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Diffstat (limited to 'raylib/src/rshapes.c')
| -rw-r--r-- | raylib/src/rshapes.c | 2414 |
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diff --git a/raylib/src/rshapes.c b/raylib/src/rshapes.c new file mode 100644 index 0000000..ece5513 --- /dev/null +++ b/raylib/src/rshapes.c | |||
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| 1 | /********************************************************************************************** | ||
| 2 | * | ||
| 3 | * rshapes - Basic functions to draw 2d shapes and check collisions | ||
| 4 | * | ||
| 5 | * ADDITIONAL NOTES: | ||
| 6 | * Shapes can be draw using 3 types of primitives: LINES, TRIANGLES and QUADS. | ||
| 7 | * Some functions implement two drawing options: TRIANGLES and QUADS, by default TRIANGLES | ||
| 8 | * are used but QUADS implementation can be selected with SUPPORT_QUADS_DRAW_MODE define | ||
| 9 | * | ||
| 10 | * Some functions define texture coordinates (rlTexCoord2f()) for the shapes and use a | ||
| 11 | * user-provided texture with SetShapesTexture(), the pourpouse of this implementation | ||
| 12 | * is allowing to reduce draw calls when combined with a texture-atlas. | ||
| 13 | * | ||
| 14 | * By default, raylib sets the default texture and rectangle at InitWindow()[rcore] to one | ||
| 15 | * white character of default font [rtext], this way, raylib text and shapes can be draw with | ||
| 16 | * a single draw call and it also allows users to configure it the same way with their own fonts. | ||
| 17 | * | ||
| 18 | * CONFIGURATION: | ||
| 19 | * #define SUPPORT_MODULE_RSHAPES | ||
| 20 | * rshapes module is included in the build | ||
| 21 | * | ||
| 22 | * #define SUPPORT_QUADS_DRAW_MODE | ||
| 23 | * Use QUADS instead of TRIANGLES for drawing when possible. Lines-based shapes still use LINES | ||
| 24 | * | ||
| 25 | * | ||
| 26 | * LICENSE: zlib/libpng | ||
| 27 | * | ||
| 28 | * Copyright (c) 2013-2024 Ramon Santamaria (@raysan5) | ||
| 29 | * | ||
| 30 | * This software is provided "as-is", without any express or implied warranty. In no event | ||
| 31 | * will the authors be held liable for any damages arising from the use of this software. | ||
| 32 | * | ||
| 33 | * Permission is granted to anyone to use this software for any purpose, including commercial | ||
| 34 | * applications, and to alter it and redistribute it freely, subject to the following restrictions: | ||
| 35 | * | ||
| 36 | * 1. The origin of this software must not be misrepresented; you must not claim that you | ||
| 37 | * wrote the original software. If you use this software in a product, an acknowledgment | ||
| 38 | * in the product documentation would be appreciated but is not required. | ||
| 39 | * | ||
| 40 | * 2. Altered source versions must be plainly marked as such, and must not be misrepresented | ||
| 41 | * as being the original software. | ||
| 42 | * | ||
| 43 | * 3. This notice may not be removed or altered from any source distribution. | ||
| 44 | * | ||
| 45 | **********************************************************************************************/ | ||
| 46 | |||
| 47 | #include "raylib.h" // Declares module functions | ||
| 48 | |||
| 49 | // Check if config flags have been externally provided on compilation line | ||
| 50 | #if !defined(EXTERNAL_CONFIG_FLAGS) | ||
| 51 | #include "config.h" // Defines module configuration flags | ||
| 52 | #endif | ||
| 53 | |||
| 54 | #if defined(SUPPORT_MODULE_RSHAPES) | ||
| 55 | |||
| 56 | #include "rlgl.h" // OpenGL abstraction layer to OpenGL 1.1, 2.1, 3.3+ or ES2 | ||
| 57 | |||
| 58 | #include <math.h> // Required for: sinf(), asinf(), cosf(), acosf(), sqrtf(), fabsf() | ||
| 59 | #include <float.h> // Required for: FLT_EPSILON | ||
| 60 | #include <stdlib.h> // Required for: RL_FREE | ||
| 61 | |||
| 62 | //---------------------------------------------------------------------------------- | ||
| 63 | // Defines and Macros | ||
| 64 | //---------------------------------------------------------------------------------- | ||
| 65 | // Error rate to calculate how many segments we need to draw a smooth circle, | ||
| 66 | // taken from https://stackoverflow.com/a/2244088 | ||
| 67 | #ifndef SMOOTH_CIRCLE_ERROR_RATE | ||
| 68 | #define SMOOTH_CIRCLE_ERROR_RATE 0.5f // Circle error rate | ||
| 69 | #endif | ||
| 70 | #ifndef SPLINE_SEGMENT_DIVISIONS | ||
| 71 | #define SPLINE_SEGMENT_DIVISIONS 24 // Spline segment divisions | ||
| 72 | #endif | ||
| 73 | |||
| 74 | //---------------------------------------------------------------------------------- | ||
| 75 | // Types and Structures Definition | ||
| 76 | //---------------------------------------------------------------------------------- | ||
| 77 | // Not here... | ||
| 78 | |||
| 79 | //---------------------------------------------------------------------------------- | ||
| 80 | // Global Variables Definition | ||
| 81 | //---------------------------------------------------------------------------------- | ||
| 82 | static Texture2D texShapes = { 1, 1, 1, 1, 7 }; // Texture used on shapes drawing (white pixel loaded by rlgl) | ||
| 83 | static Rectangle texShapesRec = { 0.0f, 0.0f, 1.0f, 1.0f }; // Texture source rectangle used on shapes drawing | ||
| 84 | |||
| 85 | //---------------------------------------------------------------------------------- | ||
| 86 | // Module specific Functions Declaration | ||
| 87 | //---------------------------------------------------------------------------------- | ||
| 88 | static float EaseCubicInOut(float t, float b, float c, float d); // Cubic easing | ||
| 89 | |||
| 90 | //---------------------------------------------------------------------------------- | ||
| 91 | // Module Functions Definition | ||
| 92 | //---------------------------------------------------------------------------------- | ||
| 93 | |||
| 94 | // Set texture and rectangle to be used on shapes drawing | ||
| 95 | // NOTE: It can be useful when using basic shapes and one single font, | ||
| 96 | // defining a font char white rectangle would allow drawing everything in a single draw call | ||
| 97 | void SetShapesTexture(Texture2D texture, Rectangle source) | ||
| 98 | { | ||
| 99 | // Reset texture to default pixel if required | ||
| 100 | // WARNING: Shapes texture should be probably better validated, | ||
| 101 | // it can break the rendering of all shapes if misused | ||
| 102 | if ((texture.id == 0) || (source.width == 0) || (source.height == 0)) | ||
| 103 | { | ||
| 104 | texShapes = (Texture2D){ 1, 1, 1, 1, 7 }; | ||
| 105 | texShapesRec = (Rectangle){ 0.0f, 0.0f, 1.0f, 1.0f }; | ||
| 106 | } | ||
| 107 | else | ||
| 108 | { | ||
| 109 | texShapes = texture; | ||
| 110 | texShapesRec = source; | ||
| 111 | } | ||
| 112 | } | ||
| 113 | |||
| 114 | // Get texture that is used for shapes drawing | ||
| 115 | Texture2D GetShapesTexture(void) | ||
| 116 | { | ||
| 117 | return texShapes; | ||
| 118 | } | ||
| 119 | |||
| 120 | // Get texture source rectangle that is used for shapes drawing | ||
| 121 | Rectangle GetShapesTextureRectangle(void) | ||
| 122 | { | ||
| 123 | return texShapesRec; | ||
| 124 | } | ||
| 125 | |||
| 126 | // Draw a pixel | ||
| 127 | void DrawPixel(int posX, int posY, Color color) | ||
| 128 | { | ||
| 129 | DrawPixelV((Vector2){ (float)posX, (float)posY }, color); | ||
| 130 | } | ||
| 131 | |||
| 132 | // Draw a pixel (Vector version) | ||
| 133 | void DrawPixelV(Vector2 position, Color color) | ||
| 134 | { | ||
| 135 | #if defined(SUPPORT_QUADS_DRAW_MODE) | ||
| 136 | rlSetTexture(GetShapesTexture().id); | ||
| 137 | Rectangle shapeRect = GetShapesTextureRectangle(); | ||
| 138 | |||
| 139 | rlBegin(RL_QUADS); | ||
| 140 | |||
| 141 | rlNormal3f(0.0f, 0.0f, 1.0f); | ||
| 142 | rlColor4ub(color.r, color.g, color.b, color.a); | ||
| 143 | |||
| 144 | rlTexCoord2f(shapeRect.x/texShapes.width, shapeRect.y/texShapes.height); | ||
| 145 | rlVertex2f(position.x, position.y); | ||
| 146 | |||
| 147 | rlTexCoord2f(shapeRect.x/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height); | ||
| 148 | rlVertex2f(position.x, position.y + 1); | ||
| 149 | |||
| 150 | rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height); | ||
| 151 | rlVertex2f(position.x + 1, position.y + 1); | ||
| 152 | |||
| 153 | rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, shapeRect.y/texShapes.height); | ||
| 154 | rlVertex2f(position.x + 1, position.y); | ||
| 155 | |||
| 156 | rlEnd(); | ||
| 157 | |||
| 158 | rlSetTexture(0); | ||
| 159 | #else | ||
| 160 | rlBegin(RL_TRIANGLES); | ||
| 161 | |||
| 162 | rlColor4ub(color.r, color.g, color.b, color.a); | ||
| 163 | |||
| 164 | rlVertex2f(position.x, position.y); | ||
| 165 | rlVertex2f(position.x, position.y + 1); | ||
| 166 | rlVertex2f(position.x + 1, position.y); | ||
| 167 | |||
| 168 | rlVertex2f(position.x + 1, position.y); | ||
| 169 | rlVertex2f(position.x, position.y + 1); | ||
| 170 | rlVertex2f(position.x + 1, position.y + 1); | ||
| 171 | |||
| 172 | rlEnd(); | ||
| 173 | #endif | ||
| 174 | } | ||
| 175 | |||
| 176 | // Draw a line (using gl lines) | ||
| 177 | void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color) | ||
| 178 | { | ||
| 179 | rlBegin(RL_LINES); | ||
| 180 | rlColor4ub(color.r, color.g, color.b, color.a); | ||
| 181 | rlVertex2f((float)startPosX, (float)startPosY); | ||
| 182 | rlVertex2f((float)endPosX, (float)endPosY); | ||
| 183 | rlEnd(); | ||
| 184 | } | ||
| 185 | |||
| 186 | // Draw a line (using gl lines) | ||
| 187 | void DrawLineV(Vector2 startPos, Vector2 endPos, Color color) | ||
| 188 | { | ||
| 189 | rlBegin(RL_LINES); | ||
| 190 | rlColor4ub(color.r, color.g, color.b, color.a); | ||
| 191 | rlVertex2f(startPos.x, startPos.y); | ||
| 192 | rlVertex2f(endPos.x, endPos.y); | ||
| 193 | rlEnd(); | ||
| 194 | } | ||
| 195 | |||
| 196 | // Draw lines sequuence (using gl lines) | ||
| 197 | void DrawLineStrip(const Vector2 *points, int pointCount, Color color) | ||
| 198 | { | ||
| 199 | if (pointCount < 2) return; // Security check | ||
| 200 | |||
| 201 | rlBegin(RL_LINES); | ||
| 202 | rlColor4ub(color.r, color.g, color.b, color.a); | ||
| 203 | |||
| 204 | for (int i = 0; i < pointCount - 1; i++) | ||
| 205 | { | ||
| 206 | rlVertex2f(points[i].x, points[i].y); | ||
| 207 | rlVertex2f(points[i + 1].x, points[i + 1].y); | ||
| 208 | } | ||
| 209 | rlEnd(); | ||
| 210 | } | ||
| 211 | |||
| 212 | // Draw line using cubic-bezier spline, in-out interpolation, no control points | ||
| 213 | void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color) | ||
| 214 | { | ||
| 215 | Vector2 previous = startPos; | ||
| 216 | Vector2 current = { 0 }; | ||
| 217 | |||
| 218 | Vector2 points[2*SPLINE_SEGMENT_DIVISIONS + 2] = { 0 }; | ||
| 219 | |||
| 220 | for (int i = 1; i <= SPLINE_SEGMENT_DIVISIONS; i++) | ||
| 221 | { | ||
| 222 | // Cubic easing in-out | ||
| 223 | // NOTE: Easing is calculated only for y position value | ||
| 224 | current.y = EaseCubicInOut((float)i, startPos.y, endPos.y - startPos.y, (float)SPLINE_SEGMENT_DIVISIONS); | ||
| 225 | current.x = previous.x + (endPos.x - startPos.x)/(float)SPLINE_SEGMENT_DIVISIONS; | ||
| 226 | |||
| 227 | float dy = current.y - previous.y; | ||
| 228 | float dx = current.x - previous.x; | ||
| 229 | float size = 0.5f*thick/sqrtf(dx*dx+dy*dy); | ||
| 230 | |||
| 231 | if (i == 1) | ||
| 232 | { | ||
| 233 | points[0].x = previous.x + dy*size; | ||
| 234 | points[0].y = previous.y - dx*size; | ||
| 235 | points[1].x = previous.x - dy*size; | ||
| 236 | points[1].y = previous.y + dx*size; | ||
| 237 | } | ||
| 238 | |||
| 239 | points[2*i + 1].x = current.x - dy*size; | ||
| 240 | points[2*i + 1].y = current.y + dx*size; | ||
| 241 | points[2*i].x = current.x + dy*size; | ||
| 242 | points[2*i].y = current.y - dx*size; | ||
| 243 | |||
| 244 | previous = current; | ||
| 245 | } | ||
| 246 | |||
| 247 | DrawTriangleStrip(points, 2*SPLINE_SEGMENT_DIVISIONS + 2, color); | ||
| 248 | } | ||
| 249 | |||
| 250 | // Draw a line defining thickness | ||
| 251 | void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color) | ||
| 252 | { | ||
| 253 | Vector2 delta = { endPos.x - startPos.x, endPos.y - startPos.y }; | ||
| 254 | float length = sqrtf(delta.x*delta.x + delta.y*delta.y); | ||
| 255 | |||
| 256 | if ((length > 0) && (thick > 0)) | ||
| 257 | { | ||
| 258 | float scale = thick/(2*length); | ||
| 259 | |||
| 260 | Vector2 radius = { -scale*delta.y, scale*delta.x }; | ||
| 261 | Vector2 strip[4] = { | ||
| 262 | { startPos.x - radius.x, startPos.y - radius.y }, | ||
| 263 | { startPos.x + radius.x, startPos.y + radius.y }, | ||
| 264 | { endPos.x - radius.x, endPos.y - radius.y }, | ||
| 265 | { endPos.x + radius.x, endPos.y + radius.y } | ||
| 266 | }; | ||
| 267 | |||
| 268 | DrawTriangleStrip(strip, 4, color); | ||
| 269 | } | ||
| 270 | } | ||
| 271 | |||
| 272 | // Draw a color-filled circle | ||
| 273 | void DrawCircle(int centerX, int centerY, float radius, Color color) | ||
| 274 | { | ||
| 275 | DrawCircleV((Vector2){ (float)centerX, (float)centerY }, radius, color); | ||
| 276 | } | ||
| 277 | |||
| 278 | // Draw a color-filled circle (Vector version) | ||
| 279 | // NOTE: On OpenGL 3.3 and ES2 we use QUADS to avoid drawing order issues | ||
| 280 | void DrawCircleV(Vector2 center, float radius, Color color) | ||
| 281 | { | ||
| 282 | DrawCircleSector(center, radius, 0, 360, 36, color); | ||
| 283 | } | ||
| 284 | |||
| 285 | // Draw a piece of a circle | ||
| 286 | void DrawCircleSector(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color) | ||
| 287 | { | ||
| 288 | if (radius <= 0.0f) radius = 0.1f; // Avoid div by zero | ||
| 289 | |||
| 290 | // Function expects (endAngle > startAngle) | ||
| 291 | if (endAngle < startAngle) | ||
| 292 | { | ||
| 293 | // Swap values | ||
| 294 | float tmp = startAngle; | ||
| 295 | startAngle = endAngle; | ||
| 296 | endAngle = tmp; | ||
| 297 | } | ||
| 298 | |||
| 299 | int minSegments = (int)ceilf((endAngle - startAngle)/90); | ||
| 300 | |||
| 301 | if (segments < minSegments) | ||
| 302 | { | ||
| 303 | // Calculate the maximum angle between segments based on the error rate (usually 0.5f) | ||
| 304 | float th = acosf(2*powf(1 - SMOOTH_CIRCLE_ERROR_RATE/radius, 2) - 1); | ||
| 305 | segments = (int)((endAngle - startAngle)*ceilf(2*PI/th)/360); | ||
| 306 | |||
| 307 | if (segments <= 0) segments = minSegments; | ||
| 308 | } | ||
| 309 | |||
| 310 | float stepLength = (endAngle - startAngle)/(float)segments; | ||
| 311 | float angle = startAngle; | ||
| 312 | |||
| 313 | #if defined(SUPPORT_QUADS_DRAW_MODE) | ||
| 314 | rlSetTexture(GetShapesTexture().id); | ||
| 315 | Rectangle shapeRect = GetShapesTextureRectangle(); | ||
| 316 | |||
| 317 | rlBegin(RL_QUADS); | ||
| 318 | |||
| 319 | // NOTE: Every QUAD actually represents two segments | ||
| 320 | for (int i = 0; i < segments/2; i++) | ||
| 321 | { | ||
| 322 | rlColor4ub(color.r, color.g, color.b, color.a); | ||
| 323 | |||
| 324 | rlTexCoord2f(shapeRect.x/texShapes.width, shapeRect.y/texShapes.height); | ||
| 325 | rlVertex2f(center.x, center.y); | ||
| 326 | |||
| 327 | rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, shapeRect.y/texShapes.height); | ||
| 328 | rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength*2.0f))*radius, center.y + sinf(DEG2RAD*(angle + stepLength*2.0f))*radius); | ||
| 329 | |||
| 330 | rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height); | ||
| 331 | rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*radius, center.y + sinf(DEG2RAD*(angle + stepLength))*radius); | ||
| 332 | |||
| 333 | rlTexCoord2f(shapeRect.x/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height); | ||
| 334 | rlVertex2f(center.x + cosf(DEG2RAD*angle)*radius, center.y + sinf(DEG2RAD*angle)*radius); | ||
| 335 | |||
| 336 | angle += (stepLength*2.0f); | ||
| 337 | } | ||
| 338 | |||
| 339 | // NOTE: In case number of segments is odd, we add one last piece to the cake | ||
| 340 | if ((((unsigned int)segments)%2) == 1) | ||
| 341 | { | ||
| 342 | rlColor4ub(color.r, color.g, color.b, color.a); | ||
| 343 | |||
| 344 | rlTexCoord2f(shapeRect.x/texShapes.width, shapeRect.y/texShapes.height); | ||
| 345 | rlVertex2f(center.x, center.y); | ||
| 346 | |||
| 347 | rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height); | ||
| 348 | rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*radius, center.y + sinf(DEG2RAD*(angle + stepLength))*radius); | ||
| 349 | |||
| 350 | rlTexCoord2f(shapeRect.x/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height); | ||
| 351 | rlVertex2f(center.x + cosf(DEG2RAD*angle)*radius, center.y + sinf(DEG2RAD*angle)*radius); | ||
| 352 | |||
| 353 | rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, shapeRect.y/texShapes.height); | ||
| 354 | rlVertex2f(center.x, center.y); | ||
| 355 | } | ||
| 356 | |||
| 357 | rlEnd(); | ||
| 358 | |||
| 359 | rlSetTexture(0); | ||
| 360 | #else | ||
| 361 | rlBegin(RL_TRIANGLES); | ||
| 362 | for (int i = 0; i < segments; i++) | ||
| 363 | { | ||
| 364 | rlColor4ub(color.r, color.g, color.b, color.a); | ||
| 365 | |||
| 366 | rlVertex2f(center.x, center.y); | ||
| 367 | rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*radius, center.y + sinf(DEG2RAD*(angle + stepLength))*radius); | ||
| 368 | rlVertex2f(center.x + cosf(DEG2RAD*angle)*radius, center.y + sinf(DEG2RAD*angle)*radius); | ||
| 369 | |||
| 370 | angle += stepLength; | ||
| 371 | } | ||
| 372 | rlEnd(); | ||
| 373 | #endif | ||
| 374 | } | ||
| 375 | |||
| 376 | // Draw a piece of a circle outlines | ||
| 377 | void DrawCircleSectorLines(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color) | ||
| 378 | { | ||
| 379 | if (radius <= 0.0f) radius = 0.1f; // Avoid div by zero issue | ||
| 380 | |||
| 381 | // Function expects (endAngle > startAngle) | ||
| 382 | if (endAngle < startAngle) | ||
| 383 | { | ||
| 384 | // Swap values | ||
| 385 | float tmp = startAngle; | ||
| 386 | startAngle = endAngle; | ||
| 387 | endAngle = tmp; | ||
| 388 | } | ||
| 389 | |||
| 390 | int minSegments = (int)ceilf((endAngle - startAngle)/90); | ||
| 391 | |||
| 392 | if (segments < minSegments) | ||
| 393 | { | ||
| 394 | // Calculate the maximum angle between segments based on the error rate (usually 0.5f) | ||
| 395 | float th = acosf(2*powf(1 - SMOOTH_CIRCLE_ERROR_RATE/radius, 2) - 1); | ||
| 396 | segments = (int)((endAngle - startAngle)*ceilf(2*PI/th)/360); | ||
| 397 | |||
| 398 | if (segments <= 0) segments = minSegments; | ||
| 399 | } | ||
| 400 | |||
| 401 | float stepLength = (endAngle - startAngle)/(float)segments; | ||
| 402 | float angle = startAngle; | ||
| 403 | bool showCapLines = true; | ||
| 404 | |||
| 405 | rlBegin(RL_LINES); | ||
| 406 | if (showCapLines) | ||
| 407 | { | ||
| 408 | rlColor4ub(color.r, color.g, color.b, color.a); | ||
| 409 | rlVertex2f(center.x, center.y); | ||
| 410 | rlVertex2f(center.x + cosf(DEG2RAD*angle)*radius, center.y + sinf(DEG2RAD*angle)*radius); | ||
| 411 | } | ||
| 412 | |||
| 413 | for (int i = 0; i < segments; i++) | ||
| 414 | { | ||
| 415 | rlColor4ub(color.r, color.g, color.b, color.a); | ||
| 416 | |||
| 417 | rlVertex2f(center.x + cosf(DEG2RAD*angle)*radius, center.y + sinf(DEG2RAD*angle)*radius); | ||
| 418 | rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*radius, center.y + sinf(DEG2RAD*(angle + stepLength))*radius); | ||
| 419 | |||
| 420 | angle += stepLength; | ||
| 421 | } | ||
| 422 | |||
| 423 | if (showCapLines) | ||
| 424 | { | ||
| 425 | rlColor4ub(color.r, color.g, color.b, color.a); | ||
| 426 | rlVertex2f(center.x, center.y); | ||
| 427 | rlVertex2f(center.x + cosf(DEG2RAD*angle)*radius, center.y + sinf(DEG2RAD*angle)*radius); | ||
| 428 | } | ||
| 429 | rlEnd(); | ||
| 430 | } | ||
| 431 | |||
| 432 | // Draw a gradient-filled circle | ||
| 433 | void DrawCircleGradient(int centerX, int centerY, float radius, Color inner, Color outer) | ||
| 434 | { | ||
| 435 | rlBegin(RL_TRIANGLES); | ||
| 436 | for (int i = 0; i < 360; i += 10) | ||
| 437 | { | ||
| 438 | rlColor4ub(inner.r, inner.g, inner.b, inner.a); | ||
| 439 | rlVertex2f((float)centerX, (float)centerY); | ||
| 440 | rlColor4ub(outer.r, outer.g, outer.b, outer.a); | ||
| 441 | rlVertex2f((float)centerX + cosf(DEG2RAD*(i + 10))*radius, (float)centerY + sinf(DEG2RAD*(i + 10))*radius); | ||
| 442 | rlColor4ub(outer.r, outer.g, outer.b, outer.a); | ||
| 443 | rlVertex2f((float)centerX + cosf(DEG2RAD*i)*radius, (float)centerY + sinf(DEG2RAD*i)*radius); | ||
| 444 | } | ||
| 445 | rlEnd(); | ||
| 446 | } | ||
| 447 | |||
| 448 | // Draw circle outline | ||
| 449 | void DrawCircleLines(int centerX, int centerY, float radius, Color color) | ||
| 450 | { | ||
| 451 | DrawCircleLinesV((Vector2){ (float)centerX, (float)centerY }, radius, color); | ||
| 452 | } | ||
| 453 | |||
| 454 | // Draw circle outline (Vector version) | ||
| 455 | void DrawCircleLinesV(Vector2 center, float radius, Color color) | ||
| 456 | { | ||
| 457 | rlBegin(RL_LINES); | ||
| 458 | rlColor4ub(color.r, color.g, color.b, color.a); | ||
| 459 | |||
| 460 | // NOTE: Circle outline is drawn pixel by pixel every degree (0 to 360) | ||
| 461 | for (int i = 0; i < 360; i += 10) | ||
| 462 | { | ||
| 463 | rlVertex2f(center.x + cosf(DEG2RAD*i)*radius, center.y + sinf(DEG2RAD*i)*radius); | ||
| 464 | rlVertex2f(center.x + cosf(DEG2RAD*(i + 10))*radius, center.y + sinf(DEG2RAD*(i + 10))*radius); | ||
| 465 | } | ||
| 466 | rlEnd(); | ||
| 467 | } | ||
| 468 | |||
| 469 | // Draw ellipse | ||
| 470 | void DrawEllipse(int centerX, int centerY, float radiusH, float radiusV, Color color) | ||
| 471 | { | ||
| 472 | rlBegin(RL_TRIANGLES); | ||
| 473 | for (int i = 0; i < 360; i += 10) | ||
| 474 | { | ||
| 475 | rlColor4ub(color.r, color.g, color.b, color.a); | ||
| 476 | rlVertex2f((float)centerX, (float)centerY); | ||
| 477 | rlVertex2f((float)centerX + cosf(DEG2RAD*(i + 10))*radiusH, (float)centerY + sinf(DEG2RAD*(i + 10))*radiusV); | ||
| 478 | rlVertex2f((float)centerX + cosf(DEG2RAD*i)*radiusH, (float)centerY + sinf(DEG2RAD*i)*radiusV); | ||
| 479 | } | ||
| 480 | rlEnd(); | ||
| 481 | } | ||
| 482 | |||
| 483 | // Draw ellipse outline | ||
| 484 | void DrawEllipseLines(int centerX, int centerY, float radiusH, float radiusV, Color color) | ||
| 485 | { | ||
| 486 | rlBegin(RL_LINES); | ||
| 487 | for (int i = 0; i < 360; i += 10) | ||
| 488 | { | ||
| 489 | rlColor4ub(color.r, color.g, color.b, color.a); | ||
| 490 | rlVertex2f(centerX + cosf(DEG2RAD*(i + 10))*radiusH, centerY + sinf(DEG2RAD*(i + 10))*radiusV); | ||
| 491 | rlVertex2f(centerX + cosf(DEG2RAD*i)*radiusH, centerY + sinf(DEG2RAD*i)*radiusV); | ||
| 492 | } | ||
| 493 | rlEnd(); | ||
| 494 | } | ||
| 495 | |||
| 496 | // Draw ring | ||
| 497 | void DrawRing(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color) | ||
| 498 | { | ||
| 499 | if (startAngle == endAngle) return; | ||
| 500 | |||
| 501 | // Function expects (outerRadius > innerRadius) | ||
| 502 | if (outerRadius < innerRadius) | ||
| 503 | { | ||
| 504 | float tmp = outerRadius; | ||
| 505 | outerRadius = innerRadius; | ||
| 506 | innerRadius = tmp; | ||
| 507 | |||
| 508 | if (outerRadius <= 0.0f) outerRadius = 0.1f; | ||
| 509 | } | ||
| 510 | |||
| 511 | // Function expects (endAngle > startAngle) | ||
| 512 | if (endAngle < startAngle) | ||
| 513 | { | ||
| 514 | // Swap values | ||
| 515 | float tmp = startAngle; | ||
| 516 | startAngle = endAngle; | ||
| 517 | endAngle = tmp; | ||
| 518 | } | ||
| 519 | |||
| 520 | int minSegments = (int)ceilf((endAngle - startAngle)/90); | ||
| 521 | |||
| 522 | if (segments < minSegments) | ||
| 523 | { | ||
| 524 | // Calculate the maximum angle between segments based on the error rate (usually 0.5f) | ||
| 525 | float th = acosf(2*powf(1 - SMOOTH_CIRCLE_ERROR_RATE/outerRadius, 2) - 1); | ||
| 526 | segments = (int)((endAngle - startAngle)*ceilf(2*PI/th)/360); | ||
| 527 | |||
| 528 | if (segments <= 0) segments = minSegments; | ||
| 529 | } | ||
| 530 | |||
| 531 | // Not a ring | ||
| 532 | if (innerRadius <= 0.0f) | ||
| 533 | { | ||
| 534 | DrawCircleSector(center, outerRadius, startAngle, endAngle, segments, color); | ||
| 535 | return; | ||
| 536 | } | ||
| 537 | |||
| 538 | float stepLength = (endAngle - startAngle)/(float)segments; | ||
| 539 | float angle = startAngle; | ||
| 540 | |||
| 541 | #if defined(SUPPORT_QUADS_DRAW_MODE) | ||
| 542 | rlSetTexture(GetShapesTexture().id); | ||
| 543 | Rectangle shapeRect = GetShapesTextureRectangle(); | ||
| 544 | |||
| 545 | rlBegin(RL_QUADS); | ||
| 546 | for (int i = 0; i < segments; i++) | ||
| 547 | { | ||
| 548 | rlColor4ub(color.r, color.g, color.b, color.a); | ||
| 549 | |||
| 550 | rlTexCoord2f(shapeRect.x/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height); | ||
| 551 | rlVertex2f(center.x + cosf(DEG2RAD*angle)*outerRadius, center.y + sinf(DEG2RAD*angle)*outerRadius); | ||
| 552 | |||
| 553 | rlTexCoord2f(shapeRect.x/texShapes.width, shapeRect.y/texShapes.height); | ||
| 554 | rlVertex2f(center.x + cosf(DEG2RAD*angle)*innerRadius, center.y + sinf(DEG2RAD*angle)*innerRadius); | ||
| 555 | |||
| 556 | rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, shapeRect.y/texShapes.height); | ||
| 557 | rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + sinf(DEG2RAD*(angle + stepLength))*innerRadius); | ||
| 558 | |||
| 559 | rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height); | ||
| 560 | rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + sinf(DEG2RAD*(angle + stepLength))*outerRadius); | ||
| 561 | |||
| 562 | angle += stepLength; | ||
| 563 | } | ||
| 564 | rlEnd(); | ||
| 565 | |||
| 566 | rlSetTexture(0); | ||
| 567 | #else | ||
| 568 | rlBegin(RL_TRIANGLES); | ||
| 569 | for (int i = 0; i < segments; i++) | ||
| 570 | { | ||
| 571 | rlColor4ub(color.r, color.g, color.b, color.a); | ||
| 572 | |||
| 573 | rlVertex2f(center.x + cosf(DEG2RAD*angle)*innerRadius, center.y + sinf(DEG2RAD*angle)*innerRadius); | ||
| 574 | rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + sinf(DEG2RAD*(angle + stepLength))*innerRadius); | ||
| 575 | rlVertex2f(center.x + cosf(DEG2RAD*angle)*outerRadius, center.y + sinf(DEG2RAD*angle)*outerRadius); | ||
| 576 | |||
| 577 | rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + sinf(DEG2RAD*(angle + stepLength))*innerRadius); | ||
| 578 | rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + sinf(DEG2RAD*(angle + stepLength))*outerRadius); | ||
| 579 | rlVertex2f(center.x + cosf(DEG2RAD*angle)*outerRadius, center.y + sinf(DEG2RAD*angle)*outerRadius); | ||
| 580 | |||
| 581 | angle += stepLength; | ||
| 582 | } | ||
| 583 | rlEnd(); | ||
| 584 | #endif | ||
| 585 | } | ||
| 586 | |||
| 587 | // Draw ring outline | ||
| 588 | void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color) | ||
| 589 | { | ||
| 590 | if (startAngle == endAngle) return; | ||
| 591 | |||
| 592 | // Function expects (outerRadius > innerRadius) | ||
| 593 | if (outerRadius < innerRadius) | ||
| 594 | { | ||
| 595 | float tmp = outerRadius; | ||
| 596 | outerRadius = innerRadius; | ||
| 597 | innerRadius = tmp; | ||
| 598 | |||
| 599 | if (outerRadius <= 0.0f) outerRadius = 0.1f; | ||
| 600 | } | ||
| 601 | |||
| 602 | // Function expects (endAngle > startAngle) | ||
| 603 | if (endAngle < startAngle) | ||
| 604 | { | ||
| 605 | // Swap values | ||
| 606 | float tmp = startAngle; | ||
| 607 | startAngle = endAngle; | ||
| 608 | endAngle = tmp; | ||
| 609 | } | ||
| 610 | |||
| 611 | int minSegments = (int)ceilf((endAngle - startAngle)/90); | ||
| 612 | |||
| 613 | if (segments < minSegments) | ||
| 614 | { | ||
| 615 | // Calculate the maximum angle between segments based on the error rate (usually 0.5f) | ||
| 616 | float th = acosf(2*powf(1 - SMOOTH_CIRCLE_ERROR_RATE/outerRadius, 2) - 1); | ||
| 617 | segments = (int)((endAngle - startAngle)*ceilf(2*PI/th)/360); | ||
| 618 | |||
| 619 | if (segments <= 0) segments = minSegments; | ||
| 620 | } | ||
| 621 | |||
| 622 | if (innerRadius <= 0.0f) | ||
| 623 | { | ||
| 624 | DrawCircleSectorLines(center, outerRadius, startAngle, endAngle, segments, color); | ||
| 625 | return; | ||
| 626 | } | ||
| 627 | |||
| 628 | float stepLength = (endAngle - startAngle)/(float)segments; | ||
| 629 | float angle = startAngle; | ||
| 630 | bool showCapLines = true; | ||
| 631 | |||
| 632 | rlBegin(RL_LINES); | ||
| 633 | if (showCapLines) | ||
| 634 | { | ||
| 635 | rlColor4ub(color.r, color.g, color.b, color.a); | ||
| 636 | rlVertex2f(center.x + cosf(DEG2RAD*angle)*outerRadius, center.y + sinf(DEG2RAD*angle)*outerRadius); | ||
| 637 | rlVertex2f(center.x + cosf(DEG2RAD*angle)*innerRadius, center.y + sinf(DEG2RAD*angle)*innerRadius); | ||
| 638 | } | ||
| 639 | |||
| 640 | for (int i = 0; i < segments; i++) | ||
| 641 | { | ||
| 642 | rlColor4ub(color.r, color.g, color.b, color.a); | ||
| 643 | |||
| 644 | rlVertex2f(center.x + cosf(DEG2RAD*angle)*outerRadius, center.y + sinf(DEG2RAD*angle)*outerRadius); | ||
| 645 | rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + sinf(DEG2RAD*(angle + stepLength))*outerRadius); | ||
| 646 | |||
| 647 | rlVertex2f(center.x + cosf(DEG2RAD*angle)*innerRadius, center.y + sinf(DEG2RAD*angle)*innerRadius); | ||
| 648 | rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + sinf(DEG2RAD*(angle + stepLength))*innerRadius); | ||
| 649 | |||
| 650 | angle += stepLength; | ||
| 651 | } | ||
| 652 | |||
| 653 | if (showCapLines) | ||
| 654 | { | ||
| 655 | rlColor4ub(color.r, color.g, color.b, color.a); | ||
| 656 | rlVertex2f(center.x + cosf(DEG2RAD*angle)*outerRadius, center.y + sinf(DEG2RAD*angle)*outerRadius); | ||
| 657 | rlVertex2f(center.x + cosf(DEG2RAD*angle)*innerRadius, center.y + sinf(DEG2RAD*angle)*innerRadius); | ||
| 658 | } | ||
| 659 | rlEnd(); | ||
| 660 | } | ||
| 661 | |||
| 662 | // Draw a color-filled rectangle | ||
| 663 | void DrawRectangle(int posX, int posY, int width, int height, Color color) | ||
| 664 | { | ||
| 665 | DrawRectangleV((Vector2){ (float)posX, (float)posY }, (Vector2){ (float)width, (float)height }, color); | ||
| 666 | } | ||
| 667 | |||
| 668 | // Draw a color-filled rectangle (Vector version) | ||
| 669 | // NOTE: On OpenGL 3.3 and ES2 we use QUADS to avoid drawing order issues | ||
| 670 | void DrawRectangleV(Vector2 position, Vector2 size, Color color) | ||
| 671 | { | ||
| 672 | DrawRectanglePro((Rectangle){ position.x, position.y, size.x, size.y }, (Vector2){ 0.0f, 0.0f }, 0.0f, color); | ||
| 673 | } | ||
| 674 | |||
| 675 | // Draw a color-filled rectangle | ||
| 676 | void DrawRectangleRec(Rectangle rec, Color color) | ||
| 677 | { | ||
| 678 | DrawRectanglePro(rec, (Vector2){ 0.0f, 0.0f }, 0.0f, color); | ||
| 679 | } | ||
| 680 | |||
| 681 | // Draw a color-filled rectangle with pro parameters | ||
| 682 | void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color) | ||
| 683 | { | ||
| 684 | Vector2 topLeft = { 0 }; | ||
| 685 | Vector2 topRight = { 0 }; | ||
| 686 | Vector2 bottomLeft = { 0 }; | ||
| 687 | Vector2 bottomRight = { 0 }; | ||
| 688 | |||
| 689 | // Only calculate rotation if needed | ||
| 690 | if (rotation == 0.0f) | ||
| 691 | { | ||
| 692 | float x = rec.x - origin.x; | ||
| 693 | float y = rec.y - origin.y; | ||
| 694 | topLeft = (Vector2){ x, y }; | ||
| 695 | topRight = (Vector2){ x + rec.width, y }; | ||
| 696 | bottomLeft = (Vector2){ x, y + rec.height }; | ||
| 697 | bottomRight = (Vector2){ x + rec.width, y + rec.height }; | ||
| 698 | } | ||
| 699 | else | ||
| 700 | { | ||
| 701 | float sinRotation = sinf(rotation*DEG2RAD); | ||
| 702 | float cosRotation = cosf(rotation*DEG2RAD); | ||
| 703 | float x = rec.x; | ||
| 704 | float y = rec.y; | ||
| 705 | float dx = -origin.x; | ||
| 706 | float dy = -origin.y; | ||
| 707 | |||
| 708 | topLeft.x = x + dx*cosRotation - dy*sinRotation; | ||
| 709 | topLeft.y = y + dx*sinRotation + dy*cosRotation; | ||
| 710 | |||
| 711 | topRight.x = x + (dx + rec.width)*cosRotation - dy*sinRotation; | ||
| 712 | topRight.y = y + (dx + rec.width)*sinRotation + dy*cosRotation; | ||
| 713 | |||
| 714 | bottomLeft.x = x + dx*cosRotation - (dy + rec.height)*sinRotation; | ||
| 715 | bottomLeft.y = y + dx*sinRotation + (dy + rec.height)*cosRotation; | ||
| 716 | |||
| 717 | bottomRight.x = x + (dx + rec.width)*cosRotation - (dy + rec.height)*sinRotation; | ||
| 718 | bottomRight.y = y + (dx + rec.width)*sinRotation + (dy + rec.height)*cosRotation; | ||
| 719 | } | ||
| 720 | |||
| 721 | #if defined(SUPPORT_QUADS_DRAW_MODE) | ||
| 722 | rlSetTexture(GetShapesTexture().id); | ||
| 723 | Rectangle shapeRect = GetShapesTextureRectangle(); | ||
| 724 | |||
| 725 | rlBegin(RL_QUADS); | ||
| 726 | |||
| 727 | rlNormal3f(0.0f, 0.0f, 1.0f); | ||
| 728 | rlColor4ub(color.r, color.g, color.b, color.a); | ||
| 729 | |||
| 730 | rlTexCoord2f(shapeRect.x/texShapes.width, shapeRect.y/texShapes.height); | ||
| 731 | rlVertex2f(topLeft.x, topLeft.y); | ||
| 732 | |||
| 733 | rlTexCoord2f(shapeRect.x/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height); | ||
| 734 | rlVertex2f(bottomLeft.x, bottomLeft.y); | ||
| 735 | |||
| 736 | rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height); | ||
| 737 | rlVertex2f(bottomRight.x, bottomRight.y); | ||
| 738 | |||
| 739 | rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, shapeRect.y/texShapes.height); | ||
| 740 | rlVertex2f(topRight.x, topRight.y); | ||
| 741 | |||
| 742 | rlEnd(); | ||
| 743 | |||
| 744 | rlSetTexture(0); | ||
| 745 | #else | ||
| 746 | rlBegin(RL_TRIANGLES); | ||
| 747 | |||
| 748 | rlColor4ub(color.r, color.g, color.b, color.a); | ||
| 749 | |||
| 750 | rlVertex2f(topLeft.x, topLeft.y); | ||
| 751 | rlVertex2f(bottomLeft.x, bottomLeft.y); | ||
| 752 | rlVertex2f(topRight.x, topRight.y); | ||
| 753 | |||
| 754 | rlVertex2f(topRight.x, topRight.y); | ||
| 755 | rlVertex2f(bottomLeft.x, bottomLeft.y); | ||
| 756 | rlVertex2f(bottomRight.x, bottomRight.y); | ||
| 757 | |||
| 758 | rlEnd(); | ||
| 759 | #endif | ||
| 760 | } | ||
| 761 | |||
| 762 | // Draw a vertical-gradient-filled rectangle | ||
| 763 | void DrawRectangleGradientV(int posX, int posY, int width, int height, Color top, Color bottom) | ||
| 764 | { | ||
| 765 | DrawRectangleGradientEx((Rectangle){ (float)posX, (float)posY, (float)width, (float)height }, top, bottom, bottom, top); | ||
| 766 | } | ||
| 767 | |||
| 768 | // Draw a horizontal-gradient-filled rectangle | ||
| 769 | void DrawRectangleGradientH(int posX, int posY, int width, int height, Color left, Color right) | ||
| 770 | { | ||
| 771 | DrawRectangleGradientEx((Rectangle){ (float)posX, (float)posY, (float)width, (float)height }, left, left, right, right); | ||
| 772 | } | ||
| 773 | |||
| 774 | // Draw a gradient-filled rectangle | ||
| 775 | void DrawRectangleGradientEx(Rectangle rec, Color topLeft, Color bottomLeft, Color topRight, Color bottomRight) | ||
| 776 | { | ||
| 777 | rlSetTexture(GetShapesTexture().id); | ||
| 778 | Rectangle shapeRect = GetShapesTextureRectangle(); | ||
| 779 | |||
| 780 | rlBegin(RL_QUADS); | ||
| 781 | rlNormal3f(0.0f, 0.0f, 1.0f); | ||
| 782 | |||
| 783 | // NOTE: Default raylib font character 95 is a white square | ||
| 784 | rlColor4ub(topLeft.r, topLeft.g, topLeft.b, topLeft.a); | ||
| 785 | rlTexCoord2f(shapeRect.x/texShapes.width, shapeRect.y/texShapes.height); | ||
| 786 | rlVertex2f(rec.x, rec.y); | ||
| 787 | |||
| 788 | rlColor4ub(bottomLeft.r, bottomLeft.g, bottomLeft.b, bottomLeft.a); | ||
| 789 | rlTexCoord2f(shapeRect.x/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height); | ||
| 790 | rlVertex2f(rec.x, rec.y + rec.height); | ||
| 791 | |||
| 792 | rlColor4ub(topRight.r, topRight.g, topRight.b, topRight.a); | ||
| 793 | rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height); | ||
| 794 | rlVertex2f(rec.x + rec.width, rec.y + rec.height); | ||
| 795 | |||
| 796 | rlColor4ub(bottomRight.r, bottomRight.g, bottomRight.b, bottomRight.a); | ||
| 797 | rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, shapeRect.y/texShapes.height); | ||
| 798 | rlVertex2f(rec.x + rec.width, rec.y); | ||
| 799 | rlEnd(); | ||
| 800 | |||
| 801 | rlSetTexture(0); | ||
| 802 | } | ||
| 803 | |||
| 804 | // Draw rectangle outline | ||
| 805 | // WARNING: All Draw*Lines() functions use RL_LINES for drawing, | ||
| 806 | // it implies flushing the current batch and changing draw mode to RL_LINES | ||
| 807 | // but it solves another issue: https://github.com/raysan5/raylib/issues/3884 | ||
| 808 | void DrawRectangleLines(int posX, int posY, int width, int height, Color color) | ||
| 809 | { | ||
| 810 | Matrix mat = rlGetMatrixModelview(); | ||
| 811 | float zoomFactor = 0.5f/mat.m0; | ||
| 812 | rlBegin(RL_LINES); | ||
| 813 | rlColor4ub(color.r, color.g, color.b, color.a); | ||
| 814 | rlVertex2f((float)posX - zoomFactor, (float)posY); | ||
| 815 | rlVertex2f((float)posX + (float)width + zoomFactor, (float)posY); | ||
| 816 | |||
| 817 | rlVertex2f((float)posX + (float)width, (float)posY - zoomFactor); | ||
| 818 | rlVertex2f((float)posX + (float)width, (float)posY + (float)height + zoomFactor); | ||
| 819 | |||
| 820 | rlVertex2f((float)posX + (float)width + zoomFactor, (float)posY + (float)height); | ||
| 821 | rlVertex2f((float)posX - zoomFactor, (float)posY + (float)height); | ||
| 822 | |||
| 823 | rlVertex2f((float)posX, (float)posY + (float)height + zoomFactor); | ||
| 824 | rlVertex2f((float)posX, (float)posY - zoomFactor); | ||
| 825 | rlEnd(); | ||
| 826 | /* | ||
| 827 | // Previous implementation, it has issues... but it does not require view matrix... | ||
| 828 | #if defined(SUPPORT_QUADS_DRAW_MODE) | ||
| 829 | DrawRectangle(posX, posY, width, 1, color); | ||
| 830 | DrawRectangle(posX + width - 1, posY + 1, 1, height - 2, color); | ||
| 831 | DrawRectangle(posX, posY + height - 1, width, 1, color); | ||
| 832 | DrawRectangle(posX, posY + 1, 1, height - 2, color); | ||
| 833 | #else | ||
| 834 | rlBegin(RL_LINES); | ||
| 835 | rlColor4ub(color.r, color.g, color.b, color.a); | ||
| 836 | rlVertex2f((float)posX, (float)posY); | ||
| 837 | rlVertex2f((float)posX + (float)width, (float)posY + 1); | ||
| 838 | |||
| 839 | rlVertex2f((float)posX + (float)width, (float)posY + 1); | ||
| 840 | rlVertex2f((float)posX + (float)width, (float)posY + (float)height); | ||
| 841 | |||
| 842 | rlVertex2f((float)posX + (float)width, (float)posY + (float)height); | ||
| 843 | rlVertex2f((float)posX + 1, (float)posY + (float)height); | ||
| 844 | |||
| 845 | rlVertex2f((float)posX + 1, (float)posY + (float)height); | ||
| 846 | rlVertex2f((float)posX + 1, (float)posY + 1); | ||
| 847 | rlEnd(); | ||
| 848 | //#endif | ||
| 849 | */ | ||
| 850 | } | ||
| 851 | |||
| 852 | // Draw rectangle outline with extended parameters | ||
| 853 | void DrawRectangleLinesEx(Rectangle rec, float lineThick, Color color) | ||
| 854 | { | ||
| 855 | if ((lineThick > rec.width) || (lineThick > rec.height)) | ||
| 856 | { | ||
| 857 | if (rec.width >= rec.height) lineThick = rec.height/2; | ||
| 858 | else if (rec.width <= rec.height) lineThick = rec.width/2; | ||
| 859 | } | ||
| 860 | |||
| 861 | // When rec = { x, y, 8.0f, 6.0f } and lineThick = 2, the following | ||
| 862 | // four rectangles are drawn ([T]op, [B]ottom, [L]eft, [R]ight): | ||
| 863 | // | ||
| 864 | // TTTTTTTT | ||
| 865 | // TTTTTTTT | ||
| 866 | // LL RR | ||
| 867 | // LL RR | ||
| 868 | // BBBBBBBB | ||
| 869 | // BBBBBBBB | ||
| 870 | // | ||
| 871 | |||
| 872 | Rectangle top = { rec.x, rec.y, rec.width, lineThick }; | ||
| 873 | Rectangle bottom = { rec.x, rec.y - lineThick + rec.height, rec.width, lineThick }; | ||
| 874 | Rectangle left = { rec.x, rec.y + lineThick, lineThick, rec.height - lineThick*2.0f }; | ||
| 875 | Rectangle right = { rec.x - lineThick + rec.width, rec.y + lineThick, lineThick, rec.height - lineThick*2.0f }; | ||
| 876 | |||
| 877 | DrawRectangleRec(top, color); | ||
| 878 | DrawRectangleRec(bottom, color); | ||
| 879 | DrawRectangleRec(left, color); | ||
| 880 | DrawRectangleRec(right, color); | ||
| 881 | } | ||
| 882 | |||
| 883 | // Draw rectangle with rounded edges | ||
| 884 | void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color color) | ||
| 885 | { | ||
| 886 | // Not a rounded rectangle | ||
| 887 | if ((roundness <= 0.0f) || (rec.width < 1) || (rec.height < 1 )) | ||
| 888 | { | ||
| 889 | DrawRectangleRec(rec, color); | ||
| 890 | return; | ||
| 891 | } | ||
| 892 | |||
| 893 | if (roundness >= 1.0f) roundness = 1.0f; | ||
| 894 | |||
| 895 | // Calculate corner radius | ||
| 896 | float radius = (rec.width > rec.height)? (rec.height*roundness)/2 : (rec.width*roundness)/2; | ||
| 897 | if (radius <= 0.0f) return; | ||
| 898 | |||
| 899 | // Calculate number of segments to use for the corners | ||
| 900 | if (segments < 4) | ||
| 901 | { | ||
| 902 | // Calculate the maximum angle between segments based on the error rate (usually 0.5f) | ||
| 903 | float th = acosf(2*powf(1 - SMOOTH_CIRCLE_ERROR_RATE/radius, 2) - 1); | ||
| 904 | segments = (int)(ceilf(2*PI/th)/4.0f); | ||
| 905 | if (segments <= 0) segments = 4; | ||
| 906 | } | ||
| 907 | |||
| 908 | float stepLength = 90.0f/(float)segments; | ||
| 909 | |||
| 910 | /* | ||
| 911 | Quick sketch to make sense of all of this, | ||
| 912 | there are 9 parts to draw, also mark the 12 points we'll use | ||
| 913 | |||
| 914 | P0____________________P1 | ||
| 915 | /| |\ | ||
| 916 | /1| 2 |3\ | ||
| 917 | P7 /__|____________________|__\ P2 | ||
| 918 | | |P8 P9| | | ||
| 919 | | 8 | 9 | 4 | | ||
| 920 | | __|____________________|__ | | ||
| 921 | P6 \ |P11 P10| / P3 | ||
| 922 | \7| 6 |5/ | ||
| 923 | \|____________________|/ | ||
| 924 | P5 P4 | ||
| 925 | */ | ||
| 926 | // Coordinates of the 12 points that define the rounded rect | ||
| 927 | const Vector2 point[12] = { | ||
| 928 | {(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 | ||
| 929 | {rec.x + rec.width, (float)(rec.y + rec.height) - radius}, {(float)(rec.x + rec.width) - radius, rec.y + rec.height}, // P3, P4 | ||
| 930 | {(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 | ||
| 931 | {(float)rec.x + radius, (float)rec.y + radius}, {(float)(rec.x + rec.width) - radius, (float)rec.y + radius}, // P8, P9 | ||
| 932 | {(float)(rec.x + rec.width) - radius, (float)(rec.y + rec.height) - radius}, {(float)rec.x + radius, (float)(rec.y + rec.height) - radius} // P10, P11 | ||
| 933 | }; | ||
| 934 | |||
| 935 | const Vector2 centers[4] = { point[8], point[9], point[10], point[11] }; | ||
| 936 | const float angles[4] = { 180.0f, 270.0f, 0.0f, 90.0f }; | ||
| 937 | |||
| 938 | #if defined(SUPPORT_QUADS_DRAW_MODE) | ||
| 939 | rlSetTexture(GetShapesTexture().id); | ||
| 940 | Rectangle shapeRect = GetShapesTextureRectangle(); | ||
| 941 | |||
| 942 | rlBegin(RL_QUADS); | ||
| 943 | // Draw all the 4 corners: [1] Upper Left Corner, [3] Upper Right Corner, [5] Lower Right Corner, [7] Lower Left Corner | ||
| 944 | for (int k = 0; k < 4; ++k) // Hope the compiler is smart enough to unroll this loop | ||
| 945 | { | ||
| 946 | float angle = angles[k]; | ||
| 947 | const Vector2 center = centers[k]; | ||
| 948 | |||
| 949 | // NOTE: Every QUAD actually represents two segments | ||
| 950 | for (int i = 0; i < segments/2; i++) | ||
| 951 | { | ||
| 952 | rlColor4ub(color.r, color.g, color.b, color.a); | ||
| 953 | rlTexCoord2f(shapeRect.x/texShapes.width, shapeRect.y/texShapes.height); | ||
| 954 | rlVertex2f(center.x, center.y); | ||
| 955 | |||
| 956 | rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, shapeRect.y/texShapes.height); | ||
| 957 | rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength*2))*radius, center.y + sinf(DEG2RAD*(angle + stepLength*2))*radius); | ||
| 958 | |||
| 959 | rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height); | ||
| 960 | rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*radius, center.y + sinf(DEG2RAD*(angle + stepLength))*radius); | ||
| 961 | |||
| 962 | rlTexCoord2f(shapeRect.x/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height); | ||
| 963 | rlVertex2f(center.x + cosf(DEG2RAD*angle)*radius, center.y + sinf(DEG2RAD*angle)*radius); | ||
| 964 | |||
| 965 | angle += (stepLength*2); | ||
| 966 | } | ||
| 967 | |||
| 968 | // NOTE: In case number of segments is odd, we add one last piece to the cake | ||
| 969 | if (segments%2) | ||
| 970 | { | ||
| 971 | rlColor4ub(color.r, color.g, color.b, color.a); | ||
| 972 | rlTexCoord2f(shapeRect.x/texShapes.width, shapeRect.y/texShapes.height); | ||
| 973 | rlVertex2f(center.x, center.y); | ||
| 974 | |||
| 975 | rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height); | ||
| 976 | rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*radius, center.y + sinf(DEG2RAD*(angle + stepLength))*radius); | ||
| 977 | |||
| 978 | rlTexCoord2f(shapeRect.x/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height); | ||
| 979 | rlVertex2f(center.x + cosf(DEG2RAD*angle)*radius, center.y + sinf(DEG2RAD*angle)*radius); | ||
| 980 | |||
| 981 | rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, shapeRect.y/texShapes.height); | ||
| 982 | rlVertex2f(center.x, center.y); | ||
| 983 | } | ||
| 984 | } | ||
| 985 | |||
| 986 | // [2] Upper Rectangle | ||
| 987 | rlColor4ub(color.r, color.g, color.b, color.a); | ||
| 988 | rlTexCoord2f(shapeRect.x/texShapes.width, shapeRect.y/texShapes.height); | ||
| 989 | rlVertex2f(point[0].x, point[0].y); | ||
| 990 | rlTexCoord2f(shapeRect.x/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height); | ||
| 991 | rlVertex2f(point[8].x, point[8].y); | ||
| 992 | rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height); | ||
| 993 | rlVertex2f(point[9].x, point[9].y); | ||
| 994 | rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, shapeRect.y/texShapes.height); | ||
| 995 | rlVertex2f(point[1].x, point[1].y); | ||
| 996 | |||
| 997 | // [4] Right Rectangle | ||
| 998 | rlColor4ub(color.r, color.g, color.b, color.a); | ||
| 999 | rlTexCoord2f(shapeRect.x/texShapes.width, shapeRect.y/texShapes.height); | ||
| 1000 | rlVertex2f(point[2].x, point[2].y); | ||
| 1001 | rlTexCoord2f(shapeRect.x/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height); | ||
| 1002 | rlVertex2f(point[9].x, point[9].y); | ||
| 1003 | rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height); | ||
| 1004 | rlVertex2f(point[10].x, point[10].y); | ||
| 1005 | rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, shapeRect.y/texShapes.height); | ||
| 1006 | rlVertex2f(point[3].x, point[3].y); | ||
| 1007 | |||
| 1008 | // [6] Bottom Rectangle | ||
| 1009 | rlColor4ub(color.r, color.g, color.b, color.a); | ||
| 1010 | rlTexCoord2f(shapeRect.x/texShapes.width, shapeRect.y/texShapes.height); | ||
| 1011 | rlVertex2f(point[11].x, point[11].y); | ||
| 1012 | rlTexCoord2f(shapeRect.x/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height); | ||
| 1013 | rlVertex2f(point[5].x, point[5].y); | ||
| 1014 | rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height); | ||
| 1015 | rlVertex2f(point[4].x, point[4].y); | ||
| 1016 | rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, shapeRect.y/texShapes.height); | ||
| 1017 | rlVertex2f(point[10].x, point[10].y); | ||
| 1018 | |||
| 1019 | // [8] Left Rectangle | ||
| 1020 | rlColor4ub(color.r, color.g, color.b, color.a); | ||
| 1021 | rlTexCoord2f(shapeRect.x/texShapes.width, shapeRect.y/texShapes.height); | ||
| 1022 | rlVertex2f(point[7].x, point[7].y); | ||
| 1023 | rlTexCoord2f(shapeRect.x/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height); | ||
| 1024 | rlVertex2f(point[6].x, point[6].y); | ||
| 1025 | rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height); | ||
| 1026 | rlVertex2f(point[11].x, point[11].y); | ||
| 1027 | rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, shapeRect.y/texShapes.height); | ||
| 1028 | rlVertex2f(point[8].x, point[8].y); | ||
| 1029 | |||
| 1030 | // [9] Middle Rectangle | ||
| 1031 | rlColor4ub(color.r, color.g, color.b, color.a); | ||
| 1032 | rlTexCoord2f(shapeRect.x/texShapes.width, shapeRect.y/texShapes.height); | ||
| 1033 | rlVertex2f(point[8].x, point[8].y); | ||
| 1034 | rlTexCoord2f(shapeRect.x/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height); | ||
| 1035 | rlVertex2f(point[11].x, point[11].y); | ||
| 1036 | rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height); | ||
| 1037 | rlVertex2f(point[10].x, point[10].y); | ||
| 1038 | rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, shapeRect.y/texShapes.height); | ||
| 1039 | rlVertex2f(point[9].x, point[9].y); | ||
| 1040 | |||
| 1041 | rlEnd(); | ||
| 1042 | rlSetTexture(0); | ||
| 1043 | #else | ||
| 1044 | rlBegin(RL_TRIANGLES); | ||
| 1045 | |||
| 1046 | // Draw all of the 4 corners: [1] Upper Left Corner, [3] Upper Right Corner, [5] Lower Right Corner, [7] Lower Left Corner | ||
| 1047 | for (int k = 0; k < 4; ++k) // Hope the compiler is smart enough to unroll this loop | ||
| 1048 | { | ||
| 1049 | float angle = angles[k]; | ||
| 1050 | const Vector2 center = centers[k]; | ||
| 1051 | for (int i = 0; i < segments; i++) | ||
| 1052 | { | ||
| 1053 | rlColor4ub(color.r, color.g, color.b, color.a); | ||
| 1054 | rlVertex2f(center.x, center.y); | ||
| 1055 | rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*radius, center.y + sinf(DEG2RAD*(angle + stepLength))*radius); | ||
| 1056 | rlVertex2f(center.x + cosf(DEG2RAD*angle)*radius, center.y + sinf(DEG2RAD*angle)*radius); | ||
| 1057 | angle += stepLength; | ||
| 1058 | } | ||
| 1059 | } | ||
| 1060 | |||
| 1061 | // [2] Upper Rectangle | ||
| 1062 | rlColor4ub(color.r, color.g, color.b, color.a); | ||
| 1063 | rlVertex2f(point[0].x, point[0].y); | ||
| 1064 | rlVertex2f(point[8].x, point[8].y); | ||
| 1065 | rlVertex2f(point[9].x, point[9].y); | ||
| 1066 | rlVertex2f(point[1].x, point[1].y); | ||
| 1067 | rlVertex2f(point[0].x, point[0].y); | ||
| 1068 | rlVertex2f(point[9].x, point[9].y); | ||
| 1069 | |||
| 1070 | // [4] Right Rectangle | ||
| 1071 | rlColor4ub(color.r, color.g, color.b, color.a); | ||
| 1072 | rlVertex2f(point[9].x, point[9].y); | ||
| 1073 | rlVertex2f(point[10].x, point[10].y); | ||
| 1074 | rlVertex2f(point[3].x, point[3].y); | ||
| 1075 | rlVertex2f(point[2].x, point[2].y); | ||
| 1076 | rlVertex2f(point[9].x, point[9].y); | ||
| 1077 | rlVertex2f(point[3].x, point[3].y); | ||
| 1078 | |||
| 1079 | // [6] Bottom Rectangle | ||
| 1080 | rlColor4ub(color.r, color.g, color.b, color.a); | ||
| 1081 | rlVertex2f(point[11].x, point[11].y); | ||
| 1082 | rlVertex2f(point[5].x, point[5].y); | ||
| 1083 | rlVertex2f(point[4].x, point[4].y); | ||
| 1084 | rlVertex2f(point[10].x, point[10].y); | ||
| 1085 | rlVertex2f(point[11].x, point[11].y); | ||
| 1086 | rlVertex2f(point[4].x, point[4].y); | ||
| 1087 | |||
| 1088 | // [8] Left Rectangle | ||
| 1089 | rlColor4ub(color.r, color.g, color.b, color.a); | ||
| 1090 | rlVertex2f(point[7].x, point[7].y); | ||
| 1091 | rlVertex2f(point[6].x, point[6].y); | ||
| 1092 | rlVertex2f(point[11].x, point[11].y); | ||
| 1093 | rlVertex2f(point[8].x, point[8].y); | ||
| 1094 | rlVertex2f(point[7].x, point[7].y); | ||
| 1095 | rlVertex2f(point[11].x, point[11].y); | ||
| 1096 | |||
| 1097 | // [9] Middle Rectangle | ||
| 1098 | rlColor4ub(color.r, color.g, color.b, color.a); | ||
| 1099 | rlVertex2f(point[8].x, point[8].y); | ||
| 1100 | rlVertex2f(point[11].x, point[11].y); | ||
| 1101 | rlVertex2f(point[10].x, point[10].y); | ||
| 1102 | rlVertex2f(point[9].x, point[9].y); | ||
| 1103 | rlVertex2f(point[8].x, point[8].y); | ||
| 1104 | rlVertex2f(point[10].x, point[10].y); | ||
| 1105 | rlEnd(); | ||
| 1106 | #endif | ||
| 1107 | } | ||
| 1108 | |||
| 1109 | // Draw rectangle with rounded edges | ||
| 1110 | // TODO: This function should be refactored to use RL_LINES, for consistency with other Draw*Lines() | ||
| 1111 | void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, Color color) | ||
| 1112 | { | ||
| 1113 | DrawRectangleRoundedLinesEx(rec, roundness, segments, 1.0f, color); | ||
| 1114 | } | ||
| 1115 | |||
| 1116 | // Draw rectangle with rounded edges outline | ||
| 1117 | void DrawRectangleRoundedLinesEx(Rectangle rec, float roundness, int segments, float lineThick, Color color) | ||
| 1118 | { | ||
| 1119 | if (lineThick < 0) lineThick = 0; | ||
| 1120 | |||
| 1121 | // Not a rounded rectangle | ||
| 1122 | if (roundness <= 0.0f) | ||
| 1123 | { | ||
| 1124 | DrawRectangleLinesEx((Rectangle){rec.x-lineThick, rec.y-lineThick, rec.width+2*lineThick, rec.height+2*lineThick}, lineThick, color); | ||
| 1125 | return; | ||
| 1126 | } | ||
| 1127 | |||
| 1128 | if (roundness >= 1.0f) roundness = 1.0f; | ||
| 1129 | |||
| 1130 | // Calculate corner radius | ||
| 1131 | float radius = (rec.width > rec.height)? (rec.height*roundness)/2 : (rec.width*roundness)/2; | ||
| 1132 | if (radius <= 0.0f) return; | ||
| 1133 | |||
| 1134 | // Calculate number of segments to use for the corners | ||
| 1135 | if (segments < 4) | ||
| 1136 | { | ||
| 1137 | // Calculate the maximum angle between segments based on the error rate (usually 0.5f) | ||
| 1138 | float th = acosf(2*powf(1 - SMOOTH_CIRCLE_ERROR_RATE/radius, 2) - 1); | ||
| 1139 | segments = (int)(ceilf(2*PI/th)/2.0f); | ||
| 1140 | if (segments <= 0) segments = 4; | ||
| 1141 | } | ||
| 1142 | |||
| 1143 | float stepLength = 90.0f/(float)segments; | ||
| 1144 | const float outerRadius = radius + lineThick, innerRadius = radius; | ||
| 1145 | |||
| 1146 | /* | ||
| 1147 | Quick sketch to make sense of all of this, | ||
| 1148 | marks the 16 + 4(corner centers P16-19) points we'll use | ||
| 1149 | |||
| 1150 | P0 ================== P1 | ||
| 1151 | // P8 P9 \\ | ||
| 1152 | // \\ | ||
| 1153 | P7 // P15 P10 \\ P2 | ||
| 1154 | || *P16 P17* || | ||
| 1155 | || || | ||
| 1156 | || P14 P11 || | ||
| 1157 | P6 \\ *P19 P18* // P3 | ||
| 1158 | \\ // | ||
| 1159 | \\ P13 P12 // | ||
| 1160 | P5 ================== P4 | ||
| 1161 | */ | ||
| 1162 | const Vector2 point[16] = { | ||
| 1163 | {(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 | ||
| 1164 | {rec.x + rec.width + lineThick, (float)(rec.y + rec.height) - innerRadius}, {(float)(rec.x + rec.width) - innerRadius, rec.y + rec.height + lineThick}, // P3, P4 | ||
| 1165 | {(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 | ||
| 1166 | {(float)rec.x + innerRadius, rec.y}, {(float)(rec.x + rec.width) - innerRadius, rec.y}, // P8, P9 | ||
| 1167 | { rec.x + rec.width, (float)rec.y + innerRadius }, {rec.x + rec.width, (float)(rec.y + rec.height) - innerRadius}, // P10, P11 | ||
| 1168 | {(float)(rec.x + rec.width) - innerRadius, rec.y + rec.height}, {(float)rec.x + innerRadius, rec.y + rec.height}, // P12, P13 | ||
| 1169 | { rec.x, (float)(rec.y + rec.height) - innerRadius}, {rec.x, (float)rec.y + innerRadius} // P14, P15 | ||
| 1170 | }; | ||
| 1171 | |||
| 1172 | const Vector2 centers[4] = { | ||
| 1173 | {(float)rec.x + innerRadius, (float)rec.y + innerRadius}, {(float)(rec.x + rec.width) - innerRadius, (float)rec.y + innerRadius}, // P16, P17 | ||
| 1174 | {(float)(rec.x + rec.width) - innerRadius, (float)(rec.y + rec.height) - innerRadius}, {(float)rec.x + innerRadius, (float)(rec.y + rec.height) - innerRadius} // P18, P19 | ||
| 1175 | }; | ||
| 1176 | |||
| 1177 | const float angles[4] = { 180.0f, 270.0f, 0.0f, 90.0f }; | ||
| 1178 | |||
| 1179 | if (lineThick > 1) | ||
| 1180 | { | ||
| 1181 | #if defined(SUPPORT_QUADS_DRAW_MODE) | ||
| 1182 | rlSetTexture(GetShapesTexture().id); | ||
| 1183 | Rectangle shapeRect = GetShapesTextureRectangle(); | ||
| 1184 | |||
| 1185 | rlBegin(RL_QUADS); | ||
| 1186 | |||
| 1187 | // Draw all the 4 corners first: Upper Left Corner, Upper Right Corner, Lower Right Corner, Lower Left Corner | ||
| 1188 | for (int k = 0; k < 4; ++k) // Hope the compiler is smart enough to unroll this loop | ||
| 1189 | { | ||
| 1190 | float angle = angles[k]; | ||
| 1191 | const Vector2 center = centers[k]; | ||
| 1192 | for (int i = 0; i < segments; i++) | ||
| 1193 | { | ||
| 1194 | rlColor4ub(color.r, color.g, color.b, color.a); | ||
| 1195 | |||
| 1196 | rlTexCoord2f(shapeRect.x/texShapes.width, shapeRect.y/texShapes.height); | ||
| 1197 | rlVertex2f(center.x + cosf(DEG2RAD*angle)*innerRadius, center.y + sinf(DEG2RAD*angle)*innerRadius); | ||
| 1198 | |||
| 1199 | rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, shapeRect.y/texShapes.height); | ||
| 1200 | rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + sinf(DEG2RAD*(angle + stepLength))*innerRadius); | ||
| 1201 | |||
| 1202 | rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height); | ||
| 1203 | rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + sinf(DEG2RAD*(angle + stepLength))*outerRadius); | ||
| 1204 | |||
| 1205 | rlTexCoord2f(shapeRect.x/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height); | ||
| 1206 | rlVertex2f(center.x + cosf(DEG2RAD*angle)*outerRadius, center.y + sinf(DEG2RAD*angle)*outerRadius); | ||
| 1207 | |||
| 1208 | angle += stepLength; | ||
| 1209 | } | ||
| 1210 | } | ||
| 1211 | |||
| 1212 | // Upper rectangle | ||
| 1213 | rlColor4ub(color.r, color.g, color.b, color.a); | ||
| 1214 | rlTexCoord2f(shapeRect.x/texShapes.width, shapeRect.y/texShapes.height); | ||
| 1215 | rlVertex2f(point[0].x, point[0].y); | ||
| 1216 | rlTexCoord2f(shapeRect.x/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height); | ||
| 1217 | rlVertex2f(point[8].x, point[8].y); | ||
| 1218 | rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height); | ||
| 1219 | rlVertex2f(point[9].x, point[9].y); | ||
| 1220 | rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, shapeRect.y/texShapes.height); | ||
| 1221 | rlVertex2f(point[1].x, point[1].y); | ||
| 1222 | |||
| 1223 | // Right rectangle | ||
| 1224 | rlColor4ub(color.r, color.g, color.b, color.a); | ||
| 1225 | rlTexCoord2f(shapeRect.x/texShapes.width, shapeRect.y/texShapes.height); | ||
| 1226 | rlVertex2f(point[2].x, point[2].y); | ||
| 1227 | rlTexCoord2f(shapeRect.x/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height); | ||
| 1228 | rlVertex2f(point[10].x, point[10].y); | ||
| 1229 | rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height); | ||
| 1230 | rlVertex2f(point[11].x, point[11].y); | ||
| 1231 | rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, shapeRect.y/texShapes.height); | ||
| 1232 | rlVertex2f(point[3].x, point[3].y); | ||
| 1233 | |||
| 1234 | // Lower rectangle | ||
| 1235 | rlColor4ub(color.r, color.g, color.b, color.a); | ||
| 1236 | rlTexCoord2f(shapeRect.x/texShapes.width, shapeRect.y/texShapes.height); | ||
| 1237 | rlVertex2f(point[13].x, point[13].y); | ||
| 1238 | rlTexCoord2f(shapeRect.x/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height); | ||
| 1239 | rlVertex2f(point[5].x, point[5].y); | ||
| 1240 | rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height); | ||
| 1241 | rlVertex2f(point[4].x, point[4].y); | ||
| 1242 | rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, shapeRect.y/texShapes.height); | ||
| 1243 | rlVertex2f(point[12].x, point[12].y); | ||
| 1244 | |||
| 1245 | // Left rectangle | ||
| 1246 | rlColor4ub(color.r, color.g, color.b, color.a); | ||
| 1247 | rlTexCoord2f(shapeRect.x/texShapes.width, shapeRect.y/texShapes.height); | ||
| 1248 | rlVertex2f(point[15].x, point[15].y); | ||
| 1249 | rlTexCoord2f(shapeRect.x/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height); | ||
| 1250 | rlVertex2f(point[7].x, point[7].y); | ||
| 1251 | rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height); | ||
| 1252 | rlVertex2f(point[6].x, point[6].y); | ||
| 1253 | rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, shapeRect.y/texShapes.height); | ||
| 1254 | rlVertex2f(point[14].x, point[14].y); | ||
| 1255 | |||
| 1256 | rlEnd(); | ||
| 1257 | rlSetTexture(0); | ||
| 1258 | #else | ||
| 1259 | rlBegin(RL_TRIANGLES); | ||
| 1260 | |||
| 1261 | // Draw all of the 4 corners first: Upper Left Corner, Upper Right Corner, Lower Right Corner, Lower Left Corner | ||
| 1262 | for (int k = 0; k < 4; ++k) // Hope the compiler is smart enough to unroll this loop | ||
| 1263 | { | ||
| 1264 | float angle = angles[k]; | ||
| 1265 | const Vector2 center = centers[k]; | ||
| 1266 | |||
| 1267 | for (int i = 0; i < segments; i++) | ||
| 1268 | { | ||
| 1269 | rlColor4ub(color.r, color.g, color.b, color.a); | ||
| 1270 | |||
| 1271 | rlVertex2f(center.x + cosf(DEG2RAD*angle)*innerRadius, center.y + sinf(DEG2RAD*angle)*innerRadius); | ||
| 1272 | rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + sinf(DEG2RAD*(angle + stepLength))*innerRadius); | ||
| 1273 | rlVertex2f(center.x + cosf(DEG2RAD*angle)*outerRadius, center.y + sinf(DEG2RAD*angle)*outerRadius); | ||
| 1274 | |||
| 1275 | rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + sinf(DEG2RAD*(angle + stepLength))*innerRadius); | ||
| 1276 | rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + sinf(DEG2RAD*(angle + stepLength))*outerRadius); | ||
| 1277 | rlVertex2f(center.x + cosf(DEG2RAD*angle)*outerRadius, center.y + sinf(DEG2RAD*angle)*outerRadius); | ||
| 1278 | |||
| 1279 | angle += stepLength; | ||
| 1280 | } | ||
| 1281 | } | ||
| 1282 | |||
| 1283 | // Upper rectangle | ||
| 1284 | rlColor4ub(color.r, color.g, color.b, color.a); | ||
| 1285 | rlVertex2f(point[0].x, point[0].y); | ||
| 1286 | rlVertex2f(point[8].x, point[8].y); | ||
| 1287 | rlVertex2f(point[9].x, point[9].y); | ||
| 1288 | rlVertex2f(point[1].x, point[1].y); | ||
| 1289 | rlVertex2f(point[0].x, point[0].y); | ||
| 1290 | rlVertex2f(point[9].x, point[9].y); | ||
| 1291 | |||
| 1292 | // Right rectangle | ||
| 1293 | rlColor4ub(color.r, color.g, color.b, color.a); | ||
| 1294 | rlVertex2f(point[10].x, point[10].y); | ||
| 1295 | rlVertex2f(point[11].x, point[11].y); | ||
| 1296 | rlVertex2f(point[3].x, point[3].y); | ||
| 1297 | rlVertex2f(point[2].x, point[2].y); | ||
| 1298 | rlVertex2f(point[10].x, point[10].y); | ||
| 1299 | rlVertex2f(point[3].x, point[3].y); | ||
| 1300 | |||
| 1301 | // Lower rectangle | ||
| 1302 | rlColor4ub(color.r, color.g, color.b, color.a); | ||
| 1303 | rlVertex2f(point[13].x, point[13].y); | ||
| 1304 | rlVertex2f(point[5].x, point[5].y); | ||
| 1305 | rlVertex2f(point[4].x, point[4].y); | ||
| 1306 | rlVertex2f(point[12].x, point[12].y); | ||
| 1307 | rlVertex2f(point[13].x, point[13].y); | ||
| 1308 | rlVertex2f(point[4].x, point[4].y); | ||
| 1309 | |||
| 1310 | // Left rectangle | ||
| 1311 | rlColor4ub(color.r, color.g, color.b, color.a); | ||
| 1312 | rlVertex2f(point[7].x, point[7].y); | ||
| 1313 | rlVertex2f(point[6].x, point[6].y); | ||
| 1314 | rlVertex2f(point[14].x, point[14].y); | ||
| 1315 | rlVertex2f(point[15].x, point[15].y); | ||
| 1316 | rlVertex2f(point[7].x, point[7].y); | ||
| 1317 | rlVertex2f(point[14].x, point[14].y); | ||
| 1318 | rlEnd(); | ||
| 1319 | #endif | ||
| 1320 | } | ||
| 1321 | else | ||
| 1322 | { | ||
| 1323 | // Use LINES to draw the outline | ||
| 1324 | rlBegin(RL_LINES); | ||
| 1325 | |||
| 1326 | // Draw all the 4 corners first: Upper Left Corner, Upper Right Corner, Lower Right Corner, Lower Left Corner | ||
| 1327 | for (int k = 0; k < 4; ++k) // Hope the compiler is smart enough to unroll this loop | ||
| 1328 | { | ||
| 1329 | float angle = angles[k]; | ||
| 1330 | const Vector2 center = centers[k]; | ||
| 1331 | |||
| 1332 | for (int i = 0; i < segments; i++) | ||
| 1333 | { | ||
| 1334 | rlColor4ub(color.r, color.g, color.b, color.a); | ||
| 1335 | rlVertex2f(center.x + cosf(DEG2RAD*angle)*outerRadius, center.y + sinf(DEG2RAD*angle)*outerRadius); | ||
| 1336 | rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + sinf(DEG2RAD*(angle + stepLength))*outerRadius); | ||
| 1337 | angle += stepLength; | ||
| 1338 | } | ||
| 1339 | } | ||
| 1340 | |||
| 1341 | // And now the remaining 4 lines | ||
| 1342 | for (int i = 0; i < 8; i += 2) | ||
| 1343 | { | ||
| 1344 | rlColor4ub(color.r, color.g, color.b, color.a); | ||
| 1345 | rlVertex2f(point[i].x, point[i].y); | ||
| 1346 | rlVertex2f(point[i + 1].x, point[i + 1].y); | ||
| 1347 | } | ||
| 1348 | |||
| 1349 | rlEnd(); | ||
| 1350 | } | ||
| 1351 | } | ||
| 1352 | |||
| 1353 | // Draw a triangle | ||
| 1354 | // NOTE: Vertex must be provided in counter-clockwise order | ||
| 1355 | void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color) | ||
| 1356 | { | ||
| 1357 | #if defined(SUPPORT_QUADS_DRAW_MODE) | ||
| 1358 | rlSetTexture(GetShapesTexture().id); | ||
| 1359 | Rectangle shapeRect = GetShapesTextureRectangle(); | ||
| 1360 | |||
| 1361 | rlBegin(RL_QUADS); | ||
| 1362 | rlColor4ub(color.r, color.g, color.b, color.a); | ||
| 1363 | |||
| 1364 | rlTexCoord2f(shapeRect.x/texShapes.width, shapeRect.y/texShapes.height); | ||
| 1365 | rlVertex2f(v1.x, v1.y); | ||
| 1366 | |||
| 1367 | rlTexCoord2f(shapeRect.x/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height); | ||
| 1368 | rlVertex2f(v2.x, v2.y); | ||
| 1369 | |||
| 1370 | rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height); | ||
| 1371 | rlVertex2f(v2.x, v2.y); | ||
| 1372 | |||
| 1373 | rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, shapeRect.y/texShapes.height); | ||
| 1374 | rlVertex2f(v3.x, v3.y); | ||
| 1375 | rlEnd(); | ||
| 1376 | |||
| 1377 | rlSetTexture(0); | ||
| 1378 | #else | ||
| 1379 | rlBegin(RL_TRIANGLES); | ||
| 1380 | rlColor4ub(color.r, color.g, color.b, color.a); | ||
| 1381 | rlVertex2f(v1.x, v1.y); | ||
| 1382 | rlVertex2f(v2.x, v2.y); | ||
| 1383 | rlVertex2f(v3.x, v3.y); | ||
| 1384 | rlEnd(); | ||
| 1385 | #endif | ||
| 1386 | } | ||
| 1387 | |||
| 1388 | // Draw a triangle using lines | ||
| 1389 | // NOTE: Vertex must be provided in counter-clockwise order | ||
| 1390 | void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color) | ||
| 1391 | { | ||
| 1392 | rlBegin(RL_LINES); | ||
| 1393 | rlColor4ub(color.r, color.g, color.b, color.a); | ||
| 1394 | rlVertex2f(v1.x, v1.y); | ||
| 1395 | rlVertex2f(v2.x, v2.y); | ||
| 1396 | |||
| 1397 | rlVertex2f(v2.x, v2.y); | ||
| 1398 | rlVertex2f(v3.x, v3.y); | ||
| 1399 | |||
| 1400 | rlVertex2f(v3.x, v3.y); | ||
| 1401 | rlVertex2f(v1.x, v1.y); | ||
| 1402 | rlEnd(); | ||
| 1403 | } | ||
| 1404 | |||
| 1405 | // Draw a triangle fan defined by points | ||
| 1406 | // NOTE: First vertex provided is the center, shared by all triangles | ||
| 1407 | // By default, following vertex should be provided in counter-clockwise order | ||
| 1408 | void DrawTriangleFan(const Vector2 *points, int pointCount, Color color) | ||
| 1409 | { | ||
| 1410 | if (pointCount >= 3) | ||
| 1411 | { | ||
| 1412 | rlSetTexture(GetShapesTexture().id); | ||
| 1413 | Rectangle shapeRect = GetShapesTextureRectangle(); | ||
| 1414 | |||
| 1415 | rlBegin(RL_QUADS); | ||
| 1416 | rlColor4ub(color.r, color.g, color.b, color.a); | ||
| 1417 | |||
| 1418 | for (int i = 1; i < pointCount - 1; i++) | ||
| 1419 | { | ||
| 1420 | rlTexCoord2f(shapeRect.x/texShapes.width, shapeRect.y/texShapes.height); | ||
| 1421 | rlVertex2f(points[0].x, points[0].y); | ||
| 1422 | |||
| 1423 | rlTexCoord2f(shapeRect.x/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height); | ||
| 1424 | rlVertex2f(points[i].x, points[i].y); | ||
| 1425 | |||
| 1426 | rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height); | ||
| 1427 | rlVertex2f(points[i + 1].x, points[i + 1].y); | ||
| 1428 | |||
| 1429 | rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, shapeRect.y/texShapes.height); | ||
| 1430 | rlVertex2f(points[i + 1].x, points[i + 1].y); | ||
| 1431 | } | ||
| 1432 | rlEnd(); | ||
| 1433 | rlSetTexture(0); | ||
| 1434 | } | ||
| 1435 | } | ||
| 1436 | |||
| 1437 | // Draw a triangle strip defined by points | ||
| 1438 | // NOTE: Every new vertex connects with previous two | ||
| 1439 | void DrawTriangleStrip(const Vector2 *points, int pointCount, Color color) | ||
| 1440 | { | ||
| 1441 | if (pointCount >= 3) | ||
