solvespace/src/generate.cpp
EvilSpirit 9148d0cb91 Force DOF check every time a constraint is added.
Before this commit, it was possible to add some redundant constraints
(e.g. vertical, horizontal or midpoint) without failing the sketch,
because SolveBySubstitution() removed the redundant equations.
However, this could result in the solve failing later because
the system didn't converge, without any pointers as to the true
cause of the failure.
2016-12-21 19:40:33 +00:00

553 lines
18 KiB
C++

//-----------------------------------------------------------------------------
// Generate our model based on its parametric description, by solving each
// sketch, generating surfaces from the resulting entities, performing any
// requested surface operations (e.g. Booleans) with our model so far, and
// then repeating this process for each subsequent group.
//
// Copyright 2008-2013 Jonathan Westhues.
//-----------------------------------------------------------------------------
#include "solvespace.h"
void SolveSpaceUI::MarkGroupDirtyByEntity(hEntity he) {
Entity *e = SK.GetEntity(he);
MarkGroupDirty(e->group);
}
void SolveSpaceUI::MarkGroupDirty(hGroup hg) {
int i;
bool go = false;
for(i = 0; i < SK.groupOrder.n; i++) {
Group *g = SK.GetGroup(SK.groupOrder.elem[i]);
if(g->h.v == hg.v) {
go = true;
}
if(go) {
g->clean = false;
}
}
unsaved = true;
}
bool SolveSpaceUI::PruneOrphans() {
int i;
for(i = 0; i < SK.request.n; i++) {
Request *r = &(SK.request.elem[i]);
if(GroupExists(r->group)) continue;
(deleted.requests)++;
SK.request.RemoveById(r->h);
return true;
}
for(i = 0; i < SK.constraint.n; i++) {
Constraint *c = &(SK.constraint.elem[i]);
if(GroupExists(c->group)) continue;
(deleted.constraints)++;
(deleted.nonTrivialConstraints)++;
SK.constraint.RemoveById(c->h);
return true;
}
return false;
}
bool SolveSpaceUI::GroupsInOrder(hGroup before, hGroup after) {
if(before.v == 0) return true;
if(after.v == 0) return true;
int beforep = -1, afterp = -1;
int i;
for(i = 0; i < SK.groupOrder.n; i++) {
hGroup hg = SK.groupOrder.elem[i];
if(hg.v == before.v) beforep = i;
if(hg.v == after.v) afterp = i;
}
if(beforep < 0 || afterp < 0) return false;
if(beforep >= afterp) return false;
return true;
}
bool SolveSpaceUI::GroupExists(hGroup hg) {
// A nonexistent group is not acceptable
return SK.group.FindByIdNoOops(hg) ? true : false;
}
bool SolveSpaceUI::EntityExists(hEntity he) {
// A nonexstient entity is acceptable, though, usually just means it
// doesn't apply.
if(he.v == Entity::NO_ENTITY.v) return true;
return SK.entity.FindByIdNoOops(he) ? true : false;
}
bool SolveSpaceUI::PruneGroups(hGroup hg) {
Group *g = SK.GetGroup(hg);
if(GroupsInOrder(g->opA, hg) &&
EntityExists(g->predef.origin) &&
EntityExists(g->predef.entityB) &&
EntityExists(g->predef.entityC))
{
return false;
}
(deleted.groups)++;
SK.group.RemoveById(g->h);
return true;
}
bool SolveSpaceUI::PruneRequests(hGroup hg) {
int i;
for(i = 0; i < SK.entity.n; i++) {
Entity *e = &(SK.entity.elem[i]);
if(e->group.v != hg.v) continue;
if(EntityExists(e->workplane)) continue;
ssassert(e->h.isFromRequest(), "Only explicitly created entities can be pruned");
(deleted.requests)++;
SK.request.RemoveById(e->h.request());
return true;
}
return false;
}
bool SolveSpaceUI::PruneConstraints(hGroup hg) {
int i;
for(i = 0; i < SK.constraint.n; i++) {
Constraint *c = &(SK.constraint.elem[i]);
if(c->group.v != hg.v) continue;
if(EntityExists(c->workplane) &&
EntityExists(c->ptA) &&
EntityExists(c->ptB) &&
EntityExists(c->entityA) &&
EntityExists(c->entityB) &&
EntityExists(c->entityC) &&
EntityExists(c->entityD))
{
continue;
}
(deleted.constraints)++;
if(c->type != Constraint::Type::POINTS_COINCIDENT &&
c->type != Constraint::Type::HORIZONTAL &&
c->type != Constraint::Type::VERTICAL)
{
(deleted.nonTrivialConstraints)++;
}
SK.constraint.RemoveById(c->h);
return true;
}
return false;
}
void SolveSpaceUI::GenerateAll(Generate type, bool andFindFree, bool genForBBox) {
int first = 0, last = 0, i, j;
uint64_t startMillis = GetMilliseconds(),
endMillis;
SK.groupOrder.Clear();
for(int i = 0; i < SK.group.n; i++)
SK.groupOrder.Add(&SK.group.elem[i].h);
std::sort(&SK.groupOrder.elem[0], &SK.groupOrder.elem[SK.groupOrder.n],
[](const hGroup &ha, const hGroup &hb) {
return SK.GetGroup(ha)->order < SK.GetGroup(hb)->order;
});
switch(type) {
case Generate::DIRTY: {
first = INT_MAX;
last = 0;
// Start from the first dirty group, and solve until the active group,
// since all groups after the active group are hidden.
for(i = 0; i < SK.groupOrder.n; i++) {
Group *g = SK.GetGroup(SK.groupOrder.elem[i]);
if((!g->clean) || !g->IsSolvedOkay()) {
first = min(first, i);
}
if(g->h.v == SS.GW.activeGroup.v) {
last = i;
}
}
if(first == INT_MAX || last == 0) {
// All clean; so just regenerate the entities, and don't solve anything.
first = -1;
last = -1;
} else {
SS.nakedEdges.Clear();
}
break;
}
case Generate::ALL:
first = 0;
last = INT_MAX;
break;
case Generate::REGEN:
first = -1;
last = -1;
break;
case Generate::UNTIL_ACTIVE: {
for(i = 0; i < SK.groupOrder.n; i++) {
if(SK.groupOrder.elem[i].v == SS.GW.activeGroup.v)
break;
}
first = 0;
last = i;
break;
}
}
// If we're generating entities for display, first we need to find
// the bounding box to turn relative chord tolerance to absolute.
if(!SS.exportMode && !genForBBox) {
GenerateAll(type, andFindFree, /*genForBBox=*/true);
BBox box = SK.CalculateEntityBBox(/*includeInvisibles=*/true);
Vector size = box.maxp.Minus(box.minp);
double maxSize = std::max({ size.x, size.y, size.z });
chordTolCalculated = maxSize * chordTol / 100.0;
}
// Remove any requests or constraints that refer to a nonexistent
// group; can check those immediately, since we know what the list
// of groups should be.
while(PruneOrphans())
;
// Don't lose our numerical guesses when we regenerate.
IdList<Param,hParam> prev = {};
SK.param.MoveSelfInto(&prev);
SK.entity.Clear();
for(i = 0; i < SK.groupOrder.n; i++) {
Group *g = SK.GetGroup(SK.groupOrder.elem[i]);
// The group may depend on entities or other groups, to define its
// workplane geometry or for its operands. Those must already exist
// in a previous group, so check them before generating.
if(PruneGroups(g->h))
goto pruned;
for(j = 0; j < SK.request.n; j++) {
Request *r = &(SK.request.elem[j]);
if(r->group.v != g->h.v) continue;
r->Generate(&(SK.entity), &(SK.param));
}
for(j = 0; j < SK.constraint.n; j++) {
Constraint *c = &SK.constraint.elem[j];
if(c->group.v != g->h.v) continue;
c->Generate(&(SK.param));
}
g->Generate(&(SK.entity), &(SK.param));
// The requests and constraints depend on stuff in this or the
// previous group, so check them after generating.
if(PruneRequests(g->h) || PruneConstraints(g->h))
goto pruned;
// Use the previous values for params that we've seen before, as
// initial guesses for the solver.
for(j = 0; j < SK.param.n; j++) {
Param *newp = &(SK.param.elem[j]);
if(newp->known) continue;
Param *prevp = prev.FindByIdNoOops(newp->h);
if(prevp) {
newp->val = prevp->val;
newp->free = prevp->free;
}
}
if(g->h.v == Group::HGROUP_REFERENCES.v) {
ForceReferences();
g->solved.how = SolveResult::OKAY;
g->clean = true;
} else {
if(i >= first && i <= last) {
// The group falls inside the range, so really solve it,
// and then regenerate the mesh based on the solved stuff.
if(genForBBox) {
SolveGroupAndReport(g->h, andFindFree);
} else {
g->GenerateLoops();
g->GenerateShellAndMesh();
g->clean = true;
}
} else {
// The group falls outside the range, so just assume that
// it's good wherever we left it. The mesh is unchanged,
// and the parameters must be marked as known.
