Update C sources, add new functions
This commit is contained in:
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e6a1abb290
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98 changed files with 7964 additions and 2985 deletions
134
raylib/raylib.h
134
raylib/raylib.h
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@ -1,14 +1,12 @@
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/**********************************************************************************************
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*
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* raylib v1.9.4-dev
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*
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* A simple and easy-to-use library to learn videogames programming (www.raylib.com)
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* raylib - A simple and easy-to-use library to learn videogames programming (www.raylib.com)
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*
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* FEATURES:
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* - Written in plain C code (C99) in PascalCase/camelCase notation
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* - Hardware accelerated with OpenGL (1.1, 2.1, 3.3 or ES2 - choose at compile)
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* - Unique OpenGL abstraction layer (usable as standalone module): [rlgl]
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* - Powerful fonts module with SpriteFonts support (XNA fonts, AngelCode fonts, TTF)
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* - Powerful fonts module with Fonts support (XNA fonts, AngelCode fonts, TTF)
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* - Outstanding texture formats support, including compressed formats (DXT, ETC, ASTC)
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* - Full 3d support for 3d Shapes, Models, Billboards, Heightmaps and more!
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* - Flexible Materials system, supporting classic maps and PBR maps
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@ -138,6 +136,9 @@
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#define KEY_RIGHT_SHIFT 344
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#define KEY_RIGHT_CONTROL 345
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#define KEY_RIGHT_ALT 346
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#define KEY_GRAVE 96
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#define KEY_SLASH 47
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#define KEY_BACKSLASH 92
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// Keyboard Alpha Numeric Keys
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#define KEY_ZERO 48
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@ -189,7 +190,7 @@
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#define MOUSE_MIDDLE_BUTTON 2
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// Touch points registered
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#define MAX_TOUCH_POINTS 2
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#define MAX_TOUCH_POINTS 2
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// Gamepad Number
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#define GAMEPAD_PLAYER1 0
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@ -322,6 +323,14 @@ typedef struct Vector3 {
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float z;
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} Vector3;
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// Vector4 type
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typedef struct Vector4 {
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float x;
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float y;
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float z;
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float w;
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} Vector4;
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// Matrix type (OpenGL style 4x4 - right handed, column major)
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typedef struct Matrix {
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float m0, m4, m8, m12;
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@ -340,10 +349,10 @@ typedef struct Color {
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// Rectangle type
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typedef struct Rectangle {
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int x;
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int y;
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int width;
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int height;
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float x;
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float y;
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float width;
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float height;
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} Rectangle;
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// Image type, bpp always RGBA (32bit)
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@ -373,7 +382,7 @@ typedef struct RenderTexture2D {
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Texture2D depth; // Depth buffer attachment texture
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} RenderTexture2D;
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// SpriteFont character info
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// Font character info
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typedef struct CharInfo {
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int value; // Character value (Unicode)
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Rectangle rec; // Character rectangle in sprite font
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@ -382,21 +391,26 @@ typedef struct CharInfo {
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int advanceX; // Character advance position X
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} CharInfo;
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// SpriteFont type, includes texture and charSet array data
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typedef struct SpriteFont {
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// Font type, includes texture and charSet array data
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typedef struct Font {
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Texture2D texture; // Font texture
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int baseSize; // Base size (default chars height)
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int charsCount; // Number of characters
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CharInfo *chars; // Characters info data
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} SpriteFont;
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} Font;
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#define SpriteFont Font // SpriteFont type fallback, defaults to Font
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// Camera type, defines a camera position/orientation in 3d space
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typedef struct Camera {
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typedef struct Camera3D {
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Vector3 position; // Camera position
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Vector3 target; // Camera target it looks-at
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Vector3 up; // Camera up vector (rotation over its axis)
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float fovy; // Camera field-of-view apperture in Y (degrees)
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} Camera;
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float fovy; // Camera field-of-view apperture in Y (degrees) in perspective, used as near plane width in orthographic
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int type; // Camera type, defines projection type: CAMERA_PERSPECTIVE or CAMERA_ORTHOGRAPHIC
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} Camera3D;
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#define Camera Camera3D // Camera type fallback, defaults to Camera3D
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// Camera2D type, defines a 2d camera
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typedef struct Camera2D {
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@ -422,7 +436,7 @@ typedef struct Mesh {
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float *texcoords; // Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
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float *texcoords2; // Vertex second texture coordinates (useful for lightmaps) (shader-location = 5)
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float *normals; // Vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
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float *tangents; // Vertex tangents (XYZ - 3 components per vertex) (shader-location = 4)
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float *tangents; // Vertex tangents (XYZW - 4 components per vertex) (shader-location = 4)
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unsigned char *colors; // Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
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unsigned short *indices;// Vertex indices (in case vertex data comes indexed)
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@ -553,7 +567,7 @@ typedef enum {
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LOC_MAP_METALNESS, // LOC_MAP_SPECULAR
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LOC_MAP_NORMAL,
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LOC_MAP_ROUGHNESS,
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LOC_MAP_OCCUSION,
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LOC_MAP_OCCLUSION,
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LOC_MAP_EMISSION,
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LOC_MAP_HEIGHT,
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LOC_MAP_CUBEMAP,
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@ -660,6 +674,12 @@ typedef enum {
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CAMERA_THIRD_PERSON
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} CameraMode;
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// Camera projection modes
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typedef enum {
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CAMERA_PERSPECTIVE = 0,
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CAMERA_ORTHOGRAPHIC
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} CameraType;
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// Head Mounted Display devices
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typedef enum {
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HMD_DEFAULT_DEVICE = 0,
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@ -684,7 +704,7 @@ extern "C" { // Prevents name mangling of functions
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//------------------------------------------------------------------------------------
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// Window-related functions
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RLAPI void InitWindow(int width, int height, void *data); // Initialize window and OpenGL context
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RLAPI void InitWindow(int width, int height, const char *title); // Initialize window and OpenGL context
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RLAPI void CloseWindow(void); // Close window and unload OpenGL context
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RLAPI bool IsWindowReady(void); // Check if window has been initialized successfully
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RLAPI bool WindowShouldClose(void); // Check if KEY_ESCAPE pressed or Close icon pressed
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@ -695,6 +715,7 @@ RLAPI void SetWindowTitle(const char *title); // Set title f
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RLAPI void SetWindowPosition(int x, int y); // Set window position on screen (only PLATFORM_DESKTOP)
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RLAPI void SetWindowMonitor(int monitor); // Set monitor for the current window (fullscreen mode)
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RLAPI void SetWindowMinSize(int width, int height); // Set window minimum dimensions (for FLAG_WINDOW_RESIZABLE)
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RLAPI void SetWindowSize(int width, int height); // Set window dimensions
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RLAPI int GetScreenWidth(void); // Get current screen width
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RLAPI int GetScreenHeight(void); // Get current screen height
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@ -709,10 +730,10 @@ RLAPI void DisableCursor(void); // Disables cu
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RLAPI void ClearBackground(Color color); // Set background color (framebuffer clear color)
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RLAPI void BeginDrawing(void); // Setup canvas (framebuffer) to start drawing
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RLAPI void EndDrawing(void); // End canvas drawing and swap buffers (double buffering)
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RLAPI void Begin2dMode(Camera2D camera); // Initialize 2D mode with custom camera (2D)
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RLAPI void End2dMode(void); // Ends 2D mode with custom camera
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RLAPI void Begin3dMode(Camera camera); // Initializes 3D mode with custom camera (3D)
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RLAPI void End3dMode(void); // Ends 3D mode and returns to default 2D orthographic mode
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RLAPI void BeginMode2D(Camera2D camera); // Initialize 2D mode with custom camera (2D)
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RLAPI void EndMode2D(void); // Ends 2D mode with custom camera
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RLAPI void BeginMode3D(Camera3D camera); // Initializes 3D mode with custom camera (3D)
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RLAPI void EndMode3D(void); // Ends 3D mode and returns to default 2D orthographic mode
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RLAPI void BeginTextureMode(RenderTexture2D target); // Initializes render texture for drawing
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RLAPI void EndTextureMode(void); // Ends drawing to render texture
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@ -728,19 +749,12 @@ RLAPI float GetFrameTime(void); // Returns tim
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RLAPI double GetTime(void); // Returns elapsed time in seconds since InitWindow()
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// Color-related functions
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RLAPI float *ColorToFloat(Color color); // Returns normalized float array for a Color
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RLAPI int ColorToInt(Color color); // Returns hexadecimal value for a Color
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RLAPI Vector4 ColorNormalize(Color color); // Returns color normalized as float [0..1]
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RLAPI Vector3 ColorToHSV(Color color); // Returns HSV values for a Color
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RLAPI Color GetColor(int hexValue); // Returns a Color struct from hexadecimal value
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RLAPI Color Fade(Color color, float alpha); // Color fade-in or fade-out, alpha goes from 0.0f to 1.0f
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// Math useful functions (available from raymath.h)
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RLAPI float *Vector3ToFloat(Vector3 vec); // Returns Vector3 as float array
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RLAPI float *MatrixToFloat(Matrix mat); // Returns Matrix as float array
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RLAPI Vector3 Vector3Zero(void); // Vector with components value 0.0f
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RLAPI Vector3 Vector3One(void); // Vector with components value 1.0f
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RLAPI Matrix MatrixIdentity(void); // Returns identity matrix
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// Misc. functions
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RLAPI void ShowLogo(void); // Activate raylib logo at startup (can be done with flags)
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RLAPI void SetConfigFlags(unsigned char flags); // Setup window configuration flags (view FLAGS)
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@ -797,6 +811,7 @@ RLAPI int GetMouseX(void); // Returns mouse p
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RLAPI int GetMouseY(void); // Returns mouse position Y
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RLAPI Vector2 GetMousePosition(void); // Returns mouse position XY
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RLAPI void SetMousePosition(Vector2 position); // Set mouse position XY
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RLAPI void SetMouseScale(float scale); // Set mouse scaling
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RLAPI int GetMouseWheelMove(void); // Returns mouse wheel movement Y
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// Input-related functions: touch
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@ -826,9 +841,7 @@ RLAPI void UpdateCamera(Camera *camera); // Update came
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RLAPI void SetCameraPanControl(int panKey); // Set camera pan key to combine with mouse movement (free camera)
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RLAPI void SetCameraAltControl(int altKey); // Set camera alt key to combine with mouse movement (free camera)
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RLAPI void SetCameraSmoothZoomControl(int szKey); // Set camera smooth zoom key to combine with mouse (free camera)
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RLAPI void SetCameraMoveControls(int frontKey, int backKey,
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int rightKey, int leftKey,
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int upKey, int downKey); // Set camera move controls (1st person and 3rd person cameras)
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RLAPI void SetCameraMoveControls(int frontKey, int backKey, int rightKey, int leftKey, int upKey, int downKey); // Set camera move controls (1st person and 3rd person cameras)
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//------------------------------------------------------------------------------------
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// Basic Shapes Drawing Functions (Module: shapes)
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@ -878,6 +891,7 @@ RLAPI Image LoadImage(const char *fileName);
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RLAPI Image LoadImageEx(Color *pixels, int width, int height); // Load image from Color array data (RGBA - 32bit)
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RLAPI Image LoadImagePro(void *data, int width, int height, int format); // Load image from raw data with parameters
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RLAPI Image LoadImageRaw(const char *fileName, int width, int height, int format, int headerSize); // Load image from RAW file data
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RLAPI void ExportImage(const char *fileName, Image image); // Export image as a PNG file
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RLAPI Texture2D LoadTexture(const char *fileName); // Load texture from file into GPU memory (VRAM)
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RLAPI Texture2D LoadTextureFromImage(Image image); // Load texture from image data
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RLAPI RenderTexture2D LoadRenderTexture(int width, int height); // Load texture for rendering (framebuffer)
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@ -888,7 +902,6 @@ RLAPI Color *GetImageData(Image image);
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RLAPI int GetPixelDataSize(int width, int height, int format); // Get pixel data size in bytes (image or texture)
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RLAPI Image GetTextureData(Texture2D texture); // Get pixel data from GPU texture and return an Image
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RLAPI void UpdateTexture(Texture2D texture, const void *pixels); // Update GPU texture with new data
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RLAPI void SaveImageAs(const char *fileName, Image image); // Save image to a PNG file
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// Image manipulation functions
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RLAPI Image ImageCopy(Image image); // Create an image duplicate (useful for transformations)
