2019-04-13 17:16:18 +02:00
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// Copyright 2019 The Ebiten Authors
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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// Package vector provides functions for vector graphics rendering.
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//
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// This package is under experiments and the API might be changed with breaking backward compatibility.
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package vector
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import (
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2019-12-29 15:35:12 +01:00
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"math"
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2019-04-13 17:16:18 +02:00
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2020-10-03 19:35:13 +02:00
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"github.com/hajimehoshi/ebiten/v2"
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2019-04-13 17:16:18 +02:00
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)
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2021-07-02 12:26:09 +02:00
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type point struct {
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x float32
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y float32
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}
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2019-12-26 08:35:07 +01:00
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// Path represents a collection of path segments.
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type Path struct {
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segs [][]point
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cur point
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}
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// MoveTo skips the current position of the path to the given position (x, y) without adding any strokes.
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func (p *Path) MoveTo(x, y float32) {
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p.cur = point{x: x, y: y}
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p.segs = append(p.segs, []point{p.cur})
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}
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2019-12-27 03:26:16 +01:00
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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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//
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// LineTo updates the current position to (x, y).
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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, []point{p.cur})
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}
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p.segs[len(p.segs)-1] = append(p.segs[len(p.segs)-1], point{x: x, y: y})
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p.cur = point{x: x, y: y}
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}
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2021-07-05 18:12:51 +02:00
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// nseg returns a number of segments based on the given three points for a Bézier curve.
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//
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// See golang.org/x/image/vector's devSquared for more details.
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func nseg(x0, y0, x1, y1, x2, y2 float32) int {
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devx := x0 - 2*x1 + x2
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devy := y0 - 2*y1 + y2
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devsq := devx*devx + devy*devy
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if devsq < 0.333 {
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return 0
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}
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const tol = 3
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return 1 + int(math.Sqrt(math.Sqrt(tol*float64(devsq))))*2
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}
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2020-03-16 15:49:55 +01:00
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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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// TODO: Split more appropriate number of segments.
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c := p.cur
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num := nseg(c.x, c.y, cpx, cpy, x, y)
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if num == 0 {
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return
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}
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for t := float32(0.0); t <= 1; t += 1.0 / float32(num) {
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xf := (1-t)*(1-t)*c.x + 2*t*(1-t)*cpx + t*t*x
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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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}
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}
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2020-03-16 15:49:55 +01:00
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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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// TODO: Split more appropriate number of segments.
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c := p.cur
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num := nseg(c.x, c.y, cp0x, cp0y, x, y)
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if num2 := nseg(c.x, c.y, cp1x, cp1y, x, y); num2 > num {
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num = num2
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}
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if num == 0 {
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return
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}
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for t := float32(0.0); t <= 1; t += 1.0 / float32(num) {
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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
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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
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2019-12-28 06:57:50 +01:00
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p.LineTo(xf, yf)
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}
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}
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// AppendVerticesAndIndices appends vertices and indices for this path and returns them.
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// AppendVerticesAndIndices works in a similar way to the built-in append function.
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// If the arguments are nils, AppendVerticesAndIndices returns new slices.
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//
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// The returned vertice's SrcX and SrcY are 0, and ColorR, ColorG, ColorB, and ColorA are 1.
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//
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// The returned values are intended to be passed to DrawTriangles or DrawTrianglesShader with EvenOdd option
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// in order to render a complex polygon like a concave polygon, a polygon with holes, or a self-intersecting polygon.
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func (p *Path) AppendVerticesAndIndices(vertices []ebiten.Vertex, indices []uint16) ([]ebiten.Vertex, []uint16) {
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// TODO: Add tests.
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2019-12-27 03:26:16 +01:00
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var base uint16
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for _, seg := range p.segs {
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if len(seg) < 3 {
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continue
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}
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for i, pt := range seg {
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vertices = append(vertices, ebiten.Vertex{
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DstX: pt.x,
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DstY: pt.y,
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SrcX: 0,
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SrcY: 0,
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ColorR: 1,
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ColorG: 1,
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ColorB: 1,
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ColorA: 1,
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})
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if i < 2 {
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continue
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}
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indices = append(indices, base, base+uint16(i-1), base+uint16(i))
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}
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base += uint16(len(seg))
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}
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return vertices, indices
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}
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