Compare commits

...

129 Commits

Author SHA1 Message Date
Allen Ray 0a251bc08b
Merge pull request #319 from duysqubix/master
Update README.md
2023-10-09 09:06:08 -04:00
Anten Skrabec d3c72ae210
Merge pull request #320 from duysqubix/patch-1
Update README.md
2023-10-09 01:05:26 -06:00
duysqubix 20c056b950
Update README.md 2023-10-08 19:51:40 -05:00
duysqubix 9ad345b415
Update README.md
updated link to point to gopxl/pixel repo
2023-10-07 07:07:29 -05:00
Allen Ray 174abb179a
Merge pull request #318 from duysqubix/notice 2023-10-06 10:11:23 -04:00
duysqubix 4c172faca7 updated readme with notice 2023-10-04 11:48:58 -05:00
Allen Ray d899a6bbed
Merge pull request #312 from faiface/dependabot/go_modules/golang.org/x/image-0.5.0
Bump golang.org/x/image from 0.0.0-20210628002857-a66eb6448b8d to 0.5.0
2023-03-10 09:11:16 -05:00
Allen Ray a9abe2ebb7
Merge pull request #313 from marc921/add-vec-squared-len
feat(Vec): add squared len method
2023-03-10 09:11:03 -05:00
Marc Brun ab135a4965 feat(Vec): add squared len method 2023-03-09 22:43:37 +01:00
dependabot[bot] 08fc8acdfa
Bump golang.org/x/image from 0.0.0-20210628002857-a66eb6448b8d to 0.5.0
Bumps [golang.org/x/image](https://github.com/golang/image) from 0.0.0-20210628002857-a66eb6448b8d to 0.5.0.
- [Release notes](https://github.com/golang/image/releases)
- [Commits](https://github.com/golang/image/commits/v0.5.0)

---
updated-dependencies:
- dependency-name: golang.org/x/image
  dependency-type: direct:production
...

Signed-off-by: dependabot[bot] <support@github.com>
2023-03-07 03:27:23 +00:00
Anten Skrabec 069cc4e011
Merge pull request #308 from miluChen/patch-2
fix typo in interface.go
2022-06-27 03:22:05 -06:00
miluChen 2c3a9a03bd
fix typo 2022-06-26 16:42:25 -04:00
miluChen cb394bc26f
fix typo in interface.go 2022-06-26 10:45:46 -04:00
Allen Ray 8acf4e5195
Merge pull request #301 from cebarks/mod-update
update dependencies (testify and go-gl/glfw)
2021-10-13 21:17:34 -04:00
Anten Skrabec ccc8deb923 update dependencies (testify and go-gl/glfw) 2021-10-13 11:40:21 -06:00
Allen Ray e448943963
Merge pull request #299 from Benjyclay/fix/failing-builds
Fix failing builds
2021-10-13 09:45:17 -04:00
Ben 8ce328cb89 Update dependencies, including pixel/glhf to fix failing builds
Closes #229
Closes #295
2021-10-13 14:43:44 +01:00
Allen Ray 389317124e
Merge pull request #297 from zergon321/add-sprite-uncached
Added an opportunity to disable caching for sprites
2021-10-04 18:50:28 -04:00
zergon321 33024feabf Cached parameter added. 2021-10-01 18:31:18 +00:00
Allen Ray d119f130f6
Added PixelUI to related repositories. 2021-09-02 12:17:40 -04:00
Allen Ray b61f150701
Merge pull request #285 from cebarks/msaa
Add Multisample Anti-aliasing support
2021-08-31 08:36:26 -04:00
Allen Ray f079cc25fe
Update window.go 2021-08-31 08:35:57 -04:00
Allen Ray 9e8e09f1d7
Merge pull request #284 from dusk125/clipTris
Adding new triangles type: TrianglesClipped
2021-08-31 08:34:40 -04:00
Allen Ray 96863238e9
Merge pull request #291 from GGCristo/master
[README] Add "libXxf86vm-devel" dependency for CentOS/Fedora-like Linux
2021-08-31 08:34:28 -04:00
GGCristo 649411a23c [README] Add "libXxf86vm-devel" dependency for CentOS/Fedora-like Linux
distributions
2021-08-31 01:27:50 +01:00
Allen Ray d940a42454
Merge pull request #290 from dusk125/master
Fixing #277: Rect.Intersect and Rect.Intersects now have consistent behavior
2021-08-18 20:06:47 -04:00
Anten Skrabec 160e665d51 update CHANGELOG.md 2021-08-17 23:27:19 -06:00
Anten Skrabec 1d936eae7b add comment about power of two setting for msaa samples 2021-08-17 23:23:32 -06:00
Allen Ray 15972155d3 Fixing #277 2021-08-16 23:51:13 -04:00
Allen Ray 4964768d4e
Merge pull request #287 from cebarks/geometry-refactor
Break geometry.go & geometry_test.go into multiple smaller files
2021-08-16 23:30:59 -04:00
Anten Skrabec d5761bda94 make testing window invisible 2021-08-16 19:12:38 -06:00
Anten Skrabec 552871e324 update from master 2021-08-16 19:12:25 -06:00
Anten Skrabec 4a8b06746f actually add the files -.- 2021-08-16 19:10:10 -06:00
Anten Skrabec 7fe32e1553 break out geometry into their own files 2021-08-16 19:10:10 -06:00
Allen Ray 6c717101a7
Merge branch 'master' into clipTris 2021-08-16 09:55:30 -04:00
Allen Ray 881bfeda91
Merge pull request #288 from sudoless/master
Apply gofumpt and style changes + Optimization in GLShader.Update()
2021-08-16 09:41:10 -04:00
Allen Ray b4d312046c
Merge pull request #289 from cebarks/spriteplus
Add 2 related repos
2021-08-16 08:55:59 -04:00
Anten Skrabec f6e2f3a8d8 add check for valid msaa values in NewWindow() 2021-08-15 23:31:06 -06:00
Anten Skrabec 4ec3c64512 add spriteplus and pixelutils to README.md under "Related repos" 2021-08-15 23:12:03 -06:00
Alexandru-Paul Copil bb0a0f485e Optimize *GLShader.Update() by allocating array before for loop 2021-07-09 10:44:48 +03:00
Alexandru-Paul Copil aae9927b58 Apply gofumpt and basic styling changes 2021-07-09 10:43:10 +03:00
Allen Ray 9307280c91
Merge pull request #283 from dusk125/master 2021-06-22 07:49:51 -04:00
Anten Skrabec 7615c055cf move gl.Enable call to inside gl context in window creation 2021-06-21 14:13:43 -06:00
Anten Skrabec 80b107c039 add multisampling 2021-06-21 13:51:26 -06:00
Allen Ray 98f3e740e6
Merge pull request #272 from jstewart7/master
Added input event tracking to prevent missed inputs
2021-06-21 15:07:48 -04:00
Allen Ray 798c6c2a48 Adding new triangles type: TrianglesClipped 2021-06-21 10:29:53 -04:00
Allen Ray 063b8952f9 Adding Clipboard get/set functions to window 2021-06-21 08:42:27 -04:00
Alex R. Delp 842ae8d470 Add some unit tests to a few geometry functions. 2021-01-29 08:41:37 -08:00
Jacob Stewart b31c294d4d Added input event tracking to prevent missed inputs 2021-01-28 20:13:28 -05:00
Alex R. Delp 75e7b4120b
Update CHANGELOG.md 2021-01-26 17:42:25 -08:00
Alex R. Delp 0e9102e224
Update CHANGELOG.md 2021-01-26 17:41:59 -08:00
Alex R. Delp 2101dc89e3
Merge pull request #252 from roipoussiere/anchor
Add AnchorPos struct and functions
2021-01-26 17:41:24 -08:00
Alex R. Delp eae5a2e96b
Update CHANGELOG.md 2021-01-26 17:31:32 -08:00
Alex R. Delp 24ffdadbf8
Merge pull request #258 from crthpl/master
Clipboard Support
2021-01-26 17:30:48 -08:00
Alex R. Delp f931f69d6e
Update CHANGELOG.md 2020-11-21 20:24:00 -08:00
Alex R. Delp 6e34aae429
Merge pull request #246 from dusk125/tri_shader
#244 GLTriangle's fragment shader is used when rendered by the Canvas.
2020-11-21 20:22:37 -08:00
Alex R. Delp cef3a7e7a6
Update CHANGELOG.md 2020-11-21 19:58:32 -08:00
Alex R. Delp fd754b5263
Merge pull request #262 from snargleplax/rangeTargets
Use slice for range in Drawer.Dirty(), to improve performance
2020-11-21 19:56:25 -08:00
Luke Meyers ef6cafa0cb Use slice for range in Drawer.Dirty(), to improve performance 2020-10-12 22:31:00 -07:00
Theoo3 7a67b10cec undo go.mod change 2020-09-12 11:02:02 -07:00
Theoo3 7027267cbf Clipboard 2020-09-12 10:56:39 -07:00
Alex R. Delp ba7fa122b2
Update CHANGELOG.md 2020-08-22 09:50:41 -07:00
Alex R. Delp 65ff420b25
Merge pull request #253 from roipoussiere/fix-newatlas
tests and fixes faiface#123, SIGSEGV on text.NewAtlas if glyph absent
2020-08-22 09:49:59 -07:00
Alex R. Delp fd73dd5216
Update CHANGELOG.md 2020-08-22 09:43:47 -07:00
Alex R. Delp 775e23efac
Update CHANGELOG.md 2020-08-22 09:39:04 -07:00
Alex R. Delp ae6c93ba96
Update CHANGELOG.md 2020-08-22 09:37:06 -07:00
Nathanael Jourdane 3b599e70ec Fix text anchor position when txt.Bounds().W() != txt.Dot.X-txt.Orig.X 2020-08-22 15:31:07 +02:00
Nathanael Jourdane 7d92e04e63 tests and fixes faiface#123, SIGSEGV on text.NewAtlas if glyph absent 2020-08-13 11:57:30 +02:00
Nathanael Jourdane c9681cec8a Add Anchor.Opposite() func 2020-08-12 17:31:05 +02:00
Nathanael Jourdane 2342984744 bugfix: inverse all anchors 2020-08-12 17:24:29 +02:00
Nathanaël a8b7779fbe Add Text.AlignedTo() 2020-08-11 22:16:16 +02:00
Nathanaël Jourdane 7a106fa572 Makes Anchor a type Vec instead of a struct 2020-08-11 11:33:05 +02:00
Nathanaël e66e94b943 func AlignedTo is used for Rect instead of Matrix 2020-08-11 09:17:51 +02:00
Nathanaël d6663ba0a0 Add Matrix.Aligned() 2020-08-11 08:44:39 +02:00
Nathanaël Jourdane 50e1d8c96b Add Rect.AnchorTo() 2020-08-10 17:25:09 +02:00
Nathanaël Jourdane 2c79e7325a Add AnchorPos struct and functions 2020-08-10 15:57:56 +02:00
Allen Ray 865e930023
Merge branch 'master' into tri_shader 2020-06-28 20:03:04 -04:00
Alex R. Delp 88b1e1c2d3
Merge pull request #245 from dusk125/master
Adding Clipping rectangle support in GLTriangles
2020-06-28 16:54:03 -07:00
Allen Ray 850dd62a98 Updating changelog 2020-06-28 12:58:13 -04:00
Allen Ray 926463aa6f #244 GLTriangle's fragment shader is used when rendered by the Canvas.
Allows for custom fragment shaders to be used after canvas.MakeTriangles.
2020-06-21 23:27:28 -04:00
Allen Ray 543819d066 Forgot to add import in PR 2020-06-21 23:09:08 -04:00
Allen Ray c3e5e4fdb2 Moved triangle clipping to the proper location 2020-06-21 22:54:23 -04:00
Allen Ray e79a8c37e6 Adding support for clipping rectangles in GLTriangles 2020-06-21 22:51:08 -04:00
Alex R. Delp d65a63e962
Merge pull request #243 from andrebq/master
expose glfw.WaitEvent using Window.WaitInput
2020-06-17 12:21:18 -07:00
André 6cef9cf779 rename method and handle negative timeouts 2020-06-16 21:11:41 +02:00
André 1f914181d8 add entry to CHANGELOG 2020-06-14 18:28:14 +02:00
André a61d321615 expose glfw.WaitEvent using Window.WaitInput 2020-06-14 17:52:03 +02:00
Alex R. Delp 585f7c1f14
Merge pull request #237 from fgrosse/more-window-hints
Add window hints to created maximized or invisible windows
2020-05-24 00:01:25 -07:00
Friedrich Große 607e0a11c0 Update changelog 2020-05-21 12:00:13 +02:00
Friedrich Große 506588f40b Add window hints to created maximized or invisible windows 2020-05-21 11:56:00 +02:00
Alex R. Delp 42582c7f8e
Update CHANGELOG.md 2020-05-18 18:30:40 -07:00
Alex R. Delp 625c4c393d
Merge pull request #233 from zergon321/gamepad-support
Gamepad API added.
2020-05-18 18:30:17 -07:00
Alex R. Delp 5568202e30
Merge pull request #235 from fgrosse/window-initial-position
Support setting an initial window position
2020-05-16 09:09:35 -07:00
Friedrich Große 70eff126da
Merge branch 'master' into window-initial-position 2020-05-11 18:04:58 +02:00
Alex R. Delp 5d34c08754
Update CHANGELOG.md 2020-05-10 14:14:21 -07:00
Alex R. Delp c35e0abd1c
Update CHANGELOG.md 2020-05-10 14:09:06 -07:00
Alex R. Delp a3f51715d9
Merge pull request #234 from fgrosse/transparency
Support glfw.TransparentFramebuffer window hint
2020-05-10 14:05:59 -07:00
Alex R. Delp b5e4674b45
Merge branch 'master' into transparency 2020-05-10 14:04:36 -07:00
Alex R. Delp 9a9f831114
Merge pull request #236 from bcvery1/master
Fixing line intersection for lines through origin
2020-05-10 13:49:13 -07:00
Ben Cragg 6b71245324 Updated change log 2020-05-10 14:34:10 +01:00
Ben Cragg 5254b4eb62 Fixing 0,0 being legit closest point 2020-05-10 14:25:05 +01:00
Ben Cragg 76534cb8d0 Removing commented out tests 2020-05-10 14:24:07 +01:00
Ben Cragg 8792d4436c Adding vert and horz tests 2020-05-10 14:13:46 +01:00
Alex R. Delp d2d1f03c32 Add a clarifying comment in imdraw push 2020-05-09 12:46:09 -07:00
Alex R. Delp 6a71f07d12
Update README.md 2020-05-09 12:43:38 -07:00
Friedrich Große 79a3bd7c63 Update changelog 2020-05-09 21:17:52 +02:00
Friedrich Große b7d5e41486 Support setting an initial window position 2020-05-09 21:07:17 +02:00
Friedrich Große 5e3b82eeab Support glfw.TransparentFramebuffer window hint 2020-05-09 20:59:40 +02:00
Alex R. Delp d7884ac96a
Update CONTRIBUTING.md 2020-05-09 10:15:57 -07:00
Alex R. Delp b40ab4939f
Update CHANGELOG.md 2020-05-09 10:13:05 -07:00
Alex R. Delp 6b4a6905de
Update CHANGELOG.md 2020-05-09 10:12:32 -07:00
zergon321 0a8feedd8a Gamepad API added. 2020-05-09 17:17:24 +03:00
Alex R. Delp 914e25233f
Update CHANGELOG.md 2020-05-08 19:21:00 -07:00
Alex R. Delp 197e604220
Merge pull request #211 from zergon321/add-glfw-v33
pixelgl has been ported to GLFW 3.3.
2020-05-08 19:18:31 -07:00
Alex R. Delp e350f9fef1
Merge pull request #231 from delp/master
Update CHANGELOG.md Unreleased Section
2020-05-08 19:12:26 -07:00
Alex R. Delp d8a3c92052
Update CHANGELOG.md 2020-05-06 17:14:10 -07:00
Alex R. Delp d35b25061e
Merge pull request #214 from jared-nishikawa/master
Added DisableCursor
2020-05-06 17:02:32 -07:00
Alex R. Delp b9c32bc51f
Merge pull request #230 from fgrosse/fix-changelog
Fix CHANGELOG.md
2020-05-06 16:52:19 -07:00
Friedrich Große 0110a3c88a Fix CHANGELOG.md 2020-05-03 20:32:09 +02:00
Alex R. Delp 3be4e4cb84
Update README.md 2020-05-02 13:48:40 -07:00
Alex R. Delp bd68a95818
Update CHANGELOG.md 2020-05-02 12:54:03 -07:00
Alex R. Delp d181dae9ba
Update CHANGELOG.md 2020-05-02 12:53:29 -07:00
zergon321 8909d199d1 Revert "Gamepad API added."
This reverts commit 484c1775b0.
2020-04-20 21:46:15 +03:00
zergon321 09ea5585a0 Revert "Magic number removed."
This reverts commit 7e3a88ef63.
2020-04-20 21:43:49 +03:00
Jared fc29ad7886 changed name to SetCursorDisabled 2020-02-07 16:22:39 -07:00
Jared 93a24aa6df Added DisableCursor 2020-01-08 22:24:48 -07:00
nightghost 7e3a88ef63 Magic number removed. 2020-01-05 21:47:11 +03:00
nightghost 484c1775b0 Gamepad API added. 2020-01-05 21:37:24 +03:00
nightghost a3aba6004d pixelgl has been ported to GLFW 3.5. 2019-12-31 01:59:20 +03:00
38 changed files with 3528 additions and 2889 deletions

View File

@ -5,7 +5,35 @@ The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/),
and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html). and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html).
## [Unreleased] ## [Unreleased]
- Upgrade to GLFW 3.3 - Add AnchorPos struct and functions #252
- Add Clipboard Support
- Fix SIGSEGV on text.NewAtlas if glyph absent
- Use slice for range in Drawer.Dirty(), to improve performance
- GLTriangle's fragment shader is used when rendered by the Canvas.
- Add MSAA support
## [v0.10.0] 2020-08-22
- Add AnchorPos struct and functions
- Gamepad API added
- Support setting an initial window position
- Support hiding the window initially
- Support creating maximized windows
- Support waiting for events to reduce CPU load
- Adding clipping rectangle support in GLTriangles
## [v0.10.0-beta] 2020-05-10
- Add `WindowConfig.TransparentFramebuffer` option to support window transparency onto the background
- Fixed Line intersects failing on lines passing through (0, 0)
## [v0.10.0-alpha] 2020-05-08
- Upgrade to GLFW 3.3! :tada:
- Closes https://github.com/faiface/pixel/issues/137
- Add support for glfw's DisableCursor
- Closes https://github.com/faiface/pixel/issues/213
## [v0.9.0] - 2020-05-02
- Added feature from https://github.com/faiface/pixel/pull/219
- Exposing Window.SwapBuffers so buffers can be swapped without polling input
- Add more examples - Add more examples
- Add position as out variable from vertex shader - Add position as out variable from vertex shader
- Add experimental joystick support - Add experimental joystick support
@ -22,9 +50,14 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
- Add support for Go Modules - Add support for Go Modules
- Add `NoIconify` and `AlwaysOnTop` window hints - Add `NoIconify` and `AlwaysOnTop` window hints
## [v0.8.0] - 2018-10-10 ## [v0.8.0] - 2018-10-10
Changelog for this and older versions can be found on the corresponding [GitHub Changelog for this and older versions can be found on the corresponding [GitHub
releases](https://github.com/faiface/pixel/releases). releases](https://github.com/faiface/pixel/releases).
[Unreleased]: https://github.com/faiface/pixel/compare/v0.8.0...HEAD [Unreleased]: https://github.com/faiface/pixel/compare/v0.10.0...HEAD
[v0.10.0]: https://github.com/faiface/pixel/compare/v0.10.0-beta...v0.10.0
[v0.10.0-beta]: https://github.com/faiface/pixel/compare/v0.10.0-alpha...v0.10.0-beta
[v0.10.0-alpha]: https://github.com/faiface/pixel/compare/v0.9.0...v0.10.0-alpha
[v0.9.0]: https://github.com/faiface/pixel/compare/v0.8.0...v0.9.0
[v0.8.0]: https://github.com/faiface/pixel/releases/tag/v0.8.0 [v0.8.0]: https://github.com/faiface/pixel/releases/tag/v0.8.0

View File

@ -7,7 +7,7 @@
1. **Make a community example** and place it inside the `community` folder of the [examples repository][examples]. 1. **Make a community example** and place it inside the `community` folder of the [examples repository][examples].
2. **Add tests**. There only few tests in Pixel at the moment. Take a look at them and make some similar. 2. **Add tests**. There only few tests in Pixel at the moment. Take a look at them and make some similar.
3. **Add a small feature or an improvement**. Feel like some small feature is missing? Just make a PR. Be ready that I might reject it, though, if I don't find it particularly appealing. 3. **Add a small feature or an improvement**. Feel like some small feature is missing? Just make a PR. Be ready that I might reject it, though, if I don't find it particularly appealing.
4. **Join the big development** by joining the discussion at the [Gitter](https://gitter.im/pixellib/Lobby), where we can discuss bigger changes and implement them after that. 4. **Join the big development** by joining the discussion on our [Discord Server](https://discord.gg/q2DK4MP), where we can discuss bigger changes and implement them after that.
## How to make a pull request ## How to make a pull request

View File

@ -1,3 +1,9 @@
# \*\*\*\*\*NOTICE\*\*\*\*\*
This repo is not under active development anymore and has been archived. Continued development has been migrated to [Pixel2](https://github.com/gopxl/pixel). A big thank you to [faiface](https://github.com/faiface) for creating this awesome library and for all the hard work put into it. We encourage old and new users to check out the new repo and contribute to it.
<p align="center"><img src="logo/LOGOTYPE-HORIZONTAL-BLUE.png"></p> <p align="center"><img src="logo/LOGOTYPE-HORIZONTAL-BLUE.png"></p>
# Pixel [![Build Status](https://travis-ci.org/faiface/pixel.svg?branch=master)](https://travis-ci.org/faiface/pixel) [![GoDoc](https://godoc.org/github.com/faiface/pixel?status.svg)](https://godoc.org/github.com/faiface/pixel) [![Go Report Card](https://goreportcard.com/badge/github.com/faiface/pixel)](https://goreportcard.com/report/github.com/faiface/pixel) [![Join the chat at https://gitter.im/pixellib/Lobby](https://badges.gitter.im/pixellib/Lobby.svg)](https://gitter.im/pixellib/Lobby?utm_source=badge&utm_medium=badge&utm_campaign=pr-badge&utm_content=badge) [![Discord Chat](https://img.shields.io/discord/699679031603494954)](https://discord.gg/q2DK4MP) # Pixel [![Build Status](https://travis-ci.org/faiface/pixel.svg?branch=master)](https://travis-ci.org/faiface/pixel) [![GoDoc](https://godoc.org/github.com/faiface/pixel?status.svg)](https://godoc.org/github.com/faiface/pixel) [![Go Report Card](https://goreportcard.com/badge/github.com/faiface/pixel)](https://goreportcard.com/report/github.com/faiface/pixel) [![Join the chat at https://gitter.im/pixellib/Lobby](https://badges.gitter.im/pixellib/Lobby.svg)](https://gitter.im/pixellib/Lobby?utm_source=badge&utm_medium=badge&utm_campaign=pr-badge&utm_content=badge) [![Discord Chat](https://img.shields.io/discord/699679031603494954)](https://discord.gg/q2DK4MP)
@ -108,8 +114,10 @@ Here's the list of the main features in Pixel. Although Pixel is still under hea
## Related repositories ## Related repositories
Here are some packages which use Pixel: Here are some packages which use Pixel:
- [TilePix](https://github.com/bcvery1/tilepix) Makes handling TMX files built with [Tiled](https://www.mapeditor.org/) - [TilePix](https://github.com/bcvery1/tilepix) Makes handling TMX files built with [Tiled](https://www.mapeditor.org/) trivially easy to work with using Pixel.
trivially easy to work with using Pixel. - [spriteplus](https://github.com/cebarks/spriteplus) Basic `SpriteSheet` and `Animation` implementations
- [PixelUI](https://github.com/dusk125/pixelui) Imgui-based GUIs for Pixel
- [pixelutils](https://github.com/dusk125/pixelutils) Variety of game related utilities (sprite packer, id generator, ticker, sprite loader, voronoia diagrams)
## Missing features ## Missing features
@ -144,7 +152,7 @@ The OpenGL version used is **OpenGL 3.3**.
headers and libraries. headers and libraries.
- On Ubuntu/Debian-like Linux distributions, you need `libgl1-mesa-dev` and `xorg-dev` packages. - On Ubuntu/Debian-like Linux distributions, you need `libgl1-mesa-dev` and `xorg-dev` packages.
- On CentOS/Fedora-like Linux distributions, you need `libX11-devel libXcursor-devel libXrandr-devel - On CentOS/Fedora-like Linux distributions, you need `libX11-devel libXcursor-devel libXrandr-devel
libXinerama-devel mesa-libGL-devel libXi-devel` packages. libXinerama-devel mesa-libGL-devel libXi-devel libXxf86vm-devel` packages.
- See [here](http://www.glfw.org/docs/latest/compile.html#compile_deps) for full details. - See [here](http://www.glfw.org/docs/latest/compile.html#compile_deps) for full details.
**The combination of Go 1.8, macOS and latest XCode seems to be problematic** as mentioned in issue **The combination of Go 1.8, macOS and latest XCode seems to be problematic** as mentioned in issue
@ -153,6 +161,8 @@ The OpenGL version used is **OpenGL 3.3**.
## Contributing ## Contributing
Join us in the [Discord Chat!](https://discord.gg/q2DK4MP)
Pixel is in, let's say, mid-stage of development. Many of the important features are here, some are Pixel is in, let's say, mid-stage of development. Many of the important features are here, some are
missing. That's why **contributions are very important and welcome!** All alone, I will be able to missing. That's why **contributions are very important and welcome!** All alone, I will be able to
finish the library, but it'll take a lot of time. With your help, it'll take much less. I encourage finish the library, but it'll take a lot of time. With your help, it'll take much less. I encourage
@ -170,10 +180,6 @@ better result.
Take a look at [CONTRIBUTING.md](CONTRIBUTING.md) for further information. Take a look at [CONTRIBUTING.md](CONTRIBUTING.md) for further information.
For any kind of discussion, feel free to use our
[Gitter](https://gitter.im/pixellib/Lobby)
community.
## License ## License
[MIT](LICENSE) [MIT](LICENSE)

