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@ -113,10 +113,79 @@ int main(void) |
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pointCount++; |
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} |
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focusedPoint = selectedPoint; |
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focusedThickPoint = selectedThickPoint; |
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focusedControlPoint = selectedControlPoint; |
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// Variable thickness control points logic (thickness controls are smaller so they have higher priority) |
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if ((selectedThickPoint == -1) && (selectedPoint == -1) && (selectedControlPoint == NULL)) |
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{ |
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if (splineTypeActive == SPLINE_LINEAR_VAR) |
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{ |
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for (int i = 0; i < pointCount - 1; i++) |
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{ |
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Vector2 direction = Vector2Normalize(GetSplineVelocityLinear(points[i], points[i + 1])); |
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Vector2 perpendicular = (Vector2){ direction.y, -direction.x }; |
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for (int j = 0; j < SPLINE_THICK_COUNT; j++) |
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{ |
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float t = (float)j/(SPLINE_THICK_COUNT - 1); |
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Vector2 point = Vector2Add(GetSplinePointLinear(points[i], points[i + 1], t), Vector2Scale(perpendicular, thicks[j])); |
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if (CheckCollisionPointCircle(GetMousePosition(), point, 4.0f)) { |
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focusedThickPoint = i*SPLINE_THICK_COUNT + j; |
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break; |
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} |
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} |
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} |
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} |
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else if (splineTypeActive == SPLINE_BEZIER_VAR) |
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{ |
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for (int i = 0; i < pointCount - 1; i++) |
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{ |
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for (int j = 0; j < SPLINE_THICK_COUNT; j++) |
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{ |
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float t = (float)j/(SPLINE_THICK_COUNT - 1); |
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Vector2 direction = Vector2Normalize(GetSplineVelocityBezierCubic(points[i], control[i].start, control[i].end, points[i + 1], t)); |
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Vector2 perpendicular = (Vector2){ direction.y, -direction.x }; |
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Vector2 point = Vector2Add(GetSplinePointBezierCubic(points[i], control[i].start, control[i].end, points[i + 1], t), Vector2Scale(perpendicular, thicks[j])); |
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if (CheckCollisionPointCircle(GetMousePosition(), point, 4.0f)) { |
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focusedThickPoint = i*SPLINE_THICK_COUNT + j; |
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break; |
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} |
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} |
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} |
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} |
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if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) selectedThickPoint = focusedThickPoint; |
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} |
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// Spline thickness movement logic |
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if (selectedThickPoint >= 0) |
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{ |
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int i = selectedThickPoint/SPLINE_THICK_COUNT; |
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int j = selectedThickPoint%SPLINE_THICK_COUNT; |
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if (splineTypeActive == SPLINE_LINEAR_VAR) |
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{ |
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Vector2 direction = Vector2Normalize(GetSplineVelocityLinear(points[i], points[i + 1])); |
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Vector2 perpendicular = (Vector2){ direction.y, -direction.x }; |
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thicks[j] = Vector2DotProduct(perpendicular, Vector2Subtract(GetMousePosition(), points[i])); |
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} |
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else if (splineTypeActive == SPLINE_BEZIER_VAR) |
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{ |
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float t = (float)j/(SPLINE_THICK_COUNT - 1); |
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Vector2 direction = Vector2Normalize(GetSplineVelocityBezierCubic(points[i], control[i].start, control[i].end, points[i + 1], t)); |
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Vector2 perpendicular = (Vector2){ direction.y, -direction.x }; |
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thicks[j] = Vector2DotProduct(perpendicular, Vector2Subtract(GetMousePosition(), GetSplinePointBezierCubic(points[i], control[i].start, control[i].end, points[i + 1], t))); |
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} |
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if (thicks[j] > 40.0f) thicks[j] = 40.0f; |
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if (thicks[j] < -40.0f) thicks[j] = -40.0f; |
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if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) selectedThickPoint = -1; |
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} |
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// Spline point focus and selection logic |
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if ((selectedPoint == -1) && ((splineTypeActive != SPLINE_BEZIER) || (selectedControlPoint == NULL))) |
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if ((selectedPoint == -1) && (n">focusedThickPoint == -1) && (((splineTypeActive != SPLINE_BEZIER) && (splineTypeActive != SPLINE_BEZIER_VAR)) || (selectedControlPoint == NULL))) |
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{ |
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focusedPoint = -1; |
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for (int i = 0; i < pointCount; i++) |
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{ |
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if (CheckCollisionPointCircle(GetMousePosition(), points[i], 8.0f)) |
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@ -132,76 +201,41 @@ int main(void) |
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if (selectedPoint >= 0) |
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{ |
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points[selectedPoint] = GetMousePosition(); |
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if (points[selectedPoint].x < 0.0f) points[selectedPoint].x = 0.0f; |
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if (points[selectedPoint].x > screenWidth) points[selectedPoint].x = screenWidth; |
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if (points[selectedPoint].y < 0.0f) points[selectedPoint].y = 0.0f; |
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if (points[selectedPoint].y > screenHeight) points[selectedPoint].y = screenHeight; |
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if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) selectedPoint = -1; |
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} |
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// Cubic Bezier spline control points logic |
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if (((splineTypeActive == SPLINE_BEZIER) || (splineTypeActive == SPLINE_BEZIER_VAR)) && (focusedPoint == -1)) |
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if (((splineTypeActive == SPLINE_BEZIER) || (splineTypeActive == SPLINE_BEZIER_VAR)) && (selectedControlPoint == NULL) && (focusedPoint == -1) && (selectedThickPoint == -1)) |
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{ |
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// Spline control point focus and selection logic |
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if (selectedControlPoint == NULL) |
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for (int i = 0; i < pointCount - 1; i++) |
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{ |
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focusedControlPoint = NULL; |
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for (int i = 0; i < pointCount - 1; i++) |
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if (CheckCollisionPointCircle(GetMousePosition(), control[i].start, 6.0f)) |
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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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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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break; |
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} |
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focusedControlPoint = &control[i].start; |
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break; |
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} |
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if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) selectedControlPoint = focusedControlPoint; |
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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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// Variable thickness control points logic |
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if ((splineTypeActive == SPLINE_LINEAR_VAR) && focusedPoint == -1) |
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{ |
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// Spline thickness control point focus and selection logic |
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if (selectedThickPoint == -1) |
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{ |
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focusedThickPoint = -1; |
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for (int i = 0; i < pointCount - 1; i++) |
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else if (CheckCollisionPointCircle(GetMousePosition(), control[i].end, 6.0f)) |
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{ |
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Vector2 direction = Vector2Normalize(GetSplineVelocityLinear(points[i], points[i + 1])); |
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Vector2 perpendicular = (Vector2){ direction.y, -direction.x }; |
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for (int j = 0; j < SPLINE_THICK_COUNT; j++) |
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{ |
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Vector2 point = Vector2Add(GetSplinePointLinear(points[i], points[i + 1], (float)j/(SPLINE_THICK_COUNT - 1)), Vector2Scale(perpendicular, thicks[j])); |
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if (CheckCollisionPointCircle(GetMousePosition(), point, 4.0f)) { |
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focusedThickPoint = i*SPLINE_THICK_COUNT + j; |
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break; |
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} |
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} |
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focusedControlPoint = &control[i].end; |
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break; |
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} |
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if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) selectedThickPoint = focusedThickPoint; |
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} |
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if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) selectedControlPoint = focusedControlPoint; |
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} |
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if (selectedThickPoint >= 0) |
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{ |
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int i = selectedThickPoint/SPLINE_THICK_COUNT; |
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int j = selectedThickPoint%SPLINE_THICK_COUNT; |
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Vector2 direction = Vector2Normalize(GetSplineVelocityLinear(points[i], points[i + 1])); |
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Vector2 perpendicular = (Vector2){ direction.y, -direction.x }; |
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thicks[j] = Vector2DotProduct(perpendicular, Vector2Subtract(GetMousePosition(), points[i])); |
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if (thicks[j] > 40.0f) thicks[j] = 40.0f; |
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if (thicks[j] < -40.0f) thicks[j] = -40.0f; |
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if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) selectedThickPoint = -1; |
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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 (selectedControlPoint->x < 0.0f) selectedControlPoint->x = 0.0f; |
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if (selectedControlPoint->x > screenWidth) selectedControlPoint->x = screenWidth; |
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if (selectedControlPoint->y < 0.0f) selectedControlPoint->y = 0.0f; |
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if (selectedControlPoint->y > screenHeight) selectedControlPoint->y = screenHeight; |
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if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) selectedControlPoint = NULL; |
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} |
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// Spline selection logic |
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@ -212,8 +246,11 @@ int main(void) |
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else if (IsKeyPressed(KEY_FIVE)) splineTypeActive = SPLINE_LINEAR_VAR; |
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else if (IsKeyPressed(KEY_SIX)) splineTypeActive = SPLINE_BEZIER_VAR; |
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// Clear selection when changing to a spline without control points |
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if (IsKeyPressed(KEY_ONE) || IsKeyPressed(KEY_TWO) || IsKeyPressed(KEY_THREE)) selectedControlPoint = NULL; |
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// Clear control point selection when changing to a spline without control points |
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if ((splineTypeActive != SPLINE_BEZIER) && (splineTypeActive != SPLINE_BEZIER_VAR)) selectedControlPoint = NULL; |
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// Clear thickness selection when changing splines |
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if (IsKeyPressed(KEY_ONE) || IsKeyPressed(KEY_TWO) || IsKeyPressed(KEY_THREE) || IsKeyPressed(KEY_FOUR) || IsKeyPressed(KEY_FIVE) || IsKeyPressed(KEY_SIX)) selectedThickPoint = -1; |
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//---------------------------------------------------------------------------------- |
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// Draw |
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@ -347,32 +384,44 @@ int main(void) |
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for (int i = 0; i < pointCount - 1; i++) |
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{ |
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Vector2 direction = Vector2Normalize(GetSplineVelocityLinear(points[i], points[i + 1])); |
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Vector2 perpendicular = (Vector2){ direction.y, -direction.x }; |
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DrawLineV(points[i], points[i + 1], BROWN); |
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Vector2 direction = Vector2Normalize(GetSplineVelocityLinear(points[i], points[i + 1])); |
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Vector2 perpendicular = (Vector2){ direction.y, -direction.x }; |
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for (int j = 0; j < SPLINE_THICK_COUNT; j++) |
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{ |
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Vector2 anchor = GetSplinePointLinear(points[i], points[i + 1], (float)j/(SPLINE_THICK_COUNT - 1)); |
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float t = (float)j/(SPLINE_THICK_COUNT - 1); |
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Vector2 anchor = GetSplinePointLinear(points[i], points[i + 1], t); |
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thickPoints[j] = Vector2Add(anchor, Vector2Scale(perpendicular, thicks[j])); |
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DrawLineV( |
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Vector2Add(anchor, Vector2Scale(perpendicular, 4.0f)), |
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Vector2Subtract(anchor, Vector2Scale(perpendicular, 4.0f)), |
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GRAY); |
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DrawCircleLinesV(thickPoints[j], (((focusedThickPoint % SPLINE_THICK_COUNT) == j)? 6.0f : 4.0f), (((focusedThickPoint % SPLINE_THICK_COUNT) == j)? VIOLET : PURPLE)); |
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DrawLineV(anchor, thickPoints[j], SKYBLUE); |
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DrawCircleV(thickPoints[j], (((focusedThickPoint%SPLINE_THICK_COUNT) == j)? 6.0f : 4.0f), (((focusedThickPoint%SPLINE_THICK_COUNT) == j)? VIOLET : PURPLE)); |
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} |
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DrawSplineBezierCubic(thickPoints, SPLINE_THICK_COUNT, 1.0f, ORANGE); |
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DrawLineV(thickPoints[0], thickPoints[1], GRAY); |
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DrawLineV(thickPoints[3], thickPoints[2], GRAY); |
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} |
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} |
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else if (splineTypeActive == SPLINE_BEZIER_VAR) |
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{ |
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// I tried and this isn't possible. |
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// A variable-thickness Bezier curve can potentially have more detail than can |
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// be expressed with another Bezier curve of the same degree. |
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// Example: https://www.desmos.com/calculator/qh31vr4rbf |
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for (int i = 0; i < pointCount - 1; i++) |
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{ |
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DrawSplineSegmentBezierCubic(points[i], control[i].start, control[i].end, points[i + 1], 1.0f, BROWN); |
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for (int j = 0; j < SPLINE_THICK_COUNT; j++) |
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{ |
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float t = (float)j/(SPLINE_THICK_COUNT - 1); |
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Vector2 direction = Vector2Normalize(GetSplineVelocityBezierCubic(points[i], control[i].start, control[i].end, points[i + 1], t)); |
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Vector2 perpendicular = (Vector2){ direction.y, -direction.x }; |
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Vector2 anchor = GetSplinePointBezierCubic(points[i], control[i].start, control[i].end, points[i + 1], t); |
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Vector2 thickPoint = Vector2Add(anchor, Vector2Scale(perpendicular, thicks[j])); |
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DrawLineV(anchor, thickPoint, SKYBLUE); |
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DrawCircleV(thickPoint, (((focusedThickPoint%SPLINE_THICK_COUNT) == j)? 6.0f : 4.0f), (((focusedThickPoint%SPLINE_THICK_COUNT) == j)? VIOLET : PURPLE)); |
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} |
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// I tried: outlining the thickness isn't possible. |
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// A variable-thickness Bezier curve can potentially have more detail than can |
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// be expressed with another Bezier curve of the same degree. |
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// Example: https://www.desmos.com/calculator/qh31vr4rbf |
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} |
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} |
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} |
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@ -383,10 +432,10 @@ int main(void) |
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if ((splineTypeActive == SPLINE_LINEAR_VAR) || (splineTypeActive == SPLINE_BEZIER_VAR)) |
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{ |
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GuiLabel((Rectangle){ 12, 68 + 24, 200, 24 }, TextFormat("Spline thickness: %i, %i, %i, %i", (int)thicks[0], (int)thicks[1], (int)thicks[2], (int)thicks[3])); |
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GuiSlider((Rectangle){ 12, 68 + 24 + 30, 140, 16 }, NULL, NULL, &thicks[0], -40.0, 40.0f); |
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GuiSlider((Rectangle){ 12, 68 + 24 + 50, 140, 16 }, NULL, NULL, &thicks[1], -40.0, 40.0f); |
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GuiSlider((Rectangle){ 12, 68 + 24 + 70, 140, 16 }, NULL, NULL, &thicks[2], -40.0, 40.0f); |
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GuiSlider((Rectangle){ 12, 68 + 24 + 90, 140, 16 }, NULL, NULL, &thicks[3], -40.0, 40.0f); |
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GuiSlider((Rectangle){ 12, 68 + 48, 140, 16 }, NULL, NULL, &thicks[0], -40.0, 40.0f); |
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GuiSlider((Rectangle){ 12, 68 + 48 + 20, 140, 16 }, NULL, NULL, &thicks[1], -40.0, 40.0f); |
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GuiSlider((Rectangle){ 12, 68 + 48 + 40, 140, 16 }, NULL, NULL, &thicks[2], -40.0, 40.0f); |
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GuiSlider((Rectangle){ 12, 68 + 48 + 60, 140, 16 }, NULL, NULL, &thicks[3], -40.0, 40.0f); |
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} |
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else |
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{ |
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