ExprVector ConstraintBase::PointInThreeSpace(hEntity workplane,
                                             Expr *u, Expr *v)
{
    EntityBase *w = SK.GetEntity(workplane);

    ExprVector ub = w->Normal()->NormalExprsU();
    ExprVector vb = w->Normal()->NormalExprsV();
    ExprVector ob = w->WorkplaneGetOffsetExprs();

    return (ub.ScaledBy(u)).Plus(vb.ScaledBy(v)).Plus(ob);
}
예제 #2
0
 void PacketProcess::S_NOTIFY_FIXED_UPDATE(PK_S_NOTIFY_FIXED_UPDATE rowPacket)
 {
     EntityBase* ret = _gameMgr->getEntityFromID((int)rowPacket.validID);
     if (ret ==nullptr || ret->getEntityType() != EntityType::ENTITY_HUMAN ) return;
     
     EntityHuman* player = (EntityHuman*)ret;
     
     log("S_NOTIFY_FIXED_UPDATE %f %f", rowPacket.position.x, rowPacket.position.y);
     player->setWorldPosition(rowPacket.position);
     
     //_gameMgr->getGameWorld()->getGameCamera()->setCameraPos(rowPacket.position);
 }
예제 #3
0
 void PacketProcess::S_BROADCAST_BEZEL_MOVE_KEYDOWN(Packet* rowPacket)
 {
     PK_S_BROADCAST_BEZEL_MOVE_KEYDOWN* broadcastPacket = (PK_S_BROADCAST_BEZEL_MOVE_KEYDOWN*)rowPacket;
     
     EntityBase* ret = _gameMgr->getEntityFromID((int)broadcastPacket->validID);
     
     if (ret ==nullptr || ret->getEntityType() != EntityType::ENTITY_HUMAN ) return;
     
     EntityHuman* player = (EntityHuman*)ret;
     
     player->setTargetHeading(broadcastPacket->heading);
     
 }
예제 #4
0
 void PacketProcess::S_BROADCAST_JOYSTICK_MOVE_KEYUP(Packet* rowPacket)
 {
     PK_S_BROADCAST_JOYSTICK_MOVE_KEYUP* broadcastPacket = (PK_S_BROADCAST_JOYSTICK_MOVE_KEYUP*)rowPacket;
     
     EntityBase* ret = _gameMgr->getEntityFromID((int)broadcastPacket->validID);
     if (ret ==nullptr || ret->getEntityType() != EntityType::ENTITY_HUMAN ) return;
     
     EntityHuman* player = (EntityHuman*)ret;
     
     //player->setPosition(broadcastPacket->position);
     
     player->removeInputMask(JoystickMessageTypes::MOVE);
     delete broadcastPacket;
 }
예제 #5
0
 void PacketProcess::S_BROADCAST_JOYSTICK_MOVING_CHANGE(Packet* rowPacket)
 {
     PK_S_BROADCAST_JOYSTICK_MOVING_CHANGE* broadcastPacket = (PK_S_BROADCAST_JOYSTICK_MOVING_CHANGE*)rowPacket;
     
     EntityBase* ret = _gameMgr->getEntityFromID((int)broadcastPacket->validID);
     if (ret ==nullptr || ret->getEntityType() != EntityType::ENTITY_HUMAN ) return;
     
     EntityHuman* player = (EntityHuman*)ret;
     
     player->setMoving(broadcastPacket->moving);
     player->setTargetHeading(broadcastPacket->heading);
     
     delete broadcastPacket;
 }
예제 #6
0
Expr *ConstraintBase::Distance(hEntity wrkpl, hEntity hpa, hEntity hpb) {
    EntityBase *pa = SK.GetEntity(hpa);
    EntityBase *pb = SK.GetEntity(hpb);
    ssassert(pa->IsPoint() && pb->IsPoint(),
             "Expected two points to measure projected distance between");

    if(wrkpl.v == EntityBase::FREE_IN_3D.v) {
        // This is true distance
        ExprVector ea, eb, eab;
        ea = pa->PointGetExprs();
        eb = pb->PointGetExprs();
        eab = ea.Minus(eb);

        return eab.Magnitude();
    } else {
        // This is projected distance, in the given workplane.
        Expr *au, *av, *bu, *bv;

        pa->PointGetExprsInWorkplane(wrkpl, &au, &av);
        pb->PointGetExprsInWorkplane(wrkpl, &bu, &bv);

        Expr *du = au->Minus(bu);
        Expr *dv = av->Minus(bv);

        return ((du->Square())->Plus(dv->Square()))->Sqrt();
    }
}
예제 #7
0
void GameStateGame::Update(const sf::Time& time)
{
    SharedContext* context = m_stateMgr->GetContext();
    EntityBase   * player  = context->entityManager->Find("Player");
    if (!player)
    {
        std::cout << "Respawning player..." << std::endl;
        context->entityManager->Add(EntityType::Player, "Player");
        player = context->entityManager->Find("Player");
        player->SetPosition(m_gameMap->GetPlayerStart());
        std::cout << "Player respawned..." << std::endl;
    }
    else
    {
        m_view.setCenter(player->GetPosition());
        context->window->GetRenderWindow()->setView(m_view);
    }

    sf::FloatRect viewSpace = context->window->GetViewSpace();

    if (viewSpace.left <= 0)
    {
        m_view.setCenter(viewSpace.width / 2.0f, m_view.getCenter().y);
        context->window->GetRenderWindow()->setView(m_view);
    }
    else if (viewSpace.left + viewSpace.width > (m_gameMap->GetMapSize().x) * TILE_SIZE)
    {
        m_view.setCenter(((m_gameMap->GetMapSize().x) * TILE_SIZE) - (viewSpace.width / 2.0f),
                         m_view.getCenter().y);
        context->window->GetRenderWindow()->setView(m_view);
    }

    if (viewSpace.top <= 0)
    {
        m_view.setCenter(m_view.getCenter().x, viewSpace.height / 2.0f);
        context->window->GetRenderWindow()->setView(m_view);
    }
    else if (viewSpace.top + viewSpace.height >
             (m_gameMap->GetMapSize().y) * TILE_SIZE)
    {
        m_view.setCenter(m_view.getCenter().x,
                         ((m_gameMap->GetMapSize().y) *
                          TILE_SIZE) - (viewSpace.height / 2.0f));
        context->window->GetRenderWindow()->setView(m_view);
    }

    m_gameMap->Update(time.asSeconds());
    m_stateMgr->GetContext()->entityManager->Update(time.asSeconds());
}
예제 #8
0
ExprVector EntityBase::PointGetExprs(void) {
    ExprVector r;
    switch(type) {
        case POINT_IN_3D:
            r = ExprVector::From(param[0], param[1], param[2]);
            break;

        case POINT_IN_2D: {
            EntityBase *c = SK.GetEntity(workplane);
            ExprVector u = c->Normal()->NormalExprsU();
            ExprVector v = c->Normal()->NormalExprsV();
            r = c->WorkplaneGetOffsetExprs();
            r = r.Plus(u.ScaledBy(Expr::From(param[0])));
            r = r.Plus(v.ScaledBy(Expr::From(param[1])));
            break;
        }
        case POINT_N_TRANS: {
            ExprVector orig = ExprVector::From(numPoint);
            ExprVector trans = ExprVector::From(param[0], param[1], param[2]);
            r = orig.Plus(trans.ScaledBy(Expr::From(timesApplied)));
            break;
        }
        case POINT_N_ROT_TRANS: {
            ExprVector orig = ExprVector::From(numPoint);
            ExprVector trans = ExprVector::From(param[0], param[1], param[2]);
            ExprQuaternion q =
                ExprQuaternion::From(param[3], param[4], param[5], param[6]);
            orig = q.Rotate(orig);
            r = orig.Plus(trans);
            break;
        }
        case POINT_N_ROT_AA: {
            ExprVector orig = ExprVector::From(numPoint);
            ExprVector trans = ExprVector::From(param[0], param[1], param[2]);
            ExprQuaternion q = GetAxisAngleQuaternionExprs(3);
            orig = orig.Minus(trans);
            orig = q.Rotate(orig);
            r = orig.Plus(trans);
            break;
        }
        case POINT_N_COPY:
            r = ExprVector::From(numPoint);
            break;

        default: oops();
    }
    return r;
}
예제 #9
0
Vector EntityBase::PointGetNum(void) {
    Vector p;
    switch(type) {
        case POINT_IN_3D:
            p = Vector::From(param[0], param[1], param[2]);
            break;

        case POINT_IN_2D: {
            EntityBase *c = SK.GetEntity(workplane);
            Vector u = c->Normal()->NormalU();
            Vector v = c->Normal()->NormalV();
            p =        u.ScaledBy(SK.GetParam(param[0])->val);
            p = p.Plus(v.ScaledBy(SK.GetParam(param[1])->val));
            p = p.Plus(c->WorkplaneGetOffset());
            break;
        }

        case POINT_N_TRANS: {
            Vector trans = Vector::From(param[0], param[1], param[2]);
            p = numPoint.Plus(trans.ScaledBy(timesApplied));
            break;
        }

        case POINT_N_ROT_TRANS: {
            Vector offset = Vector::From(param[0], param[1], param[2]);
            Quaternion q = PointGetQuaternion();
            p = q.Rotate(numPoint);
            p = p.Plus(offset);
            break;
        }

        case POINT_N_ROT_AA: {
            Vector offset = Vector::From(param[0], param[1], param[2]);
            Quaternion q = PointGetQuaternion();
            p = numPoint.Minus(offset);
            p = q.Rotate(p);
            p = p.Plus(offset);
            break;
        }

        case POINT_N_COPY:
            p = numPoint;
            break;

        default: oops();
    }
    return p;
}
예제 #10
0
Vector GraphicsWindow::SnapToGrid(Vector p) {
    if(!LockedInWorkplane()) return p;

    EntityBase *wrkpl = SK.GetEntity(ActiveWorkplane()),
               *norm  = wrkpl->Normal();
    Vector wo = SK.GetEntity(wrkpl->point[0])->PointGetNum(),
           wu = norm->NormalU(),
           wv = norm->NormalV(),
           wn = norm->NormalN();

    Vector pp = (p.Minus(wo)).DotInToCsys(wu, wv, wn);
    pp.x = floor((pp.x / SS.gridSpacing) + 0.5)*SS.gridSpacing;
    pp.y = floor((pp.y / SS.gridSpacing) + 0.5)*SS.gridSpacing;
    pp.z = 0;

    return pp.ScaleOutOfCsys(wu, wv, wn).Plus(wo);
}
예제 #11
0
 void PacketProcess::S_BROADCAST_JOYSTICK_DOUBLE_MOVE_KEYDOWN(Packet* rowPacket)
 {
     PK_S_BROADCAST_JOYSTICK_DOUBLE_MOVE_KEYDOWN* broadcastPacket = (PK_S_BROADCAST_JOYSTICK_DOUBLE_MOVE_KEYDOWN*)rowPacket;
     
     EntityBase* ret = _gameMgr->getEntityFromID((int)broadcastPacket->validID);
     if (ret ==nullptr || ret->getEntityType() != EntityType::ENTITY_HUMAN ) return;
     
     
     EntityHuman* player = (EntityHuman*)ret;
     
     player->setMoving(broadcastPacket->moving);
     player->setTargetHeading(broadcastPacket->moving);
     
     player->setInputMask(JoystickMessageTypes::RUN);
     
     delete broadcastPacket;
 }
예제 #12
0
//-----------------------------------------------------------------------------
// Return the cosine of the angle between two vectors. If a workplane is
// specified, then it's the cosine of their projections into that workplane.
//-----------------------------------------------------------------------------
Expr *ConstraintBase::DirectionCosine(hEntity wrkpl,
                                      ExprVector ae, ExprVector be)
{
    if(wrkpl.v == EntityBase::FREE_IN_3D.v) {
        Expr *mags = (ae.Magnitude())->Times(be.Magnitude());
        return (ae.Dot(be))->Div(mags);
    } else {
        EntityBase *w = SK.GetEntity(wrkpl);
        ExprVector u = w->Normal()->NormalExprsU();
        ExprVector v = w->Normal()->NormalExprsV();
        Expr *ua = u.Dot(ae);
        Expr *va = v.Dot(ae);
        Expr *ub = u.Dot(be);
        Expr *vb = v.Dot(be);
        Expr *maga = (ua->Square()->Plus(va->Square()))->Sqrt();
        Expr *magb = (ub->Square()->Plus(vb->Square()))->Sqrt();
        Expr *dot = (ua->Times(ub))->Plus(va->Times(vb));
        return dot->Div(maga->Times(magb));
    }
}
예제 #13
0
void EntityBase::PointGetExprsInWorkplane(hEntity wrkpl, Expr **u, Expr **v) {
    if(type == POINT_IN_2D && workplane.v == wrkpl.v) {
        // They want our coordinates in the form that we've written them,
        // very nice.
        *u = Expr::From(param[0]);
        *v = Expr::From(param[1]);
    } else {
        // Get the offset and basis vectors for this weird exotic csys.
        EntityBase *w = SK.GetEntity(wrkpl);
        ExprVector wp = w->WorkplaneGetOffsetExprs();
        ExprVector wu = w->Normal()->NormalExprsU();
        ExprVector wv = w->Normal()->NormalExprsV();

        // Get our coordinates in three-space, and project them into that
        // coordinate system.
        ExprVector ev = PointGetExprs();
        ev = ev.Minus(wp);
        *u = ev.Dot(wu);
        *v = ev.Dot(wv);
    }
}
예제 #14
0
ExprQuaternion EntityBase::NormalGetExprs(void) {
    ExprQuaternion q;
    switch(type) {
        case NORMAL_IN_3D:
            q = ExprQuaternion::From(param[0], param[1], param[2], param[3]);
            break;

        case NORMAL_IN_2D: {
            EntityBase *wrkpl = SK.GetEntity(workplane);
            EntityBase *norm = SK.GetEntity(wrkpl->normal);
            q = norm->NormalGetExprs();
            break;
        }
        case NORMAL_N_COPY:
            q = ExprQuaternion::From(numNormal);
            break;

        case NORMAL_N_ROT: {
            ExprQuaternion orig = ExprQuaternion::From(numNormal);
            q = ExprQuaternion::From(param[0], param[1], param[2], param[3]);

            q = q.Times(orig);
            break;
        }

        case NORMAL_N_ROT_AA: {
            ExprQuaternion orig = ExprQuaternion::From(numNormal);
            q = GetAxisAngleQuaternionExprs(0);
            q = q.Times(orig);
            break;
        }

        default: oops();
    }
    return q;
}
예제 #15
0
Expr *ConstraintBase::PointLineDistance(hEntity wrkpl, hEntity hpt, hEntity hln)
{
    EntityBase *ln = SK.GetEntity(hln);
    EntityBase *a = SK.GetEntity(ln->point[0]);
    EntityBase *b = SK.GetEntity(ln->point[1]);

    EntityBase *p = SK.GetEntity(hpt);

    if(wrkpl.v == EntityBase::FREE_IN_3D.v) {
        ExprVector ep = p->PointGetExprs();

        ExprVector ea = a->PointGetExprs();
        ExprVector eb = b->PointGetExprs();
        ExprVector eab = ea.Minus(eb);
        Expr *m = eab.Magnitude();

        return ((eab.Cross(ea.Minus(ep))).Magnitude())->Div(m);
    } else {
        Expr *ua, *va, *ub, *vb;
        a->PointGetExprsInWorkplane(wrkpl, &ua, &va);
        b->PointGetExprsInWorkplane(wrkpl, &ub, &vb);

        Expr *du = ua->Minus(ub);
        Expr *dv = va->Minus(vb);

        Expr *u, *v;
        p->PointGetExprsInWorkplane(wrkpl, &u, &v);

        Expr *m = ((du->Square())->Plus(dv->Square()))->Sqrt();

        Expr *proj = (dv->Times(ua->Minus(u)))->Minus(
                     (du->Times(va->Minus(v))));

        return proj->Div(m);
    }
}
예제 #16
0
void Constraint::MenuConstrain(int id) {
    Constraint c;
    ZERO(&c);
    c.group = SS.GW.activeGroup;
    c.workplane = SS.GW.ActiveWorkplane();

    SS.GW.GroupSelection();
#define gs (SS.GW.gs)

    switch(id) {
        case GraphicsWindow::MNU_DISTANCE_DIA: {
            if(gs.points == 2 && gs.n == 2) {
                c.type = PT_PT_DISTANCE;
                c.ptA = gs.point[0];
                c.ptB = gs.point[1];
            } else if(gs.lineSegments == 1 && gs.n == 1) {
                c.type = PT_PT_DISTANCE;
                Entity *e = SK.GetEntity(gs.entity[0]);
                c.ptA = e->point[0];
                c.ptB = e->point[1];
            } else if(gs.vectors == 1 && gs.points == 2 && gs.n == 3) {
                c.type = PROJ_PT_DISTANCE;
                c.ptA = gs.point[0];
                c.ptB = gs.point[1];
                c.entityA = gs.vector[0];
            } else if(gs.workplanes == 1 && gs.points == 1 && gs.n == 2) {
                c.type = PT_PLANE_DISTANCE;
                c.ptA = gs.point[0];
                c.entityA = gs.entity[0];
            } else if(gs.lineSegments == 1 && gs.points == 1 && gs.n == 2) {
                c.type = PT_LINE_DISTANCE;
                c.ptA = gs.point[0];
                c.entityA = gs.entity[0];
            } else if(gs.faces == 1 && gs.points == 1 && gs.n == 2) {
                c.type = PT_FACE_DISTANCE;
                c.ptA = gs.point[0];
                c.entityA = gs.face[0];
            } else if(gs.circlesOrArcs == 1 && gs.n == 1) {
                c.type = DIAMETER;
                c.entityA = gs.entity[0];
            } else {
                Error(
"Bad selection for distance / diameter constraint. This "
"constraint can apply to:\n\n"
"    * two points (distance between points)\n"
"    * a line segment (length)\n"
"    * two points and a line segment or normal (projected distance)\n"
"    * a workplane and a point (minimum distance)\n"
"    * a line segment and a point (minimum distance)\n"
"    * a plane face and a point (minimum distance)\n"
"    * a circle or an arc (diameter)\n");
                return;
            }
            if(c.type == PT_PT_DISTANCE || c.type == PROJ_PT_DISTANCE) {
                Vector n = SS.GW.projRight.Cross(SS.GW.projUp);
                Vector a = SK.GetEntity(c.ptA)->PointGetNum();
                Vector b = SK.GetEntity(c.ptB)->PointGetNum();
                c.disp.offset = n.Cross(a.Minus(b));
                c.disp.offset = (c.disp.offset).WithMagnitude(50/SS.GW.scale);
            } else {
                c.disp.offset = Vector::From(0, 0, 0);
            }

            c.valA = 0;
            c.ModifyToSatisfy();
            AddConstraint(&c);
            break;
        }

        case GraphicsWindow::MNU_ON_ENTITY:
            if(gs.points == 2 && gs.n == 2) {
                c.type = POINTS_COINCIDENT;
                c.ptA = gs.point[0];
                c.ptB = gs.point[1];
            } else if(gs.points == 1 && gs.workplanes == 1 && gs.n == 2) {
                c.type = PT_IN_PLANE;
                c.ptA = gs.point[0];
                c.entityA = gs.entity[0];
            } else if(gs.points == 1 && gs.lineSegments == 1 && gs.n == 2) {
                c.type = PT_ON_LINE;
                c.ptA = gs.point[0];
                c.entityA = gs.entity[0];
            } else if(gs.points == 1 && gs.circlesOrArcs == 1 && gs.n == 2) {
                c.type = PT_ON_CIRCLE;
                c.ptA = gs.point[0];
                c.entityA = gs.entity[0];
            } else if(gs.points == 1 && gs.faces == 1 && gs.n == 2) {
                c.type = PT_ON_FACE;
                c.ptA = gs.point[0];
                c.entityA = gs.face[0];
            } else {
                Error("Bad selection for on point / curve / plane constraint. "
                      "This constraint can apply to:\n\n"
                      "    * two points (points coincident)\n"
                      "    * a point and a workplane (point in plane)\n"
                      "    * a point and a line segment (point on line)\n"
                      "    * a point and a circle or arc (point on curve)\n"
                      "    * a point and a plane face (point on face)\n");
                return;
            }
            AddConstraint(&c);
            break;

        case GraphicsWindow::MNU_EQUAL:
            if(gs.lineSegments == 2 && gs.n == 2) {
                c.type = EQUAL_LENGTH_LINES;
                c.entityA = gs.entity[0];
                c.entityB = gs.entity[1];
            } else if(gs.lineSegments == 2 && gs.points == 2 && gs.n == 4) {
                c.type = EQ_PT_LN_DISTANCES;
                c.entityA = gs.entity[0];
                c.ptA = gs.point[0];
                c.entityB = gs.entity[1];
                c.ptB = gs.point[1];
            } else if(gs.lineSegments == 1 && gs.points == 2 && gs.n == 3) {
                // The same line segment for the distances, but different
                // points.
                c.type = EQ_PT_LN_DISTANCES;
                c.entityA = gs.entity[0];
                c.ptA = gs.point[0];
                c.entityB = gs.entity[0];
                c.ptB = gs.point[1];
            } else if(gs.lineSegments == 2 && gs.points == 1 && gs.n == 3) {
                c.type = EQ_LEN_PT_LINE_D;
                c.entityA = gs.entity[0];
                c.entityB = gs.entity[1];
                c.ptA = gs.point[0];
            } else if(gs.vectors == 4 && gs.n == 4) {
                c.type = EQUAL_ANGLE;
                c.entityA = gs.vector[0];
                c.entityB = gs.vector[1];
                c.entityC = gs.vector[2];
                c.entityD = gs.vector[3];
            } else if(gs.vectors == 3 && gs.n == 3) {
                c.type = EQUAL_ANGLE;
                c.entityA = gs.vector[0];
                c.entityB = gs.vector[1];
                c.entityC = gs.vector[1];
                c.entityD = gs.vector[2];
            } else if(gs.circlesOrArcs == 2 && gs.n == 2) {
                c.type = EQUAL_RADIUS;
                c.entityA = gs.entity[0];
                c.entityB = gs.entity[1];
            } else if(gs.arcs == 1 && gs.lineSegments == 1 && gs.n == 2) {
                c.type = EQUAL_LINE_ARC_LEN;
                if(SK.GetEntity(gs.entity[0])->type == Entity::ARC_OF_CIRCLE) {
                    c.entityA = gs.entity[1];
                    c.entityB = gs.entity[0];
                } else {
                    c.entityA = gs.entity[0];
                    c.entityB = gs.entity[1];
                }
            } else {
                Error("Bad selection for equal length / radius constraint. "
                      "This constraint can apply to:\n\n"
                      "    * two line segments (equal length)\n"
                      "    * two line segments and two points "
                              "(equal point-line distances)\n"
                      "    * a line segment and two points "
                              "(equal point-line distances)\n"
                      "    * a line segment, and a point and line segment "
                              "(point-line distance equals length)\n"
                      "    * four line segments or normals "
                              "(equal angle between A,B and C,D)\n"
                      "    * three line segments or normals "
                              "(equal angle between A,B and B,C)\n"
                      "    * two circles or arcs (equal radius)\n"
                      "    * a line segment and an arc "
                              "(line segment length equals arc length)\n");
                return;
            }
            if(c.type == EQUAL_ANGLE) {
                // Infer the nearest supplementary angle from the sketch.
                Vector a1 = SK.GetEntity(c.entityA)->VectorGetNum(),
                       b1 = SK.GetEntity(c.entityB)->VectorGetNum(),
                       a2 = SK.GetEntity(c.entityC)->VectorGetNum(),
                       b2 = SK.GetEntity(c.entityD)->VectorGetNum();
                double d1 = a1.Dot(b1), d2 = a2.Dot(b2);

                if(d1*d2 < 0) {
                    c.other = true;
                }
            }
            AddConstraint(&c);
            break;

        case GraphicsWindow::MNU_RATIO:
            if(gs.lineSegments == 2 && gs.n == 2) {
                c.type = LENGTH_RATIO;
                c.entityA = gs.entity[0];
                c.entityB = gs.entity[1];
            } else {
                Error("Bad selection for length ratio constraint. This "
                      "constraint can apply to:\n\n"
                      "    * two line segments\n");
                return;
            }

            c.valA = 0;
            c.ModifyToSatisfy();
            AddConstraint(&c);
            break;

        case GraphicsWindow::MNU_AT_MIDPOINT:
            if(gs.lineSegments == 1 && gs.points == 1 && gs.n == 2) {
                c.type = AT_MIDPOINT;
                c.entityA = gs.entity[0];
                c.ptA = gs.point[0];

                // If a point is at-midpoint, then no reason to also constrain
                // it on-line; so auto-remove that.
                DeleteAllConstraintsFor(PT_ON_LINE, c.entityA, c.ptA);
            } else if(gs.lineSegments == 1 && gs.workplanes == 1 && gs.n == 2) {
                c.type = AT_MIDPOINT;
                int i = SK.GetEntity(gs.entity[0])->IsWorkplane() ? 1 : 0;
                c.entityA = gs.entity[i];
                c.entityB = gs.entity[1-i];
            } else {
                Error("Bad selection for at midpoint constraint. This "
                      "constraint can apply to:\n\n"
                      "    * a line segment and a point "
                            "(point at midpoint)\n"
                      "    * a line segment and a workplane "
                            "(line's midpoint on plane)\n");
                return;
            }
            AddConstraint(&c);
            break;

        case GraphicsWindow::MNU_SYMMETRIC:
            if(gs.points == 2 &&
                                ((gs.workplanes == 1 && gs.n == 3) ||
                                 (gs.n == 2)))
            {
                c.entityA = gs.entity[0];
                c.ptA = gs.point[0];
                c.ptB = gs.point[1];
            } else if(gs.lineSegments == 1 &&
                                ((gs.workplanes == 1 && gs.n == 2) ||
                                 (gs.n == 1)))
            {
                int i = SK.GetEntity(gs.entity[0])->IsWorkplane() ? 1 : 0;
                Entity *line = SK.GetEntity(gs.entity[i]);
                c.entityA = gs.entity[1-i];
                c.ptA = line->point[0];
                c.ptB = line->point[1];
            } else if(SS.GW.LockedInWorkplane()
                        && gs.lineSegments == 2 && gs.n == 2)
            {
                Entity *l0 = SK.GetEntity(gs.entity[0]),
                       *l1 = SK.GetEntity(gs.entity[1]);

                if((l1->group.v != SS.GW.activeGroup.v) ||
                   (l1->construction && !(l0->construction)))
                {
                    SWAP(Entity *, l0, l1);
                }
                c.ptA = l1->point[0];
                c.ptB = l1->point[1];
                c.entityA = l0->h;
                c.type = SYMMETRIC_LINE;
            } else if(SS.GW.LockedInWorkplane()
                        && gs.lineSegments == 1 && gs.points == 2 && gs.n == 3)
            {
                c.ptA = gs.point[0];
                c.ptB = gs.point[1];
                c.entityA = gs.entity[0];
                c.type = SYMMETRIC_LINE;
            } else {
                Error("Bad selection for symmetric constraint. This constraint "
                      "can apply to:\n\n"
                      "    * two points or a line segment "
                          "(symmetric about workplane's coordinate axis)\n"
                      "    * line segment, and two points or a line segment "
                          "(symmetric about line segment)\n"
                      "    * workplane, and two points or a line segment "
                          "(symmetric about workplane)\n");
                return;
            }
            if(c.type != 0) {
                // Already done, symmetry about a line segment in a workplane
            } else if(c.entityA.v == Entity::NO_ENTITY.v) {
                // Horizontal / vertical symmetry, implicit symmetry plane
                // normal to the workplane
                if(c.workplane.v == Entity::FREE_IN_3D.v) {
                    Error("Must be locked in to workplane when constraining "
                          "symmetric without an explicit symmetry plane.");
                    return;
                }
                Vector pa = SK.GetEntity(c.ptA)->PointGetNum();
                Vector pb = SK.GetEntity(c.ptB)->PointGetNum();
                Vector dp = pa.Minus(pb);
                EntityBase *norm = SK.GetEntity(c.workplane)->Normal();;
                Vector u = norm->NormalU(), v = norm->NormalV();
                if(fabs(dp.Dot(u)) > fabs(dp.Dot(v))) {
                    c.type = SYMMETRIC_HORIZ;
                } else {
                    c.type = SYMMETRIC_VERT;
                }
                if(gs.lineSegments == 1) {
                    // If this line segment is already constrained horiz or
                    // vert, then auto-remove that redundant constraint.
                    DeleteAllConstraintsFor(HORIZONTAL, (gs.entity[0]),
                        Entity::NO_ENTITY);
                    DeleteAllConstraintsFor(VERTICAL, (gs.entity[0]),
                        Entity::NO_ENTITY);

                }
            } else {
                // Symmetry with a symmetry plane specified explicitly.
                c.type = SYMMETRIC;
            }
            AddConstraint(&c);
            break;

        case GraphicsWindow::MNU_VERTICAL:
        case GraphicsWindow::MNU_HORIZONTAL: {
            hEntity ha, hb;
            if(c.workplane.v == Entity::FREE_IN_3D.v) {
                Error("Select workplane before constraining horiz/vert.");
                return;
            }
            if(gs.lineSegments == 1 && gs.n == 1) {
                c.entityA = gs.entity[0];
                Entity *e = SK.GetEntity(c.entityA);
                ha = e->point[0];
                hb = e->point[1];
            } else if(gs.points == 2 && gs.n == 2) {
                ha = c.ptA = gs.point[0];
                hb = c.ptB = gs.point[1];
            } else {
                Error("Bad selection for horizontal / vertical constraint. "
                      "This constraint can apply to:\n\n"
                      "    * two points\n"
                      "    * a line segment\n");
                return;
            }
            if(id == GraphicsWindow::MNU_HORIZONTAL) {
                c.type = HORIZONTAL;
            } else {
                c.type = VERTICAL;
            }
            AddConstraint(&c);
            break;
        }

        case GraphicsWindow::MNU_ORIENTED_SAME: {
            if(gs.anyNormals == 2 && gs.n == 2) {
                c.type = SAME_ORIENTATION;
                c.entityA = gs.anyNormal[0];
                c.entityB = gs.anyNormal[1];
            } else {
                Error("Bad selection for same orientation constraint. This "
                      "constraint can apply to:\n\n"
                      "    * two normals\n");
                return;
            }
            SS.UndoRemember();

            Entity *nfree = SK.GetEntity(c.entityA);
            Entity *nref  = SK.GetEntity(c.entityB);
            if(nref->group.v == SS.GW.activeGroup.v) {
                SWAP(Entity *, nref, nfree);
            }
            if(nfree->group.v == SS.GW.activeGroup.v &&
               nref ->group.v != SS.GW.activeGroup.v)
            {
                // nfree is free, and nref is locked (since it came from a
                // previous group); so let's force nfree aligned to nref,
                // and make convergence easy
                Vector ru = nref ->NormalU(), rv = nref ->NormalV();
                Vector fu = nfree->NormalU(), fv = nfree->NormalV();

                if(fabs(fu.Dot(ru)) < fabs(fu.Dot(rv))) {
                    // There might be an odd*90 degree rotation about the
                    // normal vector; allow that, since the numerical
                    // constraint does
                    SWAP(Vector, ru, rv);
                }
                fu = fu.Dot(ru) > 0 ? ru : ru.ScaledBy(-1);
                fv = fv.Dot(rv) > 0 ? rv : rv.ScaledBy(-1);

                nfree->NormalForceTo(Quaternion::From(fu, fv));
            }
            AddConstraint(&c, false);
            break;
        }

        case GraphicsWindow::MNU_OTHER_ANGLE:
            if(gs.constraints == 1 && gs.n == 0) {
                Constraint *c = SK.GetConstraint(gs.constraint[0]);
                if(c->type == ANGLE) {
                    SS.UndoRemember();
                    c->other = !(c->other);
                    c->ModifyToSatisfy();
                    break;
                }
                if(c->type == EQUAL_ANGLE) {
                    SS.UndoRemember();
                    c->other = !(c->other);
                    SS.MarkGroupDirty(c->group);
                    SS.ScheduleGenerateAll();
                    break;
                }
            }
            Error("Must select an angle constraint.");
            return;

        case GraphicsWindow::MNU_REFERENCE:
            if(gs.constraints == 1 && gs.n == 0) {
                Constraint *c = SK.GetConstraint(gs.constraint[0]);
                if(c->HasLabel() && c->type != COMMENT) {
                    (c->reference) = !(c->reference);
                    SK.GetGroup(c->group)->clean = false;
                    SS.GenerateAll();
                    break;
                }
            }
            Error("Must select a constraint with associated label.");
            return;

        case GraphicsWindow::MNU_ANGLE: {
            if(gs.vectors == 2 && gs.n == 2) {
                c.type = ANGLE;
                c.entityA = gs.vector[0];
                c.entityB = gs.vector[1];
                c.valA = 0;
            } else {
                Error("Bad selection for angle constraint. This constraint "
                      "can apply to:\n\n"
                      "    * two line segments\n"
                      "    * a line segment and a normal\n"
                      "    * two normals\n");
                return;
            }

            Entity *ea = SK.GetEntity(c.entityA),
                   *eb = SK.GetEntity(c.entityB);
            if(ea->type == Entity::LINE_SEGMENT &&
               eb->type == Entity::LINE_SEGMENT)
            {
                Vector a0 = SK.GetEntity(ea->point[0])->PointGetNum(),
                       a1 = SK.GetEntity(ea->point[1])->PointGetNum(),
                       b0 = SK.GetEntity(eb->point[0])->PointGetNum(),
                       b1 = SK.GetEntity(eb->point[1])->PointGetNum();
                if(a0.Equals(b0) || a1.Equals(b1)) {
                    // okay, vectors should be drawn in same sense
                } else if(a0.Equals(b1) || a1.Equals(b0)) {
                    // vectors are in opposite sense
                    c.other = true;
                } else {
                    // no shared point; not clear which intersection to draw
                }
            }
            c.ModifyToSatisfy();
            AddConstraint(&c);
            break;
        }

        case GraphicsWindow::MNU_PARALLEL:
            if(gs.vectors == 2 && gs.n == 2) {
                c.type = PARALLEL;
                c.entityA = gs.vector[0];
                c.entityB = gs.vector[1];
            } else if(gs.lineSegments == 1 && gs.arcs == 1 && gs.n == 2) {
                Entity *line = SK.GetEntity(gs.entity[0]);
                Entity *arc  = SK.GetEntity(gs.entity[1]);
                if(line->type == Entity::ARC_OF_CIRCLE) {
                    SWAP(Entity *, line, arc);
                }
                Vector l0 = SK.GetEntity(line->point[0])->PointGetNum(),
                       l1 = SK.GetEntity(line->point[1])->PointGetNum();
                Vector a1 = SK.GetEntity(arc->point[1])->PointGetNum(),
                       a2 = SK.GetEntity(arc->point[2])->PointGetNum();

                if(l0.Equals(a1) || l1.Equals(a1)) {
                    c.other = false;
                } else if(l0.Equals(a2) || l1.Equals(a2)) {
                    c.other = true;
                } else {
                    Error("The tangent arc and line segment must share an "
                          "endpoint. Constrain them with Constrain -> "
                          "On Point before constraining tangent.");
                    return;
                }
                c.type = ARC_LINE_TANGENT;
                c.entityA = arc->h;
                c.entityB = line->h;
            } else if(gs.lineSegments == 1 && gs.cubics == 1 && gs.n == 2) {
                Entity *line  = SK.GetEntity(gs.entity[0]);
                Entity *cubic = SK.GetEntity(gs.entity[1]);
                if(line->type == Entity::CUBIC) {
                    SWAP(Entity *, line, cubic);
                }
                Vector l0 = SK.GetEntity(line->point[0])->PointGetNum(),
                       l1 = SK.GetEntity(line->point[1])->PointGetNum();
                Vector as = cubic->CubicGetStartNum(),
                       af = cubic->CubicGetFinishNum();

                if(l0.Equals(as) || l1.Equals(as)) {
                    c.other = false;
                } else if(l0.Equals(af) || l1.Equals(af)) {
                    c.other = true;
                } else {
                    Error("The tangent cubic and line segment must share an "
                          "endpoint. Constrain them with Constrain -> "
                          "On Point before constraining tangent.");
                    return;
                }
                c.type = CUBIC_LINE_TANGENT;
                c.entityA = cubic->h;
                c.entityB = line->h;
            } else if(gs.cubics + gs.arcs == 2 && gs.n == 2) {
                if(!SS.GW.LockedInWorkplane()) {
                    Error("Curve-curve tangency must apply in workplane.");
                    return;
                }
                Entity *eA = SK.GetEntity(gs.entity[0]),
                       *eB = SK.GetEntity(gs.entity[1]);
                Vector as = eA->EndpointStart(),
                       af = eA->EndpointFinish(),
                       bs = eB->EndpointStart(),
                       bf = eB->EndpointFinish();
                if(as.Equals(bs)) {
                    c.other = false; c.other2 = false;
                } else if(as.Equals(bf)) {
                    c.other = false; c.other2 = true;
                } else if(af.Equals(bs)) {
                    c.other = true; c.other2 = false;
                } else if(af.Equals(bf)) {
                    c.other = true; c.other2 = true;
                } else {
                    Error("The curves must share an endpoint. Constrain them "
                          "with Constrain -> On Point before constraining "
                          "tangent.");
                    return;
                }
                c.type = CURVE_CURVE_TANGENT;
                c.entityA = eA->h;
                c.entityB = eB->h;
            } else {
                Error("Bad selection for parallel / tangent constraint. This "
                      "constraint can apply to:\n\n"
                      "    * two line segments (parallel)\n"
                      "    * a line segment and a normal (parallel)\n"
                      "    * two normals (parallel)\n"
                      "    * two line segments, arcs, or beziers, that share "
                            "an endpoint (tangent)\n");
                return;
            }
            AddConstraint(&c);
            break;

        case GraphicsWindow::MNU_PERPENDICULAR:
            if(gs.vectors == 2 && gs.n == 2) {
                c.type = PERPENDICULAR;
                c.entityA = gs.vector[0];
                c.entityB = gs.vector[1];
            } else {
                Error("Bad selection for perpendicular constraint. This "
                      "constraint can apply to:\n\n"
                      "    * two line segments\n"
                      "    * a line segment and a normal\n"
                      "    * two normals\n");
                return;
            }
            AddConstraint(&c);
            break;

        case GraphicsWindow::MNU_WHERE_DRAGGED:
            if(gs.points == 1 && gs.n == 1) {
                c.type = WHERE_DRAGGED;
                c.ptA = gs.point[0];
            } else {
                Error("Bad selection for lock point where dragged constraint. "
                      "This constraint can apply to:\n\n"
                      "    * a point\n");
                return;
            }
            AddConstraint(&c);
            break;

        case GraphicsWindow::MNU_COMMENT:
            SS.GW.pending.operation = GraphicsWindow::MNU_COMMENT;
            SS.GW.pending.description = "click center of comment text";
            SS.ScheduleShowTW();
            break;

        default: oops();
    }

    SS.GW.ClearSelection();
    InvalidateGraphics();
}
예제 #17
0
void EntityBase::PointForceTo(Vector p) {
    switch(type) {
        case POINT_IN_3D:
            SK.GetParam(param[0])->val = p.x;
            SK.GetParam(param[1])->val = p.y;
            SK.GetParam(param[2])->val = p.z;
            break;

        case POINT_IN_2D: {
            EntityBase *c = SK.GetEntity(workplane);
            p = p.Minus(c->WorkplaneGetOffset());
            SK.GetParam(param[0])->val = p.Dot(c->Normal()->NormalU());
            SK.GetParam(param[1])->val = p.Dot(c->Normal()->NormalV());
            break;
        }

        case POINT_N_TRANS: {
            if(timesApplied == 0) break;
            Vector trans = (p.Minus(numPoint)).ScaledBy(1.0/timesApplied);
            SK.GetParam(param[0])->val = trans.x;
            SK.GetParam(param[1])->val = trans.y;
            SK.GetParam(param[2])->val = trans.z;
            break;
        }

        case POINT_N_ROT_TRANS: {
            // Force only the translation; leave the rotation unchanged. But
            // remember that we're working with respect to the rotated
            // point.
            Vector trans = p.Minus(PointGetQuaternion().Rotate(numPoint));
            SK.GetParam(param[0])->val = trans.x;
            SK.GetParam(param[1])->val = trans.y;
            SK.GetParam(param[2])->val = trans.z;
            break;
        }

        case POINT_N_ROT_AA: {
            // Force only the angle; the axis and center of rotation stay
            Vector offset = Vector::From(param[0], param[1], param[2]);
            Vector normal = Vector::From(param[4], param[5], param[6]);
            Vector u = normal.Normal(0), v = normal.Normal(1);
            Vector po = p.Minus(offset), numo = numPoint.Minus(offset);
            double thetap = atan2(v.Dot(po), u.Dot(po));
            double thetan = atan2(v.Dot(numo), u.Dot(numo));
            double thetaf = (thetap - thetan);
            double thetai = (SK.GetParam(param[3])->val)*timesApplied*2;
            double dtheta = thetaf - thetai;
            // Take the smallest possible change in the actual step angle,
            // in order to avoid jumps when you cross from +pi to -pi
            while(dtheta < -PI) dtheta += 2*PI;
            while(dtheta > PI) dtheta -= 2*PI;
            SK.GetParam(param[3])->val = (thetai + dtheta)/(timesApplied*2);
            break;
        }

        case POINT_N_COPY:
            // Nothing to do; it's a static copy
            break;

        default: oops();
    }
}
예제 #18
0
void ConstraintBase::GenerateReal(IdList<Equation,hEquation> *l) const {
    Expr *exA = Expr::From(valA);

    switch(type) {
        case Type::PT_PT_DISTANCE:
            AddEq(l, Distance(workplane, ptA, ptB)->Minus(exA), 0);
            return;

        case Type::PROJ_PT_DISTANCE: {
            ExprVector pA = SK.GetEntity(ptA)->PointGetExprs(),
                       pB = SK.GetEntity(ptB)->PointGetExprs(),
                       dp = pB.Minus(pA);

            ExprVector pp = SK.GetEntity(entityA)->VectorGetExprs();
            pp = pp.WithMagnitude(Expr::From(1.0));

            AddEq(l, (dp.Dot(pp))->Minus(exA), 0);
            return;
        }

        case Type::PT_LINE_DISTANCE:
            AddEq(l,
                PointLineDistance(workplane, ptA, entityA)->Minus(exA), 0);
            return;

        case Type::PT_PLANE_DISTANCE: {
            ExprVector pt = SK.GetEntity(ptA)->PointGetExprs();
            AddEq(l, (PointPlaneDistance(pt, entityA))->Minus(exA), 0);
            return;
        }

        case Type::PT_FACE_DISTANCE: {
            ExprVector pt = SK.GetEntity(ptA)->PointGetExprs();
            EntityBase *f = SK.GetEntity(entityA);
            ExprVector p0 = f->FaceGetPointExprs();
            ExprVector n = f->FaceGetNormalExprs();
            AddEq(l, (pt.Minus(p0)).Dot(n)->Minus(exA), 0);
            return;
        }

        case Type::EQUAL_LENGTH_LINES: {
            EntityBase *a = SK.GetEntity(entityA);
            EntityBase *b = SK.GetEntity(entityB);
            AddEq(l, Distance(workplane, a->point[0], a->point[1])->Minus(
                     Distance(workplane, b->point[0], b->point[1])), 0);
            return;
        }

        // These work on distance squared, since the pt-line distances are
        // signed, and we want the absolute value.
        case Type::EQ_LEN_PT_LINE_D: {
            EntityBase *forLen = SK.GetEntity(entityA);
            Expr *d1 = Distance(workplane, forLen->point[0], forLen->point[1]);
            Expr *d2 = PointLineDistance(workplane, ptA, entityB);
            AddEq(l, (d1->Square())->Minus(d2->Square()), 0);
            return;
        }
        case Type::EQ_PT_LN_DISTANCES: {
            Expr *d1 = PointLineDistance(workplane, ptA, entityA);
            Expr *d2 = PointLineDistance(workplane, ptB, entityB);
            AddEq(l, (d1->Square())->Minus(d2->Square()), 0);
            return;
        }

        case Type::LENGTH_RATIO: {
            EntityBase *a = SK.GetEntity(entityA);
            EntityBase *b = SK.GetEntity(entityB);
            Expr *la = Distance(workplane, a->point[0], a->point[1]);
            Expr *lb = Distance(workplane, b->point[0], b->point[1]);
            AddEq(l, (la->Div(lb))->Minus(exA), 0);
            return;
        }

        case Type::LENGTH_DIFFERENCE: {
            EntityBase *a = SK.GetEntity(entityA);
            EntityBase *b = SK.GetEntity(entityB);
            Expr *la = Distance(workplane, a->point[0], a->point[1]);
            Expr *lb = Distance(workplane, b->point[0], b->point[1]);
            AddEq(l, (la->Minus(lb))->Minus(exA), 0);
            return;
        }

        case Type::DIAMETER: {
            EntityBase *circle = SK.GetEntity(entityA);
            Expr *r = circle->CircleGetRadiusExpr();
            AddEq(l, (r->Times(Expr::From(2)))->Minus(exA), 0);
            return;
        }

        case Type::EQUAL_RADIUS: {
            EntityBase *c1 = SK.GetEntity(entityA);
            EntityBase *c2 = SK.GetEntity(entityB);
            AddEq(l, (c1->CircleGetRadiusExpr())->Minus(
                      c2->CircleGetRadiusExpr()), 0);
            return;
        }

        case Type::EQUAL_LINE_ARC_LEN: {
            EntityBase *line = SK.GetEntity(entityA),
                       *arc  = SK.GetEntity(entityB);

            // Get the line length
            ExprVector l0 = SK.GetEntity(line->point[0])->PointGetExprs(),
                       l1 = SK.GetEntity(line->point[1])->PointGetExprs();
            Expr *ll = (l1.Minus(l0)).Magnitude();

            // And get the arc radius, and the cosine of its angle
            EntityBase *ao = SK.GetEntity(arc->point[0]),
                       *as = SK.GetEntity(arc->point[1]),
                       *af = SK.GetEntity(arc->point[2]);

            ExprVector aos = (as->PointGetExprs()).Minus(ao->PointGetExprs()),
                       aof = (af->PointGetExprs()).Minus(ao->PointGetExprs());
            Expr *r = aof.Magnitude();

            ExprVector n = arc->Normal()->NormalExprsN();
            ExprVector u = aos.WithMagnitude(Expr::From(1.0));
            ExprVector v = n.Cross(u);
            // so in our new csys, we start at (1, 0, 0)
            Expr *costheta = aof.Dot(u)->Div(r);
            Expr *sintheta = aof.Dot(v)->Div(r);

            double thetas, thetaf, dtheta;
            arc->ArcGetAngles(&thetas, &thetaf, &dtheta);
            Expr *theta;
            if(dtheta < 3*PI/4) {
                theta = costheta->ACos();
            } else if(dtheta < 5*PI/4) {
                // As the angle crosses pi, cos theta is not invertible;
                // so use the sine to stop blowing up
                theta = Expr::From(PI)->Minus(sintheta->ASin());
            } else {
                theta = (Expr::From(2*PI))->Minus(costheta->ACos());
            }

            // And write the equation; r*theta = L
            AddEq(l, (r->Times(theta))->Minus(ll), 0);
            return;
        }

        case Type::POINTS_COINCIDENT: {
            EntityBase *a = SK.GetEntity(ptA);
            EntityBase *b = SK.GetEntity(ptB);
            if(workplane.v == EntityBase::FREE_IN_3D.v) {
                ExprVector pa = a->PointGetExprs();
                ExprVector pb = b->PointGetExprs();
                AddEq(l, pa.x->Minus(pb.x), 0);
                AddEq(l, pa.y->Minus(pb.y), 1);
                AddEq(l, pa.z->Minus(pb.z), 2);
            } else {
                Expr *au, *av;
                Expr *bu, *bv;
                a->PointGetExprsInWorkplane(workplane, &au, &av);
                b->PointGetExprsInWorkplane(workplane, &bu, &bv);
                AddEq(l, au->Minus(bu), 0);
                AddEq(l, av->Minus(bv), 1);
            }
            return;
        }

        case Type::PT_IN_PLANE:
            // This one works the same, whether projected or not.
            AddEq(l, PointPlaneDistance(
                        SK.GetEntity(ptA)->PointGetExprs(), entityA), 0);
            return;

        case Type::PT_ON_FACE: {
            // a plane, n dot (p - p0) = 0
            ExprVector p = SK.GetEntity(ptA)->PointGetExprs();
            EntityBase *f = SK.GetEntity(entityA);
            ExprVector p0 = f->FaceGetPointExprs();
            ExprVector n = f->FaceGetNormalExprs();
            AddEq(l, (p.Minus(p0)).Dot(n), 0);
            return;
        }

        case Type::PT_ON_LINE:
            if(workplane.v == EntityBase::FREE_IN_3D.v) {
                EntityBase *ln = SK.GetEntity(entityA);
                EntityBase *a = SK.GetEntity(ln->point[0]);
                EntityBase *b = SK.GetEntity(ln->point[1]);
                EntityBase *p = SK.GetEntity(ptA);

                ExprVector ep = p->PointGetExprs();
                ExprVector ea = a->PointGetExprs();
                ExprVector eb = b->PointGetExprs();
                ExprVector eab = ea.Minus(eb);

                // Construct a vector from the point to either endpoint of
                // the line segment, and choose the longer of these.
                ExprVector eap = ea.Minus(ep);
                ExprVector ebp = eb.Minus(ep);
                ExprVector elp =
                    (ebp.Magnitude()->Eval() > eap.Magnitude()->Eval()) ?
                        ebp : eap;

                if(p->group.v == group.v) {
                    AddEq(l, VectorsParallel(0, eab, elp), 0);
                    AddEq(l, VectorsParallel(1, eab, elp), 1);
                } else {
                    AddEq(l, VectorsParallel(0, elp, eab), 0);
                    AddEq(l, VectorsParallel(1, elp, eab), 1);
                }
            } else {
                AddEq(l, PointLineDistance(workplane, ptA, entityA), 0);
            }
            return;

        case Type::PT_ON_CIRCLE: {
            // This actually constrains the point to lie on the cylinder.
            EntityBase *circle = SK.GetEntity(entityA);
            ExprVector center = SK.GetEntity(circle->point[0])->PointGetExprs();
            ExprVector pt     = SK.GetEntity(ptA)->PointGetExprs();
            EntityBase *normal = SK.GetEntity(circle->normal);
            ExprVector u = normal->NormalExprsU(),
                       v = normal->NormalExprsV();

            Expr *du = (center.Minus(pt)).Dot(u),
                 *dv = (center.Minus(pt)).Dot(v);

            Expr *r = circle->CircleGetRadiusExpr();

            AddEq(l,
                ((du->Square())->Plus(dv->Square()))->Minus(r->Square()), 0);
            return;
        }

        case Type::AT_MIDPOINT:
            if(workplane.v == EntityBase::FREE_IN_3D.v) {
                EntityBase *ln = SK.GetEntity(entityA);
                ExprVector a = SK.GetEntity(ln->point[0])->PointGetExprs();
                ExprVector b = SK.GetEntity(ln->point[1])->PointGetExprs();
                ExprVector m = (a.Plus(b)).ScaledBy(Expr::From(0.5));

                if(ptA.v) {
                    ExprVector p = SK.GetEntity(ptA)->PointGetExprs();
                    AddEq(l, (m.x)->Minus(p.x), 0);
                    AddEq(l, (m.y)->Minus(p.y), 1);
                    AddEq(l, (m.z)->Minus(p.z), 2);
                } else {
                    AddEq(l, PointPlaneDistance(m, entityB), 0);
                }
            } else {
                EntityBase *ln = SK.GetEntity(entityA);
                EntityBase *a = SK.GetEntity(ln->point[0]);
                EntityBase *b = SK.GetEntity(ln->point[1]);

