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C++ USRect::Grow方法代码示例

本文整理汇总了C++中USRect::Grow方法的典型用法代码示例。如果您正苦于以下问题:C++ USRect::Grow方法的具体用法?C++ USRect::Grow怎么用?C++ USRect::Grow使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在USRect的用法示例。


在下文中一共展示了USRect::Grow方法的13个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1:

//----------------------------------------------------------------//
USRect MOAIGfxQuadListDeck2D::GetBounds ( u32 idx, MOAIDeckRemapper* remapper ) {

	USRect rect;
	rect.Init ( 0.0f, 0.0f, 0.0f, 0.0f );

	u32 size = this->mSprites.Size ();
	if ( size ) {

		idx = remapper ? remapper->Remap ( idx ) : idx;
		idx = ( idx - 1 ) % size;
	
		USSprite& sprite = this->mSprites [ idx ];
		
		if ( sprite.mTotalPairs ) {
			
			USSpritePair prim = this->mPairs [ sprite.mBasePair ];
			USQuad& baseQuad = this->mQuads [ prim.mQuadID ];
			
			baseQuad.GetBounds ( rect );
			
			for ( u32 i = 1; i < sprite.mTotalPairs; ++i ) {
				
				prim = this->mPairs [ sprite.mBasePair + i ];
				USQuad& quad = this->mQuads [ prim.mQuadID ];
				
				rect.Grow ( quad.mV [ 0 ]);
				rect.Grow ( quad.mV [ 1 ]);
				rect.Grow ( quad.mV [ 2 ]);
				rect.Grow ( quad.mV [ 3 ]);
			}
		}
	}
	return rect;
}
开发者ID:mobilehub,项目名称:moai-beta,代码行数:35,代码来源:MOAIGfxQuadListDeck2D.cpp

示例2: GetVtxBounds

//----------------------------------------------------------------//
USRect USGLQuad::GetVtxBounds () {

	USRect rect;
	
	rect.Init ( this->mVtx [ 0 ]);
	rect.Grow ( this->mVtx [ 1 ]);
	rect.Grow ( this->mVtx [ 2 ]);
	rect.Grow ( this->mVtx [ 3 ]);
	
	return rect;
}
开发者ID:,项目名称:,代码行数:12,代码来源:

示例3: GetUVBounds

//----------------------------------------------------------------//
USRect USGLQuad::GetUVBounds () {

	USRect rect;
	
	rect.Init ( this->mUV [ 0 ]);
	rect.Grow ( this->mUV [ 1 ]);
	rect.Grow ( this->mUV [ 2 ]);
	rect.Grow ( this->mUV [ 3 ]);
	
	return rect;
}
开发者ID:,项目名称:,代码行数:12,代码来源:

示例4: GetUVBounds

//----------------------------------------------------------------//
USRect MOAIQuadBrush::GetUVBounds () {

	USRect rect;
	
	rect.Init ( this->mUV [ 0 ]);
	rect.Grow ( this->mUV [ 1 ]);
	rect.Grow ( this->mUV [ 2 ]);
	rect.Grow ( this->mUV [ 3 ]);
	
	return rect;
}
开发者ID:Odie,项目名称:moai-beta,代码行数:12,代码来源:MOAIQuadBrush.cpp

示例5: GetVtxBounds

//----------------------------------------------------------------//
USRect MOAIQuadBrush::GetVtxBounds () {

	USRect rect;
	
	rect.Init ( this->mVtx [ 0 ]);
	rect.Grow ( this->mVtx [ 1 ]);
	rect.Grow ( this->mVtx [ 2 ]);
	rect.Grow ( this->mVtx [ 3 ]);
	
	return rect;
}
开发者ID:Odie,项目名称:moai-beta,代码行数:12,代码来源:MOAIQuadBrush.cpp

示例6: ComputeBounds

//----------------------------------------------------------------//
bool MOAIVertexFormat::ComputeBounds ( void* buffer, u32 size, USRect& bounds ) {

	u32 total = this->mVertexSize ? ( size / this->mVertexSize ) : 0;
	if ( !total ) return false;

	u32 coordAttributeIdx = this->mAttributeUseTable [ ARRAY_VERTEX ].mAttrID;
	if ( coordAttributeIdx >= this->mTotalAttributes ) return false;

