当它们没有垂直对齐时,我如何填充两个矩形之间的空间。因此,如果一个矩形向上移动,它与下一个矩形之间的间隙(在一条链条中,它们都遵循相同的路径)看起来很平滑。
示例:
电流:
所需:
我当前的绘图代码:
public override void Draw(Graphics g)
{
for (int i = 0; i < this._Children.Count; i++)
{
this._Children[i].Draw(g);
if (i != 0 && i + 1 < this._Children.Count)
{
if (this._Children[i].Y != this._Children[i + 1].Y)
{
//Draw circle in gap between?
}
}
}
base.Draw(g);
}
基础平局:
g.FillRectangle(this.Color, this.X, this.Y, this.Size.Width, this.Size.Height);
g.DrawRectangle(this.Outline, this.X, this.Y, this.Size.Width, this.Size.Height);
编辑:
在听完Jim和评论者的建议后,我想出了以下内容。数学似乎是错误的,但它并没有真正得到我想要的效果。
GraphicsPath path = new GraphicsPath();
for (int i = 0; i < this._Children.Count; i++)
{
path.AddRectangle(this._Children[i].GetBoundingBox());
if (i < this._Children.Count)
{
Block block = i == 0 ? (Block)this : this._Children[i - 1];
float x = this._Children[i].X < block.X ? this._Children[i].X : block.X;
float y = this._Children[i].Y > block.X ? this._Children[i].Y : block.Y;
float width = System.Math.Abs(this._Children[i].X - block.X);
float height = System.Math.Abs(this._Children[i].Y - block.Y);
path.AddEllipse(x, y, width, height);
}
}
g.FillPath(this._Children[0].Color, path);
g.DrawPath(this._Children[0].Outline, path);
base.Draw(g);
编辑2:跟随每个人的建议和编辑。吉姆现在的作品,但如果你向上移动并且你开始向右移动它只会吸引人。
现在有了TAW的建议,我得到了ArguementInvalid,我认为这是因为rGap矩形的高度是0。
我对TAW的实施:
for (int i = 0; i < this._Children.Count; i++)
{
this._Children[i].Draw(g);
if (i + 1 < this._Children.Count)
{
Block block = i == 0 ? (Block)this : this._Children[i + 1];
Rectangle rec = this._Children[i].GetBoundingBox();
Rectangle rec2 = block.GetBoundingBox();
Rectangle rGap = new Rectangle(Math.Min(rec.X, rec2.X), Math.Min(rec.Y, rec2.Y), 2 * Math.Abs(rec.Left - rec2.Left), 2 * Math.Abs(rec2.Top - rec.Top));
GraphicsPath gp = new GraphicsPath();
gp.AddRectangle(rec);
gp.AddRectangle(rec2);
gp.AddArc(rGap, 0, 360);
gp.FillMode = FillMode.Winding;
g.DrawPath(this._Children[i].Outline, gp);
g.FillPath(this._Children[i].Color, gp);
}
}
base.Draw(g);
编辑3: 在研究了问题之后,我已经开发了自己的解决方案,这不是我想要的解决方案,但希望它能帮助别人。现在它只需要转换为圆角。
代码:
for (int i = 0; i < this._Children.Count; i++)
{
this._Children[i].Draw(g);
Block block = i - 1 < 0 ? (Block)this : this._Children[i - 1];
Rectangle rec = this._Children[i].GetBoundingBox();
Rectangle rec2 = block.GetBoundingBox();
Direction dir = this._Children[i].GetDirection(true);
Direction dir2 = block.GetDirection(true);
int minX = Math.Min(rec.X, rec2.X);
int minY = Math.Min(rec.Y, rec2.Y);
int maxX = Math.Max(rec.X, rec2.X);
int maxY = Math.Max(rec.Y, rec2.Y);
int diffX = maxX - minX;
int diffY = maxY - minY;
int width = this._Children[i].Size.Width;
int height = this._Children[i].Size.Height;
Rectangle fillRec = default(Rectangle);
if ((dir == Direction.Right && dir2 == Direction.Down) || (dir == Direction.Up && dir2 == Direction.Left))
{
fillRec = new Rectangle(minX + width, minY, diffX, diffY);
