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@ -65,10 +65,10 @@ |
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// Error rate to calculate how many segments we need to draw a smooth circle, |
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// taken from https://stackoverflow.com/a/2244088 |
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#ifndef SMOOTH_CIRCLE_ERROR_RATE |
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#define SMOOTH_CIRCLE_ERROR_RATE 0.5f // Circle error rate |
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#define SMOOTH_CIRCLE_ERROR_RATE 0.5f // Circle error rate |
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#endif |
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#ifndef SPLINE_LINE_DIVISIONS |
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#define SPLINE_LINE_DIVISIONS 24 // Spline lines segment divisions |
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#ifndef SPLINE_SEGMENT_DIVISIONS |
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#define SPLINE_SEGMENT_DIVISIONS 24 // Spline segment divisions |
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#endif |
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@ -204,14 +204,14 @@ void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color) |
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Vector2 previous = startPos; |
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Vector2 current = { 0 }; |
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Vector2 points[2*SPLINE_LINE_DIVISIONS + 2] = { 0 }; |
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Vector2 points[2*SPLINE_SEGMENT_DIVISIONS + 2] = { 0 }; |
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for (int i = 1; i <= SPLINE_LINE_DIVISIONS; i++) |
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for (int i = 1; i <= SPLINE_SEGMENT_DIVISIONS; i++) |
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{ |
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// Cubic easing in-out |
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// NOTE: Easing is calculated only for y position value |
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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.y = EaseCubicInOut((float)i, startPos.y, endPos.y - startPos.y, (float)SPLINE_SEGMENT_DIVISIONS); |
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current.x = previous.x + (endPos.x - startPos.x)/(float)SPLINE_SEGMENT_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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@ -233,7 +233,7 @@ void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color) |
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previous = current; |
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} |
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DrawTriangleStrip(points, 2*SPLINE_LINE_DIVISIONS + 2, color); |
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DrawTriangleStrip(points, 2*SPLINE_SEGMENT_DIVISIONS + 2, color); |
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} |
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// Draw a line defining thickness |
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@ -1567,6 +1567,9 @@ void DrawSplineLinear(Vector2 *points, int pointCount, float thick, Color color) |
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DrawTriangleStrip(strip, 4, color); |
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} |
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#if defined(SUPPORT_SPLINE_SEGMENT_CAPS) |
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#endif |
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} |
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// Draw spline: B-Spline, minimum 4 points |
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@ -1582,7 +1585,7 @@ void DrawSplineBasis(Vector2 *points, int pointCount, float thick, Color color) |
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Vector2 currentPoint = { 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_SEGMENT_DIVISIONS + 2] = { 0 }; |
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for (int i = 0; i < (pointCount - 3); i++) |
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{ |
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@ -1612,9 +1615,9 @@ void DrawSplineBasis(Vector2 *points, int pointCount, float thick, Color color) |
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vertices[1].y = currentPoint.y + dx*size; |
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} |
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for (int j = 1; j <= SPLINE_LINE_DIVISIONS; j++) |
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for (int j = 1; j <= SPLINE_SEGMENT_DIVISIONS; j++) |
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{ |
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t = ((float)j)/((float)SPLINE_LINE_DIVISIONS); |
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t = ((float)j)/((float)SPLINE_SEGMENT_DIVISIONS); |
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nextPoint.x = a[3] + t*(a[2] + t*(a[1] + t*a[0])); |
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nextPoint.y = b[3] + t*(b[2] + t*(b[1] + t*b[0])); |
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@ -1639,13 +1642,13 @@ void DrawSplineBasis(Vector2 *points, int pointCount, float thick, Color color) |
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currentPoint = nextPoint; |
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} |
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DrawTriangleStrip(vertices, 2*SPLINE_LINE_DIVISIONS + 2, color); |
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DrawTriangleStrip(vertices, 2*SPLINE_SEGMENT_DIVISIONS + 2, color); |
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} |
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DrawCircleV(currentPoint, thick/2.0f, color); // Draw end line circle-cap |
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} |
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// Draw spline: Catmull Rom, minimum 4 points |
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// Draw spline: Catmull class="o">-Rom, minimum 4 points |
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void DrawSplineCatmullRom(Vector2 *points, int pointCount, float thick, Color color) |
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{ |
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if (pointCount < 4) return; |
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@ -1656,7 +1659,7 @@ void DrawSplineCatmullRom(Vector2 *points, int pointCount, float thick, Color co |
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Vector2 currentPoint = points[1]; |
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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_SEGMENT_DIVISIONS + 2] = { 0 }; |
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DrawCircleV(currentPoint, thick/2.0f, color); // Draw init line circle-cap |
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@ -1673,9 +1676,9 @@ void DrawSplineCatmullRom(Vector2 *points, int pointCount, float thick, Color co |
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vertices[1].y = currentPoint.y + dx*size; |
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} |
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for (int j = 1; j <= SPLINE_LINE_DIVISIONS; j++) |
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for (int j = 1; j <= SPLINE_SEGMENT_DIVISIONS; j++) |
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{ |
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t = ((float)j)/((float)SPLINE_LINE_DIVISIONS); |
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t = ((float)j)/((float)SPLINE_SEGMENT_DIVISIONS); |
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float q0 = (-1.0f*t*t*t) + (2.0f*t*t) + (-1.0f*t); |
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float q1 = (3.0f*t*t*t) + (-5.0f*t*t) + 2.0f; |
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@ -1705,35 +1708,183 @@ void DrawSplineCatmullRom(Vector2 *points, int pointCount, float thick, Color co |
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currentPoint = nextPoint; |
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} |
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DrawTriangleStrip(vertices, 2*SPLINE_LINE_DIVISIONS + 2, color); |
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DrawTriangleStrip(vertices, 2*SPLINE_SEGMENT_DIVISIONS + 2, color); |
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} |
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DrawCircleV(currentPoint, thick/2.0f, color); // Draw end line circle-cap |
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} |
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// Draw spline: Quadratic Bezier, minimum 3 points (1 control point): [p1, c2, p3, c4...] |
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void DrawSplineBezierQuadratic(Vector2 *points, int pointCount, float thick, Color color) |
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{ |
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if (pointCount < 3) return; |
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for (int i = 0; i < pointCount - 2; i++) |
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{ |
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DrawSplineSegmentBezierQuadratic(points[i], points[i + 1], points[i + 2], thick, color); |
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} |
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} |
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// Draw spline: Cubic Bezier, minimum 4 points (2 control points): [p1, c2, c3, p4, c5, c6...] |
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void DrawSplineBezierCubic(Vector2 *points, int pointCount, float thick, Color color) |
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{ |
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if (pointCount < 4) return; |
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for (int i = 0; i < pointCount - 3; i++) |
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{ |
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DrawSplineSegmentBezierCubic(points[i], points[i + 1], points[i + 2], points[i + 3], thick, color); |
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} |
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} |
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// Draw spline segment: quadratic-bezier, one control point |
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void DrawSplineBezierQuad(Vector2 startPos, Vector2 endPos, Vector2 controlPos, float thick, Color color) |
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// Draw spline segment: Linear, 2 points |
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void DrawSplineSegmentLinear(Vector2 p1, Vector2 p2, float thick, Color color) |
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{ |
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const float step = 1.0f/SPLINE_LINE_DIVISIONS; |
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// NOTE: For the linear spline we don't use subdivisions, just a single quad |
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Vector2 delta = { p2.x - p1.x, p2.y - p1.y }; |
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float length = sqrtf(delta.x*delta.x + delta.y*delta.y); |
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Vector2 previous = startPos; |
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if ((length > 0) && (thick > 0)) |
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{ |
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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 strip[4] = { |
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{ p1.x - radius.x, p1.y - radius.y }, |
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{ p1.x + radius.x, p1.y + radius.y }, |
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{ p2.x - radius.x, p2.y - radius.y }, |
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{ p2.x + radius.x, p2.y + radius.y } |
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}; |
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DrawTriangleStrip(strip, 4, color); |
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} |
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} |
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// Draw spline segment: B-Spline, 4 points |
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void DrawSplineSegmentBasis(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color) |
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{ |
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const float step = 1.0f/SPLINE_SEGMENT_DIVISIONS; |
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Vector2 currentPoint = { 0 }; |
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Vector2 nextPoint = { 0 }; |
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float t = 0.0f; |
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Vector2 points[2*SPLINE_SEGMENT_DIVISIONS + 2] = { 0 }; |
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float a[4] = { 0 }; |
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float b[4] = { 0 }; |
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a[0] = (-p1.x + 3*p2.x - 3*p3.x + p4.x)/6.0f; |
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a[1] = (3*p1.x - 6*p2.x + 3*p3.x)/6.0f; |
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a[2] = (-3*p1.x + 3*p3.x)/6.0f; |
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a[3] = (p1.x + 4*p2.x + p3.x)/6.0f; |
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b[0] = (-p1.y + 3*p2.y - 3*p3.y + p4.y)/6.0f; |
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b[1] = (3*p1.y - 6*p2.y + 3*p3.y)/6.0f; |
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b[2] = (-3*p1.y + 3*p3.y)/6.0f; |
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b[3] = (p1.y + 4*p2.y + p3.y)/6.0f; |
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currentPoint.x = a[3]; |
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currentPoint.y = b[3]; |
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for (int i = 0; i <= SPLINE_SEGMENT_DIVISIONS; i++) |
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{ |
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t = step*(float)i; |
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nextPoint.x = a[3] + t*(a[2] + t*(a[1] + t*a[0])); |
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nextPoint.y = b[3] + t*(b[2] + t*(b[1] + t*b[0])); |
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float dy = nextPoint.y - currentPoint.y; |
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float dx = nextPoint.x - currentPoint.x; |
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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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{ |
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points[0].x = currentPoint.x + dy*size; |
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points[0].y = currentPoint.y - dx*size; |
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points[1].x = currentPoint.x - dy*size; |
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points[1].y = currentPoint.y + dx*size; |
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} |
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points[2*i + 1].x = nextPoint.x - dy*size; |
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points[2*i + 1].y = nextPoint.y + dx*size; |
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points[2*i].x = nextPoint.x + dy*size; |
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points[2*i].y = nextPoint.y - dx*size; |
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currentPoint = nextPoint; |
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} |
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DrawTriangleStrip(points, 2*SPLINE_SEGMENT_DIVISIONS+2, color); |
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} |
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// Draw spline segment: Catmull-Rom, 4 points |
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void DrawSplineSegmentCatmullRom(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color) |
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{ |
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const float step = 1.0f/SPLINE_SEGMENT_DIVISIONS; |
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Vector2 currentPoint = p1; |
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Vector2 nextPoint = { 0 }; |
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float t = 0.0f; |
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Vector2 points[2*SPLINE_SEGMENT_DIVISIONS + 2] = { 0 }; |
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for (int i = 0; i <= SPLINE_SEGMENT_DIVISIONS; i++) |
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{ |
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t = step*(float)i; |
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float q0 = (-1*t*t*t) + (2*t*t) + (-1*t); |
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float q1 = (3*t*t*t) + (-5*t*t) + 2; |
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float q2 = (-3*t*t*t) + (4*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.y = 0.5f*((p1.y*q0) + (p2.y*q1) + (p3.y*q2) + (p4.y*q3)); |
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float dy = nextPoint.y - currentPoint.y; |
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float dx = nextPoint.x - currentPoint.x; |
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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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{ |
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points[0].x = currentPoint.x + dy*size; |
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points[0].y = currentPoint.y - dx*size; |
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points[1].x = currentPoint.x - dy*size; |
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points[1].y = currentPoint.y + dx*size; |
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} |
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points[2*i + 1].x = nextPoint.x - dy*size; |
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points[2*i + 1].y = nextPoint.y + dx*size; |
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points[2*i].x = nextPoint.x + dy*size; |
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points[2*i].y = nextPoint.y - dx*size; |
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currentPoint = nextPoint; |
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} |
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DrawTriangleStrip(points, 2*SPLINE_SEGMENT_DIVISIONS + 2, color); |
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} |
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// Draw spline segment: Quadratic Bezier, 2 points, 1 control point |
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void DrawSplineSegmentBezierQuadratic(Vector2 p1, Vector2 c2, Vector2 p3, float thick, Color color) |
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{ |
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const float step = 1.0f/SPLINE_SEGMENT_DIVISIONS; |
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Vector2 previous = p1; |
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Vector2 current = { 0 }; |
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float t = 0.0f; |
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Vector2 points[2*SPLINE_LINE_DIVISIONS + 2] = { 0 }; |
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Vector2 points[2*SPLINE_SEGMENT_DIVISIONS + 2] = { 0 }; |
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for (int i = 1; i <= SPLINE_LINE_DIVISIONS; i++) |
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for (int i = 1; i <= SPLINE_SEGMENT_DIVISIONS; i++) |
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{ |
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t = step*i; |
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t = step*p">(float)i; |
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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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// 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.x = a*startPos.x + b*controlPos.x + c*endPos.x; |
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current.y = a*p1.y + b*c2.y + c*p3.y; |
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current.x = a*p1.x + b*c2.x + c*p3.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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@ -1755,31 +1906,31 @@ void DrawSplineBezierQuad(Vector2 startPos, Vector2 endPos, Vector2 controlPos, |
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previous = current; |
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} |
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DrawTriangleStrip(points, 2*SPLINE_LINE_DIVISIONS + 2, color); |
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DrawTriangleStrip(points, 2*SPLINE_SEGMENT_DIVISIONS + 2, color); |
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} |
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// Draw spline segment: cubic-bezier, two control point |
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void DrawSplineBezierCubic(Vector2 startPos, Vector2 startControlPos, Vector2 endControlPos, Vector2 endPos, float thick, Color color) |
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// Draw spline segment: Cubic Bezier, 2 points, 2 control points |
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void DrawSplineSegmentBezierCubic(Vector2 p1, Vector2 c2, Vector2 c3, Vector2 p4, float thick, Color color) |
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{ |
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const float step = 1.0f/SPLINE_LINE_DIVISIONS; |
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const float step = 1.0f/SPLINE_SEGMENT_DIVISIONS; |
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Vector2 previous = startPos; |
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Vector2 previous = p1; |
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Vector2 current = { 0 }; |
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float t = 0.0f; |
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Vector2 points[2*SPLINE_LINE_DIVISIONS + 2] = { 0 }; |
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Vector2 points[2*SPLINE_SEGMENT_DIVISIONS + 2] = { 0 }; |
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for (int i = 1; i <= SPLINE_LINE_DIVISIONS; i++) |
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for (int i = 1; i <= SPLINE_SEGMENT_DIVISIONS; i++) |
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{ |
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t = step*i; |
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t = step*p">(float)i; |
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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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current.y = a*startPos.y + b*startControlPos.y + c*endControlPos.y + d*endPos.y; |
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current.x = a*startPos.x + b*startControlPos.x + c*endControlPos.x + d*endPos.x; |
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current.y = a*p1.y + b*c2.y + c*c3.y + d*p4.y; |
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current.x = a*p1.x + b*c2.x + c*c3.x + d*p4.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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@ -1801,7 +1952,7 @@ void DrawSplineBezierCubic(Vector2 startPos, Vector2 startControlPos, Vector2 en |
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previous = current; |
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} |
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DrawTriangleStrip(points, 2*SPLINE_LINE_DIVISIONS + 2, color); |
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DrawTriangleStrip(points, 2*SPLINE_SEGMENT_DIVISIONS + 2, color); |
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} |
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// Get spline point for a given t [0.0f .. 1.0f], Linear |
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