Add various raylib modules.
This commit is contained in:
parent
f03010630a
commit
7a14562f25
7
makefile
7
makefile
@ -4,10 +4,10 @@ LDFLAGS := -O2 -s -lm
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AR ?= ar
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AR ?= ar
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LUA ?= luajit/src/luajit
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LUA ?= luajit/src/luajit
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CFLAGS += -Iluajit/src -Iraylib/src
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CFLAGS += -Iluajit/src -Iraylib/src -Iraygui/src
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LDFLAGS += -Lluajit/src -lluajit -Lraylib/src -lraylib
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LDFLAGS += -Lluajit/src -lluajit -Lraylib/src -lraylib
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MODULES := rlgl physac
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MODULES := raymath rlgl camera easings gestures physac raygui
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ifeq ($(OS),Windows_NT)
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ifeq ($(OS),Windows_NT)
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LDFLAGS += -lopengl32 -lgdi32 -lwinmm -static
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LDFLAGS += -lopengl32 -lgdi32 -lwinmm -static
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@ -53,7 +53,8 @@ src/autogen/builder.c: src/raylua_builder.lua
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$(LUA) tools/lua2str.lua $@ raylua_builder_lua $^
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$(LUA) tools/lua2str.lua $@ raylua_builder_lua $^
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clean:
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clean:
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rm -rf raylua_s raylua_e src/raylua_e.o src/raylua_s.o src/raylua.o src/autogen/*.c src/lib/miniz.o
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rm -rf raylua_s raylua_e src/raylua_e.o src/raylua_s.o src/raylua.o \
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src/raylua_builder.o src/autogen/*.c src/lib/miniz.o
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$(MAKE) -C luajit clean
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$(MAKE) -C luajit clean
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$(MAKE) -C raylib/src clean
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$(MAKE) -C raylib/src clean
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160
src/raylib.lua
160
src/raylib.lua
@ -596,6 +596,12 @@ ffi.cdef [[
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typedef void (*TraceLogCallback)(int logType, const char *text, va_list args);
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typedef void (*TraceLogCallback)(int logType, const char *text, va_list args);
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]]
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]]
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-- raymath cdef
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ffi.cdef [[
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typedef struct float3 { float v[3]; } float3;
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typedef struct float16 { float v[16]; } float16;
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]]
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-- Physac cdef
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-- Physac cdef
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ffi.cdef [[
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ffi.cdef [[
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typedef struct PhysicsBodyData *PhysicsBody;
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typedef struct PhysicsBodyData *PhysicsBody;
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@ -648,6 +654,160 @@ ffi.cdef [[
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} PhysicsBodyData;
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} PhysicsBodyData;
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]]
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]]
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-- gestures cdef
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ffi.cdef [[
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typedef enum { TOUCH_UP, TOUCH_DOWN, TOUCH_MOVE } TouchAction;
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typedef struct {
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int touchAction;
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int pointCount;
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int pointerId[4];
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Vector2 position[4];
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} GestureEvent;
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]]
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-- raygui cdef
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ffi.cdef [[
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typedef struct GuiStyleProp {
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unsigned short controlId;
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unsigned short propertyId;
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int propertyValue;
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} GuiStyleProp;
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typedef enum {
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GUI_STATE_NORMAL = 0,
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GUI_STATE_FOCUSED,
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GUI_STATE_PRESSED,
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GUI_STATE_DISABLED,
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} GuiControlState;
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typedef enum {
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GUI_TEXT_ALIGN_LEFT = 0,
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GUI_TEXT_ALIGN_CENTER,
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GUI_TEXT_ALIGN_RIGHT,
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} GuiTextAlignment;
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typedef enum {
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DEFAULT = 0,
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LABEL,
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BUTTON,
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TOGGLE,
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SLIDER,
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PROGRESSBAR,
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CHECKBOX,
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COMBOBOX,
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DROPDOWNBOX,
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TEXTBOX,
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VALUEBOX,
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SPINNER,
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LISTVIEW,
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COLORPICKER,
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SCROLLBAR,
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STATUSBAR
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} GuiControl;
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typedef enum {
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BORDER_COLOR_NORMAL = 0,
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BASE_COLOR_NORMAL,
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TEXT_COLOR_NORMAL,
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BORDER_COLOR_FOCUSED,
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BASE_COLOR_FOCUSED,
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TEXT_COLOR_FOCUSED,
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BORDER_COLOR_PRESSED,
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BASE_COLOR_PRESSED,
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TEXT_COLOR_PRESSED,
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BORDER_COLOR_DISABLED,
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BASE_COLOR_DISABLED,
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TEXT_COLOR_DISABLED,
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BORDER_WIDTH,
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TEXT_PADDING,
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TEXT_ALIGNMENT,
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RESERVED
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} GuiControlProperty;
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typedef enum {
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TEXT_SIZE = 16,
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TEXT_SPACING,
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LINE_COLOR,
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BACKGROUND_COLOR,
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} GuiDefaultProperty;
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typedef enum {
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GROUP_PADDING = 16,
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} GuiToggleProperty;
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typedef enum {
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SLIDER_WIDTH = 16,
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SLIDER_PADDING
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} GuiSliderProperty;
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typedef enum {
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PROGRESS_PADDING = 16,
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} GuiProgressBarProperty;
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typedef enum {
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CHECK_PADDING = 16
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} GuiCheckBoxProperty;
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typedef enum {
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COMBO_BUTTON_WIDTH = 16,
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COMBO_BUTTON_PADDING
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} GuiComboBoxProperty;
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typedef enum {
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ARROW_PADDING = 16,
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DROPDOWN_ITEMS_PADDING
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} GuiDropdownBoxProperty;
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typedef enum {
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TEXT_INNER_PADDING = 16,
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TEXT_LINES_PADDING,
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COLOR_SELECTED_FG,
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COLOR_SELECTED_BG
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} GuiTextBoxProperty;
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typedef enum {
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SPIN_BUTTON_WIDTH = 16,
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SPIN_BUTTON_PADDING,
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} GuiSpinnerProperty;
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typedef enum {
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ARROWS_SIZE = 16,
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ARROWS_VISIBLE,
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SCROLL_SLIDER_PADDING,
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SCROLL_SLIDER_SIZE,
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SCROLL_PADDING,
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SCROLL_SPEED,
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} GuiScrollBarProperty;
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typedef enum {
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SCROLLBAR_LEFT_SIDE = 0,
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SCROLLBAR_RIGHT_SIDE
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} GuiScrollBarSide;
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typedef enum {
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LIST_ITEMS_HEIGHT = 16,
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LIST_ITEMS_PADDING,
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SCROLLBAR_WIDTH,
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SCROLLBAR_SIDE,
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} GuiListViewProperty;
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typedef enum {
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COLOR_SELECTOR_SIZE = 16,
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HUEBAR_WIDTH,
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HUEBAR_PADDING,
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HUEBAR_SELECTOR_HEIGHT,
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HUEBAR_SELECTOR_OVERFLOW
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} GuiColorPickerProperty;
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typedef struct GuiTextBoxState {
