Breaking change. All intersections are now treaded as a loop.
--HG-- branch : develop
This commit is contained in:
parent
c2d194c23f
commit
bcea1b69fa
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@ -27,6 +27,7 @@
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- New feature "Hide piece's main path".
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- Allow controlling priority selecting pieces in layout.
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- No scissors on tiled PDF bottom row.
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- All intersections are now treaded as a loop.
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# Version 0.6.2 (unreleased)
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- [#903] Bug in tool Cut Spline path.
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57
src/app/share/collection/bugs/loop_by_intersection.val
Normal file
57
src/app/share/collection/bugs/loop_by_intersection.val
Normal file
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@ -0,0 +1,57 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<pattern labelPrefix="en">
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<!--Pattern created with Valentina v0.7.0.0a (https://valentinaproject.bitbucket.io/).-->
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<version>0.8.5</version>
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<unit>cm</unit>
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<description/>
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<notes/>
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<measurements/>
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<increments/>
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<previewCalculations/>
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<draw name="Pattern piece 1">
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<calculation>
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<point id="1" mx="0.132292" my="0.264583" name="A" showLabel="true" type="single" x="0.79375" y="1.05833"/>
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<point angle="0" basePoint="1" id="2" length="6" lineColor="black" mx="0.132292" my="0.264583" name="A1" showLabel="true" type="endLine" typeLine="hair"/>
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<point angle="180" basePoint="1" id="3" length="6" lineColor="black" mx="0.132292" my="0.264583" name="A2" showLabel="true" type="endLine" typeLine="hair"/>
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<point angle="90" basePoint="1" id="4" length="3.7" lineColor="black" mx="0.132292" my="0.264583" name="A3" showLabel="true" type="endLine" typeLine="hair"/>
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<spline aScale="0" angle1="75.4653" angle2="180.572" color="black" id="5" length1="3.44539" length2="2.79047" penStyle="hair" point1="3" point4="4" type="simpleInteractive"/>
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<spline aScale="0" angle1="0.535754" angle2="113.25" color="black" id="6" length1="3.24281" length2="2.80818" penStyle="hair" point1="4" point4="2" type="simpleInteractive"/>
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<operation id="7" p1Line="3" p2Line="2" suffix="a1" type="flippingByLine">
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<source>
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<item idObject="5"/>
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<item idObject="6"/>
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</source>
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<destination>
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<item idObject="8"/>
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<item idObject="9"/>
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</destination>
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</operation>
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</calculation>
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<modeling>
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<point id="10" idObject="3" inUse="false" mx="0.132292" my="0.264583" showLabel="true" type="modeling"/>
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<spline id="11" idObject="5" inUse="false" type="modelingSpline"/>
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<point id="12" idObject="4" inUse="false" mx="0.132292" my="0.264583" showLabel="true" type="modeling"/>
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<spline id="13" idObject="6" inUse="false" type="modelingSpline"/>
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<point id="14" idObject="2" inUse="false" mx="0.132292" my="0.264583" showLabel="true" type="modeling"/>
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<spline id="15" idObject="9" inUse="false" type="modelingSpline"/>
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<spline id="16" idObject="8" inUse="false" type="modelingSpline"/>
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</modeling>
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<details>
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<detail forbidFlipping="false" forceFlipping="false" hideMainPath="false" id="17" mx="0" my="0" name="Detail" seamAllowance="true" version="2" width="1.05">
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<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"/>
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<patternInfo fontSize="0" height="1" mx="0" my="0" rotation="0" visible="false" width="1"/>
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<grainline arrows="0" length="1" mx="0" my="0" rotation="90" visible="false"/>
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<nodes>
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<node angle="1" idObject="10" type="NodePoint"/>
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<node idObject="11" reverse="0" type="NodeSpline"/>
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<node idObject="12" type="NodePoint"/>
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<node idObject="13" reverse="0" type="NodeSpline"/>
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<node angle="1" idObject="14" type="NodePoint"/>
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<node idObject="15" reverse="1" type="NodeSpline"/>
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<node idObject="16" reverse="1" type="NodeSpline"/>
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</nodes>
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</detail>
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</details>
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<groups/>
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</draw>
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</pattern>
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@ -52,136 +52,13 @@ const qreal VSAPoint::maxPassmarkLength = (10/*mm*/ / 25.4) * PrintDPI;
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namespace
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{
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//---------------------------------------------------------------------------------------------------------------------
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// Do we create a point outside of a path?
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inline bool IsOutsidePoint(QPointF p1, QPointF p2, QPointF px)
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{
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return qAbs(QLineF(p1, p2).angle() - QLineF(p1, px).angle()) < 0.001;
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}
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//---------------------------------------------------------------------------------------------------------------------
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QVector<QPointF> SubPath(const QVector<QPointF> &path, int startIndex, int endIndex)
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{
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if (path.isEmpty()
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|| startIndex < 0 || startIndex >= path.size()
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|| endIndex < 0 || endIndex >= path.size()
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|| startIndex == endIndex)
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{
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return path;
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}
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QVector<QPointF> subPath;
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int i = startIndex - 1;
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do
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{
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++i;
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if (i >= path.size())
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{
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i = 0;
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}
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subPath.append(path.at(i));
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} while (i != endIndex);
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return subPath;
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}
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//---------------------------------------------------------------------------------------------------------------------
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bool Crossing(const QVector<QPointF> &sub1, const QVector<QPointF> &sub2)
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{
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if (sub1.isEmpty() || sub2.isEmpty())
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{
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return false;
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}
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const QRectF sub1Rect = QPolygonF(sub1).boundingRect();
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const QRectF sub2Rect = QPolygonF(sub2).boundingRect();
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if (not sub1Rect.intersects(sub2Rect))
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{
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return false;
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}
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QPainterPath sub1Path;
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sub1Path.setFillRule(Qt::WindingFill);
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sub1Path.moveTo(sub1.at(0));
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for (qint32 i = 1; i < sub1.count(); ++i)
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{
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sub1Path.lineTo(sub1.at(i));
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}
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sub1Path.lineTo(sub1.at(0));
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QPainterPath sub2Path;
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sub2Path.setFillRule(Qt::WindingFill);
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sub2Path.moveTo(sub2.at(0));
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for (qint32 i = 1; i < sub2.count(); ++i)
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{
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sub2Path.lineTo(sub2.at(i));
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}
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sub2Path.lineTo(sub2.at(0));
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if (not sub1Path.intersects(sub2Path))
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{
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return false;
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}
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else
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{
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return true;
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}
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}
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//---------------------------------------------------------------------------------------------------------------------
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bool CheckIntersection(const QVector<QPointF> &points, int i, int iNext, int j, int jNext, const QPointF &crossPoint)
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{
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QVector<QPointF> sub1 = SubPath(points, iNext, j);
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sub1.append(crossPoint);
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sub1 = VAbstractPiece::CorrectEquidistantPoints(sub1, false);
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const qreal sub1Sum = VAbstractPiece::SumTrapezoids(sub1);
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QVector<QPointF> sub2 = SubPath(points, jNext, i);
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sub2.append(crossPoint);
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sub2 = VAbstractPiece::CorrectEquidistantPoints(sub2, false);
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const qreal sub2Sum = VAbstractPiece::SumTrapezoids(sub2);
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if (sub1Sum < 0 && sub2Sum < 0)
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{
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if (Crossing(sub1, sub2))
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{
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return true;
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}
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}
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else
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{
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if (not Crossing(sub1, sub2))
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{
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return true;
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}
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}
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return false;
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}
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//---------------------------------------------------------------------------------------------------------------------
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bool ParallelCrossPoint(const QLineF &line1, const QLineF &line2, QPointF &point)
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{
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const bool l1p1el2p1 = (line1.p1() == line2.p1());
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const bool l1p2el2p2 = (line1.p2() == line2.p2());
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const bool l1p1el2p2 = (line1.p1() == line2.p2());
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const bool l1p2el2p1 = (line1.p2() == line2.p1());
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if (l1p2el2p2 || l1p2el2p1)
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{
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point = line1.p2();
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return true;
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}
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else if (l1p1el2p1 || l1p1el2p2)
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{
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point = line1.p1();
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return true;
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}
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else
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{
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point = QPointF();
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return false;
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}
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}
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//---------------------------------------------------------------------------------------------------------------------
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Q_DECL_CONSTEXPR qreal PointPosition(const QPointF &p, const QLineF &line)
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{
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@ -335,7 +212,11 @@ QVector<QPointF> AngleByIntersection(const QVector<QPointF> &points, QPointF p1,
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else
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{
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QLineF allowance(p2, px);
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//allowance.setLength(allowance.length()-accuracyPointOnLine*2.);
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//allowance.setAngle(allowance.angle()-0.1); // avoid optimization
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pointsIntr.append(allowance.p2());
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//allowance = QLineF(p2, px);
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allowance.setLength(allowance.length() + localWidth * 3.);
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pointsIntr.append(allowance.p2());
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pointsIntr.append(bigLine2.p2());
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@ -1031,6 +912,11 @@ QVector<QPointF> VAbstractPiece::Equidistant(QVector<VSAPoint> points, qreal wid
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break;
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case PieceNodeAngle::ByPointsIntersection:
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Rollback(QLineF(points.last(), points.at(1)));
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if (ekvPoints.size() > 2)
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{ // Fix for the rule of main path
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ekvPoints.removeAt(ekvPoints.size()-1);
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ekvPoints.prepend(ekvPoints.at(ekvPoints.size()-1));
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}
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break;
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case PieceNodeAngle::BySecondEdgeRightAngle:
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if (not ekvPoints.isEmpty())
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@ -1097,7 +983,6 @@ QVector<QPointF> VAbstractPiece::Equidistant(QVector<VSAPoint> points, qreal wid
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const bool removeFirstAndLast = false;
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ekvPoints = CheckLoops(CorrectEquidistantPoints(ekvPoints, removeFirstAndLast));//Result path can contain loops
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ekvPoints = CheckLoops(CorrectEquidistantPoints(ekvPoints, removeFirstAndLast));//Result path can contain loops
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// DumpVector(ekvPoints); // Uncomment for dumping test data
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return ekvPoints;
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}
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@ -1146,6 +1031,8 @@ qreal VAbstractPiece::SumTrapezoids(const QVector<QPointF> &points)
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*/
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QVector<QPointF> VAbstractPiece::CheckLoops(const QVector<QPointF> &points)
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{
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// DumpVector(points); // Uncomment for dumping test data
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int count = points.size();
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/*If we got less than 4 points no need seek loops.*/
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if (count < 4)
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@ -1164,8 +1051,8 @@ QVector<QPointF> VAbstractPiece::CheckLoops(const QVector<QPointF> &points)
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qint32 i, j, jNext = 0;
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for (i = 0; i < count; ++i)
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{
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/*Last three points no need check.*/
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/*Triangle has not contain loops*/
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/*Last three points no need to check.*/
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/*Triangle can not contain a loop*/
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if (i > count-3)
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{
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ekvPoints.append(points.at(i));
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@ -1206,54 +1093,24 @@ QVector<QPointF> VAbstractPiece::CheckLoops(const QVector<QPointF> &points)
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// For closed path last point is equal to first. Using index of the first.
