예제 #1
0
        protected void PrepareVerticesSmooth(ref VertexC1P3T4A1[] vertices, IDrawDevice device, float curAnimFrameFade, ColorRgba mainClr, Rect uvRect, Rect uvRectNext)
        {
            Vector3 pos = this.gameobj.Transform.Pos;

            Vector2 xDot, yDot;

            MathF.GetTransformDotVec(this.gameobj.Transform.Angle, this.gameobj.Transform.Scale, out xDot, out yDot);

            Rect    rectTemp = rect.Transformed(gameobj.Transform.Scale, gameobj.Transform.Scale);
            Vector2 edge1    = rectTemp.TopLeft;
            Vector2 edge2    = rectTemp.BottomLeft;
            Vector2 edge3    = rectTemp.BottomRight;
            Vector2 edge4    = rectTemp.TopRight;

            MathF.TransformDotVec(ref edge1, ref xDot, ref yDot);
            MathF.TransformDotVec(ref edge2, ref xDot, ref yDot);
            MathF.TransformDotVec(ref edge3, ref xDot, ref yDot);
            MathF.TransformDotVec(ref edge4, ref xDot, ref yDot);

            float left       = uvRect.X;
            float right      = uvRect.RightX;
            float top        = uvRect.Y;
            float bottom     = uvRect.BottomY;
            float nextLeft   = uvRectNext.X;
            float nextRight  = uvRectNext.RightX;
            float nextTop    = uvRectNext.Y;
            float nextBottom = uvRectNext.BottomY;

            if ((flipMode & FlipMode.Horizontal) != FlipMode.None)
            {
                edge1.X = -edge1.X;
                edge2.X = -edge2.X;
                edge3.X = -edge3.X;
                edge4.X = -edge4.X;
            }
            if ((flipMode & FlipMode.Vertical) != FlipMode.None)
            {
                edge1.Y = -edge1.Y;
                edge2.Y = -edge2.Y;
                edge3.Y = -edge3.Y;
                edge4.Y = -edge4.Y;
            }

            if (vertices == null /*|| vertices.Length != 4*/)
            {
                vertices = new VertexC1P3T4A1[4];
            }

            vertices[0].Pos.X      = pos.X + edge1.X;
            vertices[0].Pos.Y      = pos.Y + edge1.Y;
            vertices[0].Pos.Z      = pos.Z + VertexZOffset;
            vertices[0].TexCoord.X = left;
            vertices[0].TexCoord.Y = top;
            vertices[0].TexCoord.Z = nextLeft;
            vertices[0].TexCoord.W = nextTop;
            vertices[0].Color      = mainClr;
            vertices[0].Attrib     = curAnimFrameFade;

            vertices[1].Pos.X      = pos.X + edge2.X;
            vertices[1].Pos.Y      = pos.Y + edge2.Y;
            vertices[1].Pos.Z      = pos.Z + VertexZOffset;
            vertices[1].TexCoord.X = left;
            vertices[1].TexCoord.Y = bottom;
            vertices[1].TexCoord.Z = nextLeft;
            vertices[1].TexCoord.W = nextBottom;
            vertices[1].Color      = mainClr;
            vertices[1].Attrib     = curAnimFrameFade;

            vertices[2].Pos.X      = pos.X + edge3.X;
            vertices[2].Pos.Y      = pos.Y + edge3.Y;
            vertices[2].Pos.Z      = pos.Z + VertexZOffset;
            vertices[2].TexCoord.X = right;
            vertices[2].TexCoord.Y = bottom;
            vertices[2].TexCoord.Z = nextRight;
            vertices[2].TexCoord.W = nextBottom;
            vertices[2].Color      = mainClr;
            vertices[2].Attrib     = curAnimFrameFade;

            vertices[3].Pos.X      = pos.X + edge4.X;
            vertices[3].Pos.Y      = pos.Y + edge4.Y;
            vertices[3].Pos.Z      = pos.Z + VertexZOffset;
            vertices[3].TexCoord.X = right;
            vertices[3].TexCoord.Y = top;
            vertices[3].TexCoord.Z = nextRight;
            vertices[3].TexCoord.W = nextTop;
            vertices[3].Color      = mainClr;
            vertices[3].Attrib     = curAnimFrameFade;

            if (pixelGrid)
            {
                vertices[0].Pos.X = MathF.Round(vertices[0].Pos.X);
                vertices[1].Pos.X = MathF.Round(vertices[1].Pos.X);
                vertices[2].Pos.X = MathF.Round(vertices[2].Pos.X);
                vertices[3].Pos.X = MathF.Round(vertices[3].Pos.X);

                if (MathF.RoundToInt(device.TargetSize.X) != (MathF.RoundToInt(device.TargetSize.X) / 2) * 2)
                {
                    vertices[0].Pos.X += 0.5f;
                    vertices[1].Pos.X += 0.5f;
                    vertices[2].Pos.X += 0.5f;
                    vertices[3].Pos.X += 0.5f;
                }

                vertices[0].Pos.Y = MathF.Round(vertices[0].Pos.Y);
                vertices[1].Pos.Y = MathF.Round(vertices[1].Pos.Y);
                vertices[2].Pos.Y = MathF.Round(vertices[2].Pos.Y);
                vertices[3].Pos.Y = MathF.Round(vertices[3].Pos.Y);

                if (MathF.RoundToInt(device.TargetSize.Y) != (MathF.RoundToInt(device.TargetSize.Y) / 2) * 2)
                {
                    vertices[0].Pos.Y += 0.5f;
                    vertices[1].Pos.Y += 0.5f;
                    vertices[2].Pos.Y += 0.5f;
                    vertices[3].Pos.Y += 0.5f;
                }
            }
        }
예제 #2
0
        protected void PrepareVerticesSmooth(ref VertexC1P3T4A1[] vertices, IDrawDevice device, float curAnimFrameFade, ColorRgba mainClr, Rect uvRect, Rect uvRectNext)
        {
            Vector3 posTemp   = this.gameobj.Transform.Pos;
            float   scaleTemp = 1.0f;

            device.PreprocessCoords(ref posTemp, ref scaleTemp);

            Vector2 xDot, yDot;

            MathF.GetTransformDotVec(this.GameObj.Transform.Angle, scaleTemp, out xDot, out yDot);

            Rect    rectTemp = this.rect.Transform(this.gameobj.Transform.Scale, this.gameobj.Transform.Scale);
            Vector2 edge1    = rectTemp.TopLeft;
            Vector2 edge2    = rectTemp.BottomLeft;
            Vector2 edge3    = rectTemp.BottomRight;
            Vector2 edge4    = rectTemp.TopRight;

            MathF.TransformDotVec(ref edge1, ref xDot, ref yDot);
            MathF.TransformDotVec(ref edge2, ref xDot, ref yDot);
            MathF.TransformDotVec(ref edge3, ref xDot, ref yDot);
            MathF.TransformDotVec(ref edge4, ref xDot, ref yDot);

            if (vertices == null || vertices.Length != 4)
            {
                vertices = new VertexC1P3T4A1[4];
            }

            vertices[0].Pos.X      = posTemp.X + edge1.X;
            vertices[0].Pos.Y      = posTemp.Y + edge1.Y;
            vertices[0].Pos.Z      = posTemp.Z + this.VertexZOffset;
            vertices[0].TexCoord.X = uvRect.X;
            vertices[0].TexCoord.Y = uvRect.Y;
            vertices[0].TexCoord.Z = uvRectNext.X;
            vertices[0].TexCoord.W = uvRectNext.Y;
            vertices[0].Color      = mainClr;
            vertices[0].Attrib     = curAnimFrameFade;

            vertices[1].Pos.X      = posTemp.X + edge2.X;
            vertices[1].Pos.Y      = posTemp.Y + edge2.Y;
            vertices[1].Pos.Z      = posTemp.Z + this.VertexZOffset;
            vertices[1].TexCoord.X = uvRect.X;
            vertices[1].TexCoord.Y = uvRect.MaximumY;
            vertices[1].TexCoord.Z = uvRectNext.X;
            vertices[1].TexCoord.W = uvRectNext.MaximumY;
            vertices[1].Color      = mainClr;
            vertices[1].Attrib     = curAnimFrameFade;

            vertices[2].Pos.X      = posTemp.X + edge3.X;
            vertices[2].Pos.Y      = posTemp.Y + edge3.Y;
            vertices[2].Pos.Z      = posTemp.Z + this.VertexZOffset;
            vertices[2].TexCoord.X = uvRect.MaximumX;
            vertices[2].TexCoord.Y = uvRect.MaximumY;
            vertices[2].TexCoord.Z = uvRectNext.MaximumX;
            vertices[2].TexCoord.W = uvRectNext.MaximumY;
            vertices[2].Color      = mainClr;
            vertices[2].Attrib     = curAnimFrameFade;

            vertices[3].Pos.X      = posTemp.X + edge4.X;
            vertices[3].Pos.Y      = posTemp.Y + edge4.Y;
            vertices[3].Pos.Z      = posTemp.Z + this.VertexZOffset;
            vertices[3].TexCoord.X = uvRect.MaximumX;
            vertices[3].TexCoord.Y = uvRect.Y;
            vertices[3].TexCoord.Z = uvRectNext.MaximumX;
            vertices[3].TexCoord.W = uvRectNext.Y;
            vertices[3].Color      = mainClr;
            vertices[3].Attrib     = curAnimFrameFade;

            if (this.pixelGrid)
            {
                vertices[0].Pos.X = MathF.Round(vertices[0].Pos.X);
                vertices[1].Pos.X = MathF.Round(vertices[1].Pos.X);
                vertices[2].Pos.X = MathF.Round(vertices[2].Pos.X);
                vertices[3].Pos.X = MathF.Round(vertices[3].Pos.X);

                if (MathF.RoundToInt(device.TargetSize.X) != (MathF.RoundToInt(device.TargetSize.X) / 2) * 2)
                {
                    vertices[0].Pos.X += 0.5f;
                    vertices[1].Pos.X += 0.5f;
                    vertices[2].Pos.X += 0.5f;
                    vertices[3].Pos.X += 0.5f;
                }

                vertices[0].Pos.Y = MathF.Round(vertices[0].Pos.Y);
                vertices[1].Pos.Y = MathF.Round(vertices[1].Pos.Y);
                vertices[2].Pos.Y = MathF.Round(vertices[2].Pos.Y);
                vertices[3].Pos.Y = MathF.Round(vertices[3].Pos.Y);

                if (MathF.RoundToInt(device.TargetSize.Y) != (MathF.RoundToInt(device.TargetSize.Y) / 2) * 2)
                {
                    vertices[0].Pos.Y += 0.5f;
                    vertices[1].Pos.Y += 0.5f;
                    vertices[2].Pos.Y += 0.5f;
                    vertices[3].Pos.Y += 0.5f;
                }
            }
        }