solvespace/graphicswin.cpp

609 lines
20 KiB
C++
Raw Normal View History

#include <stdarg.h>
#include "solvespace.h"
#define mView (&GraphicsWindow::MenuView)
#define mEdit (&GraphicsWindow::MenuEdit)
#define mReq (&GraphicsWindow::MenuRequest)
#define mCon (&Constraint::MenuConstrain)
#define S 0x100
const GraphicsWindow::MenuEntry GraphicsWindow::menu[] = {
{ 0, "&File", 0, NULL },
{ 1, "&New\tCtrl+N", 0, NULL },
{ 1, "&Open...\tCtrl+O", 0, NULL },
{ 1, "&Save\tCtrl+S", 0, NULL },
{ 1, "Save &As...", 0, NULL },
{ 1, NULL, 0, NULL },
{ 1, "E&xit", 0, NULL },
{ 0, "&Edit", 0, NULL },
{ 1, "&Undo\tCtrl+Z", 0, NULL },
{ 1, "&Redo\tCtrl+Y", 0, NULL },
{ 1, NULL, 0, NULL },
{ 1, "&Delete\tDel", MNU_DELETE, 127, mEdit },
{ 1, NULL, 0, NULL },
{ 1, "&Unselect All\tEsc", MNU_UNSELECT_ALL, 27, mEdit },
{ 0, "&View", 0, NULL },
{ 1, "Zoom &In\t+", MNU_ZOOM_IN, '+', mView },
{ 1, "Zoom &Out\t-", MNU_ZOOM_OUT, '-', mView },
{ 1, "Zoom To &Fit\tF", MNU_ZOOM_TO_FIT, 'F', mView },
{ 1, NULL, 0, NULL },
{ 1, "&Onto Plane / Coordinate System\tO", MNU_ORIENT_ONTO, 'O', mView },
{ 1, "&Lock Orientation\tL", MNU_LOCK_VIEW, 'L', mView },
{ 1, NULL, 0, NULL },
{ 1, "Dimensions in &Inches", 0, NULL },
{ 1, "Dimensions in &Millimeters", 0, NULL },
{ 0, "&Request", 0, NULL },
{ 1, "Dra&w in 2d Coordinate System\tW", MNU_SEL_CSYS, 'W', mReq },
{ 1, "Draw Anywhere in 3d\tF", MNU_NO_CSYS, 'Q', mReq },
{ 1, NULL, 0, NULL },
{ 1, "Datum &Point\tP", MNU_DATUM_POINT, 'P', mReq },
{ 1, "Datum A&xis\tX", 0, 'X', mReq },
{ 1, "Datum Pla&ne\tN", 0, 'N', mReq },
{ 1, "2d Coordinate S&ystem\tY", 0, 'Y', mReq },
{ 1, NULL, 0, NULL },
{ 1, "Line &Segment\tS", MNU_LINE_SEGMENT, 'S', mReq },
{ 1, "&Circle\tC", 0, 'C', mReq },
{ 1, "&Arc of a Circle\tA", 0, 'A', mReq },
{ 1, "&Cubic Segment\t3", 0, '3', mReq },
{ 1, NULL, 0, NULL },
{ 1, "Boolean &Union\tU", 0, 'U', mReq },
{ 1, "Boolean &Difference\tD", 0, 'D', mReq },
{ 1, "Step and Repeat &Translate\tT", 0, 'T', mReq },
{ 1, "Step and Repeat &Rotate\tR", 0, 'R', mReq },
{ 1, NULL, 0, NULL },
{ 1, "Sym&bolic Variable\tB", 0, 'B', mReq },
{ 1, "&Import From File...\tI", 0, 'I', mReq },
{ 1, NULL, 0, NULL },
{ 1, "To&ggle Construction\tG", 0, 'G', NULL },
{ 0, "&Constrain", 0, NULL },
{ 1, "&Distance / Diameter\tShift+D", MNU_DISTANCE_DIA, 'D'|S, mCon },
{ 1, "A&ngle\tShift+N", 0, 'N'|S, NULL },
{ 1, "Other S&upplementary Angle\tShift+U", 0, 'U'|S, NULL },
