solvespace/graphicswin.cpp

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#include <stdarg.h>
#include "solvespace.h"
#define mView (&GraphicsWindow::MenuView)
#define mEdit (&GraphicsWindow::MenuEdit)
#define mReq (&GraphicsWindow::MenuRequest)
#define mCon (&Constraint::MenuConstrain)
#define mFile (&SolveSpace::MenuFile)
#define mGrp (&Group::MenuGroup)
#define S 0x100
#define C 0x200
const GraphicsWindow::MenuEntry GraphicsWindow::menu[] = {
{ 0, "&File", 0, NULL },
{ 1, "&New\tCtrl+N", MNU_NEW, 'N'|C, mFile },
{ 1, "&Open...\tCtrl+O", MNU_OPEN, 'O'|C, mFile },
{ 1, "&Save\tCtrl+S", MNU_SAVE, 'S'|C, mFile },
{ 1, "Save &As...", MNU_SAVE_AS, 0, mFile },
{ 1, NULL, 0, 0, NULL },
{ 1, "E&xit", MNU_EXIT, 0, mFile },
{ 0, "&Edit", 0, NULL },
{ 1, "&Undo\tCtrl+Z", 0, NULL },
{ 1, "&Redo\tCtrl+Y", 0, NULL },
{ 1, NULL, 0, NULL },
{ 1, "&Delete\tDel", MNU_DELETE, 127, mEdit },
{ 1, NULL, 0, NULL },
{ 1, "&Unselect All\tEsc", MNU_UNSELECT_ALL, 27, mEdit },
{ 0, "&View", 0, NULL },
{ 1, "Zoom &In\t+", MNU_ZOOM_IN, '+', mView },
{ 1, "Zoom &Out\t-", MNU_ZOOM_OUT, '-', mView },
{ 1, "Zoom To &Fit\tF", MNU_ZOOM_TO_FIT, 'F', mView },
{ 1, "Onto Othe&r Side\tCtrl+O", MNU_OTHER_SIDE, 'R'|C, mView },
{ 1, NULL, 0, NULL },
{ 1, "Show Text &Window\tTab", MNU_SHOW_TEXT_WND, '\t', mView },
{ 1, NULL, 0, NULL },
{ 1, "Dimensions in &Inches", MNU_UNITS_INCHES, 0, mView },
{ 1, "Dimensions in &Millimeters", MNU_UNITS_MM, 0, mView },
{ 0, "&Group", 0, 0, NULL },
{ 1, "New &Drawing in 3d\tShift+Ctrl+D", MNU_GROUP_3D, 'D'|S|C, mGrp },
{ 1, "New Drawing in Workplane\tShift+Ctrl+W",MNU_GROUP_WRKPL, 'W'|S|C, mGrp },
{ 1, NULL, 0, NULL },
{ 1, "New Step &Translating\tShift+Ctrl+R", MNU_GROUP_TRANS, 'T'|S|C,mGrp },
{ 1, "New Step &Rotating\tShift+Ctrl+T", MNU_GROUP_ROT, 'R'|S|C,mGrp },
{ 1, NULL, 0, 0, NULL },
{ 1, "New Extrusion\tShift+Ctrl+X", MNU_GROUP_EXTRUDE, 'X'|S|C,mGrp },
{ 1, NULL, 0, 0, NULL },
{ 1, "New Boolean Difference", 0, 0, NULL },
{ 1, "New Boolean Union", 0, 0, NULL },
{ 0, "&Request", 0, NULL },
{ 1, "Draw in &Workplane\tW", MNU_SEL_WORKPLANE, 'W', mReq },
{ 1, "Draw Anywhere in 3d\tQ", MNU_FREE_IN_3D, 'Q', mReq },
{ 1, NULL, 0, NULL },
{ 1, "Datum &Point\tP", MNU_DATUM_POINT, 'P', mReq },
{ 1, "&Workplane (Coordinate S&ystem)\tY", MNU_WORKPLANE, 'Y', mReq },
{ 1, NULL, 0, NULL },
{ 1, "Line &Segment\tS", MNU_LINE_SEGMENT, 'S', mReq },
{ 1, "&Rectangle\tR", MNU_RECTANGLE, 'R', mReq },
{ 1, "&Circle\tC", MNU_CIRCLE, 'C', mReq },
{ 1, "&Arc of a Circle\tA", 0, 'A', mReq },
{ 1, "&Cubic Segment\t3", MNU_CUBIC, '3', mReq },
{ 1, NULL, 0, NULL },
{ 1, "Sym&bolic Variable\tB", 0, 'B', mReq },
{ 1, "&Import From File...\tI", 0, 'I', mReq },
{ 1, NULL, 0, NULL },
{ 1, "To&ggle Construction\tG", MNU_CONSTRUCTION, 'G', mReq },
{ 0, "&Constrain", 0, NULL },
{ 1, "&Distance / Diameter\tShift+D", MNU_DISTANCE_DIA, 'D'|S, mCon },
{ 1, "A&ngle\tShift+N", 0, 'N'|S, NULL },
{ 1, "Other S&upplementary Angle\tShift+U", 0, 'U'|S, NULL },
{ 1, NULL, 0, NULL },
{ 1, "&Horizontal\tShift+H", MNU_HORIZONTAL, 'H'|S, mCon },
{ 1, "&Vertical\tShift+V", MNU_VERTICAL, 'V'|S, mCon },
{ 1, NULL, 0, NULL },
{ 1, "&On Point / Curve / Plane\tShift+O", MNU_ON_ENTITY, 'O'|S, mCon },
{ 1, "E&qual Length / Radius\tShift+Q", MNU_EQUAL, 'Q'|S, mCon },
{ 1, "Length Ra&tio\tShift+T", MNU_RATIO, 'T'|S, mCon },
{ 1, "At &Midpoint\tShift+M", MNU_AT_MIDPOINT, 'M'|S, mCon },
