255 Commits
tiling ... dev

Author SHA1 Message Date
Rodney Cunningham
6570999c29 Merge pull request #68 from n00b87/v48_dev
Updated docs
2026-03-04 04:01:48 -05:00
n00b87
b15b954648 removed output from debug line 2026-03-04 02:55:33 -06:00
n00b87
c4573e87f7 undid changes to debugger runtime 2026-03-04 02:53:12 -06:00
n00b87
12d34ec8cc turned off testing flag 2026-03-04 01:26:45 -06:00
n00b87
28f8412c6d Updated version number in runtime to 4.9 2026-03-04 00:56:29 -06:00
n00b87
135b9f8bbb Added GetSpriteCollision() 2026-03-04 00:52:27 -06:00
n00b87
ea986a826b Updated docs 2026-03-03 19:29:04 -06:00
Rodney Cunningham
0130864a6f Merge pull request #67 from n00b87/v48_dev
V48 dev
2026-02-28 03:44:04 -06:00
n00b87
9dbb4b6b5f Updated docs and added constants to tracker 2026-02-26 15:33:51 -06:00
n00b87
aa7667c838 Fixed convertToSDLSurface() function for SetWindowIcon() and SaveBMP() 2026-02-25 17:04:49 -06:00
n00b87
902f0129f1 Added new vector math functions 2026-02-22 23:07:53 -06:00
n00b87
c4d559f0d4 Added missing functions to Projector Actors 2026-02-22 03:04:03 -06:00
n00b87
21e06b0848 Added Vehicle functions to TOC page on spreadsheet 2026-02-20 17:02:57 -06:00
n00b87
d53f5c43f6 Finished initial implementation of Vehicles 2026-02-20 14:59:57 -06:00
n00b87
b0f09c3aae Vehicle Actor WIP 2026-02-20 03:25:25 -06:00
n00b87
ddfd6b8838 Fixed Composite Actor functions not exported from spreadsheet 2026-02-17 00:33:04 -06:00
n00b87
2b16b0b3d2 Removed line debug output 2026-02-16 19:48:40 -06:00
n00b87
bc0d138387 WIP 2026-02-16 19:08:23 -06:00
n00b87
5779e59cdd Add mult-shape sprites and actors 2026-02-16 03:07:18 -06:00
n00b87
72ecdc046e Fixed crash when trying to set variable id that cannot be found 2026-02-12 14:00:36 -06:00
n00b87
e4d92c74b1 Update project file 2026-02-12 13:33:50 -06:00
n00b87
17238f3eeb Updated version info 2026-01-28 00:15:50 -06:00
n00b87
61e55f72f6 Added Bone Info Functions
* Added functions to get info on bones
* Fixed ColorKey() flipping images if color is not -1
2026-01-27 23:56:30 -06:00
Rodney Cunningham
a2c4eba1e2 Merge pull request #66 from n00b87/post_process_fx
Post process fx
2025-11-26 01:08:12 -06:00
n00b87
606d74fd39 Fixed Android ifdef for log 2025-11-25 05:38:12 -06:00
n00b87
dd6de7875e Return false if SetPostEffect fails 2025-11-25 04:46:34 -06:00
n00b87
db80705980 Added IFDEFs for android font loading 2025-11-25 03:33:34 -06:00
n00b87
ff7120e4a0 Changed shader path 2025-11-24 20:46:27 -06:00
n00b87
762ef94b7b Added android alternate source files 2025-11-24 19:27:29 -06:00
n00b87
320adcf808 Changed POST_EFFECT_DISTORTION to POST_EFFECT_MINERAL 2025-11-23 22:47:23 -06:00
n00b87
d5f9719d57 Fixed Pipeline_Render() not executing 2025-11-23 21:47:16 -06:00
n00b87
f11d41622b Fixed Post Processing functions 2025-11-23 03:16:43 -06:00
n00b87
f53f486c54 Added GetSpriteWorldCenter() function 2025-11-21 22:10:44 -06:00
n00b87
4df735e4f6 Fixed: ProjectorActors not rendering 2025-11-21 01:00:01 -06:00
n00b87
e0141b11e6 Added MatrixExists() function 2025-11-18 21:59:55 -06:00
n00b87
e6c0cb5a69 Added Stack_N_Exists() and Stack_S_Exists() functions 2025-11-18 21:25:42 -06:00
n00b87
340a6a6615 Fixed segfault when clearing scene with ACTOR_SHAPE_TYPE_NONE 2025-11-18 01:58:22 -06:00
n00b87
83c239fc3f Fixed segfault when deleting actors with ACTOR_SHAPE_TYPE_NONE 2025-11-18 01:55:29 -06:00
n00b87
af1ade702e WIP 2025-11-17 23:32:20 -06:00
n00b87
5bedafc8c8 Added post processing effects and custom render process functions 2025-11-10 23:22:10 -06:00
n00b87
e5deb6bc86 Fixed possible memory leak when using 3D primitives 2025-11-08 20:25:06 -06:00
n00b87
92af3e4772 Added Error checking to network functions 2025-11-08 00:59:33 -06:00
n00b87
0d345b8cd5 Fixed a typo in CreateSprite() documentation 2025-11-01 23:01:51 -05:00
n00b87
af895b3f11 Added override radius to cone, capsule, and sphere shapes 2025-10-12 00:48:22 -05:00
n00b87
8f7fd7d453 Added SetActorShapeEx() 2025-10-12 00:21:34 -05:00
n00b87
3fa3dbb4e3 Added bounds checking for sound functions 2025-10-02 20:35:38 -05:00
n00b87
4f8a4e4d7c Changed Include file check back to literal value 2025-09-29 23:54:42 -05:00
n00b87
c9a4cd6fcd Changed Include file check back to literal value 2025-09-29 23:49:49 -05:00
n00b87
3aa74deb68 Fixed environment variable resolution in INCLUDE having quotes 2025-09-29 23:42:41 -05:00
Rodney Cunningham
1293aec729 Merge pull request #65 from n00b87/fix_shadows
Fixed Shadow Rendering
2025-09-29 02:14:21 -05:00
n00b87
715098d200 Fixed Shadow Rendering
* Fixed Shadow rendering
* Added MakePlanarTextureMap, ReCalculateMeshNormals, GetMeshPolygonCount, and FlipMeshSurfaces
2025-09-29 01:20:51 -05:00
Rodney Cunningham
d63195de3b Merge pull request #64 from n00b87/blend_mode_2d
Blend mode 2d
2025-09-20 19:02:05 -05:00
n00b87
642d6dd23e Added Sprite Priority constants to spreadsheet 2025-09-20 18:15:08 -05:00
n00b87
8120a1fd96 Added SetSpriteCanvasRenderPriority function 2025-09-19 22:04:43 -05:00
n00b87
15e8426f99 Added GetSpritePhysics() function 2025-09-12 02:16:09 -05:00
n00b87
a9d15d69ec Added Nirvana Tile functions to API docs 2025-09-09 22:01:00 -05:00
n00b87
91b7b1b3d7 Updated version number 2025-08-31 22:39:13 -05:00
n00b87
bfdff4207a Set canvas render material for sprites 2025-08-31 21:50:38 -05:00
Rodney Cunningham
a25b4ad6ec Merge pull request #63 from n00b87/fix_fx_material_type_order
Fix fx material type order
2025-08-22 23:09:21 -05:00
n00b87
c2e898aa87 Updated version number in the compiler 2025-08-22 22:10:21 -05:00
n00b87
fd760f3201 Updated version number and removed test flag 2025-08-22 21:20:46 -05:00
n00b87
ab9238cdb8 FX materials can now use material properties before and after type is set 2025-08-22 21:19:23 -05:00
n00b87
ee5395bd66 WIP 2025-08-22 15:25:07 -05:00
n00b87
60278f03ba Check for constant name in SetMaterialConstant and GetMaterialConstant ignores case 2025-08-13 21:21:34 -05:00
n00b87
4b2f517de4 Added new functions to documentation 2025-08-13 19:20:25 -05:00
n00b87
6ad655f40d Updated material types in documentation 2025-08-13 19:19:38 -05:00
Rodney Cunningham
06d1d717dc Merge pull request #62 from n00b87/fx_material_constants
Added implementation for SetMaterialConstant and GetMaterialConstant
2025-08-13 18:24:11 -05:00
n00b87
05c5a6ca9f Added implementation for SetMaterialConstant and GetMaterialConstant 2025-08-13 18:22:00 -05:00
n00b87
1e3500bd05 Updated doc script 2025-08-07 17:32:20 -05:00
n00b87
aa48cfc661 Update project 2025-08-05 21:16:59 -05:00
n00b87
ea9a92d9ed Changed some error messages 2025-08-04 16:50:40 -05:00
n00b87
3a217d9438 Removed testing flag 2025-07-26 08:43:32 -05:00
Rodney Cunningham
fd3124a4d3 Merge pull request #61 from n00b87/v43_dev
v43 update
2025-07-08 21:30:01 -05:00
n00b87
96ba62c9de v43 update 2025-07-08 21:17:11 -05:00
n00b
f6a99ebba1 doc changes 2025-05-28 22:00:26 -04:00
n00b
0c36af2557 WIP 2025-05-27 00:53:48 -04:00
n00b
207868cd5d Fixed Sprite Transform functions
* Stored base offsets and vertices in sprite structure
* Calculated the average of vertices in polygon and chain shapes and used that as center
* Applied offsets to drawSprites()
2025-05-26 14:07:18 -04:00
n00b
bd3ec7f502 Fixed compile error when return user type from inside an IF block 2025-05-23 23:05:45 -04:00
Rodney Cunningham
a5d1445b60 Merge pull request #59 from n00b87/v42_special_materials
Fixed memory leak in collision callback
2025-05-23 19:27:22 -04:00
n00b
262d618d19 Fixed memory leak in collision callback 2025-05-23 19:23:57 -04:00
Rodney Cunningham
bed6f292c4 Merge pull request #58 from n00b87/v42_special_materials
V42 special materials
2025-05-22 17:32:01 -04:00
n00b
62bef8b6d0 Removed test flag 2025-05-21 21:50:15 -04:00
n00b
e7da6b745c Fixed Memory Leak in Collision Callback 2025-05-21 19:45:56 -04:00
n00b
daac85c26a Applied scale to sprite rotation point 2025-05-01 15:05:46 -04:00
n00b
51c64fa857 fixed re-used canvas slot not being set 2025-04-26 16:20:38 -04:00
n00b
65a37690ef Removed offsets from SetSpriteBox 2025-04-14 19:09:20 -04:00
n00b
020f107952 Fixed offset not being set in SetSpriteBox 2025-04-14 19:07:20 -04:00
n00b
edb6462752 Fixed Segfault from DeleteImage() and DeleteMesh() 2025-04-12 13:26:00 -04:00
n00b
b67d63d32c Added FX Materials
* Added FX Shader Materials
* Added Projector Actor
2025-04-11 00:51:47 -04:00
n00b
14a315db60 wip 2025-03-25 11:35:37 -04:00
Rodney Cunningham
3dcd6512df Merge pull request #57 from n00b87/v402_sprite_shape
Added sprite shape functions
2025-03-20 17:31:32 -04:00
n00b
14f87ecbf1 Added sprite shape functions 2025-03-20 17:29:11 -04:00
Rodney Cunningham
b6b1ecf86f Merge pull request #55 from n00b87/v401_dev
V402 dev
2025-02-01 13:26:00 -05:00
n00b
acdc78a149 Added DeleteAn8() function 2025-01-31 19:35:19 -05:00
n00b
eab4029642 Removed debug values 2025-01-26 10:49:48 -05:00
n00b
a3b99950db Fixed DIM not reporting false inside a TYPE block for invalid user type 2025-01-26 09:17:55 -05:00
n00b
979c946429 Updated version number 2025-01-26 00:00:20 -05:00
n00b
17b420578c Added New Static Mesh Functions 2025-01-25 23:53:43 -05:00
Rodney Cunningham
5fafa1c73c Merge pull request #54 from n00b87/v401_dev
V401 dev
2025-01-12 19:46:52 -05:00
n00b
8e161a1a22 Updated version number 2025-01-12 19:38:17 -05:00
n00b
4723ed8c6f fixed font only returning 0 for id 2025-01-04 17:32:26 -05:00
n00b
a7f13b98ad Removed SDL Blend Modes from constants 2024-12-25 18:34:58 -05:00
Rodney Cunningham
b88688bea7 Merge pull request #50 from n00b87/sprite_blend
Added Sprite Color Blend and Global AntiAlias functions
2024-12-22 21:03:57 -05:00
n00b
d91146db60 Added Sprite Color Blend and Global AntiAlias functions 2024-12-22 20:27:40 -05:00
Rodney Cunningham
ff01fa83f4 Merge pull request #49 from n00b87/joint_stuff
Added JointExists() and SpriteExists()
2024-12-22 18:28:49 -05:00
n00b
f2af1d4045 Added JointExists() and SpriteExists() 2024-12-22 18:16:13 -05:00
Rodney Cunningham
a2c9d4952c Merge pull request #47 from n00b87/clear_sprites
Clear sprites
2024-12-22 15:43:40 -05:00
n00b
070cbe2898 Changed ref_actor for animation callback to actor id 2024-12-22 15:22:20 -05:00
n00b
44eb4aa236 Added error check for canvas type to RayCast2D functions 2024-12-22 14:22:00 -05:00
n00b
0ef552910a Fixed sprite allocation bugs
* Fixed bug that would cause the renderer for sprites to be corrupted on when the sprite vector is resized
* Changed deleted_sprites variable to deleted_animation in sprite object
* Changed sprite pointer vector to sprite id vector in canvas object
* Changed the value stored in Fixture UserData pointer to sprite id rather than sprite pointer because pointer would change on resize anyway
2024-12-22 13:05:23 -05:00
Rodney Cunningham
ac2cb91b18 Merge pull request #46 from n00b87/byref_udt_array
Fixed ByRef UDT arrays
2024-12-21 02:52:22 -05:00
n00b
0f24f30c38 Changed Error message for mismatch args in byref array 2024-12-21 02:45:02 -05:00
n00b
9c5aaa8db6 Fixed ByRef UDT arrays 2024-12-21 02:28:44 -05:00
Rodney Cunningham
33919725bf Merge pull request #45 from n00b87/add_setfps
Add setfps
2024-12-20 21:56:00 -05:00
n00b
25e225ff96 Removed test flag 2024-12-20 21:55:17 -05:00
n00b
94a9bb08fb Added SetFPS() and SetWindowVSync() 2024-12-20 20:40:10 -05:00
n00b
8b8be85dea Implemented VSync timer using SDL 2024-12-20 17:04:40 -05:00
Rodney Cunningham
6f93be7a23 Merge pull request #43 from n00b87/clear_constraints
Clears constraints in ClearScene()
2024-12-20 13:22:58 -05:00
n00b
33edf29fd0 Clears constraints in ClearScene() 2024-12-20 13:21:01 -05:00
Rodney Cunningham
d3c508f149 Merge pull request #41 from n00b87/fix_triangle
Sorted points in Triangle()
2024-12-20 12:10:37 -05:00
n00b
a4e9fdd9fd Sorted points in Triangle() 2024-12-20 12:01:05 -05:00
Rodney Cunningham
4c4c4d4952 Merge pull request #38 from n00b87/null_tile
Added possible -1 value to setTile() and fillTile()
2024-12-19 20:34:00 -05:00
n00b
c30bade6c7 Added possible -1 value to setTile() and fillTile() 2024-12-19 20:23:23 -05:00
n00b
ba3bbd2fc8 Updated README with linux setup instructions 2024-12-18 19:26:02 -05:00
n00b
7b87adc07e Add Linux Setup Script 2024-12-18 19:23:10 -05:00
Rodney Cunningham
6bf8a310a1 Merge pull request #34 from n00b87/win_dev_setup
Windows Development Environment Setup
2024-12-18 18:32:27 -05:00
n00b
c4af461e3d Update project file 2024-12-18 18:30:32 -05:00
n00b87
2381c84fe5 Update the README with build instructions for windows 2024-12-18 16:40:25 -05:00
n00b87
80435becff Added setup script for windows 2024-12-18 16:32:59 -05:00
n00b87
f9092efbba Added windows project files with build targets 2024-12-18 16:29:21 -05:00
n00b
323e91e4df Added RC3 function count macro to tracker 2024-12-16 12:59:36 -05:00
Rodney Cunningham
f963213013 Merge pull request #26 from n00b87/main
Merge pull request #25 from n00b87/dev
2024-12-16 11:55:52 -06:00
Rodney Cunningham
af7ac75384 Merge pull request #25 from n00b87/dev
v4.0
2024-12-16 11:53:01 -06:00
n00b
3a03aaa148 Updated docs 2024-12-15 23:12:45 -05:00
n00b
7181b6924a Fixed 3D primitive material setting 2024-12-15 20:56:19 -05:00
n00b
98e8257e4a Added 3D Primitive functions 2024-12-15 19:43:58 -05:00
n00b
d4aa4198af TCP_SocketReady() should now return true if data is available 2024-12-15 15:19:40 -05:00
n00b
e05f4ff024 TCP_SocketReady() should now return true if data is available 2024-12-15 15:12:15 -05:00
n00b
b01f3cfc01 Fixed network socket ID errors 2024-12-15 13:58:51 -05:00
n00b
119e6f5bfe Fixed mouse wheel reporting last value when not scrolling 2024-12-15 12:55:46 -05:00
n00b
39c5e4a9f2 ColorKey now uses upper left corner when a value of -1 is used 2024-12-15 11:37:44 -05:00
n00b
0e2253ad02 Test updates 2024-12-15 01:12:58 -05:00
n00b
6b8f078291 Updated docs 2024-12-14 15:28:03 -05:00
n00b
f392bdebfc Added ray cast functions 2024-12-14 15:13:55 -05:00
n00b
447bc241d7 Fixed bug that prevents compiler from finding user types in scope 2024-12-13 20:22:10 -05:00
Rodney Cunningham
d0dc046c6b Merge pull request #24 from arc1tec4/dev
Flesh out "Sprite" docs
2024-12-11 22:23:25 -06:00
n00b
59e93b66d1 Added keywords to studio config macro 2024-12-11 23:20:12 -05:00
arc1tec4
a4fca34d19 Merge branch 'n00b87:dev' into dev 2024-12-11 21:16:40 -07:00
n00b
a07c6e8d15 Added macro to generate studio config file to tracker 2024-12-11 23:05:42 -05:00
n00b
588e866bad Add rc_windowclose.h 2024-12-11 18:44:11 -05:00
n00b
f827706734 Removed test flag 2024-12-11 18:36:01 -05:00
n00b
1a574146af Added DeleteTileSet() and DeleteTileMap() 2024-12-11 18:30:43 -05:00
arc1tec4
7c3d44b0ff Add files via upload 2024-12-11 14:35:28 -07:00
arc1tec4
82cbb6c73a Add files via upload 2024-12-11 14:31:54 -07:00
arc1tec4
d7b1440917 Add files via upload 2024-12-11 14:14:00 -07:00
n00b
0c3cfde381 Removed resize on fullscreen 2024-12-11 16:09:10 -05:00
arc1tec4
38021bf1fa Add files via upload 2024-12-11 14:08:07 -07:00
n00b
d1d291d823 Force window resize when SetWindowFullscreen() is called 2024-12-11 16:02:42 -05:00
n00b
c354825638 Force window resize when SetWindowFullscreen() is called 2024-12-11 15:46:00 -05:00
n00b
072024fa41 Fixed Scaling issues when changing window size
Fixed Window Scaling issue and Fixed SetSpriteVisible()
2024-12-11 12:53:24 -05:00
n00b87
bb03c0f9a3 Add em_build.bat 2024-12-09 23:54:21 -06:00
n00b
10f225d14b Remove backup trackers 2024-12-09 15:59:52 -05:00
Rodney Cunningham
b3667a70df Merge pull request #23 from n00b87/fix_gles2_vsync
Fix Mouse and Canvas Scaling in Fullscreen
2024-12-09 14:58:03 -06:00
n00b
4cdcf7aa24 Added ClearScene() and made THEN optional 2024-12-09 15:51:27 -05:00
n00b
31872c955c Fixed fullscreen rendering and mouse scaling 2024-12-09 11:51:50 -05:00
n00b
80c97f0a93 WIP 2024-12-09 10:56:08 -05:00
n00b
09ab7d76cd Add fog functions to docs 2024-12-09 08:29:34 -05:00
n00b
9fba7a380c Removed test flag 2024-12-09 02:06:47 -05:00
n00b
a85bb304ea Fixed issue with images being offset on paint canvas in the GLES2 driver 2024-12-09 01:51:38 -05:00
Rodney Cunningham
005d324a81 Merge pull request #22 from n00b87/change_shader_path
Changed default GLES2 shader path
2024-12-08 21:18:39 -06:00
n00b
953b7b562d Changed default GLES2 shader path 2024-12-08 22:12:28 -05:00
n00b
bea293d13c Fixed a bullet include for windows 2024-12-07 12:54:35 -05:00
n00b
da3e4fbe36 Fixed a bullet include for windows 2024-12-07 12:52:32 -05:00
n00b
3753e1a0d3 Fixed a bullet include for windows 2024-12-07 12:50:52 -05:00
n00b
8e1686978c Remove token output on ERROR 2024-12-07 12:45:16 -05:00
Rodney Cunningham
3cd9dde20d Merge pull request #21 from n00b87/fix_alpha4_bugs
Fix alpha4 bugs
2024-12-07 11:59:03 -05:00
n00b
c4e2dc9d8e Removed test parameters 2024-12-07 11:32:11 -05:00
n00b
5a24dc445b Fixed GetPixel() in GLES2 driver 2024-12-05 22:19:50 -05:00
n00b
32e1e0a00f Fixed FloodFill() in GLES2 driver 2024-12-05 21:36:07 -05:00
n00b
fef3d682e6 Fixed CanvasClip() and Rect() on GLES2 driver 2024-12-05 20:00:21 -05:00
n00b
4876640bf4 Removed haptic init on web build 2024-12-02 22:00:21 -05:00
n00b
b7e4281352 Fixed emscripten define 2024-12-01 21:19:52 -05:00
n00b
0b66a9294f Removed test flags 2024-12-01 17:12:50 -05:00
n00b
cfad58b99c Added delta timestep to 2d simulation 2024-12-01 00:15:41 -05:00
n00b
f008cf839b Set fixed timestep to delta time by default 2024-11-30 23:28:30 -05:00
n00b
2a78f8cf81 Removed box2d world from clone canvas 2024-11-30 22:45:20 -05:00
n00b
36cee820d3 Use SDL_GetTicks() for physics timer 2024-11-30 22:25:29 -05:00
n00b
adec3d0039 Fixed GetPixel() 2024-11-24 07:23:30 -05:00
n00b
917a2a10eb Automated build scripts 2024-11-23 17:01:42 -05:00
n00b
26f89808ba Added function changes to compiler and runtime 2024-11-23 15:54:12 -05:00
n00b
a2363aa63a Changed ReadInput_Text() to ReadInput_GetText 2024-11-23 11:53:39 -05:00
n00b
d79a8f9602 Added default material for drawing 2D objects 2024-11-23 09:46:33 -05:00
n00b
b56f0185cf Fixed runtime only accepting filename main.cbc 2024-11-22 11:10:50 -05:00
n00b
f3c49b8a8b Emscripten build script 2024-11-19 00:06:41 -05:00
n00b
33ece2b755 Emscripten build script 2024-11-19 00:04:17 -05:00
n00b
5048597745 Added GetSpriteRestitutionThreshold() 2024-11-17 23:16:51 -05:00
Rodney Cunningham
b9275b7d80 Merge pull request #20 from n00b87/performance_boost
Replaced loop to read numbers from code/data segments with a single cast
2024-11-15 23:36:36 -05:00
n00b
f35b940637 Replaced loop to read numbers from code/data segments with a single cast 2024-11-15 23:07:53 -05:00
Rodney Cunningham
cf47eb2039 Merge pull request #19 from n00b87/fix_animation_system
Fixed looping animations for actors
2024-11-15 22:22:55 -05:00
n00b
c085150def Fixed looping animations for actors 2024-11-15 22:19:40 -05:00
Rodney Cunningham
378c25ffde Merge pull request #18 from n00b87/missing_functions
Added new physics functions
2024-11-15 21:01:15 -05:00
n00b
40ca65cb3f Added new physics functions
* Added some new physics functions
* Added new documentation
* Added some auto checks for OS to rc_os_defines.h
* Fixed bugs on settting and getting position of sprites
2024-11-15 20:42:08 -05:00
Rodney Cunningham
3f4a1ce1cc Merge pull request #17 from n00b87/sdl2_ogles2
Sdl2 ogles2
2024-11-15 09:40:54 -05:00
n00b
ac30b0f7bb Fixed a bug with getting the sprite position not using the offset for box2d 2024-11-15 09:24:19 -05:00
n00b
370c2bed33 Finalized support for emscripten build 2024-11-15 08:20:18 -05:00
n00b
73fb1bded8 Fixed sprite alignment with box2d fixtures 2024-11-13 22:31:03 -05:00
Rodney Cunningham
fc082973d2 Merge pull request #16 from arc1tec4/dev
Dev - createTileSet doc
2024-11-13 22:13:47 -05:00
arc1tec4
a8c3f059cc Add files via upload 2024-11-13 17:45:29 -07:00
arc1tec4
89258b691d Add files via upload 2024-11-13 17:44:51 -07:00
arc1tec4
3972f8b927 Add files via upload 2024-11-13 17:44:04 -07:00
Rodney Cunningham
5719ad1dbd Merge pull request #15 from arc1tec4/dev
createsprite doc
2024-11-12 23:21:34 -05:00
n00b
a08ab8760c Fixed paint canvas scaling on ogles2 2024-11-12 23:12:55 -05:00
arc1tec4
0b132399fc Delete doc/doc_files/images/test 2024-11-12 18:50:41 -07:00
arc1tec4
79ec4b5ae0 Delete doc/doc_files/theEye.png 2024-11-12 18:50:16 -07:00
arc1tec4
c506ea110c Add files via upload 2024-11-12 18:49:29 -07:00
arc1tec4
bac4a2734f Create test 2024-11-12 18:49:08 -07:00
arc1tec4
5ff184aff6 Fleshed out createsprite DOC 2024-11-12 18:47:06 -07:00
arc1tec4
ca2c818b25 Fleshed out createSprite DOC files 2024-11-12 18:45:43 -07:00
Rodney Cunningham
229aebfec3 Merge pull request #14 from arc1tec4/dev
Dev - push from fork
2024-11-11 22:10:15 -05:00
arc1tec4
9e61ea1c5e Add files via upload 2024-11-11 20:02:07 -07:00
arc1tec4
78e3281bf3 Fixed-Hopefully functions 2024-11-11 16:44:14 -07:00
arc1tec4
cf6feab5c1 Add files via upload 2024-11-11 16:41:10 -07:00
arc1tec4
5221ac5e8f Delete doc/doc_files/setspritegravity.html 2024-11-11 16:40:14 -07:00
arc1tec4
3e2b01d794 Delete doc/doc_files/getspritegravity.html 2024-11-11 16:39:51 -07:00
arc1tec4
b4b18b4860 Delete doc/files/getspritegravity.txt 2024-11-11 16:39:35 -07:00
arc1tec4
8fd6acbde3 Delete doc/files/setspritegravity.txt 2024-11-11 16:39:14 -07:00
arc1tec4
a0b3025848 Add files via upload 2024-11-11 16:38:26 -07:00
arc1tec4
fe5b5bc389 Delete getspritegravity.txt 2024-11-11 16:37:36 -07:00
arc1tec4
ceee3fc5d0 Delete rc_spritelib.h 2024-11-11 16:37:24 -07:00
arc1tec4
34c023a976 Delete setspritegravity.html 2024-11-11 16:37:12 -07:00
arc1tec4
74f9fc8969 Delete setspritegravity.txt 2024-11-11 16:37:02 -07:00
arc1tec4
a13d3de54f Delete getspritegravity.html 2024-11-11 16:36:50 -07:00
n00b
b66e458590 Fixed Keyboard input for WebGL 2024-11-11 13:37:23 -05:00
arc1tec4
19f67fa883 Add files via upload 2024-11-10 22:17:58 -07:00
arc1tec4
f8296f44cf Add files via upload 2024-11-10 22:17:02 -07:00
arc1tec4
f30aaffc4c Add files via upload 2024-11-10 22:15:47 -07:00
arc1tec4
1e47d69e23 Add files via upload 2024-11-10 22:13:24 -07:00
arc1tec4
5c53e7067b Add files via upload 2024-11-10 22:10:42 -07:00
arc1tec4
de0101253d Merge branch 'n00b87:dev' into dev 2024-11-10 22:09:38 -07:00
arc1tec4
cbb578981a Add files via upload 2024-11-10 22:08:47 -07:00
n00b
bffa478064 Added GLES2 support 2024-11-10 19:05:55 -05:00
Rodney Cunningham
f7b6e8e609 Merge pull request #13 from n00b87/use_degrees
Converted radian parameters and return values to degrees
2024-10-30 08:18:02 -04:00
n00b
ece34a3989 Converted radian parameters and return values to degrees 2024-10-29 23:25:24 -04:00
Rodney Cunningham
77ab9983a7 Merge pull request #12 from n00b87/doc_upgrade
Doc upgrade
2024-10-28 22:26:51 -04:00
n00b
2a580f9686 Finished documentation
Finished documentation on sprite physics and joints
Fixed some bugs in sprite physics
Added safety checks for joint types
Added code to free up joints when a canvas is destroyed
2024-10-28 22:22:33 -04:00
n00b
8f1b72a8e2 Added Sprite Physics and Joints 2024-10-27 23:24:37 -04:00
n00b
d49b9f5d58 Merge branch 'dev' of github.com:n00b87/RCBASIC4 into doc_upgrade
merge from dev
2024-10-27 11:52:56 -04:00
n00b
87ccd04589 WIP 2024-10-27 11:52:28 -04:00
Rodney Cunningham
4d8ff846f3 Merge pull request #11 from arc1tec4/dev
Few functions to review
2024-10-27 11:28:25 -04:00
arc1tec4
67d3373429 Add files via upload 2024-10-27 08:52:02 -06:00
n00b
6edb1bc09d generated docs added 2024-10-24 23:25:02 -04:00
n00b
b14019f9a9 Added top navbar rcdoc files 2024-10-24 22:51:34 -04:00
n00b
86fee87c0f Added macro to the tracker that automates generating categories for the bottom navbar in the manual 2024-10-23 22:53:02 -04:00
n00b
6a763febf9 Added tile documentation 2024-10-21 20:01:48 -04:00
Rodney Cunningham
4b64af34be Merge pull request #10 from n00b87/tiling
Finished Tiling System
2024-10-21 18:52:53 -04:00
3683 changed files with 94565 additions and 16684 deletions

