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Add Quadratic bezier in ImDrawList #3127
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Hello, As you pointed there are two issues:
I suggest you make your |
ok |
Closing this for now but I'm adding this in my todo list along with this issue # |
ok i will search. thanks |
Done : i not changed the name of the func "PathBezierToCasteljau" for quadratic since the stamp is not the same, use 3 point instead four. (Its like you want :) ) In fact, it was easier than I thought the first time haha, see the complete code : ImVec2 ImQuadBezierCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, float t)
{
float u = 1.0f - t;
float w1 = u * u;
float w2 = 2 * u * t;
float w3 = t * t;
return ImVec2(w1 * p1.x + w2 * p2.x + w3 * p3.x, w1 * p1.y + w2 * p2.y + w3 * p3.y);
}
static void PathQuadBezierToCasteljau(ImVector<ImVec2>* path, float x1, float y1, float x2, float y2, float x3, float y3, float tess_tol, int level)
{
float dx = x3 - x1, dy = y3 - y1;
float det = (x2 - x3) * dy - (y2 - y3) * dx;
if (det * det * 4.0f < tess_tol * (dx * dx + dy * dy))
{
path->push_back(ImVec2(x3, y3));
}
else if (level < 10)
{
float x12 = (x1 + x2) * 0.5f, y12 = (y1 + y2) * 0.5f;
float x23 = (x2 + x3) * 0.5f, y23 = (y2 + y3) * 0.5f;
float x123 = (x12 + x23) * 0.5f, y123 = (y12 + y23) * 0.5f;
PathQuadBezierToCasteljau(path, x1, y1, x12, y12, x123, y123, tess_tol, level + 1);
PathQuadBezierToCasteljau(path, x123, y123, x23, y23, x3, y3, tess_tol, level + 1);
}
}
void ImDrawList::PathQuadBezierCurveTo(const ImVec2& p2, const ImVec2& p3, int num_segments)
{
ImVec2 p1 = _Path.back();
if (num_segments == 0)
{
PathQuadBezierToCasteljau(&_Path, p1.x, p1.y, p2.x, p2.y, p3.x, p3.y, _Data->CurveTessellationTol, 0); // Auto-tessellated
}
else
{
float t_step = 1.0f / (float)num_segments;
for (int i_step = 1; i_step <= num_segments; i_step++)
_Path.push_back(ImQuadBezierCalc(p1, p2, p3, t_step * i_step));
}
} It work for me with default tolerance: (the blue lines are control points) |
is there any chances to add these quads versions in imgui soon ? :) |
A proper PR would be appreciated for it, thank you. |
Ha, no problem. i can. I rename theses versions or not ? |
I’ll do the renaming separately. |
because it was usefull to me and i think it will be usefull for other guys, |
Thanks. I’ll look forward to the PR and will try to merge it for 1.81 |
i can add a tab "Curves" to the window "custom rendering" in demo code, to show the cubic and quad bezier if you want ? (with control point manipulation) with a switch for have self discretized / segment predefined |
I am not technically against a demo but it'll give much surface area for code to rework/fix so I'd suggest putting it in a separate commit. |
i have created the PR for the helpers. #3664 |
Both in same PR, separate commits, sould be simpler/neater but if you already done it this way it should be ok. |
Thanks! I merged the functions with various tweaks. Semi reluctantly I have to admit. Note that you didn't add the missing functions (e.g. ClosestPoint etc.) I requested in my first answer, but I am not sure we would even want to have them (too much extra code) since I am not firmly convinced this is al very useful the first place, as it could perfectly be done in user code and we have to encourage that instead of encouraging adding more code to core. Using C++ style member function for ImDrawList is quite a burden there :( I didn't merge the full demo from #3665, it's too much code unrelated to bezier, at first glance usage of IsMouseHoveringRect() is wrong as it doesn't respect the requirements for hovering tests. I think down the line we'll want to have a demo like this but 140 lines is too much noise and I don't have the energy now to rework it. But we should. In git 1 PR = 1 branch. You can push multiple commits in a branch if necessary, we can choose to merge all of them or just selected ones. It's better to rebase the branch on master and force-push rather than merge master into it, so the branch doesn't need to have unrelated merge commits appearing. You can also use interactive git rebase to further sculpt/improve your commits so the PR branch can look as neat as possible. Typically when I rebase my own long-running small branches (e.g. unfinished features) I frequently also give them a bit of cleaning and prepare a lean history ahead of the merging. |
Thanks too :) i forgot theses funcs ClosestPoint , but indeed i can add too, as you want :) yes for the demo, i seen the code was too mush complex and noisy. thanks for the PR help. not familiar with rebase, i will check that :) |
I also renamed the functions with a subsequent commit: 4d8e839 Overall I think it's nicer to do those renaming, and the old version are so unfrequently used and "obvious" to fix that we can ditch the redirecting inline function sooner than typically. |
You can delete your branches indeed. The trace will be left here (so we will have access e.g. to the demo code here). |
what can i use instead of IsMouseHoveringRect ? |
You would need to use a combination of IsItemHovered(), IsItemActive() first as a filter, if you simply use IsMouseHoveringRect() you are not going to properly handle windows over this one, or popup windows inhibiting windows over this one. |
ok i see my mistake. thanks :) |
i removed grid and scrolling ability from canvas (too bad for me, but the code is smaller) // Helper to interact with a control point
// mouse left click/move for move the control point
static ImVec2 HelpManipulateControlPoint(const int point_index, ImVec2& point_coords, const float point_radius, const ImVec4 canvas)
{
static int selected_control_point = -1;
// current point control
ImVec2 point = ImVec2(canvas.x + point_coords.x * canvas.z, canvas.y + point_coords.y * canvas.w);
bool hovered = false;
if (ImGui::IsItemHovered())
{
if (ImGui::IsMouseHoveringRect(
ImVec2(point.x - point_radius * 0.5f, point.y - point_radius * 0.5f),
ImVec2(point.x + point_radius * 0.5f, point.y + point_radius * 0.5f)))
{
hovered = true;
// select if active and no point was selected before
// for have only one point movable at same time
if (selected_control_point < 0 && ImGui::IsItemActive())
selected_control_point = point_index;
}
}
ImDrawList* draw_list = ImGui::GetWindowDrawList();
// draw point background color
draw_list->AddCircleFilled(point, point_radius,
(selected_control_point == point_index) ? IM_COL32(0, 0, 255, 255) :
(hovered) ? IM_COL32(0, 127, 127, 255) : IM_COL32(255, 0, 0, 255));
// draw point edge
draw_list->AddCircle(point, point_radius, IM_COL32(255, 255, 255, 255), 0, 2.0f);
// unselect point
if (ImGui::IsMouseReleased(ImGuiMouseButton_Left))
selected_control_point = -1;
// move point, will be updated on next frame
if (selected_control_point == point_index &&
ImGui::IsMouseDragging(ImGuiMouseButton_Left, 0.0f))
{
ImGuiIO& io = ImGui::GetIO();
point_coords.x += io.MouseDelta.x / (canvas.z + 1e-5f);
point_coords.y += io.MouseDelta.y / (canvas.w + 1e-5f);
}
return point;
} the demo code look like : if (ImGui::BeginTabItem("Curves"))
{
static ImVec2 bezier_control_points[4] = { ImVec2(0.12, 0.82), ImVec2(0.34, 0.21), ImVec2(0.90, 0.41), ImVec2(0.56, 0.82) }; // ratio of canvas size
static float control_point_radius = 10.0f;
static int curve_type = 0; // 0 quadratic, 1 cubic
static bool curve_segments_override = false;
static int curve_segments_override_v = 8;
ImGui::RadioButton("Quad Bezier", &curve_type, 0);
ImGui::SameLine(); HelpMarker("a Quad bezier have 3 control points;");
ImGui::SameLine(); ImGui::RadioButton("Cubic Bezier", &curve_type, 1);
ImGui::SameLine(); HelpMarker("a Cubic bezier have 4 control points;");
ImGui::Checkbox("##curvessegmentoverride", &curve_segments_override);
ImGui::SameLine(0.0f, ImGui::GetStyle().ItemInnerSpacing.x);
if (ImGui::SliderInt("Curves segments", &curve_segments_override_v, 3, 40))
curve_segments_override = true;
ImGui::Text("Mouse Left : move control points");
// canvas from last tab
// Using InvisibleButton() as a convenience 1) it will advance the layout cursor and 2) allows us to use IsItemHovered()/IsItemActive()
ImVec2 canvas_p0 = ImGui::GetCursorScreenPos(); // ImDrawList API uses screen coordinates!
ImVec2 canvas_sz = ImGui::GetContentRegionAvail(); // Resize canvas to what's available
if (canvas_sz.x < 50.0f) canvas_sz.x = 50.0f;
if (canvas_sz.y < 50.0f) canvas_sz.y = 50.0f;
ImVec2 canvas_p1 = ImVec2(canvas_p0.x + canvas_sz.x, canvas_p0.y + canvas_sz.y);
// Draw border and background color
ImGuiIO& io = ImGui::GetIO();
ImDrawList* draw_list = ImGui::GetWindowDrawList();
draw_list->AddRectFilled(canvas_p0, canvas_p1, IM_COL32(50, 50, 50, 255));
draw_list->AddRect(canvas_p0, canvas_p1, IM_COL32(255, 255, 255, 255));
// This will catch our interactions, only left button, no scrolling on this one
ImGui::InvisibleButton("canvas", canvas_sz, ImGuiButtonFlags_MouseButtonLeft);
ImVec4 canvas_rc = ImVec4(canvas_p0.x, canvas_p0.y, canvas_p1.x - canvas_p0.x, canvas_p1.y - canvas_p0.y);
draw_list->PushClipRect(canvas_p0, canvas_p1, true); // canvas clipping
{
draw_list->ChannelsSplit(2); // split channels
// calc and render control point in top layer
draw_list->ChannelsSetCurrent(1);
ImVec2 cp[4]; // control point
for (int i = 0; i < 3 + curve_type; i++) // 3 when curve is quadratic, 4 when curve is cubic
{
cp[i] = HelpManipulateControlPoint(i, bezier_control_points[i], control_point_radius, canvas_rc);
}
// render curve and edges in bottom layer
draw_list->ChannelsSetCurrent(0);
const ImU32 curve_color = IM_COL32(255, 255, 0, 255);
const int curve_segments = curve_segments_override ? curve_segments_override_v : 0;
if (curve_type) // bezier cubic
{
draw_list->AddBezierCurve(cp[0], cp[1], cp[2], cp[3], curve_color, 2.0f, curve_segments); // curve
draw_list->AddLine(cp[0], cp[1], IM_COL32(255, 255, 255, 255), 1.5f); // edge from control point 0 to 1
draw_list->AddLine(cp[2], cp[3], IM_COL32(255, 255, 255, 255), 1.5f); // edge from control point 2 to 3
}
else // bezier quadratic
{
draw_list->AddQuadBezierCurve(cp[0], cp[1], cp[2], curve_color, 2.0f, curve_segments); // curve
draw_list->AddLine(cp[0], cp[1], IM_COL32(255, 255, 255, 255), 1.5f); // edge from control point 0 to 1
draw_list->AddLine(cp[1], cp[2], IM_COL32(255, 255, 255, 255), 1.5f); // edge from control point 2 to 3
}
draw_list->ChannelsMerge(); // merge channels
}
draw_list->PopClipRect();
ImGui::EndTabItem();
} i can reduce again the code by removing border and background drawing of canvas. is it better for you ? to note, for the moment i have the old names :) i will commit a good one or propose a new PR if ok for you available here : aiekick@14dacf2 |
do you think this new demo code is better now ? And by the way, I wish you all the best for this new year :) |
Hello,
i was using Quadratic bezier for display ttf glyph in ImGuiFontStudio
so i added in DrawList two func :
by the way not found a ,casteljau self discretization algo for quadraitc like you do for cubic
is it possibe to add theses functions in Drawlist ?
the names are not very good, the ideal could be to rename existing bezier by :
PathCubicBezierCurveTo
and mine by PathQuadBezierCurveTo
but its like you want :)
i can propose a pull request if needed.
Thanks.
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