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-rw-r--r--scene/2d/line_builder.cpp563
1 files changed, 563 insertions, 0 deletions
diff --git a/scene/2d/line_builder.cpp b/scene/2d/line_builder.cpp
new file mode 100644
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+++ b/scene/2d/line_builder.cpp
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+#include "line_builder.h"
+
+//----------------------------------------------------------------------------
+// Util
+//----------------------------------------------------------------------------
+
+enum SegmentIntersectionResult {
+ SEGMENT_PARALLEL = 0,
+ SEGMENT_NO_INTERSECT = 1,
+ SEGMENT_INTERSECT = 2
+};
+
+static SegmentIntersectionResult segment_intersection(
+ Vector2 a, Vector2 b, Vector2 c, Vector2 d,
+ Vector2 * out_intersection)
+{
+ // http://paulbourke.net/geometry/pointlineplane/ <-- Good stuff
+ Vector2 cd = d - c;
+ Vector2 ab = b - a;
+ float div = cd.y*ab.x - cd.x*ab.y;
+
+ if(Math::abs(div) > 0.001f) {
+ float ua = (cd.x * (a.y-c.y) - cd.y * (a.x-c.x)) / div;
+ float ub = (ab.x * (a.y-c.y) - ab.y * (a.x-c.x)) / div;
+ *out_intersection = a + ua * ab;
+ if(ua >= 0.f && ua <= 1.f &&
+ ub >= 0.f && ub <= 1.f)
+ return SEGMENT_INTERSECT;
+ return SEGMENT_NO_INTERSECT;
+ }
+
+ return SEGMENT_PARALLEL;
+}
+
+// TODO I'm pretty sure there is an even faster way to swap things
+template <typename T>
+static inline void swap(T & a, T & b) {
+ T tmp = a;
+ a = b;
+ b = tmp;
+}
+
+static float calculate_total_distance(const Vector<Vector2> & points) {
+ float d = 0.f;
+ for(int i = 1; i < points.size(); ++i) {
+ d += points[i].distance_to(points[i-1]);
+ }
+ return d;
+}
+
+static inline Vector2 rotate90(const Vector2 & v) {
+ // Note: the 2D referential is X-right, Y-down
+ return Vector2(v.y, -v.x);
+}
+
+static inline Vector2 interpolate(const Rect2 & r, const Vector2 & v) {
+ return Vector2(
+ Math::lerp(r.get_pos().x, r.get_pos().x + r.get_size().x, v.x),
+ Math::lerp(r.get_pos().y, r.get_pos().y + r.get_size().y, v.y)
+ );
+}
+
+//----------------------------------------------------------------------------
+// LineBuilder
+//----------------------------------------------------------------------------
+
+LineBuilder::LineBuilder() {
+ joint_mode = LINE_JOINT_SHARP;
+ width = 10;
+ default_color = Color(0.4,0.5,1);
+ gradient = NULL;
+ sharp_limit = 2.f;
+ round_precision = 8;
+ begin_cap_mode = LINE_CAP_NONE;
+ end_cap_mode = LINE_CAP_NONE;
+
+ _interpolate_color = false;
+ _last_index[0] = 0;
+ _last_index[1] = 0;
+}
+
+
+void LineBuilder::clear_output() {
+ vertices.clear();
+ colors.clear();
+ indices.clear();
+}
+
+void LineBuilder::build() {
+
+ // Need at least 2 points to draw a line
+ if(points.size() < 2) {
+ clear_output();
+ return;
+ }
+
+ const float hw = width / 2.f;
+ const float hw_sq = hw*hw;
+ const float sharp_limit_sq = sharp_limit * sharp_limit;
+ const int len = points.size();
+
+ // Initial values
+
+ Vector2 pos0 = points[0];
+ Vector2 pos1 = points[1];
+ Vector2 f0 = (pos1 - pos0).normalized();
+ Vector2 u0 = rotate90(f0);
+ Vector2 pos_up0 = pos0 + u0 * hw;
+ Vector2 pos_down0 = pos0 - u0 * hw;
+
+ Color color0;
+ Color color1;
+
+ float current_distance0 = 0.f;
+ float current_distance1 = 0.f;
+ float total_distance;
+ _interpolate_color = gradient != NULL;