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@ -904,11 +917,11 @@ RLAPI void ImageResizeNN(Image *image,int newWidth,int newHeight);
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RLAPI void ImageMipmaps(Image *image); // Generate all mipmap levels for a provided image
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RLAPI void ImageDither(Image *image, int rBpp, int gBpp, int bBpp, int aBpp); // Dither image data to 16bpp or lower (Floyd-Steinberg dithering)
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RLAPI Image ImageText(const char *text, int fontSize, Color color); // Create an image from text (default font)
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RLAPI Image ImageTextEx(SpriteFont font, const char *text, float fontSize, int spacing, Color tint); // Create an image from text (custom sprite font)
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RLAPI Image ImageTextEx(Font font, const char *text, float fontSize, float spacing, Color tint); // Create an image from text (custom sprite font)
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RLAPI void ImageDraw(Image *dst, Image src, Rectangle srcRec, Rectangle dstRec); // Draw a source image within a destination image
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RLAPI void ImageDrawRectangle(Image *dst, Vector2 position, Rectangle rec, Color color); // Draw rectangle within an image
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RLAPI void ImageDrawText(Image *dst, Vector2 position, const char *text, int fontSize, Color color); // Draw text (default font) within an image (destination)
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RLAPI void ImageDrawTextEx(Image *dst, Vector2 position, SpriteFont font, const char *text,
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float fontSize, int spacing, Color color); // Draw text (custom sprite font) within an image (destination)
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RLAPI void ImageDrawTextEx(Image *dst, Vector2 position, Font font, const char *text, float fontSize, float spacing, Color color); // Draw text (custom sprite font) within an image (destination)
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RLAPI void ImageFlipVertical(Image *image); // Flip image vertically
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RLAPI void ImageFlipHorizontal(Image *image); // Flip image horizontally
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RLAPI void ImageColorTint(Image *image, Color color); // Modify image color: tint
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@ -937,31 +950,30 @@ RLAPI void DrawTexture(Texture2D texture, int posX, int posY, Color tint);
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RLAPI void DrawTextureV(Texture2D texture, Vector2 position, Color tint); // Draw a Texture2D with position defined as Vector2
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RLAPI void DrawTextureEx(Texture2D texture, Vector2 position, float rotation, float scale, Color tint); // Draw a Texture2D with extended parameters
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RLAPI void DrawTextureRec(Texture2D texture, Rectangle sourceRec, Vector2 position, Color tint); // Draw a part of a texture defined by a rectangle
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RLAPI void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, // Draw a part of a texture defined by a rectangle with 'pro' parameters
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float rotation, Color tint);
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RLAPI void DrawTexturePro(Texture2D texture, Rectangle sourceRec, Rectangle destRec, Vector2 origin, float rotation, Color tint); // Draw a part of a texture defined by a rectangle with 'pro' parameters
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//------------------------------------------------------------------------------------
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// Font Loading and Text Drawing Functions (Module: text)
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//------------------------------------------------------------------------------------
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// SpriteFont loading/unloading functions
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RLAPI SpriteFont GetDefaultFont(void); // Get the default SpriteFont
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RLAPI SpriteFont LoadSpriteFont(const char *fileName); // Load SpriteFont from file into GPU memory (VRAM)
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RLAPI SpriteFont LoadSpriteFontEx(const char *fileName, int fontSize, int charsCount, int *fontChars); // Load SpriteFont from file with extended parameters
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RLAPI void UnloadSpriteFont(SpriteFont font); // Unload SpriteFont from GPU memory (VRAM)
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// Font loading/unloading functions
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RLAPI Font GetDefaultFont(void); // Get the default Font
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RLAPI Font LoadFont(const char *fileName); // Load Font from file into GPU memory (VRAM)
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RLAPI Font LoadFontEx(const char *fileName, int fontSize, int charsCount, int *fontChars); // Load Font from file with extended parameters
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RLAPI void UnloadFont(Font font); // Unload Font from GPU memory (VRAM)
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// Text drawing functions
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RLAPI void DrawFPS(int posX, int posY); // Shows current FPS
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RLAPI void DrawText(const char *text, int posX, int posY, int fontSize, Color color); // Draw text (using default font)
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RLAPI void DrawTextEx(SpriteFont font, const char* text, Vector2 position, // Draw text using SpriteFont and additional parameters
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float fontSize, int spacing, Color tint);
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RLAPI void DrawTextEx(Font font, const char* text, Vector2 position, float fontSize, float spacing, Color tint); // Draw text using Font and additional parameters
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// Text misc. functions
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RLAPI int MeasureText(const char *text, int fontSize); // Measure string width for default font
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RLAPI Vector2 MeasureTextEx(SpriteFont font, const char *text, float fontSize, int spacing); // Measure string size for SpriteFont
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RLAPI Vector2 MeasureTextEx(Font font, const char *text, float fontSize, float spacing); // Measure string size for Font
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RLAPI const char *FormatText(const char *text, ...); // Formatting of text with variables to 'embed'
