valentina/src/libs/vlayout/vposition.cpp

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/************************************************************************
**
** @file vposition.cpp
** @author Roman Telezhynskyi <dismine(at)gmail.com>
** @date 20 1, 2015
**
** @brief
** @copyright
** This source code is part of the Valentina project, a pattern making
** program, whose allow create and modeling patterns of clothing.
** Copyright (C) 2013-2015 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 "vposition.h"
#include <QDir>
#include <QImage>
#include <QLineF>
#include <QPainter>
#include <QPainterPath>
#include <QPen>
#include <QPicture>
#include <QPointF>
#include <QPolygonF>
#include <QRect>
#include <QRectF>
#include <QSizeF>
#include <QStaticStringData>
#include <QString>
#include <QStringData>
#include <QStringDataPtr>
#include <Qt>
#include "../vmisc/def.h"
#include "../vmisc/vmath.h"
namespace
{
//---------------------------------------------------------------------------------------------------------------------
#ifdef SHOW_DIRECTION
QPainterPath ShowDirection(const QLineF &edge)
{
const int arrowLength = 14;
QPainterPath path;
if (edge.length()/arrowLength < 5)
{
return path;
}
QLineF arrow = edge;
arrow.setLength(edge.length()/2.0);
//Reverse line because we want start arrow from this point
arrow = QLineF(arrow.p2(), arrow.p1());
const qreal angle = arrow.angle();//we each time change line angle, better save original angle value
arrow.setLength(arrowLength);//arrow length in pixels
arrow.setAngle(angle-35);
path.moveTo(arrow.p1());
path.lineTo(arrow.p2());
arrow.setAngle(angle+35);
path.moveTo(arrow.p1());
path.lineTo(arrow.p2());
return path;
}
#endif
#ifdef LAYOUT_DEBUG
//---------------------------------------------------------------------------------------------------------------------
QPainterPath DrawContour(const QVector<QPointF> &points)
{
QPainterPath path;
path.setFillRule(Qt::WindingFill);
if (points.count() >= 2)
{
for (qint32 i = 0; i < points.count()-1; ++i)
{
path.moveTo(points.at(i));
path.lineTo(points.at(i+1));
}
path.lineTo(points.at(0));
#ifdef SHOW_DIRECTION
for (qint32 i = 0; i < points.count()-1; ++i)
{
path.addPath(ShowDirection(QLineF(points.at(i), points.at(i+1))));
}
#endif
#ifdef SHOW_VERTICES
for (qint32 i = 0; i < points.count(); ++i)
{
path.addRect(points.at(i).x()-3, points.at(i).y()-3, 6, 6);
}
#endif
}
return path;
}
#endif
//---------------------------------------------------------------------------------------------------------------------
#ifdef ARRANGED_DETAILS
QPainterPath DrawDetails(const QVector<VLayoutPiece> &details)
{
QPainterPath path;
path.setFillRule(Qt::WindingFill);
if (details.count() > 0)
{
for (auto &detail : details)
{
path.addPath(detail.ContourPath());
}
}
return path;
}
#endif
} //anonymous namespace
//---------------------------------------------------------------------------------------------------------------------
VPosition::VPosition(const VPositionData &data, std::atomic_bool *stop, bool saveLength)
: QRunnable(),
m_bestResult(VBestSquare(data.gContour.GetSize(), saveLength)),
m_data(data),
#ifdef LAYOUT_DEBUG
paperIndex(0),
frame(0),
detailsCount(0),
details(),
#endif
stop(stop),
angle_between(0)
{
if (m_data.rotationNumber > 360 || m_data.rotationNumber < 1)
{
m_data.rotationNumber = 2;
}
}
//---------------------------------------------------------------------------------------------------------------------
void VPosition::run()
{
if (stop->load())
{
return;
}
FindBestPosition();
}
#ifdef LAYOUT_DEBUG
//---------------------------------------------------------------------------------------------------------------------
2015-04-15 14:44:57 +02:00
// cppcheck-suppress unusedFunction
quint32 VPosition::getPaperIndex() const
{
return paperIndex;
}
//---------------------------------------------------------------------------------------------------------------------
void VPosition::setPaperIndex(quint32 value)
{
paperIndex = value;
}
//---------------------------------------------------------------------------------------------------------------------
2015-04-15 14:44:57 +02:00
// cppcheck-suppress unusedFunction
quint32 VPosition::getFrame() const
{
return frame;
}
//---------------------------------------------------------------------------------------------------------------------
void VPosition::setFrame(quint32 value)
{
frame = value;
}
//---------------------------------------------------------------------------------------------------------------------
2015-04-15 14:44:57 +02:00
// cppcheck-suppress unusedFunction
quint32 VPosition::getDetailsCount() const
{
return detailsCount;
}
//---------------------------------------------------------------------------------------------------------------------
void VPosition::setDetailsCount(quint32 value)
{
detailsCount = value;
}
//---------------------------------------------------------------------------------------------------------------------
void VPosition::setDetails(const QVector<VLayoutPiece> &details)
{
this->details = details;
}
#endif
//---------------------------------------------------------------------------------------------------------------------
VBestSquare VPosition::getBestResult() const
{
return m_bestResult;
}
#ifdef LAYOUT_DEBUG
//---------------------------------------------------------------------------------------------------------------------
void VPosition::DrawDebug(const VContour &contour, const VLayoutPiece &detail, int frame, quint32 paperIndex,
int detailsCount, const QVector<VLayoutPiece> &details)
{
const int biasWidth = Bias(contour.GetWidth(), QIMAGE_MAX);
const int biasHeight = Bias(contour.GetHeight(), QIMAGE_MAX);
QPicture picture;
QPainter paint;
paint.begin(&picture);
paint.setPen(QPen(Qt::black, 6, Qt::SolidLine, Qt::FlatCap, Qt::MiterJoin));
QPainterPath p;
if (contour.GetContour().isEmpty())
{
p = DrawContour(contour.CutEmptySheetEdge());
p.translate(biasWidth/2, biasHeight/2);
paint.drawPath(p);
}
else
{
p = DrawContour(contour.GetContour());
p.translate(biasWidth/2, biasHeight/2);
paint.drawPath(p);
}
#ifdef SHOW_CANDIDATE
paint.setPen(QPen(Qt::darkGreen, 6, Qt::SolidLine, Qt::FlatCap, Qt::MiterJoin));
p = DrawContour(detail.GetLayoutAllowancePoints());
p.translate(biasWidth/2, biasHeight/2);
paint.drawPath(p);
#else
Q_UNUSED(detail)
Q_UNUSED(details)
#endif
#ifdef ARRANGED_DETAILS
paint.setPen(QPen(Qt::blue, 2, Qt::SolidLine, Qt::FlatCap, Qt::MiterJoin));
p = DrawDetails(details);
p.translate(biasWidth/2, biasHeight/2);
paint.drawPath(p);
#else
Q_UNUSED(details)
#endif
// Calculate bounding rect before draw sheet rect
const QRect pictureRect = picture.boundingRect();
// Sheet
#ifdef SHOW_SHEET
paint.setPen(QPen(Qt::darkRed, 15, Qt::SolidLine, Qt::FlatCap, Qt::MiterJoin));
paint.drawRect(QRectF(biasWidth/2, biasHeight/2, contour.GetWidth(), contour.GetHeight()));
#endif
paint.end();
// Dump frame to image
// Note. If program was build with Address Sanitizer possible crashes. Address Sanitizer doesn't support big
// allocations. See page https://bitbucket.org/dismine/valentina/wiki/developers/Address_Sanitizer
QImage frameImage(pictureRect.width()+biasWidth, pictureRect.height()+biasHeight, QImage::Format_RGB32);
if (frameImage.isNull())
{
return;
}
frameImage.fill(Qt::white);
QPainter paintFrameImage;
paintFrameImage.begin(&frameImage);
paintFrameImage.drawPicture(0, 0, picture);
paintFrameImage.end();
const QString path = QDir::homePath()+QStringLiteral("/LayoutDebug/%1_%2_%3.png").arg(paperIndex)
.arg(detailsCount).arg(frame);
frameImage.save (path);
}
//---------------------------------------------------------------------------------------------------------------------
int VPosition::Bias(int length, int maxLength)
{
return length < maxLength && length*2 < maxLength ? length : maxLength-length;
}
#endif
//---------------------------------------------------------------------------------------------------------------------
void VPosition::SaveCandidate(VBestSquare &bestResult, const VLayoutPiece &detail, int globalI, int detJ,
BestFrom type)
{
if (bestResult.IsSaveLength())
{
m_data.gContour.CeateEmptySheetContour();
}
QVector<QPointF> newGContour = m_data.gContour.UniteWithContour(detail, globalI, detJ, type);
newGContour.append(newGContour.first());
const QSizeF size = QPolygonF(newGContour).boundingRect().size();
const QRectF boundingRect = detail.DetailBoundingRect();
const qreal depthPosition = m_data.isOriginPaperOrientationPortrait ? boundingRect.y() : boundingRect.x();
const qreal sidePosition = m_data.isOriginPaperOrientationPortrait ? boundingRect.x() : boundingRect.y();
VBestSquareResData data;
data.bestSize = size;
data.globalI = globalI; // Edge of global contour
data.detJ = detJ; // Edge of detail
data.resMatrix = detail.GetMatrix(); // Matrix for rotation and translation detail
data.resMirror = detail.IsMirror();
data.type = type;
data.depthPosition = depthPosition;
data.sidePosition = sidePosition;
bestResult.NewResult(data);
}
//---------------------------------------------------------------------------------------------------------------------
bool VPosition::CheckCombineEdges(VLayoutPiece &detail, int j, int &dEdge)
{
const QLineF globalEdge = m_data.gContour.GlobalEdge(j);
bool flagMirror = false;
bool flagSquare = false;
CombineEdges(detail, globalEdge, dEdge);
#ifdef LAYOUT_DEBUG
# ifdef SHOW_COMBINE
DrawDebug(gContour, detail, frame, paperIndex, detailsCount, details);
# endif
#endif
CrossingType type = CrossingType::Intersection;
if (not detail.IsForceFlipping() && SheetContains(detail.DetailBoundingRect()))
{
if (not m_data.gContour.GetContour().isEmpty())
{
type = Crossing(detail);
}
else
{
type = CrossingType::NoIntersection;
}
}
switch (type)
{
case CrossingType::EdgeError:
return false;
case CrossingType::Intersection:
detail.Mirror(globalEdge);
flagMirror = true;
break;
case CrossingType::NoIntersection:
flagSquare = true;
break;
default:
break;
}
if (flagMirror && not detail.IsForbidFlipping())
{
#ifdef LAYOUT_DEBUG
#ifdef SHOW_MIRROR
DrawDebug(gContour, detail, frame+1, paperIndex, detailsCount, details);
#endif
#endif
if (m_data.gContour.GetContour().isEmpty())
{
dEdge = detail.DetailEdgeByPoint(globalEdge.p2());
}
else
{
dEdge = detail.LayoutEdgeByPoint(globalEdge.p2());
}
if (dEdge <= 0)
{
return false;
}
CrossingType type = CrossingType::Intersection;
if (SheetContains(detail.DetailBoundingRect()))
{
type = Crossing(detail);
}
switch (type)
{
case CrossingType::EdgeError:
return false;
case CrossingType::Intersection:
flagSquare = false;
break;
case CrossingType::NoIntersection:
flagSquare = true;
break;
default:
break;
}
}
return flagSquare;
}
//---------------------------------------------------------------------------------------------------------------------
bool VPosition::CheckRotationEdges(VLayoutPiece &detail, int j, int dEdge, qreal angle) const
{
const QLineF globalEdge = m_data.gContour.GlobalEdge(j);
bool flagSquare = false;
if (detail.IsForceFlipping())
{
detail.Mirror(not m_data.followGrainline ? globalEdge : QLineF(10, 10, 10, 100));
}
RotateEdges(detail, globalEdge, dEdge, angle);
#ifdef LAYOUT_DEBUG
#ifdef SHOW_ROTATION
DrawDebug(gContour, detail, frame, paperIndex, detailsCount, details);
#endif
#endif
CrossingType type = CrossingType::Intersection;
if (SheetContains(detail.DetailBoundingRect()))
{
type = Crossing(detail);
}
switch (type)
{
case CrossingType::EdgeError:
return false;
case CrossingType::Intersection:
flagSquare = false;
break;
case CrossingType::NoIntersection:
flagSquare = true;
break;
default:
break;
}
return flagSquare;
}
//---------------------------------------------------------------------------------------------------------------------
void VPosition::RotateOnAngle(qreal angle)
{
// We should use copy of the detail.
VLayoutPiece workDetail = m_data.detail;
if (CheckRotationEdges(workDetail, m_data.j, m_data.i, angle))
{
#ifdef LAYOUT_DEBUG
# ifdef SHOW_CANDIDATE_BEST
++frame;
DrawDebug(gContour, workDetail, frame, paperIndex, detailsCount, details);
# endif
#endif
SaveCandidate(m_bestResult, workDetail, m_data.j, m_data.i, BestFrom::Rotation);
}
#ifdef LAYOUT_DEBUG
++frame;
#endif
}
//---------------------------------------------------------------------------------------------------------------------
VPosition::CrossingType VPosition::Crossing(const VLayoutPiece &detail) const
{
if (m_data.positionsCache.isEmpty())
{
return CrossingType::NoIntersection;
}
const QVector<QPointF> layoutPoints = detail.GetLayoutAllowancePoints();
const QRectF layoutBoundingRect = VLayoutPiece::BoundingRect(layoutPoints);
const QPainterPath layoutAllowancePath = VLayoutPiece::PainterPath(layoutPoints);
const QVector<QPointF> contourPoints = detail.IsSeamAllowance() && not detail.IsSeamAllowanceBuiltIn() ?
detail.GetMappedSeamAllowancePoints() : detail.GetMappedContourPoints();
const QRectF detailBoundingRect = VLayoutPiece::BoundingRect(contourPoints);
const QPainterPath contourPath = VLayoutPiece::PainterPath(contourPoints);
for(auto &position : m_data.positionsCache)
{
if (position.boundingRect.intersects(layoutBoundingRect) || position.boundingRect.contains(detailBoundingRect))
{
if (position.layoutAllowancePath.contains(contourPath) ||
position.layoutAllowancePath.intersects(layoutAllowancePath))
{
return CrossingType::Intersection;
}
}
}
return CrossingType::NoIntersection;
}
//---------------------------------------------------------------------------------------------------------------------
bool VPosition::SheetContains(const QRectF &rect) const
{
const QRectF bRect(-accuracyPointOnLine, -accuracyPointOnLine, m_data.gContour.GetWidth()+accuracyPointOnLine,
m_data.gContour.GetHeight()+accuracyPointOnLine);
return bRect.contains(rect);
}
//---------------------------------------------------------------------------------------------------------------------
void VPosition::CombineEdges(VLayoutPiece &detail, const QLineF &globalEdge, int dEdge)
{
QLineF detailEdge;
if (m_data.gContour.GetContour().isEmpty())
{
detailEdge = detail.DetailEdge(dEdge);
}
else
{
detailEdge = detail.LayoutEdge(dEdge);
}
// Find distance between two edges for two begin vertex.
const qreal dx = globalEdge.x2() - detailEdge.x2();
const qreal dy = globalEdge.y2() - detailEdge.y2();
detailEdge.translate(dx, dy); // Use values for translate detail edge.
angle_between = globalEdge.angleTo(detailEdge); // Seek angle between two edges.
// Now we move detail to position near to global contour edge.
detail.Translate(dx, dy);
if (not qFuzzyIsNull(angle_between) || not qFuzzyCompare(angle_between, 360))
{
detail.Rotate(detailEdge.p2(), -angle_between);
}
}
//---------------------------------------------------------------------------------------------------------------------
void VPosition::RotateEdges(VLayoutPiece &detail, const QLineF &globalEdge, int dEdge, qreal angle) const
{
QLineF detailEdge;
if (m_data.gContour.GetContour().isEmpty())
{
detailEdge = detail.DetailEdge(dEdge);
}
else
{
detailEdge = detail.LayoutEdge(dEdge);
}
// Find distance between two edges for two begin vertex.
const qreal dx = globalEdge.x2() - detailEdge.x2();
const qreal dy = globalEdge.y2() - detailEdge.y2();
detailEdge.translate(dx, dy); // Use values for translate detail edge.
// Now we move detail to position near to global contour edge.
detail.Translate(dx, dy);
detail.Rotate(globalEdge.p2(), angle);
}
//---------------------------------------------------------------------------------------------------------------------
void VPosition::Rotate(int number)
{
const qreal step = 360/number;
qreal startAngle = 0;
if (VFuzzyComparePossibleNulls(angle_between, 360))
{
startAngle = step;
}
for (qreal angle = startAngle; angle < 360; angle = angle+step)
{
if (stop->load())
{
return;
}
RotateOnAngle(angle);
}
}
//---------------------------------------------------------------------------------------------------------------------
void VPosition::FollowGrainline()
{
if (stop->load())
{
return;
}
QLineF detailGrainline(10, 10, 100, 10);
detailGrainline.setAngle(m_data.detail.GrainlineAngle());
if (m_data.detail.IsForceFlipping())
{
VLayoutPiece workDetail = m_data.detail; // We need copy for temp change
workDetail.Mirror(not m_data.followGrainline ? m_data.gContour.GlobalEdge(m_data.j) : QLineF(10, 10, 10, 100));
detailGrainline = workDetail.GetMatrix().map(detailGrainline);
}
const qreal angle = detailGrainline.angleTo(FabricGrainline());
if (m_data.detail.GrainlineArrowType() == ArrowType::atBoth ||
m_data.detail.GrainlineArrowType() == ArrowType::atFront)
{
RotateOnAngle(angle);
}
if (m_data.detail.GrainlineArrowType() == ArrowType::atBoth ||
m_data.detail.GrainlineArrowType() == ArrowType::atRear)
{
RotateOnAngle(angle+180);
}
}
//---------------------------------------------------------------------------------------------------------------------
void VPosition::FindBestPosition()
{
if (not m_data.followGrainline || not m_data.detail.IsGrainlineEnabled())
{
// We should use copy of the detail.
VLayoutPiece workDetail = m_data.detail;
int dEdge = m_data.i;// For mirror detail edge will be different
if (CheckCombineEdges(workDetail, m_data.j, dEdge))
{
#ifdef LAYOUT_DEBUG
# ifdef SHOW_CANDIDATE_BEST
DrawDebug(gContour, workDetail, frame+2, paperIndex, detailsCount, details);
# endif
#endif
SaveCandidate(m_bestResult, workDetail, m_data.j, dEdge, BestFrom::Combine);
}
#ifdef LAYOUT_DEBUG
frame = frame + 3;
#endif
if (m_data.rotate)
{
Rotate(m_data.rotationNumber);
}
}
else
{
FollowGrainline();
}
}