import earcut from 'earcut'; import buildLine from './buildLine'; import utils from '../../../utils'; /** * Builds a rounded rectangle to draw * * Ignored from docs since it is not directly exposed. * * @ignore * @private * @param graphicsData {PIXI.WebGLGraphicsData} The graphics object containing all the necessary properties * @param webGLData {object} an object containing all the webGL-specific information to create this shape */ let buildRoundedRectangle = function (graphicsData, webGLData) { const rrectData = graphicsData.shape; const x = rrectData.x; const y = rrectData.y; const width = rrectData.width; const height = rrectData.height; const radius = rrectData.radius; const recPoints = []; recPoints.push(x, y + radius); quadraticBezierCurve(x, y + height - radius, x, y + height, x + radius, y + height, recPoints); quadraticBezierCurve(x + width - radius, y + height, x + width, y + height, x + width, y + height - radius, recPoints); quadraticBezierCurve(x + width, y + radius, x + width, y, x + width - radius, y, recPoints); quadraticBezierCurve(x + radius, y, x, y, x, y + radius + 0.0000000001, recPoints); // this tiny number deals with the issue that occurs when points overlap and earcut fails to triangulate the item. // TODO - fix this properly, this is not very elegant.. but it works for now. 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; const vecPos = verts.length/6; const triangles = earcut(recPoints, null, 2); for (let i = 0, j=triangles.length; i < j; i+=3) { indices.push(triangles[i] + vecPos); indices.push(triangles[i] + vecPos); indices.push(triangles[i+1] + vecPos); indices.push(triangles[i+2] + vecPos); indices.push(triangles[i+2] + vecPos); } for (let i = 0, j = recPoints.length; i < j; i++) { verts.push(recPoints[i], recPoints[++i], r, g, b, alpha); } } if (graphicsData.lineWidth) { const tempPoints = graphicsData.points; graphicsData.points = recPoints; buildLine(graphicsData, webGLData); graphicsData.points = tempPoints; } }; /** * Calculate the points for a quadratic bezier curve. (helper function..) * Based on: https://stackoverflow.com/questions/785097/how-do-i-implement-a-bezier-curve-in-c * * Ignored from docs since it is not directly exposed. * * @ignore * @private * @param fromX {number} Origin point x * @param fromY {number} Origin point x * @param cpX {number} Control point x * @param cpY {number} Control point y * @param toX {number} Destination point x * @param toY {number} Destination point y * @param [out=[]] {number[]} The output array to add points into. If not passed, a new array is created. * @return {number[]} an array of points */ let quadraticBezierCurve = function (fromX, fromY, cpX, cpY, toX, toY, out=[]) { const n = 20, points = out; let xa, ya, xb, yb, x, y; function getPt(n1 , n2, perc) { const diff = n2 - n1; return n1 + ( diff * perc ); } for (let i = 0, j = 0; i <= n; i++ ) { j = i / n; // The Green Line xa = getPt( fromX , cpX , j ); ya = getPt( fromY , cpY , j ); xb = getPt( cpX , toX , j ); yb = getPt( cpY , toY , j ); // The Black Dot x = getPt( xa , xb , j ); y = getPt( ya , yb , j ); points.push(x, y); } return points; }; export default buildRoundedRectangle;