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/********************************************************************************************** |
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* |
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* rshapes - Basic functions to draw 2d shapes and check collisions |
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* |
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* ADDITIONAL NOTES: |
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* Shapes can be draw using 3 types of primitives: LINES, TRIANGLES and QUADS. |
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* Some functions implement two drawing options: TRIANGLES and QUADS, by default TRIANGLES |
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* are used but QUADS implementation can be selected with SUPPORT_QUADS_DRAW_MODE define |
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* |
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* Some functions define texture coordinates (rlTexCoord2f()) for the shapes and use a |
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* user-provided texture with SetShapesTexture(), the pourpouse of this implementation |
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* is allowing to reduce draw calls when combined with a texture-atlas. |
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* |
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* By default, raylib sets the default texture and rectangle at InitWindow()[rcore] to one |
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* white character of default font [rtext], this way, raylib text and shapes can be draw with |
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* a single draw call and it also allows users to configure it the same way with their own fonts. |
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* |
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* CONFIGURATION: |
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* #define SUPPORT_MODULE_RSHAPES |
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* rshapes module is included in the build |
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* |
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* #define SUPPORT_QUADS_DRAW_MODE |
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* Use QUADS instead of TRIANGLES for drawing when possible. Lines-based shapes still use LINES |
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* |
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* |
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* LICENSE: zlib/libpng |
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* |
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* Copyright (c) 2013-2023 Ramon Santamaria (@raysan5) |
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* |
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* This software is provided "as-is", without any express or implied warranty. In no event |
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* will the authors be held liable for any damages arising from the use of this software. |
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* |
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* Permission is granted to anyone to use this software for any purpose, including commercial |
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* applications, and to alter it and redistribute it freely, subject to the following restrictions: |
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* |
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* 1. The origin of this software must not be misrepresented; you must not claim that you |
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* wrote the original software. If you use this software in a product, an acknowledgment |
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* in the product documentation would be appreciated but is not required. |
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* |
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* 2. Altered source versions must be plainly marked as such, and must not be misrepresented |
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* as being the original software. |
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* |
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* 3. This notice may not be removed or altered from any source distribution. |
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* |
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**********************************************************************************************/ |
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#include "raylib.h" // Declares module functions |
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// Check if config flags have been externally provided on compilation line |
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#if !defined(EXTERNAL_CONFIG_FLAGS) |
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#include "config.h" // Defines module configuration flags |
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#endif |
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#if defined(SUPPORT_MODULE_RSHAPES) |
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#include "rlgl.h" // OpenGL abstraction layer to OpenGL 1.1, 2.1, 3.3+ or ES2 |
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#include <math.h> // Required for: sinf(), asinf(), cosf(), acosf(), sqrtf(), fabsf() |
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#include <float.h> // Required for: FLT_EPSILON |
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#include <stdlib.h> // Required for: RL_FREE |
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//---------------------------------------------------------------------------------- |
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// Defines and Macros |
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//---------------------------------------------------------------------------------- |
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// Error rate to calculate how many segments we need to draw a smooth circle, |
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// taken from https://stackoverflow.com/a/2244088 |
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#ifndef SMOOTH_CIRCLE_ERROR_RATE |
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#define SMOOTH_CIRCLE_ERROR_RATE 0.5f // Circle error rate |
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#endif |
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#ifndef SPLINE_LINE_DIVISIONS |
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#define SPLINE_LINE_DIVISIONS 24 // Spline lines segment divisions |
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#endif |
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//---------------------------------------------------------------------------------- |
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// Types and Structures Definition |
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//---------------------------------------------------------------------------------- |
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// Not here... |
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//---------------------------------------------------------------------------------- |
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// Global Variables Definition |
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//---------------------------------------------------------------------------------- |
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Texture2D texShapes = { 1, 1, 1, 1, 7 }; // Texture used on shapes drawing (white pixel loaded by rlgl) |
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Rectangle texShapesRec = { 0.0f, 0.0f, 1.0f, 1.0f }; // Texture source rectangle used on shapes drawing |
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//---------------------------------------------------------------------------------- |
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// Module specific Functions Declaration |
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//---------------------------------------------------------------------------------- |
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static float EaseCubicInOut(float t, float b, float c, float d); // Cubic easing |
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//---------------------------------------------------------------------------------- |
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// Module Functions Definition |
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//---------------------------------------------------------------------------------- |
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// Set texture and rectangle to be used on shapes drawing |
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// NOTE: It can be useful when using basic shapes and one single font, |
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// defining a font char white rectangle would allow drawing everything in a single draw call |
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void SetShapesTexture(Texture2D texture, Rectangle source) |
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{ |
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// Reset texture to default pixel if required |
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// WARNING: Shapes texture should be probably better validated, |
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// it can break the rendering of all shapes if misused |
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if ((texture.id == 0) || (source.width == 0) || (source.height == 0)) |
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{ |
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texShapes = (Texture2D){ 1, 1, 1, 1, 7 }; |
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texShapesRec = (Rectangle){ 0.0f, 0.0f, 1.0f, 1.0f }; |
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} |
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else |
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{ |
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texShapes = texture; |
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texShapesRec = source; |
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} |
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} |
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// Draw a pixel |
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void DrawPixel(int posX, int posY, Color color) |
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{ |
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DrawPixelV((Vector2){ (float)posX, (float)posY }, color); |
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} |
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// Draw a pixel (Vector version) |
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void DrawPixelV(Vector2 position, Color color) |
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{ |
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#if defined(SUPPORT_QUADS_DRAW_MODE) |
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rlSetTexture(texShapes.id); |
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rlBegin(RL_QUADS); |
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rlNormal3f(0.0f, 0.0f, 1.0f); |
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rlColor4ub(color.r, color.g, color.b, color.a); |
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rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height); |
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rlVertex2f(position.x, position.y); |
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rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); |
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rlVertex2f(position.x, position.y + 1); |
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rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); |
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rlVertex2f(position.x + 1, position.y + 1); |
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rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height); |
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rlVertex2f(position.x + 1, position.y); |
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rlEnd(); |
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rlSetTexture(0); |
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#else |
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rlBegin(RL_TRIANGLES); |
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rlColor4ub(color.r, color.g, color.b, color.a); |
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rlVertex2f(position.x, position.y); |
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rlVertex2f(position.x, position.y + 1); |
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rlVertex2f(position.x + 1, position.y); |
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rlVertex2f(position.x + 1, position.y); |
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rlVertex2f(position.x, position.y + 1); |
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rlVertex2f(position.x + 1, position.y + 1); |
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rlEnd(); |
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#endif |
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} |
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// Draw a line |
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void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color) |
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{ |
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rlBegin(RL_LINES); |
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rlColor4ub(color.r, color.g, color.b, color.a); |
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rlVertex2f((float)startPosX, (float)startPosY); |
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rlVertex2f((float)endPosX, (float)endPosY); |
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rlEnd(); |
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} |
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// Draw a line (Vector version) |
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void DrawLineV(Vector2 startPos, Vector2 endPos, Color color) |
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{ |
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rlBegin(RL_LINES); |
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rlColor4ub(color.r, color.g, color.b, color.a); |
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rlVertex2f(startPos.x, startPos.y); |
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rlVertex2f(endPos.x, endPos.y); |
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rlEnd(); |
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} |
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// Draw a line defining thickness |
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void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color) |
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{ |
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Vector2 delta = { endPos.x - startPos.x, endPos.y - startPos.y }; |
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float length = sqrtf(delta.x*delta.x + delta.y*delta.y); |
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if ((length > 0) && (thick > 0)) |
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{ |
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float scale = thick/(2*length); |
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Vector2 radius = { -scale*delta.y, scale*delta.x }; |
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Vector2 strip[4] = { |
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{ startPos.x - radius.x, startPos.y - radius.y }, |
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{ startPos.x + radius.x, startPos.y + radius.y }, |
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{ endPos.x - radius.x, endPos.y - radius.y }, |
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{ endPos.x + radius.x, endPos.y + radius.y } |
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}; |
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DrawTriangleStrip(strip, 4, color); |
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} |
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} |
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// Draw line using cubic-bezier curves in-out |
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void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color) |
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{ |
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Vector2 previous = startPos; |
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Vector2 current = { 0 }; |
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Vector2 points[2*SPLINE_LINE_DIVISIONS + 2] = { 0 }; |
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for (int i = 1; i <= SPLINE_LINE_DIVISIONS; i++) |
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{ |
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// Cubic easing in-out |
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// NOTE: Easing is calculated only for y position value |
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current.y = EaseCubicInOut((float)i, startPos.y, endPos.y - startPos.y, (float)SPLINE_LINE_DIVISIONS); |
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current.x = previous.x + (endPos.x - startPos.x)/(float)SPLINE_LINE_DIVISIONS; |
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float dy = current.y - previous.y; |
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float dx = current.x - previous.x; |
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float size = 0.5f*thick/sqrtf(dx*dx+dy*dy); |
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if (i == 1) |
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{ |
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points[0].x = previous.x + dy*size; |
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points[0].y = previous.y - dx*size; |
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points[1].x = previous.x - dy*size; |
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points[1].y = previous.y + dx*size; |
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} |
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points[2*i + 1].x = current.x - dy*size; |
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points[2*i + 1].y = current.y + dx*size; |
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points[2*i].x = current.x + dy*size; |
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points[2*i].y = current.y - dx*size; |
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previous = current; |
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} |
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DrawTriangleStrip(points, 2*SPLINE_LINE_DIVISIONS + 2, color); |
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} |
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// Draw line using quadratic bezier curves with a control point |
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void DrawLineBezierQuad(Vector2 startPos, Vector2 endPos, Vector2 controlPos, float thick, Color color) |
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{ |
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const float step = 1.0f/SPLINE_LINE_DIVISIONS; |
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Vector2 previous = startPos; |
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Vector2 current = { 0 }; |
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float t = 0.0f; |
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Vector2 points[2*SPLINE_LINE_DIVISIONS + 2] = { 0 }; |
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for (int i = 1; i <= SPLINE_LINE_DIVISIONS; i++) |
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{ |
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t = step*i; |
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float a = powf(1.0f - t, 2); |
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float b = 2.0f*(1.0f - t)*t; |
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float c = powf(t, 2); |
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// NOTE: The easing functions aren't suitable here because they don't take a control point |
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current.y = a*startPos.y + b*controlPos.y + c*endPos.y; |
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current.x = a*startPos.x + b*controlPos.x + c*endPos.x; |
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float dy = current.y - previous.y; |
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float dx = current.x - previous.x; |
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float size = 0.5f*thick/sqrtf(dx*dx+dy*dy); |
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if (i == 1) |
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{ |
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points[0].x = previous.x + dy*size; |
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points[0].y = previous.y - dx*size; |
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points[1].x = previous.x - dy*size; |
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points[1].y = previous.y + dx*size; |
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} |
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points[2*i + 1].x = current.x - dy*size; |
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points[2*i + 1].y = current.y + dx*size; |
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points[2*i].x = current.x + dy*size; |
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points[2*i].y = current.y - dx*size; |
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previous = current; |
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} |
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DrawTriangleStrip(points, 2*SPLINE_LINE_DIVISIONS + 2, color); |
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} |
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// Draw line using cubic bezier curves with 2 control points |
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void DrawLineBezierCubic(Vector2 startPos, Vector2 endPos, Vector2 startControlPos, Vector2 endControlPos, float thick, Color color) |
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{ |
293 |
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const float step = 1.0f/SPLINE_LINE_DIVISIONS; |
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Vector2 previous = startPos; |
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Vector2 current = { 0 }; |
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float t = 0.0f; |
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299 |
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Vector2 points[2*SPLINE_LINE_DIVISIONS + 2] = { 0 }; |
300 |
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301 |
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for (int i = 1; i <= SPLINE_LINE_DIVISIONS; i++) |
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{ |
303 |
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t = step*i; |
304 |
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305 |
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float a = powf(1.0f - t, 3); |
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float b = 3.0f*powf(1.0f - t, 2)*t; |
307 |
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float c = 3.0f*(1.0f - t)*powf(t, 2); |
308 |
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float d = powf(t, 3); |
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310 |
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current.y = a*startPos.y + b*startControlPos.y + c*endControlPos.y + d*endPos.y; |
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current.x = a*startPos.x + b*startControlPos.x + c*endControlPos.x + d*endPos.x; |
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313 |
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float dy = current.y - previous.y; |
314 |
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float dx = current.x - previous.x; |
315 |
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float size = 0.5f*thick/sqrtf(dx*dx+dy*dy); |
316 |
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317 |
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if (i == 1) |
318 |
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{ |
319 |
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points[0].x = previous.x + dy*size; |
320 |
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points[0].y = previous.y - dx*size; |
321 |
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points[1].x = previous.x - dy*size; |
322 |
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points[1].y = previous.y + dx*size; |
323 |
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} |
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325 |
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points[2*i + 1].x = current.x - dy*size; |
326 |
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points[2*i + 1].y = current.y + dx*size; |
327 |
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points[2*i].x = current.x + dy*size; |
328 |
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points[2*i].y = current.y - dx*size; |
329 |
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previous = current; |
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} |
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✗ |
DrawTriangleStrip(points, 2*SPLINE_LINE_DIVISIONS + 2, color); |
334 |
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} |
335 |
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336 |
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// Draw a B-Spline line, minimum 4 points |
337 |
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✗ |
void DrawLineBSpline(Vector2 *points, int pointCount, float thick, Color color) |
338 |
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{ |
339 |
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✗ |
if (pointCount < 4) return; |
340 |
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341 |
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float a[4] = { 0 }; |
342 |
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float b[4] = { 0 }; |
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|
float dy = 0.0f; |
344 |
|
|
float dx = 0.0f; |
345 |
|
|
float size = 0.0f; |
346 |
|
|
|
347 |
|
|
Vector2 currentPoint = { 0 }; |
348 |
|
|
Vector2 nextPoint = { 0 }; |
349 |
|
✗ |
Vector2 vertices[2*SPLINE_LINE_DIVISIONS + 2] = { 0 }; |
350 |
|
|
|
351 |
|
✗ |
for (int i = 0; i < (pointCount - 3); i++) |
352 |
|
|
{ |
353 |
|
|
float t = 0.0f; |
354 |
|
✗ |
Vector2 p1 = points[i], p2 = points[i + 1], p3 = points[i + 2], p4 = points[i + 3]; |
355 |
|
|
|
356 |
|
✗ |
a[0] = (-p1.x + 3.0f*p2.x - 3.0f*p3.x + p4.x)/6.0f; |
357 |
|
✗ |
a[1] = (3.0f*p1.x - 6.0f*p2.x + 3.0f*p3.x)/6.0f; |
358 |
|
✗ |
a[2] = (-3.0f*p1.x + 3.0f*p3.x)/6.0f; |
359 |
|
✗ |
a[3] = (p1.x + 4.0f*p2.x + p3.x)/6.0f; |
360 |
|
|
|
361 |
|
✗ |
b[0] = (-p1.y + 3.0f*p2.y - 3.0f*p3.y + p4.y)/6.0f; |
362 |
|
✗ |
b[1] = (3.0f*p1.y - 6.0f*p2.y + 3.0f*p3.y)/6.0f; |
363 |
|
✗ |
b[2] = (-3.0f*p1.y + 3.0f*p3.y)/6.0f; |
364 |
|
✗ |
b[3] = (p1.y + 4.0f*p2.y + p3.y)/6.0f; |
365 |
|
|
|
366 |
|
|
currentPoint.x = a[3]; |
367 |
|
|
currentPoint.y = b[3]; |
368 |
|
|
|
369 |
|
✗ |
if (i == 0) DrawCircleV(currentPoint, thick/2.0f, color); // Draw init line circle-cap |
370 |
|
|
|
371 |
|
✗ |
if (i > 0) |
372 |
|
|
{ |
373 |
|
✗ |
vertices[0].x = currentPoint.x + dy*size; |
374 |
|
✗ |
vertices[0].y = currentPoint.y - dx*size; |
375 |
|
✗ |
vertices[1].x = currentPoint.x - dy*size; |
376 |
|
✗ |
vertices[1].y = currentPoint.y + dx*size; |
377 |
|
|
} |
378 |
|
|
|
379 |
|
✗ |
for (int j = 1; j <= SPLINE_LINE_DIVISIONS; j++) |
380 |
|
|
{ |
381 |
|
✗ |
t = ((float)j)/((float)SPLINE_LINE_DIVISIONS); |
382 |
|
|
|
383 |
|
✗ |
nextPoint.x = a[3] + t*(a[2] + t*(a[1] + t*a[0])); |
384 |
|
✗ |
nextPoint.y = b[3] + t*(b[2] + t*(b[1] + t*b[0])); |
385 |
|
|
|
386 |
|
✗ |
dy = nextPoint.y - currentPoint.y; |
387 |
|
✗ |
dx = nextPoint.x - currentPoint.x; |
388 |
|
✗ |
size = 0.5f*thick/sqrtf(dx*dx+dy*dy); |
389 |
|
|
|
390 |
|
✗ |
if ((i == 0) && (j == 1)) |
391 |
|
|
{ |
392 |
|
✗ |
vertices[0].x = currentPoint.x + dy*size; |
393 |
|
✗ |
vertices[0].y = currentPoint.y - dx*size; |
394 |
|
✗ |
vertices[1].x = currentPoint.x - dy*size; |
395 |
|
✗ |
vertices[1].y = currentPoint.y + dx*size; |
396 |
|
|
} |
397 |
|
|
|
398 |
|
✗ |
vertices[2*j + 1].x = nextPoint.x - dy*size; |
399 |
|
✗ |
vertices[2*j + 1].y = nextPoint.y + dx*size; |
400 |
|
✗ |
vertices[2*j].x = nextPoint.x + dy*size; |
401 |
|
✗ |
vertices[2*j].y = nextPoint.y - dx*size; |
402 |
|
|
|
403 |
|
|
currentPoint = nextPoint; |
404 |
|
|
} |
405 |
|
|
|
406 |
|
✗ |
DrawTriangleStrip(vertices, 2*SPLINE_LINE_DIVISIONS + 2, color); |
407 |
|
|
} |
408 |
|
|
|
409 |
|
✗ |
DrawCircleV(currentPoint, thick/2.0f, color); // Draw end line circle-cap |
410 |
|
|
} |
411 |
|
|
|
412 |
|
|
// Draw a Catmull Rom spline line, minimum 4 points |
413 |
|
✗ |
void DrawLineCatmullRom(Vector2 *points, int pointCount, float thick, Color color) |
414 |
|
|
{ |
415 |
|
✗ |
if (pointCount < 4) return; |
416 |
|
|
|
417 |
|
|
float dy = 0.0f; |
418 |
|
|
float dx = 0.0f; |
419 |
|
|
float size = 0.0f; |
420 |
|
|
|
421 |
|
✗ |
Vector2 currentPoint = points[1]; |
422 |
|
|
Vector2 nextPoint = { 0 }; |
423 |
|
✗ |
Vector2 vertices[2*SPLINE_LINE_DIVISIONS + 2] = { 0 }; |
424 |
|
|
|
425 |
|
✗ |
DrawCircleV(currentPoint, thick/2.0f, color); // Draw init line circle-cap |
426 |
|
|
|
427 |
|
✗ |
for (int i = 0; i < (pointCount - 3); i++) |
428 |
|
|
{ |
429 |
|
|
float t = 0.0f; |
430 |
|
✗ |
Vector2 p1 = points[i], p2 = points[i + 1], p3 = points[i + 2], p4 = points[i + 3]; |
431 |
|
|
|
432 |
|
✗ |
if (i > 0) |
433 |
|
|
{ |
434 |
|
✗ |
vertices[0].x = currentPoint.x + dy*size; |
435 |
|
✗ |
vertices[0].y = currentPoint.y - dx*size; |
436 |
|
✗ |
vertices[1].x = currentPoint.x - dy*size; |
437 |
|
✗ |
vertices[1].y = currentPoint.y + dx*size; |
438 |
|
|
} |
439 |
|
|
|
440 |
|
✗ |
for (int j = 1; j <= SPLINE_LINE_DIVISIONS; j++) |
441 |
|
|
{ |
442 |
|
✗ |
t = ((float)j)/((float)SPLINE_LINE_DIVISIONS); |
443 |
|
|
|
444 |
|
✗ |
float q0 = (-1.0f*t*t*t) + (2.0f*t*t) + (-1.0f*t); |
445 |
|
✗ |
float q1 = (3.0f*t*t*t) + (-5.0f*t*t) + 2.0f; |
446 |
|
✗ |
float q2 = (-3.0f*t*t*t) + (4.0f*t*t) + t; |
447 |
|
✗ |
float q3 = t*t*t - t*t; |
448 |
|
|
|
449 |
|
✗ |
nextPoint.x = 0.5f*((p1.x*q0) + (p2.x*q1) + (p3.x*q2) + (p4.x*q3)); |
450 |
|
✗ |
nextPoint.y = 0.5f*((p1.y*q0) + (p2.y*q1) + (p3.y*q2) + (p4.y*q3)); |
451 |
|
|
|
452 |
|
✗ |
dy = nextPoint.y - currentPoint.y; |
453 |
|
✗ |
dx = nextPoint.x - currentPoint.x; |
454 |
|
✗ |
size = (0.5f*thick)/sqrtf(dx*dx + dy*dy); |
455 |
|
|
|
456 |
|
✗ |
if ((i == 0) && (j == 1)) |
457 |
|
|
{ |
458 |
|
✗ |
vertices[0].x = currentPoint.x + dy*size; |
459 |
|
✗ |
vertices[0].y = currentPoint.y - dx*size; |
460 |
|
✗ |
vertices[1].x = currentPoint.x - dy*size; |
461 |
|
✗ |
vertices[1].y = currentPoint.y + dx*size; |
462 |
|
|
} |
463 |
|
|
|
464 |
|
✗ |
vertices[2*j + 1].x = nextPoint.x - dy*size; |
465 |
|
✗ |
vertices[2*j + 1].y = nextPoint.y + dx*size; |
466 |
|
✗ |
vertices[2*j].x = nextPoint.x + dy*size; |
467 |
|
✗ |
vertices[2*j].y = nextPoint.y - dx*size; |
468 |
|
|
|
469 |
|
|
currentPoint = nextPoint; |
470 |
|
|
} |
471 |
|
|
|
472 |
|
✗ |
DrawTriangleStrip(vertices, 2*SPLINE_LINE_DIVISIONS + 2, color); |
473 |
|
|
} |
474 |
|
|
|
475 |
|
✗ |
DrawCircleV(currentPoint, thick/2.0f, color); // Draw end line circle-cap |
476 |
|
|
} |
477 |
|
|
|
478 |
|
|
// Draw lines sequence |
479 |
|
✗ |
void DrawLineStrip(Vector2 *points, int pointCount, Color color) |
480 |
|
|
{ |
481 |
|
✗ |
if (pointCount >= 2) |
482 |
|
|
{ |
483 |
|
✗ |
rlBegin(RL_LINES); |
484 |
|
✗ |
rlColor4ub(color.r, color.g, color.b, color.a); |
485 |
|
|
|
486 |
|
✗ |
for (int i = 0; i < pointCount - 1; i++) |
487 |
|
|
{ |
488 |
|
✗ |
rlVertex2f(points[i].x, points[i].y); |
489 |
|
✗ |
rlVertex2f(points[i + 1].x, points[i + 1].y); |
490 |
|
|
} |
491 |
|
✗ |
rlEnd(); |
492 |
|
|
} |
493 |
|
|
} |
494 |
|
|
|
495 |
|
|
// Draw a color-filled circle |
496 |
|
✗ |
void DrawCircle(int centerX, int centerY, float radius, Color color) |
497 |
|
|
{ |
498 |
|
✗ |
DrawCircleV((Vector2){ (float)centerX, (float)centerY }, radius, color); |
499 |
|
|
} |
500 |
|
|
|
501 |
|
|
// Draw a color-filled circle (Vector version) |
502 |
|
|
// NOTE: On OpenGL 3.3 and ES2 we use QUADS to avoid drawing order issues |
503 |
|
✗ |
void DrawCircleV(Vector2 center, float radius, Color color) |
504 |
|
|
{ |
505 |
|
✗ |
DrawCircleSector(center, radius, 0, 360, 36, color); |
506 |
|
|
} |
507 |
|
|
|
508 |
|
|
// Draw a piece of a circle |
509 |
|
✗ |
void DrawCircleSector(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color) |
510 |
|
|
{ |
511 |
|
✗ |
if (radius <= 0.0f) radius = 0.1f; // Avoid div by zero |
512 |
|
|
|
513 |
|
|
// Function expects (endAngle > startAngle) |
514 |
|
✗ |
if (endAngle < startAngle) |
515 |
|
|
{ |
516 |
|
|
// Swap values |
517 |
|
|
float tmp = startAngle; |
518 |
|
|
startAngle = endAngle; |
519 |
|
|
endAngle = tmp; |
520 |
|
|
} |
521 |
|
|
|
522 |
|
✗ |
int minSegments = (int)ceilf((endAngle - startAngle)/90); |
523 |
|
|
|
524 |
|
✗ |
if (segments < minSegments) |
525 |
|
|
{ |
526 |
|
|
// Calculate the maximum angle between segments based on the error rate (usually 0.5f) |
527 |
|
✗ |
float th = acosf(2*powf(1 - SMOOTH_CIRCLE_ERROR_RATE/radius, 2) - 1); |
528 |
|
✗ |
segments = (int)((endAngle - startAngle)*ceilf(2*PI/th)/360); |
529 |
|
|
|
530 |
|
✗ |
if (segments <= 0) segments = minSegments; |
531 |
|
|
} |
532 |
|
|
|
533 |
|
✗ |
float stepLength = (endAngle - startAngle)/(float)segments; |
534 |
|
|
float angle = startAngle; |
535 |
|
|
|
536 |
|
|
#if defined(SUPPORT_QUADS_DRAW_MODE) |
537 |
|
✗ |
rlSetTexture(texShapes.id); |
538 |
|
|
|
539 |
|
✗ |
rlBegin(RL_QUADS); |
540 |
|
|
|
541 |
|
|
// NOTE: Every QUAD actually represents two segments |
542 |
|
✗ |
for (int i = 0; i < segments/2; i++) |
543 |
|
|
{ |
544 |
|
✗ |
rlColor4ub(color.r, color.g, color.b, color.a); |
545 |
|
|
|
546 |
|
✗ |
rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height); |
547 |
|
✗ |
rlVertex2f(center.x, center.y); |
548 |
|
|
|
549 |
|
✗ |
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height); |
550 |
|
✗ |
rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength*2.0f))*radius, center.y + sinf(DEG2RAD*(angle + stepLength*2.0f))*radius); |
551 |
|
|
|
552 |
|
✗ |
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); |
553 |
|
✗ |
rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*radius, center.y + sinf(DEG2RAD*(angle + stepLength))*radius); |
554 |
|
|
|
555 |
|
✗ |
rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); |
556 |
|
✗ |
rlVertex2f(center.x + cosf(DEG2RAD*angle)*radius, center.y + sinf(DEG2RAD*angle)*radius); |
557 |
|
|
|
558 |
|
|
angle += (stepLength*2.0f); |
559 |
|
|
} |
560 |
|
|
|
561 |
|
|
// NOTE: In case number of segments is odd, we add one last piece to the cake |
562 |
|
✗ |
if ((segments%2) == 1) |
563 |
|
|
{ |
564 |
|
✗ |
rlColor4ub(color.r, color.g, color.b, color.a); |
565 |
|
|
|
566 |
|
✗ |
rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height); |
567 |
|
✗ |
rlVertex2f(center.x, center.y); |
568 |
|
|
|
569 |
|
✗ |
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); |
570 |
|
✗ |
rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*radius, center.y + sinf(DEG2RAD*(angle + stepLength))*radius); |
571 |
|
|
|
572 |
|
✗ |
rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); |
573 |
|
✗ |
rlVertex2f(center.x + cosf(DEG2RAD*angle)*radius, center.y + sinf(DEG2RAD*angle)*radius); |
574 |
|
|
|
575 |
|
✗ |
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height); |
576 |
|
✗ |
rlVertex2f(center.x, center.y); |
577 |
|
|
} |
578 |
|
|
|
579 |
|
✗ |
rlEnd(); |
580 |
|
|
|
581 |
|
✗ |
rlSetTexture(0); |
582 |
|
|
#else |
583 |
|
|
rlBegin(RL_TRIANGLES); |
584 |
|
|
for (int i = 0; i < segments; i++) |
585 |
|
|
{ |
586 |
|
|
rlColor4ub(color.r, color.g, color.b, color.a); |
587 |
|
|
|
588 |
|
|
rlVertex2f(center.x, center.y); |
589 |
|
|
rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*radius, center.y + sinf(DEG2RAD*(angle + stepLength))*radius); |
590 |
|
|
rlVertex2f(center.x + cosf(DEG2RAD*angle)*radius, center.y + sinf(DEG2RAD*angle)*radius); |
591 |
|
|
|
592 |
|
|
angle += stepLength; |
593 |
|
|
} |
594 |
|
|
rlEnd(); |
595 |
|
|
#endif |
596 |
|
|
} |
597 |
|
|
|
598 |
|
|
// Draw a piece of a circle outlines |
599 |
|
✗ |
void DrawCircleSectorLines(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color) |
600 |
|
|
{ |
601 |
|
✗ |
if (radius <= 0.0f) radius = 0.1f; // Avoid div by zero issue |
602 |
|
|
|
603 |
|
|
// Function expects (endAngle > startAngle) |
604 |
|
✗ |
if (endAngle < startAngle) |
605 |
|
|
{ |
606 |
|
|
// Swap values |
607 |
|
|
float tmp = startAngle; |
608 |
|
|
startAngle = endAngle; |
609 |
|
|
endAngle = tmp; |
610 |
|
|
} |
611 |
|
|
|
612 |
|
✗ |
int minSegments = (int)ceilf((endAngle - startAngle)/90); |
613 |
|
|
|
614 |
|
✗ |
if (segments < minSegments) |
615 |
|
|
{ |
616 |
|
|
// Calculate the maximum angle between segments based on the error rate (usually 0.5f) |
617 |
|
✗ |
float th = acosf(2*powf(1 - SMOOTH_CIRCLE_ERROR_RATE/radius, 2) - 1); |
618 |
|
✗ |
segments = (int)((endAngle - startAngle)*ceilf(2*PI/th)/360); |
619 |
|
|
|
620 |
|
✗ |
if (segments <= 0) segments = minSegments; |
621 |
|
|
} |
622 |
|
|
|
623 |
|
✗ |
float stepLength = (endAngle - startAngle)/(float)segments; |
624 |
|
|
float angle = startAngle; |
625 |
|
|
bool showCapLines = true; |
626 |
|
|
|
627 |
|
✗ |
rlBegin(RL_LINES); |
628 |
|
|
if (showCapLines) |
629 |
|
|
{ |
630 |
|
✗ |
rlColor4ub(color.r, color.g, color.b, color.a); |
631 |
|
✗ |
rlVertex2f(center.x, center.y); |
632 |
|
✗ |
rlVertex2f(center.x + cosf(DEG2RAD*angle)*radius, center.y + sinf(DEG2RAD*angle)*radius); |
633 |
|
|
} |
634 |
|
|
|
635 |
|
✗ |
for (int i = 0; i < segments; i++) |
636 |
|
|
{ |
637 |
|
✗ |
rlColor4ub(color.r, color.g, color.b, color.a); |
638 |
|
|
|
639 |
|
✗ |
rlVertex2f(center.x + cosf(DEG2RAD*angle)*radius, center.y + sinf(DEG2RAD*angle)*radius); |
640 |
|
✗ |
rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*radius, center.y + sinf(DEG2RAD*(angle + stepLength))*radius); |
641 |
|
|
|
642 |
|
|
angle += stepLength; |
643 |
|
|
} |
644 |
|
|
|
645 |
|
|
if (showCapLines) |
646 |
|
|
{ |
647 |
|
✗ |
rlColor4ub(color.r, color.g, color.b, color.a); |
648 |
|
✗ |
rlVertex2f(center.x, center.y); |
649 |
|
✗ |
rlVertex2f(center.x + cosf(DEG2RAD*angle)*radius, center.y + sinf(DEG2RAD*angle)*radius); |
650 |
|
|
} |
651 |
|
✗ |
rlEnd(); |
652 |
|
|
} |
653 |
|
|
|
654 |
|
|
// Draw a gradient-filled circle |
655 |
|
|
// NOTE: Gradient goes from center (color1) to border (color2) |
656 |
|
✗ |
void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2) |
657 |
|
|
{ |
658 |
|
✗ |
rlBegin(RL_TRIANGLES); |
659 |
|
✗ |
for (int i = 0; i < 360; i += 10) |
660 |
|
|
{ |
661 |
|
✗ |
rlColor4ub(color1.r, color1.g, color1.b, color1.a); |
662 |
|
✗ |
rlVertex2f((float)centerX, (float)centerY); |
663 |
|
✗ |
rlColor4ub(color2.r, color2.g, color2.b, color2.a); |
664 |
|
✗ |
rlVertex2f((float)centerX + cosf(DEG2RAD*(i + 10))*radius, (float)centerY + sinf(DEG2RAD*(i + 10))*radius); |
665 |
|
✗ |
rlColor4ub(color2.r, color2.g, color2.b, color2.a); |
666 |
|
✗ |
rlVertex2f((float)centerX + cosf(DEG2RAD*i)*radius, (float)centerY + sinf(DEG2RAD*i)*radius); |
667 |
|
|
} |
668 |
|
✗ |
rlEnd(); |
669 |
|
|
} |
670 |
|
|
|
671 |
|
|
// Draw circle outline |
672 |
|
✗ |
void DrawCircleLines(int centerX, int centerY, float radius, Color color) |
673 |
|
|
{ |
674 |
|
✗ |
rlBegin(RL_LINES); |
675 |
|
✗ |
rlColor4ub(color.r, color.g, color.b, color.a); |
676 |
|
|
|
677 |
|
|
// NOTE: Circle outline is drawn pixel by pixel every degree (0 to 360) |
678 |
|
✗ |
for (int i = 0; i < 360; i += 10) |
679 |
|
|
{ |
680 |
|
✗ |
rlVertex2f(centerX + cosf(DEG2RAD*i)*radius, centerY + sinf(DEG2RAD*i)*radius); |
681 |
|
✗ |
rlVertex2f(centerX + cosf(DEG2RAD*(i + 10))*radius, centerY + sinf(DEG2RAD*(i + 10))*radius); |
682 |
|
|
} |
683 |
|
✗ |
rlEnd(); |
684 |
|
|
} |
685 |
|
|
|
686 |
|
|
// Draw ellipse |
687 |
|
✗ |
void DrawEllipse(int centerX, int centerY, float radiusH, float radiusV, Color color) |
688 |
|
|
{ |
689 |
|
✗ |
rlBegin(RL_TRIANGLES); |
690 |
|
✗ |
for (int i = 0; i < 360; i += 10) |
691 |
|
|
{ |
692 |
|
✗ |
rlColor4ub(color.r, color.g, color.b, color.a); |
693 |
|
✗ |
rlVertex2f((float)centerX, (float)centerY); |
694 |
|
✗ |
rlVertex2f((float)centerX + cosf(DEG2RAD*(i + 10))*radiusH, (float)centerY + sinf(DEG2RAD*(i + 10))*radiusV); |
695 |
|
✗ |
rlVertex2f((float)centerX + cosf(DEG2RAD*i)*radiusH, (float)centerY + sinf(DEG2RAD*i)*radiusV); |
696 |
|
|
} |
697 |
|
✗ |
rlEnd(); |
698 |
|
|
} |
699 |
|
|
|
700 |
|
|
// Draw ellipse outline |
701 |
|
✗ |
void DrawEllipseLines(int centerX, int centerY, float radiusH, float radiusV, Color color) |
702 |
|
|
{ |
703 |
|
✗ |
rlBegin(RL_LINES); |
704 |
|
✗ |
for (int i = 0; i < 360; i += 10) |
705 |
|
|
{ |
706 |
|
✗ |
rlColor4ub(color.r, color.g, color.b, color.a); |
707 |
|
✗ |
rlVertex2f(centerX + cosf(DEG2RAD*(i + 10))*radiusH, centerY + sinf(DEG2RAD*(i + 10))*radiusV); |
708 |
|
✗ |
rlVertex2f(centerX + cosf(DEG2RAD*i)*radiusH, centerY + sinf(DEG2RAD*i)*radiusV); |
709 |
|
|
} |
710 |
|
✗ |
rlEnd(); |
711 |
|
|
} |
712 |
|
|
|
713 |
|
|
// Draw ring |
714 |
|
✗ |
void DrawRing(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color) |
715 |
|
|
{ |
716 |
|
✗ |
if (startAngle == endAngle) return; |
717 |
|
|
|
718 |
|
|
// Function expects (outerRadius > innerRadius) |
719 |
|
✗ |
if (outerRadius < innerRadius) |
720 |
|
|
{ |
721 |
|
|
float tmp = outerRadius; |
722 |
|
|
outerRadius = innerRadius; |
723 |
|
|
innerRadius = tmp; |
724 |
|
|
|
725 |
|
✗ |
if (outerRadius <= 0.0f) outerRadius = 0.1f; |
726 |
|
|
} |
727 |
|
|
|
728 |
|
|
// Function expects (endAngle > startAngle) |
729 |
|
✗ |
if (endAngle < startAngle) |
730 |
|
|
{ |
731 |
|
|
// Swap values |
732 |
|
|
float tmp = startAngle; |
733 |
|
|
startAngle = endAngle; |
734 |
|
|
endAngle = tmp; |
735 |
|
|
} |
736 |
|
|
|
737 |
|
✗ |
int minSegments = (int)ceilf((endAngle - startAngle)/90); |
738 |
|
|
|
739 |
|
✗ |
if (segments < minSegments) |
740 |
|
|
{ |
741 |
|
|
// Calculate the maximum angle between segments based on the error rate (usually 0.5f) |
742 |
|
✗ |
float th = acosf(2*powf(1 - SMOOTH_CIRCLE_ERROR_RATE/outerRadius, 2) - 1); |
743 |
|
✗ |
segments = (int)((endAngle - startAngle)*ceilf(2*PI/th)/360); |
744 |
|
|
|
745 |
|
✗ |
if (segments <= 0) segments = minSegments; |
746 |
|
|
} |
747 |
|
|
|
748 |
|
|
// Not a ring |
749 |
|
✗ |
if (innerRadius <= 0.0f) |
750 |
|
|
{ |
751 |
|
✗ |
DrawCircleSector(center, outerRadius, startAngle, endAngle, segments, color); |
752 |
|
✗ |
return; |
753 |
|
|
} |
754 |
|
|
|
755 |
|
✗ |
float stepLength = (endAngle - startAngle)/(float)segments; |
756 |
|
|
float angle = startAngle; |
757 |
|
|
|
758 |
|
|
#if defined(SUPPORT_QUADS_DRAW_MODE) |
759 |
|
✗ |
rlSetTexture(texShapes.id); |
760 |
|
|
|
761 |
|
✗ |
rlBegin(RL_QUADS); |
762 |
|
✗ |
for (int i = 0; i < segments; i++) |
763 |
|
|
{ |
764 |
|
✗ |
rlColor4ub(color.r, color.g, color.b, color.a); |
765 |
|
|
|
766 |
|
✗ |
rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); |
767 |
|
✗ |
rlVertex2f(center.x + cosf(DEG2RAD*angle)*outerRadius, center.y + sinf(DEG2RAD*angle)*outerRadius); |
768 |
|
|
|
769 |
|
✗ |
rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height); |
770 |
|
✗ |
rlVertex2f(center.x + cosf(DEG2RAD*angle)*innerRadius, center.y + sinf(DEG2RAD*angle)*innerRadius); |
771 |
|
|
|
772 |
|
✗ |
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height); |
773 |
|
✗ |
rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + sinf(DEG2RAD*(angle + stepLength))*innerRadius); |
774 |
|
|
|
775 |
|
✗ |
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); |
776 |
|
✗ |
rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + sinf(DEG2RAD*(angle + stepLength))*outerRadius); |
777 |
|
|
|
778 |
|
|
angle += stepLength; |
779 |
|
|
} |
780 |
|
✗ |
rlEnd(); |
781 |
|
|
|
782 |
|
✗ |
rlSetTexture(0); |
783 |
|
|
#else |
784 |
|
|
rlBegin(RL_TRIANGLES); |
785 |
|
|
for (int i = 0; i < segments; i++) |
786 |
|
|
{ |
787 |
|
|
rlColor4ub(color.r, color.g, color.b, color.a); |
788 |
|
|
|
789 |
|
|
rlVertex2f(center.x + cosf(DEG2RAD*angle)*innerRadius, center.y + sinf(DEG2RAD*angle)*innerRadius); |
790 |
|
|
rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + sinf(DEG2RAD*(angle + stepLength))*innerRadius); |
791 |
|
|
rlVertex2f(center.x + cosf(DEG2RAD*angle)*outerRadius, center.y + sinf(DEG2RAD*angle)*outerRadius); |
792 |
|
|
|
793 |
|
|
rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + sinf(DEG2RAD*(angle + stepLength))*innerRadius); |
794 |
|
|
rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + sinf(DEG2RAD*(angle + stepLength))*outerRadius); |
795 |
|
|
rlVertex2f(center.x + cosf(DEG2RAD*angle)*outerRadius, center.y + sinf(DEG2RAD*angle)*outerRadius); |
796 |
|
|
|
797 |
|
|
angle += stepLength; |
798 |
|
|
} |
799 |
|
|
rlEnd(); |
800 |
|
|
#endif |
801 |
|
|
} |
802 |
|
|
|
803 |
|
|
// Draw ring outline |
804 |
|
✗ |
void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color) |
805 |
|
|
{ |
806 |
|
✗ |
if (startAngle == endAngle) return; |
807 |
|
|
|
808 |
|
|
// Function expects (outerRadius > innerRadius) |
809 |
|
✗ |
if (outerRadius < innerRadius) |
810 |
|
|
{ |
811 |
|
|
float tmp = outerRadius; |
812 |
|
|
outerRadius = innerRadius; |
813 |
|
|
innerRadius = tmp; |
814 |
|
|
|
815 |
|
✗ |
if (outerRadius <= 0.0f) outerRadius = 0.1f; |
816 |
|
|
} |
817 |
|
|
|
818 |
|
|
// Function expects (endAngle > startAngle) |
819 |
|
✗ |
if (endAngle < startAngle) |
820 |
|
|
{ |
821 |
|
|
// Swap values |
822 |
|
|
float tmp = startAngle; |
823 |
|
|
startAngle = endAngle; |
824 |
|
|
endAngle = tmp; |
825 |
|
|
} |
826 |
|
|
|
827 |
|
✗ |
int minSegments = (int)ceilf((endAngle - startAngle)/90); |
828 |
|
|
|
829 |
|
✗ |
if (segments < minSegments) |
830 |
|
|
{ |
831 |
|
|
// Calculate the maximum angle between segments based on the error rate (usually 0.5f) |
832 |
|
✗ |
float th = acosf(2*powf(1 - SMOOTH_CIRCLE_ERROR_RATE/outerRadius, 2) - 1); |
833 |
|
✗ |
segments = (int)((endAngle - startAngle)*ceilf(2*PI/th)/360); |
834 |
|
|
|
835 |
|
✗ |
if (segments <= 0) segments = minSegments; |
836 |
|
|
} |
837 |
|
|
|
838 |
|
✗ |
if (innerRadius <= 0.0f) |
839 |
|
|
{ |
840 |
|
✗ |
DrawCircleSectorLines(center, outerRadius, startAngle, endAngle, segments, color); |
841 |
|
✗ |
return; |
842 |
|
|
} |
843 |
|
|
|
844 |
|
✗ |
float stepLength = (endAngle - startAngle)/(float)segments; |
845 |
|
|
float angle = startAngle; |
846 |
|
|
bool showCapLines = true; |
847 |
|
|
|
848 |
|
✗ |
rlBegin(RL_LINES); |
849 |
|
|
if (showCapLines) |
850 |
|
|
{ |
851 |
|
✗ |
rlColor4ub(color.r, color.g, color.b, color.a); |
852 |
|
✗ |
rlVertex2f(center.x + cosf(DEG2RAD*angle)*outerRadius, center.y + sinf(DEG2RAD*angle)*outerRadius); |
853 |
|
✗ |
rlVertex2f(center.x + cosf(DEG2RAD*angle)*innerRadius, center.y + sinf(DEG2RAD*angle)*innerRadius); |
854 |
|
|
} |
855 |
|
|
|
856 |
|
✗ |
for (int i = 0; i < segments; i++) |
857 |
|
|
{ |
858 |
|
✗ |
rlColor4ub(color.r, color.g, color.b, color.a); |
859 |
|
|
|
860 |
|
✗ |
rlVertex2f(center.x + cosf(DEG2RAD*angle)*outerRadius, center.y + sinf(DEG2RAD*angle)*outerRadius); |
861 |
|
✗ |
rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + sinf(DEG2RAD*(angle + stepLength))*outerRadius); |
862 |
|
|
|
863 |
|
✗ |
rlVertex2f(center.x + cosf(DEG2RAD*angle)*innerRadius, center.y + sinf(DEG2RAD*angle)*innerRadius); |
864 |
|
✗ |
rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + sinf(DEG2RAD*(angle + stepLength))*innerRadius); |
865 |
|
|
|
866 |
|
|
angle += stepLength; |
867 |
|
|
} |
868 |
|
|
|
869 |
|
|
if (showCapLines) |
870 |
|
|
{ |
871 |
|
✗ |
rlColor4ub(color.r, color.g, color.b, color.a); |
872 |
|
✗ |
rlVertex2f(center.x + cosf(DEG2RAD*angle)*outerRadius, center.y + sinf(DEG2RAD*angle)*outerRadius); |
873 |
|
✗ |
rlVertex2f(center.x + cosf(DEG2RAD*angle)*innerRadius, center.y + sinf(DEG2RAD*angle)*innerRadius); |
874 |
|
|
} |
875 |
|
✗ |
rlEnd(); |
876 |
|
|
} |
877 |
|
|
|
878 |
|
|
// Draw a color-filled rectangle |
879 |
|
✗ |
void DrawRectangle(int posX, int posY, int width, int height, Color color) |
880 |
|
|
{ |
881 |
|
✗ |
DrawRectangleV((Vector2){ (float)posX, (float)posY }, (Vector2){ (float)width, (float)height }, color); |
882 |
|
|
} |
883 |
|
|
|
884 |
|
|
// Draw a color-filled rectangle (Vector version) |
885 |
|
|
// NOTE: On OpenGL 3.3 and ES2 we use QUADS to avoid drawing order issues |
886 |
|
✗ |
void DrawRectangleV(Vector2 position, Vector2 size, Color color) |
887 |
|
|
{ |
888 |
|
✗ |
DrawRectanglePro((Rectangle){ position.x, position.y, size.x, size.y }, (Vector2){ 0.0f, 0.0f }, 0.0f, color); |
889 |
|
|
} |
890 |
|
|
|
891 |
|
|
// Draw a color-filled rectangle |
892 |
|
✗ |
void DrawRectangleRec(Rectangle rec, Color color) |
893 |
|
|
{ |
894 |
|
✗ |
DrawRectanglePro(rec, (Vector2){ 0.0f, 0.0f }, 0.0f, color); |
895 |
|
|
} |
896 |
|
|
|
897 |
|
|
// Draw a color-filled rectangle with pro parameters |
898 |
|
✗ |
void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color) |
899 |
|
|
{ |
900 |
|
|
Vector2 topLeft = { 0 }; |
901 |
|
|
Vector2 topRight = { 0 }; |
902 |
|
|
Vector2 bottomLeft = { 0 }; |
903 |
|
|
Vector2 bottomRight = { 0 }; |
904 |
|
|
|
905 |
|
|
// Only calculate rotation if needed |
906 |
|
✗ |
if (rotation == 0.0f) |
907 |
|
|
{ |
908 |
|
✗ |
float x = rec.x - origin.x; |
909 |
|
✗ |
float y = rec.y - origin.y; |
910 |
|
|
topLeft = (Vector2){ x, y }; |
911 |
|
✗ |
topRight = (Vector2){ x + rec.width, y }; |
912 |
|
✗ |
bottomLeft = (Vector2){ x, y + rec.height }; |
913 |
|
|
bottomRight = (Vector2){ x + rec.width, y + rec.height }; |
914 |
|
|
} |
915 |
|
|
else |
916 |
|
|
{ |
917 |
|
✗ |
float sinRotation = sinf(rotation*DEG2RAD); |
918 |
|
✗ |
float cosRotation = cosf(rotation*DEG2RAD); |
919 |
|
|
float x = rec.x; |
920 |
|
|
float y = rec.y; |
921 |
|
✗ |
float dx = -origin.x; |
922 |
|
✗ |
float dy = -origin.y; |
923 |
|
|
|
924 |
|
✗ |
topLeft.x = x + dx*cosRotation - dy*sinRotation; |
925 |
|
✗ |
topLeft.y = y + dx*sinRotation + dy*cosRotation; |
926 |
|
|
|
927 |
|
✗ |
topRight.x = x + (dx + rec.width)*cosRotation - dy*sinRotation; |
928 |
|
✗ |
topRight.y = y + (dx + rec.width)*sinRotation + dy*cosRotation; |
929 |
|
|
|
930 |
|
✗ |
bottomLeft.x = x + dx*cosRotation - (dy + rec.height)*sinRotation; |
931 |
|
✗ |
bottomLeft.y = y + dx*sinRotation + (dy + rec.height)*cosRotation; |
932 |
|
|
|
933 |
|
✗ |
bottomRight.x = x + (dx + rec.width)*cosRotation - (dy + rec.height)*sinRotation; |
934 |
|
✗ |
bottomRight.y = y + (dx + rec.width)*sinRotation + (dy + rec.height)*cosRotation; |
935 |
|
|
} |
936 |
|
|
|
937 |
|
|
#if defined(SUPPORT_QUADS_DRAW_MODE) |
938 |
|
✗ |
rlSetTexture(texShapes.id); |
939 |
|
|
|
940 |
|
✗ |
rlBegin(RL_QUADS); |
941 |
|
|
|
942 |
|
✗ |
rlNormal3f(0.0f, 0.0f, 1.0f); |
943 |
|
✗ |
rlColor4ub(color.r, color.g, color.b, color.a); |
944 |
|
|
|
945 |
|
✗ |
rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height); |
946 |
|
✗ |
rlVertex2f(topLeft.x, topLeft.y); |
947 |
|
|
|
948 |
|
✗ |
rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); |
949 |
|
✗ |
rlVertex2f(bottomLeft.x, bottomLeft.y); |
950 |
|
|
|
951 |
|
✗ |
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); |
952 |
|
✗ |
rlVertex2f(bottomRight.x, bottomRight.y); |
953 |
|
|
|
954 |
|
✗ |
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height); |
955 |
|
✗ |
rlVertex2f(topRight.x, topRight.y); |
956 |
|
|
|
957 |
|
✗ |
rlEnd(); |
958 |
|
|
|
959 |
|
✗ |
rlSetTexture(0); |
960 |
|
|
#else |
961 |
|
|
rlBegin(RL_TRIANGLES); |
962 |
|
|
|
963 |
|
|
rlColor4ub(color.r, color.g, color.b, color.a); |
964 |
|
|
|
965 |
|
|
rlVertex2f(topLeft.x, topLeft.y); |
966 |
|
|
rlVertex2f(bottomLeft.x, bottomLeft.y); |
967 |
|
|
rlVertex2f(topRight.x, topRight.y); |
968 |
|
|
|
969 |
|
|
rlVertex2f(topRight.x, topRight.y); |
970 |
|
|
rlVertex2f(bottomLeft.x, bottomLeft.y); |
971 |
|
|
rlVertex2f(bottomRight.x, bottomRight.y); |
972 |
|
|
|
973 |
|
|
rlEnd(); |
974 |
|
|
#endif |
975 |
|
|
} |
976 |
|
|
|
977 |
|
|
// Draw a vertical-gradient-filled rectangle |
978 |
|
|
// NOTE: Gradient goes from bottom (color1) to top (color2) |
979 |
|
✗ |
void DrawRectangleGradientV(int posX, int posY, int width, int height, Color color1, Color color2) |
980 |
|
|
{ |
981 |
|
✗ |
DrawRectangleGradientEx((Rectangle){ (float)posX, (float)posY, (float)width, (float)height }, color1, color2, color2, color1); |
982 |
|
|
} |
983 |
|
|
|
984 |
|
|
// Draw a horizontal-gradient-filled rectangle |
985 |
|
|
// NOTE: Gradient goes from bottom (color1) to top (color2) |
986 |
|
✗ |
void DrawRectangleGradientH(int posX, int posY, int width, int height, Color color1, Color color2) |
987 |
|
|
{ |
988 |
|
✗ |
DrawRectangleGradientEx((Rectangle){ (float)posX, (float)posY, (float)width, (float)height }, color1, color1, color2, color2); |
989 |
|
|
} |
990 |
|
|
|
991 |
|
|
// Draw a gradient-filled rectangle |
992 |
|
|
// NOTE: Colors refer to corners, starting at top-lef corner and counter-clockwise |
993 |
|
✗ |
void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4) |
994 |
|
|
{ |
995 |
|
✗ |
rlSetTexture(texShapes.id); |
996 |
|
|
|
997 |
|
✗ |
rlBegin(RL_QUADS); |
998 |
|
✗ |
rlNormal3f(0.0f, 0.0f, 1.0f); |
999 |
|
|
|
1000 |
|
|
// NOTE: Default raylib font character 95 is a white square |
1001 |
|
✗ |
rlColor4ub(col1.r, col1.g, col1.b, col1.a); |
1002 |
|
✗ |
rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height); |
1003 |
|
✗ |
rlVertex2f(rec.x, rec.y); |
1004 |
|
|
|
1005 |
|
✗ |
rlColor4ub(col2.r, col2.g, col2.b, col2.a); |
1006 |
|
✗ |
rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); |
1007 |
|
✗ |
rlVertex2f(rec.x, rec.y + rec.height); |
1008 |
|
|
|
1009 |
|
✗ |
rlColor4ub(col3.r, col3.g, col3.b, col3.a); |
1010 |
|
✗ |
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); |
1011 |
|
✗ |
rlVertex2f(rec.x + rec.width, rec.y + rec.height); |
1012 |
|
|
|
1013 |
|
✗ |
rlColor4ub(col4.r, col4.g, col4.b, col4.a); |
1014 |
|
✗ |
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height); |
1015 |
|
✗ |
rlVertex2f(rec.x + rec.width, rec.y); |
1016 |
|
✗ |
rlEnd(); |
1017 |
|
|
|
1018 |
|
✗ |
rlSetTexture(0); |
1019 |
|
|
} |
1020 |
|
|
|
1021 |
|
|
// Draw rectangle outline |
1022 |
|
|
// NOTE: On OpenGL 3.3 and ES2 we use QUADS to avoid drawing order issues |
1023 |
|
✗ |
void DrawRectangleLines(int posX, int posY, int width, int height, Color color) |
1024 |
|
|
{ |
1025 |
|
|
#if defined(SUPPORT_QUADS_DRAW_MODE) |
1026 |
|
✗ |
DrawRectangle(posX, posY, width, 1, color); |
1027 |
|
✗ |
DrawRectangle(posX + width - 1, posY + 1, 1, height - 2, color); |
1028 |
|
✗ |
DrawRectangle(posX, posY + height - 1, width, 1, color); |
1029 |
|
✗ |
DrawRectangle(posX, posY + 1, 1, height - 2, color); |
1030 |
|
|
#else |
1031 |
|
|
rlBegin(RL_LINES); |
1032 |
|
|
rlColor4ub(color.r, color.g, color.b, color.a); |
1033 |
|
|
rlVertex2f(posX + 1, posY + 1); |
1034 |
|
|
rlVertex2f(posX + width, posY + 1); |
1035 |
|
|
|
1036 |
|
|
rlVertex2f(posX + width, posY + 1); |
1037 |
|
|
rlVertex2f(posX + width, posY + height); |
1038 |
|
|
|
1039 |
|
|
rlVertex2f(posX + width, posY + height); |
1040 |
|
|
rlVertex2f(posX + 1, posY + height); |
1041 |
|
|
|
1042 |
|
|
rlVertex2f(posX + 1, posY + height); |
1043 |
|
|
rlVertex2f(posX + 1, posY + 1); |
1044 |
|
|
rlEnd(); |
1045 |
|
|
#endif |
1046 |
|
|
} |
1047 |
|
|
|
1048 |
|
|
// Draw rectangle outline with extended parameters |
1049 |
|
✗ |
void DrawRectangleLinesEx(Rectangle rec, float lineThick, Color color) |
1050 |
|
|
{ |
1051 |
|
✗ |
if ((lineThick > rec.width) || (lineThick > rec.height)) |
1052 |
|
|
{ |
1053 |
|
✗ |
if (rec.width > rec.height) lineThick = rec.height/2; |
1054 |
|
✗ |
else if (rec.width < rec.height) lineThick = rec.width/2; |
1055 |
|
|
} |
1056 |
|
|
|
1057 |
|
|
// When rec = { x, y, 8.0f, 6.0f } and lineThick = 2, the following |
1058 |
|
|
// four rectangles are drawn ([T]op, [B]ottom, [L]eft, [R]ight): |
1059 |
|
|
// |
1060 |
|
|
// TTTTTTTT |
1061 |
|
|
// TTTTTTTT |
1062 |
|
|
// LL RR |
1063 |
|
|
// LL RR |
1064 |
|
|
// BBBBBBBB |
1065 |
|
|
// BBBBBBBB |
1066 |
|
|
// |
1067 |
|
|
|
1068 |
|
✗ |
Rectangle top = { rec.x, rec.y, rec.width, lineThick }; |
1069 |
|
✗ |
Rectangle bottom = { rec.x, rec.y - lineThick + rec.height, rec.width, lineThick }; |
1070 |
|
✗ |
Rectangle left = { rec.x, rec.y + lineThick, lineThick, rec.height - lineThick*2.0f }; |
1071 |
|
✗ |
Rectangle right = { rec.x - lineThick + rec.width, rec.y + lineThick, lineThick, rec.height - lineThick*2.0f }; |
1072 |
|
|
|
1073 |
|
✗ |
DrawRectangleRec(top, color); |
1074 |
|
✗ |
DrawRectangleRec(bottom, color); |
1075 |
|
✗ |
DrawRectangleRec(left, color); |
1076 |
|
✗ |
DrawRectangleRec(right, color); |
1077 |
|
|
} |
1078 |
|
|
|
1079 |
|
|
// Draw rectangle with rounded edges |
1080 |
|
✗ |
void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color color) |
1081 |
|
|
{ |
1082 |
|
|
// Not a rounded rectangle |
1083 |
|
✗ |
if ((roundness <= 0.0f) || (rec.width < 1) || (rec.height < 1 )) |
1084 |
|
|
{ |
1085 |
|
✗ |
DrawRectangleRec(rec, color); |
1086 |
|
✗ |
return; |
1087 |
|
|
} |
1088 |
|
|
|
1089 |
|
✗ |
if (roundness >= 1.0f) roundness = 1.0f; |
1090 |
|
|
|
1091 |
|
|
// Calculate corner radius |
1092 |
|
✗ |
float radius = (rec.width > rec.height)? (rec.height*roundness)/2 : (rec.width*roundness)/2; |
1093 |
|
✗ |
if (radius <= 0.0f) return; |
1094 |
|
|
|
1095 |
|
|
// Calculate number of segments to use for the corners |
1096 |
|
✗ |
if (segments < 4) |
1097 |
|
|
{ |
1098 |
|
|
// Calculate the maximum angle between segments based on the error rate (usually 0.5f) |
1099 |
|
✗ |
float th = acosf(2*powf(1 - SMOOTH_CIRCLE_ERROR_RATE/radius, 2) - 1); |
1100 |
|
✗ |
segments = (int)(ceilf(2*PI/th)/4.0f); |
1101 |
|
✗ |
if (segments <= 0) segments = 4; |
1102 |
|
|
} |
1103 |
|
|
|
1104 |
|
✗ |
float stepLength = 90.0f/(float)segments; |
1105 |
|
|
|
1106 |
|
|
/* |
1107 |
|
|
Quick sketch to make sense of all of this, |
1108 |
|
|
there are 9 parts to draw, also mark the 12 points we'll use |
1109 |
|
|
|
1110 |
|
|
P0____________________P1 |
1111 |
|
|
/| |\ |
1112 |
|
|
/1| 2 |3\ |
1113 |
|
|
P7 /__|____________________|__\ P2 |
1114 |
|
|
| |P8 P9| | |
1115 |
|
|
| 8 | 9 | 4 | |
1116 |
|
|
| __|____________________|__ | |
1117 |
|
|
P6 \ |P11 P10| / P3 |
1118 |
|
|
\7| 6 |5/ |
1119 |
|
|
\|____________________|/ |
1120 |
|
|
P5 P4 |
1121 |
|
|
*/ |
1122 |
|
|
// Coordinates of the 12 points that define the rounded rect |
1123 |
|
|
const Vector2 point[12] = { |
1124 |
|
✗ |
{(float)rec.x + radius, rec.y}, {(float)(rec.x + rec.width) - radius, rec.y}, { rec.x + rec.width, (float)rec.y + radius }, // PO, P1, P2 |
1125 |
|
✗ |
{rec.x + rec.width, (float)(rec.y + rec.height) - radius}, {(float)(rec.x + rec.width) - radius, rec.y + rec.height}, // P3, P4 |
1126 |
|
|
{(float)rec.x + radius, rec.y + rec.height}, { rec.x, (float)(rec.y + rec.height) - radius}, {rec.x, (float)rec.y + radius}, // P5, P6, P7 |
1127 |
|
|
{(float)rec.x + radius, (float)rec.y + radius}, {(float)(rec.x + rec.width) - radius, (float)rec.y + radius}, // P8, P9 |
1128 |
|
|
{(float)(rec.x + rec.width) - radius, (float)(rec.y + rec.height) - radius}, {(float)rec.x + radius, (float)(rec.y + rec.height) - radius} // P10, P11 |
1129 |
|
|
}; |
1130 |
|
|
|
1131 |
|
✗ |
const Vector2 centers[4] = { point[8], point[9], point[10], point[11] }; |
1132 |
|
✗ |
const float angles[4] = { 180.0f, 270.0f, 0.0f, 90.0f }; |
1133 |
|
|
|
1134 |
|
|
#if defined(SUPPORT_QUADS_DRAW_MODE) |
1135 |
|
✗ |
rlSetTexture(texShapes.id); |
1136 |
|
|
|
1137 |
|
✗ |
rlBegin(RL_QUADS); |
1138 |
|
|
// Draw all the 4 corners: [1] Upper Left Corner, [3] Upper Right Corner, [5] Lower Right Corner, [7] Lower Left Corner |
1139 |
|
✗ |
for (int k = 0; k < 4; ++k) // Hope the compiler is smart enough to unroll this loop |
1140 |
|
|
{ |
1141 |
|
✗ |
float angle = angles[k]; |
1142 |
|
✗ |
const Vector2 center = centers[k]; |
1143 |
|
|
|
1144 |
|
|
// NOTE: Every QUAD actually represents two segments |
1145 |
|
✗ |
for (int i = 0; i < segments/2; i++) |
1146 |
|
|
{ |
1147 |
|
✗ |
rlColor4ub(color.r, color.g, color.b, color.a); |
1148 |
|
✗ |
rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height); |
1149 |
|
✗ |
rlVertex2f(center.x, center.y); |
1150 |
|
|
|
1151 |
|
✗ |
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height); |
1152 |
|
✗ |
rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength*2))*radius, center.y + sinf(DEG2RAD*(angle + stepLength*2))*radius); |
1153 |
|
|
|
1154 |
|
✗ |
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); |
1155 |
|
✗ |
rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*radius, center.y + sinf(DEG2RAD*(angle + stepLength))*radius); |
1156 |
|
|
|
1157 |
|
✗ |
rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); |
1158 |
|
✗ |
rlVertex2f(center.x + cosf(DEG2RAD*angle)*radius, center.y + sinf(DEG2RAD*angle)*radius); |
1159 |
|
|
|
1160 |
|
|
angle += (stepLength*2); |
1161 |
|
|
} |
1162 |
|
|
|
1163 |
|
|
// NOTE: In case number of segments is odd, we add one last piece to the cake |
1164 |
|
✗ |
if (segments%2) |
1165 |
|
|
{ |
1166 |
|
✗ |
rlColor4ub(color.r, color.g, color.b, color.a); |
1167 |
|
✗ |
rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height); |
1168 |
|
✗ |
rlVertex2f(center.x, center.y); |
1169 |
|
|
|
1170 |
|
✗ |
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); |
1171 |
|
✗ |
rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*radius, center.y + sinf(DEG2RAD*(angle + stepLength))*radius); |
1172 |
|
|
|
1173 |
|
✗ |
rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); |
1174 |
|
✗ |
rlVertex2f(center.x + cosf(DEG2RAD*angle)*radius, center.y + sinf(DEG2RAD*angle)*radius); |
1175 |
|
|
|
1176 |
|
✗ |
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height); |
1177 |
|
✗ |
rlVertex2f(center.x, center.y); |
1178 |
|
|
} |
1179 |
|
|
} |
1180 |
|
|
|
1181 |
|
|
// [2] Upper Rectangle |
1182 |
|
✗ |
rlColor4ub(color.r, color.g, color.b, color.a); |
1183 |
|
✗ |
rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height); |
1184 |
|
✗ |
rlVertex2f(point[0].x, point[0].y); |
1185 |
|
✗ |
rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); |
1186 |
|
✗ |
rlVertex2f(point[8].x, point[8].y); |
1187 |
|
✗ |
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); |
1188 |
|
✗ |
rlVertex2f(point[9].x, point[9].y); |
1189 |
|
✗ |
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height); |
1190 |
|
✗ |
rlVertex2f(point[1].x, point[1].y); |
1191 |
|
|
|
1192 |
|
|
// [4] Right Rectangle |
1193 |
|
✗ |
rlColor4ub(color.r, color.g, color.b, color.a); |
1194 |
|
✗ |
rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height); |
1195 |
|
✗ |
rlVertex2f(point[2].x, point[2].y); |
1196 |
|
✗ |
rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); |
1197 |
|
✗ |
rlVertex2f(point[9].x, point[9].y); |
1198 |
|
✗ |
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); |
1199 |
|
✗ |
rlVertex2f(point[10].x, point[10].y); |
1200 |
|
✗ |
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height); |
1201 |
|
✗ |
rlVertex2f(point[3].x, point[3].y); |
1202 |
|
|
|
1203 |
|
|
// [6] Bottom Rectangle |
1204 |
|
✗ |
rlColor4ub(color.r, color.g, color.b, color.a); |
1205 |
|
✗ |
rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height); |
1206 |
|
✗ |
rlVertex2f(point[11].x, point[11].y); |
1207 |
|
✗ |
rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); |
1208 |
|
✗ |
rlVertex2f(point[5].x, point[5].y); |
1209 |
|
✗ |
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); |
1210 |
|
✗ |
rlVertex2f(point[4].x, point[4].y); |
1211 |
|
✗ |
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height); |
1212 |
|
✗ |
rlVertex2f(point[10].x, point[10].y); |
1213 |
|
|
|
1214 |
|
|
// [8] Left Rectangle |
1215 |
|
✗ |
rlColor4ub(color.r, color.g, color.b, color.a); |
1216 |
|
✗ |
rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height); |
1217 |
|
✗ |
rlVertex2f(point[7].x, point[7].y); |
1218 |
|
✗ |
rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); |
1219 |
|
✗ |
rlVertex2f(point[6].x, point[6].y); |
1220 |
|
✗ |
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); |
1221 |
|
✗ |
rlVertex2f(point[11].x, point[11].y); |
1222 |
|
✗ |
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height); |
1223 |
|
✗ |
rlVertex2f(point[8].x, point[8].y); |
1224 |
|
|
|
1225 |
|
|
// [9] Middle Rectangle |
1226 |
|
✗ |
rlColor4ub(color.r, color.g, color.b, color.a); |
1227 |
|
✗ |
rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height); |
1228 |
|
✗ |
rlVertex2f(point[8].x, point[8].y); |
1229 |
|
✗ |
rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); |
1230 |
|
✗ |
rlVertex2f(point[11].x, point[11].y); |
1231 |
|
✗ |
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); |
1232 |
|
✗ |
rlVertex2f(point[10].x, point[10].y); |
1233 |
|
✗ |
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height); |
1234 |
|
✗ |
rlVertex2f(point[9].x, point[9].y); |
1235 |
|
|
|
1236 |
|
✗ |
rlEnd(); |
1237 |
|
✗ |
rlSetTexture(0); |
1238 |
|
|
#else |
1239 |
|
|
rlBegin(RL_TRIANGLES); |
1240 |
|
|
|
1241 |
|
|
// Draw all of the 4 corners: [1] Upper Left Corner, [3] Upper Right Corner, [5] Lower Right Corner, [7] Lower Left Corner |
1242 |
|
|
for (int k = 0; k < 4; ++k) // Hope the compiler is smart enough to unroll this loop |
1243 |
|
|
{ |
1244 |
|
|
float angle = angles[k]; |
1245 |
|
|
const Vector2 center = centers[k]; |
1246 |
|
|
for (int i = 0; i < segments; i++) |
1247 |
|
|
{ |
1248 |
|
|
rlColor4ub(color.r, color.g, color.b, color.a); |
1249 |
|
|
rlVertex2f(center.x, center.y); |
1250 |
|
|
rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*radius, center.y + sinf(DEG2RAD*(angle + stepLength))*radius); |
1251 |
|
|
rlVertex2f(center.x + cosf(DEG2RAD*angle)*radius, center.y + sinf(DEG2RAD*angle)*radius); |
1252 |
|
|
angle += stepLength; |
1253 |
|
|
} |
1254 |
|
|
} |
1255 |
|
|
|
1256 |
|
|
// [2] Upper Rectangle |
1257 |
|
|
rlColor4ub(color.r, color.g, color.b, color.a); |
1258 |
|
|
rlVertex2f(point[0].x, point[0].y); |
1259 |
|
|
rlVertex2f(point[8].x, point[8].y); |
1260 |
|
|
rlVertex2f(point[9].x, point[9].y); |
1261 |
|
|
rlVertex2f(point[1].x, point[1].y); |
1262 |
|
|
rlVertex2f(point[0].x, point[0].y); |
1263 |
|
|
rlVertex2f(point[9].x, point[9].y); |
1264 |
|
|
|
1265 |
|
|
// [4] Right Rectangle |
1266 |
|
|
rlColor4ub(color.r, color.g, color.b, color.a); |
1267 |
|
|
rlVertex2f(point[9].x, point[9].y); |
1268 |
|
|
rlVertex2f(point[10].x, point[10].y); |
1269 |
|
|
rlVertex2f(point[3].x, point[3].y); |
1270 |
|
|
rlVertex2f(point[2].x, point[2].y); |
1271 |
|
|
rlVertex2f(point[9].x, point[9].y); |
1272 |
|
|
rlVertex2f(point[3].x, point[3].y); |
1273 |
|
|
|
1274 |
|
|
// [6] Bottom Rectangle |
1275 |
|
|
rlColor4ub(color.r, color.g, color.b, color.a); |
1276 |
|
|
rlVertex2f(point[11].x, point[11].y); |
1277 |
|
|
rlVertex2f(point[5].x, point[5].y); |
1278 |
|
|
rlVertex2f(point[4].x, point[4].y); |
1279 |
|
|
rlVertex2f(point[10].x, point[10].y); |
1280 |
|
|
rlVertex2f(point[11].x, point[11].y); |
1281 |
|
|
rlVertex2f(point[4].x, point[4].y); |
1282 |
|
|
|
1283 |
|
|
// [8] Left Rectangle |
1284 |
|
|
rlColor4ub(color.r, color.g, color.b, color.a); |
1285 |
|
|
rlVertex2f(point[7].x, point[7].y); |
1286 |
|
|
rlVertex2f(point[6].x, point[6].y); |
1287 |
|
|
rlVertex2f(point[11].x, point[11].y); |
1288 |
|
|
rlVertex2f(point[8].x, point[8].y); |
1289 |
|
|
rlVertex2f(point[7].x, point[7].y); |
1290 |
|
|
rlVertex2f(point[11].x, point[11].y); |
1291 |
|
|
|
1292 |
|
|
// [9] Middle Rectangle |
1293 |
|
|
rlColor4ub(color.r, color.g, color.b, color.a); |
1294 |
|
|
rlVertex2f(point[8].x, point[8].y); |
1295 |
|
|
rlVertex2f(point[11].x, point[11].y); |
1296 |
|
|
rlVertex2f(point[10].x, point[10].y); |
1297 |
|
|
rlVertex2f(point[9].x, point[9].y); |
1298 |
|
|
rlVertex2f(point[8].x, point[8].y); |
1299 |
|
|
rlVertex2f(point[10].x, point[10].y); |
1300 |
|
|
rlEnd(); |
1301 |
|
|
#endif |
1302 |
|
|
} |
1303 |
|
|
|
1304 |
|
|
// Draw rectangle with rounded edges outline |
1305 |
|
✗ |
void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, float lineThick, Color color) |
1306 |
|
|
{ |
1307 |
|
✗ |
if (lineThick < 0) lineThick = 0; |
1308 |
|
|
|
1309 |
|
|
// Not a rounded rectangle |
1310 |
|
✗ |
if (roundness <= 0.0f) |
1311 |
|
|
{ |
1312 |
|
✗ |
DrawRectangleLinesEx((Rectangle){rec.x-lineThick, rec.y-lineThick, rec.width+2*lineThick, rec.height+2*lineThick}, lineThick, color); |
1313 |
|
|
return; |
1314 |
|
|
} |
1315 |
|
|
|
1316 |
|
✗ |
if (roundness >= 1.0f) roundness = 1.0f; |
1317 |
|
|
|
1318 |
|
|
// Calculate corner radius |
1319 |
|
✗ |
float radius = (rec.width > rec.height)? (rec.height*roundness)/2 : (rec.width*roundness)/2; |
1320 |
|
✗ |
if (radius <= 0.0f) return; |
1321 |
|
|
|
1322 |
|
|
// Calculate number of segments to use for the corners |
1323 |
|
✗ |
if (segments < 4) |
1324 |
|
|
{ |
1325 |
|
|
// Calculate the maximum angle between segments based on the error rate (usually 0.5f) |
1326 |
|
✗ |
float th = acosf(2*powf(1 - SMOOTH_CIRCLE_ERROR_RATE/radius, 2) - 1); |
1327 |
|
✗ |
segments = (int)(ceilf(2*PI/th)/2.0f); |
1328 |
|
✗ |
if (segments <= 0) segments = 4; |
1329 |
|
|
} |
1330 |
|
|
|
1331 |
|
✗ |
float stepLength = 90.0f/(float)segments; |
1332 |
|
✗ |
const float outerRadius = radius + lineThick, innerRadius = radius; |
1333 |
|
|
|
1334 |
|
|
/* |
1335 |
|
|
Quick sketch to make sense of all of this, |
1336 |
|
|
marks the 16 + 4(corner centers P16-19) points we'll use |
1337 |
|
|
|
1338 |
|
|
P0 ================== P1 |
1339 |
|
|
// P8 P9 \\ |
1340 |
|
|
// \\ |
1341 |
|
|
P7 // P15 P10 \\ P2 |
1342 |
|
|
|| *P16 P17* || |
1343 |
|
|
|| || |
1344 |
|
|
|| P14 P11 || |
1345 |
|
|
P6 \\ *P19 P18* // P3 |
1346 |
|
|
\\ // |
1347 |
|
|
\\ P13 P12 // |
1348 |
|
|
P5 ================== P4 |
1349 |
|
|
*/ |
1350 |
|
✗ |
const Vector2 point[16] = { |
1351 |
|
✗ |
{(float)rec.x + innerRadius, rec.y - lineThick}, {(float)(rec.x + rec.width) - innerRadius, rec.y - lineThick}, { rec.x + rec.width + lineThick, (float)rec.y + innerRadius }, // PO, P1, P2 |
1352 |
|
✗ |
{rec.x + rec.width + lineThick, (float)(rec.y + rec.height) - innerRadius}, {(float)(rec.x + rec.width) - innerRadius, rec.y + rec.height + lineThick}, // P3, P4 |
1353 |
|
✗ |
{(float)rec.x + innerRadius, rec.y + rec.height + lineThick}, { rec.x - lineThick, (float)(rec.y + rec.height) - innerRadius}, {rec.x - lineThick, (float)rec.y + innerRadius}, // P5, P6, P7 |
1354 |
|
|
{(float)rec.x + innerRadius, rec.y}, {(float)(rec.x + rec.width) - innerRadius, rec.y}, // P8, P9 |
1355 |
|
|
{ rec.x + rec.width, (float)rec.y + innerRadius }, {rec.x + rec.width, (float)(rec.y + rec.height) - innerRadius}, // P10, P11 |
1356 |
|
|
{(float)(rec.x + rec.width) - innerRadius, rec.y + rec.height}, {(float)rec.x + innerRadius, rec.y + rec.height}, // P12, P13 |
1357 |
|
|
{ rec.x, (float)(rec.y + rec.height) - innerRadius}, {rec.x, (float)rec.y + innerRadius} // P14, P15 |
1358 |
|
|
}; |
1359 |
|
|
|
1360 |
|
✗ |
const Vector2 centers[4] = { |
1361 |
|
|
{(float)rec.x + innerRadius, (float)rec.y + innerRadius}, {(float)(rec.x + rec.width) - innerRadius, (float)rec.y + innerRadius}, // P16, P17 |
1362 |
|
|
{(float)(rec.x + rec.width) - innerRadius, (float)(rec.y + rec.height) - innerRadius}, {(float)rec.x + innerRadius, (float)(rec.y + rec.height) - innerRadius} // P18, P19 |
1363 |
|
|
}; |
1364 |
|
|
|
1365 |
|
✗ |
const float angles[4] = { 180.0f, 270.0f, 0.0f, 90.0f }; |
1366 |
|
|
|
1367 |
|
✗ |
if (lineThick > 1) |
1368 |
|
|
{ |
1369 |
|
|
#if defined(SUPPORT_QUADS_DRAW_MODE) |
1370 |
|
✗ |
rlSetTexture(texShapes.id); |
1371 |
|
|
|
1372 |
|
✗ |
rlBegin(RL_QUADS); |
1373 |
|
|
|
1374 |
|
|
// Draw all the 4 corners first: Upper Left Corner, Upper Right Corner, Lower Right Corner, Lower Left Corner |
1375 |
|
✗ |
for (int k = 0; k < 4; ++k) // Hope the compiler is smart enough to unroll this loop |
1376 |
|
|
{ |
1377 |
|
✗ |
float angle = angles[k]; |
1378 |
|
✗ |
const Vector2 center = centers[k]; |
1379 |
|
✗ |
for (int i = 0; i < segments; i++) |
1380 |
|
|
{ |
1381 |
|
✗ |
rlColor4ub(color.r, color.g, color.b, color.a); |
1382 |
|
|
|
1383 |
|
✗ |
rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height); |
1384 |
|
✗ |
rlVertex2f(center.x + cosf(DEG2RAD*angle)*innerRadius, center.y + sinf(DEG2RAD*angle)*innerRadius); |
1385 |
|
|
|
1386 |
|
✗ |
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height); |
1387 |
|
✗ |
rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + sinf(DEG2RAD*(angle + stepLength))*innerRadius); |
1388 |
|
|
|
1389 |
|
✗ |
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); |
1390 |
|
✗ |
rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + sinf(DEG2RAD*(angle + stepLength))*outerRadius); |
1391 |
|
|
|
1392 |
|
✗ |
rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); |
1393 |
|
✗ |
rlVertex2f(center.x + cosf(DEG2RAD*angle)*outerRadius, center.y + sinf(DEG2RAD*angle)*outerRadius); |
1394 |
|
|
|
1395 |
|
|
angle += stepLength; |
1396 |
|
|
} |
1397 |
|
|
} |
1398 |
|
|
|
1399 |
|
|
// Upper rectangle |
1400 |
|
✗ |
rlColor4ub(color.r, color.g, color.b, color.a); |
1401 |
|
✗ |
rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height); |
1402 |
|
✗ |
rlVertex2f(point[0].x, point[0].y); |
1403 |
|
✗ |
rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); |
1404 |
|
✗ |
rlVertex2f(point[8].x, point[8].y); |
1405 |
|
✗ |
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); |
1406 |
|
✗ |
rlVertex2f(point[9].x, point[9].y); |
1407 |
|
✗ |
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height); |
1408 |
|
✗ |
rlVertex2f(point[1].x, point[1].y); |
1409 |
|
|
|
1410 |
|
|
// Right rectangle |
1411 |
|
✗ |
rlColor4ub(color.r, color.g, color.b, color.a); |
1412 |
|
✗ |
rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height); |
1413 |
|
✗ |
rlVertex2f(point[2].x, point[2].y); |
1414 |
|
✗ |
rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); |
1415 |
|
✗ |
rlVertex2f(point[10].x, point[10].y); |
1416 |
|
✗ |
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); |
1417 |
|
✗ |
rlVertex2f(point[11].x, point[11].y); |
1418 |
|
✗ |
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height); |
1419 |
|
✗ |
rlVertex2f(point[3].x, point[3].y); |
1420 |
|
|
|
1421 |
|
|
// Lower rectangle |
1422 |
|
✗ |
rlColor4ub(color.r, color.g, color.b, color.a); |
1423 |
|
✗ |
rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height); |
1424 |
|
✗ |
rlVertex2f(point[13].x, point[13].y); |
1425 |
|
✗ |
rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); |
1426 |
|
✗ |
rlVertex2f(point[5].x, point[5].y); |
1427 |
|
✗ |
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); |
1428 |
|
✗ |
rlVertex2f(point[4].x, point[4].y); |
1429 |
|
✗ |
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height); |
1430 |
|
✗ |
rlVertex2f(point[12].x, point[12].y); |
1431 |
|
|
|
1432 |
|
|
// Left rectangle |
1433 |
|
✗ |
rlColor4ub(color.r, color.g, color.b, color.a); |
1434 |
|
✗ |
rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height); |
1435 |
|
✗ |
rlVertex2f(point[15].x, point[15].y); |
1436 |
|
✗ |
rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); |
1437 |
|
✗ |
rlVertex2f(point[7].x, point[7].y); |
1438 |
|
✗ |
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); |
1439 |
|
✗ |
rlVertex2f(point[6].x, point[6].y); |
1440 |
|
✗ |
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height); |
1441 |
|
✗ |
rlVertex2f(point[14].x, point[14].y); |
1442 |
|
|
|
1443 |
|
✗ |
rlEnd(); |
1444 |
|
✗ |
rlSetTexture(0); |
1445 |
|
|
#else |
1446 |
|
|
rlBegin(RL_TRIANGLES); |
1447 |
|
|
|
1448 |
|
|
// Draw all of the 4 corners first: Upper Left Corner, Upper Right Corner, Lower Right Corner, Lower Left Corner |
1449 |
|
|
for (int k = 0; k < 4; ++k) // Hope the compiler is smart enough to unroll this loop |
1450 |
|
|
{ |
1451 |
|
|
float angle = angles[k]; |
1452 |
|
|
const Vector2 center = centers[k]; |
1453 |
|
|
|
1454 |
|
|
for (int i = 0; i < segments; i++) |
1455 |
|
|
{ |
1456 |
|
|
rlColor4ub(color.r, color.g, color.b, color.a); |
1457 |
|
|
|
1458 |
|
|
rlVertex2f(center.x + cosf(DEG2RAD*angle)*innerRadius, center.y + sinf(DEG2RAD*angle)*innerRadius); |
1459 |
|
|
rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + sinf(DEG2RAD*(angle + stepLength))*innerRadius); |
1460 |
|
|
rlVertex2f(center.x + cosf(DEG2RAD*angle)*outerRadius, center.y + sinf(DEG2RAD*angle)*outerRadius); |
1461 |
|
|
|
1462 |
|
|
rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + sinf(DEG2RAD*(angle + stepLength))*innerRadius); |
1463 |
|
|
rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + sinf(DEG2RAD*(angle + stepLength))*outerRadius); |
1464 |
|
|
rlVertex2f(center.x + cosf(DEG2RAD*angle)*outerRadius, center.y + sinf(DEG2RAD*angle)*outerRadius); |
1465 |
|
|
|
1466 |
|
|
angle += stepLength; |
1467 |
|
|
} |
1468 |
|
|
} |
1469 |
|
|
|
1470 |
|
|
// Upper rectangle |
1471 |
|
|
rlColor4ub(color.r, color.g, color.b, color.a); |
1472 |
|
|
rlVertex2f(point[0].x, point[0].y); |
1473 |
|
|
rlVertex2f(point[8].x, point[8].y); |
1474 |
|
|
rlVertex2f(point[9].x, point[9].y); |
1475 |
|
|
rlVertex2f(point[1].x, point[1].y); |
1476 |
|
|
rlVertex2f(point[0].x, point[0].y); |
1477 |
|
|
rlVertex2f(point[9].x, point[9].y); |
1478 |
|
|
|
1479 |
|
|
// Right rectangle |
1480 |
|
|
rlColor4ub(color.r, color.g, color.b, color.a); |
1481 |
|
|
rlVertex2f(point[10].x, point[10].y); |
1482 |
|
|
rlVertex2f(point[11].x, point[11].y); |
1483 |
|
|
rlVertex2f(point[3].x, point[3].y); |
1484 |
|
|
rlVertex2f(point[2].x, point[2].y); |
1485 |
|
|
rlVertex2f(point[10].x, point[10].y); |
1486 |
|
|
rlVertex2f(point[3].x, point[3].y); |
1487 |
|
|
|
1488 |
|
|
// Lower rectangle |
1489 |
|
|
rlColor4ub(color.r, color.g, color.b, color.a); |
1490 |
|
|
rlVertex2f(point[13].x, point[13].y); |
1491 |
|
|
rlVertex2f(point[5].x, point[5].y); |
1492 |
|
|
rlVertex2f(point[4].x, point[4].y); |
1493 |
|
|
rlVertex2f(point[12].x, point[12].y); |
1494 |
|
|
rlVertex2f(point[13].x, point[13].y); |
1495 |
|
|
rlVertex2f(point[4].x, point[4].y); |
1496 |
|
|
|
1497 |
|
|
// Left rectangle |
1498 |
|
|
rlColor4ub(color.r, color.g, color.b, color.a); |
1499 |
|
|
rlVertex2f(point[7].x, point[7].y); |
1500 |
|
|
rlVertex2f(point[6].x, point[6].y); |
1501 |
|
|
rlVertex2f(point[14].x, point[14].y); |
1502 |
|
|
rlVertex2f(point[15].x, point[15].y); |
1503 |
|
|
rlVertex2f(point[7].x, point[7].y); |
1504 |
|
|
rlVertex2f(point[14].x, point[14].y); |
1505 |
|
|
rlEnd(); |
1506 |
|
|
#endif |
1507 |
|
|
} |
1508 |
|
|
else |
1509 |
|
|
{ |
1510 |
|
|
// Use LINES to draw the outline |
1511 |
|
✗ |
rlBegin(RL_LINES); |
1512 |
|
|
|
1513 |
|
|
// Draw all the 4 corners first: Upper Left Corner, Upper Right Corner, Lower Right Corner, Lower Left Corner |
1514 |
|
✗ |
for (int k = 0; k < 4; ++k) // Hope the compiler is smart enough to unroll this loop |
1515 |
|
|
{ |
1516 |
|
✗ |
float angle = angles[k]; |
1517 |
|
✗ |
const Vector2 center = centers[k]; |
1518 |
|
|
|
1519 |
|
✗ |
for (int i = 0; i < segments; i++) |
1520 |
|
|
{ |
1521 |
|
✗ |
rlColor4ub(color.r, color.g, color.b, color.a); |
1522 |
|
✗ |
rlVertex2f(center.x + cosf(DEG2RAD*angle)*outerRadius, center.y + sinf(DEG2RAD*angle)*outerRadius); |
1523 |
|
✗ |
rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + sinf(DEG2RAD*(angle + stepLength))*outerRadius); |
1524 |
|
|
angle += stepLength; |
1525 |
|
|
} |
1526 |
|
|
} |
1527 |
|
|
|
1528 |
|
|
// And now the remaining 4 lines |
1529 |
|
✗ |
for (int i = 0; i < 8; i += 2) |
1530 |
|
|
{ |
1531 |
|
✗ |
rlColor4ub(color.r, color.g, color.b, color.a); |
1532 |
|
✗ |
rlVertex2f(point[i].x, point[i].y); |
1533 |
|
✗ |
rlVertex2f(point[i + 1].x, point[i + 1].y); |
1534 |
|
|
} |
1535 |
|
|
|
1536 |
|
✗ |
rlEnd(); |
1537 |
|
|
} |
1538 |
|
|
} |
1539 |
|
|
|
1540 |
|
|
// Draw a triangle |
1541 |
|
|
// NOTE: Vertex must be provided in counter-clockwise order |
1542 |
|
✗ |
void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color) |
1543 |
|
|
{ |
1544 |
|
|
#if defined(SUPPORT_QUADS_DRAW_MODE) |
1545 |
|
✗ |
rlSetTexture(texShapes.id); |
1546 |
|
|
|
1547 |
|
✗ |
rlBegin(RL_QUADS); |
1548 |
|
✗ |
rlColor4ub(color.r, color.g, color.b, color.a); |
1549 |
|
|
|
1550 |
|
✗ |
rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height); |
1551 |
|
✗ |
rlVertex2f(v1.x, v1.y); |
1552 |
|
|
|
1553 |
|
✗ |
rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); |
1554 |
|
✗ |
rlVertex2f(v2.x, v2.y); |
1555 |
|
|
|
1556 |
|
✗ |
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); |
1557 |
|
✗ |
rlVertex2f(v2.x, v2.y); |
1558 |
|
|
|
1559 |
|
✗ |
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height); |
1560 |
|
✗ |
rlVertex2f(v3.x, v3.y); |
1561 |
|
✗ |
rlEnd(); |
1562 |
|
|
|
1563 |
|
✗ |
rlSetTexture(0); |
1564 |
|
|
#else |
1565 |
|
|
rlBegin(RL_TRIANGLES); |
1566 |
|
|
rlColor4ub(color.r, color.g, color.b, color.a); |
1567 |
|
|
rlVertex2f(v1.x, v1.y); |
1568 |
|
|
rlVertex2f(v2.x, v2.y); |
1569 |
|
|
rlVertex2f(v3.x, v3.y); |
1570 |
|
|
rlEnd(); |
1571 |
|
|
#endif |
1572 |
|
|
} |
1573 |
|
|
|
1574 |
|
|
// Draw a triangle using lines |
1575 |
|
|
// NOTE: Vertex must be provided in counter-clockwise order |
1576 |
|
✗ |
void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color) |
1577 |
|
|
{ |
1578 |
|
✗ |
rlBegin(RL_LINES); |
1579 |
|
✗ |
rlColor4ub(color.r, color.g, color.b, color.a); |
1580 |
|
✗ |
rlVertex2f(v1.x, v1.y); |
1581 |
|
✗ |
rlVertex2f(v2.x, v2.y); |
1582 |
|
|
|
1583 |
|
✗ |
rlVertex2f(v2.x, v2.y); |
1584 |
|
✗ |
rlVertex2f(v3.x, v3.y); |
1585 |
|
|
|
1586 |
|
✗ |
rlVertex2f(v3.x, v3.y); |
1587 |
|
✗ |
rlVertex2f(v1.x, v1.y); |
1588 |
|
✗ |
rlEnd(); |
1589 |
|
|
} |
1590 |
|
|
|
1591 |
|
|
// Draw a triangle fan defined by points |
1592 |
|
|
// NOTE: First vertex provided is the center, shared by all triangles |
1593 |
|
|
// By default, following vertex should be provided in counter-clockwise order |
1594 |
|
✗ |
void DrawTriangleFan(Vector2 *points, int pointCount, Color color) |
1595 |
|
|
{ |
1596 |
|
✗ |
if (pointCount >= 3) |
1597 |
|
|
{ |
1598 |
|
✗ |
rlSetTexture(texShapes.id); |
1599 |
|
✗ |
rlBegin(RL_QUADS); |
1600 |
|
✗ |
rlColor4ub(color.r, color.g, color.b, color.a); |
1601 |
|
|
|
1602 |
|
✗ |
for (int i = 1; i < pointCount - 1; i++) |
1603 |
|
|
{ |
1604 |
|
✗ |
rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height); |
1605 |
|
✗ |
rlVertex2f(points[0].x, points[0].y); |
1606 |
|
|
|
1607 |
|
✗ |
rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); |
1608 |
|
✗ |
rlVertex2f(points[i].x, points[i].y); |
1609 |
|
|
|
1610 |
|
✗ |
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); |
1611 |
|
✗ |
rlVertex2f(points[i + 1].x, points[i + 1].y); |
1612 |
|
|
|
1613 |
|
✗ |
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height); |
1614 |
|
✗ |
rlVertex2f(points[i + 1].x, points[i + 1].y); |
1615 |
|
|
} |
1616 |
|
✗ |
rlEnd(); |
1617 |
|
✗ |
rlSetTexture(0); |
1618 |
|
|
} |
1619 |
|
|
} |
1620 |
|
|
|
1621 |
|
|
// Draw a triangle strip defined by points |
1622 |
|
|
// NOTE: Every new vertex connects with previous two |
1623 |
|
✗ |
void DrawTriangleStrip(Vector2 *points, int pointCount, Color color) |
1624 |
|
|
{ |
1625 |
|
✗ |
if (pointCount >= 3) |
1626 |
|
|
{ |
1627 |
|
✗ |
rlBegin(RL_TRIANGLES); |
1628 |
|
✗ |
rlColor4ub(color.r, color.g, color.b, color.a); |
1629 |
|
|
|
1630 |
|
✗ |
for (int i = 2; i < pointCount; i++) |
1631 |
|
|
{ |
1632 |
|
✗ |
if ((i%2) == 0) |
1633 |
|
|
{ |
1634 |
|
✗ |
rlVertex2f(points[i].x, points[i].y); |
1635 |
|
✗ |
rlVertex2f(points[i - 2].x, points[i - 2].y); |
1636 |
|
✗ |
rlVertex2f(points[i - 1].x, points[i - 1].y); |
1637 |
|
|
} |
1638 |
|
|
else |
1639 |
|
|
{ |
1640 |
|
✗ |
rlVertex2f(points[i].x, points[i].y); |
1641 |
|
✗ |
rlVertex2f(points[i - 1].x, points[i - 1].y); |
1642 |
|
✗ |
rlVertex2f(points[i - 2].x, points[i - 2].y); |
1643 |
|
|
} |
1644 |
|
|
} |
1645 |
|
✗ |
rlEnd(); |
1646 |
|
|
} |
1647 |
|
|
} |
1648 |
|
|
|
1649 |
|
|
// Draw a regular polygon of n sides (Vector version) |
1650 |
|
✗ |
void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color) |
1651 |
|
|
{ |
1652 |
|
|
if (sides < 3) sides = 3; |
1653 |
|
✗ |
float centralAngle = rotation*DEG2RAD; |
1654 |
|
✗ |
float angleStep = 360.0f/(float)sides*DEG2RAD; |
1655 |
|
|
|
1656 |
|
|
#if defined(SUPPORT_QUADS_DRAW_MODE) |
1657 |
|
✗ |
rlSetTexture(texShapes.id); |
1658 |
|
|
|
1659 |
|
✗ |
rlBegin(RL_QUADS); |
1660 |
|
✗ |
for (int i = 0; i < sides; i++) |
1661 |
|
|
{ |
1662 |
|
✗ |
rlColor4ub(color.r, color.g, color.b, color.a); |
1663 |
|
✗ |
float nextAngle = centralAngle + angleStep; |
1664 |
|
|
|
1665 |
|
✗ |
rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height); |
1666 |
|
✗ |
rlVertex2f(center.x, center.y); |
1667 |
|
|
|
1668 |
|
✗ |
rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); |
1669 |
|
✗ |
rlVertex2f(center.x + cosf(centralAngle)*radius, center.y + sinf(centralAngle)*radius); |
1670 |
|
|
|
1671 |
|
✗ |
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height); |
1672 |
|
✗ |
rlVertex2f(center.x + cosf(nextAngle)*radius, center.y + sinf(nextAngle)*radius); |
1673 |
|
|
|
1674 |
|
✗ |
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); |
1675 |
|
✗ |
rlVertex2f(center.x + cosf(centralAngle)*radius, center.y + sinf(centralAngle)*radius); |
1676 |
|
|
|
1677 |
|
|
centralAngle = nextAngle; |
1678 |
|
|
} |
1679 |
|
✗ |
rlEnd(); |
1680 |
|
✗ |
rlSetTexture(0); |
1681 |
|
|
#else |
1682 |
|
|
rlBegin(RL_TRIANGLES); |
1683 |
|
|
for (int i = 0; i < sides; i++) |
1684 |
|
|
{ |
1685 |
|
|
rlColor4ub(color.r, color.g, color.b, color.a); |
1686 |
|
|
|
1687 |
|
|
rlVertex2f(center.x, center.y); |
1688 |
|
|
rlVertex2f(center.x + cosf(centralAngle + angleStep)*radius, center.y + sinf(centralAngle + angleStep)*radius); |
1689 |
|
|
rlVertex2f(center.x + cosf(centralAngle)*radius, center.y + sinf(centralAngle)*radius); |
1690 |
|
|
|
1691 |
|
|
centralAngle += angleStep; |
1692 |
|
|
} |
1693 |
|
|
rlEnd(); |
1694 |
|
|
#endif |
1695 |
|
|
} |
1696 |
|
|
|
1697 |
|
|
// Draw a polygon outline of n sides |
1698 |
|
✗ |
void DrawPolyLines(Vector2 center, int sides, float radius, float rotation, Color color) |
1699 |
|
|
{ |
1700 |
|
|
if (sides < 3) sides = 3; |
1701 |
|
✗ |
float centralAngle = rotation*DEG2RAD; |
1702 |
|
✗ |
float angleStep = 360.0f/(float)sides*DEG2RAD; |
