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"
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#include "Renderer.h"
#include "../base/Logger.h"
namespace kiwano
{
//
// Geometry
//
Geometry::Geometry()
{
}
Geometry::Geometry(ComPtr<ID2D1Geometry> geo)
: geo_(geo)
{
}
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bool Geometry::IsValid() const
{
return geo_ != nullptr;
}
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Rect Geometry::GetBoundingBox(Matrix3x2 const& transform) const
{
if (!geo_)
return Rect{};
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Rect rect;
// no matter it failed or not
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geo_->GetBounds(DX::ConvertToMatrix3x2F(transform), DX::ConvertToRectF(&rect));
return rect;
}
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Float32 Geometry::GetLength() const
{
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Float32 length = 0.f;
if (geo_)
{
// no matter it failed or not
geo_->ComputeLength(D2D1::Matrix3x2F::Identity(), &length);
}
return length;
}
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bool Geometry::ComputePointAtLength(Float32 length, Point& point, Vec2& tangent) const
{
if (geo_)
{
HRESULT hr = geo_->ComputePointAtLength(
length,
D2D1::Matrix3x2F::Identity(),
DX::ConvertToPoint2F(&point),
DX::ConvertToPoint2F(&tangent)
);
return SUCCEEDED(hr);
}
return false;
}
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Geometry Geometry::CombineWith(Geometry input, CombineMode mode, Matrix3x2 const& input_matrix) const
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{
if (geo_ && input.geo_)
{
GeometrySink sink;
sink.Init();
sink.OpenSink();
ThrowIfFailed(
geo_->CombineWithGeometry(
input.geo_.get(),
D2D1_COMBINE_MODE(mode),
DX::ConvertToMatrix3x2F(input_matrix),
sink.GetGeometrySink().get()
)
);
sink.CloseSink();
return sink.GetGeometry();
}
return Geometry();
}
Geometry Geometry::Combine(Vector<Geometry> const& geos, Vector<CombineMode> const& modes, Vector<Matrix3x2> const& matrixs)
{
if ((geos.size() == (modes.size() + 1) || modes.size() == 1)
&& (geos.size() == (matrixs.size() + 1) || matrixs.size() == 1))
{
GeometrySink sink;
sink.Init();
sink.OpenSink();
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for (UInt32 i = 0; i < geos.size() - 1; i++)
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{
CombineMode mode = (modes.size() == 1) ? modes[0] : modes[i];
const Matrix3x2& matrix = (matrixs.size() == 1) ? matrixs[0] : matrixs[i];
ThrowIfFailed(
geos[i].geo_->CombineWithGeometry(
geos[i + 1].geo_.get(),
D2D1_COMBINE_MODE(mode),
DX::ConvertToMatrix3x2F(matrix),
sink.GetGeometrySink().get()
)
);
}
sink.CloseSink();
return sink.GetGeometry();
}
return Geometry();
}
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Float32 Geometry::ComputeArea() const
{
if (!geo_)
return 0.f;
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Float32 area = 0.f;
// no matter it failed or not
geo_->ComputeArea(D2D1::Matrix3x2F::Identity(), &area);
return area;
}
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bool Geometry::ContainsPoint(Point const& point, Matrix3x2 const& transform) const
{
if (!geo_)
return false;
BOOL ret = 0;
// no matter it failed or not
geo_->FillContainsPoint(
DX::ConvertToPoint2F(point),
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DX::ConvertToMatrix3x2F(transform),
&ret
);
return !!ret;
}
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Geometry Geometry::CreateLine(Point const& begin, Point const& end)
{
Geometry output;
Renderer::GetInstance()->CreateLineGeometry(output, begin, end);
return output;
}
Geometry Geometry::CreateRect(Rect const& rect)
{
Geometry output;
Renderer::GetInstance()->CreateRectGeometry(output, rect);
return output;
}
Geometry Geometry::CreateRoundedRect(Rect const& rect, Vec2 const& radius)
{
Geometry output;
Renderer::GetInstance()->CreateRoundedRectGeometry(output, rect, radius);
return output;
}
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Geometry Geometry::CreateCircle(Point const& center, Float32 radius)
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{
Geometry output;
Renderer::GetInstance()->CreateEllipseGeometry(output, center, Vec2{ radius, radius });
return output;
}
Geometry Geometry::CreateEllipse(Point const& center, Vec2 const& radius)
{
Geometry output;
Renderer::GetInstance()->CreateEllipseGeometry(output, center, radius);
return output;
}
//
// GeometrySink
//
GeometrySink::GeometrySink()
{
}
GeometrySink& GeometrySink::BeginPath(Point const& begin_pos)
{
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Init();
if (!sink_)
{
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OpenSink();
}
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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);
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CloseSink();
}
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]),
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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);
}
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GeometrySink& GeometrySink::AddArc(Point const& point, Size const& radius, Float32 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_);
}
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void GeometrySink::Init()
{
if (!path_geo_)
{
Renderer::GetInstance()->CreatePathGeometrySink(*this);
}
}
void GeometrySink::OpenSink()
{
if (!sink_)
{
ThrowIfFailed(path_geo_->Open(&sink_));
}
}
void GeometrySink::CloseSink()
{
if (sink_)
{
ThrowIfFailed(sink_->Close());
sink_ = nullptr;
}
}
}