#include "drawlineaction.h"
#include "fileio.h"
#include "generaltab.h"
+#include "geometry.h"
#include "layerwidget.h"
#include "mirroraction.h"
#include "painter.h"
}
+void ApplicationWindow::HandleConnection(void)
+{
+//double tt = Geometry::ParameterOfLineAndPoint(Vector(0, 0), Vector(10, 0), Vector(8, 2));
+//printf("Parameter of point @ (8,2) of line (0,0), (10,0): %lf\n", tt);
+ int itemsSelected = drawing->document.ItemsSelected();
+
+ // If nothing selected, do nothing
+ if (itemsSelected == 0)
+ {
+ statusBar()->showMessage(tr("No objects selected to connect."));
+ return;
+ }
+
+ // If one thing selected, do nothing
+ if (itemsSelected == 1)
+ {
+ statusBar()->showMessage(tr("Nothing to connect object to."));
+ return;
+ }
+
+ // This is O(n^2 / 2) :-P
+ for(int i=0; i<itemsSelected; i++)
+ {
+ Object * obj1 = drawing->document.SelectedItem(i);
+
+ for(int j=i+1; j<itemsSelected; j++)
+ {
+ Object * obj2 = drawing->document.SelectedItem(j);
+ double t, u;
+
+ if ((obj1->type != OTLine) || (obj2->type != OTLine))
+ continue;
+
+//printf("Testing objects for intersection (%X, %X)...\n", obj1, obj2);
+ int intersects = Geometry::Intersects((Line *)obj1, (Line *)obj2, &t, &u);
+//printf(" (%s) --> t=%lf, u=%lf\n", (intersects ? "true" : "FALSE"), t, u);
+
+ if (intersects)
+ {
+printf("Connecting objects (%X, %X)...\n", obj1, obj2);
+ obj1->Connect(obj2, u);
+ obj2->Connect(obj1, t);
+ }
+ }
+ }
+}
+
+
+void ApplicationWindow::HandleDisconnection(void)
+{
+}
+
+
void ApplicationWindow::HandleGridSizeInPixels(int size)
{
drawing->SetGridSize(size);
connect(groupAct, SIGNAL(triggered()), this, SLOT(HandleGrouping()));
connectAct = CreateAction(tr("&Connect"), tr("Connect"), tr("Connect objects at point."), QIcon(":/res/connect-tool.png"), QKeySequence("c,c"));
+ connect(connectAct, SIGNAL(triggered()), this, SLOT(HandleConnection()));
disconnectAct = CreateAction(tr("&Disconnect"), tr("Disconnect"), tr("Disconnect objects joined at point."), QIcon(":/res/disconnect-tool.png"), QKeySequence("d,d"));
+ connect(disconnectAct, SIGNAL(triggered()), this, SLOT(HandleDisconnection()));
mirrorAct = CreateAction(tr("&Mirror"), tr("Mirror"), tr("Mirror selected objects around a line."), QIcon(":/res/mirror-tool.png"), QKeySequence("m,i"), true);
connect(mirrorAct, SIGNAL(triggered()), this, SLOT(MirrorTool()));
void HelpAbout(void);
void Settings(void);
void HandleGrouping(void);
+ void HandleConnection(void);
+ void HandleDisconnection(void);
void HandleGridSizeInPixels(int);
void HandleGridSizeInBaseUnits(QString);
void HandleDimensionSize(QString);
class Circle: public Object
{
+ friend class Geometry;
+
public:
Circle(Vector, double, Object * p = 0);
~Circle();
#include "dimension.h"
#include <QtGui>
+#include "geometry.h"
#include "mathconstants.h"
#include "painter.h"
}
+/*
+The approach used below creates a hierarchy: Dimension is subservient to Line.
+
+Does this solve our problem of connected objects? Maybe, partially. Let's think this
+through. It only works for endpoints, not points in the middle...
+
+Also: this is bad, depending on the Draw() function to update the internal
+ position(s) of the data of the object! (is it though?)
+
+How to move: click once moves only the object/point clicked on, all connected
+objects deform themselves accordingly. click twice selects ALL connected objects;
+all objects move as a unified whole.
+
+*/
+
/*virtual*/ void Dimension::Draw(Painter * painter)
{
// If there are valid Vector pointers in here, use them to update the internal
// Calculate whether or not the arrowheads are too crowded to put inside
// the extension lines. 9.0 is the length of the arrowhead.
// double t = Vector::Parameter(position, endpoint, endpoint - (unit * 9.0 * size));
- double t = Vector::Parameter(position, endpoint, position + (unit * 9.0 * size));
-// double t = Vector::Parameter(endpoint, position, position + (unit * 9.0 * size));
+ double t = Geometry::ParameterOfLineAndPoint(position, endpoint, endpoint - (unit * 9.0 * size));
//printf("Dimension::Draw(): t = %lf\n", t);
// On the screen, it's acting like this is actually 58%...
