pcbnew: Add an alternate edit method for arcs
The alternate edit methods keeps the radius constant Fixes https://gitlab.com/kicad/code/kicad/-/issues/5369
This commit is contained in:
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cc64709407
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4a0d6297ab
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@ -194,6 +194,9 @@ TOOL_ACTION ACTIONS::deleteTool( "common.Interactive.deleteTool",
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TOOL_ACTION ACTIONS::activatePointEditor( "common.Control.activatePointEditor",
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AS_GLOBAL );
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TOOL_ACTION ACTIONS::changeEditMethod( "common.Interactive.changeEditMethod", AS_GLOBAL,
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MD_CTRL + ' ', "", _( "Change Edit Method" ), _( "Change edit method constraints" ) );
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TOOL_ACTION ACTIONS::find( "common.Interactive.find",
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AS_GLOBAL,
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MD_CTRL + 'F', LEGACY_HK_NAME( "Find" ),
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@ -163,6 +163,7 @@ public:
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// Internal
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static TOOL_ACTION updateMenu;
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static TOOL_ACTION activatePointEditor;
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static TOOL_ACTION changeEditMethod;
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// Suite
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static TOOL_ACTION configurePaths;
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@ -1220,6 +1220,7 @@ void DRAWSEGMENT::SwapData( BOARD_ITEM* aImage )
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std::swap( m_Width, image->m_Width );
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std::swap( m_Start, image->m_Start );
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std::swap( m_End, image->m_End );
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std::swap( m_ThirdPoint, image->m_ThirdPoint );
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std::swap( m_Shape, image->m_Shape );
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std::swap( m_Type, image->m_Type );
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std::swap( m_Angle, image->m_Angle );
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@ -469,6 +469,177 @@ int POINT_EDITOR::OnSelectionChange( const TOOL_EVENT& aEvent )
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return 0;
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}
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void POINT_EDITOR::editArcEndpointKeepTangent( DRAWSEGMENT* aArc, VECTOR2I aCenter, VECTOR2I aStart,
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VECTOR2I aMid, VECTOR2I aEnd,
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const VECTOR2I aCursor ) const
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{
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VECTOR2D startLine = aStart - aCenter;
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VECTOR2D endLine = aEnd - aCenter;
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double newAngle = RAD2DECIDEG( endLine.Angle() - startLine.Angle() );
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bool clockwise;
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bool movingStart;
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bool arcValid = true;
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VECTOR2I *p1, *p2, *p3;
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// p1 does not move, p2 does.
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if( aStart != aArc->GetArcStart() )
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{
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aStart = aCursor;
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p1 = &aEnd;
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p2 = &aStart;
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p3 = &aMid;
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movingStart = true;
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}
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else
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{
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aEnd = aCursor;
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p1 = &aStart;
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p2 = &aEnd;
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p3 = &aMid;
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movingStart = false;
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}
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VECTOR2D v1, v2, v3, v4;
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// Move the coordinate system
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v1 = *p1 - aCenter;
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v2 = *p2 - aCenter;
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v3 = *p3 - aCenter;
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VECTOR2D u1, u2, u3;
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// A point cannot be both the center and on the arc.
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if( ( v1.EuclideanNorm() == 0 ) || ( v2.EuclideanNorm() == 0 ) )
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return;
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u1 = v1 / v1.EuclideanNorm();
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u2 = v3 - ( u1.x * v3.x + u1.y * v3.y ) * u1;
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u2 = u2 / u2.EuclideanNorm();
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// [ u1, u3 ] is a base centered on the circle with:
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// u1 : unit vector toward the point that does not move
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// u2 : unit vector toward the mid point.
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// Get vectors v1, and v2 in that coordinate system.
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double det = u1.x * u2.y - u2.x * u1.y;
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// u1 and u2 are unit vectors, and perpendicular.
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// det should not be 0. In case it is, do not change the arc.
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if( det == 0 )
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return;
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double tmpx = v1.x * u2.y - v1.y * u2.x;
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double tmpy = -v1.x * u1.y + v1.y * u1.x;
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v1.x = tmpx;
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v1.y = tmpy;
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v1 = v1 / det;
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tmpx = v2.x * u2.y - v2.y * u2.x;
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tmpy = -v2.x * u1.y + v2.y * u1.x;
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v2.x = tmpx;
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v2.y = tmpy;
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v2 = v2 / det;
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double R = v1.EuclideanNorm();
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bool transformCircle = false;
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/* p2
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* X***
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* ** <---- This is the arc
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* y ^ **
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* | R *
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* | <-----------> *
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* x------x------>--------x p1
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* C' <----> C x
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* delta
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*
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* p1 does not move, and the tangent at p1 remains the same.
