计算沿直线a - b在给定距离a上的点。

时间:2023-01-18 11:28:39

I'm going quite mad tring 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 sounded simple enough at the outset, but I can't seem to get it right. Worse still, I don't understand where I've gone wrong. Geometry (and math in general) is NOT my strong suite.

我要用疯狂的方法来计算给定直线a - b的点,在给定的距离a上,这样我就可以在两个给定的点之间画出直线。一开始听起来很简单,但我似乎做不到。更糟糕的是,我不明白我哪里出了问题。几何学(和数学)不是我的强项。

I have read similar questions and there answers on SO. In fact I lifted my current implementation of CalculatePoint function directly from Mads Elvheim's answer to: Given a start and end point, and a distance, calculate a point along a line (plus a correction in a later comment - if I understand him correctly) because my indepedent attempts to solve the problem were getting me nowhere, except a first class express ticket frusterpationland.

我也读过类似的问题。事实上我解除我的当前实现CalculatePoint函数直接从马德斯Elvheim回答:给定一个开始和结束点,和一个距离,计算一个点在一条直线上(在后面的评论+修正-如果我正确地理解他)因为我独立尝试解决这个问题没有得到我,除了frusterpationland的头等快车票。

Here's my UPDATED code (please see the EDIT notes a bottom of post):

这是我更新后的代码(请参阅编辑注释a底部):

using System;
using System.Drawing;
using System.Windows.Forms;

namespace DrawLines
{
    public class MainForm : Form
    {
        // =====================================================================
        // Here's the part I'm having trouble with. I don't really understand
        // how this is suposed to work, so I can't seem to get it right!
        // ---------------------------------------------------------------------

        // A "local indirector" - Just so I don't have go down and edit the 
        // actual call everytime this bluddy thing changes names.
        private Point CalculatePoint(Point a, Point b, int distance) {
            return CalculatePoint_ByAgentFire(a, b, distance);
        }

        #region CalculatePoint_ByAgentFire
        //AgentFire: Better approach (you can rename the struct if you need):
        struct Vector2
        {
            public readonly double X;
            public readonly double Y;
            public Vector2(double x, double y) {
                this.X = x;
                this.Y = y;
            }
            public static Vector2 operator -(Vector2 a, Vector2 b) {
                return new Vector2(b.X - a.X, b.Y - a.Y);
            }
            public static Vector2 operator *(Vector2 a, double d) {
                return new Vector2(a.X * d, a.Y * d);
            }
            public override string ToString() {
                return string.Format("[{0}, {1}]", X, Y);
            }
        }
        // For getting the midpoint you just need to do the (a - b) * d action:
        //static void Main(string[] args)
        //{
        //    Vector2 a = new Vector2(1, 1);
        //    Vector2 b = new Vector2(3, 1);
        //    float distance = 0.5f; // From 0.0 to 1.0.
        //    Vector2 c = (a - b) * distance;
        //    Console.WriteLine(c);
        //}
        private Point CalculatePoint_ByAgentFire(Point a, Point b, int distance) {
            var vA = new Vector2(a.X, a.Y);
            var vB = new Vector2(b.X, b.Y);
            double lengthOfHypotenuse = LengthOfHypotenuseAsDouble(a,b);
            double portionOfDistanceFromAtoB = distance / lengthOfHypotenuse;
            var vC = (vA - vB) * portionOfDistanceFromAtoB;
            Console.WriteLine("vC="+vC);
            return new Point((int)(vC.X+0.5), (int)(vC.Y+0.5));
        }
        // Returns the length of the hypotenuse rounded to an integer, using
        // Pythagoras' Theorem for right angle triangles: The length of the
        // hypotenuse equals the sum of the square of the other two sides.
        // Ergo: h = Sqrt(a*a + b*b)
        private double LengthOfHypotenuseAsDouble(Point a, Point b) {
            double aSq = Math.Pow(Math.Abs(a.X - b.X), 2); // horizontal length squared
            double bSq = Math.Pow(Math.Abs(b.Y - b.Y), 2); // vertical length  squared
            return Math.Sqrt(aSq + bSq); // length of the hypotenuse
        }

        #endregion

        //dbaseman: I thought something looked strange about the formula ... the question 
        //you linked was how to get the point at a distance after B, whereas you want the
        //distance after A. This should give you the right answer, the start point plus 
        //distance in the vector direction.
        //
        // Didn't work as per: http://s1264.photobucket.com/albums/jj496/corlettk/?action=view&current=DrawLinesAB-broken_zps069161e9.jpg
        //
        private Point CalculatePoint_ByDbaseman(Point a, Point b, int distance) {
            // a. calculate the vector from a to b:
            double vectorX = b.X - a.X;
            double vectorY = b.Y - a.Y;
            // b. calculate the length:
            double magnitude = Math.Sqrt(vectorX * vectorX + vectorY * vectorY);
            // c. normalize the vector to unit length:
            vectorX /= magnitude;
            vectorY /= magnitude;
            // d. calculate and Draw the new vector, which is x1y1 + vxvy * (mag + distance).
            return new Point(
                (int)((double)a.X + vectorX * distance)     // x = col
              , (int)((double)a.Y + vectorY * distance)     // y = row
            );
        }

