mirror of
https://github.com/lxsang/Diya-API.git
synced 2024-12-26 11:28:22 +01:00
Support for basic primitive shapes
This commit is contained in:
parent
89c5e04d36
commit
e8b724daa1
@ -49,7 +49,8 @@ Diya2DNode >> initialize [
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{ #category : #'as yet unclassified' }
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Diya2DNode >> recFromBuffer [
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|maxX maxY minX minY x y|
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maxX := maxY := minX := minY := 0.
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maxX := minX := vbuffer at: 1.
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maxY := minY := vbuffer at: 2.
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1 to: vbuffer size by: 4 do: [ :i|
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x := vbuffer at: i.
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y := vbuffer at: i + 1.
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@ -69,7 +69,7 @@ Diya2DPrimShape >> initialize [
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children := nil.
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type := GL_TRIANGLES.
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border := 0.
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bcolor := Color white
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bcolor := Color white.
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]
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{ #category : #initialization }
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@ -17,7 +17,6 @@ uniform float u_time;
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// 2D uniforms
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uniform int u_texture_type;
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uniform vec4 u_color;
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uniform vec4 u_border_color;
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uniform sampler2D u_texture;
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varying vec2 texcoord;
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void main(void) {
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@ -57,5 +56,5 @@ Diya2DShader >> setUpUniforms [
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self addUniform: #u_texture_type of: Uniform1i.
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self addUniform: #u_color of: Uniform4F.
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self addUniform: #u_border_color of: Uniform4F.
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self addUniform: #u_border of: Uniform1i.
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self addUniform: #u_border of: Uniform1F.
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]
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@ -74,10 +74,11 @@ DiyaBoot >> createWindow [
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{ #category : #events }
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DiyaBoot >> exampleNodes [
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|root node style|
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|root node style tex|
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tex := (DiyaImageTex fromFile:Smalltalk imageDirectory / 'assets'/'mrsang.png').
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root := DiyaRootNode new.
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node := root addNode: (DiyaRectangle size: 200@200) at: 250 @ 430.
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node texture: (DiyaImageTex fromFile:Smalltalk imageDirectory / 'assets'/'mrsang.png').
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node texture: tex.
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node color: (Color r: 1.0 g:1.0 b:1.0 alpha:1.0 ).
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node borderColor: Color red.
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node borderWidth: 3.0.
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@ -104,8 +105,16 @@ DiyaBoot >> exampleNodes [
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node := root addNode: (DiyaCircle r: 100) at: 200@200.
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node borderColor: Color red.
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node borderWidth: 2.0.
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node color: Color white.
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node borderWidth: 3.0.
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node texture: tex.
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"node rotation:(Float pi / 4.0)."
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node := root addNode: (DiyaConvexPolygon points:{250@100. 400@250. 450@80. 350@60}).
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node color: Color green.
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node borderColor: Color red.
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node texture: tex.
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node borderWidth: 3.0.
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^ root
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]
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48
Diya/DiyaConvexPolygon.class.st
Normal file
48
Diya/DiyaConvexPolygon.class.st
Normal file
@ -0,0 +1,48 @@
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Class {
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#name : #DiyaConvexPolygon,
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#superclass : #DiyaPolygon,
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#category : #'Diya-Graphics'
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}
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{ #category : #accessing }
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DiyaConvexPolygon >> calculateVertices [
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|size index p texcoord|
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size := (points size + 1) << 2.
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vbuffer ifNotNil: [ vbuffer free ].
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vbuffer := FFIExternalArray externalNewType: GLfloat size:size.
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vbuffer autoRelease.
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points sort:[:a :b| a angle < b angle].
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index := 1.
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points do:[:point|
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texcoord := self texcoordOf: point.
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vbuffer
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at: index put: point x;
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at: index + 1 put: point y;
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at: index + 2 put: texcoord x;
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at: index + 3 put: 1.0 - texcoord y.
