465 lines
15 KiB
C++
465 lines
15 KiB
C++
/************************************************************************
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**
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** @file vsplinepath.cpp
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** @author Roman Telezhynskyi <dismine(at)gmail.com>
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** @date November 15, 2013
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**
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** @brief
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** @copyright
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** This source code is part of the Valentina project, a pattern making
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** program, whose allow create and modeling patterns of clothing.
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** Copyright (C) 2013-2015 Valentina project
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** <https://gitlab.com/smart-pattern/valentina> All Rights Reserved.
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**
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** Valentina is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** Valentina is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with Valentina. If not, see <http://www.gnu.org/licenses/>.
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**
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*************************************************************************/
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#include "vsplinepath.h"
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#include <QJsonArray>
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#include <QJsonObject>
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#include <QPoint>
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#include "../ifc/exception/vexception.h"
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#include "vabstractcurve.h"
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#include "vsplinepath_p.h"
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#if QT_VERSION < QT_VERSION_CHECK(6, 4, 0)
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#include "../vmisc/compatibility.h"
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#endif
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using namespace Qt::Literals::StringLiterals;
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//---------------------------------------------------------------------------------------------------------------------
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/**
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* @brief VSplinePath constructor.
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* @param idObject parent id.
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* @param mode mode creation spline path.
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*/
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VSplinePath::VSplinePath(quint32 idObject, Draw mode)
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: VAbstractCubicBezierPath(GOType::SplinePath, idObject, mode),
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d(new VSplinePathData())
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{
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}
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//---------------------------------------------------------------------------------------------------------------------
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VSplinePath::VSplinePath(const QVector<VFSplinePoint> &points, qreal kCurve, quint32 idObject, Draw mode)
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: VAbstractCubicBezierPath(GOType::SplinePath, idObject, mode),
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d(new VSplinePathData())
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{
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if (points.size() < 3)
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{
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return;
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}
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QVector<VSplinePoint> newPoints(points.size());
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for (qint32 i = 1; i <= points.size() - 1; ++i)
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{
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const VFSplinePoint &p1 = points.at(i - 1);
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const VFSplinePoint &p2 = points.at(i);
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VSpline const spl(p1.P(), p2.P(), p1.Angle2(), p2.Angle1(), p1.KAsm2(), p2.KAsm1(), kCurve);
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newPoints[i - 1].SetP(p1.P());
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newPoints[i - 1].SetAngle2(p1.Angle2(), spl.GetStartAngleFormula());
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newPoints[i - 1].SetLength2(spl.GetC1Length(), spl.GetC1LengthFormula());
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newPoints[i].SetP(p2.P());
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newPoints[i].SetAngle1(p2.Angle1(), spl.GetEndAngleFormula());
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newPoints[i].SetLength1(spl.GetC2Length(), spl.GetC2LengthFormula());
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}
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d->path = newPoints;
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CreateName();
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}
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//---------------------------------------------------------------------------------------------------------------------
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VSplinePath::VSplinePath(const QVector<VSplinePoint> &points, quint32 idObject, Draw mode)
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: VAbstractCubicBezierPath(GOType::SplinePath, idObject, mode),
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d(new VSplinePathData())
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{
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if (points.isEmpty())
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{
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return;
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}
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d->path = points;
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CreateName();
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}
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//---------------------------------------------------------------------------------------------------------------------
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COPY_CONSTRUCTOR_IMPL_2(VSplinePath, VAbstractCubicBezierPath)
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//---------------------------------------------------------------------------------------------------------------------
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auto VSplinePath::Rotate(const QPointF &originPoint, qreal degrees, const QString &prefix) const -> VSplinePath
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{
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QVector<VSplinePoint> newPoints(CountPoints());
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for (qint32 i = 1; i <= CountSubSpl(); ++i)
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{
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const VSpline spl = GetSpline(i).Rotate(originPoint, degrees);
