2008-03-26 09:18:12 +00:00
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#include <stdarg.h>
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2008-03-27 09:53:51 +00:00
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#include <windows.h>
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#include <gl/gl.h>
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#include <gl/glu.h>
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#include "solvespace.h"
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2008-03-26 09:18:12 +00:00
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const GraphicsWindow::MenuEntry GraphicsWindow::menu[] = {
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{ 0, "&File", 0, NULL },
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{ 1, "&New\tCtrl+N", 0, NULL },
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{ 1, "&Open...\tCtrl+O", 0, NULL },
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{ 1, "&Save\tCtrl+S", 0, NULL },
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{ 1, "Save &As...", 0, NULL },
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{ 1, NULL, 0, NULL },
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{ 1, "E&xit", 0, NULL },
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{ 0, "&Edit", 0, NULL },
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{ 1, "&Undo\tCtrl+Z", 0, NULL },
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{ 1, "&Redo\tCtrl+Y", 0, NULL },
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{ 0, "&View", 0, NULL },
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{ 1, "Zoom &In\t+", 0, NULL },
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{ 1, "Zoom &Out\t-", 0, NULL },
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{ 1, "Zoom To &Fit\tF", 0, NULL },
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{ 1, NULL, 0, NULL },
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{ 1, "Dimensions in &Inches", 0, NULL },
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{ 1, "Dimensions in &Millimeters", 0, NULL },
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{ 0, "&Sketch", 0, NULL },
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{ 1, NULL, 0, NULL },
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{ 1, "To&ggle Construction\tG", 0, NULL },
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{ 0, "&Constrain", 0, NULL },
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{ 1, "S&ymmetric\tY", 0, NULL },
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{ 0, "&Help", 0, NULL },
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{ 1, "&About\t", 0, NULL },
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{ -1 },
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};
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2008-03-27 09:53:51 +00:00
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void GraphicsWindow::Init(void) {
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offset.x = offset.y = offset.z = 0.9;
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scale = 1;
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projRight.x = 1; projRight.y = projRight.z = 0;
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projDown.y = 1; projDown.z = projDown.x = 0;
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}
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void GraphicsWindow::NormalizeProjectionVectors(void) {
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Vector norm = projRight.Cross(projDown);
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projDown = norm.Cross(projRight);
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projDown = projDown.ScaledBy(1/projDown.Magnitude());
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projRight = projRight.ScaledBy(1/projRight.Magnitude());
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}
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void GraphicsWindow::MouseMoved(double x, double y, bool leftDown,
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bool middleDown, bool rightDown, bool shiftDown, bool ctrlDown)
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{
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if(middleDown) {
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double dx = (x - orig.mouse.x) / scale;
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double dy = (y - orig.mouse.y) / scale;
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if(shiftDown) {
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offset.x = orig.offset.x + dx*projRight.x + dy*projDown.x;
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offset.y = orig.offset.y + dx*projRight.y + dy*projDown.y;
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offset.z = orig.offset.z + dx*projRight.z + dy*projDown.z;
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} else if(ctrlDown) {
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double theta = atan2(orig.mouse.y, orig.mouse.x);
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theta -= atan2(y, x);
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Vector normal = orig.projRight.Cross(orig.projDown);
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projRight = orig.projRight.RotatedAbout(normal, theta);
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projDown = orig.projDown.RotatedAbout(normal, theta);
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NormalizeProjectionVectors();
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} else {
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double s = 0.3*(PI/180); // degrees per pixel
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projRight = orig.projRight.RotatedAbout(orig.projDown, -s*dx);
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projDown = orig.projDown.RotatedAbout(orig.projRight, s*dy);
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NormalizeProjectionVectors();
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orig.projRight = projRight;
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orig.projDown = projDown;
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orig.mouse.x = x;
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orig.mouse.y = y;
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}
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Invalidate();
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}
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}
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void GraphicsWindow::MouseMiddleDown(double x, double y) {
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orig.offset = offset;
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orig.projDown = projDown;
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orig.projRight = projRight;
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orig.mouse.x = x;
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orig.mouse.y = y;
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}
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void GraphicsWindow::MouseLeftDown(double x, double y) {
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}
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void GraphicsWindow::Paint(int w, int h) {
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glViewport(0, 0, w, h);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glScaled(scale*2.0/w, scale*2.0/h, 0);
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double tx = projRight.Dot(offset);
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double ty = projDown.Dot(offset);
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double mat[16];
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MakeMatrix(mat, projRight.x, projRight.y, projRight.z, tx,
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projDown.x, projDown.y, projDown.z, ty,
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0, 0, 0, 0,
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0, 0, 0, 1);
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glMultMatrixd(mat);
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glEnable(GL_DEPTH_TEST);
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glClearIndex((GLfloat)0);
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glClearDepth(1.0);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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2008-03-28 10:00:37 +00:00
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glBegin(GL_QUADS);
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glVertex3f(-200, -200, 0);
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glVertex3f(-200, 200, 0);
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glVertex3f( 200, 200, 0);
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glVertex3f( 200, -200, 0);
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glEnd();
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glBegin(GL_QUADS);
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glVertex3f(-200, -200, 200);
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glVertex3f(-200, 200, 200);
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glVertex3f( 200, 200, 200);
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glVertex3f( 200, -200, 200);
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glEnd();
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2008-03-27 09:53:51 +00:00
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}
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