Added docs and project management tool update

This commit is contained in:
n00b
2024-10-06 01:39:47 -04:00
parent 00309fa481
commit 641c5c86ca
1544 changed files with 10572 additions and 2904 deletions

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doc/bu/files/abs.txt Normal file
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#title Abs [RCBasic Doc]
#header function Abs(n)
Returns the absolute value of n

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#title AccelName$ [RCBasic Doc]
#header function AccelName$(accel_num)
Returns the name of an accelerometer

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doc/bu/files/acos.txt Normal file
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#title Acos [RCBasic Doc]
#header function Acos(n)
Returns the Arcosine of n

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#title ActiveCanvas [RCBasic Doc]
#header function ActiveCanvas()
Returns the canvas that drawing commands are currently applied to
#code
c1 = OpenCanvas(640, 480, 0, 0, 640, 480, 0)
c2 = OpenCanvas(640, 480, 0, 0, 640, 480, 0)
Canvas(c1)
If ActiveCanvas() = c1 Then
Print "Active canvas is c1"
End If
Canvas(c2)
If ActiveCanvas() = c2 Then
Print "Active canvas is now c2"
End If
#/code

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#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.
#ref loopActorAnimation

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#title ActorIsInTransition [RCBasic Doc]
#header function ActorIsInTransition( actor )
Returns true if actor is in a transition from its current frame to the frame set in the StartActorTransition() function
#ref StartActorTransition StopActorTransition GetActorTransitionTime

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#title ActorIsSolid [RCBasic Doc]
#header function ActorIsSolid(actor)
Returns true or false depending on if physics and collision response applies to an actor.
Note: Collision is still able to be checked on an actor but the actor will be like a ghost able to go through wall and other objects.
#code
SetActorSolid(actor, true)
Print "Actor solid state: "; ActorIsSolid(actor) 'This will output 1
SetActorSolid(actor, false)
Print "Actor solid state: "; ActorIsSolid(actor) 'This will output 0
#/end
#ref SetActorSolid

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#title ActorIsVisible [RCBasic Doc]
#header function ActorIsVisible( actor )
Returns true if an actor is visible
#code
SetActorVisible(actor, true)
Print "Actor solid state: "; ActorIsVisible(actor) 'Outputs 1
SetActorSolid(actor, false)
Print "Actor solid state: "; ActorIsSolid(actor) 'Outputs 0
#/code
#ref SetActorVisible

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#title AddActorShadow [RCBasic Doc]
#header sub AddActorShadow( actor )
Cast a shadow on an actor during lighting calculations
Note: Also check the section on lights for more info
#ref RemoveActorShadow

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#title AddMatrix [RCBasic Doc]
#header function AddMatrix(mA, mB, mC)
Adds matrix mA to matrix mB and stores the results in mC

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#title AddMeshBuffer [RCBasic Doc]
#header sub AddMeshBuffer( mesh, vertex_count, ByRef vertex_data, ByRef normal_data, ByRef uv_data, index_count, ByRef index_data )
Sets the vertices, normals, and texture coordinates for a mesh
#ref CreateMesh

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#title AddSceneSkyBox [RCBasic Doc]
#header sub AddSceneSkyBox( img_top, img_bottom, img_left, img_right, img_front, img_back)
Generates a skybox based on the provided images.
#ref AddSceneSkyDome AddSceneSkyDomeEx

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#title AddSceneSkyDome [RCBasic Doc]
#header sub AddSceneSkyDome( img )
Adds a sky dome to the scene
#ref AddSceneSkyDomeEx

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#title AddSceneSkyDomeEx [RCBasic Doc]
#header sub AddSceneSkyDomeEx( img, horiRes, vertRes, txPercentage, spherePercentage, radius)
Adds a sky dome to the scene
#list
#li img - The texture for the sky dome
#li horiRes - Number of vertices of a horizontal layer of the sphere.
#li vertRes - Number of vertices of a vertical layer of the sphere.
#li txPercentage - How much of the height of the texture is used. Should be between 0 and 1.
#li spherePercentage - How much of the sphere is drawn. Value should be between 0 and 2, where 1 is an exact half-sphere and 2 is a full sphere.
#li radius - The Radius of the sphere
#/list
#ref AddSceneSkyBox AddSceneSkyDome

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

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doc/bu/files/andbit.txt Normal file
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#title AndBit [RCBasic Doc]
#header function AndBit(a,b)
Returns the bitwise AND operation of 2 numbers

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#title Android_GetExternalStoragePath$ [RCBasic Doc]
#header function Android_GetExternalStoragePath$()
Returns the designated external storage path
#ref Android_GetExternalStorageState Android_GetInternalStoragePath$

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#title Android_GetExternalStorageState [RCBasic Doc]
#header function Android_GetExternalStorageState()
Returns a bitmask of these values:
#list
#li ANDROID_EXTERNAL_STORAGE_READ
#li ANDROID_EXTERNAL_STORAGE_WRITE
#/list
#code
If AndBit( Android_GetExternalStorageState(), ANDROID_EXTERNAL_STORAGE_READ ) Then
Print "Can read from external storage"
End If
#/code
#ref Android_GetExternalStoragePath$ Android_GetInternalStoragePath$

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#title Android_GetInternalStoragePath$ [RCBasic Doc]
#header function Android_GetInternalStoragePath$()
Returns the internal storage path
#ref Android_GetExternalStorageState Android_GetExternalStoragePath$

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#title Android_JNI_Message$ [RCBasic Doc]
#header function Android_JNI_Message$(arg$)
Passes arg$ to the rcbasic_android_interface() method in the java code for your android app. The java method returns a string.
#ref Runtime_Utility_Message$

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#title ApplyActorCentralForceLocal [RCBasic Doc]
#header sub ApplyActorCentralForceLocal( actor, x, y, z)
Applies a force to the center of mass of an actor in local coordinate space. This force impacts the linear velocity of the object without affecting its rotation.
#list
#li x,y,z - direction of the force
#/list
#ref ApplyActorCentralForceWorld ApplyActorCentralImpulseLocal ApplyActorCentralImpulseWorld

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#title ApplyActorCentralForceWorld [RCBasic Doc]
#header sub ApplyActorCentralForceWorld( actor, x, y, z)
Applies a force to the center of mass of an actor in world coordinate space. This force impacts the linear velocity of the object without affecting its rotation.
#list
#li x,y,z - direction of the force
#/list
#ref ApplyActorCentralForceLocal ApplyActorCentralImpulseLocal ApplyActorCentralImpulseWorld

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#title ApplyActorCentralImpulseLocal [RCBasic Doc]
#header sub ApplyActorCentralImpulseLocal( actor, x, y, z)
Applies an impulse directly to the center of mass of an actor. An impulse differs from a continuous force in that it applies an immediate, short-duration change to the velocity of the actor. It affects the linear velocity but does not generate rotational effects (since it's applied to the center of mass).
#list
#li x,y,z - direction of the impulse
#/list
#ref ApplyActorCentralForceLocal ApplyActorCentralForceWorld ApplyActorCentralImpulseWorld

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#title ApplyActorCentralImpulseWorld [RCBasic Doc]
#header sub ApplyActorCentralImpulseWorld( actor, x, y, z)
Applies an impulse directly to the center of mass of an actor. An impulse differs from a continuous force in that it applies an immediate, short-duration change to the velocity of the actor. It affects the linear velocity but does not generate rotational effects (since it's applied to the center of mass).
#list
#li x,y,z - direction of the impulse
#/list
#ref ApplyActorCentralForceLocal ApplyActorCentralForceWorld ApplyActorCentralImpulseLocal

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#title ApplyActorDamping [RCBasic Doc]
#header sub ApplyActorDamping( actor, timeStep)
Reduces the velocity of an actor over time, simulating the effect of friction or air resistance.
This function applies the linear and angular damping values set with the SetActorDamping() function.
#code
init_damping = False
SetActorDamping(actor, 0.1, 0.5)
ApplyActorCentralImpulse(actor, 300, 0, 0)
While True
If Not init_damping Then
ApplyActorDamping(actor, 5.0) 'Will apply the damping effect for 5 seconds
init_damping = True
End If
Update()
Wend
#/code
#ref setActorDamping getActorLinearDamping getActorAngularDamping

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#title ApplyActorForceLocal [RCBasic Doc]
#header sub ApplyActorForceLocal( actor, x, y, z, rel_x, rel_y, rel_z)
Applies a force to an actor at a specific point. Unlike ApplyActorCentralForce(local/world), which applies force 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.
#list
#li x,y,z - direction of the force
#li rel_x, rel_y, rel_z - position to apply the force to relative to the center of mass
#/list
#ref ApplyActorForceWorld ApplyActorCentralForceLocal ApplyActorCentralForceWorld

