/************************************************************************ ** ** @file vabstractcubicbezierpath.cpp ** @author Roman Telezhynskyi ** @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 ** 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 . ** *************************************************************************/ #include "vabstractcubicbezierpath.h" #include #include "../vmisc/def.h" #include "../ifc/ifcdef.h" #include "../ifc/exception/vexception.h" #include "vpointf.h" #include "vspline.h" class QPointF; //--------------------------------------------------------------------------------------------------------------------- VAbstractCubicBezierPath::VAbstractCubicBezierPath(const GOType &type, const quint32 &idObject, const Draw &mode) : VAbstractBezier(type, idObject, mode) { } //--------------------------------------------------------------------------------------------------------------------- VAbstractCubicBezierPath::VAbstractCubicBezierPath(const VAbstractCubicBezierPath &curve) : VAbstractBezier(curve) { } //--------------------------------------------------------------------------------------------------------------------- VAbstractCubicBezierPath &VAbstractCubicBezierPath::operator=(const VAbstractCubicBezierPath &curve) { if ( &curve == this ) { return *this; } VAbstractBezier::operator=(curve); return *this; } //--------------------------------------------------------------------------------------------------------------------- VAbstractCubicBezierPath::~VAbstractCubicBezierPath() { } //--------------------------------------------------------------------------------------------------------------------- /** * @brief GetPath return QPainterPath which reprezent spline path. * @return path. */ QPainterPath VAbstractCubicBezierPath::GetPath(PathDirection direction) const { QPainterPath painterPath; for (qint32 i = 1; i <= CountSubSpl(); ++i) { painterPath.addPath(GetSpline(i).GetPath(direction)); } return painterPath; } //--------------------------------------------------------------------------------------------------------------------- /** * @brief GetPathPoints return list of points what located on path. * @return list. */ QVector VAbstractCubicBezierPath::GetPoints() const { QVector pathPoints; for (qint32 i = 1; i <= CountSubSpl(); ++i) { pathPoints += GetSpline(i).GetPoints(); } return pathPoints; } //--------------------------------------------------------------------------------------------------------------------- /** * @brief GetLength return length of spline path. * @return length. */ qreal VAbstractCubicBezierPath::GetLength() const { qreal length = 0; for (qint32 i = 1; i <= CountSubSpl(); ++i) { length += GetSpline(i).GetLength(); } return length; } //--------------------------------------------------------------------------------------------------------------------- int VAbstractCubicBezierPath::Segment(const QPointF &p) const { int index = -1; for (qint32 i = 1; i <= CountSubSpl(); ++i) { const qreal t = GetSpline(i).ParamT(p); if (not qFuzzyIsNull(t) && qFuzzyCompare(t, -1)) { continue; } else { index = i; break; } } return index; } //--------------------------------------------------------------------------------------------------------------------- /** * @brief CutSplinePath cut spline path into two. This method don't return two spline path. You must create spline * paths by yourself. * Example: * QPointF spl1p2, spl1p3, spl2p2, spl2p3; * qint32 p1 = 0, p2 = 0; * QPointF point = splPath->CutSplinePath(length, p1, p2, spl1p2, spl1p3, spl2p2, spl2p3); * * VSplinePoint splP1 = splPath->at(p1); * VSplinePoint splP2 = splPath->at(p2); * VSpline spl1 = VSpline(splP1.P(), spl1p2, spl1p3, *p, splPath->GetKCurve()); * VSpline spl2 = VSpline(*p, spl2p2, spl2p3, splP2.P(), splPath->GetKCurve()); * @param length length first spline path. * @param p1 index first spline point in list. * @param p2 index second spline point in list. * @param spl1p2 first control point first spline. * @param spl1p3 second control point first spline. * @param spl2p2 first control point second spline. * @param spl2p3 second control point second spline. * @return cutting point. */ QPointF VAbstractCubicBezierPath::CutSplinePath(qreal length, qint32 &p1, qint32 &p2, QPointF &spl1p2, QPointF &spl1p3, QPointF &spl2p2, QPointF &spl2p3) const { if (CountSubSpl() < 1) { throw VException(tr("Can't cut this spline")); } //Always need return two spline paths, so we must correct wrong length. const qreal minLength = ToPixel(1, Unit::Mm); qreal fullLength = GetLength(); if (fullLength <= minLength) { p1 = p2 = -1; spl1p2 = spl1p3 = spl2p2 = spl2p3 = QPointF(); return QPointF(); } const qreal maxLength = fullLength - minLength; if (length < minLength) { length = minLength; } else if (length > maxLength) { length = maxLength; } fullLength = 0; for (qint32 i = 1; i <= CountSubSpl(); ++i) { const VSpline spl = GetSpline(i); const qreal splLength = spl.GetLength(); fullLength += splLength; if (fullLength > length) { p1 = i-1; p2 = i; return spl.CutSpline(length - (fullLength - splLength), spl1p2, spl1p3, spl2p2, spl2p3); } } p1 = p2 = -1; spl1p2 = spl1p3 = spl2p2 = spl2p3 = QPointF(); return QPointF(); } //--------------------------------------------------------------------------------------------------------------------- /** * @brief NameForHistory helps to create name for dialog History. * @param toolName first part of name. Like 'Spline path' or 'Cubic Bezier path'. * @return name of curve for history records. */ QString VAbstractCubicBezierPath::NameForHistory(const QString &toolName) const { QString name = toolName; if (CountPoints() > 0) { name += QString(" %1").arg(FirstPoint().name()); if (CountSubSpl() >= 1) { name += QString("_%1").arg(LastPoint().name()); } if (GetDuplicate() > 0) { name += QString("_%1").arg(GetDuplicate()); } } return name; } //--------------------------------------------------------------------------------------------------------------------- void VAbstractCubicBezierPath::CreateName() { QString name; if (CountPoints() > 0) { name = splPath; name.append(QString("_%1").arg(FirstPoint().name())); if (CountSubSpl() >= 1) { name.append(QString("_%1").arg(LastPoint().name())); if (GetDuplicate() > 0) { name += QString("_%1").arg(GetDuplicate()); } } } setName(name); }