Calculate a point along the line A-B at a given distance from A

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情歌与酒
情歌与酒 2020-11-29 08:54

I\'m going quite mad trying to calculate the point along the given line A-B, at a given distance from A, so that I can "draw" the line between two given points. It

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  •  时光说笑
    2020-11-29 09:36

    OK guys, I found my major bug. It was a classic Doh! My Draw method was painting at p.X, p.X

    So, I finally got something that works. Please note that I am not saying that this a "good solution", or "the only working solution" I'm just saying that it does what I want it to do ;-)

    Here's my UPDATED working code: (complete and selfcontained this time ;-)

    using System;
    using System.Drawing;
    using System.Windows.Forms;
    using System.Diagnostics;
    
    namespace DrawLines
    {
        public class MainForm : Form
        {
            #region constants and readonly attributes
    
            private const int CELL_SIZE = 4; // width and height of each "cell" in the bitmap.
    
            private readonly Bitmap _myBitmap; // to draw on (displayed in picBox1).
            private readonly Graphics _myGraphics; // to draw with.
    
            // actual points on _theLineString are painted red.
            private static readonly SolidBrush _thePointBrush = new SolidBrush(Color.Red);
            // ... and are labeled in /*Bold*/ Black, 16 point Courier New
            private static readonly SolidBrush _theLabelBrush = new SolidBrush(Color.Black);
            private static readonly Font _theLabelFont = new Font("Courier New", 16); //, FontStyle.Bold);
    
            // the interveening calculated cells on the lines between actaul points are painted Silver.
            private static readonly SolidBrush _theLineBrush = new SolidBrush(Color.Silver);
    
            // the points in my line-string.
            private static readonly Point[] _thePoints = new Point[] {
                //          x,   y      c i
                new Point(170,  85), // A 0 
                new Point( 85,  70), // B 1
                new Point(209,  66), // C 2
                new Point( 98, 120), // D 3
                new Point(158,  19), // E 4
                new Point(  2,  61), // F 5
                new Point( 42, 177), // G 6
                new Point(191, 146), // H 7
                new Point( 25, 128), // I 8
                new Point( 95,  24)  // J 9
            };
    
            #endregion
    
            public MainForm() {
                InitializeComponent();
                // initialise "the graphics system".
                _myBitmap = new Bitmap(picBox1.Width, picBox1.Height);
                _myGraphics = Graphics.FromImage(_myBitmap);
                picBox1.Image = _myBitmap;
            }
    
            #region DrawPoints upon MainForm_Load
    
            private void MainForm_Load(object sender, EventArgs e) {
                DrawPoints();
            }
    
            // draws and labels each point in _theLineString
            private void DrawPoints() {
                char c = 'A'; // label text, as a char so we can increment it for each point.
                foreach ( Point p in _thePoints ) {
                    DrawCell(p.X, p.Y, _thePointBrush);
                    DrawLabel(p.X, p.Y, c++);
                }
            }
    
            #endregion
    
            #region DrawLines on button click
    
            // =====================================================================
            // Here's the interesting bit. DrawLine was called Draw
    
            // Draws a line from A to B, by using X-values to calculate the Y values.
            private void DrawLine(Point a, Point b)
            {
                if ( a.Y > b.Y ) // A is below B
                    Swap(ref a, ref b); // make A the topmost point (ergo sort by Y)
                Debug.Assert(a.Y < b.Y, "A is still below B!");
    
                var left = Math.Min(a.X, b.X);
                var right = Math.Max(a.X, b.X);
                int width = right - left;
                Debug.Assert(width >= 0, "width is negative!");
    
                var top = a.Y;
                var bottom = b.Y;
                int height = bottom - top;
                Debug.Assert(height >= 0, "height is negative!");
    
                if ( width > height ) {
                    // use given X values to calculate the Y values, 
                    // otherwise it "skips" some X's
                    double slope = (double)height / (double)width; 
                    Debug.Assert(slope >= 0, "slope is negative!");
                    if (a.X <= b.X)     // a is left-of b, so draw left-to-right.
                        for ( int x=1; x= 0, "slope is negative!");
                    if (a.X <= b.X) {     // a is left-of b, so draw left-to-right. (FG)
                        for ( int y=1; y
            /// Required method for Designer support - do not modify
            /// the contents of this method with the code editor.
            /// 
            private void InitializeComponent() {
                this.picBox1 = new System.Windows.Forms.PictureBox();
                this.btnDrawLines = new System.Windows.Forms.Button();
                ((System.ComponentModel.ISupportInitialize)(this.picBox1)).BeginInit();
                this.SuspendLayout();
                // 
                // picBox1
                // 
                this.picBox1.Dock = System.Windows.Forms.DockStyle.Fill;
                this.picBox1.Location = new System.Drawing.Point(0, 0);
                this.picBox1.Name = "picBox1";
                this.picBox1.Size = new System.Drawing.Size(1000, 719);
                this.picBox1.TabIndex = 0;
                this.picBox1.TabStop = false;
                // 
                // btnDrawLines
                // 
                this.btnDrawLines.Location = new System.Drawing.Point(23, 24);
                this.btnDrawLines.Name = "btnDrawLines";
                this.btnDrawLines.Size = new System.Drawing.Size(77, 23);
                this.btnDrawLines.TabIndex = 1;
                this.btnDrawLines.Text = "Draw Lines";
                this.btnDrawLines.UseVisualStyleBackColor = true;
                this.btnDrawLines.Click += new System.EventHandler(this.btnDrawLines_Click);
                // 
                // MainForm
                // 
                this.AutoScaleDimensions = new System.Drawing.SizeF(6F, 13F);
                this.AutoScaleMode = System.Windows.Forms.AutoScaleMode.Font;
                this.ClientSize = new System.Drawing.Size(1000, 719);
                this.Controls.Add(this.btnDrawLines);
                this.Controls.Add(this.picBox1);
                this.Location = new System.Drawing.Point(10, 10);
                this.MinimumSize = new System.Drawing.Size(1016, 755);
                this.Name = "MainForm";
                this.SizeGripStyle = System.Windows.Forms.SizeGripStyle.Hide;
                this.StartPosition = System.Windows.Forms.FormStartPosition.Manual;
                this.Text = "Draw Lines on a Matrix.";
                this.Load += new System.EventHandler(this.MainForm_Load);
                ((System.ComponentModel.ISupportInitialize)(this.picBox1)).EndInit();
                this.ResumeLayout(false);
            }
    
            private System.Windows.Forms.PictureBox picBox1;
            private System.Windows.Forms.Button btnDrawLines;
            #endregion
        }
    
    }
    

    EDIT - UPDATED ABOVE CODE: This version draws "solid" lines. The previously posted version skipped cells in nearly vertical lines, so I inverted the algorithm to calculate the X value (instead of the Y value) in these cases... now I can use it to set (and draw) a "solid fence" around a "navigable area" ;-)

    Here's an UPDATED picture of the correct results.

    DrawLiness_solid_success.png

    Thanks again to everybody who helped... and you did help ;-)

    Cheers. Keith.

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