在二维且没有洞的情况下,这相当容易。首先,您需要将多边形分解为一个或多个
单调多边形。
单调多边形很容易转换为三角带,只需按
y
排序值,找到最高点和最低点,然后您就有了顶点列表,向右和向左(因为顶点按某种定义的顺序,例如顺时针方向)。然后从最高点开始,交替添加来自左侧和右侧的顶点。
此技术适用于任何没有自相交边的2D多边形,其中包括一些具有孔的多边形(但必须正确卷绕孔)。
您可以尝试并使用此代码:
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glTranslatef(-.5f, -.5f, 0);
std::vector<Vector2f> my_polygon;
my_polygon.push_back(Vector2f(-0.300475f, 0.862924f));
my_polygon.push_back(Vector2f(0.302850f, 1.265013f));
my_polygon.push_back(Vector2f(0.811164f, 1.437337f));
my_polygon.push_back(Vector2f(1.001188f, 1.071802f));
my_polygon.push_back(Vector2f(0.692399f, 0.936031f));
my_polygon.push_back(Vector2f(0.934679f, 0.622715f));
my_polygon.push_back(Vector2f(0.644893f, 0.408616f));
my_polygon.push_back(Vector2f(0.592637f, 0.753264f));
my_polygon.push_back(Vector2f(0.269596f, 0.278068f));
my_polygon.push_back(Vector2f(0.996437f, -0.092689f));
my_polygon.push_back(Vector2f(0.735154f, -0.338120f));
my_polygon.push_back(Vector2f(0.112827f, 0.079634f));
my_polygon.push_back(Vector2f(-0.167458f, 0.330287f));
my_polygon.push_back(Vector2f(0.008314f, 0.664491f));
my_polygon.push_back(Vector2f(0.393112f, 1.040470f));
glEnable(GL_POINT_SMOOTH);
glEnable(GL_LINE_SMOOTH);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glLineWidth(6);
glColor3f(1, 1, 1);
glBegin(GL_LINE_LOOP);
for(size_t i = 0, n = my_polygon.size(); i < n; ++ i)
glVertex2f(my_polygon[i].x, my_polygon[i].y);
glEnd();
glPointSize(6);
glBegin(GL_POINTS);
for(size_t i = 0, n = my_polygon.size(); i < n; ++ i)
glVertex2f(my_polygon[i].x, my_polygon[i].y);
glEnd();
std::vector<int> working_set;
for(size_t i = 0, n = my_polygon.size(); i < n; ++ i)
working_set.push_back(i);
_ASSERTE(working_set.size() == my_polygon.size());
std::list<std::vector<int> > monotone_poly_list;
glPointSize(14);
glLineWidth(4);
for(;;) {
std::vector<int> sorted_vertex_list;
{
for(size_t i = 0, n = working_set.size(); i < n; ++ i)
sorted_vertex_list.push_back(i);
_ASSERTE(working_set.size() == working_set.size());
for(;;) {
bool b_change = false;
for(size_t i = 1, n = sorted_vertex_list.size(); i < n; ++ i) {
int a = sorted_vertex_list[i - 1];
int b = sorted_vertex_list[i];
if(my_polygon[working_set[a]].y < my_polygon[working_set[b]].y) {
std::swap(sorted_vertex_list[i - 1], sorted_vertex_list[i]);
b_change = true;
}
}
if(!b_change)
break;
}
}
bool b_change = false;
for(size_t i = 0, n = sorted_vertex_list.size(), m = working_set.size(); i < n; ++ i) {
int n_ith = sorted_vertex_list[i];
Vector2f ith = my_polygon[working_set[n_ith]];
Vector2f prev = my_polygon[working_set[(n_ith + m - 1) % m]];
Vector2f next = my_polygon[working_set[(n_ith + 1) % m]];
