1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143
|
.. _Quad:
==========
Quad
==========
Represents a four-sided mathematical shape (also called "quadrilateral" or "tetragon") in the plane, defined as a sequence of four :ref:`Point` objects ul, ur, ll, lr (conveniently called upper left, upper right, lower left, lower right).
Quads can **be obtained** as results of text search methods (:meth:`Page.searchFor`), and they **are used** to define text marker annotations (see e.g. :meth:`Page.addSquigglyAnnot` and friends), and in several draw methods (like :meth:`Page.drawQuad` / :meth:`Shape.drawQuad`, :meth:`Page.drawOval`/ :meth`Shape.drawQuad`).
.. note::
* If the corners of a rectangle are transformed with a **rotation**, **scale** or **translation** :ref:`Matrix`, then the resulting quad is **rectangular**, i.e. its corners again enclose angles of 90 degrees. Property :attr:`Quad.isRectangular` checks whether a quad can be thought of being the result of such an operation. This is not true for all matrices: e.g. shear matrices produce parallelograms, and non-invertible matrices deliver "degenerate" tetragons like triangles or lines.
* Attribute :attr:`Quad.rect` obtains the envelopping rectangle. Vice versa, rectangles now have attributes :attr:`Rect.quad`, resp. :attr:`IRect.quad` to obtain their respective tetragon versions.
============================= =======================================================
**Methods / Attributes** **Short Description**
============================= =======================================================
:meth:`Quad.transform` transform with a matrix
:meth:`Quad.morph` transform with a point and matrix
:attr:`Quad.ul` upper left point
:attr:`Quad.ur` upper right point
:attr:`Quad.ll` lower left point
:attr:`Quad.lr` lower right point
:attr:`Quad.isConvex` true if quad is a convex set
:attr:`Quad.isEmpty` true if quad is an empty set
:attr:`Quad.isRectangular` true if quad is a (rotated) rectangle
:attr:`Quad.rect` smallest containing :ref:`Rect`
:attr:`Quad.width` the longest width value
:attr:`Quad.height` the longest height value
============================= =======================================================
**Class API**
.. class:: Quad
.. method:: __init__(self)
.. method:: __init__(self, ul, ur, ll, lr)
.. method:: __init__(self, quad)
.. method:: __init__(self, sequence)
Overloaded constructors: "ul", "ur", "ll", "lr" stand for :data:`point_like` objects (the four corners), "sequence" is a Python sequence with four :data:`point_like` objects.
If "quad" is specified, the constructor creates a **new copy** of it.
Without parameters, a quad consisting of 4 copies of *Point(0, 0)* is created.
.. method:: transform(matrix)
Modify the quadrilateral by transforming each of its corners with a matrix.
:arg matrix_like matrix: the matrix.
.. method:: morph(fixpoint, matrix)
*(New in version 1.17.0)* "Morph" the quad with a matrix-like using a point-like as fixed point.
:arg point_like fixpoint: the point.
:arg matrix_like matrix: the matrix.
:returns: a new quad. The effect is achieved by using the following code::
>>> T = fitz.Matrix(1, 1).preTranslate(fixpoint.x, fixpoint.y)
>>> result = self * ~T * matrix * T
So the quad is translated such, that fixpoint becomes the origin (0, 0), then the matrix is applied to it, and finally a reverse translation is done.
Typical uses include rotating the quad around a desired point.
.. attribute:: rect
The smallest rectangle containing the quad, represented by the blue area in the following picture.
.. image:: images/img-quads.jpg
:type: :ref:`Rect`
.. attribute:: ul
Upper left point.
:type: :ref:`Point`
.. attribute:: ur
Upper right point.
:type: :ref:`Point`
.. attribute:: ll
Lower left point.
:type: :ref:`Point`
.. attribute:: lr
Lower right point.
:type: :ref:`Point`
.. attribute:: isConvex
*(New in version 1.16.1)*
True if every line connecting two points of the quad is inside the quad. We in addition also make sure here, that the quad is not "degenerate", i.e. not all corners are on the same line (which would still qualify as convexity in the mathematical sense).
:type: bool
.. attribute:: isEmpty
True if enclosed area is zero, which means that at least three of the four corners are on the same line. If this is false, the quad may still be degenerate or not look like a tetragon at all (triangles, parallelograms, trapezoids, ...).
:type: bool
.. attribute:: isRectangular
True if all corner angles are 90 degrees. This implies that the quad is **convex and not empty**.
:type: bool
.. attribute:: width
The maximum length of the top and the bottom side.
:type: float
.. attribute:: height
The maximum length of the left and the right side.
:type: float
Remark
------
This class adheres to the sequence protocol, so components can be dealt with via their indices, too. Also refer to :ref:`SequenceTypes`.
We are still in process to extend algebraic operations to quads. Multiplication and division with / by numbers and matrices are already defined. Addition, subtraction and any unary operations may follow when we see an actual need.
|