1448 lines
48 KiB
C++
1448 lines
48 KiB
C++
#include "solvespace.h"
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void GraphicsWindow::UpdateDraggedPoint(hEntity hp, double mx, double my) {
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Entity *p = SK.GetEntity(hp);
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Vector pos = p->PointGetNum();
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UpdateDraggedNum(&pos, mx, my);
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p->PointForceTo(pos);
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}
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void GraphicsWindow::UpdateDraggedNum(Vector *pos, double mx, double my) {
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*pos = pos->Plus(projRight.ScaledBy((mx - orig.mouse.x)/scale));
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*pos = pos->Plus(projUp.ScaledBy((my - orig.mouse.y)/scale));
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orig.mouse.x = mx;
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orig.mouse.y = my;
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InvalidateGraphics();
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}
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void GraphicsWindow::MouseMoved(double x, double y, bool leftDown,
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bool middleDown, bool rightDown, bool shiftDown, bool ctrlDown)
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{
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if(GraphicsEditControlIsVisible()) return;
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if(context.active) return;
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if(rightDown) {
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middleDown = true;
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shiftDown = !shiftDown;
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}
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if(SS.showToolbar) {
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if(ToolbarMouseMoved((int)x, (int)y)) {
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hover.Clear();
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return;
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}
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}
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Point2d mp = { x, y };
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if(rightDown && orig.mouse.DistanceTo(mp) < 5 && !orig.startedMoving) {
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// Avoid accidentally panning (or rotating if shift is down) if the
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// user wants a context menu.
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return;
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}
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orig.startedMoving = true;
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// If the middle button is down, then mouse movement is used to pan and
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// rotate our view. This wins over everything else.
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if(middleDown) {
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hover.Clear();
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double dx = (x - orig.mouse.x) / scale;
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double dy = (y - orig.mouse.y) / scale;
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// When the view is locked, permit only translation (pan).
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if(!(shiftDown || ctrlDown)) {
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double s = 0.3*(PI/180)*scale; // degrees per pixel
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projRight = orig.projRight.RotatedAbout(orig.projUp, -s*dx);
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projUp = orig.projUp.RotatedAbout(orig.projRight, s*dy);
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NormalizeProjectionVectors();
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} else if(ctrlDown) {
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double theta = atan2(orig.mouse.y, orig.mouse.x);
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theta -= atan2(y, x);
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Vector normal = orig.projRight.Cross(orig.projUp);
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projRight = orig.projRight.RotatedAbout(normal, theta);
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projUp = orig.projUp.RotatedAbout(normal, theta);
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NormalizeProjectionVectors();
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} else {
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offset.x = orig.offset.x + dx*projRight.x + dy*projUp.x;
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offset.y = orig.offset.y + dx*projRight.y + dy*projUp.y;
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offset.z = orig.offset.z + dx*projRight.z + dy*projUp.z;
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}
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orig.projRight = projRight;
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orig.projUp = projUp;
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orig.offset = offset;
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orig.mouse.x = x;
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orig.mouse.y = y;
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InvalidateGraphics();
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return;
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}
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if(pending.operation == 0) {
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double dm = orig.mouse.DistanceTo(mp);
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// If we're currently not doing anything, then see if we should
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// start dragging something.
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if(leftDown && dm > 3) {
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if(hover.entity.v) {
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Entity *e = SK.GetEntity(hover.entity);
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if(e->IsPoint()) {
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// Start dragging this point.
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ClearSelection();
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pending.point = hover.entity;
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pending.operation = DRAGGING_POINT;
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} else if(e->type == Entity::CIRCLE) {
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// Drag the radius.
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ClearSelection();
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pending.circle = hover.entity;
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pending.operation = DRAGGING_RADIUS;
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} else if(e->IsNormal()) {
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ClearSelection();
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pending.normal = hover.entity;
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pending.operation = DRAGGING_NORMAL;
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}
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} else if(hover.constraint.v &&
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SK.GetConstraint(hover.constraint)->HasLabel())
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{
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ClearSelection();
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pending.constraint = hover.constraint;
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pending.operation = DRAGGING_CONSTRAINT;
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}
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if(pending.operation != 0) {
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// We just started a drag, so remember for the undo before
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// the drag changes anything.
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SS.UndoRemember();
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}
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} else {
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// Otherwise, just hit test and give up; but don't hit test
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// if the mouse is down, because then the user could hover
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// a point, mouse down (thus selecting it), and drag, in an
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// effort to drag the point, but instead hover a different
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// entity before we move far enough to start the drag.
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if(!leftDown) HitTestMakeSelection(mp);
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}
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return;
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}
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// If the user has started an operation from the menu, but not
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// completed it, then just do the selection.
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if(pending.operation < FIRST_PENDING) {
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HitTestMakeSelection(mp);
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return;
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}
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// We're currently dragging something; so do that. But if we haven't
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// painted since the last time we solved, do nothing, because there's
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// no sense solving a frame and not displaying it.
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if(!havePainted) return;
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switch(pending.operation) {
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case DRAGGING_CONSTRAINT: {
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Constraint *c = SK.constraint.FindById(pending.constraint);
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UpdateDraggedNum(&(c->disp.offset), x, y);
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break;
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}
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case DRAGGING_NEW_LINE_POINT:
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HitTestMakeSelection(mp);
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// and fall through
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case DRAGGING_NEW_POINT:
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case DRAGGING_POINT: {
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Entity *p = SK.GetEntity(pending.point);
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if((p->type == Entity::POINT_N_ROT_TRANS) &&
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(shiftDown || ctrlDown))
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{
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// These points also come with a rotation, which the user can
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// edit by pressing shift or control.
