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/* Copyright (c) 1998, 1999, 2003, 2004 Lance Arsenault, (GNU GPL (v2+))
*/
#include "config.h"
#ifdef QP_ARCH_DARWIN
# include <limits.h>
# include <float.h>
#else
# include <values.h>
#endif
#include <gtkmm.h>
using namespace Gtk;
#include "value_t.h"
#include "ValueSlider.h"
#include "PlotLister.h"
#include "PlotConfig.h"
#include "MainMenuBar.h"
#include "ButtonBar.h"
#include "StatusBar.h"
#include "MainWindow.h"
#include "App.h"
#include "Field.h"
#include "Plot.h"
#include "ColorGen.h"
#include "Graph.h"
#include "Globel.h"
#define ABSVAL(x) (((x) > (value_t)0.0) ? (x) : (-(x)))
#define ZRO ((value_t) 0.0)
#define ONE ((value_t) 1.0)
#define LG (MAXVALUE/8)
// The old quickplot, from 2003, used a line and circle to cull. This
// uses a brute force linear method with the most likely cases first.
// This is lots more code than the old quickplot but this may run much
// faster since there are no square roots to calculate. The big
// pay-off will be with phase plots with lots of bunched data.
// Cull and Draw. We hope that then we draw to point just a little
// (~10 pixels) outside of the window there is no problem. Culling is
// required because zooming may generate numbers to plot like 1.0e+10
// which when converted to an int will give unknown results and draw
// lines all over the place. Uncomment the //#define WITHOUT_CULLING
// to see what happens when you don't cull. Culling also increases
// speed. Not drawing is much faster than drawing.
// Just for testing.
//#define WITHOUT_CULLING
void Plot::cullDrawLine(value_t fromX, value_t fromY,
value_t toX, value_t toY)
{
#ifdef WITHOUT_CULLING
// Try it with out culling.
(this->*drawLineFunc)((int) fromX, (int) fromY, (int) toX, (int) toY);
return;
#else
// The common cases come first.
// If both points are in the window.
if(fromX > -lineWidthPlus1 && fromX < widthPlus &&
toX > -lineWidthPlus1 && toX < widthPlus &&
fromY > -lineWidthPlus1 && fromY < heightPlus &&
toY > -lineWidthPlus1 && toY < heightPlus)
{
(this->*drawLineFunc)((int) fromX, (int) fromY, (int) toX, (int) toY);
return;
}
// Do some quick Culls for both points way off to one side: right,
// left, up, or down. This will Cull MOST points out!!!! Speed is
// the result.
//points all on right side,
if((fromX >= widthPlus && toX >= widthPlus) ||
// on the left side,
(fromX <= -lineWidthPlus1 && toX <= -lineWidthPlus1) ||
// on top (up),
(fromY <= -lineWidthPlus1 && toY <= -lineWidthPlus1) ||
// or on bottom (down)
(fromY >= heightPlus && toY >= heightPlus))
return; // Culled!!
// Large value culling: We don't want to think about how large
// numbers will act in the calculations below. So we stop them
// here. LG is somewhere near the largest possible double (or
// float). Letting them through could cause a mess of lines all
// over the window, that have nothing to do with the data.
if(ABSVAL(fromX) > LG || ABSVAL(toX) > LG ||
ABSVAL(fromY) > LG || ABSVAL(toY) > LG ||
ABSVAL(fromX-toX) > LG || ABSVAL(fromY-toY) > LG )
{
// This tipically does not happen, but to let the culling continue
// with bad numbers may give bad results.
if(opVerbose)
opSpew << "Quickplot: large value culling: "
<< "from (" << fromX << ", " << fromY << ") to ("
<< toX << ", " << toY << ")" << std::endl;
return;
}
// now both points are not in the window (maybe one point is).
// Below we refer to the line formed by the two points toX, toY and
// fromX, formY as "line" or "the line"..
if(toX != fromX)
{
value_t m = (toY - fromY)/(toX - fromX);
if(ABSVAL(m) < ((value_t) 1.0e+6) && ABSVAL(m) > ((value_t) 1.0e-6))
{
// MOST COMMON line. // with both points not in the window.
// This is a generic line: it's not close to horizontal,
// horizontal, close to vertical, or vertical.
value_t a = fromY - m * fromX;
// the equation for the line is Y = a + m * X
if(fromX > -lineWidthPlus1 && fromX < widthPlus &&
fromY > -lineWidthPlus1 && fromY < heightPlus)
{
/************ one point in the window ***************/
// point fromX, fromY is in the window and point toX, toY is
// outside the window.
// There is some overlap between these checks so that
// floating point round off make us miss lines.
if(toX > (value_t) width &&
((value_t)-1) < m*width+a &&
m*width+a < ((value_t) height+1))
{
// crosses right side near X=width, Y=m*width+a
if(toX > widthPlus) toX = widthPlus;
(this->*drawLineFunc)((int) fromX, (int) fromY, (int) toX, (int) (m*toX+a));
return;
}
if(toX < ZRO &&
((value_t)-1) < a &&
a < ((value_t) height+1))
{
// crosses left side near X=0 at Y=a
if(toX < -lineWidthPlus1) toX = -lineWidthPlus1;
(this->*drawLineFunc)((int) fromX, (int) fromY, (int) toX, (int) (m*toX+a));
return;
}
if(toY > (value_t) height &&
((value_t)-1) < (height -a)/m &&
(height -a)/m < ((value_t) width+1))
{
// crosses bottom near Y=height, X=(height -a)/m
if(toY > heightPlus) toY = heightPlus;
(this->*drawLineFunc)((int) fromX, (int) fromY, (int) ((toY -a)/m), (int) toY);
return;
}
if(toY < ZRO &&
((value_t)-1) < -a/m &&
-a/m < ((value_t) width+1))
{
// crosses top near Y=0, X=-a/m
if(toY < -lineWidthPlus1) toY = -lineWidthPlus1;
(this->*drawLineFunc)((int) fromX, (int) fromY, (int) ((toY -a)/m), (int) toY);
return;
}
#if 0
if(!opSilent)
opSpew << "Quickplot: culling check"
<< "from (" << fromX << ", " << fromY << ") to ("
<< toX << ", " << toY << ")" << std::endl
<< "line=" << __LINE__ << " file=" << __FILE__
<< std::endl;
#endif
return; // Culled. Steep or shallow line near a window edge.
}
else if(toX > -lineWidthPlus1 && toX < widthPlus &&
toY > -lineWidthPlus1 && toY < heightPlus)
{
/************ one point in the window ***************/
// point toX, toY is in the window and point fromX, fromY is
// not in the window
// There is some overlap between these checks so that
// floating point round off won't make us miss lines.
if(fromX < ZRO &&
((value_t)-1) < a &&
a < ((value_t) height+1))
{
// crosses left side near X=0, Y=a
if(fromX < -lineWidthPlus1) fromX = -lineWidthPlus1;
(this->*drawLineFunc)((int) fromX, (int) (m*fromX+a), (int) toX, (int) toY);
return;
}
if(fromX > (value_t) width &&
((value_t)-1) < m*width+a &&
m*width+a < ((value_t) height+1))
{
// crosses right side near X=width, Y=m*width+a
if(fromX > widthPlus) fromX = widthPlus;
(this->*drawLineFunc)((int) fromX, (int) (m*fromX+a), (int) toX, (int) toY);
return;
}
if(fromY < ZRO &&
((value_t)-1) < -a/m &&
-a/m < ((value_t) width+1))
{
// crosses top near Y=0, X=-a/m
if(fromY < -lineWidthPlus1) fromY = -lineWidthPlus1;
(this->*drawLineFunc)((int) ((fromY-a)/m), (int) fromY, (int) toX, (int) toY);
return;
}
if(fromY > (value_t) height &&
((value_t)-1) < (height -a)/m &&
(height -a)/m < ((value_t) width+1))
{
// crosses bottom near Y=height, X=(height -a)/m
if(fromY > heightPlus) fromY = heightPlus;
(this->*drawLineFunc)((int) ((fromY-a)/m), (int) fromY, (int) toX, (int) toY);
return;
}
#if 0
if(!opSilent)
opSpew << "Quickplot: culling check"
<< "from (" << fromX << ", " << fromY << ") to ("
<< toX << ", " << toY << ")" << std::endl
<< "line=" << __LINE__ << " file=" << __FILE__
<< std::endl;
#endif
return; // Culled. Steep or shallow line near a window edge
// and outside the window.
