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@ -67,8 +67,8 @@ |
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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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#endif |
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#ifndef BEZIER_LINE_DIVISIONS |
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#define BEZIER_LINE_DIVISIONS 24 // Bezier line divisions |
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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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#endif |
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@ -208,14 +208,14 @@ 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*BEZIER_LINE_DIVISIONS + 2] = { 0 }; |
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Vector2 points[2*SPLINE_LINE_DIVISIONS + 2] = { 0 }; |
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for (int i = 1; i <= BEZIER_LINE_DIVISIONS; i++) |
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for (int i = 1; i <= SPLINE_LINE_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)BEZIER_LINE_DIVISIONS); |
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current.x = previous.x + (endPos.x - startPos.x)/ (float)BEZIER_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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float dy = current.y-previous.y; |
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float dx = current.x-previous.x; |
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@ -237,21 +237,21 @@ 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*BEZIER_LINE_DIVISIONS+2, color); |
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DrawTriangleStrip(points, 2*SPLINE_LINE_DIVISIONS+2, color); |
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} |
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// Draw line using quadratic bezier curves with a control point |
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void DrawLineBezierQuad(Vector2 startPos, Vector2 endPos, Vector2 controlPos, float thick, Color color) |
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{ |
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const float step = 1.0f/BEZIER_LINE_DIVISIONS; |
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const float step = 1.0f/SPLINE_LINE_DIVISIONS; |
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Vector2 previous = startPos; |
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Vector2 current = { 0 }; |
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float t = 0.0f; |
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Vector2 points[2*BEZIER_LINE_DIVISIONS + 2] = { 0 }; |
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Vector2 points[2*SPLINE_LINE_DIVISIONS + 2] = { 0 }; |
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for (int i = 1; i <= BEZIER_LINE_DIVISIONS; i++) |
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for (int i = 1; i <= SPLINE_LINE_DIVISIONS; i++) |
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{ |
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t = step*i; |
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float a = powf(1 - t, 2); |
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@ -282,52 +282,198 @@ void DrawLineBezierQuad(Vector2 startPos, Vector2 endPos, Vector2 controlPos, fl |
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previous = current; |
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} |
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DrawTriangleStrip(points, 2*BEZIER_LINE_DIVISIONS+2, color); |
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DrawTriangleStrip(points, 2*SPLINE_LINE_DIVISIONS+2, color); |
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} |
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// Draw line using cubic bezier curves with 2 control points |
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void DrawLineBezierCubic(Vector2 startPos, Vector2 endPos, Vector2 startControlPos, Vector2 endControlPos, float thick, Color color) |
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{ |
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const float step = 1.0f/BEZIER_LINE_DIVISIONS; |
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const float step = 1.0f/SPLINE_LINE_DIVISIONS; |
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Vector2 previous = startPos; |
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Vector2 current = { 0 }; |
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float t = 0.0f; |
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Vector2 points[2*BEZIER_LINE_DIVISIONS + 2] = { 0 }; |
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Vector2 points[2*SPLINE_LINE_DIVISIONS + 2] = { 0 }; |
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for (int i = 1; i <= BEZIER_LINE_DIVISIONS; i++) |
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for (int i = 1; i <= SPLINE_LINE_DIVISIONS; i++) |
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{ |
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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 c = 3*(1 - 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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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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if (i==1) |
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if (i == 1) |
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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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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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} |
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DrawTriangleStrip(points, 2*BEZIER_LINE_DIVISIONS+2, color); |
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DrawTriangleStrip(points, 2*SPLINE_LINE_DIVISIONS + 2, color); |
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} |
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// Draw a B-Spline line, minimum 4 points |
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void DrawLineBSpline(Vector2 *points, int pointCount, float thick, Color color) |
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{ |
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if (pointCount < 4) return; |
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float a[4] = { 0 }; |
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float b[4] = { 0 }; |
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float dy = 0.0f; |
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float dx = 0.0f; |
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float size = 0.0f; |
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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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for (int i = 0; i < (pointCount - 3); i++) |
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{ |
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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 + 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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if (i == 0) DrawCircleV(currentPoint, thick/2.0f, color); |
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float t = 0.0f; |
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if (i > 0) |
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{ |
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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[1].x = currentPoint.x - dy*size; |
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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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{ |
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t = ((float)j)/((float)SPLINE_LINE_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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dy = nextPoint.y - currentPoint.y; |
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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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if ((j == 1) && (i == 0)) |
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{ |
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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[1].x = currentPoint.x - dy*size; |
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vertices[1].y = currentPoint.y + dx*size; |
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} |
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vertices[2*j + 1].x = nextPoint.x - dy*size; |
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vertices[2*j + 1].y = nextPoint.y + dx*size; |
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vertices[2*j].x = nextPoint.x + dy*size; |
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vertices[2*j].y = nextPoint.y - dx*size; |
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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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} |
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DrawCircleV(currentPoint, thick/2.0f, color); |
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} |
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// Draw a Catmull Rom spline line, minimum 4 points |
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void DrawLineCatmullRom(Vector2 *points, int pointCount, float thick, Color color) |
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{ |
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if (pointCount < 4) return; |
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float dy = 0.0f; |
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float dx = 0.0f; |
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float size = 0.0f; |
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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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DrawCircleV(currentPoint, thick/2.0f, color); |
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for (int i = 0; i < (pointCount - 3); i++) |
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{ |
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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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if (i > 0) |
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{ |
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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[1].x = currentPoint.x - dy*size; |
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vertices[1].y = currentPoint.y + dx*size; |
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} |
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for (int i = 0; i <= SPLINE_LINE_DIVISIONS; i++) |
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{ |
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t = ((float)i)/((float)SPLINE_LINE_DIVISIONS); |
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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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vertices[0].x = currentPoint.x + dy*size; |
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vertices[0].y = currentPoint.y - dx*size; |
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vertices[1].x = currentPoint.x - dy*size; |
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vertices[1].y = currentPoint.y + dx*size; |
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} |
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vertices[2*i + 1].x = nextPoint.x - dy*size; |
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vertices[2*i + 1].y = nextPoint.y + dx*size; |
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vertices[2*i].x = nextPoint.x + dy*size; |
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vertices[2*i].y = nextPoint.y - dx*size; |
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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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// 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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} |
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} |
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// Draw lines sequence |
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