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GeezerVison is showing github.com — solvespace/src/generate.cpp at python · realthunder/solvespace Expand file tree/ Copy pathgenerate.cppMore file actions 554 lines (486 loc) · 18.1 KB / Copy pathgenerate.cppFile metadata and controls554 lines (486 loc) · 18.1 KB 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 //----------------------------------------------------------------------------- // Generate our model based on its parametric description, by solving each // sketch, generating surfaces from the resulting entities, performing any // requested surface operations (e.g. Booleans) with our model so far, and // then repeating this process for each subsequent group. // // Copyright 2008-2013 Jonathan Westhues. //----------------------------------------------------------------------------- #include "solvespace.h" void SolveSpaceUI::MarkGroupDirtyByEntity(hEntity he) { Entity *e = SK.GetEntity(he); MarkGroupDirty(e->group); } void SolveSpaceUI::MarkGroupDirty(hGroup hg) { int i; bool go = false; for(i = 0; i < SK.groupOrder.n; i++) { Group *g = SK.GetGroup(SK.groupOrder.elem[i]); if(g->h.v == hg.v) { go = true; } if(go) { g->clean = false; } } unsaved = true; } bool SolveSpaceUI::PruneOrphans(void) { int i; for(i = 0; i < SK.request.n; i++) { Request *r = &(SK.request.elem[i]); if(GroupExists(r->group)) continue; (deleted.requests)++; SK.request.RemoveById(r->h); return true; } for(i = 0; i < SK.constraint.n; i++) { Constraint *c = &(SK.constraint.elem[i]); if(GroupExists(c->group)) continue; (deleted.constraints)++; (deleted.nonTrivialConstraints)++; SK.constraint.RemoveById(c->h); return true; } return false; } bool SolveSpaceUI::GroupsInOrder(hGroup before, hGroup after) { if(before.v == 0) return true; if(after.v == 0) return true; int beforep = -1, afterp = -1; int i; for(i = 0; i < SK.groupOrder.n; i++) { Group *g = SK.GetGroup(SK.groupOrder.elem[i]); if(g->h.v == before.v) beforep = i; if(g->h.v == after.v) afterp = i; } if(beforep < 0 || afterp < 0) return false; if(beforep >= afterp) return false; return true; } bool SolveSpaceUI::GroupExists(hGroup hg) { // A nonexistent group is not acceptable return SK.group.FindByIdNoOops(hg) ? true : false; } bool SolveSpaceUI::EntityExists(hEntity he) { // A nonexstient entity is acceptable, though, usually just means it // doesn't apply. if(he.v == Entity::NO_ENTITY.v) return true; return SK.entity.FindByIdNoOops(he) ? true : false; } bool SolveSpaceUI::PruneGroups(hGroup hg) { Group *g = SK.GetGroup(hg); if(GroupsInOrder(g->opA, hg) && EntityExists(g->predef.origin) && EntityExists(g->predef.entityB) && EntityExists(g->predef.entityC)) { return false; } (deleted.groups)++; SK.group.RemoveById(g->h); return true; } bool SolveSpaceUI::PruneRequests(hGroup hg) { int i; for(i = 0; i < SK.entity.n; i++) { Entity *e = &(SK.entity.elem[i]); if(e->group.v != hg.v) continue; if(EntityExists(e->workplane)) continue; if(!e->h.isFromRequest()) oops(); (deleted.requests)++; SK.request.RemoveById(e->h.request()); return true; } return false; } bool SolveSpaceUI::PruneConstraints(hGroup hg) { int i; for(i = 0; i < SK.constraint.n; i++) { Constraint *c = &(SK.constraint.elem[i]); if(c->group.v != hg.v) continue; if(EntityExists(c->workplane) && EntityExists(c->ptA) && EntityExists(c->ptB) && EntityExists(c->entityA) && EntityExists(c->entityB) && EntityExists(c->entityC) && EntityExists(c->entityD)) { continue; } (deleted.constraints)++; if(c->type != Constraint::POINTS_COINCIDENT && c->type != Constraint::HORIZONTAL && c->type != Constraint::VERTICAL) { (deleted.nonTrivialConstraints)++; } SK.constraint.RemoveById(c->h); return