
This commit alters the build system substantially; it adds another platform, `headless`, that provides stubs in place of all GUI functions, and provides a library `solvespace_headless` alongside the main executable. To cut down build times, only the few files that have #if defined(HEADLESS) are built twice for the executable and the library; the rest is grouped into a new `solvespace_cad` library. It is not usable on its own and just serves for grouping. This commit also gates the tests behind a -DENABLE_TESTS=ON CMake option, ON by default (but suggested as OFF in the README so that people don't ever have to install cairo to build the executable.) The tests introduced in this commit are (so far) rudimentary, although functional, and they serve as a stepping point towards introducing coverage analysis.
792 lines
28 KiB
C++
792 lines
28 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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// Copyright 2008-2013 Jonathan Westhues.
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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() {
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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::HasEndpoints() {
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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() {
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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(bool isHovered, Canvas *canvas) {
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const Camera &camera = canvas->GetCamera();
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std::vector<Vector> refs;
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if(entity.v) {
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Entity *e = SK.GetEntity(entity);
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e->Draw(isHovered ? Entity::DrawAs::HOVERED :
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Entity::DrawAs::SELECTED,
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canvas);
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if(emphasized) {
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e->GetReferencePoints(&refs);
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}
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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(isHovered ? Constraint::DrawAs::HOVERED :
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Constraint::DrawAs::SELECTED,
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canvas);
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if(emphasized) {
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c->GetReferencePoints(camera, &refs);
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}
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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(s)
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// of that entity or constraint.
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Canvas::Stroke strokeEmphasis = {};
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strokeEmphasis.layer = Canvas::Layer::FRONT;
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strokeEmphasis.color = Style::Color(Style::HOVERED).WithAlpha(50);
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strokeEmphasis.width = 40;
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Canvas::hStroke hcsEmphasis = canvas->GetStroke(strokeEmphasis);
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Point2d topLeftScreen;
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topLeftScreen.x = -(double)camera.width / 2;
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topLeftScreen.y = (double)camera.height / 2;
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Vector topLeft = camera.UnProjectPoint(topLeftScreen);
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auto it = std::unique(refs.begin(), refs.end(),
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[](Vector a, Vector b) { return a.Equals(b); });
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refs.erase(it, refs.end());
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for(Vector p : refs) {
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canvas->DrawLine(topLeft, p, hcsEmphasis);
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}
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}
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}
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void GraphicsWindow::ClearSelection() {
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selection.Clear();
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SS.ScheduleShowTW();
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InvalidateGraphics();
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}
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void GraphicsWindow::ClearNonexistentSelectionItems() {
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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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// Is this entity/constraint selected?
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//-----------------------------------------------------------------------------
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bool GraphicsWindow::IsSelected(hEntity he) {
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Selection s = {};
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s.entity = he;
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return IsSelected(&s);
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}
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bool GraphicsWindow::IsSelected(Selection *st) {
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Selection *s;
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for(s = selection.First(); s; s = selection.NextAfter(s)) {
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if(s->Equals(st)) {
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return true;
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}
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}
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return false;
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}
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//-----------------------------------------------------------------------------
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// Unselect an item, if it is selected. We can either unselect just that item,
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// or also unselect any coincident points. The latter is useful if the user
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// somehow selects two coincident points (like with select all), because it
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// would otherwise be impossible to de-select the lower of the two.
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//-----------------------------------------------------------------------------
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void GraphicsWindow::MakeUnselected(hEntity he, bool coincidentPointTrick) {
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Selection stog = {};
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stog.entity = he;
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MakeUnselected(&stog, coincidentPointTrick);
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}
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void GraphicsWindow::MakeUnselected(Selection *stog, bool coincidentPointTrick){
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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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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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}
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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(stog->entity.v && coincidentPointTrick) {
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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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}
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//-----------------------------------------------------------------------------
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// Select an item, if it isn't selected already.
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//-----------------------------------------------------------------------------
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void GraphicsWindow::MakeSelected(hEntity he) {
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Selection stog = {};
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stog.entity = he;
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MakeSelected(&stog);
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}
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void GraphicsWindow::MakeSelected(hConstraint hc) {
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Selection stog = {};
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stog.constraint = hc;
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MakeSelected(&stog);
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}
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void GraphicsWindow::MakeSelected(Selection *stog) {
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if(stog->IsEmpty()) return;
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if(IsSelected(stog)) return;
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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 *s;
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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.
