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@@ -0,0 +1,949 @@
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+module BABYLON {
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+ export class Lines2DRenderCache extends ModelRenderCache {
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+ fillVB: WebGLBuffer;
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+ fillIB: WebGLBuffer;
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+ fillIndicesCount: number;
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+ instancingFillAttributes: InstancingAttributeInfo[];
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+ effectFill: Effect;
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+
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+ borderVB: WebGLBuffer;
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+ borderIB: WebGLBuffer;
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+ borderIndicesCount: number;
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+ instancingBorderAttributes: InstancingAttributeInfo[];
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+ effectBorder: Effect;
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+
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+ constructor(engine: Engine, modelKey: string, isTransparent: boolean) {
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+ super(engine, modelKey, isTransparent);
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+ }
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+
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+ render(instanceInfo: GroupInstanceInfo, context: Render2DContext): boolean {
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+ // Do nothing if the shader is still loading/preparing
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+ if ((this.effectFill && !this.effectFill.isReady()) || (this.effectBorder && !this.effectBorder.isReady())) {
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+ return false;
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+ }
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+
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+ var engine = instanceInfo._owner.owner.engine;
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+
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+ let depthFunction = 0;
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+ if (this.effectFill && this.effectBorder) {
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+ depthFunction = engine.getDepthFunction();
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+ engine.setDepthFunctionToLessOrEqual();
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+ }
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+
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+ var cur: number;
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+ if (this.isTransparent) {
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+ cur = engine.getAlphaMode();
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+ engine.setAlphaMode(Engine.ALPHA_COMBINE);
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+ }
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+
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+ if (this.effectFill) {
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+ let partIndex = instanceInfo._partIndexFromId.get(Shape2D.SHAPE2D_FILLPARTID.toString());
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+
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+ engine.enableEffect(this.effectFill);
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+ engine.bindBuffers(this.fillVB, this.fillIB, [2], 2*4, this.effectFill);
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+ let count = instanceInfo._instancesPartsData[partIndex].usedElementCount;
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+ if (instanceInfo._owner.owner.supportInstancedArray) {
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+ if (!this.instancingFillAttributes) {
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+ // Compute the offset locations of the attributes in the vertex shader that will be mapped to the instance buffer data
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+ this.instancingFillAttributes = this.loadInstancingAttributes(Shape2D.SHAPE2D_FILLPARTID, this.effectFill);
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+ }
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+
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+ engine.updateAndBindInstancesBuffer(instanceInfo._instancesPartsBuffer[partIndex], null, this.instancingFillAttributes);
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+ engine.draw(true, 0, this.fillIndicesCount, count);
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+ engine.unBindInstancesBuffer(instanceInfo._instancesPartsBuffer[partIndex], this.instancingFillAttributes);
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+ } else {
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+ for (let i = 0; i < count; i++) {
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+ this.setupUniforms(this.effectFill, partIndex, instanceInfo._instancesPartsData[partIndex], i);
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+ engine.draw(true, 0, this.fillIndicesCount);
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+ }
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+ }
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+ }
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+
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+ if (this.effectBorder) {
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+ let partIndex = instanceInfo._partIndexFromId.get(Shape2D.SHAPE2D_BORDERPARTID.toString());
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+
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+ engine.enableEffect(this.effectBorder);
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+ engine.bindBuffers(this.borderVB, this.borderIB, [2], 2 * 4, this.effectBorder);
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+ let count = instanceInfo._instancesPartsData[partIndex].usedElementCount;
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+ if (instanceInfo._owner.owner.supportInstancedArray) {
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+ if (!this.instancingBorderAttributes) {
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+ this.instancingBorderAttributes = this.loadInstancingAttributes(Shape2D.SHAPE2D_BORDERPARTID, this.effectBorder);
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+ }
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+
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+ engine.updateAndBindInstancesBuffer(instanceInfo._instancesPartsBuffer[partIndex], null, this.instancingBorderAttributes);
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+ engine.draw(true, 0, this.borderIndicesCount, count);
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+ engine.unBindInstancesBuffer(instanceInfo._instancesPartsBuffer[partIndex], this.instancingBorderAttributes);
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+ } else {
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+ for (let i = 0; i < count; i++) {
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+ this.setupUniforms(this.effectBorder, partIndex, instanceInfo._instancesPartsData[partIndex], i);
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+ engine.draw(true, 0, this.borderIndicesCount);
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+ }
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+ }
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+ }
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+
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+ if (this.isTransparent) {
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+ engine.setAlphaMode(cur);
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+ }
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+
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+ if (this.effectFill && this.effectBorder) {
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+ engine.setDepthFunction(depthFunction);
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+ }
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+ return true;
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+ }
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+
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+ public dispose(): boolean {
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+ if (!super.dispose()) {
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+ return false;
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+ }
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+
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+ if (this.fillVB) {
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+ this._engine._releaseBuffer(this.fillVB);
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+ this.fillVB = null;
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+ }
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+
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+ if (this.fillIB) {
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+ this._engine._releaseBuffer(this.fillIB);
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+ this.fillIB = null;
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+ }
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+
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+ if (this.effectFill) {
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+ this._engine._releaseEffect(this.effectFill);
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+ this.effectFill = null;
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+ }
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+
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+ if (this.borderVB) {
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+ this._engine._releaseBuffer(this.borderVB);
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+ this.borderVB = null;
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+ }
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+
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+ if (this.borderIB) {
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+ this._engine._releaseBuffer(this.borderIB);
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+ this.borderIB = null;
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+ }
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+
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+ if (this.effectBorder) {
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+ this._engine._releaseEffect(this.effectBorder);
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+ this.effectBorder = null;
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+ }
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+
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+ return true;
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+ }
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+ }
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+
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+ export class Lines2DInstanceData extends Shape2DInstanceData {
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+ constructor(partId: number) {
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+ super(partId, 1);
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+ }
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+
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+ @instanceData()
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+ get boundingMin(): Vector2 {
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+ return null;
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+ }
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+
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+ @instanceData()
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+ get boundingMax(): Vector2 {
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+ return null;
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+ }
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+ }
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+
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+ @className("Lines2D")
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+ export class Lines2D extends Shape2D {
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+ static get NoCap () { return Lines2D._noCap; }
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+ static get RoundCap () { return Lines2D._roundCap; }
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+ static get TriangleCap () { return Lines2D._triangleCap; }
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+ static get SquareAnchorCap () { return Lines2D._squareAnchorCap; }
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+ static get RoundAnchorCap () { return Lines2D._roundAnchorCap; }
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+ static get DiamondAnchorCap () { return Lines2D._diamondAnchorCap; }
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+ static get ArrowCap () { return Lines2D._arrowCap; }
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+
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+ public static pointsProperty: Prim2DPropInfo;
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+ public static fillThicknessProperty: Prim2DPropInfo;
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+ public static closedProperty: Prim2DPropInfo;
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+ public static startCapProperty: Prim2DPropInfo;
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+ public static endCapProperty: Prim2DPropInfo;
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+
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+ public get actualSize(): Size {
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+ return this.size;
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+ }
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+
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+ @modelLevelProperty(Shape2D.SHAPE2D_PROPCOUNT + 1, pi => Lines2D.pointsProperty = pi)
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+ public get points(): Vector2[] {
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+ return this._points;
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+ }
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+
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+ public set points(value: Vector2[]) {
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+ this._points = value;
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+ this._levelBoundingInfoDirty = true;
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+ }
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+
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+ @modelLevelProperty(Shape2D.SHAPE2D_PROPCOUNT + 2, pi => Lines2D.fillThicknessProperty = pi)
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+ public get fillThickness(): number {
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+ return this._fillThickness;
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+ }
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+
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+ public set fillThickness(value: number) {
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+ this._fillThickness = value;
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+ }
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+
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+ @modelLevelProperty(Shape2D.SHAPE2D_PROPCOUNT + 3, pi => Lines2D.closedProperty = pi)
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+ public get closed(): boolean {
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+ return this._closed;
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+ }
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+
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+ public set closed(value: boolean) {
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+ this._closed = value;
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+ }
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+
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+ @modelLevelProperty(Shape2D.SHAPE2D_PROPCOUNT + 4, pi => Lines2D.startCapProperty = pi)
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+ public get startCap(): number {
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+ return this._startCap;
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+ }
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+
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+ public set startCap(value: number) {
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+ this._startCap = value;
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+ }
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+
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+ @modelLevelProperty(Shape2D.SHAPE2D_PROPCOUNT + 5, pi => Lines2D.endCapProperty = pi)
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+ public get endCap(): number {
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+ return this._endCap;
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+ }
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+
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+ public set endCap(value: number) {
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+ this._endCap = value;
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+ }
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+
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+ protected levelIntersect(intersectInfo: IntersectInfo2D): boolean {
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+ let pl = this.points.length;
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+ let l = this.closed ? pl + 1 : pl;
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+
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+ let originOffset = new Vector2(-0.5, -0.5);
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+ let p = intersectInfo._localPickPosition;
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+
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+ let prevA = this.transformPointWithOrigin(this._contour[0], originOffset);
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+ let prevB = this.transformPointWithOrigin(this._contour[1], originOffset);
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+ for (let i = 1; i < l; i++) {
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+ let curA = this.transformPointWithOrigin(this._contour[(i % pl) * 2 + 0], originOffset);
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+ let curB = this.transformPointWithOrigin(this._contour[(i % pl) * 2 + 1], originOffset);
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+
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+ if (Vector2.PointInTriangle(p, prevA, prevB, curA)) {
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+ return true;
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+ }
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+ if (Vector2.PointInTriangle(p, curA, prevB, curB)) {
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+ return true;
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+ }
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+
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+ prevA = curA;
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+ prevB = curB;
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+ }
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+ return false;
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+ }
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+
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+ protected get size(): Size {
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+ return this._size;
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+ }
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+
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+ protected get boundingMin(): Vector2 {
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+ return this._boundingMin;
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+ }
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+
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+ protected get boundingMax(): Vector2 {
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+ return this._boundingMax;
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+ }
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+
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+ protected getUsedShaderCategories(dataPart: InstanceDataBase): string[] {
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+ let res = super.getUsedShaderCategories(dataPart);
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+
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+ // Remove the BORDER category, we don't use it in the VertexShader
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+ let i = res.indexOf(Shape2D.SHAPE2D_CATEGORY_BORDER);
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+ if (i !== -1) {
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+ res.splice(i, 1);
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+ }
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+ return res;
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+ }
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+
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+ protected updateLevelBoundingInfo() {
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+ BoundingInfo2D.CreateFromSizeToRef(this.size, this._levelBoundingInfo, this.origin);
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+ }
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+
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+ protected setupLines2D(owner: Canvas2D, parent: Prim2DBase, id: string, position: Vector2, points: Vector2[], fillThickness: number, startCap: number, endCap: number, fill?: IBrush2D, border?: IBrush2D, borderThickness: number = 1) {
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+ this.setupShape2D(owner, parent, id, position, true, fill, border, borderThickness);
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+ this.fillThickness = fillThickness;
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+ this.startCap = startCap;
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+ this.endCap = endCap;
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+ this.points = points;
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+ this.closed = false;
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+ this._size = Size.Zero();
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+ this._boundingMin = Vector2.Zero();
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+ this._boundingMax = Vector2.Zero();
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+ }
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+
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+ public static Create(parent: Prim2DBase, id: string, x: number, y: number, points: Vector2[], fillThickness: number, startCap: number = Lines2D.NoCap, endCap: number = Lines2D.NoCap, fill?: IBrush2D, border?: IBrush2D, borderThickness?: number): Lines2D {
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+ Prim2DBase.CheckParent(parent);
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+
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+ let lines = new Lines2D();
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+ lines.setupLines2D(parent.owner, parent, id, new Vector2(x, y), points, fillThickness, startCap, endCap, fill, border, borderThickness);
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+ return lines;
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+ }
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+
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+ protected createModelRenderCache(modelKey: string, isTransparent: boolean): ModelRenderCache {
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+ let renderCache = new Lines2DRenderCache(this.owner.engine, modelKey, isTransparent);
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+ return renderCache;
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+ }
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+
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+ protected setupModelRenderCache(modelRenderCache: ModelRenderCache) {
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+ let renderCache = <Lines2DRenderCache>modelRenderCache;
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+ let engine = this.owner.engine;
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+
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+ // Init min/max because their being computed here
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+ this.boundingMin = new Vector2(Number.MAX_VALUE, Number.MAX_VALUE);
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+ this.boundingMax = new Vector2(Number.MIN_VALUE, Number.MIN_VALUE);
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+
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+ let perp = (v: Vector2, res: Vector2) => {
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+ res.x = v.y;
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+ res.y = -v.x;
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+ };
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+
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+ let direction = (a: Vector2, b: Vector2, res: Vector2) => {
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+ a.subtractToRef(b, res);
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+ res.normalize();
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+ }
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+
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+ let tps = Vector2.Zero();
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+ let computeMiter = (tangent: Vector2, miter: Vector2, a: Vector2, b: Vector2): number => {
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+ a.addToRef(b, tangent);
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+ tangent.normalize();
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+
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+ miter.x = -tangent.y;
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+ miter.y = tangent.x;
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+
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+ tps.x = -a.y;
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+ tps.y = a.x;
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+
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+ return 1 / Vector2.Dot(miter, tps);
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+ }
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+
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+ let intersect = (x1: number, y1: number, x2: number, y2: number, x3: number, y3: number, x4: number, y4: number): boolean => {
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+ let d = (x1 - x2) * (y3 - y4) - (y1 - y2) * (x3 - x4);
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+ if (d === 0) return false;
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+
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+ let xi = ((x3 - x4) * (x1 * y2 - y1 * x2) - (x1 - x2) * (x3 * y4 - y3 * x4)) / d; // Intersection point is xi/yi, just in case...