View File

@ -26,7 +26,7 @@ var _ BasicTarget = (*Batch)(nil)
// //
// Note, that if the container does not support TrianglesColor, color masking will not work. // Note, that if the container does not support TrianglesColor, color masking will not work.
func NewBatch(container Triangles, pic Picture) *Batch { func NewBatch(container Triangles, pic Picture) *Batch {
b := &Batch{cont: Drawer{Triangles: container, Picture: pic}} b := &Batch{cont: Drawer{Triangles: container, Picture: pic, Cached: true}}
b.SetMatrix(IM) b.SetMatrix(IM)
b.SetColorMask(Alpha(1)) b.SetColorMask(Alpha(1))
return b return b

334
circle.go Normal file
View File

@ -0,0 +1,334 @@
package pixel
import (
"fmt"
"math"
)
// Circle is a 2D circle. It is defined by two properties:
// - Center vector
// - Radius float64
type Circle struct {
Center Vec
Radius float64
}
// C returns a new Circle with the given radius and center coordinates.
//
// Note that a negative radius is valid.
func C(center Vec, radius float64) Circle {
return Circle{
Center: center,
Radius: radius,
}
}
// String returns the string representation of the Circle.
//
// c := pixel.C(10.1234, pixel.ZV)
// c.String() // returns "Circle(10.12, Vec(0, 0))"
// fmt.Println(c) // Circle(10.12, Vec(0, 0))
func (c Circle) String() string {
return fmt.Sprintf("Circle(%s, %.2f)", c.Center, c.Radius)
}
// Norm returns the Circle in normalized form - this sets the radius to its absolute value.
//
// c := pixel.C(-10, pixel.ZV)
// c.Norm() // returns pixel.Circle{pixel.Vec{0, 0}, 10}
func (c Circle) Norm() Circle {
return Circle{
Center: c.Center,
Radius: math.Abs(c.Radius),
}
}
// Area returns the area of the Circle.
func (c Circle) Area() float64 {
return math.Pi * math.Pow(c.Radius, 2)
}
// Moved returns the Circle moved by the given vector delta.
func (c Circle) Moved(delta Vec) Circle {
return Circle{
Center: c.Center.Add(delta),
Radius: c.Radius,
}
}
// Resized returns the Circle resized by the given delta. The Circles center is use as the anchor.
//
// c := pixel.C(pixel.ZV, 10)
// c.Resized(-5) // returns pixel.Circle{pixel.Vec{0, 0}, 5}
// c.Resized(25) // returns pixel.Circle{pixel.Vec{0, 0}, 35}
func (c Circle) Resized(radiusDelta float64) Circle {
return Circle{
Center: c.Center,
Radius: c.Radius + radiusDelta,
}
}
// Contains checks whether a vector `u` is contained within this Circle (including it's perimeter).
func (c Circle) Contains(u Vec) bool {
toCenter := c.Center.To(u)
return c.Radius >= toCenter.Len()
}
// Formula returns the values of h and k, for the equation of the circle: (x-h)^2 + (y-k)^2 = r^2
// where r is the radius of the circle.
func (c Circle) Formula() (h, k float64) {
return c.Center.X, c.Center.Y
}
// maxCircle will return the larger circle based on the radius.
func maxCircle(c, d Circle) Circle {
if c.Radius < d.Radius {
return d
}
return c
}
// minCircle will return the smaller circle based on the radius.
func minCircle(c, d Circle) Circle {
if c.Radius < d.Radius {
return c
}
return d
}
// Union returns the minimal Circle which covers both `c` and `d`.
func (c Circle) Union(d Circle) Circle {
biggerC := maxCircle(c.Norm(), d.Norm())
smallerC := minCircle(c.Norm(), d.Norm())
// Get distance between centers
dist := c.Center.To(d.Center).Len()
// If the bigger Circle encompasses the smaller one, we have the result
if dist+smallerC.Radius <= biggerC.Radius {
return biggerC
}
// Calculate radius for encompassing Circle
r := (dist + biggerC.Radius + smallerC.Radius) / 2
// Calculate center for encompassing Circle
theta := .5 + (biggerC.Radius-smallerC.Radius)/(2*dist)
center := Lerp(smallerC.Center, biggerC.Center, theta)
return Circle{
Center: center,
Radius: r,
}
}
// Intersect returns the maximal Circle which is covered by both `c` and `d`.
//
// If `c` and `d` don't overlap, this function returns a zero-sized circle at the centerpoint between the two Circle's
// centers.
func (c Circle) Intersect(d Circle) Circle {
// Check if one of the circles encompasses the other; if so, return that one
biggerC := maxCircle(c.Norm(), d.Norm())
smallerC := minCircle(c.Norm(), d.Norm())
if biggerC.Radius >= biggerC.Center.To(smallerC.Center).Len()+smallerC.Radius {
return biggerC
}
// Calculate the midpoint between the two radii
// Distance between centers
dist := c.Center.To(d.Center).Len()
// Difference between radii
diff := dist - (c.Radius + d.Radius)
// Distance from c.Center to the weighted midpoint
distToMidpoint := c.Radius + 0.5*diff
// Weighted midpoint
center := Lerp(c.Center, d.Center, distToMidpoint/dist)
// No need to calculate radius if the circles do not overlap
if c.Center.To(d.Center).Len() >= c.Radius+d.Radius {
return C(center, 0)
}
radius := c.Center.To(d.Center).Len() - (c.Radius + d.Radius)
return Circle{
Center: center,
Radius: math.Abs(radius),
}
}
// IntersectLine will return the shortest Vec such that if the Circle is moved by the Vec returned, the Line and Rect no
// longer intersect.
func (c Circle) IntersectLine(l Line) Vec {
return l.IntersectCircle(c).Scaled(-1)
}
// IntersectRect returns a minimal required Vector, such that moving the circle by that vector would stop the Circle
// and the Rect intersecting. This function returns a zero-vector if the Circle and Rect do not overlap, and if only
// the perimeters touch.
//
// This function will return a non-zero vector if:
// - The Rect contains the Circle, partially or fully
// - The Circle contains the Rect, partially of fully
func (c Circle) IntersectRect(r Rect) Vec {
// Checks if the c.Center is not in the diagonal quadrants of the rectangle
if (r.Min.X <= c.Center.X && c.Center.X <= r.Max.X) || (r.Min.Y <= c.Center.Y && c.Center.Y <= r.Max.Y) {
// 'grow' the Rect by c.Radius in each orthagonal
grown := Rect{Min: r.Min.Sub(V(c.Radius, c.Radius)), Max: r.Max.Add(V(c.Radius, c.Radius))}
if !grown.Contains(c.Center) {
// c.Center not close enough to overlap, return zero-vector
return ZV
}
// Get minimum distance to travel out of Rect
rToC := r.Center().To(c.Center)
h := c.Radius - math.Abs(rToC.X) + (r.W() / 2)
v := c.Radius - math.Abs(rToC.Y) + (r.H() / 2)
if rToC.X < 0 {
h = -h
}
if rToC.Y < 0 {
v = -v
}
// No intersect
if h == 0 && v == 0 {
return ZV
}
if math.Abs(h) > math.Abs(v) {
// Vertical distance shorter
return V(0, v)
}
return V(h, 0)
} else {
// The center is in the diagonal quadrants
// Helper points to make code below easy to read.
rectTopLeft := V(r.Min.X, r.Max.Y)
rectBottomRight := V(r.Max.X, r.Min.Y)
// Check for overlap.
if !(c.Contains(r.Min) || c.Contains(r.Max) || c.Contains(rectTopLeft) || c.Contains(rectBottomRight)) {
// No overlap.
return ZV
}
var centerToCorner Vec
if c.Center.To(r.Min).Len() <= c.Radius {
// Closest to bottom-left
centerToCorner = c.Center.To(r.Min)
}
if c.Center.To(r.Max).Len() <= c.Radius {
// Closest to top-right
centerToCorner = c.Center.To(r.Max)
}
if c.Center.To(rectTopLeft).Len() <= c.Radius {
// Closest to top-left
centerToCorner = c.Center.To(rectTopLeft)
}
if c.Center.To(rectBottomRight).Len() <= c.Radius {
// Closest to bottom-right
centerToCorner = c.Center.To(rectBottomRight)
}
cornerToCircumferenceLen := c.Radius - centerToCorner.Len()
return centerToCorner.Unit().Scaled(cornerToCircumferenceLen)
}
}
// IntersectionPoints returns all the points where the Circle intersects with the line provided. This can be zero, one or
// two points, depending on the location of the shapes. The points of intersection will be returned in order of
// closest-to-l.A to closest-to-l.B.
func (c Circle) IntersectionPoints(l Line) []Vec {
cContainsA := c.Contains(l.A)
cContainsB := c.Contains(l.B)
// Special case for both endpoint being contained within the circle
if cContainsA && cContainsB {
return []Vec{}
}
// Get closest point on the line to this circles' center
closestToCenter := l.Closest(c.Center)
// If the distance to the closest point is greater than the radius, there are no points of intersection
if closestToCenter.To(c.Center).Len() > c.Radius {
return []Vec{}
}
// If the distance to the closest point is equal to the radius, the line is tangent and the closest point is the
// point at which it touches the circle.
if closestToCenter.To(c.Center).Len() == c.Radius {
return []Vec{closestToCenter}
}
// Special case for endpoint being on the circles' center
if c.Center == l.A || c.Center == l.B {
otherEnd := l.B
if c.Center == l.B {
otherEnd = l.A
}
intersect := c.Center.Add(c.Center.To(otherEnd).Unit().Scaled(c.Radius))
return []Vec{intersect}
}
// This means the distance to the closest point is less than the radius, so there is at least one intersection,
// possibly two.
// If one of the end points exists within the circle, there is only one intersection
if cContainsA || cContainsB {
containedPoint := l.A
otherEnd := l.B
if cContainsB {
containedPoint = l.B
otherEnd = l.A
}
// Use trigonometry to get the length of the line between the contained point and the intersection point.
// The following is used to describe the triangle formed:
// - a is the side between contained point and circle center
// - b is the side between the center and the intersection point (radius)
// - c is the side between the contained point and the intersection point
// The captials of these letters are used as the angles opposite the respective sides.
// a and b are known
a := containedPoint.To(c.Center).Len()
b := c.Radius
// B can be calculated by subtracting the angle of b (to the x-axis) from the angle of c (to the x-axis)
B := containedPoint.To(c.Center).Angle() - containedPoint.To(otherEnd).Angle()
// Using the Sin rule we can get A
A := math.Asin((a * math.Sin(B)) / b)
// Using the rule that there are 180 degrees (or Pi radians) in a triangle, we can now get C
C := math.Pi - A + B
// If C is zero, the line segment is in-line with the center-intersect line.
var c float64
if C == 0 {
c = b - a
} else {
// Using the Sine rule again, we can now get c
c = (a * math.Sin(C)) / math.Sin(A)
}
// Travelling from the contained point to the other end by length of a will provide the intersection point.
return []Vec{
containedPoint.Add(containedPoint.To(otherEnd).Unit().Scaled(c)),
}
}
// Otherwise the endpoints exist outside of the circle, and the line segment intersects in two locations.
// The vector formed by going from the closest point to the center of the circle will be perpendicular to the line;
// this forms a right-angled triangle with the intersection points, with the radius as the hypotenuse.
// Calculate the other triangles' sides' length.
a := math.Sqrt(math.Pow(c.Radius, 2) - math.Pow(closestToCenter.To(c.Center).Len(), 2))
// Travelling in both directions from the closest point by length of a will provide the two intersection points.
first := closestToCenter.Add(closestToCenter.To(l.A).Unit().Scaled(a))
second := closestToCenter.Add(closestToCenter.To(l.B).Unit().Scaled(a))
if first.To(l.A).Len() < second.To(l.A).Len() {
return []Vec{first, second}
}
return []Vec{second, first}
}

466
circle_test.go Normal file
View File

@ -0,0 +1,466 @@
package pixel_test
import (
"math"
"reflect"
"testing"
"github.com/faiface/pixel"
)
func TestC(t *testing.T) {
type args struct {
radius float64
center pixel.Vec
}
tests := []struct {
name string
args args
want pixel.Circle
}{
{
name: "C(): positive radius",
args: args{radius: 10, center: pixel.ZV},
want: pixel.Circle{Radius: 10, Center: pixel.ZV},
},
{
name: "C(): zero radius",
args: args{radius: 0, center: pixel.ZV},
want: pixel.Circle{Radius: 0, Center: pixel.ZV},
},
{
name: "C(): negative radius",
args: args{radius: -5, center: pixel.ZV},
want: pixel.Circle{Radius: -5, Center: pixel.ZV},
},
}
for _, tt := range tests {
t.Run(tt.name, func(t *testing.T) {
if got := pixel.C(tt.args.center, tt.args.radius); !reflect.DeepEqual(got, tt.want) {
t.Errorf("C() = %v, want %v", got, tt.want)
}
})
}
}
func TestCircle_String(t *testing.T) {
type fields struct {
radius float64
center pixel.Vec
}
tests := []struct {
name string
fields fields
want string
}{
{
name: "Circle.String(): positive radius",
fields: fields{radius: 10, center: pixel.ZV},
want: "Circle(Vec(0, 0), 10.00)",
},
{
name: "Circle.String(): zero radius",
fields: fields{radius: 0, center: pixel.ZV},
want: "Circle(Vec(0, 0), 0.00)",
},
{
name: "Circle.String(): negative radius",
fields: fields{radius: -5, center: pixel.ZV},
want: "Circle(Vec(0, 0), -5.00)",
},
{
name: "Circle.String(): irrational radius",
fields: fields{radius: math.Pi, center: pixel.ZV},
want: "Circle(Vec(0, 0), 3.14)",
},
}
for _, tt := range tests {
t.Run(tt.name, func(t *testing.T) {
c := pixel.C(tt.fields.center, tt.fields.radius)
if got := c.String(); got != tt.want {
t.Errorf("Circle.String() = %v, want %v", got, tt.want)
}
})
}
}
func TestCircle_Norm(t *testing.T) {
type fields struct {
radius float64
center pixel.Vec
}
tests := []struct {
name string
fields fields
want pixel.Circle
}{
{
name: "Circle.Norm(): positive radius",
fields: fields{radius: 10, center: pixel.ZV},
want: pixel.C(pixel.ZV, 10),
},
{
name: "Circle.Norm(): zero radius",
fields: fields{radius: 0, center: pixel.ZV},
want: pixel.C(pixel.ZV, 0),
},
{
name: "Circle.Norm(): negative radius",
fields: fields{radius: -5, center: pixel.ZV},
want: pixel.C(pixel.ZV, 5),
},
}
for _, tt := range tests {
t.Run(tt.name, func(t *testing.T) {
c := pixel.C(tt.fields.center, tt.fields.radius)
if got := c.Norm(); !reflect.DeepEqual(got, tt.want) {
t.Errorf("Circle.Norm() = %v, want %v", got, tt.want)
}
})
}
}
func TestCircle_Area(t *testing.T) {
type fields struct {
radius float64
center pixel.Vec
}
tests := []struct {
name string
fields fields
want float64
}{
{
name: "Circle.Area(): positive radius",
fields: fields{radius: 10, center: pixel.ZV},
want: 100 * math.Pi,
},
{
name: "Circle.Area(): zero radius",
fields: fields{radius: 0, center: pixel.ZV},
want: 0,
},
{
name: "Circle.Area(): negative radius",
fields: fields{radius: -5, center: pixel.ZV},
want: 25 * math.Pi,
},
}
for _, tt := range tests {
t.Run(tt.name, func(t *testing.T) {
c := pixel.C(tt.fields.center, tt.fields.radius)
if got := c.Area(); got != tt.want {
t.Errorf("Circle.Area() = %v, want %v", got, tt.want)
}
})
}
}
func TestCircle_Moved(t *testing.T) {
type fields struct {
radius float64
center pixel.Vec
}
type args struct {
delta pixel.Vec
}
tests := []struct {
name string
fields fields
args args
want pixel.Circle
}{
{
name: "Circle.Moved(): positive movement",
fields: fields{radius: 10, center: pixel.ZV},
args: args{delta: pixel.V(10, 20)},
want: pixel.C(pixel.V(10, 20), 10),
},
{
name: "Circle.Moved(): zero movement",
fields: fields{radius: 10, center: pixel.ZV},
args: args{delta: pixel.ZV},
want: pixel.C(pixel.V(0, 0), 10),
},
{
name: "Circle.Moved(): negative movement",
fields: fields{radius: 10, center: pixel.ZV},
args: args{delta: pixel.V(-5, -10)},
want: pixel.C(pixel.V(-5, -10), 10),
},
}
for _, tt := range tests {
t.Run(tt.name, func(t *testing.T) {
c := pixel.C(tt.fields.center, tt.fields.radius)
if got := c.Moved(tt.args.delta); !reflect.DeepEqual(got, tt.want) {
t.Errorf("Circle.Moved() = %v, want %v", got, tt.want)
}
})
}
}
func TestCircle_Resized(t *testing.T) {
type fields struct {
radius float64
center pixel.Vec
}
type args struct {
radiusDelta float64
}
tests := []struct {
name string
fields fields
args args
want pixel.Circle
}{
{
name: "Circle.Resized(): positive delta",
fields: fields{radius: 10, center: pixel.ZV},
args: args{radiusDelta: 5},
want: pixel.C(pixel.V(0, 0), 15),
},
{
name: "Circle.Resized(): zero delta",
fields: fields{radius: 10, center: pixel.ZV},
args: args{radiusDelta: 0},
want: pixel.C(pixel.V(0, 0), 10),
},
{
name: "Circle.Resized(): negative delta",
fields: fields{radius: 10, center: pixel.ZV},
args: args{radiusDelta: -5},
want: pixel.C(pixel.V(0, 0), 5),
},
}
for _, tt := range tests {
t.Run(tt.name, func(t *testing.T) {
c := pixel.C(tt.fields.center, tt.fields.radius)
if got := c.Resized(tt.args.radiusDelta); !reflect.DeepEqual(got, tt.want) {
t.Errorf("Circle.Resized() = %v, want %v", got, tt.want)
}
})
}
}
func TestCircle_Contains(t *testing.T) {
type fields struct {
radius float64
center pixel.Vec
}
type args struct {
u pixel.Vec
}
tests := []struct {
name string
fields fields
args args
want bool
}{
{
name: "Circle.Contains(): point on cicles' center",
fields: fields{radius: 10, center: pixel.ZV},
args: args{u: pixel.ZV},
want: true,
},
{
name: "Circle.Contains(): point offcenter",
fields: fields{radius: 10, center: pixel.V(5, 0)},
args: args{u: pixel.ZV},
want: true,
},
{
name: "Circle.Contains(): point on circumference",
fields: fields{radius: 10, center: pixel.V(10, 0)},
args: args{u: pixel.ZV},
want: true,
},
{
name: "Circle.Contains(): point outside circle",
fields: fields{radius: 10, center: pixel.V(15, 0)},
args: args{u: pixel.ZV},
want: false,
},
}
for _, tt := range tests {
t.Run(tt.name, func(t *testing.T) {
c := pixel.C(tt.fields.center, tt.fields.radius)
if got := c.Contains(tt.args.u); got != tt.want {
t.Errorf("Circle.Contains() = %v, want %v", got, tt.want)
}
})
}
}
func TestCircle_Union(t *testing.T) {
type fields struct {
radius float64
center pixel.Vec
}
type args struct {
d pixel.Circle
}
tests := []struct {
name string
fields fields
args args
want pixel.Circle
}{
{
name: "Circle.Union(): overlapping circles",
fields: fields{radius: 5, center: pixel.ZV},
args: args{d: pixel.C(pixel.ZV, 5)},
want: pixel.C(pixel.ZV, 5),
},
{
name: "Circle.Union(): separate circles",
fields: fields{radius: 1, center: pixel.ZV},
args: args{d: pixel.C(pixel.V(0, 2), 1)},
want: pixel.C(pixel.V(0, 1), 2),
},
}
for _, tt := range tests {
t.Run(tt.name, func(t *testing.T) {
c := pixel.C(tt.fields.center, tt.fields.radius)
if got := c.Union(tt.args.d); !reflect.DeepEqual(got, tt.want) {
t.Errorf("Circle.Union() = %v, want %v", got, tt.want)
}
})
}
}
func TestCircle_Intersect(t *testing.T) {
type fields struct {
radius float64
center pixel.Vec
}
type args struct {
d pixel.Circle
}
tests := []struct {
name string
fields fields
args args
want pixel.Circle
}{
{
name: "Circle.Intersect(): intersecting circles",
fields: fields{radius: 1, center: pixel.ZV},
args: args{d: pixel.C(pixel.V(1, 0), 1)},
want: pixel.C(pixel.V(0.5, 0), 1),
},
{
name: "Circle.Intersect(): non-intersecting circles",
fields: fields{radius: 1, center: pixel.ZV},
args: args{d: pixel.C(pixel.V(3, 3), 1)},
want: pixel.C(pixel.V(1.5, 1.5), 0),
},
{
name: "Circle.Intersect(): first circle encompassing second",
fields: fields{radius: 10, center: pixel.ZV},
args: args{d: pixel.C(pixel.V(3, 3), 1)},
want: pixel.C(pixel.ZV, 10),
},
{
name: "Circle.Intersect(): second circle encompassing first",
fields: fields{radius: 1, center: pixel.V(-1, -4)},
args: args{d: pixel.C(pixel.ZV, 10)},
want: pixel.C(pixel.ZV, 10),
},
{
name: "Circle.Intersect(): matching circles",
fields: fields{radius: 1, center: pixel.ZV},
args: args{d: pixel.C(pixel.ZV, 1)},
want: pixel.C(pixel.ZV, 1),
},
}
for _, tt := range tests {
t.Run(tt.name, func(t *testing.T) {
c := pixel.C(
tt.fields.center,
tt.fields.radius,
)
if got := c.Intersect(tt.args.d); !reflect.DeepEqual(got, tt.want) {
t.Errorf("Circle.Intersect() = %v, want %v", got, tt.want)
}
})
}
}
func TestCircle_IntersectPoints(t *testing.T) {
type fields struct {
Center pixel.Vec
Radius float64
}
type args struct {
l pixel.Line
}
tests := []struct {
name string
fields fields
args args
want []pixel.Vec
}{
{
name: "Line intersects circle at two points",
fields: fields{Center: pixel.V(2, 2), Radius: 1},
args: args{pixel.L(pixel.V(0, 0), pixel.V(10, 10))},
want: []pixel.Vec{pixel.V(1.292, 1.292), pixel.V(2.707, 2.707)},
},
{
name: "Line intersects circle at one point",
fields: fields{Center: pixel.V(-0.5, -0.5), Radius: 1},
args: args{pixel.L(pixel.V(0, 0), pixel.V(10, 10))},
want: []pixel.Vec{pixel.V(0.207, 0.207)},
},
{
name: "Line endpoint is circle center",
fields: fields{Center: pixel.V(0, 0), Radius: 1},
args: args{pixel.L(pixel.V(0, 0), pixel.V(10, 10))},
want: []pixel.Vec{pixel.V(0.707, 0.707)},
},
{
name: "Both line endpoints within circle",
fields: fields{Center: pixel.V(0, 0), Radius: 1},
args: args{pixel.L(pixel.V(0.2, 0.2), pixel.V(0.5, 0.5))},
want: []pixel.Vec{},
},
{
name: "Line does not intersect circle",
fields: fields{Center: pixel.V(10, 0), Radius: 1},
args: args{pixel.L(pixel.V(0, 0), pixel.V(10, 10))},
want: []pixel.Vec{},
},
{
name: "Horizontal line intersects circle at two points",
fields: fields{Center: pixel.V(5, 5), Radius: 1},
args: args{pixel.L(pixel.V(0, 5), pixel.V(10, 5))},
want: []pixel.Vec{pixel.V(4, 5), pixel.V(6, 5)},
},
{
name: "Vertical line intersects circle at two points",
fields: fields{Center: pixel.V(5, 5), Radius: 1},
args: args{pixel.L(pixel.V(5, 0), pixel.V(5, 10))},
want: []pixel.Vec{pixel.V(5, 4), pixel.V(5, 6)},
},
{
name: "Left and down line intersects circle at two points",
fields: fields{Center: pixel.V(5, 5), Radius: 1},
args: args{pixel.L(pixel.V(10, 10), pixel.V(0, 0))},
want: []pixel.Vec{pixel.V(5.707, 5.707), pixel.V(4.292, 4.292)},
},
}
for _, tt := range tests {
t.Run(tt.name, func(t *testing.T) {
c := pixel.Circle{
Center: tt.fields.Center,
Radius: tt.fields.Radius,
}
got := c.IntersectionPoints(tt.args.l)
for i, v := range got {
if !closeEnough(v.X, tt.want[i].X, 2) || !closeEnough(v.Y, tt.want[i].Y, 2) {
t.Errorf("Circle.IntersectPoints() = %v, want %v", v, tt.want[i])
}
}
})
}
}

