valentina/src/libs/vgeometry/vcubicbezierpath.cpp
Roman Telezhynskyi fe56607d7d Flipping VSpline, VSplinePath, VEllipticalArc, VCubicBezierPath and
VCubicBezier.

--HG--
branch : feature
2016-09-10 21:40:30 +03:00

306 lines
9.1 KiB
C++

/************************************************************************
**
** @file vcubicbezierpath.cpp
** @author Roman Telezhynskyi <dismine(at)gmail.com>
** @date 16 3, 2016
**
** @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) 2016 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 "vcubicbezierpath.h"
#include <QLineF>
#include <QPoint>
#include "../ifc/exception/vexception.h"
#include "../vmisc/vmath.h"
#include "vabstractcurve.h"
#include "vcubicbezierpath_p.h"
#include "vspline.h"
#include "vsplinepoint.h"
//---------------------------------------------------------------------------------------------------------------------
VCubicBezierPath::VCubicBezierPath(quint32 idObject, Draw mode)
: VAbstractCubicBezierPath(GOType::CubicBezierPath, idObject, mode),
d(new VCubicBezierPathData())
{
}
//---------------------------------------------------------------------------------------------------------------------
VCubicBezierPath::VCubicBezierPath(const VCubicBezierPath &curve)
: VAbstractCubicBezierPath(curve),
d(curve.d)
{
}
//---------------------------------------------------------------------------------------------------------------------
VCubicBezierPath::VCubicBezierPath(const QVector<VPointF> &points, quint32 idObject, Draw mode)
: VAbstractCubicBezierPath(GOType::CubicBezierPath, idObject, mode),
d(new VCubicBezierPathData())
{
if (points.isEmpty())
{
return;
}
d->path = points;
CreateName();
}
//---------------------------------------------------------------------------------------------------------------------
VCubicBezierPath &VCubicBezierPath::operator=(const VCubicBezierPath &curve)
{
if ( &curve == this )
{
return *this;
}
VAbstractCurve::operator=(curve);
d = curve.d;
return *this;
}
//---------------------------------------------------------------------------------------------------------------------
VCubicBezierPath VCubicBezierPath::Rotate(const QPointF &originPoint, qreal degrees, const QString &prefix) const
{
const QVector<VPointF> points = GetCubicPath();
VCubicBezierPath curve;
for(int i=0; i < points.size(); ++i)
{
curve.append(points.at(i).Rotate(originPoint, degrees));
}
curve.setName(name() + prefix);
return curve;
}
//---------------------------------------------------------------------------------------------------------------------
VCubicBezierPath VCubicBezierPath::Flip(const QLineF &axis, const QString &prefix) const
{
const QVector<VPointF> points = GetCubicPath();
VCubicBezierPath curve;
for(int i=0; i < points.size(); ++i)
{
curve.append(points.at(i).Flip(axis));
}
curve.setName(name() + prefix);
return curve;
}
//---------------------------------------------------------------------------------------------------------------------
VCubicBezierPath::~VCubicBezierPath()
{
}
//---------------------------------------------------------------------------------------------------------------------
VPointF &VCubicBezierPath::operator[](int indx)
{
return d->path[indx];
}
//---------------------------------------------------------------------------------------------------------------------
const VPointF &VCubicBezierPath::at(int indx) const
{
return d->path[indx];
}
//---------------------------------------------------------------------------------------------------------------------
void VCubicBezierPath::append(const VPointF &point)
{
if (d->path.size() > 0 && d->path.last() != point)
{
return;
}
d->path.append(point);
CreateName();
}
//---------------------------------------------------------------------------------------------------------------------
qint32 VCubicBezierPath::CountSubSpl() const
{
return CountSubSpl(d->path.size());
}
