本文整理汇总了C#中Contour.AddLast方法的典型用法代码示例。如果您正苦于以下问题:C# Contour.AddLast方法的具体用法?C# Contour.AddLast怎么用?C# Contour.AddLast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类Contour
的用法示例。
在下文中一共展示了Contour.AddLast方法的3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: SimplifyContours
public static List<Contour> SimplifyContours( List<Contour> a_rOuterContours, float a_fAccuracy )
{
List<Contour> oSimplifiedContoursList = new List<Contour>( a_rOuterContours.Count );
foreach( Contour rOuterContour in a_rOuterContours )
{
// Simplify the new outer contour
List<Vector2> oOuterContourVertices = new List<Vector2>( rOuterContour.Vertices );
List<Vector2> oSimplifiedOuterContourVertices = RamerDouglasPeuker( oOuterContourVertices, 0, oOuterContourVertices.Count - 1, a_fAccuracy );
if( oSimplifiedOuterContourVertices.Count > 2 )
{
// Create the contour
Contour oSimplifiedOuterContour = new Contour( rOuterContour.Region );
oSimplifiedOuterContour.AddLast( oSimplifiedOuterContourVertices );
// Add the contour to the list
oSimplifiedContoursList.Add( oSimplifiedOuterContour );
}
}
return oSimplifiedContoursList;
}
示例2: InsertInnerContourIntoOuterContour
// Finds a pair of inner contour vertex / outer contour vertex that are mutually visible
public static Contour InsertInnerContourIntoOuterContour( Contour a_rOuterContour, Contour a_rInnerContour )
{
// Look for the inner vertex of maximum x-value
Vector2 f2InnerContourVertexMax = Vector2.one * int.MinValue;
CircularLinkedListNode<Vector2> rMutualVisibleInnerContourVertexNode = null;
CircularLinkedList<Vector2> rInnerContourVertexList = a_rInnerContour.Vertices;
CircularLinkedListNode<Vector2> rInnerContourVertexNode = rInnerContourVertexList.First;
do
{
// x-value
Vector2 f2InnerContourVertex = rInnerContourVertexNode.Value;
// New max x found
if( f2InnerContourVertexMax.x < f2InnerContourVertex.x )
{
f2InnerContourVertexMax = f2InnerContourVertex;
rMutualVisibleInnerContourVertexNode = rInnerContourVertexNode;
}
// Go to next vertex
rInnerContourVertexNode = rInnerContourVertexNode.Next;
}
while( rInnerContourVertexNode != rInnerContourVertexList.First );
// Visibility ray
Ray oInnerVertexVisibilityRay = new Ray( f2InnerContourVertexMax, Vector3.right );
float fClosestDistance = int.MaxValue;
Vector2 f2ClosestOuterEdgeStart = Vector2.zero;
Vector2 f2ClosestOuterEdgeEnd = Vector2.zero;
Contour rOuterCutContour = new Contour( a_rOuterContour.Region );
rOuterCutContour.AddLast( a_rOuterContour.Vertices );
CircularLinkedList<Vector2> rOuterCutContourVertexList = rOuterCutContour.Vertices;
CircularLinkedListNode<Vector2> rOuterContourVertexEdgeStart = null;
// Raycast from the inner contour vertex to every edge
CircularLinkedListNode<Vector2> rOuterContourVertexNode = rOuterCutContourVertexList.First;
do
{
// Construct outer edge from current and next outer contour vertices
Vector2 f2OuterEdgeStart = rOuterContourVertexNode.Value;
Vector2 f2OuterEdgeEnd = rOuterContourVertexNode.Next.Value;
Vector2 f2OuterEdge = f2OuterEdgeEnd - f2OuterEdgeStart;
// Orthogonal vector to edge (pointing to polygon interior)
Vector2 f2OuterEdgeNormal = Uni2DMathUtils.PerpVector2( f2OuterEdge );
// Vector from edge start to inner vertex
Vector2 f2OuterEdgeStartToInnerVertex = f2InnerContourVertexMax - f2OuterEdgeStart;
// If the inner vertex is on the left of the edge (interior),
// test if there's any intersection
if( Vector2.Dot( f2OuterEdgeStartToInnerVertex, f2OuterEdgeNormal ) >= 0.0f )
{
float fDistanceT;
// If visibility intersects outer edge...
