X-Git-Url: http://shamusworld.gotdns.org/cgi-bin/gitweb.cgi?a=blobdiff_plain;f=src%2Fline.cpp;h=7841fa8a823e43720d327985e16bf44370eb0ce2;hb=7f3a6b11585376eecd80979ec3da2346c5314d88;hp=3f4b8d4aebae8a60557a5d1660fd0c5e748b4081;hpb=fa8da664bfb749497b1b2d2991077af0554cc369;p=architektonas diff --git a/src/line.cpp b/src/line.cpp index 3f4b8d4..7841fa8 100644 --- a/src/line.cpp +++ b/src/line.cpp @@ -4,7 +4,7 @@ // (C) 2011 Underground Software // See the README and GPLv3 files for licensing and warranty information // -// JLH = James L. Hammons +// JLH = James Hammons // // WHO WHEN WHAT // --- ---------- ------------------------------------------------------------ @@ -13,37 +13,70 @@ // "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 "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(Vector::Magnitude(p2, p1)) + +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 +//actually not true, we know the object pointer and parameter! +//actuall, the Object base class does this for us...! +#if 0 + std::vector::iterator i; + + for(i=connected.begin(); i!=connected.end(); i++) + { + (*i).object->Disconnect(this, (*i).t); + } +#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 ((state == OSSelected) || ((state == OSInactive) && hitPoint1)) + painter->DrawHandle(position); -// if (draggingHandle1) - if (state == OSSelected) - painter->drawEllipse(QPointF(position.x, position.y), 4.0, 4.0); + if ((state == OSSelected) || ((state == OSInactive) && hitPoint2)) + painter->DrawHandle(endpoint); -// if (draggingHandle2) - if (state == OSSelected) - painter->drawEllipse(QPointF(endpoint.x, endpoint.y), 4.0, 4.0); + if ((state == OSInactive) && !hitLine) + painter->SetPen(QPen(Qt::black, 1.0, Qt::SolidLine)); if (Object::fixedLength && (draggingHandle1 || draggingHandle2)) { @@ -53,16 +86,28 @@ 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(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); + painter->DrawInformativeText(text); + } } /*virtual*/ Vector Line::Center(void) @@ -74,163 +119,234 @@ Line::~Line() /*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... :-/ +Actually, this is done here to keep tools from selecting stuff inadvertantly... +*/ + // 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; + bool hit = 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. + // Someone told us to fuck off, so we'll fuck off. :-) + if (ignoreClicks) + return hit; - 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. + // Now that we've done our hit testing on the non-snapped point, snap it if + // necessary... + if (snapToGrid) + point = SnapPointToGrid(point); + + if (snapPointIsValid) + point = snapPoint; + +// 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; + } 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) +/*virtual*/ bool Line::PointerMoved(Vector point) +{ + 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 (selection.contains(position.x, position.y) + && selection.contains(endpoint.x, endpoint.y)) + state = OSSelected; + else + state = OSInactive; - oldPoint = point; - needUpdate = true; + return false; } - else if (draggingHandle1) - { - Vector delta = point - oldPoint; - position += delta; + // Hit test tells us what we hit (if anything) through boolean variables. + SaveHitState(); + bool hovered = HitTest(point); + needUpdate = HitStateChanged(); - oldPoint = point; - needUpdate = true; - } - else if (draggingHandle2) + if (snapToGrid) + point = SnapPointToGrid(point); + + if (snapPointIsValid) + point = snapPoint; + + 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"); + + // Tell connected objects to move themselves... + if (draggingLine) + { + std::vector::iterator i; + + for(i=connected.begin(); i!=connected.end(); i++) + { + if ((*i).object->type == OTLine) + ((Line *)((*i).object))->MovePointAtParameter((*i).t, delta); + else if ((*i).object->type == OTDimension) + ((Dimension *)((*i).object))->MovePointAtParameter((*i).t, delta); + } + } } - 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); - 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. +*/ - //bleh - if (!Object::fixedLength) - v2 = point2; + 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 } + + return hovered; } + /*virtual*/ void Line::PointerReleased(void) { if (draggingHandle1 || draggingHandle2) @@ -245,49 +361,286 @@ Like so: } 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) +{ + hitPoint1 = hitPoint2 = hitLine = false; + Vector lineSegment = endpoint - position; + Vector v1 = point - position; + Vector v2 = point - endpoint; + Vector v3 = point - Center(); // Midpoint, for snapping... + double t = Geometry::ParameterOfLineAndPoint(position, endpoint, point); + double distance; + + // 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; + snapPoint = position; + snapPointIsValid = true; + } + else if ((v2.Magnitude() * Painter::zoom) < 8.0) + { + hitPoint2 = true; + snapPoint = endpoint; + snapPointIsValid = true; + } + else if ((distance * Painter::zoom) < 5.0) + hitLine = true; + + // Not a manipulation point, but a snapping point: + if ((v3.Magnitude() * Painter::zoom) < 8.0) + { + snapPoint = Center(); + snapPointIsValid = true; + } + + return (hitPoint1 || hitPoint2 || hitLine ? true : false); +} + + +// 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; - if (dimension) - dimension->SetPoint1(position); + return 0; } -void Line::SetDimensionOnPoint2(Dimension * dimension) + +/*virtual*/ void Line::Enumerate(FILE * file) { - dimPoint2 = dimension; + fprintf(file, "LINE %i (%lf,%lf) (%lf,%lf)\n", layer, position.x, position.y, endpoint.x, endpoint.y); +} - if (dimension) - dimension->SetPoint2(endpoint); + +/*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) +{ +// Is there any real reason to clamp this to the endpoints? +// (hey, whaddya know? this was masking a bug!) +#if 0 + if (parameter <= 0) + return position; + else if (parameter >= 1.0) + return endpoint; +#endif + + // The parameter is a percentage of the length of the vector, so all we + // have to do is scale the vector by it to find the point. + return position + (Vector(position, endpoint) * parameter); +} + + +/*virtual*/ void Line::MovePointAtParameter(double parameter, Vector v) +{ + if (parameter == 0) + position += v; + else if (parameter == 1.0) + endpoint += v; + else + {} // Not sure how to handle this case :-P +} + + +/*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. + // But ONLY if this line has a parent container! + // This is really bad to do here, it should be done in the parent container, always! +#warning "!!! Parent container should be creating Dimension object !!!" + if ((dimension == NULL) && (parent != NULL)) + { +//printf("Line::SetDimensionOnLine(): Creating new dimension...\n"); + dimension = new Dimension(position, endpoint, DTLinear, parent); +// dimension = new Dimension(Connection(this, 0), Connection(this, 1.0), DTLinear, this); + + // THIS IS SERIOUS!!! WITHOUT A PARENT, THIS OBJECT IS IN LIMBO!!! +// if (parent) +//{ +//printf("Line::SetDimensionOnLine(): Adding to parent...\n"); + parent->Add(dimension); +//} + } + + dimension->Connect(this, 0); + dimension->Connect(this, 1.0); + + // Make sure the Dimension is connected to us... + Connect(dimension, 0); + Connect(dimension, 1.0); + + dimension->position = position; + dimension->endpoint = endpoint; +} + + +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