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Game.PathRenderer

struct  Point
 

静态 Public 成员函数

static int TrimPathStart (DynamicArray< Vector2 > positions, BoundingRectangle rectangle)
 
static int TrimPathEnd (DynamicArray< Vector2 > positions, BoundingRectangle rectangle)
 
static int TrimPathStart (DynamicArray< Vector2 > positions, BoundingCircle circle)
 
static int TrimPathEnd (DynamicArray< Vector2 > positions, BoundingCircle circle)
 
static void GeneratePathNormals (DynamicArray< Vector2 > positions, DynamicArray< bool > visibility, bool loop, DynamicArray< Vector2 > normals)
 
static void QueuePath (FlatBatch2D batch, DynamicArray< Point > points, DynamicArray< bool > visibility, bool loop, bool flatShading, float depth=0f)
 
static void QueuePath (FlatBatch2D batch, DynamicArray< Point > points, DynamicArray< Vector2 > normals, DynamicArray< bool > visibility, bool loop, bool flatShading, float depth=0f)
 
static void QueuePath (FlatBatch2D batch, DynamicArray< Vector2 > positions, DynamicArray< bool > visibility, bool loop, bool flatShading, float innerRadius, float outerRadius, Color innerColor, Color outerColor, float miterLimit, float depth=0f)
 
static void QueuePath (FlatBatch2D batch, DynamicArray< Vector2 > positions, DynamicArray< bool > visibility, bool loop, bool flatShading, float innerRadiusL, float innerRadiusR, float outerRadiusL, float outerRadiusR, Color innerColorL, Color innerColorR, Color outerColorL, Color outerColorR, float miterLimit, float depth=0f)
 
static void QueuePath (TexturedBatch2D batch, DynamicArray< Point > points, DynamicArray< bool > visibility, bool loop, bool flatShading, float lengthOffset, float depth=0f)
 
static void QueuePath (TexturedBatch2D batch, DynamicArray< Point > points, DynamicArray< Vector2 > normals, DynamicArray< bool > visibility, bool loop, bool flatShading, float lengthOffset, float depth=0f)
 
static void QueuePath (TexturedBatch2D batch, DynamicArray< Vector2 > positions, DynamicArray< bool > visibility, bool loop, bool flatShading, float innerRadius, float outerRadius, Color innerColor, Color outerColor, float lengthScale, float lengthOffset, float miterLimit, float depth=0f)
 
static void QueuePath (TexturedBatch2D batch, DynamicArray< Vector2 > positions, DynamicArray< bool > visibility, bool loop, bool flatShading, float innerRadiusL, float innerRadiusR, float outerRadiusL, float outerRadiusR, Color innerColorL, Color innerColorR, Color outerColorL, Color outerColorR, float lengthScale, float lengthOffset, float miterLimit, float depth=0f)
 

静态 Private 成员函数

static void QueuePathInternal (FlatBatch2D batch, DynamicArray< Point > points, DynamicArray< Vector2 > normals, DynamicArray< bool > visibility, bool loop, bool flatShading, float depth)
 
static void QueuePathInternal (TexturedBatch2D batch, DynamicArray< Point > points, DynamicArray< Vector2 > normals, DynamicArray< bool > visibility, bool loop, bool flatShading, float lengthOffset, float depth)
 
static Vector2 Normal1 (Vector2 d)
 
static Vector2 Normal2 (Vector2 d1, Vector2 d2)
 

静态 Private 属性

static DynamicArray< PointTmpPoints = new DynamicArray<Point>()
 
static DynamicArray< Vector2 > TmpPositions = new DynamicArray<Vector2>()
 
static DynamicArray< Vector2 > TmpNormals = new DynamicArray<Vector2>()
 

成员函数说明

◆ GeneratePathNormals()

static void Game.PathRenderer.GeneratePathNormals ( DynamicArray< Vector2 > positions,
DynamicArray< bool > visibility,
bool loop,
DynamicArray< Vector2 > normals )
static
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◆ Normal1()

static Vector2 Game.PathRenderer.Normal1 ( Vector2 d)
staticprivate
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◆ Normal2()

static Vector2 Game.PathRenderer.Normal2 ( Vector2 d1,
Vector2 d2 )
staticprivate
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◆ QueuePath() [1/8]

static void Game.PathRenderer.QueuePath ( FlatBatch2D batch,
DynamicArray< Point > points,
DynamicArray< bool > visibility,
bool loop,
bool flatShading,
float depth = 0f )
static
函数调用图:
这是这个函数的调用关系图:

