solvespace/modify.cpp

377 lines
13 KiB
C++
Raw Normal View History

#include "solvespace.h"
//-----------------------------------------------------------------------------
// Replace a point-coincident constraint on oldpt with that same constraint
// on newpt. Useful when splitting or tangent arcing.
//-----------------------------------------------------------------------------
void GraphicsWindow::ReplacePointInConstraints(hEntity oldpt, hEntity newpt) {
int i;
for(i = 0; i < SK.constraint.n; i++) {
Constraint *c = &(SK.constraint.elem[i]);
if(c->type == Constraint::POINTS_COINCIDENT) {
if(c->ptA.v == oldpt.v) c->ptA = newpt;
if(c->ptB.v == oldpt.v) c->ptB = newpt;
}
}
}
//-----------------------------------------------------------------------------
// A single point must be selected when this function is called. We find two
// non-construction line segments that join at this point, and create a
// tangent arc joining them.
//-----------------------------------------------------------------------------
void GraphicsWindow::MakeTangentArc(void) {
if(!LockedInWorkplane()) {
Error("Must be sketching in workplane to create tangent "
"arc.");
return;
}
// Find two line segments that join at the specified point,
// and blend them with a tangent arc. First, find the
// requests that generate the line segments.
Vector pshared = SK.GetEntity(gs.point[0])->PointGetNum();
ClearSelection();
int i, c = 0;
Entity *line[2];
Request *lineReq[2];
bool point1[2];
for(i = 0; i < SK.request.n; i++) {
Request *r = &(SK.request.elem[i]);
if(r->group.v != activeGroup.v) continue;
if(r->type != Request::LINE_SEGMENT) continue;
if(r->construction) continue;
Entity *e = SK.GetEntity(r->h.entity(0));
Vector p0 = SK.GetEntity(e->point[0])->PointGetNum(),
p1 = SK.GetEntity(e->point[1])->PointGetNum();
if(p0.Equals(pshared) || p1.Equals(pshared)) {
if(c < 2) {
line[c] = e;
lineReq[c] = r;
point1[c] = (p1.Equals(pshared));
}
c++;
}
}
if(c != 2) {
Error("To create a tangent arc, select a point where "
"two non-construction line segments join.");
return;
}
SS.UndoRemember();
Entity *wrkpl = SK.GetEntity(ActiveWorkplane());
Vector wn = wrkpl->Normal()->NormalN();
hEntity hshared = (line[0])->point[point1[0] ? 1 : 0],
hother0 = (line[0])->point[point1[0] ? 0 : 1],
hother1 = (line[1])->point[point1[1] ? 0 : 1];
Vector pother0 = SK.GetEntity(hother0)->PointGetNum(),
pother1 = SK.GetEntity(hother1)->PointGetNum();
Vector v0shared = pshared.Minus(pother0),
v1shared = pshared.Minus(pother1);
hEntity srcline0 = (line[0])->h,
srcline1 = (line[1])->h;
(lineReq[0])->construction = true;
(lineReq[1])->construction = true;
// And thereafter we mustn't touch the entity or req ptrs,
// because the new requests/entities we add might force a
// realloc.
memset(line, 0, sizeof(line));
memset(lineReq, 0, sizeof(lineReq));
// The sign of vv determines whether shortest distance is
// clockwise or anti-clockwise.
Vector v = (wn.Cross(v0shared)).WithMagnitude(1);
double vv = v1shared.Dot(v);
double dot = (v0shared.WithMagnitude(1)).Dot(
v1shared.WithMagnitude(1));
double theta = acos(dot);
double r = 200/scale;
// Set the radius so that no more than one third of the
// line segment disappears.
r = min(r, v0shared.Magnitude()*tan(theta/2)/3);
r = min(r, v1shared.Magnitude()*tan(theta/2)/3);
double el = r/tan(theta/2);
hRequest rln0 = AddRequest(Request::LINE_SEGMENT, false),
rln1 = AddRequest(Request::LINE_SEGMENT, false);
hRequest rarc = AddRequest(Request::ARC_OF_CIRCLE, false);
Entity *ln0 = SK.GetEntity(rln0.entity(0)),
*ln1 = SK.GetEntity(rln1.entity(0));
Entity *arc = SK.GetEntity(rarc.entity(0));
SK.GetEntity(ln0->point[0])->PointForceTo(pother0);
Constraint::ConstrainCoincident(ln0->point[0], hother0);
SK.GetEntity(ln1->point[0])->PointForceTo(pother1);
Constraint::ConstrainCoincident(ln1->point[0], hother1);
Vector arc0 = pshared.Minus(v0shared.WithMagnitude(el));
Vector arc1 = pshared.Minus(v1shared.WithMagnitude(el));
SK.GetEntity(ln0->point[1])->PointForceTo(arc0);
SK.GetEntity(ln1->point[1])->PointForceTo(arc1);
Constraint::Constrain(Constraint::PT_ON_LINE,
ln0->point[1], Entity::NO_ENTITY, srcline0);
Constraint::Constrain(Constraint::PT_ON_LINE,
ln1->point[1], Entity::NO_ENTITY, srcline1);
Vector center = arc0;
int a, b;
if(vv < 0) {
a = 1; b = 2;
center = center.Minus(v0shared.Cross(wn).WithMagnitude(r));
} else {
a = 2; b = 1;
center = center.Plus(v0shared.Cross(wn).WithMagnitude(r));
}
SK.GetEntity(arc->point[0])->PointForceTo(center);
SK.GetEntity(arc->point[a])->PointForceTo(arc0);
SK.GetEntity(arc->point[b])->PointForceTo(arc1);
Constraint::ConstrainCoincident(arc->point[a], ln0->point[1]);
Constraint::ConstrainCoincident(arc->point[b], ln1->point[1]);
Constraint::Constrain(Constraint::ARC_LINE_TANGENT,
Entity::NO_ENTITY, Entity::NO_ENTITY,
arc->h, ln0->h, (a==2));
Constraint::Constrain(Constraint::ARC_LINE_TANGENT,
Entity::NO_ENTITY, Entity::NO_ENTITY,
arc->h, ln1->h, (b==2));
SS.later.generateAll = true;
}
hEntity GraphicsWindow::SplitLine(hEntity he, Vector pinter) {
// Save the original endpoints, since we're about to delete this entity.
