Fix Mesh, add missing functions, move gestures to file
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8fa575dce2
commit
19d2f59142
6 changed files with 165 additions and 113 deletions
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@ -7,6 +7,18 @@ package raylib
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*/
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import "C"
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// Camera mode
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type CameraMode int32
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// Camera system modes
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const (
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CameraCustom CameraMode = C.CAMERA_CUSTOM
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CameraFree CameraMode = C.CAMERA_FREE
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CameraOrbital CameraMode = C.CAMERA_ORBITAL
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CameraFirstPerson CameraMode = C.CAMERA_FIRST_PERSON
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CameraThirdPerson CameraMode = C.CAMERA_THIRD_PERSON
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)
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// Set camera mode (multiple camera modes available)
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func SetCameraMode(camera Camera, mode CameraMode) {
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ccamera := camera.cptr()
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101
raylib/core.go
101
raylib/core.go
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@ -172,37 +172,6 @@ const (
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GamepadXboxAxisRt = 5
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)
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// Gestures
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type Gestures int32
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// Gestures type
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// NOTE: It could be used as flags to enable only some gestures
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const (
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GestureNone Gestures = C.GESTURE_NONE
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GestureTap Gestures = C.GESTURE_TAP
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GestureDoubletap Gestures = C.GESTURE_DOUBLETAP
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GestureHold Gestures = C.GESTURE_HOLD
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GestureDrag Gestures = C.GESTURE_DRAG
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GestureSwipeRight Gestures = C.GESTURE_SWIPE_RIGHT
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GestureSwipeLeft Gestures = C.GESTURE_SWIPE_LEFT
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GestureSwipeUp Gestures = C.GESTURE_SWIPE_UP
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GestureSwipeDown Gestures = C.GESTURE_SWIPE_DOWN
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GesturePinchIn Gestures = C.GESTURE_PINCH_IN
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GesturePinchOut Gestures = C.GESTURE_PINCH_OUT
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)
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// Camera mode
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type CameraMode int32
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// Camera system modes
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const (
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CameraCustom CameraMode = C.CAMERA_CUSTOM
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CameraFree CameraMode = C.CAMERA_FREE
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CameraOrbital CameraMode = C.CAMERA_ORBITAL
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CameraFirstPerson CameraMode = C.CAMERA_FIRST_PERSON
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CameraThirdPerson CameraMode = C.CAMERA_THIRD_PERSON
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)
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// Some Basic Colors
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// NOTE: Custom raylib color palette for amazing visuals on WHITE background
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var (
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@ -919,73 +888,3 @@ func GetTouchPosition(index int32) Vector2 {
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v := NewVector2FromPointer(unsafe.Pointer(&ret))
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return v
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}
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// Enable a set of gestures using flags
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func SetGesturesEnabled(gestureFlags uint32) {
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cgestureFlags := (C.uint)(gestureFlags)
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C.SetGesturesEnabled(cgestureFlags)
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}
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// Check if a gesture have been detected
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func IsGestureDetected(gesture Gestures) bool {
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cgesture := (C.int)(gesture)
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ret := C.IsGestureDetected(cgesture)
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v := bool(int(ret) == 1)
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return v
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}
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// Get latest detected gesture
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func GetGestureDetected() Gestures {
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ret := C.GetGestureDetected()
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v := (Gestures)(ret)
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return v
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}
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// Get touch points count
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func GetTouchPointsCount() int32 {
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ret := C.GetTouchPointsCount()
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v := (int32)(ret)
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return v
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}
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// Get gesture hold time in milliseconds
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func GetGestureHoldDuration() float32 {
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ret := C.GetGestureHoldDuration()
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v := (float32)(ret)
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return v
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}
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// Get gesture drag vector
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func GetGestureDragVector() Vector2 {
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ret := C.GetGestureDragVector()
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v := NewVector2FromPointer(unsafe.Pointer(&ret))
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return v
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}
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// Get gesture drag angle
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func GetGestureDragAngle() float32 {
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ret := C.GetGestureDragAngle()
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v := (float32)(ret)
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return v
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}
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// Get gesture pinch delta
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func GetGesturePinchVector() Vector2 {
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ret := C.GetGesturePinchVector()
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v := NewVector2FromPointer(unsafe.Pointer(&ret))
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return v
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}
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// Get gesture pinch angle
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func GetGesturePinchAngle() float32 {
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ret := C.GetGesturePinchAngle()
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v := (float32)(ret)
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return v
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}
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// Shows current FPS
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func DrawFPS(posX int32, posY int32) {
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cposX := (C.int)(posX)
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cposY := (C.int)(posY)
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C.DrawFPS(cposX, cposY)
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}
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83
raylib/gestures.go
Normal file
83
raylib/gestures.go
Normal file
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@ -0,0 +1,83 @@
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package raylib
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// Gestures
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type Gestures int32
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// Gestures type
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// NOTE: It could be used as flags to enable only some gestures
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const (
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GestureNone Gestures = C.GESTURE_NONE
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GestureTap Gestures = C.GESTURE_TAP
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GestureDoubletap Gestures = C.GESTURE_DOUBLETAP
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GestureHold Gestures = C.GESTURE_HOLD
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GestureDrag Gestures = C.GESTURE_DRAG
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GestureSwipeRight Gestures = C.GESTURE_SWIPE_RIGHT
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GestureSwipeLeft Gestures = C.GESTURE_SWIPE_LEFT
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GestureSwipeUp Gestures = C.GESTURE_SWIPE_UP
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GestureSwipeDown Gestures = C.GESTURE_SWIPE_DOWN
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GesturePinchIn Gestures = C.GESTURE_PINCH_IN
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GesturePinchOut Gestures = C.GESTURE_PINCH_OUT
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)
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// Enable a set of gestures using flags
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func SetGesturesEnabled(gestureFlags uint32) {
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cgestureFlags := (C.uint)(gestureFlags)
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C.SetGesturesEnabled(cgestureFlags)
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}
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// Check if a gesture have been detected
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func IsGestureDetected(gesture Gestures) bool {
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cgesture := (C.int)(gesture)
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ret := C.IsGestureDetected(cgesture)
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v := bool(int(ret) == 1)
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return v
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}
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// Get latest detected gesture
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func GetGestureDetected() Gestures {
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ret := C.GetGestureDetected()
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v := (Gestures)(ret)
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return v
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}
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// Get touch points count
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func GetTouchPointsCount() int32 {
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ret := C.GetTouchPointsCount()
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v := (int32)(ret)
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return v
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}
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// Get gesture hold time in milliseconds
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func GetGestureHoldDuration() float32 {
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ret := C.GetGestureHoldDuration()
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v := (float32)(ret)
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return v
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}
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// Get gesture drag vector
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func GetGestureDragVector() Vector2 {
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ret := C.GetGestureDragVector()
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v := NewVector2FromPointer(unsafe.Pointer(&ret))
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return v
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}
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// Get gesture drag angle
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func GetGestureDragAngle() float32 {
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ret := C.GetGestureDragAngle()
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v := (float32)(ret)
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return v
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}
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// Get gesture pinch delta
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func GetGesturePinchVector() Vector2 {
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ret := C.GetGesturePinchVector()
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v := NewVector2FromPointer(unsafe.Pointer(&ret))
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return v
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}
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// Get gesture pinch angle
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func GetGesturePinchAngle() float32 {
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ret := C.GetGesturePinchAngle()
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v := (float32)(ret)
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return v
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}
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@ -6,6 +6,7 @@ package raylib
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*/
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import "C"
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import "unsafe"
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import "reflect"
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// Vertex data definning a mesh
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type Mesh struct {
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@ -14,19 +15,19 @@ type Mesh struct {
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// Number of triangles stored (indexed or not)
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TriangleCount int32
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// Vertex position (XYZ - 3 components per vertex) (shader-location = 0)
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Vertices *float32
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Vertices *[]float32
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// Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
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Texcoords *float32
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Texcoords *[]float32
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// Vertex second texture coordinates (useful for lightmaps) (shader-location = 5)
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Texcoords2 *float32
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Texcoords2 *[]float32
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// Vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
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Normals *float32
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Normals *[]float32
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// Vertex tangents (XYZ - 3 components per vertex) (shader-location = 4)
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Tangents *float32
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Tangents *[]float32
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// Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
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Colors *uint8
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Colors *[]uint8
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// Vertex indices (in case vertex data comes indexed)
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Indices *uint16
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Indices *[]uint16
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// OpenGL Vertex Array Object id
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VaoID uint32
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// OpenGL Vertex Buffer Objects id (7 types of vertex data)
