2025-07-06 20:43:53 +03:00
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#include "DrawEllipse.hpp"
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#include "Helpers/ConvertVec.hpp"
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#include "Helpers/SCollision.hpp"
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#ifndef IS_SERVER
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#include "../DrawCollision.hpp"
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#endif
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DrawComponentType DrawEllipse::get_type() const {
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return DRAWCOMPONENT_ELLIPSE;
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}
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void DrawEllipse::save(cereal::PortableBinaryOutputArchive& a) const {
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a(d.strokeColor, d.fillColor, d.strokeWidth, d.p1, d.p2, d.fillStrokeMode);
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}
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void DrawEllipse::load(cereal::PortableBinaryInputArchive& a) {
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a(d.strokeColor, d.fillColor, d.strokeWidth, d.p1, d.p2, d.fillStrokeMode);
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}
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#ifndef IS_SERVER
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std::shared_ptr<DrawComponent> DrawEllipse::copy() const {
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auto a = std::make_shared<DrawEllipse>();
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a->d = d;
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a->coords = coords;
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return a;
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}
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void DrawEllipse::update_from_delayed_ptr() {
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std::shared_ptr<DrawEllipse> newPtr = std::static_pointer_cast<DrawEllipse>(delayedUpdatePtr);
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d = newPtr->d;
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}
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void DrawEllipse::draw(SkCanvas* canvas, const DrawData& drawData) {
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if(drawSetupData.shouldDraw) {
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canvas->save();
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canvas_do_calculated_transform(canvas);
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if(d.fillStrokeMode == 0 || d.fillStrokeMode == 2) {
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SkPaint p;
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p.setStyle(SkPaint::kFill_Style);
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p.setColor4f(convert_vec4<SkColor4f>(d.fillColor));
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canvas->drawPath(ellipsePath, p);
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}
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if(d.fillStrokeMode == 1 || d.fillStrokeMode == 2) {
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SkPaint p;
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p.setStyle(SkPaint::kStroke_Style);
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p.setColor4f(convert_vec4<SkColor4f>(d.strokeColor));
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p.setStrokeWidth(d.strokeWidth);
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canvas->drawPath(ellipsePath, p);
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}
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canvas->restore();
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}
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}
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void DrawEllipse::create_draw_data() {
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ellipsePath = SkPath();
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SkRect newRect = SkRect::MakeLTRB(d.p1.x(), d.p1.y(), d.p2.x(), d.p2.y());
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ellipsePath.addOval(newRect);
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}
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void DrawEllipse::initialize_draw_data(DrawingProgram& drawP) {
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create_draw_data();
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}
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void DrawEllipse::update(DrawingProgram& drawP) {
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}
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2025-07-28 14:25:28 +03:00
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bool DrawEllipse::collides_within_coords(const SCollision::ColliderCollection<float>& checkAgainst) {
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2025-07-06 20:43:53 +03:00
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return collisionTree.is_collide(checkAgainst);
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}
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2025-07-28 14:25:28 +03:00
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void DrawEllipse::create_collider() {
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2025-07-06 20:43:53 +03:00
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using namespace SCollision;
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ColliderCollection<float> strokeObjects;
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if(d.fillStrokeMode == 0) {
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Vector2f ellipseCenter = (d.p1 + d.p2) * 0.5;
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float a = ellipseCenter.x() - d.p1.x();
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float b = ellipseCenter.y() - d.p1.y();
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Vector2f prevPoint = ellipseCenter + Vector2f{a * std::cos(0), b * std::sin(0)};
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unsigned numOfSegments = 20;
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float segmentStep = 1.0 / numOfSegments;
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float t = 0.0;
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for(unsigned i = 0; i <= numOfSegments; i++) {
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Vector2f nextPoint = ellipseCenter + Vector2f{a * std::cos(t), b * std::sin(t)};
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strokeObjects.triangle.emplace_back(ellipseCenter, prevPoint, nextPoint);
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prevPoint = nextPoint;
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t += segmentStep * std::numbers::pi * 2.0;
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}
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}
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else if(d.fillStrokeMode == 1) {
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std::vector<Vector2f> points;
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Vector2f ellipseCenter = (d.p1 + d.p2) * 0.5;
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float a = ellipseCenter.x() - d.p1.x();
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float b = ellipseCenter.y() - d.p1.y();
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unsigned numOfSegments = 40;
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float segmentStep = 1.0 / numOfSegments;
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float t = 0.0;
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for(unsigned i = 0; i < numOfSegments; i++) {
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points.emplace_back(ellipseCenter + Vector2f{a * std::cos(t), b * std::sin(t)});
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t += segmentStep * std::numbers::pi * 2.0;
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}
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generate_polyline(strokeObjects, points, d.strokeWidth, true);
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}
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else if(d.fillStrokeMode == 2) {
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float strokeRadius = d.strokeWidth * 0.5f;
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Vector2f wNewP1 = d.p1 - Vector2f{strokeRadius, strokeRadius};
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Vector2f wNewP2 = d.p2 + Vector2f{strokeRadius, strokeRadius};
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Vector2f ellipseCenter = (wNewP1 + wNewP2) * 0.5;
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float a = ellipseCenter.x() - wNewP1.x();
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float b = ellipseCenter.y() - wNewP1.y();
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Vector2f prevPoint = ellipseCenter + Vector2f{a * std::cos(0), b * std::sin(0)};
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unsigned numOfSegments = 20;
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float segmentStep = 1.0 / numOfSegments;
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float t = 0.0;
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for(unsigned i = 0; i <= numOfSegments; i++) {
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Vector2f nextPoint = ellipseCenter + Vector2f{a * std::cos(t), b * std::sin(t)};
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strokeObjects.triangle.emplace_back(ellipseCenter, prevPoint, nextPoint);
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prevPoint = nextPoint;
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t += segmentStep * std::numbers::pi * 2.0;
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}
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}
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collisionTree.clear();
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collisionTree.calculate_bvh_recursive(strokeObjects);
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calculate_world_bounds();
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}
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SCollision::AABB<float> DrawEllipse::get_obj_coord_bounds() const {
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return collisionTree.objects.bounds;
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}
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#endif
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