I'm trying to determine the point where a hitscan projectile's path (basically a line, but I've represented it as a QPainterPath in my example) intersects with an item in my scene. I am not sure if there is a way to find this point using the functions provided by QPainterPath, QLineF, etc. The code below illustrates what I'm trying to do:
#include <QtWidgets>
bool hit(const QPainterPath &projectilePath, QGraphicsScene *scene, QPointF &hitPos)
{
const QList<QGraphicsItem *> itemsInPath = scene->items(projectilePath, Qt::IntersectsItemBoundingRect);
if (!itemsInPath.isEmpty()) {
const QPointF projectileStartPos = projectilePath.elementAt(0);
float shortestDistance = std::numeric_limits<float>::max();
QGraphicsItem *closest = 0;
foreach (QGraphicsItem *item, itemsInPath) {
QPointF distanceAsPoint = item->pos() - projectileStartPos;
float distance = abs(distanceAsPoint.x() + distanceAsPoint.y());
if (distance < shortestDistance) {
shortestDistance = distance;
closest = item;
}
}
QPainterPath targetShape = closest->mapToScene(closest->shape());
// hitPos = /* the point at which projectilePath hits targetShape */
hitPos = closest->pos(); // incorrect; always gives top left
qDebug() << projectilePath.intersects(targetShape); // true
qDebug() << projectilePath.intersected(targetShape); // QPainterPath: Element count=0
// To show that they do actually intersect..
QPen p1(Qt::green);
p1.setWidth(2);
QPen p2(Qt::blue);
p2.setWidth(2);
scene->addPath(projectilePath, p1);
scene->addPath(targetShape, p2);
return true;
}
return false;
}
int main(int argc, char *argv[])
{
QApplication app(argc, argv);
QGraphicsView view;
view.setViewportUpdateMode(QGraphicsView::FullViewportUpdate);
QGraphicsScene *scene = new QGraphicsScene;
view.setScene(scene);
view.setHorizontalScrollBarPolicy(Qt::ScrollBarAlwaysOff);
view.setVerticalScrollBarPolicy(Qt::ScrollBarAlwaysOff);
QGraphicsItem *target = scene->addRect(0, 0, 25, 25);
target->setTransformOriginPoint(QPointF(12.5, 12.5));
target->setRotation(35);
target->setPos(100, 100);
QPainterPath projectilePath;
projectilePath.moveTo(200, 200);
projectilePath.lineTo(0, 0);
projectilePath.lineTo(200, 200);
QPointF hitPos;
if (hit(projectilePath, scene, hitPos)) {
scene->addEllipse(hitPos.x() - 2, hitPos.y() - 2, 4, 4, QPen(Qt::red));
}
scene->addPath(projectilePath, QPen(Qt::DashLine));
scene->addText("start")->setPos(180, 150);
scene->addText("end")->setPos(20, 0);
view.show();
return app.exec();
}
projectilePath.intersects(targetShape) returns true, but projectilePath.intersected(targetShape) returns an empty path.
Is there a way to achieve this?
As the answer to Intersection point of QPainterPath and line (find QPainterPath y by x) points out, QPainterPath::intersected() only accounts for paths which have fill areas. The rectangular path trick which is also mentioned there can be implemented like this:
#include <QtWidgets>
/*!
Returns the closest element (position) in \a sourcePath to \a target,
using \l{QPoint::manhattanLength()} to determine the distances.
*/
QPointF closestPointTo(const QPointF &target, const QPainterPath &sourcePath)
{
Q_ASSERT(!sourcePath.isEmpty());
QPointF shortestDistance = sourcePath.elementAt(0) - target;
qreal shortestLength = shortestDistance.manhattanLength();
for (int i = 1; i < sourcePath.elementCount(); ++i) {
const QPointF distance(sourcePath.elementAt(i) - target);
const qreal length = distance.manhattanLength();
if (length < shortestLength) {
shortestDistance = sourcePath.elementAt(i);
shortestLength = length;
}
}
return shortestDistance;
}
/*!