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//-----------------------------------------------------------------------------
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void GraphicsWindow::SelectByMarquee() {
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Point2d marqueePoint = ProjectPoint(orig.marqueePoint);
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BBox marqueeBBox = BBox::From(Vector::From(marqueePoint.x, marqueePoint.y, -1),
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Vector::From(orig.mouse.x, orig.mouse.y, 1));
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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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bool entityHasBBox;
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BBox entityBBox = e->GetOrGenerateScreenBBox(&entityHasBBox);
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if(entityHasBBox && entityBBox.Overlaps(marqueeBBox)) {
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MakeSelected(e->h);
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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() {
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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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if(e->IsStylable()) gs.stylables++;
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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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}
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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::Type::WORKPLANE: (gs.workplanes)++; break;
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case Entity::Type::LINE_SEGMENT: (gs.lineSegments)++; break;
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case Entity::Type::CUBIC: (gs.cubics)++; break;
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case Entity::Type::CUBIC_PERIODIC: (gs.periodicCubics)++; break;
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case Entity::Type::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::Type::CIRCLE: (gs.circlesOrArcs)++; break;
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default: 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->IsStylable()) gs.stylables++;
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if(c->HasLabel()) gs.constraintLabels++;
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}
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}
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}
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Camera GraphicsWindow::GetCamera() const {
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Camera camera = {};
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camera.width = (int)width;
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camera.height = (int)height;
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camera.offset = offset;
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camera.projUp = projUp;
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camera.projRight = projRight;
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camera.scale = scale;
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camera.tangent = SS.CameraTangent();
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camera.hasPixels = true;
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return camera;
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}
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Lighting GraphicsWindow::GetLighting() const {
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Lighting lighting = {};
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lighting.backgroundColor = SS.backgroundColor;
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lighting.ambientIntensity = SS.ambientIntensity;
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lighting.lightIntensity[0] = SS.lightIntensity[0];
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lighting.lightIntensity[1] = SS.lightIntensity[1];
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lighting.lightDirection[0] = SS.lightDir[0];
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lighting.lightDirection[1] = SS.lightDir[1];
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return lighting;
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}
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void GraphicsWindow::HitTestMakeSelection(Point2d mp) {
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Selection s = {};
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// Did the view projection change? If so, invalidate bounding boxes.
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if(!offset.EqualsExactly(cached.offset) ||
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!projRight.EqualsExactly(cached.projRight) ||
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!projUp.EqualsExactly(cached.projUp) ||
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EXACT(scale != cached.scale)) {
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cached.offset = offset;
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cached.projRight = projRight;
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cached.projUp = projUp;
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cached.scale = scale;
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for(Entity *e = SK.entity.First(); e; e = SK.entity.NextAfter(e)) {
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e->screenBBoxValid = false;
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}
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}
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ObjectPicker canvas = {};
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canvas.camera = GetCamera();
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canvas.selRadius = 10.0;
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canvas.point = mp;
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canvas.maxZIndex = -1;
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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(Entity &e : SK.entity) {
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if(!e.IsVisible()) continue;
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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::Type::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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if(canvas.Pick([&]{ e.Draw(Entity::DrawAs::DEFAULT, &canvas); })) {
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s = {};
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s.entity = e.h;
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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 == Pending::NONE) {
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// Constraints
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for(Constraint &c : SK.constraint) {
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if(!c.IsVisible()) continue;
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if(canvas.Pick([&]{ c.Draw(Constraint::DrawAs::DEFAULT, &canvas); })) {
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s = {};
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s.constraint = c.h;
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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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uint32_t 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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PaintGraphics();
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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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Vector GraphicsWindow::UnProjectPoint3(Vector p) {
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p.z = p.z / (scale - p.z * SS.CameraTangent() * scale);
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double w = 1 + p.z * SS.CameraTangent() * scale;
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p.x *= w / scale;
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p.y *= w / scale;
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Vector orig = offset.ScaledBy(-1);
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orig = orig.Plus(projRight.ScaledBy(p.x)).Plus(
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projUp. ScaledBy(p.y).Plus(
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projRight.Cross(projUp). ScaledBy(p.z)));
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return orig;
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}
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void GraphicsWindow::NormalizeProjectionVectors() {
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if(projRight.Magnitude() < LENGTH_EPS) {
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projRight = Vector::From(1, 0, 0);
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}
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Vector norm = projRight.Cross(projUp);
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// If projRight and projUp somehow ended up parallel, then pick an
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// arbitrary projUp normal to projRight.
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if(norm.Magnitude() < LENGTH_EPS) {
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norm = projRight.Normal(0);
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}
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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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void GraphicsWindow::DrawSnapGrid(Canvas *canvas) {
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if(!LockedInWorkplane()) return;
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hEntity he = ActiveWorkplane();
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EntityBase *wrkpl = SK.GetEntity(he),
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*norm = wrkpl->Normal();
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Vector n = projUp.Cross(projRight);
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Vector wu, wv, wn, wp;
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wp = SK.GetEntity(wrkpl->point[0])->PointGetNum();
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wu = norm->NormalU();
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wv = norm->NormalV();
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wn = norm->NormalN();
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double g = SS.gridSpacing;
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double umin = VERY_POSITIVE, umax = VERY_NEGATIVE,
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vmin = VERY_POSITIVE, vmax = VERY_NEGATIVE;
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int a;
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for(a = 0; a < 4; a++) {
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// Ideally, we would just do +/- half the width and height; but
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// allow some extra slop for rounding.
|
|
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) return;
|
|
|
|
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) return;
|
|
if(j0 > j1 || j1 - j0 > 400) return;
|
|
|
|
Canvas::Stroke stroke = {};
|
|
stroke.layer = Canvas::Layer::BACK;
|
|
stroke.color = Style::Color(Style::DATUM).WithAlpha(75);
|
|
Canvas::hStroke hcs = canvas->GetStroke(stroke);
|
|
|
|
for(i = i0 + 1; i < i1; i++) {
|
|
canvas->DrawLine(wp.Plus(wu.ScaledBy(i*g)).Plus(wv.ScaledBy(j0*g)),
|
|
wp.Plus(wu.ScaledBy(i*g)).Plus(wv.ScaledBy(j1*g)),
|
|
hcs);
|
|
}
|
|
for(j = j0 + 1; j < j1; j++) {
|
|
canvas->DrawLine(wp.Plus(wu.ScaledBy(i0*g)).Plus(wv.ScaledBy(j*g)),
|
|
wp.Plus(wu.ScaledBy(i1*g)).Plus(wv.ScaledBy(j*g)),
|
|
hcs);
|
|
}
|
|
}
|
|
|
|
void GraphicsWindow::DrawPersistent(Canvas *canvas) {
|
|
// Draw the active group; this does stuff like the mesh and edges.
|
|
SK.GetGroup(activeGroup)->Draw(canvas);
|
|
|
|
// Now draw the entities.
|
|
for(Entity &e : SK.entity) {
|
|
if(SS.GW.showHdnLines) {
|
|
e.Draw(Entity::DrawAs::HIDDEN, canvas);
|
|
}
|
|
e.Draw(Entity::DrawAs::DEFAULT, canvas);
|
|
}
|
|
|
|
// Draw filled paths in all groups, when those filled paths were requested
|
|
// specially by assigning a style with a fill color, or when the filled
|
|
// paths are just being filled by default. This should go last, to make
|
|
// the transparency work.
|
|
for(hGroup hg : SK.groupOrder) {
|
|
Group *g = SK.GetGroup(hg);
|
|
if(!(g->IsVisible())) continue;
|
|
g->DrawFilledPaths(canvas);
|
|
}
|
|
}
|
|
|
|
void GraphicsWindow::Draw(Canvas *canvas) {
|
|
const Camera &camera = canvas->GetCamera();
|
|
|
|
if(SS.bgImage.pixmap) {
|
|
double mmw = SS.bgImage.pixmap->width / SS.bgImage.scale,
|
|
mmh = SS.bgImage.pixmap->height / SS.bgImage.scale;
|
|
|
|
Vector n = camera.projUp.Cross(camera.projRight);
|
|
Vector origin = SS.bgImage.origin;
|
|
origin = origin.DotInToCsys(camera.projRight, camera.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(camera.projRight, camera.projUp, n);
|
|
|
|
// Place the background at the very back of the Z order.
|
|
Canvas::Fill fillBackground = {};
|
|
fillBackground.color = RGBi(0.0, 0.0, 0.0);
|
|
fillBackground.layer = Canvas::Layer::BACK;
|
|
Canvas::hFill hcfBackground = canvas->GetFill(fillBackground);
|
|
|
|
canvas->DrawPixmap(SS.bgImage.pixmap,
|
|
origin, projRight.ScaledBy(mmw), projUp.ScaledBy(mmh),
|
|
{ 0.0, 1.0 }, { 1.0, 0.0 },
|
|
hcfBackground);
|
|
}
|
|
|
|
// Nasty case when we're reloading the linked 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;
|
|
|
|
if(showSnapGrid) DrawSnapGrid(canvas);
|
|
|
|
// Draw all the things that don't change when we rotate.
