-/* $Id$
-
-This file is part of R²C²
-Copyright © 2006-2008 Mikkosoft Productions, Mikko Rasa
-Distributed under the GPL
-*/
-
#include <cmath>
-#include <GL/gl.h>
+#include <msp/gl/meshbuilder.h>
+#include <msp/gl/renderer.h>
+#include <msp/input/keys.h>
+#include <msp/strings/format.h>
#include "designer.h"
#include "3d/layout.h"
#include "measure.h"
using namespace R2C2;
using namespace Msp;
-Measure::Measure(Designer &d):
- designer(d),
- state(NONE)
-{ }
+Measure::Measure(Designer &d, Input::Keyboard &k, Input::Mouse &m):
+ Tool(d, k, m),
+ start_pinned(false),
+ mesh((GL::COLOR4_UBYTE, GL::VERTEX3))
+{
+ update_mesh();
+
+ designer.get_layout_3d().get_scene().add(*this);
+}
-void Measure::start()
+Measure::~Measure()
{
- state = STARTING;
+ designer.get_layout_3d().get_scene().remove(*this);
}
-void Measure::snap_to_tracks(Vector &pt, float &dir)
+void Measure::back()
{
- const set<Track *> <racks = designer.get_layout().get_tracks();
- for(set<Track *>::const_iterator i=ltracks.begin(); i!=ltracks.end(); ++i)
- if((*i)->snap(pt, dir))
- return;
+ if(start_pinned)
+ {
+ start_pinned = false;
+ update_mesh();
+ }
+ else
+ set_done(true);
}
-void Measure::button_press(int, int, float gx, float gy, unsigned btn)
+void Measure::key_press(unsigned key)
{
- if(!state)
- return;
+ if(key==Input::KEY_ESC)
+ back();
+ else
+ Tool::key_press(key);
+}
+void Measure::button_press(unsigned btn)
+{
if(btn==1)
{
- spoint = Vector(gx, gy, 0);
- sdir = 0;
- snap_to_tracks(spoint, sdir);
+ start.position = ground_pointer;
+ start.rotation = Angle::zero();
+ snap_to_tracks(start);
- state = ACTIVE;
+ start_pinned = true;
}
else if(btn==3)
- {
- if(state==ACTIVE)
- state = STARTING;
- else
- {
- state = NONE;
- signal_done.emit();
- }
- }
+ back();
}
-void Measure::pointer_motion(int, int, float gx, float gy)
+void Measure::pointer_motion()
{
- if(!state)
- return;
-
- pointer = Vector(gx, gy, 0);
- float dir = sdir;
- snap_to_tracks(pointer, dir);
+ Snap sn = start;
+ sn.position = ground_pointer;
+ snap_to_tracks(sn);
+ ground_pointer = sn.position;
- if(state!=STARTING)
+ if(start_pinned)
{
- Vector delta(pointer.x-spoint.x, pointer.y-spoint.y, 0);
- float c = cos(sdir);
- float s = sin(sdir);
+ Vector delta = rotated_vector(ground_pointer-start.position, -start.rotation);
+
+ par_dist = delta.x;
+ perp_dist = delta.y;
- par_dist = delta.x*c+delta.y*s;
- perp_dist = delta.x*s-delta.y*c;
+ adiff = wrap_balanced(sn.rotation-start.rotation+Angle::half_turn());
- adiff = dir-sdir+M_PI;
- while(adiff<-M_PI)
- adiff += M_PI*2;
- while(adiff>M_PI)
- adiff -= M_PI*2;
+ update_mesh();
- signal_changed.emit();
+ string info = format("Par %.1fmm - Perp %.1fmm - Total %.1fmm - Angle %.1f°", par_dist*1000, perp_dist*1000, delta.norm()*1000, adiff.degrees());
+ signal_status.emit(info);
}
}
-void Measure::render()
+void Measure::render(GL::Renderer &renderer, const GL::Tag &) const
{
- glPushMatrix();
- if(state==ACTIVE)
- glTranslatef(spoint.x, spoint.y, spoint.z);
- else if(state==STARTING)
- glTranslatef(pointer.x, pointer.y, pointer.z);
-
- glDisable(GL_CULL_FACE);
- glColor4f(1, 1, 1, 1);
- glBegin(GL_QUAD_STRIP);
+ GL::Renderer::Push push(renderer);
+ const Vector &pos = (start_pinned ? start.position : ground_pointer);
+ renderer.matrix_stack() *= GL::Matrix::translation(pos);
+
+ mesh.draw(renderer);
+}
+
+void Measure::update_mesh()
+{
+ mesh.clear();
+ GL::MeshBuilder bld(mesh);
+ bld.color(1.0f, 1.0f, 1.0f, 1.0f);
+ bld.begin(GL::QUAD_STRIP);
for(unsigned i=0; i<=16; ++i)
{
float x = cos(i*M_PI/8)*0.005;
float y = sin(i*M_PI/8)*0.005;
- glVertex3f(x, y, 0);
- glVertex3f(x, y, 0.01);
+ bld.vertex(x, y, 0);
+ bld.vertex(x, y, 0.01);
}
- glEnd();
+ bld.end();
- if(state==ACTIVE)
+ if(start_pinned)
{
- float c = cos(sdir);
- float s = sin(sdir);
- glBegin(GL_QUAD_STRIP);
- glVertex3f(0, 0, 0);
- glVertex3f(0, 0, 0.01);
- glVertex3f(c*par_dist, s*par_dist, 0);
- glVertex3f(c*par_dist, s*par_dist, 0.01);
- glVertex3f(pointer.x-spoint.x, pointer.y-spoint.y, 0);
- glVertex3f(pointer.x-spoint.x, pointer.y-spoint.y, 0.01);
- /*glVertex3f(s*perp_dist, -c*perp_dist, 0);
- glVertex3f(s*perp_dist, -c*perp_dist, 0.01);*/
- glVertex3f(0, 0, 0);
- glVertex3f(0, 0, 0.01);
- glEnd();
+ float c = cos(start.rotation);
+ float s = sin(start.rotation);
+ bld.begin(GL::QUAD_STRIP);
+ bld.vertex(0, 0, 0);
+ bld.vertex(0, 0, 0.01);
+ bld.vertex(c*par_dist, s*par_dist, 0);
+ bld.vertex(c*par_dist, s*par_dist, 0.01);
+ bld.vertex(ground_pointer.x-start.position.x, ground_pointer.y-start.position.y, 0);
+ bld.vertex(ground_pointer.x-start.position.x, ground_pointer.y-start.position.y, 0.01);
+ bld.vertex(0, 0, 0);
+ bld.vertex(0, 0, 0.01);
+ bld.end();
}
+}
- glPopMatrix();
+void Measure::snap_to_tracks(Snap &sn)
+{
+ const set<Track *> <racks = designer.get_layout().get_all<Track>();
+ for(set<Track *>::const_iterator i=ltracks.begin(); i!=ltracks.end(); ++i)
+ if((*i)->snap(sn, 0.01, SNAP_NODE))
+ return;
}