Magic_Game/src/kiwano/renderer/Geometry.cpp

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// Copyright (c) 2016-2018 Kiwano - Nomango
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
#include "Geometry.h"
2019-08-14 21:52:49 +08:00
#include "Renderer.h"
#include "../base/Logger.h"
namespace kiwano
{
//
// Geometry
//
Geometry::Geometry()
{
}
Geometry::Geometry(ComPtr<ID2D1Geometry> geo)
: geo_(geo)
{
}
Rect Geometry::GetBoundingBox(Matrix const& transform) const
{
if (!geo_)
return Rect{};
D2D1_RECT_F rect;
// no matter it failed or not
geo_->GetBounds(DX::ConvertToMatrix3x2F(transform), &rect);
return Rect{ rect.left, rect.top, rect.right - rect.left, rect.bottom - rect.top };
}
float Geometry::GetLength()
{
float length = 0.f;
if (geo_)
{
// no matter it failed or not
geo_->ComputeLength(D2D1::Matrix3x2F::Identity(), &length);
}
return length;
}
bool Geometry::ComputePointAtLength(float length, Point& point, Vec2& tangent)
{
if (geo_)
{
HRESULT hr = geo_->ComputePointAtLength(
length,
D2D1::Matrix3x2F::Identity(),
DX::ConvertToPoint2F(&point),
DX::ConvertToPoint2F(&tangent)
);
return SUCCEEDED(hr);
}
return false;
}
float Geometry::ComputeArea()
{
if (!geo_)
return 0.f;
float area = 0.f;
// no matter it failed or not
geo_->ComputeArea(D2D1::Matrix3x2F::Identity(), &area);
return area;
}
bool Geometry::ContainsPoint(Point const& point)
{
if (!geo_)
return false;
BOOL ret = 0;
// no matter it failed or not
geo_->FillContainsPoint(
DX::ConvertToPoint2F(point),
D2D1::Matrix3x2F::Identity(),
&ret
);
return !!ret;
}
//
// GeometrySink
//
GeometrySink::GeometrySink()
{
}
GeometrySink& GeometrySink::BeginPath(Point const& begin_pos)
{
if (!path_geo_)
{
Renderer::GetInstance()->CreatePathGeometrySink(*this);
}
if (!sink_)
{
ThrowIfFailed(path_geo_->Open(&sink_));
}
if (sink_)
{
sink_->BeginFigure(DX::ConvertToPoint2F(begin_pos), D2D1_FIGURE_BEGIN_FILLED);
}
return (*this);
}
GeometrySink& GeometrySink::EndPath(bool closed)
{
if (sink_)
{
sink_->EndFigure(closed ? D2D1_FIGURE_END_CLOSED : D2D1_FIGURE_END_OPEN);
ThrowIfFailed(sink_->Close());
sink_ = nullptr;
}
return (*this);
}
GeometrySink& GeometrySink::AddLine(Point const& point)
{
if (!sink_) BeginPath();
sink_->AddLine(DX::ConvertToPoint2F(point));
return (*this);
}
GeometrySink& GeometrySink::AddLines(Vector<Point> const& points)
{
if (!sink_) BeginPath();
sink_->AddLines(
reinterpret_cast<const D2D_POINT_2F*>(&points[0]),
static_cast<UINT32>(points.size())
);
return (*this);
}
GeometrySink& GeometrySink::AddBezier(Point const& point1, Point const& point2, Point const& point3)
{
if (!sink_) BeginPath();
sink_->AddBezier(
D2D1::BezierSegment(
DX::ConvertToPoint2F(point1),
DX::ConvertToPoint2F(point2),
DX::ConvertToPoint2F(point3)
)
);
return (*this);
}
GeometrySink& GeometrySink::AddArc(Point const& point, Size const& radius, float rotation, bool clockwise, bool is_small)
{
if (!sink_) BeginPath();
sink_->AddArc(
D2D1::ArcSegment(
DX::ConvertToPoint2F(point),
DX::ConvertToSizeF(radius),
rotation,
clockwise ? D2D1_SWEEP_DIRECTION_CLOCKWISE : D2D1_SWEEP_DIRECTION_COUNTER_CLOCKWISE,
is_small ? D2D1_ARC_SIZE_SMALL : D2D1_ARC_SIZE_LARGE
)
);
return (*this);
}
Geometry GeometrySink::GetGeometry()
{
if (sink_)
{
EndPath();
}
return Geometry(path_geo_);
}
}