Các thuật toán cắt sutherland-hodgman 2D clip mỗi cạnh của hình dạng cắt bớt bởi mỗi cạnh của hình cắt. Tuy nhiên, thuật toán 3D sẽ kẹp từng cạnh của mỗi khuôn mặt của hình cắt bớt bởi mỗi khuôn mặt của hình cắt (KHÔNG phải từng cạnh của mỗi khuôn mặt của hình cắt).
Thuật toán của tôi được "lấy cảm hứng" theo cách tiếp cận này nhưng tôi phải thêm một bước phụ để có được tất cả các cạnh xuất hiện chính xác. Về cơ bản tôi cắt bớt cả hai cách; cắt một hình dạng bằng cách khác sau đó làm ngược lại và thêm hai; điều này làm cho yêu cầu cả hai hình dạng bị lồi. Không bao gồm này "cả hai cách" bỏ lỡ một số trong những gương mặt như hình dưới đây

Mã giả cho thuật toán này như sau
for each clippiING face
for each clippED face
for each edge of each clippED face
clip by clippiING face as per www.jhave.org/learner/misc/sutherlandhodgman/sutherlandhogdmanclipping.shtml
end
end
for each edge of each clippiNG face(this step leads to requirement that both shapes be convex)
clip clippED face by clippiING face as per www.jhave.org/learner/misc/sutherlandhodgman/sutherlandhogdmanclipping.shtml
end
end
thuật toán này được implimented trong java như hình dưới đây : (Lưu ý công cụ JMonkey được sử dụng để hiển thị 3D nhưng bị hủy bỏ để có thể dễ dàng bị tước bỏ)
import java.util.ArrayList;
//VISUALISATION ONLY IMPORTS ###############
//REQUIRES: JMonkey Engine
import com.jme3.asset.AssetManager;
import com.jme3.math.ColorRGBA;
import com.jme3.scene.Node;
/**
*
* @author Richard Tingle
*/
//NOTE: Right handed co-ordinates set; x,y as normal, z towards us
public class Polygon3D {
//based on sudocode from http://jhave.org/learner/misc/sutherlandhodgman/sutherlandhodgmanclipping.shtml
ArrayList<Face> faces=new ArrayList<Face>();
public Polygon3D(){}
public Polygon3D(ArrayList<Face> faces){
this.faces=faces;
}
public int getNumberOfFaces(){
return faces.size();
}
public void addFace(Face face){
//for building face by face
faces.add(face);
}
public Face getFace(int faceNumber){
return faces.get(faceNumber);
}
public Polygon3D clip(Polygon3D clippingPolygon){
Polygon3D workingPolygon=this;
for(int i=0; i<clippingPolygon.getNumberOfFaces();i++){
workingPolygon=clip(workingPolygon, clippingPolygon.getFace(i));
}
return workingPolygon;
}
private Polygon3D clip(Polygon3D inPolygon, Face clippingFace){
//each edges of each face of the inPolygon is clipped by the clipping face
Polygon3D outPolygon=new Polygon3D();
for(int i=0;i<inPolygon.getNumberOfFaces();i++){
Face clippedFace=inPolygon.getFace(i).clipFace(clippingFace);
if (clippedFace!=null){
outPolygon.addFace(clippedFace);
}
}
//additional step, clipping face is also clipped by the inPolygon
//this step is what causes the requirement for both clipping and clipped
//shapes to be convex
Face workingFace=clippingFace;
for(int i=0;i<inPolygon.getNumberOfFaces();i++){
if (workingFace==null){
//no need for bonus face in this case
break;
}
workingFace=workingFace.clipFace(inPolygon.getFace(i));
}
if (workingFace!=null){
outPolygon.addFace(workingFace);
}
return outPolygon;
}
//VISUALISATION ONLY ###############
//REQUIRES: JMonkey Engine
public void render(AssetManager assetManager, Node node, ColorRGBA color){
for(int i=0;i<getNumberOfFaces();i++){
node.attachChild(getFace(i).getGeometry(assetManager,color));
}
}
}
import java.util.ArrayList;
import javax.vecmath.Vector3d;
//VISUALISATION ONLY IMPORTS ###############
//REQUIRES: JMonkey Engine
import com.jme3.asset.AssetManager;
import com.jme3.material.Material;
import com.jme3.math.ColorRGBA;
import com.jme3.scene.Geometry;
import com.jme3.scene.Mesh;
import com.jme3.scene.VertexBuffer;
/**
*
* @author Richard Tingle
*/
public class Face{
ArrayList<Vector3d> verticies=new ArrayList<Vector3d>();
//NOTE: Face assumes that all its verticies are in the same place, this
//is not checked and failure to comform to this will lead to errors
//Face MUST have at least 3 verticies by the time it is used, and the
//face itself must be convex. Vertex winding must be anticlockwise, but
//a function rewind is available to rewind if clockwise winding is used
//clockwise or anticlockwise winding must be used, randomly putting in
//verticies will not end well
public Face(){};
public Face(ArrayList<Vector3d> verticies){this.verticies=verticies;}
public void addVertex(Vector3d vertex){
if (Double.isNaN(vertex.x)){
throw new RuntimeException("NaN Vertex");
}
if (Double.isInfinite(vertex.x)|| Double.isInfinite(vertex.y)|| Double.isInfinite(vertex.z)){
throw new RuntimeException("infinite Vertex");
}
if (verticies.contains(vertex)){
//degenerate vertex, do not add
}else{
verticies.add(vertex);
}
}
public void rewind(Vector3d internalPoint){
//the winding of the verticies MUST be such that it looks anticlockwise
//from the "outside", however, this method allows points to be added with
//either clockwise or anticlockwise winding and then a final point that is
//anywhere on the inside of the shape specified in this method and if the
//wrong winding was used this rewinds it to anticlockwise winding
if (pointIsInsideFace(internalPoint)==false){
//winding is incorrect, reverese winding
ArrayList<Vector3d> verticiesRewound=new ArrayList<Vector3d>(verticies.size());
for(int i=verticies.size()-1;i>=0;i--){
verticiesRewound.add(verticies.get(i));
}
verticies=verticiesRewound;
}
}
public int getNumberOfEdges(){
return verticies.size(); //(note because the last vertex connects to the first noOfEdges==noOfVerticies)
}
public Vector3d getVertex(int vertex){
return verticies.get(vertex);
}
public Vector3d getStartOfEdge(int edgeNo){
return verticies.get(edgeNo);
}
public Vector3d getEndOfEdge(int edgeNo){
return verticies.get((edgeNo+1)%verticies.size()); //%verticies.size() allows loop around for last edge
}
private double getPointVsFaceDeterminant(Vector3d point){
//this method is a bit meaningless but its used in
//pointIsInsideFace(Vector3d point)
//and
//getIntersectionPoint
//the returned determinant is basically a measure of which side
//(and how far) a point lies from the plane
//FOR THIS TO WORK FACE MUST HAVE ANTICLOCKWISE WINDING WHEN LOOKED AT
//FROM OUTSIDE
//we define faces as having their verticies in such an order that
//when looked at from the outside the points are ordered anticlockswise
//SO this function is equivalent to: pointIsInsideShape
//see http://math.stackexchange.com/questions/214187/point-on-the-left-or-right-side-of-a-plane-in-3d-space
//assuming face is convex, we only need the first 3 points to determine
//the "winding" of the face
if (verticies.size()<3){
throw new RuntimeException("Degenerate Face: Face has less than 3 verticies");
}
Vector3d a=verticies.get(0);
Vector3d b=verticies.get(1);
Vector3d c=verticies.get(2);
Vector3d x=point;
Vector3d bDash=new Vector3d();
bDash.sub(b, x);
Vector3d cDash=new Vector3d();
cDash.sub(c, x);
Vector3d xDash=new Vector3d();
xDash.sub(x, a);
//find determinant of the 3 by 3 matrix described in link (see also: http://www.mathsisfun.com/algebra/matrix-determinant.html)
double determinant=bDash.x*(cDash.y*xDash.z-cDash.z*xDash.y)-bDash.y*(cDash.x*xDash.z-cDash.z*xDash.x)+bDash.z*(cDash.x*xDash.y-cDash.y*xDash.x);
return determinant;
}
public boolean pointIsInsideFace(Vector3d point){
//FOR THIS TO WORK FACE MUST HAVE ANTICLOCKWISE WINDING WHEN LOOKED AT
//FROM OUTSIDE
//we define faces as having their verticies in such an order that
//when looked at from the outside the points are ordered anticlockswise
//SO this function is equivalent to: pointIsInsideShape
//see http://math.stackexchange.com/questions/214187/point-on-the-left-or-right-side-of-a-plane-in-3d-space
//find determinant of the 3 by 3 matrix described in link (see also: http://www.mathsisfun.com/algebra/matrix-determinant.html)
double determinant=getPointVsFaceDeterminant(point);