}
else if ((dir == Direction.Down && dir2 == Direction.Left) || (dir == Direction.Right && dir2 == Direction.Up))
{
fillRec = new Rectangle(minX + width, (maxY + height) - diffY, diffX, diffY);
}
else if ((dir == Direction.Up && dir2 == Direction.Right) || (dir == Direction.Left && dir2 == Direction.Down))
{
fillRec = new Rectangle(minX, minY, diffX, diffY);
}
else if ((dir == Direction.Left && dir2 == Direction.Up) || (dir == Direction.Down && dir2 == Direction.Right))
{
fillRec = new Rectangle(minX, (maxY + height) - diffY, diffX, diffY);
}
if (fillRec != default(Rectangle))
{
g.FillRectangle(this._Children[i].Color, fillRec);
g.DrawRectangle(this._Children[i].Outline, fillRec);
}
}
base.Draw(g);
制作:
答案 0 :(得分:2)
除非空间是正方形,否则您无法在空间中绘制圆圈。但你可以绘制一个椭圆。
您需要做什么:
2*(center.X - left)
。注意,上述将具有绘制左上弯曲部分的效果。它不会完全填满下面的重叠矩形。
如果要删除线条,请在重叠空间中绘制一个没有边框的填充矩形(实际上,边框与填充颜色的颜色相同)。然后如上所述绘制填充的椭圆,再次没有边框。
要绘制椭圆的边框,请查看DrawArc。
答案 1 :(得分:2)
这是一个为四个矩形绘制所有四个圆角的解决方案。
我创建了四个与各种间隙重叠的矩形,并添加它们和弧形以填充到GraphicsPath的间隙。
GraphicsPath GP = new GraphicsPath();
Rectangle fillGap(Rectangle R1, Rectangle R2, bool isTop, bool isLeft )
{
int LeftMin = Math.Min(R1.Left, R2.Left);
int RightMax = Math.Max(R1.Right, R2.Right);
int TopMin = Math.Min(R1.Top, R2.Top);
int BotMax = Math.Max(R1.Bottom, R2.Bottom);
int RightGap = 2 * Math.Abs(R1.Right - R2.Right);
int LeftGap = 2 * Math.Abs(R1.Left - R2.Left);
int TopGap = 2 * Math.Abs(R1.Top - R2.Top);
int BotGap = 2 * Math.Abs(R1.Bottom - R2.Bottom);
Rectangle R = Rectangle.Empty;
if (isTop && isLeft) R = new Rectangle(LeftMin, TopMin, LeftGap, TopGap);
if (isTop && !isLeft)
R = new Rectangle(RightMax - RightGap, TopMin, RightGap, TopGap);
if (!isTop && !isLeft)
R = new Rectangle(RightMax - RightGap, BotMax - BotGap , RightGap, BotGap );
if (!isTop && isLeft)
R = new Rectangle(LeftMin, BotMax - BotGap , LeftGap, BotGap );
return R;
}
private void button1_Click(object sender, EventArgs e)
{
Rectangle Rtop = new Rectangle(20, 10, 200, 40);
Rectangle Rbottom = new Rectangle(20, 200, 200, 40);
Rectangle Rleft = new Rectangle(10, 20, 40, 200);
Rectangle Rright = new Rectangle(210, 20, 40, 200);
GP = new GraphicsPath();
GP.FillMode = FillMode.Winding;
GP.AddRectangle(Rtop);
GP.AddRectangle(Rleft);
GP.AddRectangle(Rbottom);
GP.AddRectangle(Rright);
GP.AddArc(fillGap(Rtop, Rleft, true, true), 0, 360);
GP.AddArc(fillGap(Rtop, Rright, true, false), 0, 360);
GP.AddArc(fillGap(Rbottom, Rleft, false, true), 0, 360);
GP.AddArc(fillGap(Rbottom, Rright, false, false), 0, 360);
panel1.Invalidate();
}
private void panel1_Paint(object sender, PaintEventArgs e)
{
using (Pen pen = new Pen(Color.Black, 1.5f))
{
e.Graphics.SmoothingMode = SmoothingMode.HighQuality;
e.Graphics.DrawPath(pen, GP);
if(checkBox1.Checked) e.Graphics.FillPath(Brushes.Red, GP);
}
}
现在,代码假设您的间隙不比矩形宽。
轮廓笔不应小于1.5f或填充量会重叠太多。
平滑模式也应该是高质量的,所以没有像素丢失。
以下是它的外观:绘制&amp;填充: