I am drawing a Bezier curve in Qt using the inbuilt Qt functions:
void OpacityCurveWidget::paintEvent(QPaintEvent* event) {
QPainter painter(this);
painter.fillRect(0, 0, width(), height(), Qt::white);
painter.setPen(Qt::blue);
QPainterPath path;
glm::vec2 startPoint(0, (1.0 - opacityCurve[0].opacity) * height()); // Invert y-coordinate
path.moveTo(startPoint.x, startPoint.y);
for (size_t i = 1; i < opacityCurve.size(); ++i) {
int x1 = static_cast<int>(opacityCurve[i - 1].position.x * width());
int x2 = static_cast<int>(opacityCurve[i].position.x * width());
int y1 = static_cast<int>((1.0 - opacityCurve[i - 1].position.y) * height()); // Invert y-coordinate
int y2 = static_cast<int>((1.0 - opacityCurve[i].position.y) * height()); // Invert y-coordinate
int cx1 = static_cast<int>(opacityCurve[i - 1].handle2.x * width());
int cy1 = static_cast<int>((1.0 - opacityCurve[i - 1].handle2.y) * height()); // Invert y-coordinate
int cx2 = static_cast<int>(opacityCurve[i].handle1.x * width());
int cy2 = static_cast<int>((1.0 - opacityCurve[i].handle1.y) * height()); // Invert y-coordinate
QPointF startPointF(startPoint.x, startPoint.y);
QPointF controlPoint1F(cx1, cy1);
QPointF controlPoint2F(cx2, cy2);
QPointF endPointF(x2, y2);
path.cubicTo(controlPoint1F, controlPoint2F, endPointF);
After drawing them, I am able to move points and their handles save the new points and handles (x,y) position data to a vector.
Based on that data, I try to get the curve y position at given x position:
float OpacityCurveWidget::getYPositionAtX(float x) const {
if (opacityCurve.size() < 2) {
return 0.0f;
}
// Find the segment of the Bezier curve that contains the given x-coordinate
size_t segmentIndex = 0;
while (segmentIndex < opacityCurve.size() - 1 && x > opacityCurve[segmentIndex + 1].position.x) {
segmentIndex++;
}
// Calculate t, the parameter for the cubic Bezier curve formula
float t = (x - opacityCurve[segmentIndex].position.x) /
(opacityCurve[segmentIndex + 1].position.x - opacityCurve[segmentIndex].position.x);
// Use the cubic Bezier formula to calculate the y-coordinate
float y = (1 - t) * (1 - t) * (1 - t) * opacityCurve[segmentIndex].position.y +
3 * (1 - t) * (1 - t) * t * opacityCurve[segmentIndex].handle2.y +
3 * (1 - t) * t * t * opacityCurve[segmentIndex + 1].handle1.y +
t * t * t * opacityCurve[segmentIndex + 1].position.y;
// Invert the y-coordinate
y = 1.0f - y;
// Return the y-coordinate without multiplying by height
return y;
}
The issue I am facing is that when I move the x Position of the curve point handle that also affects the y position of curve points in the Qt graph, but in my calculation, moving of any handle point only in x direction does not affect the y position of the points.
When i move any handle in x direction it also affects the y Position of curve Points.
How can i calculate the Y Position at at X 0.5 when total X length is 0 - 1.0 ?
If I understood your question correctly, I might have a solution. I don't think you were focused on your real problem and you were occupied by GUI problems(been there, done that).
There is a function in QPainterPath which could maybe help you solve your problem and that is:
If you could combine this with some kind of approximation algorithm, maybe you can easily get y value for given x:
From the top of the head:
For smaller approximation_treshold you should get more precise y-value.
Then you should call this from your custom curve widget on paint event:
On the other hand if you really need bezier points, you should create custom GraphicsItem for example inherit QGraphicsEllipseItem and with them control your resulting bezier curve.