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C# Canvas.FillCircleSegment方法代码示例

本文整理汇总了C#中Canvas.FillCircleSegment方法的典型用法代码示例。如果您正苦于以下问题:C# Canvas.FillCircleSegment方法的具体用法?C# Canvas.FillCircleSegment怎么用?C# Canvas.FillCircleSegment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Canvas的用法示例。


在下文中一共展示了Canvas.FillCircleSegment方法的6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: Draw

		public override void Draw(Canvas target, Vector3 basePos, float baseRotation, float baseScale)
		{
			float circleRadius = 5.0f;
			float borderRadius = DefaultOutlineWidth;

			// Scale anti-proportional to perspective scale in order to keep a constant size 
			// in screen space even when actually drawing in world space.
			{
				float scale = 1.0f;
				Vector3 posTemp = this.pos + basePos;
				target.DrawDevice.PreprocessCoords(ref posTemp, ref scale);
				circleRadius /= scale;
				borderRadius /= scale;
			}

			// Determine circle position
			Vector3 circlePos = this.pos;
			MathF.TransformCoord(ref circlePos.X, ref circlePos.Y, baseRotation, baseScale);
			circlePos += basePos;

			// Draw circle
			target.State.ColorTint *= this.Color;
			target.FillCircle(
				circlePos.X, 
				circlePos.Y, 
				circlePos.Z, 
				circleRadius - borderRadius * 0.5f);

			// Draw circle outline
			if (target.DrawDevice.DepthWrite) target.State.ZOffset -= 1;
			target.State.ColorTint *= ColorRgba.Black;
			target.FillCircleSegment(
				circlePos.X, 
				circlePos.Y, 
				circlePos.Z, 
				circleRadius, 
				0.0f, 
				MathF.RadAngle360, 
				borderRadius);
		}
开发者ID:ChrisLakeZA,项目名称:duality,代码行数:40,代码来源:VisualLogPointEntry.cs

示例2: Draw

        public override void Draw(Canvas target, Vector3 basePos, float baseRotation, float baseScale)
        {
            float borderRadius = DefaultOutlineWidth;
            float circleRadius = this.radius * baseScale;

            // Scale anti-proportional to perspective scale in order to keep a constant size
            // in screen space even when actually drawing in world space.
            {
                float scale = 1.0f;
                Vector3 posTemp = this.pos + basePos;
                target.DrawDevice.PreprocessCoords(ref posTemp, ref scale);
                borderRadius /= scale;
                if (this.invariantScale) circleRadius /= scale;
            }

            // Determine circle position
            Vector3 circlePos = this.pos;
            MathF.TransformCoord(ref circlePos.X, ref circlePos.Y, baseRotation, baseScale);
            circlePos += basePos;

            // Draw circle
            target.State.ColorTint *= this.Color;
            target.FillCircleSegment(
                circlePos.X,
                circlePos.Y,
                circlePos.Z,
                circleRadius - borderRadius * 0.5f,
                this.minAngle + baseRotation,
                this.maxAngle + baseRotation);

            // Draw circle outline
            if (target.DrawDevice.DepthWrite) target.State.ZOffset -= 0.1f;
            target.State.ColorTint *= ColorRgba.Black;
            target.FillCircleSegment(
                circlePos.X,
                circlePos.Y,
                circlePos.Z,
                circleRadius,
                this.minAngle + baseRotation,
                this.maxAngle + baseRotation,
                borderRadius);
            if (MathF.CircularDist(this.minAngle, this.maxAngle) > MathF.RadAngle1 * 0.001f)
            {
                Vector2 minAngleVec = Vector2.FromAngleLength(this.minAngle + baseRotation, circleRadius);
                Vector2 maxAngleVec = Vector2.FromAngleLength(this.maxAngle + baseRotation, circleRadius);
                target.FillThickLine(
                    circlePos.X,
                    circlePos.Y,
                    circlePos.Z,
                    circlePos.X + minAngleVec.X,
                    circlePos.Y + minAngleVec.Y,
                    circlePos.Z,
                    borderRadius);
                target.FillThickLine(
                    circlePos.X,
                    circlePos.Y,
                    circlePos.Z,
                    circlePos.X + maxAngleVec.X,
                    circlePos.Y + maxAngleVec.Y,
                    circlePos.Z,
                    borderRadius);
            }
        }
开发者ID:ruzli,项目名称:duality,代码行数:63,代码来源:VisualLogCircleEntry.cs

