public void calculateBounds( Vector2 parentPosition, Vector2 position, Vector2 origin, Vector2 scale, float rotation, float width, float height) { if (rotation == 0f) { x = parentPosition.X + position.X - origin.X * scale.X; y = parentPosition.Y + position.Y - origin.Y * scale.Y; this.width = width * scale.X; this.height = height * scale.Y; } else { // special care for rotated bounds. we need to find our absolute min/max values and create the bounds from that var worldPosX = parentPosition.X + position.X; var worldPosY = parentPosition.Y + position.Y; // set the reference point to world reference taking origin into account Matrix2D.createTranslation(-worldPosX - origin.X, -worldPosY - origin.Y, out _transformMat); Matrix2D.createScale(scale.X, scale.Y, out _tempMat); // scale -> Matrix2D.multiply(ref _transformMat, ref _tempMat, out _transformMat); Matrix2D.createRotation(rotation, out _tempMat); // rotate -> Matrix2D.multiply(ref _transformMat, ref _tempMat, out _transformMat); Matrix2D.createTranslation(worldPosX, worldPosY, out _tempMat); // translate back Matrix2D.multiply(ref _transformMat, ref _tempMat, out _transformMat); // TODO: this is a bit silly. we can just leave the worldPos translation in the Matrix and avoid this // get all four corners in world space var topLeft = new Vector2(worldPosX, worldPosY); var topRight = new Vector2(worldPosX + width, worldPosY); var bottomLeft = new Vector2(worldPosX, worldPosY + height); var bottomRight = new Vector2(worldPosX + width, worldPosY + height); // transform the corners into our work space Vector2Ext.transform(ref topLeft, ref _transformMat, out topLeft); Vector2Ext.transform(ref topRight, ref _transformMat, out topRight); Vector2Ext.transform(ref bottomLeft, ref _transformMat, out bottomLeft); Vector2Ext.transform(ref bottomRight, ref _transformMat, out bottomRight); // find the min and max values so we can concoct our bounding box var minX = Mathf.minOf(topLeft.X, bottomRight.X, topRight.X, bottomLeft.X); var maxX = Mathf.maxOf(topLeft.X, bottomRight.X, topRight.X, bottomLeft.X); var minY = Mathf.minOf(topLeft.Y, bottomRight.Y, topRight.Y, bottomLeft.Y); var maxY = Mathf.maxOf(topLeft.Y, bottomRight.Y, topRight.Y, bottomLeft.Y); location = new Vector2(minX, minY); this.width = maxX - minX; this.height = maxY - minY; } }
public void drawArrow(Vector2 start, Vector2 end, float length, float width, bool drawStartIndicator, Color color) { // Draw connection segment between start- and end-point //drawLine( start, end, color ); // Precalculate halfwidth var halfWidth = width / 2; // Create directional reference Vector2 rotation = (start - end); rotation.Normalize(); // Calculate angle of directional vector float angle = (float)Math.Atan2(rotation.X, -rotation.Y); // Create matrix for rotation Matrix2D rotMatrix = Matrix2D.CreateRotationZ(angle); // Create translation matrix for end-point Matrix2D endMatrix = Matrix2D.CreateTranslation(end.X, end.Y, 0); // Setup arrow end shape Vector2[] verts = new Vector2[3]; verts[0] = new Vector2(0, 0); verts[1] = new Vector2(-halfWidth, -length); verts[2] = new Vector2(halfWidth, -length); // Rotate end shape Vector2Ext.Transform(verts, ref rotMatrix, verts); // Translate end shape Vector2Ext.Transform(verts, ref endMatrix, verts); // Draw arrow end shape drawPolygon(verts, 3, color); if (drawStartIndicator) { // Create translation matrix for start Matrix2D startMatrix = Matrix2D.CreateTranslation(start.X, start.Y, 0); // Setup arrow start shape Vector2[] baseVerts = new Vector2[4]; baseVerts[0] = new Vector2(-halfWidth, length / 4); baseVerts[1] = new Vector2(halfWidth, length / 4); baseVerts[2] = new Vector2(halfWidth, 0); baseVerts[3] = new Vector2(-halfWidth, 0); // Rotate start shape Vector2Ext.Transform(baseVerts, ref rotMatrix, baseVerts); // Translate start shape Vector2Ext.Transform(baseVerts, ref startMatrix, baseVerts); // Draw start shape drawPolygon(baseVerts, 4, color); } }
