src/ellipse.h \
src/fileio.h \
src/generaltab.h \
+ src/geometry.h \
src/layerwidget.h \
src/layeritemwidget.h \
src/line.h \
src/ellipse.cpp \
src/fileio.cpp \
src/generaltab.cpp \
+ src/geometry.cpp \
src/layerwidget.cpp \
src/layeritemwidget.cpp \
src/line.cpp \
{
delete drawing->toolAction;
drawing->toolAction = NULL;
+ Object::ignoreClicks = false;
}
#if 0
drawing->SetToolActive(mirrorAct->isChecked() ? new MirrorAction() : NULL);
#endif
+ if (drawing->toolAction)
+ Object::ignoreClicks = true;
+
update();
}
--- /dev/null
+// geometry.cpp: Algebraic geometry helper functions
+//
+// Part of the Architektonas Project
+// (C) 2011 Underground Software
+// See the README and GPLv3 files for licensing and warranty information
+//
+// JLH = James Hammons <jlhamm@acm.org>
+//
+// WHO WHEN WHAT
+// --- ---------- ------------------------------------------------------------
+// JLH 08/31/2011 Created this file
+//
+// NOTE: All methods in this class are static.
+//
+
+#include "geometry.h"
+
+
+Point Geometry::IntersectionOfLineAndLine(Point p1, Point p2, Point p3, Point p4)
+{
+ // Find the intersection of the lines by formula:
+ // px = (x1y2 - y1x2)(x3 - x4) - (x1 - x2)(x3y4 - y3x4)
+ // py = (x1y2 - y1x2)(y3 - y4) - (y1 - y2)(x3y4 - y3x4)
+ // d = (x1 - x2)(y3 - y4) - (y1 - y2)(x3 - x4) = 0 if lines are parallel
+ // Intersection is (px / d, py / d)
+
+ double d = ((p1.x - p2.x) * (p3.y - p4.y)) - ((p1.y - p2.y) * (p3.x - p4.x));
+
+ // Check for parallel lines, and return sentinel if so
+ if (d == 0)
+ return Point(0, 0, -1);
+
+ double px = (((p1.x * p2.y) - (p1.y * p2.x)) * (p3.x - p4.x))
+ - ((p1.x - p2.x) * ((p3.x * p4.y) - (p3.y * p4.x)));
+ double py = (((p1.x * p2.y) - (p1.y * p2.x)) * (p3.y - p4.y))
+ - ((p1.y - p2.y) * ((p3.x * p4.y) - (p3.y * p4.x)));
+
+ return Point(px / d, py / d, 0);
+}
+
+
+// Returns the parameter of a point in space to this vector. If the parameter
+// is between 0 and 1, the normal of the vector to the point is on the vector.
+double Geometry::ParameterOfLineAndPoint(Point lp1, Point lp2, Point point)
+{
+ // Geometric interpretation:
+ // The parameterized point on the vector lineSegment is where the normal of
+ // the lineSegment to the point intersects lineSegment. If the pp < 0, then
+ // the perpendicular lies beyond the 1st endpoint. If pp > 1, then the
+ // perpendicular lies beyond the 2nd endpoint.
+
+ Vector lineSegment = lp1 - lp2;
+ double magnitude = lineSegment.Magnitude();
+ Vector pointSegment = point - lp2;
+ double t = lineSegment.Dot(pointSegment) / (magnitude * magnitude);
+ return t;
+}
+
+
+Point Geometry::MirrorPointAroundLine(Point point, Point p1, Point p2)
+{
+ // Get the vector of the intersection of the line and the normal on the
+ // line to the point in question.
+ double t = ParameterOfLineAndPoint(p1, p2, point);
+ Vector v = Vector(p1, p2) * t;
+
+ // Get the point normal to point to the line passed in (p2 is the tail)
+ Point normalOnLine = p2 + v;
+
+ // Make our mirrored vector (head - tail)
+ Vector mirror = -(point - normalOnLine);
+
+ // Find the mirrored point
+ Point mirroredPoint = normalOnLine + mirror;
+
+ return mirroredPoint;
+}
+
--- /dev/null
+#ifndef __GEOMETRY_H__
+#define __GEOMETRY_H__
+
+#include "vector.h"
+
+class Geometry
+{
+ public:
+ // All methods are class methods for this class
+ static Point IntersectionOfLineAndLine(Point, Point, Point, Point);
+ static double ParameterOfLineAndPoint(Point, Point, Point);
+ static Point MirrorPointAroundLine(Point, Point, Point);
+};
+
+#endif // __GEOMETRY_H__
+
#include <QtGui>
#include "container.h"
#include "dimension.h"
+#include "geometry.h"
#include "mathconstants.h"
#include "painter.h"
/*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);
Vector lineSegment = endpoint - position;
Vector v1 = point - position;
Vector v2 = point - endpoint;
- double t = Vector::Parameter(position, endpoint, point);
+// double t = Vector::Parameter(position, endpoint, point);
+ double t = Geometry::ParameterOfLineAndPoint(position, endpoint, point);
double distance;
// Geometric interpretation:
/*virtual*/ Object * Line::Mirror(Vector p1, Vector p2)
{
-#if 0
- return NULL;
+#if 1
+ Point l1 = Geometry::MirrorPointAroundLine(position, p1, p2);
+ Point l2 = Geometry::MirrorPointAroundLine(endpoint, p1, p2);
+ return new Line(l1, l2);
+#else
+ Vector normal = Vector::Normal(p1, p2);
+ Vector p4 = position + normal;
-double Vector::Parameter(Vector v1, Vector v2, Vector p)
-{
- // Geometric interpretation:
- // The parameterized point on the vector lineSegment is where the normal of
- // the lineSegment to the point intersects lineSegment. If the pp < 0, then
- // the perpendicular lies beyond the 1st endpoint. If pp > 1, then the
- // perpendicular lies beyond the 2nd endpoint.