|
|
DrawPersistent(canvas);
|
|
|
|
// Draw the polygon errors.
|
|
if(SS.checkClosedContour) {
|
|
SK.GetGroup(activeGroup)->DrawPolyError(canvas);
|
|
}
|
|
|
|
// Draw the constraints
|
|
for(Constraint &c : SK.constraint) {
|
|
c.Draw(Constraint::DrawAs::DEFAULT, canvas);
|
|
}
|
|
|
|
// Draw the "pending" constraint, i.e. a constraint that would be
|
|
// placed on a line that is almost horizontal or vertical.
|
|
if(SS.GW.pending.operation == Pending::DRAGGING_NEW_LINE_POINT &&
|
|
SS.GW.pending.hasSuggestion) {
|
|
Constraint c = {};
|
|
c.group = SS.GW.activeGroup;
|
|
c.workplane = SS.GW.ActiveWorkplane();
|
|
c.type = SS.GW.pending.suggestion;
|
|
c.entityA = SS.GW.pending.request.entity(0);
|
|
c.Draw(Constraint::DrawAs::DEFAULT, canvas);
|
|
}
|
|
|
|
Canvas::Stroke strokeAnalyze = {};
|
|
strokeAnalyze.layer = Canvas::Layer::FRONT;
|
|
strokeAnalyze.color = Style::Color(Style::ANALYZE);
|
|
strokeAnalyze.width = Style::Width(Style::ANALYZE);
|
|
Canvas::hStroke hcsAnalyze = canvas->GetStroke(strokeAnalyze);
|
|
|
|
// Draw the traced path, if one exists
|
|
SEdgeList tracedEdges = {};
|
|
SS.traced.path.MakeEdgesInto(&tracedEdges);
|
|
canvas->DrawEdges(tracedEdges, hcsAnalyze);
|
|
tracedEdges.Clear();
|
|
|
|
Canvas::Stroke strokeError = {};
|
|
strokeError.layer = Canvas::Layer::FRONT;
|
|
strokeError.color = Style::Color(Style::DRAW_ERROR);
|
|
strokeError.width = 12;
|
|
Canvas::hStroke hcsError = canvas->GetStroke(strokeError);
|
|
|
|
// And the naked edges, if the user did Analyze -> Show Naked Edges.
|
|
canvas->DrawEdges(SS.nakedEdges, hcsError);
|
|
|
|
// Then redraw whatever the mouse is hovering over, highlighted.
|
|
hover.Draw(/*isHovered=*/true, canvas);
|
|
SK.GetGroup(activeGroup)->DrawMesh(Group::DrawMeshAs::HOVERED, canvas);
|
|
|
|
// And finally draw the selection, same mechanism.
|
|
for(Selection *s = selection.First(); s; s = selection.NextAfter(s)) {
|
|
s->Draw(/*isHovered=*/false, canvas);
|
|
}
|
|
SK.GetGroup(activeGroup)->DrawMesh(Group::DrawMeshAs::SELECTED, canvas);
|
|
|
|
Canvas::Stroke strokeDatum = {};
|
|
strokeDatum.layer = Canvas::Layer::FRONT;
|
|
strokeDatum.color = Style::Color(Style::DATUM);
|
|
strokeDatum.width = 1;
|
|
Canvas::hStroke hcsDatum = canvas->GetStroke(strokeDatum);
|
|
|
|
// An extra line, used to indicate the origin when rotating within the
|
|
// plane of the monitor.
|
|
if(SS.extraLine.draw) {
|
|
canvas->DrawLine(SS.extraLine.ptA, SS.extraLine.ptB, hcsDatum);
|
|
}
|
|
|
|
// A note to indicate the origin in the just-exported file.
