/******************************************************************************************* * * raylib [shapes] example - triangle strip * * Example complexity rating: [★★☆☆] 2/4 * * Example originally created with raylib 6.0, last time updated with raylib 6.0 * * Example contributed by Jopestpe (@jopestpe) * * Example licensed under an unmodified zlib/libpng license, which is an OSI-certified, * BSD-like license that allows static linking with closed source software * * Copyright (c) 2025 Jopestpe (@jopestpe) * ********************************************************************************************/ namespace Examples.Shapes; public partial class TriangleStrip : IExample { private const int screenWidth = 800; private const int screenHeight = 450; public string Name => "Shapes / Triangle Strip"; public string Title => "raylib [shapes] example - triangle strip"; private Vector2[] points; private Vector2 center; private float segments; private float insideRadius; private float outsideRadius; private bool outline; public void Init() { points = new Vector2[122]; center = new((screenWidth / 2.0f) - 125.0f, screenHeight / 2.0f); segments = 6.0f; insideRadius = 100.0f; outsideRadius = 150.0f; outline = true; } public void Update() { // Update //---------------------------------------------------------------------------------- int pointCount = (int)(segments); float angleStep = (360.0f / pointCount) * DEG2RAD; for (int i = 0, i2 = 0; i < pointCount; i++, i2 += 2) { float angle1 = i * angleStep; points[i2] = new Vector2(center.X + MathF.Cos(angle1) * insideRadius, center.Y + MathF.Sin(angle1) * insideRadius); float angle2 = angle1 + angleStep / 2.0f; points[i2 + 1] = new Vector2(center.X + MathF.Cos(angle2) * outsideRadius, center.Y + MathF.Sin(angle2) * outsideRadius); } points[pointCount * 2] = points[0]; points[pointCount * 2 + 1] = points[1]; //---------------------------------------------------------------------------------- // Draw //---------------------------------------------------------------------------------- BeginDrawing(); ClearBackground(Color.RayWhite); for (int i = 0; i < pointCount; i++) { Vector2 a = points[i * 2]; Vector2 b = points[i * 2 + 1]; Vector2 c = points[i * 2 + 2]; Vector2 d = points[i * 2 + 3]; float angle1 = i * angleStep; DrawTriangle(c, b, a, ColorFromHSV(angle1 * RAD2DEG, 1.0f, 1.0f)); DrawTriangle(d, b, c, ColorFromHSV((angle1 + angleStep / 2) * RAD2DEG, 1.0f, 1.0f)); if (outline) { DrawTriangleLines(a, b, c, Color.Black); DrawTriangleLines(c, b, d, Color.Black); } } DrawLine(580, 0, 580, GetScreenHeight(), new Color(218, 218, 218, 255)); DrawRectangle(580, 0, GetScreenWidth(), GetScreenHeight(), new Color(232, 232, 232, 255)); // Draw GUI controls //------------------------------------------------------------------------------ // NOTE: raygui is not bound in raylib-cs, so the interactive controls are omitted // and 'segments'/'outline' keep their initial values. //GuiSliderBar(new Rectangle(640, 40, 120, 20), "Segments", TextFormat("%.0f", segments), ref segments, 6.0f, 60.0f); //GuiCheckBox(new Rectangle(640, 70, 20, 20), "Outline", ref outline); //------------------------------------------------------------------------------ DrawFPS(10, 10); EndDrawing(); //---------------------------------------------------------------------------------- } public void Unload() { } public static int Main() { // Initialization //-------------------------------------------------------------------------------------- InitWindow(screenWidth, screenHeight, "raylib [shapes] example - triangle strip"); SetTargetFPS(60); // Set our game to run at 60 frames-per-second //-------------------------------------------------------------------------------------- var game = new TriangleStrip(); game.Init(); // Main game loop while (!WindowShouldClose()) // Detect window close button or ESC key { game.Update(); } game.Unload(); // De-Initialization //-------------------------------------------------------------------------------------- CloseWindow(); // Close window and OpenGL context //-------------------------------------------------------------------------------------- return 0; } }