495 lines
16 KiB
Go
495 lines
16 KiB
Go
package raylib
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/*
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#include "raylib.h"
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#include <stdlib.h>
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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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// Number of vertices stored in arrays
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VertexCount int32
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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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// Vertex texture coordinates (UV - 2 components per vertex) (shader-location = 1)
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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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// Vertex normals (XYZ - 3 components per vertex) (shader-location = 2)
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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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// Vertex colors (RGBA - 4 components per vertex) (shader-location = 3)
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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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// 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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VboID [7]uint32
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}
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func (m *Mesh) cptr() *C.Mesh {
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return (*C.Mesh)(unsafe.Pointer(m))
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}
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// NewMesh - 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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return Mesh{vertexCount, triangleCount, vertices, texcoords, texcoords2, normals, tangents, colors, indices, vaoID, vboID}
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}
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// NewMeshFromPointer - Returns new Mesh from pointer
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func NewMeshFromPointer(ptr unsafe.Pointer) Mesh {
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return *(*Mesh)(ptr)
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}
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// Material type
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type Material struct {
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// Standard shader (supports 3 map textures)
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Shader Shader
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// Diffuse texture (binded to shader mapTexture0Loc)
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TexDiffuse Texture2D
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// Normal texture (binded to shader mapTexture1Loc)
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TexNormal Texture2D
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// Specular texture (binded to shader mapTexture2Loc)
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TexSpecular Texture2D
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// Diffuse color
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ColDiffuse Color
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// Ambient color
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ColAmbient Color
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// Specular color
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ColSpecular Color
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// Glossiness level (Ranges from 0 to 1000)
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Glossiness float32
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}
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func (m *Material) cptr() *C.Material {
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return (*C.Material)(unsafe.Pointer(m))
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}
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// NewMaterial - Returns new Material
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func NewMaterial(shader Shader, texDiffuse, texNormal, texSpecular Texture2D, colDiffuse, colAmbient, colSpecular Color, glossiness float32) Material {
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return Material{shader, texDiffuse, texNormal, texSpecular, colDiffuse, colAmbient, colSpecular, glossiness}
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}
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// NewMaterialFromPointer - Returns new Material from pointer
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func NewMaterialFromPointer(ptr unsafe.Pointer) Material {
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return *(*Material)(ptr)
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}
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// Model type
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type Model struct {
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// Vertex data buffers (RAM and VRAM)
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Mesh Mesh
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// Local transform matrix
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Transform Matrix
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// Shader and textures data
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Material Material
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// Padding
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_ [4]byte
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}
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func (m *Model) cptr() *C.Model {
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return (*C.Model)(unsafe.Pointer(m))
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}
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// NewModel - Returns new Model
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func NewModel(mesh Mesh, transform Matrix, material Material) Model {
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return Model{mesh, transform, material, [4]byte{}}
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}
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// NewModelFromPointer - Returns new Model from pointer
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func NewModelFromPointer(ptr unsafe.Pointer) Model {
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return *(*Model)(ptr)
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}
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// Ray type (useful for raycast)
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type Ray struct {
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// Ray position (origin)
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Position Vector3
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// Ray direction
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Direction Vector3
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}
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func (r *Ray) cptr() *C.Ray {
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return (*C.Ray)(unsafe.Pointer(r))
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}
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// NewRay - Returns new Ray
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func NewRay(position, direction Vector3) Ray {
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return Ray{position, direction}
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}
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// NewRayFromPointer - Returns new Ray from pointer
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func NewRayFromPointer(ptr unsafe.Pointer) Ray {
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return *(*Ray)(ptr)
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}
