Added new functions to documentation

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2025-08-13 19:20:25 -05:00
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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>Nirvana2D [RCBasic Doc] </title>
</head>
<body>
<p><h2>Nirvana2D API </h2></p>
<p>
This API is what allows developers to access objects created in the Nirvana2D editor inside RCBasic.
</p>
<p>
<h3><u>Nirvana Types</u></h3>
</p>
<p>
<b>Type Nirvana_Vector2D</b>
</p>
<ul>
<li>
Dim X
</li>
<li>
Dim Y
</li>
</ul>
<p>
<br>
</p>
<p>
<b>Type Nirvana_Size2D</b>
</p>
<ul>
<li>
Dim Width
</li>
<li>
Dim Height
</li>
</ul>
<p>
<br>
</p>
<p>
<b>Type Nirvana_Sprite</b>
</p>
<ul>
<li>
Dim Name$
</li>
<li>
Dim BaseName$
</li>
<li>
Dim Sprite_ID
</li>
<li>
Dim Animation_Name_Index
</li>
<li>
Dim Animation_Count
</li>
</ul>
<p>
<br>
</p>
<p>
<b>Type Nirvana_TileMap</b>
</p>
<ul>
<li>
Dim TilesetName$
</li>
<li>
Dim Tileset_ID
</li>
<li>
Dim TileMap_ID
</li>
<li>
Dim Mask_Index
</li>
<li>
Dim Mask_Count
</li>
</ul>
<p>
<br>
</p>
<p>
<b>Type Nirvana_Background</b>
</p>
<ul>
<li>
Dim Image_ID
</li>
<li>
Dim RenderSetting
</li>
</ul>
<p>
<br>
</p>
<p>
<b>Type Nirvana_Shape</b>
</p>
<ul>
<li>
Dim Sprite_ID
</li>
<li>
Dim ShapeType
</li>
</ul>
<p>
<br>
</p>
<p>
<b>Type Nirvana_Layer</b>
</p>
<ul>
<li>
Dim Name$
</li>
<li>
Dim LayerType
</li>
<li>
Dim Visible
</li>
<li>
Dim Alpha
</li>
<li>
Dim Scroll_Speed As Nirvana_Vector2D
</li>
<li>
Dim Ref_Canvas
</li>
<li>
Dim Layer_TileMap As Nirvana_TileMap
</li>
<li>
Dim Layer_Sprite_Count
</li>
<li>
Dim Layer_Shape_Count
</li>
<li>
Dim Bkg As Nirvana_Background
</li>
</ul>
<p>
<br>
</p>
<p>
<b>Type Nirvana_Stage</b>
</p>
<ul>
<li>
Dim Active
</li>
<li>
Dim Name$
</li>
<li>
Dim Tile_Size As Nirvana_Size2D
</li>
<li>
Dim Stage_Size As Nirvana_Size2D
</li>
<li>
Dim Layer_Count
</li>
<li>
Dim Viewport_Size As Nirvana_Size2D
</li>
<li>
Dim Stage_Offset As Nirvana_Vector2D
</li>
</ul>
<p>
<br>
</p>
<p>
<b>Function Nirvana_CreateVector2D(x, y) As Nirvana_Vector2D</b>
</p>
<ul>
<li>
Create a 2D Vector
</li>
</ul>
<p>
<br>
</p>
<p>
<b>Function Nirvana_CreateSize2D(w, h) As Nirvana_Size2D</b>
</p>
<ul>
<li>
Create a 2D Size
</li>
</ul>
<p>
<br>
</p>
<p>
<b>Function Nirvana_CreateSprite(spriteDefinition_name$, sprite_name$) As Nirvana_Sprite</b>
</p>
<ul>
<li>
Create a Nirvana Sprite
<ul>
<li>
NOTE: spriteDefinition_name$ is the name of the base sprite created in the Sprite Editor
</li>
</ul>
</li>
</ul>
<p>
<br>
</p>
<p>
<b>Function Nirvana_CreateTileMap(tset_name$, tmap_width, tmap_height) As Nirvana_TileMap</b>
</p>
<ul>
<li>
Create a Nirvana TileMap
</li>
</ul>
<p>
<br>
</p>
<p>
<br> <h3><u>Nirvana Stages</u></h3>
</p>
<p>
<b>Function Nirvana_LoadStage(stage_name$, viewport_x, viewport_y, viewport_w, viewport_h)</b>
</p>
<ul>
<li>
Loads a stage and sets the part of the window to render it to
</li>
</ul>
<p>
<br>
</p>
<p>
<b>Sub Nirvana_Update()</b>
</p>
<ul>
<li>
This update function must be used in place of Update() when using Nirvana2D
</li>
</ul>
<p>
<br>
</p>
<p>
<br> <h3><u>Nirvana Layers</u></h3>
</p>
<p>
<b>Function Nirvana_GetLayerIndex(layer_name$)</b>
</p>
<ul>
<li>
Returns the internal nirvana index associated with the given layer name or -1 if layer name is not an existing layer
</li>
</ul>
<p>
<br>
</p>
<p>
<b>Function Nirvana_GetLayerCanvasID(layer_index)</b>
</p>
<ul>
<li>
Returns the RCBasic canvas of the given nirvana layer index or -1 if layer_index is not a valid layer
</li>
</ul>
<p>
<br>
</p>
<p>
<b>Function Nirvana_GetLayerType(layer_index)</b>
</p>
<ul>
<li>
Returns the layer type or -1 if layer_index is not a valid layer
</li>
<li>
Possible Layer Types
<ul>
<li>
NIRVANA_LAYER_TYPE_TILEMAP
</li>
<li>
NIRVANA_LAYER_TYPE_SPRITE
</li>
<li>
NIRVANA_LAYER_TYPE_CANVAS_2D
</li>
<li>
NIRVANA_LAYER_TYPE_CANVAS_3D
</li>
</ul>
</li>
</ul>
<p>
<br>
</p>
<p>
<b>Function Nirvana_GetLayerName$(layer_index)</b>
</p>
<ul>
<li>
Returns the name of the given layer or an empty string if layer is not valid
</li>
</ul>
<p>
<br>
</p>
<p>
<b>Function Nirvana_GetLayerAlpha(layer_index)</b>
</p>
<ul>
<li>
Returns the layer alpha value set in the layer settings in Nirvana
</li>
</ul>
<p>
<br>
</p>
<p>
<b>Function Nirvana_GetLayerScrollSpeed(layer_index) As Nirvana_Vector2D</b>
</p>
<ul>
<li>
Returns the HScroll and VScroll speed as a vector
</li>
</ul>
<p>
<br>
</p>
<p>
<b>Function Nirvana_GetLayerTileSetName$(layer_index)</b>
</p>
<ul>
<li>
Returns the name of tileset associated with the given layer or empty string if layer is not valid
</li>
</ul>
<p>
<br>
</p>
<p>
<b>Function Nirvana_GetLayerTileSetID(layer_index)</b>
</p>
<ul>
<li>
Returns the RCBasic tileset associated with the given Nirvana layer or -1 if layer is not valid
</li>
</ul>
<p>
<br>
</p>
<p>
<b>Function Nirvana_GetLayerTileMapID(layer_index)</b>
</p>
<ul>
<li>
Returns the RCBasic tile map associated with the given layer or -1 if layer is not valid
</li>
</ul>
<p>
<br>
</p>
<p>
<b>Function Nirvana_GetLayerTileMaskCount(layer_index)</b>
</p>
<ul>
<li>
Returns the number of tile mask on a layers tileset
</li>
</ul>
<p>
<br>
</p>
<p>
<b>Function Nirvana_GetLayerTileMaskIndex(layer_index, mask_num)</b>
</p>
<ul>
<li>
Returns the Nirvana tile mask index for the given mask number in a layer or -1 if not a valid layer or mask number
<ul>
<li>
mask_num should be a number from 0 to Nirvana_GetLayerTileMaskCount(layer_index)-1
</li>
</ul>
</li>
</ul>
<p>
<br>
</p>
<p>
<b>Function Nirvana_GetLayerSpriteCount(layer_index)</b>
</p>
<ul>
<li>
Returns the number of sprites in a layer
</li>
</ul>
<p>
<br>
</p>
<p>
<b>Function Nirvana_GetLayerSpriteIndex(layer_index, sprite_name$)</b>
</p>
<ul>
<li>
Returns the Nirvana sprite index of the given sprite name in the given layer or -1 if sprite is not found
</li>
</ul>
<p>
<br>
</p>
<p>
<b>Function Nirvana_GetLayerShapeCount(layer_index)</b>
</p>
<ul>
<li>
Returns the number of stage collision shapes in the given layer
</li>
</ul>
<p>
<br>
</p>
<p>
<b>Function Nirvana_GetLayerBackgroundImageID(layer_index)</b>
</p>
<ul>
<li>
Returns the RCBasic image id of the image set on the given layer or -1 if no image is set
</li>
</ul>
<p>
<br>
</p>
<p>
<b>Function Nirvana_SetLayerBackgroundImage(layer_index, image_id)</b>
</p>
<ul>
<li>
Sets a new image on the given layer (NOTE: Layer must be a Canvas2D layer)
</li>
</ul>
<p>
<br>
</p>
<p>
<b>Function Nirvana_GetLayerBackgroundRenderType(layer_index)</b>
</p>
<ul>
<li>
Returns the render type of the layer image set in Nirvana2D
</li>
<li>
Possible Render Types
<ul>
<li>
NIRVANA_IMG_RENDER_SETTING_NORMAL
</li>
<li>
NIRVANA_IMG_RENDER_SETTING_STRETCHED
</li>
<li>
NIRVANA_IMG_RENDER_SETTING_TILED
</li>
</ul>
</li>
</ul>
<p>
<br>
</p>
<p>
<b>Function Nirvana_SetLayerBackgroundRenderType(layer_index, render_type)</b>
</p>
<ul>
<li>
Sets the render type of the layer image (NOTE: Layer must be a Canvas2D layer)
</li>
<li>
Possible Render Types
<ul>
<li>
NIRVANA_IMG_RENDER_SETTING_NORMAL
</li>
<li>
NIRVANA_IMG_RENDER_SETTING_STRETCHED
</li>
<li>
NIRVANA_IMG_RENDER_SETTING_TILED
</li>
</ul>
</li>
</ul>
<p>
<br>
</p>
<p>
<br> <h3><u>TILE MASK</u></h3>
</p>
<p>
<b>Function Nirvana_GetTileMaskName$(mask_index)</b>
</p>
<ul>
<li>
