
to assemble Beziers into outer and inner loops, and find those loops made up of entities with filled styles. The open paths are maintained in a separate list, and we assemble as many closed paths as possible even when open paths exist. This changes many things. The coplanar check is now performed on the Beziers, not the resulting polygon. The way that the polygon is used to determine loop directions is also modified. Also fix the mouse behavior when dragging a point: drop it when the mouse is released, even if it is released outside the window, but don't drop it if the pointer is dragged out of and then back into our window. Also special-case SSurface::ClosestPointTo() for planes, for speed. [git-p4: depot-paths = "//depot/solvespace/": change = 2058]
548 lines
19 KiB
C++
548 lines
19 KiB
C++
//-----------------------------------------------------------------------------
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// The root function to paint our graphics window, after setting up all the
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// views and such appropriately. Also contains all the stuff to manage the
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// selection.
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//-----------------------------------------------------------------------------
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#include "solvespace.h"
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bool GraphicsWindow::Selection::Equals(Selection *b) {
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if(entity.v != b->entity.v) return false;
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if(constraint.v != b->constraint.v) return false;
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return true;
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}
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bool GraphicsWindow::Selection::IsEmpty(void) {
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if(entity.v) return false;
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if(constraint.v) return false;
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return true;
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}
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bool GraphicsWindow::Selection::IsStylable(void) {
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if(entity.v) return true;
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if(constraint.v) {
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Constraint *c = SK.GetConstraint(constraint);
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if(c->type == Constraint::COMMENT) return true;
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}
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return false;
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}
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void GraphicsWindow::Selection::Clear(void) {
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entity.v = constraint.v = 0;
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emphasized = false;
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}
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void GraphicsWindow::Selection::Draw(void) {
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Vector refp;
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if(entity.v) {
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Entity *e = SK.GetEntity(entity);
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e->Draw();
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if(emphasized) refp = e->GetReferencePos();
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}
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if(constraint.v) {
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Constraint *c = SK.GetConstraint(constraint);
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c->Draw();
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if(emphasized) refp = c->GetReferencePos();
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}
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if(emphasized && (constraint.v || entity.v)) {
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// We want to emphasize this constraint or entity, by drawing a thick
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// line from the top left corner of the screen to the reference point
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// of that entity or constraint.
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double s = 0.501/SS.GW.scale;
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Vector topLeft = SS.GW.projRight.ScaledBy(-SS.GW.width*s);
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topLeft = topLeft.Plus(SS.GW.projUp.ScaledBy(SS.GW.height*s));
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topLeft = topLeft.Minus(SS.GW.offset);
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glLineWidth(40);
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DWORD rgb = Style::Color(Style::HOVERED);
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glColor4d(REDf(rgb), GREENf(rgb), BLUEf(rgb), 0.2);
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glBegin(GL_LINES);
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glxVertex3v(topLeft);
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glxVertex3v(refp);
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glEnd();
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glLineWidth(1);
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}
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}
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void GraphicsWindow::ClearSelection(void) {
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for(int i = 0; i < MAX_SELECTED; i++) {
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selection[i].Clear();
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}
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SS.later.showTW = true;
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InvalidateGraphics();
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}
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void GraphicsWindow::ClearNonexistentSelectionItems(void) {
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bool change = false;
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for(int i = 0; i < MAX_SELECTED; i++) {
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Selection *s = &(selection[i]);
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if(s->constraint.v && !(SK.constraint.FindByIdNoOops(s->constraint))) {
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s->constraint.v = 0;
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change = true;
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}
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if(s->entity.v && !(SK.entity.FindByIdNoOops(s->entity))) {
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s->entity.v = 0;
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change = true;
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}
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}
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if(change) InvalidateGraphics();
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}
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//-----------------------------------------------------------------------------
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// Toggle the selection state of the hovered item: if it was selected then
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// un-select it, and if it wasn't then select it.
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//-----------------------------------------------------------------------------
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void GraphicsWindow::ToggleSelectionStateOfHovered(void) {
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if(hover.IsEmpty()) return;
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// If an item was selected, then we just un-select it.
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int i;
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for(i = 0; i < MAX_SELECTED; i++) {
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if(selection[i].Equals(&hover)) {
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selection[i].Clear();
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break;
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}
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}
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if(i != MAX_SELECTED) return;
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// So it's not selected, so we should select it.
