The arc function of libgdx instead of drawing a arc draws a pie segment (ie. has 2 lines connecting to the arc\'s origin)
shapeRenderer.begin(ShapeType.Line)
In the end I sub classed the ShapeRenderer Class
public class Arc extends ShapeRenderer{
private final ImmediateModeRenderer renderer;
private final Color color = new Color(1, 1, 1, 1);
public Arc(){
renderer = super.getRenderer();
}
/** 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 = (int)(6 * (float)Math.cbrt(radius) * (degrees / 360.0f));
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);
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);
}
}
}
Then calling it like so
Arc a = new Arc();
a.setProjectionMatrix(cam.combined);
a.begin(ShapeType.Line);
a.arc(10, 10, 10, 30, 120);
a.end();
The angle's are weird to get right, not sure if that's my code or libGDX