// (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
// --- ---------- ------------------------------------------------------------
// "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 mouseover hints
+// JLH 05/29/2011 Added (some) mouseover hints
//
#include "line.h"
#include <QtGui>
#include "dimension.h"
+#include "painter.h"
+
Line::Line(Vector p1, Vector p2, Object * p/*= NULL*/): Object(p1, p), endpoint(p2),
draggingLine(false), draggingHandle1(false), draggingHandle2(false), //needUpdate(false),
- length(Vector::Magnitude(p2, p1)), hitPoint1(false), hitPoint2(false), hitLine(false)
+ length(Vector::Magnitude(p2, p1)), angle(Vector(endpoint - position).Unit()),
+ hitPoint1(false), hitPoint2(false), hitLine(false)
{
}
+
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)
{
- painter->setPen(QPen(Qt::red, 2.0, Qt::DotLine));
+ painter->SetPen(QPen(Qt::red, 2.0, Qt::DotLine));
if ((state == OSSelected) || ((state == OSInactive) && hitPoint1))
- painter->drawEllipse(QPointF(position.x, position.y), 4.0, 4.0);
+ painter->DrawHandle(position);
if ((state == OSSelected) || ((state == OSInactive) && hitPoint2))
- painter->drawEllipse(QPointF(endpoint.x, endpoint.y), 4.0, 4.0);
+ painter->DrawHandle(endpoint);
if ((state == OSInactive) && !hitLine)
- painter->setPen(QPen(Qt::black, 1.0, Qt::SolidLine));
+ 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((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((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((int)position.x, (int)position.y, (int)endpoint.x, (int)endpoint.y);
+ painter->DrawLine(position, endpoint);
}
/*virtual*/ Vector Line::Center(void)
/*virtual*/ bool Line::Collided(Vector point)
{
-// Can't assume this!
-// Actually, we can, since this is a mouse down event here.
+ // We can assume this, since this is a mouse down event here.
objectWasDragged = false;
HitTest(point);
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...
+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...
// (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;
}
return false;
}
+
/*virtual*/ void Line::PointerMoved(Vector point)
{
// Hit test tells us what we hit (if anything) through boolean variables. It
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.
+ // 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 !!!
}
}
+
/*virtual*/ void Line::PointerReleased(void)
{
if (draggingHandle1 || draggingHandle2)
// 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();
+ }
}
draggingLine = false;
state = oldState;
}
-#if 0
-void Line::SetDimensionOnPoint1(Dimension * dimension)
+
+// 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)
{
- dimPoint1 = dimension;
+ if (v == position)
+ return &position;
+ else if (v == endpoint)
+ return &endpoint;
+
+ return 0;
+}
- if (dimension)
- dimension->SetPoint1(position);
+
+/*virtual*/ void Line::Enumerate(FILE * file)
+{
+ fprintf(file, "LINE (%lf,%lf) (%lf,%lf)\n", position.x, position.y, endpoint.x, endpoint.y);
}
-void Line::SetDimensionOnPoint2(Dimension * dimension)
+
+/*virtual*/ Object * Line::Copy(void)
{
- dimPoint2 = 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->SetPoint2(endpoint);
+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);
}
-#else
+
+
+/*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;
+}
+
+
void Line::SetDimensionOnLine(Dimension * dimension/*=NULL*/)
{
// If they don't pass one in, create it for the caller.
if (dimension == NULL)
{
- dimension = new Dimension(&position, &endpoint, this);
+//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);
}
- attachedDimension = dimension;
+ // Make sure the Dimension is connected to us...
+ Connect(dimension, 0);
+ Connect(dimension, 1.0);
+}
- // After we set the points here, we don't have to care about them anymore.
- if (dimension)
+
+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++)
{
- dimension->SetPoint1(&position);
- dimension->SetPoint2(&endpoint);
+ 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;
}
-#endif
+
bool Line::HitTest(Point point)
{
// 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 !!!"
- if (v1.Magnitude() < 8.0)
+//#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() < 8.0)
+ else if ((v2.Magnitude() * Painter::zoom) < 8.0)
hitPoint2 = true;
- else if (distance < 5.0)
+ else if ((distance * Painter::zoom) < 5.0)
hitLine = true;
return StateChanged();
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