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@ -232,8 +232,16 @@ impl Path { |
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self.reserve(n); |
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self.add_point(points[0], (points[1] - points[0]).normalized().rot90()); |
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for i in 1..n - 1 { |
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let n0 = (points[i] - points[i - 1]).normalized().rot90(); |
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let n1 = (points[i + 1] - points[i]).normalized().rot90(); |
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let mut n0 = (points[i] - points[i - 1]).normalized().rot90(); |
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let mut n1 = (points[i + 1] - points[i]).normalized().rot90(); |
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// Handle duplicated points (but not triplicated...):
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if n0 == Vec2::zero() { |
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n0 = n1; |
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} else if n1 == Vec2::zero() { |
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n1 = n0; |
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} |
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let v = (n0 + n1) / 2.0; |
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let normal = v / v.length_sq(); // TODO: handle VERY sharp turns better
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self.add_point(points[i], normal); |
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@ -252,8 +260,19 @@ impl Path { |
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// TODO: optimize
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for i in 0..n { |
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let n0 = (points[i] - points[(i + n - 1) % n]).normalized().rot90(); |
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let n1 = (points[(i + 1) % n] - points[i]).normalized().rot90(); |
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let mut n0 = (points[i] - points[(i + n - 1) % n]).normalized().rot90(); |
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let mut n1 = (points[(i + 1) % n] - points[i]).normalized().rot90(); |
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// Handle duplicated points (but not triplicated...):
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if n0 == Vec2::zero() { |
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n0 = n1; |
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} else if n1 == Vec2::zero() { |
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n1 = n0; |
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} |
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// if n1 == Vec2::zero() {
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// continue
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// }
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let v = (n0 + n1) / 2.0; |
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let normal = v / v.length_sq(); // TODO: handle VERY sharp turns better
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self.add_point(points[i], normal); |
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