Reviewed functions description
Replaced: Returns -> Get
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32
src/core.c
32
src/core.c
@ -2320,7 +2320,7 @@ void SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture)
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//rlDisableShader();
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//rlDisableShader();
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}
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}
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// Returns a ray trace from mouse position
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// Get a ray trace from mouse position
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Ray GetMouseRay(Vector2 mouse, Camera camera)
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Ray GetMouseRay(Vector2 mouse, Camera camera)
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{
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{
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Ray ray = { 0 };
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Ray ray = { 0 };
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@ -2381,7 +2381,7 @@ Matrix GetCameraMatrix(Camera camera)
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return MatrixLookAt(camera.position, camera.target, camera.up);
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return MatrixLookAt(camera.position, camera.target, camera.up);
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}
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}
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// Returns camera 2d transform matrix
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// Get camera 2d transform matrix
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Matrix GetCameraMatrix2D(Camera2D camera)
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Matrix GetCameraMatrix2D(Camera2D camera)
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{
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{
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Matrix matTransform = { 0 };
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Matrix matTransform = { 0 };
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@ -2409,7 +2409,7 @@ Matrix GetCameraMatrix2D(Camera2D camera)
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return matTransform;
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return matTransform;
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}
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}
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// Returns the screen space position from a 3d world space position
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// Get the screen space position from a 3d world space position
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Vector2 GetWorldToScreen(Vector3 position, Camera camera)
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Vector2 GetWorldToScreen(Vector3 position, Camera camera)
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{
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{
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Vector2 screenPosition = GetWorldToScreenEx(position, camera, GetScreenWidth(), GetScreenHeight());
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Vector2 screenPosition = GetWorldToScreenEx(position, camera, GetScreenWidth(), GetScreenHeight());
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@ -2417,7 +2417,7 @@ Vector2 GetWorldToScreen(Vector3 position, Camera camera)
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return screenPosition;
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return screenPosition;
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}
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}
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// Returns size position for a 3d world space position (useful for texture drawing)
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// Get size position for a 3d world space position (useful for texture drawing)
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Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int height)
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Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int height)
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{
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{
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// Calculate projection matrix (from perspective instead of frustum
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// Calculate projection matrix (from perspective instead of frustum
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@ -2459,7 +2459,7 @@ Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int heigh
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return screenPosition;
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return screenPosition;
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}
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}
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// Returns the screen space position for a 2d camera world space position
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// Get the screen space position for a 2d camera world space position
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Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera)
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Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera)
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{
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{
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Matrix matCamera = GetCameraMatrix2D(camera);
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Matrix matCamera = GetCameraMatrix2D(camera);
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@ -2468,7 +2468,7 @@ Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera)
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return (Vector2){ transform.x, transform.y };
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return (Vector2){ transform.x, transform.y };
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}
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}
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// Returns the world space position for a 2d camera screen space position
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// Get the world space position for a 2d camera screen space position
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Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera)
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Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera)
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{
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{
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Matrix invMatCamera = MatrixInvert(GetCameraMatrix2D(camera));
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Matrix invMatCamera = MatrixInvert(GetCameraMatrix2D(camera));
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@ -2486,7 +2486,7 @@ void SetTargetFPS(int fps)
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TRACELOG(LOG_INFO, "TIMER: Target time per frame: %02.03f milliseconds", (float)CORE.Time.target*1000);
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TRACELOG(LOG_INFO, "TIMER: Target time per frame: %02.03f milliseconds", (float)CORE.Time.target*1000);
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}
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}
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// Returns current FPS
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// Get current FPS
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// NOTE: We calculate an average framerate
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// NOTE: We calculate an average framerate
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int GetFPS(void)
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int GetFPS(void)
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{
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{
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@ -2513,7 +2513,7 @@ int GetFPS(void)
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return (int)roundf(1.0f/average);
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return (int)roundf(1.0f/average);
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}
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}
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// Returns time in seconds for last frame drawn (delta time)
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// Get time in seconds for last frame drawn (delta time)
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float GetFrameTime(void)
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float GetFrameTime(void)
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{
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{
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return (float)CORE.Time.frame;
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return (float)CORE.Time.frame;
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@ -2588,7 +2588,7 @@ void TakeScreenshot(const char *fileName)
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TRACELOG(LOG_INFO, "SYSTEM: [%s] Screenshot taken successfully", path);
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TRACELOG(LOG_INFO, "SYSTEM: [%s] Screenshot taken successfully", path);
