Canvas Drawing in QML - Qt - qt

I have a written a simple program. I am able to see two minor spokes between the angles I am drawing, and I am not sure why.
import QtQuick 2.0
Rectangle {
width: 360
height: 360
Canvas
{
width: 360
height: 360
onPaint:
{
var x = 140
var y = 140
var radius = 140;
var startangle = -90
var endangle = 30
var context = getContext("2d");
for(var j=0; j < 3; j++)
{
context.beginPath();
context.moveTo(x, y);
context.arc(x, y, radius, (startangle)*(Math.PI/180), (endangle)*(Math.PI/180), false) //x, y, radius, startAngle, endAngle, anticlockwise
context.fillStyle = "blue"
context.fill();
startangle += 120
endangle += 120
context.closePath();
}
}
}
}
output:
The expected drawing should not have spokes (stroke lines).

Related

TriangleMesh Texture Coordinates are not interpolated as expected

I have a TriangleMesh with a texture/diffuse map that is a 1024x1024 texture which is fully black except the last 3 lines which are filled with red, green and blue.
I gave each vertex of each triangle a constant V value (either 1021, 1022 or 1023) added 0.5 to it to center and divided it by the texture's height so it would only use one of the 3 colors and arbitrary U values.
// arbitrary u values.
float u1 = 0.1f;
float u2 = 0.3f;
float u3 = 0.9f;
int randomY = ThreadLocalRandom.current()
.nextInt((int) atlas.getHeight() - 3, (int) atlas.getHeight());
float y = randomY + 0.5f;
float v = (float) (y / atlas.getHeight());
int texIndex1 = mesh.addUV(u1, v);
int texIndex2 = mesh.addUV(u2, v);
int texIndex3 = mesh.addUV(u3, v);
mesh.getFaces().addAll(
vertexIndex1, texIndex1,
vertexIndex2, texIndex2,
vertexIndex3, texIndex3
);
The addUV method looks like this(i have my own mesh class that extends TriangleMesh which contains some helper methods)
public int addUV(float u, float v) {
int cur = getTexCoords().size() / 2;
getTexCoords().addAll(u, v);
return cur;
}
The expected result is a mesh that has it's triangles colored solid red, green and blue because V is constant and each line(y) is filled with a single color however what i got instead was a bunch of different colors that change as u zoom in/out.
If i use the same U value for each vertex as well, it does give the correct result but i don't understand why it wouldn't do the same with arbitrary U values given that the color at any given U is the exact same.
The current result(gif to show the color changing): https://i.imgur.com/4lTcLfH.gif | As seen it actually does show the correct colors but only if u zoom in a lot
The expected result(can be produced if i have constant U values as well like 0.5, 0.5, 0.5): https://i.imgur.com/x35u6xv.gif | Looks as it should, doesn't change when u zoom in/out
The texture i used as the diffuse map: https://i.imgur.com/BB6P7z6.png
Minimal reproducible example with a quad made of 2 triangles:
Create a main method (either in the same class or another) and add: Application.launch(TextureMappingIssue.class); i didn't add it in my example as depending on the setup, the main method must be in a different class
import javafx.application.Application;
import javafx.embed.swing.SwingFXUtils;
import javafx.scene.*;
import javafx.scene.image.Image;
import javafx.scene.image.PixelWriter;
import javafx.scene.image.WritableImage;
import javafx.scene.layout.AnchorPane;
import javafx.scene.paint.Color;
import javafx.scene.paint.PhongMaterial;
import javafx.scene.shape.MeshView;
import javafx.scene.shape.TriangleMesh;
import javafx.scene.transform.Rotate;
import javafx.scene.transform.Scale;
import javafx.scene.transform.Translate;
import javafx.stage.Stage;
import javax.imageio.ImageIO;
import java.nio.file.Path;
/**
* Note that when the application is first opened without
* the camera moved, it looks as it should, as soon as
* the camera is moved (i.e if the mouse is moved in this case)
* it looks completely different, even if the camera is moved slightly
*/
public class TextureMappingIssue extends Application {
private static final int WIDTH = 800;
private static final int HEIGHT = 600;
private AnchorPane modelPane;
private Group scene;
private SubScene subScene;
#Override
public void start(Stage primaryStage) throws Exception {
modelPane = new AnchorPane();
modelPane.setPrefWidth(WIDTH);