{ 1, "S&ymmetric\tShift+Y", MNU_SYMMETRIC, 'Y'|S, mCon },
{ 1, "Para&llel\tShift+L", MNU_PARALLEL, 'L'|S, mCon },
{ 1, "Same O&rientation\tShift+R", MNU_ORIENTED_SAME, 'R'|S, mCon },
{ 1, NULL, 0, NULL },
{ 1, "Sym&bolic Equation\tShift+B", 0, 'B'|S, NULL },
{ 1, NULL, 0, NULL },
{ 1, "Sol&ve Automatically\tShift+Tab", MNU_SOLVE_AUTO, '\t'|S, mCon },
{ 1, "Solve Once Now\tSpace", MNU_SOLVE_NOW, ' ', mCon },
{ 0, "&Help", 0, NULL },
{ 1, "&About\t", 0, NULL },
{ -1 },
};
void GraphicsWindow::Init(void) {
memset(this, 0, sizeof(*this));
offset.x = offset.y = offset.z = 0;
scale = 5;
projRight.x = 1; projRight.y = projRight.z = 0;
projUp.y = 1; projUp.z = projUp.x = 0;
EnsureValidActives();
// Start locked on to the XY plane.
hRequest r = Request::HREQUEST_REFERENCE_XY;
activeWorkplane = r.entity(0);
showWorkplanes = true;
showNormals = true;
showPoints = true;
showConstraints = true;
showSolids = true;
showHdnLines = false;
showSolids = true;
solving = SOLVE_ALWAYS;
showTextWindow = true;
ShowTextWindow(showTextWindow);
}
void GraphicsWindow::NormalizeProjectionVectors(void) {
Vector norm = projRight.Cross(projUp);
projUp = norm.Cross(projRight);
projUp = projUp.ScaledBy(1/projUp.Magnitude());
projRight = projRight.ScaledBy(1/projRight.Magnitude());
}
Point2d GraphicsWindow::ProjectPoint(Vector p) {
p = p.Plus(offset);
Point2d r;
r.x = p.Dot(projRight) * scale;
r.y = p.Dot(projUp) * scale;
return r;
}
void GraphicsWindow::AnimateOnto(Quaternion quatf, Vector offsetf) {
// Get our initial orientation and translation.
Quaternion quat0 = Quaternion::MakeFrom(projRight, projUp);
Vector offset0 = offset;
// Make sure we take the shorter of the two possible paths.
double mp = (quatf.Minus(quat0)).Magnitude();
double mm = (quatf.Plus(quat0)).Magnitude();
if(mp > mm) {
quatf = quatf.ScaledBy(-1);
mp = mm;
}
double mo = (offset0.Minus(offsetf)).Magnitude()*scale;
// Animate transition, unless it's a tiny move.
SDWORD dt = (mp < 0.01 && mo < 10) ? (-20) :
(SDWORD)(100 + 1000*mp + 0.4*mo);
SDWORD tn, t0 = GetMilliseconds();
double s = 0;
do {
offset = (offset0.ScaledBy(1 - s)).Plus(offsetf.ScaledBy(s));
Quaternion quat = (quat0.ScaledBy(1 - s)).Plus(quatf.ScaledBy(s));
quat = quat.WithMagnitude(1);
projRight = quat.RotationU();
projUp = quat.RotationV();
PaintGraphics();
tn = GetMilliseconds();
s = (tn - t0)/((double)dt);
} while((tn - t0) < dt);
projRight = quatf.RotationU();
projUp = quatf.RotationV();
offset = offsetf;
InvalidateGraphics();
}
void GraphicsWindow::MenuView(int id) {
switch(id) {
case MNU_ZOOM_IN:
SS.GW.scale *= 1.2;
break;
case MNU_ZOOM_OUT:
SS.GW.scale /= 1.2;
break;
case MNU_ZOOM_TO_FIT:
break;
case MNU_OTHER_SIDE: {
Quaternion quatf = Quaternion::MakeFrom(
SS.GW.projRight.ScaledBy(-1), SS.GW.projUp.ScaledBy(1));
Vector ru = quatf.RotationU();
Vector rv = quatf.RotationV();
SS.GW.AnimateOnto(quatf, SS.GW.offset);
break;
}
case MNU_SHOW_TEXT_WND:
SS.GW.showTextWindow = !SS.GW.showTextWindow;
SS.GW.EnsureValidActives();
break;
case MNU_UNITS_MM:
SS.GW.viewUnits = UNIT_MM;
SS.GW.EnsureValidActives();
break;
case MNU_UNITS_INCHES:
SS.GW.viewUnits = UNIT_INCHES;
SS.GW.EnsureValidActives();
break;
default: oops();
}
InvalidateGraphics();
}
void GraphicsWindow::EnsureValidActives(void) {
bool change = false;
// The active group must exist, and not be the references.
Group *g = SS.group.FindByIdNoOops(activeGroup);
if((!g) || (g->h.v == Group::HGROUP_REFERENCES.v)) {
int i;
for(i = 0; i < SS.group.n; i++) {
if(SS.group.elem[i].h.v != Group::HGROUP_REFERENCES.v) {
break;
}
}
if(i >= SS.group.n) oops();
activeGroup = SS.group.elem[i].h;
change = true;
}
// The active coordinate system must also exist.
if(activeWorkplane.v != Entity::FREE_IN_3D.v &&
!SS.entity.FindByIdNoOops(activeWorkplane))
{
activeWorkplane = Entity::FREE_IN_3D;
change = true;
}
bool in3d = (activeWorkplane.v == Entity::FREE_IN_3D.v);
CheckMenuById(MNU_FREE_IN_3D, in3d);
CheckMenuById(MNU_SEL_WORKPLANE, !in3d);
// And update the checked state for various menus
switch(viewUnits) {
case UNIT_MM:
case UNIT_INCHES:
break;
default:
viewUnits = UNIT_MM;
}
CheckMenuById(MNU_UNITS_MM, viewUnits == UNIT_MM);
CheckMenuById(MNU_UNITS_INCHES, viewUnits == UNIT_INCHES);
ShowTextWindow(SS.GW.showTextWindow);
CheckMenuById(MNU_SHOW_TEXT_WND, SS.GW.showTextWindow);
CheckMenuById(MNU_SOLVE_AUTO, (SS.GW.solving == SOLVE_ALWAYS));
}
void GraphicsWindow::MenuEdit(int id) {
switch(id) {
case MNU_UNSELECT_ALL:
HideGraphicsEditControl();
SS.GW.ClearSelection();
SS.GW.ClearPending();
SS.TW.ScreenNavigation('h', 0);
SS.TW.Show();
break;
case MNU_DELETE: {
int i;
SS.request.ClearTags();
SS.constraint.ClearTags();
for(i = 0; i < MAX_SELECTED; i++) {
Selection *s = &(SS.GW.selection[i]);
hRequest r; r.v = 0;
if(s->entity.v && s->entity.isFromRequest()) {
r = s->entity.request();
}
if(r.v && !r.IsFromReferences()) {
SS.request.Tag(r, 1);
int j;
for(j = 0; j < SS.constraint.n; j++) {
Constraint *c = &(SS.constraint.elem[j]);
if(((c->ptA).request().v == r.v) ||
((c->ptB).request().v == r.v) ||
((c->ptC).request().v == r.v) ||
((c->entityA).request().v == r.v) ||
((c->entityB).request().v == r.v))
{
SS.constraint.Tag(c->h, 1);
}
}
}
if(s->constraint.v) {
SS.constraint.Tag(s->constraint, 1);
}
}
SS.request.RemoveTagged();
SS.constraint.RemoveTagged();
SS.GenerateAll(SS.GW.solving == SOLVE_ALWAYS);
SS.GW.ClearSelection();
SS.GW.hover.Clear();
break;
}
default: oops();
}
}
void GraphicsWindow::MenuRequest(int id) {
char *s;
switch(id) {
case MNU_SEL_WORKPLANE: {
SS.GW.GroupSelection();
if(SS.GW.gs.n == 1 && SS.GW.gs.workplanes == 1) {
SS.GW.activeWorkplane = SS.GW.gs.entity[0];
SS.GW.ClearSelection();
}
if(SS.GW.activeWorkplane.v == Entity::FREE_IN_3D.v) {
Error("Select workplane (e.g., the XY plane) "
"before locking on.");
break;
}
// Align the view with the selected workplane
Entity *e = SS.GetEntity(SS.GW.activeWorkplane);
Quaternion quatf = e->Normal()->NormalGetNum();
Vector offsetf = (e->WorkplaneGetOffset()).ScaledBy(-1);
SS.GW.AnimateOnto(quatf, offsetf);
SS.GW.EnsureValidActives();
SS.TW.Show();
break;
}
case MNU_FREE_IN_3D:
SS.GW.activeWorkplane = Entity::FREE_IN_3D;
SS.GW.EnsureValidActives();
SS.TW.Show();
break;
case MNU_DATUM_POINT: s = "click to place datum point"; goto c;
case MNU_LINE_SEGMENT: s = "click first point of line segment"; goto c;
case MNU_CUBIC: s = "click first point of cubic segment"; goto c;
case MNU_CIRCLE: s = "click center of circle"; goto c;
case MNU_WORKPLANE: s = "click origin of workplane"; goto c;
case MNU_RECTANGLE: s = "click one corner of rectangular"; goto c;
c:
SS.GW.pending.operation = id;
SS.GW.pending.description = s;
SS.TW.Show();
break;
case MNU_CONSTRUCTION: {
SS.GW.GroupSelection();
int i;
for(i = 0; i < SS.GW.gs.entities; i++) {
hEntity he = SS.GW.gs.entity[i];
if(!he.isFromRequest()) continue;
Request *r = SS.GetRequest(he.request());
r->construction = !(r->construction);
}
SS.GW.ClearSelection();
SS.GenerateAll(SS.GW.solving == GraphicsWindow::SOLVE_ALWAYS);