+ bool distance_required = _interpolate_color || texture_mode == LINE_TEXTURE_TILE;
+ if(distance_required)
+ total_distance = calculate_total_distance(points);
+ if(_interpolate_color)
+ color0 = gradient->get_color(0);
+ else
+ colors.push_back(default_color);
+
+ float uvx0 = 0.f;
+ float uvx1 = 0.f;
+
+ // Begin cap
+ if(begin_cap_mode == LINE_CAP_BOX) {
+ // Push back first vertices a little bit
+ pos_up0 -= f0 * hw;
+ pos_down0 -= f0 * hw;
+ // The line's outer length will be a little higher due to begin and end caps
+ total_distance += width;
+ current_distance0 += hw;
+ current_distance1 = current_distance0;
+ }
+ else if(begin_cap_mode == LINE_CAP_ROUND) {
+ if(texture_mode == LINE_TEXTURE_TILE) {
+ uvx0 = 0.5f;
+ }
+ new_arc(pos0, pos_up0 - pos0, -Math_PI, color0, Rect2(0.f, 0.f, 1.f, 1.f));
+ total_distance += width;
+ current_distance0 += hw;
+ current_distance1 = current_distance0;
+ }
+
+ strip_begin(pos_up0, pos_down0, color0, uvx0);
+
+ // pos_up0 ------------- pos_up1 --------------------
+ // | |
+ // pos0 - - - - - - - - - pos1 - - - - - - - - - pos2
+ // | |
+ // pos_down0 ------------ pos_down1 ------------------
+ //
+ // i-1 i i+1
+
+ // http://labs.hyperandroid.com/tag/opengl-lines
+ // (not the same implementation but visuals help a lot)
+
+ // For each additional segment
+ for(int i = 1; i < len-1; ++i) {
+
+ pos1 = points[i];
+ Vector2 pos2 = points[i+1];
+
+ Vector2 f1 = (pos2 - pos1).normalized();
+ Vector2 u1 = rotate90(f1);
+
+ // Determine joint orientation
+ const float dp = u0.dot(f1);
+ const Orientation orientation = (dp > 0.f ? UP : DOWN);
+
+ Vector2 inner_normal0, inner_normal1;
+ if(orientation == UP) {
+ inner_normal0 = u0 * hw;
+ inner_normal1 = u1 * hw;
+ }
+ else {
+ inner_normal0 = -u0 * hw;
+ inner_normal1 = -u1 * hw;
+ }
+
+ // ---------------------------
+ // /
+ // 0 / 1
+ // / /
+ // --------------------x------ /
+ // / / (here shown with orientation == DOWN)
+ // / /
+ // / /
+ // / /
+ // 2 /
+ // /
+
+ // Find inner intersection at the joint
+ Vector2 corner_pos_in, corner_pos_out;
+ SegmentIntersectionResult intersection_result = segment_intersection(
+ pos0 + inner_normal0, pos1 + inner_normal0,
+ pos1 + inner_normal1, pos2 + inner_normal1,
+ &corner_pos_in);
+
+ if(intersection_result == SEGMENT_INTERSECT)
+ // Inner parts of the segments intersect
+ corner_pos_out = 2.f * pos1 - corner_pos_in;
+ else {
+ // No intersection, segments are either parallel or too sharp
+ corner_pos_in = pos1 + inner_normal0;
+ corner_pos_out = pos1 - inner_normal0;
+ }
+
+ Vector2 corner_pos_up, corner_pos_down;
+ if(orientation == UP) {
+ corner_pos_up = corner_pos_in;
+ corner_pos_down = corner_pos_out;
+ }
+ else {
+ corner_pos_up = corner_pos_out;
+ corner_pos_down = corner_pos_in;
+ }
+
+ LineJointMode current_joint_mode = joint_mode;
+
+ Vector2 pos_up1, pos_down1;
+ if(intersection_result == SEGMENT_INTERSECT) {
+ // Fallback on bevel if sharp angle is too high (because it would produce very long miters)
+ if(current_joint_mode == LINE_JOINT_SHARP && corner_pos_out.distance_squared_to(pos1) / hw_sq > sharp_limit_sq) {
+ current_joint_mode = LINE_JOINT_BEVEL;
+ }
+ if(current_joint_mode == LINE_JOINT_SHARP) {
+ // In this case, we won't create joint geometry,
+ // The previous and next line quads will directly share an edge.
+ pos_up1 = corner_pos_up;
+ pos_down1 = corner_pos_down;
+ }
+ else {
+ // Bevel or round
+ if(orientation == UP) {
+ pos_up1 = corner_pos_up;
+ pos_down1 = pos1 - u0 * hw;
+ }
+ else {
+ pos_up1 = pos1 + u0 * hw;
+ pos_down1 = corner_pos_down;
+ }
+ }
+ }
+ else {
+ // No intersection: fallback
+ pos_up1 = corner_pos_up;
+ pos_down1 = corner_pos_down;
+ }
+
+ // Add current line body quad
+ // Triangles are clockwise
+ if(distance_required) {
+ current_distance1 += pos0.distance_to(pos1);
+ }
+ if(_interpolate_color) {
+ color1 = gradient->get_color_at_offset(current_distance1 / total_distance);
+ }
+ if(texture_mode == LINE_TEXTURE_TILE) {
+ uvx0 = current_distance0 / width;
+ uvx1 = current_distance1 / width;
+ }
+
+ strip_add_quad(pos_up1, pos_down1, color1, uvx1);
+
+ // Swap vars for use in the next line
+ color0 = color1;
+ u0 = u1;
+ f0 = f1;
+ pos0 = pos1;
+ current_distance0 = current_distance1;
+ if(intersection_result == SEGMENT_INTERSECT) {
+ if(current_joint_mode == LINE_JOINT_SHARP) {
+ pos_up0 = pos_up1;
+ pos_down0 = pos_down1;
+ }
+ else {
+ if(orientation == UP) {
+ pos_up0 = corner_pos_up;
+ pos_down0 = pos1 - u1 * hw;
+ }
+ else {
+ pos_up0 = pos1 + u1 * hw;
+ pos_down0 = corner_pos_down;
+ }
+ }
+ }
+ else {
+ pos_up0 = pos1 + u1 * hw;
+ pos_down0 = pos1 - u1 * hw;
+ }
+ // From this point, bu0 and bd0 concern the next segment
+
+ // Add joint geometry
+ if(current_joint_mode != LINE_JOINT_SHARP) {
+
+ // ________________ cbegin
+ // / \
+ // / \
+ // ____________/_ _ _\ cend
+ // | |
+ // | |
+ // | |
+
+ Vector2 cbegin, cend;
+ if(orientation == UP) {
+ cbegin = pos_down1;
+ cend = pos_down0;
+ }
+ else {
+ cbegin = pos_up1;
+ cend = pos_up0;
+ }
+
+ if(current_joint_mode == LINE_JOINT_BEVEL) {
+ strip_add_tri(cend, orientation);
+ }
+ else if(current_joint_mode == LINE_JOINT_ROUND) {
+ Vector2 vbegin = cbegin - pos1;
+ Vector2 vend = cend - pos1;
+ strip_add_arc(pos1, vend.angle_to(vbegin), orientation);
+ }
+
+ if(intersection_result != SEGMENT_INTERSECT)
+ // In this case the joint is too fucked up to be re-used,
+ // start again the strip with fallback points
+ strip_begin(pos_up0, pos_down0, color1, uvx1);
+ }
+ }
+
+ // Last (or only) segment
+
+ pos1 = points[points.size()-1];
+
+ Vector2 pos_up1 = pos1 + u0 * hw;
+ Vector2 pos_down1 = pos1 - u0 * hw;
+
+ // End cap (box)
+ if(end_cap_mode == LINE_CAP_BOX) {
+ pos_up1 += f0 * hw;
+ pos_down1 += f0 * hw;
+ }
+
+ if(distance_required) {
+ current_distance1 += pos0.distance_to(pos1);
+ }
+ if(_interpolate_color) {
+ color1 = gradient->get_color(gradient->get_points_count()-1);
+ }
+ if(texture_mode == LINE_TEXTURE_TILE) {
+ uvx1 = current_distance1 / width;
+ }
+
+ strip_add_quad(pos_up1, pos_down1, color1, uvx1);
+
+ // End cap (round)
+ if(end_cap_mode == LINE_CAP_ROUND) {
+ // Note: color is not used in case we don't interpolate...
