686 lines
24 KiB
C++
686 lines
24 KiB
C++
//-----------------------------------------------------------------------------
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// The root function to paint our graphics window, after setting up all the
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// views and such appropriately. Also contains all the stuff to manage the
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// selection.
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//-----------------------------------------------------------------------------
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#include "solvespace.h"
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bool GraphicsWindow::Selection::Equals(Selection *b) {
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if(entity.v != b->entity.v) return false;
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if(constraint.v != b->constraint.v) return false;
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return true;
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}
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bool GraphicsWindow::Selection::IsEmpty(void) {
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if(entity.v) return false;
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if(constraint.v) return false;
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return true;
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}
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bool GraphicsWindow::Selection::IsStylable(void) {
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if(entity.v) return true;
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if(constraint.v) {
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Constraint *c = SK.GetConstraint(constraint);
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if(c->type == Constraint::COMMENT) return true;
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}
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return false;
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}
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bool GraphicsWindow::Selection::HasEndpoints(void) {
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if(!entity.v) return false;
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Entity *e = SK.GetEntity(entity);
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return e->HasEndpoints();
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}
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void GraphicsWindow::Selection::Clear(void) {
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entity.v = constraint.v = 0;
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emphasized = false;
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}
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void GraphicsWindow::Selection::Draw(void) {
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Vector refp;
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if(entity.v) {
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Entity *e = SK.GetEntity(entity);
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e->Draw();
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if(emphasized) refp = e->GetReferencePos();
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}
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if(constraint.v) {
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Constraint *c = SK.GetConstraint(constraint);
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c->Draw();
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if(emphasized) refp = c->GetReferencePos();
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}
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if(emphasized && (constraint.v || entity.v)) {
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// We want to emphasize this constraint or entity, by drawing a thick
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// line from the top left corner of the screen to the reference point
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// of that entity or constraint.
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double s = 0.501/SS.GW.scale;
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Vector topLeft = SS.GW.projRight.ScaledBy(-SS.GW.width*s);
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topLeft = topLeft.Plus(SS.GW.projUp.ScaledBy(SS.GW.height*s));
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topLeft = topLeft.Minus(SS.GW.offset);
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glLineWidth(40);
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DWORD rgb = Style::Color(Style::HOVERED);
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glColor4d(REDf(rgb), GREENf(rgb), BLUEf(rgb), 0.2);
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glBegin(GL_LINES);
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glxVertex3v(topLeft);
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glxVertex3v(refp);
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glEnd();
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glLineWidth(1);
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}
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}
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void GraphicsWindow::ClearSelection(void) {
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selection.Clear();
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SS.later.showTW = true;
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InvalidateGraphics();
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}
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void GraphicsWindow::ClearNonexistentSelectionItems(void) {
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bool change = false;
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Selection *s;
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selection.ClearTags();
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for(s = selection.First(); s; s = selection.NextAfter(s)) {
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if(s->constraint.v && !(SK.constraint.FindByIdNoOops(s->constraint))) {
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s->tag = 1;
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change = true;
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}
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if(s->entity.v && !(SK.entity.FindByIdNoOops(s->entity))) {
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s->tag = 1;
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change = true;
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}
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}
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selection.RemoveTagged();
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if(change) InvalidateGraphics();
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}
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//-----------------------------------------------------------------------------
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// Toggle the selection state of the indicated item: if it was selected then
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// un-select it, and if it wasn't then select it.
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//-----------------------------------------------------------------------------
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void GraphicsWindow::ToggleSelectionStateOf(hEntity he) {
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Selection stog;
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ZERO(&stog);
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stog.entity = he;
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ToggleSelectionStateOf(&stog);
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}
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void GraphicsWindow::ToggleSelectionStateOf(Selection *stog) {
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if(stog->IsEmpty()) return;
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Selection *s;
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// If an item was selected, then we just un-select it.
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bool wasSelected = false;
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selection.ClearTags();
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for(s = selection.First(); s; s = selection.NextAfter(s)) {
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if(s->Equals(stog)) {
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s->tag = 1;
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wasSelected = true;
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break;
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}
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}
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// If two points are coincident, then it's impossible to hover one of
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// them. But make sure to deselect both, to avoid mysterious seeming
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// inability to deselect if the bottom one did somehow get selected.
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if(wasSelected && stog->entity.v) {
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Entity *e = SK.GetEntity(stog->entity);
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if(e->IsPoint()) {
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Vector ep = e->PointGetNum();
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for(s = selection.First(); s; s = selection.NextAfter(s)) {
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if(!s->entity.v) continue;
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if(s->entity.v == stog->entity.v) continue;
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Entity *se = SK.GetEntity(s->entity);
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if(!se->IsPoint()) continue;
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if(ep.Equals(se->PointGetNum())) {
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s->tag = 1;
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}
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}
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}
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}
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selection.RemoveTagged();
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if(wasSelected) return;
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// So it's not selected, so we should select it.
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if(stog->entity.v != 0 && SK.GetEntity(stog->entity)->IsFace()) {
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// In the interest of speed for the triangle drawing code,
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// only two faces may be selected at a time.
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int c = 0;
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selection.ClearTags();
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for(s = selection.First(); s; s = selection.NextAfter(s)) {
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hEntity he = s->entity;
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if(he.v != 0 && SK.GetEntity(he)->IsFace()) {
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c++;
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if(c >= 2) s->tag = 1;
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}
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}
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selection.RemoveTagged();
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}
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selection.Add(stog);
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}
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//-----------------------------------------------------------------------------
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// Select everything that lies within the marquee view-aligned rectangle. For
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// points, we test by the point location. For normals, we test by the normal's
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// associated point. For anything else, we test by any piecewise linear edge.
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//-----------------------------------------------------------------------------
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void GraphicsWindow::SelectByMarquee(void) {
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Point2d begin = ProjectPoint(orig.marqueePoint);
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double xmin = min(orig.mouse.x, begin.x),
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xmax = max(orig.mouse.x, begin.x),
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ymin = min(orig.mouse.y, begin.y),
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ymax = max(orig.mouse.y, begin.y);
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Entity *e;
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for(e = SK.entity.First(); e; e = SK.entity.NextAfter(e)) {
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if(e->group.v != SS.GW.activeGroup.v) continue;
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if(e->IsFace() || e->IsDistance()) continue;
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if(e->IsPoint() || e->IsNormal()) {
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Vector p = e->IsPoint() ? e->PointGetNum() :
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SK.GetEntity(e->point[0])->PointGetNum();
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Point2d pp = ProjectPoint(p);
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if(pp.x >= xmin && pp.x <= xmax &&
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pp.y >= ymin && pp.y <= ymax)
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{
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ToggleSelectionStateOf(e->h);
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}
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} else {
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// Use the 3d bounding box test routines, to avoid duplication;
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// so let our bounding square become a bounding box that certainly
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// includes the z = 0 plane.
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Vector ptMin = Vector::From(xmin, ymin, -1),
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ptMax = Vector::From(xmax, ymax, 1);
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SEdgeList sel;
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ZERO(&sel);
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e->GenerateEdges(&sel);
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SEdge *se;
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for(se = sel.l.First(); se; se = sel.l.NextAfter(se)) {
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Point2d ppa = ProjectPoint(se->a),
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ppb = ProjectPoint(se->b);
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Vector ptA = Vector::From(ppa.x, ppa.y, 0),
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ptB = Vector::From(ppb.x, ppb.y, 0);
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if(Vector::BoundingBoxIntersectsLine(ptMax, ptMin,
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ptA, ptB, true) ||
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!ptA.OutsideAndNotOn(ptMax, ptMin) ||
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!ptB.OutsideAndNotOn(ptMax, ptMin))
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{
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ToggleSelectionStateOf(e->h);
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break;
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}
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}
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sel.Clear();
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Sort the selection according to various critieria: the entities and
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// constraints separately, counts of certain types of entities (circles,
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// lines, etc.), and so on.
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//-----------------------------------------------------------------------------
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void GraphicsWindow::GroupSelection(void) {
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memset(&gs, 0, sizeof(gs));
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int i;
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for(i = 0; i < selection.n && i < MAX_SELECTED; i++) {
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Selection *s = &(selection.elem[i]);
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if(s->entity.v) {
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(gs.n)++;
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Entity *e = SK.entity.FindById(s->entity);
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// A list of points, and a list of all entities that aren't points.
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if(e->IsPoint()) {
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gs.point[(gs.points)++] = s->entity;
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} else {
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gs.entity[(gs.entities)++] = s->entity;
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(gs.stylables)++;
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}
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// And an auxiliary list of normals, including normals from
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// workplanes.
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if(e->IsNormal()) {
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gs.anyNormal[(gs.anyNormals)++] = s->entity;
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} else if(e->IsWorkplane()) {
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gs.anyNormal[(gs.anyNormals)++] = e->Normal()->h;
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}
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// And of vectors (i.e., stuff with a direction to constrain)
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if(e->HasVector()) {
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gs.vector[(gs.vectors)++] = s->entity;
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}
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// Faces (which are special, associated/drawn with triangles)
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if(e->IsFace()) {
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gs.face[(gs.faces)++] = s->entity;
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}
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if(e->HasEndpoints()) {
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(gs.withEndpoints)++;
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}
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// And some aux counts too
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switch(e->type) {
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case Entity::WORKPLANE: (gs.workplanes)++; break;
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case Entity::LINE_SEGMENT: (gs.lineSegments)++; break;
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case Entity::CUBIC: (gs.cubics)++; break;
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// but don't count periodic cubics
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case Entity::ARC_OF_CIRCLE:
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(gs.circlesOrArcs)++;
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(gs.arcs)++;
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break;
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case Entity::CIRCLE: (gs.circlesOrArcs)++; break;
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}
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}
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if(s->constraint.v) {
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gs.constraint[(gs.constraints)++] = s->constraint;
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Constraint *c = SK.GetConstraint(s->constraint);
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if(c->type == Constraint::COMMENT) {
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(gs.stylables)++;
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(gs.comments)++;
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}
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}
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}
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}
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void GraphicsWindow::HitTestMakeSelection(Point2d mp) {
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int i;
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double d, dmin = 1e12;
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Selection s;
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ZERO(&s);
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// Always do the entities; we might be dragging something that should
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// be auto-constrained, and we need the hover for that.
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for(i = 0; i < SK.entity.n; i++) {
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Entity *e = &(SK.entity.elem[i]);
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// Don't hover whatever's being dragged.
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if(e->h.request().v == pending.point.request().v) {
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// The one exception is when we're creating a new cubic; we
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// want to be able to hover the first point, because that's
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// how we turn it into a periodic spline.
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if(!e->IsPoint()) continue;
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if(!e->h.isFromRequest()) continue;
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Request *r = SK.GetRequest(e->h.request());
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if(r->type != Request::CUBIC) continue;
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if(r->extraPoints < 2) continue;
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if(e->h.v != r->h.entity(1).v) continue;
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}
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d = e->GetDistance(mp);
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if(d < 10 && d < dmin) {
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memset(&s, 0, sizeof(s));
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s.entity = e->h;
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dmin = d;
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}
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}
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// The constraints and faces happen only when nothing's in progress.
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if(pending.operation == 0) {
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// Constraints
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for(i = 0; i < SK.constraint.n; i++) {
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d = SK.constraint.elem[i].GetDistance(mp);
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if(d < 10 && d < dmin) {
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memset(&s, 0, sizeof(s));
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s.constraint = SK.constraint.elem[i].h;
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dmin = d;
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}
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}
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// Faces, from the triangle mesh; these are lowest priority
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if(s.constraint.v == 0 && s.entity.v == 0 && showShaded && showFaces) {
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Group *g = SK.GetGroup(activeGroup);
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SMesh *m = &(g->displayMesh);
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DWORD v = m->FirstIntersectionWith(mp);
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if(v) {
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s.entity.v = v;
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}
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}
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}
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if(!s.Equals(&hover)) {
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hover = s;
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InvalidateGraphics();
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}
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}
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//-----------------------------------------------------------------------------
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// Project a point in model space to screen space, exactly as gl would; return
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// units are pixels.
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//-----------------------------------------------------------------------------
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Point2d GraphicsWindow::ProjectPoint(Vector p) {
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Vector p3 = ProjectPoint3(p);
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Point2d p2 = { p3.x, p3.y };
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return p2;
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}
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//-----------------------------------------------------------------------------
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// Project a point in model space to screen space, exactly as gl would; return
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// units are pixels. The z coordinate is also returned, also in pixels.
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//-----------------------------------------------------------------------------
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Vector GraphicsWindow::ProjectPoint3(Vector p) {
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double w;
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Vector r = ProjectPoint4(p, &w);
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return r.ScaledBy(scale/w);
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}
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//-----------------------------------------------------------------------------
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// Project a point in model space halfway into screen space. The scale is
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// not applied, and the perspective divide isn't applied; instead the w
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// coordinate is returned separately.
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//-----------------------------------------------------------------------------
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Vector GraphicsWindow::ProjectPoint4(Vector p, double *w) {
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p = p.Plus(offset);
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Vector r;
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r.x = p.Dot(projRight);
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r.y = p.Dot(projUp);
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r.z = p.Dot(projUp.Cross(projRight));
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*w = 1 + r.z*SS.CameraTangent()*scale;
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return r;
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}
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//-----------------------------------------------------------------------------
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// Return a point in the plane parallel to the screen and through the offset,
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// that projects onto the specified (x, y) coordinates.
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//-----------------------------------------------------------------------------
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Vector GraphicsWindow::UnProjectPoint(Point2d p) {
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Vector orig = offset.ScaledBy(-1);
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// Note that we ignoring the effects of perspective. Since our returned
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// point has the same component normal to the screen as the offset, it
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// will have z = 0 after the rotation is applied, thus w = 1. So this is
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// correct.
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orig = orig.Plus(projRight.ScaledBy(p.x / scale)).Plus(
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projUp. ScaledBy(p.y / scale));
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return orig;
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}
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void GraphicsWindow::NormalizeProjectionVectors(void) {
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Vector norm = projRight.Cross(projUp);
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projUp = norm.Cross(projRight);
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projUp = projUp.WithMagnitude(1);
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projRight = projRight.WithMagnitude(1);
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}
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Vector GraphicsWindow::VectorFromProjs(Vector rightUpForward) {
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Vector n = projRight.Cross(projUp);
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Vector r = (projRight.ScaledBy(rightUpForward.x));
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r = r.Plus(projUp.ScaledBy(rightUpForward.y));
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r = r.Plus(n.ScaledBy(rightUpForward.z));
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return r;
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}
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void GraphicsWindow::Paint(int w, int h) {
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int i;
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havePainted = true;
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width = w; height = h;
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glViewport(0, 0, w, h);
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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glScaled(scale*2.0/w, scale*2.0/h, scale*1.0/30000);
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double mat[16];
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// Last thing before display is to apply the perspective
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double clp = SS.CameraTangent()*scale;
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MakeMatrix(mat, 1, 0, 0, 0,
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0, 1, 0, 0,
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0, 0, 1, 0,
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0, 0, clp, 1);
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glMultMatrixd(mat);
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// Before that, we apply the rotation
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Vector n = projUp.Cross(projRight);
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MakeMatrix(mat, projRight.x, projRight.y, projRight.z, 0,
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projUp.x, projUp.y, projUp.z, 0,
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n.x, n.y, n.z, 0,
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0, 0, 0, 1);
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glMultMatrixd(mat);
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// And before that, the translation
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MakeMatrix(mat, 1, 0, 0, offset.x,
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0, 1, 0, offset.y,
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0, 0, 1, offset.z,
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0, 0, 0, 1);
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glMultMatrixd(mat);
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glMatrixMode(GL_MODELVIEW);
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glLoadIdentity();
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glShadeModel(GL_SMOOTH);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glEnable(GL_BLEND);
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glEnable(GL_LINE_SMOOTH);
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// don't enable GL_POLYGON_SMOOTH; that looks ugly on some graphics cards,
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// drawn with leaks in the mesh
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glEnable(GL_POLYGON_OFFSET_LINE);
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glEnable(GL_POLYGON_OFFSET_FILL);
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glEnable(GL_DEPTH_TEST);
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glHint(GL_LINE_SMOOTH_HINT, GL_NICEST);
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glEnable(GL_NORMALIZE);
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// At the same depth, we want later lines drawn over earlier.
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glDepthFunc(GL_LEQUAL);
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if(SS.AllGroupsOkay()) {
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glClearColor(REDf(SS.backgroundColor),
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GREENf(SS.backgroundColor),
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BLUEf(SS.backgroundColor), 1.0f);
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} else {
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// Draw a different background whenever we're having solve problems.
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DWORD rgb = Style::Color(Style::DRAW_ERROR);
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glClearColor(0.4f*REDf(rgb), 0.4f*GREENf(rgb), 0.4f*BLUEf(rgb), 1.0f);
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// And show the text window, which has info to debug it
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ForceTextWindowShown();
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}
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glClearDepth(1.0);
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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// Nasty case when we're reloading the imported files; could be that
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// we get an error, so a dialog pops up, and a message loop starts, and
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// we have to get called to paint ourselves. If the sketch is screwed
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// up, then we could trigger an oops trying to draw.
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if(!SS.allConsistent) return;
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// Let's use two lights, at the user-specified locations
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GLfloat f;
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glEnable(GL_LIGHT0);
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f = (GLfloat)SS.lightIntensity[0];
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GLfloat li0[] = { f, f, f, 1.0f };
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glLightfv(GL_LIGHT0, GL_DIFFUSE, li0);
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glLightfv(GL_LIGHT0, GL_SPECULAR, li0);
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glEnable(GL_LIGHT1);
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f = (GLfloat)SS.lightIntensity[1];
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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 filled paths in all groups, when those filled paths were requested
|
|
// specially by assigning a style with a fill color.
|
|
Group *g;
|
|
for(g = SK.group.First(); g; g = SK.group.NextAfter(g)) {
|
|
if(!(g->IsVisible())) continue;
|
|
g->DrawFilledPaths();
|
|
}
|
|
|
|
// Draw the active group; this does stuff like the mesh and edges.
|
|
(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(Selection *s = selection.First(); s; s = selection.NextAfter(s)) {
|
|
s->Draw();
|
|
}
|
|
|
|
glxUnlockColor();
|
|
|
|
// If a marquee selection is in progress, then draw the selection
|
|
// rectangle, as an outline and a transparent fill.
|
|
if(pending.operation == DRAGGING_MARQUEE) {
|
|
Point2d begin = ProjectPoint(orig.marqueePoint);
|
|
double xmin = min(orig.mouse.x, begin.x),
|
|
xmax = max(orig.mouse.x, begin.x),
|
|
ymin = min(orig.mouse.y, begin.y),
|
|
ymax = max(orig.mouse.y, begin.y);
|
|
|
|
Vector tl = UnProjectPoint(Point2d::From(xmin, ymin)),
|
|
tr = UnProjectPoint(Point2d::From(xmax, ymin)),
|
|
br = UnProjectPoint(Point2d::From(xmax, ymax)),
|
|
bl = UnProjectPoint(Point2d::From(xmin, ymax));
|
|
|
|
glLineWidth((GLfloat)1.3);
|
|
glxColorRGB(Style::Color(Style::HOVERED));
|
|
glBegin(GL_LINE_LOOP);
|
|
glxVertex3v(tl);
|
|
glxVertex3v(tr);
|
|
glxVertex3v(br);
|
|
glxVertex3v(bl);
|
|
glEnd();
|
|
glxColorRGBa(Style::Color(Style::HOVERED), 0.10);
|
|
glBegin(GL_QUADS);
|
|
glxVertex3v(tl);
|
|
glxVertex3v(tr);
|
|
glxVertex3v(br);
|
|
glxVertex3v(bl);
|
|
glEnd();
|
|
}
|
|
|
|
// And finally the toolbar.
|
|
if(SS.showToolbar) {
|
|
ToolbarDraw();
|
|
}
|
|
}
|
|
|