raylib-go/raylib/rshapes.go

626 lines
21 KiB
Go

package rl
/*
#include "raylib.h"
#include <stdlib.h>
*/
import "C"
import (
"image/color"
"unsafe"
)
// SetShapesTexture - Define default texture used to draw shapes
func SetShapesTexture(texture Texture2D, source Rectangle) {
ctexture := texture.cptr()
csource := source.cptr()
C.SetShapesTexture(*ctexture, *csource)
}
// GetShapesTexture - Get texture that is used for shapes drawing
func GetShapesTexture() Texture2D {
ret := C.GetShapesTexture()
v := newTexture2DFromPointer(unsafe.Pointer(&ret))
return v
}
// GetShapesTextureRectangle - Get texture source rectangle that is used for shapes drawing
func GetShapesTextureRectangle() Rectangle {
ret := C.GetShapesTextureRectangle()
v := newRectangleFromPointer(unsafe.Pointer(&ret))
return v
}
// DrawPixel - Draw a pixel
func DrawPixel(posX, posY int32, col color.RGBA) {
cposX := (C.int)(posX)
cposY := (C.int)(posY)
ccolor := colorCptr(col)
C.DrawPixel(cposX, cposY, *ccolor)
}
// DrawPixelV - Draw a pixel (Vector version)
func DrawPixelV(position Vector2, col color.RGBA) {
cposition := position.cptr()
ccolor := colorCptr(col)
C.DrawPixelV(*cposition, *ccolor)
}
// DrawLine - Draw a line
func DrawLine(startPosX, startPosY, endPosX, endPosY int32, col color.RGBA) {
cstartPosX := (C.int)(startPosX)
cstartPosY := (C.int)(startPosY)
cendPosX := (C.int)(endPosX)
cendPosY := (C.int)(endPosY)
ccolor := colorCptr(col)
C.DrawLine(cstartPosX, cstartPosY, cendPosX, cendPosY, *ccolor)
}
// DrawLineV - Draw a line (Vector version)
func DrawLineV(startPos, endPos Vector2, col color.RGBA) {
cstartPos := startPos.cptr()
cendPos := endPos.cptr()
ccolor := colorCptr(col)
C.DrawLineV(*cstartPos, *cendPos, *ccolor)
}
// DrawLineEx - Draw a line defining thickness
func DrawLineEx(startPos, endPos Vector2, thick float32, col color.RGBA) {
cstartPos := startPos.cptr()
cendPos := endPos.cptr()
cthick := (C.float)(thick)
ccolor := colorCptr(col)
C.DrawLineEx(*cstartPos, *cendPos, cthick, *ccolor)
}
// DrawLineStrip - Draw lines sequence
func DrawLineStrip(points []Vector2, col color.RGBA) {
cpoints := (*C.Vector2)(unsafe.Pointer(&points[0]))
cpointCount := (C.int)(len(points))
ccolor := colorCptr(col)
C.DrawLineStrip(cpoints, cpointCount, *ccolor)
}
// DrawLineBezier - Draw a line using cubic-bezier curves in-out
func DrawLineBezier(startPos, endPos Vector2, thick float32, col color.RGBA) {
cstartPos := startPos.cptr()
cendPos := endPos.cptr()
cthick := (C.float)(thick)
ccolor := colorCptr(col)
C.DrawLineBezier(*cstartPos, *cendPos, cthick, *ccolor)
}
// DrawCircle - Draw a color-filled circle
func DrawCircle(centerX, centerY int32, radius float32, col color.RGBA) {
ccenterX := (C.int)(centerX)
ccenterY := (C.int)(centerY)
cradius := (C.float)(radius)
ccolor := colorCptr(col)
C.DrawCircle(ccenterX, ccenterY, cradius, *ccolor)
}
// DrawCircleSector - Draw a piece of a circle
func DrawCircleSector(center Vector2, radius, startAngle, endAngle float32, segments int32, col color.RGBA) {
ccenter := center.cptr()
cradius := (C.float)(radius)
cstartAngle := (C.float)(startAngle)
cendAngle := (C.float)(endAngle)
csegments := (C.int)(segments)
ccolor := colorCptr(col)
C.DrawCircleSector(*ccenter, cradius, cstartAngle, cendAngle, csegments, *ccolor)
}
// DrawCircleSectorLines -
func DrawCircleSectorLines(center Vector2, radius, startAngle, endAngle float32, segments int32, col color.RGBA) {
ccenter := center.cptr()
cradius := (C.float)(radius)
cstartAngle := (C.float)(startAngle)
cendAngle := (C.float)(endAngle)
csegments := (C.int)(segments)
ccolor := colorCptr(col)
C.DrawCircleSectorLines(*ccenter, cradius, cstartAngle, cendAngle, csegments, *ccolor)
}
// DrawCircleGradient - Draw a gradient-filled circle
func DrawCircleGradient(centerX, centerY int32, radius float32, inner, outer color.RGBA) {
ccenterX := (C.int)(centerX)
ccenterY := (C.int)(centerY)
cradius := (C.float)(radius)
cinner := colorCptr(inner)
couter := colorCptr(outer)
C.DrawCircleGradient(ccenterX, ccenterY, cradius, *cinner, *couter)
}
// DrawCircleV - Draw a color-filled circle (Vector version)
func DrawCircleV(center Vector2, radius float32, col color.RGBA) {
ccenter := center.cptr()
cradius := (C.float)(radius)
ccolor := colorCptr(col)
C.DrawCircleV(*ccenter, cradius, *ccolor)
}
// DrawCircleLines - Draw circle outline
func DrawCircleLines(centerX, centerY int32, radius float32, col color.RGBA) {
ccenterX := (C.int)(centerX)
ccenterY := (C.int)(centerY)
cradius := (C.float)(radius)
ccolor := colorCptr(col)
C.DrawCircleLines(ccenterX, ccenterY, cradius, *ccolor)
}
// DrawCircleLinesV - Draw circle outline (Vector version)
func DrawCircleLinesV(center Vector2, radius float32, col color.RGBA) {
ccenter := center.cptr()
cradius := (C.float)(radius)
ccolor := colorCptr(col)
C.DrawCircleLinesV(*ccenter, cradius, *ccolor)
}
// DrawEllipse - Draw ellipse
func DrawEllipse(centerX, centerY int32, radiusH, radiusV float32, col color.RGBA) {
ccenterX := (C.int)(centerX)
ccenterY := (C.int)(centerY)
cradiusH := (C.float)(radiusH)
cradiusV := (C.float)(radiusV)
ccolor := colorCptr(col)
C.DrawEllipse(ccenterX, ccenterY, cradiusH, cradiusV, *ccolor)
}
// DrawEllipseLines - Draw ellipse outline
func DrawEllipseLines(centerX, centerY int32, radiusH, radiusV float32, col color.RGBA) {
ccenterX := (C.int)(centerX)
ccenterY := (C.int)(centerY)
cradiusH := (C.float)(radiusH)
cradiusV := (C.float)(radiusV)
ccolor := colorCptr(col)
C.DrawEllipseLines(ccenterX, ccenterY, cradiusH, cradiusV, *ccolor)
}
// DrawRing - Draw ring
func DrawRing(center Vector2, innerRadius, outerRadius, startAngle, endAngle float32, segments int32, col color.RGBA) {
ccenter := center.cptr()
cinnerRadius := (C.float)(innerRadius)
couterRadius := (C.float)(outerRadius)
cstartAngle := (C.float)(startAngle)
cendAngle := (C.float)(endAngle)
csegments := (C.int)(segments)
ccolor := colorCptr(col)
C.DrawRing(*ccenter, cinnerRadius, couterRadius, cstartAngle, cendAngle, csegments, *ccolor)
}
// DrawRingLines - Draw ring outline
func DrawRingLines(center Vector2, innerRadius, outerRadius, startAngle, endAngle float32, segments int32, col color.RGBA) {
ccenter := center.cptr()
cinnerRadius := (C.float)(innerRadius)
couterRadius := (C.float)(outerRadius)
cstartAngle := (C.float)(startAngle)
cendAngle := (C.float)(endAngle)
csegments := (C.int)(segments)
ccolor := colorCptr(col)
C.DrawRingLines(*ccenter, cinnerRadius, couterRadius, cstartAngle, cendAngle, csegments, *ccolor)
}
// DrawRectangle - Draw a color-filled rectangle
func DrawRectangle(posX, posY, width, height int32, col color.RGBA) {
cposX := (C.int)(posX)
cposY := (C.int)(posY)
cwidth := (C.int)(width)
cheight := (C.int)(height)
ccolor := colorCptr(col)
C.DrawRectangle(cposX, cposY, cwidth, cheight, *ccolor)
}
// DrawRectangleV - Draw a color-filled rectangle (Vector version)
func DrawRectangleV(position Vector2, size Vector2, col color.RGBA) {
cposition := position.cptr()
csize := size.cptr()
ccolor := colorCptr(col)
C.DrawRectangleV(*cposition, *csize, *ccolor)
}
// DrawRectangleRec - Draw a color-filled rectangle
func DrawRectangleRec(rec Rectangle, col color.RGBA) {
crec := rec.cptr()
ccolor := colorCptr(col)
C.DrawRectangleRec(*crec, *ccolor)
}
// DrawRectanglePro - Draw a color-filled rectangle with pro parameters
func DrawRectanglePro(rec Rectangle, origin Vector2, rotation float32, col color.RGBA) {
crec := rec.cptr()
corigin := origin.cptr()
crotation := (C.float)(rotation)
ccolor := colorCptr(col)
C.DrawRectanglePro(*crec, *corigin, crotation, *ccolor)
}
// DrawRectangleGradientV - Draw a vertical-gradient-filled rectangle
func DrawRectangleGradientV(posX, posY, width, height int32, top, bottom color.RGBA) {
cposX := (C.int)(posX)
cposY := (C.int)(posY)
cwidth := (C.int)(width)
cheight := (C.int)(height)
ctop := colorCptr(top)
cbottom := colorCptr(bottom)
C.DrawRectangleGradientV(cposX, cposY, cwidth, cheight, *ctop, *cbottom)
}
// DrawRectangleGradientH - Draw a horizontal-gradient-filled rectangle
func DrawRectangleGradientH(posX, posY, width, height int32, left, right color.RGBA) {
cposX := (C.int)(posX)
cposY := (C.int)(posY)
cwidth := (C.int)(width)
cheight := (C.int)(height)
cleft := colorCptr(left)
cright := colorCptr(right)
C.DrawRectangleGradientH(cposX, cposY, cwidth, cheight, *cleft, *cright)
}
// DrawRectangleGradientEx - Draw a gradient-filled rectangle with custom vertex colors
func DrawRectangleGradientEx(rec Rectangle, topLeft, bottomLeft, topRight, bottomRight color.RGBA) {
crec := rec.cptr()
ctopLeft := colorCptr(topLeft)
cbottomLeft := colorCptr(bottomLeft)
ctopRight := colorCptr(topRight)
cbottomRight := colorCptr(bottomRight)
C.DrawRectangleGradientEx(*crec, *ctopLeft, *cbottomLeft, *ctopRight, *cbottomRight)
}
// DrawRectangleLines - Draw rectangle outline
func DrawRectangleLines(posX, posY, width, height int32, col color.RGBA) {
cposX := (C.int)(posX)
cposY := (C.int)(posY)
