我用下面的算法來生成多邊形的起點和終點概述:四捨五入輪廓
void OGLSHAPE::GenerateLinePoly(std::vector<DOUBLEPOINT> &input, int width)
{
OutlineVec.clear();
if(input.size() < 2)
{
return;
}
if(connected)
{
input.push_back(input[0]);
input.push_back(input[1]);
}
float w = width/2.0f;
//glBegin(GL_TRIANGLES);
for(size_t i = 0; i < input.size()-1; ++i)
{
POINTFLOAT cur;
cur.x = input[i].point[0];
cur.y = input[i].point[1];
POINTFLOAT nxt;
nxt.x = input[i+1].point[0];
nxt.y = input[i+1].point[1];
POINTFLOAT b;
b.x = nxt.x - cur.x;
b.y = nxt.y - cur.y;
b = normalize(b);
POINTFLOAT b_perp;
b_perp.x = -b.y;
b_perp.y = b.x;
POINTFLOAT p0;
POINTFLOAT p1;
POINTFLOAT p2;
POINTFLOAT p3;
p0.x = cur.x + b_perp.x * w;
p0.y = cur.y + b_perp.y * w;
p1.x = cur.x - b_perp.x * w;
p1.y = cur.y - b_perp.y * w;
p2.x = nxt.x + b_perp.x * w;
p2.y = nxt.y + b_perp.y * w;
p3.x = nxt.x - b_perp.x * w;
p3.y = nxt.y - b_perp.y * w;
OutlineVec.push_back(p0.x);
OutlineVec.push_back(p0.y);
OutlineVec.push_back(p1.x);
OutlineVec.push_back(p1.y);
OutlineVec.push_back(p2.x);
OutlineVec.push_back(p2.y);
OutlineVec.push_back(p2.x);
OutlineVec.push_back(p2.y);
OutlineVec.push_back(p1.x);
OutlineVec.push_back(p1.y);
OutlineVec.push_back(p3.x);
OutlineVec.push_back(p3.y);
// only do joins when we have a prv
if(i == 0) continue;
POINTFLOAT prv;
prv.x = input[i-1].point[0];
prv.y = input[i-1].point[1];
POINTFLOAT a;
a.x = prv.x - cur.x;
a.y = prv.y - cur.y;
a = normalize(a);
POINTFLOAT a_perp;
a_perp.x = a.y;
a_perp.y = -a.x;
float det = a.x * b.y - b.x * a.y;
if(det > 0)
{
a_perp.x = -a_perp.x;
a_perp.y = -a_perp.y;
b_perp.x = -b_perp.x;
b_perp.y = -b_perp.y;
}
// TODO: do inner miter calculation
// flip around normals and calculate round join points
a_perp.x = -a_perp.x;
a_perp.y = -a_perp.y;
b_perp.x = -b_perp.x;
b_perp.y = -b_perp.y;
size_t num_pts = 4;
std::vector< POINTFLOAT> round(1 + num_pts + 1);
POINTFLOAT nc;
nc.x = cur.x + (a_perp.x * w);
nc.y = cur.y + (a_perp.y * w);
round.front() = nc;
nc.x = cur.x + (b_perp.x * w);
nc.y = cur.y + (b_perp.y * w);
round.back() = nc;
for(size_t j = 1; j < num_pts+1; ++j)
{
float t = (float)j/(float)(num_pts+1);
if(det > 0)
{
POINTFLOAT nin;
nin = slerp2d(b_perp, a_perp, 1.0f-t);
nin.x *= w;
nin.y *= w;
nin.x += cur.x;
nin.y += cur.y;
round[j] = nin;
}
else
{
POINTFLOAT nin;
nin = slerp2d(a_perp, b_perp, t);
nin.x *= w;
nin.y *= w;
nin.x += cur.x;
nin.y += cur.y;
round[j] = nin;
}
}
for(size_t j = 0; j < round.size()-1; ++j)
{
OutlineVec.push_back(cur.x);
OutlineVec.push_back(cur.y);
if(det > 0)
{
OutlineVec.push_back(round[j + 1].x);
OutlineVec.push_back(round[j + 1].y);
OutlineVec.push_back(round[j].x);
OutlineVec.push_back(round[j].y);
}
else
{
OutlineVec.push_back(round[j].x);
OutlineVec.push_back(round[j].y);
OutlineVec.push_back(round[j + 1].x);
OutlineVec.push_back(round[j + 1].y);
}
}
}
}
POINTFLOAT multiply(const POINTFLOAT &a, float b)
{
POINTFLOAT result;
result.x = a.x * b;
result.y = a.y * b;
return result;
}
POINTFLOAT normalize(const POINTFLOAT &a)
{
return multiply(a, 1.0f/sqrt(a.x*a.x+a.y*a.y));
}
POINTFLOAT slerp2d(const POINTFLOAT &v0,
const POINTFLOAT &v1, float t)
{
float dot = (v0.x * v1.x + v0.y * v1.y);
if(dot < -1.0f) dot = -1.0f;
if(dot > 1.0f) dot = 1.0f;
float theta_0 = acos(dot);
float theta = theta_0 * t;
POINTFLOAT v2;
v2.x = -v0.y;
v2.y = v0.x;
POINTFLOAT result;
result.x = v0.x * cos(theta) + v2.x * sin(theta);
result.y = v0.y * cos(theta) + v2.y * sin(theta);
return result;
}
我注意到,矢量繪圖應用程序允許圓的開始和一個段結束的能力。我如何修改線條生成算法來舍入未連接線段的開始和結尾?
請參見下面的例子說明我的意思:
alt text http://img39.imageshack.us/img39/6029/capss.png
感謝
您能否提供一些您希望未連接線段四捨五入的方式的視覺示例? – kriss 2010-07-16 23:25:41
這不是我所做的嗎?如果我畫一條線,我希望它看起來像我的例子右邊的那個,而不是左邊的 – jmasterx 2010-07-16 23:33:07