mirror of https://github.com/flutter/pinball.git
parent
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// ignore_for_file: public_member_api_docs
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import 'package:flame/extensions.dart';
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import 'package:flame_forge2d/flame_forge2d.dart';
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import 'package:flutter/material.dart';
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import 'package:geometry/geometry.dart';
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import 'package:pinball/game/game.dart';
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/// {@template pathway}
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/// [Pathway] creates lines of various shapes.
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///
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/// [BodyComponent]s such as a Ball can collide and move along a [Pathway].
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/// {@template arc_shape}
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/// Creates an arc.
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/// {@endtemplate}
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class Pathway extends BodyComponent with InitialPosition, Layered {
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Pathway._({
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// TODO(ruialonso): remove color when assets added.
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Color? color,
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required List<List<Vector2>> paths,
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}) : _paths = paths {
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paint = Paint()
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..color = color ?? const Color.fromARGB(0, 0, 0, 0)
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..style = PaintingStyle.stroke;
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}
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/// Creates a uniform unidirectional (straight) [Pathway].
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///
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/// Does so with two [ChainShape] separated by a [width]. Can
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/// be rotated by a given [rotation] in radians.
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///
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/// If [singleWall] is true, just one [ChainShape] is created.
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factory Pathway.straight({
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Color? color,
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required Vector2 start,
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required Vector2 end,
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required double width,
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double rotation = 0,
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bool singleWall = false,
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class ArcShape extends ChainShape {
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/// {@macro arc_shape}
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ArcShape({
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required this.center,
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required this.arcRadius,
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required this.angle,
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required this.rotation,
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}) {
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final paths = <List<Vector2>>[];
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// TODO(ruialonso): Refactor repetitive logic
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final firstWall = [
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start.clone(),
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end.clone(),
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].map((vector) => vector..rotate(rotation)).toList();
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paths.add(firstWall);
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if (!singleWall) {
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final secondWall = [
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start + Vector2(width, 0),
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end + Vector2(width, 0),
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].map((vector) => vector..rotate(rotation)).toList();
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paths.add(secondWall);
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}
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return Pathway._(
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color: color,
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paths: paths,
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);
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}
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/// Creates an arc [Pathway].
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///
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/// The [angle], in radians, specifies the size of the arc. For example, two
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/// pi returns a complete circumference.
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///
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/// Does so with two [ChainShape] separated by a [width]. Which can be
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/// rotated by a given [rotation] in radians.
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///
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/// The outer radius is specified by [radius], whilst the inner one is
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/// equivalent to the [radius] minus the [width].
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///
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/// If [singleWall] is true, just one [ChainShape] is created.
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factory Pathway.arc({
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Color? color,
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required Vector2 center,
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required double width,
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required double radius,
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required double angle,
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double rotation = 0,
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bool singleWall = false,
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}) {
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final paths = <List<Vector2>>[];
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// TODO(ruialonso): Refactor repetitive logic
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final outerWall = calculateArc(
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createChain(
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calculateArc(
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center: center,
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radius: radius,
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angle: angle,
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offsetAngle: rotation,
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),
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);
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paths.add(outerWall);
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}
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if (!singleWall) {
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final innerWall = calculateArc(
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center: center,
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radius: radius - width,
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angle: angle,
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offsetAngle: rotation,
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/// The center of the arc.
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final Vector2 center;
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/// The radius of the arc.
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// TODO(alestiago): Check if modifying the parent radius makes sense.
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final double arcRadius;
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/// Specifies the size of the arc, in radians.
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///
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/// For example, two pi returns a complete circumference.
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final double angle;
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/// Which can be rotated by a given [rotation] in radians.
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final double rotation;
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ArcShape copyWith({
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Vector2? center,
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double? arcRadius,
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double? angle,
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double? rotation,
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}) =>
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ArcShape(
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center: center ?? this.center,
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arcRadius: arcRadius ?? this.arcRadius,
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angle: angle ?? this.angle,
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rotation: rotation ?? this.rotation,
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);
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paths.add(innerWall);
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}
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return Pathway._(
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color: color,
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paths: paths,
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/// {@template bezier_curve_shape}
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/// Creates a bezier curve.
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/// {@endtemplate}
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class BezierCurveShape extends ChainShape {
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/// {@macro bezier_curve_shape}
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BezierCurveShape({
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required this.controlPoints,
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}) {
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createChain(
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calculateBezierCurve(controlPoints: controlPoints),
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);
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}
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/// Creates a bezier curve [Pathway].
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///
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/// Does so with two [ChainShape] separated by a [width]. Which can be
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/// rotated by a given [rotation] in radians.
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/// Specifies the control points of the curve.
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///
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/// First and last [controlPoints] set the beginning and end of the curve,
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/// inner points between them set its final shape.
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///
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/// If [singleWall] is true, just one [ChainShape] is created.
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factory Pathway.bezierCurve({
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Color? color,
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required List<Vector2> controlPoints,
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required double width,
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double rotation = 0,
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bool singleWall = false,
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}) {
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final paths = <List<Vector2>>[];
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// TODO(ruialonso): Refactor repetitive logic
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final firstWall = calculateBezierCurve(controlPoints: controlPoints)
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.map((vector) => vector..rotate(rotation))
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.toList();
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paths.add(firstWall);
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if (!singleWall) {
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final secondWall = calculateBezierCurve(
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controlPoints: controlPoints
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.map((vector) => vector + Vector2(width, -width))
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.toList(),
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).map((vector) => vector..rotate(rotation)).toList();
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paths.add(secondWall);
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}
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final List<Vector2> controlPoints;
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return Pathway._(
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color: color,
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paths: paths,
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);
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/// Rotates the curve by a given [angle] in radians.
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void rotate(double angle) {
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vertices.map((vector) => vector..rotate(angle)).toList();
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}
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}
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/// Creates an ellipse [Pathway].
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///
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/// Does so with two [ChainShape]s separated by a [width]. Can
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/// be rotated by a given [rotation] in radians.
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///
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/// If [singleWall] is true, just one [ChainShape] is created.
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factory Pathway.ellipse({
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Color? color,
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required Vector2 center,
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required double width,
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required double majorRadius,
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required double minorRadius,
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double rotation = 0,
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bool singleWall = false,
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/// {@template ellipse_shape}
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/// Creates an ellipse.
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/// {@endtemplate}
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class EllipseShape extends ChainShape {
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/// {@macro ellipse_shape}
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EllipseShape({
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required this.center,
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required this.majorRadius,
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required this.minorRadius,
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}) {
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final paths = <List<Vector2>>[];
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// TODO(ruialonso): Refactor repetitive logic
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final outerWall = calculateEllipse(
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createChain(
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calculateEllipse(
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center: center,
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majorRadius: majorRadius,
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minorRadius: minorRadius,
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).map((vector) => vector..rotate(rotation)).toList();
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paths.add(outerWall);
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if (!singleWall) {
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final innerWall = calculateEllipse(
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center: center,
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majorRadius: majorRadius - width,
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minorRadius: minorRadius - width,
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).map((vector) => vector..rotate(rotation)).toList();
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paths.add(innerWall);
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}
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return Pathway._(
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color: color,
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paths: paths,
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),
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);
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}
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final List<List<Vector2>> _paths;
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/// The top left corner of the ellipse.
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///
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/// Where the initial painting begines.
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// TODO(ruialonso): Change to use appropiate center.
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final Vector2 center;
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/// Constructs different [ChainShape]s to form the [Pathway] shape.
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List<FixtureDef> createFixtureDefs() {
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final fixturesDef = <FixtureDef>[];
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/// Major radius is specified by [majorRadius].
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final double majorRadius;
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for (final path in _paths) {
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final chain = ChainShape()..createChain(path);
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fixturesDef.add(FixtureDef(chain));
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}
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/// Minor radius is specified by [minorRadius].
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final double minorRadius;
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return fixturesDef;
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/// Rotates the ellipse by a given [angle] in radians.
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void rotate(double angle) {
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createChain(
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vertices.map((vector) => vector..rotate(angle)).toList(),
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);
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}
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@override
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Body createBody() {
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final bodyDef = BodyDef()..position = initialPosition;
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final body = world.createBody(bodyDef);
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createFixtureDefs().forEach(body.createFixture);
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return body;
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}
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EllipseShape copyWith({
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Vector2? center,
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double? majorRadius,
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double? minorRadius,
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}) =>
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EllipseShape(
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center: center ?? this.center,
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majorRadius: majorRadius ?? this.majorRadius,
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minorRadius: minorRadius ?? this.minorRadius,
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);
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}
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