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* => The new center, C', will be on the C-p1 axis.
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* p2 moves
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*
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* The radius of the new circle is delta + R
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*
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* || C' p2 || = || C' P1 ||
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* is the same as :
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* ( delta + p2.x ) ^ 2 + p2.y ^ 2 = ( R + delta ) ^ 2
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*
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* delta = ( R^2 - p2.x ^ 2 - p2.y ^2 ) / ( 2 * p2.x - 2 * R )
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*
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* We can use this equation for any point p2 with p2.x < R
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*/
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if( v2.x == R )
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{
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// Straight line, do nothing
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}
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else
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{
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if( v2.x > R )
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{
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// If we need to invert the curvature.
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// We modify the input so we can use the same equation
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transformCircle = true;
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v2.x = 2 * R - v2.x;
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}
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// We can keep the tangent constraint.
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double delta = ( R * R - v2.x * v2.x - v2.y * v2.y ) / ( 2 * v2.x - 2 * R );
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// This is just to limit the radius, so nothing overflows later when drawing.
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if( abs( v2.y / ( R - v2.x ) ) > ADVANCED_CFG::GetCfg().m_drawArcCenterMaxAngle )
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{
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arcValid = false;
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}
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// Never recorded a problem, but still checking.
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if( !std::isfinite( delta ) )
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{
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arcValid = false;
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}
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// v4 is the new center
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v4 = ( !transformCircle ) ? VECTOR2D( -delta, 0 ) : VECTOR2D( 2 * R + delta, 0 );
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clockwise = aArc->GetAngle() > 0;
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if( transformCircle )
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clockwise = !clockwise;
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tmpx = v4.x * u1.x + v4.y * u2.x;
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tmpy = v4.x * u1.y + v4.y * u2.y;
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v4.x = tmpx;
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v4.y = tmpy;
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aCenter = v4 + aCenter;
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startLine = aStart - aCenter;
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endLine = aEnd - aCenter;
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newAngle = RAD2DECIDEG( endLine.Angle() - startLine.Angle() );
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if( clockwise && newAngle < 0.0 )
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newAngle += 3600.0;
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else if( !clockwise && newAngle > 0.0 )
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newAngle -= 3600.0;
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if( arcValid )
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{
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aArc->SetAngle( newAngle );
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aArc->SetCenter( wxPoint( aCenter.x, aCenter.y ) );
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if( movingStart )
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{
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aArc->SetArcStart( wxPoint( aStart.x, aStart.y ) );
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// Set angle computes the end point, so re-force it now.
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aArc->SetArcEnd( wxPoint( aEnd.x, aEnd.y ) );
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}
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else
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{
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aArc->SetArcEnd( wxPoint( aEnd.x, aEnd.y ) );
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}
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}
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}
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}
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/**
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* Update the coordinates of 4 corners of a rectangle, according to pad constraints and the
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@ -572,6 +743,227 @@ static void pinEditedCorner( int aEditedPointIndex, int aMinWidth, int aMinHeigh
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}
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void POINT_EDITOR::editArcEndpointKeepCenter( DRAWSEGMENT* aArc, VECTOR2I aCenter, VECTOR2I aStart,
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VECTOR2I aMid, VECTOR2I aEnd,
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const VECTOR2I aCursor ) const
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{
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bool clockwise;
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bool movingStart;
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VECTOR2I *p1, *p2;
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VECTOR2I target;
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// p1 does not move, p2 does.
