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-rw-r--r--scene/2d/line_builder.cpp120
1 files changed, 36 insertions, 84 deletions
diff --git a/scene/2d/line_builder.cpp b/scene/2d/line_builder.cpp
index 6b06f2227a..a8a2639ccf 100644
--- a/scene/2d/line_builder.cpp
+++ b/scene/2d/line_builder.cpp
@@ -5,8 +5,8 @@
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
-/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
-/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
+/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
+/* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
@@ -53,22 +53,15 @@ static SegmentIntersectionResult segment_intersection(
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)
+ 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) {
@@ -93,20 +86,6 @@ static inline Vector2 interpolate(const Rect2 &r, const Vector2 &v) {
//----------------------------------------------------------------------------
LineBuilder::LineBuilder() {
- joint_mode = Line2D::LINE_JOINT_SHARP;
- width = 10;
- curve = nullptr;
- default_color = Color(0.4, 0.5, 1);
- gradient = nullptr;
- sharp_limit = 2.f;
- round_precision = 8;
- begin_cap_mode = Line2D::LINE_CAP_NONE;
- end_cap_mode = Line2D::LINE_CAP_NONE;
- tile_aspect = 1.f;
-
- _interpolate_color = false;
- _last_index[0] = 0;
- _last_index[1] = 0;
}
void LineBuilder::clear_output() {
@@ -117,7 +96,6 @@ void LineBuilder::clear_output() {
}
void LineBuilder::build() {
-
// Need at least 2 points to draw a line
if (points.size() < 2) {
clear_output();
@@ -158,28 +136,32 @@ void LineBuilder::build() {
//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)
+ if (retrieve_curve) {
total_distance += width * curve->interpolate_baked(0.f) * 0.5f;
- else
+ } else {
total_distance += width * 0.5f;
+ }
}
if (end_cap_mode == Line2D::LINE_CAP_BOX || end_cap_mode == Line2D::LINE_CAP_ROUND) {
- if (retrieve_curve)
+ if (retrieve_curve) {
total_distance += width * curve->interpolate_baked(1.f) * 0.5f;
- else
+ } else {
total_distance += width * 0.5f;
+ }
}
}
- if (_interpolate_color)
+ if (_interpolate_color) {
color0 = gradient->get_color(0);
- else
+ } else {
colors.push_back(default_color);
+ }
float uvx0 = 0.f;
float uvx1 = 0.f;
- if (retrieve_curve)
+ if (retrieve_curve) {
width_factor = curve->interpolate_baked(0.f);
+ }
pos_up0 += u0 * hw * width_factor;
pos_down0 -= u0 * hw * width_factor;
@@ -220,7 +202,6 @@ void LineBuilder::build() {
// For each additional segment
for (int i = 1; i < len - 1; ++i) {
-
pos1 = points[i];
Vector2 pos2 = points[i + 1];
@@ -271,10 +252,10 @@ void LineBuilder::build() {
pos1 + inner_normal1, pos2 + inner_normal1,
&corner_pos_in);
- if (intersection_result == SEGMENT_INTERSECT)
+ if (intersection_result == SEGMENT_INTERSECT) {
// Inner parts of the segments intersect
corner_pos_out = 2.f * pos1 - corner_pos_in;
- else {
+ } else {
// No intersection, segments are either parallel or too sharp
corner_pos_in = pos1 + inner_normal0;
corner_pos_out = pos1 - inner_normal0;
@@ -359,7 +340,6 @@ void LineBuilder::build() {
// Add joint geometry
if (current_joint_mode != Line2D::LINE_JOINT_SHARP) {
-
/* ________________ cbegin
* / \
* / \
@@ -386,10 +366,11 @@ void LineBuilder::build() {
strip_add_arc(pos1, vbegin.angle_to(vend), orientation);
}
- if (intersection_result != SEGMENT_INTERSECT)
- // In this case the joint is too corrputed to be re-used,
+ if (intersection_result != SEGMENT_INTERSECT) {
+ // 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
@@ -456,39 +437,6 @@ void LineBuilder::strip_begin(Vector2 up, Vector2 down, Color color, float uvx)
_last_index[DOWN] = vi + 1;
}
-void LineBuilder::strip_new_quad(Vector2 up, Vector2 down, Color color, float uvx) {
- int vi = vertices.size();
-
- vertices.push_back(vertices[_last_index[UP]]);
- vertices.push_back(vertices[_last_index[DOWN]]);
- vertices.push_back(up);
