Safe Haskell | Safe-Inferred |
---|---|
Language | Haskell2010 |
Bindings to rmodels
Synopsis
- drawLine3D :: Vector3 -> Vector3 -> Color -> IO ()
- drawPoint3D :: Vector3 -> Color -> IO ()
- drawCircle3D :: Vector3 -> Float -> Vector3 -> Float -> Color -> IO ()
- drawTriangle3D :: Vector3 -> Vector3 -> Vector3 -> Color -> IO ()
- drawTriangleStrip3D :: [Vector3] -> Int -> Color -> IO ()
- drawCube :: Vector3 -> Float -> Float -> Float -> Color -> IO ()
- drawCubeV :: Vector3 -> Vector3 -> Color -> IO ()
- drawCubeWires :: Vector3 -> Float -> Float -> Float -> Color -> IO ()
- drawCubeWiresV :: Vector3 -> Vector3 -> Color -> IO ()
- drawSphere :: Vector3 -> Float -> Color -> IO ()
- drawSphereEx :: Vector3 -> Float -> Int -> Int -> Color -> IO ()
- drawSphereWires :: Vector3 -> Float -> Int -> Int -> Color -> IO ()
- drawCylinder :: Vector3 -> Float -> Float -> Float -> Int -> Color -> IO ()
- drawCylinderEx :: Vector3 -> Vector3 -> Float -> Float -> Int -> Color -> IO ()
- drawCylinderWires :: Vector3 -> Float -> Float -> Float -> Int -> Color -> IO ()
- drawCylinderWiresEx :: Vector3 -> Vector3 -> Float -> Float -> Int -> Color -> IO ()
- drawCapsule :: Vector3 -> Vector3 -> Float -> Int -> Int -> Color -> IO ()
- drawCapsuleWires :: Vector3 -> Vector3 -> Float -> Int -> Int -> Color -> IO ()
- drawPlane :: Vector3 -> Vector2 -> Color -> IO ()
- drawRay :: Ray -> Color -> IO ()
- drawGrid :: Int -> Float -> IO ()
- loadModel :: String -> WindowResources -> IO Model
- loadModelFromMesh :: Mesh -> WindowResources -> IO Model
- unloadModel :: Model -> WindowResources -> IO ()
- isModelReady :: Model -> IO Bool
- getModelBoundingBox :: Model -> IO BoundingBox
- drawModel :: Model -> Vector3 -> Float -> Color -> IO ()
- drawModelEx :: Model -> Vector3 -> Vector3 -> Float -> Vector3 -> Color -> IO ()
- drawModelWires :: Model -> Vector3 -> Float -> Color -> IO ()
- drawModelWiresEx :: Model -> Vector3 -> Vector3 -> Float -> Vector3 -> Color -> IO ()
- drawBoundingBox :: BoundingBox -> Color -> IO ()
- drawBillboard :: Camera3D -> Texture -> Vector3 -> Float -> Color -> IO ()
- drawBillboardRec :: Camera3D -> Texture -> Rectangle -> Vector3 -> Vector2 -> Color -> IO ()
- drawBillboardPro :: Camera3D -> Texture -> Rectangle -> Vector3 -> Vector3 -> Vector2 -> Vector2 -> Float -> Color -> IO ()
- uploadMesh :: Mesh -> Bool -> WindowResources -> IO Mesh
- updateMeshBuffer :: Mesh -> Int -> Ptr () -> Int -> Int -> IO ()
- unloadMesh :: Mesh -> WindowResources -> IO ()
- drawMesh :: Mesh -> Material -> Matrix -> IO ()
- drawMeshInstanced :: Mesh -> Material -> [Matrix] -> IO ()
- exportMesh :: Mesh -> String -> IO Bool
- exportMeshAsCode :: Mesh -> String -> IO Bool
- getMeshBoundingBox :: Mesh -> IO BoundingBox
- genMeshTangents :: Mesh -> IO Mesh
- genMeshPoly :: Int -> Float -> WindowResources -> IO Mesh
- genMeshPlane :: Float -> Float -> Int -> Int -> WindowResources -> IO Mesh
- genMeshCube :: Float -> Float -> Float -> WindowResources -> IO Mesh
- genMeshSphere :: Float -> Int -> Int -> WindowResources -> IO Mesh
