solvespace/groupmesh.cpp

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#include "solvespace.h"
#define gs (SS.GW.gs)
bool Group::AssembleLoops(void) {
SBezierList sbl;
ZERO(&sbl);
int i;
for(i = 0; i < SS.entity.n; i++) {
Entity *e = &(SS.entity.elem[i]);
if(e->group.v != h.v) continue;
if(e->construction) continue;
e->GenerateBezierCurves(&sbl);
}
bool allClosed;
bezierLoopSet = SBezierLoopSet::From(&sbl, &poly,
&allClosed, &(polyError.notClosedAt));
sbl.Clear();
return allClosed;
}
void Group::GenerateLoops(void) {
poly.Clear();
bezierLoopSet.Clear();
if(type == DRAWING_3D || type == DRAWING_WORKPLANE ||
type == ROTATE || type == TRANSLATE || type == IMPORTED)
{
if(AssembleLoops()) {
polyError.how = POLY_GOOD;
if(!poly.AllPointsInPlane(&(polyError.errorPointAt))) {
// The edges aren't all coplanar; so not a good polygon
polyError.how = POLY_NOT_COPLANAR;
poly.Clear();
bezierLoopSet.Clear();
}
if(poly.SelfIntersecting(&(polyError.errorPointAt))) {
polyError.how = POLY_SELF_INTERSECTING;
poly.Clear();
bezierLoopSet.Clear();
}
} else {
polyError.how = POLY_NOT_CLOSED;
poly.Clear();
bezierLoopSet.Clear();
}
}
}
void Group::GenerateShellForStepAndRepeat(void) {
Group *src = SS.GetGroup(opA);
SShell *srcs = &(src->thisShell); // the shell to step and repeat
SShell workA, workB;
ZERO(&workA);
ZERO(&workB);
SShell *soFar = &workA, *scratch = &workB;
soFar->MakeFromCopyOf(src->PreviousGroupShell());
int n = (int)valA, a0 = 0;
if(subtype == ONE_SIDED && skipFirst) {
a0++; n++;
}
int a;
for(a = a0; a < n; a++) {
int ap = a*2 - (subtype == ONE_SIDED ? 0 : (n-1));
int remap = (a == (n - 1)) ? REMAP_LAST : a;
SShell transd;
ZERO(&transd);
if(type == TRANSLATE) {
Vector trans = Vector::From(h.param(0), h.param(1), h.param(2));
trans = trans.ScaledBy(ap);
Quaternion q = Quaternion::From(1, 0, 0, 0);
transd.MakeFromTransformationOf(srcs, trans, q);
} else {
Vector trans = Vector::From(h.param(0), h.param(1), h.param(2));
double theta = ap * SS.GetParam(h.param(3))->val;
double c = cos(theta), s = sin(theta);
Vector axis = Vector::From(h.param(4), h.param(5), h.param(6));
Quaternion q = Quaternion::From(c, s*axis.x, s*axis.y, s*axis.z);
// Rotation is centered at t; so A(x - t) + t = Ax + (t - At)
transd.MakeFromTransformationOf(srcs,
trans.Minus(q.Rotate(trans)), q);
}
// We need to rewrite any plane face entities to the transformed ones.
SSurface *ss;
for(ss = transd.surface.First(); ss; ss = transd.surface.NextAfter(ss)){
hEntity face = { ss->face };
if(face.v == Entity::NO_ENTITY.v) continue;
face = Remap(face, remap);
ss->face = face.v;
}
if(src->meshCombine == COMBINE_AS_DIFFERENCE) {
scratch->MakeFromDifferenceOf(soFar, &transd);
} else {
scratch->MakeFromUnionOf(soFar, &transd);
}
SWAP(SShell *, scratch, soFar);
scratch->Clear();
transd.Clear();
}
runningShell.Clear();
runningShell = *soFar;
}
void Group::GenerateShellAndMesh(void) {
thisShell.Clear();
if(type == TRANSLATE || type == ROTATE) {
GenerateShellForStepAndRepeat();
goto done;
}
if(type == EXTRUDE) {
Group *src = SS.GetGroup(opA);
Vector translate = Vector::From(h.param(0), h.param(1), h.param(2));
Vector tbot, ttop;
if(subtype == ONE_SIDED) {
tbot = Vector::From(0, 0, 0); ttop = translate.ScaledBy(2);
} else {
tbot = translate.ScaledBy(-1); ttop = translate.ScaledBy(1);
}
thisShell.MakeFromExtrusionOf(&(src->bezierLoopSet), tbot, ttop, color);
Vector onOrig = src->bezierLoopSet.point;
// And for any plane faces, annotate the model with the entity for
// that face, so that the user can select them with the mouse.
int i;
for(i = 0; i < thisShell.surface.n; i++) {
SSurface *ss = &(thisShell.surface.elem[i]);
hEntity face = Entity::NO_ENTITY;
Vector p = ss->PointAt(0, 0),
n = ss->NormalAt(0, 0).WithMagnitude(1);
double d = n.Dot(p);
if(i == 0 || i == 1) {
// These are the top and bottom of the shell.
if(fabs((onOrig.Plus(ttop)).Dot(n) - d) < LENGTH_EPS) {
face = Remap(Entity::NO_ENTITY, REMAP_TOP);
ss->face = face.v;
}
if(fabs((onOrig.Plus(tbot)).Dot(n) - d) < LENGTH_EPS) {
face = Remap(Entity::NO_ENTITY, REMAP_BOTTOM);
ss->face = face.v;
}
continue;
}
// So these are the sides
if(ss->degm != 1 || ss->degn != 1) continue;
Entity *e;
for(e = SS.entity.First(); e; e = SS.entity.NextAfter(e)) {
if(e->group.v != opA.v) continue;
if(e->type != Entity::LINE_SEGMENT) continue;
Vector a = SS.GetEntity(e->point[0])->PointGetNum(),
b = SS.GetEntity(e->point[1])->PointGetNum();
a = a.Plus(ttop);
b = b.Plus(ttop);
// Could get taken backwards, so check all cases.
if((a.Equals(ss->ctrl[0][0]) && b.Equals(ss->ctrl[1][0])) ||
(b.Equals(ss->ctrl[0][0]) && a.Equals(ss->ctrl[1][0])) ||
(a.Equals(ss->ctrl[0][1]) && b.Equals(ss->ctrl[1][1])) ||
(b.Equals(ss->ctrl[0][1]) && a.Equals(ss->ctrl[1][1])))
{
face = Remap(e->h, REMAP_LINE_TO_FACE);
ss->face = face.v;
break;
}
}
}
} else if(type == LATHE) {
Group *src = SS.GetGroup(opA);
Vector orig = SS.GetEntity(predef.origin)->PointGetNum();
Vector axis = SS.GetEntity(predef.entityB)->VectorGetNum();
axis = axis.WithMagnitude(1);
} else if(type == IMPORTED) {
// Triangles are just copied over, with the appropriate transformation
// applied.
Vector offset = {
SS.GetParam(h.param(0))->val,
SS.GetParam(h.param(1))->val,
SS.GetParam(h.param(2))->val };
Quaternion q = {
SS.GetParam(h.param(3))->val,
SS.GetParam(h.param(4))->val,
SS.GetParam(h.param(5))->val,
SS.GetParam(h.param(6))->val };
for(int i = 0; i < impMesh.l.n; i++) {
STriangle st = impMesh.l.elem[i];
if(st.meta.face != 0) {
hEntity he = { st.meta.face };
st.meta.face = Remap(he, 0).v;
}
st.a = q.Rotate(st.a).Plus(offset);
st.b = q.Rotate(st.b).Plus(offset);
st.c = q.Rotate(st.c).Plus(offset);
}
}
runningShell.Clear();
// If this group contributes no new mesh, then our running mesh is the
// same as last time, no combining required. Likewise if we have a mesh
// but it's suppressed.
if(suppress) {
runningShell.MakeFromCopyOf(PreviousGroupShell());
goto done;
}
// So our group's mesh appears in thisMesh. Combine this with the previous
// group's mesh, using the requested operation.
bool prevMeshError = meshError.yes;
meshError.yes = false;
meshError.interferesAt.Clear();
SShell *a = PreviousGroupShell();
if(meshCombine == COMBINE_AS_UNION) {
runningShell.MakeFromUnionOf(a, &thisShell);
} else if(meshCombine == COMBINE_AS_DIFFERENCE) {
runningShell.MakeFromDifferenceOf(a, &thisShell);
} else {
if(0) //&(meshError.interferesAt)
{
meshError.yes = true;
// And the list of failed triangles goes in meshError.interferesAt
}
}
if(prevMeshError != meshError.yes) {
// The error is reported in the text window for the group.
