File: SVEventImplA.mesa
Author: Eric Bier in October 1982
Copyright © 1984 by Xerox Corporation. All rights reserved.
Last edited by Bier on July 12, 1987 11:39:13 pm PDT
Contents: Code to respond to button presses made in an SVViewer
DIRECTORY
AtomButtons, AtomButtonsTypes, Basics, BasicTime, CodeTimer, Containers, CoordSys, DisplayListToTree, Feedback, FileNames, FS, Imager, IO, Menus, Random, Real, Rope, SlackProcess, SV2d, SV3d, SVAlign, SVAssembly, SVBasicTypes, SVCaret, SVCastRays, SVDrawMonitor, SVEditUser, SVEvent, SVFiles, SVGravity, SVInterfaceTypes, SVModelTypes, SVMouseEvent, SVRefresh, SVScene, SVSceneTypes, SVSelect, SVSelections, SVSessionLog, SVState, SVUserInput, SVUtility, SVViewersOnScene, SVViewerTool, SVWindow, TFO3d, ViewerClasses, ViewerOps, ViewerTools;
SVEventImplA: CEDAR PROGRAM
IMPORTS AtomButtons, BasicTime, CodeTimer, CoordSys, DisplayListToTree, Feedback, FileNames, FS, IO, Random, Rope, SlackProcess, SVAlign, SVAssembly, SVCaret, SVCastRays, SVEditUser, SVEvent, SVFiles, SVGravity, SVMouseEvent, SVRefresh, SVScene, SVSelect, SVSelections, SVSessionLog, SVState, SVUserInput, SVUtility, SVViewersOnScene, SVWindow, TFO3d, ViewerOps, ViewerTools
EXPORTS SVEvent =
BEGIN
AlignBag: TYPE = SVInterfaceTypes.AlignBag;
BoundBox: TYPE = SVBasicTypes.BoundBox;
Camera: TYPE = SVModelTypes.Camera;
Color: TYPE = Imager.Color;
CoordSysGenerator: TYPE = SVScene.CoordSysGenerator;
CoordSystem: TYPE = SVModelTypes.CoordSystem;
CSGTree: TYPE = SVSceneTypes.CSGTree;
DisplayContextProc: TYPE = SVInterfaceTypes.DCProc;
DrawStyle: TYPE = SVModelTypes.DrawStyle;
EditToolData: TYPE = SVInterfaceTypes.EditToolData;
FeatureData: TYPE = SVInterfaceTypes.FeatureData;
FeedbackData: TYPE = AtomButtonsTypes.FeedbackData;
FileCamera: TYPE = SVSceneTypes.FileCamera;
GravityType: TYPE = SVInterfaceTypes.GravityType;
MasterObject: TYPE = SVSceneTypes.MasterObject;
Matrix4by4: TYPE = SV3d.Matrix4by4;
MouseButton: TYPE = Menus.MouseButton;
Point2d: TYPE = SV2d.Point2d;
Point3d: TYPE = SV3d.Point3d;
Primitive: TYPE = SVSceneTypes.Primitive;
Scene: TYPE = SVSceneTypes.Scene;
Slice: TYPE = SVSceneTypes.Slice;
SliceDescriptor: TYPE = SVSceneTypes.SliceDescriptor;
SliceDescriptorGenerator: TYPE = SVSceneTypes.SliceDescriptorGenerator;
SortedButtonHandle: TYPE = AtomButtonsTypes.SortedButtonHandle;
TriggerBag: TYPE = SVInterfaceTypes.TriggerBag;
TwoState: TYPE = AtomButtons.TwoState;
Vector2d: TYPE = SV2d.Vector2d;
Vector3d: TYPE = SV3d.Vector3d;
Viewer: TYPE = ViewerClasses.Viewer;
SVData: TYPE = SVInterfaceTypes.SVData;
Gravity Line Operations
GravityChoiceChange: PUBLIC PROC [event: LIST OF REF ANY, svData: SVData] = {
forward: BOOL ← event.rest.first = $FlipForward;
SVState.CycleGravityType[svData, forward];
};
GravityExtentChange: PUBLIC PROC [event: LIST OF REF ANY, svData: SVData] = {
extent: REAL ← SVState.GetGravityExtent[svData]; -- in inches
success: BOOLTRUE;
SELECT event.rest.first FROM
$ValueUp => {
IF extent < 256.0 THEN extent ← extent*2.0
ELSE {
Feedback.PutF[svData.feedback, oneLiner, "Can't extend gravity further than 256 inches."];
Feedback.Blink[svData.feedback];
success ← FALSE;
};
};
$ValueDown => extent ← extent/2.0;
ENDCASE => extent ← SVEditUser.GetDefaultGravityExtent[];
IF success THEN {
SVState.SetGravityExtent[svData, extent];
};
};
ToggleGravity: PUBLIC PROC [event: LIST OF REF ANY, svData: SVData] = {
SVState.ToggleGravity[svData];
};
ToggleMidpoints: PUBLIC PROC [event: LIST OF REF ANY, svData: SVData] = {
SVState.ToggleMidpoints[svData];
};
Alignment Lines
InitializeAlignments: PUBLIC PROC [event: LIST OF REF ANY, svData: SVData] = {
AllAlignmentsOff[NIL, svData];
SVState.SetShowAlignments[svData, TRUE];
SVState.SetGravity[svData, TRUE];
SVState.SetGravityType[svData, pointsPreferred];
SVEvent.InchScaleUnit[NIL, svData];
SVState.SetHeuristics[svData, TRUE];
};
AllAlignmentsOff: PUBLIC PROC [event: LIST OF REF ANY, svData: SVData] = {
SlopeLinePrompt[event, svData];
SlopePlanePrompt[event, svData];
SVState.SetMidpoints[svData, FALSE];
};
StandardSlopes: PUBLIC PROC [event: LIST OF REF ANY, svData: SVData] = {
AtomButtons.BuildScalarButtons[svData.hitTest.slopeHandle, svData, SVUserInput.EventNotify, NIL,
LIST[
["", 999.9, LIST[$NoOp, NEW[REAL ← 999.9]], FALSE], -- dummy first button
["150", 150.0, LIST[LIST[$ChooseSlope, NEW[REAL ← 150.0]]], FALSE],
["135", 135.0, LIST[LIST[$ChooseSlope, NEW[REAL ← 135.0]]], FALSE],
["120", 120.0, LIST[LIST[$ChooseSlope, NEW[REAL ← 120.0]]], FALSE],
["90", 90.0, LIST[LIST[$ChooseSlope, NEW[REAL ← 90.0]]], FALSE],
["60", 60.0, LIST[LIST[$ChooseSlope, NEW[REAL ← 60.0]]], FALSE],
["45", 45.0, LIST[LIST[$ChooseSlope, NEW[REAL ← 45.0]]], FALSE],
["30", 30.0, LIST[LIST[$ChooseSlope, NEW[REAL ← 30.0]]], FALSE],
["0", 0.0, LIST[LIST[$ChooseSlope, NEW[REAL ← 0.0]]], TRUE]
]];
};
StandardAzimuths: PUBLIC PROC [event: LIST OF REF ANY, svData: SVData] = {
AtomButtons.BuildScalarButtons[svData.hitTest.azimuthHandle, svData, SVUserInput.EventNotify, NIL,
LIST[
["", 999.9, LIST[$NoOp, NEW[REAL ← 999.9]], FALSE], -- dummy first button
["150", 150.0, LIST[LIST[$ChooseAzimuth, NEW[REAL ← 150.0]]], FALSE],
["135", 135.0, LIST[LIST[$ChooseAzimuth, NEW[REAL ← 135.0]]], FALSE],
["120", 120.0, LIST[LIST[$ChooseAzimuth, NEW[REAL ← 120.0]]], FALSE],
["90", 90.0, LIST[LIST[$ChooseAzimuth, NEW[REAL ← 90.0]]], FALSE],
["60", 60.0, LIST[LIST[$ChooseAzimuth, NEW[REAL ← 60.0]]], FALSE],
["45", 45.0, LIST[LIST[$ChooseAzimuth, NEW[REAL ← 45.0]]], FALSE],
["30", 30.0, LIST[LIST[$ChooseAzimuth, NEW[REAL ← 30.0]]], FALSE],
["0", 0.0, LIST[LIST[$ChooseAzimuth, NEW[REAL ← 0.0]]], TRUE]
]];
};
StandardSlopeLines: PUBLIC PROC [event: LIST OF REF ANY, svData: SVData] = {
AtomButtons.BuildSortedButtons[svData.hitTest.slopeLineHandle, svData, SVUserInput.EventNotify, NIL,
LIST[
["(0 0)",NEW[Vector2d←[0,0]], LIST[LIST[$ToggleSlopeLine,NEW[Vector2d←[0,0]]]],TRUE],
["(0 90)",NEW[Vector2d←[0,90]],LIST[LIST[$ToggleSlopeLine,NEW[Vector2d←[0,90]]]],FALSE],
["(90 0)",NEW[Vector2d←[90,0]], LIST[LIST[$ToggleSlopeLine,NEW[Vector2d←[90,0]]]],FALSE]
]];
IF event.first = $StandardSlopeLines THEN
SVWindow.RestoreScreenAndInvariants[paintAction: $NewAlignmentsDeselected, svData: svData, remake: alignBag, backgndOK: TRUE, edited: FALSE, okToClearFeedback: TRUE];
};
StandardSlopePlanes: PUBLIC PROC [event: LIST OF REF ANY, svData: SVData] = {
AtomButtons.BuildSortedButtons[svData.hitTest.slopePlaneHandle, svData, SVUserInput.EventNotify, NIL,
LIST[
["(0 0)",NEW[Vector2d←[0,0]],LIST[LIST[$ToggleSlopePlane,NEW[Vector2d←[0,0]]]],FALSE],
["(0 90)",NEW[Vector2d←[0,90]],LIST[LIST[$ToggleSlopePlane,NEW[Vector2d←[0,90]]]],FALSE],
["(90 0)",NEW[Vector2d←[90,0]],LIST[LIST[$ToggleSlopePlane,NEW[Vector2d←[90,0]]]],TRUE]
]];
IF event.first = $StandardSlopePlanes THEN
SVWindow.RestoreScreenAndInvariants[paintAction: $NewAlignmentsDeselected, svData: svData, remake: alignBag, backgndOK: TRUE, edited: FALSE, okToClearFeedback: TRUE];
};
Azimuth Line
AzimuthPrompt: PUBLIC PROC [event: LIST OF REF ANY, svData: SVData] = {
};
GetAzimuth: PUBLIC PROC [event: LIST OF REF ANY, svData: SVData] = {
};
AddAzimuth: PUBLIC PROC [event: LIST OF REF ANY, svData: SVData] = {
adds azimuth from azimuth viewer in measure line
If azimuthViewValue was set internally, viewer and value will be consistent.
If AzimuthValue viewer was set by typein, viewer and value will be inconsistent.
azimuth: REAL;
success, alreadyThere: BOOL;
[azimuth, success] ← SVState.GetAzimuthValue[svData];
IF NOT success THEN RETURN;
alreadyThere ← SVState.AddAzimuth[svData, azimuth];
IF NOT alreadyThere THEN { -- a new button was added
SVWindow.RestoreScreenAndInvariants[paintAction: $None, svData: svData, remake: none, backgndOK: TRUE, edited: TRUE, okToClearFeedback: TRUE];
};
};
DeleteAzimuth: PUBLIC PROC [event: LIST OF REF ANY, svData: SVData] = {
SVState.DeleteAzimuth[svData];
SVWindow.RestoreScreenAndInvariants[paintAction: $NewAlignmentsDeselected, svData: svData, remake: alignBag, backgndOK: TRUE, edited: FALSE, okToClearFeedback: TRUE];
};
ChooseAzimuth: PUBLIC PROC [event: LIST OF REF ANY, svData: SVData] = {
azimuth: REALNARROW[event.rest.first, REF REAL]^;
AtomButtons.SetAllScalarStates[svData, svData.hitTest.azimuthHandle, FALSE];
AtomButtons.SetScalarState[svData, svData.hitTest.azimuthHandle, azimuth, TRUE];
};
Slope Line
SlopePrompt: PUBLIC PROC [event: LIST OF REF ANY, svData: SVData] = {
Since slopes are mutually exclusive, there is no reason to turn them all off. We could set the slope to 0 or do nothing at all.
