Exemple #1
0
        /// <summary>Reserves the required space in the vertex and index arrays</summary>
        /// <param name="font">Font the vertices for the letters will be taken from</param>
        /// <param name="text">String of which a mesh will be built</param>
        private void resizeVertexAndIndexArrays(VectorFont font, string text)
        {
            int vertexCount = 0;
            int indexCount  = 0;

            // Count the vertices and indices requires for all characters in the string
            for (int index = 0; index < text.Length; ++index)
            {
                int fontCharacterIndex;

                // Try to find the current character in the font's character map. If it isn't
                // there, we'll ignore it, just like the mesh creation routine does.
                if (font.CharacterMap.TryGetValue(text[index], out fontCharacterIndex))
                {
                    VectorFontCharacter character = font.Characters[fontCharacterIndex];

                    vertexCount += character.Vertices.Count * 2;  // multiply by 2 for front and
                    indexCount  += character.Faces.Count * 3 * 2; // back face of the mesh

                    // There may be empty characters (characters without a visual representation
                    // in the font, so we need to check this before accessing the outline array
                    if (character.Outlines.Count > 0)
                    {
                        VectorFontCharacter.Outline finalOutline =
                            character.Outlines[character.Outlines.Count - 1];

                        int outlineVertexCount = finalOutline.StartVertexIndex + finalOutline.VertexCount;
                        indexCount += outlineVertexCount * 6; // 2 triangles each
                    }
                }
            }

            this.vertices = new VertexPositionNormalTexture[vertexCount];
            this.indices  = new short[indexCount];
        }
Exemple #2
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        /// <summary>Builds the combined mesh for the letters in this string</summary>
        /// <param name="font">Vector font to take the vertex data from</param>
        /// <param name="text">String of which a mesh is to be built</param>
        private void buildStringMesh(VectorFont font, string text)
        {
            Vector2 position = Vector2.Zero;

            int baseVertexIndex = 0; // base index in the vertex array
            int baseIndexIndex  = 0; // base index in the index array

            for (int characterIndex = 0; characterIndex < text.Length; ++characterIndex)
            {
                int fontCharacterIndex;

                // Only add this character to the mesh if there is an actual font character
                // for this unicode symbol in the font (characters not imported by the user
                // will be silently skipped -- this is the only sane option imho)
                if (font.CharacterMap.TryGetValue(text[characterIndex], out fontCharacterIndex))
                {
                    VectorFontCharacter character = font.Characters[fontCharacterIndex];

                    // Import all of the vertices of this font (we need both the outline vertices
                    // as well as the mesh supporting vertices)
                    for (int index = 0; index < character.Vertices.Count; ++index)
                    {
                        this.vertices[baseVertexIndex + index] = new VertexPositionNormalTexture(
                            new Vector3(character.Vertices[index] + position, 0.0f),
                            Vector3.Forward, Vector2.Zero
                            );
                    }

                    // Now bend the indices to the new location of the vertices in our
                    // concatenated vertex array
                    for (int faceIndex = 0; faceIndex < character.Faces.Count; ++faceIndex)
                    {
                        this.indices[baseIndexIndex + faceIndex * 3 + 0] =
                            (short)(character.Faces[faceIndex].FirstVertexIndex + baseVertexIndex);
                        this.indices[baseIndexIndex + faceIndex * 3 + 1] =
                            (short)(character.Faces[faceIndex].SecondVertexIndex + baseVertexIndex);
                        this.indices[baseIndexIndex + faceIndex * 3 + 2] =
                            (short)(character.Faces[faceIndex].ThirdVertexIndex + baseVertexIndex);
                    }

                    // Advance the index pointers
                    baseIndexIndex  += character.Faces.Count * 3;
                    baseVertexIndex += character.Vertices.Count;

                    // Update the position to the next character
                    position += character.Advancement;
                } // if
            }     // for

            this.width         = position.X;
            this.height        = font.LineHeight;
            this.primitiveType = PrimitiveType.TriangleList;
        }
Exemple #3
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    /// <summary>Builds the combined mesh for the letters in this string</summary>
    /// <param name="font">Vector font to take the vertex data from</param>
    /// <param name="text">String of which a mesh is to be built</param>
    private void buildStringMesh(VectorFont font, string text) {
      Vector2 position = Vector2.Zero;

      int baseVertexIndex = 0; // base index in the vertex array
      int baseIndexIndex = 0; // base index in the index array

      for(int characterIndex = 0; characterIndex < text.Length; ++characterIndex) {
        int fontCharacterIndex;

        // Only add this character to the mesh if there is an actual font character
        // for this unicode symbol in the font (characters not imported by the user
        // will be silently skipped -- this is the only sane option imho)
        if(font.CharacterMap.TryGetValue(text[characterIndex], out fontCharacterIndex)) {
          VectorFontCharacter character = font.Characters[fontCharacterIndex];

          // Import all of the vertices of this font (we need both the outline vertices
          // as well as the mesh supporting vertices)
          for(int index = 0; index < character.Vertices.Count; ++index) {
            this.vertices[baseVertexIndex + index] = new VertexPositionNormalTexture(
              new Vector3(character.Vertices[index] + position, 0.0f),
              Vector3.Forward, Vector2.Zero
            );
          }

          // Now bend the indices to the new location of the vertices in our
          // concatenated vertex array
          for(int faceIndex = 0; faceIndex < character.Faces.Count; ++faceIndex) {
            this.indices[baseIndexIndex + faceIndex * 3 + 0] =
              (short)(character.Faces[faceIndex].FirstVertexIndex + baseVertexIndex);
            this.indices[baseIndexIndex + faceIndex * 3 + 1] =
              (short)(character.Faces[faceIndex].SecondVertexIndex + baseVertexIndex);
            this.indices[baseIndexIndex + faceIndex * 3 + 2] =
              (short)(character.Faces[faceIndex].ThirdVertexIndex + baseVertexIndex);
          }

          // Advance the index pointers
          baseIndexIndex += character.Faces.Count * 3;
          baseVertexIndex += character.Vertices.Count;

          // Update the position to the next character
          position += character.Advancement;

        } // if
      } // for

      this.width = position.X;
      this.height = font.LineHeight;
      this.primitiveType = PrimitiveType.TriangleList;
    }
Exemple #4
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        /// <summary>
        /// Initializes a new instance of the <see cref="Text3D"/> class.
        /// </summary>
        /// <param name="root">Root object to which the new text object belongs.</param>
        /// <param name="text">Text which is to be drawn.</param>
        /// <param name="fontName">Name of the font used to draw the text.</param>
        /// <param name="align">Alignment of the text.</param>
        /// <param name="material">Material used to draw the object.</param>
        public Text3D(Root root, string text = "", string fontName = "",
                      TEXT_ALIGN align       = TEXT_ALIGN.ALIGN_LEFT, Material material = null)
            : base(root, material)
        {
            mText      = text;
            mTextAlign = align;
            mFontName  = fontName;

            if (fontName == null || fontName.Length == 0)
            {
                return;
            }

            //Load the vector font from which the text mesh will be extruded.
            mFont = root.ContentManager.Load <VectorFont>(fontName);
            GenerateTextMesh();
        }
Exemple #5
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        /// <summary>Reserves the required space in the vertex and index arrays</summary>
        /// <param name="font">Font the vertices for the letters will be taken from</param>
        /// <param name="text">String of which a mesh will be built</param>
        private void resizeVertexAndIndexArrays(VectorFont font, string text)
        {
            int vertexCount = 0;
            int indexCount  = 0;

            // Count the vertices and indices requires for all characters in the string
            for (int index = 0; index < text.Length; ++index)
            {
                int fontCharacterIndex;

                // Try to find the current character in the font's character map. If it isn't
                // there, we'll ignore it, just like the vertex creation routine does.
                if (font.CharacterMap.TryGetValue(text[index], out fontCharacterIndex))
                {
                    VectorFontCharacter character = font.Characters[fontCharacterIndex];

                    // There may be empty characters (characters without a visual representation
                    // in the font, so we need to check this before accessing the outline array
                    if (character.Outlines.Count > 0)
                    {
                        VectorFontCharacter.Outline finalOutline =
                            character.Outlines[character.Outlines.Count - 1];

                        // We calculate the vertex count from the outline instead of just taking
                        // the size of the vertex array because we might not need all vertices to
                        // render an outline (some have been added by the tessellation processor and
                        // are only used as supporting vertices to fill the faces)
                        int outlineVertexCount = finalOutline.StartVertexIndex + finalOutline.VertexCount;

                        // Advance the counters
                        vertexCount += outlineVertexCount;
                        indexCount  += outlineVertexCount * 2;
                    }
                }
            }

            this.vertices = new VertexPositionNormalTexture[vertexCount];
            this.indices  = new short[indexCount];
        }
Exemple #6
0
        /// <summary>Reserves the required space in the vertex and index arrays</summary>
        /// <param name="font">Font the vertices for the letters will be taken from</param>
        /// <param name="text">String of which a mesh will be built</param>
        private void resizeVertexAndIndexArrays(VectorFont font, string text)
        {
            int vertexCount = 0;
            int indexCount  = 0;

            // Count the vertices and indices requires for all characters in the string
            for (int index = 0; index < text.Length; ++index)
            {
                int fontCharacterIndex;

                // Try to find the current character in the font's character map. If it isn't
                // there, we'll ignore it, just like the mesh creation routine does.
                if (font.CharacterMap.TryGetValue(text[index], out fontCharacterIndex))
                {
                    VectorFontCharacter character = font.Characters[fontCharacterIndex];

                    vertexCount += character.Vertices.Count;
                    indexCount  += character.Faces.Count * 3;
                }
            }

            this.vertices = new VertexPositionNormalTexture[vertexCount];
            this.indices  = new short[indexCount];
        }
    /// <summary>Reserves the required space in the vertex and index arrays</summary>
    /// <param name="font">Font the vertices for the letters will be taken from</param>
    /// <param name="text">String of which a mesh will be built</param>
    private void resizeVertexAndIndexArrays(VectorFont font, string text) {
      int vertexCount = 0;
      int indexCount = 0;

      // Count the vertices and indices requires for all characters in the string
      for (int index = 0; index < text.Length; ++index) {
        int fontCharacterIndex;

        // Try to find the current character in the font's character map. If it isn't
        // there, we'll ignore it, just like the vertex creation routine does.
        if (font.CharacterMap.TryGetValue(text[index], out fontCharacterIndex)) {
          VectorFontCharacter character = font.Characters[fontCharacterIndex];

          // There may be empty characters (characters without a visual representation
          // in the font, so we need to check this before accessing the outline array
          if (character.Outlines.Count > 0) {
            VectorFontCharacter.Outline finalOutline =
              character.Outlines[character.Outlines.Count - 1];

            // We calculate the vertex count from the outline instead of just taking
            // the size of the vertex array because we might not need all vertices to
            // render an outline (some have been added by the tessellation processor and
            // are only used as supporting vertices to fill the faces)
            int outlineVertexCount = finalOutline.StartVertexIndex + finalOutline.VertexCount;

            // Advance the counters
            vertexCount += outlineVertexCount;
            indexCount += outlineVertexCount * 2;
          }
        }
      }

      this.vertices = new VertexPositionNormalTexture[vertexCount];
      this.indices = new short[indexCount];
    }
Exemple #8
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    /// <summary>Reserves the required space in the vertex and index arrays</summary>
    /// <param name="font">Font the vertices for the letters will be taken from</param>
    /// <param name="text">String of which a mesh will be built</param>
    private void resizeVertexAndIndexArrays(VectorFont font, string text) {
      int vertexCount = 0;
      int indexCount = 0;

      // Count the vertices and indices requires for all characters in the string
      for(int index = 0; index < text.Length; ++index) {
        int fontCharacterIndex;

        // Try to find the current character in the font's character map. If it isn't
        // there, we'll ignore it, just like the mesh creation routine does.
        if(font.CharacterMap.TryGetValue(text[index], out fontCharacterIndex)) {
          VectorFontCharacter character = font.Characters[fontCharacterIndex];

          vertexCount += character.Vertices.Count;
          indexCount += character.Faces.Count * 3;
        }
      }

      this.vertices = new VertexPositionNormalTexture[vertexCount];
      this.indices = new short[indexCount];
    }
Exemple #9
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        /// <summary>
        /// Create a 3D text with the font name (the asset name of the spritefont file), the text to render,
        /// and the mesh style
        /// </summary>
        /// <param name="fontToUse">String of the font type to use (the asset name of the spritefont file)</param>
        /// <param name="textToRender">String of the text to render</param>
        /// <param name="styleToUse">Type of rendering to use in how we create the 3D mesh</param>
        /// 
        public Text3D(String fontToUse, String textToRender, UI3DRenderer.Text3DStyle styleToUse)
            : base()
        {
            basicTextToRender = textToRender;
            basicTextVectorFont = State.Content.Load<VectorFont>(fontToUse);
            this.styleToUse = styleToUse;

            CreateText();
        }
Exemple #10
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 /// <summary>Initializes a new filled string mesh</summary>
 /// <param name="font">Font from which the vertices will be taken</param>
 /// <param name="text">String of which to build a mesh</param>
 internal FilledText(VectorFont font, string text) {
   resizeVertexAndIndexArrays(font, text);
   buildStringMesh(font, text);
 }
    /// <summary>Builds the combined mesh for the letters in this string</summary>
    /// <param name="font">Vector font to take the vertex data from</param>
    /// <param name="text">String of which a mesh is to be built</param>
    private void buildStringMesh(VectorFont font, string text) {
      Vector2 position = Vector2.Zero;

      int baseVertexIndex = 0; // base index in the vertex array
      int baseIndexIndex = 0; // base index in the index array

      for(int characterIndex = 0; characterIndex < text.Length; ++characterIndex) {
        int fontCharacterIndex;

        // Only add this character to the mesh if there is an actual font character
        // for this unicode symbol in the font (characters not imported by the user
        // will be silently skipped -- this is the only sane option imho)
        if(font.CharacterMap.TryGetValue(text[characterIndex], out fontCharacterIndex)) {
          VectorFontCharacter character = font.Characters[fontCharacterIndex];

          // Import all of the vertices of this font (we need both the outline vertices
          // as well as the mesh supporting vertices). Each vertex is imported two times,
          // once with a z coordinate of -0.5 and once with a z coordinate of +0.5
          for(int vertexIndex = 0; vertexIndex < character.Vertices.Count; ++vertexIndex) {
            Vector2 adjustedPosition = character.Vertices[vertexIndex] + position;
            Vector3 frontPosition = new Vector3(adjustedPosition, -0.5f);
            Vector3 backPosition = new Vector3(adjustedPosition, +0.5f);

            Vector2 textureCoordinates = new Vector2(
              (frontPosition.X / font.LineHeight + frontPosition.Z) / 2.0f,
              frontPosition.Y / font.LineHeight
            );

            this.vertices[baseVertexIndex + vertexIndex * 2 + 0] = new TextVertex(
              frontPosition, Vector3.Forward, textureCoordinates
            );
            this.vertices[baseVertexIndex + vertexIndex * 2 + 1] = new TextVertex(
              backPosition, Vector3.Backward, textureCoordinates
            );
          }

          // Transform the outline index ranges into single big line list pointing
          // to the vertices we just imported from the font
          for(int index = 0; index < character.Outlines.Count; ++index) {
            VectorFontCharacter.Outline outline = character.Outlines[index];
            int startIndex, endIndex;

            // Set up the indices for the outline exluding the final connection from
            // the outline's end to its start
            for(int lineIndex = 0; lineIndex < outline.VertexCount - 1; ++lineIndex) {
              startIndex = baseVertexIndex + (outline.StartVertexIndex + lineIndex) * 2;
              endIndex = startIndex + 2;

              this.indices[baseIndexIndex + lineIndex * 6 + 0] = (short)(startIndex + 0);
              this.indices[baseIndexIndex + lineIndex * 6 + 1] = (short)(startIndex + 1);
              this.indices[baseIndexIndex + lineIndex * 6 + 2] = (short)(endIndex + 0);
              this.indices[baseIndexIndex + lineIndex * 6 + 3] = (short)(endIndex + 0);
              this.indices[baseIndexIndex + lineIndex * 6 + 4] = (short)(startIndex + 1);
              this.indices[baseIndexIndex + lineIndex * 6 + 5] = (short)(endIndex + 1);
            }

            int lastLineIndex = outline.VertexCount - 1;
            startIndex = baseVertexIndex + outline.StartVertexIndex * 2;
            endIndex = startIndex + lastLineIndex * 2;

            this.indices[baseIndexIndex + lastLineIndex * 6 + 0] = (short)(startIndex + 0);
            this.indices[baseIndexIndex + lastLineIndex * 6 + 1] = (short)(startIndex + 1);
            this.indices[baseIndexIndex + lastLineIndex * 6 + 2] = (short)(endIndex + 0);
            this.indices[baseIndexIndex + lastLineIndex * 6 + 3] = (short)(endIndex + 0);
            this.indices[baseIndexIndex + lastLineIndex * 6 + 4] = (short)(startIndex + 1);
            this.indices[baseIndexIndex + lastLineIndex * 6 + 5] = (short)(endIndex + 1);

            // Advance the index pointer for the next run
            baseIndexIndex += outline.VertexCount * 6;
          }

