当前位置: 首页>>代码示例>>C#>>正文


C# Vertices.IsConvex方法代码示例

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


在下文中一共展示了Vertices.IsConvex方法的5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: TextureFromVertices

        public Texture2D TextureFromVertices(Vertices vertices, Texture2D material, Color fillColor, bool hasOutline, Color outlineColor, float materialScale)
        {
            Vertices verts = new Vertices(vertices);

            AABB vertsBounds = verts.GetCollisionBox();
            verts.Translate(-vertsBounds.Center);

            List<Vertices> decomposedVerts;
            if (!verts.IsConvex())
            {
                decomposedVerts = EarclipDecomposer.ConvexPartition(verts);
            }
            else
            {
                decomposedVerts = new List<Vertices>()
                    {
                        verts
                    };
            }

            //fill
            List<VertexPositionColorTexture[]> verticesFill = new List<VertexPositionColorTexture[]>(decomposedVerts.Count);
            for (int i = 0; i < decomposedVerts.Count; i++)
            {
                verticesFill.Add(new VertexPositionColorTexture[3 * (decomposedVerts[i].Count - 2)]);
                for (int j = 0; j < decomposedVerts[i].Count - 2; j++)
                {
                    verticesFill[i][3 * j].Position = new Vector3(decomposedVerts[i][0], 0f);
                    verticesFill[i][3 * j + 1].Position = new Vector3(decomposedVerts[i].NextVertex(j), 0f);
                    verticesFill[i][3 * j + 2].Position = new Vector3(decomposedVerts[i].NextVertex(j + 1), 0f);
                    verticesFill[i][3 * j].TextureCoordinate = decomposedVerts[i][0] * materialScale;
                    verticesFill[i][3 * j + 1].TextureCoordinate = decomposedVerts[i].NextVertex(j) * materialScale;
                    verticesFill[i][3 * j + 2].TextureCoordinate = decomposedVerts[i].NextVertex(j + 1) * materialScale;
                    verticesFill[i][3 * j].Color = verticesFill[i][3 * j + 1].Color = verticesFill[i][3 * j + 2].Color = fillColor;
                }
            }

            //outline
            VertexPositionColor[] verticesOutline;

            if (!hasOutline)
            {
                verticesOutline = new VertexPositionColor[0];
            }
            else
            {
                verticesOutline = new VertexPositionColor[2 * verts.Count];
                for (int i = 0; i < verts.Count; i++)
                {
                    verticesOutline[2 * i].Position = new Vector3(verts[i], 0f);
                    verticesOutline[2 * i + 1].Position = new Vector3(verts.NextVertex(i), 0f);
                    verticesOutline[2 * i].Color = verticesOutline[2 * i + 1].Color = outlineColor;
                }
            }

            Vector2 vertsSize = new Vector2(vertsBounds.UpperBound.X - vertsBounds.LowerBound.X, vertsBounds.UpperBound.Y - vertsBounds.LowerBound.Y);

            return RenderTexture((int)System.Math.Ceiling(vertsSize.X), (int)System.Math.Ceiling(vertsSize.Y), material, verticesFill, hasOutline, verticesOutline);
        }
开发者ID:neaket,项目名称:Dragonfly,代码行数:59,代码来源:TextureGenerator.cs

示例2: Clean

        public static void Clean(PolygonGroup group)
        {
            var shape = group.ToShape();

            var partitioned = new Dictionary<int, List<List<Vector2>>>();
            for (var i = 0; i < shape.Vertices.Count; i++)
            {
                var polygon = shape.Vertices[i];
                var farseerVertices = new Vertices(polygon);

                if (farseerVertices.IsConvex())
                {
                    partitioned.Add(i, new List<List<Vector2>> { polygon });
                    continue;
                }

                var simplified = SimplifyTools.CollinearSimplify(farseerVertices);
                var partition = Triangulate.ConvexPartition(simplified, TriangulationAlgorithm.Bayazit);
                var vertices = partition.Select(verts => verts.Select(v => new Vector2(v.X, v.Y)).ToList()).ToList();
                partitioned.Add(i, vertices);
            }

            var polygons = @group.Children.Cast<Polygon>().ToList();
            group.Children.Clear();

            var index = 0;
            var hash = polygons.ToDictionary(k => index++, v=>v.Name);

            for (var i = 0; i < partitioned.Count; i++)
            {
                var name = hash[i];
                var partition = partitioned[i];

                if (partition.Count == 1)
                {
                    TransformPolygon(@group, partition[0], name);
                }
                else
                {
                    for (var j = 0; j < partition.Count; j++)
                    {
                        var n = j > 0 ? name + "-" + (j + 1) : name;
                        var p = partition[j];
                        TransformPolygon(@group, p, n);
                    }
                }
            }
        }
开发者ID:TravisEvashkevich,项目名称:boxer,代码行数:48,代码来源:TraceService.cs

示例3: TextureFromVertices

		public Texture2D TextureFromVertices(Vertices vertices, MaterialType type, Color color, float materialScale)
		{
			// copy vertices
			Vertices verts = new Vertices(vertices);

