solvespace/entity.cpp
Jonathan Westhues cc03fe40aa Big structural change; eliminate the Point type in SolveSpace. The
points are now entities like any others; so a line segment request
will generate three entities, the line segment and its endpoints. I
think that's cleaner.

When I do step and repeats (and imports, and other similar), I'll
need a consistent way to assign those entity ids. That assignment
must not change if the sketch is edited. I don't have a clean way
to do that; best thought right now is to keep a record of what maps
have been used previously, and not pick a new map as long as it's
possible to use one that was used previously.

This all means that more crap gets pushed in to the Entity
structure, so that they can keep track of what solver variables
define them. Still seems better, though. I'm closer to ready
to start solving.

[git-p4: depot-paths = "//depot/solvespace/": change = 1673]
2008-04-19 03:09:47 -08:00

186 lines
4.9 KiB
C++

#include "solvespace.h"
char *Entity::DescriptionString(void) {
Request *r = SS.GetRequest(h.request());
return r->DescriptionString();
}
void Entity::Get2dCsysBasisVectors(Vector *u, Vector *v) {
double q[4];
for(int i = 0; i < 4; i++) {
q[i] = SS.GetParam(param.h[i])->val;
}
Quaternion quat = Quaternion::MakeFrom(q[0], q[1], q[2], q[3]);
*u = quat.RotationU();
*v = quat.RotationV();
}
bool Entity::IsPoint(void) {
switch(type) {
case POINT_IN_3D:
case POINT_IN_2D:
return true;
default:
return false;
}
}
bool Entity::IsFromReferences(void) {
hRequest hr = h.request();
if(hr.v == Request::HREQUEST_REFERENCE_XY.v) return true;
if(hr.v == Request::HREQUEST_REFERENCE_YZ.v) return true;
if(hr.v == Request::HREQUEST_REFERENCE_ZX.v) return true;
return false;
}
void Entity::ForcePointTo(Vector p) {
switch(type) {
case POINT_IN_3D:
SS.GetParam(param.h[0])->ForceTo(p.x);
SS.GetParam(param.h[1])->ForceTo(p.y);
SS.GetParam(param.h[2])->ForceTo(p.z);
break;
case POINT_IN_2D: {
Entity *c = SS.GetEntity(csys);
Vector u, v;
c->Get2dCsysBasisVectors(&u, &v);
SS.GetParam(param.h[0])->ForceTo(p.Dot(u));
SS.GetParam(param.h[1])->ForceTo(p.Dot(v));
break;
}
default: oops();
}
}
Vector Entity::GetPointCoords(void) {
Vector p;
switch(type) {
case POINT_IN_3D:
p.x = SS.GetParam(param.h[0])->val;
p.y = SS.GetParam(param.h[1])->val;
p.z = SS.GetParam(param.h[2])->val;
break;
case POINT_IN_2D: {
Entity *c = SS.GetEntity(csys);
Vector u, v;
c->Get2dCsysBasisVectors(&u, &v);
p = u.ScaledBy(SS.GetParam(param.h[0])->val);
p = p.Plus(v.ScaledBy(SS.GetParam(param.h[1])->val));
break;
}
default: oops();
}
return p;
}
void Entity::LineDrawOrGetDistance(Vector a, Vector b) {
if(dogd.drawing) {
glBegin(GL_LINE_STRIP);
glxVertex3v(a);
glxVertex3v(b);
glEnd();
} else {
Point2d ap = SS.GW.ProjectPoint(a);
Point2d bp = SS.GW.ProjectPoint(b);
double d = dogd.mp.DistanceToLine(ap, bp.Minus(ap), true);
dogd.dmin = min(dogd.dmin, d);
}
}
void Entity::Draw(void) {
dogd.drawing = true;
DrawOrGetDistance();
}
double Entity::GetDistance(Point2d mp) {
dogd.drawing = false;
dogd.mp = mp;
dogd.dmin = 1e12;
DrawOrGetDistance();
return dogd.dmin;
}
void Entity::DrawOrGetDistance(void) {
glxColor(1, 1, 1);
switch(type) {
case POINT_IN_3D:
case POINT_IN_2D: {
Entity *isfor = SS.GetEntity(h.request().entity(0));
if(!SS.GW.show2dCsyss && isfor->type == Entity::CSYS_2D) break;
Vector v = GetPointCoords();
if(dogd.drawing) {
double s = 4;
Vector r = SS.GW.projRight.ScaledBy(s/SS.GW.scale);
Vector d = SS.GW.projUp.ScaledBy(s/SS.GW.scale);
glxColor(0, 0.8, 0);
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();
} else {
Point2d pp = SS.GW.ProjectPoint(v);
dogd.dmin = pp.DistanceTo(dogd.mp) - 8;
}
break;
}
case CSYS_2D: {
if(!SS.GW.show2dCsyss) break;
Vector p;
p = SS.GetEntity(assoc[0])->GetPointCoords();
Vector u, v;
Get2dCsysBasisVectors(&u, &v);
double s = (min(SS.GW.width, SS.GW.height))*0.4/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);
Vector mp = p.Minus(us).Plus (vs);
glxColor(0, 0.4, 0.4);
LineDrawOrGetDistance(pp, pm);
LineDrawOrGetDistance(pm, mm);
LineDrawOrGetDistance(mm, mp);
LineDrawOrGetDistance(mp, pp);
if(dogd.drawing) {
glPushMatrix();
glxTranslatev(mm);
glxOntoCsys(u, v);
glxWriteText(DescriptionString());
glPopMatrix();
}
break;
}
case LINE_SEGMENT: {
Vector a = SS.GetEntity(assoc[0])->GetPointCoords();
Vector b = SS.GetEntity(assoc[1])->GetPointCoords();
LineDrawOrGetDistance(a, b);
break;
}
default:
oops();
}
}