Standard way arrange first detail on paper not always allow find position. For
such cases best way is rotate detail around vertex. --HG-- branch : feature
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@ -208,13 +208,13 @@ bool VLayoutPaper::AddToBlankSheet(const VLayoutDetail &detail)
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for (int j=1; j <= EdgesCount(); ++j)
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{
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// We should use copy of the detail.
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VLayoutDetail workDetail = detail;
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for (int i=1; i<= detail.EdgesCount(); i++)
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{
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int dEdge = i;// For mirror detail edge will be different
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if (CheckPosition(workDetail, j, dEdge))
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// We should use copy of the detail.
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VLayoutDetail workDetail = detail;
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int dEdge = i;// For mirrored detail edge will be different
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if (CheckCombineEdges(workDetail, j, dEdge))
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{
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const QRectF rec = workDetail.BoundingRect();
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if (SheetContains(rec))
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@ -222,9 +222,21 @@ bool VLayoutPaper::AddToBlankSheet(const VLayoutDetail &detail)
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bestResult.NewResult(static_cast<qint64>(rec.width()*rec.height()), j, dEdge,
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workDetail.GetMatrix());
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}
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else
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}
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for (int angle = 0; angle < 360; ++angle)
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{
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// We should use copy of the detail.
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VLayoutDetail workDetail = detail;
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if (CheckRotationEdges(workDetail, j, i, angle))
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{
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continue; // Outside of sheet.
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const QRectF rec = workDetail.BoundingRect();
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if (SheetContains(rec))
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{
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bestResult.NewResult(static_cast<qint64>(rec.width()*rec.height()), j, i,
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workDetail.GetMatrix());
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}
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}
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}
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}
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@ -246,7 +258,7 @@ bool VLayoutPaper::AddToSheet(const VLayoutDetail &detail)
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for (int i=1; i<= workDetail.EdgesCount(); i++)
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{
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int dEdge = i;// For mirror detail edge will be different
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if (CheckPosition(workDetail, j, dEdge))
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if (CheckCombineEdges(workDetail, j, dEdge))
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{
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if (SheetContains(workDetail.BoundingRect()))
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{
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@ -268,7 +280,7 @@ bool VLayoutPaper::AddToSheet(const VLayoutDetail &detail)
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}
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//---------------------------------------------------------------------------------------------------------------------
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bool VLayoutPaper::CheckPosition(VLayoutDetail &detail, int j, int &dEdge) const
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bool VLayoutPaper::CheckCombineEdges(VLayoutDetail &detail, int j, int &dEdge) const
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{
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const QLineF globalEdge = GlobalEdge(j);
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bool flagMirror = false;
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@ -343,6 +355,43 @@ bool VLayoutPaper::CheckPosition(VLayoutDetail &detail, int j, int &dEdge) const
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return flagSquare;
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}
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//---------------------------------------------------------------------------------------------------------------------
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bool VLayoutPaper::CheckRotationEdges(VLayoutDetail &detail, int j, int dEdge, int angle) const
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{
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const QLineF globalEdge = GlobalEdge(j);
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bool flagSquare = false;
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RotateEdges(detail, globalEdge, dEdge, angle);
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switch (Crossing(detail, j, dEdge))
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{
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case CrossingType::EdgeError:
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return false;
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case CrossingType::Intersection:
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flagSquare = false;
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break;
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case CrossingType::NoIntersection:
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{
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switch (InsideContour(detail, dEdge))
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{
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case InsideType::EdgeError:
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return false;
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case InsideType::Inside:
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flagSquare = false;
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break;
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case InsideType::Outside:
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flagSquare = true;
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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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default:
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break;
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}
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return flagSquare;
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}
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//---------------------------------------------------------------------------------------------------------------------
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VLayoutPaper::CrossingType VLayoutPaper::Crossing(const VLayoutDetail &detail, int globalI, int detailI) const
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{
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@ -473,6 +522,22 @@ void VLayoutPaper::CombineEdges(VLayoutDetail &detail, const QLineF &globalEdge,
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detail.Rotate(globalEdge.p2(), angle_between);
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}
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//---------------------------------------------------------------------------------------------------------------------
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void VLayoutPaper::RotateEdges(VLayoutDetail &detail, const QLineF &globalEdge, int dEdge, int angle) const
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{
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QLineF detailEdge = detail.Edge(dEdge);
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// Find distance between two edges for two begin vertex.
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const qreal dx = globalEdge.x2() - detailEdge.x2();
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const qreal dy = globalEdge.y2() - detailEdge.y2();
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detailEdge.translate(dx, dy); // Use values for translate detail edge.
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// Now we move detail to position near to global contour edge.
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detail.Translate(dx, dy);
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detail.Rotate(globalEdge.p2(), angle);
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}
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//---------------------------------------------------------------------------------------------------------------------
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QVector<QPointF> VLayoutPaper::UniteWithContour(const VLayoutDetail &detail, int globalI, int detJ) const
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{
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@ -78,12 +78,17 @@ private:
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bool AddToBlankSheet(const VLayoutDetail &detail);
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bool AddToSheet(const VLayoutDetail &detail);
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bool CheckPosition(VLayoutDetail &detail, int j, int &dEdge) const;
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CrossingType Crossing(const VLayoutDetail &detail, int globalI, int detailI) const;
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InsideType InsideContour(const VLayoutDetail &detail, int detailI) const;
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qreal CheckSide(const QLineF &edge, const QPointF &p) const;
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bool SheetContains(const QRectF &rect) const;
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void CombineEdges(VLayoutDetail &detail, const QLineF &globalEdge, int dEdge) const;
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bool CheckCombineEdges(VLayoutDetail &detail, int j, int &dEdge) const;
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bool CheckRotationEdges(VLayoutDetail &detail, int j, int dEdge, int angle) const;
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CrossingType Crossing(const VLayoutDetail &detail, int globalI, int detailI) const;
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InsideType InsideContour(const VLayoutDetail &detail, int detailI) const;
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qreal CheckSide(const QLineF &edge, const QPointF &p) const;
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bool SheetContains(const QRectF &rect) const;
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void CombineEdges(VLayoutDetail &detail, const QLineF &globalEdge, int dEdge) const;
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void RotateEdges(VLayoutDetail &detail, const QLineF &globalEdge, int dEdge, int angle) const;
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QVector<QPointF> UniteWithContour(const VLayoutDetail &detail, int globalI, int detJ) const;
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QLineF GlobalEdge(int i) const;
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