From fc885180673d09e2eb074019c581ec200a480262 Mon Sep 17 00:00:00 2001 From: Ray Date: Sat, 12 Aug 2023 14:00:50 +0200 Subject: [PATCH] ADDED: Spline drawing functions -> - `DrawLineBSpline()` - `DrawLineCatmullRom()` --- src/raylib.h | 2 + src/rshapes.c | 200 +++++++++++++++++++++++++++++++++++++++++++------- 2 files changed, 175 insertions(+), 27 deletions(-) diff --git a/src/raylib.h b/src/raylib.h index f7b0df66..abc8371b 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -1192,6 +1192,8 @@ RLAPI void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color 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 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 diff --git a/src/rshapes.c b/src/rshapes.c index 8b319ed1..6987fe9d 100644 --- a/src/rshapes.c +++ b/src/rshapes.c @@ -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