From fb75edb9b433674843782ca8a4246fe11f11d4a8 Mon Sep 17 00:00:00 2001 From: Octave Crespel Date: Fri, 1 Dec 2023 17:21:09 +0100 Subject: [PATCH] Follow raylib style --- src/rshapes.c | 38 +++++++++++++++++++++++++++----------- 1 file changed, 27 insertions(+), 11 deletions(-) diff --git a/src/rshapes.c b/src/rshapes.c index 5df271f23..b7fc0ed7f 100644 --- a/src/rshapes.c +++ b/src/rshapes.c @@ -1546,16 +1546,20 @@ void DrawPolyLinesEx(Vector2 center, int sides, float radius, float rotation, fl // Draw spline: linear, minimum 2 points void DrawSplineLinear(Vector2 *points, int pointCount, float thick, Color color) { - if (pointCount < 2) { + if (pointCount < 2) + { return; } Vector2 prevNormal = (Vector2){-(points[1].y - points[0].y), (points[1].x - points[0].x)}; float prevLength = sqrtf(prevNormal.x*prevNormal.x + prevNormal.y*prevNormal.y); - if (prevLength > 0.0f) { + if (prevLength > 0.0f) + { prevNormal.x /= prevLength; prevNormal.y /= prevLength; - } else { + } + else + { prevNormal.x = 0.0f; prevNormal.y = 0.0f; } @@ -1566,36 +1570,48 @@ void DrawSplineLinear(Vector2 *points, int pointCount, float thick, Color color) { Vector2 normal = {0}; - if (i < pointCount - 2) { + if (i < pointCount - 2) + { normal = (Vector2){-(points[i+2].y - points[i+1].y), (points[i+2].x - points[i+1].x)}; float normalLength = sqrtf(normal.x*normal.x + normal.y*normal.y); - if (normalLength > 0.0f) { + if (normalLength > 0.0f) + { normal.x /= normalLength; normal.y /= normalLength; - } else { + } + else + { normal.x = 0.0f; normal.y = 0.0f; } - } else { + } + else + { normal = prevNormal; } Vector2 radius = {prevNormal.x + normal.x, prevNormal.y + normal.y}; float radiusLength = sqrtf(radius.x*radius.x + radius.y*radius.y); - if (radiusLength > 0.0f) { + if (radiusLength > 0.0f) + { radius.x /= radiusLength; radius.y /= radiusLength; - } else { + } + else + { radius.x = 0.0f; radius.y = 0.0f; } float cosTheta = radius.x * normal.x + radius.y * normal.y; - if (cosTheta != 0.0f) { + if (cosTheta != 0.0f) + { radius.x *= thick * .5f / cosTheta; radius.y *= thick * .5f / cosTheta; - } else { + } + else + { radius.x = 0.0f; radius.y = 0.0f; }