qt5base-lts/examples/widgets/animation/stickman/stickman.cpp
Edward Welbourne 8095c33bcd Use qRadiansToDegrees() and qDegreesToRadians() more widely
Especially in examples, where we should show off our convenience
functions, prefer calling these functions over doing arithmetic with
M_PI (or approximations thereto) and 180 (give or take simple
factors).  This incidentally documents what's going on, just by the
name of the function used (and reveals at least one place where
variables were misnamed; the return from atan is in radians, *not*
degrees).

Task-number: QTBUG-58083
Change-Id: I6e5d66721cafab423378f970af525400423e971e
Reviewed-by: Jüri Valdmann <juri.valdmann@qt.io>
Reviewed-by: Allan Sandfeld Jensen <allan.jensen@qt.io>
Reviewed-by: Marc Mutz <marc.mutz@kdab.com>
2017-07-05 10:15:34 +00:00

342 lines
9.1 KiB
C++

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#include "stickman.h"
#include "node.h"
#include <QPainter>
#include <QTimer>
#include <qmath.h>
static const qreal Coords[NodeCount * 2] = {
0.0, -150.0, // head, #0
0.0, -100.0, // body pentagon, top->bottom, left->right, #1 - 5
-50.0, -50.0,
50.0, -50.0,
-25.0, 50.0,
25.0, 50.0,
-100.0, 0.0, // right arm, #6 - 7
-125.0, 50.0,
100.0, 0.0, // left arm, #8 - 9
125.0, 50.0,
-35.0, 75.0, // lower body, #10 - 11
35.0, 75.0,
-25.0, 200.0, // right leg, #12 - 13
-30.0, 300.0,
25.0, 200.0, // left leg, #14 - 15
30.0, 300.0
};
static const int Bones[BoneCount * 2] = {
0, 1, // neck
1, 2, // body
1, 3,
1, 4,
1, 5,
2, 3,
2, 4,
2, 5,
3, 4,
3, 5,
4, 5,
2, 6, // right arm
6, 7,
3, 8, // left arm
8, 9,
4, 10, // lower body
4, 11,
5, 10,
5, 11,
10, 11,
10, 12, // right leg
12, 13,
11, 14, // left leg
14, 15
};
StickMan::StickMan()
{
m_sticks = true;
m_isDead = false;
m_pixmap = QPixmap("images/head.png");
m_penColor = Qt::white;
m_fillColor = Qt::black;
// Set up start position of limbs
for (int i=0; i<NodeCount; ++i) {
m_nodes[i] = new Node(QPointF(Coords[i * 2], Coords[i * 2 + 1]), this);
connect(m_nodes[i], SIGNAL(positionChanged()), this, SLOT(childPositionChanged()));
}
for (int i=0; i<BoneCount; ++i) {
int n1 = Bones[i * 2];
int n2 = Bones[i * 2 + 1];
Node *node1 = m_nodes[n1];
Node *node2 = m_nodes[n2];
QPointF dist = node1->pos() - node2->pos();
m_perfectBoneLengths[i] = sqrt(pow(dist.x(),2) + pow(dist.y(),2));
}
startTimer(10);
}
StickMan::~StickMan()
{
}
void StickMan::childPositionChanged()
{
prepareGeometryChange();
}
void StickMan::setDrawSticks(bool on)
{
m_sticks = on;
for (int i=0;i<nodeCount();++i) {
Node *node = m_nodes[i];
node->setVisible(on);
}
}
QRectF StickMan::boundingRect() const
{
// account for head radius=50.0 plus pen which is 5.0
return childrenBoundingRect().adjusted(-55.0, -55.0, 55.0, 55.0);
}
int StickMan::nodeCount() const
{
return NodeCount;
}
Node *StickMan::node(int idx) const
{
if (idx >= 0 && idx < NodeCount)
return m_nodes[idx];
else
return 0;
}
void StickMan::timerEvent(QTimerEvent *)
{
update();
}
void StickMan::stabilize()
{
static const qreal threshold = 0.001;
for (int i=0; i<BoneCount; ++i) {
int n1 = Bones[i * 2];
int n2 = Bones[i * 2 + 1];
Node *node1 = m_nodes[n1];
