Fixed issue #883. Fix right angle seam allowance angle type.

--HG--
branch : release
This commit is contained in:
Roman Telezhynskyi 2018-09-13 16:46:04 +03:00
parent 8a3d50520f
commit 3fe7709c40
10 changed files with 5018 additions and 3582 deletions

View File

@ -1,73 +1,72 @@
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View File

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View File

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View File

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<pattern>
<!--Pattern created with Valentina v0.6.0.0b (https://valentinaproject.bitbucket.io/).-->
<version>0.7.10</version>
<unit>cm</unit>
<description/>
<notes/>
<measurements/>
<increments/>
<previewCalculations/>
<draw name="Выкройка 1">
<calculation>
<point id="1" mx="0.132292" my="0.264583" name="А" showLabel="true" type="single" x="0.79375" y="1.05833"/>
<point angle="242.551" basePoint="1" id="2" length="10" lineColor="black" mx="0.132292" my="0.264583" name="А1" showLabel="true" type="endLine" typeLine="hair"/>
<point angle="280.696" basePoint="1" id="3" length="11.4765" lineColor="black" mx="0.132292" my="0.264583" name="А2" showLabel="true" type="endLine" typeLine="hair"/>
<line firstPoint="2" id="4" lineColor="black" secondPoint="3" typeLine="hair"/>
<spline aScale="0" angle1="130.462" angle2="264.003" color="black" id="5" length1="3.65642" length2="3.88876" penStyle="hair" point1="2" point4="1" type="simpleInteractive"/>
<spline aScale="0" angle1="27.268" angle2="38.6591" color="black" id="6" length1="5.37972" length2="3.66743" penStyle="hair" point1="1" point4="3" type="simpleInteractive"/>
</calculation>
<modeling>
<point id="7" idObject="2" inUse="false" mx="0.132292" my="0.264583" showLabel="true" type="modeling"/>
<point id="8" idObject="1" inUse="false" mx="0.132292" my="0.264583" showLabel="true" type="modeling"/>
<point id="9" idObject="3" inUse="false" mx="0.132292" my="0.264583" showLabel="true" type="modeling"/>
<point id="11" idObject="1" inUse="false" mx="0.132292" my="0.264583" showLabel="true" type="modeling"/>
<point id="12" idObject="3" inUse="false" mx="0.132292" my="0.264583" showLabel="true" type="modeling"/>
<point id="13" idObject="2" inUse="false" mx="0.132292" my="0.264583" showLabel="true" type="modeling"/>
<spline id="14" idObject="5" inUse="false" type="modelingSpline"/>
<point id="16" idObject="2" inUse="false" mx="0.132292" my="0.264583" showLabel="true" type="modeling"/>
<point id="17" idObject="1" inUse="false" mx="0.132292" my="0.264583" showLabel="true" type="modeling"/>
<spline id="18" idObject="6" inUse="false" type="modelingSpline"/>
<point id="19" idObject="3" inUse="false" mx="0.132292" my="0.264583" showLabel="true" type="modeling"/>
</modeling>
<details>
<detail forbidFlipping="false" forceFlipping="false" hideMainPath="false" id="10" inLayout="true" mx="0" my="0" name="Деталь" seamAllowance="true" united="false" version="2" width="1">
<data annotation="" foldPosition="" fontSize="0" height="1" letter="" mx="0" my="0" onFold="false" orientation="" quantity="1" rotation="0" rotationWay="" tilt="" visible="false" width="1"/>
<patternInfo fontSize="0" height="1" mx="0" my="0" rotation="0" visible="false" width="1"/>
<grainline arrows="0" length="1" mx="0" my="0" rotation="90" visible="false"/>
<nodes>
<node idObject="7" type="NodePoint"/>
<node after="CurrentSeamAllowance*0" idObject="8" type="NodePoint"/>
<node before="CurrentSeamAllowance*0" idObject="9" type="NodePoint"/>
</nodes>
</detail>
<detail forbidFlipping="false" forceFlipping="false" hideMainPath="false" id="15" inLayout="true" mx="20.6298" my="-0.389241" name="Деталь_1" seamAllowance="true" united="false" version="2" width="1">
<data annotation="" foldPosition="" fontSize="0" height="1" letter="" mx="0" my="0" onFold="false" orientation="" quantity="1" rotation="0" rotationWay="" tilt="" visible="false" width="1"/>
<patternInfo fontSize="0" height="1" mx="0" my="0" rotation="0" visible="false" width="1"/>
<grainline arrows="0" length="1" mx="0" my="0" rotation="90" visible="false"/>
<nodes>
<node after="CurrentSeamAllowance*0" idObject="11" type="NodePoint"/>
<node before="CurrentSeamAllowance*0" idObject="12" type="NodePoint"/>
<node idObject="13" type="NodePoint"/>
<node idObject="14" reverse="0" type="NodeSpline"/>
</nodes>
</detail>
<detail forbidFlipping="false" forceFlipping="false" hideMainPath="false" id="20" inLayout="true" mx="-22.4982" my="0.622786" name="Деталь_2" seamAllowance="true" united="false" version="2" width="1">
<data annotation="" foldPosition="" fontSize="0" height="1" letter="" mx="0" my="0" onFold="false" orientation="" quantity="1" rotation="0" rotationWay="" tilt="" visible="false" width="1"/>
<patternInfo fontSize="0" height="1" mx="0" my="0" rotation="0" visible="false" width="1"/>
<grainline arrows="0" length="1" mx="0" my="0" rotation="90" visible="false"/>
<nodes>
<node before="CurrentSeamAllowance*0" idObject="17" type="NodePoint"/>
<node idObject="18" reverse="0" type="NodeSpline"/>
<node idObject="19" type="NodePoint"/>
<node after="CurrentSeamAllowance*0" idObject="16" type="NodePoint"/>
</nodes>
</detail>
</details>
<groups/>
</draw>
</pattern>

