今天,由于公事,研究了一下,算法:
简单的三角形类:
package
{
import flash.display.Sprite;
import flash.geom.Point;
/**
* 三角形
* @author Jave.Lin
*/
public class Triangle extends Sprite
{
private var _p1:Point;
private var _p2:Point;
private var _p3:Point;
private var _c:uint;
public function get p1():Point{return _p1;}
public function get p2():Point{return _p2;}
public function get p3():Point{return _p3;}
public function get c():uint{return _c;}
public function set p1(value:Point):void
{
if(value.x!=_p1.x && value.y!=_p1.y)
{
_p1=value;
redraw();
}
}
public function set p2(value:Point):void
{
if(value.x!=_p2.x && value.y!=_p2.y)
{
_p2=value;
redraw();
}
}
public function set p3(value:Point):void
{
if(value.x!=_p3.x && value.y!=_p3.y)
{
_p3=value;
redraw();
}
}
public function Triangle($p1:Point,$p2:Point,$p3:Point,$c:uint=0xff0000)
{
super();
setPointsRedraw($p1,$p2,$p3,$c);
}
public function setPointsRedraw($p1:Point,$p2:Point,$p3:Point,$c:uint=0xff0000):void
{
_p1=$p1;
_p2=$p2;
_p3=$p3;
_c=$c;
redraw();
}
private function redraw():void
{
// clear
this.graphics.clear();
// begine and set style
this.graphics.beginFill(_c,0.5);
this.graphics.lineStyle(1,_c,0.5);
// start position
this.graphics.moveTo(_p1.x,_p1.y);
// draw lines
this.graphics.lineTo(_p2.x,_p2.y);
this.graphics.lineTo(_p3.x,_p3.y);
this.graphics.lineTo(_p1.x,_p1.y);
// end draw
this.graphics.endFill();
}
}
}
菱形类:
package
{
import flash.display.Sprite;
/**
* 菱形类
* @author Jave.Lin
*/
public class Diamond extends Sprite
{
protected var _xR:Number;
protected var _yR:Number;
public function get xR():Number{return _xR;}
public function set xR(value:Number):void
{
if(value!=_xR)
{
_xR=value;
redraw();
}
}
public function get yR():Number{return _yR;}
public function set yR(value:Number):void
{
if(value!=_yR)
{
_yR=value;
redraw();
}
}
public function Diamond($xR:Number,$yR:Number)
{
setXYRAndRedraw($xR,$yR);
}
public function setXYRAndRedraw($xR:Number,$yR:Number):void
{
_xR=$xR;
_yR=$yR;
redraw();
}
private function redraw():void
{
// clear
this.graphics.clear();
// begine and set style
this.graphics.beginFill(0xff0000,0.5);
this.graphics.lineStyle(1,0xff0000,0.5);
// start position
this.graphics.moveTo(_xR,0);
// draw lines
this.graphics.lineTo(0,_yR);
this.graphics.lineTo(-_xR,0);
this.graphics.lineTo(0,-_yR);
this.graphics.lineTo(_xR,0);
// end draw
this.graphics.endFill();
}
}
}
菱形扩展类:
package
{
import flash.geom.Point;
import flash.utils.getTimer;
/**
* 菱形的一个扩展类
* @author Jave.Lin
*/
public class DiamondExt extends Diamond
{
private var _triangles:Vector.=new Vector.();
private var _angle1:Number;
private var _angle2:Number;
public function DiamondExt($xR:Number, $yR:Number)
{
super($xR, $yR);
generateTriangle();
}
private function generateTriangle():void
{
// _angle1=Math.abs(Math.tan(_yR/_xR));//有误差?
_angle1=Math.abs(Math.atan2((-_yR-0),((0-(-_xR)))));
if(_angle1>(Math.PI/2))_angle1-=(Math.PI/2);
_angle2=Math.PI/2-_angle1;
_triangles[0]=new Triangle(
new Point(0,0),new Point(_xR,0),new Point(_xR/2,_yR/2));
_triangles[1]=new Triangle(
new Point(0,0),new Point(_xR/2,_yR/2),new Point(0,_yR));
_triangles[2]=new Triangle(
new Point(0,0),new Point(0,_yR),new Point(-(_xR/2),_yR/2));
_triangles[3]=new Triangle(
new Point(0,0),new Point(-(_xR/2),_yR/2),new Point(-_xR,0));
_triangles[4]=new Triangle(
new Point(0,0),new Point(-_xR,0),new Point(-(_xR/2),-(_yR/2)));
_triangles[5]=new Triangle(
new Point(0,0),new Point(0,-_yR),new Point(-(_xR/2),-(_yR/2)));
_triangles[6]=new Triangle(
new Point(0,0),new Point(_xR/2,-(_yR/2)),new Point(0,-_yR));
_triangles[7]=new Triangle(
new Point(0,0),new Point(_xR,0),new Point(_xR/2,-(_yR/2)));
for (var i:int = 0; i < _triangles.length; i++)
{
addChild(_triangles[i]);
}
}
public function checkPointAndLightTheTriangle(point:Point):void
{
var tempA:Number=Math.atan2(point.y,point.x);
resetTriangles();
if(tempA>=0 && tempA=_angle1 && tempA=Math.PI/2 && tempA=(Math.PI/2+_angle2) && tempA=-Math.PI && tempA=(-Math.PI+_angle1) && tempA=-Math.PI/2 && tempA=-_angle1 && tempA=0 && tempA=_angle1 && tempA=num1Right && tempA=num2Right && tempA=num4Left && tempA=num4Right && tempA=num5Right && tempA=num6Right && tempA
关注
打赏
热门博文
- 3D Assets (Textures & Model & Animations) & Game Design Ideas & DCC Tutorials & TA
- LearnGL - 学习笔记目录
- Unity - Timeline 知识汇总
- Unity Graphics - 知识点目录 - 停止翻译,因为发现官方有中文文档了
- Graphic资料
- Unity Lightmap&LightProbe局部动态加载(亲测2020以及以上版本官方修复了)
- Unity - 踩坑日志 - 低版本线性颜色空间渲染异常的 “BUG”
- Unity Shader - PBR 渲染 SP 导出的素材
- 什么是 3A 游戏?
- Photosohp - 实现 2D MetaBall、MetaFont