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@@ -30,75 +30,25 @@
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#include "line_builder.h"
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-//----------------------------------------------------------------------------
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-// Util
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-//----------------------------------------------------------------------------
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-
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-enum SegmentIntersectionResult {
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- SEGMENT_PARALLEL = 0,
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- SEGMENT_NO_INTERSECT = 1,
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- SEGMENT_INTERSECT = 2
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-};
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-
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-static SegmentIntersectionResult segment_intersection(
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- Vector2 a, Vector2 b, Vector2 c, Vector2 d,
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- Vector2 *out_intersection) {
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- // http://paulbourke.net/geometry/pointlineplane/ <-- Good stuff
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- Vector2 cd = d - c;
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- Vector2 ab = b - a;
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- float div = cd.y * ab.x - cd.x * ab.y;
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-
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- if (Math::abs(div) > 0.001f) {
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- float ua = (cd.x * (a.y - c.y) - cd.y * (a.x - c.x)) / div;
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- float ub = (ab.x * (a.y - c.y) - ab.y * (a.x - c.x)) / div;
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- *out_intersection = a + ua * ab;
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- if (ua >= 0.f && ua <= 1.f &&
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- ub >= 0.f && ub <= 1.f) {
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- return SEGMENT_INTERSECT;
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- }
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- return SEGMENT_NO_INTERSECT;
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- }
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-
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- return SEGMENT_PARALLEL;
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-}
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-
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-static float calculate_total_distance(const Vector<Vector2> &points) {
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- float d = 0.f;
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- for (int i = 1; i < points.size(); ++i) {
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- d += points[i].distance_to(points[i - 1]);
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- }
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- return d;
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-}
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-
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-static inline Vector2 rotate90(const Vector2 &v) {
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- // Note: the 2D referential is X-right, Y-down
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- return Vector2(v.y, -v.x);
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-}
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+#include "core/math/geometry_2d.h"
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+// Utility method.
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static inline Vector2 interpolate(const Rect2 &r, const Vector2 &v) {
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return Vector2(
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Math::lerp(r.position.x, r.position.x + r.get_size().x, v.x),
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Math::lerp(r.position.y, r.position.y + r.get_size().y, v.y));
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}
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-//----------------------------------------------------------------------------
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-// LineBuilder
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-//----------------------------------------------------------------------------
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-
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LineBuilder::LineBuilder() {
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}
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-void LineBuilder::clear_output() {
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- vertices.clear();
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- colors.clear();
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- indices.clear();
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- uvs.clear();
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-}
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-
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void LineBuilder::build() {
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- // Need at least 2 points to draw a line
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+ // Need at least 2 points to draw a line, so clear the output and return.
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if (points.size() < 2) {
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- clear_output();
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+ vertices.clear();
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+ colors.clear();
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+ indices.clear();
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+ uvs.clear();
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return;
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}
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@@ -107,14 +57,21 @@ void LineBuilder::build() {
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const float hw = width / 2.f;
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const float hw_sq = hw * hw;
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const float sharp_limit_sq = sharp_limit * sharp_limit;
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- const int len = points.size();
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+ const int point_count = points.size();
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+ const bool wrap_around = closed && point_count > 2;
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+
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+ _interpolate_color = gradient != nullptr;
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+ const bool retrieve_curve = curve != nullptr;
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+ const bool distance_required = _interpolate_color || retrieve_curve ||
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+ texture_mode == Line2D::LINE_TEXTURE_TILE ||
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+ texture_mode == Line2D::LINE_TEXTURE_STRETCH;
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// Initial values
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Vector2 pos0 = points[0];
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Vector2 pos1 = points[1];
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Vector2 f0 = (pos1 - pos0).normalized();
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- Vector2 u0 = rotate90(f0);
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+ Vector2 u0 = f0.orthogonal();
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Vector2 pos_up0 = pos0;
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Vector2 pos_down0 = pos0;
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@@ -124,32 +81,37 @@ void LineBuilder::build() {
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float current_distance0 = 0.f;
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float current_distance1 = 0.f;
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float total_distance = 0.f;
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+
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float width_factor = 1.f;
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- _interpolate_color = gradient != nullptr;
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- bool retrieve_curve = curve != nullptr;
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- bool distance_required = _interpolate_color ||
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- retrieve_curve ||
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- texture_mode == Line2D::LINE_TEXTURE_TILE ||
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- texture_mode == Line2D::LINE_TEXTURE_STRETCH;
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+ float modified_hw = hw;
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+ if (retrieve_curve) {
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+ width_factor = curve->sample_baked(0.f);
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+ modified_hw = hw * width_factor;
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+ }
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+
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if (distance_required) {
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- total_distance = calculate_total_distance(points);
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- //Adjust totalDistance.
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- // The line's outer length will be a little higher due to begin and end caps
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- if (begin_cap_mode == Line2D::LINE_CAP_BOX || begin_cap_mode == Line2D::LINE_CAP_ROUND) {
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- if (retrieve_curve) {
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- total_distance += width * curve->sample_baked(0.f) * 0.5f;
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- } else {
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- total_distance += width * 0.5f;
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- }
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+ // Calculate the total distance.
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+ for (int i = 1; i < point_count; ++i) {
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+ total_distance += points[i].distance_to(points[i - 1]);
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}
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- if (end_cap_mode == Line2D::LINE_CAP_BOX || end_cap_mode == Line2D::LINE_CAP_ROUND) {
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- if (retrieve_curve) {
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- total_distance += width * curve->sample_baked(1.f) * 0.5f;
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- } else {
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- total_distance += width * 0.5f;
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+ if (wrap_around) {
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+ total_distance += points[point_count - 1].distance_to(pos0);
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+ } else {
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+ // Adjust the total distance.
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+ // The line's outer length may be a little higher due to the end caps.
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+ if (begin_cap_mode == Line2D::LINE_CAP_BOX || begin_cap_mode == Line2D::LINE_CAP_ROUND) {
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+ total_distance += modified_hw;
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+ }
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+ if (end_cap_mode == Line2D::LINE_CAP_BOX || end_cap_mode == Line2D::LINE_CAP_ROUND) {
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+ if (retrieve_curve) {
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+ total_distance += hw * curve->sample_baked(1.f);
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+ } else {
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+ total_distance += hw;
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+ }
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}
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}
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}
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+
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if (_interpolate_color) {
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color0 = gradient->get_color(0);
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} else {
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@@ -159,34 +121,31 @@ void LineBuilder::build() {
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float uvx0 = 0.f;
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float uvx1 = 0.f;
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- if (retrieve_curve) {
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- width_factor = curve->sample_baked(0.f);
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- }
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-
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- pos_up0 += u0 * hw * width_factor;
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- pos_down0 -= u0 * hw * width_factor;
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+ pos_up0 += u0 * modified_hw;
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+ pos_down0 -= u0 * modified_hw;
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// Begin cap
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- if (begin_cap_mode == Line2D::LINE_CAP_BOX) {
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- // Push back first vertices a little bit
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- pos_up0 -= f0 * hw * width_factor;
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- pos_down0 -= f0 * hw * width_factor;
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-
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- current_distance0 += hw * width_factor;
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- current_distance1 = current_distance0;
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- } else if (begin_cap_mode == Line2D::LINE_CAP_ROUND) {
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- if (texture_mode == Line2D::LINE_TEXTURE_TILE) {
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- uvx0 = width_factor * 0.5f / tile_aspect;
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- } else if (texture_mode == Line2D::LINE_TEXTURE_STRETCH) {
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- uvx0 = width * width_factor / total_distance;
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+ if (!wrap_around) {
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+ if (begin_cap_mode == Line2D::LINE_CAP_BOX) {
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+ // Push back first vertices a little bit.
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+ pos_up0 -= f0 * modified_hw;
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+ pos_down0 -= f0 * modified_hw;
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+
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+ current_distance0 += modified_hw;
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+ current_distance1 = current_distance0;
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+ } else if (begin_cap_mode == Line2D::LINE_CAP_ROUND) {
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+ if (texture_mode == Line2D::LINE_TEXTURE_TILE) {
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+ uvx0 = width_factor * 0.5f / tile_aspect;
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+ } else if (texture_mode == Line2D::LINE_TEXTURE_STRETCH) {
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+ uvx0 = width * width_factor / total_distance;
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+ }
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+ new_arc(pos0, pos_up0 - pos0, -Math_PI, color0, Rect2(0.f, 0.f, uvx0 * 2, 1.f));
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+ current_distance0 += modified_hw;
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+ current_distance1 = current_distance0;
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}
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- new_arc(pos0, pos_up0 - pos0, -Math_PI, color0, Rect2(0.f, 0.f, uvx0 * 2, 1.f));
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- current_distance0 += hw * width_factor;
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- current_distance1 = current_distance0;
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+ strip_begin(pos_up0, pos_down0, color0, uvx0);
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}
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- strip_begin(pos_up0, pos_down0, color0, uvx0);
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-
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/*
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* pos_up0 ------------- pos_up1 --------------------
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* | |
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@@ -200,19 +159,30 @@ void LineBuilder::build() {
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// http://labs.hyperandroid.com/tag/opengl-lines
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// (not the same implementation but visuals help a lot)
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+ // If the polyline wraps around, then draw two more segments with joints:
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+ // The last one, which should normally end with an end cap, and the one that matches the end and the beginning.
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+ int segments_count = wrap_around ? point_count : (point_count - 2);
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+ // The wraparound case starts with a "fake walk" from the end of the polyline
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+ // to its beginning, so that its first joint is correct, without drawing anything.
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+ int first_point = wrap_around ? -1 : 1;
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+
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+ // If the line wraps around, these variables will be used for the final segment.
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+ Vector2 first_pos_up, first_pos_down;
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+ bool is_first_joint_sharp = false;
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+
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// For each additional segment
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- for (int i = 1; i < len - 1; ++i) {
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- pos1 = points[i];
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- Vector2 pos2 = points[i + 1];
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+ for (int i = first_point; i <= segments_count; ++i) {
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+ pos1 = points[(i == -1) ? point_count - 1 : i % point_count]; // First point.
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+ Vector2 pos2 = points[(i + 1) % point_count]; // Second point.
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Vector2 f1 = (pos2 - pos1).normalized();
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- Vector2 u1 = rotate90(f1);
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+ Vector2 u1 = f1.orthogonal();
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- // Determine joint orientation
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- const float dp = u0.dot(f1);
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+ // Determine joint orientation.
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+ float dp = u0.dot(f1);
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const Orientation orientation = (dp > 0.f ? UP : DOWN);
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- if (distance_required) {
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+ if (distance_required && i >= 1) {
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current_distance1 += pos0.distance_to(pos1);
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}
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if (_interpolate_color) {
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@@ -220,15 +190,14 @@ void LineBuilder::build() {
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}
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if (retrieve_curve) {
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width_factor = curve->sample_baked(current_distance1 / total_distance);
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+ modified_hw = hw * width_factor;
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}
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- Vector2 inner_normal0, inner_normal1;
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- if (orientation == UP) {
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- inner_normal0 = u0 * hw * width_factor;
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- inner_normal1 = u1 * hw * width_factor;
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- } else {
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- inner_normal0 = -u0 * hw * width_factor;
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- inner_normal1 = -u1 * hw * width_factor;
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+ Vector2 inner_normal0 = u0 * modified_hw;
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+ Vector2 inner_normal1 = u1 * modified_hw;
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+ if (orientation == DOWN) {
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+ inner_normal0 = -inner_normal0;
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+ inner_normal1 = -inner_normal1;
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}
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/*
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@@ -245,18 +214,18 @@ void LineBuilder::build() {
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* /
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*/
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- // Find inner intersection at the joint
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+ // Find inner intersection at the joint.
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Vector2 corner_pos_in, corner_pos_out;
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- SegmentIntersectionResult intersection_result = segment_intersection(
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+ bool is_intersecting = Geometry2D::segment_intersects_segment(
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pos0 + inner_normal0, pos1 + inner_normal0,
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pos1 + inner_normal1, pos2 + inner_normal1,
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&corner_pos_in);
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- if (intersection_result == SEGMENT_INTERSECT) {
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- // Inner parts of the segments intersect
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+ if (is_intersecting) {
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+ // Inner parts of the segments intersect.
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corner_pos_out = 2.f * pos1 - corner_pos_in;
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} else {
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- // No intersection, segments are either parallel or too sharp
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+ // No intersection, segments are too sharp or they overlap.
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corner_pos_in = pos1 + inner_normal0;
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corner_pos_out = pos1 - inner_normal0;
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}
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@@ -273,8 +242,8 @@ void LineBuilder::build() {
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Line2D::LineJointMode current_joint_mode = joint_mode;
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Vector2 pos_up1, pos_down1;
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- if (intersection_result == SEGMENT_INTERSECT) {
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- // Fallback on bevel if sharp angle is too high (because it would produce very long miters)
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+ if (is_intersecting) {
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+ // Fallback on bevel if sharp angle is too high (because it would produce very long miters).