{ 1, NULL, 0, NULL },
{ 1, "&Horizontal\tShift+H", 0, 'H'|S, NULL },
{ 1, "&Vertical\tShift+V", 0, 'V'|S, NULL },
{ 1, NULL, 0, NULL },
{ 1, "Coincident / &On Curve\tShift+O", 0, 'O'|S, NULL },
{ 1, "E&qual Length / Radius\tShift+Q", 0, 'Q'|S, NULL },
{ 1, "At &Midpoint\tShift+M", 0, 'M'|S, NULL },
{ 1, "S&ymmetric\tShift+Y", 0, 'Y'|S, NULL },
{ 1, NULL, 0, NULL },
{ 1, "Sym&bolic Equation\tShift+B", 0, 'B'|S, NULL },
{ 0, "&Help", 0, NULL },
{ 1, "&About\t", 0, NULL },
{ -1 },
};
void GraphicsWindow::Init(void) {
memset(this, 0, sizeof(*this));
offset.x = offset.y = offset.z = 0;
scale = 1;
projRight.x = 1; projRight.y = projRight.z = 0;
projUp.y = 1; projUp.z = projUp.x = 0;
EnsureValidActives();
show2dCsyss = true;
showAxes = true;
showPoints = true;
showAllGroups = true;
showConstraints = true;
}
void GraphicsWindow::NormalizeProjectionVectors(void) {
Vector norm = projRight.Cross(projUp);
projUp = norm.Cross(projRight);
projUp = projUp.ScaledBy(1/projUp.Magnitude());
projRight = projRight.ScaledBy(1/projRight.Magnitude());
}
Point2d GraphicsWindow::ProjectPoint(Vector p) {
p = p.Plus(offset);
Point2d r;
r.x = p.Dot(projRight) * scale;
r.y = p.Dot(projUp) * scale;
return r;
}
void GraphicsWindow::MenuView(int id) {
switch(id) {
case MNU_ZOOM_IN:
SS.GW.scale *= 1.2;
break;
case MNU_ZOOM_OUT:
SS.GW.scale /= 1.2;
break;
case MNU_ZOOM_TO_FIT:
break;
case MNU_LOCK_VIEW:
SS.GW.viewLocked = !SS.GW.viewLocked;
CheckMenuById(MNU_LOCK_VIEW, SS.GW.viewLocked);
break;
case MNU_ORIENT_ONTO:
SS.GW.GroupSelection();
if(SS.GW.gs.n == 1 && SS.GW.gs.csyss == 1) {
Entity *e = SS.entity.FindById(SS.GW.gs.entity[0]);
e->Get2dCsysBasisVectors( &(SS.GW.projRight), &(SS.GW.projUp));
SS.GW.offset = SS.point.FindById(e->point(16))->GetCoords();
SS.GW.ClearSelection();
InvalidateGraphics();
} else {
Error("Select plane or coordinate system before orienting.");
}
break;
default: oops();
}
InvalidateGraphics();
}
void GraphicsWindow::EnsureValidActives(void) {
bool change = false;
// The active group must exist, and not be the references.
Group *g = SS.group.FindByIdNoOops(activeGroup);
if((!g) || (g->h.v == Group::HGROUP_REFERENCES.v)) {
int i;
for(i = 0; i < SS.group.elems; i++) {
if(SS.group.elem[i].t.h.v != Group::HGROUP_REFERENCES.v) {
break;
}
}
if(i >= SS.group.elems) oops();
activeGroup = SS.group.elem[i].t.h;
change = true;
}
// The active coordinate system must also exist.
