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| author | jussi | 2022-08-19 16:20:59 +0300 |
|---|---|---|
| committer | jussi | 2022-08-19 16:20:59 +0300 |
| commit | e5f437d05e8277861ea85e6c8d2ede32c4be32ef (patch) | |
| tree | 36e7985b18e6632a56100f88df8c21cdac689e77 /API.md | |
| parent | 8972ac89f4cafbf9c2305222e61ba067f51eec75 (diff) | |
| download | reilua-enhanced-e5f437d05e8277861ea85e6c8d2ede32c4be32ef.tar.gz reilua-enhanced-e5f437d05e8277861ea85e6c8d2ede32c4be32ef.tar.bz2 reilua-enhanced-e5f437d05e8277861ea85e6c8d2ede32c4be32ef.zip | |
New math functions.
Diffstat (limited to 'API.md')
| -rw-r--r-- | API.md | 151 |
1 files changed, 151 insertions, 0 deletions
@@ -4726,6 +4726,24 @@ Remap input value within input range to output range --- +> result = RL_Wrap( float value, float min, float max ) + +Wrap input value from min to max + +- Failure return false +- Success return float + +--- + +> result = RL_FloatEquals( float x, float y ) + +Check whether two given floats are almost equal + +- Failure return false +- Success return int + +--- + ## Math - Vector2 --- @@ -4818,6 +4836,15 @@ Calculate distance between two vectors --- +> result = RL_Vector2DistanceSqr( Vector2 v1, Vector2 v2 ) + +Calculate square distance between two vectors + +- Failure return false +- Success return float + +--- + > result = RL_Vector2Angle( Vector2 v1, Vector2 v2 ) Calculate angle from two vectors @@ -4872,6 +4899,15 @@ Normalize provided vector --- +> result = RL_Vector2Transform( Vector2 v, Matrix mat ) + +Transforms a Vector2 by a given Matrix + +- Failure return false +- Success return Vector2 + +--- + > result = RL_Vector2Lerp( Vector2 v1, Vector2 v2, float amount ) Calculate linear interpolation between two vectors @@ -4908,6 +4944,43 @@ Move Vector towards target --- +> result = RL_Vector2Invert( Vector2 v ) + +Invert the given vector + +- Failure return false +- Success return Vector2 + +--- + +> result = RL_Vector2Clamp( Vector2 v, Vector2 min, Vector2 max ) + +Clamp the components of the vector between +min and max values specified by the given vectors + +- Failure return false +- Success return Vector2 + +--- + +> result = RL_Vector2ClampValue( Vector2 v, float min, float max ) + +Clamp the magnitude of the vector between two min and max values + +- Failure return false +- Success return Vector2 + +--- + +> result = RL_Vector2Equals( Vector2 v1, Vector2 v2 ) + +Check whether two given vectors are almost equal + +- Failure return false +- Success return int + +--- + ## Math - Vector 3 --- @@ -5036,6 +5109,15 @@ Calculate distance between two vectors --- +> result = RL_Vector3DistanceSqr( Vector3 v1, Vector3 v2 ) + +Calculate square distance between two vectors + +- Failure return false +- Success return float + +--- + > result = RL_Vector3Angle( Vector3 v1, Vector3 v2 ) Calculate angle between two vectors @@ -5100,6 +5182,15 @@ Transform a vector by quaternion rotation --- +> result = RL_Vector3RotateByAxisAngle( Vector3 v, Vector3 axis, float angle ) + +Rotates a vector around an axis + +- Failure return false +- Success return Vector3 + +--- + > result = RL_Vector3Lerp( Vector3 v1, Vector3 v2, float amount ) Calculate linear interpolation between two vectors @@ -5156,6 +5247,57 @@ NOTE: We are avoiding calling other raymath functions despite available --- +> result = RL_Vector3Invert( Vector3 v ) + +Invert the given vector + +- Failure return false +- Success return Vector3 + +--- + +> result = RL_Vector3Clamp( Vector3 v, Vector3 min, Vector3 max ) + +Clamp the components of the vector between +min and max values specified by the given vectors + +- Failure return false +- Success return Vector3 + +--- + +> result = RL_Vector3ClampValue( Vector3 v, float min, float max ) + +Clamp the magnitude of the vector between two values + +- Failure return false +- Success return Vector3 + +--- + +> result = RL_Vector3Equals( Vector3 v1, Vector3 v2 ) + +Check whether two given vectors are almost equal + +- Failure return false +- Success return int + +--- + +> result = RL_Vector3Refract( Vector3 v, Vector3 n, float r ) + +Compute the direction of a refracted ray where v specifies the +normalized direction of the incoming ray, n specifies the +normalized normal vector of the interface of two optical media, +and r specifies the ratio of the refractive index of the medium +from where the ray comes to the refractive index of the medium +on the other side of the surface + +- Failure return false +- Success return Vector3 + +--- + ## Math - Matrix --- @@ -5543,6 +5685,15 @@ Transform a quaternion given a transformation matrix --- +> result = RL_QuaternionEquals( Quaternion q1, Quaternion q2 ) + +Check whether two given quaternions are almost equal + +- Failure return false +- Success return int + +--- + ## Gui - Global --- |
