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https://github.com/Drezil/imgui.git
synced 2025-07-07 13:35:49 +02:00
Renamed ImDrawList::AddBezierCurve() to ImDrawList::AddBezierCubic(), ImDrawList::PathBezierCurveTo() to ImDrawList::PathBezierCubicCurveTo(). (#3127, #3664, #3665)
Renamed corresponding internal functions as well.
This commit is contained in:
@ -1050,20 +1050,27 @@ void ImDrawList::PathArcTo(const ImVec2& center, float radius, float a_min, floa
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}
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}
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// Cubic bezier
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ImVec2 ImBezierCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, float t)
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ImVec2 ImBezierCubicCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, float t)
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{
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float u = 1.0f - t;
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float w1 = u*u*u;
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float w2 = 3*u*u*t;
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float w3 = 3*u*t*t;
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float w4 = t*t*t;
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return ImVec2(w1*p1.x + w2*p2.x + w3*p3.x + w4*p4.x, w1*p1.y + w2*p2.y + w3*p3.y + w4*p4.y);
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float w1 = u * u * u;
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float w2 = 3 * u * u * t;
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float w3 = 3 * u * t * t;
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float w4 = t * t * t;
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return ImVec2(w1 * p1.x + w2 * p2.x + w3 * p3.x + w4 * p4.x, w1 * p1.y + w2 * p2.y + w3 * p3.y + w4 * p4.y);
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}
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// Cubic bezier
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// Closely mimics BezierClosestPointCasteljauStep() in imgui.cpp
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static void PathBezierToCasteljau(ImVector<ImVec2>* path, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float tess_tol, int level)
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ImVec2 ImBezierQuadraticCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, float t)
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{
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float u = 1.0f - t;
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float w1 = u * u;
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float w2 = 2 * u * t;
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float w3 = t * t;
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return ImVec2(w1 * p1.x + w2 * p2.x + w3 * p3.x, w1 * p1.y + w2 * p2.y + w3 * p3.y);
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}
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// Closely mimics ImBezierCubicClosestPointCasteljau() in imgui.cpp
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static void PathBezierCubicCurveToCasteljau(ImVector<ImVec2>* path, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float tess_tol, int level)
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{
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float dx = x4 - x1;
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float dy = y4 - y1;
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@ -1083,39 +1090,12 @@ static void PathBezierToCasteljau(ImVector<ImVec2>* path, float x1, float y1, fl
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float x123 = (x12 + x23) * 0.5f, y123 = (y12 + y23) * 0.5f;
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float x234 = (x23 + x34) * 0.5f, y234 = (y23 + y34) * 0.5f;
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float x1234 = (x123 + x234) * 0.5f, y1234 = (y123 + y234) * 0.5f;
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PathBezierToCasteljau(path, x1, y1, x12, y12, x123, y123, x1234, y1234, tess_tol, level + 1);
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PathBezierToCasteljau(path, x1234, y1234, x234, y234, x34, y34, x4, y4, tess_tol, level + 1);
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PathBezierCubicCurveToCasteljau(path, x1, y1, x12, y12, x123, y123, x1234, y1234, tess_tol, level + 1);
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PathBezierCubicCurveToCasteljau(path, x1234, y1234, x234, y234, x34, y34, x4, y4, tess_tol, level + 1);
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}
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}
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// Cubic bezier
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void ImDrawList::PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments)
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{
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ImVec2 p1 = _Path.back();
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if (num_segments == 0)
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{
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PathBezierToCasteljau(&_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, _Data->CurveTessellationTol, 0); // Auto-tessellated
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}
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else
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{
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float t_step = 1.0f / (float)num_segments;
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for (int i_step = 1; i_step <= num_segments; i_step++)
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_Path.push_back(ImBezierCalc(p1, p2, p3, p4, t_step * i_step));
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}
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}
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// Quadratic bezier
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ImVec2 ImQuadBezierCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, float t)
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{
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float u = 1.0f - t;
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float w1 = u * u;
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float w2 = 2 * u * t;
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float w3 = t * t;
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return ImVec2(w1 * p1.x + w2 * p2.x + w3 * p3.x, w1 * p1.y + w2 * p2.y + w3 * p3.y);
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}
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// Quadratic bezier
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static void PathQuadBezierToCasteljau(ImVector<ImVec2>* path, float x1, float y1, float x2, float y2, float x3, float y3, float tess_tol, int level)
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static void PathBezierQuadraticCurveToCasteljau(ImVector<ImVec2>* path, float x1, float y1, float x2, float y2, float x3, float y3, float tess_tol, int level)
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{
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float dx = x3 - x1, dy = y3 - y1;
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float det = (x2 - x3) * dy - (y2 - y3) * dx;
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@ -1128,24 +1108,38 @@ static void PathQuadBezierToCasteljau(ImVector<ImVec2>* path, float x1, float y1
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float x12 = (x1 + x2) * 0.5f, y12 = (y1 + y2) * 0.5f;
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float x23 = (x2 + x3) * 0.5f, y23 = (y2 + y3) * 0.5f;
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float x123 = (x12 + x23) * 0.5f, y123 = (y12 + y23) * 0.5f;
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PathQuadBezierToCasteljau(path, x1, y1, x12, y12, x123, y123, tess_tol, level + 1);
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PathQuadBezierToCasteljau(path, x123, y123, x23, y23, x3, y3, tess_tol, level + 1);
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PathBezierQuadraticCurveToCasteljau(path, x1, y1, x12, y12, x123, y123, tess_tol, level + 1);
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PathBezierQuadraticCurveToCasteljau(path, x123, y123, x23, y23, x3, y3, tess_tol, level + 1);
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}
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}
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// Quadratic bezier
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void ImDrawList::PathQuadBezierCurveTo(const ImVec2& p2, const ImVec2& p3, int num_segments)
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void ImDrawList::PathBezierCubicCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments)
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{
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ImVec2 p1 = _Path.back();
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if (num_segments == 0)
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{
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PathQuadBezierToCasteljau(&_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, _Data->CurveTessellationTol, 0); // Auto-tessellated
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PathBezierCubicCurveToCasteljau(&_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, _Data->CurveTessellationTol, 0); // Auto-tessellated
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}
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else
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{
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float t_step = 1.0f / (float)num_segments;
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for (int i_step = 1; i_step <= num_segments; i_step++)
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_Path.push_back(ImQuadBezierCalc(p1, p2, p3, t_step * i_step));
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_Path.push_back(ImBezierCubicCalc(p1, p2, p3, p4, t_step * i_step));
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}
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}
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void ImDrawList::PathBezierQuadraticCurveTo(const ImVec2& p2, const ImVec2& p3, int num_segments)
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{
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ImVec2 p1 = _Path.back();
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if (num_segments == 0)
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{
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PathBezierQuadraticCurveToCasteljau(&_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, _Data->CurveTessellationTol, 0);// Auto-tessellated
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}
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else
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{
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float t_step = 1.0f / (float)num_segments;
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for (int i_step = 1; i_step <= num_segments; i_step++)
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_Path.push_back(ImBezierQuadraticCalc(p1, p2, p3, t_step * i_step));
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}
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}
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@ -1359,24 +1353,24 @@ void ImDrawList::AddNgonFilled(const ImVec2& center, float radius, ImU32 col, in
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}
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// Cubic Bezier takes 4 controls points
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void ImDrawList::AddBezierCurve(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments)
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void ImDrawList::AddBezierCubic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments)
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{
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if ((col & IM_COL32_A_MASK) == 0)
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return;
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PathLineTo(p1);
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PathBezierCurveTo(p2, p3, p4, num_segments);
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PathBezierCubicCurveTo(p2, p3, p4, num_segments);
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PathStroke(col, false, thickness);
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}
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// Quadratic Bezier takes 3 controls points
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void ImDrawList::AddQuadBezierCurve(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness, int num_segments)
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void ImDrawList::AddBezierQuadratic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness, int num_segments)
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{
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if ((col & IM_COL32_A_MASK) == 0)
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return;
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PathLineTo(p1);
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PathQuadBezierCurveTo(p2, p3, num_segments);
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PathBezierQuadraticCurveTo(p2, p3, num_segments);
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PathStroke(col, false, thickness);
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}
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