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/
/// @file spline.cpp
/// @brief Manage vector drawings for visual typesetting tools
/// @ingroup visual_ts
///
#include "spline.h"
#include "visual_tool.h"
#include <libaegisub/split.h>
#include <libaegisub/util.h>
#include <limits>
Spline::Spline(const VisualToolBase &tl)
: coord_translator(tl)
{
}
Vector2D Spline::ToScript(Vector2D vec) const {
return coord_translator.ToScriptCoords(vec) * scale;
}
Vector2D Spline::FromScript(Vector2D vec) const {
return coord_translator.FromScriptCoords(vec / scale);
}
void Spline::SetScale(int new_scale) {
raw_scale = new_scale;
scale = 1 << (raw_scale - 1);
}
std::string Spline::EncodeToAss() const {
std::string result;
result.reserve(size() * 10);
char last = 0;
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for (auto const& pt : *this) {
switch (pt.type) {
case SplineCurve::POINT:
if (last != 'm') {
result += "m ";
last = 'm';
}
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result += ToScript(pt.p1).DStr(' ');
break;
case SplineCurve::LINE:
if (last != 'l') {
result += "l ";
last = 'l';
}
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result += ToScript(pt.p2).DStr(' ');
break;
case SplineCurve::BICUBIC:
if (last != 'b') {
result += "b ";
last = 'b';
}
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result += ToScript(pt.p2).DStr(' ') + " ";
result += ToScript(pt.p3).DStr(' ') + " ";
result += ToScript(pt.p4).DStr(' ');
break;
default: break;
}
result += " ";
}
return result;
}
void Spline::DecodeFromAss(std::string const& str) {
// Clear current
clear();
std::vector<float> stack;
// Prepare
char command = 'm';
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Vector2D pt{0, 0};
// Tokenize the string
for (auto token : agi::Split(str, ' ')) {
double n;
if (agi::util::try_parse(agi::str(token), &n)) {
stack.push_back(n);
// Move
if (stack.size() == 2 && command == 'm') {
pt = FromScript(Vector2D(stack[0], stack[1]));
stack.clear();
push_back(pt);
}
// Line
if (stack.size() == 2 && command == 'l') {
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if (empty()) push_back(pt);
SplineCurve curve(pt, FromScript(Vector2D(stack[0], stack[1])));
push_back(curve);
pt = curve.p2;
stack.clear();
}
// Bicubic
else if (stack.size() == 6 && command == 'b') {
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if (empty()) push_back(pt);
SplineCurve curve(pt,
FromScript(Vector2D(stack[0], stack[1])),
FromScript(Vector2D(stack[2], stack[3])),
FromScript(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) {
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auto prev = std::prev(curve, curve != begin());
auto next = std::next(curve);
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;
}
}
std::vector<float> Spline::GetPointList(std::vector<int>& first, std::vector<int>& count) {
first.clear();
count.clear();
std::vector<float> points;
points.reserve((size() + 1) * 2);
int curCount = 0;
// Generate points for each curve
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for (auto const& elem : *this) {
if (elem.type == SplineCurve::POINT) {
if (curCount > 0)
count.push_back(curCount);
// start new path
first.push_back(points.size() / 2);
curCount = 0;
}
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curCount += elem.GetPoints(points);
}
count.push_back(curCount);
return points;
}
std::vector<float> Spline::GetPointList(iterator curve) {
std::vector<float> points;
if (curve == end()) return points;
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:
curve->GetPoints(points);
break;
default: break;
}
return points;
}
void Spline::GetClosestParametricPoint(Vector2D reference, iterator &curve, float &t, Vector2D &pt) {
curve = end();
t = 0.f;
if (empty()) return;
// Close the shape
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emplace_back(back().EndPoint(), front().p1);
float closest = std::numeric_limits<float>::infinity();
size_t idx = 0;
for (size_t i = 0; i < size(); ++i) {
auto& cur = (*this)[i];
float param = cur.GetClosestParam(reference);
Vector2D p1 = cur.GetPoint(param);
float dist = (p1-reference).SquareLen();
if (dist < closest) {
closest = dist;
t = param;
idx = i;
pt = p1;
}
}
pop_back();
curve = begin() + idx;
}
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
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for (auto cur = begin(); cur != end(); ++cur) {
auto prev_curve = prev(cur != begin() ? cur : end());
auto next_curve = next(cur);
if (next_curve == end())
next_curve = begin();
cur->Smooth(prev_curve->p1, next_curve->EndPoint(), smooth);
}
}