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📄 qbezier.cpp

📁 qt-x11-opensource-src-4.1.4.tar.gz源码
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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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