410 lines
15 KiB
C#
410 lines
15 KiB
C#
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using System;
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using System.Collections.Generic;
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using Quik.CommandMachine;
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namespace Quik.VertexGenerator
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{
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public class VertexGeneratorEngine : CommandEngine
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{
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public DrawQueue DrawQueue { get; } = new DrawQueue();
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/// <summary>
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/// Granularity for rounded geometry.
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/// </summary>
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protected float CurveGranularity =>
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(Style["-vertex-curve-granularity"] is float value) ? value : 1.0f;
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protected QuikVertex StrokeVertex => new QuikVertex()
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{
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ZIndex = Style.ZIndex ?? this.ZIndex,
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Color = Style.StrokeColor ?? QuikColor.Black,
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};
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protected QuikVertex FillVertex => new QuikVertex()
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{
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ZIndex = Style.ZIndex ?? this.ZIndex,
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Color = Style.Color ?? QuikColor.White,
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};
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protected override void ChildProcessCommand(Command name, CommandQueue queue)
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{
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base.ChildProcessCommand(name, queue);
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switch(name)
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{
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case Command.Line: LineProc(queue); break;
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default:
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break;
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}
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}
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/// <summary>
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/// Gets the rounding resolution for a line segment or border radius.
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/// </summary>
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/// <param name="radius">The width of the line.</param>
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/// <param name="arc">The angle of the cap or joint arc.</param>
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/// <returns>The rounding resolution.</returns>
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protected int GetRoundingResolution(float radius, float arc)
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{
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return (int) Math.Ceiling(arc * radius * CurveGranularity);
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}
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private readonly List<QuikLine> LineList = new List<QuikLine>();
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private void LineProc(CommandQueue queue)
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{
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Frame frame = queue.Dequeue();
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// Clear temporary vector list and retreive all line segments.
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LineList.Clear();
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if (frame.Type == FrameType.IVec1)
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{
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int count = (int)frame;
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for (int i = 0; i < count; i++)
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{
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frame = queue.Dequeue();
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LineList.Add((QuikLine)frame);
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}
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}
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else
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{
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LineList.Add((QuikLine)frame);
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}
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float width = Style.StrokeWidth ?? 1;
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DrawQueue.StartDrawCall(Viewport);
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LineInfo prevBase, nextBase = default;
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for (int i = 0; i < LineList.Count; i++)
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{
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QuikLine line = LineList[i];
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// A line segment needs a start cap if it is the first segment in
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// the list, or the last end point is not the current start point.
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bool isStart = (i == 0 || line.Start != LineList[i - 1].End);
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// A line segment needs an end cap if it is the last line segment
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// in the list or if the next start point is not the current end point.
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bool isEnd = (i == LineList.Count - 1 || line.End != LineList[i+1].Start);
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// Generate the main line segment.
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prevBase = nextBase;
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nextBase = GenerateLineSegment(line);
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if (isStart)
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{
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// Then a start cap if necessary.
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GenerateCap(line.Start, line.Normal(), prevBase, false);
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}
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else
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{
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// Otherwise generate the required joint.
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GenerateJoint(line.Start, LineList[i-1].Normal(), line.Normal(), prevBase, nextBase);
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}
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if (isEnd)
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{
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// Then generate the end cap if necessary.
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GenerateCap(line.End, line.Normal(), nextBase, true);
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}
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}
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DrawQueue.EndDrawCall();
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}
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private LineInfo GenerateLineSegment(in QuikLine line)
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{
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QuikVertex vertex = StrokeVertex;
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QuikVertex a, b, c, d;
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QuikVec2 normal = line.Normal();
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float width = Style.StrokeWidth ?? 1;
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a = b = c = d = vertex;
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a.Position = line.Start + width / 2 * normal;
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b.Position = line.Start - width / 2 * normal;
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c.Position = line.End + width / 2 * normal;
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d.Position = line.End - width / 2 * normal;
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DrawQueue.RestoreOffset();
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DrawQueue.AddVertex(a);
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DrawQueue.AddVertex(b);
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DrawQueue.AddVertex(c);
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DrawQueue.AddVertex(d);
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DrawQueue.AddElement(1); DrawQueue.AddElement(2); DrawQueue.AddElement(0);
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DrawQueue.AddElement(1); DrawQueue.AddElement(3); DrawQueue.AddElement(2);
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return new LineInfo(DrawQueue.BaseOffset, 0, 1, 2, 3);
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}
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private void GenerateJoint(
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in QuikVec2 center,
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in QuikVec2 prevNormal,
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in QuikVec2 nextNormal,
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in LineInfo prevInfo,
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in LineInfo nextInfo)
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{
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// Figure out which side needs the joint.
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QuikVec2 meanNormal = 0.5f * (prevNormal + nextNormal);
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QuikVec2 meanTangent = new QuikVec2(meanNormal.Y, -meanNormal.X);
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QuikVec2 positiveEdge = ((center + nextNormal) - (center + prevNormal)).Normalize();
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QuikVec2 negativeEdge = ((center - nextNormal) - (center - prevNormal)).Normalize();
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float positive, negative;
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positive = QuikVec2.Dot(meanTangent, positiveEdge);
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negative = QuikVec2.Dot(meanNormal, negativeEdge);
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if (positive == negative)
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{
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// To be fair this is highly unlikely considering the nature of
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// floats, but, generate an end cap to handle a cusp.
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GenerateCap(center, nextNormal, nextInfo, true);
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return;
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}
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QuikVertex vertex = StrokeVertex;
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float radius = Style.StrokeWidth/2 ?? 0.5f;
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float arc = MathF.Acos(QuikVec2.Dot(prevNormal, nextNormal));
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int resolution = GetRoundingResolution(radius, arc);
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bool isNegative = positive < negative;
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vertex.Position = center;
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DrawQueue.RestoreOffset();
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DrawQueue.AddVertex(vertex);
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int lastIndex, endIndex;
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if (isNegative)
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{
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lastIndex = DrawQueue.RelativeElement(prevInfo.BaseOffset, prevInfo.EndNegative);
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endIndex = DrawQueue.RelativeElement(nextInfo.BaseOffset, nextInfo.StartNegative);
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}
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else
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{
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lastIndex = DrawQueue.RelativeElement(nextInfo.BaseOffset, nextInfo.StartNegative);
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endIndex = DrawQueue.RelativeElement(prevInfo.BaseOffset, prevInfo.EndPositive);
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}
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for (int i = 0; i < resolution; i++)
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{
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float angle = (float)(i+1) / (resolution + 1) * arc;
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float cos = MathF.Cos(angle);
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float sin = MathF.Sin(angle);
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QuikVec2 displacement;
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if (isNegative)
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{
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displacement = new QuikVec2()
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{
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X = -prevNormal.X * cos + prevNormal.Y * sin,
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Y = -prevNormal.X * sin - prevNormal.Y * cos
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} * radius;
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}
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else
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{
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displacement = new QuikVec2()
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{
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X = nextNormal.X * cos - nextNormal.Y * sin,
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Y = nextNormal.X * sin + nextNormal.Y * cos
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} * radius;
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}
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vertex.Position = center + displacement;
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DrawQueue.AddVertex(vertex);
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DrawQueue.AddElement(lastIndex);
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DrawQueue.AddElement(i);
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DrawQueue.AddElement(0);
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lastIndex = i;
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}
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DrawQueue.AddElement(lastIndex);
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DrawQueue.AddElement(endIndex);
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DrawQueue.AddElement(0);
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}
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private void GenerateCap(
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in QuikVec2 center,
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in QuikVec2 normal,
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in LineInfo info,
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bool endCap)
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{
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int lastIndex, startIndex;
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QuikVertex vertex = StrokeVertex;
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float radius = Style.StrokeWidth ?? 1.0f;
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int resolution = GetRoundingResolution(radius, MathF.PI);
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DrawQueue.RestoreOffset();
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if (endCap)
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{
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lastIndex = DrawQueue.RelativeElement(info.BaseOffset, info.EndPositive);
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startIndex = DrawQueue.RelativeElement(info.BaseOffset, info.EndNegative);
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}
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else
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{
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lastIndex = DrawQueue.RelativeElement(info.BaseOffset, info.StartPositive);
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startIndex = DrawQueue.RelativeElement(info.BaseOffset, info.StartNegative);
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}
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for (int i = 0; i < resolution; i++)
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{
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float angle = (float) (i + 1) / (resolution + 1) * MathF.PI;
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float cos = MathF.Cos(angle);
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float sin = MathF.Sin(angle);
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QuikVec2 displacement;
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if (endCap)
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{
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displacement = new QuikVec2()
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{
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X = normal.X * cos + normal.Y * sin,
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Y = -normal.X * sin + normal.Y * cos
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} * radius;
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}
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else
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{
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displacement = new QuikVec2()
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{
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X = normal.X * cos - normal.Y * sin,
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Y = normal.X * sin + normal.Y * cos
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} * radius;
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}
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vertex.Position = center + displacement;
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DrawQueue.AddVertex(vertex);
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DrawQueue.AddElement(startIndex);
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DrawQueue.AddElement(lastIndex);
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DrawQueue.AddElement(i);
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lastIndex = i;
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}
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}
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private readonly List<QuikBezier> BezierList = new List<QuikBezier>();
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private void BezierProc(CommandQueue queue)
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{
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Frame a = queue.Dequeue();
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Frame b;
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// Clear temporary vector list and retreive all bezier segments.