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// DrawLine3D - Draw a line in 3D world space
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func DrawLine3D(startPos Vector3, endPos Vector3, color Color) {
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cstartPos := startPos.cptr()
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cendPos := endPos.cptr()
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ccolor := color.cptr()
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C.DrawLine3D(*cstartPos, *cendPos, *ccolor)
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}
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// DrawCircle3D - Draw a circle in 3D world space
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func DrawCircle3D(center Vector3, radius float32, rotationAxis Vector3, rotationAngle float32, color Color) {
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ccenter := center.cptr()
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cradius := (C.float)(radius)
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crotationAxis := rotationAxis.cptr()
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crotationAngle := (C.float)(rotationAngle)
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ccolor := color.cptr()
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C.DrawCircle3D(*ccenter, cradius, *crotationAxis, crotationAngle, *ccolor)
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}
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// DrawCube - Draw cube
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func DrawCube(position Vector3, width float32, height float32, length float32, color Color) {
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cposition := position.cptr()
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cwidth := (C.float)(width)
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cheight := (C.float)(height)
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clength := (C.float)(length)
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ccolor := color.cptr()
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C.DrawCube(*cposition, cwidth, cheight, clength, *ccolor)
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}
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// DrawCubeV - Draw cube (Vector version)
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func DrawCubeV(position Vector3, size Vector3, color Color) {
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cposition := position.cptr()
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csize := size.cptr()
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ccolor := color.cptr()
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C.DrawCubeV(*cposition, *csize, *ccolor)
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}
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// DrawCubeWires - Draw cube wires
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func DrawCubeWires(position Vector3, width float32, height float32, length float32, color Color) {
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cposition := position.cptr()
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cwidth := (C.float)(width)
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cheight := (C.float)(height)
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clength := (C.float)(length)
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ccolor := color.cptr()
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C.DrawCubeWires(*cposition, cwidth, cheight, clength, *ccolor)
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}
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// DrawCubeTexture - Draw cube textured
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func DrawCubeTexture(texture Texture2D, position Vector3, width float32, height float32, length float32, color Color) {
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ctexture := texture.cptr()
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cposition := position.cptr()
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cwidth := (C.float)(width)
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cheight := (C.float)(height)
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clength := (C.float)(length)
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ccolor := color.cptr()
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C.DrawCubeTexture(*ctexture, *cposition, cwidth, cheight, clength, *ccolor)
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}
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// DrawSphere - Draw sphere
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func DrawSphere(centerPos Vector3, radius float32, color Color) {
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ccenterPos := centerPos.cptr()
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cradius := (C.float)(radius)
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ccolor := color.cptr()
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C.DrawSphere(*ccenterPos, cradius, *ccolor)
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}
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// DrawSphereEx - Draw sphere with extended parameters
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func DrawSphereEx(centerPos Vector3, radius float32, rings int32, slices int32, color Color) {
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ccenterPos := centerPos.cptr()
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cradius := (C.float)(radius)
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crings := (C.int)(rings)
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cslices := (C.int)(slices)
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ccolor := color.cptr()
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C.DrawSphereEx(*ccenterPos, cradius, crings, cslices, *ccolor)
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}
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// DrawSphereWires - Draw sphere wires
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func DrawSphereWires(centerPos Vector3, radius float32, rings int32, slices int32, color Color) {
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ccenterPos := centerPos.cptr()
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cradius := (C.float)(radius)
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crings := (C.int)(rings)
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cslices := (C.int)(slices)
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ccolor := color.cptr()
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C.DrawSphereWires(*ccenterPos, cradius, crings, cslices, *ccolor)
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}
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// DrawCylinder - Draw a cylinder/cone
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func DrawCylinder(position Vector3, radiusTop float32, radiusBottom float32, height float32, slices int32, color Color) {
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cposition := position.cptr()
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cradiusTop := (C.float)(radiusTop)
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cradiusBottom := (C.float)(radiusBottom)
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cheight := (C.float)(height)
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cslices := (C.int)(slices)
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ccolor := color.cptr()
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C.DrawCylinder(*cposition, cradiusTop, cradiusBottom, cheight, cslices, *ccolor)
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}
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// DrawCylinderWires - Draw a cylinder/cone wires
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func DrawCylinderWires(position Vector3, radiusTop float32, radiusBottom float32, height float32, slices int32, color Color) {
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cposition := position.cptr()