}
-/*virtual*/ bool Dimension::Collided(Vector /*point*/)
+/*virtual*/ bool Dimension::Collided(Vector point)
{
-#if 0
+ // 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;
- Vector lineSegment = endpoint - position;
- Vector v1 = point - position;
- Vector v2 = point - endpoint;
- double parameterizedPoint = lineSegment.Dot(v1) / lineSegment.Magnitude(), distance;
-
- // Geometric interpretation:
- // pp is the paremeterized point on the vector ls 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.
-
- 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());
-
- // 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)
+ HitTest(point);
+
+ // Now that we've done our hit testing on the non-snapped point, snap it if
+ // necessary...
+ if (snapToGrid)
+ point = SnapPointToGrid(point);
+
+ if (hitPoint1)
{
-//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
- if (v1.Magnitude() < 10.0)
- {
- oldState = state;
- state = OSSelected;
- oldPoint = position; //maybe "position"?
- draggingHandle1 = true;
- return true;
- }
- else if (v2.Magnitude() < 10.0)
- {
- oldState = state;
- state = OSSelected;
- oldPoint = endpoint; //maybe "position"?
- draggingHandle2 = true;
- return true;
- }
- else if (distance < 2.0)
- {
- oldState = state;
- state = OSSelected;
- oldPoint = point;
- dragging = true;
- return true;
- }
+// oldState = state;
+// state = OSSelected;
+ oldPoint = position;
+ draggingHandle1 = true;
+ return true;
}
- else if (state == OSSelected)
+ else if (hitPoint2)
{
- // Here we test for collision with handles as well! (SOON!)
-/*
-Like so:
- if (v1.Magnitude() < 2.0) // Handle #1
- else if (v2.Magnitude() < 2.0) // Handle #2
-*/
- if (distance < 2.0)
- {
- oldState = state;
-// state = OSInactive;
- oldPoint = point;
- dragging = true;
- return true;
- }
+// oldState = state;
+// state = OSSelected;
+ oldPoint = endpoint;
+ draggingHandle2 = true;
+ return true;
}
-#endif
state = OSInactive;
return false;
// dragged...
objectWasDragged = true;
- if (dragging)
+/* if (dragging)
{
// Here we need to check whether or not we're dragging a handle or the object itself...
Vector delta = point - oldPoint;
oldPoint = point;
needUpdate = true;
}
- else if (draggingHandle1)
+ else*/ if (draggingHandle1)
{
Vector delta = point - oldPoint;
/*virtual*/ void Dimension::PointerReleased(void)
{
- if (draggingHandle1 || draggingHandle2)
+/* if (draggingHandle1 || draggingHandle2)
{
// Set the length (in case the global state was set to fixed (or not))
if (Object::fixedLength)
if (draggingHandle1) // startpoint
{
- Vector v = Vector(position - endpoint).Unit() * length;
+ Vector v = Vector(endpoint, position).Unit() * length;
position = endpoint + v;
}
else // endpoint
{
-// Vector v1 = endpoint - position;
- Vector v = Vector(endpoint - position).Unit() * length;
+ Vector v = Vector(position, endpoint).Unit() * length;
endpoint = position + v;
}
}
- else
+ else*/
{
// 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();
}
- }
+/* }*/
dragging = false;
draggingHandle1 = false;
}
+/*virtual*/ bool Dimension::HitTest(Point point)
+{
+ hitPoint1 = hitPoint2 = false;
+// Vector lineSegment(position, endpoint);
+ Vector v1(position, point);
+ Vector v2(endpoint, point);
+// double t = Geometry::ParameterOfLineAndPoint(position, endpoint, point);
+// double distance;
+
+// 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;
+
+ return (hitPoint1 || hitPoint2 ? true : false);
+}
+
+
/*virtual*/ void Dimension::Enumerate(FILE * file)
{
fprintf(file, "DIMENSION %i (%lf,%lf) (%lf,%lf) %i\n", layer, position.x, position.y, endpoint.x, endpoint.y, type);
virtual bool Collided(Vector);
virtual void PointerMoved(Vector);
virtual void PointerReleased(void);
+ virtual bool HitTest(Point);
virtual void Enumerate(FILE *);
virtual Object * Copy(void);
virtual Vector GetPointAtParameter(double parameter);
bool objectWasDragged;
double length;
DimensionType dimensionType;
+ bool hitPoint1;
+ bool hitPoint2;
public:
double size; // Size of arrows/text in base units
point = Vector(event->x(), event->y());
// Since we're using Qt coords for scrolling, we have to adjust them here to
// conform to Cartesian coords, since the origin is using Cartesian. :-)
- Vector delta(point, oldPoint);
+// Vector delta(point, oldPoint);
+ Vector delta(oldPoint, point);
delta /= Painter::zoom;
delta.y = -delta.y;
Painter::origin -= delta;
void DrawingView::wheelEvent(QWheelEvent * event)
{
double zoomFactor = 1.25;
- QSize sizeWin = /*drawing->*/size();
+ QSize sizeWin = size();
Vector center(sizeWin.width() / 2.0, sizeWin.height() / 2.0);
center = Painter::QtToCartesianCoords(center);
+ // This is not centering for some reason. Need to figure out why. :-/
if (event->delta() > 0)
{
Vector newOrigin = center - ((center - Painter::origin) / zoomFactor);
Painter::zoom /= zoomFactor;
}
-// Object::gridSpacing = /*drawing->*/gridPixels / Painter::zoom;
+// Object::gridSpacing = gridPixels / Painter::zoom;
+// UpdateGridBackground();
SetGridSize(Object::gridSpacing * Painter::zoom);
-// /*drawing->*/UpdateGridBackground();
- /*drawing->*/update();
+ update();
// zoomIndicator->setText(QString("Grid: %1\", BU: Inch").arg(Object::gridSpacing));
}
#include "geometry.h"
#include <math.h>
+#include "line.h"
+#include "circle.h"
+
Point Geometry::IntersectionOfLineAndLine(Point p1, Point p2, Point p3, Point p4)
{
// 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)
+// Note: lp1 is the tail, lp2 is the head of the line (vector).
+double Geometry::ParameterOfLineAndPoint(Point tail, Point head, Point point)
{
// Geometric interpretation:
// The parameterized point on the vector lineSegment is where the normal of
// the perpendicular lies beyond the 1st endpoint. If pp > 1, then the
// perpendicular lies beyond the 2nd endpoint.
- Vector lineSegment = lp1 - lp2;
+ Vector lineSegment = head - tail;
double magnitude = lineSegment.Magnitude();
- Vector pointSegment = point - lp2;
+ Vector pointSegment = point - tail;
double t = lineSegment.Dot(pointSegment) / (magnitude * magnitude);
return t;
}
return Vector(rotationPoint.x + px, rotationPoint.y + py, 0);
}
+
+double Geometry::Determinant(Point p1, Point p2)
+{
+ return (p1.x * p2.y) - (p2.x * p1.y);
+}
+
+
+/*
+Intersecting line segments:
+An easier way:
+Segment L1 has edges A=(a1,a2), A'=(a1',a2').
+Segment L2 has edges B=(b1,b2), B'=(b1',b2').
+Segment L1 is the set of points tA'+(1-t)A, where 0<=t<=1.
+Segment L2 is the set of points sB'+(1-s)B, where 0<=s<=1.
+Segment L1 meet segment L2 if and only if for some t and s we have
+tA'+(1-t)A=sB'+(1-s)B
+The solution of this with respect to t and s is
+
+t=((-b?'a?+b?'b?+b?a?+a?b?'-a?b?-b?b?')/(b?'a?'-b?'a?-b?a?'+b?a?-a?'b?'+a?'b?+a?b?'-a?b?))
+
+s=((-a?b?+a?'b?-a?a?'+b?a?+a?'a?-b?a?')/(b?'a?'-b?'a?-b?a?'+b?a?-a?'b??+a?'b?+a?b?'-a?b?))
+
+So check if the above two numbers are both >=0 and <=1.
+*/
+
+
+#if 0
+// Finds the intesection between two objects (if any)
+bool Geometry::Intersects(Object * obj1, Object * obj2, double * t, double * s)
+{
+}
+#endif
+
+// Finds the intersection between two lines (if any)
+int Geometry::Intersects(Line * l1, Line * l2, double * tp/*= 0*/, double * up/*= 0*/)
+{
+ Vector r(l1->position, l1->endpoint);
+ Vector s(l2->position, l2->endpoint);
+ Vector v1 = l2->position - l1->position;
+// Vector v1 = l1->position - l2->position;
+
+ double rxs = (r.x * s.y) - (s.x * r.y);
+
+ if (rxs == 0)
+ return 0;
+
+ double t = ((v1.x * s.y) - (s.x * v1.y)) / rxs;
+ double u = ((v1.x * r.y) - (r.x * v1.y)) / rxs;
+/*
+Now there are five cases:
+
+1. If r × s = 0 and (q − p) × r = 0, then the two lines are collinear. If in addition, either 0 ≤ (q − p) · r ≤ r · r or 0 ≤ (p − q) · s ≤ s · s, then the two lines are overlapping.
+
+2. If r × s = 0 and (q − p) × r = 0, but neither 0 ≤ (q − p) · r ≤ r · r nor 0 ≤ (p − q) · s ≤ s · s, then the two lines are collinear but disjoint.
+
+3. If r × s = 0 and (q − p) × r ≠0, then the two lines are parallel and non-intersecting.
+
+4. If r × s ≠0 and 0 ≤ t ≤ 1 and 0 ≤ u ≤ 1, the two line segments meet at the point p + t r = q + u s.
+
+5. Otherwise, the two line segments are not parallel but do not intersect.
+*/
+ // Return parameter values, if user passed in valid pointers
+ if (tp)
+ *tp = t;
+
+ if (up)
+ *up = u;
+
+ // If the parameters are in range, we have overlap!
+ if ((t >= 0) && (t <= 1.0) && (u >= 0) && (u <= 1.0))
+ return 1;
+
+ return 0;
+}
+
+
+// Finds the intesection(s) between a line and a circle (if any)
+int Geometry::Intersects(Line * l, Circle * c, double * tp/*= 0*/, double * up/*= 0*/, double * vp/*= 0*/, double * wp/*= 0*/)
+{
+#if 0
+ Vector center = c->position;
+ Vector v1 = l->position - center;
+ Vector v2 = l->endpoint - center;
+ Vector d = v2 - v1;
+ double dr = d.Magnitude();
+ double determinant = (v1.x * v2.y) - (v1.y * v2.x);
+
+ double discriminant = ((c->radius * c->radius) * (dr * dr)) - (determinant * determinant);
+
+ if (discriminant < 0)
+ return false;
+
+
+
+ return true;
+#else
+/*
+I'm thinking a better approach to this might be as follows:
+
+-- Get the distance of the circle's center from the line segment. If it's
+ > the radius, it doesn't intersect.
+-- If the parameter is off the line segment, check distance to endpoints. (Not sure
+ how to proceed from here, it's different than the following.)
+ [Actually, you can use the following for all of it. You only know if you have
+ an intersection at the last step, which is OK.]
+-- If the radius == distance, we have a tangent line.
+-- If radius > distance, use Pythagorus to find the length on either side of the
+ normal to the spots where the hypotenuse (== radius' length) contact the line.
+-- Use those points to find the parameter on the line segment; if they're not on
+ the line segment, no intersection.
+*/
+ double t = ParameterOfLineAndPoint(l->position, l->endpoint, c->position);
+//small problem here: it clamps the result to the line segment. NOT what we want
+//here! !!! FIX !!! [DONE]
+ Vector p = l->GetPointAtParameter(t);
+ double distance = Vector::Magnitude(c->position, p);
+
+ // If the center of the circle is farther from the line than the radius, fail.
+ if (distance > c->radius)
+ return 0;
+
+ // Now we have to check for intersection points.
+ // Tangent case: (needs to return something)
+ if ((distance == c->radius) && (t >= 0.0) && (t <= 1.0))
+ return 1;
+
+ // The line intersects the circle in two points (possibly). Use Pythagorus
+ // to find them for testing.
+ double offset = sqrt((c->radius * c->radius) - (distance * distance));
+//need to convert distance to paramter value... :-/
+//t = position on line / length of line segment, so if we divide the offset by length,
+//that should give us what we want.
+ double length = Vector::Magnitude(l->position, l->endpoint);
+ double t1 = t + (offset / length);
+ double t2 = t - (offset / length);
+
+//need to find angles for the circle...
+ Vector cp1 = l->position + (Vector(l->position, l->endpoint) * (length * t1));
+ Vector cp2 = l->position + (Vector(l->position, l->endpoint) * (length * t2));
+ double a1 = Vector(c->position, cp1).Angle();
+ double a2 = Vector(c->position, cp2).Angle();
+
+//instead of this, return a # which is the # of intersections. [DONE]
+ int intersections = 0;
+
+ // Now check for if the parameters are in range
+ if ((t1 >= 0) && (t1 <= 1.0))
+ {
+ intersections++;
+ }
+
+ if ((t2 >= 0) && (t2 <= 1.0))
+ {
+ intersections++;
+ }
+
+ return intersections;
+#endif
+}
+
+
#include "vector.h"
+class Line;
+class Circle;
+
class Geometry
{
public:
static double ParameterOfLineAndPoint(Point, Point, Point);
static Point MirrorPointAroundLine(Point, Point, Point);
static Point RotatePointAroundPoint(Point, Point, double);
+ static double Determinant(Point, Point);
+ static int Intersects(Line *, Line *, double * tp = 0, double * up = 0);
+ static int Intersects(Line * l, Circle * c, double * tp = 0, double * up = 0, double * vp = 0, double * wp = 0);
};
#endif // __GEOMETRY_H__
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)
{
return true;
}
}
+#endif
if (state == OSInactive)
{
needUpdate = true;
//doesn't work QMainWindow::statusBar()->setText("You are manipulating a line");
+
+ // Tell connected objects to move themselves...
+ if (draggingLine)
+ {
+ std::vector<Connection>::iterator i;
+
+ for(i=connected.begin(); i!=connected.end(); i++)
+ {
+ if ((*i).object->type == OTLine)
+ ((Line *)((*i).object))->MovePointAtParameter((*i).t, delta);
+ }
+ }
}
/*
/*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
hitLine = true;
return (hitPoint1 || hitPoint2 || hitLine ? true : false);
-// return HitStateChanged();
}
/*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
if (parameter <= 0)
return position;
else if (parameter >= 1.0)
return endpoint;
+#endif
- // 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;
+ // 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)
+{
+ if (parameter == 0)
+ position += v;
+ else if (parameter == 1.0)
+ endpoint += v;
+ else
+ {} // Not sure how to handle this case :-P
}
}
-void Line::SetDimensionOnLine(Dimension * dimension/*=NULL*/)
+void Line::SetDimensionOnLine(Dimension * dimension/*= NULL*/)
{
// If they don't pass one in, create it for the caller.
