Split some large files.

[git-p4: depot-paths = "//depot/solvespace/": change = 1777]
solver
Jonathan Westhues 2008-06-06 00:14:37 -08:00
parent ab44c24cfc
commit 8a0809e6a0
8 changed files with 1632 additions and 1612 deletions

View File

@ -14,10 +14,14 @@ SSOBJS = $(OBJDIR)\solvespace.obj \
$(OBJDIR)\graphicswin.obj \
$(OBJDIR)\util.obj \
$(OBJDIR)\entity.obj \
$(OBJDIR)\sketch.obj \
$(OBJDIR)\drawentity.obj \
$(OBJDIR)\group.obj \
$(OBJDIR)\groupmesh.obj \
$(OBJDIR)\request.obj \
$(OBJDIR)\glhelper.obj \
$(OBJDIR)\expr.obj \
$(OBJDIR)\constraint.obj \
$(OBJDIR)\draw.obj \
$(OBJDIR)\drawconstraint.obj \
$(OBJDIR)\file.obj \
$(OBJDIR)\undoredo.obj \

851
draw.cpp Normal file
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@ -0,0 +1,851 @@
#include "solvespace.h"
void GraphicsWindow::UpdateDraggedPoint(hEntity hp, double mx, double my) {
Entity *p = SS.GetEntity(hp);
Vector pos = p->PointGetNum();
UpdateDraggedNum(&pos, mx, my);
p->PointForceTo(pos);
}
void GraphicsWindow::UpdateDraggedNum(Vector *pos, double mx, double my) {
*pos = pos->Plus(projRight.ScaledBy((mx - orig.mouse.x)/scale));
*pos = pos->Plus(projUp.ScaledBy((my - orig.mouse.y)/scale));
orig.mouse.x = mx;
orig.mouse.y = my;
InvalidateGraphics();
}
void GraphicsWindow::MouseMoved(double x, double y, bool leftDown,
bool middleDown, bool rightDown, bool shiftDown, bool ctrlDown)
{
if(GraphicsEditControlIsVisible()) return;
Point2d mp = { x, y };
// If the middle button is down, then mouse movement is used to pan and
// rotate our view. This wins over everything else.
if(middleDown) {
hover.Clear();
double dx = (x - orig.mouse.x) / scale;
double dy = (y - orig.mouse.y) / scale;
// When the view is locked, permit only translation (pan).
if(!(shiftDown || ctrlDown)) {
offset.x = orig.offset.x + dx*projRight.x + dy*projUp.x;
offset.y = orig.offset.y + dx*projRight.y + dy*projUp.y;
offset.z = orig.offset.z + dx*projRight.z + dy*projUp.z;
} else if(ctrlDown) {
double theta = atan2(orig.mouse.y, orig.mouse.x);
theta -= atan2(y, x);
Vector normal = orig.projRight.Cross(orig.projUp);
projRight = orig.projRight.RotatedAbout(normal, theta);
projUp = orig.projUp.RotatedAbout(normal, theta);
NormalizeProjectionVectors();
} else {
double s = 0.3*(PI/180)*scale; // degrees per pixel
projRight = orig.projRight.RotatedAbout(orig.projUp, -s*dx);
projUp = orig.projUp.RotatedAbout(orig.projRight, s*dy);
NormalizeProjectionVectors();
}
orig.projRight = projRight;
orig.projUp = projUp;
orig.offset = offset;
orig.mouse.x = x;
orig.mouse.y = y;
InvalidateGraphics();
return;
}
if(pending.operation == 0) {
double dm = orig.mouse.DistanceTo(mp);
// If we're currently not doing anything, then see if we should
// start dragging something.
if(leftDown && dm > 3) {
if(hover.entity.v) {
Entity *e = SS.GetEntity(hover.entity);
if(e->IsPoint()) {
// Start dragging this point.
ClearSelection();
pending.point = hover.entity;
pending.operation = DRAGGING_POINT;
} else if(e->type == Entity::CIRCLE) {
// Drag the radius.
ClearSelection();
pending.circle = hover.entity;
pending.operation = DRAGGING_RADIUS;
} else if(e->IsNormal()) {
ClearSelection();
pending.normal = hover.entity;
pending.operation = DRAGGING_NORMAL;
}
} else if(hover.constraint.v &&
SS.GetConstraint(hover.constraint)->HasLabel())
{
ClearSelection();
pending.constraint = hover.constraint;
pending.operation = DRAGGING_CONSTRAINT;
}
if(pending.operation != 0) {
// We just started a drag, so remember for the undo before
// the drag changes anything.
SS.UndoRemember();
}
} else {
// Otherwise, just hit test and give up; but don't hit test
// if the mouse is down, because then the user could hover
// a point, mouse down (thus selecting it), and drag, in an
// effort to drag the point, but instead hover a different
// entity before we move far enough to start the drag.
if(!leftDown) HitTestMakeSelection(mp);
}
return;
}
// If the user has started an operation from the menu, but not
// completed it, then just do the selection.
if(pending.operation < FIRST_PENDING) {
HitTestMakeSelection(mp);
return;
}
// We're currently dragging something; so do that. But if we haven't
// painted since the last time we solved, do nothing, because there's
// no sense solving a frame and not displaying it.
if(!havePainted) return;
switch(pending.operation) {
case DRAGGING_CONSTRAINT: {
Constraint *c = SS.constraint.FindById(pending.constraint);
UpdateDraggedNum(&(c->disp.offset), x, y);
break;
}
case DRAGGING_NEW_LINE_POINT:
HitTestMakeSelection(mp);
// and fall through
case DRAGGING_NEW_POINT:
case DRAGGING_POINT: {
Entity *p = SS.GetEntity(pending.point);
if((p->type == Entity::POINT_N_ROT_TRANS) &&
(shiftDown || ctrlDown))
{
// These points also come with a rotation, which the user can
// edit by pressing shift or control.
Quaternion q = p->PointGetQuaternion();
Vector p3 = p->PointGetNum();
Point2d p2 = ProjectPoint(p3);
Vector u = q.RotationU(), v = q.RotationV();
if(ctrlDown) {
double d = mp.DistanceTo(p2);
if(d < 25) {
// Don't start dragging the position about the normal
// until we're a little ways out, to get a reasonable
// reference pos
orig.mouse = mp;
break;
}
double theta = atan2(orig.mouse.y-p2.y, orig.mouse.x-p2.x);
theta -= atan2(y-p2.y, x-p2.x);
Vector gn = projRight.Cross(projUp);
u = u.RotatedAbout(gn, -theta);
v = v.RotatedAbout(gn, -theta);
} else {
double dx = -(x - orig.mouse.x);
double dy = -(y - orig.mouse.y);
double s = 0.3*(PI/180); // degrees per pixel
u = u.RotatedAbout(projUp, -s*dx);
u = u.RotatedAbout(projRight, s*dy);
v = v.RotatedAbout(projUp, -s*dx);
v = v.RotatedAbout(projRight, s*dy);
}
q = Quaternion::From(u, v);
p->PointForceQuaternionTo(q);
// Let's rotate about the selected point; so fix up the
// translation so that that point didn't move.
p->PointForceTo(p3);
orig.mouse = mp;
} else {
UpdateDraggedPoint(pending.point, x, y);
HitTestMakeSelection(mp);
}
SS.MarkGroupDirtyByEntity(pending.point);
break;
}
case DRAGGING_NEW_CUBIC_POINT: {
UpdateDraggedPoint(pending.point, x, y);
HitTestMakeSelection(mp);
hRequest hr = pending.point.request();
Vector p0 = SS.GetEntity(hr.entity(1))->PointGetNum();
Vector p3 = SS.GetEntity(hr.entity(4))->PointGetNum();
Vector p1 = p0.ScaledBy(2.0/3).Plus(p3.ScaledBy(1.0/3));
SS.GetEntity(hr.entity(2))->PointForceTo(p1);
Vector p2 = p0.ScaledBy(1.0/3).Plus(p3.ScaledBy(2.0/3));
SS.GetEntity(hr.entity(3))->PointForceTo(p2);
SS.MarkGroupDirtyByEntity(pending.point);
break;
}
case DRAGGING_NEW_ARC_POINT: {
UpdateDraggedPoint(pending.point, x, y);
HitTestMakeSelection(mp);
hRequest hr = pending.point.request();
Vector ona = SS.GetEntity(hr.entity(2))->PointGetNum();
Vector onb = SS.GetEntity(hr.entity(3))->PointGetNum();
Vector center = (ona.Plus(onb)).ScaledBy(0.5);
SS.GetEntity(hr.entity(1))->PointForceTo(center);
SS.MarkGroupDirtyByEntity(pending.point);
break;
}
case DRAGGING_NEW_RADIUS:
case DRAGGING_RADIUS: {
Entity *circle = SS.GetEntity(pending.circle);
Vector center = SS.GetEntity(circle->point[0])->PointGetNum();
Point2d c2 = ProjectPoint(center);
double r = c2.DistanceTo(mp)/scale;
SS.GetEntity(circle->distance)->DistanceForceTo(r);
SS.MarkGroupDirtyByEntity(pending.circle);
break;
}
case DRAGGING_NORMAL: {
Entity *normal = SS.GetEntity(pending.normal);
Vector p = SS.GetEntity(normal->point[0])->PointGetNum();
Point2d p2 = ProjectPoint(p);
Quaternion q = normal->NormalGetNum();
Vector u = q.RotationU(), v = q.RotationV();
if(ctrlDown) {
double theta = atan2(orig.mouse.y-p2.y, orig.mouse.x-p2.x);
theta -= atan2(y-p2.y, x-p2.x);
Vector normal = projRight.Cross(projUp);
u = u.RotatedAbout(normal, -theta);
v = v.RotatedAbout(normal, -theta);
} else {
double dx = -(x - orig.mouse.x);
double dy = -(y - orig.mouse.y);
double s = 0.3*(PI/180); // degrees per pixel
u = u.RotatedAbout(projUp, -s*dx);
u = u.RotatedAbout(projRight, s*dy);
v = v.RotatedAbout(projUp, -s*dx);
v = v.RotatedAbout(projRight, s*dy);
}
orig.mouse = mp;
normal->NormalForceTo(Quaternion::From(u, v));
SS.MarkGroupDirtyByEntity(pending.normal);
break;
}
default: oops();
}
if(pending.operation != 0 && pending.operation != DRAGGING_CONSTRAINT) {
SS.GenerateAll();
}
havePainted = false;
}
void GraphicsWindow::ClearPending(void) {
memset(&pending, 0, sizeof(pending));
}
void GraphicsWindow::MouseMiddleDown(double x, double y) {
if(GraphicsEditControlIsVisible()) return;
orig.offset = offset;
orig.projUp = projUp;
orig.projRight = projRight;
orig.mouse.x = x;
orig.mouse.y = y;
}
hRequest GraphicsWindow::AddRequest(int type) {
return AddRequest(type, true);
}
hRequest GraphicsWindow::AddRequest(int type, bool rememberForUndo) {
if(rememberForUndo) SS.UndoRemember();
Request r;
memset(&r, 0, sizeof(r));
r.group = activeGroup;
Group *g = SS.GetGroup(activeGroup);
if(g->type == Group::DRAWING_3D || g->type == Group::DRAWING_WORKPLANE) {
r.construction = false;
} else {
r.construction = true;
}
r.workplane = ActiveWorkplane();
r.type = type;
SS.request.AddAndAssignId(&r);
// We must regenerate the parameters, so that the code that tries to
// place this request's entities where the mouse is can do so. But
// we mustn't try to solve until reasonable values have been supplied
// for these new parameters, or else we'll get a numerical blowup.
SS.GenerateAll(-1, -1);
SS.MarkGroupDirty(r.group);
return r.h;
}
bool GraphicsWindow::ConstrainPointByHovered(hEntity pt) {
if(!hover.entity.v) return false;
Entity *e = SS.GetEntity(hover.entity);
if(e->IsPoint()) {
Constraint::ConstrainCoincident(e->h, pt);
return true;
}
if(e->IsCircle()) {
Constraint::Constrain(Constraint::PT_ON_CIRCLE,
pt, Entity::NO_ENTITY, e->h);
return true;
}
if(e->type == Entity::LINE_SEGMENT) {
Constraint::Constrain(Constraint::PT_ON_LINE,
pt, Entity::NO_ENTITY, e->h);
return true;
}
return false;
}
void GraphicsWindow::MouseLeftDown(double mx, double my) {
if(GraphicsEditControlIsVisible()) return;
// Make sure the hover is up to date.
MouseMoved(mx, my, false, false, false, false, false);
orig.mouse.x = mx;
orig.mouse.y = my;
// The current mouse location
Vector v = offset.ScaledBy(-1);
v = v.Plus(projRight.ScaledBy(mx/scale));
v = v.Plus(projUp.ScaledBy(my/scale));
hRequest hr;
switch(pending.operation) {
case MNU_DATUM_POINT:
hr = AddRequest(Request::DATUM_POINT);
SS.GetEntity(hr.entity(0))->PointForceTo(v);
ConstrainPointByHovered(hr.entity(0));
ClearSuper();
pending.operation = 0;
break;
case MNU_LINE_SEGMENT:
hr = AddRequest(Request::LINE_SEGMENT);
SS.GetEntity(hr.entity(1))->PointForceTo(v);
ConstrainPointByHovered(hr.entity(1));
ClearSuper();
pending.operation = DRAGGING_NEW_LINE_POINT;
pending.point = hr.entity(2);
pending.description = "click to place next point of line";
SS.GetEntity(pending.point)->PointForceTo(v);
break;
case MNU_RECTANGLE: {
if(!SS.GW.LockedInWorkplane()) {
Error("Can't draw rectangle in 3d; select a workplane first.");
break;
}
hRequest lns[4];
int i;
SS.UndoRemember();
for(i = 0; i < 4; i++) {
lns[i] = AddRequest(Request::LINE_SEGMENT, false);
}
for(i = 0; i < 4; i++) {
Constraint::ConstrainCoincident(
lns[i].entity(1), lns[(i+1)%4].entity(2));
