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			592 lines
		
	
	
	
		
			18 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			592 lines
		
	
	
	
		
			18 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| /*************************************************************************/
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| /*  line_builder.cpp                                                     */
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| /*************************************************************************/
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| /*                       This file is part of:                           */
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| /*                           GODOT ENGINE                                */
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| /*                      https://godotengine.org                          */
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| /*************************************************************************/
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| /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.                 */
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| /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).   */
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| /*                                                                       */
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| /* Permission is hereby granted, free of charge, to any person obtaining */
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| /* a copy of this software and associated documentation files (the       */
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| /* "Software"), to deal in the Software without restriction, including   */
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| /* without limitation the rights to use, copy, modify, merge, publish,   */
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| /* distribute, sublicense, and/or sell copies of the Software, and to    */
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| /* permit persons to whom the Software is furnished to do so, subject to */
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| /* the following conditions:                                             */
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| /*                                                                       */
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| /* The above copyright notice and this permission notice shall be        */
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| /* included in all copies or substantial portions of the Software.       */
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| /*                                                                       */
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| /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,       */
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| /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF    */
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| /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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| /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY  */
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| /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,  */
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| /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE     */
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| /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.                */
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| /*************************************************************************/
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| 
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| #include "line_builder.h"
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| 
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| //----------------------------------------------------------------------------
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| // Util
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| //----------------------------------------------------------------------------
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| 
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| enum SegmentIntersectionResult {
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| 	SEGMENT_PARALLEL = 0,
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| 	SEGMENT_NO_INTERSECT = 1,
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| 	SEGMENT_INTERSECT = 2
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| };
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| 
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| static SegmentIntersectionResult segment_intersection(
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| 		Vector2 a, Vector2 b, Vector2 c, Vector2 d,
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| 		Vector2 *out_intersection) {
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| 	// http://paulbourke.net/geometry/pointlineplane/ <-- Good stuff
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| 	Vector2 cd = d - c;
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| 	Vector2 ab = b - a;
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| 	float div = cd.y * ab.x - cd.x * ab.y;
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| 
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| 	if (Math::abs(div) > 0.001f) {
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| 		float ua = (cd.x * (a.y - c.y) - cd.y * (a.x - c.x)) / div;
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| 		float ub = (ab.x * (a.y - c.y) - ab.y * (a.x - c.x)) / div;
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| 		*out_intersection = a + ua * ab;
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| 		if (ua >= 0.f && ua <= 1.f &&
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| 				ub >= 0.f && ub <= 1.f) {
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| 			return SEGMENT_INTERSECT;
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| 		}
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| 		return SEGMENT_NO_INTERSECT;
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| 	}
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| 
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| 	return SEGMENT_PARALLEL;
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| }
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| 
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| // TODO I'm pretty sure there is an even faster way to swap things
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| template <typename T>
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| static inline void swap(T &a, T &b) {
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| 	T tmp = a;
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| 	a = b;
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| 	b = tmp;
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| }
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| 
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| static float calculate_total_distance(const Vector<Vector2> &points) {
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| 	float d = 0.f;
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| 	for (int i = 1; i < points.size(); ++i) {
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| 		d += points[i].distance_to(points[i - 1]);
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| 	}
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| 	return d;
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| }
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| 
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| static inline Vector2 rotate90(const Vector2 &v) {
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| 	// Note: the 2D referential is X-right, Y-down
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| 	return Vector2(v.y, -v.x);
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| }
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| 
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| static inline Vector2 interpolate(const Rect2 &r, const Vector2 &v) {
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| 	return Vector2(
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| 			Math::lerp(r.position.x, r.position.x + r.get_size().x, v.x),
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| 			Math::lerp(r.position.y, r.position.y + r.get_size().y, v.y));
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| }
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| 
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| //----------------------------------------------------------------------------
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| // LineBuilder
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| //----------------------------------------------------------------------------
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| 
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| LineBuilder::LineBuilder() {
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| }
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| 
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| void LineBuilder::clear_output() {
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| 	vertices.clear();
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| 	colors.clear();
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| 	indices.clear();
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| 	uvs.clear();
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| }
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| 
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| void LineBuilder::build() {
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| 	// Need at least 2 points to draw a line
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| 	if (points.size() < 2) {
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| 		clear_output();
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| 		return;
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| 	}
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| 
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| 	ERR_FAIL_COND(tile_aspect <= 0.f);
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| 
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| 	const float hw = width / 2.f;
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| 	const float hw_sq = hw * hw;
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| 	const float sharp_limit_sq = sharp_limit * sharp_limit;
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| 	const int len = points.size();
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| 
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| 	// Initial values
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| 
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| 	Vector2 pos0 = points[0];
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| 	Vector2 pos1 = points[1];
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| 	Vector2 f0 = (pos1 - pos0).normalized();
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| 	Vector2 u0 = rotate90(f0);
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| 	Vector2 pos_up0 = pos0;
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| 	Vector2 pos_down0 = pos0;
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| 
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| 	Color color0;
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| 	Color color1;
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| 
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| 	float current_distance0 = 0.f;
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| 	float current_distance1 = 0.f;
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| 	float total_distance = 0.f;
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| 	float width_factor = 1.f;
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| 	_interpolate_color = gradient != nullptr;
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| 	bool retrieve_curve = curve != nullptr;
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| 	bool distance_required = _interpolate_color ||
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| 							 retrieve_curve ||
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| 							 texture_mode == Line2D::LINE_TEXTURE_TILE ||
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| 							 texture_mode == Line2D::LINE_TEXTURE_STRETCH;
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| 	if (distance_required) {
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| 		total_distance = calculate_total_distance(points);
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| 		//Adjust totalDistance.
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| 		// The line's outer length will be a little higher due to begin and end caps
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| 		if (begin_cap_mode == Line2D::LINE_CAP_BOX || begin_cap_mode == Line2D::LINE_CAP_ROUND) {
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| 			if (retrieve_curve) {
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| 				total_distance += width * curve->interpolate_baked(0.f) * 0.5f;
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| 			} else {
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| 				total_distance += width * 0.5f;
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| 			}
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| 		}
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| 		if (end_cap_mode == Line2D::LINE_CAP_BOX || end_cap_mode == Line2D::LINE_CAP_ROUND) {
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| 			if (retrieve_curve) {
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| 				total_distance += width * curve->interpolate_baked(1.f) * 0.5f;
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| 			} else {
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| 				total_distance += width * 0.5f;
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| 			}
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| 		}
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| 	}
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| 	if (_interpolate_color) {
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| 		color0 = gradient->get_color(0);
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| 	} else {
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| 		colors.push_back(default_color);
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| 	}
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| 
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| 	float uvx0 = 0.f;
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| 	float uvx1 = 0.f;
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| 
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| 	if (retrieve_curve) {
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| 		width_factor = curve->interpolate_baked(0.f);
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| 	}
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| 
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| 	pos_up0 += u0 * hw * width_factor;
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| 	pos_down0 -= u0 * hw * width_factor;
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| 
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| 	// Begin cap
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| 	if (begin_cap_mode == Line2D::LINE_CAP_BOX) {
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| 		// Push back first vertices a little bit
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| 		pos_up0 -= f0 * hw * width_factor;
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| 		pos_down0 -= f0 * hw * width_factor;
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| 
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| 		current_distance0 += hw * width_factor;
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| 		current_distance1 = current_distance0;
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| 	} else if (begin_cap_mode == Line2D::LINE_CAP_ROUND) {
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| 		if (texture_mode == Line2D::LINE_TEXTURE_TILE) {
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| 			uvx0 = width_factor * 0.5f / tile_aspect;
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| 		} else if (texture_mode == Line2D::LINE_TEXTURE_STRETCH) {
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| 			uvx0 = width * width_factor / total_distance;
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| 		}
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| 		new_arc(pos0, pos_up0 - pos0, -Math_PI, color0, Rect2(0.f, 0.f, uvx0 * 2, 1.f));
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| 		current_distance0 += hw * width_factor;
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| 		current_distance1 = current_distance0;
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| 	}
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| 
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| 	strip_begin(pos_up0, pos_down0, color0, uvx0);
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| 
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| 	/*
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| 	 *  pos_up0 ------------- pos_up1 --------------------
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| 	 *     |                     |
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| 	 *   pos0 - - - - - - - - - pos1 - - - - - - - - - pos2
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| 	 *     |                     |
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| 	 * pos_down0 ------------ pos_down1 ------------------
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| 	 *
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| 	 *   i-1                     i                      i+1
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| 	 */
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| 
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| 	// http://labs.hyperandroid.com/tag/opengl-lines
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| 	// (not the same implementation but visuals help a lot)
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| 
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| 	// For each additional segment
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| 	for (int i = 1; i < len - 1; ++i) {
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| 		pos1 = points[i];
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| 		Vector2 pos2 = points[i + 1];
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| 
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| 		Vector2 f1 = (pos2 - pos1).normalized();
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| 		Vector2 u1 = rotate90(f1);
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| 
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| 		// Determine joint orientation
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| 		const float dp = u0.dot(f1);
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| 		const Orientation orientation = (dp > 0.f ? UP : DOWN);
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| 
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| 		if (distance_required) {
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| 			current_distance1 += pos0.distance_to(pos1);
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| 		}
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| 		if (_interpolate_color) {
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| 			color1 = gradient->get_color_at_offset(current_distance1 / total_distance);
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| 		}
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| 		if (retrieve_curve) {
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| 			width_factor = curve->interpolate_baked(current_distance1 / total_distance);
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| 		}
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| 
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| 		Vector2 inner_normal0, inner_normal1;
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| 		if (orientation == UP) {
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| 			inner_normal0 = u0 * hw * width_factor;
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| 			inner_normal1 = u1 * hw * width_factor;
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| 		} else {
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| 			inner_normal0 = -u0 * hw * width_factor;
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| 			inner_normal1 = -u1 * hw * width_factor;
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| 		}
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| 
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| 		/*
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| 		 * ---------------------------
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| 		 *                        /
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| 		 * 0                     /    1
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| 		 *                      /          /
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| 		 * --------------------x------    /
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| 		 *                    /          /    (here shown with orientation == DOWN)
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| 		 *                   /          /
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| 		 *                  /          /
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| 		 *                 /          /
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| 		 *                     2     /
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| 		 *                          /
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| 		 */
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| 
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| 		// Find inner intersection at the joint
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| 		Vector2 corner_pos_in, corner_pos_out;
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| 		SegmentIntersectionResult intersection_result = segment_intersection(
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| 				pos0 + inner_normal0, pos1 + inner_normal0,
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| 				pos1 + inner_normal1, pos2 + inner_normal1,
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| 				&corner_pos_in);
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| 
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| 		if (intersection_result == SEGMENT_INTERSECT) {
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| 			// Inner parts of the segments intersect
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| 			corner_pos_out = 2.f * pos1 - corner_pos_in;
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| 		} else {
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| 			// No intersection, segments are either parallel or too sharp
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| 			corner_pos_in = pos1 + inner_normal0;
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| 			corner_pos_out = pos1 - inner_normal0;
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| 		}
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| 
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| 		Vector2 corner_pos_up, corner_pos_down;
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| 		if (orientation == UP) {
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| 			corner_pos_up = corner_pos_in;
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| 			corner_pos_down = corner_pos_out;
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| 		} else {
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| 			corner_pos_up = corner_pos_out;
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| 			corner_pos_down = corner_pos_in;
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| 		}
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| 
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| 		Line2D::LineJointMode current_joint_mode = joint_mode;
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| 
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| 		Vector2 pos_up1, pos_down1;
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| 		if (intersection_result == SEGMENT_INTERSECT) {
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| 			// Fallback on bevel if sharp angle is too high (because it would produce very long miters)
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| 			float width_factor_sq = width_factor * width_factor;
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| 			if (current_joint_mode == Line2D::LINE_JOINT_SHARP && corner_pos_out.distance_squared_to(pos1) / (hw_sq * width_factor_sq) > sharp_limit_sq) {
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| 				current_joint_mode = Line2D::LINE_JOINT_BEVEL;
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| 			}
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| 			if (current_joint_mode == Line2D::LINE_JOINT_SHARP) {
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| 				// In this case, we won't create joint geometry,
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| 				// The previous and next line quads will directly share an edge.
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| 				pos_up1 = corner_pos_up;
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| 				pos_down1 = corner_pos_down;
 | |
| 			} else {
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| 				// Bevel or round
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| 				if (orientation == UP) {
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| 					pos_up1 = corner_pos_up;
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| 					pos_down1 = pos1 - u0 * hw * width_factor;
 | |
| 				} else {
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| 					pos_up1 = pos1 + u0 * hw * width_factor;
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| 					pos_down1 = corner_pos_down;
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| 				}
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| 			}
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| 		} else {
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| 			// No intersection: fallback
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| 			if (current_joint_mode == Line2D::LINE_JOINT_SHARP) {
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| 				// There is no fallback implementation for LINE_JOINT_SHARP so switch to the LINE_JOINT_BEVEL
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| 				current_joint_mode = Line2D::LINE_JOINT_BEVEL;
 | |
| 			}
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| 			pos_up1 = corner_pos_up;
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| 			pos_down1 = corner_pos_down;
 | |
| 		}
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| 
 | |
| 		// Add current line body quad
 | |
| 		// Triangles are clockwise
 | |
| 		if (texture_mode == Line2D::LINE_TEXTURE_TILE) {
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| 			uvx1 = current_distance1 / (width * tile_aspect);
 | |
| 		} else if (texture_mode == Line2D::LINE_TEXTURE_STRETCH) {
 | |
| 			uvx1 = current_distance1 / total_distance;
 | |
| 		}
 | |
| 
 | |
| 		strip_add_quad(pos_up1, pos_down1, color1, uvx1);
 | |
| 
 | |
| 		// Swap vars for use in the next line
 | |
| 		color0 = color1;
 | |
| 		u0 = u1;
 | |
| 		f0 = f1;
 | |
| 		pos0 = pos1;
 | |
| 		if (intersection_result == SEGMENT_INTERSECT) {
 | |
| 			if (current_joint_mode == Line2D::LINE_JOINT_SHARP) {
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| 				pos_up0 = pos_up1;
 | |
| 				pos_down0 = pos_down1;
 | |
| 			} else {
 | |
| 				if (orientation == UP) {
 | |
| 					pos_up0 = corner_pos_up;
 | |
| 					pos_down0 = pos1 - u1 * hw * width_factor;
 | |
| 				} else {
 | |
| 					pos_up0 = pos1 + u1 * hw * width_factor;