break;
}
default: oops();
}
}
void GraphicsWindow::UpdateDraggedPoint(hEntity hp, double mx, double my) {
Entity *p = SS.GetEntity(hp);
Vector pos = p->PointGetNum();
UpdateDraggedNum(&pos, mx, my);
p->PointForceTo(pos);
}
void GraphicsWindow::UpdateDraggedNum(Vector *pos, double mx, double my) {
*pos = pos->Plus(projRight.ScaledBy((mx - orig.mouse.x)/scale));
*pos = pos->Plus(projUp.ScaledBy((my - orig.mouse.y)/scale));
orig.mouse.x = mx;
orig.mouse.y = my;
InvalidateGraphics();
}
void GraphicsWindow::MouseMoved(double x, double y, bool leftDown,
bool middleDown, bool rightDown, bool shiftDown, bool ctrlDown)
{
if(GraphicsEditControlIsVisible()) return;
Point2d mp = { x, y };
// If the middle button is down, then mouse movement is used to pan and
// rotate our view. This wins over everything else.
if(middleDown) {
hover.Clear();
double dx = (x - orig.mouse.x) / scale;
double dy = (y - orig.mouse.y) / scale;
// When the view is locked, permit only translation (pan).
if(!(shiftDown || ctrlDown)) {
offset.x = orig.offset.x + dx*projRight.x + dy*projUp.x;
offset.y = orig.offset.y + dx*projRight.y + dy*projUp.y;
offset.z = orig.offset.z + dx*projRight.z + dy*projUp.z;
} else if(ctrlDown) {
double theta = atan2(orig.mouse.y, orig.mouse.x);
theta -= atan2(y, x);
Vector normal = orig.projRight.Cross(orig.projUp);
projRight = orig.projRight.RotatedAbout(normal, theta);
projUp = orig.projUp.RotatedAbout(normal, theta);
NormalizeProjectionVectors();
} else {
double s = 0.3*(PI/180)*scale; // degrees per pixel
projRight = orig.projRight.RotatedAbout(orig.projUp, -s*dx);
projUp = orig.projUp.RotatedAbout(orig.projRight, s*dy);
NormalizeProjectionVectors();
}
orig.projRight = projRight;
orig.projUp = projUp;
orig.offset = offset;
orig.mouse.x = x;
orig.mouse.y = y;
InvalidateGraphics();
return;
}
if(pending.operation == 0) {
double dm = orig.mouse.DistanceTo(mp);
// If we're currently not doing anything, then see if we should
// start dragging something.
if(leftDown && dm > 3) {
if(hover.entity.v) {
Entity *e = SS.GetEntity(hover.entity);
if(e->IsPoint()) {
// Start dragging this point.
ClearSelection();
pending.point = hover.entity;
pending.operation = DRAGGING_POINT;
} else if(e->type == Entity::CIRCLE) {
// Drag the radius.
ClearSelection();
pending.circle = hover.entity;
pending.operation = DRAGGING_RADIUS;
} else if(e->IsNormal()) {
ClearSelection();
pending.normal = hover.entity;
pending.operation = DRAGGING_NORMAL;
}
} else if(hover.constraint.v &&
SS.GetConstraint(hover.constraint)->HasLabel())
{
ClearSelection();
pending.constraint = hover.constraint;
pending.operation = DRAGGING_CONSTRAINT;
}
} else {
// Otherwise, just hit test and give up
HitTestMakeSelection(mp);
}
return;
}
// If the user has started an operation from the menu, but not
// completed it, then just do the selection.
if(pending.operation < FIRST_PENDING) {
HitTestMakeSelection(mp);
return;
}
// We're currently dragging something; so do that. But if we haven't
// painted since the last time we solved, do nothing, because there's
// no sense solving a frame and not displaying it.
if(!havePainted) return;
switch(pending.operation) {
case DRAGGING_CONSTRAINT: {
Constraint *c = SS.constraint.FindById(pending.constraint);
UpdateDraggedNum(&(c->disp.offset), x, y);
break;
}
case DRAGGING_NEW_LINE_POINT:
HitTestMakeSelection(mp);
// and fall through
case DRAGGING_NEW_POINT:
case DRAGGING_POINT: {
Entity *p = SS.GetEntity(pending.point);
if((p->type == Entity::POINT_N_ROT_TRANS) &&
(shiftDown || ctrlDown))
{
// These points also come with a rotation, which the user can
// edit by pressing shift or control.