          // Add the indices for the vertices of font's faces, once for the front face and
          // once for the back face we generated.
          for(int faceIndex = 0; faceIndex < character.Faces.Count; ++faceIndex) {
            this.indices[baseIndexIndex + faceIndex * 6 + 0] =
              (short)(character.Faces[faceIndex].FirstVertexIndex * 2 + baseVertexIndex);
            this.indices[baseIndexIndex + faceIndex * 6 + 1] =
              (short)(character.Faces[faceIndex].SecondVertexIndex * 2 + baseVertexIndex);
            this.indices[baseIndexIndex + faceIndex * 6 + 2] =
              (short)(character.Faces[faceIndex].ThirdVertexIndex * 2 + baseVertexIndex);

            this.indices[baseIndexIndex + faceIndex * 6 + 3] =
              (short)(character.Faces[faceIndex].FirstVertexIndex * 2 + baseVertexIndex + 1);
            this.indices[baseIndexIndex + faceIndex * 6 + 4] =
              (short)(character.Faces[faceIndex].SecondVertexIndex * 2 + baseVertexIndex + 1);
            this.indices[baseIndexIndex + faceIndex * 6 + 5] =
              (short)(character.Faces[faceIndex].ThirdVertexIndex * 2 + baseVertexIndex + 1);
          }

          // Adjust the base vertex index for the next character
          baseIndexIndex += character.Faces.Count * 6;
          baseVertexIndex += character.Vertices.Count * 2;

          // Update the position to the next character
          position += character.Advancement;

        } // if
      } // for

      this.width = position.X;
      this.height = font.LineHeight;
      this.primitiveType = PrimitiveType.TriangleList;
    }
    /// <summary>Reserves the required space in the vertex and index arrays</summary>
    /// <param name="font">Font the vertices for the letters will be taken from</param>
    /// <param name="text">String of which a mesh will be built</param>
    private void resizeVertexAndIndexArrays(VectorFont font, string text) {
      int vertexCount = 0;
      int indexCount = 0;

      // Count the vertices and indices requires for all characters in the string
      for(int index = 0; index < text.Length; ++index) {
        int fontCharacterIndex;

        // Try to find the current character in the font's character map. If it isn't
        // there, we'll ignore it, just like the mesh creation routine does.
        if(font.CharacterMap.TryGetValue(text[index], out fontCharacterIndex)) {
          VectorFontCharacter character = font.Characters[fontCharacterIndex];

          vertexCount += character.Vertices.Count * 2; // multiply by 2 for front and
          indexCount += character.Faces.Count * 3 * 2; // back face of the mesh

          // There may be empty characters (characters without a visual representation
          // in the font, so we need to check this before accessing the outline array
          if(character.Outlines.Count > 0) {
            VectorFontCharacter.Outline finalOutline =
              character.Outlines[character.Outlines.Count - 1];

            int outlineVertexCount = finalOutline.StartVertexIndex + finalOutline.VertexCount;
            indexCount += outlineVertexCount * 6; // 2 triangles each
          }
        }
      }

      this.vertices = new VertexPositionNormalTexture[vertexCount];
      this.indices = new short[indexCount];
    }
        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);
            sampleFont = Content.Load<SpriteFont>("Sample");
            vectorFont = Content.Load<VectorFont>("Arial-24-Vector");

            // TODO: use this.Content to load your game content here
        }
Exemple #14
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        /// <summary>Builds the combined outline for the letters in this string</summary>
        /// <param name="font">Vector font to take the vertex data from</param>
        /// <param name="text">String of which a mesh is to be built</param>
        private void buildStringOutline(VectorFont font, string text)
        {
            Vector2 position = Vector2.Zero;

            int baseVertexIndex = 0; // base index in the vertex array
            int baseIndexIndex  = 0; // base index in the index array

            for (int characterIndex = 0; characterIndex < text.Length; ++characterIndex)
            {
                int fontCharacterIndex;

                // Only add this character to the mesh if there is an actual font character
                // for this unicode symbol in the font (characters not imported by the user
                // will be silently skipped -- this is the only sane option imho)
                if (font.CharacterMap.TryGetValue(text[characterIndex], out fontCharacterIndex))
                {
                    VectorFontCharacter character = font.Characters[fontCharacterIndex];

                    if (character.Outlines.Count > 0)
                    {
                        VectorFontCharacter.Outline finalOutline =
                            character.Outlines[character.Outlines.Count - 1];

