solvespace/modify.cpp
Jonathan Westhues 4cfe7eea64 Split cubic splines and periodic splines too; which is a pain,
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]
2009-11-09 19:57:24 -08:00

448 lines
15 KiB
C++

#include "solvespace.h"
//-----------------------------------------------------------------------------
// Replace a point-coincident constraint on oldpt with that same constraint
// on newpt. Useful when splitting or tangent arcing.
//-----------------------------------------------------------------------------
void GraphicsWindow::ReplacePointInConstraints(hEntity oldpt, hEntity newpt) {
int i;
for(i = 0; i < SK.constraint.n; i++) {
Constraint *c = &(SK.constraint.elem[i]);
if(c->type == Constraint::POINTS_COINCIDENT) {
if(c->ptA.v == oldpt.v) c->ptA = newpt;
if(c->ptB.v == oldpt.v) c->ptB = newpt;
}
}
}
void GraphicsWindow::FixConstraintsForRequestBeingDeleted(hRequest hr) {
Request *r = SK.GetRequest(hr);
if(r->group.v != SS.GW.activeGroup.v) return;
Entity *e;
for(e = SK.entity.First(); e; e = SK.entity.NextAfter(e)) {
if(!(e->h.isFromRequest())) continue;
if(e->h.request().v != hr.v) continue;
if(e->type != Entity::POINT_IN_2D &&
e->type != Entity::POINT_IN_3D)
{
continue;
}
// This is a point generated by the request being deleted; so fix
// the constraints for that.
FixConstraintsForPointBeingDeleted(e->h);
}
}
void GraphicsWindow::FixConstraintsForPointBeingDeleted(hEntity hpt) {
List<hEntity> ld;
ZERO(&ld);
Constraint *c;
SK.constraint.ClearTags();
for(c = SK.constraint.First(); c; c = SK.constraint.NextAfter(c)) {
if(c->type != Constraint::POINTS_COINCIDENT) continue;
if(c->group.v != SS.GW.activeGroup.v) continue;
if(c->ptA.v == hpt.v) {
ld.Add(&(c->ptB));
c->tag = 1;
}
if(c->ptB.v == hpt.v) {
ld.Add(&(c->ptA));
c->tag = 1;
}
}
// These would get removed anyways when we regenerated, but do it now;
// that way subsequent calls of this function (if multiple coincident
// points are getting deleted) will work correctly.
SK.constraint.RemoveTagged();
// If more than one point was constrained coincident with hpt, then
// those two points were implicitly coincident with each other. By
// deleting hpt (and all constraints that mention it), we will delete
// that relationship. So put it back here now.
int i;
for(i = 1; i < ld.n; i++) {
Constraint::ConstrainCoincident(ld.elem[i-1], ld.elem[i]);
}
ld.Clear();
}
//-----------------------------------------------------------------------------
// A single point must be selected when this function is called. We find two
// non-construction line segments that join at this point, and create a
// tangent arc joining them.
//-----------------------------------------------------------------------------
void GraphicsWindow::MakeTangentArc(void) {
if(!LockedInWorkplane()) {
Error("Must be sketching in workplane to create tangent "
"arc.");
return;
}
// Find two line segments that join at the specified point,
// and blend them with a tangent arc. First, find the
// requests that generate the line segments.
Vector pshared = SK.GetEntity(gs.point[0])->PointGetNum();
ClearSelection();
int i, c = 0;
Entity *line[2];
Request *lineReq[2];
bool point1[2];
for(i = 0; i < SK.request.n; i++) {
Request *r = &(SK.request.elem[i]);
if(r->group.v != activeGroup.v) continue;
if(r->type != Request::LINE_SEGMENT) continue;
if(r->construction) continue;
Entity *e = SK.GetEntity(r->h.entity(0));
Vector p0 = SK.GetEntity(e->point[0])->PointGetNum(),
p1 = SK.GetEntity(e->point[1])->PointGetNum();
if(p0.Equals(pshared) || p1.Equals(pshared)) {
if(c < 2) {
line[c] = e;
lineReq[c] = r;
point1[c] = (p1.Equals(pshared));
}
c++;
}
}
if(c != 2) {
Error("To create a tangent arc, select a point where "
"two non-construction line segments join.");
return;
}
SS.UndoRemember();
Entity *wrkpl = SK.GetEntity(ActiveWorkplane());
Vector wn = wrkpl->Normal()->NormalN();
hEntity hshared = (line[0])->point[point1[0] ? 1 : 0],
hother0 = (line[0])->point[point1[0] ? 0 : 1],
hother1 = (line[1])->point[point1[1] ? 0 : 1];
Vector pother0 = SK.GetEntity(hother0)->PointGetNum(),
pother1 = SK.GetEntity(hother1)->PointGetNum();
Vector v0shared = pshared.Minus(pother0),
v1shared = pshared.Minus(pother1);
hEntity srcline0 = (line[0])->h,
srcline1 = (line[1])->h;
(lineReq[0])->construction = true;
(lineReq[1])->construction = true;
// And thereafter we mustn't touch the entity or req ptrs,
// because the new requests/entities we add might force a
// realloc.
