//----------------------------------------------------------------------------- // Generate our model based on its parametric description, by solving each // sketch, generating surfaces from the resulting entities, performing any // requested surface operations (e.g. Booleans) with our model so far, and // then repeating this process for each subsequent group. // // Copyright 2008-2013 Jonathan Westhues. //----------------------------------------------------------------------------- #include "solvespace.h" void SolveSpaceUI::MarkGroupDirtyByEntity(hEntity he) { Entity *e = SK.GetEntity(he); MarkGroupDirty(e->group); } void SolveSpaceUI::MarkGroupDirty(hGroup hg) { int i; bool go = false; for(i = 0; i < SK.group.n; i++) { Group *g = &(SK.group.elem[i]); if(g->h.v == hg.v) { go = true; } if(go) { g->clean = false; } } unsaved = true; } bool SolveSpaceUI::PruneOrphans(void) { int i; for(i = 0; i < SK.request.n; i++) { Request *r = &(SK.request.elem[i]); if(GroupExists(r->group)) continue; (deleted.requests)++; SK.request.RemoveById(r->h); return true; } for(i = 0; i < SK.constraint.n; i++) { Constraint *c = &(SK.constraint.elem[i]); if(GroupExists(c->group)) continue; (deleted.constraints)++; (deleted.nonTrivialConstraints)++; SK.constraint.RemoveById(c->h); return true; } return false; } bool SolveSpaceUI::GroupsInOrder(hGroup before, hGroup after) { if(before.v == 0) return true; if(after.v == 0) return true; int beforep = -1, afterp = -1; int i; for(i = 0; i < SK.group.n; i++) { Group *g = &(SK.group.elem[i]); if(g->h.v == before.v) beforep = i; if(g->h.v == after.v) afterp = i; } if(beforep < 0 || afterp < 0) return false; if(beforep >= afterp) return false; return true; } bool SolveSpaceUI::GroupExists(hGroup hg) { // A nonexistent group is not acceptable return SK.group.FindByIdNoOops(hg) ? true : false; } bool SolveSpaceUI::EntityExists(hEntity he) { // A nonexstient entity is acceptable, though, usually just means it // doesn't apply. if(he.v == Entity::NO_ENTITY.v) return true; return SK.entity.FindByIdNoOops(he) ? true : false; } bool SolveSpaceUI::PruneGroups(hGroup hg) { Group *g = SK.GetGroup(hg); if(GroupsInOrder(g->opA, hg) && EntityExists(g->predef.origin) && EntityExists(g->predef.entityB) && EntityExists(g->predef.entityC)) { return false; } (deleted.groups)++; SK.group.RemoveById(g->h); return true; } bool SolveSpaceUI::PruneRequests(hGroup hg) { int i; for(i = 0; i < SK.entity.n; i++) { Entity *e = &(SK.entity.elem[i]); if(e->group.v != hg.v) continue; if(EntityExists(e->workplane)) continue; if(!e->h.isFromRequest()) oops(); (deleted.requests)++; SK.request.RemoveById(e->h.request()); return true; } return false; } bool SolveSpaceUI::PruneConstraints(hGroup hg) { int i; for(i = 0; i < SK.constraint.n; i++) { Constraint *c = &(SK.constraint.elem[i]); if(c->group.v != hg.v) continue; if(EntityExists(c->workplane) && EntityExists(c->ptA) && EntityExists(c->ptB) && EntityExists(c->entityA) && EntityExists(c->entityB) && EntityExists(c->entityC) && EntityExists(c->entityD)) { continue; } (deleted.constraints)++; if(c->type != Constraint::POINTS_COINCIDENT && c->type != Constraint::HORIZONTAL && c->type != Constraint::VERTICAL) { (deleted.nonTrivialConstraints)++; } SK.constraint.RemoveById(c->h); return true; } return false; } void SolveSpaceUI::GenerateAll(void) { int i; int firstDirty = INT_MAX, lastVisible = 0; // Start from the first dirty