Implement tessellation for turtle graphics with fill support

- Added tessellation module to handle path tessellation using Lyon.
- Updated execution logic to record fill vertices and manage fill contours.
- Integrated tessellation into command execution for lines, arcs, and filled shapes.
- Enhanced TurtleState to track fill state and contours.
- Modified TweenController to handle fill commands and update drawing commands accordingly.
- Improved debug output for fill operations and tessellation processes.
This commit is contained in:
Franz Dietrich 2025-10-12 12:34:20 +02:00
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# Turtle Graphics Library
A modern turtle graphics library for Rust built on [Macroquad](https://macroquad.rs/) with [Lyon](https://github.com/nical/lyon) for high-quality GPU-accelerated rendering.
## Project Status
**Stable** - Complete Lyon integration with multi-contour fill system and live animation preview.
## Features
- 🎨 **Simple Builder API**: Chain commands like `forward(100).right(90)`
- ⚡ **Smooth Animations**: Tweening support with easing functions and live fill preview
- 🚀 **Instant Mode**: Execute commands immediately without animation (speed ≥ 999)
- 🎯 **High-Quality Rendering**: Complete Lyon tessellation pipeline with GPU acceleration
- 🕳️ **Multi-Contour Fills**: Automatic hole detection with EvenOdd fill rule - draw cheese with holes!
- 📐 **Self-Intersecting Paths**: Stars, complex shapes - all handled correctly
- 🐢 **Multiple Turtle Shapes**: Triangle, classic turtle, circle, square, arrow, and custom shapes
- 💨 **Lightweight**: Fast compilation and runtime
## Quick Start
```rust
use macroquad::prelude::*;
use turtle_lib_macroquad::*;
#[macroquad::main("Turtle")]
async fn main() {
// Create a turtle plan
let mut plan = create_turtle();
// Set speed (part of the plan)
plan.set_speed(100);
// Draw a square
for _ in 0..4 {
plan.forward(100).right(90);
}
// Create app (speed is managed by commands)
let mut app = TurtleApp::new().with_commands(plan.build());
loop {
clear_background(WHITE);
app.update();
app.render();
next_frame().await
}
}
```
## API Overview
### Creating Plans
```rust
let mut plan = create_turtle();
// Movement
plan.forward(100);
plan.backward(50);
// Rotation
plan.left(90); // degrees
plan.right(45);
// Circular arcs
plan.circle_left(50.0, 180.0, 36); // radius, angle (degrees), segments
plan.circle_right(50.0, 180.0, 36); // draws arc to the right
// Pen control
plan.pen_up();
plan.pen_down();
// Filling (with automatic hole detection)
plan.set_fill_color(BLUE);
plan.begin_fill();
// ... draw shape ...
plan.end_fill(); // Auto-closes and applies fill
// Appearance
plan.set_color(RED);
plan.set_pen_width(5.0);
plan.hide();
plan.show();
// Speed control (dynamic)
plan.set_speed(100); // Animated mode (< 999)
plan.set_speed(1000); // Instant mode (>= 999)
// Turtle shapes
plan.shape(ShapeType::Triangle);
plan.shape(ShapeType::Turtle); // Classic turtle shape
plan.shape(ShapeType::Circle);
plan.shape(ShapeType::Square);
plan.shape(ShapeType::Arrow);
// Custom shapes
let custom = TurtleShape::new(
vec![vec2(10.0, 0.0), vec2(-5.0, 5.0), vec2(-5.0, -5.0)],
true // filled
);
plan.set_shape(custom);
// Method chaining
plan.forward(100).right(90).forward(50);
```
### Execution Modes
Speed is now controlled via commands, allowing dynamic switching during execution:
```rust
let mut plan = create_turtle();
// Fast initial positioning (instant mode)
plan.set_speed(1000);
plan.pen_up();
plan.goto(vec2(-100.0, -100.0));
// Slow animated drawing
plan.set_speed(50);
plan.pen_down();
plan.forward(200);
plan.right(90);
// Create app (no speed parameter needed)
let app = TurtleApp::new().with_commands(plan.build());
```
**Speed Modes:**
- **Speed < 999**: Animated mode with smooth tweening
- **Speed >= 999**: Instant mode (no animation)
- Default speed is 100.0 if not specified
### Animation Loop
```rust
loop {
clear_background(WHITE);
app.update(); // Update animation state
app.render(); // Draw to screen
if app.is_complete() {
// All commands executed
}
next_frame().await
}
```
## Examples
Run examples with:
```bash
# From turtle-lib-macroquad directory
cargo run --example square
cargo run --example koch
cargo run --example shapes
cargo run --example yinyang
cargo run --example stern
cargo run --example nikolaus
# Lyon proof-of-concept examples
cargo run --package turtle-lyon-poc --example yinyang --release
cargo run --package turtle-lyon-poc --example basic_shapes --release
cargo run --package turtle-lyon-poc --example fill_comparison --release
```
### Available Examples
#### Basic Drawing
- **square.rs**: Basic square drawing
- **koch.rs**: Koch snowflake fractal
- **shapes.rs**: Demonstrates different turtle shapes
- **stern.rs**: Star pattern drawing
- **nikolaus.rs**: Nikolaus (Santa) drawing
#### Fill Examples
- **yinyang.rs**: Yin-yang symbol with automatic hole detection
- **fill_demo.rs**: Donut shape with hole
- **fill_requirements.rs**: Circle with red fill
- **fill_advanced.rs**: Complex shapes (star, swiss cheese, multiple holes)
- **fill_circle_test.rs**: Circle fills with different angles
- **fill_instant_test.rs**: Quick fill test in instant mode
## Why Lyon?
- Automatic hole detection via EvenOdd fill rule
- GPU-accelerated rendering
- Standards-compliant (matches SVG, HTML Canvas)
- Handles any self-intersecting path
### Basic Fill
```rust
let mut plan = create_turtle();
plan.set_fill_color(RED);
plan.begin_fill();
// Draw shape
for _ in 0..4 {
plan.forward(100);
plan.right(90);
}
plan.end_fill(); // Auto-closes and fills
```
### Fill with Holes (Multi-Contour)
```rust
plan.set_fill_color(BLUE);
plan.begin_fill();
// Outer circle (first contour)
plan.circle_left(90.0, 360.0, 72);
// pen_up() closes current contour
plan.pen_up();
plan.goto(vec2(0.0, -30.0));
// pen_down() starts new contour
plan.pen_down();
// Inner circle (becomes a hole automatically with EvenOdd rule!)
plan.circle_left(30.0, 360.0, 36);
plan.end_fill(); // Auto-detects holes and fills correctly
```
### Fill Features
- ✅ **Live Preview** - See fills progressively during animation
- ✅ **Auto-Close** - Automatically connects end point to start on `end_fill()`
- ✅ **Multi-Contour** - `pen_up()` closes contour, `pen_down()` opens next one
- ✅ **Automatic Hole Detection** - EvenOdd fill rule handles any complexity
- ✅ **Self-Intersecting Paths** - Stars and complex shapes work perfectly
## Architecture
### Module Structure
```
turtle-lib-macroquad/src/
├── lib.rs - Public API and TurtleApp
├── state.rs - TurtleState and TurtleWorld
├── commands.rs - TurtleCommand enum (consolidated commands)
├── builders.rs - Builder traits (DirectionalMovement, Turnable, etc.)
├── execution.rs - Command execution with fill support
├── tweening.rs - Animation/tweening controller with dynamic speed
├── drawing.rs - Rendering with Lyon tessellation
├── shapes.rs - Turtle shape definitions
├── tessellation.rs - Lyon tessellation utilities
├── circle_geometry.rs - Circle arc calculations
└── general/ - Type definitions (Angle, Length, etc.)
```
### Design Principles
- **State Management**: Clean separation between turtle state and world state
- **Command Queue**: Commands queued and executed with optional tweening
- **Consolidated Commands**: Unified commands reduce duplication (Move, Turn, Circle)
- **Dynamic Speed Control**: Speed managed via SetSpeed commands for flexibility
- **Tweening System**: Smooth interpolation with easing functions
- **Unified Lyon Rendering**: All drawing operations use GPU-accelerated Lyon tessellation
- Lines, arcs, circles, fills - single high-quality rendering pipeline
- ~410 lines of code eliminated through architectural simplification
- Consistent quality across all primitives
### Command Consolidation
The library uses consolidated commands to reduce code duplication:
- **Move(distance)**: Replaces separate Forward/Backward (negative = backward)
- **Turn(angle)**: Replaces separate Left/Right (negative = left, positive = right)
- **Circle{direction, ...}**: Unified circle command with CircleDirection enum
This design eliminates ~250 lines of duplicate code while maintaining the same user-facing API.
## Workspace Structure
```
turtle/
├── turtle-lib-macroquad/ - Main library (Macroquad + Lyon)
├── turtle-lib/ - Legacy Bevy-based implementation
└── turtle-example/ - Legacy examples
```
The `turtle-lib-macroquad` package is the current and future focus of development.
## Building and Running
```bash
# Check all packages
cargo check
# Run specific example
cargo run --package turtle-lib-macroquad --example yinyang
# Build release version
cargo build --release
# Run Lyon POC examples to see future rendering
cargo run --package turtle-lyon-poc --example yinyang --release
```
## Development Status
### ✅ Completed
- Complete Lyon integration for all drawing primitives
- Multi-contour fill system with automatic hole detection
- Turtle movement and rotation (consolidated Move/Turn commands)
- Circle arcs (left/right with unified Circle command)
- Pen control (up/down) with contour management
- Color and pen width
- Multiple turtle shapes with custom shape support
- Tweening system with easing functions
- Dynamic speed control via SetSpeed commands
- Instant mode (speed ≥ 999) and animated mode (speed < 999)
- **EvenOdd fill rule** for complex self-intersecting paths
- **Live fill preview** during animation with progressive rendering
- **Multi-contour support** - pen_up/pen_down manage contours
- **Command consolidation** (~250 lines eliminated)
- **Full Lyon migration** (~410 total lines eliminated)
### 🎯 Future Possibilities
- Advanced stroke styling (caps, joins, dashing)
- Bezier curves and custom path primitives
- Additional examples and tutorials
## What's New
### Complete Lyon Migration ✨
All drawing operations now use GPU-accelerated Lyon tessellation:
- **Unified pipeline**: Lines, arcs, circles, and fills - all use the same high-quality rendering
- **Simplified codebase**: ~410 lines of code eliminated
- **Better performance**: GPU tessellation is faster than CPU-based primitives
- **Consistent quality**: No more mixed rendering approaches
### Multi-Contour Fill System 🕳️
Advanced fill capabilities with automatic hole detection:
- **EvenOdd fill rule**: Draw shapes with holes - works like SVG and HTML Canvas
- **Pen state management**: `pen_up()` closes contour, `pen_down()` opens next
- **Live preview**: See fills progressively during animations
- **Self-intersecting paths**: Stars, complex shapes - all handled correctly
### Architectural Improvements 🏗️
- **Command consolidation**: Unified Move/Turn/Circle commands (~250 lines eliminated)
- **Dynamic speed control**: Change speed during execution via commands
- **Live animation preview**: Progressive fill rendering during circle/arc drawing
## License
MIT OR Apache-2.0
## Contributing
Contributions are welcome! The library now has a stable foundation with complete Lyon integration and multi-contour fill support.

