diff options
Diffstat (limited to 'API.md')
| -rw-r--r-- | API.md | 107 |
1 files changed, 103 insertions, 4 deletions
@@ -221,6 +221,18 @@ GlyphInfo, font characters glyphs info --- +> BoneInfo = { name = string[32], parent = int } + +Bone, skeletal animation bone + +--- + +> Transform = { translation = Vector3, rotation = Quaternion, scale = Vector3 } + +Transform, vertex transformation data + +--- + > Wave = Userdata Wave, audio wave data @@ -2977,7 +2989,7 @@ GL_COMPUTE_SHADER --- -## Defines - RLGL GlVersion +## Defines - RLGL GL blending factors > RL_ZERO = 0 GL_ZERO @@ -6585,9 +6597,24 @@ Compute model bounding box limits (considers all meshes) --- +> RL.SetModelTransform( Model model, Matrix transform ) + +Set model transform matrix + +--- + +> success = RL.SetModelMesh( Model model, int meshId, Mesh mesh ) + +Get model mesh. Return as lightuserdata + +- Failure return false +- Success return true + +--- + > success = RL.SetModelMaterial( Model model, int modelMaterialId, Material material ) -Copies material to model material. (Model material is the material id in models.) +Copies material to model material - Failure return false - Success return true @@ -6600,9 +6627,21 @@ Set material for a mesh (Mesh and material on this model) --- -> RL.SetModelTransform( Model model, Matrix transform ) +> success = RL.SetModelBone( Model model, int boneId, BoneInfo bone ) -Set model transform matrix +Set model bone information (skeleton) + +- Failure return false +- Success return true + +--- + +> success = RL.SetModelBindPose( Model model, int boneId, Transform pose ) + +Set model bones base transformation (pose) + +- Failure return false +- Success return true --- @@ -6614,6 +6653,66 @@ Get model transform matrix --- +> meshCount = RL.GetModelMeshCount( Model model ) + +Get model number of meshes + +- Success return int + +--- + +> meshCount = RL.GetModelMaterialCount( Model model ) + +Get model number of materials + +- Success return int + +--- + +> mesh = RL.GetModelMesh( Model model, int meshId ) + +Get model mesh. Return as lightuserdata + +- Failure return nil +- Success return Mesh + +--- + +> material = RL.GetModelMaterial( Model model, int materialId ) + +Get model material. Return as lightuserdata + +- Failure return nil +- Success return Material + +--- + +> boneCount = RL.GetModelBoneCount( Model model ) + +Get model number of bones + +- Success return int + +--- + +> bone = RL.GetModelBone( Model model, int boneId ) + +Get model bones information (skeleton) + +- Failure return nil +- Success return BoneInfo + +--- + +> pose = RL.GetModelBindPose( Model model, int boneId ) + +Get models bones base transformation (pose) + +- Failure return nil +- Success return Transform + +--- + ## Models - Model drawing functions --- |
