/************************************************************************ ** ** @file vsplinepath.cpp ** @author Roman Telezhynskyi ** @date November 15, 2013 ** ** @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) 2013-2015 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 "vsplinepath.h" #include #include "../ifc/exception/vexception.h" #include "../vmisc/vmath.h" #include "vabstractcurve.h" #include "vsplinepath_p.h" //--------------------------------------------------------------------------------------------------------------------- /** * @brief VSplinePath constructor. * @param idObject parent id. * @param mode mode creation spline path. */ VSplinePath::VSplinePath(quint32 idObject, Draw mode) : VAbstractCubicBezierPath(GOType::SplinePath, idObject, mode), d(new VSplinePathData()) {} //--------------------------------------------------------------------------------------------------------------------- VSplinePath::VSplinePath(const QVector &points, qreal kCurve, quint32 idObject, Draw mode) : VAbstractCubicBezierPath(GOType::SplinePath, idObject, mode), d(new VSplinePathData()) { if (points.size() < 3) { return; } QVector newPoints(points.size()); for (qint32 i = 1; i <= points.size()-1; ++i) { const VFSplinePoint &p1 = points.at(i-1); const VFSplinePoint &p2 = points.at(i); VSpline spl(p1.P(), p2.P(), p1.Angle2(), p2.Angle1(), p1.KAsm2(), p2.KAsm1(), kCurve); newPoints[i-1].SetP(p1.P()); newPoints[i-1].SetAngle2(p1.Angle2(), spl.GetStartAngleFormula()); newPoints[i-1].SetLength2(spl.GetC1Length(), spl.GetC1LengthFormula()); newPoints[i].SetP(p2.P()); newPoints[i].SetAngle1(p2.Angle1(), spl.GetEndAngleFormula()); newPoints[i].SetLength1(spl.GetC2Length(), spl.GetC2LengthFormula()); } d->path = newPoints; CreateName(); } //--------------------------------------------------------------------------------------------------------------------- VSplinePath::VSplinePath(const QVector &points, quint32 idObject, Draw mode) : VAbstractCubicBezierPath(GOType::SplinePath, idObject, mode), d(new VSplinePathData()) { if (points.isEmpty()) { return; } d->path = points; CreateName(); } //--------------------------------------------------------------------------------------------------------------------- /** * @brief VSplinePath copy constructor. * @param splPath spline path. */ VSplinePath::VSplinePath(const VSplinePath &splPath) : VAbstractCubicBezierPath(splPath), d(splPath.d) {} //--------------------------------------------------------------------------------------------------------------------- VSplinePath VSplinePath::Rotate(const QPointF &originPoint, qreal degrees, const QString &prefix) const { QVector newPoints(CountPoints()); for (qint32 i = 1; i <= CountSubSpl(); ++i) { const VSpline spl = GetSpline(i).Rotate(originPoint, degrees); newPoints[i-1].SetP(spl.GetP1()); newPoints[i-1].SetAngle2(spl.GetStartAngle(), spl.GetStartAngleFormula()); newPoints[i-1].SetLength2(spl.GetC1Length(), spl.GetC1LengthFormula()); newPoints[i].SetP(spl.GetP4()); newPoints[i].SetAngle1(spl.GetEndAngle(), spl.GetEndAngleFormula()); newPoints[i].SetLength1(spl.GetC2Length(), spl.GetC2LengthFormula()); } VSplinePath splPath(newPoints); splPath.setName(name() + prefix); return splPath; } //--------------------------------------------------------------------------------------------------------------------- VSplinePath VSplinePath::Flip(const QLineF &axis, const QString &prefix) const { QVector newPoints(CountPoints()); for (qint32 i = 1; i <= CountSubSpl(); ++i) { const VSpline spl = GetSpline(i).Flip(axis); newPoints[i-1].SetP(spl.GetP1()); newPoints[i-1].SetAngle2(spl.GetStartAngle(), spl.GetStartAngleFormula()); newPoints[i-1].SetLength2(spl.GetC1Length(), spl.GetC1LengthFormula()); newPoints[i].SetP(spl.GetP4()); newPoints[i].SetAngle1(spl.GetEndAngle(), spl.GetEndAngleFormula()); newPoints[i].SetLength1(spl.GetC2Length(), spl.GetC2LengthFormula()); } VSplinePath splPath(newPoints); splPath.setName(name() + prefix); return splPath; } //--------------------------------------------------------------------------------------------------------------------- VSplinePath::~VSplinePath() {} //--------------------------------------------------------------------------------------------------------------------- /** * @brief append add point in the end of list points. * @param point new point. */ void VSplinePath::append(const VSplinePoint &point) { if (d->path.size() > 0 && d->path.last().P() == point.P()) //-V807 { return; } d->path.append(point); CreateName(); } //--------------------------------------------------------------------------------------------------------------------- /** * @brief CountSubSpl return count of simple splines. * @return count. */ qint32 VSplinePath::CountSubSpl() const { if (d->path.isEmpty()) { return 0; } else { return d->path.size() - 1; } } //--------------------------------------------------------------------------------------------------------------------- /** * @brief GetSpline return spline by index. * @param index index spline in spline path. * @return spline */ VSpline VSplinePath::GetSpline(qint32 index) const { if (CountPoints()<1) { throw VException(tr("Not enough points to create the spline.")); } if (index < 1 || index > CountSubSpl()) { throw VException(tr("This spline does not exist.")); } const VSplinePoint &p1 = d->path.at(index-1); const VSplinePoint &p2 = d->path.at(index); VSpline spl(p1.P(), p2.P(), p1.Angle2(), p1.Angle2Formula(), p2.Angle1(), p2.Angle1Formula(), p1.Length2(), p1.Length2Formula(), p2.Length1(), p2.Length1Formula(), 1); return spl; } //--------------------------------------------------------------------------------------------------------------------- /** * @brief UpdatePoint update spline point in list. * @param indexSpline spline index in list. * @param pos position point in spline. * @param point point. */ void VSplinePath::UpdatePoint(qint32 indexSpline, const SplinePointPosition &pos, const VSplinePoint &point) { if (indexSpline < 1 || indexSpline > CountSubSpl()) { throw VException(tr("This spline does not exist.")); } if (pos == SplinePointPosition::FirstPoint) { d->path[indexSpline-1] = point; } else { d->path[indexSpline] = point; } } //--------------------------------------------------------------------------------------------------------------------- /** * @brief GetSplinePoint return spline point from list. * @param indexSpline spline index in list. * @param pos position point in spline. * @return spline point. */ VSplinePoint VSplinePath::GetSplinePoint(qint32 indexSpline, SplinePointPosition pos) const { if (indexSpline < 1 || indexSpline > CountSubSpl()) { throw VException(tr("This spline does not exist.")); } if (pos == SplinePointPosition::FirstPoint) { return d->path.at(indexSpline-1); } else { return d->path.at(indexSpline); } } //--------------------------------------------------------------------------------------------------------------------- /** * @brief operator = assignment operator. * @param path spline path. * @return spline path. */ VSplinePath &VSplinePath::operator =(const VSplinePath &path) { if ( &path == this ) { return *this; } VAbstractCurve::operator=(path); d = path.d; return *this; } //--------------------------------------------------------------------------------------------------------------------- /** * @brief operator [] return spline point by index. * @param indx index in list. * @return spline point. */ VSplinePoint & VSplinePath::operator[](int indx) { return d->path[indx]; } //--------------------------------------------------------------------------------------------------------------------- /** * @brief at return spline point by index. * @param indx index in list. * @return spline point. */ const VSplinePoint &VSplinePath::at(int indx) const { return d->path[indx]; } //--------------------------------------------------------------------------------------------------------------------- qreal VSplinePath::GetStartAngle() const { if (CountPoints() > 0) { return GetSplinePath().first().Angle2(); } else { return 0; } } //--------------------------------------------------------------------------------------------------------------------- qreal VSplinePath::GetEndAngle() const { if (CountPoints() > 0) { return GetSplinePath().last().Angle1(); } else { return 0; } } //--------------------------------------------------------------------------------------------------------------------- qreal VSplinePath::GetC1Length() const { if (CountPoints() > 0) { return GetSplinePath().first().Length2(); } else { return 0; } } //--------------------------------------------------------------------------------------------------------------------- qreal VSplinePath::GetC2Length() const { if (CountPoints() > 0) { return GetSplinePath().last().Length1(); } else { return 0; } } //--------------------------------------------------------------------------------------------------------------------- VPointF VSplinePath::FirstPoint() const { if (not d->path.isEmpty()) { return d->path.first().P(); } else { return VPointF(); } } //--------------------------------------------------------------------------------------------------------------------- VPointF VSplinePath::LastPoint() const { const qint32 count = CountSubSpl(); if (count >= 1) { return d->path.at(count).P();// Take last point of the last real spline } else { return VPointF(); } } //--------------------------------------------------------------------------------------------------------------------- /** * @brief CountPoints return count of points. * @return count. */ qint32 VSplinePath::CountPoints() const { return d->path.size(); } //--------------------------------------------------------------------------------------------------------------------- /** * @brief GetSplinePath return list with spline points. * @return list. */ QVector VSplinePath::GetSplinePath() const { return d->path; } //--------------------------------------------------------------------------------------------------------------------- QVector VSplinePath::GetFSplinePath() const { QVector points; points.reserve(d->path.size()); for (qint32 i = 1; i <= CountSubSpl(); ++i) { const VSplinePoint &p1 = d->path.at(i-1); const VSplinePoint &p2 = d->path.at(i); VSpline spl(p1.P(), p2.P(), p1.Angle2(), p1.Angle2Formula(), p2.Angle1(), p2.Angle1Formula(), p1.Length2(), p1.Length2Formula(), p2.Length1(), p2.Length1Formula(), 1); points[i-1].SetP(p1.P()); points[i-1].SetAngle2(p1.Angle2()); points[i-1].SetKAsm2(spl.GetKasm1()); points[i].SetP(p2.P()); points[i].SetAngle1(p2.Angle1()); points[i].SetKAsm1(spl.GetKasm2()); } return points; } //--------------------------------------------------------------------------------------------------------------------- /** * @brief Clear clear list of points. */ void VSplinePath::Clear() { d->path.clear(); SetDuplicate(0); }