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 (
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"math"
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"github.com/hajimehoshi/ebiten/v2"
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)
type point struct {
x float32
y float32
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}
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// Path represents a collection of path segments.
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type Path struct {
segs [][]point
cur 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) {
p.cur = point{x: x, y: y}
p.segs = append(p.segs, []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 {
p.segs = append(p.segs, []point{p.cur})
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}
p.segs[len(p.segs)-1] = append(p.segs[len(p.segs)-1], point{x: x, y: y})
p.cur = point{x: x, y: y}
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}
// nseg returns a number of segments based on the given two points (x0, y0) and (x1, y1).
func nseg(x0, y0, x1, y1 float32) int {
distx := x1 - x0
if distx < 0 {
distx = -distx
}
disty := y1 - y0
if disty < 0 {
disty = -disty
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}
dist := distx
if dist < disty {
dist = disty
}
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) {
// TODO: Split more appropriate number of segments.
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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
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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) {
// TODO: Split more appropriate number of segments.
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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)*(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)
}
}
// AppendVerticesAndIndices appends vertices and indices for this path and returns them.
// AppendVerticesAndIndices works in a similar way to the built-in append function.
// If the arguments are nils, AppendVerticesAndIndices returns new slices.
//
// The returned vertice's SrcX and SrcY are 0, and ColorR, ColorG, ColorB, and ColorA are 1.
//
// The returned values are intended to be passed to DrawTriangles or DrawTrianglesShader with EvenOdd option
// in order to render a complex polygon like a concave polygon, a polygon with holes, or a self-intersecting polygon.
func (p *Path) AppendVerticesAndIndices(vertices []ebiten.Vertex, indices []uint16) ([]ebiten.Vertex, []uint16) {
// TODO: Add tests.
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var base uint16
for _, seg := range p.segs {
if len(seg) < 3 {
continue
}
for i, pt := range seg {
vertices = append(vertices, ebiten.Vertex{
DstX: pt.x,
DstY: pt.y,
SrcX: 0,
SrcY: 0,
ColorR: 1,
ColorG: 1,
ColorB: 1,
ColorA: 1,
})
if i < 2 {
continue
}
indices = append(indices, base, base+uint16(i-1), base+uint16(i))
}
base += uint16(len(seg))
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}
return vertices, indices
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}