DIRECTORY BasicTime, CoordSys, DisplayListToTree, Feedback, Imager, ImagerInterpress, IO, Matrix3d, Preprocess3d, Rope, SV2d, SV3d, SVAssembly, SVBasicTypes, SVCaret, SVCastRays, SVEditUser, SVEvent, SVInterfaceTypes, SVMasterObject, SVMasterObjectTypes, SVModelTypes, SVRay, SVRefresh, SVScene, SVSceneTypes, SVSelect, SVSelections, SVState, SVTransforms, SVUserInput, SVUtility, SVVector3d, SVViewersOnScene, SVViewerTools, SVWindow, TIPUser, ViewerClasses, ViewerTools; SVEventImplC: CEDAR PROGRAM IMPORTS BasicTime, CoordSys, DisplayListToTree, Feedback, Imager, ImagerInterpress, IO, Matrix3d, Preprocess3d, SVAssembly, SVCaret, SVCastRays, SVEditUser, SVEvent, SVRay, SVRefresh, SVScene, SVSelect, SVSelections, SVState, SVTransforms, SVUtility, SVVector3d, SVViewersOnScene, SVViewerTools, SVWindow, ViewerTools EXPORTS SVEvent = BEGIN Artwork: TYPE = SVModelTypes.Artwork; ArtworkToolData: TYPE = SVInterfaceTypes.ArtworkToolData; Slice: TYPE = SVSceneTypes.Slice; SliceList: TYPE = SVSceneTypes.SliceList; BoundBox: TYPE = SVBasicTypes.BoundBox; BoundSphere: TYPE = SVBasicTypes.BoundSphere; Camera: TYPE = SVModelTypes.Camera; Classification: TYPE = SVSceneTypes.Classification; Color: TYPE = Imager.Color; CoordSystem: TYPE = SVModelTypes.CoordSystem; CSGTree: TYPE = SVSceneTypes.CSGTree; CylinderRec: TYPE = SVMasterObjectTypes.CylinderRec; EditToolData: TYPE = SVInterfaceTypes.EditToolData; FileCamera: TYPE = SVSceneTypes.FileCamera; FrameBox: TYPE = SVModelTypes.FrameBox; MasterObject: TYPE = SVSceneTypes.MasterObject; Matrix4by4: TYPE = SV3d.Matrix4by4; Point2d: TYPE = SV2d.Point2d; Point3d: TYPE = SV3d.Point3d; Primitive: TYPE = SVSceneTypes.Primitive; Ray: TYPE = SVSceneTypes.Ray; Scene: TYPE = SVSceneTypes.Scene; SearchDepth: TYPE = SVSceneTypes.SearchDepth; Selection: TYPE = SVInterfaceTypes.Selection; SelectionGenerator: TYPE = SVInterfaceTypes.SelectionGenerator; Shape: TYPE = SVSceneTypes.Shape; Skitter: TYPE = SVSceneTypes.Skitter; SkitterMode: TYPE = SVSceneTypes.SkitterMode; ToolData: TYPE = SVSceneTypes.ToolData; TrigLine: TYPE = SV2d.TrigLine; Vector3d: TYPE = SV3d.Vector3d; SVData: TYPE = SVInterfaceTypes.SVData; SelectAll: PUBLIC PROC [event: LIST OF REF ANY, svData: SVData] = { editToolData: EditToolData _ svData.editToolData; scene: Scene _ svData.scene; SVSelect.DeselectAll[svData.scene, normal]; SVSelect.SelectAll[svData.scene, normal]; SVViewersOnScene.PaintSceneAllViewers[paintAction: $SelectionChanged, editToolData: editToolData, scene: scene, edited: FALSE]; }; pointsPerIn: REAL = 72.0; pointsPerCm: REAL = 72.0/2.54; cmPerIn: REAL = 2.54; ScaleUnitFromSegment: PUBLIC PROC [event: LIST OF REF ANY, svData: SVData] = { }; ScaleUnitFromValue: PUBLIC PROC [event: LIST OF REF ANY, svData: SVData] = { }; ScaleUnitFromSelection: PUBLIC PROC [event: LIST OF REF ANY, svData: SVData] = { }; InchScaleUnit: PUBLIC PROC [event: LIST OF REF ANY, svData: SVData] = { ScaleUnitAux[svData, pointsPerIn]; -- one inch in screen dots }; ScaleUnitAux: PROC [svData: SVData, distance: REAL] = { SVState.SetScaleUnit[svData, distance]; -- in screen dots PrintScaleUnit[event: NIL, svData: svData]; SVWindow.RestoreScreenAndInvariants[paintAction: $NewAlignmentsSelected, svData: svData, remake: alignBag, backgndOK: TRUE, edited: FALSE, okToClearFeedback: TRUE]; }; CentimeterScaleUnit: PUBLIC PROC [event: LIST OF REF ANY, svData: SVData] = { ScaleUnitAux[svData, pointsPerCm]; }; PointsScaleUnit: PUBLIC PROC [event: LIST OF REF ANY, svData: SVData] = { ScaleUnitAux[svData, 1]; }; PrintScaleUnit: PUBLIC PROC [event: LIST OF REF ANY, svData: SVData] = { inches: REAL _ SVState.GetScaleUnit[svData]; Feedback.PutF[svData.feedback, oneLiner, "Current scale is %g points = %g inches = %g centimeters", [real[inches*pointsPerIn]], [real[inches]], [real[inches/cmPerIn]] ]; }; IPSnapShot: PUBLIC PROC [event: LIST OF REF ANY, svData: SVData] = { DoMakeInterpress: PROC [dc: Imager.Context] = { ENABLE UNWIND => { svData.camera.displayStyle _ tempStyle; }; DoItInterpress: PROC = { Imager.ScaleT[dc, metersPerPixel]; svData.camera.displayStyle _ print; SVRefresh.SnapShot[dc, svData]; svData.camera.displayStyle _ tempStyle; }; Imager.DoSave[dc, DoItInterpress]; }; ipRef: ImagerInterpress.Ref; fullName: Rope.ROPE; success: BOOL; metersPerPixel: REAL = 0.0254/72.0; startTime: BasicTime.GMT; endTime: BasicTime.GMT; totalTime: INT; msgRope: Rope.ROPE; tempStyle: SVModelTypes.DisplayStyle _ svData.camera.displayStyle; [fullName, success] _ SVUtility.GetInterpressFileName["snapshot.ip", svData.currentWDir, svData.feedback]; IF NOT success THEN RETURN; ipRef _ ImagerInterpress.Create[fullName]; msgRope _ IO.PutFR["Writing to IP file: %g . . . ", [rope[fullName]]]; Feedback.Append[svData.feedback, msgRope, begin]; startTime _ BasicTime.Now[]; ImagerInterpress.DoPage[ipRef, DoMakeInterpress, 1.0]; ImagerInterpress.Close[ipRef]; endTime _ BasicTime.Now[]; totalTime _ BasicTime.Period[startTime, endTime]; msgRope _ IO.PutFR[" Done in time (%r)", [integer[totalTime]]]; Feedback.Append[svData.feedback, msgRope, end]; }; JackPivotX: PUBLIC PROC [event: LIST OF REF ANY, svData: SVData] = { JackPivotAux[event, svData, 1]; }; JackPivotY: PUBLIC PROC [event: LIST OF REF ANY, svData: SVData] = { JackPivotAux[event, svData, 2]; }; JackPivotZ: PUBLIC PROC [event: LIST OF REF ANY, svData: SVData] = { JackPivotAux[event, svData, 3]; }; JackPivotAux: PUBLIC PROC [event: LIST OF REF ANY, svData: SVData, axis: [1..3]] = { editToolData: EditToolData _ svData.editToolData; scene: Scene _ svData.scene; degrees: REAL _ NARROW[event.rest.first, REF REAL]^; targetSel: Selection; coincident: Slice; targetSel _ SVSelections.TopTarget[]; IF targetSel = NIL THEN RETURN; coincident _ targetSel.coincident; SVTransforms.Rotate[coincident, scene, axis, degrees, coincident.coordSys, TRUE]; SVViewersOnScene.PaintSceneAllViewers[paintAction: $SelectionChanged, editToolData: editToolData, scene: scene, edited: TRUE]; }; SourcePivotX: PUBLIC PROC [event: LIST OF REF ANY, svData: SVData] = { SourcePivotAux[event, svData, 1]; }; SourcePivotY: PUBLIC PROC [event: LIST OF REF ANY, svData: SVData] = { SourcePivotAux[event, svData, 2]; }; SourcePivotZ: PUBLIC PROC [event: LIST OF REF ANY, svData: SVData] = { SourcePivotAux[event, svData, 3]; }; SourcePivotAux: PUBLIC PROC [event: LIST OF REF ANY, svData: SVData, axis: [1..3]] = { editToolData: EditToolData _ svData.editToolData; scene: Scene _ svData.scene; degrees: REAL _ NARROW[event.rest.first, REF REAL]^; sourceSel: Selection; jack, indirect: Slice; sourceSel _ SVSelections.TopMovee[]; IF sourceSel = NIL THEN RETURN; SELECT sourceSel.referentType FROM hook => { jack _ sourceSel.coincident; indirect _ sourceSel.indirect; }; coordSys => { jack _ sourceSel.coincident; indirect _ sourceSel.coincident; }; ENDCASE => ERROR; SVViewersOnScene.SceneNewVersion[editToolData.currentSVData]; SVTransforms.Rotate[indirect, scene, axis, degrees, jack.coordSys, TRUE]; svData.refresh.addedObject _ indirect; SVViewersOnScene.PaintSceneAllViewers[$ObjectChangedBoundBoxProvided, editToolData, scene]; }; ArrowShoot: PUBLIC PROC [event: LIST OF REF ANY, svData: SVData] = { source, target: Slice; sourceSel, firstTargetSel: Selection; editToolData: EditToolData; sourceSel _ SVSelections.PopMovee[]; IF sourceSel = NIL THEN RETURN; source _ sourceSel.coincident; svData _ sourceSel.svData; editToolData _ svData.editToolData; firstTargetSel _ SVSelections.PopTarget[]; IF firstTargetSel = NIL THEN RETURN; FOR targetSel: Selection _ firstTargetSel, SVSelections.NextTarget[] UNTIL targetSel = NIL DO IF targetSel.svData # sourceSel.svData THEN { Feedback.Append[svData.feedback, "Can't shoot arrows between viewers.", oneLiner]; Feedback.Blink[svData.feedback]; LOOP; }; target _ targetSel.coincident; ArrowShootAux[source.coordSys, target.coordSys, svData]; ENDLOOP; SVViewersOnScene.SceneNewVersion[editToolData.currentSVData]; SVViewersOnScene.PaintSceneAllViewers[$PaintEntireScene, svData.editToolData, svData.scene]; }; ArrowShootAux: PROC [sourceCS, targetCS: CoordSystem, svData: SVData] = { sOriginWorld, tOriginWorld: Point3d; tree: CSGTree; ray: Ray; class: Classification; t: REAL; worldDirection, primitiveNormal, worldNormal: Vector3d; selectionMat: Matrix4by4; surfacePtInWorld: Point3d; primitive: Primitive; assembly: Slice; scene: Scene; camera: Camera; skitter: Skitter _ svData.editToolData.skitter; scene _ svData.scene; camera _ svData.camera; tree _ DisplayListToTree.AssemblyToTree[scene.assembly, scene, camera]; [] _ Preprocess3d.PreprocessForCatScan[tree, camera]; sOriginWorld _ Matrix3d.OriginOfMatrix[CoordSys.WRTWorld[sourceCS]]; tOriginWorld _ Matrix3d.OriginOfMatrix[CoordSys.WRTWorld[targetCS]]; ray _ SVRay.GetRayFromPool[]; worldDirection _ SVVector3d.Sub[tOriginWorld, sOriginWorld]; SVRay.StuffWorldRay[ray, sOriginWorld, worldDirection, camera]; class _ SVCastRays.RayCastBoundingSpheres[ray, tree.son]; FOR i: NAT IN [1..class.count] DO t _ class.params[i]; -- the parameter of the ray intersection primitiveNormal _ class.normals[i]; primitive _ class.primitives[i]; worldNormal _ Matrix3d.UpdateVectorWithInverse[primitive.worldWRTPrim, primitiveNormal]; surfacePtInWorld[1] _ sOriginWorld[1] + t*worldDirection[1]; surfacePtInWorld[2] _ sOriginWorld[2] + t*worldDirection[2]; surfacePtInWorld[3] _ sOriginWorld[3] + t*worldDirection[3]; assembly _ NARROW[primitive.assembly]; selectionMat _ MakeAlignedMat[worldNormal, surfacePtInWorld, assembly.coordSys]; SVCaret.SetAssemblyAndPrimitive[skitter, assembly, primitive]; SVCaret.PositionFromMatrix[skitter, [0,0], selectionMat]; SVSelections.SetModeSkitter[svData, surface]; SVEvent.SkitterMakes[NIL, svData]; ENDLOOP; SVCastRays.ReturnClassToPool[class]; SVRay.ReturnRayToPool[ray]; }; Sign: PROC [r: REAL] RETURNS [INT] = { IF r = 0.0 THEN RETURN[2]; IF r < 0.0 THEN RETURN[-1] ELSE RETURN[1]; }; AntiParallel: PRIVATE PROC [v1, v2: Vector3d] RETURNS [BOOL] = { RETURN[Sign[v1[1]] = -Sign[v2[1]] OR Sign[v1[2]] = -Sign[v2[2]] OR Sign[v1[3]] = -Sign[v2[3]] ]; }; MakeAlignedMat: PRIVATE PROC [worldNormal: Vector3d, surfacePtInWorld: Point3d, cs: CoordSystem] RETURNS [mat: Matrix4by4] = { yAxisOfCS: Vector3d _ Matrix3d.YAxisOfMatrix[CoordSys.WRTWorld[cs]]; xAxis: Vector3d; IF SVVector3d.Parallel[yAxisOfCS, worldNormal] THEN { xAxis _ Matrix3d.XAxisOfMatrix[CoordSys.WRTWorld[cs]]; IF AntiParallel[yAxisOfCS, worldNormal] THEN xAxis _ SVVector3d.Negate[xAxis]; } ELSE xAxis _ SVVector3d.CrossProduct[yAxisOfCS, worldNormal]; mat _ Matrix3d.MakeMatFromZandXAxis[worldNormal, xAxis, surfacePtInWorld]; }; MoveUntilTouch: PUBLIC PROC [event: LIST OF REF ANY, svData: SVData] = { source, target: Slice; sourceSel, targetSel: Selection; editToolData: EditToolData; sourceSel _ SVSelections.PopMovee[]; IF sourceSel = NIL THEN RETURN; source _ sourceSel.coincident; svData _ sourceSel.svData; editToolData _ svData.editToolData; targetSel _ SVSelections.PopTarget[]; IF targetSel = NIL THEN RETURN; IF targetSel.svData # sourceSel.svData THEN { Feedback.Append[svData.feedback, "Can't skewer between viewers.", oneLiner]; Feedback.Blink[svData.feedback]; RETURN; }; target _ targetSel.coincident; MoveUntilTouchAux[source, target, svData]; SVViewersOnScene.SceneNewVersion[editToolData.currentSVData]; SVViewersOnScene.PaintSceneAllViewers[$PaintEntireScene, svData.editToolData, svData.scene]; }; MoveUntilTouchAux: PROC [source, target: Slice, svData: SVData] = { sOriginWorld, tOriginWorld: Point3d; tree, sourceTree: CSGTree; worldDirection: Vector3d; scene: Scene; camera: Camera; boundSphere: BoundSphere; R: REAL; basisMat: Matrix4by4; scene _ svData.scene; camera _ svData.camera; sourceTree _ DisplayListToTree.AssemblyToTree[source, scene, camera]; boundSphere _ Preprocess3d.PreprocessForCatScan[sourceTree, camera]; R _ boundSphere.radius; tree _ DisplayListToTree.AssemblyToTree[scene.assembly, scene, camera]; [] _ Preprocess3d.PreprocessForCatScan[tree, camera]; sOriginWorld _ Matrix3d.OriginOfMatrix[CoordSys.WRTWorld[source.coordSys]]; tOriginWorld _ Matrix3d.OriginOfMatrix[CoordSys.WRTWorld[target.coordSys]]; worldDirection _ SVVector3d.Sub[tOriginWorld, sOriginWorld]; basisMat _ Matrix3d.MakeHorizontalMatFromZAxis[worldDirection, sOriginWorld]; MoveUntilTouchAuxAux[source, basisMat, worldDirection, R, scene, camera, tree]; }; -- end of MoveUntilTouchAux MoveUntilTouchAuxAux: PROC [source: Slice, basisMat: Matrix4by4, worldDirection: Vector3d, R: REAL, scene: Scene, camera: Camera, tree: CSGTree] = { ray: Ray; minDeltaT, lastSourceT, firstOtherT: REAL; class: Classification; success, someData: BOOL; basisBasePt, worldBasePt: Point3d; moveVector: Vector3d; raysPerHalfSide: NAT = 20; raysPerHalfSideF: REAL = 20.0; ray _ SVRay.GetRayFromPool[]; someData _ FALSE; FOR i: INT IN [-raysPerHalfSide..raysPerHalfSide-1] DO basisBasePt[1] _ (i+0.5)*R/raysPerHalfSideF; FOR j: INT IN [-raysPerHalfSide..raysPerHalfSide-1] DO basisBasePt[2] _ (j+0.5)*R/raysPerHalfSideF; basisBasePt[3] _ 0.0; worldBasePt _ Matrix3d.Update[basisBasePt, basisMat]; SVRay.StuffWorldRay[ray, worldBasePt, worldDirection, camera]; class _ SVCastRays.RayCastBoundingSpheres[ray, tree.son, FALSE]; [lastSourceT, firstOtherT, success] _ SourceAndOtherT[class, source]; IF NOT success THEN { SVCastRays.ReturnClassToPool[class]; LOOP; }; IF firstOtherT < lastSourceT THEN { Feedback.AppendRaw[$Solidviews, "Source is already touching.", oneLiner]; Feedback.BlinkRaw[$Solidviews]; RETURN; }; IF NOT someData THEN { minDeltaT _ firstOtherT-lastSourceT; someData _ TRUE; } ELSE minDeltaT _ MIN[minDeltaT, firstOtherT-lastSourceT]; SVCastRays.ReturnClassToPool[class]; ENDLOOP; -- j ENDLOOP; -- i IF NOT someData THEN { Feedback.AppendRaw[$Solidviews, "No Obstacles Found. Object NOT moved.", oneLiner]; Feedback.BlinkRaw[$Solidviews]; RETURN; }; moveVector _ SVVector3d.Scale[worldDirection, minDeltaT]; SVTransforms.Translate[source, scene, moveVector]; SVRay.ReturnRayToPool[ray]; }; SourceAndOtherT: PROC [class: Classification, source: Slice] RETURNS [lastSourceT, firstOtherT: REAL, success: BOOL _ FALSE] = { sourceFound, otherFound: BOOL; thisAssembly: Slice; sourceFound _ FALSE; otherFound _ FALSE; IF class.count = 0 THEN RETURN [0,0,FALSE]; FOR i: NAT IN [1..class.count] DO thisAssembly _ NARROW[class.primitives[i].assembly]; IF DisplayListToTree.IsSuccessorOf[thisAssembly, source] THEN { lastSourceT _ class.params[i]; sourceFound _ TRUE; } ELSE IF NOT otherFound THEN { firstOtherT _ class.params[i]; otherFound _ TRUE; }; ENDLOOP; success _ sourceFound AND otherFound; }; Skewer: PUBLIC PROC [event: LIST OF REF ANY, svData: SVData] = { source, target: Slice; sourceSel, firstTargetSel: Selection; editToolData: EditToolData; sourceSel _ SVSelections.PopMovee[]; IF sourceSel = NIL THEN RETURN; source _ sourceSel.coincident; svData _ sourceSel.svData; editToolData _ svData.editToolData; firstTargetSel _ SVSelections.PopTarget[]; IF firstTargetSel = NIL THEN RETURN; IF firstTargetSel.svData # sourceSel.svData THEN { Feedback.Append[svData.feedback, "Can't skewer between viewers.", oneLiner]; Feedback.Blink[svData.feedback]; RETURN; }; target _ firstTargetSel.coincident; SkewerAux[source, target, svData]; SVViewersOnScene.SceneNewVersion[editToolData.currentSVData]; SVViewersOnScene.PaintSceneAllViewers[$PaintEntireScene, svData.editToolData, svData.scene]; }; SkewerAux: PROC [source, target: Slice, svData: SVData] = { sOriginWorld, tOriginWorld: Point3d; tree: CSGTree; ray: Ray; class: Classification; t: REAL; directionWorld: Vector3d; surfacePtInWorld, lastSurfacePtInWorld: Point3d; primitive: Primitive; assembly, lastAssembly: Slice; moveVector, totalVector, localDiff: Vector3d; scene: Scene; camera: Camera; sourceCS, targetCS: CoordSystem; sourceCS _ source.coordSys; targetCS _ target.coordSys; scene _ svData.scene; camera _ svData.camera; tree _ DisplayListToTree.AssemblyToTree[scene.assembly, scene, camera]; [] _ Preprocess3d.PreprocessForCatScan[tree, camera]; sOriginWorld _ Matrix3d.OriginOfMatrix[CoordSys.WRTWorld[sourceCS]]; tOriginWorld _ Matrix3d.OriginOfMatrix[CoordSys.WRTWorld[targetCS]]; ray _ SVRay.GetRayFromPool[]; directionWorld _ SVVector3d.Sub[tOriginWorld, sOriginWorld]; sOriginWorld _ SVVector3d.Sub[sOriginWorld, SVVector3d.Scale[directionWorld, 0.3]]; directionWorld _ SVVector3d.Scale[directionWorld, 1.6]; SVRay.StuffWorldRay[ray, sOriginWorld, directionWorld, camera]; class _ SVCastRays.RayCastBoundingSpheres[ray, tree.son, FALSE]; SVCastRays.SortClassByPrimitive[class]; IF class.count = 0 THEN { SVCastRays.ReturnClassToPool[class]; SVRay.ReturnRayToPool[ray]; RETURN; }; lastAssembly _ NARROW[class.primitives[1].assembly]; t _ class.params[1]; lastSurfacePtInWorld[1] _ sOriginWorld[1] + t*directionWorld[1]; lastSurfacePtInWorld[2] _ sOriginWorld[2] + t*directionWorld[2]; lastSurfacePtInWorld[3] _ sOriginWorld[3] + t*directionWorld[3]; totalVector _ [0,0,0]; FOR i: NAT IN [2..class.count] DO t _ class.params[i]; -- the parameter of the ray intersection IF t > 1.0 THEN EXIT; -- Compression occurs only BETWEEN source and target. primitive _ class.primitives[i]; surfacePtInWorld[1] _ sOriginWorld[1] + t*directionWorld[1]; surfacePtInWorld[2] _ sOriginWorld[2] + t*directionWorld[2]; surfacePtInWorld[3] _ sOriginWorld[3] + t*directionWorld[3]; assembly _ NARROW[primitive.assembly]; IF lastAssembly # assembly THEN { localDiff _ SVVector3d.Sub[lastSurfacePtInWorld, surfacePtInWorld]; moveVector _ SVVector3d.Add[localDiff, totalVector]; totalVector _ SVVector3d.Add[totalVector, localDiff]; SVTransforms.Translate[assembly, scene, moveVector]; }; lastAssembly _ assembly; lastSurfacePtInWorld _ surfacePtInWorld; ENDLOOP; SVCastRays.ReturnClassToPool[class]; SVRay.ReturnRayToPool[ray]; }; AddCylinder: PUBLIC PROC [event: LIST OF REF ANY, svData: SVData] = { sourceSel, firstTargetSel: Selection; sourceCS, targetCS: CoordSystem; editToolData: EditToolData; radius: REAL; scene: Scene; sourceSel _ SVSelections.PopMovee[]; IF sourceSel = NIL THEN RETURN; firstTargetSel _ SVSelections.PopTarget[]; IF firstTargetSel = NIL THEN RETURN; IF sourceSel.svData # firstTargetSel.svData THEN { Feedback.Append[svData.feedback, "Can't add cylinder between viewers.", oneLiner]; Feedback.Blink[svData.feedback]; RETURN; }; svData _ sourceSel.svData; scene _ svData.scene; editToolData _ svData.editToolData; sourceCS _ sourceSel.coincident.coordSys; radius _ SVViewerTools.GetReal[editToolData.cylinderSection.radius, 20]; FOR targetSel: Selection _ firstTargetSel, SVSelections.NextTarget[] UNTIL targetSel = NIL DO targetCS _ targetSel.coincident.coordSys; AddCylinderAux[sourceCS, targetCS, radius, editToolData, scene]; ENDLOOP; SVViewersOnScene.SceneNewVersion[editToolData.currentSVData]; SVViewersOnScene.PaintSceneAllViewers[$PaintEntireScene, editToolData, svData.scene]; }; AddCylinderAux: PROC [sourceCS, targetCS: CoordSystem, radius: REAL, editToolData: EditToolData, scene: Scene] = { cylMO: MasterObject; moFound: BOOL; cylinderRec: CylinderRec; sOriginWorld, tOriginWorld, midPointWorld: Point3d; cylWorld, superWorld, cylSuper: Matrix4by4; cylinderY: Vector3d; height: REAL; newAssembly, superAssembly: Slice; success: BOOL; addSucceeds: BOOL _ TRUE; cylName: Rope.ROPE; [cylMO, moFound] _ SVScene.FindObjectFromName["cylinder", scene]; IF NOT moFound THEN ERROR; cylinderRec _ NARROW[cylMO.mainBody]; sOriginWorld _ Matrix3d.OriginOfMatrix[CoordSys.WRTWorld[sourceCS]]; tOriginWorld _ Matrix3d.OriginOfMatrix[CoordSys.WRTWorld[targetCS]]; midPointWorld _ SVVector3d.Add[sOriginWorld, tOriginWorld]; midPointWorld _ SVVector3d.Scale[midPointWorld, 0.5]; cylinderY _ SVVector3d.Sub[tOriginWorld, sOriginWorld]; height _ SVVector3d.Magnitude[cylinderY]; cylWorld _ MakeHorizontalMatFromYAxis[cylinderY, midPointWorld]; radius _ radius/cylinderRec.radius; height _ height/cylinderRec.height; cylName _ ViewerTools.GetContents[editToolData.sceneSection.new]; cylName _ CoordSys.UniqueNameFrom[cylName, scene.coordSysRoot]; [superAssembly, success] _ SVEditUser.GetParent[editToolData]; IF NOT success THEN RETURN; superWorld _ CoordSys.WRTWorld[superAssembly.coordSys]; cylSuper _ Matrix3d.AInTermsOfB[cylWorld, superWorld]; [newAssembly, ----, addSucceeds] _ SVAssembly.CreatePrimitive[cylName, "cylinder", scene]; IF NOT addSucceeds THEN RETURN; addSucceeds _ SVAssembly.AddPrimitive[newAssembly, [radius, height, radius], superAssembly, cylSuper, scene]; }; -- end of AddCylinderAux MakeHorizontalMatFromYAxis: PROC [yAxis: Vector3d, origin: Point3d] RETURNS [mat: Matrix4by4] = { xAxis: Vector3d; IF yAxis[1] = 0 AND yAxis[3] = 0 THEN xAxis _ [1,0,0] ELSE xAxis _ SVVector3d.CrossProduct[[0,1,0], yAxis]; mat _ Matrix3d.MakeMatFromYandXAxis[yAxis, xAxis, origin]; }; END. œFile: SVEventImplC.mesa Last edited by Bier on July 12, 1987 1:54:27 pm PDT Copyright c 1984 by Xerox Corporation. All rights reserved. Contents: Procedures for responding to button clicks made in a solidviewer. Bloomenthal, June 16, 1987 7:52:46 pm PDT Select Menu Units Menu TIP Table Functions This command is executed in the middle of a dragging operation to make an interpress master of the current state of the screen. Luckily, all dragging operations use the same painting commands, namely: SVWindow.RestoreScreenAndInvariants[paintAction: $DuringMotion, svData: svData, remake: none, backgndOK: TRUE, edited: FALSE, okToClearFeedback: FALSE]; We wish to have the