solvespace/src/groupmesh.cpp

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//-----------------------------------------------------------------------------
// Routines to generate our watertight brep shells from the operations
// and entities specified by the user in each group; templated to work either
// on an SShell of ratpoly surfaces or on an SMesh of triangles.
//
// Copyright 2008-2013 Jonathan Westhues.
//-----------------------------------------------------------------------------
#include "solvespace.h"
#define gs (SS.GW.gs)
void Group::AssembleLoops(bool *allClosed,
bool *allCoplanar,
bool *allNonZeroLen)
{
SBezierList sbl = {};
int i;
for(i = 0; i < SK.entity.n; i++) {
Entity *e = &(SK.entity.elem[i]);
if(e->group.v != h.v) continue;
if(e->construction) continue;
if(e->forceHidden) continue;
e->GenerateBezierCurves(&sbl);
}
SBezier *sb;
*allNonZeroLen = true;
for(sb = sbl.l.First(); sb; sb = sbl.l.NextAfter(sb)) {
for(i = 1; i <= sb->deg; i++) {
if(!(sb->ctrl[i]).Equals(sb->ctrl[0])) {
break;
}
}
if(i > sb->deg) {
// This is a zero-length edge.
*allNonZeroLen = false;
polyError.errorPointAt = sb->ctrl[0];
goto done;
}
}
// Try to assemble all these Beziers into loops. The closed loops go into
// bezierLoops, with the outer loops grouped with their holes. The
// leftovers, if any, go in bezierOpens.
bezierLoops.FindOuterFacesFrom(&sbl, &polyLoops, NULL,
SS.ChordTolMm(),
allClosed, &(polyError.notClosedAt),
allCoplanar, &(polyError.errorPointAt),
&bezierOpens);
done:
sbl.Clear();
}
void Group::GenerateLoops() {
polyLoops.Clear();
bezierLoops.Clear();
bezierOpens.Clear();
Convert all enumerations to use `enum class`. Specifically, take the old code that looks like this: class Foo { enum { X = 1, Y = 2 }; int kind; } ... foo.kind = Foo::X; ... and convert it to this: class Foo { enum class Kind : uint32_t { X = 1, Y = 2 }; Kind kind; } ... foo.kind = Foo::Kind::X; (In some cases the enumeration would not be in the class namespace, such as when it is generally useful.) The benefits are as follows: * The type of the field gives a clear indication of intent, both to humans and tools (such as binding generators). * The compiler is able to automatically warn when a switch is not exhaustive; but this is currently suppressed by the default: ssassert(false, ...) idiom. * Integers and plain enums are weakly type checked: they implicitly convert into each other. This can hide bugs where type conversion is performed but not intended. Enum classes are strongly type checked. * Plain enums pollute parent namespaces; enum classes do not. Almost every defined enum we have already has a kind of ad-hoc namespacing via `NAMESPACE_`, which is now explicit. * Plain enums do not have a well-defined ABI size, which is important for bindings. Enum classes can have it, if specified. We specify the base type for all enums as uint32_t, which is a safe choice and allows us to not change the numeric values of any variants. This commit introduces absolutely no functional change to the code, just renaming and change of types. It handles almost all cases, except GraphicsWindow::pending.operation, which needs minor functional change.
2016-05-20 08:31:20 +00:00
if(type == Type::DRAWING_3D || type == Type::DRAWING_WORKPLANE ||
type == Type::ROTATE || type == Type::TRANSLATE || type == Type::LINKED)
{
bool allClosed = false, allCoplanar = false, allNonZeroLen = false;
AssembleLoops(&allClosed, &allCoplanar, &allNonZeroLen);
if(!allNonZeroLen) {
Convert all enumerations to use `enum class`. Specifically, take the old code that looks like this: class Foo { enum { X = 1, Y = 2 }; int kind; } ... foo.kind = Foo::X; ... and convert it to this: class Foo { enum class Kind : uint32_t { X = 1, Y = 2 }; Kind kind; } ... foo.kind = Foo::Kind::X; (In some cases the enumeration would not be in the class namespace, such as when it is generally useful.) The benefits are as follows: * The type of the field gives a clear indication of intent, both to humans and tools (such as binding generators). * The compiler is able to automatically warn when a switch is not exhaustive; but this is currently suppressed by the default: ssassert(false, ...) idiom. * Integers and plain enums are weakly type checked: they implicitly convert into each other. This can hide bugs where type conversion is performed but not intended. Enum classes are strongly type checked. * Plain enums pollute parent namespaces; enum classes do not. Almost every defined enum we have already has a kind of ad-hoc namespacing via `NAMESPACE_`, which is now explicit. * Plain enums do not have a well-defined ABI size, which is important for bindings. Enum classes can have it, if specified. We specify the base type for all enums as uint32_t, which is a safe choice and allows us to not change the numeric values of any variants. This commit introduces absolutely no functional change to the code, just renaming and change of types. It handles almost all cases, except GraphicsWindow::pending.operation, which needs minor functional change.
2016-05-20 08:31:20 +00:00
polyError.how = PolyError::ZERO_LEN_EDGE;
} else if(!allCoplanar) {
Convert all enumerations to use `enum class`. Specifically, take the old code that looks like this: class Foo { enum { X = 1, Y = 2 }; int kind; } ... foo.kind = Foo::X; ... and convert it to this: class Foo { enum class Kind : uint32_t { X = 1, Y = 2 }; Kind kind; } ... foo.kind = Foo::Kind::X; (In some cases the enumeration would not be in the class namespace, such as when it is generally useful.) The benefits are as follows: * The type of the field gives a clear indication of intent, both to humans and tools (such as binding generators). * The compiler is able to automatically warn when a switch is not exhaustive; but this is currently suppressed by the default: ssassert(false, ...) idiom. * Integers and plain enums are weakly type checked: they implicitly convert into each other. This can hide bugs where type conversion is performed but not intended. Enum classes are strongly type checked. * Plain enums pollute parent namespaces; enum classes do not. Almost every defined enum we have already has a kind of ad-hoc namespacing via `NAMESPACE_`, which is now explicit. * Plain enums do not have a well-defined ABI size, which is important for bindings. Enum classes can have it, if specified. We specify the base type for all enums as uint32_t, which is a safe choice and allows us to not change the numeric values of any variants. This commit introduces absolutely no functional change to the code, just renaming and change of types. It handles almost all cases, except GraphicsWindow::pending.operation, which needs minor functional change.
2016-05-20 08:31:20 +00:00
polyError.how = PolyError::NOT_COPLANAR;
} else if(!allClosed) {
Convert all enumerations to use `enum class`. Specifically, take the old code that looks like this: class Foo { enum { X = 1, Y = 2 }; int kind; } ... foo.kind = Foo::X; ... and convert it to this: class Foo { enum class Kind : uint32_t { X = 1, Y = 2 }; Kind kind; } ... foo.kind = Foo::Kind::X; (In some cases the enumeration would not be in the class namespace, such as when it is generally useful.) The benefits are as follows: * The type of the field gives a clear indication of intent, both to humans and tools (such as binding generators). * The compiler is able to automatically warn when a switch is not exhaustive; but this is currently suppressed by the default: ssassert(false, ...) idiom. * Integers and plain enums are weakly type checked: they implicitly convert into each other. This can hide bugs where type conversion is performed but not intended. Enum classes are strongly type checked. * Plain enums pollute parent namespaces; enum classes do not. Almost every defined enum we have already has a kind of ad-hoc namespacing via `NAMESPACE_`, which is now explicit. * Plain enums do not have a well-defined ABI size, which is important for bindings. Enum classes can have it, if specified. We specify the base type for all enums as uint32_t, which is a safe choice and allows us to not change the numeric values of any variants. This commit introduces absolutely no functional change to the code, just renaming and change of types. It handles almost all cases, except GraphicsWindow::pending.operation, which needs minor functional change.
2016-05-20 08:31:20 +00:00
polyError.how = PolyError::NOT_CLOSED;
} else {
Convert all enumerations to use `enum class`. Specifically, take the old code that looks like this: class Foo { enum { X = 1, Y = 2 }; int kind; } ... foo.kind = Foo::X; ... and convert it to this: class Foo { enum class Kind : uint32_t { X = 1, Y = 2 }; Kind kind; } ... foo.kind = Foo::Kind::X; (In some cases the enumeration would not be in the class namespace, such as when it is generally useful.) The benefits are as follows: * The type of the field gives a clear indication of intent, both to humans and tools (such as binding generators). * The compiler is able to automatically warn when a switch is not exhaustive; but this is currently suppressed by the default: ssassert(false, ...) idiom. * Integers and plain enums are weakly type checked: they implicitly convert into each other. This can hide bugs where type conversion is performed but not intended. Enum classes are strongly type checked. * Plain enums pollute parent namespaces; enum classes do not. Almost every defined enum we have already has a kind of ad-hoc namespacing via `NAMESPACE_`, which is now explicit. * Plain enums do not have a well-defined ABI size, which is important for bindings. Enum classes can have it, if specified. We specify the base type for all enums as uint32_t, which is a safe choice and allows us to not change the numeric values of any variants. This commit introduces absolutely no functional change to the code, just renaming and change of types. It handles almost all cases, except GraphicsWindow::pending.operation, which needs minor functional change.
2016-05-20 08:31:20 +00:00
polyError.how = PolyError::GOOD;
// The self-intersecting check is kind of slow, so don't run it
// unless requested.
if(SS.checkClosedContour) {
if(polyLoops.SelfIntersecting(&(polyError.errorPointAt))) {
Convert all enumerations to use `enum class`. Specifically, take the old code that looks like this: class Foo { enum { X = 1, Y = 2 }; int kind; } ... foo.kind = Foo::X; ... and convert it to this: class Foo { enum class Kind : uint32_t { X = 1, Y = 2 }; Kind kind; } ... foo.kind = Foo::Kind::X; (In some cases the enumeration would not be in the class namespace, such as when it is generally useful.) The benefits are as follows: * The type of the field gives a clear indication of intent, both to humans and tools (such as binding generators). * The compiler is able to automatically warn when a switch is not exhaustive; but this is currently suppressed by the default: ssassert(false, ...) idiom. * Integers and plain enums are weakly type checked: they implicitly convert into each other. This can hide bugs where type conversion is performed but not intended. Enum classes are strongly type checked. * Plain enums pollute parent namespaces; enum classes do not. Almost every defined enum we have already has a kind of ad-hoc namespacing via `NAMESPACE_`, which is now explicit. * Plain enums do not have a well-defined ABI size, which is important for bindings. Enum classes can have it, if specified. We specify the base type for all enums as uint32_t, which is a safe choice and allows us to not change the numeric values of any variants. This commit introduces absolutely no functional change to the code, just renaming and change of types. It handles almost all cases, except GraphicsWindow::pending.operation, which needs minor functional change.