if(activeCsys.v != Entity::NO_CSYS.v &&
!SS.entity.FindByIdNoOops(activeCsys))
{
activeCsys = Entity::NO_CSYS;
change = true;
}
if(change) SS.TW.Show();
}
void GraphicsWindow::MenuEdit(int id) {
switch(id) {
case MNU_UNSELECT_ALL:
SS.GW.ClearSelection();
SS.GW.pendingOperation = 0;
SS.GW.pendingDescription = NULL;
SS.TW.Show();
break;
case MNU_DELETE: {
int i;
SS.request.ClearTags();
for(i = 0; i < MAX_SELECTED; i++) {
Selection *s = &(SS.GW.selection[i]);
hRequest r;
r.v = 0;
if(s->point.v) {
Point *pt = SS.GetPoint(s->point);
Entity *e = SS.GetEntity(pt->entity());
if(e->type == Entity::DATUM_POINT) {
r = e->request();
}
} else if(s->entity.v) {
Entity *e = SS.GetEntity(s->entity);
r = e->request();
}
if(r.v) SS.request.Tag(r, 1);
}
SS.request.RemoveTagged();
SS.GenerateAll();
SS.GW.ClearSelection();
SS.GW.hover.Clear();
break;
}
default: oops();
}
}
void GraphicsWindow::MenuRequest(int id) {
char *s;
switch(id) {
case MNU_SEL_CSYS:
SS.GW.GroupSelection();
if(SS.GW.gs.n == 1 && SS.GW.gs.csyss == 1) {
SS.GW.activeCsys = SS.GW.gs.entity[0];
SS.GW.ClearSelection();
} else {
Error("Select 2d coordinate system (e.g., the XY plane) "
"before locking on.");
}
SS.GW.EnsureValidActives();
SS.TW.Show();
break;
case MNU_NO_CSYS:
SS.GW.activeCsys = Entity::NO_CSYS;
SS.GW.EnsureValidActives();
SS.TW.Show();
break;
case MNU_DATUM_POINT: s = "click to place datum point"; goto c;
case MNU_LINE_SEGMENT: s = "click first point of line segment"; goto c;
c:
SS.GW.pendingOperation = id;
SS.GW.pendingDescription = s;
SS.TW.Show();
break;
default: oops();
}
}
void GraphicsWindow::UpdateDraggedHPoint(hPoint hp, double mx, double my) {
Point *p = SS.point.FindById(hp);
Vector pos = p->GetCoords();
UpdateDraggedPoint(&pos, mx, my);
p->ForceTo(pos);
}
void GraphicsWindow::UpdateDraggedPoint(Vector *pos, double mx, double my) {
*pos = pos->Plus(projRight.ScaledBy((mx - orig.mouse.x)/scale));
*pos = pos->Plus(projUp.ScaledBy((my - orig.mouse.y)/scale));
orig.mouse.x = mx;
orig.mouse.y = my;
InvalidateGraphics();
}
void GraphicsWindow::MouseMoved(double x, double y, bool leftDown,
bool middleDown, bool rightDown, bool shiftDown, bool ctrlDown)
{
Point2d mp = { x, y };
if(middleDown) {
hover.Clear();
double dx = (x - orig.mouse.x) / scale;
double dy = (y - orig.mouse.y) / scale;
// When the view is locked, permit only translation (pan).
if(shiftDown || viewLocked) {
offset.x = orig.offset.x + dx*projRight.x + dy*projUp.x;
offset.y = orig.offset.y + dx*projRight.y + dy*projUp.y;
offset.z = orig.offset.z + dx*projRight.z + dy*projUp.z;
} else if(ctrlDown && !viewLocked) {
double theta = atan2(orig.mouse.y, orig.mouse.x);
theta -= atan2(y, x);
Vector normal = orig.projRight.Cross(orig.projUp);
projRight = orig.projRight.RotatedAbout(normal, theta);
projUp = orig.projUp.RotatedAbout(normal, theta);
NormalizeProjectionVectors();
} else if(!viewLocked) {
double s = 0.3*(PI/180); // degrees per pixel
projRight = orig.projRight.RotatedAbout(orig.projUp, -s*dx);
projUp = orig.projUp.RotatedAbout(orig.projRight, s*dy);
NormalizeProjectionVectors();
}
orig.projRight = projRight;
orig.projUp = projUp;
orig.offset = offset;
orig.mouse.x = x;
orig.mouse.y = y;
InvalidateGraphics();
} else if(leftDown) {
// We are left-dragging. This is often used to drag points, or
// constraint labels.
if(hover.point.v && !hover.point.isFromReferences()) {
ClearSelection();
UpdateDraggedHPoint(hover.point, x, y);
} else if(hover.constraint.v &&
SS.GetConstraint(hover.constraint)->HasLabel())
{
ClearSelection();
Constraint *c = SS.constraint.FindById(hover.constraint);
UpdateDraggedPoint(&(c->disp.offset), x, y);
}
} else {
if(pendingOperation == PENDING_OPERATION_DRAGGING_POINT) {
UpdateDraggedHPoint(pendingPoint, x, y);
} else {
// Do our usual hit testing, for the selection.
