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ADDED: `GetSplinePoint*()` functions for spline evaluation

RENAMED: `DrawLine<spline_type>()` to `DrawSpline<spline_type>()` for more consistent and clear naming
REVIEWED: Bezier drawing parameters order, more consistent
REVIEWED: Spline-based examples -WIP-
pull/3517/head
Ray 1 year ago
parent
commit
f01d3db739
5 changed files with 566 additions and 395 deletions
  1. +3
    -3
      CHANGELOG
  2. +5
    -3
      examples/shapes/shapes_lines_bezier.c
  3. +80
    -34
      examples/shapes/shapes_splines_drawing.c
  4. +18
    -8
      src/raylib.h
  5. +460
    -347
      src/rshapes.c

+ 3
- 3
CHANGELOG View File

@ -52,7 +52,7 @@ Detailed changes:
[rlgl] REVIEWED: rLoadTexture() UBSAN complaints #1891 (#3321) by @Codom
[rlgl] REVIEWED: glInternalFormat as unsigned int
[rshapes] ADDED: Spline drawing functions by @raysan5
[rshapes] REVIEWED: DrawLineCatmullRom() by @raysan5
[rshapes] REVIEWED: DrawSplineCatmullRom() by @raysan5
[rshapes] REVIEWED: Minor fix in DrawLineBezier* (#3006) by @eternalStudent
[rshapes] REVIEWED: GetCollisionRec(), more performant (#3052) by @manuel5975p
[rshapes] REVIEWED: Fix off-by-one error in CheckCollisionPointRec() (#3022) by @dbechrd
@ -651,7 +651,7 @@ Detailed changes:
[raymath] REVIEWED: QuaternionFromAxisAngle() (#1892)
[raymath] REVIEWED: QuaternionToMatrix() returning transposed result. (#1793) by @object71
[shapes] ADDED: RenderPolyLinesEx() (#1758) by @lambertwang
[shapes] ADDED: DrawLineBezierCubic() (#2021) by @SAOMDVN
[shapes] ADDED: DrawSplineBezierCubic() (#2021) by @SAOMDVN
[textures] ADDED: GetImageColor() #2024
[textures] REMOVED: GenImagePerlinNoise()
[textures] RENAMED: GetTextureData() to LoadImageFromTexture()
@ -789,7 +789,7 @@ Detailed changes:
[rlgl] REDESIGNED: rlLoadExtensions(), more details exposed
[raymath] REVIEWED: QuaternionFromEuler() (#1651)
[raymath] REVIEWED: MatrixRotateZYX() (#1642)
[shapes] ADDED: DrawLineBezierQuad() (#1468) by @epsilon-phase
[shapes] ADDED: DrawSplineBezierQuad() (#1468) by @epsilon-phase
[shapes] ADDED: CheckCollisionLines()
[shapes] ADDED: CheckCollisionPointLine() by @mkupiec1
[shapes] REVIEWED: CheckCollisionPointTriangle() by @mkupiec1

+ 5
- 3
examples/shapes/shapes_lines_bezier.c View File

@ -30,7 +30,7 @@ int main(void)
Vector2 end = { (float)screenWidth, (float)screenHeight };
Vector2 startControl = { 100, 0 };
Vector2 endControl = { p">(float)GetScreenWidth() - 100, (float)GetScreenHeight() };
Vector2 endControl = { GetScreenWidth() - 100, GetScreenHeight() };
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
//--------------------------------------------------------------------------------------
@ -60,9 +60,11 @@ int main(void)
DrawText("USE MOUSE LEFT-RIGHT CLICK to DEFINE LINE START and END POINTS", 15, 20, 20, GRAY);
//DrawLineBezier(start, end, 2.0f, RED);
// Draw line cubic-bezier, in-out interpolation (easing), no control points
DrawLineBezier(start, end, 3.0f, BLUE);
DrawLineBezierCubic(start, end, startControl, endControl, 2.0f, RED);
// Draw spline cubic-bezier with control points
DrawSplineBezierCubic(start, startControl, endControl, end, 2.0f, RED);
DrawLineEx(start, startControl, 1.0, LIGHTGRAY);
DrawLineEx(end, endControl, 1.0, LIGHTGRAY);

examples/shapes/shapes_lines_splines.c → examples/shapes/shapes_splines_drawing.c View File

@ -13,13 +13,25 @@
#include "raylib.h"
#define MAX_CONTROL_POINTS 32
#include <stdlib.h> // Required for: NULL
#define MAX_SPLINE_POINTS 32
// Bezier spline control points
// NOTE: Every segment has two control points
typedef struct {
Vector2 start;
Vector2 end;
} ControlPoint;
// Spline types
typedef enum {
SPLINE_LINEAR = 0,
SPLINE_BASIS, // B-Spline
SPLINE_CATMULLROM,
SPLINE_BEZIER
} SplineType;
//------------------------------------------------------------------------------------
// Program main entry point
//------------------------------------------------------------------------------------
@ -33,7 +45,7 @@ int main(void)
SetConfigFlags(FLAG_MSAA_4X_HINT);
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - splines drawing");
Vector2 points[MAX_CONTROL_POINTS] = {
Vector2 points[MAX_SPLINE_POINTS] = {
{ 100.0f, 200.0f },
{ 300.0f, 400.0f },
{ 500.0f, 300.0f },
@ -43,15 +55,18 @@ int main(void)
int pointCount = 5;
int selectedPoint = -1;
int focusedPoint = -1;
Vector2 *selectedControlPoint = NULL;
Vector2 *focusedControlPoint = NULL;
int splineType = 0; // 0-Linear, 1-BSpline, 2-CatmullRom, 3-Bezier
int splineType = n">SPLINE_LINEAR; // 0-Linear, 1-BSpline, 2-CatmullRom, 3-Bezier
// Cubic Bezier control points
ControlPoint control[MAX_CONTROL_POINTS] = { 0 };
// Cubic Bezier control points initialization
ControlPoint control[MAX_SPLINE_POINTS] = { 0 };
for (int i = 0; i < pointCount - 1; i++)
{
control[i].start = points[i];
control[i].end = points[i + 1];
control[i].start = p">(Vector2){ points[i].x - 20, points[i].y - 20 };
control[i].end = p">(Vector2){ points[i + 1].x + 20, points[i + 1].y + 20 };
}
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
@ -62,30 +77,60 @@ int main(void)
{
// Update
//----------------------------------------------------------------------------------
// Points movement logic
if (IsMouseButtonPressed(MOUSE_RIGHT_BUTTON) && (pointCount < MAX_CONTROL_POINTS))
// Spline points creation logic (at the end of spline)
if (IsMouseButtonPressed(MOUSE_RIGHT_BUTTON) && (pointCount < MAX_SPLINE_POINTS))
{
points[pointCount] = GetMousePosition();
pointCount++;
}
// Spline point focus and selection logic
for (int i = 0; i < pointCount; i++)
{
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON) && CheckCollisionPointCircle(GetMousePosition(), points[i], 6.0f))
if (CheckCollisionPointCircle(GetMousePosition(), points[i], 8.0f))
{
selectedPoint = i;
focusedPoint = i;
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) selectedPoint = i;
break;
}
else focusedPoint = -1;
}
// Spline point movement logic
if (selectedPoint >= 0)
{
points[selectedPoint] = GetMousePosition();
if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) selectedPoint = -1;
}
// TODO: Cubic Bezier spline control points logic
// Cubic Bezier spline control points logic
if ((splineType == SPLINE_BEZIER) && (focusedPoint == -1))
{
// Spline control point focus and selection logic
for (int i = 0; i < pointCount; i++)
{
if (CheckCollisionPointCircle(GetMousePosition(), control[i].start, 6.0f))
{
focusedControlPoint = &control[i].start;
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) selectedControlPoint = &control[i].start;
break;
}
else if (CheckCollisionPointCircle(GetMousePosition(), control[i].end, 6.0f))
{
focusedControlPoint = &control[i].end;
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) selectedControlPoint = &control[i].end;
break;
}
else focusedControlPoint = NULL;
}
// Spline control point movement logic
if (selectedControlPoint != NULL)
{
*selectedControlPoint = GetMousePosition();
if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) selectedControlPoint = NULL;
}
}
// Spline selection logic
if (IsKeyPressed(KEY_ONE)) splineType = 0;
@ -100,47 +145,48 @@ int main(void)
ClearBackground(RAYWHITE);
if (splineType == mi">0) // Linear
if (splineType == n">SPLINE_LINEAR)
{
// Draw linear spline
for (int i = 0; i < pointCount - 1; i++)
{
DrawLineEx(points[i], points[i + 1], 2.0f, RED);
}
// Draw spline: linear
DrawSplineLinear(points, pointCount, 2.0f, RED);
}
else if (splineType == mi">1) // B-Spline
else if (splineType == SPLINE_BASIS)
{
// Draw ">b-spline
DrawLineBSpline(points, pointCount, 2.0f, RED);
//for (int i = 0; i < (pointCount - 3); i++) DrawLineBSplineSegment(points[i], points[i + 1], points[i + 2], points[i + 3], 24.0f, BLUE);
// Draw l">spline: basis
DrawSplineBasis(points, pointCount, 2.0f, RED);
//for (int i = 0; i < (pointCount - 3); i++) DrawSplineBasisSegment(points[i], points[i + 1], points[i + 2], points[i + 3], 24.0f, BLUE);
}
else if (splineType == mi">2) // CatmullRom Spline
else if (splineType == n">SPLINE_CATMULLROM)
{
// Draw spline: catmull-rom
DrawLineCatmullRom(points, pointCount, 2.0f, RED);
//for (int i = 0; i < (pointCount - 3); i++) DrawLineCatmullRomSegment(points[i], points[i + 1], points[i + 2], points[i + 3], 24.0f, Fade(BLUE, 0.4f));
DrawSplineCatmullRom(points, pointCount, 2.0f, RED);
//for (int i = 0; i < (pointCount - 3); i++) DrawSplineCatmullRomSegment(points[i], points[i + 1], points[i + 2], points[i + 3], 24.0f, Fade(BLUE, 0.4f));
}
else if (splineType == mi">3) // Cubic Bezier
else if (splineType == n">SPLINE_BEZIER)
{
// Draw ">line bezier cubic (with control points)
// Draw l">spline: cubic-bezier (with control points)
for (int i = 0; i < pointCount - 1; i++)
{
DrawLineBezierCubic(points[i], points[i + 1], control[i].start, control[i + 1].end, 2.0f, RED);
DrawSplineBezierCubic(points[i], control[i].start, control[i].end, points[i + 1], 2.0f, RED);
// l">TODO: Every cubic bezier point should have two control points
// Every cubic bezier point should have two control points
DrawCircleV(control[i].start, 4, GOLD);
DrawCircleV(control[i].end, 4, GOLD);
if (focusedControlPoint == &control[i].start) DrawCircleV(control[i].start, 6, GREEN);
else if (focusedControlPoint == &control[i].end) DrawCircleV(control[i].end, 6, GREEN);
DrawLineEx(points[i], control[i].start, 1.0, LIGHTGRAY);
DrawLineEx(points[i + 1], control[i].end, 1.0, LIGHTGRAY);
}
}
// Draw control points
// Draw spline key-points
for (int i = 0; i < pointCount; i++)
{
DrawCircleV(points[i], mf">6.0f, RED);
if ((splineType != 0) && (i < pointCount - 1)) DrawLineV(points[i], points[i + 1], GRAY);
DrawCircleV(points[i], p">(focusedPoint == i)? 8.0f : 5.0f, (focusedPoint == i)? BLUE: RED);
if ((splineType != 0) && (i < pointCount - 1)) DrawLineV(points[i], points[i + 1], LIGHTGRAY);
}
// TODO: Draw help
EndDrawing();
//----------------------------------------------------------------------------------

+ 18
- 8
src/raylib.h View File

@ -1221,14 +1221,10 @@ RLAPI void SetShapesTexture(Texture2D texture, Rectangle source); // Set t
RLAPI void DrawPixel(int posX, int posY, Color color); // Draw a pixel
RLAPI void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version)
RLAPI void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line
RLAPI void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (Vector version)
RLAPI void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line defining thickness
RLAPI void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line using cubic-bezier curves in-out
RLAPI void DrawLineBezierQuad(Vector2 startPos, Vector2 endPos, Vector2 controlPos, float thick, Color color); // Draw line using quadratic bezier curves with a control point
RLAPI void DrawLineBezierCubic(Vector2 startPos, Vector2 endPos, Vector2 startControlPos, Vector2 endControlPos, float thick, Color color); // Draw line using cubic bezier curves with 2 control points
RLAPI void DrawLineBSpline(Vector2 *points, int pointCount, float thick, Color color); // Draw a B-Spline line, minimum 4 points
RLAPI void DrawLineCatmullRom(Vector2 *points, int pointCount, float thick, Color color); // Draw a Catmull Rom spline line, minimum 4 points
RLAPI void DrawLineStrip(Vector2 *points, int pointCount, Color color); // Draw lines sequence
RLAPI void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (using gl lines)
RLAPI void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line (using triangles/quads)
RLAPI void DrawLineStrip(Vector2 *points, int pointCount, Color color); // Draw lines sequence (using gl lines)
RLAPI void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw line segment cubic-bezier in-out interpolation
RLAPI void DrawCircle(int centerX, int centerY, float radius, Color color); // Draw a color-filled circle
RLAPI void DrawCircleSector(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw a piece of a circle
RLAPI void DrawCircleSectorLines(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw circle sector outline
@ -1259,6 +1255,20 @@ RLAPI void DrawPoly(Vector2 center, int sides, float radius, float rotation, Col
RLAPI void DrawPolyLines(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a polygon outline of n sides
RLAPI void DrawPolyLinesEx(Vector2 center, int sides, float radius, float rotation, float lineThick, Color color); // Draw a polygon outline of n sides with extended parameters
// Splines drawing functions
RLAPI void DrawSplineLinear(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: linear, minimum 2 points
RLAPI void DrawSplineBasis(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: B-Spline, minimum 4 points
RLAPI void DrawSplineCatmullRom(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Catmull Rom, minimum 4 points
RLAPI void DrawSplineBezierQuad(Vector2 startPos, Vector2 controlPos, Vector2 endPos, float thick, Color color); // Draw spline segment: quadratic-bezier, one control point
RLAPI void DrawSplineBezierCubic(Vector2 startPos, Vector2 startControlPos, Vector2 endControlPos, Vector2 endPos, float thick, Color color); // Draw spline segment: cubic-bezier, two control points
// Get (evaluate) spline point for a given t [0.0f .. 1.0f]
RLAPI Vector2 GetSplinePointLinear(Vector2 startPos, Vector2 endPos, float t); // Get (evaluate) spline point: linear
RLAPI Vector2 GetSplinePointBasis(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float t); // Get (evaluate) spline point: B-Spline
RLAPI Vector2 GetSplinePointCatmullRom(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float t); // Get (evaluate) spline point: Catmull-Rom
RLAPI Vector2 GetSplinePointBezierQuad(Vector2 startPos, Vector2 controlPos, Vector2 endPos, float t); // Get (evaluate) spline point: quadratic-bezier
RLAPI Vector2 GetSplinePointBezierCubic(Vector2 startPos, Vector2 startControlPos, Vector2 endControlPos, Vector2 endPos, float t); // Get (evaluate) spline point: cubic-bezier
// Basic shapes collision detection functions
RLAPI bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles
RLAPI bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles

+ 460
- 347
src/rshapes.c View File

@ -161,7 +161,7 @@ void DrawPixelV(Vector2 position, Color color)
#endif
}
// Draw a line
// Draw a line (using gl lines)
void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color)
{
rlBegin(RL_LINES);
@ -171,7 +171,7 @@ void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color colo
rlEnd();
}
// Draw a line (Vector version)
// Draw a line (using gl lines)
void DrawLineV(Vector2 startPos, Vector2 endPos, Color color)
{
rlBegin(RL_LINES);
@ -181,29 +181,24 @@ void DrawLineV(Vector2 startPos, Vector2 endPos, Color color)
rlEnd();
}
// Draw a line defining thickness
void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color)
// Draw lines sequuence (using gl lines)
void DrawLineStrip(Vector2 *points, int pointCount, Color color)
{
Vector2 delta = { endPos.x - startPos.x, endPos.y - startPos.y };
float length = sqrtf(delta.x*delta.x + delta.y*delta.y);
if ((length > 0) && (thick > 0))
if (pointCount >= 2)
{
float scale = thick/(2*length);
Vector2 radius = { -scale*delta.y, scale*delta.x };
Vector2 strip[4] = {
{ startPos.x - radius.x, startPos.y - radius.y },
{ startPos.x + radius.x, startPos.y + radius.y },
{ endPos.x - radius.x, endPos.y - radius.y },
{ endPos.x + radius.x, endPos.y + radius.y }
};
rlBegin(RL_LINES);
rlColor4ub(color.r, color.g, color.b, color.a);
DrawTriangleStrip(strip, 4, color);
for (int i = 0; i < pointCount - 1; i++)
{
rlVertex2f(points[i].x, points[i].y);
rlVertex2f(points[i + 1].x, points[i + 1].y);
}
rlEnd();
}
}
// Draw line using cubic-bezier curves in-out
// Draw line using cubic-bezier spline, in-out interpolation, no control points
void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color)
{
Vector2 previous = startPos;
@ -241,375 +236,146 @@ void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color)
DrawTriangleStrip(points, 2*SPLINE_LINE_DIVISIONS + 2, color);
}
// Draw line using quadratic bezier curves with a control point
void DrawLineBezierQuad(Vector2 startPos, Vector2 endPos, Vector2 controlPos, float thick, Color color)
// Draw a line defining thickness
void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color)
{
const float step = 1.0f/SPLINE_LINE_DIVISIONS;
Vector2 previous = startPos;
Vector2 current = { 0 };
float t = 0.0f;
Vector2 points[2*SPLINE_LINE_DIVISIONS + 2] = { 0 };
Vector2 delta = { endPos.x - startPos.x, endPos.y - startPos.y };
float length = sqrtf(delta.x*delta.x + delta.y*delta.y);
for (int i = 1; i <= SPLINE_LINE_DIVISIONS; i++)
if ((length > 0) && (thick > 0))
{
t = step*i;
float a = powf(1.0f - t, 2);
float b = 2.0f*(1.0f - t)*t;
float c = powf(t, 2);
// NOTE: The easing functions aren't suitable here because they don't take a control point
current.y = a*startPos.y + b*controlPos.y + c*endPos.y;
current.x = a*startPos.x + b*controlPos.x + c*endPos.x;
float dy = current.y - previous.y;
float dx = current.x - previous.x;
float size = 0.5f*thick/sqrtf(dx*dx+dy*dy);
if (i == 1)
{
points[0].x = previous.x + dy*size;
points[0].y = previous.y - dx*size;
points[1].x = previous.x - dy*size;
points[1].y = previous.y + dx*size;
}
float scale = thick/(2*length);
points[2*i + 1].x = current.x - dy*size;
points[2*i + 1].y = current.y + dx*size;
points[2*i].x = current.x + dy*size;
points[2*i].y = current.y - dx*size;
Vector2 radius = { -scale*delta.y, scale*delta.x };
Vector2 strip[4] = {
{ startPos.x - radius.x, startPos.y - radius.y },
{ startPos.x + radius.x, startPos.y + radius.y },
{ endPos.x - radius.x, endPos.y - radius.y },
{ endPos.x + radius.x, endPos.y + radius.y }
};
previous = current;
DrawTriangleStrip(strip, 4, color);
}
DrawTriangleStrip(points, 2*SPLINE_LINE_DIVISIONS + 2, color);
}
// Draw line using cubic bezier curves with 2 control points
void DrawLineBezierCubic(Vector2 startPos, Vector2 endPos, Vector2 startControlPos, Vector2 endControlPos, float thick, Color color)
// Draw a color-filled circle
void DrawCircle(int centerX, int centerY, float radius, Color color)
{
const float step = 1.0f/SPLINE_LINE_DIVISIONS;
DrawCircleV((Vector2){ (float)centerX, (float)centerY }, radius, color);
}
Vector2 previous = startPos;
Vector2 current = { 0 };
float t = 0.0f;
// Draw a color-filled circle (Vector version)
// NOTE: On OpenGL 3.3 and ES2 we use QUADS to avoid drawing order issues
void DrawCircleV(Vector2 center, float radius, Color color)
{
DrawCircleSector(center, radius, 0, 360, 36, color);
}
Vector2 points[2*SPLINE_LINE_DIVISIONS + 2] = { 0 };
// Draw a piece of a circle
void DrawCircleSector(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color)
{
if (radius <= 0.0f) radius = 0.1f; // Avoid div by zero
for (int i = 1; i <= SPLINE_LINE_DIVISIONS; i++)
// Function expects (endAngle > startAngle)
if (endAngle < startAngle)
{
t = step*i;
float a = powf(1.0f - t, 3);
float b = 3.0f*powf(1.0f - t, 2)*t;
float c = 3.0f*(1.0f - t)*powf(t, 2);
float d = powf(t, 3);
current.y = a*startPos.y + b*startControlPos.y + c*endControlPos.y + d*endPos.y;
current.x = a*startPos.x + b*startControlPos.x + c*endControlPos.x + d*endPos.x;
float dy = current.y - previous.y;
float dx = current.x - previous.x;
float size = 0.5f*thick/sqrtf(dx*dx+dy*dy);
// Swap values
float tmp = startAngle;
startAngle = endAngle;
endAngle = tmp;
}
if (i == 1)
{
points[0].x = previous.x + dy*size;
points[0].y = previous.y - dx*size;
points[1].x = previous.x - dy*size;
points[1].y = previous.y + dx*size;
}
int minSegments = (int)ceilf((endAngle - startAngle)/90);
points[2*i + 1].x = current.x - dy*size;
points[2*i + 1].y = current.y + dx*size;
points[2*i].x = current.x + dy*size;
points[2*i].y = current.y - dx*size;
if (segments < minSegments)
{
// Calculate the maximum angle between segments based on the error rate (usually 0.5f)
float th = acosf(2*powf(1 - SMOOTH_CIRCLE_ERROR_RATE/radius, 2) - 1);
segments = (int)((endAngle - startAngle)*ceilf(2*PI/th)/360);
n">previous = current;
k">if (segments <= 0) segments = minSegments;
}
DrawTriangleStrip(points, 2*SPLINE_LINE_DIVISIONS + 2, color);
}
// Draw a B-Spline line, minimum 4 points
void DrawLineBSpline(Vector2 *points, int pointCount, float thick, Color color)
{
if (pointCount < 4) return;
float stepLength = (endAngle - startAngle)/(float)segments;
float angle = startAngle;
float a[4] = { 0 };
float b[4] = { 0 };
float dy = 0.0f;
float dx = 0.0f;
float size = 0.0f;
#if defined(SUPPORT_QUADS_DRAW_MODE)
rlSetTexture(texShapes.id);
Vector2 currentPoint = { 0 };
Vector2 nextPoint = { 0 };
Vector2 vertices[2*SPLINE_LINE_DIVISIONS + 2] = { 0 };
rlBegin(RL_QUADS);
for (int i = 0; i < (pointCount - 3); i++)
{
kt">float t = 0.0f;
Vector2 p1 = points[i], p2 = points[i + 1], p3 = points[i + 2], p4 = points[i + 3];
// NOTE: Every QUAD actually represents two segments
for (int i = 0; i < segments/2; i++)
p">{
rlColor4ub(color.r, color.g, color.b, color.a);
a[0] = (-p1.x + 3.0f*p2.x - 3.0f*p3.x + p4.x)/6.0f;
a[1] = (3.0f*p1.x - 6.0f*p2.x + 3.0f*p3.x)/6.0f;
a[2] = (-3.0f*p1.x + 3.0f*p3.x)/6.0f;
a[3] = (p1.x + 4.0f*p2.x + p3.x)/6.0f;
rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height);
rlVertex2f(center.x, center.y);
b[0] = (-p1.y + 3.0f*p2.y - 3.0f*p3.y + p4.y)/6.0f;
b[1] = (3.0f*p1.y - 6.0f*p2.y + 3.0f*p3.y)/6.0f;
b[2] = (-3.0f*p1.y + 3.0f*p3.y)/6.0f;
b[3] = (p1.y + 4.0f*p2.y + p3.y)/6.0f;
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height);
rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength*2.0f))*radius, center.y + sinf(DEG2RAD*(angle + stepLength*2.0f))*radius);
currentPoint.x = a[3];
currentPoint.y = b[3];
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*radius, center.y + sinf(DEG2RAD*(angle + stepLength))*radius);
if (i == 0) DrawCircleV(currentPoint, thick/2.0f, color); // Draw init line circle-cap
rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
rlVertex2f(center.x + cosf(DEG2RAD*angle)*radius, center.y + sinf(DEG2RAD*angle)*radius);
if (i > 0)
{
vertices[0].x = currentPoint.x + dy*size;
vertices[0].y = currentPoint.y - dx*size;
vertices[1].x = currentPoint.x - dy*size;
vertices[1].y = currentPoint.y + dx*size;
angle += (stepLength*2.0f);
}
for (int j = 1; j <= SPLINE_LINE_DIVISIONS; j++)
// NOTE: In case number of segments is odd, we add one last piece to the cake
if ((segments%2) == 1)
{
t = ((float)j)/((float)SPLINE_LINE_DIVISIONS);
nextPoint.x = a[3] + t*(a[2] + t*(a[1] + t*a[0]));
nextPoint.y = b[3] + t*(b[2] + t*(b[1] + t*b[0]));
rlColor4ub(color.r, color.g, color.b, color.a);
dy = nextPoint.y - currentPoint.y;
dx = nextPoint.x - currentPoint.x;
size = 0.5f*thick/sqrtf(dx*dx+dy*dy);
rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height);
rlVertex2f(center.x, center.y);
if ((i == 0) && (j == 1))
{
vertices[0].x = currentPoint.x + dy*size;
vertices[0].y = currentPoint.y - dx*size;
vertices[1].x = currentPoint.x - dy*size;
vertices[1].y = currentPoint.y + dx*size;
}
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*radius, center.y + sinf(DEG2RAD*(angle + stepLength))*radius);
vertices[2*j + 1].x = nextPoint.x - dy*size;
vertices[2*j + 1].y = nextPoint.y + dx*size;
vertices[2*j].x = nextPoint.x + dy*size;
vertices[2*j].y = nextPoint.y - dx*size;
rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
rlVertex2f(center.x + cosf(DEG2RAD*angle)*radius, center.y + sinf(DEG2RAD*angle)*radius);
currentPoint = nextPoint;
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height);
rlVertex2f(center.x, center.y);
}
DrawTriangleStrip(vertices, 2*SPLINE_LINE_DIVISIONS + 2, color);
}
rlEnd();
DrawCircleV(currentPoint, thick/2.0f, color); // Draw end line circle-cap
rlSetTexture(0);
#else
rlBegin(RL_TRIANGLES);
for (int i = 0; i < segments; i++)
{
rlColor4ub(color.r, color.g, color.b, color.a);
rlVertex2f(center.x, center.y);
rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*radius, center.y + sinf(DEG2RAD*(angle + stepLength))*radius);
rlVertex2f(center.x + cosf(DEG2RAD*angle)*radius, center.y + sinf(DEG2RAD*angle)*radius);
angle += stepLength;
}
rlEnd();
#endif
}
// Draw a Catmull Rom spline line, minimum 4 points
void DrawLineCatmullRom(Vector2 *points, int pointCount, float thick, Color color)
// Draw a piece of a circle outlines
void DrawCircleSectorLines(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color)
{
if (pointCount < 4) return;
if (radius <= 0.0f) radius = 0.1f; // Avoid div by zero issue
float dy = 0.0f;
float dx = 0.0f;
float size = 0.0f;
// Function expects (endAngle > startAngle)
if (endAngle < startAngle)
{
// Swap values
float tmp = startAngle;
startAngle = endAngle;
endAngle = tmp;
}
Vector2 currentPoint = points[1];
Vector2 nextPoint = { 0 };
Vector2 vertices[2*SPLINE_LINE_DIVISIONS + 2] = { 0 };
DrawCircleV(currentPoint, thick/2.0f, color); // Draw init line circle-cap
for (int i = 0; i < (pointCount - 3); i++)
{
float t = 0.0f;
Vector2 p1 = points[i], p2 = points[i + 1], p3 = points[i + 2], p4 = points[i + 3];
if (i > 0)
{
vertices[0].x = currentPoint.x + dy*size;
vertices[0].y = currentPoint.y - dx*size;
vertices[1].x = currentPoint.x - dy*size;
vertices[1].y = currentPoint.y + dx*size;
}
for (int j = 1; j <= SPLINE_LINE_DIVISIONS; j++)
{
t = ((float)j)/((float)SPLINE_LINE_DIVISIONS);
float q0 = (-1.0f*t*t*t) + (2.0f*t*t) + (-1.0f*t);
float q1 = (3.0f*t*t*t) + (-5.0f*t*t) + 2.0f;
float q2 = (-3.0f*t*t*t) + (4.0f*t*t) + t;
float q3 = t*t*t - t*t;
nextPoint.x = 0.5f*((p1.x*q0) + (p2.x*q1) + (p3.x*q2) + (p4.x*q3));
nextPoint.y = 0.5f*((p1.y*q0) + (p2.y*q1) + (p3.y*q2) + (p4.y*q3));
dy = nextPoint.y - currentPoint.y;
dx = nextPoint.x - currentPoint.x;
size = (0.5f*thick)/sqrtf(dx*dx + dy*dy);
if ((i == 0) && (j == 1))
{
vertices[0].x = currentPoint.x + dy*size;
vertices[0].y = currentPoint.y - dx*size;
vertices[1].x = currentPoint.x - dy*size;
vertices[1].y = currentPoint.y + dx*size;
}
vertices[2*j + 1].x = nextPoint.x - dy*size;
vertices[2*j + 1].y = nextPoint.y + dx*size;
vertices[2*j].x = nextPoint.x + dy*size;
vertices[2*j].y = nextPoint.y - dx*size;
currentPoint = nextPoint;
}
DrawTriangleStrip(vertices, 2*SPLINE_LINE_DIVISIONS + 2, color);
}
DrawCircleV(currentPoint, thick/2.0f, color); // Draw end line circle-cap
}
// Draw lines sequence
void DrawLineStrip(Vector2 *points, int pointCount, Color color)
{
if (pointCount >= 2)
{
rlBegin(RL_LINES);
rlColor4ub(color.r, color.g, color.b, color.a);
for (int i = 0; i < pointCount - 1; i++)
{
rlVertex2f(points[i].x, points[i].y);
rlVertex2f(points[i + 1].x, points[i + 1].y);
}
rlEnd();
}
}
// Draw a color-filled circle
void DrawCircle(int centerX, int centerY, float radius, Color color)
{
DrawCircleV((Vector2){ (float)centerX, (float)centerY }, radius, color);
}
// Draw a color-filled circle (Vector version)
// NOTE: On OpenGL 3.3 and ES2 we use QUADS to avoid drawing order issues
void DrawCircleV(Vector2 center, float radius, Color color)
{
DrawCircleSector(center, radius, 0, 360, 36, color);
}
// Draw a piece of a circle
void DrawCircleSector(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color)
{
if (radius <= 0.0f) radius = 0.1f; // Avoid div by zero
// Function expects (endAngle > startAngle)
if (endAngle < startAngle)
{
// Swap values
float tmp = startAngle;
startAngle = endAngle;
endAngle = tmp;
}
int minSegments = (int)ceilf((endAngle - startAngle)/90);
if (segments < minSegments)
{
// Calculate the maximum angle between segments based on the error rate (usually 0.5f)
float th = acosf(2*powf(1 - SMOOTH_CIRCLE_ERROR_RATE/radius, 2) - 1);
segments = (int)((endAngle - startAngle)*ceilf(2*PI/th)/360);
if (segments <= 0) segments = minSegments;
}
float stepLength = (endAngle - startAngle)/(float)segments;
float angle = startAngle;
#if defined(SUPPORT_QUADS_DRAW_MODE)
rlSetTexture(texShapes.id);
rlBegin(RL_QUADS);
// NOTE: Every QUAD actually represents two segments
for (int i = 0; i < segments/2; i++)
{
rlColor4ub(color.r, color.g, color.b, color.a);
rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height);
rlVertex2f(center.x, center.y);
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height);
rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength*2.0f))*radius, center.y + sinf(DEG2RAD*(angle + stepLength*2.0f))*radius);
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*radius, center.y + sinf(DEG2RAD*(angle + stepLength))*radius);
rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
rlVertex2f(center.x + cosf(DEG2RAD*angle)*radius, center.y + sinf(DEG2RAD*angle)*radius);
angle += (stepLength*2.0f);
}
// NOTE: In case number of segments is odd, we add one last piece to the cake
if ((segments%2) == 1)
{
rlColor4ub(color.r, color.g, color.b, color.a);
rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height);
rlVertex2f(center.x, center.y);
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*radius, center.y + sinf(DEG2RAD*(angle + stepLength))*radius);
rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
rlVertex2f(center.x + cosf(DEG2RAD*angle)*radius, center.y + sinf(DEG2RAD*angle)*radius);
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height);
rlVertex2f(center.x, center.y);
}
rlEnd();
rlSetTexture(0);
#else
rlBegin(RL_TRIANGLES);
for (int i = 0; i < segments; i++)
{
rlColor4ub(color.r, color.g, color.b, color.a);
rlVertex2f(center.x, center.y);
rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*radius, center.y + sinf(DEG2RAD*(angle + stepLength))*radius);
rlVertex2f(center.x + cosf(DEG2RAD*angle)*radius, center.y + sinf(DEG2RAD*angle)*radius);
angle += stepLength;
}
rlEnd();
#endif
}
// Draw a piece of a circle outlines
void DrawCircleSectorLines(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color)
{
if (radius <= 0.0f) radius = 0.1f; // Avoid div by zero issue
// Function expects (endAngle > startAngle)
if (endAngle < startAngle)
{
// Swap values
float tmp = startAngle;
startAngle = endAngle;
endAngle = tmp;
}
int minSegments = (int)ceilf((endAngle - startAngle)/90);
int minSegments = (int)ceilf((endAngle - startAngle)/90);
if (segments < minSegments)
{
@ -1773,6 +1539,353 @@ void DrawPolyLinesEx(Vector2 center, int sides, float radius, float rotation, fl
#endif
}
//----------------------------------------------------------------------------------
// Module Functions Definition - Splines functions
//----------------------------------------------------------------------------------
// Draw spline: linear, minimum 2 points
void DrawSplineLinear(Vector2 *points, int pointCount, float thick, Color color)
{
Vector2 delta = { 0 };
float length = 0.0f;
float scale = 0.0f;
for (int i = 0; i < pointCount - 1; i++)
{
delta = (Vector2){ points[i + 1].x - points[i].x, points[i + 1].y - points[i].y };
length = sqrtf(delta.x*delta.x + delta.y*delta.y);
if (length > 0) scale = thick/(2*length);
Vector2 radius = { -scale*delta.y, scale*delta.x };
Vector2 strip[4] = {
{ points[i].x - radius.x, points[i].y - radius.y },
{ points[i].x + radius.x, points[i].y + radius.y },
{ points[i + 1].x - radius.x, points[i + 1].y - radius.y },
{ points[i + 1].x + radius.x, points[i + 1].y + radius.y }
};
DrawTriangleStrip(strip, 4, color);
}
}
// Draw spline: B-Spline, minimum 4 points
void DrawSplineBasis(Vector2 *points, int pointCount, float thick, Color color)
{
if (pointCount < 4) return;
float a[4] = { 0 };
float b[4] = { 0 };
float dy = 0.0f;
float dx = 0.0f;
float size = 0.0f;
Vector2 currentPoint = { 0 };
Vector2 nextPoint = { 0 };
Vector2 vertices[2*SPLINE_LINE_DIVISIONS + 2] = { 0 };
for (int i = 0; i < (pointCount - 3); i++)
{
float t = 0.0f;
Vector2 p1 = points[i], p2 = points[i + 1], p3 = points[i + 2], p4 = points[i + 3];
a[0] = (-p1.x + 3.0f*p2.x - 3.0f*p3.x + p4.x)/6.0f;
a[1] = (3.0f*p1.x - 6.0f*p2.x + 3.0f*p3.x)/6.0f;
a[2] = (-3.0f*p1.x + 3.0f*p3.x)/6.0f;
a[3] = (p1.x + 4.0f*p2.x + p3.x)/6.0f;
b[0] = (-p1.y + 3.0f*p2.y - 3.0f*p3.y + p4.y)/6.0f;
b[1] = (3.0f*p1.y - 6.0f*p2.y + 3.0f*p3.y)/6.0f;
b[2] = (-3.0f*p1.y + 3.0f*p3.y)/6.0f;
b[3] = (p1.y + 4.0f*p2.y + p3.y)/6.0f;
currentPoint.x = a[3];
currentPoint.y = b[3];
if (i == 0) DrawCircleV(currentPoint, thick/2.0f, color); // Draw init line circle-cap
if (i > 0)
{
vertices[0].x = currentPoint.x + dy*size;
vertices[0].y = currentPoint.y - dx*size;
vertices[1].x = currentPoint.x - dy*size;
vertices[1].y = currentPoint.y + dx*size;
}
for (int j = 1; j <= SPLINE_LINE_DIVISIONS; j++)
{
t = ((float)j)/((float)SPLINE_LINE_DIVISIONS);
nextPoint.x = a[3] + t*(a[2] + t*(a[1] + t*a[0]));
nextPoint.y = b[3] + t*(b[2] + t*(b[1] + t*b[0]));
dy = nextPoint.y - currentPoint.y;
dx = nextPoint.x - currentPoint.x;
size = 0.5f*thick/sqrtf(dx*dx+dy*dy);
if ((i == 0) && (j == 1))
{
vertices[0].x = currentPoint.x + dy*size;
vertices[0].y = currentPoint.y - dx*size;
vertices[1].x = currentPoint.x - dy*size;
vertices[1].y = currentPoint.y + dx*size;
}
vertices[2*j + 1].x = nextPoint.x - dy*size;
vertices[2*j + 1].y = nextPoint.y + dx*size;
vertices[2*j].x = nextPoint.x + dy*size;
vertices[2*j].y = nextPoint.y - dx*size;
currentPoint = nextPoint;
}
DrawTriangleStrip(vertices, 2*SPLINE_LINE_DIVISIONS + 2, color);
}
DrawCircleV(currentPoint, thick/2.0f, color); // Draw end line circle-cap
}
// Draw spline: Catmull Rom, minimum 4 points
void DrawSplineCatmullRom(Vector2 *points, int pointCount, float thick, Color color)
{
if (pointCount < 4) return;
float dy = 0.0f;
float dx = 0.0f;
float size = 0.0f;
Vector2 currentPoint = points[1];
Vector2 nextPoint = { 0 };
Vector2 vertices[2*SPLINE_LINE_DIVISIONS + 2] = { 0 };
DrawCircleV(currentPoint, thick/2.0f, color); // Draw init line circle-cap
for (int i = 0; i < (pointCount - 3); i++)
{
float t = 0.0f;
Vector2 p1 = points[i], p2 = points[i + 1], p3 = points[i + 2], p4 = points[i + 3];
if (i > 0)
{
vertices[0].x = currentPoint.x + dy*size;
vertices[0].y = currentPoint.y - dx*size;
vertices[1].x = currentPoint.x - dy*size;
vertices[1].y = currentPoint.y + dx*size;
}
for (int j = 1; j <= SPLINE_LINE_DIVISIONS; j++)
{
t = ((float)j)/((float)SPLINE_LINE_DIVISIONS);
float q0 = (-1.0f*t*t*t) + (2.0f*t*t) + (-1.0f*t);
float q1 = (3.0f*t*t*t) + (-5.0f*t*t) + 2.0f;
float q2 = (-3.0f*t*t*t) + (4.0f*t*t) + t;
float q3 = t*t*t - t*t;
nextPoint.x = 0.5f*((p1.x*q0) + (p2.x*q1) + (p3.x*q2) + (p4.x*q3));
nextPoint.y = 0.5f*((p1.y*q0) + (p2.y*q1) + (p3.y*q2) + (p4.y*q3));
dy = nextPoint.y - currentPoint.y;
dx = nextPoint.x - currentPoint.x;
size = (0.5f*thick)/sqrtf(dx*dx + dy*dy);
if ((i == 0) && (j == 1))
{
vertices[0].x = currentPoint.x + dy*size;
vertices[0].y = currentPoint.y - dx*size;
vertices[1].x = currentPoint.x - dy*size;
vertices[1].y = currentPoint.y + dx*size;
}
vertices[2*j + 1].x = nextPoint.x - dy*size;
vertices[2*j + 1].y = nextPoint.y + dx*size;
vertices[2*j].x = nextPoint.x + dy*size;
vertices[2*j].y = nextPoint.y - dx*size;
currentPoint = nextPoint;
}
DrawTriangleStrip(vertices, 2*SPLINE_LINE_DIVISIONS + 2, color);
}
DrawCircleV(currentPoint, thick/2.0f, color); // Draw end line circle-cap
}
