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@ -1050,6 +1050,7 @@ 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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{
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float u = 1.0f - t;
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@ -1060,13 +1061,14 @@ ImVec2 ImBezierCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const
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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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{
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float dx = x4 - x1;
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float dy = y4 - y1;
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float d2 = ((x2 - x4) * dy - (y2 - y4) * dx);
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float d3 = ((x3 - x4) * dy - (y3 - y4) * dx);
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float d2 = (x2 - x4) * dy - (y2 - y4) * dx;
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float d3 = (x3 - x4) * dy - (y3 - y4) * dx;
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d2 = (d2 >= 0) ? d2 : -d2;
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d3 = (d3 >= 0) ? d3 : -d3;
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if ((d2 + d3) * (d2 + d3) < tess_tol * (dx * dx + dy * dy))
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@ -1086,6 +1088,7 @@ static void PathBezierToCasteljau(ImVector<ImVec2>* path, float x1, float y1, fl
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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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@ -1101,6 +1104,51 @@ void ImDrawList::PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImV
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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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{
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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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if (det * det * 4.0f < tess_tol * (dx * dx + dy * dy))
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{
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path->push_back(ImVec2(x3, y3));
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}
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else if (level < 10)
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{
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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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}
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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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{
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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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}
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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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}
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}
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void ImDrawList::PathRect(const ImVec2& a, const ImVec2& b, float rounding, ImDrawCornerFlags rounding_corners)
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{
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rounding = ImMin(rounding, ImFabs(b.x - a.x) * ( ((rounding_corners & ImDrawCornerFlags_Top) == ImDrawCornerFlags_Top) || ((rounding_corners & ImDrawCornerFlags_Bot) == ImDrawCornerFlags_Bot) ? 0.5f : 1.0f ) - 1.0f);
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@ -1310,6 +1358,17 @@ void ImDrawList::AddNgonFilled(const ImVec2& center, float radius, ImU32 col, in
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PathFillConvex(col);
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}
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// Quad 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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{
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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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PathStroke(col, false, thickness);
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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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{
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