矩形窗口剪多边形

#pragma comment( linker, "/subsystem:windows /entry:mainCRTStartup" )//去除控制台窗口
#include <iostream>
#include <gl/GLUT.h>
#include <map>
#include <vector>
#include <list>
#include <algorithm>
#include"PointAndLine.h"
using namespace std;

vector<Point>v;           //多边形点集
vector<Point>cv;         //裁剪后得到的点集
int flag = 1;               //记录点击的次数,单次画点,双次画线。
bool if_drawable = 1;       //是否结束画图
int window_size = 800;
float XL = 200, XR = 600, YB = 200, YT = 600;
Line line[5];

void draw_lines();
void draw_rectangle();
void Sutherland_Hodgman();

void OnMouse(int button, int state, int x, int y);
void InitEnvironment();

bool inRectangle(float x, float y);

int main(int argc, char* argv[]) {
	glutInit(&argc, argv);   //初始化GLUT
	glutInitDisplayMode(GLUT_RGB | GLUT_SINGLE);
	glutInitWindowPosition(300, 100);
	glutInitWindowSize(window_size, window_size);
	glutCreateWindow("filling_line");
	InitEnvironment();   //初始化
	glutMouseFunc(&OnMouse);  //注册鼠标事件
	glutMainLoop();    //持续显示,当窗口改变会重新绘制图形
	return 0;
}

void InitEnvironment() {
	glClearColor(0.0, 0.0, 0.0, 1);
	glClear(GL_COLOR_BUFFER_BIT);
	glMatrixMode(GL_MODELVIEW);
	glLoadIdentity();
	glPointSize(6);
	glLineWidth(3);
	gluOrtho2D(0, window_size, 0, window_size);
	draw_rectangle();

	line[0].init(XL, YB, XL, YT);//左边界
	line[1].init(XR, YB, XR, YT);//右边界
	line[2].init(XL, YB, XR, YB);//下边界
	line[3].init(XL, YT, XR, YT);//上边界
}

bool inRectangle(float x, float y) {
	return (XL < x && x < XR && YB < y && y < YT);
}

void draw_rectangle() {
	glBegin(GL_LINES);
	glColor3f(1, 1, 0);
	glVertex2f(XL, window_size - YB);
	glVertex2f(XR, window_size - YB);
	glVertex2f(XL, window_size - YT);
	glVertex2f(XR, window_size - YT);
	glVertex2f(XL, window_size - YB);
	glVertex2f(XL, window_size - YT);
	glVertex2f(XR, window_size - YB);
	glVertex2f(XR, window_size - YT);
	glEnd();
	glFlush();
}

void draw_lines() {//跟着用户画线
	glBegin(GL_LINES);
	glColor3f(0.5, 0.5, 0.5);
	int x1 = v[0].x, y1 = v[0].y;
	int x2, y2;
	for (int i = 1; i < v.size(); i++) {
		x2 = v[i].x, y2 = v[i].y;
		glVertex2f(x1, window_size - y1);
		glVertex2f(x2, window_size - y2);
		x1 = x2, y1 = y2;
	}
	if (if_drawable == 0) {//最终的display
		glVertex2f(x1, window_size - y1);
		glVertex2f(v[0].x, window_size - v[0].y);

		glColor3f(1, 0, 0);
		x1 = cv[0].x, y1 = cv[0].y;
		cout << x1 << " " << y1 << endl;
		for (int i = 1; i < cv.size(); i++) {
			x2 = cv[i].x, y2 = cv[i].y;
			cout << x2 << " " << y2 << endl;
			glVertex2f(x1, window_size - y1);
			glVertex2f(x2, window_size - y2);
			x1 = x2, y1 = y2;	
		}
		glVertex2f(x1, window_size - y1);
		glVertex2f(cv[0].x, window_size - cv[0].y);
	}
	glEnd();
	glFlush();
}

void OnMouse(int button, int state, int x, int y) {
	//OnMouse坐标系x从左向右,y从上到下
	if (button == GLUT_LEFT_BUTTON && state == GLUT_DOWN && if_drawable) {
		if (flag == 1) {
			flag++;
			v.push_back(Point(x, y));
			cv.push_back(Point(x, y));
			glBegin(GL_POINTS);
			glColor3f(0.5, 0.5, 0.5);
			glVertex2f(x, window_size - y);
			glEnd();
			glFlush();
		}
		else {
			v.push_back(Point(x, y));
			cv.push_back(Point(x, y));
			draw_lines();
		}
	}
	if (button == GLUT_RIGHT_BUTTON && state == GLUT_DOWN && if_drawable)
	{   //点击右键
		if_drawable = 0;
		v.push_back(Point(x, y));
		cv.push_back(Point(x, y));
		Sutherland_Hodgman();
		draw_lines();
	}
}
bool Inside(Point p,int i) {
	if (i == 0) {//左边界
		if (p.x >= XL)return 1;
	}
	else if (i == 1) {//右边界
		if (p.x <= XR)return 1;
	}
	else if (i == 2) {//下边界
		if (p.y >= YB)return 1;
	}
	else if (i == 3) {//上边界
		if (p.y <= YT)return 1;
	}
	return 0;
}

