#include <iostream>
#include <ctime>
#include <GL/glut.h>
#include <math.h>
#include <vector>
using namespace std;
struct Pos
{
int x;
int y;
};
struct Edge
{
int x1, x2;
int y1, y2;
int vx;
int vy;
int a, b, c;
};
struct Poly
{
// 點(diǎn)集
int xx[100];
int yy[100];
// 邊集
Edge Edges[100];
int plotNums = 0; //點(diǎn)數(shù)量
int edgeNums = 0; //邊數(shù)量
// 記錄凹點(diǎn)
int conv = 0;
};
Poly poly;
// 求交點(diǎn)坐標(biāo)
Pos CrossPos(int p1,int p2){
Pos res;
int A1 = poly.Edges[p1].a;
int B1 = poly.Edges[p1].b;
int A2 = poly.Edges[p2].a;
int B2 = poly.Edges[p2].b;
int C1 = poly.Edges[p1].c;
int C2 = poly.Edges[p2].c;
int m = A1 * B2 - A2 * B1;
if (m == 0)
cout <<"第"<<p1<<"邊和第"<<p2<<"邊"<< "無交點(diǎn)" << endl;
else
{
res.x = (C2*B1 - C1 * B2) / m;
res.y = (C1*A2 - C2 * A1) / m;
}
return res;
}
// 判斷點(diǎn)是否在線段內(nèi)
bool JudgeInLine(Pos pos,Edge edge)
{
int maxX = edge.x1 >= edge.x2 ? edge.x1 : edge.x2;
int minX = edge.x1 <= edge.x2 ? edge.x1 : edge.x2;
int maxY = edge.y1 >= edge.y2 ? edge.y1 : edge.y2;
int minY = edge.y1 <= edge.y2 ? edge.y1 : edge.y2;
if (pos.x<=maxX && pos.x>=minX && pos.y<=maxY && pos.y>=minY)
{
return true;
}
return false;
}
// 求叉積 返回正負(fù)值
int CrossProduct(int n)
{
n = n % poly.edgeNums;
int np = (n + 1) % poly.edgeNums;
return (poly.Edges[n].vx*poly.Edges[np].vy - poly.Edges[np].vx*poly.Edges[n].vy) >= 0 ? 1 : -1;
}
// 切割凹多邊形
void ChangePoly() {
int convP = poly.conv; //凹點(diǎn)的下一個(gè)點(diǎn)
Pos interPos;
for (int i = 0; i < poly.edgeNums; i++)
{
if (i<convP-1 || i>convP+1)
{
interPos = CrossPos(convP, i);
}
}
glClearColor(0.0, 0.0, 0.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT);
glBegin(GL_POLYGON);
glColor3f(1.0f, 0.0f, 0.0f);
for (int i = 0; i <= convP; i++)
{
glVertex2f(poly.xx[i], poly.yy[i]);
}
glVertex2f(interPos.x, interPos.y);
glEnd();
glBegin(GL_POLYGON);
glColor3f(0.0f, 1.0f, 1.0f);
glVertex2f(interPos.x, interPos.y);
for (int i=convP+1;i<poly.plotNums;i++)
{
glVertex2f(poly.xx[i], poly.yy[i]);
}
glEnd();
glFlush();
}
// 判斷是什么多邊形
bool Judge()
{
/*輸出邊信息*/
for (int i = 0; i < poly.edgeNums; i++)
{
cout << "Vx:" << poly.Edges[i].vx << " " << "Vy:" << poly.Edges[i].vy << " " << "A:" << poly.Edges[i].a<< " " << "B:" << poly.Edges[i].b << " " << "C:" << poly.Edges[i].c <<endl;
}
/*判斷自交*/
Pos interPos;
if (poly.edgeNums > 3)
for (int i = 0; i < poly.edgeNums; i++)
{
interPos = CrossPos(i, (i + 2) % poly.edgeNums);
