raylib/src/shapes.c

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/**********************************************************************************************
*
* raylib.shapes - Basic functions to draw 2d Shapes and check collisions
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*
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* CONFIGURATION:
*
* #define SUPPORT_QUADS_ONLY
* Draw shapes using only QUADS, vertex are accumulated in QUADS arrays (like textures)
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*
* #define SUPPORT_TRIANGLES_ONLY
* Draw shapes using only TRIANGLES, vertex are accumulated in TRIANGLES arrays
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*
*
* LICENSE: zlib/libpng
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*
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* Copyright (c) 2014-2017 Ramon Santamaria (@raysan5)
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*
* This software is provided "as-is", without any express or implied warranty. In no event
* will the authors be held liable for any damages arising from the use of this software.
*
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* Permission is granted to anyone to use this software for any purpose, including commercial
* applications, and to alter it and redistribute it freely, subject to the following restrictions:
*
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* 1. The origin of this software must not be misrepresented; you must not claim that you
* wrote the original software. If you use this software in a product, an acknowledgment
* in the product documentation would be appreciated but is not required.
*
* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
* as being the original software.
*
* 3. This notice may not be removed or altered from any source distribution.
*
**********************************************************************************************/
#include "raylib.h"
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#include "rlgl.h" // raylib OpenGL abstraction layer to OpenGL 1.1, 2.1, 3.3+ or ES2
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#include <stdlib.h> // Required for: abs()
#include <math.h> // Required for: sinf(), cosf(), sqrtf()
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//----------------------------------------------------------------------------------
// Defines and Macros
//----------------------------------------------------------------------------------
// Nop...
//----------------------------------------------------------------------------------
// Types and Structures Definition
//----------------------------------------------------------------------------------
// Not here...
//----------------------------------------------------------------------------------
// Global Variables Definition
//----------------------------------------------------------------------------------
// ...
//----------------------------------------------------------------------------------
// Module specific Functions Declaration
//----------------------------------------------------------------------------------
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static float EaseCubicInOut(float t, float b, float c, float d); // Cubic easing
//----------------------------------------------------------------------------------
// Module Functions Definition
//----------------------------------------------------------------------------------
// Draw a pixel
void DrawPixel(int posX, int posY, Color color)
{
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rlBegin(RL_LINES);
rlColor4ub(color.r, color.g, color.b, color.a);
rlVertex2i(posX, posY);
rlVertex2i(posX + 1, posY + 1);
rlEnd();
}
// Draw a pixel (Vector version)
void DrawPixelV(Vector2 position, Color color)
{
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rlBegin(RL_LINES);
rlColor4ub(color.r, color.g, color.b, color.a);
rlVertex2f(position.x, position.y);
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rlVertex2f(position.x + 1.0f, position.y + 1.0f);
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rlEnd();
}
// Draw a line
void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color)
{
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rlBegin(RL_LINES);
rlColor4ub(color.r, color.g, color.b, color.a);
rlVertex2i(startPosX, startPosY);
rlVertex2i(endPosX, endPosY);
rlEnd();
}
// Draw a line (Vector version)
void DrawLineV(Vector2 startPos, Vector2 endPos, Color color)
{
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rlBegin(RL_LINES);
rlColor4ub(color.r, color.g, color.b, color.a);
rlVertex2f(startPos.x, startPos.y);
rlVertex2f(endPos.x, endPos.y);
rlEnd();
}
// Draw a line defining thickness
void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color)
{
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if (startPos.x > endPos.x)
{
Vector2 tempPos = startPos;
startPos = endPos;
endPos = tempPos;
}
float dx = endPos.x - startPos.x;
float dy = endPos.y - startPos.y;
float d = sqrtf(dx*dx + dy*dy);
float angle = asinf(dy/d);
rlEnableTexture(GetDefaultTexture().id);
rlPushMatrix();
rlTranslatef((float)startPos.x, (float)startPos.y, 0);
rlRotatef(-RAD2DEG*angle, 0, 0, 1);
rlTranslatef(0, -thick/2.0f, 0);
rlBegin(RL_QUADS);
rlColor4ub(color.r, color.g, color.b, color.a);
rlNormal3f(0.0f, 0.0f, 1.0f);
rlVertex2f(0.0f, 0.0f);
rlVertex2f(0.0f, thick);
rlVertex2f(d, thick);
rlVertex2f(d, 0.0f);
rlEnd();
rlPopMatrix();
rlDisableTexture();
}
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// Draw line using cubic-bezier curves in-out
void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color)
{
#define LINE_DIVISIONS 24 // Bezier line divisions
Vector2 previous = startPos;
Vector2 current;
for (int i = 1; i <= LINE_DIVISIONS; i++)
{
// Cubic easing in-out
// NOTE: Easing is calcutated only for y position value
current.y = EaseCubicInOut(i, startPos.y, endPos.y - startPos.y, LINE_DIVISIONS);
current.x = previous.x + (endPos.x - startPos.x)/LINE_DIVISIONS;
DrawLineEx(previous, current, thick, color);
previous = current;
}
}
// Draw a color-filled circle
void DrawCircle(int centerX, int centerY, float radius, Color color)
{
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DrawCircleV((Vector2){ (float)centerX, (float)centerY }, radius, color);
}
// Draw a gradient-filled circle
// NOTE: Gradient goes from center (color1) to border (color2)
void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2)
{
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rlBegin(RL_TRIANGLES);
for (int i = 0; i < 360; i += 10)
{
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rlColor4ub(color1.r, color1.g, color1.b, color1.a);
rlVertex2i(centerX, centerY);
rlColor4ub(color2.r, color2.g, color2.b, color2.a);
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rlVertex2f(centerX + sinf(DEG2RAD*i)*radius, centerY + cosf(DEG2RAD*i)*radius);
rlColor4ub(color2.r, color2.g, color2.b, color2.a);
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rlVertex2f(centerX + sinf(DEG2RAD*(i + 10))*radius, centerY + cosf(DEG2RAD*(i + 10))*radius);
}
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rlEnd();
}
// Draw a color-filled circle (Vector version)
// NOTE: On OpenGL 3.3 and ES2 we use QUADS to avoid drawing order issues (view rlglDraw)
void DrawCircleV(Vector2 center, float radius, Color color)
{
if (rlGetVersion() == OPENGL_11)
{
rlBegin(RL_TRIANGLES);
for (int i = 0; i < 360; i += 10)
{
rlColor4ub(color.r, color.g, color.b, color.a);
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rlVertex2f(center.x, center.y);
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rlVertex2f(center.x + sinf(DEG2RAD*i)*radius, center.y + cosf(DEG2RAD*i)*radius);
rlVertex2f(center.x + sinf(DEG2RAD*(i + 10))*radius, center.y + cosf(DEG2RAD*(i + 10))*radius);
}
rlEnd();
}
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else if ((rlGetVersion() == OPENGL_21) || (rlGetVersion() == OPENGL_33) || (rlGetVersion() == OPENGL_ES_20))
{
rlEnableTexture(GetDefaultTexture().id); // Default white texture
rlBegin(RL_QUADS);
for (int i = 0; i < 360; i += 20)
{
rlColor4ub(color.r, color.g, color.b, color.a);
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rlVertex2f(center.x, center.y);
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rlVertex2f(center.x + sinf(DEG2RAD*i)*radius, center.y + cosf(DEG2RAD*i)*radius);
rlVertex2f(center.x + sinf(DEG2RAD*(i + 10))*radius, center.y + cosf(DEG2RAD*(i + 10))*radius);
rlVertex2f(center.x + sinf(DEG2RAD*(i + 20))*radius, center.y + cosf(DEG2RAD*(i + 20))*radius);
}
rlEnd();
rlDisableTexture();
}
}
// Draw circle outline
void DrawCircleLines(int centerX, int centerY, float radius, Color color)
{
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rlBegin(RL_LINES);
rlColor4ub(color.r, color.g, color.b, color.a);
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// NOTE: Circle outline is drawn pixel by pixel every degree (0 to 360)
for (int i = 0; i < 360; i += 10)
{
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rlVertex2f(centerX + sinf(DEG2RAD*i)*radius, centerY + cosf(DEG2RAD*i)*radius);
rlVertex2f(centerX + sinf(DEG2RAD*(i + 10))*radius, centerY + cosf(DEG2RAD*(i + 10))*radius);
}
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rlEnd();
}
// Draw a color-filled rectangle
void DrawRectangle(int posX, int posY, int width, int height, Color color)
{
Vector2 position = { (float)posX, (float)posY };
Vector2 size = { (float)width, (float)height };
DrawRectangleV(position, size, color);
}
// Draw a color-filled rectangle
void DrawRectangleRec(Rectangle rec, Color color)
{
DrawRectangle(rec.x, rec.y, rec.width, rec.height, color);
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}
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void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color)
{
rlEnableTexture(GetDefaultTexture().id);
rlPushMatrix();
rlTranslatef((float)rec.x, (float)rec.y, 0);
rlRotatef(rotation, 0, 0, 1);
rlTranslatef(-origin.x, -origin.y, 0);
rlBegin(RL_QUADS);
rlColor4ub(color.r, color.g, color.b, color.a);
rlNormal3f(0.0f, 0.0f, 1.0f); // Normal vector pointing towards viewer
rlVertex2f(0.0f, 0.0f);
rlVertex2f(0.0f, (float)rec.height);
rlVertex2f((float)rec.width, (float)rec.height);
rlVertex2f((float)rec.width, 0.0f);
rlEnd();
rlPopMatrix();
rlDisableTexture();
}
// Draw a gradient-filled rectangle
// NOTE: Gradient goes from bottom (color1) to top (color2)
void DrawRectangleGradient(int posX, int posY, int width, int height, Color color1, Color color2)
{
rlBegin(RL_TRIANGLES);
rlColor4ub(color1.r, color1.g, color1.b, color1.a); rlVertex2i(posX, posY);
rlColor4ub(color2.r, color2.g, color2.b, color2.a); rlVertex2i(posX, posY + height);
rlColor4ub(color2.r, color2.g, color2.b, color2.a); rlVertex2i(posX + width, posY + height);
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rlColor4ub(color1.r, color1.g, color1.b, color1.a); rlVertex2i(posX, posY);
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rlColor4ub(color2.r, color2.g, color2.b, color2.a); rlVertex2i(posX + width, posY + height);
rlColor4ub(color1.r, color1.g, color1.b, color1.a); rlVertex2i(posX + width, posY);
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rlEnd();
}
// Draw a color-filled rectangle (Vector version)
// NOTE: On OpenGL 3.3 and ES2 we use QUADS to avoid drawing order issues (view rlglDraw)
void DrawRectangleV(Vector2 position, Vector2 size, Color color)
{
if (rlGetVersion() == OPENGL_11)
{
rlBegin(RL_TRIANGLES);
rlColor4ub(color.r, color.g, color.b, color.a);
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rlVertex2i(position.x, position.y);
rlVertex2i(position.x, position.y + size.y);
rlVertex2i(position.x + size.x, position.y + size.y);
rlVertex2i(position.x, position.y);
rlVertex2i(position.x + size.x, position.y + size.y);
rlVertex2i(position.x + size.x, position.y);
rlEnd();
}
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else if ((rlGetVersion() == OPENGL_21) || (rlGetVersion() == OPENGL_33) || (rlGetVersion() == OPENGL_ES_20))
{
rlEnableTexture(GetDefaultTexture().id); // Default white texture
rlBegin(RL_QUADS);
rlColor4ub(color.r, color.g, color.b, color.a);
rlNormal3f(0.0f, 0.0f, 1.0f);
rlTexCoord2f(0.0f, 0.0f);
rlVertex2f(position.x, position.y);
rlTexCoord2f(0.0f, 1.0f);
rlVertex2f(position.x, position.y + size.y);
rlTexCoord2f(1.0f, 1.0f);
rlVertex2f(position.x + size.x, position.y + size.y);
rlTexCoord2f(1.0f, 0.0f);
rlVertex2f(position.x + size.x, position.y);
rlEnd();
rlDisableTexture();
}
}
// Draw rectangle outline
// NOTE: On OpenGL 3.3 and ES2 we use QUADS to avoid drawing order issues (view rlglDraw)
void DrawRectangleLines(int posX, int posY, int width, int height, Color color)
{
if (rlGetVersion() == OPENGL_11)
{
rlBegin(RL_LINES);
rlColor4ub(color.r, color.g, color.b, color.a);
rlVertex2i(posX + 1, posY + 1);
rlVertex2i(posX + width, posY + 1);
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rlVertex2i(posX + width, posY + 1);
rlVertex2i(posX + width, posY + height);
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rlVertex2i(posX + width, posY + height);
rlVertex2i(posX + 1, posY + height);
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rlVertex2i(posX + 1, posY + height);
rlVertex2i(posX + 1, posY + 1);
rlEnd();
}
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else if ((rlGetVersion() == OPENGL_21) || (rlGetVersion() == OPENGL_33) || (rlGetVersion() == OPENGL_ES_20))
{
DrawRectangle(posX, posY, width, 1, color);
DrawRectangle(posX + width - 1, posY + 1, 1, height - 2, color);
DrawRectangle(posX, posY + height - 1, width, 1, color);
DrawRectangle(posX, posY + 1, 1, height - 2, color);
}
}
// Draw a triangle
void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color)
{
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if (rlGetVersion() == OPENGL_11)
{
rlBegin(RL_TRIANGLES);
rlColor4ub(color.r, color.g, color.b, color.a);
rlVertex2f(v1.x, v1.y);
rlVertex2f(v2.x, v2.y);
rlVertex2f(v3.x, v3.y);
rlEnd();
}
else if ((rlGetVersion() == OPENGL_21) || (rlGetVersion() == OPENGL_33) || (rlGetVersion() == OPENGL_ES_20))
{
rlEnableTexture(GetDefaultTexture().id); // Default white texture
rlBegin(RL_QUADS);
rlColor4ub(color.r, color.g, color.b, color.a);
rlVertex2f(v1.x, v1.y);
rlVertex2f(v2.x, v2.y);
rlVertex2f(v2.x, v2.y);
rlVertex2f(v3.x, v3.y);
rlEnd();
rlDisableTexture();
}
}
void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color)
{
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rlBegin(RL_LINES);
rlColor4ub(color.r, color.g, color.b, color.a);
rlVertex2f(v1.x, v1.y);
rlVertex2f(v2.x, v2.y);
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rlVertex2f(v2.x, v2.y);
rlVertex2f(v3.x, v3.y);
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rlVertex2f(v3.x, v3.y);
rlVertex2f(v1.x, v1.y);
rlEnd();
}
// Draw a regular polygon of n sides (Vector version)
void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color)
{
if (sides < 3) sides = 3;
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rlPushMatrix();
rlTranslatef(center.x, center.y, 0.0);
rlRotatef(rotation, 0, 0, 1);
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rlBegin(RL_TRIANGLES);
for (int i = 0; i < 360; i += 360/sides)
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{
rlColor4ub(color.r, color.g, color.b, color.a);
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rlVertex2f(0, 0);
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rlVertex2f(sinf(DEG2RAD*i)*radius, cosf(DEG2RAD*i)*radius);
rlVertex2f(sinf(DEG2RAD*(i + 360/sides))*radius, cosf(DEG2RAD*(i + 360/sides))*radius);
}
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rlEnd();
rlPopMatrix();
}
// Draw a closed polygon defined by points
// NOTE: Array num elements MUST be passed as parameter to function
void DrawPolyEx(Vector2 *points, int numPoints, Color color)
{
if (numPoints >= 3)
{
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rlBegin(RL_TRIANGLES);
rlColor4ub(color.r, color.g, color.b, color.a);
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for (int i = 1; i < numPoints - 1; i++)
{
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rlVertex2f(points[0].x, points[0].y);
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rlVertex2f(points[i].x, points[i].y);
rlVertex2f(points[i + 1].x, points[i + 1].y);
}
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rlEnd();
}
}
// Draw polygon lines
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// NOTE: Array num elements MUST be passed as parameter to function
void DrawPolyExLines(Vector2 *points, int numPoints, Color color)
{
if (numPoints >= 2)
{
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rlBegin(RL_LINES);
rlColor4ub(color.r, color.g, color.b, color.a);
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for (int i = 0; i < numPoints - 1; i++)
{
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rlVertex2f(points[i].x, points[i].y);
rlVertex2f(points[i + 1].x, points[i + 1].y);
}
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rlEnd();
}
}
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//----------------------------------------------------------------------------------
// Module Functions Definition - Collision Detection functions
//----------------------------------------------------------------------------------
// Check if point is inside rectangle
bool CheckCollisionPointRec(Vector2 point, Rectangle rec)
{
bool collision = false;
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if ((point.x >= rec.x) && (point.x <= (rec.x + rec.width)) && (point.y >= rec.y) && (point.y <= (rec.y + rec.height))) collision = true;
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return collision;
}
// Check if point is inside circle
bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius)
{
return CheckCollisionCircles(point, 0, center, radius);
}
// Check if point is inside a triangle defined by three points (p1, p2, p3)
bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3)
{
bool collision = false;
float alpha = ((p2.y - p3.y)*(point.x - p3.x) + (p3.x - p2.x)*(point.y - p3.y)) /
((p2.y - p3.y)*(p1.x - p3.x) + (p3.x - p2.x)*(p1.y - p3.y));
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float beta = ((p3.y - p1.y)*(point.x - p3.x) + (p1.x - p3.x)*(point.y - p3.y)) /
((p2.y - p3.y)*(p1.x - p3.x) + (p3.x - p2.x)*(p1.y - p3.y));
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float gamma = 1.0f - alpha - beta;
if ((alpha > 0) && (beta > 0) & (gamma > 0)) collision = true;
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return collision;
}
// Check collision between two rectangles
bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2)
{
bool collision = false;
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int dx = abs((rec1.x + rec1.width/2) - (rec2.x + rec2.width/2));
int dy = abs((rec1.y + rec1.height/2) - (rec2.y + rec2.height/2));
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if ((dx <= (rec1.width/2 + rec2.width/2)) && ((dy <= (rec1.height/2 + rec2.height/2)))) collision = true;
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return collision;
}
// Check collision between two circles
bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2)
{
bool collision = false;
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float dx = center2.x - center1.x; // X distance between centers
float dy = center2.y - center1.y; // Y distance between centers
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float distance = sqrtf(dx*dx + dy*dy); // Distance between centers
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if (distance <= (radius1 + radius2)) collision = true;
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return collision;
}
// Check collision between circle and rectangle
// NOTE: Reviewed version to take into account corner limit case
bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec)
{
int recCenterX = rec.x + rec.width/2;
int recCenterY = rec.y + rec.height/2;
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float dx = fabsf(center.x - recCenterX);
float dy = fabsf(center.y - recCenterY);
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if (dx > ((float)rec.width/2.0f + radius)) { return false; }
if (dy > ((float)rec.height/2.0f + radius)) { return false; }
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if (dx <= ((float)rec.width/2.0f)) { return true; }
if (dy <= ((float)rec.height/2.0f)) { return true; }
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float cornerDistanceSq = (dx - (float)rec.width/2.0f)*(dx - (float)rec.width/2.0f) +
(dy - (float)rec.height/2.0f)*(dy - (float)rec.height/2.0f);
return (cornerDistanceSq <= (radius*radius));
}
// Get collision rectangle for two rectangles collision
Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2)
{
Rectangle retRec = { 0, 0, 0, 0 };
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if (CheckCollisionRecs(rec1, rec2))
{
int dxx = abs(rec1.x - rec2.x);
int dyy = abs(rec1.y - rec2.y);
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if (rec1.x <= rec2.x)
{
if (rec1.y <= rec2.y)
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{
retRec.x = rec2.x;
retRec.y = rec2.y;
retRec.width = rec1.width - dxx;
retRec.height = rec1.height - dyy;
}
else
{
retRec.x = rec2.x;
retRec.y = rec1.y;
retRec.width = rec1.width - dxx;
retRec.height = rec2.height - dyy;
}
}
else
{
if (rec1.y <= rec2.y)
2014-09-03 18:51:28 +04:00
{
retRec.x = rec1.x;
retRec.y = rec2.y;
retRec.width = rec2.width - dxx;
retRec.height = rec1.height - dyy;
}
else
{
retRec.x = rec1.x;
retRec.y = rec1.y;
retRec.width = rec2.width - dxx;
retRec.height = rec2.height - dyy;
}
}
2016-03-16 19:50:51 +03:00
if (rec1.width > rec2.width)
{
if (retRec.width >= rec2.width) retRec.width = rec2.width;
}
else
{
if (retRec.width >= rec1.width) retRec.width = rec1.width;
}
if (rec1.height > rec2.height)
{
if (retRec.height >= rec2.height) retRec.height = rec2.height;
}
else
{
if (retRec.height >= rec1.height) retRec.height = rec1.height;
}
}
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return retRec;
}
2017-03-14 02:22:53 +03:00
//----------------------------------------------------------------------------------
// Module specific Functions Definition
//----------------------------------------------------------------------------------
// Cubic easing in-out
// NOTE: Required for DrawLineBezier()
static float EaseCubicInOut(float t, float b, float c, float d)
{
if ((t/=d/2) < 1) return (c/2*t*t*t + b);
return (c/2*((t-=2)*t*t + 2) + b);
}