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cradiusTop := (C.float)(radiusTop)
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cradiusBottom := (C.float)(radiusBottom)
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cheight := (C.float)(height)
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cslices := (C.int)(slices)
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ccolor := color.cptr()
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C.DrawCylinderWires(*cposition, cradiusTop, cradiusBottom, cheight, cslices, *ccolor)
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}
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// DrawPlane - Draw a plane XZ
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func DrawPlane(centerPos Vector3, size Vector2, color Color) {
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ccenterPos := centerPos.cptr()
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csize := size.cptr()
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ccolor := color.cptr()
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C.DrawPlane(*ccenterPos, *csize, *ccolor)
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}
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// DrawRay - Draw a ray line
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func DrawRay(ray Ray, color Color) {
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cray := ray.cptr()
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ccolor := color.cptr()
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C.DrawRay(*cray, *ccolor)
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}
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// DrawGrid - Draw a grid (centered at (0, 0, 0))
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func DrawGrid(slices int32, spacing float32) {
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cslices := (C.int)(slices)
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cspacing := (C.float)(spacing)
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C.DrawGrid(cslices, cspacing)
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}
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// DrawGizmo - Draw simple gizmo
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func DrawGizmo(position Vector3) {
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cposition := position.cptr()
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C.DrawGizmo(*cposition)
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}
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// LoadMesh - 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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// LoadMeshEx - 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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// LoadModel - 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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ret := C.LoadModel(cfileName)
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v := NewModelFromPointer(unsafe.Pointer(&ret))
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return v
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}
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// LoadModelFromMesh - 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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// LoadHeightmap - 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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ret := C.LoadHeightmap(*cheightmap, *csize)
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v := NewModelFromPointer(unsafe.Pointer(&ret))
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return v
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}
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// LoadCubicmap - 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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v := NewModelFromPointer(unsafe.Pointer(&ret))
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return v
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}
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// UnloadMesh - 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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// UnloadModel - 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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}
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// LoadMaterial - Load material data (.MTL)
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func LoadMaterial(fileName string) Material {
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cfileName := C.CString(fileName)
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defer C.free(unsafe.Pointer(cfileName))
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ret := C.LoadMaterial(cfileName)
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v := NewMaterialFromPointer(unsafe.Pointer(&ret))
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return v
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}
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// LoadDefaultMaterial - Load default material (uses default models shader)
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func LoadDefaultMaterial() Material {
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ret := C.LoadDefaultMaterial()
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v := NewMaterialFromPointer(unsafe.Pointer(&ret))
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return v
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}
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// UnloadMaterial - Unload material textures from VRAM
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func UnloadMaterial(material Material) {
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cmaterial := material.cptr()
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C.UnloadMaterial(*cmaterial)
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}
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// DrawModel - Draw a model (with texture if set)
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func DrawModel(model Model, position Vector3, scale float32, tint Color) {
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cmodel := model.cptr()
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cposition := position.cptr()
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cscale := (C.float)(scale)
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ctint := tint.cptr()
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C.DrawModel(*cmodel, *cposition, cscale, *ctint)
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}
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// DrawModelEx - Draw a model with extended parameters
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func DrawModelEx(model Model, position Vector3, rotationAxis Vector3, rotationAngle float32, scale Vector3, tint Color) {
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cmodel := model.cptr()
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cposition := position.cptr()
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crotationAxis := rotationAxis.cptr()
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crotationAngle := (C.float)(rotationAngle)
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cscale := scale.cptr()
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ctint := tint.cptr()
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C.DrawModelEx(*cmodel, *cposition, *crotationAxis, crotationAngle, *cscale, *ctint)
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}
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// DrawModelWires - Draw a model wires (with texture if set)
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func DrawModelWires(model Model, position Vector3, scale float32, tint Color) {
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cmodel := model.cptr()
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cposition := position.cptr()
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cscale := (C.float)(scale)
