
The "glx" prefix on the names of SolveSpace's various GL helper routines was confusingly similar to those used by official OpenGL-associated libraries (e.g. "glu" used by the GL Utility library, and "glX" used by GLX), and could thus give the erroneous impression that it represented a system API rather than ordinary application logic. We thus rename these routines to have an "ssgl" prefix, clearly identifying them with SolveSpace while retaining some visual kinship to GL function names.
490 lines
16 KiB
C++
490 lines
16 KiB
C++
//-----------------------------------------------------------------------------
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// Generate our model based on its parametric description, by solving each
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// sketch, generating surfaces from the resulting entities, performing any
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// requested surface operations (e.g. Booleans) with our model so far, and
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// then repeating this process for each subsequent group.
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//
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// Copyright 2008-2013 Jonathan Westhues.
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//-----------------------------------------------------------------------------
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#include "solvespace.h"
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void SolveSpace::MarkGroupDirtyByEntity(hEntity he) {
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Entity *e = SK.GetEntity(he);
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MarkGroupDirty(e->group);
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}
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void SolveSpace::MarkGroupDirty(hGroup hg) {
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int i;
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bool go = false;
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for(i = 0; i < SK.group.n; i++) {
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Group *g = &(SK.group.elem[i]);
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if(g->h.v == hg.v) {
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go = true;
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}
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if(go) {
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g->clean = false;
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}
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}
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unsaved = true;
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}
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bool SolveSpace::PruneOrphans(void) {
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int i;
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for(i = 0; i < SK.request.n; i++) {
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Request *r = &(SK.request.elem[i]);
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if(GroupExists(r->group)) continue;
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(deleted.requests)++;
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SK.request.RemoveById(r->h);
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return true;
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}
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for(i = 0; i < SK.constraint.n; i++) {
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Constraint *c = &(SK.constraint.elem[i]);
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if(GroupExists(c->group)) continue;
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(deleted.constraints)++;
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(deleted.nonTrivialConstraints)++;
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SK.constraint.RemoveById(c->h);
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return true;
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}
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return false;
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}
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bool SolveSpace::GroupsInOrder(hGroup before, hGroup after) {
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if(before.v == 0) return true;
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if(after.v == 0) return true;
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int beforep = -1, afterp = -1;
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int i;
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for(i = 0; i < SK.group.n; i++) {
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Group *g = &(SK.group.elem[i]);
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if(g->h.v == before.v) beforep = i;
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if(g->h.v == after.v) afterp = i;
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}
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if(beforep < 0 || afterp < 0) return false;
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if(beforep >= afterp) return false;
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return true;
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}
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bool SolveSpace::GroupExists(hGroup hg) {
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// A nonexistent group is not acceptable
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return SK.group.FindByIdNoOops(hg) ? true : false;
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}
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bool SolveSpace::EntityExists(hEntity he) {
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// A nonexstient entity is acceptable, though, usually just means it
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// doesn't apply.
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if(he.v == Entity::NO_ENTITY.v) return true;
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return SK.entity.FindByIdNoOops(he) ? true : false;
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}
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bool SolveSpace::PruneGroups(hGroup hg) {
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Group *g = SK.GetGroup(hg);
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if(GroupsInOrder(g->opA, hg) &&
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EntityExists(g->predef.origin) &&
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EntityExists(g->predef.entityB) &&
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EntityExists(g->predef.entityC))
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{
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return false;
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}
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(deleted.groups)++;
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SK.group.RemoveById(g->h);
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return true;
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}
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bool SolveSpace::PruneRequests(hGroup hg) {
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int i;
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for(i = 0; i < SK.entity.n; i++) {
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Entity *e = &(SK.entity.elem[i]);
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if(e->group.v != hg.v) continue;
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if(EntityExists(e->workplane)) continue;
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if(!e->h.isFromRequest()) oops();
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(deleted.requests)++;
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SK.request.RemoveById(e->h.request());
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return true;
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}
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return false;
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}
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bool SolveSpace::PruneConstraints(hGroup hg) {
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int i;
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for(i = 0; i < SK.constraint.n; i++) {
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Constraint *c = &(SK.constraint.elem[i]);
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if(c->group.v != hg.v) continue;
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if(EntityExists(c->workplane) &&
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EntityExists(c->ptA) &&
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EntityExists(c->ptB) &&
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EntityExists(c->entityA) &&
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EntityExists(c->entityB) &&
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EntityExists(c->entityC) &&
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EntityExists(c->entityD))
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{
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continue;
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}
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(deleted.constraints)++;
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if(c->type != Constraint::POINTS_COINCIDENT &&
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c->type != Constraint::HORIZONTAL &&
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c->type != Constraint::VERTICAL)
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{
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(deleted.nonTrivialConstraints)++;
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}
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SK.constraint.RemoveById(c->h);
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return true;
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}
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return false;
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}
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void SolveSpace::GenerateAll(void) {
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int i;
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int firstDirty = INT_MAX, lastVisible = 0;
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// Start from the first dirty group, and solve until the active group,
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// since all groups after the active group are hidden.
