Recuerda que en las ciencias un problema puede tener más de una resoluciones, pero te enseñaremos la mejor y más óptimo.
Solución:
Aunque la publicación de Pete es increíblemente completa, estoy usando este método para dibujar una línea muy simple con un pequeño triángulo al final.
// create an AffineTransform
// and a triangle centered on (0,0) and pointing downward
// somewhere outside Swing's paint loop
AffineTransform tx = new AffineTransform();
Line2D.Double line = new Line2D.Double(0,0,100,100);
Polygon arrowHead = new Polygon();
arrowHead.addPoint( 0,5);
arrowHead.addPoint( -5, -5);
arrowHead.addPoint( 5,-5);
// [...]
private void drawArrowHead(Graphics2D g2d)
tx.setToIdentity();
double angle = Math.atan2(line.y2-line.y1, line.x2-line.x1);
tx.translate(line.x2, line.y2);
tx.rotate((angle-Math.PI/2d));
Graphics2D g = (Graphics2D) g2d.create();
g.setTransform(tx);
g.fill(arrowHead);
g.dispose();
El bisel se dibuja entre los segmentos en una polilínea si están en ciertos ángulos. No tiene ninguna relación si está dibujando una línea que se dibuja cerca de otros píxeles que son de cierto color; una vez que haya dibujado el rectángulo, el objeto Graphics no conoce el rectángulo, (en efecto) solo contiene los píxeles. (o más bien la imagen o la ventana del sistema operativo contiene los píxeles).
Para dibujar una flecha simple, dibuje una línea para el tallo mientras lo hace, luego una polilínea para la V. Las flechas más bonitas tienen lados curvos y están rellenas.
Probablemente no desee utilizar bisel para la punta de la flecha, ya que los biseles son planos; en su lugar, use la opción de inglete:
import java.awt.*;
import java.awt.geom.*;
import javax.swing.*;
public class BevelArrows
public static void main ( String...args )
SwingUtilities.invokeLater ( new Runnable ()
BevelArrows arrows = new BevelArrows();
@Override
public void run ()
JFrame frame = new JFrame ( "Bevel Arrows" );
frame.add ( new JPanel()
public void paintComponent ( Graphics g )
arrows.draw ( ( Graphics2D ) g, getWidth(), getHeight() );
, BorderLayout.CENTER );
frame.setSize ( 800, 400 );
frame.setDefaultCloseOperation ( JFrame.EXIT_ON_CLOSE );
frame.setVisible ( true );
);
interface Arrow
void draw ( Graphics2D g );
Arrow[] arrows = new LineArrow(), new CurvedArrow() ;
void draw ( Graphics2D g, int width, int height )
g.setRenderingHint ( RenderingHints.KEY_ANTIALIASING, RenderingHints.VALUE_ANTIALIAS_ON );
g.setColor ( Color.WHITE );
g.fillRect ( 0, 0, width, height );
for ( Arrow arrow : arrows )
g.setColor ( Color.ORANGE );
g.fillRect ( 350, 20, 20, 280 );
g.setStroke ( new BasicStroke ( 20.0f, BasicStroke.CAP_BUTT, BasicStroke.JOIN_BEVEL ) );
g.translate ( 0, 60 );
arrow.draw ( g );
g.setStroke ( new BasicStroke ( 20.0f, BasicStroke.CAP_BUTT, BasicStroke.JOIN_MITER ) );
g.translate ( 0, 100 );
arrow.draw ( g );
g.setStroke ( new BasicStroke ( 20.0f, BasicStroke.CAP_BUTT, BasicStroke.JOIN_ROUND ) );
g.translate ( 0, 100 );
arrow.draw ( g );
g.translate ( 400, -260 );
static class LineArrow implements Arrow
public void draw ( Graphics2D g )
// where the control point for the intersection of the V needs calculating
// by projecting where the ends meet
float arrowRatio = 0.5f;
float arrowLength = 80.0f;
BasicStroke stroke = ( BasicStroke ) g.getStroke();
float endX = 350.0f;
float veeX;
switch ( stroke.getLineJoin() )
case BasicStroke.JOIN_BEVEL:
// IIRC, bevel varies system to system, this is approximate
veeX = endX - stroke.getLineWidth() * 0.25f;
break;
default:
case BasicStroke.JOIN_MITER:
veeX = endX - stroke.getLineWidth() * 0.5f / arrowRatio;
break;
case BasicStroke.JOIN_ROUND:
veeX = endX - stroke.getLineWidth() * 0.5f;
break;
// vee
Path2D.Float path = new Path2D.Float();
path.moveTo ( veeX - arrowLength, -arrowRatio*arrowLength );
path.lineTo ( veeX, 0.0f );
path.lineTo ( veeX - arrowLength, arrowRatio*arrowLength );
g.setColor ( Color.BLUE );
g.draw ( path );
// stem for exposition only
g.setColor ( Color.YELLOW );
g.draw ( new Line2D.Float ( 50.0f, 0.0f, veeX, 0.0f ) );
// in practice, move stem back a bit as rounding errors
// can make it poke through the sides of the Vee
g.setColor ( Color.RED );
g.draw ( new Line2D.Float ( 50.0f, 0.0f, veeX - stroke.getLineWidth() * 0.25f, 0.0f ) );
static class CurvedArrow implements Arrow
// to draw a nice curved arrow, fill a V shape rather than stroking it with lines
public void draw ( Graphics2D g )
// as we're filling rather than stroking, control point is at the apex,
float arrowRatio = 0.5f;
float arrowLength = 80.0f;
BasicStroke stroke = ( BasicStroke ) g.getStroke();
float endX = 350.0f;
float veeX = endX - stroke.getLineWidth() * 0.5f / arrowRatio;
// vee
Path2D.Float path = new Path2D.Float();
float waisting = 0.5f;
float waistX = endX - arrowLength * 0.5f;
float waistY = arrowRatio * arrowLength * 0.5f * waisting;
float arrowWidth = arrowRatio * arrowLength;
path.moveTo ( veeX - arrowLength, -arrowWidth );
path.quadTo ( waistX, -waistY, endX, 0.0f );
path.quadTo ( waistX, waistY, veeX - arrowLength, arrowWidth );
// end of arrow is pinched in
path.lineTo ( veeX - arrowLength * 0.75f, 0.0f );
path.lineTo ( veeX - arrowLength, -arrowWidth );
g.setColor ( Color.BLUE );
g.fill ( path );
// move stem back a bit
g.setColor ( Color.RED );
g.draw ( new Line2D.Float ( 50.0f, 0.0f, veeX - arrowLength * 0.5f, 0.0f ) );
Este es mi enfoque, solo matemáticas absolutas:
/**
* Draw an arrow line between two points.
* @param g the graphics component.
* @param x1 x-position of first point.
* @param y1 y-position of first point.
* @param x2 x-position of second point.
* @param y2 y-position of second point.
* @param d the width of the arrow.
* @param h the height of the arrow.
*/
private void drawArrowLine(Graphics g, int x1, int y1, int x2, int y2, int d, int h)
int dx = x2 - x1, dy = y2 - y1;
double D = Math.sqrt(dx*dx + dy*dy);
double xm = D - d, xn = xm, ym = h, yn = -h, x;
double sin = dy / D, cos = dx / D;
x = xm*cos - ym*sin + x1;
ym = xm*sin + ym*cos + y1;
xm = x;
x = xn*cos - yn*sin + x1;
yn = xn*sin + yn*cos + y1;
xn = x;
int[] xpoints = x2, (int) xm, (int) xn;
int[] ypoints = y2, (int) ym, (int) yn;
g.drawLine(x1, y1, x2, y2);
g.fillPolygon(xpoints, ypoints, 3);