Aegisub/aegisub/src/spline.cpp
Thomas Goyne be77dc8307 Mostly rewrite the visual tools and related classes
Convert all coordinates within the visual tools to Vector2D, which has
been significantly extended. Eliminates a lot of issues with accumulated
rounding errors and simplifies a lot of code.

Modernize the visual tools' interactions with the rest of Aegisub by
connecting to signals directly rather than routing everything through
the video display and converting the main visual tool mode toolbar to
the command system.

Extract all references to OpenGL from the visual tools and move them to
OpenGLWrapper as a first step towards making it possible to implement an
alternative video renderer. In the process, eliminate all uses of OpenGL
immediate mode.

Fix a bunch of minor issues and general instability.

Originally committed to SVN as r5823.
2011-11-06 17:18:20 +00:00

308 lines
7.4 KiB
C++

// Copyright (c) 2007, Rodrigo Braz Monteiro
// All rights reserved.
//
// Redistribution and use in source and binary forms, with or without
// modification, are permitted provided that the following conditions are met:
//
// * Redistributions of source code must retain the above copyright notice,
// this list of conditions and the following disclaimer.
// * Redistributions in binary form must reproduce the above copyright notice,
// this list of conditions and the following disclaimer in the documentation
// and/or other materials provided with the distribution.
// * Neither the name of the Aegisub Group nor the names of its contributors
// may be used to endorse or promote products derived from this software
// without specific prior written permission.
//
// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
// ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
// LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
// SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
// INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
// CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
// ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
// POSSIBILITY OF SUCH DAMAGE.
//
// Aegisub Project http://www.aegisub.org/
//
// $Id$
/// @file spline.cpp
/// @brief Manage vector drawings for visual typesetting tools
/// @ingroup visual_ts
///
#include "config.h"
#ifndef AGI_PRE
#include <limits>
#include <wx/tokenzr.h>
#endif
#include "spline.h"
#include "utils.h"
#include "visual_tool.h"
Spline::Spline(const VisualToolBase &scale) : scale(scale) {
}
/// @brief Encode to ASS
wxString Spline::EncodeToASS() {
wxString result;
result.reserve(size() * 10);
char last = 0;
for (iterator cur = begin(); cur != end(); ++cur) {
switch (cur->type) {
case SplineCurve::POINT:
if (last != 'm') {
result += "m ";
last = 'm';
}
result += scale.ToScriptCoords(cur->p1).DStr(' ');
break;
case SplineCurve::LINE:
if (last != 'l') {
result += "l ";
last = 'l';
}
result += scale.ToScriptCoords(cur->p2).DStr(' ');
break;
case SplineCurve::BICUBIC:
if (last != 'b') {
result += "b ";
last = 'b';
}
result += scale.ToScriptCoords(cur->p2).DStr(' ');
result += scale.ToScriptCoords(cur->p3).DStr(' ');
result += scale.ToScriptCoords(cur->p4).DStr(' ');
break;
default: break;
}
result += " ";
}
return result;
}
void Spline::DecodeFromASS(wxString str) {
// Clear current
clear();
std::vector<float> stack;
// Prepare
char command = 'm';
Vector2D pt;
// Tokenize the string
wxStringTokenizer tkn(str, " ");
while (tkn.HasMoreTokens()) {
wxString token = tkn.GetNextToken();
double n;
if (token.ToCDouble(&n)) {
stack.push_back(n);
// Move
if (stack.size() == 2 && command == 'm') {
pt = scale.FromScriptCoords(Vector2D(stack[0], stack[1]));
stack.clear();
push_back(pt);
}
// Line
if (stack.size() == 2 && command == 'l') {
