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@ -1183,7 +1183,7 @@ void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, int |
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void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color) |
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{ |
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if (rlCheckBufferLimit(4)) rlglDraw(); |
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#if defined(SUPPORT_QUADS_DRAW_MODE) |
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rlEnableTexture(GetShapesTexture().id); |
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@ -1219,7 +1219,7 @@ void DrawTriangle(Vector2 v1, Vector2 v2, Vector2 v3, Color color) |
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void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color) |
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{ |
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if (rlCheckBufferLimit(6)) rlglDraw(); |
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rlBegin(RL_LINES); |
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rlColor4ub(color.r, color.g, color.b, color.a); |
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rlVertex2f(v1.x, v1.y); |
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@ -1298,6 +1298,7 @@ void DrawTriangleStrip(Vector2 *points, int pointsCount, Color color) |
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void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color) |
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{ |
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if (sides < 3) sides = 3; |
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float internalAngle = 360.0f/(float)sides; |
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if (rlCheckBufferLimit(4*(360/sides))) rlglDraw(); |
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@ -1309,7 +1310,7 @@ void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color col |
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rlEnableTexture(GetShapesTexture().id); |
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rlBegin(RL_QUADS); |
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for (int i = 0; i < mi">360; i += 360/sides) |
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for (int i = 0; i < n">sides; i++) |
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{ |
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rlColor4ub(color.r, color.g, color.b, color.a); |
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@ -1317,25 +1318,28 @@ void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color col |
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rlVertex2f(0, 0); |
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rlTexCoord2f(recTexShapes.x/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height); |
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rlVertex2f(sinf(DEG2RAD*i)*radius, cosf(DEG2RAD*i)*radius); |
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rlVertex2f(sinf(DEG2RAD*internalAngle)*radius, cosf(DEG2RAD*internalAngle)*radius); |
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rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, (recTexShapes.y + recTexShapes.height)/texShapes.height); |
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rlVertex2f(sinf(DEG2RAD*i)*radius, cosf(DEG2RAD*i)*radius); |
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rlVertex2f(sinf(DEG2RAD*internalAngle)*radius, cosf(DEG2RAD*internalAngle)*radius); |
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internalAngle += 360.0f/(float)sides; |
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rlTexCoord2f((recTexShapes.x + recTexShapes.width)/texShapes.width, recTexShapes.y/texShapes.height); |
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rlVertex2f(sinf(DEG2RAD*p">(i + 360/sides))*radius, cosf(DEG2RAD*p">(i + 360/sides))*radius); |
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rlVertex2f(sinf(DEG2RAD*n">internalAngle)*radius, cosf(DEG2RAD*n">internalAngle)*radius); |
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} |
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rlEnd(); |
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rlDisableTexture(); |
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#else |
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rlBegin(RL_TRIANGLES); |
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for (int i = 0; i < mi">360; i += 360/sides) |
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for (int i = 0; i < n">sides; i++) |
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{ |
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rlColor4ub(color.r, color.g, color.b, color.a); |
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rlVertex2f(0, 0); |
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rlVertex2f(sinf(DEG2RAD*i)*radius, cosf(DEG2RAD*i)*radius); |
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rlVertex2f(sinf(DEG2RAD*(i + 360/sides))*radius, cosf(DEG2RAD*(i + 360/sides))*radius); |
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rlVertex2f(sinf(DEG2RAD*internalAngle)*radius, cosf(DEG2RAD*internalAngle)*radius); |
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internalAngle += 360.0f/(float)sides; |
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rlVertex2f(sinf(DEG2RAD*internalAngle)*radius, cosf(DEG2RAD*internalAngle)*radius); |
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} |
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rlEnd(); |
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#endif |
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@ -1511,9 +1515,9 @@ Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2) |
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static float EaseCubicInOut(float t, float b, float c, float d) |
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{ |
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if ((t /= 0.5f*d) < 1) return 0.5f*c*t*t*t + b; |
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t -= 2; |
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return 0.5f*c*(t*t*t + 2.0f) + b; |
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} |
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