SS.later.showTW = true;
}
done:
runningMesh.Clear();
runningShell.TriangulateInto(&runningMesh);
emphEdges.Clear();
runningShell.MakeEdgesInto(&emphEdges);
}
SShell *Group::PreviousGroupShell(void) {
int i;
for(i = 0; i < SS.group.n; i++) {
Group *g = &(SS.group.elem[i]);
if(g->h.v == h.v) break;
}
if(i == 0 || i >= SS.group.n) oops();
return &(SS.group.elem[i-1].runningShell);
}
void Group::Draw(void) {
// Show this even if the group is not visible. It's already possible
// to show or hide just this with the "show solids" flag.
int specColor;
if(type == DRAWING_3D || type == DRAWING_WORKPLANE) {
specColor = RGB(25, 25, 25); // force the color to something dim
} else {
specColor = -1; // use the model color
}
// The back faces are drawn in red; should never seem them, since we
// draw closed shells, so that's a debugging aid.
GLfloat mpb[] = { 1.0f, 0.1f, 0.1f, 1.0 };
glMaterialfv(GL_BACK, GL_AMBIENT_AND_DIFFUSE, mpb);
// When we fill the mesh, we need to know which triangles are selected
// or hovered, in order to draw them differently.
DWORD mh = 0, ms1 = 0, ms2 = 0;
hEntity he = SS.GW.hover.entity;
if(he.v != 0 && SS.GetEntity(he)->IsFace()) {
mh = he.v;
}
SS.GW.GroupSelection();
if(gs.faces > 0) ms1 = gs.face[0].v;
if(gs.faces > 1) ms2 = gs.face[1].v;
if(SS.GW.showShaded) {
glEnable(GL_LIGHTING);
glxFillMesh(specColor, &runningMesh, mh, ms1, ms2);
glDisable(GL_LIGHTING);
}
if(SS.GW.showEdges) {
glLineWidth(1);
glxDepthRangeOffset(2);
glxColor3d(REDf (SS.edgeColor),
GREENf(SS.edgeColor),
BLUEf (SS.edgeColor));
glxDrawEdges(&emphEdges);
}
if(meshError.yes) {
// Draw the error triangles in bright red stripes, with no Z buffering
GLubyte mask[32*32/8];
memset(mask, 0xf0, sizeof(mask));
glPolygonStipple(mask);
int specColor = 0;
glDisable(GL_DEPTH_TEST);
glColor3d(0, 0, 0);
glxFillMesh(0, &meshError.interferesAt, 0, 0, 0);
glEnable(GL_POLYGON_STIPPLE);
glColor3d(1, 0, 0);
glxFillMesh(0, &meshError.interferesAt, 0, 0, 0);
glEnable(GL_DEPTH_TEST);
glDisable(GL_POLYGON_STIPPLE);
}
if(SS.GW.showMesh) glxDebugMesh(&runningMesh);
// And finally show the polygons too
if(!SS.GW.showShaded) return;
if(polyError.how == POLY_NOT_CLOSED) {
// Report this error only in sketch-in-workplane groups; otherwise
// it's just a nuisance.
if(type == DRAWING_WORKPLANE) {
glDisable(GL_DEPTH_TEST);
glxColor4d(1, 0, 0, 0.2);
glLineWidth(10);
glBegin(GL_LINES);
glxVertex3v(polyError.notClosedAt.a);
glxVertex3v(polyError.notClosedAt.b);
glEnd();
glLineWidth(1);
glxColor3d(1, 0, 0);
glPushMatrix();
glxTranslatev(polyError.notClosedAt.b);
glxOntoWorkplane(SS.GW.projRight, SS.GW.projUp);
glxWriteText("not closed contour!");
glPopMatrix();
glEnable(GL_DEPTH_TEST);
}
} else if(polyError.how == POLY_NOT_COPLANAR ||
polyError.how == POLY_SELF_INTERSECTING)
{
// These errors occur at points, not lines
if(type == DRAWING_WORKPLANE) {
glDisable(GL_DEPTH_TEST);
glxColor3d(1, 0, 0);
glPushMatrix();
glxTranslatev(polyError.errorPointAt);
glxOntoWorkplane(SS.GW.projRight, SS.GW.projUp);
if(polyError.how == POLY_NOT_COPLANAR) {
glxWriteText("points not all coplanar!");
} else {
glxWriteText("contour is self-intersecting!");
}
glPopMatrix();
glEnable(GL_DEPTH_TEST);
}
} else {
glxColor4d(0, 0.1, 0.1, 0.5);
glxDepthRangeOffset(1);
glxFillPolygon(&poly);
glxDepthRangeOffset(0);
}
}