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 <limits>
#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;
// Insert each element
for (iterator cur=begin();cur!=end();cur++) {
// Each curve
switch (cur->type) {
case CURVE_POINT: {
if (lastCommand != 'm') {
result += L"m ";
lastCommand = 'm';
}
int x = cur->p1.x;
int y = cur->p1.y;
scale.ToScriptCoords(&x, &y);
result += wxString::Format(L"%i %i ", x, y);
break;
}
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
clear();
std::vector<int> stack;
// Prepare
char lastCommand = 'm';
int x = 0;
int y = 0;
// 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') {
scale.FromScriptCoords(&stack[0], &stack[1]);
SplineCurve curve;
x = curve.p1.x = stack[0];
y = curve.p1.y = stack[1];
curve.type = CURVE_POINT;
stack.clear();
push_back(curve);
}
// Line
if (stack.size() == 2 && lastCommand == 'l') {
scale.FromScriptCoords(&stack[0], &stack[1]);
SplineCurve curve;
curve.p1.x = x;
curve.p1.y = y;
x = curve.p2.x = stack[0];
y = curve.p2.y = stack[1];
curve.type = CURVE_LINE;
stack.clear();
push_back(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();
push_back(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';
}
}
}
/// @brief Moves a specific point in the spline
/// @param curveIndex
/// @param point
/// @param pos
void Spline::MovePoint(iterator curve,int point,Vector2D const& pos) {
iterator prev = curve;
if (curve != begin()) --prev;
iterator next = curve;
++next;
if (next != end() && next->type == CURVE_POINT) next = end();
// Modify
if (point == 0) {
curve->p1 = pos;
if (curve != begin() && curve->type != CURVE_POINT) prev->EndPoint() = pos;
if (next != end() && curve->type == CURVE_POINT) next->p1 = pos;
}
else if (point == 1) {
curve->p2 = pos;
if (next != end() && curve->type == CURVE_LINE) next->p1 = pos;
}
else if (point == 2) {
curve->p3 = pos;
}
else if (point == 3) {
curve->p4 = pos;
if (next != end()) next->p1 = pos;
}
}
/// @brief Gets a list of points in the curve
/// @param points
/// @param pointCurve
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 CURVE_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 CURVE_LINE:
points.push_back(cur->p2.x);
points.push_back(cur->p2.y);
curCount++;
break;
case 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);
Vector2D p = cur->GetPoint(t);
points.push_back(p.x);
points.push_back(p.y);
}
curCount += steps;
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 CURVE_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 CURVE_BICUBIC: {
// Get the control points
Vector2D p1 = curve->p1;
Vector2D p2 = curve->p2;
Vector2D p3 = curve->p3;
Vector2D p4 = curve->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=0;i<=steps;i++) {
// Get t and t-1 (u)
float t = float(i)/float(steps);
Vector2D p = curve->GetPoint(t);
points.push_back(p.x);
points.push_back(p.y);
}
break;
}
default: break;
}
}
/// @brief t value and curve of the point closest to reference
/// @param reference
/// @param curve
/// @param t
/// @param pt
void Spline::GetClosestParametricPoint(Vector2D const& reference,iterator &curve,float &t,Vector2D &pt) {
curve = end();
t = 0.f;
if (empty()) return;
// Close the shape
SplineCurve pad;
pad.p1 = back().EndPoint();
pad.p2 = front().p1;
pad.type = CURVE_LINE;
push_back(pad);
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();
}
/// @brief Point closest to reference
/// @param reference
/// @return
Vector2D Spline::GetClosestPoint(Vector2D const& reference) {
iterator curve;
float t;
Vector2D point;
GetClosestParametricPoint(reference,curve,t,point);
return point;
}
/// @brief Smoothes the spline
/// @param smooth
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;
// Smooth curve
curve1->Smooth(curve0->p1,curve2->p2,smooth);
}
}