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@ -190,6 +190,7 @@ void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color) |
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if ((length > 0) && (thick > 0)) |
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if ((length > 0) && (thick > 0)) |
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{ |
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{ |
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float scale = thick/(2*length); |
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float scale = thick/(2*length); |
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Vector2 radius = { -scale*delta.y, scale*delta.x }; |
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Vector2 radius = { -scale*delta.y, scale*delta.x }; |
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Vector2 strip[4] = { |
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Vector2 strip[4] = { |
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{ startPos.x - radius.x, startPos.y - radius.y }, |
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{ startPos.x - radius.x, startPos.y - radius.y }, |
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@ -217,27 +218,27 @@ void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color) |
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current.y = EaseCubicInOut((float)i, startPos.y, endPos.y - startPos.y, (float)SPLINE_LINE_DIVISIONS); |
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current.y = EaseCubicInOut((float)i, startPos.y, endPos.y - startPos.y, (float)SPLINE_LINE_DIVISIONS); |
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current.x = previous.x + (endPos.x - startPos.x)/(float)SPLINE_LINE_DIVISIONS; |
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current.x = previous.x + (endPos.x - startPos.x)/(float)SPLINE_LINE_DIVISIONS; |
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float dy = current.y-previous.y; |
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float dx = current.x-previous.x; |
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float dy = current.y - previous.y; |
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float dx = current.x - previous.x; |
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float size = 0.5f*thick/sqrtf(dx*dx+dy*dy); |
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float size = 0.5f*thick/sqrtf(dx*dx+dy*dy); |
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if (i==1) |
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if (i == 1) |
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{ |
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{ |
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points[0].x = previous.x+dy*size; |
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points[0].y = previous.y-dx*size; |
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points[1].x = previous.x-dy*size; |
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points[1].y = previous.y+dx*size; |
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points[0].x = previous.x + dy*size; |
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points[0].y = previous.y - dx*size; |
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points[1].x = previous.x - dy*size; |
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points[1].y = previous.y + dx*size; |
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} |
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} |
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points[2*i+1].x = current.x-dy*size; |
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points[2*i+1].y = current.y+dx*size; |
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points[2*i].x = current.x+dy*size; |
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points[2*i].y = current.y-dx*size; |
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points[2*i + 1].x = current.x - dy*size; |
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points[2*i + 1].y = current.y + dx*size; |
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points[2*i].x = current.x + dy*size; |
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points[2*i].y = current.y - dx*size; |
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previous = current; |
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previous = current; |
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} |
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} |
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DrawTriangleStrip(points, 2*SPLINE_LINE_DIVISIONS+2, color); |
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DrawTriangleStrip(points, 2*SPLINE_LINE_DIVISIONS + 2, color); |
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} |
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} |
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// Draw line using quadratic bezier curves with a control point |
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// Draw line using quadratic bezier curves with a control point |
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@ -254,35 +255,36 @@ void DrawLineBezierQuad(Vector2 startPos, Vector2 endPos, Vector2 controlPos, fl |
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for (int i = 1; i <= SPLINE_LINE_DIVISIONS; i++) |
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for (int i = 1; i <= SPLINE_LINE_DIVISIONS; i++) |
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{ |
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{ |
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t = step*i; |
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t = step*i; |
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float a = powf(1 - t, 2); |
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float b = 2*(1 - t)*t; |
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float a = powf(1.0f - t, 2); |
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float b = 2.0f*(1.0f - t)*t; |
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float c = powf(t, 2); |
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float c = powf(t, 2); |
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// NOTE: The easing functions aren't suitable here because they don't take a control point |
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// NOTE: The easing functions aren't suitable here because they don't take a control point |
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current.y = a*startPos.y + b*controlPos.y + c*endPos.y; |
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current.y = a*startPos.y + b*controlPos.y + c*endPos.y; |
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current.x = a*startPos.x + b*controlPos.x + c*endPos.x; |
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current.x = a*startPos.x + b*controlPos.x + c*endPos.x; |
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float dy = current.y-previous.y; |
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float dx = current.x-previous.x; |
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float dy = current.y - previous.y; |
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float dx = current.x - previous.x; |
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float size = 0.5f*thick/sqrtf(dx*dx+dy*dy); |
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float size = 0.5f*thick/sqrtf(dx*dx+dy*dy); |
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if (i==1) |
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if (i == 1) |
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{ |
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{ |
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points[0].x = previous.x+dy*size; |
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points[0].y = previous.y-dx*size; |
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points[1].x = previous.x-dy*size; |
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points[1].y = previous.y+dx*size; |
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points[0].x = previous.x + dy*size; |
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points[0].y = previous.y - dx*size; |
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points[1].x = previous.x - dy*size; |
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points[1].y = previous.y + dx*size; |
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} |
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} |
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points[2*i+1].x = current.x-dy*size; |
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points[2*i+1].y = current.y+dx*size; |
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points[2*i].x = current.x+dy*size; |
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points[2*i].y = current.y-dx*size; |
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points[2*i + 1].x = current.x - dy*size; |
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points[2*i + 1].y = current.y + dx*size; |
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points[2*i].x = current.x + dy*size; |
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points[2*i].y = current.y - dx*size; |
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previous = current; |
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previous = current; |
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} |
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} |
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DrawTriangleStrip(points, 2*SPLINE_LINE_DIVISIONS+2, color); |
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DrawTriangleStrip(points, 2*SPLINE_LINE_DIVISIONS + 2, color); |
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} |
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} |
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// Draw line using cubic bezier curves with 2 control points |
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// Draw line using cubic bezier curves with 2 control points |
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@ -299,9 +301,10 @@ void DrawLineBezierCubic(Vector2 startPos, Vector2 endPos, Vector2 startControlP |
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for (int i = 1; i <= SPLINE_LINE_DIVISIONS; i++) |
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for (int i = 1; i <= SPLINE_LINE_DIVISIONS; i++) |
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{ |
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{ |
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t = step*i; |
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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 a = powf(1.0f - t, 3); |
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float b = 3.0f*powf(1.0f - t, 2)*t; |
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float c = 3.0f*(1.0f - t)*powf(t, 2); |
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float d = powf(t, 3); |
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float d = powf(t, 3); |
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current.y = a*startPos.y + b*startControlPos.y + c*endControlPos.y + d*endPos.y; |
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current.y = a*startPos.y + b*startControlPos.y + c*endControlPos.y + d*endPos.y; |
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@ -347,24 +350,23 @@ void DrawLineBSpline(Vector2 *points, int pointCount, float thick, Color color) |
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for (int i = 0; i < (pointCount - 3); i++) |
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for (int i = 0; i < (pointCount - 3); i++) |
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{ |
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{ |
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float t = 0.0f; |
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Vector2 p1 = points[i], p2 = points[i + 1], p3 = points[i + 2], p4 = points[i + 3]; |
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Vector2 p1 = points[i], p2 = points[i + 1], p3 = points[i + 2], p4 = points[i + 3]; |
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a[0] = (-p1.x + i">3*p2.x - i">3*p3.x + p4.x)/6.0f; |
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a[1] = (i">3*p1.x - i">6*p2.x + i">3*p3.x)/6.0f; |
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a[2] = (-i">3*p1.x + i">3*p3.x)/6.0f; |
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a[3] = (p1.x + i">4*p2.x + p3.x)/6.0f; |
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a[0] = (-p1.x + f">3.0f*p2.x - f">3.0f*p3.x + p4.x)/6.0f; |
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a[1] = (f">3.0f*p1.x - f">6.0f*p2.x + f">3.0f*p3.x)/6.0f; |
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a[2] = (-f">3.0f*p1.x + f">3.0f*p3.x)/6.0f; |
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a[3] = (p1.x + f">4.0f*p2.x + p3.x)/6.0f; |
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b[0] = (-p1.y + i">3*p2.y - i">3*p3.y + p4.y)/6.0f; |
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b[1] = (i">3*p1.y - i">6*p2.y + i">3*p3.y)/6.0f; |
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b[2] = (-i">3*p1.y + i">3*p3.y)/6.0f; |
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b[3] = (p1.y + i">4*p2.y + p3.y)/6.0f; |
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b[0] = (-p1.y + f">3.0f*p2.y - f">3.0f*p3.y + p4.y)/6.0f; |
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b[1] = (f">3.0f*p1.y - f">6.0f*p2.y + f">3.0f*p3.y)/6.0f; |
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b[2] = (-f">3.0f*p1.y + f">3.0f*p3.y)/6.0f; |
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b[3] = (p1.y + f">4.0f*p2.y + p3.y)/6.0f; |
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currentPoint.x = a[3]; |
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currentPoint.x = a[3]; |
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currentPoint.y = b[3]; |
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currentPoint.y = b[3]; |
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if (i == 0) DrawCircleV(currentPoint, thick/2.0f, color); |
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float t = 0.0f; |
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if (i == 0) DrawCircleV(currentPoint, thick/2.0f, color); // Draw init line circle-cap |
