| @ -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 | ```c | ||||
| // Basic data structures | // 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 | // 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 | |||||
| ``` | ``` | ||||