};
GetSlope: PUBLIC PROC [event: LIST OF REF ANY, svData: SVData] = {
};
AddSlope: PUBLIC PROC [event: LIST OF REF ANY, svData: SVData] = {
adds slope from angle viewer in measure line
If slopeViewValue was set internally, viewer and value will be consistent.
If SlopeValue viewer was set by typein, viewer and value will be inconsistent.
slope: REAL;
success, alreadyThere: BOOL;
[slope, success] ← SVState.GetSlopeValue[svData];
IF NOT success THEN RETURN;
alreadyThere ← SVState.AddSlope[svData, slope];
IF NOT alreadyThere THEN { -- a new button was added
SVWindow.RestoreScreenAndInvariants[paintAction: $None, svData: svData, remake: none, backgndOK: TRUE, edited: TRUE, okToClearFeedback: TRUE];
};
};
DeleteSlope: PUBLIC PROC [event: LIST OF REF ANY, svData: SVData] = {
SVState.DeleteSlope[svData];
SVWindow.RestoreScreenAndInvariants[paintAction: $NewAlignmentsDeselected, svData: svData, remake: alignBag, backgndOK: TRUE, edited: FALSE, okToClearFeedback: TRUE];
};
ChooseSlope: PUBLIC PROC [event: LIST OF REF ANY, svData: SVData] = {
slope: REALNARROW[event.rest.first, REF REAL]^;
AtomButtons.SetAllScalarStates[svData, svData.hitTest.slopeHandle, FALSE];
AtomButtons.SetScalarState[svData, svData.hitTest.slopeHandle, slope, TRUE];
};
Slope Line Line
SlopeLinePrompt: PUBLIC PROC [event: LIST OF REF ANY, svData: SVData] = {
AtomButtons.SetAllScalarStates[svData, svData.hitTest.slopeLineHandle, FALSE];
IF event.first = $SlopeLinePrompt THEN SVWindow.RestoreScreenAndInvariants[paintAction: $NewAlignmentsDeselected, svData: svData, remake: alignBag, backgndOK: TRUE, edited: FALSE, okToClearFeedback: TRUE];
};
GetSlopeLine: PUBLIC PROC [event: LIST OF REF ANY, svData: SVData] = {
};
AddSlopeLine: PUBLIC PROC [event: LIST OF REF ANY, svData: SVData] = {
AddAzimuth[event, svData];
AddSlope[event, svData];
NewSlopeLine[event, svData];
};
NewSlopeLine: PUBLIC PROC [event: LIST OF REF ANY, svData: SVData] = {
azimuth, slope: REAL;
alreadyThere: BOOL;
azimuth ← SVState.GetSelectedAzimuth[svData];
slope ← SVState.GetSelectedSlope[svData];
alreadyThere ← SVState.AddSlopeLine[svData, azimuth, slope];
SVWindow.RestoreScreenAndInvariants[paintAction: $NewAlignmentsSelected, svData: svData, remake: alignBag, backgndOK: TRUE, edited: FALSE, okToClearFeedback: TRUE];
};
DeleteSlopeLine: PUBLIC PROC [event: LIST OF REF ANY, svData: SVData] = {
SVState.DeleteSlopeLines[svData];
SVWindow.RestoreScreenAndInvariants[paintAction: $NewAlignmentsDeselected, svData: svData, remake: alignBag, backgndOK: TRUE, edited: FALSE, okToClearFeedback: TRUE];
};
ToggleSlopeLine: PUBLIC PROC [event: LIST OF REF ANY, svData: SVData] = {
restoreNow: BOOL ← event.first = $ToggleSlopeLine;
ToggleAlignmentAux[event, svData, svData.hitTest.slopeLineHandle, restoreNow];
};
ToggleAlignmentAux: PUBLIC PROC [event: LIST OF REF ANY, svData: SVData, handle: SortedButtonHandle, restoreNow: BOOL] = {
FindAzimuthSlope: PROC [state: BOOL, name: Rope.ROPE, value: REF ANY, clientData: REF ANY] RETURNS [newState: BOOL, newName: Rope.ROPENIL, newValue: REF ANY, done: BOOLFALSE] = {
azimuthSlope: Vector2d ← NARROW[value, REF Vector2d]^;
IF ABS[azimuthSlope[1]-azimuth] < epsilon AND ABS[azimuthSlope[2]-slope] < epsilon
THEN {totalNewState ← newState ← NOT state; done ← TRUE}
ELSE newState ← state;
newName ← name;
newValue ← value;
};
epsilon: REAL = 0.001;
totalNewState: BOOL;
azimuth, slope: REAL;
azimuthSlope: Vector2d;
azimuthSlope ← NARROW[event.rest.first, REF Vector2d]^;
azimuth ← azimuthSlope[1];
slope ← azimuthSlope[2];
AtomButtons.WriteSortedButtons[handle, FindAzimuthSlope, svData];
IF restoreNow AND totalNewState THEN
SVWindow.RestoreScreenAndInvariants[paintAction: $NewAlignmentsSelected, svData: svData, remake: alignBag, backgndOK: TRUE, edited: FALSE, okToClearFeedback: TRUE]
ELSE SVWindow.RestoreScreenAndInvariants[paintAction: $NewAlignmentsDeselected, svData: svData, remake: alignBag, backgndOK: TRUE, edited: FALSE, okToClearFeedback: TRUE];
};
Slope Plane Line
SlopePlanePrompt: PUBLIC PROC [event: LIST OF REF ANY, svData: SVData] = {
AtomButtons.SetAllScalarStates[svData, svData.hitTest.slopePlaneHandle, FALSE];
IF event.first = $SlopePlanePrompt THEN SVWindow.RestoreScreenAndInvariants[paintAction: $NewAlignmentsDeselected, svData: svData, remake: alignBag, backgndOK: TRUE, edited: FALSE, okToClearFeedback: TRUE];
};
GetSlopePlane: PUBLIC PROC [event: LIST OF REF ANY, svData: SVData] = {
};
AddSlopePlane: PUBLIC PROC [event: LIST OF REF ANY, svData: SVData] = {
AddAzimuth[event, svData];
AddSlope[event, svData];
NewSlopePlane[event, svData];
};
NewSlopePlane: PUBLIC PROC [event: LIST OF REF ANY, svData: SVData] = {
azimuth, slope: REAL;
alreadyThere: BOOL;
azimuth ← SVState.GetSelectedAzimuth[svData];
slope ← SVState.GetSelectedSlope[svData];
alreadyThere ← SVState.AddSlopePlane[svData, azimuth, slope];
SVWindow.RestoreScreenAndInvariants[paintAction: $NewAlignmentsSelected, svData: svData, remake: alignBag, backgndOK: TRUE, edited: FALSE, okToClearFeedback: TRUE];
};
DeleteSlopePlane: PUBLIC PROC [event: LIST OF REF ANY, svData: SVData] = {
SVState.DeleteSlopePlanes[svData];
SVWindow.RestoreScreenAndInvariants[paintAction: $NewAlignmentsDeselected, svData: svData, remake: alignBag, backgndOK: TRUE, edited: FALSE, okToClearFeedback: TRUE];
};
ToggleSlopePlane: PUBLIC PROC [event: LIST OF REF ANY, svData: SVData] = {
restoreNow: BOOL ← event.first = $ToggleSlopePlane;
ToggleAlignmentAux[event, svData, svData.hitTest.slopePlaneHandle, restoreNow];
};
MISCELLANEOUS
Painter: PUBLIC PROC [proc: DisplayContextProc, svData: SVData ← NIL] = {
}; -- end of Painter
UpdateHeader: PUBLIC PROC [pictureFile: Rope.ROPE, svData: SVData] = {
headerRope: Rope.ROPE;
aisName: Rope.ROPE;
viewName: Rope.ROPE ← svData.camera.viewName;
IF pictureFile = NIL THEN pictureFile ← svData.scene.name;
headerRope ← Rope.Cat[viewName, " View of Solid Scene: ", pictureFile];
aisName ← Rope.Concat[SVFiles.FilenameMinusExtension[pictureFile], ".ais"];
svData.outer.name ← headerRope;
ViewerOps.PaintViewer[svData.outer, caption, FALSE, NIL];
};
NewVersion: PUBLIC PROC [viewer: Viewer] = {
svData: SVData ← NARROW[viewer.data];
scene: Scene ← svData.scene;
scene.dirty ← TRUE;
svData.scene.tree.outOfDate ← TRUE;
svData.outer.newVersion ← TRUE;
UpdateHeader[scene.name, svData];
};
SceneOldVersion: PUBLIC PROC [svData: SVData] = {
Tell EditTool that scene is no longer dirty. EditTool will call back all affected viewers using OldVersion (see below).
scene: Scene ← svData.scene;
SVViewersOnScene.SceneOldVersion[svData, scene];
};
OldVersion: PUBLIC PROC [viewer: Viewer] = {
svData: SVData ← NARROW[viewer.data];
scene: Scene ← svData.scene;
scene.dirty ← FALSE;
svData.scene.tree.outOfDate ← TRUE; -- OldVersion may result from loading a new scene, or creating an empty scene. In either case, the ray tracing tree is out of date. Set flag just in case.
svData.outer.newVersion ← FALSE;
UpdateHeader[scene.name, svData];
};
DRAW SOMETHING IN A SOLID VIEWER (Fetches a display context first)
EraseAndDrawScene: PUBLIC PROC [svData: SVData] = {
SVWindow.RestoreScreenAndInvariants[$PaintEntireScene, svData];
};
MENU PROCS
DrawSceneButton: PUBLIC PROC [event: LIST OF REF ANY, svData: SVData] = {
SVWindow.RestoreScreenAndInvariants[$PaintEntireScene, svData];
};
Clear: PUBLIC PROC [event: LIST OF REF ANY, svData: SVData] = {
Creates a new empty scene for the viewer to view.
editToolData: EditToolData ← svData.editToolData;
oldScene: Scene ← svData.scene;
newScene: Scene;
oldScreenCS: CoordSystem;
fileCamera: FileCamera;
cameraName: Rope.ROPE;
drawStyle: DrawStyle;
oldScreenCS ← svData.camera.screenCS;
newScene ← svData.scene ← SVScene.CreateScene["NoName.pic"];
SVSelections.KillSkitterAndSelections[editToolData];
UpdateHeader[newScene.name, svData];
SVEvent.Selected[event, svData];
IF newScene.cameraOrder = NIL THEN fileCamera ← newScene.cameras.first
ELSE {
success: BOOL;
cameraName ← newScene.cameraOrder.first;
[fileCamera, success] ← SVScene.FindFileCameraFromName[cameraName, newScene];
IF NOT success THEN {
fileCamera ← newScene.cameras.first;
Feedback.Append[svData.feedback, Rope.Cat["Camera ", cameraName, " not found"], oneLiner];
Feedback.Blink[svData.feedback];
};
};
drawStyle ← SVEvent.CurrentStyle[svData];
svData.camera ← SVScene.CreateCamera[newScene.coordSysRoot, CoordSys.CopyCoordSysFromAnyTree[oldScreenCS, "SCREEN", NIL, NIL], drawStyle];
SVScene.StuffCameraFromFileCamera[svData.camera, fileCamera, svData.camera.style, newScene];
SVViewersOnScene.NotifyOfEmpty[svData: svData, from: oldScene, to: svData.scene];
SceneOldVersion[svData];
This must be done after NotifyOfEmpty since SVViewersOnScene expects to register to the newly created NoName scene before it resets the [New Version] headers.
SVWindow.RestoreScreenAndInvariants[$PaintEntireScene, svData];
};
Restore: PUBLIC PROC [event: LIST OF REF ANY, svData: SVData] = {
editToolData: EditToolData ← svData.editToolData;
success: BOOL;
wdir: Rope.ROPE;
scene: Scene ← svData.scene;
wdir ← editToolData.originalWorkingDirectory;
[scene, success] ← SVViewersOnScene.LoadScene[svData, scene.name, wdir];
Reload this scene from its backing file.
IF success THEN {
svData.scene ← scene;
SVSelections.KillSkitterAndSelections[editToolData];
SceneOldVersion[svData];
UpdateHeader[scene.name, svData];
EraseAndDrawScene[svData];
SVEvent.Selected[event, svData];
};
}; -- end of Reset
Save: PUBLIC PROC [event: LIST OF REF ANY, svData: SVData] = {
success: BOOL;
sceneName: Rope.ROPE;
scene: Scene ← svData.scene;
sceneName ← FileNames.StripVersionNumber[scene.name];
success ← SVViewersOnScene.SaveScene[svData, sceneName];
IF success THEN {
SVEvent.Selected[event, svData];
SceneOldVersion[svData];
UpdateHeader[scene.name, svData];
};
}; -- end of Save
GetMergeAux: PROC [fullName: Rope.ROPE, wdir: Rope.ROPE, versionSpecified: BOOLFALSE, event: ATOM, opName: Rope.ROPE, svData: SVData] = {
success: BOOL;
scene: Scene;
oldScreenCS: CoordSystem ← svData.camera.screenCS;
TIMING VARIABLES
startTime: BasicTime.GMT;
endTime: BasicTime.GMT;
totalTime: INT;
timeRope: Rope.ROPE;
drawStyle: DrawStyle;
fileCamera: FileCamera;
cameraName: Rope.ROPE;
startTime ← BasicTime.Now[];
[scene, success] ← SVViewersOnScene.LoadScene[svData, fullName, wdir];
IF NOT success THEN RETURN;
endTime ← BasicTime.Now[];
totalTime ← BasicTime.Period[startTime, endTime];
timeRope ← IO.PutFR[" Done in time (%r)", [integer[totalTime]]];
Feedback.Append[svData.feedback, timeRope, oneLiner];
Choose a Tripod
IF scene.cameraOrder = NIL THEN fileCamera ← scene.cameras.first
ELSE {
cameraName ← scene.cameraOrder.first;
[fileCamera, success] ← SVScene.FindFileCameraFromName[cameraName, scene];
IF NOT success THEN {
fileCamera ← scene.cameras.first;
Feedback.Append[svData.feedback, Rope.Cat["Camera ", cameraName, " not found"], oneLiner];
Feedback.Blink[svData.feedback];
};
};
drawStyle ← SVEvent.CurrentStyle[svData];
svData.camera ← SVScene.CreateCamera[scene.coordSysRoot, CoordSys.CopyCoordSysFromAnyTree[oldScreenCS, "SCREEN", NIL, NIL], drawStyle];
SVScene.StuffCameraFromFileCamera[svData.camera, fileCamera, svData.camera.style, scene];
Finish Up
svData.scene ← scene;
UpdateHeader[fullName, svData];
SceneOldVersion[svData];
SVEvent.Selected[NIL, svData];
SVWindow.RestoreScreenAndInvariants[paintAction: $PaintEntireScene, svData: svData, remake: triggerBag, backgndOK: FALSE, edited: event=$Merge, okToClearFeedback: FALSE];
};
Get: PUBLIC PROC [event: LIST OF REF ANY, svData: SVData] = {
editToolData: EditToolData ← NARROW[svData.editToolData];
picName: Rope.ROPENARROW[event.rest.first];
success: BOOL;
fullName: Rope.ROPE;
wdir: Rope.ROPE;
IF Rope.Length[picName] = 0 THEN RETURN;
wdir ← editToolData.originalWorkingDirectory;
success ← TRUE;
[fullName,,] ← FS.ExpandName[picName, wdir
! FS.Error => IF error.group = user THEN {
success ← FALSE;
CONTINUE;
}
];
IF NOT success THEN RETURN;
ClearAux[event, svData];
GetMergeAux[fullName, wdir, FALSE, $Get, "Get", svData];
}; -- end of Get
ClearAux: PROC [event: LIST OF REF ANY, svData: SVData] = {
svData.refresh.overlayList ← NIL;
SVSelect.DeselectAllAllClasses[svData.scene];
svData.scene ← SVScene.CreateScene["NoName.pic"];
svData.editToolData.skitter ← SVCaret.Create[];
svData.scene.anchor ← SVCaret.Create[];
svData.aborted ← ALL[FALSE];
};
Store: PUBLIC PROC [event: LIST OF REF ANY, svData: SVData] = {
editToolData: EditToolData ← NARROW[svData.editToolData];
wdir: Rope.ROPE;
success: BOOL;
picName: Rope.ROPENARROW[event.rest.first];
fullName: Rope.ROPE;
scene: Scene ← svData.scene;
IF Rope.Length[picName] = 0 THEN RETURN;
wdir ← editToolData.originalWorkingDirectory;
success ← TRUE;
[fullName,,] ← FS.ExpandName[picName, wdir
! FS.Error => IF error.group = user THEN {
success ← FALSE;
CONTINUE;
}
];
IF NOT success THEN RETURN;
success ← SVViewersOnScene.StoreScene[svData, scene, fullName];
IF success THEN {
UpdateHeader[fullName, svData];
SVEvent.Selected[event, svData];
SceneOldVersion[svData];
UpdateHeader[scene.name, svData];
aisName ← Rope.Concat[SVFiles.FilenameMinusExtension[fullName], ".ais"];
};
}; -- end of Store
Split: PUBLIC PROC [event: LIST OF REF ANY, svData: SVData] = {
Create a new viewer onto this scene. Update the ring of links joining all viewers onto this scene,
scene: Scene ← svData.scene;
SVViewersOnScene.Split[svData, scene];
};
Script Menu
in SVEventImplA.OpenScript
OpenScript: PUBLIC Menus.ClickProc = {
svData: SVData ← NARROW[clientData];
name: Rope.ROPE ← ViewerTools.GetSelectionContents[];
SVSessionLog.OpenScript[name, svData];
IF svData.debug.logStream#NIL THEN [] ← SlackProcess.EnableSessionLogging[svData.slackHandle];
};
AppendToScript: PUBLIC Menus.ClickProc = {
svData: SVData ← NARROW[clientData];
name: Rope.ROPE ← ViewerTools.GetSelectionContents[];
SVSessionLog.AppendScript[name, svData];
IF svData.debug.logStream#NIL THEN [] ← SlackProcess.EnableSessionLogging[svData.slackHandle];
};
CloseScript: PUBLIC Menus.ClickProc = {
svData: SVData ← NARROW[clientData];
[] ← SlackProcess.DisableSessionLogging[svData.slackHandle];
SVSessionLog.CloseScript[svData];
};
PlaybackScript: PUBLIC Menus.ClickProc = {
svData: SVData ← NARROW[clientData];
name: Rope.ROPE ← ViewerTools.GetSelectionContents[];
SVSessionLog.PlaybackFromFile[name, svData];
};
FastPlayScript: PUBLIC Menus.ClickProc = {
svData: SVData ← NARROW[clientData];
name: Rope.ROPE ← ViewerTools.GetSelectionContents[];
SVUserInput.EventNotify[svData, LIST[$DisableRefresh]];
SVSessionLog.PlaybackFromFile[name, svData];
SVUserInput.EventNotify[svData, LIST[$EnableRefresh]];
SVUserInput.EventNotify[svData, LIST[$Refresh, $DoNotClearFeedback]];
};
RayCast: PUBLIC PROC [event: LIST OF REF ANY, svData: SVData] = {
editToolData: EditToolData ← NARROW[svData.editToolData];
scene: Scene ← svData.scene;
camera: Camera ← svData.camera;
feedback: FeedbackData ← svData.feedback;
tree: CSGTree;
startTime: BasicTime.GMT;
afterTreeTime: BasicTime.GMT;
endTime: BasicTime.GMT;
totalTime: INT;
msgRope, wdir: Rope.ROPE;
aisFileRope: Rope.ROPE;
success: BOOL;
maxRed, maxGreen, maxBlue, maxBlack: NAT;
aisFileRope ← Rope.Concat[SVFiles.FilenameMinusExtension[scene.name], ".ais"];
wdir ← editToolData.originalWorkingDirectory;
success ← TRUE;
[aisFileRope,,] ← FS.ExpandName[aisFileRope, wdir
! FS.Error => IF error.group = user THEN {
Feedback.Append[svData.feedback, Rope.Concat["RayCast: ", error.explanation], oneLiner];
success ← FALSE;
CONTINUE;
}
];
IF NOT success THEN RETURN;
startTime ← BasicTime.Now[];
tree ← DisplayListToTree.AssemblyToTree[scene.assembly, scene, camera];
afterTreeTime ← BasicTime.Now[];
totalTime ← BasicTime.Period[from: startTime, to: afterTreeTime];
Feedback.PutF[svData.feedback, oneLiner, "Building tree took (%r)",[integer[totalTime]]];
IF mouseButton = red OR mouseButton = blue THEN {
[success, maxRed, maxGreen, maxBlue, maxBlack] ← SVCastRays.DrawTree[tree, scene.lightSources, camera, aisFileRope, mouseButton = blue, SVEvent.RayCastProgress, svData, feedback];
[success, maxRed, maxGreen, maxBlue, maxBlack] ← SVCastRays.DrawTree[tree, scene.lightSources, camera, aisFileRope, TRUE, SVEvent.RayCastProgress, svData, feedback];
}
ELSE { -- yellow bug
cameraPoint: Point2d;
[cameraPoint, ----] ← SVSelections.GetPositionSkitter[];
[success, maxRed, maxGreen, maxBlue, maxBlack] ← SVCastRays.DrawTreeWithStartLine[cameraPoint[2], tree, scene.lightSources, camera, aisFileRope, mouseButton = blue, SVEvent.RayCastProgress, svData, feedback];
};
IF NOT success THEN {
Feedback.PutF[feedback, end, "...Raycast aborted."];
RETURN;
};
endTime ← BasicTime.Now[];
totalTime ← BasicTime.Period[from: afterTreeTime, to: endTime];
Feedback.PutF[svData.feedback, begin, " Raycast took (%r).",[integer[totalTime]]];
msgRope ← IO.PutFR[" Max values were: red: (%g) green: (%g) blue: (%g) black: (%g)\n",
[integer[maxRed]], [integer[maxGreen]], [integer[maxBlue]], [integer[maxBlack]]];
Feedback.AppendTypescript[svData.feedback, msgRope, end];
SVEvent.DrawBlackAndWhite[event, svData];
}; -- end of RayCast
StopRays: PUBLIC PROC [event: LIST OF REF ANY, svData: SVData] = {
camera: Camera ← svData.camera;
camera.abort ← TRUE;
};
ARay: PUBLIC PROC [event: LIST OF REF ANY, svData: SVData] = {
scene: Scene ← svData.scene;
camera: Camera ← svData.camera;
outHandle: IO.STREAM ← Feedback.GetTypescriptStream[$Solidviews];
Get x and y from appropriate slots. Interpret this as camera coordinates and draw a cross.
x, y: REAL;
tree: CSGTree ← DisplayListToTree.AssemblyToTree[scene.assembly, scene, camera];
color: Color;
[x, y] ← SVUtility.ReadTwoReals[svData.textSection.xyz];
color ← SVCastRays.SingleRay[[x, y], tree, scene.lightSources, camera, svData.feedback, TRUE];
Feedback.PutFTypescript[svData.feedback, begin, "[%g,%g]: ",[real[x]], [real[y]]];
TFO3d.FileoutColor[outHandle, color];
Feedback.PutFTypescript[svData.feedback, end, "\n"];
}; -- end of ARay
Select Menu
CycleSelection: PUBLIC PROC [event: LIST OF REF ANY, svData: SVData] = {
scene: Scene ← svData.scene;
pointWorld: Point3d;
normalWorld: Vector3d;
feature: FeatureData;
hitData: REF ANY;
featureCycler: SVGravity.FeatureCycler ← SVState.GetSelectionCycler[svData];
direction: ATOMNARROW[event.rest.first];
SELECT direction FROM
$Forward => [pointWorld, normalWorld, feature, hitData] ← SVGravity.NextFeature[featureCycler];
$Backward => [pointWorld, normalWorld, feature, hitData] ← SVGravity.PreviousFeature[featureCycler];
ENDCASE => ERROR;
SVMouseEvent.SelectFromFeature[svData, featureCycler.cameraPt, pointWorld, normalWorld, feature, hitData];
};
Hot Spots Menu
MakeHot: PUBLIC PROC [event: LIST OF REF ANY, svData: SVData] = {
sliceDescGen: SliceDescriptorGenerator ← SVSelect.SelectedSlices[svData.scene, normal];
Make slices hot.
FOR sliceD: SliceDescriptor ← SVSelect.NextSliceDescriptor[sliceDescGen], SVSelect.NextSliceDescriptor[sliceDescGen] UNTIL sliceD=NIL DO
SVSelect.SelectSlice[sliceD, svData.scene, hot];
ENDLOOP;
Fix the trigger bags, object bags, and Foreground plane (for efficiency).
sliceDescGen ← SVSelect.SelectedSlices[svData.scene, hot];
FOR sliceD: SliceDescriptor ← SVSelect.NextSliceDescriptor[sliceDescGen], SVSelect.NextSliceDescriptor[sliceDescGen] UNTIL sliceD=NIL DO
sliceFeature: FeatureData ← SVAlign.AddHotSlice[sliceD, svData.hitTest.triggerBag]; -- fix triggerBag
alignObjects: LIST OF FeatureData ← SVAlign.IncrementalFilters[sliceFeature, svData.hitTest, NOT SVState.GetShowAlignments[svData], svData.hitTest.alignBag];
SVRefresh.NoteNewForeground[alignObjects, svData]; -- fix foreground plane
ENDLOOP;
Repaint
SVWindow.RestoreScreenAndInvariants[paintAction: $SequencesMadeHot, svData: svData, remake: none, backgndOK: TRUE, edited: FALSE, okToClearFeedback: TRUE];
};
MakeCold: PUBLIC PROC [event: LIST OF REF ANY, svData: SVData] = {
sliceDescGen: SliceDescriptorGenerator ← SVSelect.SelectedSlices[svData.scene, normal];
FOR sliceD: SliceDescriptor ← SVSelect.NextSliceDescriptor[sliceDescGen], SVSelect.NextSliceDescriptor[sliceDescGen] UNTIL sliceD=NIL DO
SVSelect.DeselectSlice[sliceD.slice, sliceD.parts, svData.scene, hot];
ENDLOOP;
SVWindow.RestoreScreenAndInvariants[paintAction: $SequencesMadeCold, svData: svData, remake: triggerBag, backgndOK: TRUE, edited: FALSE, okToClearFeedback: TRUE];
};
MakeAllHot: PUBLIC PROC [event: LIST OF REF ANY, svData: SVData] = {
triggerBag: TriggerBag ← svData.hitTest.triggerBag;
alignBag: AlignBag ← svData.hitTest.alignBag;
sliceDescGen: SliceDescriptorGenerator;
sliceGen: SVScene.AssemblyGenerator ← SVScene.PrimAssembliesInScene[svData.scene];
FOR slice: Slice ← SVScene.NextAssembly[sliceGen], SVScene.NextAssembly[sliceGen] UNTIL slice = NIL DO
sliceD: SliceDescriptor ← SVAssembly.NewParts[slice, NIL, [0,0,0], topLevel];
SVSelect.SelectSlice[sliceD, svData.scene, hot];
ENDLOOP;
Update the hot and current trigger bags.
sliceDescGen ← SVSelect.SelectedSlices[svData.scene, hot]; -- expects only outline types !!
