| @ -1,46 +1,90 @@ | |||
| raylib provides some basic data structures to organize game information. Those structures are quite common in most of the engines out there: | |||
| raylib provides some basic data structures to organize game data. | |||
| Those structures are quite common in most of the engines out there. | |||
| ### raylib data structures | |||
| ```c | |||
| // Basic data structures | |||
| struct Color; // Color type, RGBA (32bit) | |||
| struct Rectangle; // Rectangle type | |||
| struct Vector2; // Vector2 type | |||
| struct Vector3; // Vector3 type | |||
| struct Vector4; // Vector4 type | |||
| struct Matrix; // Matrix type (OpenGL style 4x4) | |||
| struct Quaternion; // Alias for Vector4 | |||
| struct Color; [ 4 bytes] // RGBA values, 4 char, 32bit color | |||
| struct Rectangle; [16 bytes] // 4 float values | |||
| struct Vector2; [ 8 bytes] // 2 float values | |||
| struct Vector3; [12 bytes] // 3 float values | |||
| struct Vector4; [16 bytes] // 4 float values | |||
| struct Matrix; [64 bytes] // 16 float values, right handed, column major | |||
| struct Quaternion; [16 bytes] // Vector4 alias | |||
| // 2D data structures (pixels, font...) | |||
| struct Image; [20 bytes] // Image data pointer (RAM) and 4 data parameters | |||
| struct Texture2D; [20 bytes] // OpenGL texture id (VRAM) and basic info | |||
| struct Texture; [20 bytes] // Texture2D alias | |||
| struct TextureCubemap; [20 bytes] // OpenGL cubemap texture id and basic info | |||
| struct RenderTexture2D; [28 bytes] // OpenGL framebuffer id and color+depth textures | |||
| struct RenderTexture [28 bytes] // RenderTexture2D alias | |||
| struct NPatchInfo [36 bytes] // Source rectangle and border offsets | |||
| struct CharInfo; [32 bytes] // One character image and info properties | |||
| struct Font; [36 bytes] // Texture atlas and recs+chars data array pointers | |||
| // 2D data (pixels, font...) | |||
| struct Image; // Image type (data stored in CPU memory (RAM)) | |||
| struct Texture; // Alias for Texture2D | |||
| struct Texture2D; // Texture2D type (data stored in GPU memory (VRAM)) | |||
| struct RenderTexture // Alias for RenderTexture | |||
| struct RenderTexture2D; // RenderTexture2D type, for texture rendering | |||
| struct CharInfo; // Font Character Info | |||
| struct Font; // Font type, includes texture and charSet array data (SpriteFont fallback) | |||
| struct Camera; // Alias for Camera3D | |||
| struct Camera2D; // Camera2D type, defines a 2d camera | |||
| struct Camera3D; // Camera type, defines a camera position/orientation in 3d space | |||
| // 3D data (vertex, material properties...) | |||
| struct Mesh; // Vertex data defining a mesh, animation vertex data | |||
| struct Shader; // Shader type (generic shader) | |||
| struct Material; // Material type | |||
| struct MaterialMap // MaterialMap type | |||
| struct Model; // Basic 3d Model type | |||
| struct ModelAnimation; // Skeletal and frame information | |||
| struct BoneInfo; // Bone information | |||
| struct Transform; // Transform properties, translation, rotation, scale.. | |||
| struct Ray; // Ray type (useful for raycast) | |||
| struct RayHitInfo; // Information related to hit from Ray | |||
| struct BoundingBox; // Simple Bounding Box | |||
| // Screen view structures | |||
| struct Camera2D; [24 bytes] // 2D camera offset, target, rotation and zoom | |||
| struct Camera3D; [44 bytes] // 3D camera position, target, up vectors and parameters | |||
| struct Camera; [44 bytes] // Camera3D alias | |||
| struct VrDeviceInfo; [64 bytes] // Head-Mounted-Display device configuration parameters | |||
| // 3D data structures (vertex, material properties...) | |||
| // NOTE: Those structures are more complex so they use some internal pointers to data | |||
| struct Mesh; [60 bytes] // Vertex data, OpenGL buffers ids, animation data (skeleton bones and pose) | |||
| struct Shader; [ 8 bytes] // OpenGL program id, locations array pointer | |||
| struct Material; [16 bytes] // Shader and maps array pointer | |||
