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C# Int2类代码示例

原作者: [db:作者] 来自: [db:来源] 收藏 邀请

本文整理汇总了C#中Int2的典型用法代码示例。如果您正苦于以下问题:C# Int2类的具体用法?C# Int2怎么用?C# Int2使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。



Int2类属于命名空间,在下文中一共展示了Int2类的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C#代码示例。

示例1: UploadCharacterBitmap

        /// <summary>
        /// Upload a character's bitmap into the current cache.
        /// </summary>
        /// <param name="character">The character specifications corresponding to the bitmap</param>
        public void UploadCharacterBitmap(CharacterSpecification character)
        {
            if(character.Bitmap == null)
                throw new ArgumentNullException("character");

            if(character.IsBitmapUploaded)
                throw new InvalidOperationException("The character '"+character.Character+"' upload has been requested while its current glyph is valid.");

            var targetSize = new Int2(character.Bitmap.Width, character.Bitmap.Rows);
            if (!packer.Insert(targetSize.X, targetSize.Y, ref character.Glyph.Subrect))
            {
                // not enough space to place the new character -> remove less used characters and try again
                RemoveLessUsedCharacters();
                if (!packer.Insert(targetSize.X, targetSize.Y, ref character.Glyph.Subrect))
                {
                    // memory is too fragmented in order to place the new character -> clear all the characters and restart.
                    ClearCache();
                    if (!packer.Insert(targetSize.X, targetSize.Y, ref character.Glyph.Subrect))
                        throw new InvalidOperationException("The rendered character is too big for the cache texture");
                }
            }
            // updload the bitmap on the texture (if the size in the bitmap is not null)
            if (character.Bitmap.Rows != 0 && character.Bitmap.Width != 0)
            {
                var dataBox = new DataBox(character.Bitmap.Buffer, character.Bitmap.Pitch, character.Bitmap.Pitch * character.Bitmap.Rows);
                var region = new ResourceRegion(character.Glyph.Subrect.Left, character.Glyph.Subrect.Top, 0, character.Glyph.Subrect.Right, character.Glyph.Subrect.Bottom, 1);
                system.GraphicsDevice.UpdateSubresource(cacheTextures[0], 0, dataBox, region);
            }

            // update the glyph data
            character.IsBitmapUploaded = true;
            character.Glyph.BitmapIndex = 0;
        }
开发者ID:Powerino73,项目名称:paradox,代码行数:37,代码来源:FontCacheManager.cs


示例2: PlaneProceduralModel

 /// <summary>
 /// Initializes a new instance of geometric descriptor for a plane.
 /// </summary>
 public PlaneProceduralModel()
 {
     Normal = NormalDirection.UpY;
     Size = new Vector2(1.0f);
     Tessellation = new Int2(1);
     UVScales = new Vector2(1);
 }
开发者ID:ItayGal2,项目名称:paradox,代码行数:10,代码来源:PlaneProceduralModel.cs


示例3: getPath

    public static Int2[] getPath(Int2 current, Int2 final, GridSystem grid)
    {
        int width = grid.gridSizeX;
        int height = grid.gridSizeZ;
        if (width <= current._x || width <= final._x) {
            return null;
        }
        if (height <= current._z || height <= final._z) {
            return null;
        }
        if (grid[current._x, current._z] == null || grid[final._x,final._z] == null)
        {
            return null;
        }
        int[,] distanceGrid = new int[width, height];
        for (int i = 0; i < width; i++) {
            for (int j = 0; j < height; j++) {
                distanceGrid[i,j] = -1;
            }
        }

        distanceGrid [current._x, current._z] = 0;
        Int2[] path =  DFS (current, final, grid, distanceGrid);
        Debug.Log ("Path");
        for (int i = 0; i < path.Length; i++) {
            Debug.Log (path[i]);
        }
        return path;
    }
开发者ID:MangoSister,项目名称:Space-Escape,代码行数:29,代码来源:PathFinder.cs


