com.talosvfx.talos.runtime.render.drawables.Polyline Maven / Gradle / Ivy
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Talos runtime for use in LibGDX projects
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/*******************************************************************************
* Copyright 2019 See AUTHORS file.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
******************************************************************************/
package com.talosvfx.talos.runtime.render.drawables;
import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.graphics.g2d.Batch;
import com.badlogic.gdx.graphics.g2d.PolygonBatch;
import com.badlogic.gdx.graphics.g2d.PolygonSpriteBatch;
import com.badlogic.gdx.graphics.g2d.TextureRegion;
import com.badlogic.gdx.graphics.glutils.ShaderProgram;
import com.badlogic.gdx.math.Bezier;
import com.badlogic.gdx.math.Vector2;
import com.badlogic.gdx.utils.Array;
import com.badlogic.gdx.utils.Pool;
public class Polyline implements Pool.Poolable {
Vector2 leftTangent = new Vector2();
Vector2 rightTanget = new Vector2();
Vector2 leftPoint = new Vector2();
Vector2 rightPoint = new Vector2();
float rotation;
Array points = new Array<>();
// inner workings
private float[] vertices;
private short[] indexes;
private Color tmpColor = new Color(Color.WHITE);
private Vector2 tmp = new Vector2();
private Vector2 tmp2 = new Vector2();
private Vector2 tmp3 = new Vector2();
private Vector2 point0 = new Vector2();
private Vector2 point1 = new Vector2();
private Vector2 point2 = new Vector2();
private Vector2 point3 = new Vector2();
Batch batch;
@Override
public void reset() {
for(PointData pointData: points) {
pointData.position.set(0, 0);
pointData.offset.set(0, 0);
pointData.thickness = 0;
}
}
class PointData {
Vector2 position = new Vector2();
Vector2 offset = new Vector2();
float thickness;
Color color = new Color();
}
public Polyline() {
}
public void set(float size, float rotation) {
leftPoint.set(-size/2f, 0);
rightPoint.set(size/2f, 0);
this.rotation = rotation;
}
public void initPoints(int interpolationPoints, float x, float y) {
if(points.size != interpolationPoints + 2) {
points.clear();
for(int i = 0; i < interpolationPoints + 2; i++) {
points.add(new PointData());
}
initVertices();
} // else we reuse them
for(int i = 0; i < points.size; i++) {
points.get(i).position.set(x, y);
}
}
private void initVertices() {
int attributeCount = 5;
int pointCount = points.size;
int vertexCount = (pointCount - 1) * 4;
int trisCount = (pointCount - 1) * 2;
if(vertices == null || vertices.length != vertexCount * attributeCount) {
vertices = new float[vertexCount * attributeCount];
indexes = new short[trisCount * 3];
}
}
public void setPointData(int index, float offsetX, float offsetY, float thickness, Color color) {
points.get(index).color.set(color);
points.get(index).offset.set(offsetX, offsetY);
points.get(index).thickness = thickness;
}
public Array getPoints() {
return points;
}
public void draw(Batch batch, TextureRegion region, ShaderProgram shaderProgram) {
if(batch instanceof PolygonBatch) {
PolygonBatch polygonSpriteBatch = (PolygonBatch) batch;
this.batch = polygonSpriteBatch;
for(int i = 0; i < points.size - 1; i++) {
// extrude each point
extrudePoint(region, i, 0);
extrudePoint(region, i, 1);
// creating indexes
indexes[i * 6] = (short) (i * 4);
indexes[i * 6 + 1] = (short) (i * 4 + 1);
indexes[i * 6 + 2] = (short) (i * 4 + 3);
indexes[i * 6 + 3] = (short) (i * 4);
indexes[i * 6 + 4] = (short) (i * 4 + 3);
indexes[i * 6 + 5] = (short) (i * 4 + 2);
}
// do the actual drawing
if(shaderProgram != null) {
batch.setShader(shaderProgram);
}
polygonSpriteBatch.draw(region.getTexture(), vertices, 0, vertices.length, indexes, 0, indexes.length);
}
}
public void draw(Batch batch, TextureRegion region, float x, float y, ShaderProgram shaderProgram) {
if(batch instanceof PolygonBatch) {
PolygonBatch polygonSpriteBatch = (PolygonBatch) batch;
this.batch = polygonSpriteBatch;
updatePointPositions(x, y);
for(int i = 0; i < points.size - 1; i++) {
// extrude each point
extrudePoint(region, i, 0);
extrudePoint(region, i, 1);
// creating indexes
indexes[i * 6] = (short) (i * 4);
indexes[i * 6 + 1] = (short) (i * 4 + 1);
indexes[i * 6 + 2] = (short) (i * 4 + 3);
indexes[i * 6 + 3] = (short) (i * 4);
indexes[i * 6 + 4] = (short) (i * 4 + 3);
indexes[i * 6 + 5] = (short) (i * 4 + 2);
}
// do the actual drawing
if(shaderProgram != null) {
batch.setShader(shaderProgram);
}
polygonSpriteBatch.draw(region.getTexture(), vertices, 0, vertices.length, indexes, 0, indexes.length);
}
}
private void updatePointPositions(float x, float y) {
for(int i = 0; i < points.size; i++) {
float alpha = (float)i/(points.size-1);
point0.set(leftPoint);
point3.set(rightPoint);
point1.set(leftPoint).add( leftTangent );
point2.set(rightPoint).add(rightTanget );
Bezier.cubic(points.get(i).position, alpha, point0, point1, point2, point3, tmp);
// ad the offsets
points.get(i).position.add(points.get(i).offset);
// apply rotation while origin is at 0
points.get(i).position.rotate(rotation);
//apply origin position
points.get(i).position.add(x, y);
}
}
private void extrudePoint(TextureRegion region, int index, int pos) {
int i = index + pos;
float v = (float)(i)/(points.size-1);
float thickness = points.get(i).thickness;
if(i > 0 && i < points.size - 1) {
point1.set(points.get(i-1).position);
point2.set(points.get(i).position);
point3.set(points.get(i+1).position);
tmp.set(point2).sub(point1).nor().rotate90(1).nor(); //Left hand side normal of first edge
tmp2.set(point3).sub(point2).nor().rotate90(1).nor(); //Left hand side normal of second edge
tmp3.set(tmp).add(tmp2).nor(); //Bisector
tmp3.scl(thickness/2f);
tmp.set(tmp3).add(point2);
tmp3.scl(-1f);
tmp2.set(tmp3).add(point2);
packVertex(region, vertices, index * 4 + 1 + pos * 2, tmp.x, tmp.y, points.get(i).color, 0, v); // left extension vertex
packVertex(region, vertices, index * 4 + pos * 2, tmp2.x, tmp2.y, points.get(i + 1).color, 1, v); // right extension vertex
} else {
if(i == 0) {
point1.set(points.get(i).position);
point2.set(points.get(i+1).position);
final Vector2 nor = tmp.set(point2).sub(point1).nor();
tmp2.set(nor).rotate90(1).scl(thickness/2f);
tmp3.set(nor).rotate90(-1).scl(thickness/2f);
tmp.set(tmp2).add(point1);
tmp2.set(tmp3).add(point1);
packVertex(region, vertices,index * 4 + 1 + pos * 2, tmp.x, tmp.y, points.get(i).color, 0, v); // left extension vertex
packVertex(region, vertices, index * 4 + pos * 2, tmp2.x, tmp2.y, points.get(i + 1).color, 1, v); // right extension vertex
}
if(i == points.size - 1) {
point1.set(points.get(i - 1).position);
point2.set(points.get(i).position);
final Vector2 nor = tmp.set(point2).sub(point1).nor();
tmp2.set(nor).rotate90(1).scl(thickness/2f);
tmp3.set(nor).rotate90(-1).scl(thickness/2f);
tmp.set(tmp2).add(point2);
tmp2.set(tmp3).add(point2);
packVertex(region, vertices,index * 4 + 1 + pos * 2, tmp.x, tmp.y, points.get(i - 1).color, 0, v); // left extension vertex
packVertex(region, vertices, index * 4 + pos * 2 , tmp2.x, tmp2.y, points.get(i).color, 1, v); // right extension vertex
}
}
}
private void packVertex(TextureRegion region, float[] vertices, int index, float x, float y, Color color, float u, float v) {
float insideOffset = 0.0f; // needed in case region has have some weird transparent edge. maybe.
tmpColor.set(color).mul(batch.getColor());
vertices[index * 5] = x;
vertices[index * 5 + 1] = y;
vertices[index * 5 + 2] = tmpColor.toFloatBits();
vertices[index * 5 + 3] = region.getU() + u * (region.getU2() - region.getU() - insideOffset) + insideOffset;
vertices[index * 5 + 4] = region.getV() + v * (region.getV2() - region.getV() - insideOffset) + insideOffset;
}
}