vendor raymenu dependencies
This commit is contained in:
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package rl
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/*
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#include "raylib.h"
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#include <stdlib.h>
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*/
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import "C"
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import (
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"image/color"
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"unsafe"
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)
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// newMeshFromPointer - Returns new Mesh from pointer
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func newMeshFromPointer(ptr unsafe.Pointer) Mesh {
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return *(*Mesh)(ptr)
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}
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// cptr returns C pointer
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func (m *Mesh) cptr() *C.Mesh {
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return (*C.Mesh)(unsafe.Pointer(m))
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}
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// newMaterialFromPointer - Returns new Material from pointer
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func newMaterialFromPointer(ptr unsafe.Pointer) Material {
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return *(*Material)(ptr)
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}
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// cptr returns C pointer
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func (m *Material) cptr() *C.Material {
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return (*C.Material)(unsafe.Pointer(m))
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}
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// newModelFromPointer - Returns new Model from pointer
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func newModelFromPointer(ptr unsafe.Pointer) Model {
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return *(*Model)(ptr)
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}
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// cptr returns C pointer
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func (m *Model) cptr() *C.Model {
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return (*C.Model)(unsafe.Pointer(m))
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}
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// newRayFromPointer - Returns new Ray from pointer
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func newRayFromPointer(ptr unsafe.Pointer) Ray {
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return *(*Ray)(ptr)
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}
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// cptr returns C pointer
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func (r *Ray) cptr() *C.Ray {
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return (*C.Ray)(unsafe.Pointer(r))
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}
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// newModelAnimationFromPointer - Returns new ModelAnimation from pointer
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func newModelAnimationFromPointer(ptr unsafe.Pointer) ModelAnimation {
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return *(*ModelAnimation)(ptr)
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}
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// cptr returns C pointer
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func (r *ModelAnimation) cptr() *C.ModelAnimation {
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return (*C.ModelAnimation)(unsafe.Pointer(r))
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}
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// newRayCollisionFromPointer - Returns new RayCollision from pointer
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func newRayCollisionFromPointer(ptr unsafe.Pointer) RayCollision {
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return *(*RayCollision)(ptr)
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}
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// DrawLine3D - Draw a line in 3D world space
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func DrawLine3D(startPos Vector3, endPos Vector3, col color.RGBA) {
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cstartPos := startPos.cptr()
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cendPos := endPos.cptr()
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ccolor := colorCptr(col)
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C.DrawLine3D(*cstartPos, *cendPos, *ccolor)
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}
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// DrawPoint3D - Draw a point in 3D space, actually a small line
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func DrawPoint3D(position Vector3, col color.RGBA) {
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cposition := position.cptr()
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ccolor := colorCptr(col)
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C.DrawPoint3D(*cposition, *ccolor)
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}
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// DrawCircle3D - Draw a circle in 3D world space
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func DrawCircle3D(center Vector3, radius float32, rotationAxis Vector3, rotationAngle float32, col color.RGBA) {
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ccenter := center.cptr()
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cradius := (C.float)(radius)
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crotationAxis := rotationAxis.cptr()
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crotationAngle := (C.float)(rotationAngle)
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ccolor := colorCptr(col)
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C.DrawCircle3D(*ccenter, cradius, *crotationAxis, crotationAngle, *ccolor)
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}
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// DrawTriangle3D - Draw a color-filled triangle (vertex in counter-clockwise order!)
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func DrawTriangle3D(v1 Vector3, v2 Vector3, v3 Vector3, col color.RGBA) {
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cv1 := v1.cptr()
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cv2 := v2.cptr()
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cv3 := v3.cptr()
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ccolor := colorCptr(col)
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C.DrawTriangle3D(*cv1, *cv2, *cv3, *ccolor)
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}
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// DrawCube - Draw cube
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func DrawCube(position Vector3, width float32, height float32, length float32, col color.RGBA) {
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cposition := position.cptr()
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cwidth := (C.float)(width)
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cheight := (C.float)(height)
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clength := (C.float)(length)
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ccolor := colorCptr(col)
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C.DrawCube(*cposition, cwidth, cheight, clength, *ccolor)
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}
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// DrawCubeV - Draw cube (Vector version)
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func DrawCubeV(position Vector3, size Vector3, col color.RGBA) {
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cposition := position.cptr()
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csize := size.cptr()
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ccolor := colorCptr(col)
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C.DrawCubeV(*cposition, *csize, *ccolor)
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}
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// DrawCubeWires - Draw cube wires
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func DrawCubeWires(position Vector3, width float32, height float32, length float32, col color.RGBA) {
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cposition := position.cptr()
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cwidth := (C.float)(width)
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cheight := (C.float)(height)
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clength := (C.float)(length)
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ccolor := colorCptr(col)
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C.DrawCubeWires(*cposition, cwidth, cheight, clength, *ccolor)
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}
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// DrawCubeWiresV - Draw cube wires (Vector version)
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func DrawCubeWiresV(position Vector3, size Vector3, col color.RGBA) {
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cposition := position.cptr()
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csize := size.cptr()
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ccolor := colorCptr(col)
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C.DrawCubeWiresV(*cposition, *csize, *ccolor)
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}
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// DrawSphere - Draw sphere
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func DrawSphere(centerPos Vector3, radius float32, col color.RGBA) {
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ccenterPos := centerPos.cptr()
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cradius := (C.float)(radius)
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ccolor := colorCptr(col)
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C.DrawSphere(*ccenterPos, cradius, *ccolor)
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}
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// DrawSphereEx - Draw sphere with extended parameters
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func DrawSphereEx(centerPos Vector3, radius float32, rings int32, slices int32, col color.RGBA) {
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ccenterPos := centerPos.cptr()
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cradius := (C.float)(radius)
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crings := (C.int)(rings)
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cslices := (C.int)(slices)
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ccolor := colorCptr(col)
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C.DrawSphereEx(*ccenterPos, cradius, crings, cslices, *ccolor)
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}
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// DrawSphereWires - Draw sphere wires
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func DrawSphereWires(centerPos Vector3, radius float32, rings int32, slices int32, col color.RGBA) {
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ccenterPos := centerPos.cptr()
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cradius := (C.float)(radius)
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crings := (C.int)(rings)
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cslices := (C.int)(slices)
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ccolor := colorCptr(col)
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C.DrawSphereWires(*ccenterPos, cradius, crings, cslices, *ccolor)
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}
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// DrawCylinder - Draw a cylinder/cone
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func DrawCylinder(position Vector3, radiusTop float32, radiusBottom float32, height float32, slices int32, col color.RGBA) {
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cposition := position.cptr()
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cradiusTop := (C.float)(radiusTop)
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cradiusBottom := (C.float)(radiusBottom)
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cheight := (C.float)(height)
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cslices := (C.int)(slices)
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ccolor := colorCptr(col)
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C.DrawCylinder(*cposition, cradiusTop, cradiusBottom, cheight, cslices, *ccolor)
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}
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// DrawCylinderEx - Draw a cylinder with base at startPos and top at endPos
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func DrawCylinderEx(startPos Vector3, endPos Vector3, startRadius float32, endRadius float32, sides int32, col color.RGBA) {
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cstartPos := startPos.cptr()
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cendPos := endPos.cptr()
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cstartRadius := (C.float)(startRadius)
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cendRadius := (C.float)(endRadius)
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csides := (C.int)(sides)
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ccolor := colorCptr(col)
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C.DrawCylinderEx(*cstartPos, *cendPos, cstartRadius, cendRadius, csides, *ccolor)
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}
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// DrawCylinderWires - Draw a cylinder/cone wires
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func DrawCylinderWires(position Vector3, radiusTop float32, radiusBottom float32, height float32, slices int32, col color.RGBA) {
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cposition := position.cptr()
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cradiusTop := (C.float)(radiusTop)
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cradiusBottom := (C.float)(radiusBottom)
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cheight := (C.float)(height)
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cslices := (C.int)(slices)
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ccolor := colorCptr(col)
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C.DrawCylinderWires(*cposition, cradiusTop, cradiusBottom, cheight, cslices, *ccolor)
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}
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// DrawCylinderWiresEx - Draw a cylinder wires with base at startPos and top at endPos
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func DrawCylinderWiresEx(startPos Vector3, endPos Vector3, startRadius float32, endRadius float32, sides int32, col color.RGBA) {
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cstartPos := startPos.cptr()
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cendPos := endPos.cptr()
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cstartRadius := (C.float)(startRadius)
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cendRadius := (C.float)(endRadius)
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csides := (C.int)(sides)
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ccolor := colorCptr(col)
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C.DrawCylinderWiresEx(*cstartPos, *cendPos, cstartRadius, cendRadius, csides, *ccolor)
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}
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// DrawCapsule - Draw a capsule with the center of its sphere caps at startPos and endPos
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func DrawCapsule(startPos, endPos Vector3, radius float32, slices, rings int32, col color.RGBA) {
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cstartPos := startPos.cptr()
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cendPos := endPos.cptr()
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cradius := (C.float)(radius)
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cslices := (C.int)(slices)
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crings := (C.int)(rings)
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ccolor := colorCptr(col)
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C.DrawCapsule(*cstartPos, *cendPos, cradius, cslices, crings, *ccolor)
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}
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// DrawCapsuleWires - Draw capsule wireframe with the center of its sphere caps at startPos and endPos
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func DrawCapsuleWires(startPos, endPos Vector3, radius float32, slices, rings int32, col color.RGBA) {
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cstartPos := startPos.cptr()
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cendPos := endPos.cptr()
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cradius := (C.float)(radius)
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cslices := (C.int)(slices)
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crings := (C.int)(rings)
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ccolor := colorCptr(col)
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C.DrawCapsuleWires(*cstartPos, *cendPos, cradius, cslices, crings, *ccolor)
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}
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// DrawPlane - Draw a plane XZ
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func DrawPlane(centerPos Vector3, size Vector2, col color.RGBA) {
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ccenterPos := centerPos.cptr()
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csize := size.cptr()
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ccolor := colorCptr(col)
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C.DrawPlane(*ccenterPos, *csize, *ccolor)
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}
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// DrawRay - Draw a ray line
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func DrawRay(ray Ray, col color.RGBA) {
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cray := ray.cptr()
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ccolor := colorCptr(col)
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C.DrawRay(*cray, *ccolor)
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}
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// DrawGrid - Draw a grid (centered at (0, 0, 0))
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func DrawGrid(slices int32, spacing float32) {
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cslices := (C.int)(slices)
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cspacing := (C.float)(spacing)
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C.DrawGrid(cslices, cspacing)
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}
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// LoadModel - Load model from file
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func LoadModel(fileName string) Model {
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cfileName := C.CString(fileName)
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defer C.free(unsafe.Pointer(cfileName))
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ret := C.LoadModel(cfileName)
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v := newModelFromPointer(unsafe.Pointer(&ret))
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return v
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}
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// LoadModelFromMesh - Load model from mesh data
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func LoadModelFromMesh(data Mesh) Model {
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cdata := data.cptr()
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ret := C.LoadModelFromMesh(*cdata)
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v := newModelFromPointer(unsafe.Pointer(&ret))
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return v
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}
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// IsModelValid - Check if a model is valid (loaded in GPU, VAO/VBOs)
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func IsModelValid(model Model) bool {
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cmodel := model.cptr()
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ret := C.IsModelValid(*cmodel)
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v := bool(ret)
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return v
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}
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// UnloadModel - Unload model from memory (RAM and/or VRAM)
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func UnloadModel(model Model) {
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cmodel := model.cptr()
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C.UnloadModel(*cmodel)
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}
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// GetModelBoundingBox - Compute model bounding box limits (considers all meshes
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func GetModelBoundingBox(model Model) BoundingBox {
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cmodel := model.cptr()
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ret := C.GetModelBoundingBox(*cmodel)
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v := newBoundingBoxFromPointer(unsafe.Pointer(&ret))
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return v
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}
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// DrawModel - Draw a model (with texture if set)
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func DrawModel(model Model, position Vector3, scale float32, tint color.RGBA) {
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cmodel := model.cptr()
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cposition := position.cptr()
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cscale := (C.float)(scale)
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ctint := colorCptr(tint)
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C.DrawModel(*cmodel, *cposition, cscale, *ctint)
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}
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// DrawModelEx - Draw a model with extended parameters
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func DrawModelEx(model Model, position Vector3, rotationAxis Vector3, rotationAngle float32, scale Vector3, tint color.RGBA) {
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cmodel := model.cptr()
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cposition := position.cptr()
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crotationAxis := rotationAxis.cptr()
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crotationAngle := (C.float)(rotationAngle)
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cscale := scale.cptr()
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ctint := colorCptr(tint)
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C.DrawModelEx(*cmodel, *cposition, *crotationAxis, crotationAngle, *cscale, *ctint)
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}
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// DrawModelWires - Draw a model wires (with texture if set)
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func DrawModelWires(model Model, position Vector3, scale float32, tint color.RGBA) {
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cmodel := model.cptr()
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cposition := position.cptr()
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cscale := (C.float)(scale)
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ctint := colorCptr(tint)
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C.DrawModelWires(*cmodel, *cposition, cscale, *ctint)
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}
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// DrawModelWiresEx - Draw a model wires (with texture if set) with extended parameters
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func DrawModelWiresEx(model Model, position Vector3, rotationAxis Vector3, rotationAngle float32, scale Vector3, tint color.RGBA) {
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cmodel := model.cptr()
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cposition := position.cptr()
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crotationAxis := rotationAxis.cptr()
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crotationAngle := (C.float)(rotationAngle)
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cscale := scale.cptr()
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ctint := colorCptr(tint)
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C.DrawModelWiresEx(*cmodel, *cposition, *crotationAxis, crotationAngle, *cscale, *ctint)
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}
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// DrawModelPoints - Draw a model as points
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func DrawModelPoints(model Model, position Vector3, scale float32, tint color.RGBA) {
