ebiten/vector/path.go

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// Copyright 2019 The Ebiten Authors
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
// Package vector provides functions for vector graphics rendering.
//
// This package is under experiments and the API might be changed with breaking backward compatibility.
package vector
import (
"image/color"
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"math"
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"github.com/hajimehoshi/ebiten"
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"github.com/hajimehoshi/ebiten/vector/internal/triangulate"
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)
var emptyImage *ebiten.Image
func init() {
emptyImage, _ = ebiten.NewImage(1, 1, ebiten.FilterDefault)
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emptyImage.Fill(color.White)
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}
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// Path represents a collection of path segments.
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type Path struct {
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segs [][]triangulate.Point
cur triangulate.Point
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}
// MoveTo skips the current position of the path to the given position (x, y) without adding any strokes.
func (p *Path) MoveTo(x, y float32) {
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p.cur = triangulate.Point{X: x, Y: y}
p.segs = append(p.segs, []triangulate.Point{p.cur})
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}
// LineTo adds a line segument to the path, which starts from the current position and ends to the given position (x, y).
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//
// LineTo updates the current position to (x, y).
func (p *Path) LineTo(x, y float32) {
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if len(p.segs) == 0 {
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p.segs = append(p.segs, []triangulate.Point{p.cur})
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}
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p.segs[len(p.segs)-1] = append(p.segs[len(p.segs)-1], triangulate.Point{X: x, Y: y})
p.cur = triangulate.Point{X: x, Y: y}
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}
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// nseg returns a number of segments based on the given two points (x0, y0) and (x1, y1).
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func nseg(x0, y0, x1, y1 float32) int {
distx := x1 - x0
if distx < 0 {
distx = -distx
}
disty := y1 - y0
if disty < 0 {
disty = -disty
}
dist := distx
if dist < disty {
dist = disty
}
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return int(math.Ceil(float64(dist)))
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}
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// QuadTo adds a quadratic Bézier curve to the path.
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func (p *Path) QuadTo(cpx, cpy, x, y float32) {
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c := p.cur
num := nseg(c.X, c.Y, x, y)
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for t := float32(0.0); t <= 1; t += 1.0 / float32(num) {
xf := (1-t)*(1-t)*c.X + 2*t*(1-t)*cpx + t*t*x
yf := (1-t)*(1-t)*c.Y + 2*t*(1-t)*cpy + t*t*y
p.LineTo(xf, yf)
}
}
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// CubicTo adds a cubic Bézier curve to the path.
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func (p *Path) CubicTo(cp0x, cp0y, cp1x, cp1y, x, y float32) {
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c := p.cur
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num := nseg(c.X, c.Y, x, y)
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for t := float32(0.0); t <= 1; t += 1.0 / float32(num) {
xf := (1-t)*(1-t)*(1-t)*c.X + 3*(1-t)*(1-t)*t*cp0x + 3*(1-t)*t*t*cp1x + t*t*t*x
yf := (1-t)*(1-t)*(1-t)*c.Y + 3*(1-t)*(1-t)*t*cp0y + 3*(1-t)*t*t*cp1y + t*t*t*y
p.LineTo(xf, yf)
}
}
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// FillOptions represents options to fill a path.
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type FillOptions struct {
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// Color is a color to fill with.
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Color color.Color
}
// Fill fills the region of the path with the given options op.
func (p *Path) Fill(dst *ebiten.Image, op *FillOptions) {
var vertices []ebiten.Vertex
var indices []uint16
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if op.Color == nil {
return
}
r, g, b, a := op.Color.RGBA()
var rf, gf, bf, af float32
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if a == 0 {
return
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}
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rf = float32(r) / float32(a)
gf = float32(g) / float32(a)
bf = float32(b) / float32(a)
af = float32(a) / 0xffff
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var base uint16
for _, seg := range p.segs {
for _, pt := range seg {
vertices = append(vertices, ebiten.Vertex{
DstX: pt.X,
DstY: pt.Y,
SrcX: 0,
SrcY: 0,
ColorR: rf,
ColorG: gf,
ColorB: bf,
ColorA: af,
})
}
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for _, idx := range triangulate.Triangulate(seg) {
indices = append(indices, idx+base)
}
base += uint16(len(seg))
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}
dst.DrawTriangles(vertices, indices, emptyImage, nil)
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}