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@ -185,8 +185,8 @@ void DrawCircle(int centerX, int centerY, float radius, Color color) |
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// Draw a piece of a circle |
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void DrawCircleSector(Vector2 center, float radius, int startAngle, int endAngle, int segments, Color color) |
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{ |
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if(radius == 0) return; // Check this or we'll get a div by zero error otherwise |
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if (radius <= 0.0f) radius = 0.1f; // Avoid div by zero |
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// Function expects (endAngle > startAngle) |
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if (endAngle < startAngle) |
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{ |
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@ -277,7 +277,7 @@ void DrawCircleSector(Vector2 center, float radius, int startAngle, int endAngle |
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void DrawCircleSectorLines(Vector2 center, float radius, int startAngle, int endAngle, int segments, Color color) |
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{ |
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if(radius == 0) return; // Check this or we'll get a div by zero error otherwise |
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if (radius <= 0.0f) radius = 0.1f; // Avoid div by zero issue |
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// Function expects (endAngle > startAngle) |
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if (endAngle < startAngle) |
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@ -308,12 +308,12 @@ void DrawCircleSectorLines(Vector2 center, float radius, int startAngle, int end |
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// Hide the cap lines when the circle is full |
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bool showCapLines = true; |
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int limit = 2*(segments + 2); |
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if((endAngle - startAngle) % 360 == 0) { limit = 2*segments; showCapLines = false; } |
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if ((endAngle - startAngle)%360 == 0) { limit = 2*segments; showCapLines = false; } |
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if (rlCheckBufferLimit(limit)) rlglDraw(); |
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rlBegin(RL_LINES); |
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if(showCapLines) |
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if (showCapLines) |
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{ |
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rlColor4ub(color.r, color.g, color.b, color.a); |
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rlVertex2f(center.x, center.y); |
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@ -330,7 +330,7 @@ void DrawCircleSectorLines(Vector2 center, float radius, int startAngle, int end |
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angle += stepLength; |
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} |
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if(showCapLines) |
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if (showCapLines) |
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{ |
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rlColor4ub(color.r, color.g, color.b, color.a); |
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rlVertex2f(center.x, center.y); |
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@ -384,15 +384,16 @@ void DrawCircleLines(int centerX, int centerY, float radius, Color color) |
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void DrawRing(Vector2 center, float innerRadius, float outerRadius, int startAngle, int endAngle, int segments, Color color) |
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{ |
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if(startAngle == endAngle) return; |
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if (startAngle == endAngle) return; |
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// Function expects (outerRadius > innerRadius) |
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if(outerRadius < innerRadius) |
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if (outerRadius < innerRadius) |
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{ |
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float tmp = outerRadius; |
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outerRadius = innerRadius; |
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innerRadius = tmp; |
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if(outerRadius == 0) return; // Check this or we'll get a div by zero error otherwise |
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if (outerRadius <= 0.0f) outerRadius = 0.1f; |
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} |
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// Function expects (endAngle > startAngle) |
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@ -408,8 +409,9 @@ void DrawRing(Vector2 center, float innerRadius, float outerRadius, int startAng |
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{ |
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// Calculate how many segments we need to draw a smooth circle, taken from https://stackoverflow.com/a/2244088 |
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#ifndef CIRCLE_ERROR_RATE |
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#define CIRCLE_ERROR_RATE 0.5f |
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#define CIRCLE_ERROR_RATE 0.5f |
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#endif |
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// Calculate the maximum angle between segments based on the error rate. |
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float th = acosf(2*powf(1 - CIRCLE_ERROR_RATE/outerRadius, 2) - 1); |
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segments = (endAngle - startAngle)*ceilf(2*PI/th)/360; |
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@ -418,7 +420,7 @@ void DrawRing(Vector2 center, float innerRadius, float outerRadius, int startAng |
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} |
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// Not a ring |
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if(innerRadius == 0) |
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if (innerRadius <= 0.0f) |
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{ |
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DrawCircleSector(center, outerRadius, startAngle, endAngle, segments, color); |
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return; |
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@ -478,15 +480,16 @@ void DrawRing(Vector2 center, float innerRadius, float outerRadius, int startAng |
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void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, int startAngle, int endAngle, int segments, Color color) |
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{ |
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if(startAngle == endAngle) return; |
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if (startAngle == endAngle) return; |
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// Function expects (outerRadius > innerRadius) |
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if(outerRadius < innerRadius) |
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if (outerRadius < innerRadius) |
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{ |
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float tmp = outerRadius; |
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outerRadius = innerRadius; |
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innerRadius = tmp; |
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if(outerRadius == 0) return; // Check this or we'll get a div by zero error otherwise |
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if (outerRadius <= 0.0f) outerRadius = 0.1f; |
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} |
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// Function expects (endAngle > startAngle) |
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@ -502,8 +505,9 @@ void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, int sta |
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{ |
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// Calculate how many segments we need to draw a smooth circle, taken from https://stackoverflow.com/a/2244088 |
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#ifndef CIRCLE_ERROR_RATE |
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#define CIRCLE_ERROR_RATE 0.5f |
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#define CIRCLE_ERROR_RATE 0.5f |
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#endif |
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// Calculate the maximum angle between segments based on the error rate. |
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float th = acosf(2*powf(1 - CIRCLE_ERROR_RATE/outerRadius, 2) - 1); |
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segments = (endAngle - startAngle)*ceilf(2*PI/th)/360; |
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@ -511,7 +515,7 @@ void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, int sta |
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if (segments <= 0) segments = 4; |
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} |
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if(innerRadius == 0) |
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if (innerRadius <= 0.0f) |
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{ |
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DrawCircleSectorLines(center, outerRadius, startAngle, endAngle, segments, color); |
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return; |
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@ -522,12 +526,12 @@ void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, int sta |
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bool showCapLines = true; |
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int limit = 4*(segments + 1); |
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if((endAngle - startAngle) % 360 == 0) { limit = 4*segments; showCapLines = false; } |
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if ((endAngle - startAngle)%360 == 0) { limit = 4*segments; showCapLines = false; } |
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if (rlCheckBufferLimit(limit)) rlglDraw(); |
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rlBegin(RL_LINES); |
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if(showCapLines) |
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if (showCapLines) |
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{ |
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rlColor4ub(color.r, color.g, color.b, color.a); |
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rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius); |
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@ -547,7 +551,7 @@ void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, int sta |
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angle += stepLength; |
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} |
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if(showCapLines) |
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if (showCapLines) |
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{ |
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rlColor4ub(color.r, color.g, color.b, color.a); |
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rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius); |
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