Exemplo n.º 1
0
    def updatePaintNode(self, oldNode: QSGGeometryNode, _):
        if oldNode == None:
            node = QSGGeometryNode()
            geometry = QSGGeometry(QSGGeometry.defaultAttributes_Point2D(), self._segment_count)
            geometry.setLineWidth(3)
            geometry.setDrawingMode(QSGGeometry.DrawLineStrip)
            node.setGeometry(geometry)
            node.setFlag(QSGNode.OwnsGeometry)

            material = QSGFlatColorMaterial()
            material.setColor(QColor(45, 100, 120))
            node.setMaterial(material)
            node.setFlag(QSGNode.OwnsMaterial)
        else:
            node = oldNode
            geometry = node.geometry()
            geometry.allocate(self._segment_count)

        itemSize = self.size()
        vertices = geometry.vertexDataAsPoint2D()

        x1 = self._p1.x()
        y1 = self._p1.y()
        vertices[0].set(x1, y1)

        x2 = self._p2.x()
        y2 = self._p2.y()
        vertices[1].set(x2, y2)

        print(vertices[1].x)

        node.markDirty(QSGNode.DirtyGeometry)

        return node
Exemplo n.º 2
0
    def updatePaintNode(self, old_node, node_data):
        if self._container is None:
            return self._root_node

        if self._showsig_trig:
            self._showsig_trig = False
            if self._root_node is not None:
                self._root_node.removeAllChildNodes()
                del self._root_node
                self._root_node = None

        if self._root_node is None:
            self._root_node = QSGNode()
            for i in range(self._container.num_signals):
                # создаем ноды для рисования графиков
                transform_node = QSGTransformNode()
                transform_matrix = transform_node.matrix()
                transform_matrix.translate(0, self._lineshift_y * (2 * i + 1))
                transform_matrix.scale(self._xscales[i], -self._yscale)
                transform_node.setMatrix(transform_matrix)
                transform_node.markDirty(QSGNode.DirtyMatrix)

                geometry_node = QSGGeometryNode()
                geometry = QSGGeometry(QSGGeometry.defaultAttributes_Point2D(),
                                       self._visible_signal_sizes[i])
                geometry.setLineWidth(1.0)
                geometry.setDrawingMode(QSGGeometry.GL_LINE_STRIP)
                geometry_node.setGeometry(geometry)
                geometry_node.setFlag(QSGNode.OwnsGeometry)

                material = QSGFlatColorMaterial()
                material.setColor(QColor("#4CAF50"))
                geometry_node.setMaterial(material)
                geometry_node.setFlag(QSGNode.OwnsMaterial)

                transform_node.appendChildNode(geometry_node)
                self._root_node.appendChildNode(transform_node)

        eeg_signals = self._container.signals
        fd = self._container.fd
        for i in range(self._container.num_signals):
            curr_signal = eeg_signals[i]
            curr_timeaxe = self._time_axes[i]
            curr_transform_node = self._root_node.childAtIndex(i)
            curr_geometry_node = curr_transform_node.firstChild()
            curr_geometry = curr_geometry_node.geometry()
            curr_vertexes = curr_geometry.vertexDataAsPoint2D()
            curr_shift = int(self._time_shift * fd[i])
            for j in range(self._visible_signal_sizes[i]):
                curr_vertexes[j].set(curr_timeaxe[j],
                                     curr_signal[j + curr_shift])
            curr_geometry_node.markDirty(QSGNode.DirtyGeometry)

        return self._root_node
Exemplo n.º 3
0
class BezierCurve(QQuickItem):

    p1Changed = pyqtSignal(QPointF)

    @pyqtProperty(QPointF, notify=p1Changed)
    def p1(self):
        return self._p1

    @p1.setter
    def p1(self, p):
        if self._p1 != p:
            self._p1 = QPointF(p)
            self.p1Changed.emit(p)
            self.update()

    p2Changed = pyqtSignal(QPointF)

    @pyqtProperty(QPointF, notify=p2Changed)
    def p2(self):
        return self._p2

    @p2.setter
    def p2(self, p):
        if self._p2 != p:
            self._p2 = QPointF(p)
            self.p2Changed.emit(p)
            self.update()

    p3Changed = pyqtSignal(QPointF)

    @pyqtProperty(QPointF, notify=p3Changed)
    def p3(self):
        return self._p3

    @p3.setter
    def p3(self, p):
        if self._p3 != p:
            self._p3 = QPointF(p)
            self.p3Changed.emit(p)
            self.update()

    p4Changed = pyqtSignal(QPointF)

    @pyqtProperty(QPointF, notify=p4Changed)
    def p4(self):
        return self._p4

    @p4.setter
    def p4(self, p):
        if self._p4 != p:
            self._p4 = QPointF(p)
            self.p4Changed.emit(p)
            self.update()

    segmentCountChanged = pyqtSignal(int)

    @pyqtProperty(int, notify=segmentCountChanged)
    def segmentCount(self):
        return self._segmentCount

    @segmentCount.setter
    def segmentCount(self, count):
        if self._segmentCount != count:
            self._segmentCount = count
            self.segmentCountChanged.emit(count)
            self.update()

    def __init__(self, parent=None):
        super(BezierCurve, self).__init__(parent)

        self._p1 = QPointF(0, 0)
        self._p2 = QPointF(1, 0)
        self._p3 = QPointF(0, 1)
        self._p4 = QPointF(1, 1)

        self._segmentCount = 32

        self._root_node = None

        self.setFlag(QQuickItem.ItemHasContents, True)

    def updatePaintNode(self, oldNode, nodeData):
        if self._root_node is None:
            self._root_node = QSGGeometryNode()

            geometry = QSGGeometry(QSGGeometry.defaultAttributes_Point2D(),
                                   self._segmentCount)
            geometry.setLineWidth(2)
            geometry.setDrawingMode(QSGGeometry.GL_LINE_STRIP)
            self._root_node.setGeometry(geometry)
            self._root_node.setFlag(QSGNode.OwnsGeometry)

            material = QSGFlatColorMaterial()
            material.setColor(QColor(255, 0, 0))
            self._root_node.setMaterial(material)
            self._root_node.setFlag(QSGNode.OwnsMaterial)
        else:
            geometry = self._root_node.geometry()
            geometry.allocate(self._segmentCount)

        w = self.width()
        h = self.height()
        vertices = geometry.vertexDataAsPoint2D()

        for i in range(self._segmentCount):
            t = i / float(self._segmentCount - 1)
            invt = 1 - t

            pos = invt * invt * invt * self._p1 \
                    + 3 * invt * invt * t * self._p2 \
                    + 3 * invt * t * t * self._p3 \
                    + t * t * t * self._p4

            vertices[i].set(pos.x() * w, pos.y() * h)

        self._root_node.markDirty(QSGNode.DirtyGeometry)

        return self._root_node
Exemplo n.º 4
0
class BezierCurve(QQuickItem):
    # Signals
    p1_changed = pyqtSignal('QPointF')
    p2_changed = pyqtSignal('QPointF')
    p3_changed = pyqtSignal('QPointF')
    p4_changed = pyqtSignal('QPointF')
    segment_count_changed = pyqtSignal(int)

    #Properties
    @pyqtProperty(QPointF, notify=p1_changed)
    def p1(self):
        return self.m_p1

    @p1.setter
    def p1(self, p):
        if self.m_p1 != p:
            self.m_p1 = p
            self.p1_changed.emit(p)
            self.update()

    @pyqtProperty(QPointF, notify=p2_changed)
    def p2(self):
        return self.m_p2

    @p2.setter
    def p2(self, p):
        if self.m_p2 != p:
            self.m_p2 = p
            self.p2_changed.emit(p)
            self.update()

    @pyqtProperty(QPointF, notify=p3_changed)
    def p3(self):
        return self.m_p3

    @p3.setter
    def p3(self, p):
        if self.m_p3 != p:
            self.m_p3 = p
            self.p3_changed.emit(p)
            self.update()

    @pyqtProperty(QPointF, notify=p4_changed)
    def p4(self):
        return self.m_p4

    @p4.setter
    def p4(self, p):
        if self.m_p4 != p:
            self.m_p4 = p
            self.p4_changed.emit(p)
            self.update()

    @pyqtProperty(int, notify=segment_count_changed)
    def segment_count(self):
        return self.m_segment_count

    @segment_count.setter
    def segment_count(self, s):
        if self.m_segment_count != s:
            self.m_segment_count = s
            self.segment_count_changed.emit(s)
            self.update()

    def __init__(self, parent=None):
        super().__init__(parent=parent)
        self.m_p1 = QPointF(0, 0)
        self.m_p2 = QPointF(1, 0)
        self.m_p3 = QPointF(0, 1)
        self.m_p4 = QPointF(1, 1)
        self.m_segment_count = 16
        self.setFlag(QQuickItem.ItemHasContents, True)
        self.node = None

