mirror of
https://github.com/hajimehoshi/ebiten.git
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685 lines
18 KiB
Go
685 lines
18 KiB
Go
// 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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"math"
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"github.com/hajimehoshi/ebiten/v2"
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)
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// Direction represents clockwise or counterclockwise.
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type Direction int
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const (
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Clockwise Direction = iota
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CounterClockwise
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)
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func abs(x float32) float32 {
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if x < 0 {
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return -x
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}
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return x
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}
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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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type subpath struct {
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points []point
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closed bool
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}
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func (s *subpath) currentPosition() (point, bool) {
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if len(s.points) == 0 {
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return point{}, false
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}
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if s.closed {
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return point{}, false
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}
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return s.points[len(s.points)-1], true
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}
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func (s *subpath) pointCount() int {
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return len(s.points)
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}
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func (s *subpath) lastPoint() point {
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return s.points[len(s.points)-1]
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}
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func (s *subpath) appendPoint(pt point) {
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if s.closed {
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panic("vector: a closed subpathment cannot append a new point")
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}
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// Do not add a too close point to the last point.
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// This can cause unexpected rendering results.
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if lp := s.lastPoint(); abs(lp.x-pt.x) < 1e-2 && abs(lp.y-pt.y) < 1e-2 {
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return
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}
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s.points = append(s.points, pt)
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}
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func (s *subpath) close() {
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if s.closed {
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return
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}
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s.appendPoint(s.points[0])
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s.closed = true
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}
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// Path represents a collection of path subpathments.
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type Path struct {
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subpaths []*subpath
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}
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// MoveTo starts a new subpath with the given position (x, y) without adding a subpath,
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func (p *Path) MoveTo(x, y float32) {
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p.subpaths = append(p.subpaths, &subpath{
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points: []point{
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{x: x, y: y},
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},
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})
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}
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// LineTo adds a line segument to the path, which starts from the last position of the current subpath
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// and ends to the given position (x, y).
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// If p doesn't have any subpaths or the last subpath is closed, LineTo sets (x, y) as the start position of a new subpath.
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func (p *Path) LineTo(x, y float32) {
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if len(p.subpaths) == 0 || p.subpaths[len(p.subpaths)-1].closed {
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p.subpaths = append(p.subpaths, &subpath{
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points: []point{
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{x: x, y: y},
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},
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})
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return
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}
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p.subpaths[len(p.subpaths)-1].appendPoint(point{x: x, y: y})
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}
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// QuadTo adds a quadratic Bézier curve to the path.
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// (x1, y1) is the control point, and (x2, y2) is the destination.
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func (p *Path) QuadTo(x1, y1, x2, y2 float32) {
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p.quadTo(point{x: x1, y: y1}, point{x: x2, y: y2}, 0)
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}
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// lineForTwoPoints returns parameters for a line passing through p0 and p1.
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func lineForTwoPoints(p0, p1 point) (a, b, c float32) {
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// Line passing through p0 and p1 in the form of ax + by + c = 0
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a = p1.y - p0.y
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b = -(p1.x - p0.x)
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c = (p1.x-p0.x)*p0.y - (p1.y-p0.y)*p0.x
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return
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}
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// isPointCloseToSegment detects the distance between a segment (x0, y0)-(x1, y1) and a point (x, y) is less than allow.
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func isPointCloseToSegment(p, p0, p1 point, allow float32) bool {
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a, b, c := lineForTwoPoints(p0, p1)
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// The distance between a line ax+by+c=0 and (x0, y0) is
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// |ax0 + by0 + c| / √(a² + b²)
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return allow*allow*(a*a+b*b) > (a*p.x+b*p.y+c)*(a*p.x+b*p.y+c)
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}
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// crossingPointForTwoLines returns a crossing point for two lines.
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func crossingPointForTwoLines(p00, p01, p10, p11 point) point {
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a0, b0, c0 := lineForTwoPoints(p00, p01)
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a1, b1, c1 := lineForTwoPoints(p10, p11)
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det := a0*b1 - a1*b0
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return point{
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x: (b0*c1 - b1*c0) / det,
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y: (a1*c0 - a0*c1) / det,
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}
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}
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func (p *Path) currentPosition() (point, bool) {
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if len(p.subpaths) == 0 {
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return point{}, false
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}
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return p.subpaths[len(p.subpaths)-1].currentPosition()
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}
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func (p *Path) quadTo(p1, p2 point, level int) {
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if level > 10 {
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return
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}
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p0, ok := p.currentPosition()
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if !ok {
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p0 = p1
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}
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if isPointCloseToSegment(p1, p0, p2, 0.5) {
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p.LineTo(p2.x, p2.y)
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return
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}
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p01 := point{
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x: (p0.x + p1.x) / 2,
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y: (p0.y + p1.y) / 2,
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}
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p12 := point{
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x: (p1.x + p2.x) / 2,
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y: (p1.y + p2.y) / 2,
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}
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p012 := point{
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x: (p01.x + p12.x) / 2,
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y: (p01.y + p12.y) / 2,
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}
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p.quadTo(p01, p012, level+1)
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p.quadTo(p12, p2, level+1)
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}
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// CubicTo adds a cubic Bézier curve to the path.