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+ //let yi = ((y3 - y4) * (x1 * y2 - y1 * x2) - (y1 - y2) * (x3 * y4 - y3 * x4)) / d; // That's why I left it commented
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+
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+ if (xi < Math.min(x1, x2) || xi > Math.max(x1, x2)) return false;
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+ if (xi < Math.min(x3, x4) || xi > Math.max(x3, x4)) return false;
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+ return true;
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+ }
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+
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+ let startDir: Vector2 = Vector2.Zero();
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+ let endDir: Vector2 = Vector2.Zero();
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+
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+ let updateMinMax = (array: Float32Array, offset: number) => {
|
|
|
|
+ if (offset >= array.length) {
|
|
|
|
+ return;
|
|
|
|
+ }
|
|
|
|
+ this._boundingMin.x = Math.min(this._boundingMin.x, array[offset]);
|
|
|
|
+ this._boundingMax.x = Math.max(this._boundingMax.x, array[offset]);
|
|
|
|
+ this._boundingMin.y = Math.min(this._boundingMin.y, array[offset+1]);
|
|
|
|
+ this._boundingMax.y = Math.max(this._boundingMax.y, array[offset+1]);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ let store = (array: Float32Array, contour: Vector2[], index: number, max: number, p: Vector2, n: Vector2, halfThickness: number, borderThickness: number, detectFlip?: number) => {
|
|
|
|
+ let borderMode = borderThickness != null && !isNaN(borderThickness);
|
|
|
|
+ let off = index * (borderMode ? 8 : 4);
|
|
|
|
+
|
|
|
|
+ // Mandatory because we'll be out of bound in case of closed line, for the very last point (which is a duplicate of the first that we don't store in the vb)
|
|
|
|
+ if (off >= array.length) {
|
|
|
|
+ return;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ // Store start/end normal, we need it for the cap construction
|
|
|
|
+ if (index === 0) {
|
|
|
|
+ perp(n, startDir);
|
|
|
|
+ } else if (index === max - 1) {
|
|
|
|
+ perp(n, endDir);
|
|
|
|
+ endDir.x *= -1;
|
|
|
|
+ endDir.y *= -1;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ let swap = false;
|
|
|
|
+
|
|
|
|
+ array[off + 0] = p.x + n.x * halfThickness;
|
|
|
|
+ array[off + 1] = p.y + n.y * halfThickness;
|
|
|
|
+ array[off + 2] = p.x + n.x * -halfThickness;
|
|
|
|
+ array[off + 3] = p.y + n.y * -halfThickness;
|
|
|
|
+
|
|
|
|
+ updateMinMax(array, off);
|
|
|
|
+ updateMinMax(array, off + 2);
|
|
|
|
+
|
|
|
|
+ // If an index is given we check if the two segments formed between [index+0;detectFlip+0] and [index+2;detectFlip+2] intersect themselves.
|
|
|
|
+ // It should not be the case, they should be parallel, so if they cross, we switch the order of storage to ensure we'll have parallel lines
|
|
|
|
+ if (detectFlip !== undefined) {
|
|
|
|
+ // Flip if intersect
|
|
|
|
+ let flipOff = detectFlip * (borderMode ? 8 : 4);
|
|
|
|
+ if (intersect(array[off + 0], array[off + 1], array[flipOff + 0], array[flipOff + 1], array[off + 2], array[off + 3], array[flipOff + 2], array[flipOff + 3])) {
|
|
|
|
+ swap = true;
|
|
|
|
+ let tps = array[off + 0];
|
|
|
|
+ array[off + 0] = array[off + 2];
|
|
|
|
+ array[off + 2] = tps;
|
|
|
|
+
|
|
|
|
+ tps = array[off + 1];
|
|
|
|
+ array[off + 1] = array[off + 3];
|
|
|
|
+ array[off + 3] = tps;
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ if (borderMode) {
|
|
|
|
+ let t = halfThickness + borderThickness;
|
|
|
|
+ array[off + 4] = p.x + n.x * (swap ? -t : t);
|
|
|
|
+ array[off + 5] = p.y + n.y * (swap ? -t : t);
|
|
|
|
+ array[off + 6] = p.x + n.x * (swap ? t : -t);
|
|
|
|
+ array[off + 7] = p.y + n.y * (swap ? t : -t);
|
|
|
|
+
|
|
|
|
+ updateMinMax(array, off + 4);
|
|
|
|
+ updateMinMax(array, off + 6);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ if (contour) {
|
|
|
|
+ off += borderMode ? 4 : 0;
|
|
|
|
+ contour.push(new Vector2(array[off + 0], array[off + 1]));
|
|
|
|
+ contour.push(new Vector2(array[off + 2], array[off + 3]));
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ let sd = Lines2D._roundCapSubDiv;
|
|
|
|
+ let getCapSize = (type: number, border: boolean = false): { vbsize: number; ibsize: number } => {
|
|
|
|
+ // If no array given, we call this to get the size
|
|
|
|
+ let vbsize: number = 0, ibsize: number = 0;
|
|
|
|
+ switch (type) {
|
|
|
|
+ case Lines2D.NoCap:
|
|
|
|
+ // If the line is not close and we're computing border, we add the size to generate the edge border