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Quaternion q = p->PointGetQuaternion();
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Vector p3 = p->PointGetNum();
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Point2d p2 = ProjectPoint(p3);
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Vector u = q.RotationU(), v = q.RotationV();
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if(ctrlDown) {
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double d = mp.DistanceTo(p2);
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if(d < 25) {
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// Don't start dragging the position about the normal
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// until we're a little ways out, to get a reasonable
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// reference pos
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orig.mouse = mp;
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break;
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}
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double theta = atan2(orig.mouse.y-p2.y, orig.mouse.x-p2.x);
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theta -= atan2(y-p2.y, x-p2.x);
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Vector gn = projRight.Cross(projUp);
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u = u.RotatedAbout(gn, -theta);
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v = v.RotatedAbout(gn, -theta);
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} else {
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double dx = -(x - orig.mouse.x);
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double dy = -(y - orig.mouse.y);
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double s = 0.3*(PI/180); // degrees per pixel
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u = u.RotatedAbout(projUp, -s*dx);
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u = u.RotatedAbout(projRight, s*dy);
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v = v.RotatedAbout(projUp, -s*dx);
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v = v.RotatedAbout(projRight, s*dy);
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}
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q = Quaternion::From(u, v);
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p->PointForceQuaternionTo(q);
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// Let's rotate about the selected point; so fix up the
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// translation so that that point didn't move.
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p->PointForceTo(p3);
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orig.mouse = mp;
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} else {
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UpdateDraggedPoint(pending.point, x, y);
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HitTestMakeSelection(mp);
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}
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SS.MarkGroupDirtyByEntity(pending.point);
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break;
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}
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case DRAGGING_NEW_CUBIC_POINT: {
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UpdateDraggedPoint(pending.point, x, y);
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HitTestMakeSelection(mp);
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hRequest hr = pending.point.request();
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Vector p0 = SK.GetEntity(hr.entity(1))->PointGetNum();
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Vector p3 = SK.GetEntity(hr.entity(4))->PointGetNum();
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Vector p1 = p0.ScaledBy(2.0/3).Plus(p3.ScaledBy(1.0/3));
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SK.GetEntity(hr.entity(2))->PointForceTo(p1);
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Vector p2 = p0.ScaledBy(1.0/3).Plus(p3.ScaledBy(2.0/3));
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SK.GetEntity(hr.entity(3))->PointForceTo(p2);
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SS.MarkGroupDirtyByEntity(pending.point);
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break;
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}
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case DRAGGING_NEW_ARC_POINT: {
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UpdateDraggedPoint(pending.point, x, y);
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HitTestMakeSelection(mp);
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hRequest hr = pending.point.request();
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Vector ona = SK.GetEntity(hr.entity(2))->PointGetNum();
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Vector onb = SK.GetEntity(hr.entity(3))->PointGetNum();
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Vector center = (ona.Plus(onb)).ScaledBy(0.5);
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SK.GetEntity(hr.entity(1))->PointForceTo(center);
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SS.MarkGroupDirtyByEntity(pending.point);
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break;
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}
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case DRAGGING_NEW_RADIUS:
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case DRAGGING_RADIUS: {
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Entity *circle = SK.GetEntity(pending.circle);
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Vector center = SK.GetEntity(circle->point[0])->PointGetNum();
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Point2d c2 = ProjectPoint(center);
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double r = c2.DistanceTo(mp)/scale;
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SK.GetEntity(circle->distance)->DistanceForceTo(r);
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SS.MarkGroupDirtyByEntity(pending.circle);
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break;
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}
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case DRAGGING_NORMAL: {
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Entity *normal = SK.GetEntity(pending.normal);
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Vector p = SK.GetEntity(normal->point[0])->PointGetNum();
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Point2d p2 = ProjectPoint(p);
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Quaternion q = normal->NormalGetNum();
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Vector u = q.RotationU(), v = q.RotationV();
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if(ctrlDown) {
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double theta = atan2(orig.mouse.y-p2.y, orig.mouse.x-p2.x);
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theta -= atan2(y-p2.y, x-p2.x);
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Vector normal = projRight.Cross(projUp);
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u = u.RotatedAbout(normal, -theta);
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v = v.RotatedAbout(normal, -theta);
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} else {
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double dx = -(x - orig.mouse.x);
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double dy = -(y - orig.mouse.y);
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double s = 0.3*(PI/180); // degrees per pixel
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u = u.RotatedAbout(projUp, -s*dx);
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u = u.RotatedAbout(projRight, s*dy);
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v = v.RotatedAbout(projUp, -s*dx);
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v = v.RotatedAbout(projRight, s*dy);
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}
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orig.mouse = mp;
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normal->NormalForceTo(Quaternion::From(u, v));
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SS.MarkGroupDirtyByEntity(pending.normal);
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break;
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}
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default: oops();
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}
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if(pending.operation != 0 && pending.operation != DRAGGING_CONSTRAINT) {
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SS.GenerateAll();
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}
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havePainted = false;
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}
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void GraphicsWindow::SpaceNavigatorMoved(double tx, double ty, double tz,
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double rx, double ry, double rz,
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bool shiftDown)
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{
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if(!havePainted) return;
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Vector out = projRight.Cross(projUp);
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// rotation vector is axis of rotation, and its magnitude is angle
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Vector aa = Vector::From(rx, ry, rz);
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// but it's given with respect to screen projection frame
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aa = aa.ScaleOutOfCsys(projRight, projUp, out);
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double aam = aa.Magnitude();
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if(aam != 0.0) aa = aa.WithMagnitude(1);
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// This can either transform our view, or transform an imported part.
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GroupSelection();
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Entity *e = NULL;
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Group *g = NULL;
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if(gs.points == 1 && gs.n == 1) e = SK.GetEntity(gs.point [0]);
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if(gs.entities == 1 && gs.n == 1) e = SK.GetEntity(gs.entity[0]);
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if(e) g = SK.GetGroup(e->group);
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if(g && g->type == Group::IMPORTED && !shiftDown) {
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// Apply the transformation to an imported part. Gain down the Z
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// axis, since it's hard to see what you're doing on that one since
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// it's normal to the screen.
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Vector t = projRight.ScaledBy(tx/scale).Plus(
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projUp .ScaledBy(ty/scale).Plus(
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out .ScaledBy(0.1*tz/scale)));
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Quaternion q = Quaternion::From(aa, aam);
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// If we go five seconds without SpaceNavigator input, or if we've
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// switched groups, then consider that a new action and save an undo
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// point.
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SDWORD now = GetMilliseconds();
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if(now - lastSpaceNavigatorTime > 5000 ||
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lastSpaceNavigatorGroup.v != g->h.v)
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{
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SS.UndoRemember();
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}
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g->TransformImportedBy(t, q);
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lastSpaceNavigatorTime = now;
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lastSpaceNavigatorGroup = g->h;
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SS.MarkGroupDirty(g->h);
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SS.later.generateAll = true;
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} else {
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// Apply the transformation to the view of the everything. The
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// x and y components are translation; but z component is scale,
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// not translation, or else it would do nothing in a parallel
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// projection
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offset = offset.Plus(projRight.ScaledBy(tx/scale));
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offset = offset.Plus(projUp.ScaledBy(ty/scale));
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scale *= exp(0.001*tz);
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if(aam != 0.0) {
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projRight = projRight.RotatedAbout(aa, -aam);
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projUp = projUp. RotatedAbout(aa, -aam);
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NormalizeProjectionVectors();
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}
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}
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havePainted = false;
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InvalidateGraphics();
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}
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void GraphicsWindow::SpaceNavigatorButtonUp(void) {
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ZoomToFit(false);
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InvalidateGraphics();
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}
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void GraphicsWindow::ClearPending(void) {
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memset(&pending, 0, sizeof(pending));
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}
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void GraphicsWindow::MouseMiddleOrRightDown(double x, double y) {
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if(GraphicsEditControlIsVisible()) return;
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orig.offset = offset;
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orig.projUp = projUp;
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orig.projRight = projRight;
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orig.mouse.x = x;
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orig.mouse.y = y;
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orig.startedMoving = false;
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}
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void GraphicsWindow::ContextMenuListStyles(void) {
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CreateContextSubmenu();
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Style *s;
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bool empty = true;
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for(s = SK.style.First(); s; s = SK.style.NextAfter(s)) {
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if(s->h.v < Style::FIRST_CUSTOM) continue;
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AddContextMenuItem(s->DescriptionString(), CMNU_FIRST_STYLE + s->h.v);
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empty = false;
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}
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if(!empty) AddContextMenuItem(NULL, CONTEXT_SEPARATOR);
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AddContextMenuItem("No Style", CMNU_NO_STYLE);
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AddContextMenuItem("Newly Created Custom Style...", CMNU_NEW_CUSTOM_STYLE);
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}
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void GraphicsWindow::MouseRightUp(double x, double y) {
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// Don't show a context menu if the user is right-clicking the toolbar,
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// or if they are finishing a pan.
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if(ToolbarMouseMoved((int)x, (int)y)) return;
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if(orig.startedMoving) return;
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if(context.active) return;
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context.active = true;
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if(pending.operation == DRAGGING_NEW_LINE_POINT) {
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// Special case; use a right click to stop drawing lines, since
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// a left click would draw another one. This is quicker and more
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// intuitive than hitting escape.
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ClearPending();
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}
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GroupSelection();
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if(hover.IsEmpty() && gs.n == 0 && gs.constraints == 0) {
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// No reason to display a context menu.
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goto done;
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}
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// We can either work on the selection (like the functions are designed to)
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// or on the hovered item. In the latter case we can fudge things by just
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// selecting the hovered item, and then applying our operation to the
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// selection.
