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@@ -243,7 +243,6 @@
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let pl = this.points.length;
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let l = this.closed ? pl + 1 : pl;
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-// let originOffset = new Vector2(-0.5, -0.5);
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let p = intersectInfo._localPickPosition;
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this.transformPointWithOriginToRef(this._contour[0], null, Lines2D._prevA);
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@@ -265,6 +264,37 @@
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Lines2D._prevB.y = Lines2D._curB.y;
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}
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+ let capIntersect = (tri: number[], points: number[]): boolean => {
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+ let l = tri.length;
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+ for (let i = 0; i < l; i += 3) {
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+ Lines2D._curA.x = points[tri[i + 0] * 2 + 0];
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+ Lines2D._curA.y = points[tri[i + 0] * 2 + 1];
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+ this.transformPointWithOriginToRef(Lines2D._curA, null, Lines2D._curB);
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+
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+ Lines2D._curA.x = points[tri[i + 1] * 2 + 0];
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+ Lines2D._curA.y = points[tri[i + 1] * 2 + 1];
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+ this.transformPointWithOriginToRef(Lines2D._curA, null, Lines2D._prevA);
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+
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+ Lines2D._curA.x = points[tri[i + 2] * 2 + 0];
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+ Lines2D._curA.y = points[tri[i + 2] * 2 + 1];
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+ this.transformPointWithOriginToRef(Lines2D._curA, null, Lines2D._prevB);
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+
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+ if (Vector2.PointInTriangle(p, Lines2D._prevA, Lines2D._prevB, Lines2D._curB)) {
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+ return true;
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+ }
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+ }
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+ return false;
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+ }
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+
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+ if (this._startCapTriIndices) {
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+ if (capIntersect(this._startCapTriIndices, this._startCapContour)) {
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+ return true;
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+ }
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+ if (capIntersect(this._endCapTriIndices, this._endCapContour)) {
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+ return true;
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+ }
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+ }
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+
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return false;
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}
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@@ -569,7 +599,7 @@
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}
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let v = Vector2.Zero();
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- let storeVertex = (vb: Float32Array, baseOffset: number, index: number, basePos: Vector2, rotation: number, vertex: Vector2): number => {
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+ let storeVertex = (vb: Float32Array, baseOffset: number, index: number, basePos: Vector2, rotation: number, vertex: Vector2, contour: number[]): number => {
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let c = Math.cos(rotation);
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let s = Math.sin(rotation);
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@@ -579,6 +609,11 @@
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vb[offset + 0] = v.x;
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vb[offset + 1] = v.y;
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+ if (contour) {
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+ contour.push(v.x);
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+ contour.push(v.y);
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+ }
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+
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updateMinMax(vb, offset);
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return (baseOffset + index*2) / 2;
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}
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@@ -587,7 +622,7 @@
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ib[baseOffset + index] = vertexIndex;
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}
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- let buildCap = (vb: Float32Array, vbi: number, ib: Float32Array, ibi: number, pos: Vector2, thickness: number, borderThickness: number, type: number, capDir: Vector2): { vbsize: number; ibsize: number } => {
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+ let buildCap = (vb: Float32Array, vbi: number, ib: Float32Array, ibi: number, pos: Vector2, thickness: number, borderThickness: number, type: number, capDir: Vector2, contour: number[]): { vbsize: number; ibsize: number } => {
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// 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
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let dir = new Vector2(1, 0);
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@@ -602,10 +637,10 @@
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if (borderMode && !this.closed) {
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let vi = 0;
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let ii = 0;
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- let v1 = storeVertex(vb, vbi, vi++, pos, angle, new Vector2(0, ht + bt));
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- let v2 = storeVertex(vb, vbi, vi++, pos, angle, new Vector2(bt, ht + bt));
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- let v3 = storeVertex(vb, vbi, vi++, pos, angle, new Vector2(bt, -(ht + bt)));
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- let v4 = storeVertex(vb, vbi, vi++, pos, angle, new Vector2(0, -(ht + bt)));
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+ let v1 = storeVertex(vb, vbi, vi++, pos, angle, new Vector2(0, ht + bt), contour);
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+ let v2 = storeVertex(vb, vbi, vi++, pos, angle, new Vector2(bt, ht + bt), contour);
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+ let v3 = storeVertex(vb, vbi, vi++, pos, angle, new Vector2(bt, -(ht + bt)), contour);
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+ let v4 = storeVertex(vb, vbi, vi++, pos, angle, new Vector2(0, -(ht + bt)), contour);
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storeIndex(ib, ibi, ii++, v1); storeIndex(ib, ibi, ii++, v2); storeIndex(ib, ibi, ii++, v3);
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storeIndex(ib, ibi, ii++, v1); storeIndex(ib, ibi, ii++, v3); storeIndex(ib, ibi, ii++, v4);
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@@ -617,12 +652,12 @@
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{
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if (borderMode) {
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let f = type===Lines2D.TriangleCap ? bt : Math.sqrt(bt * bt * 2);
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- let v1 = storeVertex(vb, vbi, 0, pos, angle, new Vector2(0, ht));
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- let v2 = storeVertex(vb, vbi, 1, pos, angle, new Vector2(ht, 0));
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- let v3 = storeVertex(vb, vbi, 2, pos, angle, new Vector2(0, -ht));
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- let v4 = storeVertex(vb, vbi, 3, pos, angle, new Vector2(0, ht+f));
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- let v5 = storeVertex(vb, vbi, 4, pos, angle, new Vector2(ht+f, 0));
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- let v6 = storeVertex(vb, vbi, 5, pos, angle, new Vector2(0, -(ht+f)));
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+ let v1 = storeVertex(vb, vbi, 0, pos, angle, new Vector2(0, ht), null);
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+ let v2 = storeVertex(vb, vbi, 1, pos, angle, new Vector2(ht, 0), null);
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+ let v3 = storeVertex(vb, vbi, 2, pos, angle, new Vector2(0, -ht), null);
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+ let v4 = storeVertex(vb, vbi, 3, pos, angle, new Vector2(0, ht + f), contour);
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+ let v5 = storeVertex(vb, vbi, 4, pos, angle, new Vector2(ht + f, 0), contour);
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+ let v6 = storeVertex(vb, vbi, 5, pos, angle, new Vector2(0, -(ht + f)), contour);
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let ii = 0;
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storeIndex(ib, ibi, ii++, v1); storeIndex(ib, ibi, ii++, v4); storeIndex(ib, ibi, ii++, v5);
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@@ -632,13 +667,14 @@
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if (type === Lines2D.ArrowCap) {
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let rht = thickness / 2;
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- let v7 = storeVertex(vb, vbi, 6, pos, angle, new Vector2(0, rht+bt));
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- let v8 = storeVertex(vb, vbi, 7, pos, angle, new Vector2(-bt, rht+bt));
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- let v9 = storeVertex(vb, vbi, 8, pos, angle, new Vector2(-bt, ht+f));
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+ let v10 = storeVertex(vb, vbi, 9, pos, angle, new Vector2(0, -(rht + bt)), null);
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+ let v12 = storeVertex(vb, vbi, 11, pos, angle, new Vector2(-bt, -(ht + f)), contour);
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+ let v11 = storeVertex(vb, vbi, 10, pos, angle, new Vector2(-bt, -(rht + bt)), contour);
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+
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+ let v7 = storeVertex(vb, vbi, 6, pos, angle, new Vector2(0, rht + bt), null);
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+ let v8 = storeVertex(vb, vbi, 7, pos, angle, new Vector2(-bt, rht + bt), contour);
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+ let v9 = storeVertex(vb, vbi, 8, pos, angle, new Vector2(-bt, ht + f), contour);
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- let v10 = storeVertex(vb, vbi, 9, pos, angle, new Vector2(0, -(rht+bt)));
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- let v11 = storeVertex(vb, vbi, 10, pos, angle, new Vector2(-bt, -(rht+bt)));
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- let v12 = storeVertex(vb, vbi, 11, pos, angle, new Vector2(-bt, -(ht+f)));
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storeIndex(ib, ibi, ii++, v7); storeIndex(ib, ibi, ii++, v8); storeIndex(ib, ibi, ii++, v9);
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storeIndex(ib, ibi, ii++, v7); storeIndex(ib, ibi, ii++, v9); storeIndex(ib, ibi, ii++, v4);
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@@ -646,9 +682,9 @@
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storeIndex(ib, ibi, ii++, v10); storeIndex(ib, ibi, ii++, v6); storeIndex(ib, ibi, ii++, v12);
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}
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} else {
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- let v1 = storeVertex(vb, vbi, 0, pos, angle, new Vector2(0, ht));
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- let v2 = storeVertex(vb, vbi, 1, pos, angle, new Vector2(ht, 0));
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- let v3 = storeVertex(vb, vbi, 2, pos, angle, new Vector2(0, -ht));
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+ let v1 = storeVertex(vb, vbi, 0, pos, angle, new Vector2(0, ht), contour);
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+ let v2 = storeVertex(vb, vbi, 1, pos, angle, new Vector2(ht, 0), contour);
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+ let v3 = storeVertex(vb, vbi, 2, pos, angle, new Vector2(0, -ht), contour);
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storeIndex(ib, ibi, 0, v1);
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storeIndex(ib, ibi, 1, v2);
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@@ -664,8 +700,8 @@
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let ii = 0;
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for (let i = 0; i < (sd / 2); i++) {
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- let v1 = storeVertex(vb, vbi, i*2 + 0, pos, angle, new Vector2(Math.cos(curA) * ht, Math.sin(curA) * ht));
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- let v2 = storeVertex(vb, vbi, i*2 + 1, pos, angle, new Vector2(Math.cos(curA) * (ht+bt), Math.sin(curA) * (ht+bt)));
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+ let v1 = storeVertex(vb, vbi, i*2 + 0, pos, angle, new Vector2(Math.cos(curA) * ht, Math.sin(curA) * ht), null);
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+ let v2 = storeVertex(vb, vbi, i * 2 + 1, pos, angle, new Vector2(Math.cos(curA) * (ht + bt), Math.sin(curA) * (ht + bt)), contour);
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if (i > 0) {
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storeIndex(ib, ibi, ii++, v1 - 2);
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@@ -679,14 +715,14 @@
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curA += incA;
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}
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} else {
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- let c = storeVertex(vb, vbi, 0, pos, angle, new Vector2(0, 0));
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+ let c = storeVertex(vb, vbi, 0, pos, angle, new Vector2(0, 0), null);
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let curA = -Math.PI / 2;
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let incA = Math.PI / (sd / 2 - 1);
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- storeVertex(vb, vbi, 1, pos, angle, new Vector2(Math.cos(curA) * ht, Math.sin(curA) * ht));
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+ storeVertex(vb, vbi, 1, pos, angle, new Vector2(Math.cos(curA) * ht, Math.sin(curA) * ht), null);
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curA += incA;
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for (let i = 1; i < (sd / 2); i++) {
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- let v2 = storeVertex(vb, vbi, i + 1, pos, angle, new Vector2(Math.cos(curA) * ht, Math.sin(curA) * ht));
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+ let v2 = storeVertex(vb, vbi, i + 1, pos, angle, new Vector2(Math.cos(curA) * ht, Math.sin(curA) * ht), contour);
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storeIndex(ib, ibi, i * 3 + 0, c);
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storeIndex(ib, ibi, i * 3 + 1, v2 - 1);
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@@ -699,21 +735,22 @@
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case Lines2D.SquareAnchorCap:
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{
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let vi = 0;
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- let v1 = storeVertex(vb, vbi, vi++, pos, angle, new Vector2(0, t));
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- let v2 = storeVertex(vb, vbi, vi++, pos, angle, new Vector2(t * 2, t));
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- let v3 = storeVertex(vb, vbi, vi++, pos, angle, new Vector2(t * 2, -t));
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- let v4 = storeVertex(vb, vbi, vi++, pos, angle, new Vector2(0, -t));
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+ let c = borderMode ? null : contour;
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+ let v1 = storeVertex(vb, vbi, vi++, pos, angle, new Vector2(0, t), c);
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+ let v2 = storeVertex(vb, vbi, vi++, pos, angle, new Vector2(t * 2, t), c);
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+ let v3 = storeVertex(vb, vbi, vi++, pos, angle, new Vector2(t * 2, -t), c);
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+ let v4 = storeVertex(vb, vbi, vi++, pos, angle, new Vector2(0, -t), c);
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if (borderMode) {
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- let v5 = storeVertex(vb, vbi, vi++, pos, angle, new Vector2(0, ht+bt));
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- let v6 = storeVertex(vb, vbi, vi++, pos, angle, new Vector2(-bt, ht+bt));
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- let v7 = storeVertex(vb, vbi, vi++, pos, angle, new Vector2(-bt, t + bt));
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- let v8 = storeVertex(vb, vbi, vi++, pos, angle, new Vector2(t * 2 + bt, t + bt));
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+ let v5 = storeVertex(vb, vbi, vi++, pos, angle, new Vector2(0, ht+bt), null);
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+ let v6 = storeVertex(vb, vbi, vi++, pos, angle, new Vector2(-bt, ht+bt), contour);
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+ let v7 = storeVertex(vb, vbi, vi++, pos, angle, new Vector2(-bt, t + bt), contour);
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+ let v8 = storeVertex(vb, vbi, vi++, pos, angle, new Vector2(t * 2 + bt, t + bt), contour);
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- let v9 = storeVertex(vb, vbi, vi++, pos, angle, new Vector2(t * 2 + bt, -(t+bt)));
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- let v10 = storeVertex(vb, vbi, vi++, pos, angle, new Vector2(-bt, -(t + bt)));
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- let v11 = storeVertex(vb, vbi, vi++, pos, angle, new Vector2(-bt, -(ht+bt)));
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- let v12 = storeVertex(vb, vbi, vi++, pos, angle, new Vector2(0, -(ht+bt)));
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+ let v9 = storeVertex(vb, vbi, vi++, pos, angle, new Vector2(t * 2 + bt, -(t + bt)), contour);
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+ let v10 = storeVertex(vb, vbi, vi++, pos, angle, new Vector2(-bt, -(t + bt)), contour);
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+ let v11 = storeVertex(vb, vbi, vi++, pos, angle, new Vector2(-bt, -(ht + bt)), contour);
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+ let v12 = storeVertex(vb, vbi, vi++, pos, angle, new Vector2(0, -(ht+bt)), null);
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let ii = 0;
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storeIndex(ib, ibi, ii++, v6); storeIndex(ib, ibi, ii++, v1); storeIndex(ib, ibi, ii++, v5);
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@@ -749,8 +786,8 @@
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let ii = 0;
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for (let i = 0; i < sd; i++) {
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- let v1 = storeVertex(vb, vbi, i * 2 + 0, pos, angle, new Vector2(cpos + Math.cos(curA) * t, Math.sin(curA) * t));
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- let v2 = storeVertex(vb, vbi, i * 2 + 1, pos, angle, new Vector2(cpos + Math.cos(curA) * (t + bt), Math.sin(curA) * (t + bt)));
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+ let v1 = storeVertex(vb, vbi, i * 2 + 0, pos, angle, new Vector2(cpos + Math.cos(curA) * t, Math.sin(curA) * t), null);
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+ let v2 = storeVertex(vb, vbi, i * 2 + 1, pos, angle, new Vector2(cpos + Math.cos(curA) * (t + bt), Math.sin(curA) * (t + bt)), contour);
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if (i > 0) {
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storeIndex(ib, ibi, ii++, v1 - 2);
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@@ -764,11 +801,11 @@
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curA += incA;
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}
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} else {
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- let c = storeVertex(vb, vbi, 0, pos, angle, center);
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- storeVertex(vb, vbi, 1, pos, angle, new Vector2(cpos + Math.cos(curA) * t, Math.sin(curA) * t));
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+ let c = storeVertex(vb, vbi, 0, pos, angle, center, null);
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+ storeVertex(vb, vbi, 1, pos, angle, new Vector2(cpos + Math.cos(curA) * t, Math.sin(curA) * t), null); // contour maybe TODO
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curA += incA;
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for (let i = 1; i < sd; i++) {
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- let v2 = storeVertex(vb, vbi, i + 1, pos, angle, new Vector2(cpos + Math.cos(curA) * t, Math.sin(curA) * t));
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+ let v2 = storeVertex(vb, vbi, i + 1, pos, angle, new Vector2(cpos + Math.cos(curA) * t, Math.sin(curA) * t), contour);
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storeIndex(ib, ibi, i * 3 + 0, c);
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storeIndex(ib, ibi, i * 3 + 1, v2 - 1);
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@@ -784,19 +821,20 @@
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case Lines2D.DiamondAnchorCap:
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{
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let vi = 0;
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- let v1 = storeVertex(vb, vbi, vi++, pos, angle, new Vector2(0, ht));
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- let v2 = storeVertex(vb, vbi, vi++, pos, angle, new Vector2(ht, t));
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- let v3 = storeVertex(vb, vbi, vi++, pos, angle, new Vector2(ht * 3, 0));
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- let v4 = storeVertex(vb, vbi, vi++, pos, angle, new Vector2(ht, -t));
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- let v5 = storeVertex(vb, vbi, vi++, pos, angle, new Vector2(0, -ht));
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+ let c = borderMode ? null : contour;
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+ let v1 = storeVertex(vb, vbi, vi++, pos, angle, new Vector2(0, ht), c);
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+ let v2 = storeVertex(vb, vbi, vi++, pos, angle, new Vector2(ht, t), c);
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+ let v3 = storeVertex(vb, vbi, vi++, pos, angle, new Vector2(ht * 3, 0), c);
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+ let v4 = storeVertex(vb, vbi, vi++, pos, angle, new Vector2(ht, -t), c);
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+ let v5 = storeVertex(vb, vbi, vi++, pos, angle, new Vector2(0, -ht), c);
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if (borderMode) {
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let f = Math.sqrt(bt * bt * 2);
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- let v6 = storeVertex(vb, vbi, vi++, pos, angle, new Vector2(-f,ht));
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- let v7 = storeVertex(vb, vbi, vi++, pos, angle, new Vector2(ht,t+f));
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- let v8 = storeVertex(vb, vbi, vi++, pos, angle, new Vector2(ht*3+f,0));
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- let v9 = storeVertex(vb, vbi, vi++, pos, angle, new Vector2(ht,-(t+f)));
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- let v10 = storeVertex(vb, vbi, vi++, pos, angle, new Vector2(-f, -ht));
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+ let v6 = storeVertex(vb, vbi, vi++, pos, angle, new Vector2(-f, ht), contour);
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+ let v7 = storeVertex(vb, vbi, vi++, pos, angle, new Vector2(ht, t + f), contour);
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+ let v8 = storeVertex(vb, vbi, vi++, pos, angle, new Vector2(ht * 3 + f, 0), contour);
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+ let v9 = storeVertex(vb, vbi, vi++, pos, angle, new Vector2(ht, -(t + f)), contour);
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+ let v10 = storeVertex(vb, vbi, vi++, pos, angle, new Vector2(-f, -ht), contour);
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let ii = 0;
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storeIndex(ib, ibi, ii++, v6); storeIndex(ib, ibi, ii++, v7); storeIndex(ib, ibi, ii++, v1);
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@@ -890,6 +928,8 @@
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}
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let contour = new Array<Vector2>();
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+ let startCapContour = new Array<number>();
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+ let endCapContour = new Array<number>();
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// Need to create WebGL resources for fill part?
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if (this.fill) {
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@@ -916,8 +956,8 @@
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ib[i * 3 + 5] = (i + 2) % max;
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}
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- buildCap(vb, count * 2 * 2, ib, triCount * 3, this.points[0], this.fillThickness, null, this.startCap, startDir);
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- buildCap(vb, (count * 2 * 2) + startCapInfo.vbsize, ib, (triCount * 3) + startCapInfo.ibsize, this.points[total - 1], this.fillThickness, null, this.endCap, endDir);
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+ buildCap(vb, count * 2 * 2, ib, triCount * 3, this.points[0], this.fillThickness, null, this.startCap, startDir, this.border ? null : startCapContour);
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+ buildCap(vb, (count * 2 * 2) + startCapInfo.vbsize, ib, (triCount * 3) + startCapInfo.ibsize, this.points[total - 1], this.fillThickness, null, this.endCap, endDir, this.border ? null : startCapContour);
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renderCache.fillVB = engine.createVertexBuffer(vb);
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renderCache.fillIB = engine.createIndexBuffer(ib);
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@@ -968,8 +1008,8 @@
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ib[i * 3 + 11] = (i + 7) % max;
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}
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- buildCap(vb, count * 2 * 2 * 2, ib, triCount * 3, this.points[0], this.fillThickness, this.borderThickness, this.startCap, startDir);
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- buildCap(vb, (count * 2 * 2 * 2) + startCapInfo.vbsize, ib, (triCount * 3) + startCapInfo.ibsize, this.points[total - 1], this.fillThickness, this.borderThickness, this.endCap, endDir);
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+ buildCap(vb, count * 2 * 2 * 2, ib, triCount * 3, this.points[0], this.fillThickness, this.borderThickness, this.startCap, startDir, startCapContour);
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+ buildCap(vb, (count * 2 * 2 * 2) + startCapInfo.vbsize, ib, (triCount * 3) + startCapInfo.ibsize, this.points[total - 1], this.fillThickness, this.borderThickness, this.endCap, endDir, endCapContour);
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renderCache.borderVB = engine.createVertexBuffer(vb);
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renderCache.borderIB = engine.createIndexBuffer(ib);
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@@ -987,6 +1027,16 @@
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}
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this._contour = contour;
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+ if (startCapContour.length > 0) {
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+ let startCapTri = Earcut.earcut(startCapContour, null, 2);
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+ this._startCapTriIndices = startCapTri;
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+ this._startCapContour = startCapContour;
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+ }
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+ if (endCapContour.length > 0) {
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+ let endCapTri = Earcut.earcut(endCapContour, null, 2);
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+ this._endCapContour = endCapContour;
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+ this._endCapTriIndices = endCapTri;
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+ }
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let bs = this._boundingMax.subtract(this._boundingMin);
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this._size.width = bs.x;
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this._size.height = bs.y;
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@@ -1036,6 +1086,10 @@
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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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+ private _startCapContour: number[];
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+ private _startCapTriIndices: number[];
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+ private _endCapContour: number[];
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+ private _endCapTriIndices: number[];
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private _closed: boolean;
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private _startCap: number;
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