Web review
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11 changed files with 77 additions and 62 deletions
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@ -19,20 +19,20 @@
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void DrawRay(Ray ray, Color color); // Draw a ray line
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void DrawGrid(int slices, float spacing); // Draw a grid (centered at (0, 0, 0))
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void DrawGizmo(Vector3 position); // Draw simple gizmo
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void DrawLight(Light light); // Draw light in 3D world
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// Model loading/unloading functions
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Model LoadModel(const char *fileName); // Load a 3d model (.OBJ)
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Model LoadModelEx(Mesh data, bool dynamic); // Load a 3d model (from mesh data)
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Model LoadModelFromRES(const char *rresName, int resId); // Load a 3d model from rRES file (raylib Resource)
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Model LoadHeightmap(Image heightmap, Vector3 size); // Load a heightmap image as a 3d model
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Model LoadCubicmap(Image cubicmap); // Load a map image as a 3d model (cubes based)
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void UnloadModel(Model model); // Unload 3d model from memory
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Mesh LoadMesh(const char *fileName); // Load mesh from file
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Mesh LoadMeshEx(int numVertex, float *vData, float *vtData, float *vnData, Color *cData); // Load mesh from vertex data
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Model LoadModel(const char *fileName); // Load model from file
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Model LoadModelFromMesh(Mesh data, bool dynamic); // Load model from mesh data
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Model LoadHeightmap(Image heightmap, Vector3 size); // Load heightmap model from image data
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Model LoadCubicmap(Image cubicmap); // Load cubes-based map model from image data
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void UnloadMesh(Mesh *mesh); // Unload mesh from memory (RAM and/or VRAM)
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void UnloadModel(Model model); // Unload model from memory (RAM and/or VRAM)
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// Material loading/unloading functions
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Material LoadMaterial(const char *fileName); // Load material data (from file)
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Material LoadDefaultMaterial(void); // Load default material (uses default models shader)
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Material LoadStandardMaterial(void); // Load standard material (uses material attributes and lighting shader)
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void UnloadMaterial(Material material); // Unload material textures from VRAM
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// Model drawing functions
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@ -55,4 +55,7 @@
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bool CheckCollisionRaySphereEx(Ray ray, Vector3 spherePosition, float sphereRadius, Vector3 *collisionPoint); // Detect collision between ray and sphere ex.
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bool CheckCollisionRayBox(Ray ray, Vector3 minBBox, Vector3 maxBBox); // Detect collision between ray and box
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BoundingBox CalculateBoundingBox(Mesh mesh); // Calculate mesh bounding box limits
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RayHitInfo GetCollisionRayMesh(Ray ray, Mesh *mesh); // Get collision info between ray and mesh
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RayHitInfo GetCollisionRayTriangle(Ray ray, Vector3 p1, Vector3 p2, Vector3 p3); // Get collision info between ray and triangle
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RayHitInfo GetCollisionRayGround(Ray ray, float groundHeight); // Get collision info between ray and ground plane (Y-normal plane)
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