if( Uni2DMathUtils.Raycast2DSegment( oInnerVertexVisibilityRay, f2OuterEdgeStart, f2OuterEdgeEnd, out fDistanceT ) == true )
{
// Is it the closest intersection we found?
if( fClosestDistance > fDistanceT )
{
fClosestDistance = fDistanceT;
rOuterContourVertexEdgeStart = rOuterContourVertexNode;
f2ClosestOuterEdgeStart = f2OuterEdgeStart;
f2ClosestOuterEdgeEnd = f2OuterEdgeEnd;
}
}
}
// Go to next edge
rOuterContourVertexNode = rOuterContourVertexNode.Next;
}
while( rOuterContourVertexNode != rOuterCutContourVertexList.First );
// Take the vertex of maximum x-value from the closest intersected edge
Vector2 f2ClosestVisibleOuterContourVertex;
CircularLinkedListNode<Vector2> rMutualVisibleOuterContourVertexNode;
if( f2ClosestOuterEdgeStart.x < f2ClosestOuterEdgeEnd.x )
{
f2ClosestVisibleOuterContourVertex = f2ClosestOuterEdgeEnd;
rMutualVisibleOuterContourVertexNode = rOuterContourVertexEdgeStart.Next;
}
else
{
f2ClosestVisibleOuterContourVertex = f2ClosestOuterEdgeStart;
rMutualVisibleOuterContourVertexNode = rOuterContourVertexEdgeStart;
}
// Looking for points inside the triangle defined by inner vertex, intersection point an closest outer vertex
// If a point is inside this triangle, at least one is a reflex vertex
// The closest reflex vertex which minimises the angle this-vertex/inner vertex/intersection vertex
// would be choosen as the mutual visible vertex
Vector3 f3IntersectionPoint = oInnerVertexVisibilityRay.GetPoint( fClosestDistance );
Vector2 f2InnerContourVertexToIntersectionPoint = new Vector2( f3IntersectionPoint.x, f3IntersectionPoint.y ) - f2InnerContourVertexMax;
//.........这里部分代码省略.........
示例3: SubdivideContours
public static List<Contour> SubdivideContours( List<Contour> a_rOuterContours, float a_fStep )
{
List<Contour> oIteratedContoursList = new List<Contour>( a_rOuterContours.Count );
foreach( Contour rOuterContour in a_rOuterContours )
{
// Simplify the new outer contour
List<Vector2> oOuterContourVertices = new List<Vector2>( rOuterContour.Vertices );
List<Vector2> oIteratedContourVertices = new List<Vector2>();
for(int i = 0; i < oOuterContourVertices.Count; ++i)
{
Vector2 f2SegmentBegin = oOuterContourVertices[i];
Vector2 f2SegmentEnd = oOuterContourVertices[(i+1)%oOuterContourVertices.Count];
Vector2 f2SegmentDirection = f2SegmentEnd - f2SegmentBegin;
float fSegmentLength = f2SegmentDirection.magnitude;
int iSubdivisionCount = Mathf.RoundToInt(fSegmentLength / a_fStep);
//iSubdivisionCount = 2;
oIteratedContourVertices.Add(f2SegmentBegin);
if(iSubdivisionCount > 1)
{
f2SegmentDirection /= fSegmentLength;
float fSubdivisionStep = fSegmentLength/(float)(iSubdivisionCount);
for(int iSubdivision = 1; iSubdivision < iSubdivisionCount; ++iSubdivision)
{
oIteratedContourVertices.Add(f2SegmentBegin + f2SegmentDirection * fSubdivisionStep * iSubdivision);
}
}
}
if( oIteratedContourVertices.Count > 2 )
{
// Create the contour
Contour oIteratedContour = new Contour( rOuterContour.Region );
oIteratedContour.AddLast( oIteratedContourVertices );
// Add the contour to the list
oIteratedContoursList.Add( oIteratedContour );
}
}
return oIteratedContoursList;
}