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C# Canvas.FillPolygon方法代码示例

本文整理汇总了C#中Canvas.FillPolygon方法的典型用法代码示例。如果您正苦于以下问题:C# Canvas.FillPolygon方法的具体用法?C# Canvas.FillPolygon怎么用?C# Canvas.FillPolygon使用的例子?那么恭喜您, 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.FillPolygon方法的7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 void Draw(IDrawDevice device)
        {
            var triangles = env.Triangles;
            var triangleSideLength = env.TriangleSideLength;
            Canvas canvas = new Canvas(device);

            Vector2[][] vectors = new Vector2[4][];

            vectors[0] = new Vector2[3];
            vectors[0][0] = new Vector2(-(triangleSideLength / 2), -(triangleSideLength / 2));
            vectors[0][1] = new Vector2((triangleSideLength / 2), -(triangleSideLength / 2));
            vectors[0][2] = new Vector2(0, 0);

            vectors[1] = new Vector2[3];
            vectors[1][0] = new Vector2((triangleSideLength / 2), -(triangleSideLength / 2));
            vectors[1][1] = new Vector2((triangleSideLength / 2), (triangleSideLength / 2));
            vectors[1][2] = new Vector2(0, 0);

            vectors[2] = new Vector2[3];
            vectors[2][0] = new Vector2((triangleSideLength / 2), (triangleSideLength / 2));
            vectors[2][1] = new Vector2(-(triangleSideLength / 2), (triangleSideLength / 2));
            vectors[2][2] = new Vector2(0, 0);

            vectors[3] = new Vector2[3];
            vectors[3][0] = new Vector2(-(triangleSideLength / 2), (triangleSideLength / 2));
            vectors[3][1] = new Vector2(-(triangleSideLength / 2), -(triangleSideLength / 2));
            vectors[3][2] = new Vector2(0, 0);

            BatchInfo[] infos = new BatchInfo[4];
            infos[0] = new BatchInfo(DrawTechnique.Alpha, ColorRgba.Red, null);
            infos[1] = new BatchInfo(DrawTechnique.Alpha, ColorRgba.Blue, null);
            infos[2] = new BatchInfo(DrawTechnique.Alpha, ColorRgba.White, null);
            infos[3] = new BatchInfo(DrawTechnique.Alpha, ColorRgba.Green, null);
            for (int x = 0; x < triangles.GetLength(0); x++)
            {
                for (int y = 0; y < triangles.GetLength(1); y++)
                {
                    for (int i = 0; i < triangles.GetLength(2); i++)
                    {
                        canvas.State.SetMaterial(infos[i]);
                        if(true/*triangles[x,y,i] != null*/)
                        {
                            canvas.FillPolygon(vectors[i], triangleSideLength / 2 + triangleSideLength * x,
                            triangleSideLength / 2 + triangleSideLength * y);
                        }
                    }
                }
            }
        }
开发者ID:generatives,项目名称:Magic-Game,代码行数:49,代码来源:EnvironmentRenderer.cs

示例2: Draw

        public override void Draw(Canvas target, Vector3 basePos, float baseRotation, float baseScale)
        {
            float borderRadius = DefaultOutlineWidth;
            float polyScale = 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.pos + basePos;
                target.DrawDevice.PreprocessCoords(ref posTemp, ref scale);
                borderRadius /= scale;
                if (this.invariantScale) polyScale /= scale;
            }

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

            // Draw polygon and outline
            target.State.ColorTint *= this.Color;
            target.State.TransformAngle = baseRotation;
            target.State.TransformScale = new Vector2(baseScale, baseScale) * polyScale;
            target.FillPolygon(
                this.vertices,
                circlePos.X,
                circlePos.Y,
                circlePos.Z);
            if (target.DrawDevice.DepthWrite) target.State.ZOffset -= 0.1f;
            target.State.ColorTint *= ColorRgba.Black;
            target.FillPolygonOutline(
                this.vertices,
                borderRadius / polyScale,
                circlePos.X,
                circlePos.Y,
                circlePos.Z);
        }
开发者ID:ruzli,项目名称:duality,代码行数:38,代码来源:VisualLogPolygonEntry.cs

示例3: OnCollectDrawcalls

        protected internal override void OnCollectDrawcalls(Canvas canvas)
        {
            base.OnCollectDrawcalls(canvas);
            List<RigidBody> visibleColliders = this.QueryVisibleColliders().ToList();

            this.RetrieveResources();
            RigidBody selectedBody = this.QuerySelectedCollider();

            canvas.State.TextFont = Font.GenericMonospace10;
            canvas.State.TextInvariantScale = true;
            canvas.State.ZOffset = -1;
            Font textFont = canvas.State.TextFont.Res;

            // Draw Shape layer
            foreach (RigidBody c in visibleColliders)
            {
                if (!c.Shapes.Any()) continue;
                float colliderAlpha = c == selectedBody ? 1.0f : (selectedBody != null ? 0.25f : 0.5f);
                float maxDensity = c.Shapes.Max(s => s.Density);
                float minDensity = c.Shapes.Min(s => s.Density);
                float avgDensity = (maxDensity + minDensity) * 0.5f;
                Vector3 colliderPos = c.GameObj.Transform.Pos;
                float colliderScale = c.GameObj.Transform.Scale;
                int index = 0;
                foreach (ShapeInfo s in c.Shapes)
                {
                    CircleShapeInfo circle = s as CircleShapeInfo;
                    PolyShapeInfo poly = s as PolyShapeInfo;
                //	EdgeShapeInfo edge = s as EdgeShapeInfo;
                    LoopShapeInfo loop = s as LoopShapeInfo;

