@ -3,53 +3,55 @@ Those structures are quite common in most of the engines out there.
### raylib data structures
```c
Struct name [32bit size] [64bit change] Description
-----------------------------------------------------------------------------------------------------------------------
// Basic data structures
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
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 Image; [20 bytes] [+4 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
struct NPatchInfo [36 bytes] - // Source rectangle and border offsets
struct CharInfo; [32 bytes] [+4 bytes] // One character image and info properties
struct Font; [36 bytes] [+12 bytes] // Texture atlas and recs+chars data array pointers
// 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
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 Mesh; [60 bytes] [+52 bytes] // Vertex data, OpenGL buffers ids, animation data (skeleton bones and pose)
struct Shader; [ 8 bytes] [+8 bytes] // OpenGL program id, locations array pointer
struct Material; [16 bytes] [+16 bytes] // Shader and maps array pointer
struct MaterialMap [28 bytes] - // Texture, color and value
struct Model; [96 bytes] [+24 bytes] // Meshes+materials array pointers, transform matrix (64 bytes)
struct ModelAnimation; [16 bytes] [+8 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
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; [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
struct Wave; [20 bytes] [+4 bytes] // Wave data pointer (RAM) and data parameters
struct AudioStream; [12 bytes] [+4 bytes] // Audio buffer pointer (private) and parameters
struct Sound; [16 bytes] [+8 bytes] // Audio stream and samples count
struct Music; [18 bytes] [+12 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).