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mirror of https://github.com/godotengine/godot.git synced 2025-11-04 12:00:25 +00:00

Add closed property to Line2D

This commit is contained in:
MewPurPur
2023-07-08 00:22:09 +03:00
committed by MewPurPur
parent fc99492d30
commit e39875a20d
5 changed files with 221 additions and 215 deletions

View File

@@ -30,75 +30,25 @@
#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;
}
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);
}
#include "core/math/geometry_2d.h"
// Utility method.
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() {
}
void LineBuilder::clear_output() {
vertices.clear();
colors.clear();
indices.clear();
uvs.clear();
}
void LineBuilder::build() {
// Need at least 2 points to draw a line
// Need at least 2 points to draw a line, so clear the output and return.
if (points.size() < 2) {
clear_output();
vertices.clear();
colors.clear();
indices.clear();
uvs.clear();
return;
}
@@ -107,14 +57,21 @@ void LineBuilder::build() {
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();
const int point_count = points.size();
const bool wrap_around = closed && point_count > 2;
_interpolate_color = gradient != nullptr;
const bool retrieve_curve = curve != nullptr;
const bool distance_required = _interpolate_color || retrieve_curve ||
texture_mode == Line2D::LINE_TEXTURE_TILE ||
texture_mode == Line2D::LINE_TEXTURE_STRETCH;
// Initial values
Vector2 pos0 = points[0];
Vector2 pos1 = points[1];
Vector2 f0 = (pos1 - pos0).normalized();
Vector2 u0 = rotate90(f0);
Vector2 u0 = f0.orthogonal();
Vector2 pos_up0 = pos0;
Vector2 pos_down0 = pos0;
@@ -124,32 +81,37 @@ void LineBuilder::build() {
float current_distance0 = 0.f;
float current_distance1 = 0.f;
float total_distance = 0.f;
float width_factor = 1.f;
_interpolate_color = gradient != nullptr;
bool retrieve_curve = curve != nullptr;
bool distance_required = _interpolate_color ||
retrieve_curve ||
texture_mode == Line2D::LINE_TEXTURE_TILE ||
texture_mode == Line2D::LINE_TEXTURE_STRETCH;
float modified_hw = hw;
if (retrieve_curve) {
width_factor = curve->sample_baked(0.f);
modified_hw = hw * width_factor;
}
if (distance_required) {
total_distance = calculate_total_distance(points);
//Adjust totalDistance.
// The line's outer length will be a little higher due to begin and end caps
if (begin_cap_mode == Line2D::LINE_CAP_BOX || begin_cap_mode == Line2D::LINE_CAP_ROUND) {
if (retrieve_curve) {
total_distance += width * curve->sample_baked(0.f) * 0.5f;
} else {
total_distance += width * 0.5f;
}
// Calculate the total distance.
for (int i = 1; i < point_count; ++i) {
total_distance += points[i].distance_to(points[i - 1]);
}
if (end_cap_mode == Line2D::LINE_CAP_BOX || end_cap_mode == Line2D::LINE_CAP_ROUND) {
if (retrieve_curve) {
total_distance += width * curve->sample_baked(1.f) * 0.5f;
} else {
total_distance += width * 0.5f;
if (wrap_around) {
total_distance += points[point_count - 1].distance_to(pos0);
} else {
// Adjust the total distance.
// The line's outer length may be a little higher due to the end caps.
if (begin_cap_mode == Line2D::LINE_CAP_BOX || begin_cap_mode == Line2D::LINE_CAP_ROUND) {
total_distance += modified_hw;
}
if (end_cap_mode == Line2D::LINE_CAP_BOX || end_cap_mode == Line2D::LINE_CAP_ROUND) {
if (retrieve_curve) {
total_distance += hw * curve->sample_baked(1.f);
} else {
total_distance += hw;
}
}
}
}
if (_interpolate_color) {
color0 = gradient->get_color(0);
} else {
@@ -159,34 +121,31 @@ void LineBuilder::build() {
float uvx0 = 0.f;
float uvx1 = 0.f;
if (retrieve_curve) {
width_factor = curve->sample_baked(0.f);
}
pos_up0 += u0 * hw * width_factor;
pos_down0 -= u0 * hw * width_factor;
pos_up0 += u0 * modified_hw;
pos_down0 -= u0 * modified_hw;
// Begin cap
if (begin_cap_mode == Line2D::LINE_CAP_BOX) {
// Push back first vertices a little bit
pos_up0 -= f0 * hw * width_factor;
pos_down0 -= f0 * hw * width_factor;
if (!wrap_around) {
if (begin_cap_mode == Line2D::LINE_CAP_BOX) {
// Push back first vertices a little bit.
pos_up0 -= f0 * modified_hw;
pos_down0 -= f0 * modified_hw;
current_distance0 += hw * width_factor;
current_distance1 = current_distance0;
} else if (begin_cap_mode == Line2D::LINE_CAP_ROUND) {
if (texture_mode == Line2D::LINE_TEXTURE_TILE) {
uvx0 = width_factor * 0.5f / tile_aspect;
} else if (texture_mode == Line2D::LINE_TEXTURE_STRETCH) {
uvx0 = width * width_factor / total_distance;
current_distance0 += modified_hw;
current_distance1 = current_distance0;
} else if (begin_cap_mode == Line2D::LINE_CAP_ROUND) {
if (texture_mode == Line2D::LINE_TEXTURE_TILE) {
uvx0 = width_factor * 0.5f / tile_aspect;
} else if (texture_mode == Line2D::LINE_TEXTURE_STRETCH) {
uvx0 = width * width_factor / total_distance;
}
new_arc(pos0, pos_up0 - pos0, -Math_PI, color0, Rect2(0.f, 0.f, uvx0 * 2, 1.f));
current_distance0 += modified_hw;
current_distance1 = current_distance0;
}
new_arc(pos0, pos_up0 - pos0, -Math_PI, color0, Rect2(0.f, 0.f, uvx0 * 2, 1.f));
current_distance0 += hw * width_factor;
current_distance1 = current_distance0;
strip_begin(pos_up0, pos_down0, color0, uvx0);
}
strip_begin(pos_up0, pos_down0, color0, uvx0);
/*
* pos_up0 ------------- pos_up1 --------------------
* | |
@@ -200,19 +159,30 @@ void LineBuilder::build() {
// http://labs.hyperandroid.com/tag/opengl-lines
// (not the same implementation but visuals help a lot)
// If the polyline wraps around, then draw two more segments with joints:
// The last one, which should normally end with an end cap, and the one that matches the end and the beginning.
int segments_count = wrap_around ? point_count : (point_count - 2);
// The wraparound case starts with a "fake walk" from the end of the polyline
// to its beginning, so that its first joint is correct, without drawing anything.
int first_point = wrap_around ? -1 : 1;
// If the line wraps around, these variables will be used for the final segment.
Vector2 first_pos_up, first_pos_down;
bool is_first_joint_sharp = false;
// For each additional segment
for (int i = 1; i < len - 1; ++i) {
pos1 = points[i];
Vector2 pos2 = points[i + 1];
for (int i = first_point; i <= segments_count; ++i) {
pos1 = points[(i == -1) ? point_count - 1 : i % point_count]; // First point.
Vector2 pos2 = points[(i + 1) % point_count]; // Second point.
Vector2 f1 = (pos2 - pos1).normalized();
Vector2 u1 = rotate90(f1);
Vector2 u1 = f1.orthogonal();
// Determine joint orientation
const float dp = u0.dot(f1);
// Determine joint orientation.
float dp = u0.dot(f1);
const Orientation orientation = (dp > 0.f ? UP : DOWN);
if (distance_required) {
if (distance_required && i >= 1) {
current_distance1 += pos0.distance_to(pos1);
}
if (_interpolate_color) {
@@ -220,15 +190,14 @@ void LineBuilder::build() {
}
if (retrieve_curve) {
width_factor = curve->sample_baked(current_distance1 / total_distance);
modified_hw = hw * width_factor;
}
Vector2 inner_normal0, inner_normal1;
if (orientation == UP) {
inner_normal0 = u0 * hw * width_factor;
inner_normal1 = u1 * hw * width_factor;
} else {
inner_normal0 = -u0 * hw * width_factor;
inner_normal1 = -u1 * hw * width_factor;
Vector2 inner_normal0 = u0 * modified_hw;
Vector2 inner_normal1 = u1 * modified_hw;
if (orientation == DOWN) {
inner_normal0 = -inner_normal0;
inner_normal1 = -inner_normal1;
}
/*
@@ -245,18 +214,18 @@ void LineBuilder::build() {
* /
*/
// Find inner intersection at the joint
// Find inner intersection at the joint.
Vector2 corner_pos_in, corner_pos_out;
SegmentIntersectionResult intersection_result = segment_intersection(
bool is_intersecting = Geometry2D::segment_intersects_segment(
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
if (is_intersecting) {
// 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
// No intersection, segments are too sharp or they overlap.
corner_pos_in = pos1 + inner_normal0;
corner_pos_out = pos1 - inner_normal0;
}
@@ -273,8 +242,8 @@ void LineBuilder::build() {
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 (is_intersecting) {
// Fallback on bevel if sharp angle is too high (because it would produce very long miters).
float width_factor_sq = width_factor * width_factor;
if (current_joint_mode == Line2D::LINE_JOINT_SHARP && corner_pos_out.distance_squared_to(pos1) / (hw_sq * width_factor_sq) > sharp_limit_sq) {
current_joint_mode = Line2D::LINE_JOINT_BEVEL;
@@ -288,57 +257,78 @@ void LineBuilder::build() {
// Bevel or round
if (orientation == UP) {
pos_up1 = corner_pos_up;
pos_down1 = pos1 - u0 * hw * width_factor;
pos_down1 = pos1 - u0 * modified_hw;
} else {
pos_up1 = pos1 + u0 * hw * width_factor;
pos_up1 = pos1 + u0 * modified_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
// 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
// Triangles are clockwise.
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
// Swap vars for use in the next line.
color0 = color1;
u0 = u1;
f0 = f1;
pos0 = pos1;
if (intersection_result == SEGMENT_INTERSECT) {
if (is_intersecting) {
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 * width_factor;
pos_down0 = pos1 - u1 * modified_hw;
} else {
pos_up0 = pos1 + u1 * hw * width_factor;
pos_up0 = pos1 + u1 * modified_hw;
pos_down0 = corner_pos_down;
}
}
} else {
pos_up0 = pos1 + u1 * hw * width_factor;
pos_down0 = pos1 - u1 * hw * width_factor;
pos_up0 = pos1 + u1 * modified_hw;
pos_down0 = pos1 - u1 * modified_hw;
}
// From this point, bu0 and bd0 concern the next segment
// Add joint geometry
// End the "fake pass" in the closed line case before the drawing subroutine.
if (i == -1) {
continue;
}
// For wrap-around polylines, store some kind of start positions of the first joint for the final connection.
if (wrap_around && i == 0) {
Vector2 first_pos_center = (pos_up1 + pos_down1) / 2;
float lerp_factor = 1.0 / width_factor;
first_pos_up = first_pos_center.lerp(pos_up1, lerp_factor);
first_pos_down = first_pos_center.lerp(pos_down1, lerp_factor);
is_first_joint_sharp = current_joint_mode == Line2D::LINE_JOINT_SHARP;
}
// Add current line body quad.
if (wrap_around && retrieve_curve && !is_first_joint_sharp && i == segments_count) {
// If the width curve is not seamless, we might need to fetch the line's start points to use them for the final connection.
