本文整理汇总了C++中QTransform::m33方法的典型用法代码示例。如果您正苦于以下问题:C++ QTransform::m33方法的具体用法?C++ QTransform::m33怎么用?C++ QTransform::m33使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类QTransform
的用法示例。
在下文中一共展示了QTransform::m33方法的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: draw
void RasterImage::draw(QPainter* painter) const
{
painter->save();
QSizeF s;
if (_sizeIsSpatium)
s = _size * spatium();
else
s = _size * MScore::DPMM;
if (score()->printing()) {
// use original image size for printing
painter->scale(s.width() / doc.width(), s.height() / doc.height());
painter->drawPixmap(QPointF(0, 0), QPixmap::fromImage(doc));
}
else {
QTransform t = painter->transform();
QSize ss = QSizeF(s.width() * t.m11(), s.height() * t.m22()).toSize();
t.setMatrix(1.0, t.m12(), t.m13(), t.m21(), 1.0, t.m23(), t.m31(), t.m32(), t.m33());
painter->setWorldTransform(t);
if ((buffer.size() != ss || _dirty) && !doc.isNull()) {
buffer = QPixmap::fromImage(doc.scaled(ss, Qt::IgnoreAspectRatio, Qt::SmoothTransformation));
_dirty = false;
}
Image::draw(painter, ss);
}
painter->restore();
}
示例2: glDrawElements
void MGLES2Renderer::draw(const QList<QRect>& targets, const QList<QRect>& sources)
{
GLuint num = d_ptr->setupVertices(d_ptr->m_boundTexSize, sources, targets);
QTransform transform;
GLfloat o = 1.0;
if (d_ptr->m_activePainter) {
transform = d_ptr->m_activePainter->combinedTransform();
o = d_ptr->m_activePainter->opacity();
}
d_ptr->m_matWorld[0][0] = transform.m11();
d_ptr->m_matWorld[0][1] = transform.m12();
d_ptr->m_matWorld[0][3] = transform.m13();
d_ptr->m_matWorld[1][0] = transform.m21();
d_ptr->m_matWorld[1][1] = transform.m22();
d_ptr->m_matWorld[1][3] = transform.m23();
d_ptr->m_matWorld[3][0] = transform.dx();
d_ptr->m_matWorld[3][1] = transform.dy();
d_ptr->m_matWorld[3][3] = transform.m33();
d_ptr->m_activeProgram->setUniformValue("matWorld", d_ptr->m_matWorld);
d_ptr->m_activeProgram->setUniformValue("opacity", o);
glDrawElements(GL_TRIANGLES, num, GL_UNSIGNED_SHORT, d_ptr->m_indices.data());
}
示例3: init
void TransformEditDialog::init(QTransform aTransform, const PropertyAttributes *aAttributes)
{
ui->setupUi(this);
setWindowFlags(Qt::Dialog | Qt::MSWindowsFixedSizeDialogHint);
ui->m11SpinBox->setValue(aTransform.m11());
ui->m12SpinBox->setValue(aTransform.m12());
ui->m13SpinBox->setValue(aTransform.m13());
ui->m21SpinBox->setValue(aTransform.m21());
ui->m22SpinBox->setValue(aTransform.m22());
ui->m23SpinBox->setValue(aTransform.m23());
ui->m31SpinBox->setValue(aTransform.m31());
ui->m32SpinBox->setValue(aTransform.m32());
ui->m33SpinBox->setValue(aTransform.m33());
if (aAttributes)
{
aAttributes->applyToDoubleSpinBox(ui->m11SpinBox);
aAttributes->applyToDoubleSpinBox(ui->m12SpinBox);
aAttributes->applyToDoubleSpinBox(ui->m13SpinBox);
aAttributes->applyToDoubleSpinBox(ui->m21SpinBox);
aAttributes->applyToDoubleSpinBox(ui->m22SpinBox);
aAttributes->applyToDoubleSpinBox(ui->m23SpinBox);
aAttributes->applyToDoubleSpinBox(ui->m31SpinBox);
aAttributes->applyToDoubleSpinBox(ui->m32SpinBox);
aAttributes->applyToDoubleSpinBox(ui->m33SpinBox);
}
}
示例4: glDrawArrays
void MGLES2Renderer::draw(const QRect &rectangle)
{
GLfloat *vertices = d_ptr->m_vertices.data();
vertices[0] = rectangle.left(); vertices[1] = rectangle.top();
vertices[2] = rectangle.left(); vertices[3] = rectangle.top() + rectangle.height();
vertices[4] = rectangle.left() + rectangle.width(); vertices[5] = rectangle.top() + rectangle.height();
vertices[6] = rectangle.left() + rectangle.width(); vertices[7] = rectangle.top();
QTransform transform;
GLfloat o = 1.0;
if (d_ptr->m_activePainter) {
transform = d_ptr->m_activePainter->combinedTransform();
o = d_ptr->m_activePainter->opacity();
}
d_ptr->m_matWorld[0][0] = transform.m11();
d_ptr->m_matWorld[0][1] = transform.m12();
d_ptr->m_matWorld[0][3] = transform.m13();
d_ptr->m_matWorld[1][0] = transform.m21();
d_ptr->m_matWorld[1][1] = transform.m22();
d_ptr->m_matWorld[1][3] = transform.m23();
d_ptr->m_matWorld[3][0] = transform.dx();
d_ptr->m_matWorld[3][1] = transform.dy();
d_ptr->m_matWorld[3][3] = transform.m33();
d_ptr->m_activeProgram->setUniformValue("matWorld", d_ptr->m_matWorld);
d_ptr->m_activeProgram->setUniformValue("opacity", o);
glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
}
示例5: toOctaveFormat
inline QString toOctaveFormat(const QTransform &t)
{
QString s("T = [%1 %2 %3; %4 %5 %6; %7 %8 %9]");
s = s
.arg(t.m11()).arg(t.m12()).arg(t.m13())
.arg(t.m21()).arg(t.m22()).arg(t.m23())
.arg(t.m31()).arg(t.m32()).arg(t.m33());
return s;
}
示例6: paint
void QMLProfile::paint(QPainter *painter)
{
// let's look at the intended size of the content and scale our scene accordingly
QRect painterRect = painter->viewport();
QRect profileRect = m_profileWidget->viewport()->rect();
// qDebug() << "profile viewport and painter viewport" << profileRect << painterRect;
qreal sceneSize = 104; // that should give us 2% margin all around (100x100 scene)
qreal dprComp = devicePixelRatio() * painterRect.width() / profileRect.width();
qreal sx = painterRect.width() / sceneSize / dprComp;
qreal sy = painterRect.height() / sceneSize / dprComp;
// next figure out the weird magic by which we need to shift the painter so the profile is shown
int dpr = rint(devicePixelRatio());
qreal magicShiftFactor = (dpr == 2 ? 0.25 : (dpr == 3 ? 0.33 : 0.0));
// now set up the transformations scale the profile and
// shift the painter (taking its existing transformation into account)
QTransform profileTransform = QTransform();
profileTransform.scale(sx, sy);
QTransform painterTransform = painter->transform();
painterTransform.translate(-painterRect.width() * magicShiftFactor ,-painterRect.height() * magicShiftFactor);
#if PROFILE_SCALING_DEBUG
// some debugging messages to help adjust this in case the magic above is insufficient
QMLManager::instance()->appendTextToLog(QString("dpr %1 profile viewport %2 %3 painter viewport %4 %5").arg(dpr).arg(profileRect.width()).arg(profileRect.height())
.arg(painterRect.width()).arg(painterRect.height()));
QMLManager::instance()->appendTextToLog(QString("profile matrix %1 %2 %3 %4 %5 %6 %7 %8 %9").arg(profileTransform.m11()).arg(profileTransform.m12()).arg(profileTransform.m13())
.arg(profileTransform.m21()).arg(profileTransform.m22()).arg(profileTransform.m23())
.arg(profileTransform.m31()).arg(profileTransform.m32()).arg(profileTransform.m33()));
QMLManager::instance()->appendTextToLog(QString("painter matrix %1 %2 %3 %4 %5 %6 %7 %8 %9").arg(painterTransform.m11()).arg(painterTransform.m12()).arg(painterTransform.m13())
.arg(painterTransform.m21()).arg(painterTransform.m22()).arg(painterTransform.m23())
.arg(painterTransform.m31()).arg(painterTransform.m32()).arg(painterTransform.m33()));
qDebug() << "profile scaled by" << profileTransform.m11() << profileTransform.m22() << "and translated by" << profileTransform.m31() << profileTransform.m32();
qDebug() << "exist profile transform" << m_profileWidget->transform() << "painter transform" << painter->transform();
#endif
// apply the transformation
painter->setTransform(painterTransform);
m_profileWidget->setTransform(profileTransform);
// finally, render the profile
m_profileWidget->render(painter);
}
示例7: inverted
/*!
Returns an inverted copy of this matrix.
If the matrix is singular (not invertible), the returned matrix is
the identity matrix. If \a invertible is valid (i.e. not 0), its
value is set to true if the matrix is invertible, otherwise it is
set to false.
\sa isInvertible()
*/
QTransform QTransform::inverted(bool *invertible) const
{
qreal det = determinant();
if (qFuzzyCompare(det, qreal(0.0))) {
if (invertible)
*invertible = false;
return QTransform();
}
if (invertible)
*invertible = true;
QTransform adjA = adjoint();
QTransform invert = adjA / det;
invert = QTransform(invert.m11()/invert.m33(), invert.m12()/invert.m33(), invert.m13()/invert.m33(),
invert.m21()/invert.m33(), invert.m22()/invert.m33(), invert.m23()/invert.m33(),
invert.m31()/invert.m33(), invert.m32()/invert.m33(), 1);
// inverting doesn't change the type
invert.m_type = m_type;
invert.m_dirty = m_dirty;
return invert;
}
示例8: updateVertices
void updateVertices(const QTransform &t)
{
worldMatrix[0][0] = t.m11();
worldMatrix[0][1] = t.m12();
worldMatrix[0][3] = t.m13();
worldMatrix[1][0] = t.m21();
worldMatrix[1][1] = t.m22();
worldMatrix[1][3] = t.m23();
worldMatrix[3][0] = t.dx();
worldMatrix[3][1] = t.dy();
worldMatrix[3][3] = t.m33();
}
示例9: to_sexp
SEXP to_sexp(QTransform tform) {
SEXP ans = allocMatrix(REALSXP, 3, 3);;
REAL(ans)[0] = tform.m11();
REAL(ans)[1] = tform.m21();
REAL(ans)[2] = tform.m31();
REAL(ans)[3] = tform.m12();
REAL(ans)[4] = tform.m22();
REAL(ans)[5] = tform.m32();
REAL(ans)[6] = tform.m13();
REAL(ans)[7] = tform.m23();
REAL(ans)[8] = tform.m33();
return ans;
}
示例10: draw
void RasterImage::draw(Painter*) const
{
#if 0
QTransform t = p.worldTransform();
QSize s = QSizeF(sz.width() * t.m11(), sz.height() * t.m22()).toSize();
t.setMatrix(1.0, t.m12(), t.m13(), t.m21(), 1.0, t.m23(), t.m31(), t.m32(), t.m33());
p.setWorldTransform(t);
if (buffer.size() != s || _dirty) {
buffer = QPixmap::fromImage(doc.scaled(s, Qt::IgnoreAspectRatio, Qt::SmoothTransformation));
_dirty = false;
}
Image::draw(p, v);
#endif
}
示例11: saveTransform
void GraphicsUtils::saveTransform(QXmlStreamWriter & streamWriter, const QTransform & transform) {
if (transform.isIdentity()) return;
streamWriter.writeStartElement("transform");
streamWriter.writeAttribute("m11", QString::number(transform.m11()));
streamWriter.writeAttribute("m12", QString::number(transform.m12()));
streamWriter.writeAttribute("m13", QString::number(transform.m13()));
streamWriter.writeAttribute("m21", QString::number(transform.m21()));
streamWriter.writeAttribute("m22", QString::number(transform.m22()));
streamWriter.writeAttribute("m23", QString::number(transform.m23()));
streamWriter.writeAttribute("m31", QString::number(transform.m31()));
streamWriter.writeAttribute("m32", QString::number(transform.m32()));
streamWriter.writeAttribute("m33", QString::number(transform.m33()));
streamWriter.writeEndElement();
}
示例12: SetScale
//-------------------------------------------------------------
void GDeviceQt::SetScale( float x, float y )
{
mScaleX = x;
mScaleY = y;
#if absoluteTransform1
QTransform m = mQPainter->worldTransform();
m.setMatrix (x, m.m12(), m.m13(), m.m21(), y, m.m23(), m.m31(), m.m32(), m.m33()),
mQPainter->setWorldTransform (m);
#elif absoluteTransform2
float curxs = GetXScale();
float curys = GetYScale();
mQPainter->scale( x/curxs, y/curys);
#else
mQPainter->scale(x, y);
#endif
}
示例13: paint
void paint(QPainter* painter, const QStyleOptionGraphicsItem* options, QWidget* widget)
{
if (!m_layer)
return;
GraphicsContext gc(painter);
const QTransform transform = painter->transform();
TransformationMatrix matrix(
transform.m11(), transform.m12(), 0, transform.m13(),
transform.m21(), transform.m22(), 0, transform.m23(),
0, 0, 1, 0,
transform.m31(), transform.m32(), 0, transform.m33()
);
painter->beginNativePainting();
m_layer->paint(&gc, widget->size(), options->rect, options->exposedRect.toAlignedRect(), matrix, painter->opacity());
painter->endNativePainting();
}
示例14: enu
QVector3D Conversions::xyz2enu(const QVector3D &xyz, qreal reflat, qreal reflon, qreal refalt)
{
QVector3D refxyz = Conversions::lla2xyz(reflat,reflon,refalt);
QVector3D diffxyz = xyz - refxyz;
QTransform R1 = Conversions::rot(90.0 + reflon,3);
QTransform R2 = Conversions::rot(90.0-reflat,1);
QTransform R = R2*R1;
//MAKE THIS MATRIX MULTIPLY
qreal x = R.m11()*diffxyz.x() + R.m12()*diffxyz.y() + R.m13()*diffxyz.z();
qreal y = R.m21()*diffxyz.x() + R.m22()*diffxyz.y() + R.m23()*diffxyz.z();
qreal z = R.m31()*diffxyz.x() + R.m32()*diffxyz.y() + R.m33()*diffxyz.z();
QVector3D enu(x,y,z);
return enu;
}
示例15: renderCompositedLayers
void TextureMapperLayerClientQt::renderCompositedLayers(GraphicsContext* context, const IntRect& clip)
{
if (!m_rootTextureMapperLayer || !m_textureMapper)
return;
m_textureMapper->setGraphicsContext(context);
// GraphicsContext::imageInterpolationQuality is always InterpolationDefault here,
// but 'default' may be interpreted differently due to a different backend QPainter,
// so we need to set an explicit imageInterpolationQuality.
if (context->platformContext()->renderHints() & QPainter::SmoothPixmapTransform)
m_textureMapper->setImageInterpolationQuality(WebCore::InterpolationMedium);
else
m_textureMapper->setImageInterpolationQuality(WebCore::InterpolationNone);
m_textureMapper->setTextDrawingMode(context->textDrawingMode());
QPainter* painter = context->platformContext();
QTransform transform;
if (m_textureMapper->accelerationMode() == TextureMapper::OpenGLMode) {
// TextureMapperGL needs to duplicate the entire transform QPainter would do,
// including the transforms QPainter would normally do behind the scenes.
transform = painter->deviceTransform();
} else {
// TextureMapperImageBuffer needs a transform that can be used
// with QPainter::setWorldTransform.
transform = painter->worldTransform();
}
const TransformationMatrix matrix(
transform.m11(), transform.m12(), 0, transform.m13(),
transform.m21(), transform.m22(), 0, transform.m23(),
0, 0, 1, 0,
transform.m31(), transform.m32(), 0, transform.m33()
);
if (m_rootGraphicsLayer->opacity() != painter->opacity() || m_rootGraphicsLayer->transform() != matrix) {
m_rootGraphicsLayer->setOpacity(painter->opacity());
m_rootGraphicsLayer->setTransform(matrix);
m_rootGraphicsLayer->flushCompositingStateForThisLayerOnly();
}
m_textureMapper->beginPainting();
m_textureMapper->beginClip(matrix, clip);
m_rootTextureMapperLayer->paint();
m_fpsCounter.updateFPSAndDisplay(m_textureMapper.get(), IntPoint::zero(), matrix);
m_textureMapper->endClip();
m_textureMapper->endPainting();
}