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int cursor;
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int start;
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int index;
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int select;
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} GuiTextBoxState;
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]]
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-- Load bind entry
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-- Load bind entry
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ffi.cdef [[
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ffi.cdef [[
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struct raylua_bind_entry {
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struct raylua_bind_entry {
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6
tools/camera.h
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6
tools/camera.h
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void SetCameraMode(Camera camera, int mode)
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void UpdateCamera(Camera *camera)
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void SetCameraPanControl(int panKey)
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void SetCameraAltControl(int altKey)
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void SetCameraSmoothZoomControl(int szoomKey);
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void SetCameraMoveControls(int frontKey, int backKey, int rightKey, int leftKey, int upKey, int downKey);
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28
tools/easings.h
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28
tools/easings.h
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@ -0,0 +1,28 @@
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float EaseLinearNone(float t, float b, float c, float d)
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float EaseLinearIn(float t, float b, float c, float d)
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float EaseLinearOut(float t, float b, float c, float d)
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float EaseLinearInOut(float t,float b, float c, float d)
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float EaseSineIn(float t, float b, float c, float d)
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float EaseSineOut(float t, float b, float c, float d)
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float EaseSineInOut(float t, float b, float c, float d)
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float EaseCircIn(float t, float b, float c, float d)
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float EaseCircOut(float t, float b, float c, float d)
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float EaseCircInOut(float t, float b, float c, float d)
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float EaseCubicIn(float t, float b, float c, float d)
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float EaseCubicOut(float t, float b, float c, float d)
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float EaseCubicInOut(float t, float b, float c, float d)
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float EaseQuadIn(float t, float b, float c, float d)
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float EaseQuadOut(float t, float b, float c, float d)
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float EaseQuadInOut(float t, float b, float c, float d)
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float EaseExpoIn(float t, float b, float c, float d)
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float EaseExpoOut(float t, float b, float c, float d)
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float EaseExpoInOut(float t, float b, float c, float d)
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float EaseBackIn(float t, float b, float c, float d)
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float EaseBackOut(float t, float b, float c, float d)
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float EaseBackInOut(float t, float b, float c, float d)
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float EaseBounceOut(float t, float b, float c, float d)
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float EaseBounceIn(float t, float b, float c, float d)
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float EaseBounceInOut(float t, float b, float c, float d)
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float EaseElasticIn(float t, float b, float c, float d)
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float EaseElasticOut(float t, float b, float c, float d)
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float EaseElasticInOut(float t, float b, float c, float d)
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@ -13,7 +13,8 @@ local structs = {
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"Material", "Model", "Transform", "BoneInfo", "ModelAnimation",
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"Material", "Model", "Transform", "BoneInfo", "ModelAnimation",
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"Ray", "RayHitInfo", "BoundingBox", "Wave", "Sound", "Music",
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"Ray", "RayHitInfo", "BoundingBox", "Wave", "Sound", "Music",
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"AudioStream", "VrDeviceInfo", "Camera3D", "RenderTexture2D",
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"AudioStream", "VrDeviceInfo", "Camera3D", "RenderTexture2D",
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"TextureCubemap", "TraceLogCallback", "PhysicsBody"
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"TextureCubemap", "TraceLogCallback", "PhysicsBody",
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"GestureEvent", "GuiStyle", "GuiTextBoxState"
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}
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}
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local functions = {}
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local functions = {}
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2
tools/gestures.h
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2
tools/gestures.h
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void ProcessGestureEvent(GestureEvent event)
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void UpdateGestures(void)
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59
tools/raygui.h
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59
tools/raygui.h
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void GuiEnable(void)
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void GuiDisable(void)
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void GuiLock(void)
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void GuiUnlock(void)
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void GuiFade(float alpha)
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void GuiSetState(int state)
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int GuiGetState(void)
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void GuiSetFont(Font font)
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Font GuiGetFont(void)
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void GuiSetStyle(int control, int property, int value)
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int GuiGetStyle(int control, int property)
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void GuiEnableTooltip(void)
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void GuiDisableTooltip(void)
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void GuiSetTooltip(const char *tooltip)
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void GuiClearTooltip(void)
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bool GuiWindowBox(Rectangle bounds, const char *title)
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void GuiGroupBox(Rectangle bounds, const char *text)
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void GuiLine(Rectangle bounds, const char *text)
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void GuiPanel(Rectangle bounds)
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Rectangle GuiScrollPanel(Rectangle bounds, Rectangle content, Vector2 *scroll)
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void GuiLabel(Rectangle bounds, const char *text)
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bool GuiButton(Rectangle bounds, const char *text)
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bool GuiLabelButton(Rectangle bounds, const char *text)
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bool GuiImageButton(Rectangle bounds, const char *text, Texture2D texture)
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bool GuiImageButtonEx(Rectangle bounds, const char *text, Texture2D texture, Rectangle texSource)
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bool GuiToggle(Rectangle bounds, const char *text, bool active)
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int GuiToggleGroup(Rectangle bounds, const char *text, int active)
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bool GuiCheckBox(Rectangle bounds, const char *text, bool checked)
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int GuiComboBox(Rectangle bounds, const char *text, int active)
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bool GuiDropdownBox(Rectangle bounds, const char *text, int *active, bool editMode)
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bool GuiSpinner(Rectangle bounds, const char *text, int *value, int minValue, int maxValue, bool editMode)
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bool GuiValueBox(Rectangle bounds, const char *text, int *value, int minValue, int maxValue, bool editMode)
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bool GuiTextBox(Rectangle bounds, char *text, int textSize, bool editMode)
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bool GuiTextBoxMulti(Rectangle bounds, char *text, int textSize, bool editMode)
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float GuiSlider(Rectangle bounds, const char *textLeft, const char *textRight, float value, float minValue, float maxValue)
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float GuiSliderBar(Rectangle bounds, const char *textLeft, const char *textRight, float value, float minValue, float maxValue)
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float GuiProgressBar(Rectangle bounds, const char *textLeft, const char *textRight, float value, float minValue, float maxValue)
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void GuiStatusBar(Rectangle bounds, const char *text)
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void GuiDummyRec(Rectangle bounds, const char *text)
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int GuiScrollBar(Rectangle bounds, int value, int minValue, int maxValue)
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Vector2 GuiGrid(Rectangle bounds, float spacing, int subdivs)
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int GuiListView(Rectangle bounds, const char *text, int *scrollIndex, int active)
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int GuiListViewEx(Rectangle bounds, const char **text, int count, int *focus, int *scrollIndex, int active)
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int GuiMessageBox(Rectangle bounds, const char *title, const char *message, const char *buttons)
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int GuiTextInputBox(Rectangle bounds, const char *title, const char *message, const char *buttons, char *text)
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Color GuiColorPicker(Rectangle bounds, Color color)
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Color GuiColorPanel(Rectangle bounds, Color color)
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float GuiColorBarAlpha(Rectangle bounds, float alpha)
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float GuiColorBarHue(Rectangle bounds, float value)
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void GuiLoadStyle(const char *fileName)
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void GuiLoadStyleDefault(void)
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const char *GuiIconText(int iconId, const char *text)
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void GuiDrawIcon(int iconId, Vector2 position, int pixelSize, Color color);
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unsigned int *GuiGetIcons(void)
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unsigned int *GuiGetIconData(int iconId)
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void GuiSetIconData(int iconId, unsigned int *data)
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void GuiSetIconPixel(int iconId, int x, int y)
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void GuiClearIconPixel(int iconId, int x, int y)
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bool GuiCheckIconPixel(int iconId, int x, int y)