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newPoints[i - 1].SetP(spl.GetP1());
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newPoints[i - 1].SetAngle2(spl.GetStartAngle(), spl.GetStartAngleFormula());
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newPoints[i - 1].SetLength2(spl.GetC1Length(), spl.GetC1LengthFormula());
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newPoints[i].SetP(spl.GetP4());
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newPoints[i].SetAngle1(spl.GetEndAngle(), spl.GetEndAngleFormula());
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newPoints[i].SetLength1(spl.GetC2Length(), spl.GetC2LengthFormula());
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}
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VSplinePath splPath(newPoints);
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splPath.setName(name() + prefix);
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if (not GetAliasSuffix().isEmpty())
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{
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splPath.SetAliasSuffix(GetAliasSuffix() + prefix);
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}
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splPath.SetColor(GetColor());
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splPath.SetPenStyle(GetPenStyle());
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splPath.SetApproximationScale(GetApproximationScale());
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return splPath;
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}
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//---------------------------------------------------------------------------------------------------------------------
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auto VSplinePath::Flip(const QLineF &axis, const QString &prefix) const -> VSplinePath
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{
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QVector<VSplinePoint> newPoints(CountPoints());
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for (qint32 i = 1; i <= CountSubSpl(); ++i)
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{
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const VSpline spl = GetSpline(i).Flip(axis);
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newPoints[i - 1].SetP(spl.GetP1());
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newPoints[i - 1].SetAngle2(spl.GetStartAngle(), spl.GetStartAngleFormula());
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newPoints[i - 1].SetLength2(spl.GetC1Length(), spl.GetC1LengthFormula());
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newPoints[i].SetP(spl.GetP4());
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newPoints[i].SetAngle1(spl.GetEndAngle(), spl.GetEndAngleFormula());
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newPoints[i].SetLength1(spl.GetC2Length(), spl.GetC2LengthFormula());
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}
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VSplinePath splPath(newPoints);
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splPath.setName(name() + prefix);
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if (not GetAliasSuffix().isEmpty())
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{
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splPath.SetAliasSuffix(GetAliasSuffix() + prefix);
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}
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splPath.SetColor(GetColor());
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splPath.SetPenStyle(GetPenStyle());
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splPath.SetApproximationScale(GetApproximationScale());
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return splPath;
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}
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//---------------------------------------------------------------------------------------------------------------------
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auto VSplinePath::Move(qreal length, qreal angle, const QString &prefix) const -> VSplinePath
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{
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QVector<VSplinePoint> newPoints(CountPoints());
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for (qint32 i = 1; i <= CountSubSpl(); ++i)
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{
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const VSpline spl = GetSpline(i).Move(length, angle);
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newPoints[i - 1].SetP(spl.GetP1());
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newPoints[i - 1].SetAngle2(spl.GetStartAngle(), spl.GetStartAngleFormula());
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newPoints[i - 1].SetLength2(spl.GetC1Length(), spl.GetC1LengthFormula());
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newPoints[i].SetP(spl.GetP4());
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newPoints[i].SetAngle1(spl.GetEndAngle(), spl.GetEndAngleFormula());
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newPoints[i].SetLength1(spl.GetC2Length(), spl.GetC2LengthFormula());
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}
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VSplinePath splPath(newPoints);
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splPath.setName(name() + prefix);
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if (not GetAliasSuffix().isEmpty())
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{
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splPath.SetAliasSuffix(GetAliasSuffix() + prefix);
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}
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splPath.SetColor(GetColor());
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splPath.SetPenStyle(GetPenStyle());
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splPath.SetApproximationScale(GetApproximationScale());
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return splPath;
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}
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//---------------------------------------------------------------------------------------------------------------------
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VSplinePath::~VSplinePath() = default;
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//---------------------------------------------------------------------------------------------------------------------
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/**
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* @brief append add point in the end of list points.
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* @param point new point.
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*/
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void VSplinePath::append(const VSplinePoint &point)
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{
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d->path.append(point);
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CreateName();
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}
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//---------------------------------------------------------------------------------------------------------------------
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/**
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* @brief CountSubSpl return count of simple splines.
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* @return count.
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*/
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auto VSplinePath::CountSubSpl() const -> vsizetype
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{
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if (d->path.isEmpty())
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{
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return 0;
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}
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return d->path.size() - 1;
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}
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//---------------------------------------------------------------------------------------------------------------------
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/**
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* @brief GetSpline return spline by index.
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* @param index index spline in spline path.
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* @return spline
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*/
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auto VSplinePath::GetSpline(vsizetype index) const -> VSpline
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{
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if (CountPoints() < 1)
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{
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throw VException(tr("Not enough points to create the spline."));
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}
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if (index < 1 || index > CountSubSpl())
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{
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throw VException(tr("This spline does not exist."));
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}
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const VSplinePoint &p1 = d->path.at(index - 1);
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const VSplinePoint &p2 = d->path.at(index);
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VSpline spl(p1.P(), p2.P(), p1.Angle2(), p1.Angle2Formula(), p2.Angle1(), p2.Angle1Formula(), p1.Length2(),
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p1.Length2Formula(), p2.Length1(), p2.Length1Formula(), 1);
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spl.SetApproximationScale(GetApproximationScale());
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return spl;
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}
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//---------------------------------------------------------------------------------------------------------------------
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/**
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* @brief UpdatePoint update spline point in list.
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* @param indexSpline spline index in list.
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* @param pos position point in spline.
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* @param point point.
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*/
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void VSplinePath::UpdatePoint(qint32 indexSpline, const SplinePointPosition &pos, const VSplinePoint &point)
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{
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if (indexSpline < 1 || indexSpline > CountSubSpl())
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{
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throw VException(tr("This spline does not exist."));
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}
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if (pos == SplinePointPosition::FirstPoint)
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{
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d->path[indexSpline - 1] = point;
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}
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else
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{
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d->path[indexSpline] = point;
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}
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}
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//---------------------------------------------------------------------------------------------------------------------
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/**
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* @brief GetSplinePoint return spline point from list.
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* @param indexSpline spline index in list.
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* @param pos position point in spline.
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* @return spline point.
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*/
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auto VSplinePath::GetSplinePoint(qint32 indexSpline, SplinePointPosition pos) const -> VSplinePoint
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{
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if (indexSpline < 1 || indexSpline > CountSubSpl())
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{
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throw VException(tr("This spline does not exist."));
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}
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if (pos == SplinePointPosition::FirstPoint)
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{
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return d->path.at(indexSpline - 1);
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}
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else
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{
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return d->path.at(indexSpline);
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}
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}
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//---------------------------------------------------------------------------------------------------------------------
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/**
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* @brief operator = assignment operator.
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* @param path spline path.
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* @return spline path.
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*/
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auto VSplinePath::operator=(const VSplinePath &path) -> VSplinePath &
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{
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if (&path == this)
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{
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return *this;
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}
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VAbstractCubicBezierPath::operator=(path);
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d = path.d;
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return *this;
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}
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//---------------------------------------------------------------------------------------------------------------------
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VSplinePath::VSplinePath(VSplinePath &&splPath) noexcept
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: VAbstractCubicBezierPath(std::move(splPath)),
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d(std::move(splPath.d)) // NOLINT(bugprone-use-after-move)
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{
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}
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//---------------------------------------------------------------------------------------------------------------------
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auto VSplinePath::operator=(VSplinePath &&path) noexcept -> VSplinePath &
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{
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VAbstractCubicBezierPath::operator=(path);
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std::swap(d, path.d);
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return *this;
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}
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//---------------------------------------------------------------------------------------------------------------------
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/**
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* @brief operator [] return spline point by index.
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* @param indx index in list.
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* @return spline point.
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*/
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auto VSplinePath::operator[](vsizetype indx) -> VSplinePoint &
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{
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return d->path[indx];
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}
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//---------------------------------------------------------------------------------------------------------------------
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/**
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* @brief at return spline point by index.
