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authorUneven Prankster <unevenprankster@protonmail.com>2023-11-16 21:12:27 -0300
committerUneven Prankster <unevenprankster@protonmail.com>2023-11-16 21:12:27 -0300
commit2bbf92ad5ae7708bf18ac7ef333e9a979d8d1bde (patch)
treec9d22bb0d73d9cc0c8586e4d31c93a561ea8e910 /raylib/src/rshapes.c
parent1c0cc775732201f4c4d3ee0d6772be786b3b4aa1 (diff)
Working so hard like a soldiermain
Can't afford a thing on TV
Diffstat (limited to 'raylib/src/rshapes.c')
-rw-r--r--raylib/src/rshapes.c814
1 files changed, 542 insertions, 272 deletions
diff --git a/raylib/src/rshapes.c b/raylib/src/rshapes.c
index f3061f8..bababf8 100644
--- a/raylib/src/rshapes.c
+++ b/raylib/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
@@ -161,7 +161,7 @@ void DrawPixelV(Vector2 position, Color color)
#endif
}
-// Draw a line
+// Draw a line (using gl lines)
void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color)
{
rlBegin(RL_LINES);
@@ -171,7 +171,7 @@ void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color colo
rlEnd();
}
-// Draw a line (Vector version)
+// Draw a line (using gl lines)
void DrawLineV(Vector2 startPos, Vector2 endPos, Color color)
{
rlBegin(RL_LINES);
@@ -181,88 +181,37 @@ void DrawLineV(Vector2 startPos, Vector2 endPos, Color color)
rlEnd();
}
-// Draw a line defining thickness
-void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color)
+// Draw lines sequuence (using gl lines)
+void DrawLineStrip(Vector2 *points, int pointCount, Color color)
{
- Vector2 delta = { endPos.x - startPos.x, endPos.y - startPos.y };
- float length = sqrtf(delta.x*delta.x + delta.y*delta.y);
-
- if ((length > 0) && (thick > 0))
+ if (pointCount >= 2)
{
- float scale = thick/(2*length);
-
- Vector2 radius = { -scale*delta.y, scale*delta.x };
- Vector2 strip[4] = {
- { startPos.x - radius.x, startPos.y - radius.y },
- { startPos.x + radius.x, startPos.y + radius.y },
- { endPos.x - radius.x, endPos.y - radius.y },
- { endPos.x + radius.x, endPos.y + radius.y }
- };
+ rlBegin(RL_LINES);
+ rlColor4ub(color.r, color.g, color.b, color.a);
- DrawTriangleStrip(strip, 4, color);
+ for (int i = 0; i < pointCount - 1; i++)
+ {
+ rlVertex2f(points[i].x, points[i].y);
+ rlVertex2f(points[i + 1].x, points[i + 1].y);
+ }
+ rlEnd();
}
}
-// Draw line using cubic-bezier curves in-out
+// Draw line using cubic-bezier spline, in-out interpolation, no control points
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;
-
- float dy = current.y - previous.y;
- float dx = current.x - previous.x;
- float size = 0.5f*thick/sqrtf(dx*dx+dy*dy);
-
- if (i == 1)
- {
- points[0].x = previous.x + dy*size;
- points[0].y = previous.y - dx*size;
- points[1].x = previous.x - dy*size;
- points[1].y = previous.y + dx*size;
- }
-
- points[2*i + 1].x = current.x - dy*size;
- points[2*i + 1].y = current.y + dx*size;
- points[2*i].x = current.x + dy*size;
- points[2*i].y = current.y - dx*size;
-
- previous = current;
- }
-
- DrawTriangleStrip(points, 2*SPLINE_LINE_DIVISIONS + 2, color);
-}
-
-// Draw line using quadratic bezier curves with a control point
