ADDED: GetSplinePoint*()
functions for spline evaluation
RENAMED: `DrawLine<spline_type>()` to `DrawSpline<spline_type>()` for more consistent and clear naming REVIEWED: Bezier drawing parameters order, more consistent REVIEWED: Spline-based examples -WIP-
This commit is contained in:
parent
c69e1c379b
commit
f01d3db739
5 changed files with 481 additions and 310 deletions
|
@ -30,7 +30,7 @@ int main(void)
|
|||
Vector2 end = { (float)screenWidth, (float)screenHeight };
|
||||
|
||||
Vector2 startControl = { 100, 0 };
|
||||
Vector2 endControl = { (float)GetScreenWidth() - 100, (float)GetScreenHeight() };
|
||||
Vector2 endControl = { GetScreenWidth() - 100, GetScreenHeight() };
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
//--------------------------------------------------------------------------------------
|
||||
|
@ -60,9 +60,11 @@ int main(void)
|
|||
|
||||
DrawText("USE MOUSE LEFT-RIGHT CLICK to DEFINE LINE START and END POINTS", 15, 20, 20, GRAY);
|
||||
|
||||
//DrawLineBezier(start, end, 2.0f, RED);
|
||||
// Draw line cubic-bezier, in-out interpolation (easing), no control points
|
||||
DrawLineBezier(start, end, 3.0f, BLUE);
|
||||
|
||||
DrawLineBezierCubic(start, end, startControl, endControl, 2.0f, RED);
|
||||
// Draw spline cubic-bezier with control points
|
||||
DrawSplineBezierCubic(start, startControl, endControl, end, 2.0f, RED);
|
||||
|
||||
DrawLineEx(start, startControl, 1.0, LIGHTGRAY);
|
||||
DrawLineEx(end, endControl, 1.0, LIGHTGRAY);
|
||||
|
|
|
@ -13,13 +13,25 @@
|
|||
|
||||
#include "raylib.h"
|
||||
|
||||
#define MAX_CONTROL_POINTS 32
|
||||
#include <stdlib.h> // Required for: NULL
|
||||
|
||||
#define MAX_SPLINE_POINTS 32
|
||||
|
||||
// Bezier spline control points
|
||||
// NOTE: Every segment has two control points
|
||||
typedef struct {
|
||||
Vector2 start;
|
||||
Vector2 end;
|
||||
} ControlPoint;
|
||||
|
||||
// Spline types
|
||||
typedef enum {
|
||||
SPLINE_LINEAR = 0,
|
||||
SPLINE_BASIS, // B-Spline
|
||||
SPLINE_CATMULLROM,
|
||||
SPLINE_BEZIER
|
||||
} SplineType;
|
||||
|
||||
//------------------------------------------------------------------------------------
|
||||
// Program main entry point
|
||||
//------------------------------------------------------------------------------------
|
||||
|
@ -33,7 +45,7 @@ int main(void)
|
|||
SetConfigFlags(FLAG_MSAA_4X_HINT);
|
||||
InitWindow(screenWidth, screenHeight, "raylib [shapes] example - splines drawing");
|
||||
|
||||
Vector2 points[MAX_CONTROL_POINTS] = {
|
||||
Vector2 points[MAX_SPLINE_POINTS] = {
|
||||
{ 100.0f, 200.0f },
|
||||
{ 300.0f, 400.0f },
|
||||
{ 500.0f, 300.0f },
|
||||
|
@ -43,15 +55,18 @@ int main(void)
|
|||
|
||||
int pointCount = 5;
|
||||
int selectedPoint = -1;
|
||||
int focusedPoint = -1;
|
||||
Vector2 *selectedControlPoint = NULL;
|
||||
Vector2 *focusedControlPoint = NULL;
|
||||
|
||||
int splineType = 0; // 0-Linear, 1-BSpline, 2-CatmullRom, 3-Bezier
|
||||
int splineType = SPLINE_LINEAR; // 0-Linear, 1-BSpline, 2-CatmullRom, 3-Bezier
|
||||
|
||||
// Cubic Bezier control points
|
||||
ControlPoint control[MAX_CONTROL_POINTS] = { 0 };
|
||||
