94 lines
No EOL
2.8 KiB
C#
94 lines
No EOL
2.8 KiB
C#
#region usings
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using System;
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using System.Collections.Generic;
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using OpenTK;
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using OpenTK.Graphics;
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using OpenTK.Graphics.OpenGL4;
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using SM.Base.Objects;
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using SM.OGL.Mesh;
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#endregion
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namespace SM2D.Object
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{
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/// <summary>
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/// Creates a polygon.
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/// </summary>
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public class Polygon : Mesh
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{
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/// <inheritdoc />
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public override VBO<Vector3> Vertex { get; protected set; } = new VBO<Vector3>();
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/// <inheritdoc />
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public override VBO<Vector2> UVs { get; protected set; } = new VBO<Vector2>();
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/// <inheritdoc />
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public override VBO<Color4> Color { get; protected set; } = new VBO<Color4>();
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/// <inheritdoc />
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public override PrimitiveType PrimitiveType { get; protected set; } = PrimitiveType.TriangleFan;
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/// <summary>
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/// Creates a polygon with <see cref="Vector2"/>s.
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/// </summary>
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/// <param name="vertices"></param>
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public Polygon(ICollection<Vector2> vertices) : base(PrimitiveType.TriangleFan)
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{
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Color.Active = false;
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foreach (var vertex in vertices)
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{
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Vertex.Add(new Vector3(vertex));
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}
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UpdateBoundingBox();
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if (UVs.Active) foreach (var vertex in vertices) AddUV(vertex);
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}
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/// <summary>
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/// Creates a polygon with <see cref="PolygonVertex"/>, what allows colors hard coded.
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/// </summary>
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/// <param name="vertices"></param>
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public Polygon(ICollection<PolygonVertex> vertices) : base(PrimitiveType.TriangleFan)
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{
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foreach (var polygonVertex in vertices)
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{
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Color.Add(polygonVertex.Color);
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Vertex.Add(new Vector3(polygonVertex.Position.X, polygonVertex.Position.Y, 0));
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}
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UpdateBoundingBox();
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if (UVs.Active) foreach (var vertex in vertices) AddUV(vertex.Position);
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}
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private void AddUV(Vector2 vertex)
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{
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var uv = Vector2.Divide(vertex - BoundingBox.Min.Xy, BoundingBox.Max.Xy - BoundingBox.Min.Xy);
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uv.Y *= -1;
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UVs.Add(uv);
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}
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/// <summary>
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/// Creates a circle.
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/// </summary>
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/// <param name="secments"></param>
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/// <returns></returns>
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public static Polygon GenerateCircle(int secments = 32)
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{
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var vertices = new List<Vector2> {Vector2.Zero};
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var step = 360f / secments;
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for (var i = 0; i < secments + 1; i++)
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{
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var vertex = new Vector2(0.5f * (float) Math.Cos(step * i * Math.PI / 180f),
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0.5f * (float) Math.Sin(step * i * Math.PI / 180f));
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vertices.Add(vertex);
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}
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return new Polygon(vertices);
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}
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}
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} |