// 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 ( "math" "github.com/hajimehoshi/ebiten/v2" ) type point struct { x float32 y float32 } // Path represents a collection of path segments. type Path struct { segs [][]point cur point } // 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}) } // LineTo adds a line segument to the path, which starts from the current position and ends to the given position (x, y). // // LineTo updates the current position to (x, y). func (p *Path) LineTo(x, y float32) { if len(p.segs) == 0 { p.segs = append(p.segs, []point{p.cur}) } 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} } // 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 } dist := distx if dist < disty { dist = disty } return int(math.Ceil(float64(dist))) } // QuadTo adds a quadratic Bézier curve to the path. func (p *Path) QuadTo(cpx, cpy, x, y float32) { // TODO: Split more appropriate number of segments. c := p.cur num := nseg(c.x, c.y, x, y) 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) } } // CubicTo adds a cubic Bézier curve to the path. func (p *Path) CubicTo(cp0x, cp0y, cp1x, cp1y, x, y float32) { // TODO: Split more appropriate number of segments. c := p.cur num := nseg(c.x, c.y, x, y) 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. 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)) } return vertices, indices }