|
|
|
|
+ if (!this.closed && border) {
|
|
|
|
+ vbsize = 4;
|
|
|
|
+ ibsize = 6;
|
|
|
|
+ } else {
|
|
|
|
+ vbsize = ibsize = 0;
|
|
|
|
+ }
|
|
|
|
+ break;
|
|
|
|
+ case Lines2D.RoundCap:
|
|
|
|
+ if (border) {
|
|
|
|
+ vbsize = sd;
|
|
|
|
+ ibsize = (sd-2) * 3;
|
|
|
|
+ } else {
|
|
|
|
+ vbsize = (sd / 2) + 1;
|
|
|
|
+ ibsize = (sd / 2) * 3;
|
|
|
|
+ }
|
|
|
|
+ break;
|
|
|
|
+ case Lines2D.ArrowCap:
|
|
|
|
+ if (border) {
|
|
|
|
+ vbsize = 12;
|
|
|
|
+ ibsize = 24;
|
|
|
|
+ } else {
|
|
|
|
+ vbsize = 3;
|
|
|
|
+ ibsize = 3;
|
|
|
|
+ }
|
|
|
|
+ break;
|
|
|
|
+ case Lines2D.TriangleCap:
|
|
|
|
+ if (border) {
|
|
|
|
+ vbsize = 6;
|
|
|
|
+ ibsize = 12;
|
|
|
|
+ } else {
|
|
|
|
+ vbsize = 3;
|
|
|
|
+ ibsize = 3;
|
|
|
|
+ }
|
|
|
|
+ break;
|
|
|
|
+ case Lines2D.DiamondAnchorCap:
|
|
|
|
+ if (border) {
|
|
|
|
+ vbsize = 10;
|
|
|
|
+ ibsize = 24;
|
|
|
|
+ } else {
|
|
|
|
+ vbsize = 5;
|
|
|
|
+ ibsize = 9;
|
|
|
|
+ }
|
|
|
|
+ break;
|
|
|
|
+ case Lines2D.SquareAnchorCap:
|
|
|
|
+ if (border) {
|
|
|
|
+ vbsize = 12;
|
|
|
|
+ ibsize = 30;
|
|
|
|
+ } else {
|
|
|
|
+ vbsize = 4;
|
|
|
|
+ ibsize = 6;
|
|
|
|
+ }
|
|
|
|
+ break;
|
|
|
|
+ case Lines2D.RoundAnchorCap:
|
|
|
|
+ if (border) {
|
|
|
|
+ vbsize = sd*2;
|
|
|
|
+ ibsize = (sd - 1) * 6;
|
|
|
|
+ } else {
|
|
|
|
+ vbsize = sd + 1;
|
|
|
|
+ ibsize = (sd + 1) * 3;
|
|
|
|
+ }
|
|
|
|
+ break;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ return { vbsize: vbsize*2, ibsize: ibsize };
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ let v = Vector2.Zero();
|
|
|
|
+ let storeVertex = (vb: Float32Array, baseOffset: number, index: number, basePos: Vector2, rotation: number, vertex: Vector2): number => {
|
|
|
|
+ let c = Math.cos(rotation);
|
|
|
|
+ let s = Math.sin(rotation);
|
|
|
|
+
|
|
|
|
+ v.x = (c * vertex.x) + (-s * vertex.y) + basePos.x;
|
|
|
|
+ v.y = (s * vertex.x) + ( c * vertex.y) + basePos.y;
|
|
|
|
+ let offset = baseOffset + (index*2);
|
|
|
|
+ vb[offset + 0] = v.x;
|
|
|
|
+ vb[offset + 1] = v.y;
|
|
|
|
+
|
|
|
|
+ updateMinMax(vb, offset);
|
|
|
|
+ return (baseOffset + index*2) / 2;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ let storeIndex = (ib: Float32Array, baseOffset: number, index: number, vertexIndex: number) => {
|
|
|
|
+ ib[baseOffset + index] = vertexIndex;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ let buildCap = (vb: Float32Array, vbi: number, ib: Float32Array, ibi: number, pos: Vector2, thickness: number, borderThickness: number, type: number, capDir: Vector2): { vbsize: number; ibsize: number } => {
|
|
|
|
+
|
|
|
|
+ // Compute the transformation from the direction of the cap to build relative to our default orientation [1;0] (our cap are by default pointing toward right, horizontal
|
|
|
|
+ let dir = new Vector2(1, 0);
|
|
|
|
+ let angle = Math.atan2(capDir.y, capDir.x) - Math.atan2(dir.y, dir.x);
|
|
|
|
+
|
|
|
|
+ let ht = thickness / 2;
|
|
|
|
+ let t = thickness;
|
|
|
|
+ let borderMode = borderThickness != null;
|
|
|
|
+ let bt = borderThickness;
|
|
|
|
+ switch (type) {
|
|
|
|
+ case Lines2D.NoCap:
|
|
|
|
+ if (borderMode && !this.closed) {
|
|
|
|
+ let vi = 0;
|
|
|
|
+ let ii = 0;
|
|
|
|
+ let v1 = storeVertex(vb, vbi, vi++, pos, angle, new Vector2(0, ht + bt));
|
|
|
|
+ let v2 = storeVertex(vb, vbi, vi++, pos, angle, new Vector2(bt, ht + bt));
|
|
|
|
+ let v3 = storeVertex(vb, vbi, vi++, pos, angle, new Vector2(bt, -(ht + bt)));
|
|
|
|
+ let v4 = storeVertex(vb, vbi, vi++, pos, angle, new Vector2(0, -(ht + bt)));
|
|
|
|
+
|
|
|
|
+ storeIndex(ib, ibi, ii++, v1); storeIndex(ib, ibi, ii++, v2); storeIndex(ib, ibi, ii++, v3);
|
|
|
|
+ storeIndex(ib, ibi, ii++, v1); storeIndex(ib, ibi, ii++, v3); storeIndex(ib, ibi, ii++, v4);
|
|
|
|
+ }
|
|
|
|
+ break;
|
|
|
|
+ case Lines2D.ArrowCap:
|
|
|
|
+ ht *= 2;
|
|
|
|
+ case Lines2D.TriangleCap:
|
|
|
|
+ {
|
|
|
|
+ if (borderMode) {
|
|
|
|
+ let f = type===Lines2D.TriangleCap ? bt : Math.sqrt(bt * bt * 2);
|
|
|
|
+ let v1 = storeVertex(vb, vbi, 0, pos, angle, new Vector2(0, ht));
|
|
|
|
+ let v2 = storeVertex(vb, vbi, 1, pos, angle, new Vector2(ht, 0));
|
|
|
|
+ let v3 = storeVertex(vb, vbi, 2, pos, angle, new Vector2(0, -ht));
|
|
|
|
+ let v4 = storeVertex(vb, vbi, 3, pos, angle, new Vector2(0, ht+f));
|
|
|
|
+ let v5 = storeVertex(vb, vbi, 4, pos, angle, new Vector2(ht+f, 0));
|
|
|
|
+ let v6 = storeVertex(vb, vbi, 5, pos, angle, new Vector2(0, -(ht+f)));
|
|
|
|
+
|
|
|
|
+ let ii = 0;
|
|
|
|
+ storeIndex(ib, ibi, ii++, v1); storeIndex(ib, ibi, ii++, v4); storeIndex(ib, ibi, ii++, v5);
|
|
|
|
+ storeIndex(ib, ibi, ii++, v1); storeIndex(ib, ibi, ii++, v5); storeIndex(ib, ibi, ii++, v2);
