Geometry 如何在保持纵横比的情况下优雅地调整矩形的大小
我想用电脑鼠标在二维坐标系中调整矩形的大小(从0,0开始,最大尺寸为10001000)。 这应该不是很复杂,我已经有了一个简单的解决方案: 伪代码Geometry 如何在保持纵横比的情况下优雅地调整矩形的大小,geometry,resize,2d,rectangles,Geometry,Resize,2d,Rectangles,我想用电脑鼠标在二维坐标系中调整矩形的大小(从0,0开始,最大尺寸为10001000)。 这应该不是很复杂,我已经有了一个简单的解决方案: 伪代码 function setSize(shape, anchor) mouseX, mouseY = GetCursorPosition(); if (anchor == "LEFT") then diff = math.abs(mouseX - shape.left); if (shape.left
function setSize(shape, anchor)
mouseX, mouseY = GetCursorPosition();
if (anchor == "LEFT") then
diff = math.abs(mouseX - shape.left);
if (shape.left > mouseX) then
shape.width = shape.width + diff
else
shape.width = shape.width - diff
end
elseif (anchor == "TOPLEFT") then
diffX = math.abs(mouseX - shape.left);
diffY = math.abs(mouseY - shape.top);
if (shape.left > mouseX) then
shape.width = spahe.width + diffX
else
shape.width = shape.width - diffX
end
if (shape.top > mouseY) then
shape.height = shape.height - diffY
else
shape.height = shape.height + diffY
end
elseif (anchor == "TOP") then
diffY = math.abs(mouseY - shape.top);
if (shape.top > mouseY) then
shape.height = shape.height - diffY
else
shape.height = shape.height + diffY
end
elseif (anchor == "TOPRIGHT") then
diffX = math.abs(mouseX - shape.right);
diffY = math.abs(mouseY - shape.top);
if (shape.right > mouseX) then
shape.width = shape.width - diffX
else
shape.width = spahe.width + diffX
end
if (shape.top > mouseY) then
shape.height = shape.height - diffY
else
shape.height = shape.height + diffY
end
elseif (anchor == "RIGHT") then
diffX = math.abs(mouseX - shape.right);
if (shape.right > mouseX) then
shape.width = shape.width - diffX
else
shape.width = spahe.width + diffX
end
elseif (anchor == "BOTTOMRIGHT") then
diffX = math.abs(mouseX - shape.right);
diffY = math.abs(mouseY - shape.bottom);
if (shape.right > mouseX) then
shape.width = shape.width - diffX
else
shape.width = spahe.width + diffX
end
if (shape.bottom > mouseY) then
shape.height = shape.height + diffY
else
shape.height = shape.height - diffY
end
elseif (anchor == "BOTTOM") then
diffY = math.abs(mouseY - shape.bottom);
if (shape.bottom > mouseY) then
shape.height = shape.height + diffY
else
shape.height = shape.height - diffY
end
elseif (anchor == "BOTTOMLEFT") then
diffX = math.abs(mouseX - shape.left);
diffY = math.abs(mouseY - shape.bottom);
if (shape.left > mouseX) then
shape.width = spahe.width + diffX
else
shape.width = shape.width - diffX
end
if (shape.bottom > mouseY) then
shape.height = shape.height + diffY
else
shape.height = shape.height - diffY
end
end
end
代码中缺少的是矩形的重新定位,以及对可选保持矩形纵横比的支持。尽管在上面的代码中已经有很多ifs和ELSE,但它们会有更多,包括重新定位和纵横比
我相信一定有一种非常优雅的方法可以做到这一切,但我的数学太弱了。有
startpos
(可能是你的锚)和当前鼠标位置(X,Y)
。示例矩形具有尺寸(西南、东南)
(例如,320x240)
结果矩形具有左上角位置(rx0,ry0)
和大小rw,rh
nw = X - startpos.x
nh = Y - startpos.y
anw = Abs(nw)
anh = Abs(nh)
if anw * sh < anh * sw:
rh = anh
rw = rh * sw // sh #integer division if important
ry0 = Min(Y, startpos.y)
rx0 = Min(startpos.x, startpos.x + rw * Sign(nw))
else:
rw = anw
rh = rw * sh // sw
rx0 = Min(X, startpos.x)
ry0 = Min(startpos.y, startpos.y + rh * Sign(nh))
nw=X-startpos.X
nh=Y-起始时间
anw=绝对值(nw)
anh=绝对值(nh)
如果anw*sh
你好。谢谢你的答复。
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(“双斜杠”)是一个特殊的运算符还是简单的除法?我在类似Python的伪代码中使用它作为整数除法(也许您不需要关心它的int/float)