示例4: RemoveBlock

 public bool RemoveBlock(int x, int y)
 {
     Int2 coord = new Int2(x, y);
     if (blocks.ContainsKey(coord))
     {
         blocks.Remove(coord);
         return true;
     }
     return false;
 }
开发者ID:roenyroeny,项目名称:spacesheep,代码行数:10,代码来源:ShipMap.cs


示例5: PackingAttributes

        /// <summary>
        /// Creates a default instance of packing attributes.
        /// </summary>
        public PackingAttributes()
        {
            Enabled = true;
            PackingAlgorithm = TexturePackingMethod.Best;

            AllowMultipacking = true;
            AllowRotations = true;

            AtlasMaximumSize = new Int2(2048);

            BorderSize = 2;
        }
开发者ID:Julyuary,项目名称:paradox,代码行数:15,代码来源:PackingAttributes.cs


示例6: DrawCore

        protected override void DrawCore(RenderContext context)
        {
            var output = PrefilteredRadiance;
            if(output == null || (output.Dimension != TextureDimension.Texture2D && output.Dimension != TextureDimension.TextureCube) || output.ArraySize != 6)
                throw new NotSupportedException("Only array of 2D textures are currently supported as output");

            var input = RadianceMap;
            if(input == null || input.Dimension != TextureDimension.TextureCube)
                throw new NotSupportedException("Only cubemaps are currently supported as input");

            var roughness = 0f;
            var faceCount = output.ArraySize;
            var levelSize = new Int2(output.Width, output.Height);
            var mipCount = MipmapGenerationCount == 0 ? output.MipLevels : MipmapGenerationCount;

            for (int l = 0; l < mipCount; l++)
            {
                if (l == 0 && DoNotFilterHighestLevel && input.Width >= output.Width)
                {
                    var inputLevel = MathUtil.Log2(input.Width / output.Width);
                    for (int f = 0; f < 6; f++)
                    {
                        var inputSubresource = inputLevel + f * input.MipLevels;
                        var outputSubresource = 0 + f * output.MipLevels;
                        GraphicsDevice.CopyRegion(input, inputSubresource, null, output, outputSubresource);
                    }
                }
                else
                {
                    var outputView = output.ToTextureView(ViewType.MipBand, 0, l);

                    computeShader.ThreadGroupCounts = new Int3(levelSize.X, levelSize.Y, faceCount);
                    computeShader.ThreadNumbers = new Int3(SamplingsCount, 1, 1);
                    computeShader.Parameters.Set(RadiancePrefilteringGGXShaderKeys.Roughness, roughness);
                    computeShader.Parameters.Set(RadiancePrefilteringGGXShaderKeys.MipmapCount, input.MipLevels - 1);
                    computeShader.Parameters.Set(RadiancePrefilteringGGXShaderKeys.RadianceMap, input);
                    computeShader.Parameters.Set(RadiancePrefilteringGGXShaderKeys.RadianceMapSize, input.Width);
                    computeShader.Parameters.Set(RadiancePrefilteringGGXShaderKeys.FilteredRadiance, outputView);
                    computeShader.Parameters.Set(RadiancePrefilteringGGXParams.NbOfSamplings, SamplingsCount);
                    computeShader.Draw(context);

                    outputView.Dispose();
                }

                if (mipCount > 1)
                {
                    roughness += 1f / (mipCount - 1);
                    levelSize /= 2;
                }
            }
        }
开发者ID:Powerino73,项目名称:paradox,代码行数:51,代码来源:RadiancePrefilteringGGX.cs


示例7: BackgroundSection

        public BackgroundSection(Sprite backgroundSprite, Vector3 screenVirtualResolution, float scrollSpeed, float depth, Vector2 startPos = default(Vector2))
        {
            screenResolution = new Int2((int)screenVirtualResolution.X, (int)screenVirtualResolution.Y);
            screenCenter = new Vector2(screenVirtualResolution.X / 2, screenVirtualResolution.Y /2);

            this.depth = depth;
            firstQuadPos = startPos;
            secondQuadPos = startPos;

            ScrollSpeed = scrollSpeed;
            ScrollPos = 0;