Returns the name of the given tile mask or an empty string if the mask index is not valid
</li>
</ul>
<p>
<br>
</p>
<p>
<b>Function Nirvana_GetTileMaskMatrix(mask_index)</b>
</p>
<ul>
<li>
Returns the RCBasic matrix id of the given mask or -1 if the mask is not valid
</li>
</ul>
<p>
<br>
</p>
<p>
<b>Function Nirvana_GetLayerMaskHit(layer_index, mask_index, x, y)</b>
</p>
<ul>
<li>
Returns TRUE if the tile at the given position is flagged in the given mask
<ul>
<li>
NOTE: (x, y) is a world position and not a row and column position in the tile map
</li>
</ul>
</li>
</ul>
<p>
<br>
</p>
<p>
<br> <h3><u>SPRITES</u></h3>
</p>
<p>
<b>Function Nirvana_GetSpriteID(sprite_index)</b>
</p>
<ul>
<li>
Returns the RCBasic sprite id of the given Nirvana sprite index or -1 if the sprite index is not valid
</li>
</ul>
<p>
<br>
</p>
<p>
<b>Function Nirvana_GetSpriteName$(sprite_index)</b>
</p>
<ul>
<li>
Returns the sprite name of the given Nirvana sprite index or an empty string if sprite index is not valid
</li>
</ul>
<p>
<br>
</p>
<p>
<b>Function Nirvana_GetSpriteDefinitionName$(sprite_index)</b>
</p>
<ul>
<li>
Returns the sprite definition name of the given sprite index
<ul>
<li>
NOTE: Sprite Definition name is the name of the base sprite created in the Sprite Editor and not the name of the sprite in the stage
</li>
<li>
NOTE: There is almost no reason to get this definition name unless you wanted to look up sprites in the stage by the base sprite
</li>
</ul>
</li>
</ul>
<p>
<br>
</p>
<p>
<b>Function Nirvana_GetSpriteAnimationCount(sprite_index)</b>
</p>
<ul>
<li>
Returns the number of animations for the given Nirvana sprite index
</li>
</ul>
<p>
<br>
</p>
<p>
<b>Function Nirvana_GetSpriteAnimationName$(sprite_index, animation_num)</b>
</p>
<ul>
<li>
Returns the name of the given Nirvana Sprite Index animation number
</li>
</ul>
<p>
<br>
</p>
<p>
<br> <h3><u>CAMERA</u></h3> <b>Sub Nirvana_SetStageOffset(offset As Nirvana_Vector2D)</b>
</p>
<ul>
<li>
Sets the camera position
</li>
</ul>
<p>
<br>
</p>
<p>
<b>Function Nirvana_GetStageOffset() As Nirvana_Vector2D</b>
</p>
<ul>
<li>
Returns the camera position
</li>
</ul>
<p>
<br>
</p>
<p>
<br> <h3><u>VIEWPORT</u></h3> <b>Sub Nirvana_SetStageViewport(v_position As Nirvana_Vector2D, v_size As Nirvana_Size2D)</b>
</p>
<ul>
<li>
Returns the current viewport position and size
</li>
</ul>
<p>
<br>
</p>
<p>
<b>Function Nirvana_GetViewportPosition() As Nirvana_Vector2D</b>
</p>
<ul>
<li>
Returns the current viewport position
</li>
</ul>
<p>
<br>
</p>
<p>
<b>Function Nirvana_GetViewportSize() As Nirvana_Size2D</b>
</p>
<ul>
<li>
Returns the current viewport size
</li>
</ul>
<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>Serenity3D [RCBasic Doc] </title>
</head>
<body>
<p><h2>Serenity3D API </h2></p>
<p>
This API is what allows developers to access objects created in the Serenity3D editor inside RCBasic.
</p>
<p>
'-------SKY------- Function Serenity_GetSkyShape()
</p>
<p>
Function Serenity_GetSkyBox() As Serenity_Sky_Box
</p>
<p>
Function Serenity_GetSkyDome() As Serenity_Sky_Dome
</p>
<p>
Function Serenity_StageHasSky()
</p>
<p>
'-------STAGES------- Function Serenity_GetStageIndex(stage_name$)
</p>
<p>
Function Serenity_GetStageName$(stage_index)
</p>
<p>
Function Serenity_GetStageCount()
</p>
<p>
Sub Serenity_ClearStage()
</p>
<p>
Sub Serenity_LoadStage(stage_name$)
</p>
<p>
Function Serenity_GetCurrentStageIndex()
</p>
<p>
'-------GROUPS------- Function Serenity_GetGroupCount()
</p>
<p>
Function Serenity_GetGroupIndex(group_name$)
</p>
<p>
Function Serenity_GetGroupName$(group_index)
</p>
<p>
</body>
</html>