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if( aStart != aArc->GetArcStart() )
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{
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p1 = &aEnd;
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p2 = &aStart;
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movingStart = true;
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}
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else
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{
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p1 = &aStart;
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p2 = &aEnd;
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movingStart = false;
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}
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target = *p2 - aCenter;
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double sqRadius = ( *p1 - aCenter ).SquaredEuclideanNorm();
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*p1 = *p1 - aCenter;
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*p2 = *p2 - aCenter;
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// Circle : x^2 + y^2 = R ^ 2
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// In this coordinate system, the angular position of the cursor is (r, theta)
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// The line coming from the center of the circle is y = start.y / start.x * x
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// The intersection fulfills : x^2 = R^2 / ( 1 + ( start.y / start.x ) ^ 2 )
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if( target.x == 0 )
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{
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p2->x = 0;
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p2->y = ( target.y > 0 ) ? sqrt( sqRadius ) : -sqrt( sqRadius );
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}
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else
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{
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double tan = target.y / static_cast<double>( target.x );
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// The divider is always greater than 1 ( cannot be 0 )
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double tmp = sqrt( sqRadius / ( 1.0 + tan * tan ) );
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// Move to the correct quadrant
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tmp = target.x > 0 ? tmp : -tmp;
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p2->y = target.y / static_cast<double>( target.x ) * tmp;
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p2->x = tmp;
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}
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*p1 = *p1 + aCenter;
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*p2 = *p2 + aCenter;
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clockwise = aArc->GetAngle() > 0;
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VECTOR2D startLine = aStart - aCenter;
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VECTOR2D endLine = aEnd - aCenter;
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double newAngle = RAD2DECIDEG( endLine.Angle() - startLine.Angle() );
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if( clockwise && newAngle < 0.0 )
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newAngle += 3600.0;
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else if( !clockwise && newAngle > 0.0 )
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newAngle -= 3600.0;
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aArc->SetAngle( newAngle );
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aArc->SetCenter( wxPoint( aCenter.x, aCenter.y ) );
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if( movingStart )
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{
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aArc->SetArcStart( wxPoint( aStart.x, aStart.y ) );
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// Set angle computes the end point, so re-force it now.
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aArc->SetArcEnd( wxPoint( aEnd.x, aEnd.y ) );
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}
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else
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{
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aArc->SetArcEnd( wxPoint( aEnd.x, aEnd.y ) );
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}
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}
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void POINT_EDITOR::editArcMidKeepCenter( DRAWSEGMENT* aArc, VECTOR2I aCenter, VECTOR2I aStart,
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VECTOR2I aMid, VECTOR2I aEnd, const VECTOR2I aCursor ) const
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{
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// Now, update the edit point position
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// Express the point in a cercle-centered coordinate system.
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aStart = aStart - aCenter;
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aEnd = aEnd - aCenter;
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double sqRadius = ( aCursor - aCenter ).SquaredEuclideanNorm();
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// Special case, because the tangent would lead to +/- infinity
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if( aStart.x == 0 )
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{
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aStart.y = aCursor.y > 0 ? sqrt( sqRadius ) : -sqrt( sqRadius );
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}
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else
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{
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// Circle : x^2 + y^2 = R ^ 2
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// In this coordinate system, the angular position of the cursor is (r, theta)
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// The line coming from the center of the circle is y = start.y / start.x * x
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// The intersection fulfills : x^2 = R^2 / ( 1 + ( start.y / start.x ) ^ 2 )
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double tan = aStart.y / static_cast<double>( aStart.x );
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double tmp = sqrt( sqRadius / ( 1.0 + tan * tan ) );
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// Move to the correct quadrant
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tmp = aStart.x > 0 ? tmp : -tmp;
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aStart.y = aStart.y / static_cast<double>( aStart.x ) * tmp;
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aStart.x = tmp;
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}
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// Special case, because the tangent would lead to +/- infinity
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if( aEnd.x == 0 )
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{
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aEnd.y = aMid.y > 0 ? sqrt( sqRadius ) : -sqrt( sqRadius );
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}
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else
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{
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// Circle : x^2 + y^2 = R ^ 2
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// In this coordinate system, the angular position of the cursor is (r, theta)
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// The line coming from the center of the circle is y = start.y / start.x * x
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// The intersection fulfills : x^2 = R^2 / ( 1 + ( start.y / start.x ) ^ 2 )
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double tan = aEnd.y / static_cast<double>( aEnd.x );
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double tmp = sqrt( sqRadius / ( 1.0 + tan * tan ) );
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// Move to the correct quadrant
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tmp = aEnd.x > 0 ? tmp : -tmp;
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aEnd.y = aEnd.y / static_cast<double>( aEnd.x ) * tmp;
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aEnd.x = tmp;
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}
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aStart = aStart + aCenter;
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aEnd = aEnd + aCenter;