if (determinant<=0){
// <= because we define on the face to be "inside the face"
return true;
}else{
return false;
}
}
public Vector3d getIntersectionPoint(Vector3d rayPoint1, Vector3d rayPoint2){
//NOTE: This method treats the face as if it was an infinite plane
//this treating as a plane is why convex shapes must be used
//see http://mathworld.wolfram.com/Plane.html
//changed from above method as that can get upset with parallel lines
double determinantPoint1=getPointVsFaceDeterminant(rayPoint1);
double determinantPoint2=getPointVsFaceDeterminant(rayPoint2);
if (determinantPoint1==determinantPoint2){
//paralell line, if we've got into this method then it'll probably
//be in the plane, the line is in the plane, the middle seems the
//most reasonable point
Vector3d average=new Vector3d();
average.add(rayPoint1, rayPoint2);
average.scale(0.5);
return average;
}else{
//we want to return the point where the determinant would have been
//zero
//linear interpolation
Vector3d intersect=new Vector3d();
intersect.sub(rayPoint2, rayPoint1);
intersect.scale((0-determinantPoint1)/(determinantPoint2-determinantPoint1));
intersect.add(rayPoint1);
return intersect;
}
}
public Face clipFace(Face clippingFace){
//based on sudocode from www.jhave.org/learner/misc/sutherlandhodgman/sutherlandhogdmanclipping.shtml
//Note, this face may be entirely clipped by the clipping face
//or clipped to a degenerate edge, in this case null is returned
Face workingFace=new Face();
for(int i=0;i<this.getNumberOfEdges();i++){
//clips all the edges of the working polygon against a plane based upon the clipping face
//for each edge there are 4 cases, we must determine which it is
//where we refer to starting and ending verticies they are of workingFace
//where we refer to "the Face" that is the clipping face
//and endEdge. The edge of the clipping polygon
//case 1) both starting verticies are inside face
//case 2) starting vertex is inside face, ending vertex is inside
//case 3) Both verticies are outside the face
//case 4) starting is outside the face, ending is inside
Vector3d point1=getStartOfEdge(i);
Vector3d point2=getEndOfEdge(i);
if (clippingFace.pointIsInsideFace(point1) && clippingFace.pointIsInsideFace(point2)){
//case 1, the end point is added
workingFace.addVertex(point2);
}else if (clippingFace.pointIsInsideFace(point1) && clippingFace.pointIsInsideFace(point2)==false){
//case 2, only the intersection is added
Vector3d intersection=clippingFace.getIntersectionPoint(point1, point2);
workingFace.addVertex(intersection);
}else if (clippingFace.pointIsInsideFace(point1)==false && clippingFace.pointIsInsideFace(point2)==false){
//case 3, both verticies are outside the clip shape line, no vertexes added
}else{
//case 4 the ending vertex is inside and the starting vertex is outside
//the line
//the intercept and the end point are added
Vector3d intersection=clippingFace.getIntersectionPoint(point1, point2);
boolean one=clippingFace.pointIsInsideFace(point1);
boolean two=clippingFace.pointIsInsideFace(point2);
one=clippingFace.pointIsInsideFace(point1);
two=clippingFace.pointIsInsideFace(point2);
intersection=clippingFace.getIntersectionPoint(point1, point2);
workingFace.addVertex(intersection);
workingFace.addVertex(point2);
}
}
if (workingFace.getNumberOfEdges()>=3){
return workingFace;
}else{
return null; //degenerate or completely culled face
}
}
private int getNumberOfSegments(){
return verticies.size()-2;
}
//VISUALISATION ONLY ###############
//REQUIRES: JMonkey Engine
public Geometry getGeometry(AssetManager assetManager,ColorRGBA color){
Mesh m = new Mesh();
m.setMode(Mesh.Mode.LineLoop);
float[] verticiesForBuffer=new float[3*(getNumberOfEdges())];
int[] indicies=new int[getNumberOfEdges()];
for(int i=0;i<getNumberOfEdges();i++){
Vector3d vertex=getVertex(i);
verticiesForBuffer[i*3]=(float)vertex.x;
verticiesForBuffer[i*3+1]=(float)vertex.y;
verticiesForBuffer[i*3+2]=(float)vertex.z;
indicies[i]=i;
}
m.setBuffer(VertexBuffer.Type.Position, 3, verticiesForBuffer);
m.setBuffer(VertexBuffer.Type.Index, 1, indicies);
m.updateBound();
m.updateCounts();
Geometry geom = new Geometry("Box", m);
Material mat = new Material(assetManager, "Common/MatDefs/Misc/Unshaded.j3md");
mat.setColor("Color", color);
geom.setMaterial(mat);
return geom;
}
}
Lớp chủ yếu sau đây tạo ra những hình ảnh hiển thị và làm cho họ sử dụng công cụ JMonkey thư viện
import javax.vecmath.Vector3d;
//VISUALISATION ONLY IMPORTS ###############
//REQUIRES: JMonkey Engine
import com.jme3.app.SimpleApplication;
import com.jme3.math.ColorRGBA;
import com.jme3.renderer.RenderManager;
public class Main extends SimpleApplication {
public static void main(String[] args) {
Main app = new Main();
app.start();
}
@Override
public void simpleInitApp(){
Polygon3D poly1= getCubePolygon(new Vector3d(-2,-2,-2),new Vector3d(2,2,2),0.5);
Polygon3D poly2= getCubePolygon(new Vector3d(-1,-5,-1),new Vector3d(1,5,1),-2.5);
Polygon3D poly3= poly1.clip(poly2);
//poly1.render(assetManager, rootNode, ColorRGBA.Blue); //comment out to see individual shapes
//poly2.render(assetManager, rootNode, ColorRGBA.Green);
poly3.render(assetManager, rootNode,ColorRGBA.Red);
}
public Polygon3D getCubePolygon(Vector3d mins, Vector3d maxs, double xSkew){
//xSkew makes the top and bottom x different (so its not actually a cube)
Vector3d hhh=new Vector3d(maxs.x+xSkew,maxs.y,maxs.z);
Vector3d hhl=new Vector3d(maxs.x+xSkew,maxs.y,mins.z);
Vector3d hlh=new Vector3d(maxs.x-xSkew,mins.y,maxs.z);
Vector3d hll=new Vector3d(maxs.x-xSkew,mins.y,mins.z);
Vector3d lhh=new Vector3d(mins.x+xSkew,maxs.y,maxs.z);
Vector3d lhl=new Vector3d(mins.x+xSkew,maxs.y,mins.z);
Vector3d llh=new Vector3d(mins.x-xSkew,mins.y,maxs.z);
Vector3d lll=new Vector3d(mins.x-xSkew,mins.y,mins.z);
Vector3d centre=new Vector3d(0.5*(mins.x+maxs.x),0.5*(mins.y+maxs.y),0.5*(mins.z+maxs.z)); //just for rewinding
Face top=new Face();
Face bottom=new Face();
Face north=new Face();
Face south=new Face();
Face east=new Face();
Face west=new Face();
north.addVertex(hll);
north.addVertex(hhl);
north.addVertex(hhh);
north.addVertex(hlh);
north.rewind(centre);
south.addVertex(lll);
south.addVertex(lhl);
south.addVertex(lhh);
south.addVertex(llh);
south.rewind(centre);
top.addVertex(hhh);
top.addVertex(hhl);
top.addVertex(lhl);
top.addVertex(lhh);
top.rewind(centre);
bottom.addVertex(hlh);
bottom.addVertex(hll);
bottom.addVertex(lll);
bottom.addVertex(llh);
bottom.rewind(centre);
east.addVertex(hhh);
east.addVertex(hlh);
east.addVertex(llh);
east.addVertex(lhh);
east.rewind(centre);
west.addVertex(hhl);
west.addVertex(hll);
west.addVertex(lll);
west.addVertex(lhl);
west.rewind(centre);
Polygon3D poly=new Polygon3D();
poly.addFace(top);
poly.addFace(bottom);
poly.addFace(north);
poly.addFace(south);
poly.addFace(east);
poly.addFace(west);
return poly;
}
}
+2 chỉ dành riêng cho một thực tế rằng đây là một câu hỏi tự trả lời (với hình ảnh!). Tôi đã làm điều này một lần [ở đây] (http://stackoverflow.com/questions/15852885/method-returning-default-browser-as-string), vì một lý do nào đó cộng đồng này không chú ý nhiều đến nó. Tôi ước rằng SO đã làm một cái gì đó nhiều hơn để thúc đẩy chúng. – syb0rg
@ syb0rg Tôi cho rằng cộng đồng là một nhóm người quan tâm đến việc trả lời các câu hỏi khó, vì vậy câu hỏi đã được trả lời ít thú vị hơn (mặt khác các googlers có lẽ sẽ quan tâm hơn nhiều).Điều đó nói rằng tôi nghĩ rằng câu trả lời của tôi có phòng đáng kể để cải thiện! –
Đó có thể là. Tôi chủ yếu làm điều đó cho những khách truy cập trong tương lai để họ có thể tìm thấy những gì họ cần một cách nhanh chóng mà không cần phải nghiên cứu nhiều. Câu trả lời của tôi cũng cần một số cải tiến (chẳng hạn như cách làm việc trên Linux và Mac OS). Tôi nghĩ tôi sẽ đánh dấu câu hỏi này để xem nó sẽ diễn ra trong tương lai. – syb0rg