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}
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}
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// Returns a random value between min and max (both included)
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// Get a random value between min and max (both included)
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int GetRandomValue(int min, int max)
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int GetRandomValue(int min, int max)
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{
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{
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if (min > max)
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if (min > max)
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@ -3357,7 +3357,7 @@ bool IsMouseButtonUp(int button)
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return !IsMouseButtonDown(button);
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return !IsMouseButtonDown(button);
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}
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}
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// Returns mouse position X
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// Get mouse position X
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int GetMouseX(void)
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int GetMouseX(void)
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{
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{
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#if defined(PLATFORM_ANDROID)
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#if defined(PLATFORM_ANDROID)
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@ -3367,7 +3367,7 @@ int GetMouseX(void)
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#endif
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#endif
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}
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}
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// Returns mouse position Y
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// Get mouse position Y
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int GetMouseY(void)
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int GetMouseY(void)
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{
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{
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#if defined(PLATFORM_ANDROID)
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#if defined(PLATFORM_ANDROID)
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@ -3377,7 +3377,7 @@ int GetMouseY(void)
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#endif
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#endif
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}
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}
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// Returns mouse position XY
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// Get mouse position XY
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Vector2 GetMousePosition(void)
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Vector2 GetMousePosition(void)
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{
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{
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Vector2 position = { 0 };
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Vector2 position = { 0 };
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@ -3419,7 +3419,7 @@ void SetMouseScale(float scaleX, float scaleY)
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CORE.Input.Mouse.scale = (Vector2){ scaleX, scaleY };
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CORE.Input.Mouse.scale = (Vector2){ scaleX, scaleY };
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}
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}
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// Returns mouse wheel movement Y
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// Get mouse wheel movement Y
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float GetMouseWheelMove(void)
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float GetMouseWheelMove(void)
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{
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{
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#if defined(PLATFORM_ANDROID)
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#if defined(PLATFORM_ANDROID)
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@ -3447,7 +3447,7 @@ void SetMouseCursor(int cursor)
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#endif
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#endif
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}
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}
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// Returns touch position X for touch point 0 (relative to screen size)
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// Get touch position X for touch point 0 (relative to screen size)
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int GetTouchX(void)
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int GetTouchX(void)
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{
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{
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#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB) || defined(PLATFORM_UWP)
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#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB) || defined(PLATFORM_UWP)
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@ -3457,7 +3457,7 @@ int GetTouchX(void)
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#endif
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#endif
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}
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}
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// Returns touch position Y for touch point 0 (relative to screen size)
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// Get touch position Y for touch point 0 (relative to screen size)
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int GetTouchY(void)
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int GetTouchY(void)
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{
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{
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#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB) || defined(PLATFORM_UWP)
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#if defined(PLATFORM_ANDROID) || defined(PLATFORM_WEB) || defined(PLATFORM_UWP)
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@ -3467,7 +3467,7 @@ int GetTouchY(void)
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#endif
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#endif
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}
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}
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// Returns touch position XY for a touch point index (relative to screen size)
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// Get touch position XY for a touch point index (relative to screen size)
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// TODO: Touch position should be scaled depending on display size and render size
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// TODO: Touch position should be scaled depending on display size and render size
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Vector2 GetTouchPosition(int index)
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Vector2 GetTouchPosition(int index)
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{
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{
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@ -490,7 +490,7 @@ float GetGesturePinchAngle(void)
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// Module specific Functions Definition
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// Module specific Functions Definition
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//----------------------------------------------------------------------------------
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//----------------------------------------------------------------------------------
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#if defined(GESTURES_STANDALONE)
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#if defined(GESTURES_STANDALONE)
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// Returns angle from two-points vector with X-axis
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// Get angle from two-points vector with X-axis
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static float Vector2Angle(Vector2 v1, Vector2 v2)
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static float Vector2Angle(Vector2 v1, Vector2 v2)
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{
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{
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float angle = atan2f(v2.y - v1.y, v2.x - v1.x)*(180.0f/PI);
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float angle = atan2f(v2.y - v1.y, v2.x - v1.x)*(180.0f/PI);
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54
src/raylib.h
54
src/raylib.h
@ -1004,22 +1004,22 @@ RLAPI void SetShaderValueTexture(Shader shader, int locIndex, Texture2D texture)