30
data.go
View File

@ -8,15 +8,15 @@ import (
"math" "math"
) )
var ( // zeroValueTriangleData is the default value of a TriangleData element
// zeroValueTriangleData is the default value of a TriangleData element var zeroValueTriangleData = struct {
zeroValueTriangleData = struct { Position Vec
Position Vec Color RGBA
Color RGBA Picture Vec
Picture Vec Intensity float64
Intensity float64 ClipRect Rect
}{Color: RGBA{1, 1, 1, 1}} IsClipped bool
) }{Color: RGBA{1, 1, 1, 1}}
// TrianglesData specifies a list of Triangles vertices with three common properties: // TrianglesData specifies a list of Triangles vertices with three common properties:
// TrianglesPosition, TrianglesColor and TrianglesPicture. // TrianglesPosition, TrianglesColor and TrianglesPicture.
@ -25,6 +25,8 @@ type TrianglesData []struct {
Color RGBA Color RGBA
Picture Vec Picture Vec
Intensity float64 Intensity float64
ClipRect Rect
IsClipped bool
} }
// MakeTrianglesData creates TrianglesData of length len initialized with default property values. // MakeTrianglesData creates TrianglesData of length len initialized with default property values.
@ -89,6 +91,11 @@ func (td *TrianglesData) updateData(t Triangles) {
(*td)[i].Picture, (*td)[i].Intensity = t.Picture(i) (*td)[i].Picture, (*td)[i].Intensity = t.Picture(i)
} }
} }
if t, ok := t.(TrianglesClipped); ok {
for i := range *td {
(*td)[i].ClipRect, (*td)[i].IsClipped = t.ClipRect(i)
}
}
} }
// Update copies vertex properties from the supplied Triangles into this TrianglesData. // Update copies vertex properties from the supplied Triangles into this TrianglesData.
@ -123,6 +130,11 @@ func (td *TrianglesData) Picture(i int) (pic Vec, intensity float64) {
return (*td)[i].Picture, (*td)[i].Intensity return (*td)[i].Picture, (*td)[i].Intensity
} }
// ClipRect returns the clipping rectangle property of the i-th vertex.
func (td *TrianglesData) ClipRect(i int) (rect Rect, has bool) {
return (*td)[i].ClipRect, (*td)[i].IsClipped
}
// PictureData specifies an in-memory rectangular area of pixels and implements Picture and // PictureData specifies an in-memory rectangular area of pixels and implements Picture and
// PictureColor. // PictureColor.
// //

View File

@ -266,3 +266,35 @@ func BenchmarkTrianglesData_Picture(b *testing.B) {
}) })
} }
} }
func BenchmarkTrianglesData_ClipRect(b *testing.B) {
tests := []struct {
name string
tData *pixel.TrianglesData
position int
}{
{
name: "Getting beginning position",
tData: pixel.MakeTrianglesData(1000),
position: 2,
},
{
name: "Getting middle position",
tData: pixel.MakeTrianglesData(1000),
position: 500,
},
{
name: "Getting end position",
tData: pixel.MakeTrianglesData(1000),
position: 999,
},
}
for _, tt := range tests {
b.Run(tt.name, func(b *testing.B) {
for i := 0; i < b.N; i++ {
_, _ = tt.tData.ClipRect(tt.position)
}
})
}
}

View File

@ -23,9 +23,11 @@ package pixel
type Drawer struct { type Drawer struct {
Triangles Triangles Triangles Triangles
Picture Picture Picture Picture
Cached bool
targets map[Target]*drawerTarget targets map[Target]*drawerTarget
inited bool allTargets []*drawerTarget
inited bool
} }
type drawerTarget struct { type drawerTarget struct {
@ -46,7 +48,7 @@ func (d *Drawer) lazyInit() {
func (d *Drawer) Dirty() { func (d *Drawer) Dirty() {
d.lazyInit() d.lazyInit()
for _, t := range d.targets { for _, t := range d.allTargets {
t.clean = false t.clean = false
} }
} }
@ -68,6 +70,7 @@ func (d *Drawer) Draw(t Target) {
pics: make(map[Picture]TargetPicture), pics: make(map[Picture]TargetPicture),
} }
d.targets[t] = dt d.targets[t] = dt
d.allTargets = append(d.allTargets, dt)
} }
if dt.tris == nil { if dt.tris == nil {
@ -89,7 +92,10 @@ func (d *Drawer) Draw(t Target) {
pic := dt.pics[d.Picture] pic := dt.pics[d.Picture]
if pic == nil { if pic == nil {
pic = t.MakePicture(d.Picture) pic = t.MakePicture(d.Picture)
dt.pics[d.Picture] = pic
if d.Cached {
dt.pics[d.Picture] = pic
}
} }
pic.Draw(dt.tris) pic.Draw(dt.tris)

File diff suppressed because it is too large Load Diff

File diff suppressed because it is too large Load Diff

14
go.mod
View File

@ -3,13 +3,13 @@ module github.com/faiface/pixel
go 1.12 go 1.12
require ( require (
github.com/faiface/glhf v0.0.0-20181018222622-82a6317ac380 github.com/faiface/glhf v0.0.0-20211013000516-57b20770c369
github.com/faiface/mainthread v0.0.0-20171120011319-8b78f0a41ae3 github.com/faiface/mainthread v0.0.0-20171120011319-8b78f0a41ae3
github.com/go-gl/gl v0.0.0-20190320180904-bf2b1f2f34d7 // indirect github.com/go-gl/gl v0.0.0-20210905235341-f7a045908259
github.com/go-gl/glfw v0.0.0-20190409004039-e6da0acd62b1 github.com/go-gl/glfw/v3.3/glfw v0.0.0-20210727001814-0db043d8d5be
github.com/go-gl/mathgl v0.0.0-20190416160123-c4601bc793c7 github.com/go-gl/mathgl v1.0.0
github.com/golang/freetype v0.0.0-20170609003504-e2365dfdc4a0 github.com/golang/freetype v0.0.0-20170609003504-e2365dfdc4a0
github.com/pkg/errors v0.8.1 github.com/pkg/errors v0.9.1
github.com/stretchr/testify v1.3.0 github.com/stretchr/testify v1.7.0
golang.org/x/image v0.0.0-20190523035834-f03afa92d3ff golang.org/x/image v0.5.0
) )

57
go.sum
View File

@ -1,25 +1,54 @@
github.com/davecgh/go-spew v1.1.0 h1:ZDRjVQ15GmhC3fiQ8ni8+OwkZQO4DARzQgrnXU1Liz8= github.com/davecgh/go-spew v1.1.0 h1:ZDRjVQ15GmhC3fiQ8ni8+OwkZQO4DARzQgrnXU1Liz8=
github.com/davecgh/go-spew v1.1.0/go.mod h1:J7Y8YcW2NihsgmVo/mv3lAwl/skON4iLHjSsI+c5H38= github.com/davecgh/go-spew v1.1.0/go.mod h1:J7Y8YcW2NihsgmVo/mv3lAwl/skON4iLHjSsI+c5H38=
github.com/faiface/glhf v0.0.0-20181018222622-82a6317ac380 h1:FvZ0mIGh6b3kOITxUnxS3tLZMh7yEoHo75v3/AgUqg0= github.com/faiface/glhf v0.0.0-20211013000516-57b20770c369 h1:gv4BgP50atccdK/1tZHDyP6rMwiiutR2HPreR/OyLzI=
github.com/faiface/glhf v0.0.0-20181018222622-82a6317ac380/go.mod h1:zqnPFFIuYFFxl7uH2gYByJwIVKG7fRqlqQCbzAnHs9g= github.com/faiface/glhf v0.0.0-20211013000516-57b20770c369/go.mod h1:dDdUO+G9ZnJ9sc8nIUvhLkE45k8PEKW6+A3TdWsfpV0=
github.com/faiface/mainthread v0.0.0-20171120011319-8b78f0a41ae3 h1:baVdMKlASEHrj19iqjARrPbaRisD7EuZEVJj6ZMLl1Q= github.com/faiface/mainthread v0.0.0-20171120011319-8b78f0a41ae3 h1:baVdMKlASEHrj19iqjARrPbaRisD7EuZEVJj6ZMLl1Q=
github.com/faiface/mainthread v0.0.0-20171120011319-8b78f0a41ae3/go.mod h1:VEPNJUlxl5KdWjDvz6Q1l+rJlxF2i6xqDeGuGAxa87M= github.com/faiface/mainthread v0.0.0-20171120011319-8b78f0a41ae3/go.mod h1:VEPNJUlxl5KdWjDvz6Q1l+rJlxF2i6xqDeGuGAxa87M=
github.com/go-gl/gl v0.0.0-20190320180904-bf2b1f2f34d7 h1:SCYMcCJ89LjRGwEa0tRluNRiMjZHalQZrVrvTbPh+qw= github.com/go-gl/gl v0.0.0-20210905235341-f7a045908259 h1:8q7+xl2D2qHPLTII1t4vSMNP2VKwDcn+Avf2WXvdB1A=
github.com/go-gl/gl v0.0.0-20190320180904-bf2b1f2f34d7/go.mod h1:482civXOzJJCPzJ4ZOX/pwvXBWSnzD4OKMdH4ClKGbk= github.com/go-gl/gl v0.0.0-20210905235341-f7a045908259/go.mod h1:wjpnOv6ONl2SuJSxqCPVaPZibGFdSci9HFocT9qtVYM=
github.com/go-gl/glfw v0.0.0-20190409004039-e6da0acd62b1 h1:QbL/5oDUmRBzO9/Z7Seo6zf912W/a6Sr4Eu0G/3Jho0= github.com/go-gl/glfw v0.0.0-20210727001814-0db043d8d5be h1:UVW91pfMB1GRQfVwC7//RGVbqX6Ea8jURmJhlANak1M=
github.com/go-gl/glfw v0.0.0-20190409004039-e6da0acd62b1/go.mod h1:vR7hzQXu2zJy9AVAgeJqvqgH9Q5CA+iKCZ2gyEVpxRU= github.com/go-gl/glfw v0.0.0-20210727001814-0db043d8d5be/go.mod h1:vR7hzQXu2zJy9AVAgeJqvqgH9Q5CA+iKCZ2gyEVpxRU=
github.com/go-gl/mathgl v0.0.0-20190416160123-c4601bc793c7 h1:THttjeRn1iiz69E875U6gAik8KTWk/JYAHoSVpUxBBI= github.com/go-gl/glfw/v3.3/glfw v0.0.0-20210727001814-0db043d8d5be h1:vEIVIuBApEBQTEJt19GfhoU+zFSV+sNTa9E9FdnRYfk=
github.com/go-gl/mathgl v0.0.0-20190416160123-c4601bc793c7/go.mod h1:yhpkQzEiH9yPyxDUGzkmgScbaBVlhC06qodikEM0ZwQ= github.com/go-gl/glfw/v3.3/glfw v0.0.0-20210727001814-0db043d8d5be/go.mod h1:tQ2UAYgL5IevRw8kRxooKSPJfGvJ9fJQFa0TUsXzTg8=
github.com/go-gl/mathgl v1.0.0 h1:t9DznWJlXxxjeeKLIdovCOVJQk/GzDEL7h/h+Ro2B68=
github.com/go-gl/mathgl v1.0.0/go.mod h1:yhpkQzEiH9yPyxDUGzkmgScbaBVlhC06qodikEM0ZwQ=
github.com/golang/freetype v0.0.0-20170609003504-e2365dfdc4a0 h1:DACJavvAHhabrF08vX0COfcOBJRhZ8lUbR+ZWIs0Y5g= github.com/golang/freetype v0.0.0-20170609003504-e2365dfdc4a0 h1:DACJavvAHhabrF08vX0COfcOBJRhZ8lUbR+ZWIs0Y5g=
github.com/golang/freetype v0.0.0-20170609003504-e2365dfdc4a0/go.mod h1:E/TSTwGwJL78qG/PmXZO1EjYhfJinVAhrmmHX6Z8B9k= github.com/golang/freetype v0.0.0-20170609003504-e2365dfdc4a0/go.mod h1:E/TSTwGwJL78qG/PmXZO1EjYhfJinVAhrmmHX6Z8B9k=
github.com/pkg/errors v0.8.1 h1:iURUrRGxPUNPdy5/HRSm+Yj6okJ6UtLINN0Q9M4+h3I= github.com/pkg/errors v0.9.1 h1:FEBLx1zS214owpjy7qsBeixbURkuhQAwrK5UwLGTwt4=
github.com/pkg/errors v0.8.1/go.mod h1:bwawxfHBFNV+L2hUp1rHADufV3IMtnDRdf1r5NINEl0= github.com/pkg/errors v0.9.1/go.mod h1:bwawxfHBFNV+L2hUp1rHADufV3IMtnDRdf1r5NINEl0=
github.com/pmezard/go-difflib v1.0.0 h1:4DBwDE0NGyQoBHbLQYPwSUPoCMWR5BEzIk/f1lZbAQM= github.com/pmezard/go-difflib v1.0.0 h1:4DBwDE0NGyQoBHbLQYPwSUPoCMWR5BEzIk/f1lZbAQM=
github.com/pmezard/go-difflib v1.0.0/go.mod h1:iKH77koFhYxTK1pcRnkKkqfTogsbg7gZNVY4sRDYZ/4= github.com/pmezard/go-difflib v1.0.0/go.mod h1:iKH77koFhYxTK1pcRnkKkqfTogsbg7gZNVY4sRDYZ/4=
github.com/stretchr/objx v0.1.0/go.mod h1:HFkY916IF+rwdDfMAkV7OtwuqBVzrE8GR6GFx+wExME= github.com/stretchr/objx v0.1.0/go.mod h1:HFkY916IF+rwdDfMAkV7OtwuqBVzrE8GR6GFx+wExME=
github.com/stretchr/testify v1.3.0 h1:TivCn/peBQ7UY8ooIcPgZFpTNSz0Q2U6UrFlUfqbe0Q= github.com/stretchr/testify v1.7.0 h1:nwc3DEeHmmLAfoZucVR881uASk0Mfjw8xYJ99tb5CcY=
github.com/stretchr/testify v1.3.0/go.mod h1:M5WIy9Dh21IEIfnGCwXGc5bZfKNJtfHm1UVUgZn+9EI= github.com/stretchr/testify v1.7.0/go.mod h1:6Fq8oRcR53rry900zMqJjRRixrwX3KX962/h/Wwjteg=
github.com/yuin/goldmark v1.4.13/go.mod h1:6yULJ656Px+3vBD8DxQVa3kxgyrAnzto9xy5taEt/CY=
golang.org/x/crypto v0.0.0-20190308221718-c2843e01d9a2/go.mod h1:djNgcEr1/C05ACkg1iLfiJU5Ep61QUkGW8qpdssI0+w=
golang.org/x/crypto v0.0.0-20210921155107-089bfa567519/go.mod h1:GvvjBRRGRdwPK5ydBHafDWAxML/pGHZbMvKqRZ5+Abc=
golang.org/x/image v0.0.0-20190321063152-3fc05d484e9f/go.mod h1:kZ7UVZpmo3dzQBMxlp+ypCbDeSB+sBbTgSJuh5dn5js= golang.org/x/image v0.0.0-20190321063152-3fc05d484e9f/go.mod h1:kZ7UVZpmo3dzQBMxlp+ypCbDeSB+sBbTgSJuh5dn5js=
golang.org/x/image v0.0.0-20190523035834-f03afa92d3ff h1:+2zgJKVDVAz/BWSsuniCmU1kLCjL88Z8/kv39xCI9NQ= golang.org/x/image v0.5.0 h1:5JMiNunQeQw++mMOz48/ISeNu3Iweh/JaZU8ZLqHRrI=
golang.org/x/image v0.0.0-20190523035834-f03afa92d3ff/go.mod h1:kZ7UVZpmo3dzQBMxlp+ypCbDeSB+sBbTgSJuh5dn5js= golang.org/x/image v0.5.0/go.mod h1:FVC7BI/5Ym8R25iw5OLsgshdUBbT1h5jZTpA+mvAdZ4=
golang.org/x/mod v0.6.0-dev.0.20220419223038-86c51ed26bb4/go.mod h1:jJ57K6gSWd91VN4djpZkiMVwK6gcyfeH4XE8wZrZaV4=
golang.org/x/net v0.0.0-20190620200207-3b0461eec859/go.mod h1:z5CRVTTTmAJ677TzLLGU+0bjPO0LkuOLi4/5GtJWs/s=
golang.org/x/net v0.0.0-20210226172049-e18ecbb05110/go.mod h1:m0MpNAwzfU5UDzcl9v0D8zg8gWTRqZa9RBIspLL5mdg=
golang.org/x/net v0.0.0-20220722155237-a158d28d115b/go.mod h1:XRhObCWvk6IyKnWLug+ECip1KBveYUHfp+8e9klMJ9c=
golang.org/x/sync v0.0.0-20190423024810-112230192c58/go.mod h1:RxMgew5VJxzue5/jJTE5uejpjVlOe/izrB70Jof72aM=
golang.org/x/sync v0.0.0-20220722155255-886fb9371eb4/go.mod h1:RxMgew5VJxzue5/jJTE5uejpjVlOe/izrB70Jof72aM=
golang.org/x/sys v0.0.0-20190215142949-d0b11bdaac8a/go.mod h1:STP8DvDyc/dI5b8T5hshtkjS+E42TnysNCUPdjciGhY=
golang.org/x/sys v0.0.0-20201119102817-f84b799fce68/go.mod h1:h1NjWce9XRLGQEsW7wpKNCjG9DtNlClVuFLEZdDNbEs=
golang.org/x/sys v0.0.0-20210615035016-665e8c7367d1/go.mod h1:oPkhp1MJrh7nUepCBck5+mAzfO9JrbApNNgaTdGDITg=
golang.org/x/sys v0.0.0-20220520151302-bc2c85ada10a/go.mod h1:oPkhp1MJrh7nUepCBck5+mAzfO9JrbApNNgaTdGDITg=
golang.org/x/sys v0.0.0-20220722155257-8c9f86f7a55f/go.mod h1:oPkhp1MJrh7nUepCBck5+mAzfO9JrbApNNgaTdGDITg=
golang.org/x/term v0.0.0-20201126162022-7de9c90e9dd1/go.mod h1:bj7SfCRtBDWHUb9snDiAeCFNEtKQo2Wmx5Cou7ajbmo=
golang.org/x/term v0.0.0-20210927222741-03fcf44c2211/go.mod h1:jbD1KX2456YbFQfuXm/mYQcufACuNUgVhRMnK/tPxf8=
golang.org/x/text v0.3.0/go.mod h1:NqM8EUOU14njkJ3fqMW+pc6Ldnwhi/IjpwHt7yyuwOQ= golang.org/x/text v0.3.0/go.mod h1:NqM8EUOU14njkJ3fqMW+pc6Ldnwhi/IjpwHt7yyuwOQ=
golang.org/x/text v0.3.3/go.mod h1:5Zoc/QRtKVWzQhOtBMvqHzDpF6irO9z98xDceosuGiQ=
golang.org/x/text v0.3.7/go.mod h1:u+2+/6zg+i71rQMx5EYifcz6MCKuco9NR6JIITiCfzQ=
golang.org/x/text v0.7.0/go.mod h1:mrYo+phRRbMaCq/xk9113O4dZlRixOauAjOtrjsXDZ8=
golang.org/x/tools v0.0.0-20180917221912-90fa682c2a6e/go.mod h1:n7NCudcB/nEzxVGmLbDWY5pfWTLqBcC2KZ6jyYvM4mQ=
golang.org/x/tools v0.0.0-20191119224855-298f0cb1881e/go.mod h1:b+2E5dAYhXwXZwtnZ6UAqBI28+e2cm9otk0dWdXHAEo=
golang.org/x/tools v0.1.12/go.mod h1:hNGJHUnrk76NpqgfD5Aqm5Crs+Hm0VOH/i9J2+nxYbc=
golang.org/x/xerrors v0.0.0-20190717185122-a985d3407aa7/go.mod h1:I/5z698sn9Ka8TeJc9MKroUUfqBBauWjQqLJ2OPfmY0=
gopkg.in/check.v1 v0.0.0-20161208181325-20d25e280405 h1:yhCVgyC4o1eVCa2tZl7eS0r+SDo693bJlVdllGtEeKM=
gopkg.in/check.v1 v0.0.0-20161208181325-20d25e280405/go.mod h1:Co6ibVJAznAaIkqp8huTwlJQCZ016jof/cbN4VW5Yz0=
gopkg.in/yaml.v3 v3.0.0-20200313102051-9f266ea9e77c h1:dUUwHk2QECo/6vqA44rthZ8ie2QXMNeKRTHCNY2nXvo=
gopkg.in/yaml.v3 v3.0.0-20200313102051-9f266ea9e77c/go.mod h1:K4uyk7z7BCEPqu6E+C64Yfv1cQ7kz7rIZviUmN+EgEM=

View File

@ -128,7 +128,9 @@ func (imd *IMDraw) Draw(t pixel.Target) {
// Push adds some points to the IM queue. All Pushed points will have the same properties except for // Push adds some points to the IM queue. All Pushed points will have the same properties except for
// the position. // the position.
func (imd *IMDraw) Push(pts ...pixel.Vec) { func (imd *IMDraw) Push(pts ...pixel.Vec) {
// Assert that Color is of type pixel.RGBA,
if _, ok := imd.Color.(pixel.RGBA); !ok { if _, ok := imd.Color.(pixel.RGBA); !ok {
// otherwise cast it
imd.Color = pixel.ToRGBA(imd.Color) imd.Color = pixel.ToRGBA(imd.Color)
} }
opts := point{ opts := point{

View File

@ -92,7 +92,7 @@ type TrianglesColor interface {
Color(i int) RGBA Color(i int) RGBA
} }
// TrianglesPicture specifies Triangles with Picture propery. // TrianglesPicture specifies Triangles with Picture property.
// //
// The first value returned from Picture method is Picture coordinates. The second one specifies the // The first value returned from Picture method is Picture coordinates. The second one specifies the
// weight of the Picture. Value of 0 means, that Picture should be completely ignored, 1 means that // weight of the Picture. Value of 0 means, that Picture should be completely ignored, 1 means that
@ -102,10 +102,19 @@ type TrianglesPicture interface {
Picture(i int) (pic Vec, intensity float64) Picture(i int) (pic Vec, intensity float64)
} }
// TrianglesClipped specifies Triangles with Clipping Rectangle property.
//
// The first value returned from ClipRect method is the clipping rectangle. The second one specifies
// if the triangle is clipped.
type TrianglesClipped interface {
Triangles
ClipRect(i int) (rect Rect, is bool)
}
// Picture represents a rectangular area of raster data, such as a color. It has Bounds which // Picture represents a rectangular area of raster data, such as a color. It has Bounds which
// specify the rectangle where data is located. // specify the rectangle where data is located.
type Picture interface { type Picture interface {
// Bounds returns the rectangle of the Picture. All data is located witih this rectangle. // Bounds returns the rectangle of the Picture. All data is located within this rectangle.
// Querying properties outside the rectangle should return default value of that property. // Querying properties outside the rectangle should return default value of that property.
Bounds() Rect Bounds() Rect
} }

699
line_test.go Normal file
View File

@ -0,0 +1,699 @@
package pixel_test
import (
"math"
"reflect"
"testing"
"github.com/faiface/pixel"
)
func TestLine_Bounds(t *testing.T) {
type fields struct {
A pixel.Vec
B pixel.Vec
}
tests := []struct {
name string
fields fields
want pixel.Rect
}{
{
name: "Positive slope",
fields: fields{A: pixel.V(0, 0), B: pixel.V(10, 10)},
want: pixel.R(0, 0, 10, 10),
},
{
name: "Negative slope",
fields: fields{A: pixel.V(10, 10), B: pixel.V(0, 0)},
want: pixel.R(0, 0, 10, 10),
},
}
for _, tt := range tests {
t.Run(tt.name, func(t *testing.T) {
l := pixel.Line{
A: tt.fields.A,
B: tt.fields.B,
}
if got := l.Bounds(); !reflect.DeepEqual(got, tt.want) {
t.Errorf("Line.Bounds() = %v, want %v", got, tt.want)
}
})
}
}
func TestLine_Center(t *testing.T) {
type fields struct {
A pixel.Vec
B pixel.Vec
}
tests := []struct {
name string
fields fields
want pixel.Vec
}{
{
name: "Positive slope",
fields: fields{A: pixel.V(0, 0), B: pixel.V(10, 10)},
want: pixel.V(5, 5),
},
{
name: "Negative slope",
fields: fields{A: pixel.V(10, 10), B: pixel.V(0, 0)},
want: pixel.V(5, 5),
},
}
for _, tt := range tests {
t.Run(tt.name, func(t *testing.T) {
l := pixel.Line{
A: tt.fields.A,
B: tt.fields.B,
}
if got := l.Center(); !reflect.DeepEqual(got, tt.want) {
t.Errorf("Line.Center() = %v, want %v", got, tt.want)
}
})
}
}
func TestLine_Closest(t *testing.T) {
type fields struct {
A pixel.Vec
B pixel.Vec
}
type args struct {
v pixel.Vec
}
tests := []struct {
name string
fields fields
args args
want pixel.Vec
}{
{
name: "Point on line",
fields: fields{A: pixel.V(0, 0), B: pixel.V(10, 10)},
args: args{v: pixel.V(5, 5)},
want: pixel.V(5, 5),
},
{
name: "Point on next to line",
fields: fields{A: pixel.V(0, 0), B: pixel.V(10, 10)},
args: args{v: pixel.V(0, 10)},
want: pixel.V(5, 5),
},
{
name: "Point on next to vertical line",
fields: fields{A: pixel.V(5, 0), B: pixel.V(5, 10)},
args: args{v: pixel.V(6, 5)},
want: pixel.V(5, 5),
},
{
name: "Point on next to horizontal line",
fields: fields{A: pixel.V(0, 5), B: pixel.V(10, 5)},
args: args{v: pixel.V(5, 6)},
want: pixel.V(5, 5),
},
{
name: "Point far from line",
fields: fields{A: pixel.V(0, 0), B: pixel.V(10, 10)},
args: args{v: pixel.V(80, -70)},
want: pixel.V(5, 5),
},
{
name: "Point on inline with line",
fields: fields{A: pixel.V(0, 0), B: pixel.V(10, 10)},
args: args{v: pixel.V(20, 20)},
want: pixel.V(10, 10),
},
{
name: "Vertical line",
fields: fields{A: pixel.V(0, -10), B: pixel.V(0, 10)},
args: args{v: pixel.V(-1, 0)},
want: pixel.V(0, 0),
},
{
name: "Horizontal line",
fields: fields{A: pixel.V(-10, 0), B: pixel.V(10, 0)},
args: args{v: pixel.V(0, -1)},
want: pixel.V(0, 0),
},
}
for _, tt := range tests {
t.Run(tt.name, func(t *testing.T) {
l := pixel.Line{
A: tt.fields.A,
B: tt.fields.B,
}
if got := l.Closest(tt.args.v); !reflect.DeepEqual(got, tt.want) {
t.Errorf("Line.Closest() = %v, want %v", got, tt.want)
}
})
}
}
func TestLine_Contains(t *testing.T) {
type fields struct {
A pixel.Vec
B pixel.Vec
}
type args struct {
v pixel.Vec
}
tests := []struct {
name string
fields fields
args args
want bool
}{
{
name: "Point on line",
fields: fields{A: pixel.V(0, 0), B: pixel.V(10, 10)},
args: args{v: pixel.V(5, 5)},
want: true,
},
{
name: "Point on negative sloped line",
fields: fields{A: pixel.V(0, 10), B: pixel.V(10, 0)},
args: args{v: pixel.V(5, 5)},
want: true,
},
{
name: "Point not on line",
fields: fields{A: pixel.V(0, 0), B: pixel.V(10, 10)},
args: args{v: pixel.V(0, 10)},
want: false,
},
}
for _, tt := range tests {
t.Run(tt.name, func(t *testing.T) {
l := pixel.Line{
A: tt.fields.A,
B: tt.fields.B,
}
if got := l.Contains(tt.args.v); got != tt.want {
t.Errorf("Line.Contains() = %v, want %v", got, tt.want)
}
})
}
}
func TestLine_Formula(t *testing.T) {
type fields struct {
A pixel.Vec
B pixel.Vec
}
tests := []struct {
name string
fields fields
wantM float64
wantB float64
}{
{
name: "Getting formula - 45 degs",
fields: fields{A: pixel.V(0, 0), B: pixel.V(10, 10)},
wantM: 1,
wantB: 0,
},
{
name: "Getting formula - 90 degs",
fields: fields{A: pixel.V(0, 0), B: pixel.V(0, 10)},
wantM: math.Inf(1),
wantB: math.NaN(),
},
{
name: "Getting formula - 0 degs",
fields: fields{A: pixel.V(0, 0), B: pixel.V(10, 0)},
wantM: 0,
wantB: 0,
},
}
for _, tt := range tests {
t.Run(tt.name, func(t *testing.T) {
l := pixel.Line{
A: tt.fields.A,
B: tt.fields.B,
}
gotM, gotB := l.Formula()
if gotM != tt.wantM {
t.Errorf("Line.Formula() gotM = %v, want %v", gotM, tt.wantM)
}
if gotB != tt.wantB {
if math.IsNaN(tt.wantB) && !math.IsNaN(gotB) {
t.Errorf("Line.Formula() gotB = %v, want %v", gotB, tt.wantB)
}
}
})
}
}
func TestLine_Intersect(t *testing.T) {
type fields struct {
A pixel.Vec
B pixel.Vec
}
type args struct {
k pixel.Line
}
tests := []struct {
name string
fields fields
args args
want pixel.Vec
want1 bool
}{
{
name: "Lines intersect",
fields: fields{A: pixel.V(0, 0), B: pixel.V(10, 10)},
args: args{k: pixel.L(pixel.V(0, 10), pixel.V(10, 0))},
want: pixel.V(5, 5),
want1: true,
},
{
name: "Lines intersect 2",
fields: fields{A: pixel.V(5, 1), B: pixel.V(1, 1)},
args: args{k: pixel.L(pixel.V(2, 0), pixel.V(2, 3))},
want: pixel.V(2, 1),
want1: true,
},
{
name: "Line intersect with vertical",
fields: fields{A: pixel.V(5, 0), B: pixel.V(5, 10)},
args: args{k: pixel.L(pixel.V(0, 0), pixel.V(10, 10))},
want: pixel.V(5, 5),
want1: true,
},
{
name: "Line intersect with horizontal",
fields: fields{A: pixel.V(0, 5), B: pixel.V(10, 5)},
args: args{k: pixel.L(pixel.V(0, 0), pixel.V(10, 10))},
want: pixel.V(5, 5),
want1: true,
},
{
name: "Lines don't intersect",
fields: fields{A: pixel.V(0, 0), B: pixel.V(10, 10)},
args: args{k: pixel.L(pixel.V(0, 10), pixel.V(1, 20))},
want: pixel.ZV,
want1: false,
},
{
name: "Lines don't intersect 2",
fields: fields{A: pixel.V(1, 1), B: pixel.V(1, 5)},
args: args{k: pixel.L(pixel.V(-5, 0), pixel.V(-2, 2))},
want: pixel.ZV,
want1: false,
},
{
name: "Lines don't intersect 3",
fields: fields{A: pixel.V(2, 0), B: pixel.V(2, 3)},
args: args{k: pixel.L(pixel.V(1, 5), pixel.V(5, 5))},
want: pixel.ZV,
want1: false,
},
{
name: "Lines parallel",
fields: fields{A: pixel.V(0, 0), B: pixel.V(10, 10)},
args: args{k: pixel.L(pixel.V(0, 1), pixel.V(10, 11))},
want: pixel.ZV,
want1: false,
}, {
name: "Lines intersect",
fields: fields{A: pixel.V(600, 600), B: pixel.V(925, 150)},
args: args{k: pixel.L(pixel.V(740, 255), pixel.V(925, 255))},
want: pixel.V(849.1666666666666, 255),
want1: true,
},
{
name: "Lines intersect",
fields: fields{A: pixel.V(600, 600), B: pixel.V(925, 150)},
args: args{k: pixel.L(pixel.V(740, 255), pixel.V(925, 255.0001))},
want: pixel.V(849.1666240490657, 255.000059008986),
want1: true,
},
}
for _, tt := range tests {
t.Run(tt.name, func(t *testing.T) {
l := pixel.Line{
A: tt.fields.A,
B: tt.fields.B,
}
got, got1 := l.Intersect(tt.args.k)
if !reflect.DeepEqual(got, tt.want) {
t.Errorf("Line.Intersect() got = %v, want %v", got, tt.want)
}
if got1 != tt.want1 {
t.Errorf("Line.Intersect() got1 = %v, want %v", got1, tt.want1)
}
})
}
}
func TestLine_IntersectCircle(t *testing.T) {
type fields struct {
A pixel.Vec
B pixel.Vec
}
type args struct {
c pixel.Circle
}
tests := []struct {
name string
fields fields
args args
want pixel.Vec
}{
{
name: "Cirle intersects",
fields: fields{A: pixel.V(0, 0), B: pixel.V(10, 10)},
args: args{c: pixel.C(pixel.V(6, 4), 2)},
want: pixel.V(0.5857864376269049, -0.5857864376269049),
},
{
name: "Cirle doesn't intersects",
fields: fields{A: pixel.V(0, 0), B: pixel.V(10, 10)},
args: args{c: pixel.C(pixel.V(0, 5), 1)},
want: pixel.ZV,
},
}
for _, tt := range tests {
t.Run(tt.name, func(t *testing.T) {
l := pixel.Line{
A: tt.fields.A,
B: tt.fields.B,
}
if got := l.IntersectCircle(tt.args.c); !reflect.DeepEqual(got, tt.want) {
t.Errorf("Line.IntersectCircle() = %v, want %v", got, tt.want)
}
})
}
}
func TestLine_IntersectRect(t *testing.T) {
type fields struct {
A pixel.Vec
B pixel.Vec
}
type args struct {
r pixel.Rect
}
tests := []struct {
name string
fields fields
args args
want pixel.Vec
}{
{
name: "Line through rect vertically",
fields: fields{A: pixel.V(0, 0), B: pixel.V(0, 10)},
args: args{r: pixel.R(-1, 1, 5, 5)},
want: pixel.V(-1, 0),
},
{
name: "Line through rect horizontally",
fields: fields{A: pixel.V(0, 1), B: pixel.V(10, 1)},
args: args{r: pixel.R(1, 0, 5, 5)},
want: pixel.V(0, -1),
},
{
name: "Line through rect diagonally bottom and left edges",
fields: fields{A: pixel.V(0, 0), B: pixel.V(10, 10)},
args: args{r: pixel.R(0, 2, 3, 3)},
want: pixel.V(-1, 1),
},
{
name: "Line through rect diagonally top and right edges",
fields: fields{A: pixel.V(10, 0), B: pixel.V(0, 10)},
args: args{r: pixel.R(5, 0, 8, 3)},
want: pixel.V(-2.5, -2.5),
},
{
name: "Line with not rect intersect",
fields: fields{A: pixel.V(0, 0), B: pixel.V(10, 10)},
args: args{r: pixel.R(20, 20, 21, 21)},
want: pixel.ZV,
},
{
name: "Line intersects at 0,0",
fields: fields{A: pixel.V(0, -10), B: pixel.V(0, 10)},
args: args{r: pixel.R(-1, 0, 2, 2)},
want: pixel.V(-1, 0),
},
}
for _, tt := range tests {
t.Run(tt.name, func(t *testing.T) {
l := pixel.Line{
A: tt.fields.A,
B: tt.fields.B,
}
if got := l.IntersectRect(tt.args.r); !reflect.DeepEqual(got, tt.want) {
t.Errorf("Line.IntersectRect() = %v, want %v", got, tt.want)
}
})
}
}
func TestLine_Len(t *testing.T) {
type fields struct {
A pixel.Vec
B pixel.Vec
}
tests := []struct {
name string
fields fields
want float64
}{
{
name: "End right-up of start",
fields: fields{A: pixel.V(0, 0), B: pixel.V(3, 4)},
want: 5,
},
{
name: "End left-up of start",
fields: fields{A: pixel.V(0, 0), B: pixel.V(-3, 4)},
want: 5,
},
{
name: "End right-down of start",
fields: fields{A: pixel.V(0, 0), B: pixel.V(3, -4)},
want: 5,
},
{
name: "End left-down of start",
fields: fields{A: pixel.V(0, 0), B: pixel.V(-3, -4)},
want: 5,
},
{
name: "End same as start",
fields: fields{A: pixel.V(0, 0), B: pixel.V(0, 0)},
want: 0,
},
}
for _, tt := range tests {
t.Run(tt.name, func(t *testing.T) {
l := pixel.Line{
A: tt.fields.A,
B: tt.fields.B,
}
if got := l.Len(); got != tt.want {
t.Errorf("Line.Len() = %v, want %v", got, tt.want)
}
})
}
}
func TestLine_Rotated(t *testing.T) {
// round returns the nearest integer, rounding ties away from zero.
// This is required because `math.Round` wasn't introduced until Go1.10
round := func(x float64) float64 {
t := math.Trunc(x)
if math.Abs(x-t) >= 0.5 {
return t + math.Copysign(1, x)
}
return t
}
type fields struct {
A pixel.Vec
B pixel.Vec
}
type args struct {
around pixel.Vec
angle float64
}
tests := []struct {
name string
fields fields
args args
want pixel.Line
}{
{
name: "Rotating around line center",
fields: fields{A: pixel.V(1, 1), B: pixel.V(3, 3)},
args: args{around: pixel.V(2, 2), angle: math.Pi},
want: pixel.L(pixel.V(3, 3), pixel.V(1, 1)),
},
{
name: "Rotating around x-y origin",
fields: fields{A: pixel.V(1, 1), B: pixel.V(3, 3)},
args: args{around: pixel.V(0, 0), angle: math.Pi},
want: pixel.L(pixel.V(-1, -1), pixel.V(-3, -3)),
},
{
name: "Rotating around line end",
fields: fields{A: pixel.V(1, 1), B: pixel.V(3, 3)},
args: args{around: pixel.V(1, 1), angle: math.Pi},
want: pixel.L(pixel.V(1, 1), pixel.V(-1, -1)),
},
}
for _, tt := range tests {
t.Run(tt.name, func(t *testing.T) {
l := pixel.Line{
A: tt.fields.A,
B: tt.fields.B,
}
// Have to round the results, due to floating-point in accuracies. Results are correct to approximately
// 10 decimal places.
got := l.Rotated(tt.args.around, tt.args.angle)
if round(got.A.X) != tt.want.A.X ||
round(got.B.X) != tt.want.B.X ||
round(got.A.Y) != tt.want.A.Y ||
round(got.B.Y) != tt.want.B.Y {
t.Errorf("Line.Rotated() = %v, want %v", got, tt.want)
}
})
}
}
func TestLine_Scaled(t *testing.T) {
type fields struct {
A pixel.Vec
B pixel.Vec
}
type args struct {
scale float64
}
tests := []struct {
name string
fields fields
args args
want pixel.Line
}{
{
name: "Scaling by 1",
fields: fields{A: pixel.V(0, 0), B: pixel.V(10, 10)},
args: args{scale: 1},
want: pixel.L(pixel.V(0, 0), pixel.V(10, 10)),
},
{
name: "Scaling by >1",
fields: fields{A: pixel.V(0, 0), B: pixel.V(10, 10)},
args: args{scale: 2},
want: pixel.L(pixel.V(-5, -5), pixel.V(15, 15)),
},
{
name: "Scaling by <1",
fields: fields{A: pixel.V(0, 0), B: pixel.V(10, 10)},
args: args{scale: 0.5},
want: pixel.L(pixel.V(2.5, 2.5), pixel.V(7.5, 7.5)),
},
{
name: "Scaling by -1",
fields: fields{A: pixel.V(0, 0), B: pixel.V(10, 10)},
args: args{scale: -1},
want: pixel.L(pixel.V(10, 10), pixel.V(0, 0)),
},
}
for _, tt := range tests {
t.Run(tt.name, func(t *testing.T) {
l := pixel.Line{
A: tt.fields.A,
B: tt.fields.B,
}
if got := l.Scaled(tt.args.scale); !reflect.DeepEqual(got, tt.want) {
t.Errorf("Line.Scaled() = %v, want %v", got, tt.want)
}
})
}
}
func TestLine_ScaledXY(t *testing.T) {
type fields struct {
A pixel.Vec
B pixel.Vec
}
type args struct {
around pixel.Vec
scale float64
}
tests := []struct {
name string
fields fields
args args
want pixel.Line
}{
{
name: "Scaling by 1 around origin",
fields: fields{A: pixel.V(0, 0), B: pixel.V(10, 10)},
args: args{around: pixel.ZV, scale: 1},
want: pixel.L(pixel.V(0, 0), pixel.V(10, 10)),
},
{
name: "Scaling by >1 around origin",
fields: fields{A: pixel.V(0, 0), B: pixel.V(10, 10)},
args: args{around: pixel.ZV, scale: 2},
want: pixel.L(pixel.V(0, 0), pixel.V(20, 20)),
},
{
name: "Scaling by <1 around origin",
fields: fields{A: pixel.V(0, 0), B: pixel.V(10, 10)},
args: args{around: pixel.ZV, scale: 0.5},
want: pixel.L(pixel.V(0, 0), pixel.V(5, 5)),
},
{
name: "Scaling by -1 around origin",
fields: fields{A: pixel.V(0, 0), B: pixel.V(10, 10)},
args: args{around: pixel.ZV, scale: -1},
want: pixel.L(pixel.V(0, 0), pixel.V(-10, -10)),
},
}
for _, tt := range tests {
t.Run(tt.name, func(t *testing.T) {
l := pixel.Line{
A: tt.fields.A,
B: tt.fields.B,
}
if got := l.ScaledXY(tt.args.around, tt.args.scale); !reflect.DeepEqual(got, tt.want) {
t.Errorf("Line.ScaledXY() = %v, want %v", got, tt.want)
}
})
}
}
func TestLine_String(t *testing.T) {
type fields struct {
A pixel.Vec
B pixel.Vec
}
tests := []struct {
name string
fields fields
want string
}{
{
name: "Getting string",
fields: fields{A: pixel.V(0, 0), B: pixel.V(1, 1)},
want: "Line(Vec(0, 0), Vec(1, 1))",
},
}
for _, tt := range tests {
t.Run(tt.name, func(t *testing.T) {
l := pixel.Line{
A: tt.fields.A,
B: tt.fields.B,
}
if got := l.String(); got != tt.want {
t.Errorf("Line.String() = %v, want %v", got, tt.want)
}
})
}
}

15
math.go Normal file
View File

@ -0,0 +1,15 @@
package pixel
// Clamp returns x clamped to the interval [min, max].
//
// If x is less than min, min is returned. If x is more than max, max is returned. Otherwise, x is
// returned.
func Clamp(x, min, max float64) float64 {
if x < min {
return min
}
if x > max {
return max
}
return x
}

46
math_test.go Normal file
View File

@ -0,0 +1,46 @@
package pixel_test
import (
"fmt"
"math"
"testing"
"github.com/faiface/pixel"
)
// closeEnough will shift the decimal point by the accuracy required, truncates the results and compares them.
// Effectively this compares two floats to a given decimal point.
// Example:
// closeEnough(100.125342432, 100.125, 2) == true
// closeEnough(math.Pi, 3.14, 2) == true
// closeEnough(0.1234, 0.1245, 3) == false
func closeEnough(got, expected float64, decimalAccuracy int) bool {
gotShifted := got * math.Pow10(decimalAccuracy)
expectedShifted := expected * math.Pow10(decimalAccuracy)
return math.Trunc(gotShifted) == math.Trunc(expectedShifted)
}
type clampTest struct {
number float64
min float64
max float64
expected float64
}
func TestClamp(t *testing.T) {
tests := []clampTest{
{number: 1, min: 0, max: 5, expected: 1},
{number: 2, min: 0, max: 5, expected: 2},
{number: 8, min: 0, max: 5, expected: 5},
{number: -5, min: 0, max: 5, expected: 0},
{number: -5, min: -4, max: 5, expected: -4},
}
for _, tc := range tests {
result := pixel.Clamp(tc.number, tc.min, tc.max)
if result != tc.expected {
t.Error(fmt.Sprintf("Clamping %v with min %v and max %v should have given %v, but gave %v", tc.number, tc.min, tc.max, tc.expected, result))
}
}
}

98
matrix.go Normal file
View File

@ -0,0 +1,98 @@
package pixel
import (
"fmt"
"math"
)
// Matrix is a 2x3 affine matrix that can be used for all kinds of spatial transforms, such
// as movement, scaling and rotations.
//
// Matrix has a handful of useful methods, each of which adds a transformation to the matrix. For
// example:
//
// pixel.IM.Moved(pixel.V(100, 200)).Rotated(pixel.ZV, math.Pi/2)
//
// This code creates a Matrix that first moves everything by 100 units horizontally and 200 units
// vertically and then rotates everything by 90 degrees around the origin.
//
// Layout is:
// [0] [2] [4]
// [1] [3] [5]
// 0 0 1 (implicit row)
type Matrix [6]float64
// IM stands for identity matrix. Does nothing, no transformation.
var IM = Matrix{1, 0, 0, 1, 0, 0}
// String returns a string representation of the Matrix.
//
// m := pixel.IM
// fmt.Println(m) // Matrix(1 0 0 | 0 1 0)
func (m Matrix) String() string {
return fmt.Sprintf(
"Matrix(%v %v %v | %v %v %v)",
m[0], m[2], m[4],
m[1], m[3], m[5],
)
}
// Moved moves everything by the delta vector.
func (m Matrix) Moved(delta Vec) Matrix {
m[4], m[5] = m[4]+delta.X, m[5]+delta.Y
return m
}
// ScaledXY scales everything around a given point by the scale factor in each axis respectively.
func (m Matrix) ScaledXY(around Vec, scale Vec) Matrix {
m[4], m[5] = m[4]-around.X, m[5]-around.Y
m[0], m[2], m[4] = m[0]*scale.X, m[2]*scale.X, m[4]*scale.X
m[1], m[3], m[5] = m[1]*scale.Y, m[3]*scale.Y, m[5]*scale.Y
m[4], m[5] = m[4]+around.X, m[5]+around.Y
return m
}
// Scaled scales everything around a given point by the scale factor.
func (m Matrix) Scaled(around Vec, scale float64) Matrix {
return m.ScaledXY(around, V(scale, scale))
}
// Rotated rotates everything around a given point by the given angle in radians.
func (m Matrix) Rotated(around Vec, angle float64) Matrix {
sint, cost := math.Sincos(angle)
m[4], m[5] = m[4]-around.X, m[5]-around.Y
m = m.Chained(Matrix{cost, sint, -sint, cost, 0, 0})
m[4], m[5] = m[4]+around.X, m[5]+around.Y
return m
}
// Chained adds another Matrix to this one. All tranformations by the next Matrix will be applied
// after the transformations of this Matrix.
func (m Matrix) Chained(next Matrix) Matrix {
return Matrix{
next[0]*m[0] + next[2]*m[1],
next[1]*m[0] + next[3]*m[1],
next[0]*m[2] + next[2]*m[3],
next[1]*m[2] + next[3]*m[3],
next[0]*m[4] + next[2]*m[5] + next[4],
next[1]*m[4] + next[3]*m[5] + next[5],
}
}
// Project applies all transformations added to the Matrix to a vector u and returns the result.
//
// Time complexity is O(1).
func (m Matrix) Project(u Vec) Vec {
return Vec{m[0]*u.X + m[2]*u.Y + m[4], m[1]*u.X + m[3]*u.Y + m[5]}
}
// Unproject does the inverse operation to Project.
//
// Time complexity is O(1).
func (m Matrix) Unproject(u Vec) Vec {
det := m[0]*m[3] - m[2]*m[1]
return Vec{
(m[3]*(u.X-m[4]) - m[2]*(u.Y-m[5])) / det,
(-m[1]*(u.X-m[4]) + m[0]*(u.Y-m[5])) / det,
}
}

