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authorDaniel Baumann <daniel.baumann@progress-linux.org>2024-04-27 16:29:01 +0000
committerDaniel Baumann <daniel.baumann@progress-linux.org>2024-04-27 16:29:01 +0000
commit35a96bde514a8897f6f0fcc41c5833bf63df2e2a (patch)
tree657d15a03cc46bd099fc2c6546a7a4ad43815d9f /src/object/sp-mesh-array.cpp
parentInitial commit. (diff)
downloadinkscape-35a96bde514a8897f6f0fcc41c5833bf63df2e2a.tar.xz
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Adding upstream version 1.0.2.upstream/1.0.2upstream
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'src/object/sp-mesh-array.cpp')
-rw-r--r--src/object/sp-mesh-array.cpp3098
1 files changed, 3098 insertions, 0 deletions
diff --git a/src/object/sp-mesh-array.cpp b/src/object/sp-mesh-array.cpp
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+// SPDX-License-Identifier: GPL-2.0-or-later
+/** \file
+ A group of classes and functions for manipulating mesh gradients.
+
+ A mesh is made up of an array of patches. Each patch has four sides and four corners. The sides can
+ be shared between two patches and the corners between up to four.
+
+ The order of the points for each side always goes from left to right or top to bottom.
+ For sides 2 and 3 the points must be reversed when used (as in calls to cairo functions).
+
+ Two patches: (C=corner, S=side, H=handle, T=tensor)
+
+ C0 H1 H2 C1 C0 H1 H2 C1
+ + ---------- + ---------- +
+ | S0 | S0 |
+ H1 | T0 T1 |H1 T0 T1 | H1
+ |S3 S1|S3 S1|
+ H2 | T3 T2 |H2 T3 T2 | H2
+ | S2 | S2 |
+ + ---------- + ---------- +
+ C3 H1 H2 C2 C3 H1 H2 C2
+
+ The mesh is stored internally as an array of nodes that includes the tensor nodes.
+
+ Note: This code uses tensor points which are not part of the SVG2 plan at the moment.
+ Including tensor points was motivated by a desire to experiment with their usefulness
+ in smoothing color transitions. There doesn't seem to be much advantage for that
+ purpose. However including them internally allows for storing all the points in
+ an array which simplifies things like inserting new rows or columns.
+*/
+
+/*
+ * Authors:
+ * Tavmjong Bah <tavmjong@free.fr>
+ *
+ * Copyright (C) 2012, 2015 Tavmjong Bah
+ *
+ * Released under GNU GPL v2+, read the file 'COPYING' for more information.
+ */
+
+#include <glibmm.h>
+#include <set>
+
+// For color picking
+#include "display/drawing.h"
+#include "display/drawing-context.h"
+#include "display/cairo-utils.h"
+#include "document.h"
+#include "sp-root.h"
+
+#include "sp-mesh-gradient.h"
+#include "sp-mesh-array.h"
+#include "sp-mesh-row.h"
+#include "sp-mesh-patch.h"
+#include "sp-stop.h"
+#include "display/curve.h"
+
+// For new mesh creation
+#include "preferences.h"
+#include "sp-ellipse.h"
+#include "sp-star.h"
+
+// For writing color/opacity to style
+#include "svg/css-ostringstream.h"
+
+// For default color
+#include "style.h"
+#include "svg/svg-color.h"
+
+
+// Includes bezier-curve.h, ray.h, crossing.h
+#include "2geom/line.h"
+
+#include "xml/repr.h"
+#include <cmath>
+#include <algorithm>
+
+enum { ROW, COL };
+
+SPMeshPatchI::SPMeshPatchI( std::vector<std::vector< SPMeshNode* > > * n, int r, int c ) {
+
+ nodes = n;
+ row = r*3; // Convert from patch array to node array
+ col = c*3;
+
+ guint i = 0;
+ if( row != 0 ) i = 1;
+ for( ; i < 4; ++i ) {
+ if( nodes->size() < row+i+1 ) {
+ std::vector< SPMeshNode* > row;
+ nodes->push_back( row );
+ }
+
+ guint j = 0;
+ if( col != 0 ) j = 1;
+ for( ; j < 4; ++j ) {
+ if( (*nodes)[row+i].size() < col+j+1 ){
+ SPMeshNode* node = new SPMeshNode;
+ // Ensure all nodes know their type.
+ node->node_type = MG_NODE_TYPE_HANDLE;
+ if( (i == 0 || i == 3) && (j == 0 || j == 3 ) ) node->node_type = MG_NODE_TYPE_CORNER;
+ if( (i == 1 || i == 2) && (j == 1 || j == 2 ) ) node->node_type = MG_NODE_TYPE_TENSOR;
+ (*nodes)[row+i].push_back( node );
+ }
+ }
+ }
+}
+
+/**
+ Returns point for side in proper order for patch
+*/
+Geom::Point SPMeshPatchI::getPoint( guint s, guint pt ) {
+
+ assert( s < 4 );
+ assert( pt < 4 );
+
+ Geom::Point p;
+ switch ( s ) {
+ case 0:
+ p = (*nodes)[ row ][ col+pt ]->p;
+ break;
+ case 1:
+ p = (*nodes)[ row+pt ][ col+3 ]->p;
+ break;
+ case 2:
+ p = (*nodes)[ row+3 ][ col+3-pt ]->p;
+ break;
+ case 3:
+ p = (*nodes)[ row+3-pt ][ col ]->p;
+ break;
+ }
+ return p;
+
+};
+
+/**
+ Returns vector of points for a side in proper order for a patch (clockwise order).
+*/
+std::vector< Geom::Point > SPMeshPatchI::getPointsForSide( guint i ) {
+
+ assert( i < 4 );
+
+ std::vector< Geom::Point> points;
+ points.push_back( getPoint( i, 0 ) );
+ points.push_back( getPoint( i, 1 ) );
+ points.push_back( getPoint( i, 2 ) );
+ points.push_back( getPoint( i, 3 ) );
+ return points;
+};
+
+
+/**
+ Set point for side in proper order for patch
+*/
+void SPMeshPatchI::setPoint( guint s, guint pt, Geom::Point p, bool set ) {
+
+ assert( s < 4 );
+ assert( pt < 4 );
+
+ NodeType node_type = MG_NODE_TYPE_CORNER;
+ if( pt == 1 || pt == 2 ) node_type = MG_NODE_TYPE_HANDLE;
+
+ // std::cout << "SPMeshPatchI::setPoint: s: " << s
+ // << " pt: " << pt
+ // << " p: " << p
+ // << " node_type: " << node_type
+ // << " set: " << set
+ // << " row: " << row
+ // << " col: " << col << std::endl;
+ switch ( s ) {
+ case 0:
+ (*nodes)[ row ][ col+pt ]->p = p;
+ (*nodes)[ row ][ col+pt ]->set = set;
+ (*nodes)[ row ][ col+pt ]->node_type = node_type;
+ break;
+ case 1:
+ (*nodes)[ row+pt ][ col+3 ]->p = p;
+ (*nodes)[ row+pt ][ col+3 ]->set = set;
+ (*nodes)[ row+pt ][ col+3 ]->node_type = node_type;
+ break;
+ case 2:
+ (*nodes)[ row+3 ][ col+3-pt ]->p = p;
+ (*nodes)[ row+3 ][ col+3-pt ]->set = set;
+ (*nodes)[ row+3 ][ col+3-pt ]->node_type = node_type;
+ break;
+ case 3:
+ (*nodes)[ row+3-pt ][ col ]->p = p;
+ (*nodes)[ row+3-pt ][ col ]->set = set;
+ (*nodes)[ row+3-pt ][ col ]->node_type = node_type;
+ break;
+ }
+
+};
+
+/**
+ Get path type for side (stored in handle nodes).
+*/
+gchar SPMeshPatchI::getPathType( guint s ) {
+
+ assert( s < 4 );
+
+ gchar type = 'x';
+
+ switch ( s ) {
+ case 0:
+ type = (*nodes)[ row ][ col+1 ]->path_type;
+ break;
+ case 1:
+ type = (*nodes)[ row+1 ][ col+3 ]->path_type;
+ break;
+ case 2:
+ type = (*nodes)[ row+3 ][ col+2 ]->path_type;
+ break;
+ case 3:
+ type = (*nodes)[ row+2 ][ col ]->path_type;
+ break;
+ }
+
+ return type;
+};
+
+/**
+ Set path type for side (stored in handle nodes).
+*/
+void SPMeshPatchI::setPathType( guint s, gchar t ) {
+
+ assert( s < 4 );
+
+ switch ( s ) {
+ case 0:
+ (*nodes)[ row ][ col+1 ]->path_type = t;
+ (*nodes)[ row ][ col+2 ]->path_type = t;
+ break;
+ case 1:
+ (*nodes)[ row+1 ][ col+3 ]->path_type = t;
+ (*nodes)[ row+2 ][ col+3 ]->path_type = t;
+ break;
+ case 2:
+ (*nodes)[ row+3 ][ col+1 ]->path_type = t;
+ (*nodes)[ row+3 ][ col+2 ]->path_type = t;
+ break;
+ case 3:
+ (*nodes)[ row+1 ][ col ]->path_type = t;
+ (*nodes)[ row+2 ][ col ]->path_type = t;
+ break;
+ }
+
+};
+
+/**
+ Set tensor control point for "corner" i.
+ */
+void SPMeshPatchI::setTensorPoint( guint i, Geom::Point p ) {
+
+ assert( i < 4 );
+ switch ( i ) {
+ case 0:
+ (*nodes)[ row + 1 ][ col + 1 ]->p = p;
+ (*nodes)[ row + 1 ][ col + 1 ]->set = true;
+ (*nodes)[ row + 1 ][ col + 1 ]->node_type = MG_NODE_TYPE_TENSOR;
+ break;
+ case 1:
+ (*nodes)[ row + 1 ][ col + 2 ]->p = p;
+ (*nodes)[ row + 1 ][ col + 2 ]->set = true;
+ (*nodes)[ row + 1 ][ col + 2 ]->node_type = MG_NODE_TYPE_TENSOR;
+ break;
+ case 2:
+ (*nodes)[ row + 2 ][ col + 2 ]->p = p;
+ (*nodes)[ row + 2 ][ col + 2 ]->set = true;
+ (*nodes)[ row + 2 ][ col + 2 ]->node_type = MG_NODE_TYPE_TENSOR;
+ break;
+ case 3:
+ (*nodes)[ row + 2 ][ col + 1 ]->p = p;
+ (*nodes)[ row + 2 ][ col + 1 ]->set = true;
+ (*nodes)[ row + 2 ][ col + 1 ]->node_type = MG_NODE_TYPE_TENSOR;
+ break;
+ }
+}
+
+/**
+ Return if any tensor control point is set.
+ */
+bool SPMeshPatchI::tensorIsSet() {
+ for( guint i = 0; i < 4; ++i ) {
+ if( tensorIsSet( i ) ) {
+ return true;
+ }
+ }
+ return false;
+}
+
+/**
+ Return if tensor control point for "corner" i is set.
+ */
+bool SPMeshPatchI::tensorIsSet( unsigned int i ) {
+
+ assert( i < 4 );
+
+ bool set = false;
+ switch ( i ) {
+ case 0:
+ set = (*nodes)[ row + 1 ][ col + 1 ]->set;
+ break;
+ case 1:
+ set = (*nodes)[ row + 1 ][ col + 2 ]->set;
+ break;
+ case 2:
+ set = (*nodes)[ row + 2 ][ col + 2 ]->set;
+ break;
+ case 3:
+ set = (*nodes)[ row + 2 ][ col + 1 ]->set;
+ break;
+ }
+ return set;
+}
+
+/**
+ Return tensor control point for "corner" i.
+ If not set, returns calculated (Coons) point.
+ */
+Geom::Point SPMeshPatchI::getTensorPoint( guint k ) {
+
+ assert( k < 4 );
+
+ guint i = 0;
+ guint j = 0;
+
+
+ switch ( k ) {
+ case 0:
+ i = 1;
+ j = 1;
+ break;
+ case 1:
+ i = 1;
+ j = 2;
+ break;
+ case 2:
+ i = 2;
+ j = 2;
+ break;
+ case 3:
+ i = 2;
+ j = 1;
+ break;
+ }
+
+ Geom::Point p;
+ if( (*nodes)[ row + i ][ col + j ]->set ) {
+ p = (*nodes)[ row + i ][ col + j ]->p;
+ } else {
+ p = coonsTensorPoint( k );
+ }
+ return p;
+}
+
+/**
+ Find default tensor point (equivalent point to Coons Patch).
+ Formulas defined in PDF spec.
+ Equivalent to 1/3 of side length from corner for square patch.
+ */
+Geom::Point SPMeshPatchI::coonsTensorPoint( guint i ) {
+
+ Geom::Point t;
+ Geom::Point p[4][4]; // Points in PDF notation
+
+ p[0][0] = getPoint( 0, 0 );
+ p[0][1] = getPoint( 0, 1 );
+ p[0][2] = getPoint( 0, 2 );
+ p[0][3] = getPoint( 0, 3 );
+ p[1][0] = getPoint( 3, 2 );
+ p[1][3] = getPoint( 1, 1 );
+ p[2][0] = getPoint( 3, 1 );
+ p[2][3] = getPoint( 1, 2 );
+ p[3][0] = getPoint( 2, 3 );
+ p[3][1] = getPoint( 2, 2 );
+ p[3][2] = getPoint( 2, 1 );
+ p[3][3] = getPoint( 2, 0 );
+
+ switch ( i ) {
+ case 0:
+ t = ( -4.0 * p[0][0] +
+ 6.0 * ( p[0][1] + p[1][0] ) +
+ -2.0 * ( p[0][3] + p[3][0] ) +
+ 3.0 * ( p[3][1] + p[1][3] ) +
+ -1.0 * p[3][3] ) / 9.0;
+ break;
+
+ case 1:
+ t = ( -4.0 * p[0][3] +
+ 6.0 * ( p[0][2] + p[1][3] ) +
+ -2.0 * ( p[0][0] + p[3][3] ) +
+ 3.0 * ( p[3][2] + p[1][0] ) +
+ -1.0 * p[3][0] ) / 9.0;
+ break;
+
+ case 2:
+ t = ( -4.0 * p[3][3] +
+ 6.0 * ( p[3][2] + p[2][3] ) +
+ -2.0 * ( p[3][0] + p[0][3] ) +
+ 3.0 * ( p[0][2] + p[2][0] ) +
+ -1.0 * p[0][0] ) / 9.0;
+ break;
+
+ case 3:
+ t = ( -4.0 * p[3][0] +
+ 6.0 * ( p[3][1] + p[2][0] ) +
+ -2.0 * ( p[3][3] + p[0][0] ) +
+ 3.0 * ( p[0][1] + p[2][3] ) +
+ -1.0 * p[0][3] ) / 9.0;
+ break;
+
+ default:
+
+ g_warning( "Impossible!" );
+
+ }
+ return t;
+}
+
+/**
+ Update default values for handle and tensor nodes.
+*/
+void SPMeshPatchI::updateNodes() {
+
+ // std::cout << "SPMeshPatchI::updateNodes: " << row << "," << col << std::endl;
+ // Handles first (tensors require update handles).
+ for( guint i = 0; i < 4; ++i ) {
+ for( guint j = 0; j < 4; ++j ) {
+ if( (*nodes)[ row + i ][ col + j ]->set == false ) {
+
+ if( (*nodes)[ row + i ][ col + j ]->node_type == MG_NODE_TYPE_HANDLE ) {
+
+ // If a handle is not set it is because the side is a line.
+ // Set node points 1/3 of the way between corners.
+
+ if( i == 0 || i == 3 ) {
+ Geom::Point p0 = ( (*nodes)[ row + i ][ col ]->p );
+ Geom::Point p3 = ( (*nodes)[ row + i ][ col + 3 ]->p );
+ Geom::Point dp = (p3 - p0)/3.0;
+ if( j == 2 ) dp *= 2.0;
+ (*nodes)[ row + i ][ col + j ]->p = p0 + dp;
+ }
+
+ if( j == 0 || j == 3 ) {
+ Geom::Point p0 = ( (*nodes)[ row ][ col + j ]->p );
+ Geom::Point p3 = ( (*nodes)[ row + 3 ][ col + j ]->p );
+ Geom::Point dp = (p3 - p0)/3.0;
+ if( i == 2 ) dp *= 2.0;
+ (*nodes)[ row + i ][ col + j ]->p = p0 + dp;
+ }
+ }
+ }
+ }
+ }
+
+ // Update tensor nodes
+ for( guint i = 1; i < 3; ++i ) {
+ for( guint j = 1; j < 3; ++j ) {
+ if( (*nodes)[ row + i ][ col + j ]->set == false ) {
+
+ (*nodes)[ row + i ][ col + j ]->node_type = MG_NODE_TYPE_TENSOR;
+
+ guint t = 0;
+ if( i == 1 && j == 2 ) t = 1;
+ if( i == 2 && j == 2 ) t = 2;
+ if( i == 2 && j == 1 ) t = 3;
+ (*nodes)[ row + i ][ col + j ]->p = coonsTensorPoint( t );
+ // std::cout << "Update node: " << i << ", " << j << " " << coonsTensorPoint( t ) << std::endl;
+
+ }
+ }
+ }
+}
+
+/**
+ Return color for corner of patch.
+*/
+SPColor SPMeshPatchI::getColor( guint i ) {
+
+ assert( i < 4 );
+
+ SPColor color;
+ switch ( i ) {
+ case 0:
+ color = (*nodes)[ row ][ col ]->color;
+ break;
+ case 1:
+ color = (*nodes)[ row ][ col+3 ]->color;
+ break;
+ case 2:
+ color = (*nodes)[ row+3 ][ col+3 ]->color;
+ break;
+ case 3:
+ color = (*nodes)[ row+3 ][ col ]->color;
+ break;
+
+ }
+
+ return color;
+
+};
+
+/**
+ Set color for corner of patch.
+*/
+void SPMeshPatchI::setColor( guint i, SPColor color ) {
+
+ assert( i < 4 );
+
+ switch ( i ) {
+ case 0:
+ (*nodes)[ row ][ col ]->color = color;
+ break;
+ case 1:
+ (*nodes)[ row ][ col+3 ]->color = color;
+ break;
+ case 2:
+ (*nodes)[ row+3 ][ col+3 ]->color = color;
+ break;
+ case 3:
+ (*nodes)[ row+3 ][ col ]->color = color;
+ break;
+ }
+};
+
+/**
+ Return opacity for corner of patch.
+*/
+gdouble SPMeshPatchI::getOpacity( guint i ) {
+
+ assert( i < 4 );
+
+ gdouble opacity = 0.0;
+ switch ( i ) {
+ case 0:
+ opacity = (*nodes)[ row ][ col ]->opacity;
+ break;
+ case 1:
+ opacity = (*nodes)[ row ][ col+3 ]->opacity;
+ break;
+ case 2:
+ opacity = (*nodes)[ row+3 ][ col+3 ]->opacity;
+ break;
+ case 3:
+ opacity = (*nodes)[ row+3 ][ col ]->opacity;
+ break;
+ }
+
+ return opacity;
+};
+
+
+/**
+ Set opacity for corner of patch.
+*/
+void SPMeshPatchI::setOpacity( guint i, gdouble opacity ) {
+
+ assert( i < 4 );
+
+ switch ( i ) {
+ case 0:
+ (*nodes)[ row ][ col ]->opacity = opacity;
+ break;
+ case 1:
+ (*nodes)[ row ][ col+3 ]->opacity = opacity;
+ break;
+ case 2:
+ (*nodes)[ row+3 ][ col+3 ]->opacity = opacity;
+ break;
+ case 3:
+ (*nodes)[ row+3 ][ col ]->opacity = opacity;
+ break;
+
+ }
+
+};
+
+
+/**
+ Return stop pointer for corner of patch.
+*/
+SPStop* SPMeshPatchI::getStopPtr( guint i ) {
+
+ assert( i < 4 );
+
+ SPStop* stop = nullptr;
+ switch ( i ) {
+ case 0:
+ stop = (*nodes)[ row ][ col ]->stop;
+ break;
+ case 1:
+ stop = (*nodes)[ row ][ col+3 ]->stop;
+ break;
+ case 2:
+ stop = (*nodes)[ row+3 ][ col+3 ]->stop;
+ break;
+ case 3:
+ stop = (*nodes)[ row+3 ][ col ]->stop;
+ break;
+ }
+
+ return stop;
+};
+
+
+/**
+ Set stop pointer for corner of patch.
+*/
+void SPMeshPatchI::setStopPtr( guint i, SPStop* stop ) {
+
+ assert( i < 4 );
+
+ switch ( i ) {
+ case 0:
+ (*nodes)[ row ][ col ]->stop = stop;
+ break;
+ case 1:
+ (*nodes)[ row ][ col+3 ]->stop = stop;
+ break;
+ case 2:
+ (*nodes)[ row+3 ][ col+3 ]->stop = stop;
+ break;
+ case 3:
+ (*nodes)[ row+3 ][ col ]->stop = stop;
+ break;
+
+ }
+
+};
+
+
+SPMeshNodeArray::SPMeshNodeArray( SPMeshGradient *mg ) {
+
+ read( mg );
+
+};
+
+
+// Copy constructor
+SPMeshNodeArray::SPMeshNodeArray( const SPMeshNodeArray& rhs ) {
+
+ built = false;
+ mg = nullptr;
+ draggers_valid = false;
+
+ nodes = rhs.nodes; // This only copies the pointers but it does size the vector of vectors.
+
+ for( unsigned i=0; i < nodes.size(); ++i ) {
+ for( unsigned j=0; j < nodes[i].size(); ++j ) {
+ nodes[i][j] = new SPMeshNode( *rhs.nodes[i][j] ); // Copy data.
+ }
+ }
+};
+
+
+// Copy assignment operator
+SPMeshNodeArray& SPMeshNodeArray::operator=( const SPMeshNodeArray& rhs ) {
+
+ if( this == &rhs ) return *this;
+
+ clear(); // Clear any existing array.
+
+ built = false;
+ mg = nullptr;
+ draggers_valid = false;
+
+ nodes = rhs.nodes; // This only copies the pointers but it does size the vector of vectors.
+
+ for( unsigned i=0; i < nodes.size(); ++i ) {
+ for( unsigned j=0; j < nodes[i].size(); ++j ) {
+ nodes[i][j] = new SPMeshNode( *rhs.nodes[i][j] ); // Copy data.
+ }
+ }
+
+ return *this;
+};
+
+// Fill array with data from mesh objects.
+// Returns true of array's dimensions unchanged.
+bool SPMeshNodeArray::read( SPMeshGradient *mg_in ) {
+
+ mg = mg_in;
+ SPMeshGradient* mg_array = dynamic_cast<SPMeshGradient*>(mg->getArray());
+ if (!mg_array) {
+ std::cerr << "SPMeshNodeArray::read: No mesh array!" << std::endl;
+ return false;
+ }
+ // std::cout << "SPMeshNodeArray::read: " << mg_in << " array: " << mg_array << std::endl;
+
+ // Count rows and columns, if unchanged reuse array to keep draggers valid.
+ unsigned cols = 0;
+ unsigned rows = 0;
+ for (auto& ro: mg_array->children) {
+ if (SP_IS_MESHROW(&ro)) {
+ ++rows;
+ if (rows == 1 ) {
+ for (auto& po: ro.children) {
+ if (SP_IS_MESHPATCH(&po)) {
+ ++cols;
+ }
+ }
+ }
+ }
+ }
+ bool same_size = true;
+ if (cols != patch_columns() || rows != patch_rows() ) {
+ // Draggers will be invalidated.
+ same_size = false;
+ clear();
+ draggers_valid = false;
+ }
+
+ Geom::Point current_p( mg->x.computed, mg->y.computed );
+ // std::cout << "SPMeshNodeArray::read: p: " << current_p << std::endl;
+
+ guint max_column = 0;
+ guint irow = 0; // Corresponds to top of patch being read in.
+ for (auto& ro: mg_array->children) {
+
+ if (SP_IS_MESHROW(&ro)) {
+
+ guint icolumn = 0; // Corresponds to left of patch being read in.
+ for (auto& po: ro.children) {
+
+ if (SP_IS_MESHPATCH(&po)) {
+
+ SPMeshpatch *patch = SP_MESHPATCH(&po);
+
+ // std::cout << "SPMeshNodeArray::read: row size: " << nodes.size() << std::endl;
+ SPMeshPatchI new_patch( &nodes, irow, icolumn ); // Adds new nodes.
+ // std::cout << " after: " << nodes.size() << std::endl;
+
+ gint istop = 0;
+
+ // Only 'top' side defined for first row.
+ if( irow != 0 ) ++istop;
+
+ for (auto& so: po.children) {
+ if (SP_IS_STOP(&so)) {
+
+ if( istop > 3 ) {
+ // std::cout << " Mesh Gradient: Too many stops: " << istop << std::endl;
+ break;
+ }
+
+ SPStop *stop = SP_STOP(&so);
+
+ // Handle top of first row.
+ if( istop == 0 && icolumn == 0 ) {
+ // First patch in mesh.
+ new_patch.setPoint( 0, 0, current_p );
+ }
+ // First point is always already defined by previous side (stop).
+ current_p = new_patch.getPoint( istop, 0 );
+
+ // If side closes patch, then we read one less point.
+ bool closed = false;
+ if( icolumn == 0 && istop == 3 ) closed = true;
+ if( icolumn > 0 && istop == 2 ) closed = true;
+
+
+ // Copy path and then replace commas by spaces so we can use stringstream to parse
+ std::string path_string = *(stop->path_string);
+ std::replace(path_string.begin(),path_string.end(),',',' ');
+
+ // std::cout << " path_string: " << path_string << std::endl;
+ // std::cout << " current_p: " << current_p << std::endl;
+
+ std::stringstream os( path_string );
+
+ // Determine type of path
+ char path_type;
+ os >> path_type;
+ new_patch.setPathType( istop, path_type );
+
+ gdouble x, y;
+ Geom::Point p, dp;
+ guint max;
+ switch ( path_type ) {
+ case 'l':
+ if( !closed ) {
+ os >> x >> y;
+ if( !os.fail() ) {
+ dp = Geom::Point( x, y );
+ new_patch.setPoint( istop, 3, current_p + dp );
+ } else {
+ std::cerr << "Failed to read l" << std::endl;
+ }
+ }
+ // To facilitate some side operations, set handles to 1/3 and
+ // 2/3 distance between corner points but flag as unset.
+ p = new_patch.getPoint( istop, 3 );
+ dp = (p - current_p)/3.0; // Calculate since may not be set if closed.
+ // std::cout << " istop: " << istop
+ // << " dp: " << dp
+ // << " p: " << p
+ // << " current_p: " << current_p
+ // << std::endl;
+ new_patch.setPoint( istop, 1, current_p + dp, false );
+ new_patch.setPoint( istop, 2, current_p + 2.0 * dp, false );
+ break;
+ case 'L':
+ if( !closed ) {
+ os >> x >> y;
+ if( !os.fail() ) {
+ p = Geom::Point( x, y );
+ new_patch.setPoint( istop, 3, p );
+ } else {
+ std::cerr << "Failed to read L" << std::endl;
+ }
+ }
+ // To facilitate some side operations, set handles to 1/3 and
+ // 2/3 distance between corner points but flag as unset.
+ p = new_patch.getPoint( istop, 3 );
+ dp = (p - current_p)/3.0;
+ new_patch.setPoint( istop, 1, current_p + dp, false );
+ new_patch.setPoint( istop, 2, current_p + 2.0 * dp, false );
+ break;
+ case 'c':
+ max = 4;
+ if( closed ) max = 3;
+ for( guint i = 1; i < max; ++i ) {
+ os >> x >> y;
+ if( !os.fail() ) {
+ p = Geom::Point( x, y );
+ p += current_p;
+ new_patch.setPoint( istop, i, p );
+ } else {
+ std::cerr << "Failed to read c: " << i << std::endl;
+ }
+ }
+ break;
+ case 'C':
+ max = 4;
+ if( closed ) max = 3;
+ for( guint i = 1; i < max; ++i ) {
+ os >> x >> y;
+ if( !os.fail() ) {
+ p = Geom::Point( x, y );
+ new_patch.setPoint( istop, i, p );
+ } else {
+ std::cerr << "Failed to read C: " << i << std::endl;
+ }
+ }
+ break;
+ default:
+ // should not reach
+ std::cerr << "Path Error: unhandled path type: " << path_type << std::endl;
+ }
+ current_p = new_patch.getPoint( istop, 3 );
+
+ // Color
+ if( (istop == 0 && irow == 0 && icolumn > 0) || (istop == 1 && irow > 0 ) ) {
+ // skip
+ } else {
+ SPColor color = stop->getColor();
+ double opacity = stop->getOpacity();
+ new_patch.setColor( istop, color );
+ new_patch.setOpacity( istop, opacity );
+ new_patch.setStopPtr( istop, stop );
+ }
+ ++istop;
+ }
+ } // Loop over stops
+
+ // Read in tensor string after stops since tensor nodes defined relative to corner nodes.
+
+ // Copy string and then replace commas by spaces so we can use stringstream to parse XXXX
+ if( patch->tensor_string ) {
+ std::string tensor_string = *(patch->tensor_string);
+ std::replace(tensor_string.begin(),tensor_string.end(),',',' ');
+
+ // std::cout << " tensor_string: " << tensor_string << std::endl;
+
+ std::stringstream os( tensor_string );
+ for( guint i = 0; i < 4; ++i ) {
+ double x = 0.0;
+ double y = 0.0;
+ os >> x >> y;
+ if( !os.fail() ) {
+ new_patch.setTensorPoint( i, new_patch.getPoint( i, 0 ) + Geom::Point( x, y ) );
+ } else {
+ std::cerr << "Failed to read p: " << i << std::endl;
+ break;
+ }
+ }
+ }
+ ++icolumn;
+ if( max_column < icolumn ) max_column = icolumn;
+ }
+ }
+ ++irow;
+ }
+ }
+
+ // Insure we have a true array.
+ for(auto & node : nodes) {
+ node.resize( max_column * 3 + 1 );
+ }
+
+ // Set node edge.
+ for( guint i = 0; i < nodes.size(); ++i ) {
+ for( guint j = 0; j < nodes[i].size(); ++j ) {
+ nodes[i][j]->node_edge = MG_NODE_EDGE_NONE;
+ if( i == 0 ) nodes[i][j]->node_edge |= MG_NODE_EDGE_TOP;
+ if( i == nodes.size() - 1 ) nodes[i][j]->node_edge |= MG_NODE_EDGE_BOTTOM;
+ if( j == 0 ) nodes[i][j]->node_edge |= MG_NODE_EDGE_RIGHT;
+ if( j == nodes[i].size() - 1 ) nodes[i][j]->node_edge |= MG_NODE_EDGE_LEFT;
+ }
+ }
+
+ // std::cout << "SPMeshNodeArray::Read: result:" << std::endl;
+ // print();
+
+ built = true;
+
+ return same_size;
+};
+
+/**
+ Write repr using our array.
+*/
+void SPMeshNodeArray::write( SPMeshGradient *mg ) {
+
+ // std::cout << "SPMeshNodeArray::write: entrance:" << std::endl;
+ // print();
+ using Geom::X;
+ using Geom::Y;
+
+ SPMeshGradient* mg_array = dynamic_cast<SPMeshGradient*>(mg->getArray());
+ if (!mg_array) {
+ // std::cerr << "SPMeshNodeArray::write: missing patches!" << std::endl;
+ mg_array = mg;
+ }
+
+ // First we must delete reprs for old mesh rows and patches. We only need to call the
+ // deleteObject() method, which in turn calls sp_repr_unparent. Since iterators do not play
+ // well with boost::intrusive::list (which ChildrenList derive from) we need to iterate over a
+ // copy of the pointers to the objects.
+ std::vector<SPObject*> children_pointers;
+ for (auto& row : mg_array->children) {
+ children_pointers.push_back(&row);
+ }
+
+ for (auto i : children_pointers) {
+ i->deleteObject();
+ }
+
+ // Now we build new reprs
+ Inkscape::XML::Node *mesh = mg->getRepr();
+ Inkscape::XML::Node *mesh_array = mg_array->getRepr();
+
+ SPMeshNodeArray* array = &(mg_array->array);
+ SPMeshPatchI patch0( &(array->nodes), 0, 0 );
+ Geom::Point current_p = patch0.getPoint( 0, 0 ); // Side 0, point 0
+
+ sp_repr_set_svg_double( mesh, "x", current_p[X] );
+ sp_repr_set_svg_double( mesh, "y", current_p[Y] );
+
+ Geom::Point current_p2( mg->x.computed, mg->y.computed );
+
+ Inkscape::XML::Document *xml_doc = mesh->document();
+ guint rows = array->patch_rows();
+ for( guint i = 0; i < rows; ++i ) {
+
+ // Write row
+ Inkscape::XML::Node *row = xml_doc->createElement("svg:meshrow");
+ mesh_array->appendChild( row ); // No attributes
+
+ guint columns = array->patch_columns();
+ for( guint j = 0; j < columns; ++j ) {
+
+ // Write patch
+ Inkscape::XML::Node *patch = xml_doc->createElement("svg:meshpatch");
+
+ SPMeshPatchI patchi( &(array->nodes), i, j );
+
+ // Add tensor
+ if( patchi.tensorIsSet() ) {
+
+ std::stringstream is;
+
+ for( guint k = 0; k < 4; ++k ) {
+ Geom::Point p = patchi.getTensorPoint( k ) - patchi.getPoint( k, 0 );
+ is << p[X] << "," << p[Y];
+ if( k < 3 ) is << " ";
+ }
+
+ patch->setAttribute("tensor", is.str());
+ // std::cout << " SPMeshNodeArray::write: tensor: " << is.str() << std::endl;
+ }
+
+ row->appendChild( patch );
+
+ // Write sides
+ for( guint k = 0; k < 4; ++k ) {
+
+ // Only first row has top stop
+ if( k == 0 && i != 0 ) continue;
+
+ // Only first column has left stop
+ if( k == 3 && j != 0 ) continue;
+
+ Inkscape::XML::Node *stop = xml_doc->createElement("svg:stop");
+
+ // Add path
+ std::stringstream is;
+ char path_type = patchi.getPathType( k );
+ is << path_type;
+
+ std::vector< Geom::Point> p = patchi.getPointsForSide( k );
+ current_p = patchi.getPoint( k, 0 );
+
+ switch ( path_type ) {
+ case 'l':
+ is << " "
+ << ( p[3][X] - current_p[X] ) << ","
+ << ( p[3][Y] - current_p[Y] );
+ break;
+ case 'L':
+ is << " "
+ << p[3][X] << ","
+ << p[3][Y];
+ break;
+ case 'c':
+ is << " "
+ << ( p[1][X] - current_p[X] ) << ","
+ << ( p[1][Y] - current_p[Y] ) << " "
+ << ( p[2][X] - current_p[X] ) << ","
+ << ( p[2][Y] - current_p[Y] ) << " "
+ << ( p[3][X] - current_p[X] ) << ","
+ << ( p[3][Y] - current_p[Y] );
+ break;
+ case 'C':
+ is << " "
+ << p[1][X] << ","
+ << p[1][Y] << " "
+ << p[2][X] << ","
+ << p[2][Y] << " "
+ << p[3][X] << ","
+ << p[3][Y];
+ break;
+ case 'z':
+ case 'Z':
+ std::cerr << "SPMeshNodeArray::write(): bad path type" << path_type << std::endl;
+ break;
+ default:
+ std::cerr << "SPMeshNodeArray::write(): unhandled path type" << path_type << std::endl;
+ }
+ stop->setAttribute("path", is.str());
+ // std::cout << "SPMeshNodeArray::write: path: " << is.str().c_str() << std::endl;
+ // Add stop-color
+ if( ( k == 0 && i == 0 && j == 0 ) ||
+ ( k == 1 && i == 0 ) ||
+ ( k == 2 ) ||
+ ( k == 3 && j == 0 ) ) {
+
+ // Why are we setting attribute and not style?
+ //stop->setAttribute("stop-color", patchi.getColor(k).toString() );
+ //stop->setAttribute("stop-opacity", patchi.getOpacity(k) );
+
+ Inkscape::CSSOStringStream os;
+ os << "stop-color:" << patchi.getColor(k).toString() << ";stop-opacity:" << patchi.getOpacity(k);
+ stop->setAttribute("style", os.str());
+ }
+ patch->appendChild( stop );
+ }
+ }
+ }
+}
+
+/**
+ * Find default color based on colors in existing fill.
+ */
+static SPColor default_color( SPItem *item ) {
+
+ SPColor color( 0.5, 0.0, 0.5 );
+
+ if ( item->style ) {
+ SPIPaint const &paint = ( item->style->fill ); // Could pick between style.fill/style.stroke
+ if ( paint.isColor() ) {
+ color = paint.value.color;
+ } else if ( paint.isPaintserver() ) {
+ SPObject const *server = item->style->getFillPaintServer();
+ if ( SP_IS_GRADIENT(server) && SP_GRADIENT(server)->getVector() ) {
+ SPStop *firstStop = SP_GRADIENT(server)->getVector()->getFirstStop();
+ if ( firstStop ) {
+ color = firstStop->getColor();
+ }
+ }
+ }
+ } else {
+ std::cerr << " SPMeshNodeArray: default_color(): No style" << std::endl;
+ }
+
+ return color;
+}
+
+/**
+ Create a default mesh.
+*/
+void SPMeshNodeArray::create( SPMeshGradient *mg, SPItem *item, Geom::OptRect bbox ) {
+
+ // std::cout << "SPMeshNodeArray::create: Entrance" << std::endl;
+
+ if( !bbox ) {
+ // Set default size to bounding box if size not given.
+ std::cerr << "SPMeshNodeArray::create(): bbox empty" << std::endl;
+ bbox = item->geometricBounds();
+
+ if( !bbox ) {
+ std::cerr << "SPMeshNodeArray::create: ERROR: No bounding box!" << std::endl;
+ return;
+ }
+ }
+
+ Geom::Coord const width = bbox->dimensions()[Geom::X];
+ Geom::Coord const height = bbox->dimensions()[Geom::Y];
+ Geom::Point center = bbox->midpoint();
+
+ // Must keep repr and array in sync. We have two choices:
+ // Build the repr first and then "read" it.
+ // Construct the array and then "write" it.
+ // We'll do the second.
+
+ // Remove any existing mesh. We could choose to simply scale an existing mesh...
+ //clear();
+
+ // We get called twice when a new mesh is created...WHY?
+ // return if we've already constructed the mesh.
+ if( !nodes.empty() ) return;
+
+ // Set 'gradientUnits'. Our calculations assume "userSpaceOnUse".
+ Inkscape::XML::Node *repr = mg->getRepr();
+ repr->setAttribute("gradientUnits", "userSpaceOnUse");
+
+ // Get default color
+ SPColor color = default_color( item );
+
+ // Set some corners to white so we can see the mesh.
+ SPColor white( 1.0, 1.0, 1.0 );
+ if (color == white) {
+ // If default color is white, set other color to black.
+ white = SPColor( 0.0, 0.0, 0.0 );
+ }
+
+ // Get preferences
+ Inkscape::Preferences *prefs = Inkscape::Preferences::get();
+ guint prows = prefs->getInt("/tools/mesh/mesh_rows", 1);
+ guint pcols = prefs->getInt("/tools/mesh/mesh_cols", 1);
+
+ SPMeshGeometry mesh_type =
+ (SPMeshGeometry) prefs->getInt("/tools/mesh/mesh_geometry", SP_MESH_GEOMETRY_NORMAL);
+
+ if( mesh_type == SP_MESH_GEOMETRY_CONICAL ) {
+
+ // Conical gradient.. for any shape/path using geometric bounding box.
+
+ gdouble rx = width/2.0;
+ gdouble ry = height/2.0;
+
+ // Start and end angles
+ gdouble start = 0.0;
+ gdouble end = 2.0 * M_PI;
+
+ if ( SP_IS_STAR( item ) ) {
+ // But if it is a star... use star parameters!
+ SPStar* star = SP_STAR( item );
+ center = star->center;
+ rx = star->r[0];
+ ry = star->r[0];
+ start = star->arg[0];
+ end = start + 2.0 * M_PI;
+ }
+
+ if ( SP_IS_GENERICELLIPSE( item ) ) {
+ // For arcs use set start/stop
+ SPGenericEllipse* arc = SP_GENERICELLIPSE( item );
+ center[Geom::X] = arc->cx.computed;
+ center[Geom::Y] = arc->cy.computed;
+ rx = arc->rx.computed;
+ ry = arc->ry.computed;
+ start = arc->start;
+ end = arc->end;
+ if( end <= start ) {
+ end += 2.0 * M_PI;
+ }
+ }
+
+ // std::cout << " start: " << start << " end: " << end << std::endl;
+
+ // IS THIS NECESSARY?
+ sp_repr_set_svg_double( repr, "x", center[Geom::X] + rx * cos(start) );
+ sp_repr_set_svg_double( repr, "y", center[Geom::Y] + ry * sin(start) );
+
+ guint sections = pcols;
+
+ // If less sections, arc approximation error too great. (Check!)
+ if( sections < 4 ) sections = 4;
+
+ double arc = (end - start) / (double)sections;
+
+ // See: http://en.wikipedia.org/wiki/B%C3%A9zier_curve
+ gdouble kappa = 4.0/3.0 * tan(arc/4.0);
+ gdouble lenx = rx * kappa;
+ gdouble leny = ry * kappa;
+
+ gdouble s = start;
+ for( guint i = 0; i < sections; ++i ) {
+
+ SPMeshPatchI patch( &nodes, 0, i );
+
+ gdouble x0 = center[Geom::X] + rx * cos(s);
+ gdouble y0 = center[Geom::Y] + ry * sin(s);
+ gdouble x1 = x0 - lenx * sin(s);
+ gdouble y1 = y0 + leny * cos(s);
+
+ s += arc;
+ gdouble x3 = center[Geom::X] + rx * cos(s);
+ gdouble y3 = center[Geom::Y] + ry * sin(s);
+ gdouble x2 = x3 + lenx * sin(s);
+ gdouble y2 = y3 - leny * cos(s);
+
+ patch.setPoint( 0, 0, Geom::Point( x0, y0 ) );
+ patch.setPoint( 0, 1, Geom::Point( x1, y1 ) );
+ patch.setPoint( 0, 2, Geom::Point( x2, y2 ) );
+ patch.setPoint( 0, 3, Geom::Point( x3, y3 ) );
+
+ patch.setPoint( 2, 0, center );
+ patch.setPoint( 3, 0, center );
+
+ for( guint k = 0; k < 4; ++k ) {
+ patch.setPathType( k, 'l' );
+ patch.setColor( k, (i+k)%2 ? color : white );
+ patch.setOpacity( k, 1.0 );
+ }
+ patch.setPathType( 0, 'c' );
+
+ // Set handle and tensor nodes.
+ patch.updateNodes();
+
+ }
+
+ split_row( 0, prows );
+
+ } else {
+
+ // Normal grid meshes
+
+ if( SP_IS_GENERICELLIPSE( item ) ) {
+
+ // std::cout << "We've got ourselves an arc!" << std::endl;
+
+ SPGenericEllipse* arc = SP_GENERICELLIPSE( item );
+ center[Geom::X] = arc->cx.computed;
+ center[Geom::Y] = arc->cy.computed;
+ gdouble rx = arc->rx.computed;
+ gdouble ry = arc->ry.computed;
+
+ gdouble s = -3.0/2.0 * M_PI_2;
+
+ sp_repr_set_svg_double( repr, "x", center[Geom::X] + rx * cos(s) );
+ sp_repr_set_svg_double( repr, "y", center[Geom::Y] + ry * sin(s) );
+
+ gdouble lenx = rx * 4*tan(M_PI_2/4)/3;
+ gdouble leny = ry * 4*tan(M_PI_2/4)/3;
+
+ SPMeshPatchI patch( &nodes, 0, 0 );
+ for( guint i = 0; i < 4; ++i ) {
+
+ gdouble x0 = center[Geom::X] + rx * cos(s);
+ gdouble y0 = center[Geom::Y] + ry * sin(s);
+ gdouble x1 = x0 + lenx * cos(s + M_PI_2);
+ gdouble y1 = y0 + leny * sin(s + M_PI_2);
+
+ s += M_PI_2;
+ gdouble x3 = center[Geom::X] + rx * cos(s);
+ gdouble y3 = center[Geom::Y] + ry * sin(s);
+ gdouble x2 = x3 + lenx * cos(s - M_PI_2);
+ gdouble y2 = y3 + leny * sin(s - M_PI_2);
+
+ Geom::Point p1( x1, y1 );
+ Geom::Point p2( x2, y2 );
+ Geom::Point p3( x3, y3 );
+ patch.setPoint( i, 1, p1 );
+ patch.setPoint( i, 2, p2 );
+ patch.setPoint( i, 3, p3 );
+
+ patch.setPathType( i, 'c' );
+
+ patch.setColor( i, i%2 ? color : white );
+ patch.setOpacity( i, 1.0 );
+ }
+
+ // Fill out tensor points
+ patch.updateNodes();
+
+ split_row( 0, prows );
+ split_column( 0, pcols );
+
+ // END Arc
+
+ } else if ( SP_IS_STAR( item ) ) {
+
+ // Do simplest thing... assume star is not rounded or randomized.
+ // (It should be easy to handle the rounded/randomized cases by making
+ // the appropriate star class function public.)
+ SPStar* star = SP_STAR( item );
+ guint sides = star->sides;
+
+ // std::cout << "We've got ourselves an star! Sides: " << sides << std::endl;
+
+ Geom::Point p0 = sp_star_get_xy( star, SP_STAR_POINT_KNOT1, 0 );
+ sp_repr_set_svg_double( repr, "x", p0[Geom::X] );
+ sp_repr_set_svg_double( repr, "y", p0[Geom::Y] );
+
+ for( guint i = 0; i < sides; ++i ) {
+
+ if( star->flatsided ) {
+
+ SPMeshPatchI patch( &nodes, 0, i );
+
+ patch.setPoint( 0, 0, sp_star_get_xy( star, SP_STAR_POINT_KNOT1, i ) );
+ guint ii = i+1;
+ if( ii == sides ) ii = 0;
+ patch.setPoint( 1, 0, sp_star_get_xy( star, SP_STAR_POINT_KNOT1, ii ) );
+ patch.setPoint( 2, 0, star->center );
+ patch.setPoint( 3, 0, star->center );
+
+ for( guint s = 0; s < 4; ++s ) {
+ patch.setPathType( s, 'l' );
+ patch.setColor( s, (i+s)%2 ? color : white );
+ patch.setOpacity( s, 1.0 );
+ }
+
+ // Set handle and tensor nodes.
+ patch.updateNodes();
+
+ } else {
+
+ SPMeshPatchI patch0( &nodes, 0, 2*i );
+
+ patch0.setPoint( 0, 0, sp_star_get_xy( star, SP_STAR_POINT_KNOT1, i ) );
+ patch0.setPoint( 1, 0, sp_star_get_xy( star, SP_STAR_POINT_KNOT2, i ) );
+ patch0.setPoint( 2, 0, star->center );
+ patch0.setPoint( 3, 0, star->center );
+
+ guint ii = i+1;
+ if( ii == sides ) ii = 0;
+
+ SPMeshPatchI patch1( &nodes, 0, 2*i+1 );
+
+ patch1.setPoint( 0, 0, sp_star_get_xy( star, SP_STAR_POINT_KNOT2, i ) );
+ patch1.setPoint( 1, 0, sp_star_get_xy( star, SP_STAR_POINT_KNOT1, ii ) );
+ patch1.setPoint( 2, 0, star->center );
+ patch1.setPoint( 3, 0, star->center );
+
+ for( guint s = 0; s < 4; ++s ) {
+ patch0.setPathType( s, 'l' );
+ patch0.setColor( s, s%2 ? color : white );
+ patch0.setOpacity( s, 1.0 );
+ patch1.setPathType( s, 'l' );
+ patch1.setColor( s, s%2 ? white : color );
+ patch1.setOpacity( s, 1.0 );
+ }
+
+ // Set handle and tensor nodes.
+ patch0.updateNodes();
+ patch1.updateNodes();
+
+ }
+ }
+
+ //print();
+
+ split_row( 0, prows );
+ //split_column( 0, pcols );
+
+ } else {
+
+ // Generic
+
+ sp_repr_set_svg_double(repr, "x", bbox->min()[Geom::X]);
+ sp_repr_set_svg_double(repr, "y", bbox->min()[Geom::Y]);
+
+ // Get node array size
+ guint nrows = prows * 3 + 1;
+ guint ncols = pcols * 3 + 1;
+
+ gdouble dx = width / (gdouble)(ncols-1.0);
+ gdouble dy = height / (gdouble)(nrows-1.0);
+
+ Geom::Point p0( mg->x.computed, mg->y.computed );
+
+ for( guint i = 0; i < nrows; ++i ) {
+ std::vector< SPMeshNode* > row;
+ for( guint j = 0; j < ncols; ++j ) {
+ SPMeshNode* node = new SPMeshNode;
+ node->p = p0 + Geom::Point( j * dx, i * dy );
+
+ node->node_edge = MG_NODE_EDGE_NONE;
+ if( i == 0 ) node->node_edge |= MG_NODE_EDGE_TOP;
+ if( i == nrows -1 ) node->node_edge |= MG_NODE_EDGE_BOTTOM;
+ if( j == 0 ) node->node_edge |= MG_NODE_EDGE_LEFT;
+ if( j == ncols -1 ) node->node_edge |= MG_NODE_EDGE_RIGHT;
+
+ if( i%3 == 0 ) {
+
+ if( j%3 == 0) {
+ // Corner
+ node->node_type = MG_NODE_TYPE_CORNER;
+ node->set = true;
+ node->color = (i+j)%2 ? color : white;
+ node->opacity = 1.0;
+
+ } else {
+ // Side
+ node->node_type = MG_NODE_TYPE_HANDLE;
+ node->set = true;
+ node->path_type = 'c';
+ }
+
+ } else {
+
+ if( j%3 == 0) {
+ // Side
+ node->node_type = MG_NODE_TYPE_HANDLE;
+ node->set = true;
+ node->path_type = 'c';
+ } else {
+ // Tensor
+ node->node_type = MG_NODE_TYPE_TENSOR;
+ node->set = false;
+ }
+
+ }
+
+ row.push_back( node );
+ }
+ nodes.push_back( row );
+ }
+ // End normal
+ }
+
+ } // If conical
+
+ //print();
+
+ // Write repr
+ write( mg );
+}
+
+
+/**
+ Clear mesh gradient.
+*/
+void SPMeshNodeArray::clear() {
+
+ for(auto & node : nodes) {
+ for(auto & j : node) {
+ if( j ) {
+ delete j;
+ }
+ }
+ }
+ nodes.clear();
+};
+
+
+/**
+ Print mesh gradient (for debugging).
+*/
+void SPMeshNodeArray::print() {
+ for( guint i = 0; i < nodes.size(); ++i ) {
+ std::cout << "New node row:" << std::endl;
+ for( guint j = 0; j < nodes[i].size(); ++j ) {
+ if( nodes[i][j] ) {
+ std::cout.width(4);
+ std::cout << " Node: " << i << "," << j << ": "
+ << nodes[i][j]->p
+ << " Node type: " << nodes[i][j]->node_type
+ << " Node edge: " << nodes[i][j]->node_edge
+ << " Set: " << nodes[i][j]->set
+ << " Path type: " << nodes[i][j]->path_type
+ << " Stop: " << nodes[i][j]->stop
+ << std::endl;
+ } else {
+ std::cout << "Error: missing mesh node." << std::endl;
+ }
+ } // Loop over patches
+ } // Loop over rows
+};
+
+
+
+/*
+double hermite( const double p0, const double p1, const double m0, const double m1, const double t ) {
+ double t2 = t*t;
+ double t3 = t2*t;
+
+ double result = (2.0*t3 - 3.0*t2 +1.0) * p0
+ + (t3 - 2.0*t2 + t) * m0
+ + (-2.0*t3 + 3.0*t2) * p1
+ + (t3 -t2) * m1;
+
+ return result;
+}
+*/
+
+class SPMeshSmoothCorner {
+
+public:
+ SPMeshSmoothCorner() {
+ for(auto & i : g) {
+ for( unsigned j = 0; j < 4; ++j ) {
+ i[j] = 0;
+ }
+ }
+ }
+
+ double g[3][8]; // 3 colors, 8 parameters: see enum.
+ Geom::Point p; // Location of point
+};
+
+// Find slope at point 1 given values at previous and next points
+// Return value is slope in user space
+double find_slope1( const double &p0, const double &p1, const double &p2,
+ const double &d01, const double &d12 ) {
+
+ double slope = 0;
+
+ if( d01 > 0 && d12 > 0 ) {
+ slope = 0.5 * ( (p1 - p0)/d01 + (p2 - p1)/d12 );
+
+ if( ( p0 > p1 && p1 < p2 ) ||
+ ( p0 < p1 && p1 > p2 ) ) {
+ // At minimum or maximum, use slope of zero
+ slope = 0;
+ } else {
+ // Ensure we don't overshoot
+ if( fabs(slope) > fabs(3*(p1-p0)/d01) ) {
+ slope = 3*(p1-p0)/d01;
+ }
+ if( fabs(slope) > fabs(3*(p2-p1)/d12) ) {
+ slope = 3*(p2-p1)/d12;
+ }
+ }
+ } else {
+ // Do something clever
+ }
+ return slope;
+};
+
+
+/*
+// Find slope at point 0 given values at previous and next points
+// TO DO: TAKE DISTANCE BETWEEN POINTS INTO ACCOUNT
+double find_slope2( double pmm, double ppm, double pmp, double ppp, double p0 ) {
+
+ // pmm == d[i-1][j-1], ... 'm' is minus, 'p' is plus
+ double slope = (ppp - ppm - pmp + pmm)/2.0;
+ if( (ppp > p0 && ppm > p0 && pmp > p0 && pmm > 0) ||
+ (ppp < p0 && ppm < p0 && pmp < p0 && pmm < 0) ) {
+ // At minimum or maximum, use slope of zero
+ slope = 0;
+ } else {
+ // Don't really know what to do here
+ if( fabs(slope) > fabs(3*(ppp-p0)) ) {
+ slope = 3*(ppp-p0);
+ }
+ if( fabs(slope) > fabs(3*(pmp-p0)) ) {
+ slope = 3*(pmp-p0);
+ }
+ if( fabs(slope) > fabs(3*(ppm-p0)) ) {
+ slope = 3*(ppm-p0);
+ }
+ if( fabs(slope) > fabs(3*(pmm-p0)) ) {
+ slope = 3*(pmm-p0);
+ }
+ }
+ return slope;
+}
+*/
+
+// https://en.wikipedia.org/wiki/Bicubic_interpolation
+void invert( const double v[16], double alpha[16] ) {
+
+ const double A[16][16] = {
+
+ { 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
+ { 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
+ {-3, 3, 0, 0, -2,-1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
+ { 2,-2, 0, 0, 1, 1, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 },
+ { 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0, 0, 0, 0, 0 },
+ { 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 1, 0, 0, 0 },
+ { 0, 0, 0, 0, 0, 0, 0, 0, -3, 3, 0, 0, -2,-1, 0, 0 },
+ { 0, 0, 0, 0, 0, 0, 0, 0, 2,-2, 0, 0, 1, 1, 0, 0 },
+ {-3, 0, 3, 0, 0, 0, 0, 0, -2, 0,-1, 0, 0, 0, 0, 0 },
+ { 0, 0, 0, 0, -3, 0, 3, 0, 0, 0, 0, 0, -2, 0,-1, 0 },
+ { 9,-9,-9, 9, 6, 3,-6,-3, 6,-6, 3,-3, 4, 2, 2, 1 },
+ {-6, 6, 6,-6, -3,-3, 3, 3, -4, 4,-2, 2, -2,-2,-1,-1 },
+ { 2, 0,-2, 0, 0, 0, 0, 0, 1, 0, 1, 0, 0, 0, 0, 0 },
+ { 0, 0, 0, 0, 2, 0,-2, 0, 0, 0, 0, 0, 1, 0, 1, 0 },
+ {-6, 6, 6,-6, -4,-2, 4, 2, -3, 3,-3, 3, -2,-1,-2,-1 },
+ { 4,-4,-4, 4, 2, 2,-2,-2, 2,-2, 2,-2, 1, 1, 1, 1 }
+ };
+
+ for( unsigned i = 0; i < 16; ++i ) {
+ alpha[i] = 0;
+ for( unsigned j = 0; j < 16; ++j ) {
+ alpha[i] += A[i][j]*v[j];
+ }
+ }
+}
+
+double sum( const double alpha[16], const double& x, const double& y ) {
+
+ double result = 0;
+
+ double xx = x*x;
+ double xxx = xx * x;
+ double yy = y*y;
+ double yyy = yy * y;
+
+ result += alpha[ 0 ];
+ result += alpha[ 1 ] * x;
+ result += alpha[ 2 ] * xx;
+ result += alpha[ 3 ] * xxx;
+ result += alpha[ 4 ] * y;
+ result += alpha[ 5 ] * y * x;
+ result += alpha[ 6 ] * y * xx;
+ result += alpha[ 7 ] * y * xxx;
+ result += alpha[ 8 ] * yy;
+ result += alpha[ 9 ] * yy * x;
+ result += alpha[ 10 ] * yy * xx;
+ result += alpha[ 11 ] * yy * xxx;
+ result += alpha[ 12 ] * yyy;
+ result += alpha[ 13 ] * yyy * x;
+ result += alpha[ 14 ] * yyy * xx;
+ result += alpha[ 15 ] * yyy * xxx;
+
+ return result;
+}
+
+/**
+ Fill 'smooth' with a smoothed version of the array by subdividing each patch into smaller patches.
