pub struct Tessellator {
    pixels_per_point: f32,
    options: TessellationOptions,
    font_tex_size: [usize; 2],
    prepared_discs: Vec<PreparedDisc>,
    feathering: f32,
    clip_rect: Rect,
    scratchpad_points: Vec<Pos2>,
    scratchpad_path: Path,
}
Expand description

Converts Shapes into triangles (Mesh).

For performance reasons it is smart to reuse the same Tessellator.

Se also tessellate_shapes, a convenient wrapper around Tessellator.

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§pixels_per_point: f32§options: TessellationOptions§font_tex_size: [usize; 2]§prepared_discs: Vec<PreparedDisc>§feathering: f32

size of feathering in points. normally the size of a physical pixel. 0.0 if disabled

§clip_rect: Rect

Only used for culling

§scratchpad_points: Vec<Pos2>§scratchpad_path: Path

Implementations§

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impl Tessellator

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pub fn new( pixels_per_point: f32, options: TessellationOptions, font_tex_size: [usize; 2], prepared_discs: Vec<PreparedDisc> ) -> Self

Create a new Tessellator.

  • font_tex_size: size of the font texture. Required to normalize glyph uv rectangles when tessellating text.
  • prepared_discs: What TextureAtlas::prepared_discs returns. Can safely be set to an empty vec.
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pub fn set_clip_rect(&mut self, clip_rect: Rect)

Set the Rect to use for culling.

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pub fn round_to_pixel(&self, point: f32) -> f32

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pub fn tessellate_clipped_shape( &mut self, clipped_shape: ClippedShape, out_primitives: &mut Vec<ClippedPrimitive> )

Tessellate a clipped shape into a list of primitives.

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pub fn tessellate_shape(&mut self, shape: Shape, out: &mut Mesh)

Tessellate a single Shape into a Mesh.

This call can panic the given shape is of Shape::Vec or Shape::Callback. For that, use Self::tessellate_clipped_shape instead.

  • shape: the shape to tessellate.
  • out: triangles are appended to this.
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pub fn tessellate_circle(&mut self, shape: CircleShape, out: &mut Mesh)

Tessellate a single CircleShape into a Mesh.

  • shape: the circle to tessellate.
  • out: triangles are appended to this.
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pub fn tessellate_mesh(&mut self, mesh: &Mesh, out: &mut Mesh)

Tessellate a single Mesh into a Mesh.

  • mesh: the mesh to tessellate.
  • out: triangles are appended to this.
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pub fn tessellate_line( &mut self, points: [Pos2; 2], stroke: Stroke, out: &mut Mesh )

Tessellate a line segment between the two points with the given stroke into a Mesh.

  • shape: the mesh to tessellate.
  • out: triangles are appended to this.
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pub fn tessellate_path(&mut self, path_shape: &PathShape, out: &mut Mesh)

Tessellate a single PathShape into a Mesh.

  • path_shape: the path to tessellate.
  • out: triangles are appended to this.
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pub fn tessellate_rect(&mut self, rect: &RectShape, out: &mut Mesh)

Tessellate a single Rect into a Mesh.

  • rect: the rectangle to tessellate.
  • out: triangles are appended to this.
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pub fn tessellate_text(&mut self, text_shape: &TextShape, out: &mut Mesh)

Tessellate a single TextShape into a Mesh.

  • text_shape: the text to tessellate.
  • out: triangles are appended to this.
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pub fn tessellate_quadratic_bezier( &mut self, quadratic_shape: QuadraticBezierShape, out: &mut Mesh )

Tessellate a single QuadraticBezierShape into a Mesh.

  • quadratic_shape: the shape to tessellate.
  • out: triangles are appended to this.
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pub fn tessellate_cubic_bezier( &mut self, cubic_shape: CubicBezierShape, out: &mut Mesh )

Tessellate a single CubicBezierShape into a Mesh.

  • cubic_shape: the shape to tessellate.
  • out: triangles are appended to this.
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fn tessellate_bezier_complete( &mut self, points: &[Pos2], fill: Color32, closed: bool, stroke: Stroke, out: &mut Mesh )

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