
to assemble Beziers into outer and inner loops, and find those loops made up of entities with filled styles. The open paths are maintained in a separate list, and we assemble as many closed paths as possible even when open paths exist. This changes many things. The coplanar check is now performed on the Beziers, not the resulting polygon. The way that the polygon is used to determine loop directions is also modified. Also fix the mouse behavior when dragging a point: drop it when the mouse is released, even if it is released outside the window, but don't drop it if the pointer is dragged out of and then back into our window. Also special-case SSurface::ClosestPointTo() for planes, for speed. [git-p4: depot-paths = "//depot/solvespace/": change = 2058]
576 lines
20 KiB
C++
576 lines
20 KiB
C++
#include "solvespace.h"
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#define gs (SS.GW.gs)
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void Group::AssembleLoops(bool *allClosed, bool *allCoplanar) {
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SBezierList sbl;
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ZERO(&sbl);
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int i;
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for(i = 0; i < SK.entity.n; i++) {
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Entity *e = &(SK.entity.elem[i]);
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if(e->group.v != h.v) continue;
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if(e->construction) continue;
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if(e->forceHidden) continue;
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e->GenerateBezierCurves(&sbl);
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}
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// Try to assemble all these Beziers into loops. The closed loops go into
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// bezierLoops, with the outer loops grouped with their holes. The
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// leftovers, if any, go in bezierOpens.
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bezierLoops.FindOuterFacesFrom(&sbl, &polyLoops, NULL,
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SS.ChordTolMm(),
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allClosed, &(polyError.notClosedAt),
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allCoplanar, &(polyError.errorPointAt),
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&bezierOpens);
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sbl.Clear();
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}
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void Group::GenerateLoops(void) {
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polyLoops.Clear();
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bezierLoops.Clear();
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bezierOpens.Clear();
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if(type == DRAWING_3D || type == DRAWING_WORKPLANE ||
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type == ROTATE || type == TRANSLATE || type == IMPORTED)
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{
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bool allClosed, allCoplanar;
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AssembleLoops(&allClosed, &allCoplanar);
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if(!allCoplanar) {
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polyError.how = POLY_NOT_COPLANAR;
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} else if(!allClosed) {
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polyError.how = POLY_NOT_CLOSED;
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} else {
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polyError.how = POLY_GOOD;
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// The self-intersecting check is kind of slow, so don't run it
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// unless requested.
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if(SS.checkClosedContour) {
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if(polyLoops.SelfIntersecting(&(polyError.errorPointAt))) {
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polyError.how = POLY_SELF_INTERSECTING;
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}
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}
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}
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}
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}
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void SShell::RemapFaces(Group *g, int remap) {
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SSurface *ss;
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for(ss = surface.First(); ss; ss = surface.NextAfter(ss)){
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hEntity face = { ss->face };
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if(face.v == Entity::NO_ENTITY.v) continue;
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face = g->Remap(face, remap);
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ss->face = face.v;
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}
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}
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void SMesh::RemapFaces(Group *g, int remap) {
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STriangle *tr;
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for(tr = l.First(); tr; tr = l.NextAfter(tr)) {
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hEntity face = { tr->meta.face };
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if(face.v == Entity::NO_ENTITY.v) continue;
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face = g->Remap(face, remap);
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tr->meta.face = face.v;
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}
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}
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template<class T>
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void Group::GenerateForStepAndRepeat(T *steps, T *outs) {
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T workA, workB;
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ZERO(&workA);
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ZERO(&workB);
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T *soFar = &workA, *scratch = &workB;
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int n = (int)valA, a0 = 0;
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if(subtype == ONE_SIDED && skipFirst) {
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a0++; n++;
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}
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int a;
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for(a = a0; a < n; a++) {
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int ap = a*2 - (subtype == ONE_SIDED ? 0 : (n-1));
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int remap = (a == (n - 1)) ? REMAP_LAST : a;
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T transd;
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ZERO(&transd);
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if(type == TRANSLATE) {
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Vector trans = Vector::From(h.param(0), h.param(1), h.param(2));
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trans = trans.ScaledBy(ap);
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transd.MakeFromTransformationOf(steps,
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trans, Quaternion::IDENTITY, false);
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} else {
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Vector trans = Vector::From(h.param(0), h.param(1), h.param(2));
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double theta = ap * SK.GetParam(h.param(3))->val;
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double c = cos(theta), s = sin(theta);
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Vector axis = Vector::From(h.param(4), h.param(5), h.param(6));
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Quaternion q = Quaternion::From(c, s*axis.x, s*axis.y, s*axis.z);
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// Rotation is centered at t; so A(x - t) + t = Ax + (t - At)
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transd.MakeFromTransformationOf(steps,
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trans.Minus(q.Rotate(trans)), q, false);
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}
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// We need to rewrite any plane face entities to the transformed ones.