Selection s;
HitTestMakeSelection(mp, &s);
if(!s.Equals(&hover)) {
hover = s;
InvalidateGraphics();
}
}
}
}
bool GraphicsWindow::Selection::Equals(Selection *b) {
if(point.v != b->point.v) return false;
if(entity.v != b->entity.v) return false;
if(constraint.v != b->constraint.v) return false;
return true;
}
bool GraphicsWindow::Selection::IsEmpty(void) {
if(point.v) return false;
if(entity.v) return false;
if(constraint.v) return false;
return true;
}
void GraphicsWindow::Selection::Clear(void) {
point.v = entity.v = constraint.v = 0;
}
void GraphicsWindow::Selection::Draw(void) {
if(point.v) SS.point. FindById(point )->Draw();
if(entity.v) SS.entity. FindById(entity )->Draw();
if(constraint.v) SS.constraint.FindById(constraint)->Draw();
}
void GraphicsWindow::HitTestMakeSelection(Point2d mp, Selection *dest) {
int i;
double d, dmin = 1e12;
memset(dest, 0, sizeof(*dest));
// Do the points
for(i = 0; i < SS.entity.elems; i++) {
d = SS.entity.elem[i].t.GetDistance(mp);
if(d < 10 && d < dmin) {
memset(dest, 0, sizeof(*dest));
dest->entity = SS.entity.elem[i].t.h;
}
}
// Entities
for(i = 0; i < SS.point.elems; i++) {
d = SS.point.elem[i].t.GetDistance(mp);
if(d < 10 && d < dmin) {
memset(dest, 0, sizeof(*dest));
dest->point = SS.point.elem[i].t.h;
}
}
// Constraints
for(i = 0; i < SS.constraint.elems; i++) {
d = SS.constraint.elem[i].t.GetDistance(mp);
if(d < 10 && d < dmin) {
memset(dest, 0, sizeof(*dest));
dest->constraint = SS.constraint.elem[i].t.h;
}
}
}
void GraphicsWindow::ClearSelection(void) {
for(int i = 0; i < MAX_SELECTED; i++) {
selection[i].Clear();
}
InvalidateGraphics();
}
void GraphicsWindow::GroupSelection(void) {
gs.points = gs.entities = 0;
gs.csyss = gs.lineSegments = 0;
gs.n = 0;
int i;
for(i = 0; i < MAX_SELECTED; i++) {
Selection *s = &(selection[i]);
if(s->point.v) {
gs.point[(gs.points)++] = s->point;
(gs.n)++;
}
if(s->entity.v) {
gs.entity[(gs.entities)++] = s->entity;
(gs.n)++;
Entity *e = SS.entity.FindById(s->entity);
switch(e->type) {
case Entity::CSYS_2D: (gs.csyss)++; break;
case Entity::LINE_SEGMENT: (gs.lineSegments)++; break;
}
}
}
}
void GraphicsWindow::MouseMiddleDown(double x, double y) {
orig.offset = offset;
orig.projUp = projUp;
orig.projRight = projRight;
orig.mouse.x = x;
orig.mouse.y = y;
}
hRequest GraphicsWindow::AddRequest(int type) {
Request r;
memset(&r, 0, sizeof(r));
r.group = activeGroup;
r.csys = activeCsys;
r.type = type;
SS.request.AddAndAssignId(&r);
SS.GenerateAll();
return r.h;
}
void GraphicsWindow::MouseLeftDown(double mx, double my) {
// Make sure the hover is up to date.
