X-Git-Url: http://shamusworld.gotdns.org/cgi-bin/gitweb.cgi?a=blobdiff_plain;f=src%2Fline.cpp;h=2e3539f7b0cfa510045ce1569c1139578b304d1e;hb=83e22355362af43b5beaafbccf101fa8b35bb12f;hp=3f4b8d4aebae8a60557a5d1660fd0c5e748b4081;hpb=fa8da664bfb749497b1b2d2991077af0554cc369;p=architektonas diff --git a/src/line.cpp b/src/line.cpp index 3f4b8d4..2e3539f 100644 --- a/src/line.cpp +++ b/src/line.cpp @@ -13,37 +13,49 @@ // "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 #include "dimension.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(Vector::Magnitude(p2, p1)) + draggingLine(false), draggingHandle1(false), draggingHandle2(false), //needUpdate(false), + length(Vector::Magnitude(p2, p1)), angle(Vector(endpoint - position).Unit()), + hitPoint1(false), hitPoint2(false), hitLine(false) { } Line::~Line() { + // 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. } -/*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)) { @@ -53,16 +65,16 @@ Line::~Line() 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); 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); } } 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); } /*virtual*/ Vector Line::Center(void) @@ -74,45 +86,62 @@ Line::~Line() /*virtual*/ bool Line::Collided(Vector point) { + // 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); - // Geometric interpretation: - // The paremeterized point on the vector ls is 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()); +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 *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 (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, this); + + if (parent != NULL) + parent->Add(attachedDimension); + } + else + { + // If there's one already there, tell it to flip sides... + attachedDimension->FlipSides(); + } + + return true; + } + } - // 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. if (state == OSInactive) { @@ -123,7 +152,14 @@ Line::~Line() //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) +//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; @@ -131,7 +167,7 @@ Line::~Line() draggingHandle1 = true; return true; } - else if (v2.Magnitude() < 10.0) + else if (hitPoint2) { oldState = state; state = OSSelected; @@ -139,82 +175,91 @@ Line::~Line() 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!) + // 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 (distance < 2.0) + if (hitLine) { oldState = state; // state = OSInactive; oldPoint = point; - dragging = true; + draggingLine = true; return true; } } + // 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; + // 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 (dragging) - { - // 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; + objectWasDragged = (draggingLine | draggingHandle1 | draggingHandle2); - oldPoint = point; - needUpdate = true; - } - else if (draggingHandle1) + if (objectWasDragged) { Vector delta = point - oldPoint; - position += delta; - - oldPoint = point; - needUpdate = true; - } - else if (draggingHandle2) - { - Vector delta = point - oldPoint; + if (draggingHandle1 || draggingLine) + position += delta; - endpoint += delta; + if (draggingHandle2 || draggingLine) + endpoint += delta; oldPoint = point; needUpdate = true; } - 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 !!! [DONE] 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; @@ -222,12 +267,41 @@ Like so: //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 !!! +//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 } } @@ -256,12 +330,21 @@ Like so: // 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; +// 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. @@ -272,6 +355,7 @@ about keeping track of old states... state = oldState; } +#if 0 void Line::SetDimensionOnPoint1(Dimension * dimension) { dimPoint1 = dimension; @@ -287,6 +371,96 @@ void Line::SetDimensionOnPoint2(Dimension * dimension) if (dimension) dimension->SetPoint2(endpoint); } +#else +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); + + 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(); + + 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 !!!" + if (v1.Magnitude() < 8.0) + hitPoint1 = true; + else if (v2.Magnitude() < 8.0) + hitPoint2 = true; + else if (distance < 5.0) + hitLine = true; + + return StateChanged(); +} + +void Line::SaveState(void) +{ + oldHitPoint1 = hitPoint1; + oldHitPoint2 = hitPoint2; + oldHitLine = hitLine; +} + +bool Line::StateChanged(void) +{ + if ((hitPoint1 != oldHitPoint1) || (hitPoint2 != oldHitPoint2) || (hitLine != oldHitLine)) + return true; + + return false; +} /* Intersection of two lines: