Documented all current functions

This commit is contained in:
n00b
2024-10-06 17:07:06 -04:00
parent 641c5c86ca
commit 62363b4b98
256 changed files with 543 additions and 186 deletions

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Returns an actor's inverse mass Returns an actor's inverse mass
#ref SetActorMassProperties

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#title HasClipboardText [RCBasic Doc] #title HasClipboardText [RCBasic Doc]
#header function HasClipboardText() #header function HasClipboardText()
Returns whether or not there is text in the clipboard.

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#title Hex$ [RCBasic Doc] #title Hex$ [RCBasic Doc]
#header function Hex$(n) #header function Hex$(n)
Returns a hexadecimal representation of a number.

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#title HexVal [RCBasic Doc] #title HexVal [RCBasic Doc]
#header function HexVal(n$) #header function HexVal(n$)
Returns the integer value of a hexadecimal string.

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#title HideMouse [RCBasic Doc] #title HideMouse [RCBasic Doc]
#header sub HideMouse() #header sub HideMouse()
Makes the mouse cursor invisible.

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#title HideWindow [RCBasic Doc] #title HideWindow [RCBasic Doc]
#header sub HideWindow( ) #header sub HideWindow( )
Sets the window invisible.
#ref ShowWindow WindowIsVisible

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#title ImageExists [RCBasic Doc] #title ImageExists [RCBasic Doc]
#header function ImageExists(slot) #header function ImageExists(img)
Returns true if img is associated with an allocated image in memory

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#title IncrementMatrixColumns [RCBasic Doc] #title IncrementMatrixColumns [RCBasic Doc]
#header sub IncrementMatrixColumns(mA, mB, c, num_cols, value) #header sub IncrementMatrixColumns(mA, mB, c, num_cols, value)
Increments all the values in a specified number of columns in matrix mA, starting from column c. The result is stored in matrix mB

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#title IncrementMatrixRows [RCBasic Doc] #title IncrementMatrixRows [RCBasic Doc]
#header sub IncrementMatrixRows(mA, mB, r, num_rows, value) #header sub IncrementMatrixRows(mA, mB, r, num_rows, value)
Increments all the values in a specified number of rows in matrix mA, starting from row r. The result is stored in matrix mB

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#title InKey [RCBasic Doc] #title InKey [RCBasic Doc]
#header function InKey() #header function InKey()
Returns the character value of the key that was pressed.

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#title Input$ [RCBasic Doc] #title Input$ [RCBasic Doc]
#header function Input$(prompt$) #header function Input$(prompt$)
Returns user input from the console

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#title Insert$ [RCBasic Doc] #title Insert$ [RCBasic Doc]
#header function Insert$(src$, tgt$, pos) #header function Insert$(src$, tgt$, pos)
Returns a string containing str_to_insert$ inserted into src$ at a given position

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#title InsertMatrixColumns [RCBasic Doc] #title InsertMatrixColumns [RCBasic Doc]
#header function InsertMatrixColumns(mA, c, num_cols) #header function InsertMatrixColumns(mA, c, num_cols)
Insert a number of empty columns into matrix mA starting at the specified column.

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#title InsertMatrixRows [RCBasic Doc] #title InsertMatrixRows [RCBasic Doc]
#header function InsertMatrixRows(mA, r, num_rows) #header function InsertMatrixRows(mA, r, num_rows)
Insert a number of empty rows into matrix mA starting at the specified row.

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#title InStr [RCBasic Doc] #title InStr [RCBasic Doc]
#header function InStr(src$, substr$) #header function InStr(src$, substr$)
Returns the position in src$ where substr$ is found. If not found it will return -1.

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#title Int [RCBasic Doc] #title Int [RCBasic Doc]
#header function Int(n) #header function Int(n)
Returns a number converted to an integer.

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#title integrateActorVelocities [RCBasic Doc] #title integrateActorVelocities [RCBasic Doc]
#header sub integrateActorVelocities( actor, v_step) #header sub integrateActorVelocities( actor, v_step)
Updates the linear and angular velocities of an actor based on the forces and torques applied to it over a time step.
Note: This is more manual control than most devs will probably need

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#title Interpolate [RCBasic Doc] #title Interpolate [RCBasic Doc]
#header Function Interpolate(min_a, max_a, mid_a, min_b, max_b) #header Function Interpolate(min_a, max_a, mid_a, min_b, max_b)
This function returns a value interpolated based on the comparison between a mid value in a range of given min and max values

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#title InvertMatrix [RCBasic Doc] #title InvertMatrix [RCBasic Doc]
#header function InvertMatrix(mA, mB) #header function InvertMatrix(mA, mB)
Stores the inverse matrix of mA in mB

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#title IsEqualMatrix [RCBasic Doc] #title IsEqualMatrix [RCBasic Doc]
#header function IsEqualMatrix(mA, mB, tolerance) #header function IsEqualMatrix(mA, mB, tolerance)
Returns true if matrix mA is within tolerance of matrix mB

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#title JoinMatrixColumns [RCBasic Doc] #title JoinMatrixColumns [RCBasic Doc]
#header sub JoinMatrixColumns(mA, mB, mC) #header sub JoinMatrixColumns(mA, mB, mC)
Appends the columns in matrix mB below matrix mA.

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#title JoinMatrixRows [RCBasic Doc] #title JoinMatrixRows [RCBasic Doc]
#header sub JoinMatrixRows(mA, mB, mC) #header sub JoinMatrixRows(mA, mB, mC)
Appends the rows in matrix mB onto the right of matrix mA.

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#title JoyAxis [RCBasic Doc] #title JoyAxis [RCBasic Doc]
#header function JoyAxis(joy_num, joy_axis) #header function JoyAxis(joy_num, joy_axis)
Returns the value of an axis on a joystick.

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#title JoyButton [RCBasic Doc] #title JoyButton [RCBasic Doc]
#header function JoyButton(joy_num, joy_button) #header function JoyButton(joy_num, joy_button)
Returns true if the given button was pressed and false otherwise.

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#title JoyHat [RCBasic Doc] #title JoyHat [RCBasic Doc]
#header function JoyHat(joy_num, joy_hat) #header function JoyHat(joy_num, joy_hat)
Returns the position of the Hat.
Possible Hat Positions
#list ul
#li HAT_CENTERED
#li HAT_LEFT
#li HAT_RIGHT
#li HAT_UP
#li HAT_DOWN
#li HAT_RIGHTUP
#li HAT_RIGHTDOWN
#li HAT_LEFTUP
#li HAT_LEFTDOWN
#/list

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#title JoyName$ [RCBasic Doc] #title JoyName$ [RCBasic Doc]
#header function JoyName$(joy_num) #header function JoyName$(joy_num)
Returns the joystick name.

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#title JoyRumblePlay [RCBasic Doc] #title JoyRumblePlay [RCBasic Doc]
#header sub JoyRumblePlay(joy_num, strength, duration) #header sub JoyRumblePlay(joy_num, strength, duration)
Rumbles a joystick at a specified strength for the specifed duration.
#list ul
#li Strength - A value between 0 and 1
#li Duration - Value is in milliseconds
#/list

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#title JoyRumbleStop [RCBasic Doc] #title JoyRumbleStop [RCBasic Doc]
#header sub JoyRumbleStop(joy_num) #header sub JoyRumbleStop(joy_num)
Stops the rumble on a joystick

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#title JoystickIsConnected [RCBasic Doc] #title JoystickIsConnected [RCBasic Doc]
#header function JoystickIsConnected(joy_num) #header function JoystickIsConnected(joy_num)
Returns true if joystick is connected, or false if it isn't.

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#title JoystickIsHaptic [RCBasic Doc] #title JoystickIsHaptic [RCBasic Doc]
#header function JoystickIsHaptic(joy_num) #header function JoystickIsHaptic(joy_num)
Returns true if joystick has the ability to rumble.

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#title Key [RCBasic Doc] #title Key [RCBasic Doc]
#header function Key(key_code) #header function Key(key_code)
Returns true if the given key was pressed and false otherwise.

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

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#title Left$ [RCBasic Doc] #title Left$ [RCBasic Doc]
#header function Left$(src$, n) #header function Left$(src$, n)
Returns a substring n characters in length from the left side of the given string.

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#title Len [RCBasic Doc] #title Len [RCBasic Doc]
#header function Len(src$) #header function Len(src$)
Returns the number of characters in the given string
Note: This function is the exact same as Length()
#ref Length

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#title Length [RCBasic Doc] #title Length [RCBasic Doc]
#header function Length(src$) #header function Length(src$)
Returns the number of characters in the given string
Note: This function is the exact same as Len()
#ref Length

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#title lightIsCastingShadow [RCBasic Doc] #title lightIsCastingShadow [RCBasic Doc]
#header function lightIsCastingShadow( actor ) #header function lightIsCastingShadow( actor )
Returns true if shadow casting is enabled for the given light
#ref SetLightShadowCast

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#title Line [RCBasic Doc] #title Line [RCBasic Doc]
#header sub Line(x1, y1, x2, y2) #header sub Line(x1, y1, x2, y2)
Draws a line

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#title LoadFont [RCBasic Doc] #title LoadFont [RCBasic Doc]
#header function LoadFont(fnt_file$, font_size) #header function LoadFont(fnt_file$, font_size)
Returns a font id for a font with glyphs of font_size

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#title LoadImage [RCBasic Doc] #title LoadImage [RCBasic Doc]
#header function LoadImage( img$ ) #header function LoadImage( img$ )
Returns an image id for an image loaded into memory

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#title LoadImageEx [RCBasic Doc] #title LoadImageEx [RCBasic Doc]
#header function LoadImageEx(img$, colkey) #header function LoadImageEx(img$, colkey)
Returns an image id for an image loaded into memory

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#title LoadMesh [RCBasic Doc] #title LoadMesh [RCBasic Doc]
#header function LoadMesh( mesh_file$ ) #header function LoadMesh( mesh_file$ )
Returns a mesh id for the loaded mesh
Supported formats
#list ul
#li Animated objects:
#list ul
#li B3D files (.b3d, r, skeleton)
#li Microsoft DirectX (.x, r) (binary & text, skeleton)
#li Milkshape (.ms3d, r, skeleton)
#li Quake 3 models (.md3, r, morph)
#li Quake 2 models (.md2, r, morph)
#/list
#li Static objects:
#list ul
#li Irrlicht scenes (.irr, r/w)
#li Irrlicht static meshes (.irrmesh, r/w)
#li 3D Studio meshes (.3ds, r)
#li Alias Wavefront Maya (.obj, r/w)
#li Lightwave Objects (.lwo, r)
#li COLLADA 1.4 (.xml, .dae, r/w)
#li OGRE meshes (.mesh, r)
#li My3DTools 3 (.my3D, r)
#li Pulsar LMTools (.lmts, r)
#li Quake 3 levels (.bsp, r)
#li DeleD (.dmf, r)
#li FSRad oct (.oct, r)
#li Cartography shop 4 (.csm, r)
#li STL 3D files (.stl, r/w)
#li PLY 3D files (.ply, r/w)
#/list
#/list
#ref LoadMeshFromArchive

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#title LoadMeshFromArchive [RCBasic Doc] #title LoadMeshFromArchive [RCBasic Doc]
#header function LoadMeshFromArchive( archive$, mesh_file$ ) #header function LoadMeshFromArchive( archive$, mesh_file$ )
Returns a mesh id for the loaded mesh from an archive (*.zip, *.pak, etc.)
Supported formats
#list ul
#li Animated objects:
#list ul
#li B3D files (.b3d, r, skeleton)
#li Microsoft DirectX (.x, r) (binary & text, skeleton)
#li Milkshape (.ms3d, r, skeleton)
#li Quake 3 models (.md3, r, morph)
#li Quake 2 models (.md2, r, morph)
#/list
#li Static objects:
#list ul
#li Irrlicht scenes (.irr, r/w)
#li Irrlicht static meshes (.irrmesh, r/w)
#li 3D Studio meshes (.3ds, r)
#li Alias Wavefront Maya (.obj, r/w)
#li Lightwave Objects (.lwo, r)
#li COLLADA 1.4 (.xml, .dae, r/w)
#li OGRE meshes (.mesh, r)
#li My3DTools 3 (.my3D, r)
#li Pulsar LMTools (.lmts, r)
#li Quake 3 levels (.bsp, r)
#li DeleD (.dmf, r)
#li FSRad oct (.oct, r)
#li Cartography shop 4 (.csm, r)
#li STL 3D files (.stl, r/w)
#li PLY 3D files (.ply, r/w)
#/list
#/list
#ref LoadMesh