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cmodel := model.cptr()
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cposition := position.cptr()
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cscale := (C.float)(scale)
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ctint := colorCptr(tint)
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C.DrawModelPoints(*cmodel, *cposition, cscale, *ctint)
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}
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// DrawModelPointsEx - Draw a model as points with extended parameters
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func DrawModelPointsEx(model Model, position Vector3, rotationAxis Vector3, rotationAngle float32, scale Vector3, tint color.RGBA) {
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cmodel := model.cptr()
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cposition := position.cptr()
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crotationAxis := rotationAxis.cptr()
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crotationAngle := (C.float)(rotationAngle)
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cscale := scale.cptr()
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ctint := colorCptr(tint)
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C.DrawModelPointsEx(*cmodel, *cposition, *crotationAxis, crotationAngle, *cscale, *ctint)
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}
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// DrawBoundingBox - Draw bounding box (wires)
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func DrawBoundingBox(box BoundingBox, col color.RGBA) {
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cbox := box.cptr()
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ccolor := colorCptr(col)
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C.DrawBoundingBox(*cbox, *ccolor)
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}
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// DrawBillboard - Draw a billboard texture
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func DrawBillboard(camera Camera, texture Texture2D, center Vector3, scale float32, tint color.RGBA) {
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ccamera := camera.cptr()
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ctexture := texture.cptr()
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ccenter := center.cptr()
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cscale := (C.float)(scale)
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ctint := colorCptr(tint)
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C.DrawBillboard(*ccamera, *ctexture, *ccenter, cscale, *ctint)
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}
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// DrawBillboardRec - Draw a billboard texture defined by sourceRec
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func DrawBillboardRec(camera Camera, texture Texture2D, sourceRec Rectangle, center Vector3, size Vector2, tint color.RGBA) {
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ccamera := camera.cptr()
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ctexture := texture.cptr()
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csourceRec := sourceRec.cptr()
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ccenter := center.cptr()
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csize := size.cptr()
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ctint := colorCptr(tint)
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C.DrawBillboardRec(*ccamera, *ctexture, *csourceRec, *ccenter, *csize, *ctint)
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}
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// DrawBillboardPro - Draw a billboard texture with pro parameters
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func DrawBillboardPro(camera Camera, texture Texture2D, sourceRec Rectangle, position Vector3, up Vector3, size Vector2, origin Vector2, rotation float32, tint Color) {
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ccamera := camera.cptr()
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ctexture := texture.cptr()
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csourceRec := sourceRec.cptr()
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cposition := position.cptr()
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cup := up.cptr()
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csize := size.cptr()
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corigin := origin.cptr()
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crotation := (C.float)(rotation)
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ctint := colorCptr(tint)
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C.DrawBillboardPro(*ccamera, *ctexture, *csourceRec, *cposition, *cup, *csize, *corigin, crotation, *ctint)
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}
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// UpdateMeshBuffer - Update mesh vertex data in GPU for a specific buffer index
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func UpdateMeshBuffer(mesh Mesh, index int, data []byte, offset int) {
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cindex := (C.int)(index)
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coffset := (C.int)(offset)
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cdataSize := (C.int)(len(data))
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C.UpdateMeshBuffer(*mesh.cptr(), cindex, unsafe.Pointer(&data[0]), cdataSize, coffset)
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}
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// DrawMesh - Draw a single mesh
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func DrawMesh(mesh Mesh, material Material, transform Matrix) {
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C.DrawMesh(*mesh.cptr(), *material.cptr(), *transform.cptr())
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}
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// DrawMeshInstanced - Draw mesh with instanced rendering
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func DrawMeshInstanced(mesh Mesh, material Material, transforms []Matrix, instances int) {
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C.DrawMeshInstanced(*mesh.cptr(), *material.cptr(), transforms[0].cptr(), C.int(instances))
