Exemplo n.º 1
0
        public static DestroyableSplitGroup GetSplitGroup()
        {
            var splitGroup = DestroyablePool <DestroyableSplitGroup> .Spawn() ?? new DestroyableSplitGroup();

            SplitGroups.Add(splitGroup);

            return(splitGroup);
        }
Exemplo n.º 2
0
        public void AddPixel(int x, int y)
        {
            var pixel = DestroyablePool <DestroyableSplitPixel> .Spawn() ?? new DestroyableSplitPixel();

            pixel.Alpha = 255;
            pixel.X     = x;
            pixel.Y     = y;

            Rect.Add(x, y);

            Pixels.Add(pixel);
        }
Exemplo n.º 3
0
        public static void ClearAll()
        {
            for (var i = SplitGroups.Count - 1; i >= 0; i--)
            {
                var splitGroup = SplitGroups[i];

                splitGroup.Clear();

                DestroyablePool <DestroyableSplitGroup> .Despawn(splitGroup);
            }

            SplitGroups.Clear();
        }
Exemplo n.º 4
0
        public void Clear()
        {
            for (var i = Pixels.Count - 1; i >= 0; i--)
            {
                DestroyablePool <DestroyableSplitPixel> .Despawn(Pixels[i]);
            }

            Data = null;

            Rect.Clear();

            Pixels.Clear();
        }
Exemplo n.º 5
0
        private static void Clear(List <Island> islands)
        {
            for (var i = islands.Count - 1; i >= 0; i--)
            {
                var island = islands[i];

                island.Clear();

                DestroyablePool <Island> .Despawn(island);
            }

            islands.Clear();
        }
Exemplo n.º 6
0
        public static void FastFind(byte[] alphaData, int alphaWidth, int alphaHeight, DestroyableRect rect)
        {
            Clear();

            if (rect.MinX < 0)
            {
                rect.MinX = 0;
            }
            if (rect.MinY < 0)
            {
                rect.MinY = 0;
            }
            if (rect.MaxX > alphaWidth)
            {
                rect.MaxX = alphaWidth;
            }
            if (rect.MaxY > alphaHeight)
            {
                rect.MaxY = alphaHeight;
            }

            lineCount = 0;

            CalculateLayout(rect, alphaWidth, alphaHeight);

            var oldCount = 0;

            for (var y = rect.MinY; y < rect.MaxY; y++)
            {
                var newCount = FastFindLines(alphaData, alphaWidth, y, rect.MinX, rect.MaxX);

                FastLinkLines(lineCount - newCount - oldCount, lineCount - newCount, lineCount);

                oldCount = newCount;
            }

            for (var i = 0; i < lineCount; i++)
            {
                var line = lines[i];

                if (line.Used == false)
                {
                    var island = DestroyablePool <Island> .Spawn() ?? new Island();

                    island.MinX  = line.MinX;
                    island.MaxX  = line.MaxX;
                    island.MinY  = line.Y;
                    island.MaxY  = line.Y + 1;
                    island.Count = 0;

                    // Scan though all connected lines and add to list
                    linkedLines.Clear(); linkedLines.Add(line); line.Used = true;

                    for (var j = 0; j < linkedLines.Count; j++)
                    {
                        var linkedLine = linkedLines[j];

                        island.MinX   = Mathf.Min(island.MinX, linkedLine.MinX);
                        island.MaxX   = Mathf.Max(island.MaxX, linkedLine.MaxX);
                        island.MinY   = Mathf.Min(island.MinY, linkedLine.Y);
                        island.MaxY   = Mathf.Max(island.MaxY, linkedLine.Y + 1);
                        island.Count += linkedLine.MaxX - linkedLine.MinX;

                        AddToScan(linkedLine.Ups);
                        AddToScan(linkedLine.Dns);

                        linkedLine.Island = island;

                        island.Lines.Add(linkedLine);
                    }

                    // Bridge layout?
                    switch (IslandLayout)
                    {
                    case Layout.Vertical:
                        if (island.MinY <= rect.MinY && island.MaxY >= rect.MaxY)
                        {
                            IslandLayout = Layout.Island;
                        }
                        break;

                    case Layout.Horizontal:
                        if (island.MinX <= rect.MinX && island.MaxX >= rect.MaxX)
                        {
                            IslandLayout = Layout.Island;
                        }
                        break;
                    }

                    tempIslands.Add(island);
                }
            }

            SortIslands(rect, alphaWidth, alphaHeight);
        }