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/*******************************************************************************************
*
* raylib [textures] example - Draw a texture along a segmented curve
*
* Example originally created with raylib 4.5
*
* Example contributed by Jeffery Myers and reviewed by Ramon Santamaria (@raysan5)
*
* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
* BSD-like license that allows static linking with closed source software
*
* Copyright (c) 2019-2022 Jeffery Myers and Ramon Santamaria (@raysan5)
*
********************************************************************************************/
#include "raylib.h"
#include "raymath.h"
#include "rlgl.h"
Texture RoadTexture = { 0 };
bool ShowCurve = false;
float Width = 50;
int Segments = 24;
Vector2 SP = { 0 };
Vector2 SPTangent = { 0 };
Vector2 EP = { 0 };
Vector2 EPTangent = { 0 };
Vector2* Selected = NULL;
void DrawCurve()
{
if (ShowCurve)
DrawLineBezierCubic(SP, EP, SPTangent, EPTangent, 2, BLUE);
// draw the various control points and highlight where the mouse is
DrawLineV(SP, SPTangent, SKYBLUE);
DrawLineV(EP, EPTangent, PURPLE);
Vector2 mouse = GetMousePosition();
if (CheckCollisionPointCircle(mouse, SP, 6))
DrawCircleV(SP, 7, YELLOW);
DrawCircleV(SP, 5, RED);
if (CheckCollisionPointCircle(mouse, SPTangent, 6))
DrawCircleV(SPTangent, 7, YELLOW);
DrawCircleV(SPTangent, 5, MAROON);
if (CheckCollisionPointCircle(mouse, EP, 6))
DrawCircleV(EP, 7, YELLOW);
DrawCircleV(EP, 5, GREEN);
if (CheckCollisionPointCircle(mouse, EPTangent, 6))
DrawCircleV(EPTangent, 7, YELLOW);
DrawCircleV(EPTangent, 5, DARKGREEN);
}
void EditCurve()
{
// if the mouse is not down, we are not editing the curve so clear the selection
if (!IsMouseButtonDown(MOUSE_LEFT_BUTTON))
{
Selected = NULL;
return;
}
// if a point was selected, move it
if (Selected)
{
*Selected = Vector2Add(*Selected, GetMouseDelta());
return;
}
// the mouse is down, and nothing was selected, so see if anything was picked
Vector2 mouse = GetMousePosition();
if (CheckCollisionPointCircle(mouse, SP, 6))
Selected = &SP;
else if (CheckCollisionPointCircle(mouse, SPTangent, 6))
Selected = &SPTangent;
else if (CheckCollisionPointCircle(mouse, EP, 6))
Selected = &EP;
else if (CheckCollisionPointCircle(mouse, EPTangent, 6))
Selected = &EPTangent;
}
void DrawTexturedCurve()
{
const float step = 1.0f / Segments;
Vector2 previous = SP;
Vector2 previousTangent = { 0 };
float previousV = 0;
// we can't compute a tangent for the first point, so we need to reuse the tangent from the first segment
bool tangentSet = false;
Vector2 current = { 0 };
float t = 0.0f;
for (int i = 1; i <= Segments; i++)
{
// segment the curve
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 d = powf(t, 3);
// compute the endpoint for this segment
current.y = a * SP.y + b * SPTangent.y + c * EPTangent.y + d * EP.y;
current.x = a * SP.x + b * SPTangent.x + c * EPTangent.x + d * EP.x;
// vector from previous to current
Vector2 delta = { current.x - previous.x, current.y - previous.y };
// the right hand normal to the delta vector
Vector2 normal = Vector2Normalize((Vector2){ -delta.y, delta.x });
// the v texture coordinate of the segment (add up the length of all the segments so far)
float v = previousV + Vector2Length(delta);
// make sure the start point has a normal
if (!tangentSet)
{
previousTangent = normal;
tangentSet = true;
}
// extend out the normals from the previous and current points to get the quad for this segment
Vector2 prevPosNormal = Vector2Add(previous, Vector2Scale(previousTangent, Width));
Vector2 prevNegNormal = Vector2Add(previous, Vector2Scale(previousTangent, -Width));
Vector2 currentPosNormal = Vector2Add(current, Vector2Scale(normal, Width));
Vector2 currentNegNormal = Vector2Add(current, Vector2Scale(normal, -Width));
// draw the segment as a quad
rlSetTexture(RoadTexture.id);
rlBegin(RL_QUADS);
rlColor4ub(255,255,255,255);
rlNormal3f(0.0f, 0.0f, 1.0f);
rlTexCoord2f(0, previousV);
rlVertex2f(prevNegNormal.x, prevNegNormal.y);
rlTexCoord2f(1, previousV);
rlVertex2f(prevPosNormal.x, prevPosNormal.y);
rlTexCoord2f(1, v);
rlVertex2f(currentPosNormal.x, currentPosNormal.y);
rlTexCoord2f(0, v);
rlVertex2f(currentNegNormal.x, currentNegNormal.y);
rlEnd();
// the current step is the start of the next step
previous = current;
previousTangent = normal;
previousV = v;
}
}
void UpdateOptions()
{
if (IsKeyPressed(KEY_SPACE))
ShowCurve = !ShowCurve;
// width
if (IsKeyPressed(KEY_EQUAL))
Width += 2;
if (IsKeyPressed(KEY_MINUS))
Width -= 2;
if (Width < 2)
Width = 2;
// segments
if (IsKeyPressed(KEY_LEFT_BRACKET))
Segments -= 2;
if (IsKeyPressed(KEY_RIGHT_BRACKET))
Segments += 2;
if (Segments < 2)
Segments = 2;
}
int main ()
{
// set up the window
SetConfigFlags(FLAG_VSYNC_HINT);
InitWindow(1280, 800, "raylib [textures] examples - textured curve");
SetTargetFPS(144);
// load the road texture
RoadTexture = LoadTexture("resources/roadTexture_01.png");
// setup the curve
SP = (Vector2){ 80, 400 };
SPTangent = (Vector2){ 600, 100 };
EP = (Vector2){ 1200, 400 };
EPTangent = (Vector2){ 600, 700 };
// game loop
while (!WindowShouldClose())
{
EditCurve();
UpdateOptions();
BeginDrawing();
ClearBackground(BLACK);
DrawTexturedCurve();
DrawCurve();
DrawText("Drag points to move curve, press space to show/hide base curve", 10, 0, 20, WHITE);
DrawText(TextFormat("Width %2.0f + and - to adjust", Width), 10, 20, 20, WHITE);
DrawText(TextFormat("Segments %d [ and ] to adjust", Segments), 10, 40, 20, WHITE);
DrawFPS(10, 60);
EndDrawing();
}
// cleanup
UnloadTexture(RoadTexture);
CloseWindow();
return 0;
}