f361d1a67b
Originally committed to SVN as r4463.
383 lines
9.5 KiB
C++
383 lines
9.5 KiB
C++
// Copyright (c) 2007, Rodrigo Braz Monteiro
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// All rights reserved.
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//
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// Redistribution and use in source and binary forms, with or without
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// modification, are permitted provided that the following conditions are met:
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//
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// * Redistributions of source code must retain the above copyright notice,
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// this list of conditions and the following disclaimer.
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// * Redistributions in binary form must reproduce the above copyright notice,
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// this list of conditions and the following disclaimer in the documentation
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// and/or other materials provided with the distribution.
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// * Neither the name of the Aegisub Group nor the names of its contributors
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// may be used to endorse or promote products derived from this software
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// without specific prior written permission.
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//
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// THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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// AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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// IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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// ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
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// LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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// CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
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// SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
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// INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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// CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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// ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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// POSSIBILITY OF SUCH DAMAGE.
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//
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// Aegisub Project http://www.aegisub.org/
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//
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// $Id$
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/// @file spline.cpp
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/// @brief Manage vector drawings for visual typesetting tools
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/// @ingroup visual_ts
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///
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#include "config.h"
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#ifndef AGI_PRE
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#include <wx/tokenzr.h>
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#endif
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#include <limits>
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#include "spline.h"
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#include "utils.h"
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#include "video_display.h"
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/// @brief Spline constructor
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Spline::Spline(const VideoDisplay &scale) : scale(scale) {
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}
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/// @brief Encode to ASS
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wxString Spline::EncodeToASS() {
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wxString result;
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char lastCommand = 0;
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// Insert each element
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for (iterator cur=begin();cur!=end();cur++) {
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// Each curve
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switch (cur->type) {
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case CURVE_POINT: {
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if (lastCommand != 'm') {
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result += L"m ";
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lastCommand = 'm';
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}
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int x = cur->p1.x;
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int y = cur->p1.y;
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scale.ToScriptCoords(&x, &y);
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result += wxString::Format(L"%i %i ", x, y);
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break;
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}
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case CURVE_LINE: {
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if (lastCommand != 'l') {
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result += L"l ";
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lastCommand = 'l';
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}
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int x = cur->p2.x;
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int y = cur->p2.y;
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scale.ToScriptCoords(&x, &y);
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result += wxString::Format(L"%i %i ", x, y);
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break;
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}
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case CURVE_BICUBIC: {
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if (lastCommand != 'b') {
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result += L"b ";
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lastCommand = 'b';
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}
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int x2 = cur->p2.x;
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int y2 = cur->p2.y;
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int x3 = cur->p3.x;
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int y3 = cur->p3.y;
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int x4 = cur->p4.x;
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int y4 = cur->p4.y;
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scale.ToScriptCoords(&x2, &y2);
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scale.ToScriptCoords(&x3, &y3);
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scale.ToScriptCoords(&x4, &y4);
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result += wxString::Format(L"%i %i %i %i %i %i ", x2, y2, x3, y3, x4, y4);
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break;
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}
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default: break;
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}
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}
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return result;
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}
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/// @brief Decode from ASS
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/// @param str
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void Spline::DecodeFromASS(wxString str) {
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// Clear current
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clear();
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std::vector<int> stack;
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// Prepare
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char lastCommand = 'm';
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int x = 0;
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int y = 0;
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// Tokenize the string
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wxStringTokenizer tkn(str,L" ");
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while (tkn.HasMoreTokens()) {
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wxString token = tkn.GetNextToken();
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// Got a number
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if (token.IsNumber()) {
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long n;
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token.ToLong(&n);
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stack.push_back(n);
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// Move
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if (stack.size() == 2 && lastCommand == 'm') {
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scale.FromScriptCoords(&stack[0], &stack[1]);
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SplineCurve curve;
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x = curve.p1.x = stack[0];
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y = curve.p1.y = stack[1];
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curve.type = CURVE_POINT;
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stack.clear();
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push_back(curve);
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}
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// Line
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if (stack.size() == 2 && lastCommand == 'l') {
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scale.FromScriptCoords(&stack[0], &stack[1]);
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SplineCurve curve;
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curve.p1.x = x;
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curve.p1.y = y;
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x = curve.p2.x = stack[0];
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y = curve.p2.y = stack[1];
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curve.type = CURVE_LINE;
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stack.clear();
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push_back(curve);
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}
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// Bicubic
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else if (stack.size() == 6 && lastCommand == 'b') {
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scale.FromScriptCoords(&stack[0], &stack[1]);
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scale.FromScriptCoords(&stack[2], &stack[3]);
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scale.FromScriptCoords(&stack[4], &stack[5]);
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SplineCurve curve;
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curve.p1.x = x;
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curve.p1.y = y;
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curve.p2.x = stack[0];
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curve.p2.y = stack[1];
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curve.p3.x = stack[2];
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curve.p3.y = stack[3];
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curve.p4.x = stack[4];
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curve.p4.y = stack[5];
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curve.type = CURVE_BICUBIC;
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x = curve.p4.x;
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y = curve.p4.y;
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stack.clear();
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push_back(curve);
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}
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// Close
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else if (lastCommand == 'c') {
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stack.clear();
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}
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}
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// Got something else
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else {
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if (token == L"m") lastCommand = 'm';
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else if (token == L"l") lastCommand = 'l';
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else if (token == L"b") lastCommand = 'b';
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else if (token == L"n") lastCommand = 'n';
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else if (token == L"s") lastCommand = 's';