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// (x1, y1) and (x2, y2) are the control points, and (x3, y3) is the destination.
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func (p *Path) CubicTo(x1, y1, x2, y2, x3, y3 float32) {
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p.cubicTo(point{x: x1, y: y1}, point{x: x2, y: y2}, point{x: x3, y: y3}, 0)
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}
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func (p *Path) cubicTo(p1, p2, p3 point, level int) {
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if level > 10 {
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return
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}
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p0, ok := p.currentPosition()
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if !ok {
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p0 = p1
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}
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if isPointCloseToSegment(p1, p0, p3, 0.5) && isPointCloseToSegment(p2, p0, p3, 0.5) {
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p.LineTo(p3.x, p3.y)
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return
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}
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p01 := point{
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x: (p0.x + p1.x) / 2,
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y: (p0.y + p1.y) / 2,
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}
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p12 := point{
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x: (p1.x + p2.x) / 2,
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y: (p1.y + p2.y) / 2,
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}
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p23 := point{
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x: (p2.x + p3.x) / 2,
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y: (p2.y + p3.y) / 2,
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}
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p012 := point{
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x: (p01.x + p12.x) / 2,
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y: (p01.y + p12.y) / 2,
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}
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p123 := point{
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x: (p12.x + p23.x) / 2,
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y: (p12.y + p23.y) / 2,
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}
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p0123 := point{
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x: (p012.x + p123.x) / 2,
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y: (p012.y + p123.y) / 2,
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}
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p.cubicTo(p01, p012, p0123, level+1)
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p.cubicTo(p123, p23, p3, level+1)
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}
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func normalize(p point) point {
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len := float32(math.Hypot(float64(p.x), float64(p.y)))
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return point{x: p.x / len, y: p.y / len}
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}
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func cross(p0, p1 point) float32 {
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return p0.x*p1.y - p1.x*p0.y
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}
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// ArcTo adds an arc curve to the path.
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// (x1, y1) is the first control point, and (x2, y2) is the second control point.
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func (p *Path) ArcTo(x1, y1, x2, y2, radius float32) {
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p0, ok := p.currentPosition()
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if !ok {
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p0 = point{x: x1, y: y1}
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}
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d0 := point{
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x: p0.x - x1,
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y: p0.y - y1,
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}
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d1 := point{
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x: x2 - x1,
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y: y2 - y1,
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}
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if d0 == (point{}) || d1 == (point{}) {
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p.LineTo(x1, y1)
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return
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}
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d0 = normalize(d0)
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d1 = normalize(d1)
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// theta is the angle between two vectors d0 and d1.
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theta := math.Acos(float64(d0.x*d1.x + d0.y*d1.y))
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// TODO: When theta is bigger than π/2, the arc should be split into two.
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// dist is the distance between the control point and the arc's beginning and ending points.
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dist := radius / float32(math.Tan(theta/2))
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// TODO: What if dist is too big?
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// (ax0, ay0) is the start of the arc.
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ax0 := x1 + d0.x*dist
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ay0 := y1 + d0.y*dist
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var cx, cy, a0, a1 float32
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var dir Direction
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if cross(d0, d1) >= 0 {
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cx = ax0 - d0.y*radius
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cy = ay0 + d0.x*radius
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a0 = float32(math.Atan2(float64(-d0.x), float64(d0.y)))
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a1 = float32(math.Atan2(float64(d1.x), float64(-d1.y)))
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dir = CounterClockwise
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} else {
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cx = ax0 + d0.y*radius
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cy = ay0 - d0.x*radius
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a0 = float32(math.Atan2(float64(d0.x), float64(-d0.y)))
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a1 = float32(math.Atan2(float64(-d1.x), float64(d1.y)))
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dir = Clockwise
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}
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p.Arc(cx, cy, radius, a0, a1, dir)
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}
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// Arc adds an arc to the path.
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// (x, y) is the center of the arc.
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func (p *Path) Arc(x, y, radius, startAngle, endAngle float32, dir Direction) {
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// Adjust the angles.
