3 // Part of the Architektonas Project
4 // (C) 2011 Underground Software
5 // See the README and GPLv3 files for licensing and warranty information
7 // JLH = James Hammons <jlhamm@acm.org>
10 // --- ---------- ------------------------------------------------------------
11 // JLH 03/30/2011 Created this file
12 // JLH 04/03/2011 Added information panel (angles) rendering
13 // JLH 08/16/2013 Added continuous user feedack like for Line and Circle
20 #include "mathconstants.h"
24 Arc::Arc(Vector p1, double r, double a1, double a2, Object * p/*= NULL*/):
25 Object(p1, p), /*type(OTArc),*/ radius(r), startAngle(a1), angleSpan(a2),
26 draggingCenter(false), draggingEdge(false), draggingRotate(false),
28 hitCenter(false), hitArc(false), hitRotate(false), hitSpan(false)
30 // This is in the base class, why can't we use the contructor to fill it???
41 /*virtual*/ void Arc::Draw(Painter * painter)
44 painter->SetPen(QPen(Qt::red, 2.0, Qt::DotLine));
46 Point p1(cos(startAngle), sin(startAngle));
47 Point p2(cos(startAngle + angleSpan), sin(startAngle + angleSpan));
48 Vector handle2 = (p1 * radius) + position;
49 Vector handle3 = (p2 * radius) + position;
51 if ((state == OSSelected) || ((state == OSInactive) && hitRotate))
52 painter->DrawHandle(handle2);
54 if ((state == OSSelected) || ((state == OSInactive) && hitSpan))
55 painter->DrawHandle(handle3);
57 if ((state == OSSelected) || ((state == OSInactive) && hitCenter))
58 painter->DrawHandle(position);
60 if ((state == OSInactive) && !hitArc)
61 painter->SetPen(QPen(Qt::black, 1.0, Qt::SolidLine));
63 painter->DrawArc(position, radius, startAngle, angleSpan);
65 if (draggingRotate || draggingSpan)
69 // If we rotating, we draw a guideline showing the angle we're
71 Point p3(cos(oldAngle), sin(oldAngle));
72 Vector oldLine = (p3 * (radius * 1.25)) + position;
73 pen = QPen(QColor(0x80, 0x80, 0x80), 1.0, Qt::DashLine);
75 // painter->DrawLine((int)position.x, (int)position.y, (int)oldLine.x, (int)oldLine.y);
76 painter->DrawLine(position, oldLine);
79 // In rotating and setting the span, we draw a line showing where
80 // we angle/span is that we're setting.
81 pen = QPen(QColor(0x00, 0xC0, 0x80), 1.0, Qt::DashLine);
83 painter->DrawLine((int)position.x, (int)position.y, (int)oldPoint.x, (int)oldPoint.y);
86 // If we're rotating or setting the span, draw an information panel
87 // showing both absolute and relative angles being set.
88 if (draggingRotate || draggingSpan || draggingEdge)
90 double absAngle = (Vector(oldPoint - position).Angle()) * RADIANS_TO_DEGREES;
91 double relAngle = (startAngle >= oldAngle ? startAngle - oldAngle :
92 startAngle - oldAngle + (2.0 * PI)) * RADIANS_TO_DEGREES;
98 text = QObject::tr("Abs ") + QChar(0x2221) + ": %1" + QChar(0x00B0)
99 + QObject::tr("\nRel ") + QChar(0x2221) + ": %2" + QChar(0x00B0);
100 text = text.arg(absAngle, 0, 'd', 4).arg(relAngle, 0, 'd', 4);
102 else if (draggingSpan)
104 text = QObject::tr("Abs ") + QChar(0x2221) + ": %1" + QChar(0x00B0)
105 + QObject::tr("\nSpan: %2") + QChar(0x00B0);
106 text = text.arg(absAngle, 0, 'd', 4).arg(angleSpan * RADIANS_TO_DEGREES, 0, 'd', 4);
108 else if (draggingEdge)
110 text = QObject::tr("Radius: %1\nScale: %2%");
111 text = text.arg(radius, 0, 'd', 4).arg(radius / oldRadius * 100.0, 0, 'd', 0);
115 pen = QPen(QColor(0x00, 0xFF, 0x00), 1.0, Qt::SolidLine);
116 painter->SetPen(pen);
117 painter->SetBrush(QBrush(QColor(0x40, 0xFF, 0x40, 0x9F)));
118 QRectF textRect(10.0, 10.0, 270.0, 70.0); // x, y, w, h
119 painter->DrawRoundedRect(textRect, 7.0, 7.0);
121 textRect.setLeft(textRect.left() + 14);
122 painter->SetFont(*Object::font);
123 pen = QPen(QColor(0x00, 0x5F, 0xDF));
124 painter->SetPen(pen);
125 painter->DrawText(textRect, Qt::AlignVCenter, text);
127 painter->DrawInformativeText(text);
133 /*virtual*/ Vector Arc::Center(void)
140 We need at least *four* handles for this object:
144 - one for setting the span of the arc
146 We need to think about the intuitive way (if there is any) to grab and
147 manipulate a complex object like this... Need to think, "What should happen when
148 I click here and drag there?"
150 Also: should put the snap logic into the Object base class (as a static method)...
153 /*virtual*/ bool Arc::Collided(Vector point)
155 // Someone told us to fuck off, so we'll fuck off. :-)
159 objectWasDragged = false;
160 bool hitSomething = HitTest(point);
161 draggingCenter = hitCenter;
162 draggingEdge = hitArc;
163 draggingRotate = hitRotate;
164 draggingSpan = hitSpan;
166 // Now that we've done our hit testing on the non-snapped point, snap it if
169 point = SnapPointToGrid(point);
173 We want the arc to go into OSSelected mode if we click on it but don't drag.
174 If we don't click anywhere on the arc, then we want it to go into OSInactive mode.
175 Otherwise, we hit a handle and we want to modify the object whether it's in
176 OSSelected mode or not.
178 If I, go to S. Can drag, but only handles 2, 3, & 4 (since the center is not highlighted
180 However, if dragging, revert to I once finished.
182 If S, stay in S. Can drag all.
184 So, we know this. If wasDragged is true, then there's a chance we need to revert to I.
187 So. We have a matrix that looks like this:
201 so let's do like this:
209 oldAngle = startAngle;
219 /*virtual*/ bool Arc::PointerMoved(Vector point)
221 // one other thing to check here for is if a modifier key is being held as well,
222 // to allow for multi-selection
223 if (selectionInProgress)
225 // Check for whether or not the rect contains this circle
226 // if (selection.normalized().contains(Extents()))
227 if (selection.contains(Extents()))
235 // The TLC will send these messages if the object is selected but not clicked on.
236 // So we have to be careful with our assumptions here.
237 // This is actually untrue in that case, we need to come up with something better
239 // objectWasDragged = true;
240 // needUpdate = false;
242 bool hovered = HitTest(point);
243 needUpdate = HitStateChanged();
244 objectWasDragged = (draggingCenter | draggingEdge | draggingRotate | draggingSpan);
246 if (objectWasDragged)
248 // if (!(hitHandle1 || hitHandle2 || hitHandle3 || hitHandle4))
251 // Vector delta = point - oldPoint;
255 else if (draggingEdge)
256 radius = Vector::Magnitude(point, position);
257 else if (draggingRotate)
259 startAngle = Vector(point - position).Angle();
261 else if (draggingSpan)
263 double angle = Vector(point - position).Angle();
265 if (angle < startAngle)
268 angleSpan = angle - startAngle;
271 // Why save this? For rendering code?
273 // needUpdate = true;
278 /*virtual*/ void Arc::PointerReleased(void)
280 // Mouse went up, so our dragging is done (if any *was* done, that is)
281 // hitHandle1 = hitHandle2 = hitHandle3 = hitHandle4 = false;
282 draggingCenter = draggingEdge = draggingRotate = draggingSpan = false;
283 hitCenter = hitArc = hitRotate = hitSpan = false;
285 // If the object was dragged, then revert to the old state.
286 // Otherwise, we were probably just clicked, and want to stay in the selected state.
287 if (objectWasDragged)
292 /*virtual*/ bool Arc::HitTest(Point point)
294 hitCenter = hitArc = hitRotate = hitSpan = false;
298 the center of the arc
301 The point on a unit circle given an angle a is x = cos(a), y = sin(a)
302 This vector is already unitized, so all we need to do to get our point is to
303 multiply it by radius (to get the length correct) and add it to the center
304 point (to get the correct position).
306 // Vector v1(point, position); // Head minus tail (vector points at "point")
307 Vector v1(position, point); // Head minus tail (vector points at "point")
308 Point p1(cos(startAngle), sin(startAngle));
309 Point p2(cos(startAngle + angleSpan), sin(startAngle + angleSpan));
310 Vector handle2 = (p1 * radius) + position;
311 Vector handle3 = (p2 * radius) + position;
312 double pointerAngle = v1.Angle();
313 double length = v1.Magnitude();
316 if (v1.Magnitude() < 10.0)
318 else if (Vector(handle3 - point).Magnitude() < 10.0)
320 else if (Vector(handle2 - point).Magnitude() < 10.0)
322 else if ((v1.Magnitude() < radius + 3.0) && (v1.Magnitude() > radius - 3.0)
323 && AngleInArcSpan(pointerAngle))
326 if ((length * Painter::zoom) < 8.0)
328 else if (((fabs(length - radius) * Painter::zoom) < 2.0)
329 && AngleInArcSpan(pointerAngle))
331 else if ((Vector::Magnitude(handle2, point) * Painter::zoom) < 8.0)
333 else if ((Vector::Magnitude(handle3, point) * Painter::zoom) < 8.0)
337 return (hitCenter || hitArc || hitRotate || hitSpan ? true : false);
341 /*virtual*/ QRectF Arc::Extents(void)
343 double start = startAngle;
344 double end = start + angleSpan;
345 QPointF p1(cos(start), sin(start));
346 QPointF p2(cos(end), sin(end));
347 QRectF bounds(p1, p2);
349 // Swap X/Y coordinates if they're backwards...
