pygame用自己的函数 扫描线根据重心坐标填充三角形

其实就是在扫描线填充三角形的基础上,对三个顶点的xy坐标计算三角形重心坐标,然后在填充时,原来三角形重心坐标填充是遍历整个屏幕像素,然后判断是否在在三角形内,变成根据直线方程计算x起点与y起点,然后将需要求重心坐标的点zx,zy,从遍历屏幕像素的点xy,换成扫描线起始点xy

go 复制代码
    for gao in range(280):

        xz1 = (jz - (gao+by)) / zk
        sx = abs(xz1)
        xy1 = (jy - (gao+by)) / yk
        ex = abs(xy1)+2#加2是为了填补空白
        xcishu=ex-sx
        #print("gao==",gao,"第一次循环",int(sx),int(ex))
        for i in range(int(xcishu)):
            #print("i==",i,"第二次循环",int(sx),int(ex))
            zx = int(sx)+i
            zy = gao+by

将原来的

#pygame.Surface.set_at(screen, (int(sx)+i , by+gao), (255, 0, 0))

换成

if (0 < zhongxina < 1 and 0 < zhongxinb < 1 and 0 < zhongxinc < 1): pygame.Surface.set_at(screen, (int(sx)+i, int(gao+by )),(int(255 * zhongxina), int(255 * zhongxinb), int(255 * zhongxinc)))

加by是因为

for gao in range(280):

280是三角形上顶点与下边之间的高度,还需要加上上顶点的y才能填充580这个高度的三角形,不然出现两个三角形

go 复制代码
import pygame
import sys
from pygame import gfxdraw

(width, height) = (600, 600)
pygame.init()
screen = pygame.display.set_mode((width, height))
image = pygame.image.load("1.png").convert_alpha()
masked_result = image.copy()

white_color = (0, 0, 0)
polygon =[(0, 0), (800, 600), (0, 600)]
#(260,0),(200,0),(200,130),(260,130)

#[(0.0, 307.6923076923077), (723.0769230769231, 307.6923076923077), (972.4137931034483, 413.7931034482759), (0.0, 413.7931034482759)]
image = pygame.image.load("1.png")
car = pygame.transform.scale(image, (100, 100))


#screen.fill((0,0,0))
#screen.blit(image, (140,140))
screensurf = pygame.display.get_surface()#获取当前显示的 Surface 对象
color=(255, 255, 255)


ix=0#纹理坐标
iy=0
px=310#画出来填充像素坐标
py=310

ax=70
ay=580
bx=160
by=300
cx=200
cy=580
#(70, 580), (160, 300), (200, 580)
while True:
    for event in pygame.event.get():
        if event.type == pygame.QUIT:
            sys.exit()

    #gfxdraw.pixel(screen, 90, 90, color)#画一个像素

    screen.fill(color)
    pygame.draw.polygon(screen, (0, 0, 255), ((ax,ay), (bx, by), (cx, cy)))#左,中,右
                                        #(70, 580), (160, 300), (200, 580)
    zk=(ay-by)/(ax-bx)#左边斜率
    yk=(by-cy)/(bx-cx)
    #y=kx+b -b=kx-y 但是没法用-b当变量,下面就-abs手动转负数
    jiejuz=(bx*zk)-by#截距
    jz=0
    if jiejuz<0:
        jz=abs(jiejuz)
    else:
        jz=-abs(jiejuz)
    #print(jiejuz,jz)
    '''yz=zk*(70+0.5)+jz
    #y1 = zk * 90 + jieju
    #print(int(46600/90),int(y1), int(yz))
    pygame.Surface.set_at(screen, (90, int(46600/90)), (255,0,0))
    pygame.Surface.set_at(screen, (int(70+0.5), int(yz)), (255,0, 0))
'''
    # (70, 580), (160, 300), (200, 580)