public static void CalculateBounds(ref Rectangle rect, Vector2 parentPosition, Vector2 position, Vector2 origin, Vector2 scale, float rotation, float width, float height) { if (rotation == 0f) { rect.X = (int)(parentPosition.X + position.X - origin.X * scale.X); rect.Y = (int)(parentPosition.Y + position.Y - origin.Y * scale.Y); rect.Width = (int)(width * scale.X); rect.Height = (int)(height * scale.Y); } else { // special care for rotated bounds. we need to find our absolute min/max values and create the bounds from that var worldPosX = parentPosition.X + position.X; var worldPosY = parentPosition.Y + position.Y; Matrix2D tempMat; // set the reference point to world reference taking origin into account var transformMatrix = Matrix2D.CreateTranslation(-worldPosX - origin.X, -worldPosY - origin.Y); Matrix2D.CreateScale(scale.X, scale.Y, out tempMat); // scale -> Matrix2D.Multiply(ref transformMatrix, ref tempMat, out transformMatrix); Matrix2D.CreateRotation(rotation, out tempMat); // rotate -> Matrix2D.Multiply(ref transformMatrix, ref tempMat, out transformMatrix); Matrix2D.CreateTranslation(worldPosX, worldPosY, out tempMat); // translate back Matrix2D.Multiply(ref transformMatrix, ref tempMat, out transformMatrix); // TODO: this is a bit silly. we can just leave the worldPos translation in the Matrix and avoid this // get all four corners in world space var topLeft = new Vector2(worldPosX, worldPosY); var topRight = new Vector2(worldPosX + width, worldPosY); var bottomLeft = new Vector2(worldPosX, worldPosY + height); var bottomRight = new Vector2(worldPosX + width, worldPosY + height); // transform the corners into our work space Vector2Ext.Transform(ref topLeft, ref transformMatrix, out topLeft); Vector2Ext.Transform(ref topRight, ref transformMatrix, out topRight); Vector2Ext.Transform(ref bottomLeft, ref transformMatrix, out bottomLeft); Vector2Ext.Transform(ref bottomRight, ref transformMatrix, out bottomRight); // find the min and max values so we can concoct our bounding box var minX = (int)Mathf.MinOf(topLeft.X, bottomRight.X, topRight.X, bottomLeft.X); var maxX = (int)Mathf.MaxOf(topLeft.X, bottomRight.X, topRight.X, bottomLeft.X); var minY = (int)Mathf.MinOf(topLeft.Y, bottomRight.Y, topRight.Y, bottomLeft.Y); var maxY = (int)Mathf.MaxOf(topLeft.Y, bottomRight.Y, topRight.Y, bottomLeft.Y); rect.Location = new Point(minX, minY); rect.Width = (int)(maxX - minX); rect.Height = (int)(maxY - minY); } }
public static void DrawHollowRect(this Batcher batcher, float x, float y, float width, float height, Color color, float thickness = 1) { var tl = Vector2Ext.Round(new Vector2(x, y)); var tr = Vector2Ext.Round(new Vector2(x + width, y)); var br = Vector2Ext.Round(new Vector2(x + width, y + height)); var bl = Vector2Ext.Round(new Vector2(x, y + height)); batcher.SetIgnoreRoundingDestinations(true); batcher.DrawLine(tl, tr, color, thickness); batcher.DrawLine(tr, br, color, thickness); batcher.DrawLine(br, bl, color, thickness); batcher.DrawLine(bl, tl, color, thickness); batcher.SetIgnoreRoundingDestinations(false); }
