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C# SVGGraphicsPath.AddLineTo方法代码示例

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


在下文中一共展示了SVGGraphicsPath.AddLineTo方法的11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: ArcTo


//.........这里部分代码省略.........
        float _angle = (uy < 0) ? -(float) Math.Acos(tp/n) : (float) Math.Acos(tp/n);
        _angle = _angle*180.0f/Mathf.PI;
        _angle %= 360f;

        n = (float) Math.Sqrt((ux*ux + uy*uy)*(vx*vx + vy*vy));
        tp = ux*vx + uy*vy;
        float _delta = (ux*vy - uy*vx < 0) ? -(float) Math.Acos(tp/n) : (float) Math.Acos(tp/n);
        _delta = _delta*180.0f/Mathf.PI;

        if (!sweepFlag && _delta > 0)
        {
            _delta -= 360f;
        }
        else if (sweepFlag && _delta < 0)
            _delta += 360f;

        _delta %= 360f;

        int number = 50;
        float deltaT = _delta/number;
        //---Get Control Point
        Vector2 _controlPoint1 = Vector2.zero;
        Vector2 _controlPoint2 = Vector2.zero;

        for (int i = 0; i <= number; i++)
        {
            float t_angle = (deltaT*i + _angle)*Mathf.PI/180.0f;
            _controlPoint1.x = _CosRadian*rx*(float) Math.Cos(t_angle) - _SinRadian*ry*(float) Math.Sin(t_angle) + cx;
            _controlPoint1.y = _SinRadian*rx*(float) Math.Cos(t_angle) + _CosRadian*ry*(float) Math.Sin(t_angle) + cy;
            if ((_controlPoint1.x != p1.x) && (_controlPoint1.y != p1.y))
            {
                i = number + 1;
            }
        }

        for (int i = number; i >= 0; i--)
        {
            float t_angle = (deltaT*i + _angle)*Mathf.PI/180.0f;
            _controlPoint2.x = _CosRadian*rx*(float) Math.Cos(t_angle) - _SinRadian*ry*(float) Math.Sin(t_angle) + cx;
            _controlPoint2.y = _SinRadian*rx*(float) Math.Cos(t_angle) + _CosRadian*ry*(float) Math.Sin(t_angle) + cy;
            if ((_controlPoint2.x != p2.x) && (_controlPoint2.y != p2.y))
            {
                i = -1;
            }
        }
        //-----
        Vector2 _p1 = Vector2.zero;
        Vector2 _p2 = Vector2.zero;
        Vector2 _p3 = Vector2.zero;
        Vector2 _p4 = Vector2.zero;

        _graphics.GetThickLine(p1, _controlPoint1, width, ref _p1, ref _p2, ref _p3, ref _p4);

        Vector2 _p5 = Vector2.zero;
        Vector2 _p6 = Vector2.zero;
        Vector2 _p7 = Vector2.zero;
        Vector2 _p8 = Vector2.zero;

        _graphics.GetThickLine(_controlPoint2, p2, width, ref _p5, ref _p6, ref _p7, ref _p8);

        float _half = width/2f;
        float _ihalf1 = _half;
        float _ihalf2 = width - _ihalf1 + 0.5f;
        //-----

        float t_len1 = (_p1.x - cx)*(_p1.x - cx) + (_p1.y - cy)*(_p1.y - cy);
        float t_len2 = (_p2.x - cx)*(_p2.x - cx) + (_p2.y - cy)*(_p2.y - cy);

        Vector2 tempPoint;
        if (t_len1 > t_len2)
        {
            tempPoint = _p1;
            _p1 = _p2;
            _p2 = tempPoint;
        }

        t_len1 = (_p7.x - cx)*(_p7.x - cx) + (_p7.y - cy)*(_p7.y - cy);
        t_len2 = (_p8.x - cx)*(_p8.x - cx) + (_p8.y - cy)*(_p8.y - cy);

        if (t_len1 > t_len2)
        {
            tempPoint = _p7;
            _p7 = _p8;
            _p8 = tempPoint;
        }

