Updated docs

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n00b
2024-12-15 23:12:45 -05:00
parent 7181b6924a
commit 3a03aaa148
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<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>actorAnimationIsLooped [RCBasic Doc] </title>
<title>ActorAnimationIsLooped [RCBasic Doc] </title>
</head>
<body>
<p><h2>function actorAnimationIsLooped( actor ) </h2></p>
<p><h2>function ActorAnimationIsLooped( actor ) </h2></p>
<p>
Returns true if an actors animation is set to looped.
</p>
<p>
Note: Actor animation is set to looped with the loopActorAnimation() function.
Note: Actor animation is set to looped with the LoopActorAnimation() function.
</p>
<br><p>Related:
<a href="loopactoranimation.html">loopActorAnimation</a>
<a href="loopactoranimation.html">LoopActorAnimation</a>
</p>
<p>

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#title actorAnimationIsLooped [RCBasic Doc]
#header function actorAnimationIsLooped( actor )
#title ActorAnimationIsLooped [RCBasic Doc]
#header function ActorAnimationIsLooped( actor )
Returns true if an actors animation is set to looped.
Note: Actor animation is set to looped with the loopActorAnimation() function.
Note: Actor animation is set to looped with the LoopActorAnimation() function.
#ref loopActorAnimation
#ref LoopActorAnimation

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<body>
<p><h2>function ActorExists( actor ) </h2></p>
<p>
Returns true if the id passed is a valid actor
</p>
<p>
</body>
</html>

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#title ActorExists [RCBasic Doc]
#header function ActorExists( actor )
Returns true if the id passed is a valid actor

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<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>applyActorImpulseWorld [RCBasic Doc] </title>
<title>ApplyActorImpulseWorld [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub applyActorImpulseWorld( actor, x, y, z, rel_x, rel_y, rel_z) </h2></p>
<p><h2>Sub ApplyActorImpulseWorld( actor, x, y, z, rel_x, rel_y, rel_z) </h2></p>
<p>
Applies an impulse to an actor at a specific point. Unlike ApplyActorCentralImpulse(local/world), which applies impulse only at the center of mass (affecting linear velocity), this can generate both linear motion and rotation (torque), depending on where the force is applied relative to the center of mass.
</p>

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#title applyActorImpulseWorld [RCBasic Doc]
#header sub applyActorImpulseWorld( actor, x, y, z, rel_x, rel_y, rel_z)
#title ApplyActorImpulseWorld [RCBasic Doc]
#header Sub ApplyActorImpulseWorld( actor, x, y, z, rel_x, rel_y, rel_z)
Applies an impulse to an actor at a specific point. Unlike ApplyActorCentralImpulse(local/world), which applies impulse only at the center of mass (affecting linear velocity), this can generate both linear motion and rotation (torque), depending on where the force is applied relative to the center of mass.

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<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>applyActorTorqueImpulseLocal [RCBasic Doc] </title>
<title>ApplyActorTorqueImpulseLocal [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub applyActorTorqueImpulseLocal( actor, x, y, z) </h2></p>
<p><h2>Sub ApplyActorTorqueImpulseLocal( actor, x, y, z) </h2></p>
<p>
Applies an impulse that directly affects the angular velocity of an actor, causing it to rotate. This is similar to applying an impulse, but instead of changing the linear velocity (which applyActorCentralImpulse does), it alters the body's rotational motion (angular velocity) instantaneously.
</p>

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#title applyActorTorqueImpulseLocal [RCBasic Doc]
#header sub applyActorTorqueImpulseLocal( actor, x, y, z)
#title ApplyActorTorqueImpulseLocal [RCBasic Doc]
#header Sub ApplyActorTorqueImpulseLocal( actor, x, y, z)
Applies an impulse that directly affects the angular velocity of an actor, causing it to rotate. This is similar to applying an impulse, but instead of changing the linear velocity (which applyActorCentralImpulse does), it alters the body's rotational motion (angular velocity) instantaneously.

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<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>applyActorTorqueImpulseWorld [RCBasic Doc] </title>
<title>ApplyActorTorqueImpulseWorld [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub applyActorTorqueImpulseWorld( actor, x, y, z) </h2></p>
<p><h2>Sub ApplyActorTorqueImpulseWorld( actor, x, y, z) </h2></p>
<p>
Applies an impulse that directly affects the angular velocity of an actor, causing it to rotate. This is similar to applying an impulse, but instead of changing the linear velocity (which applyActorCentralImpulse does), it alters the body's rotational motion (angular velocity) instantaneously.
</p>

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#title applyActorTorqueImpulseWorld [RCBasic Doc]
#header sub applyActorTorqueImpulseWorld( actor, x, y, z)
#title ApplyActorTorqueImpulseWorld [RCBasic Doc]
#header Sub ApplyActorTorqueImpulseWorld( actor, x, y, z)
Applies an impulse that directly affects the angular velocity of an actor, causing it to rotate. This is similar to applying an impulse, but instead of changing the linear velocity (which applyActorCentralImpulse does), it alters the body's rotational motion (angular velocity) instantaneously.

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<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>applyActorTorqueLocal [RCBasic Doc] </title>
<title>ApplyActorTorqueLocal [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub applyActorTorqueLocal( actor, x, y, z) </h2></p>
<p><h2>Sub ApplyActorTorqueLocal( actor, x, y, z) </h2></p>
<p>
Applies a continuous torque to an actor, causing it to accelerate its rotational motion over time. Unlike applyActorTorqueImpulse, which causes an immediate change in angular velocity, this applies a torque force gradually, leading to a continuous rotational effect, similar to applying a force to linear motion.
</p>

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#title applyActorTorqueLocal [RCBasic Doc]
#header sub applyActorTorqueLocal( actor, x, y, z)
#title ApplyActorTorqueLocal [RCBasic Doc]
#header Sub ApplyActorTorqueLocal( actor, x, y, z)
Applies a continuous torque to an actor, causing it to accelerate its rotational motion over time. Unlike applyActorTorqueImpulse, which causes an immediate change in angular velocity, this applies a torque force gradually, leading to a continuous rotational effect, similar to applying a force to linear motion.

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<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>applyActorTorqueWorld [RCBasic Doc] </title>
<title>ApplyActorTorqueWorld [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub applyActorTorqueWorld( actor, x, y, z) </h2></p>
<p><h2>Sub ApplyActorTorqueWorld( actor, x, y, z) </h2></p>
<p>
Applies a continuous torque to an actor, causing it to accelerate its rotational motion over time. Unlike applyActorTorqueImpulse, which causes an immediate change in angular velocity, this applies a torque force gradually, leading to a continuous rotational effect, similar to applying a force to linear motion.
</p>

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#title applyActorTorqueWorld [RCBasic Doc]
#header sub applyActorTorqueWorld( actor, x, y, z)
#title ApplyActorTorqueWorld [RCBasic Doc]
#header Sub ApplyActorTorqueWorld( actor, x, y, z)
Applies a continuous torque to an actor, causing it to accelerate its rotational motion over time. Unlike applyActorTorqueImpulse, which causes an immediate change in angular velocity, this applies a torque force gradually, leading to a continuous rotational effect, similar to applying a force to linear motion.

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</head>
<body>
<p><h2>sub ArrayFill(ByRef src, fdata) </h2></p>
<p><h2>Sub ArrayFill(ByRef src, fdata) </h2></p>
<p>
Fills all the elements in an array with the value in fdata
</p>

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#title ArrayFill [RCBasic Doc]
#header sub ArrayFill(ByRef src, fdata)
#header Sub ArrayFill(ByRef src, fdata)
Fills all the elements in an array with the value in fdata

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</head>
<body>
<p><h2>function ArraySize(Byref id, array_dim) </h2></p>
<p><h2>Function ArraySize(Byref id, array_dim) </h2></p>
<p>
Returns the number of elements in the given dimension of an array
</p>

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#title ArraySize [RCBasic Doc]
#header function ArraySize(Byref id, array_dim)
#header Function ArraySize(Byref id, array_dim)
Returns the number of elements in the given dimension of an array

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</head>
<body>
<p><h2>function Asc(c$) </h2></p>
<p><h2>Function Asc(c$) </h2></p>
<p>
Returns the ASCII value of a character.
</p>

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#title Asc [RCBasic Doc]
#header function Asc(c$)
#header Function Asc(c$)
Returns the ASCII value of a character.

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</head>
<body>
<p><h2>function Asin(n) </h2></p>
<p><h2>Function Asin(n) </h2></p>
<p>
Returns the ArcSine of a number.
</p>

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#title Asin [RCBasic Doc]
#header function Asin(n)
#header Function Asin(n)
Returns the ArcSine of a number.

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</head>
<body>
<p><h2>function Atan(n) </h2></p>
<p><h2>Function Atan(n) </h2></p>
<p>
Returns the ArcTangent of a number.
</p>

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#title Atan [RCBasic Doc]
#header function Atan(n)
#header Function Atan(n)
Returns the ArcTangent of a number.