 | |
| 					pos_down0 = corner_pos_down;
 | |
| 				}
 | |
| 			}
 | |
| 		} else {
 | |
| 			pos_up0 = pos1 + u1 * hw * width_factor;
 | |
| 			pos_down0 = pos1 - u1 * hw * width_factor;
 | |
| 		}
 | |
| 		// From this point, bu0 and bd0 concern the next segment
 | |
| 
 | |
| 		// Add joint geometry
 | |
| 		if (current_joint_mode != Line2D::LINE_JOINT_SHARP) {
 | |
| 			/* ________________ cbegin
 | |
| 			 *               / \
 | |
| 			 *              /   \
 | |
| 			 * ____________/_ _ _\ cend
 | |
| 			 *             |     |
 | |
| 			 *             |     |
 | |
| 			 *             |     |
 | |
| 			 */
 | |
| 
 | |
| 			Vector2 cbegin, cend;
 | |
| 			if (orientation == UP) {
 | |
| 				cbegin = pos_down1;
 | |
| 				cend = pos_down0;
 | |
| 			} else {
 | |
| 				cbegin = pos_up1;
 | |
| 				cend = pos_up0;
 | |
| 			}
 | |
| 
 | |
| 			if (current_joint_mode == Line2D::LINE_JOINT_BEVEL) {
 | |
| 				strip_add_tri(cend, orientation);
 | |
| 			} else if (current_joint_mode == Line2D::LINE_JOINT_ROUND) {
 | |
| 				Vector2 vbegin = cbegin - pos1;
 | |
| 				Vector2 vend = cend - pos1;
 | |
| 				strip_add_arc(pos1, vbegin.angle_to(vend), orientation);
 | |
| 			}
 | |
| 
 | |
| 			if (intersection_result != SEGMENT_INTERSECT) {
 | |
| 				// In this case the joint is too corrupted to be re-used,
 | |
| 				// start again the strip with fallback points
 | |
| 				strip_begin(pos_up0, pos_down0, color1, uvx1);
 | |
| 			}
 | |
| 		}
 | |
| 	}
 | |
| 	// Last (or only) segment
 | |
| 	pos1 = points[points.size() - 1];
 | |
| 
 | |
| 	if (distance_required) {
 | |
| 		current_distance1 += pos0.distance_to(pos1);
 | |
| 	}
 | |
| 	if (_interpolate_color) {
 | |
| 		color1 = gradient->get_color(gradient->get_points_count() - 1);
 | |
| 	}
 | |
| 	if (retrieve_curve) {
 | |
| 		width_factor = curve->interpolate_baked(1.f);
 | |
| 	}
 | |
| 
 | |
| 	Vector2 pos_up1 = pos1 + u0 * hw * width_factor;
 | |
| 	Vector2 pos_down1 = pos1 - u0 * hw * width_factor;
 | |
| 
 | |
| 	// End cap (box)
 | |
| 	if (end_cap_mode == Line2D::LINE_CAP_BOX) {
 | |
| 		pos_up1 += f0 * hw * width_factor;
 | |
| 		pos_down1 += f0 * hw * width_factor;
 | |
| 	}
 | |
| 
 | |
| 	if (texture_mode == Line2D::LINE_TEXTURE_TILE) {
 | |
| 		uvx1 = current_distance1 / (width * tile_aspect);
 | |
| 	} else if (texture_mode == Line2D::LINE_TEXTURE_STRETCH) {
 | |
| 		uvx1 = current_distance1 / total_distance;
 | |
| 	}
 | |
| 
 | |
| 	strip_add_quad(pos_up1, pos_down1, color1, uvx1);
 | |
| 
 | |
| 	// End cap (round)
 | |
| 	if (end_cap_mode == Line2D::LINE_CAP_ROUND) {
 | |
| 		// Note: color is not used in case we don't interpolate...
