LineLayer refactor:
- extract addLine() - expand variable names
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0ef16b6c5b
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fdda6988ba
@ -54,7 +54,7 @@ public final class LineLayer extends RenderElement {
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* not quite right.. need to go back so that additional
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* bevel vertices are at least MIN_DIST apart
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*/
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//private static final float JOIN_BEVEL = MIN_DIST
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private static final float BEVEL_MIN = MIN_DIST * 4;
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/**
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* mask for packing last two bits of extrusion vector with texture
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@ -107,10 +107,10 @@ public final class LineLayer extends RenderElement {
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addLine(points, null, numPoints, closed);
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}
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private void addLine(float[] points, short[] index, int numPoints, boolean closed) {
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private static int tmax = Tile.SIZE + 4;
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private static int tmin = -4;
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int tmax = Tile.SIZE + 4;
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int tmin = -4;
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private void addLine(float[] points, short[] index, int numPoints, boolean closed) {
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boolean rounded = false;
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boolean squared = false;
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@ -123,9 +123,7 @@ public final class LineLayer extends RenderElement {
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if (vertexItems == null)
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vertexItems = pool.get();
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VertexItem si = Inlist.last(vertexItems);
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short v[] = si.vertices;
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int opos = si.used;
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VertexItem vertexItem = Inlist.last(vertexItems);
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/* Note: just a hack to save some vertices, when there are
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* more than 200 lines per type. FIXME make optional! */
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@ -157,13 +155,6 @@ public final class LineLayer extends RenderElement {
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}
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for (int i = 0, pos = 0; i < n; i++) {
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float ux, uy;
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float vx, vy;
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float wx, wy;
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float x, y;
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float nextX, nextY;
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double a;
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if (index != null)
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length = index[i];
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@ -171,490 +162,446 @@ public final class LineLayer extends RenderElement {
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if (length < 0)
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break;
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/* need at least two points */
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if (length < 4) {
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pos += length;
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continue;
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}
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/* amount of vertices used
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* + 2 for drawing triangle-strip
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* + 4 for round caps
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* + 2 for closing polygons */
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numVertices += length + (rounded ? 6 : 2) + (closed ? 2 : 0);
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int ipos = pos;
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pos += length;
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x = points[ipos++];
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y = points[ipos++];
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/* need at least two points */
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if (length < 4)
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continue;
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nextX = points[ipos++];
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nextY = points[ipos++];
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/* Calculate triangle corners for the given width */
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vx = nextX - x;
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vy = nextY - y;
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/* Unit vector to next node */
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a = (float) Math.sqrt(vx * vx + vy * vy);
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vertexItem = addLine(vertexItem, points, ipos, length, rounded, squared, closed);
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vx /= a;
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vy /= a;
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}
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}
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/* perpendicular on the first segment */
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ux = -vy;
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uy = vx;
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private void addVertex(short[] v, int pos, short x, short y, short dx, short dy) {
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v[pos + 0] = x;
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v[pos + 1] = y;
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v[pos + 2] = dx;
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v[pos + 3] = dy;
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}
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int ddx, ddy;
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private VertexItem addVertex(VertexItem vertexItem,
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float x, float y,
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float vNextX, float vNextY,
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float vPrevX, float vPrevY) {
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/* vertex point coordinate */
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short ox = (short) (x * COORD_SCALE);
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short oy = (short) (y * COORD_SCALE);
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float ux = vNextX + vPrevX;
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float uy = vNextY + vPrevY;
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/* vertex extrusion vector, last two bit
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* encode texture coord. */
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short dx, dy;
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/* vPrev times perpendicular of sum(vNext, vPrev) */
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double a = uy * vPrevX - ux * vPrevY;
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/* when the endpoint is outside the tile region omit round caps. */
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boolean outside = (x < tmin || x > tmax || y < tmin || y > tmax);
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if (a < 0.01 && a > -0.01) {
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ux = -vPrevY;
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uy = vPrevX;
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} else {
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ux /= a;
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uy /= a;
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}
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if (opos == SIZE) {
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si = pool.getNext(si);
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v = si.vertices;
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short ox = (short) (x * COORD_SCALE);
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short oy = (short) (y * COORD_SCALE);
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int ddx = (int) (ux * DIR_SCALE);
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int ddy = (int) (uy * DIR_SCALE);
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int opos = vertexItem.used;
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short[] v = vertexItem.vertices;
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if (opos == SIZE) {
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vertexItem = pool.getNext(vertexItem);
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v = vertexItem.vertices;
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opos = 0;
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}
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v[opos + 0] = ox;
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v[opos + 1] = oy;
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v[opos + 2] = (short) (0 | ddx & DIR_MASK);
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v[opos + 3] = (short) (1 | ddy & DIR_MASK);
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if ((opos += 4) == SIZE) {
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vertexItem = pool.getNext(vertexItem);
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v = vertexItem.vertices;
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opos = 0;
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}
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v[opos + 0] = ox;
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v[opos + 1] = oy;
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v[opos + 2] = (short) (2 | -ddx & DIR_MASK);
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v[opos + 3] = (short) (1 | -ddy & DIR_MASK);
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vertexItem.used = opos + 4;
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return vertexItem;
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}
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private VertexItem addLine(VertexItem vertexItem, float[] points, int start, int length,
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boolean rounded, boolean squared, boolean closed) {
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float ux, uy;
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float vPrevX, vPrevY;
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float vNextX, vNextY;
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float curX, curY;
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float nextX, nextY;
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double a;
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short v[] = vertexItem.vertices;
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int opos = vertexItem.used;
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/* amount of vertices used
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* + 2 for drawing triangle-strip
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* + 4 for round caps
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* + 2 for closing polygons */
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numVertices += length + (rounded ? 6 : 2) + (closed ? 2 : 0);
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int ipos = start;
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curX = points[ipos++];
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curY = points[ipos++];
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nextX = points[ipos++];
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nextY = points[ipos++];
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/* Unit vector to next node */
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vPrevX = nextX - curX;
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vPrevY = nextY - curY;
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a = (float) Math.sqrt(vPrevX * vPrevX + vPrevY * vPrevY);
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vPrevX /= a;
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vPrevY /= a;
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/* perpendicular on the first segment */
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ux = -vPrevY;
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uy = vPrevX;
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int ddx, ddy;
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/* vertex point coordinate */
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short ox = (short) (curX * COORD_SCALE);
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short oy = (short) (curY * COORD_SCALE);
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/* vertex extrusion vector, last two bit
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* encode texture coord. */
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short dx, dy;
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/* when the endpoint is outside the tile region omit round caps. */
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boolean outside = (curX < tmin || curX > tmax || curY < tmin || curY > tmax);
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if (opos == SIZE) {
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vertexItem = pool.getNext(vertexItem);
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v = vertexItem.vertices;
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opos = 0;
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}
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if (rounded && !outside) {
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ddx = (int) ((ux - vPrevX) * DIR_SCALE);
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ddy = (int) ((uy - vPrevY) * DIR_SCALE);
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dx = (short) (0 | ddx & DIR_MASK);
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dy = (short) (2 | ddy & DIR_MASK);
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addVertex(v, opos, ox, oy, dx, dy);
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if ((opos += 4) == SIZE) {
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vertexItem = pool.getNext(vertexItem);
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v = vertexItem.vertices;
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opos = 0;
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}
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if (rounded && !outside) {
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/* add first vertex twice */
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ddx = (int) ((ux - vx) * DIR_SCALE);
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ddy = (int) ((uy - vy) * DIR_SCALE);
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dx = (short) (0 | ddx & DIR_MASK);
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dy = (short) (2 | ddy & DIR_MASK);
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v[opos++] = ox;
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v[opos++] = oy;
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v[opos++] = dx;
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v[opos++] = dy;
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if (opos == SIZE) {