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aArc->SetArcStart( wxPoint( aStart.x, aStart.y ) );
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aArc->SetArcEnd( wxPoint( aEnd.x, aEnd.y ) );
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}
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void POINT_EDITOR::editArcMidKeepEnpoints( DRAWSEGMENT* aArc, VECTOR2I aCenter, VECTOR2I aStart,
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VECTOR2I aMid, VECTOR2I aEnd, const VECTOR2I aCursor ) const
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{
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bool clockwise;
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VECTOR2I oldCenter = aArc->GetCenter();
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// This allows the user to go on the sides of the arc
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aMid = aCursor;
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// Find the new center
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aCenter = GetArcCenter( aStart, aMid, aEnd );
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aArc->SetCenter( wxPoint( aCenter.x, aCenter.y ) );
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// Check if the new arc is CW or CCW
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VECTOR2D startLine = aStart - aCenter;
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VECTOR2D endLine = aEnd - aCenter;
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double newAngle = RAD2DECIDEG( endLine.Angle() - startLine.Angle() );
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VECTOR2D v1, v2;
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v1 = aStart - aMid;
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v2 = aEnd - aMid;
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double theta = RAD2DECIDEG( v1.Angle() );
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RotatePoint( &( v1.x ), &( v1.y ), theta );
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RotatePoint( &( v2.x ), &( v2.y ), theta );
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clockwise = ( ( v1.Angle() - v2.Angle() ) > 0 );
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// Normalize the angle
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if( clockwise && newAngle < 0.0 )
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newAngle += 3600.0;
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else if( !clockwise && newAngle > 0.0 )
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newAngle -= 3600.0;
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// Accuracy test
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// First, get the angle
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VECTOR2I endTest = aStart;
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RotatePoint( &( endTest.x ), &( endTest.y ), aCenter.x, aCenter.y, -newAngle );
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double distance = ( endTest - aEnd ).SquaredEuclideanNorm();
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if( distance > ADVANCED_CFG::GetCfg().m_drawArcAccuracy )
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{
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// Cancel Everything
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// If the accuracy is low, we can't draw precisely the arc.
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// It may happen when the radius is *high*
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aArc->SetCenter( wxPoint( oldCenter.x, oldCenter.y ) );
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}
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else
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{
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aArc->SetAngle( newAngle );
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aArc->SetArcEnd( wxPoint( aEnd.x, aEnd.y ) );
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}
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// Now, update the edit point position
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// Express the point in a cercle-centered coordinate system.
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aMid = aCursor - aCenter;
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double sqRadius = ( aEnd - aCenter ).SquaredEuclideanNorm();
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// Special case, because the tangent would lead to +/- infinity
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if( aMid.x == 0 )
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{
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aMid.y = aMid.y > 0 ? sqrt( sqRadius ) : -sqrt( sqRadius );
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}
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else
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{
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// Circle : x^2 + y^2 = R ^ 2
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// In this coordinate system, the angular position of the cursor is (r, theta)
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// The line coming from the center of the circle is y = start.y / start.x * x
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// The intersection fulfills : x^2 = R^2 / ( 1 + ( start.y / start.x ) ^ 2 )
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double tan = aMid.y / static_cast<double>( aMid.x );
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double tmp = sqrt( sqRadius / ( 1.0 + tan * tan ) );
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// Move to the correct quadrant
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tmp = aMid.x > 0 ? tmp : -tmp;
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aMid.y = aMid.y / static_cast<double>( aMid.x ) * tmp;
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aMid.x = tmp;
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}
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}
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void POINT_EDITOR::updateItem() const
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{
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EDA_ITEM* item = m_editPoints->GetParent();
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@ -631,241 +1023,34 @@ void POINT_EDITOR::updateItem() const
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VECTOR2I start = m_editPoints->Point( ARC_START ).GetPosition();
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VECTOR2I end = m_editPoints->Point( ARC_END ).GetPosition();
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if( center != segment->GetCenter() )
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const VECTOR2I& cursorPos = getViewControls()->GetCursorPosition();
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if( isModified( m_editPoints->Point( ARC_CENTER ) ) )
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{
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wxPoint moveVector = wxPoint( center.x, center.y ) - segment->GetCenter();
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segment->Move( moveVector );
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m_editPoints->Point( ARC_START ).SetPosition( segment->GetArcStart() );
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m_editPoints->Point( ARC_END ).SetPosition( segment->GetArcEnd() );
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m_editPoints->Point( ARC_MID ).SetPosition( segment->GetArcMid() );
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}
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||||
else
|
||||
else if( isModified( m_editPoints->Point( ARC_MID ) ) )
|
||||
{
|
||||
const VECTOR2I& cursorPos = getViewControls()->GetCursorPosition();
|
||||
VECTOR2I oldCenter = segment->GetCenter();
|
||||
double newAngle;
|
||||
bool clockwise;
|
||||
|
||||
if( mid != segment->GetArcMid() )
|
||||
if( m_altEditMethod )
|
||||
{
|
||||
// This allows the user to go on the sides of the arc
|
||||
mid = cursorPos;
|
||||
// Find the new center
|
||||
center = GetArcCenter( start, mid, end );
|
||||
|
||||
segment->SetCenter( wxPoint( center.x, center.y ) );
|
||||
m_editPoints->Point( ARC_CENTER ).SetPosition( center );
|
||||
|
||||
newAngle = GetArcAngle( start, mid, end );
|
||||
|
||||
// Accuracy test
|
||||
// First, get the angle
|
||||
VECTOR2I endTest = start;
|
||||
RotatePoint( &( endTest.x ), &( endTest.y ), center.x, center.y, -newAngle );
|
||||
double distance = ( endTest - end ).SquaredEuclideanNorm();
|
||||
|
||||
if( distance > ADVANCED_CFG::GetCfg().m_drawArcAccuracy )
|
||||
{
|
||||
// Cancel Everything
|
||||
// If the accuracy is low, we can't draw precisely the arc.