	MOAIVertexAttribute& coordAttr = this->mAttributes [ coordAttributeIdx ];
	if ( coordAttr.mType != GL_FLOAT ) return false; // TODO: handle other types
	if ( coordAttr.mSize < 2 ) return false;
	
	buffer = ( void* )(( size_t )buffer + coordAttr.mOffset );
	
	USVec2D* coord = ( USVec2D* )buffer;
	bounds.Init ( *coord );
	bounds.Inflate ( 0.0000001f ); // prevent 'empty' bounds on cardinal direction lines or single vertex objects
	
	for ( u32 i = 1; i < total; ++i ) {
		
		buffer = ( void* )(( size_t )buffer + this->mVertexSize );
		coord = ( USVec2D* )buffer;
		bounds.Grow ( *coord );
	}
	return true;
}
开发者ID:,项目名称:,代码行数:27,代码来源:

示例7:

//----------------------------------------------------------------//
USBox MOAIGfxQuadListDeck2D::GetBounds ( u32 idx ) {
	
	USBox bounds;

	u32 size = this->mSprites.Size ();
	if ( size ) {

		idx = ( idx - 1 ) % size;

		USRect rect;
		USSprite& sprite = this->mSprites [ idx ];
		
		if ( sprite.mTotalPairs ) {
			
			USSpritePair prim = this->mPairs [ sprite.mBasePair ];
			USQuad& baseQuad = this->mQuads [ prim.mQuadID ];
			
			rect = baseQuad.GetBounds ();
			
			for ( u32 i	 = 1; i < sprite.mTotalPairs; ++i ) {
				
				prim = this->mPairs [ sprite.mBasePair + i ];
				rect.Grow ( this->mQuads [ prim.mQuadID ].GetBounds ());
			}
			
			bounds.Init ( rect.mXMin, rect.mYMax, rect.mXMax, rect.mYMin, 0.0f, 0.0f );	
			return bounds;
		}
		
		
	}

	bounds.Init ( 0.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0.0f );	
	return bounds;
}
开发者ID:isovector,项目名称:moai-dev,代码行数:36,代码来源:MOAIGfxQuadListDeck2D.cpp

示例8: GetScissorRect

//----------------------------------------------------------------//
USRect MOAIScissorRect::GetScissorRect ( const USMatrix4x4& worldToWndMtx ) const {

	USVec3D vtx3D [ 4 ];

	vtx3D [ 0 ].mX = this->mRect.mXMin;
	vtx3D [ 0 ].mY = this->mRect.mYMin;
	vtx3D [ 0 ].mZ = 0.0f;

	vtx3D [ 1 ].mX = this->mRect.mXMin;
	vtx3D [ 1 ].mY = this->mRect.mYMax;
	vtx3D [ 1 ].mZ = 0.0f;
	
	vtx3D [ 2 ].mX = this->mRect.mXMax;
	vtx3D [ 2 ].mY = this->mRect.mYMax;
	vtx3D [ 2 ].mZ = 0.0f;

	vtx3D [ 3 ].mX = this->mRect.mXMax;
	vtx3D [ 3 ].mY = this->mRect.mYMin;
	vtx3D [ 3 ].mZ = 0.0f;

	USMatrix4x4 mtx;
	
	mtx.Init ( this->GetLocalToWorldMtx ());
	mtx.Append ( worldToWndMtx );
	
	mtx.Project ( vtx3D [ 0 ]);
	mtx.Project ( vtx3D [ 1 ]);
	mtx.Project ( vtx3D [ 2 ]);
	mtx.Project ( vtx3D [ 3 ]);
	
	USRect scissorRect;

	scissorRect.Init ( vtx3D [ 0 ]);
	scissorRect.Grow ( vtx3D [ 1 ]);
	scissorRect.Grow ( vtx3D [ 2 ]);
	scissorRect.Grow ( vtx3D [ 3 ]);

	if ( this->mScissorRect ) {
		USRect parentRect = this->mScissorRect->GetScissorRect ( worldToWndMtx );
		parentRect.Clip ( scissorRect );
	}

	return scissorRect;
}
开发者ID:isovector,项目名称:moai-dev,代码行数:45,代码来源:MOAIScissorRect.cpp

示例9:

USRect MOAISurfaceDeck2D::GetRect () {

    u32 size = this->mBrushes.Size ();

    USRect totalRect;
    totalRect.Init ( 0.0f, 0.0f, 0.0f, 0.0f );

    for ( int i = 0; i < size; ++i ) {
        totalRect.Grow ( this->mBrushes [ i ].mBounds );
    }

    return totalRect;
}
开发者ID:,项目名称:,代码行数:13,代码来源:

示例10:

USRect MOAIGfxQuadDeck2D::GetRect ( ) {

	u32 size = this->mQuads.Size ();
	USRect totalRect;
	totalRect.Init ( 0.0f, 0.0f, 0.0f, 0.0f );

	for ( u32 i = 0; i < size; ++i ) {
		MOAIQuadBrush& quad = this->mQuads [ i ];
		USRect rect = quad.GetVtxBounds ();

		totalRect.Grow ( rect );
	}
	return totalRect;
}
开发者ID:Odie,项目名称:moai-beta,代码行数:14,代码来源:MOAIGfxQuadDeck2D.cpp

示例11: GetXYSectRect

//----------------------------------------------------------------//
bool USFrustum::GetXYSectRect ( const USAffine3D& mtx, USRect& rect ) const {

	u32 nHits = 0;
	USVec2D hits [ 12 ];

	USVec3D nlt = this->mPoints [ NEAR_LT_POINT ];
	USVec3D nrt = this->mPoints [ NEAR_RT_POINT ];
	USVec3D nrb = this->mPoints [ NEAR_RB_POINT ];
	USVec3D nlb = this->mPoints [ NEAR_LB_POINT ];
	
	USVec3D flt = this->mPoints [ FAR_LT_POINT ];
	USVec3D frt = this->mPoints [ FAR_RT_POINT ];
	USVec3D frb = this->mPoints [ FAR_RB_POINT ];
	USVec3D flb = this->mPoints [ FAR_LB_POINT ];
	
	mtx.Transform ( nlt );
	mtx.Transform ( nrt );
	mtx.Transform ( nrb );
	mtx.Transform ( nlb );
	
	mtx.Transform ( flt );
	mtx.Transform ( frt );
	mtx.Transform ( frb );
	mtx.Transform ( flb );
	
	if ( _vecToXYPlane ( nlt, flt, hits [ nHits ])) ++nHits;
	if ( _vecToXYPlane ( nrt, frt, hits [ nHits ])) ++nHits;
	if ( _vecToXYPlane ( nrb, frb, hits [ nHits ])) ++nHits;
	if ( _vecToXYPlane ( nlb, flb, hits [ nHits ])) ++nHits;
	
	if ( _vecToXYPlane ( nlt, nrt, hits [ nHits ])) ++nHits;
	if ( _vecToXYPlane ( nrt, nrb, hits [ nHits ])) ++nHits;
	if ( _vecToXYPlane ( nrb, nlb, hits [ nHits ])) ++nHits;
	if ( _vecToXYPlane ( nlb, nlt, hits [ nHits ])) ++nHits;
	