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si = pool.getNext(si);
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v = si.vertices;
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opos = 0;
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}
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v[opos++] = ox;
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v[opos++] = oy;
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v[opos++] = dx;
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v[opos++] = dy;
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if (opos == SIZE) {
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si = pool.getNext(si);
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v = si.vertices;
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opos = 0;
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}
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ddx = (int) (-(ux + vx) * DIR_SCALE);
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ddy = (int) (-(uy + vy) * DIR_SCALE);
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v[opos++] = ox;
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v[opos++] = oy;
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v[opos++] = (short) (2 | ddx & DIR_MASK);
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v[opos++] = (short) (2 | ddy & DIR_MASK);
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if (opos == SIZE) {
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si = pool.getNext(si);
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v = si.vertices;
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opos = 0;
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}
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/* Start of line */
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ddx = (int) (ux * DIR_SCALE);
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ddy = (int) (uy * DIR_SCALE);
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v[opos++] = ox;
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v[opos++] = oy;
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v[opos++] = (short) (0 | ddx & DIR_MASK);
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v[opos++] = (short) (1 | ddy & DIR_MASK);
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if (opos == SIZE) {
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si = pool.getNext(si);
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v = si.vertices;
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opos = 0;
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}
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v[opos++] = ox;
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v[opos++] = oy;
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v[opos++] = (short) (2 | -ddx & DIR_MASK);
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v[opos++] = (short) (1 | -ddy & DIR_MASK);
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} else {
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/* outside means line is probably clipped
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* TODO should align ending with tile boundary
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* for now, just extend the line a little */
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float tx = vx;
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float ty = vy;
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if (squared) {
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tx = 0;
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ty = 0;
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} else if (!outside) {
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tx *= 0.5;
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ty *= 0.5;
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}
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if (rounded)
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numVertices -= 2;
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/* add first vertex twice */
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ddx = (int) ((ux - tx) * DIR_SCALE);
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ddy = (int) ((uy - ty) * DIR_SCALE);
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dx = (short) (0 | ddx & DIR_MASK);
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dy = (short) (1 | ddy & DIR_MASK);
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v[opos++] = ox;
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v[opos++] = oy;
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v[opos++] = dx;
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v[opos++] = dy;
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if (opos == SIZE) {
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si = pool.getNext(si);
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v = si.vertices;
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opos = 0;
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}
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v[opos++] = ox;
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v[opos++] = oy;
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v[opos++] = dx;
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v[opos++] = dy;
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if (opos == SIZE) {
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si = pool.getNext(si);
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v = si.vertices;
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opos = 0;
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}
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ddx = (int) (-(ux + tx) * DIR_SCALE);
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ddy = (int) (-(uy + ty) * DIR_SCALE);
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v[opos++] = ox;
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v[opos++] = oy;
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v[opos++] = (short) (2 | ddx & DIR_MASK);
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v[opos++] = (short) (1 | ddy & DIR_MASK);
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addVertex(v, opos, ox, oy, dx, dy);
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if ((opos += 4) == SIZE) {
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vertexItem = pool.getNext(vertexItem);
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v = vertexItem.vertices;
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opos = 0;
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}
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x = nextX;
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y = nextY;
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/* Unit vector pointing back to previous node */
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vx *= -1;
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vy *= -1;
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ddx = (int) (-(ux + vPrevX) * DIR_SCALE);
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ddy = (int) (-(uy + vPrevY) * DIR_SCALE);
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int end = pos + length;
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addVertex(v, opos, ox, oy,
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(short) (2 | ddx & DIR_MASK),
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(short) (2 | ddy & DIR_MASK));
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for (;;) {
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if (ipos < end) {
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nextX = points[ipos++];
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nextY = points[ipos++];
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} else if (closed && ipos < end + 2) {
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/* add startpoint == endpoint */
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nextX = points[pos];
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nextY = points[pos + 1];
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ipos += 2;
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} else
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break;
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if ((opos += 4) == SIZE) {
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vertexItem = pool.getNext(vertexItem);
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v = vertexItem.vertices;
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opos = 0;
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}
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/* Unit vector pointing forward to next node */
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wx = nextX - x;
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wy = nextY - y;
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a = Math.sqrt(wx * wx + wy * wy);
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/* skip too short segmets */
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if (a < mMinDist) {
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numVertices -= 2;
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continue;
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}
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wx /= a;
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wy /= a;
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/* Start of line */
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ddx = (int) (ux * DIR_SCALE);
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ddy = (int) (uy * DIR_SCALE);
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double dotp = (wx * vx + wy * vy);
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addVertex(v, opos, ox, oy,
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(short) (0 | ddx & DIR_MASK),
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(short) (1 | ddy & DIR_MASK));
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//log.debug("acos " + dotp);
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if (dotp > 0.7) {
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/* add bevel join to avoid miter going to infinity */
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numVertices += 2;
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if ((opos += 4) == SIZE) {
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vertexItem = pool.getNext(vertexItem);
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v = vertexItem.vertices;
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opos = 0;
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}
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//dotp = FastMath.clamp(dotp, -1, 1);
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//double cos = Math.acos(dotp);
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//log.debug("cos " + Math.toDegrees(cos));
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//log.debug("back " + (mMinDist * 2 / Math.sin(cos + Math.PI / 2)));
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addVertex(v, opos, ox, oy,
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(short) (2 | -ddx & DIR_MASK),
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(short) (1 | -ddy & DIR_MASK));
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float px, py;
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if (dotp > 0.999) {
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/* 360 degree angle, set points aside */
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ux = vx + wx;
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uy = vy + wy;
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a = wx * uy - wy * ux;
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if (a < 0.1 && a > -0.1) {
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/* Almost straight */
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ux = -wy;
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uy = wx;
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} else {
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ux /= a;
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uy /= a;
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}
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//log.debug("aside " + a + " " + ux + " " + uy);
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px = x - ux * MIN_DIST * 2;
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py = y - uy * MIN_DIST * 2;
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x = x + ux * MIN_DIST * 2;
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y = y + uy * MIN_DIST * 2;
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} else {
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//log.debug("back");
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/* go back by min dist */
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px = x + vx * MIN_DIST * 2;
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py = y + vy * MIN_DIST * 2;
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/* go forward by min dist */
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x = x + wx * MIN_DIST * 2;
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y = y + wy * MIN_DIST * 2;
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}
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} else {
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/* outside means line is probably clipped
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* TODO should align ending with tile boundary
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* for now, just extend the line a little */
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float tx = vPrevX;
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float ty = vPrevY;
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/* Unit vector pointing forward to next node */
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wx = x - px;
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wy = y - py;
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a = Math.sqrt(wx * wx + wy * wy);
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wx /= a;
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wy /= a;
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if (squared) {
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tx = 0;
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ty = 0;
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} else if (!outside) {
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tx *= 0.5;
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ty *= 0.5;
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}
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ux = vx + wx;
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uy = vy + wy;
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a = wx * uy - wy * ux;
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if (a < 0.01 && a > -0.01) {
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ux = -wy;
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uy = wx;
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if (rounded)
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numVertices -= 2;
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/* add first vertex twice */
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ddx = (int) ((ux - tx) * DIR_SCALE);
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ddy = (int) ((uy - ty) * DIR_SCALE);
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dx = (short) (0 | ddx & DIR_MASK);
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dy = (short) (1 | ddy & DIR_MASK);
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|
||||
addVertex(v, opos, ox, oy, dx, dy);
|
||||
|
||||
if ((opos += 4) == SIZE) {
|
||||
vertexItem = pool.getNext(vertexItem);
|
||||
v = vertexItem.vertices;
|
||||
opos = 0;
|
||||
}
|
||||
|
||||
addVertex(v, opos, ox, oy, dx, dy);
|
||||
|
||||
if ((opos += 4) == SIZE) {
|
||||
vertexItem = pool.getNext(vertexItem);
|
||||
v = vertexItem.vertices;
|
||||
opos = 0;
|
||||
}
|
||||
|
||||
ddx = (int) (-(ux + tx) * DIR_SCALE);
|
||||
ddy = (int) (-(uy + ty) * DIR_SCALE);
|
||||
|
||||
addVertex(v, opos, ox, oy,
|
||||
(short) (2 | ddx & DIR_MASK),
|
||||
(short) (1 | ddy & DIR_MASK));
|
||||
}
|
||||
|
||||
curX = nextX;
|
||||
curY = nextY;
|
||||
|
||||
/* Unit vector pointing back to previous node */
|
||||
vPrevX *= -1;
|
||||
vPrevY *= -1;
|
||||
|
||||
vertexItem.used = opos + 4;
|
||||
|
||||
for (int end = start + length;;) {
|
||||
|
||||
if (ipos < end) {
|
||||
nextX = points[ipos++];
|
||||
nextY = points[ipos++];
|
||||
} else if (closed && ipos < end + 2) {
|
||||
/* add startpoint == endpoint */
|
||||
nextX = points[start];
|
||||
nextY = points[start + 1];
|
||||
ipos += 2;
|
||||
} else
|
||||
break;
|
||||
|
||||
/* unit vector pointing forward to next node */
|
||||
vNextX = nextX - curX;
|
||||
vNextY = nextY - curY;
|
||||
a = Math.sqrt(vNextX * vNextX + vNextY * vNextY);
|
||||
/* skip too short segmets */
|
||||
if (a < mMinDist) {
|
||||
numVertices -= 2;
|
||||
continue;
|
||||
}
|
||||
vNextX /= a;
|
||||
vNextY /= a;
|
||||
|
||||
double dotp = (vNextX * vPrevX + vNextY * vPrevY);
|
||||
|
||||
//log.debug("acos " + dotp);
|
||||
if (dotp > 0.65) {
|
||||
/* add bevel join to avoid miter going to infinity */
|
||||
numVertices += 2;
|
||||
|
||||
//dotp = FastMath.clamp(dotp, -1, 1);
|
||||
//double cos = Math.acos(dotp);
|
||||
//log.debug("cos " + Math.toDegrees(cos));
|
||||
//log.debug("back " + (mMinDist * 2 / Math.sin(cos + Math.PI / 2)));
|
||||
|
||||
float px, py;
|
||||
if (dotp > 0.999) {
|
||||
/* 360 degree angle, set points aside */
|
||||
ux = vPrevX + vNextX;
|
||||
uy = vPrevY + vNextY;
|
||||
a = vNextX * uy - vNextY * ux;
|
||||
if (a < 0.1 && a > -0.1) {
|
||||
/* Almost straight */
|
||||
ux = -vNextY;
|
||||
uy = vNextX;
|
||||
} else {
|
||||
ux /= a;
|
||||
uy /= a;
|
||||
}
|
||||
|
||||
ox = (short) (px * COORD_SCALE);
|
||||
oy = (short) (py * COORD_SCALE);
|
||||
|
||||
ddx = (int) (ux * DIR_SCALE);
|
||||
ddy = (int) (uy * DIR_SCALE);
|
||||
|
||||
if (opos == SIZE) {
|
||||
si = pool.getNext(si);
|
||||
v = si.vertices;
|
||||
opos = 0;
|
||||
}
|
||||
|
||||
v[opos++] = ox;
|
||||
v[opos++] = oy;
|
||||
v[opos++] = (short) (0 | ddx & DIR_MASK);
|
||||
v[opos++] = (short) (1 | ddy & DIR_MASK);
|
||||
|
||||
if (opos == SIZE) {
|
||||
si = pool.getNext(si);
|
||||
v = si.vertices;
|
||||
opos = 0;
|
||||
}
|
||||
|
||||
v[opos++] = ox;
|
||||
v[opos++] = oy;
|
||||
v[opos++] = (short) (2 | -ddx & DIR_MASK);
|
||||
v[opos++] = (short) (1 | -ddy & DIR_MASK);
|
||||
|
||||
/* flip unit vector to point back */
|
||||
vx = -wx;
|
||||
vy = -wy;
|
||||
|
||||
/* Unit vector pointing forward to next node */
|
||||
wx = nextX - x;
|
||||
wy = nextY - y;
|
||||
a = Math.sqrt(wx * wx + wy * wy);
|
||||
wx /= a;
|
||||
wy /= a;
|
||||
}
|
||||
|
||||
ux = vx + wx;
|
||||
uy = vy + wy;
|
||||
a = wx * uy - wy * ux;
|
||||
|
||||
if (a < 0.01 && a > -0.01) {
|
||||
/* Almost straight */
|
||||
ux = -wy;
|
||||
uy = wx;
|
||||
//log.debug("aside " + a + " " + ux + " " + uy);
|
||||
px = curX - ux * BEVEL_MIN;
|
||||
py = curY - uy * BEVEL_MIN;
|
||||
curX = curX + ux * BEVEL_MIN;
|
||||
curY = curY + uy * BEVEL_MIN;
|
||||
} else {
|
||||
ux /= a;
|
||||
uy /= a;
|
||||
//log.debug("back");
|
||||
/* go back by min dist */
|
||||
px = curX + vPrevX * BEVEL_MIN;
|
||||
py = curY + vPrevY * BEVEL_MIN;
|
||||
/* go forward by min dist */
|
||||
curX = curX + vNextX * BEVEL_MIN;
|
||||
curY = curY + vNextY * BEVEL_MIN;
|
||||
}
|
||||
|
||||
ox = (short) (x * COORD_SCALE);
|
||||
oy = (short) (y * COORD_SCALE);
|
||||
/* unit vector pointing forward to next node */
|
||||
vNextX = curX - px;
|
||||
vNextY = curY - py;
|
||||
a = Math.sqrt(vNextX * vNextX + vNextY * vNextY);
|
||||
vNextX /= a;
|
||||
vNextY /= a;
|
||||
|
||||
ddx = (int) (ux * DIR_SCALE);
|
||||
ddy = (int) (uy * DIR_SCALE);
|
||||
|
||||
if (opos == SIZE) {
|
||||
si = pool.getNext(si);
|
||||
v = si.vertices;
|
||||
opos = 0;
|
||||
}
|
||||
|
||||
v[opos++] = ox;
|
||||
v[opos++] = oy;
|
||||
v[opos++] = (short) (0 | ddx & DIR_MASK);
|
||||
v[opos++] = (short) (1 | ddy & DIR_MASK);
|
||||
|
||||
if (opos == SIZE) {
|
||||
si = pool.getNext(si);
|
||||
v = si.vertices;
|
||||
opos = 0;
|
||||
}
|
||||
|
||||
v[opos++] = ox;
|
||||
v[opos++] = oy;
|
||||
v[opos++] = (short) (2 | -ddx & DIR_MASK);
|
||||
v[opos++] = (short) (1 | -ddy & DIR_MASK);
|
||||
|
||||
x = nextX;
|
||||
y = nextY;
|
||||
vertexItem = addVertex(vertexItem, px, py, vPrevX, vPrevY, vNextX, vNextY);
|
||||
|
||||
/* flip unit vector to point back */
|
||||
vx = -wx;
|
||||
vy = -wy;
|
||||
vPrevX = -vNextX;
|
||||
vPrevY = -vNextY;
|
||||
|
||||
/* unit vector pointing forward to next node */
|
||||
vNextX = nextX - curX;
|
||||
vNextY = nextY - curY;
|
||||
a = Math.sqrt(vNextX * vNextX + vNextY * vNextY);
|
||||
vNextX /= a;
|
||||
vNextY /= a;
|
||||
}
|
||||
|
||||
ux = vy;
|
||||
uy = -vx;
|
||||
vertexItem = addVertex(vertexItem, curX, curY, vPrevX, vPrevY, vNextX, vNextY);
|
||||
|
||||
outside = (x < tmin || x > tmax || y < tmin || y > tmax);
|
||||
curX = nextX;
|
||||
curY = nextY;
|
||||
|
||||
if (opos == SIZE) {
|
||||
si = pool.getNext(si);
|
||||
opos = 0;
|
||||
v = si.vertices;
|
||||
}
|
||||
|
||||
ox = (short) (x * COORD_SCALE);
|
||||
oy = (short) (y * COORD_SCALE);
|
||||
|
||||
if (rounded && !outside) {
|
||||
ddx = (int) (ux * DIR_SCALE);
|
||||
ddy = (int) (uy * DIR_SCALE);
|
||||
|
||||
v[opos++] = ox;
|
||||
v[opos++] = oy;
|
||||
