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authorjussi2022-05-18 21:36:15 +0300
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Rest of raymath.
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@@ -373,6 +373,10 @@ BLUE
PI
+DEG2RAD
+
+RAD2DEG
+
## Globals - GuiControlState
GUI_STATE_NORMAL
@@ -3681,10 +3685,66 @@ Set volume for music ( 1.0 is max level )
---
+## Math - Utils
+
+---
+
+> result = RL_Clamp( float value, float min, float max )
+
+Clamp float value
+
+- Failure return false
+- Success return float
+
+---
+
+> result = RL_Lerp( float start, float end, float amount )
+
+Calculate linear interpolation between two floats
+
+- Failure return false
+- Success return float
+
+---
+
+> result = RL_Normalize( float value, float start, float end )
+
+Normalize input value within input range
+
+- Failure return false
+- Success return float
+
+---
+
+> result = RL_Remap( float value, float inputStart, float inputEnd, float outputStart, float outputEnd )
+
+Remap input value within input range to output range
+
+- Failure return false
+- Success return float
+
+---
+
## Math - Vector2
---
+> result = RL_Vector2Zero()
+
+Vector with components value 0.0f
+
+- Success return Vector2
+
+---
+
+> result = RL_Vector2One()
+
+Vector with components value 1.0f
+
+- Success return Vector2
+
+---
+
> result = RL_Vector2Add( Vector2 v1, Vector2 v2 )
Add two vectors (v1 + v2)
@@ -3694,6 +3754,15 @@ Add two vectors (v1 + v2)
---
+> result = RL_Vector2AddValue( Vector2 v, float add )
+
+Add vector and float value
+
+- Failure return false
+- Success return Vector2
+
+---
+
> result = RL_Vector2Subtract( Vector2 v1, Vector2 v2 )
Subtract two vectors (v1 - v2)
@@ -3703,16 +3772,16 @@ Subtract two vectors (v1 - v2)
---
-> result = RL_Vector2Multiply( Vector2 v1, Vector2 v2 )
+> result = RL_Vector2SubtractValue( Vector2 v, float sub )
-Multiply vector by vector
+Subtract vector by float value
- Failure return false
- Success return Vector2
---
-> result = RL_Vector2Length( vector2 vector )
+> result = RL_Vector2Length( vector2 v )
Calculate vector length
@@ -3721,6 +3790,15 @@ Calculate vector length
---
+> result = RL_Vector2LengthSqr( vector2 v )
+
+Calculate vector square length
+
+- Failure return false
+- Success return float
+
+---
+
> result = RL_Vector2DotProduct( Vector2 v1, Vector2 v2 )
Calculate two vectors dot product
@@ -3748,6 +3826,42 @@ Calculate angle from two vectors
---
+> result = RL_Vector2Scale( Vector2 v, float scale )
+
+Scale vector ( multiply by value )
+
+- Failure return false
+- Success return Vector2
+
+---
+
+> result = RL_Vector2Multiply( Vector2 v1, Vector2 v2 )
+
+Multiply vector by vector
+
+- Failure return false
+- Success return Vector2
+
+---
+
+> result = RL_Vector2Negate( Vector2 v )
+
+Negate vector
+
+- Failure return false
+- Success return Vector2
+
+---
+
+> result = RL_Vector2Divide( Vector2 v1, Vector2 v2 )
+
+Divide vector by vector
+
+- Failure return false
+- Success return Vector2
+
+---
+
> result = RL_Vector2Normalize( Vector2 v )
Normalize provided vector
@@ -3797,7 +3911,23 @@ Move Vector towards target
---
-> result = RL_Vector3CrossProduct( Vector3 v1, Vector3 v2 )
+> result = RL_Vector3Zero()
+
+Vector with components value 0.0f
+
+- Success return Vector3
+
+---
+
+> result = RL_Vector3One()
+
+Vector with components value 1.0f
+
+- Success return Vector3
+
+---
+
+> result = RL_Vector3Add( Vector3 v1, Vector3 v2 )
Add two vectors
@@ -3806,6 +3936,15 @@ Add two vectors
---
+> result = RL_Vector3AddValue( Vector3 v, float add )
+
+Add vector and float value
+
+- Failure return false
+- Success return Vector3
+
+---
+
> result = RL_Vector3Subtract( Vector3 v1, Vector3 v2 )
Subtract two vectors
@@ -3815,6 +3954,24 @@ Subtract two vectors
---
+> result = RL_Vector3SubtractValue( Vector3 v, float sub )
+
+Subtract vector by float value
+
+- Failure return false
+- Success return Vector3
+
+---
+
+> result = RL_Vector3Scale( Vector3 v, float scalar )
+
+Multiply vector by scalar
+
+- Failure return false
+- Success return Vector3
+
+---
+
> result = RL_Vector3Multiply( Vector3 v1, Vector3 v2 )
Multiply vector by vector
@@ -3878,6 +4035,33 @@ Calculate distance between two vectors
---
+> result = RL_Vector3Angle( Vector3 v1, Vector3 v2 )
+
+Calculate angle between two vectors
+
+- Failure return false
+- Success return float
+
+---
+
+> result = RL_Vector3Negate( Vector3 v )
+
+Negate provided vector ( invert direction )
+
+- Failure return false
+- Success return Vector3
+
+---
+
+> result = RL_Vector3Divide( Vector3 v1, Vector3 v2 )
+
+Divide vector by vector
+
+- Failure return false
+- Success return Vector3
+
+---
+
> result = RL_Vector3Normalize( Vector3 v )
Normalize provided vector
@@ -3933,6 +4117,44 @@ Calculate reflected vector to normal
---
+> result = RL_Vector3Min( Vector3 v1, Vector3 v2 )
+
+Get min value for each pair of components
+
+- Failure return false
+- Success return Vector3
+
+---
+
+> result = RL_Vector3Max( Vector3 v1, Vector3 v2 )
+
+Get max value for each pair of components
+
+- Failure return false
+- Success return Vector3
+
+---
+
+> result = RL_Vector3Barycenter( Vector3 p, Vector3 a, Vector3 b, Vector3 c )
+
+Compute barycenter coordinates ( u, v, w ) for point p with respect to triangle ( a, b, c )
+NOTE: Assumes P is on the plane of the triangle
+
+- Failure return false
+- Success return Vector3
+
+---
+
+> result = RL_Vector3Unproject( Vector3 source, Matrix projection, Matrix view )
+
+Projects a Vector3 from screen space into object space
+NOTE: We are avoiding calling other raymath functions despite available
+
+- Failure return false
+- Success return Vector3
+
+---
+
## Math - Matrix
---
@@ -3946,6 +4168,15 @@ Compute matrix determinant
---
+> result = RL_MatrixTrace( Matrix mat )
+
+Get the trace of the matrix ( sum of the values along the diagonal )
+
+- Failure return false
+- Success return float
+
+---
+
> result = RL_MatrixTranspose( Matrix mat )
Transposes provided matrix
@@ -4026,6 +4257,51 @@ Create rotation matrix from axis and angle. NOTE: Angle should be provided in ra
---
+> result = RL_MatrixRotateX( float angle )
+
+Get x-rotation matrix ( angle in radians )
+
+- Failure return false
+- Success return Matrix
+
+---
+
+> result = RL_MatrixRotateY( float angle )
+
+Get y-rotation matrix ( angle in radians )
+
+- Failure return false
+- Success return Matrix
+
+---
+
+> result = RL_MatrixRotateZ( float angle )
+
+Get z-rotation matrix ( angle in radians )
+
+- Failure return false
+- Success return Matrix
+
+---
+
+> result = RL_MatrixRotateXYZ( Vector3 angle )
+
+Get xyz-rotation matrix ( angles in radians )
+
+- Failure return false
+- Success return Matrix
+
+---
+
+> result = RL_MatrixRotateZYX( Vector3 angle )
+
+Get zyx-rotation matrix ( angles in radians )
+
+- Failure return false
+- Success return Matrix
+
+---
+
> result = RL_MatrixScale( Vector3 scale )
Get scaling matrix