        Profiler.BeginSample("SVGGraphicsStroke.ArcTo[CreateGraphicsPath]");
        SVGGraphicsPath _graphicsPath = new SVGGraphicsPath();
        _graphicsPath.AddMoveTo(_p2);
        _graphicsPath.AddArcTo(r1 + _ihalf1, r2 + _ihalf1, angle, largeArcFlag, sweepFlag, _p8);
        _graphicsPath.AddLineTo(_p7);
        _graphicsPath.AddArcTo(r1 - _ihalf2, r2 - _ihalf2, angle, largeArcFlag, !sweepFlag, _p1);
        _graphicsPath.AddLineTo(_p2);
        Profiler.EndSample();
        Profiler.BeginSample("SVGGraphicsStroke.ArcTo[FillPath]");
        _graphics.FillPath(_graphicsPath);
        Profiler.EndSample();
        MoveTo(p);
        Profiler.EndSample();
    }
开发者ID:grrava,项目名称:UnitySVG,代码行数:101,代码来源:SVGGraphicsStroke.cs

示例2: RoundedRect

    //-----
    public void RoundedRect(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, Vector2 p5, Vector2 p6, Vector2 p7, Vector2 p8,
		float r1, float r2,
		float angle, float width)
    {
        if ((int) width == 1)
        {
            RoundedRect(p1, p2, p3, p4, p5, p6, p7, p8, r1, r2,
                angle);
            return;
        }

        Line(p1, p2, width);
        Line(p3, p4, width);
        Line(p5, p6, width);
        Line(p7, p8, width);
        Vector2 _p1 = Vector2.zero;
        Vector2 _p2 = Vector2.zero;
        Vector2 _p3 = Vector2.zero;
        Vector2 _p4 = Vector2.zero;

        _graphics.GetThickLine(p1, p2, width, ref _p1, ref _p2, ref _p3, ref _p4);

        Vector2 _p5 = Vector2.zero;
        Vector2 _p6 = Vector2.zero;
        Vector2 _p7 = Vector2.zero;
        Vector2 _p8 = Vector2.zero;

        //-------
        _graphics.GetThickLine(p3, p4, width, ref _p5, ref _p6, ref _p7, ref _p8);

        SVGGraphicsPath _graphicsPath = new SVGGraphicsPath();

        _graphicsPath.AddMoveTo(_p4);
        _graphicsPath.AddArcTo(r1 + (width/2f), r2 + (width/2f), angle, false, true, _p6);
        _graphicsPath.AddLineTo(_p5);
        _graphicsPath.AddArcTo(r1 - (width/2f), r2 - (width/2f), angle, false, false, _p3);
        _graphicsPath.AddLineTo(_p4);

        _graphics.FillPath(_graphicsPath);

        //-------
        _graphics.GetThickLine(p5, p6, width, ref _p1, ref _p2, ref _p3, ref _p4);

        _graphicsPath.Reset();
        _graphicsPath.AddMoveTo(_p8);
        _graphicsPath.AddArcTo(r1 + (width/2f), r2 + (width/2f), angle, false, true, _p2);
        _graphicsPath.AddLineTo(_p1);
        _graphicsPath.AddArcTo(r1 - (width/2f), r2 - (width/2f), angle, false, false, _p7);
        _graphicsPath.AddLineTo(_p8);

        _graphics.FillPath(_graphicsPath);

        //----------
        _graphics.GetThickLine(p7, p8, width, ref _p5, ref _p6, ref _p7, ref _p8);

        _graphicsPath.Reset();
        _graphicsPath.AddMoveTo(_p4);
        _graphicsPath.AddArcTo(r1 + (width/2f), r2 + (width/2f), angle, false, true, _p6);
        _graphicsPath.AddLineTo(_p5);
        _graphicsPath.AddArcTo(r1 - (width/2f), r2 - (width/2f), angle, false, false, _p3);
        _graphicsPath.AddLineTo(_p4);

        _graphics.FillPath(_graphicsPath);

        //-------
        _graphics.GetThickLine(p1, p2, width, ref _p1, ref _p2, ref _p3, ref _p4);

        _graphicsPath.Reset();
        _graphicsPath.AddMoveTo(_p8);
        _graphicsPath.AddArcTo(r1 + (width/2f), r2 + (width/2f), angle, false, true, _p2);
        _graphicsPath.AddLineTo(_p1);
        _graphicsPath.AddArcTo(r1 - (width/2f), r2 - (width/2f), angle, false, false, _p7);
        _graphicsPath.AddLineTo(_p8);

        _graphics.FillPath(_graphicsPath);
    }
开发者ID:grrava,项目名称:UnitySVG,代码行数:77,代码来源:SVGGraphicsStroke.cs

示例3: CubicCurveTo

    //-----
    public void CubicCurveTo(Vector2 p1, Vector2 p2, Vector2 p, float width)
    {
        Vector2 _point = Vector2.zero;
        _point = _basicDraw.currentPoint;

        Vector2 _p1 = Vector2.zero;
        Vector2 _p2 = Vector2.zero;
        Vector2 _p3 = Vector2.zero;
        Vector2 _p4 = Vector2.zero;

        bool temp;
        temp = _graphics.GetThickLine(_point, p1, width, ref _p1, ref _p2, ref _p3, ref _p4);
        if (temp == false)
        {
            QuadraticCurveTo(p2, p, width);
            return;
        }

        Vector2 _p5 = Vector2.zero;
        Vector2 _p6 = Vector2.zero;
        Vector2 _p7 = Vector2.zero;
        Vector2 _p8 = Vector2.zero;

        _graphics.GetThickLine(p1, p2, width, ref _p5, ref _p6, ref _p7, ref _p8);

        Vector2 _p9 = Vector2.zero;
        Vector2 _p10 = Vector2.zero;
        Vector2 _p11 = Vector2.zero;
        Vector2 _p12 = Vector2.zero;

        _graphics.GetThickLine(p2, p, width, ref _p9, ref _p10, ref _p11, ref _p12);

        Vector2 _cp1, _cp2, _cp3, _cp4;
        _cp1 = _graphics.GetCrossPoint(_p1, _p3, _p5, _p7);
        _cp2 = _graphics.GetCrossPoint(_p2, _p4, _p6, _p8);
        _cp3 = _graphics.GetCrossPoint(_p5, _p7, _p9, _p11);
        _cp4 = _graphics.GetCrossPoint(_p6, _p8, _p10, _p12);

        _basicDraw.MoveTo(_point);
        _basicDraw.CubicCurveTo(p1, p2, p);

        SVGGraphicsPath _graphicsPath = new SVGGraphicsPath();
        _graphicsPath.AddMoveTo(_p2);
        _graphicsPath.AddCubicCurveTo(_cp2, _cp4, _p12);
        _graphicsPath.AddLineTo(_p11);
        _graphicsPath.AddCubicCurveTo(_cp3, _cp1, _p1);
        _graphicsPath.AddLineTo(_p2);
        _graphics.FillPath(_graphicsPath);

        MoveTo(p);
    }
开发者ID:grrava,项目名称:UnitySVG,代码行数:52,代码来源:SVGGraphicsStroke.cs

示例4: QuadraticCurveTo

    //-----
    public void QuadraticCurveTo(Vector2 p1, Vector2 p, float width)
    {
        Vector2 _point = Vector2.zero;
        _point = _basicDraw.currentPoint;

        Vector2 _p1 = Vector2.zero;
        Vector2 _p2 = Vector2.zero;
        Vector2 _p3 = Vector2.zero;
        Vector2 _p4 = Vector2.zero;

        _graphics.GetThickLine(_point, p1, width, ref _p1, ref _p2, ref _p3, ref _p4);

