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289 lines
7.0 KiB
Java
289 lines
7.0 KiB
Java
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/* -*- mode: jde; c-basic-offset: 2; indent-tabs-mode: nil -*- */
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/*
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Part of the Processing project - http://processing.org
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Copyright (c) 2006 Ben Fry and Casey Reas
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This library is free software; you can redistribute it and/or
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modify it under the terms of the GNU Lesser General Public
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License as published by the Free Software Foundation; either
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version 2.1 of the License, or (at your option) any later version.
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This library is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General
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Public License along with this library; if not, write to the
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Free Software Foundation, Inc., 59 Temple Place, Suite 330,
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Boston, MA 02111-1307 USA
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*/
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package processing.core;
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// take a look at the obj loader to see how this fits with things
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// PShape.line() PShape.ellipse()?
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// PShape s = beginShape()
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// line()
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// endShape(s)
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public class PShape {
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int kind;
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PMatrix matrix;
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int[] opcode;
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int opcodeCount;
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// need to reorder vertex fields to make a VERTEX_SHORT_COUNT
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// that puts all the non-rendering fields into later indices
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float[][] data; // second param is the VERTEX_FIELD_COUNT
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// should this be called vertices (consistent with PGraphics internals)
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// or does that hurt flexibility?
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int childCount;
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PShape[] children;
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// POINTS, LINES, xLINE_STRIP, xLINE_LOOP
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// TRIANGLES, TRIANGLE_STRIP, TRIANGLE_FAN
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// QUADS, QUAD_STRIP
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// xPOLYGON
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static final int PATH = 1; // POLYGON, LINE_LOOP, LINE_STRIP
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static final int GROUP = 2;
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// how to handle rectmode/ellipsemode?
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// are they bitshifted into the constant?
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// CORNER, CORNERS, CENTER, (CENTER_RADIUS?)
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static final int RECT = 3; // could just be QUAD, but would be x1/y1/x2/y2
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static final int ELLIPSE = 4;
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static final int VERTEX = 7;
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static final int CURVE = 5;
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static final int BEZIER = 6;
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// fill and stroke functions will need a pointer to the parent
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// PGraphics object.. may need some kind of createShape() fxn
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// or maybe the values are stored until draw() is called?
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// attaching images is very tricky.. it's a different type of data
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// material parameters will be thrown out,
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// except those currently supported (kinds of lights)
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// setAxis -> .x and .y to move x and y coords of origin
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public float x;
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public float y;
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// pivot point for transformations
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public float px;
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public float py;
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public PShape() {
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}
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public PShape(float x, float y) {
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this.x = x;
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this.y = y;
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}
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// . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
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/**
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* Called by the following (the shape() command adds the g)
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* PShape s = loadShapes("blah.svg");
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* shape(s);
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*/
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public void draw(PGraphics g) {
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boolean flat = g instanceof PGraphics3D;
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if (matrix != null) {
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g.pushMatrix();
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if (flat) {
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g.applyMatrix(matrix.m00, matrix.m01, matrix.m02,
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matrix.m10, matrix.m11, matrix.m12);
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} else {
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g.applyMatrix(matrix.m00, matrix.m01, matrix.m02, matrix.m03,
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matrix.m10, matrix.m11, matrix.m12, matrix.m13,
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matrix.m20, matrix.m21, matrix.m22, matrix.m23,
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matrix.m30, matrix.m31, matrix.m32, matrix.m33);
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}
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}
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// if g subclasses PGraphics2, ignore all lighting stuff and z coords
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// otherwise if PGraphics3, need to call diffuse() etc
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// unfortunately, also a problem with no way to encode stroke/fill
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// being enabled/disabled.. this quickly gets into just having opcodes
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// for the entire api, to deal with things like textures and images
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switch (kind) {
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case PATH:
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for (int i = 0; i < opcodeCount; i++) {
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switch (opcode[i]) {
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case VERTEX:
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break;
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}
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}
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break;
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case GROUP:
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break;
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case RECT:
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break;
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}
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if (matrix != null) {
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g.popMatrix();
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}
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}
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// . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
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// can't be 'add' because that suggests additive geometry
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public void addChild(PShape who) {
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}
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public PShape createGroup() {
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PShape group = new PShape();
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group.kind = GROUP;
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addChild(group);
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return group;
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}
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// . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
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// translate, rotate, scale, apply (no push/pop)
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// these each call matrix.translate, etc
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// if matrix is null when one is called,
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// it is created and set to identity
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public void translate(float tx, float ty) {
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translate(tx, ty, 0);
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}
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public void translate(float tx, float ty, float tz) {
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checkMatrix();
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matrix.translate(tx, ty, 0);
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}
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//
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public void rotateX(float angle) {
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rotate(angle, 1, 0, 0);
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}
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public void rotateY(float angle) {
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rotate(angle, 0, 1, 0);
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}
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public void rotateZ(float angle) {
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rotate(angle, 0, 0, 1);
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}
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public void rotate(float angle) {
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rotateZ(angle);
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}
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public void rotate(float angle, float v0, float v1, float v2) {
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checkMatrix();
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matrix.rotate(angle, v0, v1, v2);
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}
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//
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public void scale(float s) {
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scale(s, s, s);
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}
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public void scale(float sx, float sy) {
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scale(sx, sy, 1);
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}
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public void scale(float x, float y, float z) {
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checkMatrix();
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matrix.scale(x, y, z);
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}
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//
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public void applyMatrix(float n00, float n01, float n02,
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float n10, float n11, float n12) {
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checkMatrix();
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matrix.apply(n00, n01, n02, 0,
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n10, n11, n12, 0,
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0, 0, 1, 0,
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0, 0, 0, 1);
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}
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public void applyMatrix(float n00, float n01, float n02, float n03,
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float n10, float n11, float n12, float n13,
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float n20, float n21, float n22, float n23,
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float n30, float n31, float n32, float n33) {
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checkMatrix();
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matrix.apply(n00, n01, n02, n03,
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n10, n11, n12, n13,
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n20, n21, n22, n23,
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n30, n31, n32, n33);
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}
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//
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protected void checkMatrix() {
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if (matrix == null) {
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matrix = new PMatrix();
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}
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}
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// . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
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/**
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* Center the shape based on its bounding box. Can't assume
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* that the bounding box is 0, 0, width, height. Common case will be
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* opening a letter size document in Illustrator, and drawing something
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* in the middle, then reading it in as an svg file.
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* This will also need to flip the y axis (scale(1, -1)) in cases
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* like Adobe Illustrator where the coordinates start at the bottom.
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*/
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public void center() {
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}
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/**
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* Set the pivot point for all transformations.
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*/
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public void pivot(float x, float y) {
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px = x;
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py = y;
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}
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// . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
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}
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