在我提出问题之前,我认为一些背景知识会有所帮助。我正在做的是在xna中创建我自己的小型2D物理库,尽管如此。这也是我的第一个独立的xna项目,也是我第一次使用3D工具,所以我可能会做一些古怪的事情。无论如何,我目前正在创建一个三角形类,其中构造函数以Vector2s
的形式采用三个任意点。在构造函数中,我必须按顺时针顺序放置这些点(因此它们不会被剔除),然后找到它们应该对应的纹理坐标(因为我使用VertexPositionTextures
作为我的顶点)。我有什么作品,但似乎很长很复杂。我正在寻找缩短/简化代码的方法,这就是:
public PTriangle(Vector2 a, Vector2 b, Vector2 c)
: base()
{
//set up vertices
VertexPositionTexture[] vertices = new VertexPositionTexture[3];
//center vertices around origin
Vector2 center = new Vector2((a.X + b.X + c.X) / 3, (a.Y + b.Y + c.Y) / 3);
Vector2 newA = a - center;
Vector2 newB = b - center;
Vector2 newC = c - center;
//get angle of each vertex (clockwise from -x axis)
double angleA = MathHelper.Pi - Math.Atan((double)(newA.Y / newA.X));
double angleB = MathHelper.Pi - Math.Atan((double)(newB.Y / newB.X));
double angleC = MathHelper.Pi - Math.Atan((double)(newC.Y / newC.X));
if (newA.X < 0)
{
if (newA.Y < 0)
{
angleA += MathHelper.Pi;
}
else
{
angleA -= MathHelper.Pi;
}
}
if (newB.X < 0)
{
if (newB.Y < 0)
{
angleB += MathHelper.Pi;
}
else
{
angleB -= MathHelper.Pi;
}
}
if (newC.X < 0)
{
if (newC.Y < 0)
{
angleC += MathHelper.Pi;
}
else
{
angleC -= MathHelper.Pi;
}
}
//order vertices by angle
Vector2[] newVertices = new Vector2[3];
if (angleA < angleB && angleA < angleC)
{
newVertices[0] = newA;
if (angleB < angleC)
{
newVertices[1] = newB;
newVertices[2] = newC;
}
else
{
newVertices[1] = newC;
newVertices[2] = newB;
}
}
else if (angleB < angleA && angleB < angleC)
{
newVertices[0] = newB;
if (angleA < angleC)
{
newVertices[1] = newA;
newVertices[2] = newC;
}
else
{
newVertices[1] = newC;
newVertices[2] = newA;
}
}
else
{
newVertices[0] = newC;
if (angleA < angleB)
{
newVertices[1] = newA;
newVertices[2] = newB;
}
else
{
newVertices[1] = newB;
newVertices[2] = newA;
}
}
//set positions of vertices
vertices[0].Position = new Vector3(newVertices[0] + center, 0);
vertices[1].Position = new Vector3(newVertices[1] + center, 0);
vertices[2].Position = new Vector3(newVertices[2] + center, 0);
//get width and height of triangle
float minX = 0;
float minY = 0;
float maxX = 0;
float maxY = 0;
foreach (Vector2 vertex in newVertices)
{
if (vertex.X < minX)
{
minX = vertex.X;
}
else if (vertex.X > maxX)
{
maxX = vertex.X;
}
if (vertex.Y < minY)
{
minY = vertex.Y;
}
else if (vertex.Y > maxY)
{
maxY = vertex.Y;
}
}
float width = maxX - minX;
float height = maxY - minY;
//shift triangle so fits in quadrant IV, and set texture coordinates
for (int index = 0; index < newVertices.Length; ++index)
{
newVertices[index].X -= minX;
newVertices[index].Y -= minY;
vertices[index].TextureCoordinate = new Vector2(
newVertices[index].X / width,
1 - (newVertices[index].Y / height));
}
this.Vertices = vertices;
//set up indices
this.Indices = new short[] { 0, 1, 2 };
}
答案 0 :(得分:4)
要按顺时针顺序放置3个点,可以使用逆时针测试(或左转测试)来检查3个点的方向。
的伪代码# Three points are a counter-clockwise turn if ccw > 0, clockwise if
# ccw < 0, and collinear if ccw = 0 because ccw is a determinant that
# gives the signed area of the triangle formed by p1, p2 and p3.
function ccw(p1, p2, p3):
return (p2.x - p1.x)*(p3.y - p1.y) - (p2.y - p1.y)*(p3.x - p1.x)
如果3点是逆时针方向,你可以交换最后2点,使顺时针顺序为3点。