        Vector2 _p5 = Vector2.zero;
        Vector2 _p6 = Vector2.zero;
        Vector2 _p7 = Vector2.zero;
        Vector2 _p8 = Vector2.zero;

        _graphics.GetThickLine(p1, p, width, ref _p5, ref _p6, ref _p7, ref _p8);

        Vector2 _cp1, _cp2;
        _cp1 = _graphics.GetCrossPoint(_p1, _p3, _p5, _p7);
        _cp2 = _graphics.GetCrossPoint(_p2, _p4, _p6, _p8);

        SVGGraphicsPath _graphicsPath = new SVGGraphicsPath();
        _graphicsPath.AddMoveTo(_p2);
        _graphicsPath.AddQuadraticCurveTo(_cp2, _p8);
        _graphicsPath.AddLineTo(_p7);
        _graphicsPath.AddQuadraticCurveTo(_cp1, _p1);
        _graphicsPath.AddLineTo(_p2);
        _graphics.FillPath(_graphicsPath);

        MoveTo(p);
    }
开发者ID:grrava,项目名称:UnitySVG,代码行数:34,代码来源:SVGGraphicsStroke.cs

示例5: Render

 //--------------------------------------------------------------------------------
 //Method: Render
 //--------------------------------------------------------------------------------
 public void Render(SVGGraphicsPath _graphicsPath)
 {
     Vector2 p;
     p = currentPoint;
     _graphicsPath.AddLineTo(p);
 }
开发者ID:nanuinteractive,项目名称:UnitySVG,代码行数:9,代码来源:SVGPathSegLinetoVerticalRel.cs

示例6: Render

 public void Render(SVGGraphicsPath _graphicsPath)
 {
     _graphicsPath.AddLineTo(currentPoint);
 }
开发者ID:MrJoy,项目名称:UnitySVG,代码行数:4,代码来源:SVGPathSegLinetoAbs.cs

示例7: RoundedRect

    //-----
    public void RoundedRect(SVGPoint p1, SVGPoint p2, SVGPoint p3, SVGPoint p4, SVGPoint p5, SVGPoint p6, SVGPoint p7, SVGPoint p8, float r1, float r2,
  float angle, float width)
    {
        if((int)width == 1) {
          RoundedRect(p1, p2, p3, p4, p5, p6, p7, p8, r1, r2,
          angle);
          return;
        }

        Line(p1, p2, width);
        Line(p3, p4, width);
        Line(p5, p6, width);
        Line(p7, p8, width);
        SVGPoint _p1 = new SVGPoint(0f, 0f);
        SVGPoint _p2 = new SVGPoint(0f, 0f);
        SVGPoint _p3 = new SVGPoint(0f, 0f);
        SVGPoint _p4 = new SVGPoint(0f, 0f);

        this._graphics.GetThickLine(p1, p2, width, ref _p1, ref _p2, ref _p3, ref _p4);

        SVGPoint _p5 = new SVGPoint(0f, 0f);
        SVGPoint _p6 = new SVGPoint(0f, 0f);
        SVGPoint _p7 = new SVGPoint(0f, 0f);
        SVGPoint _p8 = new SVGPoint(0f, 0f);

        //-------
        this._graphics.GetThickLine(p3, p4, width, ref _p5, ref _p6, ref _p7, ref _p8);

        SVGGraphicsPath _graphicsPath = new SVGGraphicsPath();

        _graphicsPath.AddMoveTo(_p4);
        _graphicsPath.AddArcTo(r1 + (width / 2f), r2 + (width / 2f), angle, false, true, _p6);
        _graphicsPath.AddLineTo(_p5);
        _graphicsPath.AddArcTo(r1 - (width / 2f), r2 - (width / 2f), angle, false, false, _p3);
        _graphicsPath.AddLineTo(_p4);

        this._graphics.FillPath(_graphicsPath);

        //-------
        this._graphics.GetThickLine(p5, p6, width, ref _p1, ref _p2, ref _p3, ref _p4);