| 1442 | { | ||
| 1443 | rlBegin(RL_TRIANGLES); | ||
| 1444 | rlColor4ub(color.r, color.g, color.b, color.a); | ||
| 1445 | |||
| 1446 | for (int i = 2; i < pointCount; i++) | ||
| 1447 | { | ||
| 1448 | if ((i%2) == 0) | ||
| 1449 | { | ||
| 1450 | rlVertex2f(points[i].x, points[i].y); | ||
| 1451 | rlVertex2f(points[i - 2].x, points[i - 2].y); | ||
| 1452 | rlVertex2f(points[i - 1].x, points[i - 1].y); | ||
| 1453 | } | ||
| 1454 | else | ||
| 1455 | { | ||
| 1456 | rlVertex2f(points[i].x, points[i].y); | ||
| 1457 | rlVertex2f(points[i - 1].x, points[i - 1].y); | ||
| 1458 | rlVertex2f(points[i - 2].x, points[i - 2].y); | ||
| 1459 | } | ||
| 1460 | } | ||
| 1461 | rlEnd(); | ||
| 1462 | } | ||
| 1463 | } | ||
| 1464 | |||
| 1465 | // Draw a regular polygon of n sides (Vector version) | ||
| 1466 | void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color) | ||
| 1467 | { | ||
| 1468 | if (sides < 3) sides = 3; | ||
| 1469 | float centralAngle = rotation*DEG2RAD; | ||
| 1470 | float angleStep = 360.0f/(float)sides*DEG2RAD; | ||
| 1471 | |||
| 1472 | #if defined(SUPPORT_QUADS_DRAW_MODE) | ||
| 1473 | rlSetTexture(GetShapesTexture().id); | ||
| 1474 | Rectangle shapeRect = GetShapesTextureRectangle(); | ||
| 1475 | |||
| 1476 | rlBegin(RL_QUADS); | ||
| 1477 | for (int i = 0; i < sides; i++) | ||
| 1478 | { | ||
| 1479 | rlColor4ub(color.r, color.g, color.b, color.a); | ||
| 1480 | float nextAngle = centralAngle + angleStep; | ||
| 1481 | |||
| 1482 | rlTexCoord2f(shapeRect.x/texShapes.width, shapeRect.y/texShapes.height); | ||
| 1483 | rlVertex2f(center.x, center.y); | ||
| 1484 | |||
| 1485 | rlTexCoord2f(shapeRect.x/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height); | ||
| 1486 | rlVertex2f(center.x + cosf(centralAngle)*radius, center.y + sinf(centralAngle)*radius); | ||
| 1487 | |||
| 1488 | rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, shapeRect.y/texShapes.height); | ||
| 1489 | rlVertex2f(center.x + cosf(nextAngle)*radius, center.y + sinf(nextAngle)*radius); | ||
| 1490 | |||
| 1491 | rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height); | ||
| 1492 | rlVertex2f(center.x + cosf(centralAngle)*radius, center.y + sinf(centralAngle)*radius); | ||
| 1493 | |||
| 1494 | centralAngle = nextAngle; | ||
| 1495 | } | ||
| 1496 | rlEnd(); | ||
| 1497 | rlSetTexture(0); | ||
| 1498 | #else | ||
| 1499 | rlBegin(RL_TRIANGLES); | ||
| 1500 | for (int i = 0; i < sides; i++) | ||
| 1501 | { | ||
| 1502 | rlColor4ub(color.r, color.g, color.b, color.a); | ||
| 1503 | |||
| 1504 | rlVertex2f(center.x, center.y); | ||
| 1505 | rlVertex2f(center.x + cosf(centralAngle + angleStep)*radius, center.y + sinf(centralAngle + angleStep)*radius); | ||
| 1506 | rlVertex2f(center.x + cosf(centralAngle)*radius, center.y + sinf(centralAngle)*radius); | ||
| 1507 | |||
| 1508 | centralAngle += angleStep; | ||
| 1509 | } | ||
| 1510 | rlEnd(); | ||
| 1511 | #endif | ||
| 1512 | } | ||
| 1513 | |||
| 1514 | // Draw a polygon outline of n sides | ||
| 1515 | void DrawPolyLines(Vector2 center, int sides, float radius, float rotation, Color color) | ||
| 1516 | { | ||
| 1517 | if (sides < 3) sides = 3; | ||
| 1518 | float centralAngle = rotation*DEG2RAD; | ||
| 1519 | float angleStep = 360.0f/(float)sides*DEG2RAD; | ||
| 1520 | |||
| 1521 | rlBegin(RL_LINES); | ||
| 1522 | for (int i = 0; i < sides; i++) | ||
| 1523 | { | ||
| 1524 | rlColor4ub(color.r, color.g, color.b, color.a); | ||
| 1525 | |||
| 1526 | rlVertex2f(center.x + cosf(centralAngle)*radius, center.y + sinf(centralAngle)*radius); | ||
| 1527 | rlVertex2f(center.x + cosf(centralAngle + angleStep)*radius, center.y + sinf(centralAngle + angleStep)*radius); | ||
| 1528 | |||
| 1529 | centralAngle += angleStep; | ||
| 1530 | } | ||
| 1531 | rlEnd(); | ||
| 1532 | } | ||
| 1533 | |||
| 1534 | void DrawPolyLinesEx(Vector2 center, int sides, float radius, float rotation, float lineThick, Color color) | ||
| 1535 | { | ||
| 1536 | if (sides < 3) sides = 3; | ||
| 1537 | float centralAngle = rotation*DEG2RAD; | ||
| 1538 | float exteriorAngle = 360.0f/(float)sides*DEG2RAD; | ||
| 1539 | float innerRadius = radius - (lineThick*cosf(DEG2RAD*exteriorAngle/2.0f)); | ||
| 1540 | |||
| 1541 | #if defined(SUPPORT_QUADS_DRAW_MODE) | ||
| 1542 | rlSetTexture(GetShapesTexture().id); | ||
| 1543 | Rectangle shapeRect = GetShapesTextureRectangle(); | ||
| 1544 | |||
| 1545 | rlBegin(RL_QUADS); | ||
| 1546 | for (int i = 0; i < sides; i++) | ||
| 1547 | { | ||
| 1548 | rlColor4ub(color.r, color.g, color.b, color.a); | ||
| 1549 | float nextAngle = centralAngle + exteriorAngle; | ||
| 1550 | |||
| 1551 | rlTexCoord2f(shapeRect.x/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height); | ||
| 1552 | rlVertex2f(center.x + cosf(centralAngle)*radius, center.y + sinf(centralAngle)*radius); | ||
| 1553 | |||
| 1554 | rlTexCoord2f(shapeRect.x/texShapes.width, shapeRect.y/texShapes.height); | ||
| 1555 | rlVertex2f(center.x + cosf(centralAngle)*innerRadius, center.y + sinf(centralAngle)*innerRadius); | ||
| 1556 | |||
| 1557 | rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height); | ||
| 1558 | rlVertex2f(center.x + cosf(nextAngle)*innerRadius, center.y + sinf(nextAngle)*innerRadius); | ||
| 1559 | |||
| 1560 | rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, shapeRect.y/texShapes.height); | ||
| 1561 | rlVertex2f(center.x + cosf(nextAngle)*radius, center.y + sinf(nextAngle)*radius); | ||
| 1562 | |||
| 1563 | centralAngle = nextAngle; | ||
| 1564 | } | ||
| 1565 | rlEnd(); | ||
| 1566 | rlSetTexture(0); | ||
| 1567 | #else | ||
| 1568 | rlBegin(RL_TRIANGLES); | ||
| 1569 | for (int i = 0; i < sides; i++) | ||
| 1570 | { | ||
| 1571 | rlColor4ub(color.r, color.g, color.b, color.a); | ||
| 1572 | float nextAngle = centralAngle + exteriorAngle; | ||
| 1573 | |||
| 1574 | rlVertex2f(center.x + cosf(nextAngle)*radius, center.y + sinf(nextAngle)*radius); | ||
| 1575 | rlVertex2f(center.x + cosf(centralAngle)*radius, center.y + sinf(centralAngle)*radius); | ||
| 1576 | rlVertex2f(center.x + cosf(centralAngle)*innerRadius, center.y + sinf(centralAngle)*innerRadius); | ||
| 1577 | |||
| 1578 | rlVertex2f(center.x + cosf(centralAngle)*innerRadius, center.y + sinf(centralAngle)*innerRadius); | ||
| 1579 | rlVertex2f(center.x + cosf(nextAngle)*innerRadius, center.y + sinf(nextAngle)*innerRadius); | ||
| 1580 | rlVertex2f(center.x + cosf(nextAngle)*radius, center.y + sinf(nextAngle)*radius); | ||
| 1581 | |||
| 1582 | centralAngle = nextAngle; | ||
| 1583 | } | ||
| 1584 | rlEnd(); | ||
| 1585 | #endif | ||
| 1586 | } | ||
| 1587 | |||
| 1588 | //---------------------------------------------------------------------------------- | ||
| 1589 | // Module Functions Definition - Splines functions | ||
| 1590 | //---------------------------------------------------------------------------------- | ||
| 1591 | |||
| 1592 | // Draw spline: linear, minimum 2 points | ||
| 1593 | void DrawSplineLinear(const Vector2 *points, int pointCount, float thick, Color color) | ||
| 1594 | { | ||
| 1595 | if (pointCount < 2) return; | ||
| 1596 | |||
| 1597 | #if defined(SUPPORT_SPLINE_MITERS) | ||
| 1598 | Vector2 prevNormal = (Vector2){-(points[1].y - points[0].y), (points[1].x - points[0].x)}; | ||
| 1599 | float prevLength = sqrtf(prevNormal.x*prevNormal.x + prevNormal.y*prevNormal.y); | ||
| 1600 | |||
| 1601 | if (prevLength > 0.0f) | ||
| 1602 | { | ||
| 1603 | prevNormal.x /= prevLength; | ||
| 1604 | prevNormal.y /= prevLength; | ||
| 1605 | } | ||
| 1606 | else | ||
| 1607 | { | ||
| 1608 | prevNormal.x = 0.0f; | ||
| 1609 | prevNormal.y = 0.0f; | ||
| 1610 | } | ||
| 1611 | |||
| 1612 | Vector2 prevRadius = { 0.5f*thick*prevNormal.x, 0.5f*thick*prevNormal.y }; | ||
| 1613 | |||
| 1614 | for (int i = 0; i < pointCount - 1; i++) | ||
| 1615 | { | ||
| 1616 | Vector2 normal = { 0 }; | ||
| 1617 | |||
| 1618 | if (i < pointCount - 2) | ||
| 1619 | { | ||
| 1620 | normal = (Vector2){-(points[i + 2].y - points[i + 1].y), (points[i + 2].x - points[i + 1].x)}; | ||
| 1621 | float normalLength = sqrtf(normal.x*normal.x + normal.y*normal.y); | ||
| 1622 | |||
| 1623 | if (normalLength > 0.0f) | ||
| 1624 | { | ||
| 1625 | normal.x /= normalLength; | ||
| 1626 | normal.y /= normalLength; | ||
| 1627 | } | ||
| 1628 | else | ||
| 1629 | { | ||
| 1630 | normal.x = 0.0f; | ||
| 1631 | normal.y = 0.0f; | ||
| 1632 | } | ||
| 1633 | } | ||
| 1634 | else | ||
| 1635 | { | ||
| 1636 | normal = prevNormal; | ||
| 1637 | } | ||
| 1638 | |||
| 1639 | Vector2 radius = { prevNormal.x + normal.x, prevNormal.y + normal.y }; | ||
| 1640 | float radiusLength = sqrtf(radius.x*radius.x + radius.y*radius.y); | ||
| 1641 | |||
| 1642 | if (radiusLength > 0.0f) | ||
| 1643 | { | ||
| 1644 | radius.x /= radiusLength; | ||
| 1645 | radius.y /= radiusLength; | ||
| 1646 | } | ||
| 1647 | else | ||
| 1648 | { | ||
| 1649 | radius.x = 0.0f; | ||
| 1650 | radius.y = 0.0f; | ||
| 1651 | } | ||
| 1652 | |||
| 1653 | float cosTheta = radius.x*normal.x + radius.y*normal.y; | ||
| 1654 | |||
| 1655 | if (cosTheta != 0.0f) | ||
| 1656 | { | ||
| 1657 | radius.x *= (thick*0.5f/cosTheta); | ||
| 1658 | radius.y *= (thick*0.5f/cosTheta); | ||
| 1659 | } | ||
| 1660 | else | ||
| 1661 | { | ||
| 1662 | radius.x = 0.0f; | ||
| 1663 | radius.y = 0.0f; | ||
| 1664 | } | ||
| 1665 | |||
| 1666 | Vector2 strip[4] = { | ||
| 1667 | { points[i].x - prevRadius.x, points[i].y - prevRadius.y }, | ||
| 1668 | { points[i].x + prevRadius.x, points[i].y + prevRadius.y }, | ||
| 1669 | { points[i + 1].x - radius.x, points[i + 1].y - radius.y }, | ||
| 1670 | { points[i + 1].x + radius.x, points[i + 1].y + radius.y } | ||
| 1671 | }; | ||
| 1672 | |||
| 1673 | DrawTriangleStrip(strip, 4, color); | ||
| 1674 | |||
| 1675 | prevRadius = radius; | ||
| 1676 | prevNormal = normal; | ||
| 1677 | } | ||
| 1678 | |||
| 1679 | #else // !SUPPORT_SPLINE_MITERS | ||
| 1680 | |||
| 1681 | Vector2 delta = { 0 }; | ||
| 1682 | float length = 0.0f; | ||
| 1683 | float scale = 0.0f; | ||
| 1684 | |||
| 1685 | for (int i = 0; i < pointCount - 1; i++) | ||
| 1686 | { | ||
| 1687 | delta = (Vector2){ points[i + 1].x - points[i].x, points[i + 1].y - points[i].y }; | ||
| 1688 | length = sqrtf(delta.x*delta.x + delta.y*delta.y); | ||
| 1689 | |||
| 1690 | if (length > 0) scale = thick/(2*length); | ||
| 1691 | |||
| 1692 | Vector2 radius = { -scale*delta.y, scale*delta.x }; | ||
| 1693 | Vector2 strip[4] = { | ||
| 1694 | { points[i].x - radius.x, points[i].y - radius.y }, | ||
| 1695 | { points[i].x + radius.x, points[i].y + radius.y }, | ||
| 1696 | { points[i + 1].x - radius.x, points[i + 1].y - radius.y }, | ||
| 1697 | { points[i + 1].x + radius.x, points[i + 1].y + radius.y } | ||
| 1698 | }; | ||
| 1699 | |||
| 1700 | DrawTriangleStrip(strip, 4, color); | ||
| 1701 | } | ||
| 1702 | #endif | ||
| 1703 | |||
| 1704 | #if defined(SUPPORT_SPLINE_SEGMENT_CAPS) | ||
| 1705 | // TODO: Add spline segment rounded caps at the begin/end of the spline | ||
| 1706 | #endif | ||
| 1707 | } | ||
| 1708 | |||
| 1709 | // Draw spline: B-Spline, minimum 4 points | ||
| 1710 | void DrawSplineBasis(const Vector2 *points, int pointCount, float thick, Color color) | ||
| 1711 | { | ||
| 1712 | if (pointCount < 4) return; | ||
| 1713 | |||
| 1714 | float a[4] = { 0 }; | ||
| 1715 | float b[4] = { 0 }; | ||
| 1716 | float dy = 0.0f; | ||
| 1717 | float dx = 0.0f; | ||
| 1718 | float size = 0.0f; | ||
| 1719 | |||
| 1720 | Vector2 currentPoint = { 0 }; | ||
| 1721 | Vector2 nextPoint = { 0 }; | ||
| 1722 | Vector2 vertices[2*SPLINE_SEGMENT_DIVISIONS + 2] = { 0 }; | ||
| 1723 | |||
| 1724 | for (int i = 0; i < (pointCount - 3); i++) | ||
| 1725 | { | ||
| 1726 | float t = 0.0f; | ||
| 1727 | Vector2 p1 = points[i], p2 = points[i + 1], p3 = points[i + 2], p4 = points[i + 3]; | ||
| 1728 | |||
| 1729 | a[0] = (-p1.x + 3.0f*p2.x - 3.0f*p3.x + p4.x)/6.0f; | ||
| 1730 | a[1] = (3.0f*p1.x - 6.0f*p2.x + 3.0f*p3.x)/6.0f; | ||
| 1731 | a[2] = (-3.0f*p1.x + 3.0f*p3.x)/6.0f; | ||
| 1732 | a[3] = (p1.x + 4.0f*p2.x + p3.x)/6.0f; | ||
| 1733 | |||
| 1734 | b[0] = (-p1.y + 3.0f*p2.y - 3.0f*p3.y + p4.y)/6.0f; | ||
| 1735 | b[1] = (3.0f*p1.y - 6.0f*p2.y + 3.0f*p3.y)/6.0f; | ||
| 1736 | b[2] = (-3.0f*p1.y + 3.0f*p3.y)/6.0f; | ||
| 1737 | b[3] = (p1.y + 4.0f*p2.y + p3.y)/6.0f; | ||
| 1738 | |||
| 1739 | currentPoint.x = a[3]; | ||
| 1740 | currentPoint.y = b[3]; | ||
| 1741 | |||
| 1742 | if (i == 0) DrawCircleV(currentPoint, thick/2.0f, color); // Draw init line circle-cap | ||
| 1743 | |||
| 1744 | if (i > 0) | ||
| 1745 | { | ||
| 1746 | vertices[0].x = currentPoint.x + dy*size; | ||
| 1747 | vertices[0].y = currentPoint.y - dx*size; | ||
| 1748 | vertices[1].x = currentPoint.x - dy*size; | ||
| 1749 | vertices[1].y = currentPoint.y + dx*size; | ||
| 1750 | } | ||
| 1751 | |||
| 1752 | for (int j = 1; j <= SPLINE_SEGMENT_DIVISIONS; j++) | ||
| 1753 | { | ||
| 1754 | t = ((float)j)/((float)SPLINE_SEGMENT_DIVISIONS); | ||
| 1755 | |||
| 1756 | nextPoint.x = a[3] + t*(a[2] + t*(a[1] + t*a[0])); | ||
| 1757 | nextPoint.y = b[3] + t*(b[2] + t*(b[1] + t*b[0])); | ||
| 1758 | |||
| 1759 | dy = nextPoint.y - currentPoint.y; | ||
| 1760 | dx = nextPoint.x - currentPoint.x; | ||
| 1761 | size = 0.5f*thick/sqrtf(dx*dx+dy*dy); | ||
| 1762 | |||
| 1763 | if ((i == 0) && (j == 1)) | ||
| 1764 | { | ||
| 1765 | vertices[0].x = currentPoint.x + dy*size; | ||
| 1766 | vertices[0].y = currentPoint.y - dx*size; | ||
| 1767 | vertices[1].x = currentPoint.x - dy*size; | ||
| 1768 | vertices[1].y = currentPoint.y + dx*size; | ||
| 1769 | } | ||
| 1770 | |||
| 1771 | vertices[2*j + 1].x = nextPoint.x - dy*size; | ||
| 1772 | vertices[2*j + 1].y = nextPoint.y + dx*size; | ||
| 1773 | vertices[2*j].x = nextPoint.x + dy*size; | ||
| 1774 | vertices[2*j].y = nextPoint.y - dx*size; | ||
| 1775 | |||
| 1776 | currentPoint = nextPoint; | ||
| 1777 | } | ||
| 1778 | |||
| 1779 | DrawTriangleStrip(vertices, 2*SPLINE_SEGMENT_DIVISIONS + 2, color); | ||
| 1780 | } | ||
| 1781 | |||
| 1782 | // Cap circle drawing at the end of every segment | ||
| 1783 | DrawCircleV(currentPoint, thick/2.0f, color); | ||
| 1784 | } | ||
| 1785 | |||
| 1786 | // Draw spline: Catmull-Rom, minimum 4 points | ||
| 1787 | void DrawSplineCatmullRom(const Vector2 *points, int pointCount, float thick, Color color) | ||
| 1788 | { | ||
| 1789 | if (pointCount < 4) return; | ||
| 1790 | |||
| 1791 | float dy = 0.0f; | ||
| 1792 | float dx = 0.0f; | ||
| 1793 | float size = 0.0f; | ||
| 1794 | |||
| 1795 | Vector2 currentPoint = points[1]; | ||
| 1796 | Vector2 nextPoint = { 0 }; | ||
| 1797 | Vector2 vertices[2*SPLINE_SEGMENT_DIVISIONS + 2] = { 0 }; | ||
| 1798 | |||
| 1799 | DrawCircleV(currentPoint, thick/2.0f, color); // Draw init line circle-cap | ||
| 1800 | |||
| 1801 | for (int i = 0; i < (pointCount - 3); i++) | ||
| 1802 | { | ||
| 1803 | float t = 0.0f; | ||
| 1804 | Vector2 p1 = points[i], p2 = points[i + 1], p3 = points[i + 2], p4 = points[i + 3]; | ||
| 1805 | |||
| 1806 | if (i > 0) | ||
| 1807 | { | ||
| 1808 | vertices[0].x = currentPoint.x + dy*size; | ||
| 1809 | vertices[0].y = currentPoint.y - dx*size; | ||
| 1810 | vertices[1].x = currentPoint.x - dy*size; | ||
| 1811 | vertices[1].y = currentPoint.y + dx*size; | ||
| 1812 | } | ||
| 1813 | |||
| 1814 | for (int j = 1; j <= SPLINE_SEGMENT_DIVISIONS; j++) | ||
| 1815 | { | ||
| 1816 | t = ((float)j)/((float)SPLINE_SEGMENT_DIVISIONS); | ||
| 1817 | |||
| 1818 | float q0 = (-1.0f*t*t*t) + (2.0f*t*t) + (-1.0f*t); | ||
| 1819 | float q1 = (3.0f*t*t*t) + (-5.0f*t*t) + 2.0f; | ||
| 1820 | float q2 = (-3.0f*t*t*t) + (4.0f*t*t) + t; | ||
| 1821 | float q3 = t*t*t - t*t; | ||
| 1822 | |||
| 1823 | nextPoint.x = 0.5f*((p1.x*q0) + (p2.x*q1) + (p3.x*q2) + (p4.x*q3)); | ||
| 1824 | nextPoint.y = 0.5f*((p1.y*q0) + (p2.y*q1) + (p3.y*q2) + (p4.y*q3)); | ||
| 1825 | |||
| 1826 | dy = nextPoint.y - currentPoint.y; | ||
| 1827 | dx = nextPoint.x - currentPoint.x; | ||
| 1828 | size = (0.5f*thick)/sqrtf(dx*dx + dy*dy); | ||
| 1829 | |||
| 1830 | if ((i == 0) && (j == 1)) | ||
| 1831 | { | ||
| 1832 | vertices[0].x = currentPoint.x + dy*size; | ||
| 1833 | vertices[0].y = currentPoint.y - dx*size; | ||
| 1834 | vertices[1].x = currentPoint.x - dy*size; | ||
| 1835 | vertices[1].y = currentPoint.y + dx*size; | ||
| 1836 | } | ||
| 1837 | |||
| 1838 | vertices[2*j + 1].x = nextPoint.x - dy*size; | ||
| 1839 | vertices[2*j + 1].y = nextPoint.y + dx*size; | ||
| 1840 | vertices[2*j].x = nextPoint.x + dy*size; | ||
| 1841 | vertices[2*j].y = nextPoint.y - dx*size; | ||
| 1842 | |||
| 1843 | currentPoint = nextPoint; | ||
| 1844 | } | ||
| 1845 | |||
| 1846 | DrawTriangleStrip(vertices, 2*SPLINE_SEGMENT_DIVISIONS + 2, color); | ||
| 1847 | } | ||
| 1848 | |||
| 1849 | // Cap circle drawing at the end of every segment | ||
| 1850 | DrawCircleV(currentPoint, thick/2.0f, color); | ||
| 1851 | } | ||
| 1852 | |||
| 1853 | // Draw spline: Quadratic Bezier, minimum 3 points (1 control point): [p1, c2, p3, c4...] | ||
| 1854 | void DrawSplineBezierQuadratic(const Vector2 *points, int pointCount, float thick, Color color) | ||
| 1855 | { | ||
| 1856 | if (pointCount >= 3) | ||
| 1857 | { | ||
| 1858 | for (int i = 0; i < pointCount - 2; i += 2) DrawSplineSegmentBezierQuadratic(points[i], points[i + 1], points[i + 2], thick, color); | ||
| 1859 | |||
| 1860 | // Cap circle drawing at the end of every segment | ||
| 1861 | //for (int i = 2; i < pointCount - 2; i += 2) DrawCircleV(points[i], thick/2.0f, color); | ||
| 1862 | } | ||
| 1863 | } | ||
| 1864 | |||
| 1865 | // Draw spline: Cubic Bezier, minimum 4 points (2 control points): [p1, c2, c3, p4, c5, c6...] | ||
| 1866 | void DrawSplineBezierCubic(const Vector2 *points, int pointCount, float thick, Color color) | ||
| 1867 | { | ||
| 1868 | if (pointCount >= 4) | ||
| 1869 | { | ||
| 1870 | for (int i = 0; i < pointCount - 3; i += 3) DrawSplineSegmentBezierCubic(points[i], points[i + 1], points[i + 2], points[i + 3], thick, color); | ||
| 1871 | |||
| 1872 | // Cap circle drawing at the end of every segment | ||
| 1873 | //for (int i = 3; i < pointCount - 3; i += 3) DrawCircleV(points[i], thick/2.0f, color); | ||
| 1874 | } | ||
| 1875 | } | ||
| 1876 | |||
| 1877 | // Draw spline segment: Linear, 2 points | ||
| 1878 | void DrawSplineSegmentLinear(Vector2 p1, Vector2 p2, float thick, Color color) | ||
| 1879 | { | ||
| 1880 | // NOTE: For the linear spline we don't use subdivisions, just a single quad | ||
| 1881 | |||
| 1882 | Vector2 delta = { p2.x - p1.x, p2.y - p1.y }; | ||
| 1883 | float length = sqrtf(delta.x*delta.x + delta.y*delta.y); | ||
| 1884 | |||
| 1885 | if ((length > 0) && (thick > 0)) | ||
| 1886 | { | ||
| 1887 | float scale = thick/(2*length); | ||
| 1888 | |||
| 1889 | Vector2 radius = { -scale*delta.y, scale*delta.x }; | ||
| 1890 | Vector2 strip[4] = { | ||
| 1891 | { p1.x - radius.x, p1.y - radius.y }, | ||
| 1892 | { p1.x + radius.x, p1.y + radius.y }, | ||
| 1893 | { p2.x - radius.x, p2.y - radius.y }, | ||
| 1894 | { p2.x + radius.x, p2.y + radius.y } | ||
| 1895 | }; | ||
| 1896 | |||
| 1897 | DrawTriangleStrip(strip, 4, color); | ||
| 1898 | } | ||
| 1899 | } | ||
| 1900 | |||
| 1901 | // Draw spline segment: B-Spline, 4 points | ||
| 1902 | void DrawSplineSegmentBasis(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color) | ||
| 1903 | { | ||
| 1904 | const float step = 1.0f/SPLINE_SEGMENT_DIVISIONS; | ||
| 1905 | |||
| 1906 | Vector2 currentPoint = { 0 }; | ||
| 1907 | Vector2 nextPoint = { 0 }; | ||
| 1908 | float t = 0.0f; | ||
| 1909 | |||
| 1910 | Vector2 points[2*SPLINE_SEGMENT_DIVISIONS + 2] = { 0 }; | ||
| 1911 | |||
| 1912 | float a[4] = { 0 }; | ||
| 1913 | float b[4] = { 0 }; | ||
| 1914 | |||
| 1915 | a[0] = (-p1.x + 3*p2.x - 3*p3.x + p4.x)/6.0f; | ||
| 1916 | a[1] = (3*p1.x - 6*p2.x + 3*p3.x)/6.0f; | ||
| 1917 | a[2] = (-3*p1.x + 3*p3.x)/6.0f; | ||
| 1918 | a[3] = (p1.x + 4*p2.x + p3.x)/6.0f; | ||
| 1919 | |||
| 1920 | b[0] = (-p1.y + 3*p2.y - 3*p3.y + p4.y)/6.0f; | ||
| 1921 | b[1] = (3*p1.y - 6*p2.y + 3*p3.y)/6.0f; | ||
| 1922 | b[2] = (-3*p1.y + 3*p3.y)/6.0f; | ||
| 1923 | b[3] = (p1.y + 4*p2.y + p3.y)/6.0f; | ||
| 1924 | |||
| 1925 | currentPoint.x = a[3]; | ||
| 1926 | currentPoint.y = b[3]; | ||
| 1927 | |||
| 1928 | for (int i = 0; i <= SPLINE_SEGMENT_DIVISIONS; i++) | ||
| 1929 | { | ||
| 1930 | t = step*(float)i; | ||
| 1931 | |||
| 1932 | nextPoint.x = a[3] + t*(a[2] + t*(a[1] + t*a[0])); | ||
| 1933 | nextPoint.y = b[3] + t*(b[2] + t*(b[1] + t*b[0])); | ||
| 1934 | |||
| 1935 | float dy = nextPoint.y - currentPoint.y; | ||
| 1936 | float dx = nextPoint.x - currentPoint.x; | ||
| 1937 | float size = (0.5f*thick)/sqrtf(dx*dx + dy*dy); | ||
| 1938 | |||
| 1939 | if (i == 1) | ||
| 1940 | { | ||
| 1941 | points[0].x = currentPoint.x + dy*size; | ||
| 1942 | points[0].y = currentPoint.y - dx*size; | ||
| 1943 | points[1].x = currentPoint.x - dy*size; | ||
| 1944 | points[1].y = currentPoint.y + dx*size; | ||
| 1945 | } | ||
| 1946 | |||
| 1947 | points[2*i + 1].x = nextPoint.x - dy*size; | ||
| 1948 | points[2*i + 1].y = nextPoint.y + dx*size; | ||
| 1949 | points[2*i].x = nextPoint.x + dy*size; | ||
| 1950 | points[2*i].y = nextPoint.y - dx*size; | ||
| 1951 | |||
| 1952 | currentPoint = nextPoint; | ||
| 1953 | } | ||
| 1954 | |||
| 1955 | DrawTriangleStrip(points, 2*SPLINE_SEGMENT_DIVISIONS+2, color); | ||
| 1956 | } | ||
| 1957 | |||
| 1958 | // Draw spline segment: Catmull-Rom, 4 points | ||
| 1959 | void DrawSplineSegmentCatmullRom(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color) | ||
| 1960 | { | ||
| 1961 | const float step = 1.0f/SPLINE_SEGMENT_DIVISIONS; | ||
| 1962 | |||
| 1963 | Vector2 currentPoint = p1; | ||
| 1964 | Vector2 nextPoint = { 0 }; | ||
| 1965 | float t = 0.0f; | ||
| 1966 | |||
| 1967 | Vector2 points[2*SPLINE_SEGMENT_DIVISIONS + 2] = { 0 }; | ||
| 1968 | |||
| 1969 | for (int i = 0; i <= SPLINE_SEGMENT_DIVISIONS; i++) | ||
| 1970 | { | ||
| 1971 | t = step*(float)i; | ||
| 1972 | |||
| 1973 | float q0 = (-1*t*t*t) + (2*t*t) + (-1*t); | ||
| 1974 | float q1 = (3*t*t*t) + (-5*t*t) + 2; | ||
| 1975 | float q2 = (-3*t*t*t) + (4*t*t) + t; | ||
| 1976 | float q3 = t*t*t - t*t; | ||
| 1977 | |||
| 1978 | nextPoint.x = 0.5f*((p1.x*q0) + (p2.x*q1) + (p3.x*q2) + (p4.x*q3)); | ||
| 1979 | nextPoint.y = 0.5f*((p1.y*q0) + (p2.y*q1) + (p3.y*q2) + (p4.y*q3)); | ||
| 1980 | |||
| 1981 | float dy = nextPoint.y - currentPoint.y; | ||
| 1982 | float dx = nextPoint.x - currentPoint.x; | ||
| 1983 | float size = (0.5f*thick)/sqrtf(dx*dx + dy*dy); | ||
| 1984 | |||
| 1985 | if (i == 1) | ||
| 1986 | { | ||
| 1987 | points[0].x = currentPoint.x + dy*size; | ||
| 1988 | points[0].y = currentPoint.y - dx*size; | ||
| 1989 | points[1].x = currentPoint.x - dy*size; | ||
| 1990 | points[1].y = currentPoint.y + dx*size; | ||
| 1991 | } | ||
| 1992 | |||
| 1993 | points[2*i + 1].x = nextPoint.x - dy*size; | ||
| 1994 | points[2*i + 1].y = nextPoint.y + dx*size; | ||
| 1995 | points[2*i].x = nextPoint.x + dy*size; | ||
| 1996 | points[2*i].y = nextPoint.y - dx*size; | ||
| 1997 | |||
| 1998 | currentPoint = nextPoint; | ||
| 1999 | } | ||
| 2000 | |||
| 2001 | DrawTriangleStrip(points, 2*SPLINE_SEGMENT_DIVISIONS + 2, color); | ||
| 2002 | } | ||
| 2003 | |||
| 2004 | // Draw spline segment: Quadratic Bezier, 2 points, 1 control point | ||
| 2005 | void DrawSplineSegmentBezierQuadratic(Vector2 p1, Vector2 c2, Vector2 p3, float thick, Color color) | ||
| 2006 | { | ||
| 2007 | const float step = 1.0f/SPLINE_SEGMENT_DIVISIONS; | ||
| 2008 | |||
| 2009 | Vector2 previous = p1; | ||
| 2010 | Vector2 current = { 0 }; | ||
| 2011 | float t = 0.0f; | ||
| 2012 | |||
| 2013 | Vector2 points[2*SPLINE_SEGMENT_DIVISIONS + 2] = { 0 }; | ||
| 2014 | |||
| 2015 | for (int i = 1; i <= SPLINE_SEGMENT_DIVISIONS; i++) | ||
| 2016 | { | ||
| 2017 | t = step*(float)i; | ||
| 2018 | |||
| 2019 | float a = powf(1.0f - t, 2); | ||
| 2020 | float b = 2.0f*(1.0f - t)*t; | ||
| 2021 | float c = powf(t, 2); | ||
| 2022 | |||
| 2023 | // NOTE: The easing functions aren't suitable here because they don't take a control point | ||
| 2024 | current.y = a*p1.y + b*c2.y + c*p3.y; | ||
| 2025 | current.x = a*p1.x + b*c2.x + c*p3.x; | ||
| 2026 | |||
| 2027 | float dy = current.y - previous.y; | ||
| 2028 | float dx = current.x - previous.x; | ||
| 2029 | float size = 0.5f*thick/sqrtf(dx*dx+dy*dy); | ||
| 2030 | |||
| 2031 | if (i == 1) | ||
| 2032 | { | ||
| 2033 | points[0].x = previous.x + dy*size; | ||
| 2034 | points[0].y = previous.y - dx*size; | ||
| 2035 | points[1].x = previous.x - dy*size; | ||
| 2036 | points[1].y = previous.y + dx*size; | ||
| 2037 | } | ||
| 2038 | |||
| 2039 | points[2*i + 1].x = current.x - dy*size; | ||
| 2040 | points[2*i + 1].y = current.y + dx*size; | ||
| 2041 | points[2*i].x = current.x + dy*size; | ||
| 2042 | points[2*i].y = current.y - dx*size; | ||
| 2043 | |||
| 2044 | previous = current; | ||
| 2045 | } | ||
| 2046 | |||
| 2047 | DrawTriangleStrip(points, 2*SPLINE_SEGMENT_DIVISIONS + 2, color); | ||
| 2048 | } | ||
| 2049 | |||
| 2050 | // Draw spline segment: Cubic Bezier, 2 points, 2 control points | ||
| 2051 | void DrawSplineSegmentBezierCubic(Vector2 p1, Vector2 c2, Vector2 c3, Vector2 p4, float thick, Color color) | ||
| 2052 | { | ||
| 2053 | const float step = 1.0f/SPLINE_SEGMENT_DIVISIONS; | ||
| 2054 | |||
| 2055 | Vector2 previous = p1; | ||
| 2056 | Vector2 current = { 0 }; | ||
| 2057 | float t = 0.0f; | ||
| 2058 | |||
| 2059 | Vector2 points[2*SPLINE_SEGMENT_DIVISIONS + 2] = { 0 }; | ||
| 2060 | |||
| 2061 | for (int i = 1; i <= SPLINE_SEGMENT_DIVISIONS; i++) | ||
| 2062 | { | ||
| 2063 | t = step*(float)i; | ||
| 2064 | |||
| 2065 | float a = powf(1.0f - t, 3); | ||
| 2066 | float b = 3.0f*powf(1.0f - t, 2)*t; | ||
| 2067 | float c = 3.0f*(1.0f - t)*powf(t, 2); | ||
| 2068 | float d = powf(t, 3); | ||
| 2069 | |||
| 2070 | current.y = a*p1.y + b*c2.y + c*c3.y + d*p4.y; | ||
| 2071 | current.x = a*p1.x + b*c2.x + c*c3.x + d*p4.x; | ||
| 2072 | |||
| 2073 | float dy = current.y - previous.y; | ||
| 2074 | float dx = current.x - previous.x; | ||
| 2075 | float size = 0.5f*thick/sqrtf(dx*dx+dy*dy); | ||
| 2076 | |||
| 2077 | if (i == 1) | ||
| 2078 | { | ||
| 2079 | points[0].x = previous.x + dy*size; | ||
| 2080 | points[0].y = previous.y - dx*size; | ||
| 2081 | points[1].x = previous.x - dy*size; | ||
| 2082 | points[1].y = previous.y + dx*size; | ||
| 2083 | } | ||
| 2084 | |||
| 2085 | points[2*i + 1].x = current.x - dy*size; | ||
| 2086 | points[2*i + 1].y = current.y + dx*size; | ||
| 2087 | points[2*i].x = current.x + dy*size; | ||
| 2088 | points[2*i].y = current.y - dx*size; | ||
| 2089 | |||
| 2090 | previous = current; | ||
| 2091 | } | ||
| 2092 | |||
| 2093 | DrawTriangleStrip(points, 2*SPLINE_SEGMENT_DIVISIONS + 2, color); | ||
| 2094 | } | ||
| 2095 | |||
| 2096 | // Get spline point for a given t [0.0f .. 1.0f], Linear | ||
| 2097 | Vector2 GetSplinePointLinear(Vector2 startPos, Vector2 endPos, float t) | ||
| 2098 | { | ||
| 2099 | Vector2 point = { 0 }; | ||
| 2100 | |||