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if (i > 0) |
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if (i > 0) |
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{ |
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{ |
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@ -385,7 +387,7 @@ void DrawLineBSpline(Vector2 *points, int pointCount, float thick, Color color) |
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dx = nextPoint.x - currentPoint.x; |
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dx = nextPoint.x - currentPoint.x; |
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size = 0.5f*thick/sqrtf(dx*dx+dy*dy); |
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size = 0.5f*thick/sqrtf(dx*dx+dy*dy); |
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if ((j == 1) && (i == 0)) |
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if ((i == 0) && (j == 1)) |
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{ |
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{ |
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vertices[0].x = currentPoint.x + dy*size; |
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vertices[0].x = currentPoint.x + dy*size; |
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vertices[0].y = currentPoint.y - dx*size; |
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vertices[0].y = currentPoint.y - dx*size; |
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@ -401,10 +403,10 @@ void DrawLineBSpline(Vector2 *points, int pointCount, float thick, Color color) |
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currentPoint = nextPoint; |
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currentPoint = nextPoint; |
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} |
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} |
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DrawTriangleStrip(vertices, 2*SPLINE_LINE_DIVISIONS+2, color); |
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DrawTriangleStrip(vertices, 2*SPLINE_LINE_DIVISIONS + 2, color); |
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} |
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} |
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DrawCircleV(currentPoint, thick/2.0f, color); |
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DrawCircleV(currentPoint, thick/2.0f, color); // Draw end line circle-cap |
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} |
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} |
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// Draw a Catmull Rom spline line, minimum 4 points |
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// Draw a Catmull Rom spline line, minimum 4 points |
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@ -420,13 +422,13 @@ void DrawLineCatmullRom(Vector2 *points, int pointCount, float thick, Color colo |
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Vector2 nextPoint = { 0 }; |
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Vector2 nextPoint = { 0 }; |
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Vector2 vertices[2*SPLINE_LINE_DIVISIONS + 2] = { 0 }; |
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Vector2 vertices[2*SPLINE_LINE_DIVISIONS + 2] = { 0 }; |
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DrawCircleV(currentPoint, thick/2.0f, color); |
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DrawCircleV(currentPoint, thick/2.0f, color); // Draw init line circle-cap |
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for (int i = 0; i < (pointCount - 3); i++) |
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for (int i = 0; i < (pointCount - 3); i++) |
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{ |
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{ |
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float t = 0.0f; |
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Vector2 p1 = points[i], p2 = points[i + 1], p3 = points[i + 2], p4 = points[i + 3]; |
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Vector2 p1 = points[i], p2 = points[i + 1], p3 = points[i + 2], p4 = points[i + 3]; |
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float t = 0.0f; |
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currentPoint = points[i]; |
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currentPoint = points[i]; |
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if (i > 0) |
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if (i > 0) |
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@ -441,9 +443,9 @@ void DrawLineCatmullRom(Vector2 *points, int pointCount, float thick, Color colo |
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{ |
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{ |
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t = ((float)i)/((float)SPLINE_LINE_DIVISIONS); |
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t = ((float)i)/((float)SPLINE_LINE_DIVISIONS); |
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float q0 = (-i">1*t*t*t) + (i">2*t*t) + (-i">1*t); |
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float q1 = (i">3*t*t*t) + (-i">5*t*t) + i">2; |
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float q2 = (-i">3*t*t*t) + (i">4*t*t) + t; |
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float q0 = (-f">1.0f*t*t*t) + (f">2.0f*t*t) + (-f">1.0f*t); |
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float q1 = (f">3.0f*t*t*t) + (-f">5.0f*t*t) + f">2.0f; |
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float q2 = (-f">3.0f*t*t*t) + (f">4.0f*t*t) + t; |
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float q3 = t*t*t - t*t; |
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float q3 = t*t*t - t*t; |
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nextPoint.x = 0.5f*((p1.x*q0) + (p2.x*q1) + (p3.x*q2) + (p4.x*q3)); |
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nextPoint.x = 0.5f*((p1.x*q0) + (p2.x*q1) + (p3.x*q2) + (p4.x*q3)); |
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@ -469,7 +471,7 @@ void DrawLineCatmullRom(Vector2 *points, int pointCount, float thick, Color colo |
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currentPoint = nextPoint; |
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currentPoint = nextPoint; |
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} |
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} |
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DrawTriangleStrip(vertices, 2*SPLINE_LINE_DIVISIONS+2, color); |
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DrawTriangleStrip(vertices, 2*SPLINE_LINE_DIVISIONS + 2, color); |
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// TODO: REVIEW: HACK: Drawing a circle at points intersection to hide broken strip |
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// TODO: REVIEW: HACK: Drawing a circle at points intersection to hide broken strip |
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DrawCircleV(currentPoint, thick/2.0f, color); |
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DrawCircleV(currentPoint, thick/2.0f, color); |
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