                    float shapeAlpha = colliderAlpha * (selectedBody == null || this.View.ActiveState.SelectedObjects.Any(sel => sel.ActualObject == s) ? 1.0f : 0.5f);
                    float densityRelative = MathF.Abs(maxDensity - minDensity) < 0.01f ? 1.0f : s.Density / avgDensity;
                    ColorRgba clr = s.IsSensor ? this.ShapeSensorColor : this.ShapeColor;
                    ColorRgba fontClr = this.FgColor;
                    Vector2 center = Vector2.Zero;

                    if (!c.IsAwake) clr = clr.ToHsva().WithSaturation(0.0f).ToRgba();
                    if (!s.IsValid) clr = this.ShapeErrorColor;

                    if (circle != null)
                    {
                        Vector2 circlePos = circle.Position * colliderScale;
                        MathF.TransformCoord(ref circlePos.X, ref circlePos.Y, c.GameObj.Transform.Angle);

                        canvas.State.SetMaterial(new BatchInfo(DrawTechnique.Alpha, clr.WithAlpha((0.25f + densityRelative * 0.25f) * shapeAlpha)));
                        canvas.FillCircle(
                            colliderPos.X + circlePos.X,
                            colliderPos.Y + circlePos.Y,
                            colliderPos.Z,
                            circle.Radius * colliderScale);
                        canvas.State.SetMaterial(new BatchInfo(DrawTechnique.Alpha, clr.WithAlpha(shapeAlpha)));
                        canvas.DrawCircle(
                            colliderPos.X + circlePos.X,
                            colliderPos.Y + circlePos.Y,
                            colliderPos.Z,
                            circle.Radius * colliderScale);

                        center = circlePos;
                    }
                    else if (poly != null)
                    {
                        Vector2[] polyVert = poly.Vertices.ToArray();
                        for (int i = 0; i < polyVert.Length; i++)
                        {
                            center += polyVert[i];
                            Vector2.Multiply(ref polyVert[i], colliderScale, out polyVert[i]);
                            MathF.TransformCoord(ref polyVert[i].X, ref polyVert[i].Y, c.GameObj.Transform.Angle);
                        }
                        center /= polyVert.Length;
                        Vector2.Multiply(ref center, colliderScale, out center);
                        MathF.TransformCoord(ref center.X, ref center.Y, c.GameObj.Transform.Angle);

                        canvas.State.SetMaterial(new BatchInfo(DrawTechnique.Alpha, clr.WithAlpha((0.25f + densityRelative * 0.25f) * shapeAlpha)));
                        canvas.FillPolygon(polyVert, colliderPos.X, colliderPos.Y, colliderPos.Z);
                        canvas.State.SetMaterial(new BatchInfo(DrawTechnique.Alpha, clr.WithAlpha(shapeAlpha)));
                        canvas.DrawPolygon(polyVert, colliderPos.X, colliderPos.Y, colliderPos.Z);
                    }
                    else if (loop != null)
                    {
                        Vector2[] loopVert = loop.Vertices.ToArray();
                        for (int i = 0; i < loopVert.Length; i++)
                        {
                            center += loopVert[i];
                            Vector2.Multiply(ref loopVert[i], colliderScale, out loopVert[i]);
                            MathF.TransformCoord(ref loopVert[i].X, ref loopVert[i].Y, c.GameObj.Transform.Angle);
                        }
                        center /= loopVert.Length;
                        Vector2.Multiply(ref center, colliderScale, out center);
                        MathF.TransformCoord(ref center.X, ref center.Y, c.GameObj.Transform.Angle);

                        canvas.State.SetMaterial(new BatchInfo(DrawTechnique.Alpha, clr.WithAlpha(shapeAlpha)));
                        canvas.DrawPolygon(loopVert, colliderPos.X, colliderPos.Y, colliderPos.Z);
                    }

                    // Draw shape index
                    if (c == selectedBody)
                    {
                        Vector2 textSize = textFont.MeasureText(index.ToString(CultureInfo.InvariantCulture));
                        canvas.State.SetMaterial(new BatchInfo(DrawTechnique.Alpha, fontClr.WithAlpha((shapeAlpha + 1.0f) * 0.5f)));
//.........这里部分代码省略.........
开发者ID:ruzli,项目名称:duality,代码行数:101,代码来源:RigidBodyShapeCamViewLayer.cs

示例4: 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5: 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6: DrawShapeArea

        private void DrawShapeArea(Canvas canvas, Transform transform, LoopShapeInfo shape)
        {
            // LoopShapes don't have an area. Do nothing here, unless explicitly specified
            if (!this.fillHollowShapes) return;

            Vector3 pos = transform.Pos;
            float angle = transform.Angle;
            float scale = transform.Scale;

            if (this.wrapTexture)
            {
                Rect pointBoundingRect = shape.Vertices.BoundingBox();
                canvas.State.TextureCoordinateRect = new Rect(
                    pointBoundingRect.W / canvas.State.TextureBaseSize.X,
                    pointBoundingRect.H / canvas.State.TextureBaseSize.Y);
            }
            canvas.State.TransformAngle = angle;
            canvas.State.TransformScale = new Vector2(scale, scale);
            canvas.FillPolygon(shape.Vertices, pos.X, pos.Y, pos.Z);
        }
开发者ID:ninja2003,项目名称:duality,代码行数:20,代码来源:RigidBodyRenderer.cs

示例7: 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.FillPolygon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。