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| author | raysan5 <raysan5@gmail.com> | 2014-09-03 16:51:28 +0200 |
|---|---|---|
| committer | raysan5 <raysan5@gmail.com> | 2014-09-03 16:51:28 +0200 |
| commit | d2b98fbb5ce8d82bb2c46f3d66ffda58d6ad5c6f (patch) | |
| tree | 164098ab2ecc481353ff43fdcc614ca80d2ad3ad /src/shapes.c | |
| parent | 222995c32e696f04c4dd2d77141758d6591e2fe9 (diff) | |
| download | raylib-d2b98fbb5ce8d82bb2c46f3d66ffda58d6ad5c6f.tar.gz raylib-d2b98fbb5ce8d82bb2c46f3d66ffda58d6ad5c6f.zip | |
Removed useless spaces
Diffstat (limited to 'src/shapes.c')
| -rw-r--r-- | src/shapes.c | 114 |
1 files changed, 57 insertions, 57 deletions
diff --git a/src/shapes.c b/src/shapes.c index 7d4c0d04..17210f21 100644 --- a/src/shapes.c +++ b/src/shapes.c @@ -3,17 +3,17 @@ * raylib.shapes * * Basic functions to draw 2d Shapes and check collisions -* +* * Copyright (c) 2013 Ramon Santamaria (Ray San - raysan@raysanweb.com) -* -* This software is provided "as-is", without any express or implied warranty. In no event +* +* 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 +* 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 +* 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 @@ -28,7 +28,7 @@ #include <stdlib.h> // Required for abs() function #include <math.h> // Math related functions, sin() and cos() used on DrawCircle* // sqrt() and pow() and abs() used on CheckCollision* - + #include "rlgl.h" // raylib OpenGL abstraction layer to OpenGL 1.1, 3.3+ or ES2 // Security check in case no USE_OPENGL_* defined @@ -110,7 +110,7 @@ void DrawCircle(int centerX, int centerY, float radius, Color color) // NOTE: Gradient goes from center (color1) to border (color2) void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Color color2) { - rlBegin(RL_TRIANGLES); + rlBegin(RL_TRIANGLES); for (int i=0; i < 360; i += 2) { rlColor4ub(color1.r, color1.g, color1.b, color1.a); @@ -142,7 +142,7 @@ void DrawCircleLines(int centerX, int centerY, 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++) { @@ -165,7 +165,7 @@ void DrawRectangle(int posX, int posY, int width, int height, Color color) void DrawRectangleRec(Rectangle rec, Color color) { DrawRectangle(rec.x, rec.y, rec.width, rec.height, color); -} +} // Draw a gradient-filled rectangle // NOTE: Gradient goes from bottom (color1) to top (color2) @@ -175,9 +175,9 @@ void DrawRectangleGradient(int posX, int posY, int width, int height, Color colo rlColor4ub(color1.r, color1.g, color1.b, color1.a); rlVertex2i(posX, posY); rlColor4ub(color2.r, color2.g, color2.b, color2.a); rlVertex2i(posX, posY + height); rlColor4ub(color2.r, color2.g, color2.b, color2.a); rlVertex2i(posX + width, posY + height); - + rlColor4ub(color1.r, color1.g, color1.b, color1.a); rlVertex2i(posX, posY); - rlColor4ub(color2.r, color2.g, color2.b, color2.a); rlVertex2i(posX + width, posY + height); + rlColor4ub(color2.r, color2.g, color2.b, color2.a); rlVertex2i(posX + width, posY + height); rlColor4ub(color1.r, color1.g, color1.b, color1.a); rlVertex2i(posX + width, posY); rlEnd(); } @@ -188,16 +188,16 @@ void DrawRectangleV(Vector2 position, Vector2 size, Color color) #ifdef USE_OPENGL_11 rlBegin(RL_TRIANGLES); rlColor4ub(color.r, color.g, color.b, color.a); - + rlVertex2i(position.x, position.y); rlVertex2i(position.x, position.y + size.y); rlVertex2i(position.x + size.x, position.y + size.y); - + rlVertex2i(position.x, position.y); - rlVertex2i(position.x + size.x, position.y + size.y); + rlVertex2i(position.x + size.x, position.y + size.y); rlVertex2i(position.x + size.x, position.y); rlEnd(); -#endif +#endif #if defined(USE_OPENGL_33) || defined(USE_OPENGL_ES2) // NOTE: This shape uses QUADS to avoid drawing order issues (view rlglDraw) @@ -206,17 +206,17 @@ void DrawRectangleV(Vector2 position, Vector2 size, Color color) rlBegin(RL_QUADS); rlColor4ub(color.r, color.g, color.b, color.a); rlNormal3f(0.0f, 0.0f, 1.0f); // Normal Pointing Towards Viewer - - rlTexCoord2f(0.0f, 0.0f); + + rlTexCoord2f(0.0f, 0.0f); rlVertex2f(position.x, position.y); - - rlTexCoord2f(0.0f, 1.0f); + + rlTexCoord2f(0.0f, 1.0f); rlVertex2f(position.x, position.y + size.y); - - rlTexCoord2f(1.0f, 1.0f); - rlVertex2f(position.x + size.x, position.y + size.y); - - rlTexCoord2f(1.0f, 0.0f); + + rlTexCoord2f(1.0f, 1.0f); + rlVertex2f(position.x + size.x, position.y + size.y); + + rlTexCoord2f(1.0f, 0.0f); rlVertex2f(position.x + size.x, position.y); rlEnd(); @@ -231,13 +231,13 @@ void DrawRectangleLines(int posX, int posY, int width, int height, Color color) rlColor4ub(color.r, color.g, color.b, color.a); rlVertex2i(posX + 1, posY + 1); rlVertex2i(posX + width, posY + 1); - + rlVertex2i(posX + width, posY + 1); rlVertex2i(posX + width, posY + height); - + rlVertex2i(posX + width, posY + height); rlVertex2i(posX + 1, posY + height); - + rlVertex2i(posX + 1, posY + height); rlVertex2i(posX + 1, posY + 1); rlEnd(); @@ -260,10 +260,10 @@ void DrawTriangleLines(Vector2 v1, Vector2 v2, Vector2 v3, Color color) 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(); @@ -277,12 +277,12 @@ void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color col rlPushMatrix(); rlTranslatef(center.x, center.y, 0.0); rlRotatef(rotation, 0, 0, 1); - + rlBegin(RL_TRIANGLES); for (int i=0; i < 360; i += 360/sides) { rlColor4ub(color.r, color.g, color.b, color.a); - + rlVertex2i(0, 0); rlVertex2f(sin(DEG2RAD*i) * radius, cos(DEG2RAD*i) * radius); rlVertex2f(sin(DEG2RAD*(i+360/sides)) * radius, cos(DEG2RAD*(i+360/sides)) * radius); @@ -299,7 +299,7 @@ void DrawPolyEx(Vector2 *points, int numPoints, Color color) { rlBegin(RL_TRIANGLES); rlColor4ub(color.r, color.g, color.b, color.a); - + for (int i = 0; i < numPoints - 2; i++) { rlVertex2f(points[i].x, points[i].y); @@ -311,14 +311,14 @@ void DrawPolyEx(Vector2 *points, int numPoints, Color color) } // Draw polygon lines -// NOTE: Array num elements MUST be passed as parameter to function +// NOTE: Array num elements MUST be passed as parameter to function void DrawPolyExLines(Vector2 *points, int numPoints, Color color) { if (numPoints >= 2) { rlBegin(RL_LINES); rlColor4ub(color.r, color.g, color.b, color.a); - + for (int i = 0; i < numPoints - 1; i++) { rlVertex2f(points[i].x, points[i].y); @@ -336,9 +336,9 @@ void DrawPolyExLines(Vector2 *points, int numPoints, Color color) 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; } @@ -355,14 +355,14 @@ bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 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; } @@ -370,12 +370,12 @@ bool CheckCollisionPointTriangle(Vector2 point, Vector2 p1, Vector2 p2, Vector2 bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2) { bool collision = false; - + int dx = abs((rec1.x + rec1.width / 2) - (rec2.x + rec2.width / 2)); int dy = abs((rec1.y + rec1.height / 2) - (rec2.y + rec2.height / 2)); - + if ((dx <= (rec1.width / 2 + rec2.width / 2)) && ((dy <= (rec1.height / 2 + rec2.height / 2)))) collision = true; - + return collision; } @@ -383,14 +383,14 @@ bool CheckCollisionRecs(Rectangle rec1, Rectangle rec2) bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, float radius2) { bool collision = false; - + float dx = center2.x - center1.x; // X distance between centers float dy = center2.y - center1.y; // Y distance between centers - + float distance = sqrt(dx*dx + dy*dy); // Distance between centers - + if (distance <= (radius1 + radius2)) collision = true; - + return collision; } @@ -398,12 +398,12 @@ bool CheckCollisionCircles(Vector2 center1, float radius1, Vector2 center2, floa bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec) { bool collision = false; - + float dx = abs((rec.x + rec.width / 2) - center.x); float dy = abs((rec.y + rec.height / 2) - center.y); - + if ((dx <= (rec.width / 2 + radius)) && (dy <= (rec.height / 2 + radius))) collision = true; - + return collision; } @@ -411,16 +411,16 @@ bool CheckCollisionCircleRec(Vector2 center, float radius, Rectangle rec) Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2) { Rectangle retRec = { 0, 0, 0, 0 }; - + if (CheckCollisionRecs(rec1, rec2)) { int dxx = abs(rec1.x - rec2.x); int dyy = abs(rec1.y - rec2.y); - + if (rec1.x <= rec2.x) { if (rec1.y <= rec2.y) - { + { retRec.x = rec2.x; retRec.y = rec2.y; retRec.width = rec1.width - dxx; @@ -437,7 +437,7 @@ Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2) else { if (rec1.y <= rec2.y) - { + { retRec.x = rec1.x; retRec.y = rec2.y; retRec.width = rec2.width - dxx; @@ -451,10 +451,10 @@ Rectangle GetCollisionRec(Rectangle rec1, Rectangle rec2) retRec.height = rec2.height - dyy; } } - + if (retRec.width >= rec2.width) retRec.width = rec2.width; if (retRec.height >= rec2.height) retRec.height = rec2.height; } - + return retRec; -} +} |
