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use glamx::{Pose2, Vec2};
/// Geometric description of a polyline.
#[derive(Clone, Debug, PartialEq)]
#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
pub struct RenderPolyline {
/// Coordinates of the polyline vertices.
coords: Vec<Vec2>,
/// Coordinates of the polyline normals.
normals: Option<Vec<Vec2>>,
}
impl RenderPolyline {
/// Creates a new polyline.
pub fn new(coords: Vec<Vec2>, normals: Option<Vec<Vec2>>) -> RenderPolyline {
if let Some(ref ns) = normals {
assert!(
coords.len() == ns.len(),
"There must be exactly one normal per vertex."
);
}
RenderPolyline { coords, normals }
}
}
impl RenderPolyline {
/// Moves the polyline data out of it.
pub fn unwrap(self) -> (Vec<Vec2>, Option<Vec<Vec2>>) {
(self.coords, self.normals)
}
/// The coordinates of this polyline vertices.
#[inline]
pub fn coords(&self) -> &[Vec2] {
&self.coords[..]
}
/// The mutable coordinates of this polyline vertices.
#[inline]
pub fn coords_mut(&mut self) -> &mut [Vec2] {
&mut self.coords[..]
}
/// The normals of this polyline vertices.
#[inline]
pub fn normals(&self) -> Option<&[Vec2]> {
self.normals.as_deref()
}
/// The mutable normals of this polyline vertices.
#[inline]
pub fn normals_mut(&mut self) -> Option<&mut [Vec2]> {
self.normals.as_deref_mut()
}
/// Translates each vertex of this polyline.
pub fn translate_by(&mut self, t: Vec2) {
for c in self.coords.iter_mut() {
*c += t;
}
}
/// Rotates each vertex and normal of this polyline by an angle (in radians).
pub fn rotate_by(&mut self, angle: f32) {
let (sin, cos) = angle.sin_cos();
for c in self.coords.iter_mut() {
let x = cos * c.x - sin * c.y;
let y = sin * c.x + cos * c.y;
*c = Vec2::new(x, y);
}
for n in self.normals.iter_mut() {
for n in n.iter_mut() {
let x = cos * n.x - sin * n.y;
let y = sin * n.x + cos * n.y;
*n = Vec2::new(x, y);
}
}
}
/// Transforms each vertex and rotates each normal of this polyline.
pub fn transform_by(&mut self, t: Pose2) {
for c in self.coords.iter_mut() {
*c = t * *c;
}
for n in self.normals.iter_mut() {
for n in n.iter_mut() {
*n = t.rotation * *n;
}
}
}
/// Apply a transformation to every vertex and normal of this polyline and returns it.
#[inline]
pub fn transformed(mut self, t: Pose2) -> Self {
self.transform_by(t);
self
}
/// Scales each vertex of this polyline.
pub fn scale_by_scalar(&mut self, s: f32) {
for c in self.coords.iter_mut() {
*c *= s
}
// TODO: do something for the normals?
}
/// Scales each vertex of this mesh.
#[inline]
pub fn scale_by(&mut self, s: Vec2) {
for c in self.coords.iter_mut() {
*c *= s;
}
// TODO: do something for the normals?
}
/// Apply a scaling to every vertex and normal of this polyline and returns it.
#[inline]
pub fn scaled(mut self, s: Vec2) -> Self {
self.scale_by(s);
self
}
}