#include "solvespace.h" const hEntity Entity::FREE_IN_3D = { 0 }; const hGroup Group::HGROUP_REFERENCES = { 1 }; const hRequest Request::HREQUEST_REFERENCE_XY = { 1 }; const hRequest Request::HREQUEST_REFERENCE_YZ = { 2 }; const hRequest Request::HREQUEST_REFERENCE_ZX = { 3 }; void Group::AddParam(IdList *param, hParam hp, double v) { Param pa; memset(&pa, 0, sizeof(pa)); pa.h = hp; pa.val = v; param->Add(&pa); } void Group::MenuGroup(int id) { Group g; memset(&g, 0, sizeof(g)); g.visible = true; switch(id) { case GraphicsWindow::MNU_GROUP_DRAWING: g.type = DRAWING; g.name.strcpy("drawing"); break; case GraphicsWindow::MNU_GROUP_EXTRUDE: g.type = EXTRUDE; g.opA.v = 2; g.name.strcpy("extrude"); break; default: oops(); } SS.group.AddAndAssignId(&g); SS.GenerateAll(SS.GW.solving == GraphicsWindow::SOLVE_ALWAYS); SS.GW.activeGroup = g.h; SS.TW.Show(); } char *Group::DescriptionString(void) { static char ret[100]; if(name.str[0]) { sprintf(ret, "g%03x-%s", h.v, name.str); } else { sprintf(ret, "g%03x-(unnamed)", h.v); } return ret; } void Group::Generate(IdList *entity, IdList *param) { Vector gn = (SS.GW.projRight).Cross(SS.GW.projUp); gn = gn.WithMagnitude(200/SS.GW.scale); int i; switch(type) { case DRAWING: return; case EXTRUDE: AddParam(param, h.param(0), gn.x); AddParam(param, h.param(1), gn.y); AddParam(param, h.param(2), gn.z); for(i = 0; i < entity->n; i++) { Entity *e = &(entity->elem[i]); if(e->group.v != opA.v) continue; CopyEntity(e->h, 0, h.param(0), h.param(1), h.param(2), true); } break; default: oops(); } } hEntity Group::Remap(hEntity in, int copyNumber) { int i; for(i = 0; i < remap.n; i++) { EntityMap *em = &(remap.elem[i]); if(em->input.v == in.v && em->copyNumber == copyNumber) { // We already have a mapping for this entity. return h.entity(em->h.v); } } // We don't have a mapping yet, so create one. EntityMap em; em.input = in; em.copyNumber = copyNumber; remap.AddAndAssignId(&em); return h.entity(em.h.v); } void Group::CopyEntity(hEntity in, int a, hParam dx, hParam dy, hParam dz, bool isExtrusion) { Entity *ep = SS.GetEntity(in); Entity en; memset(&en, 0, sizeof(en)); en.type = ep->type; en.h = Remap(ep->h, a); en.group = h; switch(ep->type) { case Entity::WORKPLANE: // Don't copy these. return; case Entity::LINE_SEGMENT: en.point[0] = Remap(ep->point[0], a); en.point[1] = Remap(ep->point[1], a); break; case Entity::CUBIC: en.point[0] = Remap(ep->point[0], a); en.point[1] = Remap(ep->point[1], a); en.point[2] = Remap(ep->point[2], a); en.point[3] = Remap(ep->point[3], a); break; case Entity::CIRCLE: en.point[0] = Remap(ep->point[0], a); en.normal = Remap(ep->normal, a); en.param[0] = ep->param[0]; // XXX make numerical somehow later break; case Entity::POINT_IN_3D: case Entity::POINT_IN_2D: en.type = Entity::POINT_XFRMD; en.param[0] = dx; en.param[1] = dy; en.param[2] = dz; en.numPoint = ep->PointGetNum(); if(isExtrusion) { if(a != 0) oops(); SS.entity.Add(&en); hEntity np = en.h; memset(&en, 0, sizeof(en)); en.point[0] = ep->h; en.point[1] = np; en.group = h; en.h = Remap(ep->h, 1); en.type = Entity::LINE_SEGMENT; // And then this line segment gets added } break; case Entity::NORMAL_IN_3D: case Entity::NORMAL_IN_2D: en.type = Entity::NORMAL_XFRMD; en.numNormal = ep->NormalGetNum(); en.point[0] = Remap(ep->point[0], a); break; default: oops(); } SS.entity.Add(&en); } void Group::MakePolygons(void) { int i; for(i = 0; i < faces.n; i++) { (faces.elem[i]).Clear(); } faces.Clear(); if(type == DRAWING) { edges.l.Clear(); int i; for(i = 0; i < SS.entity.n; i++) { Entity *e = &(SS.entity.elem[i]); if(e->group.v != h.v) continue; e->GenerateEdges(&edges); } SPolygon poly; memset(&poly, 0, sizeof(poly)); SEdge error; if(edges.AssemblePolygon(&poly, &error)) { polyError.yes = false; poly.normal = poly.ComputeNormal(); faces.Add(&poly); } else { polyError.yes = true; polyError.notClosedAt = error; poly.Clear(); } } else if(type == EXTRUDE) { Vector translate; translate.x = SS.GetParam(h.param(0))->val; translate.y = SS.GetParam(h.param(1))->val; translate.z = SS.GetParam(h.param(2))->val; edges.l.Clear(); Group *src = SS.GetGroup(opA); if(src->faces.n != 1) return; (src->faces.elem[0]).MakeEdgesInto(&edges); SPolygon