valentina/src/libs/vgeometry/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) 2013-2015 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 "../ifc/exception/vexception.h"
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#if QT_VERSION < QT_VERSION_CHECK(5, 1, 0)
# include "../vmisc/vmath.h"
#else
# include <QtMath>
#endif
//---------------------------------------------------------------------------------------------------------------------
/**
* @brief VSplinePath constructor.
* @param idObject parent id.
* @param mode mode creation spline path.
*/
VSplinePath::VSplinePath(quint32 idObject, Draw mode)
: VAbstractCurve(GOType::SplinePath, idObject, mode),
d(new VSplinePathData())
{}
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//---------------------------------------------------------------------------------------------------------------------
VSplinePath::VSplinePath(const QVector<VFSplinePoint> &points, qreal kCurve, quint32 idObject, Draw mode)
: VAbstractCurve(GOType::SplinePath, idObject, mode),
d(new VSplinePathData())
{
if (points.size() < 3)
{
return;
}
QVector<VSplinePoint> newPoints;
for (int i=0; i < points.size(); ++i)
{
newPoints.append(VSplinePoint());
}
for (qint32 i = 1; i <= points.size()-1; ++i)
{
const VFSplinePoint &p1 = points.at(i-1);
const VFSplinePoint &p2 = points.at(i);
VSpline spl(p1.P(), p2.P(), p1.Angle2(), p2.Angle1(), p1.KAsm2(), p2.KAsm1(), kCurve);
newPoints[i-1].SetP(p1.P());
newPoints[i-1].SetAngle2(p1.Angle2(), spl.GetStartAngleFormula());
newPoints[i-1].SetLength2(spl.GetC1Length(), spl.GetC1LengthFormula());
newPoints[i].SetP(p2.P());
newPoints[i].SetAngle2(p2.Angle1(), spl.GetEndAngleFormula());
newPoints[i].SetLength1(spl.GetC2Length(), spl.GetC2LengthFormula());
}
d->path = newPoints;
CreateName();
}
//---------------------------------------------------------------------------------------------------------------------
VSplinePath::VSplinePath(const QVector<VSplinePoint> &points, quint32 idObject, Draw mode)
: VAbstractCurve(GOType::SplinePath, idObject, mode),
d(new VSplinePathData())
{
if (points.isEmpty())
{
return;
}
d->path = points;
CreateName();
}
//---------------------------------------------------------------------------------------------------------------------
/**
* @brief VSplinePath copy constructor.
* @param splPath spline path.
*/
VSplinePath::VSplinePath(const VSplinePath &splPath)
: VAbstractCurve(splPath),
d(splPath.d)
{}
//---------------------------------------------------------------------------------------------------------------------
VSplinePath::~VSplinePath()
{}
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//---------------------------------------------------------------------------------------------------------------------
/**
* @brief append add point in the end of list points.
* @param point new point.
*/
void VSplinePath::append(const VSplinePoint &point)
{
if (d->path.size() > 0 && d->path.last().P().toQPointF() == point.P().toQPointF()) //-V807
{
return;
}
d->path.append(point);
CreateName();
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}
//---------------------------------------------------------------------------------------------------------------------
/**
* @brief Count return count point.
* @return count.
*/
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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}
}
//---------------------------------------------------------------------------------------------------------------------
/**
* @brief GetSpline return spline by index.
* @param index index spline in spline path.
* @return spline
*/
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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}
const VSplinePoint &p1 = d->path.at(index-1);
const VSplinePoint &p2 = d->path.at(index);
VSpline spl(p1.P(), p2.P(), p1.Angle2(), p1.Angle2Formula(), p2.Angle1(), p2.Angle1Formula(), p1.Length2(),
p1.Length2Formula(), p2.Length1(), p2.Length1Formula(), 1);
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return spl;
}
//---------------------------------------------------------------------------------------------------------------------
/**
* @brief GetPath return QPainterPath which reprezent spline path.
* @return path.
*/
QPainterPath VSplinePath::GetPath(PathDirection direction) const
{
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QPainterPath painterPath;
for (qint32 i = 1; i <= Count(); ++i)
{
const VSplinePoint &p1 = d->path.at(i-1);
const VSplinePoint &p2 = d->path.at(i);
VSpline spl(p1.P(), p2.P(), p1.Angle2(), p1.Angle2Formula(), p2.Angle1(), p2.Angle1Formula(), p1.Length2(),
p1.Length2Formula(), p2.Length1(), p2.Length1Formula(), 1);
painterPath.addPath(spl.GetPath(direction));
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}
return painterPath;
}
//---------------------------------------------------------------------------------------------------------------------
/**
* @brief GetPathPoints return list of points what located on path.
* @return list.
*/
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QVector<QPointF> VSplinePath::GetPoints() const
{
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QVector<QPointF> pathPoints;
for (qint32 i = 1; i <= Count(); ++i)
{
const VSplinePoint &p1 = d->path.at(i-1);
const VSplinePoint &p2 = d->path.at(i);
VSpline spl(p1.P(), p2.P(), p1.Angle2(), p1.Angle2Formula(), p2.Angle1(), p2.Angle1Formula(), p1.Length2(),
p1.Length2Formula(), p2.Length1(), p2.Length1Formula(), 1);
pathPoints += spl.GetPoints();
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}
return pathPoints;
}
//---------------------------------------------------------------------------------------------------------------------
/**
* @brief GetLength return length of spline path.
* @return length.
*/
qreal VSplinePath::GetLength() const
{
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qreal length = 0;
for (qint32 i = 1; i <= Count(); ++i)
{
const VSplinePoint &p1 = d->path.at(i-1);
const VSplinePoint &p2 = d->path.at(i);
VSpline spl(p1.P(), p2.P(), p1.Angle2(), p1.Angle2Formula(), p2.Angle1(), p2.Angle1Formula(), p1.Length2(),
p1.Length2Formula(), p2.Length1(), p2.Length1Formula(), 1);
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length += spl.GetLength();
}
return length;
}
//---------------------------------------------------------------------------------------------------------------------
/**
* @brief UpdatePoint update spline point in list.
* @param indexSpline spline index in list.
* @param pos position point in spline.
* @param point point.
*/
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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}
}
//---------------------------------------------------------------------------------------------------------------------
/**
* @brief GetSplinePoint return spline point from list.
* @param indexSpline spline index in list.
* @param pos position point in spline.
* @return spline point.
*/
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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}
}
//---------------------------------------------------------------------------------------------------------------------
/**
* @brief operator = assignment operator.
* @param path spline path.
* @return spline path.
*/
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;
}
//---------------------------------------------------------------------------------------------------------------------
/**
* @brief operator [] return spline point by index.
* @param indx index in list.
* @return spline point.
*/
VSplinePoint & VSplinePath::operator[](int indx)
{
return d->path[indx];
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}
//---------------------------------------------------------------------------------------------------------------------
/**
* @brief at return spline point by index.
* @param indx index in list.
* @return spline point.
*/
const VSplinePoint &VSplinePath::at(int indx) const
{
return d->path[indx];
}
//---------------------------------------------------------------------------------------------------------------------
/**
* @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 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)
{
const VSplinePoint &point1 = d->path.at(i-1);
const VSplinePoint &point2 = d->path.at(i);
VSpline spl = VSpline(point1.P(), point2.P(), point1.Angle2(), point1.Angle2Formula(), point2.Angle1(),
point2.Angle1Formula(), point1.Length2(), point1.Length2Formula(), point2.Length1(),
point2.Length1Formula(), 1);
fullLength += spl.GetLength();
if (fullLength > length)
{
p1 = i-1;
p2 = i;
return spl.CutSpline(length - (fullLength - spl.GetLength()), spl1p2, spl1p3, spl2p2, spl2p3);
}
}
return QPointF();
}
//---------------------------------------------------------------------------------------------------------------------
int VSplinePath::Segment(const QPointF &p) const
{
int index = -1;
for (qint32 i = 1; i <= Count(); ++i)
{
const VSplinePoint &p1 = d->path.at(i-1);
const VSplinePoint &p2 = d->path.at(i);
VSpline spl = VSpline(p1.P(), p2.P(), p1.Angle2(), p1.Angle2Formula(), p2.Angle1(), p2.Angle1Formula(),
p1.Length2(), p1.Length2Formula(), p2.Length1(), p2.Length1Formula(), 1.0);
const qreal t = spl.ParamT(p);
if (qFloor(t) == -1)
{
continue;
}
else
{
index = i;
break;
}
}
return index;
}
//---------------------------------------------------------------------------------------------------------------------
qreal VSplinePath::GetStartAngle() const
{
if (CountPoint() > 0)
{
return GetSplinePath().first().Angle1();
}
else
{
return 0;
}
}
//---------------------------------------------------------------------------------------------------------------------
qreal VSplinePath::GetEndAngle() const
{
if (CountPoint() > 0)
{
return GetSplinePath().last().Angle2();
}
else
{
return 0;
}
}
//---------------------------------------------------------------------------------------------------------------------
void VSplinePath::CreateName()
{
QString name;
if (not d->path.isEmpty())
{
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()));
}
if (GetDuplicate() > 0)
{
name += QString("_%1").arg(GetDuplicate());
}
}
setName(name);
}
//---------------------------------------------------------------------------------------------------------------------
/**
* @brief CountPoint return count point.
* @return count.
*/
qint32 VSplinePath::CountPoint() const
{
return d->path.size();
}
//---------------------------------------------------------------------------------------------------------------------
/**
* @brief GetSplinePath return list with spline points.
* @return list.
*/
QVector<VSplinePoint> VSplinePath::GetSplinePath() const
{
return d->path;
}
//---------------------------------------------------------------------------------------------------------------------
QVector<VFSplinePoint> VSplinePath::GetFSplinePath() const
{
QVector<VFSplinePoint> points;
points.reserve(d->path.size());
for (qint32 i = 1; i <= Count(); ++i)
{
const VSplinePoint &p1 = d->path.at(i-1);
const VSplinePoint &p2 = d->path.at(i);
VSpline spl(p1.P(), p2.P(), p1.Angle2(), p1.Angle2Formula(), p2.Angle1(), p2.Angle1Formula(), p1.Length2(),
p1.Length2Formula(), p2.Length1(), p2.Length1Formula(), 1);
points[i-1].SetP(p1.P());
points[i-1].SetAngle2(p1.Angle2());
points[i-1].SetKAsm2(spl.GetKasm1());
points[i].SetP(p2.P());
points[i].SetAngle1(p2.Angle1());
points[i].SetKAsm1(spl.GetKasm2());
}
return points;
}
//---------------------------------------------------------------------------------------------------------------------
/**
* @brief Clear clear list of points.
*/
void VSplinePath::Clear()
{
d->path.clear();
SetDuplicate(0);
}