如何简化图形路径? [英] how can I simplify a graphicspath?
问题描述
通过跟随MouseMove事件,我正在创建一个相当密集的GraphicsPath.除了在移动过程中进行过滤之外,是否还有一个例程可以在事件发生后简化GraphicsPath?
我现在还想实现基于矢量的洪水填充",这将创建另一个非常密集的路径.
我想我将不得不逐步检查它,并比较每条线的方向,直到其变化超过极限或直到变化累加到该极限为止.或者我可以简单地删除其他所有内容.相当粗糙.
我希望有一个内置的例程或标准算法;但是也许我没有使用正确的搜索词.
感谢所有建议.
阅读这个问题我想起了我的旧职位;所以我决定最终实现一个简单的减少方案:
List<PointF> ReducePath(List<PointF> points, float epsilon)
{
if (points.Count < 3) return points;
var newPoints = new List<PointF>();
newPoints.Add(points[0]);
float delta = 0f;
float prevAngle = (float)(Angle(points[0], points[1]) /10f);
for (int i = 1; i < points.Count - 1; i++)
{
float ang = Angle(points[i-1], points[i])/10f;
delta += ang - prevAngle;
prevAngle = ang;
if (Math.Abs(delta) > epsilon)
{
delta = 0;
newPoints.Add(points[i]);
}
}
newPoints.Add(points[ points.Count -1]);
return newPoints;
}
float Angle(PointF p1, PointF p2)
{
if (p1.Y == p2.Y) return p1.X > p2.Y ? 0 : 180;
else if (p1.X == p2.X) return p1.Y > p2.Y ? 90 : 270;
else return (float)Math.Atan((p1.Y - p2.Y)/(p1.X - p2.X));
}
//float Slope(PointF p1, PointF p2)
//{
// if (p1.Y == p2.Y) return 0;
// else if (p1.X == p2.X) return 12345;
// else return (p1.Y - p2.Y)/(p1.X - p2.X);
//}
这是epsilon值为1、0.1和0.01的结果:
请注意,GraphicsPath.PathPoints
是只读的,因此我们必须从新的点列表中重新创建路径!
更新:我已经将数学更新为使用1°/10而不是斜率,将Slope
函数替换为Angle
函数.方向.
更新2:
对以弗所的称赞;我添加了建议的修改以使用适当的起始角度.
I'm creating a rather dense GraphicsPath by following the MouseMove event. Besides filtering during the movement, is there a routine to simplify the GraphicsPath after the fact?
I also want to implement a 'vector-based flood fill' now and this will create another really dense path.
I guess I will have to step through it and compare the directions of each line until it changes more than a limit or until the changes add up to this limit. Or I could simply erase every other point. Rather crude.
I had hoped for a built-in routine or a standard algorithm; but maybe I have not used the right search words..?
All suggestions appreciated.
Reading this question I was reminded of my old post; so I decided to finally implement a simple reduction scheme:
List<PointF> ReducePath(List<PointF> points, float epsilon)
{
if (points.Count < 3) return points;
var newPoints = new List<PointF>();
newPoints.Add(points[0]);
float delta = 0f;
float prevAngle = (float)(Angle(points[0], points[1]) /10f);
for (int i = 1; i < points.Count - 1; i++)
{
float ang = Angle(points[i-1], points[i])/10f;
delta += ang - prevAngle;
prevAngle = ang;
if (Math.Abs(delta) > epsilon)
{
delta = 0;
newPoints.Add(points[i]);
}
}
newPoints.Add(points[ points.Count -1]);
return newPoints;
}
float Angle(PointF p1, PointF p2)
{
if (p1.Y == p2.Y) return p1.X > p2.Y ? 0 : 180;
else if (p1.X == p2.X) return p1.Y > p2.Y ? 90 : 270;
else return (float)Math.Atan((p1.Y - p2.Y)/(p1.X - p2.X));
}
//float Slope(PointF p1, PointF p2)
//{
// if (p1.Y == p2.Y) return 0;
// else if (p1.X == p2.X) return 12345;
// else return (p1.Y - p2.Y)/(p1.X - p2.X);
//}
Here is a result with epsilon values of 1, 0.1 and 0.01:
Note the the GraphicsPath.PathPoints
are read-only, so we have to re-create the path from the new points list!
Update: I have updated the math to work with 1°/10 instead of slopes, replacing the Slope
function with an Angle
function.. This should give more uniform results over various directions..
Update 2:
Kudos to ephraim; I have added the suggested edits to use a proper starting angle..
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