valentina/src/libs/vlayout/vabstractpiece.cpp

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/************************************************************************
**
** @file
** @author Roman Telezhynskyi <dismine(at)gmail.com>
** @date 3 11, 2016
**
** @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) 2016 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 "vabstractpiece.h"
#include "vabstractpiece_p.h"
#include "../vmisc/vabstractapplication.h"
#include "../vgeometry/vpointf.h"
#include <QLineF>
#include <QSet>
#include <QVector>
const qreal maxL = 2.4;
//---------------------------------------------------------------------------------------------------------------------
VAbstractPiece::VAbstractPiece()
: d(new VAbstractPieceData)
{}
//---------------------------------------------------------------------------------------------------------------------
VAbstractPiece::VAbstractPiece(const VAbstractPiece &piece)
:d (piece.d)
{}
//---------------------------------------------------------------------------------------------------------------------
VAbstractPiece &VAbstractPiece::operator=(const VAbstractPiece &piece)
{
if ( &piece == this )
{
return *this;
}
d = piece.d;
return *this;
}
//---------------------------------------------------------------------------------------------------------------------
VAbstractPiece::~VAbstractPiece()
{}
//---------------------------------------------------------------------------------------------------------------------
QString VAbstractPiece::GetName() const
{
return d->m_name;
}
//---------------------------------------------------------------------------------------------------------------------
void VAbstractPiece::SetName(const QString &value)
{
d->m_name = value;
}
//---------------------------------------------------------------------------------------------------------------------
bool VAbstractPiece::IsForbidFlipping() const
{
return d->m_forbidFlipping;
}
//---------------------------------------------------------------------------------------------------------------------
void VAbstractPiece::SetForbidFlipping(bool value)
{
d->m_forbidFlipping = value;
}
//---------------------------------------------------------------------------------------------------------------------
bool VAbstractPiece::IsSeamAllowance() const
{
return d->m_seamAllowance;
}
//---------------------------------------------------------------------------------------------------------------------
void VAbstractPiece::SetSeamAllowance(bool value)
{
d->m_seamAllowance = value;
}
//---------------------------------------------------------------------------------------------------------------------
qreal VAbstractPiece::GetSAWidth() const
{
return d->m_width;
}
//---------------------------------------------------------------------------------------------------------------------
void VAbstractPiece::SetSAWidth(qreal value)
{
value >= 0 ? d->m_width = value : d->m_width = 0;
}
//---------------------------------------------------------------------------------------------------------------------
QVector<QPointF> VAbstractPiece::Equidistant(const QVector<VSAPoint> &points, qreal width)
{
if (width < 0)
{
qDebug()<<"Width < 0.";
return QVector<QPointF>();
}
QVector<VSAPoint> p = CorrectEquidistantPoints(points);
if ( p.size() < 3 )
{
qDebug()<<"Not enough points for building the equidistant.";
return QVector<QPointF>();
}
if (p.last().toPoint() != p.first().toPoint())
{
p.append(p.at(0));// Should be always closed
}
QVector<QPointF> ekvPoints;
for (qint32 i = 0; i < p.size(); ++i )
{
if ( i == 0)
{//first point
ekvPoints << EkvPoint(p.at(p.size()-2), p.at(p.size()-1),
p.at(1), p.at(0), width);
continue;
}
if (i == p.size()-1)
{//last point
if (not ekvPoints.isEmpty())
{
ekvPoints.append(ekvPoints.at(0));
}
continue;
}
//points in the middle of polyline
ekvPoints << EkvPoint(p.at(i-1), p.at(i),
p.at(i+1), p.at(i), width);
}
const bool removeFirstAndLast = false;
ekvPoints = CheckLoops(CorrectEquidistantPoints(ekvPoints, removeFirstAndLast));//Result path can contain loops
return ekvPoints;
}
//---------------------------------------------------------------------------------------------------------------------
qreal VAbstractPiece::SumTrapezoids(const QVector<QPointF> &points)
{
// Calculation a polygon area through the sum of the areas of trapezoids
qreal s, res = 0;
const int n = points.size();
if(n > 2)
{
for (int i = 0; i < n; ++i)
{
if (i == 0)
{
//if i == 0, then y[i-1] replace on y[n-1]
s = points.at(i).x()*(points.at(n-1).y() - points.at(i+1).y());
res += s;
}
else
{
if (i == n-1)
{
// if i == n-1, then y[i+1] replace on y[0]
s = points.at(i).x()*(points.at(i-1).y() - points.at(0).y());
res += s;
}
else
{
s = points.at(i).x()*(points.at(i-1).y() - points.at(i+1).y());
res += s;
}
}
}
}
return res;
}
//---------------------------------------------------------------------------------------------------------------------
/**
* @brief CheckLoops seek and delete loops in equidistant.
* @param points vector of points of equidistant.
* @return vector of points of equidistant.
*/
QVector<QPointF> VAbstractPiece::CheckLoops(const QVector<QPointF> &points)
{
const int count = points.size();
/*If we got less than 4 points no need seek loops.*/
if (count < 4)
{
qDebug()<<"Less then 4 points. Doesn't need check for loops.";
return points;
}
const bool pathClosed = (points.first() == points.last());
QVector<QPointF> ekvPoints;
qint32 i, j, jNext = 0;
for (i = 0; i < count; ++i)
{
/*Last three points no need check.*/
/*Triangle has not contain loops*/
if (i > count-3)
{
ekvPoints.append(points.at(i));
continue;
}
enum LoopIntersectType { NoIntersection, BoundedIntersection, ParallelIntersection };
QPointF crosPoint;
LoopIntersectType status = NoIntersection;
const QLineF line1(points.at(i), points.at(i+1));
// Because a path can contains several loops we will seek the last and only then remove the loop(s)
// That's why we parse from the end
for (j = count-1; j >= i+2; --j)
{
j == count-1 ? jNext = 0 : jNext = j+1;
QLineF line2(points.at(j), points.at(jNext));
if(qFuzzyIsNull(line2.length()))
{//If a path is closed the edge (count-1;0) length will be 0
continue;
}
QSet<qint32> uniqueVertices;
uniqueVertices << i << i+1 << j;
// For closed path last point is equal to first. Using index of the first.
pathClosed && jNext == count-1 ? uniqueVertices << 0 : uniqueVertices << jNext;
const QLineF::IntersectType intersect = line1.intersect(line2, &crosPoint);
if (intersect == QLineF::NoIntersection)
{ // According to the documentation QLineF::NoIntersection indicates that the lines do not intersect;
// i.e. they are parallel. But parallel also mean they can be on the same line.
// Method IsPointOnLineviaPDP will check it.
if (VGObject::IsPointOnLineviaPDP(points.at(j), points.at(i), points.at(i+1))
// Lines are not neighbors
&& uniqueVertices.size() == 4
&& line1.p2() != line2.p2()
&& line1.p1() != line2.p1()
&& line1.p2() != line2.p1()
&& line1.p1() != line2.p2())
{
// Left to catch case where segments are on the same line, but do not have real intersections.
QLineF tmpLine1 = line1;
QLineF tmpLine2 = line2;
tmpLine1.setAngle(tmpLine1.angle()+90);
QPointF tmpCrosPoint;
const QLineF::IntersectType tmpIntrs1 = tmpLine1.intersect(tmpLine2, &tmpCrosPoint);
tmpLine1 = line1;
tmpLine2.setAngle(tmpLine2.angle()+90);
const QLineF::IntersectType tmpIntrs2 = tmpLine1.intersect(tmpLine2, &tmpCrosPoint);
if (tmpIntrs1 == QLineF::BoundedIntersection || tmpIntrs2 == QLineF::BoundedIntersection)
{ // Now we really sure that lines are on the same lines and have real intersections.
status = ParallelIntersection;
break;
}
}
}
else if (intersect == QLineF::BoundedIntersection)
{
if (uniqueVertices.size() == 4
&& line1.p1() != crosPoint
&& line1.p2() != crosPoint
&& line2.p1() != crosPoint
&& line2.p2() != crosPoint)
{ // Break, but not if lines are neighbors
status = BoundedIntersection;
break;
}
}
status = NoIntersection;
}
switch (status)
{
case ParallelIntersection:
/*We have found a loop.*/
// Theoretically there is no big difference which point j or jNext to select.
