REVIEWED: DrawSplineLinear() to SUPPORT_SPLINE_MITERS

This commit is contained in:
Ray 2023-12-15 18:40:19 +01:00
parent 0fc1765ff3
commit f3adde8bbd

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@ -1546,13 +1546,12 @@ void DrawPolyLinesEx(Vector2 center, int sides, float radius, float rotation, fl
// Draw spline: linear, minimum 2 points
void DrawSplineLinear(Vector2 *points, int pointCount, float thick, Color color)
{
if (pointCount < 2)
{
return;
}
if (pointCount < 2) return;
#if defined(SUPPORT_SPLINE_MITERS)
Vector2 prevNormal = (Vector2){-(points[1].y - points[0].y), (points[1].x - points[0].x)};
float prevLength = sqrtf(prevNormal.x*prevNormal.x + prevNormal.y*prevNormal.y);
if (prevLength > 0.0f)
{
prevNormal.x /= prevLength;
@ -1564,16 +1563,17 @@ void DrawSplineLinear(Vector2 *points, int pointCount, float thick, Color color)
prevNormal.y = 0.0f;
}
Vector2 prevRadius = {.5f * thick * prevNormal.x, .5f * thick * prevNormal.y};
Vector2 prevRadius = { 0.5f*thick*prevNormal.x, 0.5f*thick*prevNormal.y };
for (int i = 0; i < pointCount - 1; i++)
{
Vector2 normal = {0};
Vector2 normal = { 0 };
if (i < pointCount - 2)
{
normal = (Vector2){-(points[i+2].y - points[i+1].y), (points[i+2].x - points[i+1].x)};
normal = (Vector2){-(points[i + 2].y - points[i + 1].y), (points[i + 2].x - points[i + 1].x)};
float normalLength = sqrtf(normal.x*normal.x + normal.y*normal.y);
if (normalLength > 0.0f)
{
normal.x /= normalLength;
@ -1590,8 +1590,9 @@ void DrawSplineLinear(Vector2 *points, int pointCount, float thick, Color color)
normal = prevNormal;
}
Vector2 radius = {prevNormal.x + normal.x, prevNormal.y + normal.y};
Vector2 radius = { prevNormal.x + normal.x, prevNormal.y + normal.y };
float radiusLength = sqrtf(radius.x*radius.x + radius.y*radius.y);
if (radiusLength > 0.0f)
{
radius.x /= radiusLength;
@ -1603,12 +1604,12 @@ void DrawSplineLinear(Vector2 *points, int pointCount, float thick, Color color)
radius.y = 0.0f;
}
float cosTheta = radius.x * normal.x + radius.y * normal.y;
float cosTheta = radius.x*normal.x + radius.y*normal.y;
if (cosTheta != 0.0f)
{
radius.x *= thick * .5f / cosTheta;
radius.y *= thick * .5f / cosTheta;
radius.x *= (thick*0.5f/cosTheta);
radius.y *= (thick*0.5f/cosTheta);
}
else
{
@ -1628,8 +1629,34 @@ void DrawSplineLinear(Vector2 *points, int pointCount, float thick, Color color)
prevRadius = radius;
prevNormal = normal;
}
#if defined(SUPPORT_SPLINE_SEGMENT_CAPS)
#else // !SUPPORT_SPLINE_MITTERS
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);
}
#endif
#if defined(SUPPORT_SPLINE_SEGMENT_CAPS)
// TODO: Add spline segment rounded caps at the begin/end of the spline
#endif
}