diff --git a/src/config.h b/src/config.h index c6d553a5e..3fd1c81fd 100644 --- a/src/config.h +++ b/src/config.h @@ -138,6 +138,10 @@ // Some lines-based shapes could still use lines #define SUPPORT_QUADS_DRAW_MODE 1 +// rshapes: Configuration values +//------------------------------------------------------------------------------------ +#define SPLINE_SEGMENT_DIVISIONS 24 // Spline segments subdivisions + //------------------------------------------------------------------------------------ // Module: rtextures - Configuration Flags diff --git a/src/raylib.h b/src/raylib.h index 9cbb72a03..769eaf5a1 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -1256,18 +1256,23 @@ RLAPI void DrawPolyLines(Vector2 center, int sides, float radius, float rotation 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 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 +RLAPI void DrawSplineCatmullRom(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Catmull-Rom, minimum 4 points +RLAPI void DrawSplineBezierQuadratic(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Quadratic Bezier, minimum 3 points (1 control point): [p1, c2, p3, c4...] +RLAPI void DrawSplineBezierCubic(Vector2 *points, int pointCount, float thick, Color color); // Draw spline: Cubic Bezier, minimum 4 points (2 control points): [p1, c2, c3, p4, c5, c6...] +RLAPI void DrawSplineSegmentLinear(Vector2 p1, Vector2 p2, float thick, Color color); // Draw spline segment: Linear, 2 points +RLAPI void DrawSplineSegmentBasis(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color); // Draw spline segment: B-Spline, 4 points +RLAPI void DrawSplineSegmentCatmullRom(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color); // Draw spline segment: Catmull-Rom, 4 points +RLAPI void DrawSplineSegmentBezierQuadratic(Vector2 p1, Vector2 c2, Vector2 p3, float thick, Color color); // Draw spline segment: Quadratic Bezier, 2 points, 1 control point +RLAPI void DrawSplineSegmentBezierCubic(Vector2 p1, Vector2 c2, Vector2 c3, Vector2 p4, float thick, Color color); // Draw spline segment: Cubic Bezier, 2 points, 2 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 +// Spline segment point evaluation functions, 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 +RLAPI Vector2 GetSplinePointBezierQuad(Vector2 p1, Vector2 c2, Vector2 p3, float t); // Get (evaluate) spline point: Quadratic Bezier +RLAPI Vector2 GetSplinePointBezierCubic(Vector2 p1, Vector2 c2, Vector2 c3, Vector2 p4, 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 diff --git a/src/rshapes.c b/src/rshapes.c index 8b6c1721a..bababf8cf 100644 --- a/src/rshapes.c +++ b/src/rshapes.c @@ -65,10 +65,10 @@ // Error rate to calculate how many segments we need to draw a smooth circle, // taken from https://stackoverflow.com/a/2244088 #ifndef SMOOTH_CIRCLE_ERROR_RATE - #define SMOOTH_CIRCLE_ERROR_RATE 0.5f // Circle error rate + #define SMOOTH_CIRCLE_ERROR_RATE 0.5f // Circle error rate #endif -#ifndef SPLINE_LINE_DIVISIONS - #define SPLINE_LINE_DIVISIONS 24 // Spline lines segment divisions +#ifndef SPLINE_SEGMENT_DIVISIONS + #define SPLINE_SEGMENT_DIVISIONS 24 // Spline segment divisions #endif @@ -204,14 +204,14 @@ void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color) Vector2 previous = startPos; Vector2 current = { 0 }; - Vector2 points[2*SPLINE_LINE_DIVISIONS + 2] = { 0 }; + Vector2 points[2*SPLINE_SEGMENT_DIVISIONS + 2] = { 0 }; - for (int i = 1; i <= SPLINE_LINE_DIVISIONS; i++) + for (int i = 1; i <= SPLINE_SEGMENT_DIVISIONS; i++) { // Cubic easing in-out // NOTE: Easing is calculated only for y position value - current.y = EaseCubicInOut((float)i, startPos.y, endPos.y - startPos.y, (float)SPLINE_LINE_DIVISIONS); - current.x = previous.x + (endPos.x - startPos.x)/(float)SPLINE_LINE_DIVISIONS; + current.y = EaseCubicInOut((float)i, startPos.y, endPos.y - startPos.y, (float)SPLINE_SEGMENT_DIVISIONS); + current.x = previous.x + (endPos.x - startPos.x)/(float)SPLINE_SEGMENT_DIVISIONS; float dy = current.y - previous.y; float dx = current.x - previous.x; @@ -233,7 +233,7 @@ void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color) previous = current; } - DrawTriangleStrip(points, 2*SPLINE_LINE_DIVISIONS + 2, color); + DrawTriangleStrip(points, 2*SPLINE_SEGMENT_DIVISIONS + 2, color); } // Draw a line defining thickness @@ -1567,6 +1567,9 @@ void DrawSplineLinear(Vector2 *points, int pointCount, float thick, Color color) DrawTriangleStrip(strip, 4, color); } +#if defined(SUPPORT_SPLINE_SEGMENT_CAPS) + +#endif } // Draw spline: B-Spline, minimum 4 points @@ -1582,7 +1585,7 @@ void DrawSplineBasis(Vector2 *points, int pointCount, float thick, Color color) Vector2 currentPoint = { 0 }; Vector2 nextPoint = { 0 }; - Vector2 vertices[2*SPLINE_LINE_DIVISIONS + 2] = { 0 }; + Vector2 vertices[2*SPLINE_SEGMENT_DIVISIONS + 2] = { 0 }; for (int i = 0; i < (pointCount - 3); i++) { @@ -1612,9 +1615,9 @@ void DrawSplineBasis(Vector2 *points, int pointCount, float thick, Color color) vertices[1].y = currentPoint.y + dx*size; } - for (int j = 1; j <= SPLINE_LINE_DIVISIONS; j++) + for (int j = 1; j <= SPLINE_SEGMENT_DIVISIONS; j++) { - t = ((float)j)/((float)SPLINE_LINE_DIVISIONS); + t = ((float)j)/((float)SPLINE_SEGMENT_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])); @@ -1639,13 +1642,13 @@ void DrawSplineBasis(Vector2 *points, int pointCount, float thick, Color color) currentPoint = nextPoint; } - DrawTriangleStrip(vertices, 2*SPLINE_LINE_DIVISIONS + 2, color); + DrawTriangleStrip(vertices, 2*SPLINE_SEGMENT_DIVISIONS + 2, color); } DrawCircleV(currentPoint, thick/2.0f, color); // Draw end line circle-cap } -// Draw spline: Catmull Rom, minimum 4 points +// Draw spline: Catmull-Rom, minimum 4 points void DrawSplineCatmullRom(Vector2 *points, int pointCount, float thick, Color color) { if (pointCount < 4) return; @@ -1656,7 +1659,7 @@ void DrawSplineCatmullRom(Vector2 *points, int pointCount, float thick, Color co Vector2 currentPoint = points[1]; Vector2 nextPoint = { 0 }; - Vector2 vertices[2*SPLINE_LINE_DIVISIONS + 2] = { 0 }; + Vector2 vertices[2*SPLINE_SEGMENT_DIVISIONS + 2] = { 0 }; DrawCircleV(currentPoint, thick/2.0f, color); // Draw init line circle-cap @@ -1673,9 +1676,9 @@ void DrawSplineCatmullRom(Vector2 *points, int pointCount, float thick, Color co vertices[1].y = currentPoint.y + dx*size; } - for (int j = 1; j <= SPLINE_LINE_DIVISIONS; j++) + for (int j = 1; j <= SPLINE_SEGMENT_DIVISIONS; j++) { - t = ((float)j)/((float)SPLINE_LINE_DIVISIONS); + t = ((float)j)/((float)SPLINE_SEGMENT_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; @@ -1705,35 +1708,183 @@ void DrawSplineCatmullRom(Vector2 *points, int pointCount, float thick, Color co currentPoint = nextPoint; } - DrawTriangleStrip(vertices, 2*SPLINE_LINE_DIVISIONS + 2, color); + DrawTriangleStrip(vertices, 2*SPLINE_SEGMENT_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) +// Draw spline: Quadratic Bezier, minimum 3 points (1 control point): [p1, c2, p3, c4...] +void DrawSplineBezierQuadratic(Vector2 *points, int pointCount, float thick, Color color) { - const float step = 1.0f/SPLINE_LINE_DIVISIONS; + if (pointCount < 3) return; + + for (int i = 0; i < pointCount - 2; i++) + { + DrawSplineSegmentBezierQuadratic(points[i], points[i + 1], points[i + 2], thick, color); + } +} - Vector2 previous = startPos; +// Draw spline: Cubic Bezier, minimum 4 points (2 control points): [p1, c2, c3, p4, c5, c6...] +void DrawSplineBezierCubic(Vector2 *points, int pointCount, float thick, Color color) +{ + if (pointCount < 4) return; + + for (int i = 0; i < pointCount - 3; i++) + { + DrawSplineSegmentBezierCubic(points[i], points[i + 1], points[i + 2], points[i + 3], thick, color); + } +} + +// Draw spline segment: Linear, 2 points +void DrawSplineSegmentLinear(Vector2 p1, Vector2 p2, float thick, Color color) +{ + // NOTE: For the linear spline we don't use subdivisions, just a single quad + + Vector2 delta = { p2.x - p1.x, p2.y - p1.y }; + float length = sqrtf(delta.x*delta.x + delta.y*delta.y); + + if ((length > 0) && (thick > 0)) + { + float scale = thick/(2*length); + + Vector2 radius = { -scale*delta.y, scale*delta.x }; + Vector2 strip[4] = { + { p1.x - radius.x, p1.y - radius.y }, + { p1.x + radius.x, p1.y + radius.y }, + { p2.x - radius.x, p2.y - radius.y }, + { p2.x + radius.x, p2.y + radius.y } + }; + + DrawTriangleStrip(strip, 4, color); + } +} + +// Draw spline segment: B-Spline, 4 points +void DrawSplineSegmentBasis(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color) +{ + const float step = 1.0f/SPLINE_SEGMENT_DIVISIONS; + + Vector2 currentPoint = { 0 }; + Vector2 nextPoint = { 0 }; + float t = 0.0f; + + Vector2 points[2*SPLINE_SEGMENT_DIVISIONS + 2] = { 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; + + currentPoint.x = a[3]; + currentPoint.y = b[3]; + + for (int i = 0; i <= SPLINE_SEGMENT_DIVISIONS; i++) + { + t = step*(float)i; + + 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])); + + float dy = nextPoint.y - currentPoint.y; + float dx = nextPoint.x - currentPoint.x; + float size = (0.5f*thick)/sqrtf(dx*dx + dy*dy); + + if (i == 1) + { + points[0].x = currentPoint.x + dy*size; + points[0].y = currentPoint.y - dx*size; + points[1].x = currentPoint.x - dy*size; + points[1].y = currentPoint.y + dx*size; + } + + points[2*i + 1].x = nextPoint.x - dy*size; + points[2*i + 1].y = nextPoint.y + dx*size; + points[2*i].x = nextPoint.x + dy*size; + points[2*i].y = nextPoint.y - dx*size; + + currentPoint = nextPoint; + } + + DrawTriangleStrip(points, 2*SPLINE_SEGMENT_DIVISIONS+2, color); +} + +// Draw spline segment: Catmull-Rom, 4 points +void DrawSplineSegmentCatmullRom(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color) +{ + const float step = 1.0f/SPLINE_SEGMENT_DIVISIONS; + + Vector2 currentPoint = p1; + Vector2 nextPoint = { 0 }; + float t = 0.0f; + + Vector2 points[2*SPLINE_SEGMENT_DIVISIONS + 2] = { 0 }; + + for (int i = 0; i <= SPLINE_SEGMENT_DIVISIONS; i++) + { + t = step*(float)i; + + 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; + + 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)); + + float dy = nextPoint.y - currentPoint.y; + float dx = nextPoint.x - currentPoint.x; + float size = (0.5f*thick)/sqrtf(dx*dx + dy*dy); + + if (i == 1) + { + points[0].x = currentPoint.x + dy*size; + points[0].y = currentPoint.y - dx*size; + points[1].x = currentPoint.x - dy*size; + points[1].y = currentPoint.y + dx*size; + } + + points[2*i + 1].x = nextPoint.x - dy*size; + points[2*i + 1].y = nextPoint.y + dx*size; + points[2*i].x = nextPoint.x + dy*size; + points[2*i].y = nextPoint.y - dx*size; + + currentPoint = nextPoint; + } + + DrawTriangleStrip(points, 2*SPLINE_SEGMENT_DIVISIONS + 2, color); +} + +// Draw spline segment: Quadratic Bezier, 2 points, 1 control point +void DrawSplineSegmentBezierQuadratic(Vector2 p1, Vector2 c2, Vector2 p3, float thick, Color color) +{ + const float step = 1.0f/SPLINE_SEGMENT_DIVISIONS; + + Vector2 previous = p1; Vector2 current = { 0 }; float t = 0.0f; - Vector2 points[2*SPLINE_LINE_DIVISIONS + 2] = { 0 }; + Vector2 points[2*SPLINE_SEGMENT_DIVISIONS + 2] = { 0 }; - for (int i = 1; i <= SPLINE_LINE_DIVISIONS; i++) + for (int i = 1; i <= SPLINE_SEGMENT_DIVISIONS; i++) { - t = step*i; + t = step*(float)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; + current.y = a*p1.y + b*c2.y + c*p3.y; + current.x = a*p1.x + b*c2.x + c*p3.x; float dy = current.y - previous.y; float dx = current.x - previous.x; @@ -1755,31 +1906,31 @@ void DrawSplineBezierQuad(Vector2 startPos, Vector2 endPos, Vector2 controlPos, previous = current; } - DrawTriangleStrip(points, 2*SPLINE_LINE_DIVISIONS + 2, color); + DrawTriangleStrip(points, 2*SPLINE_SEGMENT_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) +// Draw spline segment: Cubic Bezier, 2 points, 2 control points +void DrawSplineSegmentBezierCubic(Vector2 p1, Vector2 c2, Vector2 c3, Vector2 p4, float thick, Color color) { - const float step = 1.0f/SPLINE_LINE_DIVISIONS; + const float step = 1.0f/SPLINE_SEGMENT_DIVISIONS; - Vector2 previous = startPos; + Vector2 previous = p1; Vector2 current = { 0 }; float t = 0.0f; - Vector2 points[2*SPLINE_LINE_DIVISIONS + 2] = { 0 }; + Vector2 points[2*SPLINE_SEGMENT_DIVISIONS + 2] = { 0 }; - for (int i = 1; i <= SPLINE_LINE_DIVISIONS; i++) + for (int i = 1; i <= SPLINE_SEGMENT_DIVISIONS; i++) { - t = step*i; + t = step*(float)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; + current.y = a*p1.y + b*c2.y + c*c3.y + d*p4.y; + current.x = a*p1.x + b*c2.x + c*c3.x + d*p4.x; float dy = current.y - previous.y; float dx = current.x - previous.x; @@ -1801,7 +1952,7 @@ void DrawSplineBezierCubic(Vector2 startPos, Vector2 startControlPos, Vector2 en previous = current; } - DrawTriangleStrip(points, 2*SPLINE_LINE_DIVISIONS + 2, color); + DrawTriangleStrip(points, 2*SPLINE_SEGMENT_DIVISIONS + 2, color); } // Get spline point for a given t [0.0f .. 1.0f], Linear