1041 lines
34 KiB
C++
1041 lines
34 KiB
C++
#include "solvespace.h"
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void GraphicsWindow::UpdateDraggedPoint(hEntity hp, double mx, double my) {
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Entity *p = SS.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(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 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 = SS.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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SS.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 = SS.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 = SS.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 = SS.GetEntity(hr.entity(1))->PointGetNum();
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Vector p3 = SS.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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SS.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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SS.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 = SS.GetEntity(hr.entity(2))->PointGetNum();
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Vector onb = SS.GetEntity(hr.entity(3))->PointGetNum();
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Vector center = (ona.Plus(onb)).ScaledBy(0.5);
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SS.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 = SS.GetEntity(pending.circle);
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Vector center = SS.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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SS.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 = SS.GetEntity(pending.normal);
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Vector p = SS.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::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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if(pending.operation == DRAGGING_NEW_LINE_POINT) {
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// Special case; use a middle or right click to stop drawing lines,
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// since a left click would draw another one. This is quicker and
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// more intuitive than hitting escape.
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ClearPending();
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}
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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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}
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hRequest GraphicsWindow::AddRequest(int type) {
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return AddRequest(type, true);
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}
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hRequest GraphicsWindow::AddRequest(int type, bool rememberForUndo) {
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if(rememberForUndo) SS.UndoRemember();
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Request r;
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memset(&r, 0, sizeof(r));
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r.group = activeGroup;
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Group *g = SS.GetGroup(activeGroup);
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if(g->type == Group::DRAWING_3D || g->type == Group::DRAWING_WORKPLANE) {
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r.construction = false;
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} else {
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r.construction = true;
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}
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r.workplane = ActiveWorkplane();
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r.type = type;
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SS.request.AddAndAssignId(&r);
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// We must regenerate the parameters, so that the code that tries to
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// place this request's entities where the mouse is can do so. But
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// we mustn't try to solve until reasonable values have been supplied
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// for these new parameters, or else we'll get a numerical blowup.
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SS.GenerateAll(-1, -1);
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SS.MarkGroupDirty(r.group);
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return r.h;
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}
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bool GraphicsWindow::ConstrainPointByHovered(hEntity pt) {
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if(!hover.entity.v) return false;
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Entity *e = SS.GetEntity(hover.entity);
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if(e->IsPoint()) {
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Constraint::ConstrainCoincident(e->h, pt);
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return true;
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}
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if(e->IsCircle()) {
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Constraint::Constrain(Constraint::PT_ON_CIRCLE,
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pt, Entity::NO_ENTITY, e->h);
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return true;
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}
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if(e->type == Entity::LINE_SEGMENT) {
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Constraint::Constrain(Constraint::PT_ON_LINE,
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pt, Entity::NO_ENTITY, e->h);
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return true;
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}
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return false;
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}
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void GraphicsWindow::MouseLeftDown(double mx, double my) {
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if(GraphicsEditControlIsVisible()) return;
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HideTextEditControl();
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if(SS.showToolbar) {
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if(ToolbarMouseDown((int)mx, (int)my)) return;
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}
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// Make sure the hover is up to date.
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MouseMoved(mx, my, false, false, false, false, false);
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orig.mouse.x = mx;
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orig.mouse.y = my;
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// The current mouse location
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Vector v = offset.ScaledBy(-1);
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v = v.Plus(projRight.ScaledBy(mx/scale));
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v = v.Plus(projUp.ScaledBy(my/scale));
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hRequest hr;
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switch(pending.operation) {
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case MNU_DATUM_POINT:
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hr = AddRequest(Request::DATUM_POINT);
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SS.GetEntity(hr.entity(0))->PointForceTo(v);
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ConstrainPointByHovered(hr.entity(0));
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ClearSuper();
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pending.operation = 0;
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break;
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case MNU_LINE_SEGMENT:
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hr = AddRequest(Request::LINE_SEGMENT);
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SS.GetEntity(hr.entity(1))->PointForceTo(v);
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ConstrainPointByHovered(hr.entity(1));
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ClearSuper();
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pending.operation = DRAGGING_NEW_LINE_POINT;
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pending.point = hr.entity(2);
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pending.description = "click to place next point of line";
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SS.GetEntity(pending.point)->PointForceTo(v);
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break;
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case MNU_RECTANGLE: {
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if(!SS.GW.LockedInWorkplane()) {
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Error("Can't draw rectangle in 3d; select a workplane first.");
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ClearSuper();
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break;
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}
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hRequest lns[4];
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int i;
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SS.UndoRemember();
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for(i = 0; i < 4; i++) {
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lns[i] = AddRequest(Request::LINE_SEGMENT, false);
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}
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for(i = 0; i < 4; i++) {
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Constraint::ConstrainCoincident(
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lns[i].entity(1), lns[(i+1)%4].entity(2));
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SS.GetEntity(lns[i].entity(1))->PointForceTo(v);
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SS.GetEntity(lns[i].entity(2))->PointForceTo(v);
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}
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for(i = 0; i < 4; i++) {
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Constraint::Constrain(
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(i % 2) ? Constraint::HORIZONTAL : Constraint::VERTICAL,
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Entity::NO_ENTITY, Entity::NO_ENTITY,
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lns[i].entity(0));
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}
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ConstrainPointByHovered(lns[2].entity(1));
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pending.operation = DRAGGING_NEW_POINT;
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pending.point = lns[1].entity(2);
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pending.description = "click to place other corner of rectangle";
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break;
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}
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case MNU_CIRCLE:
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hr = AddRequest(Request::CIRCLE);
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SS.GetEntity(hr.entity(1))->PointForceTo(v);
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SS.GetEntity(hr.entity(32))->NormalForceTo(
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Quaternion::From(SS.GW.projRight, SS.GW.projUp));
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ConstrainPointByHovered(hr.entity(1));
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ClearSuper();
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pending.operation = DRAGGING_NEW_RADIUS;
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pending.circle = hr.entity(0);
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pending.description = "click to set radius";
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SS.GetParam(hr.param(0))->val = 0;
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break;
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case MNU_ARC: {
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if(!SS.GW.LockedInWorkplane()) {
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Error("Can't draw arc in 3d; select a workplane first.");
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ClearPending();
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break;
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}
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hr = AddRequest(Request::ARC_OF_CIRCLE);
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// This fudge factor stops us from immediately failing to solve
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// because of the arc's implicit (equal radius) tangent.
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Vector adj = SS.GW.projRight.WithMagnitude(2/SS.GW.scale);
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SS.GetEntity(hr.entity(1))->PointForceTo(v.Minus(adj));
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SS.GetEntity(hr.entity(2))->PointForceTo(v);
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SS.GetEntity(hr.entity(3))->PointForceTo(v);
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ConstrainPointByHovered(hr.entity(2));
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ClearSuper();
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pending.operation = DRAGGING_NEW_ARC_POINT;
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pending.point = hr.entity(3);
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pending.description = "click to place point";
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break;
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}
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case MNU_CUBIC:
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hr = AddRequest(Request::CUBIC);
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SS.GetEntity(hr.entity(1))->PointForceTo(v);
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SS.GetEntity(hr.entity(2))->PointForceTo(v);
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SS.GetEntity(hr.entity(3))->PointForceTo(v);
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SS.GetEntity(hr.entity(4))->PointForceTo(v);
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ConstrainPointByHovered(hr.entity(1));
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ClearSuper();
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pending.operation = DRAGGING_NEW_CUBIC_POINT;
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pending.point = hr.entity(4);
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pending.description = "click to place next point of cubic";
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break;
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case MNU_WORKPLANE:
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if(LockedInWorkplane()) {
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Error("Sketching in a workplane already; sketch in 3d before "
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"creating new workplane.");
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ClearSuper();
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break;
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}
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hr = AddRequest(Request::WORKPLANE);
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SS.GetEntity(hr.entity(1))->PointForceTo(v);
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SS.GetEntity(hr.entity(32))->NormalForceTo(
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Quaternion::From(SS.GW.projRight, SS.GW.projUp));
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ConstrainPointByHovered(hr.entity(1));
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ClearSuper();
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break;
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case MNU_TTF_TEXT: {
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if(!SS.GW.LockedInWorkplane()) {
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Error("Can't draw text in 3d; select a workplane first.");
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ClearSuper();
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break;
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}
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hr = AddRequest(Request::TTF_TEXT);
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|
Request *r = SS.GetRequest(hr);
|
|
r->str.strcpy("Abc");
|
|
r->font.strcpy("arial.ttf");
|
|
|
|
SS.GetEntity(hr.entity(1))->PointForceTo(v);
|
|
SS.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 DRAGGING_RADIUS:
|
|
case DRAGGING_NEW_POINT:
|
|
// The MouseMoved event has already dragged it as desired.
|
|
ClearPending();
|
|
break;
|
|
|
|
case DRAGGING_NEW_ARC_POINT:
|
|
case DRAGGING_NEW_CUBIC_POINT:
|
|
ConstrainPointByHovered(pending.point);
|
|
ClearPending();
|
|
break;
|
|
|
|
case DRAGGING_NEW_LINE_POINT: {
|
|
if(ConstrainPointByHovered(pending.point)) {
|
|
ClearPending();
|
|
break;
|
|
}
|
|
// Create a new line segment, so that we continue drawing.
|
|
hRequest hr = AddRequest(Request::LINE_SEGMENT);
|
|
SS.GetEntity(hr.entity(1))->PointForceTo(v);
|
|
SS.GetEntity(hr.entity(2))->PointForceTo(v);
|
|
|
|
// Constrain the line segments to share an endpoint
|
|
Constraint::ConstrainCoincident(pending.point, hr.entity(1));
|
|
|
|
// And drag an endpoint of the new line segment
|
|
pending.operation = DRAGGING_NEW_LINE_POINT;
|
|
pending.point = hr.entity(2);
|
|
pending.description = "click to place next point of next line";
|
|
|
|
break;
|
|
}
|
|
|
|
case 0:
|
|
default: {
|
|
ClearPending();
|
|
|
|
if(hover.IsEmpty()) break;
|
|
|
|
// If an item is hovered, then by clicking on it, we toggle its
|
|
// selection state.
|
|
int i;
|
|
for(i = 0; i < MAX_SELECTED; i++) {
|
|
if(selection[i].Equals(&hover)) {
|
|
selection[i].Clear();
|
|
break;
|
|
}
|
|
}
|
|
if(i != MAX_SELECTED) break;
|
|
|
|
if(hover.entity.v != 0 && SS.GetEntity(hover.entity)->IsFace()) {
|
|
// In the interest of speed for the triangle drawing code,
|
|
// only two faces may be selected at a time.
|
|
int c = 0;
|
|
for(i = 0; i < MAX_SELECTED; i++) {
|
|
hEntity he = selection[i].entity;
|
|
if(he.v != 0 && SS.GetEntity(he)->IsFace()) {
|
|
c++;
|
|
if(c >= 2) selection[i].Clear();
|
|
}
|
|
}
|
|
}
|
|
|
|
for(i = 0; i < MAX_SELECTED; i++) {
|
|
if(selection[i].IsEmpty()) {
|
|
selection[i] = hover;
|
|
break;
|
|
}
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
|
|
SS.later.showTW = true;
|
|
InvalidateGraphics();
|
|
}
|
|
|
|
void GraphicsWindow::MouseLeftUp(double mx, double my) {
|
|
switch(pending.operation) {
|
|
case DRAGGING_POINT:
|
|
case DRAGGING_CONSTRAINT:
|
|
case DRAGGING_NORMAL:
|
|
case DRAGGING_RADIUS:
|
|
ClearPending();
|
|
break;
|
|
|
|
default:
|
|
break; // do nothing
|
|
}
|
|
}
|
|
|
|
void GraphicsWindow::MouseLeftDoubleClick(double mx, double my) {
|
|
if(GraphicsEditControlIsVisible()) return;
|
|
HideTextEditControl();
|
|
|
|
if(hover.constraint.v) {
|
|
constraintBeingEdited = hover.constraint;
|
|
ClearSuper();
|
|
|
|
Constraint *c = SS.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 = SS.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);
|
|
}
|
|
}
|
|
|
|
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.
