前言
最近预研了几个图库,感觉qcustomplot还蛮合适的。性能,交互,还可定制提供了极强的拓展性。
回到正题,Qt实现平滑曲线,很简单,就是根据贝塞尔曲线算法计算出点,何为贝塞尔曲线?又称贝兹曲线或贝济埃曲线,是应用于二维图形应用程序的数学曲线。一般的矢量图形软件通过它来精确画出曲线,贝兹曲线由线段与节点组成,节点是可拖动的支点,线段像可伸缩的皮筋,我们在绘图工具上看到的钢笔工具就是来做这种矢量曲线的。贝塞尔曲线是计算机图形学中相当重要的参数曲线,在一些比较成熟的位图软件中也有贝塞尔曲线工具,如PhotoShop等。在Flash4中还没有完整的曲线工具,而在Flash5里面已经提供出贝塞尔曲线工具。
提供代码如下:
QVector<QPointF> QCPGraph::calculateControlPoints(const QVector<QPointF> &points) const
{
QVector<QPointF> controlPoints;
controlPoints.resize(points.count() * 2 - 2);
int n = points.count() - 1;
if (n == 1) {
//for n==1
controlPoints[0].setX((2 * points[0].x() + points[1].x()) / 3);
controlPoints[0].setY((2 * points[0].y() + points[1].y()) / 3);
controlPoints[1].setX(2 * controlPoints[0].x() - points[0].x());
controlPoints[1].setY(2 * controlPoints[0].y() - points[0].y());
return controlPoints;
}
// Calculate first Bezier control points
// Set of equations for P0 to Pn points.
//
// | 2 1 0 0 ... 0 0 0 ... 0 0 0 | | P1_1 | | P0 + 2 * P1 |
// | 1 4 1 0 ... 0 0 0 ... 0 0 0 | | P1_2 | | 4 * P1 + 2 * P2 |
// | 0 1 4 1 ... 0 0 0 ... 0 0 0 | | P1_3 | | 4 * P2 + 2 * P3 |
// | . . . . . . . . . . . . | | ... | | ... |
// | 0 0 0 0 ... 1 4 1 ... 0 0 0 | * | P1_i | = | 4 * P(i-1) + 2 * Pi |
// | . . . . . . . . . . . . | | ... | | ... |
// | 0 0 0 0 0 0 0 0 ... 1 4 1 | | P1_(n-1)| | 4 * P(n-2) + 2 * P(n-1) |
// | 0 0 0 0 0 0 0 0 ... 0 2 7 | | P1_n | | 8 * P(n-1) + Pn |
//
QVector<qreal> vector;
vector.resize(n);
vector[0] = points[0].x() + 2 * points[1].x();
for (int i = 1; i < n - 1; ++i)
vector[i] = 4 * points[i].x() + 2 * points[i + 1].x();
vector[n - 1] = (8 * points[n - 1].x() + points[n].x()) / 2.0;
QVector<qreal> xControl = firstControlPoints(vector);
vector[0] = points[0].y() + 2 * points[1].y();
for (int i = 1; i < n - 1; ++i)
vector[i] = 4 * points[i].y() + 2 * points[i + 1].y();
vector[n - 1] = (8 * points[n - 1].y() + points[n].y()) / 2.0;
QVector<qreal> yControl = firstControlPoints(vector);
for (int i = 0, j = 0; i < n; ++i, ++j) {
controlPoints[j].setX(xControl[i]);
controlPoints[j].setY(yControl[i]);
j++;
if (i < n - 1) {
controlPoints[j].setX(2 * points[i + 1].x() - xControl[i + 1]);
controlPoints[j].setY(2 * points[i + 1].y() - yControl[i + 1]);
} else {
controlPoints[j].setX((points[n].x() + xControl[n - 1]) / 2);
controlPoints[j].setY((points[n].y() + yControl[n - 1]) / 2);
}
}
return controlPoints;
}
QVector<qreal> QCPGraph::firstControlPoints(const QVector<qreal> &vector) const
{
QVector<qreal> result;
int count = vector.count();
result.resize(count);
result[0] = vector[0] / 2.0;
QVector<qreal> temp;
temp.resize(count);
temp[0] = 0;
qreal b = 2.0;
for (int i = 1; i < count; i++) {
temp[i] = 1 / b;
b = (i < count - 1 ? 4.0 : 3.5) - temp[i];
result[i] = (vector[i] - result[i - 1]) / b;
}
for (int i = 1; i < count; i++)
result[count - i - 1] -= temp[count - i] * result[count - i];
return result;
}
//最后调用
QPainter painter;
QPainterPath splinePath;
int i = 0;
int pointSize = lines.size();
while (i < pointSize) {
if (!qIsNaN(lines.at(i).y()) || !qIsNaN(lines.at(i).x()) || !qIsInf(lines.at(i).y()))
{
if (lines.count() >= 2)
{
QVector<QPointF> controlPoints = calculateControlPoints(lines);
splinePath.moveTo(lines.at(0));
for (int i = 0; i < lines.size() - 1; ++i) {
const QPointF &point = lines.at(i + 1);
splinePath.cubicTo(controlPoints[2 * i], controlPoints[2 * i + 1], point);
}
}
}
i++;
}
painter.drawPath(splinePath);
调用可根据具体业务场景做适当调整。比如去掉while循环等。