◆ QueuePath() [2/8]

static void Game.PathRenderer.QueuePath ( FlatBatch2D batch,
DynamicArray< Point > points,
DynamicArray< Vector2 > normals,
DynamicArray< bool > visibility,
bool loop,
bool flatShading,
float depth = 0f )
static
函数调用图:

◆ QueuePath() [3/8]

static void Game.PathRenderer.QueuePath ( FlatBatch2D batch,
DynamicArray< Vector2 > positions,
DynamicArray< bool > visibility,
bool loop,
bool flatShading,
float innerRadius,
float outerRadius,
Color innerColor,
Color outerColor,
float miterLimit,
float depth = 0f )
static
函数调用图:

◆ QueuePath() [4/8]

static void Game.PathRenderer.QueuePath ( FlatBatch2D batch,
DynamicArray< Vector2 > positions,
DynamicArray< bool > visibility,
bool loop,
bool flatShading,
float innerRadiusL,
float innerRadiusR,
float outerRadiusL,
float outerRadiusR,
Color innerColorL,
Color innerColorR,
Color outerColorL,
Color outerColorR,
float miterLimit,
float depth = 0f )
static
函数调用图:

◆ QueuePath() [5/8]

static void Game.PathRenderer.QueuePath ( TexturedBatch2D batch,
DynamicArray< Point > points,
DynamicArray< bool > visibility,
bool loop,
bool flatShading,
float lengthOffset,
float depth = 0f )
static
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◆ QueuePath() [6/8]

static void Game.PathRenderer.QueuePath ( TexturedBatch2D batch,
DynamicArray< Point > points,
DynamicArray< Vector2 > normals,
DynamicArray< bool > visibility,
bool loop,
bool flatShading,
float lengthOffset,
float depth = 0f )
static
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◆ QueuePath() [7/8]

static void Game.PathRenderer.QueuePath ( TexturedBatch2D batch,
DynamicArray< Vector2 > positions,
DynamicArray< bool > visibility,
bool loop,
bool flatShading,
float innerRadius,
float outerRadius,
Color innerColor,
Color outerColor,
float lengthScale,
float lengthOffset,
float miterLimit,
float depth = 0f )
static
函数调用图:

◆ QueuePath() [8/8]

static void Game.PathRenderer.QueuePath ( TexturedBatch2D batch,
DynamicArray< Vector2 > positions,
DynamicArray< bool > visibility,
bool loop,
bool flatShading,
float innerRadiusL,
float innerRadiusR,
float outerRadiusL,
float outerRadiusR,
Color innerColorL,
Color innerColorR,
Color outerColorL,
Color outerColorR,
float lengthScale,
float lengthOffset,
float miterLimit,
float depth = 0f )
static
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◆ QueuePathInternal() [1/2]

static void Game.PathRenderer.QueuePathInternal ( FlatBatch2D batch,
DynamicArray< Point > points,
DynamicArray< Vector2 > normals,
DynamicArray< bool > visibility,
bool loop,
bool flatShading,
float depth )
staticprivate
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◆ QueuePathInternal() [2/2]

static void Game.PathRenderer.QueuePathInternal ( TexturedBatch2D batch,
DynamicArray< Point > points,
DynamicArray< Vector2 > normals,
DynamicArray< bool > visibility,
bool loop,
bool flatShading,
float lengthOffset,
float depth )
staticprivate
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◆ TrimPathEnd() [1/2]

static int Game.PathRenderer.TrimPathEnd ( DynamicArray< Vector2 > positions,
BoundingCircle circle )
static
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◆ TrimPathEnd() [2/2]

static int Game.PathRenderer.TrimPathEnd ( DynamicArray< Vector2 > positions,
BoundingRectangle rectangle )
static
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◆ TrimPathStart() [1/2]

static int Game.PathRenderer.TrimPathStart ( DynamicArray< Vector2 > positions,
BoundingCircle circle )
static

◆ TrimPathStart() [2/2]

static int Game.PathRenderer.TrimPathStart ( DynamicArray< Vector2 > positions,
BoundingRectangle rectangle )
static
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类成员变量说明

◆ TmpNormals

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

◆ TmpPoints

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

◆ TmpPositions

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

该类的文档由以下文件生成: