com.badlogic.gdx.graphics.glutils.ShapeRenderer Maven / Gradle / Ivy
/*******************************************************************************
* Copyright 2011 See AUTHORS file.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
******************************************************************************/
package com.badlogic.gdx.graphics.glutils;
import com.badlogic.gdx.Gdx;
import com.badlogic.gdx.graphics.Camera;
import com.badlogic.gdx.graphics.Color;
import com.badlogic.gdx.graphics.GL20;
import com.badlogic.gdx.math.MathUtils;
import com.badlogic.gdx.math.Matrix4;
import com.badlogic.gdx.math.Vector2;
import com.badlogic.gdx.math.Vector3;
import com.badlogic.gdx.utils.Disposable;
/** Renders points, lines, shape outlines and filled shapes.
*
* By default a 2D orthographic projection with the origin in the lower left corner is used and units are specified in screen
* pixels. This can be changed by configuring the projection matrix, usually using the {@link Camera#combined} matrix. If the
* screen resolution changes, the projection matrix may need to be updated.
*
* Shapes are rendered in batches to increase performance. Standard usage pattern looks as follows:
*
*
* {@code
* camera.update();
* shapeRenderer.setProjectionMatrix(camera.combined);
*
* shapeRenderer.begin(ShapeType.Line);
* shapeRenderer.setColor(1, 1, 0, 1);
* shapeRenderer.line(x, y, x2, y2);
* shapeRenderer.rect(x, y, width, height);
* shapeRenderer.circle(x, y, radius);
* shapeRenderer.end();
*
* shapeRenderer.begin(ShapeType.Filled);
* shapeRenderer.setColor(0, 1, 0, 1);
* shapeRenderer.rect(x, y, width, height);
* shapeRenderer.circle(x, y, radius);
* shapeRenderer.end();
* }
*
*
* ShapeRenderer has a second matrix called the transformation matrix which is used to rotate, scale and translate shapes in a
* more flexible manner. The following example shows how to rotate a rectangle around its center using the z-axis as the rotation
* axis and placing it's center at (20, 12, 2):
*
*
* shapeRenderer.begin(ShapeType.Line);
* shapeRenderer.identity();
* shapeRenderer.translate(20, 12, 2);
* shapeRenderer.rotate(0, 0, 1, 90);
* shapeRenderer.rect(-width / 2, -height / 2, width, height);
* shapeRenderer.end();
*
*
* Matrix operations all use postmultiplication and work just like glTranslate, glScale and glRotate. The last transformation
* specified will be the first that is applied to a shape (rotate then translate in the above example).
*
* The projection and transformation matrices are a state of the ShapeRenderer, just like the color, and will be applied to all
* shapes until they are changed.
* @author mzechner
* @author stbachmann
* @author Nathan Sweet */
public class ShapeRenderer implements Disposable {
/** Shape types to be used with {@link #begin(ShapeType)}.
* @author mzechner, stbachmann */
public enum ShapeType {
Point(GL20.GL_POINTS), Line(GL20.GL_LINES), Filled(GL20.GL_TRIANGLES);
private final int glType;
ShapeType (int glType) {
this.glType = glType;
}
public int getGlType () {
return glType;
}
}
private final ImmediateModeRenderer renderer;
private boolean matrixDirty = false;
private final Matrix4 projectionMatrix = new Matrix4();
private final Matrix4 transformMatrix = new Matrix4();
private final Matrix4 combinedMatrix = new Matrix4();
private final Vector2 tmp = new Vector2();
private final Color color = new Color(1, 1, 1, 1);
private ShapeType shapeType;
private boolean autoShapeType;
private float defaultRectLineWidth = 0.75f;
public ShapeRenderer () {
this(5000);
}
public ShapeRenderer (int maxVertices) {
this(maxVertices, null);
}
public ShapeRenderer (int maxVertices, ShaderProgram defaultShader) {
if (defaultShader == null) {
renderer = new ImmediateModeRenderer20(maxVertices, false, true, 0);
} else {
renderer = new ImmediateModeRenderer20(maxVertices, false, true, 0, defaultShader);
}
projectionMatrix.setToOrtho2D(0, 0, Gdx.graphics.getWidth(), Gdx.graphics.getHeight());
matrixDirty = true;
}
/** Sets the color to be used by the next shapes drawn. */
public void setColor (Color color) {
this.color.set(color);
}
/** Sets the color to be used by the next shapes drawn. */
public void setColor (float r, float g, float b, float a) {
this.color.set(r, g, b, a);
}
public Color getColor () {
return color;
}
public void updateMatrices () {
matrixDirty = true;
}
/** Sets the projection matrix to be used for rendering. Usually this will be set to {@link Camera#combined}.