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transd.RemapFaces(this, remap);
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// And tack this transformed copy on to the return.
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if(soFar->IsEmpty()) {
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scratch->MakeFromCopyOf(&transd);
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} else {
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scratch->MakeFromUnionOf(soFar, &transd);
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}
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SWAP(T *, scratch, soFar);
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scratch->Clear();
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transd.Clear();
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}
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outs->Clear();
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*outs = *soFar;
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}
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template<class T>
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void Group::GenerateForBoolean(T *prevs, T *thiss, T *outs, int how) {
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// If this group contributes no new mesh, then our running mesh is the
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// same as last time, no combining required. Likewise if we have a mesh
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// but it's suppressed.
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if(thiss->IsEmpty() || suppress) {
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outs->MakeFromCopyOf(prevs);
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return;
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}
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// So our group's shell appears in thisShell. Combine this with the
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// previous group's shell, using the requested operation.
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if(how == COMBINE_AS_UNION) {
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outs->MakeFromUnionOf(prevs, thiss);
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} else if(how == COMBINE_AS_DIFFERENCE) {
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outs->MakeFromDifferenceOf(prevs, thiss);
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} else {
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outs->MakeFromAssemblyOf(prevs, thiss);
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}
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}
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void Group::GenerateShellAndMesh(void) {
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bool prevBooleanFailed = booleanFailed;
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booleanFailed = false;
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Group *srcg = this;
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thisShell.Clear();
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thisMesh.Clear();
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runningShell.Clear();
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runningMesh.Clear();
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// Don't attempt a lathe or extrusion unless the source section is good:
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// planar and not self-intersecting.
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bool haveSrc = true;
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if(type == EXTRUDE || type == LATHE) {
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Group *src = SK.GetGroup(opA);
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if(src->polyError.how != POLY_GOOD) {
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haveSrc = false;
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}
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}
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if(type == TRANSLATE || type == ROTATE) {
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// A step and repeat gets merged against the group's prevous group,
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// not our own previous group.
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srcg = SK.GetGroup(opA);
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GenerateForStepAndRepeat<SShell>(&(srcg->thisShell), &thisShell);
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GenerateForStepAndRepeat<SMesh> (&(srcg->thisMesh), &thisMesh);
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} else if(type == EXTRUDE && haveSrc) {
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Group *src = SK.GetGroup(opA);
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Vector translate = Vector::From(h.param(0), h.param(1), h.param(2));
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Vector tbot, ttop;
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if(subtype == ONE_SIDED) {
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tbot = Vector::From(0, 0, 0); ttop = translate.ScaledBy(2);
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} else {
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tbot = translate.ScaledBy(-1); ttop = translate.ScaledBy(1);
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}
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SBezierLoopSetSet *sblss = &(src->bezierLoops);
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SBezierLoopSet *sbls;
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for(sbls = sblss->l.First(); sbls; sbls = sblss->l.NextAfter(sbls)) {
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int is = thisShell.surface.n;
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// Extrude this outer contour (plus its inner contours, if present)
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thisShell.MakeFromExtrusionOf(sbls, tbot, ttop, color);
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// And for any plane faces, annotate the model with the entity for
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// that face, so that the user can select them with the mouse.
