/***************************************************************************
 *                                                                         *
 *   Copyright (C) 2017  Seamly, LLC                                       *
 *                                                                         *
 *   https://github.com/fashionfreedom/seamly2d                             *
 *                                                                         *
 ***************************************************************************
 **
 **  Seamly2D 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.
 **
 **  Seamly2D 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 Seamly2D.  If not, see <http://www.gnu.org/licenses/>.
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 **************************************************************************

 ************************************************************************
 **
 **  @file   vabstractcubicbezierpath.cpp
 **  @author Roman Telezhynskyi <dismine(at)gmail.com>
 **  @date   16 3, 2016
 **
 **  @brief
 **  @copyright
 **  This source code is part of the Valentine project, a pattern making
 **  program, whose allow create and modeling patterns of clothing.
 **  Copyright (C) 2016 Seamly2D project
 **  <https://github.com/fashionfreedom/seamly2d> All Rights Reserved.
 **
 **  Seamly2D 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.
 **
 **  Seamly2D 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 Seamly2D.  If not, see <http://www.gnu.org/licenses/>.
 **
 *************************************************************************/

#include "vabstractcubicbezierpath.h"

#include <QPainterPath>

#include "../vmisc/def.h"
#include "../ifc/ifcdef.h"
#include "../ifc/exception/vexception.h"
#include "vpointf.h"
#include "vspline.h"

//---------------------------------------------------------------------------------------------------------------------
VAbstractCubicBezierPath::VAbstractCubicBezierPath(const GOType &type, const quint32 &idObject, const Draw &mode)
    : VAbstractBezier(type, idObject, mode)
{
}

//---------------------------------------------------------------------------------------------------------------------
VAbstractCubicBezierPath::VAbstractCubicBezierPath(const VAbstractCubicBezierPath &curve)
    : VAbstractBezier(curve)
{
}

//---------------------------------------------------------------------------------------------------------------------
VAbstractCubicBezierPath &VAbstractCubicBezierPath::operator=(const VAbstractCubicBezierPath &curve)
{
    if ( &curve == this )
    {
        return *this;
    }
    VAbstractBezier::operator=(curve);
    return *this;
}

//---------------------------------------------------------------------------------------------------------------------
VAbstractCubicBezierPath::~VAbstractCubicBezierPath()
{
}

//---------------------------------------------------------------------------------------------------------------------
/**
 * @brief GetPath return QPainterPath which reprezent spline path.
 * @return path.
 */
QPainterPath VAbstractCubicBezierPath::GetPath() const
{
    QPainterPath painterPath;
    for (qint32 i = 1; i <= CountSubSpl(); ++i)
    {
        painterPath.addPath(GetSpline(i).GetPath());
    }
    return painterPath;
}

//---------------------------------------------------------------------------------------------------------------------
/**
 * @brief GetPathPoints return list of points what located on path.
 * @return list.
 */
QVector<QPointF> VAbstractCubicBezierPath::getPoints() const
{
    QVector<QPointF> pathPoints;
    for (qint32 i = 1; i <= CountSubSpl(); ++i)
    {
        if (not pathPoints.isEmpty())
        {
            pathPoints.removeLast();
        }

        pathPoints += GetSpline(i).getPoints();
    }
    return pathPoints;
}

//---------------------------------------------------------------------------------------------------------------------
/**
 * @brief GetLength return length of spline path.
 * @return length.
 */
qreal VAbstractCubicBezierPath::GetLength() const
{
    qreal length = 0;
    for (qint32 i = 1; i <= CountSubSpl(); ++i)
    {
        length += GetSpline(i).GetLength();
    }
    return length;
}

//---------------------------------------------------------------------------------------------------------------------
QVector<DirectionArrow> VAbstractCubicBezierPath::DirectionArrows() const
{
    QVector<DirectionArrow> arrows;
    for (qint32 i = 1; i <= CountSubSpl(); ++i)
    {
        arrows += GetSpline(i).DirectionArrows();
    }
    return arrows;
}

