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#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"
#include "QtCore/qpair.h"
QT_BEGIN_NAMESPACE
class QPolygonF;
class Q_GUI_EXPORT QBezier
{
public:
static QBezier fromPoints(const QPointF &p1, const QPointF &p2,
const QPointF &p3, const QPointF &p4);
static void coefficients(qreal t, qreal &a, qreal &b, qreal &c, qreal &d);
inline QPointF pointAt(qreal t) const;
inline QPointF normalVector(qreal t) const;
inline QPointF derivedAt(qreal t) const;
inline QPointF secondDerivedAt(qreal t) const;
QPolygonF toPolygon() const;
void addToPolygon(QPolygonF *p) const;
void addToPolygonIterative(QPolygonF *p) const;
void addToPolygonMixed(QPolygonF *p) const;
QRectF bounds() const;
qreal length(qreal error = 0.01) const;
void addIfClose(qreal *length, qreal error) const;
qreal tAtLength(qreal len) const;
int stationaryYPoints(qreal &t0, qreal &t1) const;
qreal tForY(qreal t0, qreal t1, qreal y) const;
QPointF pt1() const { return QPointF(x1, y1); }
QPointF pt2() const { return QPointF(x2, y2); }
QPointF pt3() const { return QPointF(x3, y3); }
QPointF pt4() const { return QPointF(x4, y4); }
inline QPointF midPoint() const;
inline QLineF midTangent() const;
inline QLineF startTangent() const;
inline QLineF endTangent() const;
inline void parameterSplitLeft(qreal t, QBezier *left);
inline void split(QBezier *firstHalf, QBezier *secondHalf) const;
int shifted(QBezier *curveSegments, int maxSegmets,
qreal offset, float threshold) const;
QVector< QList<QBezier> > splitAtIntersections(QBezier &a);
QBezier bezierOnInterval(qreal t0, qreal t1) const;
static QVector< QPair<qreal, qreal> > findIntersections(const QBezier &a,
const QBezier &b);
static bool findIntersections(const QBezier &a, const QBezier &b,
QVector<QPair<qreal, qreal> > *t);
qreal x1, y1, x2, y2, x3, y3, x4, y4;
};
inline QPointF QBezier::midPoint() const
{
return QPointF((x1 + x4 + 3*(x2 + x3))/8., (y1 + y4 + 3*(y2 + y3))/8.);
}
inline QLineF QBezier::midTangent() const
{
QPointF mid = midPoint();
QLineF dir(QLineF(x1, y1, x2, y2).pointAt(0.5), QLineF(x3, y3, x4, y4).pointAt(0.5));
return QLineF(mid.x() - dir.dx(), mid.y() - dir.dy(),
mid.x() + dir.dx(), mid.y() + dir.dy());
}
inline QLineF QBezier::startTangent() const
{
QLineF tangent(pt1(), pt2());
if (tangent.isNull())
tangent = QLineF(pt1(), pt3());
if (tangent.isNull())
tangent = QLineF(pt1(), pt4());
return tangent;
}
inline QLineF QBezier::endTangent() const
{
QLineF tangent(pt4(), pt3());
if (tangent.isNull())
tangent = QLineF(pt4(), pt2());
if (tangent.isNull())
tangent = QLineF(pt4(), pt1());
return tangent;
}
inline void QBezier::coefficients(qreal t, qreal &a, qreal &b, qreal &c, qreal &d)
{
qreal m_t = 1. - t;
b = m_t * m_t;
c = t * t;
