Updated docs and added constants to tracker

This commit is contained in:
n00b87
2026-02-26 15:33:51 -06:00
parent aa7667c838
commit 9dbb4b6b5f
2332 changed files with 6219 additions and 2761 deletions

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Returns the absolute value of n
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</head>
<body>
<p><h2>function AccelName$(accel_num) </h2></p>
<p><h2>Function AccelName$(accel_num) </h2></p>
<p>
Returns the name of an accelerometer
</p>
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</head>
<body>
<p><h2>function Acos(n) </h2></p>
<p><h2>Function Acos(n) </h2></p>
<p>
Returns the Arcosine of n
</p>
<p>
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</head>
<body>
<p><h2>function ActiveCanvas() </h2></p>
<p><h2>Function ActiveCanvas() </h2></p>
<p>
Returns the canvas that drawing commands are currently applied to
</p>
@@ -28,6 +28,7 @@
<span class="rc_keyword">End</span>&nbsp;<span class="rc_keyword">If</span>&nbsp;<br>
</code></p>
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</head>
<body>
<p><h2>function ActorAnimationIsPlaying(actor) </h2></p>
<p><h2>Function ActorAnimationIsPlaying(actor) </h2></p>
<p>
Returns true if an actor is currently playing an animation
</p>
@@ -15,6 +15,7 @@
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
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</head>
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<p><h2>function ActorExists( actor ) </h2></p>
<p><h2>Function ActorExists( actor ) </h2></p>
<p>
Returns true if the id passed is a valid actor
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</head>
<body>
<p><h2>function ActorIsSolid(actor) </h2></p>
<p><h2>Function ActorIsSolid(actor) </h2></p>
<p>
Returns true or false depending on if physics and collision response applies to an actor.
</p>
@@ -23,6 +23,7 @@
&nbsp;&nbsp;<br>
#ref&nbsp;SetActorSolid&nbsp;<br>
&nbsp;&nbsp;<br>
&nbsp;&nbsp;<br>
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</head>
<body>
<p><h2>function ActorIsVisible( actor ) </h2></p>
<p><h2>Function ActorIsVisible( actor ) </h2></p>
<p>
Returns true if an actor is visible
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<a href="setactorvisible.html">SetActorVisible</a>
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</head>
<body>
<p><h2>sub AddActorShadow( actor ) </h2></p>
<p><h2>Sub AddActorShadow( actor ) </h2></p>
<p>
Cast a shadow on an actor during lighting calculations
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<a href="removeactorshadow.html">RemoveActorShadow</a>
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</head>
<body>
<p><h2>function AddMatrix(mA, mB, mC) </h2></p>
<p><h2>Function AddMatrix(mA, mB, mC) </h2></p>
<p>
Adds matrix mA to matrix mB and stores the results in mC
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</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><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>
@@ -15,6 +15,7 @@
<a href="createmesh.html">CreateMesh</a>
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</head>
<body>
<p><h2>sub AddSceneSkyBox( img_top, img_bottom, img_left, img_right, img_front, img_back) </h2></p>
<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>
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<a href="addsceneskydomeex.html">AddSceneSkyDomeEx</a>
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</head>
<body>
<p><h2>sub AddSceneSkyDome( img ) </h2></p>
<p><h2>Sub AddSceneSkyDome( img ) </h2></p>
<p>
Adds a sky dome to the scene
</p>
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<a href="addsceneskydomeex.html">AddSceneSkyDomeEx</a>
</p>
<p>
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</head>
<body>
<p><h2>sub AddSceneSkyDomeEx( img, horiRes, vertRes, txPercentage, spherePercentage, radius) </h2></p>
<p><h2>Sub AddSceneSkyDomeEx( img, horiRes, vertRes, txPercentage, spherePercentage, radius) </h2></p>
<p>
Adds a sky dome to the scene
</p>
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<a href="addsceneskydome.html">AddSceneSkyDome</a>
</p>
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</head>
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<p><h2>function AdjointMatrix(mA, mB) </h2></p>
<p><h2>Function AdjointMatrix(mA, mB) </h2></p>
<p>
Stores the adjoint matrix of mA in mB
</p>
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</head>
<body>
<p><h2>function AndBit(a,b) </h2></p>
<p><h2>Function AndBit(a,b) </h2></p>
<p>
Returns the bitwise AND operation of 2 numbers
</p>
<p>
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</head>
<body>
<p><h2>function Android_GetExternalStoragePath$() </h2></p>
<p><h2>Function Android_GetExternalStoragePath$() </h2></p>
<p>
Returns the designated external storage path
</p>
@@ -16,6 +16,7 @@
<a href="android_getinternalstoragepath.html">Android_GetInternalStoragePath$</a>
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</head>
<body>
<p><h2>function Android_GetExternalStorageState() </h2></p>
<p><h2>Function Android_GetExternalStorageState() </h2></p>
<p>
Returns a bitmask of these values:
</p>
@@ -29,6 +29,7 @@
<a href="android_getinternalstoragepath.html">Android_GetInternalStoragePath$</a>
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</head>
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<p><h2>function Android_GetInternalStoragePath$() </h2></p>
<p><h2>Function Android_GetInternalStoragePath$() </h2></p>
<p>
Returns the internal storage path
</p>
@@ -16,6 +16,7 @@
<a href="android_getexternalstoragepath.html">Android_GetExternalStoragePath$</a>
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</head>
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<p><h2>function Android_JNI_Message$(arg$) </h2></p>
<p><h2>Function Android_JNI_Message$(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>
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<a href="runtime_utility_message.html">Runtime_Utility_Message$</a>
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</head>
<body>
<p><h2>sub ApplyActorCentralForceLocal( actor, x, y, z) </h2></p>
<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>
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<a href="applyactorcentralimpulseworld.html">ApplyActorCentralImpulseWorld</a>
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</head>
<body>
<p><h2>sub ApplyActorCentralForceWorld( actor, x, y, z) </h2></p>
<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>
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<a href="applyactorcentralimpulseworld.html">ApplyActorCentralImpulseWorld</a>
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</head>
<body>
<p><h2>sub ApplyActorCentralImpulseLocal( actor, x, y, z) </h2></p>
<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>
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<a href="applyactorcentralimpulseworld.html">ApplyActorCentralImpulseWorld</a>
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</head>
<body>
<p><h2>sub ApplyActorCentralImpulseWorld( actor, x, y, z) </h2></p>
<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>
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<a href="applyactorcentralimpulselocal.html">ApplyActorCentralImpulseLocal</a>
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</head>
<body>
<p><h2>sub ApplyActorDamping( actor, timeStep) </h2></p>
<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>
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<a href="getactorangulardamping.html">getActorAngularDamping</a>
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</head>
<body>
<p><h2>sub ApplyActorForceLocal( actor, x, y, z, rel_x, rel_y, rel_z) </h2></p>
<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.
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<a href="applyactorcentralforceworld.html">ApplyActorCentralForceWorld</a>
</p>
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</head>
<body>
<p><h2>sub ApplyActorForceWorld( actor, x, y, z, rel_x, rel_y, rel_z) </h2></p>
<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>
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<a href="applyactorcentralforceworld.html">ApplyActorCentralForceWorld</a>
</p>
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</head>
<body>
<p><h2>sub ApplyActorImpulseLocal( actor, x, y, z, rel_x, rel_y, rel_z) </h2></p>
<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>
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<a href="applyactorforceworld.html">ApplyActorForceWorld</a>
</p>
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<a href="applyactorforceworld.html">ApplyActorForceWorld</a>
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<a href="applyactortorqueimpulseworld.html">ApplyActorTorqueImpulseWorld</a>
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<a href="applyactortorqueimpulselocal.html">ApplyActorTorqueImpulseLocal</a>
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<a href="applyactortorqueimpulseworld.html">ApplyActorTorqueImpulseWorld</a>
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<a href="applyactortorqueimpulseworld.html">ApplyActorTorqueImpulseWorld</a>
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<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>applySpriteAngularImpulse [RCBasic Doc] </title>
<title>ApplySpriteAngularImpulse [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub applySpriteAngularImpulse( spr_id, impulse) </h2></p>
<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>
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<a href="applyspritelinearimpulse.html">ApplySpriteLinearImpulse</a>
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<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>applySpriteCentralForce [RCBasic Doc] </title>
<title>ApplySpriteCentralForce [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub applySpriteCentralForce( spr_id, x, y) </h2></p>
<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>
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<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>applySpriteForce [RCBasic Doc] </title>
<title>ApplySpriteForce [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub applySpriteForce( spr_id, fX, fY, pX, pY) </h2></p>
<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>
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<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>applySpriteLinearImpulse [RCBasic Doc] </title>
<title>ApplySpriteLinearImpulse [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub applySpriteLinearImpulse( spr_id, iX, iY, pX, pY) </h2></p>
<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.