|
|
|
|
+ storeIndex(ib, ibi, ii++, v6); storeIndex(ib, ibi, ii++, v3); storeIndex(ib, ibi, ii++, v2);
|
|
|
|
+ storeIndex(ib, ibi, ii++, v6); storeIndex(ib, ibi, ii++, v2); storeIndex(ib, ibi, ii++, v5);
|
|
|
|
+
|
|
|
|
+ if (type === Lines2D.ArrowCap) {
|
|
|
|
+ let rht = thickness / 2;
|
|
|
|
+ let v7 = storeVertex(vb, vbi, 6, pos, angle, new Vector2(0, rht+bt));
|
|
|
|
+ let v8 = storeVertex(vb, vbi, 7, pos, angle, new Vector2(-bt, rht+bt));
|
|
|
|
+ let v9 = storeVertex(vb, vbi, 8, pos, angle, new Vector2(-bt, ht+f));
|
|
|
|
+
|
|
|
|
+ let v10 = storeVertex(vb, vbi, 9, pos, angle, new Vector2(0, -(rht+bt)));
|
|
|
|
+ let v11 = storeVertex(vb, vbi, 10, pos, angle, new Vector2(-bt, -(rht+bt)));
|
|
|
|
+ let v12 = storeVertex(vb, vbi, 11, pos, angle, new Vector2(-bt, -(ht+f)));
|
|
|
|
+
|
|
|
|
+ storeIndex(ib, ibi, ii++, v7); storeIndex(ib, ibi, ii++, v8); storeIndex(ib, ibi, ii++, v9);
|
|
|
|
+ storeIndex(ib, ibi, ii++, v7); storeIndex(ib, ibi, ii++, v9); storeIndex(ib, ibi, ii++, v4);
|
|
|
|
+ storeIndex(ib, ibi, ii++, v10); storeIndex(ib, ibi, ii++, v12); storeIndex(ib, ibi, ii++, v11);
|
|
|
|
+ storeIndex(ib, ibi, ii++, v10); storeIndex(ib, ibi, ii++, v6); storeIndex(ib, ibi, ii++, v12);
|
|
|
|
+ }
|
|
|
|
+ } else {
|
|
|
|
+ let v1 = storeVertex(vb, vbi, 0, pos, angle, new Vector2(0, ht));
|
|
|
|
+ let v2 = storeVertex(vb, vbi, 1, pos, angle, new Vector2(ht, 0));
|
|
|
|
+ let v3 = storeVertex(vb, vbi, 2, pos, angle, new Vector2(0, -ht));
|
|
|
|
+
|
|
|
|
+ storeIndex(ib, ibi, 0, v1);
|
|
|
|
+ storeIndex(ib, ibi, 1, v2);
|
|
|
|
+ storeIndex(ib, ibi, 2, v3);
|
|
|
|
+ }
|
|
|
|
+ break;
|
|
|
|
+ }
|
|
|
|
+ case Lines2D.RoundCap:
|
|
|
|
+ {
|
|
|
|
+ if (borderMode) {
|
|
|
|
+ let curA = -Math.PI / 2;
|
|
|
|
+ let incA = Math.PI / (sd / 2 - 1);
|
|
|
|
+ let ii = 0;
|
|
|
|
+
|
|
|
|
+ for (let i = 0; i < (sd / 2); i++) {
|
|
|
|
+ let v1 = storeVertex(vb, vbi, i*2 + 0, pos, angle, new Vector2(Math.cos(curA) * ht, Math.sin(curA) * ht));
|
|
|
|
+ let v2 = storeVertex(vb, vbi, i*2 + 1, pos, angle, new Vector2(Math.cos(curA) * (ht+bt), Math.sin(curA) * (ht+bt)));
|
|
|
|
+
|
|
|
|
+ if (i > 0) {
|
|
|
|
+ storeIndex(ib, ibi, ii++, v1 - 2);
|
|
|
|
+ storeIndex(ib, ibi, ii++, v2 - 2);
|
|
|
|
+ storeIndex(ib, ibi, ii++, v2);
|
|
|
|
+
|
|
|
|
+ storeIndex(ib, ibi, ii++, v1 - 2);
|
|
|
|
+ storeIndex(ib, ibi, ii++, v2);
|
|
|
|
+ storeIndex(ib, ibi, ii++, v1);
|
|
|
|
+ }
|
|
|
|
+ curA += incA;
|
|
|
|
+ }
|
|
|
|
+ } else {
|
|
|
|
+ let c = storeVertex(vb, vbi, 0, pos, angle, new Vector2(0, 0));
|
|
|
|
+ let curA = -Math.PI / 2;
|
|
|
|
+ let incA = Math.PI / (sd / 2 - 1);
|
|
|
|
+
|
|
|
|
+ storeVertex(vb, vbi, 1, pos, angle, new Vector2(Math.cos(curA) * ht, Math.sin(curA) * ht));
|
|
|
|
+ curA += incA;
|
|
|
|
+ for (let i = 1; i < (sd / 2); i++) {
|
|
|
|
+ let v2 = storeVertex(vb, vbi, i + 1, pos, angle, new Vector2(Math.cos(curA) * ht, Math.sin(curA) * ht));
|
|
|
|
+
|
|
|
|
+ storeIndex(ib, ibi, i * 3 + 0, c);
|
|
|
|
+ storeIndex(ib, ibi, i * 3 + 1, v2 - 1);
|
|
|
|
+ storeIndex(ib, ibi, i * 3 + 2, v2);
|
|
|
|
+ curA += incA;
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+ break;
|
|
|
|
+ }
|
|
|
|
+ case Lines2D.SquareAnchorCap:
|
|
|
|
+ {
|
|
|
|
+ let vi = 0;
|
|
|
|
+ let v1 = storeVertex(vb, vbi, vi++, pos, angle, new Vector2(0, t));
|
|
|
|
+ let v2 = storeVertex(vb, vbi, vi++, pos, angle, new Vector2(t * 2, t));
|
|
|
|
+ let v3 = storeVertex(vb, vbi, vi++, pos, angle, new Vector2(t * 2, -t));
|
|
|
|
+ let v4 = storeVertex(vb, vbi, vi++, pos, angle, new Vector2(0, -t));
|
|
|
|
+
|
|
|
|
+ if (borderMode) {
|
|
|
|
+ let v5 = storeVertex(vb, vbi, vi++, pos, angle, new Vector2(0, ht+bt));
|
|
|
|
+ let v6 = storeVertex(vb, vbi, vi++, pos, angle, new Vector2(-bt, ht+bt));
|
|
|
|
+ let v7 = storeVertex(vb, vbi, vi++, pos, angle, new Vector2(-bt, t + bt));
|
|
|
|
+ let v8 = storeVertex(vb, vbi, vi++, pos, angle, new Vector2(t * 2 + bt, t + bt));
|
|
|
|
+
|
|
|
|
+ let v9 = storeVertex(vb, vbi, vi++, pos, angle, new Vector2(t * 2 + bt, -(t+bt)));
|
|
|
|
+ let v10 = storeVertex(vb, vbi, vi++, pos, angle, new Vector2(-bt, -(t + bt)));
|
|
|
|
+ let v11 = storeVertex(vb, vbi, vi++, pos, angle, new Vector2(-bt, -(ht+bt)));
|
|
|
|
+ let v12 = storeVertex(vb, vbi, vi++, pos, angle, new Vector2(0, -(ht+bt)));
|
|
|
|
+
|
|
|
|
+ let ii = 0;
|
|
|
|
+ storeIndex(ib, ibi, ii++, v6); storeIndex(ib, ibi, ii++, v1); storeIndex(ib, ibi, ii++, v5);
|
|
|
|
+ storeIndex(ib, ibi, ii++, v6); storeIndex(ib, ibi, ii++, v7); storeIndex(ib, ibi, ii++, v1);
|
|
|
|
+ storeIndex(ib, ibi, ii++, v1); storeIndex(ib, ibi, ii++, v7); storeIndex(ib, ibi, ii++, v8);
|
|
|
|
+ storeIndex(ib, ibi, ii++, v1); storeIndex(ib, ibi, ii++, v8); storeIndex(ib, ibi, ii++, v2);
|
|
|
|
+ storeIndex(ib, ibi, ii++, v2); storeIndex(ib, ibi, ii++, v8); storeIndex(ib, ibi, ii++, v9);
|
|
|
|
+ storeIndex(ib, ibi, ii++, v2); storeIndex(ib, ibi, ii++, v9); storeIndex(ib, ibi, ii++, v3);
|
|
|
|
+ storeIndex(ib, ibi, ii++, v3); storeIndex(ib, ibi, ii++, v9); storeIndex(ib, ibi, ii++, v10);
|
|
|
|
+ storeIndex(ib, ibi, ii++, v3); storeIndex(ib, ibi, ii++, v10); storeIndex(ib, ibi, ii++, v4);
|
|
|
|
+ storeIndex(ib, ibi, ii++, v10); storeIndex(ib, ibi, ii++, v11); storeIndex(ib, ibi, ii++, v4);
|
|
|
|
+ storeIndex(ib, ibi, ii++, v11); storeIndex(ib, ibi, ii++, v12); storeIndex(ib, ibi, ii++, v4);
|
|
|
|
+
|
|
|
|
+ } else {
|
|
|
|
+ storeIndex(ib, ibi, 0, v1);
|
|
|
|
+ storeIndex(ib, ibi, 1, v2);
|
|
|
|
+ storeIndex(ib, ibi, 2, v3);
|
|
|
|
+
|
|
|
|
+ storeIndex(ib, ibi, 3, v1);
|
|
|
|
+ storeIndex(ib, ibi, 4, v3);
|
|
|
|
+ storeIndex(ib, ibi, 5, v4);
|
|
|
|
+ }
|
|
|
|
+ break;
|
|
|
|
+ }
|
|
|
|
+ case Lines2D.RoundAnchorCap:
|
|
|
|
+ {
|
|
|
|
+ let cpos = Math.sqrt(t * t - ht * ht);
|
|
|
|
+ let center = new Vector2(cpos, 0);
|
|
|
|
+ let curA = Tools.ToRadians(-150);
|
|
|
|
+ let incA = Tools.ToRadians(300) / (sd - 1);
|
|
|
|
+
|
|
|
|
+ if (borderMode) {
|
|
|
|
+ let ii = 0;
|
|
|
|
+
|
|
|
|
+ for (let i = 0; i < sd; i++) {
|
|
|
|
+ let v1 = storeVertex(vb, vbi, i * 2 + 0, pos, angle, new Vector2(cpos + Math.cos(curA) * t, Math.sin(curA) * t));
|
|
|
|
+ let v2 = storeVertex(vb, vbi, i * 2 + 1, pos, angle, new Vector2(cpos + Math.cos(curA) * (t + bt), Math.sin(curA) * (t + bt)));
|
|
|
|
+
|
|
|
|
+ if (i > 0) {
|
|
|
|
+ storeIndex(ib, ibi, ii++, v1 - 2);
|
|
|
|
+ storeIndex(ib, ibi, ii++, v2 - 2);
|
|
|
|
+ storeIndex(ib, ibi, ii++, v2);
|
|
|
|
+
|
|
|
|
+ storeIndex(ib, ibi, ii++, v1 - 2);
|
|
|
|
+ storeIndex(ib, ibi, ii++, v2);
|
|
|
|
+ storeIndex(ib, ibi, ii++, v1);
|
|
|
|
+ }
|
|
|
|
+ curA += incA;
|
|
|
|
+ }
|
|
|
|
+ } else {
|
|
|
|
+ let c = storeVertex(vb, vbi, 0, pos, angle, center);
|
|
|
|
+ storeVertex(vb, vbi, 1, pos, angle, new Vector2(cpos + Math.cos(curA) * t, Math.sin(curA) * t));
|
|
|
|
+ curA += incA;
|
|
|
|
+ for (let i = 1; i < sd; i++) {
|
|
|
|
+ let v2 = storeVertex(vb, vbi, i + 1, pos, angle, new Vector2(cpos + Math.cos(curA) * t, Math.sin(curA) * t));
|
|
|
|
+
|
|
|
|
+ storeIndex(ib, ibi, i * 3 + 0, c);
|
|
|
|
+ storeIndex(ib, ibi, i * 3 + 1, v2 - 1);
|
|
|
|
+ storeIndex(ib, ibi, i * 3 + 2, v2);
|
|
|
|
+ curA += incA;
|
|
|
|
+ }
|
|
|
|
+ storeIndex(ib, ibi, sd * 3 + 0, c);
|
|
|
|
+ storeIndex(ib, ibi, sd * 3 + 1, c + 1);
|
|
|
|
+ storeIndex(ib, ibi, sd * 3 + 2, c + sd);
|
|
|
|
+ }
|
|
|
|
+ break;
|
|
|
|
+ }
|
|
|
|
+ case Lines2D.DiamondAnchorCap:
|
|
|
|
+ {
|
|
|
|
+ let vi = 0;
|
|
|
|
+ let v1 = storeVertex(vb, vbi, vi++, pos, angle, new Vector2(0, ht));
|
|
|
|
+ let v2 = storeVertex(vb, vbi, vi++, pos, angle, new Vector2(ht, t));
|
|
|
|
+ let v3 = storeVertex(vb, vbi, vi++, pos, angle, new Vector2(ht * 3, 0));
|
|
|
|
+ let v4 = storeVertex(vb, vbi, vi++, pos, angle, new Vector2(ht, -t));
|
|
|
|
+ let v5 = storeVertex(vb, vbi, vi++, pos, angle, new Vector2(0, -ht));
|
|
|
|
+
|
|
|
|
+ if (borderMode) {
|
|
|
|
+ let f = Math.sqrt(bt * bt * 2);
|
|
|
|
+ let v6 = storeVertex(vb, vbi, vi++, pos, angle, new Vector2(-f,ht));
|
|
|
|
+ let v7 = storeVertex(vb, vbi, vi++, pos, angle, new Vector2(ht,t+f));
|
|
|
|
+ let v8 = storeVertex(vb, vbi, vi++, pos, angle, new Vector2(ht*3+f,0));
|
|
|
|
+ let v9 = storeVertex(vb, vbi, vi++, pos, angle, new Vector2(ht,-(t+f)));
|
|
|
|
+ let v10 = storeVertex(vb, vbi, vi++, pos, angle, new Vector2(-f, -ht));
|
|
|
|
+
|
|
|
|
+ let ii = 0;
|
|
|
|
+ storeIndex(ib, ibi, ii++, v6); storeIndex(ib, ibi, ii++, v7); storeIndex(ib, ibi, ii++, v1);
|
|
|
|
+ storeIndex(ib, ibi, ii++, v1); storeIndex(ib, ibi, ii++, v7); storeIndex(ib, ibi, ii++, v2);
|
|
|
|
+
|
|
|
|
+ storeIndex(ib, ibi, ii++, v2); storeIndex(ib, ibi, ii++, v7); storeIndex(ib, ibi, ii++, v8);
|
|
|
|
+ storeIndex(ib, ibi, ii++, v2); storeIndex(ib, ibi, ii++, v8); storeIndex(ib, ibi, ii++, v3);
|
|
|
|
+
|
|
|
|
+ storeIndex(ib, ibi, ii++, v3); storeIndex(ib, ibi, ii++, v8); storeIndex(ib, ibi, ii++, v9);
|
|
|
|
+ storeIndex(ib, ibi, ii++, v3); storeIndex(ib, ibi, ii++, v9); storeIndex(ib, ibi, ii++, v4);
|
|
|
|
+
|
|
|
|
+ storeIndex(ib, ibi, ii++, v4); storeIndex(ib, ibi, ii++, v9); storeIndex(ib, ibi, ii++, v10);
|
|
|
|
+ storeIndex(ib, ibi, ii++, v4); storeIndex(ib, ibi, ii++, v10); storeIndex(ib, ibi, ii++, v5);
|
|
|
|
+
|
|
|
|
+ } else {
|
|
|
|