                Expr *au, *av, *bu, *bv;
                a->PointGetExprsInWorkplane(workplane, &au, &av);
                b->PointGetExprsInWorkplane(workplane, &bu, &bv);
                Expr *mu = Expr::From(0.5)->Times(au->Plus(bu));
                Expr *mv = Expr::From(0.5)->Times(av->Plus(bv));

                if(ptA.v) {
                    EntityBase *p = SK.GetEntity(ptA);
                    Expr *pu, *pv;
                    p->PointGetExprsInWorkplane(workplane, &pu, &pv);
                    AddEq(l, pu->Minus(mu), 0);
                    AddEq(l, pv->Minus(mv), 1);
                } else {
                    ExprVector m = PointInThreeSpace(workplane, mu, mv);
                    AddEq(l, PointPlaneDistance(m, entityB), 0);
                }
            }
            return;

        case Type::SYMMETRIC:
            if(workplane.v == EntityBase::FREE_IN_3D.v) {
                EntityBase *plane = SK.GetEntity(entityA);
                EntityBase *ea = SK.GetEntity(ptA);
                EntityBase *eb = SK.GetEntity(ptB);
                ExprVector a = ea->PointGetExprs();
                ExprVector b = eb->PointGetExprs();

                // The midpoint of the line connecting the symmetric points
                // lies on the plane of the symmetry.
                ExprVector m = (a.Plus(b)).ScaledBy(Expr::From(0.5));
                AddEq(l, PointPlaneDistance(m, plane->h), 0);

                // And projected into the plane of symmetry, the points are
                // coincident.
                Expr *au, *av, *bu, *bv;
                ea->PointGetExprsInWorkplane(plane->h, &au, &av);
                eb->PointGetExprsInWorkplane(plane->h, &bu, &bv);
                AddEq(l, au->Minus(bu), 1);
                AddEq(l, av->Minus(bv), 2);
            } else {
                EntityBase *plane = SK.GetEntity(entityA);
                EntityBase *a = SK.GetEntity(ptA);
                EntityBase *b = SK.GetEntity(ptB);

                Expr *au, *av, *bu, *bv;
                a->PointGetExprsInWorkplane(workplane, &au, &av);
                b->PointGetExprsInWorkplane(workplane, &bu, &bv);
                Expr *mu = Expr::From(0.5)->Times(au->Plus(bu));
                Expr *mv = Expr::From(0.5)->Times(av->Plus(bv));

                ExprVector m = PointInThreeSpace(workplane, mu, mv);
                AddEq(l, PointPlaneDistance(m, plane->h), 0);

                // Construct a vector within the workplane that is normal
                // to the symmetry pane's normal (i.e., that lies in the
                // plane of symmetry). The line connecting the points is
                // perpendicular to that constructed vector.
                EntityBase *w = SK.GetEntity(workplane);
                ExprVector u = w->Normal()->NormalExprsU();
                ExprVector v = w->Normal()->NormalExprsV();

                ExprVector pa = a->PointGetExprs();
                ExprVector pb = b->PointGetExprs();
                ExprVector n;
                Expr *d;
                plane->WorkplaneGetPlaneExprs(&n, &d);
                AddEq(l, (n.Cross(u.Cross(v))).Dot(pa.Minus(pb)), 1);
            }
            return;

        case Type::SYMMETRIC_HORIZ:
        case Type::SYMMETRIC_VERT: {
            EntityBase *a = SK.GetEntity(ptA);
            EntityBase *b = SK.GetEntity(ptB);

            Expr *au, *av, *bu, *bv;
            a->PointGetExprsInWorkplane(workplane, &au, &av);
            b->PointGetExprsInWorkplane(workplane, &bu, &bv);

            if(type == Type::SYMMETRIC_HORIZ) {
                AddEq(l, av->Minus(bv), 0);
                AddEq(l, au->Plus(bu), 1);
            } else {
                AddEq(l, au->Minus(bu), 0);
                AddEq(l, av->Plus(bv), 1);
            }
            return;
        }

        case Type::SYMMETRIC_LINE: {
            EntityBase *pa = SK.GetEntity(ptA);
            EntityBase *pb = SK.GetEntity(ptB);

            Expr *pau, *pav, *pbu, *pbv;
            pa->PointGetExprsInWorkplane(workplane, &pau, &pav);
            pb->PointGetExprsInWorkplane(workplane, &pbu, &pbv);

            EntityBase *ln = SK.GetEntity(entityA);
            EntityBase *la = SK.GetEntity(ln->point[0]);
            EntityBase *lb = SK.GetEntity(ln->point[1]);
            Expr *lau, *lav, *lbu, *lbv;
            la->PointGetExprsInWorkplane(workplane, &lau, &lav);
            lb->PointGetExprsInWorkplane(workplane, &lbu, &lbv);

            Expr *dpu = pbu->Minus(pau), *dpv = pbv->Minus(pav);
            Expr *dlu = lbu->Minus(lau), *dlv = lbv->Minus(lav);

            // The line through the points is perpendicular to the line
            // of symmetry.
            AddEq(l, (dlu->Times(dpu))->Plus(dlv->Times(dpv)), 0);

            // And the signed distances of the points to the line are
            // equal in magnitude and opposite in sign, so sum to zero
            Expr *dista = (dlv->Times(lau->Minus(pau)))->Minus(
                          (dlu->Times(lav->Minus(pav))));
            Expr *distb = (dlv->Times(lau->Minus(pbu)))->Minus(
                          (dlu->Times(lav->Minus(pbv))));
            AddEq(l, dista->Plus(distb), 1);

            return;
        }

        case Type::HORIZONTAL:
        case Type::VERTICAL: {
            hEntity ha, hb;
            if(entityA.v) {
                EntityBase *e = SK.GetEntity(entityA);
                ha = e->point[0];
                hb = e->point[1];
            } else {
                ha = ptA;
                hb = ptB;
            }
            EntityBase *a = SK.GetEntity(ha);
            EntityBase *b = SK.GetEntity(hb);

            Expr *au, *av, *bu, *bv;
            a->PointGetExprsInWorkplane(workplane, &au, &av);
            b->PointGetExprsInWorkplane(workplane, &bu, &bv);

            AddEq(l, (type == Type::HORIZONTAL) ? av->Minus(bv) : au->Minus(bu), 0);
            return;
        }

        case Type::SAME_ORIENTATION: {
            EntityBase *a = SK.GetEntity(entityA);
            EntityBase *b = SK.GetEntity(entityB);
            if(b->group.v != group.v) {
                swap(a, b);
            }

            ExprVector au = a->NormalExprsU(),
                       an = a->NormalExprsN();
            ExprVector bu = b->NormalExprsU(),
                       bv = b->NormalExprsV(),
                       bn = b->NormalExprsN();

            AddEq(l, VectorsParallel(0, an, bn), 0);
            AddEq(l, VectorsParallel(1, an, bn), 1);
            Expr *d1 = au.Dot(bv);
            Expr *d2 = au.Dot(bu);
            // Allow either orientation for the coordinate system, depending
            // on how it was drawn.
            if(fabs(d1->Eval()) < fabs(d2->Eval())) {
                AddEq(l, d1, 2);
            } else {
                AddEq(l, d2, 2);
            }
            return;
        }

        case Type::PERPENDICULAR:
        case Type::ANGLE: {
            EntityBase *a = SK.GetEntity(entityA);
            EntityBase *b = SK.GetEntity(entityB);
            ExprVector ae = a->VectorGetExprs();
            ExprVector be = b->VectorGetExprs();
            if(other) ae = ae.ScaledBy(Expr::From(-1));
            Expr *c = DirectionCosine(workplane, ae, be);

            if(type == Type::ANGLE) {
                // The direction cosine is equal to the cosine of the
                // specified angle
                Expr *rads = exA->Times(Expr::From(PI/180)),
                     *rc   = rads->Cos();
                double arc = fabs(rc->Eval());
                // avoid false detection of inconsistent systems by gaining
                // up as the difference in dot products gets small at small
                // angles; doubles still have plenty of precision, only
                // problem is that rank test
                Expr *mult = Expr::From(arc > 0.99 ? 0.01/(1.00001 - arc) : 1);
                AddEq(l, (c->Minus(rc))->Times(mult), 0);
            } else {
                // The dot product (and therefore the direction cosine)
                // is equal to zero, perpendicular.
                AddEq(l, c, 0);
            }
            return;
        }

        case Type::EQUAL_ANGLE: {
            EntityBase *a = SK.GetEntity(entityA);
            EntityBase *b = SK.GetEntity(entityB);
            EntityBase *c = SK.GetEntity(entityC);
            EntityBase *d = SK.GetEntity(entityD);
            ExprVector ae = a->VectorGetExprs();
            ExprVector be = b->VectorGetExprs();
            ExprVector ce = c->VectorGetExprs();
            ExprVector de = d->VectorGetExprs();

            if(other) ae = ae.ScaledBy(Expr::From(-1));

            Expr *cab = DirectionCosine(workplane, ae, be);
            Expr *ccd = DirectionCosine(workplane, ce, de);

            AddEq(l, cab->Minus(ccd), 0);
            return;
        }

        case Type::ARC_LINE_TANGENT: {
            EntityBase *arc  = SK.GetEntity(entityA);
            EntityBase *line = SK.GetEntity(entityB);

            ExprVector ac = SK.GetEntity(arc->point[0])->PointGetExprs();
            ExprVector ap =
                SK.GetEntity(arc->point[other ? 2 : 1])->PointGetExprs();

            ExprVector ld = line->VectorGetExprs();

            // The line is perpendicular to the radius
            AddEq(l, ld.Dot(ac.Minus(ap)), 0);
            return;
        }

        case Type::CUBIC_LINE_TANGENT: {
            EntityBase *cubic = SK.GetEntity(entityA);
            EntityBase *line  = SK.GetEntity(entityB);

            ExprVector a;
            if(other) {
                a = cubic->CubicGetFinishTangentExprs();
            } else {
                a = cubic->CubicGetStartTangentExprs();
            }

            ExprVector b = line->VectorGetExprs();

            if(workplane.v == EntityBase::FREE_IN_3D.v) {
                AddEq(l, VectorsParallel(0, a, b), 0);
                AddEq(l, VectorsParallel(1, a, b), 1);
            } else {
                EntityBase *w = SK.GetEntity(workplane);
                ExprVector wn = w->Normal()->NormalExprsN();
                AddEq(l, (a.Cross(b)).Dot(wn), 0);
            }
            return;
        }

        case Type::CURVE_CURVE_TANGENT: {
            bool parallel = true;
            int i;
            ExprVector dir[2];
            for(i = 0; i < 2; i++) {
                EntityBase *e = SK.GetEntity((i == 0) ? entityA : entityB);
                bool oth = (i == 0) ? other : other2;

                if(e->type == Entity::Type::ARC_OF_CIRCLE) {
                    ExprVector center, endpoint;
                    center = SK.GetEntity(e->point[0])->PointGetExprs();
                    endpoint =
                        SK.GetEntity(e->point[oth ? 2 : 1])->PointGetExprs();
                    dir[i] = endpoint.Minus(center);
                    // We're using the vector from the center of the arc to
                    // an endpoint; so that's normal to the tangent, not
                    // parallel.
                    parallel = !parallel;
                } else if(e->type == Entity::Type::CUBIC) {
                    if(oth) {
                        dir[i] = e->CubicGetFinishTangentExprs();
                    } else {
                        dir[i] = e->CubicGetStartTangentExprs();
                    }
                } else {
                    ssassert(false, "Unexpected entity types for CURVE_CURVE_TANGENT");
                }
            }
            if(parallel) {
                EntityBase *w = SK.GetEntity(workplane);
                ExprVector wn = w->Normal()->NormalExprsN();
                AddEq(l, ((dir[0]).Cross(dir[1])).Dot(wn), 0);
            } else {
                AddEq(l, (dir[0]).Dot(dir[1]), 0);
            }
            return;
        }

        case Type::PARALLEL: {
            EntityBase *ea = SK.GetEntity(entityA), *eb = SK.GetEntity(entityB);
            if(eb->group.v != group.v) {
                swap(ea, eb);
            }
            ExprVector a = ea->VectorGetExprs();
            ExprVector b = eb->VectorGetExprs();

            if(workplane.v == EntityBase::FREE_IN_3D.v) {
                AddEq(l, VectorsParallel(0, a, b), 0);
                AddEq(l, VectorsParallel(1, a, b), 1);
            } else {
                EntityBase *w = SK.GetEntity(workplane);
                ExprVector wn = w->Normal()->NormalExprsN();
                AddEq(l, (a.Cross(b)).Dot(wn), 0);
            }
            return;
        }

        case Type::WHERE_DRAGGED: {
            EntityBase *ep = SK.GetEntity(ptA);
            if(workplane.v == EntityBase::FREE_IN_3D.v) {
                ExprVector ev = ep->PointGetExprs();
                Vector v = ep->PointGetNum();