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var da float64
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if dir == Clockwise {
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for startAngle > endAngle {
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endAngle += 2 * math.Pi
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}
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da = float64(endAngle - startAngle)
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} else {
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for startAngle < endAngle {
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startAngle += 2 * math.Pi
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}
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da = float64(startAngle - endAngle)
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}
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if da >= 2*math.Pi {
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da = 2 * math.Pi
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if dir == Clockwise {
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endAngle = startAngle + 2*math.Pi
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} else {
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startAngle = endAngle + 2*math.Pi
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}
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}
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// If the angle is big, splict this into multiple Arc calls.
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if da > math.Pi/2 {
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const delta = math.Pi / 3
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a := float64(startAngle)
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if dir == Clockwise {
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for {
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p.Arc(x, y, radius, float32(a), float32(math.Min(a+delta, float64(endAngle))), dir)
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if a+delta >= float64(endAngle) {
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break
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}
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a += delta
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}
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} else {
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for {
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p.Arc(x, y, radius, float32(a), float32(math.Max(a-delta, float64(endAngle))), dir)
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if a-delta <= float64(endAngle) {
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break
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}
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a -= delta
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}
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}
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return
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}
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sin0, cos0 := math.Sincos(float64(startAngle))
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x0 := x + radius*float32(cos0)
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y0 := y + radius*float32(sin0)
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sin1, cos1 := math.Sincos(float64(endAngle))
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x1 := x + radius*float32(cos1)
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y1 := y + radius*float32(sin1)
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p.LineTo(x0, y0)
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// Calculate the control points for an approximated Bézier curve.
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// See https://docs.microsoft.com/en-us/xamarin/xamarin-forms/user-interface/graphics/skiasharp/curves/beziers.
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l := radius * float32(math.Tan(da/4)*4/3)
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var cx0, cy0, cx1, cy1 float32
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if dir == Clockwise {
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cx0 = x0 + l*float32(-sin0)
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cy0 = y0 + l*float32(cos0)
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cx1 = x1 + l*float32(sin1)
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cy1 = y1 + l*float32(-cos1)
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} else {
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cx0 = x0 + l*float32(sin0)
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cy0 = y0 + l*float32(-cos0)
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cx1 = x1 + l*float32(-sin1)
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cy1 = y1 + l*float32(cos1)
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}
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p.CubicTo(cx0, cy0, cx1, cy1, x1, y1)
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}
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// Close adds a new line from the last position of the current subpath to the first position of the current subpath,
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// and marks the current subpath closed.
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// Following operations for this path will start with a new subpath.
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func (p *Path) Close() {
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if len(p.subpaths) == 0 {
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return
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}
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subpath := p.subpaths[len(p.subpaths)-1]
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subpath.close()
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}
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// AppendVerticesAndIndicesForFilling appends vertices and indices to fill this path and returns them.
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// AppendVerticesAndIndicesForFilling works in a similar way to the built-in append function.
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// If the arguments are nils, AppendVerticesAndIndicesForFilling 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 the EvenOdd fill rule
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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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//
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// The returned vertices and indices should be rendered with a solid (non-transparent) color with the default Blend (source-over).
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// Otherwise, there is no guarantee about the rendering result.
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func (p *Path) AppendVerticesAndIndicesForFilling(vertices []ebiten.Vertex, indices []uint16) ([]ebiten.Vertex, []uint16) {
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// TODO: Add tests.
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base := uint16(len(vertices))
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for _, subpath := range p.subpaths {
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if subpath.pointCount() < 3 {
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continue
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}
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for i, pt := range subpath.points {
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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(subpath.pointCount())
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}
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return vertices, indices
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}
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// LineCap represents the way in which how the ends of the stroke are rendered.
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type LineCap int
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const (
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LineCapButt LineCap = iota
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LineCapRound
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LineCapSquare
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)
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// LineJoin represents the way in which how two segments are joined.
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type LineJoin int
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const (
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LineJoinMiter LineJoin = iota
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LineJoinBevel
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LineJoinRound
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)
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// StokeOptions is options to render a stroke.
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type StrokeOptions struct {
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// Width is the stroke width in pixels.
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//
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// The default (zero) value is 0.
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Width float32
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// LineCap is the way in which how the ends of the stroke are rendered.
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// Line caps are not rendered when the subpath is marked as closed.
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//
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// The default (zero) value is LineCapButt.
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LineCap LineCap
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// LineJoin is the way in which how two segments are joined.
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//
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// The default (zero) value is LineJoiMiter.
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LineJoin LineJoin
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// MiterLimit is the miter limit for LineJoinMiter.
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// For details, see https://developer.mozilla.org/en-US/docs/Web/SVG/Attribute/stroke-miterlimit.
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//
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// The default (zero) value is 0.
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MiterLimit float32
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}
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// AppendVerticesAndIndicesForStroke appends vertices and indices to render a stroke of this path and returns them.
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// AppendVerticesAndIndicesForStroke works in a similar way to the built-in append function.
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// If the arguments are nils, AppendVerticesAndIndicesForStroke 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 a solid (non-transparent) color
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// with the FillAll fill rule (not the EvenOdd fill rule).
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func (p *Path) AppendVerticesAndIndicesForStroke(vertices []ebiten.Vertex, indices []uint16, op *StrokeOptions) ([]ebiten.Vertex, []uint16) {
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if op == nil {
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return vertices, indices
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}
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for _, subpath := range p.subpaths {
|
|
if subpath.pointCount() < 2 {
|
|
continue
|
|
}
|
|
|
|
var rects [][4]point
|
|
for i := 0; i < subpath.pointCount()-1; i++ {
|
|
pt := subpath.points[i]
|
|
|
|
nextPt := subpath.points[i+1]
|
|
dx := nextPt.x - pt.x
|
|
dy := nextPt.y - pt.y
|
|
dist := float32(math.Sqrt(float64(dx*dx + dy*dy)))
|
|
extX := (dy) * op.Width / 2 / dist
|
|
extY := (-dx) * op.Width / 2 / dist
|
|
|
|
rects = append(rects, [4]point{
|
|
{
|
|
x: pt.x + extX,
|
|
y: pt.y + extY,
|
|
},
|
|
{
|
|
x: nextPt.x + extX,
|
|
y: nextPt.y + extY,
|
|
},
|
|
{
|
|
x: pt.x - extX,
|
|
y: pt.y - extY,
|
|
},
|
|
{
|
|
x: nextPt.x - extX,
|
|
y: nextPt.y - extY,
|
|
},
|
|
})
|
|
}
|
|
|
|
for i, rect := range rects {
|
|
idx := uint16(len(vertices))
|
|
for _, pt := range rect {
|
|
vertices = append(vertices, ebiten.Vertex{
|
|
DstX: pt.x,
|
|
DstY: pt.y,
|
|
SrcX: 0,
|
|
SrcY: 0,
|
|
ColorR: 1,
|
|
ColorG: 1,
|
|
ColorB: 1,
|
|
ColorA: 1,
|
|
})
|
|
}
|
|
indices = append(indices, idx, idx+1, idx+2, idx+1, idx+2, idx+3)
|
|
|
|
// Add line joints.
|
|
var nextRect [4]point
|
|
if i < len(rects)-1 {
|
|
nextRect = rects[i+1]
|
|
} else if subpath.closed {
|
|
nextRect = rects[0]
|
|
} else {
|
|
continue
|
|
}
|
|
|
|
// c is the center of the 'end' edge of the current rect (= the second point of the segment).
|
|
c := point{
|
|
x: (rect[1].x + rect[3].x) / 2,
|
|
y: (rect[1].y + rect[3].y) / 2,
|
|
}
|
|
|
|
// Note that the Y direction and the angle direction are opposite from math's.
|
|
a0 := float32(math.Atan2(float64(rect[1].y-c.y), float64(rect[1].x-c.x)))
|
|
a1 := float32(math.Atan2(float64(nextRect[0].y-c.y), float64(nextRect[0].x-c.x)))
|
|
da := a1 - a0
|
|
for da < 0 {
|
|
da += 2 * math.Pi
|
|
}
|
|
if da == 0 {
|
|
continue
|
|
}
|
|
|
|
switch op.LineJoin {
|
|
case LineJoinMiter:
|
|
delta := math.Pi - da
|
|
exceed := float32(math.Abs(1/math.Sin(float64(delta/2)))) > op.MiterLimit
|
|
|
|
var quad Path
|
|
quad.MoveTo(c.x, c.y)
|
|
if da < math.Pi {
|
|