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#title Serenity3D [RCBasic Doc]
#header Serenity3D API
This API is what allows developers to access objects created in the Serenity3D editor inside RCBasic.
'-------SKY-------
Function Serenity_GetSkyShape()
Function Serenity_GetSkyBox() As Serenity_Sky_Box
Function Serenity_GetSkyDome() As Serenity_Sky_Dome
Function Serenity_StageHasSky()
'-------STAGES-------
Function Serenity_GetStageIndex(stage_name$)
Function Serenity_GetStageName$(stage_index)
Function Serenity_GetStageCount()
Sub Serenity_ClearStage()
Sub Serenity_LoadStage(stage_name$)
Function Serenity_GetCurrentStageIndex()
'-------GROUPS-------
Function Serenity_GetGroupCount()
Function Serenity_GetGroupIndex(group_name$)
Function Serenity_GetGroupName$(group_index)

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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>Serenity3D [RCBasic Doc] </title>
</head>
<body>
<p><h2>Serenity3D Actors API </h2></p>
<p>
<b>Function Serenity_GetActorIndex(actor_name$)</b>
</p>
<ul>
<li>
Returns the Serenity Actor Index which is used to access actor data in the API
</li>
</ul>
<p>
<br>
</p>
<p>
<b>Function Serenity_GetActorCount()</b>
</p>
<ul>
<li>
Returns the number of actors in the current stage
<ul>
<li>
NOTE: This count only includes actors that were created in Serenity3D
</li>
</ul>
</li>
</ul>
<p>
<br>
</p>
<p>
<b>Function Serenity_GetActorID(actor_index)</b>
</p>
<ul>
<li>
Returns the RCBasic Actor ID
</li>
</ul>
<p>
<br>
</p>
<p>
<b>Function Serenity_GetActorName$(actor_index)</b>
</p>
<ul>
<li>
Returns the name of the actor from the given Serenity Actor Index
</li>
</ul>
<p>
<br>
</p>
<p>
<b>Function Serenity_GetActorType(actor_index)</b>
</p>
<ul>
<li>
Returns the actor type
</li>
<li>
Possible values are
<ul>
<li>
SN_ACTOR_TYPE_ANIMATED
</li>
<li>
SN_ACTOR_TYPE_OCTREE
</li>
<li>
SN_ACTOR_TYPE_LIGHT
</li>
<li>
SN_ACTOR_TYPE_BILLBOARD
</li>
<li>
SN_ACTOR_TYPE_TERRAIN
</li>
<li>
SN_ACTOR_TYPE_WATER
</li>
<li>
SN_ACTOR_TYPE_PARTICLE
</li>
<li>
SN_ACTOR_TYPE_CUBE
</li>
<li>
SN_ACTOR_TYPE_SPHERE
</li>
<li>
SN_ACTOR_TYPE_PLANE
</li>
</ul>
</li>
</ul>
<p>
<br>
</p>
<p>
<b>Function Serenity_GetActorMeshIndex(actor_index)</b>
</p>
<ul>
<li>
Returns the Serenity Mesh index the actor was created from
</li>
</ul>
<p>
<br>
</p>
<p>
<b>Function Serenity_GetActorOverrideMaterialIndex(actor_index)</b>
</p>
<ul>
<li>
Returns the material index set in an actors properties on the Stage Editor tab
</li>
</ul>
<p>
<br>
</p>
<p>
<b>Function Serenity_GetActorTerrainHeightMap$(actor_index)</b>
</p>
<ul>
<li>
Returns the height map file for a terrain actor
</li>
</ul>
<p>
<br>
</p>
<p>
<b>Function Serenity_GetActorCubeSize(actor_index)</b>
</p>
<ul>
<li>
Returns the cube size for a cube actor
</li>
</ul>
<p>
<br>
</p>
<p>
<b>Function Serenity_GetActorSphereRadius(actor_index)</b>
</p>
<ul>
<li>
Returns the sphere radius for a sphere actor
</li>
</ul>
<p>
<br>
</p>
<p>
<b>Function Serenity_GetActorGroupIndex(actor_index)</b>
</p>
<ul>
<li>
Returns the Serenity Group Index the actor is grouped in or -1 if the actor is not part of a group
</li>
</ul>
<p>
<br>
</p>
<p>
</body>
</html>

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#title Serenity3D [RCBasic Doc]
#header Serenity3D Actors API
<b>Function Serenity_GetActorIndex(actor_name$)</b>
#list ul
#li Returns the Serenity Actor Index which is used to access actor data in the API
#/list
<br>
<b>Function Serenity_GetActorCount()</b>
#list ul
#li Returns the number of actors in the current stage
#list ul
#li NOTE: This count only includes actors that were created in Serenity3D
#/list
#/list
<br>
<b>Function Serenity_GetActorID(actor_index)</b>
#list ul
#li Returns the RCBasic Actor ID
#/list
<br>
<b>Function Serenity_GetActorName$(actor_index)</b>
#list ul
#li Returns the name of the actor from the given Serenity Actor Index
#/list
<br>
<b>Function Serenity_GetActorType(actor_index)</b>
#list ul
#li Returns the actor type
#li Possible values are
#list ul
#li SN_ACTOR_TYPE_ANIMATED
#li SN_ACTOR_TYPE_OCTREE
#li SN_ACTOR_TYPE_LIGHT
#li SN_ACTOR_TYPE_BILLBOARD
#li SN_ACTOR_TYPE_TERRAIN
#li SN_ACTOR_TYPE_WATER
#li SN_ACTOR_TYPE_PARTICLE
#li SN_ACTOR_TYPE_CUBE
#li SN_ACTOR_TYPE_SPHERE
#li SN_ACTOR_TYPE_PLANE
#/list
#/list
<br>
<b>Function Serenity_GetActorMeshIndex(actor_index)</b>
#list ul
#li Returns the Serenity Mesh index the actor was created from
#/list
<br>
<b>Function Serenity_GetActorOverrideMaterialIndex(actor_index)</b>
#list ul
#li Returns the material index set in an actors properties on the Stage Editor tab
#/list
<br>
<b>Function Serenity_GetActorTerrainHeightMap$(actor_index)</b>
#list ul
#li Returns the height map file for a terrain actor
#/list
<br>
<b>Function Serenity_GetActorCubeSize(actor_index)</b>
#list ul
#li Returns the cube size for a cube actor
#/list
<br>
<b>Function Serenity_GetActorSphereRadius(actor_index)</b>
#list ul
#li Returns the sphere radius for a sphere actor
#/list
<br>
<b>Function Serenity_GetActorGroupIndex(actor_index)</b>
#list ul
#li Returns the Serenity Group Index the actor is grouped in or -1 if the actor is not part of a group
#/list
<br>

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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>Serenity3D [RCBasic Doc] </title>
</head>
<body>
<p><h2>Serenity3D Groups API </h2></p>
<p>
<b>Function Serenity_GetGroupCount()</b>
</p>
<ul>
<li>
Returns the number of groups in the current stage
</li>
</ul>
<p>
<br>
</p>
<p>
<b>Function Serenity_GetGroupIndex(group_name$)</b>
</p>
<ul>
<li>
Returns the Serenity Group index from the group name or -1 if group does not exists in current stage
</li>
</ul>
<p>
<br>
</p>
<p>
<b>Function Serenity_GetGroupName$(group_index)</b>
</p>
<ul>
<li>
Returns the group name
</li>
</ul>
<p>
<br>
</p>
<p>
</body>
</html>