public void setFusedData(bool shouldFuseBottom, ref Segment segment) { // store the angle off for later. For extreme angles we add extra verts to smooth the joint angle = Vector2Ext.angle(segment.point.position - point.position, nextPoint.position - point.position); this.shouldFuseBottom = shouldFuseBottom; if (shouldFuseBottom) { hasFusedPoint = ShapeCollisions.lineToLine(segment.bl, segment.br, bl, br, out fusedPoint); } else { hasFusedPoint = ShapeCollisions.lineToLine(segment.tl, segment.tr, tl, tr, out fusedPoint); } }
public void SetFusedData(bool shouldFuseBottom, ref Segment segment) { // store the angle off for later. For extreme angles we add extra verts to smooth the joint Angle = Vector2Ext.Angle(segment.Point.Position - Point.Position, NextPoint.Position - Point.Position); this.ShouldFuseBottom = shouldFuseBottom; if (shouldFuseBottom) { HasFusedPoint = ShapeCollisions.LineToLine(segment.Bl, segment.Br, Bl, Br, out FusedPoint); } else { HasFusedPoint = ShapeCollisions.LineToLine(segment.Tl, segment.Tr, Tl, Tr, out FusedPoint); } }
void patchJaggedJoint(ref Segment segment, ref int vertIndex) { Vector2 intersection; if (segment.shouldFuseBottom) { if (Vector2Ext.getRayIntersection( segment.tl, segment.tr, _lastSegment.tl, _lastSegment.tr, out intersection)) { addVert(vertIndex++, intersection, new Vector2(1, 1), segment.point.color); _indices.add((short)vertIndex); _indices.add((short)(vertIndex + 4)); _indices.add((short)(vertIndex - 1)); _indices.add((short)(vertIndex - 1)); _indices.add((short)(vertIndex + 4)); _indices.add((short)(vertIndex - 5)); } } else { if (Vector2Ext.getRayIntersection( segment.bl, segment.br, _lastSegment.bl, _lastSegment.br, out intersection)) { var firstSegmentOffset = vertIndex == 5 ? 1 : 0; addVert(vertIndex++, intersection, new Vector2(1, 0), segment.point.color); _indices.add((short)(vertIndex + 4)); _indices.add((short)(vertIndex + 3)); _indices.add((short)(vertIndex - 1)); _indices.add((short)(vertIndex - 3 + firstSegmentOffset)); _indices.add((short)(vertIndex + 4)); _indices.add((short)(vertIndex - 1)); } } }
/// <summary> /// sets the position of the transform relative to the parent transform. If the transform has no parent, it is the same /// as Transform.position /// </summary> /// <returns>The local position.</returns> /// <param name="localPosition">Local position.</param> public Transform setLocalPosition(Vector2 localPosition) { if (shouldRoundPosition) { Vector2Ext.round(ref localPosition); } if (localPosition == _localPosition) { return(this); } _localPosition = localPosition; _localDirty = _positionDirty = _localPositionDirty = _localRotationDirty = _localScaleDirty = true; setDirty(DirtyType.PositionDirty); return(this); }
public static void drawCircle(this Batcher batcher, Vector2 position, float radius, Color color, float thickness = 1f, int resolution = 12) { var last = Vector2.UnitX * radius; var lastP = Vector2Ext.perpendicular(last); for (int i = 1; i <= resolution; i++) { var at = Mathf.angleToVector(i * MathHelper.PiOver2 / resolution, radius); var atP = Vector2Ext.perpendicular(at); drawLine(batcher, position + last, position + at, color, thickness); drawLine(batcher, position - last, position - at, color, thickness); drawLine(batcher, position + lastP, position + atP, color, thickness); drawLine(batcher, position - lastP, position - atP, color, thickness); last = at; lastP = atP; } }
public static void DrawCircle(this SpriteBatch spriteBatch, System.Numerics.Vector2 position, float radius, Color color, float thickness = 1f, int resolution = 12) { var last = System.Numerics.Vector2.UnitX * radius; var lastP = Vector2Ext.Perpendicular(last); for (int i = 1; i <= resolution; i++) { var at = Mathf.AngleToVector(i * MathHelper.PiOver2 / resolution, radius); var atP = Vector2Ext.Perpendicular(at); DrawLine(spriteBatch, position + last, position + at, color, thickness); DrawLine(spriteBatch, position - last, position - at, color, thickness); DrawLine(spriteBatch, position + lastP, position + atP, color, thickness); DrawLine(spriteBatch, position - lastP, position - atP, color, thickness); last = at; lastP = atP; } }
