GenMeshCubicmap, Organized model functions, GetModelBoundingBox, DrawModelWires and DrawModelWiresEx and LoadMaterials.

This commit is contained in:
jussi
2023-11-09 20:48:16 +02:00
parent 28ac27fae1
commit ef75e2530d
7 changed files with 1124 additions and 899 deletions

350
API.md
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@@ -6060,7 +6060,7 @@ Draw multiple character (codepoint)
> mouseCharId = RL.DrawTextBoxed(Font font, string text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tint )
Draw text using font inside rectangle limits. Return character from mouse position. Function from raylib [text] example - Rectangle bounds.
Draw text using font inside rectangle limits. Return character id from mouse position (default -1). Function from raylib [text] example - Rectangle bounds.
- Success return int
@@ -6068,7 +6068,7 @@ Draw text using font inside rectangle limits. Return character from mouse positi
> mouseCharId = RL.DrawTextBoxedTinted( Font font, string text, Rectangle rec, float fontSize, float spacing, bool wordWrap, Color tints, Color backTints )
Draw text using font inside rectangle limits with support for tint and background tint for each character. Return character from mouse position
Draw text using font inside rectangle limits with support for tint and background tint for each character. Return character id from mouse position (default -1)
- Success return int
@@ -6143,7 +6143,7 @@ Get font texture atlas containing the glyphs. Return as lightuserdata
---
## Models - Basic
## Models - Basic geometric 3D shapes drawing functions
---
@@ -6261,7 +6261,189 @@ Draw a grid (Centered at ( 0, 0, 0 ))
---
## Models - Mesh
## Models - Model management functions
---
> model = RL.LoadModel( string fileName )
Load model from files (Meshes and materials)
- Failure return nil
- Success return Model
---
> model = RL.LoadModelFromMesh( Mesh mesh )
Load model from generated mesh (Default material)
- Success return Model
---
> isReady = RL.IsModelReady( Model model )
Check if a model is ready
- Success return bool
---
> RL.UnloadModel( Model model )
Unload model (including meshes) from memory (RAM and/or VRAM)
---
> boundingBox = RL.GetModelBoundingBox( Model model )
Compute model bounding box limits (considers all meshes)
- Success return BoundingBox
---
> RL.SetModelMaterial( Model model, Material modelMaterial, Material material )
Copies material to model material. (Model material is the material id in models.)
---
> RL.SetModelMeshMaterial( Model model, int meshId, int materialId )
Set material for a mesh (Mesh and material on this model)
---
> RL.SetModelTransform( Model model, Matrix transform )
Set model transform matrix
---
> transform = RL.GetModelTransform( Model model )
Get model transform matrix
- Success return Matrix
---
## Models - Model drawing functions
---
> RL.DrawModel( Model model, Vector3 position, float scale, Color tint )
Draw a model (With texture if set)
---
> RL.DrawModelEx( Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint )
Draw a model with extended parameters
---
> RL.DrawModelWires( Model model, Vector3 position, float scale, Color tint )
Draw a model wires (with texture if set)
---
> RL.DrawModelWiresEx( Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint )
Draw a model wires (with texture if set) with extended parameters
---
> RL.DrawBoundingBox( BoundingBox box, Color color )
Draw bounding box (wires)
---
> RL.DrawBillboard( Camera3D camera, Texture texture, Vector3 position, float size, Color tint )
Draw a billboard texture
---
> RL.DrawBillboardRec( Camera3D camera, Texture texture, Rectangle source, Vector3 position, Vector2 size, Color tint )
Draw a billboard texture defined by source
---
> RL.DrawBillboardPro( Camera3D camera, Texture texture, Rectangle source, Vector3 position, Vector3 up, Vector2 size, Vector2 origin, float rotation, Color tint )
Draw a billboard texture defined by source and rotation
---
## Models - Mesh management functions
---
> RL.UpdateMesh( Mesh mesh, Mesh{} meshData )
Update mesh vertex data in GPU.
Note! Mainly intented to be used with custom meshes.
