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2581 行
89 KiB
2581 行
89 KiB
using System;
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using System.Collections.Generic;
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using System.Text;
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using Unity.UIWidgets.foundation;
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using UnityEngine;
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namespace Unity.UIWidgets.ui {
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struct VertexUV {
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public List<Vector3> fillVertices;
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public List<Vector2> fillUV;
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public List<Vector3> strokeVertices;
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public List<Vector2> strokeUV;
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}
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public class Path {
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const float _KAPPA90 = 0.5522847493f;
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readonly List<float> _commands;
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float _commandx;
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float _commandy;
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float _minX, _minY;
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float _maxX, _maxY;
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PathCache _cache;
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static uint pathGlobalKey = 0;
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uint _pathKey = 0;
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//shadow speeder relevant
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bool _isNaiveRRect = false;
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public bool isNaiveRRect => this._isNaiveRRect;
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PathShapeHint _shapeHint = PathShapeHint.Other;
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public PathShapeHint shapeHint => this._shapeHint;
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float _rRectCorner;
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public float rRectCorner => this._rRectCorner;
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public uint pathKey {
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get { return this._pathKey; }
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}
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public Path(int capacity = 128) {
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this._commands = new List<float>(capacity);
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this._reset();
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}
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public List<float> commands {
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get { return this._commands; }
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}
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void _updateRRectFlag(bool isNaiveRRect, PathShapeHint shapeHint = PathShapeHint.Other, float corner = 0) {
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if (this._commands.Count > 0 && !this._isNaiveRRect) {
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return;
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}
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this._isNaiveRRect = isNaiveRRect && this._hasOnlyMoveTos();
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if (this._isNaiveRRect) {
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this._shapeHint = shapeHint;
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this._rRectCorner = corner;
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}
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}
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bool _hasOnlyMoveTos() {
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var i = 0;
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while (i < this._commands.Count) {
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var cmd = (PathCommand) this._commands[i];
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switch (cmd) {
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case PathCommand.moveTo:
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i += 3;
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break;
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case PathCommand.lineTo:
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return false;
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case PathCommand.bezierTo:
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return false;
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case PathCommand.close:
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i++;
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break;
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case PathCommand.winding:
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i += 2;
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break;
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default:
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return false;
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}
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}
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return true;
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}
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public override string ToString() {
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var sb = new StringBuilder("Path: count = " + this._commands.Count);
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var i = 0;
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while (i < this._commands.Count) {
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var cmd = (PathCommand) this._commands[i];
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switch (cmd) {
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case PathCommand.moveTo:
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sb.Append(", moveTo(" + this._commands[i + 1] + ", " + this._commands[i + 2] + ")");
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i += 3;
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break;
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case PathCommand.lineTo:
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sb.Append(", lineTo(" + this._commands[i + 1] + ", " + this._commands[i + 2] + ")");
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i += 3;
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break;
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case PathCommand.bezierTo:
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sb.Append(", bezierTo(" + this._commands[i + 1] + ", " + this._commands[i + 2] +
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", " + this._commands[i + 3] + ", " + this._commands[i + 4] +
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", " + this._commands[i + 5] + ", " + this._commands[i + 6] + ")");
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i += 7;
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break;
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case PathCommand.close:
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sb.Append(", close()");
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i++;
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break;
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case PathCommand.winding:
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sb.Append(", winding(" + (PathWinding) this._commands[i + 1] + ")");
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i += 2;
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break;
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default:
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D.assert(false, () => "unknown cmd: " + cmd);
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break;
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}
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}
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return sb.ToString();
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}
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public void resetAll() {
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this._reset();
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}
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void _reset() {
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this._commands.Clear();
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this._commandx = 0;
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this._commandy = 0;
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this._minX = float.MaxValue;
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this._minY = float.MaxValue;
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this._maxX = float.MinValue;
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this._maxY = float.MinValue;
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this._pathKey = pathGlobalKey++;
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this._cache = null;
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this._isNaiveRRect = false;
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}
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internal PathCache flatten(float scale) {
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scale = Mathf.Round(scale * 2.0f) / 2.0f; // round to 0.5f
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if (this._cache != null && this._cache.canReuse(scale)) {
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return this._cache;
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}
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this._cache = new PathCache(scale);
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var i = 0;
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while (i < this._commands.Count) {
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var cmd = (PathCommand) this._commands[i];
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switch (cmd) {
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case PathCommand.moveTo:
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this._cache.addPath();
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this._cache.addPoint(this._commands[i + 1], this._commands[i + 2], PointFlags.corner);
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i += 3;
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break;
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case PathCommand.lineTo:
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this._cache.addPoint(this._commands[i + 1], this._commands[i + 2], PointFlags.corner);
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i += 3;
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break;
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case PathCommand.bezierTo:
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this._cache.tessellateBezier(
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this._commands[i + 1], this._commands[i + 2],
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this._commands[i + 3], this._commands[i + 4],
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this._commands[i + 5], this._commands[i + 6], PointFlags.corner);
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i += 7;
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break;
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case PathCommand.close:
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this._cache.closePath();
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i++;
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break;
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case PathCommand.winding:
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this._cache.pathWinding((PathWinding) this._commands[i + 1]);
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i += 2;
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break;
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default:
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D.assert(false, () => "unknown cmd: " + cmd);
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break;
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}
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}
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this._cache.normalize();
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return this._cache;
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}
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void _expandBounds(float x, float y) {
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if (x < this._minX) {
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this._minX = x;
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}
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if (y < this._minY) {
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this._minY = y;
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}
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if (x > this._maxX) {
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this._maxX = x;
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}
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if (y > this._maxY) {
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this._maxY = y;
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}
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}
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public Rect getBounds() {
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if (this._minX >= this._maxX || this._minY >= this._maxY) {
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return Rect.zero;
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}
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return Rect.fromLTRB(this._minX, this._minY, this._maxX, this._maxY);
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}
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void _appendMoveTo(float x, float y) {
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this._commands.Add((float) PathCommand.moveTo);
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this._commands.Add(x);
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this._commands.Add(y);
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this._commandx = x;
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this._commandy = y;
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this._pathKey = pathGlobalKey++;
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this._cache = null;
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}
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void _appendLineTo(float x, float y) {
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this._expandBounds(this._commandx, this._commandy);
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this._expandBounds(x, y);
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this._commands.Add((float) PathCommand.lineTo);
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this._commands.Add(x);
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this._commands.Add(y);
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this._commandx = x;
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this._commandy = y;
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this._pathKey = pathGlobalKey++;
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this._cache = null;
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}
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void _appendBezierTo(float x1, float y1, float x2, float y2, float x3, float y3) {
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this._expandBounds(this._commandx, this._commandy);
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this._expandBounds(x1, y1);
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this._expandBounds(x2, y2);
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this._expandBounds(x3, y3);
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this._commands.Add((float) PathCommand.bezierTo);
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this._commands.Add(x1);
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this._commands.Add(y1);
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this._commands.Add(x2);
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this._commands.Add(y2);
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this._commands.Add(x3);
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this._commands.Add(y3);
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this._commandx = x3;
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this._commandy = y3;
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this._pathKey = pathGlobalKey++;
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this._cache = null;
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}
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void _appendClose() {
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this._commands.Add((float) PathCommand.close);
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this._pathKey = pathGlobalKey++;
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this._cache = null;
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}
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void _appendWinding(float winding) {
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this._commands.Add((float) PathCommand.winding);
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this._commands.Add(winding);
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this._pathKey = pathGlobalKey++;
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this._cache = null;
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}
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public void relativeMoveTo(float x, float y) {
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var x0 = this._commandx;
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var y0 = this._commandy;
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this._appendMoveTo(x + x0, y + y0);
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}
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public void moveTo(float x, float y) {
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this._appendMoveTo(x, y);
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}
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public void relativeLineTo(float x, float y) {
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var x0 = this._commandx;
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var y0 = this._commandy;
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this._updateRRectFlag(false);
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this._appendLineTo(x + x0, y + y0);
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}
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public void lineTo(float x, float y) {
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this._updateRRectFlag(false);
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this._appendLineTo(x, y);
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}
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public void cubicTo(float c1x, float c1y, float c2x, float c2y, float x, float y) {
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this._updateRRectFlag(false);
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this._appendBezierTo(c1x, c1y, c2x, c2y, x, y);
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}
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public void relativeCubicTo(float c1x, float c1y, float c2x, float c2y, float x, float y) {
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var x0 = this._commandx;
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var y0 = this._commandy;
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this._updateRRectFlag(false);
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this.cubicTo(x0 + c1x, y0 + c1y, x0 + c2x, y0 + c2y, x0 + x, y0 + y);
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}
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public void quadraticBezierTo(float cx, float cy, float x, float y) {
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var x0 = this._commandx;
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var y0 = this._commandy;
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const float twoThird = 2.0f / 3.0f;
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this._updateRRectFlag(false);
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this._appendBezierTo(
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x0 + twoThird * (cx - x0), y0 + twoThird * (cy - y0),
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x + twoThird * (cx - x), y + twoThird * (cy - y),
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x, y);
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}
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public void relativeQuadraticBezierTo(float cx, float cy, float x, float y) {
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var x0 = this._commandx;
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var y0 = this._commandy;
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this._updateRRectFlag(false);
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this.quadraticBezierTo(x0 + cx, y0 + cy, x0 + x, y0 + y);
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}
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public void conicTo(float x1, float y1, float x2, float y2, float w) {
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this._updateRRectFlag(false);
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if (!(w > 0)) {
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this.lineTo(x2, y2);
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return;
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}
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if (w.isInfinite()) {
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this.lineTo(x1, y1);
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this.lineTo(x2, y2);
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return;
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}
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if (w == 1) {
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this.quadraticBezierTo(x1, y1, x2, y2);
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return;
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}
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var x0 = this._commandx;
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var y0 = this._commandy;
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var conic = new _Conic {
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x0 = x0, y0 = y0,
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x1 = x1, y1 = y1,
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x2 = x2, y2 = y2,
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w = w,
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};
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var quadX = new float[5];
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var quadY = new float[5];
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conic.chopIntoQuadsPOW2(quadX, quadY, 1);
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this.quadraticBezierTo(quadX[1], quadY[1], quadX[2], quadY[2]);
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this.quadraticBezierTo(quadX[3], quadY[3], quadX[4], quadY[4]);
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}
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public void relativeConicTo(float x1, float y1, float x2, float y2, float w) {
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var x0 = this._commandx;
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var y0 = this._commandy;
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this._updateRRectFlag(false);
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this.conicTo(x0 + x1, y0 + y1, x0 + x2, y0 + y2, w);
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}
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// http://www.w3.org/TR/SVG/implnote.html#ArcConversionEndpointToCenter
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public void arcToPoint(Offset arcEnd,
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Radius radius = null,
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float rotation = 0.0f,
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bool largeArc = false,
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bool clockwise = false) {
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radius = radius ?? Radius.zero;
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this._updateRRectFlag(false);
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D.assert(PaintingUtils._offsetIsValid(arcEnd));
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D.assert(PaintingUtils._radiusIsValid(radius));
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var x0 = this._commandx;
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var y0 = this._commandy;
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var x1 = arcEnd.dx;
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var y1 = arcEnd.dy;
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var rx = Mathf.Abs(radius.x);
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var ry = Mathf.Abs(radius.y);
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if (rx == 0 || ry == 0) {
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this.lineTo(x1, y1);
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return;
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}
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if (x0 == x1 && y0 == y1) {
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this.lineTo(x1, y1);
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return;
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}
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var midPointDistanceX = (x0 - x1) * 0.5f;
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var midPointDistanceY = (y0 - y1) * 0.5f;
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var pointTransform = Matrix3.makeRotate(rotation);
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var transformedMidPoint = pointTransform.mapXY(midPointDistanceX, midPointDistanceY);
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var squareRx = rx * rx;
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var squareRy = ry * ry;
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var squareX = transformedMidPoint.dx * transformedMidPoint.dx;
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var squareY = transformedMidPoint.dy * transformedMidPoint.dy;
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// Check if the radii are big enough to draw the arc, scale radii if not.
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// http://www.w3.org/TR/SVG/implnote.html#ArcCorrectionOutOfRangeRadii
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var radiiScale = squareX / squareRx + squareY / squareRy;
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if (radiiScale > 1) {
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radiiScale = Mathf.Sqrt(radiiScale);
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rx *= radiiScale;
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ry *= radiiScale;
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}
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pointTransform.setScale(1 / rx, 1 / ry);
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pointTransform.preRotate(-rotation);
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var unitPts = new[] {
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pointTransform.mapXY(x0, y0),
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pointTransform.mapXY(x1, y1),
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};
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var delta = unitPts[1] - unitPts[0];
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var d = delta.dx * delta.dx + delta.dy * delta.dy;
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var scaleFactorSquared = Mathf.Max(1 / d - 0.25f, 0.0f);
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var scaleFactor = Mathf.Sqrt(scaleFactorSquared);
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if (!clockwise != largeArc) {
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// flipped from the original implementation
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scaleFactor = -scaleFactor;
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}
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delta = delta.scale(scaleFactor);
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var centerPoint = unitPts[0] + unitPts[1];
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centerPoint *= 0.5f;
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centerPoint = centerPoint.translate(-delta.dy, delta.dx);
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unitPts[0] -= centerPoint;
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unitPts[1] -= centerPoint;
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var theta1 = Mathf.Atan2(unitPts[0].dy, unitPts[0].dx);
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var theta2 = Mathf.Atan2(unitPts[1].dy, unitPts[1].dx);
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var thetaArc = theta2 - theta1;
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if (thetaArc < 0 && clockwise) {
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// arcSweep flipped from the original implementation
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thetaArc += Mathf.PI * 2;
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}
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else if (thetaArc > 0 && !clockwise) {
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// arcSweep flipped from the original implementation
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thetaArc -= Mathf.PI * 2;
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}
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pointTransform.setRotate(rotation);
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pointTransform.preScale(rx, ry);
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// the arc may be slightly bigger than 1/4 circle, so allow up to 1/3rd
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int segments = Mathf.CeilToInt(Mathf.Abs(thetaArc / (2 * Mathf.PI / 3)));
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var thetaWidth = thetaArc / segments;
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var t = Mathf.Tan(0.5f * thetaWidth);
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if (!t.isFinite()) {
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return;
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}
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var startTheta = theta1;
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var w = Mathf.Sqrt(0.5f + Mathf.Cos(thetaWidth) * 0.5f);
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bool expectIntegers = ScalarUtils.ScalarNearlyZero(Mathf.PI / 2 - Mathf.Abs(thetaWidth)) &&
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ScalarUtils.ScalarIsInteger(rx) && ScalarUtils.ScalarIsInteger(ry) &&
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ScalarUtils.ScalarIsInteger(x1) && ScalarUtils.ScalarIsInteger(y1);
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for (int i = 0; i < segments; ++i) {
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var endTheta = startTheta + thetaWidth;
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var sinEndTheta = ScalarUtils.ScalarSinCos(endTheta, out var cosEndTheta);
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unitPts[1] = new Offset(cosEndTheta, sinEndTheta);
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unitPts[1] += centerPoint;
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unitPts[0] = unitPts[1];
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unitPts[0] = unitPts[0].translate(t * sinEndTheta, -t * cosEndTheta);
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var mapped = new[] {
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pointTransform.mapPoint(unitPts[0]),
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pointTransform.mapPoint(unitPts[1]),
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};
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/*
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Computing the arc width introduces rounding errors that cause arcs to start
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outside their marks. A round rect may lose convexity as a result. If the input
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values are on integers, place the conic on integers as well.
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*/
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if (expectIntegers) {
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for (int index = 0; i < mapped.Length; index++) {
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mapped[index] = new Offset(
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Mathf.Round(mapped[index].dx),
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Mathf.Round(mapped[index].dy)
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);
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}
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}
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this.conicTo(mapped[0].dx, mapped[0].dy, mapped[1].dx, mapped[1].dy, w);
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startTheta = endTheta;
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}
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}
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public void close() {
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this._appendClose();
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}
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|
public void winding(PathWinding dir) {
|
|
this._appendWinding((float) dir);
|
|
}
|
|
|
|
public void addRect(Rect rect) {
|
|
this._updateRRectFlag(true, PathShapeHint.Rect);
|
|
this._appendMoveTo(rect.left, rect.top);
|
|
this._appendLineTo(rect.left, rect.bottom);
|
|
this._appendLineTo(rect.right, rect.bottom);
|
|
this._appendLineTo(rect.right, rect.top);
|
|
this._appendClose();
|
|
}
|
|
|
|
public void addRRect(RRect rrect) {
|
|
this._updateRRectFlag(rrect.isNaiveRRect(), PathShapeHint.NaiveRRect, rrect.blRadiusX);
|
|
float w = rrect.width;
|
|
float h = rrect.height;
|
|
float halfw = Mathf.Abs(w) * 0.5f;
|
|
float halfh = Mathf.Abs(h) * 0.5f;
|
|
float signW = Mathf.Sign(w);
|
|
float signH = Mathf.Sign(h);
|
|
|
|
float rxBL = Mathf.Min(rrect.blRadiusX, halfw) * signW;
|
|
float ryBL = Mathf.Min(rrect.blRadiusY, halfh) * signH;
|
|
float rxBR = Mathf.Min(rrect.brRadiusX, halfw) * signW;
|
|
float ryBR = Mathf.Min(rrect.brRadiusY, halfh) * signH;
|
|
float rxTR = Mathf.Min(rrect.trRadiusX, halfw) * signW;
|
|
float ryTR = Mathf.Min(rrect.trRadiusY, halfh) * signH;
|
|
float rxTL = Mathf.Min(rrect.tlRadiusX, halfw) * signW;
|
|
float ryTL = Mathf.Min(rrect.tlRadiusY, halfh) * signH;
|
|
float x = rrect.left;
|
|
float y = rrect.top;
|
|
|
|
this._appendMoveTo(x, y + ryTL);
|
|
this._appendLineTo(x, y + h - ryBL);
|
|
this._appendBezierTo(x, y + h - ryBL * (1 - _KAPPA90),
|
|
x + rxBL * (1 - _KAPPA90), y + h, x + rxBL, y + h);
|
|
this._appendLineTo(x + w - rxBR, y + h);
|
|
this._appendBezierTo(x + w - rxBR * (1 - _KAPPA90), y + h,
|
|
x + w, y + h - ryBR * (1 - _KAPPA90), x + w, y + h - ryBR);
|
|
this._appendLineTo(x + w, y + ryTR);
|
|
this._appendBezierTo(x + w, y + ryTR * (1 - _KAPPA90),
|
|
x + w - rxTR * (1 - _KAPPA90), y, x + w - rxTR, y);
|
|
this._appendLineTo(x + rxTL, y);
|
|
this._appendBezierTo(x + rxTL * (1 - _KAPPA90), y,
|
|
x, y + ryTL * (1 - _KAPPA90), x, y + ryTL);
|
|
this._appendClose();
|
|
}
|
|
|
|
public void addEllipse(float cx, float cy, float rx, float ry) {
|
|
this._updateRRectFlag(rx == ry, PathShapeHint.Circle, rx);
|
|
this._appendMoveTo(cx - rx, cy);
|
|
this._appendBezierTo(cx - rx, cy + ry * _KAPPA90,
|
|
cx - rx * _KAPPA90, cy + ry, cx, cy + ry);
|
|
this._appendBezierTo(cx + rx * _KAPPA90, cy + ry,
|
|
cx + rx, cy + ry * _KAPPA90, cx + rx, cy);
|
|
this._appendBezierTo(cx + rx, cy - ry * _KAPPA90,
|
|
cx + rx * _KAPPA90, cy - ry, cx, cy - ry);
|
|
this._appendBezierTo(cx - rx * _KAPPA90, cy - ry,
|
|
cx - rx, cy - ry * _KAPPA90, cx - rx, cy);
|
|
this._appendClose();
|
|
}
|
|
|
|
public void addCircle(float cx, float cy, float r) {
|
|
this.addEllipse(cx, cy, r, r);
|
|
}
|
|
|
|
public void addOval(Rect oval) {
|
|
D.assert(oval != null);
|
|
var center = oval.center;
|
|
this.addEllipse(center.dx, center.dy, oval.width / 2, oval.height / 2);
|
|
}
|
|
|
|
public void arcTo(float x1, float y1, float x2, float y2, float radius) {
|
|
this._updateRRectFlag(false);
|
|
var x0 = this._commandx;
|
|
var y0 = this._commandy;
|
|
|
|
// Calculate tangential circle to lines (x0,y0)-(x1,y1) and (x1,y1)-(x2,y2).
|
|
float dx0 = x0 - x1;
|
|
float dy0 = y0 - y1;
|
|
float dx1 = x2 - x1;
|
|
float dy1 = y2 - y1;
|
|
PathUtils.normalize(ref dx0, ref dy0);
|
|
PathUtils.normalize(ref dx1, ref dy1);
|
|
float a = Mathf.Acos(dx0 * dx1 + dy0 * dy1);
|
|
float d = radius / Mathf.Tan(a / 2.0f);
|
|
|
|
if (d > 10000.0f) {
|
|
this.lineTo(x1, y1);
|
|
return;
|
|
}
|
|
|
|
float cx, cy, a0, a1;
|
|
PathWinding dir;
|
|
float cross = dx1 * dy0 - dx0 * dy1;
|
|
if (cross > 0.0f) {
|
|
cx = x1 + dx0 * d + dy0 * radius;
|
|
cy = y1 + dy0 * d + -dx0 * radius;
|
|
a0 = Mathf.Atan2(dx0, -dy0);
|
|
a1 = Mathf.Atan2(-dx1, dy1);
|
|
dir = PathWinding.clockwise;
|
|
}
|
|
else {
|
|
cx = x1 + dx0 * d + -dy0 * radius;
|
|
cy = y1 + dy0 * d + dx0 * radius;
|
|
a0 = Mathf.Atan2(-dx0, dy0);
|
|
a1 = Mathf.Atan2(dx1, -dy1);
|
|
dir = PathWinding.counterClockwise;
|
|
}
|
|
|
|
this.addArc(cx, cy, radius, a0, a1, dir);
|
|
}
|
|
|
|
public void arcTo(Rect rect, float startAngle, float sweepAngle, bool forceMoveTo = true) {
|
|
this._updateRRectFlag(false);
|
|
var mat = Matrix3.makeScale(rect.width / 2, rect.height / 2);
|
|
var center = rect.center;
|
|
mat.postTranslate(center.dx, center.dy);
|
|
|
|
this._addArcCommands(0, 0, 1, startAngle, startAngle + sweepAngle,
|
|
sweepAngle >= 0 ? PathWinding.clockwise : PathWinding.counterClockwise, forceMoveTo, mat);
|
|
}
|
|
|
|
public void addArc(Rect rect, float startAngle, float sweepAngle) {
|
|
this._updateRRectFlag(false);
|
|
this.arcTo(rect, startAngle, sweepAngle, true);
|
|
}
|
|
|
|
void _addArcCommands(
|
|
float cx, float cy, float r, float a0, float a1,
|
|
PathWinding dir, bool forceMoveTo, Matrix3 transform = null) {
|
|
// Clamp angles
|
|
float da = a1 - a0;
|
|
if (dir == PathWinding.clockwise) {
|
|
if (Mathf.Abs(da) >= Mathf.PI * 2) {
|
|
da = Mathf.PI * 2;
|
|
}
|
|
else {
|
|
while (da < 0.0f) {
|
|
da += Mathf.PI * 2;
|
|
}
|
|
|
|
if (da <= 1e-5) {
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
else {
|
|
if (Mathf.Abs(da) >= Mathf.PI * 2) {
|
|
da = -Mathf.PI * 2;
|
|
}
|
|
else {
|
|
while (da > 0.0f) {
|
|
da -= Mathf.PI * 2;
|
|
}
|
|
|
|
if (da >= -1e-5) {
|
|
return;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Split arc into max 90 degree segments.
