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@ -1378,33 +1378,33 @@ RLAPI void DrawGrid(int slices, float spacing); |
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// Model 3d Loading and Drawing Functions (Module: models) |
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//------------------------------------------------------------------------------------ |
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// Model loading/unloading functions |
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// Model management functions |
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RLAPI Model LoadModel(const char *fileName); // Load model from files (meshes and materials) |
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RLAPI Model LoadModelFromMesh(Mesh mesh); // Load model from generated mesh (default material) |
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RLAPI void UnloadModel(Model model); // Unload model (including meshes) from memory (RAM and/or VRAM) |
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RLAPI void UnloadModelKeepMeshes(Model model); // Unload model (but not meshes) from memory (RAM and/or VRAM) |
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RLAPI BoundingBox GetModelBoundingBox(Model model); // Compute model bounding box limits (considers all meshes) |
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// Mesh loading/unloading functions |
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// Model drawing functions |
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RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set) |
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RLAPI void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters |
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RLAPI void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set) |
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RLAPI void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters |
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RLAPI void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires) |
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RLAPI void DrawBillboard(Camera camera, Texture2D texture, Vector3 position, float size, Color tint); // Draw a billboard texture |
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RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Color tint); // Draw a billboard texture defined by source |
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RLAPI void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Vector2 origin, float rotation, Color tint); // Draw a billboard texture defined by source and rotation |
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// Mesh management functions |
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RLAPI void UploadMesh(Mesh *mesh, bool dynamic); // Upload mesh vertex data in GPU and provide VAO/VBO ids |
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RLAPI void UpdateMeshBuffer(Mesh mesh, int index, void *data, int dataSize, int offset); // Update mesh vertex data in GPU for a specific buffer index |
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RLAPI void UnloadMesh(Mesh mesh); // Unload mesh data from CPU and GPU |
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RLAPI void DrawMesh(Mesh mesh, Material material, Matrix transform); // Draw a 3d mesh with material and transform |
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RLAPI void DrawMeshInstanced(Mesh mesh, Material material, Matrix *transforms, int instances); // Draw multiple mesh instances with material and different transforms |
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RLAPI void UnloadMesh(Mesh mesh); // Unload mesh data from CPU and GPU |
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RLAPI bool ExportMesh(Mesh mesh, const char *fileName); // Export mesh data to file, returns true on success |
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// Material loading/unloading functions |
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RLAPI Material *LoadMaterials(const char *fileName, int *materialCount); // Load materials from model file |
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RLAPI Material LoadMaterialDefault(void); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps) |
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RLAPI void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM) |
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RLAPI void SetMaterialTexture(Material *material, int mapType, Texture2D texture); // Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...) |
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RLAPI void SetModelMeshMaterial(Model *model, int meshId, int materialId); // Set material for a mesh |
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// Model animations loading/unloading functions |
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RLAPI ModelAnimation *LoadModelAnimations(const char *fileName, int *animsCount); // Load model animations from file |
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RLAPI void UpdateModelAnimation(Model model, ModelAnimation anim, int frame); // Update model animation pose |
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RLAPI void UnloadModelAnimation(ModelAnimation anim); // Unload animation data |
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RLAPI void UnloadModelAnimations(ModelAnimation* animations, unsigned int count); // Unload animation array data |
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RLAPI bool IsModelAnimationValid(Model model, ModelAnimation anim); // Check model animation skeleton match |
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RLAPI BoundingBox GetMeshBoundingBox(Mesh mesh); // Compute mesh bounding box limits |
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RLAPI void GenMeshTangents(Mesh *mesh); // Compute mesh tangents |
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RLAPI void GenMeshBinormals(Mesh *mesh); // Compute mesh binormals |
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// Mesh generation functions |
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RLAPI Mesh GenMeshPoly(int sides, float radius); // Generate polygonal mesh |
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@ -1418,20 +1418,19 @@ RLAPI Mesh GenMeshKnot(float radius, float size, int radSeg, int sides); |
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RLAPI Mesh GenMeshHeightmap(Image heightmap, Vector3 size); // Generate heightmap mesh from image data |
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RLAPI Mesh GenMeshCubicmap(Image cubicmap, Vector3 cubeSize); // Generate cubes-based map mesh from image data |
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// Mesh manipulation functions |
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RLAPI BoundingBox GetMeshBoundingBox(Mesh mesh); // Compute mesh bounding box limits |
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RLAPI void GenMeshTangents(Mesh *mesh); // Compute mesh tangents |
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RLAPI void GenMeshBinormals(Mesh *mesh); // Compute mesh binormals |
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// Material loading/unloading functions |
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RLAPI Material *LoadMaterials(const char *fileName, int *materialCount); // Load materials from model file |
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RLAPI Material LoadMaterialDefault(void); // Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps) |
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RLAPI void UnloadMaterial(Material material); // Unload material from GPU memory (VRAM) |
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RLAPI void SetMaterialTexture(Material *material, int mapType, Texture2D texture); // Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...) |
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RLAPI void SetModelMeshMaterial(Model *model, int meshId, int materialId); // Set material for a mesh |
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// Model drawing functions |
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RLAPI void DrawModel(Model model, Vector3 position, float scale, Color tint); // Draw a model (with texture if set) |
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RLAPI void DrawModelEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model with extended parameters |
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RLAPI void DrawModelWires(Model model, Vector3 position, float scale, Color tint); // Draw a model wires (with texture if set) |
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RLAPI void DrawModelWiresEx(Model model, Vector3 position, Vector3 rotationAxis, float rotationAngle, Vector3 scale, Color tint); // Draw a model wires (with texture if set) with extended parameters |
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RLAPI void DrawBoundingBox(BoundingBox box, Color color); // Draw bounding box (wires) |
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RLAPI void DrawBillboard(Camera camera, Texture2D texture, Vector3 position, float size, Color tint); // Draw a billboard texture |
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RLAPI void DrawBillboardRec(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Color tint); // Draw a billboard texture defined by source |
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RLAPI void DrawBillboardPro(Camera camera, Texture2D texture, Rectangle source, Vector3 position, Vector2 size, Vector2 origin, float rotation, Color tint); // Draw a billboard texture defined by source and rotation |
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// Model animations loading/unloading functions |
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RLAPI ModelAnimation *LoadModelAnimations(const char *fileName, int *animsCount); // Load model animations from file |
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RLAPI void UpdateModelAnimation(Model model, ModelAnimation anim, int frame); // Update model animation pose |
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RLAPI void UnloadModelAnimation(ModelAnimation anim); // Unload animation data |
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RLAPI void UnloadModelAnimations(ModelAnimation* animations, unsigned int count); // Unload animation array data |
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RLAPI bool IsModelAnimationValid(Model model, ModelAnimation anim); // Check model animation skeleton match |
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// Collision detection functions |
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RLAPI bool CheckCollisionSpheres(Vector3 center1, float radius1, Vector3 center2, float radius2); // Check collision between two spheres |
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