350 if (bounds.left() > bounds.right())
352 double temp = bounds.left();
353 bounds.setLeft(bounds.right());
354 bounds.setRight(temp);
357 if (bounds.bottom() > bounds.top())
359 double temp = bounds.bottom();
360 bounds.setBottom(bounds.top());
364 // If the end of the arc is before the beginning, add 360 degrees to it
368 // Adjust the bounds depending on which axes are crossed
369 if ((start < PI_OVER_2) && (end > PI_OVER_2))
372 if ((start < PI) && (end > PI))
373 bounds.setLeft(-1.0);
375 if ((start < (PI + PI_OVER_2)) && (end > (PI + PI_OVER_2)))
376 bounds.setBottom(-1.0);
378 if ((start < (2.0 * PI)) && (end > (2.0 * PI)))
379 bounds.setRight(1.0);
381 if ((start < ((2.0 * PI) + PI_OVER_2)) && (end > ((2.0 * PI) + PI_OVER_2)))
384 if ((start < (3.0 * PI)) && (end > (3.0 * PI)))
385 bounds.setLeft(-1.0);
387 if ((start < ((3.0 * PI) + PI_OVER_2)) && (end > ((3.0 * PI) + PI_OVER_2)))
388 bounds.setBottom(-1.0);
390 bounds.setTopLeft(QPointF(bounds.left() * radius, bounds.top() * radius));
391 bounds.setBottomRight(QPointF(bounds.right() * radius, bounds.bottom() * radius));
392 bounds.translate(position.x, position.y);
398 start = 350, span = 20, end = 10, angle = 5
399 angle < start, so angle = 365
401 bool Arc::AngleInArcSpan(double angle)
403 // This should be simple except for a small complication: The start angle plus
404 // the angle span can end up being less than the start angle! So, to check
405 // for this possibility, we check to see if the angle passed in is less than
406 // the start angle and if so, add 2PI to the angle passed in. Then we take the
407 // difference between our start angle and this adjusted angle and see if it
408 // falls within our span.
409 if (angle < startAngle)
412 double passedInSpan = angle - startAngle;
414 return (passedInSpan <= angleSpan ? true : false);
418 void Arc::SaveHitState(void)
420 oldHitCenter = hitCenter;
422 oldHitRotate = hitRotate;
423 oldHitSpan = hitSpan;
427 bool Arc::HitStateChanged(void)
429 if ((hitCenter != oldHitCenter)
430 || (hitArc != oldHitArc)
431 || (hitRotate != oldHitRotate)
432 || (hitSpan != oldHitSpan))
439 /*virtual*/ void Arc::Enumerate(FILE * file)
441 fprintf(file, "ARC %i (%lf,%lf) %lf, %lf, %lf\n", layer, position.x, position.y, radius, startAngle, angleSpan);
445 /*virtual*/ Object * Arc::Copy(void)
447 #warning "!!! This doesn't take care of attached Dimensions !!!"
449 This is a real problem. While having a pointer in the Dimension to this line's points
450 is fast & easy, it creates a huge problem when trying to replicate an object like this.
452 Maybe a way to fix that then, is to have reference numbers instead of pointers. That
453 way, if you copy them, ... you might still have problems. Because you can't be sure if
454 a copy will be persistant or not, you then *definitely* do not want them to have the
455 same reference number.
457 return new Arc(position, radius, startAngle, angleSpan, parent);
461 /*virtual*/ void Arc::Rotate(Point point, double angle)
463 Point c1 = Geometry::RotatePointAroundPoint(position, point, angle);
464 Point ap1(cos(startAngle), sin(startAngle));
465 Point angleStartPoint = (ap1 * radius) + position;
466 Point c2 = Geometry::RotatePointAroundPoint(angleStartPoint, point, angle);
469 startAngle = Vector(c2, c1).Angle();
473 /*virtual*/ void Arc::Mirror(Point p1, Point p2)
475 Point c1 = Geometry::MirrorPointAroundLine(position, p1, p2);
476 Point ap1(cos(startAngle + angleSpan), sin(startAngle + angleSpan));
477 Point angleEndPoint = (ap1 * radius) + position;
478 Point c2 = Geometry::MirrorPointAroundLine(angleEndPoint, p1, p2);
481 startAngle = Vector(c2, c1).Angle();
485 /*virtual*/ void Arc::Save(void)
489 oldStartAngle = startAngle;
490 oldAngleSpan = angleSpan;
494 /*virtual*/ void Arc::Restore(void)
498 startAngle = oldStartAngle;
499 angleSpan = oldAngleSpan;