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authorRay <[email protected]>2018-07-15 21:26:53 +0200
committerRay <[email protected]>2018-07-15 21:26:53 +0200
commit055b0583d6096a0b621816a9374c412f1e929d3c (patch)
treedfaa3889823d9964e288ef86091fa0b90d8c69df /cheatsheet/raylib_models.c
parent0a86a8aba37278723138647c4894fd89963195af (diff)
downloadraylib.com-055b0583d6096a0b621816a9374c412f1e929d3c.tar.gz
raylib.com-055b0583d6096a0b621816a9374c412f1e929d3c.zip
Updated cheatsheet
Diffstat (limited to 'cheatsheet/raylib_models.c')
-rw-r--r--cheatsheet/raylib_models.c9
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)