219 lines
6.6 KiB
C++
219 lines
6.6 KiB
C++
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/************************************************************************
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**
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** @file vcubicbezierpath.cpp
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** @author Roman Telezhynskyi <dismine(at)gmail.com>
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** @date 16 3, 2016
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**
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** @brief
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** @copyright
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** This source code is part of the Valentine project, a pattern making
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** program, whose allow create and modeling patterns of clothing.
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** Copyright (C) 2016 Valentina project
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** <https://bitbucket.org/dismine/valentina> All Rights Reserved.
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**
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** Valentina is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** Valentina is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with Valentina. If not, see <http://www.gnu.org/licenses/>.
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**
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*************************************************************************/
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#include "vcubicbezierpath.h"
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#include "vcubicbezierpath_p.h"
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#include "vspline.h"
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#include "../ifc/exception/vexception.h"
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#if QT_VERSION < QT_VERSION_CHECK(5, 1, 0)
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# include "../vmisc/vmath.h"
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#else
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# include <QtMath>
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#endif
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//---------------------------------------------------------------------------------------------------------------------
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VCubicBezierPath::VCubicBezierPath(quint32 idObject, Draw mode)
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: VAbstractCubicBezierPath(GOType::SplinePath, idObject, mode),
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d(new VCubicBezierPathData())
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{
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}
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//---------------------------------------------------------------------------------------------------------------------
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VCubicBezierPath::VCubicBezierPath(const VCubicBezierPath &curve)
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: VAbstractCubicBezierPath(curve),
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d(curve.d)
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{
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}
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//---------------------------------------------------------------------------------------------------------------------
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VCubicBezierPath::VCubicBezierPath(const QVector<VPointF> &points, quint32 idObject, Draw mode)
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: VAbstractCubicBezierPath(GOType::SplinePath, idObject, mode),
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d(new VCubicBezierPathData())
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{
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if (points.isEmpty())
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{
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return;
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}
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d->path = points;
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CreateName();
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}
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//---------------------------------------------------------------------------------------------------------------------
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VCubicBezierPath &VCubicBezierPath::operator=(const VCubicBezierPath &curve)
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{
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if ( &curve == this )
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{
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return *this;
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}
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VAbstractCurve::operator=(curve);
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d = curve.d;
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return *this;
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}
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//---------------------------------------------------------------------------------------------------------------------
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VCubicBezierPath::~VCubicBezierPath()
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{
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}
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//---------------------------------------------------------------------------------------------------------------------
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VPointF &VCubicBezierPath::operator[](int indx)
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{
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return d->path[indx];
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}
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//---------------------------------------------------------------------------------------------------------------------
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const VPointF &VCubicBezierPath::at(int indx) const
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{
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return d->path[indx];
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}
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//---------------------------------------------------------------------------------------------------------------------
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void VCubicBezierPath::append(const VPointF &point)
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{
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if (d->path.size() > 0 && d->path.last().toQPointF() != point.toQPointF())
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{
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return;
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}
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d->path.append(point);
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CreateName();
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}
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//---------------------------------------------------------------------------------------------------------------------
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qint32 VCubicBezierPath::CountSubSpl() const
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{
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return qFloor(qAbs((d->path.size() - 4) / 3 + 1));
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}
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//---------------------------------------------------------------------------------------------------------------------
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qint32 VCubicBezierPath::CountPoints() const
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{
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return d->path.size();
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}
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//---------------------------------------------------------------------------------------------------------------------
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void VCubicBezierPath::Clear()
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{
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d->path.clear();
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SetDuplicate(0);
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}
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//---------------------------------------------------------------------------------------------------------------------
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VSpline VCubicBezierPath::GetSpline(qint32 index) const
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{
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if (CountPoints() < 4)
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{
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throw VException(tr("Not enough points to create the spline."));
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}
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if (index < 1 || index > CountSubSpl())
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{
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throw VException(tr("This spline does not exist."));
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}
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const qint32 base = (index - 1) * 3;
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// Correction the first control point of each next spline curve except for the first.
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QPointF p2 = d->path.at(base + 1).toQPointF();
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if (base + 1 > 1)
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{
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const QPointF b = d->path.at(base).toQPointF();
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QLineF foot1(b, d->path.at(base - 1).toQPointF());
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QLineF foot2(b, p2);
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foot2.setAngle(foot1.angle() + 180);
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p2 = foot2.p2();
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}
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VSpline spl(d->path.at(base), p2, d->path.at(base + 2).toQPointF(), d->path.at(base + 3));
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return spl;
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}
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//---------------------------------------------------------------------------------------------------------------------
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qreal VCubicBezierPath::GetStartAngle() const
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{
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if (CountSubSpl() > 0)
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{
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return GetSpline(1).GetStartAngle();
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}
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else
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{
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return 0;
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}
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}
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//---------------------------------------------------------------------------------------------------------------------
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qreal VCubicBezierPath::GetEndAngle() const
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{
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const qint32 count = CountSubSpl();
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if (count > 0)
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{
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return GetSpline(count).GetEndAngle();
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}
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else
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{
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return 0;
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}
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}
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//---------------------------------------------------------------------------------------------------------------------
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QVector<VPointF> VCubicBezierPath::GetSplinePath() const
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{
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return d->path;
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}
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//---------------------------------------------------------------------------------------------------------------------
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VPointF VCubicBezierPath::FirstPoint() const
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{
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if (not d->path.isEmpty())
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{
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return d->path.first();
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}
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else
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{
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return VPointF();
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}
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}
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//---------------------------------------------------------------------------------------------------------------------
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VPointF VCubicBezierPath::LastPoint() const
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{
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const qint32 count = CountSubSpl();
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if (count >= 1)
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{
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const qint32 base = (count - 1) * 3;
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return d->path.at(base + 3);// Take last point of the last real spline
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}
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else
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{
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return VPointF();
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}
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}
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