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[package]
name = "turtle-lib-macroquad"
version = "0.1.0"
version = "0.2.0"
edition = "2021"
license = "MIT OR Apache-2.0"
[dependencies]
macroquad = "0.4"
earcutr = "0.5"
tween = "2.1.0"
lyon = "1.0"
[dev-dependencies]
# For examples and testing

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# Turtle Graphics Library for Macroquad
# turtle-lib-macroquad
A turtle graphics library built on [Macroquad](https://macroquad.rs/), providing an intuitive API for creating drawings and animations.
The main turtle graphics library built on Macroquad with Lyon tessellation.
**See the [main README](../README.md) for complete documentation.**
## Features
- **Simple Builder API**: Chain commands like `forward(100).right(90)`
- **Smooth Animations**: Tweening support with easing functions
- **Instant Mode**: Execute commands immediately without animation (speed > 999.0)
- **Lightweight**: Fast compilation (~30-60 seconds from clean build)
- **Macroquad Integration**: Built on the simple and fast Macroquad framework
**Complete Lyon Integration** - All drawing operations use GPU-optimized tessellation
- Unified rendering pipeline for lines, arcs, circles, and fills
- ~410 lines of code eliminated through architectural simplification
- Consistent high-quality rendering across all primitives
## Quick Start
**Multi-Contour Fill System** - Advanced fill capabilities with automatic hole detection
- EvenOdd fill rule for complex shapes with holes (like cheese or yin-yang symbols)
- `pen_up()` closes current contour, `pen_down()` opens next contour
- Progressive fill preview during animations
- Support for self-intersecting paths
Add to your `Cargo.toml`:
```toml
[dependencies]
turtle-lib-macroquad = { path = "../turtle-lib-macroquad" }
macroquad = "0.4"
```
**Smooth Animation** - Tweening system with live rendering
- Configurable speed control
- Frame-rate independent animation
- Live fill preview during circle/arc drawing
### Basic Example
## Quick Examples
```rust
use macroquad::prelude::*;
use turtle_lib_macroquad::*;
#[macroquad::main("Turtle")]
async fn main() {
// Create a turtle plan
let mut plan = create_turtle();
// Draw a square
for _ in 0..4 {
plan.forward(100).right(90);
}
// Create app with animation (100 pixels/sec)
let mut app = TurtleApp::new().with_commands(plan.build(), 100.0);
loop {
clear_background(WHITE);
app.update();
app.render();
next_frame().await
}
}
```
## API Overview
### Creating Plans
```rust
let mut plan = create_turtle();
// Movement
plan.forward(100);
plan.backward(50);
// Rotation
plan.left(90); // degrees
plan.right(45);
// Circular arcs
plan.circle_left(50.0, 180.0, 36); // radius, angle (degrees), segments
plan.circle_right(50.0, 180.0, 36); // draws arc to the right
// Pen control
plan.pen_up();
plan.pen_down();
// Appearance
plan.set_color(RED);
plan.set_pen_width(5.0);
plan.hide();
plan.show();
// Turtle shape
plan.shape(ShapeType::Triangle);
plan.shape(ShapeType::Turtle); // Default classic turtle shape
plan.shape(ShapeType::Circle);
plan.shape(ShapeType::Square);
plan.shape(ShapeType::Arrow);
// Custom shape
let custom = TurtleShape::new(
vec![vec2(10.0, 0.0), vec2(-5.0, 5.0), vec2(-5.0, -5.0)],
true // filled
);
plan.set_shape(custom);
// Chaining
plan.forward(100).right(90).forward(50);
```
### Execution Modes
```rust
// Animated mode (speed in pixels/sec, 0.5-999.0)
let app = TurtleApp::new().with_commands(queue, 100.0);
// Instant mode (speed >= 999.0)
let app = TurtleApp::new().with_commands(queue, 1000.0);
```
### Animation Loop
```rust
loop {
clear_background(WHITE);
app.update(); // Update animation state
app.render(); // Draw to screen
if app.is_complete() {
// All commands executed
}
next_frame().await
}
```
## Examples
Run examples with:
```bash
cargo run --example square
cargo run --example koch
cargo run --example shapes
cargo run --example yinyang
cargo run --example stern
cargo run --example nikolaus
# Run from this directory
cargo run --example square # Basic square drawing
cargo run --example yinyang # Multi-contour fills with holes
cargo run --example fill_advanced # Self-intersecting fills
cargo run --example koch # Recursive fractals
cargo run --example fill_demo # Multiple independent fills
```
### Available Examples
## Architecture Highlights
- **square.rs**: Basic square drawing
- **koch.rs**: Koch snowflake fractal
- **shapes.rs**: Demonstrates different turtle shapes
- **yinyang.rs**: Yin-yang symbol drawing
- **stern.rs**: Star pattern drawing
- **nikolaus.rs**: Nikolaus (Santa) drawing
### Rendering Pipeline
All drawing operations → Lyon tessellation → GPU mesh rendering
## Turtle Shapes
### DrawCommand Enum
Simplified from 5 variants to 1:
- `Mesh(MeshData)` - unified variant for all drawing operations
The library supports multiple turtle shapes that can be changed during drawing:
### Fill System
- `FillState` tracks multiple contours (completed + current)
- Pen state management automatically handles contour creation
- EvenOdd tessellation provides automatic hole detection
### Built-in Shapes
See [LYON_COMPLETE.md](LYON_COMPLETE.md) and [MULTI_CONTOUR_FILLS.md](MULTI_CONTOUR_FILLS.md) for implementation details.
- **Triangle** (default): Simple arrow shape
- **Turtle**: Classic turtle shape with detailed outline
- **Circle**: Circular shape
- **Square**: Square shape
- **Arrow**: Arrow-like shape
## Status
### Using Shapes
**Stable** - Lyon integration complete, multi-contour fills working, all examples passing.
```rust
// Using built-in shapes
plan.shape(ShapeType::Turtle);
// Creating custom shapes
let my_shape = TurtleShape::new(
vec![
vec2(15.0, 0.0), // Point at front
vec2(-10.0, -8.0), // Bottom back
vec2(-10.0, 8.0), // Top back
],
true // filled
);
plan.set_shape(my_shape);
```
Shapes are automatically rotated to match the turtle's heading direction.
## Architecture
The library is designed for easy extension and potential multi-threading support:
- **State Management**: Clean separation between turtle state and world state
- **Command Queue**: Commands are queued and can be executed immediately or with tweening
- **Tweening System**: Smooth interpolation between states with easing functions
- **Rendering**: Direct Macroquad drawing calls with earcutr polygon triangulation
- **Shape System**: Extensible turtle shapes with support for both convex and concave polygons
### Module Structure
```
src/
├── lib.rs - Public API and TurtleApp
├── state.rs - TurtleState and TurtleWorld
├── commands.rs - TurtleCommand enum and CommandQueue
├── builders.rs - Builder traits (DirectionalMovement, Turnable, etc.)
├── execution.rs - Command execution logic
├── tweening.rs - Animation/tweening controller
├── drawing.rs - Macroquad rendering
├── shapes.rs - Turtle shape definitions
└── general/ - Type definitions (Angle, Length, etc.)
```
## Design Decisions
### Multi-threading Ready
While multi-threading is not implemented yet, the architecture supports future additions:
- State and world are separated
- Commands can be generated on separate threads
- Rendering happens on main thread (Macroquad requirement)
### Tweening vs Interpolation
We use "tweening" terminology throughout the codebase for clarity and game development conventions.
### No API Compatibility Constraints
This library is designed from scratch without backwards compatibility requirements, allowing for optimal design choices.
## Future Enhancements
Potential additions (not yet implemented):
- Multi-threading support for interactive games
- Filled shapes and polygons
- Text rendering
- Image stamps
## License
MIT OR Apache-2.0
See [../README.md](../README.md) for full API documentation and project status.

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//! Cheese example - demonstrates multi-contour fills with holes
//!
//! This example creates a cheese-like shape by:
//! 1. Drawing the outer square boundary
//! 2. Lifting the pen (pen_up) to close that contour
//! 3. Drawing circular and triangular holes with pen_up/pen_down
//!
//! Lyon's EvenOdd fill rule automatically creates holes where contours overlap!
use macroquad::prelude::*;
use turtle_lib_macroquad::*;
#[macroquad::main("Cheese with Holes")]
async fn main() {
let mut turtle = create_turtle();
// Set fill color to yellow (cheese color!)
turtle.set_fill_color(YELLOW);
turtle.set_pen_color(ORANGE);
turtle.set_pen_width(3.0);
println!("=== Starting cheese fill ===");
turtle.begin_fill();
// Draw outer boundary (large square)
println!("Drawing outer square boundary...");
for _ in 0..4 {
turtle.forward(400.0);
turtle.right(90.0);
}
// Close outer contour and start drawing holes
println!("Closing outer contour with pen_up");
turtle.pen_up();
// Draw triangular hole in the middle
println!("Drawing triangular hole...");
turtle.go_to(vec2(200.0, 120.0));
turtle.pen_down(); // Start new contour for hole
for _ in 0..3 {
turtle.forward(160.0);
turtle.right(120.0);
}
println!("Closing triangle contour with pen_up");
turtle.pen_up(); // Close triangle hole contour
// Draw circular hole (top-left) using circle_left
println!("Drawing circular hole (top-left) with circle_left...");
turtle.go_to(vec2(100.0, 100.0));
turtle.pen_down(); // Start new contour for hole
turtle.circle_left(30.0, 360.0, 36); // radius=30, full circle, 36 steps
println!("Closing circle contour with pen_up");
turtle.pen_up(); // Close circle hole contour
// Draw circular hole (bottom-right) using circle_right
println!("Drawing circular hole (bottom-right) with circle_right...");
turtle.go_to(vec2(280.0, 280.0));
turtle.pen_down(); // Start new contour for hole
turtle.circle_right(40.0, 360.0, 36); // radius=40, full circle, 36 steps
println!("Closing circle contour with pen_up");
turtle.pen_up(); // Close circle hole contour
// End fill - Lyon will automatically create holes!
println!("Calling end_fill - Lyon should create holes now!");
turtle.end_fill();
// Set animation speed
turtle.set_speed(300);
println!("Building and executing turtle plan...");
// Execute the plan
let mut app = TurtleApp::new().with_commands(turtle.build());
loop {
clear_background(Color::new(0.95, 0.95, 0.98, 1.0));
app.update();
app.render();
// Instructions
draw_text(
"Cheese with Holes - pen_up/pen_down creates multiple contours!",
10.0,
20.0,
18.0,
BLACK,
);
draw_text("Press ESC or Q to quit", 10.0, 40.0, 16.0, DARKGRAY);
if is_key_pressed(KeyCode::Escape) || is_key_pressed(KeyCode::Q) {
break;
}
next_frame().await;
}
}

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@ -10,7 +10,7 @@ async fn main() {
plan.shape(ShapeType::Turtle);
// Draw some circles
plan.set_color(RED);
plan.set_pen_color(RED);
plan.set_pen_width(0.5);
plan.left(90.0);
plan.set_speed(999);
@ -18,14 +18,16 @@ async fn main() {
plan.forward(150.0);
plan.set_speed(100);
plan.set_color(BLUE);
plan.set_pen_color(BLUE);
plan.circle_right(50.0, 270.0, 72); // partial circle to the right
// Set animation speed
plan.set_speed(20);
plan.forward(150.0);
plan.circle_left(50.0, 180.0, 12);
plan.circle_right(50.0, 180.0, 12);
plan.set_speed(700);
plan.set_color(GREEN);
plan.set_pen_color(GREEN);
plan.circle_left(50.0, 180.0, 36); // Half circle to the left
// Create turtle app with animation (speed = 100 pixels/sec)

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//! Advanced fill example with multiple holes and complex shapes
use macroquad::{miniquad::window::set_window_size, prelude::*};
use turtle_lib_macroquad::*;
#[macroquad::main("Advanced Fill Demo")]
async fn main() {
set_window_size(2000, 1900);
let mut t = create_turtle();
// Example 1: Star shape (concave polygon)
t.pen_up();
t.go_to(vec2(-200.0, 100.0));
t.pen_down();
t.set_heading(0.0);
t.set_fill_color(GOLD);
t.set_pen_color(ORANGE);
t.set_pen_width(2.0);
t.set_speed(500);
t.begin_fill();
// Draw 5-pointed star
for _ in 0..5 {
t.forward(100.0);
t.right(144.0);
}
t.end_fill();
// Example 2: Swiss cheese (polygon with multiple holes)
t.pen_up();
t.go_to(vec2(100.0, 100.0));
t.pen_down();
t.set_heading(0.0);
t.set_fill_color(YELLOW);
t.set_pen_color(ORANGE);
t.begin_fill();
// Outer square
for _ in 0..4 {
t.forward(150.0);
t.right(90.0);
}
// First hole (circle)
t.pen_up();
t.go_to(vec2(140.0, 130.0));
t.pen_down();
t.circle_right(150.0, 360.0, 36);
// Second hole (circle)
t.pen_up();
t.go_to(vec2(200.0, 170.0));
t.pen_down();
t.circle_right(10.0, 360.0, 36);
// Third hole (triangle)
t.pen_up();
t.go_to(vec2(160.0, 200.0));
t.pen_down();
t.circle_right(15.0, 360.0, 3);
// Fourth hole (square)
t.pen_up();
t.go_to(vec2(190.0, 200.0));
t.pen_down();
t.circle_right(15.0, 360.0, 4);
// fifth hole (pentagon)
t.pen_up();
t.go_to(vec2(230.0, 200.0));
t.pen_down();
t.circle_right(15.0, 360.0, 5);
t.end_fill();
// Example 3: Donut (circle with circular hole)
t.pen_up();
t.go_to(vec2(-100.0, -100.0));
t.pen_down();
t.set_heading(0.0);
t.set_fill_color(Color::new(0.8, 0.4, 0.2, 1.0));
t.set_pen_color(Color::new(0.6, 0.3, 0.1, 1.0));
t.begin_fill();
// Outer circle
for _ in 0..72 {
t.forward(3.0);
t.right(5.0);
}
// Move to inner circle
t.pen_up();
t.go_to(vec2(-75.0, -90.0));
t.pen_down();
// Inner circle (hole)
for _ in 0..72 {
t.forward(1.5);
t.right(5.0);
}
t.end_fill();
// Set animation speed
t.set_speed(500);
let mut app = TurtleApp::new().with_commands(t.build());
let target_fps = 1.0; // 1 frame per second for debugging
let frame_time = 1.0 / target_fps;
let mut last_frame_time = macroquad::time::get_time();
loop {
// Frame rate limiting
let current_time = macroquad::time::get_time();
let delta = current_time - last_frame_time;
if delta < frame_time {
// std::thread::sleep(std::time::Duration::from_secs_f64(frame_time - delta));
}
last_frame_time = macroquad::time::get_time();
clear_background(Color::new(0.95, 0.95, 0.98, 1.0));
app.update();
app.render();
// Instructions
draw_text(
"Advanced Fill Demo: Star, Swiss Cheese, Donut",
10.0,
20.0,
20.0,
BLACK,
);
draw_text(
"Features: concave polygons, multiple holes, pen_up during fill",
10.0,
40.0,
16.0,
DARKGRAY,
);
draw_text(
"Mouse: drag to pan, scroll to zoom",
10.0,
60.0,
16.0,
DARKGRAY,
);
next_frame().await
}
}

View File

@ -0,0 +1,55 @@
//! Fill demonstration with holes
use macroquad::prelude::*;
use turtle_lib_macroquad::*;
#[macroquad::main("Fill Demo")]
async fn main() {
let mut t = create_turtle();
// Example from requirements: circle with hole (like a donut)
t.set_pen_color(BLUE);
t.set_pen_width(3.0);
t.right(90.0);
// Set fill color and begin fill
t.set_fill_color(RED);
t.begin_fill();
// Outer circle
t.circle_right(150.0, 360.0, 72);
// Move to start of inner circle (hole)
// pen_up doesn't matter for fill - vertices still recorded!
t.pen_up();
t.forward(50.0);
t.pen_down();
// Inner circle (creates a hole)
t.circle_right(150.0, 360.0, 72);
t.end_fill();
// Draw a square with no fill
t.pen_up();
t.forward(100.0);
t.pen_down();
t.set_pen_color(GREEN);
for _ in 0..4 {
t.forward(100.0);
t.right(90.0);
}
// Set animation speed
t.set_speed(100);
let mut app = TurtleApp::new().with_commands(t.build());
loop {
clear_background(WHITE);
app.update();
app.render();
next_frame().await
}
}

View File

@ -0,0 +1,66 @@
//! Example matching the original requirements exactly
use macroquad::prelude::*;
use turtle_lib_macroquad::*;
#[macroquad::main("Fill Example - Original Requirements")]
async fn main() {
let mut turtle = create_turtle();
turtle.right(90.0);
turtle.set_pen_width(3.0);
turtle.set_speed(900);
turtle.set_pen_color(BLUE);
turtle.set_fill_color(RED);
turtle.begin_fill();
turtle.circle_left(100.0, 360.0, 16);
// Draw a circle (36 small steps)
for _ in 0..36 {
turtle.forward(5.0);
turtle.right(10.0);
}
turtle.end_fill();
// Draw a square with no fill
turtle.set_pen_color(GREEN);
turtle.forward(120.0);
for _ in 0..3 {
turtle.right(90.0);
turtle.forward(240.0);
}
turtle.right(90.0);
turtle.forward(120.0);
// Set speed for animation
turtle.set_speed(200);
let mut app = TurtleApp::new().with_commands(turtle.build());
loop {
clear_background(WHITE);
app.update();
app.render();
// Instructions
draw_text(
"Fill Example - Circle filled with red, square not filled",
10.0,
20.0,
20.0,
BLACK,
);
draw_text(
"Mouse: drag to pan, scroll to zoom",
10.0,
40.0,
16.0,
DARKGRAY,
);
next_frame().await
}
}

View File

@ -7,8 +7,10 @@ use turtle_lib_macroquad::*;
async fn main() {
// Create a turtle plan
let mut t = create_turtle();
t.set_speed(900);
t.circle_left(90.0, 180.0, 36);
t.begin_fill();
t.circle_left(90.0, 180.0, 36);
t.circle_left(45.0, 180.0, 26);
t.circle_right(45.0, 180.0, 26);
@ -24,6 +26,7 @@ async fn main() {
t.left(90.0);
t.pen_down();
t.circle_right(8.0, 360.0, 12);
t.end_fill();
// Set animation speed
t.set_speed(1000);

View File

@ -1,7 +1,7 @@
//! Builder pattern traits for creating turtle command sequences
use crate::commands::{CommandQueue, TurtleCommand};
use crate::general::{AnimationSpeed, Color, Precision};
use crate::general::{AnimationSpeed, Color, Coordinate, Precision};
use crate::shapes::{ShapeType, TurtleShape};
/// Trait for adding commands to a queue
@ -114,7 +114,7 @@ impl TurtlePlan {
self
}
pub fn set_color(&mut self, color: Color) -> &mut Self {
pub fn set_pen_color(&mut self, color: Color) -> &mut Self {
self.queue.push(TurtleCommand::SetColor(color));
self
}
@ -158,6 +158,27 @@ impl TurtlePlan {
self.set_shape(shape_type.to_shape())
}
pub fn begin_fill(&mut self) -> &mut Self {
self.queue.push(TurtleCommand::BeginFill);
self
}
pub fn end_fill(&mut self) -> &mut Self {
self.queue.push(TurtleCommand::EndFill);
self
}
pub fn set_fill_color(&mut self, color: impl Into<Color>) -> &mut Self {
self.queue
.push(TurtleCommand::SetFillColor(Some(color.into())));
self
}
pub fn go_to(&mut self, coord: impl Into<Coordinate>) -> &mut Self {
self.queue.push(TurtleCommand::Goto(coord.into()));
self
}
pub fn build(self) -> CommandQueue {
self.queue
}

View File

@ -38,6 +38,10 @@ pub enum TurtleCommand {
// Visibility
ShowTurtle,
HideTurtle,
// Fill operations
BeginFill,
EndFill,
}
/// Queue of turtle commands with execution state

View File

@ -1,11 +1,12 @@
//! Rendering logic using Macroquad
//! Rendering logic using Macroquad and Lyon tessellation
use crate::circle_geometry::{CircleDirection, CircleGeometry};
use crate::state::{DrawCommand, TurtleState, TurtleWorld};
use crate::tessellation;
use macroquad::prelude::*;
// Import the easing function from the tween crate
// To change the easing, change both this import and the usage in the draw_tween_arc_* functions below
// To change the easing, change both this import and the usage in the draw_tween_arc function below
// Available options: Linear, SineInOut, QuadInOut, CubicInOut, QuartInOut, QuintInOut,
// ExpoInOut, CircInOut, BackInOut, ElasticInOut, BounceInOut, etc.
// See https://easings.net/ for visual demonstrations
@ -26,43 +27,8 @@ pub fn render_world(world: &TurtleWorld) {
// Draw all accumulated commands
for cmd in &world.commands {
match cmd {
DrawCommand::Line {
start,
end,
color,
width,
} => {
draw_line(start.x, start.y, end.x, end.y, *width, *color);
}
DrawCommand::Circle {
center,
radius,
color,
filled,
} => {
if *filled {
draw_circle(center.x, center.y, *radius, *color);
} else {
draw_circle_lines(center.x, center.y, *radius, 2.0, *color);
}
}
DrawCommand::Arc {
center,
radius,
rotation,
arc,
color,
width,
sides,
} => {
draw_arc(
center.x, center.y, *sides, *radius, *rotation, *width, *arc, *color,
);
}
DrawCommand::FilledPolygon { vertices, color } => {
if vertices.len() >= 3 {
draw_filled_polygon(vertices, *color);
}
DrawCommand::Mesh(mesh_data) => {
draw_mesh(&mesh_data.to_mesh());
}
}
}
@ -99,43 +65,8 @@ pub(crate) fn render_world_with_tween(
// Draw all accumulated commands
for cmd in &world.commands {
match cmd {
DrawCommand::Line {
start,
end,
color,
width,
} => {
draw_line(start.x, start.y, end.x, end.y, *width, *color);
}
DrawCommand::Circle {
center,
radius,
color,
filled,
} => {
if *filled {
draw_circle(center.x, center.y, *radius, *color);
} else {
draw_circle_lines(center.x, center.y, *radius, 2.0, *color);
}
}
DrawCommand::Arc {
center,
radius,
rotation,
arc,
color,
width,
sides,
} => {
draw_arc(
center.x, center.y, *sides, *radius, *rotation, *width, *arc, *color,
);
}
DrawCommand::FilledPolygon { vertices, color } => {
if vertices.len() >= 3 {
draw_filled_polygon(vertices, *color);
}
DrawCommand::Mesh(mesh_data) => {
draw_mesh(&mesh_data.to_mesh());
}
}
}
@ -176,6 +107,137 @@ pub(crate) fn render_world_with_tween(
}
}
// Draw live fill preview if currently filling (always show, not just during tweens)
if let Some(ref fill_state) = world.turtle.filling {
// Build all contours: completed contours + current contour with animation
let mut all_contours: Vec<Vec<Vec2>> = Vec::new();
// Add all completed contours
for completed_contour in &fill_state.contours {
let contour_vec2: Vec<Vec2> = completed_contour
.iter()
.map(|c| Vec2::new(c.x, c.y))
.collect();
all_contours.push(contour_vec2);
}
// Build current contour with animation
let mut current_preview: Vec<Vec2> = fill_state
.current_contour
.iter()
.map(|c| Vec2::new(c.x, c.y))
.collect();
// If we have an active tween, add progressive vertices
if let Some(tween) = active_tween {
// If we're animating a circle command with pen down, add arc vertices
if tween.start_state.pen_down {
if let crate::commands::TurtleCommand::Circle {
radius,
angle,
steps,
direction,
} = &tween.command
{
// Calculate partial arc vertices based on current progress
use crate::circle_geometry::CircleGeometry;
let geom = CircleGeometry::new(
tween.start_state.position,
tween.start_state.heading,
*radius,
*direction,
);
// Calculate progress
let elapsed = (get_time() - tween.start_time) as f32;
let progress = (elapsed / tween.duration as f32).min(1.0);
let eased_progress = CubicInOut.tween(1.0, progress);
// Generate arc vertices for the partial arc
let num_samples = (*steps as usize).max(1);
let samples_to_draw = ((num_samples as f32 * eased_progress) as usize).max(1);
for i in 1..=samples_to_draw {
let sample_progress = i as f32 / num_samples as f32;
let current_angle = match direction {
crate::circle_geometry::CircleDirection::Left => {
geom.start_angle_from_center - angle.to_radians() * sample_progress
}
crate::circle_geometry::CircleDirection::Right => {
geom.start_angle_from_center + angle.to_radians() * sample_progress
}
};
let vertex = Vec2::new(
geom.center.x + radius * current_angle.cos(),
geom.center.y + radius * current_angle.sin(),
);
current_preview.push(vertex);
}
} else if matches!(
&tween.command,
crate::commands::TurtleCommand::Move(_)
| crate::commands::TurtleCommand::Goto(_)
) {
// For Move/Goto commands, just add the current position
current_preview
.push(Vec2::new(world.turtle.position.x, world.turtle.position.y));
}
} else if matches!(
&tween.command,
crate::commands::TurtleCommand::Move(_) | crate::commands::TurtleCommand::Goto(_)
) {
// For Move/Goto with pen up during filling, still add current position for preview
current_preview.push(Vec2::new(world.turtle.position.x, world.turtle.position.y));
}
// Add current turtle position if not already included
if let Some(last) = current_preview.last() {
let current_pos = world.turtle.position;
// Use a larger threshold to reduce flickering from tiny movements
if (last.x - current_pos.x).abs() > 0.1 || (last.y - current_pos.y).abs() > 0.1 {
current_preview.push(Vec2::new(current_pos.x, current_pos.y));
}
} else if !current_preview.is_empty() {
current_preview.push(Vec2::new(world.turtle.position.x, world.turtle.position.y));
}
} else {
// No active tween - just show current state
if !current_preview.is_empty() {
if let Some(last) = current_preview.last() {
let current_pos = world.turtle.position;
if (last.x - current_pos.x).abs() > 0.1 || (last.y - current_pos.y).abs() > 0.1
{
current_preview.push(Vec2::new(current_pos.x, current_pos.y));
}
}
}
}
// Add current contour to all contours if it has enough vertices
if current_preview.len() >= 3 {
all_contours.push(current_preview);
}
// Tessellate and draw all contours together using multi-contour tessellation
if !all_contours.is_empty() {
match crate::tessellation::tessellate_multi_contour(
&all_contours,
fill_state.fill_color,
) {
Ok(mesh_data) => {
draw_mesh(&mesh_data.to_mesh());
}
Err(e) => {
eprintln!(
"#### Lyon multi-contour tessellation error for fill preview: {:?}",
e
);
}
}
}
}
// Draw turtle if visible
if world.turtle.visible {
draw_turtle(&world.turtle);
@ -237,14 +299,32 @@ pub fn draw_turtle(turtle: &TurtleState) {
let rotated_vertices = turtle.shape.rotated_vertices(turtle.heading);
if turtle.shape.filled {
// Draw filled polygon (now supports concave shapes via ear clipping)
// Draw filled polygon using Lyon tessellation
if rotated_vertices.len() >= 3 {
let absolute_vertices: Vec<Vec2> = rotated_vertices
.iter()
.map(|v| turtle.position + *v)
.collect();
draw_filled_polygon(&absolute_vertices, Color::new(0.0, 0.5, 1.0, 1.0));
// Use Lyon for turtle shape too
match tessellation::tessellate_polygon(
&absolute_vertices,
Color::new(0.0, 0.5, 1.0, 1.0),
) {
Ok(mesh_data) => draw_mesh(&mesh_data.to_mesh()),
Err(_) => {
// Fallback to simple triangle fan if Lyon fails
let first = absolute_vertices[0];
for i in 1..absolute_vertices.len() - 1 {
draw_triangle(
first,
absolute_vertices[i],
absolute_vertices[i + 1],
Color::new(0.0, 0.5, 1.0, 1.0),
);
}
}
}
}
} else {
// Draw outline
@ -258,38 +338,3 @@ pub fn draw_turtle(turtle: &TurtleState) {
}
}
}
/// Draw a filled polygon using triangulation
fn draw_filled_polygon(vertices: &[Vec2], color: Color) {
if vertices.len() < 3 {
return;
}
// Flatten vertices into the format expected by earcutr: [x0, y0, x1, y1, ...]
let flattened: Vec<f64> = vertices
.iter()
.flat_map(|v| vec![v.x as f64, v.y as f64])
.collect();
// Triangulate using earcutr (no holes, 2 dimensions)
match earcutr::earcut(&flattened, &[], 2) {
Ok(indices) => {
// Draw each triangle
for triangle in indices.chunks(3) {
if triangle.len() == 3 {
let v0 = vertices[triangle[0]];
let v1 = vertices[triangle[1]];
let v2 = vertices[triangle[2]];
draw_triangle(v0, v1, v2, color);
}
}
}
Err(_) => {
// Fallback: if triangulation fails, try simple fan triangulation
let first = vertices[0];
for i in 1..vertices.len() - 1 {
draw_triangle(first, vertices[i], vertices[i + 1], color);
}
}
}
}

