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Pixelorama/src/Tools/EllipseTool.gd

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GDScript3
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extends "res://src/Tools/ShapeDrawer.gd"
func _get_shape_points_filled(size: Vector2) -> PoolVector2Array:
var offseted_size := size + Vector2.ONE * (_thickness - 1)
var border := _get_ellipse_points(Vector2.ZERO, offseted_size)
var filling := []
var bitmap := _fill_bitmap_with_points(border, offseted_size)
for x in range(1, ceil(offseted_size.x / 2)):
var fill := false
var prev_is_true := false
for y in range(0, ceil(offseted_size.y / 2)):
var top_l_p := Vector2(x, y)
var bit := bitmap.get_bit(top_l_p)
if bit and not fill:
prev_is_true = true
continue
if not bit and (fill or prev_is_true):
filling.append(top_l_p)
filling.append(Vector2(x, offseted_size.y - y - 1))
filling.append(Vector2(offseted_size.x - x - 1, y))
filling.append(Vector2(offseted_size.x - x - 1, offseted_size.y - y - 1))
if prev_is_true:
fill = true
prev_is_true = false
elif bit and fill:
break
return PoolVector2Array(border + filling)
func _get_shape_points(size: Vector2) -> PoolVector2Array:
# Return ellipse with thickness 1
if _thickness == 1:
return PoolVector2Array(_get_ellipse_points(Vector2.ZERO, size))
var size_offset := Vector2.ONE * (_thickness - 1)
var new_size := size + size_offset
var inner_ellipse_size = new_size - size_offset
# The inner ellipse is to small to create a gap in the middle of the ellipse,
# just return a filled ellipse
if inner_ellipse_size.x <= 2 and inner_ellipse_size.y <= 2:
return _get_shape_points_filled(size)
# Adapted scanline algorithm to fill between 2 ellipses, to create a thicker ellipse
var res_array := []
var border_ellipses := (
_get_ellipse_points(Vector2.ZERO, new_size)
+ _get_ellipse_points(size_offset, inner_ellipse_size)
) # Outer and inner ellipses
var bitmap := _fill_bitmap_with_points(border_ellipses, new_size)
var smallest_side := min(new_size.x, new_size.y)
var largest_side := max(new_size.x, new_size.y)
var scan_dir := Vector2(0, 1) if smallest_side == new_size.x else Vector2(1, 0)
var iscan_dir := Vector2(1, 0) if smallest_side == new_size.x else Vector2(0, 1)
var ie_relevant_offset_side = size_offset.x if smallest_side == new_size.x else size_offset.y
var h_ls_c := ceil(largest_side / 2)
for s in range(ceil(smallest_side / 2)):
if s <= ie_relevant_offset_side:
var draw := false
for l in range(h_ls_c):
var pos := scan_dir * l + iscan_dir * s
if bitmap.get_bit(pos):
draw = true
if draw:
var mirror_smallest_side := iscan_dir * (smallest_side - 1 - 2 * s)
var mirror_largest_side := scan_dir * (largest_side - 1 - 2 * l)
res_array.append(pos)
res_array.append(pos + mirror_largest_side)
res_array.append(pos + mirror_smallest_side)
res_array.append(pos + mirror_smallest_side + mirror_largest_side)
else:
# Find outer ellipse
var l_o := 0
for l in range(h_ls_c):
var pos := scan_dir * l + iscan_dir * s
if bitmap.get_bit(pos):
l_o = l
break
# Find inner ellipse
var li := 0
for l in range(h_ls_c, 0, -1):
var pos := scan_dir * l + iscan_dir * s
if bitmap.get_bit(pos):
li = l
break
# Fill between both
for l in range(l_o, li + 1):
var pos := scan_dir * l + iscan_dir * s
var mirror_smallest_side := iscan_dir * (smallest_side - 1 - 2 * s)
var mirror_largest_side := scan_dir * (largest_side - 1 - 2 * l)
res_array.append(pos)
res_array.append(pos + mirror_largest_side)
res_array.append(pos + mirror_smallest_side)
res_array.append(pos + mirror_smallest_side + mirror_largest_side)
return PoolVector2Array(res_array)
# Algorithm based on http://members.chello.at/easyfilter/bresenham.html
func _get_ellipse_points(pos: Vector2, size: Vector2) -> Array:
var array := []
var x0 := int(pos.x)
var x1 := pos.x + int(size.x - 1)
var y0 := int(pos.y)
var y1 := int(pos.y) + int(size.y - 1)
var a := int(abs(x1 - x0))
var b := int(abs(y1 - x0))
var b1 := b & 1
var dx := 4 * (1 - a) * b * b
var dy := 4 * (b1 + 1) * a * a
var err := dx + dy + b1 * a * a
var e2 := 0
if x0 > x1:
x0 = x1
x1 += a
if y0 > y1:
y0 = y1
# warning-ignore:integer_division
y0 += (b + 1) / 2
y1 = y0 - b1
a *= 8 * a
b1 = 8 * b * b
while x0 <= x1:
var v1 := Vector2(x1, y0)
var v2 := Vector2(x0, y0)
var v3 := Vector2(x0, y1)
var v4 := Vector2(x1, y1)
array.append(v1)
array.append(v2)
array.append(v3)
array.append(v4)
e2 = 2 * err
if e2 <= dy:
y0 += 1
y1 -= 1
dy += a
err += dy
if e2 >= dx || 2 * err > dy:
x0 += 1
x1 -= 1
dx += b1
err += dx
while y0 - y1 < b:
var v1 := Vector2(x0 - 1, y0)
var v2 := Vector2(x1 + 1, y0)
var v3 := Vector2(x0 - 1, y1)
var v4 := Vector2(x1 + 1, y1)
array.append(v1)
array.append(v2)
array.append(v3)
array.append(v4)
y0 += 1
y1 -= 1
return array
func _fill_bitmap_with_points(points: Array, size: Vector2) -> BitMap:
var bitmap := BitMap.new()
bitmap.create(size)
for point in points:
bitmap.set_bit(point, 1)
return bitmap