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/****************************************************************************
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**
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** Copyright (C) 2009 Nokia Corporation and/or its subsidiary(-ies).
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** All rights reserved.
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** Contact: Nokia Corporation (qt-info@nokia.com)
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**
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** This file is part of the QtDeclarative module of the Qt Toolkit.
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**
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** $QT_BEGIN_LICENSE:LGPL$
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** No Commercial Usage
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** This file contains pre-release code and may not be distributed.
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** You may use this file in accordance with the terms and conditions
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** contained in the Technology Preview License Agreement accompanying
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** this package.
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**
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** GNU Lesser General Public License Usage
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** Alternatively, this file may be used under the terms of the GNU Lesser
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** General Public License version 2.1 as published by the Free Software
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** Foundation and appearing in the file LICENSE.LGPL included in the
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** packaging of this file. Please review the following information to
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** ensure the GNU Lesser General Public License version 2.1 requirements
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** will be met: http://www.gnu.org/licenses/old-licenses/lgpl-2.1.html.
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**
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** In addition, as a special exception, Nokia gives you certain additional
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** rights. These rights are described in the Nokia Qt LGPL Exception
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** version 1.1, included in the file LGPL_EXCEPTION.txt in this package.
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**
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** If you have questions regarding the use of this file, please contact
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** Nokia at qt-info@nokia.com.
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**
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**
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**
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**
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**
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**
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**
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**
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** $QT_END_LICENSE$
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**
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****************************************************************************/
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/*!
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\class QGraphicsTransform
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\brief The QGraphicsTransform class is an abstract base class for building
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advanced transformations on QGraphicsItems.
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\since 4.6
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\ingroup graphicsview-api
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As an alternative to QGraphicsItem::transform, QGraphicsTransform lets you
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create and control advanced transformations that can be configured
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independently using specialized properties.
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QGraphicsItem allows you to assign any number of QGraphicsTransform
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instances to one QGraphicsItem. Each QGraphicsTransform is applied in
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order, one at a time, to the QGraphicsItem it's assigned to.
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QGraphicsTransform is particularily useful for animations. Whereas
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QGraphicsItem::setTransform() lets you assign any transform directly to an
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item, there is no direct way to interpolate between two different
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transformations (e.g., when transitioning between two states, each for
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which the item has a different arbitrary transform assigned). Using
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QGraphicsTransform you can interpolate the property values of each
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independent transformation. The resulting operation is then combined into a
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single transform which is applied to QGraphicsItem.
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Transformations are computed in true 3D space using QMatrix4x4.
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When the transformation is applied to a QGraphicsItem, it will be
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projected back to a 2D QTransform. When multiple QGraphicsTransform
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objects are applied to a QGraphicsItem, all of the transformations
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are computed in true 3D space, with the projection back to 2D
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only occurring after the last QGraphicsTransform is applied.
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If you want to create your own configurable transformation, you can create
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a subclass of QGraphicsTransform (or any or the existing subclasses), and
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reimplement the pure virtual applyTo() function, which takes a pointer to a
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QMatrix4x4. Each operation you would like to apply should be exposed as
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properties (e.g., customTransform->setVerticalShear(2.5)). Inside you
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reimplementation of applyTo(), you can modify the provided transform
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respectively.
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QGraphicsTransform can be used together with QGraphicsItem::setTransform(),
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QGraphicsItem::setRotation(), and QGraphicsItem::setScale().
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\sa QGraphicsItem::transform(), QGraphicsScale, QGraphicsRotation
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*/
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#include "qgraphicstransform.h"
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#include "qgraphicsitem_p.h"
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#include "qgraphicstransform_p.h"
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#include <QDebug>
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#include <QtCore/qmath.h>
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QT_BEGIN_NAMESPACE
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void QGraphicsTransformPrivate::setItem(QGraphicsItem *i)
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{
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if (item == i)
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return;
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if (item) {
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Q_Q(QGraphicsTransform);
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QGraphicsItemPrivate *d_ptr = item->d_ptr.data();
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item->prepareGeometryChange();
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Q_ASSERT(d_ptr->transformData);
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d_ptr->transformData->graphicsTransforms.removeAll(q);
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d_ptr->dirtySceneTransform = 1;
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item = 0;
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}
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item = i;
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}
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void QGraphicsTransformPrivate::updateItem(QGraphicsItem *item)
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{
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item->prepareGeometryChange();
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item->d_ptr->dirtySceneTransform = 1;
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}
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/*!
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Constructs a new QGraphicsTransform with the given \a parent.
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*/
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QGraphicsTransform::QGraphicsTransform(QObject *parent)
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: QObject(*new QGraphicsTransformPrivate, parent)
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{
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}
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/*!
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Destroys the graphics transform.
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*/
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QGraphicsTransform::~QGraphicsTransform()
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{
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Q_D(QGraphicsTransform);
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d->setItem(0);
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}
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/*!
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\internal
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*/
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QGraphicsTransform::QGraphicsTransform(QGraphicsTransformPrivate &p, QObject *parent)
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: QObject(p, parent)
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{
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}
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/*!
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\fn void QGraphicsTransform::applyTo(QMatrix4x4 *matrix) const
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This pure virtual method has to be reimplemented in derived classes.
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It applies this transformation to \a matrix.
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\sa QGraphicsItem::transform(), QMatrix4x4::toTransform()
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*/
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/*!
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Notifies that this transform operation has changed its parameters in such a
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way that applyTo() will return a different result than before.
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When implementing you own custom graphics transform, you must call this
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function every time you change a parameter, to let QGraphicsItem know that
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its transformation needs to be updated.
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\sa applyTo()
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*/
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void QGraphicsTransform::update()
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{
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Q_D(QGraphicsTransform);
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if (d->item)
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d->updateItem(d->item);
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}
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/*!
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\class QGraphicsScale
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\brief The QGraphicsScale class provides a scale transformation.
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\since 4.6
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QGraphicsScene provides certain parameters to help control how the scale
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should be applied.
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The origin is the point that the item is scaled from (i.e., it stays fixed
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relative to the parent as the rest of the item grows). By default the
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origin is QPointF(0, 0).
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The parameters xScale, yScale, and zScale describe the scale factors to
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apply in horizontal, vertical, and depth directions. They can take on any
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value, including 0 (to collapse the item to a point) or negative value.
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A negative xScale value will mirror the item horizontally. A negative yScale
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value will flip the item vertically. A negative zScale will flip the
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item end for end.
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\sa QGraphicsTransform, QGraphicsItem::setScale(), QTransform::scale()
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*/
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class QGraphicsScalePrivate : public QGraphicsTransformPrivate
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{
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public:
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QGraphicsScalePrivate()
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: xScale(1), yScale(1), zScale(1) {}
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QVector3D origin;
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qreal xScale;
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qreal yScale;
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qreal zScale;
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};
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/*!
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Constructs an empty QGraphicsScale object with the given \a parent.
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*/
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QGraphicsScale::QGraphicsScale(QObject *parent)
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: QGraphicsTransform(*new QGraphicsScalePrivate, parent)
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{
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}
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/*!
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Destroys the graphics scale.
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*/
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QGraphicsScale::~QGraphicsScale()
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{
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}
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/*!
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\property QGraphicsScale::origin
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\brief the origin of the scale in 3D space.
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All scaling will be done relative to this point (i.e., this point
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will stay fixed, relative to the parent, when the item is scaled).
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\sa xScale, yScale, zScale
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*/
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QVector3D QGraphicsScale::origin() const
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{
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Q_D(const QGraphicsScale);
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return d->origin;
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}
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void QGraphicsScale::setOrigin(const QVector3D &point)
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{
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Q_D(QGraphicsScale);
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if (d->origin == point)
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return;
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d->origin = point;
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update();
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emit originChanged();
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}
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/*!
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\property QGraphicsScale::xScale
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\brief the horizontal scale factor.
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The scale factor can be any real number; the default value is 1.0. If you
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set the factor to 0.0, the item will be collapsed to a single point. If you
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provide a negative value, the item will be mirrored horizontally around its
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origin.
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\sa yScale, zScale, origin
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*/
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qreal QGraphicsScale::xScale() const
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{
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Q_D(const QGraphicsScale);
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return d->xScale;
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}
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void QGraphicsScale::setXScale(qreal scale)
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{
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Q_D(QGraphicsScale);
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if (d->xScale == scale)
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return;
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d->xScale = scale;
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update();
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emit scaleChanged();
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}
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/*!
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\property QGraphicsScale::yScale
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\brief the vertical scale factor.
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The scale factor can be any real number; the default value is 1.0. If you
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set the factor to 0.0, the item will be collapsed to a single point. If you
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provide a negative value, the item will be flipped vertically around its
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origin.
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\sa xScale, zScale, origin
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*/
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qreal QGraphicsScale::yScale() const
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{
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Q_D(const QGraphicsScale);
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return d->yScale;
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}
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void QGraphicsScale::setYScale(qreal scale)
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{
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Q_D(QGraphicsScale);
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if (d->yScale == scale)
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return;
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d->yScale = scale;
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update();
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emit scaleChanged();
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}
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/*!
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\property QGraphicsScale::zScale
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\brief the depth scale factor.
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The scale factor can be any real number; the default value is 1.0. If you
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set the factor to 0.0, the item will be collapsed to a single point. If you
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provide a negative value, the item will be flipped end for end around its
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origin.
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\sa xScale, yScale, origin
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*/
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qreal QGraphicsScale::zScale() const
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{
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Q_D(const QGraphicsScale);
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return d->zScale;
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}
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void QGraphicsScale::setZScale(qreal scale)
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{
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Q_D(QGraphicsScale);
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if (d->zScale == scale)
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return;
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d->zScale = scale;
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update();
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emit scaleChanged();
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}
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/*!
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\reimp
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*/
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void QGraphicsScale::applyTo(QMatrix4x4 *matrix) const
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{
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Q_D(const QGraphicsScale);
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matrix->translate(d->origin);
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matrix->scale(d->xScale, d->yScale, d->zScale);
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matrix->translate(-d->origin);
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}
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/*!
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\fn QGraphicsScale::originChanged()
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QGraphicsScale emits this signal when its origin changes.
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\sa QGraphicsScale::origin
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*/
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/*!
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\fn QGraphicsScale::scaleChanged()
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This signal is emitted whenever the xScale, yScale, or zScale
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of the object changes.
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\sa QGraphicsScale::xScale, QGraphicsScale::yScale
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\sa QGraphicsScale::zScale
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*/
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/*!
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\class QGraphicsRotation
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\brief The QGraphicsRotation class provides a rotation transformation around
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a given axis.
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\since 4.6
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You can provide the desired axis by assigning a QVector3D to the axis property
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or by passing a member if Qt::Axis to the setAxis convenience function.
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By default the axis is (0, 0, 1) i.e., rotation around the Z axis.
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The angle property, which is provided by QGraphicsRotation, now
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describes the number of degrees to rotate around this axis.
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QGraphicsRotation provides certain parameters to help control how the
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rotation should be applied.
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The origin is the point that the item is rotated around (i.e., it stays
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fixed relative to the parent as the rest of the item is rotated). By
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default the origin is QPointF(0, 0).
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The angle property provides the number of degrees to rotate the item
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clockwise around the origin. This value also be negative, indicating a
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counter-clockwise rotation. For animation purposes it may also be useful to
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provide rotation angles exceeding (-360, 360) degrees, for instance to
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animate how an item rotates several times.
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Note: the final rotation is the combined effect of a rotation in
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3D space followed by a projection back to 2D. If several rotations
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are performed in succession, they will not behave as expected unless
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they were all around the Z axis.
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\sa QGraphicsTransform, QGraphicsItem::setRotation(), QTransform::rotate()
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*/
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class QGraphicsRotationPrivate : public QGraphicsTransformPrivate
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{
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public:
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QGraphicsRotationPrivate()
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: angle(0), axis(0, 0, 1) {}
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QVector3D origin;
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qreal angle;
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QVector3D axis;
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};
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/*!
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Constructs a new QGraphicsRotation with the given \a parent.
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*/
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QGraphicsRotation::QGraphicsRotation(QObject *parent)
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: QGraphicsTransform(*new QGraphicsRotationPrivate, parent)
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{
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}
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/*!
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Destroys the graphics rotation.
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*/
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QGraphicsRotation::~QGraphicsRotation()
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{
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}
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|
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/*!
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\property QGraphicsRotation::origin
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\brief the origin of the rotation in 3D space.
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All rotations will be done relative to this point (i.e., this point
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will stay fixed, relative to the parent, when the item is rotated).
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\sa angle
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*/
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QVector3D QGraphicsRotation::origin() const
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{
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Q_D(const QGraphicsRotation);
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return d->origin;
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}
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void QGraphicsRotation::setOrigin(const QVector3D &point)
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{
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Q_D(QGraphicsRotation);
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if (d->origin == point)
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return;
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d->origin = point;
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update();
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emit originChanged();
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}
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|
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/*!
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435 |
\property QGraphicsRotation::angle
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436 |
\brief the angle for clockwise rotation, in degrees.
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437 |
|
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438 |
The angle can be any real number; the default value is 0.0. A value of 180
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439 |
will rotate 180 degrees, clockwise. If you provide a negative number, the
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440 |
item will be rotated counter-clockwise. Normally the rotation angle will be
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441 |
in the range (-360, 360), but you can also provide numbers outside of this
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442 |
range (e.g., a angle of 370 degrees gives the same result as 10 degrees).