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#title Serenity3D [RCBasic Doc]
#header Serenity3D Groups API
<b>Function Serenity_GetGroupCount()</b>
#list ul
#li Returns the number of groups in the current stage
#/list
<br>
<b>Function Serenity_GetGroupIndex(group_name$)</b>
#list ul
#li Returns the Serenity Group index from the group name or -1 if group does not exists in current stage
#/list
<br>
<b>Function Serenity_GetGroupName$(group_index)</b>
#list ul
#li Returns the group name
#/list
<br>

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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>Serenity3D [RCBasic Doc] </title>
</head>
<body>
<p><h2>Serenity3D Materials API </h2></p>
<p>
<br>
</p>
<p>
<b>Function Serenity_GetMaterialIndex(material_name$)</b>
</p>
<ul>
<li>
Returns the Serenity Material Index which is used to access material data in the API
</li>
</ul>
<p>
<br>
</p>
<p>
<b>Function Serenity_GetMaterialID(material_index)</b>
</p>
<ul>
<li>
Returns the RCBasic material ID or -1 if material_index is not valid
</li>
</ul>
<p>
<br>
</p>
<p>
<b>Function Serenity_GetMaterialTextureIndex(material_index, texture_level)</b>
</p>
<ul>
<li>
Returns the Serenity Texture Index which is used to access texture data in the API
</li>
</ul>
<p>
</body>
</html>

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#title Serenity3D [RCBasic Doc]
#header Serenity3D Materials API
<br>
<b>Function Serenity_GetMaterialIndex(material_name$)</b>
#list ul
#li Returns the Serenity Material Index which is used to access material data in the API
#/list
<br>
<b>Function Serenity_GetMaterialID(material_index)</b>
#list ul
#li Returns the RCBasic material ID or -1 if material_index is not valid
#/list
<br>
<b>Function Serenity_GetMaterialTextureIndex(material_index, texture_level)</b>
#list ul
#li Returns the Serenity Texture Index which is used to access texture data in the API
#/list

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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>Serenity3D [RCBasic Doc] </title>
</head>
<body>
<p><h2>Serenity3D Mesh API </h2></p>
<p>
<br>
</p>
<p>
<b>Function Serenity_GetAN8Count()</b>
</p>
<ul>
<li>
Returns the number of Anim8or objects loaded with the current stage
</li>
</ul>
<p>
<br>
</p>
<p>
<b>Function Serenity_GetAN8ID(an8_index)</b>
</p>
<ul>
<li>
Returns the RCBasic Anim8or ID
<ul>
<li>
NOTE: an8_index should be from 0 to Serenity_GetAN8Count()-1
</li>
</ul>
</li>
</ul>
<p>
<br>
</p>
<p>
<b>Function Serenity_GetMeshIndex(mesh_name$)</b>
</p>
<ul>
<li>
Returns the Serenity Mesh Index which is used to access mesh data in the API
</li>
</ul>
<p>
<br>
</p>
<p>
<b>Function Serenity_GetMeshID(mesh_index)</b>
</p>
<ul>
<li>
Returns the RCBasic Mesh ID of the given mesh index or -1 if mesh_index is not valid
</li>
</ul>
<p>
<br>
</p>
<p>
<b>Function Serenity_GetMeshName$(mesh_index)</b>
</p>
<ul>
<li>
Returns the mesh name fron the given mesh index
</li>
</ul>
<p>
<br>
</p>
<p>
<b>Function Serenity_GetMeshType(mesh_index)</b>
</p>
<ul>
<li>
Returns the mesh type
</li>
<li>
Possible values are:
<ul>
<li>
SN_MESH_TYPE_NORMAL - Unless the mesh is loaded from an Anim8or project or a zip its going to be this
</li>
<li>
SN_MESH_TYPE_ZIPPED - A mesh loaded from an archive like a *.pak file
</li>
<li>
SN_MESH_TYPE_AN8_SCENE - Anim8or mesh
</li>
</ul>
</li>
</ul>
<p>
<br>
</p>
<p>
<b>Function Serenity_GetMeshAN8Index(mesh_index)</b>
</p>
<ul>
<li>
Returns the Serenity Anim8or object index
</li>
</ul>
<p>
<br>
</p>
<p>
<b>Function Serenity_GetMeshAN8Scene$(mesh_index)</b>
</p>
<ul>
<li>
Returns the scene name$ in Anim8or that this mesh is loaded from
</li>
</ul>
<p>
<br>
</p>
<p>
<b>Function Serenity_GetMeshArchiveName$(mesh_index)</b>
</p>
<ul>
<li>
Returns the name of the archive that the mesh is loaded from
</li>
</ul>
<p>
<br>
</p>
<p>
<b>Function Serenity_GetMeshFile$(mesh_index)</b>
</p>
<ul>
<li>
Returns the name of the mesh file that the mesh is loaded from
</li>
</ul>
<p>
<br>
</p>
<p>
<b>Function Serenity_GetMeshMaterialCount(mesh_index)</b>
</p>
<ul>
<li>
Returns the number of materials on given mesh
</li>
</ul>
<p>
<br>
</p>
<p>
<b>Function Serenity_GetMeshMaterialIndex(mesh_index, material_num)</b>
</p>
<ul>
<li>
Returns the Serenity Material Index from the material number on the given mesh
</li>
</ul>
<p>
<br>
</p>
<p>
<b>Function Serenity_GetMeshAnimationCount(mesh_index)</b>
</p>
<ul>
<li>
Returns the number of animations on the given mesh
</li>
</ul>
<p>
<br>
</p>
<p>
<b>Function Serenity_GetMeshAnimationID(mesh_index, animation_num)</b>
</p>
<ul>
<li>
Returns the RCBasic mesh animation id
</li>
</ul>
<p>
<br>
</p>
<p>
</body>
</html>

