mirror of
https://github.com/photonstorm/phaser
synced 2024-11-23 21:24:09 +00:00
Fixed bug on ShapeBatch with corner wrapping to the first element. Also added lineWidthTo and moveWidthTo allowing easy creation of trails
This commit is contained in:
parent
16517ce898
commit
400b18b5ce
5 changed files with 141 additions and 143 deletions
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@ -10,5 +10,7 @@ module.exports = {
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FILL_PATH: 8,
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STROKE_PATH: 9,
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FILL_TRIANGLE: 10,
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STROKE_TRIANGLE: 11
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STROKE_TRIANGLE: 11,
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LINE_WIDTH_TO: 12,
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MOVE_WIDTH_TO: 13
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};
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@ -148,6 +148,22 @@ var Graphics = new Class({
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);
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},
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lineWidthTo: function (x, y, width)
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{
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this.commandBuffer.push(
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Commands.LINE_WIDTH_TO,
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x, y, width
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);
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},
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moveWidthTo: function (x, y, width)
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{
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this.commandBuffer.push(
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Commands.MOVE_WIDTH_TO,
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x, y, width
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);
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},
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clear: function ()
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{
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this.commandBuffer.length = 0;
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@ -158,6 +158,22 @@ var GraphicsCanvasRenderer = function (renderer, src, interpolationPercentage, c
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index += 2;
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break;
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case Commands.LINE_WIDTH_TO:
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ctx.lineTo(
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commandBuffer[index + 1],
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commandBuffer[index + 2]
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);
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index += 3;
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break;
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case Commands.MOVE_WIDTH_TO:
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ctx.moveTo(
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commandBuffer[index + 1],
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commandBuffer[index + 2]
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);
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index += 3;
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break;
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default:
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console.error('Phaser: Invalid Graphics Command ID ' + commandID);
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break;
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@ -6,17 +6,18 @@ var sin = Math.sin;
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var sqrt = Math.sqrt;
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var tempMatrix = new TransformMatrix();
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var Point = function (x, y)
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var Point = function (x, y, width)
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{
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this.x = x;
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this.y = y;
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this.width = width;
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};
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var Path = function (x, y)
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var Path = function (x, y, width)
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{
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this.points = [];
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this.pointsLength = 1;
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this.points[0] = new Point(x, y);
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this.points[0] = new Point(x, y, width);
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};
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var GraphicsWebGLRenderer = function (renderer, src, interpolationPercentage, camera)
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@ -116,12 +117,12 @@ var GraphicsWebGLRenderer = function (renderer, src, interpolationPercentage, ca
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if (iteration === 0)
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{
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lastPath = new Path(tx, ty);
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lastPath = new Path(tx, ty, lineWidth);
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pathArray.push(lastPath);
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}
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else
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{
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lastPath.points.push(new Point(tx, ty));
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lastPath.points.push(new Point(tx, ty, lineWidth));
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}
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iteration += iterStep;
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@ -150,8 +151,9 @@ var GraphicsWebGLRenderer = function (renderer, src, interpolationPercentage, ca
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if (lastPath !== null && lastPath.points.length > 0)
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{
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var firstPoint = lastPath.points[0];
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var lastPoint = lastPath.points[lastPath.points.length - 1];
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lastPath.points.push(firstPoint);
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lastPath = new Path(x, y);
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lastPath = new Path(lastPoint.x, lastPoint.y, lineWidth);
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pathArray.push(lastPath);
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}
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break;
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@ -257,22 +259,41 @@ var GraphicsWebGLRenderer = function (renderer, src, interpolationPercentage, ca
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case Commands.LINE_TO:
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if (lastPath !== null)
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{
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lastPath.points.push(new Point(commandBuffer[cmdIndex + 1], commandBuffer[cmdIndex + 2]));
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lastPath.points.push(new Point(commandBuffer[cmdIndex + 1], commandBuffer[cmdIndex + 2], lineWidth));
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}
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else
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{
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lastPath = new Path(commandBuffer[cmdIndex + 1], commandBuffer[cmdIndex + 2]);
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lastPath = new Path(commandBuffer[cmdIndex + 1], commandBuffer[cmdIndex + 2], lineWidth);
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pathArray.push(lastPath);
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}