// In the end we will draw a line in any case.
ekvPoints.append(points.at(i));
ekvPoints.append(points.at(jNext));
i = j;
break;
case BoundedIntersection:
/*We have found a loop.*/
ekvPoints.append(points.at(i));
ekvPoints.append(crosPoint);
i = j;
break;
case NoIntersection:
/*We have not found loop.*/
ekvPoints.append(points.at(i));
break;
default:
break;
}
}
return ekvPoints;
}
//---------------------------------------------------------------------------------------------------------------------
Q_DECL_CONSTEXPR qreal VAbstractPiece::PointPosition(const QPointF &p, const QLineF &line)
{
return (line.p2().x() - line.p1().x()) * (p.y() - line.p1().y()) -
(line.p2().y() - line.p1().y()) * (p.x() - line.p1().x());
}
//---------------------------------------------------------------------------------------------------------------------
qreal VAbstractPiece::MaxLocalSA(const VSAPoint &p, qreal width)
{
qreal w1 = p.GetSAAfter();
if (w1 < 0)
{
w1 = width;
}
qreal w2 = p.GetSABefore();
if (w2 < 0)
{
w2 = width;
}
return qMax(w1, w2);
}
//---------------------------------------------------------------------------------------------------------------------
/**
* @brief EkvPoint return seam aloowance points in place of intersection two edges. Last points of two edges should be
* equal.
* @param width global seam allowance width.
* @return seam aloowance points.
*/
QVector<QPointF> VAbstractPiece::EkvPoint(const VSAPoint &p1Line1, const VSAPoint &p2Line1,
const VSAPoint &p1Line2, const VSAPoint &p2Line2, qreal width)
{
if (width < 0)
{ // width can't be < 0
return QVector<QPointF>();
}
QVector<QPointF> points;
if (p2Line1 != p2Line2)
{
qDebug()<<"Last points of two lines must be equal.";
return QVector<QPointF>(); // Wrong edges
}
const QLineF bigLine1 = ParallelLine(p1Line1, p2Line1, width );
const QLineF bigLine2 = ParallelLine(p2Line2, p1Line2, width );
QPointF CrosPoint;
const QLineF::IntersectType type = bigLine1.intersect( bigLine2, &CrosPoint );
switch (type)
{// There are at least three big cases
case (QLineF::BoundedIntersection):
// The easiest, real intersection
points.append(CrosPoint);
return points;
break;
case (QLineF::UnboundedIntersection):
{ // Most common case
const qreal localWidth = MaxLocalSA(p2Line1, width);
QLineF line( p2Line1, CrosPoint );
// Checking two subcases
const QLineF b1 = BisectorLine(p1Line1, p2Line1, p1Line2);
const QLineF b2 = BisectorLine(bigLine1.p1(), CrosPoint, bigLine2.p2());
const qreal angle = AngleBetweenBisectors(b1, b2);
// Comparison bisector angles helps to find direction
if (angle <= 90)// Go in a same direction
{//Regular equdistant case
QT_WARNING_PUSH
QT_WARNING_DISABLE_GCC("-Wswitch-default")
switch (p2Line1.GetAngleType())
{
case PieceNodeAngle::ByLength:
return AngleByLength(p2Line1, bigLine1.p1(), CrosPoint, bigLine2.p2(), localWidth);
case PieceNodeAngle::ByPointsIntersection:
return AngleByIntersection(p1Line1, p2Line1, p1Line2, bigLine1.p1(), CrosPoint, bigLine2.p2(),
localWidth);
case PieceNodeAngle::ByFirstEdgeSymmetry:
return AngleByFirstSymmetry(p1Line1, p2Line1, bigLine1.p1(), CrosPoint, bigLine2.p2(),
localWidth);
case PieceNodeAngle::BySecondEdgeSymmetry:
return AngleBySecondSymmetry(p2Line1, p1Line2, bigLine1.p1(), CrosPoint,bigLine2.p2(),
localWidth);
case PieceNodeAngle::ByFirstEdgeRightAngle:
return AngleByFirstRightAngle(p1Line1, p2Line1, bigLine1.p1(), CrosPoint, bigLine2.p2(),
localWidth);
case PieceNodeAngle::BySecondEdgeRightAngle:
return AngleBySecondRightAngle(p2Line1, p1Line2, bigLine1.p1(), CrosPoint, bigLine2.p2(),
localWidth);
}
QT_WARNING_POP
}
else
{ // Different directions
QLineF bisector(p2Line1, p1Line1);
bisector.setAngle(b1.angle());
const qreal result1 = PointPosition(bisector.p2(), QLineF(p1Line1, p2Line1));
const qreal result2 = PointPosition(bisector.p2(), QLineF(p2Line2, p1Line2));
if (result1 <=0 && result2 <= 0)
{// Dart case. A bisector watch outside. In some cases a point still valid, but ignore if going
// outside of an equdistant.
