Raylib_modelsval draw_line_3d :
Raylib_core.Vector3.t ->
Raylib_core.Vector3.t ->
Raylib_core.Color.t ->
unitdraw_line_3d start_pos end_pos color Draw a line in 3D world space
val draw_point_3d : Raylib_core.Vector3.t -> Raylib_core.Color.t -> unitdraw_point_3d position color Draw a point in 3D space, actually a small line
val draw_circle_3d :
Raylib_core.Vector3.t ->
float ->
Raylib_core.Vector3.t ->
float ->
Raylib_core.Color.t ->
unitdraw_circle_3d center radius rotation_axis rotation_angle color Draw a circle in 3D world space
val draw_triangle_3d :
Raylib_core.Vector3.t ->
Raylib_core.Vector3.t ->
Raylib_core.Vector3.t ->
Raylib_core.Color.t ->
unitdraw_triangle_3d v1 v2 v3 color Draw a color-filled triangle (vertex in counter-clockwise order!)
val draw_triangle_strip_3d :
Raylib_core.Vector3.t Raylib_core.ptr ->
int ->
Raylib_core.Color.t ->
unitdraw_triangle_strip_3d points point_count color Draw a triangle strip defined by points
val draw_cube :
Raylib_core.Vector3.t ->
float ->
float ->
float ->
Raylib_core.Color.t ->
unitdraw_cube position width height length color Draw cube
val draw_cube_v :
Raylib_core.Vector3.t ->
Raylib_core.Vector3.t ->
Raylib_core.Color.t ->
unitdraw_cube_v position size color Draw cube (Vector version)
val draw_cube_wires :
Raylib_core.Vector3.t ->
float ->
float ->
float ->
Raylib_core.Color.t ->
unitdraw_cube_wires position width height length color Draw cube wires
val draw_cube_wires_v :
Raylib_core.Vector3.t ->
Raylib_core.Vector3.t ->
Raylib_core.Color.t ->
unitdraw_cube_wires_v position size color Draw cube wires (Vector version)
val draw_sphere : Raylib_core.Vector3.t -> float -> Raylib_core.Color.t -> unitdraw_sphere center_pos radius color Draw sphere
val draw_sphere_ex :
Raylib_core.Vector3.t ->
float ->
int ->
int ->
Raylib_core.Color.t ->
unitdraw_sphere_ex center_pos radius rings slices color Draw sphere with extended parameters
val draw_sphere_wires :
Raylib_core.Vector3.t ->
float ->
int ->
int ->
Raylib_core.Color.t ->
unitdraw_sphere_wires center_pos radius rings slices color Draw sphere wires
val draw_cylinder :
Raylib_core.Vector3.t ->
float ->
float ->
float ->
int ->
Raylib_core.Color.t ->
unitdraw_cylinder position radius_top radius_bottom height slices color Draw a cylinder/cone
val draw_cylinder_ex :
Raylib_core.Vector3.t ->
Raylib_core.Vector3.t ->
float ->
float ->
int ->
Raylib_core.Color.t ->
unitdraw_cylinder_ex start_pos end_pos start_radius end_radius sides color Draw a cylinder with base at startPos and top at endPos
val draw_cylinder_wires :
Raylib_core.Vector3.t ->
float ->
float ->
float ->
int ->
Raylib_core.Color.t ->
unitdraw_cylinder_wires position radius_top radius_bottom height slices color Draw a cylinder/cone wires
val draw_cylinder_wires_ex :
Raylib_core.Vector3.t ->
Raylib_core.Vector3.t ->
float ->
float ->
int ->
Raylib_core.Color.t ->
unitdraw_cylinder_wires_ex start_pos end_pos start_radius end_radius sides color Draw a cylinder wires with base at startPos and top at endPos
val draw_capsule :
Raylib_core.Vector3.t ->
Raylib_core.Vector3.t ->
float ->
int ->
int ->
Raylib_core.Color.t ->
unitdraw_capsule start_pos end_pos radius slices rings color Draw a capsule with the center of its sphere caps at startPos and endPos
val draw_capsule_wires :
Raylib_core.Vector3.t ->
Raylib_core.Vector3.t ->
float ->
int ->
int ->
Raylib_core.Color.t ->