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#title LoadMusic [RCBasic Doc] #title LoadMusic [RCBasic Doc]
#header sub LoadMusic(music_file$) #header sub LoadMusic(music_file$)
Loads a music track

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#title LoadSound [RCBasic Doc] #title LoadSound [RCBasic Doc]
#header function LoadSound(snd_file$) #header function LoadSound(snd_file$)
Returns an id for a loaded audio track

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#title LoadVideo [RCBasic Doc] #title LoadVideo [RCBasic Doc]
#header sub LoadVideo(vid$) #header sub LoadVideo(vid$)
Loads a video track

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#title Log [RCBasic Doc] #title Log [RCBasic Doc]
#header function Log(n) #header function Log(n)
Returns the logarithm of a number.

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

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

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#title MakeDir [RCBasic Doc] #title MakeDir [RCBasic Doc]
#header function MakeDir(p$) #header function MakeDir(p$)
Creates a new directory.

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

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

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#title materialIsLit [RCBasic Doc] #title materialIsLit [RCBasic Doc]
#header function materialIsLit( material_id) #header function materialIsLit( material_id)
Returns true if a material is affected by lights in the scene
#ref SetMaterialLighting

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#title materialIsNormalized [RCBasic Doc] #title materialIsNormalized [RCBasic Doc]
#header function materialIsNormalized( material_id) #header function materialIsNormalized( material_id)
Returns true if material has normalized normals

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#title materialIsPointCloud [RCBasic Doc] #title materialIsPointCloud [RCBasic Doc]
#header function materialIsPointCloud( material_id) #header function materialIsPointCloud( material_id)
Returns true if material is set to render with point cloud

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#title materialIsTransparent [RCBasic Doc] #title materialIsTransparent [RCBasic Doc]
#header function materialIsTransparent( material_id) #header function materialIsTransparent( material_id)
Returns true if material is transparent

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#title materialIsWireframe [RCBasic Doc] #title materialIsWireframe [RCBasic Doc]
#header function materialIsWireframe( material_id) #header function materialIsWireframe( material_id)
Returns true if the material is rendered with non-filled triangles

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#title MatrixFromBuffer [RCBasic Doc] #title MatrixFromBuffer [RCBasic Doc]
#header sub MatrixFromBuffer(mA, r, c, ByRef buffer) #header sub MatrixFromBuffer(mA, r, c, ByRef buffer)
Creates a matrix from an array.
NOTE: buffer must have the same number of dimensions as the desired matrix for the structure to remain intact.

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#title MatrixValue [RCBasic Doc] #title MatrixValue [RCBasic Doc]
#header function MatrixValue(mA, r, c) #header function MatrixValue(mA, r, c)
Returns the value stored at the given row and column in the matrix

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#title Max [RCBasic Doc] #title Max [RCBasic Doc]
#header function Max(a, b) #header function Max(a, b)
Returns the highest of two numbers.
#ref Min

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#title MaximizeWindow [RCBasic Doc] #title MaximizeWindow [RCBasic Doc]
#header sub MaximizeWindow() #header sub MaximizeWindow()
Maximizes the window

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#title MessageBox [RCBasic Doc] #title MessageBox [RCBasic Doc]
#header function MessageBox(title$, msg$) #header function MessageBox(title$, msg$)
Displays a message box

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#title Mid$ [RCBasic Doc] #title Mid$ [RCBasic Doc]
#header function Mid$(src$, start, n) #header function Mid$(src$, start, n)
Returns a substring n characters long starting at start pos.