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bool toggleForStyles = false,
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toggleForGroupInfo = false,
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toggleForDelete = false,
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toggleForStyleInfo = false;
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if(!hover.IsEmpty()) {
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AddContextMenuItem("Toggle Hovered Item Selection",
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CMNU_TOGGLE_SELECTION);
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}
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if(gs.stylables > 0) {
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ContextMenuListStyles();
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AddContextMenuItem("Assign Selection to Style", CONTEXT_SUBMENU);
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} else if(gs.n == 0 && gs.constraints == 0 && hover.IsStylable()) {
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ContextMenuListStyles();
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AddContextMenuItem("Assign Hovered Item to Style", CONTEXT_SUBMENU);
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toggleForStyles = true;
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}
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if(gs.n + gs.constraints == 1) {
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AddContextMenuItem("Group Info for Selected Item", CMNU_GROUP_INFO);
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} else if(!hover.IsEmpty() && gs.n == 0 && gs.constraints == 0) {
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AddContextMenuItem("Group Info for Hovered Item", CMNU_GROUP_INFO);
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toggleForGroupInfo = true;
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}
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if(gs.n + gs.constraints == 1 && gs.stylables == 1) {
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AddContextMenuItem("Style Info for Selected Item", CMNU_STYLE_INFO);
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} else if(hover.IsStylable() && gs.n == 0 && gs.constraints == 0) {
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AddContextMenuItem("Style Info for Hovered Item", CMNU_STYLE_INFO);
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toggleForStyleInfo = true;
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}
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if(hover.constraint.v && gs.n == 0 && gs.constraints == 0) {
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Constraint *c = SK.GetConstraint(hover.constraint);
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if(c->HasLabel() && c->type != Constraint::COMMENT) {
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AddContextMenuItem("Toggle Reference Dimension",
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CMNU_REFERENCE_DIM);
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}
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if(c->type == Constraint::ANGLE ||
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c->type == Constraint::EQUAL_ANGLE)
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{
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AddContextMenuItem("Other Supplementary Angle",
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CMNU_OTHER_ANGLE);
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}
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}
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if(gs.n > 0 || gs.constraints > 0) {
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AddContextMenuItem(NULL, CONTEXT_SEPARATOR);
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AddContextMenuItem("Delete Selection", CMNU_DELETE_SEL);
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AddContextMenuItem("Unselect All", CMNU_UNSELECT_ALL);
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} else if(!hover.IsEmpty()) {
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AddContextMenuItem(NULL, CONTEXT_SEPARATOR);
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AddContextMenuItem("Delete Hovered Item", CMNU_DELETE_SEL);
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toggleForDelete = true;
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}
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int ret = ShowContextMenu();
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switch(ret) {
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case CMNU_TOGGLE_SELECTION:
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ToggleSelectionStateOfHovered();
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break;
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case CMNU_UNSELECT_ALL:
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MenuEdit(MNU_UNSELECT_ALL);
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break;
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case CMNU_DELETE_SEL:
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if(toggleForDelete) ToggleSelectionStateOfHovered();
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MenuEdit(MNU_DELETE);
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break;
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case CMNU_REFERENCE_DIM:
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ToggleSelectionStateOfHovered();
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Constraint::MenuConstrain(MNU_REFERENCE);
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break;
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case CMNU_OTHER_ANGLE:
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ToggleSelectionStateOfHovered();
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Constraint::MenuConstrain(MNU_OTHER_ANGLE);
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|
break;
|
|
|
|
case CMNU_GROUP_INFO: {
|
|
if(toggleForGroupInfo) ToggleSelectionStateOfHovered();
|
|
|
|
hGroup hg;
|
|
GroupSelection();
|
|
if(gs.entities == 1) {
|
|
hg = SK.GetEntity(gs.entity[0])->group;
|
|
} else if(gs.points == 1) {
|
|
hg = SK.GetEntity(gs.point[0])->group;
|
|
} else if(gs.constraints == 1) {
|
|
hg = SK.GetConstraint(gs.constraint[0])->group;
|
|
} else {
|
|
break;
|
|
}
|
|
ClearSelection();
|
|
|
|
SS.TW.GoToScreen(TextWindow::SCREEN_GROUP_INFO);
|
|
SS.TW.shown.group = hg;
|
|
SS.later.showTW = true;
|
|
break;
|
|
}
|
|
|
|
case CMNU_STYLE_INFO: {
|
|
if(toggleForStyleInfo) ToggleSelectionStateOfHovered();
|
|
|
|
hStyle hs;
|
|
GroupSelection();
|
|
if(gs.entities == 1) {
|
|
hs = Style::ForEntity(gs.entity[0]);
|
|
} else if(gs.points == 1) {
|
|
hs = Style::ForEntity(gs.point[0]);
|
|
} else if(gs.constraints == 1) {
|
|
hs = SK.GetConstraint(gs.constraint[0])->disp.style;
|
|
if(!hs.v) hs.v = Style::CONSTRAINT;
|
|
} else {
|
|
break;
|
|
}
|
|
ClearSelection();
|
|
|
|
SS.TW.GoToScreen(TextWindow::SCREEN_STYLE_INFO);
|
|
SS.TW.shown.style = hs;
|
|
SS.later.showTW = true;
|
|
break;
|
|
}
|
|
|
|
case CMNU_NEW_CUSTOM_STYLE: {
|
|
if(toggleForStyles) ToggleSelectionStateOfHovered();
|
|
DWORD v = Style::CreateCustomStyle();
|
|
Style::AssignSelectionToStyle(v);
|
|
break;
|
|
}
|
|
|
|
case CMNU_NO_STYLE:
|
|
if(toggleForStyles) ToggleSelectionStateOfHovered();
|
|
Style::AssignSelectionToStyle(0);
|
|
break;
|
|
|
|
default:
|
|
if(ret >= CMNU_FIRST_STYLE) {
|
|
if(toggleForStyles) ToggleSelectionStateOfHovered();
|
|
Style::AssignSelectionToStyle(ret - CMNU_FIRST_STYLE);
|
|
}
|
|
// otherwise it was probably cancelled, so do nothing
|
|
break;
|
|
}
|
|
|
|
done:
|
|
context.active = false;
|
|
}
|
|
|
|
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 = SK.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;
|
|
SK.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 = SK.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;
|
|
HideTextEditControl();
|
|
|
|
if(SS.showToolbar) {
|
|
if(ToolbarMouseDown((int)mx, (int)my)) 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);
|
|
SK.GetEntity(hr.entity(0))->PointForceTo(v);
|
|
ConstrainPointByHovered(hr.entity(0));
|
|
|
|
ClearSuper();
|
|
break;
|
|
|
|
case MNU_LINE_SEGMENT:
|
|
hr = AddRequest(Request::LINE_SEGMENT);
|
|
SK.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";
|
|
SK.GetEntity(pending.point)->PointForceTo(v);
|
|
break;
|
|
|
|
case MNU_RECTANGLE: {
|
|
if(!SS.GW.LockedInWorkplane()) {
|
|
Error("Can't draw rectangle in 3d; select a workplane first.");
|
|
ClearSuper();
|
|
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));
|
|
SK.GetEntity(lns[i].entity(1))->PointForceTo(v);
|
|
SK.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);
|
|
SK.GetEntity(hr.entity(1))->PointForceTo(v);
|
|
SK.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";
|
|
SK.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);
|
|
// This fudge factor stops us from immediately failing to solve
|
|
// because of the arc's implicit (equal radius) tangent.
|
|
Vector adj = SS.GW.projRight.WithMagnitude(2/SS.GW.scale);
|
|
SK.GetEntity(hr.entity(1))->PointForceTo(v.Minus(adj));
|
|
SK.GetEntity(hr.entity(2))->PointForceTo(v);
|
|
SK.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);
|
|
SK.GetEntity(hr.entity(1))->PointForceTo(v);
|
|
SK.GetEntity(hr.entity(2))->PointForceTo(v);
|
|
SK.GetEntity(hr.entity(3))->PointForceTo(v);
|
|
SK.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:
|
|
if(LockedInWorkplane()) {
|
|
Error("Sketching in a workplane already; sketch in 3d before "
|
|
"creating new workplane.");
|
|
ClearSuper();
|
|
break;
|
|
}
|
|
hr = AddRequest(Request::WORKPLANE);
|
|
SK.GetEntity(hr.entity(1))->PointForceTo(v);
|
|
SK.GetEntity(hr.entity(32))->NormalForceTo(
|
|
Quaternion::From(SS.GW.projRight, SS.GW.projUp));
|
|
ConstrainPointByHovered(hr.entity(1));
|
|
|
|
ClearSuper();
|
|
break;
|
|
|
|
case MNU_TTF_TEXT: {
|
|
if(!SS.GW.LockedInWorkplane()) {
|
|
Error("Can't draw text in 3d; select a workplane first.");
|
|
ClearSuper();
|
|
break;
|
|
}
|
|
hr = AddRequest(Request::TTF_TEXT);
|
|
Request *r = SK.GetRequest(hr);
|
|
r->str.strcpy("Abc");
|
|
r->font.strcpy("arial.ttf");
|
|
|
|
SK.GetEntity(hr.entity(1))->PointForceTo(v);
|
|
SK.GetEntity(hr.entity(2))->PointForceTo(v);
|
|
|
|
pending.operation = DRAGGING_NEW_POINT;
|
|
pending.point = hr.entity(2);
|
|
pending.description = "click to place bottom left of text";
|
|
break;
|
|
}
|
|
|
|
case MNU_COMMENT: {
|
|
ClearSuper();
|
|
Constraint c;
|
|
ZERO(&c);
|
|
c.group = SS.GW.activeGroup;
|
|
c.workplane = SS.GW.ActiveWorkplane();
|
|
c.type = Constraint::COMMENT;
|
|
c.disp.offset = v;
|
|
c.comment.strcpy("NEW COMMENT -- DOUBLE-CLICK TO EDIT");
|
|
Constraint::AddConstraint(&c);
|
|
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);
|
|
SK.GetEntity(hr.entity(1))->PointForceTo(v);
|
|
SK.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();
|
|
ToggleSelectionStateOfHovered();
|
|
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;
|
|
HideTextEditControl();
|
|
|
|
if(hover.constraint.v) {
|
|
constraintBeingEdited = hover.constraint;
|
|
ClearSuper();
|
|
|
|
Constraint *c = SK.GetConstraint(constraintBeingEdited);
|
|
if(c->reference) {
|
|
// Not meaningful to edit a reference dimension
|
|
return;
|
|
}
|
|
|
|
Vector p3 = c->GetLabelPos();
|
|
Point2d p2 = ProjectPoint(p3);
|
|
|
|
char s[1024];
|
|
switch(c->type) {
|
|
case Constraint::COMMENT:
|
|
strcpy(s, c->comment.str);
|
|
break;
|
|
|
|
case Constraint::ANGLE:
|
|
case Constraint::LENGTH_RATIO:
|
|
sprintf(s, "%.3f", c->valA);
|
|
break;
|
|
|
|
default:
|
|
strcpy(s, SS.MmToString(fabs(c->valA)));
|
|
break;
|
|
}
|
|
ShowGraphicsEditControl((int)p2.x, (int)p2.y-4, s);
|
|
}
|
|
}
|
|
|
|
void GraphicsWindow::EditControlDone(char *s) {
|
|
HideGraphicsEditControl();
|
|
Constraint *c = SK.GetConstraint(constraintBeingEdited);
|
|
|
|
if(c->type == Constraint::COMMENT) {
|
|
SS.UndoRemember();
|
|
c->comment.strcpy(s);
|
|
return;
|
|
}
|
|
|
|
Expr *e = Expr::From(s);
|
|
if(e) {
|
|
SS.UndoRemember();
|
|
|
|
switch(c->type) {
|
|
case Constraint::PT_LINE_DISTANCE:
|
|
case Constraint::PT_FACE_DISTANCE:
|
|
case Constraint::PT_PLANE_DISTANCE: {
|
|
// The sign is not displayed to the user, but this is a signed
|
|
// distance internally. To flip the sign, the user enters a
|
|
// negative distance.
