mirror of
https://github.com/amyinspace/MagicSetEditor2.git
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33fd2b5e18
git-svn-id: svn://svn.code.sf.net/p/magicseteditor/code/trunk@337 0fc631ac-6414-0410-93d0-97cfa31319b6
426 lines
14 KiB
C++
426 lines
14 KiB
C++
//+----------------------------------------------------------------------------+
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//| Description: Magic Set Editor - Program to make Magic (tm) cards |
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//| Copyright: (C) 2001 - 2007 Twan van Laarhoven |
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//| License: GNU General Public License 2 or later (see file COPYING) |
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//+----------------------------------------------------------------------------+
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// ----------------------------------------------------------------------------- : Includes
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#include <data/action/symbol_part.hpp>
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#include <gfx/bezier.hpp>
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DECLARE_TYPEOF_COLLECTION(Vector2D);
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DECLARE_TYPEOF_COLLECTION(ControlPointP);
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// ----------------------------------------------------------------------------- : Utility
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inline double sgn(double v) { return v > 0 ? 1 : -1; }
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Vector2D constrain_vector(const Vector2D& v, bool constrain, bool only_diagonal) {
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if (!constrain) return v;
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double ax = fabs(v.x), ay = fabs(v.y);
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if (ax * 2 < ay && !only_diagonal) {
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return Vector2D(0, v.y); // vertical
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} else if(ay * 2 < ax && !only_diagonal) {
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return Vector2D(v.x, 0); // horizontal
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} else {
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return Vector2D( // diagonal
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sgn(v.x) * (ax + ay) / 2,
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sgn(v.y) * (ax + ay) / 2
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);
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}
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}
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inline double snap(double x, int steps) {
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return steps <= 0 ? x : floor(x * steps + 0.5) / steps;
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}
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Vector2D snap_vector(const Vector2D& v, int steps) {
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return Vector2D(snap(v.x, steps), snap(v.y, steps));
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}
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Vector2D constrain_snap_vector(const Vector2D& v, const Vector2D& d, bool constrain, int steps) {
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if (!constrain) return snap_vector(v+d, steps);
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double ax = fabs(d.x), ay = fabs(d.y);
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if (ax * 2 < ay) {
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return Vector2D(v.x, snap(d.y + v.y, steps)); // vertical
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} else if(ay * 2 < ax) {
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return Vector2D(snap(d.x + v.x, steps), v.y); // horizontal
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} else {
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double dc = (ax + ay) / 2; // delta in both directions
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double dxs = snap(v.x + dc, steps) - v.x; // snapped to x
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double dys = snap(v.y + dc, steps) - v.y; // snapped to y
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if (fabs(dxs-dc) < fabs(dys-dc)) {
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// take the one that is closest to the unsnaped delta
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return Vector2D(v.x + sgn(d.x) * dxs, v.y + sgn(d.y) * dxs);
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} else {
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return Vector2D(v.x + sgn(d.x) * dys, v.y + sgn(d.y) * dys);
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}
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}
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}
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Vector2D constrain_snap_vector_offset(const Vector2D& off1, const Vector2D& d, bool constrain, int steps) {
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return constrain_snap_vector(off1, d, constrain, steps) - off1;
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}
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// calculate constrained delta for the given offset, store in output if it is better
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void constrain_snap_vector_offset_(const Vector2D& off, const Vector2D& d, bool constrain, int steps, Vector2D& best, double& best_length) {
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Vector2D d2 = constrain_snap_vector_offset(off, d, constrain, steps);
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double l2 = d2.lengthSqr();
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if (l2 < best_length) {
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best_length = l2;
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best = d2;
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}
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}
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Vector2D constrain_snap_vector_offset(const Vector2D& off1, const Vector2D& off2, const Vector2D& d, bool constrain, int steps) {
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Vector2D dd; double l = numeric_limits<double>::infinity();
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constrain_snap_vector_offset_(off1, d, constrain, steps, dd, l);
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constrain_snap_vector_offset_(off2, d, constrain, steps, dd, l);
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constrain_snap_vector_offset_(Vector2D(off1.x,off2.y), d, constrain, steps, dd, l);
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constrain_snap_vector_offset_(Vector2D(off2.x,off1.y), d, constrain, steps, dd, l);
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return dd;
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}
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// ----------------------------------------------------------------------------- : Move control point
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ControlPointMoveAction::ControlPointMoveAction(const set<ControlPointP>& points)
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: points(points)
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, constrain(false)
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, snap(0)
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{
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oldValues.reserve(points.size());
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FOR_EACH(p, points) {
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oldValues.push_back(p->pos);
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}
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}
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String ControlPointMoveAction::getName(bool to_undo) const {
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return points.size() == 1 ? _("Move point") : _("Move points");
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}
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void ControlPointMoveAction::perform(bool to_undo) {
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FOR_EACH_2(p,points, op,oldValues) {
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swap(p->pos, op);
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}
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}
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void ControlPointMoveAction::move (const Vector2D& deltaDelta) {
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delta += deltaDelta;
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// Move each point by delta, possibly constrained
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set<ControlPointP>::const_iterator it = points.begin();
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vector<Vector2D> ::iterator it2 = oldValues.begin();
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for( ; it != points.end() && it2 != oldValues.end() ; ++it, ++it2) {
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(*it)->pos = constrain_snap_vector(*it2, delta, constrain, snap);
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}
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}
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// ----------------------------------------------------------------------------- : Move handle
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HandleMoveAction::HandleMoveAction(const SelectedHandle& handle)
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: handle(handle)
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, old_handle(handle.getHandle())
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, old_other (handle.getOther())
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, constrain(false)
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, snap(0)
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{}
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String HandleMoveAction::getName(bool to_undo) const {
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return _("Move handle");
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}
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void HandleMoveAction::perform(bool to_undo) {
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swap(old_handle, handle.getHandle());
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swap(old_other, handle.getOther());
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}
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void HandleMoveAction::move(const Vector2D& deltaDelta) {
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delta += deltaDelta;
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handle.getHandle() = constrain_snap_vector_offset(handle.point->pos, old_handle + delta, constrain, snap);
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handle.getOther() = old_other;
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handle.onUpdateHandle();
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}
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// ----------------------------------------------------------------------------- : Segment mode
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ControlPointUpdate::ControlPointUpdate(const ControlPointP& pnt)
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: other(*pnt)
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, point(pnt)
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{}
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void ControlPointUpdate::perform() {
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swap(other, *point);
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}
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SegmentModeAction::SegmentModeAction(const ControlPointP& p1, const ControlPointP& p2, SegmentMode mode)
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: point1(p1), point2(p2)
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{
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if (p1->segment_after == mode) return;
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point1.other.segment_after = point2.other.segment_before = mode;
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if (mode == SEGMENT_LINE) {
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point1.other.delta_after = Vector2D(0,0);
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point2.other.delta_before = Vector2D(0,0);
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point1.other.lock = LOCK_FREE;
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point2.other.lock = LOCK_FREE;
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} else if (mode == SEGMENT_CURVE) {
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point1.other.delta_after = (p2->pos - p1->pos) / 3.0f;
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point2.other.delta_before = (p1->pos - p2->pos) / 3.0f;
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}
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}
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String SegmentModeAction::getName(bool to_undo) const {
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SegmentMode mode = to_undo ? point1.point->segment_after : point1.other.segment_after;
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if (mode == SEGMENT_LINE) return _("Convert to line");
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else return _("Convert to curve");
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}
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void SegmentModeAction::perform(bool to_undo) {
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point1.perform();
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point2.perform();
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}
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// ----------------------------------------------------------------------------- : Locking mode
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LockModeAction::LockModeAction(const ControlPointP& p, LockMode lock)
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: point(p)
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{
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point.other.lock = lock;
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point.other.onUpdateLock();
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}
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String LockModeAction::getName(bool to_undo) const {
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return _("Lock point");
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}
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void LockModeAction::perform(bool to_undo) {
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point.perform();
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}
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// ----------------------------------------------------------------------------- : Move curve
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CurveDragAction::CurveDragAction(const ControlPointP& point1, const ControlPointP& point2)
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: SegmentModeAction(point1, point2, SEGMENT_CURVE)
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{}
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String CurveDragAction::getName(bool to_undo) const {
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return _("Move curve");
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}
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void CurveDragAction::perform(bool to_undo) {
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SegmentModeAction::perform(to_undo);
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}
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void CurveDragAction::move(const Vector2D& delta, double t) {
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// Logic:
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// Assuming old point is p, new point is p'
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// Point on old bezier curve is:
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// p = a t^3 + 3b (1-t) t^2 + 3c (1-t)^2 t + d (1-t)^2
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// Point on new bezier curve is:
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// p_(' = a t^3 + 3b') (1-t) t^2 + 3c' (1-t)^2 t + d (1-t)^2
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// We now want to change control points b and c, the closer we are to b (t close to 0)
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// the more effect we have on b, so we substitute:
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// b' = b + x t
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// c' = c + x (1-t)
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// Solving for x we get:
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// x = (p'-p) / ( t (1-t) ( t^2 + (1-t)^2) )
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// Naming:
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// delta = p' - p
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// pointDelta = x * t * (1-t)
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Vector2D pointDelta = delta / (3 * (t * t + (1-t) * (1-t)));
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point1.point->delta_after += pointDelta / t;
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point2.point->delta_before += pointDelta / (1-t);
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point1.point->onUpdateHandle(HANDLE_AFTER);
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point2.point->onUpdateHandle(HANDLE_BEFORE);
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}
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// ----------------------------------------------------------------------------- : Add control point
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ControlPointAddAction::ControlPointAddAction(const SymbolPartP& part, UInt insert_after, double t)
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: part(part)
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, new_point(new ControlPoint())
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, insert_after(insert_after)
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, point1(part->getPoint(insert_after))
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, point2(part->getPoint(insert_after + 1))
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{
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// calculate new point
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if (point1.other.segment_after == SEGMENT_CURVE) {
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// calculate new handles using de Casteljau's subdivision algorithm
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deCasteljau(point1.other, point2.other, t, *new_point);
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// unlock if needed
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if (point1.other.lock == LOCK_SIZE) point1.other.lock = LOCK_DIR;
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if (point2.other.lock == LOCK_SIZE) point2.other.lock = LOCK_DIR;
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new_point->lock = LOCK_DIR;
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new_point->segment_before = SEGMENT_CURVE;
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new_point->segment_after = SEGMENT_CURVE;
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} else {
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new_point->pos = point1.other.pos * (1 - t) + point2.other.pos * t;
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new_point->lock = LOCK_FREE;
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new_point->segment_before = SEGMENT_LINE;
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new_point->segment_after = SEGMENT_LINE;
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}
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}
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String ControlPointAddAction::getName(bool to_undo) const {
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return _("Add control point");
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}
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void ControlPointAddAction::perform(bool to_undo) {
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if (to_undo) { // remove the point
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part->points.erase( part->points.begin() + insert_after + 1);
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} else {
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part->points.insert(part->points.begin() + insert_after + 1, new_point);
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}
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// update points before/after
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point1.perform();
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point2.perform();
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}
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// ----------------------------------------------------------------------------- : Remove control point
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/// Sqaure root that caries the sign over the root
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/// or formally: ssqrt(x) = Re<sqrt(x)> - Im<sqrt(x)> = x / sqrt(|x|)
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double ssqrt(double x) {
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if (x > 0) return sqrt(x);
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else return -sqrt(-x);
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}
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// Remove a single control point
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class SinglePointRemoveAction : public Action, public IntrusivePtrBase<SinglePointRemoveAction> {
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public:
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SinglePointRemoveAction(const SymbolPartP& part, UInt position);
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virtual String getName(bool to_undo) const { return _("Delete point"); }
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virtual void perform(bool to_undo);
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private:
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SymbolPartP part;
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UInt position;
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ControlPointP point; ///< Removed point
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ControlPointUpdate point1, point2; ///< Points before/after
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};
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SinglePointRemoveAction::SinglePointRemoveAction(const SymbolPartP& part, UInt position)
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: part(part)
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, position(position)
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, point (part->getPoint(position))
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, point1(part->getPoint(position - 1))
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, point2(part->getPoint(position + 1))
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{
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if (point1.other.segment_after == SEGMENT_CURVE || point2.other.segment_before == SEGMENT_CURVE) {
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// try to preserve curve
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Vector2D before = point->delta_before;
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Vector2D after = point->delta_after;
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// convert both segments to curves first
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if (point1.other.segment_after != SEGMENT_CURVE) {
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before = (point1.other.pos - point->pos) / 3.0;
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point1.other.delta_after = -before;
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point1.other.segment_after = SEGMENT_CURVE;
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}
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if (point2.other.segment_before != SEGMENT_CURVE) {
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after = (point2.other.pos - point->pos) / 3.0;
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point2.other.delta_before = -after;
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point2.other.segment_before = SEGMENT_CURVE;
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}
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// The inverse of adding a point, reconstruct the original handles
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// before being subdivided using de Casteljau's algorithm
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// length of handles
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double bl = before.length() + 0.00000001; // prevent division by 0
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double al = after .length() + 0.00000001;
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double totl = bl + al;
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// set new handle sizes
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point1.other.delta_after *= totl / bl;
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point2.other.delta_before *= totl / al;
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// Also take in acount cases where the point does not correspond to a freshly added point.