|
|
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;
|
|
}
|
|
|
|
void GraphicsWindow::Selection::Clear(void) {
|
|
entity.v = constraint.v = 0;
|
|
emphasized = false;
|
|
}
|
|
|
|
void GraphicsWindow::Selection::Draw(void) {
|
|
Vector refp;
|
|
if(entity.v) {
|
|
glLineWidth(1.5);
|
|
Entity *e = SS.GetEntity(entity);
|
|
e->Draw();
|
|
if(emphasized) refp = e->GetReferencePos();
|
|
glLineWidth(1);
|
|
}
|
|
if(constraint.v) {
|
|
Constraint *c = SS.GetConstraint(constraint);
|
|
c->Draw();
|
|
if(emphasized) refp = c->GetReferencePos();
|
|
}
|
|
if(emphasized && (constraint.v || entity.v)) {
|
|
double s = 0.501/SS.GW.scale;
|
|
Vector topLeft = SS.GW.projRight.ScaledBy(-SS.GW.width*s);
|
|
topLeft = topLeft.Plus(SS.GW.projUp.ScaledBy(SS.GW.height*s));
|
|
topLeft = topLeft.Minus(SS.GW.offset);
|
|
|
|
glLineWidth(40);
|
|
glColor4d(1.0, 1.0, 0, 0.2);
|
|
glBegin(GL_LINES);
|
|
glxVertex3v(topLeft);
|
|
glxVertex3v(refp);
|
|
glEnd();
|
|
glLineWidth(1);
|
|
}
|
|
}
|
|
|
|
void GraphicsWindow::ClearSelection(void) {
|
|
for(int i = 0; i < MAX_SELECTED; i++) {
|
|
selection[i].Clear();
|
|
}
|
|
SS.later.showTW = true;
|
|
InvalidateGraphics();
|
|
}
|
|
|
|
void GraphicsWindow::ClearNonexistentSelectionItems(void) {
|
|
bool change = false;
|
|
for(int i = 0; i < MAX_SELECTED; i++) {
|
|
Selection *s = &(selection[i]);
|
|
if(s->constraint.v && !(SS.constraint.FindByIdNoOops(s->constraint))) {
|
|
s->constraint.v = 0;
|
|
change = true;
|
|
}
|
|
if(s->entity.v && !(SS.entity.FindByIdNoOops(s->entity))) {
|
|
s->entity.v = 0;
|
|
change = true;
|
|
}
|
|
}
|
|
if(change) InvalidateGraphics();
|
|
}
|
|
|
|
void GraphicsWindow::GroupSelection(void) {
|
|
memset(&gs, 0, sizeof(gs));
|
|
int i;
|
|
for(i = 0; i < MAX_SELECTED; i++) {
|
|
Selection *s = &(selection[i]);
|
|
if(s->entity.v) {
|
|
(gs.n)++;
|
|
|
|
Entity *e = SS.entity.FindById(s->entity);
|
|
// A list of points, and a list of all entities that aren't points.
|
|
if(e->IsPoint()) {
|
|
gs.point[(gs.points)++] = s->entity;
|
|
} else {
|
|
gs.entity[(gs.entities)++] = s->entity;
|
|
}
|
|
|
|
// And an auxiliary list of normals, including normals from
|
|
// workplanes.