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443 |
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444 |
\sa origin
|
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445 |
*/
|
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446 |
qreal QGraphicsRotation::angle() const
|
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447 |
{
|
|
448 |
Q_D(const QGraphicsRotation);
|
|
449 |
return d->angle;
|
|
450 |
}
|
|
451 |
void QGraphicsRotation::setAngle(qreal angle)
|
|
452 |
{
|
|
453 |
Q_D(QGraphicsRotation);
|
|
454 |
if (d->angle == angle)
|
|
455 |
return;
|
|
456 |
d->angle = angle;
|
|
457 |
update();
|
|
458 |
emit angleChanged();
|
|
459 |
}
|
|
460 |
|
|
461 |
/*!
|
|
462 |
\fn QGraphicsRotation::originChanged()
|
|
463 |
|
|
464 |
This signal is emitted whenever the origin has changed.
|
|
465 |
|
|
466 |
\sa QGraphicsRotation::origin
|
|
467 |
*/
|
|
468 |
|
|
469 |
/*!
|
|
470 |
\fn void QGraphicsRotation::angleChanged()
|
|
471 |
|
|
472 |
This signal is emitted whenever the angle has changed.
|
|
473 |
|
|
474 |
\sa QGraphicsRotation::angle
|
|
475 |
*/
|
|
476 |
|
|
477 |
/*!
|
|
478 |
\property QGraphicsRotation::axis
|
|
479 |
\brief a rotation axis, specified by a vector in 3D space.
|
|
480 |
|
|
481 |
This can be any axis in 3D space. By default the axis is (0, 0, 1),
|
|
482 |
which is aligned with the Z axis. If you provide another axis,
|
|
483 |
QGraphicsRotation will provide a transformation that rotates
|
|
484 |
around this axis. For example, if you would like to rotate an item
|
|
485 |
around its X axis, you could pass (1, 0, 0) as the axis.
|
|
486 |
|
|
487 |
\sa QTransform, QGraphicsRotation::angle
|
|
488 |
*/
|
|
489 |
QVector3D QGraphicsRotation::axis() const
|
|
490 |
{
|
|
491 |
Q_D(const QGraphicsRotation);
|
|
492 |
return d->axis;
|
|
493 |
}
|
|
494 |
void QGraphicsRotation::setAxis(const QVector3D &axis)
|
|
495 |
{
|
|
496 |
Q_D(QGraphicsRotation);
|
|
497 |
if (d->axis == axis)
|
|
498 |
return;
|
|
499 |
d->axis = axis;
|
|
500 |
update();
|
|
501 |
emit axisChanged();
|
|
502 |
}
|
|
503 |
|
|
504 |
/*!
|
|
505 |
\fn void QGraphicsRotation::setAxis(Qt::Axis axis)
|
|
506 |
|
|
507 |
Convenience function to set the axis to \a axis.
|
|
508 |
|
|
509 |
Note: the Qt::YAxis rotation for QTransform is inverted from the
|
|
510 |
correct mathematical rotation in 3D space. The QGraphicsRotation
|
|
511 |
class implements a correct mathematical rotation. The following
|
|
512 |
two sequences of code will perform the same transformation:
|
|
513 |
|
|
514 |
\code
|
|
515 |
QTransform t;
|
|
516 |
t.rotate(45, Qt::YAxis);
|
|
517 |
|
|
518 |
QGraphicsRotation r;
|
|
519 |
r.setAxis(Qt::YAxis);
|
|
520 |
r.setAngle(-45);
|
|
521 |
\endcode
|
|
522 |
*/
|
|
523 |
void QGraphicsRotation::setAxis(Qt::Axis axis)
|
|
524 |
{
|
|
525 |
switch (axis)
|
|
526 |
{
|
|
527 |
case Qt::XAxis:
|
|
528 |
setAxis(QVector3D(1, 0, 0));
|
|
529 |
break;
|
|
530 |
case Qt::YAxis:
|
|
531 |
setAxis(QVector3D(0, 1, 0));
|
|
532 |
break;
|
|
533 |
case Qt::ZAxis:
|
|
534 |
setAxis(QVector3D(0, 0, 1));
|
|
535 |
break;
|
|
536 |
}
|
|
537 |
}
|
|
538 |
|
|
539 |
/*!
|
|
540 |
\reimp
|
|
541 |
*/
|
|
542 |
void QGraphicsRotation::applyTo(QMatrix4x4 *matrix) const
|
|
543 |
{
|
|
544 |
Q_D(const QGraphicsRotation);
|
|
545 |
|
|
546 |
if (d->angle == 0. || d->axis.isNull())
|
|
547 |
return;
|
|
548 |
|
|
549 |
matrix->translate(d->origin);
|
|
550 |
QMatrix4x4 m;
|
|
551 |
m.rotate(d->angle, d->axis.x(), d->axis.y(), d->axis.z());
|
|
552 |
*matrix *= m.toTransform();
|
|
553 |
matrix->translate(-d->origin);
|
|
554 |
}
|
|
555 |
|
|
556 |
/*!
|
|
557 |
\fn void QGraphicsRotation::axisChanged()
|
|
558 |
|
|
559 |
This signal is emitted whenever the axis of the object changes.
|
|
560 |
|
|
561 |
\sa QGraphicsRotation::axis
|
|
562 |
*/
|
|
563 |
|
|
564 |
#include "moc_qgraphicstransform.cpp"
|
|
565 |
|
|
566 |
QT_END_NAMESPACE
|