我想使用多边形绘制一个粗圆弧(类似于模拟表盘的彩色部分)。为此,我已经在多边形中添加了顶点,并且它的外圆周工作正常,但是它连接内圆周的端部(凹面)。
如果我在Line中添加这些顶点,但是相同的逻辑工作正常,但是会创建一个空的/未填充的弧。
我添加顶点的逻辑是:
for( float i = m_segmentVertex.size() - 1; i < vCount; i++ )
{
float x1 = (m_segmentVertex[ i ].x ) * cosA - m_segmentVertex[ i ].y * sinA;
float y1 = (m_segmentVertex[ i ].x ) * sinA + m_segmentVertex[ i ].y * cosA;
addVertex( vec3( x1, y1, 0.0f ) );
}
答案 0 :(得分:1)
请注意GL_POLYGON
仅适用于凸多边形。
你必须对凹多边形进行三角测量。
答案 1 :(得分:0)
尝试使用三角形风扇并将表盘中心作为第一点。 可能是addVertex(vec3(0.0f,0.0f,0.0f));在你的循环之前。
我还建议将i设为int或unsigned int,这里的float没有意义。
答案 2 :(得分:0)
这是我通过三角测量动态创建多边形的方法:
//create thick colored segments
void CreateArcMesh( float sAngle, float eAngle, vec4 color, int thickness, int radius )
{
ObjectMeshDynamic meshObj = new ObjectMeshDynamic();
vec3 vertex[0];
float dAngle = ( ( eAngle - sAngle ) / ( VERTEX_COUNT / 2.0f ) );
float cosA = cos( DEG2RAD * dAngle );
float sinA = sin( DEG2RAD * dAngle );
meshObj.setMaterial( "material_base", "*" );
meshObj.setProperty( "surface_base", "*" );
meshObj.setMaterialParameter( "diffuse_color", color, 0 );
//Add the material on both side as the indices for Triangle strip start from last vertex added
Material material = meshObj.getMaterialInherit(0);
material.setTwoSided( 1 );
meshObj.addTriangleStrip( VERTEX_COUNT + 2 );
vec3 startPos = vec3( radius * cos( DEG2RAD * sAngle ), radius * sin( DEG2RAD * sAngle ), 0.0f );
vertex.append( startPos );
vec3 secondPos = vec3( ( radius - thickness ) * cos( DEG2RAD * sAngle ), ( radius - thickness ) * sin( DEG2RAD * sAngle ), 0.0f );
vertex.append( secondPos );
float x1 = startPos.x * cosA - startPos.y * sinA;
float y1 = startPos.x * sinA + startPos.y * cosA;
vertex.append( vec3( x1, y1, 0.0f ) );
x1 = secondPos.x * cosA - secondPos.y * sinA;
y1 = secondPos.x * sinA + secondPos.y * cosA;
vertex.append( vec3( x1, y1, 0.0f ) );
forloop( int k = 0 ; VERTEX_COUNT + 2 )
{
x1 = ( vertex[ vertex.size() - 2 ].x ) * cosA - vertex[ vertex.size() - 2 ].y * sinA;
y1 = ( vertex[ vertex.size() - 2 ].x ) * sinA + vertex[ vertex.size() - 2 ].y * cosA;
vertex.append( vec3( x1, y1, 0.0f ) );
meshObj.addVertex( vertex[k] );
}
vertex.clear();
meshObj.updateBounds();
meshObj.flush();
}