ポリゴンmariroom
まいど同じ画像でスイマセン
mariroomの顔をポリゴン化しちゃいましょう(手動で)
作例:
http://movapic.com/fumix/pic/959331
参照:
ドロネー図
http://ja.wikipedia.org/wiki/ドロネー図
ドロネー図の作図方法
http://homepage3.nifty.com/endou/tips/04/tips33.htm
外接円
http://wonderfl.net/code/ad8b6c5010abdb44d3e34d3a7cd06a200b35175d
.fla2「YuruYurer」(195P)
http://www.amazon.co.jp/dp/4862670717
内接円を求める
http://homepage1.nifty.com/MADIA/delphi/delphi_bbs/200706/200706_07060041.html
ヘロンの公式
http://ja.wikipedia.org/wiki/ヘロンの公式
/**
* Copyright fumix ( http://wonderfl.net/user/fumix )
* MIT License ( http://www.opensource.org/licenses/mit-license.php )
* Downloaded from: http://wonderfl.net/c/giKT
*/
/**
まいど同じ画像でスイマセン
mariroomの顔をポリゴン化しちゃいましょう(手動で)
作例:
http://movapic.com/fumix/pic/959331
参照:
ドロネー図
http://ja.wikipedia.org/wiki/ドロネー図
ドロネー図の作図方法
http://homepage3.nifty.com/endou/tips/04/tips33.htm
外接円
http://wonderfl.net/code/ad8b6c5010abdb44d3e34d3a7cd06a200b35175d
.fla2「YuruYurer」(195P)
http://www.amazon.co.jp/dp/4862670717
内接円を求める
http://homepage1.nifty.com/MADIA/delphi/delphi_bbs/200706/200706_07060041.html
ヘロンの公式
http://ja.wikipedia.org/wiki/ヘロンの公式
*/
package {
import flash.display.Bitmap;
import flash.display.BitmapData;
import flash.display.Graphics;
import flash.display.Loader;
import flash.display.Sprite;
import flash.display.StageQuality;
import flash.display.StageScaleMode;
import flash.events.Event;
import flash.events.MouseEvent;
import flash.net.URLRequest;
import flash.system.LoaderContext;
[SWF(width = 465, height = 465, backgroundColor = 0xFFFFFF, frameRate = 60)]
public class Delaunay extends Sprite {
//----------------------------------------
//CONST
private const IMAGE_URL : String = "http://farm4.static.flickr.com/3639/3538831894_cca4aabd68.jpg";
//----------------------------------------
//VARIABLES
//点群
private var _points : Array;
//三角形の集まり
private var _triangles : Array;
//キャンバス
private var _canvas : Sprite;
//画像
private var _image : Bitmap;
private var _imageData : BitmapData;
//ボタン
private var _renderButton : Button;
private var _imageButton : Button;
//フラグ
private var _renderFlag : int;
/*
* コンストラクタ
*/
public function Delaunay() {
//初期化
addEventListener(Event.ADDED_TO_STAGE, _initialize);
}
/*
* 初期化
*/
private function _initialize(event : Event) : void {
removeEventListener(Event.ADDED_TO_STAGE, _initialize);
stage.scaleMode = StageScaleMode.NO_SCALE;
stage.quality = StageQuality.LOW;
//画像の読み込み
var req : URLRequest = new URLRequest(IMAGE_URL);
var loader : Loader = new Loader();
loader.contentLoaderInfo.addEventListener(Event.COMPLETE, loadComplete);
loader.load(req, new LoaderContext(true));
}
/*
* 画像読み込み終了後
*/
private function loadComplete(event : Event) : void {
event.target.removeEventListener(Event.COMPLETE, loadComplete);
_image = event.target.loader.content as Bitmap;
_imageData = _image.bitmapData;
//画像を表示
addChild(_image);
//ドロー用
_canvas = addChild(new Sprite()) as Sprite;
var stageWidth : Number = stage.stageWidth;
var stageHeight : Number = stage.stageHeight;
//ボタン
_renderFlag = 0;
_renderButton = new Button('render', 60);
_renderButton.addEventListener(MouseEvent.CLICK, onRenderHandler);
_renderButton.x = stageWidth - 60;
addChild(_renderButton);
_imageButton = new Button('image', 60);
_imageButton.addEventListener(MouseEvent.CLICK, onImageHandler);
_imageButton.x = stageWidth - 60;
_imageButton.y = _renderButton.height + 1;
addChild(_imageButton);
_points = new Array();
_triangles = new Array();
//_points生成
//ステージの大きさの三角形2つを用意
_points.push(new Node(0, 0, 0));
_points.push(new Node(1, stageWidth, 0));
_points.push(new Node(2, stageWidth, stageHeight));
_points.push(new Node(3, 0, stageHeight));
_triangles.push(new Triangle(_points[0], _points[1], _points[2]));
_triangles.push(new Triangle(_points[0], _points[2], _points[3]));
addEventListener(Event.ENTER_FRAME, _updateHandler);
stage.addEventListener(MouseEvent.MOUSE_UP, _stageMouseUpHandler);
}
private function onImageHandler(event : MouseEvent) : void {
_image.visible = !_image.visible;
}
private function onRenderHandler(event : MouseEvent) : void {
_renderFlag ++;
if(_renderFlag >2){
_renderFlag = 0;
}
}
/*
* アップデート
*/
private function _updateHandler(event : Event) : void {
_interaction();
_draw();
}
/*
* インタラクション
*/
private function _interaction() : void {
//一時保持の三角形群
var localTriangles : Array = new Array();
//辺
var edges : Array;
//多角形
var polygon : Array;
//ポイント群ループ
for (var k : int = 4;k < _points.length;k++) {
var node : Node = _points[k];
localTriangles = new Array();
edges = new Array();
for (var i : String in _triangles) {
//点が外接円
var tri : Triangle = _triangles[i];
if(inOuterCircle(node.point.x, node.point.y, tri)) {
edges.push(new Edge(tri.node0, tri.node1));
edges.push(new Edge(tri.node1, tri.node2));
edges.push(new Edge(tri.node2, tri.node0));
} else {
localTriangles.push(tri);
}
}
//edgesからpolygonを作る(重複辺の削除
polygon = new Array();
for (i in edges) {
var edge0 : Edge = edges[i];
//重複チェック
var flg : Boolean = false;
for (var j : String in polygon) {
var edge1 : Edge = polygon[j];
if(judgeEdges(edge0, edge1)) {
flg = true;
polygon.splice(j, 1);
break;
}
}
//データが存在しない場合は追加
if(!flg) polygon.push(edges[i]);
}
//polygonから三角形を作って挿入
for (i in polygon) {
var tri1 : Triangle = new Triangle(polygon[i].node0, polygon[i].node1, node);
localTriangles.push(tri1);
}
if(localTriangles.length > 1) _triangles = localTriangles;
}
}
/*
* 同じ辺かどうかの判定
*/
private function judgeEdges(edge : Edge, edge0 : Edge) : Boolean {
if(edge.node0.id == edge0.node0.id && edge.node1.id == edge0.node1.id) {
return true;
}
if(edge.node1.id == edge0.node0.id && edge.node0.id == edge0.node1.id) {
return true;
}
return false;
}
/*
* 描画
*/
private function _draw() : void {
var g : Graphics = _canvas.graphics;
g.clear();
//三角形群のループ
for (var i : int = 0;i < _triangles.length;i++) {
var tri : Triangle = _triangles[i];
//四隅のポイントを含む三角形は描画しない
if(!(tri.node0.id == 0 || tri.node1.id == 0 || tri.node2.id == 0 || tri.node0.id == 1 || tri.node1.id == 1 || tri.node2.id == 1 || tri.node0.id == 2 || tri.node1.id == 2 || tri.node2.id == 2 || tri.node0.id == 3 || tri.node1.id == 3 || tri.node2.id == 3)
) {
if(_renderFlag == 0) {
_noRenderDraw(tri, g);
} else if(_renderFlag == 1) {
_renderDraw(tri, g);
} else {
_circleRenderDraw(tri, g);
}
}
}
}
private function _renderDraw(tri : Triangle,g : Graphics) : void {
var fillColor : uint = _imageData.getPixel(tri.innerCirclePoint.x, tri.innerCirclePoint.y);
g.beginFill(fillColor);
g.moveTo(tri.node0.point.x, tri.node0.point.y);
g.lineTo(tri.node1.point.x, tri.node1.point.y);
g.lineTo(tri.node2.point.x, tri.node2.point.y);
g.lineTo(tri.node0.point.x, tri.node0.point.y);
g.endFill();
}
private function _circleRenderDraw(tri : Triangle,g : Graphics) : void {
var fillColor : uint = _imageData.getPixel(tri.innerCirclePoint.x, tri.innerCirclePoint.y);
g.beginFill(fillColor);
g.drawCircle(tri.innerCirclePoint.x, tri.innerCirclePoint.y,tri.innerCircleRadius);
g.endFill();
}
private function _noRenderDraw(tri : Triangle,g : Graphics) : void {
g.lineStyle(1, 0xff0000);
g.moveTo(tri.node0.point.x, tri.node0.point.y);
g.lineTo(tri.node1.point.x, tri.node1.point.y);
g.lineTo(tri.node2.point.x, tri.node2.point.y);
g.lineTo(tri.node0.point.x, tri.node0.point.y);
}
/*
* 外接円の内か外か
*/
static function inOuterCircle(x : Number,y : Number,tri : Triangle) : Boolean {
var node0 : Node = tri.node0;
var node1 : Node = tri.node1;
var node2 : Node = tri.node2;
var d : Number = (node0.point.x * node0.point.x + node0.point.y * node0.point.y - x * x - y * y) * ((node1.point.x - x) * (node2.point.y - y) - (node2.point.x - x) * (node1.point.y - y)) + (node1.point.x * node1.point.x + node1.point.y * node1.point.y - x * x - y * y) * ((node2.point.x - x) * (node0.point.y - y) - (node2.point.y - y) * (node0.point.x - x)) + (node2.point.x * node2.point.x + node2.point.y * node2.point.y - x * x - y * y) * ((node0.point.x - x) * (node1.point.y - y) - (node0.point.y - y) * (node1.point.x - x));
return ( (node1.point.x - node0.point.x) * (node2.point.y - node0.point.y) - (node1.point.y - node0.point.y) * (node2.point.x - node0.point.x) > 0 ) ? d > 0 : d <= 0;
}
/*
* マウスクリック時
*/
private function _stageMouseUpHandler(event : MouseEvent) : void {
if((stage.stageWidth - 60) > mouseX) {
_points.push(new Node(_points.length, mouseX, mouseY));
}
}
}
}
import flash.display.Graphics;
import flash.display.Shape;
import flash.display.SimpleButton;
import flash.display.Sprite;
import flash.geom.Point;
import flash.text.TextField;
import flash.text.TextFieldAutoSize;
import flash.text.TextFormat;
import flash.text.TextFormatAlign;
class Triangle {
private var _node0 : Node;
private var _node1 : Node;
private var _node2 : Node;
private var _innerCirclePoint : Point;
private var _InnerCircleRadius : Number;
public function Triangle(node0 : Node,node1 : Node,node2 : Node) : void {
_node0 = node0;
_node1 = node1;
_node2 = node2;
_innerCirclePoint = addInnerCirclePoint();
_InnerCircleRadius = addInnerCircleRadius();
}
/*
* 内接円の中心
*/
private function addInnerCirclePoint() : Point {
var x1 : Number = node0.point.x;
var y1 : Number = node0.point.y;
var x2 : Number = node1.point.x;
var y2 : Number = node1.point.y;
var x3 : Number = node2.point.x;
var y3 : Number = node2.point.y;
var a : Number = Math.sqrt((x3 - x2) * (x3 - x2) + (y3 - y2) * (y3 - y2));
var b : Number = Math.sqrt((x3 - x1) * (x3 - x1) + (y3 - y1) * (y3 - y1));
var c : Number = Math.sqrt((x2 - x1) * (x2 - x1) + (y2 - y1) * (y2 - y1));
var px : Number = (1 / (a + b + c)) * (a * x1 + b * x2 + c * x3);
var py : Number = (1 / (a + b + c)) * (a * y1 + b * y2 + c * y3);
return new Point(px, py);
}
/*
* 内接円の半径
*/
private function addInnerCircleRadius() : Number {
var x1 : Number = node0.point.x;
var y1 : Number = node0.point.y;
var x2 : Number = node1.point.x;
var y2 : Number = node1.point.y;
var x3 : Number = node2.point.x;
var y3 : Number = node2.point.y;
var a : Number = Math.sqrt((x3 - x2) * (x3 - x2) + (y3 - y2) * (y3 - y2));
var b : Number = Math.sqrt((x3 - x1) * (x3 - x1) + (y3 - y1) * (y3 - y1));
var c : Number = Math.sqrt((x2 - x1) * (x2 - x1) + (y2 - y1) * (y2 - y1));
var s : Number = (a + b + c) * 0.5;
var ss : Number = Math.sqrt(s * (s - a) * (s - b) * (s - c));
var r : Number = 2 * ss / (a + b + c);
return r;
}
public function get node0() : Node {
return _node0;
}
public function get node1() : Node {
return _node1;
}
public function get node2() : Node {
return _node2;
}
public function get innerCirclePoint() : Point {
return _innerCirclePoint;
}
public function get innerCircleRadius() : Number {
return _InnerCircleRadius;
}
}
class Node {
private var _id : int;
private var _point : Point;
public function Node(id : int,x : Number,y : Number) {
_id = id;
_point = new Point(x, y);
}
public function get id() : int {
return _id;
}
public function get point() : Point {
return _point;
}
}
class Edge {
private var _node0 : Node;
private var _node1 : Node;
public function Edge(node0 : Node,node1 : Node) : void {
_node0 = node0;
_node1 = node1;
}
public function get node0() : Node {
return _node0;
}
public function get node1() : Node {
return _node1;
}
}
class Button extends SimpleButton {
public function Button(label : String, width : int = 0) : void {
var up : Sprite = _buildImage(label, 0x0, width);
var over : Sprite = _buildImage(label, 0x333333, width);
var down : Sprite = _buildImage(label, 0x333333, width);
down.y = 1;
super(up, over, down, up);
}
private static function _buildImage(label : String, color : int, width : int = 0) : Sprite {
var text : TextField = new TextField();
text.defaultTextFormat = new TextFormat('Verdana', 10, 0xffffff, true, null, null, null, null, TextFormatAlign.CENTER);
text.autoSize = TextFieldAutoSize.LEFT;
text.selectable = false;
text.text = label;
text.x = (width - text.width) >> 1;
text.y = 5;
var base : Shape = new Shape();
var g : Graphics = base.graphics;
g.beginFill(color);
g.drawRect(0, 0, width, text.height + 10);
g.endFill();
var sp : Sprite = new Sprite();
sp.addChild(base);
sp.addChild(text);
return sp;
}
}