View File

@ -3,6 +3,7 @@
use crate::circle_geometry::{CircleDirection, CircleGeometry};
use crate::commands::TurtleCommand;
use crate::state::{DrawCommand, TurtleState, TurtleWorld};
use crate::tessellation;
use macroquad::prelude::*;
#[cfg(test)]
@ -17,20 +18,19 @@ pub fn execute_command(command: &TurtleCommand, state: &mut TurtleState, world:
let dy = distance * state.heading.sin();
state.position = vec2(state.position.x + dx, state.position.y + dy);
// Record vertex for fill if filling
state.record_fill_vertex();
if state.pen_down {
world.add_command(DrawCommand::Line {
start,
end: state.position,
color: state.color,
width: state.pen_width,
});
// Add circle at end point for smooth line joins
world.add_command(DrawCommand::Circle {
center: state.position,
radius: state.pen_width / 2.0,
color: state.color,
filled: true,
});
// Draw line segment with round caps (caps handled by tessellate_stroke)
if let Ok(mesh_data) = tessellation::tessellate_stroke(
&[start, state.position],
state.color,
state.pen_width,
false, // not closed
) {
world.add_command(DrawCommand::Mesh(mesh_data));
}
}
}
@ -50,15 +50,18 @@ pub fn execute_command(command: &TurtleCommand, state: &mut TurtleState, world:
if state.pen_down {
let (rotation_degrees, arc_degrees) = geom.draw_arc_params(*angle);
world.add_command(DrawCommand::Arc {
center: geom.center,
radius: *radius - state.pen_width, // Adjust radius for pen width to keep arc inside
rotation: rotation_degrees,
arc: arc_degrees,
color: state.color,
width: state.pen_width,
sides: *steps as u8,
});
// Use Lyon to tessellate the arc
if let Ok(mesh_data) = tessellation::tessellate_arc(
geom.center,
*radius,
rotation_degrees,
arc_degrees,
state.color,
state.pen_width,
*steps as u8,
) {
world.add_command(DrawCommand::Mesh(mesh_data));
}
}
// Update turtle position and heading
@ -67,14 +70,37 @@ pub fn execute_command(command: &TurtleCommand, state: &mut TurtleState, world:
CircleDirection::Left => start_heading - angle.to_radians(),
CircleDirection::Right => start_heading + angle.to_radians(),
};
// Record vertices along arc for fill if filling
state.record_fill_vertices_for_arc(
geom.center,
*radius,
geom.start_angle_from_center,
angle.to_radians(),
*direction,
*steps as u32,
);
}
TurtleCommand::PenUp => {
state.pen_down = false;
// Close current contour if filling
if state.filling.is_some() {
eprintln!("PenUp: Closing current contour");
}
state.close_fill_contour();
}
TurtleCommand::PenDown => {
state.pen_down = true;
// Start new contour if filling
if state.filling.is_some() {
eprintln!(
"PenDown: Starting new contour at position ({}, {})",
state.position.x, state.position.y
);
}
state.start_fill_contour();
}
TurtleCommand::SetColor(color) => {
@ -101,20 +127,19 @@ pub fn execute_command(command: &TurtleCommand, state: &mut TurtleState, world:
let start = state.position;
state.position = *coord;
// Record vertex for fill if filling
state.record_fill_vertex();
if state.pen_down {
world.add_command(DrawCommand::Line {
start,
end: state.position,
color: state.color,
width: state.pen_width,
});
// Add circle at end point for smooth line joins
world.add_command(DrawCommand::Circle {
center: state.position,
radius: state.pen_width / 2.0,
color: state.color,
filled: true,
});
// Draw line segment with round caps
if let Ok(mesh_data) = tessellation::tessellate_stroke(
&[start, state.position],
state.color,
state.pen_width,
false, // not closed
) {
world.add_command(DrawCommand::Mesh(mesh_data));
}
}
}
@ -129,6 +154,53 @@ pub fn execute_command(command: &TurtleCommand, state: &mut TurtleState, world:
TurtleCommand::HideTurtle => {
state.visible = false;
}
TurtleCommand::BeginFill => {
if state.filling.is_some() {
eprintln!("Warning: begin_fill() called while already filling");
}
let fill_color = state.fill_color.unwrap_or_else(|| {
eprintln!("Warning: No fill_color set, using black");
BLACK
});
state.begin_fill(fill_color);
}
TurtleCommand::EndFill => {
if let Some(mut fill_state) = state.filling.take() {
// Close final contour if it has vertices
if !fill_state.current_contour.is_empty() {
fill_state.contours.push(fill_state.current_contour);
}
// Debug output
eprintln!("=== EndFill Debug ===");
eprintln!("Total contours: {}", fill_state.contours.len());
for (i, contour) in fill_state.contours.iter().enumerate() {
eprintln!(" Contour {}: {} vertices", i, contour.len());
}
// Create fill command - Lyon will handle EvenOdd automatically with multiple contours
if !fill_state.contours.is_empty() {
if let Ok(mesh_data) = tessellation::tessellate_multi_contour(
&fill_state.contours,
fill_state.fill_color,
) {
eprintln!(
"Successfully tessellated {} contours",
fill_state.contours.len()
);
world.add_command(DrawCommand::Mesh(mesh_data));
} else {
eprintln!("ERROR: Failed to tessellate contours!");
}
}
} else {
eprintln!("Warning: end_fill() called without begin_fill()");
}
}
}
}
@ -142,19 +214,15 @@ pub fn add_draw_for_completed_tween(
match command {
TurtleCommand::Move(_) | TurtleCommand::Goto(_) => {
if start_state.pen_down {
world.add_command(DrawCommand::Line {
start: start_state.position,
end: end_state.position,
color: start_state.color,
width: start_state.pen_width,
});
// Add circle at end point for smooth line joins
world.add_command(DrawCommand::Circle {
center: end_state.position,
radius: start_state.pen_width / 2.0,
color: start_state.color,
filled: true,
});
// Draw line segment with round caps
if let Ok(mesh_data) = tessellation::tessellate_stroke(
&[start_state.position, end_state.position],
start_state.color,
start_state.pen_width,
false, // not closed
) {
world.add_command(DrawCommand::Mesh(mesh_data));
}
}
}
TurtleCommand::Circle {
@ -172,31 +240,23 @@ pub fn add_draw_for_completed_tween(
);
let (rotation_degrees, arc_degrees) = geom.draw_arc_params(*angle);
world.add_command(DrawCommand::Arc {
center: geom.center,
radius: *radius - start_state.pen_width / 2.0,
rotation: rotation_degrees,
arc: arc_degrees,
color: start_state.color,
width: start_state.pen_width,
sides: *steps as u8,
});
// Add endpoint circles for smooth joins
world.add_command(DrawCommand::Circle {
center: start_state.position,
radius: start_state.pen_width / 2.0,
color: start_state.color,
filled: true,
});
world.add_command(DrawCommand::Circle {
center: end_state.position,
radius: start_state.pen_width / 2.0,
color: start_state.color,
filled: true,
});
// Use Lyon to tessellate the arc
if let Ok(mesh_data) = tessellation::tessellate_arc(
geom.center,
*radius,
rotation_degrees,
arc_degrees,
start_state.color,
start_state.pen_width,
*steps as u8,
) {
world.add_command(DrawCommand::Mesh(mesh_data));
}
}
}
TurtleCommand::BeginFill | TurtleCommand::EndFill => {
// No immediate drawing for fill commands, handled in execute_command
}
_ => {
// Other commands don't create drawing
}
@ -223,6 +283,7 @@ mod tests {
speed: AnimationSpeed::Animated(100.0),
visible: true,
shape: TurtleShape::turtle(),
filling: None,
};
// We'll use a dummy world but won't actually call drawing commands

View File

@ -32,6 +32,7 @@ pub mod execution;
pub mod general;
pub mod shapes;
pub mod state;
pub mod tessellation;
pub mod tweening;
// Re-export commonly used types
@ -91,7 +92,8 @@ impl TurtleApp {
self.handle_mouse_zoom();
if let Some(ref mut controller) = self.tween_controller {
let completed_commands = controller.update(&mut self.world.turtle);
let completed_commands =
controller.update(&mut self.world.turtle, &mut self.world.commands);
// Process all completed commands (multiple in instant mode, 0-1 in animated mode)
for (completed_cmd, start_state, end_state) in completed_commands {

View File

@ -4,6 +4,23 @@ use crate::general::{Angle, AnimationSpeed, Color, Coordinate, Precision};
use crate::shapes::TurtleShape;
use macroquad::prelude::*;
/// State during active fill operation
#[derive(Clone, Debug)]
pub struct FillState {
/// Starting position of the fill
pub start_position: Coordinate,
/// All contours collected so far. Each contour is a separate closed path.
/// The first contour is the outer boundary, subsequent contours are holes.
pub contours: Vec<Vec<Coordinate>>,
/// Current contour being built (vertices for the active pen_down segment)
pub current_contour: Vec<Coordinate>,
/// Fill color (cached from when begin_fill was called)
pub fill_color: Color,
}
/// State of a single turtle
#[derive(Clone, Debug)]
pub struct TurtleState {
@ -16,6 +33,9 @@ pub struct TurtleState {
pub speed: AnimationSpeed,
pub visible: bool,
pub shape: TurtleShape,
// Fill tracking
pub filling: Option<FillState>,
}
impl Default for TurtleState {
@ -30,6 +50,7 @@ impl Default for TurtleState {
speed: AnimationSpeed::default(),
visible: true,
shape: TurtleShape::turtle(),
filling: None,
}
}
}
@ -42,36 +63,168 @@ impl TurtleState {
pub fn heading_angle(&self) -> Angle {
Angle::radians(self.heading)
}
/// Start recording fill vertices
pub fn begin_fill(&mut self, fill_color: Color) {
self.filling = Some(FillState {
start_position: self.position,
contours: Vec::new(),
current_contour: vec![self.position],
fill_color,
});
}
/// Record current position if filling and pen is down
pub fn record_fill_vertex(&mut self) {
if let Some(ref mut fill_state) = self.filling {
if self.pen_down {
eprintln!(
" [FILL] Adding vertex ({:.2}, {:.2}) to current contour (now {} vertices)",
self.position.x,
self.position.y,
fill_state.current_contour.len() + 1
);
fill_state.current_contour.push(self.position);
} else {
eprintln!(" [FILL] Skipping vertex (pen is up)");
}
}
}
/// Close the current contour and prepare for a new one (called on pen_up)
pub fn close_fill_contour(&mut self) {
if let Some(ref mut fill_state) = self.filling {
eprintln!(
" close_fill_contour called: current_contour has {} vertices",
fill_state.current_contour.len()
);
// Only close if we have vertices in current contour
if fill_state.current_contour.len() >= 2 {
eprintln!(
" Closing contour with {} vertices",
fill_state.current_contour.len()
);
eprintln!(
" First: ({:.2}, {:.2})",
fill_state.current_contour[0].x, fill_state.current_contour[0].y
);
eprintln!(
" Last: ({:.2}, {:.2})",
fill_state.current_contour[fill_state.current_contour.len() - 1].x,
fill_state.current_contour[fill_state.current_contour.len() - 1].y
);
// Move current contour to completed contours
let contour = std::mem::take(&mut fill_state.current_contour);
fill_state.contours.push(contour);
eprintln!(
" Contour moved to completed list. Total completed contours: {}",
fill_state.contours.len()
);
} else if !fill_state.current_contour.is_empty() {
eprintln!(
" WARNING: Current contour only has {} vertex/vertices, not closing",
fill_state.current_contour.len()
);
} else {
eprintln!(" WARNING: Current contour is EMPTY, nothing to close");
}
} else {
eprintln!(" close_fill_contour called but NO active fill state!");
}
}
/// Start a new contour (called on pen_down)
pub fn start_fill_contour(&mut self) {
if let Some(ref mut fill_state) = self.filling {
// Start new contour at current position
eprintln!(
" Starting NEW contour at ({:.2}, {:.2})",
self.position.x, self.position.y
);
eprintln!(
" Previous contour had {} completed contours",
fill_state.contours.len()
);
fill_state.current_contour = vec![self.position];
}
}
/// Record multiple vertices along a circle arc for filling
/// This ensures circles are properly filled by sampling points along the arc
pub fn record_fill_vertices_for_arc(
&mut self,
center: Coordinate,
radius: f32,
start_angle: f32,
angle_traveled: f32,
direction: crate::circle_geometry::CircleDirection,
steps: u32,
) {
if let Some(ref mut fill_state) = self.filling {
if self.pen_down {
// Sample points along the arc based on steps
let num_samples = steps as usize;
eprintln!(" [FILL ARC] Recording arc vertices: center=({:.2}, {:.2}), radius={:.2}, steps={}, num_samples={}",
center.x, center.y, radius, steps, num_samples);
for i in 1..=num_samples {
let progress = i as f32 / num_samples as f32;
let current_angle = match direction {
crate::circle_geometry::CircleDirection::Left => {
start_angle - angle_traveled * progress
}
crate::circle_geometry::CircleDirection::Right => {
start_angle + angle_traveled * progress
}
};
let vertex = Coordinate::new(
center.x + radius * current_angle.cos(),
center.y + radius * current_angle.sin(),
);
eprintln!(
" [FILL ARC] Vertex {}: ({:.2}, {:.2}) at angle {:.2}°",
i,
vertex.x,
vertex.y,
current_angle.to_degrees()
);
fill_state.current_contour.push(vertex);
}
}
}
}
/// Clear fill state (called after end_fill)
pub fn reset_fill(&mut self) {
self.filling = None;
}
}
/// Cached mesh data that can be cloned and converted to Mesh when needed
#[derive(Clone, Debug)]
pub struct MeshData {
pub vertices: Vec<macroquad::prelude::Vertex>,
pub indices: Vec<u16>,
}
impl MeshData {
pub fn to_mesh(&self) -> macroquad::prelude::Mesh {
macroquad::prelude::Mesh {
vertices: self.vertices.clone(),
indices: self.indices.clone(),
texture: None,
}
}
}
/// Drawable elements in the world
/// All drawing is done via Lyon-tessellated meshes for consistency and quality
#[derive(Clone, Debug)]
pub enum DrawCommand {
Line {
start: Coordinate,
end: Coordinate,
color: Color,
width: Precision,
},
Circle {
center: Coordinate,
radius: Precision,
color: Color,
filled: bool,
},
Arc {
center: Coordinate,
radius: Precision,
rotation: Precision, // Start angle in degrees
arc: Precision, // Arc extent in degrees
color: Color,
width: Precision,
sides: u8, // Number of segments for quality
},
FilledPolygon {
vertices: Vec<Coordinate>,
color: Color,
},
/// Pre-tessellated mesh data (lines, arcs, circles, polygons - all use this)
Mesh(MeshData),
}
/// The complete turtle world containing all drawing state

View File

@ -0,0 +1,319 @@
//! Lyon tessellation utilities for turtle graphics
//!
//! This module provides helper functions to tessellate paths using Lyon,
//! which replaces the manual triangulation with GPU-optimized tessellation.
use crate::state::MeshData;
use lyon::math::{point, Point};
use lyon::path::Path;
use lyon::tessellation::*;
use macroquad::prelude::*;
/// Convert macroquad Vec2 to Lyon Point
pub fn to_lyon_point(v: Vec2) -> Point {
point(v.x, v.y)
}
/// Convert Lyon Point to macroquad Vec2
#[allow(dead_code)]
pub fn to_macroquad_vec2(p: Point) -> Vec2 {
vec2(p.x, p.y)
}
/// Simple vertex type for Lyon tessellation
#[derive(Copy, Clone, Debug)]
pub struct SimpleVertex {
pub position: [f32; 2],
}
/// Build mesh data from Lyon tessellation
pub fn build_mesh_data(vertices: &[SimpleVertex], indices: &[u16], color: Color) -> MeshData {
let verts: Vec<Vertex> = vertices
.iter()
.map(|v| Vertex {
position: Vec3::new(v.position[0], v.position[1], 0.0),
uv: Vec2::ZERO,
color: [
(color.r * 255.0) as u8,
(color.g * 255.0) as u8,
(color.b * 255.0) as u8,
(color.a * 255.0) as u8,
],
normal: Vec4::ZERO,
})
.collect();
MeshData {
vertices: verts,
indices: indices.to_vec(),
}
}
/// Tessellate a polygon and return mesh
///
/// This automatically handles holes when the path crosses itself.
pub fn tessellate_polygon(
vertices: &[Vec2],
color: Color,
) -> Result<MeshData, Box<dyn std::error::Error>> {
if vertices.is_empty() {
return Err("No vertices provided".into());
}
// Build path
let mut builder = Path::builder();
builder.begin(to_lyon_point(vertices[0]));
for v in &vertices[1..] {
builder.line_to(to_lyon_point(*v));
}
builder.end(true); // Close the path
let path = builder.build();
// Tessellate with EvenOdd fill rule (automatic hole detection)
let mut geometry: VertexBuffers<SimpleVertex, u16> = VertexBuffers::new();
let mut tessellator = FillTessellator::new();
tessellator.tessellate_path(
&path,
&FillOptions::default().with_fill_rule(FillRule::EvenOdd),
&mut BuffersBuilder::new(&mut geometry, |vertex: FillVertex| SimpleVertex {
position: vertex.position().to_array(),
}),
)?;
Ok(build_mesh_data(
&geometry.vertices,
&geometry.indices,
color,
))
}
/// Tessellate multiple contours (outer boundary + holes) and return mesh
///
/// The first contour is the outer boundary, subsequent contours are holes.
/// Lyon's EvenOdd fill rule automatically creates holes where contours overlap.
pub fn tessellate_multi_contour(
contours: &[Vec<Vec2>],
color: Color,
) -> Result<MeshData, Box<dyn std::error::Error>> {
if contours.is_empty() {
return Err("No contours provided".into());
}
eprintln!("\n=== tessellate_multi_contour Debug ===");
eprintln!("Total contours to tessellate: {}", contours.len());
// Build path with multiple sub-paths (contours)
let mut builder = Path::builder();
for (idx, contour) in contours.iter().enumerate() {
if contour.is_empty() {
eprintln!("WARNING: Contour {} is empty, skipping", idx);
continue;
}
eprintln!("\nContour {}: {} vertices", idx, contour.len());
eprintln!(" First vertex: ({:.2}, {:.2})", contour[0].x, contour[0].y);
if contour.len() > 1 {
eprintln!(
" Last vertex: ({:.2}, {:.2})",
contour[contour.len() - 1].x,
contour[contour.len() - 1].y
);
}
// Each contour is a separate closed sub-path
builder.begin(to_lyon_point(contour[0]));
for (i, v) in contour[1..].iter().enumerate() {
builder.line_to(to_lyon_point(*v));
if i < 3 || i >= contour.len() - 4 {
eprintln!(" Vertex {}: ({:.2}, {:.2})", i + 1, v.x, v.y);
} else if i == 3 {
eprintln!(" ... ({} more vertices)", contour.len() - 7);
}
}
builder.end(true); // Close this contour
eprintln!(" Contour closed");
}
eprintln!("\nBuilding Lyon path...");
let path = builder.build();
eprintln!("Path built successfully");
// Tessellate with EvenOdd fill rule - overlapping areas become holes
let mut geometry: VertexBuffers<SimpleVertex, u16> = VertexBuffers::new();
let mut tessellator = FillTessellator::new();
eprintln!("Starting tessellation with EvenOdd fill rule...");
match tessellator.tessellate_path(
&path,
&FillOptions::default().with_fill_rule(FillRule::EvenOdd),
&mut BuffersBuilder::new(&mut geometry, |vertex: FillVertex| SimpleVertex {
position: vertex.position().to_array(),
}),
) {
Ok(_) => {
eprintln!("Tessellation successful!");
eprintln!(
" Generated {} vertices, {} indices",
geometry.vertices.len(),
geometry.indices.len()
);
eprintln!(" Triangles: {}", geometry.indices.len() / 3);
}
Err(e) => {
eprintln!("ERROR: Tessellation failed: {}", e);
return Err(Box::new(e));
}
}
Ok(build_mesh_data(
&geometry.vertices,
&geometry.indices,
color,
))
}
/// Tessellate a stroked path and return mesh
pub fn tessellate_stroke(
vertices: &[Vec2],
color: Color,
width: f32,
closed: bool,
) -> Result<MeshData, Box<dyn std::error::Error>> {
if vertices.is_empty() {
return Err("No vertices provided".into());
}
// Build path
let mut builder = Path::builder();
builder.begin(to_lyon_point(vertices[0]));
for v in &vertices[1..] {
builder.line_to(to_lyon_point(*v));
}
builder.end(closed);
let path = builder.build();
// Tessellate with round caps and joins for smooth lines
let mut geometry: VertexBuffers<SimpleVertex, u16> = VertexBuffers::new();
let mut tessellator = StrokeTessellator::new();
tessellator.tessellate_path(
&path,
&StrokeOptions::default()
.with_line_width(width)
.with_line_cap(LineCap::Round)
.with_line_join(LineJoin::Round),
&mut BuffersBuilder::new(&mut geometry, |vertex: StrokeVertex| SimpleVertex {
position: vertex.position().to_array(),
}),
)?;
Ok(build_mesh_data(
&geometry.vertices,
&geometry.indices,
color,
))
}
/// Tessellate a circle and return mesh
pub fn tessellate_circle(
center: Vec2,
radius: f32,
color: Color,
filled: bool,
stroke_width: f32,
) -> Result<MeshData, Box<dyn std::error::Error>> {
let mut builder = Path::builder();
builder.add_circle(to_lyon_point(center), radius, lyon::path::Winding::Positive);
let path = builder.build();
let mut geometry: VertexBuffers<SimpleVertex, u16> = VertexBuffers::new();
if filled {
let mut tessellator = FillTessellator::new();
tessellator.tessellate_path(
&path,
&FillOptions::default(),
&mut BuffersBuilder::new(&mut geometry, |vertex: FillVertex| SimpleVertex {
position: vertex.position().to_array(),
}),
)?;
} else {
let mut tessellator = StrokeTessellator::new();
tessellator.tessellate_path(
&path,
&StrokeOptions::default().with_line_width(stroke_width),
&mut BuffersBuilder::new(&mut geometry, |vertex: StrokeVertex| SimpleVertex {
position: vertex.position().to_array(),
}),
)?;
}
Ok(build_mesh_data(
&geometry.vertices,
&geometry.indices,
color,
))
}
/// Tessellate an arc (partial circle) and return mesh
pub fn tessellate_arc(
center: Vec2,
radius: f32,
start_angle_degrees: f32,
arc_angle_degrees: f32,
color: Color,
stroke_width: f32,
segments: u8,
) -> Result<MeshData, Box<dyn std::error::Error>> {
// Build arc path manually from segments
let mut builder = Path::builder();
let start_angle = start_angle_degrees.to_radians();
let arc_angle = arc_angle_degrees.to_radians();
let step = arc_angle / segments as f32;
// Calculate first point
let first_angle = start_angle;
let first_point = point(
center.x + radius * first_angle.cos(),
center.y + radius * first_angle.sin(),
);
builder.begin(first_point);
// Add remaining points
for i in 1..=segments {
let angle = start_angle + step * i as f32;
let pt = point(
center.x + radius * angle.cos(),
center.y + radius * angle.sin(),
);
builder.line_to(pt);
}
builder.end(false); // Don't close the arc
let path = builder.build();
// Tessellate stroke
let mut geometry: VertexBuffers<SimpleVertex, u16> = VertexBuffers::new();
let mut tessellator = StrokeTessellator::new();
tessellator.tessellate_path(
&path,
&StrokeOptions::default()
.with_line_width(stroke_width)
.with_line_cap(lyon::tessellation::LineCap::Round)
.with_line_join(lyon::tessellation::LineJoin::Round),
&mut BuffersBuilder::new(&mut geometry, |vertex: StrokeVertex| SimpleVertex {
position: vertex.position().to_array(),
}),
)?;
Ok(build_mesh_data(
&geometry.vertices,
&geometry.indices,
color,
))
}

