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Diffstat (limited to 'raylib/src/rshapes.c')
-rw-r--r-- | raylib/src/rshapes.c | 1819 |
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diff --git a/raylib/src/rshapes.c b/raylib/src/rshapes.c new file mode 100644 index 0000000..79631d6 --- /dev/null +++ b/raylib/src/rshapes.c @@ -0,0 +1,1819 @@ +/********************************************************************************************** +* +* rshapes - Basic functions to draw 2d shapes and check collisions +* +* NOTES: +* Shapes can be draw using 3 types of primitives: LINES, TRIANGLES and QUADS. +* Some functions implement two drawing options: TRIANGLES and QUADS, by default TRIANGLES +* are used but QUADS implementation can be selected with SUPPORT_QUADS_DRAW_MODE define +* +* Some functions define texture coordinates (rlTexCoord2f()) for the shapes and use a +* user-provided texture with SetShapesTexture(), the pourpouse of this implementation +* is allowing to reduce draw calls when combined with a texture-atlas. +* +* By default, raylib sets the default texture and rectangle at InitWindow()[rcore] to one +* white character of default font [rtext], this way, raylib text and shapes can be draw with +* a single draw call and it also allows users to configure it the same way with their own fonts. +* +* CONFIGURATION: +* +* #define SUPPORT_MODULE_RSHAPES +* rshapes module is included in the build +* +* #define SUPPORT_QUADS_DRAW_MODE +* Use QUADS instead of TRIANGLES for drawing when possible. Lines-based shapes still use LINES +* +* +* LICENSE: zlib/libpng +* +* Copyright (c) 2013-2022 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 "raylib.h" // Declares module functions + +// Check if config flags have been externally provided on compilation line +#if !defined(EXTERNAL_CONFIG_FLAGS) + #include "config.h" // Defines module configuration flags +#endif + +#if defined(SUPPORT_MODULE_RSHAPES) + +#include "rlgl.h" // OpenGL abstraction layer to OpenGL 1.1, 2.1, 3.3+ or ES2 + +#include <math.h> // Required for: sinf(), asinf(), cosf(), acosf(), sqrtf(), fabsf() +#include <float.h> // Required for: FLT_EPSILON + +//---------------------------------------------------------------------------------- +// Defines and Macros +//---------------------------------------------------------------------------------- +// Error rate to calculate how many segments we need to draw a smooth circle, +// taken from https://stackoverflow.com/a/2244088 +#ifndef SMOOTH_CIRCLE_ERROR_RATE + #define SMOOTH_CIRCLE_ERROR_RATE 0.5f // Circle error rate +#endif +#ifndef BEZIER_LINE_DIVISIONS + #define BEZIER_LINE_DIVISIONS 24 // Bezier line divisions +#endif + + +//---------------------------------------------------------------------------------- +// Types and Structures Definition +//---------------------------------------------------------------------------------- +// Not here... + +//---------------------------------------------------------------------------------- +// Global Variables Definition +//---------------------------------------------------------------------------------- +Texture2D texShapes = { 1, 1, 1, 1, 7 }; // Texture used on shapes drawing (usually a white pixel) +Rectangle texShapesRec = { 0.0f, 0.0f, 1.0f, 1.0f }; // Texture source rectangle used on shapes drawing + +//---------------------------------------------------------------------------------- +// Module specific Functions Declaration +//---------------------------------------------------------------------------------- +static float EaseCubicInOut(float t, float b, float c, float d); // Cubic easing + +//---------------------------------------------------------------------------------- +// Module Functions Definition +//---------------------------------------------------------------------------------- + +// Set texture and rectangle to be used on shapes drawing +// NOTE: It can be useful when using basic shapes and one single font, +// defining a font char white rectangle would allow drawing everything in a single draw call +void SetShapesTexture(Texture2D texture, Rectangle source) +{ + texShapes = texture; + texShapesRec = source; +} + +// 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) +{ + Vector2 delta = { endPos.x - startPos.x, endPos.y - startPos.y }; + float length = sqrtf(delta.x*delta.x + delta.y*delta.y); + + if ((length > 0) && (thick > 0)) + { + float scale = thick/(2*length); + Vector2 radius = { -scale*delta.y, scale*delta.x }; + Vector2 strip[4] = { + { startPos.x - radius.x, startPos.y - radius.y }, + { startPos.x + radius.x, startPos.y + radius.y }, + { endPos.x - radius.x, endPos.y - radius.y }, + { endPos.x + radius.x, endPos.y + radius.y } + }; + + DrawTriangleStrip(strip, 4, color); + } +} + +// Draw line using cubic-bezier curves in-out +void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color) +{ + Vector2 previous = startPos; + Vector2 current = { 0 }; + + for (int i = 1; i <= BEZIER_LINE_DIVISIONS; i++) + { + // Cubic easing in-out + // NOTE: Easing is calculated only for y position value + current.y = EaseCubicInOut((float)i, startPos.y, endPos.y - startPos.y, (float)BEZIER_LINE_DIVISIONS); + current.x = previous.x + (endPos.x - startPos.x)/ (float)BEZIER_LINE_DIVISIONS; + + DrawLineEx(previous, current, thick, color); + + previous = current; + } +} + +// Draw line using quadratic bezier curves with a control point +void DrawLineBezierQuad(Vector2 startPos, Vector2 endPos, Vector2 controlPos, float thick, Color color) +{ + const float step = 1.0f/BEZIER_LINE_DIVISIONS; + + Vector2 previous = startPos; + Vector2 current = { 0 }; + float t = 0.0f; + + for (int i = 0; i <= BEZIER_LINE_DIVISIONS; i++) + { + t = step*i; + float a = powf(1 - t, 2); + float b = 2*(1 - t)*t; + float c = powf(t, 2); + + // NOTE: The easing functions aren't suitable here because they don't take a control point + current.y = a*startPos.y + b*controlPos.y + c*endPos.y; + current.x = a*startPos.x + b*controlPos.x + c*endPos.x; + + DrawLineEx(previous, current, thick, color); + + previous = current; + } +} + +// Draw line using cubic bezier curves with 2 control points +void DrawLineBezierCubic(Vector2 startPos, Vector2 endPos, Vector2 startControlPos, Vector2 endControlPos, float thick, Color color) +{ + const float step = 1.0f/BEZIER_LINE_DIVISIONS; + + Vector2 previous = startPos; + Vector2 current = { 0 }; + float t = 0.0f; + + for (int i = 0; i <= BEZIER_LINE_DIVISIONS; i++) + { + t = step*i; + float a = powf(1 - t, 3); + float b = 3*powf(1 - t, 2)*t; + float c = 3*(1-t)*powf(t, 2); + float d = powf(t, 3); + + current.y = a*startPos.y + b*startControlPos.y + c*endControlPos.y + d*endPos.y; + current.x = a*startPos.x + b*startControlPos.x + c*endControlPos.x + d*endPos.x; + + DrawLineEx(previous, current, thick, color); + + previous = current; + } +} + +// Draw lines sequence +void DrawLineStrip(Vector2 *points, int pointCount, Color color) +{ + if (pointCount >= 2) + { + rlCheckRenderBatchLimit(pointCount); + + rlBegin(RL_LINES); + rlColor4ub(color.r, color.g, color.b, color.a); + + for (int i = 0; i < pointCount - 1; i++) + { + rlVertex2f(points[i].x, points[i].y); + rlVertex2f(points[i + 1].x, points[i + 1].y); + } + rlEnd(); + } +} + +// 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 piece of a circle +void DrawCircleSector(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color) +{ + if (radius <= 0.0f) radius = 0.1f; // Avoid div by zero + + // Function expects (endAngle > startAngle) + if (endAngle < startAngle) + { + // Swap values + float tmp = startAngle; + startAngle = endAngle; + endAngle = tmp; + } + + int minSegments = (int)ceilf((endAngle - startAngle)/90); + + if (segments < minSegments) + { + // Calculate the maximum angle between segments based on the error rate (usually 0.5f) + float th = acosf(2*powf(1 - SMOOTH_CIRCLE_ERROR_RATE/radius, 2) - 1); + segments = (int)((endAngle - startAngle)*ceilf(2*PI/th)/360); + + if (segments <= 0) segments = minSegments; + } + + float stepLength = (endAngle - startAngle)/(float)segments; + float angle = startAngle; + +#if defined(SUPPORT_QUADS_DRAW_MODE) + rlCheckRenderBatchLimit(4*segments/2); + + rlSetTexture(texShapes.id); + + rlBegin(RL_QUADS); + // NOTE: Every QUAD actually represents two segments + for (int i = 0; i < segments/2; i++) + { + rlColor4ub(color.r, color.g, color.b, color.a); + + rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height); + rlVertex2f(center.x, center.y); + + rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); + rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius); + + rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); + rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*radius, center.y + cosf(DEG2RAD*(angle + stepLength))*radius); + + rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height); + rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength*2))*radius, center.y + cosf(DEG2RAD*(angle + stepLength*2))*radius); + + angle += (stepLength*2); + } + + // NOTE: In case number of segments is odd, we add one last piece to the cake + if (segments%2) + { + rlColor4ub(color.r, color.g, color.b, color.a); + + rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height); + rlVertex2f(center.x, center.y); + + rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); + rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius); + + rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); + rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*radius, center.y + cosf(DEG2RAD*(angle + stepLength))*radius); + + rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height); + rlVertex2f(center.x, center.y); + } + rlEnd(); + + rlSetTexture(0); +#else + rlCheckRenderBatchLimit(3*segments); + + rlBegin(RL_TRIANGLES); + for (int i = 0; i < segments; i++) + { + rlColor4ub(color.r, color.g, color.b, color.a); + + rlVertex2f(center.x, center.y); + rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius); + rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*radius, center.y + cosf(DEG2RAD*(angle + stepLength))*radius); + + angle += stepLength; + } + rlEnd(); +#endif +} + +// Draw a piece of a circle outlines +void DrawCircleSectorLines(Vector2 center, float radius, float startAngle, float endAngle, int segments, Color color) +{ + if (radius <= 0.0f) radius = 0.1f; // Avoid div by zero issue + + // Function expects (endAngle > startAngle) + if (endAngle < startAngle) + { + // Swap values + float tmp = startAngle; + startAngle = endAngle; + endAngle = tmp; + } + + int minSegments = (int)ceilf((endAngle - startAngle)/90); + + if (segments < minSegments) + { + // Calculate the maximum angle between segments based on the error rate (usually 0.5f) + float th = acosf(2*powf(1 - SMOOTH_CIRCLE_ERROR_RATE/radius, 2) - 1); + segments = (int)((endAngle - startAngle)*ceilf(2*PI/th)/360); + + if (segments <= 0) segments = minSegments; + } + + float stepLength = (endAngle - startAngle)/(float)segments; + float angle = startAngle; + + // Hide the cap lines when the circle is full + bool showCapLines = true; + int limit = 2*(segments + 2); + if ((int)(endAngle - startAngle)%360 == 0) { limit = 2*segments; showCapLines = false; } + + rlCheckRenderBatchLimit(limit); + + rlBegin(RL_LINES); + if (showCapLines) + { + rlColor4ub(color.r, color.g, color.b, color.a); + rlVertex2f(center.x, center.y); + rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius); + } + + for (int i = 0; i < segments; i++) + { + rlColor4ub(color.r, color.g, color.b, color.a); + + rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius); + rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*radius, center.y + cosf(DEG2RAD*(angle + stepLength))*radius); + + angle += stepLength; + } + + if (showCapLines) + { + rlColor4ub(color.r, color.g, color.b, color.a); + rlVertex2f(center.x, center.y); + rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius); + } + rlEnd(); +} + +// 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) +{ + rlCheckRenderBatchLimit(3*36); + + rlBegin(RL_TRIANGLES); + for (int i = 0; i < 360; i += 10) + { + rlColor4ub(color1.r, color1.g, color1.b, color1.a); + rlVertex2f((float)centerX, (float)centerY); + rlColor4ub(color2.r, color2.g, color2.b, color2.a); + rlVertex2f((float)centerX + sinf(DEG2RAD*i)*radius, (float)centerY + cosf(DEG2RAD*i)*radius); + rlColor4ub(color2.r, color2.g, color2.b, color2.a); + rlVertex2f((float)centerX + sinf(DEG2RAD*(i + 10))*radius, (float)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 +void DrawCircleV(Vector2 center, float radius, Color color) +{ + DrawCircleSector(center, radius, 0, 360, 36, color); +} + +// Draw circle outline +void DrawCircleLines(int centerX, int centerY, float radius, Color color) +{ + rlCheckRenderBatchLimit(2*36); + + 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 ellipse +void DrawEllipse(int centerX, int centerY, float radiusH, float radiusV, Color color) +{ + rlCheckRenderBatchLimit(3*36); + + rlBegin(RL_TRIANGLES); + for (int i = 0; i < 360; i += 10) + { + rlColor4ub(color.r, color.g, color.b, color.a); + rlVertex2f((float)centerX, (float)centerY); + rlVertex2f((float)centerX + sinf(DEG2RAD*i)*radiusH, (float)centerY + cosf(DEG2RAD*i)*radiusV); + rlVertex2f((float)centerX + sinf(DEG2RAD*(i + 10))*radiusH, (float)centerY + cosf(DEG2RAD*(i + 10))*radiusV); + } + rlEnd(); +} + +// Draw ellipse outline +void DrawEllipseLines(int centerX, int centerY, float radiusH, float radiusV, Color color) +{ + rlCheckRenderBatchLimit(2*36); + + rlBegin(RL_LINES); + for (int i = 0; i < 360; i += 10) + { + rlColor4ub(color.r, color.g, color.b, color.a); + rlVertex2f(centerX + sinf(DEG2RAD*i)*radiusH, centerY + cosf(DEG2RAD*i)*radiusV); + rlVertex2f(centerX + sinf(DEG2RAD*(i + 10))*radiusH, centerY + cosf(DEG2RAD*(i + 10))*radiusV); + } + rlEnd(); +} + +// Draw ring +void DrawRing(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color) +{ + if (startAngle == endAngle) return; + + // Function expects (outerRadius > innerRadius) + if (outerRadius < innerRadius) + { + float tmp = outerRadius; + outerRadius = innerRadius; + innerRadius = tmp; + + if (outerRadius <= 0.0f) outerRadius = 0.1f; + } + + // Function expects (endAngle > startAngle) + if (endAngle < startAngle) + { + // Swap values + float tmp = startAngle; + startAngle = endAngle; + endAngle = tmp; + } + + int minSegments = (int)ceilf((endAngle - startAngle)/90); + + if (segments < minSegments) + { + // Calculate the maximum angle between segments based on the error rate (usually 0.5f) + float th = acosf(2*powf(1 - SMOOTH_CIRCLE_ERROR_RATE/outerRadius, 2) - 1); + segments = (int)((endAngle - startAngle)*ceilf(2*PI/th)/360); + + if (segments <= 0) segments = minSegments; + } + + // Not a ring + if (innerRadius <= 0.0f) + { + DrawCircleSector(center, outerRadius, startAngle, endAngle, segments, color); + return; + } + + float stepLength = (endAngle - startAngle)/(float)segments; + float angle = startAngle; + +#if defined(SUPPORT_QUADS_DRAW_MODE) + rlCheckRenderBatchLimit(4*segments); + + rlSetTexture(texShapes.id); + + rlBegin(RL_QUADS); + for (int i = 0; i < segments; i++) + { + rlColor4ub(color.r, color.g, color.b, color.a); + + rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height); + rlVertex2f(center.x + sinf(DEG2RAD*angle)*innerRadius, center.y + cosf(DEG2RAD*angle)*innerRadius); + + rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); + rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius); + + rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); + rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*outerRadius); + + rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height); + rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*innerRadius); + + angle += stepLength; + } + rlEnd(); + + rlSetTexture(0); +#else + rlCheckRenderBatchLimit(6*segments); + + rlBegin(RL_TRIANGLES); + for (int i = 0; i < segments; i++) + { + rlColor4ub(color.r, color.g, color.b, color.a); + + rlVertex2f(center.x + sinf(DEG2RAD*angle)*innerRadius, center.y + cosf(DEG2RAD*angle)*innerRadius); + rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius); + rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*innerRadius); + + rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*innerRadius); + rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius); + rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*outerRadius); + + angle += stepLength; + } + rlEnd(); +#endif +} + +// Draw ring outline +void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, float startAngle, float endAngle, int segments, Color color) +{ + if (startAngle == endAngle) return; + + // Function expects (outerRadius > innerRadius) + if (outerRadius < innerRadius) + { + float tmp = outerRadius; + outerRadius = innerRadius; + innerRadius = tmp; + + if (outerRadius <= 0.0f) outerRadius = 0.1f; + } + + // Function expects (endAngle > startAngle) + if (endAngle < startAngle) + { + // Swap values + float tmp = startAngle; + startAngle = endAngle; + endAngle = tmp; + } + + int minSegments = (int)ceilf((endAngle - startAngle)/90); + + if (segments < minSegments) + { + // Calculate the maximum angle between segments based on the error rate (usually 0.5f) + float th = acosf(2*powf(1 - SMOOTH_CIRCLE_ERROR_RATE/outerRadius, 2) - 1); + segments = (int)((endAngle - startAngle)*ceilf(2*PI/th)/360); + + if (segments <= 0) segments = minSegments; + } + + if (innerRadius <= 0.0f) + { + DrawCircleSectorLines(center, outerRadius, startAngle, endAngle, segments, color); + return; + } + + float stepLength = (endAngle - startAngle)/(float)segments; + float angle = startAngle; + + bool showCapLines = true; + int limit = 4*(segments + 1); + if ((int)(endAngle - startAngle)%360 == 0) { limit = 4*segments; showCapLines = false; } + + rlCheckRenderBatchLimit(limit); + + rlBegin(RL_LINES); + if (showCapLines) + { + rlColor4ub(color.r, color.g, color.b, color.a); + rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius); + rlVertex2f(center.x + sinf(DEG2RAD*angle)*innerRadius, center.y + cosf(DEG2RAD*angle)*innerRadius); + } + + for (int i = 0; i < segments; i++) + { + rlColor4ub(color.r, color.g, color.b, color.a); + + rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius); + rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*outerRadius); + + rlVertex2f(center.x + sinf(DEG2RAD*angle)*innerRadius, center.y + cosf(DEG2RAD*angle)*innerRadius); + rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*innerRadius); + + angle += stepLength; + } + + if (showCapLines) + { + rlColor4ub(color.r, color.g, color.b, color.a); + rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius); + rlVertex2f(center.x + sinf(DEG2RAD*angle)*innerRadius, center.y + cosf(DEG2RAD*angle)*innerRadius); + } + rlEnd(); +} + +// Draw a color-filled rectangle +void DrawRectangle(int posX, int posY, int width, int height, Color color) +{ + DrawRectangleV((Vector2){ (float)posX, (float)posY }, (Vector2){ (float)width, (float)height }, color); +} + +// Draw a color-filled rectangle (Vector version) +// NOTE: On OpenGL 3.3 and ES2 we use QUADS to avoid drawing order issues +void DrawRectangleV(Vector2 position, Vector2 size, Color color) +{ + DrawRectanglePro((Rectangle){ position.x, position.y, size.x, size.y }, (Vector2){ 0.0f, 0.0f }, 0.0f, color); +} + +// Draw a color-filled rectangle +void DrawRectangleRec(Rectangle rec, Color color) +{ + DrawRectanglePro(rec, (Vector2){ 0.0f, 0.0f }, 0.0f, color); +} + +// Draw a color-filled rectangle with pro parameters +void DrawRectanglePro(Rectangle rec, Vector2 origin, float rotation, Color color) +{ + Vector2 topLeft = { 0 }; + Vector2 topRight = { 0 }; + Vector2 bottomLeft = { 0 }; + Vector2 bottomRight = { 0 }; + + // Only calculate rotation if needed + if (rotation == 0.0f) + { + float x = rec.x - origin.x; + float y = rec.y - origin.y; + topLeft = (Vector2){ x, y }; + topRight = (Vector2){ x + rec.width, y }; + bottomLeft = (Vector2){ x, y + rec.height }; + bottomRight = (Vector2){ x + rec.width, y + rec.height }; + } + else + { + float sinRotation = sinf(rotation*DEG2RAD); + float cosRotation = cosf(rotation*DEG2RAD); + float x = rec.x; + float y = rec.y; + float dx = -origin.x; + float dy = -origin.y; + + topLeft.x = x + dx*cosRotation - dy*sinRotation; + topLeft.y = y + dx*sinRotation + dy*cosRotation; + + topRight.x = x + (dx + rec.width)*cosRotation - dy*sinRotation; + topRight.y = y + (dx + rec.width)*sinRotation + dy*cosRotation; + + bottomLeft.x = x + dx*cosRotation - (dy + rec.height)*sinRotation; + bottomLeft.y = y + dx*sinRotation + (dy + rec.height)*cosRotation; + + bottomRight.x = x + (dx + rec.width)*cosRotation - (dy + rec.height)*sinRotation; + bottomRight.y = y + (dx + rec.width)*sinRotation + (dy + rec.height)*cosRotation; + } + +#if defined(SUPPORT_QUADS_DRAW_MODE) + rlCheckRenderBatchLimit(4); + + rlSetTexture(texShapes.id); + + rlBegin(RL_QUADS); + + rlNormal3f(0.0f, 0.0f, 1.0f); + rlColor4ub(color.r, color.g, color.b, color.a); + + rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height); + rlVertex2f(topLeft.x, topLeft.y); + + rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); + rlVertex2f(bottomLeft.x, bottomLeft.y); + + rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); + rlVertex2f(bottomRight.x, bottomRight.y); + + rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height); + rlVertex2f(topRight.x, topRight.y); + + rlEnd(); + + rlSetTexture(0); +#else + rlCheckRenderBatchLimit(6); + + rlBegin(RL_TRIANGLES); + + rlColor4ub(color.r, color.g, color.b, color.a); + + rlVertex2f(topLeft.x, topLeft.y); + rlVertex2f(bottomLeft.x, bottomLeft.y); + rlVertex2f(topRight.x, topRight.y); + + rlVertex2f(topRight.x, topRight.y); + rlVertex2f(bottomLeft.x, bottomLeft.y); + rlVertex2f(bottomRight.x, bottomRight.y); + + rlEnd(); +#endif +} + +// 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){ (float)posX, (float)posY, (float)width, (float)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){ (float)posX, (float)posY, (float)width, (float)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) +{ + rlCheckRenderBatchLimit(4); + + rlSetTexture(texShapes.id); + + rlPushMatrix(); + 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(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height); + rlVertex2f(rec.x, rec.y); + + rlColor4ub(col2.r, col2.g, col2.b, col2.a); + rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); + rlVertex2f(rec.x, rec.y + rec.height); + + rlColor4ub(col3.r, col3.g, col3.b, col3.a); + rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); + rlVertex2f(rec.x + rec.width, rec.y + rec.height); + + rlColor4ub(col4.r, col4.g, col4.b, col4.a); + rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height); + rlVertex2f(rec.x + rec.width, rec.y); + rlEnd(); + rlPopMatrix(); + + rlSetTexture(0); +} + +// Draw rectangle outline +// NOTE: On OpenGL 3.3 and ES2 we use QUADS to avoid drawing order issues +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, float 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; + } + + // When rec = { x, y, 8.0f, 6.0f } and lineThick = 2, the following + // four rectangles are drawn ([T]op, [B]ottom, [L]eft, [R]ight): + // + // TTTTTTTT + // TTTTTTTT + // LL RR + // LL RR + // BBBBBBBB + // BBBBBBBB + // + + Rectangle top = { rec.x, rec.y, rec.width, lineThick }; + Rectangle bottom = { rec.x, rec.y - lineThick + rec.height, rec.width, lineThick }; + Rectangle left = { rec.x, rec.y + lineThick, lineThick, rec.height - lineThick*2.0f }; + Rectangle right = { rec.x - lineThick + rec.width, rec.y + lineThick, lineThick, rec.height - lineThick*2.0f }; + + DrawRectangleRec(top, color); + DrawRectangleRec(bottom, color); + DrawRectangleRec(left, color); + DrawRectangleRec(right, color); +} + +// Draw rectangle with rounded edges +void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color color) +{ + // Not a rounded rectangle + if ((roundness <= 0.0f) || (rec.width < 1) || (rec.height < 1 )) + { + DrawRectangleRec(rec, color); + return; + } + + if (roundness >= 1.0f) roundness = 1.0f; + + // Calculate corner radius + float radius = (rec.width > rec.height)? (rec.height*roundness)/2 : (rec.width*roundness)/2; + if (radius <= 0.0f) return; + + // Calculate number of segments to use for the corners + if (segments < 4) + { + // Calculate the maximum angle between segments based on the error rate (usually 0.5f) + float th = acosf(2*powf(1 - SMOOTH_CIRCLE_ERROR_RATE/radius, 2) - 1); + segments = (int)(ceilf(2*PI/th)/4.0f); + if (segments <= 0) segments = 4; + } + + float stepLength = 90.0f/(float)segments; + + /* + Quick sketch to make sense of all of this, + there are 9 parts to draw, also mark the 12 points we'll use + + P0____________________P1 + /| |\ + /1| 2 |3\ + P7 /__|____________________|__\ P2 + | |P8 P9| | + | 8 | 9 | 4 | + | __|____________________|__ | + P6 \ |P11 P10| / P3 + \7| 6 |5/ + \|____________________|/ + P5 P4 + */ + // Coordinates of the 12 points that define the rounded rect + const Vector2 point[12] = { + {(float)rec.x + radius, rec.y}, {(float)(rec.x + rec.width) - radius, rec.y}, { rec.x + rec.width, (float)rec.y + radius }, // PO, P1, P2 + {rec.x + rec.width, (float)(rec.y + rec.height) - radius}, {(float)(rec.x + rec.width) - radius, rec.y + rec.height}, // P3, P4 + {(float)rec.x + radius, rec.y + rec.height}, { rec.x, (float)(rec.y + rec.height) - radius}, {rec.x, (float)rec.y + radius}, // P5, P6, P7 + {(float)rec.x + radius, (float)rec.y + radius}, {(float)(rec.x + rec.width) - radius, (float)rec.y + radius}, // P8, P9 + {(float)(rec.x + rec.width) - radius, (float)(rec.y + rec.height) - radius}, {(float)rec.x + radius, (float)(rec.y + rec.height) - radius} // P10, P11 + }; + + const Vector2 centers[4] = { point[8], point[9], point[10], point[11] }; + const float angles[4] = { 180.0f, 90.0f, 0.0f, 270.0f }; + +#if defined(SUPPORT_QUADS_DRAW_MODE) + rlCheckRenderBatchLimit(16*segments/2 + 5*4); + + rlSetTexture(texShapes.id); + + rlBegin(RL_QUADS); + // Draw all of the 4 corners: [1] Upper Left Corner, [3] Upper Right Corner, [5] Lower Right Corner, [7] Lower Left Corner + for (int k = 0; k < 4; ++k) // Hope the compiler is smart enough to unroll this loop + { + float angle = angles[k]; + const Vector2 center = centers[k]; + + // NOTE: Every QUAD actually represents two segments + for (int i = 0; i < segments/2; i++) + { + rlColor4ub(color.r, color.g, color.b, color.a); + rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height); + rlVertex2f(center.x, center.y); + rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); + rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius); + rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); + rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*radius, center.y + cosf(DEG2RAD*(angle + stepLength))*radius); + rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height); + rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength*2))*radius, center.y + cosf(DEG2RAD*(angle + stepLength*2))*radius); + angle += (stepLength*2); + } + + // NOTE: In case number of segments is odd, we add one last piece to the cake + if (segments%2) + { + rlColor4ub(color.r, color.g, color.b, color.a); + rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height); + rlVertex2f(center.x, center.y); + rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); + rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius); + rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); + rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*radius, center.y + cosf(DEG2RAD*(angle + stepLength))*radius); + rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height); + rlVertex2f(center.x, center.y); + } + } + + // [2] Upper Rectangle + rlColor4ub(color.r, color.g, color.b, color.a); + rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height); + rlVertex2f(point[0].x, point[0].y); + rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); + rlVertex2f(point[8].x, point[8].y); + rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); + rlVertex2f(point[9].x, point[9].y); + rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height); + rlVertex2f(point[1].x, point[1].y); + + // [4] Right Rectangle + rlColor4ub(color.r, color.g, color.b, color.a); + rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height); + rlVertex2f(point[2].x, point[2].y); + rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); + rlVertex2f(point[9].x, point[9].y); + rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); + rlVertex2f(point[10].x, point[10].y); + rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height); + rlVertex2f(point[3].x, point[3].y); + + // [6] Bottom Rectangle + rlColor4ub(color.r, color.g, color.b, color.a); + rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height); + rlVertex2f(point[11].x, point[11].y); + rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); + rlVertex2f(point[5].x, point[5].y); + rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); + rlVertex2f(point[4].x, point[4].y); + rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height); + rlVertex2f(point[10].x, point[10].y); + + // [8] Left Rectangle + rlColor4ub(color.r, color.g, color.b, color.a); + rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height); + rlVertex2f(point[7].x, point[7].y); + rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); + rlVertex2f(point[6].x, point[6].y); + rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); + rlVertex2f(point[11].x, point[11].y); + rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height); + rlVertex2f(point[8].x, point[8].y); + + // [9] Middle Rectangle + rlColor4ub(color.r, color.g, color.b, color.a); + rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height); + rlVertex2f(point[8].x, point[8].y); + rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); + rlVertex2f(point[11].x, point[11].y); + rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); + rlVertex2f(point[10].x, point[10].y); + rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height); + rlVertex2f(point[9].x, point[9].y); + + rlEnd(); + rlSetTexture(0); +#else + rlCheckRenderBatchLimit(12*segments + 5*6); // 4 corners with 3 vertices per segment + 5 rectangles with 6 vertices each + + rlBegin(RL_TRIANGLES); + + // Draw all of the 4 corners: [1] Upper Left Corner, [3] Upper Right Corner, [5] Lower Right Corner, [7] Lower Left Corner + for (int k = 0; k < 4; ++k) // Hope the compiler is smart enough to unroll this loop + { + float angle = angles[k]; + const Vector2 center = centers[k]; + for (int i = 0; i < segments; i++) + { + rlColor4ub(color.r, color.g, color.b, color.a); + rlVertex2f(center.x, center.y); + rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius); + rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*radius, center.y + cosf(DEG2RAD*(angle + stepLength))*radius); + angle += stepLength; + } + } + + // [2] Upper Rectangle + rlColor4ub(color.r, color.g, color.b, color.a); + rlVertex2f(point[0].x, point[0].y); + rlVertex2f(point[8].x, point[8].y); + rlVertex2f(point[9].x, point[9].y); + rlVertex2f(point[1].x, point[1].y); + rlVertex2f(point[0].x, point[0].y); + rlVertex2f(point[9].x, point[9].y); + + // [4] Right Rectangle + rlColor4ub(color.r, color.g, color.b, color.a); + rlVertex2f(point[9].x, point[9].y); + rlVertex2f(point[10].x, point[10].y); + rlVertex2f(point[3].x, point[3].y); + rlVertex2f(point[2].x, point[2].y); + rlVertex2f(point[9].x, point[9].y); + rlVertex2f(point[3].x, point[3].y); + + // [6] Bottom Rectangle + rlColor4ub(color.r, color.g, color.b, color.a); + rlVertex2f(point[11].x, point[11].y); + rlVertex2f(point[5].x, point[5].y); + rlVertex2f(point[4].x, point[4].y); + rlVertex2f(point[10].x, point[10].y); + rlVertex2f(point[11].x, point[11].y); + rlVertex2f(point[4].x, point[4].y); + + // [8] Left Rectangle + rlColor4ub(color.r, color.g, color.b, color.a); + rlVertex2f(point[7].x, point[7].y); + rlVertex2f(point[6].x, point[6].y); + rlVertex2f(point[11].x, point[11].y); + rlVertex2f(point[8].x, point[8].y); + rlVertex2f(point[7].x, point[7].y); + rlVertex2f(point[11].x, point[11].y); + + // [9] Middle Rectangle + rlColor4ub(color.r, color.g, color.b, color.a); + rlVertex2f(point[8].x, point[8].y); + rlVertex2f(point[11].x, point[11].y); + rlVertex2f(point[10].x, point[10].y); + rlVertex2f(point[9].x, point[9].y); + rlVertex2f(point[8].x, point[8].y); + rlVertex2f(point[10].x, point[10].y); + rlEnd(); +#endif +} + +// Draw rectangle with rounded edges outline +void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, float lineThick, Color color) +{ + if (lineThick < 0) lineThick = 0; + + // Not a rounded rectangle + if (roundness <= 0.0f) + { + DrawRectangleLinesEx((Rectangle){rec.x-lineThick, rec.y-lineThick, rec.width+2*lineThick, rec.height+2*lineThick}, lineThick, color); + return; + } + + if (roundness >= 1.0f) roundness = 1.0f; + + // Calculate corner radius + float radius = (rec.width > rec.height)? (rec.height*roundness)/2 : (rec.width*roundness)/2; + if (radius <= 0.0f) return; + + // Calculate number of segments to use for the corners + if (segments < 4) + { + // Calculate the maximum angle between segments based on the error rate (usually 0.5f) + float th = acosf(2*powf(1 - SMOOTH_CIRCLE_ERROR_RATE/radius, 2) - 1); + segments = (int)(ceilf(2*PI/th)/2.0f); + if (segments <= 0) segments = 4; + } + + float stepLength = 90.0f/(float)segments; + const float outerRadius = radius + lineThick, innerRadius = radius; + + /* + Quick sketch to make sense of all of this, + marks the 16 + 4(corner centers P16-19) points we'll use + + P0 ================== P1 + // P8 P9 \\ + // \\ + P7 // P15 P10 \\ P2 + || *P16 P17* || + || || + || P14 P11 || + P6 \\ *P19 P18* // P3 + \\ // + \\ P13 P12 // + P5 ================== P4 + */ + const Vector2 point[16] = { + {(float)rec.x + innerRadius, rec.y - lineThick}, {(float)(rec.x + rec.width) - innerRadius, rec.y - lineThick}, { rec.x + rec.width + lineThick, (float)rec.y + innerRadius }, // PO, P1, P2 + {rec.x + rec.width + lineThick, (float)(rec.y + rec.height) - innerRadius}, {(float)(rec.x + rec.width) - innerRadius, rec.y + rec.height + lineThick}, // P3, P4 + {(float)rec.x + innerRadius, rec.y + rec.height + lineThick}, { rec.x - lineThick, (float)(rec.y + rec.height) - innerRadius}, {rec.x - lineThick, (float)rec.y + innerRadius}, // P5, P6, P7 + {(float)rec.x + innerRadius, rec.y}, {(float)(rec.x + rec.width) - innerRadius, rec.y}, // P8, P9 + { rec.x + rec.width, (float)rec.y + innerRadius }, {rec.x + rec.width, (float)(rec.y + rec.height) - innerRadius}, // P10, P11 + {(float)(rec.x + rec.width) - innerRadius, rec.y + rec.height}, {(float)rec.x + innerRadius, rec.y + rec.height}, // P12, P13 + { rec.x, (float)(rec.y + rec.height) - innerRadius}, {rec.x, (float)rec.y + innerRadius} // P14, P15 + }; + + const Vector2 centers[4] = { + {(float)rec.x + innerRadius, (float)rec.y + innerRadius}, {(float)(rec.x + rec.width) - innerRadius, (float)rec.y + innerRadius}, // P16, P17 + {(float)(rec.x + rec.width) - innerRadius, (float)(rec.y + rec.height) - innerRadius}, {(float)rec.x + innerRadius, (float)(rec.y + rec.height) - innerRadius} // P18, P19 + }; + + const float angles[4] = { 180.0f, 90.0f, 0.0f, 270.0f }; + + if (lineThick > 1) + { +#if defined(SUPPORT_QUADS_DRAW_MODE) + rlCheckRenderBatchLimit(4*4*segments + 4*4); // 4 corners with 4 vertices for each segment + 4 rectangles with 4 vertices each + + rlSetTexture(texShapes.id); + + rlBegin(RL_QUADS); + + // Draw all of the 4 corners first: Upper Left Corner, Upper Right Corner, Lower Right Corner, Lower Left Corner + for (int k = 0; k < 4; ++k) // Hope the compiler is smart enough to unroll this loop + { + float angle = angles[k]; + const Vector2 center = centers[k]; + for (int i = 0; i < segments; i++) + { + rlColor4ub(color.r, color.g, color.b, color.a); + rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height); + rlVertex2f(center.x + sinf(DEG2RAD*angle)*innerRadius, center.y + cosf(DEG2RAD*angle)*innerRadius); + rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); + rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius); + rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); + rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*outerRadius); + rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height); + rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*innerRadius); + + angle += stepLength; + } + } + + // Upper rectangle + rlColor4ub(color.r, color.g, color.b, color.a); + rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height); + rlVertex2f(point[0].x, point[0].y); + rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); + rlVertex2f(point[8].x, point[8].y); + rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); + rlVertex2f(point[9].x, point[9].y); + rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height); + rlVertex2f(point[1].x, point[1].y); + + // Right rectangle + rlColor4ub(color.r, color.g, color.b, color.a); + rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height); + rlVertex2f(point[2].x, point[2].y); + rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); + rlVertex2f(point[10].x, point[10].y); + rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); + rlVertex2f(point[11].x, point[11].y); + rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height); + rlVertex2f(point[3].x, point[3].y); + + // Lower rectangle + rlColor4ub(color.r, color.g, color.b, color.a); + rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height); + rlVertex2f(point[13].x, point[13].y); + rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); + rlVertex2f(point[5].x, point[5].y); + rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); + rlVertex2f(point[4].x, point[4].y); + rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height); + rlVertex2f(point[12].x, point[12].y); + + // Left rectangle + rlColor4ub(color.r, color.g, color.b, color.a); + rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height); + rlVertex2f(point[15].x, point[15].y); + rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); + rlVertex2f(point[7].x, point[7].y); + rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); + rlVertex2f(point[6].x, point[6].y); + rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height); + rlVertex2f(point[14].x, point[14].y); + + rlEnd(); + rlSetTexture(0); +#else + rlCheckRenderBatchLimit(4*6*segments + 4*6); // 4 corners with 6(2*3) vertices for each segment + 4 rectangles with 6 vertices each + + rlBegin(RL_TRIANGLES); + + // Draw all of the 4 corners first: Upper Left Corner, Upper Right Corner, Lower Right Corner, Lower Left Corner + for (int k = 0; k < 4; ++k) // Hope the compiler is smart enough to unroll this loop + { + float angle = angles[k]; + const Vector2 center = centers[k]; + + for (int i = 0; i < segments; i++) + { + rlColor4ub(color.r, color.g, color.b, color.a); + + rlVertex2f(center.x + sinf(DEG2RAD*angle)*innerRadius, center.y + cosf(DEG2RAD*angle)*innerRadius); + rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius); + rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*innerRadius); + + rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*innerRadius); + rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius); + rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*outerRadius); + + angle += stepLength; + } + } + + // Upper rectangle + rlColor4ub(color.r, color.g, color.b, color.a); + rlVertex2f(point[0].x, point[0].y); + rlVertex2f(point[8].x, point[8].y); + rlVertex2f(point[9].x, point[9].y); + rlVertex2f(point[1].x, point[1].y); + rlVertex2f(point[0].x, point[0].y); + rlVertex2f(point[9].x, point[9].y); + + // Right rectangle + rlColor4ub(color.r, color.g, color.b, color.a); + rlVertex2f(point[10].x, point[10].y); + rlVertex2f(point[11].x, point[11].y); + rlVertex2f(point[3].x, point[3].y); + rlVertex2f(point[2].x, point[2].y); + rlVertex2f(point[10].x, point[10].y); + rlVertex2f(point[3].x, point[3].y); + + // Lower