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authorbonmas14 <bonmas14@gmail.com>2025-09-20 22:28:15 +0300
committerbonmas14 <bonmas14@gmail.com>2025-09-20 22:28:15 +0300
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tree38a63f62a64018a2d35fc33354f8589fd33b7514 /deps/raylib/src/rshapes.c
downloadc_wizard-cdda4c4182c9ee068567529715e4a5c68a8efb58.tar.gz
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+/**********************************************************************************************
+*
+* rshapes - Basic functions to draw 2d shapes and check collisions
+*
+* ADDITIONAL 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) 2013-2024 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
+#include <stdlib.h> // Required for: RL_FREE
+
+//----------------------------------------------------------------------------------
+// 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 SPLINE_SEGMENT_DIVISIONS
+ #define SPLINE_SEGMENT_DIVISIONS 24 // Spline segment divisions
+#endif
+
+//----------------------------------------------------------------------------------
+// Types and Structures Definition
+//----------------------------------------------------------------------------------
+// Not here...
+
+//----------------------------------------------------------------------------------
+// Global Variables Definition
+//----------------------------------------------------------------------------------
+static Texture2D texShapes = { 1, 1, 1, 1, 7 }; // Texture used on shapes drawing (white pixel loaded by rlgl)
+static 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)
+{
+ // Reset texture to default pixel if required
+ // WARNING: Shapes texture should be probably better validated,
+ // it can break the rendering of all shapes if misused
+ if ((texture.id == 0) || (source.width == 0) || (source.height == 0))
+ {
+ texShapes = (Texture2D){ 1, 1, 1, 1, 7 };
+ texShapesRec = (Rectangle){ 0.0f, 0.0f, 1.0f, 1.0f };
+ }
+ else
+ {
+ texShapes = texture;
+ texShapesRec = source;
+ }
+}
+
+// Get texture that is used for shapes drawing
+Texture2D GetShapesTexture(void)
+{
+ return texShapes;
+}
+
+// Get texture source rectangle that is used for shapes drawing
+Rectangle GetShapesTextureRectangle(void)
+{
+ return texShapesRec;
+}
+
+// Draw a pixel
+void DrawPixel(int posX, int posY, Color color)
+{
+ DrawPixelV((Vector2){ (float)posX, (float)posY }, color);
+}
+
+// Draw a pixel (Vector version)
+void DrawPixelV(Vector2 position, Color color)
+{
+#if defined(SUPPORT_QUADS_DRAW_MODE)
+ rlSetTexture(GetShapesTexture().id);
+ Rectangle shapeRect = GetShapesTextureRectangle();
+
+ rlBegin(RL_QUADS);
+
+ rlNormal3f(0.0f, 0.0f, 1.0f);
+ rlColor4ub(color.r, color.g, color.b, color.a);
+
+ rlTexCoord2f(shapeRect.x/texShapes.width, shapeRect.y/texShapes.height);
+ rlVertex2f(position.x, position.y);
+
+ rlTexCoord2f(shapeRect.x/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height);
+ rlVertex2f(position.x, position.y + 1);
+
+ rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height);
+ rlVertex2f(position.x + 1, position.y + 1);
+
+ rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, shapeRect.y/texShapes.height);
+ rlVertex2f(position.x + 1, position.y);
+
+ rlEnd();
+
+ rlSetTexture(0);
+#else
+ rlBegin(RL_TRIANGLES);
+
+ rlColor4ub(color.r, color.g, color.b, color.a);
+
+ rlVertex2f(position.x, position.y);
+ rlVertex2f(position.x, position.y + 1);
+ rlVertex2f(position.x + 1, position.y);
+
+ rlVertex2f(position.x + 1, position.y);
+ rlVertex2f(position.x, position.y + 1);
+ rlVertex2f(position.x + 1, position.y + 1);
+
+ rlEnd();
+#endif
+}
+
+// Draw a line (using gl lines)
+void DrawLine(int startPosX, int startPosY, int endPosX, int endPosY, Color color)
+{
+ rlBegin(RL_LINES);
+ rlColor4ub(color.r, color.g, color.b, color.a);
+ rlVertex2f((float)startPosX, (float)startPosY);
+ rlVertex2f((float)endPosX, (float)endPosY);
+ rlEnd();
+}
+
+// Draw a line (using gl lines)
+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 lines sequuence (using gl lines)
+void DrawLineStrip(const Vector2 *points, int pointCount, Color color)
+{
+ if (pointCount < 2) return; // Security check
+
+ 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 line using cubic-bezier spline, in-out interpolation, no control points
+void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color)
+{
+ Vector2 previous = startPos;
+ Vector2 current = { 0 };
+
+ Vector2 points[2*SPLINE_SEGMENT_DIVISIONS + 2] = { 0 };
+
+ for (int i = 1; i <= SPLINE_SEGMENT_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)SPLINE_SEGMENT_DIVISIONS);
+ current.x = previous.x + (endPos.x - startPos.x)/(float)SPLINE_SEGMENT_DIVISIONS;
+
+ float dy = current.y - previous.y;
+ float dx = current.x - previous.x;
+ float size = 0.5f*thick/sqrtf(dx*dx+dy*dy);
+
+ if (i == 1)
+ {
+ points[0].x = previous.x + dy*size;
+ points[0].y = previous.y - dx*size;
+ points[1].x = previous.x - dy*size;
+ points[1].y = previous.y + dx*size;
+ }
+
+ points[2*i + 1].x = current.x - dy*size;
+ points[2*i + 1].y = current.y + dx*size;
+ points[2*i].x = current.x + dy*size;
+ points[2*i].y = current.y - dx*size;
+
+ previous = current;
+ }
+
+ DrawTriangleStrip(points, 2*SPLINE_SEGMENT_DIVISIONS + 2, color);
+}
+
+// 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 a color-filled circle
+void DrawCircle(int centerX, int centerY, float radius, Color color)
+{
+ DrawCircleV((Vector2){ (float)centerX, (float)centerY }, radius, color);
+}
+
+// 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 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)
+ rlSetTexture(GetShapesTexture().id);
+ Rectangle shapeRect = GetShapesTextureRectangle();
+
+ 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(shapeRect.x/texShapes.width, shapeRect.y/texShapes.height);
+ rlVertex2f(center.x, center.y);
+
+ rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, shapeRect.y/texShapes.height);
+ rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength*2.0f))*radius, center.y + sinf(DEG2RAD*(angle + stepLength*2.0f))*radius);
+
+ rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height);
+ rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*radius, center.y + sinf(DEG2RAD*(angle + stepLength))*radius);
+
+ rlTexCoord2f(shapeRect.x/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height);
+ rlVertex2f(center.x + cosf(DEG2RAD*angle)*radius, center.y + sinf(DEG2RAD*angle)*radius);
+
+ angle += (stepLength*2.0f);
+ }
+
+ // NOTE: In case number of segments is odd, we add one last piece to the cake
+ if ((((unsigned int)segments)%2) == 1)
+ {
+ rlColor4ub(color.r, color.g, color.b, color.a);
+
+ rlTexCoord2f(shapeRect.x/texShapes.width, shapeRect.y/texShapes.height);
+ rlVertex2f(center.x, center.y);
