|
|
@ -1546,26 +1546,87 @@ 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) |
|
|
|
{ |
|
|
|
Vector2 delta = { 0 }; |
|
|
|
float length = 0.0f; |
|
|
|
float scale = 0.0f; |
|
|
|
if (pointCount < 2) |
|
|
|
{ |
|
|
|
return; |
|
|
|
} |
|
|
|
|
|
|
|
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; |
|
|
|
prevNormal.y /= prevLength; |
|
|
|
} |
|
|
|
else |
|
|
|
{ |
|
|
|
prevNormal.x = 0.0f; |
|
|
|
prevNormal.y = 0.0f; |
|
|
|
} |
|
|
|
|
|
|
|
Vector2 prevRadius = {.5f * thick * prevNormal.x, .5f * thick * prevNormal.y}; |
|
|
|
|
|
|
|
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); |
|
|
|
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)}; |
|
|
|
float normalLength = sqrtf(normal.x*normal.x + normal.y*normal.y); |
|
|
|
if (normalLength > 0.0f) |
|
|
|
{ |
|
|
|
normal.x /= normalLength; |
|
|
|
normal.y /= normalLength; |
|
|
|
} |
|
|
|
else |
|
|
|
{ |
|
|
|
normal.x = 0.0f; |
|
|
|
normal.y = 0.0f; |
|
|
|
} |
|
|
|
} |
|
|
|
else |
|
|
|
{ |
|
|
|
normal = prevNormal; |
|
|
|
} |
|
|
|
|
|
|
|
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; |
|
|
|
radius.y /= radiusLength; |
|
|
|
} |
|
|
|
else |
|
|
|
{ |
|
|
|
radius.x = 0.0f; |
|
|
|
radius.y = 0.0f; |
|
|
|
} |
|
|
|
|
|
|
|
if (length > 0) scale = thick/(2*length); |
|
|
|
t">float cosTheta = radius.x * normal.x + radius.y * normal.y; |
|
|
|
|
|
|
|
Vector2 radius = { -scale*delta.y, scale*delta.x }; |
|
|
|
if (cosTheta != 0.0f) |
|
|
|
{ |
|
|
|
radius.x *= thick * .5f / cosTheta; |
|
|
|
radius.y *= thick * .5f / cosTheta; |
|
|
|
} |
|
|
|
else |
|
|
|
{ |
|
|
|
radius.x = 0.0f; |
|
|
|
radius.y = 0.0f; |
|
|
|
} |
|
|
|
|
|
|
|
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].x - prevRadius.x, points[i].y - prevRadius.y }, |
|
|
|
{ points[i].x + prevRadius.x, points[i].y + prevRadius.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); |
|
|
|
|
|
|
|
prevRadius = radius; |
|
|
|
prevNormal = normal; |
|
|
|
} |
|
|
|
#if defined(SUPPORT_SPLINE_SEGMENT_CAPS) |
|
|
|
|
|
|
|