/*
* Mesh.cpp
*
* (c) 2016 Sofian Audry -- info(@)sofianaudry(.)com
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see .
*/
#include "Mesh.h"
namespace mmp {
Mesh::Mesh() : Quad() {
// Create dummy points (will be all overwritten later on by load/save).
QVector points(4);
init(points, 2, 2);
}
Mesh::Mesh(QPointF p1, QPointF p2, QPointF p3, QPointF p4) : Quad()
{
// Add points in standard order.
QVector points;
points.push_back(p1);
points.push_back(p2);
points.push_back(p4);
points.push_back(p3);
// Init.
init(points, 2, 2);
}
Mesh::Mesh(const QVector& points, int nColumns, int nRows) : Quad()
{
init(points, nColumns, nRows);
}
void Mesh::build()
{
// Resize the vertices2d vector to appropriate dimensions.
resizeVertices2d(_vertices2d, _nColumns, _nRows);
// Just build vertices2d in the standard order.
int k = 0;
for (int y=0; y<_nRows; y++)
for (int x=0; x<_nColumns; x++)
{
_vertices2d[x][y] = k;
k++;
}
}
void Mesh::init(const QVector& points, int nColumns, int nRows)
{
Q_ASSERT(nColumns >= 2 && nRows >= 2);
Q_ASSERT(points.size() == nColumns * nRows);
_nColumns = nColumns;
_nRows = nRows;
setVertices(points);
build();
}
QPolygonF Mesh::toPolygon() const
{
QPolygonF polygon;
for (int i=0; i=0; i--)
polygon.append(getVertex2d(i, nRows()-1));
for (int i=nRows()-1; i>=1; i--)
polygon.append(getVertex2d(0, i));
return polygon;
}
void Mesh::setVertex(int i, const QPointF& v)
{
// Extract column and row of vertex.
int col = i % nColumns();
int row = i / nColumns();
// Make a copy.
QPointF realV = v;
// Constrain vertex to stay within the internal quads it is part of.
if (col < nColumns()-1)
{
if (row < nRows() - 1)
{
Quad quad(getVertex2d(col, row), getVertex2d(col+1, row), getVertex2d(col+1, row+1), getVertex2d(col, row+1));
_constrainVertex(quad.toPolygon(), 0, realV);
}
if (row > 0)
{
Quad quad(getVertex2d(col, row), getVertex2d(col+1, row), getVertex2d(col+1, row-1), getVertex2d(col, row-1));
_constrainVertex(quad.toPolygon(), 0, realV);
}
}
if (col > 0)
{
if (row < nRows() - 1)
{
Quad quad(getVertex2d(col, row), getVertex2d(col-1, row), getVertex2d(col-1, row+1), getVertex2d(col, row+1));
_constrainVertex(quad.toPolygon(), 0, realV);
}
if (row > 0)
{
Quad quad(getVertex2d(col, row), getVertex2d(col-1, row), getVertex2d(col-1, row-1), getVertex2d(col, row-1));
_constrainVertex(quad.toPolygon(), 0, realV);
}
}
// Do set vertex.
_rawSetVertex(i, realV);
}
void Mesh::resizeVertices2d(IndexVector2d& vertices2d, int nColumns, int nRows)
{
vertices2d.resize(nColumns);
for (int i=0; i= 1 && columnId < nColumns()-1);
// Temporary containers that will be used to rebuild new vertex space.
IndexVector2d newVertices2d;
resizeVertices2d(newVertices2d, nColumns()-1, nRows());
QVector newVertices(vertices.size()-nRows());
// Right displacement of points already there.
qreal rightMoveProp = 1.0f/(nColumns()-2) - 1.0f/(nColumns()-1);
// Process all rows.
int k = 0;
for (int y=0; y 0 && x < nColumns()-1)
{
p += (x < columnId ? +1 : -1) * diff * newX * rightMoveProp;
}
// Assign new containers.
newVertices[k] = p;
newVertices2d[newX][y] = k;
k++;
}
}
// Copy new mapping.
vertices = newVertices;
_vertices2d = newVertices2d;
// Decrement number of columns.
_nColumns--;
// Reorder.
_reorderVertices();
}
void Mesh::removeRow(int rowId)
{
// Cannot remove first and last columns
Q_ASSERT(rowId >= 1 && rowId < nRows()-1);
// Temporary containers that will be used to rebuild new vertex space.
IndexVector2d newVertices2d;
resizeVertices2d(newVertices2d, nColumns(), nRows()-1);
QVector newVertices(vertices.size()-nColumns());
// Bottom displacement of points already there.
qreal bottomMoveProp = 1.0f/(nRows()-2) - 1.0f/(nRows()-1);
// Process all columns.
int k = 0;
for (int x=0; x 0 && y < nRows()-1)
{
p += (y < rowId ? +1 : -1) * diff * newY * bottomMoveProp;
}
// Assign new containers.
newVertices[k] = p;
newVertices2d[x][newY] = k;
k++;
}
}
// Copy new mapping.
vertices = newVertices;
_vertices2d = newVertices2d;
// Decrement number of rows.
_nRows--;
// Reorder.
_reorderVertices();
}
void Mesh::resize(int nColumns_, int nRows_)
{
// Brutal: if asked to reduce columns or rows, just delete and redo.
if (nColumns_ < nColumns())
{
while (nColumns_ != nColumns())
removeColumn(nColumns()-2);
}
if (nRows_ < nRows())
{
while (nRows_ != nRows())
removeRow(nRows()-2);
}
if (nColumns_ > nColumns())
{
while (nColumns_ != nColumns())
addColumn();
}
if (nRows_ > nRows())
{
while (nRows_ != nRows())
addRow();
}
}
QVector Mesh::getQuads() const
{
QVector quads;
for (int i=0; i > Mesh::getQuads2d() const
{
QVector< QVector > quads2d;
for (int i=0; i column;
for (int j=0; j(&shape);
Q_ASSERT(mesh);
_nColumns = mesh->_nColumns;
_nRows = mesh->_nRows;
// Deep copy vertices2d.
_vertices2d.resize(_nColumns);
for (int i=0; i<_nColumns; i++)
{
_vertices2d[i].resize(_nRows);
qCopy(mesh->_vertices2d[i].begin(), mesh->_vertices2d[i].end(), _vertices2d[i].begin());
}
}
void Mesh::_reorderVertices()
{
// Populate new vertices vector.
QVector newVertices(vertices.size());
int k = 0;
for (int y=0; y