`epaint`: Add `EllipseShape` (#4122)
Adds an Ellipse shape draw-able with the Painter, brings egui closer to the SVG Specification. I've done some optimization towards using less vertices and doing less calculations. ~~Currently the vertices are evenly distributed. It's possible this could be optimized further taking into account the gradient and increasing the concentration of vertices where the change in gradient is larger.~~  
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@ -47,8 +47,8 @@ pub use {
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mesh::{Mesh, Mesh16, Vertex},
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shadow::Shadow,
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shape::{
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CircleShape, PaintCallback, PaintCallbackInfo, PathShape, RectShape, Rounding, Shape,
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TextShape,
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CircleShape, EllipseShape, PaintCallback, PaintCallbackInfo, PathShape, RectShape,
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Rounding, Shape, TextShape,
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},
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stats::PaintStats,
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stroke::Stroke,
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@ -30,6 +30,9 @@ pub enum Shape {
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/// Circle with optional outline and fill.
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Circle(CircleShape),
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/// Ellipse with optional outline and fill.
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Ellipse(EllipseShape),
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/// A line between two points.
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LineSegment { points: [Pos2; 2], stroke: Stroke },
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@ -236,6 +239,16 @@ impl Shape {
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Self::Circle(CircleShape::stroke(center, radius, stroke))
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}
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#[inline]
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pub fn ellipse_filled(center: Pos2, radius: Vec2, fill_color: impl Into<Color32>) -> Self {
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Self::Ellipse(EllipseShape::filled(center, radius, fill_color))
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}
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#[inline]
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pub fn ellipse_stroke(center: Pos2, radius: Vec2, stroke: impl Into<Stroke>) -> Self {
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Self::Ellipse(EllipseShape::stroke(center, radius, stroke))
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}
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#[inline]
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pub fn rect_filled(
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rect: Rect,
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@ -324,6 +337,7 @@ impl Shape {
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rect
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}
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Self::Circle(circle_shape) => circle_shape.visual_bounding_rect(),
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Self::Ellipse(ellipse_shape) => ellipse_shape.visual_bounding_rect(),
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Self::LineSegment { points, stroke } => {
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if stroke.is_empty() {
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Rect::NOTHING
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@ -388,6 +402,11 @@ impl Shape {
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circle_shape.radius *= transform.scaling;
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circle_shape.stroke.width *= transform.scaling;
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}
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Self::Ellipse(ellipse_shape) => {
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ellipse_shape.center = transform * ellipse_shape.center;
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ellipse_shape.radius *= transform.scaling;
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ellipse_shape.stroke.width *= transform.scaling;
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}
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Self::LineSegment { points, stroke } => {
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for p in points {
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*p = transform * *p;
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@ -497,6 +516,61 @@ impl From<CircleShape> for Shape {
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// ----------------------------------------------------------------------------
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/// How to paint an ellipse.
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#[derive(Copy, Clone, Debug, PartialEq)]
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#[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))]
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pub struct EllipseShape {
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pub center: Pos2,
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/// Radius is the vector (a, b) where the width of the Ellipse is 2a and the height is 2b
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pub radius: Vec2,
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pub fill: Color32,
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pub stroke: Stroke,
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}
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impl EllipseShape {
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#[inline]
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pub fn filled(center: Pos2, radius: Vec2, fill_color: impl Into<Color32>) -> Self {
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Self {
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center,
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radius,
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fill: fill_color.into(),
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stroke: Default::default(),
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}
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}
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#[inline]
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pub fn stroke(center: Pos2, radius: Vec2, stroke: impl Into<Stroke>) -> Self {
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Self {
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center,
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radius,
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fill: Default::default(),
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stroke: stroke.into(),
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}
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}
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/// The visual bounding rectangle (includes stroke width)
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pub fn visual_bounding_rect(&self) -> Rect {
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if self.fill == Color32::TRANSPARENT && self.stroke.is_empty() {
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Rect::NOTHING
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} else {
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Rect::from_center_size(
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self.center,
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self.radius * 2.0 + Vec2::splat(self.stroke.width),
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)
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}
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}
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}
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impl From<EllipseShape> for Shape {
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#[inline(always)]
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fn from(shape: EllipseShape) -> Self {
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Self::Ellipse(shape)
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}
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}
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// ----------------------------------------------------------------------------
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/// A path which can be stroked and/or filled (if closed).
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#[derive(Clone, Debug, PartialEq)]
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#[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))]
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@ -20,6 +20,12 @@ pub fn adjust_colors(shape: &mut Shape, adjust_color: &impl Fn(&mut Color32)) {
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fill,
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stroke,
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})
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| Shape::Ellipse(EllipseShape {
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center: _,
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radius: _,
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fill,
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stroke,
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})
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| Shape::Path(PathShape {
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points: _,
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closed: _,
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@ -201,6 +201,7 @@ impl PaintStats {
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}
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Shape::Noop
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| Shape::Circle { .. }
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| Shape::Ellipse { .. }
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| Shape::LineSegment { .. }
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| Shape::Rect { .. }
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| Shape::CubicBezier(_)
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@ -1215,6 +1215,9 @@ impl Tessellator {
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Shape::Circle(circle) => {
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self.tessellate_circle(circle, out);
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}
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Shape::Ellipse(ellipse) => {
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self.tessellate_ellipse(ellipse, out);
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}
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Shape::Mesh(mesh) => {
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crate::profile_scope!("mesh");
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@ -1315,6 +1318,73 @@ impl Tessellator {
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.stroke_closed(self.feathering, stroke, out);
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}
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/// Tessellate a single [`EllipseShape`] into a [`Mesh`].
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///
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/// * `shape`: the ellipse to tessellate.
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/// * `out`: triangles are appended to this.
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pub fn tessellate_ellipse(&mut self, shape: EllipseShape, out: &mut Mesh) {
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let EllipseShape {
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center,
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radius,
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fill,
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stroke,
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} = shape;
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if radius.x <= 0.0 || radius.y <= 0.0 {
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return;
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}
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if self.options.coarse_tessellation_culling
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&& !self
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.clip_rect
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.expand2(radius + Vec2::splat(stroke.width))
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.contains(center)
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{
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return;
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}
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// Get the max pixel radius
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let max_radius = (radius.max_elem() * self.pixels_per_point) as u32;
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// Ensure there is at least 8 points in each quarter of the ellipse
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let num_points = u32::max(8, max_radius / 16);
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// Create an ease ratio based the ellipses a and b
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let ratio = ((radius.y / radius.x) / 2.0).clamp(0.0, 1.0);
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// Generate points between the 0 to pi/2
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let quarter: Vec<Vec2> = (1..num_points)
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.map(|i| {
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let percent = i as f32 / num_points as f32;
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// Ease the percent value, concentrating points around tight bends
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let eased = 2.0 * (percent - percent.powf(2.0)) * ratio + percent.powf(2.0);
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// Scale the ease to the quarter
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let t = eased * std::f32::consts::FRAC_PI_2;
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Vec2::new(radius.x * f32::cos(t), radius.y * f32::sin(t))
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})
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.collect();
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// Build the ellipse from the 4 known vertices filling arcs between
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// them by mirroring the points between 0 and pi/2
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let mut points = Vec::new();
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points.push(center + Vec2::new(radius.x, 0.0));
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points.extend(quarter.iter().map(|p| center + *p));
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points.push(center + Vec2::new(0.0, radius.y));
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points.extend(quarter.iter().rev().map(|p| center + Vec2::new(-p.x, p.y)));
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points.push(center + Vec2::new(-radius.x, 0.0));
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points.extend(quarter.iter().map(|p| center - *p));
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points.push(center + Vec2::new(0.0, -radius.y));
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points.extend(quarter.iter().rev().map(|p| center + Vec2::new(p.x, -p.y)));
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self.scratchpad_path.clear();
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self.scratchpad_path.add_line_loop(&points);
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self.scratchpad_path.fill(self.feathering, fill, out);
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self.scratchpad_path
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.stroke_closed(self.feathering, stroke, out);
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}
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/// Tessellate a single [`Mesh`] into a [`Mesh`].
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///
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/// * `mesh`: the mesh to tessellate.
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@ -1776,7 +1846,7 @@ impl Tessellator {
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Shape::Path(path_shape) => 32 < path_shape.points.len(),
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Shape::QuadraticBezier(_) | Shape::CubicBezier(_) => true,
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Shape::QuadraticBezier(_) | Shape::CubicBezier(_) | Shape::Ellipse(_) => true,
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Shape::Noop
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| Shape::Text(_)
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