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authorjussi2023-11-09 20:48:16 +0200
committerjussi2023-11-09 20:48:16 +0200
commitef75e2530dd92c55ba6b2462fe71fa888e1883df (patch)
treea95469b8e5d83b601c998c32774ba5c1dd873a4e /API.md
parent28ac27fae16d5d2df6174564dde05c6064515a33 (diff)
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GenMeshCubicmap, Organized model functions, GetModelBoundingBox, DrawModelWires and DrawModelWiresEx and LoadMaterials.
Diffstat (limited to 'API.md')
-rw-r--r--API.md278
1 files changed, 164 insertions, 114 deletions
diff --git a/API.md b/API.md
index c0651cf..7c5ba1b 100644
--- a/API.md
+++ b/API.md
@@ -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
---
@@ -6261,87 +6261,128 @@ Draw a grid (Centered at ( 0, 0, 0 ))
---
-## Models - Mesh
+## Models - Model management functions
---
-> mesh = RL.GenMeshPoly( int sides, float radius )
+> model = RL.LoadModel( string fileName )
-Generate polygonal mesh
+Load model from files (Meshes and materials)
-- Success return Mesh
+- Failure return nil
+- Success return Model
---
-> mesh = RL.GenMeshPlane( float width, float length, int resX, int resZ )
+> model = RL.LoadModelFromMesh( Mesh mesh )
-Generate plane mesh (With subdivisions)
+Load model from generated mesh (Default material)
-- Success return Mesh
+- Success return Model
---
-> mesh = RL.GenMeshCube( Vector3 size )
+> isReady = RL.IsModelReady( Model model )
-Generate cuboid mesh
+Check if a model is ready
-- Success return Mesh
+- Success return bool
---
-> mesh = RL.GenMeshSphere( float radius, int rings, int slices )
+> RL.UnloadModel( Model model )
-Generate sphere mesh (Standard sphere)
+Unload model (including meshes) from memory (RAM and/or VRAM)
-- Success return Mesh
+---
+
+> boundingBox = RL.GetModelBoundingBox( Model model )
+
+Compute model bounding box limits (considers all meshes)
+
+- Success return BoundingBox
---
-> mesh = RL.GenMeshCylinder( float radius, float height, int slices )
+> RL.SetModelMaterial( Model model, Material modelMaterial, Material material )
-Generate cylinder mesh
+Copies material to model material. (Model material is the material id in models.)
-- Success return Mesh
+---
+
+> RL.SetModelMeshMaterial( Model model, int meshId, int materialId )
+
+Set material for a mesh (Mesh and material on this model)
---
-> mesh = RL.GenMeshCone( float radius, float height, int slices )
+> RL.SetModelTransform( Model model, Matrix transform )
-Generate cone/pyramid mesh
+Set model transform matrix
-- Success return Mesh
+---
+
+> transform = RL.GetModelTransform( Model model )
+
+Get model transform matrix
+
+- Success return Matrix
---
-> mesh = RL.GenMeshTorus( float radius, float size, int radSeg, int sides )
+## Models - Model drawing functions
-Generate torus mesh
+---
-- Success return Mesh
+> RL.DrawModel( Model model, Vector3 position, float scale, Color tint )
+
+Draw a model (With texture if set)
---
-> mesh = RL.GenMeshKnot( float radius, float size, int radSeg, int sides )
+> RL.DrawModelEx( Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint )
-Generate torus mesh
+Draw a model with extended parameters
-- Success return Mesh
+---
+
+> RL.DrawModelWires( Model model, Vector3 position, float scale, Color tint )
+
+Draw a model wires (with texture if set)
---
-> mesh = RL.GenMeshHeightmap( Image heightmap, Vector3 size )
+> RL.DrawModelWiresEx( Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint )
-Generate heightmap mesh from image data
+Draw a model wires (with texture if set) with extended parameters
-- Success return Mesh
+---
+
+> RL.DrawBoundingBox( BoundingBox box, Color color )
+
+Draw bounding box (wires)
---
-> mesh = RL.GenMeshCustom( Mesh{} meshData, bool dynamic )
+> RL.DrawBillboard( Camera3D camera, Texture texture, Vector3 position, float size, Color tint )
-Generate custom mesh from vertex attribute data and uploads it into a VAO (if supported) and VBO
+Draw a billboard texture
-- Success return Mesh
+---
+
+> 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
---
@@ -6402,210 +6443,219 @@ Compute mesh tangents
---
-## Models - Material
+## Models - Mesh generation functions
---
-> material = RL.GetMaterialDefault()
+> mesh = RL.GenMeshPoly( int sides, float radius )
-Default material for reference. Return as lightuserdata
+Generate polygonal mesh
-- Success return Material
+- Success return Mesh
---
-> material = RL.LoadMaterialDefault()
+> mesh = RL.GenMeshPlane( float width, float length, int resX, int resZ )
-Load default material as new object
+Generate plane mesh (With subdivisions)
-- Success return Material
+- Success return Mesh
---
-> material = RL.CreateMaterial( Material{} materialData )
+> mesh = RL.GenMeshCube( Vector3 size )
-Load material from table. See material table definition
+Generate cuboid mesh
-- Success return Material
+- Success return Mesh
---
-> isReady = RL.IsMaterialReady( Material material )
+> mesh = RL.GenMeshSphere( float radius, int rings, int slices )
-Check if a material is ready
+Generate sphere mesh (Standard sphere)
-- Success return bool
+- Success return Mesh
---
-> RL.UnloadMaterial( Material material )
-
-Unload material from GPU memory (VRAM)
-
----
+> mesh = RL.GenMeshCylinder( float radius, float height, int slices )
-> RL.SetMaterialTexture( Material material, int mapType, Texture texture )
+Generate cylinder mesh
-Set texture for a material map type (MATERIAL_MAP_ALBEDO, MATERIAL_MAP_METALNESS...)
+- Success return Mesh
---
-> RL.SetMaterialColor( Material material, int mapType, Color color )
+> mesh = RL.GenMeshCone( float radius, float height, int slices )
-Set color for a material map type
+Generate cone/pyramid mesh
+
+- Success return Mesh
---
-> RL.SetMaterialValue( Material material, int mapType, float value )
+> mesh = RL.GenMeshTorus( float radius, float size, int radSeg, int sides )
-Set value for a material map type
+Generate torus mesh
+
+- Success return Mesh
---
-> RL.SetMaterialShader( Material material, Shader shader )
+> mesh = RL.GenMeshKnot( float radius, float size, int radSeg, int sides )
-Set shader for material
+Generate torus mesh
+
+- Success return Mesh
---
-> RL.SetMaterialParams( Material material, float{} params )
+> mesh = RL.GenMeshHeightmap( Image heightmap, Vector3 size )
-Set material generic parameters (if required)
+Generate heightmap mesh from image data
+
+- Success return Mesh
---
-> texture = RL.GetMaterialTexture( Material material, int mapType )
+> mesh = RL.GenMeshCubicmap( Image cubicmap, Vector3 cubeSize )
-Get texture from material map type. Returns -1 if no texture
+Generate cubes-based map mesh from image data
-- Success return Texture
+- Success return Mesh
---
-> color = RL.GetMaterialColor( Material material, int mapType )
+> mesh = RL.GenMeshCustom( Mesh{} meshData, bool dynamic )
-Get color from material map type
+Generate custom mesh from vertex attribute data and uploads it into a VAO (if supported) and VBO
-- Success return Color
+- Success return Mesh
---
-> value = RL.GetMaterialValue( Material material, int mapType )
-
-Get color from material map type
-
-- Success return float
+## Models - Material management functions
---
-> shader = RL.GetMaterialShader( Material material )
+> materials = RL.LoadMaterials( string fileName )
-Get material shader
+Load materials from model file
-- Success return Shader. Return as lightuserdata
+- Success return Material{}
---
-> params = RL.GetMaterialParams( Material material )
+> material = RL.GetMaterialDefault()
-Get material parameters
+Default material for reference. Return as lightuserdata
-- Success return float{}
+- Success return Material
---
-## Models - Model
+> material = RL.LoadMaterialDefault()
+
+Load default material as new object
+
+- Success return Material
---
-> model = RL.LoadModel( string fileName )
+> material = RL.CreateMaterial( Material{} materialData )
-Load model from files (Meshes and materials)
+Load material from table. See material table definition
-- Failure return nil
-- Success return Model
+- Success return Material
---
-> model = RL.LoadModelFromMesh( Mesh mesh )
+> isReady = RL.IsMaterialReady( Material material )
-Load model from generated mesh (Default material)
+Check if a material is ready
-- Success return Model
+- Success return bool
---
-> isReady = RL.IsModelReady( Model model )
-
-Check if a model is ready
+> RL.UnloadMaterial( Material material )
-- Success return bool
+Unload material from GPU memory (VRAM)
---
-> RL.UnloadModel( Model model )
+> RL.SetMaterialTexture( Material material, int mapType, Texture texture )
-Unload model (including meshes) from memory (RAM and/or VRAM)
+Set texture for a material map type (MATERIAL_MAP_ALBEDO, MATERIAL_MAP_METALNESS...)
---
-> RL.DrawModel( Model model, Vector3 position, float scale, Color tint )
+> RL.SetMaterialColor( Material material, int mapType, Color color )
-Draw a model (With texture if set)
+Set color for a material map type
---
-> RL.DrawModelEx( Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint )
+> RL.SetMaterialValue( Material material, int mapType, float value )
-Draw a model with extended parameters
+Set value for a material map type
---
-> RL.SetModelMaterial( Model model, Material modelMaterial, Material material )
+> RL.SetMaterialShader( Material material, Shader shader )
-Copies material to model material. (Model material is the material id in models.)
+Set shader for material
---
-> RL.SetModelMeshMaterial( Model model, int meshId, int materialId )
+> RL.SetMaterialParams( Material material, float{} params )
-Set material for a mesh (Mesh and material on this model)
+Set material generic parameters (if required)
---
-> RL.DrawBillboard( Camera3D camera, Texture texture, Vector3 position, float size, Color tint )
+> texture = RL.GetMaterialTexture( Material material, int mapType )
-Draw a billboard texture
+Get texture from material map type. Returns -1 if no texture
+
+- Success return Texture
---
-> RL.DrawBillboardRec( Camera3D camera, Texture texture, Rectangle source, Vector3 position, Vector2 size, Color tint )
+> color = RL.GetMaterialColor( Material material, int mapType )
-Draw a billboard texture defined by source
+Get color from material map type
+
+- Success return Color
---
-> RL.DrawBillboardPro( Camera3D camera, Texture texture, Rectangle source, Vector3 position, Vector3 up, Vector2 size, Vector2 origin, float rotation, Color tint )
+> value = RL.GetMaterialValue( Material material, int mapType )
-Draw a billboard texture defined by source and rotation
+Get color from material map type
+
+- Success return float
---
-> RL.SetModelTransform( Model model, Matrix transform )
+> shader = RL.GetMaterialShader( Material material )
-Set model transform matrix
+Get material shader
+
+- Success return Shader. Return as lightuserdata
---
-> transform = RL.GetModelTransform( Model model )
+> params = RL.GetMaterialParams( Material material )
-Get model transform matrix
+Get material parameters
-- Success return Matrix
+- Success return float{}
---
-## Model - Animations
+## Model - Model animations management functions
---
@@ -6648,7 +6698,7 @@ Return modelAnimation frame count
---
-## Model - Collision
+## Model - Collision detection functions
---