-
Notifications
You must be signed in to change notification settings - Fork 552
Expand file tree
/
Copy pathdraw.cpp
More file actions
961 lines (837 loc) · 33.9 KB
/
draw.cpp
File metadata and controls
961 lines (837 loc) · 33.9 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
//-----------------------------------------------------------------------------
// The root function to paint our graphics window, after setting up all the
// views and such appropriately. Also contains all the stuff to manage the
// selection.
//
// Copyright 2008-2013 Jonathan Westhues.
//-----------------------------------------------------------------------------
#include "solvespace.h"
namespace SolveSpace {
bool GraphicsWindow::Selection::Equals(Selection *b) {
if(entity != b->entity) return false;
if(constraint != b->constraint) return false;
return true;
}
bool GraphicsWindow::Selection::IsEmpty() {
if(entity.v) return false;
if(constraint.v) return false;
return true;
}
bool GraphicsWindow::Selection::HasEndpoints() {
if(!entity.v) return false;
Entity *e = SK.GetEntity(entity);
return e->HasEndpoints();
}
void GraphicsWindow::Selection::Clear() {
entity.v = constraint.v = 0;
emphasized = false;
}
void GraphicsWindow::Selection::Draw(bool isHovered, Canvas *canvas) {
const Camera &camera = canvas->GetCamera();
std::vector<Vector> refs;
if(entity.v) {
Entity *e = SK.GetEntity(entity);
e->Draw(isHovered ? Entity::DrawAs::HOVERED :
Entity::DrawAs::SELECTED,
canvas);
if(emphasized) {
e->GetReferencePoints(&refs);
}
}
if(constraint.v) {
Constraint *c = SK.GetConstraint(constraint);
c->Draw(isHovered ? Constraint::DrawAs::HOVERED :
Constraint::DrawAs::SELECTED,
canvas);
if(emphasized) {
c->GetReferencePoints(camera, &refs);
}
}
if(emphasized && (constraint.v || entity.v)) {
// We want to emphasize this constraint or entity, by drawing a thick
// line from the top left corner of the screen to the reference point(s)
// of that entity or constraint.
Canvas::Stroke strokeEmphasis = {};
strokeEmphasis.layer = Canvas::Layer::FRONT;
strokeEmphasis.color = Style::Color(Style::HOVERED).WithAlpha(50);
strokeEmphasis.width = 40;
strokeEmphasis.unit = Canvas::Unit::PX;
Canvas::hStroke hcsEmphasis = canvas->GetStroke(strokeEmphasis);
Point2d topLeftScreen;
topLeftScreen.x = -(double)camera.width / 2;
topLeftScreen.y = (double)camera.height / 2;
Vector topLeft = camera.UnProjectPoint(topLeftScreen);
auto it = std::unique(refs.begin(), refs.end(),
[](const Vector &a, const Vector &b) { return a.Equals(b); });
refs.erase(it, refs.end());
for(const Vector &p : refs) {
canvas->DrawLine(topLeft, p, hcsEmphasis);
}
}
}
void GraphicsWindow::ClearSelection() {
selection.Clear();
SS.ScheduleShowTW();
Invalidate();
}
void GraphicsWindow::ClearNonexistentSelectionItems() {
bool change = false;
Selection *s;
selection.ClearTags();
for(s = selection.First(); s; s = selection.NextAfter(s)) {
if(s->constraint.v && !(SK.constraint.FindByIdNoOops(s->constraint))) {
s->tag = 1;
change = true;
}
if(s->entity.v && !(SK.entity.FindByIdNoOops(s->entity))) {
s->tag = 1;
change = true;
}
}
selection.RemoveTagged();
if(change) Invalidate();
}
//-----------------------------------------------------------------------------
// Is this entity/constraint selected?
//-----------------------------------------------------------------------------
bool GraphicsWindow::IsSelected(hEntity he) {
Selection s = {};
s.entity = he;
return IsSelected(&s);
}
bool GraphicsWindow::IsSelected(Selection *st) {
Selection *s;
for(s = selection.First(); s; s = selection.NextAfter(s)) {
if(s->Equals(st)) {
return true;
}
}
return false;
}
//-----------------------------------------------------------------------------
// Unselect an item, if it is selected. We can either unselect just that item,
// or also unselect any coincident points. The latter is useful if the user
// somehow selects two coincident points (like with select all), because it
// would otherwise be impossible to de-select the lower of the two.
//-----------------------------------------------------------------------------
void GraphicsWindow::MakeUnselected(hEntity he, bool coincidentPointTrick) {
Selection stog = {};
stog.entity = he;
MakeUnselected(&stog, coincidentPointTrick);
}
void GraphicsWindow::MakeUnselected(Selection *stog, bool coincidentPointTrick){
if(stog->IsEmpty()) return;
Selection *s;
// If an item was selected, then we just un-select it.
selection.ClearTags();
for(s = selection.First(); s; s = selection.NextAfter(s)) {
if(s->Equals(stog)) {
s->tag = 1;
}
}
// If two points are coincident, then it's impossible to hover one of
// them. But make sure to deselect both, to avoid mysterious seeming
// inability to deselect if the bottom one did somehow get selected.
if(stog->entity.v && coincidentPointTrick) {
Entity *e = SK.GetEntity(stog->entity);
if(e->IsPoint()) {
Vector ep = e->PointGetNum();
for(s = selection.First(); s; s = selection.NextAfter(s)) {
if(!s->entity.v) continue;
if(s->entity == stog->entity)
continue;
Entity *se = SK.GetEntity(s->entity);
if(!se->IsPoint()) continue;
if(ep.Equals(se->PointGetNum())) {
s->tag = 1;
}
}
}
}
selection.RemoveTagged();
}
//-----------------------------------------------------------------------------
// Select an item, if it isn't selected already.
//-----------------------------------------------------------------------------
void GraphicsWindow::MakeSelected(hEntity he) {
Selection stog = {};
stog.entity = he;
MakeSelected(&stog);
}
void GraphicsWindow::MakeSelected(hConstraint hc) {
Selection stog = {};
stog.constraint = hc;
MakeSelected(&stog);
}
void GraphicsWindow::MakeSelected(Selection *stog) {
if(stog->IsEmpty()) return;
if(IsSelected(stog)) return;
if(stog->entity.v != 0 && SK.GetEntity(stog->entity)->IsFace()) {
// In the interest of speed for the triangle drawing code,
// only MAX_SELECTABLE_FACES faces may be selected at a time.
unsigned int c = 0;
Selection *s;
selection.ClearTags();
for(s = selection.First(); s; s = selection.NextAfter(s)) {
hEntity he = s->entity;
if(he.v != 0 && SK.GetEntity(he)->IsFace()) {
c++;
// See also GraphicsWindow::GroupSelection "if(e->IsFace())"
// and Group::DrawMesh "case DrawMeshAs::SELECTED:"
if(c >= MAX_SELECTABLE_FACES) s->tag = 1;
}
}
selection.RemoveTagged();
}
selection.Add(stog);
}
//-----------------------------------------------------------------------------
// Select everything that lies within the marquee view-aligned rectangle.
//-----------------------------------------------------------------------------
void GraphicsWindow::SelectByMarquee() {
Point2d marqueePoint = ProjectPoint(orig.marqueePoint);
BBox marqueeBBox = BBox::From(Vector::From(marqueePoint.x, marqueePoint.y, VERY_NEGATIVE),
Vector::From(orig.mouse.x, orig.mouse.y, VERY_POSITIVE));
for(Entity &e : SK.entity) {
if(e.group != SS.GW.activeGroup) continue;
if(e.IsFace() || e.IsDistance()) continue;
if(!e.IsVisible()) continue;
bool entityHasBBox;
BBox entityBBox = e.GetOrGenerateScreenBBox(&entityHasBBox);
if(entityHasBBox && entityBBox.Overlaps(marqueeBBox)) {
if(e.type == Entity::Type::LINE_SEGMENT) {
Vector p0 = SS.GW.ProjectPoint3(e.EndpointStart());
Vector p1 = SS.GW.ProjectPoint3(e.EndpointFinish());
if((!marqueeBBox.Contains({p0.x, p0.y}, 0)) &&
(!marqueeBBox.Contains({p1.x, p1.y}, 0))) {
// The selection marquee does not contain either of the line segment end points.
// This means that either the segment is entirely outside the marquee or that
// it intersects it. Check if it does...
if(!Vector::BoundingBoxIntersectsLine(marqueeBBox.maxp, marqueeBBox.minp, p0,
p1, true)) {
// ... it does not so it is outside.
continue;
}
}
}
MakeSelected(e.h);
}
}
}
//-----------------------------------------------------------------------------
// Sort the selection according to various criteria: the entities and
// constraints separately, counts of certain types of entities (circles,
// lines, etc.), and so on.
//-----------------------------------------------------------------------------
void GraphicsWindow::GroupSelection() {
gs = {};
int i;
for(i = 0; i < selection.n; i++) {
Selection *s = &(selection[i]);
if(s->entity.v) {
(gs.n)++;
Entity *e = SK.entity.FindById(s->entity);
if(e->IsStylable()) gs.stylables++;
// A list of points, and a list of all entities that aren't points.
if(e->IsPoint()) {
gs.points++;
gs.point.push_back(s->entity);
} else {
gs.entities++;
gs.entity.push_back(s->entity);
}
// And an auxiliary list of normals, including normals from
// workplanes.
if(e->IsNormal()) {
gs.anyNormals++;
gs.anyNormal.push_back(s->entity);
} else if(e->IsWorkplane()) {
gs.anyNormals++;
gs.anyNormal.push_back(e->Normal()->h);
}
// And of vectors (i.e., stuff with a direction to constrain)
if(e->HasVector()) {
gs.vectors++;
gs.vector.push_back(s->entity);
}
// Faces (which are special, associated/drawn with triangles)
if(e->IsFace()) {
gs.faces++;
gs.face.push_back(s->entity);
}
if(e->HasEndpoints()) {
(gs.withEndpoints)++;
}
// And some aux counts too
switch(e->type) {
case Entity::Type::WORKPLANE: (gs.workplanes)++; break;
case Entity::Type::LINE_SEGMENT: (gs.lineSegments)++; break;
case Entity::Type::CUBIC: (gs.cubics)++; break;
case Entity::Type::CUBIC_PERIODIC: (gs.periodicCubics)++; break;
case Entity::Type::ARC_OF_CIRCLE:
(gs.circlesOrArcs)++;
(gs.arcs)++;
break;
case Entity::Type::CIRCLE: (gs.circlesOrArcs)++; break;
default: break;
}
}
if(s->constraint.v) {
gs.constraints++;
gs.constraint.push_back(s->constraint);
Constraint *c = SK.GetConstraint(s->constraint);
if(c->IsStylable()) gs.stylables++;
if(c->HasLabel()) gs.constraintLabels++;
}
}
}
Camera GraphicsWindow::GetCamera() const {
Camera camera = {};
if(window) {
window->GetContentSize(&camera.width, &camera.height);
camera.pixelRatio = window->GetDevicePixelRatio();
camera.gridFit = (window->GetDevicePixelRatio() == 1);
} else { // solvespace-cli
camera.width = 297.0; // A4? Whatever...
camera.height = 210.0;
camera.pixelRatio = 1.0;
camera.gridFit = camera.pixelRatio == 1.0;
}
camera.offset = offset;
camera.projUp = projUp;
camera.projRight = projRight;
camera.scale = scale;
camera.tangent = SS.CameraTangent();
return camera;
}
Lighting GraphicsWindow::GetLighting() const {
Lighting lighting = {};
lighting.backgroundColor = SS.backgroundColor;
lighting.ambientIntensity = SS.ambientIntensity;
lighting.lightIntensity[0] = SS.lightIntensity[0];
lighting.lightIntensity[1] = SS.lightIntensity[1];
lighting.lightDirection[0] = SS.lightDir[0];
lighting.lightDirection[1] = SS.lightDir[1];
return lighting;
}
GraphicsWindow::Selection GraphicsWindow::ChooseFromHoverToSelect() {
Selection sel = {};
if(hoverList.IsEmpty())
return sel;
Group *activeGroup = SK.GetGroup(SS.GW.activeGroup);
int bestOrder = -1;
int bestZIndex = 0;
double bestDepth = VERY_POSITIVE;
for(const Hover &hov : hoverList) {
hGroup hg = {};
if(hov.selection.entity.v != 0) {
hg = SK.GetEntity(hov.selection.entity)->group;
} else if(hov.selection.constraint.v != 0) {
hg = SK.GetConstraint(hov.selection.constraint)->group;
}
Group *g = SK.GetGroup(hg);
if(g->order > activeGroup->order) continue;
if(bestOrder != -1 && (bestOrder > g->order || bestZIndex > hov.zIndex)) continue;
// we have hov.zIndex is >= best and hov.group is >= best (but not > active group)
if(hov.depth > bestDepth && bestOrder == g->order && bestZIndex == hov.zIndex) continue;
bestOrder = g->order;
bestZIndex = hov.zIndex;
bestDepth = hov.depth;
sel = hov.selection;
}
return sel;
}
// This uses the same logic as hovering and static entity selection
// but ignores points known not to be draggable
GraphicsWindow::Selection GraphicsWindow::ChooseFromHoverToDrag() {
Selection sel = {};
if(hoverList.IsEmpty())
return sel;
Group *activeGroup = SK.GetGroup(SS.GW.activeGroup);
int bestOrder = -1;
int bestZIndex = 0;
double bestDepth = VERY_POSITIVE;
for(const Hover &hov : hoverList) {
hGroup hg = {};
if(hov.selection.entity.v != 0) {
Entity *e = SK.GetEntity(hov.selection.entity);
if (!e->CanBeDragged()) continue;
hg = e->group;
} else if(hov.selection.constraint.v != 0) {
hg = SK.GetConstraint(hov.selection.constraint)->group;
}
Group *g = SK.GetGroup(hg);
if(g->order > activeGroup->order) continue;
if(bestOrder != -1 && (bestOrder > g->order || bestZIndex > hov.zIndex)) continue;
// we have hov.zIndex is >= best and hov.group is >= best (but not > active group)
if(hov.depth > bestDepth && bestOrder == g->order && bestZIndex == hov.zIndex) continue;
bestOrder = g->order;
bestZIndex = hov.zIndex;
sel = hov.selection;
}
return sel;
}
void GraphicsWindow::HitTestMakeSelection(Point2d mp) {
hoverList = {};
Selection sel = {};
// Did the view projection change? If so, invalidate bounding boxes.
if(!offset.EqualsExactly(cached.offset) ||
!projRight.EqualsExactly(cached.projRight) ||
!projUp.EqualsExactly(cached.projUp) ||
EXACT(scale != cached.scale)) {
cached.offset = offset;
cached.projRight = projRight;
cached.projUp = projUp;
cached.scale = scale;
for(Entity &e : SK.entity) {
e.screenBBoxValid = false;
}
}
ObjectPicker canvas = {};
canvas.camera = GetCamera();
canvas.selRadius = 10.0;
canvas.point = mp;
canvas.maxZIndex = -1;
// Always do the entities; we might be dragging something that should
// be auto-constrained, and we need the hover for that.
for(Entity &e : SK.entity) {
if(!e.IsVisible()) continue;
// If faces aren't selectable, image entities aren't either.
if(e.type == Entity::Type::IMAGE && !showFaces) continue;
// Don't hover whatever's being dragged.
if(IsFromPending(e.h.request())) {
// The one exception is when we're creating a new cubic; we
// want to be able to hover the first point, because that's
// how we turn it into a periodic spline.
if(!e.IsPoint()) continue;
if(!e.h.isFromRequest()) continue;
Request *r = SK.GetRequest(e.h.request());
if(r->type != Request::Type::CUBIC) continue;
if(r->extraPoints < 2) continue;
if(e.h.v != r->h.entity(1).v) continue;
}
if(canvas.Pick([&]{ e.Draw(Entity::DrawAs::DEFAULT, &canvas); })) {
Hover hov = {};
hov.distance = canvas.minDistance;
hov.zIndex = canvas.maxZIndex;
hov.depth = canvas.minDepth;
hov.selection.entity = e.h;
hoverList.Add(&hov);
}
}
// The constraints and faces happen only when nothing's in progress.
if(pending.operation == Pending::NONE) {
// Constraints
for(Constraint &c : SK.constraint) {
if(canvas.Pick([&]{ c.Draw(Constraint::DrawAs::DEFAULT, &canvas); })) {
Hover hov = {};
hov.distance = canvas.minDistance;
hov.zIndex = canvas.maxZIndex;
hov.selection.constraint = c.h;
hoverList.Add(&hov);
}
}
}
std::sort(hoverList.begin(), hoverList.end(),
[](const Hover &a, const Hover &b) {
if(a.zIndex == b.zIndex) return a.distance < b.distance;
return a.zIndex > b.zIndex;
});
sel = ChooseFromHoverToSelect();
if(pending.operation == Pending::NONE) {
// Faces, from the triangle mesh; these are lowest priority
if(sel.constraint.v == 0 && sel.entity.v == 0 && showShaded && showFaces) {
Group *g = SK.GetGroup(activeGroup);
SMesh *m = &(g->displayMesh);
uint32_t v = m->FirstIntersectionWith(mp);
if(v) {
sel.entity.v = v;
Hover hov = {};
hov.selection = sel;
hoverList.Add(&hov);
}
}
}
canvas.Clear();
if(!sel.Equals(&hover)) {
hover = sel;
Invalidate();
}
}
//-----------------------------------------------------------------------------
// 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;
}
//-----------------------------------------------------------------------------
// Return a point in the plane parallel to the screen and through the offset,
// that projects onto the specified (x, y) coordinates.
//-----------------------------------------------------------------------------
Vector GraphicsWindow::UnProjectPoint(Point2d p) {
Vector orig = offset.ScaledBy(-1);
// Note that we ignoring the effects of perspective. Since our returned
// point has the same component normal to the screen as the offset, it
// will have z = 0 after the rotation is applied, thus w = 1. So this is
// correct.
orig = orig.Plus(projRight.ScaledBy(p.x / scale)).Plus(
projUp. ScaledBy(p.y / scale));
return orig;
}
Vector GraphicsWindow::UnProjectPoint3(Vector p) {
p.z = p.z / (scale - p.z * SS.CameraTangent() * scale);
double w = 1 + p.z * SS.CameraTangent() * scale;
p.x *= w / scale;
p.y *= w / scale;
Vector orig = offset.ScaledBy(-1);
orig = orig.Plus(projRight.ScaledBy(p.x)).Plus(
projUp. ScaledBy(p.y).Plus(
projRight.Cross(projUp). ScaledBy(p.z)));
return orig;
}
void GraphicsWindow::NormalizeProjectionVectors() {
if(projRight.Magnitude() < LENGTH_EPS) {
projRight = Vector::From(1, 0, 0);
}
Vector norm = projRight.Cross(projUp);
// If projRight and projUp somehow ended up parallel, then pick an
// arbitrary projUp normal to projRight.
if(norm.Magnitude() < LENGTH_EPS) {
norm = projRight.Normal(0);
}
projUp = norm.Cross(projRight);
projUp = projUp.WithMagnitude(1);
projRight = projRight.WithMagnitude(1);
}
void GraphicsWindow::DrawSnapGrid(Canvas *canvas) {
if(!LockedInWorkplane()) return;
const Camera &camera = canvas->GetCamera();
double width = camera.width,
height = camera.height;
hEntity he = ActiveWorkplane();
EntityBase *wrkpl = SK.GetEntity(he),
*norm = wrkpl->Normal();
Vector n = projUp.Cross(projRight);
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) return;
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) return;
if(j0 > j1 || j1 - j0 > 400) return;
Canvas::Stroke stroke = {};
stroke.layer = Canvas::Layer::BACK;
stroke.color = Style::Color(Style::DATUM).WithAlpha(75);
stroke.unit = Canvas::Unit::PX;
stroke.width = 1.0f;
Canvas::hStroke hcs = canvas->GetStroke(stroke);
for(i = i0 + 1; i < i1; i++) {
canvas->DrawLine(wp.Plus(wu.ScaledBy(i*g)).Plus(wv.ScaledBy(j0*g)),
wp.Plus(wu.ScaledBy(i*g)).Plus(wv.ScaledBy(j1*g)),
hcs);
}
for(j = j0 + 1; j < j1; j++) {
canvas->DrawLine(wp.Plus(wu.ScaledBy(i0*g)).Plus(wv.ScaledBy(j*g)),
wp.Plus(wu.ScaledBy(i1*g)).Plus(wv.ScaledBy(j*g)),
hcs);
}
}
void GraphicsWindow::DrawEntities(Canvas *canvas, bool persistent) {
for(Entity &e : SK.entity) {
if(persistent == (e.IsNormal() || e.IsWorkplane())) continue;
switch(SS.GW.drawOccludedAs) {
case DrawOccludedAs::VISIBLE:
e.Draw(Entity::DrawAs::OVERLAY, canvas);
break;
case DrawOccludedAs::STIPPLED:
e.Draw(Entity::DrawAs::HIDDEN, canvas);
/* fallthrough */
case DrawOccludedAs::INVISIBLE:
e.Draw(Entity::DrawAs::DEFAULT, canvas);
break;
}
}
}
void GraphicsWindow::DrawPersistent(Canvas *canvas) {
// Draw the active group; this does stuff like the mesh and edges.
SK.GetGroup(activeGroup)->Draw(canvas);
// Now draw the entities that don't change with viewport.
DrawEntities(canvas, /*persistent=*/true);
// Draw filled paths in all groups, when those filled paths were requested
// specially by assigning a style with a fill color, or when the filled
// paths are just being filled by default. This should go last, to make
// the transparency work.
for(hGroup hg : SK.groupOrder) {
Group *g = SK.GetGroup(hg);
if(!(g->IsVisible())) continue;
g->DrawFilledPaths(canvas);
}
}
void GraphicsWindow::Draw(Canvas *canvas) {
const Camera &camera = canvas->GetCamera();
// Nasty case when we're reloading the linked 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;
if(showSnapGrid) DrawSnapGrid(canvas);
// Draw all the things that don't change when we rotate.
if(persistentCanvas != NULL) {
if(persistentDirty) {
persistentDirty = false;
persistentCanvas->Clear();
DrawPersistent(&*persistentCanvas);
persistentCanvas->Finalize();
}
persistentCanvas->Draw();
} else {
DrawPersistent(canvas);
}
// Draw the entities that do change with viewport.
DrawEntities(canvas, /*persistent=*/false);
// Draw the polygon errors.
if(SS.checkClosedContour) {
SK.GetGroup(activeGroup)->DrawPolyError(canvas);
}
// Draw the constraints
for(Constraint &c : SK.constraint) {
c.Draw(Constraint::DrawAs::DEFAULT, canvas);
}
// Draw areas
if(SS.showContourAreas) {
for(hGroup hg : SK.groupOrder) {
Group *g = SK.GetGroup(hg);
if(g->h != activeGroup) continue;
if(!(g->IsVisible())) continue;
g->DrawContourAreaLabels(canvas);
}
}
// Draw the "pending" constraint, i.e. a constraint that would be
// placed on a line that is almost horizontal or vertical.
if(SS.GW.pending.operation == Pending::DRAGGING_NEW_LINE_POINT &&
SS.GW.pending.hasSuggestion) {
Constraint c = {};
c.group = SS.GW.activeGroup;
c.workplane = SS.GW.ActiveWorkplane();
c.type = SS.GW.pending.suggestion;
c.entityA = SS.GW.pending.request.entity(0);
c.Draw(Constraint::DrawAs::DEFAULT, canvas);
}
Canvas::Stroke strokeAnalyze = Style::Stroke(Style::ANALYZE);
strokeAnalyze.layer = Canvas::Layer::FRONT;
Canvas::hStroke hcsAnalyze = canvas->GetStroke(strokeAnalyze);
// Draw the traced path, if one exists
SEdgeList tracedEdges = {};
SS.traced.path.MakeEdgesInto(&tracedEdges);
canvas->DrawEdges(tracedEdges, hcsAnalyze);
tracedEdges.Clear();
Canvas::Stroke strokeError = Style::Stroke(Style::DRAW_ERROR);
strokeError.layer = Canvas::Layer::FRONT;
strokeError.width = 12;
Canvas::hStroke hcsError = canvas->GetStroke(strokeError);
// And the naked edges, if the user did Analyze -> Show Naked Edges.
canvas->DrawEdges(SS.nakedEdges, hcsError);
// Then redraw whatever the mouse is hovering over, highlighted.
hover.Draw(/*isHovered=*/true, canvas);
SK.GetGroup(activeGroup)->DrawMesh(Group::DrawMeshAs::HOVERED, canvas);
// And finally draw the selection, same mechanism.
for(Selection *s = selection.First(); s; s = selection.NextAfter(s)) {
s->Draw(/*isHovered=*/false, canvas);
}
SK.GetGroup(activeGroup)->DrawMesh(Group::DrawMeshAs::SELECTED, canvas);
Canvas::Stroke strokeDatum = Style::Stroke(Style::DATUM);
strokeDatum.unit = Canvas::Unit::PX;
strokeDatum.layer = Canvas::Layer::FRONT;
strokeDatum.width = 1;
Canvas::hStroke hcsDatum = canvas->GetStroke(strokeDatum);
// An extra line, used to indicate the origin when rotating within the
// plane of the monitor.
if(SS.extraLine.draw) {
canvas->DrawLine(SS.extraLine.ptA, SS.extraLine.ptB, hcsDatum);
}
if(SS.centerOfMass.draw && !SS.centerOfMass.dirty) {
Vector p = SS.centerOfMass.position;
Vector u = camera.projRight;
Vector v = camera.projUp;
const double size = 10.0;
const int subdiv = 16;
double h = Style::DefaultTextHeight() / camera.scale;
std::string s =
SS.MmToStringSI(p.x) + ", " +
SS.MmToStringSI(p.y) + ", " +
SS.MmToStringSI(p.z);
canvas->DrawVectorText(s.c_str(), h,
p.Plus(u.ScaledBy((size + 5.0)/scale)).Minus(v.ScaledBy(h / 2.0)),
u, v, hcsDatum);
u = u.WithMagnitude(size / scale);
v = v.WithMagnitude(size / scale);
canvas->DrawLine(p.Minus(u), p.Plus(u), hcsDatum);
canvas->DrawLine(p.Minus(v), p.Plus(v), hcsDatum);
Vector prev;
for(int i = 0; i <= subdiv; i++) {
double a = (double)i / subdiv * 2.0 * PI;
Vector point = p.Plus(u.ScaledBy(cos(a))).Plus(v.ScaledBy(sin(a)));
if(i > 0) {
canvas->DrawLine(point, prev, hcsDatum);
}
prev = point;
}
}
// A note to indicate the origin in the just-exported file.
if(SS.justExportedInfo.draw) {
Vector p, u, v;
if(SS.justExportedInfo.showOrigin) {
p = SS.justExportedInfo.pt,
u = SS.justExportedInfo.u,
v = SS.justExportedInfo.v;
} else {
p = camera.offset.ScaledBy(-1);
u = camera.projRight;
v = camera.projUp;
}
canvas->DrawVectorText("previewing exported geometry; press Esc to return",
Style::DefaultTextHeight() / camera.scale,
p.Plus(u.ScaledBy(10/scale)).Plus(v.ScaledBy(10/scale)), u, v,
hcsDatum);
if(SS.justExportedInfo.showOrigin) {
Vector um = p.Plus(u.WithMagnitude(-15/scale)),
up = p.Plus(u.WithMagnitude(30/scale)),
vm = p.Plus(v.WithMagnitude(-15/scale)),
vp = p.Plus(v.WithMagnitude(30/scale));
canvas->DrawLine(um, up, hcsDatum);
canvas->DrawLine(vm, vp, hcsDatum);
canvas->DrawVectorText("(x, y) = (0, 0) for file just exported",
Style::DefaultTextHeight() / camera.scale,
p.Plus(u.ScaledBy(40/scale)).Plus(
v.ScaledBy(-(Style::DefaultTextHeight())/scale)), u, v,
hcsDatum);
}
}
}
void GraphicsWindow::Paint() {
ssassert(window != NULL && canvas != NULL,
"Cannot paint without window and canvas");
havePainted = true;
Camera camera = GetCamera();
Lighting lighting = GetLighting();
if(!SS.ActiveGroupsOkay()) {
// Draw a different background whenever we're having solve problems.
RgbaColor bgColor = Style::Color(Style::DRAW_ERROR);
bgColor = RgbaColor::FromFloat(0.4f*bgColor.redF(),
0.4f*bgColor.greenF(),
0.4f*bgColor.blueF());
lighting.backgroundColor = bgColor;
// And show the text window, which has info to debug it
ForceTextWindowShown();
}
canvas->SetLighting(lighting);
canvas->SetCamera(camera);
canvas->StartFrame();
// Draw the 3d objects.
Draw(canvas.get());
canvas->FlushFrame();
// Draw the 2d UI overlay.
camera.LoadIdentity();
camera.offset.x = -(double)camera.width / 2.0;
camera.offset.y = -(double)camera.height / 2.0;
canvas->SetCamera(camera);
UiCanvas uiCanvas = {};
uiCanvas.canvas = canvas;
// If a marquee selection is in progress, then draw the selection
// rectangle, as an outline and a transparent fill.
if(pending.operation == Pending::DRAGGING_MARQUEE) {
Point2d begin = ProjectPoint(orig.marqueePoint);
uiCanvas.DrawRect((int)orig.mouse.x + (int)camera.width / 2,
(int)begin.x + (int)camera.width / 2,
(int)orig.mouse.y + (int)camera.height / 2,
(int)begin.y + (int)camera.height / 2,
/*fillColor=*/Style::Color(Style::HOVERED).WithAlpha(25),
/*outlineColor=*/Style::Color(Style::HOVERED));
}
// If we've had a screenshot requested, take it now, before the UI is overlaid.
if(!SS.screenshotFile.IsEmpty()) {
FILE *f = OpenFile(SS.screenshotFile, "wb");
if(!f || !canvas->ReadFrame()->WritePng(f, /*flip=*/true)) {
Error("Couldn't write to '%s'", SS.screenshotFile.raw.c_str());
}
if(f) fclose(f);
SS.screenshotFile.Clear();
}
// And finally the toolbar.
if(SS.showToolbar) {
canvas->SetCamera(camera);
ToolbarDraw(&uiCanvas);
}
canvas->FlushFrame();
canvas->FinishFrame();
canvas->Clear();
}
void GraphicsWindow::Invalidate(bool clearPersistent) {
if(window) {
if(clearPersistent) {
persistentDirty = true;
}
window->Invalidate();
}
}
} // namespace SolveSpace