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RLAPI void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM)
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RLAPI void UnloadShader(Shader shader); // Unload shader from GPU memory (VRAM)
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// Screen-space-related functions
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// Screen-space-related functions
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RLAPI Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Returns a ray trace from mouse position
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RLAPI Ray GetMouseRay(Vector2 mousePosition, Camera camera); // Get a ray trace from mouse position
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RLAPI Matrix GetCameraMatrix(Camera camera); // Returns camera transform matrix (view matrix)
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RLAPI Matrix GetCameraMatrix(Camera camera); // Get camera transform matrix (view matrix)
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RLAPI Matrix GetCameraMatrix2D(Camera2D camera); // Returns camera 2d transform matrix
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RLAPI Matrix GetCameraMatrix2D(Camera2D camera); // Get camera 2d transform matrix
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RLAPI Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Returns the screen space position for a 3d world space position
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RLAPI Vector2 GetWorldToScreen(Vector3 position, Camera camera); // Get the screen space position for a 3d world space position
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RLAPI Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int height); // Returns size position for a 3d world space position
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RLAPI Vector2 GetWorldToScreenEx(Vector3 position, Camera camera, int width, int height); // Get size position for a 3d world space position
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RLAPI Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera); // Returns the screen space position for a 2d camera world space position
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RLAPI Vector2 GetWorldToScreen2D(Vector2 position, Camera2D camera); // Get the screen space position for a 2d camera world space position
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RLAPI Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera); // Returns the world space position for a 2d camera screen space position
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RLAPI Vector2 GetScreenToWorld2D(Vector2 position, Camera2D camera); // Get the world space position for a 2d camera screen space position
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// Timing-related functions
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// Timing-related functions
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RLAPI void SetTargetFPS(int fps); // Set target FPS (maximum)
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RLAPI void SetTargetFPS(int fps); // Set target FPS (maximum)
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RLAPI int GetFPS(void); // Returns current FPS
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RLAPI int GetFPS(void); // Get current FPS
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RLAPI float GetFrameTime(void); // Returns time in seconds for last frame drawn (delta time)
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RLAPI float GetFrameTime(void); // Get time in seconds for last frame drawn (delta time)
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RLAPI double GetTime(void); // Returns elapsed time in seconds since InitWindow()
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RLAPI double GetTime(void); // Get elapsed time in seconds since InitWindow()
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// Misc. functions
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// Misc. functions
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RLAPI int GetRandomValue(int min, int max); // Returns a random value between min and max (both included)
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RLAPI int GetRandomValue(int min, int max); // Get a random value between min and max (both included)
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RLAPI void TakeScreenshot(const char *fileName); // Takes a screenshot of current screen (filename extension defines format)
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RLAPI void TakeScreenshot(const char *fileName); // Takes a screenshot of current screen (filename extension defines format)
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RLAPI void SetConfigFlags(unsigned int flags); // Setup init configuration flags (view FLAGS)
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RLAPI void SetConfigFlags(unsigned int flags); // Setup init configuration flags (view FLAGS)
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@ -1101,19 +1101,19 @@ RLAPI bool IsMouseButtonPressed(int button); // Detect if a mou
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RLAPI bool IsMouseButtonDown(int button); // Detect if a mouse button is being pressed
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RLAPI bool IsMouseButtonDown(int button); // Detect if a mouse button is being pressed
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RLAPI bool IsMouseButtonReleased(int button); // Detect if a mouse button has been released once
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RLAPI bool IsMouseButtonReleased(int button); // Detect if a mouse button has been released once
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RLAPI bool IsMouseButtonUp(int button); // Detect if a mouse button is NOT being pressed
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RLAPI bool IsMouseButtonUp(int button); // Detect if a mouse button is NOT being pressed
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RLAPI int GetMouseX(void); // Returns mouse position X
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RLAPI int GetMouseX(void); // Get mouse position X
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RLAPI int GetMouseY(void); // Returns mouse position Y
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RLAPI int GetMouseY(void); // Get mouse position Y
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RLAPI Vector2 GetMousePosition(void); // Returns mouse position XY
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RLAPI Vector2 GetMousePosition(void); // Get mouse position XY
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RLAPI void SetMousePosition(int x, int y); // Set mouse position XY
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RLAPI void SetMousePosition(int x, int y); // Set mouse position XY
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RLAPI void SetMouseOffset(int offsetX, int offsetY); // Set mouse offset
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RLAPI void SetMouseOffset(int offsetX, int offsetY); // Set mouse offset
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RLAPI void SetMouseScale(float scaleX, float scaleY); // Set mouse scaling
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RLAPI void SetMouseScale(float scaleX, float scaleY); // Set mouse scaling
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RLAPI float GetMouseWheelMove(void); // Returns mouse wheel movement Y
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RLAPI float GetMouseWheelMove(void); // Get mouse wheel movement Y
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RLAPI void SetMouseCursor(int cursor); // Set mouse cursor
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RLAPI void SetMouseCursor(int cursor); // Set mouse cursor
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// Input-related functions: touch
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// Input-related functions: touch
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RLAPI int GetTouchX(void); // Returns touch position X for touch point 0 (relative to screen size)
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RLAPI int GetTouchX(void); // Get touch position X for touch point 0 (relative to screen size)
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RLAPI int GetTouchY(void); // Returns touch position Y for touch point 0 (relative to screen size)
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RLAPI int GetTouchY(void); // Get touch position Y for touch point 0 (relative to screen size)
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RLAPI Vector2 GetTouchPosition(int index); // Returns touch position XY for a touch point index (relative to screen size)
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RLAPI Vector2 GetTouchPosition(int index); // Get touch position XY for a touch point index (relative to screen size)
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//------------------------------------------------------------------------------------
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//------------------------------------------------------------------------------------
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// Gestures and Touch Handling Functions (Module: gestures)
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// Gestures and Touch Handling Functions (Module: gestures)
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@ -1299,14 +1299,14 @@ RLAPI void DrawTextureNPatch(Texture2D texture, NPatchInfo nPatchInfo, Rectangle
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RLAPI void DrawTexturePoly(Texture2D texture, Vector2 center, Vector2 *points, Vector2 *texcoords, int pointsCount, Color tint); // Draw a textured polygon
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RLAPI void DrawTexturePoly(Texture2D texture, Vector2 center, Vector2 *points, Vector2 *texcoords, int pointsCount, Color tint); // Draw a textured polygon
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// Color/pixel related functions
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// Color/pixel related functions
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RLAPI Color Fade(Color color, float alpha); // Returns color with alpha applied, alpha goes from 0.0f to 1.0f
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RLAPI Color Fade(Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f
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RLAPI int ColorToInt(Color color); // Returns hexadecimal value for a Color
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RLAPI int ColorToInt(Color color); // Get hexadecimal value for a Color
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RLAPI Vector4 ColorNormalize(Color color); // Returns Color normalized as float [0..1]
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RLAPI Vector4 ColorNormalize(Color color); // Get Color normalized as float [0..1]
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RLAPI Color ColorFromNormalized(Vector4 normalized); // Returns Color from normalized values [0..1]
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RLAPI Color ColorFromNormalized(Vector4 normalized); // Get Color from normalized values [0..1]
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RLAPI Vector3 ColorToHSV(Color color); // Returns HSV values for a Color, hue [0..360], saturation/value [0..1]
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RLAPI Vector3 ColorToHSV(Color color); // Get HSV values for a Color, hue [0..360], saturation/value [0..1]
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RLAPI Color ColorFromHSV(float hue, float saturation, float value); // Returns a Color from HSV values, hue [0..360], saturation/value [0..1]
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RLAPI Color ColorFromHSV(float hue, float saturation, float value); // Get a Color from HSV values, hue [0..360], saturation/value [0..1]
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RLAPI Color ColorAlpha(Color color, float alpha); // Returns color with alpha applied, alpha goes from 0.0f to 1.0f
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RLAPI Color ColorAlpha(Color color, float alpha); // Get color with alpha applied, alpha goes from 0.0f to 1.0f
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RLAPI Color ColorAlphaBlend(Color dst, Color src, Color tint); // Returns src alpha-blended into dst color with tint
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RLAPI Color ColorAlphaBlend(Color dst, Color src, Color tint); // Get src alpha-blended into dst color with tint
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RLAPI Color GetColor(int hexValue); // Get Color structure from hexadecimal value
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RLAPI Color GetColor(int hexValue); // Get Color structure from hexadecimal value
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RLAPI Color GetPixelColor(void *srcPtr, int format); // Get Color from a source pixel pointer of certain format
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RLAPI Color GetPixelColor(void *srcPtr, int format); // Get Color from a source pixel pointer of certain format
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RLAPI void SetPixelColor(void *dstPtr, Color color, int format); // Set color formatted into destination pixel pointer
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RLAPI void SetPixelColor(void *dstPtr, Color color, int format); // Set color formatted into destination pixel pointer
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@ -1362,7 +1362,7 @@ RLAPI char *TextToUtf8(int *codepoints, int length); // Encode
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// UTF8 text strings management functions
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// UTF8 text strings management functions
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RLAPI int *GetCodepoints(const char *text, int *count); // Get all codepoints in a string, codepoints count returned by parameters
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RLAPI int *GetCodepoints(const char *text, int *count); // Get all codepoints in a string, codepoints count returned by parameters
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RLAPI int GetCodepointsCount(const char *text); // Get total number of characters (codepoints) in a UTF8 encoded string
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RLAPI int GetCodepointsCount(const char *text); // Get total number of characters (codepoints) in a UTF8 encoded string
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RLAPI int GetNextCodepoint(const char *text, int *bytesProcessed); // Returns next codepoint in a UTF8 encoded string; 0x3f('?') is returned on failure
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RLAPI int GetNextCodepoint(const char *text, int *bytesProcessed); // Get next codepoint in a UTF8 encoded string; 0x3f('?') is returned on failure
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RLAPI const char *CodepointToUtf8(int codepoint, int *byteLength); // Encode codepoint into utf8 text (char array length returned as parameter)
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RLAPI const char *CodepointToUtf8(int codepoint, int *byteLength); // Encode codepoint into utf8 text (char array length returned as parameter)
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//------------------------------------------------------------------------------------
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//------------------------------------------------------------------------------------
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@ -609,7 +609,7 @@ RMDEF Vector3 Vector3Barycenter(Vector3 p, Vector3 a, Vector3 b, Vector3 c)
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return result;
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return result;
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}
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}
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// Returns Vector3 as float array
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// Get Vector3 as float array
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RMDEF float3 Vector3ToFloatV(Vector3 v)
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RMDEF float3 Vector3ToFloatV(Vector3 v)
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{
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{
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float3 buffer = { 0 };
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float3 buffer = { 0 };
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@ -644,7 +644,7 @@ RMDEF float MatrixDeterminant(Matrix mat)
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return result;
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return result;
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}
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}
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// Returns the trace of the matrix (sum of the values along the diagonal)
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// Get the trace of the matrix (sum of the values along the diagonal)
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RMDEF float MatrixTrace(Matrix mat)
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RMDEF float MatrixTrace(Matrix mat)
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{
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{
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float result = (mat.m0 + mat.m5 + mat.m10 + mat.m15);
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float result = (mat.m0 + mat.m5 + mat.m10 + mat.m15);
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@ -750,7 +750,7 @@ RMDEF Matrix MatrixNormalize(Matrix mat)
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return result;
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return result;
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}
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}
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// Returns identity matrix
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// Get identity matrix
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RMDEF Matrix MatrixIdentity(void)
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RMDEF Matrix MatrixIdentity(void)
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{
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{
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Matrix result = { 1.0f, 0.0f, 0.0f, 0.0f,
|
Matrix result = { 1.0f, 0.0f, 0.0f, 0.0f,
|
||||||
@ -811,7 +811,7 @@ RMDEF Matrix MatrixSubtract(Matrix left, Matrix right)
|
|||||||
return result;
|
return result;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Returns two matrix multiplication
|
// Get two matrix multiplication
|
||||||
// NOTE: When multiplying matrices... the order matters!
|
// NOTE: When multiplying matrices... the order matters!
|
||||||
RMDEF Matrix MatrixMultiply(Matrix left, Matrix right)
|
RMDEF Matrix MatrixMultiply(Matrix left, Matrix right)
|
||||||
{
|
{
|
||||||
@ -837,7 +837,7 @@ RMDEF Matrix MatrixMultiply(Matrix left, Matrix right)
|
|||||||
return result;
|
return result;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Returns translation matrix
|
// Get translation matrix
|
||||||
RMDEF Matrix MatrixTranslate(float x, float y, float z)
|
RMDEF Matrix MatrixTranslate(float x, float y, float z)
|
||||||
{
|
{
|
||||||
Matrix result = { 1.0f, 0.0f, 0.0f, x,
|
Matrix result = { 1.0f, 0.0f, 0.0f, x,
|
||||||
@ -893,7 +893,7 @@ RMDEF Matrix MatrixRotate(Vector3 axis, float angle)
|
|||||||
return result;
|
return result;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Returns x-rotation matrix (angle in radians)
|
// Get x-rotation matrix (angle in radians)
|
||||||
RMDEF Matrix MatrixRotateX(float angle)
|
RMDEF Matrix MatrixRotateX(float angle)
|
||||||
{
|
{
|
||||||
Matrix result = MatrixIdentity();
|
Matrix result = MatrixIdentity();
|
||||||
@ -909,7 +909,7 @@ RMDEF Matrix MatrixRotateX(float angle)
|
|||||||
return result;
|
return result;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Returns y-rotation matrix (angle in radians)
|
// Get y-rotation matrix (angle in radians)
|
||||||
RMDEF Matrix MatrixRotateY(float angle)
|
RMDEF Matrix MatrixRotateY(float angle)
|
||||||
{
|
{
|
||||||
Matrix result = MatrixIdentity();
|
Matrix result = MatrixIdentity();
|
||||||
@ -925,7 +925,7 @@ RMDEF Matrix MatrixRotateY(float angle)
|
|||||||
return result;
|
return result;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Returns z-rotation matrix (angle in radians)
|
// Get z-rotation matrix (angle in radians)
|
||||||
RMDEF Matrix MatrixRotateZ(float angle)
|
RMDEF Matrix MatrixRotateZ(float angle)
|
||||||
{
|
{
|
||||||
Matrix result = MatrixIdentity();
|
Matrix result = MatrixIdentity();
|
||||||
@ -942,7 +942,7 @@ RMDEF Matrix MatrixRotateZ(float angle)
|
|||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
// Returns xyz-rotation matrix (angles in radians)
|
// Get xyz-rotation matrix (angles in radians)
|
||||||
RMDEF Matrix MatrixRotateXYZ(Vector3 ang)
|
RMDEF Matrix MatrixRotateXYZ(Vector3 ang)
|
||||||
{
|
{
|
||||||
Matrix result = MatrixIdentity();
|
Matrix result = MatrixIdentity();
|
||||||
@ -969,7 +969,7 @@ RMDEF Matrix MatrixRotateXYZ(Vector3 ang)
|
|||||||
return result;
|
return result;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Returns zyx-rotation matrix (angles in radians)
|
// Get zyx-rotation matrix (angles in radians)
|
||||||
RMDEF Matrix MatrixRotateZYX(Vector3 ang)
|
RMDEF Matrix MatrixRotateZYX(Vector3 ang)
|
||||||
{
|
{
|
||||||
Matrix result = { 0 };
|
Matrix result = { 0 };
|
||||||
@ -1004,7 +1004,7 @@ RMDEF Matrix MatrixRotateZYX(Vector3 ang)
|
|||||||
return result;
|
return result;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Returns scaling matrix
|
// Get scaling matrix
|
||||||
RMDEF Matrix MatrixScale(float x, float y, float z)
|
RMDEF Matrix MatrixScale(float x, float y, float z)
|
||||||
{
|
{
|
||||||
Matrix result = { x, 0.0f, 0.0f, 0.0f,
|
Matrix result = { x, 0.0f, 0.0f, 0.0f,
|
||||||
@ -1015,7 +1015,7 @@ RMDEF Matrix MatrixScale(float x, float y, float z)
|
|||||||
return result;
|
return result;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Returns perspective projection matrix
|
// Get perspective projection matrix
|
||||||
RMDEF Matrix MatrixFrustum(double left, double right, double bottom, double top, double near, double far)
|
RMDEF Matrix MatrixFrustum(double left, double right, double bottom, double top, double near, double far)
|
||||||
{
|
{
|
||||||
Matrix result = { 0 };
|
Matrix result = { 0 };
|
||||||
@ -1047,7 +1047,7 @@ RMDEF Matrix MatrixFrustum(double left, double right, double bottom, double top,
|
|||||||
return result;
|
return result;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Returns perspective projection matrix
|
// Get perspective projection matrix
|
||||||
// NOTE: Angle should be provided in radians
|
// NOTE: Angle should be provided in radians
|
||||||
RMDEF Matrix MatrixPerspective(double fovy, double aspect, double near, double far)