Returns \c true if \a projectilePath intersects with any items in \a scene,
setting \a hitPos to the position of the intersection.
*/
bool hit(const QPainterPath &projectilePath, QGraphicsScene *scene, QPointF &hitPos)
{
const QList<QGraphicsItem *> itemsInPath = scene->items(projectilePath, Qt::IntersectsItemBoundingRect);
if (!itemsInPath.isEmpty()) {
const QPointF projectileStartPos = projectilePath.elementAt(0);
float shortestDistance = std::numeric_limits<float>::max();
QGraphicsItem *closest = 0;
foreach (QGraphicsItem *item, itemsInPath) {
QPointF distanceAsPoint = item->pos() - projectileStartPos;
float distance = abs(distanceAsPoint.x() + distanceAsPoint.y());
if (distance < shortestDistance) {
shortestDistance = distance;
closest = item;
}
}
QPainterPath targetShape = closest->mapToScene(closest->shape());
// QLineF has normalVector(), which is useful for extending our path to a rectangle.
// The path needs to be a rectangle, as QPainterPath::intersected() only accounts
// for intersections between fill areas, which projectilePath doesn't have.
QLineF pathAsLine(projectileStartPos, projectilePath.elementAt(1));
// Extend the first point in the path out by 1 pixel.
QLineF startEdge = pathAsLine.normalVector();
startEdge.setLength(1);
// Swap the points in the line so the normal vector is at the other end of the line.
pathAsLine.setPoints(pathAsLine.p2(), pathAsLine.p1());
QLineF endEdge = pathAsLine.normalVector();
// The end point is currently pointing the wrong way; move it to face the same
// direction as startEdge.
endEdge.setLength(-1);
// Now we can create a rectangle from our edges.
QPainterPath rectPath(startEdge.p1());
rectPath.lineTo(startEdge.p2());
rectPath.lineTo(endEdge.p2());
rectPath.lineTo(endEdge.p1());
rectPath.lineTo(startEdge.p1());
// Visualize the rectangle that we created.
scene->addPath(rectPath, QPen(QBrush(Qt::blue), 2));
// Visualize the intersection of the rectangle with the item.
scene->addPath(targetShape.intersected(rectPath), QPen(QBrush(Qt::cyan), 2));
// The hit position will be the element (point) of the rectangle that is the
// closest to where the projectile was fired from.
hitPos = closestPointTo(projectileStartPos, targetShape.intersected(rectPath));
return true;
}
return false;
}
int main(int argc, char *argv[])
{
QApplication app(argc, argv);
QGraphicsView view;
QGraphicsScene *scene = new QGraphicsScene;
view.setScene(scene);
view.setHorizontalScrollBarPolicy(Qt::ScrollBarAlwaysOff);
view.setVerticalScrollBarPolicy(Qt::ScrollBarAlwaysOff);
QGraphicsItem *target = scene->addRect(0, 0, 25, 25);
target->setTransformOriginPoint(QPointF(12.5, 12.5));
target->setRotation(35);
target->setPos(100, 100);
QPainterPath projectilePath;
projectilePath.moveTo(200, 200);
projectilePath.lineTo(0, 0);
projectilePath.lineTo(200, 200);
QPointF hitPos;
if (hit(projectilePath, scene, hitPos)) {
scene->addEllipse(hitPos.x() - 2, hitPos.y() - 2, 4, 4, QPen(Qt::red));
}
scene->addPath(projectilePath, QPen(Qt::DashLine));
scene->addText("start")->setPos(180, 150);
scene->addText("end")->setPos(20, 0);
view.show();
return app.exec();
}
This has pretty good precision (± 1 pixel, since QLineF::length() is an integer), but there might be a neater way to achieve the same thing.
Just for the record (and if someone else steps here). The above answer is excellent. There's just a little bug in the closestPoint function that may happens if the first point is already the closest one. It should return elementAt(0) instead of elementAt(0) - target.
Here is the fixed function:
QPointF closestPointTo(const QPointF &target, const QPainterPath &sourcePath)
{
Q_ASSERT(!sourcePath.isEmpty());
QPointF shortestDistance;
qreal shortestLength = std::numeric_limits<int>::max();
for (int i = 0; i < sourcePath.elementCount(); ++i) {
const QPointF distance(sourcePath.elementAt(i) - target);
const qreal length = distance.manhattanLength();
if (length < shortestLength) {
shortestDistance = sourcePath.elementAt(i);
shortestLength = length;
}
}
return shortestDistance;
}
Related
am trying to implement a custom graph going off the QtCharts Callout example. I want to restrict the selection of the chart to a specific area and make it possible to scroll horizontally while still displaying the Axis Values.
the classes i am using are below
callout.cpp
callout.h
main.cpp
view.cpp
view.h
here is an example of what i mean
say i want the selection region point1 = (5,0) point2 = (15,8) and the region is a QRect(point1,point2)
All points in the graph should be rendered but I want to be able to scroll sideways and keep the y_axis in view.
One possible solution is to override the mousePressEvent and mouseMoveEvent methods to apply the scroll, and correct using the axes ranges if necessary:
#include <QtWidgets>
#include <QtCharts>
#include <algorithm>
QT_CHARTS_USE_NAMESPACE
class ChartView: public QChartView{
public:
using QChartView::QChartView;
void setRange(qreal xmin, qreal xmax, qreal ymin, qreal ymax){
if(!chart()) return;
if(QValueAxis *xaxis = qobject_cast<QValueAxis *>(chart()->axes(Qt::Horizontal).first())){
xaxis->setRange(xmin, xmax);
}
if(QValueAxis *yaxis = qobject_cast<QValueAxis *>(chart()->axes(Qt::Vertical).first())){
yaxis->setRange(ymin, ymax);
}
}
void setLimits(qreal min, qreal max, Qt::Orientation orientation){
m_limit_min = min;
m_limit_max = max;
m_orientation = orientation;
}
protected:
void mousePressEvent(QMouseEvent *event)
{
if (event->button() == Qt::LeftButton && chart())
m_lastMousePos = mapToScene(event->pos());
QGraphicsView::mousePressEvent(event);
}
void mouseMoveEvent(QMouseEvent *event)
{
if(event->buttons() & Qt::LeftButton && chart()){
QPointF newValue = mapToScene(event->pos());
QPointF delta = newValue - m_lastMousePos;
if(m_orientation == Qt::Horizontal)
chart()->scroll(-delta.x(), 0);
else
chart()->scroll(0, -delta.y());
if(QValueAxis * axis = qobject_cast<QValueAxis *>(chart()->axes(m_orientation).first()) ){
qreal deltaX = axis->max() - axis->min();
if(axis->min() < m_limit_min){
axis->setRange(m_limit_min, m_limit_min + deltaX);
}
else if(axis->max() > m_limit_max){
axis->setRange(m_limit_max - deltaX, m_limit_max);
}
}
m_lastMousePos = newValue;
}
QGraphicsView::mouseMoveEvent(event);
}
private:
QPointF m_lastMousePos;
qreal m_limit_min;
qreal m_limit_max;
Qt::Orientation m_orientation;
};
int main(int argc, char *argv[])
{
QApplication a(argc, argv);
ChartView chartView;
chartView.setRenderHint(QPainter::Antialiasing);
chartView.resize(640, 480);
QLineSeries *series = new QLineSeries();
series->append(0, 6);
series->append(2, 4);
series->append(3, 8);
series->append(7, 4);
series->append(10, 5);
*series << QPointF(11, 1) << QPointF(13, 3) << QPointF(17, 6) << QPointF(18, 3) << QPointF(20, 2);
QChart *chart = chartView.chart();
chart->legend()->hide();
chart->addSeries(series);
chart->createDefaultAxes();
chartView.show();
chartView.setRange(5, 15, 0, 8);
chartView.setLimits(0, 20, Qt::Horizontal);
return a.exec();
}
I have a bunch of ellipses that initially are lined on top of a path and should move along the QPainterPath. I have it working for the first ellipse but I can't figure out how to get the correct position for the other ellipses.
Is there a way to check if it passed the end of the path and move it back to the beginning?
class Animation : public QAbstractAnimation
{
public:
Animation(const QPainterPath& path, QObject *parent = Q_NULLPTR);
virtual void updateCurrentTime(int ms) override;
virtual int duration() const override;
QPainterPath mPath;
QVector<EllipseGraphicsItem*> mAnimationElements;
};
Animation::Animation (const QPainterPath& path, QObject *parent) : QAbstractAnimation(parent)
, mPath(path)
{
qreal pos = 0;
qreal length = mPath.length();
while (pos < length)
{
qreal percent = path.percentAtLength(pos);
QPointF pointAtPercent = path.pointAtPercent(percent);
pos += 40;
EllipseGraphicsItem * item = new EllipseGraphicsItem(parentItem());
mAnimationElements.append(item);
item->setPos(pointAtPercent);
}
}
void Animation::updateCurrentTime(int ms)
{
QPointF point = mPath.pointAtPercent(qreal(ms) / 6000);
if (mAnimationElements.size() > 0)
mAnimationElements[0]->setPos(point);
for (int i = 0; i < mAnimationElements.size(); i++) {
// how to update each circle's position?
}
}
Start the animation:
QPainterPath path;
path.moveTo(10, 10);
path.lineTo(QPointF(500, 10));
path.lineTo(QPointF(500, 700));
path.lineTo(QPointF(10, 700));
Animation *animation = new Animation(path, this);
animation->setLoopCount(-1);
animation->start();
Imho, it would be easier to use a QGraphicsObject with a QPropertyAnimation:
Use a property that varies between 0 and the length of the path and place your elements by calculating their positions from its value and their position in the list.
A quick example :
class AnimatedEllipses: public QGraphicsObject
{
Q_OBJECT
Q_PROPERTY(int progress READ progress WRITE setProgress)
private:
QGraphicsPathItem path;
QList<QGraphicsEllipseItem*> ellipses;
int propProgress;
public:
int progress() const { return propProgress;}
void setProgress(int value)
{
propProgress = value;
int index = 0;
for (QGraphicsEllipseItem* ellipse: ellipses)
{
// Keep value between 0 and length.
int lgt = (propProgress + index * 40) % int(path.path().length());
qreal percent = path.path().percentAtLength(lgt);
++index;
ellipse->setPos(path.path().pointAtPercent(percent));
}
}
AnimatedEllipses(QPainterPath const& path): QGraphicsObject(), path(path), propProgress(0)
{
qreal pos = 0;
qreal length = path.length();
while (pos < length)
{
qreal percent = path.percentAtLength(pos);
QPointF pointAtPercent = path.pointAtPercent(percent);
pos += 40;
QGraphicsEllipseItem * item = new QGraphicsEllipseItem(-10, -10, 20, 20, this);
item->setPos(pointAtPercent);
ellipses << item;
}
QPropertyAnimation* animation = new QPropertyAnimation(this, "progress");
animation->setStartValue(0);
animation->setEndValue(length);
animation->setDuration(10000);
animation->setLoopCount(-1);
animation->start();
}
// QGraphicsItem interface
public:
QRectF boundingRect() const { return path.boundingRect();}
void paint(QPainter* painter, const QStyleOptionGraphicsItem* option, QWidget* widget){}
};
The modulo allows you to create an infinte loop for each ellipse.
I have a circle which I want to move smoothly on a path. The path class is like a horizontal U derived from the QPainterPath. when I start timer (QTimeLine object) the circle just jumps from the start of path to the end (start of upper U fork to the end of lower fork) with no smooth animation. Unfortunately, the QTimeLine::setLoopCount(int n) doesn't work too.
Do you have any idea about the reason?
// UPath(int forkLen, int forksDistance, QPointF startPoint)
UPath* uPath = new UPath(500, 60, QPointF(10, 10));
QList<QPointF> points = uPath->pathPoints(0.006); // returns the points of the path
// implemented by QPainterPath::pointAtPercent()
QGraphicsItem *ball = new QGraphicsEllipseItem(0, 0, 10, 10);
QTimeLine *timer = new QTimeLine(5000);
timer->setFrameRange(0, 100);
timer->setLoopCount(2); // doesn't work
QGraphicsItemAnimation *animation = new QGraphicsItemAnimation;
animation->setItem(ball);
animation->setTimeLine(timer);
for (int i = 0; i < points.count(); ++i)
animation->setPosAt(i/points.count(), points.at(i));
QGraphicsScene *scene = new QGraphicsScene();
scene->addItem(ball);
QGraphicsView *view = new QGraphicsView(scene);
view->setRenderHint(QPainter::Antialiasing);
view->show();
timer->start();
The QGraphicsAnimation class is deprecated. What you want is an adapter between a QPainterPath and the animation system. See below for a complete example.
Using painter paths for animations requires some extra smoothing (resampling) as there will be velocity changes along the path, and it won't look all that great. You may notice it when you run the code below. Painter paths are meant for painting, not for animating stuff.
The extent of this misbehavior will depend on the kind of path you're using, so it may end up working OK for the particular use case you have.
#include <QApplication>
#include <QAbstractAnimation>
#include <QPainterPath>
#include <QGraphicsScene>
#include <QGraphicsView>
#include <QGraphicsEllipseItem>
#include <QDebug>
class PathAnimation : public QAbstractAnimation {
Q_OBJECT
Q_PROPERTY(int duration READ duration WRITE setDuration)
QPainterPath m_path;
int m_duration;
QVector<QPointF> m_cache;
QGraphicsItem * m_target;
int m_hits, m_misses;
public:
PathAnimation(const QPainterPath & path, QObject * parent = 0) :
QAbstractAnimation(parent), m_path(path), m_duration(1000), m_cache(m_duration), m_target(0), m_hits(0), m_misses(0) {}
~PathAnimation() { qDebug() << m_hits << m_misses; }
int duration() const { return m_duration; }
void setDuration(int duration) {
if (duration == 0 || duration == m_duration) return;
m_duration = duration;
m_cache.clear();
m_cache.resize(m_duration);
}
void setTarget(QGraphicsItem * target) {
m_target = target;
}
void updateCurrentTime(int ms) {
QPointF point = m_cache.at(ms);
if (! point.isNull()) {
++ m_hits;
} else {
point = m_path.pointAtPercent(qreal(ms) / m_duration);
m_cache[ms] = point;
++ m_misses;
}
if (m_target) m_target->setPos(point);
}
};
int main(int argc, char *argv[])
{
QApplication a(argc, argv);
QGraphicsEllipseItem * item = new QGraphicsEllipseItem(-5, -5, 10, 10);
item->setPen(QPen(Qt::red, 2));
item->setBrush(Qt::lightGray);
QPainterPath path;
path.addEllipse(0, 0, 100, 100);
PathAnimation animation(path);
animation.setTarget(item);
QGraphicsScene scene;
scene.addItem(item);
QGraphicsView view(&scene);
view.setSceneRect(-50, -50, 200, 200);
animation.setLoopCount(-1);
animation.start();
view.show();
return a.exec();
}
#include "main.moc"
The question is simple ! I want something like this. Either using QPainter class or using Qt Graphics Framework:
There are several ways to do this using a QPainterPath specified here.
Here is the second example from that page:
#include <QtGui>
#include <cmath>
class Widget : public QWidget
{
public:
Widget ()
: QWidget() { }
private:
void paintEvent ( QPaintEvent *)
{
QString hw("hello world");
int drawWidth = width() / 100;
QPainter painter(this);
QPen pen = painter.pen();
pen.setWidth(drawWidth);
pen.setColor(Qt::darkGreen);
painter.setPen(pen);
QPainterPath path(QPointF(0.0, 0.0));
QPointF c1(width()*0.2,height()*0.8);
QPointF c2(width()*0.8,height()*0.2);
path.cubicTo(c1,c2,QPointF(width(),height()));
//draw the bezier curve
painter.drawPath(path);
//Make the painter ready to draw chars
QFont font = painter.font();
font.setPixelSize(drawWidth*2);
painter.setFont(font);
pen.setColor(Qt::red);
painter.setPen(pen);
qreal percentIncrease = (qreal) 1/(hw.size()+1);
qreal percent = 0;
for ( int i = 0; i < hw.size(); i++ ) {
percent += percentIncrease;
QPointF point = path.pointAtPercent(percent);
qreal angle = path.angleAtPercent(percent); // Clockwise is negative
painter.save();
// Move the virtual origin to the point on the curve
painter.translate(point);
// Rotate to match the angle of the curve
// Clockwise is positive so we negate the angle from above
painter.rotate(-angle);
// Draw a line width above the origin to move the text above the line
// and let Qt do the transformations
painter.drawText(QPoint(0, -pen.width()),QString(hw[i]));
painter.restore();
}
}
};
int main(int argc, char **argv)
{
QApplication app(argc, argv);
Widget widget;
widget.show();
return app.exec();
}
Based on a grayscale image and an ordered closed polygon (may be concave), I want to get all grayscale values that lie inside a region of interest polygon (as likewise described in SciPy Create 2D Polygon Mask). What is the most performant realisation of that in Qt 4.8? Endpoint should be some kind of QList<double>. Thanks for your advices.
In addition, is it possible to compute a floating point mask (e.g. 0 for outside the polygon, 0.3 for 30% of the pixel area is within the polygon, 1 for completely inside the polygon)? However, that's just an extra, endpoint would be QPair<double, double> (percentage, value) then. Thanks.
First you need to scanline convert the polygon into horizontal lines -- this is done by getScanLines(). The scanlines are used to sample the image to get all the values within the endpoints of each line, using scanlineScanner().
Below is a complete, standalone and compileable example I had laying around to show that the scanline algorithm is well behaved. It could be tweaked to calculate the fixed point mask as well. So far a point is included if the scanline covers more than half of it in the horizontal extent (due to round()s in scanlineScanner).
Upon startup, resize the window and click around to define consecutive points in the polygon. The polygon you see is rendered solely using the scanlines. For comparison, you can enable the outline of the polygon.
I'm sure the scanline converter could be further optimized. I'm not doing any image sampling, but the scanlineScanner is there to show that it's a trivial thing to do.
// https://github.com/KubaO/stackoverflown/tree/master/questions/scanline-converter-11037252
#define QT_DISABLE_DEPRECATED_BEFORE 5
#include <QtGui>
#if QT_VERSION > QT_VERSION_CHECK(5,0,0)
#include <QtWidgets>
#endif
#include <algorithm>
typedef QVector<QPointF> PointVector;
typedef QVector<QLineF> LineVector;
// A list of vertex indices in the polygon, sorted ascending in their y coordinate
static QVector<int> sortedVertices(const QPolygonF & poly)
{
Q_ASSERT(! poly.isEmpty());
QVector<int> vertices;
vertices.reserve(poly.size());
for (int i = 0; i < poly.size(); ++i) { vertices << i; }
std::sort(vertices.begin(), vertices.end(), [&](int i, int j){
return poly[i].y() < poly[j].y();
});
return vertices;
}
// Returns point of intersection of infinite lines ref and target
static inline QPointF intersect(const QLineF & ref, const QLineF & target)
{
QPointF p;
target.intersect(ref, &p);
return p;
}
// Allows accessing polygon vertices using an indirect index into a vector of indices.
class VertexAccessor {
const QPolygonF & p;
const QVector<int> & i;
public:
VertexAccessor(const QPolygonF & poly, const QVector<int> & indices) :
p(poly), i(indices) {}
inline QPointF operator[](int ii) const {
return p[i[ii]];
}
inline QPointF prev(int ii) const {
int index = i[ii] - 1;
if (index < 0) index += p.size();
return p[index];
}
inline QPointF next(int ii) const {
int index = i[ii] + 1;
if (index >= p.size()) index -= p.size();
return p[index];
}
};
// Returns a horizontal line scanline rendering of an unconstrained polygon.
// The lines are generated on an integer grid, but this could be modified for any other grid.
static LineVector getScanlines(const QPolygonF & poly)
{
LineVector lines;
if (poly.isEmpty()) return lines;
const QVector<int> indices = sortedVertices(poly);
VertexAccessor vertex{poly, indices};
const QRectF bound = poly.boundingRect();
const auto l = bound.left();
const auto r = bound.right();
int ii = 0;
int yi = qFloor(vertex[0].y());
QList<int> active;
PointVector points;
forever {
const qreal y = yi;
const QLineF sweeper{l, y, r, y};
// Remove vertex from the active list if both lines extending from it are above sweeper
for (int i = 0; i < active.size(); ) {
const int ii = active.at(i);
// Remove vertex
if (vertex.prev(ii).y() < y && vertex.next(ii).y() < y) {
active.removeAt(i);
} else {
++ i;
}
}
// Add new vertices to the active list
while (ii < poly.count() && vertex[ii].y() < y) {
active << ii++;
}
if (ii >= poly.count() && active.isEmpty()) break;
// Generate sorted intersection points
points.clear();
for (auto ii : active) {
const auto a = vertex[ii];
auto b = vertex.prev(ii);
if (b.y() >= y)
points << intersect(sweeper, QLineF{a, b});
b = vertex.next(ii);
if (b.y() >= y)
points << intersect(sweeper, QLineF{a, b});
}
std::sort(points.begin(), points.end(), [](const QPointF & p1, const QPointF & p2){
return p1.x() < p2.x();
});
// Generate horizontal fill segments
for (int i = 0; i < points.size() - 1; i += 2) {
lines << QLineF{points.at(i).x(), y, points.at(i+1).x(), y};
}
yi++;
};
return lines;
}
QVector<int> scanlineScanner(const QImage & image, const LineVector & tess)
{
QVector<int> values;
for (auto & line : tess) {
for (int x = round(line.x1()); x <= round(line.x2()); ++ x) {
values << qGray(image.pixel(x, line.y1()));
}
}
return values;
}
class Ui : public QWidget
{
Q_OBJECT
QPointF lastPoint;
QPolygonF polygon;
LineVector scanlines;
QGridLayout layout{this};
QPushButton reset{"Reset"};
QCheckBox outline{"Outline"};
public:
Ui() {
setMinimumSize(200, 200);
layout.addItem(new QSpacerItem{0, 0, QSizePolicy::Expanding, QSizePolicy::Expanding}, 0, 0, 1, 3);
layout.addWidget(&reset, 1, 0);
layout.addWidget(&outline, 1, 1);
layout.addItem(new QSpacerItem{0, 0, QSizePolicy::Expanding}, 1, 2);
reset.setObjectName("reset");
outline.setObjectName("outline");
QMetaObject::connectSlotsByName(this);
}
protected:
Q_SLOT void on_reset_clicked() {
polygon.clear();
scanlines.clear();
lastPoint = QPointF{};
update();
}
Q_SLOT void on_outline_stateChanged() {
update();
}
void paintEvent(QPaintEvent *) override {
QPainter p{this};
if (false) p.setRenderHint(QPainter::Antialiasing);
p.setPen("cadetblue");
if (!polygon.isEmpty() && scanlines.isEmpty()) {
scanlines = getScanlines(polygon);
qDebug() << "new scanlines";
}
p.drawLines(scanlines);
if (outline.isChecked()) {
p.setPen("orangered");
p.setBrush(Qt::NoBrush);
p.drawPolygon(polygon);
}
if (!lastPoint.isNull()) {
p.setPen("navy");
p.drawEllipse(lastPoint, 3, 3);
}
}
void mousePressEvent(QMouseEvent * ev) override {
lastPoint = ev->posF();
polygon << ev->posF();
scanlines.clear();
update();
}
};
int main(int argc, char** argv)
{
QApplication app{argc, argv};
Ui ui;
ui.show();
return app.exec();
}
#include "main.moc"