if (dimension == NULL)
class Line: public Object
{
+ friend class Geometry;
+
public:
Line(Vector, Vector, Object * p = 0);
~Line();
virtual void Enumerate(FILE *);
virtual Object * Copy(void);
virtual Vector GetPointAtParameter(double parameter);
+ virtual void MovePointAtParameter(double parameter, Vector);
virtual QRectF Extents(void);
virtual void Translate(Vector);
virtual void Rotate(Point, double);
class Object
{
+ friend class Geometry;
+
public:
Object();
Object(Vector, Object * passedInParent = 0);
virtual void Enumerate(FILE *);
virtual Object * Copy(void);
virtual Vector GetPointAtParameter(double parameter);
+//Not yet, soon though virtual void MovePointAtParameter(double parameter, Vector);
virtual void Connect(Object *, double);
virtual void Disconnect(Object *, double);
virtual void DisconnectAll(Object *);
-//\r
-// vector.cpp: Various structures used for 3 dimensional imaging\r
-//\r
-// by James Hammons\r
-// (C) 2006 Underground Software\r
-//\r
-// JLH = James L. Hammons <jlhamm@acm.org>\r
-//\r
-// WHO WHEN WHAT\r
-// --- ---------- ------------------------------------------------------------\r
-// JLH 09/19/2006 Created this file\r
-// JLH 03/22/2011 Moved implementation of constructor from header to here\r
-// JLH 04/02/2011 Fixed divide-by-zero bug in Unit(), added Angle() function\r
-// JLH 08/04/2013 Added Parameter() function\r
-//\r
-\r
-#include "vector.h"\r
-\r
-#include <math.h> // For sqrt()\r
-#include "mathconstants.h"\r
-\r
-// Vector implementation\r
-\r
-Vector::Vector(double xx/*= 0*/, double yy/*= 0*/, double zz/*= 0*/): x(xx), y(yy), z(zz)\r
-{\r
-}\r
-\r
-\r
-Vector::Vector(Vector head, Vector tail): x(head.x - tail.x), y(head.y - tail.y), z(head.z - tail.z)\r
-{\r
-}\r
-\r
-\r
-Vector Vector::operator=(Vector const v)\r
-{\r
- x = v.x, y = v.y, z = v.z;\r
-\r
- return *this;\r
-}\r
-\r
-\r
-Vector Vector::operator+(Vector const v)\r
-{\r
- return Vector(x + v.x, y + v.y, z + v.z);\r
-}\r
-\r
-\r
-Vector Vector::operator-(Vector const v)\r
-{\r
- return Vector(x - v.x, y - v.y, z - v.z);\r
-}\r
-\r
-\r
-// Unary negation\r
-\r
-Vector Vector::operator-(void)\r
-{\r
- return Vector(-x, -y, -z);\r
-}\r
-\r
-\r
-// Vector x constant\r
-\r
-Vector Vector::operator*(double const v)\r
-{\r
- return Vector(x * v, y * v, z * v);\r
-}\r
-\r
-\r
-// Vector x constant\r
-\r
-Vector Vector::operator*(float const v)\r
-{\r
- return Vector(x * v, y * v, z * v);\r
-}\r
-\r
-\r
-// Vector / constant\r
-\r
-Vector Vector::operator/(double const v)\r
-{\r
- return Vector(x / v, y / v, z / v);\r
-}\r
-\r
-\r
-// Vector / constant\r
-\r
-Vector Vector::operator/(float const v)\r
-{\r
- return Vector(x / v, y / v, z / v);\r
-}\r
-\r
-\r
-// Vector (cross) product\r
-\r
-Vector Vector::operator*(Vector const v)\r
-{\r
- // a x b = [a2b3 - a3b2, a3b1 - a1b3, a1b2 - a2b1]\r
- return Vector((y * v.z) - (z * v.y), (z * v.x) - (x * v.z), (x * v.y) - (y * v.x));\r
-}\r
-\r
-\r
-// Dot product\r
-\r
-double Vector::Dot(Vector const v)\r
-{\r
- return (x * v.x) + (y * v.y) + (z * v.z);\r
-}\r
-\r
-\r
-// Vector x constant, self assigned\r
-\r
-Vector& Vector::operator*=(double const v)\r
-{\r
- x *= v, y *= v, z *= v;\r
-\r
- return *this;\r
-}\r
-\r
-\r
-// Vector / constant, self assigned\r
-\r
-Vector& Vector::operator/=(double const v)\r
-{\r
- x /= v, y /= v, z /= v;\r
-\r
- return *this;\r
-}\r
-\r
-// Vector + vector, self assigned\r
-\r
-Vector& Vector::operator+=(Vector const v)\r
-{\r
- x += v.x, y += v.y, z += v.z;\r
-\r
- return *this;\r
-}\r
-\r
-\r
-// Vector + constant, self assigned\r
-\r
-Vector& Vector::operator+=(double const v)\r
-{\r
- x += v, y += v, z += v;\r
-\r
- return *this;\r
-}\r
-\r
-\r
-// Vector - vector, self assigned\r
-\r
-Vector& Vector::operator-=(Vector const v)\r
-{\r