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}
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// ExportMesh - Export mesh as an OBJ file
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func ExportMesh(mesh Mesh, fileName string) {
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cfileName := C.CString(fileName)
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defer C.free(unsafe.Pointer(cfileName))
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cmesh := mesh.cptr()
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C.ExportMesh(*cmesh, cfileName)
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}
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// GetMeshBoundingBox - Compute mesh bounding box limits
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func GetMeshBoundingBox(mesh Mesh) BoundingBox {
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cmesh := mesh.cptr()
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ret := C.GetMeshBoundingBox(*cmesh)
|
||||
v := newBoundingBoxFromPointer(unsafe.Pointer(&ret))
|
||||
return v
|
||||
}
|
||||
|
||||
// GenMeshPoly - Generate polygonal mesh
|
||||
func GenMeshPoly(sides int, radius float32) Mesh {
|
||||
csides := (C.int)(sides)
|
||||
cradius := (C.float)(radius)
|
||||
|
||||
ret := C.GenMeshPoly(csides, cradius)
|
||||
v := newMeshFromPointer(unsafe.Pointer(&ret))
|
||||
return v
|
||||
}
|
||||
|
||||
// GenMeshPlane - Generate plane mesh (with subdivisions)
|
||||
func GenMeshPlane(width, length float32, resX, resZ int) Mesh {
|
||||
cwidth := (C.float)(width)
|
||||
clength := (C.float)(length)
|
||||
cresX := (C.int)(resX)
|
||||
cresZ := (C.int)(resZ)
|
||||
|
||||
ret := C.GenMeshPlane(cwidth, clength, cresX, cresZ)
|
||||
v := newMeshFromPointer(unsafe.Pointer(&ret))
|
||||
return v
|
||||
}
|
||||
|
||||
// GenMeshCube - Generate cuboid mesh
|
||||
func GenMeshCube(width, height, length float32) Mesh {
|
||||
cwidth := (C.float)(width)
|
||||
cheight := (C.float)(height)
|
||||
clength := (C.float)(length)
|
||||
|
||||
ret := C.GenMeshCube(cwidth, cheight, clength)
|
||||
v := newMeshFromPointer(unsafe.Pointer(&ret))
|
||||
return v
|
||||
}
|
||||
|
||||
// GenMeshSphere - Generate sphere mesh (standard sphere)
|
||||
func GenMeshSphere(radius float32, rings, slices int) Mesh {
|
||||
cradius := (C.float)(radius)
|
||||
crings := (C.int)(rings)
|
||||
cslices := (C.int)(slices)
|
||||
|
||||
ret := C.GenMeshSphere(cradius, crings, cslices)
|
||||
v := newMeshFromPointer(unsafe.Pointer(&ret))
|
||||
return v
|
||||
}
|
||||
|
||||
// GenMeshHemiSphere - Generate half-sphere mesh (no bottom cap)
|
||||
func GenMeshHemiSphere(radius float32, rings, slices int) Mesh {
|
||||
cradius := (C.float)(radius)
|
||||
crings := (C.int)(rings)
|
||||
cslices := (C.int)(slices)
|
||||
|
||||
ret := C.GenMeshHemiSphere(cradius, crings, cslices)
|
||||
v := newMeshFromPointer(unsafe.Pointer(&ret))
|
||||
return v
|
||||
}
|
||||
|
||||
// GenMeshCylinder - Generate cylinder mesh
|
||||
func GenMeshCylinder(radius, height float32, slices int) Mesh {
|
||||
cradius := (C.float)(radius)
|
||||
cheight := (C.float)(height)
|
||||
cslices := (C.int)(slices)
|
||||
|
||||
ret := C.GenMeshCylinder(cradius, cheight, cslices)
|
||||
v := newMeshFromPointer(unsafe.Pointer(&ret))
|
||||
return v
|
||||
}
|
||||
|
||||
// GenMeshCone - Generate cone/pyramid mesh
|
||||
func GenMeshCone(radius, height float32, slices int) Mesh {
|
||||
cradius := (C.float)(radius)
|
||||
cheight := (C.float)(height)
|
||||
cslices := (C.int)(slices)
|
||||
|
||||
ret := C.GenMeshCone(cradius, cheight, cslices)
|
||||
v := newMeshFromPointer(unsafe.Pointer(&ret))
|
||||
return v
|
||||
}
|
||||
|
||||
// GenMeshTorus - Generate torus mesh
|
||||
func GenMeshTorus(radius, size float32, radSeg, sides int) Mesh {
|
||||
cradius := (C.float)(radius)
|
||||
csize := (C.float)(size)
|
||||
cradSeg := (C.int)(radSeg)
|
||||
csides := (C.int)(sides)
|
||||
|
||||
ret := C.GenMeshTorus(cradius, csize, cradSeg, csides)
|
||||
v := newMeshFromPointer(unsafe.Pointer(&ret))
|
||||
return v
|
||||
}
|
||||
|
||||
// GenMeshKnot - Generate trefoil knot mesh
|
||||
func GenMeshKnot(radius, size float32, radSeg, sides int) Mesh {
|
||||
cradius := (C.float)(radius)
|
||||
csize := (C.float)(size)
|
||||
cradSeg := (C.int)(radSeg)
|
||||
csides := (C.int)(sides)
|
||||
|
||||
ret := C.GenMeshKnot(cradius, csize, cradSeg, csides)
|
||||
v := newMeshFromPointer(unsafe.Pointer(&ret))
|
||||
return v
|
||||
}
|
||||
|
||||
// GenMeshHeightmap - Generate heightmap mesh from image data
|
||||
func GenMeshHeightmap(heightmap Image, size Vector3) Mesh {
|
||||
cheightmap := heightmap.cptr()
|
||||
csize := size.cptr()
|
||||
|
||||
ret := C.GenMeshHeightmap(*cheightmap, *csize)
|
||||
v := newMeshFromPointer(unsafe.Pointer(&ret))
|
||||
return v
|
||||
}
|
||||
|
||||
// GenMeshCubicmap - Generate cubes-based map mesh from image data
|
||||
func GenMeshCubicmap(cubicmap Image, size Vector3) Mesh {
|
||||
ccubicmap := cubicmap.cptr()
|
||||
csize := size.cptr()
|
||||
|
||||
ret := C.GenMeshCubicmap(*ccubicmap, *csize)
|
||||
v := newMeshFromPointer(unsafe.Pointer(&ret))
|
||||
return v
|
||||
}
|
||||
|
||||
// LoadMaterials - Load material data (.MTL)
|
||||
func LoadMaterials(fileName string) []Material {
|
||||
cfileName := C.CString(fileName)
|
||||
defer C.free(unsafe.Pointer(cfileName))
|
||||
ccount := C.int(0)
|
||||
ret := C.LoadMaterials(cfileName, &ccount)
|
||||
v := (*[1 << 24]Material)(unsafe.Pointer(ret))[:int(ccount)]
|
||||
return v
|
||||
}
|
||||
|
||||
// LoadMaterialDefault - Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
|
||||
func LoadMaterialDefault() Material {
|
||||
ret := C.LoadMaterialDefault()
|
||||
v := newMaterialFromPointer(unsafe.Pointer(&ret))
|
||||
return v
|
||||
}
|
||||
|
||||
// IsMaterialValid - Check if a material is valid (shader assigned, map textures loaded in GPU)
|
||||
func IsMaterialValid(material Material) bool {
|
||||
cmaterial := material.cptr()
|
||||
ret := C.IsMaterialValid(*cmaterial)
|
||||
v := bool(ret)
|
||||
return v
|
||||
}
|
||||
|
||||
// UnloadMaterial - Unload material textures from VRAM
|
||||
func UnloadMaterial(material Material) {
|
||||
cmaterial := material.cptr()
|
||||
C.UnloadMaterial(*cmaterial)
|
||||
}
|
||||
|
||||
// SetMaterialTexture - Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...)