    def updatePaintNode(self, old_node, _):
        if not old_node:
            self.node = QSGGeometryNode()
            geometry = QSGGeometry(QSGGeometry.defaultAttributes_Point2D(),
                                   self.m_segment_count)
            geometry.setLineWidth(2)
            geometry.setDrawingMode(QSGGeometry.DrawLineStrip)
            self.node.setGeometry(geometry)
            self.node.setFlag(QSGNode.OwnsGeometry)
            material = QSGFlatColorMaterial()
            material.setColor(QColor(255, 0, 0))
            self.node.setMaterial(material)
            self.node.setFlag(QSGNode.OwnsMaterial)
        else:
            geometry = self.node.geometry()
            geometry.allocate(self.m_segment_count)

        w = self.width()
        h = self.height()
        vertices = geometry.vertexDataAsPoint2D()
        for i in range(self.m_segment_count):
            t = i / (self.m_segment_count - 1)
            invt = 1 - t
            pos = invt * invt * invt * self.m_p1 \
                  + 3 * invt * invt * t * self.m_p2 \
                  + 3 * invt * t * t * self.m_p3 \
                  + t * t * t * self.m_p4

            vertices[i].set(pos.x() * w, pos.y() * h)

        self.node.markDirty(QSGNode.DirtyGeometry)

        return self.node
Exemplo n.º 5
0
class BezierCurve(QQuickItem):

    p1Changed = pyqtSignal(QPointF)

    @pyqtProperty(QPointF, notify=p1Changed)
    def p1(self):
        return self._p1

    @p1.setter
    def p1(self, p):
        if self._p1 != p:
            self._p1 = QPointF(p)
            self.p1Changed.emit(p)
            self.update()

    p2Changed = pyqtSignal(QPointF)

    @pyqtProperty(QPointF, notify=p2Changed)
    def p2(self):
        return self._p2

    @p2.setter
    def p2(self, p):
        if self._p2 != p:
            self._p2 = QPointF(p)
            self.p2Changed.emit(p)
            self.update()

    p3Changed = pyqtSignal(QPointF)

    @pyqtProperty(QPointF, notify=p3Changed)
    def p3(self):
        return self._p3

    @p3.setter
    def p3(self, p):
        if self._p3 != p:
            self._p3 = QPointF(p)
            self.p3Changed.emit(p)
            self.update()

    p4Changed = pyqtSignal(QPointF)

    @pyqtProperty(QPointF, notify=p4Changed)
    def p4(self):
        return self._p4

    @p4.setter
    def p4(self, p):
        if self._p4 != p:
            self._p4 = QPointF(p)
            self.p4Changed.emit(p)
            self.update()

    segmentCountChanged = pyqtSignal(int)

    @pyqtProperty(int, notify=segmentCountChanged)
    def segmentCount(self):
        return self._segmentCount

    @segmentCount.setter
    def segmentCount(self, count):
        if self._segmentCount != count:
            self._segmentCount = count
            self.segmentCountChanged.emit(count)
            self.update()

    def __init__(self, parent=None):
        super(BezierCurve, self).__init__(parent)

        self._p1 = QPointF(0, 0)
        self._p2 = QPointF(1, 0)
        self._p3 = QPointF(0, 1)
        self._p4 = QPointF(1, 1)

        self._segmentCount = 32

        self._root_node = None

        self.setFlag(QQuickItem.ItemHasContents, True)

    def updatePaintNode(self, oldNode, nodeData):
        if self._root_node is None:
            self._root_node = QSGGeometryNode()

            geometry = QSGGeometry(QSGGeometry.defaultAttributes_Point2D(),
                    self._segmentCount)
            geometry.setLineWidth(2)
            geometry.setDrawingMode(QSGGeometry.GL_LINE_STRIP)
            self._root_node.setGeometry(geometry)
            self._root_node.setFlag(QSGNode.OwnsGeometry)

            material = QSGFlatColorMaterial()
            material.setColor(QColor(255, 0, 0))
            self._root_node.setMaterial(material)
            self._root_node.setFlag(QSGNode.OwnsMaterial)
        else:
            geometry = self._root_node.geometry()
            geometry.allocate(self._segmentCount)

        w = self.width()
        h = self.height()
        vertices = geometry.vertexDataAsPoint2D()

        for i in range(self._segmentCount):
            t = i / float(self._segmentCount - 1)
            invt = 1 - t

            pos = invt * invt * invt * self._p1 \
                    + 3 * invt * invt * t * self._p2 \
                    + 3 * invt * t * t * self._p3 \
                    + t * t * t * self._p4

            vertices[i].set(pos.x() * w, pos.y() * h)

        self._root_node.markDirty(QSGNode.DirtyGeometry)

        return self._root_node