|
|
int ndivs = Mathf.Max(1, Mathf.Min((int) (Mathf.Abs(da) / (Mathf.PI * 0.5f) + 0.5f), 5));
|
|
float hda = (da / ndivs) / 2.0f;
|
|
float kappa = Mathf.Abs(4.0f / 3.0f * (1.0f - Mathf.Cos(hda)) / Mathf.Sin(hda));
|
|
|
|
if (dir == PathWinding.counterClockwise) {
|
|
kappa = -kappa;
|
|
}
|
|
|
|
PathCommand move = (forceMoveTo || this._commands.Count == 0) ? PathCommand.moveTo : PathCommand.lineTo;
|
|
float px = 0, py = 0, ptanx = 0, ptany = 0;
|
|
|
|
for (int i = 0; i <= ndivs; i++) {
|
|
float a = a0 + da * (i / (float) ndivs);
|
|
float dx = Mathf.Cos(a);
|
|
float dy = Mathf.Sin(a);
|
|
float x = cx + dx * r;
|
|
float y = cy + dy * r;
|
|
float tanx = -dy * r * kappa;
|
|
float tany = dx * r * kappa;
|
|
|
|
if (i == 0) {
|
|
float x1 = x, y1 = y;
|
|
if (transform != null) {
|
|
transform.mapXY(x1, y1, out x1, out y1);
|
|
}
|
|
|
|
if (move == PathCommand.moveTo) {
|
|
this._appendMoveTo(x1, y1);
|
|
}
|
|
else {
|
|
this._appendLineTo(x1, y1);
|
|
}
|
|
}
|
|
else {
|
|
float c1x = px + ptanx;
|
|
float c1y = py + ptany;
|
|
float c2x = x - tanx;
|
|
float c2y = y - tany;
|
|
float x1 = x;
|
|
float y1 = y;
|
|
if (transform != null) {
|
|
transform.mapXY(c1x, c1y, out c1x, out c1y);
|
|
transform.mapXY(c2x, c2y, out c2x, out c2y);
|
|
transform.mapXY(x1, y1, out x1, out y1);
|
|
}
|
|
|
|
this._appendBezierTo(c1x, c1y, c2x, c2y, x1, y1);
|
|
}
|
|
|
|
px = x;
|
|
py = y;
|
|
ptanx = tanx;
|
|
ptany = tany;
|
|
}
|
|
}
|
|
|
|
public void addArc(float cx, float cy, float r, float a0, float a1, PathWinding dir, bool forceMoveTo = true) {
|
|
this._updateRRectFlag(false);
|
|
this._addArcCommands(cx, cy, r, a0, a1, dir, forceMoveTo);
|
|
}
|
|
|
|
public void addPolygon(IList<Offset> points, bool close) {
|
|
this._updateRRectFlag(false);
|
|
D.assert(points != null);
|
|
if (points.Count == 0) {
|
|
return;
|
|
}
|
|
|
|
this._appendMoveTo(points[0].dx, points[0].dy);
|
|
|
|
for (int i = 1; i < points.Count; i++) {
|
|
var point = points[i];
|
|
this._appendLineTo(point.dx, point.dy);
|
|
}
|
|
|
|
if (close) {
|
|
this._appendClose();
|
|
}
|
|
}
|
|
|
|
public Path shift(Offset offset) {
|
|
offset = offset ?? Offset.zero;
|
|
var path = new Path();
|
|
path.addPath(this, offset);
|
|
return path;
|
|
}
|
|
|
|
public Path transform(Matrix3 mat) {
|
|
var path = new Path();
|
|
path.addPath(this, mat);
|
|
return path;
|
|
}
|
|
|
|
public void addPath(Path path, Offset offset) {
|
|
if (offset == null) {
|
|
this.addPath(path);
|
|
return;
|
|
}
|
|
|
|
var transform = Matrix3.makeTrans(offset.dx, offset.dy);
|
|
this.addPath(path, transform);
|
|
}
|
|
|
|
public void addPath(Path path, Matrix3 transform = null) {
|
|
D.assert(path != null);
|
|
|
|
this._updateRRectFlag(path.isNaiveRRect, path.shapeHint, path.rRectCorner);
|
|
var i = 0;
|
|
while (i < path._commands.Count) {
|
|
var cmd = (PathCommand) path._commands[i];
|
|
switch (cmd) {
|
|
case PathCommand.moveTo: {
|
|
float x = path._commands[i + 1];
|
|
float y = path._commands[i + 2];
|
|
if (transform != null) {
|
|
transform.mapXY(x, y, out x, out y);
|
|
}
|
|
|
|
this._appendMoveTo(x, y);
|
|
}
|
|
i += 3;
|
|
break;
|
|
case PathCommand.lineTo: {
|
|
float x = path._commands[i + 1];
|
|
float y = path._commands[i + 2];
|
|
if (transform != null) {
|
|
transform.mapXY(x, y, out x, out y);
|
|
}
|
|
|
|
this._appendLineTo(x, y);
|
|
}
|
|
i += 3;
|
|
break;
|
|
case PathCommand.bezierTo: {
|
|
float c1x = path._commands[i + 1];
|
|
float c1y = path._commands[i + 2];
|
|
float c2x = path._commands[i + 3];
|
|
float c2y = path._commands[i + 4];
|
|
float x1 = path._commands[i + 5];
|
|
float y1 = path._commands[i + 6];
|
|
if (transform != null) {
|
|
transform.mapXY(c1x, c1y, out c1x, out c1y);
|
|
transform.mapXY(c2x, c2y, out c2x, out c2y);
|
|
transform.mapXY(x1, y1, out x1, out y1);
|
|
}
|
|
|
|
this._appendBezierTo(c1x, c1y, c2x, c2y, x1, y1);
|
|
}
|
|
i += 7;
|
|
break;
|
|
case PathCommand.close:
|
|
this._appendClose();
|
|
i++;
|
|
break;
|
|
case PathCommand.winding:
|
|
this._appendWinding(path._commands[i + 1]);
|
|
i += 2;
|
|
break;
|
|
default:
|
|
D.assert(false, () => "unknown cmd: " + cmd);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
public bool contains(Offset point) {
|
|
var bounds = this.getBounds();
|
|
if (bounds == null || bounds.isEmpty) {
|
|
return false;
|
|
}
|
|
|
|
if (!bounds.containsInclusive(point)) {
|
|
return false;
|
|
}
|
|
|
|
float x = point.dx;
|
|
float y = point.dy;
|
|
|
|
float lastMoveToX = 0;
|
|
float lastMoveToY = 0;
|
|
float commandx = 0;
|
|
float commandy = 0;
|
|
PathWinding winding = PathWinding.counterClockwise;
|
|
|
|
var totalW = 0;
|
|
var w = 0;
|
|
var i = 0;
|
|
while (i < this._commands.Count) {
|
|
var cmd = (PathCommand) this._commands[i];
|
|
switch (cmd) {
|
|
case PathCommand.moveTo:
|
|
if (lastMoveToX != commandx || lastMoveToY != commandy) {
|
|
w += windingLine(
|
|
commandx, commandy,
|
|
lastMoveToX, lastMoveToY,
|
|
x, y);
|
|
}
|
|
|
|
if (w != 0) {
|
|
totalW += winding == PathWinding.counterClockwise ? w : -w;
|
|
w = 0;
|
|
}
|
|
|
|
lastMoveToX = commandx = this._commands[i + 1];
|
|
lastMoveToY = commandy = this._commands[i + 2];
|
|
winding = PathWinding.counterClockwise;
|
|
i += 3;
|
|
break;
|
|
case PathCommand.lineTo:
|
|
w += windingLine(
|
|
commandx, commandy,
|
|
this._commands[i + 1], this._commands[i + 2],
|
|
x, y);
|
|
commandx = this._commands[i + 1];
|
|
commandy = this._commands[i + 2];
|
|
i += 3;
|
|
break;
|
|
case PathCommand.bezierTo:
|
|
w += windingCubic(
|
|
commandx, commandy,
|
|
this._commands[i + 1], this._commands[i + 2],
|
|
this._commands[i + 3], this._commands[i + 4],
|
|
this._commands[i + 5], this._commands[i + 6],
|
|
x, y);
|
|
commandx = this._commands[i + 5];
|
|
commandy = this._commands[i + 6];
|
|
i += 7;
|
|
break;
|
|
case PathCommand.close:
|
|
i++;
|
|
break;
|
|
case PathCommand.winding:
|
|
winding = (PathWinding) this._commands[i + 1];
|
|
i += 2;
|
|
break;
|
|
default:
|
|
D.assert(false, () => "unknown cmd: " + cmd);
|
|
break;
|
|
}
|
|
}
|
|
|
|
if (lastMoveToX != commandx || lastMoveToY != commandy) {
|
|
w += windingLine(
|
|
commandx, commandy,
|
|
lastMoveToX, lastMoveToY,
|
|
x, y);
|
|
}
|
|
|
|
if (w != 0) {
|
|
totalW += winding == PathWinding.counterClockwise ? w : -w;
|
|
w = 0;
|
|
}
|
|
|
|
return totalW != 0;
|
|
}
|
|
|
|
static int windingLine(float x0, float y0, float x1, float y1, float x, float y) {
|
|
if (y0 == y1) {
|
|
return 0;
|
|
}
|
|
|
|
int dir = 1; // down. y0 < y1
|
|
float minY = y0;
|
|
float maxY = y1;
|
|
|
|
if (y0 > y1) {
|
|
dir = -1;
|
|
minY = y1;
|
|
maxY = y0;
|
|
}
|
|
|
|
if (y < minY || y >= maxY) {
|
|
return 0;
|
|
}
|
|
|
|
float cross = (x1 - x0) * (y - y0) - (x - x0) * (y1 - y0);
|
|
if (cross == 0) {
|
|
return 0;
|
|
}
|
|
|
|
if (cross.sign() == dir) {
|
|
return 0;
|
|
}
|
|
|
|
return dir;
|
|
}
|
|
|
|
static int windingCubic(float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4,
|
|
float x, float y) {
|
|
Offset[] src = {
|
|
new Offset(x1, y1),
|
|
new Offset(x2, y2),
|
|
new Offset(x3, y3),
|
|
new Offset(x4, y4),
|
|
};
|
|
|
|
Offset[] dst = new Offset[10];
|
|
int n = _chopCubicAtYExtrema(src, dst);
|
|
|
|
int w = 0;
|
|
for (int i = 0; i <= n; ++i) {
|
|
w += _winding_mono_cubic(dst, i * 3, x, y);
|
|
}
|
|
|
|
return w;
|
|
}
|
|
|
|
static int _winding_mono_cubic(Offset[] pts, int ptsBase, float x, float y) {
|
|
float y0 = pts[ptsBase + 0].dy;
|
|
float y3 = pts[ptsBase + 3].dy;
|
|
|
|
if (y0 == y3) {
|
|
return 0;
|
|
}
|
|
|
|
int dir = 1; // down. y0 < y3
|
|
float minY = y0;
|
|
float maxY = y3;
|
|
|
|
if (y0 > y3) {
|
|
dir = -1;
|
|
minY = y3;
|
|
maxY = y0;
|
|
}
|
|
|
|
if (y < minY || y >= maxY) {
|
|
return 0;
|
|
}
|
|
|
|
// quickreject or quickaccept
|
|
float minX = float.MaxValue, maxX = float.MinValue;
|
|
for (int i = 0; i < 4; i++) {
|
|
var dx = pts[ptsBase + i].dx;
|
|
if (dx < minX) {
|
|
minX = dx;
|
|
}
|
|
|
|
if (dx > maxX) {
|
|
maxX = dx;
|
|
}
|
|
}
|
|
|
|
if (x < minX) {
|
|
return 0;
|
|
}
|
|
|
|
if (x > maxX) {
|
|
return dir;
|
|
}
|
|
|
|
// compute the actual x(t) value
|
|
float t;
|
|
if (!_chopMonoAtY(pts, ptsBase, y, out t)) {
|
|
return 0;
|
|
}
|
|
|
|
float xt = _eval_cubic_pts(
|
|
pts[ptsBase + 0].dx,
|
|
pts[ptsBase + 1].dx,
|
|
pts[ptsBase + 2].dx,
|
|
pts[ptsBase + 3].dx, t);
|
|
|
|
return xt < x ? dir : 0;
|
|
}
|
|
|
|
static float _eval_cubic_pts(float c0, float c1, float c2, float c3,
|
|
float t) {
|
|
float A = c3 + 3 * (c1 - c2) - c0;
|
|
float B = 3 * (c2 - c1 - c1 + c0);
|
|
float C = 3 * (c1 - c0);
|
|
float D = c0;
|
|
return _poly_eval(A, B, C, D, t);
|
|
}
|
|
|
|
static float _poly_eval(float A, float B, float C, float D, float t) {
|
|
return ((A * t + B) * t + C) * t + D;
|
|
}
|
|
|
|
static bool _chopMonoAtY(Offset[] pts, int ptsBase, float y, out float t) {
|
|
float[] ycrv = {
|
|
pts[ptsBase + 0].dy - y,
|
|
pts[ptsBase + 1].dy - y,
|
|
pts[ptsBase + 2].dy - y,
|
|
pts[ptsBase + 3].dy - y
|
|
};
|
|
|
|
// NEWTON_RAPHSON Quadratic convergence, typically <= 3 iterations.