 | |
| 		Color color = _interpolate_color ? gradient->get_color(gradient->get_points_count() - 1) : Color(0, 0, 0);
 | |
| 		float dist = 0;
 | |
| 		if (texture_mode == Line2D::LINE_TEXTURE_TILE) {
 | |
| 			dist = width_factor / tile_aspect;
 | |
| 		} else if (texture_mode == Line2D::LINE_TEXTURE_STRETCH) {
 | |
| 			dist = width * width_factor / total_distance;
 | |
| 		}
 | |
| 		new_arc(pos1, pos_up1 - pos1, Math_PI, color, Rect2(uvx1 - 0.5f * dist, 0.f, dist, 1.f));
 | |
| 	}
 | |
| }
 | |
| 
 | |
| void LineBuilder::strip_begin(Vector2 up, Vector2 down, Color color, float uvx) {
 | |
| 	int vi = vertices.size();
 | |
| 
 | |
| 	vertices.push_back(up);
 | |
| 	vertices.push_back(down);
 | |
| 
 | |
| 	if (_interpolate_color) {
 | |
| 		colors.push_back(color);
 | |
| 		colors.push_back(color);
 | |
| 	}
 | |
| 
 | |
| 	if (texture_mode != Line2D::LINE_TEXTURE_NONE) {
 | |
| 		uvs.push_back(Vector2(uvx, 0.f));
 | |
| 		uvs.push_back(Vector2(uvx, 1.f));
 | |
| 	}
 | |
| 
 | |
| 	_last_index[UP] = vi;
 | |
| 	_last_index[DOWN] = vi + 1;
 | |
| }
 | |
| 
 | |
| void LineBuilder::strip_add_quad(Vector2 up, Vector2 down, Color color, float uvx) {
 | |
| 	int vi = vertices.size();
 | |
| 
 | |
| 	vertices.push_back(up);
 | |
| 	vertices.push_back(down);
 | |
| 
 | |
| 	if (_interpolate_color) {
 | |
| 		colors.push_back(color);
 | |
| 		colors.push_back(color);
 | |
| 	}
 | |
| 
 | |
| 	if (texture_mode != Line2D::LINE_TEXTURE_NONE) {
 | |
| 		uvs.push_back(Vector2(uvx, 0.f));
 | |
| 		uvs.push_back(Vector2(uvx, 1.f));
 | |
| 	}
 | |
| 
 | |
| 	indices.push_back(_last_index[UP]);
 | |
| 	indices.push_back(vi + 1);
 | |
| 	indices.push_back(_last_index[DOWN]);
 | |
| 	indices.push_back(_last_index[UP]);
 | |
| 	indices.push_back(vi);
 | |
| 	indices.push_back(vi + 1);
 | |
| 
 | |
| 	_last_index[UP] = vi;
 | |
| 	_last_index[DOWN] = vi + 1;
 | |
| }
 | |
| 
 | |
| void LineBuilder::strip_add_tri(Vector2 up, Orientation orientation) {
 | |
| 	int vi = vertices.size();
 | |
| 
 | |
| 	vertices.push_back(up);
 | |
| 
 | |
| 	if (_interpolate_color) {
 | |
| 		colors.push_back(colors[colors.size() - 1]);
 | |
| 	}
 | |
| 
 | |
| 	Orientation opposite_orientation = orientation == UP ? DOWN : UP;
 | |
| 
 | |
| 	if (texture_mode != Line2D::LINE_TEXTURE_NONE) {
 | |
| 		// UVs are just one slice of the texture all along
 | |
| 		// (otherwise we can't share the bottom vertex)
 | |
| 		uvs.push_back(uvs[_last_index[opposite_orientation]]);
 | |
| 	}
 | |
| 
 | |
| 	indices.push_back(_last_index[opposite_orientation]);
 | |
| 	indices.push_back(vi);
 | |
| 	indices.push_back(_last_index[orientation]);
 | |
| 
 | |
| 	_last_index[opposite_orientation] = vi;
 | |
| }
 | |
| 
 | |
| void LineBuilder::strip_add_arc(Vector2 center, float angle_delta, Orientation orientation) {
 | |
| 	// Take the two last vertices and extrude an arc made of triangles
 | |
| 	// that all share one of the initial vertices
 | |
| 
 | |
| 	Orientation opposite_orientation = orientation == UP ? DOWN : UP;
 | |
| 	Vector2 vbegin = vertices[_last_index[opposite_orientation]] - center;
 | |