+
+ rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height);
+ rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*radius, center.y + sinf(DEG2RAD*(angle + stepLength))*radius);
+
+ rlTexCoord2f(shapeRect.x/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height);
+ rlVertex2f(center.x + cosf(DEG2RAD*angle)*radius, center.y + sinf(DEG2RAD*angle)*radius);
+
+ rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, shapeRect.y/texShapes.height);
+ rlVertex2f(center.x, center.y);
+ }
+
+ rlEnd();
+
+ rlSetTexture(0);
+#else
+ 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 + cosf(DEG2RAD*(angle + stepLength))*radius, center.y + sinf(DEG2RAD*(angle + stepLength))*radius);
+ rlVertex2f(center.x + cosf(DEG2RAD*angle)*radius, center.y + sinf(DEG2RAD*angle)*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;
+ bool showCapLines = true;
+
+ rlBegin(RL_LINES);
+ if (showCapLines)
+ {
+ rlColor4ub(color.r, color.g, color.b, color.a);
+ rlVertex2f(center.x, center.y);
+ rlVertex2f(center.x + cosf(DEG2RAD*angle)*radius, center.y + sinf(DEG2RAD*angle)*radius);
+ }
+
+ for (int i = 0; i < segments; i++)
+ {
+ rlColor4ub(color.r, color.g, color.b, color.a);
+
+ rlVertex2f(center.x + cosf(DEG2RAD*angle)*radius, center.y + sinf(DEG2RAD*angle)*radius);
+ rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*radius, center.y + sinf(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 + cosf(DEG2RAD*angle)*radius, center.y + sinf(DEG2RAD*angle)*radius);
+ }
+ rlEnd();
+}
+
+// Draw a gradient-filled circle
+void DrawCircleGradient(int centerX, int centerY, float radius, Color inner, Color outer)
+{
+ rlBegin(RL_TRIANGLES);
+ for (int i = 0; i < 360; i += 10)
+ {
+ rlColor4ub(inner.r, inner.g, inner.b, inner.a);
+ rlVertex2f((float)centerX, (float)centerY);
+ rlColor4ub(outer.r, outer.g, outer.b, outer.a);
+ rlVertex2f((float)centerX + cosf(DEG2RAD*(i + 10))*radius, (float)centerY + sinf(DEG2RAD*(i + 10))*radius);
+ rlColor4ub(outer.r, outer.g, outer.b, outer.a);
+ rlVertex2f((float)centerX + cosf(DEG2RAD*i)*radius, (float)centerY + sinf(DEG2RAD*i)*radius);
+ }
+ rlEnd();
+}
+
+// Draw circle outline
+void DrawCircleLines(int centerX, int centerY, float radius, Color color)
+{
+ DrawCircleLinesV((Vector2){ (float)centerX, (float)centerY }, radius, color);
+}
+
+// Draw circle outline (Vector version)
+void DrawCircleLinesV(Vector2 center, float radius, Color color)
+{
+ 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(center.x + cosf(DEG2RAD*i)*radius, center.y + sinf(DEG2RAD*i)*radius);
+ rlVertex2f(center.x + cosf(DEG2RAD*(i + 10))*radius, center.y + sinf(DEG2RAD*(i + 10))*radius);
+ }
+ rlEnd();
+}
+
+// Draw ellipse
+void DrawEllipse(int centerX, int centerY, float radiusH, float radiusV, Color color)
+{
+ 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 + cosf(DEG2RAD*(i + 10))*radiusH, (float)centerY + sinf(DEG2RAD*(i + 10))*radiusV);
+ rlVertex2f((float)centerX + cosf(DEG2RAD*i)*radiusH, (float)centerY + sinf(DEG2RAD*i)*radiusV);
+ }
+ rlEnd();
+}
+
+// Draw ellipse outline
+void DrawEllipseLines(int centerX, int centerY, float radiusH, float radiusV, Color color)
+{
+ rlBegin(RL_LINES);
+ for (int i = 0; i < 360; i += 10)
+ {
+ rlColor4ub(color.r, color.g, color.b, color.a);
+ rlVertex2f(centerX + cosf(DEG2RAD*(i + 10))*radiusH, centerY + sinf(DEG2RAD*(i + 10))*radiusV);
+ rlVertex2f(centerX + cosf(DEG2RAD*i)*radiusH, centerY + sinf(DEG2RAD*i)*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)
+ rlSetTexture(GetShapesTexture().id);
+ Rectangle shapeRect = GetShapesTextureRectangle();
+
+ rlBegin(RL_QUADS);
+ for (int i = 0; i < segments; i++)
+ {
+ rlColor4ub(color.r, color.g, color.b, color.a);
+
+ rlTexCoord2f(shapeRect.x/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height);
+ rlVertex2f(center.x + cosf(DEG2RAD*angle)*outerRadius, center.y + sinf(DEG2RAD*angle)*outerRadius);
+
+ rlTexCoord2f(shapeRect.x/texShapes.width, shapeRect.y/texShapes.height);
+ rlVertex2f(center.x + cosf(DEG2RAD*angle)*innerRadius, center.y + sinf(DEG2RAD*angle)*innerRadius);
+
+ rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, shapeRect.y/texShapes.height);
+ rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + sinf(DEG2RAD*(angle + stepLength))*innerRadius);
+
+ rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height);
+ rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + sinf(DEG2RAD*(angle + stepLength))*outerRadius);
+
+ angle += stepLength;
+ }
+ rlEnd();
+
+ rlSetTexture(0);
+#else
+ rlBegin(RL_TRIANGLES);
+ for (int i = 0; i < segments; i++)
+ {
+ rlColor4ub(color.r, color.g, color.b, color.a);
+
+ rlVertex2f(center.x + cosf(DEG2RAD*angle)*innerRadius, center.y + sinf(DEG2RAD*angle)*innerRadius);
+ rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + sinf(DEG2RAD*(angle + stepLength))*innerRadius);
+ rlVertex2f(center.x + cosf(DEG2RAD*angle)*outerRadius, center.y + sinf(DEG2RAD*angle)*outerRadius);
+
+ rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + sinf(DEG2RAD*(angle + stepLength))*innerRadius);
+ rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + sinf(DEG2RAD*(angle + stepLength))*outerRadius);
+ rlVertex2f(center.x + cosf(DEG2RAD*angle)*outerRadius, center.y + sinf(DEG2RAD*angle)*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;
+
+ rlBegin(RL_LINES);
+ if (showCapLines)
+ {
+ rlColor4ub(color.r, color.g, color.b, color.a);
+ rlVertex2f(center.x + cosf(DEG2RAD*angle)*outerRadius, center.y + sinf(DEG2RAD*angle)*outerRadius);
+ rlVertex2f(center.x + cosf(DEG2RAD*angle)*innerRadius, center.y + sinf(DEG2RAD*angle)*innerRadius);
+ }
+
+ for (int i = 0; i < segments; i++)
+ {
+ rlColor4ub(color.r, color.g, color.b, color.a);
+
+ rlVertex2f(center.x + cosf(DEG2RAD*angle)*outerRadius, center.y + sinf(DEG2RAD*angle)*outerRadius);
+ rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + sinf(DEG2RAD*(angle + stepLength))*outerRadius);
+
+ rlVertex2f(center.x + cosf(DEG2RAD*angle)*innerRadius, center.y + sinf(DEG2RAD*angle)*innerRadius);
+ rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + sinf(DEG2RAD*(angle + stepLength))*innerRadius);
+
+ angle += stepLength;
+ }
+
+ if (showCapLines)
+ {
+ rlColor4ub(color.r, color.g, color.b, color.a);
+ rlVertex2f(center.x + cosf(DEG2RAD*angle)*outerRadius, center.y + sinf(DEG2RAD*angle)*outerRadius);
+ rlVertex2f(center.x + cosf(DEG2RAD*angle)*innerRadius, center.y + sinf(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)
+ rlSetTexture(GetShapesTexture().id);
+ Rectangle shapeRect = GetShapesTextureRectangle();
+
+ rlBegin(RL_QUADS);
+
+ rlNormal3f(0.0f, 0.0f, 1.0f);
+ rlColor4ub(color.r, color.g, color.b, color.a);
+
+ rlTexCoord2f(shapeRect.x/texShapes.width, shapeRect.y/texShapes.height);
+ rlVertex2f(topLeft.x, topLeft.y);
+
+ rlTexCoord2f(shapeRect.x/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height);
+ rlVertex2f(bottomLeft.x, bottomLeft.y);
+
+ rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height);
+ rlVertex2f(bottomRight.x, bottomRight.y);
+
+ rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, shapeRect.y/texShapes.height);
+ rlVertex2f(topRight.x, topRight.y);
+
+ rlEnd();
+
+ rlSetTexture(0);
+#else
+ 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
+void DrawRectangleGradientV(int posX, int posY, int width, int height, Color top, Color bottom)
+{
+ DrawRectangleGradientEx((Rectangle){ (float)posX, (float)posY, (float)width, (float)height }, top, bottom, bottom, top);
+}
+
+// Draw a horizontal-gradient-filled rectangle
+void DrawRectangleGradientH(int posX, int posY, int width, int height, Color left, Color right)
+{
+ DrawRectangleGradientEx((Rectangle){ (float)posX, (float)posY, (float)width, (float)height }, left, left, right, right);
+}
+
+// Draw a gradient-filled rectangle
+void DrawRectangleGradientEx(Rectangle rec, Color topLeft, Color bottomLeft, Color topRight, Color bottomRight)
+{
+ rlSetTexture(GetShapesTexture().id);
+ Rectangle shapeRect = GetShapesTextureRectangle();
+
+ rlBegin(RL_QUADS);
+ rlNormal3f(0.0f, 0.0f, 1.0f);
+
+ // NOTE: Default raylib font character 95 is a white square
+ rlColor4ub(topLeft.r, topLeft.g, topLeft.b, topLeft.a);
+ rlTexCoord2f(shapeRect.x/texShapes.width, shapeRect.y/texShapes.height);
+ rlVertex2f(rec.x, rec.y);
+
+ rlColor4ub(bottomLeft.r, bottomLeft.g, bottomLeft.b, bottomLeft.a);
+ rlTexCoord2f(shapeRect.x/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height);
+ rlVertex2f(rec.x, rec.y + rec.height);
+
+ rlColor4ub(topRight.r, topRight.g, topRight.b, topRight.a);
+ rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height);
+ rlVertex2f(rec.x + rec.width, rec.y + rec.height);
+
+ rlColor4ub(bottomRight.r, bottomRight.g, bottomRight.b, bottomRight.a);
+ rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, shapeRect.y/texShapes.height);
+ rlVertex2f(rec.x + rec.width, rec.y);
+ rlEnd();
+
+ rlSetTexture(0);
+}
+
+// Draw rectangle outline
+// WARNING: All Draw*Lines() functions use RL_LINES for drawing,
+// it implies flushing the current batch and changing draw mode to RL_LINES
+// but it solves another issue: https://github.com/raysan5/raylib/issues/3884
+void DrawRectangleLines(int posX, int posY, int width, int height, Color color)
+{
+ Matrix mat = rlGetMatrixModelview();
+ float zoomFactor = 0.5f/mat.m0;
+ rlBegin(RL_LINES);
+ rlColor4ub(color.r, color.g, color.b, color.a);
+ rlVertex2f((float)posX - zoomFactor, (float)posY);
+ rlVertex2f((float)posX + (float)width + zoomFactor, (float)posY);
+
+ rlVertex2f((float)posX + (float)width, (float)posY - zoomFactor);
+ rlVertex2f((float)posX + (float)width, (float)posY + (float)height + zoomFactor);
+
+ rlVertex2f((float)posX + (float)width + zoomFactor, (float)posY + (float)height);
+ rlVertex2f((float)posX - zoomFactor, (float)posY + (float)height);
+
+ rlVertex2f((float)posX, (float)posY + (float)height + zoomFactor);
+ rlVertex2f((float)posX, (float)posY - zoomFactor);
+ rlEnd();
+/*
+// Previous implementation, it has issues... but it does not require view matrix...
+#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);
+ rlVertex2f((float)posX, (float)posY);
+ rlVertex2f((float)posX + (float)width, (float)posY + 1);
+
+ rlVertex2f((float)posX + (float)width, (float)posY + 1);
+ rlVertex2f((float)posX + (float)width, (float)posY + (float)height);
+
+ rlVertex2f((float)posX + (float)width, (float)posY + (float)height);
+ rlVertex2f((float)posX + 1, (float)posY + (float)height);
+
+ rlVertex2f((float)posX + 1, (float)posY + (float)height);
+ rlVertex2f((float)posX + 1, (float)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, 270.0f, 0.0f, 90.0f };
+
+#if defined(SUPPORT_QUADS_DRAW_MODE)
+ rlSetTexture(GetShapesTexture().id);
+ Rectangle shapeRect = GetShapesTextureRectangle();
+
+ rlBegin(RL_QUADS);
+ // Draw all 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(shapeRect.x/texShapes.width, shapeRect.y/texShapes.height);
+ rlVertex2f(center.x, center.y);
+
+ rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, shapeRect.y/texShapes.height);
+ rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength*2))*radius, center.y + sinf(DEG2RAD*(angle + stepLength*2))*radius);
+
+ rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height);
+ rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*radius, center.y + sinf(DEG2RAD*(angle + stepLength))*radius);
+
+ rlTexCoord2f(shapeRect.x/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height);
+ rlVertex2f(center.x + cosf(DEG2RAD*angle)*radius, center.y + sinf(DEG2RAD*angle)*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(shapeRect.x/texShapes.width, shapeRect.y/texShapes.height);
+ rlVertex2f(center.x, center.y);
+
+ rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height);
+ rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*radius, center.y + sinf(DEG2RAD*(angle + stepLength))*radius);
+
+ rlTexCoord2f(shapeRect.x/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height);
+ rlVertex2f(center.x + cosf(DEG2RAD*angle)*radius, center.y + sinf(DEG2RAD*angle)*radius);
+
+ rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, shapeRect.y/texShapes.height);
+ rlVertex2f(center.x, center.y);
+ }
+ }
+
+ // [2] Upper Rectangle
+ rlColor4ub(color.r, color.g, color.b, color.a);
+ rlTexCoord2f(shapeRect.x/texShapes.width, shapeRect.y/texShapes.height);
+ rlVertex2f(point[0].x, point[0].y);
+ rlTexCoord2f(shapeRect.x/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height);
+ rlVertex2f(point[8].x, point[8].y);
+ rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height);
+ rlVertex2f(point[9].x, point[9].y);
+ rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, shapeRect.y/texShapes.height);
+ rlVertex2f(point[1].x, point[1].y);
+
+ // [4] Right Rectangle
+ rlColor4ub(color.r, color.g, color.b, color.a);
+ rlTexCoord2f(shapeRect.x/texShapes.width, shapeRect.y/texShapes.height);
+ rlVertex2f(point[2].x, point[2].y);
+ rlTexCoord2f(shapeRect.x/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height);
+ rlVertex2f(point[9].x, point[9].y);
+ rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height);
+ rlVertex2f(point[10].x, point[10].y);
+ rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, shapeRect.y/texShapes.height);
+ rlVertex2f(point[3].x, point[3].y);
+
+ // [6] Bottom Rectangle
+ rlColor4ub(color.r, color.g, color.b, color.a);
+ rlTexCoord2f(shapeRect.x/texShapes.width, shapeRect.y/texShapes.height);
+ rlVertex2f(point[11].x, point[11].y);
+ rlTexCoord2f(shapeRect.x/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height);
+ rlVertex2f(point[5].x, point[5].y);
+ rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height);
+ rlVertex2f(point[4].x, point[4].y);
+ rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, shapeRect.y/texShapes.height);
+ rlVertex2f(point[10].x, point[10].y);
+
+ // [8] Left Rectangle
+ rlColor4ub(color.r, color.g, color.b, color.a);
+ rlTexCoord2f(shapeRect.x/texShapes.width, shapeRect.y/texShapes.height);
+ rlVertex2f(point[7].x, point[7].y);
+ rlTexCoord2f(shapeRect.x/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height);
+ rlVertex2f(point[6].x, point[6].y);
+ rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height);
+ rlVertex2f(point[11].x, point[11].y);
+ rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, shapeRect.y/texShapes.height);
+ rlVertex2f(point[8].x, point[8].y);
+
+ // [9] Middle Rectangle
+ rlColor4ub(color.r, color.g, color.b, color.a);
+ rlTexCoord2f(shapeRect.x/texShapes.width, shapeRect.y/texShapes.height);
+ rlVertex2f(point[8].x, point[8].y);
+ rlTexCoord2f(shapeRect.x/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height);
+ rlVertex2f(point[11].x, point[11].y);
+ rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height);
+ rlVertex2f(point[10].x, point[10].y);
+ rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, shapeRect.y/texShapes.height);
+ rlVertex2f(point[9].x, point[9].y);
+
+ rlEnd();
+ rlSetTexture(0);
+#else
+ 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 + cosf(DEG2RAD*(angle + stepLength))*radius, center.y + sinf(DEG2RAD*(angle + stepLength))*radius);
+ rlVertex2f(center.x + cosf(DEG2RAD*angle)*radius, center.y + sinf(DEG2RAD*angle)*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
+// TODO: This function should be refactored to use RL_LINES, for consistency with other Draw*Lines()
+void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, Color color)
+{
+ DrawRectangleRoundedLinesEx(rec, roundness, segments, 1.0f, color);
+}
+
+// Draw rectangle with rounded edges outline
+void DrawRectangleRoundedLinesEx(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, 270.0f, 0.0f, 90.0f };
+
+ if (lineThick > 1)
+ {
+#if defined(SUPPORT_QUADS_DRAW_MODE)
+ rlSetTexture(GetShapesTexture().id);
+ Rectangle shapeRect = GetShapesTextureRectangle();
+
+ rlBegin(RL_QUADS);
+
+ // Draw all 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(shapeRect.x/texShapes.width, shapeRect.y/texShapes.height);
+ rlVertex2f(center.x + cosf(DEG2RAD*angle)*innerRadius, center.y + sinf(DEG2RAD*angle)*innerRadius);
+
+ rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, shapeRect.y/texShapes.height);
+ rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + sinf(DEG2RAD*(angle + stepLength))*innerRadius);
+
+ rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height);
+ rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + sinf(DEG2RAD*(angle + stepLength))*outerRadius);
+
+ rlTexCoord2f(shapeRect.x/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height);
+ rlVertex2f(center.x + cosf(DEG2RAD*angle)*outerRadius, center.y + sinf(DEG2RAD*angle)*outerRadius);
+
+ angle += stepLength;
+ }
+ }
+
+ // Upper rectangle
+ rlColor4ub(color.r, color.g, color.b, color.a);
+ rlTexCoord2f(shapeRect.x/texShapes.width, shapeRect.y/texShapes.height);
+ rlVertex2f(point[0].x, point[0].y);
+ rlTexCoord2f(shapeRect.x/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height);
+ rlVertex2f(point[8].x, point[8].y);
+ rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height);
+ rlVertex2f(point[9].x, point[9].y);
+ rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, shapeRect.y/texShapes.height);
+ rlVertex2f(point[1].x, point[1].y);
+
+ // Right rectangle
+ rlColor4ub(color.r, color.g, color.b, color.a);
+ rlTexCoord2f(shapeRect.x/texShapes.width, shapeRect.y/texShapes.height);
+ rlVertex2f(point[2].x, point[2].y);
+ rlTexCoord2f(shapeRect.x/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height);
+ rlVertex2f(point[10].x, point[10].y);
+ rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height);
+ rlVertex2f(point[11].x, point[11].y);
+ rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, shapeRect.y/texShapes.height);
+ rlVertex2f(point[3].x, point[3].y);
+
+ // Lower rectangle
+ rlColor4ub(color.r, color.g, color.b, color.a);
+ rlTexCoord2f(shapeRect.x/texShapes.width, shapeRect.y/texShapes.height);
+ rlVertex2f(point[13].x, point[13].y);
+ rlTexCoord2f(shapeRect.x/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height);
+ rlVertex2f(point[5].x, point[5].y);
+ rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height);
+ rlVertex2f(point[4].x, point[4].y);
+ rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, shapeRect.y/texShapes.height);
+ rlVertex2f(point[12].x, point[12].y);
+
+ // Left rectangle
+ rlColor4ub(color.r, color.g, color.b, color.a);
+ rlTexCoord2f(shapeRect.x/texShapes.width, shapeRect.y/texShapes.height);
+ rlVertex2f(point[15].x, point[15].y);
+ rlTexCoord2f(shapeRect.x/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height);
+ rlVertex2f(point[7].x, point[7].y);
+ rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height);
+ rlVertex2f(point[6].x, point[6].y);
+ rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, shapeRect.y/texShapes.height);
+ rlVertex2f(point[14].x, point[14].y);
+
+ rlEnd();
+ rlSetTexture(0);
+#else
+ 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 + cosf(DEG2RAD*angle)*innerRadius, center.y + sinf(DEG2RAD*angle)*innerRadius);
+ rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + sinf(DEG2RAD*(angle + stepLength))*innerRadius);
+ rlVertex2f(center.x + cosf(DEG2RAD*angle)*outerRadius, center.y + sinf(DEG2RAD*angle)*outerRadius);
+
+ rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + sinf(DEG2RAD*(angle + stepLength))*innerRadius);
+ rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + sinf(DEG2RAD*(angle + stepLength))*outerRadius);
+ rlVertex2f(center.x + cosf(DEG2RAD*angle)*outerRadius, center.y + sinf(DEG2RAD*angle)*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
+ rlBegin(RL_LINES);
+
+ // Draw all 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 + cosf(DEG2RAD*angle)*outerRadius, center.y + sinf(DEG2RAD*angle)*outerRadius);
+ rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + sinf(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)
+ rlSetTexture(GetShapesTexture().id);
+ Rectangle shapeRect = GetShapesTextureRectangle();
+
+ rlBegin(RL_QUADS);
+ rlColor4ub(color.r, color.g, color.b, color.a);
+
+ rlTexCoord2f(shapeRect.x/texShapes.width, shapeRect.y/texShapes.height);
+ rlVertex2f(v1.x, v1.y);
+
+ rlTexCoord2f(shapeRect.x/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height);
+ rlVertex2f(v2.x, v2.y);
+
+ rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height);