Entity *e01 = SK.GetEntity(he);
hEntity hep0 = e01->point[0], hep1 = e01->point[1];
Vector p0 = SK.GetEntity(hep0)->PointGetNum(),
p1 = SK.GetEntity(hep1)->PointGetNum();
SS.UndoRemember();
// Add the two line segments this one gets split into.
hRequest r0i = AddRequest(Request::LINE_SEGMENT, false),
ri1 = AddRequest(Request::LINE_SEGMENT, false);
// Don't get entities till after adding, realloc issues
Entity *e0i = SK.GetEntity(r0i.entity(0)),
*ei1 = SK.GetEntity(ri1.entity(0));
SK.GetEntity(e0i->point[0])->PointForceTo(p0);
SK.GetEntity(e0i->point[1])->PointForceTo(pinter);
SK.GetEntity(ei1->point[0])->PointForceTo(pinter);
SK.GetEntity(ei1->point[1])->PointForceTo(p1);
ReplacePointInConstraints(hep0, e0i->point[0]);
ReplacePointInConstraints(hep1, ei1->point[1]);
Constraint::ConstrainCoincident(e0i->point[1], ei1->point[0]);
return e0i->point[1];
}
hEntity GraphicsWindow::SplitCircle(hEntity he, Vector pinter) {
SS.UndoRemember();
Entity *circle = SK.GetEntity(he);
if(circle->type == Entity::CIRCLE) {
// Start with an unbroken circle, split it into a 360 degree arc.
Vector center = SK.GetEntity(circle->point[0])->PointGetNum();
circle = NULL; // shortly invalid!
hRequest hr = AddRequest(Request::ARC_OF_CIRCLE, false);
Entity *arc = SK.GetEntity(hr.entity(0));
SK.GetEntity(arc->point[0])->PointForceTo(center);
SK.GetEntity(arc->point[1])->PointForceTo(pinter);
SK.GetEntity(arc->point[2])->PointForceTo(pinter);
Constraint::ConstrainCoincident(arc->point[1], arc->point[2]);
return arc->point[1];
} else {
// Start with an arc, break it in to two arcs
hEntity hc = circle->point[0],
hs = circle->point[1],
hf = circle->point[2];
Vector center = SK.GetEntity(hc)->PointGetNum(),
start = SK.GetEntity(hs)->PointGetNum(),
finish = SK.GetEntity(hf)->PointGetNum();
circle = NULL; // shortly invalid!
hRequest hr0 = AddRequest(Request::ARC_OF_CIRCLE, false),
hr1 = AddRequest(Request::ARC_OF_CIRCLE, false);
Entity *arc0 = SK.GetEntity(hr0.entity(0)),
*arc1 = SK.GetEntity(hr1.entity(0));
SK.GetEntity(arc0->point[0])->PointForceTo(center);
SK.GetEntity(arc0->point[1])->PointForceTo(start);
SK.GetEntity(arc0->point[2])->PointForceTo(pinter);
SK.GetEntity(arc1->point[0])->PointForceTo(center);
SK.GetEntity(arc1->point[1])->PointForceTo(pinter);
SK.GetEntity(arc1->point[2])->PointForceTo(finish);
ReplacePointInConstraints(hs, arc0->point[1]);
ReplacePointInConstraints(hf, arc1->point[2]);
Constraint::ConstrainCoincident(arc0->point[2], arc1->point[1]);
return arc0->point[2];
}
}
hEntity GraphicsWindow::SplitCubic(hEntity he, Vector pinter) {
// Save the original endpoints, since we're about to delete this entity.
