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authornobytesgiven <[email protected]>2022-10-24 17:35:47 +0300
committerGitHub <[email protected]>2022-10-24 16:35:47 +0200
commite5d332dea23e65f66e7e7b279dc712afeb9404c9 (patch)
tree747fbed7fe41875ee6ec3437ab3ec9e98d4ef79c /src/rshapes.c
parentd5cd5ebd80ad02a3a9129ecf080007fce7efe4d6 (diff)
downloadraylib-e5d332dea23e65f66e7e7b279dc712afeb9404c9.tar.gz
raylib-e5d332dea23e65f66e7e7b279dc712afeb9404c9.zip
Fix bezier line breaking #2735 (#2767)
* Fixed bezier line breaking #2735 * converted tabs to spaces * typo * Changed doubles to floats * removed heap allocations\ Co-authored-by: nobytesgiven <[email protected]>
Diffstat (limited to 'src/rshapes.c')
-rw-r--r--src/rshapes.c70
1 files changed, 61 insertions, 9 deletions
diff --git a/src/rshapes.c b/src/rshapes.c
index 7e4cad74..2262ae97 100644
--- a/src/rshapes.c
+++ b/src/rshapes.c
@@ -58,6 +58,7 @@
#include <math.h> // Required for: sinf(), asinf(), cosf(), acosf(), sqrtf(), fabsf()
#include <float.h> // Required for: FLT_EPSILON
+#include <stdlib.h> // Required for: RL_FREE
//----------------------------------------------------------------------------------
// Defines and Macros
@@ -197,6 +198,8 @@ void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color)
Vector2 previous = startPos;
Vector2 current = { 0 };
+ Vector2 points[2*BEZIER_LINE_DIVISIONS + 2] = { 0 };
+
for (int i = 1; i <= BEZIER_LINE_DIVISIONS; i++)
{
// Cubic easing in-out
@@ -204,12 +207,27 @@ void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color)
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;
- // TODO: Avoid drawing the line by pieces, it generates gaps for big thicks,
- // Custom "triangle-strip" implementation should be used, check DrawTriangleStrip() for reference
- DrawLineEx(previous, current, thick, color);
+ float dy = current.y-previous.y;
+ float dx = current.x-previous.x;
+ float size = 0.5*thick/sqrt(dx*dx+dy*dy);
+
+ 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[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);
}
// Draw line using quadratic bezier curves with a control point
@@ -221,6 +239,8 @@ void DrawLineBezierQuad(Vector2 startPos, Vector2 endPos, Vector2 controlPos, fl
Vector2 current = { 0 };
float t = 0.0f;
+ Vector2 points[2*BEZIER_LINE_DIVISIONS + 2] = { 0 };
+
for (int i = 0; i <= BEZIER_LINE_DIVISIONS; i++)
{
t = step*i;
@@ -232,12 +252,27 @@ void DrawLineBezierQuad(Vector2 startPos, Vector2 endPos, Vector2 controlPos, fl
current.y = a*startPos.y + b*controlPos.y + c*endPos.y;
current.x = a*startPos.x + b*controlPos.x + c*endPos.x;
- // TODO: Avoid drawing the line by pieces, it generates gaps for big thicks,
- // Custom "triangle-strip" implementation should be used, check DrawTriangleStrip() for reference
- DrawLineEx(previous, current, thick, color);
+ float dy = current.y-previous.y;
+ float dx = current.x-previous.x;
+ float size = 0.5*thick/sqrt(dx*dx+dy*dy);
+
+ 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[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);
}
// Draw line using cubic bezier curves with 2 control points
@@ -249,6 +284,8 @@ void DrawLineBezierCubic(Vector2 startPos, Vector2 endPos, Vector2 startControlP
Vector2 current = { 0 };
float t = 0.0f;
+ Vector2 points[2*BEZIER_LINE_DIVISIONS + 2] = { 0 };
+
for (int i = 0; i <= BEZIER_LINE_DIVISIONS; i++)
{
t = step*i;
@@ -260,12 +297,27 @@ void DrawLineBezierCubic(Vector2 startPos, Vector2 endPos, Vector2 startControlP
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;
- // TODO: Avoid drawing the line by pieces, it generates gaps for big thicks,
- // Custom "triangle-strip" implementation should be used, check DrawTriangleStrip() for reference
- DrawLineEx(previous, current, thick, color);
+ float dy = current.y-previous.y;
+ float dx = current.x-previous.x;
+ float size = 0.5*thick/sqrt(dx*dx+dy*dy);
+
+ 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[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);
}
// Draw lines sequence