point2;
+
+//If we tell the dimension to flip sides, this is no longer a valid
+//assumption. !!! FIX !!!
+//Ideally, we should just send the point that's changing to the Dimension object
+//and have it figure out which point needs to move... Or is it???
+// Ideally, we shouldn't have to fuck around with this shit. We need to fix the rendering code
+// so that we don't have to wait until the dragging is done to correct the position of the
+// point in question, but we'd need another variable tho.
+#if 0
if (dimPoint1)
dimPoint1->SetPoint1(draggingHandle1 ? v2 : position);
if (dimPoint2)
dimPoint2->SetPoint2(draggingHandle2 ? v2 : endpoint);
+#endif
}
}
+
/*virtual*/ void Line::PointerReleased(void)
{
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;
}
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. :-)
+ angle = Vector(endpoint - position).Unit();
+ }
}
- dragging = false;
+ draggingLine = false;
draggingHandle1 = false;
draggingHandle2 = 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;
}
-void Line::SetDimensionOnPoint1(Dimension * dimension)
+
+/*virtual*/ bool Line::HitTest(Point point)
+{
+// SaveHitState();
+
+ hitPoint1 = hitPoint2 = hitLine = false;
+ Vector lineSegment = endpoint - position;
+ Vector v1 = point - position;
+ Vector v2 = point - endpoint;
+// double t = Vector::Parameter(position, endpoint, point);
+ double t = Geometry::ParameterOfLineAndPoint(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 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);
+}
+
+
+Object * Line::FindAttachedDimension(void)
{
- dimPoint1 = dimension;
+ // 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;
+ }
+ }
- if (dimension)
- dimension->SetPoint1(position);
+ // Didn't find anything, so return NULL
+ return NULL;
}
-void Line::SetDimensionOnPoint2(Dimension * dimension)
+
+void Line::SaveHitState(void)
{
- dimPoint2 = dimension;
+ oldHitPoint1 = hitPoint1;
+ oldHitPoint2 = hitPoint2;
+ oldHitLine = hitLine;
+}
+
- if (dimension)
- dimension->SetPoint2(endpoint);
+bool Line::HitStateChanged(void)
+{
+ if ((hitPoint1 != oldHitPoint1) || (hitPoint2 != oldHitPoint2) || (hitLine != oldHitLine))
+ return true;
+
+ return false;
}
+
/*
Intersection of two lines:
t(d1x) - s(d2x) = p2x - p0x
t(d1y) - s(d2y) = p2y - p0y
-Determinant D is ad - bc where the matrix look like:
+Determinant D is ad - bc where the matrix looks like:
a b
c d
Dot products:
-dp1 = n3.v2 = -by3*bx2 + bx3*by2;
-dp2 = n1.v2 = -by1*bx2 + bx1*by2;
+dp1 = n3 . v2 = -by3 * bx2 + bx3 * by2;
+dp2 = n1 . v2 = -by1 * bx2 + bx1 * by2;
-ratio = dp1/dp2;
-crossing vector = v1*rat;
+ratio = dp1 / dp2;
+crossing vector = v1 * ratio;
And that's it.
+
+-----------------------------------
+
+So... to code this, let's say we have two Lines: l1 & l2.
+
+Vector v1 = l1.endpoint - l1.position;
+Vector v2 = l2.endpoint - l2.position;
+Vector v3 = v2 - v1;
+
+Vector normal1(-v1.y, v1.x);
+Vector normal3(-v3.y, v3.x);
+
+double dotProduct1 = v2.Dot(normal1);
+double dotProduct2 = v2.Dot(normal3);
+
+if (dotProduct2 == 0)
+ return ParallelLines;
+else
+{
+ // I think we'd still have to add the intersection to the position point to get the intersection...
+ Point intersection = v1 * (dotProduct1 / dotProduct2);
+ return intersection;
+}
*/