View File

@ -36,7 +36,45 @@
#include <QVector>
#include <QPainterPath>
const qreal maxL = 2.4;
const qreal maxL = 2.5;
namespace
{
// Do we create a point outside of a path?
bool IsOutsidePoint(QPointF p1, QPointF p2, QPointF px)
{
QLineF line(p1, p2);
QLineF ext(p1, px);
return VFuzzyComparePossibleNulls(line.angle(), ext.angle());
}
//---------------------------------------------------------------------------------------------------------------------
// Because artificial loop can lead to wrong clipping we must rollback current seam allowance points
QVector<QPointF> RollbackSeamAllowance(QVector<QPointF> points, const QLineF &cuttingEdge, bool *success)
{
*success = false;
QVector<QPointF> clipped;
clipped.reserve(points.count()+1);
for (int i = points.count()-1; i > 0; --i)
{
QLineF segment(points.at(i), points.at(i-1));
QPointF crosPoint;
const QLineF::IntersectType type = cuttingEdge.intersect(segment, &crosPoint);
if (type != QLineF::NoIntersection
&& VGObject::IsPointOnLineSegment(crosPoint, segment.p1(), segment.p2()))
{
clipped.append(crosPoint);
for (int j=i-1; j>=0; --j)
{
clipped.append(points.at(j));
}
points = VGObject::GetReversePoints(clipped);
*success = true;
}
}
return points;
}
}
//---------------------------------------------------------------------------------------------------------------------
VAbstractPiece::VAbstractPiece()
@ -158,7 +196,7 @@ void VAbstractPiece::SetSAWidth(qreal value)
}
//---------------------------------------------------------------------------------------------------------------------
QVector<QPointF> VAbstractPiece::Equidistant(const QVector<VSAPoint> &points, qreal width)
QVector<QPointF> VAbstractPiece::Equidistant(QVector<VSAPoint> points, qreal width)
{
if (width < 0)
{
@ -166,29 +204,29 @@ QVector<QPointF> VAbstractPiece::Equidistant(const QVector<VSAPoint> &points, qr
return QVector<QPointF>();
}
QVector<VSAPoint> p = CorrectEquidistantPoints(points);
if ( p.size() < 3 )
points = CorrectEquidistantPoints(points);
if ( points.size() < 3 )
{
qDebug()<<"Not enough points for building the equidistant.";
return QVector<QPointF>();
}
if (p.last().toPoint() != p.first().toPoint())
if (points.last().toPoint() != points.first().toPoint())
{
p.append(p.at(0));// Should be always closed
points.append(points.at(0));// Should be always closed
}
QVector<QPointF> ekvPoints;
for (qint32 i = 0; i < p.size(); ++i )
for (qint32 i = 0; i < points.size(); ++i )
{
if ( i == 0)
{//first point
ekvPoints << EkvPoint(p.at(p.size()-2), p.at(p.size()-1),
p.at(1), p.at(0), width);
ekvPoints = EkvPoint(ekvPoints, points.at(points.size()-2), points.at(points.size()-1), points.at(1),
points.at(0), width);
continue;
}
if (i == p.size()-1)
if (i == points.size()-1)
{//last point
if (not ekvPoints.isEmpty())
{
@ -197,8 +235,7 @@ QVector<QPointF> VAbstractPiece::Equidistant(const QVector<VSAPoint> &points, qr
continue;
}
//points in the middle of polyline
ekvPoints << EkvPoint(p.at(i-1), p.at(i),
p.at(i+1), p.at(i), width);
ekvPoints = EkvPoint(ekvPoints, points.at(i-1), points.at(i), points.at(i+1), points.at(i), width);
}
const bool removeFirstAndLast = false;
@ -414,7 +451,7 @@ qreal VAbstractPiece::MaxLocalSA(const VSAPoint &p, qreal width)
* @param width global seam allowance width.
* @return seam aloowance points.
*/
QVector<QPointF> VAbstractPiece::EkvPoint(const VSAPoint &p1Line1, const VSAPoint &p2Line1,
QVector<QPointF> VAbstractPiece::EkvPoint(QVector<QPointF> points, const VSAPoint &p1Line1, const VSAPoint &p2Line1,
const VSAPoint &p1Line2, const VSAPoint &p2Line2, qreal width)
{
if (width < 0)
@ -422,7 +459,6 @@ QVector<QPointF> VAbstractPiece::EkvPoint(const VSAPoint &p1Line1, const VSAPoin
return QVector<QPointF>();
}
QVector<QPointF> points;
if (p2Line1 != p2Line2)
{
qDebug()<<"Last points of two lines must be equal.";
@ -431,22 +467,31 @@ QVector<QPointF> VAbstractPiece::EkvPoint(const VSAPoint &p1Line1, const VSAPoin
const QLineF bigLine1 = ParallelLine(p1Line1, p2Line1, width );
const QLineF bigLine2 = ParallelLine(p2Line2, p1Line2, width );
QPointF CrosPoint;
const QLineF::IntersectType type = bigLine1.intersect( bigLine2, &CrosPoint );
