raylib-go/raylib/rmodels.go

634 lines
20 KiB
Go

package rl
/*
#include "raylib.h"
#include <stdlib.h>
*/
import "C"
import (
"image/color"
"unsafe"
)
// cptr returns C pointer
func (m *Mesh) cptr() *C.Mesh {
return (*C.Mesh)(unsafe.Pointer(m))
}
// cptr returns C pointer
func (m *Material) cptr() *C.Material {
return (*C.Material)(unsafe.Pointer(m))
}
// cptr returns C pointer
func (m *Model) cptr() *C.Model {
return (*C.Model)(unsafe.Pointer(m))
}
// cptr returns C pointer
func (r *Ray) cptr() *C.Ray {
return (*C.Ray)(unsafe.Pointer(r))
}
// cptr returns C pointer
func (r *ModelAnimation) cptr() *C.ModelAnimation {
return (*C.ModelAnimation)(unsafe.Pointer(r))
}
// DrawLine3D - Draw a line in 3D world space
func DrawLine3D(startPos Vector3, endPos Vector3, col color.RGBA) {
cstartPos := startPos.cptr()
cendPos := endPos.cptr()
ccolor := colorCptr(col)
C.DrawLine3D(*cstartPos, *cendPos, *ccolor)
}
// DrawPoint3D - Draw a point in 3D space, actually a small line
func DrawPoint3D(position Vector3, col color.RGBA) {
cposition := position.cptr()
ccolor := colorCptr(col)
C.DrawPoint3D(*cposition, *ccolor)
}
// DrawCircle3D - Draw a circle in 3D world space
func DrawCircle3D(center Vector3, radius float32, rotationAxis Vector3, rotationAngle float32, col color.RGBA) {
ccenter := center.cptr()
cradius := (C.float)(radius)
crotationAxis := rotationAxis.cptr()
crotationAngle := (C.float)(rotationAngle)
ccolor := colorCptr(col)
C.DrawCircle3D(*ccenter, cradius, *crotationAxis, crotationAngle, *ccolor)
}
// DrawCube - Draw cube
func DrawCube(position Vector3, width float32, height float32, length float32, col color.RGBA) {
cposition := position.cptr()
cwidth := (C.float)(width)
cheight := (C.float)(height)
clength := (C.float)(length)
ccolor := colorCptr(col)
C.DrawCube(*cposition, cwidth, cheight, clength, *ccolor)
}
// DrawCubeV - Draw cube (Vector version)
func DrawCubeV(position Vector3, size Vector3, col color.RGBA) {
cposition := position.cptr()
csize := size.cptr()
ccolor := colorCptr(col)
C.DrawCubeV(*cposition, *csize, *ccolor)
}
// DrawCubeWires - Draw cube wires
func DrawCubeWires(position Vector3, width float32, height float32, length float32, col color.RGBA) {
cposition := position.cptr()
cwidth := (C.float)(width)
cheight := (C.float)(height)
clength := (C.float)(length)
ccolor := colorCptr(col)
C.DrawCubeWires(*cposition, cwidth, cheight, clength, *ccolor)
}
// DrawCubeWiresV - Draw cube wires (Vector version)
func DrawCubeWiresV(position Vector3, size Vector3, col color.RGBA) {
cposition := position.cptr()
csize := size.cptr()
ccolor := colorCptr(col)
C.DrawCubeWiresV(*cposition, *csize, *ccolor)
}
// DrawCubeTexture - Draw cube textured
func DrawCubeTexture(texture Texture2D, position Vector3, width float32, height float32, length float32, col color.RGBA) {
ctexture := texture.cptr()
cposition := position.cptr()
cwidth := (C.float)(width)
cheight := (C.float)(height)
clength := (C.float)(length)
ccolor := colorCptr(col)
C.DrawCubeTexture(*ctexture, *cposition, cwidth, cheight, clength, *ccolor)
}
// DrawSphere - Draw sphere
func DrawSphere(centerPos Vector3, radius float32, col color.RGBA) {
ccenterPos := centerPos.cptr()
cradius := (C.float)(radius)
ccolor := colorCptr(col)
C.DrawSphere(*ccenterPos, cradius, *ccolor)
}
// DrawSphereEx - Draw sphere with extended parameters
func DrawSphereEx(centerPos Vector3, radius float32, rings int32, slices int32, col color.RGBA) {
ccenterPos := centerPos.cptr()
cradius := (C.float)(radius)
crings := (C.int)(rings)
cslices := (C.int)(slices)
ccolor := colorCptr(col)
C.DrawSphereEx(*ccenterPos, cradius, crings, cslices, *ccolor)
}
// DrawSphereWires - Draw sphere wires
func DrawSphereWires(centerPos Vector3, radius float32, rings int32, slices int32, col color.RGBA) {
ccenterPos := centerPos.cptr()
cradius := (C.float)(radius)
crings := (C.int)(rings)
cslices := (C.int)(slices)
ccolor := colorCptr(col)
C.DrawSphereWires(*ccenterPos, cradius, crings, cslices, *ccolor)
}
// DrawCylinder - Draw a cylinder/cone
func DrawCylinder(position Vector3, radiusTop float32, radiusBottom float32, height float32, slices int32, col color.RGBA) {
cposition := position.cptr()
cradiusTop := (C.float)(radiusTop)
cradiusBottom := (C.float)(radiusBottom)
cheight := (C.float)(height)
cslices := (C.int)(slices)
ccolor := colorCptr(col)
C.DrawCylinder(*cposition, cradiusTop, cradiusBottom, cheight, cslices, *ccolor)
}
func DrawCylinderEx(startPos Vector3, endPos Vector3, startRadius float32, endRadius float32, sides int32, col color.RGBA) {
cstartPos := startPos.cptr()
cendPos := endPos.cptr()
cstartRadius := (C.float)(startRadius)
cendRadius := (C.float)(endRadius)
csides := (C.int)(sides)
ccolor := colorCptr(col)
C.DrawCylinderEx(*cposition, cradiusTop, cradiusBottom, cheight, cslices, *ccolor)
}
// DrawCylinderWires - Draw a cylinder/cone wires
func DrawCylinderWires(cstartPos Vector3, cendPos Vector3, cstartRadius float32, cendRadius float32, csides int32, col color.RGBA) {
cposition := position.cptr()
cradiusTop := (C.float)(radiusTop)
cradiusBottom := (C.float)(radiusBottom)
cheight := (C.float)(height)
cslices := (C.int)(slices)
ccolor := colorCptr(col)
C.DrawCylinderWires(*cposition, cradiusTop, cradiusBottom, cheight, cslices, *ccolor)
}
func DrawCylinderWiresEx(startPos Vector3, endPos Vector3, startRadius float32, endRadius float32, sides int32, col color.RGBA) {
cstartPos := startPos.cptr()
cendPos := endPos.cptr()
cstartRadius := (C.float)(startRadius)
cendRadius := (C.float)(endRadius)
csides := (C.int)(sides)
ccolor := colorCptr(col)
C.DrawCylinderWiresEx(*cposition, cradiusTop, cradiusBottom, cheight, cslices, *ccolor)
}
// DrawCapsule - Draw a capsule with the center of its sphere caps at startPos and endPos
func DrawCapsule(startPos, endPos Vector3, radius float32, slices, rings int32, col color.RGBA) {
cstartPos := startPos.cptr()
cendPos := startPos.cptr()
cradius := (C.float)(radius)
cslices := (C.int)(slices)
crings := (C.int)(slices)
ccolor := colorCptr(col)
C.DrawCapsule(*cstartPos, *cendPos, cradius, cslices, crings, *ccolor)
}
// DrawCapsuleWires - Draw capsule wireframe with the center of its sphere caps at startPos and endPos
func DrawCapsuleWires(startPos, endPos Vector3, radius float32, slices, rings int32, col color.RGBA) {
cstartPos := startPos.cptr()
cendPos := startPos.cptr()
cradius := (C.float)(radius)
cslices := (C.int)(slices)
crings := (C.int)(slices)
ccolor := colorCptr(col)
C.DrawCapsuleWires(*cstartPos, *cendPos, cradius, cslices, crings, *ccolor)
}
// DrawPlane - Draw a plane XZ
func DrawPlane(centerPos Vector3, size Vector2, col color.RGBA) {
ccenterPos := centerPos.cptr()
csize := size.cptr()
ccolor := colorCptr(col)
C.DrawPlane(*ccenterPos, *csize, *ccolor)
}
// DrawRay - Draw a ray line
func DrawRay(ray Ray, col color.RGBA) {
cray := ray.cptr()
ccolor := colorCptr(col)
C.DrawRay(*cray, *ccolor)
}
// DrawGrid - Draw a grid (centered at (0, 0, 0))
func DrawGrid(slices int32, spacing float32) {
cslices := (C.int)(slices)
cspacing := (C.float)(spacing)
C.DrawGrid(cslices, cspacing)
}
// LoadModel - Load model from file
func LoadModel(fileName string) Model {
cfileName := C.CString(fileName)
defer C.free(unsafe.Pointer(cfileName))
ret := C.LoadModel(cfileName)
v := newModelFromPointer(unsafe.Pointer(&ret))
return v
}
// LoadModelFromMesh - Load model from mesh data
func LoadModelFromMesh(data Mesh) Model {
cdata := data.cptr()
ret := C.LoadModelFromMesh(*cdata)
v := newModelFromPointer(unsafe.Pointer(&ret))
return v
}
// UnloadModel - Unload model from memory (RAM and/or VRAM)
func UnloadModel(model Model) {
cmodel := model.cptr()
C.UnloadModel(*cmodel)
}
// GetModelBoundingBox - Compute model bounding box limits (considers all meshes
func GetModelBoundingBox(model Model) BoundingBox {
cmodel := model.cptr()
ret := C.GetModelBoundingBox(*cmodel)
v := newBoundingBoxFromPointer(unsafe.Pointer(&ret))
return v
}
// UnloadMesh - Unload mesh from memory (RAM and/or VRAM)
func UnloadMesh(mesh *Mesh) {
cmesh := mesh.cptr()
C.UnloadMesh(*cmesh)
}
// ExportMesh - Export mesh as an OBJ file
func ExportMesh(mesh Mesh, fileName string) {
cfileName := C.CString(fileName)
defer C.free(unsafe.Pointer(cfileName))
cmesh := mesh.cptr()
C.ExportMesh(*cmesh, cfileName)
}
// GenMeshPoly - Generate polygonal mesh
func GenMeshPoly(sides int, radius float32) Mesh {
csides := (C.int)(sides)
cradius := (C.float)(radius)
ret := C.GenMeshPoly(csides, cradius)
v := newMeshFromPointer(unsafe.Pointer(&ret))
return v
}
// GenMeshPlane - Generate plane mesh (with subdivisions)
func GenMeshPlane(width, length float32, resX, resZ int) Mesh {
cwidth := (C.float)(width)
clength := (C.float)(length)
cresX := (C.int)(resX)
cresZ := (C.int)(resZ)
ret := C.GenMeshPlane(cwidth, clength, cresX, cresZ)
v := newMeshFromPointer(unsafe.Pointer(&ret))
return v
}
// GenMeshCube - Generate cuboid mesh
func GenMeshCube(width, height, length float32) Mesh {
cwidth := (C.float)(width)
cheight := (C.float)(height)
clength := (C.float)(length)
ret := C.GenMeshCube(cwidth, cheight, clength)
v := newMeshFromPointer(unsafe.Pointer(&ret))
return v
}
// GenMeshSphere - Generate sphere mesh (standard sphere)
func GenMeshSphere(radius float32, rings, slices int) Mesh {
