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author | Samuel Rødal <samuel.rodal@nokia.com> | 2011-07-08 07:56:00 (GMT) |
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committer | Samuel Rødal <samuel.rodal@nokia.com> | 2011-07-08 09:30:17 (GMT) |
commit | 8b66982ec7b4b5d2071931c288973dce73dc9875 (patch) | |
tree | e59f98d20bf8f9dae0492caa866070b3f24c4d08 /src/gui/painting | |
parent | 459dc4a3bf0dc0ac54fc558379fdf551949dd1c6 (diff) | |
download | Qt-8b66982ec7b4b5d2071931c288973dce73dc9875.zip Qt-8b66982ec7b4b5d2071931c288973dce73dc9875.tar.gz Qt-8b66982ec7b4b5d2071931c288973dce73dc9875.tar.bz2 |
Use more numerically robust algorithm to compute QBezier::pointAt().
QBezier::pointAt() could potentially return values outside the bezier's
bounds, even when the bezier was a straight horizontal line. For
example, with y = 0.5, it would produce y=0.5 or y=0.49999999999999 for
different values of t, which when rounded cause jittering in a QML
PathView.
Task-number: QTBUG-17007
Task-number: QTBUG-18133
Reviewed-by: Kim
Diffstat (limited to 'src/gui/painting')
-rw-r--r-- | src/gui/painting/qbezier_p.h | 36 |
1 files changed, 18 insertions, 18 deletions
diff --git a/src/gui/painting/qbezier_p.h b/src/gui/painting/qbezier_p.h index 399dd89..f1f7eb1 100644 --- a/src/gui/painting/qbezier_p.h +++ b/src/gui/painting/qbezier_p.h @@ -162,27 +162,27 @@ inline void QBezier::coefficients(qreal t, qreal &a, qreal &b, qreal &c, qreal & inline QPointF QBezier::pointAt(qreal t) const { -#if 1 - qreal a, b, c, d; - coefficients(t, a, b, c, d); - return QPointF(a*x1 + b*x2 + c*x3 + d*x4, a*y1 + b*y2 + c*y3 + d*y4); -#else // numerically more stable: + qreal x, y; + qreal m_t = 1. - t; - qreal a = x1*m_t + x2*t; - qreal b = x2*m_t + x3*t; - qreal c = x3*m_t + x4*t; - a = a*m_t + b*t; - b = b*m_t + c*t; - qreal x = a*m_t + b*t; - qreal a = y1*m_t + y2*t; - qreal b = y2*m_t + y3*t; - qreal c = y3*m_t + y4*t; - a = a*m_t + b*t; - b = b*m_t + c*t; - qreal y = a*m_t + b*t; + { + qreal a = x1*m_t + x2*t; + qreal b = x2*m_t + x3*t; + qreal c = x3*m_t + x4*t; + a = a*m_t + b*t; + b = b*m_t + c*t; + x = a*m_t + b*t; + } + { + qreal a = y1*m_t + y2*t; + qreal b = y2*m_t + y3*t; + qreal c = y3*m_t + y4*t; + a = a*m_t + b*t; + b = b*m_t + c*t; + y = a*m_t + b*t; + } return QPointF(x, y); -#endif } inline QPointF QBezier::normalVector(qreal t) const |