fe56607d7d
VCubicBezier. --HG-- branch : feature
306 lines
9.1 KiB
C++
306 lines
9.1 KiB
C++
/************************************************************************
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**
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** @file vcubicbezierpath.cpp
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** @author Roman Telezhynskyi <dismine(at)gmail.com>
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** @date 16 3, 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 "vcubicbezierpath.h"
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#include <QLineF>
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#include <QPoint>
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#include "../ifc/exception/vexception.h"
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#include "../vmisc/vmath.h"
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#include "vabstractcurve.h"
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#include "vcubicbezierpath_p.h"
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#include "vspline.h"
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#include "vsplinepoint.h"
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//---------------------------------------------------------------------------------------------------------------------
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VCubicBezierPath::VCubicBezierPath(quint32 idObject, Draw mode)
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: VAbstractCubicBezierPath(GOType::CubicBezierPath, idObject, mode),
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d(new VCubicBezierPathData())
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{
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}
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//---------------------------------------------------------------------------------------------------------------------
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VCubicBezierPath::VCubicBezierPath(const VCubicBezierPath &curve)
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: VAbstractCubicBezierPath(curve),
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d(curve.d)
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{
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}
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//---------------------------------------------------------------------------------------------------------------------
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VCubicBezierPath::VCubicBezierPath(const QVector<VPointF> &points, quint32 idObject, Draw mode)
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: VAbstractCubicBezierPath(GOType::CubicBezierPath, idObject, mode),
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d(new VCubicBezierPathData())
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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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VCubicBezierPath &VCubicBezierPath::operator=(const VCubicBezierPath &curve)
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{
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if ( &curve == this )
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{
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return *this;
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}
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VAbstractCurve::operator=(curve);
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d = curve.d;
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return *this;
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}
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//---------------------------------------------------------------------------------------------------------------------
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VCubicBezierPath VCubicBezierPath::Rotate(const QPointF &originPoint, qreal degrees, const QString &prefix) const
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{
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const QVector<VPointF> points = GetCubicPath();
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VCubicBezierPath curve;
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for(int i=0; i < points.size(); ++i)
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{
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curve.append(points.at(i).Rotate(originPoint, degrees));
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}
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curve.setName(name() + prefix);
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return curve;
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}
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//---------------------------------------------------------------------------------------------------------------------
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VCubicBezierPath VCubicBezierPath::Flip(const QLineF &axis, const QString &prefix) const
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{
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const QVector<VPointF> points = GetCubicPath();
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VCubicBezierPath curve;
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for(int i=0; i < points.size(); ++i)
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{
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curve.append(points.at(i).Flip(axis));
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}
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curve.setName(name() + prefix);
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return curve;
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}
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//---------------------------------------------------------------------------------------------------------------------
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VCubicBezierPath::~VCubicBezierPath()
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{
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}
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//---------------------------------------------------------------------------------------------------------------------
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VPointF &VCubicBezierPath::operator[](int indx)
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{
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return d->path[indx];
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}
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//---------------------------------------------------------------------------------------------------------------------
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const VPointF &VCubicBezierPath::at(int indx) const
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{
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return d->path[indx];
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}
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//---------------------------------------------------------------------------------------------------------------------
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void VCubicBezierPath::append(const VPointF &point)
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{
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if (d->path.size() > 0 && d->path.last() != point)
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{
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return;
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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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qint32 VCubicBezierPath::CountSubSpl() const
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{
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return CountSubSpl(d->path.size());
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}
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//---------------------------------------------------------------------------------------------------------------------
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qint32 VCubicBezierPath::CountPoints() const
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{
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return d->path.size();
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}
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//---------------------------------------------------------------------------------------------------------------------
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void VCubicBezierPath::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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//---------------------------------------------------------------------------------------------------------------------
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VSpline VCubicBezierPath::GetSpline(qint32 index) const
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{
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if (CountPoints() < 4)
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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 qint32 base = SubSplOffset(index);
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// Correction the first control point of each next spline curve except for the first.
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QPointF p2 = d->path.at(base + 1);
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if (base + 1 > 1)
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{
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const QPointF b = d->path.at(base);
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QLineF foot1(b, d->path.at(base - 1));
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QLineF foot2(b, p2);
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foot2.setAngle(foot1.angle() + 180);
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p2 = foot2.p2();
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}
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VSpline spl(d->path.at(base), p2, d->path.at(base + 2), d->path.at(base + 3));
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return spl;
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}
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//---------------------------------------------------------------------------------------------------------------------
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qreal VCubicBezierPath::GetStartAngle() const
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{
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if (CountSubSpl() > 0)
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{
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return GetSpline(1).GetStartAngle();
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}
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else
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{
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return 0;
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}
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}
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//---------------------------------------------------------------------------------------------------------------------
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qreal VCubicBezierPath::GetEndAngle() const
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{
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const qint32 count = CountSubSpl();
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if (count > 0)
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{
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return GetSpline(count).GetEndAngle();
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}
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else
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{
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return 0;
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}
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}
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//---------------------------------------------------------------------------------------------------------------------
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QVector<VSplinePoint> VCubicBezierPath::GetSplinePath() const
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{
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const int size = CountSubSpl();
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QVector<VSplinePoint> splPoints(size+1);
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for (qint32 i = 1; i <= size; ++i)
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{
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const VSpline spl = GetSpline(i);
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{
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VSplinePoint p = splPoints.at(i-1);
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p.SetP(spl.GetP1());
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p.SetAngle2(spl.GetStartAngle(), spl.GetStartAngleFormula());
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p.SetLength2(spl.GetC1Length(), spl.GetC1LengthFormula());
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splPoints[i-1] = p;
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}
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{
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VSplinePoint p = splPoints.at(i);
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p.SetP(spl.GetP4());
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p.SetAngle1(spl.GetEndAngle(), spl.GetEndAngleFormula());
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p.SetLength1(spl.GetC2Length(), spl.GetC2LengthFormula());
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splPoints[i] = p;
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}
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}
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return splPoints;
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}
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//---------------------------------------------------------------------------------------------------------------------
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QVector<VPointF> VCubicBezierPath::GetCubicPath() const
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{
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return d->path;
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}
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//---------------------------------------------------------------------------------------------------------------------
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qint32 VCubicBezierPath::CountSubSpl(qint32 size)
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{
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if (size <= 0)
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{
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return 0;
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}
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return qFloor(qAbs((size - 4) / 3.0 + 1));
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}
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//---------------------------------------------------------------------------------------------------------------------
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qint32 VCubicBezierPath::SubSplOffset(qint32 subSplIndex)
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{
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if (subSplIndex <= 0)
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{
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return -1;
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}
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return (subSplIndex - 1) * 3;
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}
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//---------------------------------------------------------------------------------------------------------------------
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qint32 VCubicBezierPath::SubSplPointsCount(qint32 countSubSpl)
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{
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if (countSubSpl <= 0)
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{
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return 0;
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}
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return ((countSubSpl - 1) * 3 + 4);
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}
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//---------------------------------------------------------------------------------------------------------------------
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VPointF VCubicBezierPath::FirstPoint() const
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{
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if (not d->path.isEmpty())
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{
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return d->path.first();
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}
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else
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{
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return VPointF();
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}
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}
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//---------------------------------------------------------------------------------------------------------------------
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VPointF VCubicBezierPath::LastPoint() const
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{
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const qint32 count = CountSubSpl();
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if (count >= 1)
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{
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return d->path.at(SubSplOffset(count) + 3);// Take last point of the last real spline
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}
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else
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{
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return VPointF();
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}
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}
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