cradius := (C.float)(radius)
crings := (C.int)(rings)
cslices := (C.int)(slices)
ret := C.GenMeshSphere(cradius, crings, cslices)
v := newMeshFromPointer(unsafe.Pointer(&ret))
return v
}
// GenMeshHemiSphere - Generate half-sphere mesh (no bottom cap)
func GenMeshHemiSphere(radius float32, rings, slices int) Mesh {
cradius := (C.float)(radius)
crings := (C.int)(rings)
cslices := (C.int)(slices)
ret := C.GenMeshHemiSphere(cradius, crings, cslices)
v := newMeshFromPointer(unsafe.Pointer(&ret))
return v
}
// GenMeshCylinder - Generate cylinder mesh
func GenMeshCylinder(radius, height float32, slices int) Mesh {
cradius := (C.float)(radius)
cheight := (C.float)(height)
cslices := (C.int)(slices)
ret := C.GenMeshCylinder(cradius, cheight, cslices)
v := newMeshFromPointer(unsafe.Pointer(&ret))
return v
}
// GenMeshCone - Generate cone/pyramid mesh
func GenMeshCone(radius, height float32, slices int) Mesh {
cradius := (C.float)(radius)
cheight := (C.float)(height)
cslices := (C.int)(slices)
ret := C.GenMeshCone(cradius, cheight, cslices)
v := newMeshFromPointer(unsafe.Pointer(&ret))
return v
}
// GenMeshTorus - Generate torus mesh
func GenMeshTorus(radius, size float32, radSeg, sides int) Mesh {
cradius := (C.float)(radius)
csize := (C.float)(size)
cradSeg := (C.int)(radSeg)
csides := (C.int)(sides)
ret := C.GenMeshTorus(cradius, csize, cradSeg, csides)
v := newMeshFromPointer(unsafe.Pointer(&ret))
return v
}
// GenMeshKnot - Generate trefoil knot mesh
func GenMeshKnot(radius, size float32, radSeg, sides int) Mesh {
cradius := (C.float)(radius)
csize := (C.float)(size)
cradSeg := (C.int)(radSeg)
csides := (C.int)(sides)
ret := C.GenMeshKnot(cradius, csize, cradSeg, csides)
v := newMeshFromPointer(unsafe.Pointer(&ret))
return v
}
// GenMeshHeightmap - Generate heightmap mesh from image data
func GenMeshHeightmap(heightmap Image, size Vector3) Mesh {
cheightmap := heightmap.cptr()
csize := size.cptr()
ret := C.GenMeshHeightmap(*cheightmap, *csize)
v := newMeshFromPointer(unsafe.Pointer(&ret))
return v
}
// GenMeshCubicmap - Generate cubes-based map mesh from image data
func GenMeshCubicmap(cubicmap Image, size Vector3) Mesh {
ccubicmap := cubicmap.cptr()
csize := size.cptr()
ret := C.GenMeshCubicmap(*ccubicmap, *csize)
v := newMeshFromPointer(unsafe.Pointer(&ret))
return v
}
// LoadMaterials - Load material data (.MTL)
func LoadMaterials(fileName string) []Material {
cfileName := C.CString(fileName)
defer C.free(unsafe.Pointer(cfileName))
ccount := C.int(0)
ret := C.LoadMaterials(cfileName, &ccount)
v := (*[1 << 24]Material)(unsafe.Pointer(ret))[:int(ccount)]
return v
}
// LoadMaterialDefault - Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
func LoadMaterialDefault() Material {
ret := C.LoadMaterialDefault()
v := newMaterialFromPointer(unsafe.Pointer(&ret))
return v
}
// UnloadMaterial - Unload material textures from VRAM
func UnloadMaterial(material Material) {
cmaterial := material.cptr()
C.UnloadMaterial(*cmaterial)
}
// SetMaterialTexture - Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...)