View File

@ -1,10 +1,13 @@
package pixel_test package pixel_test
import ( import (
"fmt"
"math"
"math/rand" "math/rand"
"testing" "testing"
"github.com/faiface/pixel" "github.com/faiface/pixel"
"github.com/stretchr/testify/assert"
) )
func BenchmarkMatrix(b *testing.B) { func BenchmarkMatrix(b *testing.B) {
@ -61,3 +64,86 @@ func BenchmarkMatrix(b *testing.B) {
} }
}) })
} }
func TestMatrix_Unproject(t *testing.T) {
const delta = 1e-15
t.Run("for rotated matrix", func(t *testing.T) {
matrix := pixel.IM.
Rotated(pixel.ZV, math.Pi/2)
unprojected := matrix.Unproject(pixel.V(0, 1))
assert.InDelta(t, unprojected.X, 1, delta)
assert.InDelta(t, unprojected.Y, 0, delta)
})
t.Run("for moved matrix", func(t *testing.T) {
matrix := pixel.IM.
Moved(pixel.V(1, 2))
unprojected := matrix.Unproject(pixel.V(2, 5))
assert.InDelta(t, unprojected.X, 1, delta)
assert.InDelta(t, unprojected.Y, 3, delta)
})
t.Run("for scaled matrix", func(t *testing.T) {
matrix := pixel.IM.
Scaled(pixel.ZV, 2)
unprojected := matrix.Unproject(pixel.V(2, 4))
assert.InDelta(t, unprojected.X, 1, delta)
assert.InDelta(t, unprojected.Y, 2, delta)
})
t.Run("for scaled, rotated and moved matrix", func(t *testing.T) {
matrix := pixel.IM.
Scaled(pixel.ZV, 2).
Rotated(pixel.ZV, math.Pi/2).
Moved(pixel.V(2, 2))
unprojected := matrix.Unproject(pixel.V(-2, 6))
assert.InDelta(t, unprojected.X, 2, delta)
assert.InDelta(t, unprojected.Y, 2, delta)
})
t.Run("for rotated and moved matrix", func(t *testing.T) {
matrix := pixel.IM.
Rotated(pixel.ZV, math.Pi/2).
Moved(pixel.V(1, 1))
unprojected := matrix.Unproject(pixel.V(1, 2))
assert.InDelta(t, unprojected.X, 1, delta)
assert.InDelta(t, unprojected.Y, 0, delta)
})
t.Run("for projected vertices using all kinds of matrices", func(t *testing.T) {
namedMatrices := map[string]pixel.Matrix{
"IM": pixel.IM,
"Scaled": pixel.IM.Scaled(pixel.ZV, 0.5),
"Scaled x 2": pixel.IM.Scaled(pixel.ZV, 2),
"Rotated": pixel.IM.Rotated(pixel.ZV, math.Pi/4),
"Moved": pixel.IM.Moved(pixel.V(0.5, 1)),
"Moved 2": pixel.IM.Moved(pixel.V(-1, -0.5)),
"Scaled and Rotated": pixel.IM.Scaled(pixel.ZV, 0.5).Rotated(pixel.ZV, math.Pi/4),
"Scaled, Rotated and Moved": pixel.IM.Scaled(pixel.ZV, 0.5).Rotated(pixel.ZV, math.Pi/4).Moved(pixel.V(1, 2)),
"Rotated and Moved": pixel.IM.Rotated(pixel.ZV, math.Pi/4).Moved(pixel.V(1, 2)),
}
vertices := [...]pixel.Vec{
pixel.V(0, 0),
pixel.V(5, 0),
pixel.V(5, 10),
pixel.V(0, 10),
pixel.V(-5, 10),
pixel.V(-5, 0),
pixel.V(-5, -10),
pixel.V(0, -10),
pixel.V(5, -10),
}
for matrixName, matrix := range namedMatrices {
for _, vertex := range vertices {
testCase := fmt.Sprintf("for matrix %s and vertex %v", matrixName, vertex)
t.Run(testCase, func(t *testing.T) {
projected := matrix.Project(vertex)
unprojected := matrix.Unproject(projected)
assert.InDelta(t, vertex.X, unprojected.X, delta)
assert.InDelta(t, vertex.Y, unprojected.Y, delta)
})
}
}
})
t.Run("for singular matrix", func(t *testing.T) {
matrix := pixel.Matrix{0, 0, 0, 0, 0, 0}
unprojected := matrix.Unproject(pixel.ZV)
assert.True(t, math.IsNaN(unprojected.X))
assert.True(t, math.IsNaN(unprojected.Y))
})
}

View File

@ -12,31 +12,31 @@ import (
"github.com/faiface/pixel/pixelgl" "github.com/faiface/pixel/pixelgl"
) )
var ( // onePixelImage is the byte representation of a 1x1 solid white png file
// onePixelImage is the byte representation of a 1x1 solid white png file var onePixelImage = []byte{
onePixelImage = []byte{137, 80, 78, 71, 13, 10, 26, 10, 0, 0, 0, 13, 73, 72, 68, 82, 0, 0, 0, 1, 0, 0, 0, 1, 8, 2, 137, 80, 78, 71, 13, 10, 26, 10, 0, 0, 0, 13, 73, 72, 68, 82, 0, 0, 0, 1, 0, 0, 0, 1, 8, 2,
0, 0, 0, 144, 119, 83, 222, 0, 0, 1, 130, 105, 67, 67, 80, 73, 67, 67, 32, 112, 114, 111, 102, 105, 108, 101, 0, 0, 0, 0, 144, 119, 83, 222, 0, 0, 1, 130, 105, 67, 67, 80, 73, 67, 67, 32, 112, 114, 111, 102, 105, 108, 101, 0,
0, 40, 145, 125, 145, 59, 72, 3, 65, 20, 69, 143, 73, 68, 17, 37, 133, 41, 68, 44, 182, 80, 43, 5, 81, 17, 75, 0, 40, 145, 125, 145, 59, 72, 3, 65, 20, 69, 143, 73, 68, 17, 37, 133, 41, 68, 44, 182, 80, 43, 5, 81, 17, 75,
141, 66, 16, 34, 132, 168, 96, 212, 194, 221, 141, 137, 66, 118, 13, 187, 9, 54, 150, 130, 109, 192, 194, 79, 141, 66, 16, 34, 132, 168, 96, 212, 194, 221, 141, 137, 66, 118, 13, 187, 9, 54, 150, 130, 109, 192, 194, 79,
227, 175, 176, 177, 214, 214, 194, 86, 16, 4, 63, 32, 54, 182, 86, 138, 54, 18, 214, 55, 73, 32, 65, 140, 3, 227, 175, 176, 177, 214, 214, 194, 86, 16, 4, 63, 32, 54, 182, 86, 138, 54, 18, 214, 55, 73, 32, 65, 140, 3,
195, 28, 238, 188, 123, 121, 243, 6, 124, 71, 25, 211, 114, 3, 3, 96, 217, 57, 39, 30, 9, 107, 243, 137, 5, 173, 195, 28, 238, 188, 123, 121, 243, 6, 124, 71, 25, 211, 114, 3, 3, 96, 217, 57, 39, 30, 9, 107, 243, 137, 5, 173,
233, 149, 0, 65, 90, 104, 0, 221, 116, 179, 227, 177, 88, 148, 186, 235, 235, 94, 213, 193, 93, 191, 202, 170, 233, 149, 0, 65, 90, 104, 0, 221, 116, 179, 227, 177, 88, 148, 186, 235, 235, 94, 213, 193, 93, 191, 202, 170,
95, 247, 231, 106, 75, 174, 184, 38, 52, 104, 194, 99, 102, 214, 201, 9, 47, 11, 143, 108, 228, 178, 138, 247, 95, 247, 231, 106, 75, 174, 184, 38, 52, 104, 194, 99, 102, 214, 201, 9, 47, 11, 143, 108, 228, 178, 138, 247,
132, 67, 230, 170, 158, 20, 62, 23, 238, 115, 164, 65, 225, 71, 165, 27, 101, 126, 83, 156, 46, 177, 79, 101, 132, 67, 230, 170, 158, 20, 62, 23, 238, 115, 164, 65, 225, 71, 165, 27, 101, 126, 83, 156, 46, 177, 79, 101,
134, 156, 217, 248, 132, 112, 72, 88, 75, 215, 176, 81, 195, 230, 170, 99, 9, 15, 11, 119, 39, 45, 91, 242, 125, 134, 156, 217, 248, 132, 112, 72, 88, 75, 215, 176, 81, 195, 230, 170, 99, 9, 15, 11, 119, 39, 45, 91, 242, 125,
243, 101, 78, 42, 222, 84, 108, 101, 242, 102, 165, 79, 245, 194, 214, 21, 123, 110, 70, 233, 178, 187, 136, 48, 243, 101, 78, 42, 222, 84, 108, 101, 242, 102, 165, 79, 245, 194, 214, 21, 123, 110, 70, 233, 178, 187, 136, 48,
197, 52, 49, 52, 12, 242, 172, 145, 33, 71, 191, 156, 182, 40, 46, 113, 185, 15, 215, 241, 119, 150, 252, 49, 197, 52, 49, 52, 12, 242, 172, 145, 33, 71, 191, 156, 182, 40, 46, 113, 185, 15, 215, 241, 119, 150, 252, 49,
113, 25, 226, 90, 195, 20, 199, 36, 235, 88, 232, 37, 63, 234, 15, 126, 207, 214, 77, 13, 13, 150, 147, 90, 195, 113, 25, 226, 90, 195, 20, 199, 36, 235, 88, 232, 37, 63, 234, 15, 126, 207, 214, 77, 13, 13, 150, 147, 90, 195,
208, 248, 226, 121, 31, 61, 208, 180, 3, 197, 130, 231, 125, 31, 123, 94, 241, 4, 252, 207, 112, 101, 87, 253, 208, 248, 226, 121, 31, 61, 208, 180, 3, 197, 130, 231, 125, 31, 123, 94, 241, 4, 252, 207, 112, 101, 87, 253,
235, 71, 48, 250, 41, 122, 161, 170, 117, 31, 66, 112, 11, 46, 174, 171, 154, 177, 11, 151, 219, 208, 241, 148, 235, 71, 48, 250, 41, 122, 161, 170, 117, 31, 66, 112, 11, 46, 174, 171, 154, 177, 11, 151, 219, 208, 241, 148,
213, 29, 189, 36, 249, 101, 251, 82, 41, 120, 63, 147, 111, 74, 64, 251, 45, 180, 44, 150, 231, 86, 185, 231, 213, 29, 189, 36, 249, 101, 251, 82, 41, 120, 63, 147, 111, 74, 64, 251, 45, 180, 44, 150, 231, 86, 185, 231,
244, 1, 102, 101, 86, 209, 27, 216, 63, 128, 222, 180, 100, 47, 213, 121, 119, 115, 237, 220, 254, 173, 169, 244, 1, 102, 101, 86, 209, 27, 216, 63, 128, 222, 180, 100, 47, 213, 121, 119, 115, 237, 220, 254, 173, 169,
204, 239, 7, 178, 211, 114, 90, 10, 150, 157, 65, 0, 0, 0, 9, 112, 72, 89, 115, 0, 0, 46, 35, 0, 0, 46, 35, 1, 204, 239, 7, 178, 211, 114, 90, 10, 150, 157, 65, 0, 0, 0, 9, 112, 72, 89, 115, 0, 0, 46, 35, 0, 0, 46, 35, 1,
120, 165, 63, 118, 0, 0, 0, 7, 116, 73, 77, 69, 7, 227, 4, 15, 10, 5, 36, 189, 4, 224, 88, 0, 0, 0, 25, 116, 69, 120, 165, 63, 118, 0, 0, 0, 7, 116, 73, 77, 69, 7, 227, 4, 15, 10, 5, 36, 189, 4, 224, 88, 0, 0, 0, 25, 116, 69,
88, 116, 67, 111, 109, 109, 101, 110, 116, 0, 67, 114, 101, 97, 116, 101, 100, 32, 119, 105, 116, 104, 32, 71, 88, 116, 67, 111, 109, 109, 101, 110, 116, 0, 67, 114, 101, 97, 116, 101, 100, 32, 119, 105, 116, 104, 32, 71,
73, 77, 80, 87, 129, 14, 23, 0, 0, 0, 12, 73, 68, 65, 84, 8, 215, 99, 120, 241, 226, 61, 0, 5, 123, 2, 192, 194, 73, 77, 80, 87, 129, 14, 23, 0, 0, 0, 12, 73, 68, 65, 84, 8, 215, 99, 120, 241, 226, 61, 0, 5, 123, 2, 192, 194,
77, 211, 95, 0, 0, 0, 0, 73, 69, 78, 68, 174, 66, 96, 130} 77, 211, 95, 0, 0, 0, 0, 73, 69, 78, 68, 174, 66, 96, 130,
) }
func TestMain(m *testing.M) { func TestMain(m *testing.M) {
pixelgl.Run(func() { pixelgl.Run(func() {
@ -54,8 +54,9 @@ func TestSprite_Draw(t *testing.T) {
sprite := pixel.NewSprite(pic, pic.Bounds()) sprite := pixel.NewSprite(pic, pic.Bounds())
cfg := pixelgl.WindowConfig{ cfg := pixelgl.WindowConfig{
Title: "testing", Title: "testing",
Bounds: pixel.R(0, 0, 150, 150), Bounds: pixel.R(0, 0, 150, 150),
Invisible: true,
} }
win, err := pixelgl.NewWindow(cfg) win, err := pixelgl.NewWindow(cfg)

View File

@ -17,7 +17,7 @@ import (
// It supports TrianglesPosition, TrianglesColor, TrianglesPicture and PictureColor. // It supports TrianglesPosition, TrianglesColor, TrianglesPicture and PictureColor.
type Canvas struct { type Canvas struct {
gf *GLFrame gf *GLFrame
shader *glShader shader *GLShader
cmp pixel.ComposeMethod cmp pixel.ComposeMethod
mat mgl32.Mat3 mat mgl32.Mat3
@ -37,9 +37,8 @@ func NewCanvas(bounds pixel.Rect) *Canvas {
col: mgl32.Vec4{1, 1, 1, 1}, col: mgl32.Vec4{1, 1, 1, 1},
} }
baseShader(c) c.shader = NewGLShader(baseCanvasFragmentShader)
c.SetBounds(bounds) c.SetBounds(bounds)
c.shader.update()
return c return c
} }
@ -47,22 +46,28 @@ func NewCanvas(bounds pixel.Rect) *Canvas {
// attribute variable. If the uniform already exists, including defaults, they will be reassigned // attribute variable. If the uniform already exists, including defaults, they will be reassigned
// to the new value. The value can be a pointer. // to the new value. The value can be a pointer.
func (c *Canvas) SetUniform(name string, value interface{}) { func (c *Canvas) SetUniform(name string, value interface{}) {
c.shader.setUniform(name, value) c.shader.SetUniform(name, value)
} }
// SetFragmentShader allows you to set a new fragment shader on the underlying // SetFragmentShader allows you to set a new fragment shader on the underlying
// framebuffer. Argument "src" is the GLSL source, not a filename. // framebuffer. Argument "src" is the GLSL source, not a filename.
func (c *Canvas) SetFragmentShader(src string) { func (c *Canvas) SetFragmentShader(src string) {
c.shader.fs = src c.shader.fs = src
c.shader.update() c.shader.Update()
} }
// MakeTriangles creates a specialized copy of the supplied Triangles that draws onto this Canvas. // MakeTriangles creates a specialized copy of the supplied Triangles that draws onto this Canvas.
// //
// TrianglesPosition, TrianglesColor and TrianglesPicture are supported. // TrianglesPosition, TrianglesColor and TrianglesPicture are supported.
func (c *Canvas) MakeTriangles(t pixel.Triangles) pixel.TargetTriangles { func (c *Canvas) MakeTriangles(t pixel.Triangles) pixel.TargetTriangles {
if gt, ok := t.(*GLTriangles); ok {
return &canvasTriangles{
GLTriangles: gt,
dst: c,
}
}
return &canvasTriangles{ return &canvasTriangles{
GLTriangles: NewGLTriangles(c.shader.s, t), GLTriangles: NewGLTriangles(c.shader, t),
dst: c, dst: c,
} }
} }
@ -128,7 +133,7 @@ func (c *Canvas) SetBounds(bounds pixel.Rect) {
c.sprite = pixel.NewSprite(nil, pixel.Rect{}) c.sprite = pixel.NewSprite(nil, pixel.Rect{})
} }
c.sprite.Set(c, c.Bounds()) c.sprite.Set(c, c.Bounds())
//c.sprite.SetMatrix(pixel.IM.Moved(c.Bounds().Center())) // c.sprite.SetMatrix(pixel.IM.Moved(c.Bounds().Center()))
} }
// Bounds returns the rectangular bounds of the Canvas. // Bounds returns the rectangular bounds of the Canvas.
@ -288,15 +293,15 @@ func (ct *canvasTriangles) draw(tex *glhf.Texture, bounds pixel.Rect) {
setBlendFunc(cmp) setBlendFunc(cmp)
frame := ct.dst.gf.Frame() frame := ct.dst.gf.Frame()
shader := ct.dst.shader.s shader := ct.shader.s
frame.Begin() frame.Begin()
shader.Begin() shader.Begin()
ct.dst.shader.uniformDefaults.transform = mat ct.shader.uniformDefaults.transform = mat
ct.dst.shader.uniformDefaults.colormask = col ct.shader.uniformDefaults.colormask = col
dstBounds := ct.dst.Bounds() dstBounds := ct.dst.Bounds()
ct.dst.shader.uniformDefaults.bounds = mgl32.Vec4{ ct.shader.uniformDefaults.bounds = mgl32.Vec4{
float32(dstBounds.Min.X), float32(dstBounds.Min.X),
float32(dstBounds.Min.Y), float32(dstBounds.Min.Y),
float32(dstBounds.W()), float32(dstBounds.W()),
@ -304,15 +309,15 @@ func (ct *canvasTriangles) draw(tex *glhf.Texture, bounds pixel.Rect) {
} }
bx, by, bw, bh := intBounds(bounds) bx, by, bw, bh := intBounds(bounds)
ct.dst.shader.uniformDefaults.texbounds = mgl32.Vec4{ ct.shader.uniformDefaults.texbounds = mgl32.Vec4{
float32(bx), float32(bx),
float32(by), float32(by),
float32(bw), float32(bw),
float32(bh), float32(bh),
} }
for loc, u := range ct.dst.shader.uniforms { for loc, u := range ct.shader.uniforms {
ct.dst.shader.s.SetUniformAttr(loc, u.Value()) ct.shader.s.SetUniformAttr(loc, u.Value())
} }
if tex == nil { if tex == nil {
@ -354,17 +359,3 @@ func (cp *canvasPicture) Draw(t pixel.TargetTriangles) {
} }
ct.draw(cp.GLPicture.Texture(), cp.GLPicture.Bounds()) ct.draw(cp.GLPicture.Texture(), cp.GLPicture.Bounds())
} }
const (
canvasPosition int = iota
canvasColor
canvasTexCoords
canvasIntensity
)
var defaultCanvasVertexFormat = glhf.AttrFormat{
canvasPosition: {Name: "aPosition", Type: glhf.Vec2},
canvasColor: {Name: "aColor", Type: glhf.Vec4},
canvasTexCoords: {Name: "aTexCoords", Type: glhf.Vec2},
canvasIntensity: {Name: "aIntensity", Type: glhf.Float},
}

View File

@ -7,10 +7,10 @@ import (
"github.com/pkg/errors" "github.com/pkg/errors"
) )
// glShader is a type to assist with managing a canvas's underlying // GLShader is a type to assist with managing a canvas's underlying
// shader configuration. This allows for customization of shaders on // shader configuration. This allows for customization of shaders on
// a per canvas basis. // a per canvas basis.
type glShader struct { type GLShader struct {
s *glhf.Shader s *glhf.Shader
vf, uf glhf.AttrFormat vf, uf glhf.AttrFormat
vs, fs string vs, fs string
@ -22,6 +22,7 @@ type glShader struct {
colormask mgl32.Vec4 colormask mgl32.Vec4
bounds mgl32.Vec4 bounds mgl32.Vec4
texbounds mgl32.Vec4 texbounds mgl32.Vec4
cliprect mgl32.Vec4
} }
} }
@ -32,15 +33,52 @@ type gsUniformAttr struct {
ispointer bool ispointer bool
} }
// reinitialize GLShader data and recompile the underlying gl shader object const (
func (gs *glShader) update() { canvasPosition int = iota
gs.uf = nil canvasColor
for _, u := range gs.uniforms { canvasTexCoords
gs.uf = append(gs.uf, glhf.Attr{ canvasIntensity
Name: u.Name, canvasClip
Type: u.Type, )
})
var defaultCanvasVertexFormat = glhf.AttrFormat{
canvasPosition: glhf.Attr{Name: "aPosition", Type: glhf.Vec2},
canvasColor: glhf.Attr{Name: "aColor", Type: glhf.Vec4},
canvasTexCoords: glhf.Attr{Name: "aTexCoords", Type: glhf.Vec2},
canvasIntensity: glhf.Attr{Name: "aIntensity", Type: glhf.Float},
canvasClip: glhf.Attr{Name: "aClipRect", Type: glhf.Vec4},
}
// Sets up a base shader with everything needed for a Pixel
// canvas to render correctly. The defaults can be overridden
// by simply using the SetUniform function.
func NewGLShader(fragmentShader string) *GLShader {
gs := &GLShader{
vf: defaultCanvasVertexFormat,
vs: baseCanvasVertexShader,
fs: fragmentShader,
} }
gs.SetUniform("uTransform", &gs.uniformDefaults.transform)
gs.SetUniform("uColorMask", &gs.uniformDefaults.colormask)
gs.SetUniform("uBounds", &gs.uniformDefaults.bounds)
gs.SetUniform("uTexBounds", &gs.uniformDefaults.texbounds)
gs.Update()
return gs
}
// Update reinitialize GLShader data and recompile the underlying gl shader object
func (gs *GLShader) Update() {
gs.uf = make([]glhf.Attr, len(gs.uniforms))
for idx := range gs.uniforms {
gs.uf[idx] = glhf.Attr{
Name: gs.uniforms[idx].Name,
Type: gs.uniforms[idx].Type,
}
}
var shader *glhf.Shader var shader *glhf.Shader
mainthread.Call(func() { mainthread.Call(func() {
var err error var err error
@ -59,7 +97,7 @@ func (gs *glShader) update() {
} }
// gets the uniform index from GLShader // gets the uniform index from GLShader
func (gs *glShader) getUniform(Name string) int { func (gs *GLShader) getUniform(Name string) int {
for i, u := range gs.uniforms { for i, u := range gs.uniforms {
if u.Name == Name { if u.Name == Name {
return i return i
@ -75,7 +113,7 @@ func (gs *glShader) getUniform(Name string) int {
// //
// utime := float32(time.Since(starttime)).Seconds()) // utime := float32(time.Since(starttime)).Seconds())
// mycanvas.shader.AddUniform("u_time", &utime) // mycanvas.shader.AddUniform("u_time", &utime)
func (gs *glShader) setUniform(name string, value interface{}) { func (gs *GLShader) SetUniform(name string, value interface{}) {
t, p := getAttrType(value) t, p := getAttrType(value)
if loc := gs.getUniform(name); loc > -1 { if loc := gs.getUniform(name); loc > -1 {
gs.uniforms[loc].Name = name gs.uniforms[loc].Name = name
@ -92,24 +130,6 @@ func (gs *glShader) setUniform(name string, value interface{}) {
}) })
} }
// Sets up a base shader with everything needed for a Pixel
// canvas to render correctly. The defaults can be overridden
// by simply using the SetUniform function.
func baseShader(c *Canvas) {
gs := &glShader{
vf: defaultCanvasVertexFormat,
vs: baseCanvasVertexShader,
fs: baseCanvasFragmentShader,
}
gs.setUniform("uTransform", &gs.uniformDefaults.transform)
gs.setUniform("uColorMask", &gs.uniformDefaults.colormask)
gs.setUniform("uBounds", &gs.uniformDefaults.bounds)
gs.setUniform("uTexBounds", &gs.uniformDefaults.texbounds)
c.shader = gs
}
// Value returns the attribute's concrete value. If the stored value // Value returns the attribute's concrete value. If the stored value
// is a pointer, we return the dereferenced value. // is a pointer, we return the dereferenced value.
func (gu *gsUniformAttr) Value() interface{} { func (gu *gsUniformAttr) Value() interface{} {
@ -222,11 +242,14 @@ in vec2 aPosition;
in vec4 aColor; in vec4 aColor;
in vec2 aTexCoords; in vec2 aTexCoords;
in float aIntensity; in float aIntensity;
in vec4 aClipRect;
in float aIsClipped;
out vec4 vColor; out vec4 vColor;
out vec2 vTexCoords; out vec2 vTexCoords;
out float vIntensity; out float vIntensity;
out vec2 vPosition; out vec2 vPosition;
out vec4 vClipRect;
uniform mat3 uTransform; uniform mat3 uTransform;
uniform vec4 uBounds; uniform vec4 uBounds;
@ -235,10 +258,12 @@ void main() {
vec2 transPos = (uTransform * vec3(aPosition, 1.0)).xy; vec2 transPos = (uTransform * vec3(aPosition, 1.0)).xy;
vec2 normPos = (transPos - uBounds.xy) / uBounds.zw * 2 - vec2(1, 1); vec2 normPos = (transPos - uBounds.xy) / uBounds.zw * 2 - vec2(1, 1);
gl_Position = vec4(normPos, 0.0, 1.0); gl_Position = vec4(normPos, 0.0, 1.0);
vColor = aColor; vColor = aColor;
vPosition = aPosition; vPosition = aPosition;
vTexCoords = aTexCoords; vTexCoords = aTexCoords;
vIntensity = aIntensity; vIntensity = aIntensity;
vClipRect = aClipRect;
} }
` `
@ -248,6 +273,7 @@ var baseCanvasFragmentShader = `
in vec4 vColor; in vec4 vColor;
in vec2 vTexCoords; in vec2 vTexCoords;
in float vIntensity; in float vIntensity;
in vec4 vClipRect;
out vec4 fragColor; out vec4 fragColor;
@ -256,6 +282,9 @@ uniform vec4 uTexBounds;
uniform sampler2D uTexture; uniform sampler2D uTexture;
void main() { void main() {
if ((vClipRect != vec4(0,0,0,0)) && (gl_FragCoord.x < vClipRect.x || gl_FragCoord.y < vClipRect.y || gl_FragCoord.x > vClipRect.z || gl_FragCoord.y > vClipRect.w))
discard;
if (vIntensity == 0) { if (vIntensity == 0) {
fragColor = uColorMask * vColor; fragColor = uColorMask * vColor;
} else { } else {

View File

@ -15,23 +15,43 @@ import (
type GLTriangles struct { type GLTriangles struct {
vs *glhf.VertexSlice vs *glhf.VertexSlice
data []float32 data []float32
shader *glhf.Shader shader *GLShader
} }
var ( var (
_ pixel.TrianglesPosition = (*GLTriangles)(nil) _ pixel.TrianglesPosition = (*GLTriangles)(nil)
_ pixel.TrianglesColor = (*GLTriangles)(nil) _ pixel.TrianglesColor = (*GLTriangles)(nil)
_ pixel.TrianglesPicture = (*GLTriangles)(nil) _ pixel.TrianglesPicture = (*GLTriangles)(nil)
_ pixel.TrianglesClipped = (*GLTriangles)(nil)
)
// The following is a helper so that the indices of
// each of these items is easier to see/debug.
const (
triPosX = iota
triPosY
triColorR
triColorG
triColorB
triColorA
triPicX
triPicY
triIntensity
triClipMinX
triClipMinY
triClipMaxX
triClipMaxY
trisAttrLen
) )
// NewGLTriangles returns GLTriangles initialized with the data from the supplied Triangles. // NewGLTriangles returns GLTriangles initialized with the data from the supplied Triangles.
// //
// Only draw the Triangles using the provided Shader. // Only draw the Triangles using the provided Shader.
func NewGLTriangles(shader *glhf.Shader, t pixel.Triangles) *GLTriangles { func NewGLTriangles(shader *GLShader, t pixel.Triangles) *GLTriangles {
var gt *GLTriangles var gt *GLTriangles
mainthread.Call(func() { mainthread.Call(func() {
gt = &GLTriangles{ gt = &GLTriangles{
vs: glhf.MakeVertexSlice(shader, 0, t.Len()), vs: glhf.MakeVertexSlice(shader.s, 0, t.Len()),
shader: shader, shader: shader,
} }
}) })
@ -48,7 +68,7 @@ func (gt *GLTriangles) VertexSlice() *glhf.VertexSlice {
} }
// Shader returns the GLTriangles's associated shader. // Shader returns the GLTriangles's associated shader.
func (gt *GLTriangles) Shader() *glhf.Shader { func (gt *GLTriangles) Shader() *GLShader {
return gt.shader return gt.shader
} }
@ -70,6 +90,7 @@ func (gt *GLTriangles) SetLen(length int) {
1, 1, 1, 1, 1, 1, 1, 1,
0, 0, 0, 0,
0, 0,
0, 0, 0, 0,
) )
} }
case length < gt.Len(): case length < gt.Len():
@ -110,17 +131,22 @@ func (gt *GLTriangles) updateData(t pixel.Triangles) {
col = (*t)[i].Color col = (*t)[i].Color
tx, ty = (*t)[i].Picture.XY() tx, ty = (*t)[i].Picture.XY()
in = (*t)[i].Intensity in = (*t)[i].Intensity
rec = (*t)[i].ClipRect
) )
d := gt.data[i*stride : i*stride+9] d := gt.data[i*stride : i*stride+trisAttrLen]
d[0] = float32(px) d[triPosX] = float32(px)
d[1] = float32(py) d[triPosY] = float32(py)
d[2] = float32(col.R) d[triColorR] = float32(col.R)
d[3] = float32(col.G) d[triColorG] = float32(col.G)
d[4] = float32(col.B) d[triColorB] = float32(col.B)
d[5] = float32(col.A) d[triColorA] = float32(col.A)
d[6] = float32(tx) d[triPicX] = float32(tx)
d[7] = float32(ty) d[triPicY] = float32(ty)
d[8] = float32(in) d[triIntensity] = float32(in)
d[triClipMinX] = float32(rec.Min.X)
d[triClipMinY] = float32(rec.Min.Y)
d[triClipMaxX] = float32(rec.Max.X)
d[triClipMaxY] = float32(rec.Max.Y)
} }
return return
} }
@ -128,25 +154,34 @@ func (gt *GLTriangles) updateData(t pixel.Triangles) {
if t, ok := t.(pixel.TrianglesPosition); ok { if t, ok := t.(pixel.TrianglesPosition); ok {
for i := 0; i < length; i++ { for i := 0; i < length; i++ {
px, py := t.Position(i).XY() px, py := t.Position(i).XY()
gt.data[i*stride+0] = float32(px) gt.data[i*stride+triPosX] = float32(px)
gt.data[i*stride+1] = float32(py) gt.data[i*stride+triPosY] = float32(py)
} }
} }
if t, ok := t.(pixel.TrianglesColor); ok { if t, ok := t.(pixel.TrianglesColor); ok {
for i := 0; i < length; i++ { for i := 0; i < length; i++ {
col := t.Color(i) col := t.Color(i)
gt.data[i*stride+2] = float32(col.R) gt.data[i*stride+triColorR] = float32(col.R)
gt.data[i*stride+3] = float32(col.G) gt.data[i*stride+triColorG] = float32(col.G)
gt.data[i*stride+4] = float32(col.B) gt.data[i*stride+triColorB] = float32(col.B)
gt.data[i*stride+5] = float32(col.A) gt.data[i*stride+triColorA] = float32(col.A)
} }
} }
if t, ok := t.(pixel.TrianglesPicture); ok { if t, ok := t.(pixel.TrianglesPicture); ok {
for i := 0; i < length; i++ { for i := 0; i < length; i++ {
pic, intensity := t.Picture(i) pic, intensity := t.Picture(i)
gt.data[i*stride+6] = float32(pic.X) gt.data[i*stride+triPicX] = float32(pic.X)
gt.data[i*stride+7] = float32(pic.Y) gt.data[i*stride+triPicY] = float32(pic.Y)
gt.data[i*stride+8] = float32(intensity) gt.data[i*stride+triIntensity] = float32(intensity)
}
}
if t, ok := t.(pixel.TrianglesClipped); ok {
for i := 0; i < length; i++ {
rect, _ := t.ClipRect(i)
gt.data[i*stride+triClipMinX] = float32(rect.Min.X)
gt.data[i*stride+triClipMinY] = float32(rect.Min.Y)
gt.data[i*stride+triClipMaxX] = float32(rect.Max.X)
gt.data[i*stride+triClipMaxY] = float32(rect.Max.Y)
} }
} }
} }
@ -160,6 +195,12 @@ func (gt *GLTriangles) Update(t pixel.Triangles) {
} }
gt.updateData(t) gt.updateData(t)
// Copy the verteces down to the glhf.VertexData
gt.CopyVertices()
}
// CopyVertices copies the GLTriangle data down to the vertex data.
func (gt *GLTriangles) CopyVertices() {
// this code is supposed to copy the vertex data and CallNonBlock the update if // this code is supposed to copy the vertex data and CallNonBlock the update if
// the data is small enough, otherwise it'll block and not copy the data // the data is small enough, otherwise it'll block and not copy the data
if len(gt.data) < 256 { // arbitrary heurestic constant if len(gt.data) < 256 { // arbitrary heurestic constant
@ -185,19 +226,31 @@ func (gt *GLTriangles) Copy() pixel.Triangles {
return NewGLTriangles(gt.shader, gt) return NewGLTriangles(gt.shader, gt)
} }
// index is a helper function that returns the index in the data
// slice given the i-th vertex and the item index.
func (gt *GLTriangles) index(i, idx int) int {
return i*gt.vs.Stride() + idx
}
// Position returns the Position property of the i-th vertex. // Position returns the Position property of the i-th vertex.
func (gt *GLTriangles) Position(i int) pixel.Vec { func (gt *GLTriangles) Position(i int) pixel.Vec {
px := gt.data[i*gt.vs.Stride()+0] px := gt.data[gt.index(i, triPosX)]
py := gt.data[i*gt.vs.Stride()+1] py := gt.data[gt.index(i, triPosY)]
return pixel.V(float64(px), float64(py)) return pixel.V(float64(px), float64(py))
} }
// SetPosition sets the position property of the i-th vertex.
func (gt *GLTriangles) SetPosition(i int, p pixel.Vec) {
gt.data[gt.index(i, triPosX)] = float32(p.X)
gt.data[gt.index(i, triPosY)] = float32(p.Y)
}
// Color returns the Color property of the i-th vertex. // Color returns the Color property of the i-th vertex.
func (gt *GLTriangles) Color(i int) pixel.RGBA { func (gt *GLTriangles) Color(i int) pixel.RGBA {
r := gt.data[i*gt.vs.Stride()+2] r := gt.data[gt.index(i, triColorR)]
g := gt.data[i*gt.vs.Stride()+3] g := gt.data[gt.index(i, triColorG)]
b := gt.data[i*gt.vs.Stride()+4] b := gt.data[gt.index(i, triColorB)]
a := gt.data[i*gt.vs.Stride()+5] a := gt.data[gt.index(i, triColorA)]
return pixel.RGBA{ return pixel.RGBA{
R: float64(r), R: float64(r),
G: float64(g), G: float64(g),
@ -206,10 +259,44 @@ func (gt *GLTriangles) Color(i int) pixel.RGBA {
} }
} }
// SetColor sets the color property of the i-th vertex.
func (gt *GLTriangles) SetColor(i int, c pixel.RGBA) {
gt.data[gt.index(i, triColorR)] = float32(c.R)
gt.data[gt.index(i, triColorG)] = float32(c.G)
gt.data[gt.index(i, triColorB)] = float32(c.B)
gt.data[gt.index(i, triColorA)] = float32(c.A)
}
// Picture returns the Picture property of the i-th vertex. // Picture returns the Picture property of the i-th vertex.
func (gt *GLTriangles) Picture(i int) (pic pixel.Vec, intensity float64) { func (gt *GLTriangles) Picture(i int) (pic pixel.Vec, intensity float64) {
tx := gt.data[i*gt.vs.Stride()+6] tx := gt.data[gt.index(i, triPicX)]
ty := gt.data[i*gt.vs.Stride()+7] ty := gt.data[gt.index(i, triPicY)]
intensity = float64(gt.data[i*gt.vs.Stride()+8]) intensity = float64(gt.data[gt.index(i, triIntensity)])
return pixel.V(float64(tx), float64(ty)), intensity return pixel.V(float64(tx), float64(ty)), intensity
} }
// SetPicture sets the picture property of the i-th vertex.
func (gt *GLTriangles) SetPicture(i int, pic pixel.Vec, intensity float64) {
gt.data[gt.index(i, triPicX)] = float32(pic.X)
gt.data[gt.index(i, triPicY)] = float32(pic.Y)
gt.data[gt.index(i, triIntensity)] = float32(intensity)
}
// ClipRect returns the Clipping rectangle property of the i-th vertex.
func (gt *GLTriangles) ClipRect(i int) (rect pixel.Rect, is bool) {
mx := gt.data[gt.index(i, triClipMinX)]
my := gt.data[gt.index(i, triClipMinY)]
ax := gt.data[gt.index(i, triClipMaxX)]
ay := gt.data[gt.index(i, triClipMaxY)]
rect = pixel.R(float64(mx), float64(my), float64(ax), float64(ay))
is = rect.Area() != 0.0
return
}
// SetClipRect sets the Clipping rectangle property of the i-th vertex.
func (gt *GLTriangles) SetClipRect(i int, rect pixel.Rect) {
gt.data[gt.index(i, triClipMinX)] = float32(rect.Min.X)
gt.data[gt.index(i, triClipMinY)] = float32(rect.Min.Y)
gt.data[gt.index(i, triClipMaxX)] = float32(rect.Max.X)
gt.data[gt.index(i, triClipMaxY)] = float32(rect.Max.Y)
}

View File

@ -1,9 +1,11 @@
package pixelgl package pixelgl
import ( import (
"time"
"github.com/faiface/mainthread" "github.com/faiface/mainthread"
"github.com/faiface/pixel" "github.com/faiface/pixel"
"github.com/go-gl/glfw/v3.2/glfw" "github.com/go-gl/glfw/v3.3/glfw"
) )
// Pressed returns whether the Button is currently pressed down. // Pressed returns whether the Button is currently pressed down.
@ -11,14 +13,14 @@ func (w *Window) Pressed(button Button) bool {
return w.currInp.buttons[button] return w.currInp.buttons[button]
} }
// JustPressed returns whether the Button has just been pressed down. // JustPressed returns whether the Button has been pressed in the last frame.
func (w *Window) JustPressed(button Button) bool { func (w *Window) JustPressed(button Button) bool {
return w.currInp.buttons[button] && !w.prevInp.buttons[button] return w.pressEvents[button]
} }
// JustReleased returns whether the Button has just been released up. // JustReleased returns whether the Button has been released in the last frame.
func (w *Window) JustReleased(button Button) bool { func (w *Window) JustReleased(button Button) bool {
return !w.currInp.buttons[button] && w.prevInp.buttons[button] return w.releaseEvents[button]
} }
// Repeated returns whether a repeat event has been triggered on button. // Repeated returns whether a repeat event has been triggered on button.
@ -360,8 +362,10 @@ func (w *Window) initInput() {
w.window.SetMouseButtonCallback(func(_ *glfw.Window, button glfw.MouseButton, action glfw.Action, mod glfw.ModifierKey) { w.window.SetMouseButtonCallback(func(_ *glfw.Window, button glfw.MouseButton, action glfw.Action, mod glfw.ModifierKey) {
switch action { switch action {
case glfw.Press: case glfw.Press:
w.tempPressEvents[Button(button)] = true
w.tempInp.buttons[Button(button)] = true w.tempInp.buttons[Button(button)] = true
case glfw.Release: case glfw.Release:
w.tempReleaseEvents[Button(button)] = true
w.tempInp.buttons[Button(button)] = false w.tempInp.buttons[Button(button)] = false
} }
}) })
@ -372,8 +376,10 @@ func (w *Window) initInput() {
} }
switch action { switch action {
case glfw.Press: case glfw.Press:
w.tempPressEvents[Button(key)] = true
w.tempInp.buttons[Button(key)] = true w.tempInp.buttons[Button(key)] = true
case glfw.Release: case glfw.Release:
w.tempReleaseEvents[Button(key)] = true
w.tempInp.buttons[Button(key)] = false w.tempInp.buttons[Button(key)] = false
case glfw.Repeat: case glfw.Repeat:
w.tempInp.repeat[Button(key)] = true w.tempInp.repeat[Button(key)] = true
@ -408,10 +414,33 @@ func (w *Window) UpdateInput() {
mainthread.Call(func() { mainthread.Call(func() {
glfw.PollEvents() glfw.PollEvents()
}) })
w.doUpdateInput()
}
// UpdateInputWait blocks until an event is received or a timeout. If timeout is 0
// then it will wait indefinitely
func (w *Window) UpdateInputWait(timeout time.Duration) {
mainthread.Call(func() {
if timeout <= 0 {
glfw.WaitEvents()
} else {
glfw.WaitEventsTimeout(timeout.Seconds())
}
})
w.doUpdateInput()
}
// internal input bookkeeping
func (w *Window) doUpdateInput() {
w.prevInp = w.currInp w.prevInp = w.currInp
w.currInp = w.tempInp w.currInp = w.tempInp
w.pressEvents = w.tempPressEvents
w.releaseEvents = w.tempReleaseEvents
// Clear last frame's temporary status
w.tempPressEvents = [KeyLast + 1]bool{}
w.tempReleaseEvents = [KeyLast + 1]bool{}
w.tempInp.repeat = [KeyLast + 1]bool{} w.tempInp.repeat = [KeyLast + 1]bool{}
w.tempInp.scroll = pixel.ZV w.tempInp.scroll = pixel.ZV
w.tempInp.typed = "" w.tempInp.typed = ""

View File

@ -1,10 +1,10 @@
package pixelgl package pixelgl
import ( import (
"github.com/go-gl/glfw/v3.2/glfw" "github.com/go-gl/glfw/v3.3/glfw"
) )
// Joystick is a joystick or controller. // Joystick is a joystick or controller (gamepad).
type Joystick int type Joystick int
// List all of the joysticks. // List all of the joysticks.
@ -29,6 +29,47 @@ const (
JoystickLast = Joystick(glfw.JoystickLast) JoystickLast = Joystick(glfw.JoystickLast)
) )
// GamepadAxis corresponds to a gamepad axis.
type GamepadAxis int
// Gamepad axis IDs.
const (
AxisLeftX = GamepadAxis(glfw.AxisLeftX)
AxisLeftY = GamepadAxis(glfw.AxisLeftY)
AxisRightX = GamepadAxis(glfw.AxisRightX)
AxisRightY = GamepadAxis(glfw.AxisRightY)
AxisLeftTrigger = GamepadAxis(glfw.AxisLeftTrigger)
AxisRightTrigger = GamepadAxis(glfw.AxisRightTrigger)
AxisLast = GamepadAxis(glfw.AxisLast)
)
// GamepadButton corresponds to a gamepad button.
type GamepadButton int
// Gamepad button IDs.
const (
ButtonA = GamepadButton(glfw.ButtonA)
ButtonB = GamepadButton(glfw.ButtonB)
ButtonX = GamepadButton(glfw.ButtonX)
ButtonY = GamepadButton(glfw.ButtonY)
ButtonLeftBumper = GamepadButton(glfw.ButtonLeftBumper)
ButtonRightBumper = GamepadButton(glfw.ButtonRightBumper)
ButtonBack = GamepadButton(glfw.ButtonBack)
ButtonStart = GamepadButton(glfw.ButtonStart)
ButtonGuide = GamepadButton(glfw.ButtonGuide)
ButtonLeftThumb = GamepadButton(glfw.ButtonLeftThumb)
ButtonRightThumb = GamepadButton(glfw.ButtonRightThumb)
ButtonDpadUp = GamepadButton(glfw.ButtonDpadUp)
ButtonDpadRight = GamepadButton(glfw.ButtonDpadRight)
ButtonDpadDown = GamepadButton(glfw.ButtonDpadDown)
ButtonDpadLeft = GamepadButton(glfw.ButtonDpadLeft)
ButtonLast = GamepadButton(glfw.ButtonLast)
ButtonCross = GamepadButton(glfw.ButtonCross)
ButtonCircle = GamepadButton(glfw.ButtonCircle)
ButtonSquare = GamepadButton(glfw.ButtonSquare)
ButtonTriangle = GamepadButton(glfw.ButtonTriangle)
)
// JoystickPresent returns if the joystick is currently connected. // JoystickPresent returns if the joystick is currently connected.
// //
// This API is experimental. // This API is experimental.
@ -62,54 +103,61 @@ func (w *Window) JoystickAxisCount(js Joystick) int {
// If the button index is out of range, this will return false. // If the button index is out of range, this will return false.
// //
// This API is experimental. // This API is experimental.
func (w *Window) JoystickPressed(js Joystick, button int) bool { func (w *Window) JoystickPressed(js Joystick, button GamepadButton) bool {
return w.currJoy.getButton(js, button) return w.currJoy.getButton(js, int(button))
} }
// JoystickJustPressed returns whether the joystick Button has just been pressed down. // JoystickJustPressed returns whether the joystick Button has just been pressed down.
// If the button index is out of range, this will return false. // If the button index is out of range, this will return false.
// //
// This API is experimental. // This API is experimental.
func (w *Window) JoystickJustPressed(js Joystick, button int) bool { func (w *Window) JoystickJustPressed(js Joystick, button GamepadButton) bool {
return w.currJoy.getButton(js, button) && !w.prevJoy.getButton(js, button) return w.currJoy.getButton(js, int(button)) && !w.prevJoy.getButton(js, int(button))
} }
// JoystickJustReleased returns whether the joystick Button has just been released up. // JoystickJustReleased returns whether the joystick Button has just been released up.
// If the button index is out of range, this will return false. // If the button index is out of range, this will return false.
// //
// This API is experimental. // This API is experimental.
func (w *Window) JoystickJustReleased(js Joystick, button int) bool { func (w *Window) JoystickJustReleased(js Joystick, button GamepadButton) bool {
return !w.currJoy.getButton(js, button) && w.prevJoy.getButton(js, button) return !w.currJoy.getButton(js, int(button)) && w.prevJoy.getButton(js, int(button))
} }
// JoystickAxis returns the value of a joystick axis at the last call to Window.Update. // JoystickAxis returns the value of a joystick axis at the last call to Window.Update.
// If the axis index is out of range, this will return 0. // If the axis index is out of range, this will return 0.
// //
// This API is experimental. // This API is experimental.
func (w *Window) JoystickAxis(js Joystick, axis int) float64 { func (w *Window) JoystickAxis(js Joystick, axis GamepadAxis) float64 {
return w.currJoy.getAxis(js, axis) return w.currJoy.getAxis(js, int(axis))
} }
// Used internally during Window.UpdateInput to update the state of the joysticks. // Used internally during Window.UpdateInput to update the state of the joysticks.
func (w *Window) updateJoystickInput() { func (w *Window) updateJoystickInput() {
for js := Joystick1; js <= JoystickLast; js++ { for js := Joystick1; js <= JoystickLast; js++ {
// Determine and store if the joystick was connected // Determine and store if the joystick was connected
joystickPresent := glfw.JoystickPresent(glfw.Joystick(js)) joystickPresent := glfw.Joystick(js).Present()
w.tempJoy.connected[js] = joystickPresent w.tempJoy.connected[js] = joystickPresent
if joystickPresent { if joystickPresent {
w.tempJoy.buttons[js] = glfw.GetJoystickButtons(glfw.Joystick(js)) if glfw.Joystick(js).IsGamepad() {
w.tempJoy.axis[js] = glfw.GetJoystickAxes(glfw.Joystick(js)) gamepadInputs := glfw.Joystick(js).GetGamepadState()
w.tempJoy.buttons[js] = gamepadInputs.Buttons[:]
w.tempJoy.axis[js] = gamepadInputs.Axes[:]
} else {
w.tempJoy.buttons[js] = glfw.Joystick(js).GetButtons()
w.tempJoy.axis[js] = glfw.Joystick(js).GetAxes()
}
if !w.currJoy.connected[js] { if !w.currJoy.connected[js] {
// The joystick was recently connected, we get the name // The joystick was recently connected, we get the name
w.tempJoy.name[js] = glfw.GetJoystickName(glfw.Joystick(js)) w.tempJoy.name[js] = glfw.Joystick(js).GetName()
} else { } else {
// Use the name from the previous one // Use the name from the previous one
w.tempJoy.name[js] = w.currJoy.name[js] w.tempJoy.name[js] = w.currJoy.name[js]
} }
} else { } else {
w.tempJoy.buttons[js] = []byte{} w.tempJoy.buttons[js] = []glfw.Action{}
w.tempJoy.axis[js] = []float32{} w.tempJoy.axis[js] = []float32{}
w.tempJoy.name[js] = "" w.tempJoy.name[js] = ""
} }
@ -122,7 +170,7 @@ func (w *Window) updateJoystickInput() {
type joystickState struct { type joystickState struct {
connected [JoystickLast + 1]bool connected [JoystickLast + 1]bool
name [JoystickLast + 1]string name [JoystickLast + 1]string
buttons [JoystickLast + 1][]byte buttons [JoystickLast + 1][]glfw.Action
axis [JoystickLast + 1][]float32 axis [JoystickLast + 1][]float32
} }
@ -132,7 +180,7 @@ func (js *joystickState) getButton(joystick Joystick, button int) bool {
if js.buttons[joystick] == nil || button >= len(js.buttons[joystick]) || button < 0 { if js.buttons[joystick] == nil || button >= len(js.buttons[joystick]) || button < 0 {
return false return false
} }
return js.buttons[joystick][byte(button)] == 1 return js.buttons[joystick][byte(button)] == glfw.Press
} }
// Returns the value of a joystick axis, returning 0 if the button or joystick is invalid. // Returns the value of a joystick axis, returning 0 if the button or joystick is invalid.

