用于绘制4连线的算法 [英] Algorithm for drawing a 4-connected line
问题描述
感谢您的帮助任何人都可以提供。
在以下是一种类似Bresenham的算法,可以绘制4条连线。代码是用Python编写的,但即使不知道语言,我也可以很容易理解。
$ C> DEF线(X0,Y0,X1,Y1,颜色):DX = ABS(X1 - X0)#距离在X
行进DY = ABS(Y1 - Y0)#距离如果x0
, x1:
ix = 1#x将在每一步增加
else:
ix = -1#x将在每一步减少
如果y0 < y1:
iy = 1#y会在每一步增加
else:
iy = -1#y在每一步会减少
e = 0#当前错误
在范围内(dx + dy):
draw_pixel(x0,y0,color)
e1 = e + dy
e2 = e - dx
如果abs(e1)< ABS(E2):
#错误会较小上移动X
X0 + = IX $ B $是= E1
,否则:
#错误会较小上移动Y
y0 + = iy
e = e2
这个想法是画一条线您应该用与理论线的DX / DY相匹配的比率来增加X和Y.为此,我从错误变量 e
初始化为0(我们在线)开始,并在每一步检查错误如果我只增加X或如果我只增加Y(Bresenham检查是选择只更改X还是X和Y两者),那么这个数字就会更低。
这个检查会添加 1 / dy
或 1 / dx
,但将所有增量乘以 dx * dy
允许仅使用整数值,这既提高了速度又提高了准确性,并且还避免了对 dx == 0
或 dy == 0
从而简化逻辑。
当然,因为我们正在寻找比例误差,所以使用比例增量不会影响结果。
无论线段是什么,两种可能性因为增量总会对错误产生不同的符号效应......所以我的任意选择是为X步增加错误并为Y步递减错误。
ix
和 iy
变量是该行所需的实际方向(+1或-1)取决于初始坐标是低于还是高于最终坐标。 在连接4条线中绘制的像素数显然 dx + dy
,所以我只是做了很多次循环来画线,而不是检查是否到达终点。请注意,此算法绘制除最后一个像素之外的所有像素;如果你还想要最后一个像素,那么应该在循环结束后添加额外的 draw_pixel
调用。
上述实施方式的示例结果可以在下面的图中可见
I'm looking for an algorithm (coded in Java would be nice, but anything clear enough to translate to Java is fine) to draw a 4-connected line. It seems that Bresenham's algorithm is the most widely used, but all the understandable implementations I've found are 8-connected. OpenCV's cvline function apparently has a 4-connected version, but the source code is, to me, as a mediocre and nearly C-illiterate programmer, impenetrable. Various other searches have turned up nothing.
Thanks for any help anyone can provide.
The following is a Bresenham-like algorithm that draws 4-connected lines. The code is in Python but I suppose can be understood easily even if you don't know the language.
def line(x0, y0, x1, y1, color):
dx = abs(x1 - x0) # distance to travel in X
dy = abs(y1 - y0) # distance to travel in Y
if x0 < x1:
ix = 1 # x will increase at each step
else:
ix = -1 # x will decrease at each step
if y0 < y1:
iy = 1 # y will increase at each step
else:
iy = -1 # y will decrease at each step
e = 0 # Current error
for i in range(dx + dy):
draw_pixel(x0, y0, color)
e1 = e + dy
e2 = e - dx
if abs(e1) < abs(e2):
# Error will be smaller moving on X
x0 += ix
e = e1
else:
# Error will be smaller moving on Y
y0 += iy
e = e2
The idea is that to draw a line you should increment X and Y with a ratio that matches DX/DY of the theoretic line. To do this I start with an error variable e
initialized to 0 (we're on the line) and at each step I check if the error is lower if I only increment X or if I only increment Y (Bresenham check is to choose between changing only X or both X and Y).
The naive version for doing this check would be adding 1/dy
or 1/dx
, but multiplying all increments by dx*dy
allows using only integer values and that improves both speed and accuracy and also avoids the need of special cases for dx==0
or dy==0
thus simplifying the logic.
Of course since we're looking for a proportion error, using a scaled increment doesn't affect the result.
Whatever is the line quadrant the two possibilities for the increment will always have a different sign effect on the error... so my arbitrary choice was to increment the error for an X step and decrement the error for an Y step.
The ix
and iy
variables are the real directions needed for the line (either +1 or -1) depending on whether the initial coordinates are lower or higher than the final coordinates.
The number of pixels to draw in a 4-connected line is obviously dx+dy
, so I just do a loop for that many times to draw the line instead of checking if I got to the end point. Note that this algorithm draws all pixels except the last one; if you want also that final pixel then an extra draw_pixel
call should be added after the end of the loop.
An example result of the above implementation can be seen in the following picture
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