- vertices.push_back(down);
-
- if (_interpolate_color) {
- colors.push_back(color);
- colors.push_back(color);
- colors.push_back(color);
- colors.push_back(color);
- }
-
- if (texture_mode != Line2D::LINE_TEXTURE_NONE) {
- uvs.push_back(uvs[_last_index[UP]]);
- uvs.push_back(uvs[_last_index[DOWN]]);
- uvs.push_back(Vector2(uvx, UP));
- uvs.push_back(Vector2(uvx, DOWN));
- }
-
- indices.push_back(vi);
- indices.push_back(vi + 3);
- indices.push_back(vi + 1);
- indices.push_back(vi);
- indices.push_back(vi + 2);
- indices.push_back(vi + 3);
-
- _last_index[UP] = vi + 2;
- _last_index[DOWN] = vi + 3;
-}
-
void LineBuilder::strip_add_quad(Vector2 up, Vector2 down, Color color, float uvx) {
int vi = vertices.size();
@@ -529,7 +477,7 @@ void LineBuilder::strip_add_tri(Vector2 up, Orientation orientation) {
if (texture_mode != Line2D::LINE_TEXTURE_NONE) {
// UVs are just one slice of the texture all along
- // (otherwise we can't share the bottom vertice)
+ // (otherwise we can't share the bottom vertex)
uvs.push_back(uvs[_last_index[opposite_orientation]]);
}
@@ -541,7 +489,6 @@ void LineBuilder::strip_add_tri(Vector2 up, Orientation orientation) {
}
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
@@ -551,8 +498,9 @@ void LineBuilder::strip_add_arc(Vector2 center, float angle_delta, Orientation o
float angle_step = Math_PI / static_cast<float>(round_precision);
float steps = Math::abs(angle_delta) / angle_step;
- if (angle_delta < 0.f)
+ if (angle_delta < 0.f) {
angle_step = -angle_step;
+ }
float t = Vector2(1, 0).angle_to(vbegin);
float end_angle = t + angle_delta;
@@ -564,13 +512,12 @@ void LineBuilder::strip_add_arc(Vector2 center, float angle_delta, Orientation o
strip_add_tri(rpos, orientation);
}
- // Last arc vertice
+ // Last arc vertex
rpos = center + Vector2(Math::cos(end_angle), Math::sin(end_angle)) * radius;
strip_add_tri(rpos, orientation);
}
void LineBuilder::new_arc(Vector2 center, Vector2 vbegin, float angle_delta, Color color, Rect2 uv_rect) {
-
// Make a standalone arc that doesn't use existing vertices,
// with undistorted UVs from within a square section
@@ -578,22 +525,25 @@ void LineBuilder::new_arc(Vector2 center, Vector2 vbegin, float angle_delta, Col
float angle_step = Math_PI / static_cast<float>(round_precision);
float steps = Math::abs(angle_delta) / angle_step;
- if (angle_delta < 0.f)
+ if (angle_delta < 0.f) {
angle_step = -angle_step;
+ }
float t = Vector2(1, 0).angle_to(vbegin);
float end_angle = t + angle_delta;
Vector2 rpos(0, 0);
- float tt_begin = -Math_PI / 2.f;
+ float tt_begin = -Math_PI / 2.0f;
float tt = tt_begin;
// Center vertice
int vi = vertices.size();
vertices.push_back(center);
- if (_interpolate_color)
+ if (_interpolate_color) {
colors.push_back(color);
- if (texture_mode != Line2D::LINE_TEXTURE_NONE)
+ }
+ if (texture_mode != Line2D::LINE_TEXTURE_NONE) {
uvs.push_back(interpolate(uv_rect, Vector2(0.5f, 0.5f)));
+ }
// Arc vertices
for (int ti = 0; ti < steps; ++ti, t += angle_step) {
@@ -601,8 +551,9 @@ void LineBuilder::new_arc(Vector2 center, Vector2 vbegin, float angle_delta, Col
rpos = center + sc * radius;
vertices.push_back(rpos);
- if (_interpolate_color)
+ if (_interpolate_color) {
colors.push_back(color);
+ }
if (texture_mode != Line2D::LINE_TEXTURE_NONE) {
Vector2 tsc = Vector2(Math::cos(tt), Math::sin(tt));
uvs.push_back(interpolate(uv_rect, 0.5f * (tsc + Vector2(1.f, 1.f))));
@@ -610,12 +561,13 @@ void LineBuilder::new_arc(Vector2 center, Vector2 vbegin, float angle_delta, Col
}
}
- // Last arc vertice
+ // Last arc vertex
Vector2 sc = Vector2(Math::cos(end_angle), Math::sin(end_angle));
rpos = center + sc * radius;
vertices.push_back(rpos);
- if (_interpolate_color)
+ if (_interpolate_color) {
colors.push_back(color);
+ }
if (texture_mode != Line2D::LINE_TEXTURE_NONE) {
tt = tt_begin + angle_delta;
Vector2 tsc = Vector2(Math::cos(tt), Math::sin(tt));