| 272 | } |
| 273 | |
| 274 | void PolygonalSkin::_rebuildGeometry() |
| 275 | { |
| 276 | if (mLinePoints.size() < 2) |
| 277 | return; |
| 278 | if (!mRenderItem || !mRenderItem->getRenderTarget()) |
| 279 | return; |
| 280 | |
| 281 | mGeometryOutdated = false; |
| 282 | |
| 283 | // using mCurrentCoord as rectangle where we draw polygons |
| 284 | |
| 285 | // base texture coordinates |
| 286 | FloatPoint baseVerticiesUV[4] = { |
| 287 | FloatPoint(mCurrentTexture.left, mCurrentTexture.top), |
| 288 | FloatPoint(mCurrentTexture.right, mCurrentTexture.top), |
| 289 | FloatPoint(mCurrentTexture.right, mCurrentTexture.bottom), |
| 290 | FloatPoint(mCurrentTexture.left, mCurrentTexture.bottom)}; |
| 291 | |
| 292 | // UV vectors |
| 293 | FloatPoint vectorU = baseVerticiesUV[1] - baseVerticiesUV[0]; |
| 294 | //FloatPoint vectorV = baseVerticiesUV[3] - baseVerticiesUV[0]; |
| 295 | |
| 296 | mResultVerticiesPos.clear(); |
| 297 | mResultVerticiesUV.clear(); |
| 298 | // add first two verticies |
| 299 | FloatPoint normal = _getPerpendicular(mLinePoints[0], mLinePoints[1]); |
| 300 | |
| 301 | FloatPoint points[2] = {mLinePoints[0] + normal, mLinePoints[0] - normal}; |
| 302 | FloatPoint pointsUV[2] = {baseVerticiesUV[0], baseVerticiesUV[3]}; |
| 303 | |
| 304 | bool draw = true; |
| 305 | size_t stroke = 0; |
| 306 | |
| 307 | // add other verticies |
| 308 | float currentLength = 0.0f; |
| 309 | for (size_t i = 1; i < mLinePoints.size(); ++i) |
| 310 | { |
| 311 | if (mLineStroke != 0) |
| 312 | { |
| 313 | stroke++; |
| 314 | if (stroke == mLineStroke) |
| 315 | { |
| 316 | stroke = 0; |
| 317 | draw = !draw; |
| 318 | } |
| 319 | } |
| 320 | |
| 321 | currentLength += |
| 322 | len(mLinePoints[i - 1].left - mLinePoints[i].left, mLinePoints[i - 1].top - mLinePoints[i].top); |
| 323 | |
| 324 | // getting normal between previous and next point |
| 325 | if (i != mLinePoints.size() - 1) |
| 326 | normal = _getMiddleLine(mLinePoints[i - 1], mLinePoints[i + 1], mLinePoints[i]); |
| 327 | else |
| 328 | normal = _getPerpendicular(mLinePoints[i - 1], mLinePoints[i]); |
| 329 | |
| 330 | bool edge = false; |
| 331 | bool sharp = false; |
nothing calls this directly
no test coverage detected