1703 |
|
|
|
1704 |
|
✗ |
rlBegin(RL_LINES); |
1705 |
|
✗ |
for (int i = 0; i < sides; i++) |
1706 |
|
|
{ |
1707 |
|
✗ |
rlColor4ub(color.r, color.g, color.b, color.a); |
1708 |
|
|
|
1709 |
|
✗ |
rlVertex2f(center.x + cosf(centralAngle)*radius, center.y + sinf(centralAngle)*radius); |
1710 |
|
✗ |
rlVertex2f(center.x + cosf(centralAngle + angleStep)*radius, center.y + sinf(centralAngle + angleStep)*radius); |
1711 |
|
|
|
1712 |
|
|
centralAngle += angleStep; |
1713 |
|
|
} |
1714 |
|
✗ |
rlEnd(); |
1715 |
|
|
} |
1716 |
|
|
|
1717 |
|
✗ |
void DrawPolyLinesEx(Vector2 center, int sides, float radius, float rotation, float lineThick, Color color) |
1718 |
|
|
{ |
1719 |
|
|
if (sides < 3) sides = 3; |
1720 |
|
✗ |
float centralAngle = rotation*DEG2RAD; |
1721 |
|
✗ |
float exteriorAngle = 360.0f/(float)sides*DEG2RAD; |
1722 |
|
✗ |
float innerRadius = radius - (lineThick*cosf(DEG2RAD*exteriorAngle/2.0f)); |
1723 |
|
|
|
1724 |
|
|
#if defined(SUPPORT_QUADS_DRAW_MODE) |
1725 |
|
✗ |
rlSetTexture(texShapes.id); |
1726 |
|
|
|
1727 |
|
✗ |
rlBegin(RL_QUADS); |
1728 |
|
✗ |
for (int i = 0; i < sides; i++) |
1729 |
|
|
{ |
1730 |
|
✗ |
rlColor4ub(color.r, color.g, color.b, color.a); |
1731 |
|
✗ |
float nextAngle = centralAngle + exteriorAngle; |
1732 |
|
|
|
1733 |
|
✗ |
rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); |
1734 |
|
✗ |
rlVertex2f(center.x + cosf(centralAngle)*radius, center.y + sinf(centralAngle)*radius); |
1735 |
|
|
|
1736 |
|
✗ |
rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height); |
1737 |
|
✗ |
rlVertex2f(center.x + cosf(centralAngle)*innerRadius, center.y + sinf(centralAngle)*innerRadius); |
1738 |
|
|
|
1739 |
|
✗ |
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); |
1740 |
|
✗ |
rlVertex2f(center.x + cosf(nextAngle)*innerRadius, center.y + sinf(nextAngle)*innerRadius); |
1741 |
|
|
|
1742 |
|
✗ |
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height); |
1743 |
|
✗ |
rlVertex2f(center.x + cosf(nextAngle)*radius, center.y + sinf(nextAngle)*radius); |
1744 |
|
|
|
1745 |
|
|
centralAngle = nextAngle; |
1746 |
|
|
} |
1747 |
|
✗ |
rlEnd(); |
1748 |
|
✗ |
rlSetTexture(0); |
1749 |
|
|
#else |
1750 |
|
|
rlBegin(RL_TRIANGLES); |
1751 |
|
|
for (int i = 0; i < sides; i++) |
1752 |
|
|
{ |
1753 |
|
|
rlColor4ub(color.r, color.g, color.b, color.a); |
1754 |
|
|
float nextAngle = centralAngle + exteriorAngle; |
1755 |
|
|
|
1756 |
|
|
rlVertex2f(center.x + cosf(nextAngle)*radius, center.y + sinf(nextAngle)*radius); |
1757 |
|
|
rlVertex2f(center.x + cosf(centralAngle)*radius, center.y + sinf(centralAngle)*radius); |
1758 |
|
|
rlVertex2f(center.x + cosf(centralAngle)*innerRadius, center.y + sinf(centralAngle)*innerRadius); |
1759 |
|
|
|
1760 |
|
|
rlVertex2f(center.x + cosf(centralAngle)*innerRadius, center.y + sinf(centralAngle)*innerRadius); |
1761 |
|
|
rlVertex2f(center.x + cosf(nextAngle)*innerRadius, center.y + sinf(nextAngle)*innerRadius); |
1762 |
|
|
rlVertex2f(center.x + cosf(nextAngle)*radius, center.y + sinf(nextAngle)*radius); |
1763 |
|
|
|
1764 |
|
|
centralAngle = nextAngle; |
1765 |
|
|
} |
1766 |
|
|
rlEnd(); |
1767 |
|
|
#endif |
1768 |
|
|
} |
1769 |
|
|
|
1770 |
|
|
//---------------------------------------------------------------------------------- |
1771 |
|
|
// Module Functions Definition - Collision Detection functions |
1772 |
|
|
//---------------------------------------------------------------------------------- |
1773 |
|
|
|
1774 |
|
|
// Check if point is inside rectangle |
1775 |
|
✗ |
bool CheckCollisionPointRec(Vector2 point, Rectangle rec) |
1776 |
|
|
{ |
1777 |
|
|
bool collision = false; |
1778 |
|
|
|
1779 |
|
✗ |
if ((point.x >= rec.x) && (point.x < (rec.x + rec.width)) && (point.y >= rec.y) && (point.y < (rec.y + rec.height))) collision = true; |
1780 |
|
|
|
1781 |
|
✗ |
return collision; |
1782 |
|
|
} |
1783 |
|
|
|
1784 |
|
|
// Check if point is inside circle |
1785 |
|
✗ |
bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius) |
1786 |
|
|
{ |
1787 |
|
|
bool collision = false; |
1788 |
|
|
|
1789 |
|
✗ |
collision = CheckCollisionCircles(point, 0, center, radius); |
1790 |
|
|
|
1791 |
|
✗ |
return collision; |
1792 |
|
|
} |
1793 |
|
|
|
1794 |
|
|
// Check if point is inside a triangle defined by three points (p1, p2, p3) |
1795 |
|
✗ |
bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3) |
1796 |
|
|
{ |
1797 |
|
|
bool collision = false; |
1798 |
|
|
|
1799 |
|
✗ |
float alpha = ((p2.y - p3.y)*(point.x - p3.x) + (p3.x - p2.x)*(point.y - p3.y)) / |
1800 |
|
✗ |
((p2.y - p3.y)*(p1.x - p3.x) + (p3.x - p2.x)*(p1.y - p3.y)); |
1801 |
|
|
|
1802 |
|
✗ |
float beta = ((p3.y - p1.y)*(point.x - p3.x) + (p1.x - p3.x)*(point.y - p3.y)) / |
1803 |
|
|
((p2.y - p3.y)*(p1.x - p3.x) + (p3.x - p2.x)*(p1.y - p3.y)); |
1804 |
|
|
|
1805 |
|
✗ |
float gamma = 1.0f - alpha - beta; |
1806 |
|
|
|
1807 |
|
✗ |
if ((alpha > 0) && (beta > 0) && (gamma > 0)) collision = true; |
1808 |
|
|
|
1809 |
|
✗ |
return collision; |
1810 |
|
|
} |
1811 |
|
|
|
1812 |
|
|
// Check if point is within a polygon described by array of vertices |
1813 |
|
|
// NOTE: Based on http://jeffreythompson.org/collision-detection/poly-point.php |
1814 |
|
✗ |
bool CheckCollisionPointPoly(Vector2 point, Vector2 *points, int pointCount) |
1815 |
|
|
{ |
1816 |
|
|
bool collision = false; |
1817 |
|
|
|
1818 |
|
✗ |
if (pointCount > 2) |
1819 |
|
|
{ |
1820 |
|
✗ |
for (int i = 0; i < pointCount - 1; i++) |
1821 |
|
|
{ |
1822 |
|
✗ |
Vector2 vc = points[i]; |
1823 |
|
✗ |
Vector2 vn = points[i + 1]; |
1824 |
|
|
|
1825 |
|
✗ |
if ((((vc.y >= point.y) && (vn.y < point.y)) || ((vc.y < point.y) && (vn.y >= point.y))) && |
1826 |
|
✗ |
(point.x < ((vn.x - vc.x)*(point.y - vc.y)/(vn.y - vc.y) + vc.x))) collision = !collision; |
1827 |
|
|
} |
1828 |
|
|
} |
1829 |
|
|
|
1830 |
|
✗ |
return collision; |
1831 |
|
|
} |
1832 |
|
|
|
1833 |
|
|
// Check collision between two rectangles |
1834 |
|
✗ |
bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2) |
1835 |
|
|
{ |
1836 |
|
|
bool collision = false; |
1837 |
|
|
|
1838 |
|
✗ |
if ((rec1.x < (rec2.x + rec2.width) && (rec1.x + rec1.width) > rec2.x) && |
1839 |
|
✗ |
(rec1.y < (rec2.y + rec2.height) && (rec1.y + rec1.height) > rec2.y)) collision = true; |
1840 |
|
|
|
1841 |
|
✗ |
return collision; |
1842 |
|
|
} |
1843 |
|
|
|
1844 |
|
|
// Check collision between two circles |
1845 |
|
✗ |
bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2) |
1846 |
|
|
{ |
1847 |
|
|
bool collision = false; |
1848 |
|
|
|
1849 |
|
✗ |
float dx = center2.x - center1.x; // X distance between centers |
1850 |
|
✗ |
float dy = center2.y - center1.y; // Y distance between centers |
1851 |
|
|
|
1852 |
|
✗ |
float distance = sqrtf(dx*dx + dy*dy); // Distance between centers |
1853 |
|
|
|
1854 |
|
✗ |
if (distance <= (radius1 + radius2)) collision = true; |
1855 |
|
|
|
1856 |
|
✗ |
return collision; |
1857 |
|
|
} |
1858 |
|
|
|
1859 |
|
|
// Check collision between circle and rectangle |
1860 |
|
|
// NOTE: Reviewed version to take into account corner limit case |
1861 |
|
✗ |
bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec) |
1862 |
|
|
{ |
1863 |
|
|
bool collision = false; |
1864 |
|
|
|
1865 |
|
✗ |
int recCenterX = (int)(rec.x + rec.width/2.0f); |
1866 |
|
✗ |
int recCenterY = (int)(rec.y + rec.height/2.0f); |
1867 |
|
|
|
1868 |
|
✗ |
float dx = fabsf(center.x - (float)recCenterX); |
1869 |
|
✗ |
float dy = fabsf(center.y - (float)recCenterY); |
1870 |
|
|
|
1871 |
|
✗ |
if (dx > (rec.width/2.0f + radius)) { return false; } |
1872 |
|
✗ |
if (dy > (rec.height/2.0f + radius)) { return false; } |
1873 |
|
|
|
1874 |
|
✗ |
if (dx <= (rec.width/2.0f)) { return true; } |
1875 |
|
✗ |
if (dy <= (rec.height/2.0f)) { return true; } |
1876 |
|
|
|
1877 |
|
✗ |
float cornerDistanceSq = (dx - rec.width/2.0f)*(dx - rec.width/2.0f) + |
1878 |
|
✗ |
(dy - rec.height/2.0f)*(dy - rec.height/2.0f); |
1879 |
|
|
|
1880 |
|
✗ |
collision = (cornerDistanceSq <= (radius*radius)); |
1881 |
|
|
|
1882 |
|
✗ |
return collision; |
1883 |
|
|
} |
1884 |
|
|
|
1885 |
|
|
// Check the collision between two lines defined by two points each, returns collision point by reference |
1886 |
|
✗ |
bool CheckCollisionLines(Vector2 startPos1, Vector2 endPos1, Vector2 startPos2, Vector2 endPos2, Vector2 *collisionPoint) |
1887 |
|
|
{ |
1888 |
|
|
bool collision = false; |
1889 |
|
|
|
1890 |
|
✗ |
float div = (endPos2.y - startPos2.y)*(endPos1.x - startPos1.x) - (endPos2.x - startPos2.x)*(endPos1.y - startPos1.y); |
1891 |
|
|
|
1892 |
|
✗ |
if (fabsf(div) >= FLT_EPSILON) |
1893 |
|
|
{ |
1894 |
|
|
collision = true; |
1895 |
|
|
|
1896 |
|
✗ |
float xi = ((startPos2.x - endPos2.x)*(startPos1.x*endPos1.y - startPos1.y*endPos1.x) - (startPos1.x - endPos1.x)*(startPos2.x*endPos2.y - startPos2.y*endPos2.x))/div; |
1897 |
|
✗ |
float yi = ((startPos2.y - endPos2.y)*(startPos1.x*endPos1.y - startPos1.y*endPos1.x) - (startPos1.y - endPos1.y)*(startPos2.x*endPos2.y - startPos2.y*endPos2.x))/div; |
1898 |
|
|
|
1899 |
|
✗ |
if (((fabsf(startPos1.x - endPos1.x) > FLT_EPSILON) && (xi < fminf(startPos1.x, endPos1.x) || (xi > fmaxf(startPos1.x, endPos1.x)))) || |
1900 |
|
✗ |
((fabsf(startPos2.x - endPos2.x) > FLT_EPSILON) && (xi < fminf(startPos2.x, endPos2.x) || (xi > fmaxf(startPos2.x, endPos2.x)))) || |
1901 |
|
✗ |
((fabsf(startPos1.y - endPos1.y) > FLT_EPSILON) && (yi < fminf(startPos1.y, endPos1.y) || (yi > fmaxf(startPos1.y, endPos1.y)))) || |
1902 |
|
✗ |
((fabsf(startPos2.y - endPos2.y) > FLT_EPSILON) && (yi < fminf(startPos2.y, endPos2.y) || (yi > fmaxf(startPos2.y, endPos2.y))))) collision = false; |
1903 |
|
|
|
1904 |
|
✗ |
if (collision && (collisionPoint != 0)) |
1905 |
|
|
{ |
1906 |
|
✗ |
collisionPoint->x = xi; |
1907 |
|
✗ |
collisionPoint->y = yi; |
1908 |
|
|
} |
1909 |
|
|
} |
1910 |
|
|
|
1911 |
|
✗ |
return collision; |
1912 |
|
|
} |
1913 |
|
|
|
1914 |
|
|
// Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold] |
1915 |
|
✗ |
bool CheckCollisionPointLine(Vector2 point, Vector2 p1, Vector2 p2, int threshold) |
1916 |
|
|
{ |
1917 |
|
|
bool collision = false; |
1918 |
|
|
|
1919 |
|
✗ |
float dxc = point.x - p1.x; |
1920 |
|
✗ |
float dyc = point.y - p1.y; |
1921 |
|
✗ |
float dxl = p2.x - p1.x; |
1922 |
|
✗ |
float dyl = p2.y - p1.y; |
1923 |
|
✗ |
float cross = dxc*dyl - dyc*dxl; |
1924 |
|
|
|
1925 |
|
✗ |
if (fabsf(cross) < (threshold*fmaxf(fabsf(dxl), fabsf(dyl)))) |
1926 |
|
|
{ |
1927 |
|
✗ |
if (fabsf(dxl) >= fabsf(dyl)) collision = (dxl > 0)? ((p1.x <= point.x) && (point.x <= p2.x)) : ((p2.x <= point.x) && (point.x <= p1.x)); |
1928 |
|
✗ |
else collision = (dyl > 0)? ((p1.y <= point.y) && (point.y <= p2.y)) : ((p2.y <= point.y) && (point.y <= p1.y)); |
1929 |
|
|
} |
1930 |
|
|
|
1931 |
|
✗ |
return collision; |
1932 |
|
|
} |
1933 |
|
|
|
1934 |
|
|
// Get collision rectangle for two rectangles collision |
1935 |
|
✗ |
Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2) |
1936 |
|
|
{ |
1937 |
|
|
Rectangle overlap = { 0 }; |
1938 |
|
|
|
1939 |
|
✗ |
float left = (rec1.x > rec2.x)? rec1.x : rec2.x; |
1940 |
|
✗ |
float right1 = rec1.x + rec1.width; |
1941 |
|
✗ |
float right2 = rec2.x + rec2.width; |
1942 |
|
✗ |
float right = (right1 < right2)? right1 : right2; |
1943 |
|
✗ |
float top = (rec1.y > rec2.y)? rec1.y : rec2.y; |
1944 |
|
✗ |
float bottom1 = rec1.y + rec1.height; |
1945 |
|
✗ |
float bottom2 = rec2.y + rec2.height; |
1946 |
|
✗ |
float bottom = (bottom1 < bottom2)? bottom1 : bottom2; |
1947 |
|
|
|
1948 |
|
✗ |
if ((left < right) && (top < bottom)) |
1949 |
|
|
{ |
1950 |
|
|
overlap.x = left; |
1951 |
|
|
overlap.y = top; |
1952 |
|
✗ |
overlap.width = right - left; |
1953 |
|
✗ |
overlap.height = bottom - top; |
1954 |
|
|
} |
1955 |
|
|
|
1956 |
|
✗ |
return overlap; |
1957 |
|
|
} |
1958 |
|
|
|
1959 |
|
|
//---------------------------------------------------------------------------------- |
1960 |
|
|
// Module specific Functions Definition |
1961 |
|
|
//---------------------------------------------------------------------------------- |
1962 |
|
|
|
1963 |
|
|
// Cubic easing in-out |
1964 |
|
|
// NOTE: Used by DrawLineBezier() only |
1965 |
|
|
static float EaseCubicInOut(float t, float b, float c, float d) |
1966 |
|
|
{ |
1967 |
|
✗ |
if ((t /= 0.5f*d) < 1) return 0.5f*c*t*t*t + b; |
1968 |
|
|
|
1969 |
|
✗ |
t -= 2; |
1970 |
|
|
|
1971 |
|
✗ |
return 0.5f*c*(t*t*t + 2.0f) + b; |
1972 |
|
|
} |
1973 |
|
|
|
1974 |
|
|
#endif // SUPPORT_MODULE_RSHAPES |
1975 |
|
|
|