#define _USE_MATH_DEFINES #include #include "vspline.h" #include VSpline::VSpline(){ p1 = 0; p2 = QPointF(); p3 = QPointF(); p4 = 0; angle1 = 0; angle2 = 0; points = 0; kAsm1 = 1; kAsm2 = 1; kCurve = 1; } VSpline::VSpline ( const VSpline & spline ){ p1 = spline.GetP1 (); p2 = spline.GetP2 (); p3 = spline.GetP3 (); p4 = spline.GetP4 (); angle1 = spline.GetAngle1 (); angle2 = spline.GetAngle2 (); points = spline.GetDataPoints(); kAsm1 = spline.GetKasm1(); kAsm2 = spline.GetKasm2(); kCurve = spline.GetKcurve(); } VSpline::VSpline (const QMap *points, qint64 p1, qint64 p4, qreal angle1, qreal angle2, qreal kAsm1, qreal kAsm2 , qreal kCurve){ this->points = points; ModifiSpl ( p1, p4, angle1, angle2, kAsm1, kAsm2, kCurve ); } VSpline::VSpline (const QMap *points, qint64 p1, QPointF p2, QPointF p3, qint64 p4, qreal kCurve){ this->points = points; ModifiSpl ( p1, p2, p3, p4, kCurve); } void VSpline::ModifiSpl ( qint64 p1, qint64 p4, qreal angle1, qreal angle2, qreal kAsm1, qreal kAsm2, qreal kCurve){ this->p1 = p1; this->p4 = p4; this->angle1 = angle1; this->angle2 = angle2; this->kAsm1 = kAsm1; this->kAsm2 = kAsm2; this->kCurve = kCurve; QLineF p1pX(GetPointP1().x(), GetPointP1().y(), GetPointP1().x() + 100, GetPointP1().y()); p1pX.setAngle( angle1 ); qreal L = 0, radius = 0, angle = 90; // angle = QLineF(GetPointP1(), p1pX.p2()).angleTo(QLineF(GetPointP1(), GetPointP4())); // if ( angle > 180 ){ // angle = 360 - angle; // } QPointF point1 = GetPointP1().toQPointF(); QPointF point4 = GetPointP4().toQPointF(); radius = QLineF(QPointF(point1.x(), point4.y()),point4).length(); // radius = QLineF(GetPointP1(), GetPointP4()).length() / 2 / sin( angle * M_PI / 180.0 ); L = kCurve * radius * 4 / 3 * tan( angle * M_PI / 180.0 / 4 ); QLineF p1p2(GetPointP1().x(), GetPointP1().y(), GetPointP1().x() + L * kAsm1, GetPointP1().y()); p1p2.setAngle(angle1); QLineF p4p3(GetPointP4().x(), GetPointP4().y(), GetPointP4().x() + L * kAsm2, GetPointP4().y()); p4p3.setAngle(angle2); this->p2 = p1p2.p2(); this->p3 = p4p3.p2(); } void VSpline::ModifiSpl (qint64 p1, QPointF p2, QPointF p3, qint64 p4, qreal kCurve){ this->p1 = p1; this->p2 = p2; this->p3 = p3; this->p4 = p4; this->angle1 = QLineF ( GetPointP1().toQPointF(), p2 ).angle(); this->angle2 = QLineF ( GetPointP4().toQPointF(), p3 ).angle(); QLineF p1pX(GetPointP1().x(), GetPointP1().y(), GetPointP1().x() + 100, GetPointP1().y()); p1pX.setAngle( angle1 ); qreal L = 0, radius = 0, angle = 90; // angle = QLineF(GetPointP1(), p1pX.p2()).angleTo(QLineF(GetPointP1(), GetPointP4())); // if ( angle >= 180 ){ // angle = 360 - angle; // } QPointF point1 = GetPointP1().toQPointF(); QPointF point4 = GetPointP4().toQPointF(); radius = QLineF(QPointF(point1.x(), point4.y()),point4).length(); // radius = QLineF(GetPointP1(), GetPointP4()).length() / 2 / sin( angle * M_PI / 180.0 ); L = kCurve * radius * 4 / 3 * tan( angle * M_PI / 180.0 / 4 ); this->kCurve = kCurve; this->kAsm1 = QLineF ( GetPointP1().toQPointF(), p2 ).length()/L; this->kAsm2 = QLineF ( GetPointP4().toQPointF(), p3 ).length()/L; } //void VSpline::RotationSpl (QPointF pRotate, qreal angle ){ // QLineF pRotateP1 (pRotate, p1); // pRotateP1.setAngle(angle); // p1 = pRotateP1.p2(); // QLineF pRotateP2 (pRotate, p2); // pRotateP2.setAngle(angle); // p2 = pRotateP2.p2(); // QLineF pRotateP3 (pRotate, p3); // pRotateP3.setAngle(angle); // p3 = pRotateP3.p2(); // QLineF pRotateP4 (pRotate, p4); // pRotateP4.setAngle(angle); // p4 = pRotateP4.p2(); // angle1 = QLineF(p1, p2).angle(); // angle2 = QLineF(p4, p2).angle(); //} //void VSpline::BiasSpl ( qreal mx, qreal my ){ // p1 = QPointF(p1.x()+mx, p1.y()+my); // p2 = QPointF(p2.x()+mx, p2.y()+my); // p3 = QPointF(p3.x()+mx, p3.y()+my); // p4 = QPointF(p4.x()+mx, p4.y()+my); //} qint64 VSpline::GetP1 () const{ return p1; } VPointF VSpline::GetPointP1() const{ if(points->contains(p1)){ return points->value(p1); } else { qCritical()<<"Не можу знайти id = "<contains(p4)){ return points->value(p4); } else { qCritical()<<"Не можу знайти id = "<p2, this->p3, GetPointP4().toQPointF()); } QString VSpline::GetName() const{ VPointF first = GetPointP1(); VPointF second = GetPointP4(); return QString("Spl_%1_%2").arg(first.name(), second.name()); } qreal VSpline::GetKasm1() const{ return kAsm1; } qreal VSpline::GetKasm2() const{ return kAsm2; } qreal VSpline::GetKcurve() const{ return kCurve; } const QMap *VSpline::GetDataPoints() const{ return points; } QLineF::IntersectType VSpline::CrossingSplLine ( const QLineF &line, QPointF *intersectionPoint ) const{ QVector px; QVector py; px.append ( GetPointP1 ().x () ); py.append ( GetPointP1 ().y () ); QVector& wpx = px; QVector& wpy = py; PointBezier_r ( GetPointP1 ().x (), GetPointP1 ().y (), GetP2 ().x (), GetP2 ().y (), GetP3 ().x (), GetP3 ().y (), GetPointP4 ().x (), GetPointP4 ().y (), 0, wpx, wpy); px.append ( GetPointP4 ().x () ); py.append ( GetPointP4 ().y () ); qint32 i = 0; QPointF crosPoint; QLineF::IntersectType type = QLineF::NoIntersection; for ( i = 0; i < px.count()-1; ++i ){ type = line.intersect(QLineF ( QPointF ( px[i], py[i] ), QPointF ( px[i+1], py[i+1] )), &crosPoint); if ( type == QLineF::BoundedIntersection ){ *intersectionPoint = crosPoint; return type; } } throw "Не можу знайти точку перетину сплайну з лінією."; } //void VSpline::CutSpline ( qreal length, VSpline* curFir, VSpline* curSec ) const{ // if ( length > GetLength()){ // throw"Не правильна довжина нового сплайну\n"; // } // qreal parT = length / GetLength(); // QLineF seg1_2 ( GetPointP1 (), GetP2 () ); // seg1_2.setLength(seg1_2.length () * parT); // QPointF p12 = seg1_2.p2(); // QLineF seg2_3 ( GetP2 (), GetP3 () ); // seg2_3.setLength(seg2_3.length () * parT); // QPointF p23 = seg2_3.p2(); // QLineF seg12_23 ( p12, p23 ); // seg12_23.setLength(seg12_23.length () * parT); // QPointF p123 = seg12_23.p2(); // QLineF seg3_4 ( GetP3 (), GetPointP4 () ); // seg3_4.setLength(seg3_4.length () * parT); // QPointF p34 = seg3_4.p2(); // QLineF seg23_34 ( p23, p34 ); // seg23_34.setLength(seg23_34.length () * parT); // QPointF p234 = seg23_34.p2(); // QLineF seg123_234 ( p123, p234 ); // seg123_234.setLength(seg123_234.length () * parT); // QPointF p1234 = seg123_234.p2(); // curFir->ModifiSpl ( GetPointP1 (), p12, p123, p1234 ); // curSec->ModifiSpl ( p1234, p234, p34, GetPointP4 () ); //} //void VSpline::CutSpline ( QPointF point, VSpline* curFir, VSpline* curSec ) const{ // qreal t = param_t (point); // qreal length = t*this->GetLength(); // CutSpline ( length, curFir, curSec ); //} void VSpline::PutAlongSpl (QPointF &moveP, qreal move ) const{ if ( GetLength () < move ){ qDebug()<<"Довжина більше довжини сплайну."; qDebug()< VSpline::GetPoints () const{ return GetPoints(GetPointP1().toQPointF(), p2, p3, GetPointP4().toQPointF()); } QVector VSpline::GetPoints (QPointF p1, QPointF p2, QPointF p3, QPointF p4) const{ QVector pvector; QVector x; QVector y; QVector& wx = x; QVector& wy = y; x.append ( p1.x () ); y.append ( p1.y () ); PointBezier_r ( p1.x (), p1.y (), p2.x (), p2.y (), p3.x (), p3.y (), p4.x (), p4.y (), 0, wx, wy ); x.append ( p4.x () ); y.append ( p4.y () ); for ( qint32 i = 0; i < x.count(); ++i ){ pvector.append( QPointF ( x[i], y[i] ) ); } return pvector; } qreal VSpline::LengthBezier ( QPointF p1, QPointF p2, QPointF p3, QPointF p4 ) const{ /*QVector px; QVector py; QVector& wpx = px; QVector& wpy = py; px.append ( p1.x () ); py.append ( p1.y () ); PointBezier_r ( p1.x (), p1.y (), p2.x (), p2.y (), p3.x (), p3.y (), p4.x (), p4.y (), 0, wpx, wpy); px.append ( p4.x () ); py.append ( p4.y () ); qint32 i = 0; qreal length = 0.0; /* * Наприклад маємо 10 точок. Від 0 до 9 і останню точку не опрацьовуємо. * Тому від 0 до 8(<10-1). * for ( i = 0; i < px.count() - 1; ++i ){ length += QLineF ( QPointF ( px[i], py[i] ), QPointF ( px[i+1], py[i+1] ) ).length (); }*/ QPainterPath splinePath; QVector points = GetPoints (p1, p2, p3, p4); splinePath.moveTo(points[0]); for (qint32 i = 1; i < points.count(); ++i){ splinePath.lineTo(points[i]); } return splinePath.length(); } void VSpline::PointBezier_r ( qreal x1, qreal y1, qreal x2, qreal y2, qreal x3, qreal y3, qreal x4, qreal y4, qint16 level, QVector &px, QVector &py) const{ const double curve_collinearity_epsilon = 1e-30; const double curve_angle_tolerance_epsilon = 0.01; const double m_angle_tolerance = 0.0; enum curve_recursion_limit_e { curve_recursion_limit = 32 }; const double m_cusp_limit = 0.0; double m_approximation_scale = 1.0; double m_distance_tolerance_square; m_distance_tolerance_square = 0.5 / m_approximation_scale; m_distance_tolerance_square *= m_distance_tolerance_square; if(level > curve_recursion_limit) { return; } // Calculate all the mid-points of the line segments //---------------------- double x12 = (x1 + x2) / 2; double y12 = (y1 + y2) / 2; double x23 = (x2 + x3) / 2; double y23 = (y2 + y3) / 2; double x34 = (x3 + x4) / 2; double y34 = (y3 + y4) / 2; double x123 = (x12 + x23) / 2; double y123 = (y12 + y23) / 2; double x234 = (x23 + x34) / 2; double y234 = (y23 + y34) / 2; double x1234 = (x123 + x234) / 2; double y1234 = (y123 + y234) / 2; // Try to approximate the full cubic curve by a single straight line //------------------ double dx = x4-x1; double dy = y4-y1; double d2 = fabs(((x2 - x4) * dy - (y2 - y4) * dx)); double d3 = fabs(((x3 - x4) * dy - (y3 - y4) * dx)); double da1, da2, k; switch(((int)(d2 > curve_collinearity_epsilon) << 1) + (int)(d3 > curve_collinearity_epsilon)) { case 0: // All collinear OR p1==p4 //---------------------- k = dx*dx + dy*dy; if(k == 0) { d2 = CalcSqDistance(x1, y1, x2, y2); d3 = CalcSqDistance(x4, y4, x3, y3); } else { k = 1 / k; da1 = x2 - x1; da2 = y2 - y1; d2 = k * (da1*dx + da2*dy); da1 = x3 - x1; da2 = y3 - y1; d3 = k * (da1*dx + da2*dy); if(d2 > 0 && d2 < 1 && d3 > 0 && d3 < 1) { // Simple collinear case, 1---2---3---4 // We can leave just two endpoints return; } if(d2 <= 0) d2 = this->CalcSqDistance(x2, y2, x1, y1); else if(d2 >= 1) d2 = CalcSqDistance(x2, y2, x4, y4); else d2 = CalcSqDistance(x2, y2, x1 + d2*dx, y1 + d2*dy); if(d3 <= 0) d3 = this->CalcSqDistance(x3, y3, x1, y1); else if(d3 >= 1) d3 = this->CalcSqDistance(x3, y3, x4, y4); else d3 = CalcSqDistance(x3, y3, x1 + d3*dx, y1 + d3*dy); } if(d2 > d3) { if(d2 < m_distance_tolerance_square) { px.append(x2); py.append(y2); //m_points.add(point_d(x2, y2)); return; } } else { if(d3 < m_distance_tolerance_square) { px.append(x3); py.append(y3); //m_points.add(point_d(x3, y3)); return; } } break; case 1: // p1,p2,p4 are collinear, p3 is significant //---------------------- if(d3 * d3 <= m_distance_tolerance_square * (dx*dx + dy*dy)) { if(m_angle_tolerance < curve_angle_tolerance_epsilon) { px.append(x23); py.append(y23); //m_points.add(point_d(x23, y23)); return; } // Angle Condition //---------------------- da1 = fabs(atan2(y4 - y3, x4 - x3) - atan2(y3 - y2, x3 - x2)); if(da1 >= M_PI) da1 = 2*M_PI - da1; if(da1 < m_angle_tolerance) { px.append(x2); py.append(y2); px.append(x3); py.append(y3); //m_points.add(point_d(x2, y2)); //m_points.add(point_d(x3, y3)); return; } if(m_cusp_limit != 0.0) { if(da1 > m_cusp_limit) { px.append(x3); py.append(y3); //m_points.add(point_d(x3, y3)); return; } } } break; case 2: // p1,p3,p4 are collinear, p2 is significant //---------------------- if(d2 * d2 <= m_distance_tolerance_square * (dx*dx + dy*dy)) { if(m_angle_tolerance < curve_angle_tolerance_epsilon) { px.append(x23); py.append(y23); //m_points.add(point_d(x23, y23)); return; } // Angle Condition //---------------------- da1 = fabs(atan2(y3 - y2, x3 - x2) - atan2(y2 - y1, x2 - x1)); if(da1 >= M_PI) da1 = 2*M_PI - da1; if(da1 < m_angle_tolerance) { px.append(x2); py.append(y2); px.append(x3); py.append(y3); //m_points.add(point_d(x2, y2)); //m_points.add(point_d(x3, y3)); return; } if(m_cusp_limit != 0.0) { if(da1 > m_cusp_limit) { px.append(x2); py.append(y2); //m_points.add(point_d(x2, y2)); return; } } } break; case 3: // Regular case //----------------- if((d2 + d3)*(d2 + d3) <= m_distance_tolerance_square * (dx*dx + dy*dy)) { // If the curvature doesn't exceed the distance_tolerance value // we tend to finish subdivisions. //---------------------- if(m_angle_tolerance < curve_angle_tolerance_epsilon) { px.append(x23); py.append(y23); //m_points.add(point_d(x23, y23)); return; } // Angle & Cusp Condition //---------------------- k = atan2(y3 - y2, x3 - x2); da1 = fabs(k - atan2(y2 - y1, x2 - x1)); da2 = fabs(atan2(y4 - y3, x4 - x3) - k); if(da1 >= M_PI) da1 = 2*M_PI - da1; if(da2 >= M_PI) da2 = 2*M_PI - da2; if(da1 + da2 < m_angle_tolerance) { // Finally we can stop the recursion //---------------------- px.append(x23); py.append(y23); //m_points.add(point_d(x23, y23)); return; } if(m_cusp_limit != 0.0) { if(da1 > m_cusp_limit) { px.append(x2); py.append(y2); return; } if(da2 > m_cusp_limit) { px.append(x3); py.append(y3); return; } } } break; } // Continue subdivision //---------------------- PointBezier_r(x1, y1, x12, y12, x123, y123, x1234, y1234, level + 1, px, py); PointBezier_r(x1234, y1234, x234, y234, x34, y34, x4, y4, level + 1, px, py); } qreal VSpline::CalcSqDistance (qreal x1, qreal y1, qreal x2, qreal y2) const{ qreal dx = x2 - x1; qreal dy = y2 - y1; return dx * dx + dy * dy; } QPainterPath VSpline::GetPath() const{ QPainterPath splinePath; QVector points = GetPoints (); splinePath.moveTo(points[0]); for (qint32 i = 1; i < points.count(); ++i){ splinePath.lineTo(points[i]); } return splinePath; } /* Cubic equation solution. Real coefficients case. int Cubic(double *x,double a,double b,double c); Parameters: x - solution array (size 3). On output: 3 real roots -> then x is filled with them; 1 real + 2 complex -> x[0] is real, x[1] is real part of complex roots, x[2] - non-negative imaginary part. a, b, c - coefficients, as described Returns: 3 - 3 real roots; 1 - 1 real root + 2 complex; 2 - 1 real root + complex roots imaginary part is zero (i.e. 2 real roots). */ qint32 VSpline::Cubic(qreal *x, qreal a, qreal b, qreal c)const{ qreal q,r,r2,q3; q = (a*a - 3.*b)/9.; r = (a*(2.*a*a - 9.*b) + 27.*c)/54.; r2 = r*r; q3 = pow(q,3); if(r21){ qDebug()<<"Неправильне значення параметра. фунція calc_t"; throw"Неправильне значення параметра. фунція calc_t"; } return ret_t; } /* * Функція знаходить підходяще значення параметна t якому відповідає точка на сплайні. */ qreal VSpline::param_t (QPointF pBt)const{ qreal t_x, t_y; t_x = calc_t (GetPointP1().x(), p2.x(), p3.x(), GetPointP4().x(), pBt.x()); t_y = calc_t (GetPointP1().y(), p2.y(), p3.y(), GetPointP4().y(), pBt.y()); /* * Порівнюємо значення по х і по у і визначаємо найбільше. Це значення і * буде шуканим. */ if(t_x>t_y) return t_x; else return t_y; } //void VSpline::Mirror(const QPointF Pmirror){ // QPointF P1 = p1; // P1 = QPointF(P1.x() - Pmirror.x(), P1.y() - Pmirror.y()); // P1 = QPointF(P1.x() * -1.0, P1.y() * 1.0); // P1 = QPointF(P1.x() + Pmirror.x(), P1.y() + Pmirror.y()); // QPointF P2 = p2; // P2 = QPointF(P2.x() - Pmirror.x(), P2.y() - Pmirror.y()); // P2 = QPointF(P2.x() * -1.0, P2.y() * 1.0); // P2 = QPointF(P2.x() + Pmirror.x(), P2.y() + Pmirror.y()); // QPointF P3 = p3; // P3 = QPointF(P3.x() - Pmirror.x(), P3.y() - Pmirror.y()); // P3 = QPointF(P3.x() * -1.0, P3.y() * 1.0); // P3 = QPointF(P3.x() + Pmirror.x(), P3.y() + Pmirror.y()); // QPointF P4 = p4; // P4 = QPointF(P4.x() - Pmirror.x(), P4.y() - Pmirror.y()); // P4 = QPointF(P4.x() * -1.0, P4.y() * 1.0); // P4 = QPointF(P4.x() + Pmirror.x(), P4.y() + Pmirror.y()); // this->ModifiSpl(P1, P2, P3, P4); //}