raylib-go/examples/textures/textured_curve/main.go
2023-10-21 22:23:22 +02:00

201 lines
5 KiB
Go

package main
import (
"fmt"
"math"
rl "github.com/gen2brain/raylib-go/raylib"
)
var (
texRoad rl.Texture2D
showCurve = true
curveW = float32(50)
curveSegments = 24
curveStartPos, curveStartPosTangent, curveEndPos, curveEndPosTangent rl.Vector2
curveSelectedPoint *rl.Vector2
screenW = int32(800)
screenH = int32(450)
)
func main() {
rl.SetConfigFlags(rl.FlagVsyncHint | rl.FlagMsaa4xHint)
rl.InitWindow(screenW, screenH, "raylib [textures] example - textured curve")
texRoad = rl.LoadTexture("road.png")
rl.SetTextureFilter(texRoad, rl.TextureFilterMode(rl.FilterBilinear))
curveStartPos = rl.NewVector2(80, 100)
curveStartPosTangent = rl.NewVector2(100, 300)
curveEndPos = rl.NewVector2(700, 350)
curveEndPosTangent = rl.NewVector2(600, 100)
rl.SetTargetFPS(60)
for !rl.WindowShouldClose() {
upCurve()
upOptions()
rl.BeginDrawing()
rl.ClearBackground(rl.RayWhite)
drawTexturedCurve()
drawCurve()
rl.DrawText("Drag points to move curve, press SPACE to show/hide base curve", 10, 10, 10, rl.Black)
rl.DrawText("Curve width: "+fmt.Sprintf("%.0f", curveW)+" use UP/DOWN arrows to adjust", 10, 30, 10, rl.Black)
rl.DrawText("Curve segments: "+fmt.Sprint(curveSegments)+" use RIGHT/LEFT arrows to adjust", 10, 50, 10, rl.Black)
rl.EndDrawing()
}
rl.UnloadTexture(texRoad)
rl.CloseWindow()
}
func upCurve() {
if !rl.IsMouseButtonDown(rl.MouseLeftButton) {
curveSelectedPoint = &rl.Vector2{}
}
*curveSelectedPoint = rl.Vector2Add(*curveSelectedPoint, rl.GetMouseDelta())
mouse := rl.GetMousePosition()
if rl.CheckCollisionPointCircle(mouse, curveStartPos, 6) {
curveSelectedPoint = &curveStartPos
} else if rl.CheckCollisionPointCircle(mouse, curveStartPosTangent, 6) {
curveSelectedPoint = &curveStartPosTangent
} else if rl.CheckCollisionPointCircle(mouse, curveEndPos, 6) {
curveSelectedPoint = &curveEndPos
} else if rl.CheckCollisionPointCircle(mouse, curveEndPosTangent, 6) {
curveSelectedPoint = &curveEndPosTangent
}
}
func upOptions() {
if rl.IsKeyPressed(rl.KeySpace) {
showCurve = !showCurve
}
if rl.IsKeyPressed(rl.KeyUp) {
curveW += 2
}
if rl.IsKeyPressed(rl.KeyDown) {
curveW -= 2
}
if curveW < 2 {
curveW = 2
}
if rl.IsKeyPressed(rl.KeyLeft) {
curveSegments -= 2
}
if rl.IsKeyPressed(rl.KeyRight) {
curveSegments += 2
}
if curveSegments < 2 {
curveSegments = 2
}
}
func drawTexturedCurve() {
step := float32(1) / float32(curveSegments)
previous := curveStartPos
previousTangent := rl.Vector2Zero()
previousV := float32(0)
tangentSet := false
current := rl.Vector2Zero()
t := float32(0)
for i := 0; i < curveSegments; i++ {
t = step * float32(i)
a := float32(math.Pow(1-float64(t), 3))
b := 3 * float32(math.Pow(1-float64(t), 2)) * t
c := 3 * (1 - t) * float32(math.Pow(float64(t), 2))
d := float32(math.Pow(float64(t), 3))
current.Y = a*curveStartPos.Y + b*curveStartPosTangent.Y + c*curveEndPosTangent.Y + d*curveEndPos.Y
current.X = a*curveStartPos.X + b*curveStartPosTangent.X + c*curveEndPosTangent.X + d*curveEndPos.X
delta := rl.NewVector2(current.X-previous.X, current.Y-previous.Y)
normal := rl.Vector2Normalize(rl.NewVector2(-delta.Y, delta.X))
v := previousV + rl.Vector2Length(delta)
if !tangentSet {
previousTangent = normal
tangentSet = true
}
prevPosNormal := rl.Vector2Add(previous, rl.Vector2Scale(previousTangent, curveW))
prevNegNormal := rl.Vector2Add(previous, rl.Vector2Scale(previousTangent, -curveW))
currentPosNormal := rl.Vector2Add(current, rl.Vector2Scale(normal, curveW))
currentNegNormal := rl.Vector2Add(current, rl.Vector2Scale(normal, -curveW))
rl.SetTexture(texRoad.ID)
rl.Begin(rl.RL_QUADS)
rl.Color4ub(255, 255, 255, 255)
rl.Normal3f(0, 0, 1)
rl.TexCoord2f(0, previousV)
rl.Vertex2f(prevNegNormal.X, prevNegNormal.Y)
rl.TexCoord2f(1, previousV)
rl.Vertex2f(prevPosNormal.X, prevPosNormal.Y)
rl.TexCoord2f(1, v)
rl.Vertex2f(currentPosNormal.X, currentPosNormal.Y)
rl.TexCoord2f(0, v)
rl.Vertex2f(currentNegNormal.X, currentNegNormal.Y)
rl.End()
previous = current
previousTangent = normal
previousV = v
}
}
func drawCurve() {
if showCurve {
rl.DrawLineBezierCubic(curveStartPos, curveEndPos, curveStartPosTangent, curveEndPosTangent, 2, rl.Blue)
}
rl.DrawLineV(curveStartPos, curveStartPosTangent, rl.SkyBlue)
rl.DrawLineV(curveEndPos, curveEndPosTangent, rl.Purple)
mouse := rl.GetMousePosition()
if rl.CheckCollisionPointCircle(mouse, curveStartPos, 6) {
rl.DrawCircleV(curveStartPos, 7, rl.Yellow)
}
rl.DrawCircleV(curveStartPos, 5, rl.Red)
if rl.CheckCollisionPointCircle(mouse, curveStartPosTangent, 6) {
rl.DrawCircleV(curveStartPosTangent, 7, rl.Yellow)
}
rl.DrawCircleV(curveStartPosTangent, 5, rl.Maroon)
if rl.CheckCollisionPointCircle(mouse, curveEndPos, 6) {
rl.DrawCircleV(curveEndPos, 7, rl.Yellow)
}
rl.DrawCircleV(curveEndPosTangent, 5, rl.Green)
if rl.CheckCollisionPointCircle(mouse, curveEndPosTangent, 6) {
rl.DrawCircleV(curveEndPosTangent, 7, rl.Yellow)
}
rl.DrawCircleV(curveEndPosTangent, 5, rl.DarkGreen)
}