valentina/src/libs/vpatterndb/vpiece.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 "vpiece.h"
#include "vpiece_p.h"
#include "../vgeometry/vpointf.h"
#include "../vgeometry/vabstractcurve.h"
#include "vcontainer.h"
#include <QSharedPointer>
#include <QDebug>
#include <QPainterPath>
//---------------------------------------------------------------------------------------------------------------------
VPiece::VPiece()
: VAbstractPiece(), d(new VPieceData(PiecePathType::PiecePath))
{}
//---------------------------------------------------------------------------------------------------------------------
VPiece::VPiece(const VPiece &piece)
: VAbstractPiece(piece), d (piece.d)
{}
//---------------------------------------------------------------------------------------------------------------------
VPiece &VPiece::operator=(const VPiece &piece)
{
if ( &piece == this )
{
return *this;
}
VAbstractPiece::operator=(piece);
d = piece.d;
return *this;
}
//---------------------------------------------------------------------------------------------------------------------
VPiece::~VPiece()
{}
//---------------------------------------------------------------------------------------------------------------------
VPiecePath VPiece::GetPath() const
{
return d->m_path;
}
//---------------------------------------------------------------------------------------------------------------------
VPiecePath &VPiece::GetPath()
{
return d->m_path;
}
//---------------------------------------------------------------------------------------------------------------------
void VPiece::SetPath(const VPiecePath &path)
{
d->m_path = path;
}
//---------------------------------------------------------------------------------------------------------------------
QVector<QPointF> VPiece::MainPathPoints(const VContainer *data) const
{
QVector<QPointF> points = GetPath().PathPoints(data);
points = CheckLoops(CorrectEquidistantPoints(points));//A path can contains loops
return points;
}
//---------------------------------------------------------------------------------------------------------------------
QVector<QPointF> VPiece::MainPathNodePoints(const VContainer *data) const
{
return GetPath().PathNodePoints(data);
}
//---------------------------------------------------------------------------------------------------------------------
QVector<QPointF> VPiece::SeamAllowancePoints(const VContainer *data) const
{
SCASSERT(data != nullptr);
if (not IsSeamAllowance())
{
return QVector<QPointF>();
}
QVector<VSAPoint> pointsEkv;
for (int i = 0; i< d->m_path.CountNodes(); ++i)
{
const VPieceNode &node = d->m_path.at(i);
switch (node.GetTypeTool())
{
case (Tool::NodePoint):
{
const QSharedPointer<VPointF> point = data->GeometricObject<VPointF>(node.GetId());
VSAPoint p(point->toQPointF());
p.SetSAAfter(node.GetSAAfter(*data->GetPatternUnit()));
p.SetSABefore(node.GetSABefore(*data->GetPatternUnit()));
p.SetAngleType(node.GetAngleType());
pointsEkv.append(p);
}
break;
case (Tool::NodeArc):
case (Tool::NodeSpline):
case (Tool::NodeSplinePath):
{
const QSharedPointer<VAbstractCurve> curve = data->GeometricObject<VAbstractCurve>(node.GetId());
CurveSeamAllowanceSegment(pointsEkv, data, curve, i, node.GetReverse());
}
break;
default:
qDebug()<<"Get wrong tool type. Ignore."<< static_cast<char>(node.GetTypeTool());
break;
}
}
return Equidistant(pointsEkv, ToPixel(GetSAWidth(), *data->GetPatternUnit()));
}
//---------------------------------------------------------------------------------------------------------------------
QPainterPath VPiece::MainPathPath(const VContainer *data) const
{
const QVector<QPointF> points = MainPathPoints(data);
QPainterPath path;
if (not points.isEmpty())
{
path.moveTo(points[0]);
for (qint32 i = 1; i < points.count(); ++i)
{
path.lineTo(points.at(i));
}
path.lineTo(points.at(0));
path.setFillRule(Qt::WindingFill);
}
return path;
}
//---------------------------------------------------------------------------------------------------------------------
QPainterPath VPiece::SeamAllowancePath(const VContainer *data) const
{
const QVector<QPointF> pointsEkv = SeamAllowancePoints(data);
QPainterPath ekv;
// seam allowence
if (IsSeamAllowance())
{
if (not pointsEkv.isEmpty())
{
ekv.moveTo(pointsEkv.at(0));
for (qint32 i = 1; i < pointsEkv.count(); ++i)
{
ekv.lineTo(pointsEkv.at(i));
}
ekv.setFillRule(Qt::WindingFill);
}
}
return ekv;
}
//---------------------------------------------------------------------------------------------------------------------
qreal VPiece::GetMx() const
{
return d->m_mx;
}
//---------------------------------------------------------------------------------------------------------------------
void VPiece::SetMx(qreal value)
{
d->m_mx = value;
}
//---------------------------------------------------------------------------------------------------------------------
qreal VPiece::GetMy() const
{
return d->m_my;
}
//---------------------------------------------------------------------------------------------------------------------
void VPiece::SetMy(qreal value)
{
d->m_my = value;
}
//---------------------------------------------------------------------------------------------------------------------
bool VPiece::IsInLayout() const
{
return d->m_inLayout;
}
//---------------------------------------------------------------------------------------------------------------------
void VPiece::SetInLayout(bool inLayout)
{
d->m_inLayout = inLayout;
}
//---------------------------------------------------------------------------------------------------------------------
bool VPiece::IsUnited() const
{
return d->m_united;
}
//---------------------------------------------------------------------------------------------------------------------
void VPiece::SetUnited(bool united)
{
d->m_united = united;
}
//---------------------------------------------------------------------------------------------------------------------
/**
* @brief Missing find missing nodes in detail. When we deleted object in detail and return this detail need
* understand, what nodes need make invisible.
