371 lines
12 KiB
C++
371 lines
12 KiB
C++
#include "solvespace.h"
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void SolveSpace::MarkGroupDirtyByEntity(hEntity he) {
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Entity *e = SK.GetEntity(he);
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MarkGroupDirty(e->group);
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}
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void SolveSpace::MarkGroupDirty(hGroup hg) {
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int i;
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bool go = false;
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for(i = 0; i < SK.group.n; i++) {
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Group *g = &(SK.group.elem[i]);
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if(g->h.v == hg.v) {
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go = true;
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}
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if(go) {
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g->clean = false;
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}
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}
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unsaved = true;
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}
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bool SolveSpace::PruneOrphans(void) {
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int i;
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for(i = 0; i < SK.request.n; i++) {
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Request *r = &(SK.request.elem[i]);
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if(GroupExists(r->group)) continue;
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(deleted.requests)++;
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SK.request.RemoveById(r->h);
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return true;
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}
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for(i = 0; i < SK.constraint.n; i++) {
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Constraint *c = &(SK.constraint.elem[i]);
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if(GroupExists(c->group)) continue;
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(deleted.constraints)++;
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(deleted.nonTrivialConstraints)++;
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SK.constraint.RemoveById(c->h);
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return true;
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}
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return false;
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}
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bool SolveSpace::GroupsInOrder(hGroup before, hGroup after) {
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if(before.v == 0) return true;
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if(after.v == 0) return true;
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int beforep = -1, afterp = -1;
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int i;
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for(i = 0; i < SK.group.n; i++) {
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Group *g = &(SK.group.elem[i]);
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if(g->h.v == before.v) beforep = i;
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if(g->h.v == after.v) afterp = i;
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}
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if(beforep < 0 || afterp < 0) return false;
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if(beforep >= afterp) return false;
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return true;
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}
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bool SolveSpace::GroupExists(hGroup hg) {
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// A nonexistent group is not acceptable
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return SK.group.FindByIdNoOops(hg) ? true : false;
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}
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bool SolveSpace::EntityExists(hEntity he) {
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// A nonexstient entity is acceptable, though, usually just means it
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// doesn't apply.
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if(he.v == Entity::NO_ENTITY.v) return true;
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return SK.entity.FindByIdNoOops(he) ? true : false;
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}
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bool SolveSpace::PruneGroups(hGroup hg) {
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Group *g = SK.GetGroup(hg);
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if(GroupsInOrder(g->opA, hg) &&
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EntityExists(g->predef.origin) &&
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EntityExists(g->predef.entityB) &&
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EntityExists(g->predef.entityC))
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{
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return false;
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}
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(deleted.groups)++;
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SK.group.RemoveById(g->h);
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return true;
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}
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bool SolveSpace::PruneRequests(hGroup hg) {
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int i;
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for(i = 0; i < SK.entity.n; i++) {
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Entity *e = &(SK.entity.elem[i]);
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if(e->group.v != hg.v) continue;
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if(EntityExists(e->workplane)) continue;
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if(!e->h.isFromRequest()) oops();
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(deleted.requests)++;
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SK.request.RemoveById(e->h.request());
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return true;
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}
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return false;
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}
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bool SolveSpace::PruneConstraints(hGroup hg) {
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int i;
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for(i = 0; i < SK.constraint.n; i++) {
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Constraint *c = &(SK.constraint.elem[i]);
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if(c->group.v != hg.v) continue;
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if(EntityExists(c->workplane) &&
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EntityExists(c->ptA) &&
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EntityExists(c->ptB) &&
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EntityExists(c->entityA) &&
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EntityExists(c->entityB) &&
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EntityExists(c->entityC) &&
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EntityExists(c->entityD))
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{
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continue;
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}
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(deleted.constraints)++;
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if(c->type != Constraint::POINTS_COINCIDENT &&
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c->type != Constraint::HORIZONTAL &&
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c->type != Constraint::VERTICAL)
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{
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(deleted.nonTrivialConstraints)++;
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}
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SK.constraint.RemoveById(c->h);
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return true;
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}
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return false;
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}
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void SolveSpace::GenerateAll(void) {
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int i;
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int firstDirty = INT_MAX, lastVisible = 0;
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// Start from the first dirty group, and solve until the active group,
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// since all groups after the active group are hidden.
