如何在机器人画布上画一个填充的三角形?

因此,我在 android 映射中使用下面的绘制方法中的代码来绘制这个三角形:

paint.setARGB(255, 153, 29, 29);
paint.setStyle(Paint.Style.FILL_AND_STROKE);
paint.setAntiAlias(true);


Path path = new Path();
path.moveTo(point1_returned.x, point1_returned.y);
path.lineTo(point2_returned.x, point2_returned.y);
path.moveTo(point2_returned.x, point2_returned.y);
path.lineTo(point3_returned.x, point3_returned.y);
path.moveTo(point3_returned.x, point3_returned.y);
path.lineTo(point1_returned.x, point1_returned.y);
path.close();


canvas.drawPath(path, paint);

返回的 pointX _ 是我从字段中得到的坐标,它们基本上是经度和纬度。 结果是一个漂亮的三角形,但内部是空的,因此我可以看到地图。有办法加满吗?

107950 次浏览

You probably need to do something like :

Paint red = new Paint();


red.setColor(android.graphics.Color.RED);
red.setStyle(Paint.Style.FILL);

And use this color for your path, instead of your ARGB. Make sure the last point of your path ends on the first one, it makes sense also.

Tell me if it works please !

Ok I've done it. I'm sharing this code in case someone else will need it:

super.draw(canvas, mapView, true);


Paint paint = new Paint(Paint.ANTI_ALIAS_FLAG);


paint.setStrokeWidth(2);
paint.setColor(android.graphics.Color.RED);
paint.setStyle(Paint.Style.FILL_AND_STROKE);
paint.setAntiAlias(true);


Point point1_draw = new Point();
Point point2_draw = new Point();
Point point3_draw = new Point();


mapView.getProjection().toPixels(point1, point1_draw);
mapView.getProjection().toPixels(point2, point2_draw);
mapView.getProjection().toPixels(point3, point3_draw);


Path path = new Path();
path.setFillType(Path.FillType.EVEN_ODD);
path.moveTo(point1_draw.x,point1_draw.y);
path.lineTo(point2_draw.x,point2_draw.y);
path.lineTo(point3_draw.x,point3_draw.y);
path.lineTo(point1_draw.x,point1_draw.y);
path.close();


canvas.drawPath(path, paint);


//canvas.drawLine(point1_draw.x,point1_draw.y,point2_draw.x,point2_draw.y, paint);


return true;

Thanks for the hint Nicolas!

you can also use vertice :

private static final int verticesColors[] = {
Color.LTGRAY, Color.LTGRAY, Color.LTGRAY, 0xFF000000, 0xFF000000, 0xFF000000
};
float verts[] = {
point1.x, point1.y, point2.x, point2.y, point3.x, point3.y
};
canvas.drawVertices(Canvas.VertexMode.TRIANGLES, verts.length, verts, 0, null, 0, verticesColors,   0, null, 0, 0, new Paint());
private void drawArrows(Point[] point, Canvas canvas, Paint paint) {


float [] points  = new float[8];
points[0] = point[0].x;
points[1] = point[0].y;
points[2] = point[1].x;
points[3] = point[1].y;
points[4] = point[2].x;
points[5] = point[2].y;
points[6] = point[0].x;
points[7] = point[0].y;


canvas.drawVertices(VertexMode.TRIANGLES, 8, points, 0, null, 0, null, 0, null, 0, 0, paint);
Path path = new Path();
path.moveTo(point[0].x , point[0].y);
path.lineTo(point[1].x,point[1].y);
path.lineTo(point[2].x,point[2].y);
canvas.drawPath(path,paint);


}

You need remove path.moveTo after first initial.

Path path = new Path();
path.moveTo(point1_returned.x, point1_returned.y);
path.lineTo(point2_returned.x, point2_returned.y);
path.lineTo(point3_returned.x, point3_returned.y);
path.lineTo(point1_returned.x, point1_returned.y);
path.close();

Using @Pavel's answer as guide, here's a helper method if you don't have the points but have start x,y and height and width. Also can draw inverted/upside down - which is useful for me as it was used as end of vertical barchart.

 private void drawTriangle(int x, int y, int width, int height, boolean inverted, Paint paint, Canvas canvas){


Point p1 = new Point(x,y);
int pointX = x + width/2;
int pointY = inverted?  y + height : y - height;


Point p2 = new Point(pointX,pointY);
Point p3 = new Point(x+width,y);




Path path = new Path();
path.setFillType(Path.FillType.EVEN_ODD);
path.moveTo(p1.x,p1.y);
path.lineTo(p2.x,p2.y);
path.lineTo(p3.x,p3.y);
path.close();


canvas.drawPath(path, paint);
}

enter image description here

this function shows how to create a triangle from bitmap. That is, create triangular shaped cropped image. Try the code below or download demo example

 public static Bitmap getTriangleBitmap(Bitmap bitmap, int radius) {
Bitmap finalBitmap;
if (bitmap.getWidth() != radius || bitmap.getHeight() != radius)
finalBitmap = Bitmap.createScaledBitmap(bitmap, radius, radius,
false);
else
finalBitmap = bitmap;
Bitmap output = Bitmap.createBitmap(finalBitmap.getWidth(),
finalBitmap.getHeight(), Bitmap.Config.ARGB_8888);
Canvas canvas = new Canvas(output);


Paint paint = new Paint();
final Rect rect = new Rect(0, 0, finalBitmap.getWidth(),
finalBitmap.getHeight());


Point point1_draw = new Point(75, 0);
Point point2_draw = new Point(0, 180);
Point point3_draw = new Point(180, 180);


Path path = new Path();
path.moveTo(point1_draw.x, point1_draw.y);
path.lineTo(point2_draw.x, point2_draw.y);
path.lineTo(point3_draw.x, point3_draw.y);
path.lineTo(point1_draw.x, point1_draw.y);
path.close();
canvas.drawARGB(0, 0, 0, 0);
paint.setColor(Color.parseColor("#BAB399"));
canvas.drawPath(path, paint);
paint.setXfermode(new PorterDuffXfermode(PorterDuff.Mode.SRC_IN));
canvas.drawBitmap(finalBitmap, rect, rect, paint);


return output;
}

The function above returns an triangular image drawn on canvas. Read more

Don't moveTo() after each lineTo()

In other words, remove every moveTo() except the first one.

Seriously, if I just copy-paste OP's code and remove the unnecessary moveTo() calls, it works.

Nothing else needs to be done.


EDIT: I know the OP already posted his "final working solution", but he didn't state why it works. The actual reason was quite surprising to me, so I felt the need to add an answer.