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cmdIndex += 2;
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break;
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case Commands.MOVE_TO:
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lastPath = new Path(commandBuffer[cmdIndex + 1], commandBuffer[cmdIndex + 2]);
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lastPath = new Path(commandBuffer[cmdIndex + 1], commandBuffer[cmdIndex + 2], lineWidth);
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pathArray.push(lastPath);
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cmdIndex += 2;
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break;
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case Commands.LINE_WIDTH_TO:
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if (lastPath !== null)
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{
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lastPath.points.push(new Point(commandBuffer[cmdIndex + 1], commandBuffer[cmdIndex + 2], commandBuffer[cmdIndex + 3]));
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}
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else
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{
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lastPath = new Path(commandBuffer[cmdIndex + 1], commandBuffer[cmdIndex + 2], commandBuffer[cmdIndex + 3]);
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pathArray.push(lastPath);
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}
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cmdIndex += 3;
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break;
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case Commands.MOVE_WIDTH_TO:
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lastPath = new Path(commandBuffer[cmdIndex + 1], commandBuffer[cmdIndex + 2], commandBuffer[cmdIndex + 3]);
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pathArray.push(lastPath);
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cmdIndex += 3;
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break;
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default:
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console.error('Phaser: Invalid Graphics Command ID ' + cmd);
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break;
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@ -28,10 +28,10 @@ var ShapeBatch = function (game, gl, manager)
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this.vertexCount = 0;
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this.viewMatrixLocation = null;
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this.tempTriangle = [
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{x: 0, y: 0},
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{x: 0, y: 0},
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{x: 0, y: 0},
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{x: 0, y: 0}
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{x: 0, y: 0, width: 0},
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{x: 0, y: 0, width: 0},
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{x: 0, y: 0, width: 0},
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{x: 0, y: 0, width: 0}
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];
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// All of these settings will be able to be controlled via the Game Config
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@ -162,7 +162,7 @@ ShapeBatch.prototype = {
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/* Graphics Game Object properties */
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srcX, srcY, srcScaleX, srcScaleY, srcRotation,
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/* line properties */
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ax, ay, bx, by, lineWidth, lineColor, lineAlpha,
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ax, ay, bx, by, aLineWidth, bLineWidth, lineColor, lineAlpha,
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/* transform */
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a, b, c, d, e, f
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) {
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@ -179,16 +179,18 @@ ShapeBatch.prototype = {
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var dx = bx - ax;
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var dy = by - ay;
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var len = Math.sqrt(dx * dx + dy * dy);
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var l0 = lineWidth * (by - ay) / len;
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var l1 = lineWidth * (ax - bx) / len;
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var lx0 = bx - l0;
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var ly0 = by - l1;
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var lx1 = ax - l0;
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var ly1 = ay - l1;
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var lx2 = bx + l0;
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var ly2 = by + l1;
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var lx3 = ax + l0;
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var ly3 = ay + l1;
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var al0 = aLineWidth * (by - ay) / len;
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var al1 = aLineWidth * (ax - bx) / len;
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var bl0 = bLineWidth * (by - ay) / len;
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var bl1 = bLineWidth * (ax - bx) / len;
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var lx0 = bx - bl0;
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var ly0 = by - bl1;
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var lx1 = ax - al0;
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var ly1 = ay - al1;
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var lx2 = bx + bl0;
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var ly2 = by + bl1;
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var lx3 = ax + al0;
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var ly3 = ay + al1;
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var x0 = lx0 * a + ly0 * c + e;
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var y0 = lx0 * b + ly0 * d + f;
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var x1 = lx1 * a + ly1 * c + e;
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@ -203,27 +205,22 @@ ShapeBatch.prototype = {
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vertexBufferF32[vertexOffset++] = y0;
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vertexBufferU32[vertexOffset++] = lineColor;
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vertexBufferF32[vertexOffset++] = lineAlpha;
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vertexBufferF32[vertexOffset++] = x1;
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vertexBufferF32[vertexOffset++] = y1;
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vertexBufferU32[vertexOffset++] = lineColor;
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vertexBufferF32[vertexOffset++] = lineAlpha;
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vertexBufferF32[vertexOffset++] = x2;
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vertexBufferF32[vertexOffset++] = y2;
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vertexBufferU32[vertexOffset++] = lineColor;
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vertexBufferF32[vertexOffset++] = lineAlpha;
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vertexBufferF32[vertexOffset++] = x1;
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vertexBufferF32[vertexOffset++] = y1;
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vertexBufferU32[vertexOffset++] = lineColor;
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vertexBufferF32[vertexOffset++] = lineAlpha;
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vertexBufferF32[vertexOffset++] = x3;
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vertexBufferF32[vertexOffset++] = y3;
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vertexBufferU32[vertexOffset++] = lineColor;
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vertexBufferF32[vertexOffset++] = lineAlpha;
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vertexBufferF32[vertexOffset++] = x2;
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vertexBufferF32[vertexOffset++] = y2;
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vertexBufferU32[vertexOffset++] = lineColor;
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@ -258,82 +255,25 @@ ShapeBatch.prototype = {
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var vertexBufferU32 = vertexDataBuffer.uintView;
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var vertexOffset;
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var x0, y0, x1, y1, x2, y2;
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var line;
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for (var pathIndex = 0; pathIndex + 1 < pathLength; pathIndex += 1)
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{
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point0 = path[pathIndex];
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point1 = path[pathIndex + 1];
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polylines.push(this.addLine(
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line = this.addLine(
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srcX, srcY, srcScaleX, srcScaleY, srcRotation,
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point0.x, point0.y, point1.x, point1.y, halfLineWidth, lineColor, lineAlpha,
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point0.x, point0.y,
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point1.x, point1.y,
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point0.width / 2, point1.width / 2,
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lineColor, lineAlpha,
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a, b, c, d, e, f
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));
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);
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polylines.push(line);
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}
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if (lineWidth < 1.0)
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return;
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if (isLastPath)
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{
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for (var index = 0, polylinesLength = polylines.length;
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index < polylinesLength; ++index)
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{
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if (this.vertexCount + 6 > this.maxVertices)
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{
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this.flush();
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}
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last = polylines[index - 1];
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curr = polylines[index];
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vertexOffset = vertexDataBuffer.allocate(24)
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x0 = last[2 * 2 + 0];
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y0 = last[2 * 2 + 1];
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x1 = last[2 * 0 + 0];
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y1 = last[2 * 0 + 1];
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x2 = curr[2 * 3 + 0];
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y2 = curr[2 * 3 + 1];
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vertexBufferF32[vertexOffset++] = x0;
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vertexBufferF32[vertexOffset++] = y0;
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vertexBufferU32[vertexOffset++] = lineColor;
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vertexBufferF32[vertexOffset++] = lineAlpha;
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vertexBufferF32[vertexOffset++] = x1;
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vertexBufferF32[vertexOffset++] = y1;
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vertexBufferU32[vertexOffset++] = lineColor;
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vertexBufferF32[vertexOffset++] = lineAlpha;
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vertexBufferF32[vertexOffset++] = x2;
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vertexBufferF32[vertexOffset++] = y2;
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vertexBufferU32[vertexOffset++] = lineColor;
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vertexBufferF32[vertexOffset++] = lineAlpha;
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x0 = last[2 * 0 + 0];
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y0 = last[2 * 0 + 1];
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x1 = last[2 * 2 + 0];
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y1 = last[2 * 2 + 1];
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x2 = curr[2 * 1 + 0];
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y2 = curr[2 * 1 + 1];
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vertexBufferF32[vertexOffset++] = x0;
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vertexBufferF32[vertexOffset++] = y0;
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vertexBufferU32[vertexOffset++] = lineColor;
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vertexBufferF32[vertexOffset++] = lineAlpha;
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vertexBufferF32[vertexOffset++] = x1;
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vertexBufferF32[vertexOffset++] = y1;
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vertexBufferU32[vertexOffset++] = lineColor;
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vertexBufferF32[vertexOffset++] = lineAlpha;
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vertexBufferF32[vertexOffset++] = x2;
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vertexBufferF32[vertexOffset++] = y2;
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vertexBufferU32[vertexOffset++] = lineColor;
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vertexBufferF32[vertexOffset++] = lineAlpha;
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this.vertexCount += 6;
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}
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}
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else
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{
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for (var index = 0, polylinesLength = polylines.length;
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/* Render joints */
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for (var index = 1, polylinesLength = polylines.length;
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index < polylinesLength; ++index)
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{
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@ -388,7 +328,6 @@ ShapeBatch.prototype = {
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this.vertexCount += 6;
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}
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}
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polylines.length = 0;
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},
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@ -584,12 +523,16 @@ ShapeBatch.prototype = {
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tempTriangle[0].x = x0;
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tempTriangle[0].y = y0;
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tempTriangle[0].width = lineWidth;
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tempTriangle[1].x = x1;
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tempTriangle[1].y = y1;
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tempTriangle[1].width = lineWidth;
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tempTriangle[2].x = x2;
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tempTriangle[2].y = y2;
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tempTriangle[2].width = lineWidth;
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tempTriangle[3].x = x0;
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tempTriangle[3].y = y0;
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tempTriangle[3].width = lineWidth;
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this.addStrokePath(
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srcX, srcY, srcScaleX, srcScaleY, srcRotation,
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