📄 qbezier.cpp
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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.******************************************************************************/#include "qbezier_p.h"#include <qdebug.h>#include <qline.h>#include <qpolygon.h>#include <private/qnumeric_p.h>#include <private/qmath_p.h>/*! \internal*/QBezier QBezier::fromPoints(const QPointF &p1, const QPointF &p2, const QPointF &p3, const QPointF &p4){ QBezier b; b.x1 = p1.x(); b.y1 = p1.y(); b.x2 = p2.x(); b.y2 = p2.y(); b.x3 = p3.x(); b.y3 = p3.y(); b.x4 = p4.x(); b.y4 = p4.y(); return b;}/*! \internal*/QPolygonF QBezier::toPolygon() const{ // flattening is done by splitting the bezier until we can replace the segment by a straight // line. We split further until the control points are close enough to the line connecting the // boundary points. // // the Distance of a point p from a line given by the points (a,b) is given by: // // d = abs( (bx - ax)(ay - py) - (by - ay)(ax - px) ) / line_length // // We can stop splitting if both control points are close enough to the line. // To make the algorithm faster we use the manhattan length of the line. QPolygonF polygon; polygon.append(QPointF(x1, y1)); addToPolygon(&polygon); return polygon;}void QBezier::addToPolygon(QPolygonF *polygon) const{ QBezier beziers[32]; beziers[0] = *this; QBezier *b = beziers; while (b >= beziers) { // check if we can pop the top bezier curve from the stack qreal l = qAbs(b->x4 - b->x1) + qAbs(b->y4 - b->y1); qreal d; if (l > 1.) { d = qAbs( (b->x4 - b->x1)*(b->y1 - b->y2) - (b->y4 - b->y1)*(b->x1 - b->x2) ) + qAbs( (b->x4 - b->x1)*(b->y1 - b->y3) - (b->y4 - b->y1)*(b->x1 - b->x3) ); } else { d = qAbs(b->x1 - b->x2) + qAbs(b->y1 - b->y2) + qAbs(b->x1 - b->x3) + qAbs(b->y1 - b->y3); l = 1.; } if (d < .5*l || b == beziers + 31) { // good enough, we pop it off and add the endpoint polygon->append(QPointF(b->x4, b->y4)); --b; } else { // split, second half of the polygon goes lower into the stack b->split(b+1, b); ++b; } }}void QBezier::split(QBezier *firstHalf, QBezier *secondHalf) const{ Q_ASSERT(firstHalf); Q_ASSERT(secondHalf); qreal c = (x2 + x3)/2; firstHalf->x2 = (x1 + x2)/2; secondHalf->x3 = (x3 + x4)/2; firstHalf->x1 = x1; secondHalf->x4 = x4; firstHalf->x3 = (firstHalf->x2 + c)/2; secondHalf->x2 = (secondHalf->x3 + c)/2; firstHalf->x4 = secondHalf->x1 = (firstHalf->x3 + secondHalf->x2)/2; c = (y2 + y3)/2; firstHalf->y2 = (y1 + y2)/2; secondHalf->y3 = (y3 + y4)/2; firstHalf->y1 = y1; secondHalf->y4 = y4; firstHalf->y3 = (firstHalf->y2 + c)/2; secondHalf->y2 = (secondHalf->y3 + c)/2; firstHalf->y4 = secondHalf->y1 = (firstHalf->y3 + secondHalf->y2)/2;}QRectF QBezier::bounds() const{ qreal xmin = x1; qreal xmax = x1; if (x2 < xmin) xmin = x2; else if (x2 > xmax) xmax = x2; if (x3 < xmin) xmin = x3; else if (x3 > xmax) xmax = x3; if (x4 < xmin) xmin = x4; else if (x4 > xmax) xmax = x4; qreal ymin = y1; qreal ymax = y1; if (y2 < ymin) ymin = y2; else if (y2 > ymax) ymax = y2; if (y3 < ymin) ymin = y3; else if (y3 > ymax) ymax = y3; if (y4 < ymin) ymin = y4; else if (y4 > ymax) ymax = y4; return QRectF(xmin, ymin, xmax-xmin, ymax-ymin);}enum ShiftResult { Ok, Discard, Split, Circle};static ShiftResult good_offset(const QBezier *b1, const QBezier *b2, qreal offset, qreal threshold){ const qreal o2 = offset*offset; const qreal max_dist_line = threshold*offset*offset; const qreal max_dist_normal = threshold*offset; const qreal spacing = 0.25; for (qreal i = spacing; i < 0.99; i += spacing) { QPointF p1 = b1->pointAt(i); QPointF p2 = b2->pointAt(i); qreal d = (p1.x() - p2.x())*(p1.x() - p2.x()) + (p1.y() - p2.y())*(p1.y() - p2.y()); if (qAbs(d - o2) > max_dist_line) return Split; QPointF normalPoint = b1->normalVector(i); qreal l = qAbs(normalPoint.x()) + qAbs(normalPoint.y()); if (l != 0.) { d = qAbs( normalPoint.x()*(p1.y() - p2.y()) - normalPoint.y()*(p1.x() - p2.x()) ) / l; if (d > max_dist_normal) return Split; } } return Ok;}static inline QLineF qline_shifted(const QPointF &p1, const QPointF &p2, qreal offset){ QLineF l(p1, p2); QLineF ln = l.normalVector().unitVector(); l.translate(ln.dx() * offset, ln.dy() * offset); return l;}static bool qbezier_is_line(QPointF *points, int pointCount){ Q_ASSERT(pointCount > 2); qreal dx13 = points[2].x() - points[0].x(); qreal dy13 = points[2].y() - points[0].y(); qreal dx12 = points[1].x() - points[0].x(); qreal dy12 = points[1].y() - points[0].y(); if (pointCount == 3) { if (dx13 * dx12 != 0) return qFuzzyCompare(dy12 / dx12, dy13 / dx13); else return qFuzzyCompare(dx12 / dy12, dx13 / dy13); } else if (pointCount == 4) { qreal dx14 = points[3].x() - points[0].x(); qreal dy14 = points[3].y() - points[0].y(); if (dx14*dx13*dx12 != 0) { qreal b14 = dy14 / dx14; qreal b13 = dy13 / dx13; qreal b12 = dy12 / dx12; return qFuzzyCompare(b14, b13) && qFuzzyCompare(b14, b12); } else { qreal a14 = dx14 / dy14; qreal a13 = dx13 / dy13; qreal a12 = dx12 / dy12; return qFuzzyCompare(a14, a13) && qFuzzyCompare(a14, a12); } } return false;}static ShiftResult shift(const QBezier *orig, QBezier *shifted, qreal offset, qreal threshold){ int map[4]; bool p1_p2_equal = (orig->x1 == orig->x2 && orig->y1 == orig->y2); bool p2_p3_equal = (orig->x2 == orig->x3 && orig->y2 == orig->y3); bool p3_p4_equal = (orig->x3 == orig->x4 && orig->y3 == orig->y4); QPointF points[4]; int np = 0; points[np] = QPointF(orig->x1, orig->y1); map[0] = 0; ++np; if (!p1_p2_equal) { points[np] = QPointF(orig->x2, orig->y2); ++np; } map[1] = np - 1; if (!p2_p3_equal) { points[np] = QPointF(orig->x3, orig->y3); ++np; } map[2] = np - 1; if (!p3_p4_equal) { points[np] = QPointF(orig->x4, orig->y4); ++np; } map[3] = np - 1; if (np == 1) return Discard; // We need to specialcase lines of 3 or 4 points due to numerical // instability in intersections below if (np > 2 && qbezier_is_line(points, np)) { QLineF l = qline_shifted(points[0], points[np-1], offset); *shifted = QBezier::fromPoints(l.p1(), l.pointAt(0.33), l.pointAt(0.66), l.p2()); return Ok; } QRectF b = orig->bounds(); if (np == 4 && b.width() < .1*offset && b.height() < .1*offset) { qreal l = (orig->x1 - orig->x2)*(orig->x1 - orig->x2) + (orig->y1 - orig->y2)*(orig->y1 - orig->y1) * (orig->x3 - orig->x4)*(orig->x3 - orig->x4) + (orig->y3 - orig->y4)*(orig->y3 - orig->y4); qreal dot = (orig->x1 - orig->x2)*(orig->x3 - orig->x4) + (orig->y1 - orig->y2)*(orig->y3 - orig->y4); if (dot < 0 && dot*dot < 0.8*l) // the points are close and reverse dirction. Approximate the whole // thing by a semi circle return Circle; } QLineF l = qline_shifted(points[0], points[1], offset); points[0] = l.p1(); if (np > 2) { QLineF l2 = qline_shifted(points[1], points[2], offset); QPointF intersection; QLineF::IntersectType type = l.intersect(l2, &intersection); if (type == QLineF::NoIntersection) { points[1] = l.p2(); } else { points[1] = intersection; } l = l2; } if (np > 3) { QLineF l2 = qline_shifted(points[2], points[3], offset); QPointF intersection; QLineF::IntersectType type = l.intersect(l2, &intersection); if (type == QLineF::NoIntersection) { points[2] = l2.p1(); } else { points[2] = intersection; } l = l2; } points[np - 1] = l.p2(); *shifted = QBezier::fromPoints(points[map[0]], points[map[1]], points[map[2]], points[map[3]]); return good_offset(orig, shifted, offset, threshold);}// This value is used to determine the length of control point vectors// when approximating arc segments as curves. The factor is multiplied// with the radius of the circle.#define KAPPA 0.5522847498static void addCircle(const QBezier *b, qreal offset, QBezier *o){ QPointF normals[3]; normals[0] = QPointF(b->y2 - b->y1, b->x1 - b->x2); normals[0] /= sqrt(normals[0].x()*normals[0].x() + normals[0].y()*normals[0].y()); normals[2] = QPointF(b->y4 - b->y3, b->x3 - b->x4); normals[2] /= sqrt(normals[2].x()*normals[2].x() + normals[2].y()*normals[2].y()); normals[1] = QPointF(b->x1 - b->x2 - b->x3 + b->x4, b->y1 - b->y2 - b->y3 + b->y4); normals[1] /= -1*sqrt(normals[1].x()*normals[1].x() + normals[1].y()*normals[1].y()); qreal angles[2]; qreal sign = 1.; for (int i = 0; i < 2; ++i) { qreal cos_a = normals[i].x()*normals[i+1].x() + normals[i].y()*normals[i+1].y(); if (cos_a > 1.) cos_a = 1.; if (cos_a < -1.) cos_a = -1; angles[i] = acos(cos_a)/Q_PI; } if (angles[0] + angles[1] > 1.) { // more than 180 degrees normals[1] = -normals[1]; angles[0] = 1. - angles[0]; angles[1] = 1. - angles[1]; sign = -1.; } QPointF circle[3]; circle[0] = QPointF(b->x1, b->y1) + normals[0]*offset; circle[1] = QPointF(0.5*(b->x1 + b->x4), 0.5*(b->y1 + b->y4)) + normals[1]*offset; circle[2] = QPointF(b->x4, b->y4) + normals[2]*offset; for (int i = 0; i < 2; ++i) { qreal kappa = 2.*KAPPA * sign * offset * angles[i]; o->x1 = circle[i].x(); o->y1 = circle[i].y(); o->x2 = circle[i].x() - normals[i].y()*kappa; o->y2 = circle[i].y() + normals[i].x()*kappa; o->x3 = circle[i+1].x() + normals[i+1].y()*kappa; o->y3 = circle[i+1].y() - normals[i+1].x()*kappa; o->x4 = circle[i+1].x(); o->y4 = circle[i+1].y(); ++o; }}int QBezier::shifted(QBezier *curveSegments, int maxSegments, qreal offset, float threshold) const{ Q_ASSERT(curveSegments); Q_ASSERT(maxSegments > 0); if (x1 == x2 && x1 == x3 && x1 == x4 && y1 == y2 && y1 == y3 && y1 == y4) return 0; --maxSegments; QBezier beziers[10];redo: beziers[0] = *this; QBezier *b = beziers; QBezier *o = curveSegments; while (b >= beziers) { if (b - beziers == 9 || o - curveSegments == maxSegments) { threshold *= 1.5; if (threshold > 2.) goto give_up; goto redo; } ShiftResult res = shift(b, o, offset, threshold); if (res == Discard) { --b; } else if (res == Ok) { ++o; --b; continue; } else if (res == Circle && maxSegments - (o - curveSegments) >= 2) { // add semi circle addCircle(b, offset, o); --b; o += 2; } else { b->split(b+1, b); ++b; } }give_up: while (b >= beziers) { shift(b, o, offset, threshold); ++o; --b; } Q_ASSERT(o - curveSegments <= maxSegments); return o - curveSegments;}
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