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