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-rw-r--r--raylib/rshapes.c416
1 files changed, 290 insertions, 126 deletions
diff --git a/raylib/rshapes.c b/raylib/rshapes.c
index d726ff0..6987fe9 100644
--- a/raylib/rshapes.c
+++ b/raylib/rshapes.c
@@ -67,8 +67,8 @@
#ifndef SMOOTH_CIRCLE_ERROR_RATE
#define SMOOTH_CIRCLE_ERROR_RATE 0.5f // Circle error rate
#endif
-#ifndef BEZIER_LINE_DIVISIONS
- #define BEZIER_LINE_DIVISIONS 24 // Bezier line divisions
+#ifndef SPLINE_LINE_DIVISIONS
+ #define SPLINE_LINE_DIVISIONS 24 // Spline lines segment divisions
#endif
@@ -99,7 +99,7 @@ void SetShapesTexture(Texture2D texture, Rectangle source)
{
// Reset texture to default pixel if required
// WARNING: Shapes texture should be probably better validated,
- // it can break the rendering of all shapes if missused
+ // it can break the rendering of all shapes if misused
if ((texture.id == 0) || (source.width == 0) || (source.height == 0))
{
texShapes = (Texture2D){ 1, 1, 1, 1, 7 };
@@ -208,14 +208,14 @@ void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color)
Vector2 previous = startPos;
Vector2 current = { 0 };
- Vector2 points[2*BEZIER_LINE_DIVISIONS + 2] = { 0 };
+ Vector2 points[2*SPLINE_LINE_DIVISIONS + 2] = { 0 };
- for (int i = 1; i <= BEZIER_LINE_DIVISIONS; i++)
+ for (int i = 1; i <= SPLINE_LINE_DIVISIONS; i++)
{
// Cubic easing in-out
// NOTE: Easing is calculated only for y position value
- current.y = EaseCubicInOut((float)i, startPos.y, endPos.y - startPos.y, (float)BEZIER_LINE_DIVISIONS);
- current.x = previous.x + (endPos.x - startPos.x)/ (float)BEZIER_LINE_DIVISIONS;
+ current.y = EaseCubicInOut((float)i, startPos.y, endPos.y - startPos.y, (float)SPLINE_LINE_DIVISIONS);
+ current.x = previous.x + (endPos.x - startPos.x)/(float)SPLINE_LINE_DIVISIONS;
float dy = current.y-previous.y;
float dx = current.x-previous.x;
@@ -237,21 +237,21 @@ void DrawLineBezier(Vector2 startPos, Vector2 endPos, float thick, Color color)
previous = current;
}
- DrawTriangleStrip(points, 2*BEZIER_LINE_DIVISIONS+2, color);
+ DrawTriangleStrip(points, 2*SPLINE_LINE_DIVISIONS+2, color);
}
// Draw line using quadratic bezier curves with a control point
void DrawLineBezierQuad(Vector2 startPos, Vector2 endPos, Vector2 controlPos, float thick, Color color)
{
- const float step = 1.0f/BEZIER_LINE_DIVISIONS;
+ const float step = 1.0f/SPLINE_LINE_DIVISIONS;
Vector2 previous = startPos;
Vector2 current = { 0 };
float t = 0.0f;
- Vector2 points[2*BEZIER_LINE_DIVISIONS + 2] = { 0 };
+ Vector2 points[2*SPLINE_LINE_DIVISIONS + 2] = { 0 };
- for (int i = 1; i <= BEZIER_LINE_DIVISIONS; i++)
+ for (int i = 1; i <= SPLINE_LINE_DIVISIONS; i++)
{
t = step*i;
float a = powf(1 - t, 2);
@@ -282,52 +282,198 @@ void DrawLineBezierQuad(Vector2 startPos, Vector2 endPos, Vector2 controlPos, fl
previous = current;
}
- DrawTriangleStrip(points, 2*BEZIER_LINE_DIVISIONS+2, color);
+ DrawTriangleStrip(points, 2*SPLINE_LINE_DIVISIONS+2, color);
}
// Draw line using cubic bezier curves with 2 control points
void DrawLineBezierCubic(Vector2 startPos, Vector2 endPos, Vector2 startControlPos, Vector2 endControlPos, float thick, Color color)
{
- const float step = 1.0f/BEZIER_LINE_DIVISIONS;
+ const float step = 1.0f/SPLINE_LINE_DIVISIONS;
Vector2 previous = startPos;
Vector2 current = { 0 };
float t = 0.0f;
- Vector2 points[2*BEZIER_LINE_DIVISIONS + 2] = { 0 };
+ Vector2 points[2*SPLINE_LINE_DIVISIONS + 2] = { 0 };
- for (int i = 1; i <= BEZIER_LINE_DIVISIONS; i++)
+ for (int i = 1; i <= SPLINE_LINE_DIVISIONS; i++)
{
t = step*i;
float a = powf(1 - t, 3);
float b = 3*powf(1 - t, 2)*t;
- float c = 3*(1-t)*powf(t, 2);
+ float c = 3*(1 - t)*powf(t, 2);
float d = powf(t, 3);
current.y = a*startPos.y + b*startControlPos.y + c*endControlPos.y + d*endPos.y;
current.x = a*startPos.x + b*startControlPos.x + c*endControlPos.x + d*endPos.x;
- float dy = current.y-previous.y;
- float dx = current.x-previous.x;
+ float dy = current.y - previous.y;
+ float dx = current.x - previous.x;
float size = 0.5f*thick/sqrtf(dx*dx+dy*dy);
- if (i==1)
+ if (i == 1)
{
- points[0].x = previous.x+dy*size;
- points[0].y = previous.y-dx*size;
- points[1].x = previous.x-dy*size;
- points[1].y = previous.y+dx*size;
+ points[0].x = previous.x + dy*size;
+ points[0].y = previous.y - dx*size;
+ points[1].x = previous.x - dy*size;
+ points[1].y = previous.y + dx*size;
}
- points[2*i+1].x = current.x-dy*size;
- points[2*i+1].y = current.y+dx*size;
- points[2*i].x = current.x+dy*size;
- points[2*i].y = current.y-dx*size;
+ points[2*i + 1].x = current.x - dy*size;
+ points[2*i + 1].y = current.y + dx*size;
+ points[2*i].x = current.x + dy*size;
+ points[2*i].y = current.y - dx*size;
previous = current;
}
- DrawTriangleStrip(points, 2*BEZIER_LINE_DIVISIONS+2, color);
+ DrawTriangleStrip(points, 2*SPLINE_LINE_DIVISIONS + 2, color);
+}
+
+// Draw a B-Spline line, minimum 4 points
+void DrawLineBSpline(Vector2 *points, int pointCount, float thick, Color color)
+{
+ if (pointCount < 4) return;
+
+ float a[4] = { 0 };
+ float b[4] = { 0 };
+ float dy = 0.0f;
+ float dx = 0.0f;
+ float size = 0.0f;
+
+ Vector2 currentPoint = { 0 };
+ Vector2 nextPoint = { 0 };
+ Vector2 vertices[2*SPLINE_LINE_DIVISIONS + 2] = { 0 };
+
+ for (int i = 0; i < (pointCount - 3); i++)
+ {
+ Vector2 p1 = points[i], p2 = points[i + 1], p3 = points[i + 2], p4 = points[i + 3];
+
+ a[0] = (-p1.x + 3*p2.x - 3*p3.x + p4.x)/6.0f;
+ a[1] = (3*p1.x - 6*p2.x + 3*p3.x)/6.0f;
+ a[2] = (-3*p1.x + 3*p3.x)/6.0f;
+ a[3] = (p1.x + 4*p2.x + p3.x)/6.0f;
+
+ b[0] = (-p1.y + 3*p2.y - 3*p3.y + p4.y)/6.0f;
+ b[1] = (3*p1.y - 6*p2.y + 3*p3.y)/6.0f;
+ b[2] = (-3*p1.y + 3*p3.y)/6.0f;
+ b[3] = (p1.y + 4*p2.y + p3.y)/6.0f;
+
+ currentPoint.x = a[3];
+ currentPoint.y = b[3];
+
+ if (i == 0) DrawCircleV(currentPoint, thick/2.0f, color);
+
+ float t = 0.0f;
+
+ if (i > 0)
+ {
+ vertices[0].x = currentPoint.x + dy*size;
+ vertices[0].y = currentPoint.y - dx*size;
+ vertices[1].x = currentPoint.x - dy*size;
+ vertices[1].y = currentPoint.y + dx*size;
+ }
+
+ for (int j = 1; j <= SPLINE_LINE_DIVISIONS; j++)
+ {
+ t = ((float)j)/((float)SPLINE_LINE_DIVISIONS);
+
+ nextPoint.x = a[3] + t*(a[2] + t*(a[1] + t*a[0]));
+ nextPoint.y = b[3] + t*(b[2] + t*(b[1] + t*b[0]));
+
+ dy = nextPoint.y - currentPoint.y;
+ dx = nextPoint.x - currentPoint.x;
+ size = 0.5f*thick/sqrtf(dx*dx+dy*dy);
+
+ if ((j == 1) && (i == 0))
+ {
+ vertices[0].x = currentPoint.x + dy*size;
+ vertices[0].y = currentPoint.y - dx*size;
+ vertices[1].x = currentPoint.x - dy*size;
+ vertices[1].y = currentPoint.y + dx*size;
+ }
+
+ vertices[2*j + 1].x = nextPoint.x - dy*size;
+ vertices[2*j + 1].y = nextPoint.y + dx*size;
+ vertices[2*j].x = nextPoint.x + dy*size;
+ vertices[2*j].y = nextPoint.y - dx*size;
+
+ currentPoint = nextPoint;
+ }
+
+ DrawTriangleStrip(vertices, 2*SPLINE_LINE_DIVISIONS+2, color);
+ }
+
+ DrawCircleV(currentPoint, thick/2.0f, color);
+}
+
+// Draw a Catmull Rom spline line, minimum 4 points
+void DrawLineCatmullRom(Vector2 *points, int pointCount, float thick, Color color)
+{
+ if (pointCount < 4) return;
+
+ float dy = 0.0f;
+ float dx = 0.0f;
+ float size = 0.0f;
+
+ Vector2 currentPoint = points[1];
+ Vector2 nextPoint = { 0 };
+ Vector2 vertices[2*SPLINE_LINE_DIVISIONS + 2] = { 0 };
+
+ DrawCircleV(currentPoint, thick/2.0f, color);
+
+ for (int i = 0; i < (pointCount - 3); i++)
+ {
+ Vector2 p1 = points[i], p2 = points[i + 1], p3 = points[i + 2], p4 = points[i + 3];
+
+ float t = 0.0f;
+ currentPoint = points[i];
+
+ if (i > 0)
+ {
+ vertices[0].x = currentPoint.x + dy*size;
+ vertices[0].y = currentPoint.y - dx*size;
+ vertices[1].x = currentPoint.x - dy*size;
+ vertices[1].y = currentPoint.y + dx*size;
+ }
+
+ for (int i = 0; i <= SPLINE_LINE_DIVISIONS; i++)
+ {
+ t = ((float)i)/((float)SPLINE_LINE_DIVISIONS);
+
+ float q0 = (-1*t*t*t) + (2*t*t) + (-1*t);
+ float q1 = (3*t*t*t) + (-5*t*t) + 2;
+ float q2 = (-3*t*t*t) + (4*t*t) + t;
+ float q3 = t*t*t - t*t;
+
+ nextPoint.x = 0.5f*((p1.x*q0) + (p2.x*q1) + (p3.x*q2) + (p4.x*q3));
+ nextPoint.y = 0.5f*((p1.y*q0) + (p2.y*q1) + (p3.y*q2) + (p4.y*q3));
+
+ float dy = nextPoint.y - currentPoint.y;
+ float dx = nextPoint.x - currentPoint.x;
+ float size = (0.5f*thick)/sqrtf(dx*dx + dy*dy);
+
+ if (i == 1)
+ {
+ vertices[0].x = currentPoint.x + dy*size;
+ vertices[0].y = currentPoint.y - dx*size;
+ vertices[1].x = currentPoint.x - dy*size;
+ vertices[1].y = currentPoint.y + dx*size;
+ }
+
+ vertices[2*i + 1].x = nextPoint.x - dy*size;
+ vertices[2*i + 1].y = nextPoint.y + dx*size;
+ vertices[2*i].x = nextPoint.x + dy*size;
+ vertices[2*i].y = nextPoint.y - dx*size;
+
+ currentPoint = nextPoint;
+ }
+
+ DrawTriangleStrip(vertices, 2*SPLINE_LINE_DIVISIONS+2, color);
+
+ // TODO: REVIEW: HACK: Drawing a circle at points intersection to hide broken strip
+ DrawCircleV(currentPoint, thick/2.0f, color);
+ }
}
// Draw lines sequence
@@ -393,14 +539,14 @@ void DrawCircleSector(Vector2 center, float radius, float startAngle, float endA
rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height);
rlVertex2f(center.x, center.y);
- rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
- rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius);
+ rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height);
+ rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength*2))*radius, center.y + sinf(DEG2RAD*(angle + stepLength*2))*radius);
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
- rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*radius, center.y + cosf(DEG2RAD*(angle + stepLength))*radius);
+ rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*radius, center.y + sinf(DEG2RAD*(angle + stepLength))*radius);
- rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height);
- rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength*2))*radius, center.y + cosf(DEG2RAD*(angle + stepLength*2))*radius);
+ rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
+ rlVertex2f(center.x + cosf(DEG2RAD*angle)*radius, center.y + sinf(DEG2RAD*angle)*radius);
angle += (stepLength*2);
}
@@ -413,11 +559,11 @@ void DrawCircleSector(Vector2 center, float radius, float startAngle, float endA
rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height);
rlVertex2f(center.x, center.y);
- rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
- rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius);
-
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
- rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*radius, center.y + cosf(DEG2RAD*(angle + stepLength))*radius);
+ rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*radius, center.y + sinf(DEG2RAD*(angle + stepLength))*radius);
+
+ rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
+ rlVertex2f(center.x + cosf(DEG2RAD*angle)*radius, center.y + sinf(DEG2RAD*angle)*radius);
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height);
rlVertex2f(center.x, center.y);
@@ -432,8 +578,8 @@ void DrawCircleSector(Vector2 center, float radius, float startAngle, float endA
rlColor4ub(color.r, color.g, color.b, color.a);
rlVertex2f(center.x, center.y);
- rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius);
- rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*radius, center.y + cosf(DEG2RAD*(angle + stepLength))*radius);
+ rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*radius, center.y + sinf(DEG2RAD*(angle + stepLength))*radius);
+ rlVertex2f(center.x + cosf(DEG2RAD*angle)*radius, center.y + sinf(DEG2RAD*angle)*radius);
angle += stepLength;
}
@@ -475,15 +621,15 @@ void DrawCircleSectorLines(Vector2 center, float radius, float startAngle, float
{
rlColor4ub(color.r, color.g, color.b, color.a);
rlVertex2f(center.x, center.y);
- rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius);
+ rlVertex2f(center.x + cosf(DEG2RAD*angle)*radius, center.y + sinf(DEG2RAD*angle)*radius);
}
for (int i = 0; i < segments; i++)
{
rlColor4ub(color.r, color.g, color.b, color.a);
- rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius);
- rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*radius, center.y + cosf(DEG2RAD*(angle + stepLength))*radius);
+ rlVertex2f(center.x + cosf(DEG2RAD*angle)*radius, center.y + sinf(DEG2RAD*angle)*radius);
+ rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*radius, center.y + sinf(DEG2RAD*(angle + stepLength))*radius);
angle += stepLength;
}
@@ -492,7 +638,7 @@ void DrawCircleSectorLines(Vector2 center, float radius, float startAngle, float
{
rlColor4ub(color.r, color.g, color.b, color.a);
rlVertex2f(center.x, center.y);
- rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius);
+ rlVertex2f(center.x + cosf(DEG2RAD*angle)*radius, center.y + sinf(DEG2RAD*angle)*radius);
}
rlEnd();
}
@@ -507,9 +653,9 @@ void DrawCircleGradient(int centerX, int centerY, float radius, Color color1, Co
rlColor4ub(color1.r, color1.g, color1.b, color1.a);
rlVertex2f((float)centerX, (float)centerY);
rlColor4ub(color2.r, color2.g, color2.b, color2.a);
- rlVertex2f((float)centerX + sinf(DEG2RAD*i)*radius, (float)centerY + cosf(DEG2RAD*i)*radius);
+ rlVertex2f((float)centerX + cosf(DEG2RAD*(i + 10))*radius, (float)centerY + sinf(DEG2RAD*(i + 10))*radius);
rlColor4ub(color2.r, color2.g, color2.b, color2.a);
- rlVertex2f((float)centerX + sinf(DEG2RAD*(i + 10))*radius, (float)centerY + cosf(DEG2RAD*(i + 10))*radius);
+ rlVertex2f((float)centerX + cosf(DEG2RAD*i)*radius, (float)centerY + sinf(DEG2RAD*i)*radius);
}
rlEnd();
}
@@ -530,8 +676,8 @@ void DrawCircleLines(int centerX, int centerY, float radius, Color color)
// NOTE: Circle outline is drawn pixel by pixel every degree (0 to 360)
for (int i = 0; i < 360; i += 10)
{
- rlVertex2f(centerX + sinf(DEG2RAD*i)*radius, centerY + cosf(DEG2RAD*i)*radius);
- rlVertex2f(centerX + sinf(DEG2RAD*(i + 10))*radius, centerY + cosf(DEG2RAD*(i + 10))*radius);
+ rlVertex2f(centerX + cosf(DEG2RAD*i)*radius, centerY + sinf(DEG2RAD*i)*radius);
+ rlVertex2f(centerX + cosf(DEG2RAD*(i + 10))*radius, centerY + sinf(DEG2RAD*(i + 10))*radius);
}
rlEnd();
}
@@ -544,8 +690,8 @@ void DrawEllipse(int centerX, int centerY, float radiusH, float radiusV, Color c
{
rlColor4ub(color.r, color.g, color.b, color.a);
rlVertex2f((float)centerX, (float)centerY);
- rlVertex2f((float)centerX + sinf(DEG2RAD*i)*radiusH, (float)centerY + cosf(DEG2RAD*i)*radiusV);
- rlVertex2f((float)centerX + sinf(DEG2RAD*(i + 10))*radiusH, (float)centerY + cosf(DEG2RAD*(i + 10))*radiusV);
+ rlVertex2f((float)centerX + cosf(DEG2RAD*(i + 10))*radiusH, (float)centerY + sinf(DEG2RAD*(i + 10))*radiusV);
+ rlVertex2f((float)centerX + cosf(DEG2RAD*i)*radiusH, (float)centerY + sinf(DEG2RAD*i)*radiusV);
}
rlEnd();
}
@@ -557,8 +703,8 @@ void DrawEllipseLines(int centerX, int centerY, float radiusH, float radiusV, Co
for (int i = 0; i < 360; i += 10)
{
rlColor4ub(color.r, color.g, color.b, color.a);
- rlVertex2f(centerX + sinf(DEG2RAD*i)*radiusH, centerY + cosf(DEG2RAD*i)*radiusV);
- rlVertex2f(centerX + sinf(DEG2RAD*(i + 10))*radiusH, centerY + cosf(DEG2RAD*(i + 10))*radiusV);
+ rlVertex2f(centerX + cosf(DEG2RAD*(i + 10))*radiusH, centerY + sinf(DEG2RAD*(i + 10))*radiusV);
+ rlVertex2f(centerX + cosf(DEG2RAD*i)*radiusH, centerY + sinf(DEG2RAD*i)*radiusV);
}
rlEnd();
}
@@ -616,17 +762,17 @@ void DrawRing(Vector2 center, float innerRadius, float outerRadius, float startA
{
rlColor4ub(color.r, color.g, color.b, color.a);
- rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height);
- rlVertex2f(center.x + sinf(DEG2RAD*angle)*innerRadius, center.y + cosf(DEG2RAD*angle)*innerRadius);
-
rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
- rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius);
+ rlVertex2f(center.x + cosf(DEG2RAD*angle)*outerRadius, center.y + sinf(DEG2RAD*angle)*outerRadius);
- rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
- rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*outerRadius);
+ rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height);
+ rlVertex2f(center.x + cosf(DEG2RAD*angle)*innerRadius, center.y + sinf(DEG2RAD*angle)*innerRadius);
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height);
- rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*innerRadius);
+ rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + sinf(DEG2RAD*(angle + stepLength))*innerRadius);
+
+ rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
+ rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + sinf(DEG2RAD*(angle + stepLength))*outerRadius);
angle += stepLength;
}
@@ -639,13 +785,13 @@ void DrawRing(Vector2 center, float innerRadius, float outerRadius, float startA
{
rlColor4ub(color.r, color.g, color.b, color.a);
- rlVertex2f(center.x + sinf(DEG2RAD*angle)*innerRadius, center.y + cosf(DEG2RAD*angle)*innerRadius);
- rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius);
- rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*innerRadius);
+ rlVertex2f(center.x + cosf(DEG2RAD*angle)*innerRadius, center.y + sinf(DEG2RAD*angle)*innerRadius);
+ rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + sinf(DEG2RAD*(angle + stepLength))*innerRadius);
+ rlVertex2f(center.x + cosf(DEG2RAD*angle)*outerRadius, center.y + sinf(DEG2RAD*angle)*outerRadius);
- rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*innerRadius);
- rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius);
- rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*outerRadius);
+ rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + sinf(DEG2RAD*(angle + stepLength))*innerRadius);
+ rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + sinf(DEG2RAD*(angle + stepLength))*outerRadius);
+ rlVertex2f(center.x + cosf(DEG2RAD*angle)*outerRadius, center.y + sinf(DEG2RAD*angle)*outerRadius);
angle += stepLength;
}
@@ -702,19 +848,19 @@ void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, float s
if (showCapLines)
{
rlColor4ub(color.r, color.g, color.b, color.a);
- rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius);
- rlVertex2f(center.x + sinf(DEG2RAD*angle)*innerRadius, center.y + cosf(DEG2RAD*angle)*innerRadius);
+ rlVertex2f(center.x + cosf(DEG2RAD*angle)*outerRadius, center.y + sinf(DEG2RAD*angle)*outerRadius);
+ rlVertex2f(center.x + cosf(DEG2RAD*angle)*innerRadius, center.y + sinf(DEG2RAD*angle)*innerRadius);
}
for (int i = 0; i < segments; i++)
{
rlColor4ub(color.r, color.g, color.b, color.a);
- rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius);
- rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*outerRadius);
+ rlVertex2f(center.x + cosf(DEG2RAD*angle)*outerRadius, center.y + sinf(DEG2RAD*angle)*outerRadius);
+ rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + sinf(DEG2RAD*(angle + stepLength))*outerRadius);
- rlVertex2f(center.x + sinf(DEG2RAD*angle)*innerRadius, center.y + cosf(DEG2RAD*angle)*innerRadius);
- rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*innerRadius);
+ rlVertex2f(center.x + cosf(DEG2RAD*angle)*innerRadius, center.y + sinf(DEG2RAD*angle)*innerRadius);
+ rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + sinf(DEG2RAD*(angle + stepLength))*innerRadius);
angle += stepLength;
}
@@ -722,8 +868,8 @@ void DrawRingLines(Vector2 center, float innerRadius, float outerRadius, float s
if (showCapLines)
{
rlColor4ub(color.r, color.g, color.b, color.a);
- rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius);
- rlVertex2f(center.x + sinf(DEG2RAD*angle)*innerRadius, center.y + cosf(DEG2RAD*angle)*innerRadius);
+ rlVertex2f(center.x + cosf(DEG2RAD*angle)*outerRadius, center.y + sinf(DEG2RAD*angle)*outerRadius);
+ rlVertex2f(center.x + cosf(DEG2RAD*angle)*innerRadius, center.y + sinf(DEG2RAD*angle)*innerRadius);
}
rlEnd();
}
@@ -982,7 +1128,7 @@ void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color co
};
const Vector2 centers[4] = { point[8], point[9], point[10], point[11] };
- const float angles[4] = { 180.0f, 90.0f, 0.0f, 270.0f };
+ const float angles[4] = { 180.0f, 270.0f, 0.0f, 90.0f };
#if defined(SUPPORT_QUADS_DRAW_MODE)
rlSetTexture(texShapes.id);
@@ -1000,12 +1146,16 @@ void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color co
rlColor4ub(color.r, color.g, color.b, color.a);
rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height);
rlVertex2f(center.x, center.y);
- rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
- rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius);
- rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
- rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*radius, center.y + cosf(DEG2RAD*(angle + stepLength))*radius);
+
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height);
- rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength*2))*radius, center.y + cosf(DEG2RAD*(angle + stepLength*2))*radius);
+ rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength*2))*radius, center.y + sinf(DEG2RAD*(angle + stepLength*2))*radius);
+
+ rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
+ rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*radius, center.y + sinf(DEG2RAD*(angle + stepLength))*radius);
+
+ rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
+ rlVertex2f(center.x + cosf(DEG2RAD*angle)*radius, center.y + sinf(DEG2RAD*angle)*radius);
+
angle += (stepLength*2);
}
@@ -1015,10 +1165,13 @@ void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color co
rlColor4ub(color.r, color.g, color.b, color.a);
rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height);
rlVertex2f(center.x, center.y);
- rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
- rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius);
+
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
- rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*radius, center.y + cosf(DEG2RAD*(angle + stepLength))*radius);
+ rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*radius, center.y + sinf(DEG2RAD*(angle + stepLength))*radius);
+
+ rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
+ rlVertex2f(center.x + cosf(DEG2RAD*angle)*radius, center.y + sinf(DEG2RAD*angle)*radius);
+
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height);
rlVertex2f(center.x, center.y);
}
@@ -1093,8 +1246,8 @@ void DrawRectangleRounded(Rectangle rec, float roundness, int segments, Color co
{
rlColor4ub(color.r, color.g, color.b, color.a);
rlVertex2f(center.x, center.y);
- rlVertex2f(center.x + sinf(DEG2RAD*angle)*radius, center.y + cosf(DEG2RAD*angle)*radius);
- rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*radius, center.y + cosf(DEG2RAD*(angle + stepLength))*radius);
+ rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*radius, center.y + sinf(DEG2RAD*(angle + stepLength))*radius);
+ rlVertex2f(center.x + cosf(DEG2RAD*angle)*radius, center.y + sinf(DEG2RAD*angle)*radius);
angle += stepLength;
}
}
@@ -1208,7 +1361,7 @@ void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, flo
{(float)(rec.x + rec.width) - innerRadius, (float)(rec.y + rec.height) - innerRadius}, {(float)rec.x + innerRadius, (float)(rec.y + rec.height) - innerRadius} // P18, P19
};
- const float angles[4] = { 180.0f, 90.0f, 0.0f, 270.0f };
+ const float angles[4] = { 180.0f, 270.0f, 0.0f, 90.0f };
if (lineThick > 1)
{
@@ -1225,14 +1378,18 @@ void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, flo
for (int i = 0; i < segments; i++)
{
rlColor4ub(color.r, color.g, color.b, color.a);
+
rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height);
- rlVertex2f(center.x + sinf(DEG2RAD*angle)*innerRadius, center.y + cosf(DEG2RAD*angle)*innerRadius);
- rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
- rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius);
- rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
- rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*outerRadius);
+ rlVertex2f(center.x + cosf(DEG2RAD*angle)*innerRadius, center.y + sinf(DEG2RAD*angle)*innerRadius);
+
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height);
- rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*innerRadius);
+ rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + sinf(DEG2RAD*(angle + stepLength))*innerRadius);
+
+ rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
+ rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + sinf(DEG2RAD*(angle + stepLength))*outerRadius);
+
+ rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
+ rlVertex2f(center.x + cosf(DEG2RAD*angle)*outerRadius, center.y + sinf(DEG2RAD*angle)*outerRadius);
angle += stepLength;
}
@@ -1297,13 +1454,13 @@ void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, flo
{
rlColor4ub(color.r, color.g, color.b, color.a);
- rlVertex2f(center.x + sinf(DEG2RAD*angle)*innerRadius, center.y + cosf(DEG2RAD*angle)*innerRadius);
- rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius);
- rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*innerRadius);
+ rlVertex2f(center.x + cosf(DEG2RAD*angle)*innerRadius, center.y + sinf(DEG2RAD*angle)*innerRadius);
+ rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + sinf(DEG2RAD*(angle + stepLength))*innerRadius);
+ rlVertex2f(center.x + cosf(DEG2RAD*angle)*outerRadius, center.y + sinf(DEG2RAD*angle)*outerRadius);
- rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*innerRadius);
- rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius);
- rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*outerRadius);
+ rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*innerRadius, center.y + sinf(DEG2RAD*(angle + stepLength))*innerRadius);
+ rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + sinf(DEG2RAD*(angle + stepLength))*outerRadius);
+ rlVertex2f(center.x + cosf(DEG2RAD*angle)*outerRadius, center.y + sinf(DEG2RAD*angle)*outerRadius);
angle += stepLength;
}
@@ -1361,8 +1518,8 @@ void DrawRectangleRoundedLines(Rectangle rec, float roundness, int segments, flo
for (int i = 0; i < segments; i++)
{
rlColor4ub(color.r, color.g, color.b, color.a);
- rlVertex2f(center.x + sinf(DEG2RAD*angle)*outerRadius, center.y + cosf(DEG2RAD*angle)*outerRadius);
- rlVertex2f(center.x + sinf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + cosf(DEG2RAD*(angle + stepLength))*outerRadius);
+ rlVertex2f(center.x + cosf(DEG2RAD*angle)*outerRadius, center.y + sinf(DEG2RAD*angle)*outerRadius);
+ rlVertex2f(center.x + cosf(DEG2RAD*(angle + stepLength))*outerRadius, center.y + sinf(DEG2RAD*(angle + stepLength))*outerRadius);
angle += stepLength;
}
}
@@ -1492,7 +1649,8 @@ void DrawTriangleStrip(Vector2 *points, int pointCount, Color color)
void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color color)
{
if (sides < 3) sides = 3;
- float centralAngle = rotation;
+ float centralAngle = rotation*DEG2RAD;
+ float angleStep = 360.0f/(float)sides*DEG2RAD;
#if defined(SUPPORT_QUADS_DRAW_MODE)
rlSetTexture(texShapes.id);
@@ -1501,19 +1659,21 @@ void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color col
for (int i = 0; i < sides; i++)
{
rlColor4ub(color.r, color.g, color.b, color.a);
+ float nextAngle = centralAngle + angleStep;
rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height);
rlVertex2f(center.x, center.y);
rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
- rlVertex2f(center.x + sinf(DEG2RAD*centralAngle)*radius, center.y + cosf(DEG2RAD*centralAngle)*radius);
+ rlVertex2f(center.x + cosf(centralAngle)*radius, center.y + sinf(centralAngle)*radius);
+
+ rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height);
+ rlVertex2f(center.x + cosf(nextAngle)*radius, center.y + sinf(nextAngle)*radius);
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
- rlVertex2f(center.x + sinf(DEG2RAD*centralAngle)*radius, center.y + cosf(DEG2RAD*centralAngle)*radius);
+ rlVertex2f(center.x + cosf(centralAngle)*radius, center.y + sinf(centralAngle)*radius);
- centralAngle += 360.0f/(float)sides;
- rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height);
- rlVertex2f(center.x + sinf(DEG2RAD*centralAngle)*radius, center.y + cosf(DEG2RAD*centralAngle)*radius);
+ centralAngle = nextAngle;
}
rlEnd();
rlSetTexture(0);
@@ -1524,10 +1684,10 @@ void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color col
rlColor4ub(color.r, color.g, color.b, color.a);
rlVertex2f(center.x, center.y);
- rlVertex2f(center.x + sinf(DEG2RAD*centralAngle)*radius, center.y + cosf(DEG2RAD*centralAngle)*radius);
+ rlVertex2f(center.x + cosf(centralAngle + angleStep)*radius, center.y + sinf(centralAngle + angleStep)*radius);
+ rlVertex2f(center.x + cosf(centralAngle)*radius, center.y + sinf(centralAngle)*radius);
- centralAngle += 360.0f/(float)sides;
- rlVertex2f(center.x + sinf(DEG2RAD*centralAngle)*radius, center.y + cosf(DEG2RAD*centralAngle)*radius);
+ centralAngle += angleStep;
}
rlEnd();
#endif
@@ -1537,16 +1697,18 @@ void DrawPoly(Vector2 center, int sides, float radius, float rotation, Color col
void DrawPolyLines(Vector2 center, int sides, float radius, float rotation, Color color)
{
if (sides < 3) sides = 3;
- float centralAngle = rotation;
+ float centralAngle = rotation*DEG2RAD;
+ float angleStep = 360.0f/(float)sides*DEG2RAD;
rlBegin(RL_LINES);
for (int i = 0; i < sides; i++)
{
rlColor4ub(color.r, color.g, color.b, color.a);
- rlVertex2f(center.x + sinf(DEG2RAD*centralAngle)*radius, center.y + cosf(DEG2RAD*centralAngle)*radius);
- centralAngle += 360.0f/(float)sides;
- rlVertex2f(center.x + sinf(DEG2RAD*centralAngle)*radius, center.y + cosf(DEG2RAD*centralAngle)*radius);
+ rlVertex2f(center.x + cosf(centralAngle)*radius, center.y + sinf(centralAngle)*radius);
+ rlVertex2f(center.x + cosf(centralAngle + angleStep)*radius, center.y + sinf(centralAngle + angleStep)*radius);
+
+ centralAngle += angleStep;
}
rlEnd();
}
@@ -1554,8 +1716,8 @@ void DrawPolyLines(Vector2 center, int sides, float radius, float rotation, Colo
void DrawPolyLinesEx(Vector2 center, int sides, float radius, float rotation, float lineThick, Color color)
{
if (sides < 3) sides = 3;
- float centralAngle = rotation;
- float exteriorAngle = 360.0f/(float)sides;
+ float centralAngle = rotation*DEG2RAD;
+ float exteriorAngle = 360.0f/(float)sides*DEG2RAD;
float innerRadius = radius - (lineThick*cosf(DEG2RAD*exteriorAngle/2.0f));
#if defined(SUPPORT_QUADS_DRAW_MODE)
@@ -1565,19 +1727,21 @@ void DrawPolyLinesEx(Vector2 center, int sides, float radius, float rotation, fl
for (int i = 0; i < sides; i++)
{
rlColor4ub(color.r, color.g, color.b, color.a);
+ float nextAngle = centralAngle + exteriorAngle;
+
+ rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
+ rlVertex2f(center.x + cosf(centralAngle)*radius, center.y + sinf(centralAngle)*radius);
rlTexCoord2f(texShapesRec.x/texShapes.width, texShapesRec.y/texShapes.height);
- rlVertex2f(center.x + sinf(DEG2RAD*centralAngle)*innerRadius, center.y + cosf(DEG2RAD*centralAngle)*innerRadius);
+ rlVertex2f(center.x + cosf(centralAngle)*innerRadius, center.y + sinf(centralAngle)*innerRadius);
- rlTexCoord2f(texShapesRec.x/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
- rlVertex2f(center.x + sinf(DEG2RAD*centralAngle)*radius, center.y + cosf(DEG2RAD*centralAngle)*radius);
+ rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
+ rlVertex2f(center.x + cosf(nextAngle)*innerRadius, center.y + sinf(nextAngle)*innerRadius);
- centralAngle += exteriorAngle;
rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, texShapesRec.y/texShapes.height);
- rlVertex2f(center.x + sinf(DEG2RAD*centralAngle)*radius, center.y + cosf(DEG2RAD*centralAngle)*radius);
+ rlVertex2f(center.x + cosf(nextAngle)*radius, center.y + sinf(nextAngle)*radius);
- rlTexCoord2f((texShapesRec.x + texShapesRec.width)/texShapes.width, (texShapesRec.y + texShapesRec.height)/texShapes.height);
- rlVertex2f(center.x + sinf(DEG2RAD*centralAngle)*innerRadius, center.y + cosf(DEG2RAD*centralAngle)*innerRadius);
+ centralAngle = nextAngle;
}
rlEnd();
rlSetTexture(0);
@@ -1588,13 +1752,13 @@ void DrawPolyLinesEx(Vector2 center, int sides, float radius, float rotation, fl
rlColor4ub(color.r, color.g, color.b, color.a);
float nextAngle = centralAngle + exteriorAngle;
- rlVertex2f(center.x + sinf(DEG2RAD*centralAngle)*radius, center.y + cosf(DEG2RAD*centralAngle)*radius);
- rlVertex2f(center.x + sinf(DEG2RAD*centralAngle)*innerRadius, center.y + cosf(DEG2RAD*centralAngle)*innerRadius);
- rlVertex2f(center.x + sinf(DEG2RAD*nextAngle)*radius, center.y + cosf(DEG2RAD*nextAngle)*radius);
+ rlVertex2f(center.x + cosf(nextAngle)*radius, center.y + sinf(nextAngle)*radius);
+ rlVertex2f(center.x + cosf(centralAngle)*radius, center.y + sinf(centralAngle)*radius);
+ rlVertex2f(center.x + cosf(centralAngle)*innerRadius, center.y + sinf(centralAngle)*innerRadius);
- rlVertex2f(center.x + sinf(DEG2RAD*centralAngle)*innerRadius, center.y + cosf(DEG2RAD*centralAngle)*innerRadius);
- rlVertex2f(center.x + sinf(DEG2RAD*nextAngle)*radius, center.y + cosf(DEG2RAD*nextAngle)*radius);
- rlVertex2f(center.x + sinf(DEG2RAD*nextAngle)*innerRadius, center.y + cosf(DEG2RAD*nextAngle)*innerRadius);
+ rlVertex2f(center.x + cosf(centralAngle)*innerRadius, center.y + sinf(centralAngle)*innerRadius);
+ rlVertex2f(center.x + cosf(nextAngle)*innerRadius, center.y + sinf(nextAngle)*innerRadius);
+ rlVertex2f(center.x + cosf(nextAngle)*radius, center.y + sinf(nextAngle)*radius);
centralAngle = nextAngle;
}