|
|
if(e->IsNormal()) {
|
|
gs.anyNormal[(gs.anyNormals)++] = s->entity;
|
|
} else if(e->IsWorkplane()) {
|
|
gs.anyNormal[(gs.anyNormals)++] = e->Normal()->h;
|
|
}
|
|
|
|
// And of vectors (i.e., stuff with a direction to constrain)
|
|
if(e->HasVector()) {
|
|
gs.vector[(gs.vectors)++] = s->entity;
|
|
}
|
|
|
|
// Faces (which are special, associated/drawn with triangles)
|
|
if(e->IsFace()) {
|
|
gs.face[(gs.faces)++] = s->entity;
|
|
}
|
|
|
|
// And some aux counts too
|
|
switch(e->type) {
|
|
case Entity::WORKPLANE: (gs.workplanes)++; break;
|
|
case Entity::LINE_SEGMENT: (gs.lineSegments)++; break;
|
|
case Entity::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;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
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 < SS.entity.n; i++) {
|
|
Entity *e = &(SS.entity.elem[i]);
|
|
// Don't hover whatever's being dragged.
|
|
if(e->h.request().v == pending.point.request().v) continue;
|
|
|
|
d = e->GetDistance(mp);
|
|
if(d < 10 && d < dmin) {
|
|
memset(&s, 0, sizeof(s));
|
|
s.entity = e->h;
|
|
dmin = d;
|
|
}
|
|
}
|
|
|
|
// The constraints and faces happen only when nothing's in progress.
|
|
if(pending.operation == 0) {
|
|
// Constraints
|
|
for(i = 0; i < SS.constraint.n; i++) {
|
|
d = SS.constraint.elem[i].GetDistance(mp);
|
|
if(d < 10 && d < dmin) {
|
|
memset(&s, 0, sizeof(s));
|
|
s.constraint = SS.constraint.elem[i].h;
|
|
dmin = d;
|
|
}
|
|
}
|
|
|
|
// Faces, from the triangle mesh; these are lowest priority
|
|
if(s.constraint.v == 0 && s.entity.v == 0 && showShaded && showFaces) {
|
|
SMesh *m = &((SS.GetGroup(activeGroup))->runningMesh);
|
|
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(0, 0, 0, 1.0f);
|
|
} else {
|
|
// Draw a red background whenever we're having solve problems.
|
|
glClearColor(0.4f, 0, 0, 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] = { 0.4f, 0.4f, 0.4f, 1.0f };
|
|
glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient);
|
|
|
|
glxUnlockColor();
|
|
|
|
// Draw the active group; this fills the polygons in a drawing group, and
|
|
// draws the solid mesh.
|
|
(SS.GetGroup(activeGroup))->Draw();
|
|
|
|
// Now draw the entities
|
|
if(showHdnLines) glDisable(GL_DEPTH_TEST);
|
|
Entity::DrawAll();
|
|
|
|
glDisable(GL_DEPTH_TEST);
|
|
// Draw the constraints
|
|
for(i = 0; i < SS.constraint.n; i++) {
|
|
SS.constraint.elem[i].Draw();
|
|
}
|
|
|
|
// Draw the traced path, if one exists
|
|
glLineWidth(1);
|
|
glColor3d(0, 1, 1);
|
|
SContour *sc = &(SS.traced.path);
|
|
glBegin(GL_LINE_STRIP);
|
|
for(i = 0; i < sc->l.n; i++) {
|
|
glxVertex3v(sc->l.elem[i].p);
|
|
}
|
|
glEnd();
|
|
|
|
// Then redraw whatever the mouse is hovering over, highlighted.
|
|
glDisable(GL_DEPTH_TEST);
|
|
glxLockColorTo(1, 1, 0);
|
|
hover.Draw();
|
|
|
|
// And finally draw the selection, same mechanism.
|
|
glxLockColorTo(1, 0, 0);
|
|
for(i = 0; i < MAX_SELECTED; i++) {
|
|
selection[i].Draw();
|
|
}
|
|
|
|
// And finally the toolbar.
|
|
if(SS.showToolbar) {
|
|
ToolbarDraw();
|
|
}
|
|
}
|
|
|