How to draw smooth ellipse (circle) in Qt? - qt

I need to create QGraphicsItem for circle and I'm getting the output as the one which I attached along with my question. How do I draw smooth circle with good quality ? Above is my code and and above is my output. Please help me regarding this. I've tried Antialiasing and SmoothPixMapTransform of the QGraphicsView using QPainter property. But, still the result is same.

set Anti-aliasing render hint for view
http://doc.qt.io/qt-5/qgraphicsview.html#renderHints-prop

Looks like your default rendering engine doesn't support antialiasing.
Try the -graphicssystem raster command line parameter to force the raster (software) rendering.
Try also the "basicdrawing" example of QtCreator to check how widgets are rendered.

See setStartAngle() and setSpanAngle() documentation:
Sets the start angle for an ellipse segment to angle, which is in 16ths of a degree.
Sets the span angle for an ellipse segment to angle, which is in 16ths of a degree.
It's highly probable that your 20 and 45 (e.g. 1.25° and 2.8125°) are not what you want.

To enable antialiasing, you should add the following line:
view->setRenderHints(QPainter::Antialiasing);
Result:
Antialiased
Normal

Related

Draw a exrta line at specific angle in high chart

As I given an URL below, In that example, there is option to draw a line when drag by mouse,But I need a button and when click over that, draw a line over graph at 60 degree angle. I am using highcharts.js.
Visit JSFiddle jsfiddle.net/BlackLabel/N6GR9/
You can take a look at this JSFiddle.
chart.renderer.path
is a method you can use for drawing paths in general and a line in this case.

How to write a Bezier curved path on the fly with one fixed point and one changing

If I have an object performing this CAKeyframe Animation path (it is just an oval shape in the upper region of an iphone..
UIBezierPath *trackPath = [UIBezierPath bezierPathWithOvalInRect:CGRectMake(20, 100, 280, 150)];
Now imagine that at anytime during this paths travels I want to create a smooth path from its current position at a point in time and some point at the bottom of the screen.
By the way I am assuming that once I have a path I can stop the current CAKeyframeAnimation and add this path to a new CAKeyframe animation, but maybe if this is incorrect you can give me pointers here as well please.
So I said to myself "Self.....it looks like you are going to have to answer this one yourself as nobody even wants to edit it or say that it is a duplicate......"
So I was hoping for some easier or ready made way to do this. From what I have found there is no easy way. It seems the steps are going to be;
get the current position of the animated layer
calculate yourself with all your own code a nice smooth curve
add this path to an animation and animate it.
As for the calculation of a Bezier Curve I am still looking to find some class or code where points can be plugged into it and the two control points are produced for the UIBezier class to produce a curve.
In my case I am going to only animate "out" of my above questioned shape a determined points and thus have ready made smooth curves which I have prepared.
Animating a smooth exit from an oval at any point is very complicated and In my case just not worth it. So I have not done that.

How to make qt qgraphicsview scale to not affect stipple pattern?

I draw few rectangles inside the QGraphicsView ; I use custom stipple pattern for these by creating a QBrush with my QPixmap. This gets displayed with the default zoom level as expected.
When I call view->scale(), the rectangles show up bigger or smaller as I expected. However Qt has scaled the individual bits of the stipple pattern which is not expected; I expected it to draw the larger or smaller rectangle again with the brush.
Eg.
If I had used a stipple pattern with one pixel dot and pixel space, after zooming in, I want to see a larger rectangle but I want the same stipple pattern with same pixel gaps. Is this achievable somehow? Thanks.
I ran into the same problem while developing an EDA tool companion in Qt.
After some trying, what I did (and seems to work for me) is to create a custom graphics item. On the paint method, I do:
QBrush newBrush = brush_with_pattern;
newBrush.setTransform(QTransform(painter->worldTransform().inverted()));
painter->setBrush(newBrush);
That is to apply the inverse transformation of the item to the brush (so it does not scale).
I think that the setDashOffset is only for the border of the shapes (not the fill).
You may use QPen::setDashOffset:
http://harmattan-dev.nokia.com/docs/library/html/qt4/qpen.html#setDashOffset
You'll need to set the offset based on the scenes zoom/scale level. You can grab a pointer to the scene in your item by calling scene(), don't forget to check for NULL though since it will be NULL when not added to the scene (although you shouldn't in theory get a paint() when not in a scene).
The other option is to use:
http://doc.qt.digia.com/qt/qpainter.html#scale
To undo the views scaling on your painter.
In case anyone is still looking on this, a related question here regarding scaling of standard fill patterns instead of pixmap fill patterns may help. Basically, it may not be possible to modify scaling of standard fill patterns (a few workaround ideas are listed), but, working with alpha values instead gives the desired effect if you are looking for varying colors, especially gray levels - and is much less convoluted.

How to rotate a picture using jogl?

Dear Friends,Can anyone tell me how to show one picture in GLCanvas and by using mouse how to rotate a picture in the GLCanvas.I m new to this jogl developement.Can u pls provide me how to do this.If possible provide me some code snippet and some reference site to get a clear idea about jogl developement.
regards,
s.kumaran.
To show an image on GLCanvas , create a polygon using gl.glBegin(GL.GL_POLYGON) and load the texture using the Class TextureIO .Then using the MouseListener in Java Swings ,you can easily control the rotation of the image(i.e,the textured polygon) by simply changing the position of Camera or doing some transformations( "gl.glRotate(angle,x-axis,y-axis,z-axis) in your case") in Model-View matrix .
The easiest way to do this will be to texture a Quad with the picture and then apply affine transforms to that Quad. Rendering this quad will let you see a rotating picture you can do pretty much any transform by shifting the vertices of the Quad.
I'm assuming that you are drawing a 3D scene and want to change it's orientation, rather than having a 2D image which you wish to rotate.
The short answer is that it takes place in two parts. You need to store an orientation of your scene as a 4x4 matrix (homogeneous matrix - search for it if you don't know what that is). You first need to write code that translates a mouse drag into a change of that 4x4 matrix. So when the mouse is dragged up apply an appropriate rotation or whatever to the matrix.
Then you need to redraw the scene, but using the new transformed 4x4 matrix. Use glMatrixMode to specify which matrix (use either GL_PROJECTION or GL_MODELVIEW) and then functions like glMultMatrixf() to manipulate the appropriate matrix.
If that didn't make sense pick up an OpenGL tutorial on how to rotate scenes. OpenGL and JOGL are close enough that methods from OpenGL work in JOGL.

Where can I find information on line growing algorithms?

I'm doing some image processing, and I need to find some information on line growing algorithms - not sure if I'm using the right terminology here, so please call me out on this is needs be.
Imagine my input image is simply a circle on a black background. I'd basically like extract the coordinates, so that I may draw this circle elsewhere based on the coordinates.
Note: I am already using edge detection image filters, but I thought it best to explain with a simple example.
Basically what I'm looking to do is detect lines in an image, and store the result in a data type where by I have say a class called Line, and various different Point objects (containing X/Y coordinates).
class Line
{
Point points[];
}
class Point
{
int X, Y;
}
And this is how I'd like to use it...
Line line;
for each pixel in image
{
if pixel should be added to line
{
add pixel coordinates to line;
}
}
I have no idea how to approach this as you can probably establish, so pointers to any subject matter would be greatly appreciated.
I'm not sure if I'm interpreting you right, but the standard way is to use a Hough transform. It's a two step process:
From the given image, determine whether each pixel is an edge pixel (this process creates a new "binary" image). A standard way to do this is Canny edge-detection.
Using the binary image of edge pixels, apply the Hough transform. The basic idea is: for each edge pixel, compute all lines through it, and then take the lines that went through the most edge pixels.
Edit: apparently you're looking for the boundary. Here's how you do that.
Recall that the Canny edge detector actually gives you a gradient also (not just the magnitude). So if you pick an edge pixel and follow along (or against) that vector, you'll find the next edge pixel. Keep going until you don't hit an edge pixel anymore, and there's your boundary.
What you are talking about is not an easy problem! I have found that this website is very helpful in image processing: http://homepages.inf.ed.ac.uk/rbf/HIPR2/wksheets.htm
One thing to try is the Hough Transform, which detects shapes in an image. Mind you, it's not easy to figure out.
For edge detection, the best is Canny edge detection, also a non-trivial task to implement.
Assuming the following is true:
Your image contains a single shape on a background
You can determine which pixels are background and which pixels are the shape
You only want to grab the boundary of the outside of the shape (this excludes donut-like shapes where you want to trace the inside circle)
You can use a contour tracing algorithm such as the Moore-neighbour algorithm.
Steps:
Find an initial boundary pixel. To do this, start from the bottom-left corner of the image, travel all the way up and if you reach the top, start over at the bottom moving right one pixel and repeat, until you find a shape pixel. Make sure you keep track of the location of the pixel that you were at before you found the shape pixel.
Find the next boundary pixel. Travel clockwise around the last visited boundary pixel, starting from the background pixel you last visited before finding the current boundary pixel.
Repeat step 2 until you revisit first boundary pixel. Once you visit the first boundary pixel a second time, you've traced the entire boundary of the shape and can stop.
You could take a look at http://processing.org/ the project was created to teach the fundamentals of computer programming within a visual context. There is the language, based on java, and an IDE to make 'sketches' in. It is a very good package to quickly work with visual objects and has good examples of things like edge detection that would be useful to you.
Just to echo the answers above you want to do edge detection and Hough transform.
Note that a Hough transform for a circle is slightly tricky (you are solving for 3 parameters, x,y,radius) you might want to just use a library like openCV

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