memset(line, 0, sizeof(line));
memset(lineReq, 0, sizeof(lineReq));
// The sign of vv determines whether shortest distance is
// clockwise or anti-clockwise.
Vector v = (wn.Cross(v0shared)).WithMagnitude(1);
double vv = v1shared.Dot(v);
double dot = (v0shared.WithMagnitude(1)).Dot(
v1shared.WithMagnitude(1));
double theta = acos(dot);
double r = 200/scale;
// Set the radius so that no more than one third of the
// line segment disappears.
r = min(r, v0shared.Magnitude()*tan(theta/2)/3);
r = min(r, v1shared.Magnitude()*tan(theta/2)/3);
double el = r/tan(theta/2);
hRequest rln0 = AddRequest(Request::LINE_SEGMENT, false),
rln1 = AddRequest(Request::LINE_SEGMENT, false);
hRequest rarc = AddRequest(Request::ARC_OF_CIRCLE, false);
Entity *ln0 = SK.GetEntity(rln0.entity(0)),
*ln1 = SK.GetEntity(rln1.entity(0));
Entity *arc = SK.GetEntity(rarc.entity(0));
SK.GetEntity(ln0->point[0])->PointForceTo(pother0);
Constraint::ConstrainCoincident(ln0->point[0], hother0);
SK.GetEntity(ln1->point[0])->PointForceTo(pother1);
Constraint::ConstrainCoincident(ln1->point[0], hother1);
Vector arc0 = pshared.Minus(v0shared.WithMagnitude(el));
Vector arc1 = pshared.Minus(v1shared.WithMagnitude(el));
SK.GetEntity(ln0->point[1])->PointForceTo(arc0);
SK.GetEntity(ln1->point[1])->PointForceTo(arc1);
Constraint::Constrain(Constraint::PT_ON_LINE,
ln0->point[1], Entity::NO_ENTITY, srcline0);
Constraint::Constrain(Constraint::PT_ON_LINE,
ln1->point[1], Entity::NO_ENTITY, srcline1);
Vector center = arc0;
int a, b;
if(vv < 0) {
a = 1; b = 2;
center = center.Minus(v0shared.Cross(wn).WithMagnitude(r));
} else {
a = 2; b = 1;
center = center.Plus(v0shared.Cross(wn).WithMagnitude(r));
}
SK.GetEntity(arc->point[0])->PointForceTo(center);
SK.GetEntity(arc->point[a])->PointForceTo(arc0);
SK.GetEntity(arc->point[b])->PointForceTo(arc1);
Constraint::ConstrainCoincident(arc->point[a], ln0->point[1]);
Constraint::ConstrainCoincident(arc->point[b], ln1->point[1]);
Constraint::Constrain(Constraint::ARC_LINE_TANGENT,
Entity::NO_ENTITY, Entity::NO_ENTITY,
arc->h, ln0->h, (a==2));
Constraint::Constrain(Constraint::ARC_LINE_TANGENT,
Entity::NO_ENTITY, Entity::NO_ENTITY,
arc->h, ln1->h, (b==2));
SS.later.generateAll = true;
}
hEntity GraphicsWindow::SplitLine(hEntity he, Vector pinter) {
// Save the original endpoints, since we're about to delete this entity.
Entity *e01 = SK.GetEntity(he);
hEntity hep0 = e01->point[0], hep1 = e01->point[1];
Vector p0 = SK.GetEntity(hep0)->PointGetNum(),
p1 = SK.GetEntity(hep1)->PointGetNum();
// Add the two line segments this one gets split into.
hRequest r0i = AddRequest(Request::LINE_SEGMENT, false),
ri1 = AddRequest(Request::LINE_SEGMENT, false);
// Don't get entities till after adding, realloc issues
Entity *e0i = SK.GetEntity(r0i.entity(0)),
*ei1 = SK.GetEntity(ri1.entity(0));
SK.GetEntity(e0i->point[0])->PointForceTo(p0);
SK.GetEntity(e0i->point[1])->PointForceTo(pinter);
SK.GetEntity(ei1->point[0])->PointForceTo(pinter);
SK.GetEntity(ei1->point[1])->PointForceTo(p1);
ReplacePointInConstraints(hep0, e0i->point[0]);
ReplacePointInConstraints(hep1, ei1->point[1]);
Constraint::ConstrainCoincident(e0i->point[1], ei1->point[0]);
return e0i->point[1];
}
hEntity GraphicsWindow::SplitCircle(hEntity he, Vector pinter) {
Entity *circle = SK.GetEntity(he);
if(circle->type == Entity::CIRCLE) {
// Start with an unbroken circle, split it into a 360 degree arc.
Vector center = SK.GetEntity(circle->point[0])->PointGetNum();
circle = NULL; // shortly invalid!
hRequest hr = AddRequest(Request::ARC_OF_CIRCLE, false);
Entity *arc = SK.GetEntity(hr.entity(0));
SK.GetEntity(arc->point[0])->PointForceTo(center);
SK.GetEntity(arc->point[1])->PointForceTo(pinter);
SK.GetEntity(arc->point[2])->PointForceTo(pinter);
Constraint::ConstrainCoincident(arc->point[1], arc->point[2]);
return arc->point[1];
} else {
// Start with an arc, break it in to two arcs
hEntity hc = circle->point[0],
hs = circle->point[1],
hf = circle->point[2];
Vector center = SK.GetEntity(hc)->PointGetNum(),
start = SK.GetEntity(hs)->PointGetNum(),
finish = SK.GetEntity(hf)->PointGetNum();
circle = NULL; // shortly invalid!
hRequest hr0 = AddRequest(Request::ARC_OF_CIRCLE, false),
hr1 = AddRequest(Request::ARC_OF_CIRCLE, false);
Entity *arc0 = SK.GetEntity(hr0.entity(0)),
*arc1 = SK.GetEntity(hr1.entity(0));
SK.GetEntity(arc0->point[0])->PointForceTo(center);
SK.GetEntity(arc0->point[1])->PointForceTo(start);
SK.GetEntity(arc0->point[2])->PointForceTo(pinter);
SK.GetEntity(arc1->point[0])->PointForceTo(center);
SK.GetEntity(arc1->point[1])->PointForceTo(pinter);
SK.GetEntity(arc1->point[2])->PointForceTo(finish);
ReplacePointInConstraints(hs, arc0->point[1]);
ReplacePointInConstraints(hf, arc1->point[2]);
Constraint::ConstrainCoincident(arc0->point[2], arc1->point[1]);
return arc0->point[2];
}
}
hEntity GraphicsWindow::SplitCubic(hEntity he, Vector pinter) {
// Save the original endpoints, since we're about to delete this entity.
Entity *e01 = SK.GetEntity(he);
SBezierList sbl;
ZERO(&sbl);
e01->GenerateBezierCurves(&sbl);
hEntity hep0 = e01->point[0],
hep1 = e01->point[3+e01->extraPoints],
hep0n = Entity::NO_ENTITY, // the new start point
hep1n = Entity::NO_ENTITY, // the new finish point
hepin = Entity::NO_ENTITY; // the intersection point
// The curve may consist of multiple cubic segments. So find which one
// contains the intersection point.
double t;
int i, j;
for(i = 0; i < sbl.l.n; i++) {
SBezier *sb = &(sbl.l.elem[i]);
if(sb->deg != 3) oops();
sb->ClosestPointTo(pinter, &t, false);
if(pinter.Equals(sb->PointAt(t))) {
// Split that segment at the intersection.