+ rlVertex2f(v2.x, v2.y);
+
+ rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, shapeRect.y/texShapes.height);
+ rlVertex2f(v3.x, v3.y);
+ rlEnd();
+
+ rlSetTexture(0);
+#else
+ rlBegin(RL_TRIANGLES);
+ rlColor4ub(color.r, color.g, color.b, color.a);
+ rlVertex2f(v1.x, v1.y);
+ rlVertex2f(v2.x, v2.y);
+ rlVertex2f(v3.x, v3.y);
+ rlEnd();
+#endif
+}
+
+// Draw a triangle using lines
+// NOTE: Vertex must be provided in counter-clockwise order
+void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color)
+{
+ rlBegin(RL_LINES);
+ rlColor4ub(color.r, color.g, color.b, color.a);
+ rlVertex2f(v1.x, v1.y);
+ rlVertex2f(v2.x, v2.y);
+
+ rlVertex2f(v2.x, v2.y);
+ rlVertex2f(v3.x, v3.y);
+
+ rlVertex2f(v3.x, v3.y);
+ rlVertex2f(v1.x, v1.y);
+ rlEnd();
+}
+
+// Draw a 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(const Vector2 *points, int pointCount, Color color)
+{
+ if (pointCount >= 3)
+ {
+ rlSetTexture(GetShapesTexture().id);
+ Rectangle shapeRect = GetShapesTextureRectangle();
+
+ rlBegin(RL_QUADS);
+ rlColor4ub(color.r, color.g, color.b, color.a);
+
+ for (int i = 1; i < pointCount - 1; i++)
+ {
+ rlTexCoord2f(shapeRect.x/texShapes.width, shapeRect.y/texShapes.height);
+ rlVertex2f(points[0].x, points[0].y);
+
+ rlTexCoord2f(shapeRect.x/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height);
+ rlVertex2f(points[i].x, points[i].y);
+
+ rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height);
+ rlVertex2f(points[i + 1].x, points[i + 1].y);
+
+ rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, shapeRect.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(const Vector2 *points, int pointCount, Color color)
+{
+ if (pointCount >= 3)
+ {
+ 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 = rotation*DEG2RAD;
+ float angleStep = 360.0f/(float)sides*DEG2RAD;
+
+#if defined(SUPPORT_QUADS_DRAW_MODE)
+ rlSetTexture(GetShapesTexture().id);
+ Rectangle shapeRect = GetShapesTextureRectangle();
+
+ rlBegin(RL_QUADS);
+ for (int i = 0; i < sides; i++)
+ {
+ rlColor4ub(color.r, color.g, color.b, color.a);
+ float nextAngle = centralAngle + angleStep;
+
+ rlTexCoord2f(shapeRect.x/texShapes.width, shapeRect.y/texShapes.height);
+ rlVertex2f(center.x, center.y);
+
+ rlTexCoord2f(shapeRect.x/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height);
+ rlVertex2f(center.x + cosf(centralAngle)*radius, center.y + sinf(centralAngle)*radius);
+
+ rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, shapeRect.y/texShapes.height);
+ rlVertex2f(center.x + cosf(nextAngle)*radius, center.y + sinf(nextAngle)*radius);
+
+ rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height);
+ rlVertex2f(center.x + cosf(centralAngle)*radius, center.y + sinf(centralAngle)*radius);
+
+ centralAngle = nextAngle;
+ }
+ rlEnd();
+ rlSetTexture(0);
+#else
+ rlBegin(RL_TRIANGLES);
+ for (int i = 0; i < sides; i++)
+ {
+ rlColor4ub(color.r, color.g, color.b, color.a);
+
+ rlVertex2f(center.x, center.y);
+ rlVertex2f(center.x + cosf(centralAngle + angleStep)*radius, center.y + sinf(centralAngle + angleStep)*radius);
+ rlVertex2f(center.x + cosf(centralAngle)*radius, center.y + sinf(centralAngle)*radius);
+
+ centralAngle += angleStep;
+ }
+ rlEnd();
+#endif
+}
+
+// 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 = rotation*DEG2RAD;
+ float angleStep = 360.0f/(float)sides*DEG2RAD;
+
+ rlBegin(RL_LINES);
+ for (int i = 0; i < sides; i++)
+ {
+ rlColor4ub(color.r, color.g, color.b, color.a);
+
+ rlVertex2f(center.x + cosf(centralAngle)*radius, center.y + sinf(centralAngle)*radius);
+ rlVertex2f(center.x + cosf(centralAngle + angleStep)*radius, center.y + sinf(centralAngle + angleStep)*radius);
+
+ centralAngle += angleStep;
+ }
+ rlEnd();
+}
+
+void DrawPolyLinesEx(Vector2 center, int sides, float radius, float rotation, float lineThick, Color color)
+{
+ if (sides < 3) sides = 3;
+ float centralAngle = rotation*DEG2RAD;
+ float exteriorAngle = 360.0f/(float)sides*DEG2RAD;
+ float innerRadius = radius - (lineThick*cosf(DEG2RAD*exteriorAngle/2.0f));
+
+#if defined(SUPPORT_QUADS_DRAW_MODE)
+ rlSetTexture(GetShapesTexture().id);
+ Rectangle shapeRect = GetShapesTextureRectangle();
+
+ rlBegin(RL_QUADS);
+ for (int i = 0; i < sides; i++)
+ {
+ rlColor4ub(color.r, color.g, color.b, color.a);
+ float nextAngle = centralAngle + exteriorAngle;
+
+ rlTexCoord2f(shapeRect.x/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height);
+ rlVertex2f(center.x + cosf(centralAngle)*radius, center.y + sinf(centralAngle)*radius);
+
+ rlTexCoord2f(shapeRect.x/texShapes.width, shapeRect.y/texShapes.height);
+ rlVertex2f(center.x + cosf(centralAngle)*innerRadius, center.y + sinf(centralAngle)*innerRadius);
+
+ rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, (shapeRect.y + shapeRect.height)/texShapes.height);
+ rlVertex2f(center.x + cosf(nextAngle)*innerRadius, center.y + sinf(nextAngle)*innerRadius);
+
+ rlTexCoord2f((shapeRect.x + shapeRect.width)/texShapes.width, shapeRect.y/texShapes.height);
+ rlVertex2f(center.x + cosf(nextAngle)*radius, center.y + sinf(nextAngle)*radius);
+
+ centralAngle = nextAngle;
+ }
+ 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(center.x + cosf(nextAngle)*radius, center.y + sinf(nextAngle)*radius);
+ rlVertex2f(center.x + cosf(centralAngle)*radius, center.y + sinf(centralAngle)*radius);
+ rlVertex2f(center.x + cosf(centralAngle)*innerRadius, center.y + sinf(centralAngle)*innerRadius);
+
+ rlVertex2f(center.x + cosf(centralAngle)*innerRadius, center.y + sinf(centralAngle)*innerRadius);
+ rlVertex2f(center.x + cosf(nextAngle)*innerRadius, center.y + sinf(nextAngle)*innerRadius);
+ rlVertex2f(center.x + cosf(nextAngle)*radius, center.y + sinf(nextAngle)*radius);
+
+ centralAngle = nextAngle;
+ }
+ rlEnd();
+#endif
+}
+
+//----------------------------------------------------------------------------------
+// Module Functions Definition - Splines functions
+//----------------------------------------------------------------------------------
+
+// Draw spline: linear, minimum 2 points
+void DrawSplineLinear(const Vector2 *points, int pointCount, float thick, Color color)
+{
+ if (pointCount < 2) return;
+
+#if defined(SUPPORT_SPLINE_MITERS)
+ Vector2 prevNormal = (Vector2){-(points[1].y - points[0].y), (points[1].x - points[0].x)};
+ float prevLength = sqrtf(prevNormal.x*prevNormal.x + prevNormal.y*prevNormal.y);
+
+ if (prevLength > 0.0f)
+ {
+ prevNormal.x /= prevLength;
+ prevNormal.y /= prevLength;
+ }
+ else
+ {
+ prevNormal.x = 0.0f;
+ prevNormal.y = 0.0f;
+ }
+
+ Vector2 prevRadius = { 0.5f*thick*prevNormal.x, 0.5f*thick*prevNormal.y };
+
+ for (int i = 0; i < pointCount - 1; i++)
+ {
+ Vector2 normal = { 0 };
+
+ if (i < pointCount - 2)
+ {
+ normal = (Vector2){-(points[i + 2].y - points[i + 1].y), (points[i + 2].x - points[i + 1].x)};
+ float normalLength = sqrtf(normal.x*normal.x + normal.y*normal.y);
+
+ if (normalLength > 0.0f)
+ {
+ normal.x /= normalLength;
+ normal.y /= normalLength;
+ }
+ else
+ {
+ normal.x = 0.0f;
+ normal.y = 0.0f;
+ }
+ }
+ else
+ {
+ normal = prevNormal;
+ }
+
+ Vector2 radius = { prevNormal.x + normal.x, prevNormal.y + normal.y };
+ float radiusLength = sqrtf(radius.x*radius.x + radius.y*radius.y);
+
+ if (radiusLength > 0.0f)
+ {
+ radius.x /= radiusLength;
+ radius.y /= radiusLength;
+ }
+ else
+ {
+ radius.x = 0.0f;
+ radius.y = 0.0f;
+ }
+
+ float cosTheta = radius.x*normal.x + radius.y*normal.y;
+
+ if (cosTheta != 0.0f)
+ {
+ radius.x *= (thick*0.5f/cosTheta);
+ radius.y *= (thick*0.5f/cosTheta);
+ }
+ else
+ {
+ radius.x = 0.0f;
+ radius.y = 0.0f;
+ }
+
+ Vector2 strip[4] = {
+ { points[i].x - prevRadius.x, points[i].y - prevRadius.y },
+ { points[i].x + prevRadius.x, points[i].y + prevRadius.y },
+ { points[i + 1].x - radius.x, points[i + 1].y - radius.y },
+ { points[i + 1].x + radius.x, points[i + 1].y + radius.y }
+ };
+
+ DrawTriangleStrip(strip, 4, color);
+
+ prevRadius = radius;
+ prevNormal = normal;
+ }
+
+#else // !SUPPORT_SPLINE_MITERS
+
+ Vector2 delta = { 0 };
+ float length = 0.0f;
+ float scale = 0.0f;
+
+ for (int i = 0; i < pointCount - 1; i++)
+ {
+ delta = (Vector2){ points[i + 1].x - points[i].x, points[i + 1].y - points[i].y };
+ length = sqrtf(delta.x*delta.x + delta.y*delta.y);
+
+ if (length > 0) scale = thick/(2*length);
+
+ Vector2 radius = { -scale*delta.y, scale*delta.x };
+ Vector2 strip[4] = {
+ { points[i].x - radius.x, points[i].y - radius.y },
+ { points[i].x + radius.x, points[i].y + radius.y },
+ { points[i + 1].x - radius.x, points[i + 1].y - radius.y },
+ { points[i + 1].x + radius.x, points[i + 1].y + radius.y }
+ };
+
+ DrawTriangleStrip(strip, 4, color);
+ }
+#endif
+
+#if defined(SUPPORT_SPLINE_SEGMENT_CAPS)
+ // TODO: Add spline segment rounded caps at the begin/end of the spline
+#endif
+}
+
+// Draw spline: B-Spline, minimum 4 points
+void DrawSplineBasis(const Vector2 *points, int pointCount, float thick, Color color)
+{
+ if (pointCount < 4) return;
+
+ float a[4] = { 0 };
+ float b[4] = { 0 };
+ float dy = 0.0f;
+ float dx = 0.0f;
+ float size = 0.0f;
+
+ Vector2 currentPoint = { 0 };
+ Vector2 nextPoint = { 0 };
+ Vector2 vertices[2*SPLINE_SEGMENT_DIVISIONS + 2] = { 0 };
+
+ for (int i = 0; i < (pointCount - 3); i++)
+ {
+ float t = 0.0f;
+ Vector2 p1 = points[i], p2 = points[i + 1], p3 = points[i + 2], p4 = points[i + 3];
+
+ a[0] = (-p1.x + 3.0f*p2.x - 3.0f*p3.x + p4.x)/6.0f;
+ a[1] = (3.0f*p1.x - 6.0f*p2.x + 3.0f*p3.x)/6.0f;
+ a[2] = (-3.0f*p1.x + 3.0f*p3.x)/6.0f;
+ a[3] = (p1.x + 4.0f*p2.x + p3.x)/6.0f;
+
+ b[0] = (-p1.y + 3.0f*p2.y - 3.0f*p3.y + p4.y)/6.0f;
+ b[1] = (3.0f*p1.y - 6.0f*p2.y + 3.0f*p3.y)/6.0f;
+ b[2] = (-3.0f*p1.y + 3.0f*p3.y)/6.0f;
+ b[3] = (p1.y + 4.0f*p2.y + p3.y)/6.0f;
+
+ currentPoint.x = a[3];
+ currentPoint.y = b[3];
+
+ if (i == 0) DrawCircleV(currentPoint, thick/2.0f, color); // Draw init line circle-cap
+
+ if (i > 0)
+ {
+ vertices[0].x = currentPoint.x + dy*size;
+ vertices[0].y = currentPoint.y - dx*size;
+ vertices[1].x = currentPoint.x - dy*size;
+ vertices[1].y = currentPoint.y + dx*size;
+ }
+
+ for (int j = 1; j <= SPLINE_SEGMENT_DIVISIONS; j++)
+ {
+ t = ((float)j)/((float)SPLINE_SEGMENT_DIVISIONS);
+
+ nextPoint.x = a[3] + t*(a[2] + t*(a[1] + t*a[0]));
+ nextPoint.y = b[3] + t*(b[2] + t*(b[1] + t*b[0]));
+
+ dy = nextPoint.y - currentPoint.y;
+ dx = nextPoint.x - currentPoint.x;
+ size = 0.5f*thick/sqrtf(dx*dx+dy*dy);
+
+ if ((i == 0) && (j == 1))
+ {
+ vertices[0].x = currentPoint.x + dy*size;
+ vertices[0].y = currentPoint.y - dx*size;
+ vertices[1].x = currentPoint.x - dy*size;
+ vertices[1].y = currentPoint.y + dx*size;
+ }
+
+ vertices[2*j + 1].x = nextPoint.x - dy*size;
+ vertices[2*j + 1].y = nextPoint.y + dx*size;
+ vertices[2*j].x = nextPoint.x + dy*size;
+ vertices[2*j].y = nextPoint.y - dx*size;
+
+ currentPoint = nextPoint;
+ }
+
+ DrawTriangleStrip(vertices, 2*SPLINE_SEGMENT_DIVISIONS + 2, color);
+ }
+
+ // Cap circle drawing at the end of every segment
+ DrawCircleV(currentPoint, thick/2.0f, color);
+}
+
+// Draw spline: Catmull-Rom, minimum 4 points
+void DrawSplineCatmullRom(const Vector2 *points, int pointCount, float thick, Color color)
+{
+ if (pointCount < 4) return;
+
+ float dy = 0.0f;
+ float dx = 0.0f;
+ float size = 0.0f;
+
+ Vector2 currentPoint = points[1];
+ Vector2 nextPoint = { 0 };
+ Vector2 vertices[2*SPLINE_SEGMENT_DIVISIONS + 2] = { 0 };
+
+ DrawCircleV(currentPoint, thick/2.0f, color); // Draw init line circle-cap
+
+ for (int i = 0; i < (pointCount - 3); i++)
+ {
+ float t = 0.0f;
+ Vector2 p1 = points[i], p2 = points[i + 1], p3 = points[i + 2], p4 = points[i + 3];
+
+ if (i > 0)
+ {
+ vertices[0].x = currentPoint.x + dy*size;
+ vertices[0].y = currentPoint.y - dx*size;
+ vertices[1].x = currentPoint.x - dy*size;
+ vertices[1].y = currentPoint.y + dx*size;
+ }
+
+ for (int j = 1; j <= SPLINE_SEGMENT_DIVISIONS; j++)
+ {
+ t = ((float)j)/((float)SPLINE_SEGMENT_DIVISIONS);
+
+ float q0 = (-1.0f*t*t*t) + (2.0f*t*t) + (-1.0f*t);
+ float q1 = (3.0f*t*t*t) + (-5.0f*t*t) + 2.0f;
+ float q2 = (-3.0f*t*t*t) + (4.0f*t*t) + t;
+ float q3 = t*t*t - t*t;
+
+ nextPoint.x = 0.5f*((p1.x*q0) + (p2.x*q1) + (p3.x*q2) + (p4.x*q3));
+ nextPoint.y = 0.5f*((p1.y*q0) + (p2.y*q1) + (p3.y*q2) + (p4.y*q3));
+
+ dy = nextPoint.y - currentPoint.y;
+ dx = nextPoint.x - currentPoint.x;
+ size = (0.5f*thick)/sqrtf(dx*dx + dy*dy);
+
+ if ((i == 0) && (j == 1))
+ {
+ vertices[0].x = currentPoint.x + dy*size;
+ vertices[0].y = currentPoint.y - dx*size;
+ vertices[1].x = currentPoint.x - dy*size;
+ vertices[1].y = currentPoint.y + dx*size;
+ }
+
+ vertices[2*j + 1].x = nextPoint.x - dy*size;
+ vertices[2*j + 1].y = nextPoint.y + dx*size;
+ vertices[2*j].x = nextPoint.x + dy*size;
+ vertices[2*j].y = nextPoint.y - dx*size;
+
+ currentPoint = nextPoint;
+ }
+
+ DrawTriangleStrip(vertices, 2*SPLINE_SEGMENT_DIVISIONS + 2, color);
+ }
+
+ // Cap circle drawing at the end of every segment
+ DrawCircleV(currentPoint, thick/2.0f, color);
+}
+
+// Draw spline: Quadratic Bezier, minimum 3 points (1 control point): [p1, c2, p3, c4...]
+void DrawSplineBezierQuadratic(const Vector2 *points, int pointCount, float thick, Color color)
+{
+ if (pointCount >= 3)
+ {
+ for (int i = 0; i < pointCount - 2; i += 2) DrawSplineSegmentBezierQuadratic(points[i], points[i + 1], points[i + 2], thick, color);
+
+ // Cap circle drawing at the end of every segment
+ //for (int i = 2; i < pointCount - 2; i += 2) DrawCircleV(points[i], thick/2.0f, color);
+ }
+}
+
+// Draw spline: Cubic Bezier, minimum 4 points (2 control points): [p1, c2, c3, p4, c5, c6...]
+void DrawSplineBezierCubic(const Vector2 *points, int pointCount, float thick, Color color)
+{
+ if (pointCount >= 4)
+ {
+ for (int i = 0; i < pointCount - 3; i += 3) DrawSplineSegmentBezierCubic(points[i], points[i + 1], points[i + 2], points[i + 3], thick, color);
+
+ // Cap circle drawing at the end of every segment
+ //for (int i = 3; i < pointCount - 3; i += 3) DrawCircleV(points[i], thick/2.0f, color);
+ }
+}
+
+// Draw spline segment: Linear, 2 points
+void DrawSplineSegmentLinear(Vector2 p1, Vector2 p2, float thick, Color color)
+{
+ // NOTE: For the linear spline we don't use subdivisions, just a single quad
+
+ Vector2 delta = { p2.x - p1.x, p2.y - p1.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] = {
+ { p1.x - radius.x, p1.y - radius.y },
+ { p1.x + radius.x, p1.y + radius.y },
+ { p2.x - radius.x, p2.y - radius.y },
+ { p2.x + radius.x, p2.y + radius.y }
+ };
+
+ DrawTriangleStrip(strip, 4, color);
+ }
+}
+
+// Draw spline segment: B-Spline, 4 points
+void DrawSplineSegmentBasis(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color)
+{
+ const float step = 1.0f/SPLINE_SEGMENT_DIVISIONS;
+
+ Vector2 currentPoint = { 0 };
+ Vector2 nextPoint = { 0 };
+ float t = 0.0f;
+
+ Vector2 points[2*SPLINE_SEGMENT_DIVISIONS + 2] = { 0 };
+
+ float a[4] = { 0 };
+ float b[4] = { 0 };
+
+ a[0] = (-p1.x + 3*p2.x - 3*p3.x + p4.x)/6.0f;
+ a[1] = (3*p1.x - 6*p2.x + 3*p3.x)/6.0f;
+ a[2] = (-3*p1.x + 3*p3.x)/6.0f;
+ a[3] = (p1.x + 4*p2.x + p3.x)/6.0f;
+
+ b[0] = (-p1.y + 3*p2.y - 3*p3.y + p4.y)/6.0f;
+ b[1] = (3*p1.y - 6*p2.y + 3*p3.y)/6.0f;
+ b[2] = (-3*p1.y + 3*p3.y)/6.0f;
+ b[3] = (p1.y + 4*p2.y + p3.y)/6.0f;
+
+ currentPoint.x = a[3];
+ currentPoint.y = b[3];
+
+ for (int i = 0; i <= SPLINE_SEGMENT_DIVISIONS; i++)
+ {
+ t = step*(float)i;
+
+ nextPoint.x = a[3] + t*(a[2] + t*(a[1] + t*a[0]));
+ nextPoint.y = b[3] + t*(b[2] + t*(b[1] + t*b[0]));
+
+ float dy = nextPoint.y - currentPoint.y;
+ float dx = nextPoint.x - currentPoint.x;
+ float size = (0.5f*thick)/sqrtf(dx*dx + dy*dy);
+
+ if (i == 1)
+ {
+ points[0].x = currentPoint.x + dy*size;
+ points[0].y = currentPoint.y - dx*size;
+ points[1].x = currentPoint.x - dy*size;
+ points[1].y = currentPoint.y + dx*size;
+ }
+
+ points[2*i + 1].x = nextPoint.x - dy*size;
+ points[2*i + 1].y = nextPoint.y + dx*size;
+ points[2*i].x = nextPoint.x + dy*size;
+ points[2*i].y = nextPoint.y - dx*size;
+
+ currentPoint = nextPoint;
+ }
+
+ DrawTriangleStrip(points, 2*SPLINE_SEGMENT_DIVISIONS+2, color);
+}
+
+// Draw spline segment: Catmull-Rom, 4 points
+void DrawSplineSegmentCatmullRom(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float thick, Color color)
+{
+ const float step = 1.0f/SPLINE_SEGMENT_DIVISIONS;
+
+ Vector2 currentPoint = p1;
+ Vector2 nextPoint = { 0 };
+ float t = 0.0f;
+
+ Vector2 points[2*SPLINE_SEGMENT_DIVISIONS + 2] = { 0 };
+
+ for (int i = 0; i <= SPLINE_SEGMENT_DIVISIONS; i++)
+ {
+ t = step*(float)i;
+
+ float q0 = (-1*t*t*t) + (2*t*t) + (-1*t);
+ float q1 = (3*t*t*t) + (-5*t*t) + 2;
+ float q2 = (-3*t*t*t) + (4*t*t) + t;
+ float q3 = t*t*t - t*t;
+
+ nextPoint.x = 0.5f*((p1.x*q0) + (p2.x*q1) + (p3.x*q2) + (p4.x*q3));
+ nextPoint.y = 0.5f*((p1.y*q0) + (p2.y*q1) + (p3.y*q2) + (p4.y*q3));
+
+ float dy = nextPoint.y - currentPoint.y;
+ float dx = nextPoint.x - currentPoint.x;
+ float size = (0.5f*thick)/sqrtf(dx*dx + dy*dy);
+
+ if (i == 1)
+ {
+ points[0].x = currentPoint.x + dy*size;
+ points[0].y = currentPoint.y - dx*size;
+ points[1].x = currentPoint.x - dy*size;
+ points[1].y = currentPoint.y + dx*size;
+ }
+
+ points[2*i + 1].x = nextPoint.x - dy*size;
+ points[2*i + 1].y = nextPoint.y + dx*size;
+ points[2*i].x = nextPoint.x + dy*size;
+ points[2*i].y = nextPoint.y - dx*size;
+
+ currentPoint = nextPoint;
+ }
+
+ DrawTriangleStrip(points, 2*SPLINE_SEGMENT_DIVISIONS + 2, color);
+}
+
+// Draw spline segment: Quadratic Bezier, 2 points, 1 control point
+void DrawSplineSegmentBezierQuadratic(Vector2 p1, Vector2 c2, Vector2 p3, float thick, Color color)
+{
+ const float step = 1.0f/SPLINE_SEGMENT_DIVISIONS;
+
+ Vector2 previous = p1;
+ Vector2 current = { 0 };
+ float t = 0.0f;
+
+ Vector2 points[2*SPLINE_SEGMENT_DIVISIONS + 2] = { 0 };
+
+ for (int i = 1; i <= SPLINE_SEGMENT_DIVISIONS; i++)
+ {
+ t = step*(float)i;
+
+ float a = powf(1.0f - t, 2);
+ float b = 2.0f*(1.0f - 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*p1.y + b*c2.y + c*p3.y;
+ current.x = a*p1.x + b*c2.x + c*p3.x;
+
+ float dy = current.y - previous.y;
+ float dx = current.x - previous.x;
+ float size = 0.5f*thick/sqrtf(dx*dx+dy*dy);
+
+ if (i == 1)
+ {
+ points[0].x = previous.x + dy*size;
+ points[0].y = previous.y - dx*size;
+ points[1].x = previous.x - dy*size;
+ points[1].y = previous.y + dx*size;
+ }
+
+ points[2*i + 1].x = current.x - dy*size;
+ points[2*i + 1].y = current.y + dx*size;
+ points[2*i].x = current.x + dy*size;
+ points[2*i].y = current.y - dx*size;
+
+ previous = current;
+ }
+
+ DrawTriangleStrip(points, 2*SPLINE_SEGMENT_DIVISIONS + 2, color);
+}
+
+// Draw spline segment: Cubic Bezier, 2 points, 2 control points
+void DrawSplineSegmentBezierCubic(Vector2 p1, Vector2 c2, Vector2 c3, Vector2 p4, float thick, Color color)
+{
+ const float step = 1.0f/SPLINE_SEGMENT_DIVISIONS;
+
+ Vector2 previous = p1;
+ Vector2 current = { 0 };
+ float t = 0.0f;
+
+ Vector2 points[2*SPLINE_SEGMENT_DIVISIONS + 2] = { 0 };
+
+ for (int i = 1; i <= SPLINE_SEGMENT_DIVISIONS; i++)
+ {
+ t = step*(float)i;
+
+ float a = powf(1.0f - t, 3);
+ float b = 3.0f*powf(1.0f - t, 2)*t;
+ float c = 3.0f*(1.0f - t)*powf(t, 2);
+ float d = powf(t, 3);
+
+ current.y = a*p1.y + b*c2.y + c*c3.y + d*p4.y;
+ current.x = a*p1.x + b*c2.x + c*c3.x + d*p4.x;
+
+ float dy = current.y - previous.y;
+ float dx = current.x - previous.x;
+ float size = 0.5f*thick/sqrtf(dx*dx+dy*dy);
+
+ if (i == 1)
+ {
+ points[0].x = previous.x + dy*size;
+ points[0].y = previous.y - dx*size;
+ points[1].x = previous.x - dy*size;
+ points[1].y = previous.y + dx*size;
+ }
+
+ points[2*i + 1].x = current.x - dy*size;
+ points[2*i + 1].y = current.y + dx*size;
+ points[2*i].x = current.x + dy*size;
+ points[2*i].y = current.y - dx*size;
+
+ previous = current;
+ }
+
+ DrawTriangleStrip(points, 2*SPLINE_SEGMENT_DIVISIONS + 2, color);
+}
+
+// Get spline point for a given t [0.0f .. 1.0f], Linear
+Vector2 GetSplinePointLinear(Vector2 startPos, Vector2 endPos, float t)
+{
+ Vector2 point = { 0 };
+
+ point.x = startPos.x*(1.0f - t) + endPos.x*t;
+ point.y = startPos.y*(1.0f - t) + endPos.y*t;
+
+ return point;
+}
+
+// Get spline point for a given t [0.0f .. 1.0f], B-Spline
+Vector2 GetSplinePointBasis(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float t)
+{
+ Vector2 point = { 0 };
+
+ float a[4] = { 0 };
+ float b[4] = { 0 };
+
+ a[0] = (-p1.x + 3*p2.x - 3*p3.x + p4.x)/6.0f;
+ a[1] = (3*p1.x - 6*p2.x + 3*p3.x)/6.0f;
+ a[2] = (-3*p1.x + 3*p3.x)/6.0f;
+ a[3] = (p1.x + 4*p2.x + p3.x)/6.0f;
+
+ b[0] = (-p1.y + 3*p2.y - 3*p3.y + p4.y)/6.0f;
+ b[1] = (3*p1.y - 6*p2.y + 3*p3.y)/6.0f;
+ b[2] = (-3*p1.y + 3*p3.y)/6.0f;
+ b[3] = (p1.y + 4*p2.y + p3.y)/6.0f;
+
+ point.x = a[3] + t*(a[2] + t*(a[1] + t*a[0]));
+ point.y = b[3] + t*(b[2] + t*(b[1] + t*b[0]));
+
+ return point;
+}
+
+// Get spline point for a given t [0.0f .. 1.0f], Catmull-Rom
+Vector2 GetSplinePointCatmullRom(Vector2 p1, Vector2 p2, Vector2 p3, Vector2 p4, float t)
+{
+ Vector2 point = { 0 };
+
+ float q0 = (-1*t*t*t) + (2*t*t) + (-1*t);
+ float q1 = (3*t*t*t) + (-5*t*t) + 2;
+ float q2 = (-3*t*t*t) + (4*t*t) + t;
+ float q3 = t*t*t - t*t;
+
+ point.x = 0.5f*((p1.x*q0) + (p2.x*q1) + (p3.x*q2) + (p4.x*q3));
+ point.y = 0.5f*((p1.y*q0) + (p2.y*q1) + (p3.y*q2) + (p4.y*q3));
+
+ return point;
+}
+
+// Get spline point for a given t [0.0f .. 1.0f], Quadratic Bezier
+Vector2 GetSplinePointBezierQuad(Vector2 startPos, Vector2 controlPos, Vector2 endPos, float t)
+{
+ Vector2 point = { 0 };
+
+ float a = powf(1.0f - t, 2);
+ float b = 2.0f*(1.0f - t)*t;
+ float c = powf(t, 2);
+
+ point.y = a*startPos.y + b*controlPos.y + c*endPos.y;
+ point.x = a*startPos.x + b*controlPos.x + c*endPos.x;
+
+ return point;
+}
+
+// Get spline point for a given t [0.0f .. 1.0f], Cubic Bezier
+Vector2 GetSplinePointBezierCubic(Vector2 startPos, Vector2 startControlPos, Vector2 endControlPos, Vector2 endPos, float t)
+{
+ Vector2 point = { 0 };
+
+ float a = powf(1.0f - t, 3);
+ float b = 3.0f*powf(1.0f - t, 2)*t;
+ float c = 3.0f*(1.0f - t)*powf(t, 2);
+ float d = powf(t, 3);
+
+ point.y = a*startPos.y + b*startControlPos.y + c*endControlPos.y + d*endPos.y;
+ point.x = a*startPos.x + b*startControlPos.x + c*endControlPos.x + d*endPos.x;
+
+ return point;
+}
+
+//----------------------------------------------------------------------------------
+// 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;
+
+ float distanceSquared = (point.x - center.x)*(point.x - center.x) + (point.y - center.y)*(point.y - center.y);
+
+ if (distanceSquared <= radius*radius) collision = true;
+
+ 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 if point is within a polygon described by array of vertices
+// NOTE: Based on http://jeffreythompson.org/collision-detection/poly-point.php
+bool CheckCollisionPointPoly(Vector2 point, const Vector2 *points, int pointCount)
+{
+ bool inside = false;
+
+ if (pointCount > 2)
+ {
+ for (int i = 0, j = pointCount - 1; i < pointCount; j = i++)
+ {
+ if ((points[i].y > point.y) != (points[j].y > point.y) &&
+ (point.x < (points[j].x - points[i].x)*(point.y - points[i].y)/(points[j].y - points[i].y) + points[i].x))
+ {
+ inside = !inside;
+ }
+ }
+ }
+
+ return inside;
+}
+
+// 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 distanceSquared = dx*dx + dy*dy; // Distance between centers squared
+ float radiusSum = radius1 + radius2;
+
+ collision = (distanceSquared <= (radiusSum*radiusSum));
+
+ 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;
+
+ float recCenterX = rec.x + rec.width/2.0f;
+ float recCenterY = rec.y + rec.height/2.0f;
+
+ float dx = fabsf(center.x - recCenterX);
+ float dy = fabsf(center.y - recCenterY);
+
+ if (dx > (rec.width/2.0f + radius)) { return false; }
+ if (dy > (rec.height/2.0f + radius)) { return false; }
+
+ if (dx <= (rec.width/2.0f)) { return true; }
+ if (dy <= (rec.height/2.0f)) { return true; }
+
+ float cornerDistanceSq = (dx - rec.width/2.0f)*(dx - rec.width/2.0f) +
+ (dy - rec.height/2.0f)*(dy - rec.height/2.0f);
+
+ 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;
+}
+
+// Check if circle collides with a line created betweeen two points [p1] and [p2]
+RLAPI bool CheckCollisionCircleLine(Vector2 center, float radius, Vector2 p1, Vector2 p2)
+{
+ float dx = p1.x - p2.x;
+ float dy = p1.y - p2.y;
+
+ if ((fabsf(dx) + fabsf(dy)) <= FLT_EPSILON)
+ {
+ return CheckCollisionCircles(p1, 0, center, radius);
+ }
+
+ float lengthSQ = ((dx*dx) + (dy*dy));
+ float dotProduct = (((center.x - p1.x)*(p2.x - p1.x)) + ((center.y - p1.y)*(p2.y - p1.y)))/(lengthSQ);
+
+ if (dotProduct > 1.0f) dotProduct = 1.0f;
+ else if (dotProduct < 0.0f) dotProduct = 0.0f;
+
+ float dx2 = (p1.x - (dotProduct*(dx))) - center.x;
+ float dy2 = (p1.y - (dotProduct*(dy))) - center.y;
+ float distanceSQ = ((dx2*dx2) + (dy2*dy2));
+
+ return (distanceSQ <= radius*radius);
+}
+
+// Get collision rectangle for two rectangles collision
+Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2)
+{
+ Rectangle overlap = { 0 };
+
+ float left = (rec1.x > rec2.x)? rec1.x : rec2.x;
+ float right1 = rec1.x + rec1.width;
+ float right2 = rec2.x + rec2.width;
+ float right = (right1 < right2)? right1 : right2;
+ float top = (rec1.y > rec2.y)? rec1.y : rec2.y;
+ float bottom1 = rec1.y + rec1.height;
+ float bottom2 = rec2.y + rec2.height;
+ float bottom = (bottom1 < bottom2)? bottom1 : bottom2;
+
+ if ((left < right) && (top < bottom))
+ {
+ overlap.x = left;
+ overlap.y = top;
+ overlap.width = right - left;
+ overlap.height = bottom - top;
+ }
+
+ return overlap;
+}
+
+//----------------------------------------------------------------------------------
+// Module specific Functions Definition
+//----------------------------------------------------------------------------------
+
+// Cubic easing in-out
+// NOTE: Used by DrawLineBezier() only
+static float EaseCubicInOut(float t, float b, float c, float d)
+{
+ float result = 0.0f;
+
+ if ((t /= 0.5f*d) < 1) result = 0.5f*c*t*t*t + b;
+ else
+ {
+ t -= 2;
+ result = 0.5f*c*(t*t*t + 2.0f) + b;
+ }
+
+ return result;
+}
+
+#endif // SUPPORT_MODULE_RSHAPES