* @param matrix */
public void setProjectionMatrix (Matrix4 matrix) {
projectionMatrix.set(matrix);
matrixDirty = true;
}
/** If the matrix is modified, {@link #updateMatrices()} must be called. */
public Matrix4 getProjectionMatrix () {
return projectionMatrix;
}
public void setTransformMatrix (Matrix4 matrix) {
transformMatrix.set(matrix);
matrixDirty = true;
}
/** If the matrix is modified, {@link #updateMatrices()} must be called. */
public Matrix4 getTransformMatrix () {
return transformMatrix;
}
/** Sets the transformation matrix to identity. */
public void identity () {
transformMatrix.idt();
matrixDirty = true;
}
/** Multiplies the current transformation matrix by a translation matrix. */
public void translate (float x, float y, float z) {
transformMatrix.translate(x, y, z);
matrixDirty = true;
}
/** Multiplies the current transformation matrix by a rotation matrix. */
public void rotate (float axisX, float axisY, float axisZ, float degrees) {
transformMatrix.rotate(axisX, axisY, axisZ, degrees);
matrixDirty = true;
}
/** Multiplies the current transformation matrix by a scale matrix. */
public void scale (float scaleX, float scaleY, float scaleZ) {
transformMatrix.scale(scaleX, scaleY, scaleZ);
matrixDirty = true;
}
/** If true, when drawing a shape cannot be performed with the current shape type, the batch is flushed and the shape type is
* changed automatically. This can increase the number of batch flushes if care is not taken to draw the same type of shapes
* together. Default is false. */
public void setAutoShapeType (boolean autoShapeType) {
this.autoShapeType = autoShapeType;
}
/** Begins a new batch without specifying a shape type.
* @throws IllegalStateException if {@link #autoShapeType} is false. */
public void begin () {
if (!autoShapeType) throw new IllegalStateException("autoShapeType must be true to use this method.");
begin(ShapeType.Line);
}
/** Starts a new batch of shapes. Shapes drawn within the batch will attempt to use the type specified. The call to this method
* must be paired with a call to {@link #end()}.
* @see #setAutoShapeType(boolean) */
public void begin (ShapeType type) {
if (shapeType != null) throw new IllegalStateException("Call end() before beginning a new shape batch.");
shapeType = type;
if (matrixDirty) {
combinedMatrix.set(projectionMatrix);
Matrix4.mul(combinedMatrix.val, transformMatrix.val);
matrixDirty = false;
}
renderer.begin(combinedMatrix, shapeType.getGlType());
}
public void set (ShapeType type) {
if (shapeType == type) return;
if (shapeType == null) throw new IllegalStateException("begin must be called first.");
if (!autoShapeType) throw new IllegalStateException("autoShapeType must be enabled.");
end();
begin(type);
}
/** Draws a point using {@link ShapeType#Point}, {@link ShapeType#Line} or {@link ShapeType#Filled}. */
public void point (float x, float y, float z) {
if (shapeType == ShapeType.Line) {
float size = defaultRectLineWidth * 0.5f;
line(x - size, y - size, z, x + size, y + size, z);
return;
} else if (shapeType == ShapeType.Filled) {
float size = defaultRectLineWidth * 0.5f;
box(x - size, y - size, z - size, defaultRectLineWidth, defaultRectLineWidth, defaultRectLineWidth);
return;
}
check(ShapeType.Point, null, 1);
renderer.color(color);
renderer.vertex(x, y, z);
}
/** Draws a line using {@link ShapeType#Line} or {@link ShapeType#Filled}. */
public final void line (float x, float y, float z, float x2, float y2, float z2) {
line(x, y, z, x2, y2, z2, color, color);
}
/** @see #line(float, float, float, float, float, float) */
public final void line (Vector3 v0, Vector3 v1) {
line(v0.x, v0.y, v0.z, v1.x, v1.y, v1.z, color, color);
}
/** @see #line(float, float, float, float, float, float) */
public final void line (float x, float y, float x2, float y2) {
line(x, y, 0.0f, x2, y2, 0.0f, color, color);
}
/** @see #line(float, float, float, float, float, float) */
public final void line (Vector2 v0, Vector2 v1) {
line(v0.x, v0.y, 0.0f, v1.x, v1.y, 0.0f, color, color);
}
/** @see #line(float, float, float, float, float, float, Color, Color) */
public final void line (float x, float y, float x2, float y2, Color c1, Color c2) {
line(x, y, 0.0f, x2, y2, 0.0f, c1, c2);
}
/** Draws a line using {@link ShapeType#Line} or {@link ShapeType#Filled}. The line is drawn with two colors interpolated
* between the start and end points. */
public void line (float x, float y, float z, float x2, float y2, float z2, Color c1, Color c2) {
if (shapeType == ShapeType.Filled) {
rectLine(x, y, x2, y2, defaultRectLineWidth);
return;
}
check(ShapeType.Line, null, 2);
renderer.color(c1.r, c1.g, c1.b, c1.a);