SS.GetEntity(lns[i].entity(1))->PointForceTo(v);
SS.GetEntity(lns[i].entity(2))->PointForceTo(v);
}
for(i = 0; i < 4; i++) {
Constraint::Constrain(
(i % 2) ? Constraint::HORIZONTAL : Constraint::VERTICAL,
Entity::NO_ENTITY, Entity::NO_ENTITY,
lns[i].entity(0));
}
ConstrainPointByHovered(lns[2].entity(1));
pending.operation = DRAGGING_NEW_POINT;
pending.point = lns[1].entity(2);
pending.description = "click to place other corner of rectangle";
break;
}
case MNU_CIRCLE:
hr = AddRequest(Request::CIRCLE);
SS.GetEntity(hr.entity(1))->PointForceTo(v);
SS.GetEntity(hr.entity(32))->NormalForceTo(
Quaternion::From(SS.GW.projRight, SS.GW.projUp));
ConstrainPointByHovered(hr.entity(1));
ClearSuper();
pending.operation = DRAGGING_NEW_RADIUS;
pending.circle = hr.entity(0);
pending.description = "click to set radius";
SS.GetParam(hr.param(0))->val = 0;
break;
case MNU_ARC:
if(!SS.GW.LockedInWorkplane()) {
Error("Can't draw arc in 3d; select a workplane first.");
ClearPending();
break;
}
hr = AddRequest(Request::ARC_OF_CIRCLE);
SS.GetEntity(hr.entity(1))->PointForceTo(v);
SS.GetEntity(hr.entity(2))->PointForceTo(v);
SS.GetEntity(hr.entity(3))->PointForceTo(v);
ConstrainPointByHovered(hr.entity(2));
ClearSuper();
pending.operation = DRAGGING_NEW_ARC_POINT;
pending.point = hr.entity(3);
pending.description = "click to place point";
break;
case MNU_CUBIC:
hr = AddRequest(Request::CUBIC);
SS.GetEntity(hr.entity(1))->PointForceTo(v);
SS.GetEntity(hr.entity(2))->PointForceTo(v);
SS.GetEntity(hr.entity(3))->PointForceTo(v);
SS.GetEntity(hr.entity(4))->PointForceTo(v);
ConstrainPointByHovered(hr.entity(1));
ClearSuper();
pending.operation = DRAGGING_NEW_CUBIC_POINT;
pending.point = hr.entity(4);
pending.description = "click to place next point of cubic";
break;
case MNU_WORKPLANE:
hr = AddRequest(Request::WORKPLANE);
SS.GetEntity(hr.entity(1))->PointForceTo(v);
SS.GetEntity(hr.entity(32))->NormalForceTo(
Quaternion::From(SS.GW.projRight, SS.GW.projUp));
ConstrainPointByHovered(hr.entity(1));
ClearSuper();
break;
case DRAGGING_RADIUS:
case DRAGGING_NEW_POINT:
// The MouseMoved event has already dragged it as desired.
ClearPending();
break;
case DRAGGING_NEW_ARC_POINT:
case DRAGGING_NEW_CUBIC_POINT:
ConstrainPointByHovered(pending.point);
ClearPending();
break;
case DRAGGING_NEW_LINE_POINT: {
if(ConstrainPointByHovered(pending.point)) {
ClearPending();
break;
}
// Create a new line segment, so that we continue drawing.
hRequest hr = AddRequest(Request::LINE_SEGMENT);
SS.GetEntity(hr.entity(1))->PointForceTo(v);
SS.GetEntity(hr.entity(2))->PointForceTo(v);
// Constrain the line segments to share an endpoint
Constraint::ConstrainCoincident(pending.point, hr.entity(1));
// And drag an endpoint of the new line segment
pending.operation = DRAGGING_NEW_LINE_POINT;
pending.point = hr.entity(2);
pending.description = "click to place next point of next line";
break;
}
case 0:
default: {
ClearPending();
if(hover.IsEmpty()) break;
// If an item is hovered, then by clicking on it, we toggle its
// selection state.
int i;
for(i = 0; i < MAX_SELECTED; i++) {
if(selection[i].Equals(&hover)) {
selection[i].Clear();
break;
}
}
if(i != MAX_SELECTED) break;
if(hover.entity.v != 0 && SS.GetEntity(hover.entity)->IsFace()) {
// In the interest of speed for the triangle drawing code,
// only two faces may be selected at a time.
int c = 0;
for(i = 0; i < MAX_SELECTED; i++) {
hEntity he = selection[i].entity;
if(he.v != 0 && SS.GetEntity(he)->IsFace()) {
c++;
if(c >= 2) selection[i].Clear();
}
}
}
for(i = 0; i < MAX_SELECTED; i++) {
if(selection[i].IsEmpty()) {
selection[i] = hover;
break;
}
}
break;
}
}
SS.later.showTW = true;
InvalidateGraphics();
}
void GraphicsWindow::MouseLeftUp(double mx, double my) {
switch(pending.operation) {
case DRAGGING_POINT:
case DRAGGING_CONSTRAINT:
case DRAGGING_NORMAL:
case DRAGGING_RADIUS:
ClearPending();
break;
default:
break; // do nothing
}
}
void GraphicsWindow::MouseLeftDoubleClick(double mx, double my) {
if(GraphicsEditControlIsVisible()) return;
if(hover.constraint.v) {
constraintBeingEdited = hover.constraint;
ClearSuper();
Constraint *c = SS.GetConstraint(constraintBeingEdited);
Vector p3 = c->GetLabelPos();
Point2d p2 = ProjectPoint(p3);
ShowGraphicsEditControl((int)p2.x, (int)p2.y, c->exprA->Print());
}
}
void GraphicsWindow::EditControlDone(char *s) {
Expr *e = Expr::From(s);
if(e) {
SS.UndoRemember();
Constraint *c = SS.GetConstraint(constraintBeingEdited);
Expr::FreeKeep(&(c->exprA));
c->exprA = e->DeepCopyKeep();
HideGraphicsEditControl();
SS.MarkGroupDirty(c->group);
SS.GenerateAll();
} else {
Error("Not a valid number or expression: '%s'", s);
}
}
void GraphicsWindow::MouseScroll(double x, double y, int delta) {
double offsetRight = offset.Dot(projRight);
double offsetUp = offset.Dot(projUp);
double righti = x/scale - offsetRight;
double upi = y/scale - offsetUp;
if(delta > 0) {
scale *= 1.2;
} else {
scale /= 1.2;
}
double rightf = x/scale - offsetRight;
double upf = y/scale - offsetUp;
offset = offset.Plus(projRight.ScaledBy(rightf - righti));
offset = offset.Plus(projUp.ScaledBy(upf - upi));
InvalidateGraphics();
}
bool GraphicsWindow::Selection::Equals(Selection *b) {
if(entity.v != b->entity.v) return false;
if(constraint.v != b->constraint.v) return false;
return true;
}
bool GraphicsWindow::Selection::IsEmpty(void) {
if(entity.v) return false;
if(constraint.v) return false;
return true;
}
void GraphicsWindow::Selection::Clear(void) {
entity.v = constraint.v = 0;
emphasized = false;
}
void GraphicsWindow::Selection::Draw(void) {
Vector refp;
if(entity.v) {
glLineWidth(1.5);
Entity *e = SS.GetEntity(entity);
e->Draw();
if(emphasized) refp = e->GetReferencePos();
glLineWidth(1);
}
if(constraint.v) {
Constraint *c = SS.GetConstraint(constraint);
c->Draw();
if(emphasized) refp = c->GetReferencePos();
}
if(emphasized && (constraint.v || entity.v)) {
double s = 0.501/SS.GW.scale;
Vector topLeft = SS.GW.projRight.ScaledBy(-SS.GW.width*s);
topLeft = topLeft.Plus(SS.GW.projUp.ScaledBy(SS.GW.height*s));
topLeft = topLeft.Minus(SS.GW.offset);
glLineWidth(40);
glColor4d(1.0, 1.0, 0, 0.2);
glBegin(GL_LINES);
glxVertex3v(topLeft);
glxVertex3v(refp);
glEnd();
glLineWidth(1);
}
}
void GraphicsWindow::ClearSelection(void) {
for(int i = 0; i < MAX_SELECTED; i++) {
selection[i].Clear();
}
SS.later.showTW = true;
InvalidateGraphics();
}
void GraphicsWindow::ClearNonexistentSelectionItems(void) {
bool change = false;
for(int i = 0; i < MAX_SELECTED; i++) {
Selection *s = &(selection[i]);
if(s->constraint.v && !(SS.constraint.FindByIdNoOops(s->constraint))) {
s->constraint.v = 0;
change = true;
}
if(s->entity.v && !(SS.entity.FindByIdNoOops(s->entity))) {
s->entity.v = 0;
change = true;
}
}
if(change) InvalidateGraphics();
}
void GraphicsWindow::GroupSelection(void) {
memset(&gs, 0, sizeof(gs));
int i;
for(i = 0; i < MAX_SELECTED; i++) {
Selection *s = &(selection[i]);
if(s->entity.v) {
(gs.n)++;
Entity *e = SS.entity.FindById(s->entity);
// A list of points, and a list of all entities that aren't points.
if(e->IsPoint()) {
gs.point[(gs.points)++] = s->entity;
} else {
gs.entity[(gs.entities)++] = s->entity;
}
// And an auxiliary list of normals, including normals from
// workplanes.
if(e->IsNormal()) {
gs.anyNormal[(gs.anyNormals)++] = s->entity;
} else if(e->IsWorkplane()) {
gs.anyNormal[(gs.anyNormals)++] = e->Normal()->h;
}
// And of vectors (i.e., stuff with a direction to constrain)
if(e->HasVector()) {
gs.vector[(gs.vectors)++] = s->entity;
}
// Faces (which are special, associated/drawn with triangles)
if(e->IsFace()) {
gs.face[(gs.faces)++] = s->entity;
}
// And some aux counts too
switch(e->type) {
case Entity::WORKPLANE: (gs.workplanes)++; break;
case Entity::LINE_SEGMENT: (gs.lineSegments)++; break;
case Entity::ARC_OF_CIRCLE:
case Entity::CIRCLE: (gs.circlesOrArcs)++; break;
}
}
if(s->constraint.v) {
gs.constraint[(gs.constraints)++] = s->constraint;
}
}
}
void GraphicsWindow::HitTestMakeSelection(Point2d mp) {
int i;
double d, dmin = 1e12;
Selection s;
ZERO(&s);
// Do the entities
for(i = 0; i < SS.entity.n; i++) {
Entity *e = &(SS.entity.elem[i]);
// Don't hover whatever's being dragged.
if(e->h.request().v == pending.point.request().v) continue;
d = e->GetDistance(mp);
if(d < 10 && d < dmin) {
memset(&s, 0, sizeof(s));
s.entity = e->h;
dmin = d;
}
}
// Constraints
for(i = 0; i < SS.constraint.n; i++) {
d = SS.constraint.elem[i].GetDistance(mp);
if(d < 10 && d < dmin) {
memset(&s, 0, sizeof(s));
s.constraint = SS.constraint.elem[i].h;
dmin = d;
}
}
// Faces, from the triangle mesh; these are lowest priority
if(s.constraint.v == 0 && s.entity.v == 0 && showShaded && showFaces) {
SMesh *m = &((SS.GetGroup(activeGroup))->mesh);
DWORD v = m->FirstIntersectionWith(mp);
if(v) {
s.entity.v = v;
}
}
if(!s.Equals(&hover)) {
hover = s;
InvalidateGraphics();
}
}
Vector GraphicsWindow::VectorFromProjs(double right, double up, double fwd) {
Vector n = projRight.Cross(projUp);
Vector r = offset.ScaledBy(-1);
r = r.Plus(projRight.ScaledBy(right));
r = r.Plus(projUp.ScaledBy(up));
r = r.Plus(n.ScaledBy(fwd));
return r;
}
void GraphicsWindow::Paint(int w, int h) {
havePainted = true;
width = w; height = h;
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glScaled(scale*2.0/w, scale*2.0/h, scale*1.0/30000);
double tx = projRight.Dot(offset);
double ty = projUp.Dot(offset);
Vector n = projUp.Cross(projRight);
double tz = n.Dot(offset);
double mat[16];
MakeMatrix(mat, projRight.x, projRight.y, projRight.z, tx,
projUp.x, projUp.y, projUp.z, ty,
n.x, n.y, n.z, tz,
0, 0, 0, 1);
glMultMatrixd(mat);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glShadeModel(GL_SMOOTH);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
glEnable(GL_LINE_SMOOTH);
glEnable(GL_POLYGON_OFFSET_LINE);
glEnable(GL_POLYGON_OFFSET_FILL);
glEnable(GL_DEPTH_TEST);
glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
glEnable(GL_NORMALIZE);
// At the same depth, we want later lines drawn over earlier.
glDepthFunc(GL_LEQUAL);
glClearDepth(1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
Vector light = VectorFromProjs(-0.49*w/scale, 0.49*h/scale, 0);
GLfloat lightPos[4] =
{ (GLfloat)light.x, (GLfloat)light.y, (GLfloat)light.z, 0 };
glLightfv(GL_LIGHT0, GL_POSITION, lightPos);
glEnable(GL_LIGHT0);
glLightModelf(GL_LIGHT_MODEL_TWO_SIDE, 1);
GLfloat ambient[4] = { 0.4f, 0.4f, 0.4f, 1.0f };
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient);
glxUnlockColor();
int i;
// Draw the groups; this fills the polygons in a drawing group, and
// draws the solid mesh.
(SS.GetGroup(activeGroup))->Draw();
// Now draw the entities
if(showHdnLines) glDisable(GL_DEPTH_TEST);
Entity::DrawAll();
glDisable(GL_DEPTH_TEST);
// Draw the constraints
for(i = 0; i < SS.constraint.n; i++) {
SS.constraint.elem[i].Draw();
}
// Then redraw whatever the mouse is hovering over, highlighted.
glDisable(GL_DEPTH_TEST);
glxLockColorTo(1, 1, 0);
hover.Draw();
// And finally draw the selection, same mechanism.
glxLockColorTo(1, 0, 0);
for(i = 0; i < MAX_SELECTED; i++) {
selection[i].Draw();
}
}

364
drawentity.cpp Normal file
View File

@ -0,0 +1,364 @@
#include "solvespace.h"
void Entity::LineDrawOrGetDistance(Vector a, Vector b) {
if(dogd.drawing) {
// glPolygonOffset works only on polys, not lines, so do it myself
Vector adj = SS.GW.projRight.Cross(SS.GW.projUp);
adj = adj.ScaledBy(5/SS.GW.scale);
glBegin(GL_LINES);
glxVertex3v(a.Plus(adj));
glxVertex3v(b.Plus(adj));
glEnd();
} else {
Point2d ap = SS.GW.ProjectPoint(a);
Point2d bp = SS.GW.ProjectPoint(b);
double d = dogd.mp.DistanceToLine(ap, bp.Minus(ap), true);
dogd.dmin = min(dogd.dmin, d);
}
dogd.refp = (a.Plus(b)).ScaledBy(0.5);
}
void Entity::LineDrawOrGetDistanceOrEdge(Vector a, Vector b) {
LineDrawOrGetDistance(a, b);
if(dogd.edges && !construction) {
dogd.edges->AddEdge(a, b);
}
}
void Entity::DrawAll(void) {
// This handles points and line segments as a special case, because I
// seem to be able to get a huge speedup that way, by consolidating
// stuff to gl.
int i;
if(SS.GW.showPoints) {
double s = 3.5/SS.GW.scale;
Vector r = SS.GW.projRight.ScaledBy(s);
Vector d = SS.GW.projUp.ScaledBy(s);
glxColor3d(0, 0.8, 0);
glPolygonOffset(-10, -10);
glBegin(GL_QUADS);
for(i = 0; i < SS.entity.n; i++) {
Entity *e = &(SS.entity.elem[i]);
if(!e->IsPoint()) continue;
if(!(SS.GetGroup(e->group)->visible)) continue;
Vector v = e->PointGetNum();
glxVertex3v(v.Plus (r).Plus (d));
glxVertex3v(v.Plus (r).Minus(d));
glxVertex3v(v.Minus(r).Minus(d));
glxVertex3v(v.Minus(r).Plus (d));
}
glEnd();
glPolygonOffset(0, 0);
}
glLineWidth(1.5);
for(i = 0; i < SS.entity.n; i++) {
Entity *e = &(SS.entity.elem[i]);
if(e->IsPoint())
{
continue; // already handled
}
e->Draw();
}
glLineWidth(1);
}
void Entity::Draw(void) {
dogd.drawing = true;
dogd.edges = NULL;
DrawOrGetDistance();
}
void Entity::GenerateEdges(SEdgeList *el) {
dogd.drawing = false;
dogd.edges = el;
DrawOrGetDistance();
dogd.edges = NULL;
}
double Entity::GetDistance(Point2d mp) {
dogd.drawing = false;
dogd.edges = NULL;
dogd.mp = mp;
dogd.dmin = 1e12;
DrawOrGetDistance();
return dogd.dmin;
}
Vector Entity::GetReferencePos(void) {
dogd.drawing = false;
dogd.edges = NULL;
dogd.refp = SS.GW.offset.ScaledBy(-1);
DrawOrGetDistance();
return dogd.refp;
}
bool Entity::IsVisible(void) {
Group *g = SS.GetGroup(group);
if(g->h.v == Group::HGROUP_REFERENCES.v && IsNormal()) {
// The reference normals are always shown
return true;
}
if(!g->visible) return false;
if(SS.GroupsInOrder(SS.GW.activeGroup, group)) return false;
if(IsPoint() && !SS.GW.showPoints) return false;
if(IsWorkplane() && !SS.GW.showWorkplanes) return false;
if(IsNormal() && !SS.GW.showNormals) return false;
if(IsWorkplane() && !h.isFromRequest()) {
// The group-associated workplanes are hidden outside their group.
if(g->h.v != SS.GW.activeGroup.v) return false;
}
return true;
}
void Entity::DrawOrGetDistance(void) {
// If an entity is invisible, then it doesn't get shown, and it doesn't
// contribute a distance for the selection, but it still generates edges.
if(!dogd.edges) {
if(!IsVisible()) return;
}
Group *g = SS.GetGroup(group);
if(group.v != SS.GW.activeGroup.v) {
glxColor3d(0.5, 0.3, 0.0);
} else if(construction) {
glxColor3d(0.1, 0.7, 0.1);
} else {
glxColor3d(1, 1, 1);
}
switch(type) {
case POINT_N_COPY:
case POINT_N_TRANS:
case POINT_N_ROT_TRANS:
case POINT_N_ROT_AA:
case POINT_IN_3D:
case POINT_IN_2D: {
Vector v = PointGetNum();
if(dogd.drawing) {
double s = 3.5;
Vector r = SS.GW.projRight.ScaledBy(s/SS.GW.scale);
Vector d = SS.GW.projUp.ScaledBy(s/SS.GW.scale);
glxColor3d(0, 0.8, 0);
glPolygonOffset(-10, -10);
glBegin(GL_QUADS);
glxVertex3v(v.Plus (r).Plus (d));
glxVertex3v(v.Plus (r).Minus(d));
glxVertex3v(v.Minus(r).Minus(d));
glxVertex3v(v.Minus(r).Plus (d));
glEnd();
glPolygonOffset(0, 0);
} else {
Point2d pp = SS.GW.ProjectPoint(v);
// Make a free point slightly easier to select, so that with
// coincident points, we select the free one.
dogd.dmin = pp.DistanceTo(dogd.mp) - 4;
}
break;
}
case NORMAL_N_COPY:
case NORMAL_N_ROT:
case NORMAL_N_ROT_AA:
case NORMAL_IN_3D:
case NORMAL_IN_2D: {
int i;
for(i = 0; i < 2; i++) {
hRequest hr = h.request();
double f = (i == 0 ? 0.4 : 1);
if(hr.v == Request::HREQUEST_REFERENCE_XY.v) {
glxColor3d(0, 0, f);
} else if(hr.v == Request::HREQUEST_REFERENCE_YZ.v) {
glxColor3d(f, 0, 0);
} else if(hr.v == Request::HREQUEST_REFERENCE_ZX.v) {
glxColor3d(0, f, 0);
} else {
glxColor3d(0, 0.4, 0.4);
if(i > 0) break;
}
Quaternion q = NormalGetNum();
Vector tail;
if(i == 0) {
tail = SS.GetEntity(point[0])->PointGetNum();
glLineWidth(1);
} else {
// Draw an extra copy of the x, y, and z axes, that's
// always in the corner of the view and at the front.
// So those are always available, perhaps useful.
double s = SS.GW.scale;
double h = 60 - SS.GW.height/2;
double w = 60 - SS.GW.width/2;
Vector gn = SS.GW.projRight.Cross(SS.GW.projUp);
tail = SS.GW.projRight.ScaledBy(w/s).Plus(
SS.GW.projUp. ScaledBy(h/s)).Plus(
gn.ScaledBy(-4*w/s)).Minus(SS.GW.offset);
glLineWidth(2);
}
Vector v = (q.RotationN()).WithMagnitude(50/SS.GW.scale);
Vector tip = tail.Plus(v);
LineDrawOrGetDistance(tail, tip);
v = v.WithMagnitude(12/SS.GW.scale);
Vector axis = q.RotationV();
LineDrawOrGetDistance(tip,tip.Minus(v.RotatedAbout(axis, 0.6)));
LineDrawOrGetDistance(tip,tip.Minus(v.RotatedAbout(axis,-0.6)));
}
glLineWidth(1.5);
break;
}
case DISTANCE:
case DISTANCE_N_COPY:
// These are used only as data structures, nothing to display.
break;
case WORKPLANE: {
Vector p;
p = SS.GetEntity(point[0])->PointGetNum();
Vector u = Normal()->NormalU();
Vector v = Normal()->NormalV();
double s = (min(SS.GW.width, SS.GW.height))*0.45/SS.GW.scale;
Vector us = u.ScaledBy(s);
Vector vs = v.ScaledBy(s);
Vector pp = p.Plus (us).Plus (vs);
Vector pm = p.Plus (us).Minus(vs);
Vector mm = p.Minus(us).Minus(vs), mm2 = mm;
Vector mp = p.Minus(us).Plus (vs);
glLineWidth(1);
glxColor3d(0, 0.3, 0.3);
glEnable(GL_LINE_STIPPLE);
glLineStipple(3, 0x1111);
if(!h.isFromRequest()) {
mm = mm.Plus(v.ScaledBy(60/SS.GW.scale));
mm2 = mm2.Plus(u.ScaledBy(60/SS.GW.scale));
LineDrawOrGetDistance(mm2, mm);
}
LineDrawOrGetDistance(pp, pm);
LineDrawOrGetDistance(pm, mm2);
LineDrawOrGetDistance(mm, mp);
LineDrawOrGetDistance(mp, pp);
glDisable(GL_LINE_STIPPLE);
glLineWidth(1.5);
char *str = DescriptionString()+5;
if(dogd.drawing) {
glPushMatrix();
glxTranslatev(mm2);
glxOntoWorkplane(u, v);
glxWriteText(str);
glPopMatrix();
} else {
Vector pos = mm2.Plus(u.ScaledBy(glxStrWidth(str)/2)).Plus(
v.ScaledBy(glxStrHeight()/2));
Point2d pp = SS.GW.ProjectPoint(pos);
dogd.dmin = min(dogd.dmin, pp.DistanceTo(dogd.mp) - 10);
// If a line lies in a plane, then select the line, not
// the plane.
dogd.dmin += 3;
}
break;
}
case LINE_SEGMENT: {
Vector a = SS.GetEntity(point[0])->PointGetNum();
Vector b = SS.GetEntity(point[1])->PointGetNum();
LineDrawOrGetDistanceOrEdge(a, b);
break;
}
case CUBIC: {
Vector p0 = SS.GetEntity(point[0])->PointGetNum();
Vector p1 = SS.GetEntity(point[1])->PointGetNum();
Vector p2 = SS.GetEntity(point[2])->PointGetNum();
Vector p3 = SS.GetEntity(point[3])->PointGetNum();
int i, n = 20;
Vector prev = p0;
for(i = 1; i <= n; i++) {
double t = ((double)i)/n;
Vector p =
(p0.ScaledBy((1 - t)*(1 - t)*(1 - t))).Plus(
(p1.ScaledBy(3*t*(1 - t)*(1 - t))).Plus(
(p2.ScaledBy(3*t*t*(1 - t))).Plus(
(p3.ScaledBy(t*t*t)))));
LineDrawOrGetDistanceOrEdge(prev, p);
prev = p;
}
break;
}
#define CIRCLE_SIDES(r) (7 + (int)(sqrt(r*SS.GW.scale)))
case ARC_OF_CIRCLE: {
Vector c = SS.GetEntity(point[0])->PointGetNum();
Vector pa = SS.GetEntity(point[1])->PointGetNum();
Vector pb = SS.GetEntity(point[2])->PointGetNum();
Quaternion q = SS.GetEntity(normal)->NormalGetNum();
Vector u = q.RotationU(), v = q.RotationV();
double ra = (pa.Minus(c)).Magnitude();
double rb = (pb.Minus(c)).Magnitude();
double thetaa, thetab, dtheta;
ArcGetAngles(&thetaa, &thetab, &dtheta);
int i, n = 3 + (int)(CIRCLE_SIDES(ra)*dtheta/(2*PI));
Vector prev = pa;
for(i = 1; i <= n; i++) {
double theta = thetaa + (dtheta*i)/n;
double r = ra + ((rb - ra)*i)/n;
Vector d = u.ScaledBy(cos(theta)).Plus(v.ScaledBy(sin(theta)));
Vector p = c.Plus(d.ScaledBy(r));
LineDrawOrGetDistanceOrEdge(prev, p);
prev = p;
}
break;
}
case CIRCLE: {
Quaternion q = SS.GetEntity(normal)->NormalGetNum();
double r = SS.GetEntity(distance)->DistanceGetNum();
Vector center = SS.GetEntity(point[0])->PointGetNum();
Vector u = q.RotationU(), v = q.RotationV();
int i, c = CIRCLE_SIDES(r);
Vector prev = u.ScaledBy(r).Plus(center);
for(i = 1; i <= c; i++) {
double phi = (2*PI*i)/c;
Vector p = (u.ScaledBy(r*cos(phi))).Plus(
v.ScaledBy(r*sin(phi)));
p = p.Plus(center);
LineDrawOrGetDistanceOrEdge(prev, p);
prev = p;
}
break;
}
case FACE_NORMAL_PT:
case FACE_XPROD:
case FACE_N_ROT_TRANS:
// Do nothing; these are drawn with the triangle mesh
break;
default:
oops();
}
}

