コード例 #1
0
ファイル: MsdfGen3.cs プロジェクト: FeyoungL/Typography
        static void FlattenPoints(EdgeSegment segment, List <Vec2Info> points)
        {
            switch (segment.SegmentKind)
            {
            default: throw new NotSupportedException();

            case EdgeSegmentKind.LineSegment:
            {
                LinearSegment seg = (LinearSegment)segment;
                points.Add(new Vec2Info(segment, Vec2PointKind.Touch1, seg.P0));
            }
            break;

            case EdgeSegmentKind.QuadraticSegment:
            {
                QuadraticSegment seg = (QuadraticSegment)segment;
                points.Add(new Vec2Info(segment, Vec2PointKind.Touch1, seg.P0));
                points.Add(new Vec2Info(segment, Vec2PointKind.C2, seg.P1));
            }
            break;

            case EdgeSegmentKind.CubicSegment:
            {
                CubicSegment seg = (CubicSegment)segment;
                points.Add(new Vec2Info(segment, Vec2PointKind.Touch1, seg.P0));
                points.Add(new Vec2Info(segment, Vec2PointKind.C3, seg.P1));
                points.Add(new Vec2Info(segment, Vec2PointKind.C3, seg.P2));
            }
            break;
            }
        }
コード例 #2
0
 public override void splitInThirds(out EdgeSegment part1, out EdgeSegment part2, out EdgeSegment part3)
 {
     part1 = new LinearSegment(p[0], point(1 / 3.0), this.color);
     part2 = new LinearSegment(point(1 / 3.0), point(2 / 3.0), this.color);
     part3 = new LinearSegment(point(2 / 3.0), p[1], this.color);
 }
コード例 #3
0
 public override void SplitInThirds(out EdgeSegment part1, out EdgeSegment part2, out EdgeSegment part3)
 {
     part1 = new LinearSegment(_p[0], Point(1.0 / 3.0), Color);
     part2 = new LinearSegment(Point(1.0 / 3.0), Point(2.0 / 3.0), Color);
     part3 = new LinearSegment(Point(2.0 / 3.0), _p[1], Color);
 }
コード例 #4
0
ファイル: MsdfGen3.cs プロジェクト: FeyoungL/Typography
        static Shape CreateShape(VertexStore vxs, out EdgeBmpLut bmpLut)
        {
            List <EdgeSegment> flattenEdges = new List <EdgeSegment>();
            Shape shape = new Shape(); //start with blank shape

            int       i = 0;
            double    x, y;
            VertexCmd cmd;
            Contour   cnt           = null;
            double    latestMoveToX = 0;
            double    latestMoveToY = 0;
            double    latestX       = 0;
            double    latestY       = 0;

            List <ContourCorner> corners              = new List <ContourCorner>();
            List <int>           edgeOfNextContours   = new List <int>();
            List <int>           cornerOfNextContours = new List <int>();

            while ((cmd = vxs.GetVertex(i, out x, out y)) != VertexCmd.NoMore)
            {
                switch (cmd)
                {
                case VertexCmd.Close:
                {
                    //close current cnt

                    if ((latestMoveToX != latestX) ||
                        (latestMoveToY != latestY))
                    {
                        //add line to close the shape
                        if (cnt != null)
                        {
                            flattenEdges.Add(cnt.AddLine(latestX, latestY, latestMoveToX, latestMoveToY));
                        }
                    }
                    if (cnt != null)
                    {
                        //***
                        CreateCorners(cnt, corners);
                        edgeOfNextContours.Add(flattenEdges.Count);
                        cornerOfNextContours.Add(corners.Count);
                        shape.contours.Add(cnt);
                        //***
                        cnt = null;
                    }
                }
                break;

                case VertexCmd.C3:
                {
                    //C3 curve (Quadratic)
                    if (cnt == null)
                    {
                        cnt = new Contour();
                    }
                    VertexCmd cmd1 = vxs.GetVertex(i + 1, out double x1, out double y1);
                    i++;
                    if (cmd1 != VertexCmd.LineTo)
                    {
                        throw new NotSupportedException();
                    }

                    //in this version,
                    //we convert Quadratic to Cubic (https://stackoverflow.com/questions/9485788/convert-quadratic-curve-to-cubic-curve)

                    //Control1X = StartX + ((2f/3) * (ControlX - StartX))
                    //Control2X = EndX + ((2f/3) * (ControlX - EndX))


                    //flattenEdges.Add(cnt.AddCubicSegment(
                    //    latestX, latestY,
                    //    ((2f / 3) * (x - latestX)) + latestX, ((2f / 3) * (y - latestY)) + latestY,
                    //    ((2f / 3) * (x - x1)) + x1, ((2f / 3) * (y - y1)) + y1,
                    //    x1, y1));

                    flattenEdges.Add(cnt.AddQuadraticSegment(latestX, latestY, x, y, x1, y1));

                    latestX = x1;
                    latestY = y1;
                }
                break;

                case VertexCmd.C4:
                {
                    //C4 curve (Cubic)
                    if (cnt == null)
                    {
                        cnt = new Contour();
                    }

                    VertexCmd cmd1 = vxs.GetVertex(i + 1, out double x2, out double y2);
                    VertexCmd cmd2 = vxs.GetVertex(i + 2, out double x3, out double y3);
                    i += 2;

                    if (cmd1 != VertexCmd.C4 || cmd2 != VertexCmd.LineTo)
                    {
                        throw new NotSupportedException();
                    }

                    flattenEdges.Add(cnt.AddCubicSegment(latestX, latestY, x, y, x2, y2, x3, y3));

                    latestX = x3;
                    latestY = y3;
                }
                break;

                case VertexCmd.LineTo:
                {
                    if (cnt == null)
                    {
                        cnt = new Contour();
                    }
                    LinearSegment lineseg = cnt.AddLine(latestX, latestY, x, y);
                    flattenEdges.Add(lineseg);

                    latestX = x;
                    latestY = y;
                }
                break;

                case VertexCmd.MoveTo:
                {
                    latestX = latestMoveToX = x;
                    latestY = latestMoveToY = y;
                    if (cnt != null)
                    {
                        shape.contours.Add(cnt);
                        cnt = null;
                    }
                }
                break;
                }
                i++;
            }

            if (cnt != null)
            {
                shape.contours.Add(cnt);
                CreateCorners(cnt, corners);
                edgeOfNextContours.Add(flattenEdges.Count);
                cornerOfNextContours.Add(corners.Count);
                cnt = null;
            }

            GroupingOverlapContours(shape);

            //from a given shape we create a corner-arm for each corner
            bmpLut = new EdgeBmpLut(corners, flattenEdges, edgeOfNextContours, cornerOfNextContours);

            return(shape);
        }