Public Member Functions | |
void | HoleSort () |
Sorts this path such that any holes it contains begin closest to it's containing contour. This essentially allows paths with holes (think hole in o!) to be correctly triangulated. More... | |
VectorPoint | Nearest (float x, float y) |
Gets the nearest node in this shape to the given point. More... | |
VectorPoint | Nearest (float x, float y, VectorPoint from, VectorPoint to) |
Gets the nearest node in the given section of this shape to the given point. More... | |
bool | Contains (float x, float y) |
Does this path contain the given point? More... | |
bool | Contains (float x, float y, VectorPoint from, VectorPoint to) |
Does the given section of this path contain the given point? More... | |
void | GetVertices (Vector3[] vertices, Vector3[] normals, float accuracy, float offsetX, float offsetY, float scale, ref int index, List< int > contourStarts) |
int | GetVertexCount (float accuracy) |
void | MoveTo (float x, float y) |
Moves the current pen location to the given point. Used when drawing paths. More... | |
void | CopyInto (VectorPath path) |
Copies this vector path into the given one. More... | |
void | Clear () |
Clears this path. More... | |
void | AddPathNode (VectorPoint point) |
Adds the given node to this path. More... | |
void | ClosePathFast () |
Closes the path quickly and safely. More... | |
void | ClosePath () |
A full path close. More... | |
void | CloseLast () |
Marks the last node as a close. More... | |
StraightLinePoint | LineTo (float x, float y) |
QuadLinePoint | QuadraticCurveTo (float cx, float cy, float x, float y) |
void | CurveTo (float c1x, float c1y, float c2x, float c2y, float x, float y) |
void | RecalculateMeta () |
Recalculates bounds and normals. More... | |
void | RecalculateBounds () |
Recalculates the minimum values and width/height of this path, taking curves into account. More... | |
void | RecalculateNormals () |
Recalculates the normals of this path. Not required unless you're using SDF. More... | |
void | Extrude (float by) |
Extrudes this path along it's normals. Used to e.g. make something bold. Assumes one or more closed loops and that RecalculateNormals has been called. More... | |
void | Sheer (float by) |
Sheers this path. Note that it's assumed to be at most 1 unit tall. More... | |
void | MultiplyNormals (float by) |
Multiply the normals of this path by the given value. More... | |
void | Scale (float by) |
Scales this path by the given value. More... | |
float | GetSignedArea () |
Gets the signed area of the "major" contour (the first one). It's signed as this can identify the winding order. More... | |
override string | ToString () |
Public Attributes | |
float | MinX |
The minimum X value. More... | |
float | MinY |
The minimum Y value. More... | |
float | Width |
The width of this path. More... | |
float | Height =1f |
The height of this path. More... | |
int | PathNodeCount |
The number of points in this vector path. More... | |
MoveToPoint | CloseNode |
The current node which will be used when the path is closed. More... | |
VectorPoint | FirstPathNode |
When creating a path its nodes are stored as a linked list. The first node created. More... | |
VectorPoint | LatestPathNode |
When creating a path its nodes are stored as a linked list. The latest node created. More... | |
Properties | |
bool | Unclosed [get] |
True if this glyph is currently unclosed. More... | |
Private Attributes | |
bool | HoleSorted =false |
True if any holes in this path have been sorted. Disabled by default at the moment. More... | |
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Adds the given node to this path.
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Clears this path.
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Marks the last node as a close.
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A full path close.
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Closes the path quickly and safely.
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Does this path contain the given point?
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Does the given section of this path contain the given point?
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Copies this vector path into the given one.
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Extrudes this path along it's normals. Used to e.g. make something bold. Assumes one or more closed loops and that RecalculateNormals has been called.
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inline |
Gets the signed area of the "major" contour (the first one). It's signed as this can identify the winding order.
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inline |
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inline |
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Sorts this path such that any holes it contains begin closest to it's containing contour. This essentially allows paths with holes (think hole in o!) to be correctly triangulated.
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inline |
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inline |
Moves the current pen location to the given point. Used when drawing paths.
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inline |
Multiply the normals of this path by the given value.
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inline |
Gets the nearest node in this shape to the given point.
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inline |
Gets the nearest node in the given section of this shape to the given point.
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inline |
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inline |
Recalculates the minimum values and width/height of this path, taking curves into account.
|
inline |
Recalculates bounds and normals.
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inline |
Recalculates the normals of this path. Not required unless you're using SDF.
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inline |
Scales this path by the given value.
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inline |
Sheers this path. Note that it's assumed to be at most 1 unit tall.
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inline |
MoveToPoint Blaze.VectorPath.CloseNode |
The current node which will be used when the path is closed.
VectorPoint Blaze.VectorPath.FirstPathNode |
When creating a path its nodes are stored as a linked list. The first node created.
float Blaze.VectorPath.Height =1f |
The height of this path.
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private |
True if any holes in this path have been sorted. Disabled by default at the moment.
VectorPoint Blaze.VectorPath.LatestPathNode |
When creating a path its nodes are stored as a linked list. The latest node created.
float Blaze.VectorPath.MinX |
The minimum X value.
float Blaze.VectorPath.MinY |
The minimum Y value.
int Blaze.VectorPath.PathNodeCount |
The number of points in this vector path.
float Blaze.VectorPath.Width |
The width of this path.
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get |
True if this glyph is currently unclosed.