Review raylib structs comments
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1 changed files with 86 additions and 86 deletions
44
src/raylib.h
44
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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@ -326,7 +326,7 @@ typedef struct Mesh {
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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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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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