* Fixed bezier line breaking #2735 * converted tabs to spaces * typo * Changed doubles to floats * removed heap allocations\ Co-authored-by: nobytesgiven <nobytesgiven@users.noreply.github.com>
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@ -58,6 +58,7 @@
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#include <math.h> // Required for: sinf(), asinf(), cosf(), acosf(), sqrtf(), fabsf()
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#include <float.h> // Required for: FLT_EPSILON
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#include <stdlib.h> // Required for: RL_FREE
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//----------------------------------------------------------------------------------
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// Defines and Macros
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@ -197,6 +198,8 @@ void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color)
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Vector2 previous = startPos;
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Vector2 current = { 0 };
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Vector2 points[2*BEZIER_LINE_DIVISIONS + 2] = { 0 };
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for (int i = 1; i <= BEZIER_LINE_DIVISIONS; i++)
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{
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// Cubic easing in-out
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@ -204,12 +207,27 @@ void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color)
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current.y = EaseCubicInOut((float)i, startPos.y, endPos.y - startPos.y, (float)BEZIER_LINE_DIVISIONS);
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current.x = previous.x + (endPos.x - startPos.x)/ (float)BEZIER_LINE_DIVISIONS;
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// TODO: Avoid drawing the line by pieces, it generates gaps for big thicks,
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// Custom "triangle-strip" implementation should be used, check DrawTriangleStrip() for reference
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DrawLineEx(previous, current, thick, color);
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float dy = current.y-previous.y;
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float dx = current.x-previous.x;
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float size = 0.5*thick/sqrt(dx*dx+dy*dy);
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if (i==1)
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{
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points[0].x = previous.x+dy*size;
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points[0].y = previous.y-dx*size;
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points[1].x = previous.x-dy*size;
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points[1].y = previous.y+dx*size;
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}
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points[2*i+1].x = current.x-dy*size;
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points[2*i+1].y = current.y+dx*size;
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points[2*i].x = current.x+dy*size;
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points[2*i].y = current.y-dx*size;
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previous = current;
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}
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DrawTriangleStrip(points, 2*BEZIER_LINE_DIVISIONS+2, color);
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}
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// Draw line using quadratic bezier curves with a control point
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@ -221,6 +239,8 @@ void DrawLineBezierQuad(Vector2 startPos, Vector2 endPos, Vector2 controlPos, fl
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Vector2 current = { 0 };
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float t = 0.0f;
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Vector2 points[2*BEZIER_LINE_DIVISIONS + 2] = { 0 };
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for (int i = 0; i <= BEZIER_LINE_DIVISIONS; i++)
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{
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t = step*i;
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@ -232,12 +252,27 @@ void DrawLineBezierQuad(Vector2 startPos, Vector2 endPos, Vector2 controlPos, fl
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current.y = a*startPos.y + b*controlPos.y + c*endPos.y;
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current.x = a*startPos.x + b*controlPos.x + c*endPos.x;
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// TODO: Avoid drawing the line by pieces, it generates gaps for big thicks,
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// Custom "triangle-strip" implementation should be used, check DrawTriangleStrip() for reference
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DrawLineEx(previous, current, thick, color);
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float dy = current.y-previous.y;
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float dx = current.x-previous.x;
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float size = 0.5*thick/sqrt(dx*dx+dy*dy);
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if (i==1)
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{
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points[0].x = previous.x+dy*size;
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points[0].y = previous.y-dx*size;
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points[1].x = previous.x-dy*size;
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points[1].y = previous.y+dx*size;
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}
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points[2*i+1].x = current.x-dy*size;
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points[2*i+1].y = current.y+dx*size;
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points[2*i].x = current.x+dy*size;
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points[2*i].y = current.y-dx*size;
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previous = current;
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}
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DrawTriangleStrip(points, 2*BEZIER_LINE_DIVISIONS+2, color);
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}
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// Draw line using cubic bezier curves with 2 control points
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@ -249,6 +284,8 @@ void DrawLineBezierCubic(Vector2 startPos, Vector2 endPos, Vector2 startControlP
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Vector2 current = { 0 };
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float t = 0.0f;
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Vector2 points[2*BEZIER_LINE_DIVISIONS + 2] = { 0 };
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for (int i = 0; i <= BEZIER_LINE_DIVISIONS; i++)
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{
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t = step*i;
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@ -260,12 +297,27 @@ void DrawLineBezierCubic(Vector2 startPos, Vector2 endPos, Vector2 startControlP
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current.y = a*startPos.y + b*startControlPos.y + c*endControlPos.y + d*endPos.y;
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current.x = a*startPos.x + b*startControlPos.x + c*endControlPos.x + d*endPos.x;
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// TODO: Avoid drawing the line by pieces, it generates gaps for big thicks,
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// Custom "triangle-strip" implementation should be used, check DrawTriangleStrip() for reference
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DrawLineEx(previous, current, thick, color);
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float dy = current.y-previous.y;
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float dx = current.x-previous.x;
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float size = 0.5*thick/sqrt(dx*dx+dy*dy);
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if (i==1)
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{
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points[0].x = previous.x+dy*size;
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points[0].y = previous.y-dx*size;
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points[1].x = previous.x-dy*size;
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points[1].y = previous.y+dx*size;
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}
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points[2*i+1].x = current.x-dy*size;
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points[2*i+1].y = current.y+dx*size;
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points[2*i].x = current.x+dy*size;
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points[2*i].y = current.y-dx*size;
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previous = current;
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}
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DrawTriangleStrip(points, 2*BEZIER_LINE_DIVISIONS+2, color);
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}
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// Draw lines sequence
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