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| author | raysan5 <[email protected]> | 2021-07-28 13:15:10 +0200 |
|---|---|---|
| committer | raysan5 <[email protected]> | 2021-07-28 13:15:10 +0200 |
| commit | 0c3902b5433e1271df8a0a5252a6f10b1e8b8633 (patch) | |
| tree | e0e9ff4d96b2a05a497ee285841115a9fe4cdf94 /src/raylib.h | |
| parent | 7c7ee1cdc870d58a58ff196b1e8c119f6a8616cb (diff) | |
| download | raylib-0c3902b5433e1271df8a0a5252a6f10b1e8b8633.tar.gz raylib-0c3902b5433e1271df8a0a5252a6f10b1e8b8633.zip | |
ADDED: GetModelBoundingBox()
Reorganized models functionality, it still needs some review...
Diffstat (limited to 'src/raylib.h')
| -rw-r--r-- | src/raylib.h | 59 |
1 files changed, 29 insertions, 30 deletions
diff --git a/src/raylib.h b/src/raylib.h index 38af9f0e..738feb53 100644 --- a/src/raylib.h +++ b/src/raylib.h @@ -1378,33 +1378,33 @@ RLAPI void DrawGrid(int slices, float spacing); // Model 3d Loading and Drawing Functions (Module: models) //------------------------------------------------------------------------------------ -// Model loading/unloading functions +// Model management functions RLAPI Model LoadModel(const char *fileName); // Load model from files (meshes and materials) RLAPI Model LoadModelFromMesh(Mesh mesh); // Load model from generated mesh (default material) RLAPI void UnloadModel(Model model); // Unload model (including meshes) from memory (RAM and/or VRAM) RLAPI void UnloadModelKeepMeshes(Model model); // Unload model (but not meshes) from memory (RAM and/or VRAM) +RLAPI BoundingBox GetModelBoundingBox(Model model); // Compute model bounding box limits (considers all meshes) -// Mesh loading/unloading functions +// Model drawing functions +RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set) +RLAPI void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters +RLAPI void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set) +RLAPI 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 +RLAPI void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires) +RLAPI void DrawBillboard(Camera camera, Texture2D texture, Vector3 position, float size, Color tint); // Draw a billboard texture +RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Color tint); // Draw a billboard texture defined by source +RLAPI void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Vector2 origin, float rotation, Color tint); // Draw a billboard texture defined by source and rotation + +// Mesh management functions RLAPI void UploadMesh(Mesh *mesh, bool dynamic); // Upload mesh vertex data in GPU and provide VAO/VBO ids RLAPI void UpdateMeshBuffer(Mesh mesh, int index, void *data, int dataSize, int offset); // Update mesh vertex data in GPU for a specific buffer index +RLAPI void UnloadMesh(Mesh mesh); // Unload mesh data from CPU and GPU RLAPI void DrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform RLAPI void DrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int instances); // Draw multiple mesh instances with material and different transforms -RLAPI void UnloadMesh(Mesh mesh); // Unload mesh data from CPU and GPU RLAPI bool ExportMesh(Mesh mesh, const char *fileName); // Export mesh data to file, returns true on success - -// Material loading/unloading functions -RLAPI Material *LoadMaterials(const char *fileName, int *materialCount); // Load materials from model file -RLAPI Material LoadMaterialDefault(void); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps) -RLAPI void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM) -RLAPI void SetMaterialTexture(Material *material, int mapType, Texture2D texture); // Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...) -RLAPI void SetModelMeshMaterial(Model *model, int meshId, int materialId); // Set material for a mesh - -// Model animations loading/unloading functions -RLAPI ModelAnimation *LoadModelAnimations(const char *fileName, int *animsCount); // Load model animations from file -RLAPI void UpdateModelAnimation(Model model, ModelAnimation anim, int frame); // Update model animation pose -RLAPI void UnloadModelAnimation(ModelAnimation anim); // Unload animation data -RLAPI void UnloadModelAnimations(ModelAnimation* animations, unsigned int count); // Unload animation array data -RLAPI bool IsModelAnimationValid(Model model, ModelAnimation anim); // Check model animation skeleton match +RLAPI BoundingBox GetMeshBoundingBox(Mesh mesh); // Compute mesh bounding box limits +RLAPI void GenMeshTangents(Mesh *mesh); // Compute mesh tangents +RLAPI void GenMeshBinormals(Mesh *mesh); // Compute mesh binormals // Mesh generation functions RLAPI Mesh GenMeshPoly(int sides, float radius); // Generate polygonal mesh @@ -1418,20 +1418,19 @@ RLAPI Mesh GenMeshKnot(float radius, float size, int radSeg, int sides); RLAPI Mesh GenMeshHeightmap(Image heightmap, Vector3 size); // Generate heightmap mesh from image data RLAPI Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize); // Generate cubes-based map mesh from image data -// Mesh manipulation functions -RLAPI BoundingBox GetMeshBoundingBox(Mesh mesh); // Compute mesh bounding box limits -RLAPI void GenMeshTangents(Mesh *mesh); // Compute mesh tangents -RLAPI void GenMeshBinormals(Mesh *mesh); // Compute mesh binormals +// Material loading/unloading functions +RLAPI Material *LoadMaterials(const char *fileName, int *materialCount); // Load materials from model file +RLAPI Material LoadMaterialDefault(void); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps) +RLAPI void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM) +RLAPI void SetMaterialTexture(Material *material, int mapType, Texture2D texture); // Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...) +RLAPI void SetModelMeshMaterial(Model *model, int meshId, int materialId); // Set material for a mesh -// Model drawing functions -RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set) -RLAPI void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters -RLAPI void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set) -RLAPI 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 -RLAPI void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires) -RLAPI void DrawBillboard(Camera camera, Texture2D texture, Vector3 position, float size, Color tint); // Draw a billboard texture -RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Color tint); // Draw a billboard texture defined by source -RLAPI void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Vector2 origin, float rotation, Color tint); // Draw a billboard texture defined by source and rotation +// Model animations loading/unloading functions +RLAPI ModelAnimation *LoadModelAnimations(const char *fileName, int *animsCount); // Load model animations from file +RLAPI void UpdateModelAnimation(Model model, ModelAnimation anim, int frame); // Update model animation pose +RLAPI void UnloadModelAnimation(ModelAnimation anim); // Unload animation data +RLAPI void UnloadModelAnimations(ModelAnimation* animations, unsigned int count); // Unload animation array data +RLAPI bool IsModelAnimationValid(Model model, ModelAnimation anim); // Check model animation skeleton match // Collision detection functions RLAPI bool CheckCollisionSpheres(Vector3 center1, float radius1, Vector3 center2, float radius2); // Check collision between two spheres |
