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c# - 填充两个矩形之间的空间

转载 作者:行者123 更新时间:2023-11-30 15:28:53 25 4
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当两个矩形未垂直对齐时,我将如何填充它们之间的空间。因此,如果一个矩形向上移动,它与下一个矩形(在所有遵循相同路径的链中)之间的间隙看起来很平滑。

例子:

当前: Ugly gap

期望: Desired look

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:

在听从 Jim 和评论者的建议后,我得出了以下结论。数学似乎是错误的,但它并没有真正达到我想要的效果。

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);

enter image description here

编辑 2:我一直在听从每个人的建议和编辑。 Jim 现在可以工作了,但只有当你向上移动并开始向右移动时,它才会画画。

现在根据 TAW 的建议,我得到了 ArguementInvalid,我认为这是因为 rGap 矩形的高度为 0。

我对 TAW 的实现:

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:在进一步研究问题后,我开发了自己的解决方案,这不是我想要的解决方案,但希望它能帮助其他人。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);

产生:enter image description here

最佳答案

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,并将它们和圆弧添加到 GraphicsPath 中以填充间隙。

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);
}
}

代码现在假定您的间隙不比矩形更宽。

轮廓笔不应小于 1.5f,否则填充会重叠太多。

此外,平滑模式应该是高质量的,这样就不会丢失任何像素。

这是它的样子:绘制和填充:

drawn filled

关于c# - 填充两个矩形之间的空间,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/24832155/

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