			// scale to display units (i.e. pixels) for rendering to texture
			Vector2 scale = ConvertUnits.ToDisplayUnits(Vector2.One);
			verts.Scale(ref scale);

			// translate the boundingbox center to the texture center
			// because we use an orthographic projection for rendering later
			AABB vertsBounds = verts.GetAABB();
			verts.Translate(-vertsBounds.Center);

			List<Vertices> decomposedVerts;
			if (!verts.IsConvex())
			{
				decomposedVerts = Triangulate.ConvexPartition(verts, TriangulationAlgorithm.Earclip);
			}
			else
			{
				decomposedVerts = new List<Vertices>();
				decomposedVerts.Add(verts);
			}
			List<VertexPositionColorTexture[]> verticesFill = new List<VertexPositionColorTexture[]>(decomposedVerts.Count);

			materialScale /= _materials[type].Width;

			for (int i = 0; i < decomposedVerts.Count; ++i)
			{
				verticesFill.Add(new VertexPositionColorTexture[3 * (decomposedVerts[i].Count - 2)]);
				for (int j = 0; j < decomposedVerts[i].Count - 2; ++j)
				{
					// fill vertices
					verticesFill[i][3 * j].Position = new Vector3(decomposedVerts[i][0], 0f);
					verticesFill[i][3 * j + 1].Position = new Vector3(decomposedVerts[i].NextVertex(j), 0f);
					verticesFill[i][3 * j + 2].Position = new Vector3(decomposedVerts[i].NextVertex(j + 1), 0f);
					verticesFill[i][3 * j].TextureCoordinate = decomposedVerts[i][0] * materialScale;
					verticesFill[i][3 * j + 1].TextureCoordinate = decomposedVerts[i].NextVertex(j) * materialScale;
					verticesFill[i][3 * j + 2].TextureCoordinate = decomposedVerts[i].NextVertex(j + 1) * materialScale;
					verticesFill[i][3 * j].Color = verticesFill[i][3 * j + 1].Color = verticesFill[i][3 * j + 2].Color = color;
				}
			}

			// calculate outline
			VertexPositionColor[] verticesOutline = new VertexPositionColor[2 * verts.Count];
			for (int i = 0; i < verts.Count; ++i)
			{
				verticesOutline[2 * i].Position = new Vector3(verts[i], 0f);
				verticesOutline[2 * i + 1].Position = new Vector3(verts.NextVertex(i), 0f);
				verticesOutline[2 * i].Color = verticesOutline[2 * i + 1].Color = Color.Black;
			}

			Vector2 vertsSize = new Vector2(vertsBounds.UpperBound.X - vertsBounds.LowerBound.X, vertsBounds.UpperBound.Y - vertsBounds.LowerBound.Y);
			return RenderTexture((int)vertsSize.X, (int)vertsSize.Y, _materials[type], verticesFill, verticesOutline);
		}
开发者ID:ayls,项目名称:Ayls.Game.Framework,代码行数:56,代码来源:AssetCreator.cs

示例4: TextureFromVertices

        public Texture2D TextureFromVertices(IEnumerable<Vector2> vertices, string textureRef, Color color, float materialScale)
        {
            Texture2D texture = null;

            if (this.IsInitialized)
            {
                // copy vertices
                Vertices verts = new Vertices(vertices);

                // scale to display units (i.e. pixels) for rendering to texture
                Vector2 scale = ConvertUnits.ToDisplayUnits(Vector2.One);
                verts.Scale(ref scale);

                // translate the boundingbox center to the texture center
                // because we use an orthographic projection for rendering later
                AABB vertsBounds = verts.GetAABB();
                verts.Translate(-vertsBounds.Center);

                List<Vertices> decomposedVerts;
                if (!verts.IsConvex())
                {
                    decomposedVerts = Triangulate.ConvexPartition(verts, TriangulationAlgorithm.Delauny);
                }
                else
                {
                    decomposedVerts = new List<Vertices>();
                    decomposedVerts.Add(verts);
                }

                List<VertexPositionColorTexture[]> verticesFill = new List<VertexPositionColorTexture[]>(decomposedVerts.Count);
                Texture2D material = ContentController.Instance.GetTextureMaterial(this.device, textureRef);

                materialScale /= material.Width;

                for (int i = 0; i < decomposedVerts.Count; ++i)
                {
                    verticesFill.Add(new VertexPositionColorTexture[3 * (decomposedVerts[i].Count - 2)]);
                    for (int j = 0; j < decomposedVerts[i].Count - 2; ++j)
                    {
                        // fill vertices
                        verticesFill[i][3 * j].Position = new Vector3(decomposedVerts[i][0], 0f);
                        verticesFill[i][(3 * j) + 1].Position = new Vector3(decomposedVerts[i].NextVertex(j), 0f);
                        verticesFill[i][(3 * j) + 2].Position = new Vector3(decomposedVerts[i].NextVertex(j + 1), 0f);
                        verticesFill[i][3 * j].TextureCoordinate = decomposedVerts[i][0] * materialScale;
                        verticesFill[i][(3 * j) + 1].TextureCoordinate = decomposedVerts[i].NextVertex(j) * materialScale;
                        verticesFill[i][(3 * j) + 2].TextureCoordinate = decomposedVerts[i].NextVertex(j + 1) * materialScale;
                        verticesFill[i][3 * j].Color = verticesFill[i][(3 * j) + 1].Color = verticesFill[i][(3 * j) + 2].Color = color;
                    }
                }

                /* calculate outline
                VertexPositionColor[] verticesOutline = new VertexPositionColor[2 * verts.Count];
                for (int i = 0; i < verts.Count; ++i)
                {
                    verticesOutline[2 * i].Position = new Vector3(verts[i], 0f);
                    verticesOutline[(2 * i) + 1].Position = new Vector3(verts.NextVertex(i), 0f);
                    verticesOutline[2 * i].Color = verticesOutline[(2 * i) + 1].Color = Color.Black;
                }
                */

                Vector2 vertsSize = new Vector2(vertsBounds.UpperBound.X - vertsBounds.LowerBound.X, vertsBounds.UpperBound.Y - vertsBounds.LowerBound.Y);
                texture = this.RenderTexture((int)Math.Ceiling(vertsSize.X), (int)Math.Ceiling(vertsSize.Y), material, verticesFill);
            }

            return texture;
        }
开发者ID:00erik2,项目名称:Physicist,代码行数:66,代码来源:AssetCreator.cs

示例5: PolygonTexture

        public static Texture2D PolygonTexture(Vertices vertices, string pattern, Color mainColor, Color patternColor, Color outlineColor, float materialScale)
        {
            if (_contentWrapper != null)
            {
                // copy vertices
                Vertices scaledVertices = new Vertices(vertices);

                // scale to display units (i.e. pixels) for rendering to texture
                Vector2 scale = ConvertUnits.ToDisplayUnits(Vector2.One);
                scaledVertices.Scale(ref scale);

                // translate the boundingbox center to the texture center
                // because we use an orthographic projection for rendering later
                AABB verticesBounds = scaledVertices.GetAABB();
                scaledVertices.Translate(-verticesBounds.Center);

                List<Vertices> decomposedVertices;
                if (!scaledVertices.IsConvex())
                {
                    decomposedVertices = Triangulate.ConvexPartition(scaledVertices, TriangulationAlgorithm.Earclip);
                }
                else
                {
                    decomposedVertices = new List<Vertices>();
                    decomposedVertices.Add(scaledVertices);
                }

                List<VertexPositionColorTexture[]> verticesFill = new List<VertexPositionColorTexture[]>(decomposedVertices.Count);

                if (_textureList.ContainsKey(pattern))
                {
                    materialScale /= _textureList[pattern].Width;
                }
                else
                {
                    materialScale = 1f;
                }

                for (int i = 0; i < decomposedVertices.Count; i++)
                {
                    verticesFill.Add(new VertexPositionColorTexture[3 * (decomposedVertices[i].Count - 2)]);
                    for (int j = 0; j < decomposedVertices[i].Count - 2; j++)
                    {
                        // fill vertices
                        verticesFill[i][3 * j].Position = new Vector3(decomposedVertices[i][0], 0f);
                        verticesFill[i][3 * j + 1].Position = new Vector3(decomposedVertices[i].NextVertex(j), 0f);
                        verticesFill[i][3 * j + 2].Position = new Vector3(decomposedVertices[i].NextVertex(j + 1), 0f);
                        verticesFill[i][3 * j].TextureCoordinate = decomposedVertices[i][0] * materialScale;
                        verticesFill[i][3 * j + 1].TextureCoordinate = decomposedVertices[i].NextVertex(j) * materialScale;
                        verticesFill[i][3 * j + 2].TextureCoordinate = decomposedVertices[i].NextVertex(j + 1) * materialScale;
                        verticesFill[i][3 * j].Color = verticesFill[i][3 * j + 1].Color = verticesFill[i][3 * j + 2].Color = mainColor;
                    }
                }

                // calculate outline
                VertexPositionColor[] verticesOutline = new VertexPositionColor[2 * scaledVertices.Count];
                for (int i = 0; i < scaledVertices.Count; i++)
                {
                    verticesOutline[2 * i].Position = new Vector3(scaledVertices[i], 0f);
                    verticesOutline[2 * i + 1].Position = new Vector3(scaledVertices.NextVertex(i), 0f);
                    verticesOutline[2 * i].Color = verticesOutline[2 * i + 1].Color = outlineColor;
                }

                Vector2 vertsSize = new Vector2(verticesBounds.UpperBound.X - verticesBounds.LowerBound.X, verticesBounds.UpperBound.Y - verticesBounds.LowerBound.Y);

                return _contentWrapper.RenderTexture((int)vertsSize.X, (int)vertsSize.Y, _textureList.ContainsKey(pattern) ? _textureList[pattern] : null, patternColor, verticesFill, verticesOutline);
            }
            return null;
        }
开发者ID:RCGame,项目名称:FarseerPhysics,代码行数:69,代码来源:ContentWrapper.cs


注:本文中的Vertices.IsConvex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。