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>Box3D [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub Box3D(min_x, min_y, min_z, max_x, max_y, max_z) </h2></p>
<p>
Draws a box in 3D space
</p>
<p>
</body>
</html>

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#title Box3D [RCBasic Doc]
#header sub Box3D(min_x, min_y, min_z, max_x, max_y, max_z)
Draws a box in 3D space

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>CastRay2D [RCBasic Doc] </title>
</head>
<body>
<p><h2>function CastRay2D( from_x, from_y, to_x, to_y ) </h2></p>
<p>
Cast a ray and get the closest hit on the ray
</p>
<p>
Returns 1 if there is a hit and 0 if not
</p>
<p>
NOTE: GetRayHit2D is used to read each hit
</p>
<br><p>Related:
<a href="getrayhit3d.html">GetRayHit3D</a>
<a href="castray3d.html">CastRay3D</a>
<a href="castray3d_all.html">CastRay3D_All</a>
<a href="castray2d_all.html">CastRay2D_All</a>
<a href="getrayhit2d.html">GetRayHit2D</a>
</p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>CastRay2D_All [RCBasic Doc] </title>
</head>
<body>
<p><h2>function CastRay2D_All( from_x, from_y, to_x, to_y ) </h2></p>
<p>
Cast a ray and gets all hits on the ray
</p>
<p>
Returns the number of hits from the ray cast
</p>
<p>
NOTE: GetRayHit2D is used to read each hit
</p>
<br><p>Related:
<a href="getrayhit3d.html">GetRayHit3D</a>
<a href="castray3d.html">CastRay3D</a>
<a href="castray3d_all.html">CastRay3D_All</a>
<a href="castray2d.html">CastRay2D</a>
<a href="getrayhit2d.html">GetRayHit2D</a>
</p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>CastRay3D [RCBasic Doc] </title>
</head>
<body>
<p><h2>function CastRay3D( from_x, from_y, from_z, to_x, to_y, to_z ) </h2></p>
<p>
Cast a ray and get the closest hit on the ray
</p>
<p>
Returns 1 if there is a hit and 0 if not
</p>
<p>
NOTE: GetRayHit3D is used to read each hit
</p>
<br><p>Related:
<a href="getrayhit3d.html">GetRayHit3D</a>
<a href="castray3d_all.html">CastRay3D_All</a>
<a href="castray2d.html">CastRay2D</a>
<a href="castray2d_all.html">CastRay2D_All</a>
<a href="getrayhit2d.html">GetRayHit2D</a>
</p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>CastRay3D_All [RCBasic Doc] </title>
</head>
<body>
<p><h2>function CastRay3D_All( from_x, from_y, from_z, to_x, to_y, to_z ) </h2></p>
<p>
Cast a ray and gets all hits on the ray
</p>
<p>
Returns the number of hits from the ray cast
</p>
<p>
NOTE: GetRayHit3D is used to read each hit
</p>
<br><p>Related:
<a href="getrayhit3d.html">GetRayHit3D</a>
<a href="castray3d.html">CastRay3D</a>
<a href="castray2d.html">CastRay2D</a>
<a href="castray2d_all.html">CastRay2D_All</a>
<a href="getrayhit2d.html">GetRayHit2D</a>
</p>
<p>
</body>
</html>

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Clears the active drawing canvas
</p>
<p>
NOTE: This is only for drawing canvases (ie. Those opened with OpenCanvas())
</p>
<p>
</body>
</html>

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#header sub ClearCanvas()
Clears the active drawing canvas
NOTE: This is only for drawing canvases (ie. Those opened with OpenCanvas())

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</head>
<body>
<p><h2>function ComputeActorAngularImpulseDenominator( actor, x, y, z) </h2></p>
<p><h2>function ComputeActorAngularImpulseDenominator( actor, x, y, z) </h2></p>
<p>
Computes a scalar value that represents how an actor will respond to an angular impulse at a given point, taking into account the actor's inertia tensor (which governs how the object resists rotation). This function is particularly useful in calculating the actor's rotational response to an impulse, typically during collision resolution or constraints involving rotation.
</p>

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#title ComputeActorAngularImpulseDenominator [RCBasic Doc]
#header function ComputeActorAngularImpulseDenominator( actor, x, y, z)
#header function ComputeActorAngularImpulseDenominator( actor, x, y, z)
Computes a scalar value that represents how an actor will respond to an angular impulse at a given point, taking into account the actor's inertia tensor (which governs how the object resists rotation). This function is particularly useful in calculating the actor's rotational response to an impulse, typically during collision resolution or constraints involving rotation.

