New object types for all types.
This commit is contained in:
329
API.md
329
API.md
@@ -3515,12 +3515,9 @@ Draw a source image within a destination image (Tint applied to source)
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---
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> success = RL.ImageDrawTextEx( Image dst, Font font, string text, Vector2 position, float fontSize, float spacing, Color tint )
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> RL.ImageDrawTextEx( Image dst, Font font, string text, Vector2 position, float fontSize, float spacing, Color tint )
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Draw text ( Custom sprite font ) within an image ( Destination )
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- Failure return false
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- Success return true
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Draw text (Custom sprite font) within an image (Destination)
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---
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@@ -3868,7 +3865,7 @@ Load font from file into GPU memory (VRAM)
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---
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> font = RL.LoadFontEx( string fileName, int fontSize, int fontChars{} )
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> font = RL.LoadFontEx( string fileName, int fontSize, int{} fontChars )
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Load font from file with extended parameters. Loading the default character set
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@@ -3955,171 +3952,117 @@ Get font texture atlas containing the glyphs.
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---
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> success = RL.DrawLine3D( Vector3 startPos, Vector3 endPos, Color color )
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> RL.DrawLine3D( Vector3 startPos, Vector3 endPos, Color color )
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Draw a line in 3D world space
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- Failure return false
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- Success return true
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---
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> success = RL.DrawPoint3D( Vector3 position, Color color )
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> RL.DrawPoint3D( Vector3 position, Color color )
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Draw a point in 3D space, actually a small line
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- Failure return false
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- Success return true
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---
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> success = RL.DrawCircle3D( Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color )
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> RL.DrawCircle3D( Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color )
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Draw a circle in 3D world space
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- Failure return false
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- Success return true
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---
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> RL.DrawTriangle3D( Vector3 v1, Vector3 v2, Vector3 v3, Color color )
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Draw a color-filled triangle (Vertex in counter-clockwise order!)
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---
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> success = RL.DrawTriangle3D( Vector3 v1, Vector3 v2, Vector3 v3, Color color )
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Draw a color-filled triangle ( Vertex in counter-clockwise order! )
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- Failure return false
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- Success return true
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---
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> success = RL.DrawCube( Vector3 position, Vector3 size, Color color )
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> RL.DrawCube( Vector3 position, Vector3 size, Color color )
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Draw cube
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- Failure return false
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- Success return true
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---
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> success = RL.DrawCubeWires( Vector3 position, Vector3 size, Color color )
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> RL.DrawCubeWires( Vector3 position, Vector3 size, Color color )
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Draw cube wires
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- Failure return false
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- Success return true
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---
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> success = RL.DrawSphere( Vector3 centerPos, float radius, Color color )
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> RL.DrawSphere( Vector3 centerPos, float radius, Color color )
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Draw sphere
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- Failure return false
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- Success return true
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---
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> success = RL.DrawSphereEx( Vector3 centerPos, float radius, int rings, int slices, Color color )
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> RL.DrawSphereEx( Vector3 centerPos, float radius, int rings, int slices, Color color )
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Draw sphere with extended parameters
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- Failure return false
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- Success return true
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---
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> success = RL.DrawSphereWires( Vector3 centerPos, float radius, int rings, int slices, Color color )
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> RL.DrawSphereWires( Vector3 centerPos, float radius, int rings, int slices, Color color )
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Draw sphere wires
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- Failure return false
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- Success return true
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---
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> success = RL.DrawCylinder( Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color )
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> RL.DrawCylinder( Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color )
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Draw a cylinder/cone
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- Failure return false
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- Success return true
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---
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> success = RL.DrawCylinderEx( Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color )
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> RL.DrawCylinderEx( Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color )
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Draw a cylinder with base at startPos and top at endPos
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- Failure return false
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- Success return true
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---
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> success = RL.DrawCylinderWires( Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color )
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> RL.DrawCylinderWires( Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color )
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Draw a cylinder/cone wires
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- Failure return false
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- Success return true
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---
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> success = RL.DrawCylinderWiresEx( Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color )
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> RL.DrawCylinderWiresEx( Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color )
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Draw a cylinder wires with base at startPos and top at endPos
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- Failure return false
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- Success return true
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---
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> success = RL.DrawCapsule( Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color )
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> RL.DrawCapsule( Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color )
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Draw a capsule with the center of its sphere caps at startPos and endPos
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- Failure return false
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- Success return true
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---
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> success = RL.DrawCapsuleWires( Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color )
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> RL.DrawCapsuleWires( Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color )
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Draw capsule wireframe with the center of its sphere caps at startPos and endPos
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- Failure return false
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- Success return true
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---
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> success = RL.DrawPlane( Vector3 centerPos, Vector2 size, Color color )
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> RL.DrawPlane( Vector3 centerPos, Vector2 size, Color color )
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Draw a plane XZ
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- Failure return false
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- Success return true
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---
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> RL.DrawQuad3DTexture( Texture texture, Vector3{} vertices, Vector2{} texCoords, Color{} colors )
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Draw 3D textured quad. ( Texture coordinates opengl style 0.0 - 1.0 ).
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Draw 3D textured quad. (Texture coordinates opengl style 0.0 - 1.0).
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---
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> success = RL.DrawRay( Ray ray, Color color )
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> RL.DrawRay( Ray ray, Color color )
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Draw a ray line
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- Failure return false
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- Success return true
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---
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> success = RL.DrawGrid( int slices, float spacing )
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> RL.DrawGrid( int slices, float spacing )
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Draw a grid ( Centered at ( 0, 0, 0 ) )
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- Failure return false
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- Success return true
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Draw a grid (Centered at ( 0, 0, 0 ))
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---
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@@ -4131,17 +4074,15 @@ Draw a grid ( Centered at ( 0, 0, 0 ) )
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Generate polygonal mesh
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- Failure return -1
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- Success return int
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- Success return Mesh
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---
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> mesh = RL.GenMeshPlane( float width, float length, int resX, int resZ )
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Generate plane mesh ( With subdivisions )
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Generate plane mesh (With subdivisions)
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- Failure return -1
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- Success return int
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- Success return Mesh
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---
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@@ -4149,17 +4090,15 @@ Generate plane mesh ( With subdivisions )
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Generate cuboid mesh
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- Failure return -1
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- Success return int
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- Success return Mesh
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---
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> mesh = RL.GenMeshSphere( float radius, int rings, int slices )
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Generate sphere mesh ( Standard sphere )
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Generate sphere mesh (Standard sphere)
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- Failure return -1
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- Success return int
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- Success return Mesh
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---
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@@ -4167,8 +4106,7 @@ Generate sphere mesh ( Standard sphere )
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Generate cylinder mesh
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- Failure return -1
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- Success return int
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- Success return Mesh
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---
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@@ -4176,8 +4114,7 @@ Generate cylinder mesh
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Generate cone/pyramid mesh
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- Failure return -1
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- Success return int
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- Success return Mesh
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---
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@@ -4185,8 +4122,7 @@ Generate cone/pyramid mesh
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Generate torus mesh
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- Failure return -1
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- Success return int
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- Success return Mesh
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---
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@@ -4194,8 +4130,7 @@ Generate torus mesh
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Generate torus mesh
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- Failure return -1
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- Success return int
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- Success return Mesh
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---
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@@ -4203,55 +4138,35 @@ Generate torus mesh
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Generate heightmap mesh from image data
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- Failure return -1
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- Success return int
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- Success return Mesh
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---
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> mesh = RL.GenMeshCustom( Mesh{} mesh, bool dynamic )
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> mesh = RL.GenMeshCustom( Mesh{} meshData, bool dynamic )
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Generate custom mesh from vertex attribute data and uploads it into a VAO ( if supported ) and VBO
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Generate custom mesh from vertex attribute data and uploads it into a VAO (if supported) and VBO
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- Failure return -1
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- Success return int
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- Success return Mesh
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---
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> success = RL.UpdateMesh( Mesh mesh, Mesh{} updatedMesh )
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> RL.UpdateMesh( Mesh mesh, Mesh{} meshData )
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Update mesh vertex data in GPU.
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Note! Mainly intented to be used with custom meshes.
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- Failure return false
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- Success return true
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---
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> success = RL.UnloadMesh( Mesh mesh )
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Unload mesh data from CPU and GPU
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- Failure return false
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- Success return true
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---
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> success = RL.DrawMesh( Mesh mesh, Material material, Matrix transform )
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> RL.DrawMesh( Mesh mesh, Material material, Matrix transform )
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Draw a 3d mesh with material and transform
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- Failure return false
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- Success return true
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---
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> success = RL.DrawMeshInstanced( Mesh mesh, Material material, Matrix{} transforms, int instances )
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> RL.DrawMeshInstanced( Mesh mesh, Material material, Matrix{} transforms, int instances )
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Draw multiple mesh instances with material and different transforms
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- Failure return false
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- Success return true
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---
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> success = RL.SetMeshColor( Mesh mesh, Color color )
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@@ -4268,8 +4183,7 @@ NOTE: Currently only works on custom mesh
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Export mesh data to file, returns true on success
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- Failure return false
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- Success return true
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- Success return bool
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---
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@@ -4277,18 +4191,14 @@ Export mesh data to file, returns true on success
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Compute mesh bounding box limits
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- Failure return false
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- Success return BoundingBox
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---
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> success = RL.GenMeshTangents( Mesh mesh )
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> RL.GenMeshTangents( Mesh mesh )
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Compute mesh tangents
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- Failure return false
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- Success return true
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---
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## Models - Material
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@@ -4299,50 +4209,34 @@ Compute mesh tangents
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Load default material
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- Success return int
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- Success return Material
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---
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> material = RL.CreateMaterial( Material{} material )
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> material = RL.CreateMaterial( Material{} materialData )
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Load material from table. See material table definition
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- Failure return false
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- Success return int
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---
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> success = RL.UnloadMaterial( Material material )
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Unload material from GPU memory ( VRAM )
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- Failure return false
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- Success return true
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- Success return Material
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---
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> RL.SetMaterialTexture( Material material, int mapType, Texture2D texture )
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Set texture for a material map type ( MATERIAL_MAP_ALBEDO, MATERIAL_MAP_METALNESS... )
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Set texture for a material map type (MATERIAL_MAP_ALBEDO, MATERIAL_MAP_METALNESS...)
