32a16890a7
--HG-- branch : develop
455 lines
14 KiB
C++
455 lines
14 KiB
C++
/************************************************************************
|
|
**
|
|
** @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/>.
|
|
**
|
|
*************************************************************************/
|
|
|
|
#include "vsplinepath.h"
|
|
|
|
#include <QPoint>
|
|
|
|
#include "../ifc/exception/vexception.h"
|
|
#include "../vmisc/vmath.h"
|
|
#include "vabstractcurve.h"
|
|
#include "vsplinepath_p.h"
|
|
|
|
//---------------------------------------------------------------------------------------------------------------------
|
|
/**
|
|
* @brief VSplinePath constructor.
|
|
* @param idObject parent id.
|
|
* @param mode mode creation spline path.
|
|
*/
|
|
VSplinePath::VSplinePath(quint32 idObject, Draw mode)
|
|
: VAbstractCubicBezierPath(GOType::SplinePath, idObject, mode),
|
|
d(new VSplinePathData())
|
|
{}
|
|
|
|
//---------------------------------------------------------------------------------------------------------------------
|
|
VSplinePath::VSplinePath(const QVector<VFSplinePoint> &points, qreal kCurve, quint32 idObject, Draw mode)
|
|
: VAbstractCubicBezierPath(GOType::SplinePath, idObject, mode),
|
|
d(new VSplinePathData())
|
|
{
|
|
if (points.size() < 3)
|
|
{
|
|
return;
|
|
}
|
|
|
|
QVector<VSplinePoint> newPoints(points.size());
|
|
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].SetAngle1(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)
|
|
: VAbstractCubicBezierPath(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)
|
|
: VAbstractCubicBezierPath(splPath),
|
|
d(splPath.d)
|
|
{}
|
|
|
|
//---------------------------------------------------------------------------------------------------------------------
|
|
VSplinePath VSplinePath::Rotate(const QPointF &originPoint, qreal degrees, const QString &prefix) const
|
|
{
|
|
QVector<VSplinePoint> newPoints(CountPoints());
|
|
for (qint32 i = 1; i <= CountSubSpl(); ++i)
|
|
{
|
|
const VSpline spl = GetSpline(i).Rotate(originPoint, degrees);
|
|
|
|
newPoints[i-1].SetP(spl.GetP1());
|
|
newPoints[i-1].SetAngle2(spl.GetStartAngle(), spl.GetStartAngleFormula());
|
|
newPoints[i-1].SetLength2(spl.GetC1Length(), spl.GetC1LengthFormula());
|
|
|
|
newPoints[i].SetP(spl.GetP4());
|
|
newPoints[i].SetAngle1(spl.GetEndAngle(), spl.GetEndAngleFormula());
|
|
newPoints[i].SetLength1(spl.GetC2Length(), spl.GetC2LengthFormula());
|
|
}
|
|
|
|
VSplinePath splPath(newPoints);
|
|
splPath.setName(name() + prefix);
|
|
splPath.SetColor(GetColor());
|
|
splPath.SetPenStyle(GetPenStyle());
|
|
return splPath;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------------------------------------------------
|
|
VSplinePath VSplinePath::Flip(const QLineF &axis, const QString &prefix) const
|
|
{
|
|
QVector<VSplinePoint> newPoints(CountPoints());
|
|
for (qint32 i = 1; i <= CountSubSpl(); ++i)
|
|
{
|
|
const VSpline spl = GetSpline(i).Flip(axis);
|
|
|
|
newPoints[i-1].SetP(spl.GetP1());
|
|
newPoints[i-1].SetAngle2(spl.GetStartAngle(), spl.GetStartAngleFormula());
|
|
newPoints[i-1].SetLength2(spl.GetC1Length(), spl.GetC1LengthFormula());
|
|
|
|
newPoints[i].SetP(spl.GetP4());
|
|
newPoints[i].SetAngle1(spl.GetEndAngle(), spl.GetEndAngleFormula());
|
|
newPoints[i].SetLength1(spl.GetC2Length(), spl.GetC2LengthFormula());
|
|
}
|
|
|
|
VSplinePath splPath(newPoints);
|
|
splPath.setName(name() + prefix);
|
|
splPath.SetColor(GetColor());
|
|
splPath.SetPenStyle(GetPenStyle());
|
|
return splPath;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------------------------------------------------
|
|
VSplinePath VSplinePath::Move(qreal length, qreal angle, const QString &prefix) const
|
|
{
|
|
QVector<VSplinePoint> newPoints(CountPoints());
|
|
for (qint32 i = 1; i <= CountSubSpl(); ++i)
|
|
{
|
|
const VSpline spl = GetSpline(i).Move(length, angle);
|
|
|
|
newPoints[i-1].SetP(spl.GetP1());
|
|
newPoints[i-1].SetAngle2(spl.GetStartAngle(), spl.GetStartAngleFormula());
|
|
newPoints[i-1].SetLength2(spl.GetC1Length(), spl.GetC1LengthFormula());
|
|
|
|
newPoints[i].SetP(spl.GetP4());
|
|
newPoints[i].SetAngle1(spl.GetEndAngle(), spl.GetEndAngleFormula());
|
|
newPoints[i].SetLength1(spl.GetC2Length(), spl.GetC2LengthFormula());
|
|
}
|
|
|
|
VSplinePath splPath(newPoints);
|
|
splPath.setName(name() + prefix);
|
|
splPath.SetColor(GetColor());
|
|
splPath.SetPenStyle(GetPenStyle());
|
|
return splPath;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------------------------------------------------
|
|
VSplinePath::~VSplinePath()
|
|
{}
|
|
|
|
//---------------------------------------------------------------------------------------------------------------------
|
|
/**
|
|
* @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 && static_cast<QPointF>(d->path.last().P()) == static_cast<QPointF>(point.P())) //-V807
|
|
{
|
|
return;
|
|
}
|
|
|
|
d->path.append(point);
|
|
CreateName();
|
|
}
|
|
|
|
//---------------------------------------------------------------------------------------------------------------------
|
|
/**
|
|
* @brief CountSubSpl return count of simple splines.
|
|
* @return count.
|
|
*/
|
|
qint32 VSplinePath::CountSubSpl() const
|
|
{
|
|
if (d->path.isEmpty())
|
|
{
|
|
return 0;
|
|
}
|
|
else
|
|
{
|
|
return d->path.size() - 1;
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------------------------------------------------
|
|
/**
|
|
* @brief GetSpline return spline by index.
|
|
* @param index index spline in spline path.
|
|
* @return spline
|
|
*/
|
|
VSpline VSplinePath::GetSpline(qint32 index) const
|
|
{
|
|
if (CountPoints()<1)
|
|
{
|
|
throw VException(tr("Not enough points to create the spline."));
|
|
}
|
|
|
|
if (index < 1 || index > CountSubSpl())
|
|
{
|
|
throw VException(tr("This spline does not exist."));
|
|
}
|
|
|
|
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);
|
|
return spl;
|
|
}
|
|
|
|
//---------------------------------------------------------------------------------------------------------------------
|
|
/**
|
|
* @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 > CountSubSpl())
|
|
{
|
|
throw VException(tr("This spline does not exist."));
|
|
}
|
|
if (pos == SplinePointPosition::FirstPoint)
|
|
{
|
|
d->path[indexSpline-1] = point;
|
|
}
|
|
else
|
|
{
|
|
d->path[indexSpline] = point;
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------------------------------------------------
|
|
/**
|
|
* @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 > CountSubSpl())
|
|
{
|
|
throw VException(tr("This spline does not exist."));
|
|
}
|
|
if (pos == SplinePointPosition::FirstPoint)
|
|
{
|
|
return d->path.at(indexSpline-1);
|
|
}
|
|
else
|
|
{
|
|
return d->path.at(indexSpline);
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------------------------------------------------
|
|
/**
|
|
* @brief operator = assignment operator.
|
|
* @param path spline path.
|
|
* @return spline path.
|
|
*/
|
|
VSplinePath &VSplinePath::operator =(const VSplinePath &path)
|
|
{
|
|
if ( &path == this )
|
|
{
|
|
return *this;
|
|
}
|
|
VAbstractCurve::operator=(path);
|
|
d = path.d;
|
|
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];
|
|
}
|
|
|
|
//---------------------------------------------------------------------------------------------------------------------
|
|
/**
|
|
* @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];
|
|
}
|
|
|
|
//---------------------------------------------------------------------------------------------------------------------
|
|
qreal VSplinePath::GetStartAngle() const
|
|
{
|
|
if (CountPoints() > 0)
|
|
{
|
|
return GetSplinePath().first().Angle2();
|
|
}
|
|
else
|
|
{
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------------------------------------------------
|
|
qreal VSplinePath::GetEndAngle() const
|
|
{
|
|
if (CountPoints() > 0)
|
|
{
|
|
return GetSplinePath().last().Angle1();
|
|
}
|
|
else
|
|
{
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------------------------------------------------
|
|
qreal VSplinePath::GetC1Length() const
|
|
{
|
|
if (CountPoints() > 0)
|
|
{
|
|
return GetSplinePath().first().Length2();
|
|
}
|
|
else
|
|
{
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------------------------------------------------
|
|
qreal VSplinePath::GetC2Length() const
|
|
{
|
|
if (CountPoints() > 0)
|
|
{
|
|
return GetSplinePath().last().Length1();
|
|
}
|
|
else
|
|
{
|
|
return 0;
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------------------------------------------------
|
|
VPointF VSplinePath::FirstPoint() const
|
|
{
|
|
if (not d->path.isEmpty())
|
|
{
|
|
return d->path.first().P();
|
|
}
|
|
else
|
|
{
|
|
return VPointF();
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------------------------------------------------
|
|
VPointF VSplinePath::LastPoint() const
|
|
{
|
|
const qint32 count = CountSubSpl();
|
|
if (count >= 1)
|
|
{
|
|
return d->path.at(count).P();// Take last point of the last real spline
|
|
}
|
|
else
|
|
{
|
|
return VPointF();
|
|
}
|
|
}
|
|
|
|
//---------------------------------------------------------------------------------------------------------------------
|
|
/**
|
|
* @brief CountPoints return count of points.
|
|
* @return count.
|
|
*/
|
|
qint32 VSplinePath::CountPoints() 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 <= CountSubSpl(); ++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);
|
|
}
|