
because it can't be C2 continuous after splitting (since I'm doing uniform splines only, and the parametrization changes). So just knock everything down to cubic Beziers. Also draw lines to indicate angle and origin when Ctrl+dragging to rotate in plane of screen. [git-p4: depot-paths = "//depot/solvespace/": change = 2075]
745 lines
26 KiB
C++
745 lines
26 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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bool GraphicsWindow::Selection::HasEndpoints(void) {
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if(!entity.v) return false;
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Entity *e = SK.GetEntity(entity);
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return e->HasEndpoints();
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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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selection.Clear();
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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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Selection *s;
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selection.ClearTags();
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for(s = selection.First(); s; s = selection.NextAfter(s)) {
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if(s->constraint.v && !(SK.constraint.FindByIdNoOops(s->constraint))) {
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s->tag = 1;
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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->tag = 1;
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change = true;
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}
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}
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selection.RemoveTagged();
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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 indicated 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::ToggleSelectionStateOf(hEntity he, bool batch) {
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Selection stog;
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ZERO(&stog);
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stog.entity = he;
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ToggleSelectionStateOf(&stog, batch);
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}
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void GraphicsWindow::ToggleSelectionStateOf(Selection *stog, bool batch) {
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if(stog->IsEmpty()) return;
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Selection *s;
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// If an item was selected, then we just un-select it.
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bool wasSelected = false;
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selection.ClearTags();
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for(s = selection.First(); s; s = selection.NextAfter(s)) {
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if(s->Equals(stog)) {
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s->tag = 1;
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wasSelected = true;
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break;
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}
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}
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// If two points are coincident, then it's impossible to hover one of
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// them. But make sure to deselect both, to avoid mysterious seeming
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// inability to deselect if the bottom one did somehow get selected.
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if(wasSelected && stog->entity.v && !batch) {
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Entity *e = SK.GetEntity(stog->entity);
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if(e->IsPoint()) {
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Vector ep = e->PointGetNum();
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for(s = selection.First(); s; s = selection.NextAfter(s)) {
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if(!s->entity.v) continue;
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if(s->entity.v == stog->entity.v) continue;
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Entity *se = SK.GetEntity(s->entity);
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if(!se->IsPoint()) continue;
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if(ep.Equals(se->PointGetNum())) {
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s->tag = 1;
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}
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}
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}
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}
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selection.RemoveTagged();
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if(wasSelected) return;
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// So it's not selected, so we should select it.
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if(stog->entity.v != 0 && SK.GetEntity(stog->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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selection.ClearTags();
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for(s = selection.First(); s; s = selection.NextAfter(s)) {
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hEntity he = s->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) s->tag = 1;
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}
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}
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selection.RemoveTagged();
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}
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selection.Add(stog);
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}
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//-----------------------------------------------------------------------------
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// Select everything that lies within the marquee view-aligned rectangle. For
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// points, we test by the point location. For normals, we test by the normal's
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// associated point. For anything else, we test by any piecewise linear edge.
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//-----------------------------------------------------------------------------
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void GraphicsWindow::SelectByMarquee(void) {
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Point2d begin = ProjectPoint(orig.marqueePoint);
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double xmin = min(orig.mouse.x, begin.x),
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xmax = max(orig.mouse.x, begin.x),
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ymin = min(orig.mouse.y, begin.y),
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ymax = max(orig.mouse.y, begin.y);
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Entity *e;
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for(e = SK.entity.First(); e; e = SK.entity.NextAfter(e)) {
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if(e->group.v != SS.GW.activeGroup.v) continue;
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if(e->IsFace() || e->IsDistance()) continue;
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if(!e->IsVisible()) continue;
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if(e->IsPoint() || e->IsNormal()) {
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Vector p = e->IsPoint() ? e->PointGetNum() :
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SK.GetEntity(e->point[0])->PointGetNum();
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Point2d pp = ProjectPoint(p);
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if(pp.x >= xmin && pp.x <= xmax &&
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pp.y >= ymin && pp.y <= ymax)
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{
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ToggleSelectionStateOf(e->h, true);
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}
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} else {
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// Use the 3d bounding box test routines, to avoid duplication;
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// so let our bounding square become a bounding box that certainly
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// includes the z = 0 plane.
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Vector ptMin = Vector::From(xmin, ymin, -1),
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ptMax = Vector::From(xmax, ymax, 1);
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SEdgeList sel;
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ZERO(&sel);
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e->GenerateEdges(&sel, true);
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SEdge *se;
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for(se = sel.l.First(); se; se = sel.l.NextAfter(se)) {
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Point2d ppa = ProjectPoint(se->a),
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ppb = ProjectPoint(se->b);
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Vector ptA = Vector::From(ppa.x, ppa.y, 0),
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ptB = Vector::From(ppb.x, ppb.y, 0);
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if(Vector::BoundingBoxIntersectsLine(ptMax, ptMin,
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ptA, ptB, true) ||
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!ptA.OutsideAndNotOn(ptMax, ptMin) ||
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!ptB.OutsideAndNotOn(ptMax, ptMin))
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{
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ToggleSelectionStateOf(e->h, true);
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break;
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}
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}
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sel.Clear();
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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 < selection.n && i < MAX_SELECTED; i++) {
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Selection *s = &(selection.elem[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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if(e->HasEndpoints()) {
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(gs.withEndpoints)++;
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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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case Entity::CUBIC_PERIODIC: (gs.periodicCubics)++; break;
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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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//-----------------------------------------------------------------------------
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// Return a point in the plane parallel to the screen and through the offset,
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// that projects onto the specified (x, y) coordinates.
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//-----------------------------------------------------------------------------
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Vector GraphicsWindow::UnProjectPoint(Point2d p) {
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Vector orig = offset.ScaledBy(-1);
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// Note that we ignoring the effects of perspective. Since our returned
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// point has the same component normal to the screen as the offset, it
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// will have z = 0 after the rotation is applied, thus w = 1. So this is
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// correct.
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orig = orig.Plus(projRight.ScaledBy(p.x / scale)).Plus(
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projUp. ScaledBy(p.y / scale));
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return orig;
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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.WithMagnitude(1);
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projRight = projRight.WithMagnitude(1);
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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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glClear(GL_COLOR_BUFFER_BIT);
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if(SS.bgImage.fromFile) {
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// If a background image is loaded, then we draw it now as a texture.
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// This handles the resizing for us nicely.
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glBindTexture(GL_TEXTURE_2D, 10);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
|
|
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
|
|
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
|
|
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB,
|
|
SS.bgImage.rw, SS.bgImage.rh,
|
|
0,
|
|
GL_RGB, GL_UNSIGNED_BYTE,
|
|
SS.bgImage.fromFile);
|
|
|
|
double tw = ((double)SS.bgImage.w) / SS.bgImage.rw,
|
|
th = ((double)SS.bgImage.h) / SS.bgImage.rh;
|
|
|
|
double mmw = SS.bgImage.w / SS.bgImage.scale,
|
|
mmh = SS.bgImage.h / SS.bgImage.scale;
|
|
|
|
Vector origin = SS.bgImage.origin;
|
|
origin = origin.DotInToCsys(projRight, projUp, n);
|
|
// Place the depth of our origin at the point that corresponds to
|
|
// w = 1, so that it's unaffected by perspective.
|
|
origin.z = (offset.ScaledBy(-1)).Dot(n);
|
|
origin = origin.ScaleOutOfCsys(projRight, projUp, n);
|
|
|
|
glEnable(GL_TEXTURE_2D);
|
|
glBegin(GL_QUADS);
|
|
glTexCoord2d(0, 0);
|
|
glxVertex3v(origin);
|
|
|
|
glTexCoord2d(0, th);
|
|
glxVertex3v(origin.Plus(projUp.ScaledBy(mmh)));
|
|
|
|
glTexCoord2d(tw, th);
|
|
glxVertex3v(origin.Plus(projRight.ScaledBy(mmw).Plus(
|
|
projUp. ScaledBy(mmh))));
|
|
|
|
glTexCoord2d(tw, 0);
|
|
glxVertex3v(origin.Plus(projRight.ScaledBy(mmw)));
|
|
glEnd();
|
|
glDisable(GL_TEXTURE_2D);
|
|
}
|
|
|
|
// Now clear the depth; so the background color and image are both at
|
|
// the very back of everything.
|
|
glClearDepth(1.0);
|
|
glClear(GL_DEPTH_BUFFER_BIT);
|
|
|
|
// Nasty case when we're reloading the imported files; could be that
|
|
// we get an error, so a dialog pops up, and a message loop starts, and
|
|
// we have to get called to paint ourselves. If the sketch is screwed
|
|
// up, then we could trigger an oops trying to draw.
|
|
if(!SS.allConsistent) return;
|
|
|
|
// Let's use two lights, at the user-specified locations
|
|
GLfloat f;
|
|
glEnable(GL_LIGHT0);
|
|
f = (GLfloat)SS.lightIntensity[0];
|
|
GLfloat li0[] = { f, f, f, 1.0f };
|
|
glLightfv(GL_LIGHT0, GL_DIFFUSE, li0);
|
|
glLightfv(GL_LIGHT0, GL_SPECULAR, li0);
|
|
|
|
glEnable(GL_LIGHT1);
|
|
f = (GLfloat)SS.lightIntensity[1];
|
|
GLfloat li1[] = { f, f, f, 1.0f };
|
|
glLightfv(GL_LIGHT1, GL_DIFFUSE, li1);
|
|
glLightfv(GL_LIGHT1, GL_SPECULAR, li1);
|
|
|
|
Vector ld;
|
|
ld = VectorFromProjs(SS.lightDir[0]);
|
|
GLfloat ld0[4] = { (GLfloat)ld.x, (GLfloat)ld.y, (GLfloat)ld.z, 0 };
|
|
glLightfv(GL_LIGHT0, GL_POSITION, ld0);
|
|
ld = VectorFromProjs(SS.lightDir[1]);
|
|
GLfloat ld1[4] = { (GLfloat)ld.x, (GLfloat)ld.y, (GLfloat)ld.z, 0 };
|
|
glLightfv(GL_LIGHT1, GL_POSITION, ld1);
|
|
|
|
if(SS.drawBackFaces) {
|
|
// For debugging, draw the backs of the triangles in red, so that we
|
|
// notice when a shell is open
|
|
glLightModelf(GL_LIGHT_MODEL_TWO_SIDE, 1);
|
|
} else {
|
|
glLightModelf(GL_LIGHT_MODEL_TWO_SIDE, 0);
|
|
}
|
|
|
|
GLfloat ambient[4] = { (float)SS.ambientIntensity,
|
|
(float)SS.ambientIntensity,
|
|
(float)SS.ambientIntensity, 1 };
|
|
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient);
|
|
|
|
glxUnlockColor();
|
|
|
|
if(showSnapGrid && LockedInWorkplane()) {
|
|
hEntity he = ActiveWorkplane();
|
|
EntityBase *wrkpl = SK.GetEntity(he),
|
|
*norm = wrkpl->Normal();
|
|
Vector wu, wv, wn, wp;
|
|
wp = SK.GetEntity(wrkpl->point[0])->PointGetNum();
|
|
wu = norm->NormalU();
|
|
wv = norm->NormalV();
|
|
wn = norm->NormalN();
|
|
|
|
double g = SS.gridSpacing;
|
|
|
|
double umin = VERY_POSITIVE, umax = VERY_NEGATIVE,
|
|
vmin = VERY_POSITIVE, vmax = VERY_NEGATIVE;
|
|
int a;
|
|
for(a = 0; a < 4; a++) {
|
|
// Ideally, we would just do +/- half the width and height; but
|
|
// allow some extra slop for rounding.
|
|
Vector horiz = projRight.ScaledBy((0.6*width)/scale + 2*g),
|
|
vert = projUp. ScaledBy((0.6*height)/scale + 2*g);
|
|
if(a == 2 || a == 3) horiz = horiz.ScaledBy(-1);
|
|
if(a == 1 || a == 3) vert = vert. ScaledBy(-1);
|
|
Vector tp = horiz.Plus(vert).Minus(offset);
|
|
|
|
// Project the point into our grid plane, normal to the screen
|
|
// (not to the grid plane). If the plane is on edge then this is
|
|
// impossible so don't try to draw the grid.
|
|
bool parallel;
|
|
Vector tpp = Vector::AtIntersectionOfPlaneAndLine(
|
|
wn, wn.Dot(wp),
|
|
tp, tp.Plus(n),
|
|
¶llel);
|
|
if(parallel) goto nogrid;
|
|
|
|
tpp = tpp.Minus(wp);
|
|
double uu = tpp.Dot(wu),
|
|
vv = tpp.Dot(wv);
|
|
|
|
umin = min(uu, umin);
|
|
umax = max(uu, umax);
|
|
vmin = min(vv, vmin);
|
|
vmax = max(vv, vmax);
|
|
}
|
|
|
|
int i, j, i0, i1, j0, j1;
|
|
|
|
i0 = (int)(umin / g);
|
|
i1 = (int)(umax / g);
|
|
j0 = (int)(vmin / g);
|
|
j1 = (int)(vmax / g);
|
|
|
|
if(i0 > i1 || i1 - i0 > 400) goto nogrid;
|
|
if(j0 > j1 || j1 - j0 > 400) goto nogrid;
|
|
|
|
glLineWidth(1);
|
|
glxColorRGBa(Style::Color(Style::DATUM), 0.3);
|
|
glBegin(GL_LINES);
|
|
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(Selection *s = selection.First(); s; s = selection.NextAfter(s)) {
|
|
s->Draw();
|
|
}
|
|
|
|
glxUnlockColor();
|
|
|
|
// If a marquee selection is in progress, then draw the selection
|
|
// rectangle, as an outline and a transparent fill.
|
|
if(pending.operation == DRAGGING_MARQUEE) {
|
|
Point2d begin = ProjectPoint(orig.marqueePoint);
|
|
double xmin = min(orig.mouse.x, begin.x),
|
|
xmax = max(orig.mouse.x, begin.x),
|
|
ymin = min(orig.mouse.y, begin.y),
|
|
ymax = max(orig.mouse.y, begin.y);
|
|
|
|
Vector tl = UnProjectPoint(Point2d::From(xmin, ymin)),
|
|
tr = UnProjectPoint(Point2d::From(xmax, ymin)),
|
|
br = UnProjectPoint(Point2d::From(xmax, ymax)),
|
|
bl = UnProjectPoint(Point2d::From(xmin, ymax));
|
|
|
|
glLineWidth((GLfloat)1.3);
|
|
glxColorRGB(Style::Color(Style::HOVERED));
|
|
glBegin(GL_LINE_LOOP);
|
|
glxVertex3v(tl);
|
|
glxVertex3v(tr);
|
|
glxVertex3v(br);
|
|
glxVertex3v(bl);
|
|
glEnd();
|
|
glxColorRGBa(Style::Color(Style::HOVERED), 0.10);
|
|
glBegin(GL_QUADS);
|
|
glxVertex3v(tl);
|
|
glxVertex3v(tr);
|
|
glxVertex3v(br);
|
|
glxVertex3v(bl);
|
|
glEnd();
|
|
}
|
|
|
|
if(pending.drawLine) {
|
|
glLineWidth(1);
|
|
glxLockColorTo(Style::Color(Style::DATUM));
|
|
glBegin(GL_LINES);
|
|
glxVertex3v(pending.lnA);
|
|
glxVertex3v(pending.lnB);
|
|
glEnd();
|
|
}
|
|
|
|
// And finally the toolbar.
|
|
if(SS.showToolbar) {
|
|
ToolbarDraw();
|
|
}
|
|
}
|
|
|