513 lines
17 KiB
C
513 lines
17 KiB
C
/**********************************************************************************************
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*
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* raylib.shapes
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*
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* Basic functions to draw 2d Shapes and check collisions
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*
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* Copyright (c) 2014 Ramon Santamaria (@raysan5)
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*
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* This software is provided "as-is", without any express or implied warranty. In no event
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* will the authors be held liable for any damages arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose, including commercial
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* applications, and to alter it and redistribute it freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not claim that you
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* wrote the original software. If you use this software in a product, an acknowledgment
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* in the product documentation would be appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be misrepresented
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* as being the original software.
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*
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* 3. This notice may not be removed or altered from any source distribution.
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*
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**********************************************************************************************/
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#include "raylib.h"
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#include <stdlib.h> // Required for abs() function
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#include <math.h> // Math related functions, sin() and cos() used on DrawCircle*
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// sqrt() and pow() and abs() used on CheckCollision*
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#include "rlgl.h" // raylib OpenGL abstraction layer to OpenGL 1.1, 3.3+ or ES2
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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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extern unsigned int whiteTexture;
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//----------------------------------------------------------------------------------
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// Module specific Functions Declaration
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//----------------------------------------------------------------------------------
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// No private (static) functions in this module (.c file)
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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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rlVertex2i(position.x + 1, position.y + 1);
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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 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){ centerX, 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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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 + sin(DEG2RAD*i)*radius, centerY + cos(DEG2RAD*i)*radius);
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rlColor4ub(color2.r, color2.g, color2.b, color2.a);
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rlVertex2f(centerX + sin(DEG2RAD*(i + 10)) * radius, centerY + cos(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 (rlGetVersion() == OPENGL_11)
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{
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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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rlVertex2i(center.x, center.y);
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rlVertex2f(center.x + sin(DEG2RAD*i)*radius, center.y + cos(DEG2RAD*i)*radius);
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rlVertex2f(center.x + sin(DEG2RAD*(i + 10)) * radius, center.y + cos(DEG2RAD*(i + 10)) * radius);
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}
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rlEnd();
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}
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else if ((rlGetVersion() == OPENGL_33) || (rlGetVersion() == OPENGL_ES_20))
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{
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rlEnableTexture(whiteTexture); // 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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rlVertex2i(center.x, center.y);
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rlVertex2f(center.x + sin(DEG2RAD*i)*radius, center.y + cos(DEG2RAD*i)*radius);
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rlVertex2f(center.x + sin(DEG2RAD*(i + 10)) * radius, center.y + cos(DEG2RAD*(i + 10)) * radius);
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rlVertex2f(center.x + sin(DEG2RAD*(i + 20)) * radius, center.y + cos(DEG2RAD*(i + 20)) * radius);
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}
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rlEnd();
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rlDisableTexture();
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}
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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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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 + sin(DEG2RAD*i)*radius, centerY + cos(DEG2RAD*i)*radius);
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rlVertex2f(centerX + sin(DEG2RAD*(i + 10)) * radius, centerY + cos(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
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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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// Draw a gradient-filled rectangle
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// NOTE: Gradient goes from bottom (color1) to top (color2)
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void DrawRectangleGradient(int posX, int posY, int width, int height, Color color1, Color color2)
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{
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rlBegin(RL_TRIANGLES);
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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, posY + height);
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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);
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rlColor4ub(color1.r, color1.g, color1.b, color1.a); rlVertex2i(posX + width, posY);
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rlEnd();
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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 (rlGetVersion() == OPENGL_11)
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{
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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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}
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else if ((rlGetVersion() == OPENGL_33) || (rlGetVersion() == OPENGL_ES_20))
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{
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rlEnableTexture(whiteTexture); // 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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}
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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 (rlGetVersion() == OPENGL_11)
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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 + 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);
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rlVertex2i(posX + 1, posY + height);
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rlVertex2i(posX + 1, posY + 1);
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rlEnd();
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}
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else if ((rlGetVersion() == OPENGL_33) || (rlGetVersion() == OPENGL_ES_20))
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{
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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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}
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}
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// Draw a triangle
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void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color)
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{
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rlBegin(RL_TRIANGLES);
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rlColor4ub(color.r, color.g, color.b, color.a);
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rlVertex2f(v1.x, v1.y);
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rlVertex2f(v2.x, v2.y);
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rlVertex2f(v3.x, v3.y);
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rlEnd();
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}
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void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, 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(v1.x, v1.y);
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rlVertex2f(v2.x, v2.y);
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rlVertex2f(v2.x, v2.y);
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rlVertex2f(v3.x, v3.y);
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rlVertex2f(v3.x, v3.y);
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rlVertex2f(v1.x, v1.y);
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rlEnd();
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}
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// Draw a regular polygon of n sides (Vector version)
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void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color)
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{
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if (sides < 3) sides = 3;
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rlPushMatrix();
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rlTranslatef(center.x, center.y, 0.0);
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rlRotatef(rotation, 0, 0, 1);
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rlBegin(RL_TRIANGLES);
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for (int i = 0; i < 360; i += 360/sides)
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{
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rlColor4ub(color.r, color.g, color.b, color.a);
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rlVertex2i(0, 0);
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rlVertex2f(sin(DEG2RAD*i)*radius, cos(DEG2RAD*i)*radius);
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rlVertex2f(sin(DEG2RAD*(i + 360/sides))*radius, cos(DEG2RAD*(i + 360/sides))*radius);
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}
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rlEnd();
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rlPopMatrix();
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}
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// Draw a closed polygon defined by points
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// NOTE: Array num elements MUST be passed as parameter to function
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void DrawPolyEx(Vector2 *points, int numPoints, Color color)
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{
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if (numPoints >= 3)
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{
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rlBegin(RL_TRIANGLES);
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rlColor4ub(color.r, color.g, color.b, color.a);
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for (int i = 0; i < numPoints - 2; i++)
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{
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rlVertex2f(points[i].x, points[i].y);
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rlVertex2f(points[i + 1].x, points[i + 1].y);
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rlVertex2f(points[i + 2].x, points[i + 2].y);
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}
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rlEnd();
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}
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}
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// Draw polygon lines
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// NOTE: Array num elements MUST be passed as parameter to function
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void DrawPolyExLines(Vector2 *points, int numPoints, Color color)
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{
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if (numPoints >= 2)
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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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for (int i = 0; i < numPoints - 1; i++)
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{
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rlVertex2f(points[i].x, points[i].y);
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rlVertex2f(points[i + 1].x, points[i + 1].y);
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}
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rlEnd();
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}
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}
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//----------------------------------------------------------------------------------
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// Module Functions Definition - Collision Detection functions
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//----------------------------------------------------------------------------------
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// Check if point is inside rectangle
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bool CheckCollisionPointRec(Vector2 point, Rectangle rec)
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{
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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;
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}
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// Check if point is inside circle
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bool CheckCollisionPointCircle(Vector2 point, Vector2 center, float radius)
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{
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return CheckCollisionCircles(point, 0, center, radius);
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}
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// Check if point is inside a triangle defined by three points (p1, p2, p3)
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bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 p3)
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{
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bool collision = false;
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float alpha = ((p2.y - p3.y)*(point.x - p3.x) + (p3.x - p2.x)*(point.y - p3.y)) /
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((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)) /
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((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;
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if ((alpha > 0) && (beta > 0) & (gamma > 0)) collision = true;
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return collision;
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}
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// Check collision between two rectangles
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bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2)
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{
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bool collision = false;
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int dx = abs((rec1.x + rec1.width/2) - (rec2.x + rec2.width/2));
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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;
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}
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// Check collision between two circles
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bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2)
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{
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bool collision = false;
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float dx = center2.x - center1.x; // X distance between centers
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float dy = center2.y - center1.y; // Y distance between centers
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float distance = sqrt(dx*dx + dy*dy); // Distance between centers
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if (distance <= (radius1 + radius2)) collision = true;
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return collision;
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}
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// Check collision between circle and rectangle
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// NOTE: Reviewed version to take into account corner limit case
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bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec)
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{
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int recCenterX = rec.x + rec.width/2;
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int recCenterY = rec.y + rec.height/2;
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float dx = fabs(center.x - recCenterX);
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float dy = fabs(center.y - recCenterY);
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if (dx > (rec.width/2 + radius)) { return false; }
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if (dy > (rec.height/2 + radius)) { return false; }
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if (dx <= (rec.width/2)) { return true; }
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if (dy <= (rec.height/2)) { return true; }
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float cornerDistanceSq = pow(dx - rec.width/2, 2) + pow(dy - rec.height/2, 2);
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return (cornerDistanceSq <= (radius*radius));
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}
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// Get collision rectangle for two rectangles collision
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Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2)
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{
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Rectangle retRec = { 0, 0, 0, 0 };
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if (CheckCollisionRecs(rec1, rec2))
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{
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int dxx = abs(rec1.x - rec2.x);
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int dyy = abs(rec1.y - rec2.y);
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if (rec1.x <= rec2.x)
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{
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if (rec1.y <= rec2.y)
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{
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retRec.x = rec2.x;
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retRec.y = rec2.y;
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retRec.width = rec1.width - dxx;
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retRec.height = rec1.height - dyy;
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}
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else
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|
{
|
|
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;
|
|
} |