Quaternion q = p->PointGetQuaternion();
Vector p3 = p->PointGetNum();
Point2d p2 = ProjectPoint(p3);
Vector u = q.RotationU(), v = q.RotationV();
if(ctrlDown) {
double d = mp.DistanceTo(p2);
if(d < 25) {
// Don't start dragging the position about the normal
// until we're a little ways out, to get a reasonable
// reference pos
orig.mouse = mp;
break;
}
double theta = atan2(orig.mouse.y-p2.y, orig.mouse.x-p2.x);
theta -= atan2(y-p2.y, x-p2.x);
Vector gn = projRight.Cross(projUp);
u = u.RotatedAbout(gn, -theta);
v = v.RotatedAbout(gn, -theta);
} else {
double dx = -(x - orig.mouse.x);
double dy = -(y - orig.mouse.y);
double s = 0.3*(PI/180); // degrees per pixel
u = u.RotatedAbout(orig.projUp, -s*dx);
u = u.RotatedAbout(orig.projRight, s*dy);
v = v.RotatedAbout(orig.projUp, -s*dx);
v = v.RotatedAbout(orig.projRight, s*dy);
}
q = Quaternion::MakeFrom(u, v);
p->PointForceQuaternionTo(q);
// Let's rotate about the selected point; so fix up the
// translation so that that point didn't move.
p->PointForceTo(p3);
orig.mouse = mp;
} else {
UpdateDraggedPoint(pending.point, x, y);
}
break;
}
case DRAGGING_NEW_CUBIC_POINT: {
UpdateDraggedPoint(pending.point, x, y);
HitTestMakeSelection(mp);
hRequest hr = pending.point.request();
Vector p0 = SS.GetEntity(hr.entity(1))->PointGetNum();
Vector p3 = SS.GetEntity(hr.entity(4))->PointGetNum();
Vector p1 = p0.ScaledBy(2.0/3).Plus(p3.ScaledBy(1.0/3));
SS.GetEntity(hr.entity(2))->PointForceTo(p1);
Vector p2 = p0.ScaledBy(1.0/3).Plus(p3.ScaledBy(2.0/3));
SS.GetEntity(hr.entity(3))->PointForceTo(p2);
break;
}
case DRAGGING_NEW_RADIUS:
case DRAGGING_RADIUS: {
Entity *circle = SS.GetEntity(pending.circle);
Vector center = SS.GetEntity(circle->point[0])->PointGetNum();
Point2d c2 = ProjectPoint(center);
double r = c2.DistanceTo(mp)/scale;
SS.GetEntity(circle->distance)->DistanceForceTo(r);
break;
}
case DRAGGING_NORMAL: {
Entity *normal = SS.GetEntity(pending.normal);
Vector p = SS.GetEntity(normal->point[0])->PointGetNum();
Point2d p2 = ProjectPoint(p);
Quaternion q = normal->NormalGetNum();
Vector u = q.RotationU(), v = q.RotationV();
if(ctrlDown) {
double theta = atan2(orig.mouse.y-p2.y, orig.mouse.x-p2.x);
theta -= atan2(y-p2.y, x-p2.x);
Vector normal = orig.projRight.Cross(orig.projUp);
u = u.RotatedAbout(normal, -theta);
v = v.RotatedAbout(normal, -theta);
} else {
double dx = -(x - orig.mouse.x);
double dy = -(y - orig.mouse.y);
double s = 0.3*(PI/180); // degrees per pixel
u = u.RotatedAbout(orig.projUp, -s*dx);
u = u.RotatedAbout(orig.projRight, s*dy);
v = v.RotatedAbout(orig.projUp, -s*dx);
v = v.RotatedAbout(orig.projRight, s*dy);
}
orig.mouse = mp;
normal->NormalForceTo(Quaternion::MakeFrom(u, v));
break;
}
default: oops();
}
SS.GenerateAll(solving == SOLVE_ALWAYS);
havePainted = false;
}
bool GraphicsWindow::Selection::Equals(Selection *b) {
if(entity.v != b->entity.v) return false;
if(constraint.v != b->constraint.v) return false;
return true;
}
bool GraphicsWindow::Selection::IsEmpty(void) {
if(entity.v) return false;
if(constraint.v) return false;
return true;
}
void GraphicsWindow::Selection::Clear(void) {
entity.v = constraint.v = 0;
}
void GraphicsWindow::Selection::Draw(void) {
if(entity.v) SS.GetEntity (entity )->Draw(-1);
if(constraint.v) SS.GetConstraint(constraint)->Draw();
}
void GraphicsWindow::ClearPending(void) {
memset(&pending, 0, sizeof(pending));
}
void GraphicsWindow::HitTestMakeSelection(Point2d mp) {
int i;
double d, dmin = 1e12;
Selection s;
memset(&s, 0, sizeof(s));
// Do the entities
for(i = 0; i < SS.entity.n; i++) {
Entity *e = &(SS.entity.elem[i]);
// Don't hover whatever's being dragged.
if(e->h.request().v == pending.point.request().v) continue;
d = e->GetDistance(mp);
if(d < 10 && d < dmin) {
memset(&s, 0, sizeof(s));
s.entity = e->h;
dmin = d;
}
}
// Constraints
for(i = 0; i < SS.constraint.n; i++) {
d = SS.constraint.elem[i].GetDistance(mp);
if(d < 10 && d < dmin) {
memset(&s, 0, sizeof(s));
s.constraint = SS.constraint.elem[i].h;
dmin = d;
}
}
if(!s.Equals(&hover)) {
hover = s;
InvalidateGraphics();
}
}
void GraphicsWindow::ClearSelection(void) {
for(int i = 0; i < MAX_SELECTED; i++) {
selection[i].Clear();
}
InvalidateGraphics();
}
void GraphicsWindow::GroupSelection(void) {
memset(&gs, 0, sizeof(gs));
int i;
for(i = 0; i < MAX_SELECTED; i++) {
Selection *s = &(selection[i]);
if(s->entity.v) {
(gs.n)++;
Entity *e = SS.entity.FindById(s->entity);
// A list of points, and a list of all entities that aren't points.
if(e->IsPoint()) {
gs.point[(gs.points)++] = s->entity;
} else {
gs.entity[(gs.entities)++] = s->entity;
}
// And an auxiliary list of normals, including normals from
// workplanes.
if(e->IsNormal()) {
gs.anyNormal[(gs.anyNormals)++] = s->entity;
} else if(e->IsWorkplane()) {
gs.anyNormal[(gs.anyNormals)++] = e->Normal()->h;
}
// And of vectors (i.e., stuff with a direction to constrain)
if(e->HasVector()) {
gs.vector[(gs.vectors)++] = s->entity;
}
// And some aux counts too
switch(e->type) {
case Entity::WORKPLANE: (gs.workplanes)++; break;
case Entity::LINE_SEGMENT: (gs.lineSegments)++; break;
case Entity::CIRCLE: (gs.circlesOrArcs)++; break;
}
}
}
}
void GraphicsWindow::MouseMiddleDown(double x, double y) {
if(GraphicsEditControlIsVisible()) return;
orig.offset = offset;
orig.projUp = projUp;
orig.projRight = projRight;
orig.mouse.x = x;
orig.mouse.y = y;
}
hRequest GraphicsWindow::AddRequest(int type) {
Request r;
memset(&r, 0, sizeof(r));
r.group = activeGroup;
r.workplane = activeWorkplane;
r.type = type;
SS.request.AddAndAssignId(&r);
// We must regenerate the parameters, so that the code that tries to
// place this request's entities where the mouse is can do so. But
// we mustn't try to solve until reasonable values have been supplied
// for these new parameters, or else we'll get a numerical blowup.
SS.GenerateAll(false);
return r.h;
}
bool GraphicsWindow::ConstrainPointByHovered(hEntity pt) {
if(!hover.entity.v) return false;
Entity *e = SS.GetEntity(hover.entity);
if(e->IsPoint()) {
Constraint::ConstrainCoincident(e->h, pt);
return true;
}
if(e->IsWorkplane()) {
Constraint::Constrain(Constraint::PT_IN_PLANE,
pt, Entity::NO_ENTITY, e->h);
return true;
}
if(e->IsCircle()) {
Constraint::Constrain(Constraint::PT_ON_CIRCLE,
pt, Entity::NO_ENTITY, e->h);
return true;
}
if(e->type == Entity::LINE_SEGMENT) {
Constraint::Constrain(Constraint::PT_ON_LINE,
pt, Entity::NO_ENTITY, e->h);
return true;
}
return false;
}
void GraphicsWindow::MouseLeftDown(double mx, double my) {
if(GraphicsEditControlIsVisible()) return;
// Make sure the hover is up to date.