float sidePrev = sign(ith.y - prev.y);
float sideNext = sign(ith.y - next.y);
if(sidePrev * sideNext >= 0) {
glColor3f(1, 0, 0);
glBegin(GL_POINTS);
glVertex2f(ith.x, ith.y);
glEnd();
int n_next = -1;
if(sidePrev + sideNext > 0) {
if(i > 0)
n_next = sorted_vertex_list[i - 1];
} else {
if(i + 1 < n)
n_next = sorted_vertex_list[i + 1];
}
if(n_next != -1) {
glColor3f(0, 1, 0);
glBegin(GL_POINTS);
glVertex2f(my_polygon[working_set[n_next]].x, my_polygon[working_set[n_next]].y);
glEnd();
glBegin(GL_LINES);
glVertex2f(ith.x, ith.y);
glVertex2f(my_polygon[working_set[n_next]].x, my_polygon[working_set[n_next]].y);
glEnd();
std::vector<int> poly, remove_list;
int n_last = n_ith;
if(n_last > n_next)
std::swap(n_last, n_next);
int idx = n_next;
poly.push_back(working_set[idx]);
for(idx = (idx + 1) % m; idx != n_last; idx = (idx + 1) % m) {
poly.push_back(working_set[idx]);
remove_list.push_back(idx);
}
poly.push_back(working_set[idx]);
std::sort(remove_list.begin(), remove_list.end());
for(size_t i = remove_list.size(); i > 0; -- i) {
int n_which = remove_list[i - 1];
working_set.erase(working_set.begin() + n_which);
}
monotone_poly_list.push_back(poly);
b_change = true;
break;
}
}
}
if(!b_change)
break;
}
if(!working_set.empty())
monotone_poly_list.push_back(working_set);
std::list<std::vector<int> >::const_iterator p_mono_poly = monotone_poly_list.begin();
for(; p_mono_poly != monotone_poly_list.end(); ++ p_mono_poly) {
const std::vector<int> &r_mono_poly = *p_mono_poly;
glLineWidth(2);
glColor3f(0, 0, 1);
glBegin(GL_LINE_LOOP);
for(size_t i = 0, n = r_mono_poly.size(); i < n; ++ i)
glVertex2f(my_polygon[r_mono_poly[i]].x, my_polygon[r_mono_poly[i]].y);
glEnd();
glPointSize(2);
glBegin(GL_POINTS);
for(size_t i = 0, n = r_mono_poly.size(); i < n; ++ i)
glVertex2f(my_polygon[r_mono_poly[i]].x, my_polygon[r_mono_poly[i]].y);
glEnd();
int n_top = 0;
for(size_t i = 0, n = r_mono_poly.size(); i < n; ++ i) {
if(my_polygon[r_mono_poly[i]].y < my_polygon[r_mono_poly[n_top]].y)
n_top = i;
}
glLineWidth(1);
glColor3f(0, 1, 0);
glBegin(GL_LINE_STRIP);
glVertex2f(my_polygon[r_mono_poly[n_top]].x, my_polygon[r_mono_poly[n_top]].y);
for(size_t i = 1, n = r_mono_poly.size(); i <= n; ++ i) {
int n_which = (n_top + ((i & 1)? n - i / 2 : i / 2)) % n;
glVertex2f(my_polygon[r_mono_poly[n_which]].x, my_polygon[r_mono_poly[n_which]].y);
}
glEnd();
}
这段代码并不是最优的,但应该很容易理解。首先创建了一个凹多边形,然后创建了一个“工作集”顶点。在该工作集上,计算了一个排列,按其
y
坐标对顶点进行排序。然后遍历该排列,寻找分割点。一旦找到分割点,就创建一个新的单调多边形。然后从工作集中删除用于新多边形的顶点,并重复整个过程。最后,工作集包含无法分割的最后一个多边形。最后,渲染单调多边形,以及三角形带顺序。它有点混乱,但我相信你会弄清楚(这是C++代码,只需将其放入GLUT窗口中并查看其效果)。
希望这能帮助到你...