View File

@ -1,5 +1,8 @@
#include "solvespace.h"
const hEntity Entity::FREE_IN_3D = { 0 };
const hEntity Entity::NO_ENTITY = { 0 };
char *Entity::DescriptionString(void) {
if(h.isFromRequest()) {
Request *r = SS.GetRequest(h.request());
@ -616,368 +619,6 @@ ExprVector Entity::FaceGetPointExprs(void) {
return r;
}
void Entity::LineDrawOrGetDistance(Vector a, Vector b) {
if(dogd.drawing) {
// glPolygonOffset works only on polys, not lines, so do it myself
Vector adj = SS.GW.projRight.Cross(SS.GW.projUp);
adj = adj.ScaledBy(5/SS.GW.scale);
glBegin(GL_LINES);
glxVertex3v(a.Plus(adj));
glxVertex3v(b.Plus(adj));
glEnd();
} else {
Point2d ap = SS.GW.ProjectPoint(a);
Point2d bp = SS.GW.ProjectPoint(b);
double d = dogd.mp.DistanceToLine(ap, bp.Minus(ap), true);
dogd.dmin = min(dogd.dmin, d);
}
dogd.refp = (a.Plus(b)).ScaledBy(0.5);
}
void Entity::LineDrawOrGetDistanceOrEdge(Vector a, Vector b) {
LineDrawOrGetDistance(a, b);
if(dogd.edges && !construction) {
dogd.edges->AddEdge(a, b);
}
}
void Entity::DrawAll(void) {
// This handles points and line segments as a special case, because I
// seem to be able to get a huge speedup that way, by consolidating
// stuff to gl.
int i;
if(SS.GW.showPoints) {
double s = 3.5/SS.GW.scale;
Vector r = SS.GW.projRight.ScaledBy(s);
Vector d = SS.GW.projUp.ScaledBy(s);
glxColor3d(0, 0.8, 0);
glPolygonOffset(-10, -10);
glBegin(GL_QUADS);
for(i = 0; i < SS.entity.n; i++) {
Entity *e = &(SS.entity.elem[i]);
if(!e->IsPoint()) continue;
if(!(SS.GetGroup(e->group)->visible)) continue;
Vector v = e->PointGetNum();
glxVertex3v(v.Plus (r).Plus (d));
glxVertex3v(v.Plus (r).Minus(d));
glxVertex3v(v.Minus(r).Minus(d));
glxVertex3v(v.Minus(r).Plus (d));
}
glEnd();
glPolygonOffset(0, 0);
}
glLineWidth(1.5);
for(i = 0; i < SS.entity.n; i++) {
Entity *e = &(SS.entity.elem[i]);
if(e->IsPoint())
{
continue; // already handled
}
e->Draw();
}
glLineWidth(1);
}
void Entity::Draw(void) {
dogd.drawing = true;
dogd.edges = NULL;
DrawOrGetDistance();
}
void Entity::GenerateEdges(SEdgeList *el) {
dogd.drawing = false;
dogd.edges = el;
DrawOrGetDistance();
dogd.edges = NULL;
}
double Entity::GetDistance(Point2d mp) {
dogd.drawing = false;
dogd.edges = NULL;
dogd.mp = mp;
dogd.dmin = 1e12;
DrawOrGetDistance();
return dogd.dmin;
}
Vector Entity::GetReferencePos(void) {
dogd.drawing = false;
dogd.edges = NULL;
dogd.refp = SS.GW.offset.ScaledBy(-1);
DrawOrGetDistance();
return dogd.refp;
}
bool Entity::IsVisible(void) {
Group *g = SS.GetGroup(group);
if(g->h.v == Group::HGROUP_REFERENCES.v && IsNormal()) {
// The reference normals are always shown
return true;
}
if(!g->visible) return false;
if(SS.GroupsInOrder(SS.GW.activeGroup, group)) return false;
if(IsPoint() && !SS.GW.showPoints) return false;
if(IsWorkplane() && !SS.GW.showWorkplanes) return false;
if(IsNormal() && !SS.GW.showNormals) return false;
if(IsWorkplane() && !h.isFromRequest()) {
// The group-associated workplanes are hidden outside their group.
if(g->h.v != SS.GW.activeGroup.v) return false;
}
return true;
}
void Entity::DrawOrGetDistance(void) {
// If an entity is invisible, then it doesn't get shown, and it doesn't
// contribute a distance for the selection, but it still generates edges.
if(!dogd.edges) {
if(!IsVisible()) return;
}
Group *g = SS.GetGroup(group);
if(group.v != SS.GW.activeGroup.v) {
glxColor3d(0.5, 0.3, 0.0);
} else if(construction) {
glxColor3d(0.1, 0.7, 0.1);
} else {
glxColor3d(1, 1, 1);
}
switch(type) {
case POINT_N_COPY:
case POINT_N_TRANS:
case POINT_N_ROT_TRANS:
case POINT_N_ROT_AA:
case POINT_IN_3D:
case POINT_IN_2D: {
Vector v = PointGetNum();
if(dogd.drawing) {
double s = 3.5;
Vector r = SS.GW.projRight.ScaledBy(s/SS.GW.scale);
Vector d = SS.GW.projUp.ScaledBy(s/SS.GW.scale);
glxColor3d(0, 0.8, 0);
glPolygonOffset(-10, -10);
glBegin(GL_QUADS);
glxVertex3v(v.Plus (r).Plus (d));
glxVertex3v(v.Plus (r).Minus(d));
glxVertex3v(v.Minus(r).Minus(d));
glxVertex3v(v.Minus(r).Plus (d));
glEnd();
glPolygonOffset(0, 0);
} else {
Point2d pp = SS.GW.ProjectPoint(v);
// Make a free point slightly easier to select, so that with
// coincident points, we select the free one.
dogd.dmin = pp.DistanceTo(dogd.mp) - 4;
}
break;
}
case NORMAL_N_COPY:
case NORMAL_N_ROT:
case NORMAL_N_ROT_AA:
case NORMAL_IN_3D:
case NORMAL_IN_2D: {
int i;
for(i = 0; i < 2; i++) {
hRequest hr = h.request();
double f = (i == 0 ? 0.4 : 1);
if(hr.v == Request::HREQUEST_REFERENCE_XY.v) {
glxColor3d(0, 0, f);
} else if(hr.v == Request::HREQUEST_REFERENCE_YZ.v) {
glxColor3d(f, 0, 0);
} else if(hr.v == Request::HREQUEST_REFERENCE_ZX.v) {
glxColor3d(0, f, 0);
} else {
glxColor3d(0, 0.4, 0.4);
if(i > 0) break;
}
Quaternion q = NormalGetNum();
Vector tail;
if(i == 0) {
tail = SS.GetEntity(point[0])->PointGetNum();
glLineWidth(1);
} else {
// Draw an extra copy of the x, y, and z axes, that's
// always in the corner of the view and at the front.
// So those are always available, perhaps useful.
double s = SS.GW.scale;
double h = 60 - SS.GW.height/2;
double w = 60 - SS.GW.width/2;
Vector gn = SS.GW.projRight.Cross(SS.GW.projUp);
tail = SS.GW.projRight.ScaledBy(w/s).Plus(
SS.GW.projUp. ScaledBy(h/s)).Plus(
gn.ScaledBy(-4*w/s)).Minus(SS.GW.offset);
glLineWidth(2);
}
Vector v = (q.RotationN()).WithMagnitude(50/SS.GW.scale);
Vector tip = tail.Plus(v);
LineDrawOrGetDistance(tail, tip);
v = v.WithMagnitude(12/SS.GW.scale);
Vector axis = q.RotationV();
LineDrawOrGetDistance(tip,tip.Minus(v.RotatedAbout(axis, 0.6)));
LineDrawOrGetDistance(tip,tip.Minus(v.RotatedAbout(axis,-0.6)));
}
glLineWidth(1.5);
break;
}
case DISTANCE:
case DISTANCE_N_COPY:
// These are used only as data structures, nothing to display.
break;
case WORKPLANE: {
Vector p;
p = SS.GetEntity(point[0])->PointGetNum();
Vector u = Normal()->NormalU();
Vector v = Normal()->NormalV();
double s = (min(SS.GW.width, SS.GW.height))*0.45/SS.GW.scale;
Vector us = u.ScaledBy(s);
Vector vs = v.ScaledBy(s);
Vector pp = p.Plus (us).Plus (vs);
Vector pm = p.Plus (us).Minus(vs);
Vector mm = p.Minus(us).Minus(vs), mm2 = mm;
Vector mp = p.Minus(us).Plus (vs);
glLineWidth(1);
glxColor3d(0, 0.3, 0.3);
glEnable(GL_LINE_STIPPLE);
glLineStipple(3, 0x1111);
if(!h.isFromRequest()) {
mm = mm.Plus(v.ScaledBy(60/SS.GW.scale));
mm2 = mm2.Plus(u.ScaledBy(60/SS.GW.scale));
LineDrawOrGetDistance(mm2, mm);
}
LineDrawOrGetDistance(pp, pm);
LineDrawOrGetDistance(pm, mm2);
LineDrawOrGetDistance(mm, mp);
LineDrawOrGetDistance(mp, pp);
glDisable(GL_LINE_STIPPLE);
glLineWidth(1.5);
char *str = DescriptionString()+5;
if(dogd.drawing) {
glPushMatrix();
glxTranslatev(mm2);
glxOntoWorkplane(u, v);
glxWriteText(str);
glPopMatrix();
} else {
Vector pos = mm2.Plus(u.ScaledBy(glxStrWidth(str)/2)).Plus(
v.ScaledBy(glxStrHeight()/2));
Point2d pp = SS.GW.ProjectPoint(pos);
dogd.dmin = min(dogd.dmin, pp.DistanceTo(dogd.mp) - 10);
// If a line lies in a plane, then select the line, not
// the plane.
dogd.dmin += 3;
}
break;
}
case LINE_SEGMENT: {
Vector a = SS.GetEntity(point[0])->PointGetNum();
Vector b = SS.GetEntity(point[1])->PointGetNum();
LineDrawOrGetDistanceOrEdge(a, b);
break;
}
case CUBIC: {
Vector p0 = SS.GetEntity(point[0])->PointGetNum();
Vector p1 = SS.GetEntity(point[1])->PointGetNum();
Vector p2 = SS.GetEntity(point[2])->PointGetNum();
Vector p3 = SS.GetEntity(point[3])->PointGetNum();
int i, n = 20;
Vector prev = p0;
for(i = 1; i <= n; i++) {
double t = ((double)i)/n;
Vector p =
(p0.ScaledBy((1 - t)*(1 - t)*(1 - t))).Plus(
(p1.ScaledBy(3*t*(1 - t)*(1 - t))).Plus(
(p2.ScaledBy(3*t*t*(1 - t))).Plus(
(p3.ScaledBy(t*t*t)))));
LineDrawOrGetDistanceOrEdge(prev, p);
prev = p;
}
break;
}
#define CIRCLE_SIDES(r) (7 + (int)(sqrt(r*SS.GW.scale)))
case ARC_OF_CIRCLE: {
Vector c = SS.GetEntity(point[0])->PointGetNum();
Vector pa = SS.GetEntity(point[1])->PointGetNum();
Vector pb = SS.GetEntity(point[2])->PointGetNum();
Quaternion q = SS.GetEntity(normal)->NormalGetNum();
Vector u = q.RotationU(), v = q.RotationV();
double ra = (pa.Minus(c)).Magnitude();
double rb = (pb.Minus(c)).Magnitude();
double thetaa, thetab, dtheta;
ArcGetAngles(&thetaa, &thetab, &dtheta);
int i, n = 3 + (int)(CIRCLE_SIDES(ra)*dtheta/(2*PI));
Vector prev = pa;
for(i = 1; i <= n; i++) {
double theta = thetaa + (dtheta*i)/n;
double r = ra + ((rb - ra)*i)/n;
Vector d = u.ScaledBy(cos(theta)).Plus(v.ScaledBy(sin(theta)));
Vector p = c.Plus(d.ScaledBy(r));
LineDrawOrGetDistanceOrEdge(prev, p);
prev = p;
}
break;
}
case CIRCLE: {
Quaternion q = SS.GetEntity(normal)->NormalGetNum();
double r = SS.GetEntity(distance)->DistanceGetNum();
Vector center = SS.GetEntity(point[0])->PointGetNum();
Vector u = q.RotationU(), v = q.RotationV();
int i, c = CIRCLE_SIDES(r);
Vector prev = u.ScaledBy(r).Plus(center);
for(i = 1; i <= c; i++) {
double phi = (2*PI*i)/c;
Vector p = (u.ScaledBy(r*cos(phi))).Plus(
v.ScaledBy(r*sin(phi)));
p = p.Plus(center);
LineDrawOrGetDistanceOrEdge(prev, p);
prev = p;
}
break;
}
case FACE_NORMAL_PT:
case FACE_XPROD:
case FACE_N_ROT_TRANS:
// Do nothing; these are drawn with the triangle mesh
break;
default:
oops();
}
}
void Entity::AddEq(IdList<Equation,hEquation> *l, Expr *expr, int index) {
Equation eq;
eq.e = expr;

