绘制箭头时出现问题。如何正确设置坐标?

Problem when drawing arrows. How do I set the coordinates correctly?

    Polygon arrow = new Polygon();
    arrow.addPoint(0, 5);
    arrow.addPoint(-5, -5);
    arrow.addPoint(5, -5);

    AffineTransform tx = new AffineTransform();
    double angle = Math.atan2(y2 - y1, x2 - x1);
    tx.translate(x2 + Config.VERTEX_RADIUS / 2, y2 + Config.VERTEX_RADIUS / 2);
    tx.rotate((angle - Math.PI / 2));

    graphics.setColor(Color.BLACK);
    graphics.draw(new Line2D.Double(x1, y1, x2, y2));
    graphics.setTransform(tx);
    graphics.fill(arrow);

屏幕:http://imglink.ru/show-image.php?id=254ac13712ad825a1a1b99181170f747

编辑 所以,我根据 MadProgrammer 的建议更改了代码,但是箭头的移动如此令人不快。屏幕 -> http://www.imglink.ru/show-image.php?id=f1d6d3dfdb52972d731690e031af7d71

private void drawEdgeLine(Graphics2D graphics, double x1, double y1, double x2, double y2) {

    graphics.setColor(Color.BLACK);
    graphics.draw(new Line2D.Double(x1, y1, x2, y2));

    ArrowHead arrowHead = new ArrowHead();
    double length = Math.sqrt(Math.pow(x2 - x1, 2) + Math.pow(y2 - y1, 2));
    double t1 = Config.VERTEX_RADIUS / length;
    double t2 = (length - Config.VERTEX_RADIUS) / length;
    double arrowX, arrowY;
    if (t1 > t2) {
        arrowX = x1 + t1 * (x2 - x1);
        arrowY = y1 + t1 * (y2 - y1);
    } else {
        arrowX = x1 + t2 * (x2 - x1);
        arrowY = y1 + t2 * (y2 - y1);
    }

    double angle = Math.atan2(y2 - y1, x2 - x1);
    /*double angleDegrees = Math.toDegrees(angle + Math.PI);
    System.out.println(angleDegrees);
    if (angleDegrees > 90 && angleDegrees < 270) {
        arrowY += Config.ARROW_HEAD_SIZE / 2;
    } else {
        arrowX -= Config.ARROW_HEAD_SIZE / 2;
    }*/

    AffineTransform transform = AffineTransform.getTranslateInstance(arrowX, arrowY);
    transform.rotate(angle + Math.PI / 2);
    arrowHead.transform(transform);
    graphics.draw(arrowHead);
}

}

class 箭头扩展 Path2D.Double {

public ArrowHead() {
    double size = Config.ARROW_HEAD_SIZE;
    moveTo(0, size);
    lineTo(size / 2, 0);
    lineTo(size, size);
}

}

因此,旋转将发生在 top/left 角(0x0 或 "origin point")。对于一个组件,这已经被翻译到 top/left 角落供您说服。

您还需要考虑到转换是复合的,因此您需要确保在完成后撤消它们 - 特别是因为 Swing 中的 Graphics 上下文是共享的......而且真的会把事情搞砸。

所以。基本思路是:

  • 将内容翻译到您想要绘制形状的位置
  • 围绕形状的中心旋转上下文,这将"generally"产生所需的结果
  • 重置转换

以下示例演示了基本思想并使用 Timer 旋转形状

import java.awt.Color;
import java.awt.Dimension;
import java.awt.EventQueue;
import java.awt.Graphics;
import java.awt.Graphics2D;
import java.awt.Rectangle;
import java.awt.event.ActionEvent;
import java.awt.event.ActionListener;
import java.awt.geom.Path2D;
import javax.swing.JFrame;
import javax.swing.JPanel;
import javax.swing.Timer;

class Main {

    public static void main(String[] args) {
        new Main();
    }

    public Main() {
        EventQueue.invokeLater(new Runnable() {
            @Override
            public void run() {
                JFrame frame = new JFrame();
                frame.add(new TestPane());
                frame.pack();
                frame.setLocationRelativeTo(null);
                frame.setVisible(true);
            }
        });
    }

    public class ArrowHead extends Path2D.Double {

        public ArrowHead() {
            int size = 10;
            moveTo(0, size);
            lineTo(size / 2, 0);
            lineTo(size, size);
            closePath();
        }

    }

    public class TestPane extends JPanel {

        private ArrowHead arrow = new ArrowHead();
        private double angleOfAttack = 0;

        public TestPane() {
            Timer timer = new Timer(5, new ActionListener() {
                @Override
                public void actionPerformed(ActionEvent e) {
                    angleOfAttack += 0.5;
                    repaint();
                }
            });
            timer.start();
        }

        @Override
        public Dimension getPreferredSize() {
            return new Dimension(200, 200);
        }

        @Override
        protected void paintComponent(Graphics g) {
            super.paintComponent(g);
            // Snap shot the current context
            Graphics2D g2d = (Graphics2D) g.create();

            // Translate to somewhere you want the arrow painted ...
            g2d.translate(50, 50);
            // The bounding box of the arrow...
            Rectangle bounds = arrow.getBounds();

            // A guide, showing where the arrow is been painted without the rotation
            g2d.setColor(Color.RED);
            g2d.draw(bounds);

            // Rotate abount the middle of the arrow...
            g2d.rotate(Math.toRadians(angleOfAttack), bounds.width / 2, bounds.height / 2);
            g2d.setColor(Color.BLACK);
            // Draw the arrow
            g2d.fill(arrow);

            // Discard the transformations so we don't effect anyone else
            g2d.dispose();
        }

    }

}

您可能还想看看 ,这是该概念的一个更复杂的示例,但似乎更符合您要实现的目标