/*******************************************************************************************
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								*
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								*   raylib [shapes] example - splines drawing
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								*
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								*   Example complexity rating: [★★★☆] 3/4
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								*
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								*   Example originally created with raylib 5.0, last time updated with raylib 5.0
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								*
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								*   Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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								*   BSD-like license that allows static linking with closed source software
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								*
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								*   Copyright (c) 2023-2025 Ramon Santamaria (@raysan5)
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								*
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								********************************************************************************************/
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								#include "raylib.h"
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								#define RAYGUI_IMPLEMENTATION
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								#include "raygui.h"     // Required for UI controls
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								#include <stdlib.h>     // Required for: NULL
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								#define MAX_SPLINE_POINTS      32
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								// Cubic Bezier spline control points
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								// NOTE: Every segment has two control points
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								typedef struct {
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								    Vector2 start;
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								    Vector2 end;
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								} ControlPoint;
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								// Spline types
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								typedef enum {
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								    SPLINE_LINEAR = 0,      // Linear
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								    SPLINE_BASIS,           // B-Spline
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								    SPLINE_CATMULLROM,      // Catmull-Rom
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								    SPLINE_BEZIER           // Cubic Bezier
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								} SplineType;
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								//------------------------------------------------------------------------------------
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								// Program main entry point
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								//------------------------------------------------------------------------------------
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								int main(void)
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								{
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								    // Initialization
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								    //--------------------------------------------------------------------------------------
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								    const int screenWidth = 800;
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								    const int screenHeight = 450;
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								    SetConfigFlags(FLAG_MSAA_4X_HINT);
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								    InitWindow(screenWidth, screenHeight, "raylib [shapes] example - splines drawing");
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								    Vector2 points[MAX_SPLINE_POINTS] = {
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								        {  50.0f, 400.0f },
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								        { 160.0f, 220.0f },
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								        { 340.0f, 380.0f },
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								        { 520.0f, 60.0f },
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								        { 710.0f, 260.0f },
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								    };
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								    // Array required for spline bezier-cubic,
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								    // including control points interleaved with start-end segment points
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								    Vector2 pointsInterleaved[3*(MAX_SPLINE_POINTS - 1) + 1] = { 0 };
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								    int pointCount = 5;
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								    int selectedPoint = -1;
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								    int focusedPoint = -1;
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								    Vector2 *selectedControlPoint = NULL;
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								    Vector2 *focusedControlPoint = NULL;
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								    // Cubic Bezier control points initialization
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								    ControlPoint control[MAX_SPLINE_POINTS-1] = { 0 };
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								    for (int i = 0; i < pointCount - 1; i++)
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								    {
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								        control[i].start = (Vector2){ points[i].x + 50, points[i].y };
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								        control[i].end = (Vector2){ points[i + 1].x - 50, points[i + 1].y };
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								    }
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								    // Spline config variables
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								    float splineThickness = 8.0f;
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								    int splineTypeActive = SPLINE_LINEAR; // 0-Linear, 1-BSpline, 2-CatmullRom, 3-Bezier
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								    bool splineTypeEditMode = false;
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								    bool splineHelpersActive = true;
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								    SetTargetFPS(60);               // Set our game to run at 60 frames-per-second
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								    //--------------------------------------------------------------------------------------
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								    // Main game loop
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								    while (!WindowShouldClose())    // Detect window close button or ESC key
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								    {
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								        // Update
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								        //----------------------------------------------------------------------------------
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								        // Spline points creation logic (at the end of spline)
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								        if (IsMouseButtonPressed(MOUSE_RIGHT_BUTTON) && (pointCount < MAX_SPLINE_POINTS))
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								        {
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								            points[pointCount] = GetMousePosition();
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								            int i = pointCount - 1;
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								            control[i].start = (Vector2){ points[i].x + 50, points[i].y };
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								            control[i].end = (Vector2){ points[i + 1].x - 50, points[i + 1].y };
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								            pointCount++;
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								        }
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								        // Spline point focus and selection logic
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								        if ((selectedPoint == -1) && ((splineTypeActive != SPLINE_BEZIER) || (selectedControlPoint == NULL)))
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								        {
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								            focusedPoint = -1;
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								            for (int i = 0; i < pointCount; i++)
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								            {
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								                if (CheckCollisionPointCircle(GetMousePosition(), points[i], 8.0f))
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								                {
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								                    focusedPoint = i;
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								                    break;
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								                }
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								            }
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								            if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) selectedPoint = focusedPoint;
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								        }
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								        // Spline point movement logic
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								        if (selectedPoint >= 0)
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								        {
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								            points[selectedPoint] = GetMousePosition();
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								            if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) selectedPoint = -1;
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								        }
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								        // Cubic Bezier spline control points logic
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								        if ((splineTypeActive == SPLINE_BEZIER) && (focusedPoint == -1))
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								        {
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								            // Spline control point focus and selection logic
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								            if (selectedControlPoint == NULL)
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								            {
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								                focusedControlPoint = NULL;
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								                for (int i = 0; i < pointCount - 1; i++)
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								                {
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								                    if (CheckCollisionPointCircle(GetMousePosition(), control[i].start, 6.0f))
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								                    {
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								                        focusedControlPoint = &control[i].start;
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								                        break;
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								                    }
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								                    else if (CheckCollisionPointCircle(GetMousePosition(), control[i].end, 6.0f))
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								                    {
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								                        focusedControlPoint = &control[i].end;
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								                        break;
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								                    }
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								                }
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								                if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) selectedControlPoint = focusedControlPoint;
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								            }
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								            // Spline control point movement logic
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								            if (selectedControlPoint != NULL)
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								            {
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								                *selectedControlPoint = GetMousePosition();
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								                if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) selectedControlPoint = NULL;
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								            }
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								        }
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								        // Spline selection logic
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								        if (IsKeyPressed(KEY_ONE)) splineTypeActive = 0;
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								        else if (IsKeyPressed(KEY_TWO)) splineTypeActive = 1;
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								        else if (IsKeyPressed(KEY_THREE)) splineTypeActive = 2;
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								        else if (IsKeyPressed(KEY_FOUR)) splineTypeActive = 3;
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								        // Clear selection when changing to a spline without control points
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								        if (IsKeyPressed(KEY_ONE) || IsKeyPressed(KEY_TWO) || IsKeyPressed(KEY_THREE)) selectedControlPoint = NULL;
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								        //----------------------------------------------------------------------------------
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								        // Draw
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								        //----------------------------------------------------------------------------------
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								        BeginDrawing();
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								            ClearBackground(RAYWHITE);
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								            if (splineTypeActive == SPLINE_LINEAR)
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								            {
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								                // Draw spline: linear
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								                DrawSplineLinear(points, pointCount, splineThickness, RED);
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								            }
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								            else if (splineTypeActive == SPLINE_BASIS)
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								            {
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								                // Draw spline: basis
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								                DrawSplineBasis(points, pointCount, splineThickness, RED);  // Provide connected points array
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								                /*
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								                for (int i = 0; i < (pointCount - 3); i++)
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								                {
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								                    // Drawing individual segments, not considering thickness connection compensation
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								                    DrawSplineSegmentBasis(points[i], points[i + 1], points[i + 2], points[i + 3], splineThickness, MAROON);
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								                }
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								                */
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								            }
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								            else if (splineTypeActive == SPLINE_CATMULLROM)
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								            {
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								                // Draw spline: catmull-rom
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								                DrawSplineCatmullRom(points, pointCount, splineThickness, RED); // Provide connected points array
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								                /*
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								                for (int i = 0; i < (pointCount - 3); i++)
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								                {
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								                    // Drawing individual segments, not considering thickness connection compensation
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								                    DrawSplineSegmentCatmullRom(points[i], points[i + 1], points[i + 2], points[i + 3], splineThickness, MAROON);
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								                }
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								                */
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								            }
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								            else if (splineTypeActive == SPLINE_BEZIER)
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								            {
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								                // NOTE: Cubic-bezier spline requires the 2 control points of each segnment to be
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								                // provided interleaved with the start and end point of every segment
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								                for (int i = 0; i < (pointCount - 1); i++)
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								                {
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								                    pointsInterleaved[3*i] = points[i];
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								                    pointsInterleaved[3*i + 1] = control[i].start;
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								                    pointsInterleaved[3*i + 2] = control[i].end;
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								                }
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								                pointsInterleaved[3*(pointCount - 1)] = points[pointCount - 1];
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								                // Draw spline: cubic-bezier (with control points)
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								                DrawSplineBezierCubic(pointsInterleaved, 3*(pointCount - 1) + 1, splineThickness, RED);
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								                /*
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								                for (int i = 0; i < 3*(pointCount - 1); i += 3)
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								                {
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								                    // Drawing individual segments, not considering thickness connection compensation
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								                    DrawSplineSegmentBezierCubic(pointsInterleaved[i], pointsInterleaved[i + 1], pointsInterleaved[i + 2], pointsInterleaved[i + 3], splineThickness, MAROON);
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								                }
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								                */
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								                // Draw spline control points
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								                for (int i = 0; i < pointCount - 1; i++)
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								                {
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								                    // Every cubic bezier point have two control points
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								                    DrawCircleV(control[i].start, 6, GOLD);
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								                    DrawCircleV(control[i].end, 6, GOLD);
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								                    if (focusedControlPoint == &control[i].start) DrawCircleV(control[i].start, 8, GREEN);
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								                    else if (focusedControlPoint == &control[i].end) DrawCircleV(control[i].end, 8, GREEN);
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								                    DrawLineEx(points[i], control[i].start, 1.0f, LIGHTGRAY);
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								                    DrawLineEx(points[i + 1], control[i].end, 1.0f, LIGHTGRAY);
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								                    // Draw spline control lines
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								                    DrawLineV(points[i], control[i].start, GRAY);
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								                    //DrawLineV(control[i].start, control[i].end, LIGHTGRAY);
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								                    DrawLineV(control[i].end, points[i + 1], GRAY);
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								                }
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								            }
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								            if (splineHelpersActive)
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								            {
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								                // Draw spline point helpers
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								                for (int i = 0; i < pointCount; i++)
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								                {
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								                    DrawCircleLinesV(points[i], (focusedPoint == i)? 12.0f : 8.0f, (focusedPoint == i)? BLUE: DARKBLUE);
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								                    if ((splineTypeActive != SPLINE_LINEAR) &&
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								                        (splineTypeActive != SPLINE_BEZIER) &&
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								                        (i < pointCount - 1)) DrawLineV(points[i], points[i + 1], GRAY);
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								                    DrawText(TextFormat("[%.0f, %.0f]", points[i].x, points[i].y), (int)points[i].x, (int)points[i].y + 10, 10, BLACK);
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								                }
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								            }
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								            // Check all possible UI states that require controls lock
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								            if (splineTypeEditMode || (selectedPoint != -1) || (selectedControlPoint != NULL)) GuiLock();
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								            // Draw spline config
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								            GuiLabel((Rectangle){ 12, 62, 140, 24 }, TextFormat("Spline thickness: %i", (int)splineThickness));
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								            GuiSliderBar((Rectangle){ 12, 60 + 24, 140, 16 }, NULL, NULL, &splineThickness, 1.0f, 40.0f);
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								            GuiCheckBox((Rectangle){ 12, 110, 20, 20 }, "Show point helpers", &splineHelpersActive);
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								            if (splineTypeEditMode) GuiUnlock();
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								            GuiLabel((Rectangle){ 12, 10, 140, 24 }, "Spline type:");
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								            if (GuiDropdownBox((Rectangle){ 12, 8 + 24, 140, 28 }, "LINEAR;BSPLINE;CATMULLROM;BEZIER", &splineTypeActive, splineTypeEditMode)) splineTypeEditMode = !splineTypeEditMode;
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								            GuiUnlock();
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								        EndDrawing();
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								        //----------------------------------------------------------------------------------
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								    }
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								    // De-Initialization
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								    //--------------------------------------------------------------------------------------
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								    CloseWindow();        // Close window and OpenGL context
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								    //--------------------------------------------------------------------------------------
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								    return 0;
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								}
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