java – 在Grid-Graph中查找空地形矩形

我的游戏中的城市是随机生成的,但是只能形成矩形的道路和十字路口图:

可以看出,我的地形非常空洞.我想要做的是找到每个空矩形并存储在矩形列表中,形成很多.

正如你在这个插图中看到的那样,我填写了3个’批次’,在1中我展示了它的3个矩形.

我的数据结构是:

package com.jkgames.gta;

import android.graphics.Bitmap;
import android.graphics.RectF;

public class Intersection extends Entity
{
    Road topRoad;
    Road leftRoad;
    Road bottomRoad;
    Road rightRoad;
    Bitmap image;

    public Bitmap getImage() 
    {
        return image;
    }

    public void setImage(Bitmap image)
    {
        this.image = image;
    }

    public Intersection(RectF rect, Bitmap image)
    {
        setRect(rect);
        setImage(image);
    }

    public Road getTopRoad() 
    {
        return topRoad;
    }

    public void setTopRoad(Road topRoad)
    {
        this.topRoad = topRoad;
    }

    public Road getLeftRoad()
    {
        return leftRoad;
    }

    public void setLeftRoad(Road leftRoad)
    {
        this.leftRoad = leftRoad;
    }

    public Road getBottomRoad() 
    {
        return bottomRoad;
    }

    public void setBottomRoad(Road bottomRoad)
    {
        this.bottomRoad = bottomRoad;
    }

    public Road getRightRoad()
    {
        return rightRoad;
    }

    public void setRightRoad(Road rightRoad) 
    {
        this.rightRoad = rightRoad;
    }

    @Override
    public void draw(GraphicsContext c)
    {
        c.drawRotatedScaledBitmap(image, getCenterX(), getCenterY(),
                    getWidth(), getHeight(), getAngle());
    }

}

public class Road extends Entity
{
    private Bitmap image = null;
    private Intersection startIntersection;
    private Intersection endIntersection;
    private boolean topBottom;

    public Road(RectF rect, Intersection start, Intersection end,
            Bitmap image, boolean topBottom)
    {
        setRect(rect);
        setStartIntersection(start);
        setEndIntersection(end);
        setImage(image);
        setTopBottom(topBottom);
    }

    @Override
    public void draw(GraphicsContext c)
    {
        //Rect clipRect = c.getCanvas().getClipBounds();
        //c.getCanvas().clipRect(getRect());
        float sizeW;
        float sizeH;
        if(isTopBottom())
        {
            sizeW = getWidth();
            sizeH = (sizeW / image.getWidth()) * image.getHeight();
        }
        else
        {
            sizeW = getHeight();
            sizeH = (sizeW / image.getWidth()) * image.getHeight();

        }

        int numTiles = isTopBottom() ? (int)Math.ceil(getHeight() / sizeH) :
            (int)Math.ceil(getWidth() / sizeW);

        for(int i = 0; i < numTiles; ++i)
        {
            if(isTopBottom())
            {
                c.drawRotatedScaledBitmap(
                        image,
                        getRect().left + (sizeW / 2.0f),
                        (getRect().top + (sizeH / 2.0f)) + (sizeH * i), 
                        sizeW, sizeH, 0.0f);
            }
            else
            {
                c.drawRotatedScaledBitmap(
                        image,
                        getRect().left + (sizeH / 2.0f) + (sizeH * i),
                        getRect().top + (sizeH / 2.0f), 
                        sizeW, sizeH, (float)Math.PI / 2.0f);
            }

        }

    //  c.getCanvas().clipRect(clipRect);
    }

    public Bitmap getImage() 
    {
        return image;
    }

    public void setImage(Bitmap image) 
    {
        this.image = image;
    }

    public Intersection getStartIntersection()
    {
        return startIntersection;
    }

    public void setStartIntersection(Intersection startIntersection) 
    {
        this.startIntersection = startIntersection;
    }

    public Intersection getEndIntersection()
    {
        return endIntersection;
    }

    public void setEndIntersection(Intersection endIntersection) 
    {
        this.endIntersection = endIntersection;
    }

    public boolean isTopBottom()
    {
        return topBottom;
    }

    public void setTopBottom(boolean topBottom) 
    {
        this.topBottom = topBottom;
    }
}

这个城市是道路和十字路口的列表.

是否有某种算法可以生成这些批次及其矩形?

谢谢

最佳答案 我想到的最简单的方法是使用泛洪填充算法来建立您的区域列表.所以基本上

foreach square:
    if the square isn't part of a region:
        create a new empty region list
        add the square to it
        recursivly add all neighboring squares to the region

最终的结果是你将拥有一个区域列表,然后你可以随心所欲地做任何事情(查看并查看任何包含的方块是否有建筑物,用户的颜色等等).

注意:要确定一个正方形是否是某个区域的一部分,我会在方形数据结构中添加一个标记的标记或某种东西,这样当你开始时,你会通过并清除所有这些标志,然后当你添加一个平方到您设置该标志的区域,当您想要检查方块是否在某个区域时,您需要做的就是检查该标志是否已设置.这样,您最终会使用线性时间算法来构建区域列表.

正如马库斯在这里的评论中指出的那样,这个“旗帜”实际上可能是一个指向Lot对象的指针/引用,该对象包含你的方块列表,无论如何都可能很方便.

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