true; } return false; } void SolveSpaceUI::GenerateAll(GenerateType type, bool andFindFree, bool genForBBox) { int first, last, i, j; SK.groupOrder.Clear(); for(int i = 0; i < SK.group.n; i++) SK.groupOrder.Add(&SK.group.elem[i].h); std::sort(&SK.groupOrder.elem[0], &SK.groupOrder.elem[SK.groupOrder.n], [](const hGroup &ha, const hGroup &hb) { return SK.GetGroup(ha)->order < SK.GetGroup(hb)->order; }); switch(type) { case GENERATE_DIRTY: { first = INT_MAX; last = 0; // Start from the first dirty group, and solve until the active group, // since all groups after the active group are hidden. for(i = 0; i < SK.groupOrder.n; i++) { Group *g = SK.GetGroup(SK.groupOrder.elem[i]); if((!g->clean) || !g->IsSolvedOkay()) { first = min(first, i); } if(g->h.v == SS.GW.activeGroup.v) { last = i; } } if(first == INT_MAX || last == 0) { // All clean; so just regenerate the entities, and don't solve anything. first = -1; last = -1; } else { SS.nakedEdges.Clear(); } break; } case GENERATE_ALL: first = 0; last = INT_MAX; break; case GENERATE_REGEN: first = -1; last = -1; break; case GENERATE_UNTIL_ACTIVE: { for(i = 0; i < SK.groupOrder.n; i++) { if(SK.groupOrder.elem[i].v == SS.GW.activeGroup.v) break; } first = 0; last = i; break; } default: oops(); } // If we're generating entities for display, first we need to find // the bounding box to turn relative chord tolerance to absolute. if(!SS.exportMode && !genForBBox) { GenerateAll(type, andFindFree, /*genForBBox=*/true); BBox box = SK.CalculateEntityBBox(/*includeInvisibles=*/true); Vector size = box.maxp.Minus(box.minp); double maxSize = std::max({ size.x, size.y, size.z }); chordTolCalculated = maxSize * chordTol / 100.0; } // Remove any requests or constraints that refer to a nonexistent // group; can check those immediately, since we know what the list // of groups should be. while(PruneOrphans()) ; // Don't lose our numerical guesses when we regenerate. IdList<Param,hParam> prev = {}; SK.param.MoveSelfInto(&prev); SK.entity.Clear(); int64_t inTime = GetMilliseconds(); bool displayedStatusMessage = false; for(i = 0; i < SK.groupOrder.n; i++) { Group *g = SK.GetGroup(SK.groupOrder.elem[i]); int64_t now = GetMilliseconds(); // Display the status message if we've taken more than 400 ms, or // if we've taken 200 ms but we're not even halfway done, or if // we've already started displaying the status message. if( (now - inTime > 400) || ((now - inTime > 200) && i < (SK.groupOrder.n / 2)) || displayedStatusMessage) { displayedStatusMessage = true; std::string msg = ssprintf("generating group %d/%d", i, SK.groupOrder.n); int w, h; GetGraphicsWindowSize(&w, &h); glDrawBuffer(GL_FRONT); glViewport(0, 0, w, h); glLoadIdentity(); glTranslated(-1, 1, 0); glScaled(2.0/w, 2.0/h, 1.0); glDisable(GL_DEPTH_TEST); double left = 80, top = -20, width = 240, height = 24; glColor3d(0.9, 0.8, 0.8); ssglAxisAlignedQuad(left, left+width, top, top-height); ssglLineWidth(1); glColor3d(0.0, 0.0, 0.0); ssglAxisAlignedLineLoop(left, left+width, top, top-height); ssglInitializeBitmapFont(); glColor3d(0, 0, 0); glPushMatrix(); glTranslated(left+8, top-20, 0); glScaled(1, -1, 1); ssglBitmapText(msg, Vector::From(0, 0, 0)); glPopMatrix(); glFlush(); glDrawBuffer(GL_BACK); } // The group may depend on entities or other groups, to define its // workplane geometry or for its operands. Those must already exist // in a previous group, so check them before generating. if(PruneGroups(g->h)) goto pruned; for(j = 0; j < SK.request.n; j++) { Request *r = &(SK.request.elem[j]); if(r->group.v != g->h.v) continue; r->Generate(&(SK.entity), &(SK.param)); } g->Generate(&(SK.entity), &(SK.param)); // The requests and