X-Git-Url: http://shamusworld.gotdns.org/cgi-bin/gitweb.cgi?a=blobdiff_plain;f=src%2Fline.cpp;h=c40277da748b75b36ccec9c10b70dc2e740aa695;hb=b8c3c411826c1df00e54daeaf6cd820685f4f460;hp=3f4b8d4aebae8a60557a5d1660fd0c5e748b4081;hpb=fa8da664bfb749497b1b2d2991077af0554cc369;p=architektonas diff --git a/src/line.cpp b/src/line.cpp index 3f4b8d4..c40277d 100644 --- a/src/line.cpp +++ b/src/line.cpp @@ -13,6 +13,7 @@ // "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 // #include "line.h" @@ -22,7 +23,7 @@ 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)) + length(Vector::Magnitude(p2, p1)), hitPoint1(false), hitPoint2(false), hitLine(false) { } @@ -32,19 +33,17 @@ Line::~Line() /*virtual*/ void Line::Draw(QPainter * painter) { - if (state == OSSelected) - painter->setPen(QPen(Qt::red, 2.0, Qt::DotLine)); - else - painter->setPen(QPen(Qt::black, 1.0, Qt::SolidLine)); + painter->setPen(QPen(Qt::red, 2.0, Qt::DotLine)); -// if (draggingHandle1) - if (state == OSSelected) + if ((state == OSSelected) || ((state == OSInactive) && hitPoint1)) painter->drawEllipse(QPointF(position.x, position.y), 4.0, 4.0); -// if (draggingHandle2) - if (state == OSSelected) + if ((state == OSSelected) || ((state == OSInactive) && hitPoint2)) painter->drawEllipse(QPointF(endpoint.x, endpoint.y), 4.0, 4.0); + if ((state == OSInactive) && !hitLine) + painter->setPen(QPen(Qt::black, 1.0, Qt::SolidLine)); + if (Object::fixedLength && (draggingHandle1 || draggingHandle2)) { Vector point1 = (draggingHandle1 ? endpoint : position); @@ -74,45 +73,66 @@ Line::~Line() /*virtual*/ bool Line::Collided(Vector point) { +// Can't assume this! +// Actually, we can, since this is a mouse down event here. objectWasDragged = false; - Vector lineSegment = endpoint - position; - Vector v1 = point - position; - Vector v2 = point - endpoint; - double parameterizedPoint = lineSegment.Dot(v1) / lineSegment.Magnitude(), distance; + HitTest(point); - // Geometric interpretation: - // The paremeterized point on the vector ls is where the perpendicular intersects ls. - // If pp < 0, then the perpendicular lies beyond the 1st endpoint. If pp > length of ls, - // then the perpendicular lies beyond the 2nd endpoint. +/* +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. +Since there's only *one* dimPoint for each point, this can be problematic... - 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()); +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... +*/ + // Is the dimension tool active? Let's use it: + if (dimensionActive) + { + // User clicked on the line itself (endpoint checks should preceed this one): + // (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)) + { + // How to get this object into the top level container??? +/* +The real question is do we care. I think so, because if this isn't in the top +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; + + if (parent != NULL) + parent->Add(dimPoint1); + } + + return true; + } + } - // 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 - // ex ey 1 - // px py 1 - // - // By translating the start point to the origin, this can be rewritten as: - // By subtracting row 1 from all rows, you get the following: - // [because sx = sy = 0. you could leave out the -sx/y terms below. because we subtracted - // row 1 from all rows (including row 1) row 1 turns out to be zero. duh!] - // - // 0 0 0 0 0 0 - // (ex - sx) (ey - sy) 0 ==> ex ey 0 - // (px - sx) (py - sy) 0 px py 0 - // - // which greatly simplifies the calculation of the determinant. if (state == OSInactive) { @@ -123,7 +143,7 @@ Line::~Line() //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 - if (v1.Magnitude() < 10.0) + if (hitPoint1) { oldState = state; state = OSSelected; @@ -131,7 +151,7 @@ Line::~Line() draggingHandle1 = true; return true; } - else if (v2.Magnitude() < 10.0) + else if (hitPoint2) { oldState = state; state = OSSelected; @@ -139,7 +159,7 @@ Line::~Line() draggingHandle2 = true; return true; } - else if (distance < 2.0) + else if (hitLine) { oldState = state; state = OSSelected; @@ -150,13 +170,13 @@ Line::~Line() } else if (state == OSSelected) { - // Here we test for collision with handles as well! (SOON!) + // 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 (distance < 2.0) + if (hitLine) { oldState = state; // state = OSInactive; @@ -172,43 +192,27 @@ Like so: /*virtual*/ void Line::PointerMoved(Vector point) { - // We know this is true because mouse move messages don't come here unless - // the object was actually clicked on--therefore we *know* we're being - // dragged... - objectWasDragged = true; + needUpdate = HitTest(point); - if (dragging) - { - // Here we need to check whether or not we're dragging a handle or the object itself... - Vector delta = point - oldPoint; + objectWasDragged = (dragging | draggingHandle1 | draggingHandle2); - position += delta; - endpoint += delta; - - oldPoint = point; - needUpdate = true; - } - else if (draggingHandle1) + if (objectWasDragged) { Vector delta = point - oldPoint; - position += delta; - - oldPoint = point; - needUpdate = true; - } - else if (draggingHandle2) - { - Vector delta = point - oldPoint; + if (draggingHandle1 || dragging) + position += delta; - endpoint += delta; + if (draggingHandle2 || dragging) + endpoint += delta; oldPoint = point; needUpdate = true; } - else - needUpdate = false; +/* +We can't count on any coupling between the dimension object, so how do we do this??? +*/ if (needUpdate) { // should only do this if "Fixed Length" is set... !!! FIX !!! [DONE] @@ -223,6 +227,10 @@ Like so: if (!Object::fixedLength) 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??? if (dimPoint1) dimPoint1->SetPoint1(draggingHandle1 ? v2 : position); @@ -262,6 +270,8 @@ Like so: 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. @@ -288,6 +298,74 @@ void Line::SetDimensionOnPoint2(Dimension * dimension) dimension->SetPoint2(endpoint); } +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 !!!" + if (v1.Magnitude() < 8.0) + hitPoint1 = true; + else if (v2.Magnitude() < 8.0) + hitPoint2 = true; + else if (distance < 5.0) + hitLine = true; + + return StateChanged(); +} + +void Line::SaveState(void) +{ + oldHitPoint1 = hitPoint1; + oldHitPoint2 = hitPoint2; + oldHitLine = hitLine; +} + +bool Line::StateChanged(void) +{ + if ((hitPoint1 != oldHitPoint1) || (hitPoint2 != oldHitPoint2) || (hitLine != oldHitLine)) + return true; + + return false; +} + /* Intersection of two lines: