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Interleave base_point and unit_normal in the same array
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parent
b7337f0781
commit
c064b11e2a
5 changed files with 19 additions and 25 deletions
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@ -69,8 +69,7 @@ class VMobject(Mobject):
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('stroke_width', np.float32, (1,)),
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('joint_product', np.float32, (4,)),
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('fill_rgba', np.float32, (4,)),
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('base_point', np.float32, (3,)),
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('unit_normal', np.float32, (3,)),
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('base_normal', np.float32, (3,)), # Every other holds base point and unit normal vector
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('fill_border_width', np.float32, (1,)),
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])
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pre_function_handle_to_anchor_scale_factor: float = 0.01
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@ -907,7 +906,7 @@ class VMobject(Mobject):
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points[1] - points[0],
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points[2] - points[1],
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)
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self.data["unit_normal"][:] = normal
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self.data["base_normal"][1::2] = normal
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return normal
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def refresh_unit_normal(self) -> Self:
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@ -1278,7 +1277,7 @@ class VMobject(Mobject):
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continue
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inner_ends = mob.get_subpath_end_indices()[:-1]
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mob.data["point"][inner_ends + 1] = mob.data["point"][inner_ends + 2]
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mob.data["unit_normal"] *= -1
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mob.data["base_normal"][1::2] *= -1
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super().reverse_points()
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return self
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@ -1344,7 +1343,7 @@ class VMobject(Mobject):
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stroke_behind = False
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for submob in family:
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if submob._has_fill:
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submob.data["base_point"] = submob.data["point"][0]
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submob.data["base_normal"][0::2] = submob.data["point"][0]
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if submob.stroke_behind:
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stroke_behind = True
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@ -265,20 +265,19 @@ class VShaderWrapper(ShaderWrapper):
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# stroke_width 1
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# joint_product 4
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# fill_rgba 4
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# base_point 3
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# unit_normal 3
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# base_normal 3
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# fill_border_width 1
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self.stroke_vert_format = '3f 4f 1f 4f 44x'
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self.stroke_vert_format = '3f 4f 1f 4f 32x'
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self.stroke_vert_attributes = ['point', 'stroke_rgba', 'stroke_width', 'joint_product']
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self.fill_vert_format = '3f 36x 4f 3f 3f 4x'
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self.fill_vert_attributes = ['point', 'fill_rgba', 'base_point', 'unit_normal']
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self.fill_vert_format = '3f 36x 4f 3f 4x'
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self.fill_vert_attributes = ['point', 'fill_rgba', 'base_normal']
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self.fill_border_vert_format = '3f 20x 4f 4f 24x 1f'
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self.fill_border_vert_format = '3f 20x 4f 4f 12x 1f'
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self.fill_border_vert_attributes = ['point', 'joint_product', 'stroke_rgba', 'stroke_width']
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self.fill_depth_vert_format = '3f 52x 3f 16x'
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self.fill_depth_vert_attributes = ['point', 'base_point']
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self.fill_depth_vert_format = '3f 40x 3f 16x'
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self.fill_depth_vert_attributes = ['point', 'base_normal']
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def init_vertex_objects(self):
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self.vbo = None
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@ -1,7 +1,7 @@
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#version 330
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in vec3 point;
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in vec3 base_point;
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in vec3 base_normal;
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out vec3 verts;
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out vec3 v_base_point;
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@ -9,6 +9,6 @@ out int v_vert_index;
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void main(){
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verts = point;
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v_base_point = base_point;
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v_base_point = base_normal;
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v_vert_index = gl_VertexID;
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}
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@ -5,8 +5,7 @@ layout (triangle_strip, max_vertices = 6) out;
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in vec3 verts[3];
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in vec4 v_color[3];
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in vec3 v_base_point[3];
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in vec3 v_unit_normal[3];
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in vec3 v_base_normal[3];
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in int v_vert_index[3];
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out vec4 color;
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@ -28,7 +27,7 @@ const vec2 SIMPLE_QUADRATIC[3] = vec2[3](
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void emit_triangle(vec3 points[3], vec4 v_color[3]){
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vec3 unit_normal = v_unit_normal[1];
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vec3 unit_normal = v_base_normal[1];
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orientation = sign(determinant(mat3(
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unit_normal,
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@ -61,7 +60,7 @@ void main(){
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// Emit main triangle
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fill_all = 1.0;
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emit_triangle(
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vec3[3](v_base_point[0], verts[0], verts[2]),
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vec3[3](v_base_normal[0], verts[0], verts[2]),
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vec4[3](v_color[1], v_color[0], v_color[2])
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);
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// Edge triangle
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@ -2,19 +2,16 @@
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in vec3 point;
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in vec4 fill_rgba;
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in vec3 base_point;
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in vec3 unit_normal;
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in vec3 base_normal;
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out vec3 verts; // Bezier control point
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out vec4 v_color;
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out vec3 v_base_point;
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out vec3 v_unit_normal;
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out vec3 v_base_normal;
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out int v_vert_index;
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void main(){
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verts = point;
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v_color = fill_rgba;
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v_base_point = base_point;
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v_unit_normal = unit_normal;
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v_base_normal = base_normal;
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v_vert_index = gl_VertexID;
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}
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