190
RCBasic_Dev_Setup.bat Normal file
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cd ..
set DEV_BASE_DIR=%CD%
git clone --branch sdl2_device https://github.com/n00b87/RCIrrlicht.git
git clone --branch irrlicht_loader https://github.com/n00b87/an8-parser.git
git clone https://github.com/n00b87/RCDocs.git
git clone https://github.com/n00b87/IrrTheora.git
git clone https://github.com/n00b87/irrBullet.git
git clone --branch "VER-2-13-3" https://github.com/freetype/freetype.git
curl -Lo SDL2-devel-2.30.10-mingw.zip "https://github.com/libsdl-org/SDL/releases/download/release-2.30.10/SDL2-devel-2.30.10-mingw.zip"
tar -xf SDL2-devel-2.30.10-mingw.zip
rename SDL2-2.30.10 SDL2-dev
curl -Lo SDL2_image-devel-2.8.3-mingw.zip "https://github.com/libsdl-org/SDL_image/releases/download/release-2.8.3/SDL2_image-devel-2.8.3-mingw.zip"
tar -xf SDL2_image-devel-2.8.3-mingw.zip
rename SDL2_image-2.8.3 SDL2_image-dev
curl -Lo SDL2_mixer-devel-2.8.0-mingw.zip "https://github.com/libsdl-org/SDL_mixer/releases/download/release-2.8.0/SDL2_mixer-devel-2.8.0-mingw.zip"
tar -xf SDL2_mixer-devel-2.8.0-mingw.zip
rename SDL2_mixer-2.8.0 SDL2_mixer-dev
curl -Lo SDL2_net-devel-2.2.0-mingw.zip "https://github.com/libsdl-org/SDL_net/releases/download/release-2.2.0/SDL2_net-devel-2.2.0-mingw.zip"
tar -xf SDL2_net-devel-2.2.0-mingw.zip
rename SDL2_net-2.2.0 SDL2_net-dev
git clone --branch "v1.1.1" https://github.com/xiph/theora.git
git clone --branch "v1.1.1" https://github.com/xiph/theora.git theora64
git clone --branch "v1.3.7" https://github.com/xiph/vorbis.git
git clone --branch "v1.3.5" https://github.com/xiph/ogg.git
git clone --branch "v2.4.2" https://github.com/erincatto/box2d.git
git clone --branch "3.25" https://github.com/bulletphysics/bullet3.git
cd ogg
set TMP_PATH=%PATH%
set PATH=%MINGW32%\bin;%PATH%
mkdir build
cd build
cmake -G "MinGW Makefiles" ..
mingw32-make
set PATH=%TMP_PATH%
cd ..
set PATH=%MINGW64%\bin;%PATH%
mkdir build64
cd build64
cmake -G "MinGW Makefiles" ..
mingw32-make
set PATH=%TMP_PATH%
cd %DEV_BASE_DIR%
cd vorbis
set PATH=%MINGW32%\bin;%PATH%
mkdir build
cd build
cmake -G "MinGW Makefiles" .. -DOGG_INCLUDE_DIR=%DEV_BASE_DIR%\ogg\include -DOGG_LIBRARY=%DEV_BASE_DIR%\ogg\build\libogg.a
mingw32-make
set PATH=%TMP_PATH%
cd ..
set PATH=%MINGW64%\bin;%PATH%
mkdir build64
cd build64
cmake -G "MinGW Makefiles" .. -DOGG_INCLUDE_DIR=%DEV_BASE_DIR%\ogg\include -DOGG_LIBRARY=%DEV_BASE_DIR%\ogg\build64\libogg.a
mingw32-make
set PATH=%TMP_PATH%
cd %DEV_BASE_DIR%
set PATH=%MINGW32%\bin;%PATH%
cd theora\win32\xmingw32
set bash="C:\Program Files\Git\bin\sh.exe"
%bash% --login -i -c "export dev_dir=$PWD/../../.. && export C_INCLUDE_PATH=$dev_dir/ogg/include && export C_INCLUDE_PATH=$dev_dir/vorbis/include:$C_INCLUDE_PATH && export LIBRARY_PATH=$dev_dir/ogg/build:$LIBRARY_PATH && export LIBRARY_PATH=$dev_dir/vorbis/build/lib:$LIBRARY_PATH && mingw32-make libtheoradec.dll"
set PATH=%TMP_PATH%
cd %DEV_BASE_DIR%
set PATH=%MINGW64%\bin;%PATH%
cd theora64\win32\xmingw32
set bash="C:\Program Files\Git\bin\sh.exe"
%bash% --login -i -c "export dev_dir=$PWD/../../.. && export C_INCLUDE_PATH=$dev_dir/ogg/include && export C_INCLUDE_PATH=$dev_dir/vorbis/include:$C_INCLUDE_PATH && export LIBRARY_PATH=$dev_dir/ogg/build64:$LIBRARY_PATH && export LIBRARY_PATH=$dev_dir/vorbis/build64/lib:$LIBRARY_PATH && mingw32-make libtheoradec.dll"
set PATH=%TMP_PATH%
cd %DEV_BASE_DIR%
cd box2d
set PATH=%MINGW32%\bin;%PATH%
mkdir build
cd build
cmake -G "MinGW Makefiles" ..
mingw32-make
set PATH=%TMP_PATH%
cd ..
set PATH=%MINGW64%\bin;%PATH%
mkdir build64
cd build64
cmake -G "MinGW Makefiles" ..
mingw32-make
set PATH=%TMP_PATH%
cd %DEV_BASE_DIR%
cd bullet3
cd src
mklink /J bullet %CD%
cd ..
set PATH=%MINGW32%\bin;%PATH%
mkdir build
cd build
cmake -G "MinGW Makefiles" .. -DBUILD_OPENGL3_DEMOS=OFF -DBUILD_BULLET2_DEMOS=OFF -DBUILD_UNIT_TESTS=OFF -DUSE_GRAPHICAL_BENCHMARK=OFF
mingw32-make
set PATH=%TMP_PATH%
cd ..
set PATH=%MINGW64%\bin;%PATH%
mkdir build64
cd build64
cmake -G "MinGW Makefiles" .. -DBUILD_OPENGL3_DEMOS=OFF -DBUILD_BULLET2_DEMOS=OFF -DBUILD_UNIT_TESTS=OFF -DUSE_GRAPHICAL_BENCHMARK=OFF
mingw32-make
set PATH=%TMP_PATH%
cd %DEV_BASE_DIR%
cd freetype
cd include
mklink /J freetype2 %CD%
cd ..
set PATH=%MINGW32%\bin;%PATH%
mkdir build
cd build
cmake -G "MinGW Makefiles" ..
mingw32-make
set PATH=%TMP_PATH%
cd ..
set PATH=%MINGW64%\bin;%PATH%
mkdir build64
cd build64
cmake -G "MinGW Makefiles" ..
mingw32-make
set PATH=%TMP_PATH%
cd %DEV_BASE_DIR%
cd RCIrrlicht\include
del IrrCompileConfig.h
rename IrrCompileConfig_win.h IrrCompileConfig.h
cd %DEV_BASE_DIR%
cd RCIrrlicht\source\Irrlicht
set PATH=%CODEBLOCKS_DIR%;%PATH%
codeblocks --clean --target="Win32 - Release - accurate math - dll" Irrlicht-gcc.cbp
codeblocks --clean --target="Release64 - accurate math - dll" Irrlicht-gcc.cbp
codeblocks --build --target="Win32 - Release - accurate math - dll" Irrlicht-gcc.cbp
codeblocks --build --target="Release64 - accurate math - dll" Irrlicht-gcc.cbp
set PATH=%TMP_PATH%
cd %DEV_BASE_DIR%
echo ------------------------
echo Setup Complete

39
RCBasic_Dev_Setup.sh Normal file
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sudo apt update
sudo apt install git
sudo apt install make
sudo apt install cmake
sudo apt install g++
sudo apt install geany
sudo apt install spice-webdavd spice-client-gtk
sudo apt install codeblocks
sudo apt install python3
sudo apt install openjdk-21-jdk
cd ..
git clone --branch "v2.4.2" https://github.com/erincatto/box2d.git
git clone --branch "3.21" https://github.com/bulletphysics/bullet3.git
sudo apt install libsdl2-dev
sudo apt install libsdl2-image-dev
sudo apt install libsdl2-mixer-dev
sudo apt install libsdl2-net-dev
sudo apt install libogg-dev
sudo apt install libvorbis-dev
sudo apt install libtheora-dev
git clone git@github.com:n00b87/RCBASIC4.git
git clone git@github.com:n00b87/an8-parser.git --branch irrlicht_loader
git clone git@github.com:n00b87/IrrTheora.git
git clone git@github.com:n00b87/RCBasic-Studio.git
git clone git@github.com:n00b87/RCIrrlicht.git --branch sdl2_device
git clone git@github.com:n00b87/RCIrrlicht.git RCIrrlicht_em --branch ogles2_sdl2
git clone git@github.com:n00b87/irrBullet.git
git clone git@github.com:n00b87/RCDocs.git
git clone https://github.com/emscripten-core/emsdk.git
cd emsdk
./emsdk install 3.1.72
./emsdk activate 3.1.72

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# RCBASIC4
Version 4 of the RCBasic Programming Language Compiler and Runtime
## Setup Build Environment
### On Windows
1. Install the following software: Codeblocks, MinGW32, MinGW64, Git, and CMake
2. Set MINGW32 and MINGW64 environment variables to the root of each tool
3. Set CODEBLOCKS_DIR to Codeblocks root
4. Run RCBasic_Dev_Setup.bat
### On Linux
1. Run RCBasic_Dev_Setup.sh
NOTE: The linux setup script is still a work in progress.

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#!/bin/bash
BASEDIR=$(dirname 0)
cd $BASEDIR
RCBASIC_BUILD_ERROR=2
RCBASIC_RUNTIME_ERROR=2
export RCBASIC_BUILD_MAIN_DIR=/home/n00bc0de/Projects
export RCBASIC_BUILD_JOURNAL=build_journal.sh
#RCBASIC_BUILD
if [ -e $RCBASIC_BUILD_JOURNAL ]
then
rm $RCBASIC_BUILD_JOURNAL
fi
touch build_journal.sh
chmod +x build_journal.sh
pushd $BASEDIR/RCBASIC4/rcbasic_build
./build.sh
popd
source $RCBASIC_BUILD_JOURNAL
echo "RCBASIC_BUILD STATUS = $RCBASIC_BUILD_ERROR"
#RCBASIC_RUNTIME
if [ $RCBASIC_BUILD_ERROR == 0 ]
then
pushd $BASEDIR/RCBASIC4/rcbasic_runtime
./build.sh
popd
source $RCBASIC_BUILD_JOURNAL
echo "RCBASIC_RUNTIME STATUS = $RCBASIC_RUNTIME_ERROR"
fi
echo "rcbasic_build status=$RCBASIC_BUILD_ERROR"
echo "rcbasic_RUNTIME status=$RCBASIC_RUNTIME_ERROR"

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#!/bin/bash
BASEDIR=$(dirname 0)
echo "build journal path: $RCBASIC_BUILD_JOURNAL"
codeblocks --clean rcbasic_build.cbp
codeblocks --target=Release --build rcbasic_build.cbp
if [ ! -e $BASEDIR/bin/Release/rcbasic_build ]
then
pushd $RCBASIC_BUILD_MAIN_DIR
echo "export RCBASIC_BUILD_ERROR=1" >> $RCBASIC_BUILD_JOURNAL
popd
else
pushd $RCBASIC_BUILD_MAIN_DIR
echo "export RCBASIC_BUILD_ERROR=0" >> $RCBASIC_BUILD_JOURNAL
popd
fi

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#!/bin/bash
BASEDIR=$(dirname 0)
echo "build journal path: $RCBASIC_BUILD_JOURNAL"
codeblocks --clean rcbasic_runtime.cbp
codeblocks --target=Release --build rcbasic_runtime.cbp
if [ ! -e $BASEDIR/bin/Release/rcbasic_runtime ]
then
pushd $RCBASIC_BUILD_MAIN_DIR
echo "export RCBASIC_RUNTIME_ERROR=1" >> "$RCBASIC_BUILD_JOURNAL"
popd
else
pushd $RCBASIC_BUILD_MAIN_DIR
echo "export RCBASIC_RUNTIME_ERROR=0" >> "$RCBASIC_BUILD_JOURNAL"
popd
fi

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#title Abs [RCBasic Doc]
#header function Abs(n)
Returns the absolute value of n

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

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#title Acos [RCBasic Doc]
#header function Acos(n)
Returns the Arcosine of n

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

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#title actorAnimationIsLooped [RCBasic Doc]
#header function actorAnimationIsLooped( actor )
Returns true if an actors animation is set to looped.
Note: Actor animation is set to looped with the loopActorAnimation() function.
#ref loopActorAnimation

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

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

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

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

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

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

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

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

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

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

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#title AndBit [RCBasic Doc]
#header function AndBit(a,b)
Returns the bitwise AND operation of 2 numbers

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

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

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

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

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

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

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

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

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

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#title ApplyActorForceLocal [RCBasic Doc]
#header sub ApplyActorForceLocal( actor, x, y, z, rel_x, rel_y, rel_z)
Applies a force to an actor at a specific point. Unlike ApplyActorCentralForce(local/world), which applies force only at the center of mass (affecting linear velocity), this can generate both linear motion and rotation (torque), depending on where the force is applied relative to the center of mass.
#list
#li x,y,z - direction of the force
#li rel_x, rel_y, rel_z - position to apply the force to relative to the center of mass
#/list
#ref ApplyActorForceWorld ApplyActorCentralForceLocal ApplyActorCentralForceWorld

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#title ApplyActorForceWorld [RCBasic Doc]
#header sub ApplyActorForceWorld( actor, x, y, z, rel_x, rel_y, rel_z)
Applies a force to an actor at a specific point. Unlike ApplyActorCentralForce(local/world), which applies force only at the center of mass (affecting linear velocity), this can generate both linear motion and rotation (torque), depending on where the force is applied relative to the center of mass.
#list
#li x,y,z - direction of the force
#li rel_x, rel_y, rel_z - position to apply the force to relative to the center of mass
#/list
#ref ApplyActorForceLocal ApplyActorCentralForceLocal ApplyActorCentralForceWorld

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#title ApplyActorImpulseLocal [RCBasic Doc]
#header sub ApplyActorImpulseLocal( actor, x, y, z, rel_x, rel_y, rel_z)
Applies an impulse to an actor at a specific point. Unlike ApplyActorCentralImpulse(local/world), which applies impulse only at the center of mass (affecting linear velocity), this can generate both linear motion and rotation (torque), depending on where the force is applied relative to the center of mass.
#list
#li x,y,z - direction of the impulse
#li rel_x, rel_y, rel_z - position to apply the force to relative to the center of mass
#/list
#ref ApplyActorImpulseWorld ApplyActorForceLocal ApplyActorForceWorld

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#title applyActorImpulseWorld [RCBasic Doc]
#header sub applyActorImpulseWorld( actor, x, y, z, rel_x, rel_y, rel_z)
Applies an impulse to an actor at a specific point. Unlike ApplyActorCentralImpulse(local/world), which applies impulse only at the center of mass (affecting linear velocity), this can generate both linear motion and rotation (torque), depending on where the force is applied relative to the center of mass.
#list
#li x,y,z - direction of the impulse
#li rel_x, rel_y, rel_z - position to apply the force to relative to the center of mass
#/list
#ref ApplyActorImpulseLocal ApplyActorForceLocal ApplyActorForceWorld

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#title applyActorTorqueImpulseLocal [RCBasic Doc]
#header sub applyActorTorqueImpulseLocal( actor, x, y, z)
Applies an impulse that directly affects the angular velocity of an actor, causing it to rotate. This is similar to applying an impulse, but instead of changing the linear velocity (which applyActorCentralImpulse does), it alters the body's rotational motion (angular velocity) instantaneously.
#list ul
#li x, y, z - Direction of rotation
#/list
#ref ApplyActorTorque ApplyActorTorqueImpulseWorld

