Updated material types in documentation

This commit is contained in:
n00b87
2025-08-13 19:19:38 -05:00
parent 06d1d717dc
commit 6ad655f40d
1081 changed files with 319 additions and 25694 deletions

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</li>
<li>
LIGHT_TYPE_SPOT
</li>
</ul>
<br><p>Related:
<a href="setlighttype.html">SetLightType</a>
</p>
<p>
</body>
</html>

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<a href="graphics.html" target="main">Graphics</a><br>
<a href="sound.html" target="main">Sound</a><br>
<ul id="myUL">
<li><span class="box" >Nirvana2D</span>
<ul class="nested">
<li><a href="nirvana_sprite_editor.html" target="main">Sprite Editor</a></li>
<li><a href="nirvana_tile_editor.html" target="main">Tile Editor</a></li>
<li><a href="nirvana_stage_editor.html" target="main">Stage Editor</a></li>
<ul id="myUL">
<li><span class="box" >Nirvana2D API</span>
<ul class="nested">
<li><a href="nirvana_api_types.html" target="main">Nirvana Types</a></li>
<li><a href="nirvana_api_background.html" target="main">Background</a></li>
<li><a href="nirvana_api_tile.html" target="main">Tiles</a></li>
<li><a href="nirvana_api_sprite.html" target="main">Sprites</a></li>
<li><a href="nirvana_api_layers.html" target="main">Layer Settings</a></li>
<li><a href="nirvana_api_stages.html" target="main">Stages</a></li>
</ul>
</li>
</ul>
</ul>
</li>
</ul>
<ul id="myUL">
<li><span class="box" >Serenity3D</span>
<ul class="nested">
<li><a href="serenity_texture_view.html" target="main">Texture Viewer</a></li>
<li><a href="serenity_material_editor.html" target="main">Material Editor</a></li>
<li><a href="serenity_mesh_editor.html" target="main">Mesh Editor</a></li>
<li><a href="serenity_scene_editor.html" target="main">Scene Editor</a></li>
<ul id="myUL">
<li><span class="box" >Serenity3D API</span>
<ul class="nested">
<li><a href="serenity_api_actors.html" target="main">Actors</a></li>
<li><a href="serenity_api_meshes.html" target="main">Meshes</a></li>
<li><a href="serenity_api_materials.html" target="main">Materials</a></li>
<li><a href="serenity_api_textures.html" target="main">Textures</a></li>
<li><a href="serenity_api_stages.html" target="main">Stages</a></li>
<li><a href="serenity_api_groups.html" target="main">Groups</a></li>
</ul>
</li>
</ul>
</li>
</ul>
</li>
</ul>
<ul id="myUL">
<li><span class="box" >Appendix</span>
<ul class="nested">

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</li>
<li>
LIGHT_TYPE_SPOT
</li>
</ul>
<br><p>Related:
<a href="setlighttype.html">SetLightType</a>
</p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>Abs [RCBasic Doc] </title>
</head>
<body>
<p><h2>function Abs(n) </h2></p>
<p>
Returns the absolute value of n
</p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>AccelName$ [RCBasic Doc] </title>
</head>
<body>
<p><h2>function AccelName$(accel_num) </h2></p>
<p>
Returns the name of an accelerometer
</p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>Acos [RCBasic Doc] </title>
</head>
<body>
<p><h2>function Acos(n) </h2></p>
<p>
Returns the Arcosine of n
</p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>ActiveCanvas [RCBasic Doc] </title>
</head>
<body>
<p><h2>function ActiveCanvas() </h2></p>
<p>
Returns the canvas that drawing commands are currently applied to
</p>
<p id="rc_code"><code>
c1&nbsp;=&nbsp;OpenCanvas<b>(</b><span class="rc_number">640</span>,&nbsp;<span class="rc_number">480</span>,&nbsp;<span class="rc_number">0</span>,&nbsp;<span class="rc_number">0</span>,&nbsp;<span class="rc_number">640</span>,&nbsp;<span class="rc_number">480</span>,&nbsp;<span class="rc_number">0</span><b>)</b>&nbsp;<br>
c2&nbsp;=&nbsp;OpenCanvas<b>(</b><span class="rc_number">640</span>,&nbsp;<span class="rc_number">480</span>,&nbsp;<span class="rc_number">0</span>,&nbsp;<span class="rc_number">0</span>,&nbsp;<span class="rc_number">640</span>,&nbsp;<span class="rc_number">480</span>,&nbsp;<span class="rc_number">0</span><b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
Canvas<b>(</b>c1<b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
<span class="rc_keyword">If</span>&nbsp;ActiveCanvas<b>(</b><b>)</b>&nbsp;=&nbsp;c1&nbsp;<span class="rc_keyword">Then</span>&nbsp;<br>
<span class="rc_keyword">Print</span>&nbsp;<span class="rc_string">"Active canvas is c1"</span>&nbsp;<br>
<span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">If</span>&nbsp;<br>
&nbsp;&nbsp;<br>
Canvas<b>(</b>c2<b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
<span class="rc_keyword">If</span>&nbsp;ActiveCanvas<b>(</b><b>)</b>&nbsp;=&nbsp;c2&nbsp;<span class="rc_keyword">Then</span>&nbsp;<br>
<span class="rc_keyword">Print</span>&nbsp;<span class="rc_string">"Active canvas is now c2"</span>&nbsp;<br>
<span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">If</span>&nbsp;<br>
</code></p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>ActorAnimationIsLooped [RCBasic Doc] </title>
</head>
<body>
<p><h2>function ActorAnimationIsLooped( actor ) </h2></p>
<p>
Returns true if an actors animation is set to looped.
</p>
<p>
Note: Actor animation is set to looped with the LoopActorAnimation() function.
</p>
<br><p>Related:
<a href="loopactoranimation.html">LoopActorAnimation</a>
</p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>ActorAnimationIsPlaying [RCBasic Doc] </title>
</head>
<body>
<p><h2>function ActorAnimationIsPlaying(actor) </h2></p>
<p>
Returns true if an actor is currently playing an animation
</p>
<p>
Note: If the number of loops in the animation is set to -1 then this will always be true since it does not return false until it plays the last frame in the last loop
</p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>ActorExists [RCBasic Doc] </title>
</head>
<body>
<p><h2>function ActorExists( actor ) </h2></p>
<p>
Returns true if the id passed is a valid actor
</p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>ActorIsInTransition [RCBasic Doc] </title>
</head>
<body>
<p><h2>function ActorIsInTransition( actor ) </h2></p>
<p>
Returns true if actor is in a transition from its current frame to the frame set in the StartActorTransition() function
</p>
<br><p>Related:
<a href="startactortransition.html">StartActorTransition</a>
<a href="stopactortransition.html">StopActorTransition</a>
<a href="getactortransitiontime.html">GetActorTransitionTime</a>
</p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>ActorIsSolid [RCBasic Doc] </title>
</head>
<body>
<p><h2>function ActorIsSolid(actor) </h2></p>
<p>
Returns true or false depending on if physics and collision response applies to an actor.
</p>
<p>
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.
</p>
<p id="rc_code"><code>
SetActorSolid<b>(</b>actor,&nbsp;<span class="rc_keyword">true</span><b>)</b>&nbsp;<br>
<span class="rc_keyword">Print</span>&nbsp;<span class="rc_string">"Actor solid state: "</span>;&nbsp;ActorIsSolid<b>(</b>actor<b>)</b>&nbsp;<span class="rc_comment">'This will output 1 </span><br>
SetActorSolid<b>(</b>actor,&nbsp;<span class="rc_keyword">false</span><b>)</b>&nbsp;<br>
<span class="rc_keyword">Print</span>&nbsp;<span class="rc_string">"Actor solid state: "</span>;&nbsp;ActorIsSolid<b>(</b>actor<b>)</b>&nbsp;<span class="rc_comment">'This will output 0 </span><br>
#/<span class="rc_keyword">end</span>&nbsp;<br>
&nbsp;&nbsp;<br>
#ref&nbsp;SetActorSolid&nbsp;<br>
&nbsp;&nbsp;<br>
</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>ActorIsVisible [RCBasic Doc] </title>
</head>
<body>
<p><h2>function ActorIsVisible( actor ) </h2></p>
<p>
Returns true if an actor is visible
</p>
<p id="rc_code"><code>
SetActorVisible<b>(</b>actor,&nbsp;<span class="rc_keyword">true</span><b>)</b>&nbsp;<br>
<span class="rc_keyword">Print</span>&nbsp;<span class="rc_string">"Actor solid state: "</span>;&nbsp;ActorIsVisible<b>(</b>actor<b>)</b>&nbsp;<span class="rc_comment">'Outputs 1 </span><br>
SetActorSolid<b>(</b>actor,&nbsp;<span class="rc_keyword">false</span><b>)</b>&nbsp;<br>
<span class="rc_keyword">Print</span>&nbsp;<span class="rc_string">"Actor solid state: "</span>;&nbsp;ActorIsSolid<b>(</b>actor<b>)</b>&nbsp;<span class="rc_comment">'Outputs 0 </span><br>
</code></p>
<br><p>Related:
<a href="setactorvisible.html">SetActorVisible</a>
</p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>AddActorShadow [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub AddActorShadow( actor ) </h2></p>
<p>
Cast a shadow on an actor during lighting calculations
</p>
<p>
Note: Also check the section on lights for more info
</p>
<br><p>Related:
<a href="removeactorshadow.html">RemoveActorShadow</a>
</p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>AddMatrix [RCBasic Doc] </title>
</head>
<body>
<p><h2>function AddMatrix(mA, mB, mC) </h2></p>
<p>
Adds matrix mA to matrix mB and stores the results in mC
</p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>AddMeshBuffer [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub AddMeshBuffer( mesh, vertex_count, ByRef vertex_data, ByRef normal_data, ByRef uv_data, index_count, ByRef index_data ) </h2></p>
<p>
Sets the vertices, normals, and texture coordinates for a mesh
</p>
<br><p>Related:
<a href="createmesh.html">CreateMesh</a>
</p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>AddSceneSkyBox [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub AddSceneSkyBox( img_top, img_bottom, img_left, img_right, img_front, img_back) </h2></p>
<p>
Generates a skybox based on the provided images.
</p>
<br><p>Related:
<a href="addsceneskydome.html">AddSceneSkyDome</a>
<a href="addsceneskydomeex.html">AddSceneSkyDomeEx</a>
</p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>AddSceneSkyDome [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub AddSceneSkyDome( img ) </h2></p>
<p>
Adds a sky dome to the scene
</p>
<br><p>Related:
<a href="addsceneskydomeex.html">AddSceneSkyDomeEx</a>
</p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>AddSceneSkyDomeEx [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub AddSceneSkyDomeEx( img, horiRes, vertRes, txPercentage, spherePercentage, radius) </h2></p>
<p>
Adds a sky dome to the scene
</p>
<ul>
<li>
img - The texture for the sky dome
</li>
<li>
horiRes - Number of vertices of a horizontal layer of the sphere.
</li>
<li>
vertRes - Number of vertices of a vertical layer of the sphere.
</li>
<li>
txPercentage - How much of the height of the texture is used. Should be between 0 and 1.
