void SBezier::ClosestPointTo(Vector p, double *t, bool converge) { int i; double minDist = VERY_POSITIVE; *t = 0; double res = (deg <= 2) ? 7.0 : 20.0; for(i = 0; i < (int)res; i++) { double tryt = (i/res); Vector tryp = PointAt(tryt); double d = (tryp.Minus(p)).Magnitude(); if(d < minDist) { *t = tryt; minDist = d; } } Vector p0; for(i = 0; i < (converge ? 15 : 5); i++) { p0 = PointAt(*t); if(p0.Equals(p, RATPOLY_EPS)) { return; } Vector dp = TangentAt(*t); Vector pc = p.ClosestPointOnLine(p0, dp); *t += (pc.Minus(p0)).DivPivoting(dp); } if(converge) { dbp("didn't converge (closest point on bezier curve)"); } }
SSurface SSurface::FromRevolutionOf(SBezier *sb, Vector pt, Vector axis, double thetas, double thetaf) { SSurface ret = {}; ret.degm = sb->deg; ret.degn = 2; double dtheta = fabs(WRAP_SYMMETRIC(thetaf - thetas, 2*PI)); // We now wish to revolve the curve about the z axis int i; for(i = 0; i <= ret.degm; i++) { Vector p = sb->ctrl[i]; Vector ps = p.RotatedAbout(pt, axis, thetas), pf = p.RotatedAbout(pt, axis, thetaf); Vector ct; if(ps.Equals(pf)) { // Degenerate case: a control point lies on the axis of revolution, // so we get three coincident control points. ct = ps; } else { // Normal case, the control point sweeps out a circle. Vector c = ps.ClosestPointOnLine(pt, axis); Vector rs = ps.Minus(c), rf = pf.Minus(c); Vector ts = axis.Cross(rs), tf = axis.Cross(rf); ct = Vector::AtIntersectionOfLines(ps, ps.Plus(ts), pf, pf.Plus(tf), NULL, NULL, NULL); } ret.ctrl[i][0] = ps; ret.ctrl[i][1] = ct; ret.ctrl[i][2] = pf; ret.weight[i][0] = sb->weight[i]; ret.weight[i][1] = sb->weight[i]*cos(dtheta/2); ret.weight[i][2] = sb->weight[i]; } return ret; }
Vector SSurface::ClosestPointOnThisAndSurface(SSurface *srf2, Vector p) { // This is untested. int i, j; Point2d puv[2]; SSurface *srf[2] = { this, srf2 }; for(j = 0; j < 2; j++) { (srf[j])->ClosestPointTo(p, &(puv[j]), false); } for(i = 0; i < 10; i++) { Vector tu[2], tv[2], cp[2], n[2]; double d[2]; for(j = 0; j < 2; j++) { (srf[j])->TangentsAt(puv[j].x, puv[j].y, &(tu[j]), &(tv[j])); cp[j] = (srf[j])->PointAt(puv[j]); n[j] = ((tu[j]).Cross(tv[j])).WithMagnitude(1); d[j] = (n[j]).Dot(cp[j]); } if((cp[0]).Equals(cp[1], RATPOLY_EPS)) break; Vector p0 = Vector::AtIntersectionOfPlanes(n[0], d[0], n[1], d[1]), dp = (n[0]).Cross(n[1]); Vector pc = p.ClosestPointOnLine(p0, dp); // Adjust our guess and iterate for(j = 0; j < 2; j++) { Vector dc = pc.Minus(cp[j]); double du = dc.Dot(tu[j]), dv = dc.Dot(tv[j]); puv[j].x += du / ((tu[j]).MagSquared()); puv[j].y += dv / ((tv[j]).MagSquared()); } } if(i >= 10) { dbp("this and srf, didn't converge, d=%g", (puv[0].Minus(puv[1])).Magnitude()); } // If this converged, then the two points are actually equal. return ((srf[0])->PointAt(puv[0])).Plus( ((srf[1])->PointAt(puv[1]))).ScaledBy(0.5); }
void SShell::MakeFromRevolutionOf(SBezierLoopSet *sbls, Vector pt, Vector axis, RgbaColor color, Group *group) { SBezierLoop *sbl; int i0 = surface.n, i; // Normalize the axis direction so that the direction of revolution // ends up parallel to the normal of the sketch, on the side of the // axis where the sketch is. Vector pto; double md = VERY_NEGATIVE; for(sbl = sbls->l.First(); sbl; sbl = sbls->l.NextAfter(sbl)) { SBezier *sb; for(sb = sbl->l.First(); sb; sb = sbl->l.NextAfter(sb)) { // Choose the point farthest from the axis; we'll get garbage // if we choose a point that lies on the axis, for example. // (And our surface will be self-intersecting if the sketch // spans the axis, so don't worry about that.) Vector p = sb->Start(); double d = p.DistanceToLine(pt, axis); if(d > md) { md = d; pto = p; } } } Vector ptc = pto.ClosestPointOnLine(pt, axis), up = (pto.Minus(ptc)).WithMagnitude(1), vp = (sbls->normal).Cross(up); if(vp.Dot(axis) < 0) { axis = axis.ScaledBy(-1); } // Now we actually build and trim the surfaces. for(sbl = sbls->l.First(); sbl; sbl = sbls->l.NextAfter(sbl)) { int i, j; SBezier *sb, *prev; List<Revolved> hsl = {}; for(sb = sbl->l.First(); sb; sb = sbl->l.NextAfter(sb)) { Revolved revs; for(j = 0; j < 4; j++) { if(sb->deg == 1 && (sb->ctrl[0]).DistanceToLine(pt, axis) < LENGTH_EPS && (sb->ctrl[1]).DistanceToLine(pt, axis) < LENGTH_EPS) { // This is a line on the axis of revolution; it does // not contribute a surface. revs.d[j].v = 0; } else { SSurface ss = SSurface::FromRevolutionOf(sb, pt, axis, (PI/2)*j, (PI/2)*(j+1)); ss.color = color; if(sb->entity != 0) { hEntity he; he.v = sb->entity; hEntity hface = group->Remap(he, Group::REMAP_LINE_TO_FACE); if(SK.entity.FindByIdNoOops(hface) != NULL) { ss.face = hface.v; } } revs.d[j] = surface.AddAndAssignId(&ss); } } hsl.Add(&revs); } for(i = 0; i < sbl->l.n; i++) { Revolved revs = hsl.elem[i], revsp = hsl.elem[WRAP(i-1, sbl->l.n)]; sb = &(sbl->l.elem[i]); prev = &(sbl->l.elem[WRAP(i-1, sbl->l.n)]); for(j = 0; j < 4; j++) { SCurve sc; Quaternion qs = Quaternion::From(axis, (PI/2)*j); // we want Q*(x - p) + p = Q*x + (p - Q*p) Vector ts = pt.Minus(qs.Rotate(pt)); // If this input curve generate a surface, then trim that // surface with the rotated version of the input curve. if(revs.d[j].v) { sc = {}; sc.isExact = true; sc.exact = sb->TransformedBy(ts, qs, 1.0); (sc.exact).MakePwlInto(&(sc.pts)); sc.surfA = revs.d[j]; sc.surfB = revs.d[WRAP(j-1, 4)]; hSCurve hcb = curve.AddAndAssignId(&sc); STrimBy stb; stb = STrimBy::EntireCurve(this, hcb, true); (surface.FindById(sc.surfA))->trim.Add(&stb); stb = STrimBy::EntireCurve(this, hcb, false); (surface.FindById(sc.surfB))->trim.Add(&stb); } // And if this input curve and the one after it both generated // surfaces, then trim both of those by the appropriate // circle. if(revs.d[j].v && revsp.d[j].v) { SSurface *ss = surface.FindById(revs.d[j]); sc = {}; sc.isExact = true; sc.exact = SBezier::From(ss->ctrl[0][0], ss->ctrl[0][1], ss->ctrl[0][2]); sc.exact.weight[1] = ss->weight[0][1]; (sc.exact).MakePwlInto(&(sc.pts)); sc.surfA = revs.d[j]; sc.surfB = revsp.d[j]; hSCurve hcc = curve.AddAndAssignId(&sc); STrimBy stb; stb = STrimBy::EntireCurve(this, hcc, false); (surface.FindById(sc.surfA))->trim.Add(&stb); stb = STrimBy::EntireCurve(this, hcc, true); (surface.FindById(sc.surfB))->trim.Add(&stb); } } } hsl.Clear(); } for(i = i0; i < surface.n; i++) { SSurface *srf = &(surface.elem[i]); // Revolution of a line; this is potentially a plane, which we can // rewrite to have degree (1, 1). if(srf->degm == 1 && srf->degn == 2) { // close start, far start, far finish Vector cs, fs, ff; double d0, d1; d0 = (srf->ctrl[0][0]).DistanceToLine(pt, axis); d1 = (srf->ctrl[1][0]).DistanceToLine(pt, axis); if(d0 > d1) { cs = srf->ctrl[1][0]; fs = srf->ctrl[0][0]; ff = srf->ctrl[0][2]; } else { cs = srf->ctrl[0][0]; fs = srf->ctrl[1][0]; ff = srf->ctrl[1][2]; } // origin close, origin far Vector oc = cs.ClosestPointOnLine(pt, axis), of = fs.ClosestPointOnLine(pt, axis); if(oc.Equals(of)) { // This is a plane, not a (non-degenerate) cone. Vector oldn = srf->NormalAt(0.5, 0.5); Vector u = fs.Minus(of), v; v = (axis.Cross(u)).WithMagnitude(1); double vm = (ff.Minus(of)).Dot(v); v = v.ScaledBy(vm); srf->degm = 1; srf->degn = 1; srf->ctrl[0][0] = of; srf->ctrl[0][1] = of.Plus(u); srf->ctrl[1][0] = of.Plus(v); srf->ctrl[1][1] = of.Plus(u).Plus(v); srf->weight[0][0] = 1; srf->weight[0][1] = 1; srf->weight[1][0] = 1; srf->weight[1][1] = 1; if(oldn.Dot(srf->NormalAt(0.5, 0.5)) < 0) { swap(srf->ctrl[0][0], srf->ctrl[1][0]); swap(srf->ctrl[0][1], srf->ctrl[1][1]); } continue; } if(fabs(d0 - d1) < LENGTH_EPS) { // This is a cylinder; so transpose it so that we'll recognize // it as a surface of extrusion. SSurface sn = *srf; // Transposing u and v flips the normal, so reverse u to // flip it again and put it back where we started. sn.degm = 2; sn.degn = 1; int dm, dn; for(dm = 0; dm <= 1; dm++) { for(dn = 0; dn <= 2; dn++) { sn.ctrl [dn][dm] = srf->ctrl [1-dm][dn]; sn.weight[dn][dm] = srf->weight[1-dm][dn]; } } *srf = sn; continue; } } } }
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(); } }