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| author | Ray <[email protected]> | 2017-05-17 00:33:29 +0200 |
|---|---|---|
| committer | Ray <[email protected]> | 2017-05-17 00:33:29 +0200 |
| commit | 0780cd4e6a4545fb2a45231c11f4aa54e624734e (patch) | |
| tree | f3a473ff8041805d10d921e5372e30e7bf187a0e /docs/cheatsheet/raylib_models.c | |
| parent | a5bfd7db228b90b5ddc183a03e1f0630d7321091 (diff) | |
| download | raylib-0780cd4e6a4545fb2a45231c11f4aa54e624734e.tar.gz raylib-0780cd4e6a4545fb2a45231c11f4aa54e624734e.zip | |
Web review
Diffstat (limited to 'docs/cheatsheet/raylib_models.c')
| -rw-r--r-- | docs/cheatsheet/raylib_models.c | 19 |
1 files changed, 11 insertions, 8 deletions
diff --git a/docs/cheatsheet/raylib_models.c b/docs/cheatsheet/raylib_models.c index 34f9668e..909d7bee 100644 --- a/docs/cheatsheet/raylib_models.c +++ b/docs/cheatsheet/raylib_models.c @@ -19,20 +19,20 @@ 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 DrawGizmo(Vector3 position); // Draw simple gizmo - void DrawLight(Light light); // Draw light in 3D world // Model loading/unloading functions - Model LoadModel(const char *fileName); // Load a 3d model (.OBJ) - Model LoadModelEx(Mesh data, bool dynamic); // Load a 3d model (from mesh data) - Model LoadModelFromRES(const char *rresName, int resId); // Load a 3d model from rRES file (raylib Resource) - Model LoadHeightmap(Image heightmap, Vector3 size); // Load a heightmap image as a 3d model - Model LoadCubicmap(Image cubicmap); // Load a map image as a 3d model (cubes based) - void UnloadModel(Model model); // Unload 3d model from memory + Mesh LoadMesh(const char *fileName); // Load mesh from file + Mesh LoadMeshEx(int numVertex, float *vData, float *vtData, float *vnData, Color *cData); // Load mesh from vertex data + Model LoadModel(const char *fileName); // Load model from file + Model LoadModelFromMesh(Mesh data, bool dynamic); // Load model from mesh data + Model LoadHeightmap(Image heightmap, Vector3 size); // Load heightmap model from image data + Model LoadCubicmap(Image cubicmap); // Load cubes-based map model from image data + void UnloadMesh(Mesh *mesh); // Unload mesh from memory (RAM and/or VRAM) + void UnloadModel(Model model); // Unload model from memory (RAM and/or VRAM) // Material loading/unloading functions Material LoadMaterial(const char *fileName); // Load material data (from file) Material LoadDefaultMaterial(void); // Load default material (uses default models shader) - Material LoadStandardMaterial(void); // Load standard material (uses material attributes and lighting shader) void UnloadMaterial(Material material); // Unload material textures from VRAM // Model drawing functions @@ -55,4 +55,7 @@ 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 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) |
