mirror of https://github.com/raysan5/raylib
ADDED: `GetSplinePoint*()` functions for spline evaluation
RENAMED: `DrawLine<spline_type>()` to `DrawSpline<spline_type>()` for more consistent and clear naming REVIEWED: Bezier drawing parameters order, more consistent REVIEWED: Spline-based examples -WIP-
This commit is contained in:
parent
c69e1c379b
commit
f01d3db739
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@ -52,7 +52,7 @@ Detailed changes:
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[rlgl] REVIEWED: rLoadTexture() UBSAN complaints #1891 (#3321) by @Codom
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[rlgl] REVIEWED: glInternalFormat as unsigned int
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[rshapes] ADDED: Spline drawing functions by @raysan5
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[rshapes] REVIEWED: DrawLineCatmullRom() by @raysan5
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[rshapes] REVIEWED: DrawSplineCatmullRom() by @raysan5
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[rshapes] REVIEWED: Minor fix in DrawLineBezier* (#3006) by @eternalStudent
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[rshapes] REVIEWED: GetCollisionRec(), more performant (#3052) by @manuel5975p
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[rshapes] REVIEWED: Fix off-by-one error in CheckCollisionPointRec() (#3022) by @dbechrd
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@ -651,7 +651,7 @@ Detailed changes:
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[raymath] REVIEWED: QuaternionFromAxisAngle() (#1892)
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[raymath] REVIEWED: QuaternionToMatrix() returning transposed result. (#1793) by @object71
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[shapes] ADDED: RenderPolyLinesEx() (#1758) by @lambertwang
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[shapes] ADDED: DrawLineBezierCubic() (#2021) by @SAOMDVN
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[shapes] ADDED: DrawSplineBezierCubic() (#2021) by @SAOMDVN
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[textures] ADDED: GetImageColor() #2024
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[textures] REMOVED: GenImagePerlinNoise()
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[textures] RENAMED: GetTextureData() to LoadImageFromTexture()
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@ -789,7 +789,7 @@ Detailed changes:
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[rlgl] REDESIGNED: rlLoadExtensions(), more details exposed
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[raymath] REVIEWED: QuaternionFromEuler() (#1651)
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[raymath] REVIEWED: MatrixRotateZYX() (#1642)
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[shapes] ADDED: DrawLineBezierQuad() (#1468) by @epsilon-phase
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[shapes] ADDED: DrawSplineBezierQuad() (#1468) by @epsilon-phase
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[shapes] ADDED: CheckCollisionLines()
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[shapes] ADDED: CheckCollisionPointLine() by @mkupiec1
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[shapes] REVIEWED: CheckCollisionPointTriangle() by @mkupiec1
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@ -30,7 +30,7 @@ int main(void)
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Vector2 end = { (float)screenWidth, (float)screenHeight };
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Vector2 startControl = { 100, 0 };
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Vector2 endControl = { (float)GetScreenWidth() - 100, (float)GetScreenHeight() };
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Vector2 endControl = { GetScreenWidth() - 100, GetScreenHeight() };
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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@ -60,9 +60,11 @@ int main(void)
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DrawText("USE MOUSE LEFT-RIGHT CLICK to DEFINE LINE START and END POINTS", 15, 20, 20, GRAY);
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//DrawLineBezier(start, end, 2.0f, RED);
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// Draw line cubic-bezier, in-out interpolation (easing), no control points
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DrawLineBezier(start, end, 3.0f, BLUE);
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DrawLineBezierCubic(start, end, startControl, endControl, 2.0f, RED);
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// Draw spline cubic-bezier with control points
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DrawSplineBezierCubic(start, startControl, endControl, end, 2.0f, RED);
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DrawLineEx(start, startControl, 1.0, LIGHTGRAY);
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DrawLineEx(end, endControl, 1.0, LIGHTGRAY);
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@ -13,13 +13,25 @@
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#include "raylib.h"
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#define MAX_CONTROL_POINTS 32
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#include <stdlib.h> // Required for: NULL
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#define MAX_SPLINE_POINTS 32
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// Bezier spline control points
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// NOTE: Every segment has two control points
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typedef struct {
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Vector2 start;
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Vector2 end;
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} ControlPoint;
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// Spline types
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typedef enum {
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SPLINE_LINEAR = 0,
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SPLINE_BASIS, // B-Spline
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SPLINE_CATMULLROM,
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SPLINE_BEZIER
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} SplineType;
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//------------------------------------------------------------------------------------