MouseMoved(mx, my, false, false, false, false, false);
orig.mouse.x = mx;
orig.mouse.y = my;
// The current mouse location
Vector v = offset.ScaledBy(-1);
v = v.Plus(projRight.ScaledBy(mx/scale));
v = v.Plus(projUp.ScaledBy(my/scale));
hRequest hr;
switch(pendingOperation) {
case MNU_DATUM_POINT:
hr = AddRequest(Request::DATUM_POINT);
SS.point.FindById(hr.entity(0).point(16))->ForceTo(v);
pendingOperation = 0;
break;
case MNU_LINE_SEGMENT:
hr = AddRequest(Request::LINE_SEGMENT);
SS.point.FindById(hr.entity(0).point(16))->ForceTo(v);
pendingOperation = PENDING_OPERATION_DRAGGING_POINT;
pendingPoint = hr.entity(0).point(16+3);
pendingDescription = "click to place next point of line";
SS.point.FindById(pendingPoint)->ForceTo(v);
break;
case PENDING_OPERATION_DRAGGING_POINT:
pendingOperation = 0;
break;
case 0:
default: {
pendingOperation = 0;
if(hover.IsEmpty()) break;
// If an item is hovered, then by clicking on it, we toggle its
// selection state.
int i;
for(i = 0; i < MAX_SELECTED; i++) {
if(selection[i].Equals(&hover)) {
selection[i].Clear();
break;
}
}
if(i != MAX_SELECTED) break;
for(i = 0; i < MAX_SELECTED; i++) {
if(selection[i].IsEmpty()) {
selection[i] = hover;
break;
}
}
break;
}
}
SS.TW.Show();
InvalidateGraphics();
}
void GraphicsWindow::MouseScroll(double x, double y, int delta) {
double offsetRight = offset.Dot(projRight);
double offsetUp = offset.Dot(projUp);
double righti = x/scale - offsetRight;
double upi = y/scale - offsetUp;
if(delta > 0) {
scale *= 1.2;
} else {
scale /= 1.2;
}
double rightf = x/scale - offsetRight;
double upf = y/scale - offsetUp;
offset = offset.Plus(projRight.ScaledBy(rightf - righti));
offset = offset.Plus(projUp.ScaledBy(upf - upi));
InvalidateGraphics();
}
void GraphicsWindow::ToggleBool(int link, DWORD v) {
bool *vb = (bool *)v;
*vb = !*vb;
SS.GenerateAll();
InvalidateGraphics();
SS.TW.Show();
}
void GraphicsWindow::ToggleAnyDatumShown(int link, DWORD v) {
bool t = !(SS.GW.show2dCsyss && SS.GW.showAxes && SS.GW.showPoints);
SS.GW.show2dCsyss = t;
SS.GW.showAxes = t;
SS.GW.showPoints = t;
SS.GenerateAll();
InvalidateGraphics();
SS.TW.Show();
}
void GraphicsWindow::Paint(int w, int h) {
width = w; height = h;
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glScaled(scale*2.0/w, scale*2.0/h, 0);
double tx = projRight.Dot(offset);
double ty = projUp.Dot(offset);
double mat[16];
MakeMatrix(mat, projRight.x, projRight.y, projRight.z, tx,
projUp.x, projUp.y, projUp.z, ty,
0, 0, 0, 0,
0, 0, 0, 1);
glMultMatrixd(mat);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
glEnable(GL_LINE_SMOOTH);
glEnable(GL_DEPTH_TEST);
glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
glClearIndex((GLfloat)0);
glClearDepth(1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
int i;
// First, draw the entire scene.
glColor3f(1, 1, 1);
for(i = 0; i < SS.entity.elems; i++) {
SS.entity.elem[i].t.Draw();
}
glColor3f(0, 0.8f, 0);
for(i = 0; i < SS.point.elems; i++) {
SS.point.elem[i].t.Draw();
}
glColor3f(1.0f, 0, 1.0f);
for(i = 0; i < SS.constraint.elems; i++) {
SS.constraint.elem[i].t.Draw();
}
// Then redraw whatever the mouse is hovering over, highlighted. Have
// to disable the depth test, so that we can overdraw.
glDisable(GL_DEPTH_TEST);
glColor3f(1, 1, 0);
hover.Draw();
// And finally draw the selection, same mechanism.
glColor3f(1, 0, 0);
for(i = 0; i < MAX_SELECTED; i++) {
selection[i].Draw();
}
}