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@ -59,19 +59,19 @@ int main() |
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const int screenWidth = 800; |
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const int screenHeight = 450; |
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SetConfigFlags(FLAG_VSYNC_HINT | FLAG_MSAA_4X_HINT); |
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InitWindow(screenWidth, screenHeight, "raylib [textures] examples - textured curve"); |
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SetConfigFlags(FLAG_VSYNC_HINT | FLAG_MSAA_4X_HINT); |
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InitWindow(screenWidth, screenHeight, "raylib [textures] examples - textured curve"); |
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// Load the road texture |
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texRoad = LoadTexture("resources/road.png"); |
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// Load the road texture |
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texRoad = LoadTexture("resources/road.png"); |
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SetTextureFilter(texRoad, TEXTURE_FILTER_BILINEAR); |
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// Setup the curve |
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curveStartPosition = (Vector2){ 80, 100 }; |
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curveStartPositionTangent = (Vector2){ 100, 300 }; |
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// Setup the curve |
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curveStartPosition = (Vector2){ 80, 100 }; |
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curveStartPositionTangent = (Vector2){ 100, 300 }; |
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curveEndPosition = (Vector2){ 700, 350 }; |
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curveEndPositionTangent = (Vector2){ 600, 100 }; |
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curveEndPosition = (Vector2){ 700, 350 }; |
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curveEndPositionTangent = (Vector2){ 600, 100 }; |
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second |
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//-------------------------------------------------------------------------------------- |
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@ -81,8 +81,8 @@ int main() |
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{ |
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// Update |
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//---------------------------------------------------------------------------------- |
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UpdateCurve(); |
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UpdateOptions(); |
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UpdateCurve(); |
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UpdateOptions(); |
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//---------------------------------------------------------------------------------- |
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@ -99,13 +99,13 @@ int main() |
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DrawText(TextFormat("Curve width: %2.0f (Use + and - to adjust)", curveWidth), 10, 30, 10, DARKGRAY); |
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DrawText(TextFormat("Curve segments: %d (Use LEFT and RIGHT to adjust)", curveSegments), 10, 50, 10, DARKGRAY); |
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EndDrawing(); |
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EndDrawing(); |
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//---------------------------------------------------------------------------------- |
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} |
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// De-Initialization |
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//-------------------------------------------------------------------------------------- |
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UnloadTexture(texRoad); |
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UnloadTexture(texRoad); |
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CloseWindow(); // Close window and OpenGL context |
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//-------------------------------------------------------------------------------------- |
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@ -118,142 +118,142 @@ int main() |
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//---------------------------------------------------------------------------------- |
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static void DrawCurve(void) |
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{ |
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if (showCurve) DrawLineBezierCubic(curveStartPosition, curveEndPosition, curveStartPositionTangent, curveEndPositionTangent, 2, BLUE); |
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if (showCurve) DrawLineBezierCubic(curveStartPosition, curveEndPosition, curveStartPositionTangent, curveEndPositionTangent, 2, BLUE); |
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// Draw the various control points and highlight where the mouse is |
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DrawLineV(curveStartPosition, curveStartPositionTangent, SKYBLUE); |
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DrawLineV(curveEndPosition, curveEndPositionTangent, PURPLE); |
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Vector2 mouse = GetMousePosition(); |
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// Draw the various control points and highlight where the mouse is |
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DrawLineV(curveStartPosition, curveStartPositionTangent, SKYBLUE); |
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DrawLineV(curveEndPosition, curveEndPositionTangent, PURPLE); |
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Vector2 mouse = GetMousePosition(); |
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if (CheckCollisionPointCircle(mouse, curveStartPosition, 6)) DrawCircleV(curveStartPosition, 7, YELLOW); |
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DrawCircleV(curveStartPosition, 5, RED); |
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if (CheckCollisionPointCircle(mouse, curveStartPosition, 6)) DrawCircleV(curveStartPosition, 7, YELLOW); |
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DrawCircleV(curveStartPosition, 5, RED); |
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if (CheckCollisionPointCircle(mouse, curveStartPositionTangent, 6)) DrawCircleV(curveStartPositionTangent, 7, YELLOW); |
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DrawCircleV(curveStartPositionTangent, 5, MAROON); |
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if (CheckCollisionPointCircle(mouse, curveStartPositionTangent, 6)) DrawCircleV(curveStartPositionTangent, 7, YELLOW); |
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DrawCircleV(curveStartPositionTangent, 5, MAROON); |
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if (CheckCollisionPointCircle(mouse, curveEndPosition, 6)) DrawCircleV(curveEndPosition, 7, YELLOW); |
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DrawCircleV(curveEndPosition, 5, GREEN); |
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if (CheckCollisionPointCircle(mouse, curveEndPosition, 6)) DrawCircleV(curveEndPosition, 7, YELLOW); |
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DrawCircleV(curveEndPosition, 5, GREEN); |
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if (CheckCollisionPointCircle(mouse, curveEndPositionTangent, 6)) DrawCircleV(curveEndPositionTangent, 7, YELLOW); |
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DrawCircleV(curveEndPositionTangent, 5, DARKGREEN); |
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if (CheckCollisionPointCircle(mouse, curveEndPositionTangent, 6)) DrawCircleV(curveEndPositionTangent, 7, YELLOW); |
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DrawCircleV(curveEndPositionTangent, 5, DARKGREEN); |
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} |
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static void UpdateCurve(void) |
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{ |
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// If the mouse is not down, we are not editing the curve so clear the selection |
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if (!IsMouseButtonDown(MOUSE_LEFT_BUTTON)) |
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{ |
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curveSelectedPoint = NULL; |
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return; |
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} |
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// If a point was selected, move it |
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if (curveSelectedPoint) |
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{ |
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*curveSelectedPoint = Vector2Add(*curveSelectedPoint, GetMouseDelta()); |
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return; |
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} |
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// The mouse is down, and nothing was selected, so see if anything was picked |
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Vector2 mouse = GetMousePosition(); |
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if (CheckCollisionPointCircle(mouse, curveStartPosition, 6)) curveSelectedPoint = &curveStartPosition; |
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else if (CheckCollisionPointCircle(mouse, curveStartPositionTangent, 6)) curveSelectedPoint = &curveStartPositionTangent; |
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else if (CheckCollisionPointCircle(mouse, curveEndPosition, 6)) curveSelectedPoint = &curveEndPosition; |
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else if (CheckCollisionPointCircle(mouse, curveEndPositionTangent, 6)) curveSelectedPoint = &curveEndPositionTangent; |
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// If the mouse is not down, we are not editing the curve so clear the selection |
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if (!IsMouseButtonDown(MOUSE_LEFT_BUTTON)) |
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{ |
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curveSelectedPoint = NULL; |
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return; |
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} |
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// If a point was selected, move it |
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if (curveSelectedPoint) |
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{ |
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*curveSelectedPoint = Vector2Add(*curveSelectedPoint, GetMouseDelta()); |
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return; |
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} |
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// The mouse is down, and nothing was selected, so see if anything was picked |
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Vector2 mouse = GetMousePosition(); |
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if (CheckCollisionPointCircle(mouse, curveStartPosition, 6)) curveSelectedPoint = &curveStartPosition; |
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else if (CheckCollisionPointCircle(mouse, curveStartPositionTangent, 6)) curveSelectedPoint = &curveStartPositionTangent; |
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else if (CheckCollisionPointCircle(mouse, curveEndPosition, 6)) curveSelectedPoint = &curveEndPosition; |
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else if (CheckCollisionPointCircle(mouse, curveEndPositionTangent, 6)) curveSelectedPoint = &curveEndPositionTangent; |
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} |
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static void DrawTexturedCurve(void) |
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{ |
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const float step = 1.0f/curveSegments; |
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const float step = 1.0f/curveSegments; |
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Vector2 previous = curveStartPosition; |
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Vector2 previousTangent = { 0 }; |
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float previousV = 0; |
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Vector2 previous = curveStartPosition; |
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Vector2 previousTangent = { 0 }; |
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float previousV = 0; |
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// We can't compute a tangent for the first point, so we need to reuse the tangent from the first segment |
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bool tangentSet = false; |
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// We can't compute a tangent for the first point, so we need to reuse the tangent from the first segment |
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bool tangentSet = false; |
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Vector2 current = { 0 }; |
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float t = 0.0f; |
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Vector2 current = { 0 }; |
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float t = 0.0f; |
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for (int i = 1; i <= curveSegments; i++) |
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{ |
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// Segment the curve |
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t = step*i; |
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float a = powf(1 - t, 3); |
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float b = 3*powf(1 - t, 2)*t; |
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float c = 3*(1 - t)*powf(t, 2); |
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float d = powf(t, 3); |
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for (int i = 1; i <= curveSegments; i++) |
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{ |
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// Segment the curve |
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t = step*i; |
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float a = powf(1 - t, 3); |
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float b = 3*powf(1 - t, 2)*t; |
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float c = 3*(1 - t)*powf(t, 2); |
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float d = powf(t, 3); |
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// Compute the endpoint for this segment |
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current.y = a*curveStartPosition.y + b*curveStartPositionTangent.y + c*curveEndPositionTangent.y + d*curveEndPosition.y; |
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current.x = a*curveStartPosition.x + b*curveStartPositionTangent.x + c*curveEndPositionTangent.x + d*curveEndPosition.x; |
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// Compute the endpoint for this segment |
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current.y = a*curveStartPosition.y + b*curveStartPositionTangent.y + c*curveEndPositionTangent.y + d*curveEndPosition.y; |
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current.x = a*curveStartPosition.x + b*curveStartPositionTangent.x + c*curveEndPositionTangent.x + d*curveEndPosition.x; |
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// Vector from previous to current |
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Vector2 delta = { current.x - previous.x, current.y - previous.y }; |
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// Vector from previous to current |
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Vector2 delta = { current.x - previous.x, current.y - previous.y }; |
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// The right hand normal to the delta vector |
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Vector2 normal = Vector2Normalize((Vector2){ -delta.y, delta.x }); |
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// The right hand normal to the delta vector |
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Vector2 normal = Vector2Normalize((Vector2){ -delta.y, delta.x }); |
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// The v texture coordinate of the segment (add up the length of all the segments so far) |
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float v = previousV + Vector2Length(delta); |
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// The v texture coordinate of the segment (add up the length of all the segments so far) |
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float v = previousV + Vector2Length(delta); |
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// Make sure the start point has a normal |
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if (!tangentSet) |
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{ |
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previousTangent = normal; |
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tangentSet = true; |
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} |
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// Make sure the start point has a normal |
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if (!tangentSet) |
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{ |
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previousTangent = normal; |
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tangentSet = true; |
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} |
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// Extend out the normals from the previous and current points to get the quad for this segment |
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Vector2 prevPosNormal = Vector2Add(previous, Vector2Scale(previousTangent, curveWidth)); |
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Vector2 prevNegNormal = Vector2Add(previous, Vector2Scale(previousTangent, -curveWidth)); |
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// Extend out the normals from the previous and current points to get the quad for this segment |
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Vector2 prevPosNormal = Vector2Add(previous, Vector2Scale(previousTangent, curveWidth)); |
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Vector2 prevNegNormal = Vector2Add(previous, Vector2Scale(previousTangent, -curveWidth)); |
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Vector2 currentPosNormal = Vector2Add(current, Vector2Scale(normal, curveWidth)); |
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Vector2 currentNegNormal = Vector2Add(current, Vector2Scale(normal, -curveWidth)); |
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Vector2 currentPosNormal = Vector2Add(current, Vector2Scale(normal, curveWidth)); |
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Vector2 currentNegNormal = Vector2Add(current, Vector2Scale(normal, -curveWidth)); |
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// Draw the segment as a quad |
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rlSetTexture(texRoad.id); |
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rlBegin(RL_QUADS); |
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// Draw the segment as a quad |
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rlSetTexture(texRoad.id); |
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rlBegin(RL_QUADS); |
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rlColor4ub(255,255,255,255); |
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rlNormal3f(0.0f, 0.0f, 1.0f); |
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rlColor4ub(255,255,255,255); |
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rlNormal3f(0.0f, 0.0f, 1.0f); |
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rlTexCoord2f(0, previousV); |
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rlVertex2f(prevNegNormal.x, prevNegNormal.y); |
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rlTexCoord2f(0, previousV); |
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rlVertex2f(prevNegNormal.x, prevNegNormal.y); |
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rlTexCoord2f(1, previousV); |
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rlVertex2f(prevPosNormal.x, prevPosNormal.y); |
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rlTexCoord2f(1, previousV); |
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rlVertex2f(prevPosNormal.x, prevPosNormal.y); |
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rlTexCoord2f(1, v); |
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rlVertex2f(currentPosNormal.x, currentPosNormal.y); |
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rlTexCoord2f(1, v); |
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rlVertex2f(currentPosNormal.x, currentPosNormal.y); |
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rlTexCoord2f(0, v); |
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rlVertex2f(currentNegNormal.x, currentNegNormal.y); |
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rlTexCoord2f(0, v); |
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rlVertex2f(currentNegNormal.x, currentNegNormal.y); |
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rlEnd(); |
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rlEnd(); |
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// The current step is the start of the next step |
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previous = current; |
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previousTangent = normal; |
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previousV = v; |
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} |
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// The current step is the start of the next step |
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previous = current; |
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previousTangent = normal; |
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previousV = v; |
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} |
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} |
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static void UpdateOptions(void) |
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{ |
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if (IsKeyPressed(KEY_SPACE)) showCurve = !showCurve; |
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if (IsKeyPressed(KEY_SPACE)) showCurve = !showCurve; |
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// Update with |
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if (IsKeyPressed(KEY_EQUAL)) curveWidth += 2; |
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if (IsKeyPressed(KEY_MINUS)) curveWidth -= 2; |
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// Update with |
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if (IsKeyPressed(KEY_EQUAL)) curveWidth += 2; |
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if (IsKeyPressed(KEY_MINUS)) curveWidth -= 2; |
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if (curveWidth < 2) curveWidth = 2; |
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if (curveWidth < 2) curveWidth = 2; |
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// Update segments |
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if (IsKeyPressed(KEY_LEFT)) curveSegments -= 2; |
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if (IsKeyPressed(KEY_RIGHT)) curveSegments += 2; |
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// Update segments |
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if (IsKeyPressed(KEY_LEFT)) curveSegments -= 2; |
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if (IsKeyPressed(KEY_RIGHT)) curveSegments += 2; |
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if (curveSegments < 2) curveSegments = 2; |
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if (curveSegments < 2) curveSegments = 2; |
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} |