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BezierList.Clear();
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if (a.Type == FrameType.IVec1)
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{
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int count = (int)a;
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for (int i = 0; i < count; i++)
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{
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a = queue.Dequeue();
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b = queue.Dequeue();
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BezierList.Add(
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new QuikBezier(
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new QuikVec2(a.GetF(0), a.GetF(1)),
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new QuikVec2(b.GetF(0), b.GetF(1)),
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new QuikVec2(b.GetF(2), b.GetF(3)),
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new QuikVec2(a.GetF(2), a.GetF(3))
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)
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);
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}
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}
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else
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{
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b = queue.Dequeue();
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BezierList.Add(
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new QuikBezier(
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new QuikVec2(a.GetF(0), a.GetF(1)),
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new QuikVec2(b.GetF(0), b.GetF(1)),
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new QuikVec2(b.GetF(2), b.GetF(3)),
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new QuikVec2(a.GetF(2), a.GetF(3))
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)
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);
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}
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float width = Style.StrokeWidth ?? 1;
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DrawQueue.StartDrawCall(Viewport);
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LineInfo prevBase, nextBase = default;
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for (int i = 0; i < LineList.Count; i++)
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{
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QuikBezier bezier = BezierList[i];
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// A line segment needs a start cap if it is the first segment in
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// the list, or the last end point is not the current start point.
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bool isStart = (i == 0 || bezier.Start != BezierList[i - 1].End);
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// A line segment needs an end cap if it is the last line segment
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// in the list or if the next start point is not the current end point.
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bool isEnd = (i == LineList.Count - 1 || bezier.End != BezierList[i+1].Start);
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// Generate the main line segment.
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prevBase = nextBase;
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nextBase = GenerateBezierSegment(bezier);
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if (isStart)
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{
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// Then a start cap if necessary.
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GenerateCap(bezier.Start, bezier.GetBezierNormal(0), prevBase, false);
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}
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else
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{
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// Otherwise generate the required joint.
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GenerateJoint(bezier.Start, BezierList[i-1].GetBezierNormal(1), bezier.GetBezierNormal(0), prevBase, nextBase);
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}
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if (isEnd)
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{
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// Then generate the end cap if necessary.
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GenerateCap(bezier.End, bezier.GetBezierNormal(1), nextBase, true);
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}
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}
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DrawQueue.EndDrawCall();
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}
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private LineInfo GenerateBezierSegment(in QuikBezier bezier)
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{
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QuikVec2 startTangent = bezier.GetBezierTangent(0);
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QuikVec2 endTangent = bezier.GetBezierTangent(1);
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QuikVec2 startNormal = new QuikVec2(-startTangent.Y, startTangent.X).Normalize();
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QuikVec2 endNormal = new QuikVec2(-endTangent.Y, endTangent.X).Normalize();
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float width = Style.StrokeWidth ?? 1;
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float radius = 0.5f * width;
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int resolution = GetRoundingResolution(radius, bezier.RasterizationArc);
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DrawQueue.RestoreOffset();
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QuikVertex v = StrokeVertex;
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int vbase = DrawQueue.BaseOffset;
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int index = 2;
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v.Position = bezier.Start + radius * startNormal;
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DrawQueue.AddVertex(v);
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v.Position = bezier.Start - radius * startNormal;
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DrawQueue.AddVertex(v);
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for (int i = 0; i < resolution; i++, index += 2)
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{
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float t = (i + 1.0f) / resolution;
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QuikVec2 at = bezier.GetBezierTangent(t).Normalize();
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QuikVec2 a = bezier.GetBezierPoint(t);
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QuikVec2 an = radius * new QuikVec2(-at.Y, at.X);
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v.Position = a + an;
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DrawQueue.AddVertex(v);
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v.Position = a - an;
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DrawQueue.AddVertex(v);
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DrawQueue.AddElement(index - 2); DrawQueue.AddElement(index - 1); DrawQueue.AddElement(index + 0);
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DrawQueue.AddElement(index - 1); DrawQueue.AddElement(index + 1); DrawQueue.AddElement(index + 0);
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}
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return new LineInfo(vbase, 0, 1, index - 2, index - 1);
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}
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private struct LineInfo
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{
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public int BaseOffset { get; }
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public int StartPositive { get; }
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public int StartNegative { get; }
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public int EndPositive { get; }
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public int EndNegative { get; }
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public LineInfo(int baseOffset, int startPositive, int startNegative, int endPositive, int endNegative)
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{
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BaseOffset = baseOffset;
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StartPositive = startPositive;
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StartNegative = startNegative;
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EndPositive = endPositive;
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EndNegative = endNegative;
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}
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}
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}
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}
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