View File

@ -3,7 +3,8 @@
use crate::circle_geometry::{CircleDirection, CircleGeometry};
use crate::commands::{CommandQueue, TurtleCommand};
use crate::general::AnimationSpeed;
use crate::state::TurtleState;
use crate::state::{DrawCommand, TurtleState};
use crate::tessellation;
use macroquad::prelude::*;
use tween::{CubicInOut, TweenValue, Tweener};
@ -75,10 +76,12 @@ impl TweenController {
}
/// Update the tween, returns Vec of (command, start_state, end_state) for all completed commands this frame
/// Also takes commands vec to handle side effects like fill operations
/// Each command has its own start_state and end_state pair
pub fn update(
&mut self,
state: &mut TurtleState,
commands: &mut Vec<crate::state::DrawCommand>,
) -> Vec<(TurtleCommand, TurtleState, TurtleState)> {
// In instant mode, execute commands up to the draw calls per frame limit
if let AnimationSpeed::Instant(max_draw_calls) = self.speed {
@ -105,15 +108,89 @@ impl TweenController {
continue;
}
// For commands with side effects (fill operations), handle specially
match &command {
TurtleCommand::BeginFill => {
let fill_color = state.fill_color.unwrap_or(macroquad::prelude::BLACK);
state.begin_fill(fill_color);
continue;
}
TurtleCommand::PenUp => {
state.pen_down = false;
// Close current contour if filling
state.close_fill_contour();
continue;
}
TurtleCommand::PenDown => {
state.pen_down = true;
// Start new contour if filling
state.start_fill_contour();
continue;
}
TurtleCommand::EndFill => {
if let Some(mut fill_state) = state.filling.take() {
// Close final contour if it has vertices
if !fill_state.current_contour.is_empty() {
fill_state.contours.push(fill_state.current_contour);
}
// Create fill command - Lyon will handle EvenOdd automatically
if !fill_state.contours.is_empty() {
if let Ok(mesh_data) = tessellation::tessellate_multi_contour(
&fill_state.contours,
fill_state.fill_color,
) {
commands.push(DrawCommand::Mesh(mesh_data));
}
}
}
continue;
}
_ => {}
}
// Execute command immediately
let target_state = self.calculate_target_state(state, &command);
*state = target_state.clone();
// Record vertices after position update if filling
match &command {
TurtleCommand::Circle {
radius,
angle,
steps,
direction,
} => {
// For circles, record multiple vertices along the arc
if state.filling.is_some() {
use crate::circle_geometry::CircleGeometry;
let geom = CircleGeometry::new(
start_state.position,
start_state.heading,
*radius,
*direction,
);
state.record_fill_vertices_for_arc(
geom.center,
*radius,
geom.start_angle_from_center,
angle.to_radians(),
*direction,
*steps as u32,
);
}
}
TurtleCommand::Move(_) | TurtleCommand::Goto(_) => {
state.record_fill_vertex();
}
_ => {}
}
// Capture end state AFTER executing this command
let end_state = state.clone();
// Collect drawable commands with their individual start and end states
if Self::command_creates_drawing(&command) {
// Only create line drawing if pen is down
if Self::command_creates_drawing(&command) && start_state.pen_down {
completed_commands.push((command, start_state, end_state));
draw_call_count += 1;
@ -197,13 +274,92 @@ impl TweenController {
*state = tween.target_state.clone();
let end_state = state.clone();
// Return the completed command and start/end states to add draw commands
// Return the completed command and start/end states
let completed_command = tween.command.clone();
self.current_tween = None;
// Only return command if it creates drawable elements
if Self::command_creates_drawing(&completed_command) {
return vec![(completed_command, start_state, end_state)];
// Handle fill commands that have side effects
match &completed_command {
TurtleCommand::BeginFill => {
let fill_color = state.fill_color.unwrap_or(macroquad::prelude::BLACK);
state.begin_fill(fill_color);
// Don't return, continue to next command
return self.update(state, commands);
}
TurtleCommand::EndFill => {
if let Some(mut fill_state) = state.filling.take() {
// Close final contour if it has vertices
if !fill_state.current_contour.is_empty() {
fill_state.contours.push(fill_state.current_contour);
}
// Create fill command - Lyon will handle EvenOdd automatically
if !fill_state.contours.is_empty() {
if let Ok(mesh_data) = tessellation::tessellate_multi_contour(
&fill_state.contours,
fill_state.fill_color,
) {
commands.push(DrawCommand::Mesh(mesh_data));
}
}
}
// Don't return, continue to next command
return self.update(state, commands);
}
TurtleCommand::Circle {
radius,
angle,
steps,
direction,
} => {
// For circles, record multiple vertices along the arc
if state.filling.is_some() {
use crate::circle_geometry::CircleGeometry;
let geom = CircleGeometry::new(
start_state.position,
start_state.heading,
*radius,
*direction,
);
state.record_fill_vertices_for_arc(
geom.center,
*radius,
geom.start_angle_from_center,
angle.to_radians(),
*direction,
*steps as u32,
);
}
if Self::command_creates_drawing(&completed_command) && start_state.pen_down
{
return vec![(completed_command, start_state, end_state)];
} else {
// Movement but no drawing (pen up) - continue
return self.update(state, commands);
}
}
TurtleCommand::Move(_) | TurtleCommand::Goto(_) => {
// Movement commands: record vertex if filling
state.record_fill_vertex();
if Self::command_creates_drawing(&completed_command) && start_state.pen_down
{
return vec![(completed_command, start_state, end_state)];
} else {
// Movement but no drawing (pen up) - continue
return self.update(state, commands);
}
}
_ if Self::command_creates_drawing(&completed_command)
&& start_state.pen_down =>
{
// Return drawable commands
return vec![(completed_command, start_state, end_state)];
}
_ => {
// Non-drawable, non-fill commands - continue to next
return self.update(state, commands);
}
}
}
@ -214,16 +370,52 @@ impl TweenController {
if let Some(command) = self.queue.next() {
let command_clone = command.clone();
// Handle SetSpeed command specially
if let TurtleCommand::SetSpeed(new_speed) = &command_clone {
state.set_speed(*new_speed);
self.speed = *new_speed;
// If switched to instant mode, process commands immediately
if matches!(self.speed, AnimationSpeed::Instant(_)) {
return self.update(state); // Recursively process in instant mode
// Handle commands that should execute immediately (no animation)
match &command_clone {
TurtleCommand::SetSpeed(new_speed) => {
state.set_speed(*new_speed);
self.speed = *new_speed;
// If switched to instant mode, process commands immediately
if matches!(self.speed, AnimationSpeed::Instant(_)) {
return self.update(state, commands); // Recursively process in instant mode
}
// For animated mode speed changes, continue to next command
return self.update(state, commands);
}
// For animated mode speed changes, continue to next command
return self.update(state);
TurtleCommand::PenUp => {
state.pen_down = false;
state.close_fill_contour();
return self.update(state, commands);
}
TurtleCommand::PenDown => {
state.pen_down = true;
state.start_fill_contour();
return self.update(state, commands);
}
TurtleCommand::BeginFill => {
let fill_color = state.fill_color.unwrap_or(macroquad::prelude::BLACK);
state.begin_fill(fill_color);
return self.update(state, commands);
}
TurtleCommand::EndFill => {
if let Some(mut fill_state) = state.filling.take() {
// Close final contour if it has vertices
if !fill_state.current_contour.is_empty() {
fill_state.contours.push(fill_state.current_contour);
}
// Create fill command - Lyon will handle EvenOdd automatically
if !fill_state.contours.is_empty() {
if let Ok(mesh_data) = tessellation::tessellate_multi_contour(
&fill_state.contours,
fill_state.fill_color,
) {
commands.push(DrawCommand::Mesh(mesh_data));
}
}
}
return self.update(state, commands);
}
_ => {}
}
let speed = state.speed; // Extract speed before borrowing self
@ -375,6 +567,10 @@ impl TweenController {
TurtleCommand::SetFillColor(color) => {
target.fill_color = *color;
}
TurtleCommand::BeginFill | TurtleCommand::EndFill => {
// Fill commands don't change turtle state for tweening purposes
// They're handled directly in execution
}
}
target