-
- Vector lineSegment = v2 - v1;
- double magnitude = lineSegment.Magnitude();
- Vector pointSegment = p - v1;
- double t = lineSegment.Dot(pointSegment) / (magnitude * magnitude);
- return t;
-}
+ // Find the intersection of the line and position + normal to the line
+ double px = (((p1.x * p2.y) - (p1.y * p2.x)) * (position.x - p4.x))
+ - ((p1.x - p2.x) * ((position.x * p4.y) - (position.y * p4.x)));
+ double py = (((p1.x * p2.y) - (p1.y * p2.x)) * (position.y - p4.y))
+ - ((p1.y - p2.y) * ((position.x * p4.y) - (position.y * p4.x)));
+ double d = ((p1.x - p2.x) * (position.y - p4.y))
+ - ((p1.y - p2.y) * (position.x - p4.x));
+ // px = (x1y2 - y1x2)(x3 - x4) - (x1 - x2)(x3y4 - y3x4)
+ // py = (x1y2 - y1x2)(y3 - y4) - (y1 - y2)(x3y4 - y3x4)
+ // d = (x1 - x2)(y3 - y4) - (y1 - y2)(x3 - x4) = 0 if lines are parallel
+ // Intersection is (px / d, py / d)
-// Return the normal to the linesegment formed by the passed in points.
-// (Not sure which is head or tail, or which hand the normal lies)
-/*static*/ Vector Vector::Normal(Vector v1, Vector v2)
-#endif
+ Vector v1(px / d, py / d);
- double t1 = Vector::Parameter(p1, p2, position);
- double t2 = Vector::Parameter(p1, p2, endpoint);
+// Vector normal = Vector::Normal(p1, p2);
+ p4 = endpoint + normal;
- Vector unit = Vector(p1, p2).Unit();
- Vector v1 = unit * t1;
- Vector v2 = unit * t2;
+ // Find the intersection of the line and endpoint + normal to the line
+ px = (((p1.x * p2.y) - (p1.y * p2.x)) * (endpoint.x - p4.x))
+ - ((p1.x - p2.x) * ((endpoint.x * p4.y) - (endpoint.y * p4.x)));
+ py = (((p1.x * p2.y) - (p1.y * p2.x)) * (endpoint.y - p4.y))
+ - ((p1.y - p2.y) * ((endpoint.x * p4.y) - (endpoint.y * p4.x)));
+ d = ((p1.x - p2.x) * (endpoint.y - p4.y))
+ - ((p1.y - p2.y) * (endpoint.x - p4.x));
-// Vector normal = Vector::Normal(p1, p2);
- // Get the points normal to position & endpoint to the line passed in
- // (these are tails)
- Vector v3 = p1 + v1;
- Vector v4 = p1 + v2;
+ Vector v2(px / d, py / d);
- // Make our mirrored vectors
- Vector v5 = -(position - v3);
- Vector v6 = -(endpoint - v4);
+#if 0
+ Vector v3 = position - v1;
+ Vector v4 = endpoint - v2;
- // Find the points
- Vector v7 = v3 + v5;
- Vector v8 = v4 + v6;
+ Vector v5 = v1 + -v3;
+ Vector v6 = v2 + -v4;
+#else
+ Vector v5 = v1 + v1 - position;
+ Vector v6 = v2 + v2 - endpoint;
+#endif
- return new Line(v7, v8);
+ return new Line(v5, v6);
+#endif
}
#include "mirroraction.h"
#include "applicationwindow.h"
+#include "container.h"
+#include "drawingview.h"
#include "line.h"
#include "mathconstants.h"
#include "painter.h"
MirrorAction::MirrorAction(): state(FIRST_POINT), line(NULL),
- shiftWasPressedOnNextPoint(false)
+ shiftWasPressedOnNextPoint(false), mirror(new Container(Vector()))
{
}
// QString text = tr("Length: %1 in.");
// text = text.arg(Vector::Magnitude(p1, p2));
painter->DrawInformativeText(text);
+
+ mirror->Draw(painter);
}
}
else
{
p2 = point;
+
+ mirror->Clear();
+ int itemsSelected = ApplicationWindow::drawing->document.ItemsSelected();
+
+ if (itemsSelected == 0)
+ return;
+
+ for(int i=0; i<itemsSelected; i++)
+ {
+ Object * object = ApplicationWindow::drawing->document.SelectedItem(i);
+ Object * mirrored = object->Mirror(p1, p2);
+ mirror->Add(mirrored);
+ }
}
}
#include "action.h"
+class Container;
class Line;
class MirrorAction: public Action
Line * line;
Vector p1, p2, p1Save;
bool shiftWasPressedOnNextPoint;
+ Container * mirror;
};
#endif // __MIRRORACTION_H__
// the perpendicular lies beyond the 1st endpoint. If pp > 1, then the\r
// perpendicular lies beyond the 2nd endpoint.\r
\r
- Vector lineSegment = v2 - v1;\r
+ Vector lineSegment = v1 - v2;\r
double magnitude = lineSegment.Magnitude();\r
- Vector pointSegment = p - v1;\r
+ Vector pointSegment = p - v2;\r
double t = lineSegment.Dot(pointSegment) / (magnitude * magnitude);\r
return t;\r
}\r
// (Not sure which is head or tail, or which hand the normal lies)\r
/*static*/ Vector Vector::Normal(Vector v1, Vector v2)\r
{\r
- Vector v = (v2 - v1).Unit();\r
+ Vector v = (v1 - v2).Unit();\r
return Vector(-v.y, v.x);\r
}\r
\r