valentina/src/app/geometry/vsplinepath.cpp

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/************************************************************************
**
** @file vsplinepath.cpp
** @author Roman Telezhynskyi <dismine(at)gmail.com>
** @date November 15, 2013
**
** @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) 2013 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/>.
**
*************************************************************************/
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#include "vsplinepath.h"
#include "vsplinepath_p.h"
#include "../libs/ifc/exception/vexception.h"
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//---------------------------------------------------------------------------------------------------------------------
VSplinePath::VSplinePath(qreal kCurve, quint32 idObject, Draw mode)
: VAbstractCurve(GOType::SplinePath, idObject, mode), d(new VSplinePathData(kCurve))
{}
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//---------------------------------------------------------------------------------------------------------------------
VSplinePath::VSplinePath(const VSplinePath &splPath)
: VAbstractCurve(splPath), d(splPath.d)
{}
//---------------------------------------------------------------------------------------------------------------------
VSplinePath::~VSplinePath()
{}
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//---------------------------------------------------------------------------------------------------------------------
void VSplinePath::append(const VSplinePoint &point)
{
if (d->path.size() > 0 && d->path.last().P().toQPointF() == point.P().toQPointF())
{
return;
}
d->path.append(point);
QString name = splPath;
name.append(QString("_%1").arg(d->path.first().P().name()));
if (d->path.size() > 1)
{
name.append(QString("_%1").arg(d->path.last().P().name()));
}
setName(name);
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}
//---------------------------------------------------------------------------------------------------------------------
qint32 VSplinePath::Count() const
{
if (d->path.size() == 0)
{
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return 0;
}
else
{
return d->path.size() - 1;
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}
}
//---------------------------------------------------------------------------------------------------------------------
VSpline VSplinePath::GetSpline(qint32 index) const
{
if (Count()<1)
{
throw VException(tr("Not enough points to create the spline."));
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}
if (index < 1 || index > Count())
{
throw VException(tr("This spline does not exist."));
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}
VSpline spl(d->path.at(index-1).P(), d->path.at(index).P(), d->path.at(index-1).Angle2(),
d->path.at(index).Angle1(), d->path.at(index-1).KAsm2(), d->path.at(index).KAsm1(), d->kCurve);
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return spl;
}
//---------------------------------------------------------------------------------------------------------------------
QPainterPath VSplinePath::GetPath(PathDirection direction) const
{
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QPainterPath painterPath;
for (qint32 i = 1; i <= Count(); ++i)
{
VSpline spl(d->path.at(i-1).P(), d->path.at(i).P(), d->path.at(i-1).Angle2(), d->path.at(i).Angle1(),
d->path.at(i-1).KAsm2(), d->path.at(i).KAsm1(), d->kCurve);
painterPath.addPath(spl.GetPath(direction));
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}
return painterPath;
}
//---------------------------------------------------------------------------------------------------------------------
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QVector<QPointF> VSplinePath::GetPoints() const
{
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QVector<QPointF> pathPoints;
for (qint32 i = 1; i <= Count(); ++i)
{
VSpline spl(d->path.at(i-1).P(), d->path.at(i).P(), d->path.at(i-1).Angle2(), d->path.at(i).Angle1(),
d->path.at(i-1).KAsm2(), d->path.at(i).KAsm1(), d->kCurve);
pathPoints += spl.GetPoints();
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}
return pathPoints;
}
//---------------------------------------------------------------------------------------------------------------------
qreal VSplinePath::GetLength() const
{
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qreal length = 0;
for (qint32 i = 1; i <= Count(); ++i)
{
VSpline spl(d->path.at(i-1).P(), d->path.at(i).P(), d->path.at(i-1).Angle2(), d->path.at(i).Angle1(),
d->path.at(i-1).KAsm2(), d->path.at(i).KAsm1(), d->kCurve);
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length += spl.GetLength();
}
return length;
}
//---------------------------------------------------------------------------------------------------------------------
void VSplinePath::UpdatePoint(qint32 indexSpline, const SplinePointPosition &pos, const VSplinePoint &point)
{
if (indexSpline < 1 || indexSpline > Count())
{
throw VException(tr("This spline does not exist."));
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}
if (pos == SplinePointPosition::FirstPoint)
{
d->path[indexSpline-1] = point;
}
else
{
d->path[indexSpline] = point;
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}
}
//---------------------------------------------------------------------------------------------------------------------
VSplinePoint VSplinePath::GetSplinePoint(qint32 indexSpline, SplinePointPosition pos) const
{
if (indexSpline < 1 || indexSpline > Count())
{
throw VException(tr("This spline does not exist."));
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}
if (pos == SplinePointPosition::FirstPoint)
{
return d->path.at(indexSpline-1);
}
else
{
return d->path.at(indexSpline);
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}
}
//---------------------------------------------------------------------------------------------------------------------
VSplinePath &VSplinePath::operator =(const VSplinePath &path)
{
if ( &path == this )
{
return *this;
}
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VAbstractCurve::operator=(path);
d = path.d;
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return *this;
}
//---------------------------------------------------------------------------------------------------------------------
VSplinePoint & VSplinePath::operator[](int indx)
{
return d->path[indx];
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}
//---------------------------------------------------------------------------------------------------------------------
const VSplinePoint &VSplinePath::at(int indx) const
{
return d->path[indx];
}
//---------------------------------------------------------------------------------------------------------------------
QPointF VSplinePath::CutSplinePath(qreal length, qint32 &p1, qint32 &p2, QPointF &spl1p2, QPointF &spl1p3,
QPointF &spl2p2, QPointF &spl2p3) const
{
if (Count() < 2)
{
throw VException(tr("Can't cut spline path with one point"));
}
//Always need return two spline paths, so we must correct wrong length.
qreal fullLength = GetLength();
if (length < fullLength * 0.02)
{
length = fullLength * 0.02;
}
else if ( length > fullLength * 0.98)
{
length = fullLength * 0.98;
}
fullLength = 0;
for (qint32 i = 1; i <= Count(); ++i)
{
VSpline spl = VSpline(d->path.at(i-1).P(), d->path.at(i).P(), d->path.at(i-1).Angle2(), d->path.at(i).Angle1(),
d->path.at(i-1).KAsm2(), d->path.at(i).KAsm1(), d->kCurve);
fullLength += spl.GetLength();
if (fullLength > length)
{
p1 = i-1;
p2 = i;
return spl.CutSpline(length - (fullLength - spl.GetLength()), spl1p2, spl1p3, spl2p2, spl2p3);
}
}
return QPointF();
}
//---------------------------------------------------------------------------------------------------------------------
qint32 VSplinePath::getMaxCountPoints() const
{
return d->maxCountPoints;
}
//---------------------------------------------------------------------------------------------------------------------
void VSplinePath::setMaxCountPoints(const qint32 &value)
{
d->maxCountPoints = value;
}
//---------------------------------------------------------------------------------------------------------------------
qint32 VSplinePath::CountPoint() const
{
return d->path.size();
}
//---------------------------------------------------------------------------------------------------------------------
QVector<VSplinePoint> VSplinePath::GetSplinePath() const
{
return d->path;
}
//---------------------------------------------------------------------------------------------------------------------
void VSplinePath::Clear()
{
d->path.clear();
}
//---------------------------------------------------------------------------------------------------------------------
qreal VSplinePath::getKCurve() const
{
return d->kCurve;
}
//---------------------------------------------------------------------------------------------------------------------
void VSplinePath::setKCurve(const qreal &value)
{
if (value > 0)
{
d->kCurve = value;
}
}
//---------------------------------------------------------------------------------------------------------------------
const QVector<VSplinePoint> *VSplinePath::GetPoint() const
{
return &d->path;
}