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Vector onOrig = sbls->point;
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int i;
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for(i = is; i < thisShell.surface.n; i++) {
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SSurface *ss = &(thisShell.surface.elem[i]);
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hEntity face = Entity::NO_ENTITY;
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Vector p = ss->PointAt(0, 0),
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n = ss->NormalAt(0, 0).WithMagnitude(1);
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double d = n.Dot(p);
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if(i == is || i == (is + 1)) {
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// These are the top and bottom of the shell.
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if(fabs((onOrig.Plus(ttop)).Dot(n) - d) < LENGTH_EPS) {
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face = Remap(Entity::NO_ENTITY, REMAP_TOP);
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ss->face = face.v;
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}
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if(fabs((onOrig.Plus(tbot)).Dot(n) - d) < LENGTH_EPS) {
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face = Remap(Entity::NO_ENTITY, REMAP_BOTTOM);
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ss->face = face.v;
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}
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continue;
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}
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// So these are the sides
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if(ss->degm != 1 || ss->degn != 1) continue;
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Entity *e;
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for(e = SK.entity.First(); e; e = SK.entity.NextAfter(e)) {
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if(e->group.v != opA.v) continue;
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if(e->type != Entity::LINE_SEGMENT) continue;
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Vector a = SK.GetEntity(e->point[0])->PointGetNum(),
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b = SK.GetEntity(e->point[1])->PointGetNum();
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a = a.Plus(ttop);
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b = b.Plus(ttop);
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// Could get taken backwards, so check all cases.
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if((a.Equals(ss->ctrl[0][0]) && b.Equals(ss->ctrl[1][0])) ||
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(b.Equals(ss->ctrl[0][0]) && a.Equals(ss->ctrl[1][0])) ||
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(a.Equals(ss->ctrl[0][1]) && b.Equals(ss->ctrl[1][1])) ||
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(b.Equals(ss->ctrl[0][1]) && a.Equals(ss->ctrl[1][1])))
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{
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face = Remap(e->h, REMAP_LINE_TO_FACE);
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ss->face = face.v;
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break;
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}
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}
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}
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}
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} else if(type == LATHE && haveSrc) {
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Group *src = SK.GetGroup(opA);
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Vector pt = SK.GetEntity(predef.origin)->PointGetNum(),
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axis = SK.GetEntity(predef.entityB)->VectorGetNum();
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axis = axis.WithMagnitude(1);
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SBezierLoopSetSet *sblss = &(src->bezierLoops);
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SBezierLoopSet *sbls;
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for(sbls = sblss->l.First(); sbls; sbls = sblss->l.NextAfter(sbls)) {
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thisShell.MakeFromRevolutionOf(sbls, pt, axis, color);
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}
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} else if(type == IMPORTED) {
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// The imported shell or mesh are copied over, with the appropriate
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// transformation applied. We also must remap the face entities.
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Vector offset = {
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SK.GetParam(h.param(0))->val,
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SK.GetParam(h.param(1))->val,
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SK.GetParam(h.param(2))->val };
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Quaternion q = {
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SK.GetParam(h.param(3))->val,
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SK.GetParam(h.param(4))->val,
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SK.GetParam(h.param(5))->val,
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SK.GetParam(h.param(6))->val };
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thisMesh.MakeFromTransformationOf(&impMesh, offset, q, mirror);
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thisMesh.RemapFaces(this, 0);
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thisShell.MakeFromTransformationOf(&impShell, offset, q, mirror);
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thisShell.RemapFaces(this, 0);
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}
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if(srcg->meshCombine != COMBINE_AS_ASSEMBLE) {
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thisShell.MergeCoincidentSurfaces();
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}
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// So now we've got the mesh or shell for this group. Combine it with
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// the previous group's mesh or shell with the requested Boolean, and
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// we're done.
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Group *prevg = srcg->RunningMeshGroup();
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if(prevg->runningMesh.IsEmpty() && thisMesh.IsEmpty() && !forceToMesh) {
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SShell *prevs = &(prevg->runningShell);
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GenerateForBoolean<SShell>(prevs, &thisShell, &runningShell,
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srcg->meshCombine);
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if(srcg->meshCombine != COMBINE_AS_ASSEMBLE) {
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runningShell.MergeCoincidentSurfaces();
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}
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// If the Boolean failed, then we should note that in the text screen
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// for this group.
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booleanFailed = runningShell.booleanFailed;
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if(booleanFailed != prevBooleanFailed) {
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SS.later.showTW = true;
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}
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} else {
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SMesh prevm, thism;
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ZERO(&prevm);
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ZERO(&thism);
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prevm.MakeFromCopyOf(&(prevg->runningMesh));
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prevg->runningShell.TriangulateInto(&prevm);
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thism.MakeFromCopyOf(&thisMesh);
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thisShell.TriangulateInto(&thism);
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SMesh outm;
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ZERO(&outm);
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GenerateForBoolean<SMesh>(&prevm, &thism, &outm, srcg->meshCombine);
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// And make sure that the output mesh is vertex-to-vertex.
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SKdNode *root = SKdNode::From(&outm);
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root->SnapToMesh(&outm);
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root->MakeMeshInto(&runningMesh);
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outm.Clear();
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thism.Clear();
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prevm.Clear();
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}
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displayDirty = true;
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}
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void Group::GenerateDisplayItems(void) {
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// This is potentially slow (since we've got to triangulate a shell, or
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// to find the emphasized edges for a mesh), so we will run it only
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// if its inputs have changed.
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if(displayDirty) {
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Group *pg = RunningMeshGroup();
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if(pg && thisMesh.IsEmpty() && thisShell.IsEmpty()) {
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// We don't contribute any new solid model in this group, so our
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// display items are identical to the previous group's; which means
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// that we can just display those, and stop ourselves from
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// recalculating for those every time we get a change in this group.
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//
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// Note that this can end up recursing multiple times (if multiple
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// groups that contribute no solid model exist in sequence), but
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// that's okay.
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pg->GenerateDisplayItems();
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displayMesh.Clear();
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displayMesh.MakeFromCopyOf(&(pg->displayMesh));
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displayEdges.Clear();
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if(SS.GW.showEdges) {
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SEdge *se;
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SEdgeList *src = &(pg->displayEdges);
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for(se = src->l.First(); se; se = src->l.NextAfter(se)) {
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displayEdges.l.Add(se);
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}
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}
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} else {
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// We do contribute new solid model, so we have to triangulate the
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// shell, and edge-find the mesh.
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displayMesh.Clear();
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runningShell.TriangulateInto(&displayMesh);
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STriangle *t;
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for(t = runningMesh.l.First(); t; t = runningMesh.l.NextAfter(t)) {
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STriangle trn = *t;
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Vector n = trn.Normal();
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trn.an = n;
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trn.bn = n;
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trn.cn = n;
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displayMesh.AddTriangle(&trn);
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}
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displayEdges.Clear();
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if(SS.GW.showEdges) {
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runningShell.MakeEdgesInto(&displayEdges);
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runningMesh.MakeEmphasizedEdgesInto(&displayEdges);
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}
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}
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displayDirty = false;
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}
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}
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Group *Group::PreviousGroup(void) {
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int i;
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for(i = 0; i < SK.group.n; i++) {
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Group *g = &(SK.group.elem[i]);
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if(g->h.v == h.v) break;
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}
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if(i == 0 || i >= SK.group.n) return NULL;
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return &(SK.group.elem[i-1]);
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}
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Group *Group::RunningMeshGroup(void) {
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if(type == TRANSLATE || type == ROTATE) {
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return SK.GetGroup(opA)->RunningMeshGroup();
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} else {
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return PreviousGroup();
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}
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}
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void Group::DrawDisplayItems(int t) {
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int specColor;
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if(t == DRAWING_3D || t == DRAWING_WORKPLANE) {
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// force the color to something dim
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specColor = Style::Color(Style::DIM_SOLID);
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} else {
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specColor = -1; // use the model color
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}
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// The back faces are drawn in red; should never seem them, since we
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// draw closed shells, so that's a debugging aid.
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GLfloat mpb[] = { 1.0f, 0.1f, 0.1f, 1.0 };
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glMaterialfv(GL_BACK, GL_AMBIENT_AND_DIFFUSE, mpb);
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// When we fill the mesh, we need to know which triangles are selected
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// or hovered, in order to draw them differently.
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DWORD mh = 0, ms1 = 0, ms2 = 0;
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hEntity he = SS.GW.hover.entity;
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if(he.v != 0 && SK.GetEntity(he)->IsFace()) {
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mh = he.v;
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}
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SS.GW.GroupSelection();
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if(gs.faces > 0) ms1 = gs.face[0].v;
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if(gs.faces > 1) ms2 = gs.face[1].v;
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if(SS.GW.showShaded) {
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glEnable(GL_LIGHTING);
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glxFillMesh(specColor, &displayMesh, mh, ms1, ms2);
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glDisable(GL_LIGHTING);
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}
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if(SS.GW.showEdges) {
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glxDepthRangeOffset(2);
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glxColorRGB(Style::Color(Style::SOLID_EDGE));
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glLineWidth(Style::Width(Style::SOLID_EDGE));
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glxDrawEdges(&displayEdges, false);
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}
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if(SS.GW.showMesh) glxDebugMesh(&displayMesh);
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}
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void Group::Draw(void) {
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// Everything here gets drawn whether or not the group is hidden; we
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// can control this stuff independently, with show/hide solids, edges,
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// mesh, etc.
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GenerateDisplayItems();
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DrawDisplayItems(type);
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if(!SS.checkClosedContour) return;
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// And finally show the polygons too, and any errors if it's not possible
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// to assemble the lines into closed polygons.
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if(polyError.how == POLY_NOT_CLOSED) {
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// Report this error only in sketch-in-workplane groups; otherwise
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// it's just a nuisance.
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if(type == DRAWING_WORKPLANE) {
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glDisable(GL_DEPTH_TEST);
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glxColorRGBa(Style::Color(Style::DRAW_ERROR), 0.2);
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glLineWidth (Style::Width(Style::DRAW_ERROR));
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glBegin(GL_LINES);
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glxVertex3v(polyError.notClosedAt.a);
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glxVertex3v(polyError.notClosedAt.b);
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glEnd();
|
|
glxColorRGB(Style::Color(Style::DRAW_ERROR));
|
|
glxWriteText("not closed contour!", DEFAULT_TEXT_HEIGHT,
|
|
polyError.notClosedAt.b, SS.GW.projRight, SS.GW.projUp,
|
|
NULL, NULL);
|
|
glEnable(GL_DEPTH_TEST);
|
|
}
|
|
} else if(polyError.how == POLY_NOT_COPLANAR ||
|
|
polyError.how == POLY_SELF_INTERSECTING)
|
|
{
|
|
// These errors occur at points, not lines
|
|
if(type == DRAWING_WORKPLANE) {
|
|
glDisable(GL_DEPTH_TEST);
|
|
glxColorRGB(Style::Color(Style::DRAW_ERROR));
|
|
char *msg = (polyError.how == POLY_NOT_COPLANAR) ?
|
|
"points not all coplanar!" :
|
|
"contour is self-intersecting!";
|
|
glxWriteText(msg, DEFAULT_TEXT_HEIGHT,
|
|
polyError.errorPointAt, SS.GW.projRight, SS.GW.projUp,
|
|
NULL, NULL);
|
|
glEnable(GL_DEPTH_TEST);
|
|
}
|
|
} else {
|
|
// The contours will get filled in DrawFilledPaths.
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Verify that the Beziers in this loop set all have the same auxA, and return
|
|
// that value. If they don't, then set allSame to be false, and indicate a
|
|
// point on the non-matching curve.
|
|
//-----------------------------------------------------------------------------
|
|
DWORD Group::GetLoopSetFillColor(SBezierLoopSet *sbls,
|
|
bool *allSame, Vector *errorAt)
|
|
{
|
|
bool first = true;
|
|
DWORD fillRgb = (DWORD)-1;
|
|
|
|
SBezierLoop *sbl;
|
|
for(sbl = sbls->l.First(); sbl; sbl = sbls->l.NextAfter(sbl)) {
|
|
SBezier *sb;
|
|
for(sb = sbl->l.First(); sb; sb = sbl->l.NextAfter(sb)) {
|
|
DWORD thisRgb = (DWORD)-1;
|
|
if(sb->auxA != 0) {
|
|
hStyle hs = { sb->auxA };
|
|
Style *s = Style::Get(hs);
|
|
if(s->filled) {
|
|
thisRgb = s->fillColor;
|
|
}
|
|
}
|
|
if(first) {
|
|
fillRgb = thisRgb;
|
|
first = false;
|
|
} else {
|
|
if(fillRgb != thisRgb) {
|
|
*allSame = false;
|
|
*errorAt = sb->Start();
|
|
return fillRgb;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
*allSame = true;
|
|
return fillRgb;
|
|
}
|
|
|
|
void Group::FillLoopSetAsPolygon(SBezierLoopSet *sbls) {
|
|
SPolygon sp;
|
|
ZERO(&sp);
|
|
sbls->MakePwlInto(&sp);
|
|
glxDepthRangeOffset(1);
|
|
glxFillPolygon(&sp);
|
|
glxDepthRangeOffset(0);
|
|
sp.Clear();
|
|
}
|
|
|
|
void Group::DrawFilledPaths(void) {
|
|
SBezierLoopSet *sbls;
|
|
SBezierLoopSetSet *sblss = &bezierLoops;
|
|
for(sbls = sblss->l.First(); sbls; sbls = sblss->l.NextAfter(sbls)) {
|
|
bool allSame;
|
|
Vector errorPt;
|
|
DWORD fillRgb = GetLoopSetFillColor(sbls, &allSame, &errorPt);
|
|
if(allSame && fillRgb != (DWORD)-1) {
|
|
glxColorRGBa(fillRgb, 1);
|
|
FillLoopSetAsPolygon(sbls);
|
|
} else if(!allSame) {
|
|
glDisable(GL_DEPTH_TEST);
|
|
glxColorRGB(Style::Color(Style::DRAW_ERROR));
|
|
glxWriteText("not all same fill color!", DEFAULT_TEXT_HEIGHT,
|
|
errorPt, SS.GW.projRight, SS.GW.projUp, NULL, NULL);
|
|
glEnable(GL_DEPTH_TEST);
|
|
} else {
|
|
if(h.v == SS.GW.activeGroup.v && SS.checkClosedContour &&
|
|
polyError.how == POLY_GOOD)
|
|
{
|
|
// If this is the active group, and we are supposed to check
|
|
// for closed contours, and we do indeed have a closed and
|
|
// non-intersecting contour, then fill it dimly.
|
|
glxColorRGBa(Style::Color(Style::CONTOUR_FILL), 0.5);
|
|
glxDepthRangeOffset(1);
|
|
FillLoopSetAsPolygon(sbls);
|
|
glxDepthRangeOffset(0);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|