public List <IData3DCollection> AddGalMapRegionsToDataset(GalacticMapping galmap, bool colourregions, int gmosel) { var polydataset = new PolygonCollection("regpolys", Color.White, 1f, OpenTK.Graphics.OpenGL.PrimitiveType.Triangles); // ORDER AND NUMBER v.Important var outlinedataset = new PolygonCollection("reglines", Color.White, 1f, OpenTK.Graphics.OpenGL.PrimitiveType.LineLoop); // DrawStars picks them out in a particular order var datasetbks = Data3DCollection <TexturedQuadData> .Create("regtext", Color.White, 1f); if (galmap != null && galmap.Loaded) { long gmotarget = TargetClass.GetTargetGMO(); int cindex = 0; foreach (GalacticMapObject gmo in galmap.GalacticMapObjects) { bool enabled = (gmosel & (1 << gmo.GalMapType.Index)) != 0; // if selected if (enabled && gmo.GalMapType.Group == GalMapType.GroupType.Regions) { string name = gmo.Name; Color[] array = new Color[] { Color.Red, Color.Green, Color.Blue, Color.Brown, Color.Crimson, Color.Coral, Color.Aqua, Color.Yellow, Color.Violet, Color.Sienna, Color.Silver, Color.Salmon, Color.Pink, Color.AntiqueWhite, Color.Beige, Color.DarkCyan, Color.DarkGray, Color.ForestGreen, Color.LightSkyBlue, Color.Lime, Color.Maroon, Color.Olive, Color.SteelBlue }; Color c = array[cindex++ % array.Length]; List <Vector2> polygonxz = new List <Vector2>(); // needs it in x/z and in vector2's foreach (var pd in gmo.Points) { polygonxz.Add(new Vector2((float)pd.X, (float)pd.Z)); // can be concave and wound the wrong way.. } Vector2 size, avg; Vector2 centre = PolygonTriangulator.Centre(polygonxz, out size, out avg); // default geographic centre (min x/z + max x/z/2) used in case poly triangulate fails (unlikely) List <List <Vector2> > polys = PolygonTriangulator.Triangulate(polygonxz, false); // cut into convex polygons first - because we want the biggest possible area for naming purposes //Console.WriteLine("Region {0} decomposed to {1} ", name, polys.Count); Vector2 bestpos = centre; Vector2 bestsize = new Vector2(250, 250 / 5); if (polys.Count > 0) // just in case.. { centre = PolygonTriangulator.Centroids(polys); // weighted mean of the centroids //Bitmap map3 = DrawString(String.Format("O{0}", cindex - 1), Color.White, gmostarfont); TexturedQuadData ntext3 = TexturedQuadData.FromBitmap(map3, new PointData(centre.X, 0, centre.Y), TexturedQuadData.NoRotation, 2000, 500); datasetbks.Add(ntext3); float mindist = float.MaxValue; foreach (List <Vector2> points in polys) // now for every poly { if (colourregions) { Color regcol = Color.FromArgb(64, c.R, c.G, c.B); if (points.Count == 3) // already a triangle.. { polydataset.Add(new Polygon(points, 1, regcol)); //outlinedataset.Add(new Polygon(points, 1, Color.FromArgb(255, 255, 255, 0))); //DEBUG } else { List <List <Vector2> > polytri = PolygonTriangulator.Triangulate(points, true); // cut into triangles not polygons foreach (List <Vector2> pt in polytri) { polydataset.Add(new Polygon(pt, 1, regcol)); // outlinedataset.Add(new Polygon(pt, 1, Color.FromArgb(255, 255, 255, 0))); // DEBUG } } } //float area; Vector2 polycentrepos = PolygonTriangulator.Centroid(points,out area); Bitmap map2 = DrawString(String.Format("X") , Color.White, gmostarfont); TexturedQuadData ntext2 = TexturedQuadData.FromBitmap(map2, new PointData(polycentrepos.X, 0, polycentrepos.Y), TexturedQuadData.NoRotation, 1000, 200); datasetbks.Add(ntext2); PolygonTriangulator.FitInsideConvexPoly(points, centre, new Vector2(3000, 3000 / 5), new Vector2(200, 200), ref mindist, ref bestpos, ref bestsize, bestsize.X / 2); } } Bitmap map = DrawString(gmo.Name, Color.White, gmostarfont); PointData bitmappos = new PointData(bestpos.X, 0, bestpos.Y); TexturedQuadData ntext = TexturedQuadData.FromBitmap(map, bitmappos, TexturedQuadData.NoRotation, bestsize.X, bestsize.Y); datasetbks.Add(ntext); outlinedataset.Add(new Polygon(polygonxz, 1, Color.FromArgb(255, 128, 128, 128))); } } } _datasets.Add(polydataset); _datasets.Add(outlinedataset); _datasets.Add(datasetbks); return(_datasets); }
public static TexturedQuadData FromBaseTexture(TexturedQuadData basetex, PointData centre, Vector3 rotationdeg, float width, float height, float hoffset = 0, float voffset = 0) { return(FromBaseTexture(basetex, centre.Pos, rotationdeg, width, height, hoffset, voffset)); }
public void UpdateVertices(PointData centre, Vector3 rotationdeg, float width, float height, float hoffset = 0, float voffset = 0) { Vector3[] vertices = GetVertices(centre.Pos, rotationdeg, width, height, hoffset, voffset); UpdateVertices(vertices); }
// whole versions public static TexturedQuadData FromBitmap(Bitmap bmp, PointData centre, Vector3 rotationdeg, float width, float height, float hoffset = 0, float voffset = 0) { return(FromBitmap(bmp, centre.Pos, rotationdeg, width, height, hoffset, voffset)); }