- x -= v.x, y -= v.y, z -= v.z;\r
-\r
- return *this;\r
-}\r
-\r
-\r
-// Vector - constant, self assigned\r
-\r
-Vector& Vector::operator-=(double const v)\r
-{\r
- x -= v, y -= v, z -= v;\r
-\r
- return *this;\r
-}\r
-\r
-\r
-// Check for equality\r
-bool Vector::operator==(Vector const v)\r
-{\r
- return (x == v.x && y == v.y && z == v.z ? true : false);\r
-}\r
-\r
-\r
-// Check for inequality\r
-bool Vector::operator!=(Vector const v)\r
-{\r
- return (x != v.x || y != v.y || z != v.z ? true : false);\r
-}\r
-\r
-\r
-Vector Vector::Unit(void)\r
-{\r
- double mag = Magnitude();\r
-\r
- // If the magnitude of the vector is zero, then the Unit vector is undefined...\r
- if (mag == 0)\r
- return Vector(0, 0, 0);\r
-\r
- return Vector(x / mag, y / mag, z / mag);\r
-}\r
-\r
-\r
-double Vector::Magnitude(void)\r
-{\r
- return sqrt(x * x + y * y + z * z);\r
-}\r
-\r
-\r
-double Vector::Angle(void)\r
-{\r
- // acos returns a value between zero and PI, which means we don't know which\r
- // quadrant the angle is in... Though, if the y-coordinate of the vector is\r
- // negative, that means that the angle is in quadrants III - IV.\r
- double rawAngle = acos(Unit().x);\r
- double correctedAngle = (y < 0 ? (2.0 * PI) - rawAngle : rawAngle);\r
-\r
- return correctedAngle;\r
-}\r
-\r
-\r
-bool Vector::isZero(double epsilon/*= 1e-6*/)\r
-{\r
- return (fabs(x) < epsilon && fabs(y) < epsilon && fabs(z) < epsilon ? true : false);\r
-}\r
-\r
-\r
-// Class methods\r
-\r
-double Vector::Dot(Vector v1, Vector v2)\r
-{\r
- return (v1.x * v2.x) + (v1.y * v2.y) + (v1.z * v2.z);\r
-}\r
-\r
-\r
-double Vector::Magnitude(Vector v1, Vector v2)\r
-{\r
- double xx = v1.x - v2.x;\r
- double yy = v1.y - v2.y;\r
- double zz = v1.z - v2.z;\r
- return sqrt(xx * xx + yy * yy + zz * zz);\r
-}\r
-\r
-\r
-// Returns the parameter of a point in space to this vector. If the parameter\r
-// is between 0 and 1, the normal of the vector to the point is on the vector.\r
-double Vector::Parameter(Vector v1, Vector v2, Vector p)\r
-{\r
- // Geometric interpretation:\r
- // The parameterized point on the vector lineSegment is where the normal of\r
- // the lineSegment to the point intersects lineSegment. If the pp < 0, then\r
- // the perpendicular lies beyond the 1st endpoint. If pp > 1, then the\r
- // perpendicular lies beyond the 2nd endpoint.\r
-\r
- Vector lineSegment = v1 - v2;\r
- double magnitude = lineSegment.Magnitude();\r
- Vector pointSegment = p - v2;\r
- double t = lineSegment.Dot(pointSegment) / (magnitude * magnitude);\r
- return t;\r
-}\r
-\r
-\r
-// Return the normal to the linesegment formed by the passed in points.\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 = (v1 - v2).Unit();\r
- return Vector(-v.y, v.x);\r
-}\r
-\r
+//
+// vector.cpp: Various structures used for 3 dimensional imaging
+//
+// by James Hammons
+// (C) 2006 Underground Software
+//
+// JLH = James L. Hammons <jlhamm@acm.org>
+//
+// WHO WHEN WHAT
+// --- ---------- ------------------------------------------------------------
+// JLH 09/19/2006 Created this file
+// JLH 03/22/2011 Moved implementation of constructor from header to here
+// JLH 04/02/2011 Fixed divide-by-zero bug in Unit(), added Angle() function
+// JLH 08/04/2013 Added Parameter() function
+//
+
+#include "vector.h"
+
+#include <math.h> // For sqrt()
+#include "mathconstants.h"
+
+// Vector implementation
+
+Vector::Vector(double xx/*= 0*/, double yy/*= 0*/, double zz/*= 0*/): x(xx), y(yy), z(zz)
+{
+}
+
+
+Vector::Vector(Vector tail, Vector head): x(head.x - tail.x), y(head.y - tail.y), z(head.z - tail.z)
+{
+}
+
+
+Vector Vector::operator=(Vector const v)
+{
+ x = v.x, y = v.y, z = v.z;
+
+ return *this;
+}
+
+
+Vector Vector::operator+(Vector const v)
+{
+ return Vector(x + v.x, y + v.y, z + v.z);
+}
+
+
+Vector Vector::operator-(Vector const v)
