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- /*************************************************************************/
- /* line_builder.cpp */
- /*************************************************************************/
- /* This file is part of: */
- /* GODOT ENGINE */
- /* https://godotengine.org */
- /*************************************************************************/
- /* Copyright (c) 2007-2019 Juan Linietsky, Ariel Manzur. */
- /* Copyright (c) 2014-2019 Godot Engine contributors (cf. AUTHORS.md) */
- /* */
- /* Permission is hereby granted, free of charge, to any person obtaining */
- /* a copy of this software and associated documentation files (the */
- /* "Software"), to deal in the Software without restriction, including */
- /* without limitation the rights to use, copy, modify, merge, publish, */
- /* distribute, sublicense, and/or sell copies of the Software, and to */
- /* permit persons to whom the Software is furnished to do so, subject to */
- /* the following conditions: */
- /* */
- /* The above copyright notice and this permission notice shall be */
- /* included in all copies or substantial portions of the Software. */
- /* */
- /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
- /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
- /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
- /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
- /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
- /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
- /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
- /*************************************************************************/
- #include "line_builder.h"
- //----------------------------------------------------------------------------
- // Util
- //----------------------------------------------------------------------------
- enum SegmentIntersectionResult {
- SEGMENT_PARALLEL = 0,
- SEGMENT_NO_INTERSECT = 1,
- SEGMENT_INTERSECT = 2
- };
- static SegmentIntersectionResult segment_intersection(
- Vector2 a, Vector2 b, Vector2 c, Vector2 d,
- Vector2 *out_intersection) {
- // http://paulbourke.net/geometry/pointlineplane/ <-- Good stuff
- Vector2 cd = d - c;
- Vector2 ab = b - a;
- float div = cd.y * ab.x - cd.x * ab.y;
- if (Math::abs(div) > 0.001f) {
- float ua = (cd.x * (a.y - c.y) - cd.y * (a.x - c.x)) / div;
- float ub = (ab.x * (a.y - c.y) - ab.y * (a.x - c.x)) / div;
- *out_intersection = a + ua * ab;
- if (ua >= 0.f && ua <= 1.f &&
- ub >= 0.f && ub <= 1.f)
- return SEGMENT_INTERSECT;
- return SEGMENT_NO_INTERSECT;
- }
- return SEGMENT_PARALLEL;
- }
- // TODO I'm pretty sure there is an even faster way to swap things
- template <typename T>
- static inline void swap(T &a, T &b) {
- T tmp = a;
- a = b;
- b = tmp;
- }
- static float calculate_total_distance(const Vector<Vector2> &points) {
- float d = 0.f;
- for (int i = 1; i < points.size(); ++i) {
- d += points[i].distance_to(points[i - 1]);
- }
- return d;
- }
- static inline Vector2 rotate90(const Vector2 &v) {
- // Note: the 2D referential is X-right, Y-down
- return Vector2(v.y, -v.x);
- }
- static inline Vector2 interpolate(const Rect2 &r, const Vector2 &v) {
- return Vector2(
- Math::lerp(r.position.x, r.position.x + r.get_size().x, v.x),
- Math::lerp(r.position.y, r.position.y + r.get_size().y, v.y));
- }
- //----------------------------------------------------------------------------
- // LineBuilder
- //----------------------------------------------------------------------------
- LineBuilder::LineBuilder() {
- joint_mode = Line2D::LINE_JOINT_SHARP;
- width = 10;
- default_color = Color(0.4, 0.5, 1);
- gradient = NULL;
- sharp_limit = 2.f;
- round_precision = 8;
- begin_cap_mode = Line2D::LINE_CAP_NONE;
- end_cap_mode = Line2D::LINE_CAP_NONE;
- tile_aspect = 1.f;
- _interpolate_color = false;
- _last_index[0] = 0;
- _last_index[1] = 0;
- }
- void LineBuilder::clear_output() {
- vertices.clear();
- colors.clear();
- indices.clear();
- uvs.clear();
- }
- void LineBuilder::build() {
- // Need at least 2 points to draw a line
- if (points.size() < 2) {
- clear_output();
- return;
- }
- ERR_FAIL_COND(tile_aspect <= 0.f);
- const float hw = width / 2.f;
- const float hw_sq = hw * hw;
- const float sharp_limit_sq = sharp_limit * sharp_limit;
- const int len = points.size();
- // Initial values
- Vector2 pos0 = points[0];
- Vector2 pos1 = points[1];
- Vector2 f0 = (pos1 - pos0).normalized();
- Vector2 u0 = rotate90(f0);
- Vector2 pos_up0 = pos0 + u0 * hw;
- Vector2 pos_down0 = pos0 - u0 * hw;
- Color color0;
- Color color1;
- float current_distance0 = 0.f;
- float current_distance1 = 0.f;
- float total_distance = 0.f;
- _interpolate_color = gradient != NULL;
- bool distance_required = _interpolate_color ||
- texture_mode == Line2D::LINE_TEXTURE_TILE ||
- texture_mode == Line2D::LINE_TEXTURE_STRETCH;
- if (distance_required)
- total_distance = calculate_total_distance(points);
- if (_interpolate_color)
- color0 = gradient->get_color(0);
- else
- colors.push_back(default_color);
- float uvx0 = 0.f;
- float uvx1 = 0.f;
- // Begin cap
- if (begin_cap_mode == Line2D::LINE_CAP_BOX) {
- // Push back first vertices a little bit
- pos_up0 -= f0 * hw;
- pos_down0 -= f0 * hw;
- // The line's outer length will be a little higher due to begin and end caps
- total_distance += width;
- current_distance0 += hw;
- current_distance1 = current_distance0;
- } else if (begin_cap_mode == Line2D::LINE_CAP_ROUND) {
- if (texture_mode == Line2D::LINE_TEXTURE_TILE) {
- uvx0 = 0.5f / tile_aspect;
- }
- new_arc(pos0, pos_up0 - pos0, -Math_PI, color0, Rect2(0.f, 0.f, fmin(uvx0 * 2, 1.f), 1.f));
- total_distance += width;
- current_distance0 += hw;
- current_distance1 = current_distance0;
- }
- strip_begin(pos_up0, pos_down0, color0, uvx0);
- /*
- * pos_up0 ------------- pos_up1 --------------------
- * | |
- * pos0 - - - - - - - - - pos1 - - - - - - - - - pos2
- * | |
- * pos_down0 ------------ pos_down1 ------------------
- *
- * i-1 i i+1
- */
- // http://labs.hyperandroid.com/tag/opengl-lines
- // (not the same implementation but visuals help a lot)
- // For each additional segment
- for (int i = 1; i < len - 1; ++i) {
- pos1 = points[i];
- Vector2 pos2 = points[i + 1];
- Vector2 f1 = (pos2 - pos1).normalized();
- Vector2 u1 = rotate90(f1);
- // Determine joint orientation
- const float dp = u0.dot(f1);
- const Orientation orientation = (dp > 0.f ? UP : DOWN);
- Vector2 inner_normal0, inner_normal1;
- if (orientation == UP) {
- inner_normal0 = u0 * hw;
- inner_normal1 = u1 * hw;
- } else {
- inner_normal0 = -u0 * hw;
- inner_normal1 = -u1 * hw;
- }
- /*
- * ---------------------------
- * /
- * 0 / 1
- * / /
- * --------------------x------ /
- * / / (here shown with orientation == DOWN)
- * / /
- * / /
- * / /
- * 2 /
- * /
- */
- // Find inner intersection at the joint
- Vector2 corner_pos_in, corner_pos_out;
- SegmentIntersectionResult intersection_result = segment_intersection(
- pos0 + inner_normal0, pos1 + inner_normal0,
- pos1 + inner_normal1, pos2 + inner_normal1,
- &corner_pos_in);
- if (intersection_result == SEGMENT_INTERSECT)
- // Inner parts of the segments intersect
- corner_pos_out = 2.f * pos1 - corner_pos_in;
- else {
- // No intersection, segments are either parallel or too sharp
- corner_pos_in = pos1 + inner_normal0;
- corner_pos_out = pos1 - inner_normal0;
- }
- Vector2 corner_pos_up, corner_pos_down;
- if (orientation == UP) {
- corner_pos_up = corner_pos_in;
- corner_pos_down = corner_pos_out;
- } else {
- corner_pos_up = corner_pos_out;
- corner_pos_down = corner_pos_in;
- }
- Line2D::LineJointMode current_joint_mode = joint_mode;
- Vector2 pos_up1, pos_down1;
- if (intersection_result == SEGMENT_INTERSECT) {
- // Fallback on bevel if sharp angle is too high (because it would produce very long miters)
- if (current_joint_mode == Line2D::LINE_JOINT_SHARP && corner_pos_out.distance_squared_to(pos1) / hw_sq > sharp_limit_sq) {
- current_joint_mode = Line2D::LINE_JOINT_BEVEL;
- }
- if (current_joint_mode == Line2D::LINE_JOINT_SHARP) {
- // In this case, we won't create joint geometry,
- // The previous and next line quads will directly share an edge.
