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:
Ray 2023-11-07 19:25:49 +01:00
parent c69e1c379b
commit f01d3db739
5 changed files with 481 additions and 310 deletions

View file

@ -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);

View file

@ -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();
//----------------------------------------------------------------------------------