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<a href="applyspriteangularimpulse.html">ApplySpriteAngularImpulse</a>
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<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>applySpriteTorque [RCBasic Doc] </title>
<title>ApplySpriteTorque [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub applySpriteTorque( spr_id, torque) </h2></p>
<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>
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</head>
<body>
<p><h2>sub ArrayCopy(ByRef src, ByRef dst) </h2></p>
<p><h2>Sub ArrayCopy(ByRef src, ByRef dst) </h2></p>
<p>
Copies the contents of src array to dst array
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<a href="arrayfill.html">ArrayFill</a>
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</head>
<body>
<p><h2>function ArrayDim(Byref id) </h2></p>
<p><h2>Function ArrayDim(ByRef id) </h2></p>
<p>
Returns the number of dimensions in an array
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<a href="arraysize.html">ArraySize</a>
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<a href="arraysize.html">ArraySize</a>
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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>
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</head>
<body>
<p><h2>Function ArraySize(Byref id, array_dim) </h2></p>
<p><h2>Function ArraySize(ByRef id, array_dim) </h2></p>
<p>
Returns the number of elements in the given dimension of an array
</p>
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<a href="arrayfill.html">ArrayFill</a>
</p>
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Returns the ASCII value of a character.
</p>
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Returns the ArcSine of a number.
</p>
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Returns the ArcTangent of a number.
</p>
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Returns the ArcTangent of x and y
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</head>
<body>
<p><h2>function AugmentMatrix(mA, mB, mC) </h2></p>
<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.
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NOTE: Must mA and mB must be the same number of rows.
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</head>
<body>
<p><h2>function Bin$(n) </h2></p>
<p><h2>Function Bin$(n) </h2></p>
<p>
Returns the binary representation of a number.
</p>
<p>
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</head>
<body>
<p><h2>sub Box3D(min_x, min_y, min_z, max_x, max_y, max_z) </h2></p>
<p><h2>Sub Box3D(min_x, min_y, min_z, max_x, max_y, max_z) </h2></p>
<p>
Draws a box in 3D space
</p>
<p>
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</head>
<body>
<p><h2>sub BufferFromImage(slot, byref buffer) </h2></p>
<p><h2>Sub BufferFromImage(slot, ByRef buffer) </h2></p>
<p>
</p>
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</head>
<body>
<p><h2>sub BufferFromMatrix(ByRef buffer, mA) </h2></p>
<p><h2>Sub BufferFromMatrix(ByRef buffer, mA) </h2></p>
<p>
Saves the matrix mA in an array
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<a href="matrixfrombuffer.html">MatrixFromBuffer</a>
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</head>
<body>
<p><h2>function BufferFromString(s$, ByRef buffer) </h2></p>
<p><h2>Function BufferFromString(s$, ByRef buffer) </h2></p>
<p>
Stores the byte value of a string into a number buffer
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<a href="stringfrombuffer.html">StringFromBuffer$</a>
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</head>
<body>
<p><h2>sub Canvas(c_num) </h2></p>
<p><h2>Sub Canvas(c_num) </h2></p>
<p>
Sets the active canvas for drawing commands to use
</p>
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<a href="activecanvas.html">ActiveCanvas</a>
</p>
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</head>
<body>
<p><h2>function CanvasClip(x, y, w, h) </h2></p>
<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>
@@ -15,6 +15,7 @@
<a href="windowclip.html">WindowClip</a>
</p>
<p>
</p>
</body>
</html>

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@@ -7,7 +7,7 @@
</head>
<body>
<p><h2>function CanvasIsVisible(c_num) </h2></p>
<p><h2>Function CanvasIsVisible(c_num) </h2></p>
<p>
Returns true if a canvas is shown in the Window
</p>
@@ -15,6 +15,7 @@
<a href="setcanvasvisible.html">SetCanvasVisible</a>
</p>
<p>
</p>
</body>
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</head>
<body>
<p><h2>function CanvasZ(c_num) </h2></p>
<p><h2>Function CanvasZ(c_num) </h2></p>
<p>
Returns the Canvas Z Order.
</p>
@@ -18,6 +18,7 @@
<a href="setcanvasz.html">SetCanvasZ</a>
</p>
<p>
</p>
</body>
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@@ -7,7 +7,7 @@
</head>
<body>
<p><h2>function CastRay2D( from_x, from_y, to_x, to_y ) </h2></p>
<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>
@@ -25,6 +25,7 @@
<a href="getrayhit2d.html">GetRayHit2D</a>
</p>
<p>
</p>
</body>
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@@ -7,7 +7,7 @@
</head>
<body>
<p><h2>function CastRay2D_All( from_x, from_y, to_x, to_y ) </h2></p>
<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>
@@ -25,6 +25,7 @@
<a href="getrayhit2d.html">GetRayHit2D</a>
</p>
<p>
</p>
</body>
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@@ -7,7 +7,7 @@
</head>
<body>
<p><h2>function CastRay3D( from_x, from_y, from_z, to_x, to_y, to_z ) </h2></p>
<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>
@@ -25,6 +25,7 @@
<a href="getrayhit2d.html">GetRayHit2D</a>
</p>
<p>
</p>
</body>
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@@ -7,7 +7,7 @@
</head>
<body>
<p><h2>function CastRay3D_All( from_x, from_y, from_z, to_x, to_y, to_z ) </h2></p>
<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>
@@ -25,6 +25,7 @@
<a href="getrayhit2d.html">GetRayHit2D</a>
</p>
<p>
</p>
</body>
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@@ -7,11 +7,12 @@
</head>
<body>
<p><h2>sub ChangeDir(p$) </h2></p>
<p><h2>Sub ChangeDir(p$) </h2></p>
<p>
Sets the working directory that the directory commands use
</p>
<p>
</p>
</body>
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@@ -7,7 +7,7 @@
</head>
<body>
<p><h2>function ChannelIsPaused(channel) </h2></p>
<p><h2>Function ChannelIsPaused(channel) </h2></p>
<p>
Returns true if an audio channel is currently paused
</p>
@@ -15,6 +15,7 @@
<a href="pausesound.html">PauseSound</a>
</p>
<p>
</p>
</body>
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@@ -7,7 +7,7 @@
</head>
<body>
<p><h2>function ChannelIsPlaying(channel) </h2></p>
<p><h2>Function ChannelIsPlaying(channel) </h2></p>
<p>
Returns true if an audio channel is playing
</p>
@@ -17,6 +17,7 @@
<a href="playsoundtimed.html">PlaySoundTimed</a>
</p>
<p>
</p>
</body>
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@@ -7,7 +7,7 @@
</head>
<body>
<p><h2>function CheckSockets(timeout_ms) </h2></p>
<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>
@@ -15,6 +15,7 @@
Returns the number of sockets that have activity (ie. a connection was made or data was sent)
</p>
<p>
</p>
</body>
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@@ -7,11 +7,12 @@
</head>
<body>
<p><h2>function Chr$(n) </h2></p>
<p><h2>Function Chr$(n) </h2></p>
<p>
Returns the character with the matching ASCII value n.