+ Color color = _interpolate_color ? gradient->get_color(gradient->get_points_count()-1) : Color(0,0,0);
+ new_arc(pos1, pos_up1 - pos1, Math_PI, color, Rect2(uvx1-0.5f, 0.f, 1.f, 1.f));
+ }
+}
+
+void LineBuilder::strip_begin(Vector2 up, Vector2 down, Color color, float uvx) {
+ int vi = vertices.size();
+
+ vertices.push_back(up);
+ vertices.push_back(down);
+
+ if(_interpolate_color) {
+ colors.push_back(color);
+ colors.push_back(color);
+ }
+
+ if(texture_mode != LINE_TEXTURE_NONE) {
+ uvs.push_back(Vector2(uvx, 0.f));
+ uvs.push_back(Vector2(uvx, 1.f));
+ }
+
+ _last_index[UP] = vi;
+ _last_index[DOWN] = vi+1;
+}
+
+void LineBuilder::strip_new_quad(Vector2 up, Vector2 down, Color color, float uvx) {
+ int vi = vertices.size();
+
+ vertices.push_back(vertices[_last_index[UP]]);
+ vertices.push_back(vertices[_last_index[DOWN]]);
+ vertices.push_back(up);
+ vertices.push_back(down);
+
+ if(_interpolate_color) {
+ colors.push_back(color);
+ colors.push_back(color);
+ colors.push_back(color);
+ colors.push_back(color);
+ }
+
+ if(texture_mode != LINE_TEXTURE_NONE) {
+ uvs.push_back(uvs[_last_index[UP]]);
+ uvs.push_back(uvs[_last_index[DOWN]]);
+ uvs.push_back(Vector2(uvx, UP));
+ uvs.push_back(Vector2(uvx, DOWN));
+ }
+
+ indices.push_back(vi);
+ indices.push_back(vi+3);
+ indices.push_back(vi+1);
+ indices.push_back(vi);
+ indices.push_back(vi+2);
+ indices.push_back(vi+3);
+
+ _last_index[UP] = vi+2;
+ _last_index[DOWN] = vi+3;
+}
+
+void LineBuilder::strip_add_quad(Vector2 up, Vector2 down, Color color, float uvx) {
+ int vi = vertices.size();
+
+ vertices.push_back(up);
+ vertices.push_back(down);
+
+ if(_interpolate_color) {
+ colors.push_back(color);
+ colors.push_back(color);
+ }
+
+ if(texture_mode != LINE_TEXTURE_NONE) {
+ uvs.push_back(Vector2(uvx, 0.f));
+ uvs.push_back(Vector2(uvx, 1.f));
+ }
+
+ indices.push_back(_last_index[UP]);
+ indices.push_back(vi+1);
+ indices.push_back(_last_index[DOWN]);
+ indices.push_back(_last_index[UP]);
+ indices.push_back(vi);
+ indices.push_back(vi+1);
+
+ _last_index[UP] = vi;
+ _last_index[DOWN] = vi+1;
+}
+
+void LineBuilder::strip_add_tri(Vector2 up, Orientation orientation) {
+ int vi = vertices.size();
+
+ vertices.push_back(up);
+
+ if(_interpolate_color) {
+ colors.push_back(colors[colors.size()-1]);
+ }
+
+ Orientation opposite_orientation = orientation == UP ? DOWN : UP;
+
+ if(texture_mode != LINE_TEXTURE_NONE) {
+ // UVs are just one slice of the texture all along
+ // (otherwise we can't share the bottom vertice)
+ uvs.push_back(uvs[_last_index[opposite_orientation]]);
+ }
+
+ indices.push_back(_last_index[opposite_orientation]);
+ indices.push_back(vi);
+ indices.push_back(_last_index[orientation]);
+
+ _last_index[opposite_orientation] = vi;
+}
+