constraints depend on stuff in this or the // previous group, so check them after generating. if(PruneRequests(g->h) || PruneConstraints(g->h)) goto pruned; // Use the previous values for params that we've seen before, as // initial guesses for the solver. for(j = 0; j < SK.param.n; j++) { Param *newp = &(SK.param.elem[j]); if(newp->known) continue; Param *prevp = prev.FindByIdNoOops(newp->h); if(prevp) { newp->val = prevp->val; newp->free = prevp->free; } } if(g->h.v == Group::HGROUP_REFERENCES.v) { ForceReferences(); g->solved.how = System::SOLVED_OKAY; g->clean = true; } else { if(i >= first && i <= last) { // The group falls inside the range, so really solve it, // and then regenerate the mesh based on the solved stuff. if(genForBBox) { SolveGroupAndReport(g->h, andFindFree); } else { g->GenerateLoops(); g->GenerateShellAndMesh(); g->clean = true; } } else { // The group falls outside the range, so just assume that // it's good wherever we left it. The mesh is unchanged, // and the parameters must be marked as known. for(j = 0; j < SK.param.n; j++) { Param *newp = &(SK.param.elem[j]); Param *prevp = prev.FindByIdNoOops(newp->h); if(prevp) newp->known = true; } } } } // And update any reference dimensions with their new values for(i = 0; i < SK.constraint.n; i++) { Constraint *c = &(SK.constraint.elem[i]); if(c->reference) { c->ModifyToSatisfy(); } } // Make sure the point that we're tracing exists. if(traced.point.v && !SK.entity.FindByIdNoOops(traced.point)) { traced.point = Entity::NO_ENTITY; } // And if we're tracing a point, add its new value to the path if(traced.point.v) { Entity *pt = SK.GetEntity(traced.point); traced.path.AddPoint(pt->PointGetNum()); } prev.Clear(); InvalidateGraphics(); // Remove nonexistent selection items, for same reason we waited till // the end to put up a dialog box. GW.ClearNonexistentSelectionItems(); if(deleted.requests > 0 || deleted.constraints > 0 || deleted.groups > 0) { // All sorts of interesting things could have happened; for example, // the active group or active workplane could have been deleted. So // clear all that out. if(deleted.groups > 0) { SS.TW.ClearSuper(); } ScheduleShowTW(); GW.ClearSuper(); // People get annoyed if I complain whenever they delete any request, // and I otherwise will, since those always come with pt-coincident // constraints. if(deleted.requests > 0 || deleted.nonTrivialConstraints > 0 || deleted.groups > 0) { // Don't display any errors until we've regenerated fully. The // sketch is not necessarily in a consistent state until we've // pruned any orphaned etc. objects, and the message loop for the // messagebox could allow us to repaint and crash. But now we must // be fine. Message("Additional sketch elements were deleted, because they " "depend on the element that was just deleted explicitly. " "These include: \n" " %d request%s\n" " %d constraint%s\n" " %d group%s" "%s", deleted.requests, deleted.requests == 1 ? "" : "s", deleted.constraints, deleted.constraints == 1 ? "" : "s", deleted.groups, deleted.groups == 1 ? "" : "s", undo.cnt > 0 ? "\n\nChoose Edit -> Undo to undelete all elements." : ""); } deleted = {}; } FreeAllTemporary(); Expr::FreeAll(); allConsistent = true; return; pruned: // Restore the numerical guesses SK.param.Clear(); prev.MoveSelfInto(&(SK.param)); // Try again GenerateAll(type, andFindFree, genForBBox); } void SolveSpaceUI::ForceReferences(void) { // Force the values of the parameters that define the three reference // coordinate systems. static const struct { hRequest hr; Quaternion q; } Quat[] = { { Request::HREQUEST_REFERENCE_XY, { 1, 0, 0, 0, } }, { Request::HREQUEST_REFERENCE_YZ, { 0.5, 0.5, 0.5, 