solvespace/drawentity.cpp
Jonathan Westhues 517c5edbfa Add user interface to modify styles: change the color, line width,
line width units, on-screen and export visibility. So now we can
use that to modify the default styles, or to create custom styles.

Also add code to draw fat lines, with round endcaps, since gl
doesn't do that.

Next we need some user interface to assign styles to entities, and
to make all the export file formats support the style attributes.

[git-p4: depot-paths = "//depot/solvespace/": change = 2029]
2009-09-18 00:14:15 -08:00

544 lines
18 KiB
C++

#include "solvespace.h"
char *Entity::DescriptionString(void) {
if(h.isFromRequest()) {
Request *r = SK.GetRequest(h.request());
return r->DescriptionString();
} else {
Group *g = SK.GetGroup(h.group());
return g->DescriptionString();
}
}
void Entity::FatLineEndcap(Vector p, Vector u, Vector v) {
// A table of cos and sin of (pi*i/10 + pi/2), as i goes from 0 to 10
static const double Circle[11][2] = {
{ 0.0000, 1.0000 },
{ -0.3090, 0.9511 },
{ -0.5878, 0.8090 },
{ -0.8090, 0.5878 },
{ -0.9511, 0.3090 },
{ -1.0000, 0.0000 },
{ -0.9511, -0.3090 },
{ -0.8090, -0.5878 },
{ -0.5878, -0.8090 },
{ -0.3090, -0.9511 },
{ 0.0000, -1.0000 },
};
glBegin(GL_TRIANGLE_FAN);
for(int i = 0; i <= 10; i++) {
double c = Circle[i][0], s = Circle[i][1];
glxVertex3v(p.Plus(u.ScaledBy(c)).Plus(v.ScaledBy(s)));
}
glEnd();
}
void Entity::FatLine(Vector a, Vector b) {
// The half-width of the line we're drawing.
double hw = (dogd.lineWidth/SS.GW.scale) / 2;
Vector ab = b.Minus(a);
Vector gn = (SS.GW.projRight).Cross(SS.GW.projUp);
Vector abn = (ab.Cross(gn)).WithMagnitude(1);
abn = abn.Minus(gn.ScaledBy(gn.Dot(abn)));
// So now abn is normal to the projection of ab into the screen, so the
// line will always have constant thickness as the view is rotated.
abn = abn.WithMagnitude(hw);
ab = gn.Cross(abn);
ab = ab. WithMagnitude(hw);
// The body of a line is a quad
glBegin(GL_QUADS);
glxVertex3v(a.Minus(abn));
glxVertex3v(b.Minus(abn));
glxVertex3v(b.Plus (abn));
glxVertex3v(a.Plus (abn));
glEnd();
// And the line has two semi-circular end caps.
FatLineEndcap(a, ab, abn);
FatLineEndcap(b, ab.ScaledBy(-1), abn);
}
void Entity::LineDrawOrGetDistance(Vector a, Vector b, bool maybeFat) {
if(dogd.drawing) {
// Draw lines from active group in front of those from previous
glxDepthRangeOffset((group.v == SS.GW.activeGroup.v) ? 4 : 3);
// Narrow lines are drawn as lines, but fat lines must be drawn as
// filled polygons, to get the line join style right.
if(!maybeFat || dogd.lineWidth < 3) {
glBegin(GL_LINES);
glxVertex3v(a);
glxVertex3v(b);
glEnd();
} else {
FatLine(a, b);
}
glxDepthRangeOffset(0);
} else {
Point2d ap = SS.GW.ProjectPoint(a);
Point2d bp = SS.GW.ProjectPoint(b);
double d = dogd.mp.DistanceToLine(ap, bp.Minus(ap), true);
// A little bit easier to select in the active group
if(group.v == SS.GW.activeGroup.v) d -= 1;
dogd.dmin = min(dogd.dmin, d);
}
dogd.refp = (a.Plus(b)).ScaledBy(0.5);
}
void Entity::DrawAll(void) {
// This handles points and line segments as a special case, because I
// seem to be able to get a huge speedup that way, by consolidating
// stuff to gl.
int i;
if(SS.GW.showPoints) {
double s = 3.5/SS.GW.scale;
Vector r = SS.GW.projRight.ScaledBy(s);
Vector d = SS.GW.projUp.ScaledBy(s);
glxColorRGB(Style::Color(Style::DATUM));
glxDepthRangeOffset(6);
glBegin(GL_QUADS);
for(i = 0; i < SK.entity.n; i++) {
Entity *e = &(SK.entity.elem[i]);
if(!e->IsPoint()) continue;
if(!(SK.GetGroup(e->group)->visible)) continue;
if(SS.GroupsInOrder(SS.GW.activeGroup, e->group)) continue;
if(e->forceHidden) continue;
Vector v = e->PointGetNum();
// If we're analyzing the sketch to show the degrees of freedom,
// then we draw big colored squares over the points that are
// free to move.