</li>
<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>
<li>
radius - The Radius of the sphere
</li>
</ul>
<br><p>Related:
<a href="addsceneskybox.html">AddSceneSkyBox</a>
<a href="addsceneskydome.html">AddSceneSkyDome</a>
</p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>AdjointMatrix [RCBasic Doc] </title>
</head>
<body>
<p><h2>function AdjointMatrix(mA, mB) </h2></p>
<p>
Stores the adjoint matrix of mA in mB
</p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>AndBit [RCBasic Doc] </title>
</head>
<body>
<p><h2>function AndBit(a,b) </h2></p>
<p>
Returns the bitwise AND operation of 2 numbers
</p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>Android_GetExternalStoragePath$ [RCBasic Doc] </title>
</head>
<body>
<p><h2>function Android_GetExternalStoragePath$() </h2></p>
<p>
Returns the designated external storage path
</p>
<br><p>Related:
<a href="android_getexternalstoragestate.html">Android_GetExternalStorageState</a>
<a href="android_getinternalstoragepath.html">Android_GetInternalStoragePath$</a>
</p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>Android_GetExternalStorageState [RCBasic Doc] </title>
</head>
<body>
<p><h2>function Android_GetExternalStorageState() </h2></p>
<p>
Returns a bitmask of these values:
</p>
<ul>
<li>
ANDROID_EXTERNAL_STORAGE_READ
</li>
<li>
ANDROID_EXTERNAL_STORAGE_WRITE
</li>
</ul>
<p id="rc_code"><code>
<span class="rc_keyword">If</span>&nbsp;AndBit<b>(</b>&nbsp;Android_GetExternalStorageState<b>(</b><b>)</b>,&nbsp;ANDROID_EXTERNAL_STORAGE_READ&nbsp;<b>)</b>&nbsp;<span class="rc_keyword">Then</span>&nbsp;<br>
<span class="rc_keyword">Print</span>&nbsp;<span class="rc_string">"Can read from external storage"</span>&nbsp;<br>
<span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">If</span>&nbsp;<br>
</code></p>
<br><p>Related:
<a href="android_getexternalstoragepath.html">Android_GetExternalStoragePath$</a>
<a href="android_getinternalstoragepath.html">Android_GetInternalStoragePath$</a>
</p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>Android_GetInternalStoragePath$ [RCBasic Doc] </title>
</head>
<body>
<p><h2>function Android_GetInternalStoragePath$() </h2></p>
<p>
Returns the internal storage path
</p>
<br><p>Related:
<a href="android_getexternalstoragestate.html">Android_GetExternalStorageState</a>
<a href="android_getexternalstoragepath.html">Android_GetExternalStoragePath$</a>
</p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>Android_JNI_Message$ [RCBasic Doc] </title>
</head>
<body>
<p><h2>function Android_JNI_Message$(arg$) </h2></p>
<p>
Passes arg$ to the rcbasic_android_interface() method in the java code for your android app. The java method returns a string.
</p>
<br><p>Related:
<a href="runtime_utility_message.html">Runtime_Utility_Message$</a>
</p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>ApplyActorCentralForceLocal [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub ApplyActorCentralForceLocal( actor, x, y, z) </h2></p>
<p>
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.
</p>
<ul>
<li>
x,y,z - direction of the force
</li>
</ul>
<br><p>Related:
<a href="applyactorcentralforceworld.html">ApplyActorCentralForceWorld</a>
<a href="applyactorcentralimpulselocal.html">ApplyActorCentralImpulseLocal</a>
<a href="applyactorcentralimpulseworld.html">ApplyActorCentralImpulseWorld</a>
</p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>ApplyActorCentralForceWorld [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub ApplyActorCentralForceWorld( actor, x, y, z) </h2></p>
<p>
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.
</p>
<ul>
<li>
x,y,z - direction of the force
</li>
</ul>
<br><p>Related:
<a href="applyactorcentralforcelocal.html">ApplyActorCentralForceLocal</a>
<a href="applyactorcentralimpulselocal.html">ApplyActorCentralImpulseLocal</a>
<a href="applyactorcentralimpulseworld.html">ApplyActorCentralImpulseWorld</a>
</p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>ApplyActorCentralImpulseLocal [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub ApplyActorCentralImpulseLocal( actor, x, y, z) </h2></p>
<p>
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).
</p>
<ul>
<li>
x,y,z - direction of the impulse
</li>
</ul>
<br><p>Related:
<a href="applyactorcentralforcelocal.html">ApplyActorCentralForceLocal</a>
<a href="applyactorcentralforceworld.html">ApplyActorCentralForceWorld</a>
<a href="applyactorcentralimpulseworld.html">ApplyActorCentralImpulseWorld</a>
</p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>ApplyActorCentralImpulseWorld [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub ApplyActorCentralImpulseWorld( actor, x, y, z) </h2></p>
<p>
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).
</p>
<ul>
<li>
x,y,z - direction of the impulse
</li>
</ul>
<br><p>Related:
<a href="applyactorcentralforcelocal.html">ApplyActorCentralForceLocal</a>
<a href="applyactorcentralforceworld.html">ApplyActorCentralForceWorld</a>
<a href="applyactorcentralimpulselocal.html">ApplyActorCentralImpulseLocal</a>
</p>
<p>
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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>ApplyActorDamping [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub ApplyActorDamping( actor, timeStep) </h2></p>
<p>
Reduces the velocity of an actor over time, simulating the effect of friction or air resistance.
</p>
<p>
This function applies the linear and angular damping values set with the SetActorDamping() function.
</p>
<p id="rc_code"><code>
init_damping&nbsp;=&nbsp;<span class="rc_keyword">False</span>&nbsp;<br>
SetActorDamping<b>(</b>actor,&nbsp;<span class="rc_number">0.1</span>,&nbsp;<span class="rc_number">0.5</span><b>)</b>&nbsp;<br>
ApplyActorCentralImpulse<b>(</b>actor,&nbsp;<span class="rc_number">300</span>,&nbsp;<span class="rc_number">0</span>,&nbsp;<span class="rc_number">0</span><b>)</b>&nbsp;<br>
&nbsp;&nbsp;<br>
<span class="rc_keyword">While</span>&nbsp;<span class="rc_keyword">True</span>&nbsp;<br>
<span class="rc_keyword">If</span>&nbsp;<span class="rc_keyword">Not</span>&nbsp;init_damping&nbsp;<span class="rc_keyword">Then</span>&nbsp;<br>
&nbsp;&nbsp;&nbsp;ApplyActorDamping<b>(</b>actor,&nbsp;<span class="rc_number">5.0</span><b>)</b>&nbsp;<span class="rc_comment">'Will apply the damping effect for 5 seconds </span><br>
&nbsp;&nbsp;&nbsp;init_damping&nbsp;=&nbsp;<span class="rc_keyword">True</span>&nbsp;<br>
<span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">If</span>&nbsp;<br>
Update<b>(</b><b>)</b>&nbsp;<br>
<span class="rc_keyword">Wend</span>&nbsp;<br>
</code></p>
<br><p>Related:
<a href="setactordamping.html">setActorDamping</a>
<a href="getactorlineardamping.html">getActorLinearDamping</a>
<a href="getactorangulardamping.html">getActorAngularDamping</a>
</p>
<p>
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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>ApplyActorForceLocal [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub ApplyActorForceLocal( actor, x, y, z, rel_x, rel_y, rel_z) </h2></p>
<p>
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.
</p>
<ul>
<li>
x,y,z - direction of the force
</li>
<li>
rel_x, rel_y, rel_z - position to apply the force to relative to the center of mass
</li>
</ul>
<br><p>Related:
<a href="applyactorforceworld.html">ApplyActorForceWorld</a>
<a href="applyactorcentralforcelocal.html">ApplyActorCentralForceLocal</a>
<a href="applyactorcentralforceworld.html">ApplyActorCentralForceWorld</a>
</p>
<p>
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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>ApplyActorForceWorld [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub ApplyActorForceWorld( actor, x, y, z, rel_x, rel_y, rel_z) </h2></p>
<p>
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.
</p>
<ul>
<li>
x,y,z - direction of the force
</li>
<li>
rel_x, rel_y, rel_z - position to apply the force to relative to the center of mass
</li>
</ul>
<br><p>Related:
<a href="applyactorforcelocal.html">ApplyActorForceLocal</a>
<a href="applyactorcentralforcelocal.html">ApplyActorCentralForceLocal</a>
<a href="applyactorcentralforceworld.html">ApplyActorCentralForceWorld</a>
</p>
<p>
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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>ApplyActorImpulseLocal [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub ApplyActorImpulseLocal( actor, x, y, z, rel_x, rel_y, rel_z) </h2></p>
<p>
Applies an impulse to an actor at a specific point. Unlike ApplyActorCentralImpulse(local/world), which applies impulse only at the center of mass (affecting linear velocity), this can generate both linear motion and rotation (torque), depending on where the force is applied relative to the center of mass.
</p>
<ul>
<li>
x,y,z - direction of the impulse
</li>
<li>
rel_x, rel_y, rel_z - position to apply the force to relative to the center of mass
</li>
</ul>
<br><p>Related:
<a href="applyactorimpulseworld.html">ApplyActorImpulseWorld</a>
<a href="applyactorforcelocal.html">ApplyActorForceLocal</a>
<a href="applyactorforceworld.html">ApplyActorForceWorld</a>
</p>
<p>
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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>ApplyActorImpulseWorld [RCBasic Doc] </title>
</head>
<body>
<p><h2>Sub ApplyActorImpulseWorld( actor, x, y, z, rel_x, rel_y, rel_z) </h2></p>
<p>
Applies an impulse to an actor at a specific point. Unlike ApplyActorCentralImpulse(local/world), which applies impulse only at the center of mass (affecting linear velocity), this can generate both linear motion and rotation (torque), depending on where the force is applied relative to the center of mass.
</p>
<ul>
<li>
x,y,z - direction of the impulse
</li>
<li>
rel_x, rel_y, rel_z - position to apply the force to relative to the center of mass
</li>
</ul>
<br><p>Related:
<a href="applyactorimpulselocal.html">ApplyActorImpulseLocal</a>
<a href="applyactorforcelocal.html">ApplyActorForceLocal</a>
<a href="applyactorforceworld.html">ApplyActorForceWorld</a>
</p>
<p>
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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>ApplyActorTorqueImpulseLocal [RCBasic Doc] </title>
</head>
<body>
<p><h2>Sub ApplyActorTorqueImpulseLocal( actor, x, y, z) </h2></p>
<p>
Applies an impulse that directly affects the angular velocity of an actor, causing it to rotate. This is similar to applying an impulse, but instead of changing the linear velocity (which applyActorCentralImpulse does), it alters the body's rotational motion (angular velocity) instantaneously.
</p>
<ul>
<li>
x, y, z - Direction of rotation
</li>
</ul>
<br><p>Related:
<a href="applyactortorque.html">ApplyActorTorque</a>
<a href="applyactortorqueimpulseworld.html">ApplyActorTorqueImpulseWorld</a>
</p>
<p>
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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>ApplyActorTorqueImpulseWorld [RCBasic Doc] </title>
</head>
<body>
<p><h2>Sub ApplyActorTorqueImpulseWorld( actor, x, y, z) </h2></p>
<p>
Applies an impulse that directly affects the angular velocity of an actor, causing it to rotate. This is similar to applying an impulse, but instead of changing the linear velocity (which applyActorCentralImpulse does), it alters the body's rotational motion (angular velocity) instantaneously.
</p>
<ul>
<li>
x, y, z - Direction of rotation
</li>
</ul>
<br><p>Related:
<a href="applyactortorque.html">ApplyActorTorque</a>
<a href="applyactortorqueimpulselocal.html">ApplyActorTorqueImpulseLocal</a>
</p>
<p>
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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>ApplyActorTorqueLocal [RCBasic Doc] </title>
</head>
<body>
<p><h2>Sub ApplyActorTorqueLocal( actor, x, y, z) </h2></p>
<p>
Applies a continuous torque to an actor, causing it to accelerate its rotational motion over time. Unlike applyActorTorqueImpulse, which causes an immediate change in angular velocity, this applies a torque force gradually, leading to a continuous rotational effect, similar to applying a force to linear motion.
</p>
<ul>
<li>
x, y, z - direction of rotation
</li>
</ul>
<br><p>Related:
<a href="applyactortorqueworld.html">ApplyActorTorqueWorld</a>
<a href="applyactortorqueimpulselocal.html">ApplyActorTorqueImpulseLocal</a>
<a href="applyactortorqueimpulseworld.html">ApplyActorTorqueImpulseWorld</a>
</p>
<p>
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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>ApplyActorTorqueWorld [RCBasic Doc] </title>
</head>
<body>
<p><h2>Sub ApplyActorTorqueWorld( actor, x, y, z) </h2></p>
<p>
Applies a continuous torque to an actor, causing it to accelerate its rotational motion over time. Unlike applyActorTorqueImpulse, which causes an immediate change in angular velocity, this applies a torque force gradually, leading to a continuous rotational effect, similar to applying a force to linear motion.
</p>
<ul>
<li>
x, y, z - direction of rotation
</li>
</ul>
<br><p>Related:
<a href="applyactortorquelocal.html">ApplyActorTorqueLocal</a>
<a href="applyactortorqueimpulselocal.html">ApplyActorTorqueImpulseLocal</a>
<a href="applyactortorqueimpulseworld.html">ApplyActorTorqueImpulseWorld</a>
</p>
<p>
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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>applySpriteAngularImpulse [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub applySpriteAngularImpulse( spr_id, impulse) </h2></p>
<p>
Apply an angular impulse to a body. This method affects the bodys rotational motion, changing its angular velocity based on the impulse applied.
</p>
<br><p>Related:
<a href="applyspritelinearimpulse.html">ApplySpriteLinearImpulse</a>
</p>
<p>
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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>applySpriteCentralForce [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub applySpriteCentralForce( spr_id, x, y) </h2></p>
<p>
Apply a continuous force to a body at its center of mass, regardless of the body's current orientation. This method affects the body's linear motion and is useful for simulating forces like gravity, wind, or any other directional force.
</p>
<p>
</body>
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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>applySpriteForce [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub applySpriteForce( spr_id, fX, fY, pX, pY) </h2></p>
<p>
Apply a force at a world point. If the force is not applied at the center of mass, it will generate a torque and affect the angular velocity. This wakes up the body.
</p>
<p>
</body>
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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>applySpriteLinearImpulse [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub applySpriteLinearImpulse( spr_id, iX, iY, pX, pY) </h2></p>
<p>
Apply an instantaneous linear impulse to a body. This method directly affects the bodys linear motion by changing its velocity based on the impulse applied.
</p>
<br><p>Related:
<a href="applyspriteangularimpulse.html">ApplySpriteAngularImpulse</a>
</p>
<p>
</body>
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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>applySpriteTorque [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub applySpriteTorque( spr_id, torque) </h2></p>
<p>
Apply a torque. This affects the angular velocity without affecting the linear velocity of the center of mass.
</p>
<p>
</body>
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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>ArrayCopy [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub ArrayCopy(ByRef src, ByRef dst) </h2></p>
<p>
Copies the contents of src array to dst array
</p>
<p>
Note: This function is a special case in that it can take any type for src or dst
</p>
<br><p>Related:
<a href="arraydim.html">ArrayDim</a>
<a href="arraysize.html">ArraySize</a>
<a href="arrayfill.html">ArrayFill</a>
</p>
<p>
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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>ArrayDim [RCBasic Doc] </title>
</head>
<body>
<p><h2>function ArrayDim(Byref id) </h2></p>
<p>
Returns the number of dimensions in an array
</p>
<br><p>Related:
<a href="arraycopy.html">ArrayCopy</a>
<a href="arrayfill.html">ArrayFill</a>
<a href="arraysize.html">ArraySize</a>
</p>
<p>
</body>
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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>ArrayFill [RCBasic Doc] </title>
</head>
<body>
<p><h2>Sub ArrayFill(ByRef src, fdata) </h2></p>
<p>
Fills all the elements in an array with the value in fdata
</p>
<br><p>Related:
<a href="arraycopy.html">ArrayCopy</a>
<a href="arraydim.html">ArrayDim</a>
<a href="arraysize.html">ArraySize</a>
</p>
<p>
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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>RCBasic Arrays [RCBasic Doc] </title>
</head>
<body>
<p><h2>ARRAYS </h2></p>
<p>
In complex programs there is often a need to be able to store large amounts of data. It would be unreasonable to have to create a variable for each piece of data we may need to store. This is where an array can come in handy. Arrays are simply ways of using one variable to store multiple different values. You can create arrays of numbers or strings. Look at the following:
</p>
<p id="rc_code"><code>
<span class="rc_keyword">Dim</span>&nbsp;A<b>[</b><span class="rc_number">5</span><b>]</b>&nbsp;<br>
</code></p>
<p>
The above example creates an array of numbers called A. A can store five numbers which are retrieved using A[0] to A[4]. Notice that A[4] is the last element in the array and not A[5]. That is because the first index in the array is 0 and the array only stores 5 numbers. To set the values in this array you could do the following:
</p>
<p id="rc_code"><code>
A<b>[</b><span class="rc_number">0</span><b>]</b>&nbsp;=&nbsp;<span class="rc_number">3</span>&nbsp;<br>
A<b>[</b><span class="rc_number">1</span><b>]</b>&nbsp;=&nbsp;<span class="rc_number">2</span>&nbsp;<br>
A<b>[</b><span class="rc_number">2</span><b>]</b>&nbsp;=&nbsp;<span class="rc_number">7</span>&nbsp;<br>
A<b>[</b><span class="rc_number">3</span><b>]</b>&nbsp;=&nbsp;<span class="rc_number">1</span>&nbsp;<br>
A<b>[</b><span class="rc_number">4</span><b>]</b>&nbsp;=&nbsp;<span class="rc_number">0</span>&nbsp;<br>
</code></p>
<p>
You would access and array just like you would a variable. Look at the following:
</p>
<p id="rc_code"><code>
X&nbsp;=&nbsp;A<b>[</b><span class="rc_number">0</span><b>]</b>&nbsp;+&nbsp;A<b>[</b><span class="rc_number">3</span><b>]</b>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<span class="rc_comment">'( Based on the above example the variable X would be set to 4. ) </span><br>
</code></p>
<p>
To make a string variable you would do the same thing you do to make a number variable except you would use the $ just like you would use to make a normal string variable. Look at the following:
</p>
<p id="rc_code"><code>
<span class="rc_keyword">Dim</span>&nbsp;B$<b>[</b><span class="rc_number">3</span><b>]</b>&nbsp;<br>
&nbsp;&nbsp;<br>
B<b>[</b><span class="rc_number">0</span><b>]</b>&nbsp;=&nbsp;<span class="rc_string">"ABC"</span>&nbsp;<br>
B<b>[</b><span class="rc_number">1</span><b>]</b>&nbsp;=&nbsp;<span class="rc_string">"DEF"</span>&nbsp;<br>
B<b>[</b><span class="rc_number">2</span><b>]</b>&nbsp;=&nbsp;<span class="rc_string">"I KNOW THE ALPHABET"</span>&nbsp;<br>
</code></p>
<p>
Arrays can have up to 3 dimensions. Adding more dimensions to an array can make organizing data in the array easier depending on the situation. Look at the following:
</p>
<p id="rc_code"><code>
<span class="rc_keyword">Dim</span>&nbsp;&nbsp;X<b>[</b><span class="rc_number">2</span>,&nbsp;<span class="rc_number">3</span><b>]</b>&nbsp;<br>
<span class="rc_keyword">Dim</span>&nbsp;&nbsp;Y<b>[</b><span class="rc_number">3</span>,&nbsp;<span class="rc_number">4</span>,&nbsp;<span class="rc_number">5</span><b>]</b>&nbsp;<br>
</code></p>
<p>
The above example creates a 2 dimensional array called X which has 2 indices in its first dimension. Its second dimension has 3 indices. This means that each of the 2 indices in the first dimension can store 3 different values. So X can store a total of 6 different values. The second line creates a 3 dimensional array called Y. Y has 3 indices in its first dimension. Each of those 3 indices has 4 indices in its 2nd dimension. Each of the 4 indices has 5 values it can store. This means that Y can store a total of 60 different values. Look at the following for an example on how to work with these multi-dimensional arrays:
</p>
<p id="rc_code"><code>
X<b>[</b><span class="rc_number">0</span>,&nbsp;<span class="rc_number">2</span><b>]</b>&nbsp;=&nbsp;<span class="rc_number">5</span>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<span class="rc_comment">'(This line sets the 3rd value in the first index to 5. Remember that the first index is always 0 so the 3rd index will be 2.) </span><br>
&nbsp;&nbsp;<br>
Y<b>[</b><span class="rc_number">1</span>,&nbsp;<span class="rc_number">2</span>,&nbsp;<span class="rc_number">3</span><b>]</b>&nbsp;=&nbsp;<span class="rc_number">6</span>&nbsp;&nbsp;&nbsp;<span class="rc_comment">'(This line sets the 4th value of the 3rd index in the 2nd index in the array to 6. That was a mouth full. ) </span><br>
</code></p>
<p>
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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>ArraySize [RCBasic Doc] </title>
</head>
<body>
<p><h2>Function ArraySize(Byref id, array_dim) </h2></p>
<p>
Returns the number of elements in the given dimension of an array
</p>
<br><p>Related:
<a href="arraydim.html">ArrayDim</a>
<a href="arraycopy.html">ArrayCopy</a>
<a href="arrayfill.html">ArrayFill</a>
</p>
<p>
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<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>Asc [RCBasic Doc] </title>
</head>
<body>
<p><h2>Function Asc(c$) </h2></p>
<p>
Returns the ASCII value of a character.
</p>
<p>
</body>
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<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>Asin [RCBasic Doc] </title>
</head>
<body>
<p><h2>Function Asin(n) </h2></p>
<p>
Returns the ArcSine of a number.
</p>
<p>
</body>
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<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>Atan [RCBasic Doc] </title>
</head>
<body>
<p><h2>Function Atan(n) </h2></p>
<p>
Returns the ArcTangent of a number.
</p>
<p>
</body>
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<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>ATan2 [RCBasic Doc] </title>
</head>
<body>
<p><h2>Function ATan2(y, x) </h2></p>
<p>
Returns the ArcTangent of x and y
</p>
<p>
</body>
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<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>AugmentMatrix [RCBasic Doc] </title>
</head>
<body>
<p><h2>function AugmentMatrix(mA, mB, mC) </h2></p>
<p>
Appends the columns of matrix mB onto matrix mA and stores the result in mC.
</p>
<p>
NOTE: Must mA and mB must be the same number of rows.
</p>
<p>
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<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>Bin$ [RCBasic Doc] </title>
</head>
<body>
<p><h2>function Bin$(n) </h2></p>
<p>
Returns the binary representation of a number.
</p>
<p>
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<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>Box3D [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub Box3D(min_x, min_y, min_z, max_x, max_y, max_z) </h2></p>
<p>
Draws a box in 3D space
</p>
<p>
</body>
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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>BufferFromImage [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub BufferFromImage(slot, byref buffer) </h2></p>
<p>
</body>
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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>BufferFromMatrix [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub BufferFromMatrix(ByRef buffer, mA) </h2></p>
<p>
Saves the matrix mA in an array
</p>
<p>
NOTE: buffer must have the same number of dimensions as the desired matrix for the structure to remain intact.
</p>
<br><p>Related:
<a href="matrixfrombuffer.html">MatrixFromBuffer</a>
</p>
<p>
</body>
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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>BufferFromString [RCBasic Doc] </title>
</head>
<body>
<p><h2>function BufferFromString(s$, ByRef buffer) </h2></p>
<p>
Stores the byte value of a string into a number buffer
</p>
<br><p>Related:
<a href="stringfrombuffer.html">StringFromBuffer$</a>
</p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>Canvas [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub Canvas(c_num) </h2></p>
<p>
Sets the active canvas for drawing commands to use
</p>
<br><p>Related:
<a href="activecanvas.html">ActiveCanvas</a>
</p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>CanvasClip [RCBasic Doc] </title>
</head>
<body>
<p><h2>function CanvasClip(x, y, w, h) </h2></p>
<p>
Returns an image id with a selected portion of the active drawing canvas saved
</p>
<br><p>Related:
<a href="windowclip.html">WindowClip</a>
</p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>CanvasIsVisible [RCBasic Doc] </title>
</head>
<body>
<p><h2>function CanvasIsVisible(c_num) </h2></p>
<p>
Returns true if a canvas is shown in the Window
</p>
<br><p>Related:
<a href="setcanvasvisible.html">SetCanvasVisible</a>
</p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>CanvasZ [RCBasic Doc] </title>
</head>
<body>
<p><h2>function CanvasZ(c_num) </h2></p>
<p>
Returns the Canvas Z Order.
</p>
<p>
Note: Canvases with a higher Z order are drawn first and those with lower values will be drawn on top
</p>
<br><p>Related:
<a href="setcanvasz.html">SetCanvasZ</a>
</p>
<p>
</body>
</html>

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

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

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

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

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>ChangeDir [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub ChangeDir(p$) </h2></p>
<p>
Sets the working directory that the directory commands use
</p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>ChannelIsPaused [RCBasic Doc] </title>
</head>
<body>
<p><h2>function ChannelIsPaused(channel) </h2></p>
<p>
Returns true if an audio channel is currently paused
</p>
<br><p>Related:
<a href="pausesound.html">PauseSound</a>
</p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>ChannelIsPlaying [RCBasic Doc] </title>
</head>
<body>
<p><h2>function ChannelIsPlaying(channel) </h2></p>
<p>
Returns true if an audio channel is playing
</p>
<br><p>Related:
<a href="channelispaused.html">ChannelIsPaused</a>
<a href="playsound.html">PlaySound</a>
<a href="playsoundtimed.html">PlaySoundTimed</a>
</p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>CheckSockets [RCBasic Doc] </title>
</head>
<body>
<p><h2>function CheckSockets(timeout_ms) </h2></p>
<p>
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).
</p>
<p>
Returns the number of sockets that have activity (ie. a connection was made or data was sent)
</p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>Chr$ [RCBasic Doc] </title>
</head>
<body>
<p><h2>function Chr$(n) </h2></p>
<p>
Returns the character with the matching ASCII value n.
</p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>CInt32 [RCBasic Doc] </title>
</head>
<body>
<p><h2>function CInt32(i) </h2></p>
<p>
Returns a 32-bit signed integer.
</p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>CInt64 [RCBasic Doc] </title>
</head>
<body>
<p><h2>function CInt64(i) </h2></p>
<p>
Returns a 64-bit signed integer.
</p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>Circle [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub Circle(x,y,radius) </h2></p>
<p>
Draws a circle on the current canvas.
</p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>CircleFill [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub CircleFill(x,y,radius) </h2></p>
<p>
Draws a filled circle on the current canvas.
</p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>clearActorForces [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub clearActorForces( actor) </h2></p>
<p>
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.
</p>
<p>
<b>Notes:</b>
</p>
<ul>
<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>
<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>
<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.
</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>ClearCanvas [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub ClearCanvas() </h2></p>
<p>
Clears the active drawing canvas
</p>
<p>
NOTE: This is only for drawing canvases (ie. Those opened with OpenCanvas())
</p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>ClearMatrix [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub ClearMatrix(mA) </h2></p>
<p>
Sets all elements in a matrix to zero
</p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>ClearMatrixColumns [RCBasic Doc] </title>
</head>
<body>
<p><h2>function ClearMatrixColumns(mA, c, num_cols) </h2></p>
<p>
Sets all elements in the matrix columns specified to zero.
</p>
<br><p>Related:
<a href="clearmatrix.html">ClearMatrix</a>
<a href="clearmatrixrows.html">ClearMatrixRows</a>
</p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>ClearMatrixRows [RCBasic Doc] </title>
</head>
<body>
<p><h2>function ClearMatrixRows(mA, r, num_rows) </h2></p>
<p>
Sets all elements in the matrix rows specified to zero.
</p>
<br><p>Related:
<a href="clearmatrix.html">ClearMatrix</a>
<a href="clearmatrixcolumns.html">ClearMatrixColumns</a>
</p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>ClearMouseZone [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub ClearMouseZone() </h2></p>
<p>
Removes the previously set mouse zone from the window
</p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>ClearScene [RCBasic Doc] </title>
</head>
<body>
<p><h2>Sub ClearScene() </h2></p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>ClearStack_N [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub ClearStack_N( num_stack ) </h2></p>
<p>
Removes all elements from the stack
</p>
<br><p>Related:
<a href="clearstack_s.html">ClearStack_S</a>
</p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>ClearStack_S [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub ClearStack_S( str_stack ) </h2></p>
<p>
Removes all elements from the stack
</p>
<br><p>Related:
<a href="clearstack_n.html">ClearStack_N</a>
</p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>ClipMatrix [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub ClipMatrix(mA, r, c, num_rows, num_cols, mB) </h2></p>
<p>
Copies the specified portion of matrix mA into matrix mB
</p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>CloneCanvas [RCBasic Doc] </title>
</head>
<body>
<p><h2>function CloneCanvas(c_num, mode) </h2></p>
<p>
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.
</p>
<p>
Mode is a canvas render mode like the one passed to OpenCanvas()
</p>
<br><p>Related:
<a href="opencanvas.html">OpenCanvas</a>
</p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>CloseCanvas [RCBasic Doc] </title>
</head>
<body>
<p><h2>Sub CloseCanvas(c_num) </h2></p>
<p>
Closes a canvas
</p>
<br><p>Related:
<a href="opencanvas.html">OpenCanvas</a>
</p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>CloseFile [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub CloseFile( stream ) </h2></p>
<p>
Closes a file
</p>
<br><p>Related:
<a href="openfile.html">OpenFile</a>
</p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>CloseWindow [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub CloseWindow( ) </h2></p>
<p>
Closes the graphics window
</p>
<br><p>Related:
<a href="openwindow.html">OpenWindow</a>
</p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>Cls [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub Cls() </h2></p>
<p>
Clears the back buffer on the window
</p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>CofactorMatrix [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub CofactorMatrix(mA, r, c) </h2></p>
<p>
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.
</p>
<br><p>Related:
<a href="copymatrix.html">CopyMatrix</a>
</p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>ColorKey [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub ColorKey(img_id, c) </h2></p>
<p>
Sets the color key for an image
</p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>Command$ [RCBasic Doc] </title>
</head>
<body>
<p><h2>function Command$(arg) </h2></p>
<p>
Returns command line arguments passed to a program.
</p>
<p>
Note: Command$(0) will always be the program being executed ( your_program.cbc )
</p>
<br><p>Related:
<a href="numcommands.html">NumCommands</a>
</p>
<p>
</body>
</html>

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<!DOCTYPE html>
<html>
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>RCBasic Comments [RCBasic Doc] </title>
</head>
<body>
<p><h2>COMMENTS </h2></p>
<p>
Comments are remarks you can add to your code which will be ignored by the compiler. To make a comment you would use a single quote. Look at the following:
</p>
<p id="rc_code"><code>
<span class="rc_comment">' THIS IS A COMMENT </span><br>
<span class="rc_keyword">Print</span>&nbsp;HELLO&nbsp;<span class="rc_string">"WORLD ' THIS IS ANOTHER COMMENT <br>
</code></p>
<p>
MULTI-LINE COMMENTS
</p>
<p>
Multi-line comments are comments that can span multiple lines. To start a multi-line comment you would use forward slash followed by a single quote and you would end it with a single quote followed by a forward slash. Look at the following:
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<p id="rc_code"><code>
/<span class="rc_comment">' THIS IS </span><br>
A&nbsp;<br>
MULTI-LINE&nbsp;COMMENT&nbsp;<span class="rc_comment">'/ </span><br>
</code></p>
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<p><h2>function ComputeActorAngularImpulseDenominator( actor, x, y, z) </h2></p>
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Computes a scalar value that represents how an actor will respond to an angular impulse at a given point, taking into account the actor's inertia tensor (which governs how the object resists rotation). This function is particularly useful in calculating the actor's rotational response to an impulse, typically during collision resolution or constraints involving rotation.
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<br><p>Related:
<a href="computeactorimpulsedenominator.html">ComputeActorImpulseDenominator</a>
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<p><h2>sub ComputeActorGyroImpulseLocal( actor, dt, ByRef x, ByRef y, ByRef z) </h2></p>
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Computes the gyroscopic impulse for an actor in an implicit manner, based on the actor's current angular velocity and inertia. This function is used to simulate the gyroscopic effect—also known as gyroscopic precession—which occurs when a rotating object experiences a torque that causes its axis of rotation to change.
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<br><p>Related:
<a href="computeactorgyroimpulseworld.html">ComputeActorGyroImpulseWorld</a>
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<p><h2>sub ComputeActorGyroImpulseWorld( actor, dt, ByRef x, ByRef y, ByRef z) </h2></p>
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Computes the gyroscopic impulse for an actor in an implicit manner, but in this case, it performs the calculation relative to the world frame of reference, rather than the actors local frame. This function is used to handle the gyroscopic effects (i.e., gyroscopic precession) of a rotating object when a torque is applied, affecting its axis of rotation.
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<br><p>Related:
<a href="computeactorgyroimpulselocal.html">ComputeActorGyroImpulseLocal</a>
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<title>ComputeActorImpulseDenominator [RCBasic Doc] </title>
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<p><h2>function ComputeActorImpulseDenominator( actor, pos_x, pos_y, pos_z, normal_x, normal_y, normal_z) </h2></p>
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Computes a scalar value related to how a rigid body will respond to an applied impulse at a given point. Its primarily used internally in the physics engine to calculate how an objects mass, inertia, and shape will affect the outcome of impulses, particularly in collisions or constraints like contact points between objects.
</p>
<br><p>Related:
<a href="computeactorangularimpulsedenominator.html">ComputeActorAngularImpulseDenominator</a>
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