/** * Updates a strip vertex with vertices shaping a rounded beginning. This method is called when * the polygon is open (not {@link #isClosedPolygon()}). * * @param inside whether this is a <b>inside</b> triangle strip, as opposed to an outside triangle * strip. */ private void updateVertexBeginning(boolean inside) { // if polygon is not closed the endings must be fixed int index = 0; BoundingBox box = boundingBoxes.items[0]; box.needsCullingUpdate = true; StripVertex stripVertex = vertexDataArray.items[index]; AuxVertexFinder auxVertexFinder = this.auxVertexFinder; Array<Float> vertexData = inside ? stripVertex.insideVertexData : stripVertex.outsideVertexData; vertexData.clear(); auxVertexFinder.setInsideStrip(inside); Vector2 currentVertex = vertices.items[index]; Vector2 currentAux = auxVertexFinder.getAuxBeginning(vertices, index, MathUtils.PI * 0.5f); add(currentVertex, VERTEX_TYPE_USER, vertexData); add(currentAux, VERTEX_TYPE_AUX, vertexData); currentAux = auxVertexFinder.getAuxBeginning(vertices, index, MathUtils.PI * 0.25f); add(currentVertex, VERTEX_TYPE_USER, vertexData); add(currentAux, VERTEX_TYPE_AUX, vertexData); currentAux = auxVertexFinder.getAuxBeginning(vertices, index, 0); add(currentVertex, VERTEX_TYPE_USER, vertexData); add(currentAux, VERTEX_TYPE_AUX, vertexData); }
/** * When you call methods like for example {@link #setHalfWidth(float)} or {@link * #updateVertex(int, float, float)} work is being queued up. Before each draw call this method is * automatically called to do all this work. * * <p>It can be smart to call this method after you are done configuring your OutlinePolygon, but * before you exit your loading screen. This way you do more work during the loading screen and * get less initial lag. */ public void updateStripAndCulling() { if (!changesToStripOrCulling) return; updateAllBoxIndices(); boolean clockwiseUpdated = false; for (int i = 0; i < needsUpdate.size; i++) { boolean update = needsUpdate.items[i]; if (update) { if (!clockwiseUpdated) { clockwiseUpdated = true; updateAuxVertexFinderClockwise(); } if (drawInside) { updateVertex(i, true); } if (drawOutside) { updateVertex(i, false); } needsUpdate.items[i] = false; } } for (BoundingBox box : boundingBoxes) { if (box.needsCullingUpdate) { updateBoxCulling(box); box.needsCullingUpdate = false; } } }
// TODO Comment private void updateVertexDefault(int index, boolean inside) { BoundingBox box = boundingBoxes.items[index / verticesPerBox]; box.needsCullingUpdate = true; int k = index % vertices.size; StripVertex stripVertex = vertexDataArray.items[k]; AuxVertexFinder auxVertexFinder = this.auxVertexFinder; Array<Float> vertexData = inside ? stripVertex.insideVertexData : stripVertex.outsideVertexData; vertexData.clear(); auxVertexFinder.setInsideStrip(inside); Vector2 currentVertex = vertices.items[k]; Vector2 defaultAux = auxVertexFinder.getAux(vertices, k); boolean roundCorner = false; { // within these brackets i figure out if i should round the corner. // i hope to rewrite this code to something i can understand one day after writing it Vector2 previous = tmp.set(vertices.items[(k - 1 + vertices.size) % vertices.size]); Vector2 copyOfDefaultAux = tmp1.set(defaultAux); previous.sub(currentVertex); copyOfDefaultAux.sub(currentVertex); float angle = previous.angleRad() - copyOfDefaultAux.angleRad(); angle = ((angle + MathUtils.PI2) % MathUtils.PI) * 2f; boolean angleMoreThanPI; if (inside) { angleMoreThanPI = angle > MathUtils.PI * 1.1f; } else { angleMoreThanPI = angle < MathUtils.PI * 0.9f; } if (auxVertexFinder.clockWisePolygon) angleMoreThanPI = !angleMoreThanPI; if (angleMoreThanPI) { boolean sharpCorner = Math.abs(MathUtils.PI - angle) > Math.PI * 0.4f; roundCorner = roundSharpCorners && sharpCorner; } } if (roundCorner) { Vector2 beginningAux = auxVertexFinder.getAuxEnding(vertices, k, 0); Vector2 endingAux = auxVertexFinder.getAuxBeginning(vertices, k, 0); Vector2 middleAux = tmp.set(defaultAux).sub(currentVertex).nor().scl(halfWidth).add(currentVertex); add(currentVertex, VERTEX_TYPE_USER, vertexData); add(beginningAux, VERTEX_TYPE_AUX, vertexData); add(currentVertex, VERTEX_TYPE_USER, vertexData); add(middleAux, VERTEX_TYPE_AUX, vertexData); add(currentVertex, VERTEX_TYPE_USER, vertexData); add(endingAux, VERTEX_TYPE_AUX, vertexData); } else { add(currentVertex, VERTEX_TYPE_USER, vertexData); add(defaultAux, VERTEX_TYPE_AUX, vertexData); } }