renderer.vertex(x, y, z);
renderer.color(c2.r, c2.g, c2.b, c2.a);
renderer.vertex(x2, y2, z2);
}
/** Draws a curve using {@link ShapeType#Line}. */
public void curve (float x1, float y1, float cx1, float cy1, float cx2, float cy2, float x2, float y2, int segments) {
check(ShapeType.Line, null, segments * 2 + 2);
float colorBits = color.toFloatBits();
// Algorithm from: http://www.antigrain.com/research/bezier_interpolation/index.html#PAGE_BEZIER_INTERPOLATION
float subdiv_step = 1f / segments;
float subdiv_step2 = subdiv_step * subdiv_step;
float subdiv_step3 = subdiv_step * subdiv_step * subdiv_step;
float pre1 = 3 * subdiv_step;
float pre2 = 3 * subdiv_step2;
float pre4 = 6 * subdiv_step2;
float pre5 = 6 * subdiv_step3;
float tmp1x = x1 - cx1 * 2 + cx2;
float tmp1y = y1 - cy1 * 2 + cy2;
float tmp2x = (cx1 - cx2) * 3 - x1 + x2;
float tmp2y = (cy1 - cy2) * 3 - y1 + y2;
float fx = x1;
float fy = y1;
float dfx = (cx1 - x1) * pre1 + tmp1x * pre2 + tmp2x * subdiv_step3;
float dfy = (cy1 - y1) * pre1 + tmp1y * pre2 + tmp2y * subdiv_step3;
float ddfx = tmp1x * pre4 + tmp2x * pre5;
float ddfy = tmp1y * pre4 + tmp2y * pre5;
float dddfx = tmp2x * pre5;
float dddfy = tmp2y * pre5;
while (segments-- > 0) {
renderer.color(colorBits);
renderer.vertex(fx, fy, 0);
fx += dfx;
fy += dfy;
dfx += ddfx;
dfy += ddfy;
ddfx += dddfx;
ddfy += dddfy;
renderer.color(colorBits);
renderer.vertex(fx, fy, 0);
}
renderer.color(colorBits);
renderer.vertex(fx, fy, 0);
renderer.color(colorBits);
renderer.vertex(x2, y2, 0);
}
/** Draws a triangle in x/y plane using {@link ShapeType#Line} or {@link ShapeType#Filled}. */
public void triangle (float x1, float y1, float x2, float y2, float x3, float y3) {
check(ShapeType.Line, ShapeType.Filled, 6);
float colorBits = color.toFloatBits();
if (shapeType == ShapeType.Line) {
renderer.color(colorBits);
renderer.vertex(x1, y1, 0);
renderer.color(colorBits);
renderer.vertex(x2, y2, 0);
renderer.color(colorBits);
renderer.vertex(x2, y2, 0);
renderer.color(colorBits);
renderer.vertex(x3, y3, 0);
renderer.color(colorBits);
renderer.vertex(x3, y3, 0);
renderer.color(colorBits);
renderer.vertex(x1, y1, 0);
} else {
renderer.color(colorBits);
renderer.vertex(x1, y1, 0);
renderer.color(colorBits);
renderer.vertex(x2, y2, 0);
renderer.color(colorBits);
renderer.vertex(x3, y3, 0);
}
}
/** Draws a triangle in x/y plane with colored corners using {@link ShapeType#Line} or {@link ShapeType#Filled}. */
public void triangle (float x1, float y1, float x2, float y2, float x3, float y3, Color col1, Color col2, Color col3) {
check(ShapeType.Line, ShapeType.Filled, 6);
if (shapeType == ShapeType.Line) {
renderer.color(col1.r, col1.g, col1.b, col1.a);
renderer.vertex(x1, y1, 0);
renderer.color(col2.r, col2.g, col2.b, col2.a);
renderer.vertex(x2, y2, 0);
renderer.color(col2.r, col2.g, col2.b, col2.a);
renderer.vertex(x2, y2, 0);
renderer.color(col3.r, col3.g, col3.b, col3.a);
renderer.vertex(x3, y3, 0);
renderer.color(col3.r, col3.g, col3.b, col3.a);
renderer.vertex(x3, y3, 0);
renderer.color(col1.r, col1.g, col1.b, col1.a);
renderer.vertex(x1, y1, 0);
} else {
renderer.color(col1.r, col1.g, col1.b, col1.a);
renderer.vertex(x1, y1, 0);
renderer.color(col2.r, col2.g, col2.b, col2.a);
renderer.vertex(x2, y2, 0);
renderer.color(col3.r, col3.g, col3.b, col3.a);
renderer.vertex(x3, y3, 0);
}
}
/** Draws a rectangle in the x/y plane using {@link ShapeType#Line} or {@link ShapeType#Filled}. */
public void rect (float x, float y, float width, float height) {
check(ShapeType.Line, ShapeType.Filled, 8);
float colorBits = color.toFloatBits();
if (shapeType == ShapeType.Line) {
renderer.color(colorBits);
renderer.vertex(x, y, 0);
renderer.color(colorBits);
renderer.vertex(x + width, y, 0);
renderer.color(colorBits);
renderer.vertex(x + width, y, 0);
renderer.color(colorBits);
renderer.vertex(x + width, y + height, 0);
renderer.color(colorBits);
renderer.vertex(x + width, y + height, 0);
renderer.color(colorBits);
renderer.vertex(x, y + height, 0);
renderer.color(colorBits);
renderer.vertex(x, y + height, 0);
renderer.color(colorBits);
renderer.vertex(x, y, 0);
} else {
renderer.color(colorBits);
renderer.vertex(x, y, 0);
renderer.color(colorBits);
renderer.vertex(x + width, y, 0);
renderer.color(colorBits);
renderer.vertex(x + width, y + height, 0);
renderer.color(colorBits);
renderer.vertex(x + width, y + height, 0);
renderer.color(colorBits);
renderer.vertex(x, y + height, 0);
renderer.color(colorBits);
renderer.vertex(x, y, 0);
}
}
/** Draws a rectangle in the x/y plane using {@link ShapeType#Line} or {@link ShapeType#Filled}. The x and y specify the lower
* left corner.
