solvespace/draw.cpp

530 lines
18 KiB
C++

//-----------------------------------------------------------------------------
// The root function to paint our graphics window, after setting up all the
// views and such appropriately. Also contains all the stuff to manage the
// selection.
//-----------------------------------------------------------------------------
#include "solvespace.h"
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) {
Group *g = SK.GetGroup(activeGroup);
SMesh *m = &(g->displayMesh);
DWORD v = m->FirstIntersectionWith(mp);
if(v) {
s.entity.v = v;
}
}
}
if(!s.Equals(&hover)) {
hover = s;
InvalidateGraphics();
}
}
//-----------------------------------------------------------------------------
// Project a point in model space to screen space, exactly as gl would; return
// units are pixels.
//-----------------------------------------------------------------------------
Point2d GraphicsWindow::ProjectPoint(Vector p) {
Vector p3 = ProjectPoint3(p);
Point2d p2 = { p3.x, p3.y };
return p2;
}
//-----------------------------------------------------------------------------
// Project a point in model space to screen space, exactly as gl would; return
// units are pixels. The z coordinate is also returned, also in pixels.
//-----------------------------------------------------------------------------
Vector GraphicsWindow::ProjectPoint3(Vector p) {
double w;
Vector r = ProjectPoint4(p, &w);
return r.ScaledBy(scale/w);
}
//-----------------------------------------------------------------------------
// Project a point in model space halfway into screen space. The scale is
// not applied, and the perspective divide isn't applied; instead the w
// coordinate is returned separately.
//-----------------------------------------------------------------------------
Vector GraphicsWindow::ProjectPoint4(Vector p, double *w) {
p = p.Plus(offset);
Vector r;
r.x = p.Dot(projRight);
r.y = p.Dot(projUp);
r.z = p.Dot(projUp.Cross(projRight));
*w = 1 + r.z*SS.CameraTangent()*scale;
return r;
}
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());
}
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),
&parallel);
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();
}
}