#include "line.h"
#include <QtGui>
+#include "container.h"
#include "dimension.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
#endif
}
+
/*virtual*/ void Line::Draw(Painter * painter)
{
painter->SetPen(QPen(Qt::red, 2.0, Qt::DotLine));
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)
objectWasDragged = false;
HitTest(point);
+ // 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.
// 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)
{
+ 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))
+#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.
needUpdate = HitTest(point);
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)
{
}
}
+
/*virtual*/ void Line::PointerReleased(void)
{
if (draggingHandle1 || draggingHandle2)
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 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();
+}
+
+
// 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
-void Line::SetDimensionOnPoint1(Dimension * dimension)
+/*virtual*/ void Line::Enumerate(FILE * file)
+{
+ fprintf(file, "LINE (%lf,%lf) (%lf,%lf)\n", position.x, position.y, endpoint.x, endpoint.y);
+}
+
+
+/*virtual*/ Object * Line::Copy(void)
{
- dimPoint1 = dimension;
+#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.
- if (dimension)
- dimension->SetPoint1(position);
+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);
}
-void Line::SetDimensionOnPoint2(Dimension * dimension)
+
+/*virtual*/ Vector Line::GetPointAtParameter(double parameter)
{
- dimPoint2 = dimension;
+ 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;
- if (dimension)
- dimension->SetPoint2(endpoint);
+ // 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;
}
-#else
+
+
+/*virtual*/ QRectF Line::Extents(void)
+{
+ QRectF rect(QPointF(position.x, position.y), QPointF(endpoint.x, endpoint.y));
+ return rect.normalized();
+}
+
+
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");
+//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");
+//{
+//printf("Line::SetDimensionOnLine(): Adding to parent...\n");
parent->Add(dimension);
-}
+//}
}
else
{
}
// Make sure the Dimension is connected to us...
-#if 0
- connected.push_back(Connection(dimension, 0));
- connected.push_back(Connection(dimension, 1.0));
-#else
Connect(dimension, 0);
Connect(dimension, 1.0);
-#endif
-
-// attachedDimension = dimension;
-
-#if 0
- // After we set the points here, we don't have to care about them anymore.
- if (dimension)
- {
- dimension->SetPoint1(&position);
- dimension->SetPoint2(&endpoint);
- }
-#endif
}
-#endif
Object * Line::FindAttachedDimension(void)
{
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);
+//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)))
}
-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:
}
*/
-/*virtual*/ void Line::Enumerate(FILE * file)
-{
- fprintf(file, "LINE (%lf,%lf) (%lf,%lf)\n", 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;
-}
-