}
else
{
/************ No points in the window ***************/
// a generic line with No points are in the window
// Y = m*X + a m is not large or small
// We find the window intersection points with the greatest
// distance appart along the line. In most case there will be
// just two points of intersection, but since we will be using
// window edge lines that go 1 pixel past the edges to catch
// lost points do to floating points round off, there may be
// more than two points. The most is 4 points. Then we must
// make sure that the two points toX, toY and fromX, fromY are
// on oposite sides of the intersection points.
// The four possible intersection points are.
int icount=0; // point intersection count
value_t X[4],Y[4]; // the array of 4 x,y points
// We count and set the values as we find them.
// x, y=0
X[icount] = -a/m;// x
if((value_t) -1 < X[icount] && X[icount] < (value_t) (width+1))
Y[icount++] = ZRO; // y=0
// x, y=height
X[icount] = (height - a)/m;// x
if((value_t) -1 < X[icount] && X[icount] < (value_t) (width+1))
Y[icount++] = (value_t) height; // y=height
// x=0, y
Y[icount] = a; // y
if((value_t) -1 < Y[icount] && Y[icount] < (value_t) (height+1))
X[icount++] = ZRO; // x=0
// x=width, y
Y[icount] = width*m + a; // y
if((value_t) -1 < Y[icount] && Y[icount] < (value_t) (height+1))
X[icount++] = (value_t) width; // x=0
if(icount <= 1)
return; // Culled. The line does not pass through the window.
// icount == 2, 3 or 4
// find the max in min x values.
// I don't need to calulate distances like r^2 = delta_X^2 +
// delta_Y^2, because all the points are on a straight line
// that is not vertical or close to vertical.
int max_i=0, min_i=0;
int i;
for(i=1;i<icount;i++)
{
if(X[i] > X[max_i])
max_i = i;
if(X[i] < X[min_i])
min_i = i;
}
// The direction that the line is drawn may matter if the line
// style shows the direction. Like lines with arrows in them
// like: --->--->--->--- .
if(fromX < toX)
{
// x is increasing along the line.
(this->*drawLineFunc)((int) X[min_i], (int) Y[min_i],
(int) X[max_i], (int) Y[max_i]);
}
else
{
// x is decreasing along the line ao draw the other
// direction.
(this->*drawLineFunc)((int) X[max_i], (int) Y[max_i],
(int) X[min_i], (int) Y[min_i]);
}
return;
}
}
else if(ABSVAL(m) <= ((value_t) 1.2e-6) || toY == fromY)
// overlaping some of the above case
{
// it's close to a horizontal line or is a horizontal line.
// window middle Y value. We assume that the window is much
// less than 1e+6 (= 1,000,000) pixels across.
value_t Y = fromY + m * (width/2 - fromX);
if(fromX > (value_t) width)
fromX = (value_t) width;
else if(fromX < ZRO)
fromX = ZRO;
if(toX > (value_t) width)
toX = (value_t) width;
else if(toX < ZRO)
toX = ZRO;
//opSpew << "close to horizontal" << std::endl;
if(fromX != toX)
(this->*drawLineFunc)((int) fromX, (int) Y, (int) toX, (int) Y);
return;
}
else // toY != fromY && slope > 1e+6 && toX != fromX
{
// it's Not: close to horizontal, horizontal, generic, or vertical.
// it's close to a vertical line by process of elimination
// try m = recipical slope because it's close to a verticle
// line. And given the Culling above there must be a line
// some where in the window.
m = (toX - fromX)/(toY - fromY);
// middle X value.
value_t X = fromX + m * (height/2 - fromY);
if(fromY > (value_t) height)
fromY = (value_t) height;
else if(fromY < ZRO)
fromY = ZRO;
if(toY > (value_t) height)
toY = (value_t) height;
else if(toY < ZRO)
toY = ZRO;
//opSpew << "close to vertical" << std::endl;
if(fromY != toY)
(this->*drawLineFunc)((int) X, (int) fromY, (int) X, (int) toY);
return;
}
}
else // toX == fromX
{
// It's a verticle line
// It must be near the window, because it has not been culled out above.
if(fromY > (value_t) height)
fromY = (value_t) height;
else if(fromY < ZRO)
fromY = ZRO;
if(toY > (value_t) height)
toY = (value_t) height;
else if(toY < ZRO)
toY = ZRO;
//opSpew << "vertical" << std::endl;
if(fromY != toY) // if not both to top or bottom (just on the edge).
(this->*drawLineFunc)((int) fromX, (int) fromY, (int) toX, (int) toY);
return;
}
#endif //#ifdef WITHOUT_CULLING #else
}
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