626 lines
21 KiB
Go
626 lines
21 KiB
Go
package rl
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/*
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#include "raylib.h"
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#include <stdlib.h>
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*/
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import "C"
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import (
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"image/color"
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"unsafe"
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)
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// SetShapesTexture - Define default texture used to draw shapes
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func SetShapesTexture(texture Texture2D, source Rectangle) {
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ctexture := texture.cptr()
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csource := source.cptr()
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C.SetShapesTexture(*ctexture, *csource)
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}
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// GetShapesTexture - Get texture that is used for shapes drawing
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func GetShapesTexture() Texture2D {
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ret := C.GetShapesTexture()
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v := newTexture2DFromPointer(unsafe.Pointer(&ret))
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return v
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}
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// GetShapesTextureRectangle - Get texture source rectangle that is used for shapes drawing
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func GetShapesTextureRectangle() Rectangle {
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ret := C.GetShapesTextureRectangle()
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v := newRectangleFromPointer(unsafe.Pointer(&ret))
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return v
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}
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// DrawPixel - Draw a pixel
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func DrawPixel(posX, posY int32, col color.RGBA) {
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cposX := (C.int)(posX)
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cposY := (C.int)(posY)
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ccolor := colorCptr(col)
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C.DrawPixel(cposX, cposY, *ccolor)
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}
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// DrawPixelV - Draw a pixel (Vector version)
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func DrawPixelV(position Vector2, col color.RGBA) {
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cposition := position.cptr()
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ccolor := colorCptr(col)
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C.DrawPixelV(*cposition, *ccolor)
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}
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// DrawLine - Draw a line
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func DrawLine(startPosX, startPosY, endPosX, endPosY int32, col color.RGBA) {
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cstartPosX := (C.int)(startPosX)
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cstartPosY := (C.int)(startPosY)
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cendPosX := (C.int)(endPosX)
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cendPosY := (C.int)(endPosY)
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ccolor := colorCptr(col)
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C.DrawLine(cstartPosX, cstartPosY, cendPosX, cendPosY, *ccolor)
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}
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// DrawLineV - Draw a line (Vector version)
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func DrawLineV(startPos, endPos Vector2, col color.RGBA) {
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cstartPos := startPos.cptr()
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cendPos := endPos.cptr()
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ccolor := colorCptr(col)
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C.DrawLineV(*cstartPos, *cendPos, *ccolor)
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}
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// DrawLineEx - Draw a line defining thickness
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func DrawLineEx(startPos, endPos Vector2, thick float32, col color.RGBA) {
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cstartPos := startPos.cptr()
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cendPos := endPos.cptr()
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cthick := (C.float)(thick)
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ccolor := colorCptr(col)
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C.DrawLineEx(*cstartPos, *cendPos, cthick, *ccolor)
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}
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// DrawLineStrip - Draw lines sequence
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func DrawLineStrip(points []Vector2, col color.RGBA) {
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cpoints := (*C.Vector2)(unsafe.Pointer(&points[0]))
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cpointCount := (C.int)(len(points))
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ccolor := colorCptr(col)
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C.DrawLineStrip(cpoints, cpointCount, *ccolor)
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}
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// DrawLineBezier - Draw a line using cubic-bezier curves in-out
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func DrawLineBezier(startPos, endPos Vector2, thick float32, col color.RGBA) {
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cstartPos := startPos.cptr()
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cendPos := endPos.cptr()
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cthick := (C.float)(thick)
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ccolor := colorCptr(col)
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C.DrawLineBezier(*cstartPos, *cendPos, cthick, *ccolor)
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}
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// DrawCircle - Draw a color-filled circle
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func DrawCircle(centerX, centerY int32, radius float32, col color.RGBA) {
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ccenterX := (C.int)(centerX)
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ccenterY := (C.int)(centerY)
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cradius := (C.float)(radius)
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ccolor := colorCptr(col)
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C.DrawCircle(ccenterX, ccenterY, cradius, *ccolor)
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}
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// DrawCircleSector - Draw a piece of a circle
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func DrawCircleSector(center Vector2, radius, startAngle, endAngle float32, segments int32, col color.RGBA) {
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ccenter := center.cptr()
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cradius := (C.float)(radius)
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cstartAngle := (C.float)(startAngle)
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cendAngle := (C.float)(endAngle)
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csegments := (C.int)(segments)
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ccolor := colorCptr(col)
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C.DrawCircleSector(*ccenter, cradius, cstartAngle, cendAngle, csegments, *ccolor)
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}
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// DrawCircleSectorLines -
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func DrawCircleSectorLines(center Vector2, radius, startAngle, endAngle float32, segments int32, col color.RGBA) {
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ccenter := center.cptr()
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cradius := (C.float)(radius)
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cstartAngle := (C.float)(startAngle)
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cendAngle := (C.float)(endAngle)
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csegments := (C.int)(segments)
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ccolor := colorCptr(col)
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C.DrawCircleSectorLines(*ccenter, cradius, cstartAngle, cendAngle, csegments, *ccolor)
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}
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// DrawCircleGradient - Draw a gradient-filled circle
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func DrawCircleGradient(centerX, centerY int32, radius float32, inner, outer color.RGBA) {
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ccenterX := (C.int)(centerX)
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ccenterY := (C.int)(centerY)
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cradius := (C.float)(radius)
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cinner := colorCptr(inner)
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couter := colorCptr(outer)
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C.DrawCircleGradient(ccenterX, ccenterY, cradius, *cinner, *couter)
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}
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// DrawCircleV - Draw a color-filled circle (Vector version)
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func DrawCircleV(center Vector2, radius float32, col color.RGBA) {
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ccenter := center.cptr()
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cradius := (C.float)(radius)
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ccolor := colorCptr(col)
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C.DrawCircleV(*ccenter, cradius, *ccolor)
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}
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// DrawCircleLines - Draw circle outline
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func DrawCircleLines(centerX, centerY int32, radius float32, col color.RGBA) {
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ccenterX := (C.int)(centerX)
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ccenterY := (C.int)(centerY)
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cradius := (C.float)(radius)
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ccolor := colorCptr(col)
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C.DrawCircleLines(ccenterX, ccenterY, cradius, *ccolor)
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}
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// DrawCircleLinesV - Draw circle outline (Vector version)
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func DrawCircleLinesV(center Vector2, radius float32, col color.RGBA) {
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ccenter := center.cptr()
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cradius := (C.float)(radius)
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ccolor := colorCptr(col)
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C.DrawCircleLinesV(*ccenter, cradius, *ccolor)
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}
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// DrawEllipse - Draw ellipse
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func DrawEllipse(centerX, centerY int32, radiusH, radiusV float32, col color.RGBA) {
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ccenterX := (C.int)(centerX)
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ccenterY := (C.int)(centerY)
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cradiusH := (C.float)(radiusH)
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cradiusV := (C.float)(radiusV)
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ccolor := colorCptr(col)
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C.DrawEllipse(ccenterX, ccenterY, cradiusH, cradiusV, *ccolor)
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}
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// DrawEllipseLines - Draw ellipse outline
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func DrawEllipseLines(centerX, centerY int32, radiusH, radiusV float32, col color.RGBA) {
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ccenterX := (C.int)(centerX)
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ccenterY := (C.int)(centerY)
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cradiusH := (C.float)(radiusH)
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cradiusV := (C.float)(radiusV)
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ccolor := colorCptr(col)
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C.DrawEllipseLines(ccenterX, ccenterY, cradiusH, cradiusV, *ccolor)
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}
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// DrawRing - Draw ring
