valentina/src/libs/vgeometry/vabstractcubicbezierpath.cpp

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/************************************************************************
**
** @file vabstractcubicbezierpath.cpp
** @author Roman Telezhynskyi <dismine(at)gmail.com>
** @date 16 3, 2016
**
** @brief
** @copyright
** This source code is part of the Valentina 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 "vabstractcubicbezierpath.h"
#include <QPainterPath>
#include "../vmisc/def.h"
#include "../ifc/ifcdef.h"
#include "../ifc/exception/vexception.h"
#include "vpointf.h"
#include "vspline.h"
//---------------------------------------------------------------------------------------------------------------------
VAbstractCubicBezierPath::VAbstractCubicBezierPath(const GOType &type, const quint32 &idObject, const Draw &mode)
: VAbstractBezier(type, idObject, mode)
{
}
//---------------------------------------------------------------------------------------------------------------------
VAbstractCubicBezierPath::VAbstractCubicBezierPath(const VAbstractCubicBezierPath &curve)
: VAbstractBezier(curve)
{
}
//---------------------------------------------------------------------------------------------------------------------
VAbstractCubicBezierPath &VAbstractCubicBezierPath::operator=(const VAbstractCubicBezierPath &curve)
{
if ( &curve == this )
{
return *this;
}
VAbstractBezier::operator=(curve);
return *this;
}
//---------------------------------------------------------------------------------------------------------------------
VAbstractCubicBezierPath::~VAbstractCubicBezierPath()
{
}
//---------------------------------------------------------------------------------------------------------------------
/**
* @brief GetPath return QPainterPath which reprezent spline path.
* @return path.
*/
QPainterPath VAbstractCubicBezierPath::GetPath() const
{
QPainterPath painterPath;
for (qint32 i = 1; i <= CountSubSpl(); ++i)
{
painterPath.addPath(GetSpline(i).GetPath());
}
return painterPath;
}
//---------------------------------------------------------------------------------------------------------------------
/**
* @brief GetPathPoints return list of points what located on path.
* @return list.
*/
QVector<QPointF> VAbstractCubicBezierPath::GetPoints() const
{
QVector<QPointF> pathPoints;
for (qint32 i = 1; i <= CountSubSpl(); ++i)
{
if (not pathPoints.isEmpty())
{
pathPoints.removeLast();
}
pathPoints += GetSpline(i).GetPoints();
}
return pathPoints;
}
//---------------------------------------------------------------------------------------------------------------------
/**
* @brief GetLength return length of spline path.
* @return length.
*/
qreal VAbstractCubicBezierPath::GetLength() const
{
qreal length = 0;
for (qint32 i = 1; i <= CountSubSpl(); ++i)
{
length += GetSpline(i).GetLength();
}
return length;
}
//---------------------------------------------------------------------------------------------------------------------
QVector<DirectionArrow> VAbstractCubicBezierPath::DirectionArrows() const
{
QVector<DirectionArrow> arrows;
for (qint32 i = 1; i <= CountSubSpl(); ++i)
{
arrows += GetSpline(i).DirectionArrows();
}
return arrows;
}
//---------------------------------------------------------------------------------------------------------------------
int VAbstractCubicBezierPath::Segment(const QPointF &p) const
{
int index = -1;
for (qint32 i = 1; i <= CountSubSpl(); ++i)
{
const qreal t = GetSpline(i).ParamT(p);
if (qFuzzyIsNull(t) || not qFuzzyCompare(t, -1))
{
index = i;
break;
}
}
return index;
}
//---------------------------------------------------------------------------------------------------------------------
/**
* @brief CutSplinePath cut spline path into two. This method don't return two spline path. You must create spline
* paths by yourself.
* Example:
* QPointF spl1p2, spl1p3, spl2p2, spl2p3;
* qint32 p1 = 0, p2 = 0;
* QPointF point = splPath->CutSplinePath(length, p1, p2, spl1p2, spl1p3, spl2p2, spl2p3);
*
* VSplinePoint splP1 = splPath->at(p1);
* VSplinePoint splP2 = splPath->at(p2);
* VSpline spl1 = VSpline(splP1.P(), spl1p2, spl1p3, *p, splPath->GetKCurve());
* VSpline spl2 = VSpline(*p, spl2p2, spl2p3, splP2.P(), splPath->GetKCurve());
* @param length length first spline path.
* @param p1 index first spline point in list.
* @param p2 index second spline point in list.
* @param spl1p2 first control point first spline.
* @param spl1p3 second control point first spline.
* @param spl2p2 first control point second spline.
* @param spl2p3 second control point second spline.
* @return cutting point.
*/
QPointF VAbstractCubicBezierPath::CutSplinePath(qreal length, qint32 &p1, qint32 &p2, QPointF &spl1p2, QPointF &spl1p3,
QPointF &spl2p2, QPointF &spl2p3) const
{
if (CountSubSpl() < 1)
{
throw VException(tr("Can't cut this spline"));
}
//Always need return two spline paths, so we must correct wrong length.
const qreal minLength = ToPixel(1, Unit::Mm);
qreal fullLength = GetLength();
if (fullLength <= minLength)
{
p1 = p2 = -1;
spl1p2 = spl1p3 = spl2p2 = spl2p3 = QPointF();
return QPointF();
}
const qreal maxLength = fullLength - minLength;
if (length < minLength)
{
length = minLength;
}
else if (length > maxLength)
{
length = maxLength;
}
fullLength = 0;
for (qint32 i = 1; i <= CountSubSpl(); ++i)
{
const VSpline spl = GetSpline(i);
const qreal splLength = spl.GetLength();
fullLength += splLength;
if (fullLength > length)
{
p1 = i-1;
p2 = i;
return spl.CutSpline(length - (fullLength - splLength), spl1p2, spl1p3, spl2p2, spl2p3);
}
}
p1 = p2 = -1;
spl1p2 = spl1p3 = spl2p2 = spl2p3 = QPointF();
return QPointF();
}
//---------------------------------------------------------------------------------------------------------------------
/**
* @brief NameForHistory helps to create name for dialog History.
* @param toolName first part of name. Like 'Spline path' or 'Cubic Bezier path'.
* @return name of curve for history records.
*/
QString VAbstractCubicBezierPath::NameForHistory(const QString &toolName) const
{
QString name = toolName;
if (CountPoints() > 0)
{
name += QString(" %1").arg(FirstPoint().name());
if (CountSubSpl() >= 1)
{
name += QString("_%1").arg(LastPoint().name());
}
if (GetDuplicate() > 0)
{
name += QString("_%1").arg(GetDuplicate());
}
}
return name;
}
//---------------------------------------------------------------------------------------------------------------------
void VAbstractCubicBezierPath::CreateName()
{
QString name;
if (CountPoints() > 0)
{
name = splPath;
name.append(QString("_%1").arg(FirstPoint().name()));
if (CountSubSpl() >= 1)
{
name.append(QString("_%1").arg(LastPoint().name()));
if (GetDuplicate() > 0)
{
name += QString("_%1").arg(GetDuplicate());
}
}
}
setName(name);
}