summaryrefslogtreecommitdiffhomepage
path: root/cheatsheet/raylib_models.c
diff options
context:
space:
mode:
authorJacob Reckhard <[email protected]>2022-08-22 18:33:01 -0600
committerJacob Reckhard <[email protected]>2022-08-22 18:33:01 -0600
commit05af9d91093997bda24410faa715c99066fbf620 (patch)
treecfd54420846b23bd38e07403bf11639aff4240ce /cheatsheet/raylib_models.c
parentfd154fd8e8414760cb96a2eeb4c3a7dee02d5482 (diff)
downloadraylib.com-05af9d91093997bda24410faa715c99066fbf620.tar.gz
raylib.com-05af9d91093997bda24410faa715c99066fbf620.zip
added cheatsheet generator
Diffstat (limited to 'cheatsheet/raylib_models.c')
-rw-r--r--cheatsheet/raylib_models.c103
1 files changed, 51 insertions, 52 deletions
diff --git a/cheatsheet/raylib_models.c b/cheatsheet/raylib_models.c
index dcb11d8..fea4c25 100644
--- a/cheatsheet/raylib_models.c
+++ b/cheatsheet/raylib_models.c
@@ -1,26 +1,25 @@
-
// Basic geometric 3D shapes drawing functions
- void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space
- void DrawPoint3D(Vector3 position, Color color); // Draw a point in 3D space, actually a small line
+ void DrawLine3D(Vector3 startPos, Vector3 endPos, Color color); // Draw a line in 3D world space
+ void DrawPoint3D(Vector3 position, Color color); // Draw a point in 3D space, actually a small line
void DrawCircle3D(Vector3 center, float radius, Vector3 rotationAxis, float rotationAngle, Color color); // Draw a circle in 3D world space
- void DrawTriangle3D(Vector3 v1, Vector3 v2, Vector3 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!)
- void DrawTriangleStrip3D(Vector3 *points, int pointCount, Color color); // Draw a triangle strip defined by points
- void DrawCube(Vector3 position, float width, float height, float length, Color color); // Draw cube
- void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version)
- void DrawCubeWires(Vector3 position, float width, float height, float length, Color color); // Draw cube wires
- void DrawCubeWiresV(Vector3 position, Vector3 size, Color color); // Draw cube wires (Vector version)
+ void DrawTriangle3D(Vector3 v1, Vector3 v2, Vector3 v3, Color color); // Draw a color-filled triangle (vertex in counter-clockwise order!)
+ void DrawTriangleStrip3D(Vector3 *points, int pointCount, Color color); // Draw a triangle strip defined by points
+ void DrawCube(Vector3 position, float width, float height, float length, Color color); // Draw cube
+ void DrawCubeV(Vector3 position, Vector3 size, Color color); // Draw cube (Vector version)
+ void DrawCubeWires(Vector3 position, float width, float height, float length, Color color); // Draw cube wires
+ void DrawCubeWiresV(Vector3 position, Vector3 size, Color color); // Draw cube wires (Vector version)
void DrawCubeTexture(Texture2D texture, Vector3 position, float width, float height, float length, Color color); // Draw cube textured
void DrawCubeTextureRec(Texture2D texture, Rectangle source, Vector3 position, float width, float height, float length, Color color); // Draw cube with a region of a texture
- void DrawSphere(Vector3 centerPos, float radius, Color color); // Draw sphere
- void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters
- void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires
+ void DrawSphere(Vector3 centerPos, float radius, Color color); // Draw sphere
+ void DrawSphereEx(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere with extended parameters
+ void DrawSphereWires(Vector3 centerPos, float radius, int rings, int slices, Color color); // Draw sphere wires
void DrawCylinder(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone
void DrawCylinderEx(Vector3 startPos, Vector3 endPos, float startRadius, float endRadius, int sides, Color color); // Draw a cylinder with base at startPos and top at endPos
void DrawCylinderWires(Vector3 position, float radiusTop, float radiusBottom, float height, int slices, Color color); // Draw a cylinder/cone wires
void 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
- void DrawPlane(Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ
- void DrawRay(Ray ray, Color color); // Draw a ray line
- void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0))
+ void DrawPlane(Vector3 centerPos, Vector2 size, Color color); // Draw a plane XZ
+ void DrawRay(Ray ray, Color color); // Draw a ray line
+ void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0))
//------------------------------------------------------------------------------------
// Model 3d Loading and Drawing Functions (Module: models)
@@ -34,51 +33,51 @@
BoundingBox GetModelBoundingBox(Model model); // Compute model bounding box limits (considers all meshes)
// Model drawing functions
- void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
+ void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters
- void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set)
+ void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set)
void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters
- void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires)
- void DrawBillboard(Camera camera, Texture2D texture, Vector3 position, float size, Color tint); // Draw a billboard texture
+ void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires)
+ void DrawBillboard(Camera camera, Texture2D texture, Vector3 position, float size, Color tint); // Draw a billboard texture
void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Color tint); // Draw a billboard texture defined by source
void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector3 up, Vector2 size, Vector2 origin, float rotation, Color tint); // Draw a billboard texture defined by source and rotation
// Mesh management functions
- void UploadMesh(Mesh *mesh, bool dynamic); // Upload mesh vertex data in GPU and provide VAO/VBO ids
- void UpdateMeshBuffer(Mesh mesh, int index, const void *data, int dataSize, int offset); // Update mesh vertex data in GPU for a specific buffer index
- void UnloadMesh(Mesh mesh); // Unload mesh data from CPU and GPU
- void DrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform
+ void UploadMesh(Mesh *mesh, bool dynamic); // Upload mesh vertex data in GPU and provide VAO/VBO ids
+ void UpdateMeshBuffer(Mesh mesh, int index, const void *data, int dataSize, int offset); // Update mesh vertex data in GPU for a specific buffer index
+ void UnloadMesh(Mesh mesh); // Unload mesh data from CPU and GPU
+ void DrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform
void DrawMeshInstanced(Mesh mesh, Material material, const Matrix *transforms, int instances); // Draw multiple mesh instances with material and different transforms
- bool ExportMesh(Mesh mesh, const char *fileName); // Export mesh data to file, returns true on success
- BoundingBox GetMeshBoundingBox(Mesh mesh); // Compute mesh bounding box limits
- void GenMeshTangents(Mesh *mesh); // Compute mesh tangents
+ bool ExportMesh(Mesh mesh, const char *fileName); // Export mesh data to file, returns true on success
+ BoundingBox GetMeshBoundingBox(Mesh mesh); // Compute mesh bounding box limits
+ void GenMeshTangents(Mesh *mesh); // Compute mesh tangents
+
+ // Mesh generation functions
+ Mesh GenMeshPoly(int sides, float radius); // Generate polygonal mesh
+ Mesh GenMeshPlane(float width, float length, int resX, int resZ); // Generate plane mesh (with subdivisions)
+ Mesh GenMeshCube(float width, float height, float length); // Generate cuboid mesh
+ Mesh GenMeshSphere(float radius, int rings, int slices); // Generate sphere mesh (standard sphere)
+ Mesh GenMeshHemiSphere(float radius, int rings, int slices); // Generate half-sphere mesh (no bottom cap)
+ Mesh GenMeshCylinder(float radius, float height, int slices); // Generate cylinder mesh
+ Mesh GenMeshCone(float radius, float height, int slices); // Generate cone/pyramid mesh
+ Mesh GenMeshTorus(float radius, float size, int radSeg, int sides); // Generate torus mesh
+ Mesh GenMeshKnot(float radius, float size, int radSeg, int sides); // Generate trefoil knot mesh
+ Mesh GenMeshHeightmap(Image heightmap, Vector3 size); // Generate heightmap mesh from image data
+ Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize); // Generate cubes-based map mesh from image data
+
+ // Material loading/unloading functions
+ Material *LoadMaterials(const char *fileName, int *materialCount); // Load materials from model file
+ Material LoadMaterialDefault(void); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
+ void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM)
+ void SetMaterialTexture(Material *material, int mapType, Texture2D texture); // Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...)
+ void SetModelMeshMaterial(Model *model, int meshId, int materialId); // Set material for a mesh
- // Mesh generation functions
- Mesh GenMeshPoly(int sides, float radius); // Generate polygonal mesh
- Mesh GenMeshPlane(float width, float length, int resX, int resZ); // Generate plane mesh (with subdivisions)
- Mesh GenMeshCube(float width, float height, float length); // Generate cuboid mesh
- Mesh GenMeshSphere(float radius, int rings, int slices); // Generate sphere mesh (standard sphere)
- Mesh GenMeshHemiSphere(float radius, int rings, int slices); // Generate half-sphere mesh (no bottom cap)
- Mesh GenMeshCylinder(float radius, float height, int slices); // Generate cylinder mesh
- Mesh GenMeshCone(float radius, float height, int slices); // Generate cone/pyramid mesh
- Mesh GenMeshTorus(float radius, float size, int radSeg, int sides); // Generate torus mesh
- Mesh GenMeshKnot(float radius, float size, int radSeg, int sides); // Generate trefoil knot mesh
- Mesh GenMeshHeightmap(Image heightmap, Vector3 size); // Generate heightmap mesh from image data
- Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize); // Generate cubes-based map mesh from image data
-
- // Material loading/unloading functions
- Material *LoadMaterials(const char *fileName, int *materialCount); // Load materials from model file
- Material LoadMaterialDefault(void); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
- void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM)
- void SetMaterialTexture(Material *material, int mapType, Texture2D texture); // Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...)
- void SetModelMeshMaterial(Model *model, int meshId, int materialId); // Set material for a mesh
-
- // Model animations loading/unloading functions
- ModelAnimation *LoadModelAnimations(const char *fileName, unsigned int *animCount); // Load model animations from file
- void UpdateModelAnimation(Model model, ModelAnimation anim, int frame); // Update model animation pose
- void UnloadModelAnimation(ModelAnimation anim); // Unload animation data
- void UnloadModelAnimations(ModelAnimation *animations, unsigned int count); // Unload animation array data
- bool IsModelAnimationValid(Model model, ModelAnimation anim); // Check model animation skeleton match
+ // Model animations loading/unloading functions
+ ModelAnimation *LoadModelAnimations(const char *fileName, unsigned int *animCount); // Load model animations from file
+ void UpdateModelAnimation(Model model, ModelAnimation anim, int frame); // Update model animation pose
+ void UnloadModelAnimation(ModelAnimation anim); // Unload animation data
+ void UnloadModelAnimations(ModelAnimation *animations, unsigned int count); // Unload animation array data
+ bool IsModelAnimationValid(Model model, ModelAnimation anim); // Check model animation skeleton match
// Collision detection functions
bool CheckCollisionSpheres(Vector3 center1, float radius1, Vector3 center2, float radius2); // Check collision between two spheres