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#title ApplyActorForceWorld [RCBasic Doc]
#header sub ApplyActorForceWorld( actor, x, y, z, rel_x, rel_y, rel_z)
Applies a force to an actor at a specific point. Unlike ApplyActorCentralForce(local/world), which applies force 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.
#list
#li x,y,z - direction of the force
#li rel_x, rel_y, rel_z - position to apply the force to relative to the center of mass
#/list
#ref ApplyActorForceLocal ApplyActorCentralForceLocal ApplyActorCentralForceWorld

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#title ApplyActorImpulseLocal [RCBasic Doc]
#header sub ApplyActorImpulseLocal( 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.
#list
#li x,y,z - direction of the impulse
#li rel_x, rel_y, rel_z - position to apply the force to relative to the center of mass
#/list
#ref ApplyActorImpulseWorld ApplyActorForceLocal ApplyActorForceWorld

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#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.
#list
#li x,y,z - direction of the impulse
#li rel_x, rel_y, rel_z - position to apply the force to relative to the center of mass
#/list
#ref ApplyActorImpulseLocal ApplyActorForceLocal ApplyActorForceWorld

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#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.
#list ul
#li x, y, z - Direction of rotation
#/list
#ref ApplyActorTorque ApplyActorTorqueImpulseWorld

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#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.
#list ul
#li x, y, z - Direction of rotation
#/list
#ref ApplyActorTorque ApplyActorTorqueImpulseLocal

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#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.
#list
#li x, y, z - direction of rotation
#/list
#ref ApplyActorTorqueWorld ApplyActorTorqueImpulseLocal ApplyActorTorqueImpulseWorld

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#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.
#list
#li x, y, z - direction of rotation
#/list
#ref ApplyActorTorqueLocal ApplyActorTorqueImpulseLocal ApplyActorTorqueImpulseWorld

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#title ArrayCopy [RCBasic Doc]
#header sub ArrayCopy(ByRef src, ByRef dst)
Copies the contents of src array to dst array
Note: This function is a special case in that it can take any type for src or dst
#ref ArrayDim ArraySize ArrayFill

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#title ArrayDim [RCBasic Doc]
#header function ArrayDim(Byref id)
Returns the number of dimensions in an array
#ref ArrayCopy ArrayFill ArraySize

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

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

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

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doc/bu/files/asin.txt Normal file
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#title Asin [RCBasic Doc]
#header function Asin(n)
Returns the ArcSine of a number.

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doc/bu/files/atan.txt Normal file
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#title Atan [RCBasic Doc]
#header function Atan(n)
Returns the ArcTangent of a number.

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doc/bu/files/atan2.txt Normal file
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#title ATan2 [RCBasic Doc]
#header Function ATan2(y, x)
Returns the ArcTangent of x and y

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#title AugmentMatrix [RCBasic Doc]
#header function AugmentMatrix(mA, mB, mC)
Appends the columns of matrix mB onto matrix mA and stores the result in mC.
NOTE: Must mA and mB must be the same number of rows.

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doc/bu/files/bin.txt Normal file
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#title Bin$ [RCBasic Doc]
#header function Bin$(n)
Returns the binary representation of a number.

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#title getImageBuffer [RCBasic Doc] #title BufferFromImage [RCBasic Doc]
#header sub BufferFromImage(slot, byref buffer) #header sub BufferFromImage(slot, byref buffer)

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#title BufferFromMatrix [RCBasic Doc]
#header sub BufferFromMatrix(ByRef buffer, mA)
Saves the matrix mA in an array
NOTE: buffer must have the same number of dimensions as the desired matrix for the structure to remain intact.
#ref MatrixFromBuffer

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#title BufferFromString [RCBasic Doc]
#header function BufferFromString(s$, ByRef buffer)
Stores the byte value of a string into a number buffer
#ref StringFromBuffer$

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#title Canvas [RCBasic Doc]
#header sub Canvas(c_num)
Sets the active canvas for drawing commands to use
#ref ActiveCanvas

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#title CanvasClip [RCBasic Doc]
#header function CanvasClip(x, y, w, h)
Returns an image id with a selected portion of the active drawing canvas saved
#ref WindowClip

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#title CanvasIsVisible [RCBasic Doc]
#header function CanvasIsVisible(c_num)
Returns true if a canvas is shown in the Window
#ref SetCanvasVisible

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#title ChangeDir [RCBasic Doc]
#header sub ChangeDir(p$)
Sets the working directory that the directory commands use

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#title ChannelIsPaused [RCBasic Doc]
#header function ChannelIsPaused(channel)
Returns true if an audio channel is currently paused
#ref PauseSound

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#title ChannelIsPlaying [RCBasic Doc]
#header function ChannelIsPlaying(channel)
Returns true if an audio channel is playing
#ref ChannelIsPaused PlaySound PlaySoundTimed

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#title CheckSockets [RCBasic Doc]
#header function CheckSockets(timeout_ms)
Checks all connected sockets for activity. If timeout_ms is greater than 0 than it will wait that many milliseconds. If less than 0
it will wait for over 49 days (hint: there is no reason what so ever to set this less than 0).
Returns the number of sockets that have activity (ie. a connection was made or data was sent)

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doc/bu/files/chr.txt Normal file
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#title Chr$ [RCBasic Doc]
#header function Chr$(n)
Returns the character with the matching ASCII value n.

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doc/bu/files/cint32.txt Normal file
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#title CInt32 [RCBasic Doc]
#header function CInt32(i)
Returns a 32-bit signed integer.

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doc/bu/files/cint64.txt Normal file
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#title CInt64 [RCBasic Doc]
#header function CInt64(i)
Returns a 64-bit signed integer.

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doc/bu/files/circle.txt Normal file
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#title Circle [RCBasic Doc]
#header sub Circle(x,y,radius)
Draws a circle on the current canvas.

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#title CircleFill [RCBasic Doc]
#header sub CircleFill(x,y,radius)
Draws a filled circle on the current canvas.

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#title clearActorForces [RCBasic Doc]
#header sub clearActorForces( actor)
Resets or clears all the forces and torques that have been applied to a rigid body in the current simulation step. This ensures that any forces, including linear forces and torques, do not accumulate from one simulation step to the next.
<b>Notes:</b>
#list
#li <b>Resets Forces:</b> It removes all linear forces (like those applied by applyActorForce or applyActorCentralForce) and torques (like those applied by applyActorTorque).
#li <b>Does Not Affect Velocity:</b> It clears only the applied forces and torques, but the current velocity (linear and angular) of the actor remains unchanged.
#li <b>Typically Used in Each Simulation Step:</b> Used to reset forces after each step, so that only new forces applied in the next step will affect the body.
#/list

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#title ClearCanvas [RCBasic Doc]
#header sub ClearCanvas()
Clears the active drawing canvas

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#title ClearMatrix [RCBasic Doc]
#header sub ClearMatrix(mA)
Sets all elements in a matrix to zero

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#title ClearMatrixColumns [RCBasic Doc]
#header function ClearMatrixColumns(mA, c, num_cols)
Sets all elements in the matrix columns specified to zero.
#ref ClearMatrix ClearMatrixRows

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#title ClearMatrixRows [RCBasic Doc]
#header function ClearMatrixRows(mA, r, num_rows)
Sets all elements in the matrix rows specified to zero.
#ref ClearMatrix ClearMatrixColumns

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#title ClearMouseZone [RCBasic Doc]
#header sub ClearMouseZone()
Removes the previously set mouse zone from the window

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#title ClearStack_N [RCBasic Doc]
#header sub ClearStack_N( num_stack )
Removes all elements from the stack
#ref ClearStack_S

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#title ClearStack_S [RCBasic Doc]
#header sub ClearStack_S( str_stack )
Removes all elements from the stack
#ref ClearStack_N

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#title ClipMatrix [RCBasic Doc]
#header sub ClipMatrix(mA, r, c, num_rows, num_cols, mB)
Copies the specified portion of matrix mA into matrix mB

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#title CloneCanvas [RCBasic Doc]
#header function CloneCanvas(c_num, mode)
Returns a clone of a canvas. Clone canvases are mirrors of the original canvas so when you draw to one it will also be on the other. This is useful for a splitscreen 2d game.
Mode is a canvas render mode like the one passed to OpenCanvas()
#ref OpenCanvas

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#title CloseCanvas [RCBasic Doc]
#header Sub CloseCanvas(c_num)
Closes a canvas
#ref OpenCanvas

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#title CloseFile [RCBasic Doc]
#header sub CloseFile( stream )
Closes a file
#ref OpenFile

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#title CloseWindow [RCBasic Doc]
#header sub CloseWindow( )
Closes the graphics window
#ref OpenWindow

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doc/bu/files/cls.txt Normal file
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#title Cls [RCBasic Doc]
#header sub Cls()
Clears the back buffer on the window

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#title CofactorMatrix [RCBasic Doc]
#header sub CofactorMatrix(mA, r, c)
Sets matrix mA to a cofactor. This will change the original matrix so it is recommended to copy the matrix if you still need the original matrix.
#ref CopyMatrix

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#title ColorKey [RCBasic Doc]
#header sub ColorKey(img_id, c)
Sets the color key for an image

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#title Command$ [RCBasic Doc]
#header function Command$(arg)
Returns command line arguments passed to a program.
Note: Command$(0) will always be the program being executed ( your_program.cbc )
#ref NumCommands

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#title ComputeActorAngularImpulseDenominator [RCBasic Doc]
#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.
#ref ComputeActorImpulseDenominator

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#title ComputeActorGyroImpulseLocal [RCBasic Doc]
#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.
#ref ComputeActorGyroImpulseWorld

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#title ComputeActorGyroImpulseWorld [RCBasic Doc]
#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.
#ref ComputeActorGyroImpulseLocal

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#title ComputeActorImpulseDenominator [RCBasic Doc]
#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.
#ref ComputeActorAngularImpulseDenominator

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#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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#title CopyFile [RCBasic Doc]
#header sub CopyFile(src$, dst$)
Copies the contents of src$ file to a new dst$ file

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#title CopyImage [RCBasic Doc]
#header function CopyImage( img_id )
Returns a copy of an image

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

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#title CopyMatrix [RCBasic Doc]
#header sub CopyMatrix(mA, mB)
Copies matrix mA to matrix mB

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#title CopyMatrixColumns [RCBasic Doc]
#header function CopyMatrixColumns(mA, mB, c, num_cols)
Copies the specified matrix columns from matrix mA to matrix mB.
Note: Matrix mB will be redimensioned to the size of the copied columns.

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#title CopyMatrixRows [RCBasic Doc]
#header function CopyMatrixRows(mA, mB, r, num_rows)
Copies the specified matrix rows from matrix mA to matrix mB.
Note: Matrix mB will be redimensioned to the size of the copied rows.

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doc/bu/files/cos.txt Normal file
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#title Cos [RCBasic Doc]
#header function Cos(n)
Returns the Cosine of an angle

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#title CreateBillboardActor [RCBasic Doc]
#header function CreateBillboardActor( )
Returns a billboard actor
Billboard actors are flat textured planes that are always facing the camera.

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#title CreateConeConstraint [RCBasic Doc]
#header function CreateConeConstraint( actorA, rbAFrame_matrix)
The Cone Constraint is a type of joint constraint used to simulate realistic rotational movement between two actors (or between an actor and the world) with specific angular limits. This constraint is especially useful for simulating ball-and-socket joints with some twisting freedom but restricted cone-like movement, such as human shoulders or robotic arms.
#code
actorA = CreateCubeActor(100)
rbA = DimMatrix(4, 4) 'A transform matrix should be a 4x4 matrix
SetIdentityMatrix(rbA, 4) 'This will set rbA to a 4x4 identity matrix
SetMatrixTranslation(rbA, 0, 40, 0) 'Set the point where the constraint connects to actorA to 1 unit above its origin
SetMatrixRotation(rbA, 0, 0, 0) 'Sets the angle the constraint is attached at to 0 on all axes
test_cone = CreateConeConstraint( actorA, rbA )
#/code
Note: It is recommended to use CreateConeConstraintEx() in most cases
#ref CreateConeConstraintEx SetIdentityMatrix SetMatrixTranslation SetMatrixRotation

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#title createConeConstraintEx [RCBasic Doc]
#header function createConeConstraintEx( actorA, actorB, rbAFrame_matrix, rbBFrame_matrix)
The Cone Constraint is a type of joint constraint used to simulate realistic rotational movement between two actors (or between an actor and the world) with specific angular limits. This constraint is especially useful for simulating ball-and-socket joints with some twisting freedom but restricted cone-like movement, such as human shoulders or robotic arms.
#code
actorA = CreateCubeActor(100)
actorB = CreateCubeActor(100)
rbA = DimMatrix(4, 4) 'A transform matrix should be a 4x4 matrix
SetIdentityMatrix(rbA, 4) 'This will set rbA to a 4x4 identity matrix
SetMatrixTranslation(rbA, 0, 40, 0) 'Set the point where the constraint connects to actorA to 1 unit above its origin
SetMatrixRotation(rbA, 0, 0, 0) 'Sets the angle the constraint is attached at to 0 on all axes
rbB = DimMatrix(4, 4) 'A transform matrix should be a 4x4 matrix
SetIdentityMatrix(rbB, 4) 'This will set rbA to a 4x4 identity matrix
SetMatrixTranslation(rbB, 0, 40, 0) 'Set the point where the constraint connects to actorA to 1 unit above its origin
SetMatrixRotation(rbB, 0, 0, 0) 'Sets the angle the constraint is attached at to 0 on all axes
test_cone = CreateConeConstraint( actorA, rbA )
#/code
#ref CreateConeConstraint SetIdentityMatrix SetMatrixTranslation SetMatrixRotation

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#title CreateCubeActor [RCBasic Doc]
#header function CreateCubeActor( cube_size )
Returns an actor with a cube mesh of the specified size ( cube_size x cube_size x cube_size )
#ref CreateMeshActor CreateMeshOctreeActor CreateSphereActor CreateWaterPlaneActor CreateLightActor CreateBillboardActor CreateTerrainActor

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#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.
#code
actorA = CreateCubeActor(100) 'Creates a cube actor
frameA = DimMatrix(4, 4) 'A transform matrix must be a 4x4 matrix
SetIdentityMatrix(frameA, 4) 'Sets frameB to a 4x4 identity matrix
SetMatrixTranslation(frameA, 0, 1, 0) 'Sets the attach point of the constraint to the top of the cube
hinge = CreateHingeConstraint(actorA, frameA, true)
#/code
Note: It is recommended to use CreateSlideConstraintEx() in most cases
#ref CreateHingeConstraintEx SetIdentityMatrix SetMatrixTranslation SetMatrixRotation

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#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.
#code
actorA = CreateCubeActor(100) 'Creates a cube actor
frameA = DimMatrix(4, 4) 'A transform matrix must be a 4x4 matrix
SetIdentityMatrix(frameA, 4) 'Sets frameB to a 4x4 identity matrix
SetMatrixTranslation(frameA, 0, 1, 0) 'Sets the attach point of the constraint to the top of the cube
actorB = CreateCubeActor(100) 'Creates a cube actor
frameB = DimMatrix(4, 4) 'A transform matrix must be a 4x4 matrix
SetIdentityMatrix(frameB, 4) 'Sets frameB to a 4x4 identity matrix
SetMatrixTranslation(frameB, 0, 1, 0) 'Sets the attach point of the constraint to the top of the cube
hinge = CreateHingeConstraint(actorA, actorB, frameA, frameB, true)
#/code
Note: It is recommended to use CreateHingeConstraintEx() in most cases
#ref CreateHingeConstraint SetIdentityMatrix SetMatrixTranslation SetMatrixRotation

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#title CreateImage [RCBasic Doc]
#header function CreateImage(w, h, byref buffer)
Returns an image created from the buffer provided
#ref CreateImageEx LoadImage

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#title createImageEx [RCBasic Doc]
#header function createImageEx(w, h, byref buffer, color)
Returns an image created from the buffer provided
The color parameter is a color key value to apply
#ref CreateImage LoadImage

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#title CreateLightActor [RCBasic Doc]
#header function CreateLightActor( )
Returns a new light in the scene
#ref CreateMeshActor CreateMeshOctreeActor CreateCubeActor CreateSphereActor CreateWaterPlaneActor CreateBillboardActor CreateTerrainActor

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#title createMaterial [RCBasic Doc]
#header function createMaterial()
Returns a new material

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#title CreateMesh [RCBasic Doc]
#header function CreateMesh( )
Returns a new mesh

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#title CreateMeshActor [RCBasic Doc]
#header function CreateMeshActor( mesh )
Returns a new actor composed of a mesh
The mesh can either be created using CreateMesh() or Loaded using LoadMesh()
#ref CreateMesh LoadMesh
<br>
#ref CreateMeshOctreeActor CreateCubeActor CreateSphereActor CreateWaterPlaneActor CreateLightActor CreateBillboardActor CreateTerrainActor

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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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