-void DrawLineBezierQuad(Vector2 startPos, Vector2 endPos, Vector2 controlPos, float thick, Color color)
-{
- const float step = 1.0f/SPLINE_LINE_DIVISIONS;
-
- Vector2 previous = startPos;
- Vector2 current = { 0 };
- float t = 0.0f;
-
- Vector2 points[2*SPLINE_LINE_DIVISIONS + 2] = { 0 };
-
- for (int i = 1; i <= SPLINE_LINE_DIVISIONS; i++)
- {
- t = step*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 = 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;
@@ -284,211 +233,28 @@ void DrawLineBezierQuad(Vector2 startPos, Vector2 endPos, Vector2 controlPos, fl
previous = current;
}
- DrawTriangleStrip(points, 2*SPLINE_LINE_DIVISIONS + 2, color);
-}
-
-// Draw line using cubic bezier curves with 2 control points
-void DrawLineBezierCubic(Vector2 startPos, Vector2 endPos, Vector2 startControlPos, Vector2 endControlPos, float thick, Color color)
-{
- const float step = 1.0f/SPLINE_LINE_DIVISIONS;
-
- Vector2 previous = startPos;
- Vector2 current = { 0 };
- float t = 0.0f;
-
- Vector2 points[2*SPLINE_LINE_DIVISIONS + 2] = { 0 };
-
- for (int i = 1; i <= SPLINE_LINE_DIVISIONS; i++)
- {
- t = step*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;
-
- float dy = current.y - previous.y;
- float dx = current.x - previous.x;
- float size = 0.5f*thick/sqrtf(dx*dx+dy*dy);
-
- if (i == 1)
- {
- points[0].x = previous.x + dy*size;
- points[0].y = previous.y - dx*size;
- points[1].x = previous.x - dy*size;
- points[1].y = previous.y + dx*size;
- }
-
- points[2*i + 1].x = current.x - dy*size;
- points[2*i + 1].y = current.y + dx*size;
- points[2*i].x = current.x + dy*size;
- points[2*i].y = current.y - dx*size;
-
- previous = current;
- }
-
- DrawTriangleStrip(points, 2*SPLINE_LINE_DIVISIONS + 2, color);
-}
-
-// Draw a B-Spline line, minimum 4 points
-void DrawLineBSpline(Vector2 *points, int pointCount, float thick, Color color)
-{
- if (pointCount < 4) return;
-
- float a[4] = { 0 };
- float b[4] = { 0 };
- float dy = 0.0f;
- float dx = 0.0f;
- float size = 0.0f;
-
- Vector2 currentPoint = { 0 };
- Vector2 nextPoint = { 0 };
- Vector2 vertices[2*SPLINE_LINE_DIVISIONS + 2] = { 0 };
-
- for (int i = 0; i < (pointCount - 3); i++)
- {
- float t = 0.0f;
- Vector2 p1 = points[i], p2 = points[i + 1], p3 = points[i + 2], p4 = points[i + 3];
-
- a[0] = (-p1.x + 3.0f*p2.x - 3.0f*p3.x + p4.x)/6.0f;
- a[1] = (3.0f*p1.x - 6.0f*p2.x + 3.0f*p3.x)/6.0f;
- a[2] = (-3.0f*p1.x + 3.0f*p3.x)/6.0f;
- a[3] = (p1.x + 4.0f*p2.x + p3.x)/6.0f;
-
- b[0] = (-p1.y + 3.0f*p2.y - 3.0f*p3.y + p4.y)/6.0f;
- b[1] = (3.0f*p1.y - 6.0f*p2.y + 3.0f*p3.y)/6.0f;
- b[2] = (-3.0f*p1.y + 3.0f*p3.y)/6.0f;
- b[3] = (p1.y + 4.0f*p2.y + p3.y)/6.0f;
-
- currentPoint.x = a[3];
- currentPoint.y = b[3];
-
- if (i == 0) DrawCircleV(currentPoint, thick/2.0f, color); // Draw init line circle-cap
-
- if (i > 0)
- {
- vertices[0].x = currentPoint.x + dy*size;
- vertices[0].y = currentPoint.y - dx*size;
- vertices[1].x = currentPoint.x - dy*size;
- vertices[1].y = currentPoint.y + dx*size;
- }
-
- for (int j = 1; j <= SPLINE_LINE_DIVISIONS; j++)
- {
- t = ((float)j)/((float)SPLINE_LINE_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]));
-
- dy = nextPoint.y - currentPoint.y;
- dx = nextPoint.x - currentPoint.x;
- size = 0.5f*thick/sqrtf(dx*dx+dy*dy);
-
- if ((i == 0) && (j == 1))
- {
- vertices[0].x = currentPoint.x + dy*size;
- vertices[0].y = currentPoint.y - dx*size;
- vertices[1].x = currentPoint.x - dy*size;
- vertices[1].y = currentPoint.y + dx*size;
- }
-
- vertices[2*j + 1].x = nextPoint.x - dy*size;
- vertices[2*j + 1].y = nextPoint.y + dx*size;
- vertices[2*j].x = nextPoint.x + dy*size;
- vertices[2*j].y = nextPoint.y - dx*size;
-
- currentPoint = nextPoint;
- }
-
- DrawTriangleStrip(vertices, 2*SPLINE_LINE_DIVISIONS + 2, color);
- }
-
- DrawCircleV(currentPoint, thick/2.0f, color); // Draw end line circle-cap
+ DrawTriangleStrip(points, 2*SPLINE_SEGMENT_DIVISIONS + 2, color);
}
-// Draw a Catmull Rom spline line, minimum 4 points
-void DrawLineCatmullRom(Vector2 *points, int pointCount, float thick, Color color)
+// Draw a line defining thickness
+void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color)
{
- if (pointCount < 4) return;
-
- float dy = 0.0f;
- float dx = 0.0f;
- float size = 0.0f;
-
- Vector2 currentPoint = points[1];
- Vector2 nextPoint = { 0 };
- Vector2 vertices[2*SPLINE_LINE_DIVISIONS + 2] = { 0 };
-
- DrawCircleV(currentPoint, thick/2.0f, color); // Draw init line circle-cap
+ Vector2 delta = { endPos.x - startPos.x, endPos.y - startPos.y };
+ float length = sqrtf(delta.x*delta.x + delta.y*delta.y);
- for (int i = 0; i < (pointCount - 3); i++)
+ if ((length > 0) && (thick > 0))
{
- float t = 0.0f;
- Vector2 p1 = points[i], p2 = points[i + 1], p3 = points[i + 2], p4 = points[i + 3];
-
- if (i > 0)
- {
- vertices[0].x = currentPoint.x + dy*size;
- vertices[0].y = currentPoint.y - dx*size;
- vertices[1].x = currentPoint.x - dy*size;
- vertices[1].y = currentPoint.y + dx*size;
- }
-
- for (int j = 1; j <= SPLINE_LINE_DIVISIONS; j++)
- {
- t = ((float)j)/((float)SPLINE_LINE_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;
- float q2 = (-3.0f*t*t*t) + (4.0f*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));
-
- dy = nextPoint.y - currentPoint.y;
- dx = nextPoint.x - currentPoint.x;
- size = (0.5f*thick)/sqrtf(dx*dx + dy*dy);
-
- if ((i == 0) && (j == 1))
- {
- vertices[0].x = currentPoint.x + dy*size;
- vertices[0].y = currentPoint.y - dx*size;
- vertices[1].x = currentPoint.x - dy*size;
- vertices[1].y = currentPoint.y + dx*size;
- }
-
- vertices[2*j + 1].x = nextPoint.x - dy*size;
- vertices[2*j + 1].y = nextPoint.y + dx*size;
- vertices[2*j].x = nextPoint.x + dy*size;
- vertices[2*j].y = nextPoint.y - dx*size;
-
- currentPoint = nextPoint;
- }
-
- DrawTriangleStrip(vertices, 2*SPLINE_LINE_DIVISIONS + 2, color);
- }
-
- DrawCircleV(currentPoint, thick/2.0f, color); // Draw end line circle-cap
-}
+ float scale = thick/(2*length);
-// Draw lines sequence
-void DrawLineStrip(Vector2 *points, int pointCount, Color color)
-{
- if (pointCount >= 2)
- {
- rlBegin(RL_LINES);
- rlColor4ub(color.r, color.g, color.b, color.a);
+ Vector2 radius = { -scale*delta.y, scale*delta.x };
+ Vector2 strip[4] = {
+ { startPos.x - radius.x, startPos.y - radius.y },
+ { startPos.x + radius.x, startPos.y + radius.y },
+ { endPos.x - radius.x, endPos.y - radius.y },
+ { endPos.x + radius.x, endPos.y + radius.y }
+ };
- for (int i = 0; i < pointCount - 1; i++)
- {
- rlVertex2f(points[i].x, points[i].y);
- rlVertex2f(points[i + 1].x, points[i + 1].y);
- }
- rlEnd();
+ DrawTriangleStrip(strip, 4, color);
}
}
@@ -671,14 +437,20 @@ void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Co
// Draw circle outline
void DrawCircleLines(int centerX, int centerY, float radius, Color color)
{
+ DrawCircleLinesV((Vector2){ (float)centerX, (float)centerY }, radius, color);
+}
+
+// Draw circle outline (Vector version)
+void DrawCircleLinesV(Vector2 center, float radius, Color color)
+{
rlBegin(RL_LINES);
rlColor4ub(color.r, color.g, color.b, color.a);
// NOTE: Circle outline is drawn pixel by pixel every degree (0 to 360)
for (int i = 0; i < 360; i += 10)
{
- rlVertex2f(centerX + cosf(DEG2RAD*i)*radius, centerY + sinf(DEG2RAD*i)*radius);
- rlVertex2f(centerX + cosf(DEG2RAD*(i + 10))*radius, centerY + sinf(DEG2RAD*(i + 10))*radius);
+ rlVertex2f(center.x + cosf(DEG2RAD*i)*radius, center.y + sinf(DEG2RAD*i)*radius);
+ rlVertex2f(center.x + cosf(DEG2RAD*(i + 10))*radius, center.y + sinf(DEG2RAD*(i + 10))*radius);
}
rlEnd();
}
@@ -1768,6 +1540,504 @@ void DrawPolyLinesEx(Vector2 center, int sides, float radius, float rotation, fl
}
//----------------------------------------------------------------------------------
+// Module Functions Definition - Splines functions
+//----------------------------------------------------------------------------------
+
+// Draw spline: linear, minimum 2 points
+void DrawSplineLinear(Vector2 *points, int pointCount, float thick, Color color)
+{
+ Vector2 delta = { 0 };
+ float length = 0.0f;
+ float scale = 0.0f;
+
+ for (int i = 0; i < pointCount - 1; i++)
+ {
+ delta = (Vector2){ points[i + 1].x - points[i].x, points[i + 1].y - points[i].y };
+ length = sqrtf(delta.x*delta.x + delta.y*delta.y);
+
+ if (length > 0) scale = thick/(2*length);
+
+ Vector2 radius = { -scale*delta.y, scale*delta.x };
+ Vector2 strip[4] = {
+ { points[i].x - radius.x, points[i].y - radius.y },
+ { points[i].x + radius.x, points[i].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);
+ }
+#if defined(SUPPORT_SPLINE_SEGMENT_CAPS)
+
+#endif
+}
+
+// Draw spline: B-Spline, minimum 4 points
+void DrawSplineBasis(Vector2 *points, int pointCount, float thick, Color color)
+{
+ if (pointCount < 4) return;
+
+ float a[4] = { 0 };
+ float b[4] = { 0 };
+ float dy = 0.0f;
+ float dx = 0.0f;
+ float size = 0.0f;
+
+ Vector2 currentPoint = { 0 };
+ Vector2 nextPoint = { 0 };
+ Vector2 vertices[2*SPLINE_SEGMENT_DIVISIONS + 2] = { 0 };
+
+ for (int i = 0; i < (pointCount - 3); i++)
+ {
+ float t = 0.0f;
+ Vector2 p1 = points[i], p2 = points[i + 1], p3 = points[i + 2], p4 = points[i + 3];
+
+ a[0] = (-p1.x + 3.0f*p2.x - 3.0f*p3.x + p4.x)/6.0f;
+ a[1] = (3.0f*p1.x - 6.0f*p2.x + 3.0f*p3.x)/6.0f;
+ a[2] = (-3.0f*p1.x + 3.0f*p3.x)/6.0f;
+ a[3] = (p1.x + 4.0f*p2.x + p3.x)/6.0f;
+
+ b[0] = (-p1.y + 3.0f*p2.y - 3.0f*p3.y + p4.y)/6.0f;
+ b[1] = (3.0f*p1.y - 6.0f*p2.y + 3.0f*p3.y)/6.0f;
+ b[2] = (-3.0f*p1.y + 3.0f*p3.y)/6.0f;
+ b[3] = (p1.y + 4.0f*p2.y + p3.y)/6.0f;
+
+ currentPoint.x = a[3];
+ currentPoint.y = b[3];
+
+ if (i == 0) DrawCircleV(currentPoint, thick/2.0f, color); // Draw init line circle-cap
+
+ if (i > 0)
+ {
+ vertices[0].x = currentPoint.x + dy*size;
+ vertices[0].y = currentPoint.y - dx*size;
+ vertices[1].x = currentPoint.x - dy*size;
+ vertices[1].y = currentPoint.y + dx*size;
+ }
+
+ for (int j = 1; j <= SPLINE_SEGMENT_DIVISIONS; j++)
+ {
+ 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]));
+
+ dy = nextPoint.y - currentPoint.y;
+ dx = nextPoint.x - currentPoint.x;
+ size = 0.5f*thick/sqrtf(dx*dx+dy*dy);
+
+ if ((i == 0) && (j == 1))
+ {
+ vertices[0].x = currentPoint.x + dy*size;
+ vertices[0].y = currentPoint.y - dx*size;
+ vertices[1].x = currentPoint.x - dy*size;
+ vertices[1].y = currentPoint.y + dx*size;
+ }
+
+ vertices[2*j + 1].x = nextPoint.x - dy*size;
+ vertices[2*j + 1].y = nextPoint.y + dx*size;
+ vertices[2*j].x = nextPoint.x + dy*size;
+ vertices[2*j].y = nextPoint.y - dx*size;
+
+ currentPoint = nextPoint;
+ }
+
+ 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
+void DrawSplineCatmullRom(Vector2 *points, int pointCount, float thick, Color color)
+{
+ if (pointCount < 4) return;
+
+ float dy = 0.0f;
+ float dx = 0.0f;
+ float size = 0.0f;
+
+ Vector2 currentPoint = points[1];
+ Vector2 nextPoint = { 0 };
+ Vector2 vertices[2*SPLINE_SEGMENT_DIVISIONS + 2] = { 0 };
+
+ DrawCircleV(currentPoint, thick/2.0f, color); // Draw init line circle-cap
+
+ for (int i = 0; i < (pointCount - 3); i++)
+ {
+ float t = 0.0f;
+ Vector2 p1 = points[i], p2 = points[i + 1], p3 = points[i + 2], p4 = points[i + 3];
+
+ if (i > 0)
+ {
+ vertices[0].x = currentPoint.x + dy*size;
+ vertices[0].y = currentPoint.y - dx*size;
+ vertices[1].x = currentPoint.x - dy*size;
+ vertices[1].y = currentPoint.y + dx*size;
+ }
+
+ for (int j = 1; j <= SPLINE_SEGMENT_DIVISIONS; j++)
+ {
+ 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;
+ float q2 = (-3.0f*t*t*t) + (4.0f*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));
+
+ dy = nextPoint.y - currentPoint.y;
+ dx = nextPoint.x - currentPoint.x;
+ size = (0.5f*thick)/sqrtf(dx*dx + dy*dy);
+
+ if ((i == 0) && (j == 1))
+ {
+ vertices[0].x = currentPoint.x + dy*size;
+ vertices[0].y = currentPoint.y - dx*size;
+ vertices[1].x = currentPoint.x - dy*size;
+ vertices[1].y = currentPoint.y + dx*size;
+ }
+
+ vertices[2*j + 1].x = nextPoint.x - dy*size;
+ vertices[2*j + 1].y = nextPoint.y + dx*size;
+ vertices[2*j].x = nextPoint.x + dy*size;
+ vertices[2*j].y = nextPoint.y - dx*size;
+
+ currentPoint = nextPoint;
+ }
+
+ DrawTriangleStrip(vertices, 2*SPLINE_SEGMENT_DIVISIONS + 2, color);
+ }
+
+ DrawCircleV(currentPoint, thick/2.0f, color); // Draw end line circle-cap
+}
+
+// Draw spline: Quadratic Bezier, minimum 3 points (1 control point): [p1, c2, p3, c4...]