                AddEq(l, ev.x->Minus(Expr::From(v.x)), 0);
                AddEq(l, ev.y->Minus(Expr::From(v.y)), 1);
                AddEq(l, ev.z->Minus(Expr::From(v.z)), 2);
            } else {
                Expr *u, *v;
                ep->PointGetExprsInWorkplane(workplane, &u, &v);
                AddEq(l, u->Minus(Expr::From(u->Eval())), 0);
                AddEq(l, v->Minus(Expr::From(v->Eval())), 1);
            }
            return;
        }

        case Type::COMMENT:
            return;
    }
    ssassert(false, "Unexpected constraint ID");
}
예제 #19
0
entid_t EntityMgr::createEntity(const char * type, entid_t idParent, Object * param) {

    if (NULL==type) throw Exception("core: Invalid entity type [NULL]");
    if (-1!=idParent) checkId(idParent);
    // Get component
    ComponentMgr * comgr = SingleComponentMgr::getInstance();
    IComponent * c = comgr->getComponentForType(type);
    // Try to create entity
    EntityBase * e = NULL;
    try {
        // Find creator
        const EntityTypeInfo * t = c->getTypeInfo();
        for (; t && t->typeName; ++t) {
            if (stricmp(t->typeName, type)==0) {
                if (t->creator==NULL) break;
                e = t->creator();
                break;
            }
        }
        if (NULL==e) throw Exception("core: Unable to find entity creator");
    }
    catch(const Exception& e) {
        SingleCore::getInstance()->logMessage("core: Exception while creating entity '%s' -->>\n%s", type, (const char*)e);
        throw;
    }
    catch(...) {
        SingleCore::getInstance()->logMessage("core: Unknown exception while creating entity '%s'", type);
        throw;
    }
    if (e==NULL) throw Exception("core: Error creating entity %s", type);
    // Find type chunk if the one exists; if not, create it
    typeid_t typeId = -1;
    MapTypeId::const_iterator it=mapTypeId.find(type);
    if (it==mapTypeId.end()) {
        typeId = createChunkType(c, type);
        mapTypeId[type]=typeId;
    }
    else typeId = it->second;
    // Add entity information
    entid_t id = createChunkEntity(e, typeId);
    chunkType[typeId].instances.push_back(id);
    if (-1!=idParent) {
        EntityChunk& ecParent=chunkEntity[idParent];
        ecParent.children.back()=id;
        ecParent.children.push_back(-1);
        const_cast<const entid_t*&>(ecParent.entity->childId) = &ecParent.children[0];
    }
    EntityChunk& ec = chunkEntity[id];
    const_cast<entid_t&>(e->entityId) = id;
    const_cast<entid_t&>(e->parentId) = idParent;
    const_cast<const entid_t*&>(e->childId) = &ec.children[0];
    const_cast<ICore*&>(e->icore) = SingleCore::getInstance();
    // Try to init entity
    bool init=false;
    try {
        e->entityInit(param);
        init=true;
    }
    catch(const Exception& e) {
        SingleCore::getInstance()->logMessage("core: Exception in %s::entityInit() -->>\n%s", type, (const char*)e);
        destroyEntity(id);
        throw;
    }
    catch(...) {
        SingleCore::getInstance()->logMessage("core: Unknown exception in %s::entityInit()", type);
        destroyEntity(id);
        throw;
    }
    // Notify subscribers that entity has been created
    TrigEntityLife::Param trigParam;
    trigParam.eid = id;
    trigParam.lifeTime = entityCreated;
    trigParam.param = param;
    trigParam.entityType = chunkType[chunkEntity[id].typeId].name;
    getCore()->activate(TrigEntityLife::tid,&trigParam);
    return id;
}
예제 #20
0
void Constraint::DrawOrGetDistance(Vector *labelPos) {
    if(!SS.GW.showConstraints) return;
    Group *g = SK.GetGroup(group);
    // If the group is hidden, then the constraints are hidden and not
    // able to be selected.
    if(!(g->visible)) return;
    // And likewise if the group is not the active group; except for comments
    // with an assigned style.
    if(g->h.v != SS.GW.activeGroup.v && !(type == COMMENT && disp.style.v)) {
        return;
    }
    if(disp.style.v) {
        Style *s = Style::Get(disp.style);
        if(!s->visible) return;
    }

    // Unit vectors that describe our current view of the scene. One pixel
    // long, not one actual unit.
    Vector gr = SS.GW.projRight.ScaledBy(1/SS.GW.scale);
    Vector gu = SS.GW.projUp.ScaledBy(1/SS.GW.scale);
    Vector gn = (gr.Cross(gu)).WithMagnitude(1/SS.GW.scale);

    switch(type) {
        case PT_PT_DISTANCE: {
            Vector ap = SK.GetEntity(ptA)->PointGetNum();
            Vector bp = SK.GetEntity(ptB)->PointGetNum();

            if(workplane.v != Entity::FREE_IN_3D.v) {
                DoProjectedPoint(&ap);
                DoProjectedPoint(&bp);
            }

            Vector ref = ((ap.Plus(bp)).ScaledBy(0.5)).Plus(disp.offset);

            DoLineWithArrows(ref, ap, bp, false);
            DoLabel(ref, labelPos, gr, gu);
            break;
        }

        case PROJ_PT_DISTANCE: {
            Vector ap = SK.GetEntity(ptA)->PointGetNum(),
                   bp = SK.GetEntity(ptB)->PointGetNum(),
                   dp = (bp.Minus(ap)),
                   pp = SK.GetEntity(entityA)->VectorGetNum();

            Vector ref = ((ap.Plus(bp)).ScaledBy(0.5)).Plus(disp.offset);

            pp = pp.WithMagnitude(1);
            double d = dp.Dot(pp);
            Vector bpp = ap.Plus(pp.ScaledBy(d));
            StippledLine(ap, bpp);
            StippledLine(bp, bpp);

            DoLineWithArrows(ref, ap, bpp, false);
            DoLabel(ref, labelPos, gr, gu);
            break;
        }

        case PT_FACE_DISTANCE:
        case PT_PLANE_DISTANCE: {
            Vector pt = SK.GetEntity(ptA)->PointGetNum();
            Entity *enta = SK.GetEntity(entityA);
            Vector n, p;
            if(type == PT_PLANE_DISTANCE) {
                n = enta->Normal()->NormalN();
                p = enta->WorkplaneGetOffset();
            } else {
                n = enta->FaceGetNormalNum();
                p = enta->FaceGetPointNum();
            }

            double d = (p.Minus(pt)).Dot(n);
            Vector closest = pt.Plus(n.WithMagnitude(d));

            Vector ref = ((closest.Plus(pt)).ScaledBy(0.5)).Plus(disp.offset);

            if(!pt.Equals(closest)) {
                DoLineWithArrows(ref, pt, closest, true);
            }

            DoLabel(ref, labelPos, gr, gu);
            break;
        }

        case PT_LINE_DISTANCE: {
            Vector pt = SK.GetEntity(ptA)->PointGetNum();
            Entity *line = SK.GetEntity(entityA);
            Vector lA = SK.GetEntity(line->point[0])->PointGetNum();
            Vector lB = SK.GetEntity(line->point[1])->PointGetNum();
            Vector dl = lB.Minus(lA);

            if(workplane.v != Entity::FREE_IN_3D.v) {
                lA = lA.ProjectInto(workplane);
                lB = lB.ProjectInto(workplane);
                DoProjectedPoint(&pt);
            }

            // Find the closest point on the line
            Vector closest = pt.ClosestPointOnLine(lA, dl);

            Vector ref = ((closest.Plus(pt)).ScaledBy(0.5)).Plus(disp.offset);
            DoLabel(ref, labelPos, gr, gu);

            if(!pt.Equals(closest)) {
                DoLineWithArrows(ref, pt, closest, true);
            }

            if(workplane.v != Entity::FREE_IN_3D.v) {
                // Draw the projection marker from the closest point on the
                // projected line to the projected point on the real line.
                Vector lAB = (lA.Minus(lB));
                double t = (lA.Minus(closest)).DivPivoting(lAB);

                Vector lA = SK.GetEntity(line->point[0])->PointGetNum();
                Vector lB = SK.GetEntity(line->point[1])->PointGetNum();

                Vector c2 = (lA.ScaledBy(1-t)).Plus(lB.ScaledBy(t));
                DoProjectedPoint(&c2);
            }
            break;
        }

        case DIAMETER: {
            Entity *circle = SK.GetEntity(entityA);
            Vector center = SK.GetEntity(circle->point[0])->PointGetNum();
            Quaternion q = SK.GetEntity(circle->normal)->NormalGetNum();
            Vector n = q.RotationN().WithMagnitude(1);
            double r = circle->CircleGetRadiusNum();

            Vector ref = center.Plus(disp.offset);
            // Force the label into the same plane as the circle.
            ref = ref.Minus(n.ScaledBy(n.Dot(ref) - n.Dot(center)));

            Vector mark = ref.Minus(center);
            mark = mark.WithMagnitude(mark.Magnitude()-r);
            DoLineTrimmedAgainstBox(ref, ref, ref.Minus(mark));

            Vector topLeft;
            DoLabel(ref, &topLeft, gr, gu);
            if(labelPos) *labelPos = topLeft;

            // Show this as diameter or radius?
            if(!other) {
                // Draw the diameter symbol
                Vector dc = topLeft;
                dc = dc.Plus(gu.WithMagnitude(5/SS.GW.scale));
                dc = dc.Plus(gr.WithMagnitude(9/SS.GW.scale));
                double dr = 5/SS.GW.scale;
                double theta, dtheta = (2*PI)/12;
                for(theta = 0; theta < 2*PI-0.01; theta += dtheta) {
                    LineDrawOrGetDistance(
                        dc.Plus(gu.WithMagnitude(cos(theta)*dr)).Plus(
                                gr.WithMagnitude(sin(theta)*dr)),
                        dc.Plus(gu.WithMagnitude(cos(theta+dtheta)*dr)).Plus(
                                gr.WithMagnitude(sin(theta+dtheta)*dr)));
                }
                theta = 25*(PI/180);
                dr *= 1.7;
                dtheta = PI;
                LineDrawOrGetDistance(
                    dc.Plus(gu.WithMagnitude(cos(theta)*dr)).Plus(
                            gr.WithMagnitude(sin(theta)*dr)),
                    dc.Plus(gu.WithMagnitude(cos(theta+dtheta)*dr)).Plus(
                            gr.WithMagnitude(sin(theta+dtheta)*dr)));
            }
            break;
        }

        case POINTS_COINCIDENT: {
            if(!dogd.drawing) {
                for(int i = 0; i < 2; i++) {
                    Vector p = SK.GetEntity(i == 0 ? ptA : ptB)-> PointGetNum();
                    Point2d pp = SS.GW.ProjectPoint(p);
                    // The point is selected within a radius of 7, from the
                    // same center; so if the point is visible, then this
                    // constraint cannot be selected. But that's okay.
                    dogd.dmin = min(dogd.dmin, pp.DistanceTo(dogd.mp) - 3);
                    dogd.refp = p;
                }
                break;
            }

            if(dogd.drawing) {
                // Let's adjust the color of this constraint to have the same
                // rough luma as the point color, so that the constraint does not
                // stand out in an ugly way.
                RgbaColor cd = Style::Color(Style::DATUM),
                         cc = Style::Color(Style::CONSTRAINT);
                // convert from 8-bit color to a vector
                Vector vd = Vector::From(cd.redF(), cd.greenF(), cd.blueF()),
                       vc = Vector::From(cc.redF(), cc.greenF(), cc.blueF());
                // and scale the constraint color to have the same magnitude as
                // the datum color, maybe a bit dimmer
                vc = vc.WithMagnitude(vd.Magnitude()*0.9);
                // and set the color to that.
                ssglColorRGB(RGBf(vc.x, vc.y, vc.z));

                for(int a = 0; a < 2; a++) {
                    Vector r = SS.GW.projRight.ScaledBy((a+1)/SS.GW.scale);
                    Vector d = SS.GW.projUp.ScaledBy((2-a)/SS.GW.scale);
                    for(int i = 0; i < 2; i++) {
                        Vector p = SK.GetEntity(i == 0 ? ptA : ptB)-> PointGetNum();
                        glBegin(GL_QUADS);
                            ssglVertex3v(p.Plus (r).Plus (d));
                            ssglVertex3v(p.Plus (r).Minus(d));
                            ssglVertex3v(p.Minus(r).Minus(d));
                            ssglVertex3v(p.Minus(r).Plus (d));
                        glEnd();
                    }

                }
            }
            break;
        }

        case PT_ON_CIRCLE:
        case PT_ON_LINE:
        case PT_ON_FACE:
        case PT_IN_PLANE: {
            double s = 8/SS.GW.scale;
            Vector p = SK.GetEntity(ptA)->PointGetNum();
            Vector r, d;
            if(type == PT_ON_FACE) {
                Vector n = SK.GetEntity(entityA)->FaceGetNormalNum();
                r = n.Normal(0);
                d = n.Normal(1);
            } else if(type == PT_IN_PLANE) {
                EntityBase *n = SK.GetEntity(entityA)->Normal();
                r = n->NormalU();
                d = n->NormalV();
            } else {
                r = gr;
                d = gu;
                s *= (6.0/8); // draw these a little smaller
            }
            r = r.WithMagnitude(s); d = d.WithMagnitude(s);
            LineDrawOrGetDistance(p.Plus (r).Plus (d), p.Plus (r).Minus(d));
            LineDrawOrGetDistance(p.Plus (r).Minus(d), p.Minus(r).Minus(d));
            LineDrawOrGetDistance(p.Minus(r).Minus(d), p.Minus(r).Plus (d));
            LineDrawOrGetDistance(p.Minus(r).Plus (d), p.Plus (r).Plus (d));
            break;
        }

        case WHERE_DRAGGED: {
            Vector p = SK.GetEntity(ptA)->PointGetNum(),
                   u = p.Plus(gu.WithMagnitude(8/SS.GW.scale)).Plus(
                              gr.WithMagnitude(8/SS.GW.scale)),
                   uu = u.Minus(gu.WithMagnitude(5/SS.GW.scale)),
                   ur = u.Minus(gr.WithMagnitude(5/SS.GW.scale));
            // Draw four little crop marks, uniformly spaced (by ninety
            // degree rotations) around the point.
            int i;
            for(i = 0; i < 4; i++) {
                LineDrawOrGetDistance(u, uu);
                LineDrawOrGetDistance(u, ur);
                u = u.RotatedAbout(p, gn, PI/2);
                ur = ur.RotatedAbout(p, gn, PI/2);
                uu = uu.RotatedAbout(p, gn, PI/2);
            }
            break;
        }

        case SAME_ORIENTATION: {
            for(int i = 0; i < 2; i++) {
                Entity *e = SK.GetEntity(i == 0 ? entityA : entityB);
                Quaternion q = e->NormalGetNum();
                Vector n = q.RotationN().WithMagnitude(25/SS.GW.scale);
                Vector u = q.RotationU().WithMagnitude(6/SS.GW.scale);
                Vector p = SK.GetEntity(e->point[0])->PointGetNum();
                p = p.Plus(n.WithMagnitude(10/SS.GW.scale));

