问题
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);
}
}
回答1:
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));
}
来源:https://stackoverflow.com/questions/4368982/plotting-a-line-on-a-grid-layout-then-addition-veritcal-axis