valentina/src/libs/vlayout/vlayoutpaper.cpp

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/************************************************************************
**
** @file vlayoutpaper.cpp
** @author Roman Telezhynskyi <dismine(at)gmail.com>
** @date 7 1, 2015
**
** @brief
** @copyright
** This source code is part of the Valentine project, a pattern making
** program, whose allow create and modeling patterns of clothing.
** Copyright (C) 2015 Valentina project
** <https://bitbucket.org/dismine/valentina> All Rights Reserved.
**
** Valentina is free software: you can redistribute it and/or modify
** it under the terms of the GNU General Public License as published by
** the Free Software Foundation, either version 3 of the License, or
** (at your option) any later version.
**
** Valentina is distributed in the hope that it will be useful,
** but WITHOUT ANY WARRANTY; without even the implied warranty of
** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
** GNU General Public License for more details.
**
** You should have received a copy of the GNU General Public License
** along with Valentina. If not, see <http://www.gnu.org/licenses/>.
**
*************************************************************************/
#include "vlayoutpaper.h"
#include "vlayoutpaper_p.h"
#include <climits>
#include <QPointF>
class BestResult
{
public:
BestResult();
void NewResult(qint64 square, int i, int j, const QMatrix &matrix);
qint64 BestSquare() const;
int GContourEdge() const;
int DetailEdge() const;
QMatrix Matrix() const;
bool ValideResult() const;
private:
// All nedded information about best result
int resI; // Edge of global contour
int resJ; // Edge of detail
QMatrix resMatrix; // Matrix for rotation and translation detail
qint64 resSquare; // Best square size (least). For begin set max value.
bool valideResult;
};
//===================================================BestResult========================================================
//---------------------------------------------------------------------------------------------------------------------
BestResult::BestResult()
:resI(0), resJ(0), resMatrix(QMatrix()), resSquare(LLONG_MAX),valideResult(false)
{}
//---------------------------------------------------------------------------------------------------------------------
void BestResult::NewResult(qint64 square, int i, int j, const QMatrix &matrix)
{
if (square <= resSquare && square > 0)
{
resI = i;
resJ = j;
resMatrix = matrix;
resSquare = square;
valideResult = true;
}
}
//---------------------------------------------------------------------------------------------------------------------
qint64 BestResult::BestSquare() const
{
return resSquare;
}
//---------------------------------------------------------------------------------------------------------------------
int BestResult::GContourEdge() const
{
return resI;
}
//---------------------------------------------------------------------------------------------------------------------
int BestResult::DetailEdge() const
{
return resJ;
}
//---------------------------------------------------------------------------------------------------------------------
QMatrix BestResult::Matrix() const
{
return resMatrix;
}
//---------------------------------------------------------------------------------------------------------------------
bool BestResult::ValideResult() const
{
return valideResult;
}
//===================================================VLayoutPaper======================================================
//---------------------------------------------------------------------------------------------------------------------
VLayoutPaper::VLayoutPaper()
:d(new VLayoutPaperData)
{}
//---------------------------------------------------------------------------------------------------------------------
VLayoutPaper::VLayoutPaper(int height, int width)
:d(new VLayoutPaperData(height, width))
{}
//---------------------------------------------------------------------------------------------------------------------
VLayoutPaper::VLayoutPaper(const VLayoutPaper &paper)
:d (paper.d)
{}
//---------------------------------------------------------------------------------------------------------------------
VLayoutPaper &VLayoutPaper::operator=(const VLayoutPaper &paper)
{
if ( &paper == this )
{
return *this;
}
d = paper.d;
return *this;
}
//---------------------------------------------------------------------------------------------------------------------
VLayoutPaper::~VLayoutPaper()
{}
//---------------------------------------------------------------------------------------------------------------------
int VLayoutPaper::GetHeight() const
{
return d->paperHeight;
}
//---------------------------------------------------------------------------------------------------------------------
void VLayoutPaper::SetHeight(int height)
{
d->paperHeight = height;
}
//---------------------------------------------------------------------------------------------------------------------
int VLayoutPaper::GetWidth() const
{
return d->paperWidth;
}
//---------------------------------------------------------------------------------------------------------------------
void VLayoutPaper::SetWidth(int width)
{
d->paperWidth = width;
}
//---------------------------------------------------------------------------------------------------------------------
bool VLayoutPaper::ArrangeDetail(const VLayoutDetail &detail)
{
// First need set size of paper
if (d->paperHeight <= 0 || d->paperWidth <= 0)
{
return false;
}
if (detail.EdgesCount() < 3)
{
return false;//Not enough edges
}
if (Count() == 0)
{
return AddToBlankSheet(detail);
}
else
{
return AddToSheet(detail);
}
}
//---------------------------------------------------------------------------------------------------------------------
int VLayoutPaper::Count() const
{
return d->details.count();
}
//---------------------------------------------------------------------------------------------------------------------
bool VLayoutPaper::AddToBlankSheet(const VLayoutDetail &detail)
{
BestResult bestResult;
// We should use copy of the detail.