	if ( _vecToXYPlane ( flt, frt, hits [ nHits ])) ++nHits;
	if ( _vecToXYPlane ( frt, frb, hits [ nHits ])) ++nHits;
	if ( _vecToXYPlane ( frb, flb, hits [ nHits ])) ++nHits;
	if ( _vecToXYPlane ( flb, flt, hits [ nHits ])) ++nHits;
	
	if ( nHits ) {
		rect.Init ( hits [ 0 ]);
		for ( u32 i = 1; i < nHits; ++i ) {
			rect.Grow ( hits [ i ]);
		}
		return true;
	}
	return false;
}
开发者ID:Inzaghi2012,项目名称:moai-dev,代码行数:50,代码来源:USFrustum.cpp

示例12:

//----------------------------------------------------------------//
USBox MOAISurfaceDeck2D::ComputeMaxBounds () {
	
	u32 size = this->mBrushes.Size ();

	USRect rect;
	rect.Init ( 0.0f, 0.0f, 0.0f, 0.0f );

	for ( u32 i = 0; i < size; ++i ) {
		rect.Grow ( this->mBrushes [ i ].mBounds );
	}

	USBox bounds;
	bounds.Init ( rect.mXMin, rect.mYMax, rect.mXMax, rect.mYMin, 0.0f, 0.0f );	
	return bounds;
}
开发者ID:Inzaghi2012,项目名称:moai-dev,代码行数:16,代码来源:MOAISurfaceDeck2D.cpp

示例13: BuildLayout


//.........这里部分代码省略.........
				if ( tokenSize ) {
					acceptToken = true;
				}
			}
			else {
				
				float glyphBottom = pen.mY + ( this->mDeck->mHeight * scale );
				
				// handle new token
				if ( !tokenSize ) {
					tokenIdx = this->mIdx - 1;
					tokenStart = textBox.mSprites.GetTop ();
					tokenRect.Init ( pen.mX, pen.mY, pen.mX, glyphBottom );
					tokenAscent = this->mDeck->mAscent * scale;
				}
				
				// check for overrun
				float glyphRight = pen.mX + (( glyph->mBearingX + glyph->mWidth ) * scale );
				bool overrun = glyphRight > width;
				acceptLine = ( lineSize && overrun );
				
				if ( acceptLine || !overrun ) {
					textBox.PushSprite ( this->mIdx - 1, *glyph, *this->mStyle, pen.mX, pen.mY, scale );
					tokenRect.mXMax = glyphRight;
					tokenSize++;
				}
			}
			
			pen.mX += glyph->mAdvanceX * scale;
		}
		
		if ( acceptToken ) {
			
			lineRect.Grow ( tokenRect );
			lineSize += tokenSize;
			lineAscent = tokenAscent > lineAscent ? tokenAscent : lineAscent;
			tokenSize = 0;
		}
		
		if ( acceptLine ) {
			
			textBox.PushLine ( lineStart, lineSize, lineRect, lineAscent );
			
			// end line
			pen.mY += lineRect.Height () + textBox.mLineSpacing;
			lineRect.Init ( 0.0f, pen.mY, 0.0f, pen.mY );
			
			// next line
			lineIdx = tokenIdx;
			lineStart = tokenStart;
			lineSize = 0;
			lineAscent = 0.0f;
			
			prevGlyph = 0;
			
			if ( tokenSize ){
				
				// slide the current token (if any) back to the origin
				for ( u32 i = 0; i < tokenSize; ++i ) {
					MOAITextSprite& sprite = textBox.mSprites [ tokenStart + i ];
					sprite.mX -= tokenRect.mXMin;
					sprite.mY = pen.mY;
				}
				
				pen.mX -= tokenRect.mXMin;
				tokenRect.Init ( 0.0f, pen.mY, tokenRect.Width (), pen.mY + tokenRect.Height ());
开发者ID:Odie,项目名称:moai-beta,代码行数:67,代码来源:MOAITextDesigner.cpp


注:本文中的USRect::Grow方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。