|
|
bool wasNeg = (c->valA < 0);
|
|
if(wasNeg) {
|
|
c->valA = -SS.ExprToMm(e);
|
|
} else {
|
|
c->valA = SS.ExprToMm(e);
|
|
}
|
|
break;
|
|
}
|
|
case Constraint::ANGLE:
|
|
case Constraint::LENGTH_RATIO:
|
|
// These don't get the units conversion for distance, and
|
|
// they're always positive
|
|
c->valA = fabs(e->Eval());
|
|
break;
|
|
|
|
default:
|
|
// These are always positive, and they get the units conversion.
|
|
c->valA = fabs(SS.ExprToMm(e));
|
|
break;
|
|
}
|
|
SS.MarkGroupDirty(c->group);
|
|
SS.GenerateAll();
|
|
} else {
|
|
Error("Not a valid number or expression: '%s'", s);
|
|
}
|
|
}
|
|
|
|
bool GraphicsWindow::KeyDown(int c) {
|
|
if(c == ('h' - 'a') + 1) {
|
|
// Treat backspace identically to escape.
|
|
MenuEdit(MNU_UNSELECT_ALL);
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
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::MouseLeave(void) {
|
|
// Un-hover everything when the mouse leaves our window, unless there's
|
|
// currently a context menu shown.
|
|
if(!context.active) {
|
|
hover.Clear();
|
|
toolbarTooltipped = 0;
|
|
toolbarHovered = 0;
|
|
PaintGraphics();
|
|
}
|
|
}
|
|
|
|
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;
|
|
}
|
|
|
|
bool GraphicsWindow::Selection::IsStylable(void) {
|
|
if(entity.v) return true;
|
|
if(constraint.v) {
|
|
Constraint *c = SK.GetConstraint(constraint);
|
|
if(c->type == Constraint::COMMENT) return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
void GraphicsWindow::Selection::Clear(void) {
|
|
entity.v = constraint.v = 0;
|
|
emphasized = false;
|
|
}
|
|
|
|
void GraphicsWindow::Selection::Draw(void) {
|
|
Vector refp;
|
|
if(entity.v) {
|
|
Entity *e = SK.GetEntity(entity);
|
|
e->Draw();
|
|
if(emphasized) refp = e->GetReferencePos();
|
|
}
|
|
if(constraint.v) {
|
|
Constraint *c = SK.GetConstraint(constraint);
|
|
c->Draw();
|
|
if(emphasized) refp = c->GetReferencePos();
|
|
}
|
|
if(emphasized && (constraint.v || entity.v)) {
|
|
// We want to emphasize this constraint or entity, by drawing a thick
|
|
// line from the top left corner of the screen to the reference point
|
|
// of that entity or constraint.
|
|
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);
|
|
DWORD rgb = Style::Color(Style::HOVERED);
|
|
glColor4d(REDf(rgb), GREENf(rgb), BLUEf(rgb), 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 && !(SK.constraint.FindByIdNoOops(s->constraint))) {
|
|
s->constraint.v = 0;
|
|
change = true;
|
|
}
|
|
if(s->entity.v && !(SK.entity.FindByIdNoOops(s->entity))) {
|
|
s->entity.v = 0;
|
|
change = true;
|
|
}
|
|
}
|
|
if(change) InvalidateGraphics();
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Toggle the selection state of the hovered item: if it was selected then
|
|
// un-select it, and if it wasn't then select it.
|
|
//-----------------------------------------------------------------------------
|
|
void GraphicsWindow::ToggleSelectionStateOfHovered(void) {
|
|
if(hover.IsEmpty()) return;
|
|
|
|
// If an item was selected, then we just un-select it.
|
|
int i;
|
|
for(i = 0; i < MAX_SELECTED; i++) {
|
|
if(selection[i].Equals(&hover)) {
|
|
selection[i].Clear();
|
|
break;
|
|
}
|
|
}
|
|
if(i != MAX_SELECTED) return;
|
|
|
|
// So it's not selected, so we should select it.
|
|
|
|
if(hover.entity.v != 0 && SK.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 && SK.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;
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Sort the selection according to various critieria: the entities and
|
|
// constraints separately, counts of certain types of entities (circles,
|
|
// lines, etc.), and so on.
|
|
//-----------------------------------------------------------------------------
|
|
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 = SK.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;
|
|
(gs.stylables)++;
|
|
}
|
|
|
|
// 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::CUBIC: (gs.cubics)++; break;
|
|
|
|
case Entity::ARC_OF_CIRCLE:
|
|
(gs.circlesOrArcs)++;
|
|
(gs.arcs)++;
|
|
break;
|
|
|
|
case Entity::CIRCLE: (gs.circlesOrArcs)++; break;
|
|
}
|
|
}
|
|
if(s->constraint.v) {
|
|
gs.constraint[(gs.constraints)++] = s->constraint;
|
|
Constraint *c = SK.GetConstraint(s->constraint);
|
|
if(c->type == Constraint::COMMENT) {
|
|
(gs.stylables)++;
|
|
(gs.comments)++;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
void GraphicsWindow::HitTestMakeSelection(Point2d mp) {
|
|
int i;
|
|
double d, dmin = 1e12;
|
|
Selection s;
|
|
ZERO(&s);
|
|
|
|
// Always do the entities; we might be dragging something that should
|
|
// be auto-constrained, and we need the hover for that.
|
|
for(i = 0; i < SK.entity.n; i++) {
|
|
Entity *e = &(SK.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;
|
|
}
|
|
}
|
|
|
|
// The constraints and faces happen only when nothing's in progress.
|
|
if(pending.operation == 0) {
|
|
// Constraints
|
|
for(i = 0; i < SK.constraint.n; i++) {
|
|
d = SK.constraint.elem[i].GetDistance(mp);
|
|
if(d < 10 && d < dmin) {
|
|
memset(&s, 0, sizeof(s));
|
|
s.constraint = SK.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 = &((SK.GetGroup(activeGroup))->displayMesh);
|
|
DWORD v = m->FirstIntersectionWith(mp);
|
|
if(v) {
|
|
s.entity.v = v;
|
|
}
|
|
}
|
|
}
|
|
|
|
if(!s.Equals(&hover)) {
|
|
hover = s;
|
|
InvalidateGraphics();
|
|
}
|
|
}
|
|
|
|
Vector GraphicsWindow::VectorFromProjs(Vector rightUpForward) {
|
|
Vector n = projRight.Cross(projUp);
|
|
|
|
Vector r = (projRight.ScaledBy(rightUpForward.x));
|
|
r = r.Plus(projUp.ScaledBy(rightUpForward.y));
|
|
r = r.Plus(n.ScaledBy(rightUpForward.z));
|
|
return r;
|
|
}
|
|
|
|
void GraphicsWindow::Paint(int w, int h) {
|
|
int i;
|
|
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 mat[16];
|
|
// Last thing before display is to apply the perspective
|
|
double clp = SS.CameraTangent()*scale;
|
|
MakeMatrix(mat, 1, 0, 0, 0,
|
|
0, 1, 0, 0,
|
|
0, 0, 1, 0,
|
|
0, 0, clp, 1);
|
|
glMultMatrixd(mat);
|
|
// Before that, we apply the rotation
|
|
Vector n = projUp.Cross(projRight);
|
|
MakeMatrix(mat, projRight.x, projRight.y, projRight.z, 0,
|
|
projUp.x, projUp.y, projUp.z, 0,
|
|
n.x, n.y, n.z, 0,
|
|
0, 0, 0, 1);
|
|
glMultMatrixd(mat);
|
|
// And before that, the translation
|
|
MakeMatrix(mat, 1, 0, 0, offset.x,
|
|
0, 1, 0, offset.y,
|
|
0, 0, 1, offset.z,
|
|
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);
|
|
// don't enable GL_POLYGON_SMOOTH; that looks ugly on some graphics cards,
|
|
// drawn with leaks in the mesh
|
|
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);
|
|
|
|
if(SS.AllGroupsOkay()) {
|
|
glClearColor(REDf(SS.backgroundColor),
|
|
GREENf(SS.backgroundColor),
|
|
BLUEf(SS.backgroundColor), 1.0f);
|
|
} else {
|
|
// Draw a different background whenever we're having solve problems.
|
|
DWORD rgb = Style::Color(Style::DRAW_ERROR);
|
|
glClearColor(0.4f*REDf(rgb), 0.4f*GREENf(rgb), 0.4f*BLUEf(rgb), 1.0f);
|
|
// And show the text window, which has info to debug it
|
|
ForceTextWindowShown();
|
|
}
|
|
|
|
glClearDepth(1.0);
|
|
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
|
|
|
|
// Nasty case when we're reloading the imported files; could be that
|
|
// we get an error, so a dialog pops up, and a message loop starts, and
|
|
// we have to get called to paint ourselves. If the sketch is screwed
|
|
// up, then we could trigger an oops trying to draw.
|
|
if(!SS.allConsistent) return;
|
|
|
|
// Let's use two lights, at the user-specified locations
|
|
GLfloat f;
|
|
glEnable(GL_LIGHT0);
|
|
f = (GLfloat)SS.lightIntensity[0];
|
|
GLfloat li0[] = { f, f, f, 1.0f };
|
|
glLightfv(GL_LIGHT0, GL_DIFFUSE, li0);
|
|
glLightfv(GL_LIGHT0, GL_SPECULAR, li0);
|
|
|
|
glEnable(GL_LIGHT1);
|
|
f = (GLfloat)SS.lightIntensity[1];
|
|
GLfloat li1[] = { f, f, f, 1.0f };
|
|
glLightfv(GL_LIGHT1, GL_DIFFUSE, li1);
|
|
glLightfv(GL_LIGHT1, GL_SPECULAR, li1);
|
|
|
|
Vector ld;
|
|
ld = VectorFromProjs(SS.lightDir[0]);
|
|
GLfloat ld0[4] = { (GLfloat)ld.x, (GLfloat)ld.y, (GLfloat)ld.z, 0 };
|
|
glLightfv(GL_LIGHT0, GL_POSITION, ld0);
|
|
ld = VectorFromProjs(SS.lightDir[1]);
|
|
GLfloat ld1[4] = { (GLfloat)ld.x, (GLfloat)ld.y, (GLfloat)ld.z, 0 };
|
|
glLightfv(GL_LIGHT1, GL_POSITION, ld1);
|
|
|
|
if(SS.drawBackFaces) {
|
|
// For debugging, draw the backs of the triangles in red, so that we
|
|
// notice when a shell is open
|
|
glLightModelf(GL_LIGHT_MODEL_TWO_SIDE, 1);
|
|
} else {
|
|
glLightModelf(GL_LIGHT_MODEL_TWO_SIDE, 0);
|
|
}
|
|
|
|
GLfloat ambient[4] = { (float)SS.ambientIntensity,
|
|
(float)SS.ambientIntensity,
|
|
(float)SS.ambientIntensity, 1 };
|
|
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient);
|
|
|
|
glxUnlockColor();
|
|
|
|
if(showSnapGrid && LockedInWorkplane()) {
|
|
hEntity he = ActiveWorkplane();
|
|
EntityBase *wrkpl = SK.GetEntity(he),
|
|
*norm = wrkpl->Normal();
|
|
Vector wu, wv, wn, wp;
|
|
wp = SK.GetEntity(wrkpl->point[0])->PointGetNum();
|
|
wu = norm->NormalU();
|
|
wv = norm->NormalV();
|
|
wn = norm->NormalN();
|
|
|
|
double g = SS.gridSpacing;
|
|
|
|
double umin = VERY_POSITIVE, umax = VERY_NEGATIVE,
|
|
vmin = VERY_POSITIVE, vmax = VERY_NEGATIVE;
|
|
int a;
|
|
for(a = 0; a < 4; a++) {
|
|
// Ideally, we would just do +/- half the width and height; but
|
|
// allow some extra slop for rounding.
