【问题标题】:How to draw precise borders around filled polygons in libGDX?如何在 libGDX 中围绕填充的多边形绘制精确的边界?
【发布时间】:2018-10-25 19:18:53
【问题描述】:

我正在尝试在另一个填充多边形上绘制一个较小的填充多边形(在我的情况下它始终是凸的而不是自相交的四边形),以获得对该填充多边形周围边框的印象。为此,我发现了如何计算四边形的质心——它将是一个点,较小的填充多边形将围绕该点按比例缩小。我从这里复制了算法:https://math.stackexchange.com/a/2878092

这是该类的完整代码:

public class BodyPartActor extends Actor {
    private static TextureRegion textureRegion = Globals.getTextureRegion();
    private static Color borderColor = Assets.getSkin().getColor("pink");
    private static Color bodyPartColor = Assets.getSkin().getColor("green");
    private static short[] triangles = new short[] {
            0, 1, 2,         // Two triangles using vertex indices.
            0, 2, 3          // Take care of the counter-clockwise direction.
    };
    private PolygonRegion polygonRegion;
    private BodyPart bodyPart;
    private Vector2 centroid;

    public BodyPartActor(BodyPart bodyPart) {
        this.bodyPart = bodyPart;
        polygonRegion = new PolygonRegion(textureRegion, this.bodyPart.getVertices(), triangles);
        centroid = getCentroidOfQuadrangle();
    }

    private Vector2 getCentroidOfQuadrangle() {
        float[] v = bodyPart.getVertices();
        Vector2 centroidA = getCentroidOfTriangle(new float[]{v[0], v[1], v[2], v[3], v[4], v[5]});
        Vector2 centroidB = getCentroidOfTriangle(new float[]{v[2], v[3], v[4], v[5], v[6], v[7]});
        Vector2 centroidC = getCentroidOfTriangle(new float[]{v[4], v[5], v[6], v[7], v[0], v[1]});
        Vector2 centroidD = getCentroidOfTriangle(new float[]{v[6], v[7], v[0], v[1], v[2], v[3]});
        return getPointOfLinesIntersection(centroidA, centroidC, centroidB, centroidD);
    }

    private Vector2 getCentroidOfTriangle(float[] vertices) {
        return new Vector2 (
                (vertices[0] + vertices[2] + vertices[4]) / 3,
                (vertices[1] + vertices[3] + vertices[5]) / 3
        );
    }

    private Vector2 getPointOfLinesIntersection(Vector2 startLineA, Vector2 endLineA, Vector2 startLineB,
                                                Vector2 endLineB) {
        float detOfLineA = det2x2(startLineA.x, startLineA.y, endLineA.x, endLineA.y);
        float detOfLineB = det2x2(startLineB.x, startLineB.y, endLineB.x, endLineB.y);

        float xDeltaOfLineA = startLineA.x - endLineA.x;
        float xDeltaOfLineB = startLineB.x - endLineB.x;
        float yDeltaOfLineA = startLineA.y - endLineA.y;
        float yDeltaOfLineB = startLineB.y - endLineB.y;

        float xNom = det2x2(detOfLineA, xDeltaOfLineA, detOfLineB, xDeltaOfLineB);
        float yNom = det2x2(detOfLineA, yDeltaOfLineA, detOfLineB, yDeltaOfLineB);
        float deNom = det2x2(xDeltaOfLineA, yDeltaOfLineA, xDeltaOfLineB, yDeltaOfLineB);

        return new Vector2(xNom / deNom, yNom / deNom);
    }

    /**
     * Calculate determinant of a 2x2 matrix:
     * |a b|
     * |c d|
     */
    private float det2x2(float a, float b, float c, float d) {
        return (a * d) - (b * c);
    }

    @Override
    public void draw(Batch batch, float parentAlpha) {
        float x = bodyPart.getBody().getPosition().x;
        float y = bodyPart.getBody().getPosition().y;
        float width = polygonRegion.getRegion().getRegionWidth();
        float height = polygonRegion.getRegion().getRegionHeight();
        float originX = centroid.x;
        float originY = centroid.y;
        float rotation = calculateRotation(originX, originY);

        PolygonSpriteBatch polygonSpriteBatch = (PolygonSpriteBatch) batch;
        polygonSpriteBatch.setColor(borderColor.r, borderColor.g, borderColor.b, borderColor.a * parentAlpha);
        polygonSpriteBatch.draw(polygonRegion, x, y, originX, originY, width, height, 1f, 1f, rotation);
        polygonSpriteBatch.setColor(bodyPartColor.r, bodyPartColor.g, bodyPartColor.b, bodyPartColor.a * parentAlpha);
        polygonSpriteBatch.draw(polygonRegion, x, y, originX, originY, width, height, 0.9f, 0.9f, rotation);
    }

    private float calculateRotation(float originX, float originY) {
    // How to calculate when originX and originY are the center of quadrangle???
        return bodyPart.getBody().getAngle() * MathUtils.radiansToDegrees; // Works only if originX and originY are 0.
    }
}