void Intersect(Point S, Point P, int i, Point &ans) {
	if (i < 2) {//垂直裁剪边
		if (i == 0)ans.x = XL;
		else ans.x = XR;
		ans.y = S.y + (ans.x - S.x) * (P.y - S.y) / (P.x - S.x);
	}
	else {//水平裁剪边
		if (i == 2)ans.y = YB;
		else ans.y = YT;
		ans.x = S.x + (ans.y - S.y) * (P.x - S.x) / (P.y - S.y);
	}
}

void Sutherland_Hodgman() {
	/*遍历矩形四个边界,每次都更新原来的点集*/
	vector<Point>tmp;
	Point ip;
	for (int i = 0; i < 4; i++) {
		Point S = cv[cv.size()-1],P;
		for (int j = 0; j < cv.size(); j++) {
			P = cv[j];
			if (Inside(P, i)) {
				if (Inside(S, i)) {
					tmp.push_back(P);
				}
				else {
					Intersect(S, P, i, ip);
					tmp.push_back(ip);
					tmp.push_back(P);
				}
			}
			else if (Inside(S, i)) {
				Intersect(S, P, i, ip);
				tmp.push_back(ip);
			}
			S = P;
		}
		cv.clear();
		for (int j = 0; j < tmp.size(); j++) {
			cv.push_back(tmp[j]);
		}
		tmp.clear();
	}

}

PointAndLine.h

#pragma once
#include<iostream>
using namespace std;
struct Point {
	float x, y;
	Point(float _x, float _y) :x(_x), y(_y) {}
	Point(){}
	void operator =(Point& r) {
		x = r.x; y = r.y;
	}
};

struct Line {
	float A, B, C;
	float X1, Y1, X2, Y2;
	float  x, y, dx, ym;     //(x,y):第一个接触到扫描线的点,y和ym可以判断是否为横直线,dx:1/k,ym:最大y  
	Line() {}
	Line(float x1, float y1, float x2, float y2) :
		X1(x1), Y1(y1), X2(x2), Y2(y2) {
		A = y2 - y1;
		B = x1 - x2;
		C = x2 * y1 - x1 * y2;
		if (y1 == y2) {      //横直线dx不能按正常算
			this->y = y1;
			this->ym = y1;
			if (x1 < x2) { dx = x1; x = x2; }
			else { dx = x2; x = x1; }
		}
		else if (y2 < y1) {
			this->x = x2;                     //记录上方的x值一方便处理关键时刻(用于插入AET排序)
			this->y = y2;                    //记录上方的y值,用于排序
			this->ym = y1;                  //靠下者ym
			dx = (x2 - x1) / (y2 - y1);
		}
		else {
			this->x = x1;
			this->y = y1;
			this->ym = y2;
			dx = (x2 - x1) / (y2 - y1);
		}
	}
	void init(float x1, float y1, float x2, float y2) {
		X1 = x1, Y1 = y1, X2 = x2, Y2 = y2;
		A = y2 - y1;
		B = x1 - x2;
		C = x2 * y1 - x1 * y2;
	}
	bool inTheLine(float x, float y) {
		float minx = min(X1, X2);
		float maxx = max(X1, X2);
		float miny = min(Y1, Y2);
		float maxy = max(Y1, Y2);
		if (minx <= x && x <= maxx && miny <= y && y <= maxy)return 1;
		else { return 0; }
	}
	bool onSide(float x, float y) {
		//返回在直线的某一侧
		if (A * x + B * y + C > 0)return 1;
		else return 0;
		//(y - y1) * (x2 - x1) - (x - x1) * (y2 - y1)
	}
};

bool qujiao(float& x, float& y, Line l1, Line l2) {
	//取交点
	float m = l1.A * l2.B - l1.B * l2.A;
	if (m == 0)return 0;
	else {
		x = (l2.C * l1.B - l1.C * l2.B) / m;
		y = (l1.C * l2.A - l2.C * l1.A) / m;
		return 1;
	}
}
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