if (JudgeInLine(interPos, poly.Edges[i]) && JudgeInLine(interPos, poly.Edges[(i + 2) % poly.edgeNums]))
{
cout << "該多邊形為自相交多邊形" << endl;
return false;
}
}
/*判斷凹凸*/
// 判斷向量叉積 是否為同一正負(fù)
int judge;
if (CrossProduct(0) >= 0)
judge = 1;
else
judge = -1;
//判斷每一個(gè)角,兩邊向量乘積是否同符號(hào)
for (int i = 1; i <= poly.edgeNums; i++)
{
if (judge*CrossProduct(i) < 0)
{
poly.conv = i;
ChangePoly();
cout << "該多邊形為凹多邊形" << endl;
return false;
}
}
cout << "該多邊形為凸多邊形" << endl;
return true;
}
void init(void)
{
glClearColor(0.0, 0.0, 0.0, 0.0);
glMatrixMode(GL_PROJECTION);//設(shè)置投影矩陣
gluOrtho2D(0.0, 400.0, 0.0, 300.0);//二維視景區(qū)域
glColor3f(1.0, 0.0, 0.0);
glPointSize(3.0);//點(diǎn)的大小
}
void plotpoint(GLint x, GLint y)
{
glBegin(GL_POINTS);
glVertex2i(x, y);
glEnd();
}
void displayFcn(void)
{
glClearColor(0.0, 0.0, 0.0, 0.0);
glClear(GL_COLOR_BUFFER_BIT);
for (int i = 0; i < poly.plotNums; i++)
{
plotpoint(poly.xx[i], poly.yy[i]);
}
glBegin(GL_POLYGON);
for (int i = 0; i < poly.edgeNums; i++)
{
glVertex2f(poly.xx[i], poly.yy[i]);
}
glEnd();
glFlush();
}
void mouse(GLint button, GLint action, GLint x, GLint y)
{
if (button == GLUT_LEFT_BUTTON && action == GLUT_DOWN)
{
poly.xx[poly.plotNums] = x;
poly.yy[poly.plotNums] = 300 - y;
cout << "x:" << x << " " << "y:" << 300 - y << endl;
poly.plotNums++;
glutPostRedisplay();//重繪窗口
}
if (button == GLUT_RIGHT_BUTTON && action == GLUT_DOWN)
{
poly.edgeNums = poly.plotNums;
if (poly.plotNums > 2)
{
for (int i = 1; i <= poly.plotNums; i++)
{
poly.Edges[i - 1].x1 = poly.xx[i - 1];
poly.Edges[i - 1].y1 = poly.yy[i - 1];
poly.Edges[i - 1].x2 = poly.xx[i%poly.plotNums];
poly.Edges[i - 1].y2 = poly.yy[i%poly.plotNums];
poly.Edges[i - 1].vx = poly.Edges[i - 1].x2 - poly.Edges[i - 1].x1;
poly.Edges[i - 1].vy = poly.Edges[i - 1].y2 - poly.Edges[i - 1].y1;
poly.Edges[i - 1].a = poly.Edges[i - 1].vy;
poly.Edges[i - 1].b = -poly.Edges[i - 1].vx;
poly.Edges[i - 1].c = poly.Edges[i - 1].x2 * poly.Edges[i - 1].y1 - poly.Edges[i - 1].x1 * poly.Edges[i - 1].y2;
}
if (Judge())
glutPostRedisplay();//重繪窗口
}
}
}
int main(int argc, char** argv)
{
glutInit(&argc, argv);
glutInitDisplayMode(GLUT_SINGLE | GLUT_RGB);
glutInitWindowPosition(50, 100);
glutInitWindowSize(400, 300);
glutCreateWindow("mouse");
init();
glutDisplayFunc(displayFcn);
glutMouseFunc(mouse);
glutMainLoop();
}
[OpenGL] 繪制并且判斷凹凸多邊形、自相交多邊形。
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