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authorjussi2023-10-29 13:21:42 +0200
committerjussi2023-10-29 13:21:42 +0200
commit76911d45a879838047b2845cd6124e9ca3af083a (patch)
tree2ff82956451818faaa8956fa2af543fc32646a03 /API.md
parentfd49d806cf1f54fb86c3ed7b9db499f473a3ef1d (diff)
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New object types for all types.
Diffstat (limited to 'API.md')
-rw-r--r--API.md317
1 files changed, 77 insertions, 240 deletions
diff --git a/API.md b/API.md
index 216ddb5..f09cf22 100644
--- a/API.md
+++ b/API.md
@@ -3515,12 +3515,9 @@ Draw a source image within a destination image (Tint applied to source)
---
-> success = RL.ImageDrawTextEx( Image dst, Font font, string text, Vector2 position, float fontSize, float spacing, Color tint )
+> RL.ImageDrawTextEx( Image dst, Font font, string text, Vector2 position, float fontSize, float spacing, Color tint )
-Draw text ( Custom sprite font ) within an image ( Destination )
-
-- Failure return false
-- Success return true
+Draw text (Custom sprite font) within an image (Destination)
---
@@ -3868,7 +3865,7 @@ Load font from file into GPU memory (VRAM)
---
-> font = RL.LoadFontEx( string fileName, int fontSize, int fontChars{} )
+> font = RL.LoadFontEx( string fileName, int fontSize, int{} fontChars )
Load font from file with extended parameters. Loading the default character set
@@ -3955,171 +3952,117 @@ Get font texture atlas containing the glyphs.
---
-> success = RL.DrawLine3D( Vector3 startPos, Vector3 endPos, Color color )
+> RL.DrawLine3D( Vector3 startPos, Vector3 endPos, Color color )
Draw a line in 3D world space
-- Failure return false
-- Success return true
-
---
-> success = RL.DrawPoint3D( Vector3 position, Color color )
+> RL.DrawPoint3D( Vector3 position, Color color )
Draw a point in 3D space, actually a small line
-- Failure return false
-- Success return true
-
---
-> success = RL.DrawCircle3D( Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color )
+> RL.DrawCircle3D( Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color )
Draw a circle in 3D world space
-- Failure return false
-- Success return true
-
---
-> success = RL.DrawTriangle3D( Vector3 v1, Vector3 v2, Vector3 v3, Color color )
+> RL.DrawTriangle3D( Vector3 v1, Vector3 v2, Vector3 v3, Color color )
-Draw a color-filled triangle ( Vertex in counter-clockwise order! )
-
-- Failure return false
-- Success return true
+Draw a color-filled triangle (Vertex in counter-clockwise order!)
---
-> success = RL.DrawCube( Vector3 position, Vector3 size, Color color )
+> RL.DrawCube( Vector3 position, Vector3 size, Color color )
Draw cube
-- Failure return false
-- Success return true
-
---
-> success = RL.DrawCubeWires( Vector3 position, Vector3 size, Color color )
+> RL.DrawCubeWires( Vector3 position, Vector3 size, Color color )
Draw cube wires
-- Failure return false
-- Success return true
-
---
-> success = RL.DrawSphere( Vector3 centerPos, float radius, Color color )
+> RL.DrawSphere( Vector3 centerPos, float radius, Color color )
Draw sphere
-- Failure return false
-- Success return true
-
---
-> success = RL.DrawSphereEx( Vector3 centerPos, float radius, int rings, int slices, Color color )
+> RL.DrawSphereEx( Vector3 centerPos, float radius, int rings, int slices, Color color )
Draw sphere with extended parameters
-- Failure return false
-- Success return true
-
---
-> success = RL.DrawSphereWires( Vector3 centerPos, float radius, int rings, int slices, Color color )
+> RL.DrawSphereWires( Vector3 centerPos, float radius, int rings, int slices, Color color )
Draw sphere wires
-- Failure return false
-- Success return true
-
---
-> success = RL.DrawCylinder( Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color )
+> RL.DrawCylinder( Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color )
Draw a cylinder/cone
-- Failure return false
-- Success return true
-
---
-> success = RL.DrawCylinderEx( Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color )
+> RL.DrawCylinderEx( Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color )
Draw a cylinder with base at startPos and top at endPos
-- Failure return false
-- Success return true
-
---
-> success = RL.DrawCylinderWires( Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color )
+> RL.DrawCylinderWires( Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color )
Draw a cylinder/cone wires
-- Failure return false
-- Success return true
-
---
-> success = RL.DrawCylinderWiresEx( Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color )
+> RL.DrawCylinderWiresEx( Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color )
Draw a cylinder wires with base at startPos and top at endPos
-- Failure return false
-- Success return true
-
---
-> success = RL.DrawCapsule( Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color )
+> RL.DrawCapsule( Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color )
Draw a capsule with the center of its sphere caps at startPos and endPos
-- Failure return false
-- Success return true
-
---
-> success = RL.DrawCapsuleWires( Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color )
+> RL.DrawCapsuleWires( Vector3 startPos, Vector3 endPos, float radius, int slices, int rings, Color color )
Draw capsule wireframe with the center of its sphere caps at startPos and endPos
-- Failure return false
-- Success return true
-
---
-> success = RL.DrawPlane( Vector3 centerPos, Vector2 size, Color color )
+> RL.DrawPlane( Vector3 centerPos, Vector2 size, Color color )
Draw a plane XZ
-- Failure return false
-- Success return true
-
---
> RL.DrawQuad3DTexture( Texture texture, Vector3{} vertices, Vector2{} texCoords, Color{} colors )
-Draw 3D textured quad. ( Texture coordinates opengl style 0.0 - 1.0 ).
+Draw 3D textured quad. (Texture coordinates opengl style 0.0 - 1.0).
---
-> success = RL.DrawRay( Ray ray, Color color )
+> RL.DrawRay( Ray ray, Color color )
Draw a ray line
-- Failure return false
-- Success return true
-
---
-> success = RL.DrawGrid( int slices, float spacing )
+> RL.DrawGrid( int slices, float spacing )
-Draw a grid ( Centered at ( 0, 0, 0 ) )
-
-- Failure return false
-- Success return true
+Draw a grid (Centered at ( 0, 0, 0 ))
---
@@ -4131,17 +4074,15 @@ Draw a grid ( Centered at ( 0, 0, 0 ) )
Generate polygonal mesh
-- Failure return -1
-- Success return int
+- Success return Mesh
---
> mesh = RL.GenMeshPlane( float width, float length, int resX, int resZ )
-Generate plane mesh ( With subdivisions )
+Generate plane mesh (With subdivisions)
-- Failure return -1
-- Success return int
+- Success return Mesh
---
@@ -4149,17 +4090,15 @@ Generate plane mesh ( With subdivisions )
Generate cuboid mesh
-- Failure return -1
-- Success return int
+- Success return Mesh
---
> mesh = RL.GenMeshSphere( float radius, int rings, int slices )
-Generate sphere mesh ( Standard sphere )
+Generate sphere mesh (Standard sphere)
-- Failure return -1
-- Success return int
+- Success return Mesh
---
@@ -4167,8 +4106,7 @@ Generate sphere mesh ( Standard sphere )
Generate cylinder mesh
-- Failure return -1
-- Success return int
+- Success return Mesh
---
@@ -4176,8 +4114,7 @@ Generate cylinder mesh
Generate cone/pyramid mesh
-- Failure return -1
-- Success return int
+- Success return Mesh
---
@@ -4185,8 +4122,7 @@ Generate cone/pyramid mesh
Generate torus mesh
-- Failure return -1
-- Success return int
+- Success return Mesh
---
@@ -4194,8 +4130,7 @@ Generate torus mesh
Generate torus mesh
-- Failure return -1
-- Success return int
+- Success return Mesh
---
@@ -4203,55 +4138,35 @@ Generate torus mesh
Generate heightmap mesh from image data
-- Failure return -1
-- Success return int
+- Success return Mesh
---
-> mesh = RL.GenMeshCustom( Mesh{} mesh, bool dynamic )
+> mesh = RL.GenMeshCustom( Mesh{} meshData, bool dynamic )
-Generate custom mesh from vertex attribute data and uploads it into a VAO ( if supported ) and VBO
+Generate custom mesh from vertex attribute data and uploads it into a VAO (if supported) and VBO
-- Failure return -1
-- Success return int
+- Success return Mesh
---
-> success = RL.UpdateMesh( Mesh mesh, Mesh{} updatedMesh )
+> RL.UpdateMesh( Mesh mesh, Mesh{} meshData )
Update mesh vertex data in GPU.
Note! Mainly intented to be used with custom meshes.
-- Failure return false
-- Success return true
-
---
-> success = RL.UnloadMesh( Mesh mesh )
-
-Unload mesh data from CPU and GPU
-
-- Failure return false
-- Success return true
-
----
-
-> success = RL.DrawMesh( Mesh mesh, Material material, Matrix transform )
+> RL.DrawMesh( Mesh mesh, Material material, Matrix transform )
Draw a 3d mesh with material and transform
-- Failure return false
-- Success return true
-
---
-> success = RL.DrawMeshInstanced( Mesh mesh, Material material, Matrix{} transforms, int instances )
+> RL.DrawMeshInstanced( Mesh mesh, Material material, Matrix{} transforms, int instances )
Draw multiple mesh instances with material and different transforms
-- Failure return false
-- Success return true
-
---
> success = RL.SetMeshColor( Mesh mesh, Color color )
@@ -4268,8 +4183,7 @@ NOTE: Currently only works on custom mesh
Export mesh data to file, returns true on success
-- Failure return false
-- Success return true
+- Success return bool
---
@@ -4277,18 +4191,14 @@ Export mesh data to file, returns true on success
Compute mesh bounding box limits
-- Failure return false
- Success return BoundingBox
---
-> success = RL.GenMeshTangents( Mesh mesh )
+> RL.GenMeshTangents( Mesh mesh )
Compute mesh tangents
-- Failure return false
-- Success return true
-
---
## Models - Material
@@ -4299,50 +4209,34 @@ Compute mesh tangents
Load default material
-- Success return int
+- Success return Material
---
-> material = RL.CreateMaterial( Material{} material )
+> material = RL.CreateMaterial( Material{} materialData )
Load material from table. See material table definition
-- Failure return false
-- Success return int
-
----
-
-> success = RL.UnloadMaterial( Material material )
-
-Unload material from GPU memory ( VRAM )
-
-- Failure return false
-- Success return true
+- Success return Material
---
> RL.SetMaterialTexture( Material material, int mapType, Texture2D texture )
-Set texture for a material map type ( MATERIAL_MAP_ALBEDO, MATERIAL_MAP_METALNESS... )
+Set texture for a material map type (MATERIAL_MAP_ALBEDO, MATERIAL_MAP_METALNESS...)
---
-> success = RL.SetMaterialColor( Material material, int mapType, Color color )
+> RL.SetMaterialColor( Material material, int mapType, Color color )
Set color for a material map type
-- Failure return false
-- Success return true
-
---
-> success = RL.SetMaterialValue( Material material, int mapType, float value )
+> RL.SetMaterialValue( Material material, int mapType, float value )
Set value for a material map type
-- Failure return false
-- Success return true
-
---
> RL.SetMaterialShader( Material material, Shader shader )
@@ -4351,56 +4245,48 @@ Set shader for material
---
-> success = RL.SetMaterialParams( Material material, float{} params )
+> RL.SetMaterialParams( Material material, float{} params )
-Set material generic parameters ( if required )
-
-- Failure return false
-- Success return true
+Set material generic parameters (if required)
---
> texture = RL.GetMaterialTexture( Material material, int mapType )
-Get texture from material map type. Returns -1 if no texture.
+Get texture from material map type. Returns -1 if no texture
-- Failure return false
-- Success return int
+- Success return Texture
---
> color = RL.GetMaterialColor( Material material, int mapType )
-Get color from material map type.
+Get color from material map type
-- Failure return false
- Success return Color
---
> value = RL.GetMaterialValue( Material material, int mapType )
-Get color from material map type.
+Get color from material map type
-- Failure return false
- Success return float
---
> shader = RL.GetMaterialShader( Material material )
-Get material shader. Returns -1 if no shader.
+Get material shader
-- Failure return false
- Success return Shader
---
> params = RL.GetMaterialParams( Material material )
-Get material parameters.
+Get material parameters
-- Failure return false
- Success return float{}
---
@@ -4411,64 +4297,42 @@ Get material parameters.
> model = RL.LoadModel( string fileName )
-Load model from files ( Meshes and materials )
+Load model from files (Meshes and materials)
-- Failure return -1
-- Success return int
+- Failure return nil
+- Success return Model
---
> model = RL.LoadModelFromMesh( Mesh mesh )
-Load model from generated mesh ( Default material )
+Load model from generated mesh (Default material)
-- Failure return -1
-- Success return int
+- Success return Model
---
-> success = RL.UnloadModel( Model model )
-
-Unload model ( Including meshes ) from memory ( RAM and/or VRAM )
+> RL.DrawModel( Model model, Vector3 position, float scale, Color tint )
-- Failure return false
-- Success return true
+Draw a model (With texture if set)
---
-> success = RL.DrawModel( Model model, Vector3 position, float scale, Color tint )
-
-Draw a model ( With texture if set )
-
-- Failure return false
-- Success return true
-
----
-
-> success = RL.DrawModelEx( Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint )
+> RL.DrawModelEx( Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint )
Draw a model with extended parameters
-- Failure return false
-- Success return true
-
---
-> success = RL.SetModelMaterial( Model model, Material modelMaterial, Material material )
-
-Copies material to model material. ( Model material is the material id in models. Material can be deleted if not used elsewhere )
+> RL.SetModelMaterial( Model model, Material modelMaterial, Material material )
-- Failure return false
-- Success return true
+Copies material to model material. (Model material is the material id in models.)
---
-> success = RL.SetModelMeshMaterial( Model model, int meshId, int materialId )
-
-Set material for a mesh ( Mesh and material on this model )
+> RL.SetModelMeshMaterial( Model model, int meshId, int materialId )
-- 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
---