+{
+ return Vector(x - v.x, y - v.y, z - v.z);
+}
+
+
+// Unary negation
+
+Vector Vector::operator-(void)
+{
+ return Vector(-x, -y, -z);
+}
+
+
+// Vector x constant
+
+Vector Vector::operator*(double const v)
+{
+ return Vector(x * v, y * v, z * v);
+}
+
+
+// Vector x constant
+
+Vector Vector::operator*(float const v)
+{
+ return Vector(x * v, y * v, z * v);
+}
+
+
+// Vector / constant
+
+Vector Vector::operator/(double const v)
+{
+ return Vector(x / v, y / v, z / v);
+}
+
+
+// Vector / constant
+
+Vector Vector::operator/(float const v)
+{
+ return Vector(x / v, y / v, z / v);
+}
+
+
+// Vector (cross) product
+
+Vector Vector::operator*(Vector const v)
+{
+ // a x b = [a2b3 - a3b2, a3b1 - a1b3, a1b2 - a2b1]
+ return Vector((y * v.z) - (z * v.y), (z * v.x) - (x * v.z), (x * v.y) - (y * v.x));
+}
+
+
+// Dot product
+
+double Vector::Dot(Vector const v)
+{
+ return (x * v.x) + (y * v.y) + (z * v.z);
+}
+
+
+// Vector x constant, self assigned
+
+Vector& Vector::operator*=(double const v)
+{
+ x *= v, y *= v, z *= v;
+
+ return *this;
+}
+
+
+// Vector / constant, self assigned
+
+Vector& Vector::operator/=(double const v)
+{
+ x /= v, y /= v, z /= v;
+
+ return *this;
+}
+
+// Vector + vector, self assigned
+
+Vector& Vector::operator+=(Vector const v)
+{
+ x += v.x, y += v.y, z += v.z;
+
+ return *this;
+}
+
+
+// Vector + constant, self assigned
+
+Vector& Vector::operator+=(double const v)
+{
+ x += v, y += v, z += v;
+
+ return *this;
+}
+
+
+// Vector - vector, self assigned
+
+Vector& Vector::operator-=(Vector const v)
+{
+ x -= v.x, y -= v.y, z -= v.z;
+
+ return *this;
+}
+
+
+// Vector - constant, self assigned
+
+Vector& Vector::operator-=(double const v)
+{
+ x -= v, y -= v, z -= v;
+
+ return *this;
+}
+
+
+// Check for equality
+bool Vector::operator==(Vector const v)
+{
+ return (x == v.x && y == v.y && z == v.z ? true : false);
+}
+
+
+// Check for inequality
+bool Vector::operator!=(Vector const v)
+{
+ return (x != v.x || y != v.y || z != v.z ? true : false);
+}
+
+
+Vector Vector::Unit(void)
+{
+ double mag = Magnitude();
+
+ // If the magnitude of the vector is zero, then the Unit vector is undefined...
+ if (mag == 0)
+ return Vector(0, 0, 0);
+
+ return Vector(x / mag, y / mag, z / mag);
+}
+
+
+double Vector::Magnitude(void)
+{
+ return sqrt(x * x + y * y + z * z);
+}
+
+
+double Vector::Angle(void)
+{
+ // acos returns a value between zero and PI, which means we don't know which
+ // quadrant the angle is in... Though, if the y-coordinate of the vector is
+ // negative, that means that the angle is in quadrants III - IV.
+ double rawAngle = acos(Unit().x);
+ double correctedAngle = (y < 0 ? (2.0 * PI) - rawAngle : rawAngle);
+
+ return correctedAngle;
+}
+
+
+bool Vector::isZero(double epsilon/*= 1e-6*/)
+{
+ return (fabs(x) < epsilon && fabs(y) < epsilon && fabs(z) < epsilon ? true : false);
+}
+
+
+// Class methods
+
+double Vector::Dot(Vector v1, Vector v2)
+{
+ return (v1.x * v2.x) + (v1.y * v2.y) + (v1.z * v2.z);
+}
+
+
+double Vector::Magnitude(Vector v1, Vector v2)
+{
+ double xx = v1.x - v2.x;
+ double yy = v1.y - v2.y;
+ double zz = v1.z - v2.z;
+ return sqrt((xx * xx) + (yy * yy) + (zz * zz));
+}
+
+
+// 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.
+// Note: v1 is the tail, v2 is the head of the line (vector).
+double Vector::Parameter(Vector tail, Vector head, 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 = head - tail;
+ double magnitude = lineSegment.Magnitude();
+ Vector pointSegment = p - tail;
+ double t = lineSegment.Dot(pointSegment) / (magnitude * magnitude);
+ return t;
+}
+
+
+// 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)
+// [v1 should be the tail, v2 should be the head, in which case the normal should
+// rotate anti-clockwise.]