|
|
if(SS.justExportedInfo.draw) {
|
|
Vector p, u, v;
|
|
if(SS.justExportedInfo.showOrigin) {
|
|
p = SS.justExportedInfo.pt,
|
|
u = SS.justExportedInfo.u,
|
|
v = SS.justExportedInfo.v;
|
|
} else {
|
|
p = camera.offset.ScaledBy(-1);
|
|
u = camera.projRight;
|
|
v = camera.projUp;
|
|
}
|
|
canvas->DrawVectorText("previewing exported geometry; press Esc to return",
|
|
Style::DefaultTextHeight() / camera.scale,
|
|
p.Plus(u.ScaledBy(10/scale)).Plus(v.ScaledBy(10/scale)), u, v,
|
|
hcsDatum);
|
|
|
|
if(SS.justExportedInfo.showOrigin) {
|
|
Vector um = p.Plus(u.WithMagnitude(-15/scale)),
|
|
up = p.Plus(u.WithMagnitude(30/scale)),
|
|
vm = p.Plus(v.WithMagnitude(-15/scale)),
|
|
vp = p.Plus(v.WithMagnitude(30/scale));
|
|
canvas->DrawLine(um, up, hcsDatum);
|
|
canvas->DrawLine(vm, vp, hcsDatum);
|
|
canvas->DrawVectorText("(x, y) = (0, 0) for file just exported",
|
|
Style::DefaultTextHeight() / camera.scale,
|
|
p.Plus(u.ScaledBy(40/scale)).Plus(
|
|
v.ScaledBy(-(Style::DefaultTextHeight())/scale)), u, v,
|
|
hcsDatum);
|
|
}
|
|
}
|
|
}
|
|
|
|
void GraphicsWindow::Paint() {
|
|
#if !defined(HEADLESS)
|
|
havePainted = true;
|
|
|
|
auto renderStartTime = std::chrono::high_resolution_clock::now();
|
|
|
|
int w, h;
|
|
GetGraphicsWindowSize(&w, &h);
|
|
width = w;
|
|
height = h;
|
|
|
|
Camera camera = GetCamera();
|
|
|
|
OpenGl1Renderer canvas = {};
|
|
canvas.camera = camera;
|
|
canvas.lighting = GetLighting();
|
|
|
|
if(!SS.ActiveGroupsOkay()) {
|
|
// Draw a different background whenever we're having solve problems.
|
|
RgbaColor bgColor = Style::Color(Style::DRAW_ERROR);
|
|
bgColor = RgbaColor::FromFloat(0.4f*bgColor.redF(),
|
|
0.4f*bgColor.greenF(),
|
|
0.4f*bgColor.blueF());
|
|
canvas.lighting.backgroundColor = bgColor;
|
|
// And show the text window, which has info to debug it
|
|
ForceTextWindowShown();
|
|
}
|
|
canvas.BeginFrame();
|
|
canvas.UpdateProjection();
|
|
|
|
Draw(&canvas);
|
|
|
|
canvas.camera.LoadIdentity();
|
|
canvas.UpdateProjection();
|
|
|
|
UiCanvas uiCanvas = {};
|
|
uiCanvas.canvas = &canvas;
|
|
|
|
// If a marquee selection is in progress, then draw the selection
|
|
// rectangle, as an outline and a transparent fill.
|
|
if(pending.operation == Pending::DRAGGING_MARQUEE) {
|
|
Point2d begin = ProjectPoint(orig.marqueePoint);
|
|
uiCanvas.DrawRect((int)orig.mouse.x, (int)begin.x,
|
|
(int)orig.mouse.y, (int)begin.y,
|
|
/*fillColor=*/Style::Color(Style::HOVERED).WithAlpha(25),
|
|
/*outlineColor=*/Style::Color(Style::HOVERED));
|
|
}
|
|
|
|
// And finally the toolbar.
|
|
if(SS.showToolbar) {
|
|
canvas.camera.offset = {};
|
|
canvas.camera.offset.x = -(double)canvas.camera.width / 2.0;
|
|
canvas.camera.offset.y = -(double)canvas.camera.height / 2.0;
|
|
canvas.UpdateProjection();
|
|
ToolbarDraw(&uiCanvas);
|
|
}
|
|
|
|
// If we display UI elements, also display an fps counter.
|
|
if(SS.showToolbar) {
|
|
canvas.EndFrame();
|
|
|
|
auto renderEndTime = std::chrono::high_resolution_clock::now();
|
|
std::chrono::duration<double, std::milli> renderTime = renderEndTime - renderStartTime;
|
|
|
|
RgbaColor renderTimeColor;
|
|
if(1000 / renderTime.count() < 60) {
|
|
// We aim for a steady 60fps; draw the counter in red when we're slower.
|
|
renderTimeColor = { 255, 0, 0, 255 };
|
|
} else {
|
|
renderTimeColor = { 255, 255, 255, 255 };
|
|
}
|
|
uiCanvas.DrawBitmapText(ssprintf("rendered in %ld ms (%ld 1/s)",
|
|
(long)renderTime.count(),
|
|
(long)(1000/renderTime.count())),
|
|
5, 5, renderTimeColor);
|
|
}
|
|
|
|
canvas.EndFrame();
|
|
#endif
|
|
}
|