        // MBo: Try to remove 'magnitude' term in the parentheses both for X and for Y expressions.
        //
        // Didn't work as per: http://s1264.photobucket.com/albums/jj496/corlettk/?action=view&current=DrawLinesAB-broken_zps069161e9.jpg
        //
        //private Point CalculatePoint_ByMBo(Point a, Point b, int distance) {
        //    // a. calculate the vector from a to b:
        //    double vectorX = b.X - a.X;
        //    double vectorY = b.Y - a.Y;
        //    // b. calculate the length:
        //    double magnitude = Math.Sqrt(vectorX * vectorX + vectorY * vectorY);
        //    // c. normalize the vector to unit length:
        //    vectorX /= magnitude;
        //    vectorY /= magnitude;
        //    // d. calculate and Draw the new vector, which is x1y1 + vxvy * (mag + distance).
        //    return new Point(
        //        (int)(  ((double)a.X + vectorX * distance)  +  0.5  )
        //      , (int)(  ((double)a.X + vectorX * distance)  +  0.5  )
        //    );
        //}

        // Didn't work
        //private Point CalculatePoint_ByUser1556110(Point a, Point b, int distance) {
        //    Double magnitude = Math.Sqrt(Math.Pow(b.Y - a.Y, 2) + Math.Pow(b.X - a.X, 2));
        //    return new Point(
        //        (int)(a.X + distance * (b.X - a.X) / magnitude + 0.5)
        //      , (int)(a.Y + distance * (b.Y - a.Y) / magnitude + 0.5)
        //    );
        //}

        // didn't work
        //private static Point CalculatePoint_ByCadairIdris(Point a, Point b, int distance) {
        //    // a. calculate the vector from a to b:
        //    double vectorX = b.X - a.X;
        //    double vectorY = b.Y - a.Y;
        //    // b. calculate the proportion of hypotenuse
        //    double factor = distance / Math.Sqrt(vectorX*vectorX + vectorY*vectorY);
        //    // c. factor the lengths
        //    vectorX *= factor;
        //    vectorY *= factor;
        //    // d. calculate and Draw the new vector,
        //    return new Point((int)(a.X + vectorX), (int)(a.Y + vectorY));
        //}

        // Returns a point along the line A-B at the given distance from A
        // based on Mads Elvheim's answer to:
        // https://*.com/questions/1800138/given-a-start-and-end-point-and-a-distance-calculate-a-point-along-a-line
        private Point MyCalculatePoint(Point a, Point b, int distance) {
            // a. calculate the vector from o to g:
            double vectorX = b.X - a.X;
            double vectorY = b.Y - a.Y;
            // b. calculate the length:
            double magnitude = Math.Sqrt(vectorX * vectorX + vectorY * vectorY);
            // c. normalize the vector to unit length:
            vectorX /= magnitude;
            vectorY /= magnitude;
            // d. calculate and Draw the new vector, which is x1y1 + vxvy * (mag + distance).
            return new Point(
                (int)(((double)a.X + vectorX * (magnitude + distance)) + 0.5) // x = col
              , (int)(((double)a.Y + vectorY * (magnitude + distance)) + 0.5) // y = row
            );
        }

        // =====================================================================

        private const int CELL_SIZE = 4; // width and height of each "cell" in the bitmap.

        private readonly Bitmap _bitmap; // to draw on (displayed in picBox1).
        private readonly Graphics _graphics; // to draw with.

        // actual points on _theLineString are painted red.
        private static readonly SolidBrush _thePointBrush = new SolidBrush(Color.Red);
        // ... and are labeled in Red, Courier New, 12 point, Bold
        private static readonly SolidBrush _theLabelBrush = new SolidBrush(Color.Red);
        private static readonly Font _theLabelFont = new Font("Courier New", 12, FontStyle.Bold);

        // the interveening calculated cells on the lines between actaul points are painted Black.
        private static readonly SolidBrush _theLineBrush = new SolidBrush(Color.Black);

        // the points in my line-string.
        private static readonly Point[] _theLineString = new Point[] {
            //          x,   y
            new Point(170,  85), // A
            new Point( 85,  70), // B
            //new Point(209,  66), // C
            //new Point( 98, 120), // D
            //new Point(158,  19), // E
            //new Point(  2,  61), // F
            //new Point( 42, 177), // G
            //new Point(191, 146), // H
            //new Point( 25, 128), // I
            //new Point( 95,  24)  // J
        };

        public MainForm() {
            InitializeComponent();
            // initialise "the graphics system".
            _bitmap = new Bitmap(picBox1.Width, picBox1.Height);
            _graphics = Graphics.FromImage(_bitmap);
            picBox1.Image = _bitmap;
        }

        #region actual drawing on the Grpahics

        private void DrawCell(int x, int y, Brush brush) {
            _graphics.FillRectangle(
                brush
              , x * CELL_SIZE, y * CELL_SIZE    // x, y
              , CELL_SIZE, CELL_SIZE        // width, heigth
            );
        }

        private void DrawLabel(int x, int y, char c) {
            string s = c.ToString();
            _graphics.DrawString(
                s, _theLabelFont, _theLabelBrush
              , x * CELL_SIZE + 5   // x
              , y * CELL_SIZE - 8   // y
            );
        }

        // ... there should be no mention of _graphics or CELL_SIZE below here ...

        #endregion

        #region draw points on form 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 _theLineString ) {
                DrawCell(p.X, p.Y, _thePointBrush);
                DrawLabel(p.X, p.Y, c++);
            }
        }

        #endregion

        #region DrawLines on button click

        private void btnDrawLines_Click(object sender, EventArgs e) {
            DrawLinesBetweenPointsInTheString();
        }

        // Draws "the lines" between the points in _theLineString.
        private void DrawLinesBetweenPointsInTheString() {
            int n = _theLineString.Length - 1; // one less line-segment than points
            for ( int i = 0; i < n; ++i )
                Draw(_theLineString[i], _theLineString[i + 1]);
            picBox1.Invalidate(); // tell the graphics system that the picture box needs to be repainted.
        }

        // Draws all the cells along the line from Point "a" to Point "b".
        private void Draw(Point a, Point b) {
            int maxDistance = LengthOfHypotenuse(a, b);
            for ( int distance = 1; distance < maxDistance; ++distance ) {
                var point = CalculatePoint(a, b, distance);
                DrawCell(point.X, point.X, _theLineBrush);
            }
        }

        // Returns the length of the hypotenuse rounded to an integer, using
        // Pythagoras' Theorem for right angle triangles: The length of the
        // hypotenuse equals the sum of the square of the other two sides.
        // Ergo: h = Sqrt(a*a + b*b)
        private int LengthOfHypotenuse(Point a, Point b) {
            double aSq = Math.Pow(Math.Abs(a.X - b.X), 2); // horizontal length squared
            double bSq = Math.Pow(Math.Abs(b.Y - b.Y), 2); // vertical length  squared
            return (int)(Math.Sqrt(aSq + bSq) + 0.5); // length of the hypotenuse
        }

        #endregion

        #region Windows Form Designer generated code
        /// <summary>
        /// Required method for Designer support - do not modify
        /// the contents of this method with the code editor.
        /// </summary>
        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
    }

}

Sorry if it's a bit long, but this an is SSCCE exhumed from my real project, which is an implementation of the A* shortest route algorithm to run the MazeOfBolton... i.e. a maze runner.

不好意思,如果有点长,但是这个是SSCCE从我的真实项目中挖掘出来的,这是一个运行MazeOfBolton的最短路由算法的实现…即一个迷宫流道。

What I actually want to do is pre-calculate a "fence" (i.e. a buffered MBR) around two given points (origin and goal) in the maze (a matrix), such that all points within the "fence" are within a given distance from "the straight line between the two points", in order to quickly eliminate the hundreds-of-thousands of possible paths which are heading away from the goal.

我真的想做的是计算一个后面“栅栏”(即一个缓冲MBR)在两个给定的点(源和目标)迷宫(矩阵),这样“栅栏”内的所有点在给定距离“两点之间的直线”,为了快速消除可能的路径的成百上千朝远离目标。

Note that this programming challenge closed years ago, so there's no issue with "competitive plagerism" here. No this is not homework, in fact I'm a professional programmer... I'm just WAAAAY out of my comfort zone here, even with relatively simple geometry. Sigh.

请注意,这个编程挑战在几年前就已经结束了,所以这里没有“竞争plag”的问题。不,这不是家庭作业,事实上我是一个专业的程序员……我只是在我的舒适区之外,即使是相对简单的几何学。叹息。

So... Please can anyone give me any pointers to help me get the CalculatePoint function to correctly: Calculate a point along the line A-B at the given distance from A?

所以…请大家给我一些指点,帮助我正确地计算出计算点的函数:在给定距离a的距离上计算直线a - b的点。

Thanks in advance for your generosity... even in reading this far.

预先感谢您的慷慨……甚至在阅读这篇文章的时候。

Cheers. Keith.

欢呼。基斯。


EDIT: I just updated the posted source code becuase:

编辑:我刚刚更新了发布的源代码becuase:

(1) I just realised that it wasn't self contained. I forgot about the seperate MainForm.Designer.cs file, which I've appended to the bottom of the posted code.

(1)我刚意识到它不是自我控制的。我忘记了seperate MainForm.Designer。cs文件,我已经把它添加到已发布代码的底部。

(2) The latest version includes what I've tried so far, with a photobucket link to a picture of what each failure looks like... and they're all the same. Huy? WTF?

(2)最新版本包含了我迄今为止尝试过的内容,用photobucket链接到每个失败的图片。它们都是一样的。驾车吗?WTF ?

I suppose my problem may be elsewhere, like some funky windows form setting that was previously missed by everyone else because I forgot to post the designer-generated code... Except everythingelse (in my actual project) paints exactly where I expect it to, so why should a calculated point be any different. I don't know!?!?!? I'm pretty frustrated and I'm getting cranky, so I think I'll leave this for another day ;-)

我想我的问题可能在别的地方,就像以前被其他人错过的一些有趣的windows窗体设置,因为我忘记了发布设计器生成的代码……除了所有其他的东西(在我的实际项目中),在我期望它的地方绘制,那么为什么计算点应该是不同的。我不知道! ? ! ? ! ?我很沮丧,我变得暴躁了,所以我想我要把这个留到另一天去做。

Goes to show how much we routinely underestimate how much effort it'll take to make a computer do ANYthing... even just draw a simple line... it's not even a curve, let alone a great circle or a transverse mercator or anything fancy... just a simple bluddy line!?!?!? ;-)

这表明我们经常低估了让一台电脑做任何事情所需要付出的努力。即使只是画一条简单的线……它甚至不是一条曲线,更不用说一个大圆或横轴的墨卡托或任何奇特的东西……只是一条简单的蓝线!?!?!?:-)

A BIG Thank You to everyone who posted!

Cheers again. Keith.

欢呼了。基斯。

6 个解决方案

#1


21  

Calculate the vector AB

计算向量AB

First define the vector from point A(1,-1) to point B(2,4) substracting A from B. The vector would be Vab(1,5).

首先定义向量从点A(1,-1)到点B(2,4)减去向量A,向量是Vab(1,5)。

Calculate the length of AB

计算AB的长度。

Use Pythagorean theorem to calculate the length of vector AB.

用勾股定理计算向量AB的长度。

|Vab| = SQRT(1²+5²)

The Length is (rounded) 5.1

长度为(圆形)5.1。

Calculate the unit vector

计算单位向量

Divide the vector by its length to get the unit vector (the vector with length 1).

将向量除以它的长度,得到单位向量(长度为1的向量)。

V1(1/5.1,5/5.1) = V1(0.2, 0.98)

Calculate the vector with length 4

计算长度为4的向量。

Now multiply V1 with the length you want, for example 4, to get Vt.

现在把V1和你想要的长度相乘,例如4,得到Vt。

Vt(0.2*4,0.98*4) = Vt(0.8,3.92)

Calculate target point

计算目标点

Add the vector Vt to point A to get point T (target).

将向量Vt加到点A以得到点T(目标)。

T = A + Vt = T(1.8,2.92)

EDIT: Answer to your edit

编辑:回复你的编辑。

The method LengthOfHypotenuse should look like that

方法的长度应该是这样的。

  • fixed an error on calculating bSq
  • 修正了计算bSq的错误。
  • and removed redundant Math.Abs call, because a pow of 2 is always positive
  • 和删除冗余的数学。Abs的调用,因为2的pow总是正的。
  • removed the addition of 0.5, don't know why you would need that
  • 去掉了0。5的加法,不知道你为什么需要它。
  • you should at least use a float as return value (double or decimal would work also)

    您至少应该使用浮点数作为返回值(double或decimal也可以工作)

    //You should work with Vector2 class instead of Point and use their Length property
    private double LengthOfHypotenuse(Point a, Point b) {
        double aSq = Math.Pow(a.X - b.X, 2); // horizontal length squared
        double bSq = Math.Pow(a.Y - b.Y, 2); // vertical length  squared
        return Math.Sqrt(aSq + bSq); // length of the hypotenuse
    }
    

The method Draw(Point a, Point b) should look like that:

方法绘制(点a,点b)应该是这样的:

  • Corrected DrawCell() call

    纠正DrawCell()调用

    private void Draw(Point a, Point b) {
        double maxDistance = LengthOfHypotenuse(a, b);
        for (int distance = 0; distance < maxDistance; ++distance) {
            var point = CalculatePoint(new Vector2(a), new Vector2(b), distance);
            DrawCell(point.X, point.Y, _theLineBrush);
        }
    }
    

Your CalculatePoint(Point a, Point b, int distance) method:

你的CalculatePoint(点a,点b, int距离)方法:

  • Moved some calculations into Vector2 class

    将一些计算移到Vector2类中。

    private Point CalculatePoint(Vector2 a, Vector2 b, int distance) {
        Vector2 vectorAB = a - b;
    
        return a + vectorAB.UnitVector * distance;
    }
    

I have extended the Vector class for you to add the missing operators (credits to AgentFire)

我已经扩展了Vector类,让您添加丢失的操作符(对AgentFire的积分)

    //AgentFire: Better approach (you can rename the struct if you need):
    struct Vector2 {
        public readonly double X;
        public readonly double Y;
        public Vector2(Point p) : this(p.X,p.Y) { 
        }

        public Vector2(double x, double y) {
            this.X = x;
            this.Y = y;
        }
        public static Vector2 operator -(Vector2 a, Vector2 b) {
            return new Vector2(b.X - a.X, b.Y - a.Y);
        }
        public static Vector2 operator +(Vector2 a, Vector2 b) {
            return new Vector2(b.X + a.X, b.Y + a.Y);
        }
        public static Vector2 operator *(Vector2 a, double d) {
            return new Vector2(a.X * d, a.Y * d);
        }
        public static Vector2 operator /(Vector2 a, double d) {
            return new Vector2(a.X / d, a.Y / d);
        }

        public static implicit operator Point(Vector2 a) {
            return new Point((int)a.X, (int)a.Y);
        }

        public Vector2 UnitVector {
            get { return this / Length; }
        }

        public double Length {
            get {
                double aSq = Math.Pow(X, 2);
                double bSq = Math.Pow(Y, 2);
                return Math.Sqrt(aSq + bSq);
            }
        }

        public override string ToString() {
            return string.Format("[{0}, {1}]", X, Y);
        }
    }

#2


5  

Better approach (you can rename the struct if you need):

更好的方法(如果需要,可以重命名结构):

struct Vector2
{
    public readonly float X;
    public readonly float Y;

    public Vector2(float x, float y)
    {
        this.X = x;
        this.Y = y;
    }

    public static Vector2 operator -(Vector2 a, Vector2 b)
    {
        return new Vector2(b.X - a.X, b.Y - a.Y);
    }
    public static Vector2 operator +(Vector2 a, Vector2 b)
    {
        return new Vector2(a.X + b.X, a.Y + b.Y);
    }
    public static Vector2 operator *(Vector2 a, float d)
    {
        return new Vector2(a.X * d, a.Y * d);
    }

    public override string ToString()
    {
        return string.Format("[{0}, {1}]", X, Y);
    }
}

For getting the midpoint you just need to do the (a - b) * d + a action:

为了得到中点,你只需要做(a - b) * d +一个动作:

class Program
{
    static void Main(string[] args)
    {
        Vector2 a = new Vector2(1, 1);
        Vector2 b = new Vector2(3, 1);
        float distance = 0.5f; // From 0.0 to 1.0.
        Vector2 c = (a - b) * distance + a;
        Console.WriteLine(c);
    }
}

This will give you the point:

这将给你一个要点:

计算沿直线a - b在给定距离a上的点。

output:\> [2, 1]

输出:\ >(2,1)

All you need after that is to for(the distance; up toone; d += step) from 0.0 to 1.0 and draw your pixels.

你所需要的是(距离;积聚;从0.0到1.0,并绘制像素。

#3


4  

    private static Point CalculatePoint(Point a, Point b, int distance)
    {

        // a. calculate the vector from o to g:
        double vectorX = b.X - a.X;
        double vectorY = b.Y - a.Y;

        // b. calculate the proportion of hypotenuse
        double factor = distance / Math.Sqrt(vectorX * vectorX + vectorY * vectorY);

        // c. factor the lengths
        vectorX *= factor;
        vectorY *= factor;

        // d. calculate and Draw the new vector,
        return new Point((int)(a.X + vectorX), (int)(a.Y + vectorY));
    }

#4


2  

Try to remove 'magnitude' term in the parentheses both for X and for Y expressions:

试着在X和Y表达式的括号中去掉“大小”项:

(int)(  ((double)a.X + vectorX * distance)  +  0.5  )

#5


1  

private Point CalculatePoint(Point a, Point b, int distance) {
      Point newPoint = new Point(10,10);
      Double Magnitude = Math.Sqrt(Math.Pow((b.Y - a.Y),2) + Math.Pow((b.X - a.X),2));
      newPoint.X = (int)(a.X + (distance * ((b.X - a.X)/magnitude)));
      newPoint.Y = (int)(a.Y + (distance * ((b.Y - a.Y)/magnitude)));
      return newPoint;
}

#6


1  

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

好了,伙计们,我发现了我的主要错误。这是经典的Doh!我的画法是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 ;-)

所以,我终于得到了一些有用的东西。请注意,我并不是说这是一个“好的解决方案”,或者是“唯一可行的解决方案”,我只是说它做了我想做的事情;-)

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

这是我更新的工作代码:(这一次完整和自我控制)

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<width; ++x ) // xOffset
                        DrawCell( (left+x), (a.Y + ((int)(slope*x + 0.5))), _theLineBrush);
                else                // a is right-of b, so draw right-to-left.
                    for ( int x=1; x<width; ++x ) // xOffset
                        DrawCell( (right-x), (a.Y + ((int)(slope*x + 0.5))), _theLineBrush);
            } else {
                // use given Y values to calculate the X values, 
                // otherwise it "skips" some Y's
                double slope = (double)width/ (double)height; 
                Debug.Assert(slope >= 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<height; ++y ) // yOffset
                        DrawCell( (a.X + ((int)(slope*y + 0.5))), (top+y), _theLineBrush);
                } else {              // a is right-of b, so draw right-to-left. (DE,IJ)
                    for ( int y=1; y<height; ++y ) // yOffset
                        DrawCell( (b.X + ((int)(slope*y + 0.5))), (bottom-y), _theLineBrush);
                }
            }
        }

        private void btnDrawLines_Click(object sender, EventArgs e) {
            DrawLines();  // join the points
            DrawPoints(); // redraw the labels over the lines.
        }

        // Draws a line between each point in _theLineString.
        private void DrawLines() {
            int n = _thePoints.Length - 1; // one less line-segment than points
            for ( int i=0; i<n; ++i )
                DrawLine(_thePoints[i], _thePoints[i+1]);
            picBox1.Invalidate(); // tell the graphics system that the picture box needs to be repainted.
        }

        private void Swap(ref Point a, ref Point b) {
            Point tmp = a;
            a = b;
            b = tmp;
        }

        #endregion

        #region actual drawing on _myGraphics

        // there should be no calls to Draw or Fill outside of this region

        private void DrawCell(int x, int y, Brush brush) {
            _myGraphics.FillRectangle(
                brush
              , x*CELL_SIZE
              , y*CELL_SIZE 
              , CELL_SIZE   // width
              , CELL_SIZE   // heigth
            );
        }

        private void DrawLabel(int x, int y, char c) {
            string s = c.ToString();
            _myGraphics.DrawString(
                s, _theLabelFont, _theLabelBrush
              , x * CELL_SIZE + 5   // x
              , y * CELL_SIZE - 10  // y
            );
        }

        #endregion

        #region Windows Form Designer generated code
        /// <summary>
        /// Required method for Designer support - do not modify
        /// the contents of this method with the code editor.
        /// </summary>
        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" ;-)

编辑-更新以上代码:此版本绘制“实线”。之前发布的版本在几乎垂直的直线上跳过了单元格,所以我把算法倒转到在这些情况下计算X值(而不是Y值)……现在我可以用它在一个“可航行区域”周围设置(并绘制)一个“坚固的围栏”;

Here's an UPDATED picture of the correct results.

这是正确结果的更新图片。

计算沿直线a - b在给定距离a上的点。

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

再次感谢所有帮助过我的人…你确实帮了我的忙;

Cheers. Keith.

欢呼。基斯。

#1


21  

Calculate the vector AB

计算向量AB

First define the vector from point A(1,-1) to point B(2,4) substracting A from B. The vector would be Vab(1,5).

首先定义向量从点A(1,-1)到点B(2,4)减去向量A,向量是Vab(1,5)。

Calculate the length of AB

计算AB的长度。

Use Pythagorean theorem to calculate the length of vector AB.

用勾股定理计算向量AB的长度。

|Vab| = SQRT(1²+5²)

The Length is (rounded) 5.1

长度为(圆形)5.1。

Calculate the unit vector

计算单位向量

Divide the vector by its length to get the unit vector (the vector with length 1).

将向量除以它的长度,得到单位向量(长度为1的向量)。

V1(1/5.1,5/5.1) = V1(0.2, 0.98)

Calculate the vector with length 4

计算长度为4的向量。

Now multiply V1 with the length you want, for example 4, to get Vt.

现在把V1和你想要的长度相乘,例如4,得到Vt。

Vt(0.2*4,0.98*4) = Vt(0.8,3.92)

Calculate target point

计算目标点

Add the vector Vt to point A to get point T (target).