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for(i = 0; i < SK.group.n; i++) {
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Group *g = &(SK.group.elem[i]);
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g->order = i;
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if((!g->clean) || (g->solved.how != System::SOLVED_OKAY)) {
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firstDirty = min(firstDirty, i);
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}
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if(g->h.v == SS.GW.activeGroup.v) {
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lastVisible = i;
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}
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}
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if(firstDirty == INT_MAX || lastVisible == 0) {
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// All clean; so just regenerate the entities, and don't solve anything.
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GenerateAll(-1, -1);
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} else {
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SS.nakedEdges.Clear();
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GenerateAll(firstDirty, lastVisible);
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}
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}
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void SolveSpace::GenerateAll(int first, int last, bool andFindFree) {
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int i, j;
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// Remove any requests or constraints that refer to a nonexistent
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// group; can check those immediately, since we know what the list
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// of groups should be.
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while(PruneOrphans())
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;
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// Don't lose our numerical guesses when we regenerate.
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IdList<Param,hParam> prev;
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SK.param.MoveSelfInto(&prev);
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SK.entity.Clear();
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int32_t inTime = GetMilliseconds();
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bool displayedStatusMessage = false;
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for(i = 0; i < SK.group.n; i++) {
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Group *g = &(SK.group.elem[i]);
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int32_t now = GetMilliseconds();
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// Display the status message if we've taken more than 400 ms, or
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// if we've taken 200 ms but we're not even halfway done, or if
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// we've already started displaying the status message.
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if( (now - inTime > 400) ||
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((now - inTime > 200) && i < (SK.group.n / 2)) ||
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displayedStatusMessage)
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{
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displayedStatusMessage = true;
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char msg[1024];
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sprintf(msg, "generating group %d/%d", i, SK.group.n);
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int w, h;
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GetGraphicsWindowSize(&w, &h);
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glDrawBuffer(GL_FRONT);
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glViewport(0, 0, w, h);
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glLoadIdentity();
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glTranslated(-1, 1, 0);
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glScaled(2.0/w, 2.0/h, 1.0);
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glDisable(GL_DEPTH_TEST);
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double left = 80, top = -20, width = 240, height = 24;
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glColor3d(0.9, 0.8, 0.8);
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ssglAxisAlignedQuad(left, left+width, top, top-height);
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glLineWidth(1);
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glColor3d(0.0, 0.0, 0.0);
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ssglAxisAlignedLineLoop(left, left+width, top, top-height);
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ssglCreateBitmapFont();
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glColor3d(0, 0, 0);
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glPushMatrix();
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glTranslated(left+8, top-20, 0);
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glScaled(1, -1, 1);
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ssglBitmapText(msg, Vector::From(0, 0, 0));
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glPopMatrix();
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glFlush();
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glDrawBuffer(GL_BACK);
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}
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// The group may depend on entities or other groups, to define its
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// workplane geometry or for its operands. Those must already exist
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// in a previous group, so check them before generating.
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if(PruneGroups(g->h))
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goto pruned;
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for(j = 0; j < SK.request.n; j++) {
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Request *r = &(SK.request.elem[j]);
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if(r->group.v != g->h.v) continue;
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r->Generate(&(SK.entity), &(SK.param));
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}
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g->Generate(&(SK.entity), &(SK.param));
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// The requests and constraints depend on stuff in this or the
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// previous group, so check them after generating.
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if(PruneRequests(g->h) || PruneConstraints(g->h))
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goto pruned;
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// Use the previous values for params that we've seen before, as
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// initial guesses for the solver.
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for(j = 0; j < SK.param.n; j++) {
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Param *newp = &(SK.param.elem[j]);
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if(newp->known) continue;
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Param *prevp = prev.FindByIdNoOops(newp->h);
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if(prevp) newp->val = prevp->val;
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}
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if(g->h.v == Group::HGROUP_REFERENCES.v) {
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ForceReferences();
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g->solved.how = System::SOLVED_OKAY;
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g->clean = true;
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} else {
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if(i >= first && i <= last) {
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// The group falls inside the range, so really solve it,
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// and then regenerate the mesh based on the solved stuff.
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SolveGroup(g->h, andFindFree);
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g->GenerateLoops();
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g->GenerateShellAndMesh();
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g->clean = true;
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} else {
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// The group falls outside the range, so just assume that
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// it's good wherever we left it. The mesh is unchanged,
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// and the parameters must be marked as known.
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for(j = 0; j < SK.param.n; j++) {
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Param *newp = &(SK.param.elem[j]);
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Param *prevp = prev.FindByIdNoOops(newp->h);
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if(prevp) newp->known = true;
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}
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}
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}
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}
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// And update any reference dimensions with their new values
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for(i = 0; i < SK.constraint.n; i++) {
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Constraint *c = &(SK.constraint.elem[i]);
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if(c->reference) {
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c->ModifyToSatisfy();
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}
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}
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// Make sure the point that we're tracing exists.
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if(traced.point.v && !SK.entity.FindByIdNoOops(traced.point)) {
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traced.point = Entity::NO_ENTITY;
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}
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// And if we're tracing a point, add its new value to the path
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if(traced.point.v) {
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Entity *pt = SK.GetEntity(traced.point);
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traced.path.AddPoint(pt->PointGetNum());
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}
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prev.Clear();
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InvalidateGraphics();
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// Remove nonexistent selection items, for same reason we waited till
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// the end to put up a dialog box.
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GW.ClearNonexistentSelectionItems();
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if(deleted.requests > 0 || deleted.constraints > 0 || deleted.groups > 0) {
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// All sorts of interesting things could have happened; for example,
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// the active group or active workplane could have been deleted. So
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// clear all that out.
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if(deleted.groups > 0) {
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SS.TW.ClearSuper();
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}
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later.showTW = true;
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GW.ClearSuper();
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// People get annoyed if I complain whenever they delete any request,
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// and I otherwise will, since those always come with pt-coincident
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// constraints.
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if(deleted.requests > 0 || deleted.nonTrivialConstraints > 0 ||
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deleted.groups > 0)
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{
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// Don't display any errors until we've regenerated fully. The
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// sketch is not necessarily in a consistent state until we've
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// pruned any orphaned etc. objects, and the message loop for the
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// messagebox could allow us to repaint and crash. But now we must
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// be fine.
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Message("Additional sketch elements were deleted, because they "
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"depend on the element that was just deleted explicitly. "
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"These include: \n"
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" %d request%s\n"
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" %d constraint%s\n"
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" %d group%s\n\n"
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"Choose Edit -> Undo to undelete all elements.",
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deleted.requests, deleted.requests == 1 ? "" : "s",
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deleted.constraints, deleted.constraints == 1 ? "" : "s",
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deleted.groups, deleted.groups == 1 ? "" : "s");
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}
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memset(&deleted, 0, sizeof(deleted));
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}
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FreeAllTemporary();
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allConsistent = true;
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return;
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pruned:
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// Restore the numerical guesses
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SK.param.Clear();
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prev.MoveSelfInto(&(SK.param));
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// Try again
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GenerateAll(first, last);
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}
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void SolveSpace::ForceReferences(void) {
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// Force the values of the parameters that define the three reference
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// coordinate systems.
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static const struct {
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hRequest hr;
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Quaternion q;
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} Quat[] = {
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{ Request::HREQUEST_REFERENCE_XY, { 1, 0, 0, 0, } },
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{ Request::HREQUEST_REFERENCE_YZ, { 0.5, 0.5, 0.5, 0.5, } },
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{ Request::HREQUEST_REFERENCE_ZX, { 0.5, -0.5, -0.5, -0.5, } },
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};
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for(int i = 0; i < 3; i++) {
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hRequest hr = Quat[i].hr;
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Entity *wrkpl = SK.GetEntity(hr.entity(0));
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// The origin for our coordinate system, always zero
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Entity *origin = SK.GetEntity(wrkpl->point[0]);
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origin->PointForceTo(Vector::From(0, 0, 0));
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SK.GetParam(origin->param[0])->known = true;
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SK.GetParam(origin->param[1])->known = true;
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SK.GetParam(origin->param[2])->known = true;
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// The quaternion that defines the rotation, from the table.
