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Game.BevelledShapeRenderer

struct  Point
 

静态 Public 成员函数

static void QueueShape (FlatBatch2D batch, IEnumerable< Point > points, float pixelsPerUnit, float antialiasSize, float bevelSize, bool flatShading, Color centerColor, Color bevelColor, float directional, float ambient)
 
static void QueueShapeShadow (FlatBatch2D batch, IEnumerable< Point > points, float pixelsPerUnit, float shadowSize, Color shadowColor)
 
static void QueueShape (TexturedBatch2D batch, IEnumerable< Point > points, Vector2 textureScale, Vector2 textureOffset, float pixelsPerUnit, float antialiasSize, float bevelSize, bool flatShading, Color centerColor, Color bevelColor, float directional, float ambient)
 
static void QueueQuad (FlatBatch2D batch, Vector2 p1, Vector2 p2, float pixelsPerUnit, float antialiasSize, float bevelSize, float roundingRadius, int roundingCount, bool flatShading, Color centerColor, Color bevelColor, float directional, float ambient)
 
static void QueueQuad (TexturedBatch2D batch, Vector2 p1, Vector2 p2, Vector2 textureScale, Vector2 textureOffset, float pixelsPerUnit, float antialiasSize, float bevelSize, float roundingRadius, int roundingCount, bool flatShading, Color centerColor, Color bevelColor, float directional, float ambient)
 

静态 Private 成员函数

static void RemoveDuplicates (DynamicArray< Vector2 > positions)
 
static void Triangulate (DynamicArray< Vector2 > source, DynamicArray< ushort > destination)
 
static void LightPoints (DynamicArray< PathRenderer.Point > points, bool loop, bool flatShading, Vector2 directionToLight, float directional, float ambient)
 
static void GeneratePathPoints (DynamicArray< Vector2 > positions, float innerRadiusL, float innerRadiusR, float outerRadiusL, float outerRadiusR, Color innerColorL, Color innerColorR, Color outerColorL, Color outerColorR, float lengthScale, float miterLimit, DynamicArray< PathRenderer.Point > result)
 
static void RoundCorners (DynamicArray< Point > points, bool loop, float pixelsPerUnit, float bevelSize, DynamicArray< Vector2 > result)
 
static void RoundCorner (Vector2 p0, Vector2 p1, Vector2 p2, float radius, int count, float pixelsPerUnit, float bevelSize, DynamicArray< Vector2 > result)
 

静态 Private 属性

static FlatBatch2D TmpBatch = new FlatBatch2D()
 
static DynamicArray< PointTmpQuadPoints = new DynamicArray<Point>()
 
static DynamicArray< PointTmpPoints = new DynamicArray<Point>()
 
static DynamicArray< Vector2 > TmpPositions = new DynamicArray<Vector2>()
 
static DynamicArray< Vector2 > TmpPositions2 = new DynamicArray<Vector2>()
 
static DynamicArray< Vector2 > TmpNormals = new DynamicArray<Vector2>()
 
static DynamicArray< ushort > TmpIndices = new DynamicArray<ushort>()
 
static DynamicArray< ushort > TmpIndicesTriangulation = new DynamicArray<ushort>()
 
static DynamicArray< PathRenderer.PointTmpPathPoints = new DynamicArray<PathRenderer.Point>()
 

成员函数说明

◆ GeneratePathPoints()

static void Game.BevelledShapeRenderer.GeneratePathPoints ( DynamicArray< Vector2 > positions,
float innerRadiusL,
float innerRadiusR,
float outerRadiusL,
float outerRadiusR,
Color innerColorL,
Color innerColorR,
Color outerColorL,
Color outerColorR,
float lengthScale,
float miterLimit,
DynamicArray< PathRenderer.Point > result )
staticprivate
这是这个函数的调用关系图:

◆ LightPoints()

static void Game.BevelledShapeRenderer.LightPoints ( DynamicArray< PathRenderer.Point > points,
bool loop,
bool flatShading,
Vector2 directionToLight,
float directional,
float ambient )
staticprivate
这是这个函数的调用关系图:

◆ QueueQuad() [1/2]

static void Game.BevelledShapeRenderer.QueueQuad ( FlatBatch2D batch,
Vector2 p1,
Vector2 p2,
float pixelsPerUnit,
float antialiasSize,
float bevelSize,
float roundingRadius,
int roundingCount,
bool flatShading,
Color centerColor,
Color bevelColor,
float directional,
float ambient )
static
函数调用图:

