Exemple #1
0
        public override void Update(float time)
        {
            float angle = (float) Math.PI * time; // 180 degrees
            var mz = (float) Math.Sin(angle);
            angle = angle / 2.0f; // x calculates degrees from 0 to 90
            var mx = (float) Math.Cos(angle);

            CCVertex3F v0, v1, v;
            var diff = new CCVertex3F();

            v0 = OriginalVertex(new CCGridSize(1, 1));
            v1 = OriginalVertex(new CCGridSize(0, 0));

            float x0 = v0.X;
            float x1 = v1.X;
            float x;
            CCGridSize a, b, c, d;

            if (x0 > x1)
            {
                // Normal Grid
                a = new CCGridSize(0, 0);
                b = new CCGridSize(0, 1);
                c = new CCGridSize(1, 0);
                d = new CCGridSize(1, 1);
                x = x0;
            }
            else
            {
                // Reversed Grid
                c = new CCGridSize(0, 0);
                d = new CCGridSize(0, 1);
                a = new CCGridSize(1, 0);
                b = new CCGridSize(1, 1);
                x = x1;
            }

            diff.X = (x - x * mx);
            diff.Z = Math.Abs((float) Math.Floor((x * mz) / 4.0f));

            // bottom-left
            v = OriginalVertex(a);
            v.X = diff.X;
            v.Z += diff.Z;
            SetVertex(a, ref v);

            // upper-left
            v = OriginalVertex(b);
            v.X = diff.X;
            v.Z += diff.Z;
            SetVertex(b, ref v);

            // bottom-right
            v = OriginalVertex(c);
            v.X -= diff.X;
            v.Z -= diff.Z;
            SetVertex(c, ref v);

            // upper-right
            v = OriginalVertex(d);
            v.X -= diff.X;
            v.Z -= diff.Z;
            SetVertex(d, ref v);
        }
Exemple #2
0
 public static CCVertex3F Vertex3(float x, float y, float z)
 {
     CCVertex3F c = new CCVertex3F(x, y, z);
     return c;
 }
Exemple #3
0
        public override void Update(float time)
        {
            float angle = (float) Math.PI * time; // 180 degrees
            var mz = (float) Math.Sin(angle);
            angle = angle / 2.0f; // x calculates degrees from 0 to 90
            var my = (float) Math.Cos(angle);

            CCVertex3F v0, v1, v;
            var diff = new CCVertex3F();

            v0 = OriginalVertex(new CCGridSize(1, 1));
            v1 = OriginalVertex(new CCGridSize(0, 0));

            float y0 = v0.Y;
            float y1 = v1.Y;
            float y;
            CCGridSize a, b, c, d;

            if (y0 > y1)
            {
                // Normal Grid
                a = new CCGridSize(0, 0);
                b = new CCGridSize(0, 1);
                c = new CCGridSize(1, 0);
                d = new CCGridSize(1, 1);
                y = y0;
            }
            else
            {
                // Reversed Grid
                b = new CCGridSize(0, 0);
                a = new CCGridSize(0, 1);
                d = new CCGridSize(1, 0);
                c = new CCGridSize(1, 1);
                y = y1;
            }

            diff.Y = y - y * my;
            diff.Z = Math.Abs((float) Math.Floor((y * mz) / 4.0f));

            // bottom-left
            v = OriginalVertex(a);
            v.Y = diff.Y;
            v.Z += diff.Z;
            SetVertex(a, ref v);

            // upper-left
            v = OriginalVertex(b);
            v.Y -= diff.Y;
            v.Z -= diff.Z;
            SetVertex(b, ref v);

            // bottom-right
            v = OriginalVertex(c);
            v.Y = diff.Y;
            v.Z += diff.Z;
            SetVertex(c, ref v);

            // upper-right
            v = OriginalVertex(d);
            v.Y -= diff.Y;
            v.Z -= diff.Z;
            SetVertex(d, ref v);
        }
Exemple #4
0
        public static CCVertex3F Vertex3(float x, float y, float z)
        {
            CCVertex3F c = new CCVertex3F(x, y, z);

            return(c);
        }
        protected CCVertex3F VertexFromAlphaPoint(CCPoint alpha)
        {
            var ret = new CCVertex3F(0.0f, 0.0f, 0.0f);

            if (m_pSprite == null)
            {
                return ret;
            }

            CCV3F_C4B_T2F_Quad quad = m_pSprite.Quad;

            var min = new CCPoint(quad.BottomLeft.Vertices.X, quad.BottomLeft.Vertices.Y);
            var max = new CCPoint(quad.TopRight.Vertices.X, quad.TopRight.Vertices.Y);