modelPane.setPrefHeight(HEIGHT);
initScene();
// smaller palette = looks correct until u zoom out more
int paletteWidth = 1024;
int paletteHeight = 1024;
/*
* amount of copies for red, green, blue(the colors at the bottom), the center one is picked
* note that copies = 1 just writes the original color, copies = 2 writes the original + 1 copy and so on (so with copies = 3, it writes the color 3 times and picks the 2nd one for v)
*/
int copies = 1;
float QUAD_SCALE = 1f;
float[] vertices = {
-QUAD_SCALE, -QUAD_SCALE, 0,
-QUAD_SCALE, QUAD_SCALE, 0,
QUAD_SCALE, QUAD_SCALE, 0,
QUAD_SCALE, -QUAD_SCALE, 0
};
int[] indices = {
0, 0, 1, 1, 2, 2, // first triangle
0, 3, 2, 4, 3, 5, // second triangle
};
// set these to 0f, 0f, 0f (or any value as long as they're identical to get the expected result)
float u1 = 0.1f;
float u2 = 0.3f;
float u3 = 0.5f;
int colorIndex = 1; // either 0, 1 or 2 (red, green, blue)
int offset = (3 - colorIndex) * copies;
// v is constant for each vertex in my actual application as well.
float v1 = (paletteHeight - offset + (copies / 2) + 0.5f) / paletteHeight;
float[] texCoords = {
u1, v1, u2, v1, u3, v1
};
Image palette = generatePalette(paletteWidth, paletteHeight, copies);
ImageIO.write(SwingFXUtils.fromFXImage(palette, null), "png", Path.of("./testpalette.png")
.toFile());
TriangleMesh triangle = new TriangleMesh();
triangle.getPoints().addAll(vertices);
triangle.getFaces().addAll(indices);
triangle.getTexCoords().addAll(texCoords);
triangle.getTexCoords().addAll(texCoords);
MeshView view = new MeshView(triangle);
PhongMaterial material = new PhongMaterial();
material.setDiffuseMap(palette);
//material.setSpecularMap(specular);
// material.setSpecularPower(32); // default
view.setMaterial(material);
scene.getChildren().add(view);
Scene scene = new Scene(modelPane, WIDTH, HEIGHT, true, SceneAntialiasing.BALANCED);
scene.setFill(Color.BLACK);
primaryStage.setScene(scene);
primaryStage.show();
}
private void initScene() {
scene = new Group();
//Group grid = new Grid3D().create(48f, 1.25f);
//scene.getChildren().add(grid);
subScene = createScene3D();
scene.getChildren().add(new AmbientLight(Color.WHITE));
modelPane.getChildren().addAll(subScene);
}
private SubScene createScene3D() {
SubScene scene3d = new SubScene(scene, modelPane.getPrefWidth(), modelPane.getPrefHeight(), true, SceneAntialiasing.BALANCED);
scene3d.setFill(Color.rgb(25, 25, 25));
new OrbitCamera(scene3d, scene);
return scene3d;
}
private Image generatePalette(int width, int height, int copies) {
WritableImage palette = new WritableImage(width, height);
Color[] debugColors = {Color.RED, Color.GREEN, Color.BLUE};
PixelWriter writer = palette.getPixelWriter();
int offset = height - (debugColors.length * copies);
for (int y = 0; y < offset; y++) {
for (int x = 0; x < width; x++) {
writer.setColor(x, y, Color.BLACK);
}
}
int colorOff = 0;
for (int y = offset; y < height - (copies - 1); y += copies) {
Color c = debugColors[colorOff];
if (c == Color.GREEN) {
System.out.println("Y = " + y);
}
for (int k = 0; k < copies; k++) {
for (int x = 0; x < width; x++) {
writer.setColor(x, y + k, c);
}
}
colorOff++;
}
return palette;
}
private Image generateSpecular(int width, int height) {
WritableImage specular = new WritableImage(width, height);
PixelWriter writer = specular.getPixelWriter();
for (int y = 0; y < height; y++) {
for (int x = 0; x < width; x++) {
writer.setColor(x, y, Color.WHITE);
}
}
return specular;
}
/*
* Orbit camera
*/
private static class OrbitCamera {
private final SubScene subScene;
private final Group root3D;
private final double MAX_ZOOM = 300.0;
public OrbitCamera(SubScene subScene, Group root) {
this.subScene = subScene;
this.root3D = root;
init();
}
private void init() {
camera.setNearClip(0.1D);
camera.setFarClip(MAX_ZOOM * 1.15D);
camera.getTransforms().addAll(
yUpRotate,
cameraPosition,
cameraLookXRotate,
cameraLookZRotate
);
Group rotateGroup = new Group();
try {
rotateGroup.getChildren().addAll(cameraXform);
} catch (Exception e) {
e.printStackTrace();
}
cameraXform.ry.setAngle(0);
cameraXform.rx.setAngle(-18);
cameraXform.getChildren().add(cameraXform2);
cameraXform2.getChildren().add(cameraXform3);
cameraXform3.getChildren().add(camera);
cameraPosition.setZ(-cameraDistance);
root3D.getChildren().addAll(rotateGroup);
subScene.setCamera(camera);
subScene.setOnScroll(event -> {
double zoomFactor = 1.05;
double deltaY = event.getDeltaY();
if (deltaY < 0) {
zoomFactor = 2.0 - zoomFactor;
}
double z = cameraPosition.getZ() / zoomFactor;
z = Math.max(z, -MAX_ZOOM);
z = Math.min(z, 10.0);
cameraPosition.setZ(z);
});
subScene.setOnMousePressed(event -> {
if (!event.isAltDown()) {
dragStartX = event.getSceneX();
dragStartY = event.getSceneY();
dragStartRotateX = cameraXRotate.getAngle();
dragStartRotateY = cameraYRotate.getAngle();
mousePosX = event.getSceneX();
mousePosY = event.getSceneY();
mouseOldX = event.getSceneX();
mouseOldY = event.getSceneY();
}
});
subScene.setOnMouseDragged(event -> {
if (!event.isAltDown()) {
double modifier = 1.0;
double modifierFactor = 0.3;
if (event.isControlDown()) modifier = 0.1;
if (event.isSecondaryButtonDown()) modifier = 0.035;
mouseOldX = mousePosX;
mouseOldY = mousePosY;
mousePosX = event.getSceneX();
mousePosY = event.getSceneY();
mouseDeltaX = mousePosX - mouseOldX;
mouseDeltaY = mousePosY - mouseOldY;
double flip = -1.0;
if (event.isSecondaryButtonDown()) {
double newX = cameraXform2.t.getX() + flip * mouseDeltaX * modifierFactor * modifier * 2.0;
double newY = cameraXform2.t.getY() + 1.0 * -mouseDeltaY * modifierFactor * modifier * 2.0;
cameraXform2.t.setX(newX);
cameraXform2.t.setY(newY);
} else if (event.isPrimaryButtonDown()) {
double yAngle = cameraXform.ry.getAngle() - 1.0 * -mouseDeltaX * modifierFactor * modifier * 2.0;
double xAngle = cameraXform.rx.getAngle() + flip * mouseDeltaY * modifierFactor * modifier * 2.0;
cameraXform.ry.setAngle(yAngle);
cameraXform.rx.setAngle(xAngle);
}
}
});
}
private final PerspectiveCamera camera = new PerspectiveCamera(true);
private final Rotate cameraXRotate = new Rotate(-20.0, 0.0, 0.0, 0.0, Rotate.X_AXIS);
private final Rotate cameraYRotate = new Rotate(-20.0, 0.0, 0.0, 0.0, Rotate.Y_AXIS);
private final Rotate cameraLookXRotate = new Rotate(0.0, 0.0, 0.0, 0.0, Rotate.X_AXIS);
private final Rotate cameraLookZRotate = new Rotate(0.0, 0.0, 0.0, 0.0, Rotate.Z_AXIS);
private final Translate cameraPosition = new Translate(0.0, 0.0, 0.0);
private Xform cameraXform = new Xform();
private Xform cameraXform2 = new Xform();
private Xform cameraXform3 = new Xform();
private double cameraDistance = 25.0;
private double dragStartX = 0;
private double dragStartY = 0;
private double dragStartRotateX = 0;
private double dragStartRotateY = 0;
private double mousePosX = 0;
private double mousePosY = 0;
private double mouseOldX = 0;
private double mouseOldY = 0;
private double mouseDeltaX = 0;
private double mouseDeltaY = 0;
private Rotate yUpRotate = new Rotate(0.0, 0.0, 0.0, 0.0, Rotate.X_AXIS);
public Camera getCamera() {
return camera;
}
public Xform getCameraXform() {
return cameraXform;
}
}
private static class Xform extends Group {
Translate t = new Translate();
Translate p = new Translate();
public Rotate rx = new Rotate();
public Rotate ry = new Rotate();
Rotate rz = new Rotate();
Scale s = new Scale();
public Xform() {
rx.setAxis(Rotate.X_AXIS);
ry.setAxis(Rotate.Y_AXIS);
rz.setAxis(Rotate.Z_AXIS);
getTransforms().addAll(t, rz, ry, rx, s);
}
}
}
Edit: updated the code to support generating multiple copies of a single color and picking the center one, however this doesn't solve the issue either, it's just less visible :/
Update: the issue can be reproduced even with a 128x3 image (where it's just the red, green, blue color with 128 pixel rows)
Update 2: I can reproduce the same issue in my original code even with my original palette (that is a 128x512 image of colors that are all potentially used)
Update 3: I have decided to go for per pixel shading instead (i.e provide my mesh with a set of normals and add light sources to the scene(other than ambient)) what i wanted to do initially with the palette was to export all the vertex colors generated from a function that emulates gouraud shading but because of these interpolation issues i have went for per pixel shading (which looks better anyway, altho ideally i would've wanted to emulate gouraud shading as the game engine i use for which the javafx program is for also uses gouraud shading)

How can I get rotated rectangle corner points from side points

Say I have a set of four or more points that are on the perimeter of a rectangle, and that the rectangle is rotated by some unknown amount. I know that at least one point is on each side of the rectangle. One arbitrary side point is designated (0, 0), and the other points are the distance from this starting point. How can I get the non-rotated corner points of this rectangle?
assuming you're not trying to find a unique solution:
rotate your points around 0,0 until the top-most, bottom-most,
left-most, and right-most points are all different points
draw horizontal lines through the top-most and bottom-most, and vertical lines through the left-most and right-most
you're done
var points = [];
var bs = document.body.style;
var ds = document.documentElement.style;
bs.height = bs.width = ds.height = ds.width = "100%";
bs.border = bs.margin = bs.padding = 0;
var c = document.createElement("canvas");
c.style.display = "block";
c.addEventListener("mousedown", addPoint, false);
document.body.appendChild(c);
var ctx = c.getContext("2d");
var interval;
function addPoint(e) {
if (points.length >= 4) points = [];
points.push({
x: e.x - c.offsetLeft,
y: e.y - c.offsetTop
});
while (points.length > 4) points.shift();
redraw();
}
function rotateAround(a, b, r) {
d = {x:a.x - b.x, y:a.y - b.y};
return {
x: b.x + Math.cos(r) * d.x - Math.sin(r) * d.y,
y: b.y + Math.cos(r) * d.y + Math.sin(r) * d.x
}
}
function drawPoint(p) {
ctx.strokeStyle = "rgb(0,0,0)";
ctx.beginPath();
ctx.arc(p.x, p.y, 10, 0, 2 * Math.PI, true);
ctx.closePath();
ctx.stroke();
}
var last_few = [];
function redraw() {
if (interval) clearInterval(interval);
last_few = [];
c.width = window.innerWidth;
c.height = window.innerHeight;
ctx.clearRect(0, 0, c.width, c.height);
ctx.fillStyle = "rgb(200, 200, 200)";
ctx.font = "40px serif";
if (points.length < 4) {
ctx.fillText("click " + (4 - points.length) + " times", 20, 40);
points.forEach(drawPoint);
} else {
var average = {x:0, y:0};
points.forEach(function (p) {
average.x += p.x / 4;
average.y += p.y / 4;
});
var step = 0;
interval = setInterval(function () {
ctx.clearRect(0, 0, c.width, c.height);
ctx.fillText("click anywhere to start over", 20, 40);
last_few.forEach(function(r) {
ctx.strokeStyle = "rgb(200,255,200)";
ctx.save();
ctx.translate(average.x, average.y);
ctx.rotate((step -r.step) * Math.PI / 180);
ctx.strokeRect(r.lm - average.x, r.tm - average.y, (r.rm - r.lm), (r.bm - r.tm));
ctx.restore();
});
var tm = Infinity;
var bm = -Infinity;
var lm = Infinity;
var rm = -Infinity;
points.forEach(function (p) {
p = rotateAround(p, average, step * Math.PI / 180);
drawPoint(p);
tm = Math.min(p.y, tm);
bm = Math.max(p.y, bm);
lm = Math.min(p.x, lm);
rm = Math.max(p.x, rm);
});
if (points.every(function (p) {
p = rotateAround(p, average, step * Math.PI / 180);
return (p.x == lm) || (p.x == rm) || (p.y == tm) || (p.y == bm);
})) {
ctx.strokeStyle = "rgb(0,255,0)";
ctx.strokeRect(lm, tm, (rm - lm), (bm - tm));
last_few.push({tm:tm, bm:bm, lm:lm, rm:rm, step:step});
while(last_few.length > 30) last_few.shift();
} else {
ctx.strokeStyle = "rgb(255,0,0)";
ctx.strokeRect(lm, tm, (rm - lm), (bm - tm));
}
step++;
}, 30);
}
}
window.onresize = redraw;
redraw();

Aligning text in a geomatric shaped div

Can i align a text in a div with a geometric shape, like this
https://encrypted-tbn1.gstatic.com/images?q=tbn:ANd9GcQ5z8OYxnypDr09mmfFMunJj31x_XtfG3MFj0vlAa_ceoCnts0OfQ
without hiding some of text?
Update:
I need something like this, above is a circle, but also i need something like this for parallelogram:
http://i39.tinypic.com/4r2ikm.jpg
Here's a js fiddle code
fiddle
Found it some where.
Here's the script
var canvas = document.getElementById("canvas");
var ctx = canvas.getContext("2d");
var text = "'Twas the night before Christmas, when all through the house, Not a creature was stirring, not even a mouse. And so begins the story of the day of Christmas";
var font = "12pt verdana";
var textHeight = 15;
var lineHeight = textHeight + 5;
var lines = [];
var cx = 150;
var cy = 150;
var r = 100;
initLines();
wrapText();
ctx.beginPath();
ctx.arc(cx, cy, r, 0, Math.PI * 2, false);
ctx.closePath();
ctx.strokeStyle = "skyblue";
ctx.lineWidth = 2;
ctx.stroke();
// pre-calculate width of each horizontal chord of the circle
// This is the max width allowed for text
function initLines() {
for (var y = r * .90; y > -r; y -= lineHeight) {
var h = Math.abs(r - y);
if (y - lineHeight < 0) {
h += 20;
}
var length = 2 * Math.sqrt(h * (2 * r - h));
if (length && length > 10) {
lines.push({
y: y,
maxLength: length
});
}
}
}
// draw text on each line of the circle
function wrapText() {
var i = 0;
var words = text.split(" ");
while (i < lines.length && words.length > 0) {
line = lines[i++];
var lineData = calcAllowableWords(line.maxLength, words);
ctx.fillText(lineData.text, cx - lineData.width / 2, cy - line.y + textHeight);
words.splice(0, lineData.count);
};
}
// calculate how many words will fit on a line
function calcAllowableWords(maxWidth, words) {
var wordCount = 0;
var testLine = "";
var spacer = "";
var fittedWidth = 0;
var fittedText = "";
ctx.font = font;
for (var i = 0; i < words.length; i++) {
testLine += spacer + words[i];
spacer = " ";
var width = ctx.measureText(testLine).width;
if (width > maxWidth) {
return ({
count: i,
width: fittedWidth,
text: fittedText
});
}
fittedWidth = width;
fittedText = testLine;
}
}
yes this can be achieved through these links
link1 and link2.
and then set the div's by giving postioning :) cheers.
give border radius and get your shape. and use some margins to get it accurate. The link i have posted will help you.

Processing RGB Wheel to control Arduino RGB LED

I would like to make a RGB wheel in processing as a GUI to control the LED color of a RGB Led connected to an Arduino Board.
I have done this code in Processing so far.
float startFill;
float startAngle;
int step;
float stepLength;
float centerX;
float centerY;
float pSize;
float bValue;
void setup()
{
size(512, 512);
colorMode(HSB, 2*PI, 100, 100);
smooth();
}
void draw()
{
background(0,0,25);
ellipseMode(CENTER);
noStroke();
step = 120;
centerX = width/2;
centerY = height/2;
startFill = 0;
startAngle = 0;
stepLength = PI/step;
pSize = 400;
bValue = 200;
// draw arcs
for(int i=0; i< 2*step; i++)
{
for(int j=0; j< step; j++)
{
fill(startFill, bValue, 100,80);
stroke(0,0,95,20);
arc(centerX, centerY, pSize, pSize, startAngle, startAngle+stepLength);
bValue = bValue - 50/step;
pSize = pSize - 50/step;
}
startFill = startFill + stepLength;
startAngle = startAngle + stepLength;
}
}
I would like to map the values of Red, Green and Blue using the mouse position on the screen over the previous wheel.
I found a picture that would help me as guide to write the RGB values over the mouse position on the wheel but I'm not very sure how to make that.
RGB WHEEL PROCESSING
I would really appreciate any help or advice.
Best regards
Note that that color wheel is not actuall a color wheel. It's just "the same color, going in". The outer circle is your standard color mix, pure R at angle ..., pure G at angle ...+2/4*pi, and pure B at angle ...+4/3*pi. For activation purposes, construct a color wedge object and use that:
class ColorWedge {
color c;
float[] coords;
ColorWedge(color _c, float[] _coords) {
c = _c;
coords = _coords;
}
void draw() {
fill(c);
noStroke();
triangle(coords[0],coords[1],coords[2],coords[3],coords[4],coords[5]);
stroke(0);
line(coords[2],coords[3],coords[4],coords[5]);
}
}
And then construct wedges for "all" the colors by creating wedges over an angle:
final float PI2 = 2*PI;
ArrayList<ColorWedge> wedges;
void setup() {
size(200,200);
colorMode(HSB,PI2);
wedges = new ArrayList<ColorWedge>();
float radius = 90,
ox = width/2,
oy = height/2,
px, py, nx, ny,
step = 0.01,
overlap = step*0.6;
for(float a=0; a<PI2; a+=step) {
px = ox + radius * cos(a-overlap);
py = oy + radius * sin(a-overlap);
nx = ox + radius * cos(a+overlap);
ny = oy + radius * sin(a+overlap);
wedges.add(new ColorWedge(color(a,PI2,PI2), new float[]{ox,oy,px,py,nx,ny}));
}
}
Controlling the color is then simply a matter of figuring out where the mouse is, and that its angle to the center of the sketch is:
color wcolor = 0;
void draw() {
background(PI2,0,PI2);
pushStyle();
for(ColorWedge w: wedges) { w.draw(); }
strokeWeight(10);
stroke(wcolor);
line(0,0,width,0);
line(width,0,width,height);
line(width,height,0,height);
line(0,height,0,0);
popStyle();
}
void mouseMoved() {
float angle = atan2(mouseY-height/2,mouseX-width/2);
if(angle<0) angle+=PI2;
ColorWedge wedge = wedges.get((int)map(angle,0,PI2,0,wedges.size()));
wcolor = wedge.c;
}
That should get you well on your way, if not 100% of the way there.

Fix qml item behavior

I have code on qml, which should divide it on 4 squares by click.
import QtQuick 2.0
Rectangle {
Component {
id: squareComponent
Rectangle {
property int sideLenght: 500
width: sideLenght
height: sideLenght
color: "orange"
MouseArea {
anchors.fill: parent
onClicked: {
var first = squareComponent.createObject(parent)
var second = squareComponent.createObject(parent)
var third = squareComponent.createObject(parent)
var fourth = squareComponent.createObject(parent)
var sideLenght = parent.sideLenght / 2
first.sideLenght = sideLenght
second.sideLenght = sideLenght
third.sideLenght = sideLenght
fourth.sideLenght = sideLenght
var x = parent.x
var y = parent.y
console.log(x, y)
first.x = x
first.y = y
first.color = "red"
console.log("first", first.x, first.y)
second.x = first.x + sideLenght
second.y = first.y
second.color = "orange"
console.log("second", second.x, second.y)
third.x = first.x
third.y = first.y + sideLenght
third.color = "blue"
console.log("third", third.x, third.y)
fourth.x = first.x + sideLenght
fourth.y = first.y + sideLenght
fourth.color = "black"
console.log("fourth", fourth.x, fourth.y, "\n\n")
parent.sideLenght = 0
}
}
}
}
Component.onCompleted: squareComponent.createObject(parent)
}
They are divided, but divided only correct square (0, 0), others are with an offset for x or y by the amount of the parent. Qt 5.0.1. How do I fix this behavior, is it a bug?
Logging says that the elements are right, but they are not in fact.
This is what I get as the output with QtQuick 1.1. Is this different in Qt 5.0.1?

Resources