pub struct Path(Vec<PathPoint>);
Expand description
A connected line (without thickness or gaps) which can be tessellated to either to a stroke (with thickness) or a filled convex area. Used as a scratch-pad during tessellation.
Tuple Fields§
§0: Vec<PathPoint>
Implementations§
§impl Path
impl Path
pub fn clear(&mut self)
pub fn reserve(&mut self, additional: usize)
pub fn add_point(&mut self, pos: Pos2, normal: Vec2)
pub fn add_circle(&mut self, center: Pos2, radius: f32)
pub fn add_line_segment(&mut self, points: [Pos2; 2])
pub fn add_open_points(&mut self, points: &[Pos2])
pub fn add_line_loop(&mut self, points: &[Pos2])
pub fn fill_and_stroke(
&mut self,
feathering: f32,
fill: Color32,
stroke: &PathStroke,
out: &mut Mesh,
)
pub fn fill_and_stroke( &mut self, feathering: f32, fill: Color32, stroke: &PathStroke, out: &mut Mesh, )
The path is taken to be closed (i.e. returning to the start again).
Calling this may reverse the vertices in the path if they are wrong winding order. The preferred winding order is clockwise.
pub fn stroke_open(
&mut self,
feathering: f32,
stroke: &PathStroke,
out: &mut Mesh,
)
pub fn stroke_open( &mut self, feathering: f32, stroke: &PathStroke, out: &mut Mesh, )
Open-ended.
pub fn stroke_closed(
&mut self,
feathering: f32,
stroke: &PathStroke,
out: &mut Mesh,
)
pub fn stroke_closed( &mut self, feathering: f32, stroke: &PathStroke, out: &mut Mesh, )
A closed path (returning to the first point).
pub fn stroke( &mut self, feathering: f32, path_type: PathType, stroke: &PathStroke, out: &mut Mesh, )
pub fn fill(&mut self, feathering: f32, color: Color32, out: &mut Mesh)
pub fn fill(&mut self, feathering: f32, color: Color32, out: &mut Mesh)
The path is taken to be closed (i.e. returning to the start again).
Calling this may reverse the vertices in the path if they are wrong winding order. The preferred winding order is clockwise.
pub fn fill_with_uv(
&mut self,
feathering: f32,
color: Color32,
texture_id: TextureId,
uv_from_pos: impl Fn(Pos2) -> Pos2,
out: &mut Mesh,
)
pub fn fill_with_uv( &mut self, feathering: f32, color: Color32, texture_id: TextureId, uv_from_pos: impl Fn(Pos2) -> Pos2, out: &mut Mesh, )
Like Self::fill
but with texturing.
The uv_from_pos
is called for each vertex position.
Trait Implementations§
Auto Trait Implementations§
impl Freeze for Path
impl RefUnwindSafe for Path
impl Send for Path
impl Sync for Path
impl Unpin for Path
impl UnwindSafe for Path
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