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https://github.com/raylib-cs/raylib-cs
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Update to raylib 5.5 (#279)
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@ -170,6 +170,15 @@ public static unsafe partial class Raymath
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[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
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public static extern int Vector2Equals(Vector2 p, Vector2 q);
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/// <summary>Compute the direction of a refracted ray</summary>
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/// <param name="v">normalized direction of the incoming ray</param>
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/// <param name="n">normalized normal vector of the interface of two optical media</param>
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/// <param name="r">
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/// ratio of the refractive index of the medium from where the ray comes
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/// to the refractive index of the medium on the other side of the surface
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/// </param>
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[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
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public static extern Vector2 Vector2Refract(Vector2 v, Vector2 n, float r);
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/// <summary>Vector with components value 0.0f</summary>
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[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
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@ -275,10 +284,21 @@ public static unsafe partial class Raymath
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[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
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public static extern Vector3 Vector3RotateByAxisAngle(Vector3 v, Vector3 axis, float angle);
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/// <summary>Move Vector towards target</summary>
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[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
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public static extern Vector3 Vector3MoveTowards(Vector3 v, Vector3 target, float maxDistance);
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/// <summary>Calculate linear interpolation between two vectors</summary>
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[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
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public static extern Vector3 Vector3Lerp(Vector3 v1, Vector3 v2, float amount);
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/// <summary>
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/// Calculate cubic hermite interpolation between two vectors and their tangents
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/// as described in the GLTF 2.0 specification: https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html#interpolation-cubic
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/// </summary>
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[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
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public static extern Vector3 Vector3CubicHermite(Vector3 v1, Vector3 tangent1, Vector3 v2, Vector3 tangent2, float amount);
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/// <summary>Calculate reflected vector to normal</summary>
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[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
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public static extern Vector3 Vector3Reflect(Vector3 v, Vector3 normal);
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@ -417,8 +437,8 @@ public static unsafe partial class Raymath
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double right,
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double bottom,
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double top,
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double near,
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double far
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double nearPlane,
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double farPlane
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);
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/// <summary>
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@ -504,6 +524,13 @@ public static unsafe partial class Raymath
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[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
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public static extern Quaternion QuaternionSlerp(Quaternion q1, Quaternion q2, float amount);
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/// <summary>
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/// Calculate quaternion cubic spline interpolation using Cubic Hermite Spline algorithm
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/// as described in the GLTF 2.0 specification: https://registry.khronos.org/glTF/specs/2.0/glTF-2.0.html#interpolation-cubic
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/// </summary>
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[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
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public static extern Quaternion QuaternionCubicHermiteSpline(Quaternion q1, Quaternion outTangent1, Quaternion q2, Quaternion inTangent2, float t);
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/// <summary>Calculate quaternion based on the rotation from one vector to another</summary>
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[DllImport(NativeLibName, CallingConvention = CallingConvention.Cdecl)]
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public static extern Quaternion QuaternionFromVector3ToVector3(Vector3 from, Vector3 to);
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