public static void DrawCircle(this Batcher batcher, Vector2 position, float radius, Color color, float thickness = 1f, int resolution = 12) { var last = Vector2.UnitX * radius; var lastP = Vector2Ext.Perpendicular(last); batcher.SetIgnoreRoundingDestinations(true); for (int i = 1; i <= resolution; i++) { var at = Mathf.AngleToVector(i * MathHelper.PiOver2 / resolution, radius); var atP = Vector2Ext.Perpendicular(at); DrawLine(batcher, position + last, position + at, color, thickness); DrawLine(batcher, position - last, position - at, color, thickness); DrawLine(batcher, position + lastP, position + atP, color, thickness); DrawLine(batcher, position - lastP, position - atP, color, thickness); last = at; lastP = atP; } batcher.SetIgnoreRoundingDestinations(false); }
void PatchJaggedJoint(ref Segment segment, ref int vertIndex) { Vector2 intersection; if (segment.ShouldFuseBottom) { if (Vector2Ext.GetRayIntersection(segment.Tl, segment.Tr, _lastSegment.Tl, _lastSegment.Tr, out intersection)) { AddVert(vertIndex++, intersection, new Vector2(1, 1), segment.Point.Color); _indices.Add((short)vertIndex); _indices.Add((short)(vertIndex + 4)); _indices.Add((short)(vertIndex - 1)); _indices.Add((short)(vertIndex - 1)); _indices.Add((short)(vertIndex + 4)); _indices.Add((short)(vertIndex - 5)); } } else { if (Vector2Ext.GetRayIntersection(segment.Bl, segment.Br, _lastSegment.Bl, _lastSegment.Br, out intersection)) { var firstSegmentOffset = vertIndex == 5 ? 1 : 0; AddVert(vertIndex++, intersection, new Vector2(1, 0), segment.Point.Color); _indices.Add((short)(vertIndex + 4)); _indices.Add((short)(vertIndex + 3)); _indices.Add((short)(vertIndex - 1)); _indices.Add((short)(vertIndex - 3 + firstSegmentOffset)); _indices.Add((short)(vertIndex + 4)); _indices.Add((short)(vertIndex - 1)); } } }
public static bool testPointTriangle(Vector2 point, Vector2 a, Vector2 b, Vector2 c) { // if point to the right of AB then outside triangle if (Vector2Ext.cross(point - a, b - a) < 0f) { return(false); } // if point to the right of BC then outside of triangle if (Vector2Ext.cross(point - b, c - b) < 0f) { return(false); } // if point to the right of ca then outside of triangle if (Vector2Ext.cross(point - c, a - c) < 0f) { return(false); } // point is in or on triangle return(true); }
/// <summary> /// converts a point from screen coordinates to world /// </summary> /// <returns>The to world point.</returns> /// <param name="screenPosition">Screen position.</param> public Vector2 screenToWorldPoint(Vector2 screenPosition) { updateMatrixes(); Vector2Ext.transform(ref screenPosition, ref _inverseTransformMatrix, out screenPosition); return(screenPosition); }
/// <summary> /// converts a point from world coordinates to screen /// </summary> /// <returns>The to screen point.</returns> /// <param name="worldPosition">World position.</param> public Vector2 worldToScreenPoint(Vector2 worldPosition) { updateMatrixes(); Vector2Ext.transform(ref worldPosition, ref _transformMatrix, out worldPosition); return(worldPosition); }
public override void OnAddedToEntity() { OriginNormalized = Vector2Ext.HalfVector(); }
public static bool isTriangleCCW(Vector2 a, Vector2 b, Vector2 c) { return(Vector2Ext.cross(b - a, c - b) < 0); }