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if(hover.entity.v != 0 && SK.GetEntity(hover.entity)->IsFace()) {
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// In the interest of speed for the triangle drawing code,
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// only two faces may be selected at a time.
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int c = 0;
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for(i = 0; i < MAX_SELECTED; i++) {
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hEntity he = selection[i].entity;
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if(he.v != 0 && SK.GetEntity(he)->IsFace()) {
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c++;
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if(c >= 2) selection[i].Clear();
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}
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}
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}
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for(i = 0; i < MAX_SELECTED; i++) {
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if(selection[i].IsEmpty()) {
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selection[i] = hover;
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break;
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Sort the selection according to various critieria: the entities and
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// constraints separately, counts of certain types of entities (circles,
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// lines, etc.), and so on.
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//-----------------------------------------------------------------------------
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void GraphicsWindow::GroupSelection(void) {
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memset(&gs, 0, sizeof(gs));
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int i;
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for(i = 0; i < MAX_SELECTED; i++) {
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Selection *s = &(selection[i]);
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if(s->entity.v) {
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(gs.n)++;
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Entity *e = SK.entity.FindById(s->entity);
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// A list of points, and a list of all entities that aren't points.
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if(e->IsPoint()) {
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gs.point[(gs.points)++] = s->entity;
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} else {
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gs.entity[(gs.entities)++] = s->entity;
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(gs.stylables)++;
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}
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// And an auxiliary list of normals, including normals from
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// workplanes.
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if(e->IsNormal()) {
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gs.anyNormal[(gs.anyNormals)++] = s->entity;
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} else if(e->IsWorkplane()) {
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gs.anyNormal[(gs.anyNormals)++] = e->Normal()->h;
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}
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// And of vectors (i.e., stuff with a direction to constrain)
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if(e->HasVector()) {
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gs.vector[(gs.vectors)++] = s->entity;
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}
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// Faces (which are special, associated/drawn with triangles)
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if(e->IsFace()) {
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gs.face[(gs.faces)++] = s->entity;
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}
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// And some aux counts too
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switch(e->type) {
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case Entity::WORKPLANE: (gs.workplanes)++; break;
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case Entity::LINE_SEGMENT: (gs.lineSegments)++; break;
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case Entity::CUBIC: (gs.cubics)++; break;
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// but don't count periodic cubics
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case Entity::ARC_OF_CIRCLE:
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(gs.circlesOrArcs)++;
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(gs.arcs)++;
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break;
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case Entity::CIRCLE: (gs.circlesOrArcs)++; break;
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}
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}
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if(s->constraint.v) {
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gs.constraint[(gs.constraints)++] = s->constraint;
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Constraint *c = SK.GetConstraint(s->constraint);
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if(c->type == Constraint::COMMENT) {
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(gs.stylables)++;
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(gs.comments)++;
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}
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}
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}
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}
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void GraphicsWindow::HitTestMakeSelection(Point2d mp) {
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int i;
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double d, dmin = 1e12;
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Selection s;
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ZERO(&s);
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// Always do the entities; we might be dragging something that should
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// be auto-constrained, and we need the hover for that.
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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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// Don't hover whatever's being dragged.
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if(e->h.request().v == pending.point.request().v) {
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// The one exception is when we're creating a new cubic; we
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// want to be able to hover the first point, because that's
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// how we turn it into a periodic spline.
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if(!e->IsPoint()) continue;
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if(!e->h.isFromRequest()) continue;
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Request *r = SK.GetRequest(e->h.request());
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if(r->type != Request::CUBIC) continue;
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if(r->extraPoints < 2) continue;
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if(e->h.v != r->h.entity(1).v) continue;
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}
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d = e->GetDistance(mp);
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if(d < 10 && d < dmin) {
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memset(&s, 0, sizeof(s));
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s.entity = e->h;
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dmin = d;
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}
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}
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// The constraints and faces happen only when nothing's in progress.
