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using System;
using System.Collections.Generic;
using System.Text;
using Unity.UIWidgets.foundation;
using UnityEngine;
using Vector2 = UnityEngine.Vector2;
using Vector3 = UnityEngine.Vector3;
namespace Unity.UIWidgets.ui {
public class Path {
const float _KAPPA90 = 0.5522847493f;
readonly List<float> _commands;
float _commandx;
float _commandy;
float _minX, _minY;
float _maxX, _maxY;
PathCache _cache;
static uint pathGlobalKey = 0;
uint _pathKey = 0;
public uint pathKey {
get {
return this._pathKey;
}
}
public Path(int capacity = 128) {
this._commands = new List<float>(capacity);
this._reset();
}
public List<float> commands => this._commands;
public override string ToString() {
var sb = new StringBuilder("Path: count = " + this._commands.Count);
var i = 0;
while (i < this._commands.Count) {
var cmd = (PathCommand) this._commands[i];
switch (cmd) {
case PathCommand.moveTo:
sb.Append(", moveTo(" + this._commands[i + 1] + ", " + this._commands[i + 2] + ")");
i += 3;
break;
case PathCommand.lineTo:
sb.Append(", lineTo(" + this._commands[i + 1] + ", " + this._commands[i + 2] + ")");
i += 3;
break;
case PathCommand.bezierTo:
sb.Append(", bezierTo(" + this._commands[i + 1] + ", " + this._commands[i + 2] +
", " + this._commands[i + 3] + ", " + this._commands[i + 4] +
", " + this._commands[i + 5] + ", " + this._commands[i + 6] + ")");
i += 7;
break;
case PathCommand.close:
sb.Append(", close()");
i++;
break;
case PathCommand.winding:
sb.Append(", winding(" + (PathWinding) this._commands[i + 1] + ")");
i += 2;
break;
default:
D.assert(false, () => "unknown cmd: " + cmd);
break;
}
}
return sb.ToString();
}
public void resetAll() {
this._reset();
}
void _reset() {
this._commands.Clear();
this._commandx = 0;
this._commandy = 0;
this._minX = float.MaxValue;
this._minY = float.MaxValue;
this._maxX = float.MinValue;
this._maxY = float.MinValue;
this._pathKey = pathGlobalKey++;
this._cache = null;
}
internal PathCache flatten(float scale) {
scale = Mathf.Round(scale * 2.0f) / 2.0f; // round to 0.5f
if (this._cache != null && this._cache.canReuse(scale)) {
return this._cache;
}
this._cache = new PathCache(scale);
var i = 0;
while (i < this._commands.Count) {
var cmd = (PathCommand) this._commands[i];
switch (cmd) {
case PathCommand.moveTo:
this._cache.addPath();
this._cache.addPoint(this._commands[i + 1], this._commands[i + 2], PointFlags.corner);
i += 3;
break;
case PathCommand.lineTo:
this._cache.addPoint(this._commands[i + 1], this._commands[i + 2], PointFlags.corner);
i += 3;
break;
case PathCommand.bezierTo:
this._cache.tessellateBezier(
this._commands[i + 1], this._commands[i + 2],
this._commands[i + 3], this._commands[i + 4],
this._commands[i + 5], this._commands[i + 6], PointFlags.corner);
i += 7;
break;
case PathCommand.close:
this._cache.closePath();
i++;
break;
case PathCommand.winding:
this._cache.pathWinding((PathWinding) this._commands[i + 1]);
i += 2;
break;
default:
D.assert(false, () => "unknown cmd: " + cmd);
break;
}
}
this._cache.normalize();
return this._cache;
}
void _expandBounds(float x, float y) {
if (x < this._minX) {
this._minX = x;
}
if (y < this._minY) {
this._minY = y;
}
if (x > this._maxX) {
this._maxX = x;
}
if (y > this._maxY) {
this._maxY = y;
}
}
public Rect getBounds() {
if (this._minX >= this._maxX || this._minY >= this._maxY) {
return Rect.zero;
}
return Rect.fromLTRB(this._minX, this._minY, this._maxX, this._maxY);
}
void _appendMoveTo(float x, float y) {
