Source: \core\graphics\webgl\utils\buildRoundedRectangle.js
import earcut from 'earcut';
import buildLine from './buildLine';
import { hex2rgb } from '../../../utils';
/**
* Builds a rounded rectangle to draw
*
* Ignored from docs since it is not directly exposed.
*
* @ignore
* @private
* @param {PIXI.WebGLGraphicsData} graphicsData - The graphics object containing all the necessary properties
* @param {object} webGLData - an object containing all the webGL-specific information to create this shape
*/
export default function buildRoundedRectangle(graphicsData, webGLData)
{
const rrectData = graphicsData.shape;
const x = rrectData.x;
const y = rrectData.y;
const width = rrectData.width;
const height = rrectData.height;
const radius = rrectData.radius;
const recPoints = [];
recPoints.push(x, y + radius);
quadraticBezierCurve(x, y + height - radius, x, y + height, x + radius, y + height, recPoints);
quadraticBezierCurve(x + width - radius, y + height, x + width, y + height, x + width, y + height - radius, recPoints);
quadraticBezierCurve(x + width, y + radius, x + width, y, x + width - radius, y, recPoints);
quadraticBezierCurve(x + radius, y, x, y, x, y + radius + 0.0000000001, recPoints);
// this tiny number deals with the issue that occurs when points overlap and earcut fails to triangulate the item.
// TODO - fix this properly, this is not very elegant.. but it works for now.
if (graphicsData.fill)
{
const color = hex2rgb(graphicsData.fillColor);
const alpha = graphicsData.fillAlpha;
const r = color[0] * alpha;
const g = color[1] * alpha;
const b = color[2] * alpha;
const verts = webGLData.points;
const indices = webGLData.indices;
const vecPos = verts.length / 6;
const triangles = earcut(recPoints, null, 2);
for (let i = 0, j = triangles.length; i < j; i += 3)
{
indices.push(triangles[i] + vecPos);
indices.push(triangles[i] + vecPos);
indices.push(triangles[i + 1] + vecPos);
indices.push(triangles[i + 2] + vecPos);
indices.push(triangles[i + 2] + vecPos);
}
for (let i = 0, j = recPoints.length; i < j; i++)
{
verts.push(recPoints[i], recPoints[++i], r, g, b, alpha);
}
}
if (graphicsData.lineWidth)
{
const tempPoints = graphicsData.points;
graphicsData.points = recPoints;
buildLine(graphicsData, webGLData);
graphicsData.points = tempPoints;
}
}
/**
* Calculate a single point for a quadratic bezier curve.
* Utility function used by quadraticBezierCurve.
* Ignored from docs since it is not directly exposed.
*
* @ignore
* @private
* @param {number} n1 - first number
* @param {number} n2 - second number
* @param {number} perc - percentage
* @return {number} the result
*
*/
function getPt(n1, n2, perc)
{
const diff = n2 - n1;
return n1 + (diff * perc);
}
/**
* Calculate the points for a quadratic bezier curve. (helper function..)
* Based on: https://stackoverflow.com/questions/785097/how-do-i-implement-a-bezier-curve-in-c
*
* Ignored from docs since it is not directly exposed.
*
* @ignore
* @private
* @param {number} fromX - Origin point x
* @param {number} fromY - Origin point x
* @param {number} cpX - Control point x
* @param {number} cpY - Control point y
* @param {number} toX - Destination point x
* @param {number} toY - Destination point y
* @param {number[]} [out=[]] - The output array to add points into. If not passed, a new array is created.
* @return {number[]} an array of points
*/
function quadraticBezierCurve(fromX, fromY, cpX, cpY, toX, toY, out = [])
{
const n = 20;
const points = out;
let xa = 0;
let ya = 0;
let xb = 0;
let yb = 0;
let x = 0;
let y = 0;
for (let i = 0, j = 0; i <= n; ++i)
{
j = i / n;
// The Green Line
xa = getPt(fromX, cpX, j);
ya = getPt(fromY, cpY, j);
xb = getPt(cpX, toX, j);
yb = getPt(cpY, toY, j);
// The Black Dot
x = getPt(xa, xb, j);
y = getPt(ya, yb, j);
points.push(x, y);
}
return points;
}