same effect as these commands except written to an interpress master. We will create an interpress master named snapshot.ip and use SVRefresh.SnapShot to draw the scene into it. Rotate the distinguished target coincident with respect to itself by degrees. This makes sense for both hook and coordsys targets. Erases the target shape. For a jack, this leaves nothing. For another object, this leaves the object. Rotate the distinguished source indirect with respect to the distinguished source coincident. If the selection is not a hook jack, then indirect and coincident are identical. Cast a ray from the distinguished source to each of the targets. Create a hook at each intersection point, aligned with the surface normal at that point. Cast a ray from source to target. Create a hook at each intersection point, aligned with the surface normal at that point. Create a Matrix4by4 with origin at surfacePtInWorld whose z axis is parallel to worldNormal and whose x zxis is orthogonal to both worldNormal and the y axis of cs in WORLD coordinates. Assume that CoordSys.WRTWorld[cs] is accurate Allows positioning code to distinguish between top surfaces and bottom surfaces. Consider a line from the distinguished source to the distinguished target. Using translation along the ray direction (only) move the distinguish source towards the distinguished target until it touches something other than itself. If the distinguished source already touches something else, leave it alone. Cast a set of rays parallel to the line from source to target and starting on a plane normal to that line a bounding sphere's radius behind source. Using translation along the ray direction (only) move the source until it touches something (anything). Shoot many rays in this direction starting from the plane of points x satisfying (x-sOriginWorld).w = 0. First, let's find two basis vectors for this plane. They are the x and y axes of the basis matrix. Shoot a ray from the distinguished source to the distinguished target. Using translation along the ray direction (only) bring all intersected objects together so they are touching at the ray intersection points. Cast a ray from source to target. Using translation along the ray direction (only) bring all intersected objects together so they are touching at the ray intersection points. The skewer extends from the earliest point hit on the source object (by the infinite line) to the last point hit on the target object. For now, a kludge: Cast a ray from 30% behind the source to 30% after the target. Here comes the kludge End of kludge. Add a cylinder whose radius is taken from the editTool and whose height is just large enough so it stretches from the distinguished source to the distinguished target. Add a cylinder whose radius is taken from the editTool and whose height is just large enough so it stretches from sourceCS to targetCS. Uses yAxis as it is. Finds a horizontal x axis orthogonal to zAxis. If yAxis is vertical, then there are infinitely many. 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