/// <summary> /// compiles the text into raw verts/texture coordinates. This method must be called anytime text or any other properties are /// changed. /// </summary> public void compile() { _charDetails = new CharDetails[_text.Length]; Character currentCharacter = null; var effects = (byte)SpriteEffects.None; var _transformationMatrix = Matrix2D.identity; var requiresTransformation = rotation != 0f || _scale != Vector2.One; if (requiresTransformation) { Matrix2D temp; Matrix2D.createTranslation(-_origin.X, -_origin.Y, out _transformationMatrix); Matrix2D.createScale(_scale.X, _scale.Y, out temp); Matrix2D.multiply(ref _transformationMatrix, ref temp, out _transformationMatrix); Matrix2D.createRotation(rotation, out temp); Matrix2D.multiply(ref _transformationMatrix, ref temp, out _transformationMatrix); Matrix2D.createTranslation(position.X, position.Y, out temp); Matrix2D.multiply(ref _transformationMatrix, ref temp, out _transformationMatrix); } var offset = requiresTransformation ? Vector2.Zero : position - _origin; for (var i = 0; i < _text.Length; ++i) { _charDetails[i].initialize(); _charDetails[i].color = _color; var c = _text[i]; if (c == '\n') { offset.X = requiresTransformation ? 0f : position.X - _origin.X; offset.Y += _font.lineHeight; currentCharacter = null; continue; } if (currentCharacter != null) { offset.X += _font.spacing.X + currentCharacter.xAdvance; } currentCharacter = _font[c]; var p = offset; p.X += currentCharacter.offset.X; p.Y += currentCharacter.offset.Y; // transform our point if we need to if (requiresTransformation) { Vector2Ext.transform(ref p, ref _transformationMatrix, out p); } var destination = new Vector4(p.X, p.Y, currentCharacter.bounds.Width * _scale.X, currentCharacter.bounds.Height * _scale.Y); _charDetails[i].texture = _font.textures[_font[currentCharacter.character].texturePage]; //_charDetails[i].texture = currentCharacter.subtexture.texture2D; // Batcher calculations var sourceRectangle = currentCharacter.bounds; float sourceX, sourceY, sourceW, sourceH; var destW = destination.Z; var destH = destination.W; // calculate uvs var inverseTexW = 1.0f / (float)currentCharacter.bounds.Width; var inverseTexH = 1.0f / (float)currentCharacter.bounds.Height; sourceX = sourceRectangle.X * inverseTexW; sourceY = sourceRectangle.Y * inverseTexH; sourceW = Math.Max(sourceRectangle.Width, float.Epsilon) * inverseTexW; sourceH = Math.Max(sourceRectangle.Height, float.Epsilon) * inverseTexH; // Rotation Calculations float rotationMatrix1X; float rotationMatrix1Y; float rotationMatrix2X; float rotationMatrix2Y; if (!Mathf.withinEpsilon(rotation, 0.0f)) { var sin = Mathf.sin(rotation); var cos = Mathf.cos(rotation); rotationMatrix1X = cos; rotationMatrix1Y = sin; rotationMatrix2X = -sin; rotationMatrix2Y = cos; } else { rotationMatrix1X = 1.0f; rotationMatrix1Y = 0.0f; rotationMatrix2X = 0.0f; rotationMatrix2Y = 1.0f; } // Calculate vertices, finally. // top-left _charDetails[i].verts[0].X = rotationMatrix2X + rotationMatrix1X + destination.X - 1; _charDetails[i].verts[0].Y = rotationMatrix2Y + rotationMatrix1Y + destination.Y - 1; // top-right var cornerX = _cornerOffsetX[1] * destW; var cornerY = _cornerOffsetY[1] * destH; _charDetails[i].verts[1].X = ( (rotationMatrix2X * cornerY) + (rotationMatrix1X * cornerX) + destination.X ); _charDetails[i].verts[1].Y = ( (rotationMatrix2Y * cornerY) + (rotationMatrix1Y * cornerX) + destination.Y ); // bottom-left cornerX = _cornerOffsetX[2] * destW; cornerY = _cornerOffsetY[2] * destH; _charDetails[i].verts[2].X = ( (rotationMatrix2X * cornerY) + (rotationMatrix1X * cornerX) + destination.X ); _charDetails[i].verts[2].Y = ( (rotationMatrix2Y * cornerY) + (rotationMatrix1Y * cornerX) + destination.Y ); // bottom-right cornerX = _cornerOffsetX[3] * destW; cornerY = _cornerOffsetY[3] * destH; _charDetails[i].verts[3].X = ( (rotationMatrix2X * cornerY) + (rotationMatrix1X * cornerX) + destination.X ); _charDetails[i].verts[3].Y = ( (rotationMatrix2Y * cornerY) + (rotationMatrix1Y * cornerX) + destination.Y ); // texture coordintes _charDetails[i].texCoords[0].X = (_cornerOffsetX[0 ^ effects] * sourceW) + sourceX; _charDetails[i].texCoords[0].Y = (_cornerOffsetY[0 ^ effects] * sourceH) + sourceY; _charDetails[i].texCoords[1].X = (_cornerOffsetX[1 ^ effects] * sourceW) + sourceX; _charDetails[i].texCoords[1].Y = (_cornerOffsetY[1 ^ effects] * sourceH) + sourceY; _charDetails[i].texCoords[2].X = (_cornerOffsetX[2 ^ effects] * sourceW) + sourceX; _charDetails[i].texCoords[2].Y = (_cornerOffsetY[2 ^ effects] * sourceH) + sourceY; _charDetails[i].texCoords[3].X = (_cornerOffsetX[3 ^ effects] * sourceW) + sourceX; _charDetails[i].texCoords[3].Y = (_cornerOffsetY[3 ^ effects] * sourceH) + sourceY; } }
void calculateVertices() { if (!_areVertsDirty || _points.length < 2) { return; } _areVertsDirty = false; _indices.reset(); _vertices.reset(); var maxX = float.MinValue; var minX = float.MaxValue; var maxY = float.MinValue; var minY = float.MaxValue; if (_useStartEndWidths) { _maxWidth = System.Math.Max(_startWidth, _endWidth); } // calculate line length first and simulataneously get our min/max points for the bounds var lineLength = 0f; var halfMaxWidth = _maxWidth * 0.5f; _points.buffer[0].lengthFromPreviousPoint = 0; for (var i = 0; i < _points.length - 1; i++) { var distance = Vector2.Distance(_points.buffer[i].position, _points.buffer[i + 1].position); _points.buffer[i + 1].lengthFromPreviousPoint = distance; lineLength += distance; maxX = Mathf.maxOf(maxX, _points.buffer[i].position.X + halfMaxWidth, _points.buffer[i + 1].position.X + halfMaxWidth); minX = Mathf.minOf(minX, _points.buffer[i].position.X - halfMaxWidth, _points.buffer[i + 1].position.X - halfMaxWidth); maxY = Mathf.maxOf(maxY, _points.buffer[i].position.Y + halfMaxWidth, _points.buffer[i + 1].position.Y + halfMaxWidth); minY = Mathf.minOf(minY, _points.buffer[i].position.Y - halfMaxWidth, _points.buffer[i + 1].position.Y - halfMaxWidth); } _bounds.x = minX; _bounds.y = minY; _bounds.width = maxX - minX; _bounds.height = maxY - minY; // special case: single segment if (_points.length == 2) { if (_useStartEndWidths) { _points.buffer[0].width = _startWidth; _points.buffer[1].width = _endWidth; } if (_useStartEndColors) { _points.buffer[0].color = _startColor; _points.buffer[1].color = _endColor; } _firstSegment.setPoints(ref _points.buffer[0], ref _points.buffer[1]); addSingleSegmentLine(ref _firstSegment, _points.buffer[1].color); return; } var distanceSoFar = 0f; var fusedPoint = Vector2.Zero; var vertIndex = 0; var thirdPoint = new SegmentPoint(); for (var i = 0; i < _points.length - 1; i++) { var firstPoint = _points.buffer[i]; var secondPoint = _points.buffer[i + 1]; var hasThirdPoint = _points.length > i + 2; if (hasThirdPoint) { thirdPoint = _points.buffer[i + 2]; } // we need the distance along the line of both the first and second points. distanceSoFar will always be for the furthest point // which is the previous point before adding the current segment distance. var firstPointDistance = distanceSoFar; distanceSoFar += secondPoint.lengthFromPreviousPoint; var firstPointRatio = firstPointDistance / lineLength; var secondPointRatio = distanceSoFar / lineLength; var thirdPointRatio = 0f; if (hasThirdPoint) { thirdPointRatio = (distanceSoFar + thirdPoint.lengthFromPreviousPoint) / lineLength; } if (_useStartEndColors) { ColorExt.lerp(ref _startColor, ref _endColor, out firstPoint.color, firstPointRatio); ColorExt.lerp(ref _startColor, ref _endColor, out secondPoint.color, secondPointRatio); if (hasThirdPoint) { ColorExt.lerp(ref _startColor, ref _endColor, out thirdPoint.color, thirdPointRatio); } } if (_useStartEndWidths) { firstPoint.width = Mathf.lerp(_startWidth, _endWidth, firstPointRatio); secondPoint.width = Mathf.lerp(_startWidth, _endWidth, secondPointRatio); if (hasThirdPoint) { thirdPoint.width = Mathf.lerp(_startWidth, _endWidth, thirdPointRatio); } } if (i == 0) { _firstSegment.setPoints(ref firstPoint, ref secondPoint); _secondSegment.setPoints(ref secondPoint, ref thirdPoint); } else { Utils.swap(ref _firstSegment, ref _secondSegment); if (hasThirdPoint) { _secondSegment.setPoints(ref secondPoint, ref thirdPoint); } } // dont recalculate the fusedPoint for the last segment since there will be no third point to work with if (hasThirdPoint) { var shouldFuseBottom = Vector2Ext.isTriangleCCW(firstPoint.position, secondPoint.position, thirdPoint.position); _secondSegment.setFusedData(shouldFuseBottom, ref _firstSegment); } // special care needs to be take with the first segment since it has a different vert count if (i == 0) { addFirstSegment(ref _firstSegment, ref _secondSegment, ref vertIndex); } else { addSegment(ref _firstSegment, ref vertIndex); } _lastSegment.cloneFrom(ref _firstSegment); } }
/// <summary> /// Computes a triangle list that fully covers the area enclosed by the given set of points. If points are not CCW, pass false for /// the arePointsCCW parameter /// </summary> /// <param name="points">A list of points that defines an enclosing path.</param> /// <param name="count">The number of points in the path.</param> public void triangulate(Vector2[] points, bool arePointsCCW = true) { var count = points.Length; // set up previous and next links to effectively from a double-linked vert list initialize(count); // loop breaker for polys that are not triangulatable var iterations = 0; // start at vert 0 var index = 0; // keep removing verts until just a triangle is left while (count > 3 && iterations < 500) { iterations++; // test if current vert is an ear var isEar = true; var a = points[_triPrev[index]]; var b = points[index]; var c = points[_triNext[index]]; // an ear must be convex (here counterclockwise) if (Vector2Ext.isTriangleCCW(a, b, c)) { // loop over all verts not part of the tentative ear var k = _triNext[_triNext[index]]; do { // if vert k is inside the ear triangle, then this is not an ear if (testPointTriangle(points[k], a, b, c)) { isEar = false; break; } k = _triNext[k]; } while(k != _triPrev[index]); } else { // the ear triangle is clockwise so points[i] is not an ear isEar = false; } // if current vert is an ear, delete it and visit the previous vert if (isEar) { // triangle is an ear triangleIndices.Add(_triPrev[index]); triangleIndices.Add(index); triangleIndices.Add(_triNext[index]); // delete vert by redirecting next and previous links of neighboring verts past it // decrement vertext count _triNext[_triPrev[index]] = _triNext[index]; _triPrev[_triNext[index]] = _triPrev[index]; count--; // visit the previous vert next index = _triPrev[index]; } else { // current vert is not an ear. visit the next vert index = _triNext[index]; } } // output the final triangle triangleIndices.Add(_triPrev[index]); triangleIndices.Add(index); triangleIndices.Add(_triNext[index]); if (!arePointsCCW) { triangleIndices.Reverse(); } }