d = c * t;
a = b * m_t;
b *= 3. * t;
c *= 3. * m_t;
}
inline QPointF QBezier::pointAt(qreal t) const
{
Q_ASSERT(t >= 0);
Q_ASSERT(t <= 1);
#if 1
qreal a, b, c, d;
coefficients(t, a, b, c, d);
return QPointF(a*x1 + b*x2 + c*x3 + d*x4, a*y1 + b*y2 + c*y3 + d*y4);
#else
// numerically more stable:
qreal m_t = 1. - t;
qreal a = x1*m_t + x2*t;
qreal b = x2*m_t + x3*t;
qreal c = x3*m_t + x4*t;
a = a*m_t + b*t;
b = b*m_t + c*t;
qreal x = a*m_t + b*t;
qreal a = y1*m_t + y2*t;
qreal b = y2*m_t + y3*t;
qreal c = y3*m_t + y4*t;
a = a*m_t + b*t;
b = b*m_t + c*t;
qreal y = a*m_t + b*t;
return QPointF(x, y);
#endif
}
inline QPointF QBezier::normalVector(qreal t) const
{
qreal m_t = 1. - t;
qreal a = m_t * m_t;
qreal b = t * m_t;
qreal c = t * t;
return QPointF((y2-y1) * a + (y3-y2) * b + (y4-y3) * c, -(x2-x1) * a - (x3-x2) * b - (x4-x3) * c);
}
inline QPointF QBezier::derivedAt(qreal t) const
{
// p'(t) = 3 * (-(1-2t+t^2) * p0 + (1 - 4 * t + 3 * t^2) * p1 + (2 * t - 3 * t^2) * p2 + t^2 * p3)
qreal m_t = 1. - t;
qreal d = t * t;
qreal a = -m_t * m_t;
qreal b = 1 - 4 * t + 3 * d;
qreal c = 2 * t - 3 * d;
return 3 * QPointF(a * x1 + b * x2 + c * x3 + d * x4,
a * y1 + b * y2 + c * y3 + d * y4);
}
inline QPointF QBezier::secondDerivedAt(qreal t) const
{
qreal a = 2. - 2. * t;
qreal b = -4 + 6 * t;
qreal c = 2 - 6 * t;
qreal d = 2 * t;
return 3 * QPointF(a * x1 + b * x2 + c * x3 + d * x4,
a * y1 + b * y2 + c * y3 + d * y4);
}
inline void QBezier::split(QBezier *firstHalf, QBezier *secondHalf) const
{
Q_ASSERT(firstHalf);
Q_ASSERT(secondHalf);
qreal c = (x2 + x3)*.5;
firstHalf->x2 = (x1 + x2)*.5;
secondHalf->x3 = (x3 + x4)*.5;
firstHalf->x1 = x1;
secondHalf->x4 = x4;
firstHalf->x3 = (firstHalf->x2 + c)*.5;
secondHalf->x2 = (secondHalf->x3 + c)*.5;
firstHalf->x4 = secondHalf->x1 = (firstHalf->x3 + secondHalf->x2)*.5;
c = (y2 + y3)/2;
firstHalf->y2 = (y1 + y2)*.5;
secondHalf->y3 = (y3 + y4)*.5;
firstHalf->y1 = y1;
secondHalf->y4 = y4;
firstHalf->y3 = (firstHalf->y2 + c)*.5;
secondHalf->y2 = (secondHalf->y3 + c)*.5;
firstHalf->y4 = secondHalf->y1 = (firstHalf->y3 + secondHalf->y2)*.5;
}
inline void QBezier::parameterSplitLeft(qreal t, QBezier *left)
{
left->x1 = x1;
left->y1 = y1;
left->x2 = x1 + t * ( x2 - x1 );
left->y2 = y1 + t * ( y2 - y1 );
left->x3 = x2 + t * ( x3 - x2 ); // temporary holding spot
left->y3 = y2 + t * ( y3 - y2 ); // temporary holding spot
x3 = x3 + t * ( x4 - x3 );
y3 = y3 + t * ( y4 - y3 );
x2 = left->x3 + t * ( x3 - left->x3);
y2 = left->y3 + t * ( y3 - left->y3);
left->x3 = left->x2 + t * ( left->x3 - left->x2 );
left->y3 = left->y2 + t * ( left->y3 - left->y2 );
left->x4 = x1 = left->x3 + t * (x2 - left->x3);
left->y4 = y1 = left->y3 + t * (y2 - left->y3);
}
QT_END_NAMESPACE
#endif // QBEZIER_P_H