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</head>
<body>
<p><h2>sub ComputeActorGyroImpulseLocal( actor, dt, ByRef x, ByRef y, ByRef z) </h2></p>
<p><h2>sub ComputeActorGyroImpulseLocal( actor, dt, ByRef x, ByRef y, ByRef z) </h2></p>
<p>
Computes the gyroscopic impulse for an actor in an implicit manner, based on the actor's current angular velocity and inertia. This function is used to simulate the gyroscopic effect—also known as gyroscopic precession—which occurs when a rotating object experiences a torque that causes its axis of rotation to change.
</p>

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#title ComputeActorGyroImpulseLocal [RCBasic Doc]
#header sub ComputeActorGyroImpulseLocal( actor, dt, ByRef x, ByRef y, ByRef z)
#header sub ComputeActorGyroImpulseLocal( actor, dt, ByRef x, ByRef y, ByRef z)
Computes the gyroscopic impulse for an actor in an implicit manner, based on the actor's current angular velocity and inertia. This function is used to simulate the gyroscopic effect—also known as gyroscopic precession—which occurs when a rotating object experiences a torque that causes its axis of rotation to change.

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</head>
<body>
<p><h2>sub ComputeActorGyroImpulseWorld( actor, dt, ByRef x, ByRef y, ByRef z) </h2></p>
<p><h2>sub ComputeActorGyroImpulseWorld( actor, dt, ByRef x, ByRef y, ByRef z) </h2></p>
<p>
Computes the gyroscopic impulse for an actor in an implicit manner, but in this case, it performs the calculation relative to the world frame of reference, rather than the actors local frame. This function is used to handle the gyroscopic effects (i.e., gyroscopic precession) of a rotating object when a torque is applied, affecting its axis of rotation.
</p>

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#title ComputeActorGyroImpulseWorld [RCBasic Doc]
#header sub ComputeActorGyroImpulseWorld( actor, dt, ByRef x, ByRef y, ByRef z)
#header sub ComputeActorGyroImpulseWorld( actor, dt, ByRef x, ByRef y, ByRef z)
Computes the gyroscopic impulse for an actor in an implicit manner, but in this case, it performs the calculation relative to the world frame of reference, rather than the actors local frame. This function is used to handle the gyroscopic effects (i.e., gyroscopic precession) of a rotating object when a torque is applied, affecting its axis of rotation.

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</head>
<body>
<p><h2>function ComputeActorImpulseDenominator( actor, pos_x, pos_y, pos_z, normal_x, normal_y, normal_z) </h2></p>
<p><h2>function ComputeActorImpulseDenominator( actor, pos_x, pos_y, pos_z, normal_x, normal_y, normal_z) </h2></p>
<p>
Computes a scalar value related to how a rigid body will respond to an applied impulse at a given point. Its primarily used internally in the physics engine to calculate how an objects mass, inertia, and shape will affect the outcome of impulses, particularly in collisions or constraints like contact points between objects.
</p>

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#title ComputeActorImpulseDenominator [RCBasic Doc]
#header function ComputeActorImpulseDenominator( actor, pos_x, pos_y, pos_z, normal_x, normal_y, normal_z)
#header function ComputeActorImpulseDenominator( actor, pos_x, pos_y, pos_z, normal_x, normal_y, normal_z)
Computes a scalar value related to how a rigid body will respond to an applied impulse at a given point. Its primarily used internally in the physics engine to calculate how an objects mass, inertia, and shape will affect the outcome of impulses, particularly in collisions or constraints like contact points between objects.

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<body>
<p><h2>function ConstraintExists( constraint_id ) </h2></p>
<p>
Returns true if the id passed is a valid constraint
</p>
<p>
</body>
</html>

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#title ConstraintExists [RCBasic Doc]
#header function ConstraintExists( constraint_id )
Returns true if the id passed is a valid constraint

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<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>copyActorMaterial [RCBasic Doc] </title>
<title>CopyActorMaterial [RCBasic Doc] </title>
</head>
<body>
<p><h2>function copyActorMaterial( actor, material_num) </h2></p>
<p><h2>function CopyActorMaterial( actor, material_num) </h2></p>
<p>
Returns a material id for a copy of an actor's material
</p>

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#title copyActorMaterial [RCBasic Doc]
#header function copyActorMaterial( actor, material_num)
#title CopyActorMaterial [RCBasic Doc]
#header function CopyActorMaterial( actor, material_num)
Returns a material id for a copy of an actor's material

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<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>copyMaterial [RCBasic Doc] </title>
<title>CopyMaterial [RCBasic Doc] </title>
</head>
<body>
<p><h2>function copyMaterial( smaterial_id) </h2></p>
<p><h2>function CopyMaterial( smaterial_id) </h2></p>
<p>
Returns a copy of a material
</p>

