X-Git-Url: http://shamusworld.gotdns.org/cgi-bin/gitweb.cgi?a=blobdiff_plain;f=src%2Fline.cpp;h=8fc9b9c83f3e764940dc07dece9a67457f73a3cb;hb=565c33c91ea355528145ba94b31b2e44309d0834;hp=156b55e6b6b05a812a83cb247e3c0d275e93ac9c;hpb=14fee18e7a8ebfccfc1ebe203fe049f268efb40a;p=architektonas diff --git a/src/line.cpp b/src/line.cpp index 156b55e..8fc9b9c 100644 --- a/src/line.cpp +++ b/src/line.cpp @@ -21,6 +21,7 @@ #include #include "container.h" #include "dimension.h" +#include "geometry.h" #include "mathconstants.h" #include "painter.h" @@ -51,6 +52,16 @@ Line::~Line() // 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 } @@ -75,49 +86,41 @@ 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->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(position, endpoint); - // If we're rotating or setting the span, draw an information panel - // showing both absolute and relative angles being set. + // 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 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"); + QString text = QObject::tr("Length: %1 in.\n") + QChar(0x2221) + QObject::tr(": %2"); text = text.arg(absLength).arg(absAngle); - +#if 0 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 + QRectF textRect(10.0, 10.0, 270.0, 70.0); // x, y, w, h (in Qt coords) 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))); +#else + painter->DrawInformativeText(text); +#endif } } @@ -130,10 +133,26 @@ 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... :-/ +*/ + // Someone told us to fuck off, so we'll fuck off. :-) + if (ignoreClicks) + return false; + // We can assume this, since this is a mouse down event here. objectWasDragged = false; HitTest(point); + // Now that we've done our hit testing on the non-snapped point, snap it if + // necessary... + if (snapToGrid) + point = SnapPointToGrid(point); + +// 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)) @@ -163,6 +182,13 @@ key to make it draw/show on the other side... TODO: Make Dimension preview with modifier keys for showing on other side */ +/* + +N.B.: This no longer works, as the DrawDimension object takes precedence over this code. + THIS DOES NOTHING ANYMORE!!! + +*/ +#if 0 // Is the dimension tool active? Let's use it: if (dimensionActive) { @@ -214,29 +240,28 @@ a dimension only) Draw() function... :-/ return true; } } - +#endif 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 -//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). +//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; } @@ -244,7 +269,7 @@ a dimension only) Draw() function... :-/ { oldState = state; state = OSSelected; - oldPoint = endpoint; //maybe "position"? + oldPoint = endpoint; draggingHandle2 = true; return true; } @@ -259,12 +284,6 @@ a dimension only) Draw() function... :-/ } else if (state == OSSelected) { - // 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 (hitLine) { oldState = state; @@ -297,12 +316,8 @@ Like so: 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 + if (selection.contains(position.x, position.y) + && selection.contains(endpoint.x, endpoint.y)) state = OSSelected; else state = OSInactive; @@ -310,9 +325,11 @@ Like so: 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); + // Hit test tells us what we hit (if anything) through boolean variables. (It + // also tells us whether or not the state changed. --not any more) + SaveHitState(); + HitTest(point); + needUpdate = HitStateChanged(); objectWasDragged = (draggingLine | draggingHandle1 | draggingHandle2); @@ -330,6 +347,20 @@ Like so: 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); + } + } } /* @@ -363,16 +394,6 @@ try to do the right thing, most of the time. :-) 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. @@ -424,22 +445,21 @@ the horizontal line or vertical line that intersects from the current mouse posi } 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. :-) + // Calculate the new angle, just in case on the next move it turns + // out to be fixed. :-) angle = Vector(endpoint - position).Unit(); } } @@ -448,43 +468,21 @@ the horizontal line or vertical line that intersects from the current mouse posi 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. -/*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; } -bool Line::HitTest(Point point) +/*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; + double t = Geometry::ParameterOfLineAndPoint(position, endpoint, point); + double 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: + // 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. @@ -502,9 +500,15 @@ bool Line::HitTest(Point point) // 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 (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; else if ((v2.Magnitude() * Painter::zoom) < 8.0) @@ -512,7 +516,7 @@ bool Line::HitTest(Point point) else if ((distance * Painter::zoom) < 5.0) hitLine = true; - return StateChanged(); + return (hitPoint1 || hitPoint2 || hitLine ? true : false); } @@ -531,7 +535,7 @@ bool Line::HitTest(Point point) /*virtual*/ void Line::Enumerate(FILE * file) { - fprintf(file, "LINE (%lf,%lf) (%lf,%lf)\n", position.x, position.y, endpoint.x, endpoint.y); + fprintf(file, "LINE %i (%lf,%lf) (%lf,%lf)\n", layer, position.x, position.y, endpoint.x, endpoint.y); } @@ -539,12 +543,13 @@ bool Line::HitTest(Point point) { #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. +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. +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); } @@ -552,23 +557,29 @@ you then *definitely* do not want them to have the same reference number. /*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 - // 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; + // 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 } @@ -579,7 +590,51 @@ you then *definitely* do not want them to have the same reference number. } -void Line::SetDimensionOnLine(Dimension * dimension/*=NULL*/) +/*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. if (dimension == NULL) @@ -603,6 +658,9 @@ void Line::SetDimensionOnLine(Dimension * dimension/*=NULL*/) // Make sure the Dimension is connected to us... Connect(dimension, 0); Connect(dimension, 1.0); + + dimension->position = position; + dimension->endpoint = endpoint; } @@ -632,7 +690,7 @@ Object * Line::FindAttachedDimension(void) } -void Line::SaveState(void) +void Line::SaveHitState(void) { oldHitPoint1 = hitPoint1; oldHitPoint2 = hitPoint2; @@ -640,7 +698,7 @@ void Line::SaveState(void) } -bool Line::StateChanged(void) +bool Line::HitStateChanged(void) { if ((hitPoint1 != oldHitPoint1) || (hitPoint2 != oldHitPoint2) || (hitLine != oldHitLine)) return true;