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if(pending.operation == 0) {
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// Constraints
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for(i = 0; i < SK.constraint.n; i++) {
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d = SK.constraint.elem[i].GetDistance(mp);
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if(d < 10 && d < dmin) {
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memset(&s, 0, sizeof(s));
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s.constraint = SK.constraint.elem[i].h;
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dmin = d;
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}
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}
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// Faces, from the triangle mesh; these are lowest priority
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if(s.constraint.v == 0 && s.entity.v == 0 && showShaded && showFaces) {
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Group *g = SK.GetGroup(activeGroup);
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SMesh *m = &(g->displayMesh);
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DWORD v = m->FirstIntersectionWith(mp);
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if(v) {
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s.entity.v = v;
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}
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}
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}
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if(!s.Equals(&hover)) {
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hover = s;
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InvalidateGraphics();
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}
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}
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//-----------------------------------------------------------------------------
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// Project a point in model space to screen space, exactly as gl would; return
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// units are pixels.
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//-----------------------------------------------------------------------------
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Point2d GraphicsWindow::ProjectPoint(Vector p) {
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Vector p3 = ProjectPoint3(p);
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Point2d p2 = { p3.x, p3.y };
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return p2;
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}
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//-----------------------------------------------------------------------------
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// Project a point in model space to screen space, exactly as gl would; return
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// units are pixels. The z coordinate is also returned, also in pixels.
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//-----------------------------------------------------------------------------
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Vector GraphicsWindow::ProjectPoint3(Vector p) {
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double w;
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Vector r = ProjectPoint4(p, &w);
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return r.ScaledBy(scale/w);
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}
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//-----------------------------------------------------------------------------
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// Project a point in model space halfway into screen space. The scale is
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// not applied, and the perspective divide isn't applied; instead the w
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// coordinate is returned separately.
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//-----------------------------------------------------------------------------
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Vector GraphicsWindow::ProjectPoint4(Vector p, double *w) {
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p = p.Plus(offset);
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Vector r;
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r.x = p.Dot(projRight);
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r.y = p.Dot(projUp);
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r.z = p.Dot(projUp.Cross(projRight));
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*w = 1 + r.z*SS.CameraTangent()*scale;
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return r;
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}
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void GraphicsWindow::NormalizeProjectionVectors(void) {
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Vector norm = projRight.Cross(projUp);
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projUp = norm.Cross(projRight);
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projUp = projUp.ScaledBy(1/projUp.Magnitude());
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projRight = projRight.ScaledBy(1/projRight.Magnitude());
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}
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Vector GraphicsWindow::VectorFromProjs(Vector rightUpForward) {
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Vector n = projRight.Cross(projUp);
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Vector r = (projRight.ScaledBy(rightUpForward.x));
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r = r.Plus(projUp.ScaledBy(rightUpForward.y));
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r = r.Plus(n.ScaledBy(rightUpForward.z));
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return r;
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}
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void GraphicsWindow::Paint(int w, int h) {
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int i;
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havePainted = true;
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width = w; height = h;
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glViewport(0, 0, w, h);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glScaled(scale*2.0/w, scale*2.0/h, scale*1.0/30000);
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double mat[16];
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// Last thing before display is to apply the perspective
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double clp = SS.CameraTangent()*scale;
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MakeMatrix(mat, 1, 0, 0, 0,
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0, 1, 0, 0,
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0, 0, 1, 0,
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0, 0, clp, 1);
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glMultMatrixd(mat);
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// Before that, we apply the rotation
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Vector n = projUp.Cross(projRight);
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MakeMatrix(mat, projRight.x, projRight.y, projRight.z, 0,
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projUp.x, projUp.y, projUp.z, 0,
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n.x, n.y, n.z, 0,
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0, 0, 0, 1);
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glMultMatrixd(mat);
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// And before that, the translation
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MakeMatrix(mat, 1, 0, 0, offset.x,
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0, 1, 0, offset.y,
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0, 0, 1, offset.z,
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0, 0, 0, 1);
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glMultMatrixd(mat);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glShadeModel(GL_SMOOTH);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glEnable(GL_BLEND);
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glEnable(GL_LINE_SMOOTH);
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// don't enable GL_POLYGON_SMOOTH; that looks ugly on some graphics cards,
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// drawn with leaks in the mesh
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glEnable(GL_POLYGON_OFFSET_LINE);
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glEnable(GL_POLYGON_OFFSET_FILL);
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glEnable(GL_DEPTH_TEST);
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glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
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glEnable(GL_NORMALIZE);
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// At the same depth, we want later lines drawn over earlier.
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glDepthFunc(GL_LEQUAL);
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if(SS.AllGroupsOkay()) {
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glClearColor(REDf(SS.backgroundColor),
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GREENf(SS.backgroundColor),
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BLUEf(SS.backgroundColor), 1.0f);
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} else {
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// Draw a different background whenever we're having solve problems.
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DWORD rgb = Style::Color(Style::DRAW_ERROR);
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glClearColor(0.4f*REDf(rgb), 0.4f*GREENf(rgb), 0.4f*BLUEf(rgb), 1.0f);
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// And show the text window, which has info to debug it
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ForceTextWindowShown();
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}
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glClearDepth(1.0);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// Nasty case when we're reloading the imported files; could be that
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// we get an error, so a dialog pops up, and a message loop starts, and
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// we have to get called to paint ourselves. If the sketch is screwed
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// up, then we could trigger an oops trying to draw.
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if(!SS.allConsistent) return;
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// Let's use two lights, at the user-specified locations
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GLfloat f;
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glEnable(GL_LIGHT0);
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f = (GLfloat)SS.lightIntensity[0];
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GLfloat li0[] = { f, f, f, 1.0f };
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glLightfv(GL_LIGHT0, GL_DIFFUSE, li0);
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glLightfv(GL_LIGHT0, GL_SPECULAR, li0);
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glEnable(GL_LIGHT1);
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f = (GLfloat)SS.lightIntensity[1];
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GLfloat li1[] = { f, f, f, 1.0f };
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glLightfv(GL_LIGHT1, GL_DIFFUSE, li1);
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glLightfv(GL_LIGHT1, GL_SPECULAR, li1);
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Vector ld;
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ld = VectorFromProjs(SS.lightDir[0]);
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GLfloat ld0[4] = { (GLfloat)ld.x, (GLfloat)ld.y, (GLfloat)ld.z, 0 };
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glLightfv(GL_LIGHT0, GL_POSITION, ld0);
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ld = VectorFromProjs(SS.lightDir[1]);
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GLfloat ld1[4] = { (GLfloat)ld.x, (GLfloat)ld.y, (GLfloat)ld.z, 0 };
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glLightfv(GL_LIGHT1, GL_POSITION, ld1);
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if(SS.drawBackFaces) {
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// For debugging, draw the backs of the triangles in red, so that we
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// notice when a shell is open
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glLightModelf(GL_LIGHT_MODEL_TWO_SIDE, 1);
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} else {
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glLightModelf(GL_LIGHT_MODEL_TWO_SIDE, 0);
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}
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GLfloat ambient[4] = { (float)SS.ambientIntensity,
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(float)SS.ambientIntensity,
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(float)SS.ambientIntensity, 1 };
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glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient);
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glxUnlockColor();
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if(showSnapGrid && LockedInWorkplane()) {
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hEntity he = ActiveWorkplane();
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EntityBase *wrkpl = SK.GetEntity(he),
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*norm = wrkpl->Normal();
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Vector wu, wv, wn, wp;
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wp = SK.GetEntity(wrkpl->point[0])->PointGetNum();
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wu = norm->NormalU();
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wv = norm->NormalV();
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wn = norm->NormalN();
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double g = SS.gridSpacing;
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double umin = VERY_POSITIVE, umax = VERY_NEGATIVE,
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vmin = VERY_POSITIVE, vmax = VERY_NEGATIVE;
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int a;
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for(a = 0; a < 4; a++) {
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// Ideally, we would just do +/- half the width and height; but
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// allow some extra slop for rounding.
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Vector horiz = projRight.ScaledBy((0.6*width)/scale + 2*g),
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vert = projUp. ScaledBy((0.6*height)/scale + 2*g);
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if(a == 2 || a == 3) horiz = horiz.ScaledBy(-1);
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if(a == 1 || a == 3) vert = vert. ScaledBy(-1);
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Vector tp = horiz.Plus(vert).Minus(offset);
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// Project the point into our grid plane, normal to the screen
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// (not to the grid plane). If the plane is on edge then this is
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// impossible so don't try to draw the grid.