func SetMaterialTexture(material *Material, mapType int32, texture Texture2D) {
cmaterial := material.cptr()
cmapType := (C.int)(mapType)
ctexture := texture.cptr()
C.SetMaterialTexture(cmaterial, cmapType, *ctexture)
}
// SetModelMeshMaterial - Set material for a mesh
func SetModelMeshMaterial(model *Model, meshId int32, materialId int32) {
cmodel := model.cptr()
cmeshId := (C.int)(meshId)
cmaterialId := (C.int)(materialId)
C.SetModelMeshMaterial(cmodel, cmeshId, cmaterialId)
}
// LoadModelAnimations - Load model animations from file
func LoadModelAnimations(fileName string) []ModelAnimation {
cfileName := C.CString(fileName)
defer C.free(unsafe.Pointer(cfileName))
ccount := C.uint(0)
ret := C.LoadModelAnimations(cfileName, &ccount)
v := (*[1 << 24]ModelAnimation)(unsafe.Pointer(ret))[:int(ccount)]
return v
}
// UpdateModelAnimation - Update model animation pose
func UpdateModelAnimation(model Model, anim ModelAnimation, frame int32) {
cmodel := model.cptr()
canim := anim.cptr()
cframe := (C.int)(frame)
C.UpdateModelAnimation(*cmodel, *canim, cframe)
}
// UnloadModelAnimation - Unload animation data
func UnloadModelAnimation(anim ModelAnimation) {
canim := anim.cptr()
C.UnloadModelAnimation(*canim)
}
// UnloadModelAnimations - Unload animation array data
func UnloadModelAnimations(animations []ModelAnimation) {
C.UnloadModelAnimations((*C.ModelAnimation)(unsafe.Pointer(&animations[0])), (C.uint)(len(animations)))
}
// IsModelAnimationValid - Check model animation skeleton match
func IsModelAnimationValid(model Model, anim ModelAnimation) bool {
cmodel := model.cptr()
canim := anim.cptr()
ret := C.IsModelAnimationValid(*cmodel, *canim)
v := bool(ret)
return v
}
// DrawModel - Draw a model (with texture if set)
func DrawModel(model Model, position Vector3, scale float32, tint color.RGBA) {
cmodel := model.cptr()
cposition := position.cptr()
cscale := (C.float)(scale)
ctint := colorCptr(tint)
C.DrawModel(*cmodel, *cposition, cscale, *ctint)
}
// DrawModelEx - Draw a model with extended parameters
func DrawModelEx(model Model, position Vector3, rotationAxis Vector3, rotationAngle float32, scale Vector3, tint color.RGBA) {
cmodel := model.cptr()
cposition := position.cptr()
crotationAxis := rotationAxis.cptr()
crotationAngle := (C.float)(rotationAngle)
cscale := scale.cptr()
ctint := colorCptr(tint)
C.DrawModelEx(*cmodel, *cposition, *crotationAxis, crotationAngle, *cscale, *ctint)
}
// DrawModelWires - Draw a model wires (with texture if set)
func DrawModelWires(model Model, position Vector3, scale float32, tint color.RGBA) {
cmodel := model.cptr()
cposition := position.cptr()
cscale := (C.float)(scale)
ctint := colorCptr(tint)
C.DrawModelWires(*cmodel, *cposition, cscale, *ctint)
}
// DrawModelWiresEx - Draw a model wires (with texture if set) with extended parameters
func DrawModelWiresEx(model Model, position Vector3, rotationAxis Vector3, rotationAngle float32, scale Vector3, tint color.RGBA) {
cmodel := model.cptr()
cposition := position.cptr()
crotationAxis := rotationAxis.cptr()
crotationAngle := (C.float)(rotationAngle)
cscale := scale.cptr()
ctint := colorCptr(tint)
C.DrawModelWiresEx(*cmodel, *cposition, *crotationAxis, crotationAngle, *cscale, *ctint)
}
// DrawBoundingBox - Draw bounding box (wires)
func DrawBoundingBox(box BoundingBox, col color.RGBA) {
cbox := box.cptr()
ccolor := colorCptr(col)
C.DrawBoundingBox(*cbox, *ccolor)
}
// DrawBillboard - Draw a billboard texture
func DrawBillboard(camera Camera, texture Texture2D, center Vector3, size float32, tint color.RGBA) {
ccamera := camera.cptr()
ctexture := texture.cptr()
ccenter := center.cptr()
csize := (C.float)(size)
ctint := colorCptr(tint)
C.DrawBillboard(*ccamera, *ctexture, *ccenter, csize, *ctint)
