diff --git a/examples/shapes/shapes_splines_drawing.c b/examples/shapes/shapes_splines_drawing.c index 5be857106..f311017a0 100644 --- a/examples/shapes/shapes_splines_drawing.c +++ b/examples/shapes/shapes_splines_drawing.c @@ -113,10 +113,79 @@ int main(void) pointCount++; } - // Spline point focus and selection logic - if ((selectedPoint == -1) && ((splineTypeActive != SPLINE_BEZIER) || (selectedControlPoint == NULL))) + focusedPoint = selectedPoint; + focusedThickPoint = selectedThickPoint; + focusedControlPoint = selectedControlPoint; + + // Variable thickness control points logic (thickness controls are smaller so they have higher priority) + if ((selectedThickPoint == -1) && (selectedPoint == -1) && (selectedControlPoint == NULL)) + { + if (splineTypeActive == SPLINE_LINEAR_VAR) + { + for (int i = 0; i < pointCount - 1; i++) + { + Vector2 direction = Vector2Normalize(GetSplineVelocityLinear(points[i], points[i + 1])); + Vector2 perpendicular = (Vector2){ direction.y, -direction.x }; + + for (int j = 0; j < SPLINE_THICK_COUNT; j++) + { + float t = (float)j/(SPLINE_THICK_COUNT - 1); + Vector2 point = Vector2Add(GetSplinePointLinear(points[i], points[i + 1], t), Vector2Scale(perpendicular, thicks[j])); + if (CheckCollisionPointCircle(GetMousePosition(), point, 4.0f)) { + focusedThickPoint = i*SPLINE_THICK_COUNT + j; + break; + } + } + } + } + else if (splineTypeActive == SPLINE_BEZIER_VAR) + { + for (int i = 0; i < pointCount - 1; i++) + { + for (int j = 0; j < SPLINE_THICK_COUNT; j++) + { + float t = (float)j/(SPLINE_THICK_COUNT - 1); + Vector2 direction = Vector2Normalize(GetSplineVelocityBezierCubic(points[i], control[i].start, control[i].end, points[i + 1], t)); + Vector2 perpendicular = (Vector2){ direction.y, -direction.x }; + Vector2 point = Vector2Add(GetSplinePointBezierCubic(points[i], control[i].start, control[i].end, points[i + 1], t), Vector2Scale(perpendicular, thicks[j])); + if (CheckCollisionPointCircle(GetMousePosition(), point, 4.0f)) { + focusedThickPoint = i*SPLINE_THICK_COUNT + j; + break; + } + } + } + } + if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) selectedThickPoint = focusedThickPoint; + } + + // Spline thickness movement logic + if (selectedThickPoint >= 0) + { + int i = selectedThickPoint/SPLINE_THICK_COUNT; + int j = selectedThickPoint%SPLINE_THICK_COUNT; + if (splineTypeActive == SPLINE_LINEAR_VAR) + { + Vector2 direction = Vector2Normalize(GetSplineVelocityLinear(points[i], points[i + 1])); + Vector2 perpendicular = (Vector2){ direction.y, -direction.x }; + + thicks[j] = Vector2DotProduct(perpendicular, Vector2Subtract(GetMousePosition(), points[i])); + } + else if (splineTypeActive == SPLINE_BEZIER_VAR) + { + float t = (float)j/(SPLINE_THICK_COUNT - 1); + Vector2 direction = Vector2Normalize(GetSplineVelocityBezierCubic(points[i], control[i].start, control[i].end, points[i + 1], t)); + Vector2 perpendicular = (Vector2){ direction.y, -direction.x }; + + thicks[j] = Vector2DotProduct(perpendicular, Vector2Subtract(GetMousePosition(), GetSplinePointBezierCubic(points[i], control[i].start, control[i].end, points[i + 1], t))); + } + if (thicks[j] > 40.0f) thicks[j] = 40.0f; + if (thicks[j] < -40.0f) thicks[j] = -40.0f; + if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) selectedThickPoint = -1; + } + + // Spline point focus and selection logic + if ((selectedPoint == -1) && (focusedThickPoint == -1) && (((splineTypeActive != SPLINE_BEZIER) && (splineTypeActive != SPLINE_BEZIER_VAR)) || (selectedControlPoint == NULL))) { - focusedPoint = -1; for (int i = 0; i < pointCount; i++) { if (CheckCollisionPointCircle(GetMousePosition(), points[i], 8.0f)) @@ -132,76 +201,41 @@ int main(void) if (selectedPoint >= 0) { points[selectedPoint] = GetMousePosition(); + if (points[selectedPoint].x < 0.0f) points[selectedPoint].x = 0.0f; + if (points[selectedPoint].x > screenWidth) points[selectedPoint].x = screenWidth; + if (points[selectedPoint].y < 0.0f) points[selectedPoint].y = 0.0f; + if (points[selectedPoint].y > screenHeight) points[selectedPoint].y = screenHeight; if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) selectedPoint = -1; } // Cubic Bezier spline control points logic - if (((splineTypeActive == SPLINE_BEZIER) || (splineTypeActive == SPLINE_BEZIER_VAR)) && (focusedPoint == -1)) + if (((splineTypeActive == SPLINE_BEZIER) || (splineTypeActive == SPLINE_BEZIER_VAR)) && (selectedControlPoint == NULL) && (focusedPoint == -1) && (selectedThickPoint == -1)) { - // Spline control point focus and selection logic - if (selectedControlPoint == NULL) + for (int i = 0; i < pointCount - 1; i++) { - focusedControlPoint = NULL; - for (int i = 0; i < pointCount - 1; i++) + if (CheckCollisionPointCircle(GetMousePosition(), control[i].start, 6.0f)) { - if (CheckCollisionPointCircle(GetMousePosition(), control[i].start, 6.0f)) - { - focusedControlPoint = &control[i].start; - break; - } - else if (CheckCollisionPointCircle(GetMousePosition(), control[i].end, 6.0f)) - { - focusedControlPoint = &control[i].end; - break; - } + focusedControlPoint = &control[i].start; + break; + } + else if (CheckCollisionPointCircle(GetMousePosition(), control[i].end, 6.0f)) + { + focusedControlPoint = &control[i].end; + break; } - if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) selectedControlPoint = focusedControlPoint; - } - - // Spline control point movement logic - if (selectedControlPoint != NULL) - { - *selectedControlPoint = GetMousePosition(); - if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) selectedControlPoint = NULL; } + if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) selectedControlPoint = focusedControlPoint; } - // Variable thickness control points logic - if ((splineTypeActive == SPLINE_LINEAR_VAR) && focusedPoint == -1) + // Spline control point movement logic + if (selectedControlPoint != NULL) { - // Spline thickness control point focus and selection logic - if (selectedThickPoint == -1) - { - focusedThickPoint = -1; - for (int i = 0; i < pointCount - 1; i++) - { - Vector2 direction = Vector2Normalize(GetSplineVelocityLinear(points[i], points[i + 1])); - Vector2 perpendicular = (Vector2){ direction.y, -direction.x }; - - for (int j = 0; j < SPLINE_THICK_COUNT; j++) - { - Vector2 point = Vector2Add(GetSplinePointLinear(points[i], points[i + 1], (float)j/(SPLINE_THICK_COUNT - 1)), Vector2Scale(perpendicular, thicks[j])); - if (CheckCollisionPointCircle(GetMousePosition(), point, 4.0f)) { - focusedThickPoint = i*SPLINE_THICK_COUNT + j; - break; - } - } - } - if (IsMouseButtonPressed(MOUSE_LEFT_BUTTON)) selectedThickPoint = focusedThickPoint; - } - - if (selectedThickPoint >= 0) - { - int i = selectedThickPoint/SPLINE_THICK_COUNT; - int j = selectedThickPoint%SPLINE_THICK_COUNT; - Vector2 direction = Vector2Normalize(GetSplineVelocityLinear(points[i], points[i + 1])); - Vector2 perpendicular = (Vector2){ direction.y, -direction.x }; - - thicks[j] = Vector2DotProduct(perpendicular, Vector2Subtract(GetMousePosition(), points[i])); - if (thicks[j] > 40.0f) thicks[j] = 40.0f; - if (thicks[j] < -40.0f) thicks[j] = -40.0f; - if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) selectedThickPoint = -1; - } + *selectedControlPoint = GetMousePosition(); + if (selectedControlPoint->x < 0.0f) selectedControlPoint->x = 0.0f; + if (selectedControlPoint->x > screenWidth) selectedControlPoint->x = screenWidth; + if (selectedControlPoint->y < 0.0f) selectedControlPoint->y = 0.0f; + if (selectedControlPoint->y > screenHeight) selectedControlPoint->y = screenHeight; + if (IsMouseButtonReleased(MOUSE_LEFT_BUTTON)) selectedControlPoint = NULL; } // Spline selection logic @@ -212,8 +246,11 @@ int main(void) else if (IsKeyPressed(KEY_FIVE)) splineTypeActive = SPLINE_LINEAR_VAR; else if (IsKeyPressed(KEY_SIX)) splineTypeActive = SPLINE_BEZIER_VAR; - // Clear selection when changing to a spline without control points - if (IsKeyPressed(KEY_ONE) || IsKeyPressed(KEY_TWO) || IsKeyPressed(KEY_THREE)) selectedControlPoint = NULL; + // Clear control point selection when changing to a spline without control points + if ((splineTypeActive != SPLINE_BEZIER) && (splineTypeActive != SPLINE_BEZIER_VAR)) selectedControlPoint = NULL; + + // Clear thickness selection when changing splines + if (IsKeyPressed(KEY_ONE) || IsKeyPressed(KEY_TWO) || IsKeyPressed(KEY_THREE) || IsKeyPressed(KEY_FOUR) || IsKeyPressed(KEY_FIVE) || IsKeyPressed(KEY_SIX)) selectedThickPoint = -1; //---------------------------------------------------------------------------------- // Draw @@ -347,32 +384,44 @@ int main(void) for (int i = 0; i < pointCount - 1; i++) { - Vector2 direction = Vector2Normalize(GetSplineVelocityLinear(points[i], points[i + 1])); - Vector2 perpendicular = (Vector2){ direction.y, -direction.x }; DrawLineV(points[i], points[i + 1], BROWN); + Vector2 direction = Vector2Normalize(GetSplineVelocityLinear(points[i], points[i + 1])); + Vector2 perpendicular = (Vector2){ direction.y, -direction.x }; for (int j = 0; j < SPLINE_THICK_COUNT; j++) { - Vector2 anchor = GetSplinePointLinear(points[i], points[i + 1], (float)j/(SPLINE_THICK_COUNT - 1)); + float t = (float)j/(SPLINE_THICK_COUNT - 1); + Vector2 anchor = GetSplinePointLinear(points[i], points[i + 1], t); thickPoints[j] = Vector2Add(anchor, Vector2Scale(perpendicular, thicks[j])); - DrawLineV( - Vector2Add(anchor, Vector2Scale(perpendicular, 4.0f)), - Vector2Subtract(anchor, Vector2Scale(perpendicular, 4.0f)), - GRAY); - DrawCircleLinesV(thickPoints[j], (((focusedThickPoint % SPLINE_THICK_COUNT) == j)? 6.0f : 4.0f), (((focusedThickPoint % SPLINE_THICK_COUNT) == j)? VIOLET : PURPLE)); + DrawLineV(anchor, thickPoints[j], SKYBLUE); + DrawCircleV(thickPoints[j], (((focusedThickPoint%SPLINE_THICK_COUNT) == j)? 6.0f : 4.0f), (((focusedThickPoint%SPLINE_THICK_COUNT) == j)? VIOLET : PURPLE)); } DrawSplineBezierCubic(thickPoints, SPLINE_THICK_COUNT, 1.0f, ORANGE); - DrawLineV(thickPoints[0], thickPoints[1], GRAY); - DrawLineV(thickPoints[3], thickPoints[2], GRAY); } } else if (splineTypeActive == SPLINE_BEZIER_VAR) { - // I tried and this isn't possible. - // A variable-thickness Bezier curve can potentially have more detail than can - // be expressed with another Bezier curve of the same degree. - // Example: https://www.desmos.com/calculator/qh31vr4rbf + for (int i = 0; i < pointCount - 1; i++) + { + DrawSplineSegmentBezierCubic(points[i], control[i].start, control[i].end, points[i + 1], 1.0f, BROWN); + + for (int j = 0; j < SPLINE_THICK_COUNT; j++) + { + float t = (float)j/(SPLINE_THICK_COUNT - 1); + Vector2 direction = Vector2Normalize(GetSplineVelocityBezierCubic(points[i], control[i].start, control[i].end, points[i + 1], t)); + Vector2 perpendicular = (Vector2){ direction.y, -direction.x }; + Vector2 anchor = GetSplinePointBezierCubic(points[i], control[i].start, control[i].end, points[i + 1], t); + Vector2 thickPoint = Vector2Add(anchor, Vector2Scale(perpendicular, thicks[j])); + DrawLineV(anchor, thickPoint, SKYBLUE); + DrawCircleV(thickPoint, (((focusedThickPoint%SPLINE_THICK_COUNT) == j)? 6.0f : 4.0f), (((focusedThickPoint%SPLINE_THICK_COUNT) == j)? VIOLET : PURPLE)); + } + + // I tried: outlining the thickness isn't possible. + // A variable-thickness Bezier curve can potentially have more detail than can + // be expressed with another Bezier curve of the same degree. + // Example: https://www.desmos.com/calculator/qh31vr4rbf + } } } @@ -383,10 +432,10 @@ int main(void) if ((splineTypeActive == SPLINE_LINEAR_VAR) || (splineTypeActive == SPLINE_BEZIER_VAR)) { GuiLabel((Rectangle){ 12, 68 + 24, 200, 24 }, TextFormat("Spline thickness: %i, %i, %i, %i", (int)thicks[0], (int)thicks[1], (int)thicks[2], (int)thicks[3])); - GuiSlider((Rectangle){ 12, 68 + 24 + 30, 140, 16 }, NULL, NULL, &thicks[0], -40.0, 40.0f); - GuiSlider((Rectangle){ 12, 68 + 24 + 50, 140, 16 }, NULL, NULL, &thicks[1], -40.0, 40.0f); - GuiSlider((Rectangle){ 12, 68 + 24 + 70, 140, 16 }, NULL, NULL, &thicks[2], -40.0, 40.0f); - GuiSlider((Rectangle){ 12, 68 + 24 + 90, 140, 16 }, NULL, NULL, &thicks[3], -40.0, 40.0f); + GuiSlider((Rectangle){ 12, 68 + 48, 140, 16 }, NULL, NULL, &thicks[0], -40.0, 40.0f); + GuiSlider((Rectangle){ 12, 68 + 48 + 20, 140, 16 }, NULL, NULL, &thicks[1], -40.0, 40.0f); + GuiSlider((Rectangle){ 12, 68 + 48 + 40, 140, 16 }, NULL, NULL, &thicks[2], -40.0, 40.0f); + GuiSlider((Rectangle){ 12, 68 + 48 + 60, 140, 16 }, NULL, NULL, &thicks[3], -40.0, 40.0f); } else {