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#title copyMaterial [RCBasic Doc]
#header function copyMaterial( smaterial_id)
#title CopyMaterial [RCBasic Doc]
#header function CopyMaterial( smaterial_id)
Returns a copy of a material

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<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>createHingeConstraint [RCBasic Doc] </title>
<title>CreateHingeConstraint [RCBasic Doc] </title>
</head>
<body>
<p><h2>function createHingeConstraint( actorA, frameA, useReferenceFrameA ) </h2></p>
<p><h2>function CreateHingeConstraint( actorA, frameA, useReferenceFrameA ) </h2></p>
<p>
Simulates a hinge joint, which allows two actors (or an actor and the world) to rotate around a single axis while restricting movement along the other axes. This is similar to the way a door swings on its hinges or how an elbow joint functions in the human body.
</p>

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#title createHingeConstraint [RCBasic Doc]
#header function createHingeConstraint( actorA, frameA, useReferenceFrameA )
#title CreateHingeConstraint [RCBasic Doc]
#header function CreateHingeConstraint( actorA, frameA, useReferenceFrameA )
Simulates a hinge joint, which allows two actors (or an actor and the world) to rotate around a single axis while restricting movement along the other axes. This is similar to the way a door swings on its hinges or how an elbow joint functions in the human body.

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<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>createHingeConstraintEx [RCBasic Doc] </title>
<title>CreateHingeConstraintEx [RCBasic Doc] </title>
</head>
<body>
<p><h2>function createHingeConstraintEx( actorA, actorB, frameA, frameB, useReferenceFrameA) </h2></p>
<p><h2>Function CreateHingeConstraintEx( actorA, actorB, frameA, frameB, useReferenceFrameA) </h2></p>
<p>
Simulates a hinge joint, which allows two actors (or an actor and the world) to rotate around a single axis while restricting movement along the other axes. This is similar to the way a door swings on its hinges or how an elbow joint functions in the human body.
</p>

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#title createHingeConstraintEx [RCBasic Doc]
#header function createHingeConstraintEx( actorA, actorB, frameA, frameB, useReferenceFrameA)
#title CreateHingeConstraintEx [RCBasic Doc]
#header Function CreateHingeConstraintEx( actorA, actorB, frameA, frameB, useReferenceFrameA)
Simulates a hinge joint, which allows two actors (or an actor and the world) to rotate around a single axis while restricting movement along the other axes. This is similar to the way a door swings on its hinges or how an elbow joint functions in the human body.

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#title CreateMeshOctreeActor [RCBasic Doc]
#header function CreateMeshOctreeActor( mesh )
Returns a mesh actor optimized for large objects (such as levels)
#ref CreateMesh LoadMesh
<br>
#ref CreateMeshActor CreateCubeActor CreateSphereActor CreateWaterPlaneActor CreateLightActor CreateBillboardActor CreateTerrainActor

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<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>createPointConstraint [RCBasic Doc] </title>
<title>CreatePointConstraint [RCBasic Doc] </title>
</head>
<body>
<p><h2>function createPointConstraint( actorA, pxA, pyA, pzA) </h2></p>
<p><h2>Function CreatePointConstraint( actorA, pxA, pyA, pzA) </h2></p>
<p>
A type of constraint that allows two actors (or an actor and the world) to move freely relative to each other while ensuring that one point on each body remains coincident. Essentially, it ensures that the two actors stay connected at a single point, but without restricting their relative rotations. This kind of constraint is useful when you need a connection that allows full rotation in all directions, such as a pendulum, ball joint, or even some suspension systems.
</p>

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#title createPointConstraint [RCBasic Doc]
#header function createPointConstraint( actorA, pxA, pyA, pzA)
#title CreatePointConstraint [RCBasic Doc]
#header Function CreatePointConstraint( actorA, pxA, pyA, pzA)
A type of constraint that allows two actors (or an actor and the world) to move freely relative to each other while ensuring that one point on each body remains coincident. Essentially, it ensures that the two actors stay connected at a single point, but without restricting their relative rotations. This kind of constraint is useful when you need a connection that allows full rotation in all directions, such as a pendulum, ball joint, or even some suspension systems.

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<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>createPointConstraintEx [RCBasic Doc] </title>
<title>CreatePointConstraintEx [RCBasic Doc] </title>
</head>
<body>
<p><h2>function createPointConstraintEx( actorA, actorB, pxA, pyA, pzA, pxB, pyB, pzB) </h2></p>
<p><h2>function CreatePointConstraintEx( actorA, actorB, pxA, pyA, pzA, pxB, pyB, pzB) </h2></p>
<p>
A type of constraint that allows two actors (or an actor and the world) to move freely relative to each other while ensuring that one point on each body remains coincident. Essentially, it ensures that the two actors stay connected at a single point, but without restricting their relative rotations. This kind of constraint is useful when you need a connection that allows full rotation in all directions, such as a pendulum, ball joint, or even some suspension systems.
</p>

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#title createPointConstraintEx [RCBasic Doc]
#header function createPointConstraintEx( actorA, actorB, pxA, pyA, pzA, pxB, pyB, pzB)
#title CreatePointConstraintEx [RCBasic Doc]
#header function CreatePointConstraintEx( actorA, actorB, pxA, pyA, pzA, pxB, pyB, pzB)
A type of constraint that allows two actors (or an actor and the world) to move freely relative to each other while ensuring that one point on each body remains coincident. Essentially, it ensures that the two actors stay connected at a single point, but without restricting their relative rotations. This kind of constraint is useful when you need a connection that allows full rotation in all directions, such as a pendulum, ball joint, or even some suspension systems.

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<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>createSlideConstraint [RCBasic Doc] </title>
<title>CreateSlideConstraint [RCBasic Doc] </title>
</head>
<body>
<p><h2>function createSlideConstraint( actorA, frameInB_matrix, useLinearReferenceFrameA) </h2></p>
<p><h2>function CreateSlideConstraint( actorA, frameInB_matrix, useLinearReferenceFrameA) </h2></p>
<p>
A type of constraint that restricts the motion between two actors (or between an actor and the world) in such a way that they can slide along a specific axis and rotate around the same axis, while limiting or allowing movement along other axes. This constraint is similar to a prismatic joint with added rotational freedom, making it useful for simulating objects like pistons, sliding doors, or rail systems.
</p>

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#title createSlideConstraint [RCBasic Doc]
#header function createSlideConstraint( actorA, frameInB_matrix, useLinearReferenceFrameA)
#title CreateSlideConstraint [RCBasic Doc]
#header function CreateSlideConstraint( actorA, frameInB_matrix, useLinearReferenceFrameA)
A type of constraint that restricts the motion between two actors (or between an actor and the world) in such a way that they can slide along a specific axis and rotate around the same axis, while limiting or allowing movement along other axes. This constraint is similar to a prismatic joint with added rotational freedom, making it useful for simulating objects like pistons, sliding doors, or rail systems.

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<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>createSlideConstraintEx [RCBasic Doc] </title>
<title>CreateSlideConstraintEx [RCBasic Doc] </title>
</head>
<body>
<p><h2>function createSlideConstraintEx( actorA, actorB, frameInA_matrix, frameInB_matrix, useLinearReferenceFrameA) </h2></p>
<p><h2>function CreateSlideConstraintEx( actorA, actorB, frameInA_matrix, frameInB_matrix, useLinearReferenceFrameA) </h2></p>
<p>
A type of constraint that restricts the motion between two actors (or between an actor and the world) in such a way that they can slide along a specific axis and rotate around the same axis, while limiting or allowing movement along other axes. This constraint is similar to a prismatic joint with added rotational freedom, making it useful for simulating objects like pistons, sliding doors, or rail systems.
</p>

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#title createSlideConstraintEx [RCBasic Doc]
#header function createSlideConstraintEx( actorA, actorB, frameInA_matrix, frameInB_matrix, useLinearReferenceFrameA)
#title CreateSlideConstraintEx [RCBasic Doc]
#header function CreateSlideConstraintEx( actorA, actorB, frameInA_matrix, frameInB_matrix, useLinearReferenceFrameA)
A type of constraint that restricts the motion between two actors (or between an actor and the world) in such a way that they can slide along a specific axis and rotate around the same axis, while limiting or allowing movement along other axes. This constraint is similar to a prismatic joint with added rotational freedom, making it useful for simulating objects like pistons, sliding doors, or rail systems.

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Removes an actor from the scene and frees its memory
</p>
<p>
NOTE: Actors are all removed on clearScene so make sure you don't continue using the id after that.
</p>
<p>
</body>
</html>

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#header sub DeleteActor( actor )
Removes an actor from the scene and frees its memory
NOTE: Actors are all removed on clearScene so make sure you don't continue using the id after that.