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func DrawRing(center Vector2, innerRadius, outerRadius, startAngle, endAngle float32, segments int32, col color.RGBA) {
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ccenter := center.cptr()
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cinnerRadius := (C.float)(innerRadius)
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couterRadius := (C.float)(outerRadius)
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cstartAngle := (C.float)(startAngle)
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cendAngle := (C.float)(endAngle)
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csegments := (C.int)(segments)
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ccolor := colorCptr(col)
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C.DrawRing(*ccenter, cinnerRadius, couterRadius, cstartAngle, cendAngle, csegments, *ccolor)
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}
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// DrawRingLines - Draw ring outline
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func DrawRingLines(center Vector2, innerRadius, outerRadius, startAngle, endAngle float32, segments int32, col color.RGBA) {
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ccenter := center.cptr()
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cinnerRadius := (C.float)(innerRadius)
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couterRadius := (C.float)(outerRadius)
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cstartAngle := (C.float)(startAngle)
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cendAngle := (C.float)(endAngle)
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csegments := (C.int)(segments)
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ccolor := colorCptr(col)
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C.DrawRingLines(*ccenter, cinnerRadius, couterRadius, cstartAngle, cendAngle, csegments, *ccolor)
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}
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// DrawRectangle - Draw a color-filled rectangle
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func DrawRectangle(posX, posY, width, height int32, col color.RGBA) {
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cposX := (C.int)(posX)
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cposY := (C.int)(posY)
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cwidth := (C.int)(width)
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cheight := (C.int)(height)
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ccolor := colorCptr(col)
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C.DrawRectangle(cposX, cposY, cwidth, cheight, *ccolor)
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}
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// DrawRectangleV - Draw a color-filled rectangle (Vector version)
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func DrawRectangleV(position Vector2, size Vector2, col color.RGBA) {
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cposition := position.cptr()
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csize := size.cptr()
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ccolor := colorCptr(col)
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C.DrawRectangleV(*cposition, *csize, *ccolor)
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}
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// DrawRectangleRec - Draw a color-filled rectangle
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func DrawRectangleRec(rec Rectangle, col color.RGBA) {
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crec := rec.cptr()
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ccolor := colorCptr(col)
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C.DrawRectangleRec(*crec, *ccolor)
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}
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// DrawRectanglePro - Draw a color-filled rectangle with pro parameters
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func DrawRectanglePro(rec Rectangle, origin Vector2, rotation float32, col color.RGBA) {
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crec := rec.cptr()
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corigin := origin.cptr()
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crotation := (C.float)(rotation)
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ccolor := colorCptr(col)
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C.DrawRectanglePro(*crec, *corigin, crotation, *ccolor)
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}
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// DrawRectangleGradientV - Draw a vertical-gradient-filled rectangle
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func DrawRectangleGradientV(posX, posY, width, height int32, top, bottom color.RGBA) {
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cposX := (C.int)(posX)
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cposY := (C.int)(posY)
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cwidth := (C.int)(width)
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cheight := (C.int)(height)
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ctop := colorCptr(top)
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cbottom := colorCptr(bottom)
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C.DrawRectangleGradientV(cposX, cposY, cwidth, cheight, *ctop, *cbottom)
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}
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// DrawRectangleGradientH - Draw a horizontal-gradient-filled rectangle
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func DrawRectangleGradientH(posX, posY, width, height int32, left, right color.RGBA) {
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cposX := (C.int)(posX)
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cposY := (C.int)(posY)
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cwidth := (C.int)(width)
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cheight := (C.int)(height)
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cleft := colorCptr(left)
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cright := colorCptr(right)
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C.DrawRectangleGradientH(cposX, cposY, cwidth, cheight, *cleft, *cright)
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}
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// DrawRectangleGradientEx - Draw a gradient-filled rectangle with custom vertex colors
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func DrawRectangleGradientEx(rec Rectangle, topLeft, bottomLeft, topRight, bottomRight color.RGBA) {
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crec := rec.cptr()
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ctopLeft := colorCptr(topLeft)
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cbottomLeft := colorCptr(bottomLeft)
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ctopRight := colorCptr(topRight)
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cbottomRight := colorCptr(bottomRight)
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C.DrawRectangleGradientEx(*crec, *ctopLeft, *cbottomLeft, *ctopRight, *cbottomRight)
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}
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// DrawRectangleLines - Draw rectangle outline
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func DrawRectangleLines(posX, posY, width, height int32, col color.RGBA) {
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cposX := (C.int)(posX)
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cposY := (C.int)(posY)
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cwidth := (C.int)(width)
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cheight := (C.int)(height)
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ccolor := colorCptr(col)
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C.DrawRectangleLines(cposX, cposY, cwidth, cheight, *ccolor)
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}
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// DrawRectangleLinesEx - Draw rectangle outline with extended parameters
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func DrawRectangleLinesEx(rec Rectangle, lineThick float32, col color.RGBA) {
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crec := rec.cptr()
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clineThick := (C.float)(lineThick)
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ccolor := colorCptr(col)
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C.DrawRectangleLinesEx(*crec, clineThick, *ccolor)
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}
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// DrawRectangleRounded - Draw rectangle with rounded edges
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func DrawRectangleRounded(rec Rectangle, roundness float32, segments int32, col color.RGBA) {
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crec := rec.cptr()
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croundness := (C.float)(roundness)
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csegments := (C.int)(segments)
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ccolor := colorCptr(col)
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C.DrawRectangleRounded(*crec, croundness, csegments, *ccolor)
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}
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// DrawRectangleRoundedLines - Draw rectangle with rounded edges outline
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func DrawRectangleRoundedLines(rec Rectangle, roundness float32, segments, lineThick float32, col color.RGBA) {
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crec := rec.cptr()
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croundness := (C.float)(roundness)
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csegments := (C.int)(segments)
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ccolor := colorCptr(col)
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C.DrawRectangleRoundedLines(*crec, croundness, csegments, *ccolor)
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}
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// DrawTriangle - Draw a color-filled triangle
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func DrawTriangle(v1, v2, v3 Vector2, col color.RGBA) {
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cv1 := v1.cptr()
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cv2 := v2.cptr()
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cv3 := v3.cptr()
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ccolor := colorCptr(col)
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C.DrawTriangle(*cv1, *cv2, *cv3, *ccolor)
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}
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// DrawTriangleLines - Draw triangle outline
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func DrawTriangleLines(v1, v2, v3 Vector2, col color.RGBA) {
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cv1 := v1.cptr()
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cv2 := v2.cptr()
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cv3 := v3.cptr()
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ccolor := colorCptr(col)
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C.DrawTriangleLines(*cv1, *cv2, *cv3, *ccolor)
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}
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// DrawTriangleFan - Draw a triangle fan defined by points
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func DrawTriangleFan(points []Vector2, col color.RGBA) {
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cpoints := (*C.Vector2)(unsafe.Pointer(&points[0]))
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cpointsCount := (C.int)(len(points))
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ccolor := colorCptr(col)
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C.DrawTriangleFan(cpoints, cpointsCount, *ccolor)
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}
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// DrawTriangleStrip - Draw a triangle strip defined by points
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func DrawTriangleStrip(points []Vector2, col color.RGBA) {
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cpoints := (*C.Vector2)(unsafe.Pointer(&points[0]))
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cpointsCount := (C.int)(int32(len(points)))
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ccolor := colorCptr(col)
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C.DrawTriangleStrip(cpoints, cpointsCount, *ccolor)
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}
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// DrawPoly - Draw a regular polygon (Vector version)
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func DrawPoly(center Vector2, sides int32, radius, rotation float32, col color.RGBA) {
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ccenter := center.cptr()
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csides := (C.int)(sides)
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cradius := (C.float)(radius)
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crotation := (C.float)(rotation)
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ccolor := colorCptr(col)
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C.DrawPoly(*ccenter, csides, cradius, crotation, *ccolor)
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}
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// DrawPolyLines - Draw a polygon outline of n sides
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func DrawPolyLines(center Vector2, sides int32, radius, rotation float32, col color.RGBA) {
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ccenter := center.cptr()
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csides := (C.int)(sides)
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cradius := (C.float)(radius)
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crotation := (C.float)(rotation)
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ccolor := colorCptr(col)
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C.DrawPolyLines(*ccenter, csides, cradius, crotation, *ccolor)
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}
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// DrawPolyLinesEx - Draw a polygon outline of n sides with extended parameters
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func DrawPolyLinesEx(center Vector2, sides int32, radius float32, rotation float32, lineThick float32, col color.RGBA) {
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ccenter := center.cptr()
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csides := (C.int)(sides)
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cradius := (C.float)(radius)
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crotation := (C.float)(rotation)
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clineThick := (C.float)(lineThick)
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ccolor := colorCptr(col)
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C.DrawPolyLinesEx(*ccenter, csides, cradius, crotation, clineThick, *ccolor)
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}
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// DrawSplineLinear - Draw spline: Linear, minimum 2 points
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func DrawSplineLinear(points []Vector2, thick float32, col color.RGBA) {
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cpoints := (*C.Vector2)(unsafe.Pointer(&points[0]))
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cpointCount := (C.int)(len(points))
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cthick := (C.float)(thick)
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ccolor := colorCptr(col)
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C.DrawSplineLinear(cpoints, cpointCount, cthick, *ccolor)
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}
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// DrawSplineBasis - Draw spline: B-Spline, minimum 4 points
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func DrawSplineBasis(points []Vector2, thick float32, col color.RGBA) {
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cpoints := (*C.Vector2)(unsafe.Pointer(&points[0]))
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cpointCount := (C.int)(len(points))
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cthick := (C.float)(thick)
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ccolor := colorCptr(col)
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C.DrawSplineBasis(cpoints, cpointCount, cthick, *ccolor)
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}
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// DrawSplineCatmullRom - Draw spline: Catmull-Rom, minimum 4 points
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func DrawSplineCatmullRom(points []Vector2, thick float32, col color.RGBA) {
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cpoints := (*C.Vector2)(unsafe.Pointer(&points[0]))
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cpointCount := (C.int)(len(points))
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cthick := (C.float)(thick)
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ccolor := colorCptr(col)
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C.DrawSplineCatmullRom(cpoints, cpointCount, cthick, *ccolor)
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}
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// DrawSplineBezierQuadratic - Draw spline: Quadratic Bezier, minimum 3 points (1 control point): [p1, c2, p3, c4...]
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func DrawSplineBezierQuadratic(points []Vector2, thick float32, col color.RGBA) {
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cpoints := (*C.Vector2)(unsafe.Pointer(&points[0]))
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cpointCount := (C.int)(len(points))
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cthick := (C.float)(thick)
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ccolor := colorCptr(col)
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C.DrawSplineBezierQuadratic(cpoints, cpointCount, cthick, *ccolor)
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}
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// DrawSplineBezierCubic - Draw spline: Cubic Bezier, minimum 4 points (2 control points): [p1, c2, c3, p4, c5, c6...]
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func DrawSplineBezierCubic(points []Vector2, thick float32, col color.RGBA) {
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cpoints := (*C.Vector2)(unsafe.Pointer(&points[0]))
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cpointCount := (C.int)(len(points))
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cthick := (C.float)(thick)
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ccolor := colorCptr(col)
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C.DrawSplineBezierCubic(cpoints, cpointCount, cthick, *ccolor)
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}
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// DrawSplineSegmentLinear - Draw spline segment: Linear, 2 points
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func DrawSplineSegmentLinear(p1, p2 Vector2, thick float32, col color.RGBA) {
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cp1 := p1.cptr()
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cp2 := p2.cptr()
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cthick := (C.float)(thick)
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ccolor := colorCptr(col)
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C.DrawSplineSegmentLinear(*cp1, *cp2, cthick, *ccolor)
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}
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// DrawSplineSegmentBasis - Draw spline segment: B-Spline, 4 points
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func DrawSplineSegmentBasis(p1, p2, p3, p4 Vector2, thick float32, col color.RGBA) {
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cp1 := p1.cptr()
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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
|
|
}
|