REVIEWED: DrawSplineLinear()
to SUPPORT_SPLINE_MITERS
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@ -1546,13 +1546,12 @@ void DrawPolyLinesEx(Vector2 center, int sides, float radius, float rotation, fl
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// Draw spline: linear, minimum 2 points
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void DrawSplineLinear(Vector2 *points, int pointCount, float thick, Color color)
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{
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if (pointCount < 2)
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{
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return;
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}
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if (pointCount < 2) return;
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#if defined(SUPPORT_SPLINE_MITERS)
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Vector2 prevNormal = (Vector2){-(points[1].y - points[0].y), (points[1].x - points[0].x)};
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float prevLength = sqrtf(prevNormal.x*prevNormal.x + prevNormal.y*prevNormal.y);
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if (prevLength > 0.0f)
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{
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prevNormal.x /= prevLength;
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@ -1564,16 +1563,17 @@ void DrawSplineLinear(Vector2 *points, int pointCount, float thick, Color color)
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prevNormal.y = 0.0f;
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}
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Vector2 prevRadius = {.5f * thick * prevNormal.x, .5f * thick * prevNormal.y};
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Vector2 prevRadius = { 0.5f*thick*prevNormal.x, 0.5f*thick*prevNormal.y };
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for (int i = 0; i < pointCount - 1; i++)
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{
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Vector2 normal = {0};
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Vector2 normal = { 0 };
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if (i < pointCount - 2)
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{
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normal = (Vector2){-(points[i+2].y - points[i+1].y), (points[i+2].x - points[i+1].x)};
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normal = (Vector2){-(points[i + 2].y - points[i + 1].y), (points[i + 2].x - points[i + 1].x)};
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float normalLength = sqrtf(normal.x*normal.x + normal.y*normal.y);
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if (normalLength > 0.0f)
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{
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normal.x /= normalLength;
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@ -1590,8 +1590,9 @@ void DrawSplineLinear(Vector2 *points, int pointCount, float thick, Color color)
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normal = prevNormal;
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}
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Vector2 radius = {prevNormal.x + normal.x, prevNormal.y + normal.y};
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Vector2 radius = { prevNormal.x + normal.x, prevNormal.y + normal.y };
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float radiusLength = sqrtf(radius.x*radius.x + radius.y*radius.y);
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if (radiusLength > 0.0f)
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{
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radius.x /= radiusLength;
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@ -1603,12 +1604,12 @@ void DrawSplineLinear(Vector2 *points, int pointCount, float thick, Color color)
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radius.y = 0.0f;
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}
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float cosTheta = radius.x * normal.x + radius.y * normal.y;
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float cosTheta = radius.x*normal.x + radius.y*normal.y;
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if (cosTheta != 0.0f)
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{
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radius.x *= thick * .5f / cosTheta;
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radius.y *= thick * .5f / cosTheta;
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radius.x *= (thick*0.5f/cosTheta);
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radius.y *= (thick*0.5f/cosTheta);
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}
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else
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{
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@ -1628,8 +1629,34 @@ void DrawSplineLinear(Vector2 *points, int pointCount, float thick, Color color)
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prevRadius = radius;
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prevNormal = normal;
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}
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#if defined(SUPPORT_SPLINE_SEGMENT_CAPS)
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#else // !SUPPORT_SPLINE_MITTERS
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Vector2 delta = { 0 };
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float length = 0.0f;
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float scale = 0.0f;
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for (int i = 0; i < pointCount - 1; i++)
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{
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delta = (Vector2){ points[i + 1].x - points[i].x, points[i + 1].y - points[i].y };
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length = sqrtf(delta.x*delta.x + delta.y*delta.y);
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if (length > 0) scale = thick/(2*length);
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Vector2 radius = { -scale*delta.y, scale*delta.x };
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Vector2 strip[4] = {
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{ points[i].x - radius.x, points[i].y - radius.y },
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{ points[i].x + radius.x, points[i].y + radius.y },
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{ points[i + 1].x - radius.x, points[i + 1].y - radius.y },
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{ points[i + 1].x + radius.x, points[i + 1].y + radius.y }
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};
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DrawTriangleStrip(strip, 4, color);
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}
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#endif
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#if defined(SUPPORT_SPLINE_SEGMENT_CAPS)
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// TODO: Add spline segment rounded caps at the begin/end of the spline
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#endif
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}
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