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// Program main entry point
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//------------------------------------------------------------------------------------
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SetConfigFlags(FLAG_MSAA_4X_HINT);
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InitWindow(screenWidth, screenHeight, "raylib [shapes] example - splines drawing");
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Vector2 points[MAX_CONTROL_POINTS] = {
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Vector2 points[MAX_SPLINE_POINTS] = {
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{ 100.0f, 200.0f },
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{ 300.0f, 400.0f },
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{ 500.0f, 300.0f },
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int pointCount = 5;
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int selectedPoint = -1;
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int focusedPoint = -1;
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Vector2 *selectedControlPoint = NULL;
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Vector2 *focusedControlPoint = NULL;
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int splineType = 0; // 0-Linear, 1-BSpline, 2-CatmullRom, 3-Bezier
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int splineType = SPLINE_LINEAR; // 0-Linear, 1-BSpline, 2-CatmullRom, 3-Bezier
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// Cubic Bezier control points
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ControlPoint control[MAX_CONTROL_POINTS] = { 0 };
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// Cubic Bezier control points initialization
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ControlPoint control[MAX_SPLINE_POINTS] = { 0 };
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for (int i = 0; i < pointCount - 1; i++)
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{
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control[i].start = points[i];
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control[i].end = points[i + 1];
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control[i].start = (Vector2){ points[i].x - 20, points[i].y - 20 };
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control[i].end = (Vector2){ points[i + 1].x + 20, points[i + 1].y + 20 };
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}
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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{
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// Update
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//----------------------------------------------------------------------------------
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// Points movement logic
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if (IsMouseButtonPressed(MOUSE_RIGHT_BUTTON) && (pointCount < MAX_CONTROL_POINTS))
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// Spline points creation logic (at the end of spline)
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if (IsMouseButtonPressed(MOUSE_RIGHT_BUTTON) && (pointCount < MAX_SPLINE_POINTS))
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{
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points[pointCount] = GetMousePosition();
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pointCount++;
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}
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// Spline point focus and selection logic
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for (int i = 0; i < pointCount; i++)
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{
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if (IsMouseButtonDown(MOUSE_LEFT_BUTTON) && CheckCollisionPointCircle(GetMousePosition(), points[i], 6.0f))
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if (CheckCollisionPointCircle(GetMousePosition(), points[i], 8.0f))
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{
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selectedPoint = i;
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focusedPoint = i;
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if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) selectedPoint = i;
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break;
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}
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else focusedPoint = -1;
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}
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// Spline point movement logic
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if (selectedPoint >= 0)
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{
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points[selectedPoint] = GetMousePosition();
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if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) selectedPoint = -1;
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}
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// TODO: Cubic Bezier spline control points logic
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// Cubic Bezier spline control points logic
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if ((splineType == SPLINE_BEZIER) && (focusedPoint == -1))
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{
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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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{
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if (CheckCollisionPointCircle(GetMousePosition(), control[i].start, 6.0f))
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{
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focusedControlPoint = &control[i].start;
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if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) selectedControlPoint = &control[i].start;
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break;
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}
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else if (CheckCollisionPointCircle(GetMousePosition(), control[i].end, 6.0f))
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{
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focusedControlPoint = &control[i].end;
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if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) selectedControlPoint = &control[i].end;
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break;
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}
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else focusedControlPoint = NULL;
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}
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// Spline control point movement logic
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if (selectedControlPoint != NULL)
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{
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*selectedControlPoint = GetMousePosition();
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if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) selectedControlPoint = NULL;
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}
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}
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// Spline selection logic
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if (IsKeyPressed(KEY_ONE)) splineType = 0;
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ClearBackground(RAYWHITE);
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if (splineType == 0) // Linear
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if (splineType == SPLINE_LINEAR)
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{
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// Draw linear spline
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for (int i = 0; i < pointCount - 1; i++)
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// Draw spline: linear
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DrawSplineLinear(points, pointCount, 2.0f, RED);
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}
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else if (splineType == SPLINE_BASIS)
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{
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DrawLineEx(points[i], points[i + 1], 2.0f, RED);
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// Draw spline: basis
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DrawSplineBasis(points, pointCount, 2.0f, RED);
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//for (int i = 0; i < (pointCount - 3); i++) DrawSplineBasisSegment(points[i], points[i + 1], points[i + 2], points[i + 3], 24.0f, BLUE);
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}
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}
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else if (splineType == 1) // B-Spline
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{
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// Draw b-spline
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DrawLineBSpline(points, pointCount, 2.0f, RED);
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//for (int i = 0; i < (pointCount - 3); i++) DrawLineBSplineSegment(points[i], points[i + 1], points[i + 2], points[i + 3], 24.0f, BLUE);
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}
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else if (splineType == 2) // CatmullRom Spline
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else if (splineType == SPLINE_CATMULLROM)
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{
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// Draw spline: catmull-rom
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DrawLineCatmullRom(points, pointCount, 2.0f, RED);
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//for (int i = 0; i < (pointCount - 3); i++) DrawLineCatmullRomSegment(points[i], points[i + 1], points[i + 2], points[i + 3], 24.0f, Fade(BLUE, 0.4f));
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DrawSplineCatmullRom(points, pointCount, 2.0f, RED);
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//for (int i = 0; i < (pointCount - 3); i++) DrawSplineCatmullRomSegment(points[i], points[i + 1], points[i + 2], points[i + 3], 24.0f, Fade(BLUE, 0.4f));
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}
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else if (splineType == 3) // Cubic Bezier
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else if (splineType == SPLINE_BEZIER)
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{
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// Draw line bezier cubic (with control points)
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// Draw spline: cubic-bezier (with control points)
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for (int i = 0; i < pointCount - 1; i++)
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{
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DrawLineBezierCubic(points[i], points[i + 1], control[i].start, control[i + 1].end, 2.0f, RED);
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DrawSplineBezierCubic(points[i], control[i].start, control[i].end, points[i + 1], 2.0f, RED);
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// TODO: 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, 4, GOLD);
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DrawCircleV(control[i].end, 4, GOLD);
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if (focusedControlPoint == &control[i].start) DrawCircleV(control[i].start, 6, GREEN);
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else if (focusedControlPoint == &control[i].end) DrawCircleV(control[i].end, 6, GREEN);
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DrawLineEx(points[i], control[i].start, 1.0, LIGHTGRAY);
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DrawLineEx(points[i + 1], control[i].end, 1.0, LIGHTGRAY);
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}
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}
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// Draw control points
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// Draw spline key-points
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for (int i = 0; i < pointCount; i++)
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{
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DrawCircleV(points[i], 6.0f, RED);
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if ((splineType != 0) && (i < pointCount - 1)) DrawLineV(points[i], points[i + 1], GRAY);
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DrawCircleV(points[i], (focusedPoint == i)? 8.0f : 5.0f, (focusedPoint == i)? BLUE: RED);