v[opos++] = (short) (0 | ddx & DIR_MASK);
|
||||
v[opos++] = (short) (1 | ddy & DIR_MASK);
|
||||
|
||||
if (opos == SIZE) {
|
||||
si = pool.getNext(si);
|
||||
v = si.vertices;
|
||||
opos = 0;
|
||||
}
|
||||
|
||||
v[opos++] = ox;
|
||||
v[opos++] = oy;
|
||||
v[opos++] = (short) (2 | -ddx & DIR_MASK);
|
||||
v[opos++] = (short) (1 | -ddy & DIR_MASK);
|
||||
|
||||
if (opos == SIZE) {
|
||||
si = pool.getNext(si);
|
||||
v = si.vertices;
|
||||
opos = 0;
|
||||
}
|
||||
|
||||
/* For rounded line edges */
|
||||
ddx = (int) ((ux - vx) * DIR_SCALE);
|
||||
ddy = (int) ((uy - vy) * DIR_SCALE);
|
||||
|
||||
dx = (short) (0 | ddx & DIR_MASK);
|
||||
dy = (short) (0 | ddy & DIR_MASK);
|
||||
|
||||
v[opos++] = ox;
|
||||
v[opos++] = oy;
|
||||
v[opos++] = dx;
|
||||
v[opos++] = dy;
|
||||
|
||||
if (opos == SIZE) {
|
||||
si = pool.getNext(si);
|
||||
v = si.vertices;
|
||||
opos = 0;
|
||||
}
|
||||
|
||||
/* add last vertex twice */
|
||||
ddx = (int) (-(ux + vx) * DIR_SCALE);
|
||||
ddy = (int) (-(uy + vy) * DIR_SCALE);
|
||||
dx = (short) (2 | ddx & DIR_MASK);
|
||||
dy = (short) (0 | ddy & DIR_MASK);
|
||||
|
||||
v[opos++] = ox;
|
||||
v[opos++] = oy;
|
||||
v[opos++] = dx;
|
||||
v[opos++] = dy;
|
||||
|
||||
if (opos == SIZE) {
|
||||
si = pool.getNext(si);
|
||||
v = si.vertices;
|
||||
opos = 0;
|
||||
}
|
||||
|
||||
v[opos++] = ox;
|
||||
v[opos++] = oy;
|
||||
v[opos++] = dx;
|
||||
v[opos++] = dy;
|
||||
|
||||
} else {
|
||||
if (squared) {
|
||||
vx = 0;
|
||||
vy = 0;
|
||||
} else if (!outside) {
|
||||
vx *= 0.5;
|
||||
vy *= 0.5;
|
||||
}
|
||||
|
||||
if (rounded)
|
||||
numVertices -= 2;
|
||||
|
||||
ddx = (int) ((ux - vx) * DIR_SCALE);
|
||||
ddy = (int) ((uy - vy) * DIR_SCALE);
|
||||
|
||||
v[opos++] = ox;
|
||||
v[opos++] = oy;
|
||||
v[opos++] = (short) (0 | ddx & DIR_MASK);
|
||||
v[opos++] = (short) (1 | ddy & DIR_MASK);
|
||||
|
||||
if (opos == SIZE) {
|
||||
si = pool.getNext(si);
|
||||
v = si.vertices;
|
||||
opos = 0;
|
||||
}
|
||||
|
||||
/* add last vertex twice */
|
||||
ddx = (int) (-(ux + vx) * DIR_SCALE);
|
||||
ddy = (int) (-(uy + vy) * DIR_SCALE);
|
||||
dx = (short) (2 | ddx & DIR_MASK);
|
||||
dy = (short) (1 | ddy & DIR_MASK);
|
||||
|
||||
v[opos++] = ox;
|
||||
v[opos++] = oy;
|
||||
v[opos++] = dx;
|
||||
v[opos++] = dy;
|
||||
|
||||
if (opos == SIZE) {
|
||||
si = pool.getNext(si);
|
||||
v = si.vertices;
|
||||
opos = 0;
|
||||
}
|
||||
|
||||
v[opos++] = ox;
|
||||
v[opos++] = oy;
|
||||
v[opos++] = dx;
|
||||
v[opos++] = dy;
|
||||
}
|
||||
pos += length;
|
||||
/* flip vector to point back */
|
||||
vPrevX = -vNextX;
|
||||
vPrevY = -vNextY;
|
||||
}
|
||||
|
||||
si.used = opos;
|
||||
opos = vertexItem.used;
|
||||
v = vertexItem.vertices;
|
||||
|
||||
ux = vPrevY;
|
||||
uy = -vPrevX;
|
||||
|
||||
outside = (curX < tmin || curX > tmax || curY < tmin || curY > tmax);
|
||||
|
||||
if (opos == SIZE) {
|
||||
vertexItem = pool.getNext(vertexItem);
|
||||
v = vertexItem.vertices;
|
||||
opos = 0;
|
||||
}
|
||||
|
||||
ox = (short) (curX * COORD_SCALE);
|
||||
oy = (short) (curY * COORD_SCALE);
|
||||
|
||||
if (rounded && !outside) {
|
||||
ddx = (int) (ux * DIR_SCALE);
|
||||
ddy = (int) (uy * DIR_SCALE);
|
||||
|
||||
addVertex(v, opos, ox, oy,
|
||||
(short) (0 | ddx & DIR_MASK),
|
||||
(short) (1 | ddy & DIR_MASK));
|
||||
|
||||
if ((opos += 4) == SIZE) {
|
||||
vertexItem = pool.getNext(vertexItem);
|
||||
v = vertexItem.vertices;
|
||||
opos = 0;
|
||||
}
|
||||
|
||||
addVertex(v, opos, ox, oy,
|
||||
(short) (2 | -ddx & DIR_MASK),
|
||||
(short) (1 | -ddy & DIR_MASK));
|
||||
|
||||
if ((opos += 4) == SIZE) {
|
||||
vertexItem = pool.getNext(vertexItem);
|
||||
v = vertexItem.vertices;
|
||||
opos = 0;
|
||||
}
|
||||
|
||||
/* For rounded line edges */
|
||||
ddx = (int) ((ux - vPrevX) * DIR_SCALE);
|
||||
ddy = (int) ((uy - vPrevY) * DIR_SCALE);
|
||||
|
||||
addVertex(v, opos, ox, oy,
|
||||
(short) (0 | ddx & DIR_MASK),
|
||||
(short) (0 | ddy & DIR_MASK));
|
||||
|
||||
/* last vertex */
|
||||
ddx = (int) (-(ux + vPrevX) * DIR_SCALE);
|
||||
ddy = (int) (-(uy + vPrevY) * DIR_SCALE);
|
||||
dx = (short) (2 | ddx & DIR_MASK);
|
||||
dy = (short) (0 | ddy & DIR_MASK);
|
||||
|
||||
} else {
|
||||
if (squared) {
|
||||
vPrevX = 0;
|
||||
vPrevY = 0;
|
||||
} else if (!outside) {
|
||||
vPrevX *= 0.5;
|
||||
vPrevY *= 0.5;
|
||||
}
|
||||
|
||||
if (rounded)
|
||||
numVertices -= 2;
|
||||
|
||||
ddx = (int) ((ux - vPrevX) * DIR_SCALE);
|
||||
ddy = (int) ((uy - vPrevY) * DIR_SCALE);
|
||||
|
||||
addVertex(v, opos, ox, oy,
|
||||
(short) (0 | ddx & DIR_MASK),
|
||||
(short) (1 | ddy & DIR_MASK));
|
||||
|
||||
/* last vertex */
|
||||
ddx = (int) (-(ux + vPrevX) * DIR_SCALE);
|
||||
ddy = (int) (-(uy + vPrevY) * DIR_SCALE);
|
||||
dx = (short) (2 | ddx & DIR_MASK);
|
||||
dy = (short) (1 | ddy & DIR_MASK);
|
||||
}
|
||||
|
||||
/* add last vertex twice */
|
||||
if ((opos += 4) == SIZE) {
|
||||
vertexItem = pool.getNext(vertexItem);
|
||||
v = vertexItem.vertices;
|
||||
opos = 0;
|
||||
}
|
||||
|
||||
addVertex(v, opos, ox, oy, dx, dy);
|
||||
|
||||
if ((opos += 4) == SIZE) {
|
||||
vertexItem = pool.getNext(vertexItem);
|
||||
v = vertexItem.vertices;
|
||||
opos = 0;
|
||||
}
|
||||
addVertex(v, opos, ox, oy, dx, dy);
|
||||
|
||||
vertexItem.used = opos + 4;
|
||||
|
||||
return vertexItem;
|
||||
}
|
||||
|
||||
public static final class Renderer {
|
||||
|
||||
Loading…
x
Reference in New Issue
Block a user