fix: add bevel edge case to miter join
This commit is contained in:
@@ -118,13 +118,15 @@ begin_click_dispatch:
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VektorStyle style = (VektorStyle){
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.stroke_color = state->currentColor, .stroke_width = 0.01};
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vektor_shapenodebuf_add(
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state->shapeBuffer, vektor_shapenode_new(vektor_shape_new(linePrimitive, style, 0)));
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vektor_shapenodebuf_add(state->shapeBuffer,
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vektor_shapenode_new(vektor_shape_new(
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linePrimitive, style, 0)));
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state->selectedShape =
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&(state->shapeBuffer->nodes[state->shapeBuffer->count - 1]);
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} else if (state->selectedShape->base.primitive.kind != VEKTOR_POLYLINE) {
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} else if (state->selectedShape->base.primitive.kind !=
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VEKTOR_POLYLINE) {
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// selecting a tool resets the selection, so this condition
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// should not happen
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g_warning("Invalid selected primitive; polyline expected");
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@@ -134,7 +136,8 @@ begin_click_dispatch:
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vektor_polyline_add_point(state->selectedShape->base.primitive.polyline,
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pos);
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state->selectedShape->base.bbox = vektor_primitive_get_bbox(state->selectedShape->base.primitive);
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state->selectedShape->base.bbox =
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vektor_primitive_get_bbox(state->selectedShape->base.primitive);
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// polyline's handle count is not fixed, so we have to add them manually
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vektor_shape_add_handle(&state->selectedShape->base, pos);
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@@ -148,20 +151,24 @@ begin_click_dispatch:
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(VektorPrimitive){.kind = VEKTOR_POLYGON, .polygon = polygon};
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VektorStyle style = (VektorStyle){
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.stroke_color = state->currentColor, .stroke_width = 0.01};
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vektor_shapenodebuf_add(
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state->shapeBuffer, vektor_shapenode_new(vektor_shape_new(polygonPrimitive, style, 0)));
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vektor_shapenodebuf_add(state->shapeBuffer,
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vektor_shapenode_new(vektor_shape_new(
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polygonPrimitive, style, 0)));
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state->selectedShape =
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&(state->shapeBuffer->nodes[state->shapeBuffer->count - 1]);
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} else if (state->selectedShape->base.primitive.kind != VEKTOR_POLYGON) {
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} else if (state->selectedShape->base.primitive.kind !=
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VEKTOR_POLYGON) {
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g_warning("Invalid selected primitive; polygon expected");
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vektor_appstate_deselect_shape(state);
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goto begin_click_dispatch; // retry
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}
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vektor_polygon_add_point(state->selectedShape->base.primitive.polygon, pos);
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state->selectedShape->base.bbox = vektor_primitive_get_bbox(state->selectedShape->base.primitive);
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vektor_polygon_add_point(state->selectedShape->base.primitive.polygon,
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pos);
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state->selectedShape->base.bbox =
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vektor_primitive_get_bbox(state->selectedShape->base.primitive);
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// polygon's handle count is not fixed, so we have to add them manually
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vektor_shape_add_handle(&state->selectedShape->base, pos);
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@@ -174,19 +181,24 @@ begin_click_dispatch:
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VektorStyle style = (VektorStyle){.stroke_color = state->currentColor,
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.stroke_width = 0.01};
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vektor_shapenodebuf_add(
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state->shapeBuffer, vektor_shapenode_new(vektor_shape_new(circlePrimitive, style, 0)));
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state->shapeBuffer,
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vektor_shapenode_new(vektor_shape_new(circlePrimitive, style, 0)));
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state->selectedShape =
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&(state->shapeBuffer->nodes[state->shapeBuffer->count - 1]);
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vektor_circle_free(circle);
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vektor_circle_set_center(&state->selectedShape->base.primitive.circle, pos);
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vektor_circle_set_radius(&state->selectedShape->base.primitive.circle, 0.1f);
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vektor_circle_set_center(&state->selectedShape->base.primitive.circle,
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pos);
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vektor_circle_set_radius(&state->selectedShape->base.primitive.circle,
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0.1f);
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state->selectedShape->base.bbox = vektor_primitive_get_bbox(state->selectedShape->base.primitive);
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state->selectedShape->base.bbox =
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vektor_primitive_get_bbox(state->selectedShape->base.primitive);
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vektor_circle_create_handles(&state->selectedShape->base.primitive.circle,
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vektor_circle_create_handles(
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&state->selectedShape->base.primitive.circle,
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&state->selectedShape->base.handles,
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&state->selectedShape->base.handleCount);
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} else if (state->selectedTool == VektorRectangleTool) {
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@@ -197,22 +209,26 @@ begin_click_dispatch:
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VektorStyle style = (VektorStyle){.stroke_color = state->currentColor,
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.stroke_width = 0.01};
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vektor_shapenodebuf_add(
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state->shapeBuffer, vektor_shapenode_new(vektor_shape_new(rectPrimitive, style, 0)));
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state->shapeBuffer,
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vektor_shapenode_new(vektor_shape_new(rectPrimitive, style, 0)));
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state->selectedShape =
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&(state->shapeBuffer->nodes[state->shapeBuffer->count - 1]);
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vektor_rectangle_free(rect);
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vektor_rectangle_set_start(&state->selectedShape->base.primitive.rectangle,
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pos);
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vektor_rectangle_set_end(&state->selectedShape->base.primitive.rectangle,
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vektor_rectangle_set_start(
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&state->selectedShape->base.primitive.rectangle, pos);
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vektor_rectangle_set_end(
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&state->selectedShape->base.primitive.rectangle,
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vec2_add(pos, (V2){0.1f, 0.1f}));
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vektor_rectangle_create_handles(
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&state->selectedShape->base.primitive.rectangle,
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&state->selectedShape->base.handles, &state->selectedShape->base.handleCount);
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&state->selectedShape->base.handles,
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&state->selectedShape->base.handleCount);
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state->selectedShape->base.bbox = vektor_primitive_get_bbox(state->selectedShape->base.primitive);
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state->selectedShape->base.bbox =
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vektor_primitive_get_bbox(state->selectedShape->base.primitive);
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} else if (state->selectedTool == VektorSelectionTool) {
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for (size_t i = 0; i < state->shapeBuffer->count; i++) {
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@@ -247,14 +263,15 @@ void vektor_appstate_canvas_drag_begin(GtkGestureDrag* gesture, gdouble x,
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position = m33_transform(m33_inverse(state->renderInfo->canvasMat),
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(V2){position.x, position.y});
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if(state->selectedShape != NULL) {
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if (state->selectedShape != NULL) {
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VektorShapeNode* selectedShape = state->selectedShape;
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// get selected shape's handles and check
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// if we click any of them
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for(size_t i = 0; i < selectedShape->base.handleCount; i++) {
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VektorBBox bbox = vektor_shape_get_handle_bbox(selectedShape->base.handles[i]);
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if(vektor_bbox_isinside(bbox, position)) {
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for (size_t i = 0; i < selectedShape->base.handleCount; i++) {
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VektorBBox bbox =
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vektor_shape_get_handle_bbox(selectedShape->base.handles[i]);
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if (vektor_bbox_isinside(bbox, position)) {
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// clicked inside handle
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state->heldHandleIndex = i;
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vektor_canvas_geometry_changed(state->renderInfo);
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@@ -285,9 +302,10 @@ void vektor_appstate_canvas_drag_update(GtkGestureDrag* gesture, gdouble x,
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(V2){position.x, position.y});
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// drag handle if selected
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if(state->selectedShape != NULL && state->heldHandleIndex != -1) {
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if (state->selectedShape != NULL && state->heldHandleIndex != -1) {
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state->selectedShape->base.handles[state->heldHandleIndex] = position;
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vektor_shape_handles_updated(&state->selectedShape->base, &state->heldHandleIndex);
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vektor_shape_handles_updated(&state->selectedShape->base,
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&state->heldHandleIndex);
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vektor_canvas_geometry_changed(state->renderInfo);
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}
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}
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@@ -1,11 +1,8 @@
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#include "modifier.h"
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VektorShapeNode vektor_shapenode_new(VektorShape shape) {
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VektorShapeNode node = (VektorShapeNode) {
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.base = shape,
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.modifier_count = 0,
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.evaluated = shape
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};
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VektorShapeNode node = (VektorShapeNode){
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.base = shape, .modifier_count = 0, .evaluated = shape};
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return node;
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}
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@@ -14,7 +11,8 @@ VektorShape* vektor_shapenode_get_evaluated(VektorShapeNode* shapeNode) {
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return &shapeNode->evaluated;
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}
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void vektor_shapenodebuf_add(VektorShapeNodeBuffer* buffer, VektorShapeNode node) {
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void vektor_shapenodebuf_add(VektorShapeNodeBuffer* buffer,
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VektorShapeNode node) {
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if (buffer->count >= buffer->capacity) {
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buffer->capacity = buffer->capacity ? buffer->capacity * 2 : 4;
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buffer->nodes =
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@@ -3,9 +3,7 @@
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#include "src/core/primitives.h"
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typedef enum {
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VEKTOR_MODIFIER_BEVEL
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} VektorModifierType;
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typedef enum { VEKTOR_MODIFIER_BEVEL } VektorModifierType;
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typedef struct VektorModifier {
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VektorModifierType type;
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@@ -35,10 +33,13 @@ typedef struct VektorShapeNodeBuffer {
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VektorShapeNode vektor_shapenode_new(VektorShape shape);
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VektorShape* vektor_shapenode_get_evaluated(VektorShapeNode* shapeNode);
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void vektor_shapenode_modifier_add(VektorShapeNode* shapeNode, VektorModifier* mod);
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void vektor_shapenode_modifier_remove(VektorShapeNode* shapeNode, VektorModifier* mod);
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void vektor_shapenode_modifier_add(VektorShapeNode* shapeNode,
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VektorModifier* mod);
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void vektor_shapenode_modifier_remove(VektorShapeNode* shapeNode,
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VektorModifier* mod);
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void vektor_shapenode_free(VektorShapeNode* shapeNode);
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void vektor_shapenodebuf_add(VektorShapeNodeBuffer* buffer, VektorShapeNode node);
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void vektor_shapenodebuf_add(VektorShapeNodeBuffer* buffer,
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VektorShapeNode node);
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#endif
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@@ -41,7 +41,7 @@ void vektor_polygon_tessellate(EdgeBuffer* buffer, VektorPolygon* polygon,
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void vektor_circle_tessellate(EdgeBuffer* buffer, VektorCircle* circle,
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size_t j, double scale) {
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double err = 0.0025;
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size_t res = MIN(PI * sqrt((scale * circle->radius) / (2 * err)), 20);
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size_t res = PI * sqrt((scale * circle->radius) / (2 * err));
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for (size_t i = 0; i < res; i++) {
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double theta1 = (2 * PI * i) / res;
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double theta2 = (2 * PI * (i + 1)) / res;
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@@ -104,7 +104,6 @@ void vektor_vb_rasterize(VertexBuffer* vb, VektorShapeNodeBuffer* nodebuf,
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break;
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}
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}
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}
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void vektor_vb_add_triangle(VertexBuffer* vb, V2 v0, V2 v1, V2 v2,
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@@ -202,6 +201,24 @@ void vektor_edges_to_triangles(VertexBuffer* vb, EdgeBuffer* edges,
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V2 v22 = vec2_add(e2.p2, off2);
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V2 v23 = vec2_sub(e2.p2, off2);
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V2 outer1 = vec2_add(corner, off1);
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V2 outer2 = vec2_add(corner, off2);
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V2 inner1 = vec2_sub(corner, off1);
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V2 inner2 = vec2_sub(corner, off2);
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float cos_theta = vec2_dot(d1, d2);
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float sin_half = sqrtf((1.0f - cos_theta) * 0.5f);
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float miter_len = hw / sin_half;
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if (miter_len > 4.0 * hw || miter_len < 1.05 * hw) {
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vektor_vb_add_triangle(vb, outer1, corner, outer2,
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style.stroke_color);
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vektor_vb_add_triangle(vb, inner1, corner, inner2,
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style.stroke_color);
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continue;
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}
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V2 outer_miter = line_intersection(vec2_add(corner, off1), d1,
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vec2_add(corner, off2), d2);
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@@ -160,9 +160,9 @@ void vektor_canvas_geometry_changed(VektorCanvasRenderInfo* renderInfo) {
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shape_vertex_count = vb.count;
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// create selection quad if a shape is selected
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VektorBBox bbox = vektor_primitive_get_bbox(selectedShape->base.primitive);
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VektorBBox bbox =
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vektor_primitive_get_bbox(selectedShape->base.primitive);
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// expand it a little so it is not inset
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bbox = vektor_bbox_expand(bbox, 0.03f);
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@@ -196,7 +196,7 @@ static gboolean render(GtkGLArea* a, GdkGLContext* ctx,
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// PASS 2 - draw selection quads
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if (vb.count > shape_vertex_count) {
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//g_print("vdelta: %zu\n", vb.count - shape_vertex_count);
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// g_print("vdelta: %zu\n", vb.count - shape_vertex_count);
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float time =
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(g_get_monotonic_time() - renderInfo->startupTime) / 10000000.0f;
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