示例3: DrawTestImageRow

		private void DrawTestImageRow(Canvas c, int baseX, int baseY)
		{
			Vector2[] polygon = new Vector2[]
			{ 
				new Vector2(0.0f, 0.0f), 
				new Vector2(50.0f, 0.0f), 
				new Vector2(50.0f, 45.0f), 
				new Vector2(5.0f, 50.0f), 
			};

			int x = baseX;
			int y = baseY;

			// Outline Shapes
			c.PushState();
			{
				c.DrawCircle(x, y, 25);
				x += 100;

				c.DrawCircleSegment(x, y, 25, 0.0f, MathF.RadAngle30 * 4, true);
				x += 100;

				c.DrawLine(x, y , x + 50, y + 25);
				c.DrawDashLine(x, y + 25, x + 50, y + 50);
				c.DrawThickLine(x, y + 50, x + 50, y + 75, 3);
				x += 100;

				c.DrawOval(x, y, 50, 50);
				x += 100;

				c.DrawOvalSegment(x, y, 50, 50, 0.0f, MathF.RadAngle30 * 4, true);
				x += 100;

				c.DrawPolygon(polygon, x, y);
				x += 100;

				c.DrawRect(x, y, 50, 50);
				x += 100;

				c.DrawText("Hello World", x, y, drawBackground: true);
				x = baseX;
				y += 100;
			}
			c.PopState();

			// Filled Shapes
			c.PushState();
			{
				c.FillCircle(x, y, 25);
				x += 100;

				c.FillCircleSegment(x, y, 0, 25, MathF.RadAngle30 * 0, MathF.RadAngle30 * 4);
				c.FillCircleSegment(x, y, 0, 25, MathF.RadAngle30 * 5, MathF.RadAngle30 * 9, 10);
				x += 100;

				c.FillThickLine(x, y + 25, x + 50, y + 50, 3);
				x += 100;

				c.FillOval(x, y, 50, 50);
				x += 100;

				c.FillOvalSegment(x, y, 0, 50, 50, MathF.RadAngle30 * 0, MathF.RadAngle30 * 4);
				c.FillOvalSegment(x, y, 0, 50, 50, MathF.RadAngle30 * 5, MathF.RadAngle30 * 9, 10);
				x += 100;

				c.FillPolygon(polygon, x, y);
				x += 100;

				c.FillRect(x, y, 50, 50);
				x = baseX;
				y += 100;
			}
			c.PopState();
		}
开发者ID:KSLcom,项目名称:duality,代码行数:74,代码来源:CanvasTest.cs

示例4: Draw

        public override void Draw(Canvas target, Vector3 basePos, float baseRotation, float baseScale)
        {
            float originRadius = 5.0f;
            float vectorThickness = 4.0f;
            float borderRadius = DefaultOutlineWidth;

            // Scale anti-proportional to perspective scale in order to keep a constant size
            // in screen space even when actually drawing in world space.
            {
                float scale = 1.0f;
                Vector3 posTemp = this.posA + basePos;
                target.DrawDevice.PreprocessCoords(ref posTemp, ref scale);
                originRadius /= scale;
                borderRadius /= scale;
                vectorThickness /= scale;
            }

            // Determine base and target positions
            Vector3 originPos = this.posA;
            Vector3 targetPos = this.posB;
            MathF.TransformCoord(ref originPos.X, ref originPos.Y, baseRotation, baseScale);
            MathF.TransformCoord(ref targetPos.X, ref targetPos.Y, baseRotation, baseScale);
            originPos += basePos;
            targetPos += basePos;