| 	float radius = vbegin.length();
 | |
| 	float angle_step = Math_PI / static_cast<float>(round_precision);
 | |
| 	float steps = Math::abs(angle_delta) / angle_step;
 | |
| 
 | |
| 	if (angle_delta < 0.f) {
 | |
| 		angle_step = -angle_step;
 | |
| 	}
 | |
| 
 | |
| 	float t = Vector2(1, 0).angle_to(vbegin);
 | |
| 	float end_angle = t + angle_delta;
 | |
| 	Vector2 rpos(0, 0);
 | |
| 
 | |
| 	// Arc vertices
 | |
| 	for (int ti = 0; ti < steps; ++ti, t += angle_step) {
 | |
| 		rpos = center + Vector2(Math::cos(t), Math::sin(t)) * radius;
 | |
| 		strip_add_tri(rpos, orientation);
 | |
| 	}
 | |
| 
 | |
| 	// Last arc vertex
 | |
| 	rpos = center + Vector2(Math::cos(end_angle), Math::sin(end_angle)) * radius;
 | |
| 	strip_add_tri(rpos, orientation);
 | |
| }
 | |
| 
 | |
| void LineBuilder::new_arc(Vector2 center, Vector2 vbegin, float angle_delta, Color color, Rect2 uv_rect) {
 | |
| 	// Make a standalone arc that doesn't use existing vertices,
 | |
| 	// with undistorted UVs from within a square section
 | |
| 
 | |
| 	float radius = vbegin.length();
 | |
| 	float angle_step = Math_PI / static_cast<float>(round_precision);
 | |
| 	float steps = Math::abs(angle_delta) / angle_step;
 | |
| 
 | |
| 	if (angle_delta < 0.f) {
 | |
| 		angle_step = -angle_step;
 | |
| 	}
 | |
| 
 | |
| 	float t = Vector2(1, 0).angle_to(vbegin);
 | |
| 	float end_angle = t + angle_delta;
 | |
| 	Vector2 rpos(0, 0);
 | |
| 	float tt_begin = -Math_PI / 2.0f;
 | |
| 	float tt = tt_begin;
 | |
| 
 | |
| 	// Center vertice
 | |
| 	int vi = vertices.size();
 | |
| 	vertices.push_back(center);
 | |
| 	if (_interpolate_color) {
 | |
| 		colors.push_back(color);
 | |
| 	}
 | |
| 	if (texture_mode != Line2D::LINE_TEXTURE_NONE) {
 | |
| 		uvs.push_back(interpolate(uv_rect, Vector2(0.5f, 0.5f)));
 | |
| 	}
 | |
| 
 | |
| 	// Arc vertices
 | |
| 	for (int ti = 0; ti < steps; ++ti, t += angle_step) {
 | |
| 		Vector2 sc = Vector2(Math::cos(t), Math::sin(t));
 | |
| 		rpos = center + sc * radius;
 | |
| 
 | |
| 		vertices.push_back(rpos);
 | |
| 		if (_interpolate_color) {
 | |
| 			colors.push_back(color);
 | |
| 		}
 | |
| 		if (texture_mode != Line2D::LINE_TEXTURE_NONE) {
 | |
| 			Vector2 tsc = Vector2(Math::cos(tt), Math::sin(tt));
 | |
| 			uvs.push_back(interpolate(uv_rect, 0.5f * (tsc + Vector2(1.f, 1.f))));
 | |
| 			tt += angle_step;
 | |
| 		}
 | |
| 	}
 | |
| 
 | |
| 	// Last arc vertex
 | |
| 	Vector2 sc = Vector2(Math::cos(end_angle), Math::sin(end_angle));
 | |
| 	rpos = center + sc * radius;
 | |
| 	vertices.push_back(rpos);
 | |
| 	if (_interpolate_color) {
 | |
| 		colors.push_back(color);
 | |
| 	}
 | |
| 	if (texture_mode != Line2D::LINE_TEXTURE_NONE) {
 | |
| 		tt = tt_begin + angle_delta;
 | |
| 		Vector2 tsc = Vector2(Math::cos(tt), Math::sin(tt));
 | |
| 		uvs.push_back(interpolate(uv_rect, 0.5f * (tsc + Vector2(1.f, 1.f))));
 | |
| 	}
 | |
| 
 | |
| 	// Make up triangles
 | |
| 	int vi0 = vi;
 | |
| 	for (int ti = 0; ti < steps; ++ti) {
 | |
| 		indices.push_back(vi0);
 | |
| 		indices.push_back(++vi);
 | |
| 		indices.push_back(vi + 1);
 | |
| 	}
 | |
| }
 | 
