背景
Cyrus-Beck算法的优化算法
思想
基本出发点是直线的参数方程
将Un除过去,所以需要分三种情况讨论(我想到数学老师的嘶吼:“移动不等式一定要注意符号和0!”)
(上图的un就是下图的pi,vn是qi,换个符号)
实现代码
无交互版
/*
* Liang-Barsky算法
* 直线段裁剪算法
*/
#include <windows.h>
#include <GL/glut.h>
#include <math.h>
#define LINENUMBER 11
GLfloat lineX1[LINENUMBER] = { 0.1f,0.5f,0.9f,1.0f,0.1f,0.2f,0.1f,0.7f,0.9f,0.5f,0.1f }, lineY1[LINENUMBER] = { 0.1f,0.3f,0.7f,0.9f,0.5f,0.1f,0.1f,0.1f,0.2f,0.1f,0.7f }, lineX2[LINENUMBER] = { 0.8f,0.4f,0.7f,0.7f,0.5f,0.2f,0.1f,0.4f,0.7f,0.7f,0.9f }, lineY2[LINENUMBER] = { 0.8f,0.6f,0.4f,0.9f,0.1f,1.0f,1.0f,0.4f,0.7f,0.7f,0.7f };//定义被裁减线段的两个端点
GLfloat CutlineX1[LINENUMBER], CutlineX2[LINENUMBER], CutlineY1[LINENUMBER], CutlineY2[LINENUMBER];//裁剪后的线段
GLfloat XWL = 0.2f, XWR = 0.8f, YWB = 0.3f, YWT = 0.7f;//定义裁减边界
void myinit(void)
{
glShadeModel(GL_FLAT);
glClearColor(0.0, 0.0, 0.0, 0.0);
}
void myReshape(int w, int h)
{
glViewport(0, 0, w, h);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
if (w <= h)
gluOrtho2D(0.0, 1.0, 0.0, 1.0*(GLfloat)h / (GLfloat)w);
else
gluOrtho2D(0.0, 1.0*(GLfloat)w / (GLfloat)h, 0.0, 1.0);
glMatrixMode(GL_MODELVIEW);
}
bool Intersection(GLfloat p, GLfloat q, GLfloat &LoweruMax, GLfloat &HigheruMin)//判断交点,求u的范围
{
if (q < 0) return 0;//线段不在裁剪框内
GLfloat u = q / p;
if(( u < 0 )|| ( u > 1)) return 1;
if (p < 0)//p小于0,u在下限组取最大值
{
if (u > LoweruMax) LoweruMax = u;
}
else if (p > 0)//p大于0,u在上限组取最小值
{
if (u < HigheruMin) HigheruMin = u;
}
return 1;
}
void myclip()//裁剪算法
{
GLfloat deltaX, deltaY;
for (int i = 0; i < LINENUMBER; i++)
{
GLfloat LoweruMax = 0.0f;//定义上限组,下限组
GLfloat HigheruMin = 1.0f;
//下限组最大值LoweruMax和上限组最小值HigheruMin,以及裁剪边框
deltaX = lineX2[i] - lineX1[i];
deltaY = lineY2[i] - lineY1[i];
if (Intersection(-deltaX, lineX1[i] - XWL, LoweruMax, HigheruMin))//判断左边界交点
{
if (Intersection(deltaX, XWR - lineX1[i], LoweruMax, HigheruMin))//判断右边界交点
{
if (Intersection(-deltaY, lineY1[i] - YWB, LoweruMax, HigheruMin))//判断下边界交点)
{
if (Intersection(deltaY, YWT - lineY1[i], LoweruMax, HigheruMin))//判断上边界交点
{
CutlineX1[i] = lineX1[i] + LoweruMax * deltaX;//裁剪后的交点
CutlineY1[i] = lineY1[i] + LoweruMax * deltaY;
CutlineX2[i] = lineX1[i] + HigheruMin * deltaX;
CutlineY2[i] = lineY1[i] + HigheruMin * deltaY;
}
}
}
}
}
}
void display(void)
{
glClear(GL_COLOR_BUFFER_BIT);
// 裁剪框
glColor4f(1.0, 1.0, 1.0, 0.4);
glBegin(GL_POLYGON);
glVertex2f(XWL, YWT);
glVertex2f(XWR, YWT);
glVertex2f(XWR, YWB);
glVertex2f(XWL, YWB);
glEnd();
// 画线
for (int i = 0; i < LINENUMBER; i++)
{
glBegin(GL_LINES);//裁剪前为白色
glColor3f(0.0f, 1.0f, 0.0f);
glVertex2f(lineX1[i], lineY1[i]);
glVertex2f(lineX2[i], lineY2[i]);
glEnd();
}
myclip();
// 画出裁剪后的线
for (int i = 0; i < LINENUMBER; i++)
{
glLineWidth(3);
glBegin(GL_LINES);//裁剪后为红色
glColor3f(1.0f, 0.0f, 0.0f);
glVertex2f(CutlineX1[i], CutlineY1[i]);
glVertex2f(CutlineX2[i], CutlineY2[i]);
glEnd();
}
glFlush();
}
int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGBA);
glutInitWindowSize(500, 500);
glutInitWindowPosition(100, 100);
glutCreateWindow(argv[0]);
myinit();
glutDisplayFunc(display);
glutReshapeFunc(myReshape);
glutMainLoop();
return 1;
}
交互版
参考
- [计算机图形学经典算法] Liang-Barsky(梁友栋-Barsky) 算法 (附Matlab代码)(看了这位老哥的博客我才懂了!)]
((((((((((((((((https://blog.csdn.net/soulmeetliang/article/details/79185603) - 《计算机图形学基础教程》孔令德