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Entity *normal = SK.GetEntity(wrkpl->normal);
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normal->NormalForceTo(Quat[i].q);
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SK.GetParam(normal->param[0])->known = true;
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SK.GetParam(normal->param[1])->known = true;
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SK.GetParam(normal->param[2])->known = true;
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SK.GetParam(normal->param[3])->known = true;
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}
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}
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void SolveSpace::MarkDraggedParams(void) {
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sys.dragged.Clear();
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for(int i = -1; i < SS.GW.pending.points.n; i++) {
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hEntity hp;
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if(i == -1) {
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hp = SS.GW.pending.point;
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} else {
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hp = SS.GW.pending.points.elem[i];
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}
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if(!hp.v) continue;
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// The pending point could be one in a group that has not yet
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// been processed, in which case the lookup will fail; but
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// that's not an error.
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Entity *pt = SK.entity.FindByIdNoOops(hp);
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if(pt) {
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switch(pt->type) {
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case Entity::POINT_N_TRANS:
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case Entity::POINT_IN_3D:
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sys.dragged.Add(&(pt->param[0]));
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sys.dragged.Add(&(pt->param[1]));
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sys.dragged.Add(&(pt->param[2]));
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break;
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case Entity::POINT_IN_2D:
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sys.dragged.Add(&(pt->param[0]));
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sys.dragged.Add(&(pt->param[1]));
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break;
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}
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}
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}
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if(SS.GW.pending.circle.v) {
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Entity *circ = SK.entity.FindByIdNoOops(SS.GW.pending.circle);
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if(circ) {
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Entity *dist = SK.GetEntity(circ->distance);
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switch(dist->type) {
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case Entity::DISTANCE:
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sys.dragged.Add(&(dist->param[0]));
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break;
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}
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}
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}
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if(SS.GW.pending.normal.v) {
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Entity *norm = SK.entity.FindByIdNoOops(SS.GW.pending.normal);
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if(norm) {
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switch(norm->type) {
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case Entity::NORMAL_IN_3D:
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sys.dragged.Add(&(norm->param[0]));
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sys.dragged.Add(&(norm->param[1]));
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sys.dragged.Add(&(norm->param[2]));
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sys.dragged.Add(&(norm->param[3]));
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break;
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// other types are locked, so not draggable
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}
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}
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}
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}
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void SolveSpace::SolveGroup(hGroup hg, bool andFindFree) {
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int i;
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// Clear out the system to be solved.
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sys.entity.Clear();
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sys.param.Clear();
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sys.eq.Clear();
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// And generate all the params for requests in this group
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for(i = 0; i < SK.request.n; i++) {
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Request *r = &(SK.request.elem[i]);
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if(r->group.v != hg.v) continue;
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r->Generate(&(sys.entity), &(sys.param));
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}
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// And for the group itself
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Group *g = SK.GetGroup(hg);
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g->Generate(&(sys.entity), &(sys.param));
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// Set the initial guesses for all the params
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for(i = 0; i < sys.param.n; i++) {
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Param *p = &(sys.param.elem[i]);
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p->known = false;
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p->val = SK.GetParam(p->h)->val;
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}
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MarkDraggedParams();
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g->solved.remove.Clear();
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int how = sys.Solve(g, &(g->solved.dof),
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&(g->solved.remove), true, andFindFree);
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if((how != System::SOLVED_OKAY) ||
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(how == System::SOLVED_OKAY && g->solved.how != System::SOLVED_OKAY))
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{
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TextWindow::ReportHowGroupSolved(g->h);
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}
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g->solved.how = how;
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FreeAllTemporary();
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}
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bool SolveSpace::AllGroupsOkay(void) {
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int i;
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bool allOk = true;
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for(i = 0; i < SK.group.n; i++) {
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if(SK.group.elem[i].solved.how != System::SOLVED_OKAY) {
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allOk = false;
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}
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}
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return allOk;
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}
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