                LineDrawOrGetDistance(p.Plus(u), p.Minus(u).Plus(n));
                LineDrawOrGetDistance(p.Minus(u), p.Plus(u).Plus(n));
            }
            break;
        }

        case EQUAL_ANGLE: {
            Vector ref;
            Entity *a = SK.GetEntity(entityA);
            Entity *b = SK.GetEntity(entityB);
            Entity *c = SK.GetEntity(entityC);
            Entity *d = SK.GetEntity(entityD);

            Vector a0 = a->VectorGetRefPoint();
            Vector b0 = b->VectorGetRefPoint();
            Vector c0 = c->VectorGetRefPoint();
            Vector d0 = d->VectorGetRefPoint();
            Vector da = a->VectorGetNum();
            Vector db = b->VectorGetNum();
            Vector dc = c->VectorGetNum();
            Vector dd = d->VectorGetNum();

            if(other) da = da.ScaledBy(-1);

            DoArcForAngle(a0, da, b0, db,
                da.WithMagnitude(40/SS.GW.scale), &ref);
            DoArcForAngle(c0, dc, d0, dd,
                dc.WithMagnitude(40/SS.GW.scale), &ref);

            break;
        }

        case ANGLE: {
            Entity *a = SK.GetEntity(entityA);
            Entity *b = SK.GetEntity(entityB);

            Vector a0 = a->VectorGetRefPoint();
            Vector b0 = b->VectorGetRefPoint();
            Vector da = a->VectorGetNum();
            Vector db = b->VectorGetNum();
            if(other) da = da.ScaledBy(-1);

            Vector ref;
            DoArcForAngle(a0, da, b0, db, disp.offset, &ref);
            DoLabel(ref, labelPos, gr, gu);
            break;
        }

        case PERPENDICULAR: {
            Vector u = Vector::From(0, 0, 0), v = Vector::From(0, 0, 0);
            Vector rn, ru;
            if(workplane.v == Entity::FREE_IN_3D.v) {
                rn = gn;
                ru = gu;
            } else {
                EntityBase *normal = SK.GetEntity(workplane)->Normal();
                rn = normal->NormalN();
                ru = normal->NormalV(); // ru meaning r_up, not u/v
            }

            for(int i = 0; i < 2; i++) {
                Entity *e = SK.GetEntity(i == 0 ? entityA : entityB);

                if(i == 0) {
                    // Calculate orientation of perpendicular sign only
                    // once, so that it's the same both times it's drawn
                    u = e->VectorGetNum();
                    u = u.WithMagnitude(16/SS.GW.scale);
                    v = (rn.Cross(u)).WithMagnitude(16/SS.GW.scale);
                    // a bit of bias to stop it from flickering between the
                    // two possibilities
                    if(fabs(u.Dot(ru)) < fabs(v.Dot(ru)) + LENGTH_EPS) {
                        SWAP(Vector, u, v);
                    }
                    if(u.Dot(ru) < 0) u = u.ScaledBy(-1);
                }

                Vector p = e->VectorGetRefPoint();
                Vector s = p.Plus(u).Plus(v);
                LineDrawOrGetDistance(s, s.Plus(v));

                Vector m = s.Plus(v.ScaledBy(0.5));
                LineDrawOrGetDistance(m, m.Plus(u));
            }
            break;
        }

        case CURVE_CURVE_TANGENT:
        case CUBIC_LINE_TANGENT:
        case ARC_LINE_TANGENT: {
            Vector textAt, u, v;

            if(type == ARC_LINE_TANGENT) {
                Entity *arc = SK.GetEntity(entityA);
                Entity *norm = SK.GetEntity(arc->normal);
                Vector c = SK.GetEntity(arc->point[0])->PointGetNum();
                Vector p =
                    SK.GetEntity(arc->point[other ? 2 : 1])->PointGetNum();
                Vector r = p.Minus(c);
                textAt = p.Plus(r.WithMagnitude(14/SS.GW.scale));
                u = norm->NormalU();
                v = norm->NormalV();
            } else if(type == CUBIC_LINE_TANGENT) {
                Vector n;
                if(workplane.v == Entity::FREE_IN_3D.v) {
                    u = gr;
                    v = gu;
                    n = gn;
                } else {
                    EntityBase *wn = SK.GetEntity(workplane)->Normal();
                    u = wn->NormalU();
                    v = wn->NormalV();
                    n = wn->NormalN();
                }

                Entity *cubic = SK.GetEntity(entityA);
                Vector p = other ? cubic->CubicGetFinishNum() :
                                   cubic->CubicGetStartNum();
                Vector dir = SK.GetEntity(entityB)->VectorGetNum();
                Vector out = n.Cross(dir);
                textAt = p.Plus(out.WithMagnitude(14/SS.GW.scale));
            } else {
                Vector n, dir;
                EntityBase *wn = SK.GetEntity(workplane)->Normal();
                u = wn->NormalU();
                v = wn->NormalV();
                n = wn->NormalN();
                EntityBase *eA = SK.GetEntity(entityA);
                // Big pain; we have to get a vector tangent to the curve
                // at the shared point, which could be from either a cubic
                // or an arc.
                if(other) {
                    textAt = eA->EndpointFinish();
                    if(eA->type == Entity::CUBIC) {
                        dir = eA->CubicGetFinishTangentNum();
                    } else {
                        dir = SK.GetEntity(eA->point[0])->PointGetNum().Minus(
                              SK.GetEntity(eA->point[2])->PointGetNum());
                        dir = n.Cross(dir);
                    }
                } else {
                    textAt = eA->EndpointStart();
                    if(eA->type == Entity::CUBIC) {
                        dir = eA->CubicGetStartTangentNum();
                    } else {
                        dir = SK.GetEntity(eA->point[0])->PointGetNum().Minus(
                              SK.GetEntity(eA->point[1])->PointGetNum());
                        dir = n.Cross(dir);
                    }
                }
                dir = n.Cross(dir);
                textAt = textAt.Plus(dir.WithMagnitude(14/SS.GW.scale));
            }

            if(dogd.drawing) {
                ssglWriteTextRefCenter("T", DEFAULT_TEXT_HEIGHT,
                    textAt, u, v, LineCallback, this);
            } else {
                dogd.refp = textAt;
                Point2d ref = SS.GW.ProjectPoint(dogd.refp);
                dogd.dmin = min(dogd.dmin, ref.DistanceTo(dogd.mp)-10);
            }
            break;
        }

        case PARALLEL: {
            for(int i = 0; i < 2; i++) {
                Entity *e = SK.GetEntity(i == 0 ? entityA : entityB);
                Vector n = e->VectorGetNum();
                n = n.WithMagnitude(25/SS.GW.scale);
                Vector u = (gn.Cross(n)).WithMagnitude(4/SS.GW.scale);
                Vector p = e->VectorGetRefPoint();

                LineDrawOrGetDistance(p.Plus(u), p.Plus(u).Plus(n));
                LineDrawOrGetDistance(p.Minus(u), p.Minus(u).Plus(n));
            }
            break;
        }

        case EQUAL_RADIUS: {
            for(int i = 0; i < 2; i++) {
                DoEqualRadiusTicks(i == 0 ? entityA : entityB);
            }
            break;
        }

        case EQUAL_LINE_ARC_LEN: {
            Entity *line = SK.GetEntity(entityA);
            DoEqualLenTicks(
                SK.GetEntity(line->point[0])->PointGetNum(),
                SK.GetEntity(line->point[1])->PointGetNum(),
                gn);

            DoEqualRadiusTicks(entityB);
            break;
        }

        case LENGTH_RATIO:
        case EQUAL_LENGTH_LINES: {
            Vector a, b = Vector::From(0, 0, 0);
            for(int i = 0; i < 2; i++) {
                Entity *e = SK.GetEntity(i == 0 ? entityA : entityB);
                a = SK.GetEntity(e->point[0])->PointGetNum();
                b = SK.GetEntity(e->point[1])->PointGetNum();

                if(workplane.v != Entity::FREE_IN_3D.v) {
                    DoProjectedPoint(&a);
                    DoProjectedPoint(&b);
                }

                DoEqualLenTicks(a, b, gn);
            }
            if(type == LENGTH_RATIO) {
                Vector ref = ((a.Plus(b)).ScaledBy(0.5)).Plus(disp.offset);
                DoLabel(ref, labelPos, gr, gu);
            }
            break;
        }

        case EQ_LEN_PT_LINE_D: {
            Entity *forLen = SK.GetEntity(entityA);
            Vector a = SK.GetEntity(forLen->point[0])->PointGetNum(),
                   b = SK.GetEntity(forLen->point[1])->PointGetNum();
            if(workplane.v != Entity::FREE_IN_3D.v) {
                DoProjectedPoint(&a);
                DoProjectedPoint(&b);
            }
            DoEqualLenTicks(a, b, gn);

            Entity *ln = SK.GetEntity(entityB);
            Vector la = SK.GetEntity(ln->point[0])->PointGetNum(),
                   lb = SK.GetEntity(ln->point[1])->PointGetNum();
            Vector pt = SK.GetEntity(ptA)->PointGetNum();
            if(workplane.v != Entity::FREE_IN_3D.v) {
                DoProjectedPoint(&pt);
                la = la.ProjectInto(workplane);
                lb = lb.ProjectInto(workplane);
            }

            Vector closest = pt.ClosestPointOnLine(la, lb.Minus(la));
            LineDrawOrGetDistance(pt, closest);
            DoEqualLenTicks(pt, closest, gn);
            break;
        }

        case EQ_PT_LN_DISTANCES: {
            for(int i = 0; i < 2; i++) {
                Entity *ln = SK.GetEntity(i == 0 ? entityA : entityB);
                Vector la = SK.GetEntity(ln->point[0])->PointGetNum(),
                       lb = SK.GetEntity(ln->point[1])->PointGetNum();
                Entity *pte = SK.GetEntity(i == 0 ? ptA : ptB);
                Vector pt = pte->PointGetNum();

                if(workplane.v != Entity::FREE_IN_3D.v) {
                    DoProjectedPoint(&pt);
                    la = la.ProjectInto(workplane);
                    lb = lb.ProjectInto(workplane);
                }

                Vector closest = pt.ClosestPointOnLine(la, lb.Minus(la));

                LineDrawOrGetDistance(pt, closest);
                DoEqualLenTicks(pt, closest, gn);
            }
            break;
        }

        {
        case SYMMETRIC:
            Vector n;
            n = SK.GetEntity(entityA)->Normal()->NormalN(); goto s;
        case SYMMETRIC_HORIZ:
            n = SK.GetEntity(workplane)->Normal()->NormalU(); goto s;
        case SYMMETRIC_VERT:
            n = SK.GetEntity(workplane)->Normal()->NormalV(); goto s;
        case SYMMETRIC_LINE: {
            Entity *ln = SK.GetEntity(entityA);
            Vector la = SK.GetEntity(ln->point[0])->PointGetNum(),
                   lb = SK.GetEntity(ln->point[1])->PointGetNum();
            la = la.ProjectInto(workplane);
            lb = lb.ProjectInto(workplane);
            n = lb.Minus(la);
            Vector nw = SK.GetEntity(workplane)->Normal()->NormalN();
            n = n.RotatedAbout(nw, PI/2);
            goto s;
        }
s:
            Vector a = SK.GetEntity(ptA)->PointGetNum();
            Vector b = SK.GetEntity(ptB)->PointGetNum();

            for(int i = 0; i < 2; i++) {
                Vector tail = (i == 0) ? a : b;
                Vector d = (i == 0) ? b : a;
                d = d.Minus(tail);
                // Project the direction in which the arrow is drawn normal
                // to the symmetry plane; for projected symmetry constraints,
                // they might not be in the same direction, even when the
                // constraint is fully solved.
                d = n.ScaledBy(d.Dot(n));
                d = d.WithMagnitude(20/SS.GW.scale);
                Vector tip = tail.Plus(d);

                LineDrawOrGetDistance(tail, tip);
                d = d.WithMagnitude(9/SS.GW.scale);
                LineDrawOrGetDistance(tip, tip.Minus(d.RotatedAbout(gn,  0.6)));
                LineDrawOrGetDistance(tip, tip.Minus(d.RotatedAbout(gn, -0.6)));
            }
            break;
        }

        case AT_MIDPOINT:
        case HORIZONTAL:
        case VERTICAL:
            if(entityA.v) {
                Vector r, u, n;
                if(workplane.v == Entity::FREE_IN_3D.v) {
                    r = gr; u = gu; n = gn;
                } else {
                    r = SK.GetEntity(workplane)->Normal()->NormalU();
                    u = SK.GetEntity(workplane)->Normal()->NormalV();
                    n = r.Cross(u);
                }
                // For "at midpoint", this branch is always taken.
                Entity *e = SK.GetEntity(entityA);
                Vector a = SK.GetEntity(e->point[0])->PointGetNum();
                Vector b = SK.GetEntity(e->point[1])->PointGetNum();
                Vector m = (a.ScaledBy(0.5)).Plus(b.ScaledBy(0.5));
                Vector offset = (a.Minus(b)).Cross(n);
                offset = offset.WithMagnitude(13/SS.GW.scale);
                // Draw midpoint constraint on other side of line, so that
                // a line can be midpoint and horizontal at same time.
                if(type == AT_MIDPOINT) offset = offset.ScaledBy(-1);

                if(dogd.drawing) {
                    const char *s = (type == HORIZONTAL)  ? "H" : (
                                    (type == VERTICAL)    ? "V" : (
                                    (type == AT_MIDPOINT) ? "M" : NULL));

                    ssglWriteTextRefCenter(s, DEFAULT_TEXT_HEIGHT,
                        m.Plus(offset), r, u, LineCallback, this);
                } else {
                    dogd.refp = m.Plus(offset);
                    Point2d ref = SS.GW.ProjectPoint(dogd.refp);
                    dogd.dmin = min(dogd.dmin, ref.DistanceTo(dogd.mp)-10);
                }
            } else {
                Vector a = SK.GetEntity(ptA)->PointGetNum();
                Vector b = SK.GetEntity(ptB)->PointGetNum();

                Entity *w = SK.GetEntity(workplane);
                Vector cu = w->Normal()->NormalU();
                Vector cv = w->Normal()->NormalV();
                Vector cn = w->Normal()->NormalN();

                int i;
                for(i = 0; i < 2; i++) {
                    Vector o = (i == 0) ? a : b;
                    Vector oo = (i == 0) ? a.Minus(b) : b.Minus(a);
                    Vector d = (type == HORIZONTAL) ? cu : cv;
                    if(oo.Dot(d) < 0) d = d.ScaledBy(-1);

                    Vector dp = cn.Cross(d);
                    d = d.WithMagnitude(14/SS.GW.scale);
                    Vector c = o.Minus(d);
                    LineDrawOrGetDistance(o, c);
                    d = d.WithMagnitude(3/SS.GW.scale);
                    dp = dp.WithMagnitude(2/SS.GW.scale);
                    if(dogd.drawing) {
                        glBegin(GL_QUADS);
                            ssglVertex3v((c.Plus(d)).Plus(dp));
                            ssglVertex3v((c.Minus(d)).Plus(dp));
                            ssglVertex3v((c.Minus(d)).Minus(dp));
                            ssglVertex3v((c.Plus(d)).Minus(dp));
                        glEnd();
                    } else {
                        Point2d ref = SS.GW.ProjectPoint(c);
                        dogd.dmin = min(dogd.dmin, ref.DistanceTo(dogd.mp)-6);
                    }
                }
            }
            break;

        case COMMENT: {
            if(dogd.drawing && disp.style.v) {
                ssglLineWidth(Style::Width(disp.style));
                ssglColorRGB(Style::Color(disp.style));
            }
            Vector u, v;
            if(workplane.v == Entity::FREE_IN_3D.v) {
                u = gr;
                v = gu;
            } else {
                EntityBase *norm = SK.GetEntity(workplane)->Normal();
                u = norm->NormalU();
                v = norm->NormalV();
            }
            DoLabel(disp.offset, labelPos, u, v);
            break;
        }

        default: oops();
    }
}
예제 #21
0
파일: draw.cpp 프로젝트: tmpvar/solvespace
void GraphicsWindow::Paint(void) {
    int i;
    havePainted = true;

    int w, h;
    GetGraphicsWindowSize(&w, &h);
    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(SS.backgroundColor.redF(),
                     SS.backgroundColor.greenF(),
                     SS.backgroundColor.blueF(), 1.0f);
    } else {
        // Draw a different background whenever we're having solve problems.
        RgbColor rgb = Style::Color(Style::DRAW_ERROR);
        glClearColor(0.4f*rgb.redF(), 0.4f*rgb.greenF(), 0.4f*rgb.blueF(), 1.0f);
        // And show the text window, which has info to debug it
        ForceTextWindowShown();
    }
    glClear(GL_COLOR_BUFFER_BIT);
    glClearDepth(1.0);
    glClear(GL_DEPTH_BUFFER_BIT);

    if(SS.bgImage.fromFile) {
        // If a background image is loaded, then we draw it now as a texture.
        // This handles the resizing for us nicely.
        glBindTexture(GL_TEXTURE_2D, TEXTURE_BACKGROUND_IMG);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,     GL_CLAMP);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T,     GL_CLAMP);
        glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB,
                     SS.bgImage.rw, SS.bgImage.rh,
                     0,
                     GL_RGB, GL_UNSIGNED_BYTE,
                     SS.bgImage.fromFile);

        double tw = ((double)SS.bgImage.w) / SS.bgImage.rw,
               th = ((double)SS.bgImage.h) / SS.bgImage.rh;

        double mmw = SS.bgImage.w / SS.bgImage.scale,
               mmh = SS.bgImage.h / SS.bgImage.scale;

        Vector origin = SS.bgImage.origin;
        origin = origin.DotInToCsys(projRight, projUp, n);
        // Place the depth of our origin at the point that corresponds to
        // w = 1, so that it's unaffected by perspective.
        origin.z = (offset.ScaledBy(-1)).Dot(n);
        origin = origin.ScaleOutOfCsys(projRight, projUp, n);

        // Place the background at the very back of the Z order, though, by
        // mucking with the depth range.
        glDepthRange(1, 1);
        glEnable(GL_TEXTURE_2D);
        glBegin(GL_QUADS);
            glTexCoord2d(0, 0);
            ssglVertex3v(origin);

            glTexCoord2d(0, th);
            ssglVertex3v(origin.Plus(projUp.ScaledBy(mmh)));

            glTexCoord2d(tw, th);
            ssglVertex3v(origin.Plus(projRight.ScaledBy(mmw).Plus(
                                     projUp.   ScaledBy(mmh))));

            glTexCoord2d(tw, 0);
            ssglVertex3v(origin.Plus(projRight.ScaledBy(mmw)));
        glEnd();
        glDisable(GL_TEXTURE_2D);
    }
    ssglDepthRangeOffset(0);

    // 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] = { (float)SS.ambientIntensity,
                           (float)SS.ambientIntensity,
                           (float)SS.ambientIntensity, 1 };
    glLightModelfv(GL_LIGHT_MODEL_AMBIENT, ambient);

    ssglUnlockColor();

    if(showSnapGrid && LockedInWorkplane()) {
        hEntity he = ActiveWorkplane();
        EntityBase *wrkpl = SK.GetEntity(he),
                   *norm  = wrkpl->Normal();
        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),
                                            &parallel);
            if(parallel) goto nogrid;

            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) goto nogrid;
        if(j0 > j1 || j1 - j0 > 400) goto nogrid;

        glLineWidth(1);
        ssglColorRGBa(Style::Color(Style::DATUM), 0.3);
        glBegin(GL_LINES);
        for(i = i0 + 1; i < i1; i++) {
            ssglVertex3v(wp.Plus(wu.ScaledBy(i*g)).Plus(wv.ScaledBy(j0*g)));
            ssglVertex3v(wp.Plus(wu.ScaledBy(i*g)).Plus(wv.ScaledBy(j1*g)));
        }
        for(j = j0 + 1; j < j1; j++) {
            ssglVertex3v(wp.Plus(wu.ScaledBy(i0*g)).Plus(wv.ScaledBy(j*g)));
            ssglVertex3v(wp.Plus(wu.ScaledBy(i1*g)).Plus(wv.ScaledBy(j*g)));
        }
        glEnd();

        // Clear the depth buffer, so that the grid is at the very back of
        // the Z order.
        glClear(GL_DEPTH_BUFFER_BIT);
nogrid:;
    }

    // Draw the active group; this does stuff like the mesh and edges.
    (SK.GetGroup(activeGroup))->Draw();

    // Now draw the entities
    if(showHdnLines) glDisable(GL_DEPTH_TEST);
    Entity::DrawAll();

    // 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.
    Group *g;
    for(g = SK.group.First(); g; g = SK.group.NextAfter(g)) {
        if(!(g->IsVisible())) continue;
        g->DrawFilledPaths();
    }


    glDisable(GL_DEPTH_TEST);
    // Draw the constraints
    for(i = 0; i < SK.constraint.n; i++) {
        SK.constraint.elem[i].Draw();
    }

    // Draw the traced path, if one exists
    glLineWidth(Style::Width(Style::ANALYZE));
    ssglColorRGB(Style::Color(Style::ANALYZE));
    SContour *sc = &(SS.traced.path);
    glBegin(GL_LINE_STRIP);
    for(i = 0; i < sc->l.n; i++) {
        ssglVertex3v(sc->l.elem[i].p);
    }
    glEnd();

    // And the naked edges, if the user did Analyze -> Show Naked Edges.
    glLineWidth(Style::Width(Style::DRAW_ERROR));
    ssglColorRGB(Style::Color(Style::DRAW_ERROR));
    ssglDrawEdges(&(SS.nakedEdges), true);

    // Then redraw whatever the mouse is hovering over, highlighted.
    glDisable(GL_DEPTH_TEST);
    ssglLockColorTo(Style::Color(Style::HOVERED));
    hover.Draw();

    // And finally draw the selection, same mechanism.
    ssglLockColorTo(Style::Color(Style::SELECTED));
    for(Selection *s = selection.First(); s; s = selection.NextAfter(s)) {
        s->Draw();
    }

    ssglUnlockColor();

    // If a marquee selection is in progress, then draw the selection
    // rectangle, as an outline and a transparent fill.
    if(pending.operation == DRAGGING_MARQUEE) {
        Point2d begin = ProjectPoint(orig.marqueePoint);
        double xmin = min(orig.mouse.x, begin.x),
               xmax = max(orig.mouse.x, begin.x),
               ymin = min(orig.mouse.y, begin.y),
               ymax = max(orig.mouse.y, begin.y);

        Vector tl = UnProjectPoint(Point2d::From(xmin, ymin)),
               tr = UnProjectPoint(Point2d::From(xmax, ymin)),
               br = UnProjectPoint(Point2d::From(xmax, ymax)),
               bl = UnProjectPoint(Point2d::From(xmin, ymax));

        glLineWidth((GLfloat)1.3);
        ssglColorRGB(Style::Color(Style::HOVERED));
        glBegin(GL_LINE_LOOP);
            ssglVertex3v(tl);
            ssglVertex3v(tr);
            ssglVertex3v(br);
            ssglVertex3v(bl);
        glEnd();
        ssglColorRGBa(Style::Color(Style::HOVERED), 0.10);
        glBegin(GL_QUADS);
            ssglVertex3v(tl);
            ssglVertex3v(tr);
            ssglVertex3v(br);
            ssglVertex3v(bl);
        glEnd();
    }

    // An extra line, used to indicate the origin when rotating within the
    // plane of the monitor.
    if(SS.extraLine.draw) {
        glLineWidth(1);
        ssglLockColorTo(Style::Color(Style::DATUM));
        glBegin(GL_LINES);
            ssglVertex3v(SS.extraLine.ptA);
            ssglVertex3v(SS.extraLine.ptB);
        glEnd();
    }

    // A note to indicate the origin in the just-exported file.
    if(SS.justExportedInfo.draw) {
        ssglColorRGB(Style::Color(Style::DATUM));
        Vector p = SS.justExportedInfo.pt,
               u = SS.justExportedInfo.u,
               v = SS.justExportedInfo.v;

        glLineWidth(1.5);
        glBegin(GL_LINES);
            ssglVertex3v(p.Plus(u.WithMagnitude(-15/scale)));
            ssglVertex3v(p.Plus(u.WithMagnitude(30/scale)));
            ssglVertex3v(p.Plus(v.WithMagnitude(-15/scale)));
            ssglVertex3v(p.Plus(v.WithMagnitude(30/scale)));
        glEnd();

        ssglWriteText("(x, y) = (0, 0) for file just exported",
            DEFAULT_TEXT_HEIGHT,
            p.Plus(u.ScaledBy(10/scale)).Plus(v.ScaledBy(10/scale)),
            u, v, NULL, NULL);
        ssglWriteText("press Esc to clear this message",
            DEFAULT_TEXT_HEIGHT,
            p.Plus(u.ScaledBy(40/scale)).Plus(
                   v.ScaledBy(-(DEFAULT_TEXT_HEIGHT)/scale)),
            u, v, NULL, NULL);
    }

    // And finally the toolbar.
    if(SS.showToolbar) {
        ToolbarDraw();
    }
}