|
|
Vector horiz = projRight.ScaledBy((0.6*width)/scale + 2*g),
|
|
vert = projUp. ScaledBy((0.6*height)/scale + 2*g);
|
|
if(a == 2 || a == 3) horiz = horiz.ScaledBy(-1);
|
|
if(a == 1 || a == 3) vert = vert. ScaledBy(-1);
|
|
Vector tp = horiz.Plus(vert).Minus(offset);
|
|
|
|
// Project the point into our grid plane, normal to the screen
|
|
// (not to the grid plane). If the plane is on edge then this is
|
|
// impossible so don't try to draw the grid.
|
|
bool parallel;
|
|
Vector tpp = Vector::AtIntersectionOfPlaneAndLine(
|
|
wn, wn.Dot(wp),
|
|
tp, tp.Plus(n),
|
|
¶llel);
|
|
if(parallel) goto nogrid;
|
|
|
|
tpp = tpp.Minus(wp);
|
|
double uu = tpp.Dot(wu),
|
|
vv = tpp.Dot(wv);
|
|
|
|
umin = min(uu, umin);
|
|
umax = max(uu, umax);
|
|
vmin = min(vv, vmin);
|
|
vmax = max(vv, vmax);
|
|
}
|
|
|
|
int i, j, i0, i1, j0, j1;
|
|
|
|
i0 = (int)(umin / g);
|
|
i1 = (int)(umax / g);
|
|
j0 = (int)(vmin / g);
|
|
j1 = (int)(vmax / g);
|
|
|
|
if(i0 > i1 || i1 - i0 > 400) goto nogrid;
|
|
if(j0 > j1 || j1 - j0 > 400) goto nogrid;
|
|
|
|
glLineWidth(1);
|
|
glxColorRGBa(Style::Color(Style::DATUM), 0.3);
|
|
glBegin(GL_LINES);
|
|
for(i = i0 + 1; i < i1; i++) {
|
|
glxVertex3v(wp.Plus(wu.ScaledBy(i*g)).Plus(wv.ScaledBy(j0*g)));
|
|
glxVertex3v(wp.Plus(wu.ScaledBy(i*g)).Plus(wv.ScaledBy(j1*g)));
|
|
}
|
|
for(j = j0 + 1; j < j1; j++) {
|
|
glxVertex3v(wp.Plus(wu.ScaledBy(i0*g)).Plus(wv.ScaledBy(j*g)));
|
|
glxVertex3v(wp.Plus(wu.ScaledBy(i1*g)).Plus(wv.ScaledBy(j*g)));
|
|
}
|
|
glEnd();
|
|
|
|
// Clear the depth buffer, so that the grid is at the very back of
|
|
// the Z order.
|
|
glClear(GL_DEPTH_BUFFER_BIT);
|
|
nogrid:;
|
|
}
|
|
|
|
// Draw the active group; this fills the polygons in a drawing group, and
|
|
// draws the solid mesh.
|
|
(SK.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 < SK.constraint.n; i++) {
|
|
SK.constraint.elem[i].Draw();
|
|
}
|
|
|
|
// Draw the traced path, if one exists
|
|
glLineWidth(Style::Width(Style::ANALYZE));
|
|
glxColorRGB(Style::Color(Style::ANALYZE));
|
|
SContour *sc = &(SS.traced.path);
|
|
glBegin(GL_LINE_STRIP);
|
|
for(i = 0; i < sc->l.n; i++) {
|
|
glxVertex3v(sc->l.elem[i].p);
|
|
}
|
|
glEnd();
|
|
|
|
// And the naked edges, if the user did Analyze -> Show Naked Edges.
|
|
glLineWidth(Style::Width(Style::DRAW_ERROR));
|
|
glxColorRGB(Style::Color(Style::DRAW_ERROR));
|
|
glxDrawEdges(&(SS.nakedEdges), true);
|
|
|
|
// Then redraw whatever the mouse is hovering over, highlighted.
|
|
glDisable(GL_DEPTH_TEST);
|
|
glxLockColorTo(Style::Color(Style::HOVERED));
|
|
hover.Draw();
|
|
|
|
// And finally draw the selection, same mechanism.
|
|
glxLockColorTo(Style::Color(Style::SELECTED));
|
|
for(i = 0; i < MAX_SELECTED; i++) {
|
|
selection[i].Draw();
|
|
}
|
|
|
|
glxUnlockColor();
|
|
|
|
// And finally the toolbar.
|
|
if(SS.showToolbar) {
|
|
ToolbarDraw();
|
|
}
|
|
}
|
|
|