gg/rect.go
2023-10-23 15:47:27 +03:00

122 lines
2.3 KiB
Go

package gg
import (
"github.com/hajimehoshi/ebiten/v2"
//"github.com/hajimehoshi/ebiten/v2/vector"
//"fmt"
//"image"
)
// The type describes rectangle geometry.
type Rectangle struct {
// P - position of the rotating center.
// Scale represent width and height.
Transform
}
// The type describes rectangle that can be drawn.
type DrawableRectangle struct {
Rectangle
ShaderOptions
// Solid color of the rectangle.
// Will be ignored if the Shader
// field is not nil.
Color Color
// Should be draw or not.
Visible bool
}
// Return points of vertices of the rectangle.
func (r Rectangle) Vertices() Points {
m := r.Matrix()
p1 := V(0, 0).Apply(&m)
p2 := V(1, 0).Apply(&m)
p3 := V(1, 1).Apply(&m)
p4 := V(0, 1).Apply(&m)
return Points{p1, p2, p3, p4}
}
func (r Rectangle) Edges() Edges {
vs := r.Vertices()
return LineSegments{
LineSegment{vs[0], vs[1]},
LineSegment{vs[1], vs[2]},
LineSegment{vs[2], vs[3]},
LineSegment{vs[3], vs[0]},
}
}
// Get 2 triangles that the rectangle consists of.
func (r Rectangle) Triangles() Triangles {
pts := r.Vertices()
p1 := pts[0]
p2 := pts[1]
p3 := pts[2]
p4 := pts[3]
//fmt.Println("in:", p1, p2, p3, p4)
return Triangles{
Triangle{p1, p2, p3},
Triangle{p1, p4, p3},
}
}
// Check whether the rectangle contains the point.
func (r Rectangle) ContainsPoint(p Point) bool {
return r.Triangles().ContainsPoint(p)
}
// Check whether the drawable rectangle should be drawn.
func (r *DrawableRectangle) IsVisible() bool {
return r.Visible
}
func (r *DrawableRectangle) Draw(
e *Engine,
i *Image,
) {
m := r.Matrix()
rm := e.Camera().RealMatrix(e)
m.Concat(rm)
// Draw solid color if no shader.
if r.Shader == nil {
img := NewImage(1, 1)
img.Set(0, 0, r.Color)
opts := &ebiten.DrawImageOptions{
GeoM: m,
}
i.DrawImage(img, opts)
return
}
// Use the Color as base image if no is provided.
//var did bool
if r.Images[0] == nil {
r.Images[0] = NewImage(1, 1)
r.Images[0].Set(0, 0, r.Color)
//did = true
}
w, h := r.Images[0].Size()
/*if !did {
t.S.X /= Float(w)
t.S.Y /= Float(h)
t.S.X *= r.W
t.S.Y *= r.H
}*/
// Drawing with shader.
opts := &ebiten.DrawRectShaderOptions{
GeoM: m,
Images: r.Images,
Uniforms: r.Uniforms,
}
i.DrawRectShader(w, h, r.Shader, opts)
}