0.5, } }, { Request::HREQUEST_REFERENCE_ZX, { 0.5, -0.5, -0.5, -0.5, } }, }; for(int i = 0; i < 3; i++) { hRequest hr = Quat[i].hr; Entity *wrkpl = SK.GetEntity(hr.entity(0)); // The origin for our coordinate system, always zero Entity *origin = SK.GetEntity(wrkpl->point[0]); origin->PointForceTo(Vector::From(0, 0, 0)); SK.GetParam(origin->param[0])->known = true; SK.GetParam(origin->param[1])->known = true; SK.GetParam(origin->param[2])->known = true; // The quaternion that defines the rotation, from the table. Entity *normal = SK.GetEntity(wrkpl->normal); normal->NormalForceTo(Quat[i].q); SK.GetParam(normal->param[0])->known = true; SK.GetParam(normal->param[1])->known = true; SK.GetParam(normal->param[2])->known = true; SK.GetParam(normal->param[3])->known = true; } } void SolveSpaceUI::MarkDraggedParams(void) { sys.dragged.Clear(); for(int i = -1; i < SS.GW.pending.points.n; i++) { hEntity hp; if(i == -1) { hp = SS.GW.pending.point; } else { hp = SS.GW.pending.points.elem[i]; } if(!hp.v) continue; // The pending point could be one in a group that has not yet // been processed, in which case the lookup will fail; but // that's not an error. Entity *pt = SK.entity.FindByIdNoOops(hp); if(pt) { switch(pt->type) { case Entity::POINT_N_TRANS: case Entity::POINT_IN_3D: sys.dragged.Add(&(pt->param[0])); sys.dragged.Add(&(pt->param[1])); sys.dragged.Add(&(pt->param[2])); break; case Entity::POINT_IN_2D: sys.dragged.Add(&(pt->param[0])); sys.dragged.Add(&(pt->param[1])); break; } } } if(SS.GW.pending.circle.v) { Entity *circ = SK.entity.FindByIdNoOops(SS.GW.pending.circle); if(circ) { Entity *dist = SK.GetEntity(circ->distance); switch(dist->type) { case Entity::DISTANCE: sys.dragged.Add(&(dist->param[0])); break; } } } if(SS.GW.pending.normal.v) { Entity *norm = SK.entity.FindByIdNoOops(SS.GW.pending.normal); if(norm) { switch(norm->type) { case Entity::NORMAL_IN_3D: sys.dragged.Add(&(norm->param[0])); sys.dragged.Add(&(norm->param[1])); sys.dragged.Add(&(norm->param[2])); sys.dragged.Add(&(norm->param[3])); break; // other types are locked, so not draggable } } } } void SolveSpaceUI::SolveGroupAndReport(hGroup hg, bool andFindFree) { SolveGroup(hg, andFindFree); Group *g = SK.GetGroup(hg); if(g->solved.how == System::REDUNDANT_OKAY) { // Solve again, in case we lost a degree of freedom because of a numeric error. SolveGroup(hg, andFindFree); } bool isOkay = g->solved.how == System::SOLVED_OKAY || (g->allowRedundant && g->solved.how == System::REDUNDANT_OKAY); if(!isOkay || (isOkay && !g->IsSolvedOkay())) { TextWindow::ReportHowGroupSolved(g->h); } } void SolveSpaceUI::SolveGroup(hGroup hg, bool andFindFree) { int i; // Clear out the system to be solved. sys.entity.Clear(); sys.param.Clear(); sys.eq.Clear(); // And generate all the params for requests in this group for(i = 0; i < SK.request.n; i++) { Request *r = &(SK.request.elem[i]); if(r->group.v != hg.v) continue; r->Generate(&(sys.entity), &(sys.param)); } // And for the group itself Group *g = SK.GetGroup(hg); g->Generate(&(sys.entity), &(sys.param)); // Set the initial guesses for all the params for(i = 0; i < sys.param.n; i++) { Param *p = &(sys.param.elem[i]); p->known = false; p->val = SK.GetParam(p->h)->val; } MarkDraggedParams(); g->solved.remove.Clear(); int how = sys.Solve(g, &(g->solved.dof), &(g->solved.remove), true, andFindFree); g->solved.how = how; FreeAllTemporary(); Expr::FreeAll(); } bool SolveSpaceUI::ActiveGroupsOkay() { for(int i = 0; i < SK.groupOrder.n; i++) { Group *g = SK.GetGroup(SK.groupOrder.elem[i]); if(!g->IsSolvedOkay()) return false; if(g->h.v == SS.GW.activeGroup.v) break; } return true; } |
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