|  |  | @ -67,8 +67,8 @@ | 
		
	
		
			
			|  |  |  | #ifndef SMOOTH_CIRCLE_ERROR_RATE | 
		
	
		
			
			|  |  |  | #define SMOOTH_CIRCLE_ERROR_RATE    0.5f    // Circle error rate | 
		
	
		
			
			|  |  |  | #endif | 
		
	
		
			
			|  |  |  | #ifndef BEZIER_LINE_DIVISIONS | 
		
	
		
			
			|  |  |  | #define BEZIER_LINE_DIVISIONS       24      // Bezier line divisions | 
		
	
		
			
			|  |  |  | #ifndef SPLINE_LINE_DIVISIONS | 
		
	
		
			
			|  |  |  | #define SPLINE_LINE_DIVISIONS       24      // Spline lines segment divisions | 
		
	
		
			
			|  |  |  | #endif | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  |  | 
		
	
	
		
			
				|  |  | @ -208,14 +208,14 @@ void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color) | 
		
	
		
			
			|  |  |  | Vector2 previous = startPos; | 
		
	
		
			
			|  |  |  | Vector2 current = { 0 }; | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | Vector2 points[2*BEZIER_LINE_DIVISIONS + 2] = { 0 }; | 
		
	
		
			
			|  |  |  | Vector2 points[2*SPLINE_LINE_DIVISIONS + 2] = { 0 }; | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | for (int i = 1; i <= BEZIER_LINE_DIVISIONS; i++) | 
		
	
		
			
			|  |  |  | for (int i = 1; i <= SPLINE_LINE_DIVISIONS; i++) | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | // Cubic easing in-out | 
		
	
		
			
			|  |  |  | // NOTE: Easing is calculated only for y position value | 
		
	
		
			
			|  |  |  | current.y = EaseCubicInOut((float)i, startPos.y, endPos.y - startPos.y, (float)BEZIER_LINE_DIVISIONS); | 
		
	
		
			
			|  |  |  | current.x = previous.x + (endPos.x - startPos.x)/ (float)BEZIER_LINE_DIVISIONS; | 
		
	
		
			
			|  |  |  | current.y = EaseCubicInOut((float)i, startPos.y, endPos.y - startPos.y, (float)SPLINE_LINE_DIVISIONS); | 
		
	
		
			
			|  |  |  | current.x = previous.x + (endPos.x - startPos.x)/(float)SPLINE_LINE_DIVISIONS; | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | float dy = current.y-previous.y; | 
		
	
		
			
			|  |  |  | float dx = current.x-previous.x; | 
		
	
	
		
			
				|  |  | @ -237,21 +237,21 @@ void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color) | 
		
	
		
			
			|  |  |  | previous = current; | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | DrawTriangleStrip(points, 2*BEZIER_LINE_DIVISIONS+2, 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) | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | const float step = 1.0f/BEZIER_LINE_DIVISIONS; | 
		
	
		
			
			|  |  |  | const float step = 1.0f/SPLINE_LINE_DIVISIONS; | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | Vector2 previous = startPos; | 
		
	
		
			
			|  |  |  | Vector2 current = { 0 }; | 
		
	
		
			
			|  |  |  | float t = 0.0f; | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | Vector2 points[2*BEZIER_LINE_DIVISIONS + 2] = { 0 }; | 
		
	
		
			
			|  |  |  | Vector2 points[2*SPLINE_LINE_DIVISIONS + 2] = { 0 }; | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | for (int i = 1; i <= BEZIER_LINE_DIVISIONS; i++) | 
		
	
		
			
			|  |  |  | for (int i = 1; i <= SPLINE_LINE_DIVISIONS; i++) | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | t = step*i; | 
		
	
		
			
			|  |  |  | float a = powf(1 - t, 2); | 
		
	
	
		
			
				|  |  | @ -282,52 +282,198 @@ void DrawLineBezierQuad(Vector2 startPos, Vector2 endPos, Vector2 controlPos, fl | 
		
	
		
			
			|  |  |  | previous = current; | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | DrawTriangleStrip(points, 2*BEZIER_LINE_DIVISIONS+2, 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) | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | const float step = 1.0f/BEZIER_LINE_DIVISIONS; | 
		
	
		
			
			|  |  |  | const float step = 1.0f/SPLINE_LINE_DIVISIONS; | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | Vector2 previous = startPos; | 
		
	
		
			
			|  |  |  | Vector2 current = { 0 }; | 
		
	
		
			
			|  |  |  | float t = 0.0f; | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | Vector2 points[2*BEZIER_LINE_DIVISIONS + 2] = { 0 }; | 
		
	
		
			
			|  |  |  | Vector2 points[2*SPLINE_LINE_DIVISIONS + 2] = { 0 }; | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | for (int i = 1; i <= BEZIER_LINE_DIVISIONS; i++) | 
		
	
		
			
			|  |  |  | for (int i = 1; i <= SPLINE_LINE_DIVISIONS; i++) | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | t = step*i; | 
		
	
		
			
			|  |  |  | float a = powf(1 - t, 3); | 
		
	
		
			
			|  |  |  | float b = 3*powf(1 - t, 2)*t; | 
		
	
		
			
			|  |  |  | float c = 3*(1-t)*powf(t, 2); | 
		
	
		
			
			|  |  |  | float c = 3*(1 - 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 dy = current.y - previous.y; | 
		
	
		
			
			|  |  |  | float dx = current.x - previous.x; | 
		
	
		
			
			|  |  |  | float size = 0.5f*thick/sqrtf(dx*dx+dy*dy); | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | if (i==1) | 
		
	
		
			
			|  |  |  | 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[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; | 
		
	
		
			
			|  |  |  | 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*BEZIER_LINE_DIVISIONS+2, color); | 
		
	
		
			
			|  |  |  | 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 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++) | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | Vector2 p1 = points[i], p2 = points[i + 1], p3 = points[i + 2], p4 = points[i + 3]; | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | 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; | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | currentPoint.x = a[3]; | 
		
	
		
			
			|  |  |  | currentPoint.y = b[3]; | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | if (i == 0) DrawCircleV(currentPoint, thick/2.0f, color); | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | float t = 0.0f; | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | 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 ((j == 1) && (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; | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | 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 a Catmull Rom spline line, minimum 4 points | 
		
	
		
			
			|  |  |  | void DrawLineCatmullRom(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); | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | for (int i = 0; i < (pointCount - 3); i++) | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | Vector2 p1 = points[i], p2 = points[i + 1], p3 = points[i + 2], p4 = points[i + 3]; | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | float t = 0.0f; | 
		
	
		
			
			|  |  |  | currentPoint = points[i]; | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | 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 i = 0; i <= SPLINE_LINE_DIVISIONS; i++) | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | t = ((float)i)/((float)SPLINE_LINE_DIVISIONS); | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | 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; | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | 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)); | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | float dy = nextPoint.y - currentPoint.y; | 
		
	
		
			
			|  |  |  | float dx = nextPoint.x - currentPoint.x; | 
		
	
		
			
			|  |  |  | float size = (0.5f*thick)/sqrtf(dx*dx + dy*dy); | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | if (i == 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*i + 1].x = nextPoint.x - dy*size; | 
		
	
		
			
			|  |  |  | vertices[2*i + 1].y = nextPoint.y + dx*size; | 
		
	
		
			
			|  |  |  | vertices[2*i].x = nextPoint.x + dy*size; | 
		
	
		
			
			|  |  |  | vertices[2*i].y = nextPoint.y - dx*size; | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | currentPoint = nextPoint; | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | DrawTriangleStrip(vertices, 2*SPLINE_LINE_DIVISIONS+2, color); | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // TODO: REVIEW: HACK: Drawing a circle at points intersection to hide broken strip | 
		
	
		
			
			|  |  |  | DrawCircleV(currentPoint, thick/2.0f, color); | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // Draw lines sequence | 
		
	
	
		
			
				|  |  |  |