我正在努力学习数字图像拓扑学校项目。目标是编写一个具有矩形的应用程序,其中一条线穿过它,应用程序需要填充该行下方的字段。它需要使用像素的某种类型的邻居来逐个像素地填充它。
我设法编写了一些填充该行下方字段的应用程序,但它会在一秒内填满所有内容。我无法逐个像素地完成它。我尝试停止该线程,但是您无法停止应用程序线程,您无法从应用程序以外的线程更新UI。 Platform.runLater或Task也不起作用。我希望每次添加新像素时都会刷新画布,所以我有这个动画显示了这个算法是如何工作的。
我希望我的解释是充分的。你不必专注于我的项目,只是有人可以向我解释如何逐个像素地填充画布吗?
这是控制器的代码:
@FXML
private Canvas canvas;
@FXML
private ComboBox<String> optionsType;
@FXML
private Button drawBtn;
@FXML
private ComboBox<String> optionsNeighbourhood;
WritableImage wi;
PixelReader pr;
GraphicsContext gc;
(...)
public void drawLine() {
gc.strokeLine(0, 0, canvas.getWidth(), canvas.getHeight());
}
private void fillShape(Neighbourhood type, int startX, int startY) {
int width = (int) canvas.getWidth();
int height = (int) canvas.getHeight();
LinkedList<Point> list = new LinkedList<>();
list.addFirst(new Point(startX, startY));
while (!list.isEmpty()) {
Point point = list.removeLast();
int x = point.getX();
int y = point.getY();
if (x >= 0 && x < width && y >= 0 && y < height && isEmpty(x, y)) {
gc.fillRect(x, y, 1, 1);
gc.fill();
canvas.snapshot(null, wi);
list.addFirst(new Point(x + 1, y));
list.addFirst(new Point(x, y + 1));
list.addFirst(new Point(x, y - 1));
list.addFirst(new Point(x - 1, y));
if (type == Neighbourhood.SIX || type == Neighbourhood.EIGHT) {
if (isEmpty(x - 1, y) || isEmpty(x, y - 1)) {
list.add(new Point(x - 1, y - 1));
}
if (isEmpty(x + 1, y) || isEmpty(x, y + 1)) {
list.add(new Point(x + 1, y + 1));
}
}
if (type == Neighbourhood.EIGHT) {
if (isEmpty(x - 1, y) || isEmpty(x, y + 1)) {
list.add(new Point(x - 1, y + 1));
}
if (isEmpty(x + 1, y) || isEmpty(x, y + 1)) {
list.add(new Point(x + 1, y - 1));
}
}
}
}
}
private boolean isEmpty(int x, int y) {
if (x < 0 || x >= canvas.getWidth() || y < 0 || y >= canvas.getHeight()) {
return false;
}
if (!pr.getColor(x, y).toString().equals("0xffffffff")) {
return false;
}
return true;
}
}
现在我知道代码起初看起来并不是很明显。该算法并不重要,因为它确实有效,但主要问题是:如何逐个像素地填充此字段(如动画(是的,我也尝试过AnimationTimer)。
答案 0 :(得分:1)
有几种方法,一种是使用像这样的AnimationTimer:
import java.util.Random;
import javafx.animation.AnimationTimer;
import javafx.application.Application;
import javafx.scene.Scene;
import javafx.scene.canvas.Canvas;
import javafx.scene.canvas.GraphicsContext;
import javafx.scene.layout.BorderPane;
import javafx.scene.layout.Pane;
import javafx.stage.Stage;
public class Main extends Application {
private static double SCENE_WIDTH = 800;
private static double SCENE_HEIGHT = 600;
static Random random = new Random();
Canvas canvas;
GraphicsContext graphicsContext;
AnimationTimer loop;
Scene scene;
@Override
public void start(Stage primaryStage) {
BorderPane root = new BorderPane();
canvas = new Canvas(SCENE_WIDTH, SCENE_HEIGHT);
graphicsContext = canvas.getGraphicsContext2D();
Pane layerPane = new Pane();
layerPane.getChildren().addAll(canvas);
root.setCenter(layerPane);
scene = new Scene(root, SCENE_WIDTH, SCENE_HEIGHT);
primaryStage.setScene(scene);
primaryStage.show();
startAnimation();
}
private void startAnimation() {
loop = new AnimationTimer() {
double startX = 100;
double endX = 200;
double y = 100;
double x = startX;
double speed = 0.2;
@Override
public void handle(long now) {
graphicsContext.fillOval(x, y, 5,5);
x+=speed;
if( x >= endX) {
loop.stop();
}
}
};
loop.start();
}
public static void main(String[] args) {
launch(args);
}
}