Added all canvas component classes
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32 changed files with 1369 additions and 143 deletions
398
src/CanvasComponents/BrushStrokeCanvasComponent.cpp
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398
src/CanvasComponents/BrushStrokeCanvasComponent.cpp
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#include "BrushStrokeCanvasComponent.hpp"
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#include <Helpers/Serializers.hpp>
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#include <cereal/types/vector.hpp>
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#include <limits>
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#include <Eigen/Geometry>
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#include "Helpers/MathExtras.hpp"
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#include "../TimePoint.hpp"
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#include <include/core/SkVertices.h>
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#include <include/pathops/SkPathOps.h>
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#include "../DrawCollision.hpp"
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#include "CanvasComponentContainer.hpp"
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#define AABB_PRECHECK_BVH_LEVELS 2
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#define DEFAULT_SMOOTHNESS 5
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void BrushStrokeCanvasComponent::save(cereal::PortableBinaryOutputArchive& a) const {
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a(d->points, d->color, d->hasRoundCaps);
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}
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void BrushStrokeCanvasComponent::load(cereal::PortableBinaryInputArchive& a) {
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a(d->points, d->color, d->hasRoundCaps);
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}
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void BrushStrokeCanvasComponent::save_file(cereal::PortableBinaryOutputArchive& a) const {
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a(d->points, d->color, d->hasRoundCaps);
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}
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void BrushStrokeCanvasComponent::load_file(cereal::PortableBinaryInputArchive& a, VersionNumber version) {
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a(d->points, d->color, d->hasRoundCaps);
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}
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CanvasComponent::CompType BrushStrokeCanvasComponent::get_type() const {
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return CompType::BRUSHSTROKE;
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}
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void BrushStrokeCanvasComponent::draw(SkCanvas* canvas, const DrawData& drawData) const {
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SkPaint paint;
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paint.setColor4f(SkColor4f{d->color.x(), d->color.y(), d->color.z(), d->color.w()});
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unsigned mipmapLevel = compContainer ? compContainer->get_mipmap_level(drawData) : 0;
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if(mipmapLevel == 0 || drawData.dontUseDrawProgCache) // check dontUseDrawProgCache, to make sure that SVG screenshots dont use LOD
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canvas->drawPath(*brushPath, paint);
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else
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canvas->drawPath(*brushPathLOD[mipmapLevel - 1], paint);
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canvas->restore();
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}
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void BrushStrokeCanvasComponent::initialize_draw_data(DrawingProgram& drawP) {
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if(!d->points.empty()) {
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std::vector<BrushStrokeCanvasComponentPoint> points = smooth_points(0, d->points.size() - 1, DEFAULT_SMOOTHNESS);
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auto triangleFunc = [&](Vector2f a, Vector2f b, Vector2f c) {
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return false;
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};
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auto brushPathBuilder = std::make_shared<SkPathBuilder>();
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auto brushPathLOD0Builder = std::make_shared<SkPathBuilder>();
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auto brushPathLOD1Builder = std::make_shared<SkPathBuilder>();
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create_triangles(triangleFunc, points, 0, brushPathBuilder);
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create_triangles(triangleFunc, points, 4, brushPathLOD0Builder);
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create_triangles(triangleFunc, points, 30, brushPathLOD1Builder);
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brushPath = std::make_shared<SkPath>(brushPathBuilder->detach());
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brushPathLOD[0] = std::make_shared<SkPath>(brushPathLOD0Builder->detach());
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brushPathLOD[1] = std::make_shared<SkPath>(brushPathLOD1Builder->detach());
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}
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create_collider();
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}
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std::vector<size_t> BrushStrokeCanvasComponent::get_wedge_indices(const std::vector<BrushStrokeCanvasComponentPoint>& points) const {
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if(points.size() < 2)
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return {};
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std::vector<size_t> toRet;
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toRet.emplace_back(0);
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for(size_t i = 1; i < points.size() - 1; i++) {
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Vector2f v1Norm = (points[i - 1].pos - points[i].pos).normalized();
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Vector2f v2Norm = (points[i + 1].pos - points[i].pos).normalized();
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if(v1Norm.dot(v2Norm) > -0.6f)
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toRet.emplace_back(i);
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}
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toRet.emplace_back(points.size() - 1);
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return toRet;
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}
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std::vector<BrushStrokeCanvasComponentPoint> BrushStrokeCanvasComponent::smooth_points(size_t beginIndex, size_t endIndex, unsigned numOfDivisions) const {
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std::vector<BrushStrokeCanvasComponentPoint>& points = d->points;
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size_t pointsSize = endIndex - beginIndex + 1;
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if(pointsSize < 2)
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return {points[beginIndex], points[endIndex]};
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std::vector<BrushStrokeCanvasComponentPoint> toRet;
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BrushStrokeCanvasComponentPoint p0 = points[beginIndex];
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p0.pos = p0.pos + p0.width * (p0.pos - points[beginIndex + 1].pos).normalized() * DRAW_MINIMUM_LIMIT;
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BrushStrokeCanvasComponentPoint p1 = points[beginIndex];
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BrushStrokeCanvasComponentPoint p2 = points[beginIndex + 1];
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BrushStrokeCanvasComponentPoint p3;
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for(size_t i = beginIndex; i < endIndex; i++) {
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if(i == endIndex - 1) {
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p3 = points[i + 1];
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p3.pos = p3.pos + p3.width * (p3.pos - points[i].pos).normalized() * DRAW_MINIMUM_LIMIT;
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}
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else
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p3 = points[i + 2];
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toRet.emplace_back(p1);
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float tMove = 1.0 / static_cast<float>(numOfDivisions);
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for(unsigned d = 1; d < numOfDivisions; d++) {
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float t = tMove * static_cast<float>(d);
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BrushStrokeCanvasComponentPoint pToAdd;
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pToAdd.pos = catmull_rom(p0.pos, p1.pos, p2.pos, p3.pos, t);
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pToAdd.width = std::lerp(p1.width, p2.width, t);
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if(!(std::isnan(pToAdd.pos.x()) || std::isnan(pToAdd.pos.y()))) // Don't add NAN values
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toRet.emplace_back(pToAdd);
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}
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p0 = p1;
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p1 = p2;
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p2 = p3;
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}
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toRet.emplace_back(points[endIndex]);
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return toRet;
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}
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std::vector<BrushStrokeCanvasComponentPoint> BrushStrokeCanvasComponent::smooth_points_avg(size_t beginIndex, size_t endIndex, unsigned numOfDivisions) const {
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std::vector<BrushStrokeCanvasComponentPoint>& points = d->points;
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size_t pointsSize = endIndex - beginIndex + 1;
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if(pointsSize < 2)
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return {points[beginIndex], points[endIndex]};
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std::vector<BrushStrokeCanvasComponentPoint> toRet;
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for(size_t i = beginIndex; i < endIndex; i++) {
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const BrushStrokeCanvasComponentPoint& p1 = points[i];
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const BrushStrokeCanvasComponentPoint& p2 = points[i + 1];
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float tMove = 1.0 / static_cast<float>(numOfDivisions);
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for(unsigned d = 0; d < numOfDivisions; d++) {
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float t = tMove * static_cast<float>(d);
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BrushStrokeCanvasComponentPoint pToAdd;
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pToAdd.pos = lerp_vec(p1.pos, p2.pos, t);
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pToAdd.width = std::lerp(p1.width, p2.width, t);
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if(!(std::isnan(pToAdd.pos.x()) || std::isnan(pToAdd.pos.y()))) // Don't add NAN values
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toRet.emplace_back(pToAdd);
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}
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}
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toRet.emplace_back(points[endIndex]);
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return toRet;
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}
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std::vector<BrushStrokeCanvasComponentPoint> BrushStrokeCanvasComponent::every_nth_point_include_front_and_back(const std::vector<BrushStrokeCanvasComponentPoint>& pts, size_t n) const {
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if(pts.size() <= 3 || n == 0)
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return pts;
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std::vector<BrushStrokeCanvasComponentPoint> toRet;
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toRet.emplace_back(pts.front());
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for(size_t i = n; i < pts.size() - 1; i += n)
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toRet.emplace_back(pts[i]);
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toRet.emplace_back(pts.back());
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return toRet;
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}
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void BrushStrokeCanvasComponent::create_triangles(const std::function<bool(Vector2f, Vector2f, Vector2f)>& passTriangleFunc, const std::vector<BrushStrokeCanvasComponentPoint>& smoothedPoints, size_t skipVertexCount, std::shared_ptr<SkPathBuilder> bPathBuilder) const {
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const int ARC_SMOOTHNESS = 10;
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const int CIRCLE_SMOOTHNESS = 20;
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const std::vector<BrushStrokeCanvasComponentPoint>& pointsN = d->points;
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std::vector<SkPoint> topPoints;
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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);
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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;
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topPoints.emplace_back(convert_vec2<SkPoint>(circlePoints[i]));
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}
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}
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if(pointsN.size() < 2) {
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if(bPathBuilder && !topPoints.empty())
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bPathBuilder->addPolygon({topPoints.data(), topPoints.size()}, false);
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return;
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}
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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);
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for(size_t i = 0; i < wedgeIndices.size() - 1; i++) {
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size_t pointsBegin = wedgeIndices[i];
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size_t pointsEnd = wedgeIndices[i + 1];
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std::array<Vector2f, 3> vertArray;
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size_t newIndex = 0;
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Vector2f perpPrev = perpendicular_vec2((points[pointsBegin + 1].pos - points[pointsBegin].pos).eval());
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perpPrev.normalize();
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vertArray[0] = points[pointsBegin].pos + perpPrev * points[pointsBegin].width * 0.5f;
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topPoints.emplace_back(convert_vec2<SkPoint>(vertArray[0]));
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vertArray[1] = points[pointsBegin].pos - perpPrev * points[pointsBegin].width * 0.5f;
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bottomPoints.emplace_back(convert_vec2<SkPoint>(vertArray[1]));
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newIndex = 2;
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if(d->hasRoundCaps && pointsBegin == 0) {
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Vector2f arcDirStart = (convert_vec2<Vector2f>(vertArray[0]) - points[0].pos).normalized();
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Vector2f arcDirEnd = (convert_vec2<Vector2f>(vertArray[1]) - points[0].pos).normalized();
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Vector2f arcDirCenter = (points[0].pos - points[1].pos).normalized();
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std::vector<Vector2f> arcPoints = arc_vec<float>(points[0].pos, arcDirStart, arcDirEnd, arcDirCenter, points[0].width * 0.5f, ARC_SMOOTHNESS);
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arcPoints.emplace(arcPoints.begin(), convert_vec2<Vector2f>(vertArray[0]));
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arcPoints.emplace_back(convert_vec2<Vector2f>(vertArray[1]));
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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;
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bottomPoints.emplace_back(convert_vec2<SkPoint>(arcPoints[i]));
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}
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bottomPoints.emplace_back(convert_vec2<SkPoint>(arcPoints.back()));
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}
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for(size_t j = pointsBegin + 1; j < pointsEnd; j++) {
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if(j >= pointsEnd)
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j = pointsEnd - 1;
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Vector2f v1 = points[j - 1].pos - points[j].pos;
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Vector2f v2 = points[j].pos - points[j + 1].pos;
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Vector2f perp = perpendicular_vec2((v1 + v2).eval()).normalized();
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if(std::isnan(perp.dot(perpPrev))) {
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std::cout << "NAN FOUND" << std::endl;
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std::cout << v1 << std::endl;
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std::cout << v2 << std::endl;
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std::cout << perp << std::endl;
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std::cout << perpPrev << std::endl;
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throw 1;
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}
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if(perp.dot(perpPrev) < 0.0)
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perp = -perp;
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vertArray[newIndex] = points[j].pos + perp * 0.5f * points[j].width;
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topPoints.emplace_back(convert_vec2<SkPoint>(vertArray[newIndex]));
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newIndex = (newIndex + 1) % 3;
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if(passTriangleFunc(vertArray[0], vertArray[1], vertArray[2])) return;
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vertArray[newIndex] = points[j].pos - perp * 0.5f * points[j].width;
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bottomPoints.emplace_back(convert_vec2<SkPoint>(vertArray[newIndex]));
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newIndex = (newIndex + 1) % 3;
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if(passTriangleFunc(vertArray[0], vertArray[1], vertArray[2])) return;
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perpPrev = perp;
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}
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Vector2f rectDir = points[pointsEnd - 1].pos - points[pointsEnd].pos;
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rectDir.normalize();
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Vector2f perp = perpendicular_vec2(rectDir);
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if(perp.dot(perpPrev) < 0.0)
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perp = -perp;
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vertArray[newIndex] = points[pointsEnd].pos + perp * points[pointsEnd].width * 0.5;
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topPoints.emplace_back(convert_vec2<SkPoint>(vertArray[newIndex]));
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newIndex = (newIndex + 1) % 3;
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if(passTriangleFunc(vertArray[0], vertArray[1], vertArray[2])) return;
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vertArray[newIndex] = points[pointsEnd].pos - perp * points[pointsEnd].width * 0.5;
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bottomPoints.emplace_back(convert_vec2<SkPoint>(vertArray[newIndex]));
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newIndex = (newIndex + 1) % 3;
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if(passTriangleFunc(vertArray[0], vertArray[1], vertArray[2])) return;
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// Render wedge
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if(pointsEnd != points.size() - 1) {
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// Find 4 points involved in intersection
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Vector2f currentP1 = points[pointsEnd].pos - perp * points[pointsEnd].width * 0.5;
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Vector2f currentP2 = points[pointsEnd].pos + perp * points[pointsEnd].width * 0.5;
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Vector2f nextRectDir = points[pointsEnd + 1].pos - points[pointsEnd].pos;
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nextRectDir.normalize();
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Vector2f nextPerp = perpendicular_vec2(nextRectDir);
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Vector2f nextP1 = points[pointsEnd].pos - nextPerp * points[pointsEnd].width * 0.5;
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Vector2f nextP2 = points[pointsEnd].pos + nextPerp * points[pointsEnd].width * 0.5;
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// Find center of wedge
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Vector2f wedgeCenter = line_line_intersection(currentP1, currentP2, nextP1, nextP2);
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Vector2f wedgeP1 = ((currentP1 - currentP2).dot(nextRectDir)) <= 0.0 ? currentP1 : currentP2;
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Vector2f wedgeP2 = ((nextP1 - nextP2).dot(rectDir)) <= 0.0 ? nextP1 : nextP2;
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bool isTopWedge = wedgeP1 == convert_vec2<Vector2f>(topPoints.back());
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float arcRadius;
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std::vector<Vector2f> arcPoints;
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if(wedgeCenter.x() == std::numeric_limits<float>::max()) {
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wedgeCenter = (currentP1 + currentP2) * 0.5;
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wedgeP1 = currentP1;
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wedgeP2 = currentP2;
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arcRadius = points[pointsEnd].width * 0.5;
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arcPoints = arc_vec(wedgeCenter, (wedgeP1 - wedgeCenter).normalized(), (wedgeP2 - wedgeCenter).normalized(), (-rectDir).eval(), arcRadius, ARC_SMOOTHNESS);
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}
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else {
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arcRadius = (wedgeCenter - wedgeP1).norm();
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arcPoints = arc_vec(wedgeCenter, (wedgeP1 - wedgeCenter).normalized(), (wedgeP2 - wedgeCenter).normalized(), lerp_vec((-rectDir).eval(), (-nextRectDir).eval(), 0.5).normalized(), arcRadius, ARC_SMOOTHNESS);
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}
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arcPoints.emplace(arcPoints.begin(), wedgeP1);
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arcPoints.emplace_back(wedgeP2);
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for(size_t i = 0; i < arcPoints.size() - 1; i++) {
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if(passTriangleFunc(wedgeCenter, arcPoints[i], arcPoints[i + 1])) return;
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if(isTopWedge)
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topPoints.emplace_back(convert_vec2<SkPoint>(arcPoints[i]));
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else
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bottomPoints.emplace_back(convert_vec2<SkPoint>(arcPoints[i]));
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}
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if(isTopWedge)
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topPoints.emplace_back(convert_vec2<SkPoint>(arcPoints.back()));
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else
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bottomPoints.emplace_back(convert_vec2<SkPoint>(arcPoints.back()));
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}
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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();
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Vector2f arcDirEnd = (convert_vec2<Vector2f>(vertArray[(newIndex + 2) % 3]) - points.back().pos).normalized();
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Vector2f arcDirCenter = -rectDir;
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std::vector<Vector2f> arcPoints = arc_vec<float>(points.back().pos, arcDirStart, arcDirEnd, arcDirCenter, points.back().width * 0.5f, ARC_SMOOTHNESS);
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arcPoints.emplace(arcPoints.begin(), convert_vec2<Vector2f>(vertArray[(newIndex + 1) % 3]));
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arcPoints.emplace_back(convert_vec2<Vector2f>(vertArray[(newIndex + 2) % 3]));
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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;
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topPoints.emplace_back(convert_vec2<SkPoint>(arcPoints[i]));
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}
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topPoints.emplace_back(convert_vec2<SkPoint>(arcPoints.back()));
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}
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}
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if(bPathBuilder && !topPoints.empty()) {
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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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}
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void BrushStrokeCanvasComponent::create_collider() {
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using namespace SCollision;
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if(d->points.empty())
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return;
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ColliderCollection<float> strokeObjects;
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std::vector<BrushStrokeCanvasComponentPoint> points = smooth_points(0, d->points.size() - 1, DEFAULT_SMOOTHNESS);
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create_triangles([&](Vector2f a, Vector2f b, Vector2f c) {
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strokeObjects.triangle.emplace_back(a, b, c);
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return false;
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}, 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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}
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void BrushStrokeCanvasComponent::add_precheck_aabb_level(size_t level, const std::vector<SCollision::BVHContainer<float>>& levelArray) {
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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);
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else
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add_precheck_aabb_level(level - 1, a.children);
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}
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}
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void BrushStrokeCanvasComponent::update(DrawingProgram& drawP) {
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||||
}
|
||||
|
||||
bool BrushStrokeCanvasComponent::collides_within_coords(const SCollision::ColliderCollection<float>& checkAgainst) const {
|
||||
if(!SCollision::collide(checkAgainst, bounds))
|
||||
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<BrushStrokeCanvasComponentPoint> points = smooth_points(0, d->points.size() - 1, DEFAULT_SMOOTHNESS);
|
||||
create_triangles([&](Vector2f a, Vector2f b, Vector2f c) {
|
||||
toRet = SCollision::collide(checkAgainst, SCollision::Triangle<float>{a, b, c});
|
||||
return toRet;
|
||||
}, points, 0, nullptr);
|
||||
return toRet;
|
||||
}
|
||||
|
||||
SCollision::AABB<float> BrushStrokeCanvasComponent::get_obj_coord_bounds() const {
|
||||
return bounds;
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue