当前位置: 首页>>代码示例>>C#>>正文


C# Vertices.Reverse方法代码示例

本文整理汇总了C#中Vertices.Reverse方法的典型用法代码示例。如果您正苦于以下问题:C# Vertices.Reverse方法的具体用法?C# Vertices.Reverse怎么用?C# Vertices.Reverse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.Reverse方法的7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: ConvexPartition

        /// <summary>
        /// Decomposes a non-convex polygon into a number of convex polygons, up
        /// to maxPolys (remaining pieces are thrown out).
        /// Each resulting polygon will have no more than Settings.MaxPolygonVertices
        /// vertices.
        /// Warning: Only works on simple polygons
        /// </summary>
        /// <param name="vertices">The vertices.</param>
        /// <param name="maxPolys">The maximum number of polygons.</param>
        /// <param name="tolerance">The tolerance.</param>
        /// <returns></returns>
        public static List<Vertices> ConvexPartition(Vertices vertices, int maxPolys, float tolerance)
        {
            if (vertices.Count < 3)
                return new List<Vertices> {vertices};

            List<Triangle> triangulated;

            if (vertices.IsCounterClockWise())
            {
                Vertices tempP = new Vertices(vertices);
                tempP.Reverse();
                triangulated = TriangulatePolygon(tempP);
            }
            else
            {
                triangulated = TriangulatePolygon(vertices);
            }
            if (triangulated.Count < 1)
            {
                //Still no luck?  Oh well...
                throw new Exception("Can't triangulate your polygon.");
            }

            List<Vertices> polygonizedTriangles = PolygonizeTriangles(triangulated, maxPolys, tolerance);

            //The polygonized triangles are not guaranteed to be without collinear points. We remove
            //them to be sure.
            for (int i = 0; i < polygonizedTriangles.Count; i++)
            {
                polygonizedTriangles[i] = SimplifyTools.CollinearSimplify(polygonizedTriangles[i], 0);
            }

            return polygonizedTriangles;
        }
开发者ID:dvgamer,项目名称:GhostLegend-XNA,代码行数:45,代码来源:EarclipDecomposer.cs

示例2: ConvexPartition

        //box2D rev 32 - for details, see http://www.box2d.org/forum/viewtopic.php?f=4&t=83&start=50
        /// <summary>
        /// Decompose the polygon into several smaller non-concave polygon.
        /// Each resulting polygon will have no more than Settings.MaxPolygonVertices vertices.
        /// </summary>
        /// <param name="vertices">The vertices.</param>
        /// <param name="maxPolys">The maximum number of polygons. The rest are thrown out.</param>
        /// <param name="tolerance">The tolerance.</param>
        public static List<Vertices> ConvexPartition(Vertices vertices, float tolerance = 0.001f)
        {
            if (vertices.Count <= 3)
                return new List<Vertices> { vertices };

            if (Settings.SkipSanityChecks)
                Debug.Assert(!vertices.IsCounterClockWise(), "The Earclip algorithm expects the polygon to be clockwise.");
            else
            {
                if (vertices.IsCounterClockWise())
                {
                    Vertices temp = new Vertices(vertices);
                    temp.Reverse();
                    return TriangulatePolygon(temp, tolerance);
                }

                return TriangulatePolygon(vertices, tolerance);
            }

            return new List<Vertices>();
        }
开发者ID:shadowmint,项目名称:pongstar,代码行数:29,代码来源:EarclipDecomposer.cs

示例3: ConvexPartition

        /// <summary>
        /// Decompose the polygon into several smaller non-concave polygon.
        /// If the polygon is already convex, it will return the original polygon, unless it is over Settings.MaxPolygonVertices.
        /// </summary>
        public static List<Vertices> ConvexPartition(Vertices vertices)
        {
            if (vertices.Count <= 3)
                return new List<Vertices> { vertices };

            if (Settings.SkipSanityChecks)
            {
                //We check for counter clockwise vertices, as it is a precondition in this algorithm.
                Debug.Assert(vertices.IsCounterClockWise(), "The polygon is not counter clockwise. This is needed for Bayazit to work correctly.");
            }
            else
            {
                if (!vertices.IsCounterClockWise())
                {
                    Vertices temp = new Vertices(vertices);
                    temp.Reverse();
                    return Triangulate(temp);
                }

                return Triangulate(vertices);
            }

            return new List<Vertices>();
        }
开发者ID:shadowmint,项目名称:pongstar,代码行数:28,代码来源:BayazitDecomposer.cs

示例4: ConvexPartition

        /// <summary>
        /// Decomposes a non-convex polygon into a number of convex polygons, up
        /// to maxPolys (remaining pieces are thrown out).
        /// Each resulting polygon will have no more than Settings.MaxPolygonVertices
        /// vertices.
        /// Warning: Only works on simple polygons
        /// </summary>
        /// <param name="vertices">The vertices.</param>
        /// <param name="maxPolys">The maximum number of polygons.</param>
        /// <param name="tolerance">The tolerance.</param>
        /// <returns></returns>
        public static List<Vertices> ConvexPartition(Vertices vertices, int maxPolys, float tolerance)
        {
            if (vertices.Count < 3)
                return new List<Vertices> { vertices };
            /*
            if (vertices.IsConvex() && vertices.Count <= Settings.MaxPolygonVertices)
            {
                if (vertices.IsCounterClockWise())
                {
                    Vertices tempP = new Vertices(vertices);
                    tempP.Reverse();
                    tempP = SimplifyTools.CollinearSimplify(tempP);
                    tempP.ForceCounterClockWise();
                    return new List<Vertices> { tempP };
                }
                vertices = SimplifyTools.CollinearSimplify(vertices);
                vertices.ForceCounterClockWise();
                return new List<Vertices> { vertices };
            }
            */
            List<Triangle> triangulated;

            if (vertices.IsCounterClockWise())
            {
                Vertices tempP = new Vertices(vertices);
                tempP.Reverse();
                triangulated = TriangulatePolygon(tempP);
            }
            else
            {
                triangulated = TriangulatePolygon(vertices);
            }
            if (triangulated.Count < 1)
            {
                //Still no luck?  Oh well...
                throw new Exception("Can't triangulate your polygon.");
            }

            List<Vertices> polygonizedTriangles = PolygonizeTriangles(triangulated, maxPolys, tolerance);

            //The polygonized triangles are not guaranteed to be without collinear points. We remove
            //them to be sure.
            for (int i = 0; i < polygonizedTriangles.Count; i++)
            {
                polygonizedTriangles[i] = SimplifyTools.CollinearSimplify(polygonizedTriangles[i], 0);
            }

            //Remove empty vertice collections
            for (int i = polygonizedTriangles.Count - 1; i >= 0; i--)
            {
                if (polygonizedTriangles[i].Count == 0)
                    polygonizedTriangles.RemoveAt(i);
            }

            return polygonizedTriangles;
        }
开发者ID:horsman,项目名称:survival,代码行数:67,代码来源:EarclipDecomposer.cs

示例5: CreateTrapezoid

 private Vertices CreateTrapezoid(float lowerWidth, float upperWidth,
     float height)
 {
     Vertices trapezoid = new Vertices(4);
     trapezoid.Add(new Vector2(-(lowerWidth / 2f), 0f));
     trapezoid.Add(new Vector2(-(upperWidth / 2f), height));
     trapezoid.Add(new Vector2(upperWidth / 2f, height));
     trapezoid.Add(new Vector2(lowerWidth / 2f, 0f));
     trapezoid.Reverse();
     return trapezoid;
 }
开发者ID:gnomicstudios,项目名称:Eggtastic,代码行数:11,代码来源:PlayerEntity.cs

示例6: ConvexPartition

        public static List<Vertices> ConvexPartition(Vertices vertices, TriangulationAlgorithm algorithm, bool discardAndFixInvalid = true, float tolerance = 0.001f)
        {
            if (vertices.Count <= 3)
                return new List<Vertices> { vertices };

            List<Vertices> results = null;

            switch (algorithm)
            {
                case TriangulationAlgorithm.Earclip:
                    if (Settings.SkipSanityChecks)
                        Debug.Assert(!vertices.IsCounterClockWise(), "The Earclip algorithm expects the polygon to be clockwise.");
                    else
                    {
                        if (vertices.IsCounterClockWise())
                        {
                            Vertices temp = new Vertices(vertices);
                            temp.Reverse();
                            results = EarclipDecomposer.ConvexPartition(temp, tolerance);
                        }
                        else
                            results = EarclipDecomposer.ConvexPartition(vertices, tolerance);
                    }
                    break;
                case TriangulationAlgorithm.Bayazit:
                    if (Settings.SkipSanityChecks)
                        Debug.Assert(vertices.IsCounterClockWise(), "The polygon is not counter clockwise. This is needed for Bayazit to work correctly.");
                    else
                    {
                        if (!vertices.IsCounterClockWise())
                        {
                            Vertices temp = new Vertices(vertices);
                            temp.Reverse();
                            results = BayazitDecomposer.ConvexPartition(temp);
                        }
                        else
                            results = BayazitDecomposer.ConvexPartition(vertices);
                    }
                    break;
                case TriangulationAlgorithm.Flipcode:
                    if (Settings.SkipSanityChecks)
                        Debug.Assert(vertices.IsCounterClockWise(), "The polygon is not counter clockwise. This is needed for Bayazit to work correctly.");
                    else
                    {
                        if (!vertices.IsCounterClockWise())
                        {
                            Vertices temp = new Vertices(vertices);
                            temp.Reverse();
                            results = FlipcodeDecomposer.ConvexPartition(temp);
                        }
                        else
                            results = FlipcodeDecomposer.ConvexPartition(vertices);
                    }
                    break;
                case TriangulationAlgorithm.Seidel:
                    results = SeidelDecomposer.ConvexPartition(vertices, tolerance);
                    break;
                case TriangulationAlgorithm.SeidelTrapezoids:
                    results = SeidelDecomposer.ConvexPartitionTrapezoid(vertices, tolerance);
                    break;
                case TriangulationAlgorithm.Delauny:
                    results = CDTDecomposer.ConvexPartition(vertices);
                    break;
                default:
                    throw new ArgumentOutOfRangeException("algorithm");
            }

            if (discardAndFixInvalid)
            {
                for (int i = results.Count - 1; i >= 0; i--)
                {
                    Vertices polygon = results[i];

                    if (!ValidatePolygon(polygon))
                        results.RemoveAt(i);
                }
            }

            return results;
        }
开发者ID:Daramkun,项目名称:Misty,代码行数:80,代码来源:Triangulate.cs

示例7: ValidatePolygon

        private static bool ValidatePolygon(Vertices polygon)
        {
            PolygonError errorCode = polygon.CheckPolygon();

            if (errorCode == PolygonError.InvalidAmountOfVertices || errorCode == PolygonError.AreaTooSmall || errorCode == PolygonError.SideTooSmall || errorCode == PolygonError.NotSimple)
                return false;

            if (errorCode == PolygonError.NotCounterClockWise) //NotCounterCloseWise is the last check in CheckPolygon(), thus we don't need to call ValidatePolygon again.
                polygon.Reverse();

            if (errorCode == PolygonError.NotConvex)
            {
                polygon = GiftWrap.GetConvexHull(polygon);
                return ValidatePolygon(polygon);
            }

            return true;
        }
开发者ID:Daramkun,项目名称:Misty,代码行数:18,代码来源:Triangulate.cs


注:本文中的Vertices.Reverse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。