/**************************************************************************** ** ** 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. ** ** Trolltech ASA (c) 2007 ** ** 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); inline QPointF pointAt(qreal t) const; inline QPointF normalVector(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; 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 > splitAtIntersections(QBezier &a); QBezier bezierOnInterval(qreal t0, qreal t1) const; static QVector< QList > findIntersections(const QBezier &a, const QBezier &b); 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 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 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