SplineCurve curve(pt, scale.FromScriptCoords(Vector2D(stack[0], stack[1])));
push_back(curve);
pt = curve.p2;
stack.clear();
}
// Bicubic
else if (stack.size() == 6 && command == 'b') {
SplineCurve curve(pt,
scale.FromScriptCoords(Vector2D(stack[0], stack[1])),
scale.FromScriptCoords(Vector2D(stack[2], stack[3])),
scale.FromScriptCoords(Vector2D(stack[4], stack[5])));
push_back(curve);
pt = curve.p4;
stack.clear();
}
}
// Got something else
else if (token.size() == 1) {
command = token[0];
stack.clear();
}
}
}
void Spline::MovePoint(iterator curve,int point,Vector2D pos) {
iterator prev = curve;
if (curve != begin()) --prev;
iterator next = curve;
++next;
if (next != end() && next->type == SplineCurve::POINT)
next = end();
// Modify
if (point == 0) {
curve->p1 = pos;
if (curve != begin() && curve->type != SplineCurve::POINT)
prev->EndPoint() = pos;
if (next != end() && curve->type == SplineCurve::POINT)
next->p1 = pos;
}
else if (point == 1) {
curve->p2 = pos;
if (next != end() && curve->type == SplineCurve::LINE)
next->p1 = pos;
}
else if (point == 2) {
curve->p3 = pos;
}
else if (point == 3) {
curve->p4 = pos;
if (next != end())
next->p1 = pos;
}
}
static int render_bicubic(Spline::iterator cur, std::vector<float> &points) {
int len = int(
(cur->p2 - cur->p1).Len() +
(cur->p3 - cur->p2).Len() +
(cur->p4 - cur->p3).Len());
int steps = len/8;
for (int i = 0; i <= steps; ++i) {
// Get t and t-1 (u)
float t = i / float(steps);
Vector2D p = cur->GetPoint(t);
points.push_back(p.X());
points.push_back(p.Y());
}
return steps;
}
void Spline::GetPointList(std::vector<float>& points, std::vector<int>& first, std::vector<int>& count) {
points.clear();
first.clear();
count.clear();
points.reserve((size() + 1) * 2);
int curCount = 0;
// Generate points for each curve
for (iterator cur = begin(); cur != end(); ++cur) {
switch (cur->type) {
case SplineCurve::POINT:
if (curCount > 0)
count.push_back(curCount);
// start new path
first.push_back(points.size() / 2);
points.push_back(cur->p1.X());
points.push_back(cur->p1.Y());
curCount = 1;
break;
case SplineCurve::LINE:
points.push_back(cur->p2.X());
points.push_back(cur->p2.Y());
++curCount;
break;
case SplineCurve::BICUBIC:
curCount += render_bicubic(cur, points);
break;
default: break;
}
}
count.push_back(curCount);
}
void Spline::GetPointList(std::vector<float> &points, iterator curve) {
points.clear();
if (curve == end()) return;
switch (curve->type) {
case SplineCurve::LINE:
points.push_back(curve->p1.X());
points.push_back(curve->p1.Y());
points.push_back(curve->p2.X());
points.push_back(curve->p2.Y());
break;
case SplineCurve::BICUBIC:
render_bicubic(curve, points);
break;
default: break;
}
}
void Spline::GetClosestParametricPoint(Vector2D reference,iterator &curve,float &t,Vector2D &pt) {
curve = end();
t = 0.f;
if (empty()) return;
// Close the shape
push_back(SplineCurve(back().EndPoint(), front().p1));
float closest = std::numeric_limits<float>::infinity();
for (iterator cur = begin(); cur != end(); ++cur) {
float param = cur->GetClosestParam(reference);
Vector2D p1 = cur->GetPoint(param);
float dist = (p1-reference).SquareLen();
if (dist < closest) {
closest = dist;
t = param;
curve = cur;
pt = p1;
}
}
if (&*curve == &back()) {
curve = end();
}
// Remove closing and return
pop_back();
}
Vector2D Spline::GetClosestPoint(Vector2D reference) {
iterator curve;
float t;
Vector2D point;
GetClosestParametricPoint(reference, curve, t, point);
return point;
}
void Spline::Smooth(float smooth) {
// See if there are enough curves
if (size() < 3) return;
// Smooth curve
iterator curve1 = end();
--curve1;
for (iterator cur = begin(); cur != end(); ) {
iterator curve0 = curve1;
curve1 = cur;
++cur;
iterator curve2 = cur == end() ? begin() : cur;
curve1->Smooth(curve0->p1, curve2->p2, smooth);
}
}