コード例 #1
0
ファイル: canvaspicker.cpp プロジェクト: albore/pandora
// Move the selected point
void CanvasPicker::move(const QPoint &pos)
{
    if ( !d_selectedCurve )
        return;

    QVector<double> xData(d_selectedCurve->dataSize());
    QVector<double> yData(d_selectedCurve->dataSize());

    for ( int i = 0; i < (int)d_selectedCurve->dataSize(); i++ )
    {
        if ( i == d_selectedPoint )
        {
            xData[i] = plot()->invTransform(
                d_selectedCurve->xAxis(), pos.x());
            yData[i] = plot()->invTransform(
                d_selectedCurve->yAxis(), pos.y());
        }
        else
        {
            const QPointF sample = d_selectedCurve->sample(i);
            xData[i] = sample.x();
            yData[i] = sample.y();
        }
    }
    d_selectedCurve->setSamples(xData, yData);

    plot()->replot();
    showCursor(true);
}
コード例 #2
0
ファイル: linesegmentplot.cpp プロジェクト: kitizz/nutmeg
void LineSegmentPlot::updateDataLimits()
{
    qDebug() << Q_FUNC_INFO;
    int xLen = xSize(), yLen = ySize(), endXLen = m_endX.size(), endYLen = m_endY.size();
    int N = qMin( qMin(xLen, yLen), qMin(endXLen, endYLen) );
    m_dataSize = N;

    qreal minX = Inf, maxX = -Inf, minY = Inf, maxY = -Inf;
    // Calculate the y limits
    RangeValues yrng = ArrayUtil::limits(yData());
    minY = yrng.min;
    maxY = yrng.max;

    yrng = ArrayUtil::limits(m_endY);
    minY = qMin(minY, yrng.min);
    maxY = qMax(maxY, yrng.max);

    RangeValues xrng = ArrayUtil::limits(xData());
    minX = xrng.min;
    maxX = xrng.max;

    xrng = ArrayUtil::limits(m_endX);
    minX = qMin(minX, xrng.min);
    maxX = qMax(maxX, xrng.max);

    QRectF newLim;
    newLim.setLeft(minX);
    newLim.setTop(minY);
    newLim.setRight(maxX);
    newLim.setBottom(maxY);
    setDataLimits(newLim);
}
コード例 #3
0
ファイル: LinePlot.cpp プロジェクト: CUEBoxer/OpenStudio
void LinePlot::scaleCurves(QwtPlotCurve *curve)
{

  /// multiple curves based on units
  const QwtPlotItemList &listPlotItem = m_qwtPlot->itemList();
  QwtPlotCurve *plotCurve;
  QwtPlotItemIterator itPlotItem;
  int curveCount = numberOfCurves();

  switch (curveCount)
  {
    case 0:
    {
      curve->setYAxis(QwtPlot::yLeft);
      m_qwtPlot->enableAxis(QwtPlot::yRight, false);
      break;
    }
    case 1:
    {
      curve->setYAxis(QwtPlot::yRight);
      m_qwtPlot->enableAxis(QwtPlot::yRight, true);
      break;
    }
    default: //scale
      m_qwtPlot->enableAxis(QwtPlot::yRight, false);
      // find min, max of all curves
      // scale
      int i;
      for ( itPlotItem = listPlotItem.begin();itPlotItem!=listPlotItem.end();++itPlotItem)
      {
        if ( (*itPlotItem)->rtti() == QwtPlotItem::Rtti_PlotCurve)
        {
          plotCurve = (QwtPlotCurve*) (*itPlotItem);

          if ((plotCurve->minYValue() != 0) || (plotCurve->maxYValue() != 1))
          {

            QwtArray<double> xData(plotCurve->dataSize());
            QwtArray<double> yData(plotCurve->dataSize());
            for (i = 0; i < plotCurve->dataSize(); i++)
            {
              xData[i] = plotCurve->x(i);
              yData[i] = (plotCurve->y(i) - plotCurve->minYValue())/ (plotCurve->maxYValue() - plotCurve->minYValue());
            }
            // reset data
            plotCurve->setTitle(plotCurve->title().text() + "[" + QString::number(plotCurve->minYValue()) + ", "  + QString::number(plotCurve->maxYValue()) + "]");
            plotCurve->setData(xData,yData);
          }
        }
      }
      break;
  }

}
コード例 #4
0
writeTimeData::writeTimeData
(
    const fileName& pathName,
    const word& nameFile,
    const List< Pair<scalar> >& data,
    const label& dummy
)
{
    fileName writeFile(pathName/nameFile);
    
    scalarField xData(data.size());
    scalarField yData(data.size());

    forAll(data, d)
    {
        xData[d] = data[d].first();
        yData[d] = data[d].second();
    }
コード例 #5
0
// Move the selected point
void CanvasPicker::move( const QPoint &pos )
{
    if ( !d_selectedCurve )
        return;

    QVector<double> xData( d_selectedCurve->dataSize() );
    QVector<double> yData( d_selectedCurve->dataSize() );

    for ( int i = 0;
        i < static_cast<int>( d_selectedCurve->dataSize() ); i++ )
    {
        if ( i == d_selectedPoint )
        {
            xData[i] = plot()->invTransform(
                d_selectedCurve->xAxis(), pos.x() );
            yData[i] = plot()->invTransform(
                d_selectedCurve->yAxis(), pos.y() );
        }
        else
        {
            const QPointF sample = d_selectedCurve->sample( i );
            xData[i] = sample.x();
            yData[i] = sample.y();
        }
    }
    d_selectedCurve->setSamples( xData, yData );

    /*
       Enable QwtPlotCanvas::ImmediatePaint, so that the canvas has been
       updated before we paint the cursor on it.
     */
    QwtPlotCanvas *plotCanvas = 
        qobject_cast<QwtPlotCanvas *>( plot()->canvas() );

    plotCanvas->setPaintAttribute( QwtPlotCanvas::ImmediatePaint, true );
    plot()->replot();
    plotCanvas->setPaintAttribute( QwtPlotCanvas::ImmediatePaint, false );

    showCursor( true );
}
コード例 #6
0
ファイル: DrawToMemory.cpp プロジェクト: audioplastic/conplot
//MAIN RENDER CODE ================================================
void DataGrid::render()
{
    //vector<T> xData(_xData); //Assign xData to non-const so we can pass by const reference.
    
    // Add the border if flagged
    if (flags & (int)o_t::BORDER) {
        addBorder();
        const int shrink = 4;
        plotArea.setSize(plotArea.getWidth()-shrink, plotArea.getHeight()-shrink);
        plotArea.translate(shrink/2, shrink/2);
    }
    
    // Add the title if flagged
    if (flags & (int)o_t::TITLE) {
        addTitle();
    }
    
    // Abort if series vec is empty
    if (series.getNumSeries()==0){
        cout << "No data series available, aborting. \n";
        return;
    }
    
    // get ranges
    const float xMin = series.getXmin();
    const float xMax = series.getXmax();
    const float yMin = series.getYmin();
    const float yMax = series.getYmax();
    // Another way of aliasing - pointless here bu I <3 lambdas
    // To use this alternative, replace xMin with xMin() below
    // auto xMin = [&](){return series.getXmin();};  
    
    // Add the y-axis if flagged
    if (flags & (int)o_t::YAXIS) {
        const int yaxWidth = 10;
        Rectangle rAx = Rectangle(plotArea.getTL(), yaxWidth, plotArea.getHeight());
        addYAxis(yMin, yMax, rAx);
        
        // Shift the plot area
        plotArea.setWidth(plotArea.getWidth()-yaxWidth);
        plotArea.translate(yaxWidth, 0);
    }
    
    // Add simple x-axis indicators if requested
    if (flags & (int)o_t::XAXIS) {
        addXAxis(xMin, xMax, plotArea);
    }
    
    
    for (size_t ii=0; ii<series.getNumSeries(); ++ii){
        // Warn if input is messed up
        vector<float> xData(series.getXdata(ii));
        vector<float> yData(series.getYdata(ii));
        
        if (xData.size()!=yData.size()) {
            cout << "WARNING: x and y data size mismatch, not plotting.\n";
            return;
        }
        
        
        for(size_t nn=0; nn<xData.size(); ++nn){
            int intX = mapVal(   xData[nn], xMin, xMax, plotArea.getLeft(), plotArea.getRight()   );
            // Notice the subtle reversal of yMax and yMin here so data flipped the correct way
            int intY = mapVal(   yData[nn], yMax, yMin, plotArea.getTop(), plotArea.getBtm()   );
            addPoint(Point(intX, intY), series.getMarker(ii) );
        }
    }
    
    // Add the legend if flagged
    if (flags & (int)o_t::LEGEND) {
        addLegend();
    }
    
} // End of rendering function
コード例 #7
0
void QSGDefaultImageNode::updateGeometry()
{
    Q_ASSERT(!m_targetRect.isEmpty());
    const QSGTexture *t = m_material.texture();
    if (!t) {
        QSGGeometry *g = geometry();
        g->allocate(4);
        g->setDrawingMode(GL_TRIANGLE_STRIP);
        memset(g->vertexData(), 0, g->sizeOfVertex() * 4);
    } else {
        QRectF sourceRect = t->normalizedTextureSubRect();

        QRectF innerSourceRect(sourceRect.x() + m_innerSourceRect.x() * sourceRect.width(),
                               sourceRect.y() + m_innerSourceRect.y() * sourceRect.height(),
                               m_innerSourceRect.width() * sourceRect.width(),
                               m_innerSourceRect.height() * sourceRect.height());

        bool hasMargins = m_targetRect != m_innerTargetRect;

        int floorLeft = qFloor(m_subSourceRect.left());
        int ceilRight = qCeil(m_subSourceRect.right());
        int floorTop = qFloor(m_subSourceRect.top());
        int ceilBottom = qCeil(m_subSourceRect.bottom());
        int hTiles = ceilRight - floorLeft;
        int vTiles = ceilBottom - floorTop;

        bool hasTiles = hTiles != 1 || vTiles != 1;
        bool fullTexture = innerSourceRect == QRectF(0, 0, 1, 1);

#ifdef QT_OPENGL_ES_2
        QOpenGLContext *ctx = QOpenGLContext::currentContext();
        bool npotSupported = ctx->functions()->hasOpenGLFeature(QOpenGLFunctions::NPOTTextureRepeat);
        QSize size = t->textureSize();
        bool isNpot = !isPowerOfTwo(size.width()) || !isPowerOfTwo(size.height());
        bool wrapSupported = npotSupported || !isNpot;
#else
        bool wrapSupported = true;
#endif

        // An image can be rendered as a single quad if:
        // - There are no margins, and either:
        //   - the image isn't repeated
        //   - the source rectangle fills the entire texture so that texture wrapping can be used,
        //     and NPOT is supported
        if (!hasMargins && (!hasTiles || (fullTexture && wrapSupported))) {
            QRectF sr;
            if (!fullTexture) {
                sr = QRectF(innerSourceRect.x() + (m_subSourceRect.left() - floorLeft) * innerSourceRect.width(),
                            innerSourceRect.y() + (m_subSourceRect.top() - floorTop) * innerSourceRect.height(),
                            m_subSourceRect.width() * innerSourceRect.width(),
                            m_subSourceRect.height() * innerSourceRect.height());
            } else {
                sr = QRectF(m_subSourceRect.left() - floorLeft, m_subSourceRect.top() - floorTop,
                            m_subSourceRect.width(), m_subSourceRect.height());
            }
            if (m_mirror) {
                qreal oldLeft = sr.left();
                sr.setLeft(sr.right());
                sr.setRight(oldLeft);
            }

            if (m_antialiasing) {
                QSGGeometry *g = geometry();
                Q_ASSERT(g != &m_geometry);
                g->allocate(8, 14);
                g->setDrawingMode(GL_TRIANGLE_STRIP);
                SmoothVertex *vertices = reinterpret_cast<SmoothVertex *>(g->vertexData());
                float delta = float(qAbs(m_targetRect.width()) < qAbs(m_targetRect.height())
                        ? m_targetRect.width() : m_targetRect.height()) * 0.5f;
                float sx = float(sr.width() / m_targetRect.width());
                float sy = float(sr.height() / m_targetRect.height());
                for (int d = -1; d <= 1; d += 2) {
                    for (int j = 0; j < 2; ++j) {
                        for (int i = 0; i < 2; ++i, ++vertices) {
                            vertices->x = m_targetRect.x() + i * m_targetRect.width();
                            vertices->y = m_targetRect.y() + j * m_targetRect.height();
                            vertices->u = sr.x() + i * sr.width();
                            vertices->v = sr.y() + j * sr.height();
                            vertices->dx = (i == 0 ? delta : -delta) * d;
                            vertices->dy = (j == 0 ? delta : -delta) * d;
                            vertices->du = (d < 0 ? 0 : vertices->dx * sx);
                            vertices->dv = (d < 0 ? 0 : vertices->dy * sy);
                        }
                    }
                }
                Q_ASSERT(vertices - g->vertexCount() == g->vertexData());
                static const quint16 indices[] = {
                    0, 4, 1, 5, 3, 7, 2, 6, 0, 4,
                    4, 6, 5, 7
                };
                Q_ASSERT(g->sizeOfIndex() * g->indexCount() == sizeof(indices));
                memcpy(g->indexDataAsUShort(), indices, sizeof(indices));
            } else {
                m_geometry.allocate(4);
                m_geometry.setDrawingMode(GL_TRIANGLE_STRIP);
                QSGGeometry::updateTexturedRectGeometry(&m_geometry, m_targetRect, sr);
            }
        } else {
            int hCells = hTiles;
            int vCells = vTiles;
            if (m_innerTargetRect.width() == 0)
                hCells = 0;
            if (m_innerTargetRect.left() != m_targetRect.left())
                ++hCells;
            if (m_innerTargetRect.right() != m_targetRect.right())
                ++hCells;
            if (m_innerTargetRect.height() == 0)
                vCells = 0;
            if (m_innerTargetRect.top() != m_targetRect.top())
                ++vCells;
            if (m_innerTargetRect.bottom() != m_targetRect.bottom())
                ++vCells;
            QVarLengthArray<X, 32> xData(2 * hCells);
            QVarLengthArray<Y, 32> yData(2 * vCells);
            X *xs = xData.data();
            Y *ys = yData.data();

            if (m_innerTargetRect.left() != m_targetRect.left()) {
                xs[0].x = m_targetRect.left();
                xs[0].tx = sourceRect.left();
                xs[1].x = m_innerTargetRect.left();
                xs[1].tx = innerSourceRect.left();
                xs += 2;
            }
            if (m_innerTargetRect.width() != 0) {
                xs[0].x = m_innerTargetRect.left();
                xs[0].tx = innerSourceRect.x() + (m_subSourceRect.left() - floorLeft) * innerSourceRect.width();
                ++xs;
                float b = m_innerTargetRect.width() / m_subSourceRect.width();
                float a = m_innerTargetRect.x() - m_subSourceRect.x() * b;
                for (int i = floorLeft + 1; i <= ceilRight - 1; ++i) {
                    xs[0].x = xs[1].x = a + b * i;
                    xs[0].tx = innerSourceRect.right();
                    xs[1].tx = innerSourceRect.left();
                    xs += 2;
                }
                xs[0].x = m_innerTargetRect.right();
                xs[0].tx = innerSourceRect.x() + (m_subSourceRect.right() - ceilRight + 1) * innerSourceRect.width();
                ++xs;
            }
            if (m_innerTargetRect.right() != m_targetRect.right()) {
                xs[0].x = m_innerTargetRect.right();
                xs[0].tx = innerSourceRect.right();
                xs[1].x = m_targetRect.right();
                xs[1].tx = sourceRect.right();
                xs += 2;
            }
            Q_ASSERT(xs == xData.data() + xData.size());
            if (m_mirror) {
                float leftPlusRight = m_targetRect.left() + m_targetRect.right();
                int count = xData.size();
                xs = xData.data();
                for (int i = 0; i < count >> 1; ++i)
                    qSwap(xs[i], xs[count - 1 - i]);
                for (int i = 0; i < count; ++i)
                    xs[i].x = leftPlusRight - xs[i].x;
            }

            if (m_innerTargetRect.top() != m_targetRect.top()) {
                ys[0].y = m_targetRect.top();
                ys[0].ty = sourceRect.top();
                ys[1].y = m_innerTargetRect.top();
                ys[1].ty = innerSourceRect.top();
                ys += 2;
            }
            if (m_innerTargetRect.height() != 0) {
                ys[0].y = m_innerTargetRect.top();
                ys[0].ty = innerSourceRect.y() + (m_subSourceRect.top() - floorTop) * innerSourceRect.height();
                ++ys;
                float b = m_innerTargetRect.height() / m_subSourceRect.height();
                float a = m_innerTargetRect.y() - m_subSourceRect.y() * b;
                for (int i = floorTop + 1; i <= ceilBottom - 1; ++i) {
                    ys[0].y = ys[1].y = a + b * i;
                    ys[0].ty = innerSourceRect.bottom();
                    ys[1].ty = innerSourceRect.top();
                    ys += 2;
                }
                ys[0].y = m_innerTargetRect.bottom();
                ys[0].ty = innerSourceRect.y() + (m_subSourceRect.bottom() - ceilBottom + 1) * innerSourceRect.height();
                ++ys;
            }
            if (m_innerTargetRect.bottom() != m_targetRect.bottom()) {
                ys[0].y = m_innerTargetRect.bottom();
                ys[0].ty = innerSourceRect.bottom();
                ys[1].y = m_targetRect.bottom();
                ys[1].ty = sourceRect.bottom();
                ys += 2;
            }
            Q_ASSERT(ys == yData.data() + yData.size());

            if (m_antialiasing) {
                QSGGeometry *g = geometry();
                Q_ASSERT(g != &m_geometry);

                g->allocate(hCells * vCells * 4 + (hCells + vCells - 1) * 4,
                            hCells * vCells * 6 + (hCells + vCells) * 12);
                g->setDrawingMode(GL_TRIANGLES);
                SmoothVertex *vertices = reinterpret_cast<SmoothVertex *>(g->vertexData());
                memset(vertices, 0, g->vertexCount() * g->sizeOfVertex());
                quint16 *indices = g->indexDataAsUShort();

                // The deltas are how much the fuzziness can reach into the image.
                // Only the border vertices are moved by the vertex shader, so the fuzziness
                // can't reach further into the image than the closest interior vertices.
                float leftDx = xData.at(1).x - xData.at(0).x;
                float rightDx = xData.at(xData.size() - 1).x - xData.at(xData.size() - 2).x;
                float topDy = yData.at(1).y - yData.at(0).y;
                float bottomDy = yData.at(yData.size() - 1).y - yData.at(yData.size() - 2).y;

                float leftDu = xData.at(1).tx - xData.at(0).tx;
                float rightDu = xData.at(xData.size() - 1).tx - xData.at(xData.size() - 2).tx;
                float topDv = yData.at(1).ty - yData.at(0).ty;
                float bottomDv = yData.at(yData.size() - 1).ty - yData.at(yData.size() - 2).ty;

                if (hCells == 1) {
                    leftDx = rightDx *= 0.5f;
                    leftDu = rightDu *= 0.5f;
                }
                if (vCells == 1) {
                    topDy = bottomDy *= 0.5f;
                    topDv = bottomDv *= 0.5f;
                }

                // This delta is how much the fuzziness can reach out from the image.
                float delta = float(qAbs(m_targetRect.width()) < qAbs(m_targetRect.height())
                                    ? m_targetRect.width() : m_targetRect.height()) * 0.5f;

                quint16 index = 0;
                ys = yData.data();
                for (int j = 0; j < vCells; ++j, ys += 2) {
                    xs = xData.data();
                    bool isTop = j == 0;
                    bool isBottom = j == vCells - 1;
                    for (int i = 0; i < hCells; ++i, xs += 2) {
                        bool isLeft = i == 0;
                        bool isRight = i == hCells - 1;

                        SmoothVertex *v = vertices + index;

                        quint16 topLeft = index;
                        for (int k = (isTop || isLeft ? 2 : 1); k--; ++v, ++index) {
                            v->x = xs[0].x;
                            v->u = xs[0].tx;
                            v->y = ys[0].y;
                            v->v = ys[0].ty;
                        }

                        quint16 topRight = index;
                        for (int k = (isTop || isRight ? 2 : 1); k--; ++v, ++index) {
                            v->x = xs[1].x;
                            v->u = xs[1].tx;
                            v->y = ys[0].y;
                            v->v = ys[0].ty;
                        }

                        quint16 bottomLeft = index;
                        for (int k = (isBottom || isLeft ? 2 : 1); k--; ++v, ++index) {
                            v->x = xs[0].x;
                            v->u = xs[0].tx;
                            v->y = ys[1].y;
                            v->v = ys[1].ty;
                        }