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for(i = 0; i < SK.group.n; i++) {
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Group *g = &(SK.group.elem[i]);
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g->order = i;
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if((!g->clean) || (g->solved.how != Group::SOLVED_OKAY)) {
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firstDirty = min(firstDirty, i);
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}
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if(g->h.v == SS.GW.activeGroup.v) {
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lastVisible = i;
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}
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}
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if(firstDirty == INT_MAX || lastVisible == 0) {
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// All clean; so just regenerate the entities, and don't solve anything.
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GenerateAll(-1, -1);
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} else {
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GenerateAll(firstDirty, lastVisible);
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}
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}
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void SolveSpace::GenerateAll(int first, int last, bool andFindFree) {
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int i, j;
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// Remove any requests or constraints that refer to a nonexistent
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// group; can check those immediately, since we know what the list
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// of groups should be.
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while(PruneOrphans())
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;
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// Don't lose our numerical guesses when we regenerate.
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IdList<Param,hParam> prev;
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SK.param.MoveSelfInto(&prev);
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SK.entity.Clear();
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for(i = 0; i < SK.group.n; i++) {
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Group *g = &(SK.group.elem[i]);
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// The group may depend on entities or other groups, to define its
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// workplane geometry or for its operands. Those must already exist
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// in a previous group, so check them before generating.
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if(PruneGroups(g->h))
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goto pruned;
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for(j = 0; j < SK.request.n; j++) {
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Request *r = &(SK.request.elem[j]);
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if(r->group.v != g->h.v) continue;
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r->Generate(&(SK.entity), &(SK.param));
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}
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g->Generate(&(SK.entity), &(SK.param));
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// The requests and constraints depend on stuff in this or the
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// previous group, so check them after generating.
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if(PruneRequests(g->h) || PruneConstraints(g->h))
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goto pruned;
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// Use the previous values for params that we've seen before, as
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// initial guesses for the solver.
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for(j = 0; j < SK.param.n; j++) {
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Param *newp = &(SK.param.elem[j]);
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if(newp->known) continue;
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Param *prevp = prev.FindByIdNoOops(newp->h);
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if(prevp) newp->val = prevp->val;
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}
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if(g->h.v == Group::HGROUP_REFERENCES.v) {
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ForceReferences();
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g->solved.how = Group::SOLVED_OKAY;
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g->clean = true;
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} else {
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if(i >= first && i <= last) {
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// The group falls inside the range, so really solve it,
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// and then regenerate the mesh based on the solved stuff.
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SolveGroup(g->h, andFindFree);
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g->GenerateLoops();
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g->GenerateShellAndMesh();
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g->clean = true;
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} else {
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// The group falls outside the range, so just assume that
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// it's good wherever we left it. The mesh is unchanged,
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// and the parameters must be marked as known.
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for(j = 0; j < SK.param.n; j++) {
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Param *newp = &(SK.param.elem[j]);
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Param *prevp = prev.FindByIdNoOops(newp->h);
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if(prevp) newp->known = true;
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}
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}
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}
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}
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// And update any reference dimensions with their new values
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for(i = 0; i < SK.constraint.n; i++) {
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Constraint *c = &(SK.constraint.elem[i]);
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if(c->reference) {
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c->ModifyToSatisfy();
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}
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}
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// Make sure the point that we're tracing exists.
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if(traced.point.v && !SK.entity.FindByIdNoOops(traced.point)) {
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traced.point = Entity::NO_ENTITY;
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}
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// And if we're tracing a point, add its new value to the path
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if(traced.point.v) {
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Entity *pt = SK.GetEntity(traced.point);
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traced.path.AddPoint(pt->PointGetNum());
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}
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prev.Clear();
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InvalidateGraphics();
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// Remove nonexistent selection items, for same reason we waited till
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// the end to put up a dialog box.
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GW.ClearNonexistentSelectionItems();
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if(deleted.requests > 0 || deleted.constraints > 0 || deleted.groups > 0) {
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// All sorts of interesting things could have happened; for example,
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// the active group or active workplane could have been deleted. So
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// clear all that out.