|
||||
func SetMaterialTexture(material *Material, mapType int32, texture Texture2D) {
|
||||
cmaterial := material.cptr()
|
||||
cmapType := (C.int)(mapType)
|
||||
ctexture := texture.cptr()
|
||||
C.SetMaterialTexture(cmaterial, cmapType, *ctexture)
|
||||
}
|
||||
|
||||
// SetModelMeshMaterial - Set material for a mesh
|
||||
func SetModelMeshMaterial(model *Model, meshId int32, materialId int32) {
|
||||
cmodel := model.cptr()
|
||||
cmeshId := (C.int)(meshId)
|
||||
cmaterialId := (C.int)(materialId)
|
||||
C.SetModelMeshMaterial(cmodel, cmeshId, cmaterialId)
|
||||
}
|
||||
|
||||
// LoadModelAnimations - Load model animations from file
|
||||
func LoadModelAnimations(fileName string) []ModelAnimation {
|
||||
cfileName := C.CString(fileName)
|
||||
defer C.free(unsafe.Pointer(cfileName))
|
||||
ccount := C.int(0)
|
||||
ret := C.LoadModelAnimations(cfileName, &ccount)
|
||||
v := (*[1 << 24]ModelAnimation)(unsafe.Pointer(ret))[:int(ccount)]
|
||||
return v
|
||||
}
|
||||
|
||||
// UpdateModelAnimation - Update model animation pose (CPU)
|
||||
func UpdateModelAnimation(model Model, anim ModelAnimation, frame int32) {
|
||||
cmodel := model.cptr()
|
||||
canim := anim.cptr()
|
||||
cframe := (C.int)(frame)
|
||||
C.UpdateModelAnimation(*cmodel, *canim, cframe)
|
||||
}
|
||||
|
||||
// UpdateModelAnimationBones - Update model animation mesh bone matrices (GPU skinning)
|
||||
func UpdateModelAnimationBones(model Model, anim ModelAnimation, frame int32) {
|
||||
cmodel := model.cptr()
|
||||
canim := anim.cptr()
|
||||
cframe := (C.int)(frame)
|
||||
C.UpdateModelAnimationBones(*cmodel, *canim, cframe)
|
||||
}
|
||||
|
||||
// UnloadModelAnimation - Unload animation data
|
||||
func UnloadModelAnimation(anim ModelAnimation) {
|
||||
canim := anim.cptr()
|
||||
C.UnloadModelAnimation(*canim)
|
||||
}
|
||||
|
||||
// UnloadModelAnimations - Unload animation array data
|
||||
func UnloadModelAnimations(animations []ModelAnimation) {
|
||||
C.UnloadModelAnimations((*C.ModelAnimation)(unsafe.Pointer(&animations[0])), (C.int)(len(animations)))
|
||||
}
|
||||
|
||||
// IsModelAnimationValid - Check model animation skeleton match
|
||||
func IsModelAnimationValid(model Model, anim ModelAnimation) bool {
|
||||
cmodel := model.cptr()
|
||||
canim := anim.cptr()
|
||||
ret := C.IsModelAnimationValid(*cmodel, *canim)
|
||||
v := bool(ret)
|
||||
return v
|
||||
}
|
||||
|
||||
// CheckCollisionSpheres - Detect collision between two spheres
|
||||
func CheckCollisionSpheres(centerA Vector3, radiusA float32, centerB Vector3, radiusB float32) bool {
|
||||
ccenterA := centerA.cptr()
|
||||
cradiusA := (C.float)(radiusA)
|
||||
ccenterB := centerB.cptr()
|
||||
cradiusB := (C.float)(radiusB)
|
||||
ret := C.CheckCollisionSpheres(*ccenterA, cradiusA, *ccenterB, cradiusB)
|
||||
