墙线融合消隐算法是一种三维图形学算法,用于解决多个墙体重叠时,如何正确显示的问题。下面是一个简单的C++实现:
```
#include <iostream>
#include <vector>
#include <algorithm>
#include <cmath>
using namespace std;
struct Point3D {
double x, y, z;
Point3D(double _x, double _y, double _z): x(_x), y(_y), z(_z) {}
};
struct Wall {
Point3D p1, p2, p3, p4;
Wall(Point3D _p1, Point3D _p2, Point3D _p3, Point3D _p4): p1(_p1), p2(_p2), p3(_p3), p4(_p4) {}
};
struct Edge {
Point3D p1, p2;
Edge(Point3D _p1, Point3D _p2): p1(_p1), p2(_p2) {}
};
bool cmp(const Edge& e1, const Edge& e2) {
return e1.p1.z < e2.p1.z;
}
double getZ(const Point3D& p1, const Point3D& p2, double x, double y) {
double a = (p2.z - p1.z) / (p2.x - p1.x);
double b = p1.z - a * p1.x;
return a * x + b + y;
}
void clip(vector<Edge>& edges, double znear, double zfar) {
vector<Edge> newEdges;
for (auto edge : edges) {
bool inside1 = edge.p1.z >= znear && edge.p1.z <= zfar;
bool inside2 = edge.p2.z >= znear && edge.p2.z <= zfar;
if (inside1 && inside2) {
newEdges.push_back(edge);
} else if (!inside1 && inside2) {
double x = edge.p1.x + (znear - edge.p1.z) * (edge.p2.x - edge.p1.x) / (edge.p2.z - edge.p1.z);
double y = edge.p1.y + (znear - edge.p1.z) * (edge.p2.y - edge.p1.y) / (edge.p2.z - edge.p1.z);
newEdges.push_back(Edge(edge.p1, Point3D(x, y, znear)));
newEdges.push_back(Edge(Point3D(x, y, znear), edge.p2));
} else if (inside1 && !inside2) {
double x = edge.p1.x + (zfar - edge.p1.z) * (edge.p2.x - edge.p1.x) / (edge.p2.z - edge.p1.z);
double y = edge.p1.y + (zfar - edge.p1.z) * (edge.p2.y - edge.p1.y) / (edge.p2.z - edge.p1.z);
newEdges.push_back(Edge(edge.p1, Point3D(x, y, zfar)));
newEdges.push_back(Edge(Point3D(x, y, zfar), edge.p2));
}
}
edges = newEdges;
}
void draw(vector<Edge>& edges, double znear, double zfar) {
clip(edges, znear, zfar);
sort(edges.begin(), edges.end(), cmp);
vector<double> scanline;
for (double z = znear; z <= zfar; z += 0.1) {
scanline.clear();
for (auto edge : edges) {
if (edge.p1.z <= z && edge.p2.z >= z) {
double x = edge.p1.x + (z - edge.p1.z) * (edge.p2.x - edge.p1.x) / (edge.p2.z - edge.p1.z);
double y = edge.p1.y + (z - edge.p1.z) * (edge.p2.y - edge.p1.y) / (edge.p2.z - edge.p1.z);
scanline.push_back(x);
}
}
sort(scanline.begin(), scanline.end());
for (int i = 0; i < scanline.size(); i += 2) {
int x1 = ceil(scanline[i]);
int x2 = floor(scanline[i+1]);
cout << "Draw line from (" << x1 << "," << z << ") to (" << x2 << "," << z << ")" << endl;
}
}
}
int main() {
Point3D p1(0, 0, 0);
Point3D p2(0, 10, 0);
Point3D p3(10, 10, 0);
Point3D p4(10, 0, 0);
Wall w1(p1, p2, p3, p4);
Point3D p5(2, 2, 5);
Point3D p6(2, 8, 5);
Point3D p7(8, 8, 5);
Point3D p8(8, 2, 5);
Wall w2(p5, p6, p7, p8);
vector<Wall> walls = {w1, w2};
vector<Edge> edges;
for (auto wall : walls) {
edges.push_back(Edge(wall.p1, wall.p2));
edges.push_back(Edge(wall.p2, wall.p3));
edges.push_back(Edge(wall.p3, wall.p4));
edges.push_back(Edge(wall.p4, wall.p1));
}
draw(edges, 1, 10);
return 0;
}
```
这个例子中,我们有两个墙体,一个在z=0处,一个在z=5处。我们将它们转化为边的列表,然后用墙线融合消隐算法画出它们的投影。在这个例子中,我们将视点设置为坐标原点,投影平面为z=1的平面。