Working on meshes
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src/CanvasComponents/MeshCanvasComponent.cpp
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src/CanvasComponents/MeshCanvasComponent.cpp
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/*
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* InfiniPaint
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* Copyright (C) 2025-2026 Yousef Khadadeh
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <https://www.gnu.org/licenses/>.
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*/
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#include "MeshCanvasComponent.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 "Eigen/Core"
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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 <memory>
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#include "../DrawCollision.hpp"
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#include "CanvasComponentContainer.hpp"
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#include "Helpers/SCollision.hpp"
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#include <CDT/include/CDT.h>
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#define BVH_LEVELS 3
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void MeshCanvasComponent::save(cereal::PortableBinaryOutputArchive& a) const {
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a(d.points, d.color);
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}
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void MeshCanvasComponent::load(cereal::PortableBinaryInputArchive& a) {
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a(d.points, d.color);
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}
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void MeshCanvasComponent::save_file(cereal::PortableBinaryOutputArchive& a) const {
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a(d.points, d.color);
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}
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void MeshCanvasComponent::load_file(cereal::PortableBinaryInputArchive& a, VersionNumber version) {
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if(version >= VersionNumber(0, 6, 0))
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a(d.points, d.color);
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else {
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std::vector<BrushComponentCode::BrushPoint> brushPoints;
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bool hasRoundCaps;
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a(brushPoints, d.color, hasRoundCaps);
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d.points = BrushComponentCode::brush_stroke_to_mesh_points(brushPoints, hasRoundCaps);
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}
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}
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std::unique_ptr<CanvasComponent> MeshCanvasComponent::get_data_copy() const {
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auto toRet = std::make_unique<MeshCanvasComponent>();
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toRet->d = d;
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return toRet;
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}
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CanvasComponentType MeshCanvasComponent::get_type() const {
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return CanvasComponentType::MESH;
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}
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void MeshCanvasComponent::change_stroke_color(const Vector4f& newStrokeColor) {
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d.color = newStrokeColor;
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}
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std::optional<Vector4f> MeshCanvasComponent::get_stroke_color() const {
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return d.color;
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}
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void MeshCanvasComponent::draw(SkCanvas* canvas, const DrawData& drawData, const std::shared_ptr<void>& predrawData) 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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paint.setAntiAlias(drawData.skiaAA);
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canvas->drawPath(meshPath, paint);
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//SkPaint paint2;
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//paint2.setColor4f(SkColor4f{1.0f, 0.0f, 0.0f, 1.0f});
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//paint2.setStroke(true);
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//draw_collider(canvas, drawData, collisionTree, paint2);
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}
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std::shared_ptr<void> MeshCanvasComponent::get_predraw_data_accurate(const DrawData& drawData, const CoordSpaceHelper& coords) const {
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SCollision::AABB<float> viewGenerousColliderInObjSpace = coords.world_collider_to_coords<SCollision::AABB<float>>(drawData.cam.viewingAreaGenerousCollider);
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viewGenerousColliderInObjSpace.min -= Vector2f{1.0f, 1.0f};
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viewGenerousColliderInObjSpace.max += Vector2f{1.0f, 1.0f};
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std::vector<std::array<SkPoint, 3>> finalTrianglePoints;
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collisionTree.is_collide_triangle_bounds_func(viewGenerousColliderInObjSpace, [&](const SCollision::Triangle<float>& triCollider) {
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auto clipListFunc = [](const std::vector<std::array<WorldVec, 3>>& clipList, const std::array<WorldVec, 2>& axisLineSegment, const std::function<bool(const WorldVec&)>& isInClippingAreaFunc) {
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std::vector<std::array<WorldVec, 3>> resultList;
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for(auto& t : clipList)
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clip_triangle_against_axis(resultList, t, axisLineSegment, isInClippingAreaFunc);
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return resultList;
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};
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std::vector<std::array<WorldVec, 3>> clipList;
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clipList.emplace_back(std::array<WorldVec, 3>{coords.from_space(triCollider.p[0]), coords.from_space(triCollider.p[1]), coords.from_space(triCollider.p[2])});
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clipList = clipListFunc(clipList, {drawData.cam.viewingAreaGenerousCollider.min, drawData.cam.viewingAreaGenerousCollider.top_right()}, [&](const WorldVec& p) {
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return p.y() > drawData.cam.viewingAreaGenerousCollider.min.y();
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});
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clipList = clipListFunc(clipList, {drawData.cam.viewingAreaGenerousCollider.max, drawData.cam.viewingAreaGenerousCollider.bottom_left()}, [&](const WorldVec& p) {
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return p.y() < drawData.cam.viewingAreaGenerousCollider.max.y();
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});
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clipList = clipListFunc(clipList, {drawData.cam.viewingAreaGenerousCollider.min, drawData.cam.viewingAreaGenerousCollider.bottom_left()}, [&](const WorldVec& p) {
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return p.x() > drawData.cam.viewingAreaGenerousCollider.min.x();
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});
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clipList = clipListFunc(clipList, {drawData.cam.viewingAreaGenerousCollider.max, drawData.cam.viewingAreaGenerousCollider.top_right()}, [&](const WorldVec& p) {
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return p.x() < drawData.cam.viewingAreaGenerousCollider.max.x();
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});
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for(auto& tri : clipList) {
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auto& c = drawData.cam.c;
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finalTrianglePoints.emplace_back(std::array<SkPoint, 3>{convert_vec2<SkPoint>(c.to_space(tri[0])), convert_vec2<SkPoint>(c.to_space(tri[1])), convert_vec2<SkPoint>(c.to_space(tri[2]))});
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}
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});
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// Match points that are close enough. I don't think this is required.
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//if(!finalTrianglePoints.empty()) {
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// for(size_t i = 0; i < finalTrianglePoints.size() - 1; i++) {
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// for(size_t j = 0; j < 3; j++) {
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// for(size_t k = i + 1; k < finalTrianglePoints.size(); k++) {
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// for(size_t l = 0; l < 3; l++) {
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// if(std::fabs(finalTrianglePoints[i][j].fX - finalTrianglePoints[k][l].fX) < 0.0001f && std::fabs(finalTrianglePoints[i][j].fY - finalTrianglePoints[k][l].fY) < 0.0001f && finalTrianglePoints[k][l] != finalTrianglePoints[i][j])
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// finalTrianglePoints[k][l] = finalTrianglePoints[i][j];
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// }
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// }
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// }
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// }
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//}
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if(finalTrianglePoints.empty())
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return nullptr;
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else if(drawData.isSVGRender) {
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auto pathsToDraw = std::make_shared<std::vector<SkPath>>();
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for(auto& finalTriangle : finalTrianglePoints) {
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SkPathBuilder pathBuilder;
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pathBuilder.addPolygon({finalTriangle.data(), finalTriangle.size()}, true);
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pathsToDraw->emplace_back(pathBuilder.detach());
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}
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return pathsToDraw;
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}
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else {
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std::vector<SkPoint> pointVec(finalTrianglePoints.size() * 3);
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for(size_t i = 0; i < finalTrianglePoints.size(); i++) {
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pointVec[i * 3 + 0] = finalTrianglePoints[i][0];
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pointVec[i * 3 + 1] = finalTrianglePoints[i][1];
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pointVec[i * 3 + 2] = finalTrianglePoints[i][2];
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}
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auto verticesToDraw = std::make_shared<sk_sp<SkVertices>>();
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*verticesToDraw = SkVertices::MakeCopy(SkVertices::kTriangles_VertexMode, pointVec.size(), pointVec.data(), nullptr, nullptr);
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return verticesToDraw;
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}
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return nullptr;
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}
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bool MeshCanvasComponent::accurate_draw(SkCanvas* canvas, const DrawData& drawData, const CoordSpaceHelper& coords, const std::shared_ptr<void>& predrawData) const {
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if(predrawData) {
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if(drawData.isSVGRender) { // SVG renders can't use saveLayer, so use this despite it being buggy in some scenarios
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auto pathsToDraw = std::static_pointer_cast<std::vector<SkPath>>(predrawData);
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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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for(const SkPath& p : *pathsToDraw)
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canvas->drawPath(p, paint);
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}
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else {
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auto verticesToDraw = std::static_pointer_cast<sk_sp<SkVertices>>(predrawData);
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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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canvas->drawVertices(*verticesToDraw, SkBlendMode::kSrcOver, paint);
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} // Test not using the saveLayerAlphaf code path, since I'm changing how the triangles are generated to prevent overlap
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}
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return true;
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}
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void MeshCanvasComponent::set_data_from(const CanvasComponent& other) {
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auto& otherStroke = static_cast<const MeshCanvasComponent&>(other);
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d = otherStroke.d;
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}
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void MeshCanvasComponent::initialize_draw_data(DrawingProgram& drawP) {
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if(!d.points.contours.empty()) {
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SkPathBuilder meshPathBuilder;
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for(auto& contour : d.points.contours) {
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if(!contour.empty())
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meshPathBuilder.moveTo(contour.front().x(), contour.front().y());
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for(size_t i = 1; i < contour.size(); i++) {
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auto& p = contour[i];
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meshPathBuilder.lineTo(p.x(), p.y());
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}
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meshPathBuilder.close();
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}
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meshPath = meshPathBuilder.detach();
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}
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}
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bool MeshCanvasComponent::collides_within_coords(const SCollision::ColliderCollection<float>& checkAgainst) const {
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return false;
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}
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bool MeshCanvasComponent::should_draw_extra(const DrawData& drawData, const CoordSpaceHelper& coords) const {
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SCollision::AABB<float> viewGenerousColliderInObjSpace = coords.world_collider_to_coords<SCollision::AABB<float>>(drawData.cam.viewingAreaGenerousCollider);
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viewGenerousColliderInObjSpace.min -= Vector2f{1.0f, 1.0f};
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viewGenerousColliderInObjSpace.max += Vector2f{1.0f, 1.0f};
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return false;
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//return collisionTree.is_collide(viewGenerousColliderInObjSpace);
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}
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SCollision::AABB<float> MeshCanvasComponent::get_obj_coord_bounds() const {
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return meshPath.getBounds();
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}
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