// Draw spline segment: quadratic-bezier, one control point
void DrawSplineBezierQuad(Vector2 startPos, Vector2 endPos, Vector2 controlPos, float thick, Color color)
{
const float step = 1.0f/SPLINE_LINE_DIVISIONS;
Vector2 previous = startPos;
Vector2 current = { 0 };
float t = 0.0f;
Vector2 points[2*SPLINE_LINE_DIVISIONS + 2] = { 0 };
for (int i = 1; i <= SPLINE_LINE_DIVISIONS; i++)
{
t = step*i;
float a = powf(1.0f - t, 2);
float b = 2.0f*(1.0f - t)*t;
float c = powf(t, 2);
// NOTE: The easing functions aren't suitable here because they don't take a control point
current.y = a*startPos.y + b*controlPos.y + c*endPos.y;
current.x = a*startPos.x + b*controlPos.x + c*endPos.x;
float dy = current.y - previous.y;
float dx = current.x - previous.x;
float size = 0.5f*thick/sqrtf(dx*dx+dy*dy);
if (i == 1)
{
points[0].x = previous.x + dy*size;
points[0].y = previous.y - dx*size;
points[1].x = previous.x - dy*size;
points[1].y = previous.y + dx*size;
}
points[2*i + 1].x = current.x - dy*size;
points[2*i + 1].y = current.y + dx*size;
points[2*i].x = current.x + dy*size;
points[2*i].y = current.y - dx*size;
previous = current;
}
DrawTriangleStrip(points, 2*SPLINE_LINE_DIVISIONS + 2, color);
}
// Draw spline segment: cubic-bezier, two control point
void DrawSplineBezierCubic(Vector2 startPos, Vector2 startControlPos, Vector2 endControlPos, Vector2 endPos, float thick, Color color)
{
const float step = 1.0f/SPLINE_LINE_DIVISIONS;
Vector2 previous = startPos;
Vector2 current = { 0 };
float t = 0.0f;
Vector2 points[2*SPLINE_LINE_DIVISIONS + 2] = { 0 };
for (int i = 1; i <= SPLINE_LINE_DIVISIONS; i++)
{
t = step*i;
float a = powf(1.0f - t, 3);
float b = 3.0f*powf(1.0f - t, 2)*t;
float c = 3.0f*(1.0f - t)*powf(t, 2);
float d = powf(t, 3);
current.y = a*startPos.y + b*startControlPos.y + c*endControlPos.y + d*endPos.y;
current.x = a*startPos.x + b*startControlPos.x + c*endControlPos.x + d*endPos.x;
float dy = current.y - previous.y;
float dx = current.x - previous.x;
float size = 0.5f*thick/sqrtf(dx*dx+dy*dy);
if (i == 1)
{
points[0].x = previous.x + dy*size;
points[0].y = previous.y - dx*size;
points[1].x = previous.x - dy*size;
points[1].y = previous.y + dx*size;
}
points[2*i + 1].x = current.x - dy*size;
points[2*i + 1].y = current.y + dx*size;
points[2*i].x = current.x + dy*size;
points[2*i].y = current.y - dx*size;
previous = current;
}
DrawTriangleStrip(points, 2*SPLINE_LINE_DIVISIONS + 2, color);
}
// Get spline point for a given t [0.0f .. 1.0f], Linear
Vector2 GetSplinePointLinear(Vector2 startPos, Vector2 endPos, float t)
{
Vector2 point = { 0 };
point.x = startPos.x*(1.0f - t) + endPos.x*t;
point.y = startPos.y*(1.0f - t) + endPos.y*t;
return point;
}
// Get spline point for a given t [0.0f .. 1.0f], B-Spline
Vector2 GetSplinePointBasis(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float t)
{
Vector2 point = { 0 };
float a[4] = { 0 };
float b[4] = { 0 };
a[0] = (-p1.x + 3*p2.x - 3*p3.x + p4.x)/6.0f;
a[1] = (3*p1.x - 6*p2.x + 3*p3.x)/6.0f;
a[2] = (-3*p1.x + 3*p3.x)/6.0f;
a[3] = (p1.x + 4*p2.x + p3.x)/6.0f;
b[0] = (-p1.y + 3*p2.y - 3*p3.y + p4.y)/6.0f;
b[1] = (3*p1.y - 6*p2.y + 3*p3.y)/6.0f;
b[2] = (-3*p1.y + 3*p3.y)/6.0f;
b[3] = (p1.y + 4*p2.y + p3.y)/6.0f;
point.x = a[3] + t*(a[2] + t*(a[1] + t*a[0]));
point.y = b[3] + t*(b[2] + t*(b[1] + t*b[0]));
return point;
}
// Get spline point for a given t [0.0f .. 1.0f], Catmull-Rom
Vector2 GetSplinePointCatmullRom(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float t)
{
Vector2 point = { 0 };
float q0 = (-1*t*t*t) + (2*t*t) + (-1*t);
float q1 = (3*t*t*t) + (-5*t*t) + 2;
float q2 = (-3*t*t*t) + (4*t*t) + t;
float q3 = t*t*t - t*t;
point.x = 0.5f*((p1.x*q0) + (p2.x*q1) + (p3.x*q2) + (p4.x*q3));
point.y = 0.5f*((p1.y*q0) + (p2.y*q1) + (p3.y*q2) + (p4.y*q3));
return point;
}
// Get spline point for a given t [0.0f .. 1.0f], Quadratic Bezier
Vector2 GetSplinePointBezierQuad(Vector2 startPos, Vector2 controlPos, Vector2 endPos, float t)
{
Vector2 point = { 0 };
float a = powf(1.0f - t, 2);
float b = 2.0f*(1.0f - t)*t;
float c = powf(t, 2);
point.y = a*startPos.y + b*controlPos.y + c*endPos.y;
point.x = a*startPos.x + b*controlPos.x + c*endPos.x;
return point;
}
// Get spline point for a given t [0.0f .. 1.0f], Cubic Bezier
Vector2 GetSplinePointBezierCubic(Vector2 startPos, Vector2 startControlPos, Vector2 endControlPos, Vector2 endPos, float t)
{
Vector2 point = { 0 };
float a = powf(1.0f - t, 3);
float b = 3.0f*powf(1.0f - t, 2)*t;
float c = 3.0f*(1.0f - t)*powf(t, 2);
float d = powf(t, 3);
point.y = a*startPos.y + b*startControlPos.y + c*endControlPos.y + d*endPos.y;
point.x = a*startPos.x + b*startControlPos.x + c*endControlPos.x + d*endPos.x;
return point;
}
//----------------------------------------------------------------------------------
// Module Functions Definition - Collision Detection functions
//----------------------------------------------------------------------------------

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