QPointF crosPoint;
const QLineF::IntersectType type = bigLine1.intersect( bigLine2, &crosPoint );
switch (type)
{// There are at least three big cases
case (QLineF::BoundedIntersection):
// The easiest, real intersection
points.append(CrosPoint);
points.append(crosPoint);
return points;
case (QLineF::UnboundedIntersection):
{ // Most common case
/* Case when a path has point on line (both segments lie on the same line) and seam allowance creates
* prong. */
if (VGObject::IsPointOnLineSegment(p2Line1, p1Line1, p1Line2))
{
points.append(bigLine1.p2());
points.append(bigLine2.p1());
return points;
}
const qreal localWidth = MaxLocalSA(p2Line1, width);
QLineF line( p2Line1, CrosPoint );
QLineF line( p2Line1, crosPoint );
// Checking two subcases
const QLineF b1 = BisectorLine(p1Line1, p2Line1, p1Line2);
const QLineF b2 = BisectorLine(bigLine1.p1(), CrosPoint, bigLine2.p2());
const QLineF b2 = BisectorLine(bigLine1.p1(), crosPoint, bigLine2.p2());
const qreal angle = AngleBetweenBisectors(b1, b2);
@ -459,22 +504,22 @@ QT_WARNING_DISABLE_GCC("-Wswitch-default")
switch (p2Line1.GetAngleType())
{
case PieceNodeAngle::ByLength:
return AngleByLength(p2Line1, bigLine1.p1(), CrosPoint, bigLine2.p2(), localWidth);
return AngleByLength(points, p2Line1, bigLine1, crosPoint, bigLine2, p2Line1, width);
case PieceNodeAngle::ByPointsIntersection:
return AngleByIntersection(p1Line1, p2Line1, p1Line2, bigLine1.p1(), CrosPoint, bigLine2.p2(),
localWidth);
return AngleByIntersection(points, p1Line1, p2Line1, p1Line2, bigLine1, crosPoint, bigLine2,
p2Line1, width);
case PieceNodeAngle::ByFirstEdgeSymmetry:
return AngleByFirstSymmetry(p1Line1, p2Line1, bigLine1.p1(), CrosPoint, bigLine2.p2(),
localWidth);
return AngleByFirstSymmetry(points, p1Line1, p2Line1, bigLine1, crosPoint, bigLine2,
p2Line1, width);
case PieceNodeAngle::BySecondEdgeSymmetry:
return AngleBySecondSymmetry(p2Line1, p1Line2, bigLine1.p1(), CrosPoint,bigLine2.p2(),
localWidth);
return AngleBySecondSymmetry(points, p2Line1, p1Line2, bigLine1, crosPoint, bigLine2,
p2Line1, width);
case PieceNodeAngle::ByFirstEdgeRightAngle:
return AngleByFirstRightAngle(p1Line1, p2Line1, bigLine1.p1(), CrosPoint, bigLine2.p2(),
p2Line1.GetSABefore(width), localWidth);
return AngleByFirstRightAngle(points, p1Line1, p2Line1, bigLine1, crosPoint, bigLine2,
p2Line1, width);
case PieceNodeAngle::BySecondEdgeRightAngle:
return AngleBySecondRightAngle(p2Line1, p1Line2, bigLine1.p1(), CrosPoint, bigLine2.p2(),
p2Line1.GetSAAfter(width), localWidth);
return AngleBySecondRightAngle(points, p2Line1, p1Line2, bigLine1, crosPoint, bigLine2,
p2Line1, width);
}
QT_WARNING_POP
}
@ -497,21 +542,21 @@ QT_WARNING_POP
{
if (line.length() < QLineF(p2Line1, px).length())
{
points.append(CrosPoint);
points.append(crosPoint);
return points;
}
}
}
else
{ // New subcase. This is not a dart. An angle is acute and bisector watch inside.
const qreal result1 = PointPosition(CrosPoint, QLineF(p1Line1, p2Line1));
const qreal result2 = PointPosition(CrosPoint, QLineF(p2Line2, p1Line2));
const qreal result1 = PointPosition(crosPoint, QLineF(p1Line1, p2Line1));
const qreal result2 = PointPosition(crosPoint, QLineF(p2Line2, p1Line2));
if ((result1 < 0 || qFuzzyIsNull(result1)) && (result2 < 0 || qFuzzyIsNull(result2)))
{// The cross point is still outside of a piece
if (line.length() >= localWidth)
{
points.append(CrosPoint);
points.append(crosPoint);
return points;
}
else
@ -533,8 +578,9 @@ QT_WARNING_POP
break;
}
case (QLineF::NoIntersection):
/*If we have correct lines this means lines lie on a line.*/
/*If we have correct lines this means lines lie on a line or parallel.*/
points.append(bigLine1.p2());
points.append(bigLine2.p1()); // Second point for parallel line
return points;
default:
break;
@ -543,16 +589,20 @@ QT_WARNING_POP
}
//---------------------------------------------------------------------------------------------------------------------
QVector<QPointF> VAbstractPiece::AngleByLength(const QPointF &p2, const QPointF &sp1, const QPointF &sp2,
const QPointF &sp3, qreal width)
QVector<QPointF> VAbstractPiece::AngleByLength(QVector<QPointF> points, QPointF p2, const QLineF &bigLine1, QPointF sp2,
const QLineF &bigLine2, const VSAPoint &p, qreal width)
{
QVector<QPointF> points;
const QPointF sp1 = bigLine1.p1();
const QPointF sp3 = bigLine2.p2();
const qreal localWidth = MaxLocalSA(p, width);
if (IsOutsidePoint(bigLine1.p1(), bigLine1.p2(), sp2) && IsOutsidePoint(bigLine2.p2(), bigLine2.p1(), sp2) )
{
QLineF line(p2, sp2);
const qreal length = line.length();
if (length > width*maxL)
if (length > localWidth*maxL)
{ // Cutting too long acut angle
line.setLength(width);
line.setLength(localWidth);
QLineF cutLine(line.p2(), sp2); // Cut line is a perpendicular
cutLine.setLength(length); // Decided take this length
@ -578,158 +628,255 @@ QVector<QPointF> VAbstractPiece::AngleByLength(const QPointF &p2, const QPointF
{// The point just fine
points.append(sp2);
}
}
else
{
if (not IsOutsidePoint(bigLine1.p1(), bigLine1.p2(), sp2))
{
bool success = false;
points = RollbackSeamAllowance(points, bigLine2, &success);
if (not success)
{
// Cannot find clipping point.
// Show at least something.
points.append(sp2);
}
}
else
{
// Need to create artificial loop
QLineF loop1(sp2, sp1);
loop1.setLength(loop1.length()*0.1);
points.append(loop1.p2()); // Nedd for the main path rule
loop1.setAngle(loop1.angle() + 180);
loop1.setLength(localWidth * 3.);
points.append(loop1.p2());
points.append(bigLine2.p1());
}
}
return points;
}
//---------------------------------------------------------------------------------------------------------------------
QVector<QPointF> VAbstractPiece::AngleByIntersection(const QPointF &p1, const QPointF &p2, const QPointF &p3,
const QPointF &sp1, const QPointF &sp2, const QPointF &sp3,
qreal width)
QVector<QPointF> VAbstractPiece::AngleByIntersection(const QVector<QPointF> &points, QPointF p1, QPointF p2, QPointF p3,
const QLineF &bigLine1, QPointF sp2, const QLineF &bigLine2,
const VSAPoint &p, qreal width)
{
QVector<QPointF> points;
const qreal localWidth = MaxLocalSA(p, width);
QVector<QPointF> pointsIntr = points;
// First point
QLineF edge2(p2, p3);
QLineF sEdge1(sp1, sp2);
QPointF px;
QLineF::IntersectType type = edge2.intersect(sEdge1, &px);
QLineF::IntersectType type = edge2.intersect(bigLine1, &px);
if (type == QLineF::NoIntersection)
{
return AngleByLength(p2, sp1, sp2, sp3, width);
return AngleByLength(points, p2, bigLine1, sp2, bigLine2, p, width);
}
if (QLineF(p2, px).length() > width*maxL)
if (IsOutsidePoint(bigLine1.p1(), bigLine1.p2(), px))
{
return AngleByLength(p2, sp1, sp2, sp3, width);
if (QLineF(p2, px).length() > localWidth*maxL)
{
return AngleByLength(points, p2, bigLine1, sp2, bigLine2, p, width);
}
pointsIntr.append(px);
}
else
{// Because artificial loop can lead to wrong clipping we must rollback current seam allowance points
bool success = false;
pointsIntr = RollbackSeamAllowance(pointsIntr, edge2, &success);
if (not success)
{
// Cannot find clipping point.
// Show at least something.
pointsIntr.append(px);
}
}
points.append(px);
// Second point
QLineF edge1(p1, p2);
QLineF sEdge2(sp2, sp3);
type = edge1.intersect(sEdge2, &px);
type = edge1.intersect(bigLine2, &px);
if (type == QLineF::NoIntersection)
{
return AngleByLength(p2, sp1, sp2, sp3, width);
return AngleByLength(points, p2, bigLine1, sp2, bigLine2, p, width);
}
if (QLineF(p2, px).length() > width*maxL)
if (IsOutsidePoint(bigLine2.p2(), bigLine2.p1(), px))
{
return AngleByLength(p2, sp1, sp2, sp3, width);
pointsIntr.append(px);
}
else
{
QLineF allowance(p2, px);
pointsIntr.append(allowance.p2());
allowance.setLength(allowance.length() + localWidth * 3.);
pointsIntr.append(allowance.p2());
pointsIntr.append(bigLine2.p2());
}
points.append(px);
return points;
return pointsIntr;
}
//---------------------------------------------------------------------------------------------------------------------
QVector<QPointF> VAbstractPiece::AngleByFirstSymmetry(const QPointF &p1, const QPointF &p2,
const QPointF &sp1, const QPointF &sp2, const QPointF &sp3,
qreal width)
QVector<QPointF> VAbstractPiece::AngleByFirstSymmetry(const QVector<QPointF> &points, QPointF p1, QPointF p2,
const QLineF &bigLine1, QPointF sp2, const QLineF &bigLine2,
const VSAPoint &p, qreal width)
{
QVector<QPointF> points;
const qreal localWidth = MaxLocalSA(p, width);
QVector<QPointF> pointsIntr = points;
QLineF sEdge2(sp2, sp3);
QPointF fp1 = VPointF::FlipPF(sEdge2, p1);
QPointF fp2 = VPointF::FlipPF(sEdge2, p2);
QLineF fEdge(fp1, fp2);
QLineF sEdge(VPointF::FlipPF(bigLine2, p1), VPointF::FlipPF(bigLine2, p2));
QPointF px;
QLineF sEdge1(sp1, sp2);
QLineF::IntersectType type = fEdge.intersect(sEdge1, &px);
QLineF::IntersectType type = sEdge.intersect(bigLine1, &px);
if (type == QLineF::NoIntersection)
{
return AngleByLength(p2, sp1, sp2, sp3, width);
return AngleByLength(points, p2, bigLine1, sp2, bigLine2, p, width);
}
if (QLineF(p2, px).length() > width*maxL)
if (IsOutsidePoint(bigLine1.p1(), bigLine1.p2(), px))
{
return AngleByLength(p2, sp1, sp2, sp3, width);
if (QLineF(p2, px).length() > localWidth*maxL)
{
return AngleByLength(points, p2, bigLine1, sp2, bigLine2, p, width);
}
pointsIntr.append(px);
}
else
{// Because artificial loop can lead to wrong clipping we must rollback current seam allowance points
bool success = false;
pointsIntr = RollbackSeamAllowance(pointsIntr, bigLine2, &success);
if (not success)
{
// Cannot find clipping point.
// Show at least something.
pointsIntr.append(px);
}
}
points.append(px);
type = fEdge.intersect(sEdge2, &px);
type = sEdge.intersect(bigLine2, &px);
if (type == QLineF::NoIntersection)
{
return AngleByLength(p2, sp1, sp2, sp3, width);
return AngleByLength(points, p2, bigLine1, sp2, bigLine2, p, width);
}
if (QLineF(p2, px).length() > width*maxL)
if (IsOutsidePoint(bigLine2.p2(), bigLine2.p1(), px))
{
return AngleByLength(p2, sp1, sp2, sp3, width);
if (QLineF(p2, px).length() > localWidth*maxL)
{
return AngleByLength(points, p2, bigLine1, sp2, bigLine2, p, width);
}
pointsIntr.append(px);
}
else
{
QLineF allowance(px, p2);
allowance.setAngle(allowance.angle() + 90);
pointsIntr.append(allowance.p2());
pointsIntr.append(bigLine2.p1());
}
points.append(px);
return points;
return pointsIntr;
}
//---------------------------------------------------------------------------------------------------------------------
QVector<QPointF> VAbstractPiece::AngleBySecondSymmetry(const QPointF &p2, const QPointF &p3,
const QPointF &sp1, const QPointF &sp2, const QPointF &sp3,
qreal width)
QVector<QPointF> VAbstractPiece::AngleBySecondSymmetry(const QVector<QPointF> &points, QPointF p2, QPointF p3,
const QLineF &bigLine1, QPointF sp2, const QLineF &bigLine2,
const VSAPoint &p, qreal width)
{
QVector<QPointF> points;
const qreal localWidth = MaxLocalSA(p, width);
QVector<QPointF> pointsIntr = points;
QLineF sEdge1(sp1, sp2);
QPointF fp2 = VPointF::FlipPF(sEdge1, p2);
QPointF fp3 = VPointF::FlipPF(sEdge1, p3);
QLineF fEdge(fp2, fp3);
QLineF sEdge(VPointF::FlipPF(bigLine1, p2), VPointF::FlipPF(bigLine1, p3));
QPointF px;
QLineF::IntersectType type = fEdge.intersect(sEdge1, &px);
QLineF::IntersectType type = sEdge.intersect(bigLine1, &px);
if (type == QLineF::NoIntersection)
{
return AngleByLength(p2, sp1, sp2, sp3, width);
return AngleByLength(points, p2, bigLine1, sp2, bigLine2, p, width);
}
if (QLineF(p2, px).length() > width*maxL)
if (IsOutsidePoint(bigLine1.p1(), bigLine1.p2(), px))
{
return AngleByLength(p2, sp1, sp2, sp3, width);
if (QLineF(p2, px).length() > localWidth*maxL)
{
return AngleByLength(points, p2, bigLine1, sp2, bigLine2, p, width);
}
pointsIntr.append(px);
}
else
{// Because artificial loop can lead to wrong clipping we must rollback current seam allowance points
bool success = false;
pointsIntr = RollbackSeamAllowance(pointsIntr, bigLine2, &success);
if (not success)
{
// Cannot find clipping point.
// Show at least something.
pointsIntr.append(px);
}
}
points.append(px);
QLineF sEdge2(sp2, sp3);
type = fEdge.intersect(sEdge2, &px);
type = sEdge.intersect(bigLine2, &px);
if (type == QLineF::NoIntersection)
{
return AngleByLength(p2, sp1, sp2, sp3, width);
return AngleByLength(points, p2, bigLine1, sp2, bigLine2, p, width);
}
if (QLineF(p2, px).length() > width*maxL)
if (IsOutsidePoint(bigLine2.p2(), bigLine2.p1(), px))
{
return AngleByLength(p2, sp1, sp2, sp3, width);
if (QLineF(p2, px).length() > localWidth*maxL)
{
return AngleByLength(points, p2, bigLine1, sp2, bigLine2, p, width);
}
pointsIntr.append(px);
}
else
{
QLineF allowance(p2, px);
allowance.setLength(p.GetSAAfter(width)*0.98);
pointsIntr.append(allowance.p2());
allowance.setLength(allowance.length() + localWidth * 3.);
pointsIntr.append(allowance.p2());
pointsIntr.append(bigLine2.p2());
}
points.append(px);
return points;
return pointsIntr;
}
//---------------------------------------------------------------------------------------------------------------------
QVector<QPointF> VAbstractPiece::AngleByFirstRightAngle(QPointF p1, QPointF p2, QPointF sp1, QPointF sp2, QPointF sp3,
qreal width, qreal localWidth)
QVector<QPointF> VAbstractPiece::AngleByFirstRightAngle(const QVector<QPointF> &points, QPointF p1, QPointF p2,
const QLineF &bigLine1, QPointF sp2, const QLineF &bigLine2,
const VSAPoint &p, qreal width)
{
const qreal localWidth = MaxLocalSA(p, width);
QVector<QPointF> pointsRA = points;
QLineF edge(p1, p2);
QPointF px;
QLineF::IntersectType type = edge.intersect(QLineF(sp2, sp3), &px);
QLineF::IntersectType type = edge.intersect(bigLine2, &px);
if (type == QLineF::NoIntersection)
{
return AngleByLength(p2, sp1, sp2, sp3, localWidth);
return AngleByLength(points, p2, bigLine1, sp2, bigLine2, p, width);
}
QLineF seam(px, p1);
seam.setAngle(seam.angle()-90);
seam.setLength(width);
seam.setLength(p.GetSABefore(width));
QLineF spLine1(sp2, sp1);
QLineF spLine2(sp2, sp3);
pointsRA.append(seam.p2());
QVector<QPointF> points;
points.append(seam.p2());
if (spLine1.angleTo(spLine2) <= 90)
if (IsOutsidePoint(bigLine2.p2(), bigLine2.p1(), seam.p1()))
{
points.append(seam.p1());
if (QLineF(p2, px).length() > localWidth*maxL)
{
return AngleByLength(points, p2, bigLine1, sp2, bigLine2, p, width);
}
pointsRA.append(seam.p1());
}
else
{
@ -740,50 +887,58 @@ QVector<QPointF> VAbstractPiece::AngleByFirstRightAngle(QPointF p1, QPointF p2,
QLineF tmp(seam.p2(), seam.p1());
tmp.setLength(tmp.length()+length);
points.append(tmp.p2());
points.append(loopLine.p2());
pointsRA.append(tmp.p2());
pointsRA.append(loopLine.p2());
}
return points;
return pointsRA;
}
//---------------------------------------------------------------------------------------------------------------------
QVector<QPointF> VAbstractPiece::AngleBySecondRightAngle(QPointF p2, QPointF p3, QPointF sp1, QPointF sp2, QPointF sp3,
qreal width, qreal localWidth)
QVector<QPointF> VAbstractPiece::AngleBySecondRightAngle(QVector<QPointF> points, QPointF p2, QPointF p3,
const QLineF &bigLine1, QPointF sp2, const QLineF &bigLine2,
const VSAPoint &p, qreal width)
{
const qreal localWidth = MaxLocalSA(p, width);
QLineF edge(p2, p3);
QPointF px;
QLineF::IntersectType type = edge.intersect(QLineF(sp1, sp2), &px);
QLineF::IntersectType type = edge.intersect(bigLine1, &px);
if (type == QLineF::NoIntersection)
{
return AngleByLength(p2, sp1, sp2, sp3, localWidth);
return AngleByLength(points, p2, bigLine1, sp2, bigLine2, p, width);
}
QLineF seam(px, p2);
seam.setAngle(seam.angle()+90);
seam.setLength(width);
QLineF spLine1(sp2, sp1);
QLineF spLine2(sp2, sp3);
QVector<QPointF> points;
if (spLine1.angleTo(spLine2) <= 90)
if (IsOutsidePoint(bigLine1.p1(), bigLine1.p2(), px))
{
points.append(seam.p1());
if (QLineF(p2, px).length() > localWidth*maxL)
{
return AngleByLength(points, p2, bigLine1, sp2, bigLine2, p, width);
}
points.append(px);
}
else
{
QLineF loopLine(px, sp2);
const qreal length = loopLine.length()*0.98;
loopLine.setLength(length);
points.append(loopLine.p2());
QLineF tmp(seam.p2(), seam.p1());
tmp.setLength(tmp.length() + length);
points.append(tmp.p2());
// Because artificial loop can lead to wrong clipping we must rollback current seam allowance points
bool success = false;
points = RollbackSeamAllowance(points, edge, &success);
if (not success)
{
// Cannot find clipping point.
// Show at least something.
points.append(px);
}
else
{
px = points.last();
}
}
QLineF seam(px, p3);
seam.setAngle(seam.angle()+90);
seam.setLength(p.GetSAAfter(width));
points.append(seam.p2());
return points;

