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Updated raylib data structures (markdown)
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raylib provides some basic data structures to organize game information. Those structures are quite common in most of the engines out there:
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raylib provides some basic data structures to organize game data.
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Those structures are quite common in most of the engines out there.
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### raylib data structures
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```c
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// Basic data structures
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struct Color; // Color type, RGBA (32bit)
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struct Rectangle; // Rectangle type
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struct Vector2; // Vector2 type
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struct Vector3; // Vector3 type
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struct Vector4; // Vector4 type
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struct Matrix; // Matrix type (OpenGL style 4x4)
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struct Quaternion; // Alias for Vector4
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struct Color; [ 4 bytes] // RGBA values, 4 char, 32bit color
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struct Rectangle; [16 bytes] // 4 float values
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struct Vector2; [ 8 bytes] // 2 float values
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struct Vector3; [12 bytes] // 3 float values
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struct Vector4; [16 bytes] // 4 float values
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struct Matrix; [64 bytes] // 16 float values, right handed, column major
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struct Quaternion; [16 bytes] // Vector4 alias
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// 2D data structures (pixels, font...)
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struct Image; [20 bytes] // Image data pointer (RAM) and 4 data parameters
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struct Texture2D; [20 bytes] // OpenGL texture id (VRAM) and basic info
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struct Texture; [20 bytes] // Texture2D alias
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struct TextureCubemap; [20 bytes] // OpenGL cubemap texture id and basic info
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struct RenderTexture2D; [28 bytes] // OpenGL framebuffer id and color+depth textures
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struct RenderTexture [28 bytes] // RenderTexture2D alias
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struct NPatchInfo [36 bytes] // Source rectangle and border offsets
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struct CharInfo; [32 bytes] // One character image and info properties
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struct Font; [36 bytes] // Texture atlas and recs+chars data array pointers
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// 2D data (pixels, font...)
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struct Image; // Image type (data stored in CPU memory (RAM))
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struct Texture; // Alias for Texture2D
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struct Texture2D; // Texture2D type (data stored in GPU memory (VRAM))
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struct RenderTexture // Alias for RenderTexture
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struct RenderTexture2D; // RenderTexture2D type, for texture rendering
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struct CharInfo; // Font Character Info
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struct Font; // Font type, includes texture and charSet array data (SpriteFont fallback)
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struct Camera; // Alias for Camera3D
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struct Camera2D; // Camera2D type, defines a 2d camera
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struct Camera3D; // Camera type, defines a camera position/orientation in 3d space
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// Screen view structures
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struct Camera2D; [24 bytes] // 2D camera offset, target, rotation and zoom
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struct Camera3D; [44 bytes] // 3D camera position, target, up vectors and parameters
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struct Camera; [44 bytes] // Camera3D alias
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struct VrDeviceInfo; [64 bytes] // Head-Mounted-Display device configuration parameters
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// 3D data structures (vertex, material properties...)
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// NOTE: Those structures are more complex so they use some internal pointers to data
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struct Mesh; [60 bytes] // Vertex data, OpenGL buffers ids, animation data (skeleton bones and pose)
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struct Shader; [ 8 bytes] // OpenGL program id, locations array pointer
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struct Material; [16 bytes] // Shader and maps array pointer
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struct MaterialMap [28 bytes] // Texture, color and value
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struct Model; [96 bytes] // Meshes+materials array pointers, transform matrix (64 bytes)
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struct ModelAnimation; [16 bytes] // Skeletal bones data and frames transformation
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struct BoneInfo; [36 bytes] // Bone name (32 bytes) and parent id
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struct Transform; [40 bytes] // Vertex transformation: translation, rotation, scale
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// 3D data (vertex, material properties...)
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struct Mesh; // Vertex data defining a mesh, animation vertex data
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struct Shader; // Shader type (generic shader)
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struct Material; // Material type
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struct MaterialMap // MaterialMap type
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struct Model; // Basic 3d Model type
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struct ModelAnimation; // Skeletal and frame information
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struct BoneInfo; // Bone information
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struct Transform; // Transform properties, translation, rotation, scale..
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struct Ray; // Ray type (useful for raycast)
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struct RayHitInfo; // Information related to hit from Ray
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struct BoundingBox; // Simple Bounding Box
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struct Ray; [24 bytes] // Ray-casting position+direction vectors
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struct RayHitInfo; [32 bytes] // Ray collision information
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struct BoundingBox; [12 bytes] // Defined by min and max vertex
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// Audio related data
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struct Wave; // Wave type, defines audio wave data
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struct Sound; // Basic Sound source and buffer
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struct Music; // Music type (file streaming from memory)
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struct AudioStream; // Raw audio stream type
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struct Wave; [20 bytes] // Wave data pointer (RAM) and data parameters
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struct AudioStream; [16 bytes] // Audio buffer pointer (private) and parameters
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struct Sound; [20 bytes] // Audio stream and samples count
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struct Music; [32 bytes] // Audio stream and music data pointer for streaming
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```
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raylib abuses the data pass-by-value on most of its functions, actually, only around 10% of the functions require dealing with data pointers. For this reason, I tried to keep data structures as small as possible, usually under 64 bytes size, and use internal pointers when data requires modification by some function (usually Load/Update/Unload functions).
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### raylib functions that require passing data by reference to be modified inside the function
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```c
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// core.c
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char **GetDirectoryFiles(const char *dirPath, int *count); // Get filenames in a directory path (memory should be freed)
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char **GetDroppedFiles(int *count); // Get dropped files names (memory should be freed)
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// camera.h
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void UpdateCamera(Camera *camera); // Update camera position for selected mode
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// textures.c
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// NOTE: By design, MOST of the [Image*()] functions require passing an [Image *image] for modification
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void GenTextureMipmaps(Texture2D *texture); // Generate GPU mipmaps for a texture
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// text.c
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Image GenImageFontAtlas(const CharInfo *chars, Rectangle **recs, int charsCount, int fontSize, int padding, int packMethod); // Generate image font atlas using chars info
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const char **TextSplit(const char *text, char delimiter, int *count); // Split text into multiple strings
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int *GetCodepoints(const char *text, int *count); // Get all codepoints in a string, codepoints count returned by parameters
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int GetNextCodepoint(const char *text, int *bytesProcessed); // Returns next codepoint in a UTF8 encoded string; 0x3f('?') is returned on failure
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const char *CodepointToUtf8(int codepoint, int *byteLength); // Encode codepoint into utf8 text (char array length returned as parameter)
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// models.c
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Mesh *LoadMeshes(const char *fileName, int *meshCount); // Load meshes from model file
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void SetMaterialTexture(Material *material, int mapType, Texture2D texture); // Set texture for a material map type (MAP_DIFFUSE, MAP_SPECULAR...)
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void SetModelMeshMaterial(Model *model, int meshId, int materialId); // Set material for a mesh
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ModelAnimation *LoadModelAnimations(const char *fileName, int *animsCount); // Load model animations from file
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void MeshTangents(Mesh *mesh); // Compute mesh tangents
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void MeshBinormals(Mesh *mesh); // Compute mesh binormals
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bool CheckCollisionRaySphereEx(Ray ray, Vector3 center, float radius, Vector3 *collisionPoint); // Detect collision between ray and sphere, returns collision point
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void UpdateVrTracking(Camera *camera); // Update VR tracking (position and orientation) and camera
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// audio.c
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void WaveFormat(Wave *wave, int sampleRate, int sampleSize, int channels); // Convert wave data to desired format
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void WaveCrop(Wave *wave, int initSample, int finalSample); // Crop a wave to defined samples range
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```
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