Left the most robust way to find intersections.
--HG-- branch : develop
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@ -108,10 +108,4 @@ struct VBestSquareResData
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qreal sidePosition{0};
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};
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struct VCachedPositions
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{
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QRectF boundingRect{};
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QPainterPath layoutAllowancePath{};
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};
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#endif // VLAYOUTDEF_H
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@ -266,12 +266,7 @@ bool VLayoutPaper::SaveResult(const VBestSquare &bestResult, const VLayoutPiece
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}
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d->details.append(workDetail);
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d->globalContour.SetContour(newGContour);
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VCachedPositions positionChache;
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QVector<QPointF> layoutPoints = workDetail.GetLayoutAllowancePoints();
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positionChache.boundingRect = VLayoutPiece::BoundingRect(layoutPoints);
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positionChache.layoutAllowancePath = VLayoutPiece::PainterPath(layoutPoints);
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d->positionsCache.append(positionChache);
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d->positionsCache.append(VLayoutPiece::PainterPath(workDetail.GetLayoutAllowancePoints()));
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}
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else if (bestResult.IsTerminatedByException())
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{
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@ -72,7 +72,7 @@ public:
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/** @brief details list of arranged details. */
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QVector<VLayoutPiece> details{};
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QVector<VCachedPositions> positionsCache{};
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QVector<QPainterPath> positionsCache{};
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/** @brief globalContour list of global points contour. */
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VContour globalContour{};
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@ -325,24 +325,17 @@ VPosition::CrossingType VPosition::Crossing(const VLayoutPiece &detail) const
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return CrossingType::NoIntersection;
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}
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const QVector<QPointF> layoutPoints = detail.GetLayoutAllowancePoints();
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const QRectF layoutBoundingRect = VLayoutPiece::BoundingRect(layoutPoints);
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const QPainterPath layoutAllowancePath = VLayoutPiece::PainterPath(layoutPoints);
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const QPainterPath layoutAllowancePath = VLayoutPiece::PainterPath(detail.GetLayoutAllowancePoints());
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const QVector<QPointF> contourPoints = detail.IsSeamAllowance() && not detail.IsSeamAllowanceBuiltIn() ?
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detail.GetMappedSeamAllowancePoints() : detail.GetMappedContourPoints();
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const QRectF detailBoundingRect = VLayoutPiece::BoundingRect(contourPoints);
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const QPainterPath contourPath = VLayoutPiece::PainterPath(contourPoints);
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for(auto &position : m_data.positionsCache)
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{
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if (position.boundingRect.intersects(layoutBoundingRect) || position.boundingRect.contains(detailBoundingRect))
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if (position.contains(contourPath) || position.intersects(layoutAllowancePath))
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{
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if (position.layoutAllowancePath.contains(contourPath) ||
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position.layoutAllowancePath.intersects(layoutAllowancePath))
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{
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return CrossingType::Intersection;
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}
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return CrossingType::Intersection;
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}
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}
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@ -49,7 +49,7 @@ struct VPositionData
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bool rotate{false};
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int rotationNumber{0};
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bool followGrainline{false};
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QVector<VCachedPositions> positionsCache{};
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QVector<QPainterPath> positionsCache{};
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bool isOriginPaperOrientationPortrait{true};
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};
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