X-Git-Url: http://shamusworld.gotdns.org/cgi-bin/gitweb.cgi?a=blobdiff_plain;f=src%2Fline.cpp;h=b7abc9ad6bb62939cb9ddd5102a65d25d7bcadf3;hb=67fbc130b4b6b4d253f69a9c32980d3d3306def5;hp=5f3a611023e6faceb395d166bface63ea8b3bbf6;hpb=ba6723b86d8dd67ebc7b11b245de3e7ff64f06b1;p=architektonas diff --git a/src/line.cpp b/src/line.cpp index 5f3a611..b7abc9a 100644 --- a/src/line.cpp +++ b/src/line.cpp @@ -19,7 +19,10 @@ #include "line.h" #include +#include "container.h" #include "dimension.h" +#include "geometry.h" +#include "mathconstants.h" #include "painter.h" @@ -73,21 +76,42 @@ 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) @@ -99,10 +123,29 @@ Line::~Line() /*virtual*/ bool Line::Collided(Vector point) { + // 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. @@ -176,28 +219,26 @@ a dimension only) Draw() function... :-/ } } - 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; } @@ -205,7 +246,7 @@ a dimension only) Draw() function... :-/ { oldState = state; state = OSSelected; - oldPoint = endpoint; //maybe "position"? + oldPoint = endpoint; draggingHandle2 = true; return true; } @@ -220,12 +261,6 @@ 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; @@ -255,9 +290,29 @@ Like so: /*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 0 + if (selection.normalized().contains(Extents())) +#else +// if (selection.normalized().contains(position.x, position.y) +// && selection.normalized().contains(endpoint.x, endpoint.y)) + if (selection.contains(position.x, position.y) + && selection.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. --not any more) + SaveHitState(); + HitTest(point); + needUpdate = HitStateChanged(); objectWasDragged = (draggingLine | draggingHandle1 | draggingHandle2); @@ -273,6 +328,8 @@ Like so: oldPoint = point; needUpdate = true; + +//doesn't work QMainWindow::statusBar()->setText("You are manipulating a line"); } /* @@ -285,18 +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) { @@ -304,16 +363,6 @@ 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. @@ -365,22 +414,21 @@ 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(); } } @@ -389,19 +437,69 @@ 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) +{ +// SaveHitState(); + + hitPoint1 = hitPoint2 = hitLine = false; + Vector lineSegment = endpoint - position; + Vector v1 = point - position; + Vector v2 = point - endpoint; +// double t = Vector::Parameter(position, endpoint, point); + double t = Geometry::ParameterOfLineAndPoint(position, endpoint, point); + double distance; + + // Geometric interpretation: + // The parameter "t" on the vector lineSegment is where the normal of + // lineSegment coincides with point. If t < 0, the normal lies beyond the + // 1st endpoint. If t > 1, then the normal lies beyond the 2nd endpoint. We + // only calculate the length of the normal between the point and the + // lineSegment when the parameter is between 0 and 1. + + // 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); +// return HitStateChanged(); +} + + // 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) @@ -417,7 +515,7 @@ about keeping track of old states... /*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); } @@ -425,12 +523,13 @@ about keeping track of old states... { #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); } @@ -465,12 +564,44 @@ you then *definitely* do not want them to have the same reference number. } -#if 0 -/*virtual*/ ObjectType Line::Type(void) +/*virtual*/ void Line::Translate(Vector amount) { - return OTLine; + position += amount; + endpoint += amount; +} + + +/*virtual*/ void Line::Rotate(Vector point, double angle) +{ +} + + +/*virtual*/ void Line::Scale(Vector 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; } -#endif void Line::SetDimensionOnLine(Dimension * dimension/*=NULL*/) @@ -526,68 +657,15 @@ 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) +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; @@ -595,6 +673,7 @@ bool Line::StateChanged(void) return false; } + /* Intersection of two lines: