[rshapes] Fix multisegment Bezier splines. (#3744)
* [rshapes] Fix multisegment Bezier splines. It seems to me that these functions are wrong, if you step the index by 1 you move to a control point instead of the next segment. * Fix example shapes/shapes_splines_drawing for bezier splines. * Draw circles to fill gaps between bezier segments.
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@ -63,7 +63,7 @@ int main(void)
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Vector2 *focusedControlPoint = NULL;
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Vector2 *focusedControlPoint = NULL;
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// Cubic Bezier control points initialization
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// Cubic Bezier control points initialization
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ControlPoint control[MAX_SPLINE_POINTS] = { 0 };
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ControlPoint control[MAX_SPLINE_POINTS-1] = { 0 };
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for (int i = 0; i < pointCount - 1; i++)
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for (int i = 0; i < pointCount - 1; i++)
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{
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{
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control[i].start = (Vector2){ points[i].x + 50, points[i].y };
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control[i].start = (Vector2){ points[i].x + 50, points[i].y };
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@ -88,6 +88,9 @@ int main(void)
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if (IsMouseButtonPressed(MOUSE_RIGHT_BUTTON) && (pointCount < MAX_SPLINE_POINTS))
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if (IsMouseButtonPressed(MOUSE_RIGHT_BUTTON) && (pointCount < MAX_SPLINE_POINTS))
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{
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{
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points[pointCount] = GetMousePosition();
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points[pointCount] = GetMousePosition();
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int i = pointCount - 1;
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control[i].start = (Vector2){ points[i].x + 50, points[i].y };
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control[i].end = (Vector2){ points[i + 1].x - 50, points[i + 1].y };
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pointCount++;
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pointCount++;
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}
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}
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@ -114,7 +117,7 @@ int main(void)
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if ((splineTypeActive == SPLINE_BEZIER) && (focusedPoint == -1))
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if ((splineTypeActive == SPLINE_BEZIER) && (focusedPoint == -1))
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{
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{
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// Spline control point focus and selection logic
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// Spline control point focus and selection logic
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for (int i = 0; i < pointCount; i++)
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for (int i = 0; i < pointCount - 1; i++)
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{
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{
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if (CheckCollisionPointCircle(GetMousePosition(), control[i].start, 6.0f))
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if (CheckCollisionPointCircle(GetMousePosition(), control[i].start, 6.0f))
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{
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{
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@ -186,10 +189,20 @@ int main(void)
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else if (splineTypeActive == SPLINE_BEZIER)
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else if (splineTypeActive == SPLINE_BEZIER)
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{
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{
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// Draw spline: cubic-bezier (with control points)
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// Draw spline: cubic-bezier (with control points)
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Vector2 fullPoints[3*(MAX_SPLINE_POINTS-1)+1] = {0};
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for (int i = 0; i < pointCount-1; i++) {
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fullPoints[3*i] = points[i];
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fullPoints[3*i+1] = control[i].start;
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fullPoints[3*i+2] = control[i].end;
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}
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fullPoints[3*(pointCount-1)] = points[pointCount-1],
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DrawSplineBezierCubic(fullPoints, 3*(pointCount-1)+1, splineThickness, RED);
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for (int i = 0; i < pointCount - 1; i++)
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for (int i = 0; i < pointCount - 1; i++)
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{
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{
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// Drawing individual segments, not considering thickness connection compensation
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// Drawing individual segments, not considering thickness connection compensation
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DrawSplineSegmentBezierCubic(points[i], control[i].start, control[i].end, points[i + 1], splineThickness, RED);
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// DrawSplineSegmentBezierCubic(points[i], control[i].start, control[i].end, points[i + 1], splineThickness, RED);
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// Every cubic bezier point should have two control points
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// Every cubic bezier point should have two control points
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DrawCircleV(control[i].start, 6, GOLD);
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DrawCircleV(control[i].start, 6, GOLD);
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@ -1832,8 +1832,11 @@ void DrawSplineCatmullRom(const Vector2 *points, int pointCount, float thick, Co
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void DrawSplineBezierQuadratic(const Vector2 *points, int pointCount, float thick, Color color)
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void DrawSplineBezierQuadratic(const Vector2 *points, int pointCount, float thick, Color color)
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{
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{
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if (pointCount < 3) return;
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if (pointCount < 3) return;
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for (int i = 2; i < pointCount - 2; i += 2)
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for (int i = 0; i < pointCount - 2; i++)
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{
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DrawCircleV(points[i], thick/2.0f, color);
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}
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for (int i = 0; i < pointCount - 2; i += 2)
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{
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{
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DrawSplineSegmentBezierQuadratic(points[i], points[i + 1], points[i + 2], thick, color);
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DrawSplineSegmentBezierQuadratic(points[i], points[i + 1], points[i + 2], thick, color);
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}
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}
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@ -1843,8 +1846,11 @@ void DrawSplineBezierQuadratic(const Vector2 *points, int pointCount, float thic
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void DrawSplineBezierCubic(const Vector2 *points, int pointCount, float thick, Color color)
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void DrawSplineBezierCubic(const Vector2 *points, int pointCount, float thick, Color color)
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{
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{
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if (pointCount < 4) return;
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if (pointCount < 4) return;
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for (int i = 3; i < pointCount - 3; i += 3)
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for (int i = 0; i < pointCount - 3; i++)
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{
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DrawCircleV(points[i], thick/2.0f, color);
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}
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for (int i = 0; i < pointCount - 3; i += 3)
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{
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{
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DrawSplineSegmentBezierCubic(points[i], points[i + 1], points[i + 2], points[i + 3], thick, color);
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DrawSplineSegmentBezierCubic(points[i], points[i + 1], points[i + 2], points[i + 3], thick, color);
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}
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}
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