Pixel-Composer/scripts/draw_circle_functions/draw_circle_functions.gml

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function draw_circle_prec(x, y, r, border, precision = 32) { #region
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draw_set_circle_precision(precision);
draw_circle(x, y, r, border);
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} #endregion
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function draw_polygon(x, y, r, sides, a = 0) { #region
draw_primitive_begin(pr_trianglelist);
for( var i = 0; i < sides; i++ ) {
var a0 = (i + 0) / sides * 360 + a;
var a1 = (i + 1) / sides * 360 + a;
draw_vertex(x, y);
draw_vertex(x + lengthdir_x(r, a0), y + lengthdir_y(r, a0));
draw_vertex(x + lengthdir_x(r, a1), y + lengthdir_y(r, a1));
}
draw_primitive_end();
} #endregion
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function draw_circle_color_alpha(_x, _y, _r, colI, colO, alpI, alpO) { #region
var _step = 32;
var angle_step = 360 / _step;
draw_primitive_begin(pr_trianglestrip);
for(var i = 0; i <= _step; i++) {
var a0 = i * angle_step;
var a1 = i * angle_step + angle_step;
var p0x = _x + lengthdir_x(_r, a0);
var p0y = _y + lengthdir_y(_r, a0);
var p1x = _x + lengthdir_x(_r, a1);
var p1y = _y + lengthdir_y(_r, a1);
draw_vertex_color(_x, _y, colI, alpI);
draw_vertex_color(p0x, p0y, colO, alpO);
draw_vertex_color(p1x, p1y, colO, alpO);
}
draw_primitive_end();
} #endregion
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function draw_circle_border(xx, yy, r, w) { #region
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var _step = 32;
var angle_step = 360 / _step;
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draw_primitive_begin(pr_trianglestrip);
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for(var i = 0; i <= _step; i++){
var p0x = xx + lengthdir_x(r - w / 2, i * angle_step);
var p0y = yy + lengthdir_y(r - w / 2, i * angle_step);
var p1x = xx + lengthdir_x(r + w / 2, i * angle_step);
var p1y = yy + lengthdir_y(r + w / 2, i * angle_step);
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draw_vertex(p0x, p0y);
draw_vertex(p1x, p1y);
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}
draw_primitive_end();
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} #endregion
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function draw_ellipse_border(x0, y0, x1, y1, w) { #region
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var step = 32;
var angle_step = 360 / step;
var px, py, _px, _py;
var cx = (x0 + x1) / 2;
var cy = (y0 + y1) / 2;
var ww = abs(x0 - x1) / 2;
var hh = abs(y0 - y1) / 2;
for(var i = 0; i <= step; i++){
var px = cx + lengthdir_x(ww, i * angle_step);
var py = cy + lengthdir_y(hh, i * angle_step);
if(i)
draw_line_round(_px, _py, px, py, w);
_px = px;
_py = py;
}
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} #endregion
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function draw_circle_angle(_x, _y, _r, _angSt, _angEd, precision = 32) { #region
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var ox, oy, nx, ny, oa, na;
draw_primitive_begin(pr_trianglelist);
for( var i = 0; i <= precision; i++ ) {
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na = lerp(_angSt, _angEd, i / precision);
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nx = _x + lengthdir_x(_r, na);
ny = _y + lengthdir_y(_r, na);
if(i) {
draw_vertex(_x, _y);
draw_vertex(ox, oy);
draw_vertex(nx, ny);
}
oa = na;
ox = nx;
oy = ny;
}
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draw_primitive_end();
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} #endregion
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function draw_arc_width(_x, _y, _r, _th, _angSt, _angEd) { #region
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draw_primitive_begin(pr_trianglelist);
var oxI, oyI, oxO, oyO;
_angSt = _angSt % 360;
_angEd = _angEd % 360;
var diff = _angEd >= _angSt? _angEd - _angSt : _angEd + 360 - _angSt;
for(var i = 0; i <= abs(diff); i += 4) {
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var _as = _angSt + i * sign(diff);
var nxI = _x + lengthdir_x(_r - _th / 2, _as);
var nyI = _y + lengthdir_y(_r - _th / 2, _as);
var nxO = _x + lengthdir_x(_r + _th / 2, _as);
var nyO = _y + lengthdir_y(_r + _th / 2, _as);
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if(i) {
draw_vertex(oxI, oyI);
draw_vertex(oxO, oyO);
draw_vertex(nxI, nyI);
draw_vertex(oxO, oyO);
draw_vertex(nxI, nyI);
draw_vertex(nxO, nyO);
}
oxI = nxI;
oyI = nyI;
oxO = nxO;
oyO = nyO;
}
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draw_primitive_end();
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} #endregion
function draw_arc_forward(_x, _y, _r, _th, _angSt, _angEd) { #region
draw_primitive_begin(pr_trianglelist);
var oxI, oyI, oxO, oyO;
var _aSt = min(_angSt, _angEd);
var _aEd = max(_angSt, _angEd);
var diff = _aEd - _aSt;
for(var i = 0; i <= abs(diff); i += 4) {
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var _as = _aSt + i * sign(diff);
var nxI = _x + lengthdir_x(_r - _th / 2, _as);
var nyI = _y + lengthdir_y(_r - _th / 2, _as);
var nxO = _x + lengthdir_x(_r + _th / 2, _as);
var nyO = _y + lengthdir_y(_r + _th / 2, _as);
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if(i) {
draw_vertex(oxI, oyI);
draw_vertex(oxO, oyO);
draw_vertex(nxI, nyI);
draw_vertex(oxO, oyO);
draw_vertex(nxI, nyI);
draw_vertex(nxO, nyO);
}
oxI = nxI;
oyI = nyI;
oxO = nxO;
oyO = nyO;
}
draw_primitive_end();
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} #endregion
//////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
function draw_circle_ui(_x, _y, _r, _o, _c = c_white, _a = 1) {
shader_set(sh_node_circle);
shader_set_color("color", _c, _a);
shader_set_f("thickness", _o);
shader_set_f("antialias", 1 / _r);
shader_set_i("fill", _o == 0);
draw_sprite_stretched(s_fx_pixel, 0, _x - _r, _y - _r, _r * 2, _r * 2);
shader_reset();
}