bool free = false;
if(e->type == POINT_IN_3D) {
Param *px = SK.GetParam(e->param[0]),
*py = SK.GetParam(e->param[1]),
*pz = SK.GetParam(e->param[2]);
free = (px->free) || (py->free) || (pz->free);
} else if(e->type == POINT_IN_2D) {
Param *pu = SK.GetParam(e->param[0]),
*pv = SK.GetParam(e->param[1]);
free = (pu->free) || (pv->free);
}
if(free) {
Vector re = r.ScaledBy(2.5), de = d.ScaledBy(2.5);
glxColorRGB(Style::Color(Style::ANALYZE));
glxVertex3v(v.Plus (re).Plus (de));
glxVertex3v(v.Plus (re).Minus(de));
glxVertex3v(v.Minus(re).Minus(de));
glxVertex3v(v.Minus(re).Plus (de));
glxColorRGB(Style::Color(Style::DATUM));
}
glxVertex3v(v.Plus (r).Plus (d));
glxVertex3v(v.Plus (r).Minus(d));
glxVertex3v(v.Minus(r).Minus(d));
glxVertex3v(v.Minus(r).Plus (d));
}
glEnd();
glxDepthRangeOffset(0);
}
for(i = 0; i < SK.entity.n; i++) {
Entity *e = &(SK.entity.elem[i]);
if(e->IsPoint())
{
continue; // already handled
}
e->Draw();
}
}
void Entity::Draw(void) {
hStyle hs = Style::ForEntity(h);
dogd.lineWidth = Style::Width(hs);
glLineWidth((float)dogd.lineWidth);
glxColorRGB(Style::Color(hs));
dogd.drawing = true;
DrawOrGetDistance();
}
void Entity::GenerateEdges(SEdgeList *el, bool includingConstruction) {
if(construction && !includingConstruction) return;
SBezierList sbl;
ZERO(&sbl);
GenerateBezierCurves(&sbl);
int i, j;
for(i = 0; i < sbl.l.n; i++) {
SBezier *sb = &(sbl.l.elem[i]);
List<Vector> lv;
ZERO(&lv);
sb->MakePwlInto(&lv);
for(j = 1; j < lv.n; j++) {
el->AddEdge(lv.elem[j-1], lv.elem[j]);
}
lv.Clear();
}
sbl.Clear();
}
double Entity::GetDistance(Point2d mp) {
dogd.drawing = false;
dogd.mp = mp;
dogd.dmin = 1e12;
DrawOrGetDistance();
return dogd.dmin;
}
Vector Entity::GetReferencePos(void) {
dogd.drawing = false;
dogd.refp = SS.GW.offset.ScaledBy(-1);
DrawOrGetDistance();
return dogd.refp;
}
bool Entity::IsVisible(void) {
Group *g = SK.GetGroup(group);
if(g->h.v == Group::HGROUP_REFERENCES.v && IsNormal()) {
// The reference normals are always shown
return true;
}
if(!g->visible) return false;
if(SS.GroupsInOrder(SS.GW.activeGroup, group)) return false;
// Don't check if points are hidden; this gets called only for
// selected or hovered points, and those should always be shown.
if(IsNormal() && !SS.GW.showNormals) return false;
if(!SS.GW.showWorkplanes) {
if(IsWorkplane() && !h.isFromRequest()) {
if(g->h.v != SS.GW.activeGroup.v) {
// The group-associated workplanes are hidden outside
// their group.
return false;
}
}
}
if(forceHidden) return false;
return true;
}
void Entity::CalculateNumerical(bool forExport) {
if(IsPoint()) actPoint = PointGetNum();
if(IsNormal()) actNormal = NormalGetNum();
if(type == DISTANCE || type == DISTANCE_N_COPY) {
actDistance = DistanceGetNum();
}
if(IsFace()) {
actPoint = FaceGetPointNum();
Vector n = FaceGetNormalNum();
actNormal = Quaternion::From(0, n.x, n.y, n.z);
}
if(forExport) {
// Visibility in copied import entities follows source file
actVisible = IsVisible();
} else {
// Copied entities within a file are always visible
actVisible = true;
}
}
bool Entity::PointIsFromReferences(void) {
return h.request().IsFromReferences();
}
void Entity::GenerateBezierCurves(SBezierList *sbl) {
SBezier sb;
switch(type) {
case LINE_SEGMENT: {
Vector a = SK.GetEntity(point[0])->PointGetNum();
Vector b = SK.GetEntity(point[1])->PointGetNum();
sb = SBezier::From(a, b);
sbl->l.Add(&sb);
break;
}
case CUBIC: {
Vector p0 = SK.GetEntity(point[0])->PointGetNum();
Vector p1 = SK.GetEntity(point[1])->PointGetNum();
Vector p2 = SK.GetEntity(point[2])->PointGetNum();
Vector p3 = SK.GetEntity(point[3])->PointGetNum();
sb = SBezier::From(p0, p1, p2, p3);
sbl->l.Add(&sb);
break;
}
case CIRCLE:
case ARC_OF_CIRCLE: {
Vector center = SK.GetEntity(point[0])->PointGetNum();
Quaternion q = SK.GetEntity(normal)->NormalGetNum();
Vector u = q.RotationU(), v = q.RotationV();
double r = CircleGetRadiusNum();
double thetaa, thetab, dtheta;
if(r < LENGTH_EPS) {
// If a circle or an arc gets dragged through zero radius,
// then we just don't generate anything.
