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C# 给定水平线形状宽度的计算_C#_Algorithm_Math_Geometry_Line Intersection - Fatal编程技术网

C# 给定水平线形状宽度的计算

C# 给定水平线形状宽度的计算,c#,algorithm,math,geometry,line-intersection,C#,Algorithm,Math,Geometry,Line Intersection,假设我有这样一个多边形 public partial class Window2 : Window { public Window2() { InitializeComponent(); var myPolygon = new Polygon(); myPolygon.Stroke = Brushes.Black; myPolygon.Fill = Brushes.LightSeaGreen; my

假设我有这样一个多边形

public partial class Window2 : Window
{
    public Window2()
    {
        InitializeComponent();

        var myPolygon = new Polygon();
        myPolygon.Stroke = Brushes.Black;
        myPolygon.Fill = Brushes.LightSeaGreen;
        myPolygon.StrokeThickness = 2;

        myPolygon.Points = new PointCollection(new Point[] {
            new Point(50,50),
            new Point(50,165),
            new Point(140,165),
            new Point(140,120),
            new Point(70,120),
            new Point(80,70),
            new Point(140,70),
            new Point(140,50)
        });

        this.Content = myPolygon;
    }
}

假设我想画一条红线,从一边到另一边穿过多边形,如下图所示:

我只知道直线应该竖直的位置,但我怎么知道应该从哪个水平点开始直线,从哪个水平点结束直线呢

我的主要目标是知道这一行的起点和终点,以便在这一行上排列文本

如果线条在多个位置与形状相交(如下图所示),我希望获得所有线条的数组:

请注意,形状可以由直线和拱门组成

以下是Adobe Illustrator如何以形状排列文本:

我如何在C#中实现这一点

谢谢大家!


注意:对于赏金,请在C#中附上一个示例。

注意:此答案不是关于计算适当的线大小(算术结果),而是关于仅在多边形上显示线(视觉结果)。如果你需要数学,请更改你问题上的标签

您可以绘制完全尺寸的直线,并使用与多边形相等的几何体对其进行剪裁。假设您将多边形和线放置在名为
grid1
的网格中:

private void DrawLine(Polygon myPolygon, int linePos)
{

    var clip = new StreamGeometry();
    using (var context = clip.Open())
    {
        context.BeginFigure(myPolygon.Points.First(), true, true);
        context.PolyLineTo(myPolygon.Points.Skip(1).ToList(), true, false);
    }
    var line = new Line()
    {
        X1 = 0,
        X2 = Width,
        Y1 = linePos,
        Y2 = linePos,
        Stroke = Brushes.Red,
        StrokeThickness = 2,
        Clip = clip
    };

    grid1.Children.Add(line);
}
结合问题中给出的代码:

var myPolygon = new Polygon();
myPolygon.Stroke = Brushes.Black;
myPolygon.Fill = Brushes.LightSeaGreen;
myPolygon.StrokeThickness = 2;

myPolygon.Points = new PointCollection(new Point[]
{
    new Point(50,50),
    new Point(50,165),
    new Point(140,165),
    new Point(140,120),
    new Point(70,120),
    new Point(80,70),
    new Point(140,70),
    new Point(140,50)
});

grid1.Children.Add(myPolygon);

DrawLine(myPolygon, 80);
DrawLine(myPolygon, 150);
由于Clemens提供了从点创建几何体的方法,因此获得了荣誉


如果您计划绘制多条直线,您可以选择在父面板上定义剪裁,以便将内部的所有内容剪裁到多边形边界。

我认为您唯一的选择是测试红线是否与多边形的任何/某些线段/圆弧相交。 暴力是第一个想法。第二个想法是使用

因为你的红线是水平的,这有点帮助。 如果按Y-最小坐标将多边形片段存储在排序数组中,则可以从测试中跳过红线以下的所有片段。
这个下限很容易通过二进制搜索找到

一些util链接:

  • 你必须把形状分成直线和曲线
  • 使用下面提供的代码检查与红线相交的直线/曲线
  • 最后,您将获得至少两条相交的直线/曲线,这样您将知道红线的宽度
  • 检查线交点的代码:

        public static Point GetLineLineIntersections(
            Point start1, Point end1,
            Point start2, Point end2)
        {
            return GetLineLineIntersections(start1.X, start1.Y,
                end1.X, end1.Y,
                start2.X, start2.Y,
                end2.X, end2.Y);
        }
    
        public static Point GetLineLineIntersections(
            double x1, double y1,
            double x2, double y2,
            double x3, double y3,
            double x4, double y4)
        {
            double px = ((x1 * y2 - y1 * x2) * (x3 - x4) - (x1 - x2) * (x3 * y4 - y3 * x4)) /
                ((x1 - x2) * (y3 - y4) - (y1 - y2) * (x3 - x4));
    
            double py = ((x1 * y2 - y1 * x2) * (y3 - y4) - (y1 - y2) * (x3 * y4 - y3 * x4)) /
                ((x1 - x2) * (y3 - y4) - (y1 - y2) * (x3 - x4));
    
            return new Point(px, py);
        }
    
    检查直线与曲线相交的代码:

        public static List<Point> GetLineCurveIntersections(
                   Point curve1, Point curve2, Point curve3, Point curve4,
                   Point lineStart, Point lineEnd)
        {
            var res = new List<Point>();
    
            var points = new List<Point>(new Point[] { curve1, curve2, curve3, curve4 });
            Rect rect = pointsBoundingRect(points);
            var rectData = new Tuple<Rect, List<Point>>(rect, points);
            var rectsData = new Queue<Tuple<Rect, List<Point>>>();
            rectsData.Enqueue(rectData);
    
            while (rectsData.Count != 0)
            {
                rectData = rectsData.Dequeue();
                rect = rectData.Item1;
                var controlPoints = rectData.Item2;
                if (!lineIntersectsRect(lineStart, lineEnd, rect))
                    continue;
    
                if (isRectSmallEnough(rect))
                {
                    res.Add(rect.Location);
                    continue;
                }
    
                var pointsLeft = controlPointsForCurveInRange(0, 0.5, controlPoints);
                var pointsRight = controlPointsForCurveInRange(0.501, 1, controlPoints);
                var rectLeft = pointsBoundingRect(pointsLeft);
                var rectRight = pointsBoundingRect(pointsRight);
    
                rectsData.Enqueue(new Tuple<Rect, List<Point>>(rectLeft, pointsLeft));
                rectsData.Enqueue(new Tuple<Rect, List<Point>>(rectRight, pointsRight));
            }
    
            return res;
        }
    
        static Rect pointsBoundingRect(List<Point> points)
        {
            var xMin = points[0].X;
            var yMin = points[0].Y;
            var xMax = xMin;
            var yMax = yMin;
    
            for (var i = 0; i < points.Count; ++i)
            {
                var x = points[i].X;
                var y = points[i].Y;
                if (x < xMin)
                    xMin = x;
                if (x > xMax)
                    xMax = x;
                if (y < yMin)
                    yMin = y;
                if (y > yMax)
                    yMax = y;
            }
    
            return new Rect(new Point(xMax, yMax), new Point(xMin, yMin));
        }
    
        static bool lineIntersectsRect(Point lineStart, Point lineEnd, Rect rect)
        {
            var lineXmin = lineStart.X;
            var lineXmax = lineEnd.X;
    
            if (lineXmin > lineXmax)
            {
                lineXmin = lineEnd.X;
                lineXmax = lineStart.X;
            }
    
            if (lineXmax > rect.BottomRight.X)
                lineXmax = rect.BottomRight.X;
    
            if (lineXmin < rect.Location.X)
                lineXmin = rect.Location.X;
    
            if (lineXmin > lineXmax)
                return false;
    
            var minY = lineStart.Y;
            var maxY = lineEnd.Y;
    