unitdraw_capsule_wires start_pos end_pos radius slices rings color Draw capsule wireframe with the center of its sphere caps at startPos and endPos
val draw_plane :
Raylib_core.Vector3.t ->
Raylib_core.Vector2.t ->
Raylib_core.Color.t ->
unitdraw_plane center_pos size color Draw a plane XZ
val draw_ray : Raylib_core.Ray.t -> Raylib_core.Color.t -> unitdraw_ray ray color Draw a ray line
val load_model : string -> Raylib_core.Model.tload_model file_name Load model from files (meshes and materials)
val load_model_from_mesh : Raylib_core.Mesh.t -> Raylib_core.Model.tload_model_from_mesh mesh Load model from generated mesh (default material)
val is_model_valid : Raylib_core.Model.t -> boolis_model_valid model Check if a model is valid (loaded in GPU, VAO/VBOs)
val unload_model : Raylib_core.Model.t -> unitunload_model model Unload model (including meshes) from memory (RAM and/or VRAM)
val get_model_bounding_box : Raylib_core.Model.t -> Raylib_core.BoundingBox.tget_model_bounding_box model Compute model bounding box limits (considers all meshes)
val draw_model :
Raylib_core.Model.t ->
Raylib_core.Vector3.t ->
float ->
Raylib_core.Color.t ->
unitdraw_model model position scale tint Draw a model (with texture if set)
val draw_model_ex :
Raylib_core.Model.t ->
Raylib_core.Vector3.t ->
Raylib_core.Vector3.t ->
float ->
Raylib_core.Vector3.t ->
Raylib_core.Color.t ->
unitdraw_model_ex model position rotation_axis rotation_angle scale tint Draw a model with extended parameters
val draw_model_wires :
Raylib_core.Model.t ->
Raylib_core.Vector3.t ->
float ->
Raylib_core.Color.t ->
unitdraw_model_wires model position scale tint Draw a model wires (with texture if set)
val draw_model_wires_ex :
Raylib_core.Model.t ->
Raylib_core.Vector3.t ->
Raylib_core.Vector3.t ->
float ->
Raylib_core.Vector3.t ->
Raylib_core.Color.t ->
unitdraw_model_wires_ex model position rotation_axis rotation_angle scale tint Draw a model wires (with texture if set) with extended parameters
val draw_bounding_box :
Raylib_core.BoundingBox.t ->
Raylib_core.Color.t ->
unitdraw_bounding_box box color Draw bounding box (wires)
val draw_billboard :
Raylib_core.Camera3D.t ->
Raylib_core.Texture.t ->
Raylib_core.Vector3.t ->
float ->
Raylib_core.Color.t ->
unitdraw_billboard camera texture position scale tint Draw a billboard texture
val draw_billboard_rec :
Raylib_core.Camera3D.t ->
Raylib_core.Texture.t ->
Raylib_core.Rectangle.t ->
Raylib_core.Vector3.t ->
Raylib_core.Vector2.t ->
Raylib_core.Color.t ->
unitdraw_billboard_rec camera texture source position size tint Draw a billboard texture defined by source
val draw_billboard_pro :
Raylib_core.Camera3D.t ->
Raylib_core.Texture.t ->
Raylib_core.Rectangle.t ->
Raylib_core.Vector3.t ->
Raylib_core.Vector3.t ->
Raylib_core.Vector2.t ->
Raylib_core.Vector2.t ->
float ->
Raylib_core.Color.t ->
unitdraw_billboard_pro camera texture source position up size origin rotation tint Draw a billboard texture defined by source and rotation
val upload_mesh : Raylib_core.Mesh.t Raylib_core.ptr -> bool -> unitupload_mesh mesh dynamic Upload mesh vertex data in GPU and provide VAO/VBO ids
val update_mesh_buffer :
Raylib_core.Mesh.t ->
int ->
unit Raylib_core.ptr ->
int ->
int ->
unitupdate_mesh_buffer mesh index data data_size offset Update mesh vertex data in GPU for a specific buffer index
val unload_mesh : Raylib_core.Mesh.t -> unitunload_mesh mesh Unload mesh data from CPU and GPU