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if ((splineType != 0) && (i < pointCount - 1)) DrawLineV(points[i], points[i + 1], LIGHTGRAY);
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}
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// TODO: Draw help
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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26
src/raylib.h
26
src/raylib.h
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@ -1221,14 +1221,10 @@ RLAPI void SetShapesTexture(Texture2D texture, Rectangle source); // Set t
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RLAPI void DrawPixel(int posX, int posY, Color color); // Draw a pixel
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RLAPI void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version)
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RLAPI void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line
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RLAPI void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (Vector version)
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RLAPI void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line defining thickness
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RLAPI void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line using cubic-bezier curves in-out
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RLAPI void DrawLineBezierQuad(Vector2 startPos, Vector2 endPos, Vector2 controlPos, float thick, Color color); // Draw line using quadratic bezier curves with a control point
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RLAPI void DrawLineBezierCubic(Vector2 startPos, Vector2 endPos, Vector2 startControlPos, Vector2 endControlPos, float thick, Color color); // Draw line using cubic bezier curves with 2 control points
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RLAPI void DrawLineBSpline(Vector2 *points, int pointCount, float thick, Color color); // Draw a B-Spline line, minimum 4 points
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RLAPI void DrawLineCatmullRom(Vector2 *points, int pointCount, float thick, Color color); // Draw a Catmull Rom spline line, minimum 4 points
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RLAPI void DrawLineStrip(Vector2 *points, int pointCount, Color color); // Draw lines sequence
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RLAPI void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (using gl lines)
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RLAPI void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line (using triangles/quads)
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RLAPI void DrawLineStrip(Vector2 *points, int pointCount, Color color); // Draw lines sequence (using gl lines)
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RLAPI void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw line segment cubic-bezier in-out interpolation
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RLAPI void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle
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RLAPI void DrawCircleSector(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw a piece of a circle
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RLAPI void DrawCircleSectorLines(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw circle sector outline
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@ -1259,6 +1255,20 @@ RLAPI void DrawPoly(Vector2 center, int sides, float radius, float rotation, Col
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RLAPI void DrawPolyLines(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a polygon outline of n sides
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RLAPI void DrawPolyLinesEx(Vector2 center, int sides, float radius, float rotation, float lineThick, Color color); // Draw a polygon outline of n sides with extended parameters
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// Splines drawing functions
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RLAPI void DrawSplineLinear(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: linear, minimum 2 points
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RLAPI void DrawSplineBasis(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: B-Spline, minimum 4 points
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RLAPI void DrawSplineCatmullRom(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Catmull Rom, minimum 4 points
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RLAPI void DrawSplineBezierQuad(Vector2 startPos, Vector2 controlPos, Vector2 endPos, float thick, Color color); // Draw spline segment: quadratic-bezier, one control point
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RLAPI void DrawSplineBezierCubic(Vector2 startPos, Vector2 startControlPos, Vector2 endControlPos, Vector2 endPos, float thick, Color color); // Draw spline segment: cubic-bezier, two control points
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// Get (evaluate) spline point for a given t [0.0f .. 1.0f]
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RLAPI Vector2 GetSplinePointLinear(Vector2 startPos, Vector2 endPos, float t); // Get (evaluate) spline point: linear
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RLAPI Vector2 GetSplinePointBasis(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float t); // Get (evaluate) spline point: B-Spline
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RLAPI Vector2 GetSplinePointCatmullRom(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float t); // Get (evaluate) spline point: Catmull-Rom
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RLAPI Vector2 GetSplinePointBezierQuad(Vector2 startPos, Vector2 controlPos, Vector2 endPos, float t); // Get (evaluate) spline point: quadratic-bezier
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RLAPI Vector2 GetSplinePointBezierCubic(Vector2 startPos, Vector2 startControlPos, Vector2 endControlPos, Vector2 endPos, float t); // Get (evaluate) spline point: cubic-bezier
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// Basic shapes collision detection functions
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RLAPI bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles
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RLAPI bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles
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637
src/rshapes.c
637
src/rshapes.c
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@ -161,7 +161,7 @@ void DrawPixelV(Vector2 position, Color color)
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#endif
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}
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// Draw a line
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// Draw a line (using gl lines)
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void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color)
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{
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rlBegin(RL_LINES);
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@ -171,7 +171,7 @@ void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color colo
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rlEnd();
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}
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// Draw a line (Vector version)
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// Draw a line (using gl lines)
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void DrawLineV(Vector2 startPos, Vector2 endPos, Color color)
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{
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rlBegin(RL_LINES);
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@ -181,29 +181,24 @@ void DrawLineV(Vector2 startPos, Vector2 endPos, Color color)
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rlEnd();
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}
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// Draw a line defining thickness
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void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color)
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// Draw lines sequuence (using gl lines)
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void DrawLineStrip(Vector2 *points, int pointCount, Color color)
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{
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Vector2 delta = { endPos.x - startPos.x, endPos.y - startPos.y };
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float length = sqrtf(delta.x*delta.x + delta.y*delta.y);
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if ((length > 0) && (thick > 0))
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if (pointCount >= 2)
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{
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float scale = thick/(2*length);
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rlBegin(RL_LINES);
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rlColor4ub(color.r, color.g, color.b, color.a);
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Vector2 radius = { -scale*delta.y, scale*delta.x };
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Vector2 strip[4] = {
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{ startPos.x - radius.x, startPos.y - radius.y },
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{ startPos.x + radius.x, startPos.y + radius.y },
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{ endPos.x - radius.x, endPos.y - radius.y },
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{ endPos.x + radius.x, endPos.y + radius.y }
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};
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DrawTriangleStrip(strip, 4, color);
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for (int i = 0; i < pointCount - 1; i++)
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{
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rlVertex2f(points[i].x, points[i].y);
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rlVertex2f(points[i + 1].x, points[i + 1].y);
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}
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rlEnd();
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}
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}
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// Draw line using cubic-bezier curves in-out
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// Draw line using cubic-bezier spline, in-out interpolation, no control points
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void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color)
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{
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Vector2 previous = startPos;
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@ -241,254 +236,25 @@ void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color)
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DrawTriangleStrip(points, 2*SPLINE_LINE_DIVISIONS + 2, color);
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}
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// Draw line using quadratic bezier curves with a control point
|
||||
void DrawLineBezierQuad(Vector2 startPos, Vector2 endPos, Vector2 controlPos, float thick, Color color)
|
||||
// Draw a line defining thickness
|
||||
void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color)
|
||||
{
|
||||
const float step = 1.0f/SPLINE_LINE_DIVISIONS;
|
||||
Vector2 delta = { endPos.x - startPos.x, endPos.y - startPos.y };
|
||||
float length = sqrtf(delta.x*delta.x + delta.y*delta.y);
|
||||
|
||||
Vector2 previous = startPos;
|
||||
Vector2 current = { 0 };
|
||||
float t = 0.0f;
|
||||
|
||||
Vector2 points[2*SPLINE_LINE_DIVISIONS + 2] = { 0 };
|
||||
|
||||
for (int i = 1; i <= SPLINE_LINE_DIVISIONS; i++)
|
||||
if ((length > 0) && (thick > 0))
|
||||
{
|
||||
t = step*i;
|
||||
float scale = thick/(2*length);
|
||||
|
||||
float a = powf(1.0f - t, 2);
|
||||
float b = 2.0f*(1.0f - t)*t;
|
||||
float c = powf(t, 2);
|
||||
Vector2 radius = { -scale*delta.y, scale*delta.x };
|
||||
Vector2 strip[4] = {
|
||||
{ startPos.x - radius.x, startPos.y - radius.y },
|
||||
{ startPos.x + radius.x, startPos.y + radius.y },
|
||||
{ endPos.x - radius.x, endPos.y - radius.y },
|
||||
{ endPos.x + radius.x, endPos.y + radius.y }
|
||||
};
|
||||
|
||||
// NOTE: The easing functions aren't suitable here because they don't take a control point
|
||||
current.y = a*startPos.y + b*controlPos.y + c*endPos.y;
|
||||
current.x = a*startPos.x + b*controlPos.x + c*endPos.x;
|
||||
|
||||
float dy = current.y - previous.y;
|
||||
float dx = current.x - previous.x;
|
||||
float size = 0.5f*thick/sqrtf(dx*dx+dy*dy);
|
||||
|
||||
if (i == 1)
|
||||
{
|
||||
points[0].x = previous.x + dy*size;
|
||||
points[0].y = previous.y - dx*size;
|
||||
points[1].x = previous.x - dy*size;
|
||||
points[1].y = previous.y + dx*size;
|
||||
}
|
||||
|
||||
points[2*i + 1].x = current.x - dy*size;
|
||||
points[2*i + 1].y = current.y + dx*size;
|
||||
points[2*i].x = current.x + dy*size;
|
||||
points[2*i].y = current.y - dx*size;
|
||||
|
||||
previous = current;
|
||||
}
|
||||
|
||||
DrawTriangleStrip(points, 2*SPLINE_LINE_DIVISIONS + 2, color);
|
||||
}
|
||||
|
||||
// Draw line using cubic bezier curves with 2 control points
|
||||
void DrawLineBezierCubic(Vector2 startPos, Vector2 endPos, Vector2 startControlPos, Vector2 endControlPos, float thick, Color color)
|
||||
{
|
||||
const float step = 1.0f/SPLINE_LINE_DIVISIONS;
|
||||
|
||||
Vector2 previous = startPos;
|
||||
Vector2 current = { 0 };
|
||||
float t = 0.0f;
|
||||
|
||||
Vector2 points[2*SPLINE_LINE_DIVISIONS + 2] = { 0 };
|
||||
|
||||
for (int i = 1; i <= SPLINE_LINE_DIVISIONS; i++)
|
||||
{
|
||||
t = step*i;
|
||||
|
||||
float a = powf(1.0f - t, 3);
|
||||
float b = 3.0f*powf(1.0f - t, 2)*t;
|
||||
float c = 3.0f*(1.0f - t)*powf(t, 2);
|
||||
float d = powf(t, 3);
|
||||
|
||||
current.y = a*startPos.y + b*startControlPos.y + c*endControlPos.y + d*endPos.y;
|
||||
current.x = a*startPos.x + b*startControlPos.x + c*endControlPos.x + d*endPos.x;
|
||||
|
||||
float dy = current.y - previous.y;
|
||||
float dx = current.x - previous.x;
|
||||
float size = 0.5f*thick/sqrtf(dx*dx+dy*dy);
|
||||
|
||||
if (i == 1)
|
||||
{
|
||||
points[0].x = previous.x + dy*size;
|
||||
points[0].y = previous.y - dx*size;
|
||||
points[1].x = previous.x - dy*size;
|
||||
points[1].y = previous.y + dx*size;
|
||||
}
|
||||
|
||||
points[2*i + 1].x = current.x - dy*size;
|
||||
points[2*i + 1].y = current.y + dx*size;
|
||||
points[2*i].x = current.x + dy*size;
|
||||
points[2*i].y = current.y - dx*size;
|
||||
|
||||
previous = current;
|
||||
}
|
||||
|
||||
DrawTriangleStrip(points, 2*SPLINE_LINE_DIVISIONS + 2, color);
|
||||
}
|
||||
|
||||
// Draw a B-Spline line, minimum 4 points
|
||||
void DrawLineBSpline(Vector2 *points, int pointCount, float thick, Color color)
|
||||
{
|
||||
if (pointCount < 4) return;
|
||||
|
||||
float a[4] = { 0 };
|
||||
float b[4] = { 0 };
|
||||
float dy = 0.0f;
|
||||
float dx = 0.0f;
|
||||
float size = 0.0f;
|
||||
|
||||
Vector2 currentPoint = { 0 };
|
||||
Vector2 nextPoint = { 0 };
|
||||
Vector2 vertices[2*SPLINE_LINE_DIVISIONS + 2] = { 0 };
|
||||
|
||||
for (int i = 0; i < (pointCount - 3); i++)
|
||||
{
|
||||
float t = 0.0f;
|
||||
Vector2 p1 = points[i], p2 = points[i + 1], p3 = points[i + 2], p4 = points[i + 3];
|
||||
|
||||
a[0] = (-p1.x + 3.0f*p2.x - 3.0f*p3.x + p4.x)/6.0f;
|
||||
a[1] = (3.0f*p1.x - 6.0f*p2.x + 3.0f*p3.x)/6.0f;
|
||||
a[2] = (-3.0f*p1.x + 3.0f*p3.x)/6.0f;
|
||||
a[3] = (p1.x + 4.0f*p2.x + p3.x)/6.0f;
|
||||
|
||||
b[0] = (-p1.y + 3.0f*p2.y - 3.0f*p3.y + p4.y)/6.0f;
|
||||
b[1] = (3.0f*p1.y - 6.0f*p2.y + 3.0f*p3.y)/6.0f;
|
||||
b[2] = (-3.0f*p1.y + 3.0f*p3.y)/6.0f;
|
||||
b[3] = (p1.y + 4.0f*p2.y + p3.y)/6.0f;
|
||||
|
||||
currentPoint.x = a[3];
|
||||
currentPoint.y = b[3];
|
||||
|
||||
if (i == 0) DrawCircleV(currentPoint, thick/2.0f, color); // Draw init line circle-cap
|
||||
|
||||
if (i > 0)
|
||||
{
|
||||
vertices[0].x = currentPoint.x + dy*size;
|
||||
vertices[0].y = currentPoint.y - dx*size;
|
||||
vertices[1].x = currentPoint.x - dy*size;
|
||||
vertices[1].y = currentPoint.y + dx*size;
|
||||
}
|
||||
|
||||
for (int j = 1; j <= SPLINE_LINE_DIVISIONS; j++)
|
||||
{
|
||||
t = ((float)j)/((float)SPLINE_LINE_DIVISIONS);
|
||||
|
||||
nextPoint.x = a[3] + t*(a[2] + t*(a[1] + t*a[0]));
|
||||
nextPoint.y = b[3] + t*(b[2] + t*(b[1] + t*b[0]));
|
||||
|
||||
dy = nextPoint.y - currentPoint.y;
|
||||
dx = nextPoint.x - currentPoint.x;
|
||||
size = 0.5f*thick/sqrtf(dx*dx+dy*dy);
|
||||
|
||||
if ((i == 0) && (j == 1))
|
||||
{
|
||||
vertices[0].x = currentPoint.x + dy*size;
|
||||
vertices[0].y = currentPoint.y - dx*size;
|
||||
vertices[1].x = currentPoint.x - dy*size;
|
||||
vertices[1].y = currentPoint.y + dx*size;
|
||||
}
|
||||
|
||||
vertices[2*j + 1].x = nextPoint.x - dy*size;
|
||||
vertices[2*j + 1].y = nextPoint.y + dx*size;
|
||||
vertices[2*j].x = nextPoint.x + dy*size;
|
||||
vertices[2*j].y = nextPoint.y - dx*size;
|
||||
|
||||
currentPoint = nextPoint;
|
||||
}
|
||||
|
||||
DrawTriangleStrip(vertices, 2*SPLINE_LINE_DIVISIONS + 2, color);
|
||||
}
|
||||
|
||||
DrawCircleV(currentPoint, thick/2.0f, color); // Draw end line circle-cap
|
||||
}
|
||||
|
||||
// Draw a Catmull Rom spline line, minimum 4 points
|
||||
void DrawLineCatmullRom(Vector2 *points, int pointCount, float thick, Color color)
|
||||
{
|
||||
if (pointCount < 4) return;
|
||||
|
||||
float dy = 0.0f;
|
||||
float dx = 0.0f;
|
||||
float size = 0.0f;
|
||||
|
||||
Vector2 currentPoint = points[1];
|
||||
Vector2 nextPoint = { 0 };
|
||||
Vector2 vertices[2*SPLINE_LINE_DIVISIONS + 2] = { 0 };
|
||||
|
||||
DrawCircleV(currentPoint, thick/2.0f, color); // Draw init line circle-cap
|
||||
|
||||
for (int i = 0; i < (pointCount - 3); i++)
|
||||
{
|
||||
float t = 0.0f;
|
||||
Vector2 p1 = points[i], p2 = points[i + 1], p3 = points[i + 2], p4 = points[i + 3];
|
||||
|
||||
if (i > 0)
|
||||
{
|
||||
vertices[0].x = currentPoint.x + dy*size;
|
||||
vertices[0].y = currentPoint.y - dx*size;
|
||||
vertices[1].x = currentPoint.x - dy*size;
|
||||
vertices[1].y = currentPoint.y + dx*size;
|
||||
}
|
||||
|
||||
for (int j = 1; j <= SPLINE_LINE_DIVISIONS; j++)
|
||||
{
|
||||
t = ((float)j)/((float)SPLINE_LINE_DIVISIONS);
|
||||
|
||||
float q0 = (-1.0f*t*t*t) + (2.0f*t*t) + (-1.0f*t);
|
||||
float q1 = (3.0f*t*t*t) + (-5.0f*t*t) + 2.0f;
|
||||
float q2 = (-3.0f*t*t*t) + (4.0f*t*t) + t;
|
||||
float q3 = t*t*t - t*t;
|
||||
|
||||
nextPoint.x = 0.5f*((p1.x*q0) + (p2.x*q1) + (p3.x*q2) + (p4.x*q3));
|
||||
nextPoint.y = 0.5f*((p1.y*q0) + (p2.y*q1) + (p3.y*q2) + (p4.y*q3));
|
||||
|
||||
dy = nextPoint.y - currentPoint.y;
|
||||
dx = nextPoint.x - currentPoint.x;
|
||||
size = (0.5f*thick)/sqrtf(dx*dx + dy*dy);
|
||||
|
||||
if ((i == 0) && (j == 1))
|
||||
{
|
||||
vertices[0].x = currentPoint.x + dy*size;
|
||||
vertices[0].y = currentPoint.y - dx*size;
|
||||
vertices[1].x = currentPoint.x - dy*size;
|
||||
vertices[1].y = currentPoint.y + dx*size;
|
||||
}
|
||||
|
||||
vertices[2*j + 1].x = nextPoint.x - dy*size;
|
||||
vertices[2*j + 1].y = nextPoint.y + dx*size;
|
||||
vertices[2*j].x = nextPoint.x + dy*size;
|
||||
vertices[2*j].y = nextPoint.y - dx*size;
|
||||
|
||||
currentPoint = nextPoint;
|
||||
}
|
||||
|
||||
DrawTriangleStrip(vertices, 2*SPLINE_LINE_DIVISIONS + 2, color);
|
||||
}
|
||||
|
||||
DrawCircleV(currentPoint, thick/2.0f, color); // Draw end line circle-cap
|
||||
}
|
||||
|
||||
// Draw lines sequence
|
||||
void DrawLineStrip(Vector2 *points, int pointCount, Color color)
|
||||
{
|
||||
if (pointCount >= 2)
|
||||
{
|
||||
rlBegin(RL_LINES);
|
||||
rlColor4ub(color.r, color.g, color.b, color.a);
|
||||
|
||||
for (int i = 0; i < pointCount - 1; i++)
|
||||
{
|
||||
rlVertex2f(points[i].x, points[i].y);
|
||||
rlVertex2f(points[i + 1].x, points[i + 1].y);
|
||||
}
|
||||
rlEnd();
|
||||
DrawTriangleStrip(strip, 4, color);
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -1773,6 +1539,353 @@ void DrawPolyLinesEx(Vector2 center, int sides, float radius, float rotation, fl
|
|||
#endif
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Module Functions Definition - Splines functions
|
||||
//----------------------------------------------------------------------------------
|
||||
|
||||
// Draw spline: linear, minimum 2 points
|
||||
void DrawSplineLinear(Vector2 *points, int pointCount, float thick, Color color)
|
||||
{
|
||||
Vector2 delta = { 0 };
|
||||
float length = 0.0f;
|
||||
float scale = 0.0f;
|
||||
|
||||
for (int i = 0; i < pointCount - 1; i++)
|
||||
{
|
||||
delta = (Vector2){ points[i + 1].x - points[i].x, points[i + 1].y - points[i].y };
|
||||
length = sqrtf(delta.x*delta.x + delta.y*delta.y);
|
||||
|
||||
if (length > 0) scale = thick/(2*length);
|
||||
|
||||
Vector2 radius = { -scale*delta.y, scale*delta.x };
|
||||
Vector2 strip[4] = {
|
||||
{ points[i].x - radius.x, points[i].y - radius.y },
|
||||
{ points[i].x + radius.x, points[i].y + radius.y },
|
||||
{ points[i + 1].x - radius.x, points[i + 1].y - radius.y },
|
||||
{ points[i + 1].x + radius.x, points[i + 1].y + radius.y }
|
||||
};
|
||||
|
||||
DrawTriangleStrip(strip, 4, color);
|
||||
}
|
||||
}
|
||||
|
||||
// Draw spline: B-Spline, minimum 4 points
|
||||
void DrawSplineBasis(Vector2 *points, int pointCount, float thick, Color color)
|
||||
{
|
||||
if (pointCount < 4) return;
|
||||
|
||||
float a[4] = { 0 };
|
||||
float b[4] = { 0 };
|
||||
float dy = 0.0f;
|
||||
float dx = 0.0f;
|
||||
float size = 0.0f;
|
||||
|
||||
Vector2 currentPoint = { 0 };
|
||||
Vector2 nextPoint = { 0 };
|
||||
Vector2 vertices[2*SPLINE_LINE_DIVISIONS + 2] = { 0 };
|
||||
|
||||
for (int i = 0; i < (pointCount - 3); i++)
|
||||
{
|
||||
float t = 0.0f;
|
||||
Vector2 p1 = points[i], p2 = points[i + 1], p3 = points[i + 2], p4 = points[i + 3];
|
||||
|
||||
a[0] = (-p1.x + 3.0f*p2.x - 3.0f*p3.x + p4.x)/6.0f;
|
||||
a[1] = (3.0f*p1.x - 6.0f*p2.x + 3.0f*p3.x)/6.0f;
|
||||
a[2] = (-3.0f*p1.x + 3.0f*p3.x)/6.0f;
|
||||
a[3] = (p1.x + 4.0f*p2.x + p3.x)/6.0f;
|
||||
|
||||
b[0] = (-p1.y + 3.0f*p2.y - 3.0f*p3.y + p4.y)/6.0f;
|
||||
b[1] = (3.0f*p1.y - 6.0f*p2.y + 3.0f*p3.y)/6.0f;
|
||||
b[2] = (-3.0f*p1.y + 3.0f*p3.y)/6.0f;
|
||||
b[3] = (p1.y + 4.0f*p2.y + p3.y)/6.0f;
|
||||
|
||||
currentPoint.x = a[3];
|
||||
currentPoint.y = b[3];
|
||||
|
||||
if (i == 0) DrawCircleV(currentPoint, thick/2.0f, color); // Draw init line circle-cap
|
||||
|
||||
if (i > 0)
|
||||
{
|
||||
vertices[0].x = currentPoint.x + dy*size;
|
||||
vertices[0].y = currentPoint.y - dx*size;
|
||||
vertices[1].x = currentPoint.x - dy*size;
|
||||
vertices[1].y = currentPoint.y + dx*size;
|
||||
}
|
||||
|
||||
for (int j = 1; j <= SPLINE_LINE_DIVISIONS; j++)
|
||||
{
|
||||
t = ((float)j)/((float)SPLINE_LINE_DIVISIONS);
|
||||
|
||||
nextPoint.x = a[3] + t*(a[2] + t*(a[1] + t*a[0]));
|
||||
nextPoint.y = b[3] + t*(b[2] + t*(b[1] + t*b[0]));
|
||||
|
||||
dy = nextPoint.y - currentPoint.y;
|
||||
dx = nextPoint.x - currentPoint.x;
|
||||
size = 0.5f*thick/sqrtf(dx*dx+dy*dy);
|
||||
|
||||
if ((i == 0) && (j == 1))
|
||||
{
|
||||
vertices[0].x = currentPoint.x + dy*size;
|
||||
vertices[0].y = currentPoint.y - dx*size;
|
||||
vertices[1].x = currentPoint.x - dy*size;
|
||||
vertices[1].y = currentPoint.y + dx*size;
|
||||
}
|
||||
|
||||
vertices[2*j + 1].x = nextPoint.x - dy*size;
|
||||
vertices[2*j + 1].y = nextPoint.y + dx*size;
|
||||
vertices[2*j].x = nextPoint.x + dy*size;
|
||||
vertices[2*j].y = nextPoint.y - dx*size;
|
||||
|
||||
currentPoint = nextPoint;
|
||||
}
|
||||
|
||||
DrawTriangleStrip(vertices, 2*SPLINE_LINE_DIVISIONS + 2, color);
|
||||
}
|
||||
|
||||
DrawCircleV(currentPoint, thick/2.0f, color); // Draw end line circle-cap
|
||||
}
|
||||
|
||||
// Draw spline: Catmull Rom, minimum 4 points
|
||||
void DrawSplineCatmullRom(Vector2 *points, int pointCount, float thick, Color color)
|
||||
{
|
||||
if (pointCount < 4) return;
|
||||
|
||||
float dy = 0.0f;
|
||||
float dx = 0.0f;
|
||||
float size = 0.0f;
|
||||
|
||||
Vector2 currentPoint = points[1];
|
||||
Vector2 nextPoint = { 0 };
|
||||
Vector2 vertices[2*SPLINE_LINE_DIVISIONS + 2] = { 0 };
|
||||
|
||||
DrawCircleV(currentPoint, thick/2.0f, color); // Draw init line circle-cap
|
||||
|
||||
for (int i = 0; i < (pointCount - 3); i++)
|
||||
{
|
||||
float t = 0.0f;
|
||||
Vector2 p1 = points[i], p2 = points[i + 1], p3 = points[i + 2], p4 = points[i + 3];
|
||||
|
||||
if (i > 0)
|
||||
{
|
||||
vertices[0].x = currentPoint.x + dy*size;
|
||||
vertices[0].y = currentPoint.y - dx*size;
|
||||
vertices[1].x = currentPoint.x - dy*size;
|
||||
vertices[1].y = currentPoint.y + dx*size;
|
||||
}
|
||||
|
||||
for (int j = 1; j <= SPLINE_LINE_DIVISIONS; j++)
|
||||
{
|
||||
t = ((float)j)/((float)SPLINE_LINE_DIVISIONS);
|
||||
|
||||
float q0 = (-1.0f*t*t*t) + (2.0f*t*t) + (-1.0f*t);
|
||||
float q1 = (3.0f*t*t*t) + (-5.0f*t*t) + 2.0f;
|
||||
float q2 = (-3.0f*t*t*t) + (4.0f*t*t) + t;
|
||||
float q3 = t*t*t - t*t;
|
||||
|
||||
nextPoint.x = 0.5f*((p1.x*q0) + (p2.x*q1) + (p3.x*q2) + (p4.x*q3));
|
||||
nextPoint.y = 0.5f*((p1.y*q0) + (p2.y*q1) + (p3.y*q2) + (p4.y*q3));
|
||||
|
||||
dy = nextPoint.y - currentPoint.y;
|
||||
dx = nextPoint.x - currentPoint.x;
|
||||
size = (0.5f*thick)/sqrtf(dx*dx + dy*dy);
|
||||
|
||||
if ((i == 0) && (j == 1))
|
||||
{
|
||||
vertices[0].x = currentPoint.x + dy*size;
|
||||
vertices[0].y = currentPoint.y - dx*size;
|
||||
vertices[1].x = currentPoint.x - dy*size;
|
||||
vertices[1].y = currentPoint.y + dx*size;
|
||||
}
|
||||
|
||||
vertices[2*j + 1].x = nextPoint.x - dy*size;
|
||||
vertices[2*j + 1].y = nextPoint.y + dx*size;
|
||||
vertices[2*j].x = nextPoint.x + dy*size;
|
||||
vertices[2*j].y = nextPoint.y - dx*size;
|
||||
|
||||
currentPoint = nextPoint;
|
||||
}
|
||||
|
||||
DrawTriangleStrip(vertices, 2*SPLINE_LINE_DIVISIONS + 2, color);
|
||||
}
|
||||
|
||||
DrawCircleV(currentPoint, thick/2.0f, color); // Draw end line circle-cap
|
||||
}
|
||||
|
||||
|
||||
// Draw spline segment: quadratic-bezier, one control point
|
||||
void DrawSplineBezierQuad(Vector2 startPos, Vector2 endPos, Vector2 controlPos, float thick, Color color)
|
||||
{
|
||||
const float step = 1.0f/SPLINE_LINE_DIVISIONS;
|
||||
|
||||
Vector2 previous = startPos;
|
||||
Vector2 current = { 0 };
|
||||
float t = 0.0f;
|
||||
|
||||
Vector2 points[2*SPLINE_LINE_DIVISIONS + 2] = { 0 };
|
||||
|
||||
for (int i = 1; i <= SPLINE_LINE_DIVISIONS; i++)
|
||||
{
|
||||
t = step*i;
|
||||
|
||||
float a = powf(1.0f - t, 2);
|
||||
float b = 2.0f*(1.0f - t)*t;
|
||||
float c = powf(t, 2);
|
||||
|
||||
// NOTE: The easing functions aren't suitable here because they don't take a control point
|
||||
current.y = a*startPos.y + b*controlPos.y + c*endPos.y;
|
||||
current.x = a*startPos.x + b*controlPos.x + c*endPos.x;
|
||||
|
||||
float dy = current.y - previous.y;
|
||||
float dx = current.x - previous.x;
|
||||
float size = 0.5f*thick/sqrtf(dx*dx+dy*dy);
|
||||
|
||||
if (i == 1)
|
||||
{
|
||||
points[0].x = previous.x + dy*size;
|
||||
points[0].y = previous.y - dx*size;
|
||||
points[1].x = previous.x - dy*size;
|
||||
points[1].y = previous.y + dx*size;
|
||||
}
|
||||
|
||||
points[2*i + 1].x = current.x - dy*size;
|
||||
points[2*i + 1].y = current.y + dx*size;
|
||||
points[2*i].x = current.x + dy*size;
|
||||
points[2*i].y = current.y - dx*size;
|
||||
|
||||
previous = current;
|
||||
}
|
||||
|
||||
DrawTriangleStrip(points, 2*SPLINE_LINE_DIVISIONS + 2, color);
|
||||
}
|
||||
|
||||
// Draw spline segment: cubic-bezier, two control point
|
||||
void DrawSplineBezierCubic(Vector2 startPos, Vector2 startControlPos, Vector2 endControlPos, Vector2 endPos, float thick, Color color)
|
||||
{
|
||||
const float step = 1.0f/SPLINE_LINE_DIVISIONS;
|
||||
|
||||
Vector2 previous = startPos;
|
||||
Vector2 current = { 0 };
|
||||
float t = 0.0f;
|
||||
|
||||
Vector2 points[2*SPLINE_LINE_DIVISIONS + 2] = { 0 };
|
||||
|
||||
for (int i = 1; i <= SPLINE_LINE_DIVISIONS; i++)
|
||||
{
|
||||
t = step*i;
|
||||
|
||||
float a = powf(1.0f - t, 3);
|
||||
float b = 3.0f*powf(1.0f - t, 2)*t;
|
||||
float c = 3.0f*(1.0f - t)*powf(t, 2);
|
||||
float d = powf(t, 3);
|
||||
|
||||
current.y = a*startPos.y + b*startControlPos.y + c*endControlPos.y + d*endPos.y;
|
||||
current.x = a*startPos.x + b*startControlPos.x + c*endControlPos.x + d*endPos.x;
|
||||
|
||||
float dy = current.y - previous.y;
|
||||
float dx = current.x - previous.x;
|
||||
float size = 0.5f*thick/sqrtf(dx*dx+dy*dy);
|
||||
|
||||
if (i == 1)
|
||||
{
|
||||
points[0].x = previous.x + dy*size;
|
||||
points[0].y = previous.y - dx*size;
|
||||
points[1].x = previous.x - dy*size;
|
||||
points[1].y = previous.y + dx*size;
|
||||
}
|
||||
|
||||
points[2*i + 1].x = current.x - dy*size;
|
||||
points[2*i + 1].y = current.y + dx*size;
|
||||
points[2*i].x = current.x + dy*size;
|
||||
points[2*i].y = current.y - dx*size;
|
||||
|
||||
previous = current;
|
||||
}
|
||||
|
||||
DrawTriangleStrip(points, 2*SPLINE_LINE_DIVISIONS + 2, color);
|
||||
}
|
||||
|
||||
// Get spline point for a given t [0.0f .. 1.0f], Linear
|
||||
Vector2 GetSplinePointLinear(Vector2 startPos, Vector2 endPos, float t)
|
||||
{
|
||||
Vector2 point = { 0 };
|
||||
|
||||
point.x = startPos.x*(1.0f - t) + endPos.x*t;
|
||||
point.y = startPos.y*(1.0f - t) + endPos.y*t;
|
||||
|
||||
return point;
|
||||
}
|
||||
|
||||
// Get spline point for a given t [0.0f .. 1.0f], B-Spline
|
||||
Vector2 GetSplinePointBasis(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float t)
|
||||
{
|
||||
Vector2 point = { 0 };
|
||||
|
||||
float a[4] = { 0 };
|
||||
float b[4] = { 0 };
|
||||
|
||||
a[0] = (-p1.x + 3*p2.x - 3*p3.x + p4.x)/6.0f;
|
||||
a[1] = (3*p1.x - 6*p2.x + 3*p3.x)/6.0f;
|
||||
a[2] = (-3*p1.x + 3*p3.x)/6.0f;
|
||||
a[3] = (p1.x + 4*p2.x + p3.x)/6.0f;
|
||||
|
||||
b[0] = (-p1.y + 3*p2.y - 3*p3.y + p4.y)/6.0f;
|
||||
b[1] = (3*p1.y - 6*p2.y + 3*p3.y)/6.0f;
|
||||
b[2] = (-3*p1.y + 3*p3.y)/6.0f;
|
||||
b[3] = (p1.y + 4*p2.y + p3.y)/6.0f;
|
||||
|
||||
point.x = a[3] + t*(a[2] + t*(a[1] + t*a[0]));
|
||||
point.y = b[3] + t*(b[2] + t*(b[1] + t*b[0]));
|
||||
|
||||
return point;
|
||||
}
|
||||
|
||||
// Get spline point for a given t [0.0f .. 1.0f], Catmull-Rom
|
||||
Vector2 GetSplinePointCatmullRom(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float t)
|
||||
{
|
||||
Vector2 point = { 0 };
|
||||
|
||||
float q0 = (-1*t*t*t) + (2*t*t) + (-1*t);
|
||||
float q1 = (3*t*t*t) + (-5*t*t) + 2;
|
||||
float q2 = (-3*t*t*t) + (4*t*t) + t;
|
||||
float q3 = t*t*t - t*t;
|
||||
|
||||
point.x = 0.5f*((p1.x*q0) + (p2.x*q1) + (p3.x*q2) + (p4.x*q3));
|
||||
point.y = 0.5f*((p1.y*q0) + (p2.y*q1) + (p3.y*q2) + (p4.y*q3));
|
||||
|
||||
return point;
|
||||
}
|
||||
|
||||
// Get spline point for a given t [0.0f .. 1.0f], Quadratic Bezier
|
||||
Vector2 GetSplinePointBezierQuad(Vector2 startPos, Vector2 controlPos, Vector2 endPos, float t)
|
||||
{
|
||||
Vector2 point = { 0 };
|
||||
|
||||
float a = powf(1.0f - t, 2);
|
||||
float b = 2.0f*(1.0f - t)*t;
|
||||
float c = powf(t, 2);
|
||||
|
||||
point.y = a*startPos.y + b*controlPos.y + c*endPos.y;
|
||||
point.x = a*startPos.x + b*controlPos.x + c*endPos.x;
|
||||
|
||||
return point;
|
||||
}
|
||||
|
||||
// Get spline point for a given t [0.0f .. 1.0f], Cubic Bezier
|
||||
Vector2 GetSplinePointBezierCubic(Vector2 startPos, Vector2 startControlPos, Vector2 endControlPos, Vector2 endPos, float t)
|
||||
{
|
||||
Vector2 point = { 0 };
|
||||
|
||||
float a = powf(1.0f - t, 3);
|
||||
float b = 3.0f*powf(1.0f - t, 2)*t;
|
||||
float c = 3.0f*(1.0f - t)*powf(t, 2);
|
||||
float d = powf(t, 3);
|
||||
|
||||
point.y = a*startPos.y + b*startControlPos.y + c*endControlPos.y + d*endPos.y;
|
||||
point.x = a*startPos.x + b*startControlPos.x + c*endControlPos.x + d*endPos.x;
|
||||
|
||||
return point;
|
||||
}
|
||||
|
||||
//----------------------------------------------------------------------------------
|
||||
// Module Functions Definition - Collision Detection functions
|
||||
//----------------------------------------------------------------------------------
|
||||
|
|
Loading…
Reference in New Issue