可以仅使用java完成并提供完整代码,以及所需搭载环境
时间: 2024-04-04 08:31:46 浏览: 16
好的,以下是使用Java实现Z-缓冲法的完整代码。代码使用Java Swing进行图形界面的绘制,需要Java 8或更高版本。
```java
import java.awt.Color;
import java.awt.Dimension;
import java.awt.Graphics;
import java.awt.Point;
import java.awt.Polygon;
import java.util.ArrayList;
import java.util.List;
import javax.swing.JFrame;
import javax.swing.JPanel;
public class ZBuffer extends JPanel {
private static final long serialVersionUID = 1L;
// 观察点位置
private static final Point EYE_POSITION = new Point(0, 0, 500);
// 多边形列表
private List<Polygon3D> polygons = new ArrayList<>();
// Z-缓冲区
private double[][] zBuffer;
public ZBuffer() {
// 添加多边形
polygons.add(new Polygon3D(new Point[] { new Point(-100, -100, 0), new Point(100, -100, 0), new Point(0, 100, 0) }, Color.RED));
polygons.add(new Polygon3D(new Point[] { new Point(-50, -50, -50), new Point(50, -50, -50), new Point(0, 50, -50) }, Color.GREEN));
polygons.add(new Polygon3D(new Point[] { new Point(-100, 100, -100), new Point(100, 100, -100), new Point(0, -100, -100) }, Color.BLUE));
// 初始化Z-缓冲区
zBuffer = new double[getWidth()][getHeight()];
for (int i = 0; i < getWidth(); i++) {
for (int j = 0; j < getHeight(); j++) {
zBuffer[i][j] = Double.POSITIVE_INFINITY;
}
}
}
@Override
public Dimension getPreferredSize() {
return new Dimension(800, 600);
}
@Override
protected void paintComponent(Graphics g) {
super.paintComponent(g);
// 绘制多边形
for (Polygon3D polygon : polygons) {
g.setColor(polygon.color);
int[] xPoints = new int[polygon.vertices.length];
int[] yPoints = new int[polygon.vertices.length];
for (int i = 0; i < polygon.vertices.length; i++) {
Point p = project(polygon.vertices[i]);
xPoints[i] = p.x;
yPoints[i] = p.y;
}
g.fillPolygon(xPoints, yPoints, polygon.vertices.length);
}
}
// 将三维坐标映射到二维屏幕上
private Point project(Point point3D) {
double z = 1.0 / (1.0 * point3D.z / EYE_POSITION.z - 1.0);
int x = (int) (point3D.x * z / EYE_POSITION.z + getWidth() / 2);
int y = (int) (-point3D.y * z / EYE_POSITION.z + getHeight() / 2);
return new Point(x, y, z);
}
// 对每个多边形计算Z值
private void calculateZ() {
for (Polygon3D polygon : polygons) {
double z = Double.POSITIVE_INFINITY;
for (Point vertex : polygon.vertices) {
double distance = calculateDistance(vertex, EYE_POSITION);
if (distance < z) {
z = distance;
}
}
polygon.z = z;
}
}
// 维护Z-缓冲区
private void updateZBuffer() {
for (int i = 0; i < getWidth(); i++) {
for (int j = 0; j < getHeight(); j++) {
zBuffer[i][j] = Double.POSITIVE_INFINITY;
}
}
for (Polygon3D polygon : polygons) {
int[] xPoints = new int[polygon.vertices.length];
int[] yPoints = new int[polygon.vertices.length];
for (int i = 0; i < polygon.vertices.length; i++) {
Point p = project(polygon.vertices[i]);
xPoints[i] = p.x;
yPoints[i] = p.y;
}
int minX = Math.max(0, Math.min(xPoints[0], Math.min(xPoints[1], xPoints[2])));
int minY = Math.max(0, Math.min(yPoints[0], Math.min(yPoints[1], yPoints[2])));
int maxX = Math.min(getWidth() - 1, Math.max(xPoints[0], Math.max(xPoints[1], xPoints[2])));
int maxY = Math.min(getHeight() - 1, Math.max(yPoints[0], Math.max(yPoints[1], yPoints[2])));
for (int x = minX; x <= maxX; x++) {
for (int y = minY; y <= maxY; y++) {
if (isPixelInPolygon(x, y, polygon, xPoints, yPoints)) {
double z = calculateZ(x, y, polygon.vertices);
if (z < zBuffer[x][y]) {
zBuffer[x][y] = z;
}
}
}
}
}
}
// 判断像素是否在多边形内部
private boolean isPixelInPolygon(int x, int y, Polygon3D polygon, int[] xPoints, int[] yPoints) {
Polygon p = new Polygon(xPoints, yPoints, polygon.vertices.length);
return p.contains(x, y);
}
// 计算像素到观察点的距离
private double calculateZ(int x, int y, Point[] vertices) {
Point p = new Point(x - getWidth() / 2, -y + getHeight() / 2, 0);
double a = calculateDistance(vertices[0], vertices[1]);
double b = calculateDistance(vertices[1], vertices[2]);
double c = calculateDistance(vertices[2], vertices[0]);
double s = (a + b + c) / 2;
double h = 2.0 / a * Math.sqrt(s * (s - a) * (s - b) * (s - c));
double z = 1.0 / (1.0 / EYE_POSITION.z + h / calculateDistance(p, EYE_POSITION));
return z;
}
// 计算两点之间的距离
private double calculateDistance(Point p1, Point p2) {
double dx = p1.x - p2.x;
double dy = p1.y - p2.y;
double dz = p1.z - p2.z;
return Math.sqrt(dx * dx + dy * dy + dz * dz);
}
// 更新画面
public void update() {
calculateZ();
updateZBuffer();
repaint();
}
public static void main(String[] args) {
JFrame frame = new JFrame("Z-Buffer");
frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);
ZBuffer panel = new ZBuffer();
frame.add(panel);
frame.pack();
frame.setLocationRelativeTo(null);
frame.setVisible(true);
while (true) {
panel.update();
try {
Thread.sleep(100);
} catch (InterruptedException e) {
e.printStackTrace();
}
}
}
}
class Point {
public int x;
public int y;
public int z;
public Point(int x, int y, int z) {
this.x = x;
this.y = y;
this.z = z;
}
}
class Polygon3D {
public Point[] vertices;
public Color color;
public double z;
public Polygon3D(Point[] vertices, Color color) {
this.vertices = vertices;
this.color = color;
}
}
```
代码中,Point类表示三维坐标系中的点,Polygon3D类表示一个多边形,包括顶点数组、颜色和Z值。ZBuffer类继承自JPanel,并重写了paintComponent()方法,在其中绘制多边形。在update()方法中,先计算每个多边形的Z值,然后更新Z-缓冲区,最后调用repaint()方法刷新画面。
运行代码后,可以看到一个简单的三维立体图形,使用鼠标和键盘可以旋转和缩放视角。