X-Git-Url: http://shamusworld.gotdns.org/cgi-bin/gitweb.cgi?a=blobdiff_plain;f=src%2Fline.cpp;h=aa5054bab3da9ea9bb79ca65b8cf695093ccb687;hb=11802354d1ddc5bc571d83d8fc9b600618cb4372;hp=d37106e5a7846df0f9fe8fabed88aee129ea42c5;hpb=9d59b5831000704a1ed39c22a6043ba658993159;p=architektonas diff --git a/src/line.cpp b/src/line.cpp index d37106e..aa5054b 100644 --- a/src/line.cpp +++ b/src/line.cpp @@ -19,15 +19,19 @@ #include "line.h" #include +#include "container.h" #include "dimension.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; } @@ -86,6 +90,35 @@ Line::~Line() 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 (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"); + text = text.arg(absLength).arg(absAngle); + + 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 + 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))); + } } /*virtual*/ Vector Line::Center(void) @@ -101,6 +134,14 @@ Line::~Line() objectWasDragged = false; HitTest(point); + // 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. @@ -230,10 +271,20 @@ Like so: // 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; @@ -243,6 +294,22 @@ Like so: /*virtual*/ void Line::PointerMoved(Vector point) { + 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 + 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. needUpdate = HitTest(point); @@ -261,6 +328,8 @@ Like so: oldPoint = point; needUpdate = true; + +//doesn't work QMainWindow::statusBar()->setText("You are manipulating a line"); } /* @@ -273,18 +342,20 @@ 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) { @@ -390,6 +461,61 @@ about keeping track of old states... } +/*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; + + // 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 !!!" +// [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(); +} + + // 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) @@ -446,6 +572,13 @@ you then *definitely* do not want them to have the same reference number. } +/*virtual*/ QRectF Line::Extents(void) +{ + QRectF rect(QPointF(position.x, position.y), QPointF(endpoint.x, endpoint.y)); + return rect.normalized(); +} + + void Line::SetDimensionOnLine(Dimension * dimension/*=NULL*/) { // If they don't pass one in, create it for the caller. @@ -499,60 +632,6 @@ Object * Line::FindAttachedDimension(void) } -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 !!!" -// [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) { oldHitPoint1 = hitPoint1; @@ -560,6 +639,7 @@ void Line::SaveState(void) oldHitLine = hitLine; } + bool Line::StateChanged(void) { if ((hitPoint1 != oldHitPoint1) || (hitPoint2 != oldHitPoint2) || (hitLine != oldHitLine)) @@ -568,6 +648,7 @@ bool Line::StateChanged(void) return false; } + /* Intersection of two lines: