Aegisub/aegisub/src/spline.cpp

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// 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 <wx/tokenzr.h>
#endif
#include "spline.h"
#include "utils.h"
#include "video_display.h"
/// @brief Spline constructor
Spline::Spline(const VideoDisplay &scale) : scale(scale) {
}
/// @brief Encode to ASS
wxString Spline::EncodeToASS() {
wxString result;
char lastCommand = 0;
// At least one element?
bool isFirst = true;
// Insert each element
for (std::list<SplineCurve>::iterator cur=curves.begin();cur!=curves.end();cur++) {
// Start of spline
if (isFirst) {
int x = cur->p1.x;
int y = cur->p1.y;
scale.ToScriptCoords(&x, &y);
result = wxString::Format(L"m %i %i ", x, y);
lastCommand = 'm';
isFirst = false;
}
// Each curve
switch (cur->type) {
case CURVE_LINE: {
if (lastCommand != 'l') {
result += L"l ";
lastCommand = 'l';
}
int x = cur->p2.x;
int y = cur->p2.y;
scale.ToScriptCoords(&x, &y);
result += wxString::Format(L"%i %i ", x, y);
break;
}
case CURVE_BICUBIC: {
if (lastCommand != 'b') {
result += L"b ";
lastCommand = 'b';
}
int x2 = cur->p2.x;
int y2 = cur->p2.y;
int x3 = cur->p3.x;
int y3 = cur->p3.y;
int x4 = cur->p4.x;
int y4 = cur->p4.y;
scale.ToScriptCoords(&x2, &y2);
scale.ToScriptCoords(&x3, &y3);
scale.ToScriptCoords(&x4, &y4);
result += wxString::Format(L"%i %i %i %i %i %i ", x2, y2, x3, y3, x4, y4);
break;
}
default: break;
}
}
return result;
}
/// @brief Decode from ASS
/// @param str
void Spline::DecodeFromASS(wxString str) {
// Clear current
curves.clear();
std::vector<int> stack;
// Prepare
char lastCommand = 'm';
int x = 0;
int y = 0;
bool coordsSet = false;
// Tokenize the string
wxStringTokenizer tkn(str,L" ");
while (tkn.HasMoreTokens()) {
wxString token = tkn.GetNextToken();
// Got a number
if (token.IsNumber()) {
long n;
token.ToLong(&n);
stack.push_back(n);
// Move
if (stack.size() == 2 && lastCommand == 'm') {
x = stack[0];
y = stack[1];
scale.FromScriptCoords(&x, &y);
coordsSet = true;
stack.clear();
}
// Line
if (stack.size() == 2 && lastCommand == 'l') {
scale.FromScriptCoords(&stack[0], &stack[1]);
SplineCurve curve;
curve.p1.x = x;
curve.p1.y = y;
curve.p2.x = stack[0];
curve.p2.y = stack[1];
curve.type = CURVE_LINE;
x = curve.p2.x;
y = curve.p2.y;
stack.clear();
AppendCurve(curve);
}
// Bicubic
else if (stack.size() == 6 && lastCommand == 'b') {
scale.FromScriptCoords(&stack[0], &stack[1]);
scale.FromScriptCoords(&stack[2], &stack[3]);
scale.FromScriptCoords(&stack[4], &stack[5]);
SplineCurve curve;
curve.p1.x = x;
curve.p1.y = y;
curve.p2.x = stack[0];
curve.p2.y = stack[1];
curve.p3.x = stack[2];
curve.p3.y = stack[3];
curve.p4.x = stack[4];
curve.p4.y = stack[5];
curve.type = CURVE_BICUBIC;
x = curve.p4.x;
y = curve.p4.y;
stack.clear();
AppendCurve(curve);
}
// Close
else if (lastCommand == 'c') {
stack.clear();
}
}
// Got something else
else {
if (token == L"m") lastCommand = 'm';
else if (token == L"l") lastCommand = 'l';
else if (token == L"b") lastCommand = 'b';
else if (token == L"n") lastCommand = 'n';
else if (token == L"s") lastCommand = 's';
else if (token == L"c") lastCommand = 'c';
}
}
// Got coordinates, but list is empty
if (curves.size() == 0 && coordsSet) {
SplineCurve curve;
curve.p1.x = x;
curve.p1.y = y;
curve.type = CURVE_POINT;
AppendCurve(curve);
}
}
/// @brief Insert a curve to the spline
/// @param curve
/// @param index
void Spline::InsertCurve(SplineCurve &curve,int index) {
if (index == -1) curves.push_back(curve);
else {
std::list<SplineCurve>::iterator cur;
int i=0;
for (cur=curves.begin();cur!=curves.end() && i < index;cur++,i++) ;
curves.insert(cur,curve);
}
}
/// @brief Get a specific curve
/// @param index
/// @return
SplineCurve *Spline::GetCurve(int index) {
int i=0;
for (std::list<SplineCurve>::iterator cur=curves.begin();cur!=curves.end() && i <= index;cur++,i++) {
if (i==index) return &(*cur);
}
return NULL;
}
/// @brief Moves a specific point in the spline
/// @param curveIndex
/// @param point
/// @param pos
void Spline::MovePoint(int curveIndex,int point,wxPoint pos) {
// Curves
int i = 0;
SplineCurve *c0 = NULL;
SplineCurve *c1 = NULL;
SplineCurve *c2 = NULL;
// Indices
int i0 = curveIndex-1;
int i1 = curveIndex;
int i2 = curveIndex+1;
// Get the curves
for (std::list<SplineCurve>::iterator cur = curves.begin();cur!=curves.end();cur++) {
if (i == i0) c0 = &(*cur);
if (i == i1) c1 = &(*cur);
if (i == i2) c2 = &(*cur);
i++;
}
// Modify
if (point == 0) {
c1->p1.x = pos.x;
c1->p1.y = pos.y;
if (c0) {
if (c0->type == CURVE_BICUBIC) {
c0->p4.x = pos.x;
c0->p4.y = pos.y;
}
else {
c0->p2.x = pos.x;
c0->p2.y = pos.y;
}
}
}
else if (point == 1) {
c1->p2.x = pos.x;
c1->p2.y = pos.y;
if (c2 && c1->type != CURVE_BICUBIC) {
c2->p1.x = pos.x;
c2->p1.y = pos.y;
}
}
else if (point == 2) {
c1->p3.x = pos.x;
c1->p3.y = pos.y;
}
else if (point == 3) {
c1->p4.x = pos.x;
c1->p4.y = pos.y;
if (c2 && c1->type == CURVE_BICUBIC) {
c2->p1.x = pos.x;
c2->p1.y = pos.y;
}
}
}
/// @brief Gets a list of points in the curve
/// @param points
/// @param pointCurve
void Spline::GetPointList(std::vector<Vector2D> &points,std::vector<int> &pointCurve) {
// Prepare
points.clear();
pointCurve.clear();
Vector2D pt;
bool isFirst = true;
int curve = 0;
// Generate points for each curve
for (std::list<SplineCurve>::iterator cur = curves.begin();cur!=curves.end();cur++,curve++) {
// First point
if (isFirst) {
points.push_back(cur->p1);
pointCurve.push_back(curve);
}
// Line
if (cur->type == CURVE_LINE) {
points.push_back(cur->p2);
pointCurve.push_back(curve);
}
// Bicubic
else if (cur->type == CURVE_BICUBIC) {
// Get the control points
Vector2D p1 = cur->p1;
Vector2D p2 = cur->p2;
Vector2D p3 = cur->p3;
Vector2D p4 = cur->p4;
// Find number of steps
int len = (int)((p2-p1).Len() + (p3-p2).Len() + (p4-p3).Len());
int steps = len/8;
// Render curve
for (int i=1;i<=steps;i++) {
// Get t and t-1 (u)
float t = float(i)/float(steps);
points.push_back(cur->GetPoint(t));
pointCurve.push_back(curve);
}
}
}
// Insert a copy of the first point at the end
if (points.size()) {
points.push_back(points[0]);
pointCurve.push_back(curve);
}
}
/// @brief t value and curve of the point closest to reference
/// @param reference
/// @param curve
/// @param t
/// @param pt
void Spline::GetClosestParametricPoint(Vector2D reference,int &curve,float &t,Vector2D &pt) {
// Has at least one curve?
curve = -1;
t = 0.0f;
if (curves.size() == 0) return;
// Close the shape
SplineCurve pad;
pad.p1 = curves.back().GetEndPoint();
pad.p2 = curves.front().p1;
pad.type = CURVE_LINE;
curves.push_back(pad);
// Prepare
float closest = 8000000.0f;
int i = 0;
for (std::list<SplineCurve>::iterator cur = curves.begin();cur!=curves.end();cur++,i++) {
float param = cur->GetClosestParam(reference);
Vector2D p1 = cur->GetPoint(param);
float dist = (p1-reference).Len();
if (dist < closest) {
closest = dist;
t = param;
curve = i;
pt = p1;
}
}
// Remove closing and return
curves.pop_back();
}
/// @brief Point closest to reference
/// @param reference
/// @return
Vector2D Spline::GetClosestPoint(Vector2D reference) {
int curve;
float t;
Vector2D point;
GetClosestParametricPoint(reference,curve,t,point);
return point;
}
/// @brief Control point closest to reference
/// @param reference
/// @return
///
Vector2D Spline::GetClosestControlPoint(Vector2D reference) {
// TODO
return Vector2D(-1,-1);
}
/// @brief Smoothes the spline
/// @param smooth
void Spline::Smooth(float smooth) {
// See if there are enough curves
if (curves.size() < 3) return;
// Smooth curve
SplineCurve *curve0 = NULL;
SplineCurve *curve1 = &curves.back();
SplineCurve *curve2 = NULL;
for (std::list<SplineCurve>::iterator cur=curves.begin();cur!=curves.end();) {
// Get curves
curve0 = curve1;
curve1 = &(*cur);
cur++;
if (cur == curves.end()) curve2 = &curves.front();
else curve2 = &(*cur);
// Smooth curve
curve1->Smooth(curve0->p1,curve2->p2,smooth);
}
}