        _graphicsPath.Reset();
        _graphicsPath.AddMoveTo(_p8);
        _graphicsPath.AddArcTo(r1 + (width / 2f), r2 + (width / 2f), angle, false, true, _p2);
        _graphicsPath.AddLineTo(_p1);
        _graphicsPath.AddArcTo(r1 - (width / 2f), r2 - (width / 2f), angle, false, false, _p7);
        _graphicsPath.AddLineTo(_p8);

        this._graphics.FillPath(_graphicsPath);

        //----------
        this._graphics.GetThickLine(p7, p8, width, ref _p5, ref _p6, ref _p7, ref _p8);

        _graphicsPath.Reset();
        _graphicsPath.AddMoveTo(_p4);
        _graphicsPath.AddArcTo(r1 + (width / 2f), r2 + (width / 2f), angle, false, true, _p6);
        _graphicsPath.AddLineTo(_p5);
        _graphicsPath.AddArcTo(r1 - (width / 2f), r2 - (width / 2f), angle, false, false, _p3);
        _graphicsPath.AddLineTo(_p4);

        this._graphics.FillPath(_graphicsPath);

        //-------
        this._graphics.GetThickLine(p1, p2, width, ref _p1, ref _p2, ref _p3, ref _p4);

        _graphicsPath.Reset();
        _graphicsPath.AddMoveTo(_p8);
        _graphicsPath.AddArcTo(r1 + (width / 2f), r2 + (width / 2f), angle, false, true, _p2);
        _graphicsPath.AddLineTo(_p1);
        _graphicsPath.AddArcTo(r1 - (width / 2f), r2 - (width / 2f), angle, false, false, _p7);
        _graphicsPath.AddLineTo(_p8);

        this._graphics.FillPath(_graphicsPath);
    }
开发者ID:pjezek,项目名称:UnitySVG,代码行数:75,代码来源:SVGGraphicsStroke.cs

示例8: QuadraticCurveTo

    //-----
    public void QuadraticCurveTo(SVGPoint p1, SVGPoint p, float width)
    {
        SVGPoint _point = new SVGPoint(0f, 0f);
        _point.SetValue(this._basicDraw.currentPoint);

        SVGPoint _p1 = new SVGPoint(0f, 0f);
        SVGPoint _p2 = new SVGPoint(0f, 0f);
        SVGPoint _p3 = new SVGPoint(0f, 0f);
        SVGPoint _p4 = new SVGPoint(0f, 0f);

        this._graphics.GetThickLine(_point, p1, width, ref _p1, ref _p2, ref _p3, ref _p4);

        SVGPoint _p5 = new SVGPoint(0f, 0f);
        SVGPoint _p6 = new SVGPoint(0f, 0f);
        SVGPoint _p7 = new SVGPoint(0f, 0f);
        SVGPoint _p8 = new SVGPoint(0f, 0f);

        this._graphics.GetThickLine(p1, p, width, ref _p5, ref _p6, ref _p7, ref _p8);

        SVGPoint _cp1, _cp2;
        _cp1 = this._graphics.GetCrossPoint(_p1, _p3, _p5, _p7);
        _cp2 = this._graphics.GetCrossPoint(_p2, _p4, _p6, _p8);

        SVGGraphicsPath _graphicsPath = new SVGGraphicsPath();
        _graphicsPath.AddMoveTo(_p2);
        _graphicsPath.AddQuadraticCurveTo(_cp2, _p8);
        _graphicsPath.AddLineTo(_p7);
        _graphicsPath.AddQuadraticCurveTo(_cp1, _p1);
        _graphicsPath.AddLineTo(_p2);
        this._graphics.FillPath(_graphicsPath);

        MoveTo(p);
    }
开发者ID:pjezek,项目名称:UnitySVG,代码行数:34,代码来源:SVGGraphicsStroke.cs

示例9: ArcTo


//.........这里部分代码省略.........

        float ux = (tx - tcx) / rx;
        float uy = (ty - tcy) / ry;
        float vx = (-tx - tcx) / rx;
        float vy = (-ty - tcy) / ry;
        float _angle, _delta;

        float tp, n;
        n = (float)Math.Sqrt((ux * ux) + (uy * uy));
        tp = ux;
        _angle = (uy < 0) ? -(float)Math.Acos(tp / n) : (float)Math.Acos(tp / n);
        _angle = _angle * 180.0f / Mathf.PI;
        _angle %= 360f;

        n = (float)Math.Sqrt((ux * ux + uy * uy) * (vx * vx + vy * vy));
        tp = ux * vx + uy * vy;
        _delta = (ux * vy - uy * vx < 0) ? -(float)Math.Acos(tp / n) : (float)Math.Acos(tp / n);
        _delta = _delta * 180.0f / Mathf.PI;

        if(!sweepFlag && _delta > 0) {
          _delta -= 360f;
        } else if(sweepFlag && _delta < 0)
          _delta += 360f;

        _delta %= 360f;

        int number = 50;
        float deltaT = _delta / number;
        //---Get Control Point
        SVGPoint _controlPoint1 = new SVGPoint(0f, 0f);
        SVGPoint _controlPoint2 = new SVGPoint(0f, 0f);

        for(int i = 0; i <= number; i++) {
          float t_angle = (deltaT * i + _angle) * Mathf.PI / 180.0f;
          _controlPoint1.x = _CosRadian * rx * (float)Math.Cos(t_angle) - _SinRadian * ry * (float)Math.Sin(t_angle) + cx;
          _controlPoint1.y = _SinRadian * rx * (float)Math.Cos(t_angle) + _CosRadian * ry * (float)Math.Sin(t_angle) + cy;
          if((_controlPoint1.x != p1.x) && (_controlPoint1.y != p1.y)) {
        i = number + 1;
          }
        }

        for(int i = number; i >= 0; i--) {
          float t_angle = (deltaT * i + _angle) * Mathf.PI / 180.0f;
          _controlPoint2.x = _CosRadian * rx * (float)Math.Cos(t_angle) - _SinRadian * ry * (float)Math.Sin(t_angle) + cx;
          _controlPoint2.y = _SinRadian * rx * (float)Math.Cos(t_angle) + _CosRadian * ry * (float)Math.Sin(t_angle) + cy;
          if((_controlPoint2.x != p2.x) && (_controlPoint2.y != p2.y)) {
        i = -1;
          }
        }
        //-----
        SVGPoint _p1 = new SVGPoint(0f, 0f);
        SVGPoint _p2 = new SVGPoint(0f, 0f);
        SVGPoint _p3 = new SVGPoint(0f, 0f);
        SVGPoint _p4 = new SVGPoint(0f, 0f);

        this._graphics.GetThickLine(p1, _controlPoint1, width, ref _p1, ref _p2, ref _p3, ref _p4);

        SVGPoint _p5 = new SVGPoint(0f, 0f);
        SVGPoint _p6 = new SVGPoint(0f, 0f);
        SVGPoint _p7 = new SVGPoint(0f, 0f);
        SVGPoint _p8 = new SVGPoint(0f, 0f);

        this._graphics.GetThickLine(_controlPoint2, p2, width, ref _p5, ref _p6, ref _p7, ref _p8);

        float _half, _ihalf1, _ihalf2;
        _half = width / 2f;
        _ihalf1 = _half;
        _ihalf2 = width - _ihalf1 + 0.5f;
        //-----

        float t_len1, t_len2;
        t_len1 = (_p1.x - cx) * (_p1.x - cx) + (_p1.y - cy) * (_p1.y - cy);
        t_len2 = (_p2.x - cx) * (_p2.x - cx) + (_p2.y - cy) * (_p2.y - cy);

        SVGPoint tempPoint = new SVGPoint(0f, 0f);
        if(t_len1 > t_len2) {
          tempPoint.SetValue(_p1);
          _p1.SetValue(_p2);
          _p2.SetValue(tempPoint);
        }

        t_len1 = (_p7.x - cx) * (_p7.x - cx) + (_p7.y - cy) * (_p7.y - cy);
        t_len2 = (_p8.x - cx) * (_p8.x - cx) + (_p8.y - cy) * (_p8.y - cy);

        if(t_len1 > t_len2) {
          tempPoint.SetValue(_p7);
          _p7.SetValue(_p8);
          _p8.SetValue(tempPoint);
        }

        SVGGraphicsPath _graphicsPath = new SVGGraphicsPath();
        _graphicsPath.AddMoveTo(_p2);
        _graphicsPath.AddArcTo(r1 + _ihalf1, r2 + _ihalf1, angle, largeArcFlag, sweepFlag, _p8);
        _graphicsPath.AddLineTo(_p7);
        _graphicsPath.AddArcTo(r1 - _ihalf2, r2 - _ihalf2, angle, largeArcFlag, !sweepFlag, _p1);
        _graphicsPath.AddLineTo(_p2);
        this._graphics.FillPath(_graphicsPath);

        MoveTo(p);
    }
开发者ID:pjezek,项目名称:UnitySVG,代码行数:101,代码来源:SVGGraphicsStroke.cs

示例10: CubicCurveTo

    //-----
    public void CubicCurveTo(SVGPoint p1, SVGPoint p2, SVGPoint p, float width)
    {
        SVGPoint _point = new SVGPoint(0f, 0f);
        _point.SetValue(this._basicDraw.currentPoint);

        SVGPoint _p1 = new SVGPoint(0f, 0f);
        SVGPoint _p2 = new SVGPoint(0f, 0f);
        SVGPoint _p3 = new SVGPoint(0f, 0f);
        SVGPoint _p4 = new SVGPoint(0f, 0f);

        bool temp;
        temp = this._graphics.GetThickLine(_point, p1, width, ref _p1, ref _p2, ref _p3, ref _p4);
        if(temp == false) {
          QuadraticCurveTo(p2, p, width);
          return;
        }

        SVGPoint _p5 = new SVGPoint(0f, 0f);
        SVGPoint _p6 = new SVGPoint(0f, 0f);
        SVGPoint _p7 = new SVGPoint(0f, 0f);
        SVGPoint _p8 = new SVGPoint(0f, 0f);

        this._graphics.GetThickLine(p1, p2, width, ref _p5, ref _p6, ref _p7, ref _p8);

        SVGPoint _p9 = new SVGPoint(0f, 0f);
        SVGPoint _p10 = new SVGPoint(0f, 0f);
        SVGPoint _p11 = new SVGPoint(0f, 0f);
        SVGPoint _p12 = new SVGPoint(0f, 0f);

        this._graphics.GetThickLine(p2, p, width, ref _p9, ref _p10, ref _p11, ref _p12);

        SVGPoint _cp1, _cp2, _cp3, _cp4;
        _cp1 = this._graphics.GetCrossPoint(_p1, _p3, _p5, _p7);
        _cp2 = this._graphics.GetCrossPoint(_p2, _p4, _p6, _p8);
        _cp3 = this._graphics.GetCrossPoint(_p5, _p7, _p9, _p11);
        _cp4 = this._graphics.GetCrossPoint(_p6, _p8, _p10, _p12);

        this._basicDraw.MoveTo(_point);
        this._basicDraw.CubicCurveTo(p1, p2, p);

        SVGGraphicsPath _graphicsPath = new SVGGraphicsPath();
        _graphicsPath.AddMoveTo(_p2);
        _graphicsPath.AddCubicCurveTo(_cp2, _cp4, _p12);
        _graphicsPath.AddLineTo(_p11);
        _graphicsPath.AddCubicCurveTo(_cp3, _cp1, _p1);
        _graphicsPath.AddLineTo(_p2);
        this._graphics.FillPath(_graphicsPath);