+void LineBuilder::strip_add_arc(Vector2 center, float angle_delta, Orientation orientation) {
+
+ // Take the two last vertices and extrude an arc made of triangles
+ // that all share one of the initial vertices
+
+ Orientation opposite_orientation = orientation == UP ? DOWN : UP;
+ Vector2 vbegin = vertices[_last_index[opposite_orientation]] - center;
+ float radius = vbegin.length();
+ float angle_step = Math_PI / static_cast<float>(round_precision);
+ float steps = Math::abs(angle_delta) / angle_step;
+
+ if(angle_delta < 0.f)
+ angle_step = -angle_step;
+
+ float t = vbegin.angle_to(Vector2(1, 0));
+ float end_angle = t + angle_delta;
+ Vector2 rpos(0,0);
+
+ // Arc vertices
+ for(int ti = 0; ti < steps; ++ti, t += angle_step) {
+ rpos = center + Vector2(Math::cos(t), Math::sin(t)) * radius;
+ strip_add_tri(rpos, orientation);
+ }
+
+ // Last arc vertice
+ rpos = center + Vector2(Math::cos(end_angle), Math::sin(end_angle)) * radius;
+ strip_add_tri(rpos, orientation);
+}
+
+void LineBuilder::new_arc(Vector2 center, Vector2 vbegin, float angle_delta, Color color, Rect2 uv_rect) {
+
+ // Make a standalone arc that doesn't use existing vertices,
+ // with undistorted UVs from withing a square section
+
+ float radius = vbegin.length();
+ float angle_step = Math_PI / static_cast<float>(round_precision);
+ float steps = Math::abs(angle_delta) / angle_step;
+
+ if(angle_delta < 0.f)
+ angle_step = -angle_step;
+
+ float t = vbegin.angle_to(Vector2(1, 0));
+ float end_angle = t + angle_delta;
+ Vector2 rpos(0,0);
+ float tt_begin = -Math_PI / 2.f;
+ float tt = tt_begin;
+
+ // Center vertice
+ int vi = vertices.size();
+ vertices.push_back(center);
+ if(_interpolate_color)
+ colors.push_back(color);
+ if(texture_mode != LINE_TEXTURE_NONE)
+ uvs.push_back(interpolate(uv_rect, Vector2(0.5f, 0.5f)));
+
+ // Arc vertices
+ for(int ti = 0; ti < steps; ++ti, t += angle_step) {
+ Vector2 sc = Vector2(Math::cos(t), Math::sin(t));
+ rpos = center + sc * radius;
+
+ vertices.push_back(rpos);
+ if(_interpolate_color)
+ colors.push_back(color);
+ if(texture_mode != LINE_TEXTURE_NONE) {
+ Vector2 tsc = Vector2(Math::cos(tt), Math::sin(tt));
+ uvs.push_back(interpolate(uv_rect, 0.5f*(tsc+Vector2(1.f,1.f))));
+ tt += angle_step;
+ }
+ }
+
+ // Last arc vertice
+ Vector2 sc = Vector2(Math::cos(end_angle), Math::sin(end_angle));
+ rpos = center + sc * radius;
+ vertices.push_back(rpos);
+ if(_interpolate_color)
+ colors.push_back(color);
+ if(texture_mode != LINE_TEXTURE_NONE) {
+ tt = tt_begin + angle_delta;
+ Vector2 tsc = Vector2(Math::cos(tt), Math::sin(tt));
+ uvs.push_back(interpolate(uv_rect, 0.5f*(tsc+Vector2(1.f,1.f))));
+ }
+
+ // Make up triangles
+ int vi0 = vi;
+ for(int ti = 0; ti < steps; ++ti) {
+ indices.push_back(vi0);
+ indices.push_back(++vi);
+ indices.push_back(vi+1);
+ }
+}
+
+