我需要将三角形打包成一个盒子,尽可能合理,作为3D优化的一部分(我将使用不同纹理的片段填充到一个不同的纹理中,用于深度排序,因此纹理不要每次换新时都要切换
有这样做的算法吗?三角形本身可以制成可叠加的(可转换成直角,有效地使这成为一个盒子填充算法),但我想尽可能避免这种情况,因为它会扭曲底层的纹理艺术。
答案 0 :(得分:1)
“紧凑合理” - >工作的东西总比没有好。
这些代码片段提供了一种简单的解决方案,可以将形状(也可以是三角形)逐条带填充到矩形中。
public abstract class Shape {
protected Point offset = new Point();
public abstract int getHeight();
public abstract int getWidth();
}
public class Triangle extends Shape {
// all points are relative to offset (from Shape)
Point top = new Point(); // top.y is always 0, left.y >= 0 right.y >= 0
Point left = new Point(); // left.x < right.x
Point right = new Point();
public int getHeight() {
return left.y >= right.y ? left.y : right.y;
}
public int getWidth() {
int xmin = left.x <= top.x ? left.x : top.x;
int xmax = right.x >= top.x ? right.x : top.x;
return xmax - xmin;
}
}
public class StuffRectangle extends Shape {
private Point ww = new Point();
private ArrayList<Shape> maintained = new ArrayList<Shape>();
private int insx;
private int insy;
private int maxy;
public int getHeight() {
return ww.y;
}
public int getWidth() {
return ww.x;
}
public void clear() {
insx = 0;
insy = 0;
maxy = 0;
maintained.clear();
}
/**
* Fill the rectangle band by band.
*
* The inserted shapes are removed from the provided shape collection.
*
* @param shapes
* the shapes to insert
* @return the count of inserted shapes.
*/
public int stuff(Collection<Shape> shapes) {
int inserted = 0;
for (;;) {
int insertedInPass = 0;
for (Iterator<Shape> i = shapes.iterator(); i.hasNext();) {
Shape shape = i.next();
// does the shape fit into current band?
int sx = shape.getWidth();
if (insx + sx > getWidth())
continue;
int sy = shape.getHeight();
if (insy + sy > getHeight())
continue;
// does fit
++insertedInPass;
// remove from shapes
i.remove();
// add to maintained and adjust offset
maintained.add(shape);
shape.offset.x = insx;
shape.offset.y = insy;
insx += sx;
if (sy > maxy)
maxy = sy;
}
inserted += insertedInPass;
if (shapes.isEmpty())
break;
// nothing fits current band - try a new band
if (insertedInPass == 0) {
// already a new band - does not fit at all
if (insx == 0)
break;
// start new band
insx = 0;
insy += maxy;
maxy = 0;
continue;
}
}
return inserted;
}
}