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generate.cpp
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generate.cpp
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//-----------------------------------------------------------------------------
// 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, bool onlyThis) {
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;
if(onlyThis) break;
}
}
unsaved = true;
ScheduleGenerateAll();
}
bool SolveSpaceUI::PruneOrphans() {
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;
if(!GroupExists(before)) return false;
if(!GroupExists(after)) return false;
int beforep = SK.GetGroup(before)->order;
int afterp = SK.GetGroup(after)->order;
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;
ssassert(e->h.isFromRequest(), "Only explicitly created entities can be pruned");
(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::Type::POINTS_COINCIDENT &&
c->type != Constraint::Type::HORIZONTAL &&
c->type != Constraint::Type::VERTICAL)
{
(deleted.nonTrivialConstraints)++;
}
SK.constraint.RemoveById(c->h);
return true;
}
return false;
}
void SolveSpaceUI::GenerateAll(Generate type, bool andFindFree, bool genForBBox) {
int first = 0, last = 0, i, j;
uint64_t startMillis = GetMilliseconds(),
endMillis;
SK.groupOrder.Clear();
for(int i = 0; i < SK.group.n; i++)
SK.groupOrder.Add(&SK.group.elem[i].h);
std::sort(SK.groupOrder.begin(), SK.groupOrder.end(),
[](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;
}
}
// 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.param.ReserveMore(prev.n);
int oldEntityCount = SK.entity.n;
SK.entity.Clear();
SK.entity.ReserveMore(oldEntityCount);
for(i = 0; i < SK.groupOrder.n; i++) {
Group *g = SK.GetGroup(SK.groupOrder.elem[i]);
// 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));
}
for(j = 0; j < SK.constraint.n; j++) {
Constraint *c = &SK.constraint.elem[j];
if(c->group.v != g->h.v) continue;
c->Generate(&(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 = SolveResult::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);
g->GenerateLoops();
} else {
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();
GW.Invalidate();
// 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();
allConsistent = true;
SS.GW.persistentDirty = true;
SS.centerOfMass.dirty = true;
endMillis = GetMilliseconds();
if(endMillis - startMillis > 30) {
const char *typeStr = "";
switch(type) {
case Generate::DIRTY: typeStr = "DIRTY"; break;
case Generate::ALL: typeStr = "ALL"; break;
case Generate::REGEN: typeStr = "REGEN"; break;
case Generate::UNTIL_ACTIVE: typeStr = "UNTIL_ACTIVE"; break;
}
if(endMillis)
dbp("Generate::%s%s took %lld ms",
typeStr,
(genForBBox ? " (for bounding box)" : ""),
GetMilliseconds() - startMillis);
}
return;
pruned:
// Restore the numerical guesses
SK.param.Clear();
prev.MoveSelfInto(&(SK.param));
// Try again
GenerateAll(type, andFindFree, genForBBox);
}
void SolveSpaceUI::ForceReferences() {
// 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));
origin->construction = true;
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::UpdateCenterOfMass() {
SMesh *m = &(SK.GetGroup(SS.GW.activeGroup)->displayMesh);
SS.centerOfMass.position = m->GetCenterOfMass();
SS.centerOfMass.dirty = false;
}
void SolveSpaceUI::MarkDraggedParams() {
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::Type::POINT_N_TRANS:
case Entity::Type::POINT_IN_3D:
sys.dragged.Add(&(pt->param[0]));
sys.dragged.Add(&(pt->param[1]));
sys.dragged.Add(&(pt->param[2]));
break;
case Entity::Type::POINT_IN_2D:
sys.dragged.Add(&(pt->param[0]));
sys.dragged.Add(&(pt->param[1]));
break;
default: // Only the entities above can be dragged.
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::Type::DISTANCE:
sys.dragged.Add(&(dist->param[0]));
break;
default: // Only the entities above can be dragged.
break;
}
}
}
if(SS.GW.pending.normal.v) {
Entity *norm = SK.entity.FindByIdNoOops(SS.GW.pending.normal);
if(norm) {
switch(norm->type) {
case Entity::Type::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;
default: // Only the entities above can be dragged.
break;
}
}
}
}
void SolveSpaceUI::SolveGroupAndReport(hGroup hg, bool andFindFree) {
SolveGroup(hg, andFindFree);
Group *g = SK.GetGroup(hg);
bool isOkay = g->solved.how == SolveResult::OKAY ||
(g->allowRedundant && g->solved.how == SolveResult::REDUNDANT_OKAY);
if(!isOkay || (isOkay && !g->IsSolvedOkay())) {
TextWindow::ReportHowGroupSolved(g->h);
}
}
void SolveSpaceUI::WriteEqSystemForGroup(hGroup hg) {
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));
}
for(i = 0; i < SK.constraint.n; i++) {
Constraint *c = &SK.constraint.elem[i];
if(c->group.v != hg.v) continue;
c->Generate(&(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();
}
void SolveSpaceUI::SolveGroup(hGroup hg, bool andFindFree) {
WriteEqSystemForGroup(hg);
Group *g = SK.GetGroup(hg);
g->solved.remove.Clear();
SolveResult how = sys.Solve(g, NULL,
&(g->solved.dof),
&(g->solved.remove),
/*andFindBad=*/true,
/*andFindFree=*/andFindFree,
/*forceDofCheck=*/!g->dofCheckOk);
if(how == SolveResult::OKAY) {
g->dofCheckOk = true;
}
g->solved.how = how;
FreeAllTemporary();
}
SolveResult SolveSpaceUI::TestRankForGroup(hGroup hg, int *rank) {
WriteEqSystemForGroup(hg);
Group *g = SK.GetGroup(hg);
SolveResult result = sys.SolveRank(g, rank);
FreeAllTemporary();
return result;
}
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;
}