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79
tools/raymath.h
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79
tools/raymath.h
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float Clamp(float value, float min, float max);
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float Lerp(float start, float end, float amount);
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Vector2 Vector2Zero(void);
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Vector2 Vector2One(void);
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Vector2 Vector2Add(Vector2 v1, Vector2 v2);
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Vector2 Vector2Subtract(Vector2 v1, Vector2 v2);
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float Vector2Length(Vector2 v);
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float Vector2DotProduct(Vector2 v1, Vector2 v2);
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float Vector2Distance(Vector2 v1, Vector2 v2);
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float Vector2Angle(Vector2 v1, Vector2 v2);
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Vector2 Vector2Scale(Vector2 v, float scale);
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Vector2 Vector2MultiplyV(Vector2 v1, Vector2 v2);
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Vector2 Vector2Negate(Vector2 v);
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Vector2 Vector2Divide(Vector2 v, float div);
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Vector2 Vector2DivideV(Vector2 v1, Vector2 v2);
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Vector2 Vector2Normalize(Vector2 v);
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Vector2 Vector2Lerp(Vector2 v1, Vector2 v2, float amount);
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Vector2 Vector2Rotate(Vector2 v, float degs);
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Vector3 Vector3Zero(void);
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Vector3 Vector3One(void);
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Vector3 Vector3Add(Vector3 v1, Vector3 v2);
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Vector3 Vector3Subtract(Vector3 v1, Vector3 v2);
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Vector3 Vector3Scale(Vector3 v, float scalar);
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Vector3 Vector3Multiply(Vector3 v1, Vector3 v2);
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Vector3 Vector3CrossProduct(Vector3 v1, Vector3 v2);
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Vector3 Vector3Perpendicular(Vector3 v);
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float Vector3Length(const Vector3 v);
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float Vector3DotProduct(Vector3 v1, Vector3 v2);
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float Vector3Distance(Vector3 v1, Vector3 v2);
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Vector3 Vector3Negate(Vector3 v);
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Vector3 Vector3Divide(Vector3 v, float div);
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Vector3 Vector3DivideV(Vector3 v1, Vector3 v2);
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Vector3 Vector3Normalize(Vector3 v);
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void Vector3OrthoNormalize(Vector3 *v1, Vector3 *v2);
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Vector3 Vector3Transform(Vector3 v, Matrix mat);
|
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Vector3 Vector3RotateByQuaternion(Vector3 v, Quaternion q);
|
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Vector3 Vector3Lerp(Vector3 v1, Vector3 v2, float amount);
|
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|
Vector3 Vector3Reflect(Vector3 v, Vector3 normal);
|
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|
Vector3 Vector3Min(Vector3 v1, Vector3 v2);
|
||||||
|
Vector3 Vector3Max(Vector3 v1, Vector3 v2);
|
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Vector3 Vector3Barycenter(Vector3 p, Vector3 a, Vector3 b, Vector3 c);
|
||||||
|
float3 Vector3ToFloatV(Vector3 v);
|
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|
float MatrixDeterminant(Matrix mat);
|
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|
float MatrixTrace(Matrix mat);
|
||||||
|
Matrix MatrixTranspose(Matrix mat);
|
||||||
|
Matrix MatrixInvert(Matrix mat);
|
||||||
|
Matrix MatrixNormalize(Matrix mat);
|
||||||
|
Matrix MatrixIdentity(void);
|
||||||
|
Matrix MatrixAdd(Matrix left, Matrix right);
|
||||||
|
Matrix MatrixSubtract(Matrix left, Matrix right);
|
||||||
|
Matrix MatrixTranslate(float x, float y, float z);
|
||||||
|
Matrix MatrixRotate(Vector3 axis, float angle);
|
||||||
|
Matrix MatrixRotateXYZ(Vector3 ang);
|
||||||
|
Matrix MatrixRotateX(float angle);
|
||||||
|
Matrix MatrixRotateY(float angle);
|
||||||
|
Matrix MatrixRotateZ(float angle);
|
||||||
|
Matrix MatrixScale(float x, float y, float z);
|
||||||
|
Matrix MatrixMultiply(Matrix left, Matrix right);
|
||||||
|
Matrix MatrixFrustum(double left, double right, double bottom, double top, double near, double far);
|
||||||
|
Matrix MatrixPerspective(double fovy, double aspect, double near, double far);
|
||||||
|
Matrix MatrixOrtho(double left, double right, double bottom, double top, double near, double far);
|
||||||
|
Matrix MatrixLookAt(Vector3 eye, Vector3 target, Vector3 up);
|
||||||
|
float16 MatrixToFloatV(Matrix mat);
|
||||||
|
Quaternion QuaternionIdentity(void);
|
||||||
|
float QuaternionLength(Quaternion q);
|
||||||
|
Quaternion QuaternionNormalize(Quaternion q);
|
||||||
|
Quaternion QuaternionInvert(Quaternion q);
|
||||||
|
Quaternion QuaternionMultiply(Quaternion q1, Quaternion q2);
|
||||||
|
Quaternion QuaternionLerp(Quaternion q1, Quaternion q2, float amount);
|
||||||
|
Quaternion QuaternionNlerp(Quaternion q1, Quaternion q2, float amount);
|
||||||
|
Quaternion QuaternionSlerp(Quaternion q1, Quaternion q2, float amount);
|
||||||
|
Quaternion QuaternionFromVector3ToVector3(Vector3 from, Vector3 to);
|
||||||
|
Quaternion QuaternionFromMatrix(Matrix mat);
|
||||||
|
Matrix QuaternionToMatrix(Quaternion q);
|
||||||
|
Quaternion QuaternionFromAxisAngle(Vector3 axis, float angle);
|
||||||
|
void QuaternionToAxisAngle(Quaternion q, Vector3 *outAxis, float *outAngle);
|
||||||
|
Quaternion QuaternionFromEuler(float roll, float pitch, float yaw);
|
||||||
|
Vector3 QuaternionToEuler(Quaternion q);
|
||||||
|
Quaternion QuaternionTransform(Quaternion q, Matrix mat);
|
Loading…
Reference in New Issue
Block a user