Inheritance diagram for Blaze.VectorPath:
InfiniText.Glyph InfiniText.CompositeGlyph

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...
 

Member Function Documentation

void Blaze.VectorPath.AddPathNode ( VectorPoint  point)
inline

Adds the given node to this path.

void Blaze.VectorPath.Clear ( )
inline

Clears this path.

void Blaze.VectorPath.CloseLast ( )
inline

Marks the last node as a close.

void Blaze.VectorPath.ClosePath ( )
inline

A full path close.

void Blaze.VectorPath.ClosePathFast ( )
inline

Closes the path quickly and safely.

bool Blaze.VectorPath.Contains ( float  x,
float  y 
)
inline

Does this path contain the given point?

bool Blaze.VectorPath.Contains ( float  x,
float  y,
VectorPoint  from,
VectorPoint  to 
)
inline

Does the given section of this path contain the given point?

void Blaze.VectorPath.CopyInto ( VectorPath  path)
inline

Copies this vector path into the given one.

void Blaze.VectorPath.CurveTo ( float  c1x,
float  c1y,
float  c2x,
float  c2y,
float  x,
float  y 
)
inline
void Blaze.VectorPath.Extrude ( float  by)
inline

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.

float Blaze.VectorPath.GetSignedArea ( )
inline

Gets the signed area of the "major" contour (the first one). It's signed as this can identify the winding order.

int Blaze.VectorPath.GetVertexCount ( float  accuracy)
inline
void Blaze.VectorPath.GetVertices ( Vector3[]  vertices,
Vector3[]  normals,
float  accuracy,
float  offsetX,
float  offsetY,
float  scale,
ref int  index,
List< int >  contourStarts 
)
inline
void Blaze.VectorPath.HoleSort ( )
inline

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.

StraightLinePoint Blaze.VectorPath.LineTo ( float  x,
float  y 
)
inline
void Blaze.VectorPath.MoveTo ( float  x,
float  y 
)
inline

Moves the current pen location to the given point. Used when drawing paths.

void Blaze.VectorPath.MultiplyNormals ( float  by)
inline

Multiply the normals of this path by the given value.

VectorPoint Blaze.VectorPath.Nearest ( float  x,
float  y 
)
inline

Gets the nearest node in this shape to the given point.

VectorPoint Blaze.VectorPath.Nearest ( float  x,
float  y,
VectorPoint  from,
VectorPoint  to 
)
inline

Gets the nearest node in the given section of this shape to the given point.

QuadLinePoint Blaze.VectorPath.QuadraticCurveTo ( float  cx,
float  cy,
float  x,
float  y 
)
inline
void Blaze.VectorPath.RecalculateBounds ( )
inline

Recalculates the minimum values and width/height of this path, taking curves into account.

void Blaze.VectorPath.RecalculateMeta ( )
inline

Recalculates bounds and normals.

void Blaze.VectorPath.RecalculateNormals ( )
inline

Recalculates the normals of this path. Not required unless you're using SDF.

void Blaze.VectorPath.Scale ( float  by)
inline

Scales this path by the given value.

void Blaze.VectorPath.Sheer ( float  by)
inline

Sheers this path. Note that it's assumed to be at most 1 unit tall.

override string Blaze.VectorPath.ToString ( )
inline

Member Data Documentation

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.

bool Blaze.VectorPath.HoleSorted =false
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.

Property Documentation

bool Blaze.VectorPath.Unclosed
get

True if this glyph is currently unclosed.