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tmp
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parent
6bd9ef6abd
commit
66cfe104ab
116
vector/path.go
116
vector/path.go
@ -52,20 +52,27 @@ func (s *segment) atan2() float64 {
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// Path represents a collection of paths.
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type Path struct {
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segs []segment
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segs [][]segment
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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, y}
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if len(p.segs) > 0 && len(p.segs[len(p.segs)-1]) == 0 {
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return
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}
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p.segs = append(p.segs, []segment{})
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}
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// LineTo adds a segment 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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p.segs = append(p.segs, segment{p.cur, point{x, y}})
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if len(p.segs) == 0 {
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p.segs = append(p.segs, []segment{})
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}
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p.segs[len(p.segs)-1] = append(p.segs[len(p.segs)-1], segment{p.cur, point{x, y}})
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p.cur = point{x, y}
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}
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@ -77,58 +84,61 @@ func (p *Path) strokeVertices(lineWidth float32, clr color.Color) (vertices []eb
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sw, sh := emptyImage.Size()
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r, g, b, a := clr.RGBA()
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rf, gf, bf, af := float32(r)/0xffff, float32(g)/0xffff, float32(b)/0xffff, float32(a)/0xffff
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for i, s := range p.segs {
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si, co := math.Sincos(s.atan2() + math.Pi/2)
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dx, dy := float32(co)*lineWidth/2, float32(si)*lineWidth/2
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v0 := point{s.p0.x + dx, s.p0.y + dy}
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v1 := point{s.p0.x - dx, s.p0.y - dy}
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v2 := point{s.p1.x + dx, s.p1.y + dy}
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v3 := point{s.p1.x - dx, s.p1.y - dy}
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idx := uint16(0)
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for _, ss := range p.segs {
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for _, s := range ss {
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si, co := math.Sincos(s.atan2() + math.Pi/2)
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dx, dy := float32(co)*lineWidth/2, float32(si)*lineWidth/2
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v0 := point{s.p0.x + dx, s.p0.y + dy}
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v1 := point{s.p0.x - dx, s.p0.y - dy}
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v2 := point{s.p1.x + dx, s.p1.y + dy}
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v3 := point{s.p1.x - dx, s.p1.y - dy}
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vertices = append(vertices,
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ebiten.Vertex{
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DstX: v0.x,
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DstY: v0.y,
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SrcX: 0,
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SrcY: 0,
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ColorR: rf,
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ColorG: gf,
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ColorB: bf,
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ColorA: af,
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},
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ebiten.Vertex{
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DstX: v1.x,
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DstY: v1.y,
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SrcX: float32(sw),
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SrcY: 0,
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ColorR: rf,
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ColorG: gf,
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ColorB: bf,
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ColorA: af,
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},
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ebiten.Vertex{
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DstX: v2.x,
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DstY: v2.y,
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SrcX: 0,
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SrcY: float32(sh),
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ColorR: rf,
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ColorG: gf,
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ColorB: bf,
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ColorA: af,
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},
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ebiten.Vertex{
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DstX: v3.x,
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DstY: v3.y,
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SrcX: float32(sw),
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SrcY: float32(sh),
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ColorR: rf,
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ColorG: gf,
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ColorB: bf,
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ColorA: af,
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},
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)
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idx := uint16(4 * i)
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indices = append(indices, idx, idx+1, idx+2, idx+1, idx+2, idx+3)
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vertices = append(vertices,
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ebiten.Vertex{
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DstX: v0.x,
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DstY: v0.y,
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SrcX: 0,
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SrcY: 0,
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ColorR: rf,
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ColorG: gf,
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ColorB: bf,
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ColorA: af,
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},
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ebiten.Vertex{
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DstX: v1.x,
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DstY: v1.y,
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SrcX: float32(sw),
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SrcY: 0,
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ColorR: rf,
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ColorG: gf,
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ColorB: bf,
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ColorA: af,
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},
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ebiten.Vertex{
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DstX: v2.x,
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DstY: v2.y,
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SrcX: 0,
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SrcY: float32(sh),
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ColorR: rf,
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ColorG: gf,
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ColorB: bf,
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ColorA: af,
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},
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ebiten.Vertex{
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DstX: v3.x,
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DstY: v3.y,
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SrcX: float32(sw),
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SrcY: float32(sh),
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ColorR: rf,
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ColorG: gf,
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ColorB: bf,
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ColorA: af,
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},
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)
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indices = append(indices, idx, idx+1, idx+2, idx+1, idx+2, idx+3)
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idx += 4
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}
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}
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return
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