View File

@ -2,7 +2,7 @@ package pixelgl
import ( import (
"github.com/faiface/mainthread" "github.com/faiface/mainthread"
"github.com/go-gl/glfw/v3.2/glfw" "github.com/go-gl/glfw/v3.3/glfw"
) )
// Monitor represents a physical display attached to your computer. // Monitor represents a physical display attached to your computer.

View File

@ -2,7 +2,7 @@ package pixelgl
import ( import (
"github.com/faiface/mainthread" "github.com/faiface/mainthread"
"github.com/go-gl/glfw/v3.2/glfw" "github.com/go-gl/glfw/v3.3/glfw"
"github.com/pkg/errors" "github.com/pkg/errors"
) )

View File

@ -1,6 +1,7 @@
package pixelgl package pixelgl
import ( import (
"fmt"
"image" "image"
"image/color" "image/color"
"runtime" "runtime"
@ -8,7 +9,8 @@ import (
"github.com/faiface/glhf" "github.com/faiface/glhf"
"github.com/faiface/mainthread" "github.com/faiface/mainthread"
"github.com/faiface/pixel" "github.com/faiface/pixel"
"github.com/go-gl/glfw/v3.2/glfw" "github.com/go-gl/gl/v3.3-core/gl"
"github.com/go-gl/glfw/v3.3/glfw"
"github.com/pkg/errors" "github.com/pkg/errors"
) )
@ -36,14 +38,17 @@ type WindowConfig struct {
// Bounds specify the bounds of the Window in pixels. // Bounds specify the bounds of the Window in pixels.
Bounds pixel.Rect Bounds pixel.Rect
// Initial window position
Position pixel.Vec
// If set to nil, the Window will be windowed. Otherwise it will be fullscreen on the // If set to nil, the Window will be windowed. Otherwise it will be fullscreen on the
// specified Monitor. // specified Monitor.
Monitor *Monitor Monitor *Monitor
// Whether the Window is resizable. // Resizable specifies whether the window will be resizable by the user.
Resizable bool Resizable bool
// Undecorated Window ommits the borders and decorations (close button, etc.). // Undecorated Window omits the borders and decorations (close button, etc.).
Undecorated bool Undecorated bool
// NoIconify specifies whether fullscreen windows should not automatically // NoIconify specifies whether fullscreen windows should not automatically
@ -56,9 +61,25 @@ type WindowConfig struct {
// implement proper full screen windows. // implement proper full screen windows.
AlwaysOnTop bool AlwaysOnTop bool
// TransparentFramebuffer specifies whether the window framebuffer will be
// transparent. If enabled and supported by the system, the window
// framebuffer alpha channel will be used to combine the framebuffer with
// the background. This does not affect window decorations.
TransparentFramebuffer bool
// VSync (vertical synchronization) synchronizes Window's framerate with the framerate of // VSync (vertical synchronization) synchronizes Window's framerate with the framerate of
// the monitor. // the monitor.
VSync bool VSync bool
// Maximized specifies whether the window is maximized.
Maximized bool
// Invisible specifies whether the window will be initially hidden.
// You can make the window visible later using Window.Show().
Invisible bool
//SamplesMSAA specifies the level of MSAA to be used. Must be one of 0, 2, 4, 8, 16. 0 to disable.
SamplesMSAA int
} }
// Window is a window handler. Use this type to manipulate a window (input, drawing, etc.). // Window is a window handler. Use this type to manipulate a window (input, drawing, etc.).
@ -84,6 +105,9 @@ type Window struct {
typed string typed string
} }
pressEvents, tempPressEvents [KeyLast + 1]bool
releaseEvents, tempReleaseEvents [KeyLast + 1]bool
prevJoy, currJoy, tempJoy joystickState prevJoy, currJoy, tempJoy joystickState
} }
@ -100,6 +124,17 @@ func NewWindow(cfg WindowConfig) (*Window, error) {
w := &Window{bounds: cfg.Bounds, cursorVisible: true} w := &Window{bounds: cfg.Bounds, cursorVisible: true}
flag := false
for _, v := range []int{0, 2, 4, 8, 16} {
if cfg.SamplesMSAA == v {
flag = true
break
}
}
if !flag {
return nil, fmt.Errorf("invalid value '%v' for msaaSamples", cfg.SamplesMSAA)
}
err := mainthread.CallErr(func() error { err := mainthread.CallErr(func() error {
var err error var err error
@ -112,6 +147,14 @@ func NewWindow(cfg WindowConfig) (*Window, error) {
glfw.WindowHint(glfw.Decorated, bool2int[!cfg.Undecorated]) glfw.WindowHint(glfw.Decorated, bool2int[!cfg.Undecorated])
glfw.WindowHint(glfw.Floating, bool2int[cfg.AlwaysOnTop]) glfw.WindowHint(glfw.Floating, bool2int[cfg.AlwaysOnTop])
glfw.WindowHint(glfw.AutoIconify, bool2int[!cfg.NoIconify]) glfw.WindowHint(glfw.AutoIconify, bool2int[!cfg.NoIconify])
glfw.WindowHint(glfw.TransparentFramebuffer, bool2int[cfg.TransparentFramebuffer])
glfw.WindowHint(glfw.Maximized, bool2int[cfg.Maximized])
glfw.WindowHint(glfw.Visible, bool2int[!cfg.Invisible])
glfw.WindowHint(glfw.Samples, cfg.SamplesMSAA)
if cfg.Position.X != 0 || cfg.Position.Y != 0 {
glfw.WindowHint(glfw.Visible, glfw.False)
}
var share *glfw.Window var share *glfw.Window
if currWin != nil { if currWin != nil {
@ -129,9 +172,15 @@ func NewWindow(cfg WindowConfig) (*Window, error) {
return err return err
} }
if cfg.Position.X != 0 || cfg.Position.Y != 0 {
w.window.SetPos(int(cfg.Position.X), int(cfg.Position.Y))
w.window.Show()
}
// enter the OpenGL context // enter the OpenGL context
w.begin() w.begin()
glhf.Init() glhf.Init()
gl.Enable(gl.MULTISAMPLE)
w.end() w.end()
return nil return nil
@ -177,6 +226,17 @@ func (w *Window) Update() {
w.UpdateInput() w.UpdateInput()
} }
// ClipboardText returns the current value of the systems clipboard.
func (w *Window) ClipboardText() string {
return w.window.GetClipboardString()
}
// SetClipboardText passes the given string to the underlying glfw window to set the
// systems clipboard.
func (w *Window) SetClipboardText(text string) {
w.window.SetClipboardString(text)
}
// SwapBuffers swaps buffers. Call this to swap buffers without polling window events. // SwapBuffers swaps buffers. Call this to swap buffers without polling window events.
// Note that Update invokes SwapBuffers. // Note that Update invokes SwapBuffers.
func (w *Window) SwapBuffers() { func (w *Window) SwapBuffers() {
@ -374,6 +434,15 @@ func (w *Window) SetCursorVisible(visible bool) {
}) })
} }
// SetCursorDisabled hides the cursor and provides unlimited virtual cursor movement
// make cursor visible using SetCursorVisible
func (w *Window) SetCursorDisabled() {
w.cursorVisible = false
mainthread.Call(func() {
w.window.SetInputMode(glfw.CursorMode, glfw.CursorDisabled)
})
}
// CursorVisible returns the visibility status of the mouse cursor. // CursorVisible returns the visibility status of the mouse cursor.
func (w *Window) CursorVisible() bool { func (w *Window) CursorVisible() bool {
return w.cursorVisible return w.cursorVisible
@ -449,3 +518,27 @@ func (w *Window) Color(at pixel.Vec) pixel.RGBA {
func (w *Window) Canvas() *Canvas { func (w *Window) Canvas() *Canvas {
return w.canvas return w.canvas
} }
// Show makes the window visible, if it was previously hidden. If the window is
// already visible or is in full screen mode, this function does nothing.
func (w *Window) Show() {
mainthread.Call(func() {
w.window.Show()
})
}
// Clipboard returns the contents of the system clipboard.
func (w *Window) Clipboard() string {
var clipboard string
mainthread.Call(func() {
clipboard = w.window.GetClipboardString()
})
return clipboard
}
// SetClipboardString sets the system clipboard to the specified UTF-8 encoded string.
func (w *Window) SetClipboard(str string) {
mainthread.Call(func() {
w.window.SetClipboardString(str)
})
}

284
rectangle.go Normal file
View File

@ -0,0 +1,284 @@
package pixel
import (
"fmt"
"math"
)
// Rect is a 2D rectangle aligned with the axes of the coordinate system. It is defined by two
// points, Min and Max.
//
// The invariant should hold, that Max's components are greater or equal than Min's components
// respectively.
type Rect struct {
Min, Max Vec
}
// ZR is a zero rectangle.
var ZR = Rect{Min: ZV, Max: ZV}
// R returns a new Rect with given the Min and Max coordinates.
//
// Note that the returned rectangle is not automatically normalized.
func R(minX, minY, maxX, maxY float64) Rect {
return Rect{
Min: Vec{minX, minY},
Max: Vec{maxX, maxY},
}
}
// String returns the string representation of the Rect.
//
// r := pixel.R(100, 50, 200, 300)
// r.String() // returns "Rect(100, 50, 200, 300)"
// fmt.Println(r) // Rect(100, 50, 200, 300)
func (r Rect) String() string {
return fmt.Sprintf("Rect(%v, %v, %v, %v)", r.Min.X, r.Min.Y, r.Max.X, r.Max.Y)
}
// Norm returns the Rect in normal form, such that Max is component-wise greater or equal than Min.
func (r Rect) Norm() Rect {
return Rect{
Min: Vec{
math.Min(r.Min.X, r.Max.X),
math.Min(r.Min.Y, r.Max.Y),
},
Max: Vec{
math.Max(r.Min.X, r.Max.X),
math.Max(r.Min.Y, r.Max.Y),
},
}
}
// W returns the width of the Rect.
func (r Rect) W() float64 {
return r.Max.X - r.Min.X
}
// H returns the height of the Rect.
func (r Rect) H() float64 {
return r.Max.Y - r.Min.Y
}
// Size returns the vector of width and height of the Rect.
func (r Rect) Size() Vec {
return V(r.W(), r.H())
}
// Area returns the area of r. If r is not normalized, area may be negative.
func (r Rect) Area() float64 {
return r.W() * r.H()
}
// Edges will return the four lines which make up the edges of the rectangle.
func (r Rect) Edges() [4]Line {
corners := r.Vertices()
return [4]Line{
{A: corners[0], B: corners[1]},
{A: corners[1], B: corners[2]},
{A: corners[2], B: corners[3]},
{A: corners[3], B: corners[0]},
}
}
// Anchor is a vector used to define anchors, such as `Center`, `Top`, `TopRight`, etc.
type Anchor Vec
var (
Center = Anchor{0.5, 0.5}
Top = Anchor{0.5, 0}
TopRight = Anchor{0, 0}
Right = Anchor{0, 0.5}
BottomRight = Anchor{0, 1}
Bottom = Anchor{0.5, 1}
BottomLeft = Anchor{1, 1}
Left = Anchor{1, 0.5}
TopLeft = Anchor{1, 0}
)
var anchorStrings map[Anchor]string = map[Anchor]string{
Center: "center",
Top: "top",
TopRight: "top-right",
Right: "right",
BottomRight: "bottom-right",
Bottom: "bottom",
BottomLeft: "bottom-left",
Left: "left",
TopLeft: "top-left",
}
// String returns the string representation of an anchor.
func (anchor Anchor) String() string {
return anchorStrings[anchor]
}
var oppositeAnchors map[Anchor]Anchor = map[Anchor]Anchor{
Center: Center,
Top: Bottom,
Bottom: Top,
Right: Left,
Left: Right,
TopRight: BottomLeft,
BottomLeft: TopRight,
BottomRight: TopLeft,
TopLeft: BottomRight,
}
// Opposite returns the opposite position of the anchor (ie. Top -> Bottom; BottomLeft -> TopRight, etc.).
func (anchor Anchor) Opposite() Anchor {
return oppositeAnchors[anchor]
}
// AnchorPos returns the relative position of the given anchor.
func (r Rect) AnchorPos(anchor Anchor) Vec {
return r.Size().ScaledXY(V(0, 0).Sub(Vec(anchor)))
}
// AlignedTo returns the rect moved by the given anchor.
func (rect Rect) AlignedTo(anchor Anchor) Rect {
return rect.Moved(rect.AnchorPos(anchor))
}
// Center returns the position of the center of the Rect.
// `rect.Center()` is equivalent to `rect.Anchor(pixel.Anchor.Center)`
func (r Rect) Center() Vec {
return Lerp(r.Min, r.Max, 0.5)
}
// Moved returns the Rect moved (both Min and Max) by the given vector delta.
func (r Rect) Moved(delta Vec) Rect {
return Rect{
Min: r.Min.Add(delta),
Max: r.Max.Add(delta),
}
}
// Resized returns the Rect resized to the given size while keeping the position of the given
// anchor.
//
// r.Resized(r.Min, size) // resizes while keeping the position of the lower-left corner
// r.Resized(r.Max, size) // same with the top-right corner
// r.Resized(r.Center(), size) // resizes around the center
//
// This function does not make sense for resizing a rectangle of zero area and will panic. Use
// ResizedMin in the case of zero area.
func (r Rect) Resized(anchor, size Vec) Rect {
if r.W()*r.H() == 0 {
panic(fmt.Errorf("(%T).Resize: zero area", r))
}
fraction := Vec{size.X / r.W(), size.Y / r.H()}
return Rect{
Min: anchor.Add(r.Min.Sub(anchor).ScaledXY(fraction)),
Max: anchor.Add(r.Max.Sub(anchor).ScaledXY(fraction)),
}
}
// ResizedMin returns the Rect resized to the given size while keeping the position of the Rect's
// Min.
//
// Sizes of zero area are safe here.
func (r Rect) ResizedMin(size Vec) Rect {
return Rect{
Min: r.Min,
Max: r.Min.Add(size),
}
}
// Contains checks whether a vector u is contained within this Rect (including it's borders).
func (r Rect) Contains(u Vec) bool {
return r.Min.X <= u.X && u.X <= r.Max.X && r.Min.Y <= u.Y && u.Y <= r.Max.Y
}
// Union returns the minimal Rect which covers both r and s. Rects r and s must be normalized.
func (r Rect) Union(s Rect) Rect {
return R(
math.Min(r.Min.X, s.Min.X),
math.Min(r.Min.Y, s.Min.Y),
math.Max(r.Max.X, s.Max.X),
math.Max(r.Max.Y, s.Max.Y),
)
}
// Intersect returns the maximal Rect which is covered by both r and s. Rects r and s must be normalized.
//
// If r and s don't overlap, this function returns a zero-rectangle.
func (r Rect) Intersect(s Rect) Rect {
t := R(
math.Max(r.Min.X, s.Min.X),
math.Max(r.Min.Y, s.Min.Y),
math.Min(r.Max.X, s.Max.X),
math.Min(r.Max.Y, s.Max.Y),
)
if t.Min.X >= t.Max.X || t.Min.Y >= t.Max.Y {
return ZR
}
return t
}
// Intersects returns whether or not the given Rect intersects at any point with this Rect.
//
// This function is overall about 5x faster than Intersect, so it is better
// to use if you have no need for the returned Rect from Intersect.
func (r Rect) Intersects(s Rect) bool {
return !(s.Max.X <= r.Min.X ||
s.Min.X >= r.Max.X ||
s.Max.Y <= r.Min.Y ||
s.Min.Y >= r.Max.Y)
}
// IntersectCircle returns a minimal required Vector, such that moving the rect by that vector would stop the Circle
// and the Rect intersecting. This function returns a zero-vector if the Circle and Rect do not overlap, and if only
// the perimeters touch.
//
// This function will return a non-zero vector if:
// - The Rect contains the Circle, partially or fully
// - The Circle contains the Rect, partially of fully
func (r Rect) IntersectCircle(c Circle) Vec {
return c.IntersectRect(r).Scaled(-1)
}
// IntersectLine will return the shortest Vec such that if the Rect is moved by the Vec returned, the Line and Rect no
// longer intersect.
func (r Rect) IntersectLine(l Line) Vec {
return l.IntersectRect(r).Scaled(-1)
}
// IntersectionPoints returns all the points where the Rect intersects with the line provided. This can be zero, one or
// two points, depending on the location of the shapes. The points of intersection will be returned in order of
// closest-to-l.A to closest-to-l.B.
func (r Rect) IntersectionPoints(l Line) []Vec {
// Use map keys to ensure unique points
pointMap := make(map[Vec]struct{})
for _, edge := range r.Edges() {
if intersect, ok := l.Intersect(edge); ok {
pointMap[intersect] = struct{}{}
}
}
points := make([]Vec, 0, len(pointMap))
for point := range pointMap {
points = append(points, point)
}
// Order the points
if len(points) == 2 {
if points[1].To(l.A).Len() < points[0].To(l.A).Len() {
return []Vec{points[1], points[0]}
}
}
return points
}
// Vertices returns a slice of the four corners which make up the rectangle.
func (r Rect) Vertices() [4]Vec {
return [4]Vec{
r.Min,
V(r.Min.X, r.Max.Y),
r.Max,
V(r.Max.X, r.Min.Y),
}
}

384
rectangle_test.go Normal file
View File

@ -0,0 +1,384 @@
package pixel_test
import (
"fmt"
"reflect"
"testing"
"github.com/faiface/pixel"
)
func TestRect_Resize(t *testing.T) {
type rectTestTransform struct {
name string
f func(pixel.Rect) pixel.Rect
}
// rectangles
squareAroundOrigin := pixel.R(-10, -10, 10, 10)
squareAround2020 := pixel.R(10, 10, 30, 30)
rectangleAroundOrigin := pixel.R(-20, -10, 20, 10)
rectangleAround2020 := pixel.R(0, 10, 40, 30)
// resize transformations
resizeByHalfAroundCenter := rectTestTransform{"by half around center", func(rect pixel.Rect) pixel.Rect {
return rect.Resized(rect.Center(), rect.Size().Scaled(0.5))
}}
resizeByHalfAroundMin := rectTestTransform{"by half around Min", func(rect pixel.Rect) pixel.Rect {
return rect.Resized(rect.Min, rect.Size().Scaled(0.5))
}}
resizeByHalfAroundMax := rectTestTransform{"by half around Max", func(rect pixel.Rect) pixel.Rect {
return rect.Resized(rect.Max, rect.Size().Scaled(0.5))
}}
resizeByHalfAroundMiddleOfLeftSide := rectTestTransform{"by half around middle of left side", func(rect pixel.Rect) pixel.Rect {
return rect.Resized(pixel.V(rect.Min.X, rect.Center().Y), rect.Size().Scaled(0.5))
}}
resizeByHalfAroundOrigin := rectTestTransform{"by half around the origin", func(rect pixel.Rect) pixel.Rect {
return rect.Resized(pixel.ZV, rect.Size().Scaled(0.5))
}}
testCases := []struct {
input pixel.Rect
transform rectTestTransform
answer pixel.Rect
}{
{squareAroundOrigin, resizeByHalfAroundCenter, pixel.R(-5, -5, 5, 5)},
{squareAround2020, resizeByHalfAroundCenter, pixel.R(15, 15, 25, 25)},
{rectangleAroundOrigin, resizeByHalfAroundCenter, pixel.R(-10, -5, 10, 5)},
{rectangleAround2020, resizeByHalfAroundCenter, pixel.R(10, 15, 30, 25)},
{squareAroundOrigin, resizeByHalfAroundMin, pixel.R(-10, -10, 0, 0)},
{squareAround2020, resizeByHalfAroundMin, pixel.R(10, 10, 20, 20)},
{rectangleAroundOrigin, resizeByHalfAroundMin, pixel.R(-20, -10, 0, 0)},
{rectangleAround2020, resizeByHalfAroundMin, pixel.R(0, 10, 20, 20)},
{squareAroundOrigin, resizeByHalfAroundMax, pixel.R(0, 0, 10, 10)},
{squareAround2020, resizeByHalfAroundMax, pixel.R(20, 20, 30, 30)},
{rectangleAroundOrigin, resizeByHalfAroundMax, pixel.R(0, 0, 20, 10)},
{rectangleAround2020, resizeByHalfAroundMax, pixel.R(20, 20, 40, 30)},
{squareAroundOrigin, resizeByHalfAroundMiddleOfLeftSide, pixel.R(-10, -5, 0, 5)},
{squareAround2020, resizeByHalfAroundMiddleOfLeftSide, pixel.R(10, 15, 20, 25)},
{rectangleAroundOrigin, resizeByHalfAroundMiddleOfLeftSide, pixel.R(-20, -5, 0, 5)},
{rectangleAround2020, resizeByHalfAroundMiddleOfLeftSide, pixel.R(0, 15, 20, 25)},
{squareAroundOrigin, resizeByHalfAroundOrigin, pixel.R(-5, -5, 5, 5)},
{squareAround2020, resizeByHalfAroundOrigin, pixel.R(5, 5, 15, 15)},
{rectangleAroundOrigin, resizeByHalfAroundOrigin, pixel.R(-10, -5, 10, 5)},
{rectangleAround2020, resizeByHalfAroundOrigin, pixel.R(0, 5, 20, 15)},
}
for _, testCase := range testCases {
t.Run(fmt.Sprintf("Resize %v %s", testCase.input, testCase.transform.name), func(t *testing.T) {
testResult := testCase.transform.f(testCase.input)
if testResult != testCase.answer {
t.Errorf("Got: %v, wanted: %v\n", testResult, testCase.answer)
}
})
}
}
func TestRect_Edges(t *testing.T) {
type fields struct {
Min pixel.Vec
Max pixel.Vec
}
tests := []struct {
name string
fields fields
want [4]pixel.Line
}{
{
name: "Get edges",
fields: fields{Min: pixel.V(0, 0), Max: pixel.V(10, 10)},
want: [4]pixel.Line{
pixel.L(pixel.V(0, 0), pixel.V(0, 10)),
pixel.L(pixel.V(0, 10), pixel.V(10, 10)),
pixel.L(pixel.V(10, 10), pixel.V(10, 0)),
pixel.L(pixel.V(10, 0), pixel.V(0, 0)),
},
},
}
for _, tt := range tests {
t.Run(tt.name, func(t *testing.T) {
r := pixel.Rect{
Min: tt.fields.Min,
Max: tt.fields.Max,
}
if got := r.Edges(); !reflect.DeepEqual(got, tt.want) {
t.Errorf("Rect.Edges() = %v, want %v", got, tt.want)
}
})
}
}
func TestRect_Vertices(t *testing.T) {
type fields struct {
Min pixel.Vec
Max pixel.Vec
}
tests := []struct {
name string
fields fields
want [4]pixel.Vec
}{
{
name: "Get corners",
fields: fields{Min: pixel.V(0, 0), Max: pixel.V(10, 10)},
want: [4]pixel.Vec{
pixel.V(0, 0),
pixel.V(0, 10),
pixel.V(10, 10),
pixel.V(10, 0),
},
},
}
for _, tt := range tests {
t.Run(tt.name, func(t *testing.T) {
r := pixel.Rect{
Min: tt.fields.Min,
Max: tt.fields.Max,
}
if got := r.Vertices(); !reflect.DeepEqual(got, tt.want) {
t.Errorf("Rect.Vertices() = %v, want %v", got, tt.want)
}
})
}
}
func TestRect_IntersectCircle(t *testing.T) {
type fields struct {
Min pixel.Vec
Max pixel.Vec
}
type args struct {
c pixel.Circle
}
tests := []struct {
name string
fields fields
args args
want pixel.Vec
}{
{
name: "Rect.IntersectCircle(): no overlap",
fields: fields{Min: pixel.ZV, Max: pixel.V(10, 10)},
args: args{c: pixel.C(pixel.V(50, 50), 1)},
want: pixel.ZV,
},
{
name: "Rect.IntersectCircle(): circle contains rect",
fields: fields{Min: pixel.ZV, Max: pixel.V(10, 10)},
args: args{c: pixel.C(pixel.V(5, 5), 10)},
want: pixel.V(-15, 0),
},
{
name: "Rect.IntersectCircle(): rect contains circle",
fields: fields{Min: pixel.ZV, Max: pixel.V(10, 10)},
args: args{c: pixel.C(pixel.V(5, 5), 1)},
want: pixel.V(-6, 0),
},
{
name: "Rect.IntersectCircle(): circle overlaps bottom-left corner",
fields: fields{Min: pixel.ZV, Max: pixel.V(10, 10)},
args: args{c: pixel.C(pixel.V(-0.5, -0.5), 1)},
want: pixel.V(-0.2, -0.2),
},
{
name: "Rect.IntersectCircle(): circle overlaps top-left corner",
fields: fields{Min: pixel.ZV, Max: pixel.V(10, 10)},
args: args{c: pixel.C(pixel.V(-0.5, 10.5), 1)},
want: pixel.V(-0.2, 0.2),
},
{
name: "Rect.IntersectCircle(): circle overlaps bottom-right corner",
fields: fields{Min: pixel.ZV, Max: pixel.V(10, 10)},
args: args{c: pixel.C(pixel.V(10.5, -0.5), 1)},
want: pixel.V(0.2, -0.2),
},
{
name: "Rect.IntersectCircle(): circle overlaps top-right corner",
fields: fields{Min: pixel.ZV, Max: pixel.V(10, 10)},
args: args{c: pixel.C(pixel.V(10.5, 10.5), 1)},
want: pixel.V(0.2, 0.2),
},
{
name: "Rect.IntersectCircle(): circle overlaps two corners",
fields: fields{Min: pixel.ZV, Max: pixel.V(10, 10)},
args: args{c: pixel.C(pixel.V(0, 5), 6)},
want: pixel.V(6, 0),
},
{
name: "Rect.IntersectCircle(): circle overlaps left edge",
fields: fields{Min: pixel.ZV, Max: pixel.V(10, 10)},
args: args{c: pixel.C(pixel.V(0, 5), 1)},
want: pixel.V(1, 0),
},
{
name: "Rect.IntersectCircle(): circle overlaps bottom edge",
fields: fields{Min: pixel.ZV, Max: pixel.V(10, 10)},
args: args{c: pixel.C(pixel.V(5, 0), 1)},
want: pixel.V(0, 1),
},
{
name: "Rect.IntersectCircle(): circle overlaps right edge",
fields: fields{Min: pixel.ZV, Max: pixel.V(10, 10)},
args: args{c: pixel.C(pixel.V(10, 5), 1)},
want: pixel.V(-1, 0),
},
{
name: "Rect.IntersectCircle(): circle overlaps top edge",
fields: fields{Min: pixel.ZV, Max: pixel.V(10, 10)},
args: args{c: pixel.C(pixel.V(5, 10), 1)},
want: pixel.V(0, -1),
},
{
name: "Rect.IntersectCircle(): edge is tangent of left side",
fields: fields{Min: pixel.ZV, Max: pixel.V(10, 10)},
args: args{c: pixel.C(pixel.V(-1, 5), 1)},
want: pixel.ZV,
},
{
name: "Rect.IntersectCircle(): edge is tangent of top side",
fields: fields{Min: pixel.ZV, Max: pixel.V(10, 10)},
args: args{c: pixel.C(pixel.V(5, -1), 1)},
want: pixel.ZV,
},
{
name: "Rect.IntersectCircle(): circle above rectangle",
fields: fields{Min: pixel.ZV, Max: pixel.V(10, 10)},
args: args{c: pixel.C(pixel.V(5, 12), 1)},
want: pixel.ZV,
},
{
name: "Rect.IntersectCircle(): circle below rectangle",
fields: fields{Min: pixel.ZV, Max: pixel.V(10, 10)},
args: args{c: pixel.C(pixel.V(5, -2), 1)},
want: pixel.ZV,
},
{
name: "Rect.IntersectCircle(): circle left of rectangle",
fields: fields{Min: pixel.ZV, Max: pixel.V(10, 10)},
args: args{c: pixel.C(pixel.V(-1, 5), 1)},
want: pixel.ZV,
},
{
name: "Rect.IntersectCircle(): circle right of rectangle",
fields: fields{Min: pixel.ZV, Max: pixel.V(10, 10)},
args: args{c: pixel.C(pixel.V(11, 5), 1)},
want: pixel.ZV,
},
}
for _, tt := range tests {
t.Run(tt.name, func(t *testing.T) {
r := pixel.Rect{
Min: tt.fields.Min,
Max: tt.fields.Max,
}
got := r.IntersectCircle(tt.args.c)
if !closeEnough(got.X, tt.want.X, 2) || !closeEnough(got.Y, tt.want.Y, 2) {
t.Errorf("Rect.IntersectCircle() = %v, want %v", got, tt.want)
}
})
}
}
func TestRect_IntersectionPoints(t *testing.T) {
type fields struct {
Min pixel.Vec
Max pixel.Vec
}
type args struct {
l pixel.Line
}
tests := []struct {
name string
fields fields
args args
want []pixel.Vec
}{
{
name: "No intersection points",
fields: fields{Min: pixel.V(1, 1), Max: pixel.V(5, 5)},
args: args{l: pixel.L(pixel.V(-5, 0), pixel.V(-2, 2))},
want: []pixel.Vec{},
},
{
name: "One intersection point",
fields: fields{Min: pixel.V(1, 1), Max: pixel.V(5, 5)},
args: args{l: pixel.L(pixel.V(2, 0), pixel.V(2, 3))},
want: []pixel.Vec{pixel.V(2, 1)},
},
{
name: "Two intersection points",
fields: fields{Min: pixel.V(1, 1), Max: pixel.V(5, 5)},
args: args{l: pixel.L(pixel.V(0, 2), pixel.V(6, 2))},
want: []pixel.Vec{pixel.V(1, 2), pixel.V(5, 2)},
},
}
for _, tt := range tests {
t.Run(tt.name, func(t *testing.T) {
r := pixel.Rect{
Min: tt.fields.Min,
Max: tt.fields.Max,
}
if got := r.IntersectionPoints(tt.args.l); !reflect.DeepEqual(got, tt.want) {
t.Errorf("Rect.IntersectPoints() = %v, want %v", got, tt.want)
}
})
}
}
var rectIntTests = []struct {
name string
r1, r2 pixel.Rect
want pixel.Rect
intersect bool
}{
{
name: "Nothing touching",
r1: pixel.R(0, 0, 10, 10),
r2: pixel.R(21, 21, 40, 40),
want: pixel.ZR,
},
{
name: "Edge touching",
r1: pixel.R(0, 0, 10, 10),
r2: pixel.R(10, 10, 20, 20),
want: pixel.ZR,
},
{
name: "Bit of overlap",
r1: pixel.R(0, 0, 10, 10),
r2: pixel.R(0, 9, 20, 20),
want: pixel.R(0, 9, 10, 10),
intersect: true,
},
{
name: "Fully overlapped",
r1: pixel.R(0, 0, 10, 10),
r2: pixel.R(0, 0, 10, 10),
want: pixel.R(0, 0, 10, 10),
intersect: true,
},
}
func TestRect_Intersect(t *testing.T) {
for _, tt := range rectIntTests {
t.Run(tt.name, func(t *testing.T) {
if got := tt.r1.Intersect(tt.r2); !reflect.DeepEqual(got, tt.want) {
t.Errorf("Rect.Intersect() = %v, want %v", got, tt.want)
}
})
}
}
func TestRect_Intersects(t *testing.T) {
for _, tt := range rectIntTests {
t.Run(tt.name, func(t *testing.T) {
if got := tt.r1.Intersects(tt.r2); got != tt.intersect {
t.Errorf("Rect.Intersects() = %v, want %v", got, tt.want)
}
})
}
}

View File

@ -27,7 +27,7 @@ func NewSprite(pic Picture, frame Rect) *Sprite {
tri := MakeTrianglesData(6) tri := MakeTrianglesData(6)
s := &Sprite{ s := &Sprite{
tri: tri, tri: tri,
d: Drawer{Triangles: tri}, d: Drawer{Triangles: tri, Cached: true},
} }
s.matrix = IM s.matrix = IM
s.mask = Alpha(1) s.mask = Alpha(1)
@ -44,6 +44,13 @@ func (s *Sprite) Set(pic Picture, frame Rect) {
} }
} }
// SetCached makes the sprite cache all the
// incoming pictures if the argument is true, and
// doesn't make it do that if the argument is false.
func (s *Sprite) SetCached(cached bool) {
s.d.Cached = cached
}
// Picture returns the current Sprite's Picture. // Picture returns the current Sprite's Picture.
func (s *Sprite) Picture() Picture { func (s *Sprite) Picture() Picture {
return s.d.Picture return s.d.Picture

View File

@ -1,7 +1,6 @@
package text package text
import ( import (
"fmt"
"image" "image"
"image/draw" "image/draw"
"sort" "sort"
@ -60,8 +59,9 @@ func NewAtlas(face font.Face, runeSets ...[]rune) *Atlas {
)) ))
for r, fg := range fixedMapping { for r, fg := range fixedMapping {
dr, mask, maskp, _, _ := face.Glyph(fg.dot, r) if dr, mask, maskp, _, ok := face.Glyph(fg.dot, r); ok {
draw.Draw(atlasImg, dr, mask, maskp, draw.Src) draw.Draw(atlasImg, dr, mask, maskp, draw.Src)
}
} }
bounds := pixel.R( bounds := pixel.R(
@ -203,7 +203,6 @@ func makeMapping(face font.Face, runes []rune, padding, width fixed.Int26_6) (ma
for _, r := range runes { for _, r := range runes {
b, advance, ok := face.GlyphBounds(r) b, advance, ok := face.GlyphBounds(r)
if !ok { if !ok {
fmt.Println(r)
continue continue
} }

View File

@ -4,6 +4,7 @@ import (
"testing" "testing"
"github.com/faiface/pixel/text" "github.com/faiface/pixel/text"
"golang.org/x/image/font/inconsolata"
) )
func TestAtlas7x13(t *testing.T) { func TestAtlas7x13(t *testing.T) {
@ -22,3 +23,7 @@ func TestAtlas7x13(t *testing.T) {
} }
} }
} }
func TestAtlasInconsolata(t *testing.T) {
text.NewAtlas(inconsolata.Regular8x16, text.ASCII)
}

View File

@ -101,6 +101,7 @@ type Text struct {
trans pixel.TrianglesData trans pixel.TrianglesData
transD pixel.Drawer transD pixel.Drawer
dirty bool dirty bool
anchor pixel.Anchor
} }
// New creates a new Text capable of drawing runes contained in the provided Atlas. Orig and Dot // New creates a new Text capable of drawing runes contained in the provided Atlas. Orig and Dot
@ -135,6 +136,7 @@ func New(orig pixel.Vec, atlas *Atlas) *Text {
txt.transD.Picture = txt.atlas.pic txt.transD.Picture = txt.atlas.pic
txt.transD.Triangles = &txt.trans txt.transD.Triangles = &txt.trans
txt.transD.Cached = true
txt.Clear() txt.Clear()
@ -182,6 +184,12 @@ func (txt *Text) BoundsOf(s string) pixel.Rect {
return bounds return bounds
} }
// AlignedTo returns the text moved by the given anchor.
func (txt *Text) AlignedTo(anchor pixel.Anchor) *Text {
txt.anchor = anchor
return txt
}
// Clear removes all written text from the Text. The Dot field is reset to Orig. // Clear removes all written text from the Text. The Dot field is reset to Orig.
func (txt *Text) Clear() { func (txt *Text) Clear() {
txt.prevR = -1 txt.prevR = -1
@ -244,6 +252,10 @@ func (txt *Text) DrawColorMask(t pixel.Target, matrix pixel.Matrix, mask color.C
txt.mat = matrix txt.mat = matrix
txt.dirty = true txt.dirty = true
} }
offset := txt.Orig.Sub(txt.Bounds().Max.Add(txt.Bounds().AnchorPos(txt.anchor.Opposite())))
txt.mat = pixel.IM.Moved(offset).Chained(txt.mat)
if mask == nil { if mask == nil {
mask = pixel.Alpha(1) mask = pixel.Alpha(1)
} }

View File

@ -76,7 +76,7 @@ func BenchmarkTextWrite(b *testing.B) {
b.Run(fmt.Sprintf("%d", len(chunk)), func(b *testing.B) { b.Run(fmt.Sprintf("%d", len(chunk)), func(b *testing.B) {
txt := text.New(pixel.ZV, atlas) txt := text.New(pixel.ZV, atlas)
for i := 0; i < b.N; i++ { for i := 0; i < b.N; i++ {
txt.Write(chunk) _, _ = txt.Write(chunk)
} }
}) })
} }

462
vector.go Normal file
View File

@ -0,0 +1,462 @@
package pixel
import (
"fmt"
"math"
)
// Vec is a 2D vector type with X and Y coordinates.
//
// Create vectors with the V constructor:
//
// u := pixel.V(1, 2)
// v := pixel.V(8, -3)
//
// Use various methods to manipulate them:
//
// w := u.Add(v)
// fmt.Println(w) // Vec(9, -1)
// fmt.Println(u.Sub(v)) // Vec(-7, 5)
// u = pixel.V(2, 3)
// v = pixel.V(8, 1)
// if u.X < 0 {
// fmt.Println("this won't happen")
// }
// x := u.Unit().Dot(v.Unit())
type Vec struct {
X, Y float64
}
// ZV is a zero vector.
var ZV = Vec{0, 0}
// V returns a new 2D vector with the given coordinates.
func V(x, y float64) Vec {
return Vec{x, y}
}
// nearlyEqual compares two float64s and returns whether they are equal, accounting for rounding errors.At worst, the
// result is correct to 7 significant digits.
func nearlyEqual(a, b float64) bool {
epsilon := 0.000001
if a == b {
return true
}
diff := math.Abs(a - b)
if a == 0.0 || b == 0.0 || diff < math.SmallestNonzeroFloat64 {
return diff < (epsilon * math.SmallestNonzeroFloat64)
}
absA := math.Abs(a)
absB := math.Abs(b)
return diff/math.Min(absA+absB, math.MaxFloat64) < epsilon
}
// Eq will compare two vectors and return whether they are equal accounting for rounding errors. At worst, the result
// is correct to 7 significant digits.
func (u Vec) Eq(v Vec) bool {
return nearlyEqual(u.X, v.X) && nearlyEqual(u.Y, v.Y)
}
// Unit returns a vector of length 1 facing the given angle.
func Unit(angle float64) Vec {
return Vec{1, 0}.Rotated(angle)
}
// String returns the string representation of the vector u.
//
// u := pixel.V(4.5, -1.3)
// u.String() // returns "Vec(4.5, -1.3)"
// fmt.Println(u) // Vec(4.5, -1.3)
func (u Vec) String() string {
return fmt.Sprintf("Vec(%v, %v)", u.X, u.Y)
}
// XY returns the components of the vector in two return values.
func (u Vec) XY() (x, y float64) {
return u.X, u.Y
}
// Add returns the sum of vectors u and v.
func (u Vec) Add(v Vec) Vec {
return Vec{
u.X + v.X,
u.Y + v.Y,
}
}
// Sub returns the difference betweeen vectors u and v.
func (u Vec) Sub(v Vec) Vec {
return Vec{
u.X - v.X,
u.Y - v.Y,
}
}
// Floor converts x and y to their integer equivalents.
func (u Vec) Floor() Vec {
return Vec{
math.Floor(u.X),
math.Floor(u.Y),
}
}
// To returns the vector from u to v. Equivalent to v.Sub(u).
func (u Vec) To(v Vec) Vec {
return Vec{
v.X - u.X,
v.Y - u.Y,
}
}
// Scaled returns the vector u multiplied by c.
func (u Vec) Scaled(c float64) Vec {
return Vec{u.X * c, u.Y * c}
}
// ScaledXY returns the vector u multiplied by the vector v component-wise.
func (u Vec) ScaledXY(v Vec) Vec {
return Vec{u.X * v.X, u.Y * v.Y}
}
// Len returns the length of the vector u.
func (u Vec) Len() float64 {
return math.Hypot(u.X, u.Y)
}
// SqLen returns the squared length of the vector u (faster to compute than Len).
func (u Vec) SqLen() float64 {
return u.X*u.X + u.Y*u.Y
}
// Angle returns the angle between the vector u and the x-axis. The result is in range [-Pi, Pi].
func (u Vec) Angle() float64 {
return math.Atan2(u.Y, u.X)
}
// Unit returns a vector of length 1 facing the direction of u (has the same angle).
func (u Vec) Unit() Vec {
if u.X == 0 && u.Y == 0 {
return Vec{1, 0}
}
return u.Scaled(1 / u.Len())
}
// Rotated returns the vector u rotated by the given angle in radians.
func (u Vec) Rotated(angle float64) Vec {
sin, cos := math.Sincos(angle)
return Vec{
u.X*cos - u.Y*sin,
u.X*sin + u.Y*cos,
}
}
// Normal returns a vector normal to u. Equivalent to u.Rotated(math.Pi / 2), but faster.
func (u Vec) Normal() Vec {
return Vec{-u.Y, u.X}
}
// Dot returns the dot product of vectors u and v.
func (u Vec) Dot(v Vec) float64 {
return u.X*v.X + u.Y*v.Y
}
// Cross return the cross product of vectors u and v.
func (u Vec) Cross(v Vec) float64 {
return u.X*v.Y - v.X*u.Y
}
// Project returns a projection (or component) of vector u in the direction of vector v.
//
// Behaviour is undefined if v is a zero vector.
func (u Vec) Project(v Vec) Vec {
len := u.Dot(v) / v.Len()
return v.Unit().Scaled(len)
}
// Map applies the function f to both x and y components of the vector u and returns the modified
// vector.
//
// u := pixel.V(10.5, -1.5)
// v := u.Map(math.Floor) // v is Vec(10, -2), both components of u floored
func (u Vec) Map(f func(float64) float64) Vec {
return Vec{
f(u.X),
f(u.Y),
}
}
// Lerp returns a linear interpolation between vectors a and b.
//
// This function basically returns a point along the line between a and b and t chooses which one.
// If t is 0, then a will be returned, if t is 1, b will be returned. Anything between 0 and 1 will
// return the appropriate point between a and b and so on.
func Lerp(a, b Vec, t float64) Vec {
return a.Scaled(1 - t).Add(b.Scaled(t))
}
// Line is a 2D line segment, between points A and B.
type Line struct {
A, B Vec
}
// L creates and returns a new Line.
func L(from, to Vec) Line {
return Line{
A: from,
B: to,
}
}
// Bounds returns the lines bounding box. This is in the form of a normalized Rect.
func (l Line) Bounds() Rect {
return R(l.A.X, l.A.Y, l.B.X, l.B.Y).Norm()
}
// Center will return the point at center of the line; that is, the point equidistant from either end.
func (l Line) Center() Vec {
return l.A.Add(l.A.To(l.B).Scaled(0.5))
}
// Closest will return the point on the line which is closest to the Vec provided.
func (l Line) Closest(v Vec) Vec {
// between is a helper function which determines whether x is greater than min(a, b) and less than max(a, b)
between := func(a, b, x float64) bool {
min := math.Min(a, b)
max := math.Max(a, b)
return min < x && x < max
}
// Closest point will be on a line which perpendicular to this line.
// If and only if the infinite perpendicular line intersects the segment.
m, b := l.Formula()
// Account for horizontal lines
if m == 0 {
x := v.X
y := l.A.Y
// check if the X coordinate of v is on the line
if between(l.A.X, l.B.X, v.X) {
return V(x, y)
}
// Otherwise get the closest endpoint
if l.A.To(v).Len() < l.B.To(v).Len() {
return l.A
}
return l.B
}
// Account for vertical lines
if math.IsInf(math.Abs(m), 1) {
x := l.A.X
y := v.Y
// check if the Y coordinate of v is on the line
if between(l.A.Y, l.B.Y, v.Y) {
return V(x, y)
}
// Otherwise get the closest endpoint
if l.A.To(v).Len() < l.B.To(v).Len() {
return l.A
}
return l.B
}
perpendicularM := -1 / m
perpendicularB := v.Y - (perpendicularM * v.X)
// Coordinates of intersect (of infinite lines)
x := (perpendicularB - b) / (m - perpendicularM)
y := m*x + b
// Check if the point lies between the x and y bounds of the segment
if !between(l.A.X, l.B.X, x) && !between(l.A.Y, l.B.Y, y) {
// Not within bounding box
toStart := v.To(l.A)
toEnd := v.To(l.B)
if toStart.Len() < toEnd.Len() {
return l.A
}
return l.B
}
return V(x, y)
}
// Contains returns whether the provided Vec lies on the line.
func (l Line) Contains(v Vec) bool {
return l.Closest(v).Eq(v)
}
// Formula will return the values that represent the line in the formula: y = mx + b
// This function will return math.Inf+, math.Inf- for a vertical line.
func (l Line) Formula() (m, b float64) {
// Account for horizontal lines
if l.B.Y == l.A.Y {
return 0, l.A.Y
}
m = (l.B.Y - l.A.Y) / (l.B.X - l.A.X)
b = l.A.Y - (m * l.A.X)
return m, b
}
// Intersect will return the point of intersection for the two line segments. If the line segments do not intersect,
// this function will return the zero-vector and false.
func (l Line) Intersect(k Line) (Vec, bool) {
// Check if the lines are parallel
lDir := l.A.To(l.B)
kDir := k.A.To(k.B)
if lDir.X == kDir.X && lDir.Y == kDir.Y {
return ZV, false
}
// The lines intersect - but potentially not within the line segments.
// Get the intersection point for the lines if they were infinitely long, check if the point exists on both of the
// segments
lm, lb := l.Formula()
km, kb := k.Formula()
// Account for vertical lines
if math.IsInf(math.Abs(lm), 1) && math.IsInf(math.Abs(km), 1) {
// Both vertical, therefore parallel
return ZV, false
}
var x, y float64
if math.IsInf(math.Abs(lm), 1) || math.IsInf(math.Abs(km), 1) {
// One line is vertical
intersectM := lm
intersectB := lb
verticalLine := k
if math.IsInf(math.Abs(lm), 1) {
intersectM = km
intersectB = kb
verticalLine = l
}
y = intersectM*verticalLine.A.X + intersectB
x = verticalLine.A.X
} else {
// Coordinates of intersect
x = (kb - lb) / (lm - km)
y = lm*x + lb
}
if l.Contains(V(x, y)) && k.Contains(V(x, y)) {
// The intersect point is on both line segments, they intersect.
return V(x, y), true
}
return ZV, false
}
// IntersectCircle will return the shortest Vec such that moving the Line by that Vec will cause the Line and Circle
// to no longer intesect. If they do not intersect at all, this function will return a zero-vector.
func (l Line) IntersectCircle(c Circle) Vec {
// Get the point on the line closest to the center of the circle.
closest := l.Closest(c.Center)
cirToClosest := c.Center.To(closest)
if cirToClosest.Len() >= c.Radius {
return ZV
}
return cirToClosest.Scaled(cirToClosest.Len() - c.Radius)
}
// IntersectRect will return the shortest Vec such that moving the Line by that Vec will cause the Line and Rect to
// no longer intesect. If they do not intersect at all, this function will return a zero-vector.
func (l Line) IntersectRect(r Rect) Vec {
// Check if either end of the line segment are within the rectangle
if r.Contains(l.A) || r.Contains(l.B) {
// Use the Rect.Intersect to get minimal return value
rIntersect := l.Bounds().Intersect(r)
if rIntersect.H() > rIntersect.W() {
// Go vertical
return V(0, rIntersect.H())
}
return V(rIntersect.W(), 0)
}
// Check if any of the rectangles' edges intersect with this line.
for _, edge := range r.Edges() {
if _, ok := l.Intersect(edge); ok {
// Get the closest points on the line to each corner, where:
// - the point is contained by the rectangle
// - the point is not the corner itself
corners := r.Vertices()
var closest *Vec
closestCorner := corners[0]
for _, c := range corners {
cc := l.Closest(c)
if closest == nil || (closest.Len() > cc.Len() && r.Contains(cc)) {
closest = &cc
closestCorner = c
}
}
return closest.To(closestCorner)
}
}
// No intersect
return ZV
}
// Len returns the length of the line segment.
func (l Line) Len() float64 {
return l.A.To(l.B).Len()
}
// Moved will return a line moved by the delta Vec provided.
func (l Line) Moved(delta Vec) Line {
return Line{
A: l.A.Add(delta),
B: l.B.Add(delta),
}
}
// Rotated will rotate the line around the provided Vec.
func (l Line) Rotated(around Vec, angle float64) Line {
// Move the line so we can use `Vec.Rotated`
lineShifted := l.Moved(around.Scaled(-1))
lineRotated := Line{
A: lineShifted.A.Rotated(angle),
B: lineShifted.B.Rotated(angle),
}
return lineRotated.Moved(around)
}
// Scaled will return the line scaled around the center point.
func (l Line) Scaled(scale float64) Line {
return l.ScaledXY(l.Center(), scale)
}
// ScaledXY will return the line scaled around the Vec provided.
func (l Line) ScaledXY(around Vec, scale float64) Line {
toA := around.To(l.A).Scaled(scale)
toB := around.To(l.B).Scaled(scale)
return Line{
A: around.Add(toA),
B: around.Add(toB),
}
}
func (l Line) String() string {
return fmt.Sprintf("Line(%v, %v)", l.A, l.B)
}

27
vector_test.go Normal file
View File

@ -0,0 +1,27 @@
package pixel_test
import (
"fmt"
"testing"
"github.com/faiface/pixel"
)
type floorTest struct {
input pixel.Vec
expected pixel.Vec
}
func TestFloor(t *testing.T) {
tests := []floorTest{
{input: pixel.V(4.50, 6.70), expected: pixel.V(4, 6)},
{input: pixel.V(9.0, 6.70), expected: pixel.V(9, 6)},
}
for _, tc := range tests {
result := tc.input.Floor()
if result != tc.expected {
t.Error(fmt.Sprintf("Expected %v but got %v", tc.expected, result))
}
}
}