solvespace/graphicswin.cpp

552 lines
21 KiB
C++

#include "solvespace.h"
#define mView (&GraphicsWindow::MenuView)
#define mEdit (&GraphicsWindow::MenuEdit)
#define mReq (&GraphicsWindow::MenuRequest)
#define mCon (&Constraint::MenuConstrain)
#define mFile (&SolveSpace::MenuFile)
#define mGrp (&Group::MenuGroup)
#define S 0x100
#define C 0x200
const GraphicsWindow::MenuEntry GraphicsWindow::menu[] = {
{ 0, "&File", 0, NULL },
{ 1, "&New\tCtrl+N", MNU_NEW, 'N'|C, mFile },
{ 1, "&Open...\tCtrl+O", MNU_OPEN, 'O'|C, mFile },
{10, "&Open Recent", MNU_OPEN_RECENT, 0, mFile },
{ 1, "&Save\tCtrl+S", MNU_SAVE, 'S'|C, mFile },
{ 1, "Save &As...", MNU_SAVE_AS, 0, mFile },
{ 1, NULL, 0, 0, NULL },
{ 1, "E&xit", MNU_EXIT, 0, mFile },
{ 0, "&Edit", 0, NULL },
{ 1, "&Undo\tCtrl+Z", MNU_UNDO, 'Z'|C, mEdit },
{ 1, "&Redo\tCtrl+Y", MNU_REDO, 'Y'|C, mEdit },
{ 1, NULL, 0, NULL },
{ 1, "&Delete\tDel", MNU_DELETE, 127, mEdit },
{ 1, NULL, 0, NULL },
{ 1, "&Unselect All\tEsc", MNU_UNSELECT_ALL, 27, mEdit },
{ 0, "&View", 0, NULL },
{ 1, "Zoom &In\t+", MNU_ZOOM_IN, '+', mView },
{ 1, "Zoom &Out\t-", MNU_ZOOM_OUT, '-', mView },
{ 1, "Zoom To &Fit\tF", MNU_ZOOM_TO_FIT, 'F', mView },
{ 1, NULL, 0, NULL },
{ 1, "Show Text &Window\tTab", MNU_SHOW_TEXT_WND, '\t', mView },
{ 1, NULL, 0, NULL },
{ 1, "Dimensions in &Inches", MNU_UNITS_INCHES, 0, mView },
{ 1, "Dimensions in &Millimeters", MNU_UNITS_MM, 0, mView },
{ 0, "&New Group", 0, 0, NULL },
{ 1, "&Drawing in 3d\tShift+Ctrl+D", MNU_GROUP_3D, 'D'|S|C, mGrp },
{ 1, "Drawing in Workplane\tShift+Ctrl+W", MNU_GROUP_WRKPL, 'W'|S|C, mGrp },
{ 1, NULL, 0, NULL },
{ 1, "Step &Translating\tShift+Ctrl+R", MNU_GROUP_TRANS, 'T'|S|C,mGrp },
{ 1, "Step &Rotating\tShift+Ctrl+T", MNU_GROUP_ROT, 'R'|S|C,mGrp },
{ 1, NULL, 0, 0, NULL },
{ 1, "Extrude\tShift+Ctrl+X", MNU_GROUP_EXTRUDE, 'X'|S|C,mGrp },
{ 1, "Lathe\tShift+Ctrl+L", MNU_GROUP_LATHE, 'L'|S|C,mGrp },
{ 1, NULL, 0, 0, NULL },
{ 1, "Import / Assemble...\tShift+Ctrl+I", MNU_GROUP_IMPORT, 'I'|S|C,mGrp },
{11, "Import Recent", MNU_GROUP_RECENT, 0, mGrp },
{ 0, "&Request", 0, NULL },
{ 1, "Draw in &Workplane\tW", MNU_SEL_WORKPLANE, 'W', mReq },
{ 1, "Draw Anywhere in 3d\tQ", MNU_FREE_IN_3D, 'Q', mReq },
{ 1, NULL, 0, NULL },
{ 1, "Datum &Point\tP", MNU_DATUM_POINT, 'P', mReq },
{ 1, "&Workplane (Coordinate S&ystem)\tY", MNU_WORKPLANE, 'Y', mReq },
{ 1, NULL, 0, NULL },
{ 1, "Line &Segment\tS", MNU_LINE_SEGMENT, 'S', mReq },
{ 1, "&Rectangle\tR", MNU_RECTANGLE, 'R', mReq },
{ 1, "&Circle\tC", MNU_CIRCLE, 'C', mReq },
{ 1, "&Arc of a Circle\tA", MNU_ARC, 'A', mReq },
{ 1, "&Cubic Segment\t3", MNU_CUBIC, '3', mReq },
{ 1, NULL, 0, NULL },
{ 1, "To&ggle Construction\tG", MNU_CONSTRUCTION, 'G', mReq },
{ 0, "&Constrain", 0, NULL },
{ 1, "&Distance / Diameter\tShift+D", MNU_DISTANCE_DIA, 'D'|S, mCon },
{ 1, "A&ngle\tShift+N", MNU_ANGLE, 'N'|S, mCon },
{ 1, "Other S&upplementary Angle\tShift+U", MNU_OTHER_ANGLE, 'U'|S, mCon },
{ 1, "Toggle &Reference Dim\tShift+R", MNU_REFERENCE, 'R'|S, mCon },
{ 1, NULL, 0, NULL },
{ 1, "&Horizontal\tShift+H", MNU_HORIZONTAL, 'H'|S, mCon },
{ 1, "&Vertical\tShift+V", MNU_VERTICAL, 'V'|S, mCon },
{ 1, NULL, 0, NULL },
{ 1, "&On Point / Curve / Plane\tShift+O", MNU_ON_ENTITY, 'O'|S, mCon },
{ 1, "E&qual Length / Radius\tShift+Q", MNU_EQUAL, 'Q'|S, mCon },
{ 1, "Length Ra&tio\tShift+T", MNU_RATIO, 'T'|S, mCon },
{ 1, "At &Midpoint\tShift+M", MNU_AT_MIDPOINT, 'M'|S, mCon },
{ 1, "S&ymmetric\tShift+Y", MNU_SYMMETRIC, 'Y'|S, mCon },
{ 1, "Para&llel\tShift+L", MNU_PARALLEL, 'L'|S, mCon },
{ 1, "Same Orient&ation\tShift+A", MNU_ORIENTED_SAME, 'A'|S, mCon },
{ 1, NULL, 0, NULL },
{ 1, "Comment\tShift+C", MNU_COMMENT, 'C'|S, mCon },
{ 1, NULL, 0, NULL },
{ 1, "Solve Once Now\tSpace", MNU_SOLVE_NOW, ' ', mCon },
{ 0, "&Help", 0, NULL },
{ 1, "&About\t", 0, NULL },
{ -1 },
};
void GraphicsWindow::Init(void) {
memset(this, 0, sizeof(*this));
scale = 5;
offset = Vector::From(0, 0, 0);
projRight = Vector::From(1, 0, 0);
projUp = Vector::From(0, 1, 0);
// And with the last group active
activeGroup = SS.group.elem[SS.group.n-1].h;
SS.GetGroup(activeGroup)->Activate();
showWorkplanes = false;
showNormals = true;
showPoints = true;
showConstraints = true;
showHdnLines = false;
showShaded = true;
showMesh = false;
showTextWindow = true;
ShowTextWindow(showTextWindow);
// Do this last, so that all the menus get updated correctly.
EnsureValidActives();
}
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());
}
//-----------------------------------------------------------------------------
// 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::AnimateOntoWorkplane(void) {
if(!LockedInWorkplane()) return;
Entity *w = SS.GetEntity(ActiveWorkplane());
Quaternion quatf = w->Normal()->NormalGetNum();
Vector offsetf = (SS.GetEntity(w->point[0])->PointGetNum()).ScaledBy(-1);
// Get our initial orientation and translation.
Quaternion quat0 = Quaternion::From(projRight, projUp);
Vector offset0 = offset;
// Make sure we take the shorter of the two possible paths.
double mp = (quatf.Minus(quat0)).Magnitude();
double mm = (quatf.Plus(quat0)).Magnitude();
if(mp > mm) {
quatf = quatf.ScaledBy(-1);
mp = mm;
}
double mo = (offset0.Minus(offsetf)).Magnitude()*scale;
// Animate transition, unless it's a tiny move.
SDWORD dt = (mp < 0.01 && mo < 10) ? (-20) :
(SDWORD)(100 + 1000*mp + 0.4*mo);
SDWORD tn, t0 = GetMilliseconds();
double s = 0;
Quaternion dq = quatf.Times(quat0.Inverse());
do {
offset = (offset0.ScaledBy(1 - s)).Plus(offsetf.ScaledBy(s));
Quaternion quat = (dq.ToThe(s)).Times(quat0);
quat = quat.WithMagnitude(1);
projRight = quat.RotationU();
projUp = quat.RotationV();
PaintGraphics();
tn = GetMilliseconds();
s = (tn - t0)/((double)dt);
} while((tn - t0) < dt);
projRight = quatf.RotationU();
projUp = quatf.RotationV();
offset = offsetf;
InvalidateGraphics();
}
void GraphicsWindow::HandlePointForZoomToFit(Vector p,
Point2d *pmax, Point2d *pmin, double *wmin, bool div)
{
double w;
Vector pp = ProjectPoint4(p, &w);
if(div) {
pp = pp.ScaledBy(1.0/w);
}
pmax->x = max(pmax->x, pp.x);
pmax->y = max(pmax->y, pp.y);
pmin->x = min(pmin->x, pp.x);
pmin->y = min(pmin->y, pp.y);
*wmin = min(*wmin, w);
}
void GraphicsWindow::LoopOverPoints(
Point2d *pmax, Point2d *pmin, double *wmin, bool div)
{
HandlePointForZoomToFit(Vector::From(0, 0, 0), pmax, pmin, wmin, div);
int i, j;
for(i = 0; i < SS.entity.n; i++) {
Entity *e = &(SS.entity.elem[i]);
if(!e->IsPoint()) continue;
if(!e->IsVisible()) continue;
HandlePointForZoomToFit(e->PointGetNum(), pmax, pmin, wmin, div);
}
Group *g = SS.GetGroup(activeGroup);
for(i = 0; i < g->mesh.l.n; i++) {
STriangle *tr = &(g->mesh.l.elem[i]);
HandlePointForZoomToFit(tr->a, pmax, pmin, wmin, div);
HandlePointForZoomToFit(tr->b, pmax, pmin, wmin, div);
HandlePointForZoomToFit(tr->c, pmax, pmin, wmin, div);
}
for(i = 0; i < g->poly.l.n; i++) {
SContour *sc = &(g->poly.l.elem[i]);
for(j = 0; j < sc->l.n; j++) {
HandlePointForZoomToFit(sc->l.elem[j].p, pmax, pmin, wmin, div);
}
}
}
void GraphicsWindow::ZoomToFit(void) {
// On the first run, ignore perspective.
Point2d pmax = { -1e12, -1e12 }, pmin = { 1e12, 1e12 };
double wmin = 1;
LoopOverPoints(&pmax, &pmin, &wmin, false);
double xm = (pmax.x + pmin.x)/2, ym = (pmax.y + pmin.y)/2;
double dx = pmax.x - pmin.x, dy = pmax.y - pmin.y;
offset = offset.Plus(projRight.ScaledBy(-xm)).Plus(
projUp. ScaledBy(-ym));
// And based on this, we calculate the scale and offset
if(dx == 0 && dy == 0) {
scale = 5;
} else {
double scalex = 1e12, scaley = 1e12;
if(dx != 0) scalex = 0.9*width /dx;
if(dy != 0) scaley = 0.9*height/dy;
scale = min(scalex, scaley);
scale = min(100, scale);
scale = max(0.001, scale);
}
// Then do another run, considering the perspective.
pmax.x = -1e12; pmax.y = -1e12;
pmin.x = 1e12; pmin.y = 1e12;
wmin = 1;
LoopOverPoints(&pmax, &pmin, &wmin, true);
// Adjust the scale so that no points are behind the camera
if(wmin < 0.1) {
double k = SS.cameraTangent;
// w = 1+k*scale*z
double zmin = (wmin - 1)/(k*scale);
// 0.1 = 1 + k*scale*zmin
// (0.1 - 1)/(k*zmin) = scale
scale = min(scale, (0.1 - 1)/(k*zmin));
}
}
void GraphicsWindow::MenuView(int id) {
switch(id) {
case MNU_ZOOM_IN:
SS.GW.scale *= 1.2;
break;
case MNU_ZOOM_OUT:
SS.GW.scale /= 1.2;
break;
case MNU_ZOOM_TO_FIT:
SS.GW.ZoomToFit();
break;
case MNU_SHOW_TEXT_WND:
SS.GW.showTextWindow = !SS.GW.showTextWindow;
SS.GW.EnsureValidActives();
break;
case MNU_UNITS_MM:
SS.viewUnits = SolveSpace::UNIT_MM;
SS.later.showTW = true;
SS.GW.EnsureValidActives();
break;
case MNU_UNITS_INCHES:
SS.viewUnits = SolveSpace::UNIT_INCHES;
SS.later.showTW = true;
SS.GW.EnsureValidActives();
break;
default: oops();
}
InvalidateGraphics();
}
void GraphicsWindow::EnsureValidActives(void) {
bool change = false;
// The active group must exist, and not be the references.
Group *g = SS.group.FindByIdNoOops(activeGroup);
if((!g) || (g->h.v == Group::HGROUP_REFERENCES.v)) {
int i;
for(i = 0; i < SS.group.n; i++) {
if(SS.group.elem[i].h.v != Group::HGROUP_REFERENCES.v) {
break;
}
}
if(i >= SS.group.n) {
// This can happen if the user deletes all the groups in the
// sketch. It's difficult to prevent that, because the last
// group might have been deleted automatically, because it failed
// a dependency. There needs to be something, so create a plane
// drawing group and activate that. They should never be able
// to delete the references, though.
activeGroup = SS.CreateDefaultDrawingGroup();
} else {
activeGroup = SS.group.elem[i].h;
}
SS.GetGroup(activeGroup)->Activate();
change = true;
}
// The active coordinate system must also exist.
if(LockedInWorkplane()) {
Entity *e = SS.entity.FindByIdNoOops(ActiveWorkplane());
if(e) {
hGroup hgw = e->group;
if(hgw.v != activeGroup.v && SS.GroupsInOrder(activeGroup, hgw)) {
// The active workplane is in a group that comes after the
// active group; so any request or constraint will fail.
SetWorkplaneFreeIn3d();
change = true;
}
} else {
SetWorkplaneFreeIn3d();
change = true;
}
}
// And update the checked state for various menus
bool locked = LockedInWorkplane();
CheckMenuById(MNU_FREE_IN_3D, !locked);
CheckMenuById(MNU_SEL_WORKPLANE, locked);
SS.UndoEnableMenus();
switch(SS.viewUnits) {
case SolveSpace::UNIT_MM:
case SolveSpace::UNIT_INCHES:
break;
default:
SS.viewUnits = SolveSpace::UNIT_MM;
}
CheckMenuById(MNU_UNITS_MM, SS.viewUnits == SolveSpace::UNIT_MM);
CheckMenuById(MNU_UNITS_INCHES, SS.viewUnits == SolveSpace::UNIT_INCHES);
ShowTextWindow(SS.GW.showTextWindow);
CheckMenuById(MNU_SHOW_TEXT_WND, SS.GW.showTextWindow);
if(change) SS.later.showTW = true;
}
void GraphicsWindow::SetWorkplaneFreeIn3d(void) {
SS.GetGroup(activeGroup)->activeWorkplane = Entity::FREE_IN_3D;
}
hEntity GraphicsWindow::ActiveWorkplane(void) {
Group *g = SS.group.FindByIdNoOops(activeGroup);
if(g) {
return g->activeWorkplane;
} else {
return Entity::FREE_IN_3D;
}
}
bool GraphicsWindow::LockedInWorkplane(void) {
return (SS.GW.ActiveWorkplane().v != Entity::FREE_IN_3D.v);
}
void GraphicsWindow::MenuEdit(int id) {
switch(id) {
case MNU_UNSELECT_ALL:
SS.GW.GroupSelection();
if(SS.GW.gs.n == 0 && SS.GW.pending.operation == 0) {
if(!TextEditControlIsVisible()) {
SS.TW.ClearSuper();
}
}
SS.GW.ClearSuper();
HideTextEditControl();
break;
case MNU_DELETE: {
int i;
SS.request.ClearTags();
SS.constraint.ClearTags();
for(i = 0; i < MAX_SELECTED; i++) {
Selection *s = &(SS.GW.selection[i]);
hRequest r; r.v = 0;
if(s->entity.v && s->entity.isFromRequest()) {
r = s->entity.request();
}
if(r.v && !r.IsFromReferences()) {
SS.request.Tag(r, 1);
}
if(s->constraint.v) {
SS.constraint.Tag(s->constraint, 1);
}
}
SS.request.RemoveTagged();
SS.constraint.RemoveTagged();
// An edit might be in progress for the just-deleted item. So
// now it's not.
HideGraphicsEditControl();
HideTextEditControl();
// And clear out the selection, which could contain that item.
SS.GW.ClearSuper();
// And regenerate to get rid of what it generates, plus anything
// that references it (since the regen code checks for that).
SS.GenerateAll(0, INT_MAX);
SS.GW.EnsureValidActives();
SS.later.showTW = true;
break;
}
case MNU_UNDO:
SS.UndoUndo();
break;
case MNU_REDO:
SS.UndoRedo();
break;
default: oops();
}
}
void GraphicsWindow::MenuRequest(int id) {
char *s;
switch(id) {
case MNU_SEL_WORKPLANE: {
SS.GW.GroupSelection();
Group *g = SS.GetGroup(SS.GW.activeGroup);
if(SS.GW.gs.n == 1 && SS.GW.gs.workplanes == 1) {
// A user-selected workplane
g->activeWorkplane = SS.GW.gs.entity[0];
} else if(g->type == Group::DRAWING_WORKPLANE) {
// The group's default workplane
g->activeWorkplane = g->h.entity(0);
}
if(!SS.GW.LockedInWorkplane()) {
Error("Select workplane (e.g., the XY plane) "
"before locking on.");
break;
}
// Align the view with the selected workplane
SS.GW.AnimateOntoWorkplane();
SS.GW.ClearSuper();
SS.later.showTW = true;
break;
}
case MNU_FREE_IN_3D:
SS.GW.SetWorkplaneFreeIn3d();
SS.GW.EnsureValidActives();
SS.later.showTW = true;
break;
case MNU_DATUM_POINT: s = "click to place datum point"; goto c;
case MNU_LINE_SEGMENT: s = "click first point of line segment"; goto c;
case MNU_CUBIC: s = "click first point of cubic segment"; goto c;
case MNU_CIRCLE: s = "click center of circle"; goto c;
case MNU_ARC: s = "click point on arc (draws anti-clockwise)"; goto c;
case MNU_WORKPLANE: s = "click origin of workplane"; goto c;
case MNU_RECTANGLE: s = "click one corner of rectangular"; goto c;
c:
SS.GW.pending.operation = id;
SS.GW.pending.description = s;
SS.later.showTW = true;
break;
case MNU_CONSTRUCTION: {
SS.GW.GroupSelection();
int i;
for(i = 0; i < SS.GW.gs.entities; i++) {
hEntity he = SS.GW.gs.entity[i];
if(!he.isFromRequest()) continue;
Request *r = SS.GetRequest(he.request());
r->construction = !(r->construction);
SS.MarkGroupDirty(r->group);
}
SS.GW.ClearSelection();
SS.GenerateAll();
break;
}
default: oops();
}
}
void GraphicsWindow::ClearSuper(void) {
HideGraphicsEditControl();
ClearPending();
ClearSelection();
hover.Clear();
EnsureValidActives();
}
void GraphicsWindow::ToggleBool(int link, DWORD v) {
bool *vb = (bool *)v;
*vb = !*vb;
// The faces are shown as special stippling on the shaded triangle mesh,
// so not meaningful to show them and hide the shaded.
if(!SS.GW.showShaded) SS.GW.showFaces = false;
SS.GenerateAll();
InvalidateGraphics();
SS.later.showTW = true;
}