|
RMDEF Matrix MatrixPerspective(double fovy, double aspect, double near, double far)
|
||||||
{
|
{
|
||||||
@ -1058,7 +1058,7 @@ RMDEF Matrix MatrixPerspective(double fovy, double aspect, double near, double f
|
|||||||
return result;
|
return result;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Returns orthographic projection matrix
|
// Get orthographic projection matrix
|
||||||
RMDEF Matrix MatrixOrtho(double left, double right, double bottom, double top, double near, double far)
|
RMDEF Matrix MatrixOrtho(double left, double right, double bottom, double top, double near, double far)
|
||||||
{
|
{
|
||||||
Matrix result = { 0 };
|
Matrix result = { 0 };
|
||||||
@ -1087,7 +1087,7 @@ RMDEF Matrix MatrixOrtho(double left, double right, double bottom, double top, d
|
|||||||
return result;
|
return result;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Returns camera look-at matrix (view matrix)
|
// Get camera look-at matrix (view matrix)
|
||||||
RMDEF Matrix MatrixLookAt(Vector3 eye, Vector3 target, Vector3 up)
|
RMDEF Matrix MatrixLookAt(Vector3 eye, Vector3 target, Vector3 up)
|
||||||
{
|
{
|
||||||
Matrix result = { 0 };
|
Matrix result = { 0 };
|
||||||
@ -1118,7 +1118,7 @@ RMDEF Matrix MatrixLookAt(Vector3 eye, Vector3 target, Vector3 up)
|
|||||||
return result;
|
return result;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Returns float array of matrix data
|
// Get float array of matrix data
|
||||||
RMDEF float16 MatrixToFloatV(Matrix mat)
|
RMDEF float16 MatrixToFloatV(Matrix mat)
|
||||||
{
|
{
|
||||||
float16 buffer = { 0 };
|
float16 buffer = { 0 };
|
||||||
@ -1175,7 +1175,7 @@ RMDEF Quaternion QuaternionSubtractValue(Quaternion q, float sub)
|
|||||||
return result;
|
return result;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Returns identity quaternion
|
// Get identity quaternion
|
||||||
RMDEF Quaternion QuaternionIdentity(void)
|
RMDEF Quaternion QuaternionIdentity(void)
|
||||||
{
|
{
|
||||||
Quaternion result = { 0.0f, 0.0f, 0.0f, 1.0f };
|
Quaternion result = { 0.0f, 0.0f, 0.0f, 1.0f };
|
||||||
@ -1351,7 +1351,7 @@ RMDEF Quaternion QuaternionFromVector3ToVector3(Vector3 from, Vector3 to)
|
|||||||
return result;
|
return result;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Returns a quaternion for a given rotation matrix
|
// Get a quaternion for a given rotation matrix
|
||||||
RMDEF Quaternion QuaternionFromMatrix(Matrix mat)
|
RMDEF Quaternion QuaternionFromMatrix(Matrix mat)
|
||||||
{
|
{
|
||||||
Quaternion result = { 0 };
|
Quaternion result = { 0 };
|
||||||
@ -1385,7 +1385,7 @@ RMDEF Quaternion QuaternionFromMatrix(Matrix mat)
|
|||||||
return result;
|
return result;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Returns a matrix for a given quaternion
|
// Get a matrix for a given quaternion
|
||||||
RMDEF Matrix QuaternionToMatrix(Quaternion q)
|
RMDEF Matrix QuaternionToMatrix(Quaternion q)
|
||||||
{
|
{
|
||||||
Matrix result = MatrixIdentity();
|
Matrix result = MatrixIdentity();
|
||||||
@ -1415,7 +1415,7 @@ RMDEF Matrix QuaternionToMatrix(Quaternion q)
|
|||||||
return result;
|
return result;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Returns rotation quaternion for an angle and axis
|
// Get rotation quaternion for an angle and axis
|
||||||
// NOTE: angle must be provided in radians
|
// NOTE: angle must be provided in radians
|
||||||
RMDEF Quaternion QuaternionFromAxisAngle(Vector3 axis, float angle)
|
RMDEF Quaternion QuaternionFromAxisAngle(Vector3 axis, float angle)
|
||||||
{
|
{
|
||||||
@ -1440,7 +1440,7 @@ RMDEF Quaternion QuaternionFromAxisAngle(Vector3 axis, float angle)
|
|||||||
return result;
|
return result;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Returns the rotation angle and axis for a given quaternion
|
// Get the rotation angle and axis for a given quaternion
|
||||||
RMDEF void QuaternionToAxisAngle(Quaternion q, Vector3 *outAxis, float *outAngle)
|
RMDEF void QuaternionToAxisAngle(Quaternion q, Vector3 *outAxis, float *outAngle)
|
||||||
{
|
{
|
||||||
if (fabs(q.w) > 1.0f) q = QuaternionNormalize(q);
|
if (fabs(q.w) > 1.0f) q = QuaternionNormalize(q);
|
||||||
@ -1466,7 +1466,7 @@ RMDEF void QuaternionToAxisAngle(Quaternion q, Vector3 *outAxis, float *outAngle
|
|||||||
*outAngle = resAngle;
|
*outAngle = resAngle;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Returns the quaternion equivalent to Euler angles
|
// Get the quaternion equivalent to Euler angles
|
||||||
// NOTE: Rotation order is ZYX
|
// NOTE: Rotation order is ZYX
|
||||||
RMDEF Quaternion QuaternionFromEuler(float pitch, float yaw, float roll)
|
RMDEF Quaternion QuaternionFromEuler(float pitch, float yaw, float roll)
|
||||||
{
|
{
|
||||||
|
@ -546,7 +546,7 @@ RLAPI void rlSetBlendFactors(int glSrcFactor, int glDstFactor, int glEquation);
|
|||||||
RLAPI void rlglInit(int width, int height); // Initialize rlgl (buffers, shaders, textures, states)
|
RLAPI void rlglInit(int width, int height); // Initialize rlgl (buffers, shaders, textures, states)
|
||||||
RLAPI void rlglClose(void); // De-inititialize rlgl (buffers, shaders, textures)
|
RLAPI void rlglClose(void); // De-inititialize rlgl (buffers, shaders, textures)
|
||||||
RLAPI void rlLoadExtensions(void *loader); // Load OpenGL extensions (loader function required)
|
RLAPI void rlLoadExtensions(void *loader); // Load OpenGL extensions (loader function required)
|
||||||
RLAPI int rlGetVersion(void); // Returns current OpenGL version
|
RLAPI int rlGetVersion(void); // Get current OpenGL version
|
||||||
RLAPI int rlGetFramebufferWidth(void); // Get default framebuffer width
|
RLAPI int rlGetFramebufferWidth(void); // Get default framebuffer width
|
||||||
RLAPI int rlGetFramebufferHeight(void); // Get default framebuffer height
|
RLAPI int rlGetFramebufferHeight(void); // Get default framebuffer height
|
||||||
|
|
||||||
@ -1892,7 +1892,7 @@ void rlLoadExtensions(void *loader)
|
|||||||
#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
|
#endif // GRAPHICS_API_OPENGL_33 || GRAPHICS_API_OPENGL_ES2
|
||||||
}
|
}
|
||||||
|
|
||||||
// Returns current OpenGL version
|
// Get current OpenGL version
|
||||||
int rlGetVersion(void)
|
int rlGetVersion(void)
|
||||||
{
|
{
|
||||||
#if defined(GRAPHICS_API_OPENGL_11)
|
#if defined(GRAPHICS_API_OPENGL_11)
|
||||||
|
@ -1123,7 +1123,7 @@ Vector2 MeasureTextEx(Font font, const char *text, float fontSize, float spacing
|
|||||||
return vec;
|
return vec;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Returns index position for a unicode character on spritefont
|
// Get index position for a unicode character on spritefont
|
||||||
int GetGlyphIndex(Font font, int codepoint)
|
int GetGlyphIndex(Font font, int codepoint)
|
||||||
{
|
{
|
||||||
#ifndef GLYPH_NOTFOUND_CHAR_FALLBACK
|
#ifndef GLYPH_NOTFOUND_CHAR_FALLBACK
|
||||||
@ -1586,7 +1586,7 @@ int *GetCodepoints(const char *text, int *count)
|
|||||||
return codepoints;
|
return codepoints;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Returns total number of characters(codepoints) in a UTF8 encoded text, until '\0' is found
|
// Get total number of characters(codepoints) in a UTF8 encoded text, until '\0' is found
|
||||||
// NOTE: If an invalid UTF8 sequence is encountered a '?'(0x3f) codepoint is counted instead
|
// NOTE: If an invalid UTF8 sequence is encountered a '?'(0x3f) codepoint is counted instead
|
||||||
int GetCodepointsCount(const char *text)
|
int GetCodepointsCount(const char *text)
|
||||||
{
|
{
|
||||||
@ -1608,7 +1608,7 @@ int GetCodepointsCount(const char *text)
|
|||||||
}
|
}
|
||||||
#endif // SUPPORT_TEXT_MANIPULATION
|
#endif // SUPPORT_TEXT_MANIPULATION
|
||||||
|
|
||||||
// Returns next codepoint in a UTF8 encoded text, scanning until '\0' is found
|
// Get next codepoint in a UTF8 encoded text, scanning until '\0' is found
|
||||||
// When a invalid UTF8 byte is encountered we exit as soon as possible and a '?'(0x3f) codepoint is returned
|
// When a invalid UTF8 byte is encountered we exit as soon as possible and a '?'(0x3f) codepoint is returned
|
||||||
// Total number of bytes processed are returned as a parameter
|
// Total number of bytes processed are returned as a parameter
|
||||||
// NOTE: the standard says U+FFFD should be returned in case of errors
|
// NOTE: the standard says U+FFFD should be returned in case of errors
|
||||||
|
@ -3553,7 +3553,7 @@ void DrawTexturePoly(Texture2D texture, Vector2 center, Vector2 *points, Vector2
|
|||||||
rlSetTexture(0);
|
