[TextMesh, 3.x] Fix auto-translation and ignore control chars.
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6a99678bc6
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efa6b01c97
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@ -664,6 +664,12 @@ void MeshInstance::_notification(int p_what) {
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_resolve_skeleton_path();
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}
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if (p_what == NOTIFICATION_TRANSLATION_CHANGED) {
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if (mesh.is_valid()) {
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mesh->notification(NOTIFICATION_TRANSLATION_CHANGED);
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}
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}
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if (p_what == NOTIFICATION_VISIBILITY_CHANGED) {
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if (skin_ref.is_valid() && mesh.is_valid() && _is_software_skinning_enabled()) {
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ERR_FAIL_COND(!skin_ref->get_skeleton_node());
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@ -1987,24 +1987,25 @@ void TextMesh::_create_mesh_array(Array &p_arr) const {
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if ((c & 0xfffffc00) == 0xdc00) { // skip trail surrogate.
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continue;
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}
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if (utf32_char >= 0x20) {
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_generate_glyph_mesh_data(utf32_char, font, c, n);
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GlyphMeshData &gl_data = cache[utf32_char];
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_generate_glyph_mesh_data(utf32_char, font, c, n);
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GlyphMeshData &gl_data = cache[utf32_char];
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p_size += gl_data.triangles.size() * ((has_depth) ? 2 : 1);
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i_size += gl_data.triangles.size() * ((has_depth) ? 2 : 1);
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p_size += gl_data.triangles.size() * ((has_depth) ? 2 : 1);
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i_size += gl_data.triangles.size() * ((has_depth) ? 2 : 1);
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if (has_depth) {
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for (int j = 0; j < gl_data.contours.size(); j++) {
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p_size += gl_data.contours[j].size() * 4;
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i_size += gl_data.contours[j].size() * 6;
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if (has_depth) {
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for (int j = 0; j < gl_data.contours.size(); j++) {
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p_size += gl_data.contours[j].size() * 4;
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i_size += gl_data.contours[j].size() * 6;
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}
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}
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}
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min_p.x = MIN(gl_data.min_p.x + offset_pre.x, min_p.x);
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min_p.y = MIN(gl_data.min_p.y + offset_pre.y, min_p.y);
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max_p.x = MAX(gl_data.max_p.x + offset_pre.x, max_p.x);
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max_p.y = MAX(gl_data.max_p.y + offset_pre.y, max_p.y);
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min_p.x = MIN(gl_data.min_p.x + offset_pre.x, min_p.x);
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min_p.y = MIN(gl_data.min_p.y + offset_pre.y, min_p.y);
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max_p.x = MAX(gl_data.max_p.x + offset_pre.x, max_p.x);
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max_p.y = MAX(gl_data.max_p.y + offset_pre.y, max_p.y);
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}
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offset_pre.x += font->get_char_size(c, n).x * pixel_size;
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}
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@ -2041,97 +2042,99 @@ void TextMesh::_create_mesh_array(Array &p_arr) const {
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if ((c & 0xfffffc00) == 0xdc00) { // skip trail surrogate.
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continue;
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}
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_generate_glyph_mesh_data(utf32_char, font, c, n);
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GlyphMeshData &gl_data = cache[utf32_char];
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if (utf32_char >= 0x20) {
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_generate_glyph_mesh_data(utf32_char, font, c, n);
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GlyphMeshData &gl_data = cache[utf32_char];
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int64_t ts = gl_data.triangles.size();
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const Vector2 *ts_ptr = gl_data.triangles.ptr();
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int64_t ts = gl_data.triangles.size();
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const Vector2 *ts_ptr = gl_data.triangles.ptr();
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for (int k = 0; k < ts; k += 3) {
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// Add front face.
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for (int l = 0; l < 3; l++) {
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Vector3 point = Vector3(ts_ptr[k + l].x + offset.x, -ts_ptr[k + l].y + offset.y, depth / 2.0);
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vertices_ptr[p_idx] = point;
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normals_ptr[p_idx] = Vector3(0.0, 0.0, 1.0);
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if (has_depth) {
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uvs_ptr[p_idx] = Vector2(Math::range_lerp(point.x, min_p.x, max_p.x, real_t(0.0), real_t(1.0)), Math::range_lerp(point.y, -min_p.y, -max_p.y, real_t(0.0), real_t(0.4)));
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} else {
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uvs_ptr[p_idx] = Vector2(Math::range_lerp(point.x, min_p.x, max_p.x, real_t(0.0), real_t(1.0)), Math::range_lerp(point.y, -min_p.y, -max_p.y, real_t(0.0), real_t(1.0)));
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}
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tangents_ptr[p_idx * 4 + 0] = 1.0;
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tangents_ptr[p_idx * 4 + 1] = 0.0;
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tangents_ptr[p_idx * 4 + 2] = 0.0;
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tangents_ptr[p_idx * 4 + 3] = 1.0;
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indices_ptr[i_idx++] = p_idx;
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p_idx++;
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}
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if (has_depth) {
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// Add back face.
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for (int l = 2; l >= 0; l--) {
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Vector3 point = Vector3(ts_ptr[k + l].x + offset.x, -ts_ptr[k + l].y + offset.y, -depth / 2.0);
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for (int k = 0; k < ts; k += 3) {
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// Add front face.
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for (int l = 0; l < 3; l++) {
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Vector3 point = Vector3(ts_ptr[k + l].x + offset.x, -ts_ptr[k + l].y + offset.y, depth / 2.0);
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vertices_ptr[p_idx] = point;
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normals_ptr[p_idx] = Vector3(0.0, 0.0, -1.0);
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uvs_ptr[p_idx] = Vector2(Math::range_lerp(point.x, min_p.x, max_p.x, real_t(0.0), real_t(1.0)), Math::range_lerp(point.y, -min_p.y, -max_p.y, real_t(0.4), real_t(0.8)));
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tangents_ptr[p_idx * 4 + 0] = -1.0;
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normals_ptr[p_idx] = Vector3(0.0, 0.0, 1.0);
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if (has_depth) {
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uvs_ptr[p_idx] = Vector2(Math::range_lerp(point.x, min_p.x, max_p.x, real_t(0.0), real_t(1.0)), Math::range_lerp(point.y, -min_p.y, -max_p.y, real_t(0.0), real_t(0.4)));
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} else {
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uvs_ptr[p_idx] = Vector2(Math::range_lerp(point.x, min_p.x, max_p.x, real_t(0.0), real_t(1.0)), Math::range_lerp(point.y, -min_p.y, -max_p.y, real_t(0.0), real_t(1.0)));
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}
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tangents_ptr[p_idx * 4 + 0] = 1.0;
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tangents_ptr[p_idx * 4 + 1] = 0.0;
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tangents_ptr[p_idx * 4 + 2] = 0.0;
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tangents_ptr[p_idx * 4 + 3] = 1.0;
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indices_ptr[i_idx++] = p_idx;
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p_idx++;
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}
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if (has_depth) {
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// Add back face.
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for (int l = 2; l >= 0; l--) {
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Vector3 point = Vector3(ts_ptr[k + l].x + offset.x, -ts_ptr[k + l].y + offset.y, -depth / 2.0);
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vertices_ptr[p_idx] = point;
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normals_ptr[p_idx] = Vector3(0.0, 0.0, -1.0);
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uvs_ptr[p_idx] = Vector2(Math::range_lerp(point.x, min_p.x, max_p.x, real_t(0.0), real_t(1.0)), Math::range_lerp(point.y, -min_p.y, -max_p.y, real_t(0.4), real_t(0.8)));
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tangents_ptr[p_idx * 4 + 0] = -1.0;
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tangents_ptr[p_idx * 4 + 1] = 0.0;
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tangents_ptr[p_idx * 4 + 2] = 0.0;
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tangents_ptr[p_idx * 4 + 3] = 1.0;
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indices_ptr[i_idx++] = p_idx;
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p_idx++;
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}
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}
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}
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}
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// Add sides.
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if (has_depth) {
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for (int k = 0; k < gl_data.contours.size(); k++) {
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int64_t ps = gl_data.contours[k].size();
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const ContourPoint *ps_ptr = gl_data.contours[k].ptr();
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const ContourInfo &ps_info = gl_data.contours_info[k];
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real_t length = 0.0;
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for (int l = 0; l < ps; l++) {
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int prev = (l == 0) ? (ps - 1) : (l - 1);
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int next = (l + 1 == ps) ? 0 : (l + 1);
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Vector2 d1;
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Vector2 d2 = (ps_ptr[next].point - ps_ptr[l].point).normalized();
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if (ps_ptr[l].sharp) {
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d1 = d2;
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} else {
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d1 = (ps_ptr[l].point - ps_ptr[prev].point).normalized();
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}
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real_t seg_len = (ps_ptr[next].point - ps_ptr[l].point).length();
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Vector3 quad_faces[4] = {
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Vector3(ps_ptr[l].point.x + offset.x, -ps_ptr[l].point.y + offset.y, -depth / 2.0),
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Vector3(ps_ptr[next].point.x + offset.x, -ps_ptr[next].point.y + offset.y, -depth / 2.0),
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Vector3(ps_ptr[l].point.x + offset.x, -ps_ptr[l].point.y + offset.y, depth / 2.0),
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Vector3(ps_ptr[next].point.x + offset.x, -ps_ptr[next].point.y + offset.y, depth / 2.0),
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};
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for (int m = 0; m < 4; m++) {
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const Vector2 &d = ((m % 2) == 0) ? d1 : d2;
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real_t u_pos = ((m % 2) == 0) ? length : length + seg_len;
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vertices_ptr[p_idx + m] = quad_faces[m];
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normals_ptr[p_idx + m] = Vector3(d.y, d.x, 0.0);
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if (m < 2) {
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uvs_ptr[p_idx + m] = Vector2(Math::range_lerp(u_pos, 0, ps_info.length, real_t(0.0), real_t(1.0)), (ps_info.ccw) ? 0.8 : 0.9);
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// Add sides.
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if (has_depth) {
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for (int k = 0; k < gl_data.contours.size(); k++) {
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int64_t ps = gl_data.contours[k].size();
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const ContourPoint *ps_ptr = gl_data.contours[k].ptr();
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const ContourInfo &ps_info = gl_data.contours_info[k];
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real_t length = 0.0;
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for (int l = 0; l < ps; l++) {
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int prev = (l == 0) ? (ps - 1) : (l - 1);
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int next = (l + 1 == ps) ? 0 : (l + 1);
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Vector2 d1;
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Vector2 d2 = (ps_ptr[next].point - ps_ptr[l].point).normalized();
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if (ps_ptr[l].sharp) {
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d1 = d2;
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} else {
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uvs_ptr[p_idx + m] = Vector2(Math::range_lerp(u_pos, 0, ps_info.length, real_t(0.0), real_t(1.0)), (ps_info.ccw) ? 0.9 : 1.0);
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d1 = (ps_ptr[l].point - ps_ptr[prev].point).normalized();
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}
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tangents_ptr[(p_idx + m) * 4 + 0] = d.x;
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tangents_ptr[(p_idx + m) * 4 + 1] = -d.y;
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tangents_ptr[(p_idx + m) * 4 + 2] = 0.0;
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tangents_ptr[(p_idx + m) * 4 + 3] = 1.0;
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real_t seg_len = (ps_ptr[next].point - ps_ptr[l].point).length();
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Vector3 quad_faces[4] = {
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Vector3(ps_ptr[l].point.x + offset.x, -ps_ptr[l].point.y + offset.y, -depth / 2.0),
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Vector3(ps_ptr[next].point.x + offset.x, -ps_ptr[next].point.y + offset.y, -depth / 2.0),
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Vector3(ps_ptr[l].point.x + offset.x, -ps_ptr[l].point.y + offset.y, depth / 2.0),
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Vector3(ps_ptr[next].point.x + offset.x, -ps_ptr[next].point.y + offset.y, depth / 2.0),
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};
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for (int m = 0; m < 4; m++) {
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const Vector2 &d = ((m % 2) == 0) ? d1 : d2;
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real_t u_pos = ((m % 2) == 0) ? length : length + seg_len;
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vertices_ptr[p_idx + m] = quad_faces[m];
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normals_ptr[p_idx + m] = Vector3(d.y, d.x, 0.0);
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if (m < 2) {
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uvs_ptr[p_idx + m] = Vector2(Math::range_lerp(u_pos, 0, ps_info.length, real_t(0.0), real_t(1.0)), (ps_info.ccw) ? 0.8 : 0.9);
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} else {
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uvs_ptr[p_idx + m] = Vector2(Math::range_lerp(u_pos, 0, ps_info.length, real_t(0.0), real_t(1.0)), (ps_info.ccw) ? 0.9 : 1.0);
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}
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tangents_ptr[(p_idx + m) * 4 + 0] = d.x;
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tangents_ptr[(p_idx + m) * 4 + 1] = -d.y;
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tangents_ptr[(p_idx + m) * 4 + 2] = 0.0;
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tangents_ptr[(p_idx + m) * 4 + 3] = 1.0;
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}
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indices_ptr[i_idx++] = p_idx;
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indices_ptr[i_idx++] = p_idx + 1;
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indices_ptr[i_idx++] = p_idx + 2;
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indices_ptr[i_idx++] = p_idx + 1;
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indices_ptr[i_idx++] = p_idx + 3;
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indices_ptr[i_idx++] = p_idx + 2;
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length += seg_len;
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p_idx += 4;
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}
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indices_ptr[i_idx++] = p_idx;
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indices_ptr[i_idx++] = p_idx + 1;
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indices_ptr[i_idx++] = p_idx + 2;
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indices_ptr[i_idx++] = p_idx + 1;
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indices_ptr[i_idx++] = p_idx + 3;
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indices_ptr[i_idx++] = p_idx + 2;
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length += seg_len;
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p_idx += 4;
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}
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}
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}
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