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429 lines
14 KiB
C++
429 lines
14 KiB
C++
/************************************************************************
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**
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** @file vsplinepath.cpp
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** @author Roman Telezhynskyi <dismine(at)gmail.com>
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** @date November 15, 2013
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**
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** @brief
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** @copyright
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** This source code is part of the Valentina project, a pattern making
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** program, whose allow create and modeling patterns of clothing.
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** Copyright (C) 2013-2015 Valentina project
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** <https://bitbucket.org/dismine/valentina> All Rights Reserved.
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**
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** Valentina is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** Valentina is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with Valentina. If not, see <http://www.gnu.org/licenses/>.
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**
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*************************************************************************/
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#include "vsplinepath.h"
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#include <QPoint>
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#include "../ifc/exception/vexception.h"
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#include "../vmisc/vmath.h"
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#include "vabstractcurve.h"
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#include "vsplinepath_p.h"
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//---------------------------------------------------------------------------------------------------------------------
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/**
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* @brief VSplinePath constructor.
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* @param idObject parent id.
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* @param mode mode creation spline path.
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*/
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VSplinePath::VSplinePath(quint32 idObject, Draw mode)
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: VAbstractCubicBezierPath(GOType::SplinePath, idObject, mode),
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d(new VSplinePathData())
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{}
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//---------------------------------------------------------------------------------------------------------------------
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VSplinePath::VSplinePath(const QVector<VFSplinePoint> &points, qreal kCurve, quint32 idObject, Draw mode)
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: VAbstractCubicBezierPath(GOType::SplinePath, idObject, mode),
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d(new VSplinePathData())
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{
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if (points.size() < 3)
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{
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return;
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}
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QVector<VSplinePoint> newPoints(points.size());
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for (qint32 i = 1; i <= points.size()-1; ++i)
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{
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const VFSplinePoint &p1 = points.at(i-1);
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const VFSplinePoint &p2 = points.at(i);
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VSpline spl(p1.P(), p2.P(), p1.Angle2(), p2.Angle1(), p1.KAsm2(), p2.KAsm1(), kCurve);
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newPoints[i-1].SetP(p1.P());
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newPoints[i-1].SetAngle2(p1.Angle2(), spl.GetStartAngleFormula());
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newPoints[i-1].SetLength2(spl.GetC1Length(), spl.GetC1LengthFormula());
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newPoints[i].SetP(p2.P());
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newPoints[i].SetAngle1(p2.Angle1(), spl.GetEndAngleFormula());
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newPoints[i].SetLength1(spl.GetC2Length(), spl.GetC2LengthFormula());
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}
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d->path = newPoints;
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CreateName();
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}
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//---------------------------------------------------------------------------------------------------------------------
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VSplinePath::VSplinePath(const QVector<VSplinePoint> &points, quint32 idObject, Draw mode)
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: VAbstractCubicBezierPath(GOType::SplinePath, idObject, mode),
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d(new VSplinePathData())
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{
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if (points.isEmpty())
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{
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return;
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}
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d->path = points;
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CreateName();
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}
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//---------------------------------------------------------------------------------------------------------------------
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/**
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* @brief VSplinePath copy constructor.
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* @param splPath spline path.
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*/
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VSplinePath::VSplinePath(const VSplinePath &splPath)
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: VAbstractCubicBezierPath(splPath),
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d(splPath.d)
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{}
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//---------------------------------------------------------------------------------------------------------------------
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VSplinePath VSplinePath::Rotate(const QPointF &originPoint, qreal degrees, const QString &prefix) const
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{
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QVector<VSplinePoint> newPoints(CountPoints());
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for (qint32 i = 1; i <= CountSubSpl(); ++i)
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{
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const VSpline spl = GetSpline(i).Rotate(originPoint, degrees);
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newPoints[i-1].SetP(spl.GetP1());
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newPoints[i-1].SetAngle2(spl.GetStartAngle(), spl.GetStartAngleFormula());
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newPoints[i-1].SetLength2(spl.GetC1Length(), spl.GetC1LengthFormula());
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newPoints[i].SetP(spl.GetP4());
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newPoints[i].SetAngle1(spl.GetEndAngle(), spl.GetEndAngleFormula());
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newPoints[i].SetLength1(spl.GetC2Length(), spl.GetC2LengthFormula());
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}
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VSplinePath splPath(newPoints);
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splPath.setName(name() + prefix);
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splPath.SetColor(GetColor());
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splPath.SetPenStyle(GetPenStyle());
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splPath.SetApproximationScale(GetApproximationScale());
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return splPath;
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}
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//---------------------------------------------------------------------------------------------------------------------
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VSplinePath VSplinePath::Flip(const QLineF &axis, const QString &prefix) const
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{
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QVector<VSplinePoint> newPoints(CountPoints());
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for (qint32 i = 1; i <= CountSubSpl(); ++i)
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{
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const VSpline spl = GetSpline(i).Flip(axis);
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newPoints[i-1].SetP(spl.GetP1());
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newPoints[i-1].SetAngle2(spl.GetStartAngle(), spl.GetStartAngleFormula());
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newPoints[i-1].SetLength2(spl.GetC1Length(), spl.GetC1LengthFormula());
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newPoints[i].SetP(spl.GetP4());
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newPoints[i].SetAngle1(spl.GetEndAngle(), spl.GetEndAngleFormula());
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newPoints[i].SetLength1(spl.GetC2Length(), spl.GetC2LengthFormula());
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}
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VSplinePath splPath(newPoints);
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splPath.setName(name() + prefix);
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splPath.SetColor(GetColor());
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splPath.SetPenStyle(GetPenStyle());
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splPath.SetApproximationScale(GetApproximationScale());
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return splPath;
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}
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//---------------------------------------------------------------------------------------------------------------------
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VSplinePath VSplinePath::Move(qreal length, qreal angle, const QString &prefix) const
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{
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QVector<VSplinePoint> newPoints(CountPoints());
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for (qint32 i = 1; i <= CountSubSpl(); ++i)
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{
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const VSpline spl = GetSpline(i).Move(length, angle);
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newPoints[i-1].SetP(spl.GetP1());
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newPoints[i-1].SetAngle2(spl.GetStartAngle(), spl.GetStartAngleFormula());
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newPoints[i-1].SetLength2(spl.GetC1Length(), spl.GetC1LengthFormula());
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newPoints[i].SetP(spl.GetP4());
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newPoints[i].SetAngle1(spl.GetEndAngle(), spl.GetEndAngleFormula());
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newPoints[i].SetLength1(spl.GetC2Length(), spl.GetC2LengthFormula());
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}
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VSplinePath splPath(newPoints);
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splPath.setName(name() + prefix);
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splPath.SetColor(GetColor());
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splPath.SetPenStyle(GetPenStyle());
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splPath.SetApproximationScale(GetApproximationScale());
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return splPath;
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}
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//---------------------------------------------------------------------------------------------------------------------
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VSplinePath::~VSplinePath()
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{}
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//---------------------------------------------------------------------------------------------------------------------
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/**
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* @brief append add point in the end of list points.
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* @param point new point.
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*/
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void VSplinePath::append(const VSplinePoint &point)
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{
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if (d->path.size() > 0 && static_cast<QPointF>(d->path.last().P()) == static_cast<QPointF>(point.P())) //-V807
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{
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return;
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}
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d->path.append(point);
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CreateName();
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}
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//---------------------------------------------------------------------------------------------------------------------
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/**
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* @brief CountSubSpl return count of simple splines.
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* @return count.
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*/
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qint32 VSplinePath::CountSubSpl() const
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{
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if (d->path.isEmpty())
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{
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return 0;
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}
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else
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{
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return d->path.size() - 1;
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}
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}
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//---------------------------------------------------------------------------------------------------------------------
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/**
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* @brief GetSpline return spline by index.
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* @param index index spline in spline path.
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* @return spline
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*/
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VSpline VSplinePath::GetSpline(qint32 index) const
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{
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if (CountPoints()<1)
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{
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throw VException(tr("Not enough points to create the spline."));
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}
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if (index < 1 || index > CountSubSpl())
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{
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throw VException(tr("This spline does not exist."));
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}
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const VSplinePoint &p1 = d->path.at(index-1);
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const VSplinePoint &p2 = d->path.at(index);
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VSpline spl(p1.P(), p2.P(), p1.Angle2(), p1.Angle2Formula(), p2.Angle1(), p2.Angle1Formula(), p1.Length2(),
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p1.Length2Formula(), p2.Length1(), p2.Length1Formula(), 1);
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spl.SetApproximationScale(GetApproximationScale());
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return spl;
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}
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//---------------------------------------------------------------------------------------------------------------------
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/**
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* @brief UpdatePoint update spline point in list.
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* @param indexSpline spline index in list.
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* @param pos position point in spline.
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* @param point point.
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*/
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void VSplinePath::UpdatePoint(qint32 indexSpline, const SplinePointPosition &pos, const VSplinePoint &point)
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{
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if (indexSpline < 1 || indexSpline > CountSubSpl())
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{
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throw VException(tr("This spline does not exist."));
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}
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if (pos == SplinePointPosition::FirstPoint)
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{
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d->path[indexSpline-1] = point;
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}
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else
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{
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d->path[indexSpline] = point;
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}
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}
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//---------------------------------------------------------------------------------------------------------------------
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/**
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* @brief GetSplinePoint return spline point from list.
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* @param indexSpline spline index in list.
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* @param pos position point in spline.
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* @return spline point.
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*/
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VSplinePoint VSplinePath::GetSplinePoint(qint32 indexSpline, SplinePointPosition pos) const
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{
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if (indexSpline < 1 || indexSpline > CountSubSpl())
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{
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throw VException(tr("This spline does not exist."));
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}
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if (pos == SplinePointPosition::FirstPoint)
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{
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return d->path.at(indexSpline-1);
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}
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else
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{
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return d->path.at(indexSpline);
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}
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}
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//---------------------------------------------------------------------------------------------------------------------
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/**
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* @brief operator = assignment operator.
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* @param path spline path.
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* @return spline path.
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*/
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VSplinePath &VSplinePath::operator =(const VSplinePath &path)
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{
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if ( &path == this )
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{
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return *this;
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}
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VAbstractCubicBezierPath::operator=(path);
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d = path.d;
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return *this;
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}
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//---------------------------------------------------------------------------------------------------------------------
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/**
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* @brief operator [] return spline point by index.
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* @param indx index in list.
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* @return spline point.
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*/
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VSplinePoint & VSplinePath::operator[](int indx)
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{
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return d->path[indx];
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}
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//---------------------------------------------------------------------------------------------------------------------
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/**
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* @brief at return spline point by index.
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* @param indx index in list.
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* @return spline point.
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*/
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const VSplinePoint &VSplinePath::at(int indx) const
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{
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return d->path[indx];
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}
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//---------------------------------------------------------------------------------------------------------------------
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qreal VSplinePath::GetStartAngle() const
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{
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return CountPoints() > 0 ? ConstFirst (GetSplinePath()).Angle2() : 0;
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}
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//---------------------------------------------------------------------------------------------------------------------
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qreal VSplinePath::GetEndAngle() const
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{
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if (CountPoints() > 0)
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{
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#if QT_VERSION >= QT_VERSION_CHECK(5, 6, 0)
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return GetSplinePath().constLast().Angle1();
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#else
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return GetSplinePath().last().Angle1(); // clazy:exclude=detaching-temporary
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#endif
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}
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else
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{
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return 0;
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}
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}
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//---------------------------------------------------------------------------------------------------------------------
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qreal VSplinePath::GetC1Length() const
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{
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return CountPoints() > 0 ? ConstFirst (GetSplinePath()).Length2() : 0;
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}
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//---------------------------------------------------------------------------------------------------------------------
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qreal VSplinePath::GetC2Length() const
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{
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return CountPoints() > 0 ? ConstFirst (GetSplinePath()).Length1() : 0;
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}
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//---------------------------------------------------------------------------------------------------------------------
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VPointF VSplinePath::FirstPoint() const
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{
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return not d->path.isEmpty() ? ConstFirst (d->path).P() : VPointF();
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}
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//---------------------------------------------------------------------------------------------------------------------
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VPointF VSplinePath::LastPoint() const
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{
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const qint32 count = CountSubSpl();
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return count >= 1 ? d->path.at(count).P() :// Take last point of the last real spline
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VPointF();
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}
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//---------------------------------------------------------------------------------------------------------------------
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/**
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* @brief CountPoints return count of points.
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* @return count.
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*/
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qint32 VSplinePath::CountPoints() const
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{
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return d->path.size();
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}
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//---------------------------------------------------------------------------------------------------------------------
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/**
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* @brief GetSplinePath return list with spline points.
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* @return list.
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*/
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QVector<VSplinePoint> VSplinePath::GetSplinePath() const
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{
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return d->path;
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}
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//---------------------------------------------------------------------------------------------------------------------
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QVector<VFSplinePoint> VSplinePath::GetFSplinePath() const
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{
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QVector<VFSplinePoint> points;
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points.reserve(d->path.size());
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for (qint32 i = 1; i <= CountSubSpl(); ++i)
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{
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const VSplinePoint &p1 = d->path.at(i-1);
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const VSplinePoint &p2 = d->path.at(i);
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VSpline spl(p1.P(), p2.P(), p1.Angle2(), p1.Angle2Formula(), p2.Angle1(), p2.Angle1Formula(), p1.Length2(),
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p1.Length2Formula(), p2.Length1(), p2.Length1Formula(), 1);
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points[i-1].SetP(p1.P());
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points[i-1].SetAngle2(p1.Angle2());
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points[i-1].SetKAsm2(spl.GetKasm1());
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points[i].SetP(p2.P());
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points[i].SetAngle1(p2.Angle1());
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points[i].SetKAsm1(spl.GetKasm2());
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}
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return points;
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}
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//---------------------------------------------------------------------------------------------------------------------
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/**
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* @brief Clear clear list of points.
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*/
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void VSplinePath::Clear()
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{
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d->path.clear();
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SetDuplicate(0);
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}
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