            CreateBackground(backgroundSprite.Texture, backgroundSprite.Region);
        }
开发者ID:Kryptos-FR,项目名称:xenko-reloaded,代码行数:14,代码来源:BackgroundSection.cs


示例8: DrawTo

 /// <summary>
 /// Draws to the specified cube at the specified position.
 /// </summary>
 /// <param name='position'>
 /// Position (from bottom left).
 /// </param>
 /// <param name='cube'>
 /// Cube.
 /// </param>
 public override void DrawTo(Int2 position, Cube cube)
 {
     base.DrawTo(position, cube);
     switch (id)
     {
     case 0:
         cube.FillRect(new Color(128,128,255), Cube.SCREEN_WIDTH/2, Cube.SCREEN_HEIGHT/2-10, 1, 20);
         break;
     case 1:
         cube.FillRect(new Color(128,128,255), Cube.SCREEN_WIDTH/2-4, Cube.SCREEN_HEIGHT/2-10, 1, 20);
         cube.FillRect(new Color(128,128,255), Cube.SCREEN_WIDTH/2+4, Cube.SCREEN_HEIGHT/2-10, 1, 20);
         break;
     }
 }
开发者ID:dennispr,项目名称:Reunion,代码行数:23,代码来源:Player.cs


示例9: BeadSelectorDlg

        public BeadSelectorDlg(FloatImg image, int ROI, Int2[] positions)
        {
            InitializeComponent();

            if (!DesignMode)
            {
                dispImage = image.ToImage();
                this.image = image;
                pictureBox.Image = dispImage;
                roiPositions = positions.ToList();
            }
            DialogResult = System.Windows.Forms.DialogResult.Cancel;
            textBoxROI.Text = ROI.ToString();
        }
开发者ID:,项目名称:,代码行数:14,代码来源:


示例10: FixedUpdate

    void FixedUpdate() {
        mousePos = Input.mousePosition;
        foreach (var town in Towns)
        {
            Int2 mousePosInt = new Int2();
            Tile.ScreenToMapPosition(mousePos, out mousePosInt);

            if (Vector2.Distance(town.location.ToVector2(), mousePosInt.ToVector2()) < .32f)
            {
                selectedTownPos = Tile.MapToWorldPosition(town.location);
                selectedTownName = town.name;
                print(town.name);
            }
        }
    }
开发者ID:lauhau,项目名称:projectRL,代码行数:15,代码来源:Map.cs


示例11: Update

	// Update is called once per frame
	void Update () {

		// Calculate the tile the target is standing on
		Int2 p = new Int2 ( Mathf.RoundToInt ((target.position.x - tileSize*0.5f) / tileSize), Mathf.RoundToInt ((target.position.z - tileSize*0.5f) / tileSize) );

		// Clamp range
		range = range < 1 ? 1 : range;

		// Remove tiles which are out of range
		bool changed = true;
		while ( changed ) {
			changed = false;
			foreach (KeyValuePair<Int2,ProceduralTile> pair in tiles ) {
				if ( Mathf.Abs (pair.Key.x-p.x) > range || Mathf.Abs (pair.Key.y-p.y) > range ) {
					pair.Value.Destroy ();
					tiles.Remove ( pair.Key );
					changed = true;
					break;
				}
			}
		}

		// Add tiles which have come in range
		// and start calculating them
		for ( int x = p.x-range; x <= p.x+range; x++ ) {
			for ( int z = p.y-range; z <= p.y+range; z++ ) {
				if ( !tiles.ContainsKey ( new Int2(x,z) ) ) {
					ProceduralTile tile = new ProceduralTile ( this, x, z );
					var generator = tile.Generate ();
					// Tick it one step forward
					generator.MoveNext ();
					// Calculate the rest later
					tileGenerationQueue.Enqueue (generator);
					tiles.Add ( new Int2(x,z), tile );
				}
			}
		}

		// The ones directly adjacent to the current one
		// should always be completely calculated
		// make sure they are
		for ( int x = p.x-1; x <= p.x+1; x++ ) {
			for ( int z = p.y-1; z <= p.y+1; z++ ) {
				tiles[new Int2(x,z)].ForceFinish();
			}
		}

	}
开发者ID:dwinings,项目名称:ggj16_team_winings,代码行数:49,代码来源:ProceduralWorld.cs


示例12: SetUp

 public void SetUp()
 {
     var x = 50;
     var y = 75;
     var width = 100;
     var height = 125;
     _aabb = new AABB(x, y, width, height);
     _top = y;
     _left = x;
     _right = x + width;
     _bottom = y + height;
     _topLeft = new Int2(_left, _top);
     _topRight = new Int2(_right, _top);
     _bottomLeft = new Int2(_left, _bottom);
     _bottomRight = new Int2(_right, _bottom);
 }
开发者ID:veatchje,项目名称:Siftables-477,代码行数:16,代码来源:AABBTests.cs


示例13: Combine

    public static PlatformGroup Combine(PlatformGroup lhs, PlatformGroup rhs, Int2 playerIdx)
    {
        GameObject output = new GameObject("PlatformGroup");
        PlatformGroup outputGroup = output.AddComponent<PlatformGroup>();
        outputGroup.container = new HashSet<Platform>();
        //outputGroup.OnGroupMoved += robot.replanPath;

        //transfer ownership
        outputGroup.container.UnionWith(lhs.container);
        outputGroup.container.UnionWith(rhs.container);

        //transfer childObjs
        List<Transform> children = new List<Transform>();
        for (int i = 0; i < lhs.gameObject.transform.childCount; i++)
            children.Add(lhs.gameObject.transform.GetChild(i));
        foreach (Transform child in children)
            child.transform.parent = output.transform;

        children.Clear();
        for (int i = 0; i < rhs.gameObject.transform.childCount; i++)
            children.Add(rhs.gameObject.transform.GetChild(i));
        foreach (Transform child in children)
            child.transform.parent = output.transform;

        //Vector2 robotPos2d = new Vector2(robot.transform.position.x, robot.transform.position.z);
        if (ReferenceEquals(lhs, gridSystem.ComputeGroup(playerIdx)) ||
            ReferenceEquals(rhs, gridSystem.ComputeGroup(playerIdx)) ||
            ReferenceEquals(lhs, gridSystem.ComputeGroup(gridSystem.goal)) ||
            ReferenceEquals(rhs, gridSystem.ComputeGroup(gridSystem.goal)))
        {
            foreach (Transform child in output.transform)
                child.gameObject.layer = Utility.ToLayerNumber(gridSystem.lockedPfLayer);//?

        }

        foreach (Platform pf in outputGroup.container)
            pf.group = outputGroup;

        lhs.container.Clear();
        rhs.container.Clear();
        Destroy(lhs.gameObject);
        Destroy(rhs.gameObject);

        return outputGroup;
    }
开发者ID:MangoSister,项目名称:Space-Escape,代码行数:45,代码来源:PlatformGroup.cs


示例14: CharacterBitmap

        /// <summary>
        /// Initializes a new instance of the <see cref="CharacterBitmap"/> class from a data array.
        /// </summary>
        /// <param name="pixelMode">The data format of the bitmap data</param>
        /// <param name="data">The bitmap data</param>
        /// <param name="borderSize">The size of the border around the image</param>
        /// <param name="width">The width of the bitmap </param>
        /// <param name="rows">The height of the bitmap</param>
        /// <param name="pitch">The pitch of the bitmap</param>
        /// <param name="grayLevels">The number of gray levels of the bitmap</param>
        public CharacterBitmap(IntPtr data, ref Int2 borderSize, int width, int rows, int pitch, int grayLevels, PixelMode pixelMode)
        {
            // add one empty border to each side of the bitmap
            width += 2 * borderSize.X;
            rows += 2 * borderSize.Y;

            buffer = Utilities.AllocateMemory(width * rows, 1);

            if (pixelMode == PixelMode.Mono)
                CopyAndAddBordersFromMono(data, buffer, ref borderSize, width, rows, pitch);
            else
                CopyAndAddBordersFromGrays(data, buffer, ref borderSize, width, rows);

            this.width = width;
            this.rows = rows;
            this.pitch = width;
            this.grayLevels = grayLevels;
            this.pixelMode = pixelMode;
        }
开发者ID:Powerino73,项目名称:paradox,代码行数:29,代码来源:CharacterBitmap.cs


示例15: ExecuteAlgorithm

    public int[,] ExecuteAlgorithm(int numTiles, out List<Vector2> openPositions, out Vector3 playerSpawn)
    {
        openPositions = new List<Vector2>();

        int[,] level = new int[numTiles * 2, numTiles * 2];

        set2DArrayDefaults(level, 2);

        int startingX = numTiles, startingY = numTiles;

        Int2 current = new Int2(startingX, startingY);
        Int2 directionLastMoved = new Int2(0, 0);
        int numTilesPlaced = 0;

        // For resizing the level
        int leftX = current.x;
        int rightX = current.x;
        int topY = current.y;
        int bottomY = current.y;

        while (numTilesPlaced < numTiles)
        {
            leftX = current.x < leftX ? current.x : leftX;
            rightX = current.x > rightX ? current.x : rightX;
            topY = current.y > topY ? current.y : topY;
            bottomY = current.y < bottomY ? current.y : bottomY;

            if (level[current.x, current.y] == 2)
            {
                level[current.x, current.y] = 1;
                numTilesPlaced++;
            }

            current += getRandomDirection(new int[] { 25, 25, 25, 25 });
        }

        playerSpawn = new Vector3((startingY - bottomY + 1) * LoadLevel.TileSize, (startingX - leftX + 1) * LoadLevel.TileSize, 0);

        return cropLevel(level, leftX, rightX, topY, bottomY, openPositions);
    }
开发者ID:drzaal,项目名称:space-soldier,代码行数:40,代码来源:BasicLevelAlgorithm.cs


示例16: FieldPlane

        public FieldPlane(Plane plane, Texture2D field, Int2 texSize, float timeSlice = 0, float invalidValue = float.MaxValue, RenderEffect effect = RenderEffect.DEFAULT, Colormap map = Colormap.Parula)
        {
            this._effect = _planeEffect;
            this._vertexSizeBytes = 32;
            this._numVertices = 6;
            this.UsedMap = map;
            this._width = texSize.X;
            this._height = texSize.Y;
            this._invalid = invalidValue;

            // Setting up the vertex buffer.
            GenerateGeometry(plane, texSize, timeSlice);

            // Generating Textures from the fields.
            _fieldTextures = new ShaderResourceView[1];
            _fieldTextures[0] = new ShaderResourceView(_device, field);

            this.SetRenderEffect(effect);
            this._vertexLayout = new InputLayout(_device, _technique.GetPassByIndex(0).Description.Signature, new[] {
                new InputElement("POSITION", 0, Format.R32G32B32A32_Float, 0, 0),
                new InputElement("TEXTURE", 0, Format.R32G32B32A32_Float, 16, 0)
            });
        }
开发者ID:AnkeAnke,项目名称:FlowSharp,代码行数:23,代码来源:Plane.cs


示例17: CopyAndAddBordersFromGrays

        private static unsafe void CopyAndAddBordersFromGrays(IntPtr data, IntPtr dataBytes, ref Int2 borderSize, int width, int rows)
        {
            var widthLessBorders = width - (borderSize.X << 1);
            var rowsLessBorders = rows - (borderSize.Y << 1);

            var resetBorderLineSize = width * borderSize.Y;
            Utilities.ClearMemory(dataBytes, 0, resetBorderLineSize);
            Utilities.ClearMemory(dataBytes + width * rows - resetBorderLineSize, 0, resetBorderLineSize); // set last border lines to null
            
            var src = (byte*)data;
            var dst = (byte*)dataBytes + resetBorderLineSize;

            // set the middle of the image
            for (int row = 0; row < rowsLessBorders; row++)
            {
                for (int c = 0; c < borderSize.X; c++)
                {
                    *dst = 0;
                    ++dst;
                }

                for (int c = 0; c < widthLessBorders; c++)
                {
                    *dst = *src;

                    ++dst;
                    ++src;
                }

                for (int c = 0; c < borderSize.X; c++)
                {
                    *dst = 0;
                    ++dst;
                }
            }
        }
开发者ID:Powerino73,项目名称:paradox,代码行数:36,代码来源:CharacterBitmap.cs


示例18: setTiles

    void setTiles(int[,] generatedLevel, Vector3 playerSpawn, GameObject player)
    {
        Int2 mapDimensions = new Int2(generatedLevel.GetLength(1), generatedLevel.GetLength(0));

        // create level
        Tile.NewLevel(mapDimensions, 0, TILE_SIZE, 0, LayerLock.None);
        Tile.AddLayer(mapDimensions, 0, TILE_SIZE, 0, LayerLock.None);

        // set sorting layers
        Tile.SetLayerSorting(0, 0);
        Tile.SetLayerSorting(1, 1);

        // set collider layer so that walls can be detected by raycasting
        Tile.SetColliderLayer(WALL_LAYER);

        for (int row = 0; row < generatedLevel.GetLength(0); row++)
        {
            for (int col = 0; col < generatedLevel.GetLength(1); col++)
            {
                Int2 tileLocation = new Int2(col, row);
                bool isWall = WALL_INDICES.Contains(generatedLevel[row, col]);
                int tileIndex = generatedLevel[row, col];
                int spriteTileLayerIndex = isWall ? 1 : 0;

                Tile.SetTile(tileLocation, spriteTileLayerIndex, 0, tileIndex, false);

                if (isWall && hasAdjacentFloor(generatedLevel, row, col))
                {
                    Tile.SetCollider(tileLocation, 1, true);
                }
            }
        }

        StartCoroutine("ConfigureColliders");
        player.GetComponent<Rigidbody2D>().position = playerSpawn;
    }
开发者ID:charleslee98006,项目名称:space-soldier,代码行数:36,代码来源:LoadLevel.cs


示例19: FindSpriteRegion

        /// <summary>
        /// Find the region of the texture containing the sprite under the specified pixel.
        /// </summary>
        /// <param name="texture">The texture containing the sprite</param>
        /// <param name="pixel">The coordinate of the pixel specifying the sprite</param>
        /// <param name="separatorColor">The separator color that delimit the sprites. If null the <see cref="Color.Transparent"/> color is used</param>
        /// <param name="separatorMask">The mask specifying which bits of the color should be checked. The bits are ordered as AABBGGRR.</param>
        /// <returns></returns>
        public unsafe Rectangle FindSpriteRegion(TexImage texture, Int2 pixel, Color? separatorColor = null, uint separatorMask = 0xff000000)
        {
            if (texture == null) throw new ArgumentNullException(nameof(texture));

            var format = texture.Format;
            if (texture.Dimension != TexImage.TextureDimension.Texture2D || !(format.IsRGBAOrder() || format.IsBGRAOrder() || format.SizeInBytes() != 4))
                throw new NotImplementedException();

            // adjust the separator color the mask depending on the color format.
            var separator = (uint)(separatorColor ?? Color.Transparent).ToRgba();
            if(texture.Format.IsBGRAOrder())
            {
                separator = RgbaToBgra(separator);
                separatorMask = RgbaToBgra(separatorMask);
            }
            var maskedSeparator = separator & separatorMask;
            
            var ptr = (uint*)texture.Data;
            var stride = texture.RowPitch / 4;

            // check for empty region (provided pixel is not valid)
            var textureRegion = new Rectangle(0, 0, texture.Width, texture.Height);
            if (!textureRegion.Contains(pixel) || (ptr[pixel.Y * stride + pixel.X] & separatorMask) == maskedSeparator)
                return new Rectangle(pixel.X, pixel.Y, 0, 0);

            // initialize the region with the provided pixel
            var region = new Rectangle(pixel.X, pixel.Y, 1, 1);

            var nextSearchOffsets = new[,]
            {
                { new Int2(-1, -1),  new Int2( 0, -1) },
                { new Int2( 1, -1),  new Int2( 1,  0) },
                { new Int2( 1,  1),  new Int2( 0,  1) },
                { new Int2(-1,  1),  new Int2(-1,  0) }
            };

            var contourLeftEgde = pixel;
            var rotationDirection = 0;
            do
            {
                // Stage 1: Find an edge of the shape (look to the left of the provided pixel as long as possible)
                var startEdge = contourLeftEgde;
                var startEdgeDirection = EdgeDirection.Left;
                for (int x = startEdge.X; x >= 0; --x)
                {
                    if ((ptr[startEdge.Y * stride + x] & separatorMask) == maskedSeparator)
                        break;

                    startEdge.X = x;
                }

                // Stage 2: Determine the whole contour of the shape and update the region. 
                // Note: the found contour can correspond to an internal hole contour or the external shape contour.
                var currentEdge = startEdge;
                var currentEdgeDirection = startEdgeDirection;
                do
                {
                    var previousEdgeDirection = currentEdgeDirection;

                    var diagonalPixel = currentEdge + nextSearchOffsets[(int)currentEdgeDirection, 0];
                    var diagonalIsSeparator = !textureRegion.Contains(diagonalPixel) || (ptr[diagonalPixel.Y * stride + diagonalPixel.X] & separatorMask) == maskedSeparator;
                    var neighbourPixel = currentEdge + nextSearchOffsets[(int)currentEdgeDirection, 1];
                    var neighbourIsSeparator = !textureRegion.Contains(neighbourPixel) || (ptr[neighbourPixel.Y * stride + neighbourPixel.X] & separatorMask) == maskedSeparator;

                    // determine the next edge position
                    if (!diagonalIsSeparator)
                    {
                        currentEdge = diagonalPixel;
                        currentEdgeDirection = (EdgeDirection)(((int)currentEdgeDirection + 3) % 4);
                    }
                    else if (!neighbourIsSeparator)
                    {
                        currentEdge = neighbourPixel;
                    }
                    else
                    {
                        currentEdgeDirection = (EdgeDirection)(((int)currentEdgeDirection + 1) % 4);
                    }

                    // keep record of the point of the edge which is 
                    if (currentEdge.X < contourLeftEgde.X)
                        contourLeftEgde = currentEdge;

                    // increase or decrease the rotation counter based on the sequence of edge direction
                    rotationDirection += RotationDirection(previousEdgeDirection, currentEdgeDirection);

                    // update the rectangle
                    region = Rectangle.Union(region, currentEdge);
                }
                while (currentEdge != startEdge || currentEdgeDirection != startEdgeDirection); // as long as we do not close the contour continue to explore
                
            } // repeat the process as long as the edge found is not the shape external contour.
//.........这里部分代码省略.........
开发者ID:Kurooka,项目名称:paradox,代码行数:101,代码来源:TextureTool.cs


示例20: PickColor

        /// <summary>
        /// Pick the color under the specified pixel.
        /// </summary>
        /// <param name="texture">The texture</param>
        /// <param name="pixel">The coordinate of the pixel</param>
        public unsafe Color PickColor(TexImage texture, Int2 pixel)
        {
            if (texture == null) throw new ArgumentNullException(nameof(texture));

            var format = texture.Format;
            if (texture.Dimension != TexImage.TextureDimension.Texture2D || !(format.IsRGBAOrder() || format.IsBGRAOrder() || format.SizeInBytes() != 4))
                throw new NotImplementedException();

            // check that the pixel is inside the texture
            var textureRegion = new Rectangle(0, 0, texture.Width, texture.Height);
            if (!textureRegion.Contains(pixel))
                throw new ArgumentException("The provided pixel coordinate is outside of the texture");

            var ptr = (uint*)texture.Data;
            var stride = texture.RowPitch / 4;

            var pixelColorInt = ptr[stride*pixel.Y + pixel.X];
            var pixelColor = format.IsRGBAOrder() ? Color.FromRgba(pixelColorInt) : Color.FromBgra(pixelColorInt);

            return pixelColor;
        }
开发者ID:Kurooka,项目名称:paradox,代码行数:26,代码来源:TextureTool.cs



注:本文中的Int2类示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。


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C# Int32类代码示例发布时间:2022-05-24
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