mirror of
https://github.com/Swiftgram/Telegram-iOS.git
synced 2026-02-08 20:34:39 +00:00
628 lines
22 KiB
Swift
628 lines
22 KiB
Swift
import Foundation
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import UIKit
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private func a(_ a1: CGFloat, _ a2: CGFloat) -> CGFloat
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{
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return 1.0 - 3.0 * a2 + 3.0 * a1
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}
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private func b(_ a1: CGFloat, _ a2: CGFloat) -> CGFloat
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{
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return 3.0 * a2 - 6.0 * a1
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}
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private func c(_ a1: CGFloat) -> CGFloat
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{
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return 3.0 * a1
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}
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private func calcBezier(_ t: CGFloat, _ a1: CGFloat, _ a2: CGFloat) -> CGFloat
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{
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return ((a(a1, a2)*t + b(a1, a2))*t + c(a1)) * t
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}
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private func calcSlope(_ t: CGFloat, _ a1: CGFloat, _ a2: CGFloat) -> CGFloat
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{
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return 3.0 * a(a1, a2) * t * t + 2.0 * b(a1, a2) * t + c(a1)
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}
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private func getTForX(_ x: CGFloat, _ x1: CGFloat, _ x2: CGFloat) -> CGFloat {
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var t = x
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var i = 0
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while i < 4 {
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let currentSlope = calcSlope(t, x1, x2)
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if currentSlope == 0.0 {
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return t
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} else {
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let currentX = calcBezier(t, x1, x2) - x
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t -= currentX / currentSlope
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}
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i += 1
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}
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return t
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}
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private func bezierPoint(_ x1: CGFloat, _ y1: CGFloat, _ x2: CGFloat, _ y2: CGFloat, _ x: CGFloat) -> CGFloat
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{
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var value = calcBezier(getTForX(x, x1, x2), y1, y2)
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if value >= 0.997 {
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value = 1.0
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}
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return value
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}
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/// Bezier control points for displacement easing curve
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public struct DisplacementBezier {
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var x1: CGFloat
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var y1: CGFloat
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var x2: CGFloat
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var y2: CGFloat
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public init(x1: CGFloat, y1: CGFloat, x2: CGFloat, y2: CGFloat) {
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self.x1 = x1
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self.y1 = y1
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self.x2 = x2
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self.y2 = y2
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}
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}
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/// Computes signed distance from a point to the edge of a rounded rectangle.
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/// Returns negative inside, zero on edge, positive outside.
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/// All values in points.
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public func roundedRectSDF(x: CGFloat, y: CGFloat, width: CGFloat, height: CGFloat, cornerRadius: CGFloat) -> CGFloat {
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// Center the point (SDF formula assumes center at origin)
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let px = x - width / 2
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let py = y - height / 2
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// Half extents of the box
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let bx = width / 2
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let by = height / 2
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// Standard rounded box SDF (Inigo Quilez formula)
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let qx = abs(px) - bx + cornerRadius
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let qy = abs(py) - by + cornerRadius
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let outsideDist = hypot(max(qx, 0), max(qy, 0))
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let insideDist = min(max(qx, qy), 0)
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return outsideDist + insideDist - cornerRadius
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}
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/// Computes the gradient (outward normal) of the rounded rect SDF.
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/// Returns normalized direction perpendicular to the nearest edge point.
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public func roundedRectGradient(x: CGFloat, y: CGFloat, width: CGFloat, height: CGFloat, cornerRadius: CGFloat) -> (nx: CGFloat, ny: CGFloat) {
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// Center the point
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let px = x - width / 2
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let py = y - height / 2
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// Half extents
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let bx = width / 2
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let by = height / 2
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// q values from SDF formula
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let qx = abs(px) - bx + cornerRadius
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let qy = abs(py) - by + cornerRadius
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var nx: CGFloat = 0
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var ny: CGFloat = 0
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if qx > 0 && qy > 0 {
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// Corner region - normal points radially from corner arc center
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let d = hypot(qx, qy)
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if d > 0 {
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nx = qx / d
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ny = qy / d
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}
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} else if qx > qy {
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// Nearest point is on vertical edge (left or right)
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nx = 1
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ny = 0
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} else {
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// Nearest point is on horizontal edge (top or bottom)
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nx = 0
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ny = 1
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}
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// Restore sign based on which side of center we're on
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if px < 0 { nx = -nx }
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if py < 0 { ny = -ny }
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return (nx, ny)
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}
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/// Generates a displacement map image as a signed distance field from rounded rect edges.
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/// - edgeDistance: The distance (in points) over which displacement is applied
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/// - R channel: X displacement (127 = neutral, 0 = max left, 255 = max right)
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/// - G channel: Y displacement (127 = neutral, 0 = max up, 255 = max down)
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/// - B channel: Unused (always 0)
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/// Displacement is maximum at the edge and fades linearly to zero at edgeDistance.
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/// Actual displacement magnitude is applied when sampling the map.
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public func generateDisplacementMap(size: CGSize, cornerRadius: CGFloat, edgeDistance: CGFloat, scale: CGFloat) -> CGImage? {
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let width = Int(size.width * scale)
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let height = Int(size.height * scale)
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// Clamp corner radius
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let maxCornerRadius = min(size.width, size.height) / 2.0
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let clampedRadius = min(cornerRadius, maxCornerRadius)
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// Create bitmap context
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var pixelData = [UInt8](repeating: 0, count: width * height * 4)
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for py in 0 ..< height {
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for px in 0 ..< width {
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// Convert pixel to point coordinates
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let x = CGFloat(px) / scale
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let y = CGFloat(py) / scale
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// Get signed distance (negative inside, positive outside)
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let sdf = roundedRectSDF(x: x, y: y, width: size.width, height: size.height, cornerRadius: clampedRadius)
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// Get gradient (outward normal direction)
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let (nx, ny) = roundedRectGradient(x: x, y: y, width: size.width, height: size.height, cornerRadius: clampedRadius)
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// Inward normal (content moves away from edge, toward center)
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let inwardX = -nx
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let inwardY = -ny
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// Distance from edge (positive inside the shape)
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let distFromEdge = -sdf
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// Weight: 1 at edge, 0 at edgeDistance (linear falloff)
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let weight = max(0, min(1, 1.0 - distFromEdge / edgeDistance))
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// Displacement modulated by distance from edge
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let displacementX = inwardX * weight
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let displacementY = inwardY * weight
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// Encode in R/G: 127 = neutral, map -1..1 to 0..254
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let r = UInt8(max(0, min(255, Int(127 + displacementX * 127))))
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let g = UInt8(max(0, min(255, Int(127 + displacementY * 127))))
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let idx = (py * width + px) * 4
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pixelData[idx + 0] = r // X displacement
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pixelData[idx + 1] = g // Y displacement
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pixelData[idx + 2] = 0 // Unused
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pixelData[idx + 3] = 255 // A
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}
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}
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let colorSpace = CGColorSpaceCreateDeviceRGB()
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guard let context = CGContext(
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data: &pixelData,
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width: width,
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height: height,
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bitsPerComponent: 8,
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bytesPerRow: width * 4,
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space: colorSpace,
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bitmapInfo: CGImageAlphaInfo.premultipliedLast.rawValue
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) else {
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return nil
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}
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return context.makeImage()
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}
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/// Samples displacement from a displacement map with bilinear interpolation and bezier easing
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/// - Parameters:
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/// - x, y: Coordinates in the displacement map's pixel space
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/// - pixels: Pointer to displacement map pixel data
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/// - width, height: Displacement map dimensions
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/// - bytesPerRow, bytesPerPixel: Displacement map layout
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/// - bezier: Bezier control points for easing curve
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/// - Returns: Displacement (dx, dy) in range -1..1 with bezier easing applied
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public func sampleDisplacement(
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x: CGFloat,
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y: CGFloat,
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pixels: UnsafePointer<UInt8>,
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width: Int,
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height: Int,
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bytesPerRow: Int,
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bytesPerPixel: Int,
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bezier: DisplacementBezier
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) -> (dx: CGFloat, dy: CGFloat) {
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let clampedX = max(0, min(CGFloat(width - 1), x))
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let clampedY = max(0, min(CGFloat(height - 1), y))
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let x0 = Int(clampedX)
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let y0 = Int(clampedY)
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let x1 = min(x0 + 1, width - 1)
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let y1 = min(y0 + 1, height - 1)
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let fx = clampedX - CGFloat(x0)
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let fy = clampedY - CGFloat(y0)
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func sample(_ sx: Int, _ sy: Int) -> (r: CGFloat, g: CGFloat) {
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let offset = sy * bytesPerRow + sx * bytesPerPixel
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return (CGFloat(pixels[offset + 0]), CGFloat(pixels[offset + 1]))
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}
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let c00 = sample(x0, y0)
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let c10 = sample(x1, y0)
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let c01 = sample(x0, y1)
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let c11 = sample(x1, y1)
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let r = (c00.r * (1 - fx) + c10.r * fx) * (1 - fy) + (c01.r * (1 - fx) + c11.r * fx) * fy
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let g = (c00.g * (1 - fx) + c10.g * fx) * (1 - fy) + (c01.g * (1 - fx) + c11.g * fx) * fy
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// Decode: 127 = neutral, map 0..254 to -1..1
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var dx = (r - 127.0) / 127.0
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var dy = (g - 127.0) / 127.0
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// Apply bezier easing to vector magnitude, preserving direction
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let mag = hypot(dx, dy)
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if mag > 0 {
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let newMag = bezierPoint(bezier.x1, bezier.y1, bezier.x2, bezier.y2, mag)
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let scale = newMag / mag
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dx *= scale
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dy *= scale
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}
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return (dx, dy)
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}
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/// Generates a glass mesh with corner-aware topology.
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/// - 4 radial corner wedges sampled in polar space
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/// - 4 edge strips aligned with the rectangle sides
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/// - 1 center patch
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/// Corner/edge seams share the same coordinates (but do not reuse vertices) so
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/// the neighbouring faces fit perfectly without T-junctions.
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public func generateGlassMeshFromDisplacementMap(
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size: CGSize,
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cornerRadius: CGFloat,
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displacementMap: CGImage,
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displacementMagnitudeU: CGFloat,
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displacementMagnitudeV: CGFloat,
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cornerResolution: Int,
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outerEdgeDistance: CGFloat,
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bezier: DisplacementBezier,
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generateWireframe: Bool = false
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) -> (mesh: MeshTransform, wireframe: CGPath?) {
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guard let dispDataProvider = displacementMap.dataProvider,
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let dispData = dispDataProvider.data,
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let dispPixels = CFDataGetBytePtr(dispData) else {
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return (mesh: MeshTransform(), wireframe: nil)
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}
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let dispWidth = displacementMap.width
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let dispHeight = displacementMap.height
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let dispBytesPerRow = displacementMap.bytesPerRow
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let dispBytesPerPixel = displacementMap.bitsPerPixel / 8
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let clampedRadius = min(cornerRadius, min(size.width, size.height) / 2)
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let transform = MeshTransform()
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var wireframe: CGMutablePath?
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if generateWireframe {
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wireframe = CGMutablePath()
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}
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// Debug flags
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let debugNoDisplacement = false
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let debugLogCorner = false
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// Inset the mesh slightly (1 pixel) to clear the clip mask
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let insetPoints = -1.0
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let usableWidth = max(1.0, size.width - insetPoints * 2)
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let usableHeight = max(1.0, size.height - insetPoints * 2)
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let insetUOffset = insetPoints / size.width
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let insetVOffset = insetPoints / size.height
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let usableUNorm = usableWidth / size.width
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let usableVNorm = usableHeight / size.height
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// Helper to sample displacement and create vertex
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func makeVertex(u: CGFloat, v: CGFloat, depth: CGFloat = 0) -> (vertex: MeshTransform.Vertex, point: CGPoint) {
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let mappedU = insetUOffset + u * usableUNorm
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let mappedV = insetVOffset + v * usableVNorm
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let fromX: CGFloat
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let fromY: CGFloat
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if debugNoDisplacement {
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fromX = mappedU
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fromY = mappedV
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} else {
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let (dispX, dispY) = sampleDisplacement(
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x: mappedU * CGFloat(dispWidth - 1),
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y: mappedV * CGFloat(dispHeight - 1),
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pixels: dispPixels,
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width: dispWidth,
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height: dispHeight,
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bytesPerRow: dispBytesPerRow,
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bytesPerPixel: dispBytesPerPixel,
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bezier: bezier
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)
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// Slight boost near the edge to emphasize the outer strip (rounded-corner aware)
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let worldX = insetPoints + u * usableWidth
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let worldY = insetPoints + v * usableHeight
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let sdf = roundedRectSDF(x: worldX, y: worldY, width: size.width, height: size.height, cornerRadius: clampedRadius)
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let distToEdge = max(0.0, -sdf) // distance inside the rounded rect to the edge
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let edgeBand = max(0.0, outerEdgeDistance)
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let edgeBoostGain: CGFloat = 0.5 // up to +50% displacement at the edge, fades inside
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let edgeBoost: CGFloat
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if edgeBand > 0 {
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let t = max(0.0, min(1.0, (edgeBand - distToEdge) / edgeBand))
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let eased = t * t * (3 - 2 * t) // smoothstep
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edgeBoost = 1.0 + eased * edgeBoostGain
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} else {
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edgeBoost = 1.0
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}
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fromX = max(0.0, min(1.0, mappedU + dispX * displacementMagnitudeU * edgeBoost))
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fromY = max(0.0, min(1.0, mappedV + dispY * displacementMagnitudeV * edgeBoost))
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}
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let vertex = MeshTransform.Vertex(from: CGPoint(x: fromX, y: fromY), to: MeshTransform.Point3D(x: mappedU, y: mappedV, z: depth))
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return (vertex, CGPoint(x: mappedU * size.width, y: mappedV * size.height))
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}
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var vertexIndex = 0
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var vertexPoints: [CGPoint] = []
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func addVertex(u: CGFloat, v: CGFloat, depth: CGFloat = 0) -> Int {
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let (vertex, point) = makeVertex(u: u, v: v, depth: depth)
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transform.add(vertex)
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vertexPoints.append(point)
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let idx = vertexIndex
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vertexIndex += 1
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return idx
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}
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func addVertex(point: CGPoint, depth: CGFloat = 0) -> Int {
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let u = point.x / size.width
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let v = point.y / size.height
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return addVertex(u: u, v: v, depth: depth)
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}
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func addQuadFace(_ i0: Int, _ i1: Int, _ i2: Int, _ i3: Int) {
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let p0 = vertexPoints[i0]
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let p1 = vertexPoints[i1]
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let p2 = vertexPoints[i2]
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let p3 = vertexPoints[i3]
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let sdf0 = roundedRectSDF(x: p0.x, y: p0.y, width: size.width, height: size.height, cornerRadius: clampedRadius)
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let sdf1 = roundedRectSDF(x: p1.x, y: p1.y, width: size.width, height: size.height, cornerRadius: clampedRadius)
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let sdf2 = roundedRectSDF(x: p2.x, y: p2.y, width: size.width, height: size.height, cornerRadius: clampedRadius)
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let sdf3 = roundedRectSDF(x: p3.x, y: p3.y, width: size.width, height: size.height, cornerRadius: clampedRadius)
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if sdf0 > 0 && sdf1 > 0 && sdf2 > 0 && sdf3 > 0 {
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return
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}
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transform.add(MeshTransform.Face(indices: (UInt32(i0), UInt32(i1), UInt32(i2), UInt32(i3)), w: (0.0, 0.0, 0.0, 0.0)))
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if let wireframe {
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wireframe.move(to: p0)
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wireframe.addLine(to: p1)
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wireframe.addLine(to: p2)
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wireframe.addLine(to: p3)
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wireframe.closeSubpath()
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}
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}
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// Utility to build a grid of vertices from 2D points and emit quads
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func buildGrid(points: [[CGPoint]]) {
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guard !points.isEmpty else { return }
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var indexGrid: [[Int]] = []
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for row in points {
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var rowIndices: [Int] = []
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for point in row {
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rowIndices.append(addVertex(point: point))
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}
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indexGrid.append(rowIndices)
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}
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let numRows = indexGrid.count - 1
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let numCols = indexGrid.first!.count - 1
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for row in 0..<numRows {
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for col in 0..<numCols {
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addQuadFace(
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indexGrid[row][col],
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indexGrid[row][col + 1],
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indexGrid[row + 1][col + 1],
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indexGrid[row + 1][col]
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)
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}
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}
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}
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let width = size.width
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let height = size.height
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// Even angular sampling (forced even for collapse), radial sampling mostly even with a thin outer band
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// (outerEdgeDistance) near the silhouette for edge-specific refraction.
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let angularStepsBase = max(3, cornerResolution)
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let angularSteps = angularStepsBase % 2 == 0 ? angularStepsBase : angularStepsBase + 1
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let radialSteps = max(2, cornerResolution)
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func depthFactorsWithOuterBand(count: Int, band: CGFloat, maxRadius: CGFloat) -> [CGFloat] {
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guard count > 0, maxRadius > 0 else { return [0, 1] }
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let bandNorm = max(0, min(1, band / maxRadius))
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// Evenly distribute inner rings up to (1 - bandNorm), then insert the outer strip edge and 1.0.
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let innerSegments = max(1, count - 1)
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let innerMax = max(0, 1 - bandNorm)
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var factors: [CGFloat] = (0...innerSegments).map { i in
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innerMax * CGFloat(i) / CGFloat(innerSegments)
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}
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func appendUnique(_ value: CGFloat) {
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if let last = factors.last, abs(last - value) < 1e-4 { return }
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factors.append(value)
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}
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appendUnique(innerMax)
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appendUnique(1.0)
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return factors
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}
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let depthFactors = depthFactorsWithOuterBand(count: radialSteps, band: outerEdgeDistance, maxRadius: clampedRadius) // 0...1
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let angularFactors = (0...angularSteps).map { CGFloat($0) / CGFloat(angularSteps) } // 0...1
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// Edge segmentation along the long axes; even spacing
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let horizontalSegments = max(2, cornerResolution / 2 + 1)
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let verticalSegments = max(2, cornerResolution / 2 + 1)
|
|
|
|
func linearPositions(count: Int, start: CGFloat, end: CGFloat) -> [CGFloat] {
|
|
return (0...count).map { i in
|
|
let t = CGFloat(i) / CGFloat(count)
|
|
return start + (end - start) * t
|
|
}
|
|
}
|
|
|
|
// Shared tangential coordinates for strips/center
|
|
let topXPositions: [CGFloat] = linearPositions(
|
|
count: horizontalSegments,
|
|
start: clampedRadius,
|
|
end: width - clampedRadius
|
|
)
|
|
let sideYPositions: [CGFloat] = linearPositions(
|
|
count: verticalSegments,
|
|
start: clampedRadius,
|
|
end: height - clampedRadius
|
|
)
|
|
|
|
// Shared depth coordinates (outer -> inner) so seams line up without T-junctions
|
|
let outerToInner = depthFactors.reversed()
|
|
let topYPositions: [CGFloat] = outerToInner.map { clampedRadius * (1 - $0) } // 0 ... radius
|
|
let bottomYPositions: [CGFloat] = depthFactors.map { height - clampedRadius + clampedRadius * $0 } // (h-r) ... h
|
|
let leftXPositions: [CGFloat] = outerToInner.map { clampedRadius * (1 - $0) } // 0 ... radius
|
|
let rightXPositions: [CGFloat] = depthFactors.map { width - clampedRadius + clampedRadius * $0 } // (w-r) ... w
|
|
|
|
// Corner wedges in polar space with an explicit center fan to avoid zero-area quads
|
|
func buildCorner(center: CGPoint, startAngle: CGFloat, endAngle: CGFloat) {
|
|
let ringRadials = outerToInner.filter { $0 > 0 }
|
|
guard !ringRadials.isEmpty else { return }
|
|
|
|
func formatVertex(_ idx: Int) -> String {
|
|
let p = vertexPoints[idx]
|
|
return "\(idx)=\(String(format: "(%.2f, %.2f)", p.x, p.y))"
|
|
}
|
|
|
|
// Generate ring vertices from outer arc toward the center point
|
|
var ringIndices: [[Int]] = []
|
|
for radial in ringRadials {
|
|
let r = clampedRadius * radial
|
|
var row: [Int] = []
|
|
for t in angularFactors {
|
|
let angle = startAngle + (endAngle - startAngle) * t
|
|
let x = center.x + r * cos(angle)
|
|
let y = center.y + r * sin(angle)
|
|
row.append(addVertex(point: CGPoint(x: x, y: y)))
|
|
}
|
|
ringIndices.append(row)
|
|
}
|
|
|
|
// Quad rings between concentric samples
|
|
for r in 0..<(ringIndices.count - 1) {
|
|
let outerRing = ringIndices[r]
|
|
let innerRing = ringIndices[r + 1]
|
|
for i in 0..<(outerRing.count - 1) {
|
|
addQuadFace(
|
|
outerRing[i],
|
|
outerRing[i + 1],
|
|
innerRing[i + 1],
|
|
innerRing[i]
|
|
)
|
|
}
|
|
}
|
|
|
|
// Final collapse: merge two wedge slices into one quad anchored at the center.
|
|
// Each quad spans a double-width wedge: center -> v0 -> v1 -> v2 (contiguous along the arc).
|
|
if let innermostRing = ringIndices.last {
|
|
let ringSegments = innermostRing.count - 1 // last point is the arc end (not wrapped)
|
|
guard ringSegments >= 2 else { return }
|
|
|
|
if debugLogCorner {
|
|
let formatted = innermostRing.map { formatVertex($0) }.joined(separator: ", ")
|
|
print("Corner collapse ringSegments=\(ringSegments) stride=2 angularSteps=\(angularSteps)")
|
|
print("Innermost ring vertices: \(formatted)")
|
|
}
|
|
|
|
let centerAnchor = addVertex(point: center, depth: -0.02)
|
|
let stride = 2
|
|
|
|
// Each quad covers two arc segments: (vi, vi+1) and (vi+1, vi+2)
|
|
var i = 0
|
|
while i + 2 <= ringSegments {
|
|
let v0 = innermostRing[i]
|
|
let v1 = innermostRing[i + 1]
|
|
let v2 = innermostRing[i + 2]
|
|
|
|
if debugLogCorner {
|
|
print("Quad indices: [\(centerAnchor), \(v0), \(v1), \(v2)]")
|
|
}
|
|
|
|
addQuadFace(
|
|
centerAnchor,
|
|
v0,
|
|
v1,
|
|
v2
|
|
)
|
|
|
|
i += stride
|
|
}
|
|
|
|
// Safety: if an odd segment remains, cap it with a final quad
|
|
if i < ringSegments {
|
|
let v0 = innermostRing[ringSegments - 1]
|
|
let v1 = innermostRing[ringSegments]
|
|
let v2 = innermostRing[ringSegments] // duplicate to keep quad valid
|
|
if debugLogCorner {
|
|
print("Quad indices (odd tail): [\(centerAnchor), \(v0), \(v1), \(v2)]")
|
|
}
|
|
addQuadFace(centerAnchor, v0, v1, v2)
|
|
}
|
|
}
|
|
}
|
|
|
|
// Edge strips
|
|
func buildStrip(xPositions: [CGFloat], yPositions: [CGFloat]) {
|
|
var points: [[CGPoint]] = []
|
|
for y in yPositions {
|
|
let row = xPositions.map { CGPoint(x: $0, y: y) }
|
|
points.append(row)
|
|
}
|
|
buildGrid(points: points)
|
|
}
|
|
|
|
// Top / bottom strips
|
|
buildStrip(xPositions: topXPositions, yPositions: topYPositions)
|
|
buildStrip(xPositions: topXPositions, yPositions: bottomYPositions)
|
|
|
|
// Left / right strips
|
|
buildStrip(xPositions: leftXPositions, yPositions: sideYPositions)
|
|
buildStrip(xPositions: rightXPositions, yPositions: sideYPositions)
|
|
|
|
// Center patch uses the same tangential sampling to meet edges cleanly
|
|
buildStrip(xPositions: topXPositions, yPositions: sideYPositions)
|
|
|
|
// Corners (angles chosen to keep columns increasing along +x)
|
|
buildCorner(
|
|
center: CGPoint(x: clampedRadius, y: clampedRadius),
|
|
startAngle: .pi,
|
|
endAngle: 1.5 * .pi
|
|
)
|
|
buildCorner(
|
|
center: CGPoint(x: width - clampedRadius, y: clampedRadius),
|
|
startAngle: 1.5 * .pi,
|
|
endAngle: 2 * .pi
|
|
)
|
|
buildCorner(
|
|
center: CGPoint(x: width - clampedRadius, y: height - clampedRadius),
|
|
startAngle: .pi / 2,
|
|
endAngle: 0
|
|
)
|
|
buildCorner(
|
|
center: CGPoint(x: clampedRadius, y: height - clampedRadius),
|
|
startAngle: .pi,
|
|
endAngle: .pi / 2
|
|
)
|
|
|
|
return (mesh: transform, wireframe: wireframe)
|
|
}
|