Sutherlang-Hodgman 多边形裁剪算法

http://blog.csdn.net/nanhaizhixin/article/details/6531896
【Sutherlang-Hodgman 多边形裁剪算法】

#include #include #include #includetypedef struct { float x,y; }wcPt2D; typedef enum { Left,Right,Bottom,Top }Boundary; int Inside(wcPt2D p,Boundary b,wcPt2D wMin,wcPt2D wMax) { switch(b) { case Left: if(p.xwMax.x) return (false); break; case Bottom: if(p.ywMax.y) return (false); break; } return true; }int Cross(wcPt2D p1,wcPt2D p2,Boundary b,wcPt2D wMin,wcPt2D wMax) { if(Inside(p1,b,wMin,wMax)==Inside(p2,b,wMin,wMax)) return (false); else return true; }wcPt2D Intersect(wcPt2D p1,wcPt2D p2,Boundary b,wcPt2D wMin,wcPt2D wMax) { wcPt2D iPt; float m; if(p1.x !=p2.x) m=(p2.y-p1.y)/(p2.x-p1.x); switch(b){ case Left: iPt.x=wMin.x; iPt.y=p2.y+(wMin.x-p2.x)*m; break; case Right: iPt.x=wMax.x; iPt.y=p2.y+(wMax.x-p2.x)*m; break; case Bottom: iPt.y=wMin.y; if(p1.x!=p2.x)iPt.x=p2.x + (wMin.y-p2.y)/m; else iPt.x=p2.x; break; case Top: iPt.y=wMax.y; if(p1.x!=p2.x) iPt.x=p2.x+(wMax.y-p2.y)/m; else iPt.x=p2.x; break; } return iPt; } int edgeCliper(Boundary b,wcPt2D wMin,wcPt2D wMax,wcPt2D *pIn,int cnt,wcPt2D *pOut) { wcPt2D s; int i,Outcnt=0; s=pIn[0]; for(i=1; i<=cnt; i++) { if(!Inside(s,b,wMin,wMax)&&Inside(pIn[i],b,wMin,wMax)) { pOut[Outcnt]=Intersect(s,pIn[i],b,wMin,wMax); Outcnt++; pOut[Outcnt]=pIn[i]; Outcnt++; } else if(Inside(s,b,wMin,wMax)&&Inside(pIn[i],b,wMin,wMax)) { pOut[Outcnt]=pIn[i]; Outcnt++; } else if(Inside(s,b,wMin,wMax)&&(!Inside(pIn[i],b,wMin,wMax))) { pOut[Outcnt]=Intersect(s, pIn[i], b,wMin, wMax); Outcnt++; } s=pIn[i]; } return (Outcnt); }voidinit (void) { glClearColor(1.0,1.0,1.0,0.0); glMatrixMode(GL_PROJECTION); glLoadIdentity(); gluOrtho2D(-400.0,400.0,-300.0,300.0); }void ClipPolygonSuthHodg(void) { glClear(GL_COLOR_BUFFER_BIT); glMatrixMode(GL_MODELVIEW); int i,cnt,Outcnt,b; wcPt2D points[8]={{-300,-100},{-300,150},{-100,150},{-100,100},{100,100},{100,0},{0,-100},{-300,-100}}; cnt=7; wcPt2D pOut[28] ,pIn[28]; wcPt2D wMin={-200,0},wMax={50,200}; for(i=0; i<4*cnt; i++) { pIn[i].x=0.0; pIn[i].y=0.0; pOut[i].x=0.0; pOut[i].y=0.0; } for(i=0; i<=cnt; i++) pIn[i]=points[i]; glColor3f(0.0,0.0,0.0); glBegin(GL_LINE_LOOP); glVertex2f(wMin.x,wMin.y); glVertex2f(wMax.x,wMin.y); glVertex2f(wMax.x,wMax.y); glVertex2f(wMin.x,wMax.y); glEnd(); glLineWidth(2.0); glBegin(GL_LINE_LOOP); for(i=0; i



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