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// distance from the point to the curve as it would be in the above case can be used,
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// in the case of a point just added this distance = 0
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BezierCurve c(point1.other, point2.other);
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double t = bl / totl;
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Vector2D p = c.pointAt(t);
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Vector2D distP = point->pos - p;
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// adjust handle sizes
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point1.other.delta_after *= ssqrt(distP.dot(point1.other.delta_after) /point1.other.delta_after.lengthSqr()) + 1;
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point2.other.delta_before *= ssqrt(distP.dot(point2.other.delta_before)/point2.other.delta_before.lengthSqr()) + 1;
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// unlock if needed
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if (point1.other.lock == LOCK_SIZE) point1.other.lock = LOCK_DIR;
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if (point2.other.lock == LOCK_SIZE) point2.other.lock = LOCK_DIR;
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} else {
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// just lines, keep it that way
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}
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}
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void SinglePointRemoveAction::perform(bool to_undo) {
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if (to_undo) {
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// reinsert the point
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part->points.insert(part->points.begin() + position, point);
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} else {
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// remove the point
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part->points.erase( part->points.begin() + position);
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}
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// update points around removed point
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point1.perform();
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point2.perform();
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}
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DECLARE_POINTER_TYPE(SinglePointRemoveAction);
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DECLARE_TYPEOF_COLLECTION(SinglePointRemoveActionP);
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// Remove a set of points from a symbol part.
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// Internally represented as a list of Single Point Remove Actions.
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// Not all points mat be removed, at least two points must remain.
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class ControlPointRemoveAction : public Action {
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public:
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ControlPointRemoveAction(const SymbolPartP& part, const set<ControlPointP>& toDelete);
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virtual String getName(bool to_undo) const;
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virtual void perform(bool to_undo);
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private:
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vector<SinglePointRemoveActionP> removals;
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};
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ControlPointRemoveAction::ControlPointRemoveAction(const SymbolPartP& part, const set<ControlPointP>& toDelete) {
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int index = 0;
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// find points to remove, in reverse order
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FOR_EACH(point, part->points) {
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if (toDelete.find(point) != toDelete.end()) {
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// remove this point
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removals.push_back(new_intrusive2<SinglePointRemoveAction>(part, index));
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}
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++index;
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}
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}
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String ControlPointRemoveAction::getName(bool to_undo) const {
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return removals.size() == 1 ? _("Delete point") : _("Delete points");
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}
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void ControlPointRemoveAction::perform(bool to_undo) {
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if (to_undo) {
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FOR_EACH(r, removals) r->perform(to_undo);
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} else {
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// in reverse order, because positions of later points will
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// change after removal of earlier points.
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FOR_EACH_REVERSE(r, removals) r->perform(to_undo);
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}
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}
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Action* controlPointRemoveAction(const SymbolPartP& part, const set<ControlPointP>& toDelete) {
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if (part->points.size() - toDelete.size() < 2) {
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// TODO : remove part?
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//new_intrusive<ControlPointRemoveAllAction>(part);
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return 0; // no action
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} else {
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return new ControlPointRemoveAction(part, toDelete);
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}
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}
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