mirror of
https://github.com/thorvg/thorvg.git
synced 2025-06-17 05:25:43 +00:00
95 lines
No EOL
3.3 KiB
C++
95 lines
No EOL
3.3 KiB
C++
/*
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* Copyright (c) 2023 the ThorVG project. All rights reserved.
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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* The above copyright notice and this permission notice shall be included in all
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* copies or substantial portions of the Software.
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*/
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#include "tvgWgGeometry.h"
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void WgVertexList::computeTriFansIndexes()
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{
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assert(mVertexList.count > 2);
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mIndexList.reserve((mVertexList.count - 2) * 3);
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for (size_t i = 0; i < mVertexList.count - 2; i++) {
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mIndexList.push(0);
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mIndexList.push(i + 1);
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mIndexList.push(i + 2);
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}
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}
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void WgVertexList::appendCubic(WgPoint p1, WgPoint p2, WgPoint p3)
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{
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WgPoint p0 = mVertexList.count > 0 ? mVertexList.last() : WgPoint(0.0f, 0.0f);
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const size_t segs = 16;
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for (size_t i = 1; i <= segs; i++) {
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float t = i / (float)segs;
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// get cubic spline interpolation coefficients
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float t0 = 1 * (1.0f - t) * (1.0f - t) * (1.0f - t);
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float t1 = 3 * (1.0f - t) * (1.0f - t) * t;
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float t2 = 3 * (1.0f - t) * t * t;
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float t3 = 1 * t * t * t;
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mVertexList.push(p0 * t0 + p1 * t1 + p2 * t2 + p3 * t3);
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}
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}
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void WgVertexList::appendRect(WgPoint p0, WgPoint p1, WgPoint p2, WgPoint p3)
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{
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uint32_t index = mVertexList.count;
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mVertexList.push(p0); // +0
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mVertexList.push(p1); // +1
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mVertexList.push(p2); // +2
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mVertexList.push(p3); // +3
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mIndexList.push(index + 0);
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mIndexList.push(index + 1);
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mIndexList.push(index + 2);
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mIndexList.push(index + 1);
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mIndexList.push(index + 3);
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mIndexList.push(index + 2);
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}
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// TODO: optimize vertex and index count
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void WgVertexList::appendCircle(WgPoint center, float radius)
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{
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uint32_t index = mVertexList.count;
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uint32_t nSegments = 32;
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for (uint32_t i = 0; i < nSegments; i++) {
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float angle0 = (float)(i + 0) / nSegments * 3.141593f * 2.0f;
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float angle1 = (float)(i + 1) / nSegments * 3.141593f * 2.0f;
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WgPoint p0 = center + WgPoint(sin(angle0) * radius, cos(angle0) * radius);
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WgPoint p1 = center + WgPoint(sin(angle1) * radius, cos(angle1) * radius);
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mVertexList.push(center); // +0
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mVertexList.push(p0); // +1
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mVertexList.push(p1); // +2
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mIndexList.push(index + 0);
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mIndexList.push(index + 1);
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mIndexList.push(index + 2);
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index += 3;
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}
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}
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void WgVertexList::close()
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{
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if (mVertexList.count > 1) {
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mVertexList.push(mVertexList[0]);
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}
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} |