poly; SEdge error; // The bottom memset(&poly, 0, sizeof(poly)); if(!edges.AssemblePolygon(&poly, &error)) oops(); Vector n = poly.ComputeNormal(); if(translate.Dot(n) > 0) { n = n.ScaledBy(-1); } poly.normal = n; poly.FixContourDirections(); poly.FixContourDirections(); faces.Add(&poly); // Regenerate the edges, with the contour directions fixed up. edges.l.Clear(); poly.MakeEdgesInto(&edges); // The sides int i; for(i = 0; i < edges.l.n; i++) { SEdge *edge = &(edges.l.elem[i]); memset(&poly, 0, sizeof(poly)); poly.AddEmptyContour(); poly.AddPoint(edge->a); poly.AddPoint(edge->b); poly.AddPoint((edge->b).Plus(translate)); poly.AddPoint((edge->a).Plus(translate)); poly.AddPoint(edge->a); poly.normal = ((edge->a).Minus(edge->b).Cross(n)).WithMagnitude(1); faces.Add(&poly); edge->a = (edge->a).Plus(translate); edge->b = (edge->b).Plus(translate); } // The top memset(&poly, 0, sizeof(poly)); if(!edges.AssemblePolygon(&poly, &error)) oops(); poly.normal = n.ScaledBy(-1); faces.Add(&poly); } } void Group::Draw(void) { if(!visible) return; if(polyError.yes) { 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(); } else { int i; glEnable(GL_LIGHTING); GLfloat vec[] = { 0, 0, 0.5, 1.0 }; glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT_AND_DIFFUSE, vec); for(i = 0; i < faces.n; i++) { glxFillPolygon(&(faces.elem[i])); #if 0 // Debug stuff to show normals to the faces on-screen glDisable(GL_LIGHTING); glDisable(GL_DEPTH_TEST); glxMarkPolygonNormal(&(faces.elem[i])); glEnable(GL_LIGHTING); glEnable(GL_DEPTH_TEST); #endif } glDisable(GL_LIGHTING); } } hParam Request::AddParam(IdList *param, hParam hp) { Param pa; memset(&pa, 0, sizeof(pa)); pa.h = hp; param->Add(&pa); return hp; } void Request::Generate(IdList *entity, IdList *param) { int points = 0; int params = 0; int et = 0; bool hasNormal = false; int i; Entity e; memset(&e, 0, sizeof(e)); switch(type) { case Request::WORKPLANE: et = Entity::WORKPLANE; points = 1; hasNormal = true; break; case Request::DATUM_POINT: et = 0; points = 1; break; case Request::LINE_SEGMENT: et = Entity::LINE_SEGMENT; points = 2; break; case Request::CIRCLE: et = Entity::CIRCLE; points = 1; params = 1; hasNormal = true; break; case Request::CUBIC: et = Entity::CUBIC; points = 4; break; default: oops(); } // Generate the entity that's specific to this request. e.type = et; e.group = group; e.workplane = workplane; e.construction = construction; e.h = h.entity(0); // And generate entities for the points for(i = 0; i < points; i++) { Entity p; memset(&p, 0, sizeof(p)); p.workplane = workplane; // points start from entity 1, except for datum point case p.h = h.entity(i+(et ? 1 : 0)); p.group = group; if(workplane.v == Entity::FREE_IN_3D.v) { p.type = Entity::POINT_IN_3D; // params for x y z p.param[0] = AddParam(param, h.param(16 + 3*i + 0)); p.param[1] = AddParam(param, h.param(16 + 3*i + 1)); p.param[2] = AddParam(param, h.param(16 + 3*i + 2)); } else { p.type = Entity::POINT_IN_2D; // params for u v p.param[0] = AddParam(param, h.param(16 + 3*i + 0)); p.param[1] = AddParam(param, h.param(16 + 3*i + 1)); } entity->Add(&p); e.point[i] = p.h; } if(hasNormal) { Entity n; memset(&n, 0, sizeof(n)); n.workplane = workplane; n.h = h.entity(16); n.group = group; if(workplane.v == Entity::FREE_IN_3D.v) { n.type = Entity::NORMAL_IN_3D; n.param[0] = AddParam(param, h.param(32+0)); n.param[1] = AddParam(param, h.param(32+1)); n.param[2] = AddParam(param, h.param(32+2)); n.param[3] = AddParam(param, h.param(32+3)); } else { n.type = Entity::NORMAL_IN_2D; // and this is just a copy of the workplane quaternion, // so no params required } if(points < 1) oops(); // The point determines where the normal gets displayed on-screen; // it's entirely cosmetic. n.point[0] = e.point[0]; entity->Add(&n); e.normal = n.h; } // And generate any params not associated with the point that // we happen to need. for(i = 0; i < params; i++) { e.param[i] = AddParam(param, h.param(i)); } if(et) entity->Add(&e); } char *Request::DescriptionString(void) { static char ret[100]; if(name.str[0]) { sprintf(ret, "r%03x-%s", h.v, name.str); } else { sprintf(ret, "r%03x-(unnamed)", h.v); } return ret; }