}
// DrawBillboardRec - Draw a billboard texture defined by sourceRec
func DrawBillboardRec(camera Camera, texture Texture2D, sourceRec Rectangle, center Vector3, size Vector2, tint color.RGBA) {
ccamera := camera.cptr()
ctexture := texture.cptr()
csourceRec := sourceRec.cptr()
ccenter := center.cptr()
csize := size.cptr()
ctint := colorCptr(tint)
C.DrawBillboardRec(*ccamera, *ctexture, *csourceRec, *ccenter, *csize, *ctint)
}
// DrawMesh - Draw a single mesh
func DrawMesh(mesh Mesh, material Material, transform Matrix) {
C.DrawMesh(*mesh.cptr(), *material.cptr(), *transform.cptr())
}
// DrawMeshInstanced - Draw mesh with instanced rendering
func DrawMeshInstanced(mesh Mesh, material Material, transforms []Matrix, instances int) {
C.DrawMeshInstanced(*mesh.cptr(), *material.cptr(), transforms[0].cptr(), C.int(instances))
}
// GetMeshBoundingBox - Compute mesh bounding box limits
func GetMeshBoundingBox(mesh Mesh) BoundingBox {
cmesh := mesh.cptr()
ret := C.GetMeshBoundingBox(*cmesh)
v := newBoundingBoxFromPointer(unsafe.Pointer(&ret))
return v
}
// CheckCollisionSpheres - Detect collision between two spheres
func CheckCollisionSpheres(centerA Vector3, radiusA float32, centerB Vector3, radiusB float32) bool {
ccenterA := centerA.cptr()
cradiusA := (C.float)(radiusA)
ccenterB := centerB.cptr()
cradiusB := (C.float)(radiusB)
ret := C.CheckCollisionSpheres(*ccenterA, cradiusA, *ccenterB, cradiusB)
v := bool(ret)
return v
}
// CheckCollisionBoxes - Detect collision between two bounding boxes
func CheckCollisionBoxes(box1 BoundingBox, box2 BoundingBox) bool {
cbox1 := box1.cptr()
cbox2 := box2.cptr()
ret := C.CheckCollisionBoxes(*cbox1, *cbox2)
v := bool(ret)
return v
}
// CheckCollisionBoxSphere - Detect collision between box and sphere
func CheckCollisionBoxSphere(box BoundingBox, centerSphere Vector3, radiusSphere float32) bool {
cbox := box.cptr()
ccenterSphere := centerSphere.cptr()
cradiusSphere := (C.float)(radiusSphere)
ret := C.CheckCollisionBoxSphere(*cbox, *ccenterSphere, cradiusSphere)
v := bool(ret)
return v
}
// GetRayCollisionSphere - Get collision info between ray and sphere
func GetRayCollisionSphere(ray Ray, center Vector3, radius float32) RayCollision {
cray := ray.cptr()
ccenter := center.cptr()
cradius := (C.float)(radius)
ret := C.GetRayCollisionSphere(*cray, *ccenter, cradius)
v := newRayCollisionFromPointer(unsafe.Pointer(&ret))
return v
}
// GetRayCollisionBox - Get collision info between ray and box
func GetRayCollisionBox(ray Ray, box BoundingBox) RayCollision {
cray := ray.cptr()
cbox := box.cptr()
ret := C.GetRayCollisionBox(*cray, *cbox)
v := newRayCollisionFromPointer(unsafe.Pointer(&ret))
return v
}
// GetRayCollisionMesh - Get collision info between ray and mesh
func GetRayCollisionMesh(ray Ray, mesh Mesh, transform Matrix) RayCollision {
cray := ray.cptr()
cmesh := mesh.cptr()
ctransform := transform.cptr()
ret := C.GetRayCollisionMesh(*cray, *cmesh, *ctransform)
v := newRayCollisionFromPointer(unsafe.Pointer(&ret))
return v
}
// GetRayCollisionTriangle - Get collision info between ray and triangle
func GetRayCollisionTriangle(ray Ray, p1, p2, p3 Vector3) RayCollision {
cray := ray.cptr()
cp1 := p1.cptr()
cp2 := p2.cptr()
cp3 := p3.cptr()
ret := C.GetRayCollisionTriangle(*cray, *cp1, *cp2, *cp3)
v := newRayCollisionFromPointer(unsafe.Pointer(&ret))
return v
}
// GetRayCollisionQuad - Get collision info between ray and quad
func GetRayCollisionQuad(ray Ray, p1, p2, p3, p4 Vector3) RayCollision {
cray := ray.cptr()
cp1 := p1.cptr()
cp2 := p2.cptr()
cp3 := p3.cptr()
cp4 := p4.cptr()
ret := C.GetRayCollisionQuad(*cray, *cp1, *cp2, *cp3, *cp4)
v := newRayCollisionFromPointer(unsafe.Pointer(&ret))
return v
}