            ret.X = min.X * (1f - alpha.X) + max.X * alpha.X;
            ret.Y = min.Y * (1f - alpha.Y) + max.Y * alpha.Y;

            return ret;
        }
Exemple #6
0
 /// <summary>
 /// sets a new vertex at a given position
 /// </summary>
 public void SetVertex(CCGridSize pos, ref CCVertex3F vertex)
 {
     m_pVertices[pos.X * (m_sGridSize.Y + 1) + pos.Y].vertices = vertex;
     m_bDirty = true;
 }
Exemple #7
0
        public override void CalculateVertexPoints()
        {
            float width = m_pTexture.PixelsWide;
            float height = m_pTexture.PixelsHigh;
            float imageH = m_pTexture.ContentSizeInPixels.Height;

            int numOfPoints = (m_sGridSize.X + 1) * (m_sGridSize.Y + 1);

            m_pVertices = new ccV3F_T2F[numOfPoints];
            m_pOriginalVertices = new CCVertex3F[numOfPoints];
            //m_pTexCoordinates = new CCPoint[numOfPoints];
            m_pIndices = new ushort[m_sGridSize.X * m_sGridSize.Y * 6];

            ccV3F_T2F[] vertArray = m_pVertices;
            //var texArray = m_pTexCoordinates;
            ushort[] idxArray = m_pIndices;

            var l1 = new int[4];
            var l2 = new CCVertex3F[4];
            var tex1 = new int[4];
            var tex2 = new CCPoint[4];

            //int idx = -1;
            for (int x = 0; x < m_sGridSize.X; ++x)
            {
                for (int y = 0; y < m_sGridSize.Y; ++y)
                {
                    float x1 = x * m_obStep.X;
                    float x2 = x1 + m_obStep.X;
                    float y1 = y * m_obStep.Y;
                    float y2 = y1 + m_obStep.Y;

                    var a = (short) (x * (m_sGridSize.Y + 1) + y);
                    var b = (short) ((x + 1) * (m_sGridSize.Y + 1) + y);
                    var c = (short) ((x + 1) * (m_sGridSize.Y + 1) + (y + 1));
                    var d = (short) (x * (m_sGridSize.Y + 1) + (y + 1));

                    int idx = ((y * m_sGridSize.X) + x) * 6;

                    idxArray[idx + 0] = (ushort) a;
                    idxArray[idx + 1] = (ushort) b;
                    idxArray[idx + 2] = (ushort) d;
                    idxArray[idx + 3] = (ushort) b;
                    idxArray[idx + 4] = (ushort) c;
                    idxArray[idx + 5] = (ushort) d;

                    //var tempidx = new short[6] {a, d, b, b, d, c};
                    //Array.Copy(tempidx, 0, idxArray, 6 * idx, tempidx.Length);

                    l1[0] = a;
                    l1[1] = b;
                    l1[2] = c;
                    l1[3] = d;

                    //var e = new Vector3(x1, y1, 0);
                    //var f = new Vector3(x2, y1, 0);
                    //var g = new Vector3(x2, y2, 0);
                    //var h = new Vector3(x1, y2, 0);

                    l2[0] = new CCVertex3F(x1, y1, 0);
                    l2[1] = new CCVertex3F(x2, y1, 0);
                    l2[2] = new CCVertex3F(x2, y2, 0);
                    l2[3] = new CCVertex3F(x1, y2, 0);

                    tex1[0] = a;
                    tex1[1] = b;
                    tex1[2] = c;
                    tex1[3] = d;

                    tex2[0] = new CCPoint(x1, y1);
                    tex2[1] = new CCPoint(x2, y1);
                    tex2[2] = new CCPoint(x2, y2);
                    tex2[3] = new CCPoint(x1, y2);

                    for (int i = 0; i < 4; ++i)
                    {
                        vertArray[l1[i]].vertices = l2[i];

                        vertArray[tex1[i]].texCoords.U = tex2[i].X / width;

                        if (m_bIsTextureFlipped)
                        {
                            vertArray[tex1[i]].texCoords.V = tex2[i].Y / height;
                        }
                        else
                        {
                            vertArray[tex1[i]].texCoords.V = (imageH - tex2[i].Y) / height;
                        }
                    }
                }
            }

            int n = (m_sGridSize.X + 1) * (m_sGridSize.Y + 1);
            for (int i = 0; i < n; i++)
            {
                m_pOriginalVertices[i] = m_pVertices[i].vertices;
            }

            m_bDirty = true;
        }
 public void SetVertex(CCGridSize pos, ref CCVertex3F vertex)
 {
     m_pGrid.SetVertex(pos, ref vertex);
 }