From f01d3db7398037ce4a60da4d4ea9582b07834f96 Mon Sep 17 00:00:00 2001 From: Ray Date: Tue, 7 Nov 2023 19:25:49 +0100 Subject: ADDED: `GetSplinePoint*()` functions for spline evaluation RENAMED: `DrawLine()` to `DrawSpline()` for more consistent and clear naming REVIEWED: Bezier drawing parameters order, more consistent REVIEWED: Spline-based examples -WIP- --- src/raylib.h | 26 +- src/rshapes.c | 807 +++++++++++++++++++++++++++++++++------------------------- 2 files changed, 478 insertions(+), 355 deletions(-) (limited to 'src') diff --git a/src/raylib.h b/src/raylib.h index 4a353a70..9cbb72a0 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -1221,14 +1221,10 @@ RLAPI void SetShapesTexture(Texture2D texture, Rectangle source); // Set t RLAPI void DrawPixel(int posX, int posY, Color color); // Draw a pixel RLAPI void DrawPixelV(Vector2 position, Color color); // Draw a pixel (Vector version) RLAPI void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color); // Draw a line -RLAPI void DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (Vector version) -RLAPI void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line defining thickness -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 DrawLineV(Vector2 startPos, Vector2 endPos, Color color); // Draw a line (using gl lines) +RLAPI void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw a line (using triangles/quads) +RLAPI void DrawLineStrip(Vector2 *points, int pointCount, Color color); // Draw lines sequence (using gl lines) +RLAPI void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color); // Draw line segment cubic-bezier in-out interpolation 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 RLAPI void DrawCircleSectorLines(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color); // Draw circle sector outline @@ -1259,6 +1255,20 @@ RLAPI void DrawPoly(Vector2 center, int sides, float radius, float rotation, Col RLAPI void DrawPolyLines(Vector2 center, int sides, float radius, float rotation, Color color); // Draw a polygon outline of n sides RLAPI void DrawPolyLinesEx(Vector2 center, int sides, float radius, float rotation, float lineThick, Color color); // Draw a polygon outline of n sides with extended parameters +// Splines drawing functions +RLAPI void DrawSplineLinear(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: linear, minimum 2 points +RLAPI void DrawSplineBasis(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: B-Spline, minimum 4 points +RLAPI void DrawSplineCatmullRom(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Catmull Rom, minimum 4 points +RLAPI void DrawSplineBezierQuad(Vector2 startPos, Vector2 controlPos, Vector2 endPos, float thick, Color color); // Draw spline segment: quadratic-bezier, one control point +RLAPI void DrawSplineBezierCubic(Vector2 startPos, Vector2 startControlPos, Vector2 endControlPos, Vector2 endPos, float thick, Color color); // Draw spline segment: cubic-bezier, two control points + +// Get (evaluate) spline point for a given t [0.0f .. 1.0f] +RLAPI Vector2 GetSplinePointLinear(Vector2 startPos, Vector2 endPos, float t); // Get (evaluate) spline point: linear +RLAPI Vector2 GetSplinePointBasis(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float t); // Get (evaluate) spline point: B-Spline +RLAPI Vector2 GetSplinePointCatmullRom(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float t); // Get (evaluate) spline point: Catmull-Rom +RLAPI Vector2 GetSplinePointBezierQuad(Vector2 startPos, Vector2 controlPos, Vector2 endPos, float t); // Get (evaluate) spline point: quadratic-bezier +RLAPI Vector2 GetSplinePointBezierCubic(Vector2 startPos, Vector2 startControlPos, Vector2 endControlPos, Vector2 endPos, float t); // Get (evaluate) spline point: cubic-bezier + // Basic shapes collision detection functions RLAPI bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2); // Check collision between two rectangles RLAPI bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2); // Check collision between two circles diff --git a/src/rshapes.c b/src/rshapes.c index e8e533d3..8b6c1721 100644 --- a/src/rshapes.c +++ b/src/rshapes.c @@ -161,7 +161,7 @@ void DrawPixelV(Vector2 position, Color color) #endif } -// Draw a line +// Draw a line (using gl lines) void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color) { rlBegin(RL_LINES); @@ -171,7 +171,7 @@ void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color colo rlEnd(); } -// Draw a line (Vector version) +// Draw a line (using gl lines) void DrawLineV(Vector2 startPos, Vector2 endPos, Color color) { rlBegin(RL_LINES); @@ -181,29 +181,24 @@ void DrawLineV(Vector2 startPos, Vector2 endPos, Color color) rlEnd(); } -// Draw a line defining thickness -void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color) +// Draw lines sequuence (using gl lines) +void DrawLineStrip(Vector2 *points, int pointCount, Color color) { - Vector2 delta = { endPos.x - startPos.x, endPos.y - startPos.y }; - float length = sqrtf(delta.x*delta.x + delta.y*delta.y); - - if ((length > 0) && (thick > 0)) + if (pointCount >= 2) { - float scale = thick/(2*length); - - Vector2 radius = { -scale*delta.y, scale*delta.x }; - Vector2 strip[4] = { - { startPos.x - radius.x, startPos.y - radius.y }, - { startPos.x + radius.x, startPos.y + radius.y }, - { endPos.x - radius.x, endPos.y - radius.y }, - { endPos.x + radius.x, endPos.y + radius.y } - }; + rlBegin(RL_LINES); + rlColor4ub(color.r, color.g, color.b, color.a); - DrawTriangleStrip(strip, 4, color); + for (int i = 0; i < pointCount - 1; i++) + { + rlVertex2f(points[i].x, points[i].y); + rlVertex2f(points[i + 1].x, points[i + 1].y); + } + rlEnd(); } } -// Draw line using cubic-bezier curves in-out +// Draw line using cubic-bezier spline, in-out interpolation, no control points void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color) { Vector2 previous = startPos; @@ -241,375 +236,146 @@ void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color 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) +// Draw a line defining thickness +void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color) { - const float step = 1.0f/SPLINE_LINE_DIVISIONS; - - Vector2 previous = startPos; - Vector2 current = { 0 }; - float t = 0.0f; - - Vector2 points[2*SPLINE_LINE_DIVISIONS + 2] = { 0 }; + Vector2 delta = { endPos.x - startPos.x, endPos.y - startPos.y }; + float length = sqrtf(delta.x*delta.x + delta.y*delta.y); - for (int i = 1; i <= SPLINE_LINE_DIVISIONS; i++) + if ((length > 0) && (thick > 0)) { - t = step*i; - - float a = powf(1.0f - t, 2); - float b = 2.0f*(1.0f - t)*t; - float c = powf(t, 2); - - // NOTE: The easing functions aren't suitable here because they don't take a control point - current.y = a*startPos.y + b*controlPos.y + c*endPos.y; - current.x = a*startPos.x + b*controlPos.x + c*endPos.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) - { - 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; - } + float scale = thick/(2*length); - 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; + Vector2 radius = { -scale*delta.y, scale*delta.x }; + Vector2 strip[4] = { + { startPos.x - radius.x, startPos.y - radius.y }, + { startPos.x + radius.x, startPos.y + radius.y }, + { endPos.x - radius.x, endPos.y - radius.y }, + { endPos.x + radius.x, endPos.y + radius.y } + }; - previous = current; + DrawTriangleStrip(strip, 4, 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) +// Draw a color-filled circle +void DrawCircle(int centerX, int centerY, float radius, Color color) { - const float step = 1.0f/SPLINE_LINE_DIVISIONS; + DrawCircleV((Vector2){ (float)centerX, (float)centerY }, radius, color); +} - Vector2 previous = startPos; - Vector2 current = { 0 }; - float t = 0.0f; +// Draw a color-filled circle (Vector version) +// NOTE: On OpenGL 3.3 and ES2 we use QUADS to avoid drawing order issues +void DrawCircleV(Vector2 center, float radius, Color color) +{ + DrawCircleSector(center, radius, 0, 360, 36, color); +} - Vector2 points[2*SPLINE_LINE_DIVISIONS + 2] = { 0 }; +// Draw a piece of a circle +void DrawCircleSector(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color) +{ + if (radius <= 0.0f) radius = 0.1f; // Avoid div by zero - for (int i = 1; i <= SPLINE_LINE_DIVISIONS; i++) + // Function expects (endAngle > startAngle) + if (endAngle < startAngle) { - t = step*i; - - float a = powf(1.0f - t, 3); - float b = 3.0f*powf(1.0f - t, 2)*t; - float c = 3.0f*(1.0f - 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 size = 0.5f*thick/sqrtf(dx*dx+dy*dy); + // Swap values + float tmp = startAngle; + startAngle = endAngle; + endAngle = tmp; + } - 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; - } + int minSegments = (int)ceilf((endAngle - startAngle)/90); - 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; + if (segments < minSegments) + { + // Calculate the maximum angle between segments based on the error rate (usually 0.5f) + float th = acosf(2*powf(1 - SMOOTH_CIRCLE_ERROR_RATE/radius, 2) - 1); + segments = (int)((endAngle - startAngle)*ceilf(2*PI/th)/360); - previous = current; + if (segments <= 0) segments = minSegments; } - 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 stepLength = (endAngle - startAngle)/(float)segments; + float angle = startAngle; - float a[4] = { 0 }; - float b[4] = { 0 }; - float dy = 0.0f; - float dx = 0.0f; - float size = 0.0f; +#if defined(SUPPORT_QUADS_DRAW_MODE) + rlSetTexture(texShapes.id); - Vector2 currentPoint = { 0 }; - Vector2 nextPoint = { 0 }; - Vector2 vertices[2*SPLINE_LINE_DIVISIONS + 2] = { 0 }; + rlBegin(RL_QUADS); - for (int i = 0; i < (pointCount - 3); i++) - { - float t = 0.0f; - Vector2 p1 = points[i], p2 = points[i + 1], p3 = points[i + 2], p4 = points[i + 3]; + // NOTE: Every QUAD actually represents two segments + for (int i = 0; i < segments/2; i++) + { + rlColor4ub(color.r, color.g, color.b, color.a); - a[0] = (-p1.x + 3.0f*p2.x - 3.0f*p3.x + p4.x)/6.0f; - a[1] = (3.0f*p1.x - 6.0f*p2.x + 3.0f*p3.x)/6.0f; - a[2] = (-3.0f*p1.x + 3.0f*p3.x)/6.0f; - a[3] = (p1.x + 4.0f*p2.x + p3.x)/6.0f; + rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height); + rlVertex2f(center.x, center.y); - b[0] = (-p1.y + 3.0f*p2.y - 3.0f*p3.y + p4.y)/6.0f; - b[1] = (3.0f*p1.y - 6.0f*p2.y + 3.0f*p3.y)/6.0f; - b[2] = (-3.0f*p1.y + 3.0f*p3.y)/6.0f; - b[3] = (p1.y + 4.0f*p2.y + p3.y)/6.0f; + rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height); + rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength*2.0f))*radius, center.y + sinf(DEG2RAD*(angle + stepLength*2.0f))*radius); - currentPoint.x = a[3]; - currentPoint.y = b[3]; + rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); + rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*radius, center.y + sinf(DEG2RAD*(angle + stepLength))*radius); - if (i == 0) DrawCircleV(currentPoint, thick/2.0f, color); // Draw init line circle-cap + rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); + rlVertex2f(center.x + cosf(DEG2RAD*angle)*radius, center.y + sinf(DEG2RAD*angle)*radius); - 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; + angle += (stepLength*2.0f); } - for (int j = 1; j <= SPLINE_LINE_DIVISIONS; j++) + // NOTE: In case number of segments is odd, we add one last piece to the cake + if ((segments%2) == 1) { - 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])); + rlColor4ub(color.r, color.g, color.b, color.a); - dy = nextPoint.y - currentPoint.y; - dx = nextPoint.x - currentPoint.x; - size = 0.5f*thick/sqrtf(dx*dx+dy*dy); + rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height); + rlVertex2f(center.x, center.y); - if ((i == 0) && (j == 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; - } + rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); + rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*radius, center.y + sinf(DEG2RAD*(angle + stepLength))*radius); - 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; + rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); + rlVertex2f(center.x + cosf(DEG2RAD*angle)*radius, center.y + sinf(DEG2RAD*angle)*radius); - currentPoint = nextPoint; + rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height); + rlVertex2f(center.x, center.y); } - DrawTriangleStrip(vertices, 2*SPLINE_LINE_DIVISIONS + 2, color); - } + rlEnd(); - DrawCircleV(currentPoint, thick/2.0f, color); // Draw end line circle-cap + rlSetTexture(0); +#else + rlBegin(RL_TRIANGLES); + for (int i = 0; i < segments; i++) + { + rlColor4ub(color.r, color.g, color.b, color.a); + + rlVertex2f(center.x, center.y); + rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*radius, center.y + sinf(DEG2RAD*(angle + stepLength))*radius); + rlVertex2f(center.x + cosf(DEG2RAD*angle)*radius, center.y + sinf(DEG2RAD*angle)*radius); + + angle += stepLength; + } + rlEnd(); +#endif } -// Draw a Catmull Rom spline line, minimum 4 points -void DrawLineCatmullRom(Vector2 *points, int pointCount, float thick, Color color) +// Draw a piece of a circle outlines +void DrawCircleSectorLines(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color) { - if (pointCount < 4) return; + if (radius <= 0.0f) radius = 0.1f; // Avoid div by zero issue - float dy = 0.0f; - float dx = 0.0f; - float size = 0.0f; + // Function expects (endAngle > startAngle) + if (endAngle < startAngle) + { + // Swap values + float tmp = startAngle; + startAngle = endAngle; + endAngle = tmp; + } - Vector2 currentPoint = points[1]; - Vector2 nextPoint = { 0 }; - Vector2 vertices[2*SPLINE_LINE_DIVISIONS + 2] = { 0 }; - - DrawCircleV(currentPoint, thick/2.0f, color); // Draw init line circle-cap - - for (int i = 0; i < (pointCount - 3); i++) - { - float t = 0.0f; - Vector2 p1 = points[i], p2 = points[i + 1], p3 = points[i + 2], p4 = points[i + 3]; - - 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); - - float q0 = (-1.0f*t*t*t) + (2.0f*t*t) + (-1.0f*t); - float q1 = (3.0f*t*t*t) + (-5.0f*t*t) + 2.0f; - float q2 = (-3.0f*t*t*t) + (4.0f*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)); - - dy = nextPoint.y - currentPoint.y; - dx = nextPoint.x - currentPoint.x; - size = (0.5f*thick)/sqrtf(dx*dx + dy*dy); - - if ((i == 0) && (j == 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*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 end line circle-cap -} - -// Draw lines sequence -void DrawLineStrip(Vector2 *points, int pointCount, Color color) -{ - if (pointCount >= 2) - { - rlBegin(RL_LINES); - rlColor4ub(color.r, color.g, color.b, color.a); - - for (int i = 0; i < pointCount - 1; i++) - { - rlVertex2f(points[i].x, points[i].y); - rlVertex2f(points[i + 1].x, points[i + 1].y); - } - rlEnd(); - } -} - -// Draw a color-filled circle -void DrawCircle(int centerX, int centerY, float radius, Color color) -{ - DrawCircleV((Vector2){ (float)centerX, (float)centerY }, radius, color); -} - -// Draw a color-filled circle (Vector version) -// NOTE: On OpenGL 3.3 and ES2 we use QUADS to avoid drawing order issues -void DrawCircleV(Vector2 center, float radius, Color color) -{ - DrawCircleSector(center, radius, 0, 360, 36, color); -} - -// Draw a piece of a circle -void DrawCircleSector(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color) -{ - if (radius <= 0.0f) radius = 0.1f; // Avoid div by zero - - // Function expects (endAngle > startAngle) - if (endAngle < startAngle) - { - // Swap values - float tmp = startAngle; - startAngle = endAngle; - endAngle = tmp; - } - - int minSegments = (int)ceilf((endAngle - startAngle)/90); - - if (segments < minSegments) - { - // Calculate the maximum angle between segments based on the error rate (usually 0.5f) - float th = acosf(2*powf(1 - SMOOTH_CIRCLE_ERROR_RATE/radius, 2) - 1); - segments = (int)((endAngle - startAngle)*ceilf(2*PI/th)/360); - - if (segments <= 0) segments = minSegments; - } - - float stepLength = (endAngle - startAngle)/(float)segments; - float angle = startAngle; - -#if defined(SUPPORT_QUADS_DRAW_MODE) - rlSetTexture(texShapes.id); - - rlBegin(RL_QUADS); - - // NOTE: Every QUAD actually represents two segments - for (int i = 0; i < segments/2; i++) - { - rlColor4ub(color.r, color.g, color.b, color.a); - - rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height); - rlVertex2f(center.x, center.y); - - rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height); - rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength*2.0f))*radius, center.y + sinf(DEG2RAD*(angle + stepLength*2.0f))*radius); - - rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); - rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*radius, center.y + sinf(DEG2RAD*(angle + stepLength))*radius); - - rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); - rlVertex2f(center.x + cosf(DEG2RAD*angle)*radius, center.y + sinf(DEG2RAD*angle)*radius); - - angle += (stepLength*2.0f); - } - - // NOTE: In case number of segments is odd, we add one last piece to the cake - if ((segments%2) == 1) - { - rlColor4ub(color.r, color.g, color.b, color.a); - - rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height); - rlVertex2f(center.x, center.y); - - rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); - rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*radius, center.y + sinf(DEG2RAD*(angle + stepLength))*radius); - - rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); - rlVertex2f(center.x + cosf(DEG2RAD*angle)*radius, center.y + sinf(DEG2RAD*angle)*radius); - - rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height); - rlVertex2f(center.x, center.y); - } - - rlEnd(); - - rlSetTexture(0); -#else - rlBegin(RL_TRIANGLES); - for (int i = 0; i < segments; i++) - { - rlColor4ub(color.r, color.g, color.b, color.a); - - rlVertex2f(center.x, center.y); - rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*radius, center.y + sinf(DEG2RAD*(angle + stepLength))*radius); - rlVertex2f(center.x + cosf(DEG2RAD*angle)*radius, center.y + sinf(DEG2RAD*angle)*radius); - - angle += stepLength; - } - rlEnd(); -#endif -} - -// Draw a piece of a circle outlines -void DrawCircleSectorLines(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color) -{ - if (radius <= 0.0f) radius = 0.1f; // Avoid div by zero issue - - // Function expects (endAngle > startAngle) - if (endAngle < startAngle) - { - // Swap values - float tmp = startAngle; - startAngle = endAngle; - endAngle = tmp; - } - - int minSegments = (int)ceilf((endAngle - startAngle)/90); + int minSegments = (int)ceilf((endAngle - startAngle)/90); if (segments < minSegments) { @@ -1773,6 +1539,353 @@ void DrawPolyLinesEx(Vector2 center, int sides, float radius, float rotation, fl #endif } +//---------------------------------------------------------------------------------- +// Module Functions Definition - Splines functions +//---------------------------------------------------------------------------------- + +// Draw spline: linear, minimum 2 points +void DrawSplineLinear(Vector2 *points, int pointCount, float thick, Color color) +{ + Vector2 delta = { 0 }; + float length = 0.0f; + float scale = 0.0f; + + for (int i = 0; i < pointCount - 1; i++) + { + delta = (Vector2){ points[i + 1].x - points[i].x, points[i + 1].y - points[i].y }; + length = sqrtf(delta.x*delta.x + delta.y*delta.y); + + if (length > 0) scale = thick/(2*length); + + Vector2 radius = { -scale*delta.y, scale*delta.x }; + Vector2 strip[4] = { + { points[i].x - radius.x, points[i].y - radius.y }, + { points[i].x + radius.x, points[i].y + radius.y }, + { points[i + 1].x - radius.x, points[i + 1].y - radius.y }, + { points[i + 1].x + radius.x, points[i + 1].y + radius.y } + }; + + DrawTriangleStrip(strip, 4, color); + } +} + +// Draw spline: B-Spline, minimum 4 points +void DrawSplineBasis(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++) + { + float t = 0.0f; + Vector2 p1 = points[i], p2 = points[i + 1], p3 = points[i + 2], p4 = points[i + 3]; + + a[0] = (-p1.x + 3.0f*p2.x - 3.0f*p3.x + p4.x)/6.0f; + a[1] = (3.0f*p1.x - 6.0f*p2.x + 3.0f*p3.x)/6.0f; + a[2] = (-3.0f*p1.x + 3.0f*p3.x)/6.0f; + a[3] = (p1.x + 4.0f*p2.x + p3.x)/6.0f; + + b[0] = (-p1.y + 3.0f*p2.y - 3.0f*p3.y + p4.y)/6.0f; + b[1] = (3.0f*p1.y - 6.0f*p2.y + 3.0f*p3.y)/6.0f; + b[2] = (-3.0f*p1.y + 3.0f*p3.y)/6.0f; + b[3] = (p1.y + 4.0f*p2.y + p3.y)/6.0f; + + currentPoint.x = a[3]; + currentPoint.y = b[3]; + + if (i == 0) DrawCircleV(currentPoint, thick/2.0f, color); // Draw init line circle-cap + + 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 ((i == 0) && (j == 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*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 end line circle-cap +} + +// Draw spline: Catmull Rom, minimum 4 points +void DrawSplineCatmullRom(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); // Draw init line circle-cap + + for (int i = 0; i < (pointCount - 3); i++) + { + float t = 0.0f; + Vector2 p1 = points[i], p2 = points[i + 1], p3 = points[i + 2], p4 = points[i + 3]; + + 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); + + float q0 = (-1.0f*t*t*t) + (2.0f*t*t) + (-1.0f*t); + float q1 = (3.0f*t*t*t) + (-5.0f*t*t) + 2.0f; + float q2 = (-3.0f*t*t*t) + (4.0f*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)); + + dy = nextPoint.y - currentPoint.y; + dx = nextPoint.x - currentPoint.x; + size = (0.5f*thick)/sqrtf(dx*dx + dy*dy); + + if ((i == 0) && (j == 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*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 end line circle-cap +} + + +// Draw spline segment: quadratic-bezier, one control point +void DrawSplineBezierQuad(Vector2 startPos, Vector2 endPos, Vector2 controlPos, float thick, Color color) +{ + const float step = 1.0f/SPLINE_LINE_DIVISIONS; + + Vector2 previous = startPos; + Vector2 current = { 0 }; + float t = 0.0f; + + Vector2 points[2*SPLINE_LINE_DIVISIONS + 2] = { 0 }; + + for (int i = 1; i <= SPLINE_LINE_DIVISIONS; i++) + { + t = step*i; + + float a = powf(1.0f - t, 2); + float b = 2.0f*(1.0f - t)*t; + float c = powf(t, 2); + + // NOTE: The easing functions aren't suitable here because they don't take a control point + current.y = a*startPos.y + b*controlPos.y + c*endPos.y; + current.x = a*startPos.x + b*controlPos.x + c*endPos.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) + { + 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*SPLINE_LINE_DIVISIONS + 2, color); +} + +// Draw spline segment: cubic-bezier, two control point +void DrawSplineBezierCubic(Vector2 startPos, Vector2 startControlPos, Vector2 endControlPos, Vector2 endPos, float thick, Color color) +{ + const float step = 1.0f/SPLINE_LINE_DIVISIONS; + + Vector2 previous = startPos; + Vector2 current = { 0 }; + float t = 0.0f; + + Vector2 points[2*SPLINE_LINE_DIVISIONS + 2] = { 0 }; + + for (int i = 1; i <= SPLINE_LINE_DIVISIONS; i++) + { + t = step*i; + + float a = powf(1.0f - t, 3); + float b = 3.0f*powf(1.0f - t, 2)*t; + float c = 3.0f*(1.0f - 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 size = 0.5f*thick/sqrtf(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*SPLINE_LINE_DIVISIONS + 2, color); +} + +// Get spline point for a given t [0.0f .. 1.0f], Linear +Vector2 GetSplinePointLinear(Vector2 startPos, Vector2 endPos, float t) +{ + Vector2 point = { 0 }; + + point.x = startPos.x*(1.0f - t) + endPos.x*t; + point.y = startPos.y*(1.0f - t) + endPos.y*t; + + return point; +} + +// Get spline point for a given t [0.0f .. 1.0f], B-Spline +Vector2 GetSplinePointBasis(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float t) +{ + Vector2 point = { 0 }; + + float a[4] = { 0 }; + float b[4] = { 0 }; + + 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; + + point.x = a[3] + t*(a[2] + t*(a[1] + t*a[0])); + point.y = b[3] + t*(b[2] + t*(b[1] + t*b[0])); + + return point; +} + +// Get spline point for a given t [0.0f .. 1.0f], Catmull-Rom +Vector2 GetSplinePointCatmullRom(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float t) +{ + Vector2 point = { 0 }; + + 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; + + point.x = 0.5f*((p1.x*q0) + (p2.x*q1) + (p3.x*q2) + (p4.x*q3)); + point.y = 0.5f*((p1.y*q0) + (p2.y*q1) + (p3.y*q2) + (p4.y*q3)); + + return point; +} + +// Get spline point for a given t [0.0f .. 1.0f], Quadratic Bezier +Vector2 GetSplinePointBezierQuad(Vector2 startPos, Vector2 controlPos, Vector2 endPos, float t) +{ + Vector2 point = { 0 }; + + float a = powf(1.0f - t, 2); + float b = 2.0f*(1.0f - t)*t; + float c = powf(t, 2); + + point.y = a*startPos.y + b*controlPos.y + c*endPos.y; + point.x = a*startPos.x + b*controlPos.x + c*endPos.x; + + return point; +} + +// Get spline point for a given t [0.0f .. 1.0f], Cubic Bezier +Vector2 GetSplinePointBezierCubic(Vector2 startPos, Vector2 startControlPos, Vector2 endControlPos, Vector2 endPos, float t) +{ + Vector2 point = { 0 }; + + float a = powf(1.0f - t, 3); + float b = 3.0f*powf(1.0f - t, 2)*t; + float c = 3.0f*(1.0f - t)*powf(t, 2); + float d = powf(t, 3); + + point.y = a*startPos.y + b*startControlPos.y + c*endControlPos.y + d*endPos.y; + point.x = a*startPos.x + b*startControlPos.x + c*endControlPos.x + d*endPos.x; + + return point; +} + //---------------------------------------------------------------------------------- // Module Functions Definition - Collision Detection functions //---------------------------------------------------------------------------------- -- cgit v1.2.3