X-Git-Url: http://shamusworld.gotdns.org/cgi-bin/gitweb.cgi?a=blobdiff_plain;f=src%2Fline.cpp;h=8fc9b9c83f3e764940dc07dece9a67457f73a3cb;hb=565c33c91ea355528145ba94b31b2e44309d0834;hp=244af94a8e0d887fa855b73d8e7c204fcd4309ea;hpb=676007c81e292079daaa7188f4fbf2757ae77ef8;p=architektonas diff --git a/src/line.cpp b/src/line.cpp index 244af94..8fc9b9c 100644 --- a/src/line.cpp +++ b/src/line.cpp @@ -19,17 +19,23 @@ #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), +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 @@ -46,8 +52,19 @@ 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 } + /*virtual*/ void Line::Draw(Painter * painter) { painter->SetPen(QPen(Qt::red, 2.0, Qt::DotLine)); @@ -69,21 +86,42 @@ 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 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); +#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 (in Qt coords) + painter->DrawRoundedRect(textRect, 7.0, 7.0); + + textRect.setLeft(textRect.left() + 14); + painter->SetFont(*Object::font); + pen = QPen(QColor(0x00, 0x5F, 0xDF)); + painter->SetPen(pen); + painter->DrawText(textRect, Qt::AlignVCenter, text); +#else + painter->DrawInformativeText(text); +#endif + } } /*virtual*/ Vector Line::Center(void) @@ -95,10 +133,34 @@ 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)) + { + parent->state = OSSelected; + return true; + } + /* 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. @@ -120,6 +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) { @@ -171,29 +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; } @@ -201,7 +269,7 @@ a dimension only) Draw() function... :-/ { oldState = state; state = OSSelected; - oldPoint = endpoint; //maybe "position"? + oldPoint = endpoint; draggingHandle2 = true; return true; } @@ -216,33 +284,52 @@ 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; // state = OSInactive; oldPoint = point; 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) { - // 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 (selectionInProgress) + { + // 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; + + return; + } + + // 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); @@ -258,6 +345,22 @@ Like so: 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); + } + } } /* @@ -270,18 +373,20 @@ Ugly ways to do it: 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/ + - 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. :-) +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) { @@ -289,16 +394,6 @@ software currently out there: the GUI will try to do the right thing, most of th 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. @@ -335,6 +430,7 @@ the horizontal line or vertical line that intersects from the current mouse posi } } + /*virtual*/ void Line::PointerReleased(void) { if (draggingHandle1 || draggingHandle2) @@ -349,22 +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(); } } @@ -373,18 +468,58 @@ 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; } + +/*virtual*/ bool Line::HitTest(Point point) +{ + hitPoint1 = hitPoint2 = hitLine = false; + Vector lineSegment = endpoint - position; + Vector v1 = point - position; + Vector v2 = point - endpoint; + 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; + else if ((v2.Magnitude() * Painter::zoom) < 8.0) + hitPoint2 = true; + else if ((distance * Painter::zoom) < 5.0) + hitLine = 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) @@ -398,37 +533,121 @@ about keeping track of old states... } +/*virtual*/ void Line::Enumerate(FILE * file) +{ + fprintf(file, "LINE %i (%lf,%lf) (%lf,%lf)\n", layer, position.x, position.y, endpoint.x, endpoint.y); +} + + +/*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 -void Line::SetDimensionOnPoint1(Dimension * dimension) + 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) { - dimPoint1 = dimension; + if (parameter == 0) + position += v; + else if (parameter == 1.0) + endpoint += v; + else + {} // Not sure how to handle this case :-P +} - if (dimension) - dimension->SetPoint1(position); + +/*virtual*/ QRectF Line::Extents(void) +{ + QRectF rect(QPointF(position.x, position.y), QPointF(endpoint.x, endpoint.y)); + return rect.normalized(); } -void Line::SetDimensionOnPoint2(Dimension * dimension) + +/*virtual*/ void Line::Translate(Vector amount) { - dimPoint2 = dimension; + position += amount; + endpoint += amount; +} + - if (dimension) - dimension->SetPoint2(endpoint); +/*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; } -#else -void Line::SetDimensionOnLine(Dimension * dimension/*=NULL*/) + + +/*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) { -printf("Line::SetDimensionOnLine(): Creating new dimension...\n"); +//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"); +//{ +//printf("Line::SetDimensionOnLine(): Adding to parent...\n"); parent->Add(dimension); -} +//} } else { @@ -437,26 +656,12 @@ printf("Line::SetDimensionOnLine(): Adding to parent...\n"); } // Make sure the Dimension is connected to us... -#if 0 - connected.push_back(Connection(dimension, 0)); - connected.push_back(Connection(dimension, 1.0)); -#else Connect(dimension, 0); Connect(dimension, 1.0); -#endif - -// attachedDimension = dimension; -#if 0 - // After we set the points here, we don't have to care about them anymore. - if (dimension) - { - dimension->SetPoint1(&position); - dimension->SetPoint2(&endpoint); - } -#endif + dimension->position = position; + dimension->endpoint = endpoint; } -#endif Object * Line::FindAttachedDimension(void) @@ -472,7 +677,7 @@ Object * Line::FindAttachedDimension(void) { for(uint j=i+1; j 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 !!!" -// [FIXED] - if ((v1.Magnitude() * Painter::zoom) < 8.0) - hitPoint1 = true; - else if ((v2.Magnitude() * Painter::zoom) < 8.0) - hitPoint2 = true; - else if ((distance * Painter::zoom) < 5.0) - hitLine = true; - - return StateChanged(); -} - -void Line::SaveState(void) +void Line::SaveHitState(void) { oldHitPoint1 = hitPoint1; oldHitPoint2 = hitPoint2; oldHitLine = hitLine; } -bool Line::StateChanged(void) + +bool Line::HitStateChanged(void) { if ((hitPoint1 != oldHitPoint1) || (hitPoint2 != oldHitPoint2) || (hitLine != oldHitLine)) return true; @@ -554,6 +706,7 @@ bool Line::StateChanged(void) return false; } + /* Intersection of two lines: @@ -654,45 +807,3 @@ else } */ -/*virtual*/ void Line::Enumerate(FILE * file) -{ - fprintf(file, "LINE (%lf,%lf) (%lf,%lf)\n", position.x, position.y, endpoint.x, endpoint.y); -} - - -/*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) -{ - 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; -} -