- pos_up1 = corner_pos_up;
- pos_down1 = corner_pos_down;
- } else {
- // Bevel or round
- if (orientation == UP) {
- pos_up1 = corner_pos_up;
- pos_down1 = pos1 - u0 * hw;
- } else {
- pos_up1 = pos1 + u0 * hw;
- pos_down1 = corner_pos_down;
- }
- }
- } else {
- // No intersection: fallback
- if (current_joint_mode == Line2D::LINE_JOINT_SHARP) {
- // There is no fallback implementation for LINE_JOINT_SHARP so switch to the LINE_JOINT_BEVEL
- current_joint_mode = Line2D::LINE_JOINT_BEVEL;
- }
- pos_up1 = corner_pos_up;
- pos_down1 = corner_pos_down;
- }
- // Add current line body quad
- // Triangles are clockwise
- if (distance_required) {
- current_distance1 += pos0.distance_to(pos1);
- }
- if (_interpolate_color) {
- color1 = gradient->get_color_at_offset(current_distance1 / total_distance);
- }
- if (texture_mode == Line2D::LINE_TEXTURE_TILE) {
- uvx1 = current_distance1 / (width * tile_aspect);
- } else if (texture_mode == Line2D::LINE_TEXTURE_STRETCH) {
- uvx1 = current_distance1 / total_distance;
- }
- strip_add_quad(pos_up1, pos_down1, color1, uvx1);
- // Swap vars for use in the next line
- color0 = color1;
- u0 = u1;
- f0 = f1;
- pos0 = pos1;
- if (intersection_result == SEGMENT_INTERSECT) {
- if (current_joint_mode == Line2D::LINE_JOINT_SHARP) {
- pos_up0 = pos_up1;
- pos_down0 = pos_down1;
- } else {
- if (orientation == UP) {
- pos_up0 = corner_pos_up;
- pos_down0 = pos1 - u1 * hw;
- } else {
- pos_up0 = pos1 + u1 * hw;
- pos_down0 = corner_pos_down;
- }
- }
- } else {
- pos_up0 = pos1 + u1 * hw;
- pos_down0 = pos1 - u1 * hw;
- }
- // From this point, bu0 and bd0 concern the next segment
- // Add joint geometry
- if (current_joint_mode != Line2D::LINE_JOINT_SHARP) {
- /* ________________ cbegin
- * / \
- * / \
- * ____________/_ _ _\ cend
- * | |
- * | |
- * | |
- */
- Vector2 cbegin, cend;
- if (orientation == UP) {
- cbegin = pos_down1;
- cend = pos_down0;
- } else {
- cbegin = pos_up1;
- cend = pos_up0;
- }
- if (current_joint_mode == Line2D::LINE_JOINT_BEVEL) {
- strip_add_tri(cend, orientation);
- } else if (current_joint_mode == Line2D::LINE_JOINT_ROUND) {
- Vector2 vbegin = cbegin - pos1;
- Vector2 vend = cend - pos1;
- strip_add_arc(pos1, vbegin.angle_to(vend), orientation);
- }
- if (intersection_result != SEGMENT_INTERSECT)
- // In this case the joint is too corrputed to be re-used,
- // start again the strip with fallback points
- strip_begin(pos_up0, pos_down0, color1, uvx1);
- }
- }
- // Last (or only) segment
- pos1 = points[points.size() - 1];
- Vector2 pos_up1 = pos1 + u0 * hw;
- Vector2 pos_down1 = pos1 - u0 * hw;
- // End cap (box)
- if (end_cap_mode == Line2D::LINE_CAP_BOX) {
- pos_up1 += f0 * hw;
- pos_down1 += f0 * hw;
- }
- if (distance_required) {
- current_distance1 += pos0.distance_to(pos1);
- }
- if (_interpolate_color) {
- color1 = gradient->get_color(gradient->get_points_count() - 1);
- }
- if (texture_mode == Line2D::LINE_TEXTURE_TILE) {
- uvx1 = current_distance1 / (width * tile_aspect);
- } else if (texture_mode == Line2D::LINE_TEXTURE_STRETCH) {
- uvx1 = current_distance1 / total_distance;
- }
- strip_add_quad(pos_up1, pos_down1, color1, uvx1);
- // End cap (round)
- if (end_cap_mode == Line2D::LINE_CAP_ROUND) {
- // Note: color is not used in case we don't interpolate...
- Color color = _interpolate_color ? gradient->get_color(gradient->get_points_count() - 1) : Color(0, 0, 0);
- new_arc(pos1, pos_up1 - pos1, Math_PI, color, Rect2(uvx1 - 0.5f / tile_aspect, 0.f, 1.0f / tile_aspect, 1.f));
- }
- }
- void LineBuilder::strip_begin(Vector2 up, Vector2 down, Color color, float uvx) {
- int vi = vertices.size();
- vertices.push_back(up);
- vertices.push_back(down);
- if (_interpolate_color) {
- colors.push_back(color);
- colors.push_back(color);
- }
- if (texture_mode != Line2D::LINE_TEXTURE_NONE) {
- uvs.push_back(Vector2(uvx, 0.f));
- uvs.push_back(Vector2(uvx, 1.f));
- }
- _last_index[UP] = vi;
- _last_index[DOWN] = vi + 1;
- }
- void LineBuilder::strip_new_quad(Vector2 up, Vector2 down, Color color, float uvx) {
- int vi = vertices.size();
- vertices.push_back(vertices[_last_index[UP]]);
- vertices.push_back(vertices[_last_index[DOWN]]);
- vertices.push_back(up);
- vertices.push_back(down);
- if (_interpolate_color) {
- colors.push_back(color);
- colors.push_back(color);
- colors.push_back(color);
- colors.push_back(color);
- }
- if (texture_mode != Line2D::LINE_TEXTURE_NONE) {
- uvs.push_back(uvs[_last_index[UP]]);
- uvs.push_back(uvs[_last_index[DOWN]]);
- uvs.push_back(Vector2(uvx, UP));
- uvs.push_back(Vector2(uvx, DOWN));
- }
- indices.push_back(vi);
- indices.push_back(vi + 3);
- indices.push_back(vi + 1);
- indices.push_back(vi);
- indices.push_back(vi + 2);
- indices.push_back(vi + 3);
- _last_index[UP] = vi + 2;
- _last_index[DOWN] = vi + 3;
- }
- void LineBuilder::strip_add_quad(Vector2 up, Vector2 down, Color color, float uvx) {
- int vi = vertices.size();
- vertices.push_back(up);
- vertices.push_back(down);
- if (_interpolate_color) {
- colors.push_back(color);
- colors.push_back(color);
- }
- if (texture_mode != Line2D::LINE_TEXTURE_NONE) {
- uvs.push_back(Vector2(uvx, 0.f));
- uvs.push_back(Vector2(uvx, 1.f));
- }
- indices.push_back(_last_index[UP]);
- indices.push_back(vi + 1);
- indices.push_back(_last_index[DOWN]);
- indices.push_back(_last_index[UP]);
- indices.push_back(vi);
- indices.push_back(vi + 1);
- _last_index[UP] = vi;
- _last_index[DOWN] = vi + 1;
- }
- void LineBuilder::strip_add_tri(Vector2 up, Orientation orientation) {
- int vi = vertices.size();
- vertices.push_back(up);
- if (_interpolate_color) {
- colors.push_back(colors[colors.size() - 1]);
- }
- Orientation opposite_orientation = orientation == UP ? DOWN : UP;
- if (texture_mode != Line2D::LINE_TEXTURE_NONE) {
- // UVs are just one slice of the texture all along
- // (otherwise we can't share the bottom vertice)
- uvs.push_back(uvs[_last_index[opposite_orientation]]);
- }
- indices.push_back(_last_index[opposite_orientation]);
- indices.push_back(vi);
- indices.push_back(_last_index[orientation]);
- _last_index[opposite_orientation] = vi;
- }
