Esempio n. 1
0
 def closestBoundaryPos(self, pos):
     rect = self.boundingRect()
     #s = self._boundScale
     #T = QTransform.fromScale(1/s[0], 1/s[1])
     #rect = T.mapRect(rect)
     if pos.x() < rect.left():
         x = rect.left()
     elif pos.x() > rect.right():
         x = rect.right()
     else:
         x = pos.x()
     if pos.y() < rect.top():
         y = rect.top()
     elif pos.y() > rect.bottom():
         y = rect.bottom()
     else:
         y = pos.y()
     rect_point = QPointF(x, y)
     r = self.cornerRadius()
     poly = None
     if mag2D(rect_point - rect.bottomRight()) <= r:
         poly = polygonFromArc(rect.bottomRight() + QPointF(-r, -r),
                               r,
                               0,
                               90,
                               seg=30)
     elif mag2D(rect_point - rect.topRight()) <= r:
         poly = polygonFromArc(rect.topRight() + QPointF(-r, r),
                               r,
                               270,
                               360,
                               seg=30)
     elif mag2D(rect_point - rect.topLeft()) <= r:
         poly = polygonFromArc(rect.topLeft() + QPointF(r, r),
                               r,
                               180,
                               270,
                               seg=30)
     elif mag2D(rect_point - rect.bottomLeft()) <= r:
         poly = polygonFromArc(rect.bottomLeft() + QPointF(r, -r),
                               r,
                               90,
                               180,
                               seg=30)
     if poly is None:
         return rect_point
     else:
         return closestPolyPoint(poly, pos)[0]
 def tailPath(self):
     path = QPainterPath()
     path.moveTo(self._points[-1].pos())
     line = self.tailLine()
     u = line.p2() - line.p1()
     v = QPointF(u.y(), -u.x())
     mag_u = mag2D(u)
     if abs(mag_u) != 0:
         if self._firstTimeNonzero:
             self._firstTimeNonzero = False
             label = self.label(-1)
             if label:
                 label.setPos(self.pointCenter())
         u /= mag_u
         v /= mag_u
     r = self.arrowHeadSize()
     if self._mono:
         line_end = line.p1() + u * r
     else:
         line_end = line.p1()
     if not self.isBezier():
         path.lineTo(line_end)
     else:
         path.cubicTo(self._points[-2].pos(), self._points[-3].pos(),
                      line_end)
     if self._mono:
         perp_end = 1.5 * r * v
         path.cubicTo(line.p1(), line.p1() + perp_end, line_end + perp_end)
     return path
    def updateArrowHead(self):
        line = self.line()
        if not self.isBezier():
            if self._reversed:
                u = line.p1() - line.p2()
            else:
                u = line.p2() - line.p1()
        else:
            if self._reversed:
                u = self._points[0].pos() - self._points[1].pos()
            else:
                u = self._points[-1].pos() - self._points[-2].pos()

        mag_u = mag2D(u)
        if mag_u == 0.0:
            self._arrowHead = QPainterPath()
            return
        u /= mag_u
        v = QPointF(-u.y(), u.x())  # perp vector
        path = QPainterPath()
        if self._reversed:
            tip = line.p1()
        else:
            tip = line.p2()
        size = self.arrowHeadSize()
        p = tip - (u + v) * size
        q = tip + (v - u) * size
        r = tip - u * size
        path.moveTo(p)
        path.quadTo((p + tip + r) / 3, tip)
        path.quadTo((q + tip + r) / 3, q)
        self._arrowHead = path
Esempio n. 4
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 def closestBoundaryPos(self, pos):
     rect = self.boundingRect()
     radius = rect.width() / 2
     v = pos - rect.center()
     mag = mag2D(v)
     if abs(mag) == 0:
         return rect.topLeft()
     return v / mag * radius
 def _paintEpiHead(self, painter):
     path = QPainterPath()
     path.moveTo(QPointF(0, 0))
     path.addPath(self._arrowHead)
     line = self.headLine()
     u = line.p1() - line.p2()
     mag_u = mag2D(u)
     if mag_u != 0:
         u /= mag_u
     path.addPath(self._arrowHead.translated(u * self.arrowHeadSize()))
     painter.drawPath(path)
 def setLinePoints(self, pos0, pos1):
     u = pos1 - pos0
     mag_u = mag2D(u)
     if mag_u == 0.0:
         for k in range(0, len(self._points)):
             self._points[k].setPos(pos0)
         return
     u /= mag_u
     u *= mag_u / (len(self._points) - 1)
     for k in range(0, len(self._points)):
         self._points[k].setPos(pos0 + k * u)
     self.updateArrowHead()
     self.update()
 def saveTextPosition(self, k=None):
     line = self.line()
     u = line.p2() - line.p1()
     mag_u = mag2D(u)
     if mag_u != 0:
         u /= mag_u
     v = QPointF(-u.y(), u.x())
     if k is not None:
         label = self._labels[k]
         a = label.pos() - line.p1()
         self._textPos[k] = (dot2D(a, u), dot2D(a, v), mag_u)
     else:
         for k in range(len(self._labels)):
             label = self._labels[k]
             a = label.pos() - line.p1()
             a_proj_u = dot2D(a, u)
             a_proj_v = dot2D(a, v)
             self._textPos[k] = (a_proj_u, a_proj_v, mag_u)
 def updateTextPosition(self):
     line = self.line()
     u = line.p2() - line.p1()
     mag_u1 = mag2D(u)
     u /= mag_u1
     v = QPointF(-u.y(), u.x())
     for k in range(len(self._labels)):
         pos = self._textPos[k]
         label = self._labels[k]
         a_proj_u = pos[0]
         a_proj_v = pos[1]
         mag_u = pos[2]
         if mag_u == 0.0:
             f = 1.0
         else:
             f = mag_u1 / mag_u
         a_proj_u *= f
         v_a = v * a_proj_v
         u_a = u * a_proj_u
         a = line.p1() + u_a + v_a
         label.setPos(a)
     self.saveTextPosition()
 def shape(self):
     if len(self._points) == 2:
         path = QPainterPath()
         u = self.line().p2() - self.line().p1()
         u /= mag2D(u)
         v = QPointF(-u.y(), u.x())  # perp vector
         v *= self.arrowHeadSize()
         p1 = self.line().p1()
         p2 = self.line().p2()
         size = self.arrowHeadSize()
         poly = QPolygonF([p1 + v, p1 - v, p2 - v, p2 + v, p1 + v])
         path.addPolygon(poly)
         return path
     else:
         path = QPainterPath()
         path.moveTo(self._points[0].pos())
         path.cubicTo(self._points[1].pos(), self._points[2].pos(),
                      self._points[3].pos())
         stroker = QPainterPathStroker(
             QPen(Qt.black,
                  self.arrowHeadSize() * 2))
         return stroker.createStroke(path)
Esempio n. 10
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 def sceneEventFilter(self, watched, event):
     if event.type() == QEvent.GraphicsSceneMouseMove and mag2D(
             event.scenePos() - event.lastScenePos()) > 1:
         self.updateArrows()
         self.scene().update()
     return False