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---
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> success = RL.SetMaterialColor( Material material, int mapType, Color color )
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> RL.SetMaterialColor( Material material, int mapType, Color color )
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Set color for a material map type
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- Failure return false
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- Success return true
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---
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> success = RL.SetMaterialValue( Material material, int mapType, float value )
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> RL.SetMaterialValue( Material material, int mapType, float value )
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Set value for a material map type
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- Failure return false
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- Success return true
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---
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> RL.SetMaterialShader( Material material, Shader shader )
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@@ -4351,56 +4245,48 @@ Set shader for material
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---
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> success = RL.SetMaterialParams( Material material, float{} params )
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> RL.SetMaterialParams( Material material, float{} params )
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Set material generic parameters ( if required )
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- Failure return false
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- Success return true
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Set material generic parameters (if required)
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---
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> texture = RL.GetMaterialTexture( Material material, int mapType )
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Get texture from material map type. Returns -1 if no texture.
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Get texture from material map type. Returns -1 if no texture
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- Failure return false
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- Success return int
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- Success return Texture
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---
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> color = RL.GetMaterialColor( Material material, int mapType )
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Get color from material map type.
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Get color from material map type
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- Failure return false
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- Success return Color
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---
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> value = RL.GetMaterialValue( Material material, int mapType )
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Get color from material map type.
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Get color from material map type
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- Failure return false
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- Success return float
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---
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> shader = RL.GetMaterialShader( Material material )
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Get material shader. Returns -1 if no shader.
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Get material shader
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- Failure return false
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- Success return Shader
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---
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> params = RL.GetMaterialParams( Material material )
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Get material parameters.
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Get material parameters
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- Failure return false
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- Success return float{}
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---
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@@ -4411,64 +4297,42 @@ Get material parameters.
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> model = RL.LoadModel( string fileName )
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Load model from files ( Meshes and materials )
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Load model from files (Meshes and materials)
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- Failure return -1
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- Success return int
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- Failure return nil
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- Success return Model
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---
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> model = RL.LoadModelFromMesh( Mesh mesh )
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Load model from generated mesh ( Default material )
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Load model from generated mesh (Default material)
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- Failure return -1
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- Success return int
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- Success return Model
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---
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> success = RL.UnloadModel( Model model )
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> RL.DrawModel( Model model, Vector3 position, float scale, Color tint )
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Unload model ( Including meshes ) from memory ( RAM and/or VRAM )
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- Failure return false
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- Success return true
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Draw a model (With texture if set)
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---
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> success = RL.DrawModel( Model model, Vector3 position, float scale, Color tint )
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Draw a model ( With texture if set )
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- Failure return false
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- Success return true
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---
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> success = RL.DrawModelEx( Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint )
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> RL.DrawModelEx( Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint )
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Draw a model with extended parameters
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- Failure return false
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- Success return true
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---
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> RL.SetModelMaterial( Model model, Material modelMaterial, Material material )
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Copies material to model material. (Model material is the material id in models.)
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---
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> success = RL.SetModelMaterial( Model model, Material modelMaterial, Material material )
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> RL.SetModelMeshMaterial( Model model, int meshId, int materialId )
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Copies material to model material. ( Model material is the material id in models. Material can be deleted if not used elsewhere )
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- Failure return false
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- Success return true
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||||
---
|
||||
|
||||
> success = RL.SetModelMeshMaterial( Model model, int meshId, int materialId )
|
||||
|
||||
Set material for a mesh ( Mesh and material on this model )
|
||||
|
||||
- Failure return false
|
||||
- Success return true
|
||||
Set material for a mesh (Mesh and material on this model)
|
||||
|
||||
---
|
||||
|
||||
@@ -4490,20 +4354,16 @@ Draw a billboard texture defined by source and rotation
|
||||
|
||||
---
|
||||
|
||||
> success = RL.SetModelTransform( Model model, Matrix transform )
|
||||
> RL.SetModelTransform( Model model, Matrix transform )
|
||||
|
||||
Set model transform matrix
|
||||
|
||||
- Failure return false
|
||||
- Success return true
|
||||
|
||||
---
|
||||
|
||||
> transform = RL.GetModelTransform( Model model )
|
||||
|
||||
Get model transform matrix
|
||||
|
||||
- Failure return false
|
||||
- Success return Matrix
|
||||
|
||||
---
|
||||
@@ -4512,56 +4372,41 @@ Get model transform matrix
|
||||
|
||||
---
|
||||
|
||||
> animations, animationCount = RL.LoadModelAnimations( string fileName )
|
||||
> animations = RL.LoadModelAnimations( string fileName )
|
||||
|
||||
Load model animations from file
|
||||
|
||||
- Failure return -1
|
||||
- Success return int, int
|
||||
- Failure return nil
|
||||
- Success return ModelAnimations{}
|
||||
|
||||
---
|
||||
|
||||
> success = RL.UpdateModelAnimation( Model model, ModelAnimations animations, int animation, int frame )
|
||||
> RL.UpdateModelAnimation( Model model, ModelAnimation animation, int frame )
|
||||
|
||||
Update model animation pose
|
||||
|
||||
- Failure return false
|
||||
- Success return true
|
||||
|
||||
---
|
||||
|
||||
> success = RL.UnloadModelAnimations( ModelAnimations animations )
|
||||
|
||||
Unload animation data
|
||||
|
||||
- Failure return false
|
||||
- Success return true
|
||||
|
||||
---
|
||||
|
||||
> valid = RL.IsModelAnimationValid( Model model, ModelAnimations animations )
|
||||
> valid = RL.IsModelAnimationValid( Model model, ModelAnimation animation )
|
||||
|
||||
Check model animation skeleton match
|
||||
|
||||
- Failure return nil
|
||||
- Success return bool
|
||||
|
||||
---
|
||||
|
||||
> boneCount = RL.GetModelAnimationBoneCount( ModelAnimations animations, int animation )
|
||||
> boneCount = RL.GetModelAnimationBoneCount( ModelAnimation animation )
|
||||
|
||||
Return modelAnimation bone count
|
||||
|
||||
- Failure return false
|
||||
- Success return int
|
||||
|
||||
---
|
||||
|
||||
> frameCount = RL.GetModelAnimationFrameCount( ModelAnimations animations, int animation )
|
||||
> frameCount = RL.GetModelAnimationFrameCount( ModelAnimation animation )
|
||||
|
||||
Return modelAnimation frame count
|
||||
|
||||
- Failure return false
|
||||
- Success return int
|
||||
|
||||
---
|
||||
@@ -4574,7 +4419,6 @@ Return modelAnimation frame count
|
||||
|
||||
Check collision between two spheres
|
||||
|
||||
- Failure return nil
|
||||
- Success return bool
|
||||
|
||||
---
|
||||
@@ -4583,7 +4427,6 @@ Check collision between two spheres
|
||||
|
||||
Check collision between two bounding boxes
|
||||
|
||||
- Failure return nil
|
||||
- Success return bool
|
||||
|
||||
---
|
||||
@@ -4592,7 +4435,6 @@ Check collision between two bounding boxes
|
||||
|
||||
Check collision between box and sphere
|
||||
|
||||
- Failure return nil
|
||||
- Success return bool
|
||||
|
||||
---
|
||||
@@ -4601,7 +4443,6 @@ Check collision between box and sphere
|
||||
|
||||
Get collision info between ray and sphere. ( RayCollision is Lua table of { hit, distance, point, normal } )
|
||||
|
||||
- Failure return nil
|
||||
- Success return RayCollision
|
||||
|
||||
---
|
||||
@@ -4610,7 +4451,6 @@ Get collision info between ray and sphere. ( RayCollision is Lua table of { hit,
|
||||
|
||||
Get collision info between ray and box
|
||||
|
||||
- Failure return nil
|
||||
- Success return RayCollision
|
||||
|
||||
---
|
||||
@@ -4619,7 +4459,6 @@ Get collision info between ray and box
|
||||
|
||||
Get collision info between ray and mesh
|
||||
|
||||
- Failure return nil
|
||||
- Success return RayCollision
|
||||
|
||||
---
|
||||
@@ -4628,7 +4467,6 @@ Get collision info between ray and mesh
|
||||
|
||||
Get collision info between ray and triangle
|
||||
|
||||
- Failure return nil
|
||||
- Success return RayCollision
|
||||
|
||||
---
|
||||
@@ -4637,7 +4475,6 @@ Get collision info between ray and triangle
|
||||
|
||||
Get collision info between ray and quad
|
||||
|
||||
- Failure return nil
|
||||
- Success return RayCollision
|
||||
|
||||
---
|
||||
|
||||
Reference in New Issue
Block a user