コード例 #1
0
ファイル: Axis.cs プロジェクト: benjaminchlee/IATK
 public void UpdateAttribute(DataAttribute attribute)
 {
     Attribute           = attribute;
     attributeLabel.text = Attribute.Name;
     UpdateTickLabels();
 }
コード例 #2
0
ファイル: GeoView.cs プロジェクト: benjaminchlee/IATK
        public int[] GenerateIndices()
        {
            dataAttributes.TryGetValue(IATKProperty.X, out DataAttribute xAttribute);
            dataAttributes.TryGetValue(IATKProperty.Y, out DataAttribute yAttribute);

            // Create our 2D list of points from x and y attributes
            int numPoints = xAttribute.Length;

            Vector2[] allPoints = new Vector2[numPoints];
            for (int i = 0; i < numPoints; i++)
            {
                allPoints[i].x = xAttribute.Data[i];
                allPoints[i].y = yAttribute.Data[i];
            }

            List <int> triangles = new List <int>();

            // Get the attribute that we're grouping by
            DataAttribute grouping = ExpressoParser.ParseExpression(VisualisationReference, VisualisationReference.Group);
            DataAttribute piecing  = ExpressoParser.ParseExpression(VisualisationReference, VisualisationReference.Piece);

            int dataIdx   = 0;
            int vertexIdx = 0;

            foreach (int group in grouping.ReverseLevels.Keys)
            {
                foreach (int piece in piecing.ReverseLevels.Keys)
                {
                    // Create a smaller list of points just for this group
                    List <Vector2> pointsList = new List <Vector2>();
                    for (int i = dataIdx; i < numPoints; i++)
                    {
                        if (grouping.Data[i] != group || piecing.Data[i] != piece)
                        {
                            dataIdx = i;
                            break;
                        }

                        pointsList.Add(allPoints[i]);
                    }

                    if (pointsList.Count == 0)
                    {
                        continue;
                    }

                    Vector2[]    points       = pointsList.ToArray();
                    Triangulator triangulator = new Triangulator(points);
                    int[]        tris         = triangulator.Triangulate();

                    bool isClockwise = UtilMath.IsPointListClockwise(points);

                    // Front vertices
                    for (int i = 0; i < tris.Length; i += 3)
                    {
                        triangles.Add(vertexIdx + tris[i]);
                        triangles.Add(vertexIdx + tris[i + 1]);
                        triangles.Add(vertexIdx + tris[i + 2]);
                    }

                    // Back vertices
                    for (int i = 0; i < tris.Length; i += 3)
                    {
                        triangles.Add(numPoints + vertexIdx + tris[i + 2]);
                        triangles.Add(numPoints + vertexIdx + tris[i + 1]);
                        triangles.Add(numPoints + vertexIdx + tris[i]);
                    }

                    for (int i = 0; i < points.Length; i++)
                    {
                        int n = (i + 1) % points.Length;
                        triangles.Add(vertexIdx + n);
                        triangles.Add(vertexIdx + i + numPoints);
                        triangles.Add(vertexIdx + i);
                        triangles.Add(vertexIdx + n);
                        triangles.Add(vertexIdx + i + numPoints);
                        triangles.Add(vertexIdx + n + numPoints);
                    }

                    vertexIdx += pointsList.Count;
                }
            }

            return(triangles.ToArray());
        }