📄 qbezier_p.h
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/******************************************************************************** Copyright (C) 1992-2007 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://trolltech.com/products/qt/licenses/licensing/opensource/**** If you are unsure which license is appropriate for your use, please** review the following information:** http://trolltech.com/products/qt/licenses/licensing/licensingoverview** or contact the sales department at sales@trolltech.com.**** In addition, as a special exception, Trolltech gives you certain** additional rights. These rights are described in the Trolltech GPL** Exception version 1.0, which can be found at** http://www.trolltech.com/products/qt/gplexception/ and in the file** GPL_EXCEPTION.txt in this package.**** In addition, as a special exception, Trolltech, as the sole copyright** holder for Qt Designer, grants users of the Qt/Eclipse Integration** plug-in the right for the Qt/Eclipse Integration to link to** functionality provided by Qt Designer and its related libraries.**** Trolltech reserves all rights not expressly granted herein.**** 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"#include "QtCore/qvector.h"#include "QtCore/qlist.h"class QPolygonF;class Q_GUI_EXPORT QBezier{public: static QBezier fromPoints(const QPointF &p1, const QPointF &p2, const QPointF &p3, const QPointF &p4); static void coefficients(qreal t, qreal &a, qreal &b, qreal &c, qreal &d); inline QPointF pointAt(qreal t) const; inline QPointF normalVector(qreal t) const; inline QPointF derivedAt(qreal t) const; inline QPointF secondDerivedAt(qreal t) const; QPolygonF toPolygon() const; void addToPolygon(QPolygonF *p) const; void addToPolygonIterative(QPolygonF *p) const; void addToPolygonMixed(QPolygonF *p) const; QRectF bounds() const; qreal length(qreal error = 0.01) const; void addIfClose(qreal *length, qreal error) const; qreal tAtLength(qreal len) const; int stationaryYPoints(qreal &t0, qreal &t1) const; qreal tForY(qreal t0, qreal t1, qreal y) 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; inline QLineF startTangent() const; inline QLineF endTangent() const; inline void parameterSplitLeft(qreal t, QBezier *left); inline void split(QBezier *firstHalf, QBezier *secondHalf) const; int shifted(QBezier *curveSegments, int maxSegmets, qreal offset, float threshold) const; QVector< QList<QBezier> > splitAtIntersections(QBezier &a); QBezier bezierOnInterval(qreal t0, qreal t1) const; static QVector< QList<qreal> > findIntersections(const QBezier &a, const QBezier &b); static bool findIntersections(const QBezier &a, const QBezier &b, QVector<qreal> &ta, QVector<qreal> &tb); 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 QLineF QBezier::startTangent() const{ QLineF tangent(pt1(), pt2()); if (tangent.isNull()) tangent = QLineF(pt1(), pt3()); if (tangent.isNull()) tangent = QLineF(pt1(), pt4()); return tangent;}inline QLineF QBezier::endTangent() const{ QLineF tangent(pt4(), pt3()); if (tangent.isNull()) tangent = QLineF(pt4(), pt2()); if (tangent.isNull()) tangent = QLineF(pt4(), pt1()); return tangent;}inline void QBezier::coefficients(qreal t, qreal &a, qreal &b, qreal &c, qreal &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;}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);}inline QPointF QBezier::derivedAt(qreal t) const{ // p'(t) = 3 * (-(1-2t+t^2) * p0 + (1 - 4 * t + 3 * t^2) * p1 + (2 * t - 3 * t^2) * p2 + t^2 * p3) qreal m_t = 1. - t; qreal d = t * t; qreal a = -m_t * m_t; qreal b = 1 - 4 * t + 3 * d; qreal c = 2 * t - 3 * d; return 3 * QPointF(a * x1 + b * x2 + c * x3 + d * x4, a * y1 + b * y2 + c * y3 + d * y4);}inline QPointF QBezier::secondDerivedAt(qreal t) const{ qreal a = 2. - 2. * t; qreal b = -4 + 6 * t; qreal c = 2 - 6 * t; qreal d = 2 * t; return 3 * QPointF(a * x1 + b * x2 + c * x3 + d * x4, a * y1 + b * y2 + c * y3 + d * y4);}inline void QBezier::split(QBezier *firstHalf, QBezier *secondHalf) const{ Q_ASSERT(firstHalf); Q_ASSERT(secondHalf); qreal c = (x2 + x3)*.5; firstHalf->x2 = (x1 + x2)*.5; secondHalf->x3 = (x3 + x4)*.5; firstHalf->x1 = x1; secondHalf->x4 = x4; firstHalf->x3 = (firstHalf->x2 + c)*.5; secondHalf->x2 = (secondHalf->x3 + c)*.5; firstHalf->x4 = secondHalf->x1 = (firstHalf->x3 + secondHalf->x2)*.5; c = (y2 + y3)/2; firstHalf->y2 = (y1 + y2)*.5; secondHalf->y3 = (y3 + y4)*.5; firstHalf->y1 = y1; secondHalf->y4 = y4; firstHalf->y3 = (firstHalf->y2 + c)*.5; secondHalf->y2 = (secondHalf->y3 + c)*.5; firstHalf->y4 = secondHalf->y1 = (firstHalf->y3 + secondHalf->y2)*.5;}inline void QBezier::parameterSplitLeft(qreal t, QBezier *left){ left->x1 = x1; left->y1 = y1; left->x2 = x1 + t * ( x2 - x1 ); left->y2 = y1 + t * ( y2 - y1 ); left->x3 = x2 + t * ( x3 - x2 ); // temporary holding spot left->y3 = y2 + t * ( y3 - y2 ); // temporary holding spot x3 = x3 + t * ( x4 - x3 ); y3 = y3 + t * ( y4 - y3 ); x2 = left->x3 + t * ( x3 - left->x3); y2 = left->y3 + t * ( y3 - left->y3); left->x3 = left->x2 + t * ( left->x3 - left->x2 ); left->y3 = left->y2 + t * ( left->y3 - left->y2 ); left->x4 = x1 = left->x3 + t * (x2 - left->x3); left->y4 = y1 = left->y3 + t * (y2 - left->y3);}#endif // QBEZIER_P_H
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