在网格布局上绘制一条线,然后添加虚拟轴 [英] Plotting a line on a grid layout, then addition veritcal axis

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问题描述

本问题底部的解决方案



我有这样的代码:

 public void lineImproved(int x0,int y0,int x1,int y1,Color color)
{
int pix = color.getRGB();
int dx = x1 - x0;
int dy = y1 - y0;

raster.setPixel(pix,x0,y0);
if(Math.abs(dx)> Math.abs(dy)){//斜率< 1
float m =(float)dy /(float)dx; //计算斜率
float b = y0 - m * x0;
dx =(dx <0)? -1:1;
while(x0!= x1){
x0 + = dx;
raster.setPixel(pix,x0,Math.round(m * x0 + b));
}
} else
if(dy!= 0){// slope> = 1
float m =(float)dx /(float)dy; //计算斜率
float b = x0 - m * y0;
dy =(dy <0)? -1:1;
while(y0!= y1){
y0 + = dy;
raster.setPixel(pix,Math.round(m * y0 + b),y0);



$ / code $ / pre

填充构成指定2个点之间的线的特定像素(即[x0,y0]和[x1,y1])。我需要它包含h0和h1以获得2分的高度。通过这样做,我希望能够通过每个raster.setPixel函数获得垂直轴上的高度值。



更新
我现在拥有代码应该如何执行这个任务,但仍然只能用于2D。我需要实现建议的解决方案来验证它:


  internal static int DrawLine(Player theplayer ,字节drawBlock,int x0,int y0,int z0,int x1,int y1,int z1)
{
int blocks = 0;
bool cannotUndo = false;

int dx = x1 - x0;
int dy = y1 - y0;
int dz = z1 - z0;

DrawOneBlock(theplayer,drawBlock,x0,y0,z0,ref blocks,ref cannotUndo); (Math.Abs​​(dx)> Math.Abs​​(dy))
{//斜率< 1
float m =(float)dy /(float)dx; //计算斜率
float b = y0 - m * x0;
dx =(dx <0)? -1:1;
while(x0!= x1)
{
x0 + = dx;
DrawOneBlock(theplayer,drawBlock,x0,Convert.ToInt32(Math.Round(m * x0 + b)),z0,ref blocks,ref cannotUndo);



{

if(dy!= 0)
{// slope> = 1
float m =(float)dx /(float)dy; //计算斜率
float b = x0 - m * y0;
dy =(dy <0)? -1:1;
while(y0!= y1)
{
y0 + = dy;
DrawOneBlock(theplayer,drawBlock,Convert.ToInt32(Math.Round(m * y0 + b)),y0,z0,ref blocks,ref cannotUndo);
}
}
}
返回块;
}

解决方案: b

  internal static int DrawLine(Player theplayer,Byte drawBlock,int x0,int y0,int z0,int x1,int y1,int z1)
{
int blocks = 0;
bool cannotUndo = false;
bool detected = false;

int dx = x1 - x0;
int dy = y1 - y0;
int dz = z1 - z0;