| 2101 | point.x = startPos.x*(1.0f - t) + endPos.x*t; | ||
| 2102 | point.y = startPos.y*(1.0f - t) + endPos.y*t; | ||
| 2103 | |||
| 2104 | return point; | ||
| 2105 | } | ||
| 2106 | |||
| 2107 | // Get spline point for a given t [0.0f .. 1.0f], B-Spline | ||
| 2108 | Vector2 GetSplinePointBasis(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float t) | ||
| 2109 | { | ||
| 2110 | Vector2 point = { 0 }; | ||
| 2111 | |||
| 2112 | float a[4] = { 0 }; | ||
| 2113 | float b[4] = { 0 }; | ||
| 2114 | |||
| 2115 | a[0] = (-p1.x + 3*p2.x - 3*p3.x + p4.x)/6.0f; | ||
| 2116 | a[1] = (3*p1.x - 6*p2.x + 3*p3.x)/6.0f; | ||
| 2117 | a[2] = (-3*p1.x + 3*p3.x)/6.0f; | ||
| 2118 | a[3] = (p1.x + 4*p2.x + p3.x)/6.0f; | ||
| 2119 | |||
| 2120 | b[0] = (-p1.y + 3*p2.y - 3*p3.y + p4.y)/6.0f; | ||
| 2121 | b[1] = (3*p1.y - 6*p2.y + 3*p3.y)/6.0f; | ||
| 2122 | b[2] = (-3*p1.y + 3*p3.y)/6.0f; | ||
| 2123 | b[3] = (p1.y + 4*p2.y + p3.y)/6.0f; | ||
| 2124 | |||
| 2125 | point.x = a[3] + t*(a[2] + t*(a[1] + t*a[0])); | ||
| 2126 | point.y = b[3] + t*(b[2] + t*(b[1] + t*b[0])); | ||
| 2127 | |||
| 2128 | return point; | ||
| 2129 | } | ||
| 2130 | |||
| 2131 | // Get spline point for a given t [0.0f .. 1.0f], Catmull-Rom | ||
| 2132 | Vector2 GetSplinePointCatmullRom(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float t) | ||
| 2133 | { | ||
| 2134 | Vector2 point = { 0 }; | ||
| 2135 | |||
| 2136 | float q0 = (-1*t*t*t) + (2*t*t) + (-1*t); | ||
| 2137 | float q1 = (3*t*t*t) + (-5*t*t) + 2; | ||
| 2138 | float q2 = (-3*t*t*t) + (4*t*t) + t; | ||
| 2139 | float q3 = t*t*t - t*t; | ||
| 2140 | |||
| 2141 | point.x = 0.5f*((p1.x*q0) + (p2.x*q1) + (p3.x*q2) + (p4.x*q3)); | ||
| 2142 | point.y = 0.5f*((p1.y*q0) + (p2.y*q1) + (p3.y*q2) + (p4.y*q3)); | ||
| 2143 | |||
| 2144 | return point; | ||
| 2145 | } | ||
| 2146 | |||
| 2147 | // Get spline point for a given t [0.0f .. 1.0f], Quadratic Bezier | ||
| 2148 | Vector2 GetSplinePointBezierQuad(Vector2 startPos, Vector2 controlPos, Vector2 endPos, float t) | ||
| 2149 | { | ||
| 2150 | Vector2 point = { 0 }; | ||
| 2151 | |||
| 2152 | float a = powf(1.0f - t, 2); | ||
| 2153 | float b = 2.0f*(1.0f - t)*t; | ||
| 2154 | float c = powf(t, 2); | ||
| 2155 | |||
| 2156 | point.y = a*startPos.y + b*controlPos.y + c*endPos.y; | ||
| 2157 | point.x = a*startPos.x + b*controlPos.x + c*endPos.x; | ||
| 2158 | |||
| 2159 | return point; | ||
| 2160 | } | ||
| 2161 | |||
| 2162 | // Get spline point for a given t [0.0f .. 1.0f], Cubic Bezier | ||
| 2163 | Vector2 GetSplinePointBezierCubic(Vector2 startPos, Vector2 startControlPos, Vector2 endControlPos, Vector2 endPos, float t) | ||
| 2164 | { | ||
| 2165 | Vector2 point = { 0 }; | ||
| 2166 | |||
| 2167 | float a = powf(1.0f - t, 3); | ||
| 2168 | float b = 3.0f*powf(1.0f - t, 2)*t; | ||
| 2169 | float c = 3.0f*(1.0f - t)*powf(t, 2); | ||
| 2170 | float d = powf(t, 3); | ||
| 2171 | |||
| 2172 | point.y = a*startPos.y + b*startControlPos.y + c*endControlPos.y + d*endPos.y; | ||
| 2173 | point.x = a*startPos.x + b*startControlPos.x + c*endControlPos.x + d*endPos.x; | ||
| 2174 | |||
| 2175 | return point; | ||
| 2176 | } | ||
| 2177 | |||
| 2178 | //---------------------------------------------------------------------------------- | ||
| 2179 | // Module Functions Definition - Collision Detection functions | ||
| 2180 | //---------------------------------------------------------------------------------- | ||
| 2181 | |||
| 2182 | // Check if point is inside rectangle | ||
| 2183 | bool CheckCollisionPointRec(Vector2 point, Rectangle rec) | ||
| 2184 | { | ||
| 2185 | bool collision = false; | ||
| 2186 | |||
| 2187 | if ((point.x >= rec.x) && (point.x < (rec.x + rec.width)) && (point.y >= rec.y) && (point.y < (rec.y + rec.height))) collision = true; | ||
| 2188 | |||
| 2189 | return collision; | ||
| 2190 | } | ||
| 2191 | |||
| 2192 | // Check if point is inside circle | ||
| 2193 | bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius) | ||
| 2194 | { | ||
| 2195 | bool collision = false; | ||
| 2196 | |||
| 2197 | float distanceSquared = (point.x - center.x)*(point.x - center.x) + (point.y - center.y)*(point.y - center.y); | ||
| 2198 | |||
| 2199 | if (distanceSquared <= radius*radius) collision = true; | ||
| 2200 | |||
| 2201 | return collision; | ||
| 2202 | } | ||
| 2203 | |||
| 2204 | // Check if point is inside a triangle defined by three points (p1, p2, p3) | ||
| 2205 | bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3) | ||
| 2206 | { | ||
| 2207 | bool collision = false; | ||
| 2208 | |||
| 2209 | float alpha = ((p2.y - p3.y)*(point.x - p3.x) + (p3.x - p2.x)*(point.y - p3.y)) / | ||
| 2210 | ((p2.y - p3.y)*(p1.x - p3.x) + (p3.x - p2.x)*(p1.y - p3.y)); | ||
| 2211 | |||
| 2212 | float beta = ((p3.y - p1.y)*(point.x - p3.x) + (p1.x - p3.x)*(point.y - p3.y)) / | ||
| 2213 | ((p2.y - p3.y)*(p1.x - p3.x) + (p3.x - p2.x)*(p1.y - p3.y)); | ||
| 2214 | |||
| 2215 | float gamma = 1.0f - alpha - beta; | ||
| 2216 | |||
| 2217 | if ((alpha > 0) && (beta > 0) && (gamma > 0)) collision = true; | ||
| 2218 | |||
| 2219 | return collision; | ||
| 2220 | } | ||
| 2221 | |||
| 2222 | // Check if point is within a polygon described by array of vertices | ||
| 2223 | // NOTE: Based on http://jeffreythompson.org/collision-detection/poly-point.php | ||
| 2224 | bool CheckCollisionPointPoly(Vector2 point, const Vector2 *points, int pointCount) | ||
| 2225 | { | ||
| 2226 | bool inside = false; | ||
| 2227 | |||
| 2228 | if (pointCount > 2) | ||
| 2229 | { | ||
| 2230 | for (int i = 0, j = pointCount - 1; i < pointCount; j = i++) | ||
| 2231 | { | ||
| 2232 | if ((points[i].y > point.y) != (points[j].y > point.y) && | ||
| 2233 | (point.x < (points[j].x - points[i].x)*(point.y - points[i].y)/(points[j].y - points[i].y) + points[i].x)) | ||
| 2234 | { | ||
| 2235 | inside = !inside; | ||
| 2236 | } | ||
| 2237 | } | ||
| 2238 | } | ||
| 2239 | |||
| 2240 | return inside; | ||
| 2241 | } | ||
| 2242 | |||
| 2243 | // Check collision between two rectangles | ||
| 2244 | bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2) | ||
| 2245 | { | ||
| 2246 | bool collision = false; | ||
| 2247 | |||
| 2248 | if ((rec1.x < (rec2.x + rec2.width) && (rec1.x + rec1.width) > rec2.x) && | ||
| 2249 | (rec1.y < (rec2.y + rec2.height) && (rec1.y + rec1.height) > rec2.y)) collision = true; | ||
| 2250 | |||
| 2251 | return collision; | ||
| 2252 | } | ||
| 2253 | |||
| 2254 | // Check collision between two circles | ||
| 2255 | bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2) | ||
| 2256 | { | ||
| 2257 | bool collision = false; | ||
| 2258 | |||
| 2259 | float dx = center2.x - center1.x; // X distance between centers | ||
| 2260 | float dy = center2.y - center1.y; // Y distance between centers | ||
| 2261 | |||
| 2262 | float distanceSquared = dx*dx + dy*dy; // Distance between centers squared | ||
| 2263 | float radiusSum = radius1 + radius2; | ||
| 2264 | |||
| 2265 | collision = (distanceSquared <= (radiusSum*radiusSum)); | ||
| 2266 | |||
| 2267 | return collision; | ||
| 2268 | } | ||
| 2269 | |||
| 2270 | // Check collision between circle and rectangle | ||
| 2271 | // NOTE: Reviewed version to take into account corner limit case | ||
| 2272 | bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec) | ||
| 2273 | { | ||
| 2274 | bool collision = false; | ||
| 2275 | |||
| 2276 | float recCenterX = rec.x + rec.width/2.0f; | ||
| 2277 | float recCenterY = rec.y + rec.height/2.0f; | ||
| 2278 | |||
| 2279 | float dx = fabsf(center.x - recCenterX); | ||
| 2280 | float dy = fabsf(center.y - recCenterY); | ||
| 2281 | |||
| 2282 | if (dx > (rec.width/2.0f + radius)) { return false; } | ||
| 2283 | if (dy > (rec.height/2.0f + radius)) { return false; } | ||
| 2284 | |||
| 2285 | if (dx <= (rec.width/2.0f)) { return true; } | ||
| 2286 | if (dy <= (rec.height/2.0f)) { return true; } | ||
| 2287 | |||
| 2288 | float cornerDistanceSq = (dx - rec.width/2.0f)*(dx - rec.width/2.0f) + | ||
| 2289 | (dy - rec.height/2.0f)*(dy - rec.height/2.0f); | ||
| 2290 | |||
| 2291 | collision = (cornerDistanceSq <= (radius*radius)); | ||
| 2292 | |||
| 2293 | return collision; | ||
| 2294 | } | ||
| 2295 | |||
| 2296 | // Check the collision between two lines defined by two points each, returns collision point by reference | ||
| 2297 | bool CheckCollisionLines(Vector2 startPos1, Vector2 endPos1, Vector2 startPos2, Vector2 endPos2, Vector2 *collisionPoint) | ||
| 2298 | { | ||
| 2299 | bool collision = false; | ||
| 2300 | |||
| 2301 | float div = (endPos2.y - startPos2.y)*(endPos1.x - startPos1.x) - (endPos2.x - startPos2.x)*(endPos1.y - startPos1.y); | ||
| 2302 | |||
| 2303 | if (fabsf(div) >= FLT_EPSILON) | ||
| 2304 | { | ||
| 2305 | collision = true; | ||
| 2306 | |||
| 2307 | 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; | ||
| 2308 | 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; | ||
| 2309 | |||
| 2310 | if (((fabsf(startPos1.x - endPos1.x) > FLT_EPSILON) && (xi < fminf(startPos1.x, endPos1.x) || (xi > fmaxf(startPos1.x, endPos1.x)))) || | ||
| 2311 | ((fabsf(startPos2.x - endPos2.x) > FLT_EPSILON) && (xi < fminf(startPos2.x, endPos2.x) || (xi > fmaxf(startPos2.x, endPos2.x)))) || | ||
| 2312 | ((fabsf(startPos1.y - endPos1.y) > FLT_EPSILON) && (yi < fminf(startPos1.y, endPos1.y) || (yi > fmaxf(startPos1.y, endPos1.y)))) || | ||
| 2313 | ((fabsf(startPos2.y - endPos2.y) > FLT_EPSILON) && (yi < fminf(startPos2.y, endPos2.y) || (yi > fmaxf(startPos2.y, endPos2.y))))) collision = false; | ||
| 2314 | |||
| 2315 | if (collision && (collisionPoint != 0)) | ||
| 2316 | { | ||
| 2317 | collisionPoint->x = xi; | ||
| 2318 | collisionPoint->y = yi; | ||
| 2319 | } | ||
| 2320 | } | ||
| 2321 | |||
| 2322 | return collision; | ||
| 2323 | } | ||
| 2324 | |||
| 2325 | // Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold] | ||
| 2326 | bool CheckCollisionPointLine(Vector2 point, Vector2 p1, Vector2 p2, int threshold) | ||
| 2327 | { | ||
| 2328 | bool collision = false; | ||
| 2329 | |||
| 2330 | float dxc = point.x - p1.x; | ||
| 2331 | float dyc = point.y - p1.y; | ||
| 2332 | float dxl = p2.x - p1.x; | ||
| 2333 | float dyl = p2.y - p1.y; | ||
| 2334 | float cross = dxc*dyl - dyc*dxl; | ||
| 2335 | |||
| 2336 | if (fabsf(cross) < (threshold*fmaxf(fabsf(dxl), fabsf(dyl)))) | ||
| 2337 | { | ||
| 2338 | if (fabsf(dxl) >= fabsf(dyl)) collision = (dxl > 0)? ((p1.x <= point.x) && (point.x <= p2.x)) : ((p2.x <= point.x) && (point.x <= p1.x)); | ||
| 2339 | else collision = (dyl > 0)? ((p1.y <= point.y) && (point.y <= p2.y)) : ((p2.y <= point.y) && (point.y <= p1.y)); | ||
| 2340 | } | ||
| 2341 | |||
| 2342 | return collision; | ||
| 2343 | } | ||
| 2344 | |||
| 2345 | // Check if circle collides with a line created betweeen two points [p1] and [p2] | ||
| 2346 | RLAPI bool CheckCollisionCircleLine(Vector2 center, float radius, Vector2 p1, Vector2 p2) | ||
| 2347 | { | ||
| 2348 | float dx = p1.x - p2.x; | ||
| 2349 | float dy = p1.y - p2.y; | ||
| 2350 | |||
| 2351 | if ((fabsf(dx) + fabsf(dy)) <= FLT_EPSILON) | ||
| 2352 | { | ||
| 2353 | return CheckCollisionCircles(p1, 0, center, radius); | ||
| 2354 | } | ||
| 2355 | |||
| 2356 | float lengthSQ = ((dx*dx) + (dy*dy)); | ||
| 2357 | float dotProduct = (((center.x - p1.x)*(p2.x - p1.x)) + ((center.y - p1.y)*(p2.y - p1.y)))/(lengthSQ); | ||
| 2358 | |||
| 2359 | if (dotProduct > 1.0f) dotProduct = 1.0f; | ||
| 2360 | else if (dotProduct < 0.0f) dotProduct = 0.0f; | ||
| 2361 | |||
| 2362 | float dx2 = (p1.x - (dotProduct*(dx))) - center.x; | ||
| 2363 | float dy2 = (p1.y - (dotProduct*(dy))) - center.y; | ||
| 2364 | float distanceSQ = ((dx2*dx2) + (dy2*dy2)); | ||
| 2365 | |||
| 2366 | return (distanceSQ <= radius*radius); | ||
| 2367 | } | ||
| 2368 | |||
| 2369 | // Get collision rectangle for two rectangles collision | ||
| 2370 | Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2) | ||
| 2371 | { | ||
| 2372 | Rectangle overlap = { 0 }; | ||
| 2373 | |||
| 2374 | float left = (rec1.x > rec2.x)? rec1.x : rec2.x; | ||
| 2375 | float right1 = rec1.x + rec1.width; | ||
| 2376 | float right2 = rec2.x + rec2.width; | ||
| 2377 | float right = (right1 < right2)? right1 : right2; | ||
| 2378 | float top = (rec1.y > rec2.y)? rec1.y : rec2.y; | ||
| 2379 | float bottom1 = rec1.y + rec1.height; | ||
| 2380 | float bottom2 = rec2.y + rec2.height; | ||
| 2381 | float bottom = (bottom1 < bottom2)? bottom1 : bottom2; | ||
| 2382 | |||
| 2383 | if ((left < right) && (top < bottom)) | ||
| 2384 | { | ||
| 2385 | overlap.x = left; | ||
| 2386 | overlap.y = top; | ||
| 2387 | overlap.width = right - left; | ||
| 2388 | overlap.height = bottom - top; | ||
| 2389 | } | ||
| 2390 | |||
| 2391 | return overlap; | ||
| 2392 | } | ||
| 2393 | |||
| 2394 | //---------------------------------------------------------------------------------- | ||
| 2395 | // Module specific Functions Definition | ||
| 2396 | //---------------------------------------------------------------------------------- | ||
| 2397 | |||
| 2398 | // Cubic easing in-out | ||
| 2399 | // NOTE: Used by DrawLineBezier() only | ||
| 2400 | static float EaseCubicInOut(float t, float b, float c, float d) | ||
| 2401 | { | ||
| 2402 | float result = 0.0f; | ||
| 2403 | |||
| 2404 | if ((t /= 0.5f*d) < 1) result = 0.5f*c*t*t*t + b; | ||
| 2405 | else | ||
| 2406 | { | ||
| 2407 | t -= 2; | ||
| 2408 | result = 0.5f*c*(t*t*t + 2.0f) + b; | ||
| 2409 | } | ||
| 2410 | |||
| 2411 | return result; | ||
| 2412 | } | ||
| 2413 | |||
| 2414 | #endif // SUPPORT_MODULE_RSHAPES | ||