2016-05-20 08:31:20 +00:00
polyError.how = PolyError::SELF_INTERSECTING;
}
}
}
}
}
void SShell::RemapFaces(Group *g, int remap) {
SSurface *ss;
for(ss = surface.First(); ss; ss = surface.NextAfter(ss)){
hEntity face = { ss->face };
if(face.v == Entity::NO_ENTITY.v) continue;
face = g->Remap(face, remap);
ss->face = face.v;
}
}
void SMesh::RemapFaces(Group *g, int remap) {
STriangle *tr;
for(tr = l.First(); tr; tr = l.NextAfter(tr)) {
hEntity face = { tr->meta.face };
if(face.v == Entity::NO_ENTITY.v) continue;
face = g->Remap(face, remap);
tr->meta.face = face.v;
}
}
template<class T>
void Group::GenerateForStepAndRepeat(T *steps, T *outs) {
T workA, workB;
workA = {};
workB = {};
T *soFar = &workA, *scratch = &workB;
int n = (int)valA, a0 = 0;
Convert all enumerations to use `enum class`. Specifically, take the old code that looks like this: class Foo { enum { X = 1, Y = 2 }; int kind; } ... foo.kind = Foo::X; ... and convert it to this: class Foo { enum class Kind : uint32_t { X = 1, Y = 2 }; Kind kind; } ... foo.kind = Foo::Kind::X; (In some cases the enumeration would not be in the class namespace, such as when it is generally useful.) The benefits are as follows: * The type of the field gives a clear indication of intent, both to humans and tools (such as binding generators). * The compiler is able to automatically warn when a switch is not exhaustive; but this is currently suppressed by the default: ssassert(false, ...) idiom. * Integers and plain enums are weakly type checked: they implicitly convert into each other. This can hide bugs where type conversion is performed but not intended. Enum classes are strongly type checked. * Plain enums pollute parent namespaces; enum classes do not. Almost every defined enum we have already has a kind of ad-hoc namespacing via `NAMESPACE_`, which is now explicit. * Plain enums do not have a well-defined ABI size, which is important for bindings. Enum classes can have it, if specified. We specify the base type for all enums as uint32_t, which is a safe choice and allows us to not change the numeric values of any variants. This commit introduces absolutely no functional change to the code, just renaming and change of types. It handles almost all cases, except GraphicsWindow::pending.operation, which needs minor functional change.
2016-05-20 08:31:20 +00:00
if(subtype == Subtype::ONE_SIDED && skipFirst) {
a0++; n++;
}
int a;
for(a = a0; a < n; a++) {
Convert all enumerations to use `enum class`. Specifically, take the old code that looks like this: class Foo { enum { X = 1, Y = 2 }; int kind; } ... foo.kind = Foo::X; ... and convert it to this: class Foo { enum class Kind : uint32_t { X = 1, Y = 2 }; Kind kind; } ... foo.kind = Foo::Kind::X; (In some cases the enumeration would not be in the class namespace, such as when it is generally useful.) The benefits are as follows: * The type of the field gives a clear indication of intent, both to humans and tools (such as binding generators). * The compiler is able to automatically warn when a switch is not exhaustive; but this is currently suppressed by the default: ssassert(false, ...) idiom. * Integers and plain enums are weakly type checked: they implicitly convert into each other. This can hide bugs where type conversion is performed but not intended. Enum classes are strongly type checked. * Plain enums pollute parent namespaces; enum classes do not. Almost every defined enum we have already has a kind of ad-hoc namespacing via `NAMESPACE_`, which is now explicit. * Plain enums do not have a well-defined ABI size, which is important for bindings. Enum classes can have it, if specified. We specify the base type for all enums as uint32_t, which is a safe choice and allows us to not change the numeric values of any variants. This commit introduces absolutely no functional change to the code, just renaming and change of types. It handles almost all cases, except GraphicsWindow::pending.operation, which needs minor functional change.
2016-05-20 08:31:20 +00:00
int ap = a*2 - (subtype == Subtype::ONE_SIDED ? 0 : (n-1));
int remap = (a == (n - 1)) ? REMAP_LAST : a;
T transd = {};
Convert all enumerations to use `enum class`. Specifically, take the old code that looks like this: class Foo { enum { X = 1, Y = 2 }; int kind; } ... foo.kind = Foo::X; ... and convert it to this: class Foo { enum class Kind : uint32_t { X = 1, Y = 2 }; Kind kind; } ... foo.kind = Foo::Kind::X; (In some cases the enumeration would not be in the class namespace, such as when it is generally useful.) The benefits are as follows: * The type of the field gives a clear indication of intent, both to humans and tools (such as binding generators). * The compiler is able to automatically warn when a switch is not exhaustive; but this is currently suppressed by the default: ssassert(false, ...) idiom. * Integers and plain enums are weakly type checked: they implicitly convert into each other. This can hide bugs where type conversion is performed but not intended. Enum classes are strongly type checked. * Plain enums pollute parent namespaces; enum classes do not. Almost every defined enum we have already has a kind of ad-hoc namespacing via `NAMESPACE_`, which is now explicit. * Plain enums do not have a well-defined ABI size, which is important for bindings. Enum classes can have it, if specified. We specify the base type for all enums as uint32_t, which is a safe choice and allows us to not change the numeric values of any variants. This commit introduces absolutely no functional change to the code, just renaming and change of types. It handles almost all cases, except GraphicsWindow::pending.operation, which needs minor functional change.
2016-05-20 08:31:20 +00:00
if(type == Type::TRANSLATE) {
Vector trans = Vector::From(h.param(0), h.param(1), h.param(2));
trans = trans.ScaledBy(ap);
transd.MakeFromTransformationOf(steps,
trans, Quaternion::IDENTITY, 1.0);
} else {
Vector trans = Vector::From(h.param(0), h.param(1), h.param(2));
double theta = ap * SK.GetParam(h.param(3))->val;
double c = cos(theta), s = sin(theta);
Vector axis = Vector::From(h.param(4), h.param(5), h.param(6));
Quaternion q = Quaternion::From(c, s*axis.x, s*axis.y, s*axis.z);
// Rotation is centered at t; so A(x - t) + t = Ax + (t - At)
transd.MakeFromTransformationOf(steps,
trans.Minus(q.Rotate(trans)), q, 1.0);
}
// We need to rewrite any plane face entities to the transformed ones.
transd.RemapFaces(this, remap);
// And tack this transformed copy on to the return.
if(soFar->IsEmpty()) {
scratch->MakeFromCopyOf(&transd);
} else {
scratch->MakeFromUnionOf(soFar, &transd);
}
swap(scratch, soFar);
scratch->Clear();
transd.Clear();
}
outs->Clear();
*outs = *soFar;
}
template<class T>
Convert all enumerations to use `enum class`. Specifically, take the old code that looks like this: class Foo { enum { X = 1, Y = 2 }; int kind; } ... foo.kind = Foo::X; ... and convert it to this: class Foo { enum class Kind : uint32_t { X = 1, Y = 2 }; Kind kind; } ... foo.kind = Foo::Kind::X; (In some cases the enumeration would not be in the class namespace, such as when it is generally useful.) The benefits are as follows: * The type of the field gives a clear indication of intent, both to humans and tools (such as binding generators). * The compiler is able to automatically warn when a switch is not exhaustive; but this is currently suppressed by the default: ssassert(false, ...) idiom. * Integers and plain enums are weakly type checked: they implicitly convert into each other. This can hide bugs where type conversion is performed but not intended. Enum classes are strongly type checked. * Plain enums pollute parent namespaces; enum classes do not. Almost every defined enum we have already has a kind of ad-hoc namespacing via `NAMESPACE_`, which is now explicit. * Plain enums do not have a well-defined ABI size, which is important for bindings. Enum classes can have it, if specified. We specify the base type for all enums as uint32_t, which is a safe choice and allows us to not change the numeric values of any variants. This commit introduces absolutely no functional change to the code, just renaming and change of types. It handles almost all cases, except GraphicsWindow::pending.operation, which needs minor functional change.
2016-05-20 08:31:20 +00:00
void Group::GenerateForBoolean(T *prevs, T *thiss, T *outs, Group::CombineAs how) {
// If this group contributes no new mesh, then our running mesh is the
// same as last time, no combining required. Likewise if we have a mesh
// but it's suppressed.
if(thiss->IsEmpty() || suppress) {
outs->MakeFromCopyOf(prevs);
return;
}
// So our group's shell appears in thisShell. Combine this with the
// previous group's shell, using the requested operation.
Convert all enumerations to use `enum class`. Specifically, take the old code that looks like this: class Foo { enum { X = 1, Y = 2 }; int kind; } ... foo.kind = Foo::X; ... and convert it to this: class Foo { enum class Kind : uint32_t { X = 1, Y = 2 }; Kind kind; } ... foo.kind = Foo::Kind::X; (In some cases the enumeration would not be in the class namespace, such as when it is generally useful.) The benefits are as follows: * The type of the field gives a clear indication of intent, both to humans and tools (such as binding generators). * The compiler is able to automatically warn when a switch is not exhaustive; but this is currently suppressed by the default: ssassert(false, ...) idiom. * Integers and plain enums are weakly type checked: they implicitly convert into each other. This can hide bugs where type conversion is performed but not intended. Enum classes are strongly type checked. * Plain enums pollute parent namespaces; enum classes do not. Almost every defined enum we have already has a kind of ad-hoc namespacing via `NAMESPACE_`, which is now explicit. * Plain enums do not have a well-defined ABI size, which is important for bindings. Enum classes can have it, if specified. We specify the base type for all enums as uint32_t, which is a safe choice and allows us to not change the numeric values of any variants. This commit introduces absolutely no functional change to the code, just renaming and change of types. It handles almost all cases, except GraphicsWindow::pending.operation, which needs minor functional change.
2016-05-20 08:31:20 +00:00
if(how == CombineAs::UNION) {
outs->MakeFromUnionOf(prevs, thiss);
Convert all enumerations to use `enum class`. Specifically, take the old code that looks like this: class Foo { enum { X = 1, Y = 2 }; int kind; } ... foo.kind = Foo::X; ... and convert it to this: class Foo { enum class Kind : uint32_t { X = 1, Y = 2 }; Kind kind; } ... foo.kind = Foo::Kind::X; (In some cases the enumeration would not be in the class namespace, such as when it is generally useful.) The benefits are as follows: * The type of the field gives a clear indication of intent, both to humans and tools (such as binding generators). * The compiler is able to automatically warn when a switch is not exhaustive; but this is currently suppressed by the default: ssassert(false, ...) idiom. * Integers and plain enums are weakly type checked: they implicitly convert into each other. This can hide bugs where type conversion is performed but not intended. Enum classes are strongly type checked. * Plain enums pollute parent namespaces; enum classes do not. Almost every defined enum we have already has a kind of ad-hoc namespacing via `NAMESPACE_`, which is now explicit. * Plain enums do not have a well-defined ABI size, which is important for bindings. Enum classes can have it, if specified. We specify the base type for all enums as uint32_t, which is a safe choice and allows us to not change the numeric values of any variants. This commit introduces absolutely no functional change to the code, just renaming and change of types. It handles almost all cases, except GraphicsWindow::pending.operation, which needs minor functional change.
2016-05-20 08:31:20 +00:00
} else if(how == CombineAs::DIFFERENCE) {
outs->MakeFromDifferenceOf(prevs, thiss);
} else {
outs->MakeFromAssemblyOf(prevs, thiss);
}
}
void Group::GenerateShellAndMesh() {
bool prevBooleanFailed = booleanFailed;
booleanFailed = false;
Group *srcg = this;
thisShell.Clear();
thisMesh.Clear();
runningShell.Clear();
runningMesh.Clear();
// Don't attempt a lathe or extrusion unless the source section is good:
// planar and not self-intersecting.
bool haveSrc = true;
Convert all enumerations to use `enum class`. Specifically, take the old code that looks like this: class Foo { enum { X = 1, Y = 2 }; int kind; } ... foo.kind = Foo::X; ... and convert it to this: class Foo { enum class Kind : uint32_t { X = 1, Y = 2 }; Kind kind; } ... foo.kind = Foo::Kind::X; (In some cases the enumeration would not be in the class namespace, such as when it is generally useful.) The benefits are as follows: * The type of the field gives a clear indication of intent, both to humans and tools (such as binding generators). * The compiler is able to automatically warn when a switch is not exhaustive; but this is currently suppressed by the default: ssassert(false, ...) idiom. * Integers and plain enums are weakly type checked: they implicitly convert into each other. This can hide bugs where type conversion is performed but not intended. Enum classes are strongly type checked. * Plain enums pollute parent namespaces; enum classes do not. Almost every defined enum we have already has a kind of ad-hoc namespacing via `NAMESPACE_`, which is now explicit. * Plain enums do not have a well-defined ABI size, which is important for bindings. Enum classes can have it, if specified. We specify the base type for all enums as uint32_t, which is a safe choice and allows us to not change the numeric values of any variants. This commit introduces absolutely no functional change to the code, just renaming and change of types. It handles almost all cases, except GraphicsWindow::pending.operation, which needs minor functional change.
2016-05-20 08:31:20 +00:00
if(type == Type::EXTRUDE || type == Type::LATHE) {
Group *src = SK.GetGroup(opA);
Convert all enumerations to use `enum class`. Specifically, take the old code that looks like this: class Foo { enum { X = 1, Y = 2 }; int kind; } ... foo.kind = Foo::X; ... and convert it to this: class Foo { enum class Kind : uint32_t { X = 1, Y = 2 }; Kind kind; } ... foo.kind = Foo::Kind::X; (In some cases the enumeration would not be in the class namespace, such as when it is generally useful.) The benefits are as follows: * The type of the field gives a clear indication of intent, both to humans and tools (such as binding generators). * The compiler is able to automatically warn when a switch is not exhaustive; but this is currently suppressed by the default: ssassert(false, ...) idiom. * Integers and plain enums are weakly type checked: they implicitly convert into each other. This can hide bugs where type conversion is performed but not intended. Enum classes are strongly type checked. * Plain enums pollute parent namespaces; enum classes do not. Almost every defined enum we have already has a kind of ad-hoc namespacing via `NAMESPACE_`, which is now explicit. * Plain enums do not have a well-defined ABI size, which is important for bindings. Enum classes can have it, if specified. We specify the base type for all enums as uint32_t, which is a safe choice and allows us to not change the numeric values of any variants. This commit introduces absolutely no functional change to the code, just renaming and change of types. It handles almost all cases, except GraphicsWindow::pending.operation, which needs minor functional change.
2016-05-20 08:31:20 +00:00
if(src->polyError.how != PolyError::GOOD) {
haveSrc = false;
}
}
Convert all enumerations to use `enum class`. Specifically, take the old code that looks like this: class Foo { enum { X = 1, Y = 2 }; int kind; } ... foo.kind = Foo::X; ... and convert it to this: class Foo { enum class Kind : uint32_t { X = 1, Y = 2 }; Kind kind; } ... foo.kind = Foo::Kind::X; (In some cases the enumeration would not be in the class namespace, such as when it is generally useful.) The benefits are as follows: * The type of the field gives a clear indication of intent, both to humans and tools (such as binding generators). * The compiler is able to automatically warn when a switch is not exhaustive; but this is currently suppressed by the default: ssassert(false, ...) idiom. * Integers and plain enums are weakly type checked: they implicitly convert into each other. This can hide bugs where type conversion is performed but not intended. Enum classes are strongly type checked. * Plain enums pollute parent namespaces; enum classes do not. Almost every defined enum we have already has a kind of ad-hoc namespacing via `NAMESPACE_`, which is now explicit. * Plain enums do not have a well-defined ABI size, which is important for bindings. Enum classes can have it, if specified. We specify the base type for all enums as uint32_t, which is a safe choice and allows us to not change the numeric values of any variants. This commit introduces absolutely no functional change to the code, just renaming and change of types. It handles almost all cases, except GraphicsWindow::pending.operation, which needs minor functional change.
2016-05-20 08:31:20 +00:00
if(type == Type::TRANSLATE || type == Type::ROTATE) {
// A step and repeat gets merged against the group's prevous group,
// not our own previous group.
srcg = SK.GetGroup(opA);
GenerateForStepAndRepeat<SShell>(&(srcg->thisShell), &thisShell);
GenerateForStepAndRepeat<SMesh> (&(srcg->thisMesh), &thisMesh);
Convert all enumerations to use `enum class`. Specifically, take the old code that looks like this: class Foo { enum { X = 1, Y = 2 }; int kind; } ... foo.kind = Foo::X; ... and convert it to this: class Foo { enum class Kind : uint32_t { X = 1, Y = 2 }; Kind kind; } ... foo.kind = Foo::Kind::X; (In some cases the enumeration would not be in the class namespace, such as when it is generally useful.) The benefits are as follows: * The type of the field gives a clear indication of intent, both to humans and tools (such as binding generators). * The compiler is able to automatically warn when a switch is not exhaustive; but this is currently suppressed by the default: ssassert(false, ...) idiom. * Integers and plain enums are weakly type checked: they implicitly convert into each other. This can hide bugs where type conversion is performed but not intended. Enum classes are strongly type checked. * Plain enums pollute parent namespaces; enum classes do not. Almost every defined enum we have already has a kind of ad-hoc namespacing via `NAMESPACE_`, which is now explicit. * Plain enums do not have a well-defined ABI size, which is important for bindings. Enum classes can have it, if specified. We specify the base type for all enums as uint32_t, which is a safe choice and allows us to not change the numeric values of any variants. This commit introduces absolutely no functional change to the code, just renaming and change of types. It handles almost all cases, except GraphicsWindow::pending.operation, which needs minor functional change.
2016-05-20 08:31:20 +00:00
} else if(type == Type::EXTRUDE && haveSrc) {
Group *src = SK.GetGroup(opA);
Vector translate = Vector::From(h.param(0), h.param(1), h.param(2));
Vector tbot, ttop;
Convert all enumerations to use `enum class`. Specifically, take the old code that looks like this: class Foo { enum { X = 1, Y = 2 }; int kind; } ... foo.kind = Foo::X; ... and convert it to this: class Foo { enum class Kind : uint32_t { X = 1, Y = 2 }; Kind kind; } ... foo.kind = Foo::Kind::X; (In some cases the enumeration would not be in the class namespace, such as when it is generally useful.) The benefits are as follows: * The type of the field gives a clear indication of intent, both to humans and tools (such as binding generators). * The compiler is able to automatically warn when a switch is not exhaustive; but this is currently suppressed by the default: ssassert(false, ...) idiom. * Integers and plain enums are weakly type checked: they implicitly convert into each other. This can hide bugs where type conversion is performed but not intended. Enum classes are strongly type checked. * Plain enums pollute parent namespaces; enum classes do not. Almost every defined enum we have already has a kind of ad-hoc namespacing via `NAMESPACE_`, which is now explicit. * Plain enums do not have a well-defined ABI size, which is important for bindings. Enum classes can have it, if specified. We specify the base type for all enums as uint32_t, which is a safe choice and allows us to not change the numeric values of any variants. This commit introduces absolutely no functional change to the code, just renaming and change of types. It handles almost all cases, except GraphicsWindow::pending.operation, which needs minor functional change.
2016-05-20 08:31:20 +00:00
if(subtype == Subtype::ONE_SIDED) {
tbot = Vector::From(0, 0, 0); ttop = translate.ScaledBy(2);
} else {
tbot = translate.ScaledBy(-1); ttop = translate.ScaledBy(1);
}
2015-03-29 00:30:52 +00:00
SBezierLoopSetSet *sblss = &(src->bezierLoops);
SBezierLoopSet *sbls;
for(sbls = sblss->l.First(); sbls; sbls = sblss->l.NextAfter(sbls)) {
int is = thisShell.surface.n;
// Extrude this outer contour (plus its inner contours, if present)
thisShell.MakeFromExtrusionOf(sbls, tbot, ttop, color);
// And for any plane faces, annotate the model with the entity for
// that face, so that the user can select them with the mouse.
Vector onOrig = sbls->point;
int i;
for(i = is; i < thisShell.surface.n; i++) {
SSurface *ss = &(thisShell.surface.elem[i]);
hEntity face = Entity::NO_ENTITY;
Vector p = ss->PointAt(0, 0),
n = ss->NormalAt(0, 0).WithMagnitude(1);
double d = n.Dot(p);
if(i == is || i == (is + 1)) {
// These are the top and bottom of the shell.
if(fabs((onOrig.Plus(ttop)).Dot(n) - d) < LENGTH_EPS) {
face = Remap(Entity::NO_ENTITY, REMAP_TOP);
ss->face = face.v;
}
if(fabs((onOrig.Plus(tbot)).Dot(n) - d) < LENGTH_EPS) {
face = Remap(Entity::NO_ENTITY, REMAP_BOTTOM);
ss->face = face.v;
}
continue;
}
// So these are the sides
if(ss->degm != 1 || ss->degn != 1) continue;
Entity *e;
for(e = SK.entity.First(); e; e = SK.entity.NextAfter(e)) {
if(e->group.v != opA.v) continue;
Convert all enumerations to use `enum class`. Specifically, take the old code that looks like this: class Foo { enum { X = 1, Y = 2 }; int kind; } ... foo.kind = Foo::X; ... and convert it to this: class Foo { enum class Kind : uint32_t { X = 1, Y = 2 }; Kind kind; } ... foo.kind = Foo::Kind::X; (In some cases the enumeration would not be in the class namespace, such as when it is generally useful.) The benefits are as follows: * The type of the field gives a clear indication of intent, both to humans and tools (such as binding generators). * The compiler is able to automatically warn when a switch is not exhaustive; but this is currently suppressed by the default: ssassert(false, ...) idiom. * Integers and plain enums are weakly type checked: they implicitly convert into each other. This can hide bugs where type conversion is performed but not intended. Enum classes are strongly type checked. * Plain enums pollute parent namespaces; enum classes do not. Almost every defined enum we have already has a kind of ad-hoc namespacing via `NAMESPACE_`, which is now explicit. * Plain enums do not have a well-defined ABI size, which is important for bindings. Enum classes can have it, if specified. We specify the base type for all enums as uint32_t, which is a safe choice and allows us to not change the numeric values of any variants. This commit introduces absolutely no functional change to the code, just renaming and change of types. It handles almost all cases, except GraphicsWindow::pending.operation, which needs minor functional change.
2016-05-20 08:31:20 +00:00
if(e->type != Entity::Type::LINE_SEGMENT) continue;
Vector a = SK.GetEntity(e->point[0])->PointGetNum(),
b = SK.GetEntity(e->point[1])->PointGetNum();
a = a.Plus(ttop);
b = b.Plus(ttop);
// Could get taken backwards, so check all cases.
if((a.Equals(ss->ctrl[0][0]) && b.Equals(ss->ctrl[1][0])) ||
(b.Equals(ss->ctrl[0][0]) && a.Equals(ss->ctrl[1][0])) ||
(a.Equals(ss->ctrl[0][1]) && b.Equals(ss->ctrl[1][1])) ||
(b.Equals(ss->ctrl[0][1]) && a.Equals(ss->ctrl[1][1])))
{
face = Remap(e->h, REMAP_LINE_TO_FACE);
ss->face = face.v;
break;
}
}
}
}
Convert all enumerations to use `enum class`. Specifically, take the old code that looks like this: class Foo { enum { X = 1, Y = 2 }; int kind; } ... foo.kind = Foo::X; ... and convert it to this: class Foo { enum class Kind : uint32_t { X = 1, Y = 2 }; Kind kind; } ... foo.kind = Foo::Kind::X; (In some cases the enumeration would not be in the class namespace, such as when it is generally useful.) The benefits are as follows: * The type of the field gives a clear indication of intent, both to humans and tools (such as binding generators). * The compiler is able to automatically warn when a switch is not exhaustive; but this is currently suppressed by the default: ssassert(false, ...) idiom. * Integers and plain enums are weakly type checked: they implicitly convert into each other. This can hide bugs where type conversion is performed but not intended. Enum classes are strongly type checked. * Plain enums pollute parent namespaces; enum classes do not. Almost every defined enum we have already has a kind of ad-hoc namespacing via `NAMESPACE_`, which is now explicit. * Plain enums do not have a well-defined ABI size, which is important for bindings. Enum classes can have it, if specified. We specify the base type for all enums as uint32_t, which is a safe choice and allows us to not change the numeric values of any variants. This commit introduces absolutely no functional change to the code, just renaming and change of types. It handles almost all cases, except GraphicsWindow::pending.operation, which needs minor functional change.
2016-05-20 08:31:20 +00:00
} else if(type == Type::LATHE && haveSrc) {
Group *src = SK.GetGroup(opA);
Vector pt = SK.GetEntity(predef.origin)->PointGetNum(),
axis = SK.GetEntity(predef.entityB)->VectorGetNum();
axis = axis.WithMagnitude(1);
SBezierLoopSetSet *sblss = &(src->bezierLoops);
SBezierLoopSet *sbls;
for(sbls = sblss->l.First(); sbls; sbls = sblss->l.NextAfter(sbls)) {
thisShell.MakeFromRevolutionOf(sbls, pt, axis, color, this);
}
Convert all enumerations to use `enum class`. Specifically, take the old code that looks like this: class Foo { enum { X = 1, Y = 2 }; int kind; } ... foo.kind = Foo::X; ... and convert it to this: class Foo { enum class Kind : uint32_t { X = 1, Y = 2 }; Kind kind; } ... foo.kind = Foo::Kind::X; (In some cases the enumeration would not be in the class namespace, such as when it is generally useful.) The benefits are as follows: * The type of the field gives a clear indication of intent, both to humans and tools (such as binding generators). * The compiler is able to automatically warn when a switch is not exhaustive; but this is currently suppressed by the default: ssassert(false, ...) idiom. * Integers and plain enums are weakly type checked: they implicitly convert into each other. This can hide bugs where type conversion is performed but not intended. Enum classes are strongly type checked. * Plain enums pollute parent namespaces; enum classes do not. Almost every defined enum we have already has a kind of ad-hoc namespacing via `NAMESPACE_`, which is now explicit. * Plain enums do not have a well-defined ABI size, which is important for bindings. Enum classes can have it, if specified. We specify the base type for all enums as uint32_t, which is a safe choice and allows us to not change the numeric values of any variants. This commit introduces absolutely no functional change to the code, just renaming and change of types. It handles almost all cases, except GraphicsWindow::pending.operation, which needs minor functional change.
2016-05-20 08:31:20 +00:00
} else if(type == Type::LINKED) {
// The imported shell or mesh are copied over, with the appropriate
// transformation applied. We also must remap the face entities.
Vector offset = {
SK.GetParam(h.param(0))->val,
SK.GetParam(h.param(1))->val,
SK.GetParam(h.param(2))->val };
Quaternion q = {
SK.GetParam(h.param(3))->val,
SK.GetParam(h.param(4))->val,
SK.GetParam(h.param(5))->val,
SK.GetParam(h.param(6))->val };
thisMesh.MakeFromTransformationOf(&impMesh, offset, q, scale);
thisMesh.RemapFaces(this, 0);
thisShell.MakeFromTransformationOf(&impShell, offset, q, scale);
thisShell.RemapFaces(this, 0);
}
Convert all enumerations to use `enum class`. Specifically, take the old code that looks like this: class Foo { enum { X = 1, Y = 2 }; int kind; } ... foo.kind = Foo::X; ... and convert it to this: class Foo { enum class Kind : uint32_t { X = 1, Y = 2 }; Kind kind; } ... foo.kind = Foo::Kind::X; (In some cases the enumeration would not be in the class namespace, such as when it is generally useful.) The benefits are as follows: * The type of the field gives a clear indication of intent, both to humans and tools (such as binding generators). * The compiler is able to automatically warn when a switch is not exhaustive; but this is currently suppressed by the default: ssassert(false, ...) idiom. * Integers and plain enums are weakly type checked: they implicitly convert into each other. This can hide bugs where type conversion is performed but not intended. Enum classes are strongly type checked. * Plain enums pollute parent namespaces; enum classes do not. Almost every defined enum we have already has a kind of ad-hoc namespacing via `NAMESPACE_`, which is now explicit. * Plain enums do not have a well-defined ABI size, which is important for bindings. Enum classes can have it, if specified. We specify the base type for all enums as uint32_t, which is a safe choice and allows us to not change the numeric values of any variants. This commit introduces absolutely no functional change to the code, just renaming and change of types. It handles almost all cases, except GraphicsWindow::pending.operation, which needs minor functional change.
2016-05-20 08:31:20 +00:00
if(srcg->meshCombine != CombineAs::ASSEMBLE) {
thisShell.MergeCoincidentSurfaces();
}
// So now we've got the mesh or shell for this group. Combine it with
// the previous group's mesh or shell with the requested Boolean, and
// we're done.
Group *prevg = srcg->RunningMeshGroup();
if(prevg->runningMesh.IsEmpty() && thisMesh.IsEmpty() && !forceToMesh) {
SShell *prevs = &(prevg->runningShell);
GenerateForBoolean<SShell>(prevs, &thisShell, &runningShell,
srcg->meshCombine);
Convert all enumerations to use `enum class`. Specifically, take the old code that looks like this: class Foo { enum { X = 1, Y = 2 }; int kind; } ... foo.kind = Foo::X; ... and convert it to this: class Foo { enum class Kind : uint32_t { X = 1, Y = 2 }; Kind kind; } ... foo.kind = Foo::Kind::X; (In some cases the enumeration would not be in the class namespace, such as when it is generally useful.) The benefits are as follows: * The type of the field gives a clear indication of intent, both to humans and tools (such as binding generators). * The compiler is able to automatically warn when a switch is not exhaustive; but this is currently suppressed by the default: ssassert(false, ...) idiom. * Integers and plain enums are weakly type checked: they implicitly convert into each other. This can hide bugs where type conversion is performed but not intended. Enum classes are strongly type checked. * Plain enums pollute parent namespaces; enum classes do not. Almost every defined enum we have already has a kind of ad-hoc namespacing via `NAMESPACE_`, which is now explicit. * Plain enums do not have a well-defined ABI size, which is important for bindings. Enum classes can have it, if specified. We specify the base type for all enums as uint32_t, which is a safe choice and allows us to not change the numeric values of any variants. This commit introduces absolutely no functional change to the code, just renaming and change of types. It handles almost all cases, except GraphicsWindow::pending.operation, which needs minor functional change.
2016-05-20 08:31:20 +00:00
if(srcg->meshCombine != CombineAs::ASSEMBLE) {
runningShell.MergeCoincidentSurfaces();
}
// If the Boolean failed, then we should note that in the text screen
// for this group.
booleanFailed = runningShell.booleanFailed;
if(booleanFailed != prevBooleanFailed) {
SS.ScheduleShowTW();
}
} else {
SMesh prevm, thism;
prevm = {};
thism = {};
prevm.MakeFromCopyOf(&(prevg->runningMesh));
prevg->runningShell.TriangulateInto(&prevm);
thism.MakeFromCopyOf(&thisMesh);
thisShell.TriangulateInto(&thism);
SMesh outm = {};
GenerateForBoolean<SMesh>(&prevm, &thism, &outm, srcg->meshCombine);
// And make sure that the output mesh is vertex-to-vertex.
SKdNode *root = SKdNode::From(&outm);
root->SnapToMesh(&outm);
root->MakeMeshInto(&runningMesh);
outm.Clear();
thism.Clear();
prevm.Clear();
}
displayDirty = true;
}
void Group::GenerateDisplayItems() {
// This is potentially slow (since we've got to triangulate a shell, or
// to find the emphasized edges for a mesh), so we will run it only
// if its inputs have changed.
if(displayDirty) {
Group *pg = RunningMeshGroup();
if(pg && thisMesh.IsEmpty() && thisShell.IsEmpty()) {
// We don't contribute any new solid model in this group, so our
// display items are identical to the previous group's; which means
// that we can just display those, and stop ourselves from
// recalculating for those every time we get a change in this group.
//
// Note that this can end up recursing multiple times (if multiple
// groups that contribute no solid model exist in sequence), but
// that's okay.
pg->GenerateDisplayItems();
displayMesh.Clear();
displayMesh.MakeFromCopyOf(&(pg->displayMesh));
displayEdges.Clear();
displayOutlines.Clear();
if(SS.GW.showEdges) {
SEdge *se;
SEdgeList *src = &(pg->displayEdges);
for(se = src->l.First(); se; se = src->l.NextAfter(se)) {
displayEdges.l.Add(se);
}
displayOutlines.MakeFromCopyOf(&pg->displayOutlines);
}
} else {
// We do contribute new solid model, so we have to triangulate the
// shell, and edge-find the mesh.
displayMesh.Clear();
runningShell.TriangulateInto(&displayMesh);
STriangle *t;
for(t = runningMesh.l.First(); t; t = runningMesh.l.NextAfter(t)) {
STriangle trn = *t;
Vector n = trn.Normal();
trn.an = n;
trn.bn = n;
trn.cn = n;
displayMesh.AddTriangle(&trn);
}
displayEdges.Clear();
displayOutlines.Clear();
if(SS.GW.showEdges) {
if(runningMesh.l.n > 0) {
// Triangle mesh only; no shell or emphasized edges.
runningMesh.MakeCertainEdgesAndOutlinesInto(
Convert all enumerations to use `enum class`. Specifically, take the old code that looks like this: class Foo { enum { X = 1, Y = 2 }; int kind; } ... foo.kind = Foo::X; ... and convert it to this: class Foo { enum class Kind : uint32_t { X = 1, Y = 2 }; Kind kind; } ... foo.kind = Foo::Kind::X; (In some cases the enumeration would not be in the class namespace, such as when it is generally useful.) The benefits are as follows: * The type of the field gives a clear indication of intent, both to humans and tools (such as binding generators). * The compiler is able to automatically warn when a switch is not exhaustive; but this is currently suppressed by the default: ssassert(false, ...) idiom. * Integers and plain enums are weakly type checked: they implicitly convert into each other. This can hide bugs where type conversion is performed but not intended. Enum classes are strongly type checked. * Plain enums pollute parent namespaces; enum classes do not. Almost every defined enum we have already has a kind of ad-hoc namespacing via `NAMESPACE_`, which is now explicit. * Plain enums do not have a well-defined ABI size, which is important for bindings. Enum classes can have it, if specified. We specify the base type for all enums as uint32_t, which is a safe choice and allows us to not change the numeric values of any variants. This commit introduces absolutely no functional change to the code, just renaming and change of types. It handles almost all cases, except GraphicsWindow::pending.operation, which needs minor functional change.
2016-05-20 08:31:20 +00:00
&displayEdges, &displayOutlines, EdgeKind::EMPHASIZED);
} else {
displayMesh.MakeCertainEdgesAndOutlinesInto(
Convert all enumerations to use `enum class`. Specifically, take the old code that looks like this: class Foo { enum { X = 1, Y = 2 }; int kind; } ... foo.kind = Foo::X; ... and convert it to this: class Foo { enum class Kind : uint32_t { X = 1, Y = 2 }; Kind kind; } ... foo.kind = Foo::Kind::X; (In some cases the enumeration would not be in the class namespace, such as when it is generally useful.) The benefits are as follows: * The type of the field gives a clear indication of intent, both to humans and tools (such as binding generators). * The compiler is able to automatically warn when a switch is not exhaustive; but this is currently suppressed by the default: ssassert(false, ...) idiom. * Integers and plain enums are weakly type checked: they implicitly convert into each other. This can hide bugs where type conversion is performed but not intended. Enum classes are strongly type checked. * Plain enums pollute parent namespaces; enum classes do not. Almost every defined enum we have already has a kind of ad-hoc namespacing via `NAMESPACE_`, which is now explicit. * Plain enums do not have a well-defined ABI size, which is important for bindings. Enum classes can have it, if specified. We specify the base type for all enums as uint32_t, which is a safe choice and allows us to not change the numeric values of any variants. This commit introduces absolutely no functional change to the code, just renaming and change of types. It handles almost all cases, except GraphicsWindow::pending.operation, which needs minor functional change.
2016-05-20 08:31:20 +00:00
&displayEdges, &displayOutlines, EdgeKind::SHARP);
}
}
}
displayDirty = false;
}
}
Group *Group::PreviousGroup() {
int i;
for(i = 0; i < SK.groupOrder.n; i++) {
Group *g = SK.GetGroup(SK.groupOrder.elem[i]);
if(g->h.v == h.v) break;
}
if(i == 0 || i >= SK.groupOrder.n) return NULL;
return SK.GetGroup(SK.groupOrder.elem[i - 1]);
}
Group *Group::RunningMeshGroup() {
Convert all enumerations to use `enum class`. Specifically, take the old code that looks like this: class Foo { enum { X = 1, Y = 2 }; int kind; } ... foo.kind = Foo::X; ... and convert it to this: class Foo { enum class Kind : uint32_t { X = 1, Y = 2 }; Kind kind; } ... foo.kind = Foo::Kind::X; (In some cases the enumeration would not be in the class namespace, such as when it is generally useful.) The benefits are as follows: * The type of the field gives a clear indication of intent, both to humans and tools (such as binding generators). * The compiler is able to automatically warn when a switch is not exhaustive; but this is currently suppressed by the default: ssassert(false, ...) idiom. * Integers and plain enums are weakly type checked: they implicitly convert into each other. This can hide bugs where type conversion is performed but not intended. Enum classes are strongly type checked. * Plain enums pollute parent namespaces; enum classes do not. Almost every defined enum we have already has a kind of ad-hoc namespacing via `NAMESPACE_`, which is now explicit. * Plain enums do not have a well-defined ABI size, which is important for bindings. Enum classes can have it, if specified. We specify the base type for all enums as uint32_t, which is a safe choice and allows us to not change the numeric values of any variants. This commit introduces absolutely no functional change to the code, just renaming and change of types. It handles almost all cases, except GraphicsWindow::pending.operation, which needs minor functional change.
2016-05-20 08:31:20 +00:00
if(type == Type::TRANSLATE || type == Type::ROTATE) {
return SK.GetGroup(opA)->RunningMeshGroup();
} else {
return PreviousGroup();
}
}
bool Group::IsMeshGroup() {
switch(type) {
Convert all enumerations to use `enum class`. Specifically, take the old code that looks like this: class Foo { enum { X = 1, Y = 2 }; int kind; } ... foo.kind = Foo::X; ... and convert it to this: class Foo { enum class Kind : uint32_t { X = 1, Y = 2 }; Kind kind; } ... foo.kind = Foo::Kind::X; (In some cases the enumeration would not be in the class namespace, such as when it is generally useful.) The benefits are as follows: * The type of the field gives a clear indication of intent, both to humans and tools (such as binding generators). * The compiler is able to automatically warn when a switch is not exhaustive; but this is currently suppressed by the default: ssassert(false, ...) idiom. * Integers and plain enums are weakly type checked: they implicitly convert into each other. This can hide bugs where type conversion is performed but not intended. Enum classes are strongly type checked. * Plain enums pollute parent namespaces; enum classes do not. Almost every defined enum we have already has a kind of ad-hoc namespacing via `NAMESPACE_`, which is now explicit. * Plain enums do not have a well-defined ABI size, which is important for bindings. Enum classes can have it, if specified. We specify the base type for all enums as uint32_t, which is a safe choice and allows us to not change the numeric values of any variants. This commit introduces absolutely no functional change to the code, just renaming and change of types. It handles almost all cases, except GraphicsWindow::pending.operation, which needs minor functional change.
2016-05-20 08:31:20 +00:00
case Group::Type::EXTRUDE:
case Group::Type::LATHE:
case Group::Type::ROTATE:
case Group::Type::TRANSLATE:
return true;
}
return false;
}
Convert all enumerations to use `enum class`. Specifically, take the old code that looks like this: class Foo { enum { X = 1, Y = 2 }; int kind; } ... foo.kind = Foo::X; ... and convert it to this: class Foo { enum class Kind : uint32_t { X = 1, Y = 2 }; Kind kind; } ... foo.kind = Foo::Kind::X; (In some cases the enumeration would not be in the class namespace, such as when it is generally useful.) The benefits are as follows: * The type of the field gives a clear indication of intent, both to humans and tools (such as binding generators). * The compiler is able to automatically warn when a switch is not exhaustive; but this is currently suppressed by the default: ssassert(false, ...) idiom. * Integers and plain enums are weakly type checked: they implicitly convert into each other. This can hide bugs where type conversion is performed but not intended. Enum classes are strongly type checked. * Plain enums pollute parent namespaces; enum classes do not. Almost every defined enum we have already has a kind of ad-hoc namespacing via `NAMESPACE_`, which is now explicit. * Plain enums do not have a well-defined ABI size, which is important for bindings. Enum classes can have it, if specified. We specify the base type for all enums as uint32_t, which is a safe choice and allows us to not change the numeric values of any variants. This commit introduces absolutely no functional change to the code, just renaming and change of types. It handles almost all cases, except GraphicsWindow::pending.operation, which needs minor functional change.
2016-05-20 08:31:20 +00:00
void Group::DrawDisplayItems(Group::Type t) {
2015-07-10 11:54:39 +00:00
RgbaColor specColor;
bool useSpecColor;
Convert all enumerations to use `enum class`. Specifically, take the old code that looks like this: class Foo { enum { X = 1, Y = 2 }; int kind; } ... foo.kind = Foo::X; ... and convert it to this: class Foo { enum class Kind : uint32_t { X = 1, Y = 2 }; Kind kind; } ... foo.kind = Foo::Kind::X; (In some cases the enumeration would not be in the class namespace, such as when it is generally useful.) The benefits are as follows: * The type of the field gives a clear indication of intent, both to humans and tools (such as binding generators). * The compiler is able to automatically warn when a switch is not exhaustive; but this is currently suppressed by the default: ssassert(false, ...) idiom. * Integers and plain enums are weakly type checked: they implicitly convert into each other. This can hide bugs where type conversion is performed but not intended. Enum classes are strongly type checked. * Plain enums pollute parent namespaces; enum classes do not. Almost every defined enum we have already has a kind of ad-hoc namespacing via `NAMESPACE_`, which is now explicit. * Plain enums do not have a well-defined ABI size, which is important for bindings. Enum classes can have it, if specified. We specify the base type for all enums as uint32_t, which is a safe choice and allows us to not change the numeric values of any variants. This commit introduces absolutely no functional change to the code, just renaming and change of types. It handles almost all cases, except GraphicsWindow::pending.operation, which needs minor functional change.
2016-05-20 08:31:20 +00:00
if(t == Type::DRAWING_3D || t == Type::DRAWING_WORKPLANE) {
// force the color to something dim
specColor = Style::Color(Style::DIM_SOLID);
useSpecColor = true;
} else {
useSpecColor = false; // use the model color
}
// The back faces are drawn in red; should never seem them, since we
// draw closed shells, so that's a debugging aid.
GLfloat mpb[] = { 1.0f, 0.1f, 0.1f, 1.0f };
glMaterialfv(GL_BACK, GL_AMBIENT_AND_DIFFUSE, mpb);
// When we fill the mesh, we need to know which triangles are selected
// or hovered, in order to draw them differently.
uint32_t mh = 0, ms1 = 0, ms2 = 0;
hEntity he = SS.GW.hover.entity;
if(he.v != 0 && SK.GetEntity(he)->IsFace()) {
mh = he.v;
}
SS.GW.GroupSelection();
if(gs.faces > 0) ms1 = gs.face[0].v;
if(gs.faces > 1) ms2 = gs.face[1].v;
Allow rendering hidden solid edges using a distinct style. Before this change, the two buttons "Show/hide shaded model" (S) and "Show/hide hidden lines" (H) resulted in drawing the following elements in the following styles: Button | Non-occluded | Non-occluded | Occluded | Occluded state | solid edges | entities | solid edges | entities --------+--------------+--------------+-------------+-------------- !S !H | | | solid-edge | entity style --------+ | +-------------+-------------- S !H | | | invisible --------+ solid-edge | entity style +-------------+-------------- !S H | | | | --------+ | | solid-edge | entity style S H | | | | --------+--------------+--------------+-------------+-------------- After this change, they are drawn as follows: Button | Non-occluded | Non-occluded | Occluded | Occluded state | solid edges | entities | solid edges | entities --------+--------------+--------------+-------------+-------------- !S !H | | | solid-edge | entity style --------+ | +-------------+-------------- S !H | | | invisible --------+ solid-edge | entity style +-------------+-------------- !S H | | | | --------+ | | hidden-edge | stippled¹ S H | | | | --------+--------------+--------------+-------------+-------------- ¹ entity style, but the stipple parameters taken from hidden-edge In SolveSpace's true WYSIWYG tradition, the 2d view export follows the rendered view exactly. Also, it is now possible to edit the stipple parameters of built-in styles, so that by changing the hidden-edge style to non-stippled it is possible to regain the old behavior.
2016-03-09 04:53:46 +00:00
if(SS.GW.showShaded || SS.GW.showHdnLines) {
if(SS.drawBackFaces && !displayMesh.isTransparent) {
// For debugging, draw the backs of the triangles in red, so that we
// notice when a shell is open
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, 1);
} else {
glLightModeli(GL_LIGHT_MODEL_TWO_SIDE, 0);
}
Allow rendering hidden solid edges using a distinct style. Before this change, the two buttons "Show/hide shaded model" (S) and "Show/hide hidden lines" (H) resulted in drawing the following elements in the following styles: Button | Non-occluded | Non-occluded | Occluded | Occluded state | solid edges | entities | solid edges | entities --------+--------------+--------------+-------------+-------------- !S !H | | | solid-edge | entity style --------+ | +-------------+-------------- S !H | | | invisible --------+ solid-edge | entity style +-------------+-------------- !S H | | | | --------+ | | solid-edge | entity style S H | | | | --------+--------------+--------------+-------------+-------------- After this change, they are drawn as follows: Button | Non-occluded | Non-occluded | Occluded | Occluded state | solid edges | entities | solid edges | entities --------+--------------+--------------+-------------+-------------- !S !H | | | solid-edge | entity style --------+ | +-------------+-------------- S !H | | | invisible --------+ solid-edge | entity style +-------------+-------------- !S H | | | | --------+ | | hidden-edge | stippled¹ S H | | | | --------+--------------+--------------+-------------+-------------- ¹ entity style, but the stipple parameters taken from hidden-edge In SolveSpace's true WYSIWYG tradition, the 2d view export follows the rendered view exactly. Also, it is now possible to edit the stipple parameters of built-in styles, so that by changing the hidden-edge style to non-stippled it is possible to regain the old behavior.
2016-03-09 04:53:46 +00:00
// Draw the shaded solid into the depth buffer for hidden line removal,
// and if we're actually going to display it, to the color buffer too.
glEnable(GL_LIGHTING);
Allow rendering hidden solid edges using a distinct style. Before this change, the two buttons "Show/hide shaded model" (S) and "Show/hide hidden lines" (H) resulted in drawing the following elements in the following styles: Button | Non-occluded | Non-occluded | Occluded | Occluded state | solid edges | entities | solid edges | entities --------+--------------+--------------+-------------+-------------- !S !H | | | solid-edge | entity style --------+ | +-------------+-------------- S !H | | | invisible --------+ solid-edge | entity style +-------------+-------------- !S H | | | | --------+ | | solid-edge | entity style S H | | | | --------+--------------+--------------+-------------+-------------- After this change, they are drawn as follows: Button | Non-occluded | Non-occluded | Occluded | Occluded state | solid edges | entities | solid edges | entities --------+--------------+--------------+-------------+-------------- !S !H | | | solid-edge | entity style --------+ | +-------------+-------------- S !H | | | invisible --------+ solid-edge | entity style +-------------+-------------- !S H | | | | --------+ | | hidden-edge | stippled¹ S H | | | | --------+--------------+--------------+-------------+-------------- ¹ entity style, but the stipple parameters taken from hidden-edge In SolveSpace's true WYSIWYG tradition, the 2d view export follows the rendered view exactly. Also, it is now possible to edit the stipple parameters of built-in styles, so that by changing the hidden-edge style to non-stippled it is possible to regain the old behavior.
2016-03-09 04:53:46 +00:00
if(!SS.GW.showShaded) glColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
ssglFillMesh(useSpecColor, specColor, &displayMesh, mh, ms1, ms2);
Allow rendering hidden solid edges using a distinct style. Before this change, the two buttons "Show/hide shaded model" (S) and "Show/hide hidden lines" (H) resulted in drawing the following elements in the following styles: Button | Non-occluded | Non-occluded | Occluded | Occluded state | solid edges | entities | solid edges | entities --------+--------------+--------------+-------------+-------------- !S !H | | | solid-edge | entity style --------+ | +-------------+-------------- S !H | | | invisible --------+ solid-edge | entity style +-------------+-------------- !S H | | | | --------+ | | solid-edge | entity style S H | | | | --------+--------------+--------------+-------------+-------------- After this change, they are drawn as follows: Button | Non-occluded | Non-occluded | Occluded | Occluded state | solid edges | entities | solid edges | entities --------+--------------+--------------+-------------+-------------- !S !H | | | solid-edge | entity style --------+ | +-------------+-------------- S !H | | | invisible --------+ solid-edge | entity style +-------------+-------------- !S H | | | | --------+ | | hidden-edge | stippled¹ S H | | | | --------+--------------+--------------+-------------+-------------- ¹ entity style, but the stipple parameters taken from hidden-edge In SolveSpace's true WYSIWYG tradition, the 2d view export follows the rendered view exactly. Also, it is now possible to edit the stipple parameters of built-in styles, so that by changing the hidden-edge style to non-stippled it is possible to regain the old behavior.
2016-03-09 04:53:46 +00:00
if(!SS.GW.showShaded) glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
glDisable(GL_LIGHTING);
}
if(SS.GW.showEdges) {
Vector projDir = SS.GW.projRight.Cross(SS.GW.projUp);
Allow rendering hidden solid edges using a distinct style. Before this change, the two buttons "Show/hide shaded model" (S) and "Show/hide hidden lines" (H) resulted in drawing the following elements in the following styles: Button | Non-occluded | Non-occluded | Occluded | Occluded state | solid edges | entities | solid edges | entities --------+--------------+--------------+-------------+-------------- !S !H | | | solid-edge | entity style --------+ | +-------------+-------------- S !H | | | invisible --------+ solid-edge | entity style +-------------+-------------- !S H | | | | --------+ | | solid-edge | entity style S H | | | | --------+--------------+--------------+-------------+-------------- After this change, they are drawn as follows: Button | Non-occluded | Non-occluded | Occluded | Occluded state | solid edges | entities | solid edges | entities --------+--------------+--------------+-------------+-------------- !S !H | | | solid-edge | entity style --------+ | +-------------+-------------- S !H | | | invisible --------+ solid-edge | entity style +-------------+-------------- !S H | | | | --------+ | | hidden-edge | stippled¹ S H | | | | --------+--------------+--------------+-------------+-------------- ¹ entity style, but the stipple parameters taken from hidden-edge In SolveSpace's true WYSIWYG tradition, the 2d view export follows the rendered view exactly. Also, it is now possible to edit the stipple parameters of built-in styles, so that by changing the hidden-edge style to non-stippled it is possible to regain the old behavior.
2016-03-09 04:53:46 +00:00
glDepthMask(GL_FALSE);
if(SS.GW.showHdnLines) {
ssglDepthRangeOffset(0);
glDepthFunc(GL_GREATER);
ssglDrawEdges(&displayEdges, false, { Style::HIDDEN_EDGE });
ssglDrawOutlines(&displayOutlines, projDir, { Style::HIDDEN_EDGE });
Allow rendering hidden solid edges using a distinct style. Before this change, the two buttons "Show/hide shaded model" (S) and "Show/hide hidden lines" (H) resulted in drawing the following elements in the following styles: Button | Non-occluded | Non-occluded | Occluded | Occluded state | solid edges | entities | solid edges | entities --------+--------------+--------------+-------------+-------------- !S !H | | | solid-edge | entity style --------+ | +-------------+-------------- S !H | | | invisible --------+ solid-edge | entity style +-------------+-------------- !S H | | | | --------+ | | solid-edge | entity style S H | | | | --------+--------------+--------------+-------------+-------------- After this change, they are drawn as follows: Button | Non-occluded | Non-occluded | Occluded | Occluded state | solid edges | entities | solid edges | entities --------+--------------+--------------+-------------+-------------- !S !H | | | solid-edge | entity style --------+ | +-------------+-------------- S !H | | | invisible --------+ solid-edge | entity style +-------------+-------------- !S H | | | | --------+ | | hidden-edge | stippled¹ S H | | | | --------+--------------+--------------+-------------+-------------- ¹ entity style, but the stipple parameters taken from hidden-edge In SolveSpace's true WYSIWYG tradition, the 2d view export follows the rendered view exactly. Also, it is now possible to edit the stipple parameters of built-in styles, so that by changing the hidden-edge style to non-stippled it is possible to regain the old behavior.
2016-03-09 04:53:46 +00:00
glDepthFunc(GL_LEQUAL);
}
ssglDepthRangeOffset(2);
Allow rendering hidden solid edges using a distinct style. Before this change, the two buttons "Show/hide shaded model" (S) and "Show/hide hidden lines" (H) resulted in drawing the following elements in the following styles: Button | Non-occluded | Non-occluded | Occluded | Occluded state | solid edges | entities | solid edges | entities --------+--------------+--------------+-------------+-------------- !S !H | | | solid-edge | entity style --------+ | +-------------+-------------- S !H | | | invisible --------+ solid-edge | entity style +-------------+-------------- !S H | | | | --------+ | | solid-edge | entity style S H | | | | --------+--------------+--------------+-------------+-------------- After this change, they are drawn as follows: Button | Non-occluded | Non-occluded | Occluded | Occluded state | solid edges | entities | solid edges | entities --------+--------------+--------------+-------------+-------------- !S !H | | | solid-edge | entity style --------+ | +-------------+-------------- S !H | | | invisible --------+ solid-edge | entity style +-------------+-------------- !S H | | | | --------+ | | hidden-edge | stippled¹ S H | | | | --------+--------------+--------------+-------------+-------------- ¹ entity style, but the stipple parameters taken from hidden-edge In SolveSpace's true WYSIWYG tradition, the 2d view export follows the rendered view exactly. Also, it is now possible to edit the stipple parameters of built-in styles, so that by changing the hidden-edge style to non-stippled it is possible to regain the old behavior.
2016-03-09 04:53:46 +00:00
ssglDrawEdges(&displayEdges, false, { Style::SOLID_EDGE });
if(SS.GW.showOutlines) {
ssglDrawOutlines(&displayOutlines, projDir, { Style::OUTLINE });
} else {
ssglDrawOutlines(&displayOutlines, projDir, { Style::SOLID_EDGE });
}
Allow rendering hidden solid edges using a distinct style. Before this change, the two buttons "Show/hide shaded model" (S) and "Show/hide hidden lines" (H) resulted in drawing the following elements in the following styles: Button | Non-occluded | Non-occluded | Occluded | Occluded state | solid edges | entities | solid edges | entities --------+--------------+--------------+-------------+-------------- !S !H | | | solid-edge | entity style --------+ | +-------------+-------------- S !H | | | invisible --------+ solid-edge | entity style +-------------+-------------- !S H | | | | --------+ | | solid-edge | entity style S H | | | | --------+--------------+--------------+-------------+-------------- After this change, they are drawn as follows: Button | Non-occluded | Non-occluded | Occluded | Occluded state | solid edges | entities | solid edges | entities --------+--------------+--------------+-------------+-------------- !S !H | | | solid-edge | entity style --------+ | +-------------+-------------- S !H | | | invisible --------+ solid-edge | entity style +-------------+-------------- !S H | | | | --------+ | | hidden-edge | stippled¹ S H | | | | --------+--------------+--------------+-------------+-------------- ¹ entity style, but the stipple parameters taken from hidden-edge In SolveSpace's true WYSIWYG tradition, the 2d view export follows the rendered view exactly. Also, it is now possible to edit the stipple parameters of built-in styles, so that by changing the hidden-edge style to non-stippled it is possible to regain the old behavior.
2016-03-09 04:53:46 +00:00
glDepthMask(GL_TRUE);
}
if(SS.GW.showMesh) ssglDebugMesh(&displayMesh);
}
void Group::Draw() {
// Everything here gets drawn whether or not the group is hidden; we
// can control this stuff independently, with show/hide solids, edges,
// mesh, etc.
GenerateDisplayItems();
DrawDisplayItems(type);
if(!SS.checkClosedContour) return;
// And finally show the polygons too, and any errors if it's not possible
// to assemble the lines into closed polygons.
Convert all enumerations to use `enum class`. Specifically, take the old code that looks like this: class Foo { enum { X = 1, Y = 2 }; int kind; } ... foo.kind = Foo::X; ... and convert it to this: class Foo { enum class Kind : uint32_t { X = 1, Y = 2 }; Kind kind; } ... foo.kind = Foo::Kind::X; (In some cases the enumeration would not be in the class namespace, such as when it is generally useful.) The benefits are as follows: * The type of the field gives a clear indication of intent, both to humans and tools (such as binding generators). * The compiler is able to automatically warn when a switch is not exhaustive; but this is currently suppressed by the default: ssassert(false, ...) idiom. * Integers and plain enums are weakly type checked: they implicitly convert into each other. This can hide bugs where type conversion is performed but not intended. Enum classes are strongly type checked. * Plain enums pollute parent namespaces; enum classes do not. Almost every defined enum we have already has a kind of ad-hoc namespacing via `NAMESPACE_`, which is now explicit. * Plain enums do not have a well-defined ABI size, which is important for bindings. Enum classes can have it, if specified. We specify the base type for all enums as uint32_t, which is a safe choice and allows us to not change the numeric values of any variants. This commit introduces absolutely no functional change to the code, just renaming and change of types. It handles almost all cases, except GraphicsWindow::pending.operation, which needs minor functional change.
2016-05-20 08:31:20 +00:00
if(polyError.how == PolyError::NOT_CLOSED) {
// Report this error only in sketch-in-workplane groups; otherwise
// it's just a nuisance.
Convert all enumerations to use `enum class`. Specifically, take the old code that looks like this: class Foo { enum { X = 1, Y = 2 }; int kind; } ... foo.kind = Foo::X; ... and convert it to this: class Foo { enum class Kind : uint32_t { X = 1, Y = 2 }; Kind kind; } ... foo.kind = Foo::Kind::X; (In some cases the enumeration would not be in the class namespace, such as when it is generally useful.) The benefits are as follows: * The type of the field gives a clear indication of intent, both to humans and tools (such as binding generators). * The compiler is able to automatically warn when a switch is not exhaustive; but this is currently suppressed by the default: ssassert(false, ...) idiom. * Integers and plain enums are weakly type checked: they implicitly convert into each other. This can hide bugs where type conversion is performed but not intended. Enum classes are strongly type checked. * Plain enums pollute parent namespaces; enum classes do not. Almost every defined enum we have already has a kind of ad-hoc namespacing via `NAMESPACE_`, which is now explicit. * Plain enums do not have a well-defined ABI size, which is important for bindings. Enum classes can have it, if specified. We specify the base type for all enums as uint32_t, which is a safe choice and allows us to not change the numeric values of any variants. This commit introduces absolutely no functional change to the code, just renaming and change of types. It handles almost all cases, except GraphicsWindow::pending.operation, which needs minor functional change.
2016-05-20 08:31:20 +00:00
if(type == Type::DRAWING_WORKPLANE) {
glDisable(GL_DEPTH_TEST);
ssglColorRGBa(Style::Color(Style::DRAW_ERROR), 0.2);
ssglLineWidth (Style::Width(Style::DRAW_ERROR));
glBegin(GL_LINES);
ssglVertex3v(polyError.notClosedAt.a);
ssglVertex3v(polyError.notClosedAt.b);
glEnd();
ssglColorRGB(Style::Color(Style::DRAW_ERROR));
ssglWriteText("not closed contour, or not all same style!",
Style::DefaultTextHeight(),
polyError.notClosedAt.b, SS.GW.projRight, SS.GW.projUp,
NULL, NULL);
glEnable(GL_DEPTH_TEST);
}
Convert all enumerations to use `enum class`. Specifically, take the old code that looks like this: class Foo { enum { X = 1, Y = 2 }; int kind; } ... foo.kind = Foo::X; ... and convert it to this: class Foo { enum class Kind : uint32_t { X = 1, Y = 2 }; Kind kind; } ... foo.kind = Foo::Kind::X; (In some cases the enumeration would not be in the class namespace, such as when it is generally useful.) The benefits are as follows: * The type of the field gives a clear indication of intent, both to humans and tools (such as binding generators). * The compiler is able to automatically warn when a switch is not exhaustive; but this is currently suppressed by the default: ssassert(false, ...) idiom. * Integers and plain enums are weakly type checked: they implicitly convert into each other. This can hide bugs where type conversion is performed but not intended. Enum classes are strongly type checked. * Plain enums pollute parent namespaces; enum classes do not. Almost every defined enum we have already has a kind of ad-hoc namespacing via `NAMESPACE_`, which is now explicit. * Plain enums do not have a well-defined ABI size, which is important for bindings. Enum classes can have it, if specified. We specify the base type for all enums as uint32_t, which is a safe choice and allows us to not change the numeric values of any variants. This commit introduces absolutely no functional change to the code, just renaming and change of types. It handles almost all cases, except GraphicsWindow::pending.operation, which needs minor functional change.
2016-05-20 08:31:20 +00:00
} else if(polyError.how == PolyError::NOT_COPLANAR ||
polyError.how == PolyError::SELF_INTERSECTING ||
polyError.how == PolyError::ZERO_LEN_EDGE)
{
// These errors occur at points, not lines
Convert all enumerations to use `enum class`. Specifically, take the old code that looks like this: class Foo { enum { X = 1, Y = 2 }; int kind; } ... foo.kind = Foo::X; ... and convert it to this: class Foo { enum class Kind : uint32_t { X = 1, Y = 2 }; Kind kind; } ... foo.kind = Foo::Kind::X; (In some cases the enumeration would not be in the class namespace, such as when it is generally useful.) The benefits are as follows: * The type of the field gives a clear indication of intent, both to humans and tools (such as binding generators). * The compiler is able to automatically warn when a switch is not exhaustive; but this is currently suppressed by the default: ssassert(false, ...) idiom. * Integers and plain enums are weakly type checked: they implicitly convert into each other. This can hide bugs where type conversion is performed but not intended. Enum classes are strongly type checked. * Plain enums pollute parent namespaces; enum classes do not. Almost every defined enum we have already has a kind of ad-hoc namespacing via `NAMESPACE_`, which is now explicit. * Plain enums do not have a well-defined ABI size, which is important for bindings. Enum classes can have it, if specified. We specify the base type for all enums as uint32_t, which is a safe choice and allows us to not change the numeric values of any variants. This commit introduces absolutely no functional change to the code, just renaming and change of types. It handles almost all cases, except GraphicsWindow::pending.operation, which needs minor functional change.
2016-05-20 08:31:20 +00:00
if(type == Type::DRAWING_WORKPLANE) {
glDisable(GL_DEPTH_TEST);
ssglColorRGB(Style::Color(Style::DRAW_ERROR));
const char *msg;
Convert all enumerations to use `enum class`. Specifically, take the old code that looks like this: class Foo { enum { X = 1, Y = 2 }; int kind; } ... foo.kind = Foo::X; ... and convert it to this: class Foo { enum class Kind : uint32_t { X = 1, Y = 2 }; Kind kind; } ... foo.kind = Foo::Kind::X; (In some cases the enumeration would not be in the class namespace, such as when it is generally useful.) The benefits are as follows: * The type of the field gives a clear indication of intent, both to humans and tools (such as binding generators). * The compiler is able to automatically warn when a switch is not exhaustive; but this is currently suppressed by the default: ssassert(false, ...) idiom. * Integers and plain enums are weakly type checked: they implicitly convert into each other. This can hide bugs where type conversion is performed but not intended. Enum classes are strongly type checked. * Plain enums pollute parent namespaces; enum classes do not. Almost every defined enum we have already has a kind of ad-hoc namespacing via `NAMESPACE_`, which is now explicit. * Plain enums do not have a well-defined ABI size, which is important for bindings. Enum classes can have it, if specified. We specify the base type for all enums as uint32_t, which is a safe choice and allows us to not change the numeric values of any variants. This commit introduces absolutely no functional change to the code, just renaming and change of types. It handles almost all cases, except GraphicsWindow::pending.operation, which needs minor functional change.
2016-05-20 08:31:20 +00:00
if(polyError.how == PolyError::NOT_COPLANAR) {
msg = "points not all coplanar!";
Convert all enumerations to use `enum class`. Specifically, take the old code that looks like this: class Foo { enum { X = 1, Y = 2 }; int kind; } ... foo.kind = Foo::X; ... and convert it to this: class Foo { enum class Kind : uint32_t { X = 1, Y = 2 }; Kind kind; } ... foo.kind = Foo::Kind::X; (In some cases the enumeration would not be in the class namespace, such as when it is generally useful.) The benefits are as follows: * The type of the field gives a clear indication of intent, both to humans and tools (such as binding generators). * The compiler is able to automatically warn when a switch is not exhaustive; but this is currently suppressed by the default: ssassert(false, ...) idiom. * Integers and plain enums are weakly type checked: they implicitly convert into each other. This can hide bugs where type conversion is performed but not intended. Enum classes are strongly type checked. * Plain enums pollute parent namespaces; enum classes do not. Almost every defined enum we have already has a kind of ad-hoc namespacing via `NAMESPACE_`, which is now explicit. * Plain enums do not have a well-defined ABI size, which is important for bindings. Enum classes can have it, if specified. We specify the base type for all enums as uint32_t, which is a safe choice and allows us to not change the numeric values of any variants. This commit introduces absolutely no functional change to the code, just renaming and change of types. It handles almost all cases, except GraphicsWindow::pending.operation, which needs minor functional change.
2016-05-20 08:31:20 +00:00
} else if(polyError.how == PolyError::SELF_INTERSECTING) {
msg = "contour is self-intersecting!";
} else {
msg = "zero-length edge!";
}
ssglWriteText(msg, Style::DefaultTextHeight(),
polyError.errorPointAt, SS.GW.projRight, SS.GW.projUp,
NULL, NULL);
glEnable(GL_DEPTH_TEST);
}
} else {
// The contours will get filled in DrawFilledPaths.
}
}
void Group::FillLoopSetAsPolygon(SBezierLoopSet *sbls) {
SPolygon sp = {};
sbls->MakePwlInto(&sp);
ssglDepthRangeOffset(1);
ssglFillPolygon(&sp);
ssglDepthRangeOffset(0);
sp.Clear();
}
void Group::DrawFilledPaths() {
SBezierLoopSet *sbls;
SBezierLoopSetSet *sblss = &bezierLoops;
for(sbls = sblss->l.First(); sbls; sbls = sblss->l.NextAfter(sbls)) {
if(sbls->l.n == 0 || sbls->l.elem[0].l.n == 0) continue;
// In an assembled loop, all the styles should be the same; so doesn't
// matter which one we grab.
SBezier *sb = &(sbls->l.elem[0].l.elem[0]);
hStyle hs = { (uint32_t)sb->auxA };
Style *s = Style::Get(hs);
if(s->filled) {
// This is a filled loop, where the user specified a fill color.
ssglColorRGBa(s->fillColor, 1);
FillLoopSetAsPolygon(sbls);
} else {
if(h.v == SS.GW.activeGroup.v && SS.checkClosedContour &&
Convert all enumerations to use `enum class`. Specifically, take the old code that looks like this: class Foo { enum { X = 1, Y = 2 }; int kind; } ... foo.kind = Foo::X; ... and convert it to this: class Foo { enum class Kind : uint32_t { X = 1, Y = 2 }; Kind kind; } ... foo.kind = Foo::Kind::X; (In some cases the enumeration would not be in the class namespace, such as when it is generally useful.) The benefits are as follows: * The type of the field gives a clear indication of intent, both to humans and tools (such as binding generators). * The compiler is able to automatically warn when a switch is not exhaustive; but this is currently suppressed by the default: ssassert(false, ...) idiom. * Integers and plain enums are weakly type checked: they implicitly convert into each other. This can hide bugs where type conversion is performed but not intended. Enum classes are strongly type checked. * Plain enums pollute parent namespaces; enum classes do not. Almost every defined enum we have already has a kind of ad-hoc namespacing via `NAMESPACE_`, which is now explicit. * Plain enums do not have a well-defined ABI size, which is important for bindings. Enum classes can have it, if specified. We specify the base type for all enums as uint32_t, which is a safe choice and allows us to not change the numeric values of any variants. This commit introduces absolutely no functional change to the code, just renaming and change of types. It handles almost all cases, except GraphicsWindow::pending.operation, which needs minor functional change.
2016-05-20 08:31:20 +00:00
polyError.how == PolyError::GOOD)
{
// If this is the active group, and we are supposed to check
// for closed contours, and we do indeed have a closed and
// non-intersecting contour, then fill it dimly.
ssglColorRGBa(Style::Color(Style::CONTOUR_FILL), 0.5);
ssglDepthRangeOffset(1);
FillLoopSetAsPolygon(sbls);
ssglDepthRangeOffset(0);
}
}
}
}