/********************************************************************************************** * * raylib.shapes - Basic functions to draw 2d Shapes and check collisions * * CONFIGURATION: * * #define SUPPORT_FONT_TEXTURE * Draw rectangle shapes using font texture white character instead of default white texture * Allows drawing rectangles and text with a single draw call, very useful for GUI systems! * * #define SUPPORT_QUADS_DRAW_MODE * Use QUADS instead of TRIANGLES for drawing when possible. * Some lines-based shapes could still use lines * * LICENSE: zlib/libpng * * Copyright (c) 2014-2018 Ramon Santamaria (@raysan5) * * 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. * * 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: * * 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 "config.h" // Defines module configuration flags #include "raylib.h" // Declares module functions #include "rlgl.h" // raylib OpenGL abstraction layer to OpenGL 1.1, 2.1, 3.3+ or ES2 #include // Required for: abs(), fabs() #include // Required for: sinf(), cosf(), sqrtf() //---------------------------------------------------------------------------------- // Defines and Macros //---------------------------------------------------------------------------------- // Nop... //---------------------------------------------------------------------------------- // Types and Structures Definition //---------------------------------------------------------------------------------- // Not here... //---------------------------------------------------------------------------------- // Global Variables Definition //---------------------------------------------------------------------------------- // ... //---------------------------------------------------------------------------------- // Module specific Functions Declaration //---------------------------------------------------------------------------------- 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) { 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) { rlBegin(RL_LINES); rlColor4ub(color.r, color.g, color.b, color.a); rlVertex2f(position.x, position.y); rlVertex2f(position.x + 1.0f, position.y + 1.0f); rlEnd(); } // Draw a line void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color) { 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) { 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) { 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(GetTextureDefault().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(); } // 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) { 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) { if (rlCheckBufferLimit(RL_TRIANGLES, 3*36)) rlglDraw(); rlBegin(RL_TRIANGLES); for (int i = 0; i < 360; i += 10) { rlColor4ub(color1.r, color1.g, color1.b, color1.a); rlVertex2i(centerX, centerY); rlColor4ub(color2.r, color2.g, color2.b, color2.a); rlVertex2f(centerX + sinf(DEG2RAD*i)*radius, centerY + cosf(DEG2RAD*i)*radius); rlColor4ub(color2.r, color2.g, color2.b, color2.a); rlVertex2f(centerX + sinf(DEG2RAD*(i + 10))*radius, centerY + cosf(DEG2RAD*(i + 10))*radius); } 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 defined(SUPPORT_QUADS_DRAW_MODE) if (rlCheckBufferLimit(RL_QUADS, 4*(36/2))) rlglDraw(); rlEnableTexture(GetTextureDefault().id); // Default white texture rlBegin(RL_QUADS); for (int i = 0; i < 360; i += 20) { rlColor4ub(color.r, color.g, color.b, color.a); rlVertex2f(center.x, center.y); 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(); #else if (rlCheckBufferLimit(RL_TRIANGLES, 3*(36/2))) rlglDraw(); rlBegin(RL_TRIANGLES); for (int i = 0; i < 360; i += 10) { rlColor4ub(color.r, color.g, color.b, color.a); rlVertex2f(center.x, center.y); 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(); #endif } // Draw circle outline void DrawCircleLines(int centerX, int centerY, float radius, Color color) { if (rlCheckBufferLimit(RL_LINES, 2*36)) rlglDraw(); rlBegin(RL_LINES); rlColor4ub(color.r, color.g, color.b, color.a); // NOTE: Circle outline is drawn pixel by pixel every degree (0 to 360) for (int i = 0; i < 360; i += 10) { rlVertex2f(centerX + sinf(DEG2RAD*i)*radius, centerY + cosf(DEG2RAD*i)*radius); rlVertex2f(centerX + sinf(DEG2RAD*(i + 10))*radius, centerY + cosf(DEG2RAD*(i + 10))*radius); } 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 (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 defined(SUPPORT_QUADS_DRAW_MODE) #if defined(SUPPORT_FONT_TEXTURE) // Draw rectangle using font texture white character rlEnableTexture(GetDefaultFont().texture.id); rlBegin(RL_QUADS); rlColor4ub(color.r, color.g, color.b, color.a); rlNormal3f(0.0f, 0.0f, 1.0f); // NOTE: Default raylib font character 95 is a white square rlTexCoord2f((float)GetDefaultFont().chars[95].rec.x/GetDefaultFont().texture.width, (float)GetDefaultFont().chars[95].rec.y/GetDefaultFont().texture.height); rlVertex2f(position.x, position.y); rlTexCoord2f((float)GetDefaultFont().chars[95].rec.x/GetDefaultFont().texture.width, (float)(GetDefaultFont().chars[95].rec.y + GetDefaultFont().chars[95].rec.height)/GetDefaultFont().texture.height); rlVertex2f(position.x, position.y + size.y); rlTexCoord2f((float)(GetDefaultFont().chars[95].rec.x + GetDefaultFont().chars[95].rec.width)/GetDefaultFont().texture.width, (float)(GetDefaultFont().chars[95].rec.y + GetDefaultFont().chars[95].rec.height)/GetDefaultFont().texture.height); rlVertex2f(position.x + size.x, position.y + size.y); rlTexCoord2f((float)(GetDefaultFont().chars[95].rec.x + GetDefaultFont().chars[95].rec.width)/GetDefaultFont().texture.width, (float)GetDefaultFont().chars[95].rec.y/GetDefaultFont().texture.height); rlVertex2f(position.x + size.x, position.y); rlEnd(); rlDisableTexture(); #else rlEnableTexture(GetTextureDefault().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(); #endif // SUPPORT_FONT_TEXTURE #else rlBegin(RL_TRIANGLES); rlColor4ub(color.r, color.g, color.b, color.a); 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(); #endif // SUPPORT_QUADS_DRAW_MODE } // Draw a color-filled rectangle void DrawRectangleRec(Rectangle rec, Color color) { DrawRectangle(rec.x, rec.y, rec.width, rec.height, color); } void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color) { rlEnableTexture(GetTextureDefault().id); rlPushMatrix(); rlTranslatef(rec.x, 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, rec.height); rlVertex2f(rec.width, rec.height); rlVertex2f(rec.width, 0.0f); rlEnd(); rlPopMatrix(); rlDisableTexture(); } // Draw a vertical-gradient-filled rectangle // NOTE: Gradient goes from bottom (color1) to top (color2) void DrawRectangleGradientV(int posX, int posY, int width, int height, Color color1, Color color2) { DrawRectangleGradientEx((Rectangle){ posX, posY, width, height }, color1, color2, color2, color1); } // Draw a horizontal-gradient-filled rectangle // NOTE: Gradient goes from bottom (color1) to top (color2) void DrawRectangleGradientH(int posX, int posY, int width, int height, Color color1, Color color2) { DrawRectangleGradientEx((Rectangle){ posX, posY, width, height }, color1, color1, color2, color2); } // Draw a gradient-filled rectangle // NOTE: Colors refer to corners, starting at top-lef corner and counter-clockwise void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4) { #if defined(SUPPORT_FONT_TEXTURE) // Draw rectangle using font texture white character rlEnableTexture(GetDefaultFont().texture.id); rlBegin(RL_QUADS); rlNormal3f(0.0f, 0.0f, 1.0f); // NOTE: Default raylib font character 95 is a white square rlColor4ub(col1.r, col1.g, col1.b, col1.a); rlTexCoord2f(GetDefaultFont().chars[95].rec.x/GetDefaultFont().texture.width, GetDefaultFont().chars[95].rec.y/GetDefaultFont().texture.height); rlVertex2f(rec.x, rec.y); rlColor4ub(col2.r, col2.g, col2.b, col2.a); rlTexCoord2f(GetDefaultFont().chars[95].rec.x/GetDefaultFont().texture.width, (GetDefaultFont().chars[95].rec.y + GetDefaultFont().chars[95].rec.height)/GetDefaultFont().texture.height); rlVertex2f(rec.x, rec.y + rec.height); rlColor4ub(col3.r, col3.g, col3.b, col3.a); rlTexCoord2f((GetDefaultFont().chars[95].rec.x + GetDefaultFont().chars[95].rec.width)/GetDefaultFont().texture.width, (GetDefaultFont().chars[95].rec.y + GetDefaultFont().chars[95].rec.height)/GetDefaultFont().texture.height); rlVertex2f(rec.x + rec.width, rec.y + rec.height); rlColor4ub(col4.r, col4.g, col4.b, col4.a); rlTexCoord2f((GetDefaultFont().chars[95].rec.x + GetDefaultFont().chars[95].rec.width)/GetDefaultFont().texture.width, GetDefaultFont().chars[95].rec.y/GetDefaultFont().texture.height); rlVertex2f(rec.x + rec.width, rec.y); rlEnd(); rlDisableTexture(); #else rlEnableTexture(GetTextureDefault().id); // Default white texture rlBegin(RL_QUADS); rlNormal3f(0.0f, 0.0f, 1.0f); rlColor4ub(col1.r, col1.g, col1.b, col1.a); rlTexCoord2f(0.0f, 0.0f); rlVertex2f(rec.x, rec.y); rlColor4ub(col2.r, col2.g, col2.b, col2.a); rlTexCoord2f(0.0f, 1.0f); rlVertex2f(rec.x, rec.y + rec.height); rlColor4ub(col3.r, col3.g, col3.b, col3.a); rlTexCoord2f(1.0f, 1.0f); rlVertex2f(rec.x + rec.width, rec.y + rec.height); rlColor4ub(col4.r, col4.g, col4.b, col4.a); rlTexCoord2f(1.0f, 0.0f); rlVertex2f(rec.x + rec.width, rec.y); rlEnd(); rlDisableTexture(); #endif } // 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 defined(SUPPORT_QUADS_DRAW_MODE) 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); #else rlBegin(RL_LINES); rlColor4ub(color.r, color.g, color.b, color.a); rlVertex2i(posX + 1, posY + 1); rlVertex2i(posX + width, posY + 1); rlVertex2i(posX + width, posY + 1); rlVertex2i(posX + width, posY + height); rlVertex2i(posX + width, posY + height); rlVertex2i(posX + 1, posY + height); rlVertex2i(posX + 1, posY + height); rlVertex2i(posX + 1, posY + 1); rlEnd(); #endif } // Draw rectangle outline with extended parameters void DrawRectangleLinesEx(Rectangle rec, int lineThick, Color color) { if (lineThick > rec.width || lineThick > rec.height) { if(rec.width > rec.height) lineThick = rec.height/2; else if (rec.width < rec.height) lineThick = rec.width/2; } DrawRectangle(rec.x, rec.y, rec.width, lineThick, color); DrawRectangle(rec.x - lineThick + rec.width, rec.y + lineThick, lineThick, rec.height - lineThick*2, color); DrawRectangle(rec.x, rec.y + rec.height - lineThick, rec.width, lineThick, color); DrawRectangle(rec.x, rec.y + lineThick, lineThick, rec.height - lineThick*2, color); } // Draw a triangle void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color) { #if defined(SUPPORT_QUADS_DRAW_MODE) rlEnableTexture(GetTextureDefault().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(); #else 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(); #endif } // Draw a triangle using lines void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color) { rlBegin(RL_LINES); 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); 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; if (rlCheckBufferLimit(RL_QUADS, 4*(360/sides))) rlglDraw(); rlPushMatrix(); rlTranslatef(center.x, center.y, 0.0); rlRotatef(rotation, 0, 0, 1); #if defined(SUPPORT_QUADS_DRAW_MODE) rlEnableTexture(GetTextureDefault().id); // Default white texture rlBegin(RL_QUADS); for (int i = 0; i < 360; i += 360/sides) { rlColor4ub(color.r, color.g, color.b, color.a); rlVertex2f(0, 0); rlVertex2f(sinf(DEG2RAD*i)*radius, cosf(DEG2RAD*i)*radius); rlVertex2f(sinf(DEG2RAD*i)*radius, cosf(DEG2RAD*i)*radius); rlVertex2f(sinf(DEG2RAD*(i + 360/sides))*radius, cosf(DEG2RAD*(i + 360/sides))*radius); } rlEnd(); rlDisableTexture(); #else rlBegin(RL_TRIANGLES); for (int i = 0; i < 360; i += 360/sides) { rlColor4ub(color.r, color.g, color.b, color.a); rlVertex2f(0, 0); rlVertex2f(sinf(DEG2RAD*i)*radius, cosf(DEG2RAD*i)*radius); rlVertex2f(sinf(DEG2RAD*(i + 360/sides))*radius, cosf(DEG2RAD*(i + 360/sides))*radius); } rlEnd(); #endif rlPopMatrix(); } // Draw a closed polygon defined by points void DrawPolyEx(Vector2 *points, int pointsCount, Color color) { if (pointsCount >= 3) { if (rlCheckBufferLimit(RL_QUADS, pointsCount)) rlglDraw(); #if defined(SUPPORT_QUADS_DRAW_MODE) rlEnableTexture(GetTextureDefault().id); // Default white texture rlBegin(RL_QUADS); rlColor4ub(color.r, color.g, color.b, color.a); for (int i = 1; i < pointsCount - 1; i++) { rlVertex2f(points[0].x, points[0].y); rlVertex2f(points[i].x, points[i].y); rlVertex2f(points[i].x, points[i].y); rlVertex2f(points[i + 1].x, points[i + 1].y); } rlEnd(); rlDisableTexture(); #else rlBegin(RL_TRIANGLES); rlColor4ub(color.r, color.g, color.b, color.a); for (int i = 1; i < pointsCount - 1; i++) { rlVertex2f(points[0].x, points[0].y); rlVertex2f(points[i].x, points[i].y); rlVertex2f(points[i + 1].x, points[i + 1].y); } rlEnd(); #endif } } // Draw polygon using lines void DrawPolyExLines(Vector2 *points, int pointsCount, Color color) { if (pointsCount >= 2) { if (rlCheckBufferLimit(RL_LINES, pointsCount)) rlglDraw(); rlBegin(RL_LINES); rlColor4ub(color.r, color.g, color.b, color.a); for (int i = 0; i < pointsCount - 1; i++) { rlVertex2f(points[i].x, points[i].y); rlVertex2f(points[i + 1].x, points[i + 1].y); } rlEnd(); } } //---------------------------------------------------------------------------------- // Module Functions Definition - Collision Detection functions //---------------------------------------------------------------------------------- // Check if point is inside rectangle bool CheckCollisionPointRec(Vector2 point, Rectangle rec) { bool collision = false; if ((point.x >= rec.x) && (point.x <= (rec.x + rec.width)) && (point.y >= rec.y) && (point.y <= (rec.y + rec.height))) collision = true; 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)); 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)); float gamma = 1.0f - alpha - beta; if ((alpha > 0) && (beta > 0) & (gamma > 0)) collision = true; return collision; } // Check collision between two rectangles bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2) { bool collision = false; float dx = fabs((rec1.x + rec1.width/2) - (rec2.x + rec2.width/2)); float dy = fabs((rec1.y + rec1.height/2) - (rec2.y + rec2.height/2)); if ((dx <= (rec1.width/2 + rec2.width/2)) && ((dy <= (rec1.height/2 + rec2.height/2)))) collision = true; return collision; } // Check collision between two circles bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2) { bool collision = false; float dx = center2.x - center1.x; // X distance between centers float dy = center2.y - center1.y; // Y distance between centers float distance = sqrtf(dx*dx + dy*dy); // Distance between centers if (distance <= (radius1 + radius2)) collision = true; 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; float dx = fabs(center.x - recCenterX); float dy = fabs(center.y - recCenterY); if (dx > (rec.width/2.0f + radius)) { return false; } if (dy > (rec.height/2.0f + radius)) { return false; } if (dx <= (rec.width/2.0f)) { return true; } if (dy <= (rec.height/2.0f)) { return true; } float cornerDistanceSq = (dx - rec.width/2.0f)*(dx - rec.width/2.0f) + (dy - rec.height/2.0f)*(dy - 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 }; if (CheckCollisionRecs(rec1, rec2)) { float dxx = fabs(rec1.x - rec2.x); float dyy = fabs(rec1.y - rec2.y); if (rec1.x <= rec2.x) { if (rec1.y <= rec2.y) { 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) { 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; } } 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; } } return retRec; } //---------------------------------------------------------------------------------- // 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 /= 0.5*d) < 1) return 0.5*c*t*t*t + b; t -= 2; return 0.5*c*(t*t*t + 2) + b; }