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-
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5 changed files with 481 additions and 310 deletions
201
examples/shapes/shapes_splines_drawing.c
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examples/shapes/shapes_splines_drawing.c
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/*******************************************************************************************
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*
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* raylib [shapes] example - splines drawing
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*
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* Example originally created with raylib 4.6-dev, last time updated with raylib 4.6-dev
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*
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* Example licensed under an unmodified zlib/libpng license, which is an OSI-certified,
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* BSD-like license that allows static linking with closed source software
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*
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* Copyright (c) 2023 Ramon Santamaria (@raysan5)
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*
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********************************************************************************************/
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#include "raylib.h"
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#include <stdlib.h> // Required for: NULL
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#define MAX_SPLINE_POINTS 32
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// Bezier spline control points
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// NOTE: Every segment has two control points
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typedef struct {
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Vector2 start;
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Vector2 end;
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} ControlPoint;
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// Spline types
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typedef enum {
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SPLINE_LINEAR = 0,
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SPLINE_BASIS, // B-Spline
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SPLINE_CATMULLROM,
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SPLINE_BEZIER
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} SplineType;
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//------------------------------------------------------------------------------------
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// Program main entry point
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//------------------------------------------------------------------------------------
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int main(void)
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{
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// Initialization
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//--------------------------------------------------------------------------------------
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const int screenWidth = 800;
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const int screenHeight = 450;
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SetConfigFlags(FLAG_MSAA_4X_HINT);
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InitWindow(screenWidth, screenHeight, "raylib [shapes] example - splines drawing");
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Vector2 points[MAX_SPLINE_POINTS] = {
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{ 100.0f, 200.0f },
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{ 300.0f, 400.0f },
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{ 500.0f, 300.0f },
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{ 700.0f, 100.0f },
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{ 200.0f, 100.0f },
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};
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int pointCount = 5;
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int selectedPoint = -1;
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int focusedPoint = -1;
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Vector2 *selectedControlPoint = NULL;
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Vector2 *focusedControlPoint = NULL;
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int splineType = SPLINE_LINEAR; // 0-Linear, 1-BSpline, 2-CatmullRom, 3-Bezier
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// Cubic Bezier control points initialization
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ControlPoint control[MAX_SPLINE_POINTS] = { 0 };
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for (int i = 0; i < pointCount - 1; i++)
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{
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control[i].start = (Vector2){ points[i].x - 20, points[i].y - 20 };
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control[i].end = (Vector2){ points[i + 1].x + 20, points[i + 1].y + 20 };
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}
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SetTargetFPS(60); // Set our game to run at 60 frames-per-second
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//--------------------------------------------------------------------------------------
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// Main game loop
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while (!WindowShouldClose()) // Detect window close button or ESC key
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{
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// Update
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//----------------------------------------------------------------------------------
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// Spline points creation logic (at the end of spline)
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if (IsMouseButtonPressed(MOUSE_RIGHT_BUTTON) && (pointCount < MAX_SPLINE_POINTS))
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{
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points[pointCount] = GetMousePosition();
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pointCount++;
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}
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// Spline point focus and selection logic
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for (int i = 0; i < pointCount; i++)
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{
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if (CheckCollisionPointCircle(GetMousePosition(), points[i], 8.0f))
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{
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focusedPoint = i;
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if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) selectedPoint = i;
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break;
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}
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else focusedPoint = -1;
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}
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// Spline point movement logic
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if (selectedPoint >= 0)
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{
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points[selectedPoint] = GetMousePosition();
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if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) selectedPoint = -1;
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}
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// Cubic Bezier spline control points logic
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if ((splineType == SPLINE_BEZIER) && (focusedPoint == -1))
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{
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// Spline control point focus and selection logic
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for (int i = 0; i < pointCount; i++)
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{
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if (CheckCollisionPointCircle(GetMousePosition(), control[i].start, 6.0f))
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{
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focusedControlPoint = &control[i].start;
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if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) selectedControlPoint = &control[i].start;
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break;
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}
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else if (CheckCollisionPointCircle(GetMousePosition(), control[i].end, 6.0f))
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{
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focusedControlPoint = &control[i].end;
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if (IsMouseButtonDown(MOUSE_LEFT_BUTTON)) selectedControlPoint = &control[i].end;
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break;
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}
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else focusedControlPoint = NULL;
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}
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// Spline control point movement logic
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if (selectedControlPoint != NULL)
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{
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*selectedControlPoint = GetMousePosition();
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if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) selectedControlPoint = NULL;
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}
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}
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// Spline selection logic
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if (IsKeyPressed(KEY_ONE)) splineType = 0;
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else if (IsKeyPressed(KEY_TWO)) splineType = 1;
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else if (IsKeyPressed(KEY_THREE)) splineType = 2;
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else if (IsKeyPressed(KEY_FOUR)) splineType = 3;
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//----------------------------------------------------------------------------------
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// Draw
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//----------------------------------------------------------------------------------
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BeginDrawing();
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ClearBackground(RAYWHITE);
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if (splineType == SPLINE_LINEAR)
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{
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// Draw spline: linear
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DrawSplineLinear(points, pointCount, 2.0f, RED);
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}
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else if (splineType == SPLINE_BASIS)
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{
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// Draw spline: basis
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DrawSplineBasis(points, pointCount, 2.0f, RED);
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//for (int i = 0; i < (pointCount - 3); i++) DrawSplineBasisSegment(points[i], points[i + 1], points[i + 2], points[i + 3], 24.0f, BLUE);
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}
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else if (splineType == SPLINE_CATMULLROM)
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{
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// Draw spline: catmull-rom
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DrawSplineCatmullRom(points, pointCount, 2.0f, RED);
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//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));
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}
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else if (splineType == SPLINE_BEZIER)
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{
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// Draw spline: cubic-bezier (with control points)
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for (int i = 0; i < pointCount - 1; i++)
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{
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DrawSplineBezierCubic(points[i], control[i].start, control[i].end, points[i + 1], 2.0f, RED);
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// Every cubic bezier point should have two control points
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DrawCircleV(control[i].start, 4, GOLD);
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DrawCircleV(control[i].end, 4, GOLD);
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if (focusedControlPoint == &control[i].start) DrawCircleV(control[i].start, 6, GREEN);
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else if (focusedControlPoint == &control[i].end) DrawCircleV(control[i].end, 6, GREEN);
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DrawLineEx(points[i], control[i].start, 1.0, LIGHTGRAY);
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DrawLineEx(points[i + 1], control[i].end, 1.0, LIGHTGRAY);
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}
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}
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// Draw spline key-points
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for (int i = 0; i < pointCount; i++)
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{
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DrawCircleV(points[i], (focusedPoint == i)? 8.0f : 5.0f, (focusedPoint == i)? BLUE: RED);
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if ((splineType != 0) && (i < pointCount - 1)) DrawLineV(points[i], points[i + 1], LIGHTGRAY);
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}
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// TODO: Draw help
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EndDrawing();
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//----------------------------------------------------------------------------------
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}
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// De-Initialization
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//--------------------------------------------------------------------------------------
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CloseWindow(); // Close window and OpenGL context
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//--------------------------------------------------------------------------------------
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return 0;
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}
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