Implement miters in DrawSplineLinear (#3585)

* Implement miters in DrawSplineLinear

* Follow raylib style
This commit is contained in:
Toctave 2023-12-15 18:34:34 +01:00 committed by GitHub
parent 9de79861ea
commit 0fc1765ff3
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23

View file

@ -1546,26 +1546,87 @@ void DrawPolyLinesEx(Vector2 center, int sides, float radius, float rotation, fl
// Draw spline: linear, minimum 2 points // Draw spline: linear, minimum 2 points
void DrawSplineLinear(Vector2 *points, int pointCount, float thick, Color color) void DrawSplineLinear(Vector2 *points, int pointCount, float thick, Color color)
{ {
Vector2 delta = { 0 }; if (pointCount < 2)
float length = 0.0f; {
float scale = 0.0f; return;
}
Vector2 prevNormal = (Vector2){-(points[1].y - points[0].y), (points[1].x - points[0].x)};
float prevLength = sqrtf(prevNormal.x*prevNormal.x + prevNormal.y*prevNormal.y);
if (prevLength > 0.0f)
{
prevNormal.x /= prevLength;
prevNormal.y /= prevLength;
}
else
{
prevNormal.x = 0.0f;
prevNormal.y = 0.0f;
}
Vector2 prevRadius = {.5f * thick * prevNormal.x, .5f * thick * prevNormal.y};
for (int i = 0; i < pointCount - 1; i++) for (int i = 0; i < pointCount - 1; i++)
{ {
delta = (Vector2){ points[i + 1].x - points[i].x, points[i + 1].y - points[i].y }; Vector2 normal = {0};
length = sqrtf(delta.x*delta.x + delta.y*delta.y);
if (length > 0) scale = thick/(2*length); if (i < pointCount - 2)
{
normal = (Vector2){-(points[i+2].y - points[i+1].y), (points[i+2].x - points[i+1].x)};
float normalLength = sqrtf(normal.x*normal.x + normal.y*normal.y);
if (normalLength > 0.0f)
{
normal.x /= normalLength;
normal.y /= normalLength;
}
else
{
normal.x = 0.0f;
normal.y = 0.0f;
}
}
else
{
normal = prevNormal;
}
Vector2 radius = {prevNormal.x + normal.x, prevNormal.y + normal.y};
float radiusLength = sqrtf(radius.x*radius.x + radius.y*radius.y);
if (radiusLength > 0.0f)
{
radius.x /= radiusLength;
radius.y /= radiusLength;
}
else
{
radius.x = 0.0f;
radius.y = 0.0f;
}
float cosTheta = radius.x * normal.x + radius.y * normal.y;
if (cosTheta != 0.0f)
{
radius.x *= thick * .5f / cosTheta;
radius.y *= thick * .5f / cosTheta;
}
else
{
radius.x = 0.0f;
radius.y = 0.0f;
}
Vector2 radius = { -scale*delta.y, scale*delta.x };
Vector2 strip[4] = { Vector2 strip[4] = {
{ points[i].x - radius.x, points[i].y - radius.y }, { points[i].x - prevRadius.x, points[i].y - prevRadius.y },
{ points[i].x + radius.x, points[i].y + radius.y }, { points[i].x + prevRadius.x, points[i].y + prevRadius.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 },
{ 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); DrawTriangleStrip(strip, 4, color);
prevRadius = radius;
prevNormal = normal;
} }
#if defined(SUPPORT_SPLINE_SEGMENT_CAPS) #if defined(SUPPORT_SPLINE_SEGMENT_CAPS)