Entity *e01 = SK.GetEntity(he);
hEntity hep0 = e01->point[0],
hep1 = e01->point[1],
hep2 = e01->point[2],
hep3 = e01->point[3];
Vector p0 = SK.GetEntity(hep0)->PointGetNum(),
p1 = SK.GetEntity(hep1)->PointGetNum(),
p2 = SK.GetEntity(hep2)->PointGetNum(),
p3 = SK.GetEntity(hep3)->PointGetNum();
SS.UndoRemember();
SBezier b0i, bi1, b01 = SBezier::From(p0, p1, p2, p3);
double t;
b01.ClosestPointTo(pinter, &t, true);
b01.SplitAt(t, &b0i, &bi1);
// Add the two line segments this one gets split into.
hRequest r0i = AddRequest(Request::CUBIC, false),
ri1 = AddRequest(Request::CUBIC, false);
// Don't get entities till after adding, realloc issues
Entity *e0i = SK.GetEntity(r0i.entity(0)),
*ei1 = SK.GetEntity(ri1.entity(0));
SK.GetEntity(e0i->point[0])->PointForceTo(b0i.ctrl[0]);
SK.GetEntity(e0i->point[1])->PointForceTo(b0i.ctrl[1]);
SK.GetEntity(e0i->point[2])->PointForceTo(b0i.ctrl[2]);
SK.GetEntity(e0i->point[3])->PointForceTo(b0i.ctrl[3]);
SK.GetEntity(ei1->point[0])->PointForceTo(bi1.ctrl[0]);
SK.GetEntity(ei1->point[1])->PointForceTo(bi1.ctrl[1]);
SK.GetEntity(ei1->point[2])->PointForceTo(bi1.ctrl[2]);
SK.GetEntity(ei1->point[3])->PointForceTo(bi1.ctrl[3]);
ReplacePointInConstraints(hep0, e0i->point[0]);
ReplacePointInConstraints(hep1, ei1->point[3]);
Constraint::ConstrainCoincident(e0i->point[3], ei1->point[0]);
return e0i->point[3];
}
hEntity GraphicsWindow::SplitEntity(hEntity he, Vector pinter) {
Entity *e = SK.GetEntity(he);
int entityType = e->type;
hEntity ret;
if(e->IsCircle()) {
ret = SplitCircle(he, pinter);
} else if(e->type == Entity::LINE_SEGMENT) {
ret = SplitLine(he, pinter);
} else if(e->type == Entity::CUBIC) {
ret = SplitCubic(he, pinter);
} else {
Error("Couldn't split this entity; lines, circles, or cubics only.");
return Entity::NO_ENTITY;
}
// Finally, delete the request that generated the original entity.
int reqType;
switch(entityType) {
case Entity::CIRCLE: reqType = Request::CIRCLE; break;
case Entity::ARC_OF_CIRCLE: reqType = Request::ARC_OF_CIRCLE; break;
case Entity::LINE_SEGMENT: reqType = Request::LINE_SEGMENT; break;
case Entity::CUBIC: reqType = Request::CUBIC; break;
default: oops();
}
int i;
SK.request.ClearTags();
for(i = 0; i < SK.request.n; i++) {
Request *r = &(SK.request.elem[i]);
if(r->group.v != activeGroup.v) continue;
if(r->type != reqType) continue;
// If the user wants to keep the old entities around, they can just
// mark them construction first.
if(he.v == r->h.entity(0).v && !r->construction) {
r->tag = 1;
break;
}
}
DeleteTaggedRequests();
return ret;
}
void GraphicsWindow::SplitLinesOrCurves(void) {
if(!LockedInWorkplane()) {
Error("Must be sketching in workplane to split.");
return;
}
GroupSelection();
if(!(gs.n == 2 && (gs.lineSegments + gs.circlesOrArcs + gs.cubics) == 2)) {
Error("Select two entities that intersect each other (e.g. two lines "
"or two circles or a circle and a line).");
return;
}
hEntity ha = gs.entity[0],
hb = gs.entity[1];
Entity *ea = SK.GetEntity(ha),
*eb = SK.GetEntity(hb);
// Compute the possibly-rational Bezier curves for each of these entities
SBezierList sbla, sblb;
ZERO(&sbla);
ZERO(&sblb);
ea->GenerateBezierCurves(&sbla);
eb->GenerateBezierCurves(&sblb);
// and then compute the points where they intersect, based on those curves.
SPointList inters;
ZERO(&inters);
sbla.AllIntersectionsWith(&sblb, &inters);
// If there's multiple points, then just take the first one.
if(inters.l.n > 0) {
Vector pi = inters.l.elem[0].p;
hEntity hia = SplitEntity(ha, pi),
hib = SplitEntity(hb, pi);
// SplitEntity adds the coincident constraints to join the split halves
// of each original entity; and then we add the constraint to join
// the two entities together at the split point.
if(hia.v && hib.v) {
Constraint::ConstrainCoincident(hia, hib);
}
} else {
Error("Can't split; no intersection found.");
}
// All done, clean up and regenerate.
inters.Clear();
sbla.Clear();
sblb.Clear();
ClearSelection();
SS.later.generateAll = true;
}