MouseMoved(mx, my, false, false, false, false, false);
orig.mouse.x = mx;
orig.mouse.y = my;
// The current mouse location
Vector v = offset.ScaledBy(-1);
v = v.Plus(projRight.ScaledBy(mx/scale));
v = v.Plus(projUp.ScaledBy(my/scale));
hRequest hr;
switch(pending.operation) {
case MNU_DATUM_POINT:
hr = AddRequest(Request::DATUM_POINT);
SS.GetEntity(hr.entity(0))->PointForceTo(v);
ClearSelection(); hover.Clear();
pending.operation = 0;
break;
case MNU_LINE_SEGMENT:
hr = AddRequest(Request::LINE_SEGMENT);
SS.GetEntity(hr.entity(1))->PointForceTo(v);
ConstrainPointByHovered(hr.entity(1));
ClearSelection(); hover.Clear();
pending.operation = DRAGGING_NEW_LINE_POINT;
pending.point = hr.entity(2);
pending.description = "click to place next point of line";
SS.GetEntity(pending.point)->PointForceTo(v);
break;
case MNU_RECTANGLE: {
hRequest lns[4];
int i;
for(i = 0; i < 4; i++) {
lns[i] = AddRequest(Request::LINE_SEGMENT);
}
for(i = 0; i < 4; i++) {
Constraint::ConstrainCoincident(
lns[i].entity(1), lns[(i+1)%4].entity(2));
SS.GetEntity(lns[i].entity(1))->PointForceTo(v);
SS.GetEntity(lns[i].entity(2))->PointForceTo(v);
}
for(i = 0; i < 4; i++) {
Constraint::Constrain(
(i % 2) ? Constraint::HORIZONTAL : Constraint::VERTICAL,
Entity::NO_ENTITY, Entity::NO_ENTITY,
lns[i].entity(0));
}
pending.operation = DRAGGING_NEW_POINT;
pending.point = lns[1].entity(2);
pending.description = "click to place other corner of rectangle";
break;
}
case MNU_CIRCLE:
hr = AddRequest(Request::CIRCLE);
SS.GetEntity(hr.entity(1))->PointForceTo(v);
SS.GetEntity(hr.entity(32))->NormalForceTo(
Quaternion::MakeFrom(SS.GW.projRight, SS.GW.projUp));
ConstrainPointByHovered(hr.entity(1));
ClearSelection(); hover.Clear();
ClearPending();
pending.operation = DRAGGING_NEW_RADIUS;
pending.circle = hr.entity(0);
pending.description = "click to set radius";
SS.GetParam(hr.param(0))->val = 0;
break;
case MNU_CUBIC:
hr = AddRequest(Request::CUBIC);
SS.GetEntity(hr.entity(1))->PointForceTo(v);
SS.GetEntity(hr.entity(2))->PointForceTo(v);
SS.GetEntity(hr.entity(3))->PointForceTo(v);
SS.GetEntity(hr.entity(4))->PointForceTo(v);
ConstrainPointByHovered(hr.entity(1));
ClearSelection(); hover.Clear();
pending.operation = DRAGGING_NEW_CUBIC_POINT;
pending.point = hr.entity(4);
pending.description = "click to place next point of cubic";
break;
case MNU_WORKPLANE:
hr = AddRequest(Request::WORKPLANE);
SS.GetEntity(hr.entity(1))->PointForceTo(v);
SS.GetEntity(hr.entity(32))->NormalForceTo(
Quaternion::MakeFrom(SS.GW.projRight, SS.GW.projUp));
ConstrainPointByHovered(hr.entity(1));
ClearSelection(); hover.Clear();
ClearPending();
break;
case DRAGGING_RADIUS:
case DRAGGING_NEW_POINT:
// The MouseMoved event has already dragged it as desired.
ClearPending();
break;
case DRAGGING_NEW_CUBIC_POINT:
ConstrainPointByHovered(pending.point);
ClearPending();
break;
case DRAGGING_NEW_LINE_POINT: {
if(ConstrainPointByHovered(pending.point)) {
ClearPending();
break;
}
// Create a new line segment, so that we continue drawing.
hRequest hr = AddRequest(Request::LINE_SEGMENT);
SS.GetEntity(hr.entity(1))->PointForceTo(v);
// Constrain the line segments to share an endpoint
Constraint::ConstrainCoincident(pending.point, hr.entity(1));
// And drag an endpoint of the new line segment
pending.operation = DRAGGING_NEW_LINE_POINT;
pending.point = hr.entity(2);
pending.description = "click to place next point of next line";
SS.GetEntity(pending.point)->PointForceTo(v);
break;
}
case 0:
default: {
ClearPending();
if(hover.IsEmpty()) break;
// If an item is hovered, then by clicking on it, we toggle its
// selection state.
