Libgdx 多边形三角剖分 [英] Libgdx polygon triangulation
问题描述
好的,所以我有一个多边形(简单但凹形),我试图将它切割成三角形,以使其与另一个多边形相撞.
Ok, so I have a polygon (simple but concave) that I'm trying to cut into triangles to make it collide with an other polygon.
我知道我的多边形是凹的,所以我决定使用 LibGDX EarClippingTriangulator 将它切割成三角形.
I knew my polygone was concave, so i decided to use LibGDX EarClippingTriangulator to manage to cut it into triangles.
所以,通过这段代码,我得到了我的三角形顶点:
So, with this code, I get my triangles vertices :
public void triangulate()
{
Vector<float[]> trianglesVertices = new Vector<float[]>();
ShortArray pointsCoords = new ShortArray();
EarClippingTriangulator triangulator = new EarClippingTriangulator();
// Cut in triangles
pointsCoords = triangulator.computeTriangles(this.getTransformedVertices());
// Make triangles
for (int i = 0; i < pointsCoords.size / 6; i++)
{
trianglesVertices.add(new float[] {
pointsCoords.get(i), pointsCoords.get(i+1),
pointsCoords.get(i+2), pointsCoords.get(i+3),
pointsCoords.get(i+4), pointsCoords.get(i+5),
});
Polygon triangle = new Polygon(trianglesVertices.get(i));
triangles.add(triangle);
}
System.out.printf("Triangulation made %d triangles.
", pointsCoords.size / 6);
}
但是当我尝试绘制我刚刚制作的那些三角形时,他们只是堆叠在 0,0 坐标中..而且,所有三角形看起来几乎相同是否正常,我的意思是它们都有相同的方向?
But when i try to draw thoses triangles I just made, they just stack in the 0,0 coord.. And, is it normal that all triangles seems almost the sames, I mean they all got the same orientation ?
我没有找到太多关于这个用于 libgdx 的 trangulation 的信息你能帮忙吗?
I didn't found so much info about this trangulation use for libgdx Can you help ?
(对不起我的英语我是法国人,对不起没有照片,我在这里太年轻了)
(Sorry for my english i'm french, and sorry for no pictures, i'm too young here)
这是我的多边形(逆时针)
This is my polygon (in CCW)
hitbox.setVertices(new float[]{
this.getX() + 13, this.getY() - 60,
this.getX() + 16, this.getY() - 74,
this.getX() + 39, this.getY() - 74,
this.getX() + 45, this.getY() - 105,
this.getX() + 81, this.getY() - 105,
this.getX() + 88, this.getY() - 74,
this.getX() + 108, this.getY() - 74,
this.getX() + 114, this.getY() - 61,
this.getX() + 106, this.getY() - 30, // Top right
this.getX() + 101, this.getY() - 29,
this.getX() + 101, this.getY() - 57,
this.getX() + 83, this.getY() - 62,
this.getX() + 75, this.getY() - 50,
this.getX() + 65, this.getY() - 4, // Top mid
this.getX() + 62, this.getY() - 4, // Top mid
this.getX() + 52, this.getY() - 50,
this.getX() + 44, this.getY() - 62,
this.getX() + 25, this.getY() - 56,
this.getX() + 25, this.getY() - 30,
this.getX() + 19, this.getY() - 30, // Top left
});
现在我有足够的点来向您展示多边形了
Now i got enough point to show you the polygon here it is
推荐答案
问题出在你的循环上:
// Make triangles
for (int i = 0; i < pointsCoords.size / 6; i++)
{
trianglesVertices.add(new float[] {
pointsCoords.get(i), pointsCoords.get(i+1),
pointsCoords.get(i+2), pointsCoords.get(i+3),
pointsCoords.get(i+4), pointsCoords.get(i+5),
});
Polygon triangle = new Polygon(trianglesVertices.get(i));
triangles.add(triangle);
}
第一个三角形将具有正确的坐标,但第二个三角形将使用 pointsCoords
的 1、2、3、4、5、6 个元素,这些元素没有任何意义.您应该在循环内将 i
乘以 6 以考虑偏移:
First triangle will have correct coordinates, but second one will will use 1, 2, 3, 4, 5, 6 elements of pointsCoords
that doesn't make any sence. You should multiply i
by 6 inside loop to take offset into account:
pointsCoords.get(i*6), pointsCoords.get(i*6 + 1),
pointsCoords.get(i*6 + 2), pointsCoords.get(i*6 + 3),
pointsCoords.get(i*6 + 4), pointsCoords.get(i*6 + 5),
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