rectangle + rlColor4ub(color.r, color.g, color.b, color.a); + rlVertex2f(point[13].x, point[13].y); + rlVertex2f(point[5].x, point[5].y); + rlVertex2f(point[4].x, point[4].y); + rlVertex2f(point[12].x, point[12].y); + rlVertex2f(point[13].x, point[13].y); + rlVertex2f(point[4].x, point[4].y); + + // Left rectangle + rlColor4ub(color.r, color.g, color.b, color.a); + rlVertex2f(point[7].x, point[7].y); + rlVertex2f(point[6].x, point[6].y); + rlVertex2f(point[14].x, point[14].y); + rlVertex2f(point[15].x, point[15].y); + rlVertex2f(point[7].x, point[7].y); + rlVertex2f(point[14].x, point[14].y); + rlEnd(); +#endif + } + else + { + // Use LINES to draw the outline + rlCheckRenderBatchLimit(8*segments + 4*2); // 4 corners with 2 vertices for each segment + 4 rectangles with 2 vertices each + + rlBegin(RL_LINES); + + // Draw all of the 4 corners first: Upper Left Corner, Upper Right Corner, Lower Right Corner, Lower Left Corner + for (int k = 0; k < 4; ++k) // Hope the compiler is smart enough to unroll this loop + { + float angle = angles[k]; + const Vector2 center = centers[k]; + + for (int i = 0; i < segments; i++) + { + rlColor4ub(color.r, color.g, color.b, color.a); + rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius); + rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*outerRadius); + angle += stepLength; + } + } + + // And now the remaining 4 lines + for (int i = 0; i < 8; i += 2) + { + rlColor4ub(color.r, color.g, color.b, color.a); + rlVertex2f(point[i].x, point[i].y); + rlVertex2f(point[i + 1].x, point[i + 1].y); + } + + rlEnd(); + } +} + +// Draw a triangle +// NOTE: Vertex must be provided in counter-clockwise order +void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color) +{ +#if defined(SUPPORT_QUADS_DRAW_MODE) + rlCheckRenderBatchLimit(4); + + rlSetTexture(texShapes.id); + + rlBegin(RL_QUADS); + rlColor4ub(color.r, color.g, color.b, color.a); + + rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height); + rlVertex2f(v1.x, v1.y); + + rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); + rlVertex2f(v2.x, v2.y); + + rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); + rlVertex2f(v2.x, v2.y); + + rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height); + rlVertex2f(v3.x, v3.y); + rlEnd(); + + rlSetTexture(0); +#else + rlCheckRenderBatchLimit(3); + + 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 +// NOTE: Vertex must be provided in counter-clockwise order +void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color) +{ + rlCheckRenderBatchLimit(6); + + 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 triangle fan defined by points +// NOTE: First vertex provided is the center, shared by all triangles +// By default, following vertex should be provided in counter-clockwise order +void DrawTriangleFan(Vector2 *points, int pointCount, Color color) +{ + if (pointCount >= 3) + { + rlCheckRenderBatchLimit((pointCount - 2)*4); + + rlSetTexture(texShapes.id); + rlBegin(RL_QUADS); + rlColor4ub(color.r, color.g, color.b, color.a); + + for (int i = 1; i < pointCount - 1; i++) + { + rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height); + rlVertex2f(points[0].x, points[0].y); + + rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); + rlVertex2f(points[i].x, points[i].y); + + rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); + rlVertex2f(points[i + 1].x, points[i + 1].y); + + rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height); + rlVertex2f(points[i + 1].x, points[i + 1].y); + } + rlEnd(); + rlSetTexture(0); + } +} + +// Draw a triangle strip defined by points +// NOTE: Every new vertex connects with previous two +void DrawTriangleStrip(Vector2 *points, int pointCount, Color color) +{ + if (pointCount >= 3) + { + rlCheckRenderBatchLimit(3*(pointCount - 2)); + + rlBegin(RL_TRIANGLES); + rlColor4ub(color.r, color.g, color.b, color.a); + + for (int i = 2; i < pointCount; i++) + { + if ((i%2) == 0) + { + rlVertex2f(points[i].x, points[i].y); + rlVertex2f(points[i - 2].x, points[i - 2].y); + rlVertex2f(points[i - 1].x, points[i - 1].y); + } + else + { + rlVertex2f(points[i].x, points[i].y); + rlVertex2f(points[i - 1].x, points[i - 1].y); + rlVertex2f(points[i - 2].x, points[i - 2].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; + float centralAngle = 0.0f; + +#if defined(SUPPORT_QUADS_DRAW_MODE) + rlCheckRenderBatchLimit(4*sides); // Each side is a quad +#else + rlCheckRenderBatchLimit(3*sides); +#endif + + rlPushMatrix(); + rlTranslatef(center.x, center.y, 0.0f); + rlRotatef(rotation, 0.0f, 0.0f, 1.0f); + +#if defined(SUPPORT_QUADS_DRAW_MODE) + rlSetTexture(texShapes.id); + + rlBegin(RL_QUADS); + for (int i = 0; i < sides; i++) + { + rlColor4ub(color.r, color.g, color.b, color.a); + + rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height); + rlVertex2f(0, 0); + + rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); + rlVertex2f(sinf(DEG2RAD*centralAngle)*radius, cosf(DEG2RAD*centralAngle)*radius); + + rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); + rlVertex2f(sinf(DEG2RAD*centralAngle)*radius, cosf(DEG2RAD*centralAngle)*radius); + + centralAngle += 360.0f/(float)sides; + rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height); + rlVertex2f(sinf(DEG2RAD*centralAngle)*radius, cosf(DEG2RAD*centralAngle)*radius); + } + rlEnd(); + rlSetTexture(0); +#else + rlBegin(RL_TRIANGLES); + for (int i = 0; i < sides; i++) + { + rlColor4ub(color.r, color.g, color.b, color.a); + + rlVertex2f(0, 0); + rlVertex2f(sinf(DEG2RAD*centralAngle)*radius, cosf(DEG2RAD*centralAngle)*radius); + + centralAngle += 360.0f/(float)sides; + rlVertex2f(sinf(DEG2RAD*centralAngle)*radius, cosf(DEG2RAD*centralAngle)*radius); + } + rlEnd(); +#endif + rlPopMatrix(); +} + +// Draw a polygon outline of n sides +void DrawPolyLines(Vector2 center, int sides, float radius, float rotation, Color color) +{ + if (sides < 3) sides = 3; + float centralAngle = 0.0f; + + rlCheckRenderBatchLimit(2*sides); + + rlPushMatrix(); + rlTranslatef(center.x, center.y, 0.0f); + rlRotatef(rotation, 0.0f, 0.0f, 1.0f); + + rlBegin(RL_LINES); + for (int i = 0; i < sides; i++) + { + rlColor4ub(color.r, color.g, color.b, color.a); + + rlVertex2f(sinf(DEG2RAD*centralAngle)*radius, cosf(DEG2RAD*centralAngle)*radius); + centralAngle += 360.0f/(float)sides; + rlVertex2f(sinf(DEG2RAD*centralAngle)*radius, cosf(DEG2RAD*centralAngle)*radius); + } + rlEnd(); + rlPopMatrix(); +} + +void DrawPolyLinesEx(Vector2 center, int sides, float radius, float rotation, float lineThick, Color color) +{ + if (sides < 3) sides = 3; + float centralAngle = 0.0f; + float exteriorAngle = 360.0f/(float)sides; + float innerRadius = radius - (lineThick*cosf(DEG2RAD*exteriorAngle/2.0f)); + +#if defined(SUPPORT_QUADS_DRAW_MODE) + rlCheckRenderBatchLimit(4*sides); +#else + rlCheckRenderBatchLimit(6*sides); +#endif + + rlPushMatrix(); + rlTranslatef(center.x, center.y, 0.0f); + rlRotatef(rotation, 0.0f, 0.0f, 1.0f); + +#if defined(SUPPORT_QUADS_DRAW_MODE) + rlSetTexture(texShapes.id); + + rlBegin(RL_QUADS); + for (int i = 0; i < sides; i++) + { + rlColor4ub(color.r, color.g, color.b, color.a); + + rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height); + rlVertex2f(sinf(DEG2RAD*centralAngle)*innerRadius, cosf(DEG2RAD*centralAngle)*innerRadius); + + rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); + rlVertex2f(sinf(DEG2RAD*centralAngle)*radius, cosf(DEG2RAD*centralAngle)*radius); + + centralAngle += exteriorAngle; + rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height); + rlVertex2f(sinf(DEG2RAD*centralAngle)*radius, cosf(DEG2RAD*centralAngle)*radius); + + rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height); + rlVertex2f(sinf(DEG2RAD*centralAngle)*innerRadius, cosf(DEG2RAD*centralAngle)*innerRadius); + } + rlEnd(); + rlSetTexture(0); +#else + rlBegin(RL_TRIANGLES); + for (int i = 0; i < sides; i++) + { + rlColor4ub(color.r, color.g, color.b, color.a); + float nextAngle = centralAngle + exteriorAngle; + + rlVertex2f(sinf(DEG2RAD*centralAngle)*radius, cosf(DEG2RAD*centralAngle)*radius); + rlVertex2f(sinf(DEG2RAD*centralAngle)*innerRadius, cosf(DEG2RAD*centralAngle)*innerRadius); + rlVertex2f(sinf(DEG2RAD*nextAngle)*radius, cosf(DEG2RAD*nextAngle)*radius); + + rlVertex2f(sinf(DEG2RAD*centralAngle)*innerRadius, cosf(DEG2RAD*centralAngle)*innerRadius); + rlVertex2f(sinf(DEG2RAD*nextAngle)*radius, cosf(DEG2RAD*nextAngle)*radius); + rlVertex2f(sinf(DEG2RAD*nextAngle)*innerRadius, cosf(DEG2RAD*nextAngle)*innerRadius); + + centralAngle = nextAngle; + } + rlEnd(); +#endif + rlPopMatrix(); +} + +//---------------------------------------------------------------------------------- +// 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) +{ + bool collision = false; + + collision = CheckCollisionCircles(point, 0, center, radius); + + return collision; +} + +// 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; + + if ((rec1.x < (rec2.x + rec2.width) && (rec1.x + rec1.width) > rec2.x) && + (rec1.y < (rec2.y + rec2.height) && (rec1.y + rec1.height) > rec2.y)) 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) +{ + bool collision = false; + + int recCenterX = (int)(rec.x + rec.width/2.0f); + int recCenterY = (int)(rec.y + rec.height/2.0f); + + float dx = fabsf(center.x - (float)recCenterX); + float dy = fabsf(center.y - (float)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); + + collision = (cornerDistanceSq <= (radius*radius)); + + return collision; +} + +// Check the collision between two lines defined by two points each, returns collision point by reference +bool CheckCollisionLines(Vector2 startPos1, Vector2 endPos1, Vector2 startPos2, Vector2 endPos2, Vector2 *collisionPoint) +{ + bool collision = false; + + float div = (endPos2.y - startPos2.y)*(endPos1.x - startPos1.x) - (endPos2.x - startPos2.x)*(endPos1.y - startPos1.y); + + if (fabsf(div) >= FLT_EPSILON) + { + collision = true; + + float xi = ((startPos2.x - endPos2.x)*(startPos1.x*endPos1.y - startPos1.y*endPos1.x) - (startPos1.x - endPos1.x)*(startPos2.x*endPos2.y - startPos2.y*endPos2.x))/div; + float yi = ((startPos2.y - endPos2.y)*(startPos1.x*endPos1.y - startPos1.y*endPos1.x) - (startPos1.y - endPos1.y)*(startPos2.x*endPos2.y - startPos2.y*endPos2.x))/div; + + if (((fabsf(startPos1.x - endPos1.x) > FLT_EPSILON) && (xi < fminf(startPos1.x, endPos1.x) || (xi > fmaxf(startPos1.x, endPos1.x)))) || + ((fabsf(startPos2.x - endPos2.x) > FLT_EPSILON) && (xi < fminf(startPos2.x, endPos2.x) || (xi > fmaxf(startPos2.x, endPos2.x)))) || + ((fabsf(startPos1.y - endPos1.y) > FLT_EPSILON) && (yi < fminf(startPos1.y, endPos1.y) || (yi > fmaxf(startPos1.y, endPos1.y)))) || + ((fabsf(startPos2.y - endPos2.y) > FLT_EPSILON) && (yi < fminf(startPos2.y, endPos2.y) || (yi > fmaxf(startPos2.y, endPos2.y))))) collision = false; + + if (collision && (collisionPoint != 0)) + { + collisionPoint->x = xi; + collisionPoint->y = yi; + } + } + + return collision; +} + +// Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold] +bool CheckCollisionPointLine(Vector2 point, Vector2 p1, Vector2 p2, int threshold) +{ + bool collision = false; + + float dxc = point.x - p1.x; + float dyc = point.y - p1.y; + float dxl = p2.x - p1.x; + float dyl = p2.y - p1.y; + float cross = dxc*dyl - dyc*dxl; + + if (fabsf(cross) < (threshold*fmaxf(fabsf(dxl), fabsf(dyl)))) + { + if (fabsf(dxl) >= fabsf(dyl)) collision = (dxl > 0)? ((p1.x <= point.x) && (point.x <= p2.x)) : ((p2.x <= point.x) && (point.x <= p1.x)); + else collision = (dyl > 0)? ((p1.y <= point.y) && (point.y <= p2.y)) : ((p2.y <= point.y) && (point.y <= p1.y)); + } + + return collision; +} + +// Get collision rectangle for two rectangles collision +Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2) +{ + Rectangle rec = { 0, 0, 0, 0 }; + + if (CheckCollisionRecs(rec1, rec2)) + { + float dxx = fabsf(rec1.x - rec2.x); + float dyy = fabsf(rec1.y - rec2.y); + + if (rec1.x <= rec2.x) + { + if (rec1.y <= rec2.y) + { + rec.x = rec2.x; + rec.y = rec2.y; + rec.width = rec1.width - dxx; + rec.height = rec1.height - dyy; + } + else + { + rec.x = rec2.x; + rec.y = rec1.y; + rec.width = rec1.width - dxx; + rec.height = rec2.height - dyy; + } + } + else + { + if (rec1.y <= rec2.y) + { + rec.x = rec1.x; + rec.y = rec2.y; + rec.width = rec2.width - dxx; + rec.height = rec1.height - dyy; + } + else + { + rec.x = rec1.x; + rec.y = rec1.y; + rec.width = rec2.width - dxx; + rec.height = rec2.height - dyy; + } + } + + if (rec1.width > rec2.width) + { + if (rec.width >= rec2.width) rec.width = rec2.width; + } + else + { + if (rec.width >= rec1.width) rec.width = rec1.width; + } + + if (rec1.height > rec2.height) + { + if (rec.height >= rec2.height) rec.height = rec2.height; + } + else + { + if (rec.height >= rec1.height) rec.height = rec1.height; + } + } + + return rec; +} + +//---------------------------------------------------------------------------------- +// Module specific Functions Definition +//---------------------------------------------------------------------------------- + +// Cubic easing in-out +// NOTE: Used by DrawLineBezier() only +static float EaseCubicInOut(float t, float b, float c, float d) +{ + if ((t /= 0.5f*d) < 1) return 0.5f*c*t*t*t + b; + + t -= 2; + + return 0.5f*c*(t*t*t + 2.0f) + b; +} + +#endif // SUPPORT_MODULE_RSHAPES |