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RLAPI const char *SubText(const char *text, int position, int length); // Get a piece of a text string
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RLAPI int GetGlyphIndex(SpriteFont font, int character); // Returns index position for a unicode character on sprite font
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RLAPI int GetGlyphIndex(Font font, int character); // Returns index position for a unicode character on sprite font
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//------------------------------------------------------------------------------------
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// Basic 3d Shapes Drawing Functions (Module: models)
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// Mesh loading/unloading functions
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RLAPI Mesh LoadMesh(const char *fileName); // Load mesh from file
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RLAPI void UnloadMesh(Mesh *mesh); // Unload mesh from memory (RAM and/or VRAM)
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RLAPI void ExportMesh(const char *fileName, Mesh mesh); // Export mesh as an OBJ file
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// Mesh manipulation functions
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RLAPI BoundingBox MeshBoundingBox(Mesh mesh); // Compute mesh bounding box limits
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RLAPI void MeshTangents(Mesh *mesh); // Compute mesh tangents
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RLAPI void MeshBinormals(Mesh *mesh); // Compute mesh binormals
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// Mesh generation functions
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RLAPI Mesh GenMeshPlane(float width, float length, int resX, int resZ); // Generate plane mesh (with subdivisions)
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// Model drawing functions
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RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set)
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RLAPI void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis,
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float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters
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RLAPI void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters
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RLAPI void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set)
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RLAPI void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis,
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float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters
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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
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RLAPI void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires)
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RLAPI void DrawBillboard(Camera camera, Texture2D texture, Vector3 center, float size, Color tint); // Draw a billboard texture
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RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec,
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Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec
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RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle sourceRec, Vector3 center, float size, Color tint); // Draw a billboard texture defined by sourceRec
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// Collision detection functions
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RLAPI BoundingBox CalculateBoundingBox(Mesh mesh); // Calculate mesh bounding box limits
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RLAPI bool CheckCollisionSpheres(Vector3 centerA, float radiusA, Vector3 centerB, float radiusB); // Detect collision between two spheres
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RLAPI bool CheckCollisionBoxes(BoundingBox box1, BoundingBox box2); // Detect collision between two bounding boxes
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RLAPI bool CheckCollisionBoxSphere(BoundingBox box, Vector3 centerSphere, float radiusSphere); // Detect collision between box and sphere
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RLAPI bool CheckCollisionRaySphere(Ray ray, Vector3 spherePosition, float sphereRadius); // Detect collision between ray and sphere
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RLAPI bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadius,
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Vector3 *collisionPoint); // Detect collision between ray and sphere, returns collision point
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RLAPI bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadius, Vector3 *collisionPoint); // Detect collision between ray and sphere, returns collision point
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RLAPI bool CheckCollisionRayBox(Ray ray, BoundingBox box); // Detect collision between ray and box
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RLAPI RayHitInfo GetCollisionRayMesh(Ray ray, Mesh *mesh); // Get collision info between ray and mesh
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RLAPI RayHitInfo GetCollisionRayModel(Ray ray, Model *model); // Get collision info between ray and model
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RLAPI RayHitInfo GetCollisionRayTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle
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RLAPI RayHitInfo GetCollisionRayGround(Ray ray, float groundHeight); // Get collision info between ray and ground plane (Y-normal plane)
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@ -1134,8 +1147,7 @@ RLAPI float GetMusicTimeLength(Music music); // Get mus
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RLAPI float GetMusicTimePlayed(Music music); // Get current music time played (in seconds)
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||||
// AudioStream management functions
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||||
RLAPI AudioStream InitAudioStream(unsigned int sampleRate, unsigned int sampleSize,
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||||
unsigned int channels); // Init audio stream (to stream raw audio pcm data)
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||||
RLAPI AudioStream InitAudioStream(unsigned int sampleRate, unsigned int sampleSize, unsigned int channels); // Init audio stream (to stream raw audio pcm data)
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RLAPI void UpdateAudioStream(AudioStream stream, const void *data, int samplesCount); // Update audio stream buffers with data
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RLAPI void CloseAudioStream(AudioStream stream); // Close audio stream and free memory
|
||||
RLAPI bool IsAudioBufferProcessed(AudioStream stream); // Check if any audio stream buffers requires refill
|
||||
|
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Loading…
Add table
Add a link
Reference in a new issue