我喜欢破烂的纸张效果 http://yuml.me UML 图,是否有一种算法,最好不是在 Ruby 中,而是在 PHP、java 或 C# 中,我想看看在 Rebol 中是否很容易做同样的事情:

http://reboltutorial.com/blog/easy-yuml-dialect-for-mere-mortals2/

有帮助吗?

解决方案

效果结合起来

  • 对角渐变填充
  • 阴影
  • 线条不是笔直的,而是有一些明显随机的小偏差,给人一种“邋遢”的感觉。

您可以使用输入的哈希值作为随机数生成器的种子,以便每次都能获得相同的图像。

这对于弄乱线条似乎很有效:

public class ScruffyLines {
    static final double WOBBLE_SIZE = 0.5;
    static final double WOBBLE_INTERVAL = 16.0;

    Random random;

    ScruffyLines ( long seed ) {
        random = new Random(seed);
    }


    public Point2D.Double[] scruffUpPolygon ( Point2D.Double[] polygon ) {
        ArrayList<Point2D.Double>   points = new ArrayList<Point2D.Double>();
        Point2D.Double              prev   = polygon[0];

        points.add ( prev ); // no wobble on first point

        for ( int index = 1; index < polygon.length; ++index ) {
            final Point2D.Double    point = polygon[index];
            final double            dist = prev.distance ( point );

            // interpolate between prev and current point if they are more
            // than a certain distance apart, adding in extra points to make 
            // longer lines wobbly
            if ( dist > WOBBLE_INTERVAL ) {
                int    stepCount = ( int ) Math.floor ( dist / WOBBLE_INTERVAL );
                double step = dist / stepCount;

                double x  = prev.x;
                double y  = prev.y;
                double dx = ( point.x - prev.x ) / stepCount;
                double dy = ( point.y - prev.y ) / stepCount;

                for ( int count = 1; count < stepCount; ++count ) {
                    x += dx;
                    y += dy;

                    points.add ( perturb ( x, y ) );
                }
            }

            points.add ( perturb ( point.x, point.y ) );

            prev = point;
        }

        return points.toArray ( new Point2D.Double[ points.size() ] );
    }   

    Point2D.Double perturb ( double x, double y ) {
        return new Point2D.Double ( 
            x + random.nextGaussian() * WOBBLE_SIZE, 
            y + random.nextGaussian() * WOBBLE_SIZE );
    }
}

示例磨损矩形 http://img34.imageshack.us/img34/4743/screenshotgh.png

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