Aegisub/aegisub/src/spline.cpp
Thomas Goyne 2c876e79c3 Make visual tools use only screen coordinates.
Previously the visual typesetting tools and the overlay mask used
several coordinate frames, converting between them in many places in
inconsistent ways.  This elimiates all uses of coordinate frames other
than screen and script, and makes the conversion done in one place, and
only when parsing or serializing ASS.

This fixes:

 - A few minor rounding errors

 - Horrible brokeness when only part of the video frame is being
   displayed, due to higher levels of zoom than fit onscreen or panning
   the video

 - Distortion of the visual typesetting tools when the combination of
   overridden aspect ratio, script resolution, and video resolution did
   not result in square pixels.

 - Resolution-dependence of the visual typesetting tools, which resulted
   in some tools becoming hard to use at zooms outside the range of
   100-200%.

 - Some draggable controls used the mouse's script coordinates,
   resulting in noticable jerky movement at high zoom levels or when
   using strange script resolutions.

Closes #966.

Originally committed to SVN as r4289.
2010-05-16 06:39:11 +00:00

423 lines
10 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 <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);
}
}