* @param col1 The color at (x, y).
* @param col2 The color at (x + width, y).
* @param col3 The color at (x + width, y + height).
* @param col4 The color at (x, y + height). */
public void rect (float x, float y, float width, float height, Color col1, Color col2, Color col3, Color col4) {
check(ShapeType.Line, ShapeType.Filled, 8);
if (shapeType == ShapeType.Line) {
renderer.color(col1.r, col1.g, col1.b, col1.a);
renderer.vertex(x, y, 0);
renderer.color(col2.r, col2.g, col2.b, col2.a);
renderer.vertex(x + width, y, 0);
renderer.color(col2.r, col2.g, col2.b, col2.a);
renderer.vertex(x + width, y, 0);
renderer.color(col3.r, col3.g, col3.b, col3.a);
renderer.vertex(x + width, y + height, 0);
renderer.color(col3.r, col3.g, col3.b, col3.a);
renderer.vertex(x + width, y + height, 0);
renderer.color(col4.r, col4.g, col4.b, col4.a);
renderer.vertex(x, y + height, 0);
renderer.color(col4.r, col4.g, col4.b, col4.a);
renderer.vertex(x, y + height, 0);
renderer.color(col1.r, col1.g, col1.b, col1.a);
renderer.vertex(x, y, 0);
} else {
renderer.color(col1.r, col1.g, col1.b, col1.a);
renderer.vertex(x, y, 0);
renderer.color(col2.r, col2.g, col2.b, col2.a);
renderer.vertex(x + width, y, 0);
renderer.color(col3.r, col3.g, col3.b, col3.a);
renderer.vertex(x + width, y + height, 0);
renderer.color(col3.r, col3.g, col3.b, col3.a);
renderer.vertex(x + width, y + height, 0);
renderer.color(col4.r, col4.g, col4.b, col4.a);
renderer.vertex(x, y + height, 0);
renderer.color(col1.r, col1.g, col1.b, col1.a);
renderer.vertex(x, y, 0);
}
}
/** Draws a rectangle in the x/y plane using {@link ShapeType#Line} or {@link ShapeType#Filled}. The x and y specify the lower
* left corner. The originX and originY specify the point about which to rotate the rectangle. */
public void rect (float x, float y, float originX, float originY, float width, float height, float scaleX, float scaleY,
float degrees) {
rect(x, y, originX, originY, width, height, scaleX, scaleY, degrees, color, color, color, color);
}
/** Draws a rectangle in the x/y plane using {@link ShapeType#Line} or {@link ShapeType#Filled}. The x and y specify the lower
* left corner. The originX and originY specify the point about which to rotate the rectangle.
* @param col1 The color at (x, y)
* @param col2 The color at (x + width, y)
* @param col3 The color at (x + width, y + height)
* @param col4 The color at (x, y + height) */
public void rect (float x, float y, float originX, float originY, float width, float height, float scaleX, float scaleY,
float degrees, Color col1, Color col2, Color col3, Color col4) {
check(ShapeType.Line, ShapeType.Filled, 8);
float cos = MathUtils.cosDeg(degrees);
float sin = MathUtils.sinDeg(degrees);
float fx = -originX;
float fy = -originY;
float fx2 = width - originX;
float fy2 = height - originY;
if (scaleX != 1 || scaleY != 1) {
fx *= scaleX;
fy *= scaleY;
fx2 *= scaleX;
fy2 *= scaleY;
}
float worldOriginX = x + originX;
float worldOriginY = y + originY;
float x1 = cos * fx - sin * fy + worldOriginX;
float y1 = sin * fx + cos * fy + worldOriginY;
float x2 = cos * fx2 - sin * fy + worldOriginX;
float y2 = sin * fx2 + cos * fy + worldOriginY;
float x3 = cos * fx2 - sin * fy2 + worldOriginX;
float y3 = sin * fx2 + cos * fy2 + worldOriginY;
float x4 = x1 + (x3 - x2);
float y4 = y3 - (y2 - y1);
if (shapeType == ShapeType.Line) {
renderer.color(col1.r, col1.g, col1.b, col1.a);
renderer.vertex(x1, y1, 0);
renderer.color(col2.r, col2.g, col2.b, col2.a);
renderer.vertex(x2, y2, 0);
renderer.color(col2.r, col2.g, col2.b, col2.a);
renderer.vertex(x2, y2, 0);
renderer.color(col3.r, col3.g, col3.b, col3.a);
renderer.vertex(x3, y3, 0);
renderer.color(col3.r, col3.g, col3.b, col3.a);
renderer.vertex(x3, y3, 0);
renderer.color(col4.r, col4.g, col4.b, col4.a);
renderer.vertex(x4, y4, 0);
renderer.color(col4.r, col4.g, col4.b, col4.a);
renderer.vertex(x4, y4, 0);
renderer.color(col1.r, col1.g, col1.b, col1.a);
renderer.vertex(x1, y1, 0);
} else {
renderer.color(col1.r, col1.g, col1.b, col1.a);
renderer.vertex(x1, y1, 0);
renderer.color(col2.r, col2.g, col2.b, col2.a);
renderer.vertex(x2, y2, 0);
renderer.color(col3.r, col3.g, col3.b, col3.a);
renderer.vertex(x3, y3, 0);
renderer.color(col3.r, col3.g, col3.b, col3.a);
renderer.vertex(x3, y3, 0);
renderer.color(col4.r, col4.g, col4.b, col4.a);
renderer.vertex(x4, y4, 0);
renderer.color(col1.r, col1.g, col1.b, col1.a);
renderer.vertex(x1, y1, 0);
}
}
/** Draws a line using a rotated rectangle, where with one edge is centered at x1, y1 and the opposite edge centered at x2, y2. */
public void rectLine (float x1, float y1, float x2, float y2, float width) {
check(ShapeType.Line, ShapeType.Filled, 8);
float colorBits = color.toFloatBits();
Vector2 t = tmp.set(y2 - y1, x1 - x2).nor();
width *= 0.5f;
float tx = t.x * width;
float ty = t.y * width;
if (shapeType == ShapeType.Line) {
renderer.color(colorBits);
renderer.vertex(x1 + tx, y1 + ty, 0);
renderer.color(colorBits);
renderer.vertex(x1 - tx, y1 - ty, 0);
renderer.color(colorBits);
renderer.vertex(x2 + tx, y2 + ty, 0);
renderer.color(colorBits);
renderer.vertex(x2 - tx, y2 - ty, 0);
renderer.color(colorBits);
renderer.vertex(x2 + tx, y2 + ty, 0);
renderer.color(colorBits);
renderer.vertex(x1 + tx, y1 + ty, 0);
renderer.color(colorBits);
renderer.vertex(x2 - tx, y2 - ty, 0);
renderer.color(colorBits);
renderer.vertex(x1 - tx, y1 - ty, 0);
} else {
renderer.color(colorBits);
renderer.vertex(x1 + tx, y1 + ty, 0);
renderer.color(colorBits);
renderer.vertex(x1 - tx, y1 - ty, 0);
renderer.color(colorBits);
renderer.vertex(x2 + tx, y2 + ty, 0);
renderer.color(colorBits);
renderer.vertex(x2 - tx, y2 - ty, 0);
renderer.color(colorBits);
renderer.vertex(x2 + tx, y2 + ty, 0);
renderer.color(colorBits);
renderer.vertex(x1 - tx, y1 - ty, 0);
}
}
/** @see #rectLine(float, float, float, float, float) */
public void rectLine (Vector2 p1, Vector2 p2, float width) {
rectLine(p1.x, p1.y, p2.x, p2.y, width);
}
/** Draws a cube using {@link ShapeType#Line} or {@link ShapeType#Filled}. The x, y and z specify the bottom, left, front corner
* of the rectangle. */
public void box (float x, float y, float z, float width, float height, float depth) {
depth = -depth;
float colorBits = color.toFloatBits();
if (shapeType == ShapeType.Line) {
check(ShapeType.Line, ShapeType.Filled, 24);
renderer.color(colorBits);
renderer.vertex(x, y, z);
renderer.color(colorBits);
renderer.vertex(x + width, y, z);
renderer.color(colorBits);
renderer.vertex(x + width, y, z);
renderer.color(colorBits);
renderer.vertex(x + width, y, z + depth);
renderer.color(colorBits);
renderer.vertex(x + width, y, z + depth);
renderer.color(colorBits);
renderer.vertex(x, y, z + depth);
renderer.color(colorBits);
renderer.vertex(x, y, z + depth);
renderer.color(colorBits);
renderer.vertex(x, y, z);
renderer.color(colorBits);
renderer.vertex(x, y, z);
renderer.color(colorBits);
renderer.vertex(x, y + height, z);
renderer.color(colorBits);
renderer.vertex(x, y + height, z);
renderer.color(colorBits);
renderer.vertex(x + width, y + height, z);
renderer.color(colorBits);
renderer.vertex(x + width, y + height, z);
renderer.color(colorBits);
renderer.vertex(x + width, y + height, z + depth);
renderer.color(colorBits);
renderer.vertex(x + width, y + height, z + depth);
renderer.color(colorBits);
renderer.vertex(x, y + height, z + depth);
renderer.color(colorBits);
renderer.vertex(x, y + height, z + depth);
renderer.color(colorBits);
renderer.vertex(x, y + height, z);
renderer.color(colorBits);
renderer.vertex(x + width, y, z);
renderer.color(colorBits);
renderer.vertex(x + width, y + height, z);
renderer.color(colorBits);
renderer.vertex(x + width, y, z + depth);
renderer.color(colorBits);
renderer.vertex(x + width, y + height, z + depth);
renderer.color(colorBits);
renderer.vertex(x, y, z + depth);
renderer.color(colorBits);
renderer.vertex(x, y + height, z + depth);
} else {
check(ShapeType.Line, ShapeType.Filled, 36);
// Front
renderer.color(colorBits);
renderer.vertex(x, y, z);
renderer.color(colorBits);
renderer.vertex(x + width, y, z);
renderer.color(colorBits);
renderer.vertex(x + width, y + height, z);
renderer.color(colorBits);
renderer.vertex(x, y, z);
renderer.color(colorBits);
renderer.vertex(x + width, y + height, z);
renderer.color(colorBits);
renderer.vertex(x, y + height, z);
// Back
renderer.color(colorBits);
renderer.vertex(x + width, y, z + depth);
renderer.color(colorBits);
renderer.vertex(x, y, z + depth);
renderer.color(colorBits);
renderer.vertex(x + width, y + height, z + depth);
renderer.color(colorBits);
renderer.vertex(x, y + height, z + depth);
renderer.color(colorBits);
renderer.vertex(x, y, z + depth);
renderer.color(colorBits);
renderer.vertex(x + width, y + height, z + depth);
// Left
renderer.color(colorBits);
renderer.vertex(x, y, z + depth);
renderer.color(colorBits);
renderer.vertex(x, y, z);
renderer.color(colorBits);
renderer.vertex(x, y + height, z);
renderer.color(colorBits);
renderer.vertex(x, y, z + depth);
renderer.color(colorBits);
renderer.vertex(x, y + height, z);
renderer.color(colorBits);
renderer.vertex(x, y + height, z + depth);
