df20415e9e
--HG-- branch : feature
328 lines
11 KiB
C++
328 lines
11 KiB
C++
/************************************************************************
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**
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** @file
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** @author Roman Telezhynskyi <dismine(at)gmail.com>
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** @date 3 11, 2016
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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 Valentine project, a pattern making
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** program, whose allow create and modeling patterns of clothing.
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** Copyright (C) 2016 Valentina project
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** <https://bitbucket.org/dismine/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 "vabstractpiece.h"
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#include "vabstractpiece_p.h"
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#include <QLineF>
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#include <QSet>
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#include <QVector>
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#include <QDebug>
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#include "../vgeometry/vgobject.h"
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//---------------------------------------------------------------------------------------------------------------------
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VAbstractPiece::VAbstractPiece()
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: d(new VAbstractPieceData)
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{}
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//---------------------------------------------------------------------------------------------------------------------
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VAbstractPiece::VAbstractPiece(const VAbstractPiece &piece)
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:d (piece.d)
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{}
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//---------------------------------------------------------------------------------------------------------------------
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VAbstractPiece &VAbstractPiece::operator=(const VAbstractPiece &piece)
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{
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if ( &piece == this )
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{
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return *this;
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}
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d = piece.d;
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return *this;
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}
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//---------------------------------------------------------------------------------------------------------------------
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VAbstractPiece::~VAbstractPiece()
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{}
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//---------------------------------------------------------------------------------------------------------------------
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QString VAbstractPiece::GetName() const
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{
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return d->m_name;
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}
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//---------------------------------------------------------------------------------------------------------------------
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void VAbstractPiece::SetName(const QString &value)
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{
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d->m_name = value;
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}
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//---------------------------------------------------------------------------------------------------------------------
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bool VAbstractPiece::IsForbidFlipping() const
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{
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return d->m_forbidFlipping;
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}
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//---------------------------------------------------------------------------------------------------------------------
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void VAbstractPiece::SetForbidFlipping(bool value)
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{
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d->m_forbidFlipping = value;
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}
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//---------------------------------------------------------------------------------------------------------------------
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qreal VAbstractPiece::SumTrapezoids(const QVector<QPointF> &points)
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{
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// Calculation a polygon area through the sum of the areas of trapezoids
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qreal s, res = 0;
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const int n = points.size();
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if(n > 2)
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{
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for (int i = 0; i < n; ++i)
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{
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if (i == 0)
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{
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//if i == 0, then y[i-1] replace on y[n-1]
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s = points.at(i).x()*(points.at(n-1).y() - points.at(i+1).y());
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res += s;
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}
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else
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{
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if (i == n-1)
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{
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// if i == n-1, then y[i+1] replace on y[0]
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s = points.at(i).x()*(points.at(i-1).y() - points.at(0).y());
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res += s;
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}
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else
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{
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s = points.at(i).x()*(points.at(i-1).y() - points.at(i+1).y());
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res += s;
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}
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}
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}
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}
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return res;
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}
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//---------------------------------------------------------------------------------------------------------------------
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/**
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* @brief CheckLoops seek and delete loops in equidistant.
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* @param points vector of points of equidistant.
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* @return vector of points of equidistant.
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*/
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QVector<QPointF> VAbstractPiece::CheckLoops(const QVector<QPointF> &points)
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{
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const 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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{
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qDebug()<<"Less then 4 points. Doesn't need check for loops.";
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return points;
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}
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const bool pathClosed = (points.first() == points.last());
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QVector<QPointF> ekvPoints;
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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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if (i > count-3)
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{
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ekvPoints.append(points.at(i));
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continue;
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}
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enum LoopIntersectType { NoIntersection, BoundedIntersection, ParallelIntersection };
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QPointF crosPoint;
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LoopIntersectType status = NoIntersection;
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const QLineF line1(points.at(i), points.at(i+1));
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// Because a path can contains several loops we will seek the last and only then remove the loop(s)
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// That's why we parse from the end
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for (j = count-1; j >= i+2; --j)
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{
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j == count-1 ? jNext = 0 : jNext = j+1;
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QLineF line2(points.at(j), points.at(jNext));
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if(qFuzzyIsNull(line2.length()))
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{//If a path is closed the edge (count-1;0) length will be 0
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continue;
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}
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QSet<qint32> uniqueVertices;
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uniqueVertices << i << i+1 << j;
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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 ? uniqueVertices << 0 : uniqueVertices << 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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&& line1.p2() != line2.p2()
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&& line1.p1() != line2.p1()
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&& line1.p2() != line2.p1()
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&& line1.p1() != line2.p2())
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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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status = ParallelIntersection;
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break;
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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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&& line1.p1() != crosPoint
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&& line1.p2() != crosPoint
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&& line2.p1() != crosPoint
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&& line2.p2() != crosPoint)
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{ // Break, but not if lines are neighbors
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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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switch (status)
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{
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case ParallelIntersection:
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/*We have found a loop.*/
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// Theoretically there is no big difference which point j or jNext to select.
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// In the end we will draw a line in any case.
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ekvPoints.append(points.at(i));
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ekvPoints.append(points.at(jNext));
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i = j;
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break;
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case BoundedIntersection:
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/*We have found a loop.*/
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ekvPoints.append(points.at(i));
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ekvPoints.append(crosPoint);
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i = j;
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break;
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case NoIntersection:
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/*We have not found loop.*/
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ekvPoints.append(points.at(i));
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break;
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default:
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break;
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}
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}
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return ekvPoints;
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}
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//---------------------------------------------------------------------------------------------------------------------
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/**
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* @brief CorrectEquidistantPoints clear equivalent points and remove point on line from equdistant.
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* @param points list of points equdistant.
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* @return corrected list.
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*/
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QVector<QPointF> VAbstractPiece::CorrectEquidistantPoints(const QVector<QPointF> &points, bool removeFirstAndLast)
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{
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if (points.size()<4)//Better don't check if only three points. We can destroy equidistant.
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{
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qDebug()<<"Only three points.";
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return points;
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}
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//Clear equivalent points
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QVector<QPointF> correctPoints = RemoveDublicates(points, removeFirstAndLast);
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if (correctPoints.size()<3)
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{
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return correctPoints;
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}
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//Remove point on line
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for (qint32 i = 1; i <correctPoints.size()-1; ++i)
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{// In this case we alwayse will have bounded intersection, so all is need is to check if point i is on line.
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// Unfortunatelly QLineF::intersect can't be used in this case because of the floating-point accuraccy problem.
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if (VGObject::IsPointOnLineviaPDP(correctPoints.at(i), correctPoints.at(i-1), correctPoints.at(i+1)))
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{
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correctPoints.remove(i);
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}
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}
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return correctPoints;
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}
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//---------------------------------------------------------------------------------------------------------------------
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QVector<QPointF> VAbstractPiece::RemoveDublicates(const QVector<QPointF> &points, bool removeFirstAndLast)
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{
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QVector<QPointF> p = points;
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if (removeFirstAndLast)
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{
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if (not p.isEmpty() && p.size() > 1)
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{
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// Path can't be closed
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if (p.first() == p.last())
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{
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#if QT_VERSION < QT_VERSION_CHECK(5, 1, 0)
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p.remove(p.size() - 1);
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#else
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p.removeLast();
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#endif
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}
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}
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}
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for (int i = 0; i < p.size()-1; ++i)
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{
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if (p.at(i) == p.at(i+1))
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{
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if (not removeFirstAndLast && (i == p.size()-1))
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{
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continue;
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}
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p.erase(p.begin() + i + 1);
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--i;
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continue;
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}
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}
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return p;
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}
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