int i;
for(i = 0; i < MAX_SELECTED; i++) {
if(selection[i].Equals(&hover)) {
selection[i].Clear();
break;
}
}
if(i != MAX_SELECTED) break;
for(i = 0; i < MAX_SELECTED; i++) {
if(selection[i].IsEmpty()) {
selection[i] = hover;
break;
}
}
break;
}
}
SS.GenerateAll(SS.GW.solving == SOLVE_ALWAYS);
SS.TW.Show();
InvalidateGraphics();
}
void GraphicsWindow::MouseLeftUp(double mx, double my) {
switch(pending.operation) {
case DRAGGING_POINT:
case DRAGGING_CONSTRAINT:
case DRAGGING_NORMAL:
case DRAGGING_RADIUS:
ClearPending();
break;
default:
break; // do nothing
}
}
void GraphicsWindow::MouseLeftDoubleClick(double mx, double my) {
if(GraphicsEditControlIsVisible()) return;
if(hover.constraint.v) {
ClearSelection();
Constraint *c = SS.GetConstraint(hover.constraint);
Vector p3 = c->GetLabelPos();
Point2d p2 = ProjectPoint(p3);
ShowGraphicsEditControl((int)p2.x, (int)p2.y, c->exprA->Print());
constraintBeingEdited = hover.constraint;
}
}
void GraphicsWindow::EditControlDone(char *s) {
Expr *e = Expr::FromString(s);
if(e) {
Constraint *c = SS.GetConstraint(constraintBeingEdited);
Expr::FreeKeep(&(c->exprA));
c->exprA = e->DeepCopyKeep();
HideGraphicsEditControl();
SS.GenerateAll(solving == SOLVE_ALWAYS);
} else {
Error("Not a valid number or expression: '%s'", s);
}
}
void GraphicsWindow::MouseScroll(double x, double y, int delta) {
double offsetRight = offset.Dot(projRight);
double offsetUp = offset.Dot(projUp);
double righti = x/scale - offsetRight;
double upi = y/scale - offsetUp;
if(delta > 0) {
scale *= 1.2;
} else {
scale /= 1.2;
}
double rightf = x/scale - offsetRight;
double upf = y/scale - offsetUp;
offset = offset.Plus(projRight.ScaledBy(rightf - righti));
offset = offset.Plus(projUp.ScaledBy(upf - upi));
InvalidateGraphics();
}
void GraphicsWindow::ToggleBool(int link, DWORD v) {
bool *vb = (bool *)v;
*vb = !*vb;
SS.GenerateAll(SS.GW.solving == SOLVE_ALWAYS);
InvalidateGraphics();
SS.TW.Show();
}
void GraphicsWindow::ToggleAnyDatumShown(int link, DWORD v) {
bool t = !(SS.GW.showWorkplanes && SS.GW.showNormals && SS.GW.showPoints);
SS.GW.showWorkplanes = t;
SS.GW.showNormals = t;
SS.GW.showPoints = t;
SS.GenerateAll(SS.GW.solving == SOLVE_ALWAYS);
InvalidateGraphics();
SS.TW.Show();
}
Vector GraphicsWindow::VectorFromProjs(double right, double up, double fwd) {
Vector n = projRight.Cross(projUp);
Vector r = offset.ScaledBy(-1);
r = r.Plus(projRight.ScaledBy(right));
r = r.Plus(projUp.ScaledBy(up));
r = r.Plus(n.ScaledBy(fwd));
return r;
}
void GraphicsWindow::Paint(int w, int h) {
havePainted = true;
width = w; height = h;
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glScaled(scale*2.0/w, scale*2.0/h, scale*1.0/50000);
double tx = projRight.Dot(offset);
double ty = projUp.Dot(offset);
Vector n = projUp.Cross(projRight);
double tz = n.Dot(offset);
double mat[16];
MakeMatrix(mat, projRight.x, projRight.y, projRight.z, tx,
projUp.x, projUp.y, projUp.z, ty,
n.x, n.y, n.z, tz,
0, 0, 0, 1);
glMultMatrixd(mat);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glShadeModel(GL_SMOOTH);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
glEnable(GL_LINE_SMOOTH);
glEnable(GL_DEPTH_TEST);
glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
glEnable(GL_NORMALIZE);
glClearDepth(1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
Vector light = VectorFromProjs(-0.49*w/scale, 0.49*h/scale, 0);
GLfloat lightPos[4] =
{ (GLfloat)light.x, (GLfloat)light.y, (GLfloat)light.z, 0 };
glLightfv(GL_LIGHT0, GL_POSITION, lightPos);
glEnable(GL_LIGHT0);
glLightModelf(GL_LIGHT_MODEL_TWO_SIDE, 1);
GLfloat ambient[4] = { 0.4f, 0.4f, 0.4f, 1.0f };
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient);
glxUnlockColor();
int i, a;
// Draw the groups; this fills the polygons, if requested.
if(showSolids) {
for(i = 0; i < SS.group.n; i++) {
SS.group.elem[i].Draw();
}
}
// First, draw the entire scene. We don't necessarily want to draw
// things with normal z-buffering behaviour; e.g. we always want to
// draw a line segment in front of a reference. So we have three draw
// levels, and only the first gets normal depth testing.
for(a = 0; a <= 2; a++) {
// Three levels: 0 least prominent (e.g. a reference workplane), 1 is
// middle (e.g. line segment), 2 is always in front (e.g. point).
if(a >= 1 && showHdnLines) glDisable(GL_DEPTH_TEST);
for(i = 0; i < SS.entity.n; i++) {
SS.entity.elem[i].Draw(a);
}
}
glDisable(GL_DEPTH_TEST);
// Draw the constraints
for(i = 0; i < SS.constraint.n; i++) {
SS.constraint.elem[i].Draw();
}
// Then redraw whatever the mouse is hovering over, highlighted.
glDisable(GL_DEPTH_TEST);
glxLockColorTo(1, 1, 0);
hover.Draw();
// And finally draw the selection, same mechanism.
glxLockColorTo(1, 0, 0);
for(i = 0; i < MAX_SELECTED; i++) {
selection[i].Draw();
}
}