val draw_mesh :
Raylib_core.Mesh.t ->
Raylib_core.Material.t ->
Raylib_core.Matrix.t ->
unitdraw_mesh mesh material transform Draw a 3d mesh with material and transform
val draw_mesh_instanced :
Raylib_core.Mesh.t ->
Raylib_core.Material.t ->
Raylib_core.Matrix.t Raylib_core.ptr ->
int ->
unitdraw_mesh_instanced mesh material transforms instances Draw multiple mesh instances with material and different transforms
val get_mesh_bounding_box : Raylib_core.Mesh.t -> Raylib_core.BoundingBox.tget_mesh_bounding_box mesh Compute mesh bounding box limits
val gen_mesh_tangents : Raylib_core.Mesh.t Raylib_core.ptr -> unitgen_mesh_tangents mesh Compute mesh tangents
val export_mesh : Raylib_core.Mesh.t -> string -> boolexport_mesh mesh file_name Export mesh data to file, returns true on success
val export_mesh_as_code : Raylib_core.Mesh.t -> string -> boolexport_mesh_as_code mesh file_name Export mesh as code file (.h) defining multiple arrays of vertex attributes
val gen_mesh_poly : int -> float -> Raylib_core.Mesh.tgen_mesh_poly sides radius Generate polygonal mesh
val gen_mesh_plane : float -> float -> int -> int -> Raylib_core.Mesh.tgen_mesh_plane width length res_x res_z Generate plane mesh (with subdivisions)
val gen_mesh_cube : float -> float -> float -> Raylib_core.Mesh.tgen_mesh_cube width height length Generate cuboid mesh
val gen_mesh_sphere : float -> int -> int -> Raylib_core.Mesh.tgen_mesh_sphere radius rings slices Generate sphere mesh (standard sphere)
val gen_mesh_hemi_sphere : float -> int -> int -> Raylib_core.Mesh.tgen_mesh_hemi_sphere radius rings slices Generate half-sphere mesh (no bottom cap)
val gen_mesh_cylinder : float -> float -> int -> Raylib_core.Mesh.tgen_mesh_cylinder radius height slices Generate cylinder mesh
val gen_mesh_cone : float -> float -> int -> Raylib_core.Mesh.tgen_mesh_cone radius height slices Generate cone/pyramid mesh
val gen_mesh_torus : float -> float -> int -> int -> Raylib_core.Mesh.tgen_mesh_torus radius size rad_seg sides Generate torus mesh
val gen_mesh_knot : float -> float -> int -> int -> Raylib_core.Mesh.tgen_mesh_knot radius size rad_seg sides Generate trefoil knot mesh
val gen_mesh_heightmap :
Raylib_core.Image.t ->
Raylib_core.Vector3.t ->
Raylib_core.Mesh.tgen_mesh_heightmap heightmap size Generate heightmap mesh from image data
val gen_mesh_cubicmap :
Raylib_core.Image.t ->
Raylib_core.Vector3.t ->
Raylib_core.Mesh.tgen_mesh_cubicmap cubicmap cube_size Generate cubes-based map mesh from image data
val load_materials :
string ->
int Raylib_core.ptr ->
Raylib_core.Material.t Raylib_core.ptrload_materials file_name material_count Load materials from model file
val load_material_default : unit -> Raylib_core.Material.tload_material_default () Load default material (Supports: DIFFUSE, SPECULAR, NORMAL maps)
val is_material_valid : Raylib_core.Material.t -> boolis_material_valid material Check if a material is valid (shader assigned, map textures loaded in GPU)
val unload_material : Raylib_core.Material.t -> unitunload_material material Unload material from GPU memory (VRAM)
val set_material_texture :
Raylib_core.Material.t Raylib_core.ptr ->
Raylib_core.MaterialMapIndex.t ->
Raylib_core.Texture.t ->
unitset_material_texture material map_type texture Set texture for a material map type (MATERIAL_MAP_DIFFUSE, MATERIAL_MAP_SPECULAR...)
val set_model_mesh_material :
Raylib_core.Model.t Raylib_core.ptr ->
int ->
int ->
unitset_model_mesh_material model mesh_id material_id Set material for a mesh
val load_model_animations :
string ->
Raylib_core.ModelAnimation.t Raylib_core.CArray.tload_model_animations file_name anim_count Load model animations from file
val update_model_animation :
Raylib_core.Model.t ->
Raylib_core.ModelAnimation.t ->
int ->
unitupdate_model_animation model anim frame Update model animation pose (CPU)
val update_model_animation_ex :
Raylib_core.Model.t ->
Raylib_core.ModelAnimation.t ->
float ->
Raylib_core.ModelAnimation.t ->
float ->
float ->
unitupdate_model_animation_ex model animA frameA animB frameB blend Update model animation pose, blending two animations
val unload_model_animations :
Raylib_core.ModelAnimation.t Raylib_core.CArray.t ->
unitunload_model_animations animations anim_count Unload animation array data
val is_model_animation_valid :
Raylib_core.Model.t ->
Raylib_core.ModelAnimation.t ->
boolis_model_animation_valid model anim Check model animation skeleton match
val check_collision_spheres :
Raylib_core.Vector3.t ->
float ->
Raylib_core.Vector3.t ->
float ->
boolcheck_collision_spheres center1 radius1 center2 radius2 Check collision between two spheres
val check_collision_boxes :
Raylib_core.BoundingBox.t ->
Raylib_core.BoundingBox.t ->
boolcheck_collision_boxes box1 box2 Check collision between two bounding boxes
val check_collision_box_sphere :
Raylib_core.BoundingBox.t ->
Raylib_core.Vector3.t ->
float ->
boolcheck_collision_box_sphere box center radius Check collision between box and sphere
val get_ray_collision_sphere :
Raylib_core.Ray.t ->
Raylib_core.Vector3.t ->
float ->
Raylib_core.RayCollision.tget_ray_collision_sphere ray center radius Get collision info between ray and sphere
val get_ray_collision_box :
Raylib_core.Ray.t ->
Raylib_core.BoundingBox.t ->
Raylib_core.RayCollision.tget_ray_collision_box ray box Get collision info between ray and box
val get_ray_collision_mesh :
Raylib_core.Ray.t ->
Raylib_core.Mesh.t ->
Raylib_core.Matrix.t ->
Raylib_core.RayCollision.tget_ray_collision_mesh ray mesh transform Get collision info between ray and mesh
val get_ray_collision_triangle :
Raylib_core.Ray.t ->
Raylib_core.Vector3.t ->
Raylib_core.Vector3.t ->
Raylib_core.Vector3.t ->
Raylib_core.RayCollision.tget_ray_collision_triangle ray p1 p2 p3 Get collision info between ray and triangle
val get_ray_collision_quad :
Raylib_core.Ray.t ->
Raylib_core.Vector3.t ->
Raylib_core.Vector3.t ->
Raylib_core.Vector3.t ->
Raylib_core.Vector3.t ->
Raylib_core.RayCollision.tget_ray_collision_quad ray p1 p2 p3 p4 Get collision info between ray and quad