// Right
renderer.color(colorBits);
renderer.vertex(x + width, y, z);
renderer.color(colorBits);
renderer.vertex(x + width, y, z + depth);
renderer.color(colorBits);
renderer.vertex(x + width, y + height, z + depth);
renderer.color(colorBits);
renderer.vertex(x + width, y, z);
renderer.color(colorBits);
renderer.vertex(x + width, y + height, z + depth);
renderer.color(colorBits);
renderer.vertex(x + width, y + height, z);
// Top
renderer.color(colorBits);
renderer.vertex(x, y + height, z);
renderer.color(colorBits);
renderer.vertex(x + width, y + height, z);
renderer.color(colorBits);
renderer.vertex(x + width, y + height, z + depth);
renderer.color(colorBits);
renderer.vertex(x, y + height, z);
renderer.color(colorBits);
renderer.vertex(x + width, y + height, z + depth);
renderer.color(colorBits);
renderer.vertex(x, y + height, z + depth);
// Bottom
renderer.color(colorBits);
renderer.vertex(x, y, z + depth);
renderer.color(colorBits);
renderer.vertex(x + width, y, z + depth);
renderer.color(colorBits);
renderer.vertex(x + width, y, z);
renderer.color(colorBits);
renderer.vertex(x, y, z + depth);
renderer.color(colorBits);
renderer.vertex(x + width, y, z);
renderer.color(colorBits);
renderer.vertex(x, y, z);
}
}
/** Draws two crossed lines using {@link ShapeType#Line} or {@link ShapeType#Filled}. */
public void x (float x, float y, float size) {
line(x - size, y - size, x + size, y + size);
line(x - size, y + size, x + size, y - size);
}
/** @see #x(float, float, float) */
public void x (Vector2 p, float size) {
x(p.x, p.y, size);
}
/** Calls {@link #arc(float, float, float, float, float, int)} by estimating the number of segments needed for a smooth arc. */
public void arc (float x, float y, float radius, float start, float degrees) {
arc(x, y, radius, start, degrees, Math.max(1, (int)(6 * (float)Math.cbrt(radius) * (degrees / 360.0f))));
}
/** Draws an arc using {@link ShapeType#Line} or {@link ShapeType#Filled}. */
public void arc (float x, float y, float radius, float start, float degrees, int segments) {
if (segments <= 0) throw new IllegalArgumentException("segments must be > 0.");
float colorBits = color.toFloatBits();
float theta = (2 * MathUtils.PI * (degrees / 360.0f)) / segments;
float cos = MathUtils.cos(theta);
float sin = MathUtils.sin(theta);
float cx = radius * MathUtils.cos(start * MathUtils.degreesToRadians);
float cy = radius * MathUtils.sin(start * MathUtils.degreesToRadians);
if (shapeType == ShapeType.Line) {
check(ShapeType.Line, ShapeType.Filled, segments * 2 + 2);
renderer.color(colorBits);
renderer.vertex(x, y, 0);
renderer.color(colorBits);
renderer.vertex(x + cx, y + cy, 0);
for (int i = 0; i < segments; i++) {
renderer.color(colorBits);
renderer.vertex(x + cx, y + cy, 0);
float temp = cx;
cx = cos * cx - sin * cy;
cy = sin * temp + cos * cy;
renderer.color(colorBits);
renderer.vertex(x + cx, y + cy, 0);
}
renderer.color(colorBits);
renderer.vertex(x + cx, y + cy, 0);
} else {
check(ShapeType.Line, ShapeType.Filled, segments * 3 + 3);
for (int i = 0; i < segments; i++) {
renderer.color(colorBits);
renderer.vertex(x, y, 0);
renderer.color(colorBits);
renderer.vertex(x + cx, y + cy, 0);
float temp = cx;
cx = cos * cx - sin * cy;
cy = sin * temp + cos * cy;
renderer.color(colorBits);
renderer.vertex(x + cx, y + cy, 0);
}
renderer.color(colorBits);
renderer.vertex(x, y, 0);
renderer.color(colorBits);
renderer.vertex(x + cx, y + cy, 0);
}
float temp = cx;
cx = 0;
cy = 0;
renderer.color(colorBits);
renderer.vertex(x + cx, y + cy, 0);
}
/** Calls {@link #circle(float, float, float, int)} by estimating the number of segments needed for a smooth circle. */
public void circle (float x, float y, float radius) {
circle(x, y, radius, Math.max(1, (int)(6 * (float)Math.cbrt(radius))));
}
/** Draws a circle using {@link ShapeType#Line} or {@link ShapeType#Filled}. */
public void circle (float x, float y, float radius, int segments) {
if (segments <= 0) throw new IllegalArgumentException("segments must be > 0.");
float colorBits = color.toFloatBits();
float angle = 2 * MathUtils.PI / segments;
float cos = MathUtils.cos(angle);
float sin = MathUtils.sin(angle);
float cx = radius, cy = 0;
if (shapeType == ShapeType.Line) {
check(ShapeType.Line, ShapeType.Filled, segments * 2 + 2);
for (int i = 0; i < segments; i++) {
renderer.color(colorBits);
renderer.vertex(x + cx, y + cy, 0);
float temp = cx;
cx = cos * cx - sin * cy;
cy = sin * temp + cos * cy;
renderer.color(colorBits);
renderer.vertex(x + cx, y + cy, 0);
}
// Ensure the last segment is identical to the first.
renderer.color(colorBits);
renderer.vertex(x + cx, y + cy, 0);
} else {
check(ShapeType.Line, ShapeType.Filled, segments * 3 + 3);
segments--;
for (int i = 0; i < segments; i++) {
renderer.color(colorBits);
renderer.vertex(x, y, 0);
renderer.color(colorBits);
renderer.vertex(x + cx, y + cy, 0);
float temp = cx;
cx = cos * cx - sin * cy;
cy = sin * temp + cos * cy;
renderer.color(colorBits);
renderer.vertex(x + cx, y + cy, 0);
}
// Ensure the last segment is identical to the first.
renderer.color(colorBits);
renderer.vertex(x, y, 0);
renderer.color(colorBits);
renderer.vertex(x + cx, y + cy, 0);
}
float temp = cx;
cx = radius;
cy = 0;
renderer.color(colorBits);
renderer.vertex(x + cx, y + cy, 0);
}
/** Calls {@link #ellipse(float, float, float, float, int)} by estimating the number of segments needed for a smooth ellipse. */
public void ellipse (float x, float y, float width, float height) {
ellipse(x, y, width, height, Math.max(1, (int)(12 * (float)Math.cbrt(Math.max(width * 0.5f, height * 0.5f)))));
}
/** Draws an ellipse using {@link ShapeType#Line} or {@link ShapeType#Filled}. */
public void ellipse (float x, float y, float width, float height, int segments) {
if (segments <= 0) throw new IllegalArgumentException("segments must be > 0.");
check(ShapeType.Line, ShapeType.Filled, segments * 3);
float colorBits = color.toFloatBits();
float angle = 2 * MathUtils.PI / segments;
float cx = x + width / 2, cy = y + height / 2;
if (shapeType == ShapeType.Line) {
for (int i = 0; i < segments; i++) {
renderer.color(colorBits);
renderer.vertex(cx + (width * 0.5f * MathUtils.cos(i * angle)), cy + (height * 0.5f * MathUtils.sin(i * angle)), 0);
renderer.color(colorBits);
renderer.vertex(cx + (width * 0.5f * MathUtils.cos((i + 1) * angle)),
cy + (height * 0.5f * MathUtils.sin((i + 1) * angle)), 0);
}
} else {
for (int i = 0; i < segments; i++) {
renderer.color(colorBits);
renderer.vertex(cx + (width * 0.5f * MathUtils.cos(i * angle)), cy + (height * 0.5f * MathUtils.sin(i * angle)), 0);
renderer.color(colorBits);
renderer.vertex(cx, cy, 0);
renderer.color(colorBits);
renderer.vertex(cx + (width * 0.5f * MathUtils.cos((i + 1) * angle)),
cy + (height * 0.5f * MathUtils.sin((i + 1) * angle)), 0);
}
}
}
/** Calls {@link #cone(float, float, float, float, float, int)} by estimating the number of segments needed for a smooth
* circular base. */
public void cone (float x, float y, float z, float radius, float height) {
cone(x, y, z, radius, height, Math.max(1, (int)(4 * (float)Math.sqrt(radius))));
}
/** Draws a cone using {@link ShapeType#Line} or {@link ShapeType#Filled}. */
public void cone (float x, float y, float z, float radius, float height, int segments) {
if (segments <= 0) throw new IllegalArgumentException("segments must be > 0.");
check(ShapeType.Line, ShapeType.Filled, segments * 4 + 2);
float colorBits = color.toFloatBits();
float angle = 2 * MathUtils.PI / segments;
float cos = MathUtils.cos(angle);
float sin = MathUtils.sin(angle);
float cx = radius, cy = 0;
if (shapeType == ShapeType.Line) {
for (int i = 0; i < segments; i++) {
renderer.color(colorBits);
renderer.vertex(x + cx, y + cy, z);
renderer.color(colorBits);
renderer.vertex(x, y, z + height);
renderer.color(colorBits);
renderer.vertex(x + cx, y + cy, z);
float temp = cx;
cx = cos * cx - sin * cy;
cy = sin * temp + cos * cy;
renderer.color(colorBits);
renderer.vertex(x + cx, y + cy, z);
}
// Ensure the last segment is identical to the first.
renderer.color(colorBits);
renderer.vertex(x + cx, y + cy, z);
} else {
segments--;
for (int i = 0; i < segments; i++) {
renderer.color(colorBits);
renderer.vertex(x, y, z);
renderer.color(colorBits);
renderer.vertex(x + cx, y + cy, z);
float temp = cx;
float temp2 = cy;
cx = cos * cx - sin * cy;
cy = sin * temp + cos * cy;
renderer.color(colorBits);
renderer.vertex(x + cx, y + cy, z);
renderer.color(colorBits);
renderer.vertex(x + temp, y + temp2, z);
renderer.color(colorBits);
renderer.vertex(x + cx, y + cy, z);
renderer.color(colorBits);
renderer.vertex(x, y, z + height);
}
// Ensure the last segment is identical to the first.
renderer.color(colorBits);
renderer.vertex(x, y, z);
renderer.color(colorBits);
renderer.vertex(x + cx, y + cy, z);
}
float temp = cx;
float temp2 = cy;
cx = radius;
cy = 0;
renderer.color(colorBits);
renderer.vertex(x + cx, y + cy, z);
if (shapeType != ShapeType.Line) {
renderer.color(colorBits);
renderer.vertex(x + temp, y + temp2, z);
renderer.color(colorBits);
renderer.vertex(x + cx, y + cy, z);
renderer.color(colorBits);
renderer.vertex(x, y, z + height);
}
}
/** Draws a polygon in the x/y plane using {@link ShapeType#Line}. The vertices must contain at least 3 points (6 floats x,y). */
public void polygon (float[] vertices, int offset, int count) {
if (count < 6) throw new IllegalArgumentException("Polygons must contain at least 3 points.");
if (count % 2 != 0) throw new IllegalArgumentException("Polygons must have an even number of vertices.");
check(ShapeType.Line, null, count);
float colorBits = color.toFloatBits();
float firstX = vertices[0];
float firstY = vertices[1];
for (int i = offset, n = offset + count; i < n; i += 2) {
float x1 = vertices[i];
float y1 = vertices[i + 1];
float x2;
float y2;
if (i + 2 >= count) {
x2 = firstX;
y2 = firstY;
} else {
x2 = vertices[i + 2];
y2 = vertices[i + 3];
}
renderer.color(colorBits);
renderer.vertex(x1, y1, 0);
renderer.color(colorBits);
renderer.vertex(x2, y2, 0);
}
}
/** @see #polygon(float[], int, int) */
public void polygon (float[] vertices) {
polygon(vertices, 0, vertices.length);
}
/** Draws a polyline in the x/y plane using {@link ShapeType#Line}. The vertices must contain at least 2 points (4 floats x,y). */
public void polyline (float[] vertices, int offset, int count) {
if (count < 4) throw new IllegalArgumentException("Polylines must contain at least 2 points.");
if (count % 2 != 0) throw new IllegalArgumentException("Polylines must have an even number of vertices.");
check(ShapeType.Line, null, count);
float colorBits = color.toFloatBits();
for (int i = offset, n = offset + count - 2; i < n; i += 2) {
float x1 = vertices[i];
float y1 = vertices[i + 1];
float x2;
float y2;
x2 = vertices[i + 2];
y2 = vertices[i + 3];
renderer.color(colorBits);
renderer.vertex(x1, y1, 0);
renderer.color(colorBits);
renderer.vertex(x2, y2, 0);
}
}
/** @see #polyline(float[], int, int) */
public void polyline (float[] vertices) {
polyline(vertices, 0, vertices.length);
}
/** @param other May be null. */
private void check (ShapeType preferred, ShapeType other, int newVertices) {
if (shapeType == null) throw new IllegalStateException("begin must be called first.");
if (shapeType != preferred && shapeType != other) {
// Shape type is not valid.
if (!autoShapeType) {
if (other == null)
throw new IllegalStateException("Must call begin(ShapeType." + preferred + ").");
else
throw new IllegalStateException("Must call begin(ShapeType." + preferred + ") or begin(ShapeType." + other + ").");
}
end();
begin(preferred);
} else if (matrixDirty) {
// Matrix has been changed.
ShapeType type = shapeType;
end();
begin(type);
} else if (renderer.getMaxVertices() - renderer.getNumVertices() < newVertices) {
// Not enough space.
ShapeType type = shapeType;
end();
begin(type);
}
}
/** Finishes the batch of shapes and ensures they get rendered. */
public void end () {
renderer.end();
shapeType = null;
}
public void flush () {
ShapeType type = shapeType;
end();
begin(type);
}
/** Returns the current shape type. */
public ShapeType getCurrentType () {
return shapeType;
}
public ImmediateModeRenderer getRenderer () {
return renderer;
}
/** @return true if currently between begin and end. */
public boolean isDrawing () {
return shapeType != null;
}
public void dispose () {
renderer.dispose();
}
}