- genMeshHemiSphere :: Float -> Int -> Int -> WindowResources -> IO Mesh
- genMeshCylinder :: Float -> Float -> Int -> WindowResources -> IO Mesh
- genMeshCone :: Float -> Float -> Int -> WindowResources -> IO Mesh
- genMeshTorus :: Float -> Float -> Int -> Int -> WindowResources -> IO Mesh
- genMeshKnot :: Float -> Float -> Int -> Int -> WindowResources -> IO Mesh
- genMeshHeightmap :: Image -> Vector3 -> WindowResources -> IO Mesh
- genMeshCubicmap :: Image -> Vector3 -> WindowResources -> IO Mesh
- loadMaterials :: String -> WindowResources -> IO [Material]
- unloadMaterial :: Material -> WindowResources -> IO ()
- loadMaterialDefault :: IO Material
- isMaterialReady :: Material -> IO Bool
- setMaterialTexture :: Material -> Int -> Texture -> IO Material
- setModelMeshMaterial :: Model -> Int -> Int -> IO Model
- loadModelAnimations :: String -> IO [ModelAnimation]
- updateModelAnimation :: Model -> ModelAnimation -> Int -> IO ()
- isModelAnimationValid :: Model -> ModelAnimation -> IO Bool
- checkCollisionSpheres :: Vector3 -> Float -> Vector3 -> Float -> Bool
- checkCollisionBoxes :: BoundingBox -> BoundingBox -> Bool
- checkCollisionBoxSphere :: BoundingBox -> Vector3 -> Float -> Bool
- getRayCollisionSphere :: Ray -> Vector3 -> Float -> RayCollision
- getRayCollisionBox :: Ray -> BoundingBox -> RayCollision
- getRayCollisionMesh :: Ray -> Mesh -> Matrix -> RayCollision
- getRayCollisionTriangle :: Ray -> Vector3 -> Vector3 -> Vector3 -> RayCollision
- getRayCollisionQuad :: Ray -> Vector3 -> Vector3 -> Vector3 -> Vector3 -> RayCollision
- c'drawLine3D :: Ptr Vector3 -> Ptr Vector3 -> Ptr Color -> IO ()
- c'drawPoint3D :: Ptr Vector3 -> Ptr Color -> IO ()
- c'drawCircle3D :: Ptr Vector3 -> CFloat -> Ptr Vector3 -> CFloat -> Ptr Color -> IO ()
- c'drawTriangle3D :: Ptr Vector3 -> Ptr Vector3 -> Ptr Vector3 -> Ptr Color -> IO ()
- c'drawTriangleStrip3D :: Ptr Vector3 -> CInt -> Ptr Color -> IO ()
- c'drawCube :: Ptr Vector3 -> CFloat -> CFloat -> CFloat -> Ptr Color -> IO ()
- c'drawCubeV :: Ptr Vector3 -> Ptr Vector3 -> Ptr Color -> IO ()
- c'drawCubeWires :: Ptr Vector3 -> CFloat -> CFloat -> CFloat -> Ptr Color -> IO ()
- c'drawCubeWiresV :: Ptr Vector3 -> Ptr Vector3 -> Ptr Color -> IO ()
- c'drawSphere :: Ptr Vector3 -> CFloat -> Ptr Color -> IO ()
- c'drawSphereEx :: Ptr Vector3 -> CFloat -> CInt -> CInt -> Ptr Color -> IO ()
- c'drawSphereWires :: Ptr Vector3 -> CFloat -> CInt -> CInt -> Ptr Color -> IO ()
- c'drawCylinder :: Ptr Vector3 -> CFloat -> CFloat -> CFloat -> CInt -> Ptr Color -> IO ()
- c'drawCylinderEx :: Ptr Vector3 -> Ptr Vector3 -> CFloat -> CFloat -> CInt -> Ptr Color -> IO ()
- c'drawCylinderWires :: Ptr Vector3 -> CFloat -> CFloat -> CFloat -> CInt -> Ptr Color -> IO ()
- c'drawCylinderWiresEx :: Ptr Vector3 -> Ptr Vector3 -> CFloat -> CFloat -> CInt -> Ptr Color -> IO ()
- c'drawCapsule :: Ptr Vector3 -> Ptr Vector3 -> CFloat -> CInt -> CInt -> Ptr Color -> IO ()
- c'drawCapsuleWires :: Ptr Vector3 -> Ptr Vector3 -> CFloat -> CInt -> CInt -> Ptr Color -> IO ()
- c'drawPlane :: Ptr Vector3 -> Ptr Vector2 -> Ptr Color -> IO ()
- c'drawRay :: Ptr Ray -> Ptr Color -> IO ()
- c'drawGrid :: CInt -> CFloat -> IO ()
- c'loadModel :: CString -> IO (Ptr Model)
- c'loadModelFromMesh :: Ptr Mesh -> IO (Ptr Model)
- c'isModelReady :: Ptr Model -> IO CBool
- c'unloadModel :: Ptr Model -> IO ()
- c'getModelBoundingBox :: Ptr Model -> IO (Ptr BoundingBox)
- c'drawModel :: Ptr Model -> Ptr Vector3 -> CFloat -> Ptr Color -> IO ()
- c'drawModelEx :: Ptr Model -> Ptr Vector3 -> Ptr Vector3 -> CFloat -> Ptr Vector3 -> Ptr Color -> IO ()
- c'drawModelWires :: Ptr Model -> Ptr Vector3 -> CFloat -> Ptr Color -> IO ()
- c'drawModelWiresEx :: Ptr Model -> Ptr Vector3 -> Ptr Vector3 -> CFloat -> Ptr Vector3 -> Ptr Color -> IO ()
- c'drawBoundingBox :: Ptr BoundingBox -> Ptr Color -> IO ()
- c'drawBillboard :: Ptr Camera3D -> Ptr Texture -> Ptr Vector3 -> CFloat -> Ptr Color -> IO ()
- c'drawBillboardRec :: Ptr Camera3D -> Ptr Texture -> Ptr Rectangle -> Ptr Vector3 -> Ptr Vector2 -> Ptr Color -> IO ()
- c'drawBillboardPro :: Ptr Camera3D -> Ptr Texture -> Ptr Rectangle -> Ptr Vector3 -> Ptr Vector3 -> Ptr Vector2 -> Ptr Vector2 -> CFloat -> Ptr Color -> IO ()
- c'uploadMesh :: Ptr Mesh -> CInt -> IO ()
- c'updateMeshBuffer :: Ptr Mesh -> CInt -> Ptr () -> CInt -> CInt -> IO ()
- c'unloadMesh :: Ptr Mesh -> IO ()
- c'drawMesh :: Ptr Mesh -> Ptr Material -> Ptr Matrix -> IO ()
- c'drawMeshInstanced :: Ptr Mesh -> Ptr Material -> Ptr Matrix -> CInt -> IO ()
- c'exportMesh :: Ptr Mesh -> CString -> IO CBool
- c'exportMeshAsCode :: Ptr Mesh -> CString -> IO CBool
- c'getMeshBoundingBox :: Ptr Mesh -> IO (Ptr BoundingBox)
- c'genMeshTangents :: Ptr Mesh -> IO ()
- c'genMeshPoly :: CInt -> CFloat -> IO (Ptr Mesh)
- c'genMeshPlane :: CFloat -> CFloat -> CInt -> CInt -> IO (Ptr Mesh)
- c'genMeshCube :: CFloat -> CFloat -> CFloat -> IO (Ptr Mesh)
- c'genMeshSphere :: CFloat -> CInt -> CInt -> IO (Ptr Mesh)
- c'genMeshHemiSphere :: CFloat -> CInt -> CInt -> IO (Ptr Mesh)
- c'genMeshCylinder :: CFloat -> CFloat -> CInt -> IO (Ptr Mesh)
- c'genMeshCone :: CFloat -> CFloat -> CInt -> IO (Ptr Mesh)
- c'genMeshTorus :: CFloat -> CFloat -> CInt -> CInt -> IO (Ptr Mesh)
- c'genMeshKnot :: CFloat -> CFloat -> CInt -> CInt -> IO (Ptr Mesh)
- c'genMeshHeightmap :: Ptr Image -> Ptr Vector3 -> IO (Ptr Mesh)
- c'genMeshCubicmap :: Ptr Image -> Ptr Vector3 -> IO (Ptr Mesh)
- c'loadMaterials :: CString -> Ptr CInt -> IO (Ptr Material)
- c'loadMaterialDefault :: IO (Ptr Material)
- c'isMaterialReady :: Ptr Material -> IO CBool
- c'unloadMaterial :: Ptr Material -> IO ()
- c'setMaterialTexture :: Ptr Material -> CInt -> Ptr Texture -> IO ()
- c'setModelMeshMaterial :: Ptr Model -> CInt -> CInt -> IO ()
- c'loadModelAnimations :: CString -> Ptr CInt -> IO (Ptr ModelAnimation)
- c'updateModelAnimation :: Ptr Model -> Ptr ModelAnimation -> CInt -> IO ()
- c'unloadModelAnimation :: Ptr ModelAnimation -> IO ()
- c'unloadModelAnimations :: Ptr ModelAnimation -> CInt -> IO ()
- c'isModelAnimationValid :: Ptr Model -> Ptr ModelAnimation -> IO CBool
- c'checkCollisionSpheres :: Ptr Vector3 -> CFloat -> Ptr Vector3 -> CFloat -> IO CBool