View File

@ -181,10 +181,10 @@ public:
qreal GetMy() const;
void SetMy(qreal value);
static QVector<QPointF> Equidistant(const QVector<VSAPoint> &points, qreal width);
static QVector<QPointF> Equidistant(QVector<VSAPoint> points, qreal width);
static qreal SumTrapezoids(const QVector<QPointF> &points);
static QVector<QPointF> CheckLoops(const QVector<QPointF> &points);
static QVector<QPointF> EkvPoint(const VSAPoint &p1Line1, const VSAPoint &p2Line1,
static QVector<QPointF> EkvPoint(QVector<QPointF> points, const VSAPoint &p1Line1, const VSAPoint &p2Line1,
const VSAPoint &p1Line2, const VSAPoint &p2Line2, qreal width);
static QLineF ParallelLine(const VSAPoint &p1, const VSAPoint &p2, qreal width);
@ -209,21 +209,23 @@ private:
static bool Crossing(const QVector<QPointF> &sub1, const QVector<QPointF> &sub2);
static QVector<QPointF> SubPath(const QVector<QPointF> &path, int startIndex, int endIndex);
static Q_DECL_CONSTEXPR qreal PointPosition(const QPointF &p, const QLineF &line);
static QVector<QPointF> AngleByLength(const QPointF &p2, const QPointF &sp1, const QPointF &sp2, const QPointF &sp3,
qreal width);
static QVector<QPointF> AngleByIntersection(const QPointF &p1, const QPointF &p2, const QPointF &p3,
const QPointF &sp1, const QPointF &sp2, const QPointF &sp3,
qreal width);
static QVector<QPointF> AngleByFirstSymmetry(const QPointF &p1, const QPointF &p2,
const QPointF &sp1, const QPointF &sp2, const QPointF &sp3,
qreal width);
static QVector<QPointF> AngleBySecondSymmetry(const QPointF &p2, const QPointF &p3,
const QPointF &sp1, const QPointF &sp2, const QPointF &sp3,
qreal width);
static QVector<QPointF> AngleByFirstRightAngle(QPointF p1, QPointF p2, QPointF sp1, QPointF sp2, QPointF sp3,
qreal width, qreal localWidth);
static QVector<QPointF> AngleBySecondRightAngle(QPointF p2, QPointF p3, QPointF sp1, QPointF sp2, QPointF sp3,
qreal width, qreal localWidth);
static QVector<QPointF> AngleByLength(QVector<QPointF> points, QPointF p2, const QLineF &bigLine1, QPointF sp2,
const QLineF &bigLine2, const VSAPoint &p, qreal width);
static QVector<QPointF> AngleByIntersection(const QVector<QPointF> &points, QPointF p1, QPointF p2, QPointF p3,
const QLineF &bigLine1, QPointF sp2, const QLineF &bigLine2,
const VSAPoint &p, qreal width);
static QVector<QPointF> AngleByFirstSymmetry(const QVector<QPointF> &points, QPointF p1, QPointF p2,
const QLineF &bigLine1, QPointF sp2, const QLineF &bigLine2,
const VSAPoint &p, qreal width);
static QVector<QPointF> AngleBySecondSymmetry(const QVector<QPointF> &points, QPointF p2, QPointF p3,
const QLineF &bigLine1, QPointF sp2, const QLineF &bigLine2,
const VSAPoint &p, qreal width);
static QVector<QPointF> AngleByFirstRightAngle(const QVector<QPointF> &points, QPointF p1, QPointF p2,
const QLineF &bigLine1, QPointF sp2, const QLineF &bigLine2,
const VSAPoint &p, qreal width);
static QVector<QPointF> AngleBySecondRightAngle(QVector<QPointF> points, QPointF p2, QPointF p3,
const QLineF &bigLine1, QPointF sp2, const QLineF &bigLine2,
const VSAPoint &p, qreal width);
static QLineF ParallelLine(const QPointF &p1, const QPointF &p2, qreal width);
static QPointF SingleParallelPoint(const QPointF &p1, const QPointF &p2, qreal angle, qreal width);
static QLineF BisectorLine(const QPointF &p1, const QPointF &p2, const QPointF &p3);

