Esempio n. 1
0
    private static void BuildTestColumnWithProperties(float x, float width, PathEnding ending, PathCorner corners, VectorUtils.TessellationOptions options)
    {
        var sprites = new List <Sprite>();

        var angles = new float[] {
            -Mathf.PI + Mathf.PI / 8,
            -Mathf.PI + Mathf.PI / 4,
            Mathf.PI - Mathf.PI / 4,
            Mathf.PI - Mathf.PI / 8
        };

        foreach (var angle in angles)
        {
            var path      = LinesWithAngle(angle, width);
            var pathProps = path.PathProps;
            pathProps.Head    = ending;
            pathProps.Tail    = ending;
            pathProps.Corners = corners;
            path.PathProps    = pathProps;

            var geoms = new List <VectorUtils.Geometry>();
            TessellatePath(path.Contours[0], path.PathProps, geoms, options);
            sprites.Add(SpriteFromGeometry(geoms));
        }

        var pos = new Vector2(x, 0.0f);

        foreach (var sprite in sprites)
        {
            var go = new GameObject("Path");
            go.transform.position = pos;
            var sr = go.AddComponent <SpriteRenderer>();
            sr.sprite = sprite;
            pos.y    += 0.25f;
        }
    }
        static void GenerateTip(BezierSegment segment, bool atStart, float t, PathEnding ending, float halfThickness, TessellationOptions tessellateOptions, List <Vector2> verts, List <UInt16> inds)
        {
            // The tip includes the vertices at the end itself
            Vector2 tan, nrm;
            var     pos        = VectorUtils.EvalFull(segment, t, out tan, out nrm);
            int     indexStart = verts.Count;

            switch (ending)
            {
            case PathEnding.Chop:
                if (atStart)
                {
                    verts.Add(pos + nrm * halfThickness);
                    verts.Add(pos - nrm * halfThickness);
                }
                else
                {
                    // Not much, path segments are always expected to be generated perpendicular to the path
                    // at the segment point location, so we don't have to do anything for the ending
                }
                break;

            case PathEnding.Square:
                if (atStart)
                {
                    verts.Add(pos + nrm * halfThickness - tan * halfThickness);
                    verts.Add(pos - nrm * halfThickness - tan * halfThickness);
                    verts.Add(pos + nrm * halfThickness);
                    verts.Add(pos - nrm * halfThickness);

                    inds.Add((UInt16)(indexStart + 0));
                    inds.Add((UInt16)(indexStart + 3));
                    inds.Add((UInt16)(indexStart + 1));
                    inds.Add((UInt16)(indexStart + 0));
                    inds.Add((UInt16)(indexStart + 2));
                    inds.Add((UInt16)(indexStart + 3));
                }
                else
                {
                    // Relying on the last two vertices, and just adding two of our own here
                    verts.Add(pos + nrm * halfThickness + tan * halfThickness);
                    verts.Add(pos - nrm * halfThickness + tan * halfThickness);

                    inds.Add((UInt16)(indexStart + 0 - 2));
                    inds.Add((UInt16)(indexStart + 3 - 2));
                    inds.Add((UInt16)(indexStart + 1 - 2));
                    inds.Add((UInt16)(indexStart + 0 - 2));
                    inds.Add((UInt16)(indexStart + 2 - 2));
                    inds.Add((UInt16)(indexStart + 3 - 2));
                }
                break;

            case PathEnding.Round:
                float arcSign     = atStart ? -1 : 1;
                int   arcSegments = CalculateArcSteps(halfThickness, 0, Mathf.PI, tessellateOptions);
                for (int i = 1; i < arcSegments; i++)
                {
                    float angle = Mathf.PI * (i / (float)arcSegments);
                    verts.Add(pos + Matrix2D.RotateLH(angle) * nrm * halfThickness * arcSign);
                }

                if (atStart)
                {
                    // Note how we maintain the last two vertices being setup for connection by the rest of the path vertices
                    int indexTipStart = verts.Count;
                    verts.Add(pos + nrm * halfThickness);
                    verts.Add(pos - nrm * halfThickness);

                    for (int i = 1; i < arcSegments; i++)
                    {
                        inds.Add((UInt16)(indexTipStart + 1));
                        inds.Add((UInt16)(indexStart + i - 1));
                        inds.Add((UInt16)(indexStart + i));
                    }
                }
                else
                {
                    inds.Add((UInt16)(indexStart - 1));
                    inds.Add((UInt16)(indexStart - 2));
                    inds.Add((UInt16)(indexStart + 0));
                    for (int i = 1; i < arcSegments - 1; i++)
                    {
                        inds.Add((UInt16)(indexStart - 1));
                        inds.Add((UInt16)(indexStart + i - 1));
                        inds.Add((UInt16)(indexStart + i));
                    }
                }
                break;

            default:
                System.Diagnostics.Debug.Assert(false);     // Joining has its own function
                break;
            }
        }