Esempio n. 1
0
        protected void TriangleContext(Pointdata a, Pointdata b, Pointdata c)
        {
            //clear history
            if (Vertices != null)
            {
                Vertices.Dispose();
                Layout.Dispose();
                Vertexbuffer.Dispose();
            }
            Vertices = new DataStream(12 * 3, true, true);
            Vertices.Write(new Vector3(a.x, a.y, a.z));
            Vertices.Write(new Vector3(b.x, b.y, b.z));
            Vertices.Write(new Vector3(c.x, c.y, c.z));
            Vertices.Position = 0;
            // create the vertex layout and buffer
            var elements = new[] { new InputElement("POSITION", 0, Format.R32G32B32_Float, 0) };

            Layout       = new InputLayout(_device, InputSignature, elements);
            Vertexbuffer = new Buffer(_device, Vertices, 12 * 3, ResourceUsage.Default, BindFlags.VertexBuffer,
                                      CpuAccessFlags.None, ResourceOptionFlags.None, 0);

            // configure the Input Assembler portion of the pipeline with the vertex data
            Devicecontext.InputAssembler.InputLayout       = Layout;
            Devicecontext.InputAssembler.PrimitiveTopology = PrimitiveTopology.TriangleList;
            Devicecontext.InputAssembler.SetVertexBuffers(0, new VertexBufferBinding(Vertexbuffer, 12, 0));

            // set the shaders
            Devicecontext.VertexShader.Set(Vertexshader);
            Devicecontext.PixelShader.Set(Pixelshader);
            // draw the triangle
            Devicecontext.Draw(3, 0);
        }
Esempio n. 2
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        public static List <Pointdata> GetCircle(Pointdata p, Strokedata s, int precise)
        {
            List <Pointdata> pointlist = new List <Pointdata>();

            for (float i = 0; i < precise * 2; i++)
            {
                pointlist.Add(new Pointdata(GetRelateX((float)(GetRealX(p) + s.Line * (1f) * Math.Cos(Math.PI * i / precise))),
                                            GetRelateY((float)(GetRealY(p) + s.Line * (1f) * Math.Sin(Math.PI * i / precise)))));
            }
            return(pointlist);
        }
Esempio n. 3
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        protected void Createvertex(Strokedata stroke)
        {
            Pointdata a = null, b = null, c = null, d = null;

            // create test vertex data, making sure to rewind the stream afterward
            lock (stroke.Plist)
            {
                int count             = 0;
                int precise           = 5;
                List <Pointdata> list = CloneTool.Clone(stroke.Plist);
                Pointdata        last = list[0];
                for (int j = 0; j < list.Count; j++)
                {
                    Pointdata p = list[j];
                    if (j >= stroke.Index)
                    {
                        List <Pointdata> pointCircle = MathTool.GetCircle(p, stroke, precise);
                        for (int i = 0; i < precise * 2; i++)
                        {
                            TriangleContext(p, pointCircle[(i + 1) % (precise * 2)], pointCircle[i]);
                        }
                        if (count > 0)
                        {
                            if (last.y.Equals(p.y))
                            {
                                a = new Pointdata(last.x, MathTool.GetRelateY(MathTool.GetRealY(last) + stroke.Line * (1f)));
                                b = new Pointdata(last.x, MathTool.GetRelateY(MathTool.GetRealY(last) - stroke.Line * (1f)));
                                c = new Pointdata(p.x, MathTool.GetRelateY(MathTool.GetRealY(p) + stroke.Line * (1f)));
                                d = new Pointdata(p.x, MathTool.GetRelateY(MathTool.GetRealY(p) - stroke.Line * (1f)));
                            }
                            else
                            {
                                a = MathTool.GetpointA(last, p, stroke.Line);
                                b = MathTool.GetpointB(last, p, stroke.Line);
                                c = MathTool.GetpointC(last, p, stroke.Line);
                                d = MathTool.GetpointD(last, p, stroke.Line);
                            }
                        }
                        count++;
                        if (a != null)
                        {
                            TriangleContext(a, c, b);
                            TriangleContext(a, b, c);

                            TriangleContext(c, d, b);
                            TriangleContext(c, b, d);
                        }

                        last         = p;
                        stroke.Index = j;
                    }
                }
            }
        }
Esempio n. 4
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        public static Pointdata GetpointD(Pointdata last, Pointdata p, int line)
        {
            float rotate1cos = (GetRealX(p) - GetRealX(last)) / (float)Math.Sqrt(Math.Pow(GetRealX(p) - GetRealX(last), 2) + Math.Pow(GetRealY(p) - GetRealY(last), 2));
            float rotate1sin = (GetRealY(last) - GetRealY(p)) / (float)Math.Sqrt(Math.Pow(GetRealX(p) - GetRealX(last), 2) + Math.Pow(GetRealY(p) - GetRealY(last), 2));
            float rotate2cos = rotate1cos;
            float rotate2sin = -rotate1sin;
            float NewcenX = GetRealX(p) * rotate1cos - GetRealY(p) * rotate1sin;
            float NewcenY = GetRealX(p) * rotate1sin + GetRealY(p) * rotate1cos;
            float A1x = NewcenX * rotate2cos - (NewcenY + line * (1f)) * rotate2sin;
            float A2x = NewcenX * rotate2cos - (NewcenY - line * (1f)) * rotate2sin;
            float Ax, Ay;

            if (A1x < A2x)
            {
                Ax = A2x;
                Ay = NewcenX * rotate2sin + (NewcenY - line * (1f)) * rotate2cos;
            }
            else
            {
                Ax = A1x;
                Ay = NewcenX * rotate2sin + (NewcenY + line * (1f)) * rotate2cos;
            }
            return(new Pointdata(GetRelateX(Ax), GetRelateY(Ay)));
        }
Esempio n. 5
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        public static bool ClockWise(Pointdata a, Pointdata b, Pointdata c)
        {
            float[] x = { GetRealX(a), GetRealX(b), GetRealX(c) };
            float[] y = { GetRealY(a), GetRealY(b), GetRealY(c) };
            if (!x[0].Equals(x[1]) && !x[0].Equals(x[2]))
            {
                if (x[0] < x[1] && x[1] < x[2])
                {
                    return(true);
                }
                if (x[0] < x[1] && x[2] < x[0])
                {
                    return(true);
                }
                if (x[0] > x[2] && x[2] > x[1])
                {
                    return(true);
                }
            }
            else
            {
                if (!y[0].Equals(y[1]) && !y[1].Equals(y[2]))
                {
                    if (y[0] < y[1] && y[1] < y[2])
                    {
                        return(true);
                    }
                    if (y[0] < y[1] && y[2] < y[0])
                    {
                        return(true);
                    }
                    if (y[0] > y[2] && y[2] > y[1])
                    {
                        return(true);
                    }
                }
                else
                {
                    if (y[0].Equals(y[1]))
                    {
                        if (x[0] > x[1] && x[2] < y[0])
                        {
                            return(true);
                        }
                        if (x[0] < x[1] && x[2] > y[0])
                        {
                            return(true);
                        }
                    }

                    if (y[0].Equals(y[2]))
                    {
                        if (x[0] > x[2] && x[1] > y[0])
                        {
                            return(true);
                        }
                        if (x[0] < x[2] && x[1] < y[0])
                        {
                            return(true);
                        }
                    }
                }
            }

            return(false);
        }
Esempio n. 6
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 public static float GetRealY(Pointdata p)
 {
     return(Canvainfo.height * p.y / 2);
 }
Esempio n. 7
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 public static float GetRealX(Pointdata p)
 {
     return(Canvainfo.width * p.x / 2);
 }