mirror of
https://github.com/hajimehoshi/ebiten.git
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315 lines
8.5 KiB
Go
315 lines
8.5 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 countercolockwise.
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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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type point struct {
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x float32
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y float32
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}
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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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// 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{{x: x, y: y}})
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p.cur = point{x: x, y: y}
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return
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}
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seg := p.segs[len(p.segs)-1]
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if seg[len(seg)-1].x != x || seg[len(seg)-1].y != y {
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p.segs[len(p.segs)-1] = append(seg, point{x: x, y: y})
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}
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p.cur = 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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//
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// QuadTo updates the current position to (x2, y2).
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func (p *Path) QuadTo(x1, y1, x2, y2 float32) {
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p.quadTo(x1, y1, x2, y2, 0)
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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(x, y, x0, y0, x1, y1 float32, allow float32) bool {
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// Line passing through (x0, y0) and (x1, y1) in the form of ax + by + c = 0
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a := y1 - y0
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b := -(x1 - x0)
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c := (x1-x0)*y0 - (y1-y0)*x0
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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*x+b*y+c)*(a*x+b*y+c)
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}
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func (p *Path) quadTo(x1, y1, x2, y2 float32, level int) {
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if level > 10 {
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return
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}
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x0 := p.cur.x
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y0 := p.cur.y
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if isPointCloseToSegment(x1, y1, x0, y0, x2, y2, 0.5) {
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p.LineTo(x2, y2)
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return
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}
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x01 := (x0 + x1) / 2
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y01 := (y0 + y1) / 2
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x12 := (x1 + x2) / 2
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y12 := (y1 + y2) / 2
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x012 := (x01 + x12) / 2
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y012 := (y01 + y12) / 2
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p.quadTo(x01, y01, x012, y012, level+1)
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p.quadTo(x12, y12, x2, y2, 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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//
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// CubicTo updates the current position to (x3, y3).
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func (p *Path) CubicTo(x1, y1, x2, y2, x3, y3 float32) {
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p.cubicTo(x1, y1, x2, y2, x3, y3, 0)
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}
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func (p *Path) cubicTo(x1, y1, x2, y2, x3, y3 float32, level int) {
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if level > 10 {
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return
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}
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x0 := p.cur.x
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y0 := p.cur.y
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if isPointCloseToSegment(x1, y1, x0, y0, x3, y3, 0.5) && isPointCloseToSegment(x2, y2, x0, y0, x3, y3, 0.5) {
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p.LineTo(x3, y3)
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return
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}
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x01 := (x0 + x1) / 2
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y01 := (y0 + y1) / 2
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x12 := (x1 + x2) / 2
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y12 := (y1 + y2) / 2
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x23 := (x2 + x3) / 2
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y23 := (y2 + y3) / 2
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x012 := (x01 + x12) / 2
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y012 := (y01 + y12) / 2
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x123 := (x12 + x23) / 2
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y123 := (y12 + y23) / 2
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x0123 := (x012 + x123) / 2
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y0123 := (y012 + y123) / 2
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p.cubicTo(x01, y01, x012, y012, x0123, y0123, level+1)
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p.cubicTo(x123, y123, x23, y23, x3, y3, level+1)
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}
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func normalize(x, y float32) (float32, float32) {
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len := float32(math.Hypot(float64(x), float64(y)))
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return x / len, y / len
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}
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func cross(x0, y0, x1, y1 float32) float32 {
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return x0*y1 - x1*y0
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}
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// ArcTo adds an arc curve to the path. (x1, y1) is the control point, and (x2, y2) is the destination.
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//
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// ArcTo updates the current position to (x2, y2).
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func (p *Path) ArcTo(x1, y1, x2, y2, radius float32) {
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x0 := p.cur.x
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y0 := p.cur.y
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dx0 := x0 - x1
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dy0 := y0 - y1
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dx1 := x2 - x1
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dy1 := y2 - y1
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dx0, dy0 = normalize(dx0, dy0)
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dx1, dy1 = normalize(dx1, dy1)
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// theta is the angle between two vectors (dx0, dy0) and (dx1, dy1).
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theta := math.Acos(float64(dx0*dx1 + dy0*dy1))
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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 begenning 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 + dx0*dist
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ay0 := y1 + dy0*dist
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var cx, cy, a0, a1 float32
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var dir Direction
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if cross(dx0, dy0, dx1, dy1) >= 0 {
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cx = ax0 - dy0*radius
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cy = ay0 + dx0*radius
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a0 = float32(math.Atan2(float64(-dx0), float64(dy0)))
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a1 = float32(math.Atan2(float64(dx1), float64(-dy1)))
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dir = CounterClockwise
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} else {
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cx = ax0 + dy0*radius
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cy = ay0 - dx0*radius
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a0 = float32(math.Atan2(float64(dx0), float64(-dy0)))
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a1 = float32(math.Atan2(float64(-dx1), float64(dy1)))
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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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p.LineTo(x2, y2)
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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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//
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// Arc updates the current position to the end 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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// 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, 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 fill mode
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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) AppendVerticesAndIndicesForFilling(vertices []ebiten.Vertex, indices []uint16) ([]ebiten.Vertex, []uint16) {
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// TODO: Add tests.
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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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