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Bezier Tweaks, fixed parameter order of 3831d50
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3831d50ab9
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imgui.cpp
25
imgui.cpp
@ -45,7 +45,8 @@ CODE
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// [SECTION] FORWARD DECLARATIONS
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// [SECTION] CONTEXT AND MEMORY ALLOCATORS
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// [SECTION] MAIN USER FACING STRUCTURES (ImGuiStyle, ImGuiIO)
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// [SECTION] MISC HELPERS/UTILITIES (Geometry, String, Format, Hash, File functions)
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// [SECTION] MISC HELPERS/UTILITIES (Geometry functions)
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// [SECTION] MISC HELPERS/UTILITIES (String, Format, Hash functions)
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// [SECTION] MISC HELPERS/UTILITIES (File functions)
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// [SECTION] MISC HELPERS/UTILITIES (ImText* functions)
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// [SECTION] MISC HELPERS/UTILITIES (Color functions)
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@ -1106,12 +1107,12 @@ void ImGuiIO::ClearInputCharacters()
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}
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//-----------------------------------------------------------------------------
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// [SECTION] MISC HELPERS/UTILITIES (Geometry, String, Format, Hash, File functions)
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// [SECTION] MISC HELPERS/UTILITIES (Geometry functions)
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//-----------------------------------------------------------------------------
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ImVec2 ImBezierClosestPoint(const ImVec2& p, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments)
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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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{
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IM_ASSERT(num_segments > 0);
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IM_ASSERT(num_segments > 0); // Use ImBezierClosestPointCasteljau()
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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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@ -1132,7 +1133,7 @@ ImVec2 ImBezierClosestPoint(const ImVec2& p, const ImVec2& p1, const ImVec2& p2,
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}
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// Closely mimics PathBezierToCasteljau() in imgui_draw.cpp
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static void ClosestPointBezierCasteljau(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 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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{
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float dx = x4 - x1;
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float dy = y4 - y1;
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@ -1160,18 +1161,20 @@ static void ClosestPointBezierCasteljau(const ImVec2& p, ImVec2& p_closest, ImVe
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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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ClosestPointBezierCasteljau(p, p_closest, p_last, p_closest_dist2, x1, y1, x12, y12, x123, y123, x1234, y1234, tess_tol, level + 1);
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ClosestPointBezierCasteljau(p, p_closest, p_last, p_closest_dist2, x1234, y1234, x234, y234, x34, y34, x4, y4, tess_tol, level + 1);
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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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}
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}
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ImVec2 ImBezierClosestPointCasteljau(const ImVec2& p, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, float tess_tol)
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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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{
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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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ClosestPointBezierCasteljau(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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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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return p_closest;
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}
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@ -1223,6 +1226,10 @@ ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c,
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return proj_ca;
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}
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//-----------------------------------------------------------------------------
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// [SECTION] MISC HELPERS/UTILITIES (String, Format, Hash functions)
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//-----------------------------------------------------------------------------
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// Consider using _stricmp/_strnicmp under Windows or strcasecmp/strncasecmp. We don't actually use either ImStricmp/ImStrnicmp in the codebase any more.
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int ImStricmp(const char* str1, const char* str2)
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{
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4
imgui.h
4
imgui.h
@ -1942,7 +1942,7 @@ 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& pos0, const ImVec2& cp0, const ImVec2& cp1, const ImVec2& pos1, ImU32 col, float thickness, int num_segments = 0);
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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);
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// Image primitives
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// - Read FAQ to understand what ImTextureID is.
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@ -1960,7 +1960,7 @@ 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& p1, const ImVec2& p2, const ImVec2& p3, int num_segments = 0);
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IMGUI_API void PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments = 0);
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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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@ -917,7 +917,7 @@ 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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// Closely mimicked by ClosestPointBezierCasteljau() in imgui.cpp
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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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@ -938,7 +938,6 @@ 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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}
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@ -949,8 +948,7 @@ void ImDrawList::PathBezierCurveTo(const ImVec2& p2, const ImVec2& p3, const ImV
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ImVec2 p1 = _Path.back();
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if (num_segments == 0)
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{
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// Auto-tessellated
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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);
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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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@ -1131,13 +1129,14 @@ 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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void ImDrawList::AddBezierCurve(const ImVec2& pos0, const ImVec2& cp0, const ImVec2& cp1, const ImVec2& pos1, ImU32 col, float thickness, int num_segments)
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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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if ((col & IM_COL32_A_MASK) == 0)
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return;
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PathLineTo(pos0);
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PathBezierCurveTo(cp0, cp1, pos1, num_segments);
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PathLineTo(p1);
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PathBezierCurveTo(p2, p3, p4, num_segments);
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PathStroke(col, false, thickness);
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}
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@ -340,9 +340,9 @@ static inline float ImLinearSweep(float current, float target, float speed)
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static inline ImVec2 ImMul(const ImVec2& lhs, const ImVec2& rhs) { return ImVec2(lhs.x * rhs.x, lhs.y * rhs.y); }
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// Helpers: Geometry
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IMGUI_API ImVec2 ImBezierCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, float t);
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IMGUI_API ImVec2 ImBezierClosestPoint(const ImVec2& p, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, int num_segments); // For curves with explicit number of segments
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IMGUI_API ImVec2 ImBezierClosestPointCasteljau(const ImVec2& p, const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, float tess_tol); // For auto-tesselated curves, tess_tol = style.CurveTessellationTol
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IMGUI_API ImVec2 ImBezierCalc(const ImVec2& p1, const ImVec2& p2, const ImVec2& p3, const ImVec2& p4, float t); // Cubic Bezier
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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
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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
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IMGUI_API ImVec2 ImLineClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& p);
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IMGUI_API bool ImTriangleContainsPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p);
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IMGUI_API ImVec2 ImTriangleClosestPoint(const ImVec2& a, const ImVec2& b, const ImVec2& c, const ImVec2& p);
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