|
||||
// It may happen when the radius is *high*
|
||||
segment->SetCenter( wxPoint( oldCenter.x, oldCenter.y ) );
|
||||
}
|
||||
else
|
||||
{
|
||||
segment->SetAngle( newAngle );
|
||||
segment->SetArcEnd( wxPoint( end.x, end.y ) );
|
||||
}
|
||||
|
||||
// Now, update the edit point position
|
||||
// Express the point in a cercle-centered coordinate system.
|
||||
mid = cursorPos - center;
|
||||
|
||||
double sqRadius = ( end - center ).SquaredEuclideanNorm();
|
||||
|
||||
// Special case, because the tangent would lead to +/- infinity
|
||||
if( mid.x == 0 )
|
||||
{
|
||||
mid.y = mid.y > 0 ? sqrt( sqRadius ) : -sqrt( sqRadius );
|
||||
}
|
||||
else
|
||||
{
|
||||
// Circle : x^2 + y^2 = R ^ 2
|
||||
// In this coordinate system, the angular position of the cursor is (r, theta)
|
||||
// The line coming from the center of the circle is y = start.y / start.x * x
|
||||
// The intersection fulfills : x^2 = R^2 / ( 1 + ( start.y / start.x ) ^ 2 )
|
||||
double tmp = sqrt( sqRadius /
|
||||
( ( 1.0 + mid.y / static_cast<double>( mid.x ) * mid.y
|
||||
/ static_cast<double>( mid.x ) ) ) );
|
||||
// Move to the correct quadrant
|
||||
tmp = mid.x > 0 ? tmp : -tmp;
|
||||
mid.y = mid.y / static_cast<double>( mid.x ) * tmp;
|
||||
mid.x = tmp;
|
||||
}
|
||||
// Go back to the main coordinate system
|
||||
mid = mid + center;
|
||||
|
||||
m_editPoints->Point( ARC_MID ).SetPosition( mid );
|
||||
editArcMidKeepCenter( segment, center, start, mid, end, cursorPos );
|
||||
}
|
||||
else if( ( start != segment->GetArcStart() ) || ( end != segment->GetArcEnd() ) )
|
||||
else
|
||||
{
|
||||
|
||||
VECTOR2D startLine = start - center;
|
||||
VECTOR2D endLine = end - center;
|
||||
newAngle = RAD2DECIDEG( endLine.Angle() - startLine.Angle() );
|
||||
|
||||
VECTOR2I *p1, *p2, *p3;
|
||||
|
||||
// p1 does not move, p2 does.
|
||||
bool movingStart;
|
||||
bool arcValid = true;
|
||||
|
||||
if( start != segment->GetArcStart() )
|
||||
{
|
||||
start = cursorPos;
|
||||
p1 = &end;
|
||||
p2 = &start;
|
||||
p3 = ∣
|
||||
movingStart = true;
|
||||
}
|
||||
else
|
||||
{
|
||||
end = cursorPos;
|
||||
p1 = &start;
|
||||
p2 = &end;
|
||||
p3 = ∣
|
||||
movingStart = false;
|
||||
}
|
||||
|
||||
VECTOR2D v1, v2, v3, v4;
|
||||
|
||||
// Move the coordinate system
|
||||
v1 = *p1 - center;
|
||||
v2 = *p2 - center;
|
||||
v3 = *p3 - center;
|
||||
|
||||
VECTOR2D u1, u2, u3;
|
||||
|
||||
u1 = v1 / v1.EuclideanNorm();
|
||||
u2 = v3 - ( u1.x * v3.x + u1.y * v3.y ) * u1;
|
||||
u2 = u2 / u2.EuclideanNorm();
|
||||
|
||||
// [ u1, u3 ] is a base centered on the circle with:
|
||||
// u1 : unit vector toward the point that does not move
|
||||
// u2 : unit vector toward the mid point.
|
||||
|
||||
// Get vectors v1, and v2 in that coordinate system.
|
||||
|
||||
double det = u1.x * u2.y - u2.x * u1.y;
|
||||
double tmpx = v1.x * u2.y - v1.y * u2.x;
|
||||
double tmpy = -v1.x * u1.y + v1.y * u1.x;
|
||||
v1.x = tmpx;
|
||||
v1.y = tmpy;
|
||||
v1 = v1 / det;
|
||||
|
||||
tmpx = v2.x * u2.y - v2.y * u2.x;
|
||||
tmpy = -v2.x * u1.y + v2.y * u1.x;
|
||||
v2.x = tmpx;
|
||||
v2.y = tmpy;
|
||||
v2 = v2 / det;
|
||||
|
||||
double R = v1.EuclideanNorm();
|
||||
bool transformCircle = false;
|
||||
|
||||
/* p2
|
||||
* X***
|
||||
* ** <---- This is the arc
|
||||
* y ^ **
|
||||
* | R *
|
||||
* | <-----------> *
|
||||
* x------x------>--------x p1
|
||||
* C' <----> C x
|
||||
* delta
|
||||
*
|
||||
* p1 does not move, and the tangent at p1 remains the same.
|
||||
* => The new center, C', will be on the C-p1 axis.
|
||||
* p2 moves
|
||||
*
|
||||
* The radius of the new circle is delta + R
|
||||
*
|
||||
* || C' p2 || = || C' P1 ||
|
||||
* is the same as :
|
||||
* ( delta + p2.x ) ^ 2 + p2.y ^ 2 = ( R + delta ) ^ 2
|
||||
*
|
||||
* delta = ( R^2 - p2.x ^ 2 - p2.y ^2 ) / ( 2 * p2.x - 2 * R )
|
||||
*
|
||||
* We can use this equation for any point p2 with p2.x < R
|
||||
*/
|
||||
|
||||
if( v2.x == R )
|
||||
{
|
||||
// Straight line, do nothing
|
||||
}
|
||||
else
|
||||
{
|
||||
if( v2.x > R )
|
||||
{
|
||||
// If we need to invert the curvature.
|
||||
// We modify the input so we can use the same equation
|
||||
transformCircle = true;
|
||||
v2.x = 2 * R - v2.x;
|
||||
}
|
||||
// We can keep the tangent constraint.
|
||||
double delta = ( R * R - v2.x * v2.x - v2.y * v2.y ) / ( 2 * v2.x - 2 * R );
|
||||
|
||||
// This is just to limit the radius, so nothing overflows later when drawing.
|
||||
if( abs( v2.y / ( R - v2.x ) )
|
||||
> ADVANCED_CFG::GetCfg().m_drawArcCenterMaxAngle )
|
||||
{
|
||||
arcValid = false;
|
||||
}
|
||||
// v4 is the new center
|
||||
v4 = ( !transformCircle ) ? VECTOR2D( -delta, 0 ) :
|
||||
VECTOR2D( 2 * R + delta, 0 );
|
||||
|
||||
clockwise = segment->GetAngle() > 0;
|
||||
|
||||
if( transformCircle )
|
||||
clockwise = !clockwise;
|
||||
|
||||
tmpx = v4.x * u1.x + v4.y * u2.x;
|
||||
tmpy = v4.x * u1.y + v4.y * u2.y;
|
||||
v4.x = tmpx;
|
||||
v4.y = tmpy;
|
||||
|
||||
center = v4 + center;
|
||||
|
||||
startLine = start - center;
|
||||
endLine = end - center;
|
||||
newAngle = RAD2DECIDEG( endLine.Angle() - startLine.Angle() );
|
||||
|
||||
if( clockwise && newAngle < 0.0 )
|
||||
newAngle += 3600.0;
|
||||
else if( !clockwise && newAngle > 0.0 )
|
||||
newAngle -= 3600.0;
|
||||
|
||||
if( arcValid )
|
||||
{
|
||||
segment->SetAngle( newAngle );
|
||||
segment->SetCenter( wxPoint( center.x, center.y ) );
|
||||
|
||||
if( movingStart )
|
||||
{
|
||||
segment->SetArcStart( wxPoint( start.x, start.y ) );
|
||||
// Set angle computes the end point, so re-force it now.
|
||||
segment->SetArcEnd( wxPoint( end.x, end.y ) );
|
||||
m_editPoints->Point( ARC_START ).SetPosition( start );
|
||||
}
|
||||
else
|
||||
{
|
||||
segment->SetArcEnd( wxPoint( end.x, end.y ) );
|
||||
m_editPoints->Point( ARC_END ).SetPosition( end );
|
||||
}
|
||||
|
||||
m_editPoints->Point( ARC_CENTER ).SetPosition( center );
|
||||
}
|
||||
}
|
||||
editArcMidKeepEnpoints( segment, center, start, mid, end, cursorPos );
|
||||
}
|
||||
}
|
||||
else if( isModified( m_editPoints->Point( ARC_START ) )
|
||||
|| isModified( m_editPoints->Point( ARC_END ) ) )
|
||||
{
|
||||
if( m_altEditMethod )
|
||||
{
|
||||
editArcEndpointKeepCenter( segment, center, start, mid, end, cursorPos );
|
||||
}
|
||||
else
|
||||
{
|
||||
editArcEndpointKeepTangent( segment, center, start, mid, end, cursorPos );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -982,17 +1167,17 @@ void POINT_EDITOR::updateItem() const
|
|||
if( isModified( m_editPoints->Point( RECT_TOP_LEFT ) )
|
||||
|| isModified( m_editPoints->Point( RECT_BOT_RIGHT ) ) )
|
||||
{
|
||||
dist[0] = center.x - topLeft.x;
|
||||
dist[1] = center.y - topLeft.y;
|
||||
dist[2] = botRight.x - center.x;
|
||||
dist[3] = botRight.y - center.y;
|
||||
dist[0] = center.x - m_editPoints->Point( RECT_TOP_LEFT ).GetPosition().x;
|
||||
dist[1] = center.y - m_editPoints->Point( RECT_TOP_LEFT ).GetPosition().y;
|
||||
dist[2] = m_editPoints->Point( RECT_BOT_RIGHT ).GetPosition().x - center.x;
|
||||
dist[3] = m_editPoints->Point( RECT_BOT_RIGHT ).GetPosition().y - center.y;
|
||||
}
|
||||
else
|
||||
{
|
||||
dist[0] = center.x - botLeft.x;
|
||||
dist[1] = center.y - topRight.y;
|
||||
dist[2] = topRight.x - center.x;
|
||||
dist[3] = botLeft.y - center.y;
|
||||
dist[0] = center.x - m_editPoints->Point( RECT_BOT_LEFT ).GetPosition().x;
|
||||
dist[1] = center.y - m_editPoints->Point( RECT_TOP_RIGHT ).GetPosition().y;
|
||||
dist[2] = m_editPoints->Point( RECT_TOP_RIGHT ).GetPosition().x - center.x;
|
||||
dist[3] = m_editPoints->Point( RECT_BOT_LEFT ).GetPosition().y - center.y;
|
||||
}
|
||||
|
||||
wxSize padSize( dist[0] + dist[2], dist[1] + dist[3] );
|
||||
|
@ -1015,17 +1200,17 @@ void POINT_EDITOR::updateItem() const
|
|||
if( isModified( m_editPoints->Point( RECT_TOP_LEFT ) )
|
||||
|| isModified( m_editPoints->Point( RECT_BOT_RIGHT ) ) )
|
||||
{
|
||||
left = topLeft.x;
|
||||
top = topLeft.y;
|
||||
right = botRight.x;
|
||||
bottom = botRight.y;
|
||||
left = m_editPoints->Point( RECT_TOP_LEFT ).GetPosition().x;
|
||||
top = m_editPoints->Point( RECT_TOP_LEFT ).GetPosition().y;
|
||||
right = m_editPoints->Point( RECT_BOT_RIGHT ).GetPosition().x;
|
||||
bottom = m_editPoints->Point( RECT_BOT_RIGHT ).GetPosition().y;
|
||||
}
|
||||
else
|
||||
{
|
||||
left = botLeft.x;
|
||||
top = topRight.y;
|
||||
right = topRight.x;
|
||||
bottom = botLeft.y;
|
||||