+///*static*/ Vector Vector::Normal(Vector v1, Vector v2)
+/*static*/ Vector Vector::Normal(Vector tail, Vector head)
+{
+// Vector v = (v1 - v2).Unit();
+ Vector v = (head - tail).Unit();
+ return Vector(-v.y, v.x);
+}
+
-//\r
-// vector.h (Last modified: 6/28/2001)\r
-//\r
-// Various structures used for 3 dimensional imaging\r
-//\r
-// by James L. Hammons\r
-// (C) 2001 Underground Software\r
-//\r
-\r
-#ifndef __VECTOR_H__\r
-#define __VECTOR_H__\r
-\r
-// What we'll do here is create the vector type and use typedef to alias Point to it. Yeah, that's it.\r
-\r
-class Vector\r
-{\r
- public:\r
- Vector(double xx = 0, double yy = 0, double zz = 0);\r
- Vector(Vector head, Vector tail); // Create vector from two points\r
- Vector operator=(Vector const v);\r
- Vector operator+(Vector const v);\r
- Vector operator-(Vector const v);\r
- Vector operator-(void); // Unary negation\r
- Vector operator*(double const v); // Vector times constant (double)\r
- Vector operator*(float const v); // Vector times constant (float)\r
- Vector operator/(double const v); // Vector divided by constant (double)\r
- Vector operator/(float const v); // Vector divided by constant (float)\r
- Vector operator*(Vector const v); // Vector product\r
- double Dot(Vector const v); // Dot product\r
-\r
- Vector& operator*=(double const v); // Vector times constant self-assignment\r
- Vector& operator/=(double const v); // Vector divided by constant self-assignment\r
- Vector& operator+=(Vector const v); // Vector plus Vector self-assignment\r
- Vector& operator+=(double const v); // Vector plus constant self-assignment\r
- Vector& operator-=(Vector const v); // Vector minus Vector self-assignment\r
- Vector& operator-=(double const v); // Vector minus constant self-assignment\r
-\r
- bool operator==(Vector const v); // Check for equality\r
- bool operator!=(Vector const v); // Check for inequality\r
-\r
- Vector Unit(void);\r
- double Magnitude(void);\r
- double Angle(void);\r
- bool isZero(double epsilon = 1e-6);\r
-\r
- // Class methods\r
-\r
- static double Dot(Vector v1, Vector v2);\r
- static double Magnitude(Vector v1, Vector v2);\r
- static double Parameter(Vector v1, Vector v2, Vector p);\r
- static Vector Normal(Vector v1, Vector v2);\r
-\r
- public:\r
- double x, y, z;\r
-};\r
-\r
-typedef Vector Point;\r
-\r
-#endif // __VECTOR_H__\r
+//
+// vector.h (Last modified: 6/28/2001)
+//
+// Various structures used for 3 dimensional imaging
+//
+// by James L. Hammons
+// (C) 2001 Underground Software
+//
+
+#ifndef __VECTOR_H__
+#define __VECTOR_H__
+
+// What we'll do here is create the vector type and use typedef to alias Point to it. Yeah, that's it.
+
+class Vector
+{
+ public:
+ Vector(double xx = 0, double yy = 0, double zz = 0);
+ Vector(Vector tail, Vector head); // Create vector from two points
+ Vector operator=(Vector const v);
+ Vector operator+(Vector const v);
+ Vector operator-(Vector const v);
+ Vector operator-(void); // Unary negation
+ Vector operator*(double const v); // Vector times constant (double)
+ Vector operator*(float const v); // Vector times constant (float)
+ Vector operator/(double const v); // Vector divided by constant (double)
+ Vector operator/(float const v); // Vector divided by constant (float)
+ Vector operator*(Vector const v); // Vector product
+ double Dot(Vector const v); // Dot product
+
+ Vector& operator*=(double const v); // Vector times constant self-assignment
+ Vector& operator/=(double const v); // Vector divided by constant self-assignment
+ Vector& operator+=(Vector const v); // Vector plus Vector self-assignment
+ Vector& operator+=(double const v); // Vector plus constant self-assignment
+ Vector& operator-=(Vector const v); // Vector minus Vector self-assignment
+ Vector& operator-=(double const v); // Vector minus constant self-assignment
+
+ bool operator==(Vector const v); // Check for equality
+ bool operator!=(Vector const v); // Check for inequality
+
+ Vector Unit(void);
+ double Magnitude(void);
+ double Angle(void);
+ bool isZero(double epsilon = 1e-6);
+
+ // Class methods
+
+ static double Dot(Vector v1, Vector v2);
+ static double Magnitude(Vector v1, Vector v2);
+ static double Parameter(Vector v1, Vector v2, Vector p);
+ static Vector Normal(Vector v1, Vector v2);
+
+ public:
+ double x, y, z;
+};
+
+typedef Vector Point;
+
+#endif // __VECTOR_H__