看来计算质心是正确的,我checked it here:http://eguruchela.com/math/Calculator/polygon-centroid-point 但是the resulting borders doesn't look okay。我什至认为在计算顶点位置时 libGDX 中存在一些浮点算术问题,但我找不到任何问题,所以我不知道问题出在哪里。旋转也有问题,因为现在我在四边形的质心处绘制原点,所以它不能正确渲染(在尝试绘制边框之前,originX 和 originY 为 0,这使得正确渲染旋转体正确,现在它没有按照应有的方式对齐)。

您知道如何正确渲染此边框并正确旋转多边形吗?或者也许解决这个问题的整个方法是错误的,有更好的方法来做到这一点?

【问题讨论】:

    标签: java libgdx box2d polygon centroid


    【解决方案1】:

    好的,我现在可以使用它了。我使用了这个算法:https://math.stackexchange.com/a/2824263(方法 2)。 Here's how it looks now。虽然它不是 100% 稳定的。一些非常平坦的四边形有问题,如果边框不厚很少见,但如果是it can look like this,当边框厚度设置得更高时更糟。但是对于我的细边框来说已经足够了。现在是这个类的代码:

    public class BodyPartActor extends Actor {
        private static TextureRegion textureRegion = Globals.getTextureRegion();
        private static Color borderColor = Assets.getSkin().getColor("bodyPartBorder");
        private static Color fillColor = Assets.getSkin().getColor("bodyPartFill");
        private static short[] triangles = new short[] {
                0, 1, 2,         // Two triangles using vertex indices.
                0, 2, 3          // Take care of the counter-clockwise direction.
        };
        private static float borderThickness = 0.1f;
        private PolygonRegion polygonRegionBorder;
        private PolygonRegion polygonRegionFill;
        private BodyPart bodyPart;
    
        public BodyPartActor(BodyPart bodyPart) {
            this.bodyPart = bodyPart;
            float[] vertices = this.bodyPart.getVertices();
            polygonRegionBorder = new PolygonRegion(textureRegion, vertices, triangles);
            polygonRegionFill = new PolygonRegion(textureRegion, calculateInnerVertices(vertices), triangles);
        }
    
        /**
         * @param v vertices of the outer quadrangle
         */
        private float[] calculateInnerVertices(float[] v) {
            Vector2 vA = calculateInnerVertex(v[6], v[7], v[0], v[1], v[2], v[3]);
            Vector2 vB = calculateInnerVertex(v[0], v[1], v[2], v[3], v[4], v[5]);
            Vector2 vC = calculateInnerVertex(v[2], v[3], v[4], v[5], v[6], v[7]);
            Vector2 vD = calculateInnerVertex(v[4], v[5], v[6], v[7], v[0], v[1]);
            return new float[]{vA.x, vA.y, vB.x, vB.y, vC.x, vC.y, vD.x, vD.y};
        }
    
        /**
         * Positive borderThickness value will produce vertex that is offseted to the inner side of the provided quadrangle.
         * Negative borderThickness value will produce vertex that is on the outer side of the quadrangle.
         */
        private Vector2 calculateInnerVertex(float prevX, float prevY, float curX, float curY, float nextX, float nextY) {
            Vector2 v = new Vector2(nextX - curX, nextY - curY);
            Vector2 w = new Vector2(prevX - curX, prevY - curY);
            Vector2 u = v.cpy().scl(w.len()).add(w.cpy().scl(v.len()));
            float absDetVW = Math.abs((v.x * w.y) - (v.y * w.x));
            return new Vector2(curX, curY).add(u.scl(borderThickness / absDetVW));
        }
    
        @Override
        public void draw(Batch batch, float parentAlpha) {
            float x = bodyPart.getBody().getPosition().x;
            float y = bodyPart.getBody().getPosition().y;
            float rotation = bodyPart.getBody().getAngle() * MathUtils.radiansToDegrees;
    
            PolygonSpriteBatch polygonSpriteBatch = (PolygonSpriteBatch) batch;
            polygonSpriteBatch.setColor(borderColor.r, borderColor.g, borderColor.b, borderColor.a * parentAlpha);
            polygonSpriteBatch.draw(polygonRegionBorder, x, y, 0f, 0f, 1f, 1f, 1f, 1f, rotation);
            polygonSpriteBatch.setColor(fillColor.r, fillColor.g, fillColor.b, fillColor.a * parentAlpha);
            polygonSpriteBatch.draw(polygonRegionFill, x, y, 0f, 0f, 1f, 1f, 1f, 1f, rotation);
        }
    }
    

    【讨论】:

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