* @param det changed detail.
* @return list with missing nodes.
*/
QVector<VPieceNode> VPiece::Missing(const VPiece &det) const
{
const QVector<VPieceNode> pNodes = d->m_path.GetNodes();
if (pNodes.size() == det.GetPath().CountNodes()) //-V807
{
return QVector<VPieceNode>();
}
QSet<quint32> set1;
for (qint32 i = 0; i < pNodes.size(); ++i)
{
set1.insert(pNodes.at(i).GetId());
}
QSet<quint32> set2;
for (qint32 j = 0; j < det.GetPath().CountNodes(); ++j)
{
set2.insert(det.GetPath().at(j).GetId());
}
const QList<quint32> set3 = set1.subtract(set2).toList();
QVector<VPieceNode> nodes;
for (qint32 i = 0; i < set3.size(); ++i)
{
const int index = indexOfNode(pNodes, set3.at(i));
if (index != -1)
{
nodes.append(pNodes.at(index));
}
}
return nodes;
}
//---------------------------------------------------------------------------------------------------------------------
/**
* @brief indexOfNode return index in list node using id object.
* @param id object (arc, point, spline, splinePath) id.
* @return index in list or -1 id can't find.
*/
int VPiece::indexOfNode(const quint32 &id) const
{
return indexOfNode(d->m_path.GetNodes(), id);
}
//---------------------------------------------------------------------------------------------------------------------
void VPiece::CurveSeamAllowanceSegment(QVector<VSAPoint> &pointsEkv, const VContainer *data,
const QSharedPointer<VAbstractCurve> &curve, int i, bool reverse) const
{
const VSAPoint begin = d->m_path.StartSegment(data, i, reverse);
const VSAPoint end = d->m_path.EndSegment(data, i, reverse);
const QVector<QPointF> points = curve->GetSegmentPoints(begin, end, reverse);
if (points.isEmpty())
{
return;
}
qreal w1 = begin.GetSAAfter();
qreal w2 = end.GetSABefore();
if (w1 < 0 && w2 < 0)
{// no local widths
for(int i = 0; i < points.size(); ++i)
{
VSAPoint p(points.at(i));
if (i == 0)
{ // first point
p.SetSAAfter(begin.GetSAAfter());
p.SetSABefore(begin.GetSABefore());
p.SetAngleType(begin.GetAngleType());
}
else if (i == points.size() - 1)
{ // last point
p.SetSAAfter(end.GetSAAfter());
p.SetSABefore(end.GetSABefore());
p.SetAngleType(end.GetAngleType());
}
pointsEkv.append(p);
}
}
else
{
const qreal width = ToPixel(GetSAWidth(), *data->GetPatternUnit());
if (w1 < 0)
{
w1 = width;
}
if (w2 < 0)
{
w2 = width;
}
const qreal wDiff = w2 - w1;// Difference between to local widths
const qreal fullLength = VAbstractCurve::PathLength(points);
VSAPoint p(points.at(0));//First point in the list
p.SetSAAfter(begin.GetSAAfter());
p.SetSABefore(begin.GetSABefore());
p.SetAngleType(begin.GetAngleType());
pointsEkv.append(p);
qreal length = 0; // how much we handle
for(int i = 1; i < points.size(); ++i)
{
p = VSAPoint(points.at(i));
if (i == points.size() - 1)
{// last point
p.SetSAAfter(end.GetSAAfter());
p.SetSABefore(end.GetSABefore());
p.SetAngleType(end.GetAngleType());
}
else
{
length += QLineF(points.at(i-1), points.at(i)).length();
const qreal localWidth = w1 + wDiff*(length/fullLength);
p.SetSAAfter(localWidth);
p.SetSABefore(localWidth);
// curve points have angle type by default
}
pointsEkv.append(p);
}
}
}
//---------------------------------------------------------------------------------------------------------------------
/**
* @brief indexOfNode return index in list node using id object.
* @param list list nodes detail.
* @param id object (arc, point, spline, splinePath) id.
* @return index in list or -1 id can't find.
*/
int VPiece::indexOfNode(const QVector<VPieceNode> &list, quint32 id)
{
for (int i = 0; i < list.size(); ++i)
{
if (list.at(i).GetId() == id)
{
return i;
}
}
qDebug()<<"Can't find node.";
return -1;
}