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pathClosed && jNext == count-1 ? AddUniqueIndex(0) : AddUniqueIndex(jNext);
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const QLineF::IntersectType intersect = line1.intersect(line2, &crosPoint);
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if (intersect == QLineF::NoIntersection)
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{ // According to the documentation QLineF::NoIntersection indicates that the lines do not intersect;
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// i.e. they are parallel. But parallel also mean they can be on the same line.
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// Method IsPointOnLineviaPDP will check it.
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if (VGObject::IsPointOnLineviaPDP(points.at(j), points.at(i), points.at(i+1))
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// Lines are not neighbors
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&& uniqueVertices.size() == 4)
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{
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// Left to catch case where segments are on the same line, but do not have real intersections.
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QLineF tmpLine1 = line1;
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QLineF tmpLine2 = line2;
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tmpLine1.setAngle(tmpLine1.angle()+90);
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QPointF tmpCrosPoint;
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const QLineF::IntersectType tmpIntrs1 = tmpLine1.intersect(tmpLine2, &tmpCrosPoint);
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tmpLine1 = line1;
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tmpLine2.setAngle(tmpLine2.angle()+90);
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const QLineF::IntersectType tmpIntrs2 = tmpLine1.intersect(tmpLine2, &tmpCrosPoint);
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if (tmpIntrs1 == QLineF::BoundedIntersection || tmpIntrs2 == QLineF::BoundedIntersection)
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{ // Now we really sure that lines are on the same lines and have real intersections.
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QPointF cPoint;
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const bool caseFlag = ParallelCrossPoint(line1, line2, cPoint);
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if (not caseFlag || CheckIntersection(points, i, i+1, j, jNext, cPoint))
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{
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status = ParallelIntersection;
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break;
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}
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}
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}
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}
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else if (intersect == QLineF::BoundedIntersection)
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{
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if (uniqueVertices.size() == 4)
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{ // Break, but not if lines are neighbors
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if ((line1.p1() != crosPoint
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&& line1.p2() != crosPoint
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&& line2.p1() != crosPoint
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&& line2.p2() != crosPoint) || CheckIntersection(points, i, i+1, j, jNext, crosPoint))
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{
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status = BoundedIntersection;
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if (uniqueVertices.size() == 4)
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{// Lines are not neighbors
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const QLineF::IntersectType intersect = line1.intersect(line2, &crosPoint);
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if (intersect == QLineF::NoIntersection)
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{ // According to the documentation QLineF::NoIntersection indicates that the lines do not intersect;
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// i.e. they are parallel. But parallel also mean they can be on the same line.
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// Method IsLineSegmentOnLineSegment will check it.
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if (VGObject::IsLineSegmentOnLineSegment(line1, line2))
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{// Now we really sure that segments are on the same line and have real intersections.
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status = ParallelIntersection;
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break;
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}
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}
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else if (intersect == QLineF::BoundedIntersection)
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{
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status = BoundedIntersection;
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break;
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}
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}
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status = NoIntersection;
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}
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@ -1279,6 +1136,7 @@ QVector<QPointF> VAbstractPiece::CheckLoops(const QVector<QPointF> &points)
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break;
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}
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}
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// DumpVector(ekvPoints); // Uncomment for dumping test data
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return ekvPoints;
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}
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File diff suppressed because it is too large
Load Diff
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@ -168,6 +168,9 @@ private:
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QVector<VSAPoint> InputPointsIssue923Test6_6();
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QVector<QPointF> OutputPointsIssue923Test6_6();
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QVector<VSAPoint> InputLoopByIntersectionTest();
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QVector<QPointF> OutputLoopByIntersectionTest();
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QVector<VSAPoint> InputPointsIssue937Case1() const;
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QVector<QPointF> OutputPointsIssue937Case1() const;
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Reference in New Issue
Block a user