DrawOneBlock(theplayer,drawBlock,x0,y0,z0,ref blocks,ref cannotUndo); (Math.Abs​​(dx)> Math.Abs​​(dy)& Math.Abs​​(dx))的数学表达式(bx,b,b,b, )> Math.Abs​​(dz)&&检测== false)
{//距离最大
detected = true;
float my =(float)dy /(float)dx; //计算y斜率
float mz =(float)dz /(float)dx; //计算z斜率
float by = y0 - my * x0;
float bz = z0 - mz * x0;
dx =(dx <0)? -1:1;
while(x0!= x1)
{
x0 + = dx;
DrawOneBlock(theplayer,drawBlock,Convert.ToInt32(x0),Convert.ToInt32(Math.Round(my * x0 + by)),Convert.ToInt32(Math.Round(mz * x0 + bz)),ref blocks,ref cannotUndo);如果(Math.Abs​​(dy)> Math.Abs​​(dz)),则可以计算出数学公式)& Math.Abs​​(dy)> Math.Abs​​(dx)&&&&检测== false&&检测== false)
{//距离最大
检测到=真;
float mz =(float)dz /(float)dy; //计算z斜率
float mx =(float)dx /(float)dy; //计算x斜率
float bz = z0 - mz * y0;
float bx = x0 - mx * y0;
dy =(dy <0)? -1:1;
while(y0!= y1)
{
y0 + = dy;
DrawOneBlock(theplayer,drawBlock,Convert.ToInt32(Math.Round(mx * y0 + bx)),Convert.ToInt32(y0),Convert.ToInt32(Math.Round(mz * y0 + bz)),ref blocks,ref cannotUndo); (Math.Abs​​(dz)> Math.Abs​​(dx))的数学表达式(bx,b,b,b,b,b,b,b,b,b, )& Math.Abs​​(dz)> Math.Abs​​(dy)&&&&检测== false&&检测== false)
{// z距离最大
检测到=真;
float mx =(float)dx /(float)dz; //计算x斜率
float my =(float)dy /(float)dz; //计算y斜率
float bx = x0 - mx * z0;
float by = y0 - my * z0;
dz =(dz <0)? -1:1;
while(z0!= z1)
{
z0 + = dz;
DrawOneBlock(theplayer,drawBlock,Convert.ToInt32(Math.Round(mx * z0 + bx)),Convert.ToInt32(Math.Round(my * z0 + by)),Convert.ToInt32(z0),ref blocks,ref cannotUndo);



$ div $解析方案

你将需要比较 abs(dx) abs(dy) abs(dz )并挑选最大的一个。在每种情况下,使用类似于你所拥有的代码,类似地计算两个其他坐标:

  if(Math.abs(dx)> ; Math.abs(dy)& Math.abs(dx)> Math.abs(dz)){//距离最大
float my =(float)dy /(float)dx; //计算y斜率
float mz =(float)dz /(float)dx; //计算z斜率
float by = y0 - my * x0;
float bz = z0 - mz * x0;
dx =(dx <0)? -1:1;
while(x0!= x1){
x0 + = dx;
raster.setPixel(pix,x0,Math.round(my * x0 + by),Math.round(mz * x0 + bz));
}


SOLUTION AT BOTTOM OF THIS QUESTION

I have this code:

public void lineImproved(int x0, int y0, int x1, int y1, Color color)
{
    int pix = color.getRGB();
    int dx = x1 - x0;
    int dy = y1 - y0;

    raster.setPixel(pix, x0, y0);
    if (Math.abs(dx) > Math.abs(dy)) {          // slope < 1
        float m = (float) dy / (float) dx;      // compute slope
        float b = y0 - m*x0;
        dx = (dx < 0) ? -1 : 1;
        while (x0 != x1) {
            x0 += dx;
            raster.setPixel(pix, x0, Math.round(m*x0 + b));
        }
    } else
    if (dy != 0) {                              // slope >= 1
        float m = (float) dx / (float) dy;      // compute slope
        float b = x0 - m*y0;
        dy = (dy < 0) ? -1 : 1;
        while (y0 != y1) {
            y0 += dy;
            raster.setPixel(pix, Math.round(m*y0 + b), y0);
        }
    }
}

It currently plots a line and fills in the specific pixels that make up the line between the 2 points specified (i.e. [x0,y0] and [x1,y1]). I need it to include an h0 and h1 for the height of the 2 points. By doing so I hope to be able to obtain a height value on the vertical axis with every raster.setPixel function.

UPDATE I have now the code how it should be for this task, but still only in 2D. I need to implement the suggested solution to the following code to verify it:

    internal static int DrawLine(Player theplayer, Byte drawBlock, int x0, int y0, int z0, int x1, int y1, int z1)
    {
        int blocks = 0;
        bool cannotUndo = false;

        int dx = x1 - x0;
        int dy = y1 - y0;
        int dz = z1 - z0;

        DrawOneBlock (theplayer, drawBlock, x0, y0, z0, ref blocks, ref cannotUndo);
        if (Math.Abs(dx) > Math.Abs(dy))
        {          // slope < 1
            float m = (float)dy / (float)dx;      // compute slope
            float b = y0 - m * x0;
            dx = (dx < 0) ? -1 : 1;
            while (x0 != x1)
            {
                x0 += dx;
                DrawOneBlock(theplayer, drawBlock, x0, Convert.ToInt32(Math.Round(m * x0 + b)), z0, ref blocks, ref cannotUndo);
            }
        }
        else
        {

            if (dy != 0)
            {                              // slope >= 1
                float m = (float)dx / (float)dy;      // compute slope
                float b = x0 - m * y0;
                dy = (dy < 0) ? -1 : 1;
                while (y0 != y1)
                {
                    y0 += dy;
                    DrawOneBlock(theplayer, drawBlock, Convert.ToInt32(Math.Round(m * y0 + b)), y0, z0, ref blocks, ref cannotUndo);
                }
            }
        }
        return blocks;
    }

SOLUTION:

internal static int DrawLine(Player theplayer, Byte drawBlock, int x0, int y0, int z0, int x1, int y1, int z1)
    {
        int blocks = 0;
        bool cannotUndo = false;
        bool detected = false;

        int dx = x1 - x0;
        int dy = y1 - y0;
        int dz = z1 - z0;

        DrawOneBlock (theplayer, drawBlock, x0, y0, z0, ref blocks, ref cannotUndo);

    //a>x,b>y,c>z
    if (Math.Abs(dx) > Math.Abs(dy) && Math.Abs(dx) > Math.Abs(dz) && detected == false)
        { // x distance is largest
            detected = true;
            float my = (float)dy / (float)dx;      // compute y slope
            float mz = (float)dz / (float)dx;      // compute z slope
            float by = y0 - my * x0;
            float bz = z0 - mz * x0;
            dx = (dx < 0) ? -1 : 1;
            while (x0 != x1)
            {
                x0 += dx;
                DrawOneBlock(theplayer, drawBlock, Convert.ToInt32(x0), Convert.ToInt32(Math.Round(my * x0 + by)), Convert.ToInt32(Math.Round(mz * x0 + bz)), ref blocks, ref cannotUndo);
            }
        }

    //a>y,b>z,c>x
    if (Math.Abs(dy) > Math.Abs(dz) && Math.Abs(dy) > Math.Abs(dx) && detected == false && detected == false)
        { // y distance is largest
            detected = true;
            float mz = (float)dz / (float)dy;      // compute z slope
            float mx = (float)dx / (float)dy;      // compute x slope
            float bz = z0 - mz * y0;
            float bx = x0 - mx * y0;
            dy = (dy < 0) ? -1 : 1;
            while (y0 != y1)
            {
                y0 += dy;
                DrawOneBlock(theplayer, drawBlock, Convert.ToInt32(Math.Round(mx * y0 + bx)), Convert.ToInt32(y0) , Convert.ToInt32(Math.Round(mz * y0 + bz)), ref blocks, ref cannotUndo);
            }
        }

    //a>z,b>x,c>y
    if (Math.Abs(dz) > Math.Abs(dx) && Math.Abs(dz) > Math.Abs(dy) && detected == false && detected == false)
        { // z distance is largest
            detected = true;
            float mx = (float)dx / (float)dz;      // compute x slope
            float my = (float)dy / (float)dz;      // compute y slope
            float bx = x0 - mx * z0;
            float by = y0 - my * z0;
            dz = (dz < 0) ? -1 : 1;
            while (z0 != z1)
            {
                z0 += dz;
                DrawOneBlock(theplayer, drawBlock, Convert.ToInt32(Math.Round(mx * z0 + bx)), Convert.ToInt32(Math.Round(my * z0 + by)), Convert.ToInt32(z0), ref blocks, ref cannotUndo);
            }
        }

解决方案

You will need to compare abs(dx), abs(dy), and abs(dz) and pick the biggest one. In each case use code like to what you have, computing both other coordinates similarly:

if (Math.abs(dx) > Math.abs(dy) && Math.abs(dx) > Math.abs(dz)) { // x distance is largest
    float my = (float) dy / (float) dx;      // compute y slope
    float mz = (float) dz / (float) dx;      // compute z slope
    float by = y0 - my*x0;
    float bz = z0 - mz*x0;
    dx = (dx < 0) ? -1 : 1;
    while (x0 != x1) {
        x0 += dx;
        raster.setPixel(pix, x0, Math.round(my*x0 + by), Math.round(mz*x0 + bz));
    }

这篇关于在网格布局上绘制一条线,然后添加虚拟轴的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!

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