#include #include "solvespace.h" #define mView (&GraphicsWindow::MenuView) #define mEdit (&GraphicsWindow::MenuEdit) #define mReq (&GraphicsWindow::MenuRequest) #define mCon (&Constraint::MenuConstrain) #define mFile (&SolveSpace::MenuFile) #define mGrp (&Group::MenuGroup) #define S 0x100 #define C 0x200 const GraphicsWindow::MenuEntry GraphicsWindow::menu[] = { { 0, "&File", 0, NULL }, { 1, "&New\tCtrl+N", MNU_NEW, 'N'|C, mFile }, { 1, "&Open...\tCtrl+O", MNU_OPEN, 'O'|C, mFile }, {10, "&Open Recent", MNU_OPEN_RECENT, 0, mFile }, { 1, "&Save\tCtrl+S", MNU_SAVE, 'S'|C, mFile }, { 1, "Save &As...", MNU_SAVE_AS, 0, mFile }, { 1, NULL, 0, 0, NULL }, { 1, "E&xit", MNU_EXIT, 0, mFile }, { 0, "&Edit", 0, NULL }, { 1, "&Undo\tCtrl+Z", MNU_UNDO, 'Z'|C, mEdit }, { 1, "&Redo\tCtrl+Y", MNU_REDO, 'Y'|C, mEdit }, { 1, NULL, 0, NULL }, { 1, "&Delete\tDel", MNU_DELETE, 127, mEdit }, { 1, NULL, 0, NULL }, { 1, "&Unselect All\tEsc", MNU_UNSELECT_ALL, 27, mEdit }, { 0, "&View", 0, NULL }, { 1, "Zoom &In\t+", MNU_ZOOM_IN, '+', mView }, { 1, "Zoom &Out\t-", MNU_ZOOM_OUT, '-', mView }, { 1, "Zoom To &Fit\tF", MNU_ZOOM_TO_FIT, 'F', mView }, { 1, NULL, 0, NULL }, { 1, "Show Text &Window\tTab", MNU_SHOW_TEXT_WND, '\t', mView }, { 1, NULL, 0, NULL }, { 1, "Dimensions in &Inches", MNU_UNITS_INCHES, 0, mView }, { 1, "Dimensions in &Millimeters", MNU_UNITS_MM, 0, mView }, { 0, "&New Feature", 0, 0, NULL }, { 1, "&Drawing in 3d\tShift+Ctrl+D", MNU_GROUP_3D, 'D'|S|C, mGrp }, { 1, "Drawing in Workplane\tShift+Ctrl+W", MNU_GROUP_WRKPL, 'W'|S|C, mGrp }, { 1, NULL, 0, NULL }, { 1, "Step &Translating\tShift+Ctrl+R", MNU_GROUP_TRANS, 'T'|S|C,mGrp }, { 1, "Step &Rotating\tShift+Ctrl+T", MNU_GROUP_ROT, 'R'|S|C,mGrp }, { 1, NULL, 0, 0, NULL }, { 1, "Extrusion\tShift+Ctrl+X", MNU_GROUP_EXTRUDE, 'X'|S|C,mGrp }, { 1, NULL, 0, 0, NULL }, { 1, "Import...\tShift+Ctrl+I", MNU_GROUP_IMPORT, 'I'|S|C,mGrp }, {11, "Import Recent", MNU_GROUP_RECENT, 0, mGrp }, { 0, "&Request", 0, NULL }, { 1, "Draw in &Workplane\tW", MNU_SEL_WORKPLANE, 'W', mReq }, { 1, "Draw Anywhere in 3d\tQ", MNU_FREE_IN_3D, 'Q', mReq }, { 1, NULL, 0, NULL }, { 1, "Datum &Point\tP", MNU_DATUM_POINT, 'P', mReq }, { 1, "&Workplane (Coordinate S&ystem)\tY", MNU_WORKPLANE, 'Y', mReq }, { 1, NULL, 0, NULL }, { 1, "Line &Segment\tS", MNU_LINE_SEGMENT, 'S', mReq }, { 1, "&Rectangle\tR", MNU_RECTANGLE, 'R', mReq }, { 1, "&Circle\tC", MNU_CIRCLE, 'C', mReq }, { 1, "&Arc of a Circle\tA", MNU_ARC, 'A', mReq }, { 1, "&Cubic Segment\t3", MNU_CUBIC, '3', mReq }, { 1, NULL, 0, NULL }, { 1, "Sym&bolic Variable\tB", 0, 'B', mReq }, { 1, "&Import From File...\tI", 0, 'I', mReq }, { 1, NULL, 0, NULL }, { 1, "To&ggle Construction\tG", MNU_CONSTRUCTION, 'G', mReq }, { 0, "&Constrain", 0, NULL }, { 1, "&Distance / Diameter\tShift+D", MNU_DISTANCE_DIA, 'D'|S, mCon }, { 1, "A&ngle\tShift+N", MNU_ANGLE, 'N'|S, mCon }, { 1, "Other S&upplementary Angle\tShift+U", MNU_OTHER_ANGLE, 'U'|S, mCon }, { 1, NULL, 0, NULL }, { 1, "&Horizontal\tShift+H", MNU_HORIZONTAL, 'H'|S, mCon }, { 1, "&Vertical\tShift+V", MNU_VERTICAL, 'V'|S, mCon }, { 1, NULL, 0, NULL }, { 1, "&On Point / Curve / Plane\tShift+O", MNU_ON_ENTITY, 'O'|S, mCon }, { 1, "E&qual Length / Radius\tShift+Q", MNU_EQUAL, 'Q'|S, mCon }, { 1, "Length Ra&tio\tShift+T", MNU_RATIO, 'T'|S, mCon }, { 1, "At &Midpoint\tShift+M", MNU_AT_MIDPOINT, 'M'|S, mCon }, { 1, "S&ymmetric\tShift+Y", MNU_SYMMETRIC, 'Y'|S, mCon }, { 1, "Para&llel\tShift+L", MNU_PARALLEL, 'L'|S, mCon }, { 1, "Same O&rientation\tShift+R", MNU_ORIENTED_SAME, 'R'|S, mCon }, { 1, NULL, 0, NULL }, { 1, "Sym&bolic Equation\tShift+B", 0, 'B'|S, NULL }, { 1, NULL, 0, NULL }, { 1, "Solve Once Now\tSpace", MNU_SOLVE_NOW, ' ', mCon }, { 0, "&Help", 0, NULL }, { 1, "&About\t", 0, NULL }, { -1 }, }; void GraphicsWindow::Init(void) { memset(this, 0, sizeof(*this)); offset.x = offset.y = offset.z = 0; scale = 5; projRight.x = 1; projRight.y = projRight.z = 0; projUp.y = 1; projUp.z = projUp.x = 0; // And with the latest visible group active, or failing that the first // group after the references int i; for(i = 0; i < SS.group.n; i++) { Group *g = &(SS.group.elem[i]); if(i == 1 || g->visible) activeGroup = g->h; } SS.GetGroup(activeGroup)->Activate(); EnsureValidActives(); showWorkplanes = true; showNormals = true; showPoints = true; showConstraints = true; showHdnLines = false; showShaded = true; showMesh = false; showTextWindow = true; ShowTextWindow(showTextWindow); } void GraphicsWindow::NormalizeProjectionVectors(void) { Vector norm = projRight.Cross(projUp); projUp = norm.Cross(projRight); projUp = projUp.ScaledBy(1/projUp.Magnitude()); projRight = projRight.ScaledBy(1/projRight.Magnitude()); } Point2d GraphicsWindow::ProjectPoint(Vector p) { p = p.Plus(offset); Point2d r; r.x = p.Dot(projRight) * scale; r.y = p.Dot(projUp) * scale; return r; } void GraphicsWindow::AnimateOntoWorkplane(void) { if(!LockedInWorkplane()) return; Entity *w = SS.GetEntity(ActiveWorkplane()); Quaternion quatf = w->Normal()->NormalGetNum(); Vector offsetf = (SS.GetEntity(w->point[0])->PointGetNum()).ScaledBy(-1); // Get our initial orientation and translation. Quaternion quat0 = Quaternion::From(projRight, projUp); Vector offset0 = offset; // Make sure we take the shorter of the two possible paths. double mp = (quatf.Minus(quat0)).Magnitude(); double mm = (quatf.Plus(quat0)).Magnitude(); if(mp > mm) { quatf = quatf.ScaledBy(-1); mp = mm; } double mo = (offset0.Minus(offsetf)).Magnitude()*scale; // Animate transition, unless it's a tiny move. SDWORD dt = (mp < 0.01 && mo < 10) ? (-20) : (SDWORD)(100 + 1000*mp + 0.4*mo); SDWORD tn, t0 = GetMilliseconds(); double s = 0; Quaternion dq = quatf.Times(quat0.Inverse()); do { offset = (offset0.ScaledBy(1 - s)).Plus(offsetf.ScaledBy(s)); Quaternion quat = (dq.ToThe(s)).Times(quat0); quat = quat.WithMagnitude(1); projRight = quat.RotationU(); projUp = quat.RotationV(); PaintGraphics(); tn = GetMilliseconds(); s = (tn - t0)/((double)dt); } while((tn - t0) < dt); projRight = quatf.RotationU(); projUp = quatf.RotationV(); offset = offsetf; InvalidateGraphics(); } void GraphicsWindow::MenuView(int id) { switch(id) { case MNU_ZOOM_IN: SS.GW.scale *= 1.2; break; case MNU_ZOOM_OUT: SS.GW.scale /= 1.2; break; case MNU_ZOOM_TO_FIT: break; case MNU_SHOW_TEXT_WND: SS.GW.showTextWindow = !SS.GW.showTextWindow; SS.GW.EnsureValidActives(); break; case MNU_UNITS_MM: SS.GW.viewUnits = UNIT_MM; SS.GW.EnsureValidActives(); break; case MNU_UNITS_INCHES: SS.GW.viewUnits = UNIT_INCHES; SS.GW.EnsureValidActives(); break; default: oops(); } InvalidateGraphics(); } char *GraphicsWindow::ToString(double v) { static int WhichBuf; static char Bufs[8][128]; WhichBuf++; if(WhichBuf >= 8 || WhichBuf < 0) WhichBuf = 0; char *s = Bufs[WhichBuf]; sprintf(s, "%.3f", v); return s; } double GraphicsWindow::FromString(char *s) { return atof(s); } void GraphicsWindow::EnsureValidActives(void) { bool change = false; // The active group must exist, and not be the references. Group *g = SS.group.FindByIdNoOops(activeGroup); if((!g) || (g->h.v == Group::HGROUP_REFERENCES.v)) { int i; for(i = 0; i < SS.group.n; i++) { if(SS.group.elem[i].h.v != Group::HGROUP_REFERENCES.v) { break; } } if(i >= SS.group.n) { // This can happen if the user deletes all the groups in the // sketch. It's difficult to prevent that, because the last // group might have been deleted automatically, because it failed // a dependency. There needs to be something, so create a plane // drawing group and activate that. They should never be able // to delete the references, though. activeGroup = SS.CreateDefaultDrawingGroup(); } else { activeGroup = SS.group.elem[i].h; } SS.GetGroup(activeGroup)->Activate(); change = true; } // The active coordinate system must also exist. if(LockedInWorkplane()) { Entity *e = SS.entity.FindByIdNoOops(ActiveWorkplane()); if(e) { hGroup hgw = e->group; if(hgw.v != activeGroup.v && SS.GroupsInOrder(activeGroup, hgw)) { // The active workplane is in a group that comes after the // active group; so any request or constraint will fail. SetWorkplaneFreeIn3d(); change = true; } } else { SetWorkplaneFreeIn3d(); change = true; } } // And update the checked state for various menus bool locked = LockedInWorkplane(); CheckMenuById(MNU_FREE_IN_3D, !locked); CheckMenuById(MNU_SEL_WORKPLANE, locked); SS.UndoEnableMenus(); switch(viewUnits) { case UNIT_MM: case UNIT_INCHES: break; default: viewUnits = UNIT_MM; } CheckMenuById(MNU_UNITS_MM, viewUnits == UNIT_MM); CheckMenuById(MNU_UNITS_INCHES, viewUnits == UNIT_INCHES); ShowTextWindow(SS.GW.showTextWindow); CheckMenuById(MNU_SHOW_TEXT_WND, SS.GW.showTextWindow); if(change) SS.later.showTW = true; } void GraphicsWindow::SetWorkplaneFreeIn3d(void) { SS.GetGroup(activeGroup)->activeWorkplane = Entity::FREE_IN_3D; } hEntity GraphicsWindow::ActiveWorkplane(void) { Group *g = SS.group.FindByIdNoOops(activeGroup); if(g) { return g->activeWorkplane; } else { return Entity::FREE_IN_3D; } } bool GraphicsWindow::LockedInWorkplane(void) { return (SS.GW.ActiveWorkplane().v != Entity::FREE_IN_3D.v); } void GraphicsWindow::MenuEdit(int id) { switch(id) { case MNU_UNSELECT_ALL: SS.GW.GroupSelection(); if(SS.GW.gs.n == 0 && SS.GW.pending.operation == 0) { if(!TextEditControlIsVisible()) { SS.TW.ClearSuper(); } } SS.GW.ClearSuper(); HideTextEditControl(); break; case MNU_DELETE: { int i; SS.request.ClearTags(); SS.constraint.ClearTags(); for(i = 0; i < MAX_SELECTED; i++) { Selection *s = &(SS.GW.selection[i]); hRequest r; r.v = 0; if(s->entity.v && s->entity.isFromRequest()) { r = s->entity.request(); } if(r.v && !r.IsFromReferences()) { SS.request.Tag(r, 1); } if(s->constraint.v) { SS.constraint.Tag(s->constraint, 1); } } SS.request.RemoveTagged(); SS.constraint.RemoveTagged(); // An edit might be in progress for the just-deleted item. So // now it's not. HideGraphicsEditControl(); HideTextEditControl(); // And clear out the selection, which could contain that item. SS.GW.ClearSuper(); // And regenerate to get rid of what it generates, plus anything // that references it (since the regen code checks for that). SS.GenerateAll(0, INT_MAX); SS.GW.EnsureValidActives(); SS.later.showTW = true; break; } case MNU_UNDO: SS.UndoUndo(); break; case MNU_REDO: SS.UndoRedo(); break; default: oops(); } } void GraphicsWindow::MenuRequest(int id) { char *s; switch(id) { case MNU_SEL_WORKPLANE: { SS.GW.GroupSelection(); if(SS.GW.gs.n == 1 && SS.GW.gs.workplanes == 1) { SS.GetGroup(SS.GW.activeGroup)->activeWorkplane = SS.GW.gs.entity[0]; } if(!SS.GW.LockedInWorkplane()) { Error("Select workplane (e.g., the XY plane) " "before locking on."); break; } // Align the view with the selected workplane SS.GW.AnimateOntoWorkplane(); SS.GW.ClearSuper(); SS.later.showTW = true; break; } case MNU_FREE_IN_3D: SS.GW.SetWorkplaneFreeIn3d(); SS.GW.EnsureValidActives(); SS.later.showTW = true; break; case MNU_DATUM_POINT: s = "click to place datum point"; goto c; case MNU_LINE_SEGMENT: s = "click first point of line segment"; goto c; case MNU_CUBIC: s = "click first point of cubic segment"; goto c; case MNU_CIRCLE: s = "click center of circle"; goto c; case MNU_ARC: s = "click point on arc (draws anti-clockwise)"; goto c; case MNU_WORKPLANE: s = "click origin of workplane"; goto c; case MNU_RECTANGLE: s = "click one corner of rectangular"; goto c; c: SS.GW.pending.operation = id; SS.GW.pending.description = s; SS.later.showTW = true; break; case MNU_CONSTRUCTION: { SS.GW.GroupSelection(); int i; for(i = 0; i < SS.GW.gs.entities; i++) { hEntity he = SS.GW.gs.entity[i]; if(!he.isFromRequest()) continue; Request *r = SS.GetRequest(he.request()); r->construction = !(r->construction); SS.MarkGroupDirty(r->group); } SS.GW.ClearSelection(); SS.GenerateAll(); break; } default: oops(); } } 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(); ClearSelection(); hover.Clear(); 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; // The faces are shown as special stippling on the shaded triangle mesh, // so not meaningful to show them and hide the shaded. if(!SS.GW.showShaded) SS.GW.showFaces = false; SS.GenerateAll(); InvalidateGraphics(); 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(); } }