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