    yk = (by - cy) / (bx - cx)
    jiejuy=(bx*yk)-by#截距

    jy = 0
    if jiejuy < 0:
        jy = abs(jiejuy)
    else:
        jy = -abs(jiejuy)

    yy = yk * cx + jy

    pygame.Surface.set_at(screen, (cx, int(yy)), (0, 255, 0))

    yz = zk * (ax + 0.5) + jz
    #y=kx+b   -kx=b-y
    #xz=((5/3)-(8/3))/(1/3)
    xz = (jz - by) /zk
    zuoxianx=abs(xz)
    xy=(jy-by)/yk
    youxianx=abs(xy)
    # y1 = zk * 90 + jieju
    # print(int(46600/90),int(y1), int(yz))
    pygame.Surface.set_at(screen, (int(youxianx), by), (255, 0, 0))
    pygame.Surface.set_at(screen, (int(zuoxianx), by), (255, 0, 0))
    starx=int(zuoxianx)
    endx=int(youxianx)
    #print(yk,"截距左", jz, jy, "右扫描线y", yy, "左边扫描线y", yz,"左扫描线x",zuoxianx,"左扫描线x",youxianx)
    dong=0
    stary=by
    endy=580

    for gao in range(280):

        xz1 = (jz - (gao+by)) / zk
        sx = abs(xz1)
        xy1 = (jy - (gao+by)) / yk
        ex = abs(xy1)+2#加2是为了填补空白
        xcishu=ex-sx
        #print("gao==",gao,"第一次循环",int(sx),int(ex))
        for i in range(int(xcishu)):
            #print("i==",i,"第二次循环",int(sx),int(ex))
            zx = int(sx)+i
            zy = gao+by
            # # 重心坐标在求出中心后就不需要了,后面需要用这个坐标来判断屏幕中每个像素是否在三角形内

            #
            za1 = -(zx - bx) * (cy - by) + (zy - by) * (cx - bx)
            za2 = -(ax - bx) * (cy - by) + (ay - by) * (cx - bx)
            zhongxina = za1 / za2

            zb1 = -(zx - cx) * (ay - cy) + (zy - cy) * (ax - cx)
            zb2 = -(bx - cx) * (ay - cy) + (by - cy) * (ax - cx)
            zhongxinb = zb1 / zb2

            zhongxinc = 1 - zhongxina - zhongxinb
            print(zhongxina, zhongxinb, zhongxinc)
            #
            if (0 < zhongxina < 1 and 0 < zhongxinb < 1 and 0 < zhongxinc < 1):


                pygame.Surface.set_at(screen, (int(sx)+i, int(gao+by)),(int(255 * zhongxina), int(255 * zhongxinb), int(255 * zhongxinc)))
            # pygame.Surface.set_at(screen, (i, int(580)), (0, 255, 0))
            print(zx, zy)
            #pygame.Surface.set_at(screen, (int(sx)+i , by+gao), (255, 0, 0))
    pygame.display.update()
相关推荐
mqiqe6 分钟前
Python MySQL通过Binlog 获取变更记录 恢复数据
开发语言·python·mysql
AttackingLin8 分钟前
2024强网杯--babyheap house of apple2解法
linux·开发语言·python
哭泣的眼泪40821 分钟前
解析粗糙度仪在工业制造及材料科学和建筑工程领域的重要性
python·算法·django·virtualenv·pygame
Ysjt | 深43 分钟前
C++多线程编程入门教程(优质版)
java·开发语言·jvm·c++
ephemerals__1 小时前
【c++丨STL】list模拟实现(附源码)
开发语言·c++·list
码农飞飞1 小时前
深入理解Rust的模式匹配
开发语言·后端·rust·模式匹配·解构·结构体和枚举
一个小坑货1 小时前
Rust 的简介
开发语言·后端·rust
湫ccc1 小时前
《Python基础》之基本数据类型
开发语言·python
Matlab精灵1 小时前
Matlab函数中的隐马尔可夫模型
开发语言·matlab·统计学习