X-Git-Url: http://shamusworld.gotdns.org/cgi-bin/gitweb.cgi?a=blobdiff_plain;f=src%2Fline.cpp;h=880a79d60bc48254645794628ce1cb69dbe246fb;hb=baf67656b97e3d61e9223e66ebe4f554e364cd4a;hp=c40277da748b75b36ccec9c10b70dc2e740aa695;hpb=b8c3c411826c1df00e54daeaf6cd820685f4f460;p=architektonas diff --git a/src/line.cpp b/src/line.cpp index c40277d..880a79d 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 // --- ---------- ------------------------------------------------------------ @@ -13,36 +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 mouseover hints +// 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)), hitPoint1(false), hitPoint2(false), hitLine(false) + 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) { - 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)) { @@ -52,16 +65,21 @@ 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); + 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) @@ -73,8 +91,7 @@ Line::~Line() /*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); @@ -83,8 +100,21 @@ There's a small problem here with the implementation: You can have a dimension t 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 *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) @@ -93,27 +123,7 @@ key to make it draw/show on the other side... // (Priorities are taken care of in HitTest()...) if (hitLine) { - // If there's one already there, tell it to flip sides... - if (dimPoint1 && (dimPoint1 == dimPoint2)) - { -// Here's an interesting problem... When swapping points we can either do it -// on the dimension or directly here... I think swapping endpoint & position is -// probably the wrong way to do things here... -#if 1 - // Hm, why do we have to do both here??? - dimPoint1->FlipSides(); - //dis don't do shit -/* Vector temp = dimPoint1; - dimPoint1 = dimPoint2; - dimPoint2 = temp;//*/ -#else -// It doesn't work correctly anyhow, not until you move an endpoint. - Vector temp = position; - position = endpoint; - endpoint = temp; -#endif - } - else if ((dimPoint1 == NULL) && (dimPoint2 == NULL)) + if (attachedDimension == NULL) { // How to get this object into the top level container??? /* @@ -122,11 +132,15 @@ 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... :-/ */ - dimPoint1 = new Dimension(position, endpoint, this); - dimPoint2 = dimPoint1; + attachedDimension = new Dimension(&position, &endpoint, DTLinear, this); if (parent != NULL) - parent->Add(dimPoint1); + parent->Add(attachedDimension); + } + else + { + // If there's one already there, tell it to flip sides... + attachedDimension->FlipSides(); } return true; @@ -143,6 +157,13 @@ a dimension only) Draw() function... :-/ //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 +//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; @@ -164,7 +185,7 @@ a dimension only) Draw() function... :-/ oldState = state; state = OSSelected; oldPoint = point; - dragging = true; + draggingLine = true; return true; } } @@ -181,29 +202,33 @@ Like so: 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) { + // 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); - objectWasDragged = (dragging | draggingHandle1 | draggingHandle2); + objectWasDragged = (draggingLine | draggingHandle1 | draggingHandle2); if (objectWasDragged) { Vector delta = point - oldPoint; - if (draggingHandle1 || dragging) + if (draggingHandle1 || draggingLine) position += delta; - if (draggingHandle2 || dragging) + if (draggingHandle2 || draggingLine) endpoint += delta; oldPoint = point; @@ -211,7 +236,27 @@ Like so: } /* -We can't count on any coupling between the dimension object, so how do we do this??? +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) { @@ -219,6 +264,7 @@ We can't count on any coupling between the dimension object, so how do we do thi 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; @@ -226,16 +272,41 @@ We can't count on any coupling between the dimension object, so how do we do thi //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 } } @@ -264,9 +335,16 @@ We can't count on any coupling between the dimension object, so how do we do thi // 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; @@ -282,6 +360,19 @@ about keeping track of old states... state = oldState; } +// 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; +} + +#if 0 void Line::SetDimensionOnPoint1(Dimension * dimension) { dimPoint1 = dimension; @@ -297,6 +388,28 @@ 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, DTLinear, 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) { @@ -340,12 +453,13 @@ 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(); @@ -406,7 +520,7 @@ rearranging we get: 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