将向量Vt加到点A以得到点T(目标)。

T = A + Vt = T(1.8,2.92)

EDIT: Answer to your edit

编辑:回复你的编辑。

The method LengthOfHypotenuse should look like that

方法的长度应该是这样的。

  • fixed an error on calculating bSq
  • 修正了计算bSq的错误。
  • and removed redundant Math.Abs call, because a pow of 2 is always positive
  • 和删除冗余的数学。Abs的调用,因为2的pow总是正的。
  • removed the addition of 0.5, don't know why you would need that
  • 去掉了0。5的加法,不知道你为什么需要它。
  • you should at least use a float as return value (double or decimal would work also)

    您至少应该使用浮点数作为返回值(double或decimal也可以工作)

    //You should work with Vector2 class instead of Point and use their Length property
    private double LengthOfHypotenuse(Point a, Point b) {
        double aSq = Math.Pow(a.X - b.X, 2); // horizontal length squared
        double bSq = Math.Pow(a.Y - b.Y, 2); // vertical length  squared
        return Math.Sqrt(aSq + bSq); // length of the hypotenuse
    }
    

The method Draw(Point a, Point b) should look like that:

方法绘制(点a,点b)应该是这样的:

  • Corrected DrawCell() call

    纠正DrawCell()调用

    private void Draw(Point a, Point b) {
        double maxDistance = LengthOfHypotenuse(a, b);
        for (int distance = 0; distance < maxDistance; ++distance) {
            var point = CalculatePoint(new Vector2(a), new Vector2(b), distance);
            DrawCell(point.X, point.Y, _theLineBrush);
        }
    }
    

Your CalculatePoint(Point a, Point b, int distance) method:

你的CalculatePoint(点a,点b, int距离)方法:

  • Moved some calculations into Vector2 class

    将一些计算移到Vector2类中。

    private Point CalculatePoint(Vector2 a, Vector2 b, int distance) {
        Vector2 vectorAB = a - b;
    
        return a + vectorAB.UnitVector * distance;
    }
    

I have extended the Vector class for you to add the missing operators (credits to AgentFire)

我已经扩展了Vector类,让您添加丢失的操作符(对AgentFire的积分)

    //AgentFire: Better approach (you can rename the struct if you need):
    struct Vector2 {
        public readonly double X;
        public readonly double Y;
        public Vector2(Point p) : this(p.X,p.Y) { 
        }

        public Vector2(double x, double y) {
            this.X = x;
            this.Y = y;
        }
        public static Vector2 operator -(Vector2 a, Vector2 b) {
            return new Vector2(b.X - a.X, b.Y - a.Y);
        }
        public static Vector2 operator +(Vector2 a, Vector2 b) {
            return new Vector2(b.X + a.X, b.Y + a.Y);
        }
        public static Vector2 operator *(Vector2 a, double d) {
            return new Vector2(a.X * d, a.Y * d);
        }
        public static Vector2 operator /(Vector2 a, double d) {
            return new Vector2(a.X / d, a.Y / d);
        }

        public static implicit operator Point(Vector2 a) {
            return new Point((int)a.X, (int)a.Y);
        }

        public Vector2 UnitVector {
            get { return this / Length; }
        }

        public double Length {
            get {
                double aSq = Math.Pow(X, 2);
                double bSq = Math.Pow(Y, 2);
                return Math.Sqrt(aSq + bSq);
            }
        }

        public override string ToString() {
            return string.Format("[{0}, {1}]", X, Y);
        }
    }

#2


5  

Better approach (you can rename the struct if you need):

更好的方法(如果需要,可以重命名结构):

struct Vector2
{
    public readonly float X;
    public readonly float Y;

    public Vector2(float x, float y)
    {
        this.X = x;
        this.Y = y;
    }

    public static Vector2 operator -(Vector2 a, Vector2 b)
    {
        return new Vector2(b.X - a.X, b.Y - a.Y);
    }
    public static Vector2 operator +(Vector2 a, Vector2 b)
    {
        return new Vector2(a.X + b.X, a.Y + b.Y);
    }
    public static Vector2 operator *(Vector2 a, float d)
    {
        return new Vector2(a.X * d, a.Y * d);
    }

    public override string ToString()
    {
        return string.Format("[{0}, {1}]", X, Y);
    }
}

For getting the midpoint you just need to do the (a - b) * d + a action:

为了得到中点,你只需要做(a - b) * d +一个动作:

class Program
{
    static void Main(string[] args)
    {
        Vector2 a = new Vector2(1, 1);
        Vector2 b = new Vector2(3, 1);
        float distance = 0.5f; // From 0.0 to 1.0.
        Vector2 c = (a - b) * distance + a;
        Console.WriteLine(c);
    }
}

This will give you the point:

这将给你一个要点:

计算沿直线a - b在给定距离a上的点。

output:\> [2, 1]

输出:\ >(2,1)

All you need after that is to for(the distance; up toone; d += step) from 0.0 to 1.0 and draw your pixels.