+void DrawSplineBezierQuadratic(Vector2 *points, int pointCount, float thick, Color color)
+{
+ if (pointCount < 3) return;
+
+ for (int i = 0; i < pointCount - 2; i++)
+ {
+ DrawSplineSegmentBezierQuadratic(points[i], points[i + 1], points[i + 2], thick, color);
+ }
+}
+
+// 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_SEGMENT_DIVISIONS + 2] = { 0 };
+
+ for (int i = 1; i <= SPLINE_SEGMENT_DIVISIONS; 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*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;
+ float size = 0.5f*thick/sqrtf(dx*dx+dy*dy);
+
+ if (i == 1)
+ {
+ points[0].x = previous.x + dy*size;
+ points[0].y = previous.y - dx*size;
+ points[1].x = previous.x - dy*size;
+ points[1].y = previous.y + dx*size;
+ }
+
+ points[2*i + 1].x = current.x - dy*size;
+ points[2*i + 1].y = current.y + dx*size;
+ points[2*i].x = current.x + dy*size;
+ points[2*i].y = current.y - dx*size;
+
+ previous = current;
+ }
+
+ DrawTriangleStrip(points, 2*SPLINE_SEGMENT_DIVISIONS + 2, 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_SEGMENT_DIVISIONS;
+
+ Vector2 previous = p1;
+ Vector2 current = { 0 };
+ float t = 0.0f;
+
+ Vector2 points[2*SPLINE_SEGMENT_DIVISIONS + 2] = { 0 };
+
+ for (int i = 1; i <= SPLINE_SEGMENT_DIVISIONS; 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*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;
+ float size = 0.5f*thick/sqrtf(dx*dx+dy*dy);
+
+ if (i == 1)
+ {
+ points[0].x = previous.x + dy*size;
+ points[0].y = previous.y - dx*size;
+ points[1].x = previous.x - dy*size;
+ points[1].y = previous.y + dx*size;
+ }
+
+ points[2*i + 1].x = current.x - dy*size;
+ points[2*i + 1].y = current.y + dx*size;
+ points[2*i].x = current.x + dy*size;
+ points[2*i].y = current.y - dx*size;
+
+ previous = current;
+ }
+
+ DrawTriangleStrip(points, 2*SPLINE_SEGMENT_DIVISIONS + 2, color);
+}
+
+// Get spline point for a given t [0.0f .. 1.0f], Linear
+Vector2 GetSplinePointLinear(Vector2 startPos, Vector2 endPos, float t)
+{
+ Vector2 point = { 0 };
+
+ point.x = startPos.x*(1.0f - t) + endPos.x*t;
+ point.y = startPos.y*(1.0f - t) + endPos.y*t;
+
+ return point;
+}
+
+// Get spline point for a given t [0.0f .. 1.0f], B-Spline
+Vector2 GetSplinePointBasis(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float t)
+{
+ Vector2 point = { 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;
+
+ point.x = a[3] + t*(a[2] + t*(a[1] + t*a[0]));
+ point.y = b[3] + t*(b[2] + t*(b[1] + t*b[0]));
+
+ return point;
+}
+
+// Get spline point for a given t [0.0f .. 1.0f], Catmull-Rom
+Vector2 GetSplinePointCatmullRom(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float t)
+{
+ Vector2 point = { 0 };
+
+ 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;
+
+ point.x = 0.5f*((p1.x*q0) + (p2.x*q1) + (p3.x*q2) + (p4.x*q3));
+ point.y = 0.5f*((p1.y*q0) + (p2.y*q1) + (p3.y*q2) + (p4.y*q3));
+
+ return point;
+}
+
+// Get spline point for a given t [0.0f .. 1.0f], Quadratic Bezier
+Vector2 GetSplinePointBezierQuad(Vector2 startPos, Vector2 controlPos, Vector2 endPos, float t)
+{
+ Vector2 point = { 0 };
+
+ float a = powf(1.0f - t, 2);
+ float b = 2.0f*(1.0f - t)*t;
+ float c = powf(t, 2);
+
+ point.y = a*startPos.y + b*controlPos.y + c*endPos.y;
+ point.x = a*startPos.x + b*controlPos.x + c*endPos.x;
+
+ return point;
+}
+
+// Get spline point for a given t [0.0f .. 1.0f], Cubic Bezier
+Vector2 GetSplinePointBezierCubic(Vector2 startPos, Vector2 startControlPos, Vector2 endControlPos, Vector2 endPos, float t)
+{
+ Vector2 point = { 0 };
+
+ 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);
+
+ point.y = a*startPos.y + b*startControlPos.y + c*endControlPos.y + d*endPos.y;
+ point.x = a*startPos.x + b*startControlPos.x + c*endControlPos.x + d*endPos.x;
+
+ return point;
+}
+
+//----------------------------------------------------------------------------------
// Module Functions Definition - Collision Detection functions
//----------------------------------------------------------------------------------