cocos2d-x 绘制多边形(凹形)问题
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源码来自: http://www.flipcode.com/archives/Efficient_Polygon_Triangulation.shtml
CCDrawPloygon绘制多边形有凹形时,会多出一个三角形的区域。(如图下绘制五边形)
方法一:
将五边形分成三个三角形,分别绘制。
方法二:
计算出可能存在凹形区域的三角位置(及三角形的顶点指标),然后通过CCClippingNode进行裁剪(ps:裁剪区域小可能有残余部分,所以我选的第一种)
计算方法:
// COTD Entry submitted by John W. Ratcliff [jratcliff@verant.com]// ** THIS IS A CODE SNIPPET WHICH WILL EFFICIEINTLY TRIANGULATE ANY// ** POLYGON/CONTOUR (without holes) AS A STATIC CLASS. THIS SNIPPET// ** IS COMPRISED OF 3 FILES, TRIANGULATE.H, THE HEADER FILE FOR THE// ** TRIANGULATE BASE CLASS, TRIANGULATE.CPP, THE IMPLEMENTATION OF// ** THE TRIANGULATE BASE CLASS, AND TEST.CPP, A SMALL TEST PROGRAM// ** DEMONSTRATING THE USAGE OF THE TRIANGULATOR. THE TRIANGULATE// ** BASE CLASS ALSO PROVIDES TWO USEFUL HELPER METHODS, ONE WHICH// ** COMPUTES THE AREA OF A POLYGON, AND ANOTHER WHICH DOES AN EFFICENT// ** POINT IN A TRIANGLE TEST.// ** SUBMITTED BY JOHN W. RATCLIFF (jratcliff@verant.com) July 22, 2000/**********************************************************************//************ HEADER FILE FOR TRIANGULATE.H ***************************//**********************************************************************/#ifndef TRIANGULATE_H#define TRIANGULATE_H/*****************************************************************//** Static class to triangulate any contour/polygon efficiently **//** You should replace Vector2d with whatever your own Vector **//** class might be. Does not support polygons with holes. **//** Uses STL vectors to represent a dynamic array of vertices. **//** This code snippet was submitted to FlipCode.com by **//** John W. Ratcliff (jratcliff@verant.com) on July 22, 2000 **//** I did not write the original code/algorithm for this **//** this triangulator, in fact, I can't even remember where I **//** found it in the first place. However, I did rework it into **//** the following black-box static class so you can make easy **//** use of it in your own code. Simply replace Vector2d with **//** whatever your own Vector implementation might be. **//*****************************************************************/#include <vector> // Include STL vector class.class Vector2d{public: Vector2d(float x,float y) { Set(x,y); }; float GetX(void) const { return mX; }; float GetY(void) const { return mY; }; void Set(float x,float y) { mX = x; mY = y; };private: float mX; float mY;};// Typedef an STL vector of vertices which are used to represent// a polygon/contour and a series of triangles.typedef std::vector< Vector2d > Vector2dVector;class Triangulate{public: // triangulate a contour/polygon, places results in STL vector // as series of triangles. static bool Process(const Vector2dVector &contour, Vector2dVector &result); // compute area of a contour/polygon static float Area(const Vector2dVector &contour); // decide if point Px/Py is inside triangle defined by // (Ax,Ay) (Bx,By) (Cx,Cy) static bool InsideTriangle(float Ax, float Ay, float Bx, float By, float Cx, float Cy, float Px, float Py);private: static bool Snip(const Vector2dVector &contour,int u,int v,int w,int n,int *V);};#endif/**************************************************************************//*** END OF HEADER FILE TRIANGULATE.H BEGINNING OF CODE TRIANGULATE.CPP ***//**************************************************************************/#include <stdio.h>#include <stdlib.h>#include <string.h>#include <assert.h>#include "triangulate.h"static const float EPSILON=0.0000000001f;float Triangulate::Area(const Vector2dVector &contour){ int n = contour.size(); float A=0.0f; for(int p=n-1,q=0; q<n; p=q++) { A+= contour[p].GetX()*contour[q].GetY() - contour[q].GetX()*contour[p].GetY(); } return A*0.5f;} /* InsideTriangle decides if a point P is Inside of the triangle defined by A, B, C. */bool Triangulate::InsideTriangle(float Ax, float Ay, float Bx, float By, float Cx, float Cy, float Px, float Py){ float ax, ay, bx, by, cx, cy, apx, apy, bpx, bpy, cpx, cpy; float cCROSSap, bCROSScp, aCROSSbp; ax = Cx - Bx; ay = Cy - By; bx = Ax - Cx; by = Ay - Cy; cx = Bx - Ax; cy = By - Ay; apx= Px - Ax; apy= Py - Ay; bpx= Px - Bx; bpy= Py - By; cpx= Px - Cx; cpy= Py - Cy; aCROSSbp = ax*bpy - ay*bpx; cCROSSap = cx*apy - cy*apx; bCROSScp = bx*cpy - by*cpx; return ((aCROSSbp >= 0.0f) && (bCROSScp >= 0.0f) && (cCROSSap >= 0.0f));};bool Triangulate::Snip(const Vector2dVector &contour,int u,int v,int w,int n,int *V){ int p; float Ax, Ay, Bx, By, Cx, Cy, Px, Py; Ax = contour[V[u]].GetX(); Ay = contour[V[u]].GetY(); Bx = contour[V[v]].GetX(); By = contour[V[v]].GetY(); Cx = contour[V[w]].GetX(); Cy = contour[V[w]].GetY(); if ( EPSILON > (((Bx-Ax)*(Cy-Ay)) - ((By-Ay)*(Cx-Ax))) ) return false; for (p=0;p<n;p++) { if( (p == u) || (p == v) || (p == w) ) continue; Px = contour[V[p]].GetX(); Py = contour[V[p]].GetY(); if (InsideTriangle(Ax,Ay,Bx,By,Cx,Cy,Px,Py)) return false; } return true;}bool Triangulate::Process(const Vector2dVector &contour,Vector2dVector &result){ /* allocate and initialize list of Vertices in polygon */ int n = contour.size(); if ( n < 3 ) return false; int *V = new int[n]; /* we want a counter-clockwise polygon in V */ if ( 0.0f < Area(contour) ) for (int v=0; v<n; v++) V[v] = v; else for(int v=0; v<n; v++) V[v] = (n-1)-v; int nv = n; /* remove nv-2 Vertices, creating 1 triangle every time */ int count = 2*nv; /* error detection */ for(int m=0, v=nv-1; nv>2; ) { /* if we loop, it is probably a non-simple polygon */ if (0 >= (count--)) { //** Triangulate: ERROR - probable bad polygon! return false; } /* three consecutive vertices in current polygon, <u,v,w> */ int u = v ; if (nv <= u) u = 0; /* previous */ v = u+1; if (nv <= v) v = 0; /* new v */ int w = v+1; if (nv <= w) w = 0; /* next */ if ( Snip(contour,u,v,w,nv,V) ) { int a,b,c,s,t; /* true names of the vertices */ a = V[u]; b = V[v]; c = V[w]; /* output Triangle */ result.push_back( contour[a] ); result.push_back( contour[b] ); result.push_back( contour[c] ); m++; /* remove v from remaining polygon */ for(s=v,t=v+1;t<nv;s++,t++) V[s] = V[t]; nv--; /* resest error detection counter */ count = 2*nv; } } delete V; return true;}/************************************************************************//*** END OF CODE SECTION TRIANGULATE.CPP BEGINNING OF TEST.CPP A SMALL **//*** TEST APPLICATION TO DEMONSTRATE THE USAGE OF THE TRIANGULATOR **//************************************************************************/#include <stdio.h>#include <stdlib.h>#include <string.h>#include <assert.h>#include "triangulate.h"void main(int argc,char **argv){ // Small test application demonstrating the usage of the triangulate // class. // Create a pretty complicated little contour by pushing them onto // an stl vector. Vector2dVector a; a.push_back( Vector2d(0,6)); a.push_back( Vector2d(0,0)); a.push_back( Vector2d(3,0)); a.push_back( Vector2d(4,1)); a.push_back( Vector2d(6,1)); a.push_back( Vector2d(8,0)); a.push_back( Vector2d(12,0)); a.push_back( Vector2d(13,2)); a.push_back( Vector2d(8,2)); a.push_back( Vector2d(8,4)); a.push_back( Vector2d(11,4)); a.push_back( Vector2d(11,6)); a.push_back( Vector2d(6,6)); a.push_back( Vector2d(4,3)); a.push_back( Vector2d(2,6)); // allocate an STL vector to hold the answer. Vector2dVector result; // Invoke the triangulator to triangulate this polygon. Triangulate::Process(a,result); // print out the results. int tcount = result.size()/3; for (int i=0; i<tcount; i++) { const Vector2d &p1 = result[i*3+0]; const Vector2d &p2 = result[i*3+1]; const Vector2d &p3 = result[i*3+2]; printf("Triangle %d => (%0.0f,%0.0f) (%0.0f,%0.0f) (%0.0f,%0.0f)\n",i+1,p1.GetX(),p1.GetY(),p2.GetX(),p2.GetY(),p3.GetX(),p3.GetY()); }}
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