你所需要的是(距离;积聚;从0.0到1.0,并绘制像素。

#3


4  

    private static Point CalculatePoint(Point a, Point b, int distance)
    {

        // a. calculate the vector from o to g:
        double vectorX = b.X - a.X;
        double vectorY = b.Y - a.Y;

        // b. calculate the proportion of hypotenuse
        double factor = distance / Math.Sqrt(vectorX * vectorX + vectorY * vectorY);

        // c. factor the lengths
        vectorX *= factor;
        vectorY *= factor;

        // d. calculate and Draw the new vector,
        return new Point((int)(a.X + vectorX), (int)(a.Y + vectorY));
    }

#4


2  

Try to remove 'magnitude' term in the parentheses both for X and for Y expressions:

试着在X和Y表达式的括号中去掉“大小”项:

(int)(  ((double)a.X + vectorX * distance)  +  0.5  )

#5


1  

private Point CalculatePoint(Point a, Point b, int distance) {
      Point newPoint = new Point(10,10);
      Double Magnitude = Math.Sqrt(Math.Pow((b.Y - a.Y),2) + Math.Pow((b.X - a.X),2));
      newPoint.X = (int)(a.X + (distance * ((b.X - a.X)/magnitude)));
      newPoint.Y = (int)(a.Y + (distance * ((b.Y - a.Y)/magnitude)));
      return newPoint;
}

#6


1  

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

好了,伙计们,我发现了我的主要错误。这是经典的Doh!我的画法是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 ;-)

所以,我终于得到了一些有用的东西。请注意,我并不是说这是一个“好的解决方案”,或者是“唯一可行的解决方案”,我只是说它做了我想做的事情;-)

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

这是我更新的工作代码:(这一次完整和自我控制)

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<width; ++x ) // xOffset
                        DrawCell( (left+x), (a.Y + ((int)(slope*x + 0.5))), _theLineBrush);
                else                // a is right-of b, so draw right-to-left.
                    for ( int x=1; x<width; ++x ) // xOffset
                        DrawCell( (right-x), (a.Y + ((int)(slope*x + 0.5))), _theLineBrush);
            } else {
                // use given Y values to calculate the X values, 
                // otherwise it "skips" some Y's
                double slope = (double)width/ (double)height; 
                Debug.Assert(slope >= 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<height; ++y ) // yOffset
                        DrawCell( (a.X + ((int)(slope*y + 0.5))), (top+y), _theLineBrush);
                } else {              // a is right-of b, so draw right-to-left. (DE,IJ)
                    for ( int y=1; y<height; ++y ) // yOffset
                        DrawCell( (b.X + ((int)(slope*y + 0.5))), (bottom-y), _theLineBrush);
                }
            }
        }

        private void btnDrawLines_Click(object sender, EventArgs e) {
            DrawLines();  // join the points
            DrawPoints(); // redraw the labels over the lines.
        }

        // Draws a line between each point in _theLineString.
        private void DrawLines() {
            int n = _thePoints.Length - 1; // one less line-segment than points
            for ( int i=0; i<n; ++i )
                DrawLine(_thePoints[i], _thePoints[i+1]);
            picBox1.Invalidate(); // tell the graphics system that the picture box needs to be repainted.
        }

        private void Swap(ref Point a, ref Point b) {
            Point tmp = a;
            a = b;
            b = tmp;
        }

        #endregion

        #region actual drawing on _myGraphics

        // there should be no calls to Draw or Fill outside of this region

        private void DrawCell(int x, int y, Brush brush) {
            _myGraphics.FillRectangle(
                brush
              , x*CELL_SIZE
              , y*CELL_SIZE 
              , CELL_SIZE   // width
              , CELL_SIZE   // heigth
            );
        }

        private void DrawLabel(int x, int y, char c) {
            string s = c.ToString();
            _myGraphics.DrawString(
                s, _theLabelFont, _theLabelBrush
              , x * CELL_SIZE + 5   // x
              , y * CELL_SIZE - 10  // y
            );
        }

        #endregion

        #region Windows Form Designer generated code
        /// <summary>
        /// Required method for Designer support - do not modify
        /// the contents of this method with the code editor.
        /// </summary>
        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" ;-)

编辑-更新以上代码:此版本绘制“实线”。之前发布的版本在几乎垂直的直线上跳过了单元格,所以我把算法倒转到在这些情况下计算X值(而不是Y值)……现在我可以用它在一个“可航行区域”周围设置(并绘制)一个“坚固的围栏”;

Here's an UPDATED picture of the correct results.

这是正确结果的更新图片。

计算沿直线a - b在给定距离a上的点。

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

再次感谢所有帮助过我的人…你确实帮了我的忙;

Cheers. Keith.

欢呼。基斯。