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* @param indx index in list.
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* @return spline point.
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*/
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auto VSplinePath::at(vsizetype indx) const -> const VSplinePoint &
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{
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return d->path[indx];
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}
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//---------------------------------------------------------------------------------------------------------------------
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auto VSplinePath::ToJson() const -> QJsonObject
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{
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QJsonObject object = VAbstractCubicBezierPath::ToJson();
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object["aScale"_L1] = GetApproximationScale();
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QJsonArray nodesArray;
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for (const auto &node : d->path)
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{
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nodesArray.append(node.ToJson());
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}
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object["nodes"_L1] = nodesArray;
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return object;
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}
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//---------------------------------------------------------------------------------------------------------------------
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auto VSplinePath::GetStartAngle() const -> qreal
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{
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return CountPoints() > 0 ? GetSplinePath().constFirst().Angle2() : 0;
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}
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//---------------------------------------------------------------------------------------------------------------------
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auto VSplinePath::GetEndAngle() const -> qreal
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{
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if (CountPoints() > 0)
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{
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return GetSplinePath().constLast().Angle1();
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}
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return 0;
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}
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//---------------------------------------------------------------------------------------------------------------------
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auto VSplinePath::GetC1Length() const -> qreal
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{
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return CountPoints() > 0 ? GetSplinePath().constFirst().Length2() : 0;
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}
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//---------------------------------------------------------------------------------------------------------------------
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auto VSplinePath::GetC2Length() const -> qreal
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{
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return CountPoints() > 0 ? GetSplinePath().constFirst().Length1() : 0;
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}
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//---------------------------------------------------------------------------------------------------------------------
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auto VSplinePath::FirstPoint() const -> VPointF
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{
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return not d->path.isEmpty() ? d->path.constFirst().P() : VPointF();
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}
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//---------------------------------------------------------------------------------------------------------------------
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auto VSplinePath::LastPoint() const -> VPointF
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{
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const vsizetype count = CountSubSpl();
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return count >= 1 ? d->path.at(count).P() : // Take last point of the last real spline
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VPointF();
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}
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//---------------------------------------------------------------------------------------------------------------------
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/**
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* @brief CountPoints return count of points.
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* @return count.
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*/
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auto VSplinePath::CountPoints() const -> vsizetype
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{
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return d->path.size();
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}
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//---------------------------------------------------------------------------------------------------------------------
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/**
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* @brief GetSplinePath return list with spline points.
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* @return list.
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*/
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auto VSplinePath::GetSplinePath() const -> QVector<VSplinePoint>
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{
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return d->path;
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}
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//---------------------------------------------------------------------------------------------------------------------
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auto VSplinePath::GetFSplinePath() const -> QVector<VFSplinePoint>
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{
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QVector<VFSplinePoint> points;
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points.reserve(d->path.size());
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for (qint32 i = 1; i <= CountSubSpl(); ++i)
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{
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const VSplinePoint &p1 = d->path.at(i - 1);
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const VSplinePoint &p2 = d->path.at(i);
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VSpline const spl(p1.P(), p2.P(), p1.Angle2(), p1.Angle2Formula(), p2.Angle1(), p2.Angle1Formula(),
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p1.Length2(), p1.Length2Formula(), p2.Length1(), p2.Length1Formula(), 1);
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points[i - 1].SetP(p1.P());
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points[i - 1].SetAngle2(p1.Angle2());
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points[i - 1].SetKAsm2(spl.GetKasm1());
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points[i].SetP(p2.P());
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points[i].SetAngle1(p2.Angle1());
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points[i].SetKAsm1(spl.GetKasm2());
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}
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return points;
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}
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//---------------------------------------------------------------------------------------------------------------------
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/**
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* @brief Clear clear list of points.
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*/
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void VSplinePath::Clear()
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{
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d->path.clear();
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SetDuplicate(0);
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}
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