cwidth := (C.int)(width)
cheight := (C.int)(height)
ccolor := colorCptr(col)
C.DrawRectangleLines(cposX, cposY, cwidth, cheight, *ccolor)
}
// DrawRectangleLinesEx - Draw rectangle outline with extended parameters
func DrawRectangleLinesEx(rec Rectangle, lineThick float32, col color.RGBA) {
crec := rec.cptr()
clineThick := (C.float)(lineThick)
ccolor := colorCptr(col)
C.DrawRectangleLinesEx(*crec, clineThick, *ccolor)
}
// DrawRectangleRounded - Draw rectangle with rounded edges
func DrawRectangleRounded(rec Rectangle, roundness float32, segments int32, col color.RGBA) {
crec := rec.cptr()
croundness := (C.float)(roundness)
csegments := (C.int)(segments)
ccolor := colorCptr(col)
C.DrawRectangleRounded(*crec, croundness, csegments, *ccolor)
}
// DrawRectangleRoundedLines - Draw rectangle with rounded edges outline
func DrawRectangleRoundedLines(rec Rectangle, roundness float32, segments, lineThick float32, col color.RGBA) {
crec := rec.cptr()
croundness := (C.float)(roundness)
csegments := (C.int)(segments)
ccolor := colorCptr(col)
C.DrawRectangleRoundedLines(*crec, croundness, csegments, *ccolor)
}
// DrawTriangle - Draw a color-filled triangle
func DrawTriangle(v1, v2, v3 Vector2, col color.RGBA) {
cv1 := v1.cptr()
cv2 := v2.cptr()
cv3 := v3.cptr()
ccolor := colorCptr(col)
C.DrawTriangle(*cv1, *cv2, *cv3, *ccolor)
}
// DrawTriangleLines - Draw triangle outline
func DrawTriangleLines(v1, v2, v3 Vector2, col color.RGBA) {
cv1 := v1.cptr()
cv2 := v2.cptr()
cv3 := v3.cptr()
ccolor := colorCptr(col)
C.DrawTriangleLines(*cv1, *cv2, *cv3, *ccolor)
}
// DrawTriangleFan - Draw a triangle fan defined by points
func DrawTriangleFan(points []Vector2, col color.RGBA) {
cpoints := (*C.Vector2)(unsafe.Pointer(&points[0]))
cpointsCount := (C.int)(len(points))
ccolor := colorCptr(col)
C.DrawTriangleFan(cpoints, cpointsCount, *ccolor)
}
// DrawTriangleStrip - Draw a triangle strip defined by points
func DrawTriangleStrip(points []Vector2, col color.RGBA) {
cpoints := (*C.Vector2)(unsafe.Pointer(&points[0]))
cpointsCount := (C.int)(int32(len(points)))
ccolor := colorCptr(col)
C.DrawTriangleStrip(cpoints, cpointsCount, *ccolor)
}
// DrawPoly - Draw a regular polygon (Vector version)
func DrawPoly(center Vector2, sides int32, radius, rotation float32, col color.RGBA) {
ccenter := center.cptr()
csides := (C.int)(sides)
cradius := (C.float)(radius)
crotation := (C.float)(rotation)
ccolor := colorCptr(col)
C.DrawPoly(*ccenter, csides, cradius, crotation, *ccolor)
}
// DrawPolyLines - Draw a polygon outline of n sides
func DrawPolyLines(center Vector2, sides int32, radius, rotation float32, col color.RGBA) {
ccenter := center.cptr()
csides := (C.int)(sides)
cradius := (C.float)(radius)
crotation := (C.float)(rotation)
ccolor := colorCptr(col)
C.DrawPolyLines(*ccenter, csides, cradius, crotation, *ccolor)
}
// DrawPolyLinesEx - Draw a polygon outline of n sides with extended parameters
func DrawPolyLinesEx(center Vector2, sides int32, radius float32, rotation float32, lineThick float32, col color.RGBA) {
ccenter := center.cptr()
csides := (C.int)(sides)
cradius := (C.float)(radius)
crotation := (C.float)(rotation)
clineThick := (C.float)(lineThick)
ccolor := colorCptr(col)
C.DrawPolyLinesEx(*ccenter, csides, cradius, crotation, clineThick, *ccolor)
}
// DrawSplineLinear - Draw spline: Linear, minimum 2 points
func DrawSplineLinear(points []Vector2, thick float32, col color.RGBA) {
cpoints := (*C.Vector2)(unsafe.Pointer(&points[0]))
cpointCount := (C.int)(len(points))
cthick := (C.float)(thick)
ccolor := colorCptr(col)
C.DrawSplineLinear(cpoints, cpointCount, cthick, *ccolor)
}
// DrawSplineBasis - Draw spline: B-Spline, minimum 4 points
func DrawSplineBasis(points []Vector2, thick float32, col color.RGBA) {
cpoints := (*C.Vector2)(unsafe.Pointer(&points[0]))
cpointCount := (C.int)(len(points))
cthick := (C.float)(thick)
ccolor := colorCptr(col)
C.DrawSplineBasis(cpoints, cpointCount, cthick, *ccolor)
}
// DrawSplineCatmullRom - Draw spline: Catmull-Rom, minimum 4 points
func DrawSplineCatmullRom(points []Vector2, thick float32, col color.RGBA) {
cpoints := (*C.Vector2)(unsafe.Pointer(&points[0]))
cpointCount := (C.int)(len(points))
cthick := (C.float)(thick)
ccolor := colorCptr(col)
C.DrawSplineCatmullRom(cpoints, cpointCount, cthick, *ccolor)
}
// DrawSplineBezierQuadratic - Draw spline: Quadratic Bezier, minimum 3 points (1 control point): [p1, c2, p3, c4...]
func DrawSplineBezierQuadratic(points []Vector2, thick float32, col color.RGBA) {
cpoints := (*C.Vector2)(unsafe.Pointer(&points[0]))
cpointCount := (C.int)(len(points))
cthick := (C.float)(thick)
ccolor := colorCptr(col)
C.DrawSplineBezierQuadratic(cpoints, cpointCount, cthick, *ccolor)
}
// DrawSplineBezierCubic - Draw spline: Cubic Bezier, minimum 4 points (2 control points): [p1, c2, c3, p4, c5, c6...]
func DrawSplineBezierCubic(points []Vector2, thick float32, col color.RGBA) {
cpoints := (*C.Vector2)(unsafe.Pointer(&points[0]))
cpointCount := (C.int)(len(points))
cthick := (C.float)(thick)
ccolor := colorCptr(col)
C.DrawSplineBezierCubic(cpoints, cpointCount, cthick, *ccolor)
}
// DrawSplineSegmentLinear - Draw spline segment: Linear, 2 points
func DrawSplineSegmentLinear(p1, p2 Vector2, thick float32, col color.RGBA) {
cp1 := p1.cptr()
cp2 := p2.cptr()
cthick := (C.float)(thick)
ccolor := colorCptr(col)
C.DrawSplineSegmentLinear(*cp1, *cp2, cthick, *ccolor)
}
// DrawSplineSegmentBasis - Draw spline segment: B-Spline, 4 points
func DrawSplineSegmentBasis(p1, p2, p3, p4 Vector2, thick float32, col color.RGBA) {
cp1 := p1.cptr()
cp2 := p2.cptr()
cp3 := p3.cptr()
cp4 := p4.cptr()
cthick := (C.float)(thick)
ccolor := colorCptr(col)
C.DrawSplineSegmentBasis(*cp1, *cp2, *cp3, *cp4, cthick, *ccolor)
}
// DrawSplineSegmentCatmullRom - Draw spline segment: Catmull-Rom, 4 points
func DrawSplineSegmentCatmullRom(p1, p2, p3, p4 Vector2, thick float32, col color.RGBA) {
cp1 := p1.cptr()
cp2 := p2.cptr()
cp3 := p3.cptr()
cp4 := p4.cptr()
cthick := (C.float)(thick)
ccolor := colorCptr(col)
C.DrawSplineSegmentCatmullRom(*cp1, *cp2, *cp3, *cp4, cthick, *ccolor)
}
// DrawSplineSegmentBezierQuadratic - Draw spline segment: Quadratic Bezier, 2 points, 1 control point
func DrawSplineSegmentBezierQuadratic(p1, p2, p3 Vector2, thick float32, col color.RGBA) {
cp1 := p1.cptr()
cp2 := p2.cptr()
cp3 := p3.cptr()
cthick := (C.float)(thick)
ccolor := colorCptr(col)
C.DrawSplineSegmentBezierQuadratic(*cp1, *cp2, *cp3, cthick, *ccolor)
}
// DrawSplineSegmentBezierCubic - Draw spline segment: Cubic Bezier, 2 points, 2 control points
func DrawSplineSegmentBezierCubic(p1, p2, p3, p4 Vector2, thick float32, col color.RGBA) {
cp1 := p1.cptr()
cp2 := p2.cptr()
cp3 := p3.cptr()
cp4 := p4.cptr()
cthick := (C.float)(thick)
ccolor := colorCptr(col)
C.DrawSplineSegmentBezierCubic(*cp1, *cp2, *cp3, *cp4, cthick, *ccolor)
}
// GetSplinePointLinear - Get (evaluate) spline point: Linear
func GetSplinePointLinear(p1, p2 Vector2, t float32) Vector2 {
cp1 := p1.cptr()
cp2 := p2.cptr()
ct := (C.float)(t)
ret := C.GetSplinePointLinear(*cp1, *cp2, ct)
v := newVector2FromPointer(unsafe.Pointer(&ret))
return v
}
// GetSplinePointBasis - Get (evaluate) spline point: B-Spline
func GetSplinePointBasis(p1, p2, p3, p4 Vector2, t float32) Vector2 {
cp1 := p1.cptr()
cp2 := p2.cptr()
cp3 := p3.cptr()
cp4 := p4.cptr()
ct := (C.float)(t)
ret := C.GetSplinePointBasis(*cp1, *cp2, *cp3, *cp4, ct)
v := newVector2FromPointer(unsafe.Pointer(&ret))
return v
}
// GetSplinePointCatmullRom - Get (evaluate) spline point: Catmull-Rom
func GetSplinePointCatmullRom(p1, p2, p3, p4 Vector2, t float32) Vector2 {
cp1 := p1.cptr()
cp2 := p2.cptr()
cp3 := p3.cptr()
cp4 := p4.cptr()
ct := (C.float)(t)
ret := C.GetSplinePointCatmullRom(*cp1, *cp2, *cp3, *cp4, ct)
v := newVector2FromPointer(unsafe.Pointer(&ret))
return v
}
// GetSplinePointBezierQuad - Get (evaluate) spline point: Quadratic Bezier
func GetSplinePointBezierQuad(p1, p2, p3 Vector2, t float32) Vector2 {
cp1 := p1.cptr()
cp2 := p2.cptr()
cp3 := p3.cptr()
ct := (C.float)(t)
ret := C.GetSplinePointBezierQuad(*cp1, *cp2, *cp3, ct)
v := newVector2FromPointer(unsafe.Pointer(&ret))
return v
}
// GetSplinePointBezierCubic - Get (evaluate) spline point: Cubic Bezier
func GetSplinePointBezierCubic(p1, p2, p3, p4 Vector2, t float32) Vector2 {
cp1 := p1.cptr()
cp2 := p2.cptr()
cp3 := p3.cptr()
cp4 := p4.cptr()
ct := (C.float)(t)
ret := C.GetSplinePointBezierCubic(*cp1, *cp2, *cp3, *cp4, ct)
v := newVector2FromPointer(unsafe.Pointer(&ret))
return v
}
// CheckCollisionRecs - Check collision between two rectangles
func CheckCollisionRecs(rec1, rec2 Rectangle) bool {
crec1 := rec1.cptr()
crec2 := rec2.cptr()
ret := C.CheckCollisionRecs(*crec1, *crec2)
v := bool(ret)
return v
}
// CheckCollisionCircles - Check collision between two circles
func CheckCollisionCircles(center1 Vector2, radius1 float32, center2 Vector2, radius2 float32) bool {
ccenter1 := center1.cptr()
cradius1 := (C.float)(radius1)
ccenter2 := center2.cptr()
cradius2 := (C.float)(radius2)
ret := C.CheckCollisionCircles(*ccenter1, cradius1, *ccenter2, cradius2)
v := bool(ret)
return v
}
// CheckCollisionCircleRec - Check collision between circle and rectangle
func CheckCollisionCircleRec(center Vector2, radius float32, rec Rectangle) bool {
ccenter := center.cptr()
cradius := (C.float)(radius)
crec := rec.cptr()
ret := C.CheckCollisionCircleRec(*ccenter, cradius, *crec)
v := bool(ret)
return v
}
// CheckCollisionPointRec - Check if point is inside rectangle
func CheckCollisionPointRec(point Vector2, rec Rectangle) bool {
cpoint := point.cptr()
crec := rec.cptr()
ret := C.CheckCollisionPointRec(*cpoint, *crec)
v := bool(ret)
return v
}
// CheckCollisionPointCircle - Check if point is inside circle
func CheckCollisionPointCircle(point Vector2, center Vector2, radius float32) bool {
cpoint := point.cptr()
ccenter := center.cptr()
cradius := (C.float)(radius)
ret := C.CheckCollisionPointCircle(*cpoint, *ccenter, cradius)
v := bool(ret)
return v
}
// CheckCollisionPointTriangle - Check if point is inside a triangle
func CheckCollisionPointTriangle(point, p1, p2, p3 Vector2) bool {
cpoint := point.cptr()
cp1 := p1.cptr()
cp2 := p2.cptr()
cp3 := p3.cptr()
ret := C.CheckCollisionPointTriangle(*cpoint, *cp1, *cp2, *cp3)
v := bool(ret)
return v
}
// CheckCollisionPointPoly - Check if point is within a polygon described by array of vertices
//
// NOTE: Based on http://jeffreythompson.org/collision-detection/poly-point.php
func CheckCollisionPointPoly(point Vector2, points []Vector2) bool {
cpoint := point.cptr()
cpoints := (&points[0]).cptr()
cpointCount := C.int(len(points))
ret := C.CheckCollisionPointPoly(*cpoint, cpoints, cpointCount)
v := bool(ret)
return v
}
// CheckCollisionLines - Check the collision between two lines defined by two points each, returns collision point by reference
func CheckCollisionLines(startPos1, endPos1, startPos2, endPos2 Vector2, point *Vector2) bool {
cstartPos1 := startPos1.cptr()
cendPos1 := endPos1.cptr()
cstartPos2 := startPos2.cptr()
cendPos2 := endPos2.cptr()
cpoint := point.cptr()
ret := C.CheckCollisionLines(*cstartPos1, *cendPos1, *cstartPos2, *cendPos2, cpoint)
v := bool(ret)
return v
}
// CheckCollisionPointLine - Check if point belongs to line created between two points [p1] and [p2] with defined margin in pixels [threshold]
func CheckCollisionPointLine(point, p1, p2 Vector2, threshold int32) bool {
cpoint := point.cptr()
cp1 := p1.cptr()
cp2 := p2.cptr()
cthreshold := (C.int)(threshold)
ret := C.CheckCollisionPointLine(*cpoint, *cp1, *cp2, cthreshold)
v := bool(ret)
return v
}
// GetCollisionRec - Get collision rectangle for two rectangles collision
func GetCollisionRec(rec1, rec2 Rectangle) Rectangle {
crec1 := rec1.cptr()
crec2 := rec2.cptr()
ret := C.GetCollisionRec(*crec1, *crec2)
v := newRectangleFromPointer(unsafe.Pointer(&ret))
return v
}