View File

@ -433,308 +433,6 @@ c:
}
}
void GraphicsWindow::UpdateDraggedPoint(hEntity hp, double mx, double my) {
Entity *p = SS.GetEntity(hp);
Vector pos = p->PointGetNum();
UpdateDraggedNum(&pos, mx, my);
p->PointForceTo(pos);
}
void GraphicsWindow::UpdateDraggedNum(Vector *pos, double mx, double my) {
*pos = pos->Plus(projRight.ScaledBy((mx - orig.mouse.x)/scale));
*pos = pos->Plus(projUp.ScaledBy((my - orig.mouse.y)/scale));
orig.mouse.x = mx;
orig.mouse.y = my;
InvalidateGraphics();
}
void GraphicsWindow::MouseMoved(double x, double y, bool leftDown,
bool middleDown, bool rightDown, bool shiftDown, bool ctrlDown)
{
if(GraphicsEditControlIsVisible()) return;
Point2d mp = { x, y };
// If the middle button is down, then mouse movement is used to pan and
// rotate our view. This wins over everything else.
if(middleDown) {
hover.Clear();
double dx = (x - orig.mouse.x) / scale;
double dy = (y - orig.mouse.y) / scale;
// When the view is locked, permit only translation (pan).
if(!(shiftDown || ctrlDown)) {
offset.x = orig.offset.x + dx*projRight.x + dy*projUp.x;
offset.y = orig.offset.y + dx*projRight.y + dy*projUp.y;
offset.z = orig.offset.z + dx*projRight.z + dy*projUp.z;
} else if(ctrlDown) {
double theta = atan2(orig.mouse.y, orig.mouse.x);
theta -= atan2(y, x);
Vector normal = orig.projRight.Cross(orig.projUp);
projRight = orig.projRight.RotatedAbout(normal, theta);
projUp = orig.projUp.RotatedAbout(normal, theta);
NormalizeProjectionVectors();
} else {
double s = 0.3*(PI/180)*scale; // degrees per pixel
projRight = orig.projRight.RotatedAbout(orig.projUp, -s*dx);
projUp = orig.projUp.RotatedAbout(orig.projRight, s*dy);
NormalizeProjectionVectors();
}
orig.projRight = projRight;
orig.projUp = projUp;
orig.offset = offset;
orig.mouse.x = x;
orig.mouse.y = y;
InvalidateGraphics();
return;
}
if(pending.operation == 0) {
double dm = orig.mouse.DistanceTo(mp);
// If we're currently not doing anything, then see if we should
// start dragging something.
if(leftDown && dm > 3) {
if(hover.entity.v) {
Entity *e = SS.GetEntity(hover.entity);
if(e->IsPoint()) {
// Start dragging this point.
ClearSelection();
pending.point = hover.entity;
pending.operation = DRAGGING_POINT;
} else if(e->type == Entity::CIRCLE) {
// Drag the radius.
ClearSelection();
pending.circle = hover.entity;
pending.operation = DRAGGING_RADIUS;
} else if(e->IsNormal()) {
ClearSelection();
pending.normal = hover.entity;
pending.operation = DRAGGING_NORMAL;
}
} else if(hover.constraint.v &&
SS.GetConstraint(hover.constraint)->HasLabel())
{
ClearSelection();
pending.constraint = hover.constraint;
pending.operation = DRAGGING_CONSTRAINT;
}
if(pending.operation != 0) {
// We just started a drag, so remember for the undo before
// the drag changes anything.
SS.UndoRemember();
}
} else {
// Otherwise, just hit test and give up; but don't hit test
// if the mouse is down, because then the user could hover
// a point, mouse down (thus selecting it), and drag, in an
// effort to drag the point, but instead hover a different
// entity before we move far enough to start the drag.
if(!leftDown) HitTestMakeSelection(mp);
}
return;
}
// If the user has started an operation from the menu, but not
// completed it, then just do the selection.
if(pending.operation < FIRST_PENDING) {
HitTestMakeSelection(mp);
return;
}
// We're currently dragging something; so do that. But if we haven't
// painted since the last time we solved, do nothing, because there's
// no sense solving a frame and not displaying it.
if(!havePainted) return;
switch(pending.operation) {
case DRAGGING_CONSTRAINT: {
Constraint *c = SS.constraint.FindById(pending.constraint);
UpdateDraggedNum(&(c->disp.offset), x, y);
break;
}
case DRAGGING_NEW_LINE_POINT:
HitTestMakeSelection(mp);
// and fall through
case DRAGGING_NEW_POINT:
case DRAGGING_POINT: {
Entity *p = SS.GetEntity(pending.point);
if((p->type == Entity::POINT_N_ROT_TRANS) &&
(shiftDown || ctrlDown))
{
// These points also come with a rotation, which the user can
// edit by pressing shift or control.
Quaternion q = p->PointGetQuaternion();
Vector p3 = p->PointGetNum();
Point2d p2 = ProjectPoint(p3);
Vector u = q.RotationU(), v = q.RotationV();
if(ctrlDown) {
double d = mp.DistanceTo(p2);
if(d < 25) {
// Don't start dragging the position about the normal
// until we're a little ways out, to get a reasonable
// reference pos
orig.mouse = mp;
break;
}
double theta = atan2(orig.mouse.y-p2.y, orig.mouse.x-p2.x);
theta -= atan2(y-p2.y, x-p2.x);
Vector gn = projRight.Cross(projUp);
u = u.RotatedAbout(gn, -theta);
v = v.RotatedAbout(gn, -theta);
} else {
double dx = -(x - orig.mouse.x);
double dy = -(y - orig.mouse.y);
double s = 0.3*(PI/180); // degrees per pixel
u = u.RotatedAbout(projUp, -s*dx);
u = u.RotatedAbout(projRight, s*dy);
v = v.RotatedAbout(projUp, -s*dx);
v = v.RotatedAbout(projRight, s*dy);
}
q = Quaternion::From(u, v);
p->PointForceQuaternionTo(q);
// Let's rotate about the selected point; so fix up the
// translation so that that point didn't move.
p->PointForceTo(p3);
orig.mouse = mp;
} else {
UpdateDraggedPoint(pending.point, x, y);
HitTestMakeSelection(mp);
}
SS.MarkGroupDirtyByEntity(pending.point);
break;
}
case DRAGGING_NEW_CUBIC_POINT: {
UpdateDraggedPoint(pending.point, x, y);
HitTestMakeSelection(mp);
hRequest hr = pending.point.request();
Vector p0 = SS.GetEntity(hr.entity(1))->PointGetNum();
Vector p3 = SS.GetEntity(hr.entity(4))->PointGetNum();
Vector p1 = p0.ScaledBy(2.0/3).Plus(p3.ScaledBy(1.0/3));
SS.GetEntity(hr.entity(2))->PointForceTo(p1);
Vector p2 = p0.ScaledBy(1.0/3).Plus(p3.ScaledBy(2.0/3));
SS.GetEntity(hr.entity(3))->PointForceTo(p2);
SS.MarkGroupDirtyByEntity(pending.point);
break;
}
case DRAGGING_NEW_ARC_POINT: {
UpdateDraggedPoint(pending.point, x, y);
HitTestMakeSelection(mp);
hRequest hr = pending.point.request();
Vector ona = SS.GetEntity(hr.entity(2))->PointGetNum();
Vector onb = SS.GetEntity(hr.entity(3))->PointGetNum();
Vector center = (ona.Plus(onb)).ScaledBy(0.5);
SS.GetEntity(hr.entity(1))->PointForceTo(center);
SS.MarkGroupDirtyByEntity(pending.point);
break;
}
case DRAGGING_NEW_RADIUS:
case DRAGGING_RADIUS: {
Entity *circle = SS.GetEntity(pending.circle);
Vector center = SS.GetEntity(circle->point[0])->PointGetNum();
Point2d c2 = ProjectPoint(center);
double r = c2.DistanceTo(mp)/scale;
SS.GetEntity(circle->distance)->DistanceForceTo(r);
SS.MarkGroupDirtyByEntity(pending.circle);
break;
}
case DRAGGING_NORMAL: {
Entity *normal = SS.GetEntity(pending.normal);
Vector p = SS.GetEntity(normal->point[0])->PointGetNum();
Point2d p2 = ProjectPoint(p);
Quaternion q = normal->NormalGetNum();
Vector u = q.RotationU(), v = q.RotationV();
if(ctrlDown) {
double theta = atan2(orig.mouse.y-p2.y, orig.mouse.x-p2.x);
theta -= atan2(y-p2.y, x-p2.x);
Vector normal = projRight.Cross(projUp);
u = u.RotatedAbout(normal, -theta);
v = v.RotatedAbout(normal, -theta);
} else {
double dx = -(x - orig.mouse.x);
double dy = -(y - orig.mouse.y);
double s = 0.3*(PI/180); // degrees per pixel
u = u.RotatedAbout(projUp, -s*dx);
u = u.RotatedAbout(projRight, s*dy);
v = v.RotatedAbout(projUp, -s*dx);
v = v.RotatedAbout(projRight, s*dy);
}
orig.mouse = mp;
normal->NormalForceTo(Quaternion::From(u, v));
SS.MarkGroupDirtyByEntity(pending.normal);
break;
}
default: oops();
}
if(pending.operation != 0 && pending.operation != DRAGGING_CONSTRAINT) {
SS.GenerateAll();
}
havePainted = false;
}
bool GraphicsWindow::Selection::Equals(Selection *b) {
if(entity.v != b->entity.v) return false;
if(constraint.v != b->constraint.v) return false;
return true;
}
bool GraphicsWindow::Selection::IsEmpty(void) {
if(entity.v) return false;
if(constraint.v) return false;
return true;
}
void GraphicsWindow::Selection::Clear(void) {
entity.v = constraint.v = 0;
emphasized = false;
}
void GraphicsWindow::Selection::Draw(void) {
Vector refp;
if(entity.v) {
glLineWidth(1.5);
Entity *e = SS.GetEntity(entity);
e->Draw();
if(emphasized) refp = e->GetReferencePos();
glLineWidth(1);
}
if(constraint.v) {
Constraint *c = SS.GetConstraint(constraint);
c->Draw();
if(emphasized) refp = c->GetReferencePos();
}
if(emphasized && (constraint.v || entity.v)) {
double s = 0.501/SS.GW.scale;
Vector topLeft = SS.GW.projRight.ScaledBy(-SS.GW.width*s);
topLeft = topLeft.Plus(SS.GW.projUp.ScaledBy(SS.GW.height*s));
topLeft = topLeft.Minus(SS.GW.offset);
glLineWidth(40);
glColor4d(1.0, 1.0, 0, 0.2);
glBegin(GL_LINES);
glxVertex3v(topLeft);
glxVertex3v(refp);
glEnd();
glLineWidth(1);
}
}
void GraphicsWindow::ClearSuper(void) {
HideGraphicsEditControl();
ClearPending();
@ -743,459 +441,6 @@ void GraphicsWindow::ClearSuper(void) {
EnsureValidActives();
}
void GraphicsWindow::ClearPending(void) {
memset(&pending, 0, sizeof(pending));
}
void GraphicsWindow::HitTestMakeSelection(Point2d mp) {
int i;
double d, dmin = 1e12;
Selection s;
ZERO(&s);
// Do the entities
for(i = 0; i < SS.entity.n; i++) {
Entity *e = &(SS.entity.elem[i]);
// Don't hover whatever's being dragged.
if(e->h.request().v == pending.point.request().v) continue;
d = e->GetDistance(mp);
if(d < 10 && d < dmin) {
memset(&s, 0, sizeof(s));
s.entity = e->h;
dmin = d;
}
}
// Constraints
for(i = 0; i < SS.constraint.n; i++) {
d = SS.constraint.elem[i].GetDistance(mp);
if(d < 10 && d < dmin) {
memset(&s, 0, sizeof(s));
s.constraint = SS.constraint.elem[i].h;
dmin = d;
}
}
// Faces, from the triangle mesh; these are lowest priority
if(s.constraint.v == 0 && s.entity.v == 0 && showShaded && showFaces) {
SMesh *m = &((SS.GetGroup(activeGroup))->mesh);
DWORD v = m->FirstIntersectionWith(mp);
if(v) {
s.entity.v = v;
}
}
if(!s.Equals(&hover)) {
hover = s;
InvalidateGraphics();
}
}
void GraphicsWindow::ClearSelection(void) {
for(int i = 0; i < MAX_SELECTED; i++) {
selection[i].Clear();
}
SS.later.showTW = true;
InvalidateGraphics();
}
void GraphicsWindow::ClearNonexistentSelectionItems(void) {
bool change = false;
for(int i = 0; i < MAX_SELECTED; i++) {
Selection *s = &(selection[i]);
if(s->constraint.v && !(SS.constraint.FindByIdNoOops(s->constraint))) {
s->constraint.v = 0;
change = true;
}
if(s->entity.v && !(SS.entity.FindByIdNoOops(s->entity))) {
s->entity.v = 0;
change = true;
}
}
if(change) InvalidateGraphics();
}
void GraphicsWindow::GroupSelection(void) {
memset(&gs, 0, sizeof(gs));
int i;
for(i = 0; i < MAX_SELECTED; i++) {
Selection *s = &(selection[i]);
if(s->entity.v) {
(gs.n)++;
Entity *e = SS.entity.FindById(s->entity);
// A list of points, and a list of all entities that aren't points.
if(e->IsPoint()) {
gs.point[(gs.points)++] = s->entity;
} else {
gs.entity[(gs.entities)++] = s->entity;
}
// And an auxiliary list of normals, including normals from
// workplanes.
if(e->IsNormal()) {
gs.anyNormal[(gs.anyNormals)++] = s->entity;
} else if(e->IsWorkplane()) {
gs.anyNormal[(gs.anyNormals)++] = e->Normal()->h;
}
// And of vectors (i.e., stuff with a direction to constrain)