- c'checkCollisionBoxes :: Ptr BoundingBox -> Ptr BoundingBox -> IO CBool
- c'checkCollisionBoxSphere :: Ptr BoundingBox -> Ptr Vector3 -> CFloat -> IO CBool
- c'getRayCollisionSphere :: Ptr Ray -> Ptr Vector3 -> CFloat -> IO (Ptr RayCollision)
- c'getRayCollisionBox :: Ptr Ray -> Ptr BoundingBox -> IO (Ptr RayCollision)
- c'getRayCollisionMesh :: Ptr Ray -> Ptr Mesh -> Ptr Matrix -> IO (Ptr RayCollision)
- c'getRayCollisionTriangle :: Ptr Ray -> Ptr Vector3 -> Ptr Vector3 -> Ptr Vector3 -> IO (Ptr RayCollision)
- c'getRayCollisionQuad :: Ptr Ray -> Ptr Vector3 -> Ptr Vector3 -> Ptr Vector3 -> Ptr Vector3 -> IO (Ptr RayCollision)
High level
loadModelFromMesh :: Mesh -> WindowResources -> IO Model Source #
unloadModel :: Model -> WindowResources -> IO () Source #
Unloads a model from GPU memory (VRAM). This unloads its associated
meshes and materials. Models are automatically unloaded when closeWindow
is called, so manually unloading models is not required. In larger projects,
you may want to manually unload models to avoid having them in VRAM for too
long.
getModelBoundingBox :: Model -> IO BoundingBox Source #
drawBoundingBox :: BoundingBox -> Color -> IO () Source #
drawBillboardRec :: Camera3D -> Texture -> Rectangle -> Vector3 -> Vector2 -> Color -> IO () Source #
drawBillboardPro :: Camera3D -> Texture -> Rectangle -> Vector3 -> Vector3 -> Vector2 -> Vector2 -> Float -> Color -> IO () Source #
uploadMesh :: Mesh -> Bool -> WindowResources -> IO Mesh Source #
unloadMesh :: Mesh -> WindowResources -> IO () Source #
Unloads a mesh from GPU memory (VRAM). Meshes are
automatically unloaded when closeWindow
is called, so manually unloading
meshes is not required. In larger projects, you may want to
manually unload meshes to avoid having them in VRAM for too long.
getMeshBoundingBox :: Mesh -> IO BoundingBox Source #
genMeshPoly :: Int -> Float -> WindowResources -> IO Mesh Source #
genMeshPlane :: Float -> Float -> Int -> Int -> WindowResources -> IO Mesh Source #
genMeshCube :: Float -> Float -> Float -> WindowResources -> IO Mesh Source #
genMeshSphere :: Float -> Int -> Int -> WindowResources -> IO Mesh Source #
genMeshHemiSphere :: Float -> Int -> Int -> WindowResources -> IO Mesh Source #
genMeshCylinder :: Float -> Float -> Int -> WindowResources -> IO Mesh Source #
genMeshCone :: Float -> Float -> Int -> WindowResources -> IO Mesh Source #
genMeshTorus :: Float -> Float -> Int -> Int -> WindowResources -> IO Mesh Source #
genMeshKnot :: Float -> Float -> Int -> Int -> WindowResources -> IO Mesh Source #
genMeshHeightmap :: Image -> Vector3 -> WindowResources -> IO Mesh Source #
genMeshCubicmap :: Image -> Vector3 -> WindowResources -> IO Mesh Source #
loadMaterials :: String -> WindowResources -> IO [Material] Source #
unloadMaterial :: Material -> WindowResources -> IO () Source #
Unloads a material from GPU memory (VRAM). Materials are
automatically unloaded when closeWindow
is called, so manually unloading
materials is not required. In larger projects, you may want to
manually unload materials to avoid having them in VRAM for too long.