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bool parallel;
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Vector tpp = Vector::AtIntersectionOfPlaneAndLine(
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wn, wn.Dot(wp),
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tp, tp.Plus(n),
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¶llel);
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if(parallel) goto nogrid;
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tpp = tpp.Minus(wp);
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double uu = tpp.Dot(wu),
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vv = tpp.Dot(wv);
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umin = min(uu, umin);
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umax = max(uu, umax);
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vmin = min(vv, vmin);
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vmax = max(vv, vmax);
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}
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int i, j, i0, i1, j0, j1;
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i0 = (int)(umin / g);
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i1 = (int)(umax / g);
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j0 = (int)(vmin / g);
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j1 = (int)(vmax / g);
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if(i0 > i1 || i1 - i0 > 400) goto nogrid;
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if(j0 > j1 || j1 - j0 > 400) goto nogrid;
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glLineWidth(1);
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glxColorRGBa(Style::Color(Style::DATUM), 0.3);
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glBegin(GL_LINES);
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for(i = i0 + 1; i < i1; i++) {
|
|
glxVertex3v(wp.Plus(wu.ScaledBy(i*g)).Plus(wv.ScaledBy(j0*g)));
|
|
glxVertex3v(wp.Plus(wu.ScaledBy(i*g)).Plus(wv.ScaledBy(j1*g)));
|
|
}
|
|
for(j = j0 + 1; j < j1; j++) {
|
|
glxVertex3v(wp.Plus(wu.ScaledBy(i0*g)).Plus(wv.ScaledBy(j*g)));
|
|
glxVertex3v(wp.Plus(wu.ScaledBy(i1*g)).Plus(wv.ScaledBy(j*g)));
|
|
}
|
|
glEnd();
|
|
|
|
// Clear the depth buffer, so that the grid is at the very back of
|
|
// the Z order.
|
|
glClear(GL_DEPTH_BUFFER_BIT);
|
|
nogrid:;
|
|
}
|
|
|
|
// Draw filled paths in all groups, when those filled paths were requested
|
|
// specially by assigning a style with a fill color.
|
|
Group *g;
|
|
for(g = SK.group.First(); g; g = SK.group.NextAfter(g)) {
|
|
if(!(g->IsVisible())) continue;
|
|
g->DrawFilledPaths();
|
|
}
|
|
|
|
// Draw the active group; this does stuff like the mesh and edges.
|
|
(SK.GetGroup(activeGroup))->Draw();
|
|
|
|
// Now draw the entities
|
|
if(showHdnLines) glDisable(GL_DEPTH_TEST);
|
|
Entity::DrawAll();
|
|
|
|
glDisable(GL_DEPTH_TEST);
|
|
// Draw the constraints
|
|
for(i = 0; i < SK.constraint.n; i++) {
|
|
SK.constraint.elem[i].Draw();
|
|
}
|
|
|
|
// Draw the traced path, if one exists
|
|
glLineWidth(Style::Width(Style::ANALYZE));
|
|
glxColorRGB(Style::Color(Style::ANALYZE));
|
|
SContour *sc = &(SS.traced.path);
|
|
glBegin(GL_LINE_STRIP);
|
|
for(i = 0; i < sc->l.n; i++) {
|
|
glxVertex3v(sc->l.elem[i].p);
|
|
}
|
|
glEnd();
|
|
|
|
// And the naked edges, if the user did Analyze -> Show Naked Edges.
|
|
glLineWidth(Style::Width(Style::DRAW_ERROR));
|
|
glxColorRGB(Style::Color(Style::DRAW_ERROR));
|
|
glxDrawEdges(&(SS.nakedEdges), true);
|
|
|
|
// Then redraw whatever the mouse is hovering over, highlighted.
|
|
glDisable(GL_DEPTH_TEST);
|
|
glxLockColorTo(Style::Color(Style::HOVERED));
|
|
hover.Draw();
|
|
|
|
// And finally draw the selection, same mechanism.
|
|
glxLockColorTo(Style::Color(Style::SELECTED));
|
|
for(i = 0; i < MAX_SELECTED; i++) {
|
|
selection[i].Draw();
|
|
}
|
|
|
|
glxUnlockColor();
|
|
|
|
// And finally the toolbar.
|
|
if(SS.showToolbar) {
|
|
ToolbarDraw();
|
|
}
|
|
}
|
|
|