</p>
<p>
</p>
</body>
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@@ -7,11 +7,12 @@
</head>
<body>
<p><h2>function CInt32(i) </h2></p>
<p><h2>Function CInt32(i) </h2></p>
<p>
Returns a 32-bit signed integer.
</p>
<p>
</p>
</body>
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@@ -7,11 +7,12 @@
</head>
<body>
<p><h2>function CInt64(i) </h2></p>
<p><h2>Function CInt64(i) </h2></p>
<p>
Returns a 64-bit signed integer.
</p>
<p>
</p>
</body>
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@@ -7,11 +7,12 @@
</head>
<body>
<p><h2>sub Circle(x,y,radius) </h2></p>
<p><h2>Sub Circle(x,y,radius) </h2></p>
<p>
Draws a circle on the current canvas.
</p>
<p>
</p>
</body>
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@@ -7,11 +7,12 @@
</head>
<body>
<p><h2>sub CircleFill(x,y,radius) </h2></p>
<p><h2>Sub CircleFill(x,y,radius) </h2></p>
<p>
Draws a filled circle on the current canvas.
</p>
<p>
</p>
</body>
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@@ -3,11 +3,11 @@
<head>
<link rel="stylesheet" href="style.css">
<meta content="text/html; charset=UTF-8" http-equiv="content-type">
<title>clearActorForces [RCBasic Doc] </title>
<title>ClearActorForces [RCBasic Doc] </title>
</head>
<body>
<p><h2>sub clearActorForces( actor) </h2></p>
<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>
@@ -26,6 +26,7 @@
</li>
</ul>
<p>
</p>
</body>
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@@ -7,7 +7,7 @@
</head>
<body>
<p><h2>sub ClearCanvas() </h2></p>
<p><h2>Sub ClearCanvas() </h2></p>
<p>
Clears the active drawing canvas
</p>
@@ -15,6 +15,7 @@
NOTE: This is only for drawing canvases (ie. Those opened with OpenCanvas())
</p>
<p>
</p>
</body>
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@@ -7,11 +7,12 @@
</head>
<body>
<p><h2>sub ClearMatrix(mA) </h2></p>
<p><h2>Sub ClearMatrix(mA) </h2></p>
<p>
Sets all elements in a matrix to zero
</p>
<p>
</p>
</body>
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@@ -7,7 +7,7 @@
</head>
<body>
<p><h2>function ClearMatrixColumns(mA, c, num_cols) </h2></p>
<p><h2>Function ClearMatrixColumns(mA, c, num_cols) </h2></p>
<p>
Sets all elements in the matrix columns specified to zero.
</p>
@@ -16,6 +16,7 @@
<a href="clearmatrixrows.html">ClearMatrixRows</a>
</p>
<p>
</p>
</body>
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@@ -7,7 +7,7 @@
</head>
<body>
<p><h2>function ClearMatrixRows(mA, r, num_rows) </h2></p>
<p><h2>Function ClearMatrixRows(mA, r, num_rows) </h2></p>
<p>
Sets all elements in the matrix rows specified to zero.
</p>
@@ -16,6 +16,7 @@
<a href="clearmatrixcolumns.html">ClearMatrixColumns</a>
</p>
<p>
</p>
</body>
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@@ -7,11 +7,12 @@
</head>
<body>
<p><h2>sub ClearMouseZone() </h2></p>
<p><h2>Sub ClearMouseZone() </h2></p>
<p>
Removes the previously set mouse zone from the window
</p>
<p>
</p>
</body>
</html>

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@@ -9,6 +9,7 @@
<body>
<p><h2>Sub ClearScene() </h2></p>
<p>
</p>
</body>
</html>

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</head>
<body>
<p><h2>sub ClearStack_N( num_stack ) </h2></p>
<p><h2>Sub ClearStack_N( num_stack ) </h2></p>
<p>
Removes all elements from the stack
</p>
@@ -15,6 +15,7 @@
<a href="clearstack_s.html">ClearStack_S</a>
</p>
<p>
</p>
</body>
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@@ -7,7 +7,7 @@
</head>
<body>
<p><h2>sub ClearStack_S( str_stack ) </h2></p>
<p><h2>Sub ClearStack_S( str_stack ) </h2></p>
<p>
Removes all elements from the stack
</p>
@@ -15,6 +15,7 @@
<a href="clearstack_n.html">ClearStack_N</a>
</p>
<p>
</p>
</body>
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@@ -7,11 +7,12 @@
</head>
<body>
<p><h2>sub ClipMatrix(mA, r, c, num_rows, num_cols, mB) </h2></p>
<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>
</p>
</body>
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@@ -7,7 +7,7 @@
</head>
<body>
<p><h2>function CloneCanvas(c_num, mode) </h2></p>
<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>
@@ -18,6 +18,7 @@
<a href="opencanvas.html">OpenCanvas</a>
</p>
<p>
</p>
</body>
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<a href="opencanvas.html">OpenCanvas</a>
</p>
<p>
</p>
</body>
</html>

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@@ -7,7 +7,7 @@
</head>
<body>
<p><h2>sub CloseFile( stream ) </h2></p>
<p><h2>Sub CloseFile( stream ) </h2></p>
<p>
Closes a file
</p>
@@ -15,6 +15,7 @@
<a href="openfile.html">OpenFile</a>
</p>
<p>
</p>
</body>
</html>

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@@ -7,7 +7,7 @@
</head>
<body>
<p><h2>sub CloseWindow( ) </h2></p>
<p><h2>Sub CloseWindow( ) </h2></p>
<p>
Closes the graphics window
</p>
@@ -15,6 +15,7 @@
<a href="openwindow.html">OpenWindow</a>
</p>
<p>
</p>
</body>
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@@ -7,11 +7,12 @@
</head>
<body>
<p><h2>sub Cls() </h2></p>
<p><h2>Sub Cls() </h2></p>
<p>
Clears the back buffer on the window
</p>
<p>
</p>
</body>
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@@ -7,7 +7,7 @@
</head>
<body>
<p><h2>sub CofactorMatrix(mA, r, c) </h2></p>
<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>
@@ -15,6 +15,7 @@
<a href="copymatrix.html">CopyMatrix</a>
</p>
<p>
</p>
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</head>
<body>
<p><h2>sub ColorKey(img_id, c) </h2></p>
<p><h2>Sub ColorKey(img_id, c) </h2></p>
<p>
Sets the color key for an image
</p>
<p>
</p>
</body>
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</head>
<body>
<p><h2>function Command$(arg) </h2></p>
<p><h2>Function Command$(arg) </h2></p>
<p>
Returns command line arguments passed to a program.
</p>
@@ -18,6 +18,7 @@
<a href="numcommands.html">NumCommands</a>
</p>
<p>
</p>
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MULTI-LINE&nbsp;COMMENT&nbsp;<span class="rc_comment">'/ </span><br>
</code></p>
<p>
</p>
</body>
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</head>
<body>
<p><h2>function ComputeActorAngularImpulseDenominator( actor, x, y, z) </h2></p>
<p><h2>Function ComputeActorAngularImpulseDenominator( actor, x, y, z) </h2></p>
<p>
Computes a scalar value that represents how an actor will respond to an angular impulse at a given point, taking into account the actor's inertia tensor (which governs how the object resists rotation). This function is particularly useful in calculating the actor's rotational response to an impulse, typically during collision resolution or constraints involving rotation.
</p>
@@ -15,6 +15,7 @@
<a href="computeactorimpulsedenominator.html">ComputeActorImpulseDenominator</a>
</p>
<p>
</p>
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</head>
<body>
<p><h2>sub ComputeActorGyroImpulseLocal( actor, dt, ByRef x, ByRef y, ByRef z) </h2></p>
<p><h2>Sub ComputeActorGyroImpulseLocal( actor, dt, ByRef x, ByRef y, ByRef z) </h2></p>
<p>
Computes the gyroscopic impulse for an actor in an implicit manner, based on the actor's current angular velocity and inertia. This function is used to simulate the gyroscopic effect—also known as gyroscopic precession—which occurs when a rotating object experiences a torque that causes its axis of rotation to change.
</p>
@@ -15,6 +15,7 @@
<a href="computeactorgyroimpulseworld.html">ComputeActorGyroImpulseWorld</a>
</p>
<p>
</p>
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</head>
<body>
<p><h2>sub ComputeActorGyroImpulseWorld( actor, dt, ByRef x, ByRef y, ByRef z) </h2></p>
<p><h2>Sub ComputeActorGyroImpulseWorld( actor, dt, ByRef x, ByRef y, ByRef z) </h2></p>
<p>
Computes the gyroscopic impulse for an actor in an implicit manner, but in this case, it performs the calculation relative to the world frame of reference, rather than the actors local frame. This function is used to handle the gyroscopic effects (i.e., gyroscopic precession) of a rotating object when a torque is applied, affecting its axis of rotation.
</p>
@@ -15,6 +15,7 @@
<a href="computeactorgyroimpulselocal.html">ComputeActorGyroImpulseLocal</a>
</p>
<p>
</p>
</body>
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</head>
<body>
<p><h2>function ComputeActorImpulseDenominator( actor, pos_x, pos_y, pos_z, normal_x, normal_y, normal_z) </h2></p>
<p><h2>Function ComputeActorImpulseDenominator( actor, pos_x, pos_y, pos_z, normal_x, normal_y, normal_z) </h2></p>
<p>
Computes a scalar value related to how a rigid body will respond to an applied impulse at a given point. Its primarily used internally in the physics engine to calculate how an objects mass, inertia, and shape will affect the outcome of impulses, particularly in collisions or constraints like contact points between objects.
</p>
@@ -15,6 +15,7 @@
<a href="computeactorangularimpulsedenominator.html">ComputeActorAngularImpulseDenominator</a>
</p>
<p>
</p>
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The above example is mostly the same as the previous example. The difference is that in our second <b>CASE</b> we are comparing both 4 and 5. If either of them are equal to our <b>SELECT</b> argument then the code inside the <b>CASE</b> block will execute.
</p>
<p>
</p>
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const&nbsp;&nbsp;MY_PRINT&nbsp;=&nbsp;<span class="rc_keyword">print</span>&nbsp;<span class="rc_string">"hello world"</span>&nbsp;<br>
</code></p>
<p>
</p>
</body>
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</head>
<body>
<p><h2>function ConstraintExists( constraint_id ) </h2></p>
<p><h2>Function ConstraintExists( constraint_id ) </h2></p>
<p>
Returns true if the id passed is a valid constraint
</p>
<p>
</p>
</body>
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</head>
<body>
<p><h2>sub ConvertToNormalMap(img_id, amp) </h2></p>
<p><h2>Sub ConvertToNormalMap(img_id, amp) </h2></p>
<p>
Converts an image to a format for normal maps
</p>
<p>
</p>
</body>
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</head>
<body>
<p><h2>function CopyActorMaterial( actor, material_num) </h2></p>
<p><h2>Function CopyActorMaterial( actor, material_num) </h2></p>
<p>
Returns a material id for a copy of an actor's material
</p>
<p>
</p>
</body>
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</head>
<body>
<p><h2>sub CopyFile(src$, dst$) </h2></p>
<p><h2>Sub CopyFile(src$, dst$) </h2></p>
<p>
Copies the contents of src$ file to a new dst$ file
</p>
<p>
</p>
</body>
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</head>
<body>
<p><h2>function CopyImage( img_id ) </h2></p>
<p><h2>Function CopyImage( img_id ) </h2></p>
<p>
Returns a copy of an image
</p>
<p>
</p>
</body>
</html>

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