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
This commit is contained in:
dismine 2015-01-12 17:59:15 +02:00
parent 8dec59ef00
commit 789dcea6bc
2 changed files with 85 additions and 15 deletions

View file

@ -208,13 +208,13 @@ bool VLayoutPaper::AddToBlankSheet(const VLayoutDetail &detail)
for (int j=1; j <= EdgesCount(); ++j)
{
// We should use copy of the detail.
VLayoutDetail workDetail = detail;
for (int i=1; i<= detail.EdgesCount(); i++)
{
int dEdge = i;// For mirror detail edge will be different
if (CheckPosition(workDetail, j, dEdge))
// We should use copy of the detail.
VLayoutDetail workDetail = detail;
int dEdge = i;// For mirrored detail edge will be different
if (CheckCombineEdges(workDetail, j, dEdge))
{
const QRectF rec = workDetail.BoundingRect();
if (SheetContains(rec))
@ -222,9 +222,21 @@ bool VLayoutPaper::AddToBlankSheet(const VLayoutDetail &detail)
bestResult.NewResult(static_cast<qint64>(rec.width()*rec.height()), j, dEdge,
workDetail.GetMatrix());
}
else
}
for (int angle = 0; angle < 360; ++angle)
{
// We should use copy of the detail.
VLayoutDetail workDetail = detail;
if (CheckRotationEdges(workDetail, j, i, angle))
{
continue; // Outside of sheet.
const QRectF rec = workDetail.BoundingRect();
if (SheetContains(rec))
{
bestResult.NewResult(static_cast<qint64>(rec.width()*rec.height()), j, i,
workDetail.GetMatrix());
}
}
}
}
@ -246,7 +258,7 @@ bool VLayoutPaper::AddToSheet(const VLayoutDetail &detail)
for (int i=1; i<= workDetail.EdgesCount(); i++)
{
int dEdge = i;// For mirror detail edge will be different
if (CheckPosition(workDetail, j, dEdge))
if (CheckCombineEdges(workDetail, j, dEdge))
{
if (SheetContains(workDetail.BoundingRect()))
{
@ -268,7 +280,7 @@ bool VLayoutPaper::AddToSheet(const VLayoutDetail &detail)
}
//---------------------------------------------------------------------------------------------------------------------
bool VLayoutPaper::CheckPosition(VLayoutDetail &detail, int j, int &dEdge) const
bool VLayoutPaper::CheckCombineEdges(VLayoutDetail &detail, int j, int &dEdge) const
{
const QLineF globalEdge = GlobalEdge(j);
bool flagMirror = false;
@ -343,6 +355,43 @@ bool VLayoutPaper::CheckPosition(VLayoutDetail &detail, int j, int &dEdge) const
return flagSquare;
}
//---------------------------------------------------------------------------------------------------------------------
bool VLayoutPaper::CheckRotationEdges(VLayoutDetail &detail, int j, int dEdge, int angle) const
{
const QLineF globalEdge = GlobalEdge(j);
bool flagSquare = false;
RotateEdges(detail, globalEdge, dEdge, angle);
switch (Crossing(detail, j, dEdge))
{
case CrossingType::EdgeError:
return false;
case CrossingType::Intersection:
flagSquare = false;
break;
case CrossingType::NoIntersection:
{
switch (InsideContour(detail, dEdge))
{
case InsideType::EdgeError:
return false;
case InsideType::Inside:
flagSquare = false;
break;
case InsideType::Outside:
flagSquare = true;
break;
default:
break;
}
}
default:
break;
}
return flagSquare;
}
//---------------------------------------------------------------------------------------------------------------------
VLayoutPaper::CrossingType VLayoutPaper::Crossing(const VLayoutDetail &detail, int globalI, int detailI) const
{
@ -473,6 +522,22 @@ void VLayoutPaper::CombineEdges(VLayoutDetail &detail, const QLineF &globalEdge,
detail.Rotate(globalEdge.p2(), angle_between);
}
//---------------------------------------------------------------------------------------------------------------------
void VLayoutPaper::RotateEdges(VLayoutDetail &detail, const QLineF &globalEdge, int dEdge, int angle) const
{
QLineF detailEdge = detail.Edge(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);
}
//---------------------------------------------------------------------------------------------------------------------
QVector<QPointF> VLayoutPaper::UniteWithContour(const VLayoutDetail &detail, int globalI, int detJ) const
{

View file

@ -78,12 +78,17 @@ private:
bool AddToBlankSheet(const VLayoutDetail &detail);
bool AddToSheet(const VLayoutDetail &detail);
bool CheckPosition(VLayoutDetail &detail, int j, int &dEdge) const;
CrossingType Crossing(const VLayoutDetail &detail, int globalI, int detailI) const;
InsideType InsideContour(const VLayoutDetail &detail, int detailI) const;
qreal CheckSide(const QLineF &edge, const QPointF &p) const;
bool SheetContains(const QRectF &rect) const;
void CombineEdges(VLayoutDetail &detail, const QLineF &globalEdge, int dEdge) const;
bool CheckCombineEdges(VLayoutDetail &detail, int j, int &dEdge) const;
bool CheckRotationEdges(VLayoutDetail &detail, int j, int dEdge, int angle) const;
CrossingType Crossing(const VLayoutDetail &detail, int globalI, int detailI) const;
InsideType InsideContour(const VLayoutDetail &detail, int detailI) const;
qreal CheckSide(const QLineF &edge, const QPointF &p) const;
bool SheetContains(const QRectF &rect) const;
void CombineEdges(VLayoutDetail &detail, const QLineF &globalEdge, int dEdge) const;
void RotateEdges(VLayoutDetail &detail, const QLineF &globalEdge, int dEdge, int angle) const;
QVector<QPointF> UniteWithContour(const VLayoutDetail &detail, int globalI, int detJ) const;
QLineF GlobalEdge(int i) const;