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@@ -161,7 +161,7 @@ void DrawPixelV(Vector2 position, Color color)
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#endif
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}
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-// Draw a line
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+// Draw a line (using gl lines)
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void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color)
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{
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rlBegin(RL_LINES);
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@@ -171,7 +171,7 @@ void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color colo
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rlEnd();
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}
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-// Draw a line (Vector version)
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+// Draw a line (using gl lines)
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void DrawLineV(Vector2 startPos, Vector2 endPos, Color color)
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{
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rlBegin(RL_LINES);
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@@ -181,29 +181,24 @@ void DrawLineV(Vector2 startPos, Vector2 endPos, Color color)
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rlEnd();
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}
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-// Draw a line defining thickness
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-void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color)
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+// Draw lines sequuence (using gl lines)
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+void DrawLineStrip(Vector2 *points, int pointCount, Color color)
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{
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- Vector2 delta = { endPos.x - startPos.x, endPos.y - startPos.y };
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- float length = sqrtf(delta.x*delta.x + delta.y*delta.y);
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-
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- if ((length > 0) && (thick > 0))
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+ if (pointCount >= 2)
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{
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- float scale = thick/(2*length);
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-
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- Vector2 radius = { -scale*delta.y, scale*delta.x };
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- Vector2 strip[4] = {
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- { startPos.x - radius.x, startPos.y - radius.y },
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- { startPos.x + radius.x, startPos.y + radius.y },
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- { endPos.x - radius.x, endPos.y - radius.y },
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- { endPos.x + radius.x, endPos.y + radius.y }
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- };
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+ rlBegin(RL_LINES);
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+ rlColor4ub(color.r, color.g, color.b, color.a);
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- DrawTriangleStrip(strip, 4, color);
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+ for (int i = 0; i < pointCount - 1; i++)
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+ {
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+ rlVertex2f(points[i].x, points[i].y);
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+ rlVertex2f(points[i + 1].x, points[i + 1].y);
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+ }
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+ rlEnd();
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}
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}
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-// Draw line using cubic-bezier curves in-out
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+// Draw line using cubic-bezier spline, in-out interpolation, no control points
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void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color)
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{
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Vector2 previous = startPos;
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@@ -241,375 +236,146 @@ void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color)
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DrawTriangleStrip(points, 2*SPLINE_LINE_DIVISIONS + 2, color);
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}
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-// Draw line using quadratic bezier curves with a control point
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-void DrawLineBezierQuad(Vector2 startPos, Vector2 endPos, Vector2 controlPos, float thick, Color color)
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+// Draw a line defining thickness
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+void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color)
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{
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- const float step = 1.0f/SPLINE_LINE_DIVISIONS;
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-
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- Vector2 previous = startPos;
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- Vector2 current = { 0 };
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- float t = 0.0f;
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-
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- Vector2 points[2*SPLINE_LINE_DIVISIONS + 2] = { 0 };
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+ Vector2 delta = { endPos.x - startPos.x, endPos.y - startPos.y };
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+ float length = sqrtf(delta.x*delta.x + delta.y*delta.y);
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- for (int i = 1; i <= SPLINE_LINE_DIVISIONS; i++)
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+ if ((length > 0) && (thick > 0))
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{
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- t = step*i;
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-
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- float a = powf(1.0f - t, 2);
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- float b = 2.0f*(1.0f - t)*t;
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- float c = powf(t, 2);
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-
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- // NOTE: The easing functions aren't suitable here because they don't take a control point
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- current.y = a*startPos.y + b*controlPos.y + c*endPos.y;
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- current.x = a*startPos.x + b*controlPos.x + c*endPos.x;
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-
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- float dy = current.y - previous.y;
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- float dx = current.x - previous.x;
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- float size = 0.5f*thick/sqrtf(dx*dx+dy*dy);
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-
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- if (i == 1)
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- {
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- points[0].x = previous.x + dy*size;
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- points[0].y = previous.y - dx*size;
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- points[1].x = previous.x - dy*size;
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- points[1].y = previous.y + dx*size;
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- }
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+ float scale = thick/(2*length);
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- points[2*i + 1].x = current.x - dy*size;
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- points[2*i + 1].y = current.y + dx*size;
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- points[2*i].x = current.x + dy*size;
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- points[2*i].y = current.y - dx*size;
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+ Vector2 radius = { -scale*delta.y, scale*delta.x };
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+ Vector2 strip[4] = {
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+ { startPos.x - radius.x, startPos.y - radius.y },
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+ { startPos.x + radius.x, startPos.y + radius.y },
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+ { endPos.x - radius.x, endPos.y - radius.y },
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+ { endPos.x + radius.x, endPos.y + radius.y }
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+ };
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- previous = current;
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+ DrawTriangleStrip(strip, 4, color);
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}
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-
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- DrawTriangleStrip(points, 2*SPLINE_LINE_DIVISIONS + 2, color);
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}
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-// Draw line using cubic bezier curves with 2 control points
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-void DrawLineBezierCubic(Vector2 startPos, Vector2 endPos, Vector2 startControlPos, Vector2 endControlPos, float thick, Color color)
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+// Draw a color-filled circle
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+void DrawCircle(int centerX, int centerY, float radius, Color color)
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{
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- const float step = 1.0f/SPLINE_LINE_DIVISIONS;
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+ DrawCircleV((Vector2){ (float)centerX, (float)centerY }, radius, color);
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+}
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- Vector2 previous = startPos;
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- Vector2 current = { 0 };
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- float t = 0.0f;
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+// Draw a color-filled circle (Vector version)
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+// NOTE: On OpenGL 3.3 and ES2 we use QUADS to avoid drawing order issues
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+void DrawCircleV(Vector2 center, float radius, Color color)
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+{
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+ DrawCircleSector(center, radius, 0, 360, 36, color);
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+}
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- Vector2 points[2*SPLINE_LINE_DIVISIONS + 2] = { 0 };
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+// Draw a piece of a circle
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+void DrawCircleSector(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color)
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+{
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+ if (radius <= 0.0f) radius = 0.1f; // Avoid div by zero
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- for (int i = 1; i <= SPLINE_LINE_DIVISIONS; i++)
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+ // Function expects (endAngle > startAngle)
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+ if (endAngle < startAngle)
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{
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- t = step*i;
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-
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- float a = powf(1.0f - t, 3);
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- float b = 3.0f*powf(1.0f - t, 2)*t;
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- float c = 3.0f*(1.0f - t)*powf(t, 2);
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- float d = powf(t, 3);
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-
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- current.y = a*startPos.y + b*startControlPos.y + c*endControlPos.y + d*endPos.y;
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- current.x = a*startPos.x + b*startControlPos.x + c*endControlPos.x + d*endPos.x;
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-
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- float dy = current.y - previous.y;
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- float dx = current.x - previous.x;
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- float size = 0.5f*thick/sqrtf(dx*dx+dy*dy);
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+ // Swap values
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+ float tmp = startAngle;
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+ startAngle = endAngle;
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+ endAngle = tmp;
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+ }
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- if (i == 1)
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- {
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- points[0].x = previous.x + dy*size;
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- points[0].y = previous.y - dx*size;
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- points[1].x = previous.x - dy*size;
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- points[1].y = previous.y + dx*size;
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- }
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+ int minSegments = (int)ceilf((endAngle - startAngle)/90);
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- points[2*i + 1].x = current.x - dy*size;
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- points[2*i + 1].y = current.y + dx*size;
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- points[2*i].x = current.x + dy*size;
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- points[2*i].y = current.y - dx*size;
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+ if (segments < minSegments)
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+ {
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+ // Calculate the maximum angle between segments based on the error rate (usually 0.5f)
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+ float th = acosf(2*powf(1 - SMOOTH_CIRCLE_ERROR_RATE/radius, 2) - 1);
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+ segments = (int)((endAngle - startAngle)*ceilf(2*PI/th)/360);
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- previous = current;
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+ if (segments <= 0) segments = minSegments;
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}
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- DrawTriangleStrip(points, 2*SPLINE_LINE_DIVISIONS + 2, color);
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-}
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-
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-// Draw a B-Spline line, minimum 4 points
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-void DrawLineBSpline(Vector2 *points, int pointCount, float thick, Color color)
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-{
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- if (pointCount < 4) return;
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+ float stepLength = (endAngle - startAngle)/(float)segments;
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+ float angle = startAngle;
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- float a[4] = { 0 };
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- float b[4] = { 0 };
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- float dy = 0.0f;
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- float dx = 0.0f;
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- float size = 0.0f;
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+#if defined(SUPPORT_QUADS_DRAW_MODE)
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+ rlSetTexture(texShapes.id);
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- Vector2 currentPoint = { 0 };
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- Vector2 nextPoint = { 0 };
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- Vector2 vertices[2*SPLINE_LINE_DIVISIONS + 2] = { 0 };
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+ rlBegin(RL_QUADS);
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- for (int i = 0; i < (pointCount - 3); i++)
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- {
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- float t = 0.0f;
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- Vector2 p1 = points[i], p2 = points[i + 1], p3 = points[i + 2], p4 = points[i + 3];
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+ // NOTE: Every QUAD actually represents two segments
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+ for (int i = 0; i < segments/2; i++)
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+ {
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+ rlColor4ub(color.r, color.g, color.b, color.a);
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- a[0] = (-p1.x + 3.0f*p2.x - 3.0f*p3.x + p4.x)/6.0f;
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- a[1] = (3.0f*p1.x - 6.0f*p2.x + 3.0f*p3.x)/6.0f;
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- a[2] = (-3.0f*p1.x + 3.0f*p3.x)/6.0f;
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- a[3] = (p1.x + 4.0f*p2.x + p3.x)/6.0f;
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+ rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height);
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+ rlVertex2f(center.x, center.y);
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- b[0] = (-p1.y + 3.0f*p2.y - 3.0f*p3.y + p4.y)/6.0f;
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- b[1] = (3.0f*p1.y - 6.0f*p2.y + 3.0f*p3.y)/6.0f;
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- b[2] = (-3.0f*p1.y + 3.0f*p3.y)/6.0f;
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- b[3] = (p1.y + 4.0f*p2.y + p3.y)/6.0f;
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+ rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height);
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+ rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength*2.0f))*radius, center.y + sinf(DEG2RAD*(angle + stepLength*2.0f))*radius);
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- currentPoint.x = a[3];
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- currentPoint.y = b[3];
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+ rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
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+ rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*radius, center.y + sinf(DEG2RAD*(angle + stepLength))*radius);
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- if (i == 0) DrawCircleV(currentPoint, thick/2.0f, color); // Draw init line circle-cap
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+ rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
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+ rlVertex2f(center.x + cosf(DEG2RAD*angle)*radius, center.y + sinf(DEG2RAD*angle)*radius);
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- if (i > 0)
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- {
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- vertices[0].x = currentPoint.x + dy*size;
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- vertices[0].y = currentPoint.y - dx*size;
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- vertices[1].x = currentPoint.x - dy*size;
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- vertices[1].y = currentPoint.y + dx*size;
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+ angle += (stepLength*2.0f);
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}
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- for (int j = 1; j <= SPLINE_LINE_DIVISIONS; j++)
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+ // NOTE: In case number of segments is odd, we add one last piece to the cake
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+ if ((segments%2) == 1)
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{
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- t = ((float)j)/((float)SPLINE_LINE_DIVISIONS);
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-
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- nextPoint.x = a[3] + t*(a[2] + t*(a[1] + t*a[0]));
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- nextPoint.y = b[3] + t*(b[2] + t*(b[1] + t*b[0]));
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+ rlColor4ub(color.r, color.g, color.b, color.a);
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- dy = nextPoint.y - currentPoint.y;
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- dx = nextPoint.x - currentPoint.x;
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- size = 0.5f*thick/sqrtf(dx*dx+dy*dy);
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+ rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height);
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+ rlVertex2f(center.x, center.y);
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- if ((i == 0) && (j == 1))
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- {
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- vertices[0].x = currentPoint.x + dy*size;
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- vertices[0].y = currentPoint.y - dx*size;
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- vertices[1].x = currentPoint.x - dy*size;
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- vertices[1].y = currentPoint.y + dx*size;
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- }
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+ rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
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+ rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*radius, center.y + sinf(DEG2RAD*(angle + stepLength))*radius);
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- vertices[2*j + 1].x = nextPoint.x - dy*size;
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- vertices[2*j + 1].y = nextPoint.y + dx*size;
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- vertices[2*j].x = nextPoint.x + dy*size;
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- vertices[2*j].y = nextPoint.y - dx*size;
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+ rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
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+ rlVertex2f(center.x + cosf(DEG2RAD*angle)*radius, center.y + sinf(DEG2RAD*angle)*radius);
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- currentPoint = nextPoint;
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+ rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height);
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+ rlVertex2f(center.x, center.y);
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}
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- DrawTriangleStrip(vertices, 2*SPLINE_LINE_DIVISIONS + 2, color);
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- }
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+ rlEnd();
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- DrawCircleV(currentPoint, thick/2.0f, color); // Draw end line circle-cap
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+ rlSetTexture(0);
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+#else
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+ rlBegin(RL_TRIANGLES);
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+ for (int i = 0; i < segments; i++)
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+ {
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+ rlColor4ub(color.r, color.g, color.b, color.a);
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+
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+ rlVertex2f(center.x, center.y);
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+ rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*radius, center.y + sinf(DEG2RAD*(angle + stepLength))*radius);
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+ rlVertex2f(center.x + cosf(DEG2RAD*angle)*radius, center.y + sinf(DEG2RAD*angle)*radius);
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+
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+ angle += stepLength;
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+ }
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+ rlEnd();
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+#endif
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}
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-// Draw a Catmull Rom spline line, minimum 4 points
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-void DrawLineCatmullRom(Vector2 *points, int pointCount, float thick, Color color)
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+// Draw a piece of a circle outlines
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+void DrawCircleSectorLines(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color)
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{
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- if (pointCount < 4) return;
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+ if (radius <= 0.0f) radius = 0.1f; // Avoid div by zero issue
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- float dy = 0.0f;
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- float dx = 0.0f;
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- float size = 0.0f;
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+ // Function expects (endAngle > startAngle)
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+ if (endAngle < startAngle)
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+ {
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+ // Swap values
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+ float tmp = startAngle;
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+ startAngle = endAngle;
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+ endAngle = tmp;
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+ }
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- Vector2 currentPoint = points[1];
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- Vector2 nextPoint = { 0 };
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- Vector2 vertices[2*SPLINE_LINE_DIVISIONS + 2] = { 0 };
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-
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- DrawCircleV(currentPoint, thick/2.0f, color); // Draw init line circle-cap
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|
|
-
|
|
|
- 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
|
|
|
//----------------------------------------------------------------------------------
|