---
> RL.UnloadMesh( Mesh mesh )
Unload mesh data from CPU and GPU
---
> RL.DrawMesh( Mesh mesh, Material material, Matrix transform )
Draw a 3d mesh with material and transform
---
> RL.DrawMeshInstanced( Mesh mesh, Material material, Matrix{} transforms, int instances )
Draw multiple mesh instances with material and different transforms
---
> success = RL.SetMeshColor( Mesh mesh, Color color )
Updades mesh color vertex attribute buffer
NOTE: Currently only works on custom mesh
- Failure return false
- Success return true
---
> success = RL.ExportMesh( Mesh mesh, string fileName )
Export mesh data to file, returns true on success
- Success return bool
---
> boundingBox = RL.GetMeshBoundingBox( Mesh mesh )
Compute mesh bounding box limits
- Success return BoundingBox
---
> RL.GenMeshTangents( Mesh mesh )
Compute mesh tangents
---
## Models - Mesh generation functions
---
@@ -6337,6 +6519,14 @@ Generate heightmap mesh from image data
---
> mesh = RL.GenMeshCubicmap( Image cubicmap, Vector3 cubeSize )
Generate cubes-based map mesh from image data
- Success return Mesh
---
> mesh = RL.GenMeshCustom( Mesh{} meshData, bool dynamic )
Generate custom mesh from vertex attribute data and uploads it into a VAO (if supported) and VBO
@@ -6345,64 +6535,15 @@ Generate custom mesh from vertex attribute data and uploads it into a VAO (if su
---
> RL.UpdateMesh( Mesh mesh, Mesh{} meshData )
Update mesh vertex data in GPU.
Note! Mainly intented to be used with custom meshes.
## Models - Material management functions
---
> RL.UnloadMesh( Mesh mesh )
> materials = RL.LoadMaterials( string fileName )
Unload mesh data from CPU and GPU
Load materials from model file
---
> RL.DrawMesh( Mesh mesh, Material material, Matrix transform )
Draw a 3d mesh with material and transform
---
> RL.DrawMeshInstanced( Mesh mesh, Material material, Matrix{} transforms, int instances )
Draw multiple mesh instances with material and different transforms
---
> success = RL.SetMeshColor( Mesh mesh, Color color )
Updades mesh color vertex attribute buffer
NOTE: Currently only works on custom mesh
- Failure return false
- Success return true
---
> success = RL.ExportMesh( Mesh mesh, string fileName )
Export mesh data to file, returns true on success
- Success return bool
---
> boundingBox = RL.GetMeshBoundingBox( Mesh mesh )
Compute mesh bounding box limits
- Success return BoundingBox
---
> RL.GenMeshTangents( Mesh mesh )
Compute mesh tangents
---
## Models - Material
- Success return Material{}
---
@@ -6514,98 +6655,7 @@ Get material parameters
---
## Models - Model
---
> model = RL.LoadModel( string fileName )
Load model from files (Meshes and materials)
- Failure return nil
- Success return Model
---
> model = RL.LoadModelFromMesh( Mesh mesh )
Load model from generated mesh (Default material)
- Success return Model
---
> isReady = RL.IsModelReady( Model model )
Check if a model is ready
- Success return bool
---
> RL.UnloadModel( Model model )
Unload model (including meshes) from memory (RAM and/or VRAM)
---
> RL.DrawModel( Model model, Vector3 position, float scale, Color tint )
Draw a model (With texture if set)
---
> RL.DrawModelEx( Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint )
Draw a model with extended parameters
---
> RL.SetModelMaterial( Model model, Material modelMaterial, Material material )
Copies material to model material. (Model material is the material id in models.)
---
> RL.SetModelMeshMaterial( Model model, int meshId, int materialId )
Set material for a mesh (Mesh and material on this model)
---
> RL.DrawBillboard( Camera3D camera, Texture texture, Vector3 position, float size, Color tint )
Draw a billboard texture
---
> RL.DrawBillboardRec( Camera3D camera, Texture texture, Rectangle source, Vector3 position, Vector2 size, Color tint )
Draw a billboard texture defined by source
---
> RL.DrawBillboardPro( Camera3D camera, Texture texture, Rectangle source, Vector3 position, Vector3 up, Vector2 size, Vector2 origin, float rotation, Color tint )
Draw a billboard texture defined by source and rotation
---
> RL.SetModelTransform( Model model, Matrix transform )
Set model transform matrix
---
> transform = RL.GetModelTransform( Model model )
Get model transform matrix
- Success return Matrix
---
## Model - Animations
## Model - Model animations management functions
---
@@ -6648,7 +6698,7 @@ Return modelAnimation frame count
---
## Model - Collision
## Model - Collision detection functions
---