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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:
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@ -39,6 +39,8 @@ Breaking Changes:
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- Added imgui_tables.cpp file! Manually constructed project files will need the new file added!
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- Backends: moved all backends files (imgui_impl_XXXX.cpp, imgui_impl_XXXX.h) from examples/ to backends/. (#3513)
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- Renamed ImDrawList::AddBezierCurve() to ImDrawList::AddBezierCubic(). Kept inline redirection function (will obsolete).
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- Renamed ImDrawList::PathBezierCurveTo() to ImDrawList::PathBezierCubicCurveTo(). Kept inline redirection function (will obsolete).
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- Removed redirecting functions/enums names that were marked obsolete in 1.60 (April 2017):
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- io.RenderDrawListsFn pointer -> use ImGui::GetDrawData() value and call the render function of your backend
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- ImGui::IsAnyWindowFocused() -> use ImGui::IsWindowFocused(ImGuiFocusedFlags_AnyWindow)
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15
imgui.cpp
15
imgui.cpp
@ -371,6 +371,7 @@ CODE
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When you are not sure about a old symbol or function name, try using the Search/Find function of your IDE to look for comments or references in all imgui files.
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You can read releases logs https://github.com/ocornut/imgui/releases for more details.
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- 2020/12/21 (1.80) - renamed ImDrawList::AddBezierCurve() to AddBezierCubic(), and PathBezierCurveTo() to PathBezierCubicCurveTo(). Kept inline redirection function (will obsolete).
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- 2020/12/04 (1.80) - added imgui_tables.cpp file! Manually constructed project files will need the new file added!
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- 2020/11/18 (1.80) - renamed undocumented/internals ImGuiColumnsFlags_* to ImGuiOldColumnFlags_* in prevision of incoming Tables API.
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- 2020/11/03 (1.80) - renamed io.ConfigWindowsMemoryCompactTimer to io.ConfigMemoryCompactTimer as the feature will apply to other data structures
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@ -1120,7 +1121,7 @@ void ImGuiIO::ClearInputCharacters()
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// [SECTION] MISC HELPERS/UTILITIES (Geometry functions)
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//-----------------------------------------------------------------------------
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ImVec2 ImBezierClosestPoint(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, int num_segments)
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ImVec2 ImBezierCubicClosestPoint(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, int num_segments)
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{
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IM_ASSERT(num_segments > 0); // Use ImBezierClosestPointCasteljau()
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ImVec2 p_last = p1;
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@ -1129,7 +1130,7 @@ ImVec2 ImBezierClosestPoint(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3
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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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{
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ImVec2 p_current = ImBezierCalc(p1, p2, p3, p4, t_step * i_step);
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ImVec2 p_current = ImBezierCubicCalc(p1, p2, p3, p4, t_step * i_step);
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ImVec2 p_line = ImLineClosestPoint(p_last, p_current, p);
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float dist2 = ImLengthSqr(p - p_line);
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if (dist2 < p_closest_dist2)
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@ -1143,7 +1144,7 @@ ImVec2 ImBezierClosestPoint(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3
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}
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// Closely mimics PathBezierToCasteljau() in imgui_draw.cpp
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static void BezierClosestPointCasteljauStep(const ImVec2& p, ImVec2& p_closest, ImVec2& p_last, float& p_closest_dist2, 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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static void ImBezierCubicClosestPointCasteljauStep(const ImVec2& p, ImVec2& p_closest, ImVec2& p_last, float& p_closest_dist2, 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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@ -1171,20 +1172,20 @@ static void BezierClosestPointCasteljauStep(const ImVec2& p, ImVec2& p_closest,
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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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BezierClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1, y1, x12, y12, x123, y123, x1234, y1234, tess_tol, level + 1);
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BezierClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1234, y1234, x234, y234, x34, y34, x4, y4, tess_tol, level + 1);
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ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1, y1, x12, y12, x123, y123, x1234, y1234, tess_tol, level + 1);
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ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, x1234, y1234, x234, y234, x34, y34, x4, y4, tess_tol, level + 1);
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}
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}
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// tess_tol is generally the same value you would find in ImGui::GetStyle().CurveTessellationTol
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// Because those ImXXX functions are lower-level than ImGui:: we cannot access this value automatically.
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ImVec2 ImBezierClosestPointCasteljau(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, float tess_tol)
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ImVec2 ImBezierCubicClosestPointCasteljau(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, float tess_tol)
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{
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IM_ASSERT(tess_tol > 0.0f);
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ImVec2 p_last = p1;
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ImVec2 p_closest;
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float p_closest_dist2 = FLT_MAX;
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BezierClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, tess_tol, 0);
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ImBezierCubicClosestPointCasteljauStep(p, p_closest, p_last, p_closest_dist2, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, p4.x, p4.y, tess_tol, 0);
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return p_closest;
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}
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13
imgui.h
13
imgui.h
@ -2357,8 +2357,8 @@ struct ImDrawList
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IMGUI_API void AddText(const ImFont* font, float font_size, const ImVec2& pos, ImU32 col, const char* text_begin, const char* text_end = NULL, float wrap_width = 0.0f, const ImVec4* cpu_fine_clip_rect = NULL);
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IMGUI_API void AddPolyline(const ImVec2* points, int num_points, ImU32 col, bool closed, float thickness);
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IMGUI_API void AddConvexPolyFilled(const ImVec2* points, int num_points, ImU32 col); // Note: Anti-aliased filling requires points to be in clockwise order.
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IMGUI_API void AddBezierCurve(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0); // Cubic Bezier (4 control points)
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IMGUI_API void AddQuadBezierCurve(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness, int num_segments = 0); // Quadratic Bezier (3 control points)
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IMGUI_API void AddBezierCubic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0); // Cubic Bezier (4 control points)
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IMGUI_API void AddBezierQuadratic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness, int num_segments = 0); // Quadratic Bezier (3 control points)
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// Image primitives
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// - Read FAQ to understand what ImTextureID is.
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@ -2376,8 +2376,8 @@ struct ImDrawList
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inline void PathStroke(ImU32 col, bool closed, float thickness = 1.0f) { AddPolyline(_Path.Data, _Path.Size, col, closed, thickness); _Path.Size = 0; }
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IMGUI_API void PathArcTo(const ImVec2& center, float radius, float a_min, float a_max, int num_segments = 10);
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IMGUI_API void PathArcToFast(const ImVec2& center, float radius, int a_min_of_12, int a_max_of_12); // Use precomputed angles for a 12 steps circle
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IMGUI_API void PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0); // Cubic Bezier (4 control points)
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IMGUI_API void PathQuadBezierCurveTo(const ImVec2& p2, const ImVec2& p3, int num_segments = 0); // Quadratic Bezier (3 control points)
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IMGUI_API void PathBezierCubicCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0); // Cubic Bezier (4 control points)
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IMGUI_API void PathBezierQuadraticCurveTo(const ImVec2& p2, const ImVec2& p3, int num_segments = 0); // Quadratic Bezier (3 control points)
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IMGUI_API void PathRect(const ImVec2& rect_min, const ImVec2& rect_max, float rounding = 0.0f, ImDrawCornerFlags rounding_corners = ImDrawCornerFlags_All);
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// Advanced
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@ -2407,6 +2407,11 @@ struct ImDrawList
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inline void PrimWriteIdx(ImDrawIdx idx) { *_IdxWritePtr = idx; _IdxWritePtr++; }
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inline void PrimVtx(const ImVec2& pos, const ImVec2& uv, ImU32 col) { PrimWriteIdx((ImDrawIdx)_VtxCurrentIdx); PrimWriteVtx(pos, uv, col); } // Write vertex with unique index
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#ifndef IMGUI_DISABLE_OBSOLETE_FUNCTIONS
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inline void AddBezierCurve(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments = 0) { AddBezierCubic(p1, p2, p3, p4, col, thickness, num_segments); }
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inline void PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0) { PathBezierCubicCurveTo(p2, p3, p4, num_segments); }
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#endif
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// [Internal helpers]
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IMGUI_API void _ResetForNewFrame();
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IMGUI_API void _ClearFreeMemory();
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@ -6963,11 +6963,11 @@ static void ShowExampleAppCustomRendering(bool* p_open)
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// Quadratic Bezier Curve (3 control points)
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ImVec2 cp3[3] = { ImVec2(x, y + sz * 0.6f), ImVec2(x + sz * 0.5f, y - sz * 0.4f), ImVec2(x + sz, y + sz) };
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draw_list->AddQuadBezierCurve(cp3[0], cp3[1], cp3[2], col, th, curve_segments); x += sz + spacing;
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draw_list->AddBezierQuadratic(cp3[0], cp3[1], cp3[2], col, th, curve_segments); x += sz + spacing;
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// Cubic Bezier Curve (4 control points)
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ImVec2 cp4[4] = { ImVec2(x, y), ImVec2(x + sz * 1.3f, y + sz * 0.3f), ImVec2(x + sz - sz * 1.3f, y + sz - sz * 0.3f), ImVec2(x + sz, y + sz) };
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draw_list->AddBezierCurve(cp4[0], cp4[1], cp4[2], cp4[3], col, th, curve_segments);
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draw_list->AddBezierCubic(cp4[0], cp4[1], cp4[2], cp4[3], col, th, curve_segments);
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x = p.x + 4;
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y += sz + spacing;
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@ -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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||||
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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
|
||||
void ImDrawList::AddBezierCurve(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments)
|
||||
void ImDrawList::AddBezierCubic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, ImU32 col, float thickness, int num_segments)
|
||||
{
|
||||
if ((col & IM_COL32_A_MASK) == 0)
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||||
return;
|
||||
|
||||
PathLineTo(p1);
|
||||
PathBezierCurveTo(p2, p3, p4, num_segments);
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||||
PathBezierCubicCurveTo(p2, p3, p4, num_segments);
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||||
PathStroke(col, false, thickness);
|
||||
}
|
||||
|
||||
// Quadratic Bezier takes 3 controls points
|
||||
void ImDrawList::AddQuadBezierCurve(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness, int num_segments)
|
||||
void ImDrawList::AddBezierQuadratic(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, ImU32 col, float thickness, int num_segments)
|
||||
{
|
||||
if ((col & IM_COL32_A_MASK) == 0)
|
||||
return;
|
||||
|
||||
PathLineTo(p1);
|
||||
PathQuadBezierCurveTo(p2, p3, num_segments);
|
||||
PathBezierQuadraticCurveTo(p2, p3, num_segments);
|
||||
PathStroke(col, false, thickness);
|
||||
}
|
||||
|
||||
|
@ -396,10 +396,10 @@ static inline float ImLinearSweep(float current, float target, float speed)
|
||||
static inline ImVec2 ImMul(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); }
|
||||
|
||||
// Helpers: Geometry
|
||||
IMGUI_API ImVec2 ImBezierCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, float t); // Cubic Bezier
|
||||
IMGUI_API ImVec2 ImBezierClosestPoint(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, int num_segments); // For curves with explicit number of segments
|
||||
IMGUI_API ImVec2 ImBezierClosestPointCasteljau(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, float tess_tol);// For auto-tessellated curves you can use tess_tol = style.CurveTessellationTol
|
||||
IMGUI_API ImVec2 ImQuadBezierCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, float t); // Quadratic Bezier
|
||||
IMGUI_API ImVec2 ImBezierCubicCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, float t);
|
||||
IMGUI_API ImVec2 ImBezierCubicClosestPoint(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, int num_segments); // For curves with explicit number of segments
|
||||
IMGUI_API ImVec2 ImBezierCubicClosestPointCasteljau(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, const ImVec2& p, float tess_tol);// For auto-tessellated curves you can use tess_tol = style.CurveTessellationTol
|
||||
IMGUI_API ImVec2 ImBezierQuadraticCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, float t);
|
||||
IMGUI_API ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p);
|
||||
IMGUI_API bool ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p);
|
||||
IMGUI_API ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p);
|
||||
|
Loading…
Reference in New Issue
Block a user