add IM with several methods
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dcf70e5a26
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195
graphics.go
195
graphics.go
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@ -1,5 +1,10 @@
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package pixel
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import (
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"image/color"
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"math"
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)
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// Sprite is a drawable Picture. It's always anchored by the center of it's Picture.
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type Sprite struct {
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tri *TrianglesData
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@ -59,3 +64,193 @@ func (s *Sprite) Picture() Picture {
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func (s *Sprite) Draw(t Target) {
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s.d.Draw(t)
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}
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// IM is an immediate-like-mode shape drawer.
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//
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// TODO: mode doc
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type IM struct {
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points []point
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opts point
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matrix Matrix
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mask NRGBA
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tri *TrianglesData
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d Drawer
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tmp []Vec
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}
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type point struct {
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position Vec
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color NRGBA
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picture Vec
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intensity float64
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width float64
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precision int
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endshape EndShape
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}
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// EndShape specifies the shape of an end of a line or a curve.
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type EndShape int
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const (
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// RoundEndShape is a circular end shape.
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RoundEndShape EndShape = iota
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// SharpEndShape is a square end shape.
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SharpEndShape
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)
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// NewIM creates a new empty IM. An optional Picture can be used to draw with a Picture.
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//
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// If you just want to draw primitive shapes, pass nil as the Picture.
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func NewIM(pic Picture) *IM {
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tri := &TrianglesData{}
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im := &IM{
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tri: tri,
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d: Drawer{Triangles: tri, Picture: pic},
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}
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im.Precision(64)
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im.SetMatrix(ZM)
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im.SetColorMask(NRGBA{1, 1, 1, 1})
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return im
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}
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// Clear removes all drawn shapes from the IM. This does not remove Pushed points.
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func (im *IM) Clear() {
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im.tri.SetLen(0)
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im.d.Dirty()
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}
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// Draw draws all currently drawn shapes inside the IM onto another Target.
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func (im *IM) Draw(t Target) {
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im.d.Draw(t)
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}
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// Push adds some points to the IM queue. All Pushed points will have the same properties except for
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// the position.
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func (im *IM) Push(pts ...Vec) {
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point := im.opts
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for _, pt := range pts {
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point.position = im.matrix.Project(pt)
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point.color = im.mask.Mul(im.opts.color)
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im.points = append(im.points, point)
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}
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}
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// Color sets the color of the next Pushed points.
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func (im *IM) Color(color color.Color) {
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im.opts.color = NRGBAModel.Convert(color).(NRGBA)
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}
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// Picture sets the Picture coordinates of the next Pushed points.
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func (im *IM) Picture(pic Vec) {
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im.opts.picture = pic
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}
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// Intensity sets the picture Intensity of the next Pushed points.
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func (im *IM) Intensity(in float64) {
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im.opts.intensity = in
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}
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// Width sets the with property of the next Pushed points.
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//
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// Note that this property does not apply to filled shapes.
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func (im *IM) Width(w float64) {
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im.opts.width = w
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}
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// Precision sets the curve/circle drawing precision of the next Pushed points.
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//
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// It is the number of segments per 360 degrees.
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func (im *IM) Precision(p int) {
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im.opts.precision = p
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if p+1 > len(im.tmp) {
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im.tmp = append(im.tmp, make([]Vec, p+1-len(im.tmp))...)
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}
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if p+1 < len(im.tmp) {
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im.tmp = im.tmp[:p+1]
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}
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}
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// EndShape sets the endshape of the next Pushed points.
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func (im *IM) EndShape(es EndShape) {
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im.opts.endshape = es
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}
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// SetMatrix sets a Matrix that all further points will be transformed by.
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func (im *IM) SetMatrix(m Matrix) {
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im.matrix = m
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}
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// SetColorMask sets a color that all futher point's color will be multiplied by.
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func (im *IM) SetColorMask(color color.Color) {
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im.mask = NRGBAModel.Convert(color).(NRGBA)
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}
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// FillConvexPolygon takes all points Pushed into the IM's queue and fills the convex polygon formed
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// by them.
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//
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// It empties the queue after.
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func (im *IM) FillConvexPolygon() {
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points := im.points
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im.points = nil
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if len(points) < 3 {
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return
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}
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i := im.tri.Len()
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im.tri.SetLen(im.tri.Len() + 3*(len(points)-2))
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for j := 1; j+1 < len(points); j++ {
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(*im.tri)[i].Position = points[0].position
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(*im.tri)[i].Color = points[0].color
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(*im.tri)[i].Picture = points[0].picture
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(*im.tri)[i].Intensity = points[0].intensity
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(*im.tri)[i+1].Position = points[j].position
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(*im.tri)[i+1].Color = points[j].color
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(*im.tri)[i+1].Picture = points[j].picture
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(*im.tri)[i+1].Intensity = points[j].intensity
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(*im.tri)[i+2].Position = points[j+1].position
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(*im.tri)[i+2].Color = points[j+1].color
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(*im.tri)[i+2].Picture = points[j+1].picture
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(*im.tri)[i+2].Intensity = points[j+1].intensity
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i += 3
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}
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im.d.Dirty()
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}
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// FillEllipseArc draws an ellipse arc around each point in the IM's queue. Low and high angles are
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// in radians.
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//
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// It empties the queue after.
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func (im *IM) FillEllipseArc(radius Vec, low, high float64) {
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points := im.points
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im.points = nil
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// normalize high
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if math.Abs(high-low) > 2*math.Pi {
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high = low + math.Mod(high-low, 2*math.Pi)
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}
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for _, pt := range points {
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im.Push(pt.position) // center
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num := math.Ceil(math.Abs(high-low) / (2 * math.Pi) * float64(pt.precision))
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delta := (high - low) / num
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for i := range im.tmp[:int(num)+1] {
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angle := low + float64(i)*delta
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sin, cos := math.Sincos(angle)
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im.tmp[i] = pt.position + V(
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radius.X()*cos,
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radius.Y()*sin,
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)
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}
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im.Push(im.tmp[:int(num)+1]...)
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im.FillConvexPolygon()
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}
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}
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