infinipaint/src/DrawComponents/DrawBrushStroke.cpp

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#include "DrawBrushStroke.hpp"
#include <Helpers/Serializers.hpp>
#include <cereal/types/vector.hpp>
#include <limits>
#ifndef IS_SERVER
#include <Eigen/Geometry>
#include "Helpers/MathExtras.hpp"
#include "../TimePoint.hpp"
#include <include/core/SkVertices.h>
#include <include/pathops/SkPathOps.h>
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#include "../DrawCollision.hpp"
#endif
#define AABB_PRECHECK_BVH_LEVELS 2
#define DEFAULT_SMOOTHNESS 5
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void DrawBrushStroke::save(cereal::PortableBinaryOutputArchive& a) const {
a(d->points, d->color, d->hasRoundCaps);
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}
void DrawBrushStroke::load(cereal::PortableBinaryInputArchive& a) {
a(d->points, d->color, d->hasRoundCaps);
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}
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void DrawBrushStroke::save_file(cereal::PortableBinaryOutputArchive& a) const {
a(d->points, d->color, d->hasRoundCaps);
}
void DrawBrushStroke::load_file(cereal::PortableBinaryInputArchive& a, VersionNumber version) {
a(d->points, d->color, d->hasRoundCaps);
}
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DrawComponentType DrawBrushStroke::get_type() const {
return DRAWCOMPONENT_BRUSHSTROKE;
}
#ifndef IS_SERVER
std::shared_ptr<DrawComponent> DrawBrushStroke::copy(DrawingProgram& drawP) const {
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auto a = std::make_shared<DrawBrushStroke>();
a->d = d;
a->coords = coords;
return a;
}
std::shared_ptr<DrawComponent> DrawBrushStroke::deep_copy(DrawingProgram& drawP) const {
auto a = std::make_shared<DrawBrushStroke>();
a->d = d;
a->coords = coords;
// Just copy pointers over, brush strokes cant be edited so they can share the same memory
a->brushPath = brushPath;
a->brushPathLOD = brushPathLOD;
a->bounds = bounds;
return a;
}
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void DrawBrushStroke::update_from_delayed_ptr(const std::shared_ptr<DrawComponent>& delayedUpdatePtr) {
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std::shared_ptr<DrawBrushStroke> newPtr = std::static_pointer_cast<DrawBrushStroke>(delayedUpdatePtr);
d = newPtr->d;
}
Vector2f two_dim_vec_slerp(const Vector2f& v1, const Vector2f& v2) {
Vector2f v1Norm = v1.normalized();
Vector2f v2Norm = v2.normalized();
Vector2f avg = (v1Norm + v2Norm) * 0.5f;
if(std::fabs(avg.x()) < 0.00001f && std::fabs(avg.y()) < 0.00001f)
return perpendicular_vec2(v1Norm).normalized();
else
return avg.normalized();
}
void DrawBrushStroke::draw(SkCanvas* canvas, const DrawData& drawData) {
if(drawSetupData.shouldDraw && brushPath) {
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//bool deepPrecheck = false;
//for(auto& aabb : precheckAABBLevels) {
// if(SCollision::collide(drawData.cam.viewingAreaGenerousCollider, aabb)) {
// deepPrecheck = true;
// break;
// }
//}
//if(!deepPrecheck && !precheckAABBLevels.empty())
// return;
SkPaint paint;
//paint.setStroke(true);
//paint.setStrokeWidth(0.0f);
canvas->save();
paint.setColor4f(SkColor4f{d->color.x(), d->color.y(), d->color.z(), d->color.w()});
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canvas_do_calculated_transform(canvas);
if(drawSetupData.mipmapLevel == 0 || drawData.dontUseDrawProgCache) // check dontUseDrawProgCache, to make sure that SVG screenshots dont use LOD
canvas->drawPath(*brushPath, paint);
else
canvas->drawPath(*brushPathLOD[drawSetupData.mipmapLevel - 1], paint);
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//SkPaint p2(SkColor4f{1, 0, 0, 1});
//p2.setStroke(true);
//SkPaint p3(SkColor4f{0, 1, 0, 1});
//SkPaint p4(SkColor4f{0, 0, 1, 1});
//p3.setStroke(true);
//p4.setStroke(true);
//for(auto& precheckAABBLevel : precheckAABBLevels)
// draw_collider(canvas, drawData, precheckAABBLevel, p4);
//draw_collider(canvas, drawData, collisionTree, p3);
canvas->restore();
}
}
void DrawBrushStroke::initialize_draw_data(DrawingProgram& drawP) {
if(!d->points.empty()) {
std::vector<DrawBrushStrokePoint> points = smooth_points(0, d->points.size() - 1, DEFAULT_SMOOTHNESS);
auto triangleFunc = [&](Vector2f a, Vector2f b, Vector2f c) {
return false;
};
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auto brushPathBuilder = std::make_shared<SkPathBuilder>();
auto brushPathLOD0Builder = std::make_shared<SkPathBuilder>();
auto brushPathLOD1Builder = std::make_shared<SkPathBuilder>();
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create_triangles(triangleFunc, points, 0, brushPathBuilder);
create_triangles(triangleFunc, points, 4, brushPathLOD0Builder);
create_triangles(triangleFunc, points, 30, brushPathLOD1Builder);
brushPath = std::make_shared<SkPath>(brushPathBuilder->detach());
brushPathLOD[0] = std::make_shared<SkPath>(brushPathLOD0Builder->detach());
brushPathLOD[1] = std::make_shared<SkPath>(brushPathLOD1Builder->detach());
}
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create_collider();
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}
std::vector<size_t> DrawBrushStroke::get_wedge_indices(const std::vector<DrawBrushStrokePoint>& points) {
if(points.size() < 2)
return {};
std::vector<size_t> toRet;
toRet.emplace_back(0);
for(size_t i = 1; i < points.size() - 1; i++) {
Vector2f v1Norm = (points[i - 1].pos - points[i].pos).normalized();
Vector2f v2Norm = (points[i + 1].pos - points[i].pos).normalized();
if(v1Norm.dot(v2Norm) > -0.6f)
toRet.emplace_back(i);
}
toRet.emplace_back(points.size() - 1);
return toRet;
}
std::vector<DrawBrushStrokePoint> DrawBrushStroke::smooth_points(size_t beginIndex, size_t endIndex, unsigned numOfDivisions) {
std::vector<DrawBrushStrokePoint>& points = d->points;
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size_t pointsSize = endIndex - beginIndex + 1;
if(pointsSize < 2)
return {points[beginIndex], points[endIndex]};
std::vector<DrawBrushStrokePoint> toRet;
DrawBrushStrokePoint p0 = points[beginIndex];
p0.pos = p0.pos + p0.width * (p0.pos - points[beginIndex + 1].pos).normalized() * DRAW_MINIMUM_LIMIT;
DrawBrushStrokePoint p1 = points[beginIndex];
DrawBrushStrokePoint p2 = points[beginIndex + 1];
DrawBrushStrokePoint p3;
for(size_t i = beginIndex; i < endIndex; i++) {
if(i == endIndex - 1) {
p3 = points[i + 1];
p3.pos = p3.pos + p3.width * (p3.pos - points[i].pos).normalized() * DRAW_MINIMUM_LIMIT;
}
else
p3 = points[i + 2];
toRet.emplace_back(p1);
float tMove = 1.0 / static_cast<float>(numOfDivisions);
for(unsigned d = 1; d < numOfDivisions; d++) {
float t = tMove * static_cast<float>(d);
DrawBrushStrokePoint pToAdd;
pToAdd.pos = catmull_rom(p0.pos, p1.pos, p2.pos, p3.pos, t);
pToAdd.width = std::lerp(p1.width, p2.width, t);
if(!(std::isnan(pToAdd.pos.x()) || std::isnan(pToAdd.pos.y()))) // Don't add NAN values
toRet.emplace_back(pToAdd);
}
p0 = p1;
p1 = p2;
p2 = p3;
}
toRet.emplace_back(points[endIndex]);
return toRet;
}
std::vector<DrawBrushStrokePoint> DrawBrushStroke::smooth_points_avg(size_t beginIndex, size_t endIndex, unsigned numOfDivisions) {
std::vector<DrawBrushStrokePoint>& points = d->points;
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size_t pointsSize = endIndex - beginIndex + 1;
if(pointsSize < 2)
return {points[beginIndex], points[endIndex]};
std::vector<DrawBrushStrokePoint> toRet;
for(size_t i = beginIndex; i < endIndex; i++) {
const DrawBrushStrokePoint& p1 = points[i];
const DrawBrushStrokePoint& p2 = points[i + 1];
float tMove = 1.0 / static_cast<float>(numOfDivisions);
for(unsigned d = 0; d < numOfDivisions; d++) {
float t = tMove * static_cast<float>(d);
DrawBrushStrokePoint pToAdd;
pToAdd.pos = lerp_vec(p1.pos, p2.pos, t);
pToAdd.width = std::lerp(p1.width, p2.width, t);
if(!(std::isnan(pToAdd.pos.x()) || std::isnan(pToAdd.pos.y()))) // Don't add NAN values
toRet.emplace_back(pToAdd);
}
}
toRet.emplace_back(points[endIndex]);
return toRet;
}
std::vector<DrawBrushStrokePoint> DrawBrushStroke::every_nth_point_include_front_and_back(const std::vector<DrawBrushStrokePoint>& pts, size_t n) {
if(pts.size() <= 3 || n == 0)
return pts;
std::vector<DrawBrushStrokePoint> toRet;
toRet.emplace_back(pts.front());
for(size_t i = n; i < pts.size() - 1; i += n)
toRet.emplace_back(pts[i]);
toRet.emplace_back(pts.back());
return toRet;
}
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void DrawBrushStroke::create_triangles(const std::function<bool(Vector2f, Vector2f, Vector2f)>& passTriangleFunc, const std::vector<DrawBrushStrokePoint>& smoothedPoints, size_t skipVertexCount, std::shared_ptr<SkPathBuilder> bPathBuilder) {
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const int ARC_SMOOTHNESS = 10;
const int CIRCLE_SMOOTHNESS = 20;
const std::vector<DrawBrushStrokePoint>& pointsN = d->points;
std::vector<SkPoint> topPoints;
std::vector<SkPoint> bottomPoints;
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if(pointsN.size() == 1 && d->hasRoundCaps) {
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std::vector<Vector2f> circlePoints = gen_circle_points(pointsN.front().pos, pointsN.front().width / 2.0f, CIRCLE_SMOOTHNESS);
for(size_t i = 0; i < circlePoints.size(); i++) {
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if(passTriangleFunc(pointsN.front().pos, circlePoints[i], circlePoints[(i + 1) % circlePoints.size()])) return;
topPoints.emplace_back(convert_vec2<SkPoint>(circlePoints[i]));
}
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}
if(pointsN.size() < 2) {
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if(bPathBuilder && !topPoints.empty())
bPathBuilder->addPolygon({topPoints.data(), topPoints.size()}, false);
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return;
}
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auto points = every_nth_point_include_front_and_back(smoothedPoints, skipVertexCount);
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std::vector<size_t> wedgeIndices = get_wedge_indices(points);
for(size_t i = 0; i < wedgeIndices.size() - 1; i++) {
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size_t pointsBegin = wedgeIndices[i];
size_t pointsEnd = wedgeIndices[i + 1];
std::array<Vector2f, 3> vertArray;
size_t newIndex = 0;
Vector2f perpPrev = perpendicular_vec2((points[pointsBegin + 1].pos - points[pointsBegin].pos).eval());
perpPrev.normalize();
vertArray[0] = points[pointsBegin].pos + perpPrev * points[pointsBegin].width * 0.5f;
topPoints.emplace_back(convert_vec2<SkPoint>(vertArray[0]));
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vertArray[1] = points[pointsBegin].pos - perpPrev * points[pointsBegin].width * 0.5f;
bottomPoints.emplace_back(convert_vec2<SkPoint>(vertArray[1]));
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newIndex = 2;
if(d->hasRoundCaps && pointsBegin == 0) {
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Vector2f arcDirStart = (convert_vec2<Vector2f>(vertArray[0]) - points[0].pos).normalized();
Vector2f arcDirEnd = (convert_vec2<Vector2f>(vertArray[1]) - points[0].pos).normalized();
Vector2f arcDirCenter = (points[0].pos - points[1].pos).normalized();
std::vector<Vector2f> arcPoints = arc_vec<float>(points[0].pos, arcDirStart, arcDirEnd, arcDirCenter, points[0].width * 0.5f, ARC_SMOOTHNESS);
arcPoints.emplace(arcPoints.begin(), convert_vec2<Vector2f>(vertArray[0]));
arcPoints.emplace_back(convert_vec2<Vector2f>(vertArray[1]));
for(size_t i = 0; i < arcPoints.size() - 1; i++) {
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if(passTriangleFunc(points[0].pos, arcPoints[i], arcPoints[i + 1])) return;
bottomPoints.emplace_back(convert_vec2<SkPoint>(arcPoints[i]));
}
bottomPoints.emplace_back(convert_vec2<SkPoint>(arcPoints.back()));
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}
for(size_t j = pointsBegin + 1; j < pointsEnd; j++) {
if(j >= pointsEnd)
j = pointsEnd - 1;
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Vector2f v1 = points[j - 1].pos - points[j].pos;
Vector2f v2 = points[j].pos - points[j + 1].pos;
Vector2f perp = perpendicular_vec2((v1 + v2).eval()).normalized();
if(std::isnan(perp.dot(perpPrev))) {
std::cout << "NAN FOUND" << std::endl;
std::cout << v1 << std::endl;
std::cout << v2 << std::endl;
std::cout << perp << std::endl;
std::cout << perpPrev << std::endl;
throw 1;
}
if(perp.dot(perpPrev) < 0.0)
perp = -perp;
vertArray[newIndex] = points[j].pos + perp * 0.5f * points[j].width;
topPoints.emplace_back(convert_vec2<SkPoint>(vertArray[newIndex]));
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newIndex = (newIndex + 1) % 3;
if(passTriangleFunc(vertArray[0], vertArray[1], vertArray[2])) return;
vertArray[newIndex] = points[j].pos - perp * 0.5f * points[j].width;
bottomPoints.emplace_back(convert_vec2<SkPoint>(vertArray[newIndex]));
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newIndex = (newIndex + 1) % 3;
if(passTriangleFunc(vertArray[0], vertArray[1], vertArray[2])) return;
perpPrev = perp;
}
Vector2f rectDir = points[pointsEnd - 1].pos - points[pointsEnd].pos;
rectDir.normalize();
Vector2f perp = perpendicular_vec2(rectDir);
if(perp.dot(perpPrev) < 0.0)
perp = -perp;
vertArray[newIndex] = points[pointsEnd].pos + perp * points[pointsEnd].width * 0.5;
topPoints.emplace_back(convert_vec2<SkPoint>(vertArray[newIndex]));
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newIndex = (newIndex + 1) % 3;
if(passTriangleFunc(vertArray[0], vertArray[1], vertArray[2])) return;
vertArray[newIndex] = points[pointsEnd].pos - perp * points[pointsEnd].width * 0.5;
bottomPoints.emplace_back(convert_vec2<SkPoint>(vertArray[newIndex]));
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newIndex = (newIndex + 1) % 3;
if(passTriangleFunc(vertArray[0], vertArray[1], vertArray[2])) return;
// Render wedge
if(pointsEnd != points.size() - 1) {
// Find 4 points involved in intersection
Vector2f currentP1 = points[pointsEnd].pos - perp * points[pointsEnd].width * 0.5;
Vector2f currentP2 = points[pointsEnd].pos + perp * points[pointsEnd].width * 0.5;
Vector2f nextRectDir = points[pointsEnd + 1].pos - points[pointsEnd].pos;
nextRectDir.normalize();
Vector2f nextPerp = perpendicular_vec2(nextRectDir);
Vector2f nextP1 = points[pointsEnd].pos - nextPerp * points[pointsEnd].width * 0.5;
Vector2f nextP2 = points[pointsEnd].pos + nextPerp * points[pointsEnd].width * 0.5;
// Find center of wedge
Vector2f wedgeCenter = line_line_intersection(currentP1, currentP2, nextP1, nextP2);
Vector2f wedgeP1 = ((currentP1 - currentP2).dot(nextRectDir)) <= 0.0 ? currentP1 : currentP2;
Vector2f wedgeP2 = ((nextP1 - nextP2).dot(rectDir)) <= 0.0 ? nextP1 : nextP2;
bool isTopWedge = wedgeP1 == convert_vec2<Vector2f>(topPoints.back());
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float arcRadius;
std::vector<Vector2f> arcPoints;
if(wedgeCenter.x() == std::numeric_limits<float>::max()) {
wedgeCenter = (currentP1 + currentP2) * 0.5;
wedgeP1 = currentP1;
wedgeP2 = currentP2;
arcRadius = points[pointsEnd].width * 0.5;
arcPoints = arc_vec(wedgeCenter, (wedgeP1 - wedgeCenter).normalized(), (wedgeP2 - wedgeCenter).normalized(), (-rectDir).eval(), arcRadius, ARC_SMOOTHNESS);
}
else {
arcRadius = (wedgeCenter - wedgeP1).norm();
arcPoints = arc_vec(wedgeCenter, (wedgeP1 - wedgeCenter).normalized(), (wedgeP2 - wedgeCenter).normalized(), lerp_vec((-rectDir).eval(), (-nextRectDir).eval(), 0.5).normalized(), arcRadius, ARC_SMOOTHNESS);
}
arcPoints.emplace(arcPoints.begin(), wedgeP1);
arcPoints.emplace_back(wedgeP2);
for(size_t i = 0; i < arcPoints.size() - 1; i++) {
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if(passTriangleFunc(wedgeCenter, arcPoints[i], arcPoints[i + 1])) return;
if(isTopWedge)
topPoints.emplace_back(convert_vec2<SkPoint>(arcPoints[i]));
else
bottomPoints.emplace_back(convert_vec2<SkPoint>(arcPoints[i]));
}
if(isTopWedge)
topPoints.emplace_back(convert_vec2<SkPoint>(arcPoints.back()));
else
bottomPoints.emplace_back(convert_vec2<SkPoint>(arcPoints.back()));
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}
else if(d->hasRoundCaps) { // It's the last point, cap it off
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Vector2f arcDirStart = (convert_vec2<Vector2f>(vertArray[(newIndex + 1) % 3]) - points.back().pos).normalized();
Vector2f arcDirEnd = (convert_vec2<Vector2f>(vertArray[(newIndex + 2) % 3]) - points.back().pos).normalized();
Vector2f arcDirCenter = -rectDir;
std::vector<Vector2f> arcPoints = arc_vec<float>(points.back().pos, arcDirStart, arcDirEnd, arcDirCenter, points.back().width * 0.5f, ARC_SMOOTHNESS);
arcPoints.emplace(arcPoints.begin(), convert_vec2<Vector2f>(vertArray[(newIndex + 1) % 3]));
arcPoints.emplace_back(convert_vec2<Vector2f>(vertArray[(newIndex + 2) % 3]));
for(size_t i = 0; i < arcPoints.size() - 1; i++) {
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if(passTriangleFunc(points.back().pos, arcPoints[i], arcPoints[i + 1])) return;
topPoints.emplace_back(convert_vec2<SkPoint>(arcPoints[i]));
}
topPoints.emplace_back(convert_vec2<SkPoint>(arcPoints.back()));
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}
}
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if(bPathBuilder && !topPoints.empty()) {
topPoints.insert(topPoints.begin(), bottomPoints.rbegin(), bottomPoints.rend());
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bPathBuilder->addPolygon({topPoints.data(), topPoints.size()}, false);
}
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}
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void DrawBrushStroke::create_collider() {
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using namespace SCollision;
if(d->points.empty())
return;
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ColliderCollection<float> strokeObjects;
std::vector<DrawBrushStrokePoint> points = smooth_points(0, d->points.size() - 1, DEFAULT_SMOOTHNESS);
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create_triangles([&](Vector2f a, Vector2f b, Vector2f c) {
strokeObjects.triangle.emplace_back(a, b, c);
return false;
}, points, 0, nullptr);
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strokeObjects.recalculate_bounds();
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SCollision::BVHContainer<float> collisionTree;
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collisionTree.calculate_bvh_recursive(strokeObjects, AABB_PRECHECK_BVH_LEVELS + 1);
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precheckAABBLevels.clear();
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add_precheck_aabb_level(AABB_PRECHECK_BVH_LEVELS, collisionTree.children);
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bounds = collisionTree.objects.bounds;
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}
void DrawBrushStroke::add_precheck_aabb_level(size_t level, const std::vector<SCollision::BVHContainer<float>>& levelArray) {
for(const auto& a : levelArray) {
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if(level == 0 || a.children.empty())
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precheckAABBLevels.emplace_back(a.objects.bounds);
else
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add_precheck_aabb_level(level - 1, a.children);
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}
}
void DrawBrushStroke::update(DrawingProgram& drawP) {
}
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bool DrawBrushStroke::collides_within_coords(const SCollision::ColliderCollection<float>& checkAgainst) {
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if(!SCollision::collide(checkAgainst, bounds))
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return false;
bool deepPrecheck = false;
for(auto& aabb : precheckAABBLevels) {
if(SCollision::collide(checkAgainst, aabb)) {
deepPrecheck = true;
break;
}
}
if(!deepPrecheck && !precheckAABBLevels.empty())
return false;
bool toRet = false;
std::vector<DrawBrushStrokePoint> points = smooth_points(0, d->points.size() - 1, DEFAULT_SMOOTHNESS);
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create_triangles([&](Vector2f a, Vector2f b, Vector2f c) {
toRet = SCollision::collide(checkAgainst, SCollision::Triangle<float>{a, b, c});
return toRet;
}, points, 0, nullptr);
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return toRet;
}
SCollision::AABB<float> DrawBrushStroke::get_obj_coord_bounds() const {
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return bounds;
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}
#endif