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<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>deleteConstraint [RCBasic Doc] </title>
<title>DeleteConstraint [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub deleteConstraint( constraint_id) </h2></p>
<p><h2>Sub DeleteConstraint( constraint_id) </h2></p>
<p>
Removes a constraint
</p>

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#title deleteConstraint [RCBasic Doc]
#header sub deleteConstraint( constraint_id)
#title DeleteConstraint [RCBasic Doc]
#header Sub DeleteConstraint( constraint_id)
Removes a constraint

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</head>
<body>
<p><h2>sub DeleteFont(font_id) </h2></p>
<p><h2>Sub DeleteFont(font_id) </h2></p>
<p>
Frees a font from memory
</p>

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#title DeleteFont [RCBasic Doc]
#header sub DeleteFont(font_id)
#header Sub DeleteFont(font_id)
Frees a font from memory

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</head>
<body>
<p><h2>sub DeleteImage(img) </h2></p>
<p><h2>Sub DeleteImage(img) </h2></p>
<p>
Removes an image from memory
</p>

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#title DeleteImage [RCBasic Doc]
#header sub DeleteImage(img)
#header Sub DeleteImage(img)
Removes an image from memory

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<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>deleteMaterial [RCBasic Doc] </title>
<title>DeleteMaterial [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub deleteMaterial( material_id) </h2></p>
<p><h2>Sub DeleteMaterial( material_id) </h2></p>
<p>
Removes a material from memory
</p>
<p>
NOTE: In the case of actor materials, this will simple drop the reference to it but it will not remove the material from the actor.
</p>
<p>
</body>
</html>

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#title deleteMaterial [RCBasic Doc]
#header sub deleteMaterial( material_id)
#title DeleteMaterial [RCBasic Doc]
#header Sub DeleteMaterial( material_id)
Removes a material from memory
NOTE: In the case of actor materials, this will simple drop the reference to it but it will not remove the material from the actor.

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#title DrawImage_RotateEx [RCBasic Doc]
#header sub DrawImage_RotateEx(slot, x, y, src_x, src_y, src_w, src_h, angle)
Draws a portion of an image to the current canvas rotated by a given angle.
Draws a portion of an image to the current canvas rotated by a given angle.

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Fills a closed shape in with the current draw color
</p>
<p>
NOTE: It is not recommended to floodfill the full screen since its prone to stack overload
</p>
<p>
</body>
</html>

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#header sub FloodFill(x,y)
Fills a closed shape in with the current draw color
NOTE: It is not recommended to floodfill the full screen since its prone to stack overload

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Outputs text to the console
</p>
<p>
NOTE: It does the exact same thing as Print. This is here for legacy reasons (ie. I am too lazy to remove it.)
</p>
<p>
</body>
</html>

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#header sub Fprint(txt$)
Outputs text to the console
NOTE: It does the exact same thing as Print. This is here for legacy reasons (ie. I am too lazy to remove it.)

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Gets the actors rotation as a quaternion.
</p>
<p>
Note: This is useful for calculations that require quaternion but most developers should just use GetActorRotation()
Note: This is useful for calculations that require quaternion but most developers should just use GetActorTransform()
</p>
<br><p>Related:
<a href="getactorrotation.html">GetActorRotation</a>

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Gets the actors rotation as a quaternion.
Note: This is useful for calculations that require quaternion but most developers should just use GetActorRotation()
Note: This is useful for calculations that require quaternion but most developers should just use GetActorTransform()
#ref GetActorRotation SetActorRotation

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>GetRayHit2D [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub GetRayHit2D( index, ByRef spr_id, ByRef x, ByRef y, ByRef normal_x, ByRef normal_y ) </h2></p>
<p>
This function will get the collision point and the normal of a ray hit.
</p>
<p>
NOTES:
</p>
<ul>
<li>
CastRay2D or CastRay2D_All must be called prior to calling this function
</li>
<li>
spr_id will return -1 if there was not a hit at the specified index
</li>
</ul>
<br><p>Related:
<a href="getrayhit3d.html">GetRayHit3D</a>
<a href="castray3d.html">CastRay3D</a>
<a href="castray3d_all.html">CastRay3D_All</a>
<a href="castray2d.html">CastRay2D</a>
<a href="castray2d_all.html">CastRay2D_All</a>
</p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>GetRayHit3D [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub GetRayHit3D( index, ByRef actor_id, ByRef x, ByRef y, ByRef z, ByRef normal_x, ByRef normal_y, ByRef normal_z ) </h2></p>
<p>
This function will get the collision point and the normal of a ray hit.
</p>
<p>
NOTES:
</p>
<ul>
<li>
CastRay3D or CastRay3D_All must be called prior to calling this function
</li>
<li>
actor_id will return -1 if there was not a hit at the specified index
</li>
</ul>
<br><p>Related:
<a href="castray3d.html">CastRay3D</a>
<a href="castray3d_all.html">CastRay3D_All</a>
<a href="castray2d.html">CastRay2D</a>
<a href="castray2d_all.html">CastRay2D_All</a>
<a href="getrayhit2d.html">GetRayHit2D</a>
</p>
<p>
</body>
</html>