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@ -38,7 +39,7 @@ func (m *Mesh) cptr() *C.Mesh {
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}
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// Returns new Mesh
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func NewMesh(vertexCount, triangleCount int32, vertices, texcoords, texcoords2, normals, tangents *float32, colors *uint8, indices *uint16, vaoID uint32, vboID [7]uint32) Mesh {
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func NewMesh(vertexCount, triangleCount int32, vertices, texcoords, texcoords2, normals, tangents *[]float32, colors *[]uint8, indices *[]uint16, vaoID uint32, vboID [7]uint32) Mesh {
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return Mesh{vertexCount, triangleCount, vertices, texcoords, texcoords2, normals, tangents, colors, indices, vaoID, vboID}
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}
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@ -264,7 +265,28 @@ func DrawGizmo(position Vector3) {
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C.DrawGizmo(*cposition)
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}
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// Load a 3d model (.OBJ)
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// Load mesh from file
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func LoadMesh(fileName string) Mesh {
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cfileName := C.CString(fileName)
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defer C.free(unsafe.Pointer(cfileName))
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ret := C.LoadMesh(cfileName)
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v := NewMeshFromPointer(unsafe.Pointer(&ret))
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return v
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}
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// Load mesh from vertex data
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func LoadMeshEx(numVertex int32, vData []float32, vtData []float32, vnData []float32, cData []Color) Mesh {
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cnumVertex := (C.int)(numVertex)
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cvData := (*C.float)(unsafe.Pointer((*reflect.SliceHeader)(unsafe.Pointer(&vData)).Data))
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cvtData := (*C.float)(unsafe.Pointer((*reflect.SliceHeader)(unsafe.Pointer(&vtData)).Data))
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cvnData := (*C.float)(unsafe.Pointer((*reflect.SliceHeader)(unsafe.Pointer(&vnData)).Data))
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ccData := (*C.Color)(unsafe.Pointer((*reflect.SliceHeader)(unsafe.Pointer(&cData)).Data))
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ret := C.LoadMeshEx(cnumVertex, cvData, cvtData, cvnData, ccData)
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v := NewMeshFromPointer(unsafe.Pointer(&ret))
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return v
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}
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// Load model from file
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func LoadModel(fileName string) Model {
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cfileName := C.CString(fileName)
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defer C.free(unsafe.Pointer(cfileName))
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@ -273,7 +295,19 @@ func LoadModel(fileName string) Model {
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return v
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}
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// Load a heightmap image as a 3d model
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// Load model from mesh data
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func LoadModelFromMesh(data Mesh, dynamic bool) Model {
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cdata := data.cptr()
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cdynamic := 0
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if dynamic {
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cdynamic = 1
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}
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ret := C.LoadModelFromMesh(*cdata, C.bool(cdynamic))
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v := NewModelFromPointer(unsafe.Pointer(&ret))
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return v
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}
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// Load heightmap model from image data
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func LoadHeightmap(heightmap *Image, size Vector3) Model {
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cheightmap := heightmap.cptr()
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csize := size.cptr()
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@ -282,7 +316,7 @@ func LoadHeightmap(heightmap *Image, size Vector3) Model {
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return v
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}
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// Load a map image as a 3d model (cubes based)
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// Load cubes-based map model from image data
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func LoadCubicmap(cubicmap *Image) Model {
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ccubicmap := cubicmap.cptr()
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ret := C.LoadCubicmap(*ccubicmap)
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@ -290,7 +324,13 @@ func LoadCubicmap(cubicmap *Image) Model {
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return v
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}
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// Unload 3d model from memory
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// Unload mesh from memory (RAM and/or VRAM)
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func UnloadMesh(mesh *Mesh) {
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cmesh := mesh.cptr()
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C.UnloadMesh(cmesh)
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}
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// Unload model from memory (RAM and/or VRAM)
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func UnloadModel(model Model) {
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cmodel := model.cptr()
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C.UnloadModel(*cmodel)
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@ -139,3 +139,10 @@ func MeasureTextEx(spriteFont SpriteFont, text string, fontSize float32, spacing
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v := NewVector2FromPointer(unsafe.Pointer(&ret))
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return v
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}
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// Shows current FPS
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func DrawFPS(posX int32, posY int32) {
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cposX := (C.int)(posX)
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cposY := (C.int)(posY)
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C.DrawFPS(cposX, cposY)
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}
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@ -183,6 +183,17 @@ func LoadImageEx(pixels []Color, width int32, height int32) *Image {
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return v
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}
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// Load image from raw data with parameters
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func LoadImagePro(data []byte, width int32, height int32, format TextureFormat) *Image {
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cdata := unsafe.Pointer(&data[0])
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cwidth := (C.int)(width)
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cheight := (C.int)(height)
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cformat := (C.int)(format)
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ret := C.LoadImagePro(cdata, cwidth, cheight, cformat)
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v := NewImageFromPointer(unsafe.Pointer(&ret))
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return v
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}
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// Load image data from RAW file
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func LoadImageRaw(fileName string, width int32, height int32, format TextureFormat, headerSize int32) *Image {
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cfileName := C.CString(fileName)
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