        MoveTo(p);
    }
开发者ID:pjezek,项目名称:UnitySVG,代码行数:51,代码来源:SVGGraphicsStroke.cs

示例11: RoundedRect

    public void RoundedRect(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, Vector2 p5, Vector2 p6, Vector2 p7, Vector2 p8,
                          float r1, float r2,
                          float angle, float width)
    {
        if((int)width == 1) {
          RoundedRect(p1, p2, p3, p4, p5, p6, p7, p8, r1, r2,
                  angle);
          return;
        }

        Line(p1, p2, width);
        Line(p3, p4, width);
        Line(p5, p6, width);
        Line(p7, p8, width);
        // TODO: IIRC, `Vector2.zero` is a p/invoke.  Would it be safe to chain assignments here?  Would it be more
        // TODO: performant?  What about just calling `new Vector2(0f, 0f)`?
        Vector2 _p1 = Vector2.zero;
        Vector2 _p2 = Vector2.zero;
        Vector2 _p3 = Vector2.zero;
        Vector2 _p4 = Vector2.zero;

        _graphics.GetThickLine(p1, p2, width, ref _p1, ref _p2, ref _p3, ref _p4);

        Vector2 _p5 = Vector2.zero;
        Vector2 _p6 = Vector2.zero;
        Vector2 _p7 = Vector2.zero;
        Vector2 _p8 = Vector2.zero;

        //-------
        _graphics.GetThickLine(p3, p4, width, ref _p5, ref _p6, ref _p7, ref _p8);

        SVGGraphicsPath _graphicsPath = new SVGGraphicsPath();

        _graphicsPath.AddMoveTo(_p4);
        _graphicsPath.AddArcTo(r1 + (width / 2f), r2 + (width / 2f), angle, false, true, _p6);
        _graphicsPath.AddLineTo(_p5);
        _graphicsPath.AddArcTo(r1 - (width / 2f), r2 - (width / 2f), angle, false, false, _p3);
        _graphicsPath.AddLineTo(_p4);

        _graphics.FillPath(_graphicsPath);

        //-------
        _graphics.GetThickLine(p5, p6, width, ref _p1, ref _p2, ref _p3, ref _p4);

        _graphicsPath.Reset();
        _graphicsPath.AddMoveTo(_p8);
        _graphicsPath.AddArcTo(r1 + (width / 2f), r2 + (width / 2f), angle, false, true, _p2);
        _graphicsPath.AddLineTo(_p1);
        _graphicsPath.AddArcTo(r1 - (width / 2f), r2 - (width / 2f), angle, false, false, _p7);
        _graphicsPath.AddLineTo(_p8);

        _graphics.FillPath(_graphicsPath);

        //----------
        _graphics.GetThickLine(p7, p8, width, ref _p5, ref _p6, ref _p7, ref _p8);

        _graphicsPath.Reset();
        _graphicsPath.AddMoveTo(_p4);
        _graphicsPath.AddArcTo(r1 + (width / 2f), r2 + (width / 2f), angle, false, true, _p6);
        _graphicsPath.AddLineTo(_p5);
        _graphicsPath.AddArcTo(r1 - (width / 2f), r2 - (width / 2f), angle, false, false, _p3);
        _graphicsPath.AddLineTo(_p4);

        _graphics.FillPath(_graphicsPath);

        //-------
        _graphics.GetThickLine(p1, p2, width, ref _p1, ref _p2, ref _p3, ref _p4);

        _graphicsPath.Reset();
        _graphicsPath.AddMoveTo(_p8);
        _graphicsPath.AddArcTo(r1 + (width / 2f), r2 + (width / 2f), angle, false, true, _p2);
        _graphicsPath.AddLineTo(_p1);
        _graphicsPath.AddArcTo(r1 - (width / 2f), r2 - (width / 2f), angle, false, false, _p7);
        _graphicsPath.AddLineTo(_p8);

        _graphics.FillPath(_graphicsPath);
    }
开发者ID:MrJoy,项目名称:UnitySVG,代码行数:77,代码来源:SVGGraphicsStroke.cs


注:本文中的SVGGraphicsPath.AddLineTo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。