v := bool(ret)
|
||||
return v
|
||||
}
|
||||
|
||||
// CheckCollisionBoxes - Detect collision between two bounding boxes
|
||||
func CheckCollisionBoxes(box1 BoundingBox, box2 BoundingBox) bool {
|
||||
cbox1 := box1.cptr()
|
||||
cbox2 := box2.cptr()
|
||||
ret := C.CheckCollisionBoxes(*cbox1, *cbox2)
|
||||
v := bool(ret)
|
||||
return v
|
||||
}
|
||||
|
||||
// CheckCollisionBoxSphere - Detect collision between box and sphere
|
||||
func CheckCollisionBoxSphere(box BoundingBox, centerSphere Vector3, radiusSphere float32) bool {
|
||||
cbox := box.cptr()
|
||||
ccenterSphere := centerSphere.cptr()
|
||||
cradiusSphere := (C.float)(radiusSphere)
|
||||
ret := C.CheckCollisionBoxSphere(*cbox, *ccenterSphere, cradiusSphere)
|
||||
v := bool(ret)
|
||||
return v
|
||||
}
|
||||
|
||||
// GetRayCollisionSphere - Get collision info between ray and sphere
|
||||
func GetRayCollisionSphere(ray Ray, center Vector3, radius float32) RayCollision {
|
||||
cray := ray.cptr()
|
||||
ccenter := center.cptr()
|
||||
cradius := (C.float)(radius)
|
||||
ret := C.GetRayCollisionSphere(*cray, *ccenter, cradius)
|
||||
v := newRayCollisionFromPointer(unsafe.Pointer(&ret))
|
||||
return v
|
||||
}
|
||||
|
||||
// GetRayCollisionBox - Get collision info between ray and box
|
||||
func GetRayCollisionBox(ray Ray, box BoundingBox) RayCollision {
|
||||
cray := ray.cptr()
|
||||
cbox := box.cptr()
|
||||
ret := C.GetRayCollisionBox(*cray, *cbox)
|
||||
v := newRayCollisionFromPointer(unsafe.Pointer(&ret))
|
||||
return v
|
||||
}
|
||||
|
||||
// GetRayCollisionMesh - Get collision info between ray and mesh
|
||||
func GetRayCollisionMesh(ray Ray, mesh Mesh, transform Matrix) RayCollision {
|
||||
cray := ray.cptr()
|
||||
cmesh := mesh.cptr()
|
||||
ctransform := transform.cptr()
|
||||
ret := C.GetRayCollisionMesh(*cray, *cmesh, *ctransform)
|
||||
v := newRayCollisionFromPointer(unsafe.Pointer(&ret))
|
||||
return v
|
||||
}
|
||||
|
||||
// GetRayCollisionTriangle - Get collision info between ray and triangle
|
||||
func GetRayCollisionTriangle(ray Ray, p1, p2, p3 Vector3) RayCollision {
|
||||
cray := ray.cptr()
|
||||
cp1 := p1.cptr()
|
||||
cp2 := p2.cptr()
|
||||
cp3 := p3.cptr()
|
||||
ret := C.GetRayCollisionTriangle(*cray, *cp1, *cp2, *cp3)
|
||||
v := newRayCollisionFromPointer(unsafe.Pointer(&ret))
|
||||
return v
|
||||
}
|
||||
|
||||
// GetRayCollisionQuad - Get collision info between ray and quad
|
||||
func GetRayCollisionQuad(ray Ray, p1, p2, p3, p4 Vector3) RayCollision {
|
||||
cray := ray.cptr()
|
||||
cp1 := p1.cptr()
|
||||
cp2 := p2.cptr()
|
||||
cp3 := p3.cptr()
|
||||
cp4 := p4.cptr()
|
||||
ret := C.GetRayCollisionQuad(*cray, *cp1, *cp2, *cp3, *cp4)
|
||||
v := newRayCollisionFromPointer(unsafe.Pointer(&ret))
|
||||
return v
|
||||
}
|
||||
Reference in New Issue
Block a user