//---------------------------------------------------------------------------------------------------------------------
int VAbstractCubicBezierPath::Segment(const QPointF &p) const
{
    int index = -1;
    for (qint32 i = 1; i <= CountSubSpl(); ++i)
    {
        const qreal t = GetSpline(i).ParamT(p);
        if (qFuzzyIsNull(t) || not qFuzzyCompare(t, -1))
        {
            index = i;
            break;
        }
    }
    return index;
}

//---------------------------------------------------------------------------------------------------------------------
/**
 * @brief CutSplinePath cut spline path into two. This method don't return two spline path. You must create spline
 * paths by yourself.
 * Example:
 * QPointF spl1p2, spl1p3, spl2p2, spl2p3;
 * qint32 p1 = 0, p2 = 0;
 * QPointF point = splPath->CutSplinePath(length, p1, p2, spl1p2, spl1p3, spl2p2, spl2p3);
 *
 * VSplinePoint splP1 = splPath->at(p1);
 * VSplinePoint splP2 = splPath->at(p2);
 * VSpline spl1 = VSpline(splP1.P(), spl1p2, spl1p3, *p, splPath->GetKCurve());
 * VSpline spl2 = VSpline(*p, spl2p2, spl2p3, splP2.P(), splPath->GetKCurve());
 * @param length length first spline path.
 * @param p1 index first spline point in list.
 * @param p2 index second spline point in list.
 * @param spl1p2 first control point first spline.
 * @param spl1p3 second control point first spline.
 * @param spl2p2 first control point second spline.
 * @param spl2p3 second control point second spline.
 * @return cutting point.
 */
QPointF VAbstractCubicBezierPath::CutSplinePath(qreal length, qint32 &p1, qint32 &p2, QPointF &spl1p2, QPointF &spl1p3,
                                                QPointF &spl2p2, QPointF &spl2p3) const
{
    if (CountSubSpl() < 1)
    {
        throw VException(tr("Can't cut this spline"));
    }

    //Always need return two spline paths, so we must correct wrong length.
    const qreal minLength = ToPixel(1, Unit::Mm);
    qreal fullLength = GetLength();

    if (fullLength <= minLength)
    {
        p1 = p2 = -1;
        spl1p2 = spl1p3 = spl2p2 = spl2p3 = QPointF();
        return QPointF();
    }

    const qreal maxLength = fullLength - minLength;

    if (length < minLength)
    {
        length = minLength;
    }
    else if (length > maxLength)
    {
        length = maxLength;
    }

    fullLength = 0;
    for (qint32 i = 1; i <= CountSubSpl(); ++i)
    {
        const VSpline spl = GetSpline(i);
        const qreal splLength = spl.GetLength();
        fullLength += splLength;
        if (fullLength > length)
        {
            p1 = i-1;
            p2 = i;
            return spl.CutSpline(length - (fullLength - splLength), spl1p2, spl1p3, spl2p2, spl2p3);
        }
    }
    p1 = p2 = -1;
    spl1p2 = spl1p3 = spl2p2 = spl2p3 = QPointF();
    return QPointF();
}

//---------------------------------------------------------------------------------------------------------------------
/**
 * @brief NameForHistory helps to create name for dialog History.
 * @param toolName first part of name. Like 'Spline path' or 'Cubic Bezier path'.
 * @return name of curve for history records.
 */
QString VAbstractCubicBezierPath::NameForHistory(const QString &toolName) const
{
    QString name = toolName;
    if (CountPoints() > 0)
    {
        name += QString("%1").arg(FirstPoint().name());
        if (CountSubSpl() >= 1)
        {
            name += QString("_%1").arg(LastPoint().name());
        }

        if (GetDuplicate() > 0)
        {
            name += QString("_%1").arg(GetDuplicate());
        }
    }
    return name;
}

//---------------------------------------------------------------------------------------------------------------------
void VAbstractCubicBezierPath::CreateName()
{
    QString name;
    if (CountPoints() > 0)
    {
        name = splPath;
        name.append(QString("_%1").arg(FirstPoint().name()));
        if (CountSubSpl() >= 1)
        {
            name.append(QString("_%1").arg(LastPoint().name()));

            if (GetDuplicate() > 0)
            {
                name += QString("_%1").arg(GetDuplicate());
            }
        }
    }
    setName(name);
}
