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| author | Ray <[email protected]> | 2018-07-15 21:26:53 +0200 |
|---|---|---|
| committer | Ray <[email protected]> | 2018-07-15 21:26:53 +0200 |
| commit | 055b0583d6096a0b621816a9374c412f1e929d3c (patch) | |
| tree | dfaa3889823d9964e288ef86091fa0b90d8c69df /cheatsheet/raylib_models.c | |
| parent | 0a86a8aba37278723138647c4894fd89963195af (diff) | |
| download | raylib.com-055b0583d6096a0b621816a9374c412f1e929d3c.tar.gz raylib.com-055b0583d6096a0b621816a9374c412f1e929d3c.zip | |
Updated cheatsheet
Diffstat (limited to 'cheatsheet/raylib_models.c')
| -rw-r--r-- | cheatsheet/raylib_models.c | 9 |
1 files changed, 7 insertions, 2 deletions
diff --git a/cheatsheet/raylib_models.c b/cheatsheet/raylib_models.c index 494b893..ba188e0 100644 --- a/cheatsheet/raylib_models.c +++ b/cheatsheet/raylib_models.c @@ -28,7 +28,13 @@ // Mesh loading/unloading functions Mesh LoadMesh(const char *fileName); // Load mesh from file void UnloadMesh(Mesh *mesh); // Unload mesh from memory (RAM and/or VRAM) + void ExportMesh(const char *fileName, Mesh mesh); // Export mesh as an OBJ file + // Mesh manipulation functions + BoundingBox MeshBoundingBox(Mesh mesh); // Compute mesh bounding box limits + void MeshTangents(Mesh *mesh); // Compute mesh tangents + void MeshBinormals(Mesh *mesh); // Compute mesh binormals + // Mesh generation functions 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 @@ -64,8 +70,7 @@ bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius); // Detect collision between ray and sphere bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadius, Vector3 *collisionPoint); // Detect collision between ray and sphere ex. bool CheckCollisionRayBox(Ray ray, Vector3 minBBox, Vector3 maxBBox); // Detect collision between ray and box - BoundingBox CalculateBoundingBox(Mesh mesh); // Calculate mesh bounding box limits - RayHitInfo GetCollisionRayMesh(Ray ray, Mesh *mesh); // Get collision info between ray and mesh + RayHitInfo GetCollisionRayModel(Ray ray, Model *model); // Get collision info between ray and model RayHitInfo GetCollisionRayTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle RayHitInfo GetCollisionRayGround(Ray ray, float groundHeight); // Get collision info between ray and ground plane (Y-normal plane) |
