More Model management functions, BoneInfo and Transform.
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107
API.md
107
API.md
@@ -221,6 +221,18 @@ GlyphInfo, font characters glyphs info
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---
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> BoneInfo = { name = string[32], parent = int }
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Bone, skeletal animation bone
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---
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> Transform = { translation = Vector3, rotation = Quaternion, scale = Vector3 }
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Transform, vertex transformation data
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---
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> Wave = Userdata
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Wave, audio wave data
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@@ -2977,7 +2989,7 @@ GL_COMPUTE_SHADER
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---
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## Defines - RLGL GlVersion
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## Defines - RLGL GL blending factors
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> RL_ZERO = 0
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GL_ZERO
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@@ -6585,9 +6597,24 @@ Compute model bounding box limits (considers all meshes)
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---
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> RL.SetModelTransform( Model model, Matrix transform )
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Set model transform matrix
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---
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> success = RL.SetModelMesh( Model model, int meshId, Mesh mesh )
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Get model mesh. Return as lightuserdata
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- Failure return false
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- Success return true
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---
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> success = RL.SetModelMaterial( Model model, int modelMaterialId, Material material )
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Copies material to model material. (Model material is the material id in models.)
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Copies material to model material
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- Failure return false
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- Success return true
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@@ -6600,9 +6627,21 @@ Set material for a mesh (Mesh and material on this model)
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---
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> RL.SetModelTransform( Model model, Matrix transform )
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> success = RL.SetModelBone( Model model, int boneId, BoneInfo bone )
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Set model transform matrix
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Set model bone information (skeleton)
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- Failure return false
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- Success return true
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---
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> success = RL.SetModelBindPose( Model model, int boneId, Transform pose )
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Set model bones base transformation (pose)
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- Failure return false
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- Success return true
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---
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@@ -6614,6 +6653,66 @@ Get model transform matrix
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---
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> meshCount = RL.GetModelMeshCount( Model model )
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Get model number of meshes
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- Success return int
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---
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> meshCount = RL.GetModelMaterialCount( Model model )
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Get model number of materials
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- Success return int
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---
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> mesh = RL.GetModelMesh( Model model, int meshId )
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Get model mesh. Return as lightuserdata
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- Failure return nil
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- Success return Mesh
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---
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> material = RL.GetModelMaterial( Model model, int materialId )
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Get model material. Return as lightuserdata
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- Failure return nil
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- Success return Material
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---
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> boneCount = RL.GetModelBoneCount( Model model )
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Get model number of bones
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- Success return int
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---
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> bone = RL.GetModelBone( Model model, int boneId )
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Get model bones information (skeleton)
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- Failure return nil
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- Success return BoneInfo
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---
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> pose = RL.GetModelBindPose( Model model, int boneId )
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Get models bones base transformation (pose)
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- Failure return nil
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- Success return Transform
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---
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## Models - Model drawing functions
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---
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