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nothoughts/node_modules/pixi.js/lib/scene/graphics/shared/utils/buildGeometryFromPath.mjs
2025-08-04 18:57:35 +02:00

69 lines
2.3 KiB
JavaScript

import { buildUvs, buildSimpleUvs } from '../../../../rendering/renderers/shared/geometry/utils/buildUvs.mjs';
import { transformVertices } from '../../../../rendering/renderers/shared/geometry/utils/transformVertices.mjs';
import { MeshGeometry } from '../../../mesh/shared/MeshGeometry.mjs';
import { buildCircle } from '../buildCommands/buildCircle.mjs';
import { buildPolygon } from '../buildCommands/buildPolygon.mjs';
import { buildRectangle } from '../buildCommands/buildRectangle.mjs';
import { buildTriangle } from '../buildCommands/buildTriangle.mjs';
import { GraphicsPath } from '../path/GraphicsPath.mjs';
"use strict";
const buildMap = {
rectangle: buildRectangle,
polygon: buildPolygon,
triangle: buildTriangle,
circle: buildCircle,
ellipse: buildCircle,
roundedRectangle: buildCircle
};
function buildGeometryFromPath(options) {
if (options instanceof GraphicsPath) {
options = {
path: options,
textureMatrix: null,
out: null
};
}
const vertices = [];
const uvs = [];
const indices = [];
const shapePath = options.path.shapePath;
const textureMatrix = options.textureMatrix;
shapePath.shapePrimitives.forEach(({ shape, transform: matrix }) => {
const indexOffset = indices.length;
const vertOffset = vertices.length / 2;
const points = [];
const build = buildMap[shape.type];
build.build(shape, points);
if (matrix) {
transformVertices(points, matrix);
}
build.triangulate(points, vertices, 2, vertOffset, indices, indexOffset);
const uvsOffset = uvs.length / 2;
if (textureMatrix) {
if (matrix) {
textureMatrix.append(matrix.clone().invert());
}
buildUvs(vertices, 2, vertOffset, uvs, uvsOffset, 2, vertices.length / 2 - vertOffset, textureMatrix);
} else {
buildSimpleUvs(uvs, uvsOffset, 2, vertices.length / 2 - vertOffset);
}
});
const out = options.out;
if (out) {
out.positions = new Float32Array(vertices);
out.uvs = new Float32Array(uvs);
out.indices = new Uint32Array(indices);
return out;
}
const geometry = new MeshGeometry({
positions: new Float32Array(vertices),
uvs: new Float32Array(uvs),
indices: new Uint32Array(indices)
});
return geometry;
}
export { buildGeometryFromPath };
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