Exemple #1
0
        /// <summary>
        /// Constructor.
        /// </summary>
        /// <param name="shape">The parent shape. If not null, it will automatically add the created loop
        /// to the shape.
        /// </param>
        /// <param name="initialInfo">Information on initial nodes to create.</param>
        public BLoop(BShape shape, params BNode.BezierInfo [] initialInfo)
        {
            if (shape != null)
            {
                shape.AddLoop(this);
            }

            foreach (BNode.BezierInfo bi in initialInfo)
            {
                BNode bn = new BNode(this, bi);
                bn.FlagDirty();
                nodes.Add(bn);
            }

            if (initialInfo.Length == 0)
            {
            }   // Do nothing
            else if (initialInfo.Length == 1)
            {
            }   // Also do nothing
            if (initialInfo.Length == 2)
            {
                this.nodes[0].next = this.nodes[1];
                this.nodes[1].prev = this.nodes[0];
            }
            else
            {
                int lastIdx = this.nodes.Count - 1;

                for (int i = 0; i < lastIdx; ++i)
                {
                    BNode bnprv = this.nodes[i];
                    BNode bnnxt = this.nodes[i + 1];

                    bnprv.next = bnnxt;
                    bnnxt.prev = bnprv;
                }

                // Close the shape.
                if (this.nodes.Count > 0)
                {
                    BNode bnfirst = this.nodes[0];
                    BNode bnlast  = this.nodes[lastIdx];
                    bnfirst.prev = bnlast;
                    bnlast.next  = bnfirst;
                }
            }

#if DEVELOPMENT_BUILD || UNITY_EDITOR
            this.debugCounter = Utils.RegisterCounter();
#endif
        }
Exemple #2
0
        /// <summary>
        /// Line loop constructor.
        ///
        /// Creates a shape constructed of straight lines, defined by an ordered array
        /// of 2D points.
        /// </summary>
        /// <param name="shape">The parent shape.</param>
        /// <param name="closed">
        /// If true, the shape is created as a closed path..
        /// Else if false, the shape is created as an open path</param>
        /// <param name="linePoints">The ordered list of points used to define the initial path.</param>
        public BLoop(BShape shape, bool closed, params Vector2 [] linePoints)
        {
            // Arguably, we could have made the style of creation between this and the
            // "params BNode.BezierInfo []" constructor the same style of either
            // storing in an array and connecting afterwards (the other) or making
            // connections as we go and storing the last (this one).
            if (shape != null)
            {
                shape.AddLoop(this);
            }

            if (linePoints.Length == 0)
            {
            }
            else if (linePoints.Length == 1)
            {
                BNode bn = new BNode(this, linePoints[0]);
                this.nodes.Add(bn);
            }
            else if (linePoints.Length == 2)
            {
                BNode bnA = new BNode(this, linePoints[0]);
                this.nodes.Add(bnA);

                BNode bnB = new BNode(this, linePoints[1]);
                this.nodes.Add(bnB);

                bnA.next = bnB;
                bnB.prev = bnA;
            }
            else
            {
                BNode first = null;
                BNode prev  = null;

                foreach (Vector2 v2 in linePoints)
                {
                    BNode bn = new BNode(this, v2);
                    this.nodes.Add(bn);

                    if (prev == null)
                    {
                        first = bn;
                    }
                    else
                    {
                        prev.next = bn;
                        bn.prev   = prev;
                    }
                    prev = bn;
                }

                if (closed == true)
                {
                    // At this point, prev will point to the last item.
                    first.prev = prev;
                    prev.next  = first;
                }
            }

#if DEVELOPMENT_BUILD || UNITY_EDITOR
            this.debugCounter = Utils.RegisterCounter();
#endif
        }