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index := index + 4.
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].
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p := points at: 2.
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texcoord := self texcoordOf: p.
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vbuffer
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at: index put: p x;
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at: index + 1 put: p y;
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at: index + 2 put: texcoord x;
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at: index + 3 put: 1.0 - texcoord y.
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]
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{ #category : #initialization }
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DiyaConvexPolygon >> drawLines [
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OpenGL drawArrays: GL_LINE_LOOP first:0 count: (vbuffer size >> 2) - 1.
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]
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{ #category : #initialization }
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DiyaConvexPolygon >> initialize [
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super initialize.
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type := GL_TRIANGLE_FAN
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]
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{ #category : #accessing }
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DiyaConvexPolygon >> texcoordOf: point [
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^ (point / (self extent )) asFloatPoint
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]
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@ -3,8 +3,7 @@ Class {
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#superclass : #Diya2DPrimShape,
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#instVars : [
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'rx',
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'ry',
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'delta'
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'ry'
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],
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#category : #'Diya-Graphics'
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}
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@ -24,29 +23,28 @@ DiyaEllipse class >> rx: rx ry: ry shader: s [
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yourself
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]
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{ #category : #accessing }
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DiyaEllipse >> delta [
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^ delta
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]
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{ #category : #accessing }
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DiyaEllipse >> delta: anObject [
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delta := anObject
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{ #category : #initialization }
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DiyaEllipse >> draw [
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OpenGL
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enable: GL_BLEND;
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blendFnWithSfactor: GL_SRC_ALPHA dfactor: GL_ONE_MINUS_SRC_ALPHA.
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super draw.
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OpenGL
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disable: GL_BLEND
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]
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{ #category : #initialization }
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DiyaEllipse >> drawLines [
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0 to: (vbuffer size >> 2) by: 3 do:[: i|
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self drawLineAt: i
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].
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DiyaEllipse >> drawBorder [
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"do nothing"
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]
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{ #category : #initialization }
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DiyaEllipse >> initialize [
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super initialize.
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translation := nil.
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vbuffer := FFIExternalArray externalNewType: GLfloat size:4332.
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vbuffer := FFIExternalArray externalNewType: GLfloat size: 24.
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vbuffer autoRelease.
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shader := DiyaEllipseShader uniqueInstance.
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]
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{ #category : #accessing }
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@ -71,36 +69,27 @@ DiyaEllipse >> ry: anObject [
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dirty := true
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]
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{ #category : #initialization }
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DiyaEllipse >> setUpShader [
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super setUpShader.
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self shader
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setUniform: #u_border value: border;
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setUniform: #u_border_color value: bcolor asGL4FArray;
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setUniform: #u_rx value: rx;
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setUniform: #u_ry value: ry.
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]
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{ #category : #accessing }
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DiyaEllipse >> update [
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|theta c s x y index t|
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bbox := Rectangle origin: ((rx negated) @ (ry negated)) / 2.0 corner: (rx @ ry) / 2.0.
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theta := 2.0 * (Float pi) / 360.0.
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c := theta cos.
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s := theta sin.
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x := 1.
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y := 0.
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index := 1.
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0 to: 360 do:[:a|
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vbuffer
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at: index + 4 put: x * rx;
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at: index + 5 put: y * ry;
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at: index + 6 put: 0.0;
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at: index + 7 put: 0.0.
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t := x.
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x := (c * x) - (s * y).
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y := (s * t) + (c * y).
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vbuffer
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at: index put: x*rx;
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at: index + 1 put: y*ry;
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at: index + 2 put: 0.0;
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at: index + 3 put: 0.0;
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at: index + 8 put: 0.0;
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at: index + 9 put: 0.0;
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at: index + 10 put: 0.0;
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at: index + 11 put: 0.0.
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index := index + 12.
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].
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bbox := Rectangle origin: ((rx negated) @ (ry negated)) corner: (rx @ ry).
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{
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bbox origin x. bbox corner y. 0.0. 0.0.
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bbox origin x. bbox origin y. 0.0. 1.0.
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bbox corner x. bbox origin y. 1.0. 1.0.
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bbox corner x. bbox origin y. 1.0. 1.0.
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bbox corner x. bbox corner y. 1.0. 0.0.
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bbox origin x. bbox corner y. 0.0. 0.0.
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} doWithIndex: [:e :i| vbuffer at: i put: e].
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^true
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]
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146
Diya/DiyaEllipseShader.class.st
Normal file
146
Diya/DiyaEllipseShader.class.st
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@ -0,0 +1,146 @@
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Class {
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#name : #DiyaEllipseShader,
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#superclass : #Diya2DShader,
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#category : #'Diya-Shaders'
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}
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{ #category : #accessing }
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DiyaEllipseShader class >> fragmentShader [
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^'
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#ifdef GL_ES
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precision highp float;
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#endif
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uniform vec2 u_resolution;
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uniform vec2 u_mouse;
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uniform float u_time;
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// 2D uniforms
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uniform int u_texture_type;
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uniform vec4 u_color;
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uniform vec4 u_border_color;
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uniform sampler2D u_texture;
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uniform float u_border;
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uniform float u_rx;
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uniform float u_ry;
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varying float rotation;
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varying vec2 middle;
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varying vec2 texcoord;
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struct Ellipse
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{
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vec2 c;
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float minor;
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float major;
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float f;
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};
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float get_foci(float major, float minor)
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{
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return sqrt((major*major)-(minor*minor));
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}
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Ellipse create_ellipse(vec2 c, float mi, float ma)
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{
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Ellipse e;
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e.c = c;
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e.major = max(mi,ma);
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e.minor = min(mi,ma);
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e.f = get_foci(e.major, e.minor);
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return e;
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}
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bool is_inside_ellipse(vec2 p, Ellipse e)
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{
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float first = ((p.x-e.c.x)*(p.x-e.c.x)) / (e.major*e.major);
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float second = ((p.y-e.c.y)*(p.y-e.c.y)) / (e.minor*e.minor);
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return first+second <= 1.0;
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}
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bool is_inside_border(vec2 p, Ellipse e, float w)
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{
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float first = ((p.x-e.c.x)*(p.x-e.c.x)) / ((e.major-w)*(e.major-w));
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float second = ((p.y-e.c.y)*(p.y-e.c.y)) / ((e.minor-w)*(e.minor-w));
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float sum = first + second;
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return sum<= 1.0;
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}
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void draw_ellipse(inout vec4 c, vec2 p, Ellipse e, float border)
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{
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c = vec4(0);
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if (is_inside_border(p,e, border))
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{
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vec4 texcolor = vec4(1);
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// vec2 uv = (p - (e.c - vec2(e.major , e.minor))) / vec2(e.major*2.0, e.minor*2.0);
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// alpha
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if(u_texture_type == 0x1906) {
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texcolor = vec4(1, 1, 1, texture2D(u_texture, texcoord).a);
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}
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// rgba
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else if (u_texture_type == 0x1908){
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texcolor = texture2D(u_texture, texcoord);
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}
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c = texcolor * u_color;
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}
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else
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{
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if (is_inside_ellipse(p, e))
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{
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c = u_border_color;
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}
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}
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}
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vec2 rotate_point(vec2 center, vec2 p,float angle)
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{
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float s = sin(angle);
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float c = cos(angle);
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// translate point back to origin:
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p.x -= center.x;
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p.y -= center.y;
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// rotate point
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float xnew = p.x * c - p.y * s;
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float ynew = p.x * s + p.y * c;
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// translate point back:
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p.x = xnew + center.x;
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p.y = ynew + center.y;
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return p;
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}
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void main() {
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vec4 color = vec4(0);
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//defining ellipse
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Ellipse e = create_ellipse(middle, u_ry, u_rx);
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draw_ellipse(color, rotate_point(middle, gl_FragCoord.xy, rotation), e, u_border);
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// Output to screen
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gl_FragColor = color;
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}
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'
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]
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{ #category : #accessing }
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DiyaEllipseShader class >> vertexShader [
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^'
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#ifdef GL_ES
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precision mediump float;
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#endif
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uniform mat4 u_projection;
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uniform mat3 u_transform;
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varying float rotation;
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varying vec2 middle;
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varying vec2 texcoord;
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void main()
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{
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vec3 coord_global = u_transform * vec3(gl_Vertex.xy, 1.0);
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gl_Position = u_projection * vec4(coord_global.xy, 0, 1.0);
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rotation = atan(u_transform[1][0], u_transform[0][0]);
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middle = (u_transform * vec3(0.0,0.0,1.0)).xy;
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texcoord = gl_Vertex.zw;
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}'
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]
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{ #category : #initialization }
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DiyaEllipseShader >> setUpUniforms [
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super setUpUniforms.
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self addUniform: #u_rx of: Uniform1F.
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self addUniform: #u_ry of: Uniform1F.
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]
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@ -90,9 +90,13 @@ DiyaLine >> to: anObject [
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{ #category : #accessing }
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DiyaLine >> update [
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|extent|
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translation = from ifFalse:[self position: from].
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bbox := (Rectangle origin: 0@0 corner: to - from ).
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bbox := (Rectangle origin: from corner: to ).
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bbox origin = translation ifFalse:[self position: bbox origin].
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from := from - bbox origin.
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to := to - bbox origin.
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extent := bbox extent.
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bbox := (Rectangle origin: 0@0 corner: extent ).
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{
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0.0. 0.0. 0.0. 0.0.
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extent x. extent y. 0.0. 0.0.
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@ -1,5 +1,67 @@
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Class {
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#name : #DiyaPolygon,
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#superclass : #Diya2DPrimShape,
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#instVars : [
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'points'
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],
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#category : #'Diya-Graphics'
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}
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{ #category : #'as yet unclassified' }
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DiyaPolygon class >> points: points [
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^self new points: points; yourself
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]
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{ #category : #'as yet unclassified' }
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DiyaPolygon class >> points: points shader:s [
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^self new points: points; shader:s; yourself
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]
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{ #category : #accessing }
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DiyaPolygon >> calculateVertices [
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^self subclassResponsibility
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]
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{ #category : #initialization }
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DiyaPolygon >> initialize [
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super initialize.
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points := {}.
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vbuffer := nil.
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]
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{ #category : #accessing }
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DiyaPolygon >> points [
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^ points
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]
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{ #category : #accessing }
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DiyaPolygon >> points: anObject [
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points := anObject.
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dirty := true
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]
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{ #category : #accessing }
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DiyaPolygon >> recFromPoints [
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|maxX maxY minX minY x y|
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maxX := minX := (points at: 1) x.
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maxY := minY := (points at: 1) y.
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points do: [ :p|
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x := p x.
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y := p y.
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maxX := maxX max: x.
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maxY := maxY max: y.
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minX := minX min: x.
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minY := minY min: y.
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].
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^ Rectangle origin: minX@minY corner: maxX @ maxY
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]
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{ #category : #accessing }
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DiyaPolygon >> update [
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bbox := self recFromPoints.
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translation = bbox origin ifFalse:[ self position: bbox origin].
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points := points collect:[:e | e - bbox origin].
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bbox := self recFromPoints.
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self calculateVertices.
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^true
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]
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@ -74,7 +74,7 @@ DiyaText >> drawText [
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{ #category : #accessing }
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DiyaText >> extent: v [
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bbox := Rectangle origin: 0@0 corner: v.
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bbox := Rectangle origin: 0@0 corner: (v x) @ (v y negated ).
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dirty := true
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]
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Block a user