|
|
// Initial guess.
|
|
// is not only monotonic but degenerate.
|
|
float t1 = ycrv[0] / (ycrv[0] - ycrv[3]);
|
|
|
|
// Newton's iterations.
|
|
const float tol = 1f / 16384; // This leaves 2 fixed noise bits.
|
|
float t0;
|
|
const int maxiters = 5;
|
|
int iters = 0;
|
|
bool converged;
|
|
do {
|
|
t0 = t1;
|
|
float y01 = MathUtils.lerpFloat(ycrv[0], ycrv[1], t0);
|
|
float y12 = MathUtils.lerpFloat(ycrv[1], ycrv[2], t0);
|
|
float y23 = MathUtils.lerpFloat(ycrv[2], ycrv[3], t0);
|
|
float y012 = MathUtils.lerpFloat(y01, y12, t0);
|
|
float y123 = MathUtils.lerpFloat(y12, y23, t0);
|
|
float y0123 = MathUtils.lerpFloat(y012, y123, t0);
|
|
float yder = (y123 - y012) * 3;
|
|
t1 -= y0123 / yder;
|
|
converged = (t1 - t0).abs() <= tol; // NaN-safe
|
|
++iters;
|
|
} while (!converged && (iters < maxiters));
|
|
|
|
t = t1;
|
|
|
|
// The result might be valid, even if outside of the range [0, 1], but
|
|
// we never evaluate a Bezier outside this interval, so we return false.
|
|
if (t1 < 0 || t1 > 1) {
|
|
return false;
|
|
}
|
|
|
|
return converged;
|
|
}
|
|
|
|
static void _flatten_double_cubic_extrema(Offset[] dst, int dstBase) {
|
|
var dy = dst[dstBase + 3].dy;
|
|
dst[dstBase + 2] = new Offset(dst[dstBase + 2].dx, dy);
|
|
dst[dstBase + 4] = new Offset(dst[dstBase + 4].dx, dy);
|
|
}
|
|
|
|
static int _chopCubicAtYExtrema(Offset[] src, Offset[] dst) {
|
|
D.assert(src != null && src.Length == 4);
|
|
D.assert(dst != null && dst.Length == 10);
|
|
|
|
float[] tValues = new float[2];
|
|
int roots = _findCubicExtrema(
|
|
src[0].dy, src[1].dy, src[2].dy, src[3].dy,
|
|
tValues);
|
|
|
|
_chopCubicAt(src, dst, tValues, roots);
|
|
if (dst != null && roots > 0) {
|
|
// we do some cleanup to ensure our Y extrema are flat
|
|
_flatten_double_cubic_extrema(dst, 0);
|
|
if (roots == 2) {
|
|
_flatten_double_cubic_extrema(dst, 3);
|
|
}
|
|
}
|
|
|
|
return roots;
|
|
}
|
|
|
|
static void _chopCubicAt(Offset[] src, int srcBase, Offset[] dst, int dstBase, float t) {
|
|
D.assert(src != null && (src.Length == 4 || src.Length == 10));
|
|
D.assert(dst != null && dst.Length == 10);
|
|
|
|
D.assert(t > 0 && t < 1);
|
|
|
|
var p0 = src[srcBase + 0];
|
|
var p1 = src[srcBase + 1];
|
|
var p2 = src[srcBase + 2];
|
|
var p3 = src[srcBase + 3];
|
|
|
|
var ab = Offset.lerp(p0, p1, t);
|
|
var bc = Offset.lerp(p1, p2, t);
|
|
var cd = Offset.lerp(p2, p3, t);
|
|
var abc = Offset.lerp(ab, bc, t);
|
|
var bcd = Offset.lerp(bc, cd, t);
|
|
var abcd = Offset.lerp(abc, bcd, t);
|
|
|
|
dst[dstBase + 0] = p0;
|
|
dst[dstBase + 1] = ab;
|
|
dst[dstBase + 2] = abc;
|
|
dst[dstBase + 3] = abcd;
|
|
dst[dstBase + 4] = bcd;
|
|
dst[dstBase + 5] = cd;
|
|
dst[dstBase + 6] = p3;
|
|
}
|
|
|
|
static void _chopCubicAt(Offset[] src, Offset[] dst, float[] tValues, int roots) {
|
|
D.assert(src != null && src.Length == 4);
|
|
D.assert(dst != null && dst.Length == 10);
|
|
|
|
D.assert(() => {
|
|
for (int i = 0; i < roots - 1; i++) {
|
|
D.assert(0 < tValues[i] && tValues[i] < 1);
|
|
D.assert(0 < tValues[i + 1] && tValues[i + 1] < 1);
|
|
D.assert(tValues[i] < tValues[i + 1]);
|
|
}
|
|
|
|
return true;
|
|
});
|
|
|
|
if (dst != null) {
|
|
if (roots == 0) {
|
|
dst[0] = src[0];
|
|
dst[1] = src[1];
|
|
dst[2] = src[2];
|
|
dst[3] = src[3];
|
|
}
|
|
else {
|
|
float t = tValues[0];
|
|
|
|
int srcBase = 0;
|
|
int dstBase = 0;
|
|
for (int i = 0; i < roots; i++) {
|
|
_chopCubicAt(src, srcBase, dst, dstBase, t);
|
|
if (i == roots - 1) {
|
|
break;
|
|
}
|
|
|
|
dstBase += 3;
|
|
src = dst;
|
|
srcBase = dstBase;
|
|
|
|
// watch out in case the renormalized t isn't in range
|
|
if (_valid_unit_divide(tValues[i + 1] - tValues[i], 1 - tValues[i], out t) == 0) {
|
|
// if we can't, just create a degenerate cubic
|
|
dst[dstBase + 4] = dst[dstBase + 5] = dst[dstBase + 6] = src[srcBase + 3];
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/** Cubic'(t) = At^2 + Bt + C, where
|
|
A = 3(-a + 3(b - c) + d)
|
|
B = 6(a - 2b + c)
|
|
C = 3(b - a)
|
|
Solve for t, keeping only those that fit between 0 < t < 1
|
|
*/
|
|
static int _findCubicExtrema(float a, float b, float c, float d, float[] tValues) {
|
|
// we divide A,B,C by 3 to simplify
|
|
float A = d - a + 3 * (b - c);
|
|
float B = 2 * (a - b - b + c);
|
|
float C = b - a;
|
|
|
|
return _findUnitQuadRoots(A, B, C, tValues);
|
|
}
|
|
|
|
static int _valid_unit_divide(float numer, float denom, out float ratio) {
|
|
ratio = 0;
|
|
|
|
if (numer < 0) {
|
|
numer = -numer;
|
|
denom = -denom;
|
|
}
|
|
|
|
if (denom == 0 || numer == 0 || numer >= denom) {
|
|
return 0;
|
|
}
|
|
|
|
float r = numer / denom;
|
|
if (float.IsNaN(r)) {
|
|
return 0;
|
|
}
|
|
|
|
D.assert(r >= 0 && r < 1, () => $"numer {numer}, denom {denom}, r {r}");
|
|
if (r == 0) {
|
|
// catch underflow if numer <<<< denom
|
|
return 0;
|
|
}
|
|
|
|
ratio = r;
|
|
return 1;
|
|
}
|
|
|
|
// Just returns its argument, but makes it easy to set a break-point to know when
|
|
// _findUnitQuadRoots is going to return 0 (an error).
|
|
static int _return_check_zero(int value) {
|
|
if (value == 0) {
|
|
return 0;
|
|
}
|
|
|
|
return value;
|
|
}
|
|
|
|
static int _findUnitQuadRoots(float A, float B, float C, float[] roots) {
|
|
if (A == 0) {
|
|
return _return_check_zero(_valid_unit_divide(-C, B, out roots[0]));
|
|
}
|
|
|
|
int r = 0;
|
|
|
|
// use doubles so we don't overflow temporarily trying to compute R
|
|
double dr = (double) B * B - 4 * (double) A * C;
|
|
if (dr < 0) {
|
|
return _return_check_zero(0);
|
|
}
|
|
|
|
dr = Math.Sqrt(dr);
|
|
float R = (float) dr;
|
|
|
|
if (float.IsInfinity(R)) {
|
|
return _return_check_zero(0);
|
|
}
|
|
|
|
float Q = (B < 0) ? -(B - R) / 2 : -(B + R) / 2;
|
|
r += _valid_unit_divide(Q, A, out roots[r]);
|
|
r += _valid_unit_divide(C, Q, out roots[r]);
|
|
if (r == 2) {
|
|
if (roots[0] > roots[1]) {
|
|
float tmp = roots[0];
|
|
roots[0] = roots[1];
|
|
roots[1] = tmp;
|
|
}
|
|
else if (roots[0] == roots[1]) {
|
|
// nearly-equal?
|
|
r -= 1; // skip the double root
|
|
}
|
|
}
|
|
|
|
return _return_check_zero(r);
|
|
}
|
|
}
|
|
|
|
public enum PathWinding {
|
|
counterClockwise = 1, // which just means the order as the input is.
|
|
clockwise = 2, // which just means the reversed order.
|
|
}
|
|
|
|
class _Conic {
|
|
public float x0;
|
|
public float y0;
|
|
public float x1;
|
|
public float y1;
|
|
public float x2;
|
|
public float y2;
|
|
public float w;
|
|
|
|
public int chopIntoQuadsPOW2(float[] quadX, float[] quadY, int pow2) {
|
|
quadX[0] = this.x0;
|
|
quadY[0] = this.y0;
|
|
|
|
var endIndex = this._subdivide(quadX, quadY, 1, pow2);
|
|
var quadCount = 1 << pow2;
|
|
var ptCount = 2 * quadCount + 1;
|
|
D.assert(endIndex == ptCount);
|
|
|
|
if (!(_areFinite(quadX, 0, ptCount) && _areFinite(quadY, 0, ptCount))) {
|
|
for (int i = 1; i < ptCount - 1; i++) {
|
|
quadX[i] = this.x1;
|
|
quadY[i] = this.y1;
|
|
}
|
|
}
|
|
|
|
return quadCount;
|
|
}
|
|
|
|
static bool _areFinite(float[] array, int index, int count) {
|
|
float prod = 0;
|
|
|
|
count += index;
|
|
for (int i = index; i < count; ++i) {
|
|
prod *= array[i];
|
|
}
|
|
|
|
// At this point, prod will either be NaN or 0
|
|
return prod == 0; // if prod is NaN, this check will return false
|
|
}
|
|
|
|
int _subdivide(float[] quadX, float[] quadY, int index, int level) {
|
|
D.assert(level >= 0);
|
|
|
|
if (0 == level) {
|
|
quadX[0 + index] = this.x1;
|
|
quadY[0 + index] = this.y1;
|
|
quadX[1 + index] = this.x2;
|
|
quadY[1 + index] = this.y2;
|
|
return 2 + index;
|
|
}
|
|
|
|
_Conic c1, c2;
|
|
this._chop(out c1, out c2);
|
|
|
|
var startY = this.y0;
|
|
var endY = this.y2;
|
|
|
|
if (_between(startY, this.y1, endY)) {
|
|
// If the input is monotonic and the output is not, the scan converter hangs.
|
|
// Ensure that the chopped conics maintain their y-order.