for(j = 0; j < SK.param.n; j++) {
Param *newp = &(SK.param.elem[j]);
Param *prevp = prev.FindByIdNoOops(newp->h);
if(prevp) newp->known = true;
}
}
}
}
// And update any reference dimensions with their new values
for(i = 0; i < SK.constraint.n; i++) {
Constraint *c = &(SK.constraint.elem[i]);
if(c->reference) {
c->ModifyToSatisfy();
}
}
// Make sure the point that we're tracing exists.
if(traced.point.v && !SK.entity.FindByIdNoOops(traced.point)) {
traced.point = Entity::NO_ENTITY;
}
// And if we're tracing a point, add its new value to the path
if(traced.point.v) {
Entity *pt = SK.GetEntity(traced.point);
traced.path.AddPoint(pt->PointGetNum());
}
prev.Clear();
InvalidateGraphics();
// Remove nonexistent selection items, for same reason we waited till
// the end to put up a dialog box.
GW.ClearNonexistentSelectionItems();
if(deleted.requests > 0 || deleted.constraints > 0 || deleted.groups > 0) {
// All sorts of interesting things could have happened; for example,
// the active group or active workplane could have been deleted. So
// clear all that out.
if(deleted.groups > 0) {
SS.TW.ClearSuper();
}
ScheduleShowTW();
GW.ClearSuper();
// People get annoyed if I complain whenever they delete any request,
// and I otherwise will, since those always come with pt-coincident
// constraints.
if(deleted.requests > 0 || deleted.nonTrivialConstraints > 0 ||
deleted.groups > 0)
{
// Don't display any errors until we've regenerated fully. The
// sketch is not necessarily in a consistent state until we've
// pruned any orphaned etc. objects, and the message loop for the
// messagebox could allow us to repaint and crash. But now we must
// be fine.
Message("Additional sketch elements were deleted, because they "
"depend on the element that was just deleted explicitly. "
"These include: \n"
" %d request%s\n"
" %d constraint%s\n"
" %d group%s"
"%s",
deleted.requests, deleted.requests == 1 ? "" : "s",
deleted.constraints, deleted.constraints == 1 ? "" : "s",
deleted.groups, deleted.groups == 1 ? "" : "s",
undo.cnt > 0 ? "\n\nChoose Edit -> Undo to undelete all elements." : "");
}
deleted = {};
}
FreeAllTemporary();
allConsistent = true;
SS.GW.persistentDirty = true;
endMillis = GetMilliseconds();
if(endMillis - startMillis > 30) {
const char *typeStr = "";
switch(type) {
case Generate::DIRTY: typeStr = "DIRTY"; break;
case Generate::ALL: typeStr = "ALL"; break;
case Generate::REGEN: typeStr = "REGEN"; break;
case Generate::UNTIL_ACTIVE: typeStr = "UNTIL_ACTIVE"; break;
}
if(endMillis)
dbp("Generate::%s%s took %lld ms",
typeStr,
(genForBBox ? " (for bounding box)" : ""),
GetMilliseconds() - startMillis);
}
return;
pruned:
// Restore the numerical guesses
SK.param.Clear();
prev.MoveSelfInto(&(SK.param));
// Try again
GenerateAll(type, andFindFree, genForBBox);
}
void SolveSpaceUI::ForceReferences() {
// Force the values of the parameters that define the three reference
// coordinate systems.
static const struct {
hRequest hr;
Quaternion q;
} Quat[] = {
{ Request::HREQUEST_REFERENCE_XY, { 1, 0, 0, 0, } },
{ Request::HREQUEST_REFERENCE_YZ, { 0.5, 0.5, 0.5, 0.5, } },
{ Request::HREQUEST_REFERENCE_ZX, { 0.5, -0.5, -0.5, -0.5, } },
};
for(int i = 0; i < 3; i++) {
hRequest hr = Quat[i].hr;
Entity *wrkpl = SK.GetEntity(hr.entity(0));
// The origin for our coordinate system, always zero
Entity *origin = SK.GetEntity(wrkpl->point[0]);
origin->PointForceTo(Vector::From(0, 0, 0));
origin->construction = true;
SK.GetParam(origin->param[0])->known = true;
SK.GetParam(origin->param[1])->known = true;
SK.GetParam(origin->param[2])->known = true;
// The quaternion that defines the rotation, from the table.