left = m_editPoints->Point( RECT_BOT_LEFT ).GetPosition().x;
|
||||
top = m_editPoints->Point( RECT_TOP_RIGHT ).GetPosition().y;
|
||||
right = m_editPoints->Point( RECT_TOP_RIGHT ).GetPosition().x;
|
||||
bottom = m_editPoints->Point( RECT_BOT_LEFT ).GetPosition().y;
|
||||
}
|
||||
|
||||
wxSize padSize( abs( right - left ), abs( bottom - top ) );
|
||||
|
@ -1754,6 +1939,11 @@ int POINT_EDITOR::modifiedSelection( const TOOL_EVENT& aEvent )
|
|||
return 0;
|
||||
}
|
||||
|
||||
int POINT_EDITOR::changeEditMethod( const TOOL_EVENT& aEvent )
|
||||
{
|
||||
m_altEditMethod = !m_altEditMethod;
|
||||
return 0;
|
||||
}
|
||||
|
||||
void POINT_EDITOR::setTransitions()
|
||||
{
|
||||
|
@ -1763,4 +1953,5 @@ void POINT_EDITOR::setTransitions()
|
|||
Go( &POINT_EDITOR::modifiedSelection, EVENTS::SelectedItemsModified );
|
||||
Go( &POINT_EDITOR::OnSelectionChange, EVENTS::SelectedEvent );
|
||||
Go( &POINT_EDITOR::OnSelectionChange, EVENTS::UnselectedEvent );
|
||||
Go( &POINT_EDITOR::changeEditMethod, ACTIONS::changeEditMethod.MakeEvent() );
|
||||
}
|
||||
|
|
|
@ -89,6 +89,9 @@ private:
|
|||
// Flag indicating whether the selected zone needs to be refilled
|
||||
bool m_refill;
|
||||
|
||||
// Flag indicating whether the alternative edit method is enabled.
|
||||
bool m_altEditMethod;
|
||||
|
||||
std::unique_ptr<STATUS_TEXT_POPUP> m_statusPopup;
|
||||
|
||||
///> Updates item's points with edit points.
|
||||
|
@ -149,6 +152,33 @@ private:
|
|||
int addCorner( const TOOL_EVENT& aEvent );
|
||||
int removeCorner( const TOOL_EVENT& aEvent );
|
||||
int modifiedSelection( const TOOL_EVENT& aEvent );
|
||||
|
||||
/** Move an end point of the arc, while keeping the tangent at the other endpoint.
|
||||
*
|
||||
*/
|
||||
void editArcEndpointKeepTangent( DRAWSEGMENT* aArc, VECTOR2I aCenter, VECTOR2I aStart,
|
||||
VECTOR2I aMid, VECTOR2I aEnd, const VECTOR2I aCursor ) const;
|
||||
|
||||
/** Move an end point of the arc, while keeping radius, and the other point position.
|
||||
*
|
||||
*/
|
||||
void editArcEndpointKeepCenter( DRAWSEGMENT* aArc, VECTOR2I aCenter, VECTOR2I aStart,
|
||||
VECTOR2I aMid, VECTOR2I aEnd, const VECTOR2I aCursor ) const;
|
||||
|
||||
/** Move the mid point of the arc, while keeping the two endpoints.
|
||||
*
|
||||
*/
|
||||
void editArcMidKeepEnpoints( DRAWSEGMENT* aArc, VECTOR2I aCenter, VECTOR2I aStart,
|
||||
VECTOR2I aMid, VECTOR2I aEnd, const VECTOR2I aCursor ) const;
|
||||
|
||||
/** Move the mid point of the arc, while keeping the angle.
|
||||
*
|
||||
*/
|
||||
void editArcMidKeepCenter( DRAWSEGMENT* aArc, VECTOR2I aCenter, VECTOR2I aStart, VECTOR2I aMid,
|
||||
VECTOR2I aEnd, const VECTOR2I aCursor ) const;
|
||||
|
||||
///> Change the edit method to an alternative method ( currently, arcs only )
|
||||
int changeEditMethod( const TOOL_EVENT& aEvent );
|
||||
};
|
||||
|
||||
#endif
|
||||
|
|
Loading…
Reference in New Issue