gg/triangle.go

137 lines
2.8 KiB
Go

package gg
import (
"math"
"github.com/hajimehoshi/ebiten/v2"
)
// Ebitens vector in better abstractions like Vectors.
type Vertex struct {
Dst Vector
Src Vector
Colority
}
type Triangle [3]Vector
type Triangles []Triangle
type DrawableTriangles struct {
Triangles
Visibility
Colority
ShaderOptions
ebiten.DrawTrianglesOptions
}
func (v Vertex) Ebiten() ebiten.Vertex {
return ebiten.Vertex {
DstX: float32(v.Dst.X),
DstY: float32(v.Dst.Y),
SrcX: float32(v.Src.X),
SrcY: float32(v.Src.Y),
ColorR: float32(v.Color.R)/(float32(MaxColorV)),
ColorG: float32(v.Color.G)/(float32(MaxColorV)),
ColorB: float32(v.Color.B)/(float32(MaxColorV)),
ColorA: float32(v.Color.A)/(float32(MaxColorV)),
}
}
// Returns the area of the triangle.
func (t Triangle) Area() Float {
x1 := t[0].X
y1 := t[0].Y
x2 := t[1].X
y2 := t[1].Y
x3 := t[2].X
y3 := t[2].Y
return math.Abs( (x1*(y2-y3) + x2*(y3-y1) + x3*(y1-y2))/2)
}
func sqr(v Float) Float {
return v * v
}
// Return squares of lengths of sides of the triangle.
func (t Triangle) SideLengthSquares() ([3]Float) {
l1 := LineSegment{t[0], t[1]}.LenSqr()
l2 := LineSegment{t[1], t[2]}.LenSqr()
l3 := LineSegment{t[2], t[0]}.LenSqr()
return [3]Float{l1, l2, l3}
}
// Check whether the point is in the triangle.
func (t Triangle) ContainsPoint(p Point) bool {
d1 := Triangle{p, t[0], t[1]}.Sgn()
d2 := Triangle{p, t[1], t[2]}.Sgn()
d3 := Triangle{p, t[2], t[0]}.Sgn()
neg := (d1 < 0) || (d2 < 0) || (d3 < 0)
pos := (d1 > 0) || (d2 > 0) || (d3 > 0)
return !(neg && pos)
}
func (t Triangle) Sgn() Float {
return (t[0].X - t[2].X) * (t[1].Y - t[2].Y) -
(t[1].X - t[2].X) * (t[0].Y - t[2].Y)
}
func (ts Triangles) ContainsPoint(p Point) bool {
for _, t := range ts {
if t.ContainsPoint(p) {
return true
}
}
return false
}
func (r *DrawableTriangles) Draw(c *Context) {
m := c.Camera.RealMatrix()
// Draw solid color if no shader.
if r.Shader == nil {
vs := make([]ebiten.Vertex, len(r.Triangles) * 3)
var buf Vertex
buf.Color = r.Color
for i := range r.Triangles {
for j := range r.Triangles[i] {
buf.Dst = r.Triangles[i][j].Apply(m)
vs[i*3 + j] = buf.Ebiten()
}
}
is := make([]uint16, len(r.Triangles) * 3)
start := len(c.Engine.vindices)
for i := 0 ; i < len(is) ; i++ {
is[i] = uint16(start + i)
}
c.Engine.vertices = append(c.Engine.vertices, vs...)
c.Engine.vindices = append(c.Engine.vindices, is...)
return
//c.DrawTriangles(vs, is, img, &r.DrawTrianglesOptions)
return
}
// Use the Color as base image if no is provided.
/*if r.Images[0] == nil {
r.Images[0] = NewImage(1, 1)
r.Images[0].Set(0, 0, r.Color)
}
w, h := r.Images[0].Size()
// Drawing with shader.
opts := &ebiten.DrawRectShaderOptions{
GeoM: m,
Images: r.Images,
Uniforms: r.Uniforms,
}
i.DrawRectShader(w, h, r.Shader, opts)*/
}