                        // We calculate the vertex count from the outline instead of just taking
                        // the size of the vertex array because we might not need all vertices to
                        // render an outline (some have been added by the tessellation processor and
                        // are only used as supporting vertices to fill the faces)
                        int outlineVertexCount = finalOutline.StartVertexIndex + finalOutline.VertexCount;

                        // Import all of the vertices of this font (we need both the outline vertices
                        // as well as the mesh supporting vertices)
                        for (int index = 0; index < outlineVertexCount; ++index)
                        {
                            this.vertices[baseVertexIndex + index] = new VertexPositionNormalTexture(
                                new Vector3(character.Vertices[index] + position, 0.0f),
                                Vector3.Forward, Vector2.Zero
                                );
                        }

                        // Transform the outline index ranges into single big line list pointing
                        // to the vertices we just imported from the font
                        for (int index = 0; index < character.Outlines.Count; ++index)
                        {
                            VectorFontCharacter.Outline outline = character.Outlines[index];

                            // Set up the indices for the outline exluding the final connection from
                            // the outline's end to its start
                            for (int lineIndex = 0; lineIndex < outline.VertexCount - 1; ++lineIndex)
                            {
                                this.indices[baseIndexIndex + lineIndex * 2 + 0] =
                                    (short)(baseVertexIndex + outline.StartVertexIndex + lineIndex);
                                this.indices[baseIndexIndex + lineIndex * 2 + 1] =
                                    (short)(baseVertexIndex + outline.StartVertexIndex + lineIndex + 1);
                            }

                            // Add the connection from the end of the outline to its start
                            this.indices[baseIndexIndex + outline.VertexCount * 2 - 2] =
                                (short)(baseVertexIndex + outline.StartVertexIndex + outline.VertexCount - 1);
                            this.indices[baseIndexIndex + outline.VertexCount * 2 - 1] =
                                (short)(baseVertexIndex + outline.StartVertexIndex);

                            // Advance the index pointer for the next run
                            baseIndexIndex += outline.VertexCount * 2;
                        }

                        // Adjust the base vertex index for the next character
                        baseVertexIndex += outlineVertexCount;
                    }

                    // Advance to the next character
                    position += character.Advancement;
                } // if
            }     // for

            this.width         = position.X;
            this.height        = font.LineHeight;
            this.primitiveType = PrimitiveType.LineList;
        }
Exemple #15
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        /// <summary>
        /// Create a 3D text with the font, the text to render, and the mesh style
        /// </summary>
        /// <param name="fontToUse">Font type to use</param>
        /// <param name="textToRender">String of the text to render</param>
        /// <param name="styleToUse">Type of rendering to use in how we create the 3D mesh</param>
        public Text3D(VectorFont fontToUse, String textToRender, UI3DRenderer.Text3DStyle styleToUse)
            : base()
        {
            basicTextToRender = textToRender;
            basicTextVectorFont = fontToUse;
            this.styleToUse = styleToUse;

            CreateText();
        }
 /// <summary>Initializes a new outlined string</summary>
 /// <param name="font">Font from which the vertices will be taken</param>
 /// <param name="text">String of which to build a mesh</param>
 internal OutlinedText(VectorFont font, string text) {
   resizeVertexAndIndexArrays(font, text);
   buildStringOutline(font, text);
 }
Exemple #17
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        protected override void LoadContent()
        {
            base.LoadContent();

            vectorFont = Content.Load<VectorFont>("Arial-24-Vector");
            bounceSound = Content.Load<SoundEffect>("rubber_ball_01");
        }
Exemple #18
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        /// <summary>Builds the combined mesh for the letters in this string</summary>
        /// <param name="font">Vector font to take the vertex data from</param>
        /// <param name="text">String of which a mesh is to be built</param>
        private void buildStringMesh(VectorFont font, string text)
        {
            Vector2 position = Vector2.Zero;

            int baseVertexIndex = 0; // base index in the vertex array
            int baseIndexIndex  = 0; // base index in the index array

            for (int characterIndex = 0; characterIndex < text.Length; ++characterIndex)
            {
                int fontCharacterIndex;

                // Only add this character to the mesh if there is an actual font character
                // for this unicode symbol in the font (characters not imported by the user
                // will be silently skipped -- this is the only sane option imho)
                if (font.CharacterMap.TryGetValue(text[characterIndex], out fontCharacterIndex))
                {
                    VectorFontCharacter character = font.Characters[fontCharacterIndex];