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#title Serenity3D [RCBasic Doc]
#header Serenity3D Mesh API
<br>
<b>Function Serenity_GetAN8Count()</b>
#list ul
#li Returns the number of Anim8or objects loaded with the current stage
#/list
<br>
<b>Function Serenity_GetAN8ID(an8_index)</b>
#list ul
#li Returns the RCBasic Anim8or ID
#list ul
#li NOTE: an8_index should be from 0 to Serenity_GetAN8Count()-1
#/list
#/list
<br>
<b>Function Serenity_GetMeshIndex(mesh_name$)</b>
#list ul
#li Returns the Serenity Mesh Index which is used to access mesh data in the API
#/list
<br>
<b>Function Serenity_GetMeshID(mesh_index)</b>
#list ul
#li Returns the RCBasic Mesh ID of the given mesh index or -1 if mesh_index is not valid
#/list
<br>
<b>Function Serenity_GetMeshName$(mesh_index)</b>
#list ul
#li Returns the mesh name fron the given mesh index
#/list
<br>
<b>Function Serenity_GetMeshType(mesh_index)</b>
#list ul
#li Returns the mesh type
#li Possible values are:
#list ul
#li SN_MESH_TYPE_NORMAL - Unless the mesh is loaded from an Anim8or project or a zip its going to be this
#li SN_MESH_TYPE_ZIPPED - A mesh loaded from an archive like a *.pak file
#li SN_MESH_TYPE_AN8_SCENE - Anim8or mesh
#/list
#/list
<br>
<b>Function Serenity_GetMeshAN8Index(mesh_index)</b>
#list ul
#li Returns the Serenity Anim8or object index
#/list
<br>
<b>Function Serenity_GetMeshAN8Scene$(mesh_index)</b>
#list ul
#li Returns the scene name$ in Anim8or that this mesh is loaded from
#/list
<br>
<b>Function Serenity_GetMeshArchiveName$(mesh_index)</b>
#list ul
#li Returns the name of the archive that the mesh is loaded from
#/list
<br>
<b>Function Serenity_GetMeshFile$(mesh_index)</b>
#list ul
#li Returns the name of the mesh file that the mesh is loaded from
#/list
<br>
<b>Function Serenity_GetMeshMaterialCount(mesh_index)</b>
#list ul
#li Returns the number of materials on given mesh
#/list
<br>
<b>Function Serenity_GetMeshMaterialIndex(mesh_index, material_num)</b>
#list ul
#li Returns the Serenity Material Index from the material number on the given mesh
#/list
<br>
<b>Function Serenity_GetMeshAnimationCount(mesh_index)</b>
#list ul
#li Returns the number of animations on the given mesh
#/list
<br>
<b>Function Serenity_GetMeshAnimationID(mesh_index, animation_num)</b>
#list ul
#li Returns the RCBasic mesh animation id
#/list
<br>

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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>Serenity3D [RCBasic Doc] </title>
</head>
<body>
<p><h2>Serenity3D Stages API </h2></p>
<p>
<b>Function Serenity_GetSkyShape()</b>
</p>
<ul>
<li>
Returns the Serenity Actor Index which is used to access actor data in the API
</li>
<li>
Possible values are:
<ul>
<li>
SN_SKY_TYPE_NONE
</li>
<li>
SN_SKY_TYPE_BOX
</li>
<li>
SN_SKY_TYPE_DOME
</li>
</ul>
</li>
</ul>
<p>
<br>
</p>
<p>
<b>Function Serenity_GetSkyBox() As Serenity_Sky_Box</b>
</p>
<ul>
<li>
Returns the sky box for the current stage
</li>
</ul>
<p>
<br>
</p>
<p>
<b>Function Serenity_GetSkyDome() As Serenity_Sky_Dome</b>
</p>
<ul>
<li>
Returns the sky dome for the current stage
</li>
</ul>
<p>
<br>
</p>
<p>
<b>Function Serenity_StageHasSky()</b>
</p>
<ul>
<li>
Returns TRUE if the stage has a sky object and FALSE otherwise
</li>
</ul>
<p>
<br>
</p>
<p>
<b>Function Serenity_GetStageIndex(stage_name$)</b>
</p>
<ul>
<li>
Returns the Serenity Stage Index or -1 if the stage name was not found in the project
</li>
</ul>
<p>
<br>
</p>
<p>
<b>Function Serenity_GetStageName$(stage_index)</b>
</p>
<ul>
<li>
Returns the name of the stage from the index
</li>
</ul>
<p>
<br>
</p>
<p>
<b>Function Serenity_GetStageCount()</b>
</p>
<ul>
<li>
Returns the number of stages in the project
</li>
</ul>
<p>
<br>
</p>
<p>
<b>Sub Serenity_ClearStage()</b>
</p>
<ul>
<li>
Clears the currently loaded stage
</li>
</ul>
<p>
<br>
</p>
<p>
<b>Sub Serenity_LoadStage(stage_name$)</b>
</p>
<ul>
<li>
Loads a stage
<ul>
<li>
NOTE: Its a good idea to get the stage index first to make sure the stage exists
</li>
</ul>
</li>
</ul>
<p>
<br>
</p>
<p>
<b>Function Serenity_GetCurrentStageIndex()</b>
</p>
<ul>
<li>
Returns the index of the currently loaded stage
</li>
</ul>
<p>
<br>
</p>
<p>
</body>
</html>

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#title Serenity3D [RCBasic Doc]
#header Serenity3D Stages API
<b>Function Serenity_GetSkyShape()</b>
#list ul
#li Returns the Serenity Actor Index which is used to access actor data in the API
#li Possible values are:
#list ul
#li SN_SKY_TYPE_NONE
#li SN_SKY_TYPE_BOX
#li SN_SKY_TYPE_DOME
#/list
#/list
<br>
<b>Function Serenity_GetSkyBox() As Serenity_Sky_Box</b>
#list ul
#li Returns the sky box for the current stage
#/list
<br>
<b>Function Serenity_GetSkyDome() As Serenity_Sky_Dome</b>
#list ul
#li Returns the sky dome for the current stage
#/list
<br>
<b>Function Serenity_StageHasSky()</b>
#list ul
#li Returns TRUE if the stage has a sky object and FALSE otherwise
#/list
<br>
<b>Function Serenity_GetStageIndex(stage_name$)</b>
#list ul
#li Returns the Serenity Stage Index or -1 if the stage name was not found in the project
#/list
<br>
<b>Function Serenity_GetStageName$(stage_index)</b>
#list ul
#li Returns the name of the stage from the index
#/list
<br>
<b>Function Serenity_GetStageCount()</b>
#list ul
#li Returns the number of stages in the project
#/list
<br>
<b>Sub Serenity_ClearStage()</b>
#list ul
#li Clears the currently loaded stage
#/list
<br>
<b>Sub Serenity_LoadStage(stage_name$)</b>
#list ul
#li Loads a stage
#list ul
#li NOTE: Its a good idea to get the stage index first to make sure the stage exists
#/list
#/list
<br>
<b>Function Serenity_GetCurrentStageIndex()</b>
#list ul
#li Returns the index of the currently loaded stage
#/list
<br>

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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>Serenity3D [RCBasic Doc] </title>
</head>
<body>
<p><h2>Serenity3D Texture API </h2></p>
<p>
<br>
</p>
<p>
<b>Function Serenity_GetTextureIndex(texture_name$)</b>
</p>
<ul>
<li>
Returns the Serenity Texture Index which is used to access texture data in the API
</li>
</ul>
<p>
<br>
</p>
<p>
<b>Function Serenity_GetTextureID(texture_index)</b>
</p>
<ul>
<li>
Returns the RCBasic texture ID or -1 if texture_index is not valid
</li>
</ul>
<p>
<br>
</p>
<p>
<b>Function Serenity_GetTextureFile$(texture_index)</b>
</p>
<ul>
<li>
Returns the name of the texture file
</li>
</ul>
<p>
<br>
</p>
<p>
<b>Function Serenity_GetTextureColorKey(texture_index)</b>
</p>
<ul>
<li>
Returns the color key of the texture
</li>
</ul>
<p>
<br>
</p>
<p>
<b>Function Serenity_GetTextureIsColorKey(texture_index)</b>
</p>
<ul>
<li>
Returns TRUE if texture colorkey flag was set in Serenity3D
</li>
</ul>
<p>
</body>
</html>

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#title Serenity3D [RCBasic Doc]
#header Serenity3D Texture API
<br>
<b>Function Serenity_GetTextureIndex(texture_name$)</b>
#list ul
#li Returns the Serenity Texture Index which is used to access texture data in the API
#/list
<br>
<b>Function Serenity_GetTextureID(texture_index)</b>
#list ul
#li Returns the RCBasic texture ID or -1 if texture_index is not valid
#/list
<br>
<b>Function Serenity_GetTextureFile$(texture_index)</b>
#list ul
#li Returns the name of the texture file
#/list
<br>
<b>Function Serenity_GetTextureColorKey(texture_index)</b>
#list ul
#li Returns the color key of the texture
#/list
<br>
<b>Function Serenity_GetTextureIsColorKey(texture_index)</b>
#list ul
#li Returns TRUE if texture colorkey flag was set in Serenity3D
#/list

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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>Serenity3D [RCBasic Doc] </title>
</head>
<body>
<p><h2>Serenity3D Material Editor </h2></p>
<p>
The material editor allows you to create, edit, and view materials. On the left side is the material list and above it is buttons for creating materials, loading existing materials, and deleting materials.
</p>
<p>
The main properties panel is where a majority of settings for the material is set.
</p>
<p><img src="images/serenity_material_properties.png" ></p>
<p>
<br>
</p>
<p>
The texture panel is where you set textures for the material. Each material can have multiple texture levels which you can set here.
</p>
<p><img src="images/serenity_material_texture_panel.png" ></p>
<p>
<br>
</p>
<p>
The material preview allows you to view the current material on a mesh.
</p>
<ul>
<li>
Preview Controls - Hold the Middle Mouse button and move left/right to rotate the camera around the object
</li>
</ul>
<p>
<br>
</p>
<p>
<p>#1 - The default mesh is a cube but you can change it by clicking material mesh preview button on the tool bar below the preview.</p> <p>#2 -The last option allows you to edit the camera actions on the material view.</p>
</p>
<p><img src="images/material_preview_settings.png" ></p>
<p>
<br>
</p>
<p>
If lighting is checked, then you will need to enable a light on the preview window to view it.
</p>
<ol>
<li>
No Light
</li>
<li>
Directional Light
</li>
<li>
Spot Light
</li>
</ol>
<p><img src="images/material_preview_light.png" ></p>
<p>
<br>
</p>
<p>
</body>
</html>

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#title Serenity3D [RCBasic Doc]
#header Serenity3D Material Editor
The material editor allows you to create, edit, and view materials. On the left side is the material list and above it is buttons for creating materials, loading existing materials, and deleting materials.
The main properties panel is where a majority of settings for the material is set.
#image "images/serenity_material_properties.png"
<br>
The texture panel is where you set textures for the material. Each material can have multiple texture levels which you can set here.
#image "images/serenity_material_texture_panel.png"
<br>
The material preview allows you to view the current material on a mesh.
#list ul
#li Preview Controls - Hold the Middle Mouse button and move left/right to rotate the camera around the object
#/list
<br>
<p>#1 - The default mesh is a cube but you can change it by clicking material mesh preview button on the tool bar below the preview.</p>
<p>#2 -The last option allows you to edit the camera actions on the material view.</p>
#image "images/material_preview_settings.png"
<br>
If lighting is checked, then you will need to enable a light on the preview window to view it.
#list ol
#li No Light
#li Directional Light
#li Spot Light
#/list
#image "images/material_preview_light.png"
<br>

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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>Serenity3D [RCBasic Doc] </title>
</head>
<body>
<p><h2>Serenity3D Mesh Editor </h2></p>
<p>
The mesh editor performs the following functions
</p>
<ol>
<li>
Load Mesh from file
</li>
<li>
Create Mesh from a mesh primitive shape
</li>
<li>
Remove mesh from project
</li>
</ol>
<p>
<br>
</p>
<p>
The mesh preview window has the same controls as the material preview.
</p>
<p>
Hold the middle mouse button down and move the mouse left/right to rotate around the mesh.
</p>
<p><img src="images/serenity_mesh_editor.png" width=640 height=400></p>
<ol>
<li>
ID - Must be a valid RCBasic variable
</li>
<li>
File - The file the mesh was loaded from
</li>
<li>
Materials - Add materials and set them
</li>
<li>
Animations - Add and remove animations from mesh
<ul>
<li>
NOTE: MD2 meshes will load default animations
</li>
</ul>
</li>
</ol>
<p>
</body>
</html>

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#title Serenity3D [RCBasic Doc]
#header Serenity3D Mesh Editor
The mesh editor performs the following functions
#list ol
#li Load Mesh from file
#li Create Mesh from a mesh primitive shape
#li Remove mesh from project
#/list
<br>
The mesh preview window has the same controls as the material preview.
Hold the middle mouse button down and move the mouse left/right to rotate around the mesh.
#image "images/serenity_mesh_editor.png", w=640, h=400
#list ol
#li ID - Must be a valid RCBasic variable
#li File - The file the mesh was loaded from
#li Materials - Add materials and set them
#li Animations - Add and remove animations from mesh
#list ul
#li NOTE: MD2 meshes will load default animations
#/list
#/list

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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>Serenity3D [RCBasic Doc] </title>
</head>
<body>
<p><h2>Serenity3D Scene Editor </h2></p>
<p>
The scene editor performs the following functions
</p>
<ol>
<li>
Create Stages
</li>
<li>
Create Actors and Place them in a stage
</li>
<li>
Set Actor Properties
</li>
</ol>
<p>
<br>
</p>
<p>
The scene view is where most of the work is done.
</p>
<p><img src="images/serenity_scene_editor.png" width=640 height=400></p>
<p>
These are the main controls for navigating through the scene:
</p>
<ul>
<li>
Hold the middle mouse button in the viewport to go into navigate mode
</li>
<li>
While the middle mouse is down, you can around with W/A/S/D and move vertically with R/F
</li>
<li>
Moving the mouse will rotate the camera
</li>
</ul>
<p>
</body>
</html>

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#title Serenity3D [RCBasic Doc]
#header Serenity3D Scene Editor
The scene editor performs the following functions
#list ol
#li Create Stages
#li Create Actors and Place them in a stage
#li Set Actor Properties
#/list
<br>
The scene view is where most of the work is done.
#image "images/serenity_scene_editor.png", w=640, h=400
These are the main controls for navigating through the scene:
#list ul
#li Hold the middle mouse button in the viewport to go into navigate mode
#li While the middle mouse is down, you can around with W/A/S/D and move vertically with R/F
#li Moving the mouse will rotate the camera
#/list

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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>Serenity3D [RCBasic Doc] </title>
</head>
<body>
<p><h2>Serenity3D Texture Manager </h2></p>
<p>
From the texture manager, you will load all the textures that will be used in your project. On the left side of the view you have your texture list along with buttons to add and remove textures.
</p>
<p>
You have these properties you can edit.
</p>
<p><img src="images/serenity_texture_view.png" ></p>
<p>
Texture ID - Must be a valid RCBasic variable name. It is the name your texture can be looked up by.
</p>
<p>
File - This field will show the file name associated with this ID.
</p>
<p>
Use Colorkey - This is a flag to tell the editor to use the provided color key.
</p>
<p>
Colorkey - This is the color key value used.
</p>
<p>
</body>
</html>

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#title Serenity3D [RCBasic Doc]
#header Serenity3D Texture Manager
From the texture manager, you will load all the textures that will be used in your project. On the left side of the view you have your texture list along with buttons to add and remove textures.
You have these properties you can edit.
#image "images/serenity_texture_view.png"
Texture ID - Must be a valid RCBasic variable name. It is the name your texture can be looked up by.
File - This field will show the file name associated with this ID.
Use Colorkey - This is a flag to tell the editor to use the provided color key.
Colorkey - This is the color key value used.

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#!/bin/bash
export PATH=~/Programs/rcbasic3
export RC_DOC_HOME=/home/n00b/Projects/rc_docs/RCDocs
rcbasic_run --version
cd /home/n00b/Projects/rc_docs/RCDocs/rc_doc_run
rcbasic_run /home/n00b/Projects/rc_docs/RCDocs/rc_doc_run . .