|
|
|
|
|
|
while (da < 0.0f) { |
|
|
|
da += Mathf.PI * 2; |
|
|
|
} |
|
|
|
if (da <= 1e-5) { |
|
|
|
return new List<float>(); |
|
|
|
} |
|
|
|
} |
|
|
|
} else { |
|
|
|
if (Mathf.Abs(da) >= Mathf.PI * 2) { |
|
|
|
|
|
|
da -= Mathf.PI * 2; |
|
|
|
} |
|
|
|
if (da >= -1e-5) { |
|
|
|
return new List<float>(); |
|
|
|
} |
|
|
|
} |
|
|
|
} |
|
|
|
|
|
|
} |
|
|
|
|
|
|
|
var points = TessellationGenerator.tessellateBezier(x1, y1, x2, y2, x3, y3, x4, y4, this._tessTol); |
|
|
|
D.assert(points.Count > 0); |
|
|
|
points[points.Count - 1].flags = flags; |
|
|
|
foreach (var point in points) { |
|
|
|
this._addPoint(point); |
|
|
|