infinipaint/src/CanvasComponents/BrushStrokeCanvasComponent.cpp
2026-02-25 13:26:35 +03:00

555 lines
25 KiB
C++

#include "BrushStrokeCanvasComponent.hpp"
#include <Helpers/Serializers.hpp>
#include <cereal/types/vector.hpp>
#include <limits>
#include <Eigen/Geometry>
#include "Eigen/Core"
#include "Helpers/MathExtras.hpp"
#include "../TimePoint.hpp"
#include <include/core/SkVertices.h>
#include <include/pathops/SkPathOps.h>
#include <memory>
#include "../DrawCollision.hpp"
#include "CanvasComponentContainer.hpp"
#include "Helpers/SCollision.hpp"
#define AABB_PRECHECK_BVH_LEVELS 2
#define DEFAULT_SMOOTHNESS 5
void BrushStrokeCanvasComponent::save(cereal::PortableBinaryOutputArchive& a) const {
a(*d.points, d.color, d.hasRoundCaps);
}
void BrushStrokeCanvasComponent::load(cereal::PortableBinaryInputArchive& a) {
a(*d.points, d.color, d.hasRoundCaps);
}
void BrushStrokeCanvasComponent::save_file(cereal::PortableBinaryOutputArchive& a) const {
a(*d.points, d.color, d.hasRoundCaps);
}
void BrushStrokeCanvasComponent::load_file(cereal::PortableBinaryInputArchive& a, VersionNumber version) {
a(*d.points, d.color, d.hasRoundCaps);
}
std::unique_ptr<CanvasComponent> BrushStrokeCanvasComponent::get_data_copy() const {
auto toRet = std::make_unique<BrushStrokeCanvasComponent>();
toRet->d = d;
return toRet;
}
CanvasComponentType BrushStrokeCanvasComponent::get_type() const {
return CanvasComponentType::BRUSHSTROKE;
}
void BrushStrokeCanvasComponent::change_stroke_color(const Vector4f& newStrokeColor) {
d.color = newStrokeColor;
}
std::optional<Vector4f> BrushStrokeCanvasComponent::get_stroke_color() const {
return d.color;
}
void BrushStrokeCanvasComponent::draw(SkCanvas* canvas, const DrawData& drawData, const std::shared_ptr<void>& predrawData) const {
SkPaint paint;
paint.setColor4f(SkColor4f{d.color.x(), d.color.y(), d.color.z(), d.color.w()});
unsigned mipmapLevel = compContainer ? compContainer->get_mipmap_level(drawData) : 0;
if(mipmapLevel == 0 || drawData.takingScreenshot) // check takingScreenshot, to make sure that screenshots dont use LOD
canvas->drawPath(*brushPath, paint);
else
canvas->drawPath(*brushPathLOD[mipmapLevel - 1], paint);
//SkPaint paint2;
//paint2.setColor4f(SkColor4f{1.0f, 0.0f, 0.0f, 1.0f});
//paint2.setStroke(true);
//SCollision::ColliderCollection<float> strokeObjects;
//std::vector<BrushStrokeCanvasComponentPoint> points = smooth_points(0, d.points->size() - 1, DEFAULT_SMOOTHNESS);
//create_triangles([&](Vector2f a, Vector2f b, Vector2f c) {
// strokeObjects.triangle.emplace_back(a, b, c);
// return false;
//}, points, 0, nullptr);
//strokeObjects.recalculate_bounds();
//draw_collider(canvas, drawData, strokeObjects, paint2);
}
std::shared_ptr<void> BrushStrokeCanvasComponent::get_predraw_data_accurate(const DrawData& drawData, const CoordSpaceHelper& coords) const {
std::vector<BrushStrokeCanvasComponentPoint> points = smooth_points(0, d.points->size() - 1, DEFAULT_SMOOTHNESS);
SCollision::AABB<float> viewGenerousColliderInObjSpace = coords.world_collider_to_coords<SCollision::AABB<float>>(drawData.cam.viewingAreaGenerousCollider);
viewGenerousColliderInObjSpace.min -= Vector2f{1.0f, 1.0f};
viewGenerousColliderInObjSpace.max += Vector2f{1.0f, 1.0f};
std::vector<std::array<SkPoint, 3>> finalTrianglePoints;
auto triangleFunc = [&](Vector2f a, Vector2f b, Vector2f c) {
SCollision::Triangle<float> triCollider = {a, b, c};
if(SCollision::collide(triCollider.bounds, viewGenerousColliderInObjSpace)) {
auto clipListFunc = [](const std::vector<std::array<WorldVec, 3>>& clipList, const std::array<WorldVec, 2>& axisLineSegment, const std::function<bool(const WorldVec&)>& isInClippingAreaFunc) {
std::vector<std::array<WorldVec, 3>> resultList;
for(auto& t : clipList)
clip_triangle_against_axis(resultList, t, axisLineSegment, isInClippingAreaFunc);
return resultList;
};
std::vector<std::array<WorldVec, 3>> clipList;
clipList.emplace_back(std::array<WorldVec, 3>{coords.from_space(a), coords.from_space(b), coords.from_space(c)});
clipList = clipListFunc(clipList, {drawData.cam.viewingAreaGenerousCollider.min, drawData.cam.viewingAreaGenerousCollider.top_right()}, [&](const WorldVec& p) {
return p.y() > drawData.cam.viewingAreaGenerousCollider.min.y();
});
clipList = clipListFunc(clipList, {drawData.cam.viewingAreaGenerousCollider.max, drawData.cam.viewingAreaGenerousCollider.bottom_left()}, [&](const WorldVec& p) {
return p.y() < drawData.cam.viewingAreaGenerousCollider.max.y();
});
clipList = clipListFunc(clipList, {drawData.cam.viewingAreaGenerousCollider.min, drawData.cam.viewingAreaGenerousCollider.bottom_left()}, [&](const WorldVec& p) {
return p.x() > drawData.cam.viewingAreaGenerousCollider.min.x();
});
clipList = clipListFunc(clipList, {drawData.cam.viewingAreaGenerousCollider.max, drawData.cam.viewingAreaGenerousCollider.top_right()}, [&](const WorldVec& p) {
return p.x() < drawData.cam.viewingAreaGenerousCollider.max.x();
});
for(auto& tri : clipList) {
auto& c = drawData.cam.c;
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]))});
}
}
return false;
};
create_triangles(triangleFunc, points, 0, nullptr);
// Match points that are close enough. I don't think this is required.
//if(!finalTrianglePoints.empty()) {
// for(size_t i = 0; i < finalTrianglePoints.size() - 1; i++) {
// for(size_t j = 0; j < 3; j++) {
// for(size_t k = i + 1; k < finalTrianglePoints.size(); k++) {
// for(size_t l = 0; l < 3; l++) {
// 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])
// finalTrianglePoints[k][l] = finalTrianglePoints[i][j];
// }
// }
// }
// }
//}
if(finalTrianglePoints.empty())
return nullptr;
else if(drawData.isSVGRender) {
auto pathsToDraw = std::make_shared<std::vector<SkPath>>();
for(auto& finalTriangle : finalTrianglePoints) {
SkPathBuilder pathBuilder;
pathBuilder.addPolygon({finalTriangle.data(), finalTriangle.size()}, true);
pathsToDraw->emplace_back(pathBuilder.detach());
}
return pathsToDraw;
}
else {
std::vector<SkPoint> pointVec(finalTrianglePoints.size() * 3);
for(size_t i = 0; i < finalTrianglePoints.size(); i++) {
pointVec[i * 3 + 0] = finalTrianglePoints[i][0];
pointVec[i * 3 + 1] = finalTrianglePoints[i][1];
pointVec[i * 3 + 2] = finalTrianglePoints[i][2];
}
auto verticesToDraw = std::make_shared<sk_sp<SkVertices>>();
*verticesToDraw = SkVertices::MakeCopy(SkVertices::kTriangles_VertexMode, pointVec.size(), pointVec.data(), nullptr, nullptr);
return verticesToDraw;
}
return nullptr;
}
bool BrushStrokeCanvasComponent::accurate_draw(SkCanvas* canvas, const DrawData& drawData, const CoordSpaceHelper& coords, const std::shared_ptr<void>& predrawData) const {
if(predrawData) {
if(drawData.isSVGRender) { // SVG renders can't use saveLayer, so use this despite it being buggy in some scenarios
auto pathsToDraw = std::static_pointer_cast<std::vector<SkPath>>(predrawData);
SkPaint paint;
paint.setColor4f(SkColor4f{d.color.x(), d.color.y(), d.color.z(), d.color.w()});
for(const SkPath& p : *pathsToDraw)
canvas->drawPath(p, paint);
}
else if(d.color.w() == 1.0f) {
auto verticesToDraw = std::static_pointer_cast<sk_sp<SkVertices>>(predrawData);
SkPaint paint;
paint.setColor4f(SkColor4f{d.color.x(), d.color.y(), d.color.z(), d.color.w()});
canvas->drawVertices(*verticesToDraw, SkBlendMode::kSrcOver, paint);
}
else {
canvas->saveLayerAlphaf(nullptr, d.color.w());
auto verticesToDraw = std::static_pointer_cast<sk_sp<SkVertices>>(predrawData);
SkPaint paint;
paint.setColor4f(SkColor4f{d.color.x(), d.color.y(), d.color.z(), 1.0f});
canvas->drawVertices(*verticesToDraw, SkBlendMode::kSrcOver, paint);
canvas->restore();
}
}
return true;
}
void BrushStrokeCanvasComponent::set_data_from(const CanvasComponent& other) {
auto& otherStroke = static_cast<const BrushStrokeCanvasComponent&>(other);
d = otherStroke.d;
}
void BrushStrokeCanvasComponent::initialize_draw_data(DrawingProgram& drawP) {
if(!d.points->empty()) {
std::vector<BrushStrokeCanvasComponentPoint> points = smooth_points(0, d.points->size() - 1, DEFAULT_SMOOTHNESS);
auto triangleFunc = [&](Vector2f a, Vector2f b, Vector2f c) {
return false;
};
auto brushPathBuilder = std::make_shared<SkPathBuilder>();
auto brushPathLOD0Builder = std::make_shared<SkPathBuilder>();
auto brushPathLOD1Builder = std::make_shared<SkPathBuilder>();
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());
}
create_collider();
}
std::vector<size_t> BrushStrokeCanvasComponent::get_wedge_indices(const std::vector<BrushStrokeCanvasComponentPoint>& points) const {
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<BrushStrokeCanvasComponentPoint> BrushStrokeCanvasComponent::smooth_points(size_t beginIndex, size_t endIndex, unsigned numOfDivisions) const {
std::vector<BrushStrokeCanvasComponentPoint>& points = *d.points;
size_t pointsSize = endIndex - beginIndex + 1;
if(pointsSize < 2)
return {points[beginIndex], points[endIndex]};
std::vector<BrushStrokeCanvasComponentPoint> toRet;
BrushStrokeCanvasComponentPoint p0 = points[beginIndex];
p0.pos = p0.pos + p0.width * (p0.pos - points[beginIndex + 1].pos).normalized() * DRAW_MINIMUM_LIMIT;
BrushStrokeCanvasComponentPoint p1 = points[beginIndex];
BrushStrokeCanvasComponentPoint p2 = points[beginIndex + 1];
BrushStrokeCanvasComponentPoint 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);
BrushStrokeCanvasComponentPoint 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<BrushStrokeCanvasComponentPoint> BrushStrokeCanvasComponent::smooth_points_avg(size_t beginIndex, size_t endIndex, unsigned numOfDivisions) const {
std::vector<BrushStrokeCanvasComponentPoint>& points = *d.points;
size_t pointsSize = endIndex - beginIndex + 1;
if(pointsSize < 2)
return {points[beginIndex], points[endIndex]};
std::vector<BrushStrokeCanvasComponentPoint> toRet;
for(size_t i = beginIndex; i < endIndex; i++) {
const BrushStrokeCanvasComponentPoint& p1 = points[i];
const BrushStrokeCanvasComponentPoint& 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);
BrushStrokeCanvasComponentPoint 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<BrushStrokeCanvasComponentPoint> BrushStrokeCanvasComponent::every_nth_point_include_front_and_back(const std::vector<BrushStrokeCanvasComponentPoint>& pts, size_t n) const {
if(pts.size() <= 3 || n == 0)
return pts;
std::vector<BrushStrokeCanvasComponentPoint> 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;
}
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 {
const int ARC_SMOOTHNESS = 10;
const int CIRCLE_SMOOTHNESS = 20;
const std::vector<BrushStrokeCanvasComponentPoint>& pointsN = *d.points;
std::vector<SkPoint> topPoints;
std::vector<SkPoint> bottomPoints;
if(pointsN.size() == 1 && d.hasRoundCaps) {
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++) {
if(passTriangleFunc(pointsN.front().pos, circlePoints[i], circlePoints[(i + 1) % circlePoints.size()])) return;
topPoints.emplace_back(convert_vec2<SkPoint>(circlePoints[i]));
}
}
if(pointsN.size() < 2) {
if(bPathBuilder && !topPoints.empty())
bPathBuilder->addPolygon({topPoints.data(), topPoints.size()}, false);
return;
}
auto points = every_nth_point_include_front_and_back(smoothedPoints, skipVertexCount);
std::vector<size_t> wedgeIndices = get_wedge_indices(points);
for(size_t i = 0; i < wedgeIndices.size() - 1; i++) {
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]));
vertArray[1] = points[pointsBegin].pos - perpPrev * points[pointsBegin].width * 0.5f;
bottomPoints.emplace_back(convert_vec2<SkPoint>(vertArray[1]));
newIndex = 2;
if(d.hasRoundCaps && pointsBegin == 0) {
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++) {
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()));
}
for(size_t j = pointsBegin + 1; j < pointsEnd; j++) {
if(j >= pointsEnd)
j = pointsEnd - 1;
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]));
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]));
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]));
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]));
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());
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++) {
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()));
}
else if(d.hasRoundCaps) { // It's the last point, cap it off
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++) {
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()));
}
}
if(bPathBuilder && !topPoints.empty()) {
topPoints.insert(topPoints.begin(), bottomPoints.rbegin(), bottomPoints.rend());
bPathBuilder->addPolygon({topPoints.data(), topPoints.size()}, false);
}
}
void BrushStrokeCanvasComponent::create_collider() {
using namespace SCollision;
if(d.points->empty())
return;
ColliderCollection<float> strokeObjects;
std::vector<BrushStrokeCanvasComponentPoint> points = smooth_points(0, d.points->size() - 1, DEFAULT_SMOOTHNESS);
create_triangles([&](Vector2f a, Vector2f b, Vector2f c) {
strokeObjects.triangle.emplace_back(a, b, c);
return false;
}, points, 0, nullptr);
strokeObjects.recalculate_bounds();
SCollision::BVHContainer<float> collisionTree;
collisionTree.calculate_bvh_recursive(strokeObjects, AABB_PRECHECK_BVH_LEVELS + 1);
precheckAABBLevels.clear();
add_precheck_aabb_level(AABB_PRECHECK_BVH_LEVELS, collisionTree.children);
bounds = collisionTree.objects.bounds;
}
void BrushStrokeCanvasComponent::add_precheck_aabb_level(size_t level, const std::vector<SCollision::BVHContainer<float>>& levelArray) {
for(const auto& a : levelArray) {
if(level == 0 || a.children.empty())
precheckAABBLevels.emplace_back(a.objects.bounds);
else
add_precheck_aabb_level(level - 1, a.children);
}
}
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;
}
bool BrushStrokeCanvasComponent::should_draw_extra(const DrawData& drawData, const CoordSpaceHelper& coords) const {
SCollision::AABB<float> viewGenerousColliderInObjSpace = coords.world_collider_to_coords<SCollision::AABB<float>>(drawData.cam.viewingAreaGenerousCollider);
viewGenerousColliderInObjSpace.min -= Vector2f{1.0f, 1.0f};
viewGenerousColliderInObjSpace.max += Vector2f{1.0f, 1.0f};
bool deepPrecheck = false;
for(auto& aabb : precheckAABBLevels) {
if(SCollision::collide(viewGenerousColliderInObjSpace, aabb)) {
deepPrecheck = true;
break;
}
}
if(!deepPrecheck && !precheckAABBLevels.empty())
return false;
return true;
}
SCollision::AABB<float> BrushStrokeCanvasComponent::get_obj_coord_bounds() const {
return bounds;
}