Vector2 first_pos_center = (first_pos_up + first_pos_down) / 2;
strip_add_quad(first_pos_center.lerp(first_pos_up, width_factor), first_pos_center.lerp(first_pos_down, width_factor), color1, uvx1);
return;
} else {
strip_add_quad(pos_up1, pos_down1, color1, uvx1);
}
// From this point, bu0 and bd0 concern the next segment.
// Add joint geometry.
if (current_joint_mode != Line2D::LINE_JOINT_SHARP) {
/* ________________ cbegin
* / \
@@ -358,64 +348,68 @@ void LineBuilder::build() {
cend = pos_up0;
}
if (current_joint_mode == Line2D::LINE_JOINT_BEVEL) {
if (current_joint_mode == Line2D::LINE_JOINT_BEVEL && !(wrap_around && i == segments_count)) {
strip_add_tri(cend, orientation);
} else if (current_joint_mode == Line2D::LINE_JOINT_ROUND) {
} else if (current_joint_mode == Line2D::LINE_JOINT_ROUND && !(wrap_around && i == segments_count)) {
Vector2 vbegin = cbegin - pos1;
Vector2 vend = cend - pos1;
strip_add_arc(pos1, vbegin.angle_to(vend), orientation);
}
if (intersection_result != SEGMENT_INTERSECT) {
if (!is_intersecting) {
// In this case the joint is too corrupted 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];
if (distance_required) {
current_distance1 += pos0.distance_to(pos1);
}
if (_interpolate_color) {
color1 = gradient->get_color(gradient->get_point_count() - 1);
}
if (retrieve_curve) {
width_factor = curve->sample_baked(1.f);
}
// Draw the last (or only) segment, with its end cap logic.
if (!wrap_around) {
pos1 = points[point_count - 1];
Vector2 pos_up1 = pos1 + u0 * hw * width_factor;
Vector2 pos_down1 = pos1 - u0 * hw * width_factor;
// End cap (box)
if (end_cap_mode == Line2D::LINE_CAP_BOX) {
pos_up1 += f0 * hw * width_factor;
pos_down1 += f0 * hw * width_factor;
current_distance1 += hw * width_factor;
}
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_point_count() - 1) : Color(0, 0, 0);
float dist = 0;
if (texture_mode == Line2D::LINE_TEXTURE_TILE) {
dist = width_factor / tile_aspect;
} else if (texture_mode == Line2D::LINE_TEXTURE_STRETCH) {
dist = width * width_factor / total_distance;
if (distance_required) {
current_distance1 += pos0.distance_to(pos1);
}
if (_interpolate_color) {
color1 = gradient->get_color(gradient->get_point_count() - 1);
}
if (retrieve_curve) {
width_factor = curve->sample_baked(1.f);
modified_hw = hw * width_factor;
}
Vector2 pos_up1 = pos1 + u0 * modified_hw;
Vector2 pos_down1 = pos1 - u0 * modified_hw;
// Add extra distance for a box end cap.
if (end_cap_mode == Line2D::LINE_CAP_BOX) {
pos_up1 += f0 * modified_hw;
pos_down1 += f0 * modified_hw;
current_distance1 += modified_hw;
}
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);
// Custom drawing for a round end cap.
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_point_count() - 1) : Color(0, 0, 0);
float dist = 0;
if (texture_mode == Line2D::LINE_TEXTURE_TILE) {
dist = width_factor / tile_aspect;
} else if (texture_mode == Line2D::LINE_TEXTURE_STRETCH) {
dist = width * width_factor / total_distance;
}
new_arc(pos1, pos_up1 - pos1, Math_PI, color, Rect2(uvx1 - 0.5f * dist, 0.f, dist, 1.f));
}
new_arc(pos1, pos_up1 - pos1, Math_PI, color, Rect2(uvx1 - 0.5f * dist, 0.f, dist, 1.f));
}
}