+ storeIndex(ib, ibi, 0, v1); storeIndex(ib, ibi, 1, v2); storeIndex(ib, ibi, 2, v3);
|
|
|
|
+ storeIndex(ib, ibi, 3, v1); storeIndex(ib, ibi, 4, v3); storeIndex(ib, ibi, 5, v5);
|
|
|
|
+ storeIndex(ib, ibi, 6, v5); storeIndex(ib, ibi, 7, v3); storeIndex(ib, ibi, 8, v4);
|
|
|
|
+ }
|
|
|
|
+ break;
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ return null;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ let buildLine = (vb: Float32Array, contour: Vector2[], ht: number, bt?: number) => {
|
|
|
|
+ let lineA = Vector2.Zero();
|
|
|
|
+ let lineB = Vector2.Zero();
|
|
|
|
+ let tangent = Vector2.Zero();
|
|
|
|
+ let miter = Vector2.Zero();
|
|
|
|
+ let curNormal: Vector2 = null;
|
|
|
|
+
|
|
|
|
+ if (this.closed) {
|
|
|
|
+ this.points.push(this.points[0]);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ var total = this.points.length;
|
|
|
|
+ for (let i = 1; i < total; i++) {
|
|
|
|
+ let last = this.points[i - 1];
|
|
|
|
+ let cur = this.points[i];
|
|
|
|
+ let next = (i < (this.points.length - 1)) ? this.points[i + 1] : null;
|
|
|
|
+
|
|
|
|
+ direction(cur, last, lineA);
|
|
|
|
+ if (!curNormal) {
|
|
|
|
+ curNormal = Vector2.Zero();
|
|
|
|
+ perp(lineA, curNormal);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ if (i === 1) {
|
|
|
|
+ store(vb, contour, 0, total, this.points[0], curNormal, ht, bt);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ if (!next) {
|
|
|
|
+ perp(lineA, curNormal);
|
|
|
|
+ store(vb, contour, i, total, this.points[i], curNormal, ht, bt, i - 1);
|
|
|
|
+ } else {
|
|
|
|
+ direction(next, cur, lineB);
|
|
|
|
+
|
|
|
|
+ var miterLen = computeMiter(tangent, miter, lineA, lineB);
|
|
|
|
+ store(vb, contour, i, total, this.points[i], miter, miterLen*ht, miterLen*bt, i - 1);
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ if (this.points.length > 2 && this.closed) {
|
|
|
|
+ let last2 = this.points[total - 2];
|
|
|
|
+ let cur2 = this.points[0];
|
|
|
|
+ let next2 = this.points[1];
|
|
|
|
+
|
|
|
|
+ direction(cur2, last2, lineA);
|
|
|
|
+ direction(next2, cur2, lineB);
|
|
|
|
+ perp(lineA, curNormal);
|
|
|
|
+
|
|
|
|
+ var miterLen2 = computeMiter(tangent, miter, lineA, lineB);
|
|
|
|
+ store(vb, null, 0, total, this.points[0], miter, miterLen2 * ht, miterLen2 * bt, 1);
|
|
|
|
+
|
|
|
|
+ // Patch contour
|
|
|
|
+ if (contour) {
|
|
|
|
+ let off = (bt == null) ? 0 : 4;
|
|
|
|
+ contour[0].x = vb[off + 0];
|
|
|
|
+ contour[0].y = vb[off + 1];
|
|
|
|
+ contour[1].x = vb[off + 2];
|
|
|
|
+ contour[1].y = vb[off + 3];
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ // Remove the point we added at the beginning
|
|
|
|
+ if (this.closed) {
|
|
|
|
+ this.points.splice(total - 1);
|
|
|
|
+ }
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ let contour = new Array<Vector2>();
|
|
|
|
+
|
|
|
|
+ // Need to create WebGL resources for fill part?
|
|
|
|
+ if (this.fill) {
|
|
|
|
+ let startCapInfo = getCapSize(this.startCap);
|
|
|
|
+ let endCapInfo = getCapSize(this.endCap);
|
|
|
|
+ let count = this.points.length;
|
|
|
|
+ let vbSize = (count * 2 * 2) + startCapInfo.vbsize + endCapInfo.vbsize;
|
|
|
|
+ let vb = new Float32Array(vbSize);
|
|
|
|
+ let ht = this.fillThickness / 2;
|
|
|
|
+ let total = this.points.length;
|
|
|
|
+
|
|
|
|
+ buildLine(vb, this.border ? null : contour, ht);
|
|
|
|
+
|
|
|
|
+ let max = total * 2;
|
|
|
|
+ let triCount = (count - (this.closed ? 0 : 1)) * 2;
|
|
|
|
+ let ib = new Float32Array(triCount * 3 + startCapInfo.ibsize + endCapInfo.ibsize);
|
|
|
|
+ for (let i = 0; i < triCount; i+=2) {
|
|
|
|
+ ib[i * 3 + 0] = i + 0;
|
|
|
|
+ ib[i * 3 + 1] = i + 1;
|
|
|
|
+ ib[i * 3 + 2] = (i + 2) % max;
|
|
|
|
+
|
|
|
|
+ ib[i * 3 + 3] = i + 1;
|
|
|
|
+ ib[i * 3 + 4] = (i + 3) % max;
|
|
|
|
+ ib[i * 3 + 5] = (i + 2) % max;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ buildCap(vb, count * 2 * 2, ib, triCount * 3, this.points[0], this.fillThickness, null, this.startCap, startDir);
|
|
|
|
+ buildCap(vb, (count * 2 * 2) + startCapInfo.vbsize, ib, (triCount * 3) + startCapInfo.ibsize, this.points[total - 1], this.fillThickness, null, this.endCap, endDir);
|
|
|
|
+
|
|
|
|
+ renderCache.fillVB = engine.createVertexBuffer(vb);
|
|
|
|
+ renderCache.fillIB = engine.createIndexBuffer(ib);
|
|
|
|
+ renderCache.fillIndicesCount = ib.length;
|
|
|
|
+
|
|
|
|
+ let ei = this.getDataPartEffectInfo(Shape2D.SHAPE2D_FILLPARTID, ["position"]);
|
|
|
|
+ renderCache.effectFill = engine.createEffect({ vertex: "lines2d", fragment: "lines2d" }, ei.attributes, ei.uniforms, [], ei.defines, null);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ // Need to create WebGL resources for border part?