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#title getWaterColor [RCBasic Doc]
#header function getWaterColor( actor)

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#title getWaterColorBlendFactor [RCBasic Doc]
#header function getWaterColorBlendFactor( actor)

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#title getWaterWaveHeight [RCBasic Doc]
#header function getWaterWaveHeight( actor)

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#title getWaterWindDirection [RCBasic Doc]
#header sub getWaterWindDirection( actor, ByRef x, ByRef z)

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#title getWaterWindForce [RCBasic Doc]
#header function getWaterWindForce( actor)

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<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>Lcase$ [RCBasic Doc] </title>
<title>LCase$ [RCBasic Doc] </title>
</head>
<body>
<p><h2>function Lcase$(src$) </h2></p>
<p><h2>function LCase$(src$) </h2></p>
<p>
Returns src$ converted to a completely lower-case string
</p>

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#title Lcase$ [RCBasic Doc]
#header function Lcase$(src$)
#title LCase$ [RCBasic Doc]
#header function LCase$(src$)
Returns src$ converted to a completely lower-case string

17
doc/files/line3d.html Normal file
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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>Line3D [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub Line3D(x1, y1, z1, x2, y2, z2) </h2></p>
<p>
Draws a line in 3D space
</p>
<p>
</body>
</html>

4
doc/files/line3d.txt Normal file
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#title Line3D [RCBasic Doc]
#header sub Line3D(x1, y1, z1, x2, y2, z2)
Draws a line in 3D space

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<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>loopActorAnimation [RCBasic Doc] </title>
<title>LoopActorAnimation [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub loopActorAnimation( actor, flag ) </h2></p>
<p><h2>sub LoopActorAnimation( actor, flag ) </h2></p>
<p>
Enables or disables actor animation loop
</p>

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#title loopActorAnimation [RCBasic Doc]
#header sub loopActorAnimation( actor, flag )
#title LoopActorAnimation [RCBasic Doc]
#header sub LoopActorAnimation( actor, flag )
Enables or disables actor animation loop

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<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>Ltrim$ [RCBasic Doc] </title>
<title>LTrim$ [RCBasic Doc] </title>
</head>
<body>
<p><h2>function Ltrim$(src$) </h2></p>
<p><h2>function LTrim$(src$) </h2></p>
<p>
Returns src$ with all the spaces before the first non-space character removed.
</p>
<br><p>Related:
<a href="rtrim.html">RTrim</a>
<a href="trim.html">Trim</a>
</p>
<p>
</body>

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#title Ltrim$ [RCBasic Doc]
#header function Ltrim$(src$)
#title LTrim$ [RCBasic Doc]
#header function LTrim$(src$)
Returns src$ with all the spaces before the first non-space character removed.
#ref RTrim Trim

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<body>
<p><h2>function MaterialExists( material ) </h2></p>
<p>
Returns true if the material id is an existing material
</p>
<p>
</body>
</html>

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#title MaterialExists [RCBasic Doc]
#header function MaterialExists( material )
Returns true if the material id is an existing material

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<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>materialIsAplhaBlend [RCBasic Doc] </title>
<title>MaterialIsAplhaBlend [RCBasic Doc] </title>
</head>
<body>
<p><h2>function materialIsAplhaBlend( material_id) </h2></p>
<p><h2>function MaterialIsAplhaBlend( material_id) </h2></p>
<p>
Returns true if alpha blending is enabled for a material
</p>

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#title materialIsAplhaBlend [RCBasic Doc]
#header function materialIsAplhaBlend( material_id)
#title MaterialIsAplhaBlend [RCBasic Doc]
#header function MaterialIsAplhaBlend( material_id)
Returns true if alpha blending is enabled for a material

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<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>materialIsGouraudShaded [RCBasic Doc] </title>
<title>MaterialIsGouraudShaded [RCBasic Doc] </title>
</head>
<body>
<p><h2>function materialIsGouraudShaded( material_id) </h2></p>
<p><h2>function MaterialIsGouraudShaded( material_id ) </h2></p>
<p>
Returns true if material is set to goraud shading
</p>

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#title materialIsGouraudShaded [RCBasic Doc]
#header function materialIsGouraudShaded( material_id)
#title MaterialIsGouraudShaded [RCBasic Doc]
#header function MaterialIsGouraudShaded( material_id )
Returns true if material is set to goraud shading

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<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>materialIsLit [RCBasic Doc] </title>
<title>MaterialIsLit [RCBasic Doc] </title>
</head>
<body>
<p><h2>function materialIsLit( material_id) </h2></p>
<p><h2>function MaterialIsLit( material_id ) </h2></p>
<p>
Returns true if a material is affected by lights in the scene
</p>

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