rlSetTexture(0);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Returns color with alpha applied, alpha goes from 0.0f to 1.0f
|
// Get color with alpha applied, alpha goes from 0.0f to 1.0f
|
||||||
Color Fade(Color color, float alpha)
|
Color Fade(Color color, float alpha)
|
||||||
{
|
{
|
||||||
if (alpha < 0.0f) alpha = 0.0f;
|
if (alpha < 0.0f) alpha = 0.0f;
|
||||||
@ -3562,13 +3562,13 @@ Color Fade(Color color, float alpha)
|
|||||||
return (Color){color.r, color.g, color.b, (unsigned char)(255.0f*alpha)};
|
return (Color){color.r, color.g, color.b, (unsigned char)(255.0f*alpha)};
|
||||||
}
|
}
|
||||||
|
|
||||||
// Returns hexadecimal value for a Color
|
// Get hexadecimal value for a Color
|
||||||
int ColorToInt(Color color)
|
int ColorToInt(Color color)
|
||||||
{
|
{
|
||||||
return (((int)color.r << 24) | ((int)color.g << 16) | ((int)color.b << 8) | (int)color.a);
|
return (((int)color.r << 24) | ((int)color.g << 16) | ((int)color.b << 8) | (int)color.a);
|
||||||
}
|
}
|
||||||
|
|
||||||
// Returns color normalized as float [0..1]
|
// Get color normalized as float [0..1]
|
||||||
Vector4 ColorNormalize(Color color)
|
Vector4 ColorNormalize(Color color)
|
||||||
{
|
{
|
||||||
Vector4 result;
|
Vector4 result;
|
||||||
@ -3581,7 +3581,7 @@ Vector4 ColorNormalize(Color color)
|
|||||||
return result;
|
return result;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Returns color from normalized values [0..1]
|
// Get color from normalized values [0..1]
|
||||||
Color ColorFromNormalized(Vector4 normalized)
|
Color ColorFromNormalized(Vector4 normalized)
|
||||||
{
|
{
|
||||||
Color result;
|
Color result;
|
||||||
@ -3594,7 +3594,7 @@ Color ColorFromNormalized(Vector4 normalized)
|
|||||||
return result;
|
return result;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Returns HSV values for a Color
|
// Get HSV values for a Color
|
||||||
// NOTE: Hue is returned as degrees [0..360]
|
// NOTE: Hue is returned as degrees [0..360]
|
||||||
Vector3 ColorToHSV(Color color)
|
Vector3 ColorToHSV(Color color)
|
||||||
{
|
{
|
||||||
@ -3646,7 +3646,7 @@ Vector3 ColorToHSV(Color color)
|
|||||||
return hsv;
|
return hsv;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Returns a Color from HSV values
|
// Get a Color from HSV values
|
||||||
// Implementation reference: https://en.wikipedia.org/wiki/HSL_and_HSV#Alternative_HSV_conversion
|
// Implementation reference: https://en.wikipedia.org/wiki/HSL_and_HSV#Alternative_HSV_conversion
|
||||||
// NOTE: Color->HSV->Color conversion will not yield exactly the same color due to rounding errors
|
// NOTE: Color->HSV->Color conversion will not yield exactly the same color due to rounding errors
|
||||||
// Hue is provided in degrees: [0..360]
|
// Hue is provided in degrees: [0..360]
|
||||||
@ -3682,7 +3682,7 @@ Color ColorFromHSV(float hue, float saturation, float value)
|
|||||||
return color;
|
return color;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Returns color with alpha applied, alpha goes from 0.0f to 1.0f
|
// Get color with alpha applied, alpha goes from 0.0f to 1.0f
|
||||||
Color ColorAlpha(Color color, float alpha)
|
Color ColorAlpha(Color color, float alpha)
|
||||||
{
|
{
|
||||||
if (alpha < 0.0f) alpha = 0.0f;
|
if (alpha < 0.0f) alpha = 0.0f;
|
||||||
@ -3691,7 +3691,7 @@ Color ColorAlpha(Color color, float alpha)
|
|||||||
return (Color){color.r, color.g, color.b, (unsigned char)(255.0f*alpha)};
|
return (Color){color.r, color.g, color.b, (unsigned char)(255.0f*alpha)};
|
||||||
}
|
}
|
||||||
|
|
||||||
// Returns src alpha-blended into dst color with tint
|
// Get src alpha-blended into dst color with tint
|
||||||
Color ColorAlphaBlend(Color dst, Color src, Color tint)
|
Color ColorAlphaBlend(Color dst, Color src, Color tint)
|
||||||
{
|
{
|
||||||
Color out = WHITE;
|
Color out = WHITE;
|
||||||
@ -3746,7 +3746,7 @@ Color ColorAlphaBlend(Color dst, Color src, Color tint)
|
|||||||
return out;
|
return out;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Returns a Color struct from hexadecimal value
|
// Get a Color struct from hexadecimal value
|
||||||
Color GetColor(int hexValue)
|
Color GetColor(int hexValue)
|
||||||
{
|
{
|
||||||
Color color;
|
Color color;
|
||||||
|
Loading…
x
Reference in New Issue
Block a user