import buildLine from './buildLine'; import CONST from '../../../const'; import utils from '../../../utils'; /** * Builds a circle to draw * * Ignored from docs since it is not directly exposed. * * @ignore * @private * @param graphicsData {PIXI.WebGLGraphicsData} The graphics object to draw * @param webGLData {object} an object containing all the webGL-specific information to create this shape */ const buildCircle = function (graphicsData, webGLData) { // need to convert points to a nice regular data const circleData = graphicsData.shape; const x = circleData.x; const y = circleData.y; let width; let height; // TODO - bit hacky?? if (graphicsData.type === CONST.SHAPES.CIRC) { width = circleData.radius; height = circleData.radius; } else { width = circleData.width; height = circleData.height; } const totalSegs = Math.floor(30 * Math.sqrt(circleData.radius)) || Math.floor(15 * Math.sqrt(circleData.width + circleData.height)); const seg = (Math.PI * 2) / totalSegs ; if (graphicsData.fill) { const color = utils.hex2rgb(graphicsData.fillColor); const alpha = graphicsData.fillAlpha; const r = color[0] * alpha; const g = color[1] * alpha; const b = color[2] * alpha; const verts = webGLData.points; const indices = webGLData.indices; let vecPos = verts.length/6; indices.push(vecPos); for (let i = 0; i < totalSegs + 1 ; i++) { verts.push(x,y, r, g, b, alpha); verts.push(x + Math.sin(seg * i) * width, y + Math.cos(seg * i) * height, r, g, b, alpha); indices.push(vecPos++, vecPos++); } indices.push(vecPos-1); } if (graphicsData.lineWidth) { const tempPoints = graphicsData.points; graphicsData.points = []; for (let i = 0; i < totalSegs + 1; i++) { graphicsData.points.push(x + Math.sin(seg * i) * width, y + Math.cos(seg * i) * height); } buildLine(graphicsData, webGLData); graphicsData.points = tempPoints; } }; export default buildCircle;