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float width_factor_sq = width_factor * width_factor;
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if (current_joint_mode == Line2D::LINE_JOINT_SHARP && corner_pos_out.distance_squared_to(pos1) / (hw_sq * width_factor_sq) > sharp_limit_sq) {
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current_joint_mode = Line2D::LINE_JOINT_BEVEL;
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@@ -288,57 +257,78 @@ void LineBuilder::build() {
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// Bevel or round
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if (orientation == UP) {
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pos_up1 = corner_pos_up;
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- pos_down1 = pos1 - u0 * hw * width_factor;
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+ pos_down1 = pos1 - u0 * modified_hw;
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} else {
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- pos_up1 = pos1 + u0 * hw * width_factor;
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+ pos_up1 = pos1 + u0 * modified_hw;
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pos_down1 = corner_pos_down;
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}
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}
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} else {
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// No intersection: fallback
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if (current_joint_mode == Line2D::LINE_JOINT_SHARP) {
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- // There is no fallback implementation for LINE_JOINT_SHARP so switch to the LINE_JOINT_BEVEL
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+ // There is no fallback implementation for LINE_JOINT_SHARP so switch to the LINE_JOINT_BEVEL.
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current_joint_mode = Line2D::LINE_JOINT_BEVEL;
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}
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pos_up1 = corner_pos_up;
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pos_down1 = corner_pos_down;
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}
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- // Add current line body quad
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- // Triangles are clockwise
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+ // Triangles are clockwise.
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if (texture_mode == Line2D::LINE_TEXTURE_TILE) {
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uvx1 = current_distance1 / (width * tile_aspect);
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} else if (texture_mode == Line2D::LINE_TEXTURE_STRETCH) {
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uvx1 = current_distance1 / total_distance;
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}
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- strip_add_quad(pos_up1, pos_down1, color1, uvx1);
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-
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- // Swap vars for use in the next line
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+ // Swap vars for use in the next line.
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color0 = color1;
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u0 = u1;
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f0 = f1;
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pos0 = pos1;
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- if (intersection_result == SEGMENT_INTERSECT) {
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+ if (is_intersecting) {
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if (current_joint_mode == Line2D::LINE_JOINT_SHARP) {
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pos_up0 = pos_up1;
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pos_down0 = pos_down1;
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} else {
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if (orientation == UP) {
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pos_up0 = corner_pos_up;
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- pos_down0 = pos1 - u1 * hw * width_factor;
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+ pos_down0 = pos1 - u1 * modified_hw;
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} else {
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- pos_up0 = pos1 + u1 * hw * width_factor;
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+ pos_up0 = pos1 + u1 * modified_hw;
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pos_down0 = corner_pos_down;
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}
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}
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} else {
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- pos_up0 = pos1 + u1 * hw * width_factor;
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- pos_down0 = pos1 - u1 * hw * width_factor;
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+ pos_up0 = pos1 + u1 * modified_hw;
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+ pos_down0 = pos1 - u1 * modified_hw;
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+ }
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+
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+ // End the "fake pass" in the closed line case before the drawing subroutine.
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+ 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
|
|
|
+ // 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;
|
|
|
+ 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;
|
|
|
+ }
|
|
|
|
|
|
- // End cap (box)
|
|
|
- if (end_cap_mode == Line2D::LINE_CAP_BOX) {
|
|
|
- pos_up1 += f0 * hw * width_factor;
|
|
|
- pos_down1 += f0 * hw * width_factor;
|
|
|
+ Vector2 pos_up1 = pos1 + u0 * modified_hw;
|
|
|
+ Vector2 pos_down1 = pos1 - u0 * modified_hw;
|
|
|
|
|
|
- current_distance1 += hw * width_factor;
|
|
|
- }
|
|
|
+ // 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;
|
|
|
|
|
|
- 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);
|
|
|
+ current_distance1 += modified_hw;
|
|
|
+ }
|
|
|
|
|
|
- // 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;
|
|
|
+ uvx1 = current_distance1 / (width * tile_aspect);
|
|
|
} else if (texture_mode == Line2D::LINE_TEXTURE_STRETCH) {
|
|
|
- dist = width * width_factor / total_distance;
|
|
|
+ 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));
|
|
|
}
|
|
|
}
|
|
|
|