| struct MaterialMap [28 bytes] // Texture, color and value | |||
| struct Model; [96 bytes] // Meshes+materials array pointers, transform matrix (64 bytes) | |||
| struct ModelAnimation; [16 bytes] // Skeletal bones data and frames transformation | |||
| struct BoneInfo; [36 bytes] // Bone name (32 bytes) and parent id | |||
| struct Transform; [40 bytes] // Vertex transformation: translation, rotation, scale | |||
| struct Ray; [24 bytes] // Ray-casting position+direction vectors | |||
| struct RayHitInfo; [32 bytes] // Ray collision information | |||
| struct BoundingBox; [12 bytes] // Defined by min and max vertex | |||
| // Audio related data | |||
| struct Wave; // Wave type, defines audio wave data | |||
| struct Sound; // Basic Sound source and buffer | |||
| struct Music; // Music type (file streaming from memory) | |||
| struct AudioStream; // Raw audio stream type | |||
| struct Wave; [20 bytes] // Wave data pointer (RAM) and data parameters | |||
| struct AudioStream; [16 bytes] // Audio buffer pointer (private) and parameters | |||
| struct Sound; [20 bytes] // Audio stream and samples count | |||
| struct Music; [32 bytes] // Audio stream and music data pointer for streaming | |||
| ``` | |||
| raylib abuses the data pass-by-value on most of its functions, actually, only around 10% of the functions require dealing with data pointers. For this reason, I tried to keep data structures as small as possible, usually under 64 bytes size, and use internal pointers when data requires modification by some function (usually Load/Update/Unload functions). | |||
| ### raylib functions that require passing data by reference to be modified inside the function | |||
| ```c | |||
| // core.c | |||
| char **GetDirectoryFiles(const char *dirPath, int *count); // Get filenames in a directory path (memory should be freed) | |||
| char **GetDroppedFiles(int *count); // Get dropped files names (memory should be freed) | |||
| // camera.h | |||
| void UpdateCamera(Camera *camera); // Update camera position for selected mode | |||
| // textures.c | |||
| // NOTE: By design, MOST of the [Image*()] functions require passing an [Image *image] for modification | |||
| void GenTextureMipmaps(Texture2D *texture); // Generate GPU mipmaps for a texture | |||
| // text.c | |||
| Image GenImageFontAtlas(const CharInfo *chars, Rectangle **recs, int charsCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info | |||
| const char **TextSplit(const char *text, char delimiter, int *count); // Split text into multiple strings | |||
| int *GetCodepoints(const char *text, int *count); // Get all codepoints in a string, codepoints count returned by parameters | |||
| int GetNextCodepoint(const char *text, int *bytesProcessed); // Returns next codepoint in a UTF8 encoded string; 0x3f('?') is returned on failure | |||
| const char *CodepointToUtf8(int codepoint, int *byteLength); // Encode codepoint into utf8 text (char array length returned as parameter) | |||
| // models.c | |||
| Mesh *LoadMeshes(const char *fileName, int *meshCount); // Load meshes from model file | |||
| void SetMaterialTexture(Material *material, int mapType, Texture2D texture); // Set texture for a material map type (MAP_DIFFUSE, MAP_SPECULAR...) | |||
| void SetModelMeshMaterial(Model *model, int meshId, int materialId); // Set material for a mesh | |||
| ModelAnimation *LoadModelAnimations(const char *fileName, int *animsCount); // Load model animations from file | |||
| void MeshTangents(Mesh *mesh); // Compute mesh tangents | |||
| void MeshBinormals(Mesh *mesh); // Compute mesh binormals | |||
| bool CheckCollisionRaySphereEx(Ray ray, Vector3 center, float radius, Vector3 *collisionPoint); // Detect collision between ray and sphere, returns collision point | |||
| void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera | |||
| // audio.c | |||
| void WaveFormat(Wave *wave, int sampleRate, int sampleSize, int channels); // Convert wave data to desired format | |||
| void WaveCrop(Wave *wave, int initSample, int finalSample); // Crop a wave to defined samples range | |||
| ``` | |||