this._commands.Add((float) PathCommand.moveTo);
this._commands.Add(x);
this._commands.Add(y);
this._commandx = x;
this._commandy = y;
this._pathKey = pathGlobalKey++;
this._cache = null;
}
void _appendLineTo(float x, float y) {
this._expandBounds(this._commandx, this._commandy);
this._expandBounds(x, y);
this._commands.Add((float) PathCommand.lineTo);
this._commands.Add(x);
this._commands.Add(y);
this._commandx = x;
this._commandy = y;
this._pathKey = pathGlobalKey++;
this._cache = null;
}
void _appendBezierTo(float x1, float y1, float x2, float y2, float x3, float y3) {
this._expandBounds(this._commandx, this._commandy);
this._expandBounds(x1, y1);
this._expandBounds(x2, y2);
this._expandBounds(x3, y3);
this._commands.Add((float) PathCommand.bezierTo);
this._commands.Add(x1);
this._commands.Add(y1);
this._commands.Add(x2);
this._commands.Add(y2);
this._commands.Add(x3);
this._commands.Add(y3);
this._commandx = x3;
this._commandy = y3;
this._pathKey = pathGlobalKey++;
this._cache = null;
}
void _appendClose() {
this._commands.Add((float) PathCommand.close);
this._pathKey = pathGlobalKey++;
this._cache = null;
}
void _appendWinding(float winding) {
this._commands.Add((float) PathCommand.winding);
this._commands.Add(winding);
this._pathKey = pathGlobalKey++;
this._cache = null;
}
public void relativeMoveTo(float x, float y) {
var x0 = this._commandx;
var y0 = this._commandy;
this._appendMoveTo(x + x0, y + y0);
}
public void moveTo(float x, float y) {
this._appendMoveTo(x, y);
}
public void relativeLineTo(float x, float y) {
var x0 = this._commandx;
var y0 = this._commandy;
this._appendLineTo(x + x0, y + y0);
}
public void lineTo(float x, float y) {
this._appendLineTo(x, y);
}
public void cubicTo(float c1x, float c1y, float c2x, float c2y, float x, float y) {
this._appendBezierTo(c1x, c1y, c2x, c2y, x, y);
}
public void relativeCubicTo(float c1x, float c1y, float c2x, float c2y, float x, float y) {
var x0 = this._commandx;
var y0 = this._commandy;
this.cubicTo(x0 + c1x, y0 + c1y, x0 + c2x, y0 + c2y, x0 + x, y0 + y);
}
public void quadraticBezierTo(float cx, float cy, float x, float y) {
var x0 = this._commandx;
var y0 = this._commandy;
const float twoThird = 2.0f / 3.0f;
this._appendBezierTo(
x0 + twoThird * (cx - x0), y0 + twoThird * (cy - y0),
x + twoThird * (cx - x), y + twoThird * (cy - y),
x, y);
}
public void relativeQuadraticBezierTo(float cx, float cy, float x, float y) {
var x0 = this._commandx;
var y0 = this._commandy;
this.quadraticBezierTo(x0 + cx, y0 + cy, x0 + x, y0 + y);
}
public void conicTo(float x1, float y1, float x2, float y2, float w) {
if (!(w > 0)) {
this.lineTo(x2, y2);
return;
}
if (w.isInfinite()) {
this.lineTo(x1, y1);
this.lineTo(x2, y2);
return;
}
if (w == 1) {
this.quadraticBezierTo(x1, y1, x2, y2);
return;
}
var x0 = this._commandx;
var y0 = this._commandy;
var conic = new _Conic {
x0 = x0, y0 = y0,
x1 = x1, y1 = y1,
x2 = x2, y2 = y2,
w = w,
};
var quadX = new float[5];
var quadY = new float[5];
conic.chopIntoQuadsPOW2(quadX, quadY, 1);
this.quadraticBezierTo(quadX[1], quadY[1], quadX[2], quadY[2]);
this.quadraticBezierTo(quadX[3], quadY[3], quadX[4], quadY[4]);
}
public void relativeConicTo(float x1, float y1, float x2, float y2, float w) {
var x0 = this._commandx;
var y0 = this._commandy;
this.conicTo(x0 + x1, y0 + y1, x0 + x2, y0 + y2, w);
}
// http://www.w3.org/TR/SVG/implnote.html#ArcConversionEndpointToCenter
public void arcToPoint(Offset arcEnd,
Radius radius = null,
float rotation = 0.0f,
bool largeArc = false,
bool clockwise = false) {
radius = radius ?? Radius.zero;
D.assert(PaintingUtils._offsetIsValid(arcEnd));
D.assert(PaintingUtils._radiusIsValid(radius));
var x0 = this._commandx;
var y0 = this._commandy;
var x1 = arcEnd.dx;
var y1 = arcEnd.dy;
var rx = Mathf.Abs(radius.x);
var ry = Mathf.Abs(radius.y);
if (rx == 0 || ry == 0) {
this.lineTo(x1, y1);
return;
}
if (x0 == x1 && y0 == y1) {
this.lineTo(x1, y1);
return;
}
var midPointDistanceX = (x0 - x1) * 0.5f;
var midPointDistanceY = (y0 - y1) * 0.5f;
var pointTransform = Matrix3.makeRotate(rotation);
var transformedMidPoint = pointTransform.mapXY(midPointDistanceX, midPointDistanceY);
var squareRx = rx * rx;
var squareRy = ry * ry;
var squareX = transformedMidPoint.dx * transformedMidPoint.dx;
var squareY = transformedMidPoint.dy * transformedMidPoint.dy;
// Check if the radii are big enough to draw the arc, scale radii if not.
// http://www.w3.org/TR/SVG/implnote.html#ArcCorrectionOutOfRangeRadii
var radiiScale = squareX / squareRx + squareY / squareRy;
if (radiiScale > 1) {
radiiScale = Mathf.Sqrt(radiiScale);
rx *= radiiScale;
ry *= radiiScale;
}
pointTransform.setScale(1 / rx, 1 / ry);
pointTransform.preRotate(-rotation);
var unitPts = new [] {
pointTransform.mapXY(x0, y0),
pointTransform.mapXY(x1, y1),
};
var delta = unitPts[1] - unitPts[0];
var d = delta.dx * delta.dx + delta.dy * delta.dy;
var scaleFactorSquared = Mathf.Max(1 / d - 0.25f, 0.0f);
var scaleFactor = Mathf.Sqrt(scaleFactorSquared);
if (!clockwise != largeArc) { // flipped from the original implementation
scaleFactor = -scaleFactor;
}
delta = delta.scale(scaleFactor);
var centerPoint = unitPts[0] + unitPts[1];
centerPoint *= 0.5f;
centerPoint = centerPoint.translate(-delta.dy, delta.dx);
unitPts[0] -= centerPoint;
unitPts[1] -= centerPoint;
var theta1 = Mathf.Atan2(unitPts[0].dy, unitPts[0].dx);
var theta2 = Mathf.Atan2(unitPts[1].dy, unitPts[1].dx);
var thetaArc = theta2 - theta1;
if (thetaArc < 0 && clockwise) { // arcSweep flipped from the original implementation
thetaArc += Mathf.PI * 2;
} else if (thetaArc > 0 && !clockwise) { // arcSweep flipped from the original implementation
thetaArc -= Mathf.PI * 2;
}
pointTransform.setRotate(rotation);
pointTransform.preScale(rx, ry);
// the arc may be slightly bigger than 1/4 circle, so allow up to 1/3rd
int segments = Mathf.CeilToInt(Mathf.Abs(thetaArc / (2 * Mathf.PI / 3)));
var thetaWidth = thetaArc / segments;
var t = Mathf.Tan(0.5f * thetaWidth);
if (!t.isFinite()) {
return;
}
var startTheta = theta1;
var w = Mathf.Sqrt(0.5f + Mathf.Cos(thetaWidth) * 0.5f);
bool expectIntegers = ScalarUtils.ScalarNearlyZero(Mathf.PI/2 - Mathf.Abs(thetaWidth)) &&
ScalarUtils.ScalarIsInteger(rx) && ScalarUtils.ScalarIsInteger(ry) &&
ScalarUtils.ScalarIsInteger(x1) && ScalarUtils.ScalarIsInteger(y1);
for (int i = 0; i < segments; ++i) {
var endTheta = startTheta + thetaWidth;
var sinEndTheta = ScalarUtils.ScalarSinCos(endTheta, out var cosEndTheta);
unitPts[1] = new Offset(cosEndTheta, sinEndTheta);
unitPts[1] += centerPoint;
unitPts[0] = unitPts[1];
unitPts[0] = unitPts[0].translate(t * sinEndTheta, -t * cosEndTheta);
var mapped = new [] {
pointTransform.mapPoint(unitPts[0]),
pointTransform.mapPoint(unitPts[1]),
};
/*
Computing the arc width introduces rounding errors that cause arcs to start
outside their marks. A round rect may lose convexity as a result. If the input
values are on integers, place the conic on integers as well.