public static Point RoundToPoint(this Vector2 vec) { var roundedVec = Vector2Ext.Round(vec); return(new Point((int)roundedVec.X, (int)roundedVec.Y)); }
public void drawInto( Batcher batcher, ref FontCharacterSource text, Vector2 position, Color color, float rotation, Vector2 origin, Vector2 scale, SpriteEffects effect, float depth) { var flipAdjustment = Vector2.Zero; var flippedVert = (effect & SpriteEffects.FlipVertically) == SpriteEffects.FlipVertically; var flippedHorz = (effect & SpriteEffects.FlipHorizontally) == SpriteEffects.FlipHorizontally; if (flippedVert || flippedHorz) { Vector2 size; measureString(ref text, out size); if (flippedHorz) { origin.X *= -1; flipAdjustment.X = -size.X; } if (flippedVert) { origin.Y *= -1; flipAdjustment.Y = _font.LineSpacing - size.Y; } } // TODO: This looks excessive... i suspect we could do most of this with simple vector math and avoid this much matrix work. var requiresTransformation = flippedHorz || flippedVert || rotation != 0f || scale != Vector2.One; if (requiresTransformation) { Matrix2D temp; Matrix2D.createTranslation(-origin.X, -origin.Y, out _transformationMatrix); Matrix2D.createScale(flippedHorz ? -scale.X : scale.X, flippedVert ? -scale.Y : scale.Y, out temp); Matrix2D.multiply(ref _transformationMatrix, ref temp, out _transformationMatrix); Matrix2D.createTranslation(flipAdjustment.X, flipAdjustment.Y, out temp); Matrix2D.multiply(ref temp, ref _transformationMatrix, out _transformationMatrix); Matrix2D.createRotation(rotation, out temp); Matrix2D.multiply(ref _transformationMatrix, ref temp, out _transformationMatrix); Matrix2D.createTranslation(position.X, position.Y, out temp); Matrix2D.multiply(ref _transformationMatrix, ref temp, out _transformationMatrix); } // Get the default glyph here once. SpriteFont.Glyph?defaultGlyph = null; if (_font.DefaultCharacter.HasValue) { defaultGlyph = _glyphs[_font.DefaultCharacter.Value]; } var currentGlyph = SpriteFont.Glyph.Empty; var offset = requiresTransformation ? Vector2.Zero : position - origin; var firstGlyphOfLine = true; for (var i = 0; i < text.Length; ++i) { var c = text[i]; if (c == '\r') { continue; } if (c == '\n') { offset.X = requiresTransformation ? 0f : position.X - origin.X; offset.Y += _font.LineSpacing; firstGlyphOfLine = true; continue; } if (!_glyphs.TryGetValue(c, out currentGlyph)) { if (!defaultGlyph.HasValue) { throw new ArgumentException("Errors.TextContainsUnresolvableCharacters", "text"); } currentGlyph = defaultGlyph.Value; } // The first character on a line might have a negative left side bearing. // In this scenario, SpriteBatch/SpriteFont normally offset the text to the right, // so that text does not hang off the left side of its rectangle. if (firstGlyphOfLine) { offset.X += Math.Max(currentGlyph.LeftSideBearing, 0); firstGlyphOfLine = false; } else { offset.X += _font.Spacing + currentGlyph.LeftSideBearing; } var p = offset; if (flippedHorz) { p.X += currentGlyph.BoundsInTexture.Width; } p.X += currentGlyph.Cropping.X; if (flippedVert) { p.Y += currentGlyph.BoundsInTexture.Height - _font.LineSpacing; } p.Y += currentGlyph.Cropping.Y; // transform our point if we need to if (requiresTransformation) { Vector2Ext.transform(ref p, ref _transformationMatrix, out p); } var destRect = RectangleExt.fromFloats( p.X, p.Y, currentGlyph.BoundsInTexture.Width * scale.X, currentGlyph.BoundsInTexture.Height * scale.Y); batcher.draw( _font.Texture, destRect, currentGlyph.BoundsInTexture, color, rotation, Vector2.Zero, effect, depth); offset.X += currentGlyph.Width + currentGlyph.RightSideBearing; } }
public override void onAddedToEntity() { originNormalized = Vector2Ext.halfVector(); }