View File

@ -1117,7 +1117,7 @@ bool VPiece::GetSeamPassmarkSAPoint(const VSAPoint &previousSAPoint, const VSAPo
}
else
{
ekvPoints = EkvPoint(previousSAPoint, passmarkSAPoint, nextSAPoint, passmarkSAPoint, width);
ekvPoints = EkvPoint(ekvPoints, previousSAPoint, passmarkSAPoint, nextSAPoint, passmarkSAPoint, width);
}
if (ekvPoints.isEmpty())

File diff suppressed because it is too large Load Diff

View File

@ -61,8 +61,23 @@ private slots:
#endif
private:
QVector<VSAPoint> InputPointsCase1() const;
QVector<QPointF> OutputPointsCase1() const;
QVector<VSAPoint> InputPointsSeamTest1PieceByAngle() const;
QVector<QPointF> OutputPointsSeamTest1PieceByAngle() const;
QVector<VSAPoint> InputPointsSeamTest1PieceByIntersection() const;
QVector<QPointF> OutputPointsSeamTest1PieceByIntersection() const;
QVector<VSAPoint> InputPointsSeamTest1PieceByFirstEdgeSymmerty() const;
QVector<QPointF> OutputPointsSeamTest1PieceByFirstEdgeSymmerty() const;
QVector<VSAPoint> InputPointsSeamTest1PieceBySecondEdgeSymmerty() const;
QVector<QPointF> OutputPointsSeamTest1PieceBySecondEdgeSymmerty() const;
QVector<VSAPoint> InputPointsSeamTest1PieceByFirstRightAngle() const;
QVector<QPointF> OutputPointsSeamTest1PieceByFirstRightAngle() const;
QVector<VSAPoint> InputPointsSeamTest1PieceBySecondRightAngle() const;
QVector<QPointF> OutputPointsSeamTest1PieceBySecondRightAngle() const;
QVector<VSAPoint> InputPointsCase2() const;
QVector<QPointF> OutputPointsCase2() const;
@ -70,6 +85,21 @@ private:
QVector<VSAPoint> InputPointsCase3() const;
QVector<QPointF> OutputPointsCase3() const;
QVector<VSAPoint> InputPointsIssue627() const;
QVector<QPointF> OutputPointsIssue627() const;
QVector<VSAPoint> InputPointsIssue767_Fabric_TopCollar() const;
QVector<QPointF> OutputPointsIssue767_Fabric_TopCollar() const;
QVector<VSAPoint> InputPointsIssue767_SkinFusing_TopCollar_Notch() const;
QVector<QPointF> OutputPointsIssue767_SkinFusing_TopCollar_Notch() const;
QVector<VSAPoint> InputPointsIssue880_Piece_Detail() const;
QVector<QPointF> OutputPointsIssue880_Piece_Detail() const;
QVector<VSAPoint> InputPointsIssue880_Piece_Detail_1() const;
QVector<QPointF> OutputPointsIssue880_Piece_Detail_1() const;
void Case3() const;
void Case4() const;
void Case5() const;