const QLineF bigEdge = ParallelLine(p1Line1, p1Line2, localWidth );
QPointF px;
const QLineF::IntersectType type = bigEdge.intersect(line, &px);
if (type != QLineF::BoundedIntersection)
{
if (line.length() < QLineF(p2Line1, px).length())
{
points.append(CrosPoint);
return points;
}
}
}
else
{ // New subcase. This is not a dart. An angle is acute and bisector watch inside.
const qreal result1 = PointPosition(CrosPoint, QLineF(p1Line1, p2Line1));
const qreal result2 = PointPosition(CrosPoint, QLineF(p2Line2, p1Line2));
if (result1 <=0 && result2 <= 0)
{// The cross point is still outside of a piece
if (line.length() >= localWidth)
{
points.append(CrosPoint);
return points;
}
else
{// but not enough far, fix it
line.setLength(localWidth);
points.append(line.p2());
return points;
}
}
else
{// Wrong cross point, probably inside of a piece. Manually creating correct seam allowance
const QLineF bigEdge = ParallelLine(bigLine1.p2(), bigLine2.p1(), localWidth );
points.append(bigEdge.p1());
points.append(bigEdge.p2());
return points;
}
}
}
break;
}
case (QLineF::NoIntersection):
/*If we have correct lines this means lines lie on a line.*/
points.append(bigLine1.p2());
return points;
break;
default:
break;
}
return points;
}
//---------------------------------------------------------------------------------------------------------------------
QVector<QPointF> VAbstractPiece::AngleByLength(const QPointF &p2, const QPointF &sp1, const QPointF &sp2,
const QPointF &sp3, qreal width)
{
QVector<QPointF> points;
QLineF line(p2, sp2);
const qreal length = line.length();
if (length > width*maxL)
{ // Cutting too long a cut angle
line.setLength(width);
QLineF cutLine(line.p2(), sp2); // Cut line is a perpendicular
cutLine.setLength(length); // Decided take this length
// We do not check intersection type because intersection must alwayse exist
QPointF px;
cutLine.setAngle(cutLine.angle()+90);
QLineF::IntersectType type = QLineF(sp1, sp2).intersect(cutLine, &px);
if (type == QLineF::NoIntersection)
{
qDebug()<<"Couldn't find intersection with cut line.";
}
points.append(px);
cutLine.setAngle(cutLine.angle()-180);
type = QLineF(sp2, sp3).intersect(cutLine, &px);
if (type == QLineF::NoIntersection)
{
qDebug()<<"Couldn't find intersection with cut line.";
}
points.append(px);
}
else
{ // The point just fine
points.append(sp2);
}
return points;
}
//---------------------------------------------------------------------------------------------------------------------
QVector<QPointF> VAbstractPiece::AngleByIntersection(const QPointF &p1, const QPointF &p2, const QPointF &p3,
const QPointF &sp1, const QPointF &sp2, const QPointF &sp3,
qreal width)
{
QVector<QPointF> points;
QLineF edge2(p2, p3);
QLineF sEdge1(sp1, sp2);
QPointF px;
QLineF::IntersectType type = edge2.intersect(sEdge1, &px);
if (type == QLineF::NoIntersection)
{
return AngleByLength(p2, sp1, sp2, sp3, width);
}
if (QLineF(p2, px).length() > width*maxL)
{
return AngleByLength(p2, sp1, sp2, sp3, width);
}
points.append(px);
QLineF edge1(p1, p2);
QLineF sEdge2(sp2, sp3);
type = edge1.intersect(sEdge2, &px);
if (type == QLineF::NoIntersection)