|
|
|
|
+ if (this.border) {
|
|
|
|
+ let startCapInfo = getCapSize(this.startCap, true);
|
|
|
|
+ let endCapInfo = getCapSize(this.endCap, true);
|
|
|
|
+ let count = this.points.length;
|
|
|
|
+ let vbSize = (count * 2 * 2 * 2) + startCapInfo.vbsize + endCapInfo.vbsize;
|
|
|
|
+ let vb = new Float32Array(vbSize);
|
|
|
|
+ let ht = this.fillThickness / 2;
|
|
|
|
+ let bt = this.borderThickness;
|
|
|
|
+ let total = this.points.length;
|
|
|
|
+
|
|
|
|
+ buildLine(vb, contour, ht, bt);
|
|
|
|
+
|
|
|
|
+ let max = total * 2 * 2;
|
|
|
|
+ let triCount = (count - (this.closed ? 0 : 1)) * 2 * 2;
|
|
|
|
+ let ib = new Float32Array(triCount * 3 + startCapInfo.ibsize + endCapInfo.ibsize);
|
|
|
|
+ for (let i = 0; i < triCount; i += 4) {
|
|
|
|
+ ib[i * 3 + 0] = i + 0;
|
|
|
|
+ ib[i * 3 + 1] = i + 2;
|
|
|
|
+ ib[i * 3 + 2] = (i + 6) % max;
|
|
|
|
+
|
|
|
|
+ ib[i * 3 + 3] = i + 0;
|
|
|
|
+ ib[i * 3 + 4] = (i + 6) % max;
|
|
|
|
+ ib[i * 3 + 5] = (i + 4) % max;
|
|
|
|
+
|
|
|
|
+ ib[i * 3 + 6] = i + 3;
|
|
|
|
+ ib[i * 3 + 7] = i + 1;
|
|
|
|
+ ib[i * 3 + 8] = (i + 5) % max;
|
|
|
|
+
|
|
|
|
+ ib[i * 3 + 9] = i + 3;
|
|
|
|
+ ib[i * 3 + 10] = (i + 5) % max;
|
|
|
|
+ ib[i * 3 + 11] = (i + 7) % max;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ buildCap(vb, count * 2 * 2 * 2, ib, triCount * 3, this.points[0], this.fillThickness, this.borderThickness, this.startCap, startDir);
|
|
|
|
+ buildCap(vb, (count * 2 * 2 * 2) + startCapInfo.vbsize, ib, (triCount * 3) + startCapInfo.ibsize, this.points[total - 1], this.fillThickness, this.borderThickness, this.endCap, endDir);
|
|
|
|
+
|
|
|
|
+ renderCache.borderVB = engine.createVertexBuffer(vb);
|
|
|
|
+ renderCache.borderIB = engine.createIndexBuffer(ib);
|
|
|
|
+ renderCache.borderIndicesCount = ib.length;
|
|
|
|
+
|
|
|
|
+ let ei = this.getDataPartEffectInfo(Shape2D.SHAPE2D_BORDERPARTID, ["position"]);
|
|
|
|
+ renderCache.effectBorder = engine.createEffect({ vertex: "lines2d", fragment: "lines2d" }, ei.attributes, ei.uniforms, [], ei.defines, null);
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ this._contour = contour;
|
|
|
|
+ let bs = this._boundingMax.subtract(this._boundingMin);
|
|
|
|
+ this._size.width = bs.x;
|
|
|
|
+ this._size.height = bs.y;
|
|
|
|
+ return renderCache;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+
|
|
|
|
+ protected createInstanceDataParts(): InstanceDataBase[] {
|
|
|
|
+ var res = new Array<InstanceDataBase>();
|
|
|
|
+ if (this.border) {
|
|
|
|
+ res.push(new Lines2DInstanceData(Shape2D.SHAPE2D_BORDERPARTID));
|
|
|
|
+ }
|
|
|
|
+ if (this.fill) {
|
|
|
|
+ res.push(new Lines2DInstanceData(Shape2D.SHAPE2D_FILLPARTID));
|
|
|
|
+ }
|
|
|
|
+ return res;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ protected refreshInstanceDataPart(part: InstanceDataBase): boolean {
|
|
|
|
+ if (!super.refreshInstanceDataPart(part)) {
|
|
|
|
+ return false;
|
|
|
|
+ }
|
|
|
|
+ if (part.id === Shape2D.SHAPE2D_BORDERPARTID) {
|
|
|
|
+ let d = <Lines2DInstanceData>part;
|
|
|
|
+ d.boundingMin = this.boundingMin;
|
|
|
|
+ d.boundingMax = this.boundingMax;
|
|
|
|
+ }
|
|
|
|
+ else if (part.id === Shape2D.SHAPE2D_FILLPARTID) {
|
|
|
|
+ let d = <Lines2DInstanceData>part;
|
|
|
|
+ d.boundingMin = this.boundingMin;
|
|
|
|
+ d.boundingMax = this.boundingMax;
|
|
|
|
+ }
|
|
|
|
+ return true;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ private static _noCap = 0;
|
|
|
|
+ private static _roundCap = 1;
|
|
|
|
+ private static _triangleCap = 2;
|
|
|
|
+ private static _squareAnchorCap = 3;
|
|
|
|
+ private static _roundAnchorCap = 4;
|
|
|
|
+ private static _diamondAnchorCap = 5;
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+ private static _arrowCap = 6;
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+
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+ private static _roundCapSubDiv = 36;
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+
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+ private _boundingMin: Vector2;
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+ private _boundingMax: Vector2;
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+ private _size: Size;
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+ private _contour: Vector2[];
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+
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+ private _closed: boolean;
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+ private _startCap: number;
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+ private _endCap: number;
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+ private _fillThickness: number;
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+ private _points: Vector2[];
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+
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+
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+ }
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+}
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