+*/
+void SPMeshNodeArray::bicubic( SPMeshNodeArray* smooth, SPMeshType type ) {
+
+
+ *smooth = *this; // Deep copy via copy assignment constructor, smooth cleared before copy
+ // std::cout << "SPMeshNodeArray::smooth2(): " << this->patch_rows() << " " << smooth->patch_columns() << std::endl;
+ // std::cout << " " << smooth << " " << this << std::endl;
+
+ // Find derivatives at corners
+
+ // Create array of corner points
+ std::vector< std::vector <SPMeshSmoothCorner> > d;
+ d.resize( smooth->patch_rows() + 1 );
+ for( unsigned i = 0; i < d.size(); ++i ) {
+ d[i].resize( smooth->patch_columns() + 1 );
+ for( unsigned j = 0; j < d[i].size(); ++j ) {
+ float rgb_color[3];
+ this->nodes[ i*3 ][ j*3 ]->color.get_rgb_floatv(rgb_color);
+ d[i][j].g[0][0] = rgb_color[ 0 ];
+ d[i][j].g[1][0] = rgb_color[ 1 ];
+ d[i][j].g[2][0] = rgb_color[ 2 ];
+ d[i][j].p = this->nodes[ i*3 ][ j*3 ]->p;
+ }
+ }
+
+ // Calculate interior derivatives
+ for( unsigned i = 0; i < d.size(); ++i ) {
+ for( unsigned j = 0; j < d[i].size(); ++j ) {
+ for( unsigned k = 0; k < 3; ++k ) { // Loop over colors
+
+ // dx
+
+ if( i != 0 && i != d.size()-1 ) {
+ double lm = Geom::distance( d[i-1][j].p, d[i][j].p );
+ double lp = Geom::distance( d[i+1][j].p, d[i][j].p );
+ d[i][j].g[k][1] = find_slope1( d[i-1][j].g[k][0], d[i][j].g[k][0], d[i+1][j].g[k][0], lm, lp );
+ }
+
+ // dy
+ if( j != 0 && j != d[i].size()-1 ) {
+ double lm = Geom::distance( d[i][j-1].p, d[i][j].p );
+ double lp = Geom::distance( d[i][j+1].p, d[i][j].p );
+ d[i][j].g[k][2] = find_slope1( d[i][j-1].g[k][0], d[i][j].g[k][0], d[i][j+1].g[k][0], lm, lp );
+ }
+
+ // dxdy if needed, need to take lengths into account
+ // if( i != 0 && i != d.size()-1 && j != 0 && j != d[i].size()-1 ) {
+ // d[i][j].g[k][3] = find_slope2( d[i-1][j-1].g[k][0], d[i+1][j-1].g[k][0],
+ // d[i-1][j+1].g[k][0], d[i-1][j-1].g[k][0],
+ // d[i][j].g[k][0] );
+ // }
+
+ }
+ }
+ }
+
+ // Calculate exterior derivatives
+ // We need to do this after calculating interior derivatives as we need to already
+ // have the non-exterior derivative calculated for finding the parabola.
+ for( unsigned j = 0; j< d[0].size(); ++j ) {
+ for( unsigned k = 0; k < 3; ++k ) { // Loop over colors
+
+ // Parabolic
+ double d0 = Geom::distance( d[1][j].p, d[0 ][j].p );
+ if( d0 > 0 ) {
+ d[0][j].g[k][1] = 2.0*(d[1][j].g[k][0] - d[0 ][j].g[k][0])/d0 - d[1][j].g[k][1];
+ } else {
+ d[0][j].g[k][1] = 0;
+ }
+
+ unsigned z = d.size()-1;
+ double dz = Geom::distance( d[z][j].p, d[z-1][j].p );
+ if( dz > 0 ) {
+ d[z][j].g[k][1] = 2.0*(d[z][j].g[k][0] - d[z-1][j].g[k][0])/dz - d[z-1][j].g[k][1];
+ } else {
+ d[z][j].g[k][1] = 0;
+ }
+ }
+ }
+
+ for( unsigned i = 0; i< d.size(); ++i ) {
+ for( unsigned k = 0; k < 3; ++k ) { // Loop over colors
+
+ // Parabolic
+ double d0 = Geom::distance( d[i][1].p, d[i][0 ].p );
+ if( d0 > 0 ) {
+ d[i][0].g[k][2] = 2.0*(d[i][1].g[k][0] - d[i][0 ].g[k][0])/d0 - d[i][1].g[k][2];
+ } else {
+ d[i][0].g[k][2] = 0;
+ }
+
+ unsigned z = d[0].size()-1;
+ double dz = Geom::distance( d[i][z].p, d[i][z-1].p );
+ if( dz > 0 ) {
+ d[i][z].g[k][2] = 2.0*(d[i][z].g[k][0] - d[i][z-1].g[k][0])/dz - d[i][z-1].g[k][2];
+ } else {
+ d[i][z].g[k][2] = 0;
+ }
+ }
+ }
+
+ // Leave outside corner cross-derivatives at zero.
+
+ // Next split each patch into 8x8 smaller patches.
+
+ // Split each row into eight rows.
+ // Must do it from end so inserted rows don't mess up indexing
+ for( int i = smooth->patch_rows() - 1; i >= 0; --i ) {
+ smooth->split_row( i, unsigned(8) );
+ }
+
+ // Split each column into eight columns.
+ // Must do it from end so inserted columns don't mess up indexing
+ for( int i = smooth->patch_columns() - 1; i >= 0; --i ) {
+ smooth->split_column( i, (unsigned)8 );
+ }
+
+ // Fill new patches
+ for( unsigned i = 0; i < this->patch_rows(); ++i ) {
+ for( unsigned j = 0; j < this->patch_columns(); ++j ) {
+
+ double dx0 = Geom::distance( d[i ][j ].p, d[i+1][j ].p );
+ double dx1 = Geom::distance( d[i ][j+1].p, d[i+1][j+1].p );
+ double dy0 = Geom::distance( d[i ][j ].p, d[i ][j+1].p );
+ double dy1 = Geom::distance( d[i+1][j ].p, d[i+1][j+1].p );
+
+ // Temp loop over 0..8 to get last column/row edges
+ float r[3][9][9]; // result
+ for( unsigned m = 0; m < 3; ++m ) {
+
+ double v[16];
+ v[ 0] = d[i ][j ].g[m][0];
+ v[ 1] = d[i+1][j ].g[m][0];
+ v[ 2] = d[i ][j+1].g[m][0];
+ v[ 3] = d[i+1][j+1].g[m][0];
+ v[ 4] = d[i ][j ].g[m][1]*dx0;
+ v[ 5] = d[i+1][j ].g[m][1]*dx0;
+ v[ 6] = d[i ][j+1].g[m][1]*dx1;
+ v[ 7] = d[i+1][j+1].g[m][1]*dx1;
+ v[ 8] = d[i ][j ].g[m][2]*dy0;
+ v[ 9] = d[i+1][j ].g[m][2]*dy1;
+ v[10] = d[i ][j+1].g[m][2]*dy0;
+ v[11] = d[i+1][j+1].g[m][2]*dy1;
+ v[12] = d[i ][j ].g[m][3];
+ v[13] = d[i+1][j ].g[m][3];
+ v[14] = d[i ][j+1].g[m][3];
+ v[15] = d[i+1][j+1].g[m][3];
+
+ double alpha[16];
+ invert( v, alpha );
+
+ for( unsigned k = 0; k < 9; ++k ) {
+ for( unsigned l = 0; l < 9; ++l ) {
+ double x = k/8.0;
+ double y = l/8.0;
+ r[m][k][l] = sum( alpha, x, y );
+ // Clamp to allowed values
+ if( r[m][k][l] > 1.0 )
+ r[m][k][l] = 1.0;
+ if( r[m][k][l] < 0.0 )
+ r[m][k][l] = 0.0;
+ }
+ }
+
+ } // Loop over colors
+
+ for( unsigned k = 0; k < 9; ++k ) {
+ for( unsigned l = 0; l < 9; ++l ) {
+ // Every third node is a corner node
+ smooth->nodes[ (i*8+k)*3 ][(j*8+l)*3 ]->color.set( r[0][k][l], r[1][k][l], r[2][k][l] );
+ }
+ }
+ }
+ }
+}
+
+/**
+ Number of patch rows.
+*/
+guint SPMeshNodeArray::patch_rows() {
+
+ return nodes.size()/3;
+}
+
+/**
+ Number of patch columns.
+*/
+guint SPMeshNodeArray::patch_columns() {
+ if (nodes.empty()) {
+ return 0;
+ }
+ return nodes[0].size()/3;
+}
+
+/**
+ Inputs:
+ i, j: Corner draggable indices.
+ Returns:
+ true if corners adjacent.
+ n[] is array of nodes in top/bottom or left/right order.
+*/
+bool SPMeshNodeArray::adjacent_corners( guint i, guint j, SPMeshNode* n[4] ) {
+
+ // This works as all corners have indices and they
+ // are numbered in order by row and column (and
+ // the node array is rectangular).
+
+ bool adjacent = false;
+
+ guint c1 = i;
+ guint c2 = j;
+ if( j < i ) {
+ c1 = j;
+ c2 = i;
+ }
+
+ // Number of corners in a row of patches.
+ guint ncorners = patch_columns() + 1;
+
+ guint crow1 = c1 / ncorners;
+ guint crow2 = c2 / ncorners;
+ guint ccol1 = c1 % ncorners;
+ guint ccol2 = c2 % ncorners;
+
+ guint nrow = crow1 * 3;
+ guint ncol = ccol1 * 3;
+
+ // std::cout << " i: " << i
+ // << " j: " << j
+ // << " ncorners: " << ncorners
+ // << " c1: " << c1
+ // << " crow1: " << crow1
+ // << " ccol1: " << ccol1
+ // << " c2: " << c2
+ // << " crow2: " << crow2
+ // << " ccol2: " << ccol2
+ // << " nrow: " << nrow
+ // << " ncol: " << ncol
+ // << std::endl;
+
+ // Check for horizontal neighbors
+ if ( crow1 == crow2 && (ccol2 - ccol1) == 1 ) {
+ adjacent = true;
+ for( guint k = 0; k < 4; ++k ) {
+ n[k] = nodes[nrow][ncol+k];
+ }
+ }
+
+ // Check for vertical neighbors
+ if ( ccol1 == ccol2 && (crow2 - crow1) == 1 ) {
+ adjacent = true;
+ for( guint k = 0; k < 4; ++k ) {
+ n[k] = nodes[nrow+k][ncol];
+ }
+ }
+
+ return adjacent;
+}
+
+/**
+ Toggle sides between lineto and curve to if both corners selected.
+ Input is a list of selected corner draggable indices.
+*/
+guint SPMeshNodeArray::side_toggle( std::vector<guint> corners ) {
+
+ guint toggled = 0;
+
+ if( corners.size() < 2 ) return 0;
+
+ for( guint i = 0; i < corners.size()-1; ++i ) {
+ for( guint j = i+1; j < corners.size(); ++j ) {
+
+ SPMeshNode* n[4];
+ if( adjacent_corners( corners[i], corners[j], n ) ) {
+
+ gchar path_type = n[1]->path_type;
+ switch (path_type)
+ {
+ case 'L':
+ n[1]->path_type = 'C';
+ n[2]->path_type = 'C';
+ n[1]->set = true;
+ n[2]->set = true;
+ break;
+
+ case 'l':
+ n[1]->path_type = 'c';
+ n[2]->path_type = 'c';
+ n[1]->set = true;
+ n[2]->set = true;
+ break;
+
+ case 'C': {
+ n[1]->path_type = 'L';
+ n[2]->path_type = 'L';
+ n[1]->set = false;
+ n[2]->set = false;
+ // 'L' acts as if handles are 1/3 of path length from corners.
+ Geom::Point dp = (n[3]->p - n[0]->p)/3.0;
+ n[1]->p = n[0]->p + dp;
+ n[2]->p = n[3]->p - dp;
+ break;
+ }
+ case 'c': {
+ n[1]->path_type = 'l';
+ n[2]->path_type = 'l';
+ n[1]->set = false;
+ n[2]->set = false;
+ // 'l' acts as if handles are 1/3 of path length from corners.
+ Geom::Point dp = (n[3]->p - n[0]->p)/3.0;
+ n[1]->p = n[0]->p + dp;
+ n[2]->p = n[3]->p - dp;
+ // std::cout << "Toggle sides: "
+ // << n[0]->p << " "
+ // << n[1]->p << " "
+ // << n[2]->p << " "
+ // << n[3]->p << " "
+ // << dp << std::endl;
+ break;
+ }
+ default:
+ std::cout << "Toggle sides: Invalid path type: " << path_type << std::endl;
+ }
+ ++toggled;
+ }
+ }
+ }
+ if( toggled > 0 ) built = false;
+ return toggled;
+}
+
+/**
+ * Converts generic Beziers to Beziers approximating elliptical arcs, preserving handle direction.
+ * There are infinite possible solutions. The solution chosen here is to generate a section of an
+ * ellipse that is centered on the intersection of the two lines passing through the two nodes but
+ * parallel to the other node's handle direction. This is the section of an ellipse that
+ * corresponds to a quarter of a circle squished and then skewed.
+ */
+guint SPMeshNodeArray::side_arc( std::vector<guint> corners ) {
+
+ if( corners.size() < 2 ) return 0;
+
+ guint arced = 0;
+ for( guint i = 0; i < corners.size()-1; ++i ) {
+ for( guint j = i+1; j < corners.size(); ++j ) {
+
+ SPMeshNode* n[4];
+ if( adjacent_corners( corners[i], corners[j], n ) ) {
+
+ gchar path_type = n[1]->path_type;
+ switch (path_type)
+ {
+ case 'L':
+ case 'l':
+ std::cerr << "SPMeshNodeArray::side_arc: Can't convert straight lines to arcs." << std::endl;
+ break;
+
+ case 'C':
+ case 'c': {
+
+ Geom::Ray ray1( n[0]->p, n[1]->p );
+ Geom::Ray ray2( n[3]->p, n[2]->p );
+ if( !are_parallel( (Geom::Line)ray1, (Geom::Line)ray2 ) ) {
+
+ Geom::OptCrossing crossing = intersection( ray1, ray2 );
+
+ if( crossing ) {
+
+ Geom::Point intersection = ray1.pointAt( (*crossing).ta );
+
+ const double f = 4.0/3.0 * tan( M_PI/2.0/4.0 );
+
+ Geom::Point h1 = intersection - n[0]->p;
+ Geom::Point h2 = intersection - n[3]->p;
+
+ n[1]->p = n[0]->p + f*h1;
+ n[2]->p = n[3]->p + f*h2;
+ ++arced;
+
+ } else {
+ std::cerr << "SPMeshNodeArray::side_arc: No crossing, can't turn into arc." << std::endl;
+ }
+ } else {
+ std::cerr << "SPMeshNodeArray::side_arc: Handles parallel, can't turn into arc." << std::endl;
+ }
+ break;
+ }
+ default:
+ std::cerr << "SPMeshNodeArray::side_arc: Invalid path type: " << n[1]->path_type << std::endl;
+ }
+ }
+ }
+ }
+ if( arced > 0 ) built = false;
+ return arced;
+}
+
+/**
+ Toggle sides between lineto and curve to if both corners selected.
+ Input is a list of selected corner draggable indices.
+*/
+guint SPMeshNodeArray::tensor_toggle( std::vector<guint> corners ) {
+
+ // std::cout << "SPMeshNodeArray::tensor_toggle" << std::endl;
+
+ if( corners.size() < 4 ) return 0;
+
+ guint toggled = 0;
+
+ // Number of corners in a row of patches.
+ guint ncorners = patch_columns() + 1;
+
+ for( guint i = 0; i < corners.size()-3; ++i ) {
+ for( guint j = i+1; j < corners.size()-2; ++j ) {
+ for( guint k = j+1; k < corners.size()-1; ++k ) {
+ for( guint l = k+1; l < corners.size(); ++l ) {
+
+ guint c[4];
+ c[0] = corners[i];
+ c[1] = corners[j];
+ c[2] = corners[k];
+ c[3] = corners[l];
+ std::sort( c, c+4 );
+
+ // Check we have four corners of one patch selected
+ if( c[1]-c[0] == 1 &&
+ c[3]-c[2] == 1 &&
+ c[2]-c[0] == ncorners &&
+ c[3]-c[1] == ncorners &&
+ c[0] % ncorners < ncorners - 1 ) {
+
+ // Patch
+ guint prow = c[0] / ncorners;
+ guint pcol = c[0] % ncorners;
+
+ // Upper left node of patch
+ guint irow = prow * 3;
+ guint jcol = pcol * 3;
+
+ // std::cout << "tensor::toggle: "
+ // << c[0] << ", "
+ // << c[1] << ", "
+ // << c[2] << ", "
+ // << c[3] << std::endl;
+
+ // std::cout << "tensor::toggle: "
+ // << " irow: " << irow
+ // << " jcol: " << jcol
+ // << " prow: " << prow
+ // << " pcol: " << pcol
+ // << std::endl;
+
+ SPMeshPatchI patch( &nodes, prow, pcol );
+ patch.updateNodes();
+
+ if( patch.tensorIsSet() ) {
+ // Unset tensor points
+ nodes[irow+1][jcol+1]->set = false;
+ nodes[irow+1][jcol+2]->set = false;
+ nodes[irow+2][jcol+1]->set = false;
+ nodes[irow+2][jcol+2]->set = false;
+ } else {
+ // Set tensor points
+ nodes[irow+1][jcol+1]->set = true;
+ nodes[irow+1][jcol+2]->set = true;
+ nodes[irow+2][jcol+1]->set = true;
+ nodes[irow+2][jcol+2]->set = true;
+ }
+
+ ++toggled;
+ }
+ }
+ }
+ }
+ }
+ if( toggled > 0 ) built = false;
+ return toggled;
+}
+
+/**
+ Attempts to smooth color transitions across corners.
+ Input is a list of selected corner draggable indices.
+*/
+guint SPMeshNodeArray::color_smooth( std::vector<guint> corners ) {
+
+ // std::cout << "SPMeshNodeArray::color_smooth" << std::endl;
+
+ guint smoothed = 0;
+
+ // Number of corners in a row of patches.
+ guint ncorners = patch_columns() + 1;
+
+ // Number of node rows and columns
+ guint ncols = patch_columns() * 3 + 1;
+ guint nrows = patch_rows() * 3 + 1;
+
+ for(unsigned int corner : corners) {
+
+ // std::cout << "SPMeshNodeArray::color_smooth: " << i << " " << corner << std::endl;
+
+ // Node row & col
+ guint nrow = (corner / ncorners) * 3;
+ guint ncol = (corner % ncorners) * 3;
+
+ SPMeshNode* n[7];
+ for( guint s = 0; s < 2; ++s ) {
+
+ bool smooth = false;
+
+ // Find neighboring nodes
+ if( s == 0 ) {
+
+ // Horizontal
+ if( ncol > 2 && ncol+3 < ncols) {
+ for( guint j = 0; j < 7; ++j ) {
+ n[j] = nodes[ nrow ][ ncol - 3 + j ];
+ }
+ smooth = true;
+ }
+
+ } else {
+
+ // Vertical
+ if( nrow > 2 && nrow+3 < nrows) {
+ for( guint j = 0; j < 7; ++j ) {
+ n[j] = nodes[ nrow - 3 + j ][ ncol ];
+ }
+ smooth = true;
+ }
+ }
+
+ if( smooth ) {
+
+ // Let the smoothing begin
+ // std::cout << " checking: " << ncol << " " << nrow << std::endl;
+
+ // Get initial slopes using closest handles.
+ double slope[2][3];
+ double slope_ave[3];
+ double slope_diff[3];
+
+ // Color of corners
+ SPColor color0 = n[0]->color;
+ SPColor color3 = n[3]->color;
+ SPColor color6 = n[6]->color;
+
+ // Distance nodes from selected corner
+ Geom::Point d[7];
+ for( guint k = 0; k < 7; ++k ) {
+ d[k]= n[k]->p - n[3]->p;
+ // std::cout << " d[" << k << "]: " << d[k].length() << std::endl;
+ }
+
+ double sdm = -1.0; // Slope Diff Max
+ guint cdm = 0; // Color Diff Max (Which color has the maximum difference in slopes)
+ for( guint c = 0; c < 3; ++c ) {
+ if( d[2].length() != 0.0 ) {
+ slope[0][c] = (color3.v.c[c] - color0.v.c[c]) / d[2].length();
+ }
+ if( d[4].length() != 0.0 ) {
+ slope[1][c] = (color6.v.c[c] - color3.v.c[c]) / d[4].length();
+ }
+ slope_ave[c] = (slope[0][c]+slope[1][c]) / 2.0;
+ slope_diff[c] = (slope[0][c]-slope[1][c]);
+ // std::cout << " color: " << c << " :"
+ // << color0.v.c[c] << " "
+ // << color3.v.c[c] << " "
+ // << color6.v.c[c]
+ // << " slope: "
+ // << slope[0][c] << " "
+ // << slope[1][c]
+ // << " slope_ave: " << slope_ave[c]
+ // << " slope_diff: " << slope_diff[c]
+ // << std::endl;
+
+ // Find color with maximum difference
+ if( std::abs( slope_diff[c] ) > sdm ) {
+ sdm = std::abs( slope_diff[c] );
+ cdm = c;
+ }
+ }
+ // std::cout << " cdm: " << cdm << std::endl;
+
+ // Find new handle positions:
+ double length_left = d[0].length();
+ double length_right = d[6].length();
+ if( slope_ave[ cdm ] != 0.0 ) {
+ length_left = std::abs( (color3.v.c[cdm] - color0.v.c[cdm]) / slope_ave[ cdm ] );
+ length_right = std::abs( (color6.v.c[cdm] - color3.v.c[cdm]) / slope_ave[ cdm ] );
+ }
+
+ // Move closest handle a maximum of mid point... but don't shorten
+ double max = 0.8;
+ if( length_left > max * d[0].length() && length_left > d[2].length() ) {
+ std::cout << " Can't smooth left side" << std::endl;
+ length_left = std::max( max * d[0].length(), d[2].length() );
+ }
+ if( length_right > max * d[6].length() && length_right > d[4].length() ) {
+ std::cout << " Can't smooth right side" << std::endl;
+ length_right = std::max( max * d[6].length(), d[4].length() );
+ }
+
+ if( d[2].length() != 0.0 ) d[2] *= length_left/d[2].length();
+ if( d[4].length() != 0.0 ) d[4] *= length_right/d[4].length();
+
+ // std::cout << " length_left: " << length_left
+ // << " d[0]: " << d[0].length()
+ // << " length_right: " << length_right
+ // << " d[6]: " << d[6].length()
+ // << std::endl;
+
+ n[2]->p = n[3]->p + d[2];
+ n[4]->p = n[3]->p + d[4];
+
+ ++smoothed;
+ }
+ }
+
+ }
+
+ if( smoothed > 0 ) built = false;
+ return smoothed;
+}
+
+/**
+ Pick color from background for selected corners.
+*/
+guint SPMeshNodeArray::color_pick( std::vector<guint> icorners, SPItem* item ) {
+
+ // std::cout << "SPMeshNodeArray::color_pick" << std::endl;
+
+ guint picked = 0;
+
+ // Code inspired from clone tracing
+
+ // Setup...
+
+ // We need a copy of the drawing so we can hide the mesh.
+ Inkscape::Drawing *pick_drawing = new Inkscape::Drawing();
+ unsigned pick_visionkey = SPItem::display_key_new(1);
+
+ SPDocument *pick_doc = mg->document;
+
+ pick_drawing->setRoot(pick_doc->getRoot()->invoke_show(*pick_drawing, pick_visionkey, SP_ITEM_SHOW_DISPLAY));
+
+ item->invoke_hide(pick_visionkey);
+
+ pick_doc->getRoot()->requestDisplayUpdate(SP_OBJECT_MODIFIED_FLAG);
+ pick_doc->ensureUpToDate();
+
+ //gdouble pick_zoom = 1.0; // zoom;
+ //pick_drawing->root()->setTransform(Geom::Scale(pick_zoom));
+ pick_drawing->update();
+
+ // std::cout << " transform: " << std::endl;
+ // std::cout << item->transform << std::endl;
+ // std::cout << " i2doc: " << std::endl;
+ // std::cout << item->i2doc_affine() << std::endl;
+ // std::cout << " i2dt: " << std::endl;
+ // std::cout << item->i2dt_affine() << std::endl;
+ // std::cout << " dt2i: " << std::endl;
+ // std::cout << item->dt2i_affine() << std::endl;
+ SPGradient* gr = SP_GRADIENT( mg );
+ // if( gr->gradientTransform_set ) {
+ // std::cout << " gradient transform set: " << std::endl;
+ // std::cout << gr->gradientTransform << std::endl;
+ // } else {
+ // std::cout << " gradient transform not set! " << std::endl;
+ // }
+
+ // Do picking
+ for(unsigned int corner : icorners) {
+
+ SPMeshNode* n = corners[ corner ];
+
+ // Region to average over
+ Geom::Point p = n->p;
+ // std::cout << " before transform: p: " << p << std::endl;
+ p *= gr->gradientTransform;
+ // std::cout << " after transform: p: " << p << std::endl;
+ p *= item->i2doc_affine();
+ // std::cout << " after transform: p: " << p << std::endl;
+
+ // If on edge, move inward
+ guint cols = patch_columns()+1;
+ guint rows = patch_rows()+1;
+ guint col = corner % cols;
+ guint row = corner / cols;
+ guint ncol = col * 3;
+ guint nrow = row * 3;
+
+ const double size = 3.0;
+
+ // Top edge
+ if( row == 0 ) {
+ Geom::Point dp = nodes[nrow+1][ncol]->p - p;
+ p += unit_vector( dp ) * size;
+ }
+ // Right edge
+ if( col == cols-1 ) {
+ Geom::Point dp = nodes[nrow][ncol-1]->p - p;
+ p += unit_vector( dp ) * size;
+ }
+ // Bottom edge
+ if( row == rows-1 ) {
+ Geom::Point dp = nodes[nrow-1][ncol]->p - p;
+ p += unit_vector( dp ) * size;
+ }
+ // Left edge
+ if( col == 0 ) {
+ Geom::Point dp = nodes[nrow][ncol+1]->p - p;
+ p += unit_vector( dp ) * size;
+ }
+
+ Geom::Rect box( p[Geom::X]-size/2.0, p[Geom::Y]-size/2.0,
+ p[Geom::X]+size/2.0, p[Geom::Y]+size/2.0 );
+
+ /* Item integer bbox in points */
+ Geom::IntRect ibox = box.roundOutwards();
+
+ /* Find visible area */
+ cairo_surface_t *s = cairo_image_surface_create(CAIRO_FORMAT_ARGB32, ibox.width(), ibox.height());
+ Inkscape::DrawingContext dc(s, ibox.min());
+
+ /* Render copy and pick color */
+ pick_drawing->render(dc, ibox);
+ double R = 0, G = 0, B = 0, A = 0;
+ ink_cairo_surface_average_color(s, R, G, B, A);
+ cairo_surface_destroy(s);
+
+ // std::cout << " p: " << p
+ // << " box: " << ibox
+ // << " R: " << R
+ // << " G: " << G
+ // << " B: " << B
+ // << std::endl;
+ n->color.set( R, G, B );
+ }
+
+ pick_doc->getRoot()->invoke_hide(pick_visionkey);
+ delete pick_drawing;
+
+ picked = 1; // Picking always happens
+ if( picked > 0 ) built = false;
+ return picked;
+}
+
+/**
+ Splits selected rows and/or columns in half (according to the path 't' parameter).
+ Input is a list of selected corner draggable indices.
+*/
+guint SPMeshNodeArray::insert( std::vector<guint> corners ) {
+
+ guint inserted = 0;
+
+ if( corners.size() < 2 ) return 0;
+
+ std::set<guint> columns;
+ std::set<guint> rows;
+
+ for( guint i = 0; i < corners.size()-1; ++i ) {
+ for( guint j = i+1; j < corners.size(); ++j ) {
+
+ // This works as all corners have indices and they
+ // are numbered in order by row and column (and
+ // the node array is rectangular).
+
+ guint c1 = corners[i];
+ guint c2 = corners[j];
+ if (c2 < c1) {
+ c1 = corners[j];
+ c2 = corners[i];
+ }
+
+ // Number of corners in a row of patches.
+ guint ncorners = patch_columns() + 1;
+
+ guint crow1 = c1 / ncorners;
+ guint crow2 = c2 / ncorners;
+ guint ccol1 = c1 % ncorners;
+ guint ccol2 = c2 % ncorners;
+
+ // Check for horizontal neighbors
+ if ( crow1 == crow2 && (ccol2 - ccol1) == 1 ) {
+ columns.insert( ccol1 );
+ }
+
+ // Check for vertical neighbors
+ if ( ccol1 == ccol2 && (crow2 - crow1) == 1 ) {
+ rows.insert( crow1 );
+ }
+ }
+ }
+
+ // Iterate backwards so column/row numbers are not invalidated.
+ std::set<guint>::reverse_iterator rit;
+ for (rit=columns.rbegin(); rit != columns.rend(); ++rit) {
+ split_column( *rit, 0.5);
+ ++inserted;
+ }
+ for (rit=rows.rbegin(); rit != rows.rend(); ++rit) {
+ split_row( *rit, 0.5);
+ ++inserted;
+ }
+
+ if( inserted > 0 ) built = false;
+ return inserted;
+}
+
+/**
+ Moves handles in response to a corner node move.
+ p_old: original position of moved corner node.
+ corner: the corner node moved (draggable index, i.e. point_i).
+ selected: list of all corners selected (draggable indices).
+ op: how other corners should be moved.
+ Corner node must already have been moved!
+*/
+void SPMeshNodeArray::update_handles( guint corner, std::vector< guint > /*selected*/, Geom::Point p_old, MeshNodeOperation /*op*/ )
+{
+ if (!draggers_valid) {
+ std::cerr << "SPMeshNodeArray::update_handles: Draggers not valid!" << std::endl;
+ return;
+ }
+ // assert( draggers_valid );
+
+ // std::cout << "SPMeshNodeArray::update_handles: "
+ // << " corner: " << corner
+ // << " op: " << op
+ // << std::endl;
+
+ // Find number of patch rows and columns
+ guint mrow = patch_rows();
+ guint mcol = patch_columns();
+
+ // Number of corners in a row of patches.
+ guint ncorners = mcol + 1;
+
+ // Find corner row/column
+ guint crow = corner / ncorners;
+ guint ccol = corner % ncorners;
+
+ // Find node row/column
+ guint nrow = crow * 3;
+ guint ncol = ccol * 3;
+
+ // std::cout << " mrow: " << mrow
+ // << " mcol: " << mcol
+ // << " crow: " << crow
+ // << " ccol: " << ccol
+ // << " ncorners: " << ncorners
+ // << " nrow: " << nrow
+ // << " ncol: " << ncol
+ // << std::endl;
+
+ // New corner mesh coordinate.
+ Geom::Point p_new = nodes[nrow][ncol]->p;
+
+ // Corner point move dpg in mesh coordinate system.
+ Geom::Point dp = p_new - p_old;
+
+ // std::cout << " p_old: " << p_old << std::endl;
+ // std::cout << " p_new: " << p_new << std::endl;
+ // std::cout << " dp: " << dp << std::endl;
+
+ // STEP 1: ONLY DO DIRECT MOVE
+ bool patch[4];
+ patch[0] = patch[1] = patch[2] = patch[3] = false;
+ if( ccol > 0 && crow > 0 ) patch[0] = true;
+ if( ccol < mcol && crow > 0 ) patch[1] = true;
+ if( ccol < mcol && crow < mrow ) patch[2] = true;
+ if( ccol > 0 && crow < mrow ) patch[3] = true;
+
+ // std::cout << patch[0] << " "
+ // << patch[1] << " "
+ // << patch[2] << " "
+ // << patch[3] << std::endl;
+
+ // Move handles
+ if( patch[0] || patch[1] ) {
+ if( nodes[nrow-1][ncol]->path_type == 'l' ||
+ nodes[nrow-1][ncol]->path_type == 'L' ) {
+ Geom::Point s = (nodes[nrow-3][ncol]->p - nodes[nrow][ncol]->p)/3.0;
+ nodes[nrow-1][ncol ]->p = nodes[nrow][ncol]->p + s;
+ nodes[nrow-2][ncol ]->p = nodes[nrow-3][ncol]->p - s;
+ } else {
+ nodes[nrow-1][ncol ]->p += dp;
+ }
+ }
+
+ if( patch[1] || patch[2] ) {
+ if( nodes[nrow ][ncol+1]->path_type == 'l' ||
+ nodes[nrow ][ncol+1]->path_type == 'L' ) {
+ Geom::Point s = (nodes[nrow][ncol+3]->p - nodes[nrow][ncol]->p)/3.0;
+ nodes[nrow ][ncol+1]->p = nodes[nrow][ncol]->p + s;
+ nodes[nrow ][ncol+2]->p = nodes[nrow][ncol+3]->p - s;
+ } else {
+ nodes[nrow ][ncol+1]->p += dp;
+ }
+ }
+
+ if( patch[2] || patch[3] ) {
+ if( nodes[nrow+1][ncol ]->path_type == 'l' ||
+ nodes[nrow+1][ncol ]->path_type == 'L' ) {
+ Geom::Point s = (nodes[nrow+3][ncol]->p - nodes[nrow][ncol]->p)/3.0;
+ nodes[nrow+1][ncol ]->p = nodes[nrow][ncol]->p + s;
+ nodes[nrow+2][ncol ]->p = nodes[nrow+3][ncol]->p - s;
+ } else {
+ nodes[nrow+1][ncol ]->p += dp;
+ }
+ }
+
+ if( patch[3] || patch[0] ) {
+ if( nodes[nrow ][ncol-1]->path_type == 'l' ||
+ nodes[nrow ][ncol-1]->path_type == 'L' ) {
+ Geom::Point s = (nodes[nrow][ncol-3]->p - nodes[nrow][ncol]->p)/3.0;
+ nodes[nrow ][ncol-1]->p = nodes[nrow][ncol]->p + s;
+ nodes[nrow ][ncol-2]->p = nodes[nrow][ncol-3]->p - s;
+ } else {
+ nodes[nrow ][ncol-1]->p += dp;
+ }
+ }
+
+
+ // Move tensors
+ if( patch[0] ) nodes[nrow-1][ncol-1]->p += dp;
+ if( patch[1] ) nodes[nrow-1][ncol+1]->p += dp;
+ if( patch[2] ) nodes[nrow+1][ncol+1]->p += dp;
+ if( patch[3] ) nodes[nrow+1][ncol-1]->p += dp;
+
+ // // Check if neighboring corners are selected.
+
+ // bool do_scale = false;
+
+ // bool do_scale_xp = do_scale;
+ // bool do_scale_xn = do_scale;
+ // bool do_scale_yp = do_scale;
+ // bool do_scale_yn = do_scale;
+
+ // if( ccol < mcol+1 ) {
+ // if( std::find( sc.begin(), sc.end(), point_i + 1 ) != sc.end() ) {
+ // do_scale_xp = false;
+ // std::cout << " Not scaling x+" << std::endl;
+ // }
+ // }
+
+ // if( ccol > 0 ) {
+ // if( std::find( sc.begin(), sc.end(), point_i - 1 ) != sc.end() ) {
+ // do_scale_xn = false;
+ // std::cout << " Not scaling x-" << std::endl;
+ // }
+ // }
+
+ // if( crow < mrow+1 ) {
+ // if( std::find( sc.begin(), sc.end(), point_i + ncorners ) != sc.end() ) {
+ // do_scale_yp = false;
+ // std::cout << " Not scaling y+" << std::endl;
+ // }
+ // }
+
+ // if( crow > 0 ) {
+ // if( std::find( sc.begin(), sc.end(), point_i - ncorners ) != sc.end() ) {
+ // do_scale_yn = false;
+ // std::cout << " Not scaling y-" << std::endl;
+ // }
+ // }
+
+ // // We have four patches to adjust...
+ // for ( guint k = 0; k < 4; ++k ) {
+
+ // bool do_scale_x = do_scale;
+ // bool do_scale_y = do_scale;
+
+ // SPMeshNode* pnodes[4][4];
+
+ // // Load up matrix
+ // switch (k) {
+
+ // case 0:
+ // if( crow < mrow+1 && ccol < mcol+1 ) {
+ // // Bottom right patch
+
+ // do_scale_x = do_scale_xp;
+ // do_scale_y = do_scale_yp;
+
+ // for( guint i = 0; i < 4; ++i ) {
+ // for( guint j = 0; j< 4; ++j ) {
+ // pnodes[i][j] = mg->array.nodes[nrow+i][nrow+j];
+ // }
+ // }
+ // }
+ // break;
+
+ // case 1:
+ // if( crow < mrow+1 && ccol > 0 ) {
+ // // Bottom left patch (note x, y swapped)
+
+ // do_scale_y = do_scale_xn;
+ // do_scale_x = do_scale_yp;
+
+ // for( guint i = 0; i < 4; ++i ) {
+ // for( guint j = 0; j< 4; ++j ) {
+ // pnodes[j][i] = mg->array.nodes[nrow+i][nrow-j];
+ // }
+ // }
+ // }
+ // break;
+
+ // case 2:
+ // if( crow > 0 && ccol > 0 ) {
+ // // Top left patch
+
+ // do_scale_x = do_scale_xn;
+ // do_scale_y = do_scale_yn;
+
+ // for( guint i = 0; i < 4; ++i ) {
+ // for( guint j = 0; j< 4; ++j ) {
+ // pnodes[i][j] = mg->array.nodes[nrow-i][nrow-j];
+ // }
+ // }
+ // }
+ // break;
+
+ // case 3:
+ // if( crow > 0 && ccol < mcol+1 ) {
+ // // Top right patch (note x, y swapped)
+
+ // do_scale_y = do_scale_xp;
+ // do_scale_x = do_scale_yn;
+
+ // for( guint i = 0; i < 4; ++i ) {
+ // for( guint j = 0; j< 4; ++j ) {
+ // pnodes[j][i] = mg->array.nodes[nrow-i][nrow+j];
+ // }
+ // }
+ // }
+ // break;
+ // }
+
+ // // Now we must move points in both x and y.
+ // // There are upto six points to move: P01, P02, P11, P12, P21, P22.
+ // // (The points P10, P20 will be moved in another branch of the loop.
+ // // The points P03, P13, P23, P33, P32, P31, P30 are not moved.)
+ // //
+ // // P00 P01 P02 P03
+ // // P10 P11 P12 P13
+ // // P20 P21 P22 P23
+ // // P30 P31 P32 P33
+ // //
+ // // The goal is to preserve the direction of the handle!
+
+
+ // Geom::Point dsx_new = pnodes[0][3]->p - pnodes[0][0]->p; // New side x
+ // Geom::Point dsy_new = pnodes[3][0]->p - pnodes[0][0]->p; // New side y
+ // Geom::Point dsx_old = pnodes[0][3]->p - pcg_old; // Old side x
+ // Geom::Point dsy_old = pnodes[3][0]->p - pcg_old; // Old side y
+
+
+ // double scale_factor_x = 1.0;
+ // if( dsx_old.length() != 0.0 ) scale_factor_x = dsx_new.length()/dsx_old.length();
+
+ // double scale_factor_y = 1.0;
+ // if( dsy_old.length() != 0.0 ) scale_factor_y = dsy_new.length()/dsy_old.length();
+
+
+ // if( do_scalex && do_scaley ) {
+
+ // // We have six point to move.
+
+ // // P01
+ // Geom::Point dp01 = pnodes[0][1] - pcg_old;
+ // dp01 *= scale_factor_x;
+ // pnodes[0][1] = pnodes[0][0] + dp01;
+
+ // // P02
+ // Geom::Point dp02 = pnodes[0][2] - pnodes[0][3];
+ // dp02 *= scale_factor_x;
+ // pnodes[0][2] = pnodes[0][3] + dp02;
+
+ // // P11
+ // Geom::Point dp11 = pnodes[1][1] - pcg_old;
+ // dp11 *= scale_factor_x;
+ // pnodes[1][1] = pnodes[0][0] + dp11;
+
+
+
+ // // P21
+ // Geom::Point dp21 = pnodes[2][1] - pnodes[3][0];
+ // dp21 *= scale_factor_x;
+ // dp21 *= scale_factor_y;
+ // pnodes[2][1] = pnodes[3][0] + dp21;
+
+
+ // Geom::Point dsx1 = pnodes[0][1]->p -
+}
+
+
+SPCurve * SPMeshNodeArray::outline_path() {
+
+ SPCurve *outline = new SPCurve();
+
+ if (nodes.empty() ) {
+ std::cerr << "SPMeshNodeArray::outline_path: empty array!" << std::endl;
+ return outline;
+ }
+
+ outline->moveto( nodes[0][0]->p );
+
+ int ncol = nodes[0].size();
+ int nrow = nodes.size();
+
+ // Top
+ for (int i = 1; i < ncol; i += 3 ) {
+ outline->curveto( nodes[0][i]->p, nodes[0][i+1]->p, nodes[0][i+2]->p);
+ }
+
+ // Right
+ for (int i = 1; i < nrow; i += 3 ) {
+ outline->curveto( nodes[i][ncol-1]->p, nodes[i+1][ncol-1]->p, nodes[i+2][ncol-1]->p);
+ }
+
+ // Bottom (right to left)
+ for (int i = 1; i < ncol; i += 3 ) {
+ outline->curveto( nodes[nrow-1][ncol-i-1]->p, nodes[nrow-1][ncol-i-2]->p, nodes[nrow-1][ncol-i-3]->p);
+ }
+
+ // Left (bottom to top)
+ for (int i = 1; i < nrow; i += 3 ) {
+ outline->curveto( nodes[nrow-i-1][0]->p, nodes[nrow-i-2][0]->p, nodes[nrow-i-3][0]->p);
+ }
+
+ outline->closepath();
+
+ return outline;
+}
+
+void SPMeshNodeArray::transform(Geom::Affine const &m) {
+
+ for (int i = 0; i < nodes[0].size(); ++i) {
+ for (auto & node : nodes) {
+ node[i]->p *= m;
+ }
+ }
+}
+
+// Transform mesh to fill box. Return true if mesh transformed.
+bool SPMeshNodeArray::fill_box(Geom::OptRect &box) {
+
+ // If gradientTransfor is set (as happens when an object is transformed
+ // with the "optimized" preferences set true), we need to remove it.
+ if (mg->gradientTransform_set) {
+ Geom::Affine gt = mg->gradientTransform;
+ transform( gt );
+ mg->gradientTransform_set = false;
+ mg->gradientTransform.setIdentity();
+ }
+
+ SPCurve *outline = outline_path();
+ Geom::OptRect mesh_bbox = outline->get_pathvector().boundsExact();
+ outline->unref();
+
+ if ((*mesh_bbox).width() == 0 || (*mesh_bbox).height() == 0) {
+ return false;
+ }
+
+ double scale_x = (*box).width() /(*mesh_bbox).width() ;
+ double scale_y = (*box).height()/(*mesh_bbox).height();
+
+ Geom::Translate t1(-(*mesh_bbox).min());
+ Geom::Scale scale(scale_x,scale_y);
+ Geom::Translate t2((*box).min());
+ Geom::Affine trans = t1 * scale * t2;
+ if (!trans.isIdentity() ) {
+ transform(trans);
+ write( mg );
+ mg->requestModified(SP_OBJECT_MODIFIED_FLAG);
+ return true;
+ }
+
+ return false;
+}
+
+// Defined in gradient-chemistry.cpp
+guint32 average_color(guint32 c1, guint32 c2, gdouble p);
+
+/**
+ Split a row into n equal parts.
+*/
+void SPMeshNodeArray::split_row( unsigned int row, unsigned int n ) {
+
+ double nn = n;
+ if( n > 1 ) split_row( row, (nn-1)/nn );
+ if( n > 2 ) split_row( row, n-1 );
+}
+
+/**
+ Split a column into n equal parts.
+*/
+void SPMeshNodeArray::split_column( unsigned int col, unsigned int n ) {
+
+ double nn = n;
+ if( n > 1 ) split_column( col, (nn-1)/nn );
+ if( n > 2 ) split_column( col, n-1 );
+}
+
+/**
+ Split a row into two rows at coord (fraction of row height).
+*/
+void SPMeshNodeArray::split_row( unsigned int row, double coord ) {
+
+ // std::cout << "Splitting row: " << row << " at " << coord << std::endl;
+ // print();
+ assert( coord >= 0.0 && coord <= 1.0 );
+ assert( row < patch_rows() );
+
+ built = false;
+
+ // First step is to ensure that handle and tensor points are up-to-date if they are not set.
+ // (We can't do this on the fly as we overwrite the necessary points to do the calculation
+ // during the update.)
+ for( guint j = 0; j < patch_columns(); ++ j ) {
+ SPMeshPatchI patch( &nodes, row, j );
+ patch.updateNodes();
+ }
+
+ // Add three new rows of empty nodes
+ for( guint i = 0; i < 3; ++i ) {
+ std::vector< SPMeshNode* > new_row;
+ for( guint j = 0; j < nodes[0].size(); ++j ) {
+ SPMeshNode* new_node = new SPMeshNode;
+ new_row.push_back( new_node );
+ }
+ nodes.insert( nodes.begin()+3*(row+1), new_row );
+ }
+
+ guint i = 3 * row; // Convert from patch row to node row
+ for( guint j = 0; j < nodes[i].size(); ++j ) {
+
+ // std::cout << "Splitting row: column: " << j << std::endl;
+
+ Geom::Point p[4];
+ for( guint k = 0; k < 4; ++k ) {
+ guint n = k;
+ if( k == 3 ) n = 6; // Bottom patch row has been shifted by new rows
+ p[k] = nodes[i+n][j]->p;
+ // std::cout << p[k] << std::endl;
+ }
+
+ Geom::BezierCurveN<3> b( p[0], p[1], p[2], p[3] );
+
+ std::pair<Geom::BezierCurveN<3>, Geom::BezierCurveN<3> > b_new =
+ b.subdivide( coord );
+
+ // Update points
+ for( guint n = 0; n < 4; ++n ) {
+ nodes[i+n ][j]->p = b_new.first[n];
+ nodes[i+n+3][j]->p = b_new.second[n];
+ // std::cout << b_new.first[n] << " " << b_new.second[n] << std::endl;
+ }
+
+ if( nodes[i][j]->node_type == MG_NODE_TYPE_CORNER ) {
+ // We are splitting a side
+
+ // Path type stored in handles.
+ gchar path_type = nodes[i+1][j]->path_type;
+ nodes[i+4][j]->path_type = path_type;
+ nodes[i+5][j]->path_type = path_type;
+ bool set = nodes[i+1][j]->set;
+ nodes[i+4][j]->set = set;
+ nodes[i+5][j]->set = set;
+ nodes[i+4][j]->node_type = MG_NODE_TYPE_HANDLE;
+ nodes[i+5][j]->node_type = MG_NODE_TYPE_HANDLE;
+
+ // Color stored in corners
+ guint c0 = nodes[i ][j]->color.toRGBA32( 1.0 );
+ guint c1 = nodes[i+6][j]->color.toRGBA32( 1.0 );
+ gdouble o0 = nodes[i ][j]->opacity;
+ gdouble o1 = nodes[i+6][j]->opacity;
+ guint cnew = average_color( c0, c1, coord );
+ gdouble onew = o0 * (1.0 - coord) + o1 * coord;
+ nodes[i+3][j]->color.set( cnew );
+ nodes[i+3][j]->opacity = onew;
+ nodes[i+3][j]->node_type = MG_NODE_TYPE_CORNER;
+ nodes[i+3][j]->set = true;
+
+ } else {
+ // We are splitting a middle
+
+ bool set = nodes[i+1][j]->set || nodes[i+2][j]->set;
+ nodes[i+4][j]->set = set;
+ nodes[i+5][j]->set = set;
+ nodes[i+4][j]->node_type = MG_NODE_TYPE_TENSOR;
+ nodes[i+5][j]->node_type = MG_NODE_TYPE_TENSOR;
+
+ // Path type, if different, choose l -> L -> c -> C.
+ gchar path_type0 = nodes[i ][j]->path_type;
+ gchar path_type1 = nodes[i+6][j]->path_type;
+ gchar path_type = 'l';
+ if( path_type0 == 'L' || path_type1 == 'L') path_type = 'L';
+ if( path_type0 == 'c' || path_type1 == 'c') path_type = 'c';
+ if( path_type0 == 'C' || path_type1 == 'C') path_type = 'C';
+ nodes[i+3][j]->path_type = path_type;
+ nodes[i+3][j]->node_type = MG_NODE_TYPE_HANDLE;
+ if( path_type == 'c' || path_type == 'C' ) nodes[i+3][j]->set = true;
+
+ }
+
+ nodes[i+3][j]->node_edge = MG_NODE_EDGE_NONE;
+ nodes[i+4][j]->node_edge = MG_NODE_EDGE_NONE;
+ nodes[i+5][j]->node_edge = MG_NODE_EDGE_NONE;;
+ if( j == 0 ) {
+ nodes[i+3][j]->node_edge |= MG_NODE_EDGE_LEFT;
+ nodes[i+4][j]->node_edge |= MG_NODE_EDGE_LEFT;
+ nodes[i+5][j]->node_edge |= MG_NODE_EDGE_LEFT;
+ }
+ if( j == nodes[i].size() - 1 ) {
+ nodes[i+3][j]->node_edge |= MG_NODE_EDGE_RIGHT;
+ nodes[i+4][j]->node_edge |= MG_NODE_EDGE_RIGHT;
+ nodes[i+5][j]->node_edge |= MG_NODE_EDGE_RIGHT;
+ }
+ }
+
+ // std::cout << "Splitting row: result:" << std::endl;
+ // print();
+}
+
+
+
+/**
+ Split a column into two columns at coord (fraction of column width).
+*/
+void SPMeshNodeArray::split_column( unsigned int col, double coord ) {
+
+ // std::cout << "Splitting column: " << col << " at " << coord << std::endl;
+ // print();
+ assert( coord >= 0.0 && coord <= 1.0 );
+ assert( col < patch_columns() );
+
+ built = false;
+
+ // First step is to ensure that handle and tensor points are up-to-date if they are not set.
+ // (We can't do this on the fly as we overwrite the necessary points to do the calculation
+ // during the update.)
+ for( guint i = 0; i < patch_rows(); ++ i ) {
+ SPMeshPatchI patch( &nodes, i, col );
+ patch.updateNodes();
+ }
+
+ guint j = 3 * col; // Convert from patch column to node column
+ for( guint i = 0; i < nodes.size(); ++i ) {
+
+ // std::cout << "Splitting column: row: " << i << std::endl;
+
+ Geom::Point p[4];
+ for( guint k = 0; k < 4; ++k ) {
+ p[k] = nodes[i][j+k]->p;
+ }
+
+ Geom::BezierCurveN<3> b( p[0], p[1], p[2], p[3] );
+
+ std::pair<Geom::BezierCurveN<3>, Geom::BezierCurveN<3> > b_new =
+ b.subdivide( coord );
+
+ // Add three new nodes
+ for( guint n = 0; n < 3; ++n ) {
+ SPMeshNode* new_node = new SPMeshNode;
+ nodes[i].insert( nodes[i].begin()+j+3, new_node );
+ }
+
+ // Update points
+ for( guint n = 0; n < 4; ++n ) {
+ nodes[i][j+n]->p = b_new.first[n];
+ nodes[i][j+n+3]->p = b_new.second[n];
+ }
+
+ if( nodes[i][j]->node_type == MG_NODE_TYPE_CORNER ) {
+ // We are splitting a side
+
+ // Path type stored in handles.
+ gchar path_type = nodes[i][j+1]->path_type;
+ nodes[i][j+4]->path_type = path_type;
+ nodes[i][j+5]->path_type = path_type;
+ bool set = nodes[i][j+1]->set;
+ nodes[i][j+4]->set = set;
+ nodes[i][j+5]->set = set;
+ nodes[i][j+4]->node_type = MG_NODE_TYPE_HANDLE;
+ nodes[i][j+5]->node_type = MG_NODE_TYPE_HANDLE;
+
+ // Color stored in corners
+ guint c0 = nodes[i][j ]->color.toRGBA32( 1.0 );
+ guint c1 = nodes[i][j+6]->color.toRGBA32( 1.0 );
+ gdouble o0 = nodes[i][j ]->opacity;
+ gdouble o1 = nodes[i][j+6]->opacity;
+ guint cnew = average_color( c0, c1, coord );
+ gdouble onew = o0 * (1.0 - coord) + o1 * coord;
+ nodes[i][j+3]->color.set( cnew );
+ nodes[i][j+3]->opacity = onew;
+ nodes[i][j+3]->node_type = MG_NODE_TYPE_CORNER;
+ nodes[i][j+3]->set = true;
+
+ } else {
+ // We are splitting a middle
+
+ bool set = nodes[i][j+1]->set || nodes[i][j+2]->set;
+ nodes[i][j+4]->set = set;
+ nodes[i][j+5]->set = set;
+ nodes[i][j+4]->node_type = MG_NODE_TYPE_TENSOR;
+ nodes[i][j+5]->node_type = MG_NODE_TYPE_TENSOR;
+
+ // Path type, if different, choose l -> L -> c -> C.
+ gchar path_type0 = nodes[i][j ]->path_type;
+ gchar path_type1 = nodes[i][j+6]->path_type;
+ gchar path_type = 'l';
+ if( path_type0 == 'L' || path_type1 == 'L') path_type = 'L';
+ if( path_type0 == 'c' || path_type1 == 'c') path_type = 'c';
+ if( path_type0 == 'C' || path_type1 == 'C') path_type = 'C';
+ nodes[i][j+3]->path_type = path_type;
+ nodes[i][j+3]->node_type = MG_NODE_TYPE_HANDLE;
+ if( path_type == 'c' || path_type == 'C' ) nodes[i][j+3]->set = true;
+
+ }
+
+ nodes[i][j+3]->node_edge = MG_NODE_EDGE_NONE;
+ nodes[i][j+4]->node_edge = MG_NODE_EDGE_NONE;
+ nodes[i][j+5]->node_edge = MG_NODE_EDGE_NONE;;
+ if( i == 0 ) {
+ nodes[i][j+3]->node_edge |= MG_NODE_EDGE_TOP;
+ nodes[i][j+4]->node_edge |= MG_NODE_EDGE_TOP;
+ nodes[i][j+5]->node_edge |= MG_NODE_EDGE_TOP;
+ }
+ if( i == nodes.size() - 1 ) {
+ nodes[i][j+3]->node_edge |= MG_NODE_EDGE_BOTTOM;
+ nodes[i][j+4]->node_edge |= MG_NODE_EDGE_BOTTOM;
+ nodes[i][j+5]->node_edge |= MG_NODE_EDGE_BOTTOM;
+ }
+
+ }
+
+ // std::cout << "Splitting col: result:" << std::endl;
+ // print();
+}
+
+/*
+ Local Variables:
+ mode:c++
+ c-file-style:"stroustrup"
+ c-file-offsets:((innamespace . 0)(inline-open . 0)(case-label . +))
+ indent-tabs-mode:nil
+ fill-column:99
+ End:
+*/
+// vim: filetype=cpp:expandtab:shiftwidth=4:tabstop=8:softtabstop=4:fileencoding=utf-8:textwidth=99 :