Entity *normal = SK.GetEntity(wrkpl->normal);
normal->NormalForceTo(Quat[i].q);
SK.GetParam(normal->param[0])->known = true;
SK.GetParam(normal->param[1])->known = true;
SK.GetParam(normal->param[2])->known = true;
SK.GetParam(normal->param[3])->known = true;
}
}
void SolveSpaceUI::MarkDraggedParams() {
sys.dragged.Clear();
for(int i = -1; i < SS.GW.pending.points.n; i++) {
hEntity hp;
if(i == -1) {
hp = SS.GW.pending.point;
} else {
hp = SS.GW.pending.points.elem[i];
}
if(!hp.v) continue;
// The pending point could be one in a group that has not yet
// been processed, in which case the lookup will fail; but
// that's not an error.
Entity *pt = SK.entity.FindByIdNoOops(hp);
if(pt) {
switch(pt->type) {
case Entity::Type::POINT_N_TRANS:
case Entity::Type::POINT_IN_3D:
sys.dragged.Add(&(pt->param[0]));
sys.dragged.Add(&(pt->param[1]));
sys.dragged.Add(&(pt->param[2]));
break;
case Entity::Type::POINT_IN_2D:
sys.dragged.Add(&(pt->param[0]));
sys.dragged.Add(&(pt->param[1]));
break;
default: // Only the entities above can be dragged.
break;
}
}
}
if(SS.GW.pending.circle.v) {
Entity *circ = SK.entity.FindByIdNoOops(SS.GW.pending.circle);
if(circ) {
Entity *dist = SK.GetEntity(circ->distance);
switch(dist->type) {
case Entity::Type::DISTANCE:
sys.dragged.Add(&(dist->param[0]));
break;
default: // Only the entities above can be dragged.
break;
}
}
}
if(SS.GW.pending.normal.v) {
Entity *norm = SK.entity.FindByIdNoOops(SS.GW.pending.normal);
if(norm) {
switch(norm->type) {
case Entity::Type::NORMAL_IN_3D:
sys.dragged.Add(&(norm->param[0]));
sys.dragged.Add(&(norm->param[1]));
sys.dragged.Add(&(norm->param[2]));
sys.dragged.Add(&(norm->param[3]));
break;
default: // Only the entities above can be dragged.
break;
}
}
}
}
void SolveSpaceUI::SolveGroupAndReport(hGroup hg, bool andFindFree) {
SolveGroup(hg, andFindFree);
Group *g = SK.GetGroup(hg);
bool isOkay = g->solved.how == SolveResult::OKAY ||
(g->allowRedundant && g->solved.how == SolveResult::REDUNDANT_OKAY);
if(!isOkay || (isOkay && !g->IsSolvedOkay())) {
TextWindow::ReportHowGroupSolved(g->h);
}
}
void SolveSpaceUI::SolveGroup(hGroup hg, bool andFindFree) {
int i;
// Clear out the system to be solved.
sys.entity.Clear();
sys.param.Clear();
sys.eq.Clear();
// And generate all the params for requests in this group
for(i = 0; i < SK.request.n; i++) {
Request *r = &(SK.request.elem[i]);
if(r->group.v != hg.v) continue;
r->Generate(&(sys.entity), &(sys.param));
}
for(i = 0; i < SK.constraint.n; i++) {
Constraint *c = &SK.constraint.elem[i];
if(c->group.v != hg.v) continue;
c->Generate(&(sys.param));
}
// And for the group itself
Group *g = SK.GetGroup(hg);
g->Generate(&(sys.entity), &(sys.param));
// Set the initial guesses for all the params
for(i = 0; i < sys.param.n; i++) {
Param *p = &(sys.param.elem[i]);
p->known = false;
p->val = SK.GetParam(p->h)->val;
}
MarkDraggedParams();
g->solved.remove.Clear();
SolveResult how = sys.Solve(g, &(g->solved.dof),
&(g->solved.remove),
/*andFindBad=*/true,
/*andFindFree=*/andFindFree,
/*forceDofCheck=*/!g->dofCheckOk);
if(how == SolveResult::OKAY) {
g->dofCheckOk = true;
}
g->solved.how = how;
FreeAllTemporary();
}
bool SolveSpaceUI::ActiveGroupsOkay() {
for(int i = 0; i < SK.groupOrder.n; i++) {
Group *g = SK.GetGroup(SK.groupOrder.elem[i]);
if(!g->IsSolvedOkay())
return false;
if(g->h.v == SS.GW.activeGroup.v)
break;
}
return true;
}