Node *node2 = m_nodes[n2];
QPointF pos1 = node1->pos();
QPointF pos2 = node2->pos();
QPointF dist = pos1 - pos2;
qreal length = sqrt(pow(dist.x(),2) + pow(dist.y(),2));
qreal diff = (length - m_perfectBoneLengths[i]) / length;
QPointF p = dist * (0.5 * diff);
if (p.x() > threshold && p.y() > threshold) {
pos1 -= p;
pos2 += p;
node1->setPos(pos1);
node2->setPos(pos2);
}
}
}
QPointF StickMan::posFor(int idx) const
{
return m_nodes[idx]->pos();
}
//#include <QTime>
void StickMan::paint(QPainter *painter, const QStyleOptionGraphicsItem *, QWidget *)
{
/* static int frames = 0;
static QTime time;
if (frames++ % 100 == 0) {
frames = 1;
time.restart();
}
if (time.elapsed() > 0) {
painter->setPen(Qt::white);
painter->drawText(0, 0, QString::number(frames / (time.elapsed() / 1000.0)));
}*/
stabilize();
if (m_sticks) {
painter->setPen(Qt::white);
for (int i=0; i<BoneCount; ++i) {
int n1 = Bones[i * 2];
int n2 = Bones[i * 2 + 1];
Node *node1 = m_nodes[n1];
Node *node2 = m_nodes[n2];
painter->drawLine(node1->pos(), node2->pos());
}
} else {
// first bone is neck and will be used for head
QPainterPath path;
path.moveTo(posFor(0));
path.lineTo(posFor(1));
// right arm
path.lineTo(posFor(2));
path.lineTo(posFor(6));
path.lineTo(posFor(7));
// left arm
path.moveTo(posFor(3));
path.lineTo(posFor(8));
path.lineTo(posFor(9));
// body
path.moveTo(posFor(2));
path.lineTo(posFor(4));
path.lineTo(posFor(10));
path.lineTo(posFor(11));
path.lineTo(posFor(5));
path.lineTo(posFor(3));
path.lineTo(posFor(1));
// right leg
path.moveTo(posFor(10));
path.lineTo(posFor(12));
path.lineTo(posFor(13));
// left leg
path.moveTo(posFor(11));
path.lineTo(posFor(14));
path.lineTo(posFor(15));
painter->setPen(QPen(m_penColor, 5.0, Qt::SolidLine, Qt::RoundCap));
painter->drawPath(path);
{
int n1 = Bones[0];
int n2 = Bones[1];
Node *node1 = m_nodes[n1];
Node *node2 = m_nodes[n2];
QPointF dist = node2->pos() - node1->pos();
qreal sinAngle = dist.x() / sqrt(pow(dist.x(), 2) + pow(dist.y(), 2));
qreal angle = qRadiansToDegrees(asin(sinAngle));
QPointF headPos = node1->pos();
painter->translate(headPos);
painter->rotate(-angle);
painter->setBrush(m_fillColor);
painter->drawEllipse(QPointF(0,0), 50.0, 50.0);
painter->setBrush(m_penColor);
painter->setPen(QPen(m_penColor, 2.5, Qt::SolidLine, Qt::RoundCap));
// eyes
if (m_isDead) {
painter->drawLine(-30.0, -30.0, -20.0, -20.0);
painter->drawLine(-20.0, -30.0, -30.0, -20.0);
painter->drawLine(20.0, -30.0, 30.0, -20.0);
painter->drawLine(30.0, -30.0, 20.0, -20.0);
} else {
painter->drawChord(QRectF(-30.0, -30.0, 25.0, 70.0), 30.0*16, 120.0*16);
painter->drawChord(QRectF(5.0, -30.0, 25.0, 70.0), 30.0*16, 120.0*16);
}
// mouth
if (m_isDead) {
painter->drawLine(-28.0, 2.0, 29.0, 2.0);
} else {
painter->setBrush(QColor(128, 0, 64 ));
painter->drawChord(QRectF(-28.0, 2.0-55.0/2.0, 57.0, 55.0), 0.0, -180.0*16);
}
// pupils
if (!m_isDead) {
painter->setPen(QPen(m_fillColor, 1.0, Qt::SolidLine, Qt::RoundCap));
painter->setBrush(m_fillColor);
painter->drawEllipse(QPointF(-12.0, -25.0), 5.0, 5.0);
painter->drawEllipse(QPointF(22.0, -25.0), 5.0, 5.0);
}
}
}
}