{
return AngleByLength(p2, sp1, sp2, sp3, width);
}
if (QLineF(p2, px).length() > width*maxL)
{
return AngleByLength(p2, sp1, sp2, sp3, width);
}
points.append(px);
return points;
}
//---------------------------------------------------------------------------------------------------------------------
QVector<QPointF> VAbstractPiece::AngleByFirstSymmetry(const QPointF &p1, const QPointF &p2,
const QPointF &sp1, const QPointF &sp2, const QPointF &sp3,
qreal width)
{
QVector<QPointF> points;
QLineF sEdge2(sp2, sp3);
QPointF fp1 = VPointF::FlipPF(sEdge2, p1);
QPointF fp2 = VPointF::FlipPF(sEdge2, p2);
QLineF fEdge(fp1, fp2);
QPointF px;
QLineF sEdge1(sp1, sp2);
QLineF::IntersectType type = fEdge.intersect(sEdge1, &px);
if (type == QLineF::NoIntersection)
{
return AngleByLength(p2, sp1, sp2, sp3, width);
}
if (QLineF(p2, px).length() > width*maxL)
{
return AngleByLength(p2, sp1, sp2, sp3, width);
}
points.append(px);
type = fEdge.intersect(sEdge2, &px);
if (type == QLineF::NoIntersection)
{
return AngleByLength(p2, sp1, sp2, sp3, width);
}
if (QLineF(p2, px).length() > width*maxL)
{
return AngleByLength(p2, sp1, sp2, sp3, width);
}
points.append(px);
return points;
}
//---------------------------------------------------------------------------------------------------------------------
QVector<QPointF> VAbstractPiece::AngleBySecondSymmetry(const QPointF &p2, const QPointF &p3,
const QPointF &sp1, const QPointF &sp2, const QPointF &sp3,
qreal width)
{
QVector<QPointF> points;
QLineF sEdge1(sp1, sp2);
QPointF fp2 = VPointF::FlipPF(sEdge1, p2);
QPointF fp3 = VPointF::FlipPF(sEdge1, p3);
QLineF fEdge(fp2, fp3);
QPointF px;
QLineF::IntersectType type = fEdge.intersect(sEdge1, &px);
if (type == QLineF::NoIntersection)
{
return AngleByLength(p2, sp1, sp2, sp3, width);
}
if (QLineF(p2, px).length() > width*maxL)
{
return AngleByLength(p2, sp1, sp2, sp3, width);
}
points.append(px);
QLineF sEdge2(sp2, sp3);
type = fEdge.intersect(sEdge2, &px);
if (type == QLineF::NoIntersection)
{
return AngleByLength(p2, sp1, sp2, sp3, width);
}
if (QLineF(p2, px).length() > width*maxL)
{
return AngleByLength(p2, sp1, sp2, sp3, width);
}
points.append(px);
return points;
}
//---------------------------------------------------------------------------------------------------------------------
QVector<QPointF> VAbstractPiece::AngleByFirstRightAngle(const QPointF &p1, const QPointF &p2,
const QPointF &sp1, const QPointF &sp2, const QPointF &sp3,
qreal width)
{
QVector<QPointF> points;
QLineF edge1(p2, p1);
edge1.setAngle(edge1.angle()-90);
QPointF px;
QLineF::IntersectType type = edge1.intersect(QLineF(sp1, sp2), &px);
if (type == QLineF::NoIntersection)
{
return AngleByLength(p2, sp1, sp2, sp3, width);
}
if (QLineF(p2, px).length() > width*maxL)
{
return AngleByLength(p2, sp1, sp2, sp3, width);
}
points.append(px);
type = edge1.intersect(QLineF(sp2, sp3), &px);
if (type == QLineF::NoIntersection)
{
return AngleByLength(p2, sp1, sp2, sp3, width);
}
if (QLineF(p2, px).length() > width*maxL)
{
return AngleByLength(p2, sp1, sp2, sp3, width);
}
points.append(px);
return points;
}