◆ QueueQuad() [2/2]

static void Game.BevelledShapeRenderer.QueueQuad ( TexturedBatch2D batch,
Vector2 p1,
Vector2 p2,
Vector2 textureScale,
Vector2 textureOffset,
float pixelsPerUnit,
float antialiasSize,
float bevelSize,
float roundingRadius,
int roundingCount,
bool flatShading,
Color centerColor,
Color bevelColor,
float directional,
float ambient )
static
函数调用图:

◆ QueueShape() [1/2]

static void Game.BevelledShapeRenderer.QueueShape ( FlatBatch2D batch,
IEnumerable< Point > points,
float pixelsPerUnit,
float antialiasSize,
float bevelSize,
bool flatShading,
Color centerColor,
Color bevelColor,
float directional,
float ambient )
static
函数调用图:
这是这个函数的调用关系图:

◆ QueueShape() [2/2]

static void Game.BevelledShapeRenderer.QueueShape ( TexturedBatch2D batch,
IEnumerable< Point > points,
Vector2 textureScale,
Vector2 textureOffset,
float pixelsPerUnit,
float antialiasSize,
float bevelSize,
bool flatShading,
Color centerColor,
Color bevelColor,
float directional,
float ambient )
static
函数调用图:

◆ QueueShapeShadow()

static void Game.BevelledShapeRenderer.QueueShapeShadow ( FlatBatch2D batch,
IEnumerable< Point > points,
float pixelsPerUnit,
float shadowSize,
Color shadowColor )
static
函数调用图:
这是这个函数的调用关系图:

◆ RemoveDuplicates()

static void Game.BevelledShapeRenderer.RemoveDuplicates ( DynamicArray< Vector2 > positions)
staticprivate
这是这个函数的调用关系图:

◆ RoundCorner()

static void Game.BevelledShapeRenderer.RoundCorner ( Vector2 p0,
Vector2 p1,
Vector2 p2,
float radius,
int count,
float pixelsPerUnit,
float bevelSize,
DynamicArray< Vector2 > result )
staticprivate
这是这个函数的调用关系图:

◆ RoundCorners()

static void Game.BevelledShapeRenderer.RoundCorners ( DynamicArray< Point > points,
bool loop,
float pixelsPerUnit,
float bevelSize,
DynamicArray< Vector2 > result )
staticprivate
函数调用图:
这是这个函数的调用关系图:

◆ Triangulate()

static void Game.BevelledShapeRenderer.Triangulate ( DynamicArray< Vector2 > source,
DynamicArray< ushort > destination )
staticprivate
这是这个函数的调用关系图:

类成员变量说明

◆ TmpBatch

FlatBatch2D Game.BevelledShapeRenderer.TmpBatch = new FlatBatch2D()
staticprivate

◆ TmpIndices

DynamicArray<ushort> Game.BevelledShapeRenderer.TmpIndices = new DynamicArray<ushort>()
staticprivate

◆ TmpIndicesTriangulation

DynamicArray<ushort> Game.BevelledShapeRenderer.TmpIndicesTriangulation = new DynamicArray<ushort>()
staticprivate

◆ TmpNormals

DynamicArray<Vector2> Game.BevelledShapeRenderer.TmpNormals = new DynamicArray<Vector2>()
staticprivate

◆ TmpPathPoints

DynamicArray<PathRenderer.Point> Game.BevelledShapeRenderer.TmpPathPoints = new DynamicArray<PathRenderer.Point>()
staticprivate

◆ TmpPoints

DynamicArray<Point> Game.BevelledShapeRenderer.TmpPoints = new DynamicArray<Point>()
staticprivate

◆ TmpPositions

DynamicArray<Vector2> Game.BevelledShapeRenderer.TmpPositions = new DynamicArray<Vector2>()
staticprivate

◆ TmpPositions2

DynamicArray<Vector2> Game.BevelledShapeRenderer.TmpPositions2 = new DynamicArray<Vector2>()
staticprivate

◆ TmpQuadPoints

DynamicArray<Point> Game.BevelledShapeRenderer.TmpQuadPoints = new DynamicArray<Point>()
staticprivate

该类的文档由以下文件生成: