valentina/src/libs/vgeometry/vsplinepath.cpp
2024-02-20 09:17:20 +02:00

465 lines
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C++

/************************************************************************
**
** @file vsplinepath.cpp
** @author Roman Telezhynskyi <dismine(at)gmail.com>
** @date November 15, 2013
**
** @brief
** @copyright
** This source code is part of the Valentina project, a pattern making
** program, whose allow create and modeling patterns of clothing.
** Copyright (C) 2013-2015 Valentina project
** <https://gitlab.com/smart-pattern/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 <QJsonArray>
#include <QJsonObject>
#include <QPoint>
#include "../ifc/exception/vexception.h"
#include "vabstractcurve.h"
#include "vsplinepath_p.h"
#if QT_VERSION < QT_VERSION_CHECK(6, 4, 0)
#include "../vmisc/compatibility.h"
#endif
using namespace Qt::Literals::StringLiterals;
//---------------------------------------------------------------------------------------------------------------------
/**
* @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 const 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();
}
//---------------------------------------------------------------------------------------------------------------------
COPY_CONSTRUCTOR_IMPL_2(VSplinePath, VAbstractCubicBezierPath)
//---------------------------------------------------------------------------------------------------------------------
auto VSplinePath::Rotate(const QPointF &originPoint, qreal degrees, const QString &prefix) const -> VSplinePath
{
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);
if (not GetAliasSuffix().isEmpty())
{
splPath.SetAliasSuffix(GetAliasSuffix() + prefix);
}
splPath.SetColor(GetColor());
splPath.SetPenStyle(GetPenStyle());
splPath.SetApproximationScale(GetApproximationScale());
return splPath;
}
//---------------------------------------------------------------------------------------------------------------------
auto VSplinePath::Flip(const QLineF &axis, const QString &prefix) const -> VSplinePath
{
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);
if (not GetAliasSuffix().isEmpty())
{
splPath.SetAliasSuffix(GetAliasSuffix() + prefix);
}
splPath.SetColor(GetColor());
splPath.SetPenStyle(GetPenStyle());
splPath.SetApproximationScale(GetApproximationScale());
return splPath;
}
//---------------------------------------------------------------------------------------------------------------------
auto VSplinePath::Move(qreal length, qreal angle, const QString &prefix) const -> VSplinePath
{
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);
if (not GetAliasSuffix().isEmpty())
{
splPath.SetAliasSuffix(GetAliasSuffix() + prefix);
}
splPath.SetColor(GetColor());
splPath.SetPenStyle(GetPenStyle());
splPath.SetApproximationScale(GetApproximationScale());
return splPath;
}
//---------------------------------------------------------------------------------------------------------------------
VSplinePath::~VSplinePath() = default;
//---------------------------------------------------------------------------------------------------------------------
/**
* @brief append add point in the end of list points.
* @param point new point.
*/
void VSplinePath::append(const VSplinePoint &point)
{
d->path.append(point);
CreateName();
}
//---------------------------------------------------------------------------------------------------------------------
/**
* @brief CountSubSpl return count of simple splines.
* @return count.
*/
auto VSplinePath::CountSubSpl() const -> vsizetype
{
if (d->path.isEmpty())
{
return 0;
}
return d->path.size() - 1;
}
//---------------------------------------------------------------------------------------------------------------------
/**
* @brief GetSpline return spline by index.
* @param index index spline in spline path.
* @return spline
*/
auto VSplinePath::GetSpline(vsizetype index) const -> VSpline
{
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);
spl.SetApproximationScale(GetApproximationScale());
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.
*/
auto VSplinePath::GetSplinePoint(qint32 indexSpline, SplinePointPosition pos) const -> VSplinePoint
{
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.
*/
auto VSplinePath::operator=(const VSplinePath &path) -> VSplinePath &
{
if (&path == this)
{
return *this;
}
VAbstractCubicBezierPath::operator=(path);
d = path.d;
return *this;
}
//---------------------------------------------------------------------------------------------------------------------
VSplinePath::VSplinePath(VSplinePath &&splPath) noexcept
: VAbstractCubicBezierPath(std::move(splPath)),
d(std::move(splPath.d)) // NOLINT(bugprone-use-after-move)
{
}
//---------------------------------------------------------------------------------------------------------------------
auto VSplinePath::operator=(VSplinePath &&path) noexcept -> VSplinePath &
{
VAbstractCubicBezierPath::operator=(path);
std::swap(d, path.d);
return *this;
}
//---------------------------------------------------------------------------------------------------------------------
/**
* @brief operator [] return spline point by index.
* @param indx index in list.
* @return spline point.
*/
auto VSplinePath::operator[](vsizetype indx) -> VSplinePoint &
{
return d->path[indx];
}
//---------------------------------------------------------------------------------------------------------------------
/**
* @brief at return spline point by index.
* @param indx index in list.
* @return spline point.
*/
auto VSplinePath::at(vsizetype indx) const -> const VSplinePoint &
{
return d->path[indx];
}
//---------------------------------------------------------------------------------------------------------------------
auto VSplinePath::ToJson() const -> QJsonObject
{
QJsonObject object = VAbstractCubicBezierPath::ToJson();
object["aScale"_L1] = GetApproximationScale();
QJsonArray nodesArray;
for (const auto &node : d->path)
{
nodesArray.append(node.ToJson());
}
object["nodes"_L1] = nodesArray;
return object;
}
//---------------------------------------------------------------------------------------------------------------------
auto VSplinePath::GetStartAngle() const -> qreal
{
return CountPoints() > 0 ? GetSplinePath().constFirst().Angle2() : 0;
}
//---------------------------------------------------------------------------------------------------------------------
auto VSplinePath::GetEndAngle() const -> qreal
{
if (CountPoints() > 0)
{
return GetSplinePath().constLast().Angle1();
}
return 0;
}
//---------------------------------------------------------------------------------------------------------------------
auto VSplinePath::GetC1Length() const -> qreal
{
return CountPoints() > 0 ? GetSplinePath().constFirst().Length2() : 0;
}
//---------------------------------------------------------------------------------------------------------------------
auto VSplinePath::GetC2Length() const -> qreal
{
return CountPoints() > 0 ? GetSplinePath().constFirst().Length1() : 0;
}
//---------------------------------------------------------------------------------------------------------------------
auto VSplinePath::FirstPoint() const -> VPointF
{
return not d->path.isEmpty() ? d->path.constFirst().P() : VPointF();
}
//---------------------------------------------------------------------------------------------------------------------
auto VSplinePath::LastPoint() const -> VPointF
{
const vsizetype count = CountSubSpl();
return count >= 1 ? d->path.at(count).P() : // Take last point of the last real spline
VPointF();
}
//---------------------------------------------------------------------------------------------------------------------
/**
* @brief CountPoints return count of points.
* @return count.
*/
auto VSplinePath::CountPoints() const -> vsizetype
{
return d->path.size();
}
//---------------------------------------------------------------------------------------------------------------------
/**
* @brief GetSplinePath return list with spline points.
* @return list.
*/
auto VSplinePath::GetSplinePath() const -> QVector<VSplinePoint>
{
return d->path;
}
//---------------------------------------------------------------------------------------------------------------------
auto VSplinePath::GetFSplinePath() const -> QVector<VFSplinePoint>
{
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 const 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);
}