quad.LineTo(rect[1].x, rect[1].y)
|
|
if !exceed {
|
|
pt := crossingPointForTwoLines(rect[0], rect[1], nextRect[0], nextRect[1])
|
|
quad.LineTo(pt.x, pt.y)
|
|
}
|
|
quad.LineTo(nextRect[0].x, nextRect[0].y)
|
|
} else {
|
|
quad.LineTo(rect[3].x, rect[3].y)
|
|
if !exceed {
|
|
pt := crossingPointForTwoLines(rect[2], rect[3], nextRect[2], nextRect[3])
|
|
quad.LineTo(pt.x, pt.y)
|
|
}
|
|
quad.LineTo(nextRect[2].x, nextRect[2].y)
|
|
}
|
|
vertices, indices = quad.AppendVerticesAndIndicesForFilling(vertices, indices)
|
|
|
|
case LineJoinBevel:
|
|
var tri Path
|
|
tri.MoveTo(c.x, c.y)
|
|
if da < math.Pi {
|
|
tri.LineTo(rect[1].x, rect[1].y)
|
|
tri.LineTo(nextRect[0].x, nextRect[0].y)
|
|
} else {
|
|
tri.LineTo(rect[3].x, rect[3].y)
|
|
tri.LineTo(nextRect[2].x, nextRect[2].y)
|
|
}
|
|
vertices, indices = tri.AppendVerticesAndIndicesForFilling(vertices, indices)
|
|
|
|
case LineJoinRound:
|
|
var arc Path
|
|
arc.MoveTo(c.x, c.y)
|
|
if da < math.Pi {
|
|
arc.Arc(c.x, c.y, op.Width/2, a0, a1, Clockwise)
|
|
} else {
|
|
arc.Arc(c.x, c.y, op.Width/2, a0+math.Pi, a1+math.Pi, CounterClockwise)
|
|
}
|
|
vertices, indices = arc.AppendVerticesAndIndicesForFilling(vertices, indices)
|
|
}
|
|
}
|
|
|
|
if len(rects) == 0 {
|
|
continue
|
|
}
|
|
|
|
// If the subpath is closed, do not render line caps.
|
|
if subpath.closed {
|
|
continue
|
|
}
|
|
|
|
switch op.LineCap {
|
|
case LineCapButt:
|
|
// Do nothing.
|
|
|
|
case LineCapRound:
|
|
startR, endR := rects[0], rects[len(rects)-1]
|
|
{
|
|
c := point{
|
|
x: (startR[0].x + startR[2].x) / 2,
|
|
y: (startR[0].y + startR[2].y) / 2,
|
|
}
|
|
a := float32(math.Atan2(float64(startR[0].y-startR[2].y), float64(startR[0].x-startR[2].x)))
|
|
var arc Path
|
|
arc.MoveTo(startR[0].x, startR[0].y)
|
|
arc.Arc(c.x, c.y, op.Width/2, a, a+math.Pi, CounterClockwise)
|
|
vertices, indices = arc.AppendVerticesAndIndicesForFilling(vertices, indices)
|
|
}
|
|
{
|
|
c := point{
|
|
x: (endR[1].x + endR[3].x) / 2,
|
|
y: (endR[1].y + endR[3].y) / 2,
|
|
}
|
|
a := float32(math.Atan2(float64(endR[1].y-endR[3].y), float64(endR[1].x-endR[3].x)))
|
|
var arc Path
|
|
arc.MoveTo(endR[1].x, endR[1].y)
|
|
arc.Arc(c.x, c.y, op.Width/2, a, a+math.Pi, Clockwise)
|
|
vertices, indices = arc.AppendVerticesAndIndicesForFilling(vertices, indices)
|
|
}
|
|
|
|
case LineCapSquare:
|
|
startR, endR := rects[0], rects[len(rects)-1]
|
|
{
|
|
a := math.Atan2(float64(startR[0].y-startR[1].y), float64(startR[0].x-startR[1].x))
|
|
s, c := math.Sincos(a)
|
|
dx, dy := float32(c)*op.Width/2, float32(s)*op.Width/2
|
|
|
|
var quad Path
|
|
quad.MoveTo(startR[0].x, startR[0].y)
|
|
quad.LineTo(startR[0].x+dx, startR[0].y+dy)
|
|
quad.LineTo(startR[2].x+dx, startR[2].y+dy)
|
|
quad.LineTo(startR[2].x, startR[2].y)
|
|
vertices, indices = quad.AppendVerticesAndIndicesForFilling(vertices, indices)
|
|
}
|
|
{
|
|
a := math.Atan2(float64(endR[1].y-endR[0].y), float64(endR[1].x-endR[0].x))
|
|
s, c := math.Sincos(a)
|
|
dx, dy := float32(c)*op.Width/2, float32(s)*op.Width/2
|
|
|
|
var quad Path
|
|
quad.MoveTo(endR[1].x, endR[1].y)
|
|
quad.LineTo(endR[1].x+dx, endR[1].y+dy)
|
|
quad.LineTo(endR[3].x+dx, endR[3].y+dy)
|
|
quad.LineTo(endR[3].x, endR[3].y)
|
|
vertices, indices = quad.AppendVerticesAndIndicesForFilling(vertices, indices)
|
|
}
|
|
}
|
|
}
|
|
|
|
return vertices, indices
|
|
}
|