            // Create connection polygon
            float vectorLen = (targetPos.Xy - originPos.Xy).Length;
            Vector2 dirForward = (targetPos.Xy - originPos.Xy).Normalized;
            Vector2 dirLeft = dirForward.PerpendicularLeft;
            Vector2 dirRight = -dirLeft;
            Vector2[] connection = new Vector2[4];
            connection[0] = dirLeft * vectorThickness * 0.5f;
            connection[1] = dirLeft * vectorThickness * 0.5f + dirForward * vectorLen;
            connection[2] = dirRight * vectorThickness * 0.5f + dirForward * vectorLen;
            connection[3] = dirRight * vectorThickness * 0.5f;

            // Draw vector and outline
            ColorRgba areaColor = target.State.ColorTint * this.Color;
            ColorRgba outlineColor = areaColor * ColorRgba.Black;
            target.State.ColorTint = areaColor;
            target.FillPolygon(
                connection,
                originPos.X,
                originPos.Y,
                originPos.Z);
            if (target.DrawDevice.DepthWrite) target.State.ZOffset -= 0.1f;
            target.State.ColorTint = outlineColor;
            target.FillPolygonOutline(
                connection,
                borderRadius,
                originPos.X,
                originPos.Y,
                originPos.Z);

            // Draw connection points and outline
            if (target.DrawDevice.DepthWrite) target.State.ZOffset -= 0.1f;
            target.State.ColorTint = areaColor;
            target.FillCircle(
                originPos.X,
                originPos.Y,
                originPos.Z,
                originRadius - borderRadius * 0.5f);
            target.FillCircle(
                targetPos.X,
                targetPos.Y,
                targetPos.Z,
                originRadius - borderRadius * 0.5f);
            if (target.DrawDevice.DepthWrite) target.State.ZOffset -= 0.1f;
            target.State.ColorTint = outlineColor;
            target.FillCircleSegment(
                originPos.X,
                originPos.Y,
                originPos.Z,
                originRadius,
                0.0f,
                MathF.RadAngle360,
                borderRadius);
            target.FillCircleSegment(
                targetPos.X,
                targetPos.Y,
                targetPos.Z,
                originRadius,
                0.0f,
                MathF.RadAngle360,
                borderRadius);
        }
开发者ID:ruzli,项目名称:duality,代码行数:86,代码来源:VisualLogConnectionEntry.cs

示例5: DrawShapeOutline

        private void DrawShapeOutline(Canvas canvas, Transform transform, CircleShapeInfo shape)
        {
            Vector3 pos = transform.Pos;
            float angle = transform.Angle;
            float scale = transform.Scale;

            if (this.wrapTexture)
            {
                canvas.State.TextureCoordinateRect = new Rect(
                    shape.Radius * 2.0f / canvas.State.TextureBaseSize.X,
                    shape.Radius * 2.0f / canvas.State.TextureBaseSize.Y);
            }
            canvas.State.TransformScale = new Vector2(scale, scale);
            canvas.State.TransformAngle = angle;
            canvas.State.TransformHandle = -shape.Position;
            canvas.FillCircleSegment(
                pos.X,
                pos.Y,
                pos.Z,
                shape.Radius,
                0.0f,
                MathF.RadAngle360,
                this.outlineWidth);
        }
开发者ID:ninja2003,项目名称:duality,代码行数:24,代码来源:RigidBodyRenderer.cs

示例6: Draw

		public override void Draw(Canvas target, Vector3 basePos, float baseRotation, float baseScale)
		{
			float originRadius = 5.0f;
			float vectorThickness = 4.0f;
			float borderRadius = DefaultOutlineWidth;
			float vectorLengthFactor = 1.0f;

			// Scale anti-proportional to perspective scale in order to keep a constant size 
			// in screen space even when actually drawing in world space.
			{
				float scale = 1.0f;
				Vector3 posTemp = this.origin + basePos;
				target.DrawDevice.PreprocessCoords(ref posTemp, ref scale);
				originRadius /= scale;
				borderRadius /= scale;
				vectorThickness /= scale;
				if (this.invariantScale) vectorLengthFactor /= scale;
			}


			// Determine base and target positions
			Vector3 originPos = this.origin;
			Vector3 targetPos = this.origin + new Vector3(this.vec * vectorLengthFactor);
			MathF.TransformCoord(ref originPos.X, ref originPos.Y, baseRotation, baseScale);
			MathF.TransformCoord(ref targetPos.X, ref targetPos.Y, baseRotation, baseScale);
			originPos += basePos;
			targetPos += basePos;

			// Downscale vector arrow, if too small for display otherwise
			float vectorLen = (targetPos.Xy - originPos.Xy).Length;
			float vectorLenScale = MathF.Clamp(vectorLen / (vectorThickness * 7.0f), 0.0f, 1.0f);
			vectorThickness *= vectorLenScale;

			// Create arrow polygon
			Vector2 dirForward = (targetPos.Xy - originPos.Xy).Normalized;
			Vector2 dirLeft = dirForward.PerpendicularLeft;
			Vector2 dirRight = -dirLeft;
			Vector2[] arrow = new Vector2[7];
			arrow[0] = dirLeft * vectorThickness * 0.5f;
			arrow[1] = dirLeft * vectorThickness * 0.5f + dirForward * (vectorLen - vectorThickness * 2);
			arrow[2] = dirLeft * vectorThickness * 1.25f + dirForward * (vectorLen - vectorThickness * 2);
			arrow[3] = dirForward * vectorLen;
			arrow[4] = dirRight * vectorThickness * 1.25f + dirForward * (vectorLen - vectorThickness * 2);
			arrow[5] = dirRight * vectorThickness * 0.5f + dirForward * (vectorLen - vectorThickness * 2);
			arrow[6] = dirRight * vectorThickness * 0.5f;
			Vector2[] arrowHead = new Vector2[3];
			arrowHead[0] = arrow[2];
			arrowHead[1] = arrow[3];
			arrowHead[2] = arrow[4];
			Vector2[] arrowLine = new Vector2[4];
			arrowLine[0] = arrow[0];
			arrowLine[1] = arrow[1];
			arrowLine[2] = arrow[5];
			arrowLine[3] = arrow[6];

			// Draw vector and outline
			ColorRgba areaColor = target.State.ColorTint * this.Color;
			ColorRgba outlineColor = areaColor * ColorRgba.Black;
			target.State.ColorTint = areaColor;
			target.FillPolygon(
				arrowLine, 
				originPos.X, 
				originPos.Y, 
				originPos.Z);
			target.FillPolygon(
				arrowHead, 
				originPos.X, 
				originPos.Y, 
				originPos.Z);
			if (target.DrawDevice.DepthWrite) target.State.ZOffset -= 0.1f;
			target.State.ColorTint = outlineColor;
			target.FillPolygonOutline(
				arrow, 
				borderRadius,
				originPos.X, 
				originPos.Y, 
				originPos.Z);

			// Draw origin and outline
			if (target.DrawDevice.DepthWrite) target.State.ZOffset -= 0.1f;
			target.State.ColorTint = areaColor;
			target.FillCircle(
				originPos.X, 
				originPos.Y, 
				originPos.Z, 
				originRadius - borderRadius * 0.5f);
			if (target.DrawDevice.DepthWrite) target.State.ZOffset -= 0.1f;
			target.State.ColorTint = outlineColor;
			target.FillCircleSegment(
				originPos.X, 
				originPos.Y, 
				originPos.Z, 
				originRadius, 
				0.0f, 
				MathF.RadAngle360, 
				borderRadius);
		}
开发者ID:KSLcom,项目名称:duality,代码行数:97,代码来源:VisualLogVectorEntry.cs


注:本文中的Canvas.FillCircleSegment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。