FOR sliceD: SliceDescriptor ← SVSelect.NextSliceDescriptor[sliceDescGen], SVSelect.NextSliceDescriptor[sliceDescGen] UNTIL sliceD=NIL DO
feature: FeatureData ← SVAlign.AddHotSlice[sliceD, triggerBag];
alignObjects: LIST OF FeatureData;
alignObjects ← SVAlign.IncrementalFilters[feature, svData.hitTest, NOT SVState.GetShowAlignments[svData], alignBag];
SVRefresh.NoteNewForeground[alignObjects, svData];
ENDLOOP;
SVWindow.RestoreScreenAndInvariants[paintAction: $SequencesMadeHot, svData: svData, remake: triggerBag, backgndOK: TRUE, edited: FALSE, okToClearFeedback: TRUE];
};
MakeAllCold: PUBLIC PROC [event: LIST OF REF ANY, svData: SVData] = {
sliceDescGen: SliceDescriptorGenerator ← SVSelect.SelectedSlices[svData.scene, hot];
FOR sliceD: SliceDescriptor ← SVSelect.NextSliceDescriptor[sliceDescGen], SVSelect.NextSliceDescriptor[sliceDescGen] UNTIL sliceD=NIL DO
SVSelect.DeselectSlice[sliceD.slice, sliceD.parts, svData.scene, hot];
ENDLOOP;
SVWindow.RestoreScreenAndInvariants[paintAction: $SequencesMadeCold, svData: svData, remake: triggerBag, backgndOK: TRUE, edited: FALSE, okToClearFeedback: TRUE];
};
DropAnchor: PUBLIC PROC [event: LIST OF REF ANY, svData: SVData] = {
editToolData: EditToolData ← svData.editToolData;
SVCaret.Copy[from: editToolData.skitter, to: svData.scene.anchor];
[] ← SVAlign.CreateAnchorTrigger[SVState.GetAnchor[svData], svData.hitTest.triggerBag]; -- anchor can trigger
SVWindow.RestoreScreenAndInvariants[paintAction: $AnchorAdded, svData: svData, remake: alignBag, backgndOK: TRUE, edited: FALSE, okToClearFeedback: TRUE];
};
LiftAnchor: PUBLIC PROC [event: LIST OF REF ANY, svData: SVData] = {
IF SVCaret.Exists[svData.scene.anchor] THEN {
SVCaret.Kill[svData.scene.anchor];
SVAlign.RemoveAnchorTrigger[svData.hitTest.triggerBag]; -- don't trigger
SVAlign.RemoveAnchorTrigger[svData.hitTest.sceneBag]; -- don't be gravity active
SVWindow.RestoreScreenAndInvariants[paintAction: $AnchorRemoved, svData: svData, remake: triggerBag, backgndOK: TRUE, edited: FALSE, okToClearFeedback: TRUE];
};
};
StandardAlignments: PUBLIC PROC [event: LIST OF REF ANY, svData: SVData] = {
};
Other Style Buttons
ToggleShowColors: PUBLIC PROC [event: LIST OF REF ANY, svData: SVData] = {
stateInfo: TwoState ← svData.refresh.showColors;
AtomButtons.SwitchBinaryState[stateInfo];
SVWindow.RestoreScreenAndInvariants[paintAction: $PaintEntireViewer, svData: svData, remake: none, backgndOK: FALSE, edited: FALSE, okToClearFeedback: TRUE];
};
DrawCoordSystems: PUBLIC PROC [event: LIST OF REF ANY, svData: SVData] = {
SVWindow.RestoreScreenAndInvariants[$DrawCoordSystems, svData];
};
DrawBoundBoxes: PUBLIC PROC [event: LIST OF REF ANY, svData: SVData] = {
viewer is Container
SVWindow.RestoreScreenAndInvariants[$DrawBoundBoxes, svData];
}; -- end of DrawBoundBoxes
DrawBoundSpheres: PUBLIC PROC [event: LIST OF REF ANY, svData: SVData] = {
SVWindow.RestoreScreenAndInvariants[$DrawBoundSpheres, svData];
}; -- end of DrawBoundSpheres
DrawPt: PUBLIC PROC [event: LIST OF REF ANY, svData: SVData] = {
camera: Camera ← svData.camera;
get x and y from appropriate slots. Interpret this as camera coordinates and draw a cross.
SVWindow.RestoreScreenAndInvariants[$DrawPt, svData];
};
CrossHairs: PUBLIC PROC [event: LIST OF REF ANY, svData: SVData] = {
viewer is the crossHairs button
SVWindow.RestoreScreenAndInvariants[$DrawCrossHairs, svData];
}; -- end of CrossHairs
TestGravity: PUBLIC PROC [event: LIST OF REF ANY, svData: SVData] = {
Within the bounds of the viewer, randomly choose mouse positions. See if that mouse position is in range of any object. If so, draw a dot at that point. Repeat until 100 points have been drawn.
xRandomStream, yRandomStream: Random.RandomStream;
testPoint: Point2d;
pointCount: INTNARROW[event.rest.first, REF INT]^;
x, y: INT;
totalCount, hitCount, diffCount: NAT ← 0;
surfacePtWORLD: Point3d;
camera: Camera ← svData.camera;
scene: Scene ← svData.scene;
screenCS: CoordSystem ← camera.screenCS;
feature: FeatureData;
gravityType: GravityType ← SVState.GetGravityType[svData];
xRandomStream ← Random.Create[svData.actionArea.cw];
yRandomStream ← Random.Create[svData.actionArea.ch];
UNTIL totalCount >= pointCount DO
x ← Random.NextInt[xRandomStream];
y ← Random.NextInt[yRandomStream];
testPoint ← [x, y];
testPoint ← CoordSys.ScreenToCamera[testPoint, screenCS];
svData.refresh.spotPoint ← testPoint;
[surfacePtWORLD, ----, feature] ← SVGravity.RayMap[testPoint, svData.hitTest.t, NIL, svData.hitTest.sceneBag, svData];
totalCount ← totalCount + 1;
IF feature = NIL THEN {
SVWindow.RestoreScreenAndInvariants[paintAction: $PaintSpot, svData: svData];
}
ELSE {
hitCount ← hitCount + 1;
svData.refresh.hitPoint ← surfacePtWORLD;
SVWindow.RestoreScreenAndInvariants[paintAction: $PaintHitLine, svData: svData];
};
ENDLOOP;
Feedback.PutF[svData.feedback, oneLiner, "Tested %g total points. %g hits.", [integer[totalCount]], [integer[hitCount]]];
}; -- end TestGravity
ResetStatistics: PUBLIC PROC [event: LIST OF REF ANY, svData: SVData] = {
CodeTimer.ResetTable[CodeTimer.GetTable[$Solidviews]];
};
PrintStatistics: PUBLIC PROC [event: LIST OF REF ANY, svData: SVData] = {
f: IO.STREAM ← Feedback.GetTypescriptStream[$Solidviews];
CodeTimer.PrintTable[f, CodeTimer.GetTable[$Solidviews]];
};
RaiseSIGNAL: PUBLIC PROC [event: LIST OF REF ANY, svData: SVData] = {
scene: SVSceneTypes.Scene ← svData.scene;
firstSlice, secondSlice: SVSceneTypes.Slice;
sliceGen: SVScene.AssemblyGenerator;
sliceGen ← SVScene.PrimAssembliesInScene[scene];
firstSlice ← SVScene.NextAssembly[sliceGen];
secondSlice ← SVScene.NextAssembly[sliceGen];
SIGNAL Feedback.Problem[msg: "Client requested SIGNAL"];
};
END.