group, and solve until the active group, // since all groups after the active group are hidden. for(i = 0; i < SK.group.n; i++) { Group *g = &(SK.group.elem[i]); g->order = i; if((!g->clean) || (g->solved.how != System::SOLVED_OKAY)) { firstDirty = min(firstDirty, i); } if(g->h.v == SS.GW.activeGroup.v) { lastVisible = i; } } if(firstDirty == INT_MAX || lastVisible == 0) { // All clean; so just regenerate the entities, and don't solve anything. GenerateAll(GENERATE_REGEN); } else { SS.nakedEdges.Clear(); GenerateAll(firstDirty, lastVisible); } } void SolveSpaceUI::GenerateAll(GenerateType type, bool andFindFree) { switch(type) { case GENERATE_ALL: GenerateAll(0, INT_MAX, andFindFree); break; case GENERATE_REGEN: GenerateAll(-1, -1, andFindFree); break; case GENERATE_UNTIL_ACTIVE: GenerateAll(0, -2, andFindFree); break; default: oops(); } } void SolveSpaceUI::GenerateAll(int first, int last, bool andFindFree, bool genForBBox) { int i, j; // generate until active group if(last == -2) { last = SK.group.IndexOf(SS.GW.activeGroup); if(last == -1) last = INT_MAX; } // If we're generating entities for display, first we need to find // the bounding box to turn relative chord tolerance to absolute. if(!SS.exportMode && !genForBBox) { GenerateAll(first, last, false, true); BBox box = SK.CalculateEntityBBox(false); Vector size = box.maxp.Minus(box.minp); double maxSize = std::max({ size.x, size.y, size.z }); chordTolCalculated = maxSize * chordTol / 100.0; } // Remove any requests or constraints that refer to a nonexistent // group; can check those immediately, since we know what the list // of groups should be. while(PruneOrphans()) ; // Don't lose our numerical guesses when we regenerate. IdList prev = {}; SK.param.MoveSelfInto(&prev); SK.entity.Clear(); int64_t inTime = GetMilliseconds(); bool displayedStatusMessage = false; for(i = 0; i < SK.group.n; i++) { Group *g = &(SK.group.elem[i]); int64_t now = GetMilliseconds(); // Display the status message if we've taken more than 400 ms, or // if we've taken 200 ms but we're not even halfway done, or if // we've already started displaying the status message. if( (now - inTime > 400) || ((now - inTime > 200) && i < (SK.group.n / 2)) || displayedStatusMessage) { displayedStatusMessage = true; std::string msg = ssprintf("generating group %d/%d", i, SK.group.n); int w, h; GetGraphicsWindowSize(&w, &h); glDrawBuffer(GL_FRONT); glViewport(0, 0, w, h); glLoadIdentity(); glTranslated(-1, 1, 0); glScaled(2.0/w, 2.0/h, 1.0); glDisable(GL_DEPTH_TEST); double left = 80, top = -20, width = 240, height = 24; glColor3d(0.9, 0.8, 0.8); ssglAxisAlignedQuad(left, left+width, top, top-height); ssglLineWidth(1); glColor3d(0.0, 0.0, 0.0); ssglAxisAlignedLineLoop(left, left+width, top, top-height); ssglInitializeBitmapFont(); glColor3d(0, 0, 0); glPushMatrix(); glTranslated(left+8, top-20, 0); glScaled(1, -1, 1); ssglBitmapText(msg.c_str(), Vector::From(0, 0, 0)); glPopMatrix(); glFlush(); glDrawBuffer(GL_BACK); } // The group may depend on entities or other groups, to define its // workplane geometry or for its operands. Those must already exist // in a previous group, so check them before generating. if(PruneGroups(g->h)) goto pruned; for(j = 0; j < SK.request.n; j++) { Request *r = &(SK.request.elem[j]); if(r->group.v != g->h.v) continue; r->Generate(&(SK.entity), &(SK.param)); } g->Generate(&(SK.entity), &(SK.param)); // The requests and constraints depend on stuff in this or the // previous group, so check them after generating. if(PruneRequests(g->h) || PruneConstraints(g->h)) goto pruned; // Use the previous values for params that we've seen before, as // initial guesses for the solver. for(j = 0; j < SK.param.n; j++) { Param *newp = &(SK.param.elem[j]); if(newp->known) continue; Param *prevp = prev.FindByIdNoOops(newp->h); if(prevp) newp->val = prevp->val; } if(g->h.v == Group::HGROUP_REFERENCES.v) { ForceReferences(); g->solved.how = System::SOLVED_OKAY; g->clean = true; } else { if(i >= first && i <= last) { // The group falls inside the range, so really solve it, // and then regenerate the mesh based on the solved stuff. if(genForBBox) { SolveGroup(g->h, andFindFree); } else { g->GenerateLoops(); g->GenerateShellAndMesh(); g->clean = true; } } else { // The group falls outside the range, so just assume that // it's good wherever we left it. The mesh is unchanged, // and the parameters must be marked as known. for(j = 0; j < SK.param.n; j++) { Param *newp = &(SK.param.elem[j]); Param *prevp = prev.FindByIdNoOops(newp->h); if(prevp) newp->known = true; } } } } // And update any reference dimensions with their new values for(i = 0; i < SK.constraint.n; i++) { Constraint *c = &(SK.constraint.elem[i]); if(c->reference) { c->ModifyToSatisfy(); } } // Make sure the point that we're tracing exists. if(traced.point.v && !SK.entity.FindByIdNoOops(traced.point)) { traced.point = Entity::NO_ENTITY; } // And if we're tracing a point, add its new value to the path if(traced.point.v) { Entity *pt = SK.GetEntity(traced.point); traced.path.AddPoint(pt->PointGetNum()); } prev.Clear(); InvalidateGraphics(); // Remove nonexistent selection items, for same reason we waited till // the end to put up a dialog box. GW.ClearNonexistentSelectionItems(); if(deleted.requests > 0 || deleted.constraints > 0 || deleted.groups > 0) { // All sorts of interesting things could have happened; for example, // the active group or active workplane could have been deleted. So // clear all that out. if(deleted.groups > 0) { SS.TW.ClearSuper(); } ScheduleShowTW(); GW.ClearSuper(); // People get annoyed if I complain whenever they delete any request, // and I otherwise will, since those always come with pt-coincident // constraints. if(deleted.requests > 0 || deleted.nonTrivialConstraints > 0 || deleted.groups > 0) { // Don't display any errors until we've regenerated fully. The // sketch is not necessarily in a consistent state until we've // pruned any orphaned etc. objects, and the message loop for the // messagebox could allow us to repaint and crash. But now we must // be fine. Message("Additional sketch elements were deleted, because they " "depend on the element that was just deleted explicitly. " "These include: \n" " %d request%s\n" " %d constraint%s\n" " %d group%s" "%s", deleted.requests, deleted.requests == 1 ? "" : "s", deleted.constraints, deleted.constraints == 1 ? "" : "s", deleted.groups, deleted.groups == 1 ? "" : "s", undo.cnt > 0 ? "\n\nChoose Edit -> Undo to undelete all elements." : ""); } deleted = {}; } FreeAllTemporary(); allConsistent = true; return; pruned: // Restore the numerical guesses SK.param.Clear(); prev.MoveSelfInto(&(SK.param)); // Try again GenerateAll(first, last, andFindFree, genForBBox); } void SolveSpaceUI::ForceReferences(void) { // Force the values of the parameters that define the three reference // coordinate systems. static const struct { hRequest hr; Quaternion q; } Quat[] = { { Request::HREQUEST_REFERENCE_XY, { 1, 0, 0, 0, } }, { Request::HREQUEST_REFERENCE_YZ, { 0.5, 0.5, 0.5, 0.5, } }, { Request::HREQUEST_REFERENCE_ZX, { 0.5, -0.5, -0.5, -0.5, } }, }; for(int i = 0; i < 3; i++) { hRequest hr = Quat[i].hr; Entity *wrkpl = SK.GetEntity(hr.entity(0)); // The origin for our coordinate system, always zero Entity *origin = SK.GetEntity(wrkpl->point[0]); origin->PointForceTo(Vector::From(0, 0, 0)); SK.GetParam(origin->param[0])->known = true; SK.GetParam(origin->param[1])->known = true; SK.GetParam(origin->param[2])->known = true; // The quaternion that defines the rotation, from the table. Entity *normal = SK.GetEntity(wrkpl->normal); normal->NormalForceTo(Quat[i].q); SK.GetParam(normal->param[0])->known = true; SK.GetParam(normal->param[1])->known = true; SK.GetParam(normal->param[2])->known = true; SK.GetParam(normal->param[3])->known = true; } } void SolveSpaceUI::MarkDraggedParams(void) { sys.dragged.Clear(); for(int i = -1; i < SS.GW.pending.points.n; i++) { hEntity hp; if(i == -1) { hp = SS.GW.pending.point; } else { hp = SS.GW.pending.points.elem[i]; } if(!hp.v) continue; // The pending point could be one in a group that has not yet // been processed, in which case the lookup will fail; but // that's not an error. Entity *pt = SK.entity.FindByIdNoOops(hp); if(pt) { switch(pt->type) { case Entity::POINT_N_TRANS: case Entity::POINT_IN_3D: sys.dragged.Add(&(pt->param[0])); sys.dragged.Add(&(pt->param[1])); sys.dragged.Add(&(pt->param[2])); break; case Entity::POINT_IN_2D: sys.dragged.Add(&(pt->param[0])); sys.dragged.Add(&(pt->param[1])); break; } } } if(SS.GW.pending.circle.v) { Entity *circ = SK.entity.FindByIdNoOops(SS.GW.pending.circle); if(circ) { Entity *dist = SK.GetEntity(circ->distance); switch(dist->type) { case Entity::DISTANCE: sys.dragged.Add(&(dist->param[0])); break; } } } if(SS.GW.pending.normal.v) { Entity *norm = SK.entity.FindByIdNoOops(SS.GW.pending.normal); if(norm) { switch(norm->type) { case Entity::NORMAL_IN_3D: sys.dragged.Add(&(norm->param[0])); sys.dragged.Add(&(norm->param[1])); sys.dragged.Add(&(norm->param[2])); sys.dragged.Add(&(norm->param[3])); break; // other types are locked, so not draggable } } } } void SolveSpaceUI::SolveGroup(hGroup hg, bool andFindFree) { int i; // Clear out the system to be solved. sys.entity.Clear(); sys.param.Clear(); sys.eq.Clear(); // And generate all the params for requests in this group for(i = 0; i < SK.request.n; i++) { Request *r = &(SK.request.elem[i]); if(r->group.v != hg.v) continue; r->Generate(&(sys.entity), &(sys.param)); } // And for the group itself Group *g = SK.GetGroup(hg); g->Generate(&(sys.entity), &(sys.param)); // Set the initial guesses for all the params for(i = 0; i < sys.param.n; i++) { Param *p = &(sys.param.elem[i]); p->known = false; p->val = SK.GetParam(p->h)->val; } MarkDraggedParams(); g->solved.remove.Clear(); int how = sys.Solve(g, &(g->solved.dof), &(g->solved.remove), true, andFindFree); bool isOkay = how == System::SOLVED_OKAY || (g->allowRedundant && how == System::REDUNDANT_OKAY); if(!isOkay || (isOkay && !g->IsSolvedOkay())) { TextWindow::ReportHowGroupSolved(g->h); } g->solved.how = how; FreeAllTemporary(); } bool SolveSpaceUI::AllGroupsOkay() { for(int i = 0; i < SK.group.n; i++) { if(!SK.group.elem[i].IsSolvedOkay()) return false; } return true; }