画出流畅的线条

Ami*_*ava 11 android libgdx

我正在使用libgdx开发游戏,我想使用形状渲染器绘制一条平滑线.

        shaperenderer.begin(ShapeType.Line);
        shaperenderer.line(fisrstVec2,secondVec2);
        shaperenderer.end();
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我试过libgdx博客的Multi Sample抗锯齿.我还在libgdx中经历了抗锯齿的形状, 但不幸的是这些行不是libgdx的最新版本.

   Gdx.gl.glEnable(GL10.GL_LINE_SMOOTH);
   Gdx.gl.glEnable(GL10.GL_POINT_SMOOTH); 
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oss*_*uko 3

在配置中启用抗锯齿:

对于桌面:

    LwjglApplicationConfiguration config = new LwjglApplicationConfiguration();
    config.samples = 2;
    new LwjglApplication(new MyGdxGame(Helper.arrayList(arg)), config);
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对于安卓:

    AndroidApplicationConfiguration config = new AndroidApplicationConfiguration();
    config.numSamples = 2;
    initialize(new MyGdxGame(null), config);
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或者您可以创建一个 1x1 的白色像素图,并用它来创建一个精灵并使用该精灵绘制线条,我个人更喜欢这种方法而不是 ShapeRenderer (请注意,此方法中没有旋转):

/**
 * draws a line on the given axis between given points
 *
 * @param batch       spriteBatch
 * @param axis        axis of the line, vertical or horizontal
 * @param x          x position of the start of the line
 * @param y          y position of the start of the line
 * @param widthHeight width or height of the line according to the axis
 * @param thickness thickness of the line
 * @param color       color of the line, if the color is null, color will not be changed.
 */
public static void line(SpriteBatch batch, Axis axis, float x, float y, float widthHeight, float thickness, Color color, float alpha) {
    if (color != null) sprite.setColor(color);
    sprite.setAlpha(alpha);
    if (axis == Axis.vertical) {
        sprite.setSize(thickness, widthHeight);
    } else if (axis == Axis.horizontal) {
        sprite.setSize(widthHeight, 1);
    }
    sprite.setPosition(x,y);
    sprite.draw(batch);
    sprite.setAlpha(1);
}
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通过对前面的方法进行一些修改,您可以想出此方法来绘制旋转的线。

public static void rotationLine(SpriteBatch batch, float x1, float y1, float x2, float y2, float thickness, Color color, float alpha) {
    // set color and alpha
    if (color != null) sprite.setColor(color);
    sprite.setAlpha(alpha);
    // set origin and rotation
    sprite.setOrigin(0,0);
    sprite.setRotation(getDegree(x2,y2, x1, y1));
    // set position and dimension
    sprite.setSize(distance(x1,y1,x2,y2),thickness);
    sprite.setPosition(x1, y1);
    // draw
    sprite.draw(batch);
    // reset rotation
    sprite.rotate(0);
}

public static float getDegree(float x, float y, float originX, float originY) {
    float angle = (float) Math.toDegrees(Math.atan2(y - originY, x - originX));
    while (angle < 0 || angle > 360)
        if (angle < 0) angle += 360;
        else if (angle > 360) angle -= 360;
    return angle;
}

public static float distance(float x, float y, float x2, float y2) {
    return (float) Math.sqrt(Math.pow((x2 - x), 2) + Math.pow((y2 - y), 2));
}
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