// Cubic Bezier control points initialization
|
||||
ControlPoint control[MAX_SPLINE_POINTS] = { 0 };
|
||||
for (int i = 0; i < pointCount - 1; i++)
|
||||
{
|
||||
control[i].start = points[i];
|
||||
control[i].end = points[i + 1];
|
||||
control[i].start = (Vector2){ points[i].x - 20, points[i].y - 20 };
|
||||
control[i].end = (Vector2){ points[i + 1].x + 20, points[i + 1].y + 20 };
|
||||
}
|
||||
|
||||
SetTargetFPS(60); // Set our game to run at 60 frames-per-second
|
||||
|
@ -62,30 +77,60 @@ int main(void)
|
|||
{
|
||||
// Update
|
||||
//----------------------------------------------------------------------------------
|
||||
// Points movement logic
|
||||
if (IsMouseButtonPressed(MOUSE_RIGHT_BUTTON) && (pointCount < MAX_CONTROL_POINTS))
|
||||
// Spline points creation logic (at the end of spline)
|
||||
if (IsMouseButtonPressed(MOUSE_RIGHT_BUTTON) && (pointCount < MAX_SPLINE_POINTS))
|
||||
{
|
||||
points[pointCount] = GetMousePosition();
|
||||
pointCount++;
|
||||
}
|
||||
|
||||
// Spline point focus and selection logic
|
||||
for (int i = 0; i < pointCount; i++)
|
||||
{
|
||||
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON) && CheckCollisionPointCircle(GetMousePosition(), points[i], 6.0f))
|
||||
if (CheckCollisionPointCircle(GetMousePosition(), points[i], 8.0f))
|
||||
{
|
||||
selectedPoint = i;
|
||||
focusedPoint = i;
|
||||
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) selectedPoint = i;
|
||||
break;
|
||||
}
|
||||
else focusedPoint = -1;
|
||||
}
|
||||
|
||||
|
||||
// Spline point movement logic
|
||||
if (selectedPoint >= 0)
|
||||
{
|
||||
points[selectedPoint] = GetMousePosition();
|
||||
if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) selectedPoint = -1;
|
||||
}
|
||||
|
||||
// TODO: Cubic Bezier spline control points logic
|
||||
|
||||
// Cubic Bezier spline control points logic
|
||||
if ((splineType == SPLINE_BEZIER) && (focusedPoint == -1))
|
||||
{
|
||||
// Spline control point focus and selection logic
|
||||
for (int i = 0; i < pointCount; i++)
|
||||
{
|
||||
if (CheckCollisionPointCircle(GetMousePosition(), control[i].start, 6.0f))
|
||||
{
|
||||
focusedControlPoint = &control[i].start;
|
||||
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) selectedControlPoint = &control[i].start;
|
||||
break;
|
||||
}
|
||||
else if (CheckCollisionPointCircle(GetMousePosition(), control[i].end, 6.0f))
|
||||
{
|
||||
focusedControlPoint = &control[i].end;
|
||||
if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) selectedControlPoint = &control[i].end;
|
||||
break;
|
||||
}
|
||||
else focusedControlPoint = NULL;
|
||||
}
|
||||
|
||||
// Spline control point movement logic
|
||||
if (selectedControlPoint != NULL)
|
||||
{
|
||||
*selectedControlPoint = GetMousePosition();
|
||||
if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) selectedControlPoint = NULL;
|
||||
}
|
||||
}
|
||||
|
||||
// Spline selection logic
|
||||
if (IsKeyPressed(KEY_ONE)) splineType = 0;
|
||||
|
@ -100,47 +145,48 @@ int main(void)
|
|||
|
||||
ClearBackground(RAYWHITE);
|
||||
|
||||
if (splineType == 0) // Linear
|
||||
if (splineType == SPLINE_LINEAR)
|
||||
{
|
||||
// Draw linear spline
|
||||
for (int i = 0; i < pointCount - 1; i++)
|
||||
{
|
||||
DrawLineEx(points[i], points[i + 1], 2.0f, RED);
|
||||
}
|
||||
// Draw spline: linear
|
||||
DrawSplineLinear(points, pointCount, 2.0f, RED);
|
||||
}
|
||||
else if (splineType == 1) // B-Spline
|
||||
else if (splineType == SPLINE_BASIS)
|
||||
{
|
||||
// Draw b-spline
|
||||
DrawLineBSpline(points, pointCount, 2.0f, RED);
|
||||
//for (int i = 0; i < (pointCount - 3); i++) DrawLineBSplineSegment(points[i], points[i + 1], points[i + 2], points[i + 3], 24.0f, BLUE);
|
||||
// Draw spline: basis
|
||||
DrawSplineBasis(points, pointCount, 2.0f, RED);
|
||||
//for (int i = 0; i < (pointCount - 3); i++) DrawSplineBasisSegment(points[i], points[i + 1], points[i + 2], points[i + 3], 24.0f, BLUE);
|
||||
}
|
||||
else if (splineType == 2) // CatmullRom Spline
|
||||
else if (splineType == SPLINE_CATMULLROM)
|
||||
{
|
||||
// Draw spline: catmull-rom
|
||||
DrawLineCatmullRom(points, pointCount, 2.0f, RED);
|
||||
//for (int i = 0; i < (pointCount - 3); i++) DrawLineCatmullRomSegment(points[i], points[i + 1], points[i + 2], points[i + 3], 24.0f, Fade(BLUE, 0.4f));
|
||||
DrawSplineCatmullRom(points, pointCount, 2.0f, RED);
|
||||
//for (int i = 0; i < (pointCount - 3); i++) DrawSplineCatmullRomSegment(points[i], points[i + 1], points[i + 2], points[i + 3], 24.0f, Fade(BLUE, 0.4f));
|
||||
}
|
||||
else if (splineType == 3) // Cubic Bezier
|
||||
else if (splineType == SPLINE_BEZIER)
|
||||
{
|
||||
// Draw line bezier cubic (with control points)
|
||||
// Draw spline: cubic-bezier (with control points)
|
||||
for (int i = 0; i < pointCount - 1; i++)
|
||||
{
|
||||
DrawLineBezierCubic(points[i], points[i + 1], control[i].start, control[i + 1].end, 2.0f, RED);
|
||||
DrawSplineBezierCubic(points[i], control[i].start, control[i].end, points[i + 1], 2.0f, RED);
|
||||
|
||||
// TODO: Every cubic bezier point should have two control points
|
||||
// Every cubic bezier point should have two control points
|
||||
DrawCircleV(control[i].start, 4, GOLD);
|
||||
DrawCircleV(control[i].end, 4, GOLD);
|
||||
if (focusedControlPoint == &control[i].start) DrawCircleV(control[i].start, 6, GREEN);
|
||||
else if (focusedControlPoint == &control[i].end) DrawCircleV(control[i].end, 6, GREEN);
|
||||
DrawLineEx(points[i], control[i].start, 1.0, LIGHTGRAY);
|
||||
DrawLineEx(points[i + 1], control[i].end, 1.0, LIGHTGRAY);
|
||||
}
|
||||
}
|
||||
|
||||
// Draw control points
|
||||
// Draw spline key-points
|
||||
for (int i = 0; i < pointCount; i++)
|
||||
{
|
||||
DrawCircleV(points[i], 6.0f, RED);
|
||||
if ((splineType != 0) && (i < pointCount - 1)) DrawLineV(points[i], points[i + 1], GRAY);
|
||||
DrawCircleV(points[i], (focusedPoint == i)? 8.0f : 5.0f, (focusedPoint == i)? BLUE: RED);
|
||||
if ((splineType != 0) && (i < pointCount - 1)) DrawLineV(points[i], points[i + 1], LIGHTGRAY);
|
||||
}
|
||||
|
||||
// TODO: Draw help
|
||||
|
||||
EndDrawing();
|
||||
//----------------------------------------------------------------------------------
|
Loading…
Add table
Add a link
Reference in a new issue