break;
}
if(type == CIRCLE) {
thetaa = 0;
thetab = 2*PI;
dtheta = 2*PI;
} else {
ArcGetAngles(&thetaa, &thetab, &dtheta);
}
int i, n;
if(dtheta > (3*PI/2 + 0.01)) {
n = 4;
} else if(dtheta > (PI + 0.01)) {
n = 3;
} else if(dtheta > (PI/2 + 0.01)) {
n = 2;
} else {
n = 1;
}
dtheta /= n;
for(i = 0; i < n; i++) {
double s, c;
c = cos(thetaa);
s = sin(thetaa);
// The start point of the curve, and the tangent vector at
// that start point.
Vector p0 = center.Plus(u.ScaledBy( r*c)).Plus(v.ScaledBy(r*s)),
t0 = u.ScaledBy(-r*s). Plus(v.ScaledBy(r*c));
thetaa += dtheta;
c = cos(thetaa);
s = sin(thetaa);
Vector p2 = center.Plus(u.ScaledBy( r*c)).Plus(v.ScaledBy(r*s)),
t2 = u.ScaledBy(-r*s). Plus(v.ScaledBy(r*c));
// The control point must lie on both tangents.
Vector p1 = Vector::AtIntersectionOfLines(p0, p0.Plus(t0),
p2, p2.Plus(t2),
NULL);
SBezier sb = SBezier::From(p0, p1, p2);
sb.weight[1] = cos(dtheta/2);
sbl->l.Add(&sb);
}
break;
}
case TTF_TEXT: {
Vector topLeft = SK.GetEntity(point[0])->PointGetNum();
Vector botLeft = SK.GetEntity(point[1])->PointGetNum();
Vector n = Normal()->NormalN();
Vector v = topLeft.Minus(botLeft);
Vector u = (v.Cross(n)).WithMagnitude(v.Magnitude());
SS.fonts.PlotString(font.str, str.str, 0, sbl, botLeft, u, v);
break;
}
default:
// Not a problem, points and normals and such don't generate curves
break;
}
}
void Entity::DrawOrGetDistance(void) {
if(!IsVisible()) return;
Group *g = SK.GetGroup(group);
switch(type) {
case POINT_N_COPY:
case POINT_N_TRANS:
case POINT_N_ROT_TRANS:
case POINT_N_ROT_AA:
case POINT_IN_3D:
case POINT_IN_2D: {
Vector v = PointGetNum();
dogd.refp = v;
if(dogd.drawing) {
double s = 3.5;
Vector r = SS.GW.projRight.ScaledBy(s/SS.GW.scale);
Vector d = SS.GW.projUp.ScaledBy(s/SS.GW.scale);
glxColorRGB(Style::Color(Style::DATUM));
glxDepthRangeOffset(6);
glBegin(GL_QUADS);
glxVertex3v(v.Plus (r).Plus (d));
glxVertex3v(v.Plus (r).Minus(d));
glxVertex3v(v.Minus(r).Minus(d));
glxVertex3v(v.Minus(r).Plus (d));
glEnd();
glxDepthRangeOffset(0);
} else {
Point2d pp = SS.GW.ProjectPoint(v);
dogd.dmin = pp.DistanceTo(dogd.mp) - 6;
}
break;
}
case NORMAL_N_COPY:
case NORMAL_N_ROT:
case NORMAL_N_ROT_AA:
case NORMAL_IN_3D:
case NORMAL_IN_2D: {
int i;
for(i = 0; i < 2; i++) {
if(i == 0 && !SS.GW.showNormals) {
// When the normals are hidden, we will continue to show
// the coordinate axes at the bottom left corner, but
// not at the origin.
continue;
}
hRequest hr = h.request();
// Always draw the x, y, and z axes in red, green, and blue;
// brighter for the ones at the bottom left of the screen,
// dimmer for the ones at the model origin.
int f = (i == 0 ? 100 : 255);
if(hr.v == Request::HREQUEST_REFERENCE_XY.v) {
glxColorRGB(RGB(0, 0, f));
} else if(hr.v == Request::HREQUEST_REFERENCE_YZ.v) {
glxColorRGB(RGB(f, 0, 0));
} else if(hr.v == Request::HREQUEST_REFERENCE_ZX.v) {
glxColorRGB(RGB(0, f, 0));
} else {
glxColorRGB(Style::Color(Style::NORMALS));
if(i > 0) break;
}
Quaternion q = NormalGetNum();
Vector tail;
if(i == 0) {
tail = SK.GetEntity(point[0])->PointGetNum();
glLineWidth(1);
} else {
// Draw an extra copy of the x, y, and z axes, that's
// always in the corner of the view and at the front.
// So those are always available, perhaps useful.
double s = SS.GW.scale;
double h = 60 - SS.GW.height/2;
double w = 60 - SS.GW.width/2;
tail = SS.GW.projRight.ScaledBy(w/s).Plus(
SS.GW.projUp. ScaledBy(h/s)).Minus(SS.GW.offset);
glxDepthRangeLockToFront(true);
glLineWidth(2);
}
Vector v = (q.RotationN()).WithMagnitude(50/SS.GW.scale);
Vector tip = tail.Plus(v);
LineDrawOrGetDistance(tail, tip);
v = v.WithMagnitude(12/SS.GW.scale);
Vector axis = q.RotationV();
LineDrawOrGetDistance(tip,tip.Minus(v.RotatedAbout(axis, 0.6)));
LineDrawOrGetDistance(tip,tip.Minus(v.RotatedAbout(axis,-0.6)));
}
glxDepthRangeLockToFront(false);
break;
}
case DISTANCE:
case DISTANCE_N_COPY:
// These are used only as data structures, nothing to display.
break;
case WORKPLANE: {
Vector p;
p = SK.GetEntity(point[0])->PointGetNum();
Vector u = Normal()->NormalU();
Vector v = Normal()->NormalV();
double s = (min(SS.GW.width, SS.GW.height))*0.45/SS.GW.scale;
Vector us = u.ScaledBy(s);
Vector vs = v.ScaledBy(s);
Vector pp = p.Plus (us).Plus (vs);
Vector pm = p.Plus (us).Minus(vs);
Vector mm = p.Minus(us).Minus(vs), mm2 = mm;
Vector mp = p.Minus(us).Plus (vs);
glLineWidth(1);
glxColorRGB(Style::Color(Style::NORMALS));
glEnable(GL_LINE_STIPPLE);
glLineStipple(3, 0x1111);
if(!h.isFromRequest()) {
mm = mm.Plus(v.ScaledBy(60/SS.GW.scale));
mm2 = mm2.Plus(u.ScaledBy(60/SS.GW.scale));
LineDrawOrGetDistance(mm2, mm);
}
LineDrawOrGetDistance(pp, pm);
LineDrawOrGetDistance(pm, mm2);
LineDrawOrGetDistance(mm, mp);
LineDrawOrGetDistance(mp, pp);
glDisable(GL_LINE_STIPPLE);
char *str = DescriptionString()+5;
if(dogd.drawing) {
glxWriteText(str, mm2, u, v, NULL, NULL);
} else {
Vector pos = mm2.Plus(u.ScaledBy(glxStrWidth(str)/2)).Plus(
v.ScaledBy(glxStrHeight()/2));
Point2d pp = SS.GW.ProjectPoint(pos);
dogd.dmin = min(dogd.dmin, pp.DistanceTo(dogd.mp) - 10);
// If a line lies in a plane, then select the line, not
// the plane.
dogd.dmin += 3;
}
break;
}
case LINE_SEGMENT:
case CIRCLE:
case ARC_OF_CIRCLE:
case CUBIC:
case TTF_TEXT:
// Nothing but the curve(s).
break;
case FACE_NORMAL_PT:
case FACE_XPROD:
case FACE_N_ROT_TRANS:
case FACE_N_TRANS:
case FACE_N_ROT_AA:
// Do nothing; these are drawn with the triangle mesh
break;
default:
oops();
}
// And draw the curves; generate the rational polynomial curves for
// everything, then piecewise linearize them, and display those.
SEdgeList sel;
ZERO(&sel);
GenerateEdges(&sel, true);
int i;
for(i = 0; i < sel.l.n; i++) {
SEdge *se = &(sel.l.elem[i]);
LineDrawOrGetDistance(se->a, se->b, true);
}
sel.Clear();
}