SBezier b0i, bi1, b01 = *sb;
b01.SplitAt(t, &b0i, &bi1);
// Add the two cubic segments this one gets split into.
hRequest r0i = AddRequest(Request::CUBIC, false),
ri1 = AddRequest(Request::CUBIC, false);
// Don't get entities till after adding, realloc issues
Entity *e0i = SK.GetEntity(r0i.entity(0)),
*ei1 = SK.GetEntity(ri1.entity(0));
for(j = 0; j <= 3; j++) {
SK.GetEntity(e0i->point[j])->PointForceTo(b0i.ctrl[j]);
}
for(j = 0; j <= 3; j++) {
SK.GetEntity(ei1->point[j])->PointForceTo(bi1.ctrl[j]);
}
Constraint::ConstrainCoincident(e0i->point[3], ei1->point[0]);
if(i == 0) hep0n = e0i->point[0];
hep1n = ei1->point[3];
hepin = e0i->point[3];
} else {
hRequest r = AddRequest(Request::CUBIC, false);
Entity *e = SK.GetEntity(r.entity(0));
for(j = 0; j <= 3; j++) {
SK.GetEntity(e->point[j])->PointForceTo(sb->ctrl[j]);
}
if(i == 0) hep0n = e->point[0];
hep1n = e->point[3];
}
}
sbl.Clear();
ReplacePointInConstraints(hep0, hep0n);
ReplacePointInConstraints(hep1, hep1n);
return hepin;
}
hEntity GraphicsWindow::SplitEntity(hEntity he, Vector pinter) {
Entity *e = SK.GetEntity(he);
int entityType = e->type;
hEntity ret;
if(e->IsCircle()) {
ret = SplitCircle(he, pinter);
} else if(e->type == Entity::LINE_SEGMENT) {
ret = SplitLine(he, pinter);
} else if(e->type == Entity::CUBIC || e->type == Entity::CUBIC_PERIODIC) {
ret = SplitCubic(he, pinter);
} else {
Error("Couldn't split this entity; lines, circles, or cubics only.");
return Entity::NO_ENTITY;
}
// Finally, delete the request that generated the original entity.
int reqType = EntReqTable::GetRequestForEntity(entityType);
SK.request.ClearTags();
for(int i = 0; i < SK.request.n; i++) {
Request *r = &(SK.request.elem[i]);
if(r->group.v != activeGroup.v) continue;
if(r->type != reqType) continue;
// If the user wants to keep the old entities around, they can just
// mark them construction first.
if(he.v == r->h.entity(0).v && !r->construction) {
r->tag = 1;
break;
}
}
DeleteTaggedRequests();
return ret;
}
void GraphicsWindow::SplitLinesOrCurves(void) {
if(!LockedInWorkplane()) {
Error("Must be sketching in workplane to split.");
return;
}
GroupSelection();
if(!(gs.n == 2 &&(gs.lineSegments +
gs.circlesOrArcs +
gs.cubics +
gs.periodicCubics) == 2))
{
Error("Select two entities that intersect each other (e.g. two lines "
"or two circles or a circle and a line).");
return;
}
hEntity ha = gs.entity[0],
hb = gs.entity[1];
Entity *ea = SK.GetEntity(ha),
*eb = SK.GetEntity(hb);
// Compute the possibly-rational Bezier curves for each of these entities
SBezierList sbla, sblb;
ZERO(&sbla);
ZERO(&sblb);
ea->GenerateBezierCurves(&sbla);
eb->GenerateBezierCurves(&sblb);
// and then compute the points where they intersect, based on those curves.
SPointList inters;
ZERO(&inters);
sbla.AllIntersectionsWith(&sblb, &inters);
// If there's multiple points, then just take the first one.
if(inters.l.n > 0) {
Vector pi = inters.l.elem[0].p;
SS.UndoRemember();
hEntity hia = SplitEntity(ha, pi),
hib = SplitEntity(hb, pi);
// SplitEntity adds the coincident constraints to join the split halves
// of each original entity; and then we add the constraint to join
// the two entities together at the split point.
if(hia.v && hib.v) {
Constraint::ConstrainCoincident(hia, hib);
}
} else {
Error("Can't split; no intersection found.");
}
// All done, clean up and regenerate.
inters.Clear();
sbla.Clear();
sblb.Clear();
ClearSelection();
SS.later.generateAll = true;
}