            var dx = lineEnd.X - lineStart.X;
            if (Math.Abs(dx) > 0.000001)
            {
                //line equation
                var a = (lineEnd.Y - lineStart.Y) / dx;
                var b = lineStart.Y - a * lineStart.X;
                minY = a * lineXmin + b;
                maxY = a * lineXmax + b;
            }
    
            if (minY > maxY)
            {
                var tmp = minY;
                minY = maxY;
                maxY = tmp;
            }
    
            if (maxY > rect.BottomRight.Y)
                maxY = rect.BottomRight.Y;
    
            if (minY < rect.Location.Y)
                minY = rect.Location.Y;
    
            if (minY > maxY)
                return false;
    
            return true;
        }
    
        static bool isRectSmallEnough(Rect rect)
        {
            return rect.Width * rect.Height <= 1;
        }
    
        static Point calculatePointForParameters(double[] parameters, List<Point> controlPoints)
        {
            //De Casteljau's algorithm
    
            if (parameters.Length != (controlPoints.Count - 1))
            {
                throw new Exception("Invalid input(calculate curve point)");
            }
    
            if (controlPoints.Count == 1)
                return controlPoints[0];
    
            var points = controlPoints;
            var iteration = 0;
            while (points.Count != 1)
            {
                var t = parameters[iteration];
                var newPoints = new List<Point>();
                for (var i = 1; i < points.Count; ++i)
                {
                    var x = (1 - t) * points[i - 1].X + t * points[i].X;
                    var y = (1 - t) * points[i - 1].Y + t * points[i].Y;
    
                    newPoints.Add(new Point(x, y));
                }
    
                ++iteration;
                points = newPoints;
            }
    
            return points[0];
        }
    
        static List<Point> controlPointsForCurveInRange(double tMin, double tMax, List<Point> points)
        {
            var controlPoints = new List<Point>();
            var pointsCount = points.Count;
    
            var parameters = new double[pointsCount - 1];
            for (var i = 0; i < pointsCount; ++i)
            {
                parameters.Fill(tMin, 0, parameters.Length - i);
                parameters.Fill(tMax, parameters.Length - i, pointsCount);
                var newPoint = calculatePointForParameters(parameters, points);
                controlPoints.Add(newPoint);
            }
    
            return controlPoints;
        }
    
    public static class Ex
    {
        public static void Fill<T>(this IList<T> list, T value, int start, int end)
        {
            end = Math.Min(list.Count, end);
            for (int i = start; i < end; ++i)
            {
                list[i] = value;
            }
        }
    }
    
    公共静态列表GetLineCurveIntersections(
    点曲线1,点曲线2,点曲线3,点曲线4,
    点线起点、点线终点)
    {
    var res=新列表();
    变量点=新列表(新点[]{curve1,curve2,curve3,curve4});
    Rect Rect=点边界Rect(点);
    var rectData=新元组(rect,点);
    var rectsData=新队列();
    rectsData.Enqueue(rectData);
    while(rectsData.Count!=0)
    {
    rectData=rectsData.Dequeue();
    rect=rectData.Item1;
    var controlPoints=rectData.Item2;
    如果(!lineIntersectsRect(lineStart、lineEnd、rect))
    继续;
    if(isrect足够小(rect))
    {
    res.Add(直接位置);
    继续;
    }
    var pointsLeft=控制点循环范围(0,0.5,控制点);
    var Points Right=控制点循环范围(0.501,1,控制点);
    var rectlight=pointsBoundingRect(pointsLeft);
    var rectRight=pointsBoundingRect(pointsRight);
    Enqueue(新元组(rectLeft,pointsLeft));
    Enqueue(新元组(rectRight,pointsRight));
    }
    返回res;
    }
    静态Rect pointsBoundingRect(列表点)
    {
    var xMin=点[0].X;
    var yMin=点[0].Y;
    var xMax=xMin;
    var yMax=yMin;
    对于(变量i=0;ixMax)
    xMax=x;
    if(yyMax)
    yMax=y;
    }
    返回新的Rect(新点(xMax,yMax),新点(xMin,yMin));
    }
    静态布尔线相交Rect(点线起点、点线终点、Rect-Rect)
    {
    var lineXmin=lineStart.X;
    var lineXmax=lineEnd.X;
    if(lineXmin>lineXmax)
    {
    lineXmin=lineEnd.X;
    lineXmax=lineStart.X;
    }
    if(lineXmax>rect.BottomRight.X)
    lineXmax=rect.BottomRight.X;
    if(lineXminlineXmax)
    返回false;
    var minY=lineStart.Y;
    var maxY=lineEnd.Y;
    var dx=lineEnd.X-lineStart.X;
    如果(数学绝对值(dx)>0.000001)
    {
    //直线方程
    变量a=(lineEnd.Y-lineStart.Y)/dx;
    var b=lineStart.Y-a*lineStart.X;
    minY=a*lineXmin+b;
    maxY=a*lineXmax+b;
    }
    如果(最小>最大)
    {
    var tmp=最小值;
    minY=maxY;
    maxY=tmp;
    }
    if(maxY>rect.BottomRight.Y)
    maxY=rect.BottomRight.Y;
    if(最小值<直接位置Y)
    minY=rect.Location.Y;
    如果(最小>最大)
    返回false;
    返回true;
    }
    静态布尔值足够小(Rect Rect)
    {
    
    return rect.Width*rect.HeightWPF内置了很多算法,可以避免为像我这样懒惰的人编写复杂的算法。如果使用得当,该类可以做很多事情,而且性能很好。所以你真的想开始使用几何体,而不是点或形状的集合(它们更像是UI实用程序)

    在这里,我只是使用
    public static IEnumerable<Rect> ComputeIntersectingSegments(Geometry geometry, double y, double width)
    {
        // Add a geometry line to compute intersections.
        // A geometry must not be 0 thickness for combination to be meaningful.
        // So we widen the line by a very small size
        var line = new LineGeometry(new Point(0, y), new Point(width, y)).GetWidenedPathGeometry(new Pen(null, 0.01));
    
        // Intersect the line with input geometry and compute intersections
        var combined = Geometry.Combine(line, geometry, GeometryCombineMode.Intersect, null);
        foreach (var figure in combined.Figures)
        {
            // the resulting figure can be a complex thing
            // we just want the bounding box
            yield return new PathGeometry(new PathFigure[] { figure }).Bounds;
        }
    }
    
    public partial class MainWindow : Window
    {
        public MainWindow()
        {
            InitializeComponent();
    
            // use a canvas to display shape and intersections
            var canvas = new Canvas();
            Content = canvas;
    
            // your polygon can be built as a geometry for example like this:
            // var myPolygon = Geometry.Parse("M50,50 L50,165 L140,165 L140,120 L70,120 L80,70 L140,70 L140,50");
    
            // build a 'o' shape for testing, add it to the canvas
            var circle1 = new EllipseGeometry(new Point(100, 100), 70, 70);
            var circle2 = new EllipseGeometry(new Point(100, 100), 40, 40);
    
            // exclude mode will compute the 'o' shape ...
            var oGeometry = new CombinedGeometry(GeometryCombineMode.Exclude, circle1, circle2);
    
            var oPath = new Path();
            oPath.Stroke = Brushes.Black;
            oPath.Fill = Brushes.LightSeaGreen;
            oPath.StrokeThickness = 2;
            oPath.Data = oGeometry;
    
            canvas.Children.Add(oPath);
    
            // test many heights
            for (int y = 0; y < Height; y += 25)
            {
                foreach (var segment in ComputeIntersectingSegments(oGeometry, y, Width))
                {
                    // for our sample, we add each segment to the canvas
                    // Height is irrelevant, we use 2 for tests
                    var line = new Rectangle();
                    Canvas.SetLeft(line, segment.X);
                    Canvas.SetTop(line, segment.Y);
                    line.Width = segment.Width;
                    line.Height = 2;
                    line.Stroke = Brushes.Red;
                    line.StrokeThickness = 1;
                    canvas.Children.Add(line);
                }
            }
        }
    }