- void LineBuilder::strip_add_arc(Vector2 center, float angle_delta, Orientation orientation) {
- // Take the two last vertices and extrude an arc made of triangles
- // that all share one of the initial vertices
- Orientation opposite_orientation = orientation == UP ? DOWN : UP;
- Vector2 vbegin = vertices[_last_index[opposite_orientation]] - center;
- float radius = vbegin.length();
- float angle_step = Math_PI / static_cast<float>(round_precision);
- float steps = Math::abs(angle_delta) / angle_step;
- if (angle_delta < 0.f)
- angle_step = -angle_step;
- float t = Vector2(1, 0).angle_to(vbegin);
- float end_angle = t + angle_delta;
- Vector2 rpos(0, 0);
- // Arc vertices
- for (int ti = 0; ti < steps; ++ti, t += angle_step) {
- rpos = center + Vector2(Math::cos(t), Math::sin(t)) * radius;
- strip_add_tri(rpos, orientation);
- }
- // Last arc vertice
- rpos = center + Vector2(Math::cos(end_angle), Math::sin(end_angle)) * radius;
- strip_add_tri(rpos, orientation);
- }
- void LineBuilder::new_arc(Vector2 center, Vector2 vbegin, float angle_delta, Color color, Rect2 uv_rect) {
- // Make a standalone arc that doesn't use existing vertices,
- // with undistorted UVs from within a square section
- float radius = vbegin.length();
- float angle_step = Math_PI / static_cast<float>(round_precision);
- float steps = Math::abs(angle_delta) / angle_step;
- if (angle_delta < 0.f)
- angle_step = -angle_step;
- float t = Vector2(1, 0).angle_to(vbegin);
- float end_angle = t + angle_delta;
- Vector2 rpos(0, 0);
- float tt_begin = -Math_PI / 2.f;
- float tt = tt_begin;
- // Center vertice
- int vi = vertices.size();
- vertices.push_back(center);
- if (_interpolate_color)
- colors.push_back(color);
- if (texture_mode != Line2D::LINE_TEXTURE_NONE)
- uvs.push_back(interpolate(uv_rect, Vector2(0.5f, 0.5f)));
- // Arc vertices
- for (int ti = 0; ti < steps; ++ti, t += angle_step) {
- Vector2 sc = Vector2(Math::cos(t), Math::sin(t));
- rpos = center + sc * radius;
- vertices.push_back(rpos);
- if (_interpolate_color)
- colors.push_back(color);
- if (texture_mode != Line2D::LINE_TEXTURE_NONE) {
- Vector2 tsc = Vector2(Math::cos(tt), Math::sin(tt));
- uvs.push_back(interpolate(uv_rect, 0.5f * (tsc + Vector2(1.f, 1.f))));
- tt += angle_step;
- }
- }
- // Last arc vertice
- Vector2 sc = Vector2(Math::cos(end_angle), Math::sin(end_angle));
- rpos = center + sc * radius;
- vertices.push_back(rpos);
- if (_interpolate_color)
- colors.push_back(color);
- if (texture_mode != Line2D::LINE_TEXTURE_NONE) {
- tt = tt_begin + angle_delta;
- Vector2 tsc = Vector2(Math::cos(tt), Math::sin(tt));
- uvs.push_back(interpolate(uv_rect, 0.5f * (tsc + Vector2(1.f, 1.f))));
- }
- // Make up triangles
- int vi0 = vi;
- for (int ti = 0; ti < steps; ++ti) {
- indices.push_back(vi0);
- indices.push_back(++vi);
- indices.push_back(vi + 1);
- }
- }
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