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Updated raylib data structures (markdown)
@ -3,53 +3,55 @@ 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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Struct name [32bit size] [64bit change] Description
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-----------------------------------------------------------------------------------------------------------------------
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// Basic data structures
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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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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 Image; [20 bytes] [+4 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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struct NPatchInfo [36 bytes] - // Source rectangle and border offsets
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struct CharInfo; [32 bytes] [+4 bytes] // One character image and info properties
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struct Font; [36 bytes] [+12 bytes] // Texture atlas and recs+chars data array pointers
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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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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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struct Mesh; [60 bytes] [+52 bytes] // Vertex data, OpenGL buffers ids, animation data (skeleton bones and pose)
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struct Shader; [ 8 bytes] [+8 bytes] // OpenGL program id, locations array pointer
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struct Material; [16 bytes] [+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] [+24 bytes] // Meshes+materials array pointers, transform matrix (64 bytes)
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struct ModelAnimation; [16 bytes] [+8 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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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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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; [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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struct Wave; [20 bytes] [+4 bytes] // Wave data pointer (RAM) and data parameters
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struct AudioStream; [12 bytes] [+4 bytes] // Audio buffer pointer (private) and parameters
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struct Sound; [16 bytes] [+8 bytes] // Audio stream and samples count
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struct Music; [18 bytes] [+12 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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