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C# Vertices.NextVertex方法代码示例

本文整理汇总了C#中Vertices.NextVertex方法的典型用法代码示例。如果您正苦于以下问题:C# Vertices.NextVertex方法的具体用法?C# Vertices.NextVertex怎么用?C# Vertices.NextVertex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.NextVertex方法的9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: MergeIdenticalNeighborPoints

 /// <summary>
 /// Merges Identical points that are connected to eachother in the polygon.
 /// </summary>
 /// <param name="vertices">The vertices.</param>
 public static Vertices MergeIdenticalNeighborPoints(Vertices vertices)
 {
     for (int i = 0; i < vertices.Count ; i++)
     {
         Point2D cur = vertices[i];
         Point2D nex = vertices.NextVertex(i);
         if (cur.X == nex.X && cur.Y == nex.Y)
         {
             vertices.Remove(nex);
         }
     }
     return new Vertices(vertices);
 }
开发者ID:jtavandenheuvel,项目名称:pcg-decoration-new,代码行数:17,代码来源:SimplifyTools.cs

示例2: CollinearSimplify

        /// <summary>
        /// Removes all collinear points on the polygon.
        /// </summary>
        /// <param name="vertices">The polygon that needs simplification.</param>
        /// <param name="collinearityTolerance">The collinearity tolerance.</param>
        /// <returns>A simplified polygon.</returns>
        public static Vertices CollinearSimplify(Vertices vertices, float collinearityTolerance = 0)
        {
            if (vertices.Count <= 3)
                return vertices;

            Vertices simplified = new Vertices(vertices.Count);

            for (int i = 0; i < vertices.Count; i++)
            {
                Point2D prev = vertices.PreviousVertex(i);
                Point2D current = vertices[i];
                Point2D next = vertices.NextVertex(i);

                //If they collinear, continue
                if (MathUtils.IsCollinear(ref prev, ref current, ref next, collinearityTolerance))
                    continue;

                simplified.Add(current);
            }

            return simplified;
        }
开发者ID:jtavandenheuvel,项目名称:pcg-decoration-new,代码行数:28,代码来源:SimplifyTools.cs

示例3: ReduceByDistance

        /// <summary>
        /// Reduces the polygon by distance.
        /// </summary>
        /// <param name="vertices">The vertices.</param>
        /// <param name="distance">The distance between points. Points closer than this will be 'joined'.</param>
        /// <returns></returns>
        public static Vertices ReduceByDistance(Vertices vertices, float distance)
        {
            //We can't simplify polygons under 3 vertices
            if (vertices.Count < 3)
                return vertices;

            Vertices simplified = new Vertices();

            for (int i = 0; i < vertices.Count; i++)
            {
                Vector2D current = vertices[i];
                Vector2D next = vertices.NextVertex(i);

                //If they are closer than the distance, continue
                if ((next - current).LengthSquared() <= distance)
                    continue;

                simplified.Add(current);
            }

            return simplified;
        }
开发者ID:yong-ja,项目名称:starodyssey,代码行数:28,代码来源:Simplification.cs

示例4: 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5: ReduceByDistance

        /// <summary>
        /// Reduces the polygon by distance.
        /// </summary>
        /// <param name="vertices">The vertices.</param>
        /// <param name="distance">The distance between points. Points closer than this will be removed.</param>
        public static Vertices ReduceByDistance(Vertices vertices, float distance)
        {
            if (vertices.Count <= 3)
                return vertices;

            float distance2 = distance * distance;

            Vertices simplified = new Vertices(vertices.Count);

            for (int i = 0; i < vertices.Count; i++)
            {
                Point2D current = vertices[i];
                Point2D next = vertices.NextVertex(i);

                //If they are closer than the distance, continue
                if ((next - current).LengthSquared() <= distance2)
                    continue;

                simplified.Add(current);
            }

            return simplified;
        }
开发者ID:jtavandenheuvel,项目名称:pcg-decoration-new,代码行数:28,代码来源:SimplifyTools.cs

示例6: DrawVertices

 public void DrawVertices(Vertices verts, Color color)
 {
     if (!_hasBegun)
     {
         throw new InvalidOperationException("Begin must be called before DrawVertices can be called.");
     }
     for (int i = 0; i < verts.Count; ++i)
     {
         if (_lineVertsCount >= _lineVertices.Length)
         {
             Flush();
         }
         _lineVertices[_lineVertsCount].Position = new Vector3(verts[i], 0f);
         _lineVertices[_lineVertsCount + 1].Position = new Vector3(verts.NextVertex(i), 0f);
         _lineVertices[_lineVertsCount].Color = _lineVertices[_lineVertsCount + 1].Color = color;
         _lineVertsCount += 2;
     }
 }
开发者ID:tinco,项目名称:Farseer-Physics,代码行数:18,代码来源:LineBatch.cs

示例7: 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

示例8: SanityCheck

        private static bool SanityCheck(Vertices vertices)
        {
            //Make sure it is is a polygon
            if (vertices.Count < 3)
                return false;

            //Make sure it has a large enugh area
            if (vertices.GetArea() < 0.00001f)
                return false;

            //Make sure no vertices are too close to each other
            for (int i = 0; i < vertices.Count; ++i)
            {
                Vector2 current = vertices[i];
                Vector2 next = vertices.NextVertex(i);
                Vector2 edge = next - current;

                if (edge.LengthSquared() < Settings.Epsilon * Settings.Epsilon)
                    return false;
            }

            return true;
        }
开发者ID:shadowmint,项目名称:pongstar,代码行数:23,代码来源:CuttingTools.cs

示例9: 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


注:本文中的Vertices.NextVertex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。