Esempio n. 1
0
static inline SplineStore qwtSplinePathX(
    const QwtSplineC1 *spline, const QPolygonF &points )
{
    SplineStore store;

    const int n = points.size();

    const QVector<double> m = spline->slopesX( points );
    if ( m.size() != n )
        return store;

    const QPointF *pd = points.constData();
    const double *md = m.constData();

    store.init( m.size() - 1 );
    store.start( pd[0].x(), pd[0].y() );

    for ( int i = 0; i < n - 1; i++ )
    {
        const double dx3 = ( pd[i+1].x() - pd[i].x() ) / 3.0;

        store.addCubic( pd[i].x() + dx3, pd[i].y() + md[i] * dx3,
            pd[i+1].x() - dx3, pd[i+1].y() - md[i+1] * dx3,
            pd[i+1].x(), pd[i+1].y() );
    }

    return store;
}
static SplineStore qwtSplinePathPleasing( const QPolygonF &points, 
    bool isClosed, Param param )
{
    const int size = points.size();

    const QPointF *p = points.constData();

    SplineStore store;
    store.init( isClosed ? size : size - 1 );
    store.start( p[0] );

    const QPointF &p0 = isClosed ? p[size-1] : p[0];
    double d13 = param(p[0], p[2]);

    const QwtSplineCardinalG1::Tension t0 = qwtTension( 
        param(p0, p[1]), param(p[0], p[1]), d13, p0, p[0], p[1], p[2] );

    const QPointF vec0 = ( p[1] - p0 ) * 0.5;
    QPointF vec1 = ( p[2] - p[0] ) * 0.5;

    store.addCubic( p[0] + vec0 * t0.t1, p[1] - vec1 * t0.t2, p[1] );

    for ( int i = 1; i < size - 2; i++ )
    {
        const double d23 = param(p[i], p[i+1]);
        const double d24 = param(p[i], p[i+2]);
        const QPointF vec2 = ( p[i+2] - p[i] ) * 0.5;

        const QwtSplineCardinalG1::Tension t =
            qwtTension( d13, d23, d24, p[i-1], p[i], p[i+1], p[i+2] );

        store.addCubic( p[i] + vec1 * t.t1, p[i+1] - vec2 * t.t2, p[i+1] );

        d13 = d24;
        vec1 = vec2;
    }

    const QPointF &pn = isClosed ? p[0] : p[size-1];
    const double d24 = param( p[size-2], pn );

    const QwtSplineCardinalG1::Tension tn = qwtTension( 
        d13, param( p[size-2], p[size-1] ), d24, p[size-3], p[size-2], p[size-1], pn );

    const QPointF vec2 = 0.5 * ( pn - p[size-2] );
    store.addCubic( p[size-2] + vec1 * tn.t1, p[size-1] - vec2 * tn.t2, p[size-1] );

    if ( isClosed )
    {
        const double d34 = param( p[size-1], p[0] );
        const double d35 = param( p[size-1], p[1] );

        const QPointF vec3 = 0.5 * ( p[1] - p[size-1] );

        const QwtSplineCardinalG1::Tension tn = 
            qwtTension( d24, d34, d35, p[size-2], p[size-1], p[0], p[1] );
        store.addCubic( p[size-1] + vec2 * tn.t1, p[0] - vec3 * tn.t2, p[0] );
    }

    return store;
}
Esempio n. 3
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//! Wrapper for QPainter::drawPolyline()
void QwtPainter::drawPolyline( QPainter *painter, const QPolygonF &polygon )
{
    QRectF clipRect;
    const bool deviceClipping = qwtIsClippingNeeded( painter, clipRect );

    QPolygonF cpa = polygon;
    if ( deviceClipping )
        cpa = QwtClipper::clipPolygonF( clipRect, cpa );

    qwtDrawPolyline<QPointF>( painter,
        cpa.constData(), cpa.size(), d_polylineSplitting );
}
Esempio n. 4
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/*!
    \fn QPolygonF QMatrix::map(const QPolygonF &polygon) const
    \overload

    Creates and returns a QPolygonF object that is a copy of the given
    \a polygon, mapped into the coordinate system defined by this
    matrix.
*/
QPolygonF QMatrix::map(const QPolygonF &a) const
{
    int size = a.size();
    int i;
    QPolygonF p(size);
    const QPointF *da = a.constData();
    QPointF *dp = p.data();
    for(i = 0; i < size; i++) {
        MAPDOUBLE(da[i].xp, da[i].yp, dp[i].xp, dp[i].yp);
    }
    return p;
}
void QgsCoordinateTransform::transformPolygon( QPolygonF &poly, TransformDirection direction ) const
{
  if ( !d->mIsValid || d->mShortCircuit )
  {
    return;
  }

  //create x, y arrays
  int nVertices = poly.size();

  QVector<double> x( nVertices );
  QVector<double> y( nVertices );
  QVector<double> z( nVertices );
  double *destX = x.data();
  double *destY = y.data();
  double *destZ = z.data();

  const QPointF *polyData = poly.constData();
  for ( int i = 0; i < nVertices; ++i )
  {
    *destX++ = polyData->x();
    *destY++ = polyData->y();
    *destZ++ = 0;
    polyData++;
  }

  try
  {
    transformCoords( nVertices, x.data(), y.data(), z.data(), direction );
  }
  catch ( const QgsCsException & )
  {
    // rethrow the exception
    QgsDebugMsg( QStringLiteral( "rethrowing exception" ) );
    throw;
  }

  QPointF *destPoint = poly.data();
  const double *srcX = x.constData();
  const double *srcY = y.constData();
  for ( int i = 0; i < nVertices; ++i )
  {
    destPoint->rx() = *srcX++;
    destPoint->ry() = *srcY++;
    destPoint++;
  }
}
Esempio n. 6
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QPolygonF QwtSplineC1::polygonX( int numPoints, const QPolygonF &points ) const
{
    if ( points.size() <= 2 )
        return points;

    QPolygonF fittedPoints;

    const QVector<double> m = slopesX( points );
    if ( m.size() != points.size() )
        return fittedPoints;

    const QPointF *p = points.constData();
    const double *s = m.constData();

    const double x1 = points.first().x();
    const double x2 = points.last().x();

    const double delta = ( x2 - x1 ) / ( numPoints - 1 );

    double x0, y0;
    QwtSplinePolynom polynom;

    for ( int i = 0, j = 0; i < numPoints; i++ )
    {
        double x = x1 + i * delta;
        if ( x > x2 )
            x = x2;

        if ( i == 0 || x > p[j + 1].x() )
        {
            while ( x > p[j + 1].x() )
                j++;

            polynom = QwtSplinePolynom::fromSlopes( p[j], s[j], p[j + 1], s[j + 1] );

            x0 = p[j].x();
            y0 = p[j].y();
        }

        const double y = y0 + polynom.value( x - x0 );
        fittedPoints += QPointF( x, y );
    }

    return fittedPoints;
}   
static SplineStore qwtSplinePathG1( 
    const QwtSplineCardinalG1 *spline, const QPolygonF &points ) 
{
    const int size = points.size();
    const int numTensions = spline->isClosing() ? size : size - 1;

    const QVector<QwtSplineCardinalG1::Tension> tensions2 = spline->tensions( points );
    if ( tensions2.size() != numTensions )
        return SplineStore();

    const QPointF *p = points.constData();
    const QwtSplineCardinalG1::Tension *t = tensions2.constData();

    SplineStore store;
    store.init( numTensions );
    store.start( p[0] );
    
    const QPointF &p0 = spline->isClosing() ? p[size-1] : p[0];
    QPointF vec1 = ( p[1] - p0 ) * 0.5;

    for ( int i = 0; i < size - 2; i++ )
    {
        const QPointF vec2 = ( p[i+2] - p[i] ) * 0.5;
        store.addCubic( p[i] + vec1 * t[i].t1, 
            p[i+1] - vec2 * t[i].t2, p[i+1] );
        
        vec1 = vec2;
    }   
    
    const QPointF &pn = spline->isClosing() ? p[0] : p[size-1];
    const QPointF vec2 = 0.5 * ( pn - p[size - 2] );