*/
if (expectIntegers) {
for (int index = 0; i < mapped.Length; index++) {
mapped[index] = new Offset(
Mathf.Round(mapped[index].dx),
Mathf.Round(mapped[index].dy)
);
}
}
this.conicTo(mapped[0].dx, mapped[0].dy, mapped[1].dx, mapped[1].dy, w);
startTheta = endTheta;
}
}
public void close() {
this._appendClose();
}
public void winding(PathWinding dir) {
this._appendWinding((float) dir);
}
public void addRect(Rect 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) {
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._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) {
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) {
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.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._addArcCommands(cx, cy, r, a0, a1, dir, forceMoveTo);
}
public void addPolygon(IList<Offset> points, bool close) {
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);
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,
};
}
}
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;
MeshMesh _fillMesh;
bool _fillConvex;
MeshMesh _strokeMesh;
float _strokeWidth;
StrokeCap _lineCap;
StrokeJoin _lineJoin;
float _miterLimit;
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 _expandFill() {
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 <= 2) {
continue;
}
var ip0 = path.first + path.count - 1;
var ip1 = path.first;
for (var i = 0; i < path.count; i++) {
ref var p0 = ref points.array[ip0];
ref var p1 = ref points.array[ip1];
p0.dx = p1.x - p0.x; // no need to normalize
p0.dy = p1.y - p0.y;
ip0 = ip1++;
}
path.convex = true;
ip0 = path.first + path.count - 1;
ip1 = path.first;
for (var i = 0; i < path.count; i++) {
ref var p0 = ref points.array[ip0];
ref var p1 = ref points.array[ip1];
float cross = p1.dx * p0.dy - p0.dx * p1.dy;
if (cross < 0.0f) {
path.convex = false;
}
ip0 = ip1++;
}
}
var cvertices = 0;
for (var i = 0; i < paths.length; i++) {
ref var path = ref paths.array[i];
if (path.count <= 2) {
continue;
}
cvertices += path.count;
}
this._vertices = new List<Vector3>(cvertices);
for (var i = 0; i < paths.length; i++) {
ref var path = ref paths.array[i];
if (path.count <= 2) {
continue;
}
path.ifill = this._vertices.Count;
for (var j = 0; j < path.count; j++) {
ref var p = ref points.array[path.first + j];
this._vertices.Add(new Vector2(p.x, p.y));
}
path.nfill = this._vertices.Count - path.ifill;
}
}
public MeshMesh getFillMesh(out bool convex) {
if (this._fillMesh != null) {
convex = this._fillConvex;
return this._fillMesh;
}
this._expandFill();
var paths = this._paths;
var cindices = 0;
for (var i = 0; i < paths.length; i++) {
ref var path = ref 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++) {
ref var path = ref 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);
var mesh = new MeshMesh(null, this._vertices, indices);
this._fillMesh = mesh;
this._fillConvex = false;
for (var i = 0; i < paths.length; i++) {
ref var path = ref 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;
}
convex = this._fillConvex;
return this._fillMesh;
}
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++;
}
}
}
void _expandStroke(float w, StrokeCap lineCap, StrokeJoin lineJoin, float miterLimit) {
this._calculateJoins(w, lineJoin, miterLimit);
int ncap = 0;
if (lineCap == StrokeCap.round || lineJoin == StrokeJoin.round) {
ncap = PathUtils.curveDivs(w, Mathf.PI, this._tessTol);
}
var points = this._points;
var paths = this._paths;
var cvertices = 0;
for (var i = 0; i < paths.length; i++) {
ref var path = ref paths.array[i];
if (path.count <= 1) {
continue;
}
cvertices += path.count * 2;
cvertices += 4;
}
this._vertices = new List<Vector3>(cvertices);
for (var i = 0; i < paths.length; i++) {
ref var path = ref 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;
}
ref var p0 = ref points.array[ip0];
ref var p1 = ref points.array[ip1];
if (!path.closed) {
if (lineCap == StrokeCap.butt) {
this._vertices.buttCapStart(p0, p0.dx, p0.dy, w, 0.0f);
}
else if (lineCap == StrokeCap.square) {
this._vertices.buttCapStart(p0, p0.dx, p0.dy, w, w);
}
else {
// round
this._vertices.roundCapStart(p0, p0.dx, p0.dy, w, ncap);
}
}
for (var j = s; j < e; j++) {
p0 = ref points.array[ip0];
p1 = ref points.array[ip1];
if ((p1.flags & (PointFlags.bevel | PointFlags.innerBevel)) != 0) {
if (lineJoin == StrokeJoin.round) {
this._vertices.roundJoin(p0, p1, w, w, ncap);
}
else {
this._vertices.bevelJoin(p0, p1, w, w);
}
}
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));
}
ip0 = ip1++;
}
if (!path.closed) {
p0 = ref points.array[ip0];
p1 = ref points.array[ip1];
if (lineCap == StrokeCap.butt) {
this._vertices.buttCapEnd(p1, p0.dx, p0.dy, w, 0.0f);
}
else if (lineCap == StrokeCap.square) {
this._vertices.buttCapEnd(p1, p0.dx, p0.dy, w, w);
}
else {
// round
this._vertices.roundCapEnd(p1, p0.dx, p0.dy, w, ncap);
}
}
else {
this._vertices.Add(this._vertices[path.istroke]);
this._vertices.Add(this._vertices[path.istroke + 1]);
}
path.nstroke = this._vertices.Count - path.istroke;
}
}
public MeshMesh getStrokeMesh(float strokeWidth, StrokeCap lineCap, StrokeJoin lineJoin, float miterLimit) {
if (this._strokeMesh != null &&
this._strokeWidth == strokeWidth &&
this._lineCap == lineCap &&
this._lineJoin == lineJoin &&
this._miterLimit == miterLimit) {
return this._strokeMesh;
}
this._expandStroke(strokeWidth, lineCap, lineJoin, miterLimit);
var paths = this._paths;
var cindices = 0;
for (var i = 0; i < paths.length; i++) {
ref var path = ref 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++) {
ref var path = ref 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, this._vertices, indices);
this._strokeWidth = strokeWidth;
this._lineCap = lineCap;
this._lineJoin = lineJoin;
this._miterLimit = miterLimit;
return this._strokeMesh;
}
}
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, PathPoint p,
float dx, float dy, float w, float d) {
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));
}
public static void buttCapEnd(this List<Vector3> dst, PathPoint p,
float dx, float dy, float w, float d) {
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));
}
public static void roundCapStart(this List<Vector3> dst, PathPoint p,
float dx, float dy, float w, int ncap) {
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));
}
dst.Add(new Vector2(px + dlx * w, py + dly * w));
dst.Add(new Vector2(px - dlx * w, py - dly * w));
}
public static void roundCapEnd(this List<Vector3> dst, PathPoint p,
float dx, float dy, float w, int ncap) {
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));
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));
}
}
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, PathPoint p0, PathPoint p1,
float lw, float rw, int ncap) {
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));
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));
}
dst.Add(new Vector2(lx1, ly1));
dst.Add(new Vector2(p1.x - dlx1 * rw, p1.y - dly1 * rw));
}
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));
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));
}
dst.Add(new Vector2(p1.x + dlx1 * lw, p1.y + dly1 * lw));
dst.Add(new Vector2(rx1, ry1));
}
}
public static void bevelJoin(this List<Vector3> dst, PathPoint p0, PathPoint p1,
float lw, float rw) {
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});
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));
}
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));
}
dst.Add(new Vector2(lx1, ly1));
dst.Add(new Vector2(p1.x - dlx1 * rw, p1.y - dly1 * rw));
}
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));
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));
}
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));
}
dst.Add(new Vector2(p1.x + dlx1 * lw, p1.y + dly1 * lw));
dst.Add(new Vector2(rx1, ry1));
}
}
}
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();
}
}
}