//---------------------------------------------------------------------------------------------------------------------
QVector<QPointF> VAbstractPiece::AngleBySecondRightAngle(const QPointF &p2, const QPointF &p3,
const QPointF &sp1, const QPointF &sp2, const QPointF &sp3,
qreal width)
{
QVector<QPointF> points;
QLineF edge2(p2, p3);
edge2.setAngle(edge2.angle()+90);
QPointF px;
QLineF::IntersectType type = edge2.intersect(QLineF(sp1, sp2), &px);
if (type == QLineF::NoIntersection)
{
return AngleByLength(p2, sp1, sp2, sp3, width);
}
if (QLineF(p2, px).length() > width*maxL)
{
return AngleByLength(p2, sp1, sp2, sp3, width);
}
points.append(px);
type = edge2.intersect(QLineF(sp2, sp3), &px);
if (type == QLineF::NoIntersection)
{
return AngleByLength(p2, sp1, sp2, sp3, width);
}
if (QLineF(p2, px).length() > width*maxL)
{
return AngleByLength(p2, sp1, sp2, sp3, width);
}
points.append(px);
return points;
}
//---------------------------------------------------------------------------------------------------------------------
QLineF VAbstractPiece::ParallelLine(const VSAPoint &p1, const VSAPoint &p2, qreal width)
{
qreal w1 = p1.GetSAAfter();
if (w1 < 0)
{
w1 = width;
}
qreal w2 = p2.GetSABefore();
if (w2 < 0)
{
w2 = width;
}
const QLineF paralel = QLineF(SingleParallelPoint(p1, p2, 90, w1),
SingleParallelPoint(p2, p1, -90, w2));
return paralel;
}
//---------------------------------------------------------------------------------------------------------------------
QLineF VAbstractPiece::ParallelLine(const QPointF &p1, const QPointF &p2, qreal width)
{
const QLineF paralel = QLineF(SingleParallelPoint(p1, p2, 90, width),
SingleParallelPoint(p2, p1, -90, width));
return paralel;
}
//---------------------------------------------------------------------------------------------------------------------
QPointF VAbstractPiece::SingleParallelPoint(const QPointF &p1, const QPointF &p2, qreal angle, qreal width)
{
QLineF pLine(p1, p2);
pLine.setAngle( pLine.angle() + angle );
pLine.setLength( width );
return pLine.p2();
}
//---------------------------------------------------------------------------------------------------------------------
QLineF VAbstractPiece::BisectorLine(const QPointF &p1, const QPointF &p2, const QPointF &p3)
{
QLineF line1(p2, p1);
QLineF line2(p2, p3);
QLineF bLine;
const qreal angle1 = line1.angleTo(line2);
const qreal angle2 = line2.angleTo(line1);
if (angle1 <= angle2)
{
bLine = line1;
bLine.setAngle(bLine.angle() + angle1/2.0);
}
else
{
bLine = line2;
bLine.setAngle(bLine.angle() + angle2/2.0);
}
return bLine;
}
//---------------------------------------------------------------------------------------------------------------------
qreal VAbstractPiece::AngleBetweenBisectors(const QLineF &b1, const QLineF &b2)
{
const QLineF newB2 = b2.translated(-(b2.p1().x() - b1.p1().x()), -(b2.p1().y() - b1.p1().y()));
qreal angle1 = newB2.angleTo(b1);
if (VFuzzyComparePossibleNulls(angle1, 360))
{
angle1 = 0;
}
qreal angle2 = b1.angleTo(newB2);
if (VFuzzyComparePossibleNulls(angle2, 360))
{
angle2 = 0;
}
if (angle1 <= angle2)
{
return angle1;
}
else
{
return angle2;
}
}