mirror of
https://github.com/lxsang/Diya-API.git
synced 2024-12-27 03:48:21 +01:00
2e4c73f8cf
- fix: TF update bug on scale - fix: Use local coordiate for Polygon points - Add timer node for basic animation - Dirty processing nodes are monitored by rootnode - refactory code
98 lines
2.0 KiB
Smalltalk
98 lines
2.0 KiB
Smalltalk
Class {
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#name : #DiyaEllipse,
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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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],
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#category : #'Diya-Graphics'
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}
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{ #category : #'as yet unclassified' }
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DiyaEllipse class >> rx: rx ry: ry [
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^self new rx: rx;
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ry: ry;
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yourself
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]
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{ #category : #'as yet unclassified' }
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DiyaEllipse class >> rx: rx ry: ry shader: s [
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^self new rx: rx;
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ry: ry;
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shader: s;
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yourself
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]
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{ #category : #initialization }
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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 >> drawLines [
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self shouldNotBeCalled
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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: 24.
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vbuffer autoRelease.
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shader := DiyaEllipseShader uniqueInstance.
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]
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{ #category : #initialization }
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DiyaEllipse >> inner: aPoint [
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|dxy|
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dxy := self local: aPoint.
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^ ((((dxy x) ** 2)/(rx**2)) + (((dxy y) ** 2) / (ry**2))) < 1.
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]
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{ #category : #accessing }
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DiyaEllipse >> process [
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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 origin y. 0.0. 0.0.
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bbox origin x. bbox corner y. 0.0. 1.0.
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bbox corner x. bbox corner y. 1.0. 1.0.
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bbox corner x. bbox corner y. 1.0. 1.0.
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bbox corner x. bbox origin y. 1.0. 0.0.
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bbox origin x. bbox origin 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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{ #category : #accessing }
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DiyaEllipse >> rx [
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^ rx
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]
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{ #category : #accessing }
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DiyaEllipse >> rx: anObject [
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rx := anObject.
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self setDirty
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]
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{ #category : #accessing }
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DiyaEllipse >> ry [
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^ ry
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]
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{ #category : #accessing }
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DiyaEllipse >> ry: anObject [
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ry := anObject.
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self setDirty
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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: (self ? #border);
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setUniform: #u_border_color value: ( self ? #borderColor) asGL4FArray;
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setUniform: #u_rx value: (rx * (scale x)) ;
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setUniform: #u_ry value: (ry * (scale y)) .
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]
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