Review raylib structs comments
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172
src/raylib.h
172
src/raylib.h
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@ -181,23 +181,23 @@
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// Vector2 type
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typedef struct Vector2 {
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float x;
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float y;
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float x; // Vector x component
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float y; // Vector y component
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} Vector2;
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// Vector3 type
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typedef struct Vector3 {
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float x;
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float y;
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float z;
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float x; // Vector x component
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float y; // Vector y component
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float z; // Vector z component
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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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float x; // Vector x component
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float y; // Vector y component
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float z; // Vector z component
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float w; // Vector w component
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} Vector4;
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// Quaternion type, same as Vector4
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@ -205,26 +205,26 @@ typedef Vector4 Quaternion;
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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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float m1, m5, m9, m13;
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float m2, m6, m10, m14;
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float m3, m7, m11, m15;
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float m0, m4, m8, m12; // Matrix first row (4 components)
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float m1, m5, m9, m13; // Matrix second row (4 components)
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float m2, m6, m10, m14; // Matrix third row (4 components)
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float m3, m7, m11, m15; // Matrix fourth row (4 components)
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} Matrix;
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// Color type, RGBA (32bit)
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typedef struct Color {
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unsigned char r;
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unsigned char g;
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unsigned char b;
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unsigned char a;
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unsigned char r; // Color red value
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unsigned char g; // Color green value
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unsigned char b; // Color blue value
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unsigned char a; // Color alpha value
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} Color;
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// Rectangle type
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typedef struct Rectangle {
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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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float x; // Rectangle top-left corner position x
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float y; // Rectangle top-left corner position y
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float width; // Rectangle width
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float height; // Rectangle height
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} Rectangle;
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// Image type, bpp always RGBA (32bit)
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@ -316,113 +316,113 @@ typedef struct Camera2D {
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// Vertex data definning a mesh
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// NOTE: Data stored in CPU memory (and GPU)
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typedef struct Mesh {
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int vertexCount; // Number of vertices stored in arrays
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int triangleCount; // Number of triangles stored (indexed or not)
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int vertexCount; // Number of vertices stored in arrays
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int triangleCount; // Number of triangles stored (indexed or not)
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// Default vertex data
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float *vertices; // Vertex position (XYZ - 3 components per vertex) (shader-location = 0)
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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 (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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float *vertices; // Vertex position (XYZ - 3 components per vertex) (shader-location = 0)
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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 (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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// Animation vertex data
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float *animVertices; // Animated vertex positions (after bones transformations)
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float *animNormals; // Animated normals (after bones transformations)
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int *boneIds; // Vertex bone ids, up to 4 bones influence by vertex (skinning)
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float *boneWeights; // Vertex bone weight, up to 4 bones influence by vertex (skinning)
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float *animVertices; // Animated vertex positions (after bones transformations)
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float *animNormals; // Animated normals (after bones transformations)
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int *boneIds; // Vertex bone ids, up to 4 bones influence by vertex (skinning)
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float *boneWeights; // Vertex bone weight, up to 4 bones influence by vertex (skinning)
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// OpenGL identifiers
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unsigned int vaoId; // OpenGL Vertex Array Object id
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unsigned int *vboId; // OpenGL Vertex Buffer Objects id (default vertex data)
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unsigned int vaoId; // OpenGL Vertex Array Object id
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unsigned int *vboId; // OpenGL Vertex Buffer Objects id (default vertex data)
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} Mesh;
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// Shader type (generic)
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typedef struct Shader {
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unsigned int id; // Shader program id
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int *locs; // Shader locations array (MAX_SHADER_LOCATIONS)
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unsigned int id; // Shader program id
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int *locs; // Shader locations array (MAX_SHADER_LOCATIONS)
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} Shader;
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// Material texture map
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typedef struct MaterialMap {
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Texture2D texture; // Material map texture
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Color color; // Material map color
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float value; // Material map value
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Texture2D texture; // Material map texture
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Color color; // Material map color
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float value; // Material map value
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} MaterialMap;
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// Material type (generic)
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typedef struct Material {
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Shader shader; // Material shader
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MaterialMap *maps; // Material maps array (MAX_MATERIAL_MAPS)
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float params[4]; // Material generic parameters (if required)
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Shader shader; // Material shader
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MaterialMap *maps; // Material maps array (MAX_MATERIAL_MAPS)
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float params[4]; // Material generic parameters (if required)
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} Material;
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// Transformation properties
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typedef struct Transform {
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Vector3 translation; // Translation
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Quaternion rotation; // Rotation
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Vector3 scale; // Scale
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Vector3 translation; // Translation
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Quaternion rotation; // Rotation
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Vector3 scale; // Scale
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} Transform;
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// Bone information
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typedef struct BoneInfo {
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char name[32]; // Bone name
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int parent; // Bone parent
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char name[32]; // Bone name
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int parent; // Bone parent
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} BoneInfo;
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// Model type
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typedef struct Model {
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Matrix transform; // Local transform matrix
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Matrix transform; // Local transform matrix
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int meshCount; // Number of meshes
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int materialCount; // Number of materials
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Mesh *meshes; // Meshes array
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Material *materials; // Materials array
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int *meshMaterial; // Mesh material number
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int meshCount; // Number of meshes
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int materialCount; // Number of materials
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Mesh *meshes; // Meshes array
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Material *materials; // Materials array
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int *meshMaterial; // Mesh material number
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// Animation data
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int boneCount; // Number of bones
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BoneInfo *bones; // Bones information (skeleton)
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Transform *bindPose; // Bones base transformation (pose)
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int boneCount; // Number of bones
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BoneInfo *bones; // Bones information (skeleton)
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Transform *bindPose; // Bones base transformation (pose)
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} Model;
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// Model animation
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typedef struct ModelAnimation {
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int boneCount; // Number of bones
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int frameCount; // Number of animation frames
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BoneInfo *bones; // Bones information (skeleton)
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Transform **framePoses; // Poses array by frame
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int boneCount; // Number of bones
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int frameCount; // Number of animation frames
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BoneInfo *bones; // Bones information (skeleton)
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Transform **framePoses; // Poses array by frame
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} ModelAnimation;
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// Ray type (useful for raycast)
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typedef struct Ray {
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Vector3 position; // Ray position (origin)
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Vector3 direction; // Ray direction
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Vector3 position; // Ray position (origin)
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Vector3 direction; // Ray direction
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} Ray;
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// Raycast hit information
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typedef struct RayHitInfo {
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bool hit; // Did the ray hit something?
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float distance; // Distance to nearest hit
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Vector3 position; // Position of nearest hit
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Vector3 normal; // Surface normal of hit
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bool hit; // Did the ray hit something?
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float distance; // Distance to nearest hit
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Vector3 position; // Position of nearest hit
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Vector3 normal; // Surface normal of hit
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} RayHitInfo;
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// Bounding box type
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typedef struct BoundingBox {
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Vector3 min; // Minimum vertex box-corner
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Vector3 max; // Maximum vertex box-corner
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Vector3 min; // Minimum vertex box-corner
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Vector3 max; // Maximum vertex box-corner
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} BoundingBox;
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// Wave type, defines audio wave data
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typedef struct Wave {
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unsigned int sampleCount; // Total number of samples (considering channels!)
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unsigned int sampleRate; // Frequency (samples per second)
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unsigned int sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
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unsigned int channels; // Number of channels (1-mono, 2-stereo)
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void *data; // Buffer data pointer
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unsigned int sampleCount; // Total number of samples (considering channels!)
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unsigned int sampleRate; // Frequency (samples per second)
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unsigned int sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
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unsigned int channels; // Number of channels (1-mono, 2-stereo)
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void *data; // Buffer data pointer
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} Wave;
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typedef struct rAudioBuffer rAudioBuffer;
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@ -430,28 +430,28 @@ typedef struct rAudioBuffer rAudioBuffer;
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// Audio stream type
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// NOTE: Useful to create custom audio streams not bound to a specific file
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typedef struct AudioStream {
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rAudioBuffer *buffer; // Pointer to internal data used by the audio system
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rAudioBuffer *buffer; // Pointer to internal data used by the audio system
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unsigned int sampleRate; // Frequency (samples per second)
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unsigned int sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
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unsigned int channels; // Number of channels (1-mono, 2-stereo)
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unsigned int sampleRate; // Frequency (samples per second)
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unsigned int sampleSize; // Bit depth (bits per sample): 8, 16, 32 (24 not supported)
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unsigned int channels; // Number of channels (1-mono, 2-stereo)
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} AudioStream;
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// Sound source type
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typedef struct Sound {
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AudioStream stream; // Audio stream
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unsigned int sampleCount; // Total number of samples
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AudioStream stream; // Audio stream
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unsigned int sampleCount; // Total number of samples
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} Sound;
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// Music stream type (audio file streaming from memory)
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// NOTE: Anything longer than ~10 seconds should be streamed
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typedef struct Music {
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AudioStream stream; // Audio stream
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unsigned int sampleCount; // Total number of samples
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bool looping; // Music looping enable
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AudioStream stream; // Audio stream
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unsigned int sampleCount; // Total number of samples
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bool looping; // Music looping enable
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int ctxType; // Type of music context (audio filetype)
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void *ctxData; // Audio context data, depends on type
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int ctxType; // Type of music context (audio filetype)
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void *ctxData; // Audio context data, depends on type
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} Music;
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// Head-Mounted-Display device parameters
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