0148432588
Replaced by fabs() that seem to work ok
776 lines
26 KiB
C
776 lines
26 KiB
C
/**********************************************************************************************
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*
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* raylib.shapes - Basic functions to draw 2d Shapes and check collisions
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*
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* CONFIGURATION:
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*
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* #define SUPPORT_FONT_TEXTURE
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* Draw rectangle shapes using font texture white character instead of default white texture
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* Allows drawing rectangles and text with a single draw call, very useful for GUI systems!
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*
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* #define SUPPORT_QUADS_DRAW_MODE
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* Use QUADS instead of TRIANGLES for drawing when possible.
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* Some lines-based shapes could still use lines
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*
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* LICENSE: zlib/libpng
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*
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* Copyright (c) 2014-2018 Ramon Santamaria (@raysan5)
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*
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* This software is provided "as-is", without any express or implied warranty. In no event
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* will the authors be held liable for any damages arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose, including commercial
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* applications, and to alter it and redistribute it freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not claim that you
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* wrote the original software. If you use this software in a product, an acknowledgment
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* in the product documentation would be appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
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* as being the original software.
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*
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* 3. This notice may not be removed or altered from any source distribution.
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*
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**********************************************************************************************/
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#include "config.h" // Defines module configuration flags
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#include "raylib.h" // Declares module functions
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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(), fabs()
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#include <math.h> // Required for: sinf(), cosf(), sqrtf()
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//----------------------------------------------------------------------------------
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// Defines and Macros
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//----------------------------------------------------------------------------------
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// Nop...
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//----------------------------------------------------------------------------------
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// Types and Structures Definition
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//----------------------------------------------------------------------------------
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// Not here...
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//----------------------------------------------------------------------------------
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// Global Variables Definition
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//----------------------------------------------------------------------------------
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// ...
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//----------------------------------------------------------------------------------
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// Module specific Functions Declaration
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//----------------------------------------------------------------------------------
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static float EaseCubicInOut(float t, float b, float c, float d); // Cubic easing
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//----------------------------------------------------------------------------------
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// Module Functions Definition
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//----------------------------------------------------------------------------------
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// Draw a pixel
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void DrawPixel(int posX, int posY, Color color)
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{
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rlBegin(RL_LINES);
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rlColor4ub(color.r, color.g, color.b, color.a);
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rlVertex2i(posX, posY);
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rlVertex2i(posX + 1, posY + 1);
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rlEnd();
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}
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// Draw a pixel (Vector version)
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void DrawPixelV(Vector2 position, Color color)
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{
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rlBegin(RL_LINES);
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rlColor4ub(color.r, color.g, color.b, color.a);
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rlVertex2f(position.x, position.y);
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rlVertex2f(position.x + 1.0f, position.y + 1.0f);
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rlEnd();
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}
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// Draw a line
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void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color)
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{
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rlBegin(RL_LINES);
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rlColor4ub(color.r, color.g, color.b, color.a);
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rlVertex2i(startPosX, startPosY);
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rlVertex2i(endPosX, endPosY);
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rlEnd();
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}
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// Draw a line (Vector version)
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void DrawLineV(Vector2 startPos, Vector2 endPos, Color color)
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{
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rlBegin(RL_LINES);
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rlColor4ub(color.r, color.g, color.b, color.a);
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rlVertex2f(startPos.x, startPos.y);
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rlVertex2f(endPos.x, endPos.y);
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rlEnd();
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}
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// Draw a line defining thickness
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void DrawLineEx(Vector2 startPos, Vector2 endPos, float thick, Color color)
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{
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if (startPos.x > endPos.x)
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{
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Vector2 tempPos = startPos;
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startPos = endPos;
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endPos = tempPos;
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}
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float dx = endPos.x - startPos.x;
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float dy = endPos.y - startPos.y;
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float d = sqrtf(dx*dx + dy*dy);
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float angle = asinf(dy/d);
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rlEnableTexture(GetTextureDefault().id);
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rlPushMatrix();
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rlTranslatef((float)startPos.x, (float)startPos.y, 0);
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rlRotatef(RAD2DEG*angle, 0, 0, 1);
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rlTranslatef(0, -thick/2.0f, 0);
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rlBegin(RL_QUADS);
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rlColor4ub(color.r, color.g, color.b, color.a);
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rlNormal3f(0.0f, 0.0f, 1.0f);
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rlVertex2f(0.0f, 0.0f);
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rlVertex2f(0.0f, thick);
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rlVertex2f(d, thick);
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rlVertex2f(d, 0.0f);
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rlEnd();
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rlPopMatrix();
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rlDisableTexture();
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}
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// Draw line using cubic-bezier curves in-out
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void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color)
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{
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#define LINE_DIVISIONS 24 // Bezier line divisions
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Vector2 previous = startPos;
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Vector2 current;
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for (int i = 1; i <= LINE_DIVISIONS; i++)
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{
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// Cubic easing in-out
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// NOTE: Easing is calcutated only for y position value
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current.y = EaseCubicInOut(i, startPos.y, endPos.y - startPos.y, LINE_DIVISIONS);
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current.x = previous.x + (endPos.x - startPos.x)/LINE_DIVISIONS;
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DrawLineEx(previous, current, thick, color);
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previous = current;
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}
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}
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// Draw a color-filled circle
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void DrawCircle(int centerX, int centerY, float radius, Color color)
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{
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DrawCircleV((Vector2){ (float)centerX, (float)centerY }, radius, color);
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}
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// Draw a gradient-filled circle
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// NOTE: Gradient goes from center (color1) to border (color2)
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void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2)
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{
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if (rlCheckBufferLimit(RL_TRIANGLES, 3*36)) rlglDraw();
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rlBegin(RL_TRIANGLES);
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for (int i = 0; i < 360; i += 10)
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{
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rlColor4ub(color1.r, color1.g, color1.b, color1.a);
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rlVertex2i(centerX, centerY);
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rlColor4ub(color2.r, color2.g, color2.b, color2.a);
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rlVertex2f(centerX + sinf(DEG2RAD*i)*radius, centerY + cosf(DEG2RAD*i)*radius);
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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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}
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rlEnd();
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}
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// Draw a color-filled circle (Vector version)
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// NOTE: On OpenGL 3.3 and ES2 we use QUADS to avoid drawing order issues (view rlglDraw)
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void DrawCircleV(Vector2 center, float radius, Color color)
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{
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#if defined(SUPPORT_QUADS_DRAW_MODE)
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if (rlCheckBufferLimit(RL_QUADS, 4*(36/2))) rlglDraw();
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rlEnableTexture(GetTextureDefault().id); // Default white texture
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rlBegin(RL_QUADS);
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for (int i = 0; i < 360; i += 20)
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{
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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);
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rlVertex2f(center.x + sinf(DEG2RAD*(i + 10))*radius, center.y + cosf(DEG2RAD*(i + 10))*radius);
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rlVertex2f(center.x + sinf(DEG2RAD*(i + 20))*radius, center.y + cosf(DEG2RAD*(i + 20))*radius);
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}
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rlEnd();
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rlDisableTexture();
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#else
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if (rlCheckBufferLimit(RL_TRIANGLES, 3*(36/2))) rlglDraw();
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rlBegin(RL_TRIANGLES);
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for (int i = 0; i < 360; i += 10)
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{
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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);
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rlVertex2f(center.x + sinf(DEG2RAD*(i + 10))*radius, center.y + cosf(DEG2RAD*(i + 10))*radius);
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}
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rlEnd();
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#endif
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}
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// Draw circle outline
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void DrawCircleLines(int centerX, int centerY, float radius, Color color)
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{
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if (rlCheckBufferLimit(RL_LINES, 2*36)) rlglDraw();
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rlBegin(RL_LINES);
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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)
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for (int i = 0; i < 360; i += 10)
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{
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rlVertex2f(centerX + sinf(DEG2RAD*i)*radius, centerY + cosf(DEG2RAD*i)*radius);
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rlVertex2f(centerX + sinf(DEG2RAD*(i + 10))*radius, centerY + cosf(DEG2RAD*(i + 10))*radius);
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}
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rlEnd();
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}
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// Draw a color-filled rectangle
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void DrawRectangle(int posX, int posY, int width, int height, Color color)
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{
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Vector2 position = { (float)posX, (float)posY };
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Vector2 size = { (float)width, (float)height };
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DrawRectangleV(position, size, color);
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}
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// Draw a color-filled rectangle (Vector version)
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// NOTE: On OpenGL 3.3 and ES2 we use QUADS to avoid drawing order issues (view rlglDraw)
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void DrawRectangleV(Vector2 position, Vector2 size, Color color)
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{
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#if defined(SUPPORT_QUADS_DRAW_MODE)
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#if defined(SUPPORT_FONT_TEXTURE)
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// Draw rectangle using font texture white character
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rlEnableTexture(GetDefaultFont().texture.id);
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rlBegin(RL_QUADS);
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rlColor4ub(color.r, color.g, color.b, color.a);
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rlNormal3f(0.0f, 0.0f, 1.0f);
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// NOTE: Default raylib font character 95 is a white square
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rlTexCoord2f((float)GetDefaultFont().chars[95].rec.x/GetDefaultFont().texture.width,
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(float)GetDefaultFont().chars[95].rec.y/GetDefaultFont().texture.height);
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rlVertex2f(position.x, position.y);
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rlTexCoord2f((float)GetDefaultFont().chars[95].rec.x/GetDefaultFont().texture.width,
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(float)(GetDefaultFont().chars[95].rec.y + GetDefaultFont().chars[95].rec.height)/GetDefaultFont().texture.height);
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rlVertex2f(position.x, position.y + size.y);
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rlTexCoord2f((float)(GetDefaultFont().chars[95].rec.x + GetDefaultFont().chars[95].rec.width)/GetDefaultFont().texture.width,
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(float)(GetDefaultFont().chars[95].rec.y + GetDefaultFont().chars[95].rec.height)/GetDefaultFont().texture.height);
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rlVertex2f(position.x + size.x, position.y + size.y);
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rlTexCoord2f((float)(GetDefaultFont().chars[95].rec.x + GetDefaultFont().chars[95].rec.width)/GetDefaultFont().texture.width,
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(float)GetDefaultFont().chars[95].rec.y/GetDefaultFont().texture.height);
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rlVertex2f(position.x + size.x, position.y);
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rlEnd();
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rlDisableTexture();
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#else
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rlEnableTexture(GetTextureDefault().id); // Default white texture
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rlBegin(RL_QUADS);
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rlColor4ub(color.r, color.g, color.b, color.a);
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rlNormal3f(0.0f, 0.0f, 1.0f);
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rlTexCoord2f(0.0f, 0.0f);
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rlVertex2f(position.x, position.y);
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rlTexCoord2f(0.0f, 1.0f);
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rlVertex2f(position.x, position.y + size.y);
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rlTexCoord2f(1.0f, 1.0f);
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rlVertex2f(position.x + size.x, position.y + size.y);
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rlTexCoord2f(1.0f, 0.0f);
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rlVertex2f(position.x + size.x, position.y);
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rlEnd();
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rlDisableTexture();
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#endif // SUPPORT_FONT_TEXTURE
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#else
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rlBegin(RL_TRIANGLES);
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rlColor4ub(color.r, color.g, color.b, color.a);
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rlVertex2i(position.x, position.y);
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rlVertex2i(position.x, position.y + size.y);
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rlVertex2i(position.x + size.x, position.y + size.y);
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rlVertex2i(position.x, position.y);
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rlVertex2i(position.x + size.x, position.y + size.y);
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rlVertex2i(position.x + size.x, position.y);
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rlEnd();
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#endif // SUPPORT_QUADS_DRAW_MODE
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}
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// Draw a color-filled rectangle
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void DrawRectangleRec(Rectangle rec, Color color)
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{
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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)
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{
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rlEnableTexture(GetTextureDefault().id);
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rlPushMatrix();
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rlTranslatef(rec.x, rec.y, 0);
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rlRotatef(rotation, 0, 0, 1);
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rlTranslatef(-origin.x, -origin.y, 0);
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rlBegin(RL_QUADS);
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rlColor4ub(color.r, color.g, color.b, color.a);
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rlNormal3f(0.0f, 0.0f, 1.0f); // Normal vector pointing towards viewer
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rlVertex2f(0.0f, 0.0f);
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rlVertex2f(0.0f, rec.height);
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rlVertex2f(rec.width, rec.height);
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rlVertex2f(rec.width, 0.0f);
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rlEnd();
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rlPopMatrix();
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rlDisableTexture();
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}
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// Draw a vertical-gradient-filled rectangle
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// NOTE: Gradient goes from bottom (color1) to top (color2)
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void DrawRectangleGradientV(int posX, int posY, int width, int height, Color color1, Color color2)
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{
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DrawRectangleGradientEx((Rectangle){ posX, posY, width, height }, color1, color2, color2, color1);
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}
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// Draw a horizontal-gradient-filled rectangle
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// NOTE: Gradient goes from bottom (color1) to top (color2)
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void DrawRectangleGradientH(int posX, int posY, int width, int height, Color color1, Color color2)
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{
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DrawRectangleGradientEx((Rectangle){ posX, posY, width, height }, color1, color1, color2, color2);
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}
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// Draw a gradient-filled rectangle
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// NOTE: Colors refer to corners, starting at top-lef corner and counter-clockwise
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void DrawRectangleGradientEx(Rectangle rec, Color col1, Color col2, Color col3, Color col4)
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{
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#if defined(SUPPORT_FONT_TEXTURE)
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// Draw rectangle using font texture white character
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rlEnableTexture(GetDefaultFont().texture.id);
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rlBegin(RL_QUADS);
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rlNormal3f(0.0f, 0.0f, 1.0f);
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// NOTE: Default raylib font character 95 is a white square
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rlColor4ub(col1.r, col1.g, col1.b, col1.a);
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rlTexCoord2f(GetDefaultFont().chars[95].rec.x/GetDefaultFont().texture.width,
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GetDefaultFont().chars[95].rec.y/GetDefaultFont().texture.height);
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rlVertex2f(rec.x, rec.y);
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rlColor4ub(col2.r, col2.g, col2.b, col2.a);
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rlTexCoord2f(GetDefaultFont().chars[95].rec.x/GetDefaultFont().texture.width,
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(GetDefaultFont().chars[95].rec.y + GetDefaultFont().chars[95].rec.height)/GetDefaultFont().texture.height);
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rlVertex2f(rec.x, rec.y + rec.height);
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rlColor4ub(col3.r, col3.g, col3.b, col3.a);
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rlTexCoord2f((GetDefaultFont().chars[95].rec.x + GetDefaultFont().chars[95].rec.width)/GetDefaultFont().texture.width,
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(GetDefaultFont().chars[95].rec.y + GetDefaultFont().chars[95].rec.height)/GetDefaultFont().texture.height);
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rlVertex2f(rec.x + rec.width, rec.y + rec.height);
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rlColor4ub(col4.r, col4.g, col4.b, col4.a);
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rlTexCoord2f((GetDefaultFont().chars[95].rec.x + GetDefaultFont().chars[95].rec.width)/GetDefaultFont().texture.width,
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GetDefaultFont().chars[95].rec.y/GetDefaultFont().texture.height);
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rlVertex2f(rec.x + rec.width, rec.y);
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rlEnd();
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rlDisableTexture();
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#else
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rlEnableTexture(GetTextureDefault().id); // Default white texture
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rlBegin(RL_QUADS);
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rlNormal3f(0.0f, 0.0f, 1.0f);
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rlColor4ub(col1.r, col1.g, col1.b, col1.a);
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rlTexCoord2f(0.0f, 0.0f);
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rlVertex2f(rec.x, rec.y);
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rlColor4ub(col2.r, col2.g, col2.b, col2.a);
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rlTexCoord2f(0.0f, 1.0f);
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rlVertex2f(rec.x, rec.y + rec.height);
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rlColor4ub(col3.r, col3.g, col3.b, col3.a);
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rlTexCoord2f(1.0f, 1.0f);
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rlVertex2f(rec.x + rec.width, rec.y + rec.height);
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rlColor4ub(col4.r, col4.g, col4.b, col4.a);
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rlTexCoord2f(1.0f, 0.0f);
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rlVertex2f(rec.x + rec.width, rec.y);
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rlEnd();
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rlDisableTexture();
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#endif
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}
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// Draw rectangle outline
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// NOTE: On OpenGL 3.3 and ES2 we use QUADS to avoid drawing order issues (view rlglDraw)
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void DrawRectangleLines(int posX, int posY, int width, int height, Color color)
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{
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#if defined(SUPPORT_QUADS_DRAW_MODE)
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DrawRectangle(posX, posY, width, 1, color);
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DrawRectangle(posX + width - 1, posY + 1, 1, height - 2, color);
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DrawRectangle(posX, posY + height - 1, width, 1, color);
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DrawRectangle(posX, posY + 1, 1, height - 2, color);
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#else
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rlBegin(RL_LINES);
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rlColor4ub(color.r, color.g, color.b, color.a);
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rlVertex2i(posX + 1, posY + 1);
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rlVertex2i(posX + width, posY + 1);
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rlVertex2i(posX + width, posY + 1);
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rlVertex2i(posX + width, posY + height);
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rlVertex2i(posX + width, posY + height);
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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;
|
|
}
|