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#title applyActorTorqueImpulseWorld [RCBasic Doc]
#header sub applyActorTorqueImpulseWorld( actor, x, y, z)
Applies an impulse that directly affects the angular velocity of an actor, causing it to rotate. This is similar to applying an impulse, but instead of changing the linear velocity (which applyActorCentralImpulse does), it alters the body's rotational motion (angular velocity) instantaneously.
#list ul
#li x, y, z - Direction of rotation
#/list
#ref ApplyActorTorque ApplyActorTorqueImpulseLocal

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#title applyActorTorqueLocal [RCBasic Doc]
#header sub applyActorTorqueLocal( actor, x, y, z)
Applies a continuous torque to an actor, causing it to accelerate its rotational motion over time. Unlike applyActorTorqueImpulse, which causes an immediate change in angular velocity, this applies a torque force gradually, leading to a continuous rotational effect, similar to applying a force to linear motion.
#list
#li x, y, z - direction of rotation
#/list
#ref ApplyActorTorqueWorld ApplyActorTorqueImpulseLocal ApplyActorTorqueImpulseWorld

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#title applyActorTorqueWorld [RCBasic Doc]
#header sub applyActorTorqueWorld( actor, x, y, z)
Applies a continuous torque to an actor, causing it to accelerate its rotational motion over time. Unlike applyActorTorqueImpulse, which causes an immediate change in angular velocity, this applies a torque force gradually, leading to a continuous rotational effect, similar to applying a force to linear motion.
#list
#li x, y, z - direction of rotation
#/list
#ref ApplyActorTorqueLocal ApplyActorTorqueImpulseLocal ApplyActorTorqueImpulseWorld

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

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

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

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

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

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

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

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#title ATan2 [RCBasic Doc]
#header Function ATan2(y, x)
Returns the ArcTangent of x and y

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

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#title Bin$ [RCBasic Doc]
#header function Bin$(n)
Returns the binary representation of a number.

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

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

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

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

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

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

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

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

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

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

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#title Chr$ [RCBasic Doc]
#header function Chr$(n)
Returns the character with the matching ASCII value n.

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#title CInt32 [RCBasic Doc]
#header function CInt32(i)
Returns a 32-bit signed integer.

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#title CInt64 [RCBasic Doc]
#header function CInt64(i)
Returns a 64-bit signed integer.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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#title Cls [RCBasic Doc]
#header sub Cls()
Clears the back buffer on the window

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

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

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

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#title ComputeActorAngularImpulseDenominator [RCBasic Doc]
#header function ComputeActorAngularImpulseDenominator( actor, x, y, z)
Computes a scalar value that represents how an actor will respond to an angular impulse at a given point, taking into account the actor's inertia tensor (which governs how the object resists rotation). This function is particularly useful in calculating the actor's rotational response to an impulse, typically during collision resolution or constraints involving rotation.
#ref ComputeActorImpulseDenominator

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#title ComputeActorGyroImpulseLocal [RCBasic Doc]
#header sub ComputeActorGyroImpulseLocal( actor, dt, ByRef x, ByRef y, ByRef z)
Computes the gyroscopic impulse for an actor in an implicit manner, based on the actor's current angular velocity and inertia. This function is used to simulate the gyroscopic effect—also known as gyroscopic precession—which occurs when a rotating object experiences a torque that causes its axis of rotation to change.
#ref ComputeActorGyroImpulseWorld

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#title ComputeActorGyroImpulseWorld [RCBasic Doc]
#header sub ComputeActorGyroImpulseWorld( actor, dt, ByRef x, ByRef y, ByRef z)
Computes the gyroscopic impulse for an actor in an implicit manner, but in this case, it performs the calculation relative to the world frame of reference, rather than the actors local frame. This function is used to handle the gyroscopic effects (i.e., gyroscopic precession) of a rotating object when a torque is applied, affecting its axis of rotation.
#ref ComputeActorGyroImpulseLocal

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#title ComputeActorImpulseDenominator [RCBasic Doc]
#header function ComputeActorImpulseDenominator( actor, pos_x, pos_y, pos_z, normal_x, normal_y, normal_z)
Computes a scalar value related to how a rigid body will respond to an applied impulse at a given point. Its primarily used internally in the physics engine to calculate how an objects mass, inertia, and shape will affect the outcome of impulses, particularly in collisions or constraints like contact points between objects.
#ref ComputeActorAngularImpulseDenominator

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#title copyActorMaterial [RCBasic Doc]
#header function copyActorMaterial( actor, material_num)
Returns a material id for a copy of an actor's material

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

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

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

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

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

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

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#title Cos [RCBasic Doc]
#header function Cos(n)
Returns the Cosine of an angle

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

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

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

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

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#title createHingeConstraint [RCBasic Doc]
#header function createHingeConstraint( actorA, frameA, useReferenceFrameA )
Simulates a hinge joint, which allows two actors (or an actor and the world) to rotate around a single axis while restricting movement along the other axes. This is similar to the way a door swings on its hinges or how an elbow joint functions in the human body.
#code
actorA = CreateCubeActor(100) 'Creates a cube actor
frameA = DimMatrix(4, 4) 'A transform matrix must be a 4x4 matrix
SetIdentityMatrix(frameA, 4) 'Sets frameB to a 4x4 identity matrix
SetMatrixTranslation(frameA, 0, 1, 0) 'Sets the attach point of the constraint to the top of the cube
hinge = CreateHingeConstraint(actorA, frameA, true)
#/code
Note: It is recommended to use CreateSlideConstraintEx() in most cases
#ref CreateHingeConstraintEx SetIdentityMatrix SetMatrixTranslation SetMatrixRotation

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#title createHingeConstraintEx [RCBasic Doc]
#header function createHingeConstraintEx( actorA, actorB, frameA, frameB, useReferenceFrameA)
Simulates a hinge joint, which allows two actors (or an actor and the world) to rotate around a single axis while restricting movement along the other axes. This is similar to the way a door swings on its hinges or how an elbow joint functions in the human body.
#code
actorA = CreateCubeActor(100) 'Creates a cube actor
frameA = DimMatrix(4, 4) 'A transform matrix must be a 4x4 matrix
SetIdentityMatrix(frameA, 4) 'Sets frameB to a 4x4 identity matrix
SetMatrixTranslation(frameA, 0, 1, 0) 'Sets the attach point of the constraint to the top of the cube
actorB = CreateCubeActor(100) 'Creates a cube actor
frameB = DimMatrix(4, 4) 'A transform matrix must be a 4x4 matrix
SetIdentityMatrix(frameB, 4) 'Sets frameB to a 4x4 identity matrix
SetMatrixTranslation(frameB, 0, 1, 0) 'Sets the attach point of the constraint to the top of the cube
hinge = CreateHingeConstraint(actorA, actorB, frameA, frameB, true)
#/code
Note: It is recommended to use CreateHingeConstraintEx() in most cases
#ref CreateHingeConstraint SetIdentityMatrix SetMatrixTranslation SetMatrixRotation

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

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