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#title Min [RCBasic Doc] #title Min [RCBasic Doc]
#header function Min(a, b) #header function Min(a, b)
Returns the lowest of two numbers.
#ref Max

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#title MinimizeWindow [RCBasic Doc] #title MinimizeWindow [RCBasic Doc]
#header sub MinimizeWindow() #header sub MinimizeWindow()
Minimizes the window

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#title MouseButton [RCBasic Doc] #title MouseButton [RCBasic Doc]
#header function MouseButton(mb) #header function MouseButton(mb)
Returns true if mouse button is pressed

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#title MouseIsVisible [RCBasic Doc] #title MouseIsVisible [RCBasic Doc]
#header function MouseIsVisible() #header function MouseIsVisible()
Returns true if mouse cursor is shown
#ref ShowMouse HideMouse

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#title MouseWheelX [RCBasic Doc] #title MouseWheelX [RCBasic Doc]
#header function MouseWheelX() #header function MouseWheelX()
Returns the value of the x axis on the mouse wheel

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#title MouseWheelY [RCBasic Doc] #title MouseWheelY [RCBasic Doc]
#header function MouseWheelY() #header function MouseWheelY()
Returns the value of the y axis on the mouse wheel

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#title MouseX [RCBasic Doc] #title MouseX [RCBasic Doc]
#header function MouseX() #header function MouseX()
Returns the mouse x position

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#title MouseY [RCBasic Doc] #title MouseY [RCBasic Doc]
#header function MouseY() #header function MouseY()
Returns the mouse y position

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#title MoveFile [RCBasic Doc] #title MoveFile [RCBasic Doc]
#header function MoveFile(src$, dst$) #header function MoveFile(src$, dst$)
Moves a file on the system.
Returns true if the file was able to be moved and false if it wasn't

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#title MultiplyMatrix [RCBasic Doc] #title MultiplyMatrix [RCBasic Doc]
#header function MultiplyMatrix(mA, mB, mC) #header function MultiplyMatrix(mA, mB, mC)
Multiply matrix mA and mB and store the result in mC

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#title MusicExists [RCBasic Doc] #title MusicExists [RCBasic Doc]
#header function MusicExists() #header function MusicExists()
Returns true if there is a music track loaded

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#title MusicIsPlaying [RCBasic Doc] #title MusicIsPlaying [RCBasic Doc]
#header function MusicIsPlaying() #header function MusicIsPlaying()
Returns true if the music track is currently playing

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#title NumAccels [RCBasic Doc] #title NumAccels [RCBasic Doc]
#header function NumAccels() #header function NumAccels()
Returns the number of accelerometer sensors detected

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#title PrefPath$ [RCBasic Doc] #title PrefPath$ [RCBasic Doc]
#header function PrefPath$(org_name$, app_name$) #header function PrefPath$(org_name$, app_name$)
Returns the preferred path for storing files.

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#title RGB [RCBasic Doc] #title RGB [RCBasic Doc]
#header function RGB(r,g,b) #header function RGB(r,g,b)
Returns a 32-bit color value.

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#title RGBA [RCBasic Doc] #title RGBA [RCBasic Doc]
#header function RGBA(r,g,b,a) #header function RGBA(r,g,b,a)
Returns a 32-bit color value.

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#title Right$ [RCBasic Doc] #title Right$ [RCBasic Doc]
#header function Right$(src$, n) #header function Right$(src$, n)
Returns n number of characters from the right side of src$.

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#title RotateActor [RCBasic Doc] #title RotateActor [RCBasic Doc]
#header sub RotateActor( actor, x, y, z ) #header sub RotateActor( actor, x, y, z )
Rotates and actor a given number of degrees from its current orientation
#ref SetActorRotation GetActorRotation

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#title RotateCamera [RCBasic Doc] #title RotateCamera [RCBasic Doc]
#header sub RotateCamera( x, y, z) #header sub RotateCamera( x, y, z)
Rotates the camera a given number of degrees from its current orientation
#ref SetCameraRotation GetCameraRotation

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#title Round [RCBasic Doc] #title Round [RCBasic Doc]
#header function Round(n) #header function Round(n)
Rounds n to the nearest whole number.

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#title Rtrim$ [RCBasic Doc] #title Rtrim$ [RCBasic Doc]
#header function Rtrim$(src$) #header function Rtrim$(src$)
Returns src$ with all the spaces after the last non-space character removed.

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#title Runtime$ [RCBasic Doc] #title Runtime$ [RCBasic Doc]
#header function Runtime$() #header function Runtime$()
Returns the path to the RCBasic runtime that launched the current program

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#title Runtime_Utility_Message$ [RCBasic Doc] #title Runtime_Utility_Message$ [RCBasic Doc]
#header function Runtime_Utility_Message$(arg$) #header function Runtime_Utility_Message$(arg$)
Passes arg$ to the rc_intern_runtime_utility() function in the rc_media.h file. The function returns a string.
Note: On IOS there a file in the project called rcbasic_ios_native.h which is already setup for you to add your C++ code.

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#title setActorLinearVelocityLocal [RCBasic Doc] #title setActorLinearVelocityLocal [RCBasic Doc]
#header sub setActorLinearVelocityLocal( actor, x, y, z) #header sub setActorLinearVelocityLocal( actor, x, y, z)
Sets actor's linear velocity
#ref GetActorLinearVelocityLocal SetActorLinearVelocityWorld

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#title setActorLinearVelocityWorld [RCBasic Doc] #title setActorLinearVelocityWorld [RCBasic Doc]
#header sub setActorLinearVelocityWorld( actor, x, y, z) #header sub setActorLinearVelocityWorld( actor, x, y, z)
Sets actor's linear velocity
#ref SetActorLinearVelocityLocal GetActorLinearVelocityWorld

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#title setActorMassProperties [RCBasic Doc] #title setActorMassProperties [RCBasic Doc]
#header sub setActorMassProperties( actor, mass, inertia_x, inertia_y, inertia_z) #header sub setActorMassProperties( actor, mass, inertia_x, inertia_y, inertia_z)
Set the mass and local inertia of an actor. This is crucial for defining how the actor behaves under the influence of forces and torques, especially when it comes to simulating realistic motion and rotation.
Mass
#list ul
#li The mass of an actor defines how much it resists changes in its motion when forces are applied. A heavier object will require more force to accelerate or decelerate compared to a lighter object.
#/list
Inertial
#list ul
#li The local inertia is a vector that represents how the mass is distributed within the actor relative to its center of mass. It affects how the actor resists rotational forces (torques).
#li An object with a larger inertia value along a specific axis will rotate more slowly when a torque is applied in that direction, and vice versa.
#/list
#ref GetActorLocalInertia GetActorInverseMass

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#title setActorMaterial [RCBasic Doc] #title setActorMaterial [RCBasic Doc]
#header sub setActorMaterial( actor, material_num, material_id) #header sub setActorMaterial( actor, material_num, material_id)
Sets a material on an actor
Note: Generally you just want to set material zero but actors can have multiple materials depending on the model format
#ref GetActorMaterial

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#title setActorMaterialFlag [RCBasic Doc] #title setActorMaterialFlag [RCBasic Doc]
#header sub setActorMaterialFlag( actor, flag, flag_value) #header sub setActorMaterialFlag( actor, flag, flag_value)
Sets the value of an actor's material flag.
Note: The material on this would be material 0. To set other material flag's you need to get a reference to the actor's material with GetActorMaterial().
Possible values for flag:
#list
#li MATERIAL_FLAG_WIREFRAME 
#li MATERIAL_FLAG_POINTCLOUD 
#li MATERIAL_FLAG_GOURAUD_SHADING 
#li MATERIAL_FLAG_LIGHTING 
#li MATERIAL_FLAG_ZBUFFER 
#li MATERIAL_FLAG_ZWRITE_ENABLE 
#li MATERIAL_FLAG_BACK_FACE_CULLING 
#li MATERIAL_FLAG_FRONT_FACE_CULLING 
#li MATERIAL_FLAG_BILINEAR_FILTER 
#li MATERIAL_FLAG_TRILINEAR_FILTER 
#li MATERIAL_FLAG_ANISOTROPIC_FILTER 
#li MATERIAL_FLAG_FOG_ENABLE 
#li MATERIAL_FLAG_NORMALIZE_NORMALS 
#li MATERIAL_FLAG_TEXTURE_WRAP 
#li MATERIAL_FLAG_ANTI_ALIASING 
#li MATERIAL_FLAG_COLOR_MASK 
#li MATERIAL_FLAG_COLOR_MATERIAL 
#li MATERIAL_FLAG_USE_MIP_MAPS 
#li MATERIAL_FLAG_BLEND_OPERATION 
#li MATERIAL_FLAG_POLYGON_OFFSET 
#/list
#ref GetActorMaterialFlag GetActorMaterial

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#title SetActorMD2Animation [RCBasic Doc] #title SetActorMD2Animation [RCBasic Doc]
#header sub SetActorMD2Animation( actor, anim ) #header sub SetActorMD2Animation( actor, anim )
Sets the current animation for an *.md2 model
Possible Animations
#list ul
#li MD2_ANIMATION_STAND
#li MD2_ANIMATION_RUN
#li MD2_ANIMATION_ATTACK
#li MD2_ANIMATION_PAIN_A
#li MD2_ANIMATION_PAIN_B
#li MD2_ANIMATION_PAIN_C
#li MD2_ANIMATION_JUMP
#li MD2_ANIMATION_FLIP
#li MD2_ANIMATION_SALUTE
#li MD2_ANIMATION_FALLBACK
#li MD2_ANIMATION_WAVE
#li MD2_ANIMATION_POINT
#li MD2_ANIMATION_CROUCH_STAND
#li MD2_ANIMATION_CROUCH_WALK
#li MD2_ANIMATION_CROUCH_ATTACK
#li MD2_ANIMATION_CROUCH_PAIN
#li MD2_ANIMATION_CROUCH_DEATH
#li MD2_ANIMATION_DEATH_FALLBACK
#li MD2_ANIMATION_DEATH_FALLFORWARD
#li MD2_ANIMATION_DEATH_FALLBACKSLOW
#li MD2_ANIMATION_BOOM
#/list
#ref SetActorMD2AnimationByName

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#title SetActorMD2AnimationByName [RCBasic Doc] #title SetActorMD2AnimationByName [RCBasic Doc]
#header sub SetActorMD2AnimationByName( actor, anim_name$ ) #header sub SetActorMD2AnimationByName( actor, anim_name$ )
Sets the current animation for an *.md2 model
#ref SetActorMD2Animation

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#title SetActorPosition [RCBasic Doc] #title SetActorPosition [RCBasic Doc]
#header sub SetActorPosition( actor, x, y, z ) #header sub SetActorPosition( actor, x, y, z )
Sets the absolute position of an actor
#ref TranslateActorLocal TranslateActorWorld GetActorPosition

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#title SetActorRotation [RCBasic Doc] #title SetActorRotation [RCBasic Doc]
#header sub SetActorRotation( actor, x, y, z ) #header sub SetActorRotation( actor, x, y, z )
Sets the rotation of an actor around each axis
#ref RotateActor GetActorRotation

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#title SetActorScale [RCBasic Doc] #title SetActorScale [RCBasic Doc]
#header sub SetActorScale( actor, x, y, z ) #header sub SetActorScale( actor, x, y, z )
Sets the scale of an actor
#ref ScaleActor GetActorScale

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#title setActorSleepThresholds [RCBasic Doc] #title setActorSleepThresholds [RCBasic Doc]
#header sub setActorSleepThresholds( actor, linear, angular) #header sub setActorSleepThresholds( actor, linear, angular)
Sets the linear and angular deactivation thresholds for an actor
#ref GetActorLinearSleepThreshold GetActorAngularSleepThreshold

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#title SetActorSolid [RCBasic Doc] #title SetActorSolid [RCBasic Doc]
#header sub SetActorSolid(actor, flag) #header sub SetActorSolid(actor, flag)
Sets whether an actor has physics and collision response applied to it
Note: Collision detection will still work for non solid actors
#ref ActorIsSolid

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#title setActorTexture [RCBasic Doc] #title setActorTexture [RCBasic Doc]
#header sub setActorTexture( actor, layer, image_id) #header sub setActorTexture( actor, layer, image_id)
Sets the texture for an actor's default material
Note: Generally you want to use texture layer 0

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#title SetActorVisible [RCBasic Doc] #title SetActorVisible [RCBasic Doc]
#header sub SetActorVisible( actor, flag ) #header sub SetActorVisible( actor, flag )
Sets whether the actor is visible in the scene
#ref ActorIsVisible

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#title setBilinearFilter [RCBasic Doc] #title setBilinearFilter [RCBasic Doc]
#header sub setBilinearFilter( flag ) #header sub setBilinearFilter( flag )
Enables or disables the bilinear filter for drawing 2D images

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