protected void ThreadMission_Pixel2(int i, int j)
        {
            base.ThreadMission_Pixel(i, j);
            Vector2 uv = SWTextureProcess.TexUV(texWidth, texHeight, i, j);

            for (int k = 0; k < info.pts.Count; k++)
            {
                var   p0  = info.pts [SWTextureProcess.LoopID(k - 1, info.pts.Count)];
                var   p1  = info.pts [SWTextureProcess.LoopID(k, info.pts.Count)];
                var   p2  = info.pts [SWTextureProcess.LoopID(k + 1, info.pts.Count)];
                float pcg = SWTextureProcess.PointOnSegPcgSign(uv, p1.uv, p2.uv);
                pcg = p1.pcg + (p2.pcg - p1.pcg) * pcg;
//				float innerDis = 0;
//				bool seg = SWTextureProcess.Point2SegOnlyDisSign (uv, p1.after, p2.pre,ref innerDis);

                if (texColorBuffer [(texHeight - j - 1) * texWidth + i].b <= 0.5)
                {
                    float dis1 = SWTextureProcess.Point2SegDis(uv, p0.uv, p1.uv);
                    float dis2 = SWTextureProcess.Point2SegDis(uv, p1.uv, p2.uv);


                    bool e1 = Vector2.Dot(uv - p1.pre, p0.uv - p1.pre) < 0;
                    bool e2 = Vector2.Dot(uv - p1.after, p2.uv - p1.after) < 0;


                    if (e1 && e2 && (dis1 <= size || dis2 <= size))
                    {
                        Vector2 v1 = p1.pre - p1.center;
                        Vector2 v2 = uv - p1.center;
                        Vector2 v3 = p1.after - p1.center;

                        float angle1   = Vector2.Angle(v2, v1);
                        float angleAll = Vector2.Angle(v1, v3);

                        pcg = p1.prePcg + (p1.afterPcg - p1.prePcg) * angle1 / angleAll;



//						float disSigned1 = -SWTextureProcess.Point2LineDisSign (uv, p0.uv, p1.uv);
//						float disSigned2 = -SWTextureProcess.Point2LineDisSign (uv, p1.uv, p2.uv);
//						float disSigned = disSigned1 + (disSigned2 - disSigned1) * angle1 /angleAll;
                        //float g =  ( disSigned / size+1)*0.5f;
                        float g = 0;
                        if (SWCommon.AngleSigned(v3, v1, new Vector3(0, 0, 1)) < 0)
                        {
                            g = Vector2.Distance(uv, p1.center) / (size * 2);
                        }
                        else
                        {
                            g = 1 - Vector2.Distance(uv, p1.center) / (size * 2);
                        }
                        float b = (pcg > 0.995f || pcg < 0.005f)? 1:0;
                        float a = GreenToAlpha(g);
                        texColorBuffer [(texHeight - j - 1) * texWidth + i] = new Color(pcg, g, b, a);
                    }
                }
            }
        }
Ejemplo n.º 2
0
        public void Process(RemapLineInfo _info, float _size)
        {
            info = _info;
            size = _size;

            info.pts [0].pcg = 0;
            info.pts [info.pts.Count - 1].pcg = 1;
            float len = 0;

            //step 1:Cal Point Pcg
            for (int i = 0; i < info.pts.Count - 1; i++)
            {
                len += Vector2.Distance(info.pts[i].uv, info.pts[i + 1].uv);
            }
            for (int i = 1; i < info.pts.Count - 1; i++)
            {
                float dis = Vector2.Distance(info.pts[i].uv, info.pts[i - 1].uv);
                info.pts [i].pcg = info.pts [i - 1].pcg + dis / len;
            }
            //step 2:before after pcg   center
            for (int k = 0; k < info.pts.Count; k++)
            {
                var p0 = info.pts [SWTextureProcess.LoopID(k - 1, info.pts.Count)].uv;
                var p1 = info.pts [SWTextureProcess.LoopID(k, info.pts.Count)].uv;
                var p2 = info.pts [SWTextureProcess.LoopID(k + 1, info.pts.Count)].uv;


                float angle = Vector2.Angle(p2 - p1, p0 - p1);
                float x     = 90 - angle * 0.5f;
                float width = size * Mathf.Tan(x * Mathf.Deg2Rad);
                info.pts[k].pre   = p1 + (p0 - p1).normalized * width;
                info.pts[k].after = p1 + (p2 - p1).normalized * width;



                var me   = info.pts [SWTextureProcess.LoopID(k, info.pts.Count)];
                var item = info.pts [SWTextureProcess.LoopID(k - 1, info.pts.Count)];

                float dis = Vector2.Distance(me.uv, item.uv);
                info.pts [k].prePcg = me.pcg + (item.pcg - me.pcg) * width / dis;
                item = info.pts [SWTextureProcess.LoopID(k + 1, info.pts.Count)];
                dis  = Vector2.Distance(me.uv, item.uv);
                info.pts [k].afterPcg = me.pcg + (item.pcg - me.pcg) * width / dis;


                float     angleSigned = SWCommon.AngleSigned(p2 - p1, p1 - p0, new Vector3(0, 0, 1));
                Vector2   vv          = p1 - p0;
                Matrix4x4 m           = Matrix4x4.TRS(Vector3.zero, Quaternion.Euler(0, 0, Mathf.Sign(angleSigned) * -90), Vector3.one);
                vv = m.MultiplyVector(vv);
                info.pts[k].center = info.pts[k].pre + vv.normalized * size;
            }

            Process();
        }
        public void Process(Vector2 _offset, float _accuracyUnit, int _pixelBack)
        {
            pixelBack    = _pixelBack;
            offset       = _offset;
            accuracyUnit = _accuracyUnit;
            Vector2 v1    = new Vector2(0, -1);
            Vector2 v2    = offset;
            float   angle = SWCommon.AngleSigned(v1, v2, new Vector3(0, 0, 1));

            matrix = Matrix4x4.TRS(Vector3.zero, Quaternion.Euler(0, 0, angle), Vector3.one);
            center = new Vector2(0.5f, 0.5f);

            //dir = offset.normalized;
            dirHor = SWCommon.RotateVector(offset, new Vector3(0, 0, 90)).normalized;
            Process();
        }