                    // Import all of the vertices of this font (we need both the outline vertices
                    // as well as the mesh supporting vertices). Each vertex is imported two times,
                    // once with a z coordinate of -0.5 and once with a z coordinate of +0.5
                    for (int vertexIndex = 0; vertexIndex < character.Vertices.Count; ++vertexIndex)
                    {
                        Vector2 adjustedPosition = character.Vertices[vertexIndex] + position;
                        Vector3 frontPosition    = new Vector3(adjustedPosition, -0.5f);
                        Vector3 backPosition     = new Vector3(adjustedPosition, +0.5f);

                        Vector2 textureCoordinates = new Vector2(
                            (frontPosition.X / font.LineHeight + frontPosition.Z) / 2.0f,
                            frontPosition.Y / font.LineHeight
                            );

                        this.vertices[baseVertexIndex + vertexIndex * 2 + 0] = new TextVertex(
                            frontPosition, Vector3.Forward, textureCoordinates
                            );
                        this.vertices[baseVertexIndex + vertexIndex * 2 + 1] = new TextVertex(
                            backPosition, Vector3.Backward, textureCoordinates
                            );
                    }

                    // Transform the outline index ranges into single big line list pointing
                    // to the vertices we just imported from the font
                    for (int index = 0; index < character.Outlines.Count; ++index)
                    {
                        VectorFontCharacter.Outline outline = character.Outlines[index];
                        int startIndex, endIndex;

                        // Set up the indices for the outline exluding the final connection from
                        // the outline's end to its start
                        for (int lineIndex = 0; lineIndex < outline.VertexCount - 1; ++lineIndex)
                        {
                            startIndex = baseVertexIndex + (outline.StartVertexIndex + lineIndex) * 2;
                            endIndex   = startIndex + 2;

                            this.indices[baseIndexIndex + lineIndex * 6 + 0] = (short)(startIndex + 0);
                            this.indices[baseIndexIndex + lineIndex * 6 + 1] = (short)(startIndex + 1);
                            this.indices[baseIndexIndex + lineIndex * 6 + 2] = (short)(endIndex + 0);
                            this.indices[baseIndexIndex + lineIndex * 6 + 3] = (short)(endIndex + 0);
                            this.indices[baseIndexIndex + lineIndex * 6 + 4] = (short)(startIndex + 1);
                            this.indices[baseIndexIndex + lineIndex * 6 + 5] = (short)(endIndex + 1);
                        }

                        int lastLineIndex = outline.VertexCount - 1;
                        startIndex = baseVertexIndex + outline.StartVertexIndex * 2;
                        endIndex   = startIndex + lastLineIndex * 2;

                        this.indices[baseIndexIndex + lastLineIndex * 6 + 0] = (short)(startIndex + 0);
                        this.indices[baseIndexIndex + lastLineIndex * 6 + 1] = (short)(startIndex + 1);
                        this.indices[baseIndexIndex + lastLineIndex * 6 + 2] = (short)(endIndex + 0);
                        this.indices[baseIndexIndex + lastLineIndex * 6 + 3] = (short)(endIndex + 0);
                        this.indices[baseIndexIndex + lastLineIndex * 6 + 4] = (short)(startIndex + 1);
                        this.indices[baseIndexIndex + lastLineIndex * 6 + 5] = (short)(endIndex + 1);

                        // Advance the index pointer for the next run
                        baseIndexIndex += outline.VertexCount * 6;
                    }

                    // Add the indices for the vertices of font's faces, once for the front face and
                    // once for the back face we generated.
                    for (int faceIndex = 0; faceIndex < character.Faces.Count; ++faceIndex)
                    {
                        this.indices[baseIndexIndex + faceIndex * 6 + 0] =
                            (short)(character.Faces[faceIndex].FirstVertexIndex * 2 + baseVertexIndex);
                        this.indices[baseIndexIndex + faceIndex * 6 + 1] =
                            (short)(character.Faces[faceIndex].SecondVertexIndex * 2 + baseVertexIndex);
                        this.indices[baseIndexIndex + faceIndex * 6 + 2] =
                            (short)(character.Faces[faceIndex].ThirdVertexIndex * 2 + baseVertexIndex);

                        this.indices[baseIndexIndex + faceIndex * 6 + 3] =
                            (short)(character.Faces[faceIndex].FirstVertexIndex * 2 + baseVertexIndex + 1);
                        this.indices[baseIndexIndex + faceIndex * 6 + 4] =
                            (short)(character.Faces[faceIndex].SecondVertexIndex * 2 + baseVertexIndex + 1);
                        this.indices[baseIndexIndex + faceIndex * 6 + 5] =
                            (short)(character.Faces[faceIndex].ThirdVertexIndex * 2 + baseVertexIndex + 1);
                    }

