📄 lineedge.c
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/* Fast Line-Edge Intersections on a Uniform Grid by Andrew Shapirafrom "Graphics Gems", Academic Press, 1990*/#include "GGems.h"#define OCTANT(f1, f2, f3, f4, f5, i1, s1, r1, r2) \ for (f1, f2, f3, nr = 0; f4; f5) { \ if (nr < liconst) { \ if (i1) \ r1(&C); \ else \ vertex(&C); \ } \ else { \ s1; \ if (nr -= liconst) { \ r2(&C); \ r1(&C); \ } \ else \ vertex(&C); \ } \ }find_intersections(Pptr, Qptr)IntPoint2 *Pptr, *Qptr; /* P and Q as described in gem text */{ IntPoint2 P, Q; /* P and Q, dereferenced for speed */ IntPoint2 C; /* current grid point */ int nr; /* remainder */ int deltax, deltay; /* Q.x - P.x, Q.y - P.y */ int liconst; /* loop-invariant constant */ P.x = Pptr->x; P.y = Pptr->y; Q.x = Qptr->x; Q.y = Qptr->y; deltax = Q.x - P.x; deltay = Q.y - P.y; /* for reference purposes, let theta be the angle from P to Q */ if ((deltax >= 0) && (deltay >= 0) && (deltay < deltax)) /* 0 <= theta < 45 */ OCTANT(C.x = P.x + 1, C.y = P.y, liconst = deltax - deltay, C.x < Q.x, C.x++, nr += deltay, C.y++, up, left) else if ((deltax > 0) && (deltay >= 0) && (deltay >= deltax)) /* 45 <= theta < 90 */ OCTANT(C.y = P.y + 1, C.x = P.x, liconst = deltay - deltax, C.y < Q.y, C.y++, nr += deltax, C.x++, right, down) else if ((deltax <= 0) && (deltay >= 0) && (deltay > -deltax)) /* 90 <= theta < 135 */ OCTANT(C.y = P.y + 1, C.x = P.x, liconst = deltay + deltax, C.y < Q.y, C.y++, nr -= deltax, C.x--, left, down) else if ((deltax <= 0) && (deltay > 0) && (deltay <= -deltax)) /* 135 <= theta < 180 */ OCTANT(C.x = P.x - 1, C.y = P.y, liconst = -deltax - deltay, C.x > Q.x, C.x--, nr += deltay, C.y++, up, right) else if ((deltax <= 0) && (deltay <= 0) && (deltay > deltax)) /* 180 <= theta < 225 */ OCTANT(C.x = P.x - 1, C.y = P.y, liconst = -deltax + deltay, C.x > Q.x, C.x--, nr -= deltay, C.y--, down, right) else if ((deltax < 0) && (deltay <= 0) && (deltay <= deltax)) /* 225 <= theta < 270 */ OCTANT(C.y = P.y - 1, C.x = P.x, liconst = -deltay + deltax, C.y > Q.y, C.y--, nr -= deltax, C.x--, left, up) else if ((deltax >= 0) && (deltay <= 0) && (-deltay > deltax)) /* 270 <= theta < 315 */ OCTANT(C.y = P.y - 1, C.x = P.x, liconst = -deltay - deltax, C.y > Q.y, C.y--, nr += deltax, C.x++, right, up) else if ((deltax >= 0) && (deltay < 0) && (-deltay <= deltax)) /* 315 <= theta < 360 */ OCTANT(C.x = P.x + 1, C.y = P.y, liconst = deltax + deltay, C.x < Q.x, C.x++, nr -= deltay, C.y--, down, left) else {} /* P = Q */}vertex(I)IntPoint2 *I;{ /* Note: replace printf with code to process vertex, if desired */ (void) printf("vertex at %d %d\n", I->x, I->y);}left(I)IntPoint2 *I;{ /* Note: replace printf with code to process leftward */ /* intersection, if desired */ (void) printf("left from %d %d\n", I->x, I->y);}up(I)IntPoint2 *I;{ /* Note: replace printf with code to process upward */ /* intersection, if desired */ (void) printf("up from %d %d\n", I->x, I->y);}right(I)IntPoint2 *I;{ /* Note: replace printf with code to process rightward */ /* intersection, if desired */ (void) printf("right from %d %d\n", I->x, I->y);}down(I)IntPoint2 *I;{ /* Note: replace printf with code to process downward */ /* intersection, if desired */ (void) printf("down from %d %d\n", I->x, I->y);}
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