Files
MagicSetEditor2/src/data/action/symbol_part.cpp
T
twanvl 33fd2b5e18 default smart pointer type switched to intrusive_ptr
git-svn-id: svn://svn.code.sf.net/p/magicseteditor/code/trunk@337 0fc631ac-6414-0410-93d0-97cfa31319b6
2007-05-11 21:34:53 +00:00

426 lines
14 KiB
C++

//+----------------------------------------------------------------------------+
//| Description: Magic Set Editor - Program to make Magic (tm) cards |
//| Copyright: (C) 2001 - 2007 Twan van Laarhoven |
//| License: GNU General Public License 2 or later (see file COPYING) |
//+----------------------------------------------------------------------------+
// ----------------------------------------------------------------------------- : Includes
#include <data/action/symbol_part.hpp>
#include <gfx/bezier.hpp>
DECLARE_TYPEOF_COLLECTION(Vector2D);
DECLARE_TYPEOF_COLLECTION(ControlPointP);
// ----------------------------------------------------------------------------- : Utility
inline double sgn(double v) { return v > 0 ? 1 : -1; }
Vector2D constrain_vector(const Vector2D& v, bool constrain, bool only_diagonal) {
if (!constrain) return v;
double ax = fabs(v.x), ay = fabs(v.y);
if (ax * 2 < ay && !only_diagonal) {
return Vector2D(0, v.y); // vertical
} else if(ay * 2 < ax && !only_diagonal) {
return Vector2D(v.x, 0); // horizontal
} else {
return Vector2D( // diagonal
sgn(v.x) * (ax + ay) / 2,
sgn(v.y) * (ax + ay) / 2
);
}
}
inline double snap(double x, int steps) {
return steps <= 0 ? x : floor(x * steps + 0.5) / steps;
}
Vector2D snap_vector(const Vector2D& v, int steps) {
return Vector2D(snap(v.x, steps), snap(v.y, steps));
}
Vector2D constrain_snap_vector(const Vector2D& v, const Vector2D& d, bool constrain, int steps) {
if (!constrain) return snap_vector(v+d, steps);
double ax = fabs(d.x), ay = fabs(d.y);
if (ax * 2 < ay) {
return Vector2D(v.x, snap(d.y + v.y, steps)); // vertical
} else if(ay * 2 < ax) {
return Vector2D(snap(d.x + v.x, steps), v.y); // horizontal
} else {
double dc = (ax + ay) / 2; // delta in both directions
double dxs = snap(v.x + dc, steps) - v.x; // snapped to x
double dys = snap(v.y + dc, steps) - v.y; // snapped to y
if (fabs(dxs-dc) < fabs(dys-dc)) {
// take the one that is closest to the unsnaped delta
return Vector2D(v.x + sgn(d.x) * dxs, v.y + sgn(d.y) * dxs);
} else {
return Vector2D(v.x + sgn(d.x) * dys, v.y + sgn(d.y) * dys);
}
}
}
Vector2D constrain_snap_vector_offset(const Vector2D& off1, const Vector2D& d, bool constrain, int steps) {
return constrain_snap_vector(off1, d, constrain, steps) - off1;
}
// calculate constrained delta for the given offset, store in output if it is better
void constrain_snap_vector_offset_(const Vector2D& off, const Vector2D& d, bool constrain, int steps, Vector2D& best, double& best_length) {
Vector2D d2 = constrain_snap_vector_offset(off, d, constrain, steps);
double l2 = d2.lengthSqr();
if (l2 < best_length) {
best_length = l2;
best = d2;
}
}
Vector2D constrain_snap_vector_offset(const Vector2D& off1, const Vector2D& off2, const Vector2D& d, bool constrain, int steps) {
Vector2D dd; double l = numeric_limits<double>::infinity();
constrain_snap_vector_offset_(off1, d, constrain, steps, dd, l);
constrain_snap_vector_offset_(off2, d, constrain, steps, dd, l);
constrain_snap_vector_offset_(Vector2D(off1.x,off2.y), d, constrain, steps, dd, l);
constrain_snap_vector_offset_(Vector2D(off2.x,off1.y), d, constrain, steps, dd, l);
return dd;
}
// ----------------------------------------------------------------------------- : Move control point
ControlPointMoveAction::ControlPointMoveAction(const set<ControlPointP>& points)
: points(points)
, constrain(false)
, snap(0)
{
oldValues.reserve(points.size());
FOR_EACH(p, points) {
oldValues.push_back(p->pos);
}
}
String ControlPointMoveAction::getName(bool to_undo) const {
return points.size() == 1 ? _("Move point") : _("Move points");
}
void ControlPointMoveAction::perform(bool to_undo) {
FOR_EACH_2(p,points, op,oldValues) {
swap(p->pos, op);
}
}
void ControlPointMoveAction::move (const Vector2D& deltaDelta) {
delta += deltaDelta;
// Move each point by delta, possibly constrained
set<ControlPointP>::const_iterator it = points.begin();
vector<Vector2D> ::iterator it2 = oldValues.begin();
for( ; it != points.end() && it2 != oldValues.end() ; ++it, ++it2) {
(*it)->pos = constrain_snap_vector(*it2, delta, constrain, snap);
}
}
// ----------------------------------------------------------------------------- : Move handle
HandleMoveAction::HandleMoveAction(const SelectedHandle& handle)
: handle(handle)
, old_handle(handle.getHandle())
, old_other (handle.getOther())
, constrain(false)
, snap(0)
{}
String HandleMoveAction::getName(bool to_undo) const {
return _("Move handle");
}
void HandleMoveAction::perform(bool to_undo) {
swap(old_handle, handle.getHandle());
swap(old_other, handle.getOther());
}
void HandleMoveAction::move(const Vector2D& deltaDelta) {
delta += deltaDelta;
handle.getHandle() = constrain_snap_vector_offset(handle.point->pos, old_handle + delta, constrain, snap);
handle.getOther() = old_other;
handle.onUpdateHandle();
}
// ----------------------------------------------------------------------------- : Segment mode
ControlPointUpdate::ControlPointUpdate(const ControlPointP& pnt)
: other(*pnt)
, point(pnt)
{}
void ControlPointUpdate::perform() {
swap(other, *point);
}
SegmentModeAction::SegmentModeAction(const ControlPointP& p1, const ControlPointP& p2, SegmentMode mode)
: point1(p1), point2(p2)
{
if (p1->segment_after == mode) return;
point1.other.segment_after = point2.other.segment_before = mode;
if (mode == SEGMENT_LINE) {
point1.other.delta_after = Vector2D(0,0);
point2.other.delta_before = Vector2D(0,0);
point1.other.lock = LOCK_FREE;
point2.other.lock = LOCK_FREE;
} else if (mode == SEGMENT_CURVE) {
point1.other.delta_after = (p2->pos - p1->pos) / 3.0f;
point2.other.delta_before = (p1->pos - p2->pos) / 3.0f;
}
}
String SegmentModeAction::getName(bool to_undo) const {
SegmentMode mode = to_undo ? point1.point->segment_after : point1.other.segment_after;
if (mode == SEGMENT_LINE) return _("Convert to line");
else return _("Convert to curve");
}
void SegmentModeAction::perform(bool to_undo) {
point1.perform();
point2.perform();
}
// ----------------------------------------------------------------------------- : Locking mode
LockModeAction::LockModeAction(const ControlPointP& p, LockMode lock)
: point(p)
{
point.other.lock = lock;
point.other.onUpdateLock();
}
String LockModeAction::getName(bool to_undo) const {
return _("Lock point");
}
void LockModeAction::perform(bool to_undo) {
point.perform();
}
// ----------------------------------------------------------------------------- : Move curve
CurveDragAction::CurveDragAction(const ControlPointP& point1, const ControlPointP& point2)
: SegmentModeAction(point1, point2, SEGMENT_CURVE)
{}
String CurveDragAction::getName(bool to_undo) const {
return _("Move curve");
}
void CurveDragAction::perform(bool to_undo) {
SegmentModeAction::perform(to_undo);
}
void CurveDragAction::move(const Vector2D& delta, double t) {
// Logic:
// Assuming old point is p, new point is p'
// Point on old bezier curve is:
// p = a t^3 + 3b (1-t) t^2 + 3c (1-t)^2 t + d (1-t)^2
// Point on new bezier curve is:
// p_(' = a t^3 + 3b') (1-t) t^2 + 3c' (1-t)^2 t + d (1-t)^2
// We now want to change control points b and c, the closer we are to b (t close to 0)
// the more effect we have on b, so we substitute:
// b' = b + x t
// c' = c + x (1-t)
// Solving for x we get:
// x = (p'-p) / ( t (1-t) ( t^2 + (1-t)^2) )
// Naming:
// delta = p' - p
// pointDelta = x * t * (1-t)
Vector2D pointDelta = delta / (3 * (t * t + (1-t) * (1-t)));
point1.point->delta_after += pointDelta / t;
point2.point->delta_before += pointDelta / (1-t);
point1.point->onUpdateHandle(HANDLE_AFTER);
point2.point->onUpdateHandle(HANDLE_BEFORE);
}
// ----------------------------------------------------------------------------- : Add control point
ControlPointAddAction::ControlPointAddAction(const SymbolPartP& part, UInt insert_after, double t)
: part(part)
, new_point(new ControlPoint())
, insert_after(insert_after)
, point1(part->getPoint(insert_after))
, point2(part->getPoint(insert_after + 1))
{
// calculate new point
if (point1.other.segment_after == SEGMENT_CURVE) {
// calculate new handles using de Casteljau's subdivision algorithm
deCasteljau(point1.other, point2.other, t, *new_point);
// unlock if needed
if (point1.other.lock == LOCK_SIZE) point1.other.lock = LOCK_DIR;
if (point2.other.lock == LOCK_SIZE) point2.other.lock = LOCK_DIR;
new_point->lock = LOCK_DIR;
new_point->segment_before = SEGMENT_CURVE;
new_point->segment_after = SEGMENT_CURVE;
} else {
new_point->pos = point1.other.pos * (1 - t) + point2.other.pos * t;
new_point->lock = LOCK_FREE;
new_point->segment_before = SEGMENT_LINE;
new_point->segment_after = SEGMENT_LINE;
}
}
String ControlPointAddAction::getName(bool to_undo) const {
return _("Add control point");
}
void ControlPointAddAction::perform(bool to_undo) {
if (to_undo) { // remove the point
part->points.erase( part->points.begin() + insert_after + 1);
} else {
part->points.insert(part->points.begin() + insert_after + 1, new_point);
}
// update points before/after
point1.perform();
point2.perform();
}
// ----------------------------------------------------------------------------- : Remove control point
/// Sqaure root that caries the sign over the root
/// or formally: ssqrt(x) = Re<sqrt(x)> - Im<sqrt(x)> = x / sqrt(|x|)
double ssqrt(double x) {
if (x > 0) return sqrt(x);
else return -sqrt(-x);
}
// Remove a single control point
class SinglePointRemoveAction : public Action, public IntrusivePtrBase<SinglePointRemoveAction> {
public:
SinglePointRemoveAction(const SymbolPartP& part, UInt position);
virtual String getName(bool to_undo) const { return _("Delete point"); }
virtual void perform(bool to_undo);
private:
SymbolPartP part;
UInt position;
ControlPointP point; ///< Removed point
ControlPointUpdate point1, point2; ///< Points before/after
};
SinglePointRemoveAction::SinglePointRemoveAction(const SymbolPartP& part, UInt position)
: part(part)
, position(position)
, point (part->getPoint(position))
, point1(part->getPoint(position - 1))
, point2(part->getPoint(position + 1))
{
if (point1.other.segment_after == SEGMENT_CURVE || point2.other.segment_before == SEGMENT_CURVE) {
// try to preserve curve
Vector2D before = point->delta_before;
Vector2D after = point->delta_after;
// convert both segments to curves first
if (point1.other.segment_after != SEGMENT_CURVE) {
before = (point1.other.pos - point->pos) / 3.0;
point1.other.delta_after = -before;
point1.other.segment_after = SEGMENT_CURVE;
}
if (point2.other.segment_before != SEGMENT_CURVE) {
after = (point2.other.pos - point->pos) / 3.0;
point2.other.delta_before = -after;
point2.other.segment_before = SEGMENT_CURVE;
}
// The inverse of adding a point, reconstruct the original handles
// before being subdivided using de Casteljau's algorithm
// length of handles
double bl = before.length() + 0.00000001; // prevent division by 0
double al = after .length() + 0.00000001;
double totl = bl + al;
// set new handle sizes
point1.other.delta_after *= totl / bl;
point2.other.delta_before *= totl / al;
// Also take in acount cases where the point does not correspond to a freshly added point.
// distance from the point to the curve as it would be in the above case can be used,
// in the case of a point just added this distance = 0
BezierCurve c(point1.other, point2.other);
double t = bl / totl;
Vector2D p = c.pointAt(t);
Vector2D distP = point->pos - p;
// adjust handle sizes
point1.other.delta_after *= ssqrt(distP.dot(point1.other.delta_after) /point1.other.delta_after.lengthSqr()) + 1;
point2.other.delta_before *= ssqrt(distP.dot(point2.other.delta_before)/point2.other.delta_before.lengthSqr()) + 1;
// unlock if needed
if (point1.other.lock == LOCK_SIZE) point1.other.lock = LOCK_DIR;
if (point2.other.lock == LOCK_SIZE) point2.other.lock = LOCK_DIR;
} else {
// just lines, keep it that way
}
}
void SinglePointRemoveAction::perform(bool to_undo) {
if (to_undo) {
// reinsert the point
part->points.insert(part->points.begin() + position, point);
} else {
// remove the point
part->points.erase( part->points.begin() + position);
}
// update points around removed point
point1.perform();
point2.perform();
}
DECLARE_POINTER_TYPE(SinglePointRemoveAction);
DECLARE_TYPEOF_COLLECTION(SinglePointRemoveActionP);
// Remove a set of points from a symbol part.
// Internally represented as a list of Single Point Remove Actions.
// Not all points mat be removed, at least two points must remain.
class ControlPointRemoveAction : public Action {
public:
ControlPointRemoveAction(const SymbolPartP& part, const set<ControlPointP>& toDelete);
virtual String getName(bool to_undo) const;
virtual void perform(bool to_undo);
private:
vector<SinglePointRemoveActionP> removals;
};
ControlPointRemoveAction::ControlPointRemoveAction(const SymbolPartP& part, const set<ControlPointP>& toDelete) {
int index = 0;
// find points to remove, in reverse order
FOR_EACH(point, part->points) {
if (toDelete.find(point) != toDelete.end()) {
// remove this point
removals.push_back(new_intrusive2<SinglePointRemoveAction>(part, index));
}
++index;
}
}
String ControlPointRemoveAction::getName(bool to_undo) const {
return removals.size() == 1 ? _("Delete point") : _("Delete points");
}
void ControlPointRemoveAction::perform(bool to_undo) {
if (to_undo) {
FOR_EACH(r, removals) r->perform(to_undo);
} else {
// in reverse order, because positions of later points will
// change after removal of earlier points.
FOR_EACH_REVERSE(r, removals) r->perform(to_undo);
}
}
Action* controlPointRemoveAction(const SymbolPartP& part, const set<ControlPointP>& toDelete) {
if (part->points.size() - toDelete.size() < 2) {
// TODO : remove part?
//new_intrusive<ControlPointRemoveAllAction>(part);
return 0; // no action
} else {
return new ControlPointRemoveAction(part, toDelete);
}
}