                    // Adjust the base vertex index for the next character
                    baseIndexIndex  += character.Faces.Count * 6;
                    baseVertexIndex += character.Vertices.Count * 2;

                    // Update the position to the next character
                    position += character.Advancement;
                } // if
            }     // for

            this.width         = position.X;
            this.height        = font.LineHeight;
            this.primitiveType = PrimitiveType.TriangleList;
        }
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 /// <summary>Initializes a new filled string mesh</summary>
 /// <param name="font">Font from which the vertices will be taken</param>
 /// <param name="text">String of which to build a mesh</param>
 internal FilledText(VectorFont font, string text)
 {
     resizeVertexAndIndexArrays(font, text);
     buildStringMesh(font, text);
 }
    /// <summary>Builds the combined outline for the letters in this string</summary>
    /// <param name="font">Vector font to take the vertex data from</param>
    /// <param name="text">String of which a mesh is to be built</param>
    private void buildStringOutline(VectorFont font, string text) {
      Vector2 position = Vector2.Zero;

      int baseVertexIndex = 0; // base index in the vertex array
      int baseIndexIndex = 0; // base index in the index array

      for (int characterIndex = 0; characterIndex < text.Length; ++characterIndex) {
        int fontCharacterIndex;

        // Only add this character to the mesh if there is an actual font character
        // for this unicode symbol in the font (characters not imported by the user
        // will be silently skipped -- this is the only sane option imho)
        if (font.CharacterMap.TryGetValue(text[characterIndex], out fontCharacterIndex)) {
          VectorFontCharacter character = font.Characters[fontCharacterIndex];

          if (character.Outlines.Count > 0) {
            VectorFontCharacter.Outline finalOutline =
              character.Outlines[character.Outlines.Count - 1];

            // We calculate the vertex count from the outline instead of just taking
            // the size of the vertex array because we might not need all vertices to
            // render an outline (some have been added by the tessellation processor and
            // are only used as supporting vertices to fill the faces)
            int outlineVertexCount = finalOutline.StartVertexIndex + finalOutline.VertexCount;

            // Import all of the vertices of this font (we need both the outline vertices
            // as well as the mesh supporting vertices)
            for (int index = 0; index < outlineVertexCount; ++index) {
              this.vertices[baseVertexIndex + index] = new VertexPositionNormalTexture(
                new Vector3(character.Vertices[index] + position, 0.0f),
                Vector3.Forward, Vector2.Zero
              );
            }

            // Transform the outline index ranges into single big line list pointing
            // to the vertices we just imported from the font
            for (int index = 0; index < character.Outlines.Count; ++index) {
              VectorFontCharacter.Outline outline = character.Outlines[index];

              // Set up the indices for the outline exluding the final connection from
              // the outline's end to its start
              for (int lineIndex = 0; lineIndex < outline.VertexCount - 1; ++lineIndex) {
                this.indices[baseIndexIndex + lineIndex * 2 + 0] =
                  (short)(baseVertexIndex + outline.StartVertexIndex + lineIndex);
                this.indices[baseIndexIndex + lineIndex * 2 + 1] =
                  (short)(baseVertexIndex + outline.StartVertexIndex + lineIndex + 1);
              }

              // Add the connection from the end of the outline to its start
              this.indices[baseIndexIndex + outline.VertexCount * 2 - 2] =
                (short)(baseVertexIndex + outline.StartVertexIndex + outline.VertexCount - 1);
              this.indices[baseIndexIndex + outline.VertexCount * 2 - 1] =
                (short)(baseVertexIndex + outline.StartVertexIndex);

              // Advance the index pointer for the next run
              baseIndexIndex += outline.VertexCount * 2;
            }

            // Adjust the base vertex index for the next character
            baseVertexIndex += outlineVertexCount;
          }

          // Advance to the next character
          position += character.Advancement;

        } // if
      } // for

      this.width = position.X;
      this.height = font.LineHeight;
      this.primitiveType = PrimitiveType.LineList;
    }
Exemple #21
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 /// <summary>Initializes a new outlined string</summary>
 /// <param name="font">Font from which the vertices will be taken</param>
 /// <param name="text">String of which to build a mesh</param>
 internal OutlinedText(VectorFont font, string text)
 {
     resizeVertexAndIndexArrays(font, text);
     buildStringOutline(font, text);
 }