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ctint := tint.cptr()
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C.DrawModelWires(*cmodel, *cposition, cscale, *ctint)
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}
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// DrawModelWiresEx - Draw a model wires (with texture if set) with extended parameters
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func DrawModelWiresEx(model Model, position Vector3, rotationAxis Vector3, rotationAngle float32, scale Vector3, tint Color) {
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cmodel := model.cptr()
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cposition := position.cptr()
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crotationAxis := rotationAxis.cptr()
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crotationAngle := (C.float)(rotationAngle)
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cscale := scale.cptr()
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ctint := tint.cptr()
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C.DrawModelWiresEx(*cmodel, *cposition, *crotationAxis, crotationAngle, *cscale, *ctint)
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}
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// DrawBoundingBox - Draw bounding box (wires)
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func DrawBoundingBox(box BoundingBox, color Color) {
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cbox := box.cptr()
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ccolor := color.cptr()
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C.DrawBoundingBox(*cbox, *ccolor)
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}
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// DrawBillboard - Draw a billboard texture
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func DrawBillboard(camera Camera, texture Texture2D, center Vector3, size float32, tint Color) {
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ccamera := camera.cptr()
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ctexture := texture.cptr()
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ccenter := center.cptr()
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csize := (C.float)(size)
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ctint := tint.cptr()
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C.DrawBillboard(*ccamera, *ctexture, *ccenter, csize, *ctint)
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}
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// DrawBillboardRec - Draw a billboard texture defined by sourceRec
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func DrawBillboardRec(camera Camera, texture Texture2D, sourceRec Rectangle, center Vector3, size float32, tint Color) {
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ccamera := camera.cptr()
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ctexture := texture.cptr()
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csourceRec := sourceRec.cptr()
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ccenter := center.cptr()
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csize := (C.float)(size)
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ctint := tint.cptr()
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C.DrawBillboardRec(*ccamera, *ctexture, *csourceRec, *ccenter, csize, *ctint)
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}
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// CalculateBoundingBox - Calculate mesh bounding box limits
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func CalculateBoundingBox(mesh Mesh) BoundingBox {
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cmesh := mesh.cptr()
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ret := C.CalculateBoundingBox(*cmesh)
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v := NewBoundingBoxFromPointer(unsafe.Pointer(&ret))
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return v
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}
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// CheckCollisionSpheres - Detect collision between two spheres
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func CheckCollisionSpheres(centerA Vector3, radiusA float32, centerB Vector3, radiusB float32) bool {
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ccenterA := centerA.cptr()
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cradiusA := (C.float)(radiusA)
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ccenterB := centerB.cptr()
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cradiusB := (C.float)(radiusB)
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ret := C.CheckCollisionSpheres(*ccenterA, cradiusA, *ccenterB, cradiusB)
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v := bool(int(ret) == 1)
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return v
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}
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// CheckCollisionBoxes - Detect collision between two bounding boxes
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func CheckCollisionBoxes(box1 BoundingBox, box2 BoundingBox) bool {
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cbox1 := box1.cptr()
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cbox2 := box2.cptr()
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ret := C.CheckCollisionBoxes(*cbox1, *cbox2)
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v := bool(int(ret) == 1)
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return v
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}
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// CheckCollisionBoxSphere - Detect collision between box and sphere
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func CheckCollisionBoxSphere(box BoundingBox, centerSphere Vector3, radiusSphere float32) bool {
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cbox := box.cptr()
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ccenterSphere := centerSphere.cptr()
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cradiusSphere := (C.float)(radiusSphere)
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ret := C.CheckCollisionBoxSphere(*cbox, *ccenterSphere, cradiusSphere)
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v := bool(int(ret) == 1)
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return v
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}
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// CheckCollisionRaySphere - Detect collision between ray and sphere
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func CheckCollisionRaySphere(ray Ray, spherePosition Vector3, sphereRadius float32) bool {
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cray := ray.cptr()
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cspherePosition := spherePosition.cptr()
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csphereRadius := (C.float)(sphereRadius)
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ret := C.CheckCollisionRaySphere(*cray, *cspherePosition, csphereRadius)
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v := bool(int(ret) == 1)
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|
return v
|
|
}
|
|
|
|
// CheckCollisionRaySphereEx - Detect collision between ray and sphere with extended parameters and collision point detection
|
|
func CheckCollisionRaySphereEx(ray Ray, spherePosition Vector3, sphereRadius float32, collisionPoint Vector3) bool {
|
|
cray := ray.cptr()
|
|
cspherePosition := spherePosition.cptr()
|
|
csphereRadius := (C.float)(sphereRadius)
|
|
ccollisionPoint := collisionPoint.cptr()
|
|
ret := C.CheckCollisionRaySphereEx(*cray, *cspherePosition, csphereRadius, ccollisionPoint)
|
|
v := bool(int(ret) == 1)
|
|
return v
|
|
}
|
|
|
|
// CheckCollisionRayBox - Detect collision between ray and box
|
|
func CheckCollisionRayBox(ray Ray, box BoundingBox) bool {
|
|
cray := ray.cptr()
|
|
cbox := box.cptr()
|
|
ret := C.CheckCollisionRayBox(*cray, *cbox)
|
|
v := bool(int(ret) == 1)
|
|
return v
|
|
}
|