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if(deleted.groups > 0) {
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SS.TW.ClearSuper();
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}
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later.showTW = true;
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GW.ClearSuper();
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// People get annoyed if I complain whenever they delete any request,
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// and I otherwise will, since those always come with pt-coincident
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// constraints.
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if(deleted.requests > 0 || deleted.nonTrivialConstraints > 0 ||
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deleted.groups > 0)
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{
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// Don't display any errors until we've regenerated fully. The
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// sketch is not necessarily in a consistent state until we've
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// pruned any orphaned etc. objects, and the message loop for the
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// messagebox could allow us to repaint and crash. But now we must
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// be fine.
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Error("Additional sketch elements were deleted, because they "
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"depend on the element that was just deleted explicitly. "
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"These include: \r\n"
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" %d request%s\r\n"
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" %d constraint%s\r\n"
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" %d group%s\r\n\r\n"
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"Choose Edit -> Undo to undelete all elements.",
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deleted.requests, deleted.requests == 1 ? "" : "s",
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deleted.constraints, deleted.constraints == 1 ? "" : "s",
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deleted.groups, deleted.groups == 1 ? "" : "s");
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}
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memset(&deleted, 0, sizeof(deleted));
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}
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FreeAllTemporary();
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allConsistent = true;
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return;
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pruned:
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// Restore the numerical guesses
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SK.param.Clear();
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prev.MoveSelfInto(&(SK.param));
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// Try again
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GenerateAll(first, last);
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}
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void SolveSpace::ForceReferences(void) {
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// Force the values of the paramters that define the three reference
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// coordinate systems.
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static const struct {
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hRequest hr;
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Quaternion q;
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} Quat[] = {
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{ Request::HREQUEST_REFERENCE_XY, { 1, 0, 0, 0, } },
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{ Request::HREQUEST_REFERENCE_YZ, { 0.5, 0.5, 0.5, 0.5, } },
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{ Request::HREQUEST_REFERENCE_ZX, { 0.5, -0.5, -0.5, -0.5, } },
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};
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for(int i = 0; i < 3; i++) {
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hRequest hr = Quat[i].hr;
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Entity *wrkpl = SK.GetEntity(hr.entity(0));
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// The origin for our coordinate system, always zero
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Entity *origin = SK.GetEntity(wrkpl->point[0]);
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origin->PointForceTo(Vector::From(0, 0, 0));
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SK.GetParam(origin->param[0])->known = true;
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SK.GetParam(origin->param[1])->known = true;
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SK.GetParam(origin->param[2])->known = true;
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// The quaternion that defines the rotation, from the table.
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Entity *normal = SK.GetEntity(wrkpl->normal);
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normal->NormalForceTo(Quat[i].q);
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SK.GetParam(normal->param[0])->known = true;
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SK.GetParam(normal->param[1])->known = true;
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SK.GetParam(normal->param[2])->known = true;
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SK.GetParam(normal->param[3])->known = true;
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}
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}
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void SolveSpace::SolveGroup(hGroup hg, bool andFindFree) {
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int i;
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// Clear out the system to be solved.
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sys.entity.Clear();
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sys.param.Clear();
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sys.eq.Clear();
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// And generate all the params for requests in this group
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for(i = 0; i < SK.request.n; i++) {
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Request *r = &(SK.request.elem[i]);
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if(r->group.v != hg.v) continue;
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r->Generate(&(sys.entity), &(sys.param));
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}
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// And for the group itself
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Group *g = SK.GetGroup(hg);
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g->Generate(&(sys.entity), &(sys.param));
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// Set the initial guesses for all the params
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for(i = 0; i < sys.param.n; i++) {
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Param *p = &(sys.param.elem[i]);
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p->known = false;
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p->val = SK.GetParam(p->h)->val;
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}
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sys.Solve(g, andFindFree);
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FreeAllTemporary();
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}
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bool SolveSpace::AllGroupsOkay(void) {
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int i;
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bool allOk = true;
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for(i = 0; i < SK.group.n; i++) {
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if(SK.group.elem[i].solved.how != Group::SOLVED_OKAY) {
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allOk = false;
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}
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}
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return allOk;
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}
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