if(e->HasVector()) {
gs.vector[(gs.vectors)++] = s->entity;
}
// Faces (which are special, associated/drawn with triangles)
if(e->IsFace()) {
gs.face[(gs.faces)++] = s->entity;
}
// And some aux counts too
switch(e->type) {
case Entity::WORKPLANE: (gs.workplanes)++; break;
case Entity::LINE_SEGMENT: (gs.lineSegments)++; break;
case Entity::ARC_OF_CIRCLE:
case Entity::CIRCLE: (gs.circlesOrArcs)++; break;
}
}
if(s->constraint.v) {
gs.constraint[(gs.constraints)++] = s->constraint;
}
}
}
void GraphicsWindow::MouseMiddleDown(double x, double y) {
if(GraphicsEditControlIsVisible()) return;
orig.offset = offset;
orig.projUp = projUp;
orig.projRight = projRight;
orig.mouse.x = x;
orig.mouse.y = y;
}
hRequest GraphicsWindow::AddRequest(int type) {
return AddRequest(type, true);
}
hRequest GraphicsWindow::AddRequest(int type, bool rememberForUndo) {
if(rememberForUndo) SS.UndoRemember();
Request r;
memset(&r, 0, sizeof(r));
r.group = activeGroup;
Group *g = SS.GetGroup(activeGroup);
if(g->type == Group::DRAWING_3D || g->type == Group::DRAWING_WORKPLANE) {
r.construction = false;
} else {
r.construction = true;
}
r.workplane = ActiveWorkplane();
r.type = type;
SS.request.AddAndAssignId(&r);
// We must regenerate the parameters, so that the code that tries to
// place this request's entities where the mouse is can do so. But
// we mustn't try to solve until reasonable values have been supplied
// for these new parameters, or else we'll get a numerical blowup.
SS.GenerateAll(-1, -1);
SS.MarkGroupDirty(r.group);
return r.h;
}
bool GraphicsWindow::ConstrainPointByHovered(hEntity pt) {
if(!hover.entity.v) return false;
Entity *e = SS.GetEntity(hover.entity);
if(e->IsPoint()) {
Constraint::ConstrainCoincident(e->h, pt);
return true;
}
if(e->IsCircle()) {
Constraint::Constrain(Constraint::PT_ON_CIRCLE,
pt, Entity::NO_ENTITY, e->h);
return true;
}
if(e->type == Entity::LINE_SEGMENT) {
Constraint::Constrain(Constraint::PT_ON_LINE,
pt, Entity::NO_ENTITY, e->h);
return true;
}
return false;
}
void GraphicsWindow::MouseLeftDown(double mx, double my) {
if(GraphicsEditControlIsVisible()) return;
// Make sure the hover is up to date.
MouseMoved(mx, my, false, false, false, false, false);
orig.mouse.x = mx;
orig.mouse.y = my;
// The current mouse location
Vector v = offset.ScaledBy(-1);
v = v.Plus(projRight.ScaledBy(mx/scale));
v = v.Plus(projUp.ScaledBy(my/scale));
hRequest hr;
switch(pending.operation) {
case MNU_DATUM_POINT:
hr = AddRequest(Request::DATUM_POINT);
SS.GetEntity(hr.entity(0))->PointForceTo(v);
ConstrainPointByHovered(hr.entity(0));
ClearSuper();
pending.operation = 0;
break;
case MNU_LINE_SEGMENT:
hr = AddRequest(Request::LINE_SEGMENT);
SS.GetEntity(hr.entity(1))->PointForceTo(v);
ConstrainPointByHovered(hr.entity(1));
ClearSuper();
pending.operation = DRAGGING_NEW_LINE_POINT;
pending.point = hr.entity(2);
pending.description = "click to place next point of line";
SS.GetEntity(pending.point)->PointForceTo(v);
break;
case MNU_RECTANGLE: {
if(!SS.GW.LockedInWorkplane()) {
Error("Can't draw rectangle in 3d; select a workplane first.");
break;
}
hRequest lns[4];
int i;
SS.UndoRemember();
for(i = 0; i < 4; i++) {
lns[i] = AddRequest(Request::LINE_SEGMENT, false);
}
for(i = 0; i < 4; i++) {
Constraint::ConstrainCoincident(
lns[i].entity(1), lns[(i+1)%4].entity(2));
SS.GetEntity(lns[i].entity(1))->PointForceTo(v);
SS.GetEntity(lns[i].entity(2))->PointForceTo(v);
}
for(i = 0; i < 4; i++) {
Constraint::Constrain(
(i % 2) ? Constraint::HORIZONTAL : Constraint::VERTICAL,
Entity::NO_ENTITY, Entity::NO_ENTITY,
lns[i].entity(0));
}
ConstrainPointByHovered(lns[2].entity(1));
pending.operation = DRAGGING_NEW_POINT;
pending.point = lns[1].entity(2);
pending.description = "click to place other corner of rectangle";
break;
}
case MNU_CIRCLE:
hr = AddRequest(Request::CIRCLE);
SS.GetEntity(hr.entity(1))->PointForceTo(v);
SS.GetEntity(hr.entity(32))->NormalForceTo(
Quaternion::From(SS.GW.projRight, SS.GW.projUp));
ConstrainPointByHovered(hr.entity(1));
ClearSuper();
pending.operation = DRAGGING_NEW_RADIUS;
pending.circle = hr.entity(0);
pending.description = "click to set radius";
SS.GetParam(hr.param(0))->val = 0;
break;
case MNU_ARC:
if(!SS.GW.LockedInWorkplane()) {
Error("Can't draw arc in 3d; select a workplane first.");
ClearPending();
break;
}
hr = AddRequest(Request::ARC_OF_CIRCLE);
SS.GetEntity(hr.entity(1))->PointForceTo(v);
SS.GetEntity(hr.entity(2))->PointForceTo(v);
SS.GetEntity(hr.entity(3))->PointForceTo(v);
ConstrainPointByHovered(hr.entity(2));
ClearSuper();
pending.operation = DRAGGING_NEW_ARC_POINT;
pending.point = hr.entity(3);
pending.description = "click to place point";
break;
case MNU_CUBIC:
hr = AddRequest(Request::CUBIC);
SS.GetEntity(hr.entity(1))->PointForceTo(v);
SS.GetEntity(hr.entity(2))->PointForceTo(v);
SS.GetEntity(hr.entity(3))->PointForceTo(v);
SS.GetEntity(hr.entity(4))->PointForceTo(v);
ConstrainPointByHovered(hr.entity(1));
ClearSuper();
pending.operation = DRAGGING_NEW_CUBIC_POINT;
pending.point = hr.entity(4);
pending.description = "click to place next point of cubic";
break;
case MNU_WORKPLANE:
hr = AddRequest(Request::WORKPLANE);
SS.GetEntity(hr.entity(1))->PointForceTo(v);
SS.GetEntity(hr.entity(32))->NormalForceTo(
Quaternion::From(SS.GW.projRight, SS.GW.projUp));
ConstrainPointByHovered(hr.entity(1));
ClearSuper();
break;
case DRAGGING_RADIUS:
case DRAGGING_NEW_POINT:
// The MouseMoved event has already dragged it as desired.
ClearPending();
break;
case DRAGGING_NEW_ARC_POINT:
case DRAGGING_NEW_CUBIC_POINT:
ConstrainPointByHovered(pending.point);
ClearPending();
break;
case DRAGGING_NEW_LINE_POINT: {
if(ConstrainPointByHovered(pending.point)) {
ClearPending();
break;
}
// Create a new line segment, so that we continue drawing.
hRequest hr = AddRequest(Request::LINE_SEGMENT);
SS.GetEntity(hr.entity(1))->PointForceTo(v);
SS.GetEntity(hr.entity(2))->PointForceTo(v);
// Constrain the line segments to share an endpoint
Constraint::ConstrainCoincident(pending.point, hr.entity(1));
// And drag an endpoint of the new line segment
pending.operation = DRAGGING_NEW_LINE_POINT;
pending.point = hr.entity(2);
pending.description = "click to place next point of next line";
break;
}
case 0:
default: {
ClearPending();
if(hover.IsEmpty()) break;
// If an item is hovered, then by clicking on it, we toggle its
// selection state.
int i;
for(i = 0; i < MAX_SELECTED; i++) {
if(selection[i].Equals(&hover)) {
selection[i].Clear();
break;
}
}
if(i != MAX_SELECTED) break;
if(hover.entity.v != 0 && SS.GetEntity(hover.entity)->IsFace()) {
// In the interest of speed for the triangle drawing code,
// only two faces may be selected at a time.
int c = 0;
for(i = 0; i < MAX_SELECTED; i++) {
hEntity he = selection[i].entity;
if(he.v != 0 && SS.GetEntity(he)->IsFace()) {
c++;
if(c >= 2) selection[i].Clear();
}
}
}
for(i = 0; i < MAX_SELECTED; i++) {
if(selection[i].IsEmpty()) {
selection[i] = hover;
break;
}
}
break;
}
}
SS.later.showTW = true;
InvalidateGraphics();
}
void GraphicsWindow::MouseLeftUp(double mx, double my) {
switch(pending.operation) {
case DRAGGING_POINT:
case DRAGGING_CONSTRAINT:
case DRAGGING_NORMAL:
case DRAGGING_RADIUS:
ClearPending();
break;
default:
break; // do nothing
}
}
void GraphicsWindow::MouseLeftDoubleClick(double mx, double my) {
if(GraphicsEditControlIsVisible()) return;
if(hover.constraint.v) {
constraintBeingEdited = hover.constraint;
ClearSuper();
Constraint *c = SS.GetConstraint(constraintBeingEdited);
Vector p3 = c->GetLabelPos();
Point2d p2 = ProjectPoint(p3);
ShowGraphicsEditControl((int)p2.x, (int)p2.y, c->exprA->Print());
}
}
void GraphicsWindow::EditControlDone(char *s) {
Expr *e = Expr::From(s);
if(e) {
SS.UndoRemember();
Constraint *c = SS.GetConstraint(constraintBeingEdited);
Expr::FreeKeep(&(c->exprA));
c->exprA = e->DeepCopyKeep();
HideGraphicsEditControl();
SS.MarkGroupDirty(c->group);
SS.GenerateAll();
} else {
Error("Not a valid number or expression: '%s'", s);
}
}
void GraphicsWindow::MouseScroll(double x, double y, int delta) {
double offsetRight = offset.Dot(projRight);
double offsetUp = offset.Dot(projUp);
double righti = x/scale - offsetRight;
double upi = y/scale - offsetUp;
if(delta > 0) {
scale *= 1.2;
} else {
scale /= 1.2;
}
double rightf = x/scale - offsetRight;
double upf = y/scale - offsetUp;
offset = offset.Plus(projRight.ScaledBy(rightf - righti));
offset = offset.Plus(projUp.ScaledBy(upf - upi));
InvalidateGraphics();
}
void GraphicsWindow::ToggleBool(int link, DWORD v) {
bool *vb = (bool *)v;
*vb = !*vb;
@ -1209,93 +454,3 @@ void GraphicsWindow::ToggleBool(int link, DWORD v) {
SS.later.showTW = true;
}
Vector GraphicsWindow::VectorFromProjs(double right, double up, double fwd) {
Vector n = projRight.Cross(projUp);
Vector r = offset.ScaledBy(-1);
r = r.Plus(projRight.ScaledBy(right));
r = r.Plus(projUp.ScaledBy(up));
r = r.Plus(n.ScaledBy(fwd));
return r;
}
void GraphicsWindow::Paint(int w, int h) {
havePainted = true;
width = w; height = h;
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glScaled(scale*2.0/w, scale*2.0/h, scale*1.0/30000);
double tx = projRight.Dot(offset);
double ty = projUp.Dot(offset);
Vector n = projUp.Cross(projRight);
double tz = n.Dot(offset);
double mat[16];
MakeMatrix(mat, projRight.x, projRight.y, projRight.z, tx,
projUp.x, projUp.y, projUp.z, ty,
n.x, n.y, n.z, tz,
0, 0, 0, 1);
glMultMatrixd(mat);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glShadeModel(GL_SMOOTH);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND);
glEnable(GL_LINE_SMOOTH);
glEnable(GL_POLYGON_OFFSET_LINE);
glEnable(GL_POLYGON_OFFSET_FILL);
glEnable(GL_DEPTH_TEST);
glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
glEnable(GL_NORMALIZE);
// At the same depth, we want later lines drawn over earlier.
glDepthFunc(GL_LEQUAL);
glClearDepth(1.0);
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
Vector light = VectorFromProjs(-0.49*w/scale, 0.49*h/scale, 0);
GLfloat lightPos[4] =
{ (GLfloat)light.x, (GLfloat)light.y, (GLfloat)light.z, 0 };
glLightfv(GL_LIGHT0, GL_POSITION, lightPos);
glEnable(GL_LIGHT0);
glLightModelf(GL_LIGHT_MODEL_TWO_SIDE, 1);
GLfloat ambient[4] = { 0.4f, 0.4f, 0.4f, 1.0f };
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient);
glxUnlockColor();
int i;
// Draw the groups; this fills the polygons in a drawing group, and
// draws the solid mesh.
(SS.GetGroup(activeGroup))->Draw();
// Now draw the entities
if(showHdnLines) glDisable(GL_DEPTH_TEST);
Entity::DrawAll();
glDisable(GL_DEPTH_TEST);
// Draw the constraints
for(i = 0; i < SS.constraint.n; i++) {
SS.constraint.elem[i].Draw();
}
// Then redraw whatever the mouse is hovering over, highlighted.
glDisable(GL_DEPTH_TEST);
glxLockColorTo(1, 1, 0);
hover.Draw();
// And finally draw the selection, same mechanism.
glxLockColorTo(1, 0, 0);
for(i = 0; i < MAX_SELECTED; i++) {
selection[i].Draw();
}
}