                        quint16 bottomRight = index;
                        for (int k = (isBottom || isRight ? 2 : 1); k--; ++v, ++index) {
                            v->x = xs[1].x;
                            v->u = xs[1].tx;
                            v->y = ys[1].y;
                            v->v = ys[1].ty;
                        }

                        appendQuad(&indices, topLeft, topRight, bottomLeft, bottomRight);

                        if (isTop) {
                            vertices[topLeft].dy = vertices[topRight].dy = topDy;
                            vertices[topLeft].dv = vertices[topRight].dv = topDv;
                            vertices[topLeft + 1].dy = vertices[topRight + 1].dy = -delta;
                            appendQuad(&indices, topLeft + 1, topRight + 1, topLeft, topRight);
                        }

                        if (isBottom) {
                            vertices[bottomLeft].dy = vertices[bottomRight].dy = -bottomDy;
                            vertices[bottomLeft].dv = vertices[bottomRight].dv = -bottomDv;
                            vertices[bottomLeft + 1].dy = vertices[bottomRight + 1].dy = delta;
                            appendQuad(&indices, bottomLeft, bottomRight, bottomLeft + 1, bottomRight + 1);
                        }

                        if (isLeft) {
                            vertices[topLeft].dx = vertices[bottomLeft].dx = leftDx;
                            vertices[topLeft].du = vertices[bottomLeft].du = leftDu;
                            vertices[topLeft + 1].dx = vertices[bottomLeft + 1].dx = -delta;
                            appendQuad(&indices, topLeft + 1, topLeft, bottomLeft + 1, bottomLeft);
                        }

                        if (isRight) {
                            vertices[topRight].dx = vertices[bottomRight].dx = -rightDx;
                            vertices[topRight].du = vertices[bottomRight].du = -rightDu;
                            vertices[topRight + 1].dx = vertices[bottomRight + 1].dx = delta;
                            appendQuad(&indices, topRight, topRight + 1, bottomRight, bottomRight + 1);
                        }
                    }
                }

                Q_ASSERT(index == g->vertexCount());
                Q_ASSERT(indices - g->indexCount() == g->indexData());
            } else {
                m_geometry.allocate(hCells * vCells * 4, hCells * vCells * 6);
                m_geometry.setDrawingMode(GL_TRIANGLES);
                QSGGeometry::TexturedPoint2D *vertices = m_geometry.vertexDataAsTexturedPoint2D();
                ys = yData.data();
                for (int j = 0; j < vCells; ++j, ys += 2) {
                    xs = xData.data();
                    for (int i = 0; i < hCells; ++i, xs += 2) {
                        vertices[0].x = vertices[2].x = xs[0].x;
                        vertices[0].tx = vertices[2].tx = xs[0].tx;
                        vertices[1].x = vertices[3].x = xs[1].x;
                        vertices[1].tx = vertices[3].tx = xs[1].tx;

                        vertices[0].y = vertices[1].y = ys[0].y;
                        vertices[0].ty = vertices[1].ty = ys[0].ty;
                        vertices[2].y = vertices[3].y = ys[1].y;
                        vertices[2].ty = vertices[3].ty = ys[1].ty;

                        vertices += 4;
                    }
                }

                quint16 *indices = m_geometry.indexDataAsUShort();
                for (int i = 0; i < 4 * vCells * hCells; i += 4)
                    appendQuad(&indices, i, i + 1, i + 2, i + 3);
            }
        }
    }
    markDirty(DirtyGeometry);
    m_dirtyGeometry = false;
}
コード例 #8
0
void
JPlotFitQuad2::CalculateFirstPass()
{
	JFloat Y, X, X2, YX, X3, YX2, X4, Sig;
	JFloat tempa, tempb, tempc, det;
	JSize i,j, k;
	JArray<JFloat> yAdjError;
	
	const JPlotDataBase* data = GetData();
	J2DDataPoint point;
	JSize rcount = GetRealElementCount();
	for (i=1; i<= rcount; i++)
		{
		J2DDataPoint point = GetRealElement(i);
		JFloat newVal = 1;
		if (point.yerr != 0)
			{
			newVal = point.yerr;
			}
		yAdjError.AppendElement(newVal);
		}

	JMatrix odata(rcount, 3, 1.0);
	JVector yData(rcount);
	for (i=1; i<= rcount; i++)
		{
		point = GetRealElement(i);
		JFloat yerr = yAdjError.GetElement(i);
		odata.SetElement(i, 1, 1/(yerr*yerr));
		odata.SetElement(i, 2, point.x/(yerr*yerr));
		odata.SetElement(i, 3, point.x*point.x/(yerr*yerr));
		yData.SetElement(i, point.y/(yerr*yerr));
		}
	JMatrix tData = odata.Transpose();
	JMatrix lData = tData * odata;
	JMatrix rData = tData * yData;
	JMatrix parms(3,1);
	JGaussianElimination(lData, rData, &parms);

	for (k=1; k<= 4; k++)
		{
		Y = 0;
		X = 0;
		X2 = 0;
		YX = 0;
		X3 = 0;
		YX2 = 0;
		X4 = 0;
		Sig = 0;
		for (i=1; i<= rcount; i++)
			{
			point = GetRealElement(i);
			JFloat yerr = yAdjError.GetElement(i);
			Y += point.y/(yerr*yerr);
			X += point.x/(yerr*yerr);
			X2 += point.x*point.x/(yerr*yerr);
			YX += point.y*point.x/(yerr*yerr);
			X3 += point.x*point.x*point.x/(yerr*yerr);
			YX2 += point.x*point.x*point.y/(yerr*yerr);
			X4 += point.x*point.x*point.x*point.x/(yerr*yerr);
			Sig += 1/(yerr*yerr);
			}
		JFloat cv1 = 0, cv2 = 0, cv3 = 0;
		for (i=1; i<= rcount; i++)
			{
			point = GetRealElement(i);
			JFloat syi = yAdjError.GetElement(i);
			JFloat yi = point.y;
			JFloat xi = point.x;
			for (j = 1; j <= rcount; j++)
				{
				point = GetRealElement(j);
				JFloat syj = yAdjError.GetElement(j);
				JFloat yj = point.y;
				JFloat xj = point.x;
				cv1 += xi*xj*xj*(xi*yj-yi*xj)/(syi*syi*syj*syj);
				cv2 += (xi*xj*xj*(yi - yj))/(syi*syi*syj*syj);
				cv3 += (xi*xj*xj*(xj - xi))/(syi*syi*syj*syj);
				}
			}
		det = Sig*(X2*X4-X3*X3) + X*(X3*X2-X*X4) + X2*(X*X3-X2*X2);
		tempa = (Y*(X2*X4-X3*X3) + X*(X3*YX2-YX*X4) + X2*(YX*X3-X2*YX2))/det;
		tempb = (Sig*(YX*X4-YX2*X3) + Y*(X3*X2-X*X4) + X2*(X*YX2-YX*X2))/det;
		tempc = (Sig*cv1 + X*cv2 + Y*cv3)/det;

		for (i=1; i<=rcount; i++)
			{
			J2DDataPoint point = GetRealElement(i);
			JFloat newVal = 
				sqrt(point.yerr*point.yerr + (tempb+2*tempc*point.x)*(tempb+2*tempc*point.x)*point.xerr*point.xerr);
			if (newVal == 0)
				{
				newVal = 1;
				}
			yAdjError.SetElement(i, newVal);
			}
		}
//	itsAParameter	= tempa;
//	itsBParameter	= tempb;
//	itsCParameter	= tempc;
	itsAParameter	= parms.GetElement(1, 1);
	itsBParameter	= parms.GetElement(2, 1);
	itsCParameter	= parms.GetElement(3, 1);

	itsChi2Start = 0;
	for (i=1; i<= rcount; i++)
		{
		point = GetRealElement(i);
		JFloat yerr = yAdjError.GetElement(i);
		itsChi2Start += pow(point.y - tempa - tempb*point.x - tempc*point.x*point.x,2)/(yerr*yerr);
		}

	itsAErrParameter = 0;
	itsBErrParameter = 0;
	itsCErrParameter = 0;
}
コード例 #9
0
QSGGeometry *QSGBasicInternalImageNode::updateGeometry(const QRectF &targetRect,
                                               const QRectF &innerTargetRect,
                                               const QRectF &sourceRect,
                                               const QRectF &innerSourceRect,
                                               const QRectF &subSourceRect,
                                               QSGGeometry *geometry,
                                               bool mirror,
                                               bool antialiasing)
{
    int floorLeft = qFloor(subSourceRect.left());
    int ceilRight = qCeil(subSourceRect.right());
    int floorTop = qFloor(subSourceRect.top());
    int ceilBottom = qCeil(subSourceRect.bottom());
    int hTiles = ceilRight - floorLeft;
    int vTiles = ceilBottom - floorTop;

    int hCells = hTiles;
    int vCells = vTiles;
    if (innerTargetRect.width() == 0)
        hCells = 0;
    if (innerTargetRect.left() != targetRect.left())
        ++hCells;
    if (innerTargetRect.right() != targetRect.right())
        ++hCells;
    if (innerTargetRect.height() == 0)
        vCells = 0;
    if (innerTargetRect.top() != targetRect.top())
        ++vCells;
    if (innerTargetRect.bottom() != targetRect.bottom())
        ++vCells;
    QVarLengthArray<X, 32> xData(2 * hCells);
    QVarLengthArray<Y, 32> yData(2 * vCells);
    X *xs = xData.data();
    Y *ys = yData.data();

    if (innerTargetRect.left() != targetRect.left()) {
        xs[0].x = targetRect.left();
        xs[0].tx = sourceRect.left();
        xs[1].x = innerTargetRect.left();
        xs[1].tx = innerSourceRect.left();
        xs += 2;
    }
    if (innerTargetRect.width() != 0) {
        xs[0].x = innerTargetRect.left();
        xs[0].tx = innerSourceRect.x() + (subSourceRect.left() - floorLeft) * innerSourceRect.width();
        ++xs;
        float b = innerTargetRect.width() / subSourceRect.width();
        float a = innerTargetRect.x() - subSourceRect.x() * b;
        for (int i = floorLeft + 1; i <= ceilRight - 1; ++i) {
            xs[0].x = xs[1].x = a + b * i;
            xs[0].tx = innerSourceRect.right();
            xs[1].tx = innerSourceRect.left();
            xs += 2;
        }
        xs[0].x = innerTargetRect.right();
        xs[0].tx = innerSourceRect.x() + (subSourceRect.right() - ceilRight + 1) * innerSourceRect.width();
        ++xs;
    }
    if (innerTargetRect.right() != targetRect.right()) {
        xs[0].x = innerTargetRect.right();
        xs[0].tx = innerSourceRect.right();
        xs[1].x = targetRect.right();
        xs[1].tx = sourceRect.right();
        xs += 2;
    }
    Q_ASSERT(xs == xData.data() + xData.size());
    if (mirror) {
        float leftPlusRight = targetRect.left() + targetRect.right();
        int count = xData.size();
        xs = xData.data();
        for (int i = 0; i < count >> 1; ++i)
            qSwap(xs[i], xs[count - 1 - i]);
        for (int i = 0; i < count; ++i)
            xs[i].x = leftPlusRight - xs[i].x;
    }

    if (innerTargetRect.top() != targetRect.top()) {
        ys[0].y = targetRect.top();
        ys[0].ty = sourceRect.top();
        ys[1].y = innerTargetRect.top();
        ys[1].ty = innerSourceRect.top();
        ys += 2;
    }
    if (innerTargetRect.height() != 0) {
        ys[0].y = innerTargetRect.top();
        ys[0].ty = innerSourceRect.y() + (subSourceRect.top() - floorTop) * innerSourceRect.height();
        ++ys;
        float b = innerTargetRect.height() / subSourceRect.height();
        float a = innerTargetRect.y() - subSourceRect.y() * b;
        for (int i = floorTop + 1; i <= ceilBottom - 1; ++i) {
            ys[0].y = ys[1].y = a + b * i;
            ys[0].ty = innerSourceRect.bottom();
            ys[1].ty = innerSourceRect.top();
            ys += 2;
        }
        ys[0].y = innerTargetRect.bottom();
        ys[0].ty = innerSourceRect.y() + (subSourceRect.bottom() - ceilBottom + 1) * innerSourceRect.height();
        ++ys;
    }
    if (innerTargetRect.bottom() != targetRect.bottom()) {
        ys[0].y = innerTargetRect.bottom();
        ys[0].ty = innerSourceRect.bottom();
        ys[1].y = targetRect.bottom();
        ys[1].ty = sourceRect.bottom();
        ys += 2;
    }
    Q_ASSERT(ys == yData.data() + yData.size());

    if (antialiasing) {
        QSGGeometry *g = geometry;
        Q_ASSERT(g);

        g->allocate(hCells * vCells * 4 + (hCells + vCells - 1) * 4,
                    hCells * vCells * 6 + (hCells + vCells) * 12);
        g->setDrawingMode(QSGGeometry::DrawTriangles);
        SmoothVertex *vertices = reinterpret_cast<SmoothVertex *>(g->vertexData());
        memset(vertices, 0, g->vertexCount() * g->sizeOfVertex());
        quint16 *indices = g->indexDataAsUShort();

        // The deltas are how much the fuzziness can reach into the image.
        // Only the border vertices are moved by the vertex shader, so the fuzziness
        // can't reach further into the image than the closest interior vertices.
        float leftDx = xData.at(1).x - xData.at(0).x;
        float rightDx = xData.at(xData.size() - 1).x - xData.at(xData.size() - 2).x;
        float topDy = yData.at(1).y - yData.at(0).y;
        float bottomDy = yData.at(yData.size() - 1).y - yData.at(yData.size() - 2).y;

        float leftDu = xData.at(1).tx - xData.at(0).tx;
        float rightDu = xData.at(xData.size() - 1).tx - xData.at(xData.size() - 2).tx;
        float topDv = yData.at(1).ty - yData.at(0).ty;
        float bottomDv = yData.at(yData.size() - 1).ty - yData.at(yData.size() - 2).ty;

        if (hCells == 1) {
            leftDx = rightDx *= 0.5f;
            leftDu = rightDu *= 0.5f;
        }
        if (vCells == 1) {
            topDy = bottomDy *= 0.5f;
            topDv = bottomDv *= 0.5f;
        }

        // This delta is how much the fuzziness can reach out from the image.
        float delta = float(qAbs(targetRect.width()) < qAbs(targetRect.height())
                            ? targetRect.width() : targetRect.height()) * 0.5f;

        quint16 index = 0;
        ys = yData.data();
        for (int j = 0; j < vCells; ++j, ys += 2) {
            xs = xData.data();
            bool isTop = j == 0;
            bool isBottom = j == vCells - 1;
            for (int i = 0; i < hCells; ++i, xs += 2) {
                bool isLeft = i == 0;
                bool isRight = i == hCells - 1;

                SmoothVertex *v = vertices + index;

                quint16 topLeft = index;
                for (int k = (isTop || isLeft ? 2 : 1); k--; ++v, ++index) {
                    v->x = xs[0].x;
                    v->u = xs[0].tx;
                    v->y = ys[0].y;
                    v->v = ys[0].ty;
                }

                quint16 topRight = index;
                for (int k = (isTop || isRight ? 2 : 1); k--; ++v, ++index) {
                    v->x = xs[1].x;
                    v->u = xs[1].tx;
                    v->y = ys[0].y;
                    v->v = ys[0].ty;
                }

                quint16 bottomLeft = index;
                for (int k = (isBottom || isLeft ? 2 : 1); k--; ++v, ++index) {
                    v->x = xs[0].x;
                    v->u = xs[0].tx;
                    v->y = ys[1].y;
                    v->v = ys[1].ty;
                }

                quint16 bottomRight = index;
                for (int k = (isBottom || isRight ? 2 : 1); k--; ++v, ++index) {
                    v->x = xs[1].x;
                    v->u = xs[1].tx;
                    v->y = ys[1].y;
                    v->v = ys[1].ty;
                }

                appendQuad(&indices, topLeft, topRight, bottomLeft, bottomRight);

                if (isTop) {
                    vertices[topLeft].dy = vertices[topRight].dy = topDy;
                    vertices[topLeft].dv = vertices[topRight].dv = topDv;
                    vertices[topLeft + 1].dy = vertices[topRight + 1].dy = -delta;
                    appendQuad(&indices, topLeft + 1, topRight + 1, topLeft, topRight);
                }

                if (isBottom) {
                    vertices[bottomLeft].dy = vertices[bottomRight].dy = -bottomDy;
                    vertices[bottomLeft].dv = vertices[bottomRight].dv = -bottomDv;
                    vertices[bottomLeft + 1].dy = vertices[bottomRight + 1].dy = delta;
                    appendQuad(&indices, bottomLeft, bottomRight, bottomLeft + 1, bottomRight + 1);
                }

                if (isLeft) {
                    vertices[topLeft].dx = vertices[bottomLeft].dx = leftDx;
                    vertices[topLeft].du = vertices[bottomLeft].du = leftDu;
                    vertices[topLeft + 1].dx = vertices[bottomLeft + 1].dx = -delta;
                    appendQuad(&indices, topLeft + 1, topLeft, bottomLeft + 1, bottomLeft);
                }

                if (isRight) {
                    vertices[topRight].dx = vertices[bottomRight].dx = -rightDx;
                    vertices[topRight].du = vertices[bottomRight].du = -rightDu;
                    vertices[topRight + 1].dx = vertices[bottomRight + 1].dx = delta;
                    appendQuad(&indices, topRight, topRight + 1, bottomRight, bottomRight + 1);
                }
            }
        }

        Q_ASSERT(index == g->vertexCount());
        Q_ASSERT(indices - g->indexCount() == g->indexData());
    } else {
        if (!geometry) {
            geometry = new QSGGeometry(QSGGeometry::defaultAttributes_TexturedPoint2D(),
                                       hCells * vCells * 4, hCells * vCells * 6,
                                       QSGGeometry::UnsignedShortType);
        } else {
            geometry->allocate(hCells * vCells * 4, hCells * vCells * 6);
        }
        geometry->setDrawingMode(QSGGeometry::DrawTriangles);
        QSGGeometry::TexturedPoint2D *vertices = geometry->vertexDataAsTexturedPoint2D();
        ys = yData.data();
        for (int j = 0; j < vCells; ++j, ys += 2) {
            xs = xData.data();
            for (int i = 0; i < hCells; ++i, xs += 2) {
                vertices[0].x = vertices[2].x = xs[0].x;
                vertices[0].tx = vertices[2].tx = xs[0].tx;
                vertices[1].x = vertices[3].x = xs[1].x;
                vertices[1].tx = vertices[3].tx = xs[1].tx;

                vertices[0].y = vertices[1].y = ys[0].y;
                vertices[0].ty = vertices[1].ty = ys[0].ty;
                vertices[2].y = vertices[3].y = ys[1].y;
                vertices[2].ty = vertices[3].ty = ys[1].ty;

                vertices += 4;
            }
        }

        quint16 *indices = geometry->indexDataAsUShort();
        for (int i = 0; i < 4 * vCells * hCells; i += 4)
            appendQuad(&indices, i, i + 1, i + 2, i + 3);
    }
    return geometry;
}
コード例 #10
0
void
JPlotFitExp::CalculateFirstPass()
{
	J2DDataPoint point;
	const JSize count	= GetRealElementCount();
	JSize rcount		= 0;
	for (JIndex i = 1; i <= count; i++)
		{
		point	= GetRealElement(i);
		if (point.y > 0)
			{
			rcount++;
			}
		}
	JMatrix odata(rcount, 2, 1.0);
	JVector yData(rcount);

	rcount	= 0;
	for (JIndex i = 1; i <= count; i++)
		{
		point	= GetRealElement(i);
		if (point.y > 0)
			{
			rcount++;
			JFloat yerr = point.yerr;
			if (yerr == 0)
				{
				yerr = 1;
				}
			else
				{
				yerr	= log((point.y - point.yerr)/point.y);
				}
			odata.SetElement(rcount, 1, 1/(yerr*yerr));
			odata.SetElement(rcount, 2, log(point.x)/(yerr*yerr));
			yData.SetElement(rcount, log(point.x)/(yerr*yerr));
			}
		}

	JMatrix tData = odata.Transpose();
	JMatrix lData = tData * odata;
	JMatrix rData = tData * yData;
	JMatrix parms(2,1);
	JGaussianElimination(lData, rData, &parms);
	JVector eparms(2);
	eparms.SetElement(1, exp(parms.GetElement(1,1)));
	eparms.SetElement(2, parms.GetElement(2,1));
	SetCurrentParameters(eparms);

	itsChi2Start = 0;
	for (JIndex i = 1; i <= count; i++)
		{
//		do
//			{
			point = GetRealElement(i);
//			}
//		while (point.y == 0);
		JFloat yerr = point.yerr;
		if (yerr == 0)
			{
			yerr = 1;
			}
		itsChi2Start += pow(point.y - FunctionN(point.x),2)/(yerr*yerr);
		}

}