    store.addCubic( p[size - 2] + vec1 * t[size-2].t1,
        p[size - 1] - vec2 * t[size-2].t2, p[size - 1] );

    if ( spline->isClosing() )
    {
        const QPointF vec3 = 0.5 * ( p[1] - p[size-1] );
        store.addCubic( p[size-1] + vec2 * t[size-1].t1, 
            p[0] - vec3 * t[size-1].t2, p[0] );
    }

    return store;
}
void Renderer::drawMesh()
{
  // render mesh as a wireframe

  QPainter p(&mImage);
  p.setRenderHint(QPainter::Antialiasing);
  p.setPen(QPen(QBrush(mCfg.mesh.mMeshColor),0.5));
  p.setFont(QFont(""));
  const Mesh::Elements& elems = mMesh->elements();
  for (int i=0; i < elems.count(); ++i)
  {
    const Element& elem = elems[i];
    if( elem.isDummy() )
        continue;

    // If the element is outside the view of the canvas, skip it
    if( elemOutsideView(i) )
        continue;

    QPolygonF pts = elementPolygonPixel(elem);
    p.drawPolyline(pts.constData(), pts.size());

    if (mCfg.mesh.mRenderMeshLabels)
    {
        double cx, cy;
        mMesh->elementCentroid(i, cx, cy);
        QString txt = QString::number(elem.id());
        QRect bb = p.fontMetrics().boundingRect(txt);
        QPointF xy = mtp.realToPixel(cx, cy);
        bb.moveTo(xy.x() - bb.width()/2.0, xy.y() - bb.height()/2.0);

        if (pts.containsPoint(bb.bottomLeft(), Qt::WindingFill) &&
            pts.containsPoint(bb.bottomRight(), Qt::WindingFill) &&
            pts.containsPoint(bb.topLeft(), Qt::WindingFill) &&
            pts.containsPoint(bb.topRight(), Qt::WindingFill))
        {
            p.drawText(bb, Qt::AlignCenter, txt);
        }
    }
  }
}
static inline QVector<QwtSplineCardinalG1::Tension> qwtTensions( 
    const QPolygonF &points, bool isClosed, Param param ) 
{
    const int size = points.size();
    QVector<QwtSplineCardinalG1::Tension> tensions2( isClosed ? size : size - 1 );

    const QPointF *p = points.constData();
    QwtSplineCardinalG1::Tension *t = tensions2.data();

    const QPointF &p0 = isClosed ? p[size-1] : p[0];
    double d13 = param(p[0], p[2]);

    t[0] = qwtTension( param(p0, p[1]), param(p[0], p[1]), 
        d13, p0, p[0], p[1], p[2] );

    for ( int i = 1; i < size - 2; i++ )
    {
        const double d23 = param( p[i], p[i+1] );
        const double d24 = param( p[i], p[i+2] );

        t[i] = qwtTension( d13, d23, d24, p[i-1], p[i], p[i+1], p[i+2] );

        d13 = d24;
    }

    const QPointF &pn = isClosed ? p[0] : p[size-1];
    const double d24 = param( p[size-2], pn );

    t[size-2] = qwtTension( d13, param( p[size-2], p[size-1] ), d24,
        p[size - 3], p[size - 2], p[size - 1], pn );

    if ( isClosed )
    {
        const double d34 = param( p[size-1], p[0] );
        const double d35 = param( p[size-1], p[1] );

        t[size-1] = qwtTension( d24, d34, d35, p[size-2], p[size-1], p[0], p[1] );
    }

    return tensions2;
}
Esempio n. 10
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QPainterPath QwtSpline::pathP( const QPolygonF &points ) const
{
    const int n = points.size();

    QPainterPath path;
    if ( n == 0 )
        return path;

    if ( n == 1 )
    {
        path.moveTo( points[0] );
        return path;
    }

    if ( n == 2 )
    {
        path.addPolygon( points );
        return path;
    }

    const QVector<QLineF> controlPoints = bezierControlPointsP( points );
    if ( controlPoints.size() < n - 1 )
        return path;

    const QPointF *p = points.constData();
    const QLineF *l = controlPoints.constData();

    path.moveTo( p[0] );
    for ( int i = 0; i < n - 1; i++ )
        path.cubicTo( l[i].p1(), l[i].p2(), p[i+1] );

    if ( controlPoints.size() >= n )
    {
        path.cubicTo( l[n-1].p1(), l[n-1].p2(), p[0] );
        path.closeSubpath();
    }

    return path;
}
static SplineStore qwtSplinePathPleasing( const QPolygonF &points, 
    bool isClosed, Param param )
{
    using namespace QwtSplinePleasingP;

    const int size = points.size();

    const QPointF *p = points.constData();

    SplineStore store;
    store.init( isClosed ? size : size - 1 );
    store.start( p[0] );

    double d13;
    QPointF vec1;

    if ( isClosed )
    {
        d13 = qwtChordalLength(p[0], p[2]);

        const Tension t0 = qwtTensionPleasing( 
            qwtChordalLength( p[size-1], p[1]), qwtChordalLength(p[0], p[1]),
            d13, p[size-1], p[0], p[1], p[2] );

        const QPointF vec0 = qwtVectorCardinal<Param>( param, p[size-1], p[0], p[1] );
        vec1 = qwtVectorCardinal<Param>( param, p[0], p[1], p[2] );

        store.addCubic( p[0] + vec0 * t0.t1, p[1] - vec1 * t0.t2, p[1] );
    }
    else
    {
        d13 = qwtChordalLength(p[0], p[2]);

        const Tension t0 = qwtTensionPleasing( 
            qwtChordalLength( p[0], p[1]), qwtChordalLength(p[0], p[1]),
            d13,  p[0], p[0], p[1], p[2] );

        const QPointF vec0 = 0.5 * qwtVector<Param>( param, p[0], p[1] );
        vec1 = qwtVectorCardinal<Param>( param, p[0], p[1], p[2] );

        store.addCubic( p[0] + vec0 * t0.t1, p[1] - vec1 * t0.t2, p[1] );
    }

    for ( int i = 1; i < size - 2; i++ )
    {
        const double d23 = qwtChordalLength( p[i], p[i+1] );
        const double d24 = qwtChordalLength( p[i], p[i+2] );

        const QPointF vec2 = qwtVectorCardinal<Param>( param, p[i], p[i+1], p[i+2] );

        const Tension t = qwtTensionPleasing( 
            d13, d23, d24, p[i-1], p[i], p[i+1], p[i+2] );

        store.addCubic( p[i] + vec1 * t.t1, p[i+1] - vec2 * t.t2, p[i+1] );

        d13 = d24;
        vec1 = vec2;
    }

    if ( isClosed )
    {
        const double d24 = qwtChordalLength( p[size-2], p[0] );

        const Tension tn = qwtTensionPleasing( 
            d13, qwtChordalLength( p[size-2], p[size-1] ), d24, 
            p[size-3], p[size-2], p[size-1], p[0] );

        const QPointF vec2 = qwtVectorCardinal<Param>( param, p[size-2], p[size-1], p[0] );
        store.addCubic( p[size-2] + vec1 * tn.t1, p[size-1] - vec2 * tn.t2, p[size-1] );

        const double d34 = qwtChordalLength( p[size-1], p[0] );
        const double d35 = qwtChordalLength( p[size-1], p[1] );

        const Tension tc = qwtTensionPleasing( d24, d34, d35, p[size-2], p[size-1], p[0], p[1] );

        const QPointF vec3 = qwtVectorCardinal<Param>( param, p[size-1], p[0], p[1] );

        store.addCubic( p[size-1] + vec2 * tc.t1, p[0] - vec3 * tc.t2, p[0] );
    }
    else
    {
        const double d24 = qwtChordalLength( p[size-2], p[size-1] );

        const Tension tn = qwtTensionPleasing( 
            d13, qwtChordalLength( p[size-2], p[size-1] ), d24, 
            p[size-3], p[size-2], p[size-1], p[size-1] );

        const QPointF vec2 = 0.5 * qwtVector<Param>( param, p[size-2], p[size-1] );
        store.addCubic( p[size-2] + vec1 * tn.t1, p[size-1] - vec2 * tn.t2, p[size-1] );
    }

    return store;
}