Esempio n. 1
0
        private PointF[] CalculateFaceTextureCoordinates(TmxTile tmxTile, bool flipDiagonal, bool flipHorizontal, bool flipVertical)
        {
            Point imageLocation = tmxTile.LocationOnSource;
            Size  tileSize      = tmxTile.TileSize;
            Size  imageSize     = tmxTile.TmxImage.Size;

            PointF[] points = new PointF[4];
            points[0] = imageLocation;
            points[1] = PointF.Add(imageLocation, new Size(tileSize.Width, 0));
            points[2] = PointF.Add(imageLocation, tileSize);
            points[3] = PointF.Add(imageLocation, new Size(0, tileSize.Height));

            PointF center = new PointF(tileSize.Width * 0.5f, tileSize.Height * 0.5f);

            center.X += imageLocation.X;
            center.Y += imageLocation.Y;
            TmxMath.TransformPoints_DiagFirst(points, center, flipDiagonal, flipHorizontal, flipVertical);
            //TmxMath.TransformPoints(points, center, flipDiagonal, flipHorizontal, flipVertical);

            PointF[] coordinates = new PointF[4];
            coordinates[3] = PointToTextureCoordinate(points[0], imageSize);
            coordinates[2] = PointToTextureCoordinate(points[1], imageSize);
            coordinates[1] = PointToTextureCoordinate(points[2], imageSize);
            coordinates[0] = PointToTextureCoordinate(points[3], imageSize);

            // Apply a small bias to the "inner" edges of the texels
            // This keeps us from seeing seams
            //const float bias = 1.0f / 8192.0f;
            //const float bias = 1.0f / 4096.0f;
            //const float bias = 1.0f / 2048.0f;
            if (Program.TexelBias > 0)
            {
                float bias = 1.0f / Program.TexelBias;

                PointF[] multiply = new PointF[4];
                multiply[0] = new PointF(1, 1);
                multiply[1] = new PointF(-1, 1);
                multiply[2] = new PointF(-1, -1);
                multiply[3] = new PointF(1, -1);

                // This nudge has to be transformed too
                TmxMath.TransformPoints_DiagFirst(multiply, Point.Empty, flipDiagonal, flipHorizontal, flipVertical);

                coordinates[0] = TmxMath.AddPoints(coordinates[0], TmxMath.ScalePoints(multiply[0], bias));
                coordinates[1] = TmxMath.AddPoints(coordinates[1], TmxMath.ScalePoints(multiply[1], bias));
                coordinates[2] = TmxMath.AddPoints(coordinates[2], TmxMath.ScalePoints(multiply[2], bias));
                coordinates[3] = TmxMath.AddPoints(coordinates[3], TmxMath.ScalePoints(multiply[3], bias));
            }

            return(coordinates);
        }