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C# Canvas.FillPolygonOutline方法代码示例

本文整理汇总了C#中Canvas.FillPolygonOutline方法的典型用法代码示例。如果您正苦于以下问题:C# Canvas.FillPolygonOutline方法的具体用法?C# Canvas.FillPolygonOutline怎么用?C# Canvas.FillPolygonOutline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.FillPolygonOutline方法的4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 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:ChrisLakeZA,项目名称:duality,代码行数:38,代码来源:VisualLogPolygonEntry.cs

示例2: 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3: DrawShapeOutline

        private void DrawShapeOutline(Canvas canvas, Transform transform, LoopShapeInfo shape)
        {
            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.FillPolygonOutline(shape.Vertices, this.outlineWidth, pos.X, pos.Y, pos.Z);
        }
开发者ID:ninja2003,项目名称:duality,代码行数:17,代码来源:RigidBodyRenderer.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;
			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.FillPolygonOutline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。