View File

@ -1,14 +1,9 @@
#include "solvespace.h"
const hEntity Entity::FREE_IN_3D = { 0 };
const hEntity Entity::NO_ENTITY = { 0 };
const hParam Param::NO_PARAM = { 0 };
#define NO_PARAM (Param::NO_PARAM)
const hGroup Group::HGROUP_REFERENCES = { 1 };
const hRequest Request::HREQUEST_REFERENCE_XY = { 1 };
const hRequest Request::HREQUEST_REFERENCE_YZ = { 2 };
const hRequest Request::HREQUEST_REFERENCE_ZX = { 3 };
#define gs (SS.GW.gs)
@ -602,402 +597,3 @@ void Group::TagEdgesFromLineSegments(SEdgeList *el) {
}
}
void Group::GeneratePolygon(void) {
poly.Clear();
if(type == DRAWING_3D || type == DRAWING_WORKPLANE ||
type == ROTATE || type == TRANSLATE)
{
SEdgeList edges; ZERO(&edges);
int i;
for(i = 0; i < SS.entity.n; i++) {
Entity *e = &(SS.entity.elem[i]);
if(e->group.v != h.v) continue;
e->GenerateEdges(&edges);
}
SEdge error;
if(edges.AssemblePolygon(&poly, &error)) {
polyError.yes = false;
poly.normal = poly.ComputeNormal();
poly.FixContourDirections();
} else {
polyError.yes = true;
polyError.notClosedAt = error;
poly.Clear();
}
edges.Clear();
}
}
void Group::GenerateMesh(void) {
SMesh outm;
ZERO(&outm);
if(type == EXTRUDE) {
SEdgeList edges;
ZERO(&edges);
int i;
Group *src = SS.GetGroup(opA);
Vector translate = Vector::From(h.param(0), h.param(1), h.param(2));
Vector tbot, ttop;
if(subtype == ONE_SIDED) {
tbot = Vector::From(0, 0, 0); ttop = translate.ScaledBy(2);
} else {
tbot = translate.ScaledBy(-1); ttop = translate.ScaledBy(1);
}
bool flipBottom = translate.Dot(src->poly.normal) > 0;
// Get a triangulation of the source poly; this is not a closed mesh.
SMesh srcm; ZERO(&srcm);
(src->poly).TriangulateInto(&srcm);
STriMeta meta = { 0, color };
// Do the bottom; that has normal pointing opposite from translate
meta.face = Remap(Entity::NO_ENTITY, REMAP_BOTTOM).v;
for(i = 0; i < srcm.l.n; i++) {
STriangle *st = &(srcm.l.elem[i]);
Vector at = (st->a).Plus(tbot),
bt = (st->b).Plus(tbot),
ct = (st->c).Plus(tbot);
if(flipBottom) {
outm.AddTriangle(meta, ct, bt, at);
} else {
outm.AddTriangle(meta, at, bt, ct);
}
}
// And the top; that has the normal pointing the same dir as translate
meta.face = Remap(Entity::NO_ENTITY, REMAP_TOP).v;
for(i = 0; i < srcm.l.n; i++) {
STriangle *st = &(srcm.l.elem[i]);
Vector at = (st->a).Plus(ttop),
bt = (st->b).Plus(ttop),
ct = (st->c).Plus(ttop);
if(flipBottom) {
outm.AddTriangle(meta, at, bt, ct);
} else {
outm.AddTriangle(meta, ct, bt, at);
}
}
srcm.Clear();
// Get the source polygon to extrude, and break it down to edges
edges.Clear();
(src->poly).MakeEdgesInto(&edges);
edges.l.ClearTags();
TagEdgesFromLineSegments(&edges);
// The sides; these are quads, represented as two triangles.
for(i = 0; i < edges.l.n; i++) {
SEdge *edge = &(edges.l.elem[i]);
Vector abot = (edge->a).Plus(tbot), bbot = (edge->b).Plus(tbot);
Vector atop = (edge->a).Plus(ttop), btop = (edge->b).Plus(ttop);
// We tagged the edges that came from line segments; their
// triangles should be associated with that plane face.
if(edge->tag) {
hEntity hl = { edge->tag };
hEntity hf = Remap(hl, REMAP_LINE_TO_FACE);
meta.face = hf.v;
} else {
meta.face = 0;
}
if(flipBottom) {
outm.AddTriangle(meta, bbot, abot, atop);
outm.AddTriangle(meta, bbot, atop, btop);
} else {
outm.AddTriangle(meta, abot, bbot, atop);
outm.AddTriangle(meta, bbot, btop, atop);
}
}
edges.Clear();
} else if(type == IMPORTED) {
// Triangles are just copied over, with the appropriate transformation
// applied.
Vector offset = {
SS.GetParam(h.param(0))->val,
SS.GetParam(h.param(1))->val,
SS.GetParam(h.param(2))->val };
Quaternion q = {
SS.GetParam(h.param(3))->val,
SS.GetParam(h.param(4))->val,
SS.GetParam(h.param(5))->val,
SS.GetParam(h.param(6))->val };
for(int i = 0; i < impMesh.l.n; i++) {
STriangle st = impMesh.l.elem[i];
if(st.meta.face != 0) {
hEntity he = { st.meta.face };
st.meta.face = Remap(he, 0).v;
}
st.a = q.Rotate(st.a).Plus(offset);
st.b = q.Rotate(st.b).Plus(offset);
st.c = q.Rotate(st.c).Plus(offset);
outm.AddTriangle(&st);
}
}
// So our group's mesh appears in outm. Combine this with the previous
// group's mesh, using the requested operation.
mesh.Clear();
bool prevMeshError = meshError.yes;
meshError.yes = false;
meshError.interferesAt.Clear();
SMesh *a = PreviousGroupMesh();
if(meshCombine == COMBINE_AS_UNION) {
mesh.MakeFromUnion(a, &outm);
} else if(meshCombine == COMBINE_AS_DIFFERENCE) {
mesh.MakeFromDifference(a, &outm);
} else {
if(!mesh.MakeFromInterferenceCheck(a, &outm, &(meshError.interferesAt)))
meshError.yes = true;
// And the list of failed triangles appears in meshError.interferesAt
}
if(prevMeshError != meshError.yes) {
// The error is reported in the text window for the group.
SS.later.showTW = true;
}
outm.Clear();
}
SMesh *Group::PreviousGroupMesh(void) {
int i;
for(i = 0; i < SS.group.n; i++) {
Group *g = &(SS.group.elem[i]);
if(g->h.v == h.v) break;
}
if(i == 0 || i >= SS.group.n) oops();
return &(SS.group.elem[i-1].mesh);
}
void Group::Draw(void) {
// Show this even if the group is not visible. It's already possible
// to show or hide just this with the "show solids" flag.
int specColor;
if(type != EXTRUDE && type != IMPORTED) {
specColor = RGB(25, 25, 25); // force the color to something dim
} else {
specColor = -1; // 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, 1.0 };
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.
DWORD mh = 0, ms1 = 0, ms2 = 0;
hEntity he = SS.GW.hover.entity;
if(he.v != 0 && SS.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;
glEnable(GL_LIGHTING);
if(SS.GW.showShaded) glxFillMesh(specColor, &mesh, mh, ms1, ms2);
glDisable(GL_LIGHTING);
if(meshError.yes) {
// Draw the error triangles in bright red stripes, with no Z buffering
GLubyte mask[32*32/8];
memset(mask, 0xf0, sizeof(mask));
glPolygonStipple(mask);
int specColor = 0;
glDisable(GL_DEPTH_TEST);
glColor3d(0, 0, 0);
glxFillMesh(0, &meshError.interferesAt, 0, 0, 0);
glEnable(GL_POLYGON_STIPPLE);
glColor3d(1, 0, 0);
glxFillMesh(0, &meshError.interferesAt, 0, 0, 0);
glEnable(GL_DEPTH_TEST);
glDisable(GL_POLYGON_STIPPLE);
}
if(SS.GW.showMesh) glxDebugMesh(&mesh);
if(!SS.GW.showShaded) return;
if(polyError.yes) {
glxColor4d(1, 0, 0, 0.2);
glLineWidth(10);
glBegin(GL_LINES);
glxVertex3v(polyError.notClosedAt.a);
glxVertex3v(polyError.notClosedAt.b);
glEnd();
glLineWidth(1);
glxColor3d(1, 0, 0);
glPushMatrix();
glxTranslatev(polyError.notClosedAt.b);
glxOntoWorkplane(SS.GW.projRight, SS.GW.projUp);
glxWriteText("not closed contour!");
glPopMatrix();
} else {
glxColor4d(0, 0.1, 0.1, 0.5);
glPolygonOffset(-1, -1);
glxFillPolygon(&poly);
glPolygonOffset(0, 0);
}
}
hParam Request::AddParam(IdList<Param,hParam> *param, hParam hp) {
Param pa;
memset(&pa, 0, sizeof(pa));
pa.h = hp;
param->Add(&pa);
return hp;
}
void Request::Generate(IdList<Entity,hEntity> *entity,
IdList<Param,hParam> *param)
{
int points = 0;
int params = 0;
int et = 0;
bool hasNormal = false;
bool hasDistance = false;
int i;
Entity e;
memset(&e, 0, sizeof(e));
switch(type) {
case Request::WORKPLANE:
et = Entity::WORKPLANE;
points = 1;
hasNormal = true;
break;
case Request::DATUM_POINT:
et = 0;
points = 1;
break;
case Request::LINE_SEGMENT:
et = Entity::LINE_SEGMENT;
points = 2;
break;
case Request::CIRCLE:
et = Entity::CIRCLE;
points = 1;
params = 1;
hasNormal = true;
hasDistance = true;
break;
case Request::ARC_OF_CIRCLE:
et = Entity::ARC_OF_CIRCLE;
points = 3;
hasNormal = true;
break;
case Request::CUBIC:
et = Entity::CUBIC;
points = 4;
break;
default: oops();
}
// Generate the entity that's specific to this request.
e.type = et;
e.group = group;
e.workplane = workplane;
e.construction = construction;
e.h = h.entity(0);
// And generate entities for the points
for(i = 0; i < points; i++) {
Entity p;
memset(&p, 0, sizeof(p));
p.workplane = workplane;
// points start from entity 1, except for datum point case
p.h = h.entity(i+(et ? 1 : 0));
p.group = group;
if(workplane.v == Entity::FREE_IN_3D.v) {
p.type = Entity::POINT_IN_3D;
// params for x y z
p.param[0] = AddParam(param, h.param(16 + 3*i + 0));
p.param[1] = AddParam(param, h.param(16 + 3*i + 1));
p.param[2] = AddParam(param, h.param(16 + 3*i + 2));
} else {
p.type = Entity::POINT_IN_2D;
// params for u v
p.param[0] = AddParam(param, h.param(16 + 3*i + 0));
p.param[1] = AddParam(param, h.param(16 + 3*i + 1));
}
entity->Add(&p);
e.point[i] = p.h;
}
if(hasNormal) {
Entity n;
memset(&n, 0, sizeof(n));
n.workplane = workplane;
n.h = h.entity(32);
n.group = group;
if(workplane.v == Entity::FREE_IN_3D.v) {
n.type = Entity::NORMAL_IN_3D;
n.param[0] = AddParam(param, h.param(32+0));
n.param[1] = AddParam(param, h.param(32+1));
n.param[2] = AddParam(param, h.param(32+2));
n.param[3] = AddParam(param, h.param(32+3));
} else {
n.type = Entity::NORMAL_IN_2D;
// and this is just a copy of the workplane quaternion,
// so no params required
}
if(points < 1) oops();
// The point determines where the normal gets displayed on-screen;
// it's entirely cosmetic.
n.point[0] = e.point[0];
entity->Add(&n);
e.normal = n.h;
}
if(hasDistance) {
Entity d;
memset(&d, 0, sizeof(d));
d.workplane = workplane;
d.h = h.entity(64);
d.group = group;
d.type = Entity::DISTANCE;
d.param[0] = AddParam(param, h.param(64));
entity->Add(&d);
e.distance = d.h;
}
// And generate any params not associated with the point that
// we happen to need.
for(i = 0; i < params; i++) {
e.param[i] = AddParam(param, h.param(i));
}
if(et) entity->Add(&e);
}
char *Request::DescriptionString(void) {
char *s;
if(h.v == Request::HREQUEST_REFERENCE_XY.v) {
s = "#XY";
} else if(h.v == Request::HREQUEST_REFERENCE_YZ.v) {
s = "#YZ";
} else if(h.v == Request::HREQUEST_REFERENCE_ZX.v) {
s = "#ZX";
} else {
switch(type) {
case WORKPLANE: s = "workplane"; break;
case DATUM_POINT: s = "datum-point"; break;
case LINE_SEGMENT: s = "line-segment"; break;
case CUBIC: s = "cubic-bezier"; break;
case CIRCLE: s = "circle"; break;
case ARC_OF_CIRCLE: s = "arc-of-circle"; break;
default: s = "???"; break;
}
}
static char ret[100];
sprintf(ret, "r%03x-%s", h.v, s);
return ret;
}

244
groupmesh.cpp Normal file
View File

@ -0,0 +1,244 @@
#include "solvespace.h"
#define gs (SS.GW.gs)
void Group::GeneratePolygon(void) {
poly.Clear();
if(type == DRAWING_3D || type == DRAWING_WORKPLANE ||
type == ROTATE || type == TRANSLATE)
{
SEdgeList edges; ZERO(&edges);
int i;
for(i = 0; i < SS.entity.n; i++) {
Entity *e = &(SS.entity.elem[i]);
if(e->group.v != h.v) continue;
e->GenerateEdges(&edges);
}
SEdge error;
if(edges.AssemblePolygon(&poly, &error)) {
polyError.yes = false;
poly.normal = poly.ComputeNormal();
poly.FixContourDirections();
} else {
polyError.yes = true;
polyError.notClosedAt = error;
poly.Clear();
}
edges.Clear();
}
}
void Group::GenerateMesh(void) {
SMesh outm;
ZERO(&outm);
if(type == EXTRUDE) {
SEdgeList edges;
ZERO(&edges);
int i;
Group *src = SS.GetGroup(opA);
Vector translate = Vector::From(h.param(0), h.param(1), h.param(2));
Vector tbot, ttop;
if(subtype == ONE_SIDED) {
tbot = Vector::From(0, 0, 0); ttop = translate.ScaledBy(2);
} else {
tbot = translate.ScaledBy(-1); ttop = translate.ScaledBy(1);
}
bool flipBottom = translate.Dot(src->poly.normal) > 0;
// Get a triangulation of the source poly; this is not a closed mesh.
SMesh srcm; ZERO(&srcm);
(src->poly).TriangulateInto(&srcm);
STriMeta meta = { 0, color };
// Do the bottom; that has normal pointing opposite from translate
meta.face = Remap(Entity::NO_ENTITY, REMAP_BOTTOM).v;
for(i = 0; i < srcm.l.n; i++) {
STriangle *st = &(srcm.l.elem[i]);
Vector at = (st->a).Plus(tbot),
bt = (st->b).Plus(tbot),
ct = (st->c).Plus(tbot);
if(flipBottom) {
outm.AddTriangle(meta, ct, bt, at);
} else {
outm.AddTriangle(meta, at, bt, ct);
}
}
// And the top; that has the normal pointing the same dir as translate
meta.face = Remap(Entity::NO_ENTITY, REMAP_TOP).v;
for(i = 0; i < srcm.l.n; i++) {
STriangle *st = &(srcm.l.elem[i]);
Vector at = (st->a).Plus(ttop),
bt = (st->b).Plus(ttop),
ct = (st->c).Plus(ttop);
if(flipBottom) {
outm.AddTriangle(meta, at, bt, ct);
} else {
outm.AddTriangle(meta, ct, bt, at);
}
}
srcm.Clear();
// Get the source polygon to extrude, and break it down to edges
edges.Clear();
(src->poly).MakeEdgesInto(&edges);
edges.l.ClearTags();
TagEdgesFromLineSegments(&edges);
// The sides; these are quads, represented as two triangles.
for(i = 0; i < edges.l.n; i++) {
SEdge *edge = &(edges.l.elem[i]);
Vector abot = (edge->a).Plus(tbot), bbot = (edge->b).Plus(tbot);
Vector atop = (edge->a).Plus(ttop), btop = (edge->b).Plus(ttop);
// We tagged the edges that came from line segments; their
// triangles should be associated with that plane face.
if(edge->tag) {
hEntity hl = { edge->tag };
hEntity hf = Remap(hl, REMAP_LINE_TO_FACE);
meta.face = hf.v;
} else {
meta.face = 0;
}
if(flipBottom) {
outm.AddTriangle(meta, bbot, abot, atop);
outm.AddTriangle(meta, bbot, atop, btop);
} else {
outm.AddTriangle(meta, abot, bbot, atop);
outm.AddTriangle(meta, bbot, btop, atop);
}
}
edges.Clear();
} else if(type == IMPORTED) {
// Triangles are just copied over, with the appropriate transformation
// applied.
Vector offset = {
SS.GetParam(h.param(0))->val,
SS.GetParam(h.param(1))->val,
SS.GetParam(h.param(2))->val };
Quaternion q = {
SS.GetParam(h.param(3))->val,
SS.GetParam(h.param(4))->val,
SS.GetParam(h.param(5))->val,
SS.GetParam(h.param(6))->val };
for(int i = 0; i < impMesh.l.n; i++) {
STriangle st = impMesh.l.elem[i];
if(st.meta.face != 0) {
hEntity he = { st.meta.face };
st.meta.face = Remap(he, 0).v;
}
st.a = q.Rotate(st.a).Plus(offset);
st.b = q.Rotate(st.b).Plus(offset);
st.c = q.Rotate(st.c).Plus(offset);
outm.AddTriangle(&st);
}
}
// So our group's mesh appears in outm. Combine this with the previous
// group's mesh, using the requested operation.
mesh.Clear();
bool prevMeshError = meshError.yes;
meshError.yes = false;
meshError.interferesAt.Clear();
SMesh *a = PreviousGroupMesh();
if(meshCombine == COMBINE_AS_UNION) {
mesh.MakeFromUnion(a, &outm);
} else if(meshCombine == COMBINE_AS_DIFFERENCE) {
mesh.MakeFromDifference(a, &outm);
} else {
if(!mesh.MakeFromInterferenceCheck(a, &outm, &(meshError.interferesAt)))
meshError.yes = true;
// And the list of failed triangles appears in meshError.interferesAt
}
if(prevMeshError != meshError.yes) {
// The error is reported in the text window for the group.
SS.later.showTW = true;
}
outm.Clear();
}
SMesh *Group::PreviousGroupMesh(void) {
int i;
for(i = 0; i < SS.group.n; i++) {
Group *g = &(SS.group.elem[i]);
if(g->h.v == h.v) break;
}
if(i == 0 || i >= SS.group.n) oops();
return &(SS.group.elem[i-1].mesh);
}
void Group::Draw(void) {
// Show this even if the group is not visible. It's already possible
// to show or hide just this with the "show solids" flag.
int specColor;
if(type != EXTRUDE && type != IMPORTED) {
specColor = RGB(25, 25, 25); // force the color to something dim
} else {
specColor = -1; // 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, 1.0 };
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.
DWORD mh = 0, ms1 = 0, ms2 = 0;
hEntity he = SS.GW.hover.entity;
if(he.v != 0 && SS.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;
glEnable(GL_LIGHTING);
if(SS.GW.showShaded) glxFillMesh(specColor, &mesh, mh, ms1, ms2);
glDisable(GL_LIGHTING);
if(meshError.yes) {
// Draw the error triangles in bright red stripes, with no Z buffering
GLubyte mask[32*32/8];
memset(mask, 0xf0, sizeof(mask));
glPolygonStipple(mask);
int specColor = 0;
glDisable(GL_DEPTH_TEST);
glColor3d(0, 0, 0);
glxFillMesh(0, &meshError.interferesAt, 0, 0, 0);
glEnable(GL_POLYGON_STIPPLE);
glColor3d(1, 0, 0);
glxFillMesh(0, &meshError.interferesAt, 0, 0, 0);
glEnable(GL_DEPTH_TEST);
glDisable(GL_POLYGON_STIPPLE);
}
if(SS.GW.showMesh) glxDebugMesh(&mesh);
if(!SS.GW.showShaded) return;
if(polyError.yes) {
glxColor4d(1, 0, 0, 0.2);
glLineWidth(10);
glBegin(GL_LINES);
glxVertex3v(polyError.notClosedAt.a);
glxVertex3v(polyError.notClosedAt.b);
glEnd();
glLineWidth(1);
glxColor3d(1, 0, 0);
glPushMatrix();
glxTranslatev(polyError.notClosedAt.b);
glxOntoWorkplane(SS.GW.projRight, SS.GW.projUp);
glxWriteText("not closed contour!");
glPopMatrix();
} else {
glxColor4d(0, 0.1, 0.1, 0.5);
glPolygonOffset(-1, -1);
glxFillPolygon(&poly);
glPolygonOffset(0, 0);
}
}

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#include "solvespace.h"
const hRequest Request::HREQUEST_REFERENCE_XY = { 1 };
const hRequest Request::HREQUEST_REFERENCE_YZ = { 2 };
const hRequest Request::HREQUEST_REFERENCE_ZX = { 3 };
void Request::Generate(IdList<Entity,hEntity> *entity,
IdList<Param,hParam> *param)
{
int points = 0;
int params = 0;
int et = 0;
bool hasNormal = false;
bool hasDistance = false;
int i;
Entity e;
memset(&e, 0, sizeof(e));
switch(type) {
case Request::WORKPLANE:
et = Entity::WORKPLANE;
points = 1;
hasNormal = true;
break;
case Request::DATUM_POINT:
et = 0;
points = 1;
break;
case Request::LINE_SEGMENT:
et = Entity::LINE_SEGMENT;
points = 2;
break;
case Request::CIRCLE:
et = Entity::CIRCLE;
points = 1;
params = 1;
hasNormal = true;
hasDistance = true;
break;
case Request::ARC_OF_CIRCLE:
et = Entity::ARC_OF_CIRCLE;
points = 3;
hasNormal = true;
break;
case Request::CUBIC:
et = Entity::CUBIC;
points = 4;
break;
default: oops();
}
// Generate the entity that's specific to this request.
e.type = et;
e.group = group;
e.workplane = workplane;
e.construction = construction;
e.h = h.entity(0);
// And generate entities for the points
for(i = 0; i < points; i++) {
Entity p;
memset(&p, 0, sizeof(p));
p.workplane = workplane;
// points start from entity 1, except for datum point case
p.h = h.entity(i+(et ? 1 : 0));
p.group = group;
if(workplane.v == Entity::FREE_IN_3D.v) {
p.type = Entity::POINT_IN_3D;
// params for x y z
p.param[0] = AddParam(param, h.param(16 + 3*i + 0));
p.param[1] = AddParam(param, h.param(16 + 3*i + 1));
p.param[2] = AddParam(param, h.param(16 + 3*i + 2));
} else {
p.type = Entity::POINT_IN_2D;
// params for u v
p.param[0] = AddParam(param, h.param(16 + 3*i + 0));
p.param[1] = AddParam(param, h.param(16 + 3*i + 1));
}
entity->Add(&p);
e.point[i] = p.h;
}
if(hasNormal) {
Entity n;
memset(&n, 0, sizeof(n));
n.workplane = workplane;
n.h = h.entity(32);
n.group = group;
if(workplane.v == Entity::FREE_IN_3D.v) {
n.type = Entity::NORMAL_IN_3D;
n.param[0] = AddParam(param, h.param(32+0));
n.param[1] = AddParam(param, h.param(32+1));
n.param[2] = AddParam(param, h.param(32+2));
n.param[3] = AddParam(param, h.param(32+3));
} else {
n.type = Entity::NORMAL_IN_2D;
// and this is just a copy of the workplane quaternion,
// so no params required
}
if(points < 1) oops();
// The point determines where the normal gets displayed on-screen;
// it's entirely cosmetic.
n.point[0] = e.point[0];
entity->Add(&n);
e.normal = n.h;
}
if(hasDistance) {
Entity d;
memset(&d, 0, sizeof(d));
d.workplane = workplane;
d.h = h.entity(64);
d.group = group;
d.type = Entity::DISTANCE;
d.param[0] = AddParam(param, h.param(64));
entity->Add(&d);
e.distance = d.h;
}
// And generate any params not associated with the point that
// we happen to need.
for(i = 0; i < params; i++) {
e.param[i] = AddParam(param, h.param(i));
}
if(et) entity->Add(&e);
}
char *Request::DescriptionString(void) {
char *s;
if(h.v == Request::HREQUEST_REFERENCE_XY.v) {
s = "#XY";
} else if(h.v == Request::HREQUEST_REFERENCE_YZ.v) {
s = "#YZ";
} else if(h.v == Request::HREQUEST_REFERENCE_ZX.v) {
s = "#ZX";
} else {
switch(type) {
case WORKPLANE: s = "workplane"; break;
case DATUM_POINT: s = "datum-point"; break;
case LINE_SEGMENT: s = "line-segment"; break;
case CUBIC: s = "cubic-bezier"; break;
case CIRCLE: s = "circle"; break;
case ARC_OF_CIRCLE: s = "arc-of-circle"; break;
default: s = "???"; break;
}
}
static char ret[100];
sprintf(ret, "r%03x-%s", h.v, s);
return ret;
}
hParam Request::AddParam(IdList<Param,hParam> *param, hParam hp) {
Param pa;
memset(&pa, 0, sizeof(pa));
pa.h = hp;
param->Add(&pa);
return hp;
}