valentina/src/libs/vgeometry/vcubicbezierpath.cpp
2024-02-20 09:17:20 +02:00

366 lines
12 KiB
C++

/************************************************************************
**
** @file vcubicbezierpath.cpp
** @author Roman Telezhynskyi <dismine(at)gmail.com>
** @date 16 3, 2016
**
** @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) 2016 Valentina project
** <https://gitlab.com/smart-pattern/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 "vcubicbezierpath.h"
#include <QLineF>
#include <QPoint>
#include <QtMath>
#include "../ifc/exception/vexception.h"
#include "vabstractcurve.h"
#include "vcubicbezierpath_p.h"
#include "vspline.h"
#include "vsplinepoint.h"
//---------------------------------------------------------------------------------------------------------------------
VCubicBezierPath::VCubicBezierPath(quint32 idObject, Draw mode)
: VAbstractCubicBezierPath(GOType::CubicBezierPath, idObject, mode),
d(new VCubicBezierPathData())
{
}
//---------------------------------------------------------------------------------------------------------------------
COPY_CONSTRUCTOR_IMPL_2(VCubicBezierPath, VAbstractCubicBezierPath)
//---------------------------------------------------------------------------------------------------------------------
VCubicBezierPath::VCubicBezierPath(const QVector<VPointF> &points, quint32 idObject, Draw mode)
: VAbstractCubicBezierPath(GOType::CubicBezierPath, idObject, mode),
d(new VCubicBezierPathData())
{
if (points.isEmpty())
{
return;
}
d->path = points;
CreateName();
}
//---------------------------------------------------------------------------------------------------------------------
auto VCubicBezierPath::operator=(const VCubicBezierPath &curve) -> VCubicBezierPath &
{
if (&curve == this)
{
return *this;
}
VAbstractCurve::operator=(curve);
d = curve.d;
return *this;
}
//---------------------------------------------------------------------------------------------------------------------
VCubicBezierPath::VCubicBezierPath(VCubicBezierPath &&curve) noexcept
: VAbstractCubicBezierPath(std::move(curve)),
d(std::move(curve.d)) // NOLINT(bugprone-use-after-move)
{
}
//---------------------------------------------------------------------------------------------------------------------
auto VCubicBezierPath::operator=(VCubicBezierPath &&curve) noexcept -> VCubicBezierPath &
{
VAbstractCubicBezierPath::operator=(curve);
std::swap(d, curve.d);
return *this;
}
//---------------------------------------------------------------------------------------------------------------------
auto VCubicBezierPath::Rotate(const QPointF &originPoint, qreal degrees, const QString &prefix) const
-> VCubicBezierPath
{
const QVector<VPointF> points = GetCubicPath();
VCubicBezierPath curve;
for (const auto &point : points)
{
curve.append(point.Rotate(originPoint, degrees));
}
curve.setName(name() + prefix);
if (not GetAliasSuffix().isEmpty())
{
curve.SetAliasSuffix(GetAliasSuffix() + prefix);
}
curve.SetColor(GetColor());
curve.SetPenStyle(GetPenStyle());
curve.SetApproximationScale(GetApproximationScale());
return curve;
}
//---------------------------------------------------------------------------------------------------------------------
auto VCubicBezierPath::Flip(const QLineF &axis, const QString &prefix) const -> VCubicBezierPath
{
const QVector<VPointF> points = GetCubicPath();
VCubicBezierPath curve;
for (const auto &point : points)
{
curve.append(point.Flip(axis));
}
curve.setName(name() + prefix);
if (not GetAliasSuffix().isEmpty())
{
curve.SetAliasSuffix(GetAliasSuffix() + prefix);
}
curve.SetColor(GetColor());
curve.SetPenStyle(GetPenStyle());
curve.SetApproximationScale(GetApproximationScale());
return curve;
}
//---------------------------------------------------------------------------------------------------------------------
auto VCubicBezierPath::Move(qreal length, qreal angle, const QString &prefix) const -> VCubicBezierPath
{
const QVector<VPointF> points = GetCubicPath();
VCubicBezierPath curve;
for (const auto &point : points)
{
curve.append(point.Move(length, angle));
}
curve.setName(name() + prefix);
if (not GetAliasSuffix().isEmpty())
{
curve.SetAliasSuffix(GetAliasSuffix() + prefix);
}
curve.SetColor(GetColor());
curve.SetPenStyle(GetPenStyle());
curve.SetApproximationScale(GetApproximationScale());
return curve;
}
//---------------------------------------------------------------------------------------------------------------------
VCubicBezierPath::~VCubicBezierPath() = default;
//---------------------------------------------------------------------------------------------------------------------
auto VCubicBezierPath::operator[](vsizetype indx) -> VPointF &
{
return d->path[indx];
}
//---------------------------------------------------------------------------------------------------------------------
auto VCubicBezierPath::at(vsizetype indx) const -> const VPointF &
{
return d->path[indx];
}
//---------------------------------------------------------------------------------------------------------------------
void VCubicBezierPath::append(const VPointF &point)
{
d->path.append(point);
CreateName();
}
//---------------------------------------------------------------------------------------------------------------------
auto VCubicBezierPath::CountSubSpl() const -> vsizetype
{
return CountSubSpl(d->path.size());
}
//---------------------------------------------------------------------------------------------------------------------
auto VCubicBezierPath::CountPoints() const -> vsizetype
{
return d->path.size();
}
//---------------------------------------------------------------------------------------------------------------------
void VCubicBezierPath::Clear()
{
d->path.clear();
SetDuplicate(0);
}
//---------------------------------------------------------------------------------------------------------------------
auto VCubicBezierPath::GetSpline(vsizetype index) const -> VSpline
{
if (CountPoints() < 4)
{
throw VException(tr("Not enough points to create the spline."));
}
if (index < 1 || index > CountSubSpl())
{
throw VException(tr("This spline does not exist."));
}
const vsizetype base = SubSplOffset(index);
// Correction the first control point of each next spline curve except for the first.
auto p2 = static_cast<QPointF>(d->path.at(base + 1));
if (base + 1 > 1)
{
const QPointF b = static_cast<QPointF>(d->path.at(base));
QLineF const foot1(b, static_cast<QPointF>(d->path.at(base - 1)));
QLineF foot2(b, p2);
foot2.setAngle(foot1.angle() + 180);
p2 = foot2.p2();
}
VSpline spl(d->path.at(base), p2, static_cast<QPointF>(d->path.at(base + 2)), d->path.at(base + 3));
spl.SetApproximationScale(GetApproximationScale());
return spl;
}
//---------------------------------------------------------------------------------------------------------------------
auto VCubicBezierPath::GetStartAngle() const -> qreal
{
if (CountSubSpl() > 0)
{
return GetSpline(1).GetStartAngle();
}
return 0;
}
//---------------------------------------------------------------------------------------------------------------------
auto VCubicBezierPath::GetEndAngle() const -> qreal
{
const vsizetype count = CountSubSpl();
if (count > 0)
{
return GetSpline(count).GetEndAngle();
}
return 0;
}
//---------------------------------------------------------------------------------------------------------------------
auto VCubicBezierPath::GetC1Length() const -> qreal
{
if (CountSubSpl() > 0)
{
return GetSpline(1).GetC1Length();
}
return 0;
}
//---------------------------------------------------------------------------------------------------------------------
auto VCubicBezierPath::GetC2Length() const -> qreal
{
const vsizetype count = CountSubSpl();
if (count > 0)
{
return GetSpline(count).GetC2Length();
}
return 0;
}
//---------------------------------------------------------------------------------------------------------------------
auto VCubicBezierPath::GetSplinePath() const -> QVector<VSplinePoint>
{
const vsizetype size = CountSubSpl();
QVector<VSplinePoint> splPoints(size + 1);
for (qint32 i = 1; i <= size; ++i)
{
const VSpline spl = GetSpline(i);
{
VSplinePoint p = splPoints.at(i - 1);
p.SetP(spl.GetP1());
p.SetAngle2(spl.GetStartAngle(), spl.GetStartAngleFormula());
p.SetLength2(spl.GetC1Length(), spl.GetC1LengthFormula());
splPoints[i - 1] = p;
}
{
VSplinePoint p = splPoints.at(i);
p.SetP(spl.GetP4());
p.SetAngle1(spl.GetEndAngle(), spl.GetEndAngleFormula());
p.SetLength1(spl.GetC2Length(), spl.GetC2LengthFormula());
splPoints[i] = p;
}
}
return splPoints;
}
//---------------------------------------------------------------------------------------------------------------------
auto VCubicBezierPath::GetCubicPath() const -> QVector<VPointF>
{
return d->path;
}
//---------------------------------------------------------------------------------------------------------------------
auto VCubicBezierPath::CountSubSpl(vsizetype size) -> vsizetype
{
if (size <= 0)
{
return 0;
}
#if QT_VERSION >= QT_VERSION_CHECK(6, 0, 0)
return qFloor(qAbs((size - 4) / 3.0L + 1));
#else
return qFloor(qAbs((size - 4) / 3.0 + 1));
#endif
}
//---------------------------------------------------------------------------------------------------------------------
auto VCubicBezierPath::SubSplOffset(vsizetype subSplIndex) -> vsizetype
{
if (subSplIndex <= 0)
{
return -1;
}
return (subSplIndex - 1) * 3;
}
//---------------------------------------------------------------------------------------------------------------------
auto VCubicBezierPath::SubSplPointsCount(vsizetype countSubSpl) -> vsizetype
{
if (countSubSpl <= 0)
{
return 0;
}
return ((countSubSpl - 1) * 3 + 4);
}
//---------------------------------------------------------------------------------------------------------------------
auto VCubicBezierPath::FirstPoint() const -> VPointF
{
if (not d->path.isEmpty())
{
return d->path.constFirst();
}
return {};
}
//---------------------------------------------------------------------------------------------------------------------
auto VCubicBezierPath::LastPoint() const -> VPointF
{
const vsizetype count = CountSubSpl();
if (count >= 1)
{
return d->path.at(SubSplOffset(count) + 3); // Take last point of the last real spline
}
return {};
}