VLayoutDetail workDetail = detail;
for (int i=1; i<= detail.EdgesCount(); i++)
{
int dEdge = i;// For mirror detail edge will be different
if (CheckPosition(workDetail, 1, dEdge))
{
const QRectF rec = workDetail.BoundingRect();
if (SheetContains(rec))
{
bestResult.NewResult(static_cast<qint64>(rec.width()*rec.height()), 1, dEdge, workDetail.GetMatrix());
}
else
{
continue; // Outside of sheet.
}
}
}
if (bestResult.ValideResult())
{
VLayoutDetail workDetail = detail;
workDetail.SetMatrix(bestResult.Matrix());// Don't forget set matrix
d->details.append(workDetail);
// First detail, just simple take all points
d->globalContour = workDetail.GetLayoutAllowence();
}
return bestResult.ValideResult(); // Do we have the best result?
}
//---------------------------------------------------------------------------------------------------------------------
bool VLayoutPaper::AddToSheet(const VLayoutDetail &detail)
{
BestResult bestResult;
for (int j=1; j <= EdgesCount(); ++j)
{
// We should use copy of the detail.
VLayoutDetail workDetail = detail;
for (int i=1; i<= workDetail.EdgesCount(); i++)
{
int dEdge = i;// For mirror detail edge will be different
if (CheckPosition(workDetail, j, dEdge))
{
if (SheetContains(workDetail.BoundingRect()))
{
QVector<QPointF> newGContour = UniteWithContour(workDetail, j, dEdge);
newGContour.append(newGContour.first());
const QRectF rec = QPolygonF(newGContour).boundingRect();
bestResult.NewResult(static_cast<qint64>(rec.width()*rec.height()), j, dEdge,
workDetail.GetMatrix());
}
else
{
continue; // Outside of sheet.
}
}
}
}
if (bestResult.ValideResult())
{
VLayoutDetail workDetail = detail;
workDetail.SetMatrix(bestResult.Matrix());// Don't forget set matrix
const QVector<QPointF> newGContour = UniteWithContour(workDetail, bestResult.GContourEdge(),
bestResult.DetailEdge());
if (newGContour.isEmpty())
{
return false;
}
d->details.append(workDetail);
// First detail, just simple take all points
d->globalContour = newGContour;
}
return bestResult.ValideResult(); // Do we have the best result?
}
//---------------------------------------------------------------------------------------------------------------------
bool VLayoutPaper::CheckPosition(VLayoutDetail &detail, int j, int &dEdge) const
{
const QLineF globalEdge = GlobalEdge(j);
bool flagMirror = false;
bool flagSquare = false;
CombineEdges(detail, globalEdge, dEdge);
switch (Crossing(detail, j, dEdge))
{
case CrossingType::EdgeError:
return false;
case CrossingType::Intersection:
detail.Mirror(globalEdge);
flagMirror = true;
break;
case CrossingType::NoIntersection:
{
switch (InsideContour(detail, dEdge))
{
case InsideType::EdgeError:
return false;
case InsideType::Inside:
detail.Mirror(globalEdge);
flagMirror = true;
break;
case InsideType::Outside:
flagSquare = true;
break;
default:
break;
}
}
default:
break;
}
if (flagMirror)
{
dEdge = detail.EdgeByPoint(globalEdge.p2());
if (dEdge <= 0)
{
return false;
}
switch (Crossing(detail, j, dEdge))
{
case CrossingType::EdgeError:
return false;
case CrossingType::Intersection:
flagSquare = false;
break;
case CrossingType::NoIntersection:
{
switch (InsideContour(detail, dEdge))
{
case InsideType::EdgeError:
return false;
case InsideType::Inside:
flagSquare = false;
break;
case InsideType::Outside:
flagSquare = true;
break;
default:
break;
}
}
default:
break;
}
}
return flagSquare;
}
//---------------------------------------------------------------------------------------------------------------------
VLayoutPaper::CrossingType VLayoutPaper::Crossing(const VLayoutDetail &detail, int globalI, int detailI) const
{
int globalEdgesCount = EdgesCount();
if (globalEdgesCount == 0)
{
globalEdgesCount = 1;// For blank sheet
}
const int detailEdgesCount = detail.EdgesCount();
if (detailEdgesCount < 3)
{
return CrossingType::EdgeError;
}
for(int i = 1; i <= globalEdgesCount; i++)
{
const QLineF globalEdge = GlobalEdge(i);
if (globalEdge.isNull()) // Got null edge
{
return CrossingType::EdgeError;
}
for(int j = 1; j <= detailEdgesCount; j++)
{
if (i == globalI && j == detailI)
{
continue;
}
const QLineF detailEdge = detail.Edge(j);
if (detailEdge.isNull()) // Got null edge
{
return CrossingType::EdgeError;
}
QPointF xPoint;
QLineF::IntersectType type = globalEdge.intersect(detailEdge, &xPoint);
if (type == QLineF::BoundedIntersection)
{
return CrossingType::Intersection;
}
}
}
return CrossingType::NoIntersection;
}
//---------------------------------------------------------------------------------------------------------------------
VLayoutPaper::InsideType VLayoutPaper::InsideContour(const VLayoutDetail &detail, int detailI) const
{
if (detail.EdgesCount() < 3)
{
return InsideType::EdgeError;
}
const QVector<QPointF> lPoints = detail.GetLayoutAllowence();
const QLineF detailEdge = detail.Edge(detailI);
if (detailEdge.isNull()) // Got null edge
{
return InsideType::EdgeError;
}
if (d->details.isEmpty())
{
const QLineF globalEdge = GlobalEdge(1);
for(int i = 0; i < lPoints.count(); i++)
{
if (CheckSide(globalEdge, lPoints.at(i)) < 0)
{
return InsideType::Inside;
}
}
}
else
{
const QPolygonF gPoly = GlobalPolygon();
for(int i = 0; i < lPoints.count(); i++)
{
const QPointF p = lPoints.at(i);
if (p.isNull())
{
return InsideType::EdgeError;
}
if (p != detailEdge.p1() && p != detailEdge.p2())
{
if (gPoly.containsPoint(p, Qt::OddEvenFill))
{
return InsideType::Inside;
}
}
}
}
return InsideType::Outside;
}
//---------------------------------------------------------------------------------------------------------------------
qreal VLayoutPaper::CheckSide(const QLineF &edge, const QPointF &p) const
{
return (edge.x2() - edge.x1()) * (p.y() - edge.y1()) - (edge.y2() - edge.y1()) * (p.x() - edge.x1());
}
//---------------------------------------------------------------------------------------------------------------------
bool VLayoutPaper::SheetContains(const QRectF &rect) const
{
const QRectF bRect(0, 0, d->paperWidth, d->paperHeight);
return bRect.contains(rect);
}
//---------------------------------------------------------------------------------------------------------------------
void VLayoutPaper::CombineEdges(VLayoutDetail &detail, const QLineF &globalEdge, int dEdge) const
{
QLineF detailEdge = detail.Edge(dEdge);
// Find distance between two edges for two begin vertex.
const qreal dx = globalEdge.x2() - detailEdge.x2();
const qreal dy = globalEdge.y2() - detailEdge.y2();
detailEdge.translate(dx, dy); // Use values for translate detail edge.
const qreal angle_between = globalEdge.angleTo(detailEdge); // Seek angle between two edges.
// Now we move detail to position near to global contour edge.
detail.Translate(dx, dy);
detail.Rotate(globalEdge.p2(), angle_between);
}
//---------------------------------------------------------------------------------------------------------------------
QVector<QPointF> VLayoutPaper::UniteWithContour(const VLayoutDetail &detail, int globalI, int detJ) const
{
if (d->globalContour.isEmpty())
{
return detail.GetLayoutAllowence();
}
if (globalI <= 0 || globalI > EdgesCount())
{
return QVector<QPointF>();
}
if (detJ <= 0 || detJ > detail.EdgesCount())
{
return QVector<QPointF>();
}
QVector<QPointF> newContour;
for(int i=0; i < d->globalContour.count(); ++i)
{
newContour.append(d->globalContour.at(i));
++i;
if (i==globalI)
{
const QVector<QPointF> dPoints = detail.GetLayoutAllowence();
const int nD = dPoints.count();
int processedPoints = 0;
int j = detJ;
do
{
if (j > nD-1)
{
j=0;
}
newContour.append(dPoints.at(j));
++processedPoints;
++j;
}while (processedPoints<nD);
}
}
return newContour;
}
//---------------------------------------------------------------------------------------------------------------------
QLineF VLayoutPaper::GlobalEdge(int i) const
{
if (d->details.isEmpty())
{
// Because sheet is blank we have one global edge for all cases - Ox axis.
return QLineF(0, 0, d->paperWidth, 0);
}
if (i < 1 || i > EdgesCount())
{ // Doesn't exist such edge
return QLineF();
}
QLineF edge;
if (i < EdgesCount())
{
edge = QLineF(d->globalContour.at(i-1), d->globalContour.at(i));
}
else
{ // Closed countour
edge = QLineF(d->globalContour.at(EdgesCount()-1), d->globalContour.at(0));
}
return edge;
}
//---------------------------------------------------------------------------------------------------------------------
int VLayoutPaper::EdgesCount() const
{
return d->globalContour.count();
}
//---------------------------------------------------------------------------------------------------------------------
QPolygonF VLayoutPaper::GlobalPolygon() const
{
QVector<QPointF> points = d->globalContour;
points.append(points.first());
return QPolygonF(points);
}