📄 qbezier_p.h
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/******************************************************************************** Copyright (C) 1992-2006 Trolltech ASA. All rights reserved.**** This file is part of the QtGui module of the Qt Toolkit.**** This file may be used under the terms of the GNU General Public** License version 2.0 as published by the Free Software Foundation** and appearing in the file LICENSE.GPL included in the packaging of** this file. Please review the following information to ensure GNU** General Public Licensing requirements will be met:** http://www.trolltech.com/products/qt/opensource.html**** If you are unsure which license is appropriate for your use, please** review the following information:** http://www.trolltech.com/products/qt/licensing.html or contact the** sales department at sales@trolltech.com.**** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.******************************************************************************/#ifndef QBEZIER_P_H#define QBEZIER_P_H//// W A R N I N G// -------------//// This file is not part of the Qt API. It exists for the convenience// of other Qt classes. This header file may change from version to// version without notice, or even be removed.//// We mean it.//#include "QtCore/qpoint.h"#include "QtCore/qline.h"#include "QtCore/qrect.h"class QPolygonF;class Q_GUI_EXPORT QBezier{public: static QBezier fromPoints(const QPointF &p1, const QPointF &p2, const QPointF &p3, const QPointF &p4); inline QPointF pointAt(qreal t) const; inline QPointF normalVector(qreal t) const; QPolygonF toPolygon() const; void addToPolygon(QPolygonF *p) const; QRectF bounds() const; QPointF pt1() const { return QPointF(x1, y1); } QPointF pt2() const { return QPointF(x2, y2); } QPointF pt3() const { return QPointF(x3, y3); } QPointF pt4() const { return QPointF(x4, y4); } inline QPointF midPoint() const; inline QLineF midTangent() const; void split(QBezier *firstHalf, QBezier *secondHalf) const; int shifted(QBezier *curveSegments, int maxSegmets, qreal offset, float threshold) const; qreal x1, y1, x2, y2, x3, y3, x4, y4;};inline QPointF QBezier::midPoint() const{ return QPointF((x1 + x4 + 3*(x2 + x3))/8., (y1 + y4 + 3*(y2 + y3))/8.);}inline QLineF QBezier::midTangent() const{ QPointF mid = midPoint(); QLineF dir(QLineF(x1, y1, x2, y2).pointAt(0.5), QLineF(x3, y3, x4, y4).pointAt(0.5)); return QLineF(mid.x() - dir.dx(), mid.y() - dir.dy(), mid.x() + dir.dx(), mid.y() + dir.dy());}inline QPointF QBezier::pointAt(qreal t) const{ Q_ASSERT(t >= 0); Q_ASSERT(t <= 1);#if 1 qreal a, b, c, d; qreal m_t = 1. - t; b = m_t * m_t; c = t * t; d = c * t; a = b * m_t; b *= 3. * t; c *= 3. * m_t; return QPointF(a*x1 + b*x2 + c*x3 + d*x4, a*y1 + b*y2 + c*y3 + d*y4);#else // numerically more stable: qreal m_t = 1. - t; qreal a = x1*m_t + x2*t; qreal b = x2*m_t + x3*t; qreal c = x3*m_t + x4*t; a = a*m_t + b*t; b = b*m_t + c*t; qreal x = a*m_t + b*t; qreal a = y1*m_t + y2*t; qreal b = y2*m_t + y3*t; qreal c = y3*m_t + y4*t; a = a*m_t + b*t; b = b*m_t + c*t; qreal y = a*m_t + b*t; return QPointF(x, y);#endif}inline QPointF QBezier::normalVector(qreal t) const{ qreal m_t = 1. - t; qreal a = m_t * m_t; qreal b = t * m_t; qreal c = t * t; return QPointF((y2-y1) * a + (y3-y2) * b + (y4-y3) * c, -(x2-x1) * a - (x3-x2) * b - (x4-x3) * c);}#endif // QBEZIER_P_H
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