//---------------------------------------------------------------------------------------------------------------------
qint32 VCubicBezierPath::CountPoints() const
{
return d->path.size();
}
//---------------------------------------------------------------------------------------------------------------------
void VCubicBezierPath::Clear()
{
d->path.clear();
SetDuplicate(0);
}
//---------------------------------------------------------------------------------------------------------------------
VSpline VCubicBezierPath::GetSpline(qint32 index) const
{
if (CountPoints() < 4)
{
throw VException(tr("Not enough points to create the spline."));
}
if (index < 1 || index > CountSubSpl())
{
throw VException(tr("This spline does not exist."));
}
const qint32 base = SubSplOffset(index);
// Correction the first control point of each next spline curve except for the first.
QPointF p2 = d->path.at(base + 1);
if (base + 1 > 1)
{
const QPointF b = d->path.at(base);
QLineF foot1(b, d->path.at(base - 1));
QLineF foot2(b, p2);
foot2.setAngle(foot1.angle() + 180);
p2 = foot2.p2();
}
VSpline spl(d->path.at(base), p2, d->path.at(base + 2), d->path.at(base + 3));
return spl;
}
//---------------------------------------------------------------------------------------------------------------------
qreal VCubicBezierPath::GetStartAngle() const
{
if (CountSubSpl() > 0)
{
return GetSpline(1).GetStartAngle();
}
else
{
return 0;
}
}
//---------------------------------------------------------------------------------------------------------------------
qreal VCubicBezierPath::GetEndAngle() const
{
const qint32 count = CountSubSpl();
if (count > 0)
{
return GetSpline(count).GetEndAngle();
}
else
{
return 0;
}
}
//---------------------------------------------------------------------------------------------------------------------
QVector<VSplinePoint> VCubicBezierPath::GetSplinePath() const
{
const int size = CountSubSpl();
QVector<VSplinePoint> splPoints(size+1);
for (qint32 i = 1; i <= size; ++i)
{
const VSpline spl = GetSpline(i);
{
VSplinePoint p = splPoints.at(i-1);
p.SetP(spl.GetP1());
p.SetAngle2(spl.GetStartAngle(), spl.GetStartAngleFormula());
p.SetLength2(spl.GetC1Length(), spl.GetC1LengthFormula());
splPoints[i-1] = p;
}
{
VSplinePoint p = splPoints.at(i);
p.SetP(spl.GetP4());
p.SetAngle1(spl.GetEndAngle(), spl.GetEndAngleFormula());
p.SetLength1(spl.GetC2Length(), spl.GetC2LengthFormula());
splPoints[i] = p;
}
}
return splPoints;
}
//---------------------------------------------------------------------------------------------------------------------
QVector<VPointF> VCubicBezierPath::GetCubicPath() const
{
return d->path;
}
//---------------------------------------------------------------------------------------------------------------------
qint32 VCubicBezierPath::CountSubSpl(qint32 size)
{
if (size <= 0)
{
return 0;
}
return qFloor(qAbs((size - 4) / 3.0 + 1));
}
//---------------------------------------------------------------------------------------------------------------------
qint32 VCubicBezierPath::SubSplOffset(qint32 subSplIndex)
{
if (subSplIndex <= 0)
{
return -1;
}
return (subSplIndex - 1) * 3;
}
//---------------------------------------------------------------------------------------------------------------------
qint32 VCubicBezierPath::SubSplPointsCount(qint32 countSubSpl)
{
if (countSubSpl <= 0)
{
return 0;
}
return ((countSubSpl - 1) * 3 + 4);
}
//---------------------------------------------------------------------------------------------------------------------
VPointF VCubicBezierPath::FirstPoint() const
{
if (not d->path.isEmpty())
{
return d->path.first();
}
else
{
return VPointF();
}
}
//---------------------------------------------------------------------------------------------------------------------
VPointF VCubicBezierPath::LastPoint() const
{
const qint32 count = CountSubSpl();
if (count >= 1)
{
return d->path.at(SubSplOffset(count) + 3);// Take last point of the last real spline
}
else
{
return VPointF();
}
}