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else if (token == L"c") lastCommand = 'c';
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}
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}
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}
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/// @brief Moves a specific point in the spline
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/// @param curveIndex
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/// @param point
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/// @param pos
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void Spline::MovePoint(iterator curve,int point,Vector2D const& pos) {
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iterator prev = curve;
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if (curve != begin()) --prev;
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iterator next = curve;
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++next;
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if (next != end() && next->type == CURVE_POINT) next = end();
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// Modify
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if (point == 0) {
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curve->p1 = pos;
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if (curve != begin() && curve->type != CURVE_POINT) prev->EndPoint() = pos;
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if (next != end() && curve->type == CURVE_POINT) next->p1 = pos;
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}
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else if (point == 1) {
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curve->p2 = pos;
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if (next != end() && curve->type == CURVE_LINE) next->p1 = pos;
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}
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else if (point == 2) {
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curve->p3 = pos;
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}
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else if (point == 3) {
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curve->p4 = pos;
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if (next != end()) next->p1 = pos;
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}
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}
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/// @brief Gets a list of points in the curve
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/// @param points
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/// @param pointCurve
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void Spline::GetPointList(std::vector<float>& points, std::vector<int>& first, std::vector<int>& count) {
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points.clear();
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first.clear();
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count.clear();
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points.reserve((size() + 1) * 2);
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int curCount = 0;
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// Generate points for each curve
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for (iterator cur = begin();cur!=end();cur++) {
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switch (cur->type) {
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case CURVE_POINT:
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if (curCount > 0) {
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count.push_back(curCount);
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}
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// start new path
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first.push_back(points.size() / 2);
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points.push_back(cur->p1.x);
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points.push_back(cur->p1.y);
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curCount = 1;
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break;
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case CURVE_LINE:
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points.push_back(cur->p2.x);
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points.push_back(cur->p2.y);
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curCount++;
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break;
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case CURVE_BICUBIC: {
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// Get the control points
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Vector2D p1 = cur->p1;
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Vector2D p2 = cur->p2;
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Vector2D p3 = cur->p3;
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Vector2D p4 = cur->p4;
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// Find number of steps
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int len = (int)((p2-p1).Len() + (p3-p2).Len() + (p4-p3).Len());
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int steps = len/8;
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// Render curve
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for (int i=1;i<=steps;i++) {
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// Get t and t-1 (u)
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float t = float(i)/float(steps);
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Vector2D p = cur->GetPoint(t);
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points.push_back(p.x);
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points.push_back(p.y);
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}
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curCount += steps;
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break;
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}
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default: break;
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}
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}
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count.push_back(curCount);
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}
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void Spline::GetPointList(std::vector<float> &points, iterator curve) {
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points.clear();
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if (curve == end()) return;
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switch (curve->type) {
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case CURVE_LINE:
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points.push_back(curve->p1.x);
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points.push_back(curve->p1.y);
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points.push_back(curve->p2.x);
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points.push_back(curve->p2.y);
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break;
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case CURVE_BICUBIC: {
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// Get the control points
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Vector2D p1 = curve->p1;
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Vector2D p2 = curve->p2;
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Vector2D p3 = curve->p3;
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Vector2D p4 = curve->p4;
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// Find number of steps
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int len = (int)((p2-p1).Len() + (p3-p2).Len() + (p4-p3).Len());
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int steps = len/8;
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// Render curve
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for (int i=0;i<=steps;i++) {
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// Get t and t-1 (u)
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float t = float(i)/float(steps);
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Vector2D p = curve->GetPoint(t);
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points.push_back(p.x);
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points.push_back(p.y);
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}
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break;
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}
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default: break;
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}
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}
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/// @brief t value and curve of the point closest to reference
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/// @param reference
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/// @param curve
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/// @param t
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/// @param pt
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void Spline::GetClosestParametricPoint(Vector2D const& reference,iterator &curve,float &t,Vector2D &pt) {
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curve = end();
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t = 0.f;
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if (empty()) return;
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// Close the shape
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SplineCurve pad;
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pad.p1 = back().EndPoint();
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pad.p2 = front().p1;
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pad.type = CURVE_LINE;
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push_back(pad);
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float closest = std::numeric_limits<float>::infinity();
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for (iterator cur = begin();cur!=end();cur++) {
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float param = cur->GetClosestParam(reference);
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Vector2D p1 = cur->GetPoint(param);
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float dist = (p1-reference).SquareLen();
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if (dist < closest) {
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closest = dist;
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t = param;
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curve = cur;
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pt = p1;
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}
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}
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if (&*curve == &back()) {
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curve = end();
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}
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// Remove closing and return
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pop_back();
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}
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/// @brief Point closest to reference
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/// @param reference
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/// @return
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Vector2D Spline::GetClosestPoint(Vector2D const& reference) {
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iterator curve;
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float t;
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Vector2D point;
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GetClosestParametricPoint(reference,curve,t,point);
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return point;
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}
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/// @brief Smoothes the spline
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/// @param smooth
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void Spline::Smooth(float smooth) {
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// See if there are enough curves
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if (size() < 3) return;
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// Smooth curve
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iterator curve1 = end();
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--curve1;
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for (iterator cur = begin(); cur != end();) {
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iterator curve0 = curve1;
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curve1 = cur;
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cur++;
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iterator curve2 = cur == end() ? begin() : cur;
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// Smooth curve
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curve1->Smooth(curve0->p1,curve2->p2,smooth);
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}
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}
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