一种依赖Bresenham画线算法进行倾斜矩形绘制的办法

设我想画一个顶点坐标为(x1,y1),(x2,y2),宽度为w的倾斜矩形,则三角形长度L1为,长宽比例r = w / L1

那么,代表宽的边分别设为(x1,y1),(x3,y3)和(x2,y2),(x4,y4),线条之间互相垂直,根据相似三角形关系容易知道:

x3 = x1 + |y2 - y1| * r

y3 = y1 + |x2 - x1| * r

x4 = x2 + |y2 - y1| * r

y4 = y2 + |x2 - x1| * r

根据斜率的不同,x3,x4,y3,y4对于x1,x2,y1,y2的偏移值符号是不同的,具体代码如下,可以允许你使用Bitmap或者二维数组实现任意角度的矩形的绘制:

    // Bresenham's line algorithm
    private void drawLine(Bitmap bitmap, int x1, int y1, int x2, int y2, int color) {
        // 参数 color 为颜色值
        int dx = Math.abs(x2 - x1),
                dy = Math.abs(y2 - y1),
                yy = 0;
        //如果dx小于dy,则x,y系列交换
        if (dx < dy) {
            yy = 1;
            //各种交换
            {
                x1 ^= y1;
                y1 ^= x1;
                x1 ^= y1;
            }
            {
                x2 ^= y2;
                y2 ^= x2;
                x2 ^= y2;
            }
            {
                dx ^= dy;
                dy ^= dx;
                dx ^= dy;
            }
        }

        int ix = (x2 - x1) > 0 ? 1 : -1,
                iy = (y2 - y1) > 0 ? 1 : -1,
                cx = x1,
                cy = y1,
                n2dy = dy * 2,
                n2dydx = (dy - dx) * 2,
                d = dy * 2 - dx;

        if (yy > 0) { // 如果直线与 x 轴的夹角大于 45 度
            while (cx != x2) {
                if (d < 0) {
                    d += n2dy;
                } else {
                    cy += iy;
                    d += n2dydx;
                }
                //putpixel(img, cy, cx, color);
                if(cy >= 0 && cy < bitmap.getWidth() && cx >= 0 && cx < bitmap.getHeight()) {
                    bitmap.setPixel(cy, cx, color);
                }
                cx += ix;
            }
        } else { // 如果直线与 x 轴的夹角小于 45 度
            while (cx != x2) {
                if (d < 0) {
                    d += n2dy;
                } else {
                    cy += iy;
                    d += n2dydx;
                }
                //putpixel(img, cx, cy, color);
                if(cx >= 0 && cx < bitmap.getWidth() && cy >= 0 && cy < bitmap.getHeight()) {
                    bitmap.setPixel(cx, cy, color);
                }
                cx += ix;
            }
        }
    }


    // Bresenham's line algorithm
    private void drawRect(Bitmap bitmap, int x1, int y1, int x2, int y2, int color, int width) {
      
        if(getVericalLinesSlope(new float[]{x1, y1}, new float[]{x2, y2}) < 0){
            drawLine(bitmap, x1, y1, x2, y2, color);
            double length = Math.sqrt(Math.pow(y2 - y1, 2) + Math.pow(x2 - x1, 2));
            double dy = Math.abs(y2 - y1);
            double dx = Math.abs(x2 - x1);
            double ratioToLength = width / length;
            drawLine(bitmap, x1, y1, (int)(x1 + dy * ratioToLength), (int)(y1 + dx * ratioToLength), color);
            drawLine(bitmap, (int)(x1 + dy * ratioToLength), (int)(y1 + dx * ratioToLength), (int)(x2 + dy * ratioToLength), (int)(y2 + dx * ratioToLength), color);
            drawLine(bitmap, x2, y2, (int)(x2 + dy * ratioToLength), (int)(y2 + dx * ratioToLength), color);
        } else {
            drawLine(bitmap, x1, y1, x2, y2, color);
            double length = Math.sqrt(Math.pow(y2 - y1, 2) + Math.pow(x2 - x1, 2));
            double dy = Math.abs(y2 - y1);
            double dx = Math.abs(x2 - x1);
            double ratioToLength = width / length;
            drawLine(bitmap, x1, y1, (int)(x1 - dy * ratioToLength), (int)(y1 + dx * ratioToLength), color);
            drawLine(bitmap, (int)(x1 - dy * ratioToLength), (int)(y1 + dx * ratioToLength), (int)(x2 - dy * ratioToLength), (int)(y2 + dx * ratioToLength), color);
            drawLine(bitmap, x2, y2, (int)(x2 - dy * ratioToLength), (int)(y2 + dx * ratioToLength), color);
        }
    }


    /**输入一根线,得到线的斜率**/
    private float getVericalLinesSlope(float lineHeadLoc[], float lineEndLoc[]){
        float dy = lineEndLoc[1] - lineHeadLoc[1];
        float dx = lineEndLoc[0] - lineHeadLoc[0];
        if(dx == 0){
            dx = Float.MIN_VALUE;
        }
        float slope = (dy / dx);  //斜率计算
        return slope ;
    }

实现效果:

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