|
|
var midY = c1.y2;
|
|
if (!_between(startY, midY, endY)) {
|
|
// If the computed midpoint is outside the ends, move it to the closer one.
|
|
var closerY = Mathf.Abs(midY - startY) < Mathf.Abs(midY - endY) ? startY : endY;
|
|
c1.y2 = c2.y0 = closerY;
|
|
}
|
|
|
|
if (!_between(startY, c1.y1, c1.y2)) {
|
|
// If the 1st control is not between the start and end, put it at the start.
|
|
// This also reduces the quad to a line.
|
|
c1.y1 = startY;
|
|
}
|
|
|
|
if (!_between(c2.y0, c2.y1, endY)) {
|
|
// If the 2nd control is not between the start and end, put it at the end.
|
|
// This also reduces the quad to a line.
|
|
c2.y1 = endY;
|
|
}
|
|
|
|
// Verify that all five points are in order.
|
|
D.assert(_between(startY, c1.y1, c1.y2));
|
|
D.assert(_between(c1.y1, c1.y2, c2.y1));
|
|
D.assert(_between(c1.y2, c2.y1, endY));
|
|
}
|
|
|
|
--level;
|
|
index = c1._subdivide(quadX, quadY, index, level);
|
|
return c2._subdivide(quadX, quadY, index, level);
|
|
}
|
|
|
|
static bool _between(float a, float b, float c) {
|
|
return (a - b) * (c - b) <= 0;
|
|
}
|
|
|
|
void _chop(out _Conic c1, out _Conic c2) {
|
|
var scale = 1.0f / (1.0f + this.w);
|
|
var newW = Mathf.Sqrt(0.5f + this.w * 0.5f);
|
|
|
|
var wp1X = this.w * this.x1;
|
|
var wp1Y = this.w * this.y1;
|
|
var mX = (this.x0 + (wp1X + wp1X) + this.x2) * scale * 0.5f;
|
|
var mY = (this.y0 + (wp1Y + wp1Y) + this.y2) * scale * 0.5f;
|
|
|
|
if (!(mX.isFinite() && mY.isFinite())) {
|
|
double w_d = this.w;
|
|
double w_2 = w_d * 2.0;
|
|
double scale_half = 1.0 / (1.0 + w_d) * 0.5;
|
|
mX = (float) ((this.x0 + w_2 * this.x1 + this.x2) * scale_half);
|
|
mY = (float) ((this.y0 + w_2 * this.y1 + this.y2) * scale_half);
|
|
}
|
|
|
|
c1 = new _Conic {
|
|
x0 = this.x0,
|
|
y0 = this.y0,
|
|
x1 = (this.x0 + wp1X) * scale,
|
|
y1 = (this.y0 + wp1Y) * scale,
|
|
x2 = mX,
|
|
y2 = mY,
|
|
w = newW,
|
|
};
|
|
|
|
c2 = new _Conic {
|
|
x0 = mX,
|
|
y0 = mY,
|
|
x1 = (wp1X + this.x2) * scale,
|
|
y1 = (wp1Y + this.y2) * scale,
|
|
x2 = this.x2,
|
|
y2 = this.y2,
|
|
w = newW,
|
|
};
|
|
}
|
|
}
|
|
|
|
public enum PathShapeHint {
|
|
Rect,
|
|
Circle,
|
|
NaiveRRect,
|
|
Other
|
|
}
|
|
|
|
enum PathCommand {
|
|
moveTo,
|
|
lineTo,
|
|
bezierTo,
|
|
close,
|
|
winding,
|
|
}
|
|
|
|
[Flags]
|
|
enum PointFlags {
|
|
corner = 0x01,
|
|
left = 0x02,
|
|
bevel = 0x04,
|
|
innerBevel = 0x08,
|
|
}
|
|
|
|
struct PathPoint {
|
|
public float x, y;
|
|
public float dx, dy;
|
|
public float len;
|
|
public float dmx, dmy;
|
|
public PointFlags flags;
|
|
}
|
|
|
|
struct PathPath {
|
|
public int first;
|
|
public int count;
|
|
public bool closed;
|
|
public int ifill;
|
|
public int nfill;
|
|
public int istroke;
|
|
public int nstroke;
|
|
public PathWinding winding;
|
|
public bool convex;
|
|
}
|
|
|
|
class PathCache {
|
|
readonly float _scale;
|
|
readonly float _distTol;
|
|
readonly float _tessTol;
|
|
|
|
readonly ArrayRef<PathPath> _paths = new ArrayRef<PathPath>();
|
|
readonly ArrayRef<PathPoint> _points = new ArrayRef<PathPoint>();
|
|
List<Vector3> _vertices = null;
|
|
List<Vector2> _uv = null;
|
|
List<Vector3> _strokeVertices = null;
|
|
List<Vector2> _strokeUV = null;
|
|
|
|
bool _fillConvex;
|
|
|
|
MeshMesh _fillMesh;
|
|
|
|
public MeshMesh fillMesh {
|
|
get { return this._fillMesh; }
|
|
}
|
|
|
|
MeshMesh _strokeMesh;
|
|
|
|
public MeshMesh strokeMesh {
|
|
get { return this._strokeMesh; }
|
|
}
|
|
|
|
float _strokeWidth;
|
|
StrokeCap _lineCap;
|
|
StrokeJoin _lineJoin;
|
|
float _miterLimit;
|
|
float _fringe;
|
|
|
|
public PathCache(float scale) {
|
|
this._scale = scale;
|
|
this._distTol = 0.01f / scale;
|
|
this._tessTol = 0.25f / scale;
|
|
}
|
|
|
|
public bool canReuse(float scale) {
|
|
if (this._scale != scale) {
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
public void addPath() {
|
|
this._paths.add(new PathPath {
|
|
first = this._points.length,
|
|
winding = PathWinding.counterClockwise
|
|
});
|
|
}
|
|
|
|
public void addPoint(float x, float y, PointFlags flags) {
|
|
this._addPoint(new PathPoint {x = x, y = y, flags = flags});
|
|
}
|
|
|
|
void _addPoint(PathPoint point) {
|
|
if (this._paths.length == 0) {
|
|
this.addPath();
|
|
this.addPoint(0, 0, PointFlags.corner);
|
|
}
|
|
|
|
ref var path = ref this._paths.array[this._paths.length - 1];
|
|
if (path.count > 0) {
|
|
ref var pt = ref this._points.array[this._points.length - 1];
|
|
if (PathUtils.ptEquals(pt.x, pt.y, point.x, point.y, this._distTol)) {
|
|
pt.flags |= point.flags;
|
|
return;
|
|
}
|
|
}
|
|
|
|
this._points.add(point);
|
|
path.count++;
|
|
}
|
|
|
|
public void tessellateBezier(
|
|
float x2, float y2,
|
|
float x3, float y3, float x4, float y4,
|
|
PointFlags flags) {
|
|
float x1, y1;
|
|
if (this._points.length == 0) {
|
|
x1 = 0;
|
|
y1 = 0;
|
|
}
|
|
else {
|
|
ref var pt = ref this._points.array[this._points.length - 1];
|
|
x1 = pt.x;
|
|
y1 = pt.y;
|
|
}
|
|
|
|
if (x1 == x2 && x1 == x3 && x1 == x4 &&
|
|
y1 == y2 && y1 == y3 && y1 == y4) {
|
|
return;
|
|
}
|
|
|
|
var points = TessellationGenerator.tessellateBezier(x1, y1, x2, y2, x3, y3, x4, y4, this._tessTol);
|
|
D.assert(points.Count > 0);
|
|
for (int i = 0; i < points.Count; i++) {
|
|
var point = points[i];
|
|
if (i == points.Count - 1) {
|
|
this._addPoint(new PathPoint {
|
|
x = point.x + x1,
|
|
y = point.y + y1,
|
|
flags = flags,
|
|
});
|
|
}
|
|
else {
|
|
this._addPoint(new PathPoint {
|
|
x = point.x + x1,
|
|
y = point.y + y1,
|
|
});
|
|
}
|
|
}
|
|
}
|
|
|
|
public void closePath() {
|
|
if (this._paths.length == 0) {
|
|
return;
|
|
}
|
|
|
|
ref var path = ref this._paths.array[this._paths.length - 1];
|
|
path.closed = true;
|
|
}
|
|
|
|
public void pathWinding(PathWinding winding) {
|
|
if (this._paths.length == 0) {
|
|
return;
|
|
}
|
|
|
|
ref var path = ref this._paths.array[this._paths.length - 1];
|
|
path.winding = winding;
|
|
}
|
|
|
|
public void normalize() {
|
|
var points = this._points;
|
|
var paths = this._paths;
|
|
for (var j = 0; j < paths.length; j++) {
|
|
ref var path = ref paths.array[j];
|
|
if (path.count <= 1) {
|
|
continue;
|
|
}
|
|
|
|
var ip0 = path.first + path.count - 1;
|
|
var ip1 = path.first;
|
|
|
|
ref var p0 = ref points.array[ip0];
|
|
ref var p1 = ref points.array[ip1];
|
|
if (PathUtils.ptEquals(p0.x, p0.y, p1.x, p1.y, this._distTol)) {
|
|
path.count--;
|
|
path.closed = true;
|
|
}
|
|
|
|
if (path.count > 2) {
|
|
if (path.winding == PathWinding.clockwise) {
|
|
PathUtils.polyReverse(points.array, path.first, path.count);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void _calculateJoins(float w, StrokeJoin lineJoin, float miterLimit) {
|
|
float iw = w > 0.0f ? 1.0f / w : 0.0f;
|
|
|
|
var points = this._points;
|
|
var paths = this._paths;
|
|
for (var i = 0; i < paths.length; i++) {
|
|
ref var path = ref paths.array[i];
|
|
if (path.count <= 1) {
|
|
continue;
|
|
}
|
|
|
|
var ip0 = path.first + path.count - 1;
|
|
var ip1 = path.first;
|
|
|
|
for (var j = 0; j < path.count; j++) {
|
|
ref var p0 = ref points.array[ip0];
|
|
ref var p1 = ref points.array[ip1];
|
|
p0.dx = p1.x - p0.x;
|
|
p0.dy = p1.y - p0.y;
|
|
p0.len = PathUtils.normalize(ref p0.dx, ref p0.dy);
|
|
ip0 = ip1++;
|
|
}
|
|
|
|
ip0 = path.first + path.count - 1;
|
|
ip1 = path.first;
|
|
for (var j = 0; j < path.count; j++) {
|
|
ref var p0 = ref points.array[ip0];
|
|
ref var p1 = ref points.array[ip1];
|
|
float dlx0 = p0.dy;
|
|
float dly0 = -p0.dx;
|
|
float dlx1 = p1.dy;
|
|
float dly1 = -p1.dx;
|
|
|
|
// Calculate extrusions
|
|
p1.dmx = (dlx0 + dlx1) * 0.5f;
|
|
p1.dmy = (dly0 + dly1) * 0.5f;
|
|
float dmr2 = p1.dmx * p1.dmx + p1.dmy * p1.dmy;
|
|
if (dmr2 > 0.000001f) {
|
|
float scale = 1.0f / dmr2;
|
|
if (scale > 600.0f) {
|
|
scale = 600.0f;
|
|
}
|
|
|
|
p1.dmx *= scale;
|
|
p1.dmy *= scale;
|
|
}
|
|
|
|
// Clear flags, but keep the corner.
|
|
p1.flags &= PointFlags.corner;
|
|
|
|
// Keep track of left turns.
|
|
float cross = p1.dx * p0.dy - p0.dx * p1.dy;
|
|
if (cross > 0.0f) {
|
|
p1.flags |= PointFlags.left;
|
|
}
|
|
|
|
// Calculate if we should use bevel or miter for inner join.
|
|
float limit = Mathf.Max(1.01f, Mathf.Min(p0.len, p1.len) * iw);
|
|
if (dmr2 * limit * limit < 1.0f) {
|
|
p1.flags |= PointFlags.innerBevel;
|
|
}
|
|
|
|
// Check to see if the corner needs to be beveled.
|
|
if ((p1.flags & PointFlags.corner) != 0) {
|
|
if (lineJoin == StrokeJoin.bevel ||
|
|
lineJoin == StrokeJoin.round || dmr2 * miterLimit * miterLimit < 1.0f) {
|
|
p1.flags |= PointFlags.bevel;
|
|
}
|
|
}
|
|
|
|
ip0 = ip1++;
|
|
}
|
|
}
|
|
}
|
|
|
|
VertexUV _expandStroke(float w, float fringe, StrokeCap lineCap, StrokeJoin lineJoin, float miterLimit) {
|
|
float aa = fringe;
|
|
float u0 = 0.0f, u1 = 1.0f;
|
|
int ncap = 0;
|
|
if (lineCap == StrokeCap.round || lineJoin == StrokeJoin.round) {
|
|
ncap = uiPathUtils.curveDivs(w, Mathf.PI, this._tessTol);
|
|
}
|
|
|
|
w += aa * 0.5f;
|
|
|
|
if (aa == 0.0f) {
|
|
u0 = 0.5f;
|
|
u1 = 0.5f;
|
|
}
|
|
|
|
this._calculateJoins(w, lineJoin, miterLimit);
|
|
|
|
var points = this._points;
|
|
var paths = this._paths;
|
|
|
|
var cvertices = 0;
|
|
for (var i = 0; i < paths.length; i++) {
|
|
var path = paths.array[i];
|
|
if (path.count <= 1) {
|
|
continue;
|
|
}
|
|
|
|
cvertices += path.count * 2;
|
|
cvertices += 8;
|
|
}
|
|
|
|
this._vertices = new List<Vector3>(cvertices);
|
|
this._uv = new List<Vector2>(cvertices);
|
|
for (var i = 0; i < paths.length; i++) {
|
|
var path = paths.array[i];
|
|
if (path.count <= 1) {
|
|
continue;
|
|
}
|
|
|
|
path.istroke = this._vertices.Count;
|
|
|
|
int s, e, ip0, ip1;
|
|
if (path.closed) {
|
|
ip0 = path.first + path.count - 1;
|
|
ip1 = path.first;
|
|
s = 0;
|
|
e = path.count;
|
|
}
|
|
else {
|
|
ip0 = path.first;
|
|
ip1 = path.first + 1;
|
|
s = 1;
|
|
e = path.count - 1;
|
|
}
|
|
|
|
var p0 = points.array[ip0];
|
|
var p1 = points.array[ip1];
|
|
|
|
if (!path.closed) {
|
|
if (lineCap == StrokeCap.butt) {
|
|
this._vertices.buttCapStart(this._uv, p0, p0.dx, p0.dy, w, 0.0f, aa, u0, u1);
|
|
}
|
|
else if (lineCap == StrokeCap.square) {
|
|
this._vertices.buttCapStart(this._uv, p0, p0.dx, p0.dy, w, w, aa, u0, u1);
|
|
}
|
|
else {
|
|
// round
|
|
this._vertices.roundCapStart(this._uv, p0, p0.dx, p0.dy, w, ncap, u0, u1);
|
|
}
|
|
}
|
|
|
|
for (var j = s; j < e; j++) {
|
|
p0 = points.array[ip0];
|
|
p1 = points.array[ip1];
|
|
|
|
if ((p1.flags & (PointFlags.bevel | PointFlags.innerBevel)) != 0) {
|
|
if (lineJoin == StrokeJoin.round) {
|
|
this._vertices.roundJoin(this._uv, p0, p1, w, w, ncap, u0, u1, aa);
|
|
}
|
|
else {
|
|
this._vertices.bevelJoin(this._uv, p0, p1, w, w, u0, u1, aa);
|
|
}
|
|
}
|
|
else {
|
|
this._vertices.Add(new Vector2(p1.x + p1.dmx * w, p1.y + p1.dmy * w));
|
|
this._vertices.Add(new Vector2(p1.x - p1.dmx * w, p1.y - p1.dmy * w));
|
|
this._uv.Add(new Vector2(u0, 1));
|
|
this._uv.Add(new Vector2(u1, 1));
|
|
}
|
|
|
|
ip0 = ip1++;
|
|
}
|
|
|
|
if (!path.closed) {
|
|
p0 = points.array[ip0];
|
|
p1 = points.array[ip1];
|
|
if (lineCap == StrokeCap.butt) {
|
|
this._vertices.buttCapEnd(this._uv, p1, p0.dx, p0.dy, w, 0.0f, aa, u0, u1);
|
|
}
|
|
else if (lineCap == StrokeCap.square) {
|
|
this._vertices.buttCapEnd(this._uv, p1, p0.dx, p0.dy, w, w, aa, u0, u1);
|
|
}
|
|
else {
|
|
// round
|
|
this._vertices.roundCapEnd(this._uv, p1, p0.dx, p0.dy, w, ncap, u0, u1);
|
|
}
|
|
}
|
|
else {
|
|
this._vertices.Add(this._vertices[path.istroke]);
|
|
this._vertices.Add(this._vertices[path.istroke + 1]);
|
|
this._uv.Add(new Vector2(u0, 1));
|
|
this._uv.Add(new Vector2(u1, 1));
|
|
}
|
|
|
|
path.nstroke = this._vertices.Count - path.istroke;
|
|
paths.array[i] = path;
|
|
}
|
|
|
|
D.assert(this._uv.Count == this._vertices.Count);
|
|
|
|
return new VertexUV {
|
|
strokeVertices = this._vertices,
|
|
strokeUV = this._uv,
|
|
};
|
|
}
|
|
|
|
VertexUV _expandFill(float fringe) {
|
|
float aa = fringe;
|
|
float woff = aa * 0.5f;
|
|
var points = this._points;
|
|
var paths = this._paths;
|
|
this._calculateJoins(fringe, StrokeJoin.miter, 4.0f);
|
|
|
|
var cvertices = 0;
|
|
for (var i = 0; i < paths.length; i++) {
|
|
var path = paths.array[i];
|
|
if (path.count <= 2) {
|
|
continue;
|
|
}
|
|
|
|
cvertices += path.count;
|
|
}
|
|
|
|
this._fillConvex = false;
|
|
for (var i = 0; i < paths.length; i++) {
|
|
var path = paths.array[i];
|
|
if (path.count <= 2) {
|
|
continue;
|
|
}
|
|
|
|
if (this._fillConvex) {
|
|
// if more than two paths, convex is false.
|
|
this._fillConvex = false;
|
|
break;
|
|
}
|
|
|
|
if (!path.convex) {
|
|
// if not convex, convex is false.
|
|
break;
|
|
}
|
|
|
|
this._fillConvex = true;
|
|
}
|
|
|
|
this._vertices = new List<Vector3>(cvertices);
|
|
this._uv = new List<Vector2>(cvertices);
|
|
for (var i = 0; i < paths.length; i++) {
|
|
var path = paths.array[i];
|
|
if (path.count <= 2) {
|
|
continue;
|
|
}
|
|
|
|
path.ifill = this._vertices.Count;
|
|
for (var j = 0; j < path.count; j++) {
|
|
var p = points.array[path.first + j];
|
|
if (aa > 0.0f) {
|
|
this._vertices.Add(new Vector2(p.x + p.dmx * woff, p.y + p.dmy * woff));
|
|
}
|
|
else {
|
|
this._vertices.Add(new Vector2(p.x, p.y));
|
|
}
|
|
|
|
this._uv.Add(new Vector2(0.5f, 1.0f));
|
|
}
|
|
|
|
path.nfill = this._vertices.Count - path.ifill;
|
|
paths.array[i] = path;
|
|
}
|
|
|
|
if (aa > 0.0f) {
|
|
this._strokeVertices = new List<Vector3>();
|
|
this._strokeUV = new List<Vector2>();
|
|
cvertices = 0;
|
|
for (var i = 0; i < paths.length; i++) {
|
|
var path = paths.array[i];
|
|
if (path.count <= 2) {
|
|
continue;
|
|
}
|
|
|
|
cvertices += path.count * 2;
|
|
}
|
|
|
|
this._strokeVertices.Capacity = cvertices;
|
|
this._strokeUV.Capacity = cvertices;
|
|
|
|
float lw = this._fillConvex ? woff : aa + woff;
|
|
float rw = aa - woff;
|
|
float lu = this._fillConvex ? 0.5f : 0.0f;
|
|
float ru = 1.0f;
|
|
|
|
for (var i = 0; i < paths.length; i++) {
|
|
var path = paths.array[i];
|
|
if (path.count <= 2) {
|
|
continue;
|
|
}
|
|
|
|
path.istroke = this._strokeVertices.Count;
|
|
for (var j = 0; j < path.count; j++) {
|
|
var p = points.array[path.first + j];
|
|
this._strokeVertices.Add(new Vector2(p.x + p.dmx * lw, p.y + p.dmy * lw));
|
|
this._strokeUV.Add(new Vector2(lu, 1.0f));
|
|
this._strokeVertices.Add(new Vector2(p.x - p.dmx * rw, p.y - p.dmy * rw));
|
|
this._strokeUV.Add(new Vector2(ru, 1.0f));
|
|
}
|
|
|
|
path.nstroke = this._strokeVertices.Count - path.istroke;
|
|
paths.array[i] = path;
|
|
}
|
|
}
|
|
|
|
return new VertexUV {
|
|
fillVertices = this._vertices,
|
|
fillUV = this._uv,
|
|
strokeVertices = this._strokeVertices,
|
|
strokeUV = this._strokeUV,
|
|
};
|
|
}
|
|
|
|
public void computeStrokeMesh(float strokeWidth, float fringe, StrokeCap lineCap, StrokeJoin lineJoin,
|
|
float miterLimit) {
|
|
if (this._strokeMesh != null &&
|
|
this._fillMesh == null && // Ensure that the cached stroke mesh was not calculated in computeFillMesh
|
|
this._strokeWidth == strokeWidth &&
|
|
this._fringe == fringe &&
|
|
this._lineCap == lineCap &&
|
|
this._lineJoin == lineJoin &&
|
|
this._miterLimit == miterLimit) {
|
|
return;
|
|
}
|
|
|
|
var verticesUV = this._expandStroke(strokeWidth, fringe, lineCap, lineJoin, miterLimit);
|
|
|
|
var paths = this._paths;
|
|
|
|
var cindices = 0;
|
|
for (var i = 0; i < paths.length; i++) {
|
|
var path = paths.array[i];
|
|
if (path.count <= 1) {
|
|
continue;
|
|
}
|
|
|
|
if (path.nstroke > 0) {
|
|
D.assert(path.nstroke >= 2);
|
|
cindices += (path.nstroke - 2) * 3;
|
|
}
|
|
}
|
|
|
|
var indices = new List<int>(cindices);
|
|
for (var i = 0; i < paths.length; i++) {
|
|
var path = paths.array[i];
|
|
if (path.count <= 1) {
|
|
continue;
|
|
}
|
|
|
|
if (path.nstroke > 0) {
|
|
for (var j = 2; j < path.nstroke; j++) {
|
|
if ((j & 1) == 0) {
|
|
indices.Add(path.istroke + j - 1);
|
|
indices.Add(path.istroke + j - 2);
|
|
indices.Add(path.istroke + j);
|
|
}
|
|
else {
|
|
indices.Add(path.istroke + j - 2);
|
|
indices.Add(path.istroke + j - 1);
|
|
indices.Add(path.istroke + j);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
D.assert(indices.Count == cindices);
|
|
|
|
this._strokeMesh = new MeshMesh(null, verticesUV.strokeVertices, indices, verticesUV.strokeUV);
|
|
this._fillMesh = null;
|
|
this._strokeWidth = strokeWidth;
|
|
this._fringe = fringe;
|
|
this._lineCap = lineCap;
|
|
this._lineJoin = lineJoin;
|
|
this._miterLimit = miterLimit;
|
|
}
|
|
|
|
public void computeFillMesh(float fringe, out bool convex) {
|
|
if (this._fillMesh != null && (fringe != 0.0f || this._strokeMesh != null) && this._fringe == fringe) {
|
|
convex = this._fillConvex;
|
|
return;
|
|
}
|
|
|
|
var verticesUV = this._expandFill(fringe);
|
|
convex = this._fillConvex;
|
|
|
|
var paths = this._paths;
|
|
|
|
var cindices = 0;
|
|
for (var i = 0; i < paths.length; i++) {
|
|
var path = paths.array[i];
|
|
if (path.count <= 2) {
|
|
continue;
|
|
}
|
|
|
|
if (path.nfill > 0) {
|
|
D.assert(path.nfill >= 2);
|
|
cindices += (path.nfill - 2) * 3;
|
|
}
|
|
}
|
|
|
|
var indices = new List<int>(cindices);
|
|
for (var i = 0; i < paths.length; i++) {
|
|
var path = paths.array[i];
|
|
if (path.count <= 2) {
|
|
continue;
|
|
}
|
|
|
|
if (path.nfill > 0) {
|
|
for (var j = 2; j < path.nfill; j++) {
|
|
indices.Add(path.ifill);
|
|
indices.Add(path.ifill + j);
|
|
indices.Add(path.ifill + j - 1);
|
|
}
|
|
}
|
|
}
|
|
|
|
D.assert(indices.Count == cindices);
|
|
|
|
if (verticesUV.strokeVertices != null) {
|
|
cindices = 0;
|
|
for (var i = 0; i < paths.length; i++) {
|
|
var path = paths.array[i];
|
|
if (path.count <= 2) {
|
|
continue;
|
|
}
|
|
|
|
if (path.nstroke > 0) {
|
|
D.assert(path.nstroke >= 6);
|
|
cindices += path.nstroke * 3;
|
|
}
|
|
}
|
|
|
|
var strokeIndices = new List<int>(cindices);
|
|
for (var i = 0; i < paths.length; i++) {
|
|
var path = paths.array[i];
|
|
if (path.count <= 2) {
|
|
continue;
|
|
}
|
|
|
|
if (path.nstroke > 0) {
|
|
strokeIndices.Add(path.istroke + path.nstroke - 1);
|
|
strokeIndices.Add(path.istroke + path.nstroke - 2);
|
|
strokeIndices.Add(path.istroke);
|
|
strokeIndices.Add(path.istroke + path.nstroke - 1);
|
|
strokeIndices.Add(path.istroke);
|
|
strokeIndices.Add(path.istroke + 1);
|
|
for (var j = 2; j < path.nstroke; j++) {
|
|
if ((j & 1) == 0) {
|
|
strokeIndices.Add(path.istroke + j - 1);
|
|
strokeIndices.Add(path.istroke + j - 2);
|
|
strokeIndices.Add(path.istroke + j);
|
|
}
|
|
else {
|
|
strokeIndices.Add(path.istroke + j - 2);
|
|
strokeIndices.Add(path.istroke + j - 1);
|
|
strokeIndices.Add(path.istroke + j);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
D.assert(strokeIndices.Count == cindices);
|
|
|
|
this._strokeMesh = new MeshMesh(null, verticesUV.strokeVertices, strokeIndices, verticesUV.strokeUV);
|
|
}
|
|
|
|
var mesh = new MeshMesh(null, verticesUV.fillVertices, indices, verticesUV.fillUV);
|
|
this._fillMesh = mesh;
|
|
this._fringe = fringe;
|
|
}
|
|
}
|
|
|
|
|
|
static class PathUtils {
|
|
public static bool ptEquals(float x1, float y1, float x2, float y2, float tol) {
|
|
float dx = x2 - x1;
|
|
float dy = y2 - y1;
|
|
|
|
if (dx <= -tol || dx >= tol || dy <= -tol || dy >= tol) {
|
|
return false;
|
|
}
|
|
|
|
return dx * dx + dy * dy < tol * tol;
|
|
}
|
|
|
|
public static void transformPoint(out float dx, out float dy, float[] t, float sx, float sy) {
|
|
dx = sx * t[0] + sy * t[2] + t[4];
|
|
dy = sx * t[1] + sy * t[3] + t[5];
|
|
}
|
|
|
|
public static float triarea2(float ax, float ay, float bx, float by, float cx, float cy) {
|
|
float abx = bx - ax;
|
|
float aby = by - ay;
|
|
float acx = cx - ax;
|
|
float acy = cy - ay;
|
|
return acx * aby - abx * acy;
|
|
}
|
|
|
|
public static float polyArea(List<PathPoint> points, int s, int npts) {
|
|
float area = 0;
|
|
for (var i = s + 2; i < s + npts; i++) {
|
|
var a = points[s];
|
|
var b = points[i - 1];
|
|
var c = points[i];
|
|
area += triarea2(a.x, a.y, b.x, b.y, c.x, c.y);
|
|
}
|
|
|
|
return area * 0.5f;
|
|
}
|
|
|
|
public static void polyReverse(PathPoint[] pts, int s, int npts) {
|
|
int i = s, j = s + npts - 1;
|
|
while (i < j) {
|
|
var tmp = pts[i];
|
|
pts[i] = pts[j];
|
|
pts[j] = tmp;
|
|
i++;
|
|
j--;
|
|
}
|
|
}
|
|
|
|
public static float normalize(ref float x, ref float y) {
|
|
float d = Mathf.Sqrt(x * x + y * y);
|
|
if (d > 1e-6f) {
|
|
float id = 1.0f / d;
|
|
x *= id;
|
|
y *= id;
|
|
}
|
|
|
|
return d;
|
|
}
|
|
|
|
public static void buttCapStart(this List<Vector3> dst, List<Vector2> uv, PathPoint p,
|
|
float dx, float dy, float w, float d, float aa, float u0, float u1) {
|
|
float px = p.x - dx * d;
|
|
float py = p.y - dy * d;
|
|
float dlx = dy;
|
|
float dly = -dx;
|
|
|
|
dst.Add(new Vector2(px + dlx * w - dx * aa, py + dly * w - dy * aa));
|
|
dst.Add(new Vector2(px - dlx * w - dx * aa, py - dly * w - dy * aa));
|
|
dst.Add(new Vector2(px + dlx * w, py + dly * w));
|
|
dst.Add(new Vector2(px - dlx * w, py - dly * w));
|
|
uv.Add(new Vector2(u0, 0));
|
|
uv.Add(new Vector2(u1, 0));
|
|
uv.Add(new Vector2(u0, 1));
|
|
uv.Add(new Vector2(u1, 1));
|
|
}
|
|
|
|
public static void buttCapEnd(this List<Vector3> dst, List<Vector2> uv, PathPoint p,
|
|
float dx, float dy, float w, float d, float aa, float u0, float u1) {
|
|
float px = p.x + dx * d;
|
|
float py = p.y + dy * d;
|
|
float dlx = dy;
|
|
float dly = -dx;
|
|
|
|
dst.Add(new Vector2(px + dlx * w, py + dly * w));
|
|
dst.Add(new Vector2(px - dlx * w, py - dly * w));
|
|
dst.Add(new Vector2(px + dlx * w + dx * aa, py + dly * w + dy * aa));
|
|
dst.Add(new Vector2(px - dlx * w + dx * aa, py - dly * w + dy * aa));
|
|
uv.Add(new Vector2(u0, 1));
|
|
uv.Add(new Vector2(u1, 1));
|
|
uv.Add(new Vector2(u0, 0));
|
|
uv.Add(new Vector2(u1, 0));
|
|
}
|
|
|
|
public static void roundCapStart(this List<Vector3> dst, List<Vector2> uv, PathPoint p,
|
|
float dx, float dy, float w, int ncap, float u0, float u1) {
|
|
float px = p.x;
|
|
float py = p.y;
|
|
float dlx = dy;
|
|
float dly = -dx;
|
|
|
|
for (var i = 0; i < ncap; i++) {
|
|
float a = (float) i / (ncap - 1) * Mathf.PI;
|
|
float ax = Mathf.Cos(a) * w, ay = Mathf.Sin(a) * w;
|
|
dst.Add(new Vector2(px - dlx * ax - dx * ay, py - dly * ax - dy * ay));
|
|
dst.Add(new Vector2(px, py));
|
|
uv.Add(new Vector2(u0, 1));
|
|
uv.Add(new Vector2(0.5f, 1));
|
|
}
|
|
|
|
dst.Add(new Vector2(px + dlx * w, py + dly * w));
|
|
dst.Add(new Vector2(px - dlx * w, py - dly * w));
|
|
uv.Add(new Vector2(u0, 1));
|
|
uv.Add(new Vector2(u1, 1));
|
|
}
|
|
|
|
public static void roundCapEnd(this List<Vector3> dst, List<Vector2> uv, PathPoint p,
|
|
float dx, float dy, float w, int ncap, float u0, float u1) {
|
|
float px = p.x;
|
|
float py = p.y;
|
|
float dlx = dy;
|
|
float dly = -dx;
|
|
|
|
dst.Add(new Vector2(px + dlx * w, py + dly * w));
|
|
dst.Add(new Vector2(px - dlx * w, py - dly * w));
|
|
uv.Add(new Vector2(u0, 1));
|
|
uv.Add(new Vector2(u1, 1));
|
|
|
|
for (var i = 0; i < ncap; i++) {
|
|
float a = (float) i / (ncap - 1) * Mathf.PI;
|
|
float ax = Mathf.Cos(a) * w, ay = Mathf.Sin(a) * w;
|
|
dst.Add(new Vector2(px, py));
|
|
dst.Add(new Vector2(px - dlx * ax + dx * ay, py - dly * ax + dy * ay));
|
|
uv.Add(new Vector2(0.5f, 1));
|
|
uv.Add(new Vector2(u0, 1));
|
|
}
|
|
}
|
|
|
|
public static void chooseBevel(bool bevel, PathPoint p0, PathPoint p1, float w,
|
|
out float x0, out float y0, out float x1, out float y1) {
|
|
if (bevel) {
|
|
x0 = p1.x + p0.dy * w;
|
|
y0 = p1.y - p0.dx * w;
|
|
x1 = p1.x + p1.dy * w;
|
|
y1 = p1.y - p1.dx * w;
|
|
}
|
|
else {
|
|
x0 = p1.x + p1.dmx * w;
|
|
y0 = p1.y + p1.dmy * w;
|
|
x1 = p1.x + p1.dmx * w;
|
|
y1 = p1.y + p1.dmy * w;
|
|
}
|
|
}
|
|
|
|
public static int curveDivs(float r, float arc, float tol) {
|
|
float da = Mathf.Acos(r / (r + tol)) * 2.0f;
|
|
return Mathf.Max(2, Mathf.CeilToInt(arc / da));
|
|
}
|
|
|
|
public static void roundJoin(this List<Vector3> dst, List<Vector2> uv, PathPoint p0, PathPoint p1,
|
|
float lw, float rw, int ncap, float lu, float ru, float fringe) {
|
|
float dlx0 = p0.dy;
|
|
float dly0 = -p0.dx;
|
|
float dlx1 = p1.dy;
|
|
float dly1 = -p1.dx;
|
|
|
|
if ((p1.flags & PointFlags.left) != 0) {
|
|
float lx0, ly0, lx1, ly1;
|
|
chooseBevel((p1.flags & PointFlags.innerBevel) != 0, p0, p1, lw,
|
|
out lx0, out ly0, out lx1, out ly1);
|
|
|
|
float a0 = Mathf.Atan2(-dly0, -dlx0);
|
|
float a1 = Mathf.Atan2(-dly1, -dlx1);
|
|
if (a1 > a0) {
|
|
a1 -= Mathf.PI * 2;
|
|
}
|
|
|
|
dst.Add(new Vector2(lx0, ly0));
|
|
dst.Add(new Vector2(p1.x - dlx0 * rw, p1.y - dly0 * rw));
|
|
uv.Add(new Vector2(lu, 1));
|
|
uv.Add(new Vector2(ru, 1));
|
|
|
|
var n = Mathf.CeilToInt((a0 - a1) / Mathf.PI * ncap).clamp(2, ncap);
|
|
for (var i = 0; i < n; i++) {
|
|
float u = (float) i / (n - 1);
|
|
float a = a0 + u * (a1 - a0);
|
|
float rx = p1.x + Mathf.Cos(a) * rw;
|
|
float ry = p1.y + Mathf.Sin(a) * rw;
|
|
|
|
dst.Add(new Vector2(p1.x, p1.y));
|
|
dst.Add(new Vector2(rx, ry));
|
|
uv.Add(new Vector2(0.5f, 1));
|
|
uv.Add(new Vector2(ru, 1));
|
|
}
|
|
|
|
dst.Add(new Vector2(lx1, ly1));
|
|
dst.Add(new Vector2(p1.x - dlx1 * rw, p1.y - dly1 * rw));
|
|
uv.Add(new Vector2(lu, 1));
|
|
uv.Add(new Vector2(ru, 1));
|
|
}
|
|
else {
|
|
float rx0, ry0, rx1, ry1;
|
|
chooseBevel((p1.flags & PointFlags.innerBevel) != 0, p0, p1, -rw,
|
|
out rx0, out ry0, out rx1, out ry1);
|
|
|
|
float a0 = Mathf.Atan2(dly0, dlx0);
|
|
float a1 = Mathf.Atan2(dly1, dlx1);
|
|
if (a1 < a0) {
|
|
a1 += Mathf.PI * 2;
|
|
}
|
|
|
|
dst.Add(new Vector2(p1.x + dlx0 * lw, p1.y + dly0 * lw));
|
|
dst.Add(new Vector2(rx0, ry0));
|
|
uv.Add(new Vector2(lu, 1));
|
|
uv.Add(new Vector2(ru, 1));
|
|
|
|
var n = Mathf.CeilToInt((a1 - a0) / Mathf.PI * ncap).clamp(2, ncap);
|
|
for (var i = 0; i < n; i++) {
|
|
float u = (float) i / (n - 1);
|
|
float a = a0 + u * (a1 - a0);
|
|
float lx = p1.x + Mathf.Cos(a) * lw;
|
|
float ly = p1.y + Mathf.Sin(a) * lw;
|
|
|
|
dst.Add(new Vector2(lx, ly));
|
|
dst.Add(new Vector2(p1.x, p1.y));
|
|
uv.Add(new Vector2(lu, 1));
|
|
uv.Add(new Vector2(0.5f, 1));
|
|
}
|
|
|
|
dst.Add(new Vector2(p1.x + dlx1 * lw, p1.y + dly1 * lw));
|
|
dst.Add(new Vector2(rx1, ry1));
|
|
uv.Add(new Vector2(lu, 1));
|
|
uv.Add(new Vector2(ru, 1));
|
|
}
|
|
}
|
|
|
|
public static void bevelJoin(this List<Vector3> dst, List<Vector2> uv, PathPoint p0, PathPoint p1,
|
|
float lw, float rw, float lu, float ru, float fringe) {
|
|
float rx0, ry0, rx1, ry1;
|
|
float lx0, ly0, lx1, ly1;
|
|
|
|
float dlx0 = p0.dy;
|
|
float dly0 = -p0.dx;
|
|
float dlx1 = p1.dy;
|
|
float dly1 = -p1.dx;
|
|
|
|
if ((p1.flags & PointFlags.left) != 0) {
|
|
chooseBevel((p1.flags & PointFlags.innerBevel) != 0, p0, p1, lw,
|
|
out lx0, out ly0, out lx1, out ly1);
|
|
|
|
dst.Add(new Vector2 {x = lx0, y = ly0});
|
|
dst.Add(new Vector2 {x = p1.x - dlx0 * rw, y = p1.y - dly0 * rw});
|
|
uv.Add(new Vector2(lu, 1));
|
|
uv.Add(new Vector2(ru, 1));
|
|
|
|
if ((p1.flags & PointFlags.bevel) != 0) {
|
|
dst.Add(new Vector2(lx0, ly0));
|
|
dst.Add(new Vector2(p1.x - dlx0 * rw, p1.y - dly0 * rw));
|
|
dst.Add(new Vector2(lx1, ly1));
|
|
dst.Add(new Vector2(p1.x - dlx1 * rw, p1.y - dly1 * rw));
|
|
uv.Add(new Vector2(lu, 1));
|
|
uv.Add(new Vector2(ru, 1));
|
|
uv.Add(new Vector2(lu, 1));
|
|
uv.Add(new Vector2(ru, 1));
|
|
}
|
|
else {
|
|
rx0 = p1.x - p1.dmx * rw;
|
|
ry0 = p1.y - p1.dmy * rw;
|
|
dst.Add(new Vector2(p1.x, p1.y));
|
|
dst.Add(new Vector2(p1.x - dlx0 * rw, p1.y - dly0 * rw));
|
|
dst.Add(new Vector2(rx0, ry0));
|
|
dst.Add(new Vector2(rx0, ry0));
|
|
dst.Add(new Vector2(p1.x, p1.y));
|
|
dst.Add(new Vector2(p1.x - dlx1 * rw, p1.y - dly1 * rw));
|
|
uv.Add(new Vector2(0.5f, 1));
|
|
uv.Add(new Vector2(ru, 1));
|
|
uv.Add(new Vector2(ru, 1));
|
|
uv.Add(new Vector2(ru, 1));
|
|
uv.Add(new Vector2(0.5f, 1));
|
|
uv.Add(new Vector2(ru, 1));
|
|
}
|
|
|
|
dst.Add(new Vector2(lx1, ly1));
|
|
dst.Add(new Vector2(p1.x - dlx1 * rw, p1.y - dly1 * rw));
|
|
uv.Add(new Vector2(lu, 1));
|
|
uv.Add(new Vector2(ru, 1));
|
|
}
|
|
else {
|
|
chooseBevel((p1.flags & PointFlags.innerBevel) != 0, p0, p1, -rw,
|
|
out rx0, out ry0, out rx1, out ry1);
|
|
|
|
dst.Add(new Vector2(p1.x + dlx0 * lw, p1.y + dly0 * lw));
|
|
dst.Add(new Vector2(rx0, ry0));
|
|
uv.Add(new Vector2(lu, 1));
|
|
uv.Add(new Vector2(ru, 1));
|
|
|
|
if ((p1.flags & PointFlags.bevel) != 0) {
|
|
dst.Add(new Vector2(p1.x + dlx0 * lw, p1.y + dly0 * lw));
|
|
dst.Add(new Vector2(rx0, ry0));
|
|
dst.Add(new Vector2(p1.x + dlx1 * lw, p1.y + dly1 * lw));
|
|
dst.Add(new Vector2(rx1, ry1));
|
|
uv.Add(new Vector2(lu, 1));
|
|
uv.Add(new Vector2(ru, 1));
|
|
uv.Add(new Vector2(lu, 1));
|
|
uv.Add(new Vector2(ru, 1));
|
|
}
|
|
else {
|
|
lx0 = p1.x + p1.dmx * lw;
|
|
ly0 = p1.y + p1.dmy * lw;
|
|
dst.Add(new Vector2(p1.x + dlx0 * lw, p1.y + dly0 * lw));
|
|
dst.Add(new Vector2(p1.x, p1.y));
|
|
dst.Add(new Vector2(lx0, ly0));
|
|
dst.Add(new Vector2(lx0, ly0));
|
|
dst.Add(new Vector2(p1.x + dlx1 * lw, p1.y + dly1 * lw));
|
|
dst.Add(new Vector2(p1.x, p1.y));
|
|
uv.Add(new Vector2(lu, 1));
|
|
uv.Add(new Vector2(0.5f, 1));
|
|
uv.Add(new Vector2(lu, 1));
|
|
uv.Add(new Vector2(lu, 1));
|
|
uv.Add(new Vector2(lu, 1));
|
|
uv.Add(new Vector2(0.5f, 1));
|
|
}
|
|
|
|
dst.Add(new Vector2(p1.x + dlx1 * lw, p1.y + dly1 * lw));
|
|
dst.Add(new Vector2(rx1, ry1));
|
|
uv.Add(new Vector2(lu, 1));
|
|
uv.Add(new Vector2(ru, 1));
|
|
}
|
|
}
|
|
}
|
|
|
|
class MeshMesh {
|
|
public readonly List<Vector3> vertices;
|
|
public readonly List<int> triangles;
|
|
public readonly List<Vector2> uv;
|
|
public readonly Matrix3 matrix;
|
|
public readonly Rect rawBounds;
|
|
|
|
Rect _bounds;
|
|
|
|
public Rect bounds {
|
|
get {
|
|
if (this._bounds == null) {
|
|
this._bounds = this.matrix != null ? this.matrix.mapRect(this.rawBounds) : this.rawBounds;
|
|
}
|
|
|
|
return this._bounds;
|
|
}
|
|
}
|
|
|
|
|
|
MeshMesh _boundsMesh;
|
|
|
|
static readonly List<int> _boundsTriangles = new List<int>(6) {
|
|
0, 2, 1, 1, 2, 3
|
|
};
|
|
|
|
public MeshMesh boundsMesh {
|
|
get {
|
|
if (this._boundsMesh == null) {
|
|
this._boundsMesh = new MeshMesh(this.bounds);
|
|
}
|
|
|
|
return this._boundsMesh;
|
|
}
|
|
}
|
|
|
|
public MeshMesh(Rect rect) {
|
|
this.vertices = new List<Vector3>(4) {
|
|
new Vector3(rect.right, rect.bottom),
|
|
new Vector3(rect.right, rect.top),
|
|
new Vector3(rect.left, rect.bottom),
|
|
new Vector3(rect.left, rect.top)
|
|
};
|
|
|
|
this.triangles = _boundsTriangles;
|
|
this.rawBounds = rect;
|
|
|
|
this._bounds = this.rawBounds;
|
|
this._boundsMesh = this;
|
|
}
|
|
|
|
public MeshMesh(Matrix3 matrix, List<Vector3> vertices, List<int> triangles, List<Vector2> uv = null,
|
|
Rect rawBounds = null) {
|
|
D.assert(vertices != null);
|
|
D.assert(vertices.Count >= 0);
|
|
D.assert(triangles != null);
|
|
D.assert(triangles.Count >= 0);
|
|
D.assert(uv == null || uv.Count == vertices.Count);
|
|
|
|
this.matrix = matrix;
|
|
this.vertices = vertices;
|
|
this.triangles = triangles;
|
|
this.uv = uv;
|
|
|
|
if (rawBounds == null) {
|
|
if (vertices.Count > 0) {
|
|
float minX = vertices[0].x;
|
|
float maxX = vertices[0].x;
|
|
float minY = vertices[0].y;
|
|
float maxY = vertices[0].y;
|
|
|
|
for (int i = 1; i < vertices.Count; i++) {
|
|
var vertex = vertices[i];
|
|
if (vertex.x < minX) {
|
|
minX = vertex.x;
|
|
}
|
|
|
|
if (vertex.x > maxX) {
|
|
maxX = vertex.x;
|
|
}
|
|
|
|
if (vertex.y < minY) {
|
|
minY = vertex.y;
|
|
}
|
|
|
|
if (vertex.y > maxY) {
|
|
maxY = vertex.y;
|
|
}
|
|
}
|
|
|
|
rawBounds = Rect.fromLTRB(minX, minY, maxX, maxY);
|
|
}
|
|
else {
|
|
rawBounds = Rect.zero;
|
|
}
|
|
}
|
|
|
|
this.rawBounds = rawBounds;
|
|
}
|
|
|
|
public MeshMesh transform(Matrix3 matrix) {
|
|
return new MeshMesh(matrix, this.vertices, this.triangles, this.uv, this.rawBounds);
|
|
}
|
|
}
|
|
|
|
public class MeshPool : IDisposable {
|
|
readonly Queue<Mesh> _pool = new Queue<Mesh>();
|
|
|
|
public Mesh getMesh() {
|
|
if (this._pool.Count > 0) {
|
|
var mesh = this._pool.Dequeue();
|
|
return mesh;
|
|
}
|
|
else {
|
|
var mesh = new Mesh();
|
|
mesh.MarkDynamic();
|
|
mesh.hideFlags = HideFlags.HideAndDontSave;
|
|
return mesh;
|
|
}
|
|
}
|
|
|
|
public void returnMesh(Mesh mesh) {
|
|
D.assert(mesh != null);
|
|
D.assert(mesh.hideFlags == HideFlags.HideAndDontSave);
|
|
this._pool.Enqueue(mesh);
|
|
}
|
|
|
|
public void Dispose() {
|
|
foreach (var mesh in this._pool) {
|
|
ObjectUtils.SafeDestroy(mesh);
|
|
}
|
|
|
|
this._pool.Clear();
|
|
}
|
|
}
|
|
}
|