loadModelAnimations :: String -> IO [ModelAnimation] Source #
updateModelAnimation :: Model -> ModelAnimation -> Int -> IO () Source #
isModelAnimationValid :: Model -> ModelAnimation -> IO Bool Source #
checkCollisionBoxes :: BoundingBox -> BoundingBox -> Bool Source #
checkCollisionBoxSphere :: BoundingBox -> Vector3 -> Float -> Bool Source #
getRayCollisionSphere :: Ray -> Vector3 -> Float -> RayCollision Source #
getRayCollisionBox :: Ray -> BoundingBox -> RayCollision Source #
getRayCollisionMesh :: Ray -> Mesh -> Matrix -> RayCollision Source #
getRayCollisionTriangle :: Ray -> Vector3 -> Vector3 -> Vector3 -> RayCollision Source #
getRayCollisionQuad :: Ray -> Vector3 -> Vector3 -> Vector3 -> Vector3 -> RayCollision Source #
Native
c'drawCylinderEx :: Ptr Vector3 -> Ptr Vector3 -> CFloat -> CFloat -> CInt -> Ptr Color -> IO () Source #
c'drawCylinderWires :: Ptr Vector3 -> CFloat -> CFloat -> CFloat -> CInt -> Ptr Color -> IO () Source #
c'drawCylinderWiresEx :: Ptr Vector3 -> Ptr Vector3 -> CFloat -> CFloat -> CInt -> Ptr Color -> IO () Source #
c'drawCapsule :: Ptr Vector3 -> Ptr Vector3 -> CFloat -> CInt -> CInt -> Ptr Color -> IO () Source #
c'drawCapsuleWires :: Ptr Vector3 -> Ptr Vector3 -> CFloat -> CInt -> CInt -> Ptr Color -> IO () Source #
c'getModelBoundingBox :: Ptr Model -> IO (Ptr BoundingBox) Source #
c'drawModelEx :: Ptr Model -> Ptr Vector3 -> Ptr Vector3 -> CFloat -> Ptr Vector3 -> Ptr Color -> IO () Source #
c'drawModelWiresEx :: Ptr Model -> Ptr Vector3 -> Ptr Vector3 -> CFloat -> Ptr Vector3 -> Ptr Color -> IO () Source #
c'drawBoundingBox :: Ptr BoundingBox -> Ptr Color -> IO () Source #
c'drawBillboard :: Ptr Camera3D -> Ptr Texture -> Ptr Vector3 -> CFloat -> Ptr Color -> IO () Source #
c'drawBillboardRec :: Ptr Camera3D -> Ptr Texture -> Ptr Rectangle -> Ptr Vector3 -> Ptr Vector2 -> Ptr Color -> IO () Source #
c'drawBillboardPro :: Ptr Camera3D -> Ptr Texture -> Ptr Rectangle -> Ptr Vector3 -> Ptr Vector3 -> Ptr Vector2 -> Ptr Vector2 -> CFloat -> Ptr Color -> IO () Source #
c'getMeshBoundingBox :: Ptr Mesh -> IO (Ptr BoundingBox) Source #
c'loadModelAnimations :: CString -> Ptr CInt -> IO (Ptr ModelAnimation) Source #
c'updateModelAnimation :: Ptr Model -> Ptr ModelAnimation -> CInt -> IO () Source #
c'unloadModelAnimation :: Ptr ModelAnimation -> IO () Source #
c'unloadModelAnimations :: Ptr ModelAnimation -> CInt -> IO () Source #
c'isModelAnimationValid :: Ptr Model -> Ptr ModelAnimation -> IO CBool Source #
c'checkCollisionBoxes :: Ptr BoundingBox -> Ptr BoundingBox -> IO CBool Source #
c'checkCollisionBoxSphere :: Ptr BoundingBox -> Ptr Vector3 -> CFloat -> IO CBool Source #
c'getRayCollisionBox :: Ptr Ray -> Ptr BoundingBox -> IO (Ptr RayCollision) Source #