]> git.tdb.fi Git - r2c2.git/blobdiff - source/designer/measure.cpp
Make use of the mspmath library
[r2c2.git] / source / designer / measure.cpp
index e5e5abb542c3a434a96795df13e8c7f6e1571c01..c7fead1af705a4c60a8230b5e04750d8fd21cd5c 100644 (file)
@@ -1,12 +1,6 @@
-/* $Id$
-
-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 "designer.h"
 #include "3d/layout.h"
 #include "measure.h"
@@ -17,39 +11,36 @@ using namespace Msp;
 
 Measure::Measure(Designer &d):
        designer(d),
-       state(NONE)
+       state(NONE),
+       mesh((GL::COLOR4_UBYTE, GL::VERTEX3))
 { }
 
 void Measure::start()
 {
        state = STARTING;
+       update_mesh();
 }
 
-void Measure::snap_to_tracks(Vector &pt, float &dir)
-{
-       const set<Track *> &ltracks = designer.get_layout().get_tracks();
-       for(set<Track *>::const_iterator i=ltracks.begin(); i!=ltracks.end(); ++i)
-               if((*i)->snap(pt, dir))
-                       return;
-}
-
-void Measure::button_press(int, int, float gx, float gy, unsigned btn)
+void Measure::button_press(float gx, float gy, unsigned btn)
 {
        if(!state)
                return;
 
        if(btn==1)
        {
-               spoint = Vector(gx, gy, 0);
-               sdir = 0;
-               snap_to_tracks(spoint, sdir);
+               ssnap.position = Vector(gx, gy, 0);
+               ssnap.rotation = Angle::zero();
+               snap_to_tracks(ssnap);
 
                state = ACTIVE;
        }
        else if(btn==3)
        {
                if(state==ACTIVE)
+               {
                        state = STARTING;
+                       update_mesh();
+               }
                else
                {
                        state = NONE;
@@ -58,71 +49,79 @@ void Measure::button_press(int, int, float gx, float gy, unsigned btn)
        }
 }
 
-void Measure::pointer_motion(int, int, float gx, float gy)
+void Measure::pointer_motion(float gx, float gy)
 {
        if(!state)
                return;
 
-       pointer = Vector(gx, gy, 0);
-       float dir = sdir;
-       snap_to_tracks(pointer, dir);
+       Snap sn = ssnap;
+       sn.position = Vector(gx, gy, 0);
+       snap_to_tracks(sn);
+       pointer = sn.position;
 
        if(state!=STARTING)
        {
-               Vector delta(pointer.x-spoint.x, pointer.y-spoint.y, 0);
-               float c = cos(sdir);
-               float s = sin(sdir);
+               Vector delta = rotated_vector(pointer-ssnap.position, -ssnap.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-ssnap.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();
        }
 }
 
-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);
+       if(state==NONE)
+               return;
+
+       GL::Renderer::Push push(renderer);
+       const Vector &pos = (state==ACTIVE ? ssnap.position : pointer);
+       renderer.matrix_stack() *= GL::Matrix::translation(pos);
 
-       glDisable(GL_CULL_FACE);
-       glColor4f(1, 1, 1, 1);
-       glBegin(GL_QUAD_STRIP);
+       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)
        {
-               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(ssnap.rotation);
+               float s = sin(ssnap.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(pointer.x-ssnap.position.x, pointer.y-ssnap.position.y, 0);
+